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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/iclientshadowmgr.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/iclientshadowmgr.h')
-rw-r--r--mp/src/game/client/iclientshadowmgr.h224
1 files changed, 112 insertions, 112 deletions
diff --git a/mp/src/game/client/iclientshadowmgr.h b/mp/src/game/client/iclientshadowmgr.h
index d06c5568..174f57a8 100644
--- a/mp/src/game/client/iclientshadowmgr.h
+++ b/mp/src/game/client/iclientshadowmgr.h
@@ -1,112 +1,112 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-
-#ifndef ICLIENTSHADOWMGR_H
-#define ICLIENTSHADOWMGR_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "igamesystem.h"
-#include "icliententityinternal.h"
-#include "engine/ishadowmgr.h"
-#include "ivrenderview.h"
-#include "toolframework/itoolentity.h"
-
-//-----------------------------------------------------------------------------
-// Forward decls
-//-----------------------------------------------------------------------------
-struct FlashlightState_t;
-
-
-//-----------------------------------------------------------------------------
-// Handles to a client shadow
-//-----------------------------------------------------------------------------
-enum ShadowReceiver_t
-{
- SHADOW_RECEIVER_BRUSH_MODEL = 0,
- SHADOW_RECEIVER_STATIC_PROP,
- SHADOW_RECEIVER_STUDIO_MODEL,
-};
-
-
-//-----------------------------------------------------------------------------
-// The class responsible for dealing with shadows on the client side
-//-----------------------------------------------------------------------------
-abstract_class IClientShadowMgr : public IGameSystemPerFrame
-{
-public:
- // Create, destroy shadows
- virtual ClientShadowHandle_t CreateShadow( ClientEntityHandle_t entity, int flags ) = 0;
- virtual void DestroyShadow( ClientShadowHandle_t handle ) = 0;
-
- // Create flashlight.
- // FLASHLIGHTFIXME: need to rename all of the shadow stuff to projectedtexture and have flashlights and shadows as instances.
- virtual ClientShadowHandle_t CreateFlashlight( const FlashlightState_t &lightState ) = 0;
- virtual void UpdateFlashlightState( ClientShadowHandle_t shadowHandle, const FlashlightState_t &lightState ) = 0;
- virtual void DestroyFlashlight( ClientShadowHandle_t handle ) = 0;
-
- // Indicate that the shadow should be recomputed due to a change in
- // the client entity
- virtual void UpdateProjectedTexture( ClientShadowHandle_t handle, bool force = false ) = 0;
-
- // Used to cause shadows to be re-projected against the world.
- virtual void AddToDirtyShadowList( ClientShadowHandle_t handle, bool force = false ) = 0;
- virtual void AddToDirtyShadowList( IClientRenderable *pRenderable, bool force = false ) = 0;
-
- // deals with shadows being added to shadow receivers
- virtual void AddShadowToReceiver( ClientShadowHandle_t handle,
- IClientRenderable* pRenderable, ShadowReceiver_t type ) = 0;
-
- virtual void RemoveAllShadowsFromReceiver(
- IClientRenderable* pRenderable, ShadowReceiver_t type ) = 0;
-
- // Re-renders all shadow textures for shadow casters that lie in the leaf list
- virtual void ComputeShadowTextures( const CViewSetup &view, int leafCount, LeafIndex_t* pLeafList ) = 0;
-
- // Frees shadow depth textures for use in subsequent view/frame
- virtual void UnlockAllShadowDepthTextures() = 0;
-
- // Renders the shadow texture to screen...
- virtual void RenderShadowTexture( int w, int h ) = 0;
-
- // Sets the shadow direction + color
- virtual void SetShadowDirection( const Vector& dir ) = 0;
- virtual const Vector &GetShadowDirection() const = 0;
-
- virtual void SetShadowColor( unsigned char r, unsigned char g, unsigned char b ) = 0;
- virtual void SetShadowDistance( float flMaxDistance ) = 0;
- virtual void SetShadowBlobbyCutoffArea( float flMinArea ) = 0;
- virtual void SetFalloffBias( ClientShadowHandle_t handle, unsigned char ucBias ) = 0;
-
- // Marks the render-to-texture shadow as needing to be re-rendered
- virtual void MarkRenderToTextureShadowDirty( ClientShadowHandle_t handle ) = 0;
-
- // Advance the frame
- virtual void AdvanceFrame() = 0;
-
- // Set and clear flashlight target renderable
- virtual void SetFlashlightTarget( ClientShadowHandle_t shadowHandle, EHANDLE targetEntity ) = 0;
-
- // Set flashlight light world flag
- virtual void SetFlashlightLightWorld( ClientShadowHandle_t shadowHandle, bool bLightWorld ) = 0;
-
- virtual void SetShadowsDisabled( bool bDisabled ) = 0;
-
- virtual void ComputeShadowDepthTextures( const CViewSetup &pView ) = 0;
-
-};
-
-
-//-----------------------------------------------------------------------------
-// Singleton
-//-----------------------------------------------------------------------------
-extern IClientShadowMgr* g_pClientShadowMgr;
-
-#endif // ICLIENTSHADOWMGR_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+#ifndef ICLIENTSHADOWMGR_H
+#define ICLIENTSHADOWMGR_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "igamesystem.h"
+#include "icliententityinternal.h"
+#include "engine/ishadowmgr.h"
+#include "ivrenderview.h"
+#include "toolframework/itoolentity.h"
+
+//-----------------------------------------------------------------------------
+// Forward decls
+//-----------------------------------------------------------------------------
+struct FlashlightState_t;
+
+
+//-----------------------------------------------------------------------------
+// Handles to a client shadow
+//-----------------------------------------------------------------------------
+enum ShadowReceiver_t
+{
+ SHADOW_RECEIVER_BRUSH_MODEL = 0,
+ SHADOW_RECEIVER_STATIC_PROP,
+ SHADOW_RECEIVER_STUDIO_MODEL,
+};
+
+
+//-----------------------------------------------------------------------------
+// The class responsible for dealing with shadows on the client side
+//-----------------------------------------------------------------------------
+abstract_class IClientShadowMgr : public IGameSystemPerFrame
+{
+public:
+ // Create, destroy shadows
+ virtual ClientShadowHandle_t CreateShadow( ClientEntityHandle_t entity, int flags ) = 0;
+ virtual void DestroyShadow( ClientShadowHandle_t handle ) = 0;
+
+ // Create flashlight.
+ // FLASHLIGHTFIXME: need to rename all of the shadow stuff to projectedtexture and have flashlights and shadows as instances.
+ virtual ClientShadowHandle_t CreateFlashlight( const FlashlightState_t &lightState ) = 0;
+ virtual void UpdateFlashlightState( ClientShadowHandle_t shadowHandle, const FlashlightState_t &lightState ) = 0;
+ virtual void DestroyFlashlight( ClientShadowHandle_t handle ) = 0;
+
+ // Indicate that the shadow should be recomputed due to a change in
+ // the client entity
+ virtual void UpdateProjectedTexture( ClientShadowHandle_t handle, bool force = false ) = 0;
+
+ // Used to cause shadows to be re-projected against the world.
+ virtual void AddToDirtyShadowList( ClientShadowHandle_t handle, bool force = false ) = 0;
+ virtual void AddToDirtyShadowList( IClientRenderable *pRenderable, bool force = false ) = 0;
+
+ // deals with shadows being added to shadow receivers
+ virtual void AddShadowToReceiver( ClientShadowHandle_t handle,
+ IClientRenderable* pRenderable, ShadowReceiver_t type ) = 0;
+
+ virtual void RemoveAllShadowsFromReceiver(
+ IClientRenderable* pRenderable, ShadowReceiver_t type ) = 0;
+
+ // Re-renders all shadow textures for shadow casters that lie in the leaf list
+ virtual void ComputeShadowTextures( const CViewSetup &view, int leafCount, LeafIndex_t* pLeafList ) = 0;
+
+ // Frees shadow depth textures for use in subsequent view/frame
+ virtual void UnlockAllShadowDepthTextures() = 0;
+
+ // Renders the shadow texture to screen...
+ virtual void RenderShadowTexture( int w, int h ) = 0;
+
+ // Sets the shadow direction + color
+ virtual void SetShadowDirection( const Vector& dir ) = 0;
+ virtual const Vector &GetShadowDirection() const = 0;
+
+ virtual void SetShadowColor( unsigned char r, unsigned char g, unsigned char b ) = 0;
+ virtual void SetShadowDistance( float flMaxDistance ) = 0;
+ virtual void SetShadowBlobbyCutoffArea( float flMinArea ) = 0;
+ virtual void SetFalloffBias( ClientShadowHandle_t handle, unsigned char ucBias ) = 0;
+
+ // Marks the render-to-texture shadow as needing to be re-rendered
+ virtual void MarkRenderToTextureShadowDirty( ClientShadowHandle_t handle ) = 0;
+
+ // Advance the frame
+ virtual void AdvanceFrame() = 0;
+
+ // Set and clear flashlight target renderable
+ virtual void SetFlashlightTarget( ClientShadowHandle_t shadowHandle, EHANDLE targetEntity ) = 0;
+
+ // Set flashlight light world flag
+ virtual void SetFlashlightLightWorld( ClientShadowHandle_t shadowHandle, bool bLightWorld ) = 0;
+
+ virtual void SetShadowsDisabled( bool bDisabled ) = 0;
+
+ virtual void ComputeShadowDepthTextures( const CViewSetup &pView ) = 0;
+
+};
+
+
+//-----------------------------------------------------------------------------
+// Singleton
+//-----------------------------------------------------------------------------
+extern IClientShadowMgr* g_pClientShadowMgr;
+
+#endif // ICLIENTSHADOWMGR_H