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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A set of utilities to render standard shapes
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//
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//===========================================================================//
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#ifndef RENDERUTILS_H
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#define RENDERUTILS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier2/tier2.h"
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#include "Color.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class Vector;
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class QAngle;
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class IMaterial;
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struct matrix3x4_t;
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// Renders a wireframe sphere
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void RenderWireframeSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer );
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// Renders a sphere
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void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer );
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void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, IMaterial *pMaterial );
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// Renders a wireframe box relative to an origin
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void RenderWireframeBox( const Vector &vOrigin, const QAngle& angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer );
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// Renders a swept wireframe box
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void RenderWireframeSweptBox( const Vector &vStart, const Vector &vEnd, const QAngle &angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer );
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// Renders a solid box
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void RenderBox( const Vector& origin, const QAngle& angles, const Vector& mins, const Vector& maxs, Color c, bool bZBuffer, bool bInsideOut = false );
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void RenderBox( const Vector& origin, const QAngle& angles, const Vector& mins, const Vector& maxs, Color c, IMaterial *pMaterial, bool bInsideOut = false );
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// Renders axes, red->x, green->y, blue->z (axis aligned)
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void RenderAxes( const Vector &vOrigin, float flScale, bool bZBuffer );
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void RenderAxes( const matrix3x4_t &transform, float flScale, bool bZBuffer );
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// Render a line
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void RenderLine( const Vector& v1, const Vector& v2, Color c, bool bZBuffer );
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// Draws a triangle
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void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, bool bZBuffer );
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void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, IMaterial *pMaterial );
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// Draws a axis-aligned quad
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void RenderQuad( IMaterial *pMaterial, float x, float y, float w, float h, float z, float s0, float t0, float s1, float t1, const Color& clr );
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// Renders a screen space quad
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void DrawScreenSpaceRectangle( IMaterial *pMaterial,
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int nDestX, int nDestY, int nWidth, int nHeight, // Rect to draw into in screen space
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float flSrcTextureX0, float flSrcTextureY0, // which texel you want to appear at destx/y
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float flSrcTextureX1, float flSrcTextureY1, // which texel you want to appear at destx+width-1, desty+height-1
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int nSrcTextureWidth, int nSrcTextureHeight, // needed for fixup
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void *pClientRenderable = NULL, // Used to pass to the bind proxies
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int nXDice = 1,
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int nYDice = 1,
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float fDepth = 0.0 ); // what Z value to put in the verts
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#endif // RENDERUTILS_H
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