- started cleanup of model code.
* refactored FBoundingBox so that the game dependent members are global functions now. * changed some methods of the model renderer to take a render style parameter instead of a full actor.
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b58e3172fc
commit
67a50d084a
30 changed files with 179 additions and 168 deletions
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@ -39,6 +39,7 @@
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#include "hw_dynlightdata.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "flatvertices.h"
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#include "v_palette.h"
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#include "hw_lightbuffer.h"
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#include "hw_cvars.h"
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@ -52,7 +52,7 @@ VSMatrix FHWModelRenderer::GetViewToWorldMatrix()
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return objectToWorldMatrix;
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}
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void FHWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
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void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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state.SetDepthFunc(DF_LEqual);
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state.EnableTexture(true);
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@ -60,7 +60,7 @@ void FHWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, con
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// This solves a few of the problems caused by the lack of depth sorting.
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// [Nash] Don't do back face culling if explicitly specified in MODELDEF
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// TO-DO: Implement proper depth sorting.
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if (!(actor->RenderStyle == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
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if (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
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{
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state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CCW : Cull_CW);
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}
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@ -69,22 +69,22 @@ void FHWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, con
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state.EnableModelMatrix(true);
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}
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void FHWModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
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void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
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{
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state.EnableModelMatrix(false);
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state.SetDepthFunc(DF_Less);
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if (!(actor->RenderStyle == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
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if (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
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state.SetCulling(Cull_None);
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}
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void FHWModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
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void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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state.SetDepthFunc(DF_LEqual);
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// [BB] In case the model should be rendered translucent, do back face culling.
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// This solves a few of the problems caused by the lack of depth sorting.
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// TO-DO: Implement proper depth sorting.
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if (!(actor->RenderStyle == DefaultRenderStyle()))
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if (!(style == DefaultRenderStyle()))
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{
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state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CW : Cull_CCW);
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}
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@ -93,12 +93,12 @@ void FHWModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectTo
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state.EnableModelMatrix(true);
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}
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void FHWModelRenderer::EndDrawHUDModel(AActor *actor)
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void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style)
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{
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state.EnableModelMatrix(false);
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state.SetDepthFunc(DF_Less);
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if (!(actor->RenderStyle == DefaultRenderStyle()))
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if (!(style == DefaultRenderStyle()))
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state.SetCulling(Cull_None);
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}
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@ -136,7 +136,7 @@ void FHWModelRenderer::DrawElements(int numIndices, size_t offset)
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void FHWModelRenderer::SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size)
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{
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auto mdbuff = static_cast<FModelVertexBuffer*>(model->GetVertexBuffer(this));
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auto mdbuff = static_cast<FModelVertexBuffer*>(model->GetVertexBuffer(GetType()));
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state.SetVertexBuffer(mdbuff->vertexBuffer(), frame1, frame2);
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if (mdbuff->indexBuffer()) state.SetIndexBuffer(mdbuff->indexBuffer());
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}
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@ -28,6 +28,7 @@
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#include "r_data/models/models.h"
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#include "hwrenderer/data/buffers.h"
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#include "hw_modelvertexbuffer.h"
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#include "r_data/models/modelrenderer.h"
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class HWSprite;
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struct HWDrawInfo;
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@ -44,12 +45,12 @@ public:
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FHWModelRenderer(HWDrawInfo *d, FRenderState &st, int mli) : modellightindex(mli), di(d), state(st)
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{}
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ModelRendererType GetType() const override { return GLModelRendererType; }
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void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
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void BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf) override;
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IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
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VSMatrix GetViewToWorldMatrix() override;
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void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawHUDModel(AActor *actor) override;
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void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawHUDModel(FRenderStyle style) override;
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void SetInterpolation(double interpolation) override;
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void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) override;
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void DrawArrays(int start, int count) override;
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@ -70,13 +70,6 @@ CUSTOM_CVAR(Int, gl_distfog, 70, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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}
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}
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CUSTOM_CVAR(Int,gl_fogmode,1,CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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if (self>2) self=2;
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if (self<0) self=0;
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}
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//==========================================================================
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//
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// Get current light level
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@ -223,7 +223,7 @@ namespace swrenderer
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}
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}
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void SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
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void SWModelRenderer::BeginDrawModel(FRenderStyale style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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@ -261,14 +261,14 @@ namespace swrenderer
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SetTransform();
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
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if (style == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, !(mirrored ^ MirrorWorldToClip));
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}
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void SWModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
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void SWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
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{
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
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if (style == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, true);
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}
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@ -314,7 +314,7 @@ namespace swrenderer
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return objectToWorld;
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}
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void SWModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
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void SWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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ClipTop = {};
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@ -322,16 +322,16 @@ namespace swrenderer
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SetTransform();
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
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if (style == LegacyRenderStyles[STYLE_Normal])
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, !(mirrored ^ MirrorWorldToClip));
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}
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void SWModelRenderer::EndDrawHUDModel(AActor *actor)
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void SWModelRenderer::EndDrawHUDModel(FRenderStyle style)
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{
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
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if (style == LegacyRenderStyles[STYLE_Normal])
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, true);
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}
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@ -63,12 +63,12 @@ namespace swrenderer
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ModelRendererType GetType() const override { return SWModelRendererType; }
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void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
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void BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf) override;
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IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
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VSMatrix GetViewToWorldMatrix() override;
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void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawHUDModel(AActor *actor) override;
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void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawHUDModel(FRenderStyle style) override;
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void SetInterpolation(double interpolation) override;
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void SetMaterial(FTexture *skin, bool clampNoFilter, int translation) override;
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void DrawArrays(int start, int count) override;
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