|
|
//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//===========================================================================//
#if !defined( IVIEWRENDER_BEAMS_H )
#define IVIEWRENDER_BEAMS_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
// common to server, too
#include "beam_flags.h"
#include "tempentity.h"
extern void SetBeamCreationAllowed( bool state ); extern bool BeamCreationAllowed( void );
//-----------------------------------------------------------------------------
// beam flags
//-----------------------------------------------------------------------------
class C_Beam; class Beam_t;
//-----------------------------------------------------------------------------
// Purpose: Popcorn trail for Beam Follow rendering...
//-----------------------------------------------------------------------------
struct BeamTrail_t { // NOTE: Don't add user defined fields except after these four fields.
BeamTrail_t* next; float die; Vector org; Vector vel; };
//-----------------------------------------------------------------------------
// Data type for beams.
//-----------------------------------------------------------------------------
struct BeamInfo_t { int m_nType;
// Entities
C_BaseEntity* m_pStartEnt; int m_nStartAttachment; C_BaseEntity* m_pEndEnt; int m_nEndAttachment;
// Points
Vector m_vecStart; Vector m_vecEnd;
int m_nModelIndex; const char *m_pszModelName;
int m_nHaloIndex; const char *m_pszHaloName; float m_flHaloScale;
float m_flLife; float m_flWidth; float m_flEndWidth; float m_flFadeLength; float m_flAmplitude;
float m_flBrightness; float m_flSpeed; int m_nStartFrame; float m_flFrameRate;
float m_flRed; float m_flGreen; float m_flBlue;
bool m_bRenderable;
int m_nSegments;
int m_nFlags;
// Rings
Vector m_vecCenter; float m_flStartRadius; float m_flEndRadius;
BeamInfo_t() { m_nType = TE_BEAMPOINTS; m_nSegments = -1; m_pszModelName = NULL; m_pszHaloName = NULL; m_nModelIndex = -1; m_nHaloIndex = -1; m_bRenderable = true; m_nFlags = 0; } };
//-----------------------------------------------------------------------------
// Purpose: Declare client .dll beam entity interface
//-----------------------------------------------------------------------------
abstract_class IViewRenderBeams { public: virtual void InitBeams( void ) = 0; virtual void ShutdownBeams( void ) = 0; virtual void ClearBeams( void ) = 0;
// Updates the state of the temp ent beams
virtual void UpdateTempEntBeams() = 0;
virtual void DrawBeam( C_Beam* pbeam, const RenderableInstance_t &instance, ITraceFilter *pEntityBeamTraceFilter = NULL ) = 0; virtual void DrawBeam( Beam_t *pbeam ) = 0;
virtual void KillDeadBeams( CBaseEntity *pEnt ) = 0;
// New interfaces!
virtual Beam_t *CreateBeamEnts( BeamInfo_t &beamInfo ) = 0; virtual Beam_t *CreateBeamEntPoint( BeamInfo_t &beamInfo ) = 0; virtual Beam_t *CreateBeamPoints( BeamInfo_t &beamInfo ) = 0; virtual Beam_t *CreateBeamRing( BeamInfo_t &beamInfo ) = 0; virtual Beam_t *CreateBeamRingPoint( BeamInfo_t &beamInfo ) = 0; virtual Beam_t *CreateBeamCirclePoints( BeamInfo_t &beamInfo ) = 0; virtual Beam_t *CreateBeamFollow( BeamInfo_t &beamInfo ) = 0;
virtual void FreeBeam( Beam_t *pBeam ) = 0; virtual void UpdateBeamInfo( Beam_t *pBeam, BeamInfo_t &beamInfo ) = 0;
// These will go away!
virtual void CreateBeamEnts( int startEnt, int endEnt, int modelIndex, int haloIndex, float haloScale, float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b, int type = -1 ) = 0; virtual void CreateBeamEntPoint( int nStartEntity, const Vector *pStart, int nEndEntity, const Vector* pEnd, int modelIndex, int haloIndex, float haloScale, float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b ) = 0; virtual void CreateBeamPoints( Vector& start, Vector& end, int modelIndex, int haloIndex, float haloScale, float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b ) = 0; virtual void CreateBeamRing( int startEnt, int endEnt, int modelIndex, int haloIndex, float haloScale, float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b, int flags = 0 ) = 0; virtual void CreateBeamRingPoint( const Vector& center, float start_radius, float end_radius, int modelIndex, int haloIndex, float haloScale, float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b, int flags = 0 ) = 0; virtual void CreateBeamCirclePoints( int type, Vector& start, Vector& end, int modelIndex, int haloIndex, float haloScale, float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b ) = 0; virtual void CreateBeamFollow( int startEnt, int modelIndex, int haloIndex, float haloScale, float life, float width, float m_nEndWidth, float m_nFadeLength, float r, float g, float b, float brightness ) = 0; };
extern IViewRenderBeams *beams;
#endif // VIEWRENDER_BEAMS_H
|