85 lines
2.9 KiB
C
85 lines
2.9 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef C_PIXEL_VISIBILITY_H
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#define C_PIXEL_VISIBILITY_H
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#ifdef _WIN32
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#pragma once
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#endif
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const float PIXELVIS_DEFAULT_PROXY_SIZE = 2.0f;
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const float PIXELVIS_DEFAULT_FADE_TIME = 0.0625f;
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typedef int pixelvis_handle_t;
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struct pixelvis_queryparams_t
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{
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pixelvis_queryparams_t()
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{
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bSetup = false;
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}
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void Init( const Vector &origin, float proxySizeIn = PIXELVIS_DEFAULT_PROXY_SIZE, float proxyAspectIn = 1.0f, float fadeTimeIn = PIXELVIS_DEFAULT_FADE_TIME )
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{
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position = origin;
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proxySize = proxySizeIn;
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proxyAspect = proxyAspectIn;
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fadeTime = fadeTimeIn;
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bSetup = true;
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bSizeInScreenspace = false;
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}
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Vector position;
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float proxySize;
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float proxyAspect;
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float fadeTime;
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bool bSetup;
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bool bSizeInScreenspace;
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};
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float PixelVisibility_FractionVisible( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle );
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float StandardGlowBlend( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle, int rendermode, int renderfx, int alpha, float *pscale );
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void PixelVisibility_ShiftVisibilityViews( int nPlayerSlot, int iSourceViewID, int iDestViewID ); //mainly needed by portal mod to avoid a pop in visibility when teleporting the player
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void PixelVisibility_EndCurrentView();
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void PixelVisibility_EndScene();
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float GlowSightDistance( const Vector &glowOrigin, bool bShouldTrace );
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// returns true if the video hardware is doing the tests, false is traceline is doing so.
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bool PixelVisibility_IsAvailable();
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class COcclusionQuerySet //A set of occlusion query handles for the same object in different rendering views. Self-registers and shifts appropriately with portals.
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{
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public:
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COcclusionQuerySet( void );
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~COcclusionQuerySet( void );
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//wrap your draws with these 2
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void BeginQueryDrawing( int iViewID, int iSplitScreenSlot );
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void EndQueryDrawing( int iViewID, int iSplitScreenSlot );
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//and here's your data, expect a frame of delay for performance reasons
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int QueryNumPixelsRendered( int iViewID, int iSplitScreenSlot );
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float QueryPercentageOfScreenRendered( int iViewID, int iSplitScreenSlot ); // (Pixels rendered) / (total screen pixels)
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int QueryNumPixelsRenderedForAllViewsLastFrame( int iSplitScreenSlot );
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int GetLastFrameDrawn( int iViewID, int iSplitScreenSlot );
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//these implementations call the above with current view id and active splitscreen slot
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void BeginQueryDrawing( void );
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void EndQueryDrawing( void );
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int QueryNumPixelsRendered( void );
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float QueryPercentageOfScreenRendered( void );
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int QueryNumPixelsRenderedForAllViewsLastFrame( void );
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int GetLastFrameDrawn( void );
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private:
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void *m_pManagedData; //no need to worry what's under the hood here
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};
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#endif // C_PIXEL_VISIBILITY_H
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