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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 12:49:18 +02:00
reformat: remove redundant 'inline' specifier
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@@ -49,8 +49,7 @@ class opengl33_renderer : public gfx_renderer {
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Render() override;
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void
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SwapBuffers() override;
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inline
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float
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float
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Framerate() override { return m_framerate; }
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// geometry methods
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// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
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@@ -58,13 +57,13 @@ class opengl33_renderer : public gfx_renderer {
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gfx::geometrybank_handle
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Create_Bank() override;
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// creates a new indexed geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
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gfx::geometry_handle Insert(gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override;
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gfx::geometry_handle Insert(gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int Type) override;
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// creates a new geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
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gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override;
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gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int Type) override;
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// replaces data of specified chunk with the supplied vertex data, starting from specified offset
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bool Replace(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type, const std::size_t Offset = 0) override;
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bool Replace(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int Type, std::size_t Offset = 0) override;
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// adds supplied vertex data at the end of specified chunk
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bool Append(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type) override;
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bool Append(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int Type) override;
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// provides direct access to index data of specfied chunk
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gfx::index_array const &
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Indices( gfx::geometry_handle const &Geometry ) const override;
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@@ -76,27 +75,27 @@ class opengl33_renderer : public gfx_renderer {
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UserData( gfx::geometry_handle const &Geometry ) const override;
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// material methods
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material_handle
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Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override;
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Fetch_Material( std::string const &Filename, bool Loadnow = true ) override;
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void
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Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) override;
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Bind_Material( material_handle Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) override;
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IMaterial const *
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Material( material_handle const Material ) const override;
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Material( material_handle Material ) const override;
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// shader methods
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auto Fetch_Shader( std::string const &name ) -> std::shared_ptr<gl::program> override;
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// texture methods
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texture_handle
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Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override;
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Fetch_Texture( std::string const &Filename, bool Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override;
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void
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Bind_Texture( texture_handle const Texture ) override;
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Bind_Texture( texture_handle Texture ) override;
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void
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Bind_Texture( std::size_t const Unit, texture_handle const Texture ) override;
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Bind_Texture( std::size_t Unit, texture_handle Texture ) override;
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ITexture &
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Texture( texture_handle const Texture ) override;
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Texture( texture_handle Texture ) override;
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ITexture const &
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Texture( texture_handle const Texture ) const override;
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Texture( texture_handle Texture ) const override;
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// utility methods
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void
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Pick_Control_Callback( std::function<void( TSubModel const *, const glm::vec2 )> Callback ) override;
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Pick_Control_Callback( std::function<void( TSubModel const *, glm::vec2 )> Callback ) override;
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void
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Pick_Node_Callback( std::function<void( scene::basic_node * )> Callback ) override;
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TSubModel const *
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@@ -113,7 +112,7 @@ class opengl33_renderer : public gfx_renderer {
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Camera_Position() const override { return m_colorpass.pass_camera.position(); }
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// maintenance methods
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void
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Update( double const Deltatime ) override;
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Update( double Deltatime ) override;
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bool
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Debug_Ui_State(std::optional<bool>) override;
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void
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@@ -131,13 +130,13 @@ class opengl33_renderer : public gfx_renderer {
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opengl_material & Material( material_handle const Material );
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opengl_material & Material( material_handle Material );
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opengl_material const & Material( TSubModel const * Submodel ) const;
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// draws supplied geometry handles
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void Draw_Geometry(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
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void Draw_Geometry(const gfx::geometrybank_handle &handle);
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// material methods
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void Bind_Material_Shadow(material_handle const Material);
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void Bind_Material_Shadow(material_handle Material);
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void Update_AnimModel(TAnimModel *model);
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// members
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@@ -257,24 +256,24 @@ class opengl33_renderer : public gfx_renderer {
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// methods
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std::unique_ptr<gl::program> make_shader(std::string v, std::string f);
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bool Init_caps();
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void setup_pass(viewport_config &Viewport, renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false);
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void setup_pass(viewport_config &Viewport, renderpass_config &Config, rendermode Mode, float Znear = 0.f, float Zfar = 1.f, bool Ignoredebug = false);
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void setup_matrices();
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void setup_drawing(bool const Alpha = false);
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void setup_drawing(bool Alpha = false);
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void setup_shadow_unbind_map();
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void setup_shadow_bind_map();
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void setup_shadow_color( glm::vec4 const &Shadowcolor );
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void setup_env_map(gl::cubemap *tex);
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void setup_environment_light(TEnvironmentType const Environment = e_flat);
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void setup_sunlight_intensity( float const Factor = 1.f);
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void setup_environment_light(TEnvironmentType Environment = e_flat);
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void setup_sunlight_intensity( float Factor = 1.f);
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// runs jobs needed to generate graphics for specified render pass
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void Render_pass(viewport_config &vp, rendermode const Mode);
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void Render_pass(viewport_config &vp, rendermode Mode);
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// creates dynamic environment cubemap
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bool Render_reflections(viewport_config &vp);
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bool Render(world_environment *Environment);
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void Render(scene::basic_region *Region);
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void Render(section_sequence::iterator First, section_sequence::iterator Last);
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void Render(cell_sequence::iterator First, cell_sequence::iterator Last);
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void Render(scene::shape_node const &Shape, bool const Ignorerange);
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void Render(scene::shape_node const &Shape, bool Ignorerange);
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void Render(TAnimModel *Instance);
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// batched render path for many TAnimModel instances that share the same TModel3d.
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// Caller guarantees every instance has m_instanceable == true (no per-instance lights,
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@@ -283,8 +282,8 @@ class opengl33_renderer : public gfx_renderer {
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// instances counter. Instances are still individually frustum/distance culled.
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void Render_Instanced( TModel3d *Model, std::vector<TAnimModel *> const &Instances );
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bool Render(TDynamicObject *Dynamic);
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bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
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bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance);
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bool Render(TModel3d *Model, material_data const *Material, float Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
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bool Render(TModel3d *Model, material_data const *Material, float Squaredistance);
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void Render(TSubModel *Submodel);
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void Render(TTrack *Track);
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void Render(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last);
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@@ -293,10 +292,10 @@ class opengl33_renderer : public gfx_renderer {
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// no-op if the track has no sleepermodel, Global.SleeperDistance is 0, or the camera is beyond
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// Global.SleeperDistance from the track origin.
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void Render_Sleepers( TTrack *Track );
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bool Render_cab(TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false);
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bool Render_interior( bool const Alpha = false );
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bool Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false );
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bool Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false );
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bool Render_cab(TDynamicObject const *Dynamic, float Lightlevel, bool Alpha = false);
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bool Render_interior( bool Alpha = false );
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bool Render_lowpoly( TDynamicObject *Dynamic, float Squaredistance, bool Setup, bool Alpha = false );
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bool Render_coupler_adapter( TDynamicObject *Dynamic, float Squaredistance, int End, bool Alpha = false );
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void Render(TMemCell *Memcell);
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void Render_particles();
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void Render_precipitation();
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@@ -307,11 +306,11 @@ class opengl33_renderer : public gfx_renderer {
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void Render_Alpha(TTraction *Traction);
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void Render_Alpha(scene::lines_node const &Lines);
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bool Render_Alpha(TDynamicObject *Dynamic);
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bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
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bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance);
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bool Render_Alpha(TModel3d *Model, material_data const *Material, float Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
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bool Render_Alpha(TModel3d *Model, material_data const *Material, float Squaredistance);
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void Render_Alpha(TSubModel *Submodel);
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void Update_Lights(light_array &Lights);
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glm::vec3 pick_color(std::size_t const Index);
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glm::vec3 pick_color(std::size_t Index);
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std::size_t pick_index(glm::ivec3 const &Color);
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bool init_viewport(viewport_config &vp);
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