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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/public/tier2/renderutils.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/public/tier2/renderutils.h')
-rw-r--r--sp/src/public/tier2/renderutils.h138
1 files changed, 69 insertions, 69 deletions
diff --git a/sp/src/public/tier2/renderutils.h b/sp/src/public/tier2/renderutils.h
index 9f5db1a1..fe3d87ce 100644
--- a/sp/src/public/tier2/renderutils.h
+++ b/sp/src/public/tier2/renderutils.h
@@ -1,69 +1,69 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: A set of utilities to render standard shapes
-//
-//===========================================================================//
-
-#ifndef RENDERUTILS_H
-#define RENDERUTILS_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "tier2/tier2.h"
-#include "Color.h"
-
-//-----------------------------------------------------------------------------
-// Forward declarations
-//-----------------------------------------------------------------------------
-class Vector;
-class QAngle;
-class IMaterial;
-struct matrix3x4_t;
-
-
-// Renders a wireframe sphere
-void RenderWireframeSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer );
-
-// Renders a sphere
-void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer );
-void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, IMaterial *pMaterial );
-
-// Renders a wireframe box relative to an origin
-void RenderWireframeBox( const Vector &vOrigin, const QAngle& angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer );
-
-// Renders a swept wireframe box
-void RenderWireframeSweptBox( const Vector &vStart, const Vector &vEnd, const QAngle &angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer );
-
-// Renders a solid box
-void RenderBox( const Vector& origin, const QAngle& angles, const Vector& mins, const Vector& maxs, Color c, bool bZBuffer, bool bInsideOut = false );
-void RenderBox( const Vector& origin, const QAngle& angles, const Vector& mins, const Vector& maxs, Color c, IMaterial *pMaterial, bool bInsideOut = false );
-
-// Renders axes, red->x, green->y, blue->z (axis aligned)
-void RenderAxes( const Vector &vOrigin, float flScale, bool bZBuffer );
-void RenderAxes( const matrix3x4_t &transform, float flScale, bool bZBuffer );
-
-// Render a line
-void RenderLine( const Vector& v1, const Vector& v2, Color c, bool bZBuffer );
-
-// Draws a triangle
-void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, bool bZBuffer );
-void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, IMaterial *pMaterial );
-
-// Draws a axis-aligned quad
-void RenderQuad( IMaterial *pMaterial, float x, float y, float w, float h, float z, float s0, float t0, float s1, float t1, const Color& clr );
-
-// Renders a screen space quad
-void DrawScreenSpaceRectangle( IMaterial *pMaterial,
- int nDestX, int nDestY, int nWidth, int nHeight, // Rect to draw into in screen space
- float flSrcTextureX0, float flSrcTextureY0, // which texel you want to appear at destx/y
- float flSrcTextureX1, float flSrcTextureY1, // which texel you want to appear at destx+width-1, desty+height-1
- int nSrcTextureWidth, int nSrcTextureHeight, // needed for fixup
- void *pClientRenderable = NULL, // Used to pass to the bind proxies
- int nXDice = 1,
- int nYDice = 1,
- float fDepth = 0.0 ); // what Z value to put in the verts
-
-#endif // RENDERUTILS_H
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: A set of utilities to render standard shapes
+//
+//===========================================================================//
+
+#ifndef RENDERUTILS_H
+#define RENDERUTILS_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tier2/tier2.h"
+#include "Color.h"
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+class Vector;
+class QAngle;
+class IMaterial;
+struct matrix3x4_t;
+
+
+// Renders a wireframe sphere
+void RenderWireframeSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer );
+
+// Renders a sphere
+void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer );
+void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, IMaterial *pMaterial );
+
+// Renders a wireframe box relative to an origin
+void RenderWireframeBox( const Vector &vOrigin, const QAngle& angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer );
+
+// Renders a swept wireframe box
+void RenderWireframeSweptBox( const Vector &vStart, const Vector &vEnd, const QAngle &angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer );
+
+// Renders a solid box
+void RenderBox( const Vector& origin, const QAngle& angles, const Vector& mins, const Vector& maxs, Color c, bool bZBuffer, bool bInsideOut = false );
+void RenderBox( const Vector& origin, const QAngle& angles, const Vector& mins, const Vector& maxs, Color c, IMaterial *pMaterial, bool bInsideOut = false );
+
+// Renders axes, red->x, green->y, blue->z (axis aligned)
+void RenderAxes( const Vector &vOrigin, float flScale, bool bZBuffer );
+void RenderAxes( const matrix3x4_t &transform, float flScale, bool bZBuffer );
+
+// Render a line
+void RenderLine( const Vector& v1, const Vector& v2, Color c, bool bZBuffer );
+
+// Draws a triangle
+void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, bool bZBuffer );
+void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, IMaterial *pMaterial );
+
+// Draws a axis-aligned quad
+void RenderQuad( IMaterial *pMaterial, float x, float y, float w, float h, float z, float s0, float t0, float s1, float t1, const Color& clr );
+
+// Renders a screen space quad
+void DrawScreenSpaceRectangle( IMaterial *pMaterial,
+ int nDestX, int nDestY, int nWidth, int nHeight, // Rect to draw into in screen space
+ float flSrcTextureX0, float flSrcTextureY0, // which texel you want to appear at destx/y
+ float flSrcTextureX1, float flSrcTextureY1, // which texel you want to appear at destx+width-1, desty+height-1
+ int nSrcTextureWidth, int nSrcTextureHeight, // needed for fixup
+ void *pClientRenderable = NULL, // Used to pass to the bind proxies
+ int nXDice = 1,
+ int nYDice = 1,
+ float fDepth = 0.0 ); // what Z value to put in the verts
+
+#endif // RENDERUTILS_H
+