//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _GAME_H_ #define _GAME_H_ struct CameraQuery; const F32 MinCameraFov = 1.f; ///< min camera FOV const F32 MaxCameraFov = 179.f; ///< max camera FOV /// Actually renders the world. This is the function that will render the scene ONLY - new guis, no damage flashes. void GameRenderWorld(); /// Renders overlays such as damage flashes, white outs, and water masks. These are usually a color applied over the entire screen. void GameRenderFilters(const CameraQuery& camq); /// Does the same thing as GameGetCameraTransform, but fills in other data including information about the far and near clipping planes. bool GameProcessCameraQuery(CameraQuery *query); /// Gets the position, rotation, and velocity of the camera. bool GameGetCameraTransform(MatrixF *mat, Point3F *velocity); /// Gets the camera field of view angle. F32 GameGetCameraFov(); /// Sets the field of view angle of the camera. void GameSetCameraFov(F32 fov); /// Sets where the camera fov will be change to. This is for non-instantaneous zooms/retractions. void GameSetCameraTargetFov(F32 fov); /// Update the camera fov to be closer to the target fov. void GameUpdateCameraFov(); /// Initializes graphics related console variables. void GameInit(); /// Processes the next frame, including gui, rendering, and tick interpolation. /// This function will only have an effect when executed on the client. bool clientProcess(U32 timeDelta); /// Processes the next cycle on the server. This function will only have an effect when executed on the server. bool serverProcess(U32 timeDelta); #endif