Counter Strike : Global Offensive Source Code
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//===== Copyright � 2005-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: A set of utilities to render standard shapes
//
//===========================================================================//
#ifndef RENDERUTILS_H
#define RENDERUTILS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier2/tier2.h"
#include "color.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class Vector;
class QAngle;
class IMaterial;
struct matrix3x4_t;
// Renders a wireframe sphere
void RenderWireframeSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer );
// Renders a sphere
void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer, bool bInsideOut = false );
void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, IMaterial *pMaterial, bool bInsideOut = false );
// Renders a wireframe box relative to an origin
void RenderWireframeBox( const Vector &vOrigin, const QAngle& angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer );
// Renders a swept wireframe box
void RenderWireframeSweptBox( const Vector &vStart, const Vector &vEnd, const QAngle &angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer );
// Renders a solid box
void RenderBox( const Vector& origin, const QAngle& angles, const Vector& mins, const Vector& maxs, Color c, bool bZBuffer, bool bInsideOut = false );
void RenderBox( const Vector& origin, const QAngle& angles, const Vector& mins, const Vector& maxs, Color c, IMaterial *pMaterial, bool bInsideOut = false );
// Renders axes, red->x, green->y, blue->z (axis aligned)
void RenderAxes( const Vector &vOrigin, float flScale, bool bZBuffer );
void RenderAxes( const matrix3x4_t &transform, float flScale, bool bZBuffer );
// Render a line
void RenderLine( const Vector& v1, const Vector& v2, Color c, bool bZBuffer );
// Draws a triangle
void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, bool bZBuffer );
void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, IMaterial *pMaterial );
// Draws a axis-aligned quad
void RenderQuad( IMaterial *pMaterial, float x, float y, float w, float h, float z, float s0, float t0, float s1, float t1, const Color& clr );
// Renders a screen space quad
void DrawScreenSpaceRectangle( IMaterial *pMaterial,
int nDestX, int nDestY, int nWidth, int nHeight, // Rect to draw into in screen space
float flSrcTextureX0, float flSrcTextureY0, // which texel you want to appear at destx/y
float flSrcTextureX1, float flSrcTextureY1, // which texel you want to appear at destx+width-1, desty+height-1
int nSrcTextureWidth, int nSrcTextureHeight, // needed for fixup
void *pClientRenderable = NULL, // Used to pass to the bind proxies
int nXDice = 1,
int nYDice = 1,
float fDepth = 0.0 ); // what Z value to put in the verts
// Renders a single polygon without texturing in normalized-device coordinate space (x, y in the range [-1,1], z = 0)
void DrawNDCSpaceUntexturedPolygon( IMaterial *pMaterial, int nVertexCount, Vector2D *pScreenSpaceCoordinates, void *pClientRenderable );
// Render a capsule ( a pill-shaped hemisphere-capped cylinder )
void RenderCapsule( const Vector &vStart, const Vector &vEnd, const float &flRadius, Color c, IMaterial *pMaterial );
#endif // RENDERUTILS_H