//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef VIEW_SHARED_H #define VIEW_SHARED_H #ifdef _WIN32 #pragma once #endif #include "convar.h" #include "mathlib/vector.h" #include "materialsystem/MaterialSystemUtil.h" //----------------------------------------------------------------------------- // Flags passed in with view setup //----------------------------------------------------------------------------- enum ClearFlags_t { VIEW_CLEAR_COLOR = 0x1, VIEW_CLEAR_DEPTH = 0x2, VIEW_CLEAR_FULL_TARGET = 0x4, VIEW_NO_DRAW = 0x8, VIEW_CLEAR_OBEY_STENCIL = 0x10, // Draws a quad allowing stencil test to clear through portals VIEW_CLEAR_STENCIL = 0x20, }; enum StereoEye_t { STEREO_EYE_MONO = 0, STEREO_EYE_LEFT = 1, STEREO_EYE_RIGHT = 2, STEREO_EYE_MAX = 3, }; //----------------------------------------------------------------------------- // Purpose: Renderer setup data. //----------------------------------------------------------------------------- class CViewSetup { public: CViewSetup() { m_flAspectRatio = 0.0f; m_bRenderToSubrectOfLargerScreen = false; m_bDoBloomAndToneMapping = true; m_bOrtho = false; m_bOffCenter = false; m_bCacheFullSceneState = false; // m_bUseExplicitViewVector = false; m_bViewToProjectionOverride = false; m_eStereoEye = STEREO_EYE_MONO; } // shared by 2D & 3D views // left side of view window int x; int m_nUnscaledX; // top side of view window int y; int m_nUnscaledY; // width of view window int width; int m_nUnscaledWidth; // height of view window int height; // which eye are we rendering? StereoEye_t m_eStereoEye; int m_nUnscaledHeight; // the rest are only used by 3D views // Orthographic projection? bool m_bOrtho; // View-space rectangle for ortho projection. float m_OrthoLeft; float m_OrthoTop; float m_OrthoRight; float m_OrthoBottom; // horizontal FOV in degrees float fov; // horizontal FOV in degrees for in-view model float fovViewmodel; // 3D origin of camera Vector origin; // heading of camera (pitch, yaw, roll) QAngle angles; // local Z coordinate of near plane of camera float zNear; // local Z coordinate of far plane of camera float zFar; // local Z coordinate of near plane of camera ( when rendering view model ) float zNearViewmodel; // local Z coordinate of far plane of camera ( when rendering view model ) float zFarViewmodel; // set to true if this is to draw into a subrect of the larger screen // this really is a hack, but no more than the rest of the way this class is used bool m_bRenderToSubrectOfLargerScreen; // The aspect ratio to use for computing the perspective projection matrix // (0.0f means use the viewport) float m_flAspectRatio; // Controls for off-center projection (needed for poster rendering) bool m_bOffCenter; float m_flOffCenterTop; float m_flOffCenterBottom; float m_flOffCenterLeft; float m_flOffCenterRight; // Control that the SFM needs to tell the engine not to do certain post-processing steps bool m_bDoBloomAndToneMapping; // Cached mode for certain full-scene per-frame varying state such as sun entity coverage bool m_bCacheFullSceneState; // If using VR, the headset calibration will feed you a projection matrix per-eye. // This does NOT override the Z range - that will be set up as normal (i.e. the values in this matrix will be ignored). bool m_bViewToProjectionOverride; VMatrix m_ViewToProjection; }; #endif // VIEW_SHARED_H