Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( VIEW_H )
#define VIEW_H
#ifdef _WIN32
#pragma once
#endif
#if _DEBUG
extern bool g_bRenderingCameraView; // For debugging (frustum fix for cameras)...
#endif
class VMatrix; class Vector; class QAngle; class VPlane;
// near and far Z it uses to render the world.
#ifndef HL1_CLIENT_DLL
#define VIEW_NEARZ 7
#else
#define VIEW_NEARZ 3
#endif
//#define VIEW_FARZ 28400
//-----------------------------------------------------------------------------
// There's a difference between the 'current view' and the 'main view'
// The 'main view' is where the player is sitting. Current view is just
// what's currently being rendered, which, owing to monitors or water,
// could be just about anywhere.
//-----------------------------------------------------------------------------
const Vector &MainViewOrigin(); const QAngle &MainViewAngles(); const Vector &PrevMainViewOrigin(); const QAngle &PrevMainViewAngles(); const VMatrix &MainWorldToViewMatrix(); const Vector &MainViewForward(); const Vector &MainViewRight(); const Vector &MainViewUp();
const Vector &CurrentViewOrigin(); const QAngle &CurrentViewAngles(); const VMatrix &CurrentWorldToViewMatrix(); const Vector &CurrentViewForward(); const Vector &CurrentViewRight(); const Vector &CurrentViewUp();
void AllowCurrentViewAccess( bool allow ); bool IsCurrentViewAccessAllowed();
// Returns true of the sphere is outside the frustum defined by pPlanes.
// (planes point inwards).
bool R_CullSphere( const VPlane *pPlanes, int nPlanes, const Vector *pCenter, float radius ); float ScaleFOVByWidthRatio( float fovDegrees, float ratio );
extern ConVar mat_wireframe;
extern const ConVar *sv_cheats;
static inline int WireFrameMode( void ) { if ( !sv_cheats ) { sv_cheats = cvar->FindVar( "sv_cheats" ); }
if ( sv_cheats && sv_cheats->GetBool() ) return mat_wireframe.GetInt(); else return 0; }
static inline bool ShouldDrawInWireFrameMode( void ) { if ( !sv_cheats ) { sv_cheats = cvar->FindVar( "sv_cheats" ); }
if ( sv_cheats && sv_cheats->GetBool() ) return ( mat_wireframe.GetInt() != 0 ); else return false; }
void ComputeCameraVariables( const Vector &vecOrigin, const QAngle &vecAngles, Vector *pVecForward, Vector *pVecRight, Vector *pVecUp, VMatrix *pMatCamInverse );
#endif // VIEW_H
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