Files
tech5/source/engine/renderer/renderworld_local.h
T

158 lines
8.0 KiB
C++

#pragma once
// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
// Original PDB header: w:\tech5\engine\renderer\renderworld_local.h
// Recovered logical types: 2
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
// IDA Local Type ordinal 1742; PDB kind: enum.
enum idRenderWorldLocal::layoutPhase_t : __int32
{
LAYOUT_NORMAL = 0x0,
LAYOUT_PHASE1 = 0x1,
LAYOUT_PHASE2 = 0x2,
};
// IDA Local Type ordinal 13553; PDB kind: class.
class __declspec(align(4)) idRenderWorldLocal : public idRenderWorld
{
public:
// Recovered virtual interface; IDA vtable ordinal 34036.
virtual ~idRenderWorldLocal();
virtual const char *GetName();
virtual bool IsComboMap();
virtual bool HasGlobalShadows();
virtual void UpdateDeferredPositions();
virtual void AddEnvironment(const idBounds *, const idDeclEnv *);
virtual void ClearEnvironments();
virtual int NumEnvironments();
virtual const idParmBlock *GetCurrentBlendedParms();
virtual const idDeclEnv *GetEnvironmentDeclForCurrentViewPoint();
virtual void TestEnvironment(const idDeclEnv *);
virtual void SpecificationComplete(bool);
virtual idRenderModel *StampModel();
virtual idRenderModelFoliageEdit *FoliageEditRenderModel();
virtual idRenderModelFoliage *FoliageRenderModel();
virtual idRenderModelDetailEdit *DetailEditRenderModel();
virtual idRenderModelDetail *DetailRenderModel();
virtual idRenderModelTransparency *TransparencyRenderModel();
virtual idRenderModelDecal *DecalModel();
virtual idRenderLight *AllocRenderLight(bool);
virtual idRenderModel *AllocRenderModel(const char *, bool, int);
virtual void MarkLightSerialized(idRenderLight *, bool, bool);
virtual void MarkAllLightsAsSerialized();
virtual void SetBinaryModelState(const char *, const bool);
virtual void SetNumRenderViews(int);
virtual idRenderView *RenderViewForIndex(int);
virtual bool InitForTools(const char *);
virtual int GetNumRenderModels();
virtual idRenderModel *RenderModelForIndex(int);
virtual int GetNumRenderLights();
virtual idRenderLight *RenderLightForIndex(int);
virtual int GetNumMegatextures();
virtual pageSource_t MegatextureForIndex(int);
virtual const idStaticModel *GetWorldStaticModel();
virtual const idRenderModel *GetWorldRenderModel();
virtual void GetStaticWorldBounds(idBounds *);
virtual bool Trace(modelTrace_t *, const idVec3 *, const idVec3 *, const idTraceOpts *);
virtual float ShadowSample(const idVec3 *);
virtual void SaveGame(idFile *);
virtual bool LoadGame(idFile *);
virtual void WriteToSnapshot(idSnapShot *, const idSnapShot *);
virtual void ReadFromSnapshot(idSnapShot *, const idSnapShot *);
virtual void ResetSnapshots();
virtual void DebugClear(int);
virtual void DebugLine(const idVec4 *, const idVec3 *, const idVec3 *, const int, const bool);
virtual void DebugArrow(const idVec4 *, const idVec3 *, const idVec3 *, float, const int, const bool);
virtual void DebugArrow2(const idVec4 *, const idVec3 *, const idVec3 *, float, const int, const bool, const idVec3 *);
virtual void DebugArrow3(const idVec4 *, const idVec3 *, const idVec3 *, float, const int, const bool);
virtual void DebugPyramid(const idVec4 *, const idVec3 *, const idVec3 *, const idVec3 *, float, float, const int, const bool);
virtual void DebugWinding(const idVec4 *, const idWinding *, const idVec3 *, const idMat3 *, const int, const bool);
virtual void DebugCircle(const idVec4 *, const idVec3 *, const idVec3 *, const float, const int, const int, const bool);
virtual void DebugCylinder(const idVec4 *, const idCylinder *, const idVec3 *, const int, const int, const bool);
virtual void DebugArc(const idVec4 *, const idVec3 *, const idVec3 *, const float, const float, const float, const float, const int, const bool, const bool);
virtual void DebugShadedArc(const idVec4 *, const idVec3 *, const idVec3 *, const idVec3 *, const float, const float, const float, const float, const int, const bool);
virtual void DebugSphere(const idVec4 *, const idSphere *, const int, const int, const bool);
virtual void DebugBounds(const idVec4 *, const idBounds *, const idVec3 *, const int, const bool);
virtual void DebugOrientedBounds(const idVec4 *, const idBounds *, const idVec3 *, const idMat3 *, const int, const bool);
virtual void DebugBox(const idVec4 *, const idBox *, const int, const bool);
virtual void DebugFrustum(const idVec4 *, const idFrustum *, const bool, const int);
virtual void DebugCone(const idVec4 *, const idVec3 *, const idVec3 *, float, const int, const bool);
virtual void DebugCone_2(const idVec4 *, const idVec3 *, const idVec3 *, float, float, const int, const bool);
virtual void DebugAxis(const idVec4 *, const idVec3 *, const idMat3 *, const int, const bool);
virtual void DebugAxis_2(const idVec3 *, const idMat3 *, const int, const bool);
virtual void DebugAxisScaled(const idVec3 *, const idMat3 *, const float, const int, const bool);
virtual void DebugPoint(const idVec4 *, const idVec3 *, const int, const bool);
virtual void DebugFilledPolygon(const idVec4 *, const idWinding *, const int, const bool);
virtual void DebugFilledBounds(const idVec4 *, const idBounds *, const idVec3 *, const int, const bool);
virtual void DebugText(const char *, const idVec3 *, float, const idVec4 *, const int, const int, const bool, const bool);
virtual void DebugText_2(const char *, const idVec3 *, float, const idVec4 *, const idMat3 *, const int, const int, const bool, const bool);
virtual void DebugSpline(const idVec4 *, idCurve_Spline<idVec3> *, float, bool, int, const bool);
virtual bool InitFromMap(const char *, bool);
idStr mapName;
bool isComboMap;
bool everInitialized;
bool specificationCompleteHasBeenCalled;
bool hasWorldSurfaceOffsets;
idRenderWorldLocal *nextOnWorldList;
areaNode_t *areaNodes;
idBounds *areaNodeBounds;
int *areaNodeOcclusionIndex;
int numAreaNodes;
worldArea_t *worldAreas;
idBounds *worldAreaSubspaceBounds;
idBounds *worldAreaGeometryBounds;
int numWorldAreas;
idVertexBuffer worldVertexBuffer;
idIndexBuffer worldIndexBuffer;
idStaticModel *worldStaticModel;
idRenderModel *worldRenderModel;
idRenderModel *skyModel;
idRenderModel *occlusionBaseModel;
idAmbientLighting ambientLighting;
idGlobalShadows globalShadows;
idStaticList<dynamicEnvironment_t,128> dynamicEnvironments;
idStaticList<idRenderModel *,4096> renderModels;
idStaticList<idRenderLight *,4096> renderLights;
idStaticList<idRenderLight *,4096> serializedLights;
idStaticList<idRenderView *,2> renderViews;
idArray<bool,4096> commitModels;
idArray<bool,4096> commitLights;
idArray<bool,4096> postCommitModels;
idArray<bool,4096> postCommitLights;
idArray<bool,4096> deletedModels;
idHashIndex binaryModelHash;
idStaticList<idStr,1024> binaryModelNames;
idStaticList<bool,1024> binaryModelState;
idRenderModel *stampModel;
idRenderModelFoliageEdit *foliageEditRenderModel;
idRenderModelFoliage *foliageRenderModel;
idRenderModelDetailEdit *detailEditRenderModel;
idRenderModelDetail *detailRenderModel;
idRenderModelTransparency *transparencyRenderModel;
idRenderModelDecal *decalRenderModel;
idParallelJobList *transparencyJobList;
idParallelJobList *renderModelJobList;
approximateLightingParms_t *approximateLightingParms;
int numApproximateLightingParms;
const idRenderLightCommitted **approximateLightingLights;
int numApproximateLightingLights;
idStaticList<idRenderModelCommitted *,4096> linkedRenderModels;
idStaticList<idRenderLightCommitted *,4096> linkedRenderLights;
idRenderModelCommitted *addAlwaysModels;
idRenderModelCommitted *dimShadowModels;
idList<idVirtualTexture *,61> megaTextures;
const idDeclEnv *testEnv;
idList<debugLine_t,3> rb_debugLines;
idList<debugText_t,3> rb_debugText;
idList<debugPolygon_t,3> rb_debugPolygons;
idList<debugBounds_t,3> rb_debugBounds;
idList<debugLine_t,3> latchedDebugLines;
idList<debugText_t,3> latchedDebugText;
idList<debugPolygon_t,3> latchedDebugPolygons;
idList<debugBounds_t,3> latchedDebugBounds;
bool worldEnableStaticSpecular;
};