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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 /sp/src/game/client/iviewrender.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 'sp/src/game/client/iviewrender.h')
| -rw-r--r-- | sp/src/game/client/iviewrender.h | 290 |
1 files changed, 145 insertions, 145 deletions
diff --git a/sp/src/game/client/iviewrender.h b/sp/src/game/client/iviewrender.h index 138a0de5..c66061ae 100644 --- a/sp/src/game/client/iviewrender.h +++ b/sp/src/game/client/iviewrender.h @@ -1,145 +1,145 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $Workfile: $
-// $Date: $
-// $NoKeywords: $
-//===========================================================================//
-#if !defined( IVIEWRENDER_H )
-#define IVIEWRENDER_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "ivrenderview.h"
-
-
-// These are set as it draws reflections, refractions, etc, so certain effects can avoid
-// drawing themselves in reflections.
-enum DrawFlags_t
-{
- DF_RENDER_REFRACTION = 0x1,
- DF_RENDER_REFLECTION = 0x2,
-
- DF_CLIP_Z = 0x4,
- DF_CLIP_BELOW = 0x8,
-
- DF_RENDER_UNDERWATER = 0x10,
- DF_RENDER_ABOVEWATER = 0x20,
- DF_RENDER_WATER = 0x40,
-
- DF_SSAO_DEPTH_PASS = 0x100,
- DF_WATERHEIGHT = 0x200,
- DF_DRAW_SSAO = 0x400,
- DF_DRAWSKYBOX = 0x800,
-
- DF_FUDGE_UP = 0x1000,
-
- DF_DRAW_ENTITITES = 0x2000,
- DF_UNUSED3 = 0x4000,
-
- DF_UNUSED4 = 0x8000,
-
- DF_UNUSED5 = 0x10000,
- DF_SAVEGAMESCREENSHOT = 0x20000,
- DF_CLIP_SKYBOX = 0x40000,
-
- DF_SHADOW_DEPTH_MAP = 0x100000 // Currently rendering a shadow depth map
-};
-
-
-//-----------------------------------------------------------------------------
-// Purpose: View setup and rendering
-//-----------------------------------------------------------------------------
-class CViewSetup;
-class C_BaseEntity;
-struct vrect_t;
-class C_BaseViewModel;
-struct WriteReplayScreenshotParams_t;
-class IReplayScreenshotSystem;
-
-abstract_class IViewRender
-{
-public:
- // SETUP
- // Initialize view renderer
- virtual void Init( void ) = 0;
-
- // Clear any systems between levels
- virtual void LevelInit( void ) = 0;
- virtual void LevelShutdown( void ) = 0;
-
- // Shutdown
- virtual void Shutdown( void ) = 0;
-
- // RENDERING
- // Called right before simulation. It must setup the view model origins and angles here so
- // the correct attachment points can be used during simulation.
- virtual void OnRenderStart() = 0;
-
- // Called to render the entire scene
- virtual void Render( vrect_t *rect ) = 0;
-
- // Called to render just a particular setup ( for timerefresh and envmap creation )
- virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0;
-
- // What are we currently rendering? Returns a combination of DF_ flags.
- virtual int GetDrawFlags() = 0;
-
- // MISC
- // Start and stop pitch drifting logic
- virtual void StartPitchDrift( void ) = 0;
- virtual void StopPitchDrift( void ) = 0;
-
- // This can only be called during rendering (while within RenderView).
- virtual VPlane* GetFrustum() = 0;
-
- virtual bool ShouldDrawBrushModels( void ) = 0;
-
- virtual const CViewSetup *GetPlayerViewSetup( void ) const = 0;
- virtual const CViewSetup *GetViewSetup( void ) const = 0;
-
- virtual void DisableVis( void ) = 0;
-
- virtual int BuildWorldListsNumber() const = 0;
-
- virtual void SetCheapWaterStartDistance( float flCheapWaterStartDistance ) = 0;
- virtual void SetCheapWaterEndDistance( float flCheapWaterEndDistance ) = 0;
-
- virtual void GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance ) = 0;
-
- virtual void DriftPitch (void) = 0;
-
- virtual void SetScreenOverlayMaterial( IMaterial *pMaterial ) = 0;
- virtual IMaterial *GetScreenOverlayMaterial( ) = 0;
-
- virtual void WriteSaveGameScreenshot( const char *pFilename ) = 0;
- virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded = false, bool bWriteVTF = false ) = 0;
-
- virtual void WriteReplayScreenshot( WriteReplayScreenshotParams_t ¶ms ) = 0;
- virtual void UpdateReplayScreenshotCache() = 0;
-
- // Draws another rendering over the top of the screen
- virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0;
-
- // Returns znear and zfar
- virtual float GetZNear() = 0;
- virtual float GetZFar() = 0;
-
- virtual void GetScreenFadeDistances( float *min, float *max ) = 0;
-
- virtual C_BaseEntity *GetCurrentlyDrawingEntity() = 0;
- virtual void SetCurrentlyDrawingEntity( C_BaseEntity *pEnt ) = 0;
-
- virtual bool UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowView ) = 0;
-
- virtual void FreezeFrame( float flFreezeTime ) = 0;
-
- virtual IReplayScreenshotSystem *GetReplayScreenshotSystem() = 0;
-};
-
-extern IViewRender *view;
-
-#endif // IVIEWRENDER_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//===========================================================================// +#if !defined( IVIEWRENDER_H ) +#define IVIEWRENDER_H +#ifdef _WIN32 +#pragma once +#endif + + +#include "ivrenderview.h" + + +// These are set as it draws reflections, refractions, etc, so certain effects can avoid +// drawing themselves in reflections. +enum DrawFlags_t +{ + DF_RENDER_REFRACTION = 0x1, + DF_RENDER_REFLECTION = 0x2, + + DF_CLIP_Z = 0x4, + DF_CLIP_BELOW = 0x8, + + DF_RENDER_UNDERWATER = 0x10, + DF_RENDER_ABOVEWATER = 0x20, + DF_RENDER_WATER = 0x40, + + DF_SSAO_DEPTH_PASS = 0x100, + DF_WATERHEIGHT = 0x200, + DF_DRAW_SSAO = 0x400, + DF_DRAWSKYBOX = 0x800, + + DF_FUDGE_UP = 0x1000, + + DF_DRAW_ENTITITES = 0x2000, + DF_UNUSED3 = 0x4000, + + DF_UNUSED4 = 0x8000, + + DF_UNUSED5 = 0x10000, + DF_SAVEGAMESCREENSHOT = 0x20000, + DF_CLIP_SKYBOX = 0x40000, + + DF_SHADOW_DEPTH_MAP = 0x100000 // Currently rendering a shadow depth map +}; + + +//----------------------------------------------------------------------------- +// Purpose: View setup and rendering +//----------------------------------------------------------------------------- +class CViewSetup; +class C_BaseEntity; +struct vrect_t; +class C_BaseViewModel; +struct WriteReplayScreenshotParams_t; +class IReplayScreenshotSystem; + +abstract_class IViewRender +{ +public: + // SETUP + // Initialize view renderer + virtual void Init( void ) = 0; + + // Clear any systems between levels + virtual void LevelInit( void ) = 0; + virtual void LevelShutdown( void ) = 0; + + // Shutdown + virtual void Shutdown( void ) = 0; + + // RENDERING + // Called right before simulation. It must setup the view model origins and angles here so + // the correct attachment points can be used during simulation. + virtual void OnRenderStart() = 0; + + // Called to render the entire scene + virtual void Render( vrect_t *rect ) = 0; + + // Called to render just a particular setup ( for timerefresh and envmap creation ) + virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0; + + // What are we currently rendering? Returns a combination of DF_ flags. + virtual int GetDrawFlags() = 0; + + // MISC + // Start and stop pitch drifting logic + virtual void StartPitchDrift( void ) = 0; + virtual void StopPitchDrift( void ) = 0; + + // This can only be called during rendering (while within RenderView). + virtual VPlane* GetFrustum() = 0; + + virtual bool ShouldDrawBrushModels( void ) = 0; + + virtual const CViewSetup *GetPlayerViewSetup( void ) const = 0; + virtual const CViewSetup *GetViewSetup( void ) const = 0; + + virtual void DisableVis( void ) = 0; + + virtual int BuildWorldListsNumber() const = 0; + + virtual void SetCheapWaterStartDistance( float flCheapWaterStartDistance ) = 0; + virtual void SetCheapWaterEndDistance( float flCheapWaterEndDistance ) = 0; + + virtual void GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance ) = 0; + + virtual void DriftPitch (void) = 0; + + virtual void SetScreenOverlayMaterial( IMaterial *pMaterial ) = 0; + virtual IMaterial *GetScreenOverlayMaterial( ) = 0; + + virtual void WriteSaveGameScreenshot( const char *pFilename ) = 0; + virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded = false, bool bWriteVTF = false ) = 0; + + virtual void WriteReplayScreenshot( WriteReplayScreenshotParams_t ¶ms ) = 0; + virtual void UpdateReplayScreenshotCache() = 0; + + // Draws another rendering over the top of the screen + virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0; + + // Returns znear and zfar + virtual float GetZNear() = 0; + virtual float GetZFar() = 0; + + virtual void GetScreenFadeDistances( float *min, float *max ) = 0; + + virtual C_BaseEntity *GetCurrentlyDrawingEntity() = 0; + virtual void SetCurrentlyDrawingEntity( C_BaseEntity *pEnt ) = 0; + + virtual bool UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowView ) = 0; + + virtual void FreezeFrame( float flFreezeTime ) = 0; + + virtual IReplayScreenshotSystem *GetReplayScreenshotSystem() = 0; +}; + +extern IViewRender *view; + +#endif // IVIEWRENDER_H |