hl2_src-leak-2017/src/game/client/portal/C_PortalGhostRenderable.h

128 lines
5.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_PORTALGHOSTRENDERABLE_H
#define C_PORTALGHOSTRENDERABLE_H
#ifdef _WIN32
#pragma once
#endif
//#include "iclientrenderable.h"
#include "c_baseanimating.h"
class C_PortalGhostRenderable : public C_BaseAnimating//IClientRenderable, public IClientUnknown
{
public:
C_BaseEntity *m_pGhostedRenderable; //the renderable we're transforming and re-rendering
VMatrix m_matGhostTransform;
float *m_pSharedRenderClipPlane; //shared by all portal ghost renderables within the same portal
bool m_bLocalPlayer; //special draw rules for the local player
bool m_bSourceIsBaseAnimating;
C_Prop_Portal *m_pOwningPortal;
struct
{
Vector vRenderOrigin;
QAngle qRenderAngle;
matrix3x4_t matRenderableToWorldTransform;
} m_ReferencedReturns; //when returning a reference, it has to actually exist somewhere
C_PortalGhostRenderable( C_Prop_Portal *pOwningPortal, C_BaseEntity *pGhostSource, RenderGroup_t sourceRenderGroup, const VMatrix &matGhostTransform, float *pSharedRenderClipPlane, bool bLocalPlayer );
virtual ~C_PortalGhostRenderable( void );
void PerFrameUpdate( void ); //called once per frame for misc updating
// Data accessors
virtual Vector const& GetRenderOrigin( void );
virtual QAngle const& GetRenderAngles( void );
virtual bool ShouldDraw( void ) { return true; }
// Call this to get the current bone transforms for the model.
// currentTime parameter will affect interpolation
// nMaxBones specifies how many matrices pBoneToWorldOut can hold. (Should be greater than or
// equal to studiohdr_t::numbones. Use MAXSTUDIOBONES to be safe.)
virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
// Returns the bounds relative to the origin (render bounds)
virtual void GetRenderBounds( Vector& mins, Vector& maxs );
// returns the bounds as an AABB in worldspace
virtual void GetRenderBoundsWorldspace( Vector& mins, Vector& maxs );
// These normally call through to GetRenderAngles/GetRenderBounds, but some entities custom implement them.
virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType );
// These methods return true if we want a per-renderable shadow cast direction + distance
//virtual bool GetShadowCastDistance( float *pDist, ShadowType_t shadowType ) const;
//virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const;
// Returns the transform from RenderOrigin/RenderAngles to world
virtual const matrix3x4_t &RenderableToWorldTransform();
// Attachments
virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
virtual bool GetAttachment( int number, matrix3x4_t &matrix );
virtual bool GetAttachment( int number, Vector &origin );
virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
// Rendering clip plane, should be 4 floats, return value of NULL indicates a disabled render clip plane
virtual float *GetRenderClipPlane( void ) { return m_pSharedRenderClipPlane; };
virtual int DrawModel( int flags );
// Get the model instance of the ghosted model so that decals will properly draw across portals
virtual ModelInstanceHandle_t GetModelInstance();
//------------------------------------------
//IClientRenderable - Trivial or redirection
//------------------------------------------
virtual IClientUnknown* GetIClientUnknown() { return this; };
virtual bool IsTransparent( void );
virtual bool UsesPowerOfTwoFrameBufferTexture();
//virtual ClientShadowHandle_t GetShadowHandle() const { return m_hShadowHandle; };
//virtual ClientRenderHandle_t& RenderHandle() { return m_hRenderHandle; };
//virtual const model_t* GetModel( ) const;
//virtual int GetBody();
//virtual void ComputeFxBlend( ) { return m_pGhostedRenderable->ComputeFxBlend(); };
//virtual int GetFxBlend( void ) { return m_pGhostedRenderable->GetFxBlend(); };
virtual void GetColorModulation( float* color );
//virtual bool LODTest() { return true; };
//virtual void SetupWeights( void ) { NULL; };
//virtual void DoAnimationEvents( void ) { NULL; }; //TODO: find out if there's something we should be doing with this
//virtual IPVSNotify* GetPVSNotifyInterface() { return NULL; };
//virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; };//{ return m_pGhostedRenderable->ShouldReceiveProjectedTextures( flags ); };
//virtual bool IsShadowDirty( ) { return m_bDirtyShadow; };
//virtual void MarkShadowDirty( bool bDirty ) { m_bDirtyShadow = bDirty; };
//virtual IClientRenderable * GetShadowParent() { return NULL; };
//virtual IClientRenderable * FirstShadowChild() { return NULL; };
//virtual IClientRenderable * NextShadowPeer() { return NULL; };
//virtual ShadowType_t ShadowCastType();
//virtual void CreateModelInstance() { NULL; };
//virtual ModelInstanceHandle_t GetModelInstance() { return m_pGhostedRenderable->GetModelInstance(); }; //TODO: find out if sharing an instance causes bugs
virtual int LookupAttachment( const char *pAttachmentName );
//virtual int GetSkin();
//virtual bool IsTwoPass( void );
//virtual void OnThreadedDrawSetup() { NULL; };
//IHandleEntity
//virtual void SetRefEHandle( const CBaseHandle &handle ) { m_RefEHandle = handle; };
//virtual const CBaseHandle& GetRefEHandle() const { return m_RefEHandle; };
//IClientUnknown
virtual ICollideable* GetCollideable() { return NULL; };
virtual IClientNetworkable* GetClientNetworkable() { return NULL; };
virtual IClientRenderable* GetClientRenderable() { return this; };
virtual IClientEntity* GetIClientEntity() { return NULL; };
virtual C_BaseEntity* GetBaseEntity() { return NULL; };
virtual IClientThinkable* GetClientThinkable() { return NULL; };
};
#endif //#ifndef C_PORTALGHOSTRENDERABLE_H