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source/engine/renderer/renderworld_local.h
157 строк
8 KB
Justin Marshall
Added cleaned up structs and classes to proper header files.
09 авг 2026, 03:17
09 авг 2026, 03:17
61cb846
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#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; };