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