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https://github.com/alliedmodders/hl2sdk.git
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283 lines
11 KiB
C
283 lines
11 KiB
C
//========= Copyright Valve Corporation, 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 ICLIENTRENDERABLE_H
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#define ICLIENTRENDERABLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/mathlib.h"
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#include "interface.h"
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#include "iclientunknown.h"
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#include "client_render_handle.h"
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#include "engine/ivmodelrender.h"
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struct model_t;
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struct matrix3x4_t;
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extern void DefaultRenderBoundsWorldspace( IClientRenderable *pRenderable, Vector &absMins, Vector &absMaxs );
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//-----------------------------------------------------------------------------
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// Handles to a client shadow
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//-----------------------------------------------------------------------------
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typedef unsigned short ClientShadowHandle_t;
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enum
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{
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CLIENTSHADOW_INVALID_HANDLE = (ClientShadowHandle_t)~0
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};
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//-----------------------------------------------------------------------------
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// What kind of shadows to render?
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//-----------------------------------------------------------------------------
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enum ShadowType_t
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{
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SHADOWS_NONE = 0,
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SHADOWS_SIMPLE,
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SHADOWS_RENDER_TO_TEXTURE,
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SHADOWS_RENDER_TO_TEXTURE_DYNAMIC, // the shadow is always changing state
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SHADOWS_RENDER_TO_DEPTH_TEXTURE,
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};
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// This provides a way for entities to know when they've entered or left the PVS.
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// Normally, server entities can use NotifyShouldTransmit to get this info, but client-only
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// entities can use this. Store a CPVSNotifyInfo in your
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//
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// When bInPVS=true, it's being called DURING rendering. It might be after rendering any
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// number of views.
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//
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// If no views had the entity, then it is called with bInPVS=false after rendering.
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abstract_class IPVSNotify
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{
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public:
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virtual void OnPVSStatusChanged( bool bInPVS ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: All client entities must implement this interface.
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//-----------------------------------------------------------------------------
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abstract_class IClientRenderable
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{
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public:
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// Gets at the containing class...
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virtual IClientUnknown* GetIClientUnknown() = 0;
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// Data accessors
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virtual Vector const& GetRenderOrigin( void ) = 0;
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virtual QAngle const& GetRenderAngles( void ) = 0;
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virtual bool ShouldDraw( void ) = 0;
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virtual bool IsTransparent( void ) = 0;
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virtual bool UsesPowerOfTwoFrameBufferTexture() = 0;
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virtual bool UsesFullFrameBufferTexture() = 0;
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virtual ClientShadowHandle_t GetShadowHandle() const = 0;
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// Used by the leaf system to store its render handle.
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virtual ClientRenderHandle_t& RenderHandle() = 0;
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// Render baby!
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virtual const model_t* GetModel( ) const = 0;
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virtual int DrawModel( int flags ) = 0;
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// Get the body parameter
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virtual int GetBody() = 0;
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// Determine alpha and blend amount for transparent objects based on render state info
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virtual void ComputeFxBlend( ) = 0;
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virtual int GetFxBlend( void ) = 0;
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// Determine the color modulation amount
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virtual void GetColorModulation( float* color ) = 0;
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// Returns false if the entity shouldn't be drawn due to LOD.
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// (NOTE: This is no longer used/supported, but kept in the vtable for backwards compat)
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virtual bool LODTest() = 0;
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// Call this to get the current bone transforms for the model.
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// currentTime parameter will affect interpolation
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// nMaxBones specifies how many matrices pBoneToWorldOut can hold. (Should be greater than or
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// equal to studiohdr_t::numbones. Use MAXSTUDIOBONES to be safe.)
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virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ) = 0;
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virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights ) = 0;
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virtual void DoAnimationEvents( void ) = 0;
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// Return this if you want PVS notifications. See IPVSNotify for more info.
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// Note: you must always return the same value from this function. If you don't,
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// undefined things will occur, and they won't be good.
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virtual IPVSNotify* GetPVSNotifyInterface() = 0;
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// Returns the bounds relative to the origin (render bounds)
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virtual void GetRenderBounds( Vector& mins, Vector& maxs ) = 0;
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// returns the bounds as an AABB in worldspace
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virtual void GetRenderBoundsWorldspace( Vector& mins, Vector& maxs ) = 0;
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// These normally call through to GetRenderAngles/GetRenderBounds, but some entities custom implement them.
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virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType ) = 0;
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// Should this object be able to have shadows cast onto it?
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virtual bool ShouldReceiveProjectedTextures( int flags ) = 0;
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// These methods return true if we want a per-renderable shadow cast direction + distance
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virtual bool GetShadowCastDistance( float *pDist, ShadowType_t shadowType ) const = 0;
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virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const = 0;
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// Other methods related to shadow rendering
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virtual bool IsShadowDirty( ) = 0;
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virtual void MarkShadowDirty( bool bDirty ) = 0;
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// Iteration over shadow hierarchy
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virtual IClientRenderable *GetShadowParent() = 0;
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virtual IClientRenderable *FirstShadowChild() = 0;
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virtual IClientRenderable *NextShadowPeer() = 0;
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// Returns the shadow cast type
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virtual ShadowType_t ShadowCastType() = 0;
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// Create/get/destroy model instance
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virtual void CreateModelInstance() = 0;
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virtual ModelInstanceHandle_t GetModelInstance() = 0;
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// Returns the transform from RenderOrigin/RenderAngles to world
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virtual const matrix3x4_t &RenderableToWorldTransform() = 0;
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// Attachments
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virtual int LookupAttachment( const char *pAttachmentName ) = 0;
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles ) = 0;
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virtual bool GetAttachment( int number, matrix3x4_t &matrix ) = 0;
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// Rendering clip plane, should be 4 floats, return value of NULL indicates a disabled render clip plane
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virtual float *GetRenderClipPlane( void ) = 0;
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// Get the skin parameter
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virtual int GetSkin() = 0;
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// Is this a two-pass renderable?
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virtual bool IsTwoPass( void ) = 0;
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virtual void OnThreadedDrawSetup() = 0;
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virtual bool UsesFlexDelayedWeights() = 0;
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virtual void RecordToolMessage() = 0;
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virtual bool IgnoresZBuffer( void ) const = 0;
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};
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// This class can be used to implement default versions of some of the
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// functions of IClientRenderable.
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abstract_class CDefaultClientRenderable : public IClientUnknown, public IClientRenderable
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{
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public:
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CDefaultClientRenderable()
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{
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m_hRenderHandle = INVALID_CLIENT_RENDER_HANDLE;
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}
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virtual const Vector & GetRenderOrigin( void ) = 0;
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virtual const QAngle & GetRenderAngles( void ) = 0;
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virtual const matrix3x4_t & RenderableToWorldTransform() = 0;
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virtual bool ShouldDraw( void ) = 0;
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virtual bool IsTransparent( void ) = 0;
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virtual bool IsTwoPass( void ) { return false; }
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virtual void OnThreadedDrawSetup() {}
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virtual bool UsesPowerOfTwoFrameBufferTexture( void ) { return false; }
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virtual bool UsesFullFrameBufferTexture( void ) { return false; }
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virtual ClientShadowHandle_t GetShadowHandle() const
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{
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return CLIENTSHADOW_INVALID_HANDLE;
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}
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virtual ClientRenderHandle_t& RenderHandle()
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{
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return m_hRenderHandle;
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}
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virtual int GetBody() { return 0; }
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virtual int GetSkin() { return 0; }
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virtual bool UsesFlexDelayedWeights() { return false; }
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virtual const model_t* GetModel( ) const { return NULL; }
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virtual int DrawModel( int flags ) { return 0; }
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virtual void ComputeFxBlend( ) { return; }
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virtual int GetFxBlend( ) { return 255; }
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virtual bool LODTest() { return true; }
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virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ) { return true; }
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virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights ) {}
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virtual void DoAnimationEvents( void ) {}
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virtual IPVSNotify* GetPVSNotifyInterface() { return NULL; }
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virtual void GetRenderBoundsWorldspace( Vector& absMins, Vector& absMaxs ) { DefaultRenderBoundsWorldspace( this, absMins, absMaxs ); }
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// Determine the color modulation amount
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virtual void GetColorModulation( float* color )
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{
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Assert(color);
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color[0] = color[1] = color[2] = 1.0f;
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}
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// Should this object be able to have shadows cast onto it?
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virtual bool ShouldReceiveProjectedTextures( int flags )
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{
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return false;
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}
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// These methods return true if we want a per-renderable shadow cast direction + distance
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virtual bool GetShadowCastDistance( float *pDist, ShadowType_t shadowType ) const { return false; }
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virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const { return false; }
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virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType )
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{
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GetRenderBounds( mins, maxs );
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}
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virtual bool IsShadowDirty( ) { return false; }
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virtual void MarkShadowDirty( bool bDirty ) {}
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virtual IClientRenderable *GetShadowParent() { return NULL; }
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virtual IClientRenderable *FirstShadowChild(){ return NULL; }
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virtual IClientRenderable *NextShadowPeer() { return NULL; }
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virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
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virtual void CreateModelInstance() {}
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virtual ModelInstanceHandle_t GetModelInstance() { return MODEL_INSTANCE_INVALID; }
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// Attachments
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virtual int LookupAttachment( const char *pAttachmentName ) { return -1; }
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles ) { return false; }
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virtual bool GetAttachment( int number, matrix3x4_t &matrix ) { return false; }
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// Rendering clip plane, should be 4 floats, return value of NULL indicates a disabled render clip plane
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virtual float *GetRenderClipPlane() { return NULL; }
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virtual void RecordToolMessage() {}
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virtual bool IgnoresZBuffer( void ) const { return false; }
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// IClientUnknown implementation.
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public:
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virtual void SetRefEHandle( const CBaseHandle &handle ) { Assert( false ); }
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virtual const CBaseHandle& GetRefEHandle() const { Assert( false ); return *((CBaseHandle*)0); }
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virtual IClientUnknown* GetIClientUnknown() { return this; }
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virtual ICollideable* GetCollideable() { return 0; }
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virtual IClientRenderable* GetClientRenderable() { return this; }
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virtual IClientNetworkable* GetClientNetworkable() { return 0; }
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virtual IClientEntity* GetIClientEntity() { return 0; }
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virtual C_BaseEntity* GetBaseEntity() { return 0; }
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virtual IClientThinkable* GetClientThinkable() { return 0; }
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public:
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ClientRenderHandle_t m_hRenderHandle;
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};
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#endif // ICLIENTRENDERABLE_H
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