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hl2sdk/public/istudiorenderV21.h

329 lines
11 KiB
C++

//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef ISTUDIORENDER_V21_H
#define ISTUDIORENDER_V21_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "vector.h"
#include "vector4d.h"
#include "utlbuffer.h"
#include "utlvector.h"
#include "materialsystem/imaterialsystem.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; }
namespace StudioRenderV21
{
// 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;
bool bNormals;
bool bSoftwareLighting;
bool bShowEnvCubemapOnly;
int maxDecalsPerModel;
bool bWireframeDecals;
float fEyeGlintPixelWidthLODThreshold;
int rootLOD;
};
//-----------------------------------------------------------------------------
// Studio render interface
//-----------------------------------------------------------------------------
#define STUDIO_RENDER_INTERFACE_VERSION_21 "VStudioRender021"
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,
};
//-----------------------------------------------------------------------------
// 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_3 "VStudioDataCache003"
abstract_class IStudioDataCache
{
public:
virtual bool VerifyHeaders( studiohdr_t *pStudioHdr ) = 0;
virtual vertexFileHeader_t *CacheVertexData( studiohdr_t *pStudioHdr ) = 0;
virtual OptimizedModel::FileHeader_t *CacheIndexData( studiohdr_t *pStudioHdr ) = 0;
};
//-----------------------------------------------------------------------------
// Studio render interface
//-----------------------------------------------------------------------------
abstract_class IStudioRender
{
public:
// Initializes, shutdowns the studio render library
virtual bool Init( CreateInterfaceFn materialSystemFactory, CreateInterfaceFn materialSystemHWConfigFactory,
CreateInterfaceFn convarFactory, CreateInterfaceFn studioDataCacheFactory ) = 0;
virtual void Shutdown( void ) = 0;
virtual void BeginFrame( void ) = 0;
virtual void EndFrame( void ) = 0;
// Updates the rendering configuration
virtual void UpdateConfig( const StudioRenderConfig_t& config ) = 0;
virtual bool LoadModel( studiohdr_t *pStudioHdr, 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;
virtual void GetTriangles( DrawModelInfo_t& info,
GetTriangles_Output_t &out ) = 0;
};
} // end namespace
// FIXME: Currently necessary for expose macro to work
class IStudioRenderV21 : public StudioRenderV21::IStudioRender
{
public:
};
#endif // ISTUDIORENDER_V21_H