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