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92 lines
3.3 KiB
92 lines
3.3 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Deals with singleton
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#if !defined( DETAILOBJECTSYSTEM_H )
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#define DETAILOBJECTSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "igamesystem.h"
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#include "icliententityinternal.h"
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#include "engine/ivmodelrender.h"
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#include "mathlib/vector.h"
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#include "ivrenderview.h"
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struct model_t;
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struct WorldListLeafData_t;
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struct DistanceFadeInfo_t;
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//-----------------------------------------------------------------------------
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// Info used when building lists of detail objects to render
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//-----------------------------------------------------------------------------
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struct DetailRenderableInfo_t
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{
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IClientRenderable *m_pRenderable;
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int m_nLeafIndex;
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RenderGroup_t m_nRenderGroup;
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RenderableInstance_t m_InstanceData;
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};
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typedef CUtlVectorFixedGrowable< DetailRenderableInfo_t, 2048 > DetailRenderableList_t;
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//-----------------------------------------------------------------------------
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// Responsible for managing detail objects
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//-----------------------------------------------------------------------------
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abstract_class IDetailObjectSystem : public IGameSystem
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{
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public:
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// How many detail models (as opposed to sprites) are there in the level?
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virtual int GetDetailModelCount() const = 0;
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// Gets a particular detail object
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virtual IClientRenderable* GetDetailModel( int idx ) = 0;
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// Computes the detail prop fade info
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virtual float ComputeDetailFadeInfo( DistanceFadeInfo_t *pInfo ) = 0;
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// Builds a list of renderable info for all detail objects to render
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virtual void BuildRenderingData( DetailRenderableList_t &list, const SetupRenderInfo_t &info, float flDetailDist, const DistanceFadeInfo_t &fadeInfo ) = 0;
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// Call this before rendering translucent detail objects
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virtual void BeginTranslucentDetailRendering( ) = 0;
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// Renders all translucent detail objects in a particular set of leaves
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virtual void RenderTranslucentDetailObjects( const DistanceFadeInfo_t &info, const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeafCount, LeafIndex_t *pLeafList ) =0;
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// Renders all translucent detail objects in a particular leaf up to a particular point
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virtual void RenderTranslucentDetailObjectsInLeaf( const DistanceFadeInfo_t &info, const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeaf, const Vector *pVecClosestPoint ) = 0;
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#if defined(_PS3)
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virtual bool ShouldDrawDetailObjects( void ) = 0;
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virtual void GetDetailFadeValues( float &flDetailFadeStart, float &flDetailFadeEnd ) = 0;
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virtual int GetDetailObjectsCount( void ) = 0;
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virtual void *GetDetailObjectsBase( void ) = 0;
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virtual void *GetDetailObjectsOriginOffset( void ) = 0;
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virtual int GetCDetailModelStride( void ) = 0;
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#endif
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};
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//-----------------------------------------------------------------------------
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// System for dealing with detail objects
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//-----------------------------------------------------------------------------
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extern IDetailObjectSystem *g_pDetailObjectSystem;
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inline IDetailObjectSystem* DetailObjectSystem()
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{
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return g_pDetailObjectSystem;
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}
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#endif // DETAILOBJECTSYSTEM_H
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