Paranoia2_original/cl_dll/render/gl_primitive.h

80 lines
2.2 KiB
C++

/*
gl_primitive.h - render primitives
this code written for Paranoia 2: Savior modification
Copyright (C) 2013 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#ifndef GL_PRIMITIVE_H
#define GL_PRIMITIVE_H
#define DRAWTYPE_UNKNOWN 0
#define DRAWTYPE_SURFACE 1
#define DRAWTYPE_MESH 2
#define DRAWTYPE_QUAD 3
//#pragma pack(1)
class CSolidEntry
{
public:
void SetRenderPrimitive( const Vector verts[4], const Vector4D &color, int texture, int rendermode );
void SetRenderSurface( msurface_t *surface, word hProgram );
void SetRenderMesh( struct vbomesh_s *mesh, word hProgram );
virtual bool IsTranslucent( void ) { return false; }
int GetType( void ) { return m_bDrawType; }
byte m_bDrawType; // type of entry
union
{
cl_entity_t *m_pParentEntity; // pointer to parent entity
int m_iRenderMode; // rendermode for primitive
};
union
{
model_t *m_pRenderModel; // render model
int m_iStartVertex; // offset in global heap
};
union
{
unsigned short m_hProgram; // handle to glsl program (may be 0)
unsigned short m_hTexture; // texture for primitive
};
union
{
struct vbomesh_s *m_pMesh; // NULL or mesh
msurface_t *m_pSurf; // NULL or surface
int m_iColor; // primitive color
};
};
class CTransEntry : public CSolidEntry
{
public:
void ComputeViewDistance( const Vector &absmin, const Vector &absmax );
void ComputeScissor( const Vector &absmin, const Vector &absmax );
virtual bool IsTranslucent( void ) { return true; }
void RequestScreenColor( void );
void RequestScreenDepth( void );
void RenderScissorDebug( void );
float m_flViewDist;
Vector4D m_vecRect;
bool m_bScissorReady : 1;
};
//#pragma pack()
#endif//GL_PRIMITIVE_H