C# Class SharpQuake.Render

Exibir arquivo 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_oe static_oe property

public static Vector3 Origin
return Vector3

ViewPn public_oe static_oe property

public static Vector3 ViewPn
return Vector3

ViewRight public_oe static_oe property

public static Vector3 ViewRight
return Vector3

ViewUp public_oe static_oe property

public static Vector3 ViewUp
return Vector3