//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
//=============================================================================//

#ifndef C_PIXEL_VISIBILITY_H
#define C_PIXEL_VISIBILITY_H
#ifdef _WIN32
#pragma once
#endif


const float PIXELVIS_DEFAULT_PROXY_SIZE = 2.0f;
const float PIXELVIS_DEFAULT_FADE_TIME = 0.0625f;

typedef int pixelvis_handle_t;
struct pixelvis_queryparams_t
{
	pixelvis_queryparams_t()
	{
		bSetup = false;
	}

	void Init( const Vector &origin, float proxySizeIn = PIXELVIS_DEFAULT_PROXY_SIZE, float proxyAspectIn = 1.0f, float fadeTimeIn = PIXELVIS_DEFAULT_FADE_TIME )
	{
		position = origin;
		proxySize = proxySizeIn;
		proxyAspect = proxyAspectIn;
		fadeTime = fadeTimeIn;
		bSetup = true;
		bSizeInScreenspace = false;
	}

	Vector		position;
	float		proxySize;
	float		proxyAspect;
	float		fadeTime;
	bool		bSetup;
	bool		bSizeInScreenspace;
};

float PixelVisibility_FractionVisible( const pixelvis_queryparams_t &params, pixelvis_handle_t *queryHandle );
float StandardGlowBlend( const pixelvis_queryparams_t &params, pixelvis_handle_t *queryHandle, int rendermode, int renderfx, int alpha, float *pscale );

void PixelVisibility_ShiftVisibilityViews( int iSourceViewID, int iDestViewID ); //mainly needed by portal mod to avoid a pop in visibility when teleporting the player

void PixelVisibility_EndCurrentView();
void PixelVisibility_EndScene();
float GlowSightDistance( const Vector &glowOrigin, bool bShouldTrace );

// returns true if the video hardware is doing the tests, false is traceline is doing so.
bool PixelVisibility_IsAvailable();

#endif // C_PIXEL_VISIBILITY_H