Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
62 lines
1.4 KiB
C++
62 lines
1.4 KiB
C++
#pragma once
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#include <Stuff\Stuff.hpp>
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//
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//-------------------------
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// Element Renderer classes
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//-------------------------
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//
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namespace ElementRenderer {
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enum
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{
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ElementClassID = Stuff::FirstElementRendererClassID,
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GroupElementClassID,
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CameraElementClassID,
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ShapeElementClassID,
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ListElementClassID,
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SwitchElementClassID,
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LODElementClassID,
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PointCloudElementClassID,
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TriangleCloudElementClassID,
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ScalableShapeElementClassID,
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ScreenQuadsElementClassID,
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gosFXElementClassID,
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GridElementClassID,
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LineCloudElementClassID,
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LightElementClassID,
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MultiLODElementClassID,
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ShapeLODElementClassID,
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TreeElementClassID,
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FirstFreeElementRendererClassID
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};
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enum {CurrentERFVersion = 14};
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int
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ReadERFVersion(Stuff::MemoryStream *erf_stream);
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void
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WriteERFVersion(Stuff::MemoryStream *erf_stream);
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void InitializeClasses(Stuff::NotationFile *startup_ini=NULL);
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void TerminateClasses(Stuff::NotationFile *startup_ini=NULL);
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extern HGOSHEAP g_LibraryHeap;
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extern HGOSHEAP g_Heap;
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DECLARE_TIMER(extern, Total_Video);
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DECLARE_TIMER(extern, Graph_Traversal);
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DECLARE_TIMER(extern, Setup_Sky);
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DECLARE_TIMER(extern, Draw_Shapes);
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DECLARE_TIMER(extern, Draw_Scalable);
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DECLARE_TIMER(extern, Draw_Effects);
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DECLARE_TIMER(extern, Draw_Quads);
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DECLARE_TIMER(extern, Render);
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}
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#include "Element.hpp"
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