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145 lines
4.2 KiB
145 lines
4.2 KiB
//========= Copyright 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( IVIEWRENDER_H ) |
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#define IVIEWRENDER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "ivrenderview.h" |
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// These are set as it draws reflections, refractions, etc, so certain effects can avoid |
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// drawing themselves in reflections. |
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enum DrawFlags_t |
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{ |
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DF_RENDER_REFRACTION = 0x1, |
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DF_RENDER_REFLECTION = 0x2, |
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DF_CLIP_Z = 0x4, |
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DF_CLIP_BELOW = 0x8, |
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DF_RENDER_UNDERWATER = 0x10, |
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DF_RENDER_ABOVEWATER = 0x20, |
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DF_RENDER_WATER = 0x40, |
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DF_SSAO_DEPTH_PASS = 0x100, |
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DF_WATERHEIGHT = 0x200, |
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DF_DRAW_SSAO = 0x400, |
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DF_DRAWSKYBOX = 0x800, |
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DF_FUDGE_UP = 0x1000, |
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DF_DRAW_ENTITITES = 0x2000, |
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DF_UNUSED3 = 0x4000, |
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DF_UNUSED4 = 0x8000, |
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DF_UNUSED5 = 0x10000, |
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DF_SAVEGAMESCREENSHOT = 0x20000, |
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DF_CLIP_SKYBOX = 0x40000, |
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DF_SHADOW_DEPTH_MAP = 0x100000 // Currently rendering a shadow depth map |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: View setup and rendering |
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//----------------------------------------------------------------------------- |
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class CViewSetup; |
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class C_BaseEntity; |
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struct vrect_t; |
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class C_BaseViewModel; |
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struct WriteReplayScreenshotParams_t; |
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class IReplayScreenshotSystem; |
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abstract_class IViewRender |
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{ |
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public: |
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// SETUP |
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// Initialize view renderer |
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virtual void Init( void ) = 0; |
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// Clear any systems between levels |
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virtual void LevelInit( void ) = 0; |
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virtual void LevelShutdown( void ) = 0; |
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// Shutdown |
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virtual void Shutdown( void ) = 0; |
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// RENDERING |
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// Called right before simulation. It must setup the view model origins and angles here so |
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// the correct attachment points can be used during simulation. |
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virtual void OnRenderStart() = 0; |
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// Called to render the entire scene |
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virtual void Render( vrect_t *rect ) = 0; |
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// Called to render just a particular setup ( for timerefresh and envmap creation ) |
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virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0; |
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// What are we currently rendering? Returns a combination of DF_ flags. |
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virtual int GetDrawFlags() = 0; |
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// MISC |
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// Start and stop pitch drifting logic |
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virtual void StartPitchDrift( void ) = 0; |
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virtual void StopPitchDrift( void ) = 0; |
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// This can only be called during rendering (while within RenderView). |
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virtual VPlane* GetFrustum() = 0; |
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virtual bool ShouldDrawBrushModels( void ) = 0; |
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virtual const CViewSetup *GetPlayerViewSetup( void ) const = 0; |
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virtual const CViewSetup *GetViewSetup( void ) const = 0; |
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virtual void DisableVis( void ) = 0; |
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virtual int BuildWorldListsNumber() const = 0; |
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virtual void SetCheapWaterStartDistance( float flCheapWaterStartDistance ) = 0; |
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virtual void SetCheapWaterEndDistance( float flCheapWaterEndDistance ) = 0; |
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virtual void GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance ) = 0; |
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virtual void DriftPitch (void) = 0; |
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virtual void SetScreenOverlayMaterial( IMaterial *pMaterial ) = 0; |
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virtual IMaterial *GetScreenOverlayMaterial( ) = 0; |
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virtual void WriteSaveGameScreenshot( const char *pFilename ) = 0; |
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virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded = false, bool bWriteVTF = false ) = 0; |
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virtual void WriteReplayScreenshot( WriteReplayScreenshotParams_t ¶ms ) = 0; |
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virtual void UpdateReplayScreenshotCache() = 0; |
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// Draws another rendering over the top of the screen |
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virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0; |
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// Returns znear and zfar |
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virtual float GetZNear() = 0; |
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virtual float GetZFar() = 0; |
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virtual void GetScreenFadeDistances( float *min, float *max ) = 0; |
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virtual C_BaseEntity *GetCurrentlyDrawingEntity() = 0; |
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virtual void SetCurrentlyDrawingEntity( C_BaseEntity *pEnt ) = 0; |
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virtual bool UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowView ) = 0; |
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virtual void FreezeFrame( float flFreezeTime ) = 0; |
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virtual IReplayScreenshotSystem *GetReplayScreenshotSystem() = 0; |
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}; |
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extern IViewRender *view; |
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#endif // IVIEWRENDER_H
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