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