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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#if !defined( IVIEWRENDER_H )
#define IVIEWRENDER_H
#ifdef _WIN32
#pragma once
#endif
#include "ivrenderview.h"
#define MAX_DEPTH_TEXTURE_SHADOWS 1
#define MAX_DEPTH_TEXTURE_HIGHRES_SHADOWS 0
#define MAX_DEPTH_TEXTURE_SHADOWS_TOOLS 8
#define MAX_DEPTH_TEXTURE_HIGHRES_SHADOWS_TOOLS 0
// These are set as it draws reflections, refractions, etc, so certain effects can avoid
// drawing themselves in reflections.
enum DrawFlags_t { DF_RENDER_REFRACTION = 0x1, DF_RENDER_REFLECTION = 0x2,
DF_CLIP_Z = 0x4, DF_CLIP_BELOW = 0x8,
DF_RENDER_UNDERWATER = 0x10, DF_RENDER_ABOVEWATER = 0x20, DF_RENDER_WATER = 0x40,
DF_SSAO_DEPTH_PASS = 0x80,
DF_RENDER_PSEUDO_TRANSLUCENT_WATER = 0x100, // Pseudo-translucent water is water that renders after all opaques but before all transparents, writes to depth, and uses alpha blending
DF_WATERHEIGHT = 0x200, DF_DRAW_SSAO = 0x400, DF_DRAWSKYBOX = 0x800,
DF_FUDGE_UP = 0x1000,
DF_DRAW_ENTITITES = 0x2000,
DF_SKIP_WORLD = 0x4000, DF_SKIP_WORLD_DECALS_AND_OVERLAYS = 0x8000,
DF_UNUSED5 = 0x10000, DF_SAVEGAMESCREENSHOT = 0x20000, DF_CLIP_SKYBOX = 0x40000,
DF_DRAW_SIMPLE_WORLD_MODEL = 0x80000, // Draw a singe studio model for the world to save CPU.
DF_SHADOW_DEPTH_MAP = 0x100000, // Currently rendering a shadow depth map
DF_FAST_ENTITY_RENDERING = 0x200000, // Used with DF_DRAW_ENTITIES to only render marked entities into the water reflection buffer for "fast reflections"
DF_DRAW_SIMPLE_WORLD_MODEL_WATER = 0x400000, // Draw a singe studio model for the world to save CPU.
};
//-----------------------------------------------------------------------------
// Purpose: View setup and rendering
//-----------------------------------------------------------------------------
class CViewSetup; class C_BaseEntity; struct vrect_t; class C_BaseViewModel;
abstract_class IViewRender { public: // SETUP
// Initialize view renderer
virtual void Init( void ) = 0;
// Clear any systems between levels
virtual void LevelInit( void ) = 0; virtual void LevelShutdown( void ) = 0;
// Shutdown
virtual void Shutdown( void ) = 0;
// RENDERING
// Called right before simulation. It must setup the view model origins and angles here so
// the correct attachment points can be used during simulation.
virtual void OnRenderStart() = 0;
// Called to render the entire scene
virtual void Render( vrect_t *rect ) = 0;
// Called to render just a particular setup ( for timerefresh and envmap creation )
// First argument is 3d view setup, second is for the HUD (in most cases these are ==, but in split screen the client .dll handles this differently)
virtual void RenderView( const CViewSetup &view, const CViewSetup &hudViewSetup, int nClearFlags, int whatToDraw ) = 0;
// What are we currently rendering? Returns a combination of DF_ flags.
virtual int GetDrawFlags() = 0;
// MISC
// Start and stop pitch drifting logic
virtual void StartPitchDrift( void ) = 0; virtual void StopPitchDrift( void ) = 0;
// This can only be called during rendering (while within RenderView).
virtual VPlane* GetFrustum() = 0;
virtual bool ShouldDrawBrushModels( void ) = 0;
virtual const CViewSetup *GetPlayerViewSetup( int nSlot = -1 ) const = 0; virtual const CViewSetup *GetViewSetup( void ) const = 0;
virtual void DisableVis( void ) = 0;
virtual int BuildWorldListsNumber() const = 0;
virtual void SetCheapWaterStartDistance( float flCheapWaterStartDistance ) = 0; virtual void SetCheapWaterEndDistance( float flCheapWaterEndDistance ) = 0;
virtual void GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance ) = 0;
virtual void DriftPitch (void) = 0;
virtual void SetScreenOverlayMaterial( IMaterial *pMaterial ) = 0; virtual IMaterial *GetScreenOverlayMaterial( ) = 0;
virtual void WriteSaveGameScreenshot( const char *pFilename ) = 0; virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height ) = 0;
// Draws another rendering over the top of the screen
virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0;
// Returns znear and zfar
virtual float GetZNear() = 0; virtual float GetZFar() = 0;
// Returns the min/max fade distances, and distance scale
virtual void GetScreenFadeDistances( float *pMin, float *pMax, float *pScale ) = 0;
virtual C_BaseEntity *GetCurrentlyDrawingEntity() = 0; virtual void SetCurrentlyDrawingEntity( C_BaseEntity *pEnt ) = 0;
virtual bool UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowView, bool bRenderWorldAndObjects = true, bool bRenderViewModels = false ) = 0;
virtual void FreezeFrame( float flFreezeTime ) = 0;
virtual void InitFadeData( void ) = 0; };
extern IViewRender *view;
#endif // IVIEWRENDER_H
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