Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef VIEW_SHARED_H
#define VIEW_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "mathlib/vector.h"
#include "materialsystem/MaterialSystemUtil.h"
//-----------------------------------------------------------------------------
// Flags passed in with view setup
//-----------------------------------------------------------------------------
enum ClearFlags_t
{
VIEW_CLEAR_COLOR = 0x1,
VIEW_CLEAR_DEPTH = 0x2,
VIEW_CLEAR_FULL_TARGET = 0x4,
VIEW_NO_DRAW = 0x8,
VIEW_CLEAR_OBEY_STENCIL = 0x10, // Draws a quad allowing stencil test to clear through portals
VIEW_CLEAR_STENCIL = 0x20,
};
enum StereoEye_t
{
STEREO_EYE_MONO = 0,
STEREO_EYE_LEFT = 1,
STEREO_EYE_RIGHT = 2,
STEREO_EYE_MAX = 3,
};
//-----------------------------------------------------------------------------
// Purpose: Renderer setup data.
//-----------------------------------------------------------------------------
class CViewSetup
{
public:
CViewSetup()
{
m_flAspectRatio = 0.0f;
m_bRenderToSubrectOfLargerScreen = false;
m_bDoBloomAndToneMapping = true;
m_bOrtho = false;
m_bOffCenter = false;
m_bCacheFullSceneState = false;
// m_bUseExplicitViewVector = false;
m_bViewToProjectionOverride = false;
m_eStereoEye = STEREO_EYE_MONO;
}
// shared by 2D & 3D views
// left side of view window
int x;
int m_nUnscaledX;
// top side of view window
int y;
int m_nUnscaledY;
// width of view window
int width;
int m_nUnscaledWidth;
// height of view window
int height;
// which eye are we rendering?
StereoEye_t m_eStereoEye;
int m_nUnscaledHeight;
// 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;
// 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;
// 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;
// The aspect ratio to use for computing the perspective projection matrix
// (0.0f means use the viewport)
float m_flAspectRatio;
// Controls for off-center projection (needed for poster rendering)
bool m_bOffCenter;
float m_flOffCenterTop;
float m_flOffCenterBottom;
float m_flOffCenterLeft;
float m_flOffCenterRight;
// Control that the SFM needs to tell the engine not to do certain post-processing steps
bool m_bDoBloomAndToneMapping;
// Cached mode for certain full-scene per-frame varying state such as sun entity coverage
bool m_bCacheFullSceneState;
// If using VR, the headset calibration will feed you a projection matrix per-eye.
// This does NOT override the Z range - that will be set up as normal (i.e. the values in this matrix will be ignored).
bool m_bViewToProjectionOverride;
VMatrix m_ViewToProjection;
};
#endif // VIEW_SHARED_H