248 lines
7.5 KiB
C++
248 lines
7.5 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <map>
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#include <memory>
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#include "GLCameraBlurFilter.h"
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#include "GLDynamicLight.h"
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#include "GLSettings.h"
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#include <Client/IGameMapListener.h>
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#include <Client/IRenderer.h>
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#include <Client/SceneDefinition.h>
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#include <Core/Math.h>
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namespace spades {
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namespace draw {
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class IGLDevice;
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class GLShader;
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class GLProgram;
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class GLProgramManager;
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class GLImageManager;
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class GLMapRenderer;
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class GLModelManager;
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class GLImageRenderer;
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class GLFlatMapRenderer;
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class IGLSpriteRenderer;
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class GLLongSpriteRenderer;
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class GLFramebufferManager;
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class GLMapShadowRenderer;
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class GLModelRenderer;
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class IGLShadowMapRenderer;
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class GLWaterRenderer;
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class GLAmbientShadowRenderer;
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class GLRadiosityRenderer;
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class GLLensDustFilter;
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class GLSoftLitSpriteRenderer;
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class GLAutoExposureFilter;
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class GLTemporalAAFilter;
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class GLProfiler;
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class GLRenderer : public client::IRenderer, public client::IGameMapListener {
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friend class GLShadowShader;
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friend class IGLShadowMapRenderer;
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friend class GLRadiosityRenderer;
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friend class GLSoftLitSpriteRenderer;
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struct DebugLine {
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Vector3 v1, v2;
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Vector4 color;
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};
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Handle<IGLDevice> device;
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std::unique_ptr<GLFramebufferManager> fbManager;
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client::GameMap *map; // TODO: get rid of raw pointers
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GLSettings settings;
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int renderWidth;
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int renderHeight;
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std::unique_ptr<GLProfiler> profiler;
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bool inited;
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bool sceneUsedInThisFrame;
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client::SceneDefinition sceneDef;
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Plane3 frustrum[6];
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std::vector<DebugLine> debugLines;
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std::vector<GLDynamicLight> lights;
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GLProgramManager *programManager;
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GLImageManager *imageManager;
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GLModelManager *modelManager;
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// TODO: get rid of these abominations called raw pointers
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std::unique_ptr<IGLShadowMapRenderer> shadowMapRenderer;
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GLMapShadowRenderer *mapShadowRenderer;
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GLMapRenderer *mapRenderer;
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GLImageRenderer *imageRenderer;
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GLFlatMapRenderer *flatMapRenderer;
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GLModelRenderer *modelRenderer;
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IGLSpriteRenderer *spriteRenderer;
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GLLongSpriteRenderer *longSpriteRenderer;
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std::unique_ptr<GLWaterRenderer> waterRenderer;
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GLAmbientShadowRenderer *ambientShadowRenderer;
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GLRadiosityRenderer *radiosityRenderer;
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GLCameraBlurFilter *cameraBlur;
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GLLensDustFilter *lensDustFilter;
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GLAutoExposureFilter *autoExposureFilter;
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std::unique_ptr<GLTemporalAAFilter> temporalAAFilter;
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// used when r_ssao = 1. only valid while rendering objects
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IGLDevice::UInteger ssaoBufferTexture;
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// used when r_srgb = 1
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IGLDevice::UInteger lastColorBufferTexture;
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float fogDistance;
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Vector3 fogColor;
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// used for color correction
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Vector3 smoothedFogColor;
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Matrix4 projectionMatrix;
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Matrix4 viewMatrix;
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Matrix4 projectionViewMatrix;
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bool renderingMirror;
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Vector4 drawColorAlphaPremultiplied;
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bool legacyColorPremultiply;
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unsigned int lastTime;
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bool duringSceneRendering;
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void BuildProjectionMatrix();
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void BuildView();
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void BuildFrustrum();
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void RenderDebugLines();
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void RenderObjects();
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void RenderGhosts();
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void EnsureInitialized();
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void EnsureSceneStarted();
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void EnsureSceneNotStarted();
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void UpdateRenderSize();
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void Prepare2DRendering(bool reset = false);
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protected:
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~GLRenderer();
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public:
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GLRenderer(Handle<IGLDevice> glDevice);
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void Init() override;
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void Shutdown() override;
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Handle<client::IImage> RegisterImage(const char *filename) override;
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Handle<client::IModel> RegisterModel(const char *filename) override;
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void ClearCache() override;
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Handle<client::IImage> CreateImage(Bitmap &) override;
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Handle<client::IModel> CreateModel(VoxelModel &) override;
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Handle<client::IModel> CreateModelOptimized(VoxelModel &);
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GLProgram *RegisterProgram(const std::string &name);
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GLShader *RegisterShader(const std::string &name);
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void SetGameMap(stmp::optional<client::GameMap &>) override;
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void SetFogColor(Vector3 v) override;
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void SetFogDistance(float f) override { fogDistance = f; }
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Vector3 GetFogColor() { return fogColor; }
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float GetFogDistance() { return fogDistance; }
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Vector3 GetFogColorForSolidPass();
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void StartScene(const client::SceneDefinition &) override;
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void RenderModel(client::IModel &, const client::ModelRenderParam &) override;
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void AddLight(const client::DynamicLightParam &light) override;
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void AddDebugLine(Vector3 a, Vector3 b, Vector4 color) override;
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void AddSprite(client::IImage &, Vector3 center, float radius, float rotation) override;
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void AddLongSprite(client::IImage &, Vector3 p1, Vector3 p2, float radius) override;
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void EndScene() override;
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void MultiplyScreenColor(Vector3) override;
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void SetColor(Vector4) override;
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void SetColorAlphaPremultiplied(Vector4) override;
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void DrawImage(stmp::optional<client::IImage &>, const Vector2 &outTopLeft) override;
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void DrawImage(stmp::optional<client::IImage &>, const AABB2 &outRect) override;
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void DrawImage(stmp::optional<client::IImage &>, const Vector2 &outTopLeft,
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const AABB2 &inRect) override;
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void DrawImage(stmp::optional<client::IImage &>, const AABB2 &outRect,
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const AABB2 &inRect) override;
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void DrawImage(stmp::optional<client::IImage &>, const Vector2 &outTopLeft,
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const Vector2 &outTopRight, const Vector2 &outBottomLeft,
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const AABB2 &inRect) override;
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void DrawFlatGameMap(const AABB2 &outRect, const AABB2 &inRect) override;
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void FrameDone() override;
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void Flip() override;
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Handle<Bitmap> ReadBitmap() override;
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float ScreenWidth() override;
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float ScreenHeight() override;
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int GetRenderWidth() const { return renderWidth; }
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int GetRenderHeight() const { return renderHeight; }
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GLSettings &GetSettings() { return settings; }
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IGLDevice &GetGLDevice() { return *device; }
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GLProfiler &GetGLProfiler() { return *profiler; }
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GLFramebufferManager *GetFramebufferManager() { return fbManager.get(); }
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IGLShadowMapRenderer *GetShadowMapRenderer() { return shadowMapRenderer.get(); }
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GLAmbientShadowRenderer *GetAmbientShadowRenderer() { return ambientShadowRenderer; }
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GLMapShadowRenderer *GetMapShadowRenderer() { return mapShadowRenderer; }
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GLRadiosityRenderer *GetRadiosityRenderer() { return radiosityRenderer; }
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GLModelRenderer *GetModelRenderer() { return modelRenderer; }
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const Matrix4 &GetProjectionMatrix() const { return projectionMatrix; }
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const Matrix4 &GetProjectionViewMatrix() const { return projectionViewMatrix; }
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const Matrix4 &GetViewMatrix() const { return viewMatrix; }
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bool IsRenderingMirror() const { return renderingMirror; }
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void GameMapChanged(int x, int y, int z, client::GameMap *) override;
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const client::SceneDefinition &GetSceneDef() const { return sceneDef; }
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bool BoxFrustrumCull(const AABB3 &);
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bool SphereFrustrumCull(const Vector3 ¢er, float radius);
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};
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} // namespace draw
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} // namespace spades
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