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113 lines
2.1 KiB
C++
113 lines
2.1 KiB
C++
#ifndef VIEW_SHARED_H
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#define VIEW_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "convar.h"
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#include "vector.h"
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#include "MaterialSystemUtil.h"
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enum ClearFlags_t
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{
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VIEW_CLEAR_COLOR = 0x1,
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VIEW_CLEAR_DEPTH = 0x2,
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VIEW_CLEAR_FULL_TARGET = 0x4,
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VIEW_NO_DRAW = 0x8,
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VIEW_CLEAR_OBEY_STENCIL = 0x10,
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VIEW_CLEAR_STENCIL = 0x20,
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};
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enum StereoEye_t
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{
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STEREO_EYE_MONO = 0,
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STEREO_EYE_LEFT = 1,
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STEREO_EYE_RIGHT = 2,
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STEREO_EYE_MAX = 3,
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};
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class CViewSetup
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{
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public:
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float ComputeViewMatrices(VMatrix* pWorldToView, VMatrix* pViewToProjection, VMatrix* pWorldToProjection) const;
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int x;
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int m_nUnscaledX;
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int y;
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int m_nUnscaledY;
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int width;
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int m_nUnscaledWidth;
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int height;
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int m_nUnscaledHeight;
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bool m_bOrtho;
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float m_OrthoLeft;
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float m_OrthoTop;
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float m_OrthoRight;
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float m_OrthoBottom;
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bool m_bCustomViewMatrix;
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matrix3x4_t m_matCustomViewMatrix;
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bool m_bCustomProjMatrix;
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VMatrix m_matCustomProjMatrix;
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const CVolumeCuller* m_pCSMVolumeCuller;
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float fov;
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float fovViewmodel;
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Vector origin;
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Vector angles;
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float zNear;
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float zFar;
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float zNearViewmodel;
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float zFarViewmodel;
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float m_flAspectRatio;
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float m_flNearBlurDepth;
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float m_flNearFocusDepth;
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float m_flFarFocusDepth;
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float m_flFarBlurDepth;
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float m_flNearBlurRadius;
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float m_flFarBlurRadius;
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int m_nDoFQuality;
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void* m_nMotionBlurMode;
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float m_flShutterTime;
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Vector m_vShutterOpenPosition;
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QAngle m_shutterOpenAngles;
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Vector m_vShutterClosePosition;
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QAngle m_shutterCloseAngles;
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float m_flOffCenterTop;
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float m_flOffCenterBottom;
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float m_flOffCenterLeft;
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float m_flOffCenterRight;
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bool m_bOffCenter : 1;
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bool m_bRenderToSubrectOfLargerScreen : 1;
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bool m_bDoBloomAndToneMapping : 1;
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bool m_bDoDepthOfField : 1;
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bool m_bHDRTarget : 1;
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bool m_bDrawWorldNormal : 1;
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bool m_bCullFrontFaces : 1;
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bool m_bCacheFullSceneState : 1;
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bool m_bCSMView : 1;
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};
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#endif
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