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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/glow_overlay.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef GLOW_OVERLAY_H
+#define GLOW_OVERLAY_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "mathlib/vector.h"
+#include "materialsystem/imaterial.h"
+#include "sun_shared.h"
+#include "c_pixel_visibility.h"
+
+#ifdef PORTAL
+#include "c_prop_portal.h" //MAX_PORTAL_RECURSIVE_VIEWS
+#endif
+
+extern float g_flOverlayRange;
+
+class CGlowSprite
+{
+public:
+ Vector m_vColor; // 0-1
+ float m_flHorzSize; // Horizontal and vertical sizes.
+ float m_flVertSize; // 1 = size of the sun
+ IMaterial *m_pMaterial; // Material to use
+};
+
+
+class CGlowOverlay
+{
+public:
+
+ CGlowOverlay();
+ virtual ~CGlowOverlay();
+
+ // Return false to remove (and delete) the overlay.
+ virtual bool Update();
+
+
+// Data the creator should fill in.
+public:
+
+ // Position of the light source. If m_bDirectional is set, then it ignores
+ // this and uses m_vDirection as the direction of the light source.
+ Vector m_vPos;
+
+ // Optional direction. Used for really far away things like the sun.
+ // The direction should point AT the light source.
+ bool m_bDirectional;
+ Vector m_vDirection;
+
+ // If this is set, then the overlay is only visible if the ray to it hits the sky.
+ bool m_bInSky;
+ float m_skyObstructionScale;
+#ifdef PORTAL
+ float m_skyObstructionScaleBackups[MAX_PORTAL_RECURSIVE_VIEWS]; //used in portal mod during stencil rendering to maintain obstructions while rendering recursive views
+#endif
+
+ CGlowSprite m_Sprites[MAX_SUN_LAYERS];
+ int m_nSprites;
+
+ float m_flProxyRadius;
+
+ float m_flHDRColorScale;
+
+public:
+
+ // After creating the overlay, call this to add it to the active list.
+ // You can also call Activate and Deactivate as many times as you want.
+ void Activate();
+ void Deactivate();
+
+ // Render all the active overlays.
+ static void DrawOverlays( bool bCacheFullSceneState );
+ static void UpdateSkyOverlays( float zFar, bool bCacheFullSceneState );
+
+#ifdef PORTAL
+ static void BackupSkyOverlayData( int iBackupToSlot );
+ static void RestoreSkyOverlayData( int iRestoreFromSlot );
+#endif
+
+protected:
+
+ void UpdateGlowObstruction( const Vector &vToGlow, bool bCacheFullSceneState );
+ void UpdateSkyGlowObstruction( float zFar, bool bCacheFullSceneState );
+
+ virtual void CalcSpriteColorAndSize(
+ float flDot,
+ CGlowSprite *pSprite,
+ float *flHorzSize,
+ float *flVertSize,
+ Vector *vColor );
+
+ virtual void CalcBasis(
+ const Vector &vToGlow,
+ float flHorzSize,
+ float flVertSize,
+ Vector &vBasePt,
+ Vector &vUp,
+ Vector &vRight );
+
+ virtual void Draw( bool bCacheFullSceneState );
+ float CalcGlowAspect();
+
+ float m_flGlowObstructionScale;
+ bool m_bCacheGlowObstruction; // Flags to cache obstruction scales
+ bool m_bCacheSkyObstruction; // Used in IFM poster rendering
+
+private:
+ short m_bActivated;
+ unsigned short m_ListIndex; // index into s_GlowOverlays.
+ pixelvis_handle_t m_queryHandle;
+};
+
+//Override for warping
+class CWarpOverlay : public CGlowOverlay
+{
+protected:
+
+ virtual void Draw( bool bCacheFullSceneState );
+};
+
+#endif // GLOW_OVERLAY_H