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94 lines
2.5 KiB
94 lines
2.5 KiB
//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#if !defined( VIEW_H ) |
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#define VIEW_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#if _DEBUG |
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extern bool g_bRenderingCameraView; // For debugging (frustum fix for cameras)... |
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#endif |
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class VMatrix; |
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class Vector; |
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class QAngle; |
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class VPlane; |
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// near and far Z it uses to render the world. |
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#define VIEW_NEARZ 7 |
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//#define VIEW_FARZ 28400 |
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//----------------------------------------------------------------------------- |
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// There's a difference between the 'current view' and the 'main view' |
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// The 'main view' is where the player is sitting. Current view is just |
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// what's currently being rendered, which, owing to monitors or water, |
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// could be just about anywhere. |
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//----------------------------------------------------------------------------- |
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const Vector &MainViewOrigin( int nSlot ); |
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const QAngle &MainViewAngles( int nSlot ); |
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const Vector &PrevMainViewOrigin( int nSlot ); |
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const QAngle &PrevMainViewAngles( int nSlot ); |
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const VMatrix &MainWorldToViewMatrix( int nSlot ); |
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const Vector &MainViewForward( int nSlot ); |
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const Vector &MainViewRight( int nSlot ); |
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const Vector &MainViewUp( int nSlot ); |
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const Vector &CurrentViewOrigin(); |
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const QAngle &CurrentViewAngles(); |
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const VMatrix &CurrentWorldToViewMatrix(); |
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const Vector &CurrentViewForward(); |
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const Vector &CurrentViewRight(); |
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const Vector &CurrentViewUp(); |
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void AllowCurrentViewAccess( bool allow ); |
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bool IsCurrentViewAccessAllowed(); |
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// Returns true of the sphere is outside the frustum defined by pPlanes. |
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// (planes point inwards). |
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bool R_CullSphere( const VPlane *pPlanes, int nPlanes, const Vector *pCenter, float radius ); |
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float ScaleFOVByWidthRatio( float fovDegrees, float ratio ); |
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extern ConVar mat_wireframe; |
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extern const ConVar *sv_cheats; |
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static inline int WireFrameMode( void ) |
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{ |
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if ( !sv_cheats ) |
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{ |
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sv_cheats = cvar->FindVar( "sv_cheats" ); |
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} |
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if ( sv_cheats && sv_cheats->GetBool() ) |
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return mat_wireframe.GetInt(); |
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else |
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return 0; |
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} |
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static inline bool ShouldDrawInWireFrameMode( void ) |
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{ |
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if ( !sv_cheats ) |
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{ |
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sv_cheats = cvar->FindVar( "sv_cheats" ); |
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} |
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if ( sv_cheats && sv_cheats->GetBool() ) |
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return ( mat_wireframe.GetInt() != 0 ); |
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else |
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return false; |
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} |
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void ComputeCameraVariables( const Vector &vecOrigin, const QAngle &vecAngles, Vector *pVecForward, Vector *pVecRight, Vector *pVecUp, VMatrix *pMatCamInverse ); |
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#endif // VIEW_H
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