//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: A set of utilities to render standard shapes // //===========================================================================// #ifndef RENDERUTILS_H #define RENDERUTILS_H #ifdef _WIN32 #pragma once #endif #include "tier2/tier2.h" #include "Color.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class Vector; class QAngle; class IMaterial; struct matrix3x4_t; // Renders a wireframe sphere void RenderWireframeSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer ); // Renders a sphere void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer ); void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, IMaterial *pMaterial ); // Renders a wireframe box relative to an origin void RenderWireframeBox( const Vector &vOrigin, const QAngle& angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer ); // Renders a swept wireframe box void RenderWireframeSweptBox( const Vector &vStart, const Vector &vEnd, const QAngle &angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer ); // Renders a solid box void RenderBox( const Vector& origin, const QAngle& angles, const Vector& mins, const Vector& maxs, Color c, bool bZBuffer, bool bInsideOut = false ); void RenderBox( const Vector& origin, const QAngle& angles, const Vector& mins, const Vector& maxs, Color c, IMaterial *pMaterial, bool bInsideOut = false ); // Renders axes, red->x, green->y, blue->z (axis aligned) void RenderAxes( const Vector &vOrigin, float flScale, bool bZBuffer ); void RenderAxes( const matrix3x4_t &transform, float flScale, bool bZBuffer ); // Render a line void RenderLine( const Vector& v1, const Vector& v2, Color c, bool bZBuffer ); // Draws a triangle void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, bool bZBuffer ); void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, IMaterial *pMaterial ); // Draws a axis-aligned quad void RenderQuad( IMaterial *pMaterial, float x, float y, float w, float h, float z, float s0, float t0, float s1, float t1, const Color& clr ); // Renders a screen space quad void DrawScreenSpaceRectangle( IMaterial *pMaterial, int nDestX, int nDestY, int nWidth, int nHeight, // Rect to draw into in screen space float flSrcTextureX0, float flSrcTextureY0, // which texel you want to appear at destx/y float flSrcTextureX1, float flSrcTextureY1, // which texel you want to appear at destx+width-1, desty+height-1 int nSrcTextureWidth, int nSrcTextureHeight, // needed for fixup void *pClientRenderable = NULL, // Used to pass to the bind proxies int nXDice = 1, int nYDice = 1, float fDepth = 0.0 ); // what Z value to put in the verts #endif // RENDERUTILS_H