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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Deals with singleton
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#if !defined( DETAILOBJECTSYSTEM_H )
#define DETAILOBJECTSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "igamesystem.h"
#include "icliententityinternal.h"
#include "engine/ivmodelrender.h"
#include "mathlib/vector.h"
#include "ivrenderview.h"
struct model_t;
//-----------------------------------------------------------------------------
// Responsible for managing detail objects
//-----------------------------------------------------------------------------
abstract_class IDetailObjectSystem : public IGameSystem
{
public:
// Gets a particular detail object
virtual IClientRenderable* GetDetailModel( int idx ) = 0;
// Gets called each view
virtual void BuildDetailObjectRenderLists( const Vector &vViewOrigin ) = 0;
// Renders all opaque detail objects in a particular set of leaves
virtual void RenderOpaqueDetailObjects( int nLeafCount, LeafIndex_t *pLeafList ) = 0;
// Call this before rendering translucent detail objects
virtual void BeginTranslucentDetailRendering( ) = 0;
// Renders all translucent detail objects in a particular set of leaves
virtual void RenderTranslucentDetailObjects( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeafCount, LeafIndex_t *pLeafList ) =0;
// Renders all translucent detail objects in a particular leaf up to a particular point
virtual void RenderTranslucentDetailObjectsInLeaf( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeaf, const Vector *pVecClosestPoint ) = 0;
};
//-----------------------------------------------------------------------------
// System for dealing with detail objects
//-----------------------------------------------------------------------------
IDetailObjectSystem* DetailObjectSystem();
#endif // DETAILOBJECTSYSTEM_H
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