sqwarmed/sdk_src/game/client/clientalphaproperty.h

114 lines
3.3 KiB
C++

//===== 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