152 lines
4.6 KiB
C++
152 lines
4.6 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//===========================================================================//
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#if !defined( IVIEWRENDER_H )
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#define IVIEWRENDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ivrenderview.h"
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#define MAX_DEPTH_TEXTURE_SHADOWS 1
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#define MAX_DEPTH_TEXTURE_HIGHRES_SHADOWS 0
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#define MAX_DEPTH_TEXTURE_SHADOWS_TOOLS 8
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#define MAX_DEPTH_TEXTURE_HIGHRES_SHADOWS_TOOLS 0
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// These are set as it draws reflections, refractions, etc, so certain effects can avoid
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// drawing themselves in reflections.
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enum DrawFlags_t
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{
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DF_RENDER_REFRACTION = 0x1,
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DF_RENDER_REFLECTION = 0x2,
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DF_CLIP_Z = 0x4,
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DF_CLIP_BELOW = 0x8,
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DF_RENDER_UNDERWATER = 0x10,
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DF_RENDER_ABOVEWATER = 0x20,
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DF_RENDER_WATER = 0x40,
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DF_UNUSED1 = 0x100,
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DF_WATERHEIGHT = 0x200,
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DF_UNUSED2 = 0x400,
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DF_DRAWSKYBOX = 0x800,
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DF_FUDGE_UP = 0x1000,
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DF_DRAW_ENTITITES = 0x2000,
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DF_SKIP_WORLD = 0x4000,
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DF_SKIP_WORLD_DECALS_AND_OVERLAYS = 0x8000,
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DF_UNUSED5 = 0x10000,
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DF_SAVEGAMESCREENSHOT = 0x20000,
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DF_CLIP_SKYBOX = 0x40000,
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DF_SHADOW_DEPTH_MAP = 0x100000 // Currently rendering a shadow depth map
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};
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//-----------------------------------------------------------------------------
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// Purpose: View setup and rendering
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//-----------------------------------------------------------------------------
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class CViewSetup;
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class C_BaseEntity;
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struct vrect_t;
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class C_BaseViewModel;
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abstract_class IViewRender
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{
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public:
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// SETUP
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// Initialize view renderer
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virtual void Init( void ) = 0;
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// Clear any systems between levels
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virtual void LevelInit( void ) = 0;
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virtual void LevelShutdown( void ) = 0;
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// Shutdown
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virtual void Shutdown( void ) = 0;
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// RENDERING
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// Called right before simulation. It must setup the view model origins and angles here so
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// the correct attachment points can be used during simulation.
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virtual void OnRenderStart() = 0;
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// Called to render the entire scene
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virtual void Render( vrect_t *rect ) = 0;
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// Called to render just a particular setup ( for timerefresh and envmap creation )
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// First argument is 3d view setup, second is for the HUD (in most cases these are ==, but in split screen the client .dll handles this differently)
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virtual void RenderView( const CViewSetup &view, const CViewSetup &hudViewSetup, int nClearFlags, int whatToDraw ) = 0;
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// What are we currently rendering? Returns a combination of DF_ flags.
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virtual int GetDrawFlags() = 0;
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// MISC
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// Start and stop pitch drifting logic
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virtual void StartPitchDrift( void ) = 0;
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virtual void StopPitchDrift( void ) = 0;
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// This can only be called during rendering (while within RenderView).
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virtual VPlane* GetFrustum() = 0;
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virtual bool ShouldDrawBrushModels( void ) = 0;
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virtual const CViewSetup *GetPlayerViewSetup( int nSlot = -1 ) const = 0;
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virtual const CViewSetup *GetViewSetup( void ) const = 0;
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virtual void DisableVis( void ) = 0;
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virtual int BuildWorldListsNumber() const = 0;
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virtual void SetCheapWaterStartDistance( float flCheapWaterStartDistance ) = 0;
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virtual void SetCheapWaterEndDistance( float flCheapWaterEndDistance ) = 0;
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virtual void GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance ) = 0;
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virtual void DriftPitch (void) = 0;
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virtual void SetScreenOverlayMaterial( IMaterial *pMaterial ) = 0;
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virtual IMaterial *GetScreenOverlayMaterial( ) = 0;
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virtual void WriteSaveGameScreenshot( const char *pFilename ) = 0;
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virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height ) = 0;
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// Draws another rendering over the top of the screen
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virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0;
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// Returns znear and zfar
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virtual float GetZNear() = 0;
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virtual float GetZFar() = 0;
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virtual void GetScreenFadeDistances( float *min, float *max ) = 0;
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virtual bool AllowScreenspaceFade( void ) = 0;
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virtual C_BaseEntity *GetCurrentlyDrawingEntity() = 0;
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virtual void SetCurrentlyDrawingEntity( C_BaseEntity *pEnt ) = 0;
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virtual bool UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowView ) = 0;
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virtual void FreezeFrame( float flFreezeTime ) = 0;
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virtual void InitFadeData( void ) = 0;
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};
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extern IViewRender *view;
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extern IViewRender *GetViewRenderInstance();
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#endif // IVIEWRENDER_H
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