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hl2sdk/game/client/iviewrender_beams.h
2013-06-26 15:22:04 -07:00

171 lines
5.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#if !defined( IVIEWRENDER_BEAMS_H )
#define IVIEWRENDER_BEAMS_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
// common to server, too
#include "beam_flags.h"
#include "tempentity.h"
extern void SetBeamCreationAllowed( bool state );
extern bool BeamCreationAllowed( void );
//-----------------------------------------------------------------------------
// beam flags
//-----------------------------------------------------------------------------
class C_Beam;
class Beam_t;
//-----------------------------------------------------------------------------
// Purpose: Popcorn trail for Beam Follow rendering...
//-----------------------------------------------------------------------------
struct BeamTrail_t
{
// NOTE: Don't add user defined fields except after these four fields.
BeamTrail_t* next;
float die;
Vector org;
Vector vel;
};
//-----------------------------------------------------------------------------
// Data type for beams.
//-----------------------------------------------------------------------------
struct BeamInfo_t
{
int m_nType;
// Entities
C_BaseEntity* m_pStartEnt;
int m_nStartAttachment;
C_BaseEntity* m_pEndEnt;
int m_nEndAttachment;
// Points
Vector m_vecStart;
Vector m_vecEnd;
int m_nModelIndex;
const char *m_pszModelName;
int m_nHaloIndex;
const char *m_pszHaloName;
float m_flHaloScale;
float m_flLife;
float m_flWidth;
float m_flEndWidth;
float m_flFadeLength;
float m_flAmplitude;
float m_flBrightness;
float m_flSpeed;
int m_nStartFrame;
float m_flFrameRate;
float m_flRed;
float m_flGreen;
float m_flBlue;
bool m_bRenderable;
int m_nSegments;
int m_nFlags;
// Rings
Vector m_vecCenter;
float m_flStartRadius;
float m_flEndRadius;
BeamInfo_t()
{
m_nType = TE_BEAMPOINTS;
m_nSegments = -1;
m_pszModelName = NULL;
m_pszHaloName = NULL;
m_nModelIndex = -1;
m_nHaloIndex = -1;
m_bRenderable = true;
m_nFlags = 0;
}
};
//-----------------------------------------------------------------------------
// Purpose: Declare client .dll beam entity interface
//-----------------------------------------------------------------------------
abstract_class IViewRenderBeams
{
public:
virtual void InitBeams( void ) = 0;
virtual void ShutdownBeams( void ) = 0;
virtual void ClearBeams( void ) = 0;
// Updates the state of the temp ent beams
virtual void UpdateTempEntBeams() = 0;
virtual void DrawBeam( C_Beam* pbeam, ITraceFilter *pEntityBeamTraceFilter = NULL ) = 0;
virtual void DrawBeam( Beam_t *pbeam ) = 0;
virtual void KillDeadBeams( CBaseEntity *pEnt ) = 0;
// New interfaces!
virtual Beam_t *CreateBeamEnts( BeamInfo_t &beamInfo ) = 0;
virtual Beam_t *CreateBeamEntPoint( BeamInfo_t &beamInfo ) = 0;
virtual Beam_t *CreateBeamPoints( BeamInfo_t &beamInfo ) = 0;
virtual Beam_t *CreateBeamRing( BeamInfo_t &beamInfo ) = 0;
virtual Beam_t *CreateBeamRingPoint( BeamInfo_t &beamInfo ) = 0;
virtual Beam_t *CreateBeamCirclePoints( BeamInfo_t &beamInfo ) = 0;
virtual Beam_t *CreateBeamFollow( BeamInfo_t &beamInfo ) = 0;
virtual void FreeBeam( Beam_t *pBeam ) = 0;
virtual void UpdateBeamInfo( Beam_t *pBeam, BeamInfo_t &beamInfo ) = 0;
// These will go away!
virtual void CreateBeamEnts( int startEnt, int endEnt, int modelIndex, int haloIndex, float haloScale,
float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
float brightness, float speed, int startFrame,
float framerate, float r, float g, float b, int type = -1 ) = 0;
virtual void CreateBeamEntPoint( int nStartEntity, const Vector *pStart, int nEndEntity, const Vector* pEnd,
int modelIndex, int haloIndex, float haloScale,
float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
float brightness, float speed, int startFrame,
float framerate, float r, float g, float b ) = 0;
virtual void CreateBeamPoints( Vector& start, Vector& end, int modelIndex, int haloIndex, float haloScale,
float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
float brightness, float speed, int startFrame,
float framerate, float r, float g, float b ) = 0;
virtual void CreateBeamRing( int startEnt, int endEnt, int modelIndex, int haloIndex, float haloScale,
float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
float brightness, float speed, int startFrame,
float framerate, float r, float g, float b, int flags = 0 ) = 0;
virtual void CreateBeamRingPoint( const Vector& center, float start_radius, float end_radius, int modelIndex, int haloIndex, float haloScale,
float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
float brightness, float speed, int startFrame,
float framerate, float r, float g, float b, int flags = 0 ) = 0;
virtual void CreateBeamCirclePoints( int type, Vector& start, Vector& end,
int modelIndex, int haloIndex, float haloScale, float life, float width,
float m_nEndWidth, float m_nFadeLength, float amplitude, float brightness, float speed,
int startFrame, float framerate, float r, float g, float b ) = 0;
virtual void CreateBeamFollow( int startEnt, int modelIndex, int haloIndex, float haloScale,
float life, float width, float m_nEndWidth, float m_nFadeLength, float r, float g, float b,
float brightness ) = 0;
};
extern IViewRenderBeams *beams;
#endif // VIEWRENDER_BEAMS_H