/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech Source Code 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. IceTech Source Code 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. You should have received a copy of the GNU General Public License along with IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ typedef struct { const idMaterial *material; float color[4]; int firstVert; int numVerts; int firstIndex; int numIndexes; } guiModelSurface_t; class idGuiModel { public: idGuiModel(); void Clear(); void WriteToDemo( idDemoFile *demo ); void ReadFromDemo( idDemoFile *demo ); void EmitToCurrentView( float modelMatrix[16], bool depthHack ); void EmitFullScreen(); // these calls are forwarded from the renderer void SetColor( float r, float g, float b, float a ); void DrawStretchPic( const idDrawVert *verts, const glIndex_t *indexes, int vertCount, int indexCount, const idMaterial *hShader, bool clip = true, float min_x = 0.0f, float min_y = 0.0f, float max_x = SCREEN_WIDTH, float max_y = SCREEN_HEIGHT ); void DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, const idMaterial *hShader); void DrawStretchTri ( idVec2 p1, idVec2 p2, idVec2 p3, idVec2 t1, idVec2 t2, idVec2 t3, const idMaterial *material ); //--------------------------- private: void AdvanceSurf(); void EmitSurface( guiModelSurface_t *surf, float modelMatrix[16], float modelViewMatrix[16], bool depthHack ); guiModelSurface_t *surf; idList surfaces; idList indexes; idList verts; };