Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

94 lines
2.3 KiB

//========= 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