149 lines
5.2 KiB
C++
149 lines
5.2 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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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef IDISPINFO_H
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#define IDISPINFO_H
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#ifdef _WIN32
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#pragma once
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#endif
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//=============================================================================
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#include <assert.h>
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#include "bspfile.h"
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#include "mathlib/vmatrix.h"
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#include "dispnode.h"
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#include "builddisp.h"
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#include "utlvector.h"
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#include "engine/ishadowmgr.h"
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#include "getintersectingsurfaces_struct.h"
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#include "surfacehandle.h"
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#include "ivrenderview.h"
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struct model_t;
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struct Ray_t;
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struct RayDispOutput_t;
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struct decal_t;
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class CMeshBuilder;
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//-----------------------------------------------------------------------------
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// Handle to decals + shadows on displacements
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//-----------------------------------------------------------------------------
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typedef unsigned short DispDecalHandle_t;
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enum
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{
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DISP_DECAL_HANDLE_INVALID = (DispDecalHandle_t)~0
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};
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typedef unsigned short DispShadowHandle_t;
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enum
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{
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DISP_SHADOW_HANDLE_INVALID = (DispShadowHandle_t)~0
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};
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//-----------------------------------------------------------------------------
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// Displacement interface to the engine (and WorldCraft?)
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//-----------------------------------------------------------------------------
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abstract_class IDispInfo
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{
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public:
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virtual ~IDispInfo() {}
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// Builds a list of displacement triangles intersecting the sphere.
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virtual void GetIntersectingSurfaces( GetIntersectingSurfaces_Struct *pStruct ) = 0;
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virtual void RenderWireframeInLightmapPage( int pageId ) = 0;
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virtual void GetBoundingBox( Vector &bbMin, Vector &bbMax ) = 0;
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// Get and set the parent surfaces.
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virtual void SetParent( SurfaceHandle_t surfID ) = 0;
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virtual SurfaceHandle_t GetParent() = 0;
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// Add dynamic lights to the lightmap for this surface.
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virtual void AddDynamicLights( struct dlight_t *pLights, unsigned int lightMask ) = 0;
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// Compute the mask for the lights hitting this surface.
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virtual unsigned int ComputeDynamicLightMask( struct dlight_t *pLights ) = 0;
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// Add and remove decals.
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// flSize is like the radius of the decal so the decal isn't put on any disp faces it's too far away from.
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virtual DispDecalHandle_t NotifyAddDecal( decal_t *pDecal, float flSize ) = 0;
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virtual void NotifyRemoveDecal( DispDecalHandle_t h ) = 0;
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virtual DispShadowHandle_t AddShadowDecal( ShadowHandle_t shadowHandle ) = 0;
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virtual void RemoveShadowDecal( DispShadowHandle_t handle ) = 0;
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// Compute shadow fragments for a particular shadow, return the vertex + index count of all fragments
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virtual bool ComputeShadowFragments( DispShadowHandle_t h, int& vertexCount, int& indexCount ) = 0;
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// Tag the surface and check if it's tagged. You can untag all the surfaces
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// with DispInfo_ClearAllTags. Note: it just uses a frame counter to track the
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// tag state so it's really really fast to call ClearAllTags (just increments
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// a variable 99.999% of the time).
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virtual bool GetTag() = 0;
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virtual void SetTag() = 0;
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// Cast a ray against this surface
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virtual bool TestRay( Ray_t const& ray, float start, float end, float& dist, Vector2D* lightmapUV, Vector2D* textureUV ) = 0;
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// Computes the texture + lightmap coordinate given a displacement uv
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virtual void ComputeLightmapAndTextureCoordinate( RayDispOutput_t const& uv, Vector2D* luv, Vector2D* tuv ) = 0;
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};
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// ----------------------------------------------------------------------------- //
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// Adds shadow rendering data to a particular mesh builder
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// The function will return the new base index
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// ----------------------------------------------------------------------------- //
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int DispInfo_AddShadowsToMeshBuilder( CMeshBuilder& meshBuilder,
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DispShadowHandle_t h, int baseIndex );
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typedef void* HDISPINFOARRAY;
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// Init and shutdown for the material system (references global, materials).
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void DispInfo_InitMaterialSystem();
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void DispInfo_ShutdownMaterialSystem();
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// Use these to manage a list of IDispInfos.
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HDISPINFOARRAY DispInfo_CreateArray( int nElements );
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void DispInfo_DeleteArray( HDISPINFOARRAY hArray );
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IDispInfo* DispInfo_IndexArray( HDISPINFOARRAY hArray, int iElement );
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int DispInfo_ComputeIndex( HDISPINFOARRAY hArray, IDispInfo* pInfo );
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// Clear the tags for all displacements in the array.
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void DispInfo_ClearAllTags( HDISPINFOARRAY hArray );
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// Call this to render a list of displacements.
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// If bOrtho is true, then no backface removal is done on dispinfos.
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void DispInfo_RenderList( int nSortGroup, SurfaceHandle_t *pList, int listCount, bool bOrtho, unsigned long flags, ERenderDepthMode DepthMode );
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// This should be called from Map_LoadDisplacements (while the map file is open).
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// It loads the displacement data from the file and prepares the displacements for rendering.
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//
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// bRestoring is set to true when just restoring the data from the mapfile
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// (ie: displacements already are initialized but need new static buffers).
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bool DispInfo_LoadDisplacements( model_t *pWorld, bool bRestoring );
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// Deletes all the static vertex buffers.
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void DispInfo_ReleaseMaterialSystemObjects( model_t *pWorld );
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#endif // IDISPINFO_H
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