rodecomp/Source/Contents/Ground/GroundRendering.h
ragnarok-clanker a47d20f8be Reconstruct readable C++ and organize cohesive source subsystems
Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.

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C++

#ifndef RAGNAROK_SOURCE_CONTENTS_GROUND_GROUNDRENDERING_H
#define RAGNAROK_SOURCE_CONTENTS_GROUND_GROUNDRENDERING_H
#include <cstdint>
struct GroundQuad;
struct RenderProjection;
struct RenderQueues;
struct RenderVertex;
class LightmappedPrimitivePool;
struct ServiceOptions;
class RenderPrimitivePool;
struct GroundRenderContext {
const RenderProjection& projection;
RenderPrimitivePool& primitives;
RenderQueues& queues;
const int& width;
const int& height;
const std::uint32_t& frame;
const bool& depthAlpha;
const float& depthStart;
const float& depthEnd;
};
struct GroundLightingContext {
GroundRenderContext& render;
LightmappedPrimitivePool& primitives;
const ServiceOptions& options;
const float* colorScale;
const float* waterAmbient;
const bool& overrideColor;
const bool& multitexture;
};
bool GroundQuadVisible(const RenderVertex* vertices, const GroundRenderContext& context);
void DrawLightmappedGround(const float* matrix, const GroundQuad& quad, bool clip, GroundLightingContext& context);
void DrawGroundSide(const float* matrix, const GroundQuad& quad, bool clip, GroundRenderContext& context);
#endif