//========= 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