mirror of
https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-05 03:24:56 +08:00
482 lines
10 KiB
C
482 lines
10 KiB
C
/*
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r_context.c -- dx2 renderer context
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Copyright (C) 2023-2024 a1batross
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Copyright (C) 2025-2026 lewa_j
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This program 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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This program 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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*/
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#define INITGUID
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#include "r_local.h"
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#include "xash3d_mathlib.h"
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#include "crtlib.h"
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#include "r_studioint.h"
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//#pragma comment(lib, "ddraw.lib")
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//TODO COM_GetProcAddress
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static void R_SimpleStub( void )
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{
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;
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}
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static void R_SimpleStubInt( int unused )
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{
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;
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}
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static void R_SimpleStubUInt( unsigned int unused )
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{
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;
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}
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static const char *R_GetConfigName( void )
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{
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return "ref_dx2";
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}
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static qboolean R_SetDisplayTransform( ref_screen_rotation_t rotate, int offset_x, int offset_y, float scale_x, float scale_y )
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{
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qboolean ret = true;
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tr.rotation = rotate;
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if( offset_x || offset_y )
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{
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gEngfuncs.Con_Printf("offset transform not supported\n");
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ret = false;
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}
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if( scale_x != 1.0f || scale_y != 1.0f )
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{
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gEngfuncs.Con_Printf("scale transform not supported\n");
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ret = false;
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}
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return ret;
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}
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void GL_BackendStartFrame( void )
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{
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}
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void GL_BackendEndFrame( void )
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{
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}
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void GL_SetRenderMode( int mode )
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{
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dxc.renderMode = mode;
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}
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static void R_ProcessEntData( qboolean allocate, cl_entity_t *entities, unsigned int max_entities )
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{
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if (!allocate)
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{
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tr.draw_list->num_solid_entities = 0;
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tr.draw_list->num_trans_entities = 0;
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tr.draw_list->num_beam_entities = 0;
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tr.max_entities = 0;
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tr.entities = NULL;
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}
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else
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{
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tr.max_entities = max_entities;
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tr.entities = entities;
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}
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if (gEngfuncs.drawFuncs->R_ProcessEntData)
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gEngfuncs.drawFuncs->R_ProcessEntData(allocate);
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}
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static void R_SetupSky( int *skytextures )
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{
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;
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}
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static qboolean VID_ScreenShot( const char *filename, int shot_type )
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{
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return false;
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}
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static qboolean VID_CubemapShot( const char *base, uint size, const float *vieworg, qboolean skyshot )
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{
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return false;
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}
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static colorVec R_LightPoint( const float *p )
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{
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colorVec c = { 0 };
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return c;
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}
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static void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale )
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{
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;
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}
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static int R_CreateDecalList( struct decallist_s *pList )
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{
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return 0;
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}
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static float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc, double time )
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{
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return 0.0f;
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}
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static void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles )
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{
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;
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}
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static qboolean R_StudioFillAPI( struct engine_studio_api_s *api, struct r_studio_interface_s *pDefaultDraw )
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{
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return false;
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}
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static r_studio_interface_t *pStudioDraw;
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static void R_StudioSetDrawInterface( struct r_studio_interface_s *pDraw )
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{
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pStudioDraw = pDraw;
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}
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static void R_SetSkyCloudsTextures( int solidskyTexture, int alphaskyTexture )
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{
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;
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}
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static void CL_RunLightStyles( lightstyle_t *ls )
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{
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}
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static qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buffer, size_t buffersize )
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{
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gEngfuncs.Con_Printf("Mod_ProcessRenderData(%p(%s), %d, %p, %zu)\n", mod, mod->name, create, buffer, buffersize);
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return true;
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}
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static void Mod_StudioLoadTextures( model_t *mod, void *data )
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{
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;
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}
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static void CL_DrawParticles( double frametime, particle_t *particles, float partsize )
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{
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;
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}
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static void CL_DrawTracers( double frametime, particle_t *tracers )
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{
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;
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}
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static void CL_DrawBeams( int fTrans, BEAM *beams )
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{
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;
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}
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static intptr_t RefGetParm( int parm, int arg )
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{
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dx_texture_t *glt;
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switch (parm)
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{
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case PARM_TEX_WIDTH:
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glt = R_GetTexture(arg);
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return glt->width;
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case PARM_TEX_HEIGHT:
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glt = R_GetTexture(arg);
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return glt->height;
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case PARM_TEX_SRC_WIDTH:
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glt = R_GetTexture(arg);
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return glt->srcWidth;
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case PARM_TEX_SRC_HEIGHT:
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glt = R_GetTexture(arg);
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return glt->srcHeight;
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case PARM_TEX_GLFORMAT:
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glt = R_GetTexture(arg);
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return 0;
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case PARM_TEX_ENCODE:
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glt = R_GetTexture(arg);
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return 0;
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case PARM_TEX_MIPCOUNT:
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glt = R_GetTexture(arg);
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return glt->numMips;
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case PARM_TEX_DEPTH:
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glt = R_GetTexture(arg);
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return 1;
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#if 0
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case PARM_TEX_SKYBOX:
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Assert(arg >= 0 && arg < 6);
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return tr.skyboxTextures[arg];
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#endif
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case PARM_TEX_SKYTEXNUM:
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return tr.skytexturenum;
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#if 0
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case PARM_TEX_LIGHTMAP:
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arg = bound(0, arg, MAX_LIGHTMAPS - 1);
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return tr.lightmapTextures[arg];
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#endif
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case PARM_TEX_TARGET:
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glt = R_GetTexture(arg);
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return 0;
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case PARM_TEX_TEXNUM:
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glt = R_GetTexture(arg);
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return arg;
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case PARM_TEX_FLAGS:
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glt = R_GetTexture(arg);
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return glt->flags;
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#if 0
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case PARM_TEX_MEMORY:
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return GL_TexMemory();
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case PARM_ACTIVE_TMU:
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return glState.activeTMU;
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#endif
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case PARM_LIGHTSTYLEVALUE:
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arg = bound(0, arg, MAX_LIGHTSTYLES - 1);
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return g_lightstylevalue[arg];
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#if 0
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case PARM_MAX_IMAGE_UNITS:
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return GL_MaxTextureUnits();
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case PARM_REBUILD_GAMMA:
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return glConfig.softwareGammaUpdate;
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case PARM_GL_CONTEXT_TYPE:
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return glConfig.context;
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case PARM_GLES_WRAPPER:
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return glConfig.wrapper;
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#endif
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case PARM_STENCIL_ACTIVE:
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return 0;//No stencil in dx2
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case PARM_TEX_FILTERING:
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return 0;
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#if 0
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if (arg < 0)
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return gl_texture_nearest.value == 0.0f;
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return GL_TextureFilteringEnabled(R_GetTexture(arg));
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#endif
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case PARM_GET_STUDIO_HDR:
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//return (intptr_t)R_StudioGetHeader();
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return 0;
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default:
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return (*gEngfuncs.EngineGetParm)(parm, arg);
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}
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return 0;
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}
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void GL_Bind( int tmu, unsigned int texnum )
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{
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const dx_texture_t *texture;
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// missed or invalid texture?
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if( texnum <= 0 || texnum >= MAX_TEXTURES )
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{
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if( texnum != 0 )
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gEngfuncs.Con_DPrintf( S_ERROR "%s: invalid texturenum %d\n", __func__, texnum );
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texnum = tr.defaultTexture;
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}
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texture = R_GetTexture( texnum );
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//if( dxc.currentTexture == texture->d3dHandle )
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// return;
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dxc.currentTexture = texture->d3dHandle;
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}
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static qboolean R_SpeedsMessage( char *out, size_t size )
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{
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return false;
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}
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static void R_NewMap( void )
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{
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tr.worldmodel = gp_cl->models[1];
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// clear out efrags in case the level hasn't been reloaded
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for( int i = 0; i < tr.worldmodel->numleafs; i++ )
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tr.worldmodel->leafs[i+1].efrags = NULL;
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tr.skytexturenum = -1;
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// clearing texture chains
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for( int i = 0; i < tr.worldmodel->numtextures; i++ )
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{
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if( !tr.worldmodel->textures[i] )
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continue;
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texture_t *tx = tr.worldmodel->textures[i];
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if( !Q_strncmp( tx->name, "sky", 3 ) && tx->width == ( tx->height * 2 ))
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tr.skytexturenum = i;
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tx->texturechain = NULL;
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}
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GL_BuildLightmaps();
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if( gEngfuncs.drawFuncs->R_NewMap != NULL )
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gEngfuncs.drawFuncs->R_NewMap();
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}
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static void Color4f( float r, float g, float b, float a )
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{
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Vector4Set(dxc.currentColor, r, g, b, a);
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}
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static void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
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{
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Vector4Set(dxc.currentColor, r/255.f, g/255.f, b/255.f, a/255.f);
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}
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static void Vertex3fv( const float *worldPnt )
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{
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;
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}
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static void Vertex3f( float x, float y, float z )
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{
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;
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}
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static void CullFace( TRICULLSTYLE mode )
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{
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;
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}
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static void VGUI_SetupDrawing( qboolean rect )
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{
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;
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}
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static void R_FillRenderAPI( render_api_t *api )
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{
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;
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}
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static void R_FillTriAPI( triangleapi_t *api )
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{
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;
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}
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const ref_interface_t gReffuncs =
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{
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.R_Init = R_Init,
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.R_Shutdown = R_Shutdown,
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.R_GetConfigName = R_GetConfigName,
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.R_SetDisplayTransform = R_SetDisplayTransform,
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.GL_SetupAttributes = GL_SetupAttributes,
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.GL_InitExtensions = GL_InitExtensions,
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.GL_ClearExtensions = GL_ClearExtensions,
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.R_GammaChanged = R_GammaChanged,
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.R_BeginFrame = R_BeginFrame,
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.R_RenderScene = R_RenderScene,
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.R_EndFrame = R_EndFrame,
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.R_PushScene = R_SimpleStub,
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.R_PopScene = R_SimpleStub,
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.GL_BackendStartFrame = GL_BackendStartFrame,
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.GL_BackendEndFrame = GL_BackendEndFrame,
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.R_ClearScreen = R_SimpleStub,
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.R_AllowFog = R_AllowFog,
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.GL_SetRenderMode = GL_SetRenderMode,
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.R_AddEntity = R_AddEntity,
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.R_ProcessEntData = R_ProcessEntData,
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.R_ShowTextures = R_ShowTextures,
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.R_GetTextureOriginalBuffer = R_GetTextureOriginalBuffer,
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.GL_LoadTextureFromBuffer = GL_LoadTextureFromBuffer,
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.GL_ProcessTexture = GL_ProcessTexture,
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.R_SetupSky = R_SetupSky,
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.R_Set2DMode = R_Set2DMode,
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.R_DrawStretchPic = R_DrawStretchPic,
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.FillRGBA = FillRGBA,
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.WorldToScreen = WorldToScreen,
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.VID_ScreenShot = VID_ScreenShot,
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.VID_CubemapShot = VID_CubemapShot,
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.R_LightPoint = R_LightPoint,
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.R_DecalShoot = R_DecalShoot,
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.R_DecalRemoveAll = R_SimpleStubInt,
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.R_CreateDecalList = R_CreateDecalList,
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.R_ClearAllDecals = R_SimpleStub,
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.R_StudioEstimateFrame = R_StudioEstimateFrame,
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.R_StudioLerpMovement = R_StudioLerpMovement,
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.R_StudioFillAPI = R_StudioFillAPI,
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.R_StudioSetDrawInterface = R_StudioSetDrawInterface,
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.R_SetSkyCloudsTextures = R_SetSkyCloudsTextures,
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.GL_SubdivideSurface = GL_SubdivideSurface,
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.CL_RunLightStyles = CL_RunLightStyles,
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.Mod_ProcessRenderData = Mod_ProcessRenderData,
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.Mod_StudioLoadTextures = Mod_StudioLoadTextures,
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.CL_DrawParticles = CL_DrawParticles,
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.CL_DrawTracers = CL_DrawTracers,
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.CL_DrawBeams = CL_DrawBeams,
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.RefGetParm = RefGetParm,
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.R_GetDetailScaleForTexture = R_GetDetailScaleForTexture,
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.R_SetDetailScaleForTexture = R_SetDetailScaleForTexture,
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.GL_CreateTexture = GL_CreateTexture,
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.GL_FindTexture = GL_FindTexture,
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.GL_TextureName = GL_TextureName,
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.GL_TextureData = GL_TextureData,
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.GL_LoadTexture = GL_LoadTexture,
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.GL_FreeTexture = GL_FreeTexture,
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.R_OverrideTextureSourceSize = R_OverrideTextureSourceSize,
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.GL_UpdateTexture = GL_UpdateTexture,
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.GL_Bind = GL_Bind,
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.GL_RenderFrame = R_RenderFrame,
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.GL_OrthoBounds = GL_OrthoBounds,
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.R_SpeedsMessage = R_SpeedsMessage,
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.Mod_GetCurrentVis = Mod_GetCurrentVis,
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.R_NewMap = R_NewMap,
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.R_ClearScene = R_ClearScene,
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.TriRenderMode = R_SimpleStubInt,
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.Begin = R_SimpleStubInt,
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.End = R_SimpleStub,
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.Color4f = Color4f,
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.Color4ub = Color4ub,
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.Vertex3fv = Vertex3fv,
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.Vertex3f = Vertex3f,
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.CullFace = CullFace,
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.R_FillRenderAPI = R_FillRenderAPI,
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.R_FillTriAPI = R_FillTriAPI,
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.VGUI_SetupDrawing = VGUI_SetupDrawing,
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};
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