//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef ISTUDIORENDER_H #define ISTUDIORENDER_H #ifdef _WIN32 #pragma once #endif #include "tier1/interface.h" #include "mathlib/vector.h" #include "mathlib/vector4d.h" #include "tier1/utlbuffer.h" #include "tier1/utlvector.h" #include "materialsystem/imaterial.h" #include "materialsystem/imaterialsystem.h" #include "appframework/IAppSystem.h" #include "datacache/imdlcache.h" #include "studio.h" //----------------------------------------------------------------------------- // forward declarations //----------------------------------------------------------------------------- struct studiohdr_t; struct studiomeshdata_t; class Vector; struct LightDesc_t; class IMaterial; struct studiohwdata_t; struct Ray_t; class Vector4D; class IMaterialSystem; struct matrix3x4_t; class IMesh; struct vertexFileHeader_t; struct FlashlightState_t; class VMatrix; namespace OptimizedModel { struct FileHeader_t; } class IPooledVBAllocator; // undone: what's the standard for function type naming? typedef void (*StudioRender_Printf_t)( PRINTF_FORMAT_STRING const char *fmt, ... ); struct StudioRenderConfig_t { float fEyeShiftX; // eye X position float fEyeShiftY; // eye Y position float fEyeShiftZ; // eye Z position float fEyeSize; // adjustment to iris textures float fEyeGlintPixelWidthLODThreshold; int maxDecalsPerModel; int drawEntities; int skin; int fullbright; bool bEyeMove : 1; // look around bool bSoftwareSkin : 1; bool bNoHardware : 1; bool bNoSoftware : 1; bool bTeeth : 1; bool bEyes : 1; bool bFlex : 1; bool bWireframe : 1; bool bDrawNormals : 1; bool bDrawTangentFrame : 1; bool bDrawZBufferedWireframe : 1; bool bSoftwareLighting : 1; bool bShowEnvCubemapOnly : 1; bool bWireframeDecals : 1; // Reserved for future use int m_nReserved[4]; }; //----------------------------------------------------------------------------- // Studio render interface //----------------------------------------------------------------------------- DECLARE_POINTER_HANDLE( StudioDecalHandle_t ); #define STUDIORENDER_DECAL_INVALID ( (StudioDecalHandle_t)0 ) enum { ADDDECAL_TO_ALL_LODS = -1 }; //----------------------------------------------------------------------------- // DrawModel flags //----------------------------------------------------------------------------- enum { STUDIORENDER_DRAW_ENTIRE_MODEL = 0, STUDIORENDER_DRAW_OPAQUE_ONLY = 0x01, STUDIORENDER_DRAW_TRANSLUCENT_ONLY = 0x02, STUDIORENDER_DRAW_GROUP_MASK = 0x03, STUDIORENDER_DRAW_NO_FLEXES = 0x04, STUDIORENDER_DRAW_STATIC_LIGHTING = 0x08, STUDIORENDER_DRAW_ACCURATETIME = 0x10, // Use accurate timing when drawing the model. STUDIORENDER_DRAW_NO_SHADOWS = 0x20, STUDIORENDER_DRAW_GET_PERF_STATS = 0x40, STUDIORENDER_DRAW_WIREFRAME = 0x80, STUDIORENDER_DRAW_ITEM_BLINK = 0x100, STUDIORENDER_SHADOWDEPTHTEXTURE = 0x200, STUDIORENDER_SSAODEPTHTEXTURE = 0x1000, STUDIORENDER_GENERATE_STATS = 0x8000, }; //----------------------------------------------------------------------------- // Standard model vertex formats //----------------------------------------------------------------------------- // FIXME: remove these (materials/shaders should drive vertex format). Need to // list required forcedmaterialoverrides in models/bsps (rather than // all models supporting all possible overrides, as they do currently). #define VERTEX_TEXCOORD0_2D ( ( (uint64) 2 ) << ( TEX_COORD_SIZE_BIT + ( 3*0 ) ) ) enum MaterialVertexFormat_t { MATERIAL_VERTEX_FORMAT_MODEL_SKINNED = (VertexFormat_t) VERTEX_POSITION | VERTEX_COLOR | VERTEX_NORMAL | VERTEX_TEXCOORD0_2D | VERTEX_BONEWEIGHT(2) | VERTEX_BONE_INDEX | VERTEX_USERDATA_SIZE(4), MATERIAL_VERTEX_FORMAT_MODEL_SKINNED_DX7 = (VertexFormat_t) VERTEX_POSITION | VERTEX_COLOR | VERTEX_NORMAL | VERTEX_TEXCOORD0_2D | VERTEX_BONEWEIGHT(2) | VERTEX_BONE_INDEX, MATERIAL_VERTEX_FORMAT_MODEL = (VertexFormat_t) VERTEX_POSITION | VERTEX_COLOR | VERTEX_NORMAL | VERTEX_TEXCOORD0_2D | VERTEX_USERDATA_SIZE(4), MATERIAL_VERTEX_FORMAT_MODEL_DX7 = (VertexFormat_t) VERTEX_POSITION | VERTEX_COLOR | VERTEX_NORMAL | VERTEX_TEXCOORD0_2D, MATERIAL_VERTEX_FORMAT_COLOR = (VertexFormat_t) VERTEX_SPECULAR }; //----------------------------------------------------------------------------- // What kind of material override is it? //----------------------------------------------------------------------------- enum OverrideType_t { OVERRIDE_NORMAL = 0, OVERRIDE_BUILD_SHADOWS, OVERRIDE_DEPTH_WRITE, OVERRIDE_SSAO_DEPTH_WRITE, }; //----------------------------------------------------------------------------- // DrawModel info //----------------------------------------------------------------------------- // Special flag for studio models that have a compiled in shadow lod version // It's negative 2 since positive numbers == use a regular slot and -1 means // have studiorender compute a value instead enum { USESHADOWLOD = -2, }; // beyond this number of materials, you won't get info back from DrawModel #define MAX_DRAW_MODEL_INFO_MATERIALS 8 struct DrawModelResults_t { int m_ActualTriCount; int m_TextureMemoryBytes; int m_NumHardwareBones; int m_NumBatches; int m_NumMaterials; int m_nLODUsed; int m_flLODMetric; CFastTimer m_RenderTime; CUtlVectorFixed m_Materials; }; struct ColorTexelsInfo_t { int m_nWidth; int m_nHeight; int m_nMipmapCount; ImageFormat m_ImageFormat; int m_nByteCount; byte* m_pTexelData; }; struct ColorMeshInfo_t { // A given color mesh can own a unique Mesh, or it can use a shared Mesh // (in which case it uses a sub-range defined by m_nVertOffset and m_nNumVerts) IMesh * m_pMesh; IPooledVBAllocator * m_pPooledVBAllocator; int m_nVertOffsetInBytes; int m_nNumVerts; ITexture * m_pLightmap; ColorTexelsInfo_t * m_pLightmapData; }; struct DrawModelInfo_t { studiohdr_t *m_pStudioHdr; studiohwdata_t *m_pHardwareData; StudioDecalHandle_t m_Decals; int m_Skin; int m_Body; int m_HitboxSet; void *m_pClientEntity; int m_Lod; ColorMeshInfo_t *m_pColorMeshes; bool m_bStaticLighting; Vector m_vecAmbientCube[6]; // ambient, and lights that aren't in locallight[] int m_nLocalLightCount; LightDesc_t m_LocalLightDescs[4]; }; struct GetTriangles_Vertex_t { Vector m_Position; Vector m_Normal; Vector4D m_TangentS; Vector2D m_TexCoord; Vector4D m_BoneWeight; int m_BoneIndex[4]; int m_NumBones; }; struct GetTriangles_MaterialBatch_t { IMaterial *m_pMaterial; CUtlVector m_Verts; CUtlVector m_TriListIndices; }; struct GetTriangles_Output_t { CUtlVector m_MaterialBatches; matrix3x4_t m_PoseToWorld[MAXSTUDIOBONES]; }; struct model_array_instance_t { matrix3x4_t modelToWorld; // UNDONE: Per instance lighting values? }; //----------------------------------------------------------------------------- // Cache Callback Function // implementation can either statically persist data (tools) or lru cache (engine) it. // caller returns base pointer to resident data. // code expectes data to be dynamic and invokes cache callback prior to iterative access. // virtualModel is member passed in via studiohdr_t and passed back for model identification. //----------------------------------------------------------------------------- #define STUDIO_DATA_CACHE_INTERFACE_VERSION "VStudioDataCache005" abstract_class IStudioDataCache : public IAppSystem { public: virtual bool VerifyHeaders( studiohdr_t *pStudioHdr ) = 0; virtual vertexFileHeader_t *CacheVertexData( studiohdr_t *pStudioHdr ) = 0; }; //----------------------------------------------------------------------------- // Studio render interface //----------------------------------------------------------------------------- #define STUDIO_RENDER_INTERFACE_VERSION "VStudioRender025" abstract_class IStudioRender : public IAppSystem { public: virtual void BeginFrame( void ) = 0; virtual void EndFrame( void ) = 0; // Used for the mat_stub console command. virtual void Mat_Stub( IMaterialSystem *pMatSys ) = 0; // Updates the rendering configuration virtual void UpdateConfig( const StudioRenderConfig_t& config ) = 0; virtual void GetCurrentConfig( StudioRenderConfig_t& config ) = 0; // Load, unload model data virtual bool LoadModel( studiohdr_t *pStudioHdr, void *pVtxData, studiohwdata_t *pHardwareData ) = 0; virtual void UnloadModel( studiohwdata_t *pHardwareData ) = 0; // Refresh the studiohdr since it was lost... virtual void RefreshStudioHdr( studiohdr_t* pStudioHdr, studiohwdata_t* pHardwareData ) = 0; // This is needed to do eyeglint and calculate the correct texcoords for the eyes. virtual void SetEyeViewTarget( const studiohdr_t *pStudioHdr, int nBodyIndex, const Vector& worldPosition ) = 0; // Methods related to lighting state // NOTE: SetAmbientLightColors assumes that the arraysize is the same as // returned from GetNumAmbientLightSamples virtual int GetNumAmbientLightSamples() = 0; virtual const Vector *GetAmbientLightDirections() = 0; virtual void SetAmbientLightColors( const Vector4D *pAmbientOnlyColors ) = 0; virtual void SetAmbientLightColors( const Vector *pAmbientOnlyColors ) = 0; virtual void SetLocalLights( int numLights, const LightDesc_t *pLights ) = 0; // Sets information about the camera location + orientation virtual void SetViewState( const Vector& viewOrigin, const Vector& viewRight, const Vector& viewUp, const Vector& viewPlaneNormal ) = 0; // Allocates flex weights for use in rendering // NOTE: Pass in a non-null second parameter to lock delayed flex weights virtual void LockFlexWeights( int nWeightCount, float **ppFlexWeights, float **ppFlexDelayedWeights = NULL ) = 0; virtual void UnlockFlexWeights() = 0; // Used to allocate bone matrices to be used to pass into DrawModel virtual matrix3x4_t* LockBoneMatrices( int nBoneCount ) = 0; virtual void UnlockBoneMatrices() = 0; // LOD stuff virtual int GetNumLODs( const studiohwdata_t &hardwareData ) const = 0; virtual float GetLODSwitchValue( const studiohwdata_t &hardwareData, int lod ) const = 0; virtual void SetLODSwitchValue( studiohwdata_t &hardwareData, int lod, float switchValue ) = 0; // Sets the color/alpha modulation virtual void SetColorModulation( float const* pColor ) = 0; virtual void SetAlphaModulation( float flAlpha ) = 0; // Draws the model virtual void DrawModel( DrawModelResults_t *pResults, const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, float *pFlexWeights, float *pFlexDelayedWeights, const Vector &modelOrigin, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL ) = 0; // Methods related to static prop rendering virtual void DrawModelStaticProp( const DrawModelInfo_t& drawInfo, const matrix3x4_t &modelToWorld, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL ) = 0; virtual void DrawStaticPropDecals( const DrawModelInfo_t &drawInfo, const matrix3x4_t &modelToWorld ) = 0; virtual void DrawStaticPropShadows( const DrawModelInfo_t &drawInfo, const matrix3x4_t &modelToWorld, int flags ) = 0; // Causes a material to be used instead of the materials the model was compiled with virtual void ForcedMaterialOverride( IMaterial *newMaterial, OverrideType_t nOverrideType = OVERRIDE_NORMAL ) = 0; // Create, destroy list of decals for a particular model virtual StudioDecalHandle_t CreateDecalList( studiohwdata_t *pHardwareData ) = 0; virtual void DestroyDecalList( StudioDecalHandle_t handle ) = 0; // Add decals to a decal list by doing a planar projection along the ray // The BoneToWorld matrices must be set before this is called virtual void AddDecal( StudioDecalHandle_t handle, studiohdr_t *pStudioHdr, matrix3x4_t *pBoneToWorld, const Ray_t & ray, const Vector& decalUp, IMaterial* pDecalMaterial, float radius, int body, bool noPokethru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0; // Compute the lighting at a point and normal virtual void ComputeLighting( const Vector* pAmbient, int lightCount, LightDesc_t* pLights, const Vector& pt, const Vector& normal, Vector& lighting ) = 0; // Compute the lighting at a point, constant directional component is passed // as flDirectionalAmount virtual void ComputeLightingConstDirectional( const Vector* pAmbient, int lightCount, LightDesc_t* pLights, const Vector& pt, const Vector& normal, Vector& lighting, float flDirectionalAmount ) = 0; // Shadow state (affects the models as they are rendered) virtual void AddShadow( IMaterial* pMaterial, void* pProxyData, FlashlightState_t *m_pFlashlightState = NULL, VMatrix *pWorldToTexture = NULL, ITexture *pFlashlightDepthTexture = NULL ) = 0; virtual void ClearAllShadows() = 0; // Gets the model LOD; pass in the screen size in pixels of a sphere // of radius 1 that has the same origin as the model to get the LOD out... virtual int ComputeModelLod( studiohwdata_t* pHardwareData, float unitSphereSize, float *pMetric = NULL ) = 0; // Return a number that is usable for budgets, etc. // Things that we care about: // 1) effective triangle count (factors in batch sizes, state changes, etc) // 2) texture memory usage // Get Triangles returns the LOD used virtual void GetPerfStats( DrawModelResults_t *pResults, const DrawModelInfo_t &info, CUtlBuffer *pSpewBuf = NULL ) const = 0; virtual void GetTriangles( const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, GetTriangles_Output_t &out ) = 0; // Returns materials used by a particular model virtual int GetMaterialList( studiohdr_t *pStudioHdr, int count, IMaterial** ppMaterials ) = 0; virtual int GetMaterialListFromBodyAndSkin( MDLHandle_t studio, int nSkin, int nBody, int nCountOutputMaterials, IMaterial** ppOutputMaterials ) = 0; // draw an array of models with the same state virtual void DrawModelArray( const DrawModelInfo_t &drawInfo, int arrayCount, model_array_instance_t *pInstanceData, int instanceStride, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL ) = 0; }; extern IStudioRender *g_pStudioRender; #endif // ISTUDIORENDER_H