//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef CLIENTALPHAPROPERTY_H #define CLIENTALPHAPROPERTY_H #ifdef _WIN32 #pragma once #endif #include "iclientalphaproperty.h" #define CLIENT_ALPHA_DISTANCE_FADE_MODE_BIT_COUNT 1 //----------------------------------------------------------------------------- // Implementation class //----------------------------------------------------------------------------- class CClientAlphaProperty : public IClientAlphaProperty { // Inherited from IClientAlphaProperty public: virtual IClientUnknown* GetIClientUnknown(); virtual void SetAlphaModulation( uint8 a ); virtual void SetRenderFX( RenderFx_t nRenderFx, RenderMode_t nRenderMode, float flStartTime = FLT_MAX, float flDuration = 0.0f ); virtual void SetFade( float flGlobalFadeScale, float flDistFadeMinDist, float flDistFadeMaxDist ); virtual void SetDesyncOffset( int nOffset ); virtual void EnableAlphaModulationOverride( bool bEnable ); virtual void EnableShadowAlphaModulationOverride( bool bEnable ); virtual void SetDistanceFadeMode( ClientAlphaDistanceFadeMode_t nFadeMode ); // Other public methods public: CClientAlphaProperty( ); void Init( IClientUnknown *pUnk ); // NOTE: Only the client shadow manager should ever call this method! void SetShadowHandle( ClientShadowHandle_t hShadowHandle ); // Returns the current alpha modulation (no fades or render FX taken into account) uint8 GetAlphaModulation() const; // Compute the render alpha (after fades + render FX are applied) uint8 ComputeRenderAlpha( ) const; // Returns alpha fade float GetMinFadeDist() const; float GetMaxFadeDist() const; float GetGlobalFadeScale() const; // Should this ignore the Z buffer? bool IgnoresZBuffer( void ) const; private: // NOTE: Be careful if you add data to this class. // It needs to be no more than 32 bytes, which it is right now // (remember the vtable adds 4 bytes). Try to restrict usage // to reserved areas or figure out a way of compressing existing fields IClientUnknown *m_pOuter; ClientShadowHandle_t m_hShadowHandle; uint16 m_nRenderFX : 5; uint16 m_nRenderMode : 4; uint16 m_bAlphaOverride : 1; uint16 m_bShadowAlphaOverride : 1; uint16 m_nDistanceFadeMode : CLIENT_ALPHA_DISTANCE_FADE_MODE_BIT_COUNT; uint16 m_nReserved : 4; uint16 m_nDesyncOffset; uint8 m_nAlpha; uint8 m_nReserved2; uint16 m_nDistFadeStart; uint16 m_nDistFadeEnd; float m_flFadeScale; float m_flRenderFxStartTime; float m_flRenderFxDuration; friend class CClientLeafSystem; }; // Returns the current alpha modulation inline uint8 CClientAlphaProperty::GetAlphaModulation() const { return m_nAlpha; } inline float CClientAlphaProperty::GetMinFadeDist() const { return m_nDistFadeStart; } inline float CClientAlphaProperty::GetMaxFadeDist() const { return m_nDistFadeEnd; } inline float CClientAlphaProperty::GetGlobalFadeScale() const { return m_flFadeScale; } inline bool CClientAlphaProperty::IgnoresZBuffer( void ) const { return m_nRenderMode == kRenderGlow || m_nRenderMode == kRenderWorldGlow; } #endif // CLIENTALPHAPROPERTY_H