mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
95 lines
2.3 KiB
C++
95 lines
2.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: The main manager of rendering
|
|
//
|
|
// $Revision: $
|
|
// $NoKeywords: $
|
|
//===========================================================================//
|
|
|
|
#ifndef RENDERMANAGER_H
|
|
#define RENDERMANAGER_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "gamemanager.h"
|
|
#include "tier1/mempool.h"
|
|
#include "mathlib/mathlib.h"
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Physics property for entities
|
|
//-----------------------------------------------------------------------------
|
|
class CCameraProperty
|
|
{
|
|
DECLARE_FIXEDSIZE_ALLOCATOR( CCameraProperty );
|
|
|
|
public:
|
|
CCameraProperty();
|
|
void GetForward( Vector *pForward );
|
|
|
|
// Array used for fixed-timestep simulation
|
|
Vector m_Origin;
|
|
QAngle m_Angles;
|
|
Vector m_Velocity;
|
|
QAngle m_AngVelocity;
|
|
|
|
private:
|
|
friend class CRenderManager;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Rendering management
|
|
//-----------------------------------------------------------------------------
|
|
class CRenderManager : public CGameManager<>
|
|
{
|
|
public:
|
|
// Inherited from IGameManager
|
|
virtual bool Init();
|
|
virtual LevelRetVal_t LevelInit( bool bFirstCall );
|
|
virtual void Update( );
|
|
virtual LevelRetVal_t LevelShutdown( bool bFirstCall );
|
|
virtual void Shutdown();
|
|
|
|
// Property allocation
|
|
CCameraProperty *CreateCameraProperty();
|
|
void DestroyCameraProperty( CCameraProperty *pProperty );
|
|
|
|
void RenderWorldInRect( int x, int y, int nWidth, int nHeight );
|
|
void RenderWorldFullscreen();
|
|
|
|
private:
|
|
// Set up a projection matrix for a 90 degree fov
|
|
void SetupProjectionMatrix( int nWidth, int nHeight, float flFOV );
|
|
|
|
// Set up a orthographic projection matrix
|
|
void SetupOrthoMatrix( int nWidth, int nHeight );
|
|
|
|
// Sets up the camera
|
|
void SetupCameraRenderState( );
|
|
|
|
// Draws the world
|
|
void RenderWorld();
|
|
|
|
// Done completely client-side, want total smoothness, so simulate at render interval
|
|
void UpdateLocalPlayerCamera();
|
|
|
|
bool m_bRenderWorldFullscreen;
|
|
int m_nRenderX;
|
|
int m_nRenderY;
|
|
int m_nRenderWidth;
|
|
int m_nRenderHeight;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Singleton accessor
|
|
//-----------------------------------------------------------------------------
|
|
extern CRenderManager *g_pRenderManager;
|
|
|
|
|
|
#endif // RENDERMANAGER_H
|
|
|