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