sqwarmed/sdk_src/game/client/c_pixel_visibility.h

85 lines
2.9 KiB
C++

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