Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The main manager of rendering
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef RENDERMANAGER_H
#define RENDERMANAGER_H
#ifdef _WIN32
#pragma once
#endif
#include "gamemanager.h"
#include "tier1/mempool.h"
#include "mathlib/mathlib.h"
//-----------------------------------------------------------------------------
// Physics property for entities
//-----------------------------------------------------------------------------
class CCameraProperty { DECLARE_FIXEDSIZE_ALLOCATOR( CCameraProperty );
public: CCameraProperty(); void GetForward( Vector *pForward );
// Array used for fixed-timestep simulation
Vector m_Origin; QAngle m_Angles; Vector m_Velocity; QAngle m_AngVelocity;
private: friend class CRenderManager; };
//-----------------------------------------------------------------------------
// Rendering management
//-----------------------------------------------------------------------------
class CRenderManager : public CGameManager<> { public: // Inherited from IGameManager
virtual bool Init(); virtual LevelRetVal_t LevelInit( bool bFirstCall ); virtual void Update( ); virtual LevelRetVal_t LevelShutdown( bool bFirstCall ); virtual void Shutdown();
// Property allocation
CCameraProperty *CreateCameraProperty(); void DestroyCameraProperty( CCameraProperty *pProperty );
void RenderWorldInRect( int x, int y, int nWidth, int nHeight ); void RenderWorldFullscreen();
private: // Set up a projection matrix for a 90 degree fov
void SetupProjectionMatrix( int nWidth, int nHeight, float flFOV );
// Set up a orthographic projection matrix
void SetupOrthoMatrix( int nWidth, int nHeight );
// Sets up the camera
void SetupCameraRenderState( );
// Draws the world
void RenderWorld();
// Done completely client-side, want total smoothness, so simulate at render interval
void UpdateLocalPlayerCamera();
bool m_bRenderWorldFullscreen; int m_nRenderX; int m_nRenderY; int m_nRenderWidth; int m_nRenderHeight; };
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
extern CRenderManager *g_pRenderManager;
#endif // RENDERMANAGER_H
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