//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #if !defined( IVIEWRENDER_H ) #define IVIEWRENDER_H #ifdef _WIN32 #pragma once #endif #include "ivrenderview.h" // These are set as it draws reflections, refractions, etc, so certain effects can avoid // drawing themselves in reflections. enum DrawFlags_t { DF_RENDER_REFRACTION = 0x1, DF_RENDER_REFLECTION = 0x2, DF_CLIP_Z = 0x4, DF_CLIP_BELOW = 0x8, DF_RENDER_UNDERWATER = 0x10, DF_RENDER_ABOVEWATER = 0x20, DF_RENDER_WATER = 0x40, DF_CLEARDEPTH = 0x100, DF_WATERHEIGHT = 0x200, DF_BUILDWORLDLISTS = 0x400, DF_DRAWSKYBOX = 0x800, DF_FUDGE_UP = 0x1000, DF_DRAW_ENTITITES = 0x2000, DF_CLEARCOLOR = 0x4000, DF_MAINTAINWORLDLISTS = 0x8000, DF_MONITOR = 0x10000, // Currently rendering a monitor. DF_SAVEGAMESCREENSHOT = 0x20000, DF_CLIP_SKYBOX = 0x40000, DF_UPDATELIGHTMAPS = 0x80000, }; //----------------------------------------------------------------------------- // Purpose: View setup and rendering //----------------------------------------------------------------------------- class CViewSetup; class C_BaseEntity; struct vrect_t; class C_BaseViewModel; abstract_class IViewRender { public: // SETUP // Initialize view renderer virtual void Init( void ) = 0; // Clear any systems between levels virtual void LevelInit( void ) = 0; virtual void LevelShutdown( void ) = 0; // Shutdown virtual void Shutdown( void ) = 0; // RENDERING // Called right before simulation. It must setup the view model origins and angles here so // the correct attachment points can be used during simulation. virtual void OnRenderStart() = 0; // Called to render the entire scene virtual void Render( vrect_t *rect ) = 0; // Called to render just a particular setup ( for timerefresh and envmap creation ) virtual void RenderView( const CViewSetup &view, int nClearFlags, bool drawViewmodel ) = 0; // What are we currently rendering? Returns a combination of DF_ flags. virtual int GetDrawFlags() = 0; // MISC // Start and stop pitch drifting logic virtual void StartPitchDrift( void ) = 0; virtual void StopPitchDrift( void ) = 0; // This can only be called during rendering (while within RenderView). virtual VPlane* GetFrustum() = 0; virtual bool ShouldDrawBrushModels( void ) = 0; virtual const CViewSetup *GetPlayerViewSetup( void ) const = 0; virtual const CViewSetup *GetViewSetup( void ) const = 0; virtual void AddVisOrigin( const Vector& origin ) = 0; virtual void DisableVis( void ) = 0; // Used to force visibility calculations to use this as the view point and leaf (instead of the camera position) virtual void ForceVisOverride ( VisOverrideData_t& visData ) = 0; virtual void ForceViewLeaf ( int iViewLeaf ) = 0; virtual int FrameNumber() const = 0; virtual int BuildWorldListsNumber() const = 0; virtual void SetCheapWaterStartDistance( float flCheapWaterStartDistance ) = 0; virtual void SetCheapWaterEndDistance( float flCheapWaterEndDistance ) = 0; virtual void GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance ) = 0; virtual void DriftPitch (void) = 0; virtual void SetScreenOverlayMaterial( IMaterial *pMaterial ) = 0; virtual IMaterial *GetScreenOverlayMaterial( ) = 0; virtual void WriteSaveGameScreenshot( const char *pFilename ) = 0; virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height ) = 0; // See RenderViewInfo_t virtual void RenderViewEx( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0; // Draws another rendering over the top of the screen virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0; // Returns znear and zfar virtual float GetZNear() = 0; virtual float GetZFar() = 0; virtual void GetScreenFadeDistances( float *min, float *max ) = 0; }; extern IViewRender *view; #endif // IVIEWRENDER_H