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:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef IOCCLUSIONSYSTEM_H
#define IOCCLUSIONSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
class Vector;
class VMatrix;
struct model_t;
class VPlane;
class CUtlBuffer;
//-----------------------------------------------------------------------------
// Occlusion system interface
//-----------------------------------------------------------------------------
class IOcclusionSystem
{
public:
// Activate/deactivate an occluder brush model
virtual void ActivateOccluder( int nOccluderIndex, bool bActive ) = 0;
// Sets the view transform
virtual void SetView( const Vector &vecCameraPos, float flFOV, const VMatrix &worldToCamera,
const VMatrix &cameraToProjection, const VPlane &nearClipPlane ) = 0;
// Test for occlusion (bounds specified in abs space)
virtual bool IsOccluded( const Vector &vecAbsMins, const Vector &vecAbsMaxs ) = 0;
// Sets global occlusion parameters
virtual void SetOcclusionParameters( float flMaxOccludeeArea, float flMinOccluderArea ) = 0;
virtual float MinOccluderArea() const = 0;
// Render debugging overlay
virtual void DrawDebugOverlays() = 0;
};
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
IOcclusionSystem *OcclusionSystem();
#endif // IOCCLUSIONSYSTEM_H