mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 09:38:56 +08:00
68 lines
2.3 KiB
C++
68 lines
2.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//===========================================================================//
|
|
|
|
#if !defined( IEFX_H )
|
|
#define IEFX_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "interface.h"
|
|
#include "mathlib/vector.h"
|
|
|
|
struct model_t;
|
|
struct dlight_t;
|
|
class IMaterial;
|
|
|
|
#define MAX_DLIGHTS 32
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Exposes effects api to client .dll
|
|
//-----------------------------------------------------------------------------
|
|
abstract_class IVEfx
|
|
{
|
|
public:
|
|
// Retrieve decal texture index from decal by name
|
|
virtual int Draw_DecalIndexFromName ( char *name ) = 0;
|
|
|
|
// Apply decal
|
|
virtual void DecalShoot ( int textureIndex, int entity,
|
|
const model_t *model, const Vector& model_origin, const QAngle& model_angles,
|
|
const Vector& position, const Vector *saxis, int flags ) = 0;
|
|
|
|
// Apply colored decal
|
|
virtual void DecalColorShoot ( int textureIndex, int entity,
|
|
const model_t *model, const Vector& model_origin, const QAngle& model_angles,
|
|
const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor ) = 0;
|
|
|
|
virtual void PlayerDecalShoot( IMaterial *material, void *userdata, int entity, const model_t *model,
|
|
const Vector& model_origin, const QAngle& model_angles,
|
|
const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor ) = 0;
|
|
|
|
// Allocate a dynamic world light ( key is the entity to whom it is associated )
|
|
virtual dlight_t *CL_AllocDlight ( int key ) = 0;
|
|
|
|
// Allocate a dynamic entity light ( key is the entity to whom it is associated )
|
|
virtual dlight_t *CL_AllocElight ( int key ) = 0;
|
|
|
|
// Get a list of the currently-active dynamic lights.
|
|
virtual int CL_GetActiveDLights( dlight_t *pList[MAX_DLIGHTS] ) = 0;
|
|
|
|
// Retrieve decal texture name from decal by index
|
|
virtual const char *Draw_DecalNameFromIndex( int nIndex ) = 0;
|
|
|
|
// Given an elight key, find it. Does not search ordinary dlights. May return NULL.
|
|
virtual dlight_t *GetElightByKey( int key ) = 0;
|
|
};
|
|
|
|
#define VENGINE_EFFECTS_INTERFACE_VERSION "VEngineEffects001"
|
|
|
|
extern IVEfx *effects;
|
|
|
|
#endif // IEFX_H
|