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#pragma once
#include "util.hpp"

class Beam_t;
class C_Beam;
class c_base_player;
class ITraceFilter;


class IVRenderView {
public:
	void SetBlend( float blend ) {
		return util::get_vfunc< 4, void >( this, blend );
	}

	float GetBlend( ) {
		return util::get_vfunc< 5, float >( this );
	}

	void SetColorModulation( float const* blend ) {
		return util::get_vfunc< 6, void >( this, blend );
	}

	void GetColorModulation( float* blend ) {
		return util::get_vfunc< 7, void >( this, blend );
	}
};

enum beam_types {
	beam_normal = 0,
	beam_disk = 2,
	beam_cylinder,
	beam_follow,
	beam_ring,
	beam_spline,
	beam_ring_point,
	beam_laser,
	beam_tesla,
};

enum beam_flags {
	FBEAM_STARTENTITY = 0x00000001,
	FBEAM_ENDENTITY = 0x00000002,
	FBEAM_FADEIN = 0x00000004,
	FBEAM_FADEOUT = 0x00000008,
	FBEAM_SINENOISE = 0x00000010,
	FBEAM_SOLID = 0x00000020,
	FBEAM_SHADEIN = 0x00000040,
	FBEAM_SHADEOUT = 0x00000080,
	FBEAM_ONLYNOISEONCE = 0x00000100,		// Only calculate our noise once
	FBEAM_NOTILE = 0x00000200,
	FBEAM_USE_HITBOXES = 0x00000400,		// Attachment indices represent hitbox indices instead when this is set.
	FBEAM_STARTVISIBLE = 0x00000800,		// Has this client actually seen this beam's start entity yet?
	FBEAM_ENDVISIBLE = 0x00001000,		// Has this client actually seen this beam's end entity yet?
	FBEAM_ISACTIVE = 0x00002000,
	FBEAM_FOREVER = 0x00004000,
	FBEAM_HALOBEAM = 0x00008000,		// When drawing a beam with a halo, don't ignore the segments and endwidth
	FBEAM_REVERSED = 0x00010000,
	NUM_BEAM_FLAGS = 17	// KEEP THIS UPDATED!
};

struct BeamInfo_t {
	beam_types			m_nType;

	// Entities
	IClientEntity* m_pStartEnt;
	int			m_nStartAttachment;
	IClientEntity* m_pEndEnt;
	int			m_nEndAttachment;

	// Points
	vec3_t		m_vecStart;
	vec3_t		m_vecEnd;

	int			m_nModelIndex;
	const char	*m_pszModelName;

	int			m_nHaloIndex;
	const char	*m_pszHaloName;
	float		m_flHaloScale;

	float		m_flLife;
	float		m_flWidth;
	float		m_flEndWidth;
	float		m_flFadeLength;
	float		m_flAmplitude;

	float		m_flBrightness;
	float		m_flSpeed;

	int			m_nStartFrame;
	float		m_flFrameRate;

	float		m_flRed;
	float		m_flGreen;
	float		m_flBlue;

	bool		m_bRenderable;

	int			m_nSegments;

	int			m_nFlags;

	// Rings
	vec3_t		m_vecCenter;
	float		m_flStartRadius;
	float		m_flEndRadius;

	BeamInfo_t( )
	{
		m_nType = beam_normal;
		m_nSegments = -1;
		m_pszModelName = NULL;
		m_pszHaloName = NULL;
		m_nModelIndex = -1;
		m_nHaloIndex = -1;
		m_bRenderable = true;
		m_nFlags = 0;
	}
};

class IViewRenderBeams
{
public:
	// Construction
public:
	IViewRenderBeams( void );
	virtual             ~IViewRenderBeams( void );

	// Implement IViewRenderBeams
public:
	virtual void        InitBeams( void );
	virtual void        ShutdownBeams( void );
	virtual void        ClearBeams( void );

	// Updates the state of the temp ent beams
	virtual void        UpdateTempEntBeams( );

	virtual void        DrawBeam( Beam_t *pbeam );
	virtual void        DrawBeam( C_Beam* pbeam, ITraceFilter*pEntityBeamTraceFilter = NULL );

	virtual void        KillDeadBeams( IClientEntity *pDeadEntity );

	virtual void        CreateBeamEnts( int startEnt, int endEnt, int modelIndex, int haloIndex, float haloScale,
		float life, float width, float endWidth, float fadeLength, float amplitude,
		float brightness, float speed, int startFrame,
		float framerate, float r, float g, float b, int type = -1 );
	virtual Beam_t      *CreateBeamEnts( BeamInfo_t &beamInfo );

	virtual void        CreateBeamEntPoint( int  nStartEntity, const vec3_t *pStart, int nEndEntity, const vec3_t* pEnd,
		int modelIndex, int haloIndex, float haloScale,
		float life, float width, float endWidth, float fadeLength, float amplitude,
		float brightness, float speed, int startFrame,
		float framerate, float r, float g, float b );
	virtual Beam_t      *CreateBeamEntPoint( BeamInfo_t &beamInfo );

	virtual void        CreateBeamPoints( vec3_t& start, vec3_t& end, int modelIndex, int haloIndex, float haloScale,
		float life, float width, float endWidth, float fadeLength, float amplitude,
		float brightness, float speed, int startFrame,
		float framerate, float r, float g, float b );
	virtual Beam_t      *CreateBeamPoints( BeamInfo_t &beamInfo );

	virtual void        CreateBeamRing( int startEnt, int endEnt, int modelIndex, int haloIndex, float haloScale,
		float life, float width, float endWidth, float fadeLength, float amplitude,
		float brightness, float speed, int startFrame,
		float framerate, float r, float g, float b, int flags );
	virtual Beam_t      *CreateBeamRing( BeamInfo_t &beamInfo );

	virtual void        CreateBeamRingPoint( const vec3_t& center, float start_radius, float end_radius, int modelIndex, int haloIndex, float haloScale,
		float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
		float brightness, float speed, int startFrame,
		float framerate, float r, float g, float b, int flags );
	virtual Beam_t      *CreateBeamRingPoint( BeamInfo_t &beamInfo );

	virtual void        CreateBeamCirclePoints( int type, vec3_t& start, vec3_t& end,
		int modelIndex, int haloIndex, float haloScale, float life, float width,
		float endWidth, float fadeLength, float amplitude, float brightness, float speed,
		int startFrame, float framerate, float r, float g, float b );
	virtual Beam_t      *CreateBeamCirclePoints( BeamInfo_t &beamInfo );

	virtual void        CreateBeamFollow( int startEnt, int modelIndex, int haloIndex, float haloScale,
		float life, float width, float endWidth, float fadeLength, float r, float g, float b,
		float brightness );
	virtual Beam_t      *CreateBeamFollow( BeamInfo_t &beamInfo );
};