diff options
Diffstat (limited to 'mp/src/public/engine/view_sharedv1.h')
| -rw-r--r-- | mp/src/public/engine/view_sharedv1.h | 188 |
1 files changed, 94 insertions, 94 deletions
diff --git a/mp/src/public/engine/view_sharedv1.h b/mp/src/public/engine/view_sharedv1.h index 9ca7d4f2..cd5fd48c 100644 --- a/mp/src/public/engine/view_sharedv1.h +++ b/mp/src/public/engine/view_sharedv1.h @@ -1,94 +1,94 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef VIEW_SHAREDV1_H
-#define VIEW_SHAREDV1_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-//-----------------------------------------------------------------------------
-// Purpose: Renderer setup data.
-//-----------------------------------------------------------------------------
-class CViewSetupV1
-{
-public:
- CViewSetupV1()
- {
- m_bForceAspectRatio1To1 = false;
- m_bRenderToSubrectOfLargerScreen = false;
- bForceClearWholeRenderTarget = false;
- m_bUseRenderTargetAspectRatio = false;
- }
-
-// shared by 2D & 3D views
-
- // User specified context
- int context;
-
- // left side of view window
- int x;
- // top side of view window
- int y;
- // width of view window
- int width;
- // height of view window
- int height;
-
- // clear the color buffer before rendering this view?
- bool clearColor;
- // clear the Depth buffer before rendering this view?
- bool clearDepth;
- // NOTE: This is for a workaround on ATI with building cubemaps. Clearing just the viewport doesn't seem to work properly.
- bool bForceClearWholeRenderTarget;
-
-// the rest are only used by 3D views
-
- // Orthographic projection?
- bool m_bOrtho;
- // View-space rectangle for ortho projection.
- float m_OrthoLeft;
- float m_OrthoTop;
- float m_OrthoRight;
- float m_OrthoBottom;
-
- // horizontal FOV in degrees
- float fov;
- // horizontal FOV in degrees for in-view model
- float fovViewmodel;
-
- // 3D origin of camera
- Vector origin;
- // Origin gets reflected on the water surface, but things like
- // displacement LOD need to be calculated from the viewer's
- // real position.
- Vector m_vUnreflectedOrigin;
-
- // heading of camera (pitch, yaw, roll)
- QAngle angles;
- // local Z coordinate of near plane of camera
- float zNear;
- // local Z coordinate of far plane of camera
- float zFar;
-
- // local Z coordinate of near plane of camera ( when rendering view model )
- float zNearViewmodel;
- // local Z coordinate of far plane of camera ( when rendering view model )
- float zFarViewmodel;
-
- bool m_bForceAspectRatio1To1;
-
- // set to true if this is to draw into a subrect of the larger screen
- // this really is a hack, but no more than the rest of the way this class is used
- bool m_bRenderToSubrectOfLargerScreen;
-
- // Use this for situations like water where you want to render the aspect ratio of the
- // back buffer into a square (or otherwise) render target.
- bool m_bUseRenderTargetAspectRatio;
-};
-
-#endif // VIEW_SHAREDV1_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef VIEW_SHAREDV1_H +#define VIEW_SHAREDV1_H + +#ifdef _WIN32 +#pragma once +#endif + +//----------------------------------------------------------------------------- +// Purpose: Renderer setup data. +//----------------------------------------------------------------------------- +class CViewSetupV1 +{ +public: + CViewSetupV1() + { + m_bForceAspectRatio1To1 = false; + m_bRenderToSubrectOfLargerScreen = false; + bForceClearWholeRenderTarget = false; + m_bUseRenderTargetAspectRatio = false; + } + +// shared by 2D & 3D views + + // User specified context + int context; + + // left side of view window + int x; + // top side of view window + int y; + // width of view window + int width; + // height of view window + int height; + + // clear the color buffer before rendering this view? + bool clearColor; + // clear the Depth buffer before rendering this view? + bool clearDepth; + // NOTE: This is for a workaround on ATI with building cubemaps. Clearing just the viewport doesn't seem to work properly. + bool bForceClearWholeRenderTarget; + +// the rest are only used by 3D views + + // Orthographic projection? + bool m_bOrtho; + // View-space rectangle for ortho projection. + float m_OrthoLeft; + float m_OrthoTop; + float m_OrthoRight; + float m_OrthoBottom; + + // horizontal FOV in degrees + float fov; + // horizontal FOV in degrees for in-view model + float fovViewmodel; + + // 3D origin of camera + Vector origin; + // Origin gets reflected on the water surface, but things like + // displacement LOD need to be calculated from the viewer's + // real position. + Vector m_vUnreflectedOrigin; + + // heading of camera (pitch, yaw, roll) + QAngle angles; + // local Z coordinate of near plane of camera + float zNear; + // local Z coordinate of far plane of camera + float zFar; + + // local Z coordinate of near plane of camera ( when rendering view model ) + float zNearViewmodel; + // local Z coordinate of far plane of camera ( when rendering view model ) + float zFarViewmodel; + + bool m_bForceAspectRatio1To1; + + // set to true if this is to draw into a subrect of the larger screen + // this really is a hack, but no more than the rest of the way this class is used + bool m_bRenderToSubrectOfLargerScreen; + + // Use this for situations like water where you want to render the aspect ratio of the + // back buffer into a square (or otherwise) render target. + bool m_bUseRenderTargetAspectRatio; +}; + +#endif // VIEW_SHAREDV1_H |