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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/visrendercontext.h
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101
Code/wwphys/visrendercontext.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/visrendercontext.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 5/17/01 10:42a $*
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* *
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* $Revision:: 13 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef VISRENDERCONTEXT_H
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#define VISRENDERCONTEXT_H
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#include "rinfo.h"
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#include "bittype.h"
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#include "camera.h"
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#include "vistable.h"
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#include "vissample.h"
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#include "vector.h"
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const int BACKFACE_VIS_ID = 0x00FFFBAC; // Vis id for backface pixels
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/*
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** VisRenderContextClass
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** This is a class derived from RenderInfoClass which is used by the visibility
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** system. It adds features needed in building the pre-calculated visibility tables
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** for a level. The way this is typically used is you set the vis id, then render
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** an object (and flush it) and then call the scan function to update the visibility
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** table.
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*/
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class VisRenderContextClass : public SpecialRenderInfoClass
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{
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public:
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VisRenderContextClass(CameraClass & cam,VisTableClass & vtab);
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~VisRenderContextClass(void);
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void Set_Vis_ID(uint32 id);
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void Set_Resolution(int resx,int resy);
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void Get_Resolution(int * set_resx,int * set_resy);
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bool Is_Vis_Quick_And_Dirty(void) { return VisIgnoreNonOccluders; }
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void Set_Vis_Quick_And_Dirty(bool onoff) { VisIgnoreNonOccluders = onoff; }
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void Scan_Frame_Buffer(VisSampleClass * sample);
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void Scan_Frame_Buffer(const AABoxClass & wrld_bbox,VisSampleClass * sample);
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void Clear_Color_Buffer(void);
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void Clear_Z_Buffer(void);
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VisTableClass & VisTable;
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protected:
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void Scan_Frame_Buffer(const Vector2 & min_v,const Vector2 & max_v,VisSampleClass * sample);
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void Compute_2D_Bounds(const AABoxClass & wrld_bbox,Vector2 * min_v,Vector2 * max_v);
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bool VisIgnoreNonOccluders;
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private:
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// Not implemented...
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VisRenderContextClass(const VisRenderContextClass &);
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VisRenderContextClass & operator = (const VisRenderContextClass &);
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};
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#endif // VISRENDERCONTEXT_H
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