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https://github.com/nillerusr/source-engine.git
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74 lines
2.4 KiB
C++
74 lines
2.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Revision: $
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// $NoKeywords: $
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//
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// This file contains code to allow us to associate client data with bsp leaves.
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//
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//=============================================================================//
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#if !defined( ICLIENTLEAFSYSTEM_H )
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#define ICLIENTLEAFSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "client_render_handle.h"
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//-----------------------------------------------------------------------------
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// Render groups
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//-----------------------------------------------------------------------------
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enum RenderGroup_Config_t
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{
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// Number of buckets that are used to hold opaque entities
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// and opaque static props by size. The bucketing should be used to reduce overdraw.
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RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS = 4,
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};
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enum RenderGroup_t
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{
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RENDER_GROUP_OPAQUE_STATIC_HUGE = 0, // Huge static prop
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RENDER_GROUP_OPAQUE_ENTITY_HUGE = 1, // Huge opaque entity
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RENDER_GROUP_OPAQUE_STATIC = RENDER_GROUP_OPAQUE_STATIC_HUGE + ( RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS - 1 ) * 2,
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RENDER_GROUP_OPAQUE_ENTITY, // Opaque entity (smallest size, or default)
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RENDER_GROUP_TRANSLUCENT_ENTITY,
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RENDER_GROUP_TWOPASS, // Implied opaque and translucent in two passes
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RENDER_GROUP_VIEW_MODEL_OPAQUE, // Solid weapon view models
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RENDER_GROUP_VIEW_MODEL_TRANSLUCENT, // Transparent overlays etc
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RENDER_GROUP_OPAQUE_BRUSH, // Brushes
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RENDER_GROUP_OTHER, // Unclassfied. Won't get drawn.
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// This one's always gotta be last
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RENDER_GROUP_COUNT
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};
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#define CLIENTLEAFSYSTEM_INTERFACE_VERSION_1 "ClientLeafSystem001"
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#define CLIENTLEAFSYSTEM_INTERFACE_VERSION "ClientLeafSystem002"
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//-----------------------------------------------------------------------------
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// The client leaf system
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//-----------------------------------------------------------------------------
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abstract_class IClientLeafSystemEngine
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{
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public:
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// Adds and removes renderables from the leaf lists
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// CreateRenderableHandle stores the handle inside pRenderable.
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virtual void CreateRenderableHandle( IClientRenderable* pRenderable, bool bIsStaticProp = false ) = 0;
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virtual void RemoveRenderable( ClientRenderHandle_t handle ) = 0;
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virtual void AddRenderableToLeaves( ClientRenderHandle_t renderable, int nLeafCount, unsigned short *pLeaves ) = 0;
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virtual void ChangeRenderableRenderGroup( ClientRenderHandle_t handle, RenderGroup_t group ) = 0;
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};
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#endif // ICLIENTLEAFSYSTEM_H
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