sqwarmed/sdk_src/public/engine/IClientLeafSystem.h

55 lines
1.7 KiB
C

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//
// This file contains code to allow us to associate client data with bsp leaves.
//
//=============================================================================//
#if !defined( ICLIENTLEAFSYSTEM_H )
#define ICLIENTLEAFSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "client_render_handle.h"
#include "engine/ivmodelinfo.h"
#define CLIENTLEAFSYSTEM_INTERFACE_VERSION "ClientLeafSystem002"
enum RenderableModelType_t
{
RENDERABLE_MODEL_UNKNOWN_TYPE = -1,
RENDERABLE_MODEL_ENTITY = 0,
RENDERABLE_MODEL_STUDIOMDL,
RENDERABLE_MODEL_STATIC_PROP,
RENDERABLE_MODEL_BRUSH,
};
//-----------------------------------------------------------------------------
// The client leaf system
//-----------------------------------------------------------------------------
abstract_class IClientLeafSystemEngine
{
public:
// Adds and removes renderables from the leaf lists
// CreateRenderableHandle stores the handle inside pRenderable.
virtual void CreateRenderableHandle( IClientRenderable* pRenderable, bool bRenderWithViewModels, RenderableTranslucencyType_t nType, RenderableModelType_t nModelType, uint32 nSplitscreenEnabled = 0xFFFFFFFF ) = 0; // = RENDERABLE_MODEL_UNKNOWN_TYPE ) = 0;
virtual void RemoveRenderable( ClientRenderHandle_t handle ) = 0;
virtual void AddRenderableToLeaves( ClientRenderHandle_t renderable, int nLeafCount, unsigned short *pLeaves ) = 0;
virtual void SetTranslucencyType( ClientRenderHandle_t handle, RenderableTranslucencyType_t nType ) = 0;
};
#endif // ICLIENTLEAFSYSTEM_H