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66 lines
1.8 KiB
C++
66 lines
1.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Model loading / unloading interface
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef OVERLAY_H
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#define OVERLAY_H
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#ifdef _WIN32
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#pragma once
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#endif
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// This is a workaround for the fact that we get massive decal flicker
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// when looking at a decal at a glancing angle while standing right next to it.
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#define OVERLAY_AVOID_FLICKER_NORMAL_OFFSET 0.1f
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//-----------------------------------------------------------------------------
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// Overlay fragments
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//-----------------------------------------------------------------------------
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typedef unsigned short OverlayFragmentHandle_t;
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enum
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{
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OVERLAY_FRAGMENT_INVALID = (OverlayFragmentHandle_t)~0
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};
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//=============================================================================
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//
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// Overlay Manager Interface
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//
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class IOverlayMgr
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{
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public:
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// Memory allocation/de-allocation.
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virtual bool LoadOverlays( ) = 0;
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virtual void UnloadOverlays( ) = 0;
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virtual void CreateFragments( void ) = 0;
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virtual void ReSortMaterials( void ) = 0;
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// Drawing
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// clears all
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virtual void ClearRenderLists() = 0;
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// clears a particular sort group
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virtual void ClearRenderLists( int nSortGroup ) = 0;
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virtual void AddFragmentListToRenderList( int nSortGroup, OverlayFragmentHandle_t iFragment, bool bDisp ) = 0;
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virtual void RenderOverlays( int nSortGroup ) = 0;
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// Sets the client renderable for an overlay's material proxy to bind to
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virtual void SetOverlayBindProxy( int iOverlayID, void *pBindProxy ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Overlay manager singleton
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//-----------------------------------------------------------------------------
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IOverlayMgr *OverlayMgr();
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#endif // OVERLAY_H
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