Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Model loading / unloading interface
//
// $NoKeywords: $
//=============================================================================//
#ifndef OVERLAY_H
#define OVERLAY_H
#ifdef _WIN32
#pragma once
#endif
// This is a workaround for the fact that we get massive decal flicker
// when looking at a decal at a glancing angle while standing right next to it.
#define OVERLAY_AVOID_FLICKER_NORMAL_OFFSET 0.1f
//-----------------------------------------------------------------------------
// Overlay fragments
//-----------------------------------------------------------------------------
typedef unsigned short OverlayFragmentHandle_t;
enum
{
OVERLAY_FRAGMENT_INVALID = (OverlayFragmentHandle_t)~0
};
//=============================================================================
//
// Overlay Manager Interface
//
class IOverlayMgr
{
public:
// Memory allocation/de-allocation.
virtual bool LoadOverlays( ) = 0;
virtual void UnloadOverlays( ) = 0;
virtual void CreateFragments( void ) = 0;
virtual void ReSortMaterials( void ) = 0;
// Drawing
// clears all
virtual void ClearRenderLists() = 0;
// clears a particular sort group
virtual void ClearRenderLists( int nSortGroup ) = 0;
virtual void AddFragmentListToRenderList( int nSortGroup, OverlayFragmentHandle_t iFragment, bool bDisp ) = 0;
virtual void RenderOverlays( int nSortGroup ) = 0;
// Sets the client renderable for an overlay's material proxy to bind to
virtual void SetOverlayBindProxy( int iOverlayID, void *pBindProxy ) = 0;
};
//-----------------------------------------------------------------------------
// Overlay manager singleton
//-----------------------------------------------------------------------------
IOverlayMgr *OverlayMgr();
#endif // OVERLAY_H