//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Deals with singleton // // $Revision: $ // $NoKeywords: $ //=============================================================================// #if !defined( DETAILOBJECTSYSTEM_H ) #define DETAILOBJECTSYSTEM_H #ifdef _WIN32 #pragma once #endif #include "igamesystem.h" #include "icliententityinternal.h" #include "engine/ivmodelrender.h" #include "mathlib/vector.h" #include "ivrenderview.h" struct model_t; //----------------------------------------------------------------------------- // Responsible for managing detail objects //----------------------------------------------------------------------------- abstract_class IDetailObjectSystem : public IGameSystem { public: // Gets a particular detail object virtual IClientRenderable* GetDetailModel( int idx ) = 0; // Gets called each view virtual void BuildDetailObjectRenderLists( const Vector &vViewOrigin ) = 0; // Renders all opaque detail objects in a particular set of leaves virtual void RenderOpaqueDetailObjects( int nLeafCount, LeafIndex_t *pLeafList ) = 0; // Call this before rendering translucent detail objects virtual void BeginTranslucentDetailRendering( ) = 0; // Renders all translucent detail objects in a particular set of leaves virtual void RenderTranslucentDetailObjects( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeafCount, LeafIndex_t *pLeafList ) =0; // Renders all translucent detail objects in a particular leaf up to a particular point virtual void RenderTranslucentDetailObjectsInLeaf( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeaf, const Vector *pVecClosestPoint ) = 0; }; //----------------------------------------------------------------------------- // System for dealing with detail objects //----------------------------------------------------------------------------- IDetailObjectSystem* DetailObjectSystem(); #endif // DETAILOBJECTSYSTEM_H