mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-27 16:43:01 +00:00
95 lines
2.4 KiB
C
95 lines
2.4 KiB
C
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $Workfile: $
|
||
|
// $Date: $
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#if !defined( VIEW_H )
|
||
|
#define VIEW_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#if _DEBUG
|
||
|
extern bool g_bRenderingCameraView; // For debugging (frustum fix for cameras)...
|
||
|
#endif
|
||
|
|
||
|
class VMatrix;
|
||
|
class Vector;
|
||
|
class QAngle;
|
||
|
class VPlane;
|
||
|
|
||
|
|
||
|
// near and far Z it uses to render the world.
|
||
|
#define VIEW_NEARZ 3
|
||
|
//#define VIEW_FARZ 28400
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// There's a difference between the 'current view' and the 'main view'
|
||
|
// The 'main view' is where the player is sitting. Current view is just
|
||
|
// what's currently being rendered, which, owing to monitors or water,
|
||
|
// could be just about anywhere.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const Vector &MainViewOrigin();
|
||
|
const QAngle &MainViewAngles();
|
||
|
const Vector &PrevMainViewOrigin();
|
||
|
const QAngle &PrevMainViewAngles();
|
||
|
const VMatrix &MainWorldToViewMatrix();
|
||
|
const Vector &MainViewForward();
|
||
|
const Vector &MainViewRight();
|
||
|
const Vector &MainViewUp();
|
||
|
|
||
|
const Vector &CurrentViewOrigin();
|
||
|
const QAngle &CurrentViewAngles();
|
||
|
const VMatrix &CurrentWorldToViewMatrix();
|
||
|
const Vector &CurrentViewForward();
|
||
|
const Vector &CurrentViewRight();
|
||
|
const Vector &CurrentViewUp();
|
||
|
|
||
|
void AllowCurrentViewAccess( bool allow );
|
||
|
bool IsCurrentViewAccessAllowed();
|
||
|
|
||
|
// Returns true of the sphere is outside the frustum defined by pPlanes.
|
||
|
// (planes point inwards).
|
||
|
bool R_CullSphere( const VPlane *pPlanes, int nPlanes, const Vector *pCenter, float radius );
|
||
|
float ScaleFOVByWidthRatio( float fovDegrees, float ratio );
|
||
|
|
||
|
extern ConVar mat_wireframe;
|
||
|
|
||
|
extern const ConVar *sv_cheats;
|
||
|
|
||
|
|
||
|
static inline int WireFrameMode( void )
|
||
|
{
|
||
|
if ( !sv_cheats )
|
||
|
{
|
||
|
sv_cheats = cvar->FindVar( "sv_cheats" );
|
||
|
}
|
||
|
|
||
|
if ( sv_cheats && sv_cheats->GetBool() )
|
||
|
return mat_wireframe.GetInt();
|
||
|
else
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
static inline bool ShouldDrawInWireFrameMode( void )
|
||
|
{
|
||
|
if ( !sv_cheats )
|
||
|
{
|
||
|
sv_cheats = cvar->FindVar( "sv_cheats" );
|
||
|
}
|
||
|
|
||
|
if ( sv_cheats && sv_cheats->GetBool() )
|
||
|
return ( mat_wireframe.GetInt() != 0 );
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void ComputeCameraVariables( const Vector &vecOrigin, const QAngle &vecAngles, Vector *pVecForward, Vector *pVecRight, Vector *pVecUp, VMatrix *pMatCamInverse );
|
||
|
|
||
|
#endif // VIEW_H
|