//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef IOCCLUSIONSYSTEM_H #define IOCCLUSIONSYSTEM_H #ifdef _WIN32 #pragma once #endif class Vector; class VMatrix; struct model_t; class VPlane; class CUtlBuffer; //----------------------------------------------------------------------------- // Occlusion system interface //----------------------------------------------------------------------------- class IOcclusionSystem { public: // Activate/deactivate an occluder brush model virtual void ActivateOccluder( int nOccluderIndex, bool bActive ) = 0; // Sets the view transform virtual void SetView( const Vector &vecCameraPos, float flFOV, const VMatrix &worldToCamera, const VMatrix &cameraToProjection, const VPlane &nearClipPlane ) = 0; virtual int GetViewId() const = 0; // Test for occlusion (bounds specified in abs space) virtual bool IsOccluded( int occlusionViewId, const Vector &vecAbsMins, const Vector &vecAbsMaxs ) = 0; // Sets global occlusion parameters virtual void SetOcclusionParameters( float flMaxOccludeeArea, float flMinOccluderArea ) = 0; virtual float MinOccluderArea() const = 0; // Render debugging overlay virtual void DrawDebugOverlays() = 0; }; //----------------------------------------------------------------------------- // Singleton accessor //----------------------------------------------------------------------------- IOcclusionSystem *OcclusionSystem(); #endif // IOCCLUSIONSYSTEM_H