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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 /sp/src/game/client/glow_overlay.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 'sp/src/game/client/glow_overlay.h')
-rw-r--r--sp/src/game/client/glow_overlay.h258
1 files changed, 129 insertions, 129 deletions
diff --git a/sp/src/game/client/glow_overlay.h b/sp/src/game/client/glow_overlay.h
index 27206310..14de906e 100644
--- a/sp/src/game/client/glow_overlay.h
+++ b/sp/src/game/client/glow_overlay.h
@@ -1,129 +1,129 @@
-//========= 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
+//========= 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