//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Workfile: $ // $NoKeywords: $ //===========================================================================// #if !defined( IVRENDERVIEW_H ) #define IVRENDERVIEW_H #ifdef _WIN32 #pragma once #endif #include "basetypes.h" #include "mathlib/vplane.h" #include "interface.h" #include "materialsystem/imaterialsystem.h" #include "const.h" #include "mathlib/vertexcolor.h" #include "tier1/refcount.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class CViewSetup; class CEngineSprite; class IClientEntity; class IMaterial; struct model_t; class IClientRenderable; class IMatRenderContext; class CVolumeCuller; //----------------------------------------------------------------------------- // Flags used by DrawWorldLists //----------------------------------------------------------------------------- enum { DRAWWORLDLISTS_DRAW_STRICTLYABOVEWATER = 0x001, DRAWWORLDLISTS_DRAW_STRICTLYUNDERWATER = 0x002, DRAWWORLDLISTS_DRAW_INTERSECTSWATER = 0x004, DRAWWORLDLISTS_DRAW_WATERSURFACE = 0x008, DRAWWORLDLISTS_DRAW_SKYBOX = 0x010, DRAWWORLDLISTS_DRAW_CLIPSKYBOX = 0x020, DRAWWORLDLISTS_DRAW_SHADOWDEPTH = 0x040, DRAWWORLDLISTS_DRAW_REFRACTION = 0x080, DRAWWORLDLISTS_DRAW_REFLECTION = 0x100, DRAWWORLDLISTS_DRAW_WORLD_GEOMETRY = 0x200, DRAWWORLDLISTS_DRAW_DECALS_AND_OVERLAYS = 0x400, DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL = 0x800, DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL_WATER= 0x1000, DRAWWORLDLISTS_DRAW_SKIP_DISPLACEMENTS = 0x2000, DRAWWORLDLISTS_DRAW_SSAO = 0x4000, }; enum { MAT_SORT_GROUP_STRICTLY_ABOVEWATER = 0, MAT_SORT_GROUP_STRICTLY_UNDERWATER, MAT_SORT_GROUP_INTERSECTS_WATER_SURFACE, MAT_SORT_GROUP_WATERSURFACE, MAX_MAT_SORT_GROUPS }; enum ERenderDepthMode_t { DEPTH_MODE_NORMAL = 0, DEPTH_MODE_SHADOW = 1, DEPTH_MODE_SSA0 = 2, DEPTH_MODE_MAX }; static const char* s_pMatSortGroupsString[] = { "Sort: Abovewater", "Sort: Underwater", "Sort: IntersectsWater", "Sort: WaterSurface", }; typedef VPlane Frustum[FRUSTUM_NUMPLANES]; //----------------------------------------------------------------------------- // Leaf index //----------------------------------------------------------------------------- typedef unsigned short LeafIndex_t; enum { INVALID_LEAF_INDEX = (LeafIndex_t)~0 }; //----------------------------------------------------------------------------- // Describes the leaves to be rendered this view, set by BuildWorldLists //----------------------------------------------------------------------------- // NOTE: This is slightly slower on x360 but saves memory #if 1 struct WorldListLeafData_t { LeafIndex_t leafIndex; // 16 bits int16 waterData; uint16 firstTranslucentSurface; // engine-internal list index uint16 translucentSurfaceCount; // count of translucent surfaces+disps }; #else struct WorldListLeafData_t { uint32 leafIndex; int32 waterData; uint32 firstTranslucentSurface; // engine-internal list index uint32 translucentSurfaceCount; // count of translucent surfaces+disps }; #endif struct WorldListInfo_t { int m_ViewFogVolume; int m_LeafCount; bool m_bHasWater; WorldListLeafData_t *m_pLeafDataList; }; class IWorldRenderList : public IRefCounted { }; //----------------------------------------------------------------------------- // Describes the fog volume for a particular point //----------------------------------------------------------------------------- struct VisibleFogVolumeInfo_t { int m_nVisibleFogVolume; int m_nVisibleFogVolumeLeaf; bool m_bEyeInFogVolume; float m_flDistanceToWater; float m_flWaterHeight; IMaterial *m_pFogVolumeMaterial; }; //----------------------------------------------------------------------------- // Vertex format for brush models //----------------------------------------------------------------------------- struct BrushVertex_t { Vector m_Pos; Vector m_Normal; Vector m_TangentS; Vector m_TangentT; Vector2D m_TexCoord; Vector2D m_LightmapCoord; private: BrushVertex_t( const BrushVertex_t& src ); }; //----------------------------------------------------------------------------- // Visibility data for area portal culling //----------------------------------------------------------------------------- struct VisOverrideData_t { Vector m_vecVisOrigin; // The point to to use as the viewpoint for area portal backface cull checks. float m_fDistToAreaPortalTolerance; // The distance from an area portal before using the full screen as the viewable portion. // PORTAL2-specific Vector m_vPortalCorners[4]; // When rendering a portal view, these are the 4 corners of the portal you are looking through (used to shrink the frustum) bool m_bTrimFrustumToPortalCorners; Vector m_vPortalOrigin; Vector m_vPortalForward; float m_flPortalRadius; }; //----------------------------------------------------------------------------- // interface for asking about the Brush surfaces from the client DLL //----------------------------------------------------------------------------- class IBrushSurface { public: // Computes texture coordinates + lightmap coordinates given a world position virtual void ComputeTextureCoordinate( Vector const& worldPos, Vector2D& texCoord ) = 0; virtual void ComputeLightmapCoordinate( Vector const& worldPos, Vector2D& lightmapCoord ) = 0; // Gets the vertex data for this surface virtual int GetVertexCount() const = 0; virtual void GetVertexData( BrushVertex_t* pVerts ) = 0; // Gets at the material properties for this surface virtual IMaterial* GetMaterial() = 0; }; //----------------------------------------------------------------------------- // interface for installing a new renderer for brush surfaces //----------------------------------------------------------------------------- class IBrushRenderer { public: // Draws the surface; returns true if decals should be rendered on this surface virtual bool RenderBrushModelSurface( IClientEntity* pBaseEntity, IBrushSurface* pBrushSurface ) = 0; }; #define MAX_VIS_LEAVES 32 //----------------------------------------------------------------------------- // Purpose: Interface to client .dll to set up a rendering pass over world // The client .dll can call Render multiple times to overlay one or more world // views on top of one another //----------------------------------------------------------------------------- enum DrawBrushModelMode_t { DBM_DRAW_ALL = 0, DBM_DRAW_OPAQUE_ONLY, DBM_DRAW_TRANSLUCENT_ONLY, }; //----------------------------------------------------------------------------- // Brush model instance rendering state //----------------------------------------------------------------------------- struct BrushArrayInstanceData_t { matrix3x4a_t *m_pBrushToWorld; // NOTE: Not inlined because it has alignment restrictions; this way the instance struct size can change without memory penalty const model_t *m_pBrushModel; // NOTE: Only the first two fields are used when rendering shadows Vector4D m_DiffuseModulation; ShaderStencilState_t *m_pStencilState; }; class IVRenderView { public: // Draw normal brush model. // If pMaterialOverride is non-null, then all the faces of the bmodel will // set this material rather than their regular material. virtual void DrawBrushModel( IClientEntity *baseentity, model_t *model, const Vector& origin, const QAngle& angles, bool bUnused ) = 0; // Draw brush model that has no origin/angles change ( uses identity transform ) // FIXME, Material proxy IClientEntity *baseentity is unused right now, use DrawBrushModel for brushes with // proxies for now. virtual void DrawIdentityBrushModel( IWorldRenderList *pList, model_t *model ) = 0; // Mark this dynamic light as having changed this frame ( so light maps affected will be recomputed ) virtual void TouchLight( struct dlight_t *light ) = 0; // Draw 3D Overlays virtual void Draw3DDebugOverlays( void ) = 0; // Sets global blending fraction virtual void SetBlend( float blend ) = 0; virtual float GetBlend( void ) = 0; // Sets global color modulation virtual void SetColorModulation( float const* blend ) = 0; virtual void GetColorModulation( float* blend ) = 0; // Wrap entire scene drawing virtual void SceneBegin( void ) = 0; virtual void SceneEnd( void ) = 0; // Gets the fog volume for a particular point virtual void GetVisibleFogVolume( const Vector& eyePoint, const VisOverrideData_t *pVisOverrideData, VisibleFogVolumeInfo_t *pInfo ) = 0; // Wraps world drawing // If iForceViewLeaf is not -1, then it uses the specified leaf as your starting area for setting up area portal culling. // This is used by water since your reflected view origin is often in solid space, but we still want to treat it as though // the first portal we're looking out of is a water portal, so our view effectively originates under the water. virtual IWorldRenderList * CreateWorldList() = 0; #if defined(_PS3) virtual IWorldRenderList * CreateWorldList_PS3( int viewID ) = 0; virtual void BuildWorldLists_PS3_Epilogue( IWorldRenderList *pList, WorldListInfo_t* pInfo, bool bShadowDepth ) = 0; #else virtual void BuildWorldLists_Epilogue( IWorldRenderList *pList, WorldListInfo_t* pInfo, bool bShadowDepth ) = 0; #endif virtual void BuildWorldLists( IWorldRenderList *pList, WorldListInfo_t* pInfo, int iForceFViewLeaf, const VisOverrideData_t* pVisData = NULL, bool bShadowDepth = false, float *pReflectionWaterHeight = NULL ) = 0; virtual void DrawWorldLists( IMatRenderContext *pRenderContext, IWorldRenderList *pList, unsigned long flags, float waterZAdjust ) = 0; virtual void GetWorldListIndicesInfo( WorldListIndicesInfo_t * pIndicesInfoOut, IWorldRenderList *pList, unsigned long nFlags ) = 0; // Optimization for top view virtual void DrawTopView( bool enable ) = 0; virtual void TopViewNoBackfaceCulling( bool bDisable ) = 0; virtual void TopViewNoVisCheck( bool bDisable ) = 0; virtual void TopViewBounds( Vector2D const& mins, Vector2D const& maxs ) = 0; virtual void SetTopViewVolumeCuller( const CVolumeCuller *pVolumeCuller ) = 0; // Draw lights virtual void DrawLights( void ) = 0; // FIXME: This function is a stub, doesn't do anything in the engine right now virtual void DrawMaskEntities( void ) = 0; // Draw surfaces with alpha, don't call in shadow depth pass virtual void DrawTranslucentSurfaces( IMatRenderContext *pRenderContext, IWorldRenderList *pList, int *pSortList, int sortCount, unsigned long flags ) = 0; // Draw Particles ( just draws the linefine for debugging map leaks ) virtual void DrawLineFile( void ) = 0; // Draw lightmaps virtual void DrawLightmaps( IWorldRenderList *pList, int pageId ) = 0; // Wraps view render sequence, sets up a view virtual void ViewSetupVis( bool novis, int numorigins, const Vector origin[] ) = 0; // Return true if any of these leaves are visible in the current PVS. virtual bool AreAnyLeavesVisible( int *leafList, int nLeaves ) = 0; virtual void VguiPaint( void ) = 0; // Sets up view fade parameters virtual void ViewDrawFade( byte *color, IMaterial *pMaterial, bool mapFullTextureToScreen = true ) = 0; // Sets up the projection matrix for the specified field of view virtual void OLD_SetProjectionMatrix( float fov, float zNear, float zFar ) = 0; // Determine lighting at specified position virtual colorVec GetLightAtPoint( Vector& pos ) = 0; // Whose eyes are we looking through? virtual int GetViewEntity( void ) = 0; virtual bool IsViewEntity( int entindex ) = 0; // Get engine field of view setting virtual float GetFieldOfView( void ) = 0; // 1 == ducking, 0 == not virtual unsigned char **GetAreaBits( void ) = 0; // Set up fog for a particular leaf virtual void SetFogVolumeState( int nVisibleFogVolume, bool bUseHeightFog ) = 0; // Installs a brush surface draw override method, null means use normal renderer virtual void InstallBrushSurfaceRenderer( IBrushRenderer* pBrushRenderer ) = 0; // Draw brush model shadow virtual void DrawBrushModelShadow( IClientRenderable *pRenderable ) = 0; // Does the leaf contain translucent surfaces? virtual bool LeafContainsTranslucentSurfaces( IWorldRenderList *pList, int sortIndex, unsigned long flags ) = 0; virtual bool DoesBoxIntersectWaterVolume( const Vector &mins, const Vector &maxs, int leafWaterDataID ) = 0; virtual void SetAreaState( unsigned char chAreaBits[MAX_AREA_STATE_BYTES], unsigned char chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES] ) = 0; // See i virtual void VGui_Paint( int mode ) = 0; // Push, pop views (see PushViewFlags_t above for flags) virtual void Push3DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) = 0; virtual void Push2DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) = 0; virtual void PopView( IMatRenderContext *pRenderContext, Frustum frustumPlanes ) = 0; // Sets the main view virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles ) = 0; enum { VIEW_SETUP_VIS_EX_RETURN_FLAGS_USES_RADIAL_VIS = 0x00000001 }; // Wraps view render sequence, sets up a view virtual void ViewSetupVisEx( bool novis, int numorigins, const Vector origin[], unsigned int &returnFlags ) = 0; //replaces the current view frustum with a rhyming replacement of your choice virtual void OverrideViewFrustum( Frustum custom ) = 0; virtual void DrawBrushModelShadowDepth( IClientEntity *baseentity, model_t *model, const Vector& origin, const QAngle& angles, ERenderDepthMode_t DepthMode ) = 0; virtual void UpdateBrushModelLightmap( model_t *model, IClientRenderable *pRenderable ) = 0; virtual void BeginUpdateLightmaps( void ) = 0; virtual void EndUpdateLightmaps() = 0; virtual void OLD_SetOffCenterProjectionMatrix( float fov, float zNear, float zFar, float flAspectRatio, float flBottom, float flTop, float flLeft, float flRight ) = 0; virtual void OLD_SetProjectionMatrixOrtho( float left, float top, float right, float bottom, float zNear, float zFar ) = 0; virtual void Push3DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes, ITexture* pDepthTexture ) = 0; virtual void GetMatricesForView( const CViewSetup &view, VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection, VMatrix *pWorldToPixels ) = 0; virtual void DrawBrushModelEx( IClientEntity *baseentity, model_t *model, const Vector& origin, const QAngle& angles, DrawBrushModelMode_t mode ) = 0; virtual bool DoesBrushModelNeedPowerOf2Framebuffer( const model_t *model ) = 0; // draw an array of brush models (see model_types.h for the model type flags, i.e. STUDIO_SHADOWDEPTHTEXTURE) virtual void DrawBrushModelArray( IMatRenderContext* pContext, int nCount, const BrushArrayInstanceData_t *pInstanceData, int nModelTypeFlags ) = 0; }; // change this when the new version is incompatable with the old #define VENGINE_RENDERVIEW_INTERFACE_VERSION "VEngineRenderView014" #if defined(_STATIC_LINKED) && defined(CLIENT_DLL) namespace Client { extern IVRenderView *render; } #else extern IVRenderView *render; #endif #endif // IVRENDERVIEW_H