Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef RENDER_H
#define RENDER_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
// render.h -- public interface to refresh functions
extern float r_blend; // Global blending factor for the current entity
extern float r_colormod[3]; // Global color modulation for the current entity
extern bool g_bIsBlendingOrModulating;
//-----------------------------------------------------------------------------
// Current view
//-----------------------------------------------------------------------------
inline const Vector &CurrentViewOrigin()
{
#ifdef DBGFLAG_ASSERT
extern bool g_bCanAccessCurrentView;
#endif
extern Vector g_CurrentViewOrigin;
Assert( g_bCanAccessCurrentView );
return g_CurrentViewOrigin;
}
inline const Vector &CurrentViewForward()
{
#ifdef DBGFLAG_ASSERT
extern bool g_bCanAccessCurrentView;
#endif
extern Vector g_CurrentViewForward;
Assert( g_bCanAccessCurrentView );
return g_CurrentViewForward;
}
inline const Vector &CurrentViewRight()
{
#ifdef DBGFLAG_ASSERT
extern bool g_bCanAccessCurrentView;
#endif
extern Vector g_CurrentViewRight;
Assert( g_bCanAccessCurrentView );
return g_CurrentViewRight;
}
inline const Vector &CurrentViewUp()
{
#ifdef DBGFLAG_ASSERT
extern bool g_bCanAccessCurrentView;
#endif
extern Vector g_CurrentViewUp;
Assert( g_bCanAccessCurrentView );
return g_CurrentViewUp;
}
//-----------------------------------------------------------------------------
// Main view
//-----------------------------------------------------------------------------
inline const Vector &MainViewOrigin()
{
extern Vector g_MainViewOrigin;
return g_MainViewOrigin;
}
inline const Vector &MainViewForward()
{
extern Vector g_MainViewForward;
return g_MainViewForward;
}
inline const Vector &MainViewRight()
{
extern Vector g_MainViewRight;
return g_MainViewRight;
}
inline const Vector &MainViewUp()
{
extern Vector g_MainViewUp;
return g_MainViewUp;
}
void R_Init (void);
void R_LevelInit(void);
void R_LevelShutdown(void);
// Loads world geometry. Called when map changes or dx level changes
void R_LoadWorldGeometry( bool bDXChange = false );
#include "view_shared.h"
#include "ivrenderview.h"
class VMatrix;
abstract_class IRender
{
public:
virtual void FrameBegin( void ) = 0;
virtual void FrameEnd( void ) = 0;
virtual void ViewSetupVis( bool novis, int numorigins, const Vector origin[] ) = 0;
virtual void ViewDrawFade( byte *color, IMaterial* pFadeMaterial ) = 0;
virtual void DrawSceneBegin( void ) = 0;
virtual void DrawSceneEnd( void ) = 0;
virtual IWorldRenderList * CreateWorldList() = 0;
virtual void BuildWorldLists( IWorldRenderList *pList, WorldListInfo_t* pInfo, int iForceViewLeaf, const VisOverrideData_t* pVisData, bool bShadowDepth, float *pReflectionWaterHeight ) = 0;
virtual void DrawWorldLists( IWorldRenderList *pList, unsigned long flags, float waterZAdjust ) = 0;
// UNDONE: these are temporary functions that will end up on the other
// side of this interface
// accessors
// virtual const Vector& UnreflectedViewOrigin() = 0;
virtual const Vector& ViewOrigin( void ) = 0;
virtual const QAngle& ViewAngles( void ) = 0;
virtual CViewSetup const &ViewGetCurrent( void ) = 0;
virtual const VMatrix& ViewMatrix( void ) = 0;
virtual const VMatrix& WorldToScreenMatrix( void ) = 0;
virtual float GetFramerate( void ) = 0;
virtual float GetZNear( void ) = 0;
virtual float GetZFar( void ) = 0;
// Query current fov and view model fov
virtual float GetFov( void ) = 0;
virtual float GetFovY( void ) = 0;
virtual float GetFovViewmodel( void ) = 0;
// Compute the clip-space coordinates of a point in 3D
// Clip-space is normalized screen coordinates (-1 to 1 in x and y)
// Returns true if the point is behind the camera
virtual bool ClipTransformWithProjection ( const VMatrix& worldToScreen, const Vector& point, Vector* pClip ) = 0;
// Same, using the current engine's matrices.
virtual bool ClipTransform( Vector const& point, Vector* pClip ) = 0;
// Compute the screen-space coordinates of a point in 3D
// This returns actual pixels
// Returns true if the point is behind the camera
virtual bool ScreenTransform( Vector const& point, Vector* pScreen ) = 0;
virtual void Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) = 0;
virtual void Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes, ITexture* pDepthTexture ) = 0;
virtual void Push2DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) = 0;
virtual void PopView( Frustum frustumPlanes ) = 0;
virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles ) = 0;
virtual void ViewSetupVisEx( bool novis, int numorigins, const Vector origin[], unsigned int &returnFlags ) = 0;
virtual void OverrideViewFrustum( Frustum custom ) = 0;
virtual void UpdateBrushModelLightmap( model_t *model, IClientRenderable *Renderable ) = 0;
virtual void BeginUpdateLightmaps( void ) = 0;
virtual void EndUpdateLightmaps( void ) = 0;
virtual bool InLightmapUpdate( void ) const = 0;
};
void R_PushDlights (void);
// UNDONE Remove this - pass this around to functions/systems that need it.
extern IRender *g_EngineRenderer;
#endif // RENDER_H