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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/public/engine/IClientLeafSystem.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/public/engine/IClientLeafSystem.h')
-rw-r--r--mp/src/public/engine/IClientLeafSystem.h146
1 files changed, 73 insertions, 73 deletions
diff --git a/mp/src/public/engine/IClientLeafSystem.h b/mp/src/public/engine/IClientLeafSystem.h
index 6100243a..6efab6a5 100644
--- a/mp/src/public/engine/IClientLeafSystem.h
+++ b/mp/src/public/engine/IClientLeafSystem.h
@@ -1,73 +1,73 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $Revision: $
-// $NoKeywords: $
-//
-// This file contains code to allow us to associate client data with bsp leaves.
-//
-//=============================================================================//
-
-#if !defined( ICLIENTLEAFSYSTEM_H )
-#define ICLIENTLEAFSYSTEM_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "client_render_handle.h"
-
-
-//-----------------------------------------------------------------------------
-// Render groups
-//-----------------------------------------------------------------------------
-enum RenderGroup_Config_t
-{
- // Number of buckets that are used to hold opaque entities
- // and opaque static props by size. The bucketing should be used to reduce overdraw.
- RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS = 4,
-};
-
-enum RenderGroup_t
-{
- RENDER_GROUP_OPAQUE_STATIC_HUGE = 0, // Huge static prop
- RENDER_GROUP_OPAQUE_ENTITY_HUGE = 1, // Huge opaque entity
- RENDER_GROUP_OPAQUE_STATIC = RENDER_GROUP_OPAQUE_STATIC_HUGE + ( RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS - 1 ) * 2,
- RENDER_GROUP_OPAQUE_ENTITY, // Opaque entity (smallest size, or default)
-
- RENDER_GROUP_TRANSLUCENT_ENTITY,
- RENDER_GROUP_TWOPASS, // Implied opaque and translucent in two passes
- RENDER_GROUP_VIEW_MODEL_OPAQUE, // Solid weapon view models
- RENDER_GROUP_VIEW_MODEL_TRANSLUCENT, // Transparent overlays etc
-
- RENDER_GROUP_OPAQUE_BRUSH, // Brushes
-
- RENDER_GROUP_OTHER, // Unclassfied. Won't get drawn.
-
- // This one's always gotta be last
- RENDER_GROUP_COUNT
-};
-
-#define CLIENTLEAFSYSTEM_INTERFACE_VERSION_1 "ClientLeafSystem001"
-#define CLIENTLEAFSYSTEM_INTERFACE_VERSION "ClientLeafSystem002"
-
-
-//-----------------------------------------------------------------------------
-// The client leaf system
-//-----------------------------------------------------------------------------
-abstract_class IClientLeafSystemEngine
-{
-public:
- // Adds and removes renderables from the leaf lists
- // CreateRenderableHandle stores the handle inside pRenderable.
- virtual void CreateRenderableHandle( IClientRenderable* pRenderable, bool bIsStaticProp = false ) = 0;
- virtual void RemoveRenderable( ClientRenderHandle_t handle ) = 0;
- virtual void AddRenderableToLeaves( ClientRenderHandle_t renderable, int nLeafCount, unsigned short *pLeaves ) = 0;
- virtual void ChangeRenderableRenderGroup( ClientRenderHandle_t handle, RenderGroup_t group ) = 0;
-};
-
-
-#endif // ICLIENTLEAFSYSTEM_H
-
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Revision: $
+// $NoKeywords: $
+//
+// This file contains code to allow us to associate client data with bsp leaves.
+//
+//=============================================================================//
+
+#if !defined( ICLIENTLEAFSYSTEM_H )
+#define ICLIENTLEAFSYSTEM_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "client_render_handle.h"
+
+
+//-----------------------------------------------------------------------------
+// Render groups
+//-----------------------------------------------------------------------------
+enum RenderGroup_Config_t
+{
+ // Number of buckets that are used to hold opaque entities
+ // and opaque static props by size. The bucketing should be used to reduce overdraw.
+ RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS = 4,
+};
+
+enum RenderGroup_t
+{
+ RENDER_GROUP_OPAQUE_STATIC_HUGE = 0, // Huge static prop
+ RENDER_GROUP_OPAQUE_ENTITY_HUGE = 1, // Huge opaque entity
+ RENDER_GROUP_OPAQUE_STATIC = RENDER_GROUP_OPAQUE_STATIC_HUGE + ( RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS - 1 ) * 2,
+ RENDER_GROUP_OPAQUE_ENTITY, // Opaque entity (smallest size, or default)
+
+ RENDER_GROUP_TRANSLUCENT_ENTITY,
+ RENDER_GROUP_TWOPASS, // Implied opaque and translucent in two passes
+ RENDER_GROUP_VIEW_MODEL_OPAQUE, // Solid weapon view models
+ RENDER_GROUP_VIEW_MODEL_TRANSLUCENT, // Transparent overlays etc
+
+ RENDER_GROUP_OPAQUE_BRUSH, // Brushes
+
+ RENDER_GROUP_OTHER, // Unclassfied. Won't get drawn.
+
+ // This one's always gotta be last
+ RENDER_GROUP_COUNT
+};
+
+#define CLIENTLEAFSYSTEM_INTERFACE_VERSION_1 "ClientLeafSystem001"
+#define CLIENTLEAFSYSTEM_INTERFACE_VERSION "ClientLeafSystem002"
+
+
+//-----------------------------------------------------------------------------
+// The client leaf system
+//-----------------------------------------------------------------------------
+abstract_class IClientLeafSystemEngine
+{
+public:
+ // Adds and removes renderables from the leaf lists
+ // CreateRenderableHandle stores the handle inside pRenderable.
+ virtual void CreateRenderableHandle( IClientRenderable* pRenderable, bool bIsStaticProp = false ) = 0;
+ virtual void RemoveRenderable( ClientRenderHandle_t handle ) = 0;
+ virtual void AddRenderableToLeaves( ClientRenderHandle_t renderable, int nLeafCount, unsigned short *pLeaves ) = 0;
+ virtual void ChangeRenderableRenderGroup( ClientRenderHandle_t handle, RenderGroup_t group ) = 0;
+};
+
+
+#endif // ICLIENTLEAFSYSTEM_H
+
+