C# Class SharpQuake.Render

Show file Open project: Memorix101/SharpQuake Class Usage Examples

Public Properties

Property Type Description
Origin Vector3
ViewPn Vector3
ViewRight Vector3
ViewUp Vector3

Public Methods

Method Description
AddEfrags ( entity_t ent ) : void

R_AddEfrags

BlobExplosion ( Vector3 &org ) : void

R_BlobExplosion

DisableMultitexture ( ) : void

GL_DisableMultitexture

EnableMultitexture ( ) : void

GL_EnableMultitexture

EntityParticles ( entity_t ent ) : void

R_EntityParticles

Init ( ) : void

R_Init

InitSky ( texture_t mt ) : void

R_InitSky called at level load A sky texture is 256*128, with the right side being a masked overlay

InitTextures ( ) : void
LavaSplash ( Vector3 &org ) : void

R_LavaSplash

NewMap ( ) : void

R_NewMap

ParseParticleEffect ( ) : void

R_ParseParticleEffect Parse an effect out of the server message

ParticleExplosion ( Vector3 &org ) : void

R_ParticleExplosion

ParticleExplosion ( Vector3 &org, int colorStart, int colorLength ) : void

R_ParticleExplosion2

PushDlights ( ) : void

R_PushDlights

RemoveEfrags ( entity_t ent ) : void

R_RemoveEfrags Call when removing an object from the world or moving it to another position

RenderView ( ) : void

R_RenderView r_refdef must be set before the first call

RocketTrail ( Vector3 &start, Vector3 &end, int type ) : void

R_RocketTrail

RunParticleEffect ( Vector3 &org, Vector3 &dir, int color, int count ) : void

R_RunParticleEffect

SubdivideSurface ( msurface_t fa ) : void

GL_SubdivideSurface Breaks a polygon up along axial 64 unit boundaries so that turbulent and sky warps can be done reasonably.

TeleportSplash ( Vector3 &org ) : void

R_TeleportSplash

TranslatePlayerSkin ( int playernum ) : void

R_TranslatePlayerSkin Translates a skin texture by the per-player color lookup

Private Methods

Method Description
AddDynamicLights ( msurface_t surf ) : void

R_AddDynamicLights

AddLightBlend ( float r, float g, float b, float a2 ) : void
AllocBlock ( int w, int h, int &x, int &y ) : int
AllocParticle ( ) : particle_t
AnimateLight ( ) : void

R_AnimateLight

BlendLightmaps ( ) : void

R_BlendLightmaps

BoundPoly ( int numverts, Vector3 verts, Vector3 &mins, Vector3 &maxs ) : void

BoundPoly

BuildLightMap ( msurface_t surf, ByteArraySegment dest, int stride ) : void

R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights

BuildLightMaps ( ) : void

GL_BuildLightmaps Builds the lightmap texture with all the surfaces from all brush models

BuildSurfaceDisplayList ( msurface_t fa ) : void

BuildSurfaceDisplayList

Clear ( ) : void

R_Clear

ClearParticles ( ) : void

R_ClearParticles

CommitLightmap ( int i ) : void
CreateSurfaceLightmap ( msurface_t surf ) : void

GL_CreateSurfaceLightmap

CullBox ( Vector3 &mins, Vector3 &maxs ) : bool

R_CullBox Returns true if the box is completely outside the frustom

DrawAliasFrame ( aliashdr_t paliashdr, int posenum ) : void

GL_DrawAliasFrame

DrawAliasModel ( entity_t e ) : void

R_DrawAliasModel

DrawAliasShadow ( aliashdr_t paliashdr, int posenum ) : void

GL_DrawAliasShadow

DrawBrushModel ( entity_t e ) : void

R_DrawBrushModel

DrawEntitiesOnList ( ) : void

R_DrawEntitiesOnList

DrawGLPoly ( glpoly_t p ) : void
DrawGLWaterPoly ( glpoly_t p ) : void
DrawGLWaterPolyLightmap ( glpoly_t p ) : void
DrawParticles ( ) : void

R_DrawParticles

DrawSequentialPoly ( msurface_t s ) : void

R_DrawSequentialPoly Systems that have fast state and texture changes can just do everything as it passes with no need to sort

DrawSkyChain ( msurface_t s ) : void

R_DrawSkyChain

DrawSpriteModel ( entity_t e ) : void

R_DrawSpriteModel

DrawTextureChains ( ) : void
DrawViewModel ( ) : void

R_DrawViewModel

DrawWaterSurfaces ( ) : void

R_DrawWaterSurfaces

DrawWorld ( ) : void

R_DrawWorld

EmitBothSkyLayers ( msurface_t fa ) : void

EmitBothSkyLayers Does a sky warp on the pre-fragmented glpoly_t chain This will be called for brushmodels, the world will have them chained together.

EmitSkyPolys ( msurface_t fa ) : void

EmitSkyPolys

EmitWaterPolys ( msurface_t fa ) : void

EmitWaterPolys Does a water warp on the pre-fragmented glpoly_t chain

GetSpriteFrame ( entity_t currententity ) : mspriteframe_t

R_GetSpriteFrame

InitParticleTexture ( ) : void
InitParticles ( ) : void
IsCollinear ( float prev, float cur, float next ) : bool
LightPoint ( Vector3 &p ) : int

R_LightPoint

MYgluPerspective ( double fovy, double aspect, double zNear, double zFar ) : void
MarkLeaves ( ) : void

R_MarkLeaves

MarkLights ( dlight_t light, int bit, mnodebase_t node ) : void

R_MarkLights

Mirror ( ) : void

R_Mirror

MirrorChain ( msurface_t s ) : void

R_MirrorChain

PolyBlend ( ) : void

R_PolyBlend

RecursiveLightPoint ( mnodebase_t node, Vector3 &start, Vector3 &end ) : int
RecursiveWorldNode ( mnodebase_t node ) : void

R_RecursiveWorldNode

RenderBrushPoly ( msurface_t fa ) : void

R_RenderBrushPoly

RenderDlight ( dlight_t light ) : void

R_RenderDlight

RenderDlights ( ) : void

R_RenderDlights

RenderDynamicLightmaps ( msurface_t fa ) : void

R_RenderDynamicLightmaps Multitexture

RenderScene ( ) : void

R_RenderScene r_refdef must be set before the first call

RotateForEntity ( entity_t e ) : void

R_RotateForEntity

SetFrustum ( ) : void

R_SetFrustum

SetupAliasFrame ( int frame, aliashdr_t paliashdr ) : void

R_SetupAliasFrame

SetupFrame ( ) : void

R_SetupFrame

SetupGL ( ) : void

R_SetupGL

SignbitsForPlane ( mplane_t p ) : int
SplitEntityOnNode ( mnodebase_t node ) : void

R_SplitEntityOnNode

StoreEfrags ( efrag_t ef ) : void

R_StoreEfrags FIXME: a lot of this goes away with edge-based

SubdividePolygon ( int numverts, Vector3 verts ) : void

SubdividePolygon

TextureAnimation ( texture_t t ) : texture_t

R_TextureAnimation Returns the proper texture for a given time and base texture

TimeRefresh_f ( ) : void

R_TimeRefresh_f For program optimization

UpdateRect ( msurface_t fa, glRect_t &theRect ) : void

Method Details

AddEfrags() public static method

R_AddEfrags
public static AddEfrags ( entity_t ent ) : void
ent entity_t
return void

BlobExplosion() public static method

R_BlobExplosion
public static BlobExplosion ( Vector3 &org ) : void
org Vector3
return void

DisableMultitexture() public static method

GL_DisableMultitexture
public static DisableMultitexture ( ) : void
return void

EnableMultitexture() public static method

GL_EnableMultitexture
public static EnableMultitexture ( ) : void
return void

EntityParticles() public static method

R_EntityParticles
public static EntityParticles ( entity_t ent ) : void
ent entity_t
return void

Init() public static method

R_Init
public static Init ( ) : void
return void

InitSky() public static method

R_InitSky called at level load A sky texture is 256*128, with the right side being a masked overlay
public static InitSky ( texture_t mt ) : void
mt texture_t
return void

InitTextures() public static method

public static InitTextures ( ) : void
return void

LavaSplash() public static method

R_LavaSplash
public static LavaSplash ( Vector3 &org ) : void
org Vector3
return void

NewMap() public static method

R_NewMap
public static NewMap ( ) : void
return void

ParseParticleEffect() public static method

R_ParseParticleEffect Parse an effect out of the server message
public static ParseParticleEffect ( ) : void
return void

ParticleExplosion() public static method

R_ParticleExplosion
public static ParticleExplosion ( Vector3 &org ) : void
org Vector3
return void

ParticleExplosion() public static method

R_ParticleExplosion2
public static ParticleExplosion ( Vector3 &org, int colorStart, int colorLength ) : void
org Vector3
colorStart int
colorLength int
return void

PushDlights() public static method

R_PushDlights
public static PushDlights ( ) : void
return void

RemoveEfrags() public static method

R_RemoveEfrags Call when removing an object from the world or moving it to another position
public static RemoveEfrags ( entity_t ent ) : void
ent entity_t
return void

RenderView() public static method

R_RenderView r_refdef must be set before the first call
public static RenderView ( ) : void
return void

RocketTrail() public static method

R_RocketTrail
public static RocketTrail ( Vector3 &start, Vector3 &end, int type ) : void
start Vector3
end Vector3
type int
return void

RunParticleEffect() public static method

R_RunParticleEffect
public static RunParticleEffect ( Vector3 &org, Vector3 &dir, int color, int count ) : void
org Vector3
dir Vector3
color int
count int
return void

SubdivideSurface() public static method

GL_SubdivideSurface Breaks a polygon up along axial 64 unit boundaries so that turbulent and sky warps can be done reasonably.
public static SubdivideSurface ( msurface_t fa ) : void
fa msurface_t
return void

TeleportSplash() public static method

R_TeleportSplash
public static TeleportSplash ( Vector3 &org ) : void
org Vector3
return void

TranslatePlayerSkin() public static method

R_TranslatePlayerSkin Translates a skin texture by the per-player color lookup
public static TranslatePlayerSkin ( int playernum ) : void
playernum int
return void

Property Details

Origin public static property

public static Vector3 Origin
return Vector3

ViewPn public static property

public static Vector3 ViewPn
return Vector3

ViewRight public static property

public static Vector3 ViewRight
return Vector3

ViewUp public static property

public static Vector3 ViewUp
return Vector3