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hl2sdk/public/istudiorender.h

396 lines
13 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ISTUDIORENDER_H
#define ISTUDIORENDER_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/interface.h"
#include "vector.h"
#include "vector4d.h"
#include "tier1/utlbuffer.h"
#include "tier1/utlvector.h"
#include "materialsystem/imaterialsystem.h"
#include "appframework/IAppSystem.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; }
// undone: what's the standard for function type naming?
typedef void (*StudioRender_Printf_t)( const char *fmt, ... );
struct StudioRenderConfig_t
{
StudioRender_Printf_t pConPrintf;
StudioRender_Printf_t pConDPrintf;
float fEyeShiftX; // eye X position
float fEyeShiftY; // eye Y position
float fEyeShiftZ; // eye Z position
float fEyeSize; // adjustment to iris textures
int eyeGloss; // wet eyes
int drawEntities;
int skin;
int fullbright;
bool bEyeMove; // look around
bool bSoftwareSkin;
bool bNoHardware;
bool bNoSoftware;
bool bTeeth;
bool bEyes;
bool bFlex;
bool bWireframe;
private:
// Bitfield for normals, tangent frame and z buffered wireframe
// In earlier interfaces, this was just a bool for drawing normals
unsigned char bRenderFlags;
public:
bool bSoftwareLighting;
bool bShowEnvCubemapOnly;
int maxDecalsPerModel;
bool bWireframeDecals;
float fEyeGlintPixelWidthLODThreshold;
int rootLOD; // obsolete, left in for legacy compatibility
// Setters and getters for normals and tangent frame (now in one bitfield)
void SetNormals( bool bN );
void SetTangentFrame( bool bTF );
void SetZBufferedWireframe( bool bZ );
bool GetNormals( void );
bool GetTangentFrame( void );
bool GetZBufferedWireframe( void );
};
#define NORMAL_MASK ( 1 << 0 )
#define TANGENT_FRAME_MASK ( 1 << 1 )
#define ZBUFFER_WIREFRAME_MASK ( 1 << 2 )
inline void StudioRenderConfig_t::SetNormals( bool bN )
{
if ( bN )
bRenderFlags |= NORMAL_MASK;
else
bRenderFlags &= ~NORMAL_MASK;
}
inline void StudioRenderConfig_t::SetTangentFrame( bool bTF )
{
if ( bTF )
bRenderFlags |= TANGENT_FRAME_MASK;
else
bRenderFlags &= ~TANGENT_FRAME_MASK;
}
inline void StudioRenderConfig_t::SetZBufferedWireframe( bool bZ )
{
if ( bZ )
bRenderFlags |= ZBUFFER_WIREFRAME_MASK;
else
bRenderFlags &= ~ZBUFFER_WIREFRAME_MASK;
}
inline bool StudioRenderConfig_t::GetNormals( void )
{
return ( (bRenderFlags & NORMAL_MASK) != 0 );
}
inline bool StudioRenderConfig_t::GetTangentFrame( void )
{
return ( (bRenderFlags & TANGENT_FRAME_MASK) != 0 );
}
inline bool StudioRenderConfig_t::GetZBufferedWireframe( void )
{
return ( (bRenderFlags & ZBUFFER_WIREFRAME_MASK) != 0 );
}
//-----------------------------------------------------------------------------
// Studio render interface
//-----------------------------------------------------------------------------
#define STUDIO_RENDER_INTERFACE_VERSION "VStudioRender023"
typedef unsigned short StudioDecalHandle_t;
enum
{
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_AMBIENT_BOOST = 0x200,
};
//-----------------------------------------------------------------------------
// What kind of material override is it?
//-----------------------------------------------------------------------------
enum OverrideType_t
{
OVERRIDE_NORMAL = 0,
OVERRIDE_BUILD_SHADOWS,
};
//-----------------------------------------------------------------------------
// 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 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;
IMesh **m_ppColorMeshes;
int m_ActualTriCount;
int m_TextureMemoryBytes;
int m_NumHardwareBones;
int m_NumBatches;
int m_NumMaterials;
CFastTimer m_RenderTime;
CUtlVectorFixed<IMaterial *,MAX_DRAW_MODEL_INFO_MATERIALS> m_Materials;
bool m_bStaticLighting;
Vector m_vecAmbientCube[6]; // ambient, and lights that aren't in locallight[]
int m_nLocalLightCount;
LightDesc_t m_LocalLightDescs[4];
DrawModelInfo_t() {}
private:
// No copy constructors allowed (see LightDesc_t).
DrawModelInfo_t( const DrawModelInfo_t &vOther );
};
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<GetTriangles_Vertex_t> m_Verts;
CUtlVector<int> m_TriListIndices;
};
struct GetTriangles_Output_t
{
CUtlVector<GetTriangles_MaterialBatch_t> m_MaterialBatches;
};
//-----------------------------------------------------------------------------
// 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
//-----------------------------------------------------------------------------
abstract_class IStudioRender : public IAppSystem
{
public:
// FIXME: For backward compatibility
virtual bool Init( CreateInterfaceFn materialSystemFactory, CreateInterfaceFn materialSystemHWConfigFactory,
CreateInterfaceFn convarFactory, CreateInterfaceFn studioDataCacheFactory ) = 0;
virtual void BeginFrame( void ) = 0;
virtual void EndFrame( void ) = 0;
// Updates the rendering configuration
virtual void UpdateConfig( const StudioRenderConfig_t& config ) = 0;
virtual int GetRootLOD_Obsolete() = 0;
virtual bool LoadModel( studiohdr_t *pStudioHdr, void *pVtxData, studiohwdata_t *pHardwareData ) = 0;
// since studiomeshes are allocated inside of the lib, they need to be freed there as well.
virtual void UnloadModel( studiohwdata_t *pHardwareData ) = 0;
// This is needed to do eyeglint and calculate the correct texcoords for the eyes.
virtual void SetEyeViewTarget( const Vector& worldPosition ) = 0;
virtual int GetNumAmbientLightSamples() = 0;
virtual const Vector *GetAmbientLightDirections() = 0;
// assumes that the arraysize is the same as returned from GetNumAmbientLightSamples
virtual void SetAmbientLightColors( const Vector *pAmbientOnlyColors ) = 0;
virtual void SetLocalLights( int numLights, const LightDesc_t *pLights ) = 0;
virtual void SetViewState(
const Vector& viewOrigin,
const Vector& viewRight,
const Vector& viewUp,
const Vector& viewPlaneNormal ) = 0;
virtual void SetFlexWeights( int numWeights, const float *pWeights ) = 0;
virtual void SetFlexWeights( int numWeights, const float *pWeights, const float *pDelayedWeights ) = 0;
// fixme: these interfaces sucks. . use 'em to get this stuff working with the client dll
// and then interate
virtual matrix3x4_t* GetPoseToWorld(int i) = 0; // this will be hidden enntually (computed internally)
virtual matrix3x4_t* GetBoneToWorld(int i) = 0;
// NOTE: this array must have space for MAXSTUDIOBONES.
virtual matrix3x4_t* GetBoneToWorldArray() = 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 modulation
virtual void SetColorModulation( float const* pColor ) = 0;
virtual void SetAlphaModulation( float alpha ) = 0;
// returns the number of triangles rendered.
virtual int DrawModel( DrawModelInfo_t& info, const Vector &modelOrigin,
int *pLodUsed, float *pMetric, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL ) = 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, const Ray_t & ray,
const Vector& decalUp, IMaterial* pDecalMaterial, float radius, int body, bool noPokethru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
// Remove all the decals on a model
virtual void RemoveAllDecals( StudioDecalHandle_t handle, studiohdr_t *pStudioHdr ) = 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;
// Refresh the studiohdr since it was lost...
virtual void RefreshStudioHdr( studiohdr_t* pStudioHdr, studiohwdata_t* pHardwareData ) = 0;
// Used for the mat_stub console command.
virtual void Mat_Stub( IMaterialSystem *pMatSys ) = 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 ) = 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
virtual void GetPerfStats( DrawModelInfo_t &info, CUtlBuffer *pSpewBuf = NULL ) const = 0;
#ifndef _XBOX
virtual void GetTriangles( DrawModelInfo_t& info, GetTriangles_Output_t &out ) = 0;
#endif
// 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;
virtual int GetMaterialList( studiohdr_t *pStudioHdr, int count, IMaterial** ppMaterials ) = 0;
// returns the number of triangles rendered.
virtual int DrawModelStaticProp( DrawModelInfo_t& info, const Vector &modelOrigin, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL ) = 0;
virtual void AddShadowEx( IMaterial* pMaterial, void* pProxyData, FlashlightState_t *m_pFlashlightState = NULL, VMatrix *pWorldToTexture = NULL, ITexture *pFlashlightDepthTexture = NULL ) = 0;
// Gets the current config (fills in the structure)
virtual void GetCurrentConfig( StudioRenderConfig_t& config ) = 0;
};
extern IStudioRender *g_pStudioRender;
#endif // ISTUDIORENDER_H