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render -> renderer (original name)
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#pragma once
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class CShadowCamera
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{
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public:
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RwCamera *m_pCamera;
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RwTexture *m_pTexture;
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CShadowCamera();
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~CShadowCamera();
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RwCamera *Create(int32 rasterSize);
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void Destroy();
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RwCamera *SetFrustum(float objectRadius);
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RwCamera *SetLight(RpLight *light);
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RwCamera *SetCenter(RwV3d *center);
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RwCamera *Update(RpClump *clump);
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RwCamera *Update(RpAtomic *atomic);
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void InvertRaster();
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RwRaster* GetRwRenderRaster()
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{
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return RwCameraGetRaster(m_pCamera);
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}
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// ShadowRasterRender(RwV2d *)
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// ApplyAlphaMapToRaster(void)
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RwRaster *MakeGradientRaster();
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RwTexture *GetRwRenderTexture()
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{
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return m_pTexture;
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}
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RwRaster* GetRwZRaster()
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{
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return RwCameraGetZRaster(m_pCamera);
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}
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RwRaster *RasterResample(RwRaster *dstRaster);
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RwRaster *RasterBlur(RwRaster *dstRaster, int32 numPasses);
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RwRaster *RasterGradient(RwRaster *dstRaster);
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RwRaster *DrawOutlineBorder(RwRGBA const& color);
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RwCamera *GetRwCamera()
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{
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return m_pCamera;
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}
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};
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