Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef VIEW_SHAREDV1_H
#define VIEW_SHAREDV1_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose: Renderer setup data.
//-----------------------------------------------------------------------------
class CViewSetupV1 { public: CViewSetupV1() { m_bForceAspectRatio1To1 = false; m_bRenderToSubrectOfLargerScreen = false; bForceClearWholeRenderTarget = false; m_bUseRenderTargetAspectRatio = false; }
// shared by 2D & 3D views
// User specified context
int context;
// left side of view window
int x; // top side of view window
int y; // width of view window
int width; // height of view window
int height;
// clear the color buffer before rendering this view?
bool clearColor; // clear the Depth buffer before rendering this view?
bool clearDepth; // NOTE: This is for a workaround on ATI with building cubemaps. Clearing just the viewport doesn't seem to work properly.
bool bForceClearWholeRenderTarget;
// the rest are only used by 3D views
// Orthographic projection?
bool m_bOrtho; // View-space rectangle for ortho projection.
float m_OrthoLeft; float m_OrthoTop; float m_OrthoRight; float m_OrthoBottom;
// horizontal FOV in degrees
float fov; // horizontal FOV in degrees for in-view model
float fovViewmodel;
// 3D origin of camera
Vector origin; // Origin gets reflected on the water surface, but things like
// displacement LOD need to be calculated from the viewer's
// real position.
Vector m_vUnreflectedOrigin; // heading of camera (pitch, yaw, roll)
QAngle angles; // local Z coordinate of near plane of camera
float zNear; // local Z coordinate of far plane of camera
float zFar;
// local Z coordinate of near plane of camera ( when rendering view model )
float zNearViewmodel; // local Z coordinate of far plane of camera ( when rendering view model )
float zFarViewmodel;
bool m_bForceAspectRatio1To1;
// set to true if this is to draw into a subrect of the larger screen
// this really is a hack, but no more than the rest of the way this class is used
bool m_bRenderToSubrectOfLargerScreen;
// Use this for situations like water where you want to render the aspect ratio of the
// back buffer into a square (or otherwise) render target.
bool m_bUseRenderTargetAspectRatio; };
#endif // VIEW_SHAREDV1_H
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