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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/engine/IClientLeafSystem.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-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.h | 146 |
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 + + |