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public/view_shared.h
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136
public/view_shared.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef VIEW_SHARED_H
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#define VIEW_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "convar.h"
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#include "mathlib/vector.h"
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#include "materialsystem/MaterialSystemUtil.h"
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//-----------------------------------------------------------------------------
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// Flags passed in with view setup
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//-----------------------------------------------------------------------------
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enum ClearFlags_t
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{
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VIEW_CLEAR_COLOR = 0x1,
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VIEW_CLEAR_DEPTH = 0x2,
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VIEW_CLEAR_FULL_TARGET = 0x4,
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VIEW_NO_DRAW = 0x8,
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VIEW_CLEAR_OBEY_STENCIL = 0x10, // Draws a quad allowing stencil test to clear through portals
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VIEW_CLEAR_STENCIL = 0x20,
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};
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enum StereoEye_t
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{
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STEREO_EYE_MONO = 0,
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STEREO_EYE_LEFT = 1,
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STEREO_EYE_RIGHT = 2,
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STEREO_EYE_MAX = 3,
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};
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//-----------------------------------------------------------------------------
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// Purpose: Renderer setup data.
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//-----------------------------------------------------------------------------
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class CViewSetup
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{
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public:
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CViewSetup()
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{
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m_flAspectRatio = 0.0f;
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m_bRenderToSubrectOfLargerScreen = false;
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m_bDoBloomAndToneMapping = true;
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m_bOrtho = false;
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m_bOffCenter = false;
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m_bCacheFullSceneState = false;
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// m_bUseExplicitViewVector = false;
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m_bViewToProjectionOverride = false;
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m_eStereoEye = STEREO_EYE_MONO;
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}
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// shared by 2D & 3D views
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// left side of view window
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int x;
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int m_nUnscaledX;
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// top side of view window
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int y;
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int m_nUnscaledY;
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// width of view window
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int width;
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int m_nUnscaledWidth;
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// height of view window
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int height;
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// which eye are we rendering?
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StereoEye_t m_eStereoEye;
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int m_nUnscaledHeight;
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// the rest are only used by 3D views
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// Orthographic projection?
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bool m_bOrtho;
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// View-space rectangle for ortho projection.
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float m_OrthoLeft;
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float m_OrthoTop;
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float m_OrthoRight;
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float m_OrthoBottom;
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// horizontal FOV in degrees
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float fov;
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// horizontal FOV in degrees for in-view model
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float fovViewmodel;
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// 3D origin of camera
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Vector origin;
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// heading of camera (pitch, yaw, roll)
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QAngle angles;
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// local Z coordinate of near plane of camera
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float zNear;
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// local Z coordinate of far plane of camera
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float zFar;
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// local Z coordinate of near plane of camera ( when rendering view model )
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float zNearViewmodel;
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// local Z coordinate of far plane of camera ( when rendering view model )
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float zFarViewmodel;
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// set to true if this is to draw into a subrect of the larger screen
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// this really is a hack, but no more than the rest of the way this class is used
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bool m_bRenderToSubrectOfLargerScreen;
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// The aspect ratio to use for computing the perspective projection matrix
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// (0.0f means use the viewport)
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float m_flAspectRatio;
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// Controls for off-center projection (needed for poster rendering)
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bool m_bOffCenter;
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float m_flOffCenterTop;
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float m_flOffCenterBottom;
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float m_flOffCenterLeft;
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float m_flOffCenterRight;
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// Control that the SFM needs to tell the engine not to do certain post-processing steps
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bool m_bDoBloomAndToneMapping;
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// Cached mode for certain full-scene per-frame varying state such as sun entity coverage
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bool m_bCacheFullSceneState;
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// If using VR, the headset calibration will feed you a projection matrix per-eye.
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// This does NOT override the Z range - that will be set up as normal (i.e. the values in this matrix will be ignored).
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bool m_bViewToProjectionOverride;
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VMatrix m_ViewToProjection;
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};
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#endif // VIEW_SHARED_H
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