Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_PIXEL_VISIBILITY_H
#define C_PIXEL_VISIBILITY_H
#ifdef _WIN32
#pragma once
#endif
const float PIXELVIS_DEFAULT_PROXY_SIZE = 2.0f; const float PIXELVIS_DEFAULT_FADE_TIME = 0.0625f;
typedef int pixelvis_handle_t; struct pixelvis_queryparams_t { pixelvis_queryparams_t() { bSetup = false; }
void Init( const Vector &origin, float proxySizeIn = PIXELVIS_DEFAULT_PROXY_SIZE, float proxyAspectIn = 1.0f, float fadeTimeIn = PIXELVIS_DEFAULT_FADE_TIME ) { position = origin; proxySize = proxySizeIn; proxyAspect = proxyAspectIn; fadeTime = fadeTimeIn; bSetup = true; bSizeInScreenspace = false; }
Vector position; float proxySize; float proxyAspect; float fadeTime; bool bSetup; bool bSizeInScreenspace; };
float PixelVisibility_FractionVisible( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle ); float StandardGlowBlend( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle, int rendermode, int renderfx, int alpha, float *pscale );
void PixelVisibility_ShiftVisibilityViews( int iSourceViewID, int iDestViewID ); //mainly needed by portal mod to avoid a pop in visibility when teleporting the player
void PixelVisibility_EndCurrentView(); void PixelVisibility_EndScene(); float GlowSightDistance( const Vector &glowOrigin, bool bShouldTrace );
// returns true if the video hardware is doing the tests, false is traceline is doing so.
bool PixelVisibility_IsAvailable();
#endif // C_PIXEL_VISIBILITY_H
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