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128 lines
5.9 KiB
128 lines
5.9 KiB
![]()
4 years ago
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//========= Copyright 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 C_PORTALGHOSTRENDERABLE_H
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#define C_PORTALGHOSTRENDERABLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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//#include "iclientrenderable.h"
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#include "c_baseanimating.h"
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class C_PortalGhostRenderable : public C_BaseAnimating//IClientRenderable, public IClientUnknown
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{
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public:
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C_BaseEntity *m_pGhostedRenderable; //the renderable we're transforming and re-rendering
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VMatrix m_matGhostTransform;
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float *m_pSharedRenderClipPlane; //shared by all portal ghost renderables within the same portal
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bool m_bLocalPlayer; //special draw rules for the local player
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bool m_bSourceIsBaseAnimating;
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C_Prop_Portal *m_pOwningPortal;
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struct
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{
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Vector vRenderOrigin;
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QAngle qRenderAngle;
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matrix3x4_t matRenderableToWorldTransform;
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} m_ReferencedReturns; //when returning a reference, it has to actually exist somewhere
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C_PortalGhostRenderable( C_Prop_Portal *pOwningPortal, C_BaseEntity *pGhostSource, RenderGroup_t sourceRenderGroup, const VMatrix &matGhostTransform, float *pSharedRenderClipPlane, bool bLocalPlayer );
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virtual ~C_PortalGhostRenderable( void );
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void PerFrameUpdate( void ); //called once per frame for misc updating
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// Data accessors
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virtual Vector const& GetRenderOrigin( void );
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virtual QAngle const& GetRenderAngles( void );
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virtual bool ShouldDraw( void ) { return true; }
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// Call this to get the current bone transforms for the model.
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// currentTime parameter will affect interpolation
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// nMaxBones specifies how many matrices pBoneToWorldOut can hold. (Should be greater than or
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// equal to studiohdr_t::numbones. Use MAXSTUDIOBONES to be safe.)
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virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
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// Returns the bounds relative to the origin (render bounds)
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virtual void GetRenderBounds( Vector& mins, Vector& maxs );
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// returns the bounds as an AABB in worldspace
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virtual void GetRenderBoundsWorldspace( Vector& mins, Vector& maxs );
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// These normally call through to GetRenderAngles/GetRenderBounds, but some entities custom implement them.
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virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType );
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// These methods return true if we want a per-renderable shadow cast direction + distance
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//virtual bool GetShadowCastDistance( float *pDist, ShadowType_t shadowType ) const;
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//virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const;
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// Returns the transform from RenderOrigin/RenderAngles to world
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virtual const matrix3x4_t &RenderableToWorldTransform();
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// Attachments
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
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virtual bool GetAttachment( int number, matrix3x4_t &matrix );
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virtual bool GetAttachment( int number, Vector &origin );
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virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
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// Rendering clip plane, should be 4 floats, return value of NULL indicates a disabled render clip plane
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virtual float *GetRenderClipPlane( void ) { return m_pSharedRenderClipPlane; };
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virtual int DrawModel( int flags );
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// Get the model instance of the ghosted model so that decals will properly draw across portals
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virtual ModelInstanceHandle_t GetModelInstance();
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//------------------------------------------
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//IClientRenderable - Trivial or redirection
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//------------------------------------------
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virtual IClientUnknown* GetIClientUnknown() { return this; };
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virtual bool IsTransparent( void );
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virtual bool UsesPowerOfTwoFrameBufferTexture();
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//virtual ClientShadowHandle_t GetShadowHandle() const { return m_hShadowHandle; };
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//virtual ClientRenderHandle_t& RenderHandle() { return m_hRenderHandle; };
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//virtual const model_t* GetModel( ) const;
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//virtual int GetBody();
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//virtual void ComputeFxBlend( ) { return m_pGhostedRenderable->ComputeFxBlend(); };
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//virtual int GetFxBlend( void ) { return m_pGhostedRenderable->GetFxBlend(); };
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virtual void GetColorModulation( float* color );
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//virtual bool LODTest() { return true; };
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//virtual void SetupWeights( void ) { NULL; };
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//virtual void DoAnimationEvents( void ) { NULL; }; //TODO: find out if there's something we should be doing with this
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//virtual IPVSNotify* GetPVSNotifyInterface() { return NULL; };
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//virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; };//{ return m_pGhostedRenderable->ShouldReceiveProjectedTextures( flags ); };
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//virtual bool IsShadowDirty( ) { return m_bDirtyShadow; };
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//virtual void MarkShadowDirty( bool bDirty ) { m_bDirtyShadow = bDirty; };
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//virtual IClientRenderable * GetShadowParent() { return NULL; };
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//virtual IClientRenderable * FirstShadowChild() { return NULL; };
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//virtual IClientRenderable * NextShadowPeer() { return NULL; };
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//virtual ShadowType_t ShadowCastType();
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//virtual void CreateModelInstance() { NULL; };
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//virtual ModelInstanceHandle_t GetModelInstance() { return m_pGhostedRenderable->GetModelInstance(); }; //TODO: find out if sharing an instance causes bugs
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virtual int LookupAttachment( const char *pAttachmentName );
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//virtual int GetSkin();
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//virtual bool IsTwoPass( void );
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//virtual void OnThreadedDrawSetup() { NULL; };
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//IHandleEntity
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//virtual void SetRefEHandle( const CBaseHandle &handle ) { m_RefEHandle = handle; };
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//virtual const CBaseHandle& GetRefEHandle() const { return m_RefEHandle; };
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//IClientUnknown
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virtual ICollideable* GetCollideable() { return NULL; };
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virtual IClientNetworkable* GetClientNetworkable() { return NULL; };
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virtual IClientRenderable* GetClientRenderable() { return this; };
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virtual IClientEntity* GetIClientEntity() { return NULL; };
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virtual C_BaseEntity* GetBaseEntity() { return NULL; };
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virtual IClientThinkable* GetClientThinkable() { return NULL; };
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};
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#endif //#ifndef C_PORTALGHOSTRENDERABLE_H
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