First version of the SOurce SDK 2013
This commit is contained in:
532
sp/src/game/client/viewrender.h
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532
sp/src/game/client/viewrender.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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#if !defined( VIEWRENDER_H )
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#define VIEWRENDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shareddefs.h"
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#include "tier1/utlstack.h"
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#include "iviewrender.h"
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#include "view_shared.h"
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#include "replay/ireplayscreenshotsystem.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class ConVar;
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class CClientRenderablesList;
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class IClientVehicle;
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class C_PointCamera;
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class C_EnvProjectedTexture;
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class IScreenSpaceEffect;
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class CClientViewSetup;
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class CViewRender;
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struct ClientWorldListInfo_t;
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class C_BaseEntity;
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struct WriteReplayScreenshotParams_t;
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class CReplayScreenshotTaker;
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#ifdef HL2_EPISODIC
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class CStunEffect;
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#endif // HL2_EPISODIC
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//-----------------------------------------------------------------------------
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// Data specific to intro mode to control rendering.
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//-----------------------------------------------------------------------------
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struct IntroDataBlendPass_t
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{
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int m_BlendMode;
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float m_Alpha; // in [0.0f,1.0f] This needs to add up to 1.0 for all passes, unless you are fading out.
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};
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struct IntroData_t
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{
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bool m_bDrawPrimary;
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Vector m_vecCameraView;
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QAngle m_vecCameraViewAngles;
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float m_playerViewFOV;
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CUtlVector<IntroDataBlendPass_t> m_Passes;
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// Fade overriding for the intro
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float m_flCurrentFadeColor[4];
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};
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// Robin, make this point at something to get intro mode.
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extern IntroData_t *g_pIntroData;
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// This identifies the view for certain systems that are unique per view (e.g. pixel visibility)
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// NOTE: This is identifying which logical part of the scene an entity is being redered in
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// This is not identifying a particular render target necessarily. This is mostly needed for entities that
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// can be rendered more than once per frame (pixel vis queries need to be identified per-render call)
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enum view_id_t
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{
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VIEW_ILLEGAL = -2,
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VIEW_NONE = -1,
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VIEW_MAIN = 0,
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VIEW_3DSKY = 1,
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VIEW_MONITOR = 2,
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VIEW_REFLECTION = 3,
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VIEW_REFRACTION = 4,
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VIEW_INTRO_PLAYER = 5,
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VIEW_INTRO_CAMERA = 6,
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VIEW_SHADOW_DEPTH_TEXTURE = 7,
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VIEW_SSAO = 8,
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VIEW_ID_COUNT
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};
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view_id_t CurrentViewID();
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//-----------------------------------------------------------------------------
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// Purpose: Stored pitch drifting variables
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//-----------------------------------------------------------------------------
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class CPitchDrift
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{
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public:
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float pitchvel;
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bool nodrift;
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float driftmove;
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double laststop;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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struct ViewCustomVisibility_t
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{
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ViewCustomVisibility_t()
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{
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m_nNumVisOrigins = 0;
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m_VisData.m_fDistToAreaPortalTolerance = FLT_MAX;
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m_iForceViewLeaf = -1;
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}
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void AddVisOrigin( const Vector& origin )
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{
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// Don't allow them to write past array length
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AssertMsg( m_nNumVisOrigins < MAX_VIS_LEAVES, "Added more origins than will fit in the array!" );
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// If the vis origin count is greater than the size of our array, just fail to add this origin
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if ( m_nNumVisOrigins >= MAX_VIS_LEAVES )
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return;
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m_rgVisOrigins[ m_nNumVisOrigins++ ] = origin;
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}
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void ForceVisOverride( VisOverrideData_t& visData )
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{
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m_VisData = visData;
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}
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void ForceViewLeaf ( int iViewLeaf )
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{
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m_iForceViewLeaf = iViewLeaf;
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}
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// Set to true if you want to use multiple origins for doing client side map vis culling
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// NOTE: In generaly, you won't want to do this, and by default the 3d origin of the camera, as above,
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// will be used as the origin for vis, too.
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int m_nNumVisOrigins;
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// Array of origins
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Vector m_rgVisOrigins[ MAX_VIS_LEAVES ];
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// The view data overrides for visibility calculations with area portals
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VisOverrideData_t m_VisData;
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// The starting leaf to determing which area to start in when performing area portal culling on the engine
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// Default behavior is to use the leaf the camera position is in.
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int m_iForceViewLeaf;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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struct WaterRenderInfo_t
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{
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bool m_bCheapWater : 1;
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bool m_bReflect : 1;
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bool m_bRefract : 1;
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bool m_bReflectEntities : 1;
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bool m_bDrawWaterSurface : 1;
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bool m_bOpaqueWater : 1;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CBase3dView : public CRefCounted<>,
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protected CViewSetup
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{
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DECLARE_CLASS_NOBASE( CBase3dView );
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public:
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CBase3dView( CViewRender *pMainView );
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VPlane * GetFrustum();
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virtual int GetDrawFlags() { return 0; }
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#ifdef PORTAL
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virtual void EnableWorldFog() {};
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#endif
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protected:
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// @MULTICORE (toml 8/11/2006): need to have per-view frustum. Change when move view stack to client
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VPlane *m_Frustum;
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CViewRender *m_pMainView;
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};
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//-----------------------------------------------------------------------------
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// Base class for 3d views
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//-----------------------------------------------------------------------------
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class CRendering3dView : public CBase3dView
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{
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DECLARE_CLASS( CRendering3dView, CBase3dView );
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public:
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CRendering3dView( CViewRender *pMainView );
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virtual ~CRendering3dView() { ReleaseLists(); }
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void Setup( const CViewSetup &setup );
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// What are we currently rendering? Returns a combination of DF_ flags.
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virtual int GetDrawFlags();
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virtual void Draw() {};
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protected:
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// Fog setup
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void EnableWorldFog( void );
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void SetFogVolumeState( const VisibleFogVolumeInfo_t &fogInfo, bool bUseHeightFog );
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// Draw setup
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void SetupRenderablesList( int viewID );
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void UpdateRenderablesOpacity();
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// If iForceViewLeaf is not -1, then it uses the specified leaf as your starting area for setting up area portal culling.
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// This is used by water since your reflected view origin is often in solid space, but we still want to treat it as though
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// the first portal we're looking out of is a water portal, so our view effectively originates under the water.
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void BuildWorldRenderLists( bool bDrawEntities, int iForceViewLeaf = -1, bool bUseCacheIfEnabled = true, bool bShadowDepth = false, float *pReflectionWaterHeight = NULL );
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// Purpose: Builds render lists for renderables. Called once for refraction, once for over water
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void BuildRenderableRenderLists( int viewID );
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// More concise version of the above BuildRenderableRenderLists(). Called for shadow depth map rendering
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void BuildShadowDepthRenderableRenderLists();
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void DrawWorld( float waterZAdjust );
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// Draws all opaque/translucent renderables in leaves that were rendered
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void DrawOpaqueRenderables( ERenderDepthMode DepthMode );
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void DrawTranslucentRenderables( bool bInSkybox, bool bShadowDepth );
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// Renders all translucent entities in the render list
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void DrawTranslucentRenderablesNoWorld( bool bInSkybox );
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// Draws translucent renderables that ignore the Z buffer
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void DrawNoZBufferTranslucentRenderables( void );
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// Renders all translucent world surfaces in a particular set of leaves
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void DrawTranslucentWorldInLeaves( bool bShadowDepth );
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// Renders all translucent world + detail objects in a particular set of leaves
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void DrawTranslucentWorldAndDetailPropsInLeaves( int iCurLeaf, int iFinalLeaf, int nEngineDrawFlags, int &nDetailLeafCount, LeafIndex_t* pDetailLeafList, bool bShadowDepth );
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// Purpose: Computes the actual world list info based on the render flags
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void PruneWorldListInfo();
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#ifdef PORTAL
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virtual bool ShouldDrawPortals() { return true; }
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#endif
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void ReleaseLists();
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//-----------------------------------------------
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// Combination of DF_ flags.
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int m_DrawFlags;
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int m_ClearFlags;
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IWorldRenderList *m_pWorldRenderList;
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CClientRenderablesList *m_pRenderablesList;
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ClientWorldListInfo_t *m_pWorldListInfo;
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ViewCustomVisibility_t *m_pCustomVisibility;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CRenderExecutor
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{
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DECLARE_CLASS_NOBASE( CRenderExecutor );
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public:
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virtual void AddView( CRendering3dView *pView ) = 0;
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virtual void Execute() = 0;
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protected:
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CRenderExecutor( CViewRender *pMainView ) : m_pMainView( pMainView ) {}
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CViewRender *m_pMainView;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CSimpleRenderExecutor : public CRenderExecutor
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{
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DECLARE_CLASS( CSimpleRenderExecutor, CRenderExecutor );
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public:
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CSimpleRenderExecutor( CViewRender *pMainView ) : CRenderExecutor( pMainView ) {}
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void AddView( CRendering3dView *pView );
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void Execute() {}
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};
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//-----------------------------------------------------------------------------
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// Purpose: Implements the interface to view rendering for the client .dll
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//-----------------------------------------------------------------------------
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class CViewRender : public IViewRender,
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public IReplayScreenshotSystem
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{
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DECLARE_CLASS_NOBASE( CViewRender );
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public:
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virtual void Init( void );
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virtual void Shutdown( void );
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const CViewSetup *GetPlayerViewSetup( ) const;
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virtual void StartPitchDrift( void );
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virtual void StopPitchDrift( void );
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virtual float GetZNear();
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virtual float GetZFar();
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virtual void OnRenderStart();
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void DriftPitch (void);
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static CViewRender * GetMainView() { return assert_cast<CViewRender *>( view ); }
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void AddViewToScene( CRendering3dView *pView ) { m_SimpleExecutor.AddView( pView ); }
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protected:
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// Sets up the view parameters for all views (left, middle and right eyes).
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void SetUpViews();
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// Sets up the view parameters of map overview mode (cl_leveloverview)
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void SetUpOverView();
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// generates a low-res screenshot for save games
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virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded = false, bool bWriteVTF = false );
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void WriteSaveGameScreenshot( const char *filename );
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virtual IReplayScreenshotSystem *GetReplayScreenshotSystem() { return this; }
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// IReplayScreenshot implementation
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virtual void WriteReplayScreenshot( WriteReplayScreenshotParams_t ¶ms );
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virtual void UpdateReplayScreenshotCache();
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StereoEye_t GetFirstEye() const;
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StereoEye_t GetLastEye() const;
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CViewSetup & GetView(StereoEye_t eEye);
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const CViewSetup & GetView(StereoEye_t eEye) const ;
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// This stores all of the view setup parameters that the engine needs to know about.
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// Best way to pick the right one is with ::GetView(), rather than directly.
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CViewSetup m_View; // mono <- in stereo mode, this will be between the two eyes and is the "main" view.
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CViewSetup m_ViewLeft; // left (unused for mono)
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CViewSetup m_ViewRight; // right (unused for mono)
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// Pitch drifting data
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CPitchDrift m_PitchDrift;
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public:
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CViewRender();
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virtual ~CViewRender( void ) {}
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// Implementation of IViewRender interface
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public:
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void SetupVis( const CViewSetup& view, unsigned int &visFlags, ViewCustomVisibility_t *pCustomVisibility = NULL );
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// Render functions
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virtual void Render( vrect_t *rect );
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virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw );
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virtual void RenderPlayerSprites();
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virtual void Render2DEffectsPreHUD( const CViewSetup &view );
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virtual void Render2DEffectsPostHUD( const CViewSetup &view );
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void DisableFog( void );
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// Called once per level change
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void LevelInit( void );
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void LevelShutdown( void );
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// Add entity to transparent entity queue
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bool ShouldDrawEntities( void );
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bool ShouldDrawBrushModels( void );
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const CViewSetup *GetViewSetup( ) const;
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void DisableVis( void );
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// Sets up the view model position relative to the local player
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void MoveViewModels( );
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// Gets the abs origin + angles of the view models
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void GetViewModelPosition( int nIndex, Vector *pPos, QAngle *pAngle );
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void SetCheapWaterStartDistance( float flCheapWaterStartDistance );
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void SetCheapWaterEndDistance( float flCheapWaterEndDistance );
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void GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance );
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virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw );
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virtual void GetScreenFadeDistances( float *min, float *max );
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virtual C_BaseEntity *GetCurrentlyDrawingEntity();
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virtual void SetCurrentlyDrawingEntity( C_BaseEntity *pEnt );
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virtual bool UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowView );
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int GetBaseDrawFlags() { return m_BaseDrawFlags; }
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virtual bool ShouldForceNoVis() { return m_bForceNoVis; }
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int BuildRenderablesListsNumber() const { return m_BuildRenderableListsNumber; }
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int IncRenderablesListsNumber() { return ++m_BuildRenderableListsNumber; }
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int BuildWorldListsNumber() const;
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int IncWorldListsNumber() { return ++m_BuildWorldListsNumber; }
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virtual VPlane* GetFrustum() { return ( m_pActiveRenderer ) ? m_pActiveRenderer->GetFrustum() : m_Frustum; }
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// What are we currently rendering? Returns a combination of DF_ flags.
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virtual int GetDrawFlags() { return ( m_pActiveRenderer ) ? m_pActiveRenderer->GetDrawFlags() : 0; }
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CBase3dView * GetActiveRenderer() { return m_pActiveRenderer; }
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CBase3dView * SetActiveRenderer( CBase3dView *pActiveRenderer ) { CBase3dView *pPrevious = m_pActiveRenderer; m_pActiveRenderer = pActiveRenderer; return pPrevious; }
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void FreezeFrame( float flFreezeTime );
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void SetWaterOverlayMaterial( IMaterial *pMaterial )
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{
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m_UnderWaterOverlayMaterial.Init( pMaterial );
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}
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private:
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int m_BuildWorldListsNumber;
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||||
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||||
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||||
// General draw methods
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// baseDrawFlags is a combination of DF_ defines. DF_MONITOR is passed into here while drawing a monitor.
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void ViewDrawScene( bool bDrew3dSkybox, SkyboxVisibility_t nSkyboxVisible, const CViewSetup &view, int nClearFlags, view_id_t viewID, bool bDrawViewModel = false, int baseDrawFlags = 0, ViewCustomVisibility_t *pCustomVisibility = NULL );
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||||
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||||
void DrawMonitors( const CViewSetup &cameraView );
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bool DrawOneMonitor( ITexture *pRenderTarget, int cameraNum, C_PointCamera *pCameraEnt, const CViewSetup &cameraView, C_BasePlayer *localPlayer,
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int x, int y, int width, int height );
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// Drawing primitives
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bool ShouldDrawViewModel( bool drawViewmodel );
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void DrawViewModels( const CViewSetup &view, bool drawViewmodel );
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void PerformScreenSpaceEffects( int x, int y, int w, int h );
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// Overlays
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void SetScreenOverlayMaterial( IMaterial *pMaterial );
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IMaterial *GetScreenOverlayMaterial( );
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void PerformScreenOverlay( int x, int y, int w, int h );
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||||
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||||
void DrawUnderwaterOverlay( void );
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// Water-related methods
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||||
void DrawWorldAndEntities( bool drawSkybox, const CViewSetup &view, int nClearFlags, ViewCustomVisibility_t *pCustomVisibility = NULL );
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||||
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||||
virtual void ViewDrawScene_Intro( const CViewSetup &view, int nClearFlags, const IntroData_t &introData );
|
||||
|
||||
#ifdef PORTAL
|
||||
// Intended for use in the middle of another ViewDrawScene call, this allows stencils to be drawn after opaques but before translucents are drawn in the main view.
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||||
void ViewDrawScene_PortalStencil( const CViewSetup &view, ViewCustomVisibility_t *pCustomVisibility );
|
||||
void Draw3dSkyboxworld_Portal( const CViewSetup &view, int &nClearFlags, bool &bDrew3dSkybox, SkyboxVisibility_t &nSkyboxVisible, ITexture *pRenderTarget = NULL );
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||||
#endif // PORTAL
|
||||
|
||||
// Determines what kind of water we're going to use
|
||||
void DetermineWaterRenderInfo( const VisibleFogVolumeInfo_t &fogVolumeInfo, WaterRenderInfo_t &info );
|
||||
|
||||
bool UpdateRefractIfNeededByList( CUtlVector< IClientRenderable * > &list );
|
||||
void DrawRenderablesInList( CUtlVector< IClientRenderable * > &list, int flags = 0 );
|
||||
|
||||
// Sets up, cleans up the main 3D view
|
||||
void SetupMain3DView( const CViewSetup &view, int &nClearFlags );
|
||||
void CleanupMain3DView( const CViewSetup &view );
|
||||
|
||||
|
||||
// This stores the current view
|
||||
CViewSetup m_CurrentView;
|
||||
|
||||
// these will both be mono or they will be left/right
|
||||
StereoEye_t m_eStartEye;
|
||||
StereoEye_t m_eLastEye;
|
||||
|
||||
// VIS Overrides
|
||||
// Set to true to turn off client side vis ( !!!! rendering will be slow since everything will draw )
|
||||
bool m_bForceNoVis;
|
||||
|
||||
// Some cvars needed by this system
|
||||
const ConVar *m_pDrawEntities;
|
||||
const ConVar *m_pDrawBrushModels;
|
||||
|
||||
// Some materials used...
|
||||
CMaterialReference m_TranslucentSingleColor;
|
||||
CMaterialReference m_ModulateSingleColor;
|
||||
CMaterialReference m_ScreenOverlayMaterial;
|
||||
CMaterialReference m_UnderWaterOverlayMaterial;
|
||||
|
||||
Vector m_vecLastFacing;
|
||||
float m_flCheapWaterStartDistance;
|
||||
float m_flCheapWaterEndDistance;
|
||||
|
||||
CViewSetup m_OverlayViewSetup;
|
||||
int m_OverlayClearFlags;
|
||||
int m_OverlayDrawFlags;
|
||||
bool m_bDrawOverlay;
|
||||
|
||||
int m_BaseDrawFlags; // Set in ViewDrawScene and OR'd into m_DrawFlags as it goes.
|
||||
C_BaseEntity *m_pCurrentlyDrawingEntity;
|
||||
|
||||
#if defined( CSTRIKE_DLL )
|
||||
float m_flLastFOV;
|
||||
#endif
|
||||
|
||||
#ifdef PORTAL
|
||||
friend class CPortalRender; //portal drawing needs muck with views in weird ways
|
||||
friend class CPortalRenderable;
|
||||
#endif
|
||||
int m_BuildRenderableListsNumber;
|
||||
|
||||
friend class CBase3dView;
|
||||
|
||||
Frustum m_Frustum;
|
||||
|
||||
CBase3dView *m_pActiveRenderer;
|
||||
CSimpleRenderExecutor m_SimpleExecutor;
|
||||
|
||||
bool m_rbTakeFreezeFrame[ STEREO_EYE_MAX ];
|
||||
float m_flFreezeFrameUntil;
|
||||
|
||||
#if defined( REPLAY_ENABLED )
|
||||
CReplayScreenshotTaker *m_pReplayScreenshotTaker;
|
||||
#endif
|
||||
};
|
||||
|
||||
#endif // VIEWRENDER_H
|
||||
Reference in New Issue
Block a user