61 lines
2.0 KiB
C++
61 lines
2.0 KiB
C++
#pragma once
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namespace Components
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{
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class Renderer : public Component
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{
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public:
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typedef void(BackendCallback)(IDirect3DDevice9*);
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typedef void(Callback)();
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Renderer();
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~Renderer();
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static int Width();
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static int Height();
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static void OnBackendFrame(Utils::Slot<BackendCallback> callback);
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static void OnNextBackendFrame(Utils::Slot<BackendCallback> callback);
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static void OnDeviceRecoveryEnd(Utils::Slot<Renderer::Callback> callback);
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static void OnDeviceRecoveryBegin(Utils::Slot<Renderer::Callback> callback);
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private:
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static void BackendFrameStub();
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static void BackendFrameHandler();
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static void PreVidRestart();
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static void PostVidRestart();
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static void PostVidRestartStub();
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static void R_TextureFromCodeError(const char* sampler, Game::GfxCmdBufState* state);
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static void StoreGfxBufContextPtrStub1();
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static void StoreGfxBufContextPtrStub2();
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static int DrawTechsetForMaterial(int a1, float a2, float a3, const char* material, Game::vec4_t* color, int a6);
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static void DebugDrawTriggers();
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static void DebugDrawSceneModelCollisions();
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static void DebugDrawModelBoundingBoxes();
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static void DebugDrawModelNames();
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static void DebugDrawAABBTrees();
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static void ForceTechnique();
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static int FixSunShadowPartitionSize(Game::GfxCamera* camera, Game::GfxSunShadowMapMetrics* mapMetrics, Game::GfxSunShadow* sunShadow, Game::GfxSunShadowClip* clip, float* partitionFraction);
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static Utils::Signal<Renderer::Callback> EndRecoverDeviceSignal;
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static Utils::Signal<Renderer::Callback> BeginRecoverDeviceSignal;
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static Utils::Signal<BackendCallback> BackendFrameSignal;
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static Utils::Signal<BackendCallback> SingleBackendFrameSignal;
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static Dvar::Var r_drawTriggers;
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static Dvar::Var r_drawSceneModelCollisions;
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static Dvar::Var r_drawModelBoundingBoxes;
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static Dvar::Var r_drawModelNames;
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static Dvar::Var r_drawAABBTrees;
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static Dvar::Var r_playerDrawDebugDistance;
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static Dvar::Var r_forceTechnique;
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};
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}
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