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https://github.com/alliedmodders/hl2sdk.git
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329 lines
11 KiB
C++
329 lines
11 KiB
C++
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef ISTUDIORENDER_V21_H
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#define ISTUDIORENDER_V21_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h"
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#include "vector.h"
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#include "vector4d.h"
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#include "utlbuffer.h"
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#include "utlvector.h"
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#include "materialsystem/imaterialsystem.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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struct studiohdr_t;
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struct studiomeshdata_t;
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class Vector;
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struct LightDesc_t;
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class IMaterial;
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struct studiohwdata_t;
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struct Ray_t;
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class Vector4D;
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class IMaterialSystem;
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struct matrix3x4_t;
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class IMesh;
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struct vertexFileHeader_t;
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struct FlashlightState_t;
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class VMatrix;
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namespace OptimizedModel { struct FileHeader_t; }
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namespace StudioRenderV21
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{
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// undone: what's the standard for function type naming?
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typedef void (*StudioRender_Printf_t)( const char *fmt, ... );
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struct StudioRenderConfig_t
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{
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StudioRender_Printf_t pConPrintf;
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StudioRender_Printf_t pConDPrintf;
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float fEyeShiftX; // eye X position
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float fEyeShiftY; // eye Y position
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float fEyeShiftZ; // eye Z position
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float fEyeSize; // adjustment to iris textures
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int eyeGloss; // wet eyes
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int drawEntities;
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int skin;
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int fullbright;
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bool bEyeMove; // look around
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bool bSoftwareSkin;
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bool bNoHardware;
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bool bNoSoftware;
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bool bTeeth;
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bool bEyes;
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bool bFlex;
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bool bWireframe;
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bool bNormals;
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bool bSoftwareLighting;
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bool bShowEnvCubemapOnly;
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int maxDecalsPerModel;
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bool bWireframeDecals;
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float fEyeGlintPixelWidthLODThreshold;
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int rootLOD;
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};
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//-----------------------------------------------------------------------------
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// Studio render interface
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//-----------------------------------------------------------------------------
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#define STUDIO_RENDER_INTERFACE_VERSION_21 "VStudioRender021"
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typedef unsigned short StudioDecalHandle_t;
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enum
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{
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STUDIORENDER_DECAL_INVALID = (StudioDecalHandle_t)~0
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};
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enum
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{
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ADDDECAL_TO_ALL_LODS = -1
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};
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//-----------------------------------------------------------------------------
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// DrawModel flags
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//-----------------------------------------------------------------------------
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enum
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{
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STUDIORENDER_DRAW_ENTIRE_MODEL = 0,
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STUDIORENDER_DRAW_OPAQUE_ONLY = 0x01,
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STUDIORENDER_DRAW_TRANSLUCENT_ONLY = 0x02,
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STUDIORENDER_DRAW_GROUP_MASK = 0x03,
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STUDIORENDER_DRAW_NO_FLEXES = 0x04,
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STUDIORENDER_DRAW_STATIC_LIGHTING = 0x08,
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STUDIORENDER_DRAW_ACCURATETIME = 0x10, // Use accurate timing when drawing the model.
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STUDIORENDER_DRAW_NO_SHADOWS = 0x20,
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STUDIORENDER_DRAW_GET_PERF_STATS = 0x40,
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STUDIORENDER_DRAW_WIREFRAME = 0x80,
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};
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//-----------------------------------------------------------------------------
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// What kind of material override is it?
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//-----------------------------------------------------------------------------
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enum OverrideType_t
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{
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OVERRIDE_NORMAL = 0,
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OVERRIDE_BUILD_SHADOWS,
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};
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//-----------------------------------------------------------------------------
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// DrawModel info
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//-----------------------------------------------------------------------------
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// Special flag for studio models that have a compiled in shadow lod version
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// It's negative 2 since positive numbers == use a regular slot and -1 means
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// have studiorender compute a value instead
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enum
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{
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USESHADOWLOD = -2,
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};
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// beyond this number of materials, you won't get info back from DrawModel
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#define MAX_DRAW_MODEL_INFO_MATERIALS 8
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struct DrawModelInfo_t
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{
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studiohdr_t *m_pStudioHdr;
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studiohwdata_t *m_pHardwareData;
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StudioDecalHandle_t m_Decals;
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int m_Skin;
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int m_Body;
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int m_HitboxSet;
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void *m_pClientEntity;
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int m_Lod;
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IMesh **m_ppColorMeshes;
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int m_ActualTriCount;
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int m_TextureMemoryBytes;
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int m_NumHardwareBones;
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int m_NumBatches;
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int m_NumMaterials;
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CFastTimer m_RenderTime;
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CUtlVectorFixed<IMaterial *,MAX_DRAW_MODEL_INFO_MATERIALS> m_Materials;
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bool m_bStaticLighting;
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Vector m_vecAmbientCube[6]; // ambient, and lights that aren't in locallight[]
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int m_nLocalLightCount;
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LightDesc_t m_LocalLightDescs[4];
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DrawModelInfo_t() {}
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private:
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// No copy constructors allowed (see LightDesc_t).
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DrawModelInfo_t( const DrawModelInfo_t &vOther );
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};
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struct GetTriangles_Vertex_t
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{
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Vector m_Position;
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Vector m_Normal;
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Vector4D m_TangentS;
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Vector2D m_TexCoord;
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Vector4D m_BoneWeight;
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int m_BoneIndex[4];
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int m_NumBones;
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};
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struct GetTriangles_MaterialBatch_t
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{
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IMaterial *m_pMaterial;
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CUtlVector<GetTriangles_Vertex_t> m_Verts;
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CUtlVector<int> m_TriListIndices;
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};
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struct GetTriangles_Output_t
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{
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CUtlVector<GetTriangles_MaterialBatch_t> m_MaterialBatches;
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};
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//-----------------------------------------------------------------------------
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// Cache Callback Function
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// implementation can either statically persist data (tools) or lru cache (engine) it.
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// caller returns base pointer to resident data.
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// code expectes data to be dynamic and invokes cache callback prior to iterative access.
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// virtualModel is member passed in via studiohdr_t and passed back for model identification.
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//-----------------------------------------------------------------------------
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#define STUDIO_DATA_CACHE_INTERFACE_VERSION_3 "VStudioDataCache003"
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abstract_class IStudioDataCache
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{
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public:
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virtual bool VerifyHeaders( studiohdr_t *pStudioHdr ) = 0;
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virtual vertexFileHeader_t *CacheVertexData( studiohdr_t *pStudioHdr ) = 0;
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virtual OptimizedModel::FileHeader_t *CacheIndexData( studiohdr_t *pStudioHdr ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Studio render interface
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//-----------------------------------------------------------------------------
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abstract_class IStudioRender
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{
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public:
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// Initializes, shutdowns the studio render library
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virtual bool Init( CreateInterfaceFn materialSystemFactory, CreateInterfaceFn materialSystemHWConfigFactory,
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CreateInterfaceFn convarFactory, CreateInterfaceFn studioDataCacheFactory ) = 0;
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virtual void Shutdown( void ) = 0;
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virtual void BeginFrame( void ) = 0;
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virtual void EndFrame( void ) = 0;
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// Updates the rendering configuration
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virtual void UpdateConfig( const StudioRenderConfig_t& config ) = 0;
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virtual bool LoadModel( studiohdr_t *pStudioHdr, studiohwdata_t *pHardwareData ) = 0;
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// since studiomeshes are allocated inside of the lib, they need to be freed there as well.
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virtual void UnloadModel( studiohwdata_t *pHardwareData ) = 0;
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// This is needed to do eyeglint and calculate the correct texcoords for the eyes.
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virtual void SetEyeViewTarget( const Vector& worldPosition ) = 0;
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virtual int GetNumAmbientLightSamples() = 0;
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virtual const Vector *GetAmbientLightDirections() = 0;
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// assumes that the arraysize is the same as returned from GetNumAmbientLightSamples
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virtual void SetAmbientLightColors( const Vector *pAmbientOnlyColors ) = 0;
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virtual void SetLocalLights( int numLights, const LightDesc_t *pLights ) = 0;
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virtual void SetViewState(
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const Vector& viewOrigin,
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const Vector& viewRight,
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const Vector& viewUp,
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const Vector& viewPlaneNormal ) = 0;
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virtual void SetFlexWeights( int numWeights, const float *pWeights ) = 0;
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virtual void SetFlexWeights( int numWeights, const float *pWeights, const float *pDelayedWeights ) = 0;
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// fixme: these interfaces sucks. . use 'em to get this stuff working with the client dll
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// and then interate
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virtual matrix3x4_t* GetPoseToWorld(int i) = 0; // this will be hidden enntually (computed internally)
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virtual matrix3x4_t* GetBoneToWorld(int i) = 0;
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// NOTE: this array must have space for MAXSTUDIOBONES.
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virtual matrix3x4_t* GetBoneToWorldArray() = 0;
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// LOD stuff
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virtual int GetNumLODs( const studiohwdata_t &hardwareData ) const = 0;
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virtual float GetLODSwitchValue( const studiohwdata_t &hardwareData, int lod ) const = 0;
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virtual void SetLODSwitchValue( studiohwdata_t &hardwareData, int lod, float switchValue ) = 0;
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// Sets the color modulation
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virtual void SetColorModulation( float const* pColor ) = 0;
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virtual void SetAlphaModulation( float alpha ) = 0;
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// returns the number of triangles rendered.
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virtual int DrawModel( DrawModelInfo_t& info, const Vector &modelOrigin,
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int *pLodUsed, float *pMetric, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL ) = 0;
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// Causes a material to be used instead of the materials the model was compiled with
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virtual void ForcedMaterialOverride( IMaterial *newMaterial, OverrideType_t nOverrideType = OVERRIDE_NORMAL ) = 0;
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// Create, destroy list of decals for a particular model
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virtual StudioDecalHandle_t CreateDecalList( studiohwdata_t *pHardwareData ) = 0;
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virtual void DestroyDecalList( StudioDecalHandle_t handle ) = 0;
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// Add decals to a decal list by doing a planar projection along the ray
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// The BoneToWorld matrices must be set before this is called
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virtual void AddDecal( StudioDecalHandle_t handle, studiohdr_t *pStudioHdr, const Ray_t & ray,
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const Vector& decalUp, IMaterial* pDecalMaterial, float radius, int body, bool noPokethru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
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// Remove all the decals on a model
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virtual void RemoveAllDecals( StudioDecalHandle_t handle, studiohdr_t *pStudioHdr ) = 0;
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// Compute the lighting at a point and normal
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virtual void ComputeLighting( const Vector* pAmbient, int lightCount,
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LightDesc_t* pLights, const Vector& pt, const Vector& normal, Vector& lighting ) = 0;
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// Refresh the studiohdr since it was lost...
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virtual void RefreshStudioHdr( studiohdr_t* pStudioHdr, studiohwdata_t* pHardwareData ) = 0;
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// Used for the mat_stub console command.
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virtual void Mat_Stub( IMaterialSystem *pMatSys ) = 0;
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// Shadow state (affects the models as they are rendered)
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virtual void AddShadow( IMaterial* pMaterial, void* pProxyData, FlashlightState_t *m_pFlashlightState = NULL, VMatrix *pWorldToTexture = NULL ) = 0;
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virtual void ClearAllShadows() = 0;
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// Gets the model LOD; pass in the screen size in pixels of a sphere
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// of radius 1 that has the same origin as the model to get the LOD out...
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virtual int ComputeModelLod( studiohwdata_t* pHardwareData, float unitSphereSize, float *pMetric = NULL ) = 0;
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// Return a number that is usable for budgets, etc.
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// Things that we care about:
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// 1) effective triangle count (factors in batch sizes, state changes, etc)
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// 2) texture memory usage
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virtual void GetPerfStats( DrawModelInfo_t &info, CUtlBuffer *pSpewBuf = NULL ) const = 0;
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virtual void GetTriangles( DrawModelInfo_t& info,
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GetTriangles_Output_t &out ) = 0;
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};
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} // end namespace
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// FIXME: Currently necessary for expose macro to work
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class IStudioRenderV21 : public StudioRenderV21::IStudioRender
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{
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public:
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};
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#endif // ISTUDIORENDER_V21_H
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