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255 lines
7.5 KiB
255 lines
7.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The main manager of the rendering
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#include "rendermanager.h"
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#include "legion.h"
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#include "uimanager.h"
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#include "worldmanager.h"
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#include "materialsystem/imaterialsystem.h"
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#include "tier2/tier2.h"
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//-----------------------------------------------------------------------------
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// Camera property
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//-----------------------------------------------------------------------------
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DEFINE_FIXEDSIZE_ALLOCATOR( CCameraProperty, 1, CMemoryPool::GROW_SLOW );
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CCameraProperty::CCameraProperty()
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{
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m_Origin.Init();
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m_Angles.Init();
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m_Velocity.Init();
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m_AngVelocity.Init();
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}
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void CCameraProperty::GetForward( Vector *pForward )
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{
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AngleVectors( m_Angles, pForward );
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}
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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static CRenderManager s_RenderManager;
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extern CRenderManager *g_pRenderManager = &s_RenderManager;
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//-----------------------------------------------------------------------------
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// Game initialization
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//-----------------------------------------------------------------------------
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bool CRenderManager::Init()
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{
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m_bRenderWorldFullscreen = true;
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return true;
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}
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void CRenderManager::Shutdown()
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{
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}
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//-----------------------------------------------------------------------------
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// Level initialization
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//-----------------------------------------------------------------------------
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LevelRetVal_t CRenderManager::LevelInit( bool bFirstCall )
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{
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return FINISHED;
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}
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LevelRetVal_t CRenderManager::LevelShutdown( bool bFirstCall )
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{
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return FINISHED;
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}
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//-----------------------------------------------------------------------------
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// Property allocation
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//-----------------------------------------------------------------------------
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CCameraProperty *CRenderManager::CreateCameraProperty()
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{
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return new CCameraProperty;
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}
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void CRenderManager::DestroyCameraProperty( CCameraProperty *pProperty )
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{
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delete pProperty;
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}
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//-----------------------------------------------------------------------------
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// Sets the rectangle to draw into
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//-----------------------------------------------------------------------------
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void CRenderManager::RenderWorldFullscreen()
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{
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m_bRenderWorldFullscreen = true;
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}
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void CRenderManager::RenderWorldInRect( int x, int y, int nWidth, int nHeight )
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{
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m_bRenderWorldFullscreen = false;
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m_nRenderX = x;
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m_nRenderY = y;
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m_nRenderWidth = nWidth;
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m_nRenderHeight = nHeight;
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}
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//-----------------------------------------------------------------------------
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// Done completely client-side, want total smoothness, so simulate at render interval
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//-----------------------------------------------------------------------------
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void CRenderManager::UpdateLocalPlayerCamera()
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{
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float dt = IGameManager::DeltaTime();
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CCameraProperty *pCamera = g_pWorldManager->GetLocalPlayer()->m_pCameraProperty;
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VectorMA( pCamera->m_Origin, dt, pCamera->m_Velocity, pCamera->m_Origin );
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VectorMA( pCamera->m_Angles, dt, pCamera->m_AngVelocity, pCamera->m_Angles );
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}
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//-----------------------------------------------------------------------------
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// Per-frame update
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//-----------------------------------------------------------------------------
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void CRenderManager::Update( )
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{
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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if ( GetLevelState() == NOT_IN_LEVEL )
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{
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g_pMaterialSystem->BeginFrame( 0 );
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pRenderContext->ClearColor4ub( 76, 88, 68, 255 );
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pRenderContext->ClearBuffers( true, true );
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g_pUIManager->DrawUI();
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g_pMaterialSystem->EndFrame();
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g_pMaterialSystem->SwapBuffers();
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return;
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}
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UpdateLocalPlayerCamera();
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g_pMaterialSystem->BeginFrame( 0 );
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pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
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pRenderContext->ClearBuffers( true, true );
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RenderWorld();
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g_pUIManager->DrawUI();
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g_pMaterialSystem->EndFrame();
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g_pMaterialSystem->SwapBuffers();
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}
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//-----------------------------------------------------------------------------
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// Sets up the camera
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//-----------------------------------------------------------------------------
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void CRenderManager::SetupCameraRenderState( )
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{
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CCameraProperty *pCamera = g_pWorldManager->GetLocalPlayer()->m_pCameraProperty;
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matrix3x4_t cameraToWorld;
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AngleMatrix( pCamera->m_Angles, pCamera->m_Origin, cameraToWorld );
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matrix3x4_t matRotate;
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matrix3x4_t matRotateZ;
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MatrixBuildRotationAboutAxis( Vector(0,0,1), -90, matRotateZ );
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MatrixMultiply( cameraToWorld, matRotateZ, matRotate );
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matrix3x4_t matRotateX;
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MatrixBuildRotationAboutAxis( Vector(1,0,0), 90, matRotateX );
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MatrixMultiply( matRotate, matRotateX, matRotate );
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matrix3x4_t view;
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MatrixInvert( matRotate, view );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->LoadMatrix( view );
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}
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//-----------------------------------------------------------------------------
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// Set up a projection matrix for a 90 degree fov
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//-----------------------------------------------------------------------------
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// FIXME: Better control over Z range
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#define ZNEAR 0.1f
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#define ZFAR 10000.0f
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void CRenderManager::SetupProjectionMatrix( int nWidth, int nHeight, float flFOV )
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{
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VMatrix proj;
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float flZNear = ZNEAR;
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float flZFar = ZFAR;
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float flApsectRatio = (nHeight != 0.0f) ? (float)nWidth / (float)nHeight : 100.0f;
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float halfWidth = tan( flFOV * M_PI / 360.0 );
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float halfHeight = halfWidth / flApsectRatio;
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memset( proj.Base(), 0, sizeof( proj ) );
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proj[0][0] = 1.0f / halfWidth;
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proj[1][1] = 1.0f / halfHeight;
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proj[2][2] = flZFar / ( flZNear - flZFar );
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proj[3][2] = -1.0f;
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proj[2][3] = flZNear * flZFar / ( flZNear - flZFar );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->LoadMatrix( proj );
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}
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//-----------------------------------------------------------------------------
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// Set up a orthographic projection matrix
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//-----------------------------------------------------------------------------
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void CRenderManager::SetupOrthoMatrix( int nWidth, int nHeight )
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{
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->LoadIdentity();
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pRenderContext->Ortho( 0, 0, nWidth, nHeight, -1.0f, 1.0f );
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}
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//-----------------------------------------------------------------------------
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// Renders the world
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//-----------------------------------------------------------------------------
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void CRenderManager::RenderWorld()
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{
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->PushMatrix();
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->PushMatrix();
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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if ( m_bRenderWorldFullscreen )
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{
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m_nRenderX = m_nRenderY = 0;
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pRenderContext->GetRenderTargetDimensions( m_nRenderWidth, m_nRenderHeight );
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}
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pRenderContext->DepthRange( 0, 1 );
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pRenderContext->Viewport( m_nRenderX, m_nRenderY, m_nRenderWidth, m_nRenderHeight );
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SetupProjectionMatrix( m_nRenderWidth, m_nRenderHeight, 90 );
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SetupCameraRenderState();
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g_pWorldManager->DrawWorld();
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->PopMatrix();
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->PopMatrix();
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PopMatrix();
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}
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