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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef IVMODELRENDER_H
#define IVMODELRENDER_H
#if defined(_WIN32) && !defined(__GNUG__)
#pragma once
#endif
#include "../istudiorender.h"
#include "../mathlib/mathlib.h"
#include "../tier1/interface.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
struct mstudioanimdesc_t;
struct mstudioseqdesc_t;
struct model_t;
class IClientRenderable;
class Vector;
struct studiohdr_t;
class IMaterial;
class CStudioHdr;
FORWARD_DECLARE_HANDLE(LightCacheHandle_t);
//-----------------------------------------------------------------------------
// Model rendering state
//-----------------------------------------------------------------------------
struct DrawModelState_t {
studiohdr_t *m_pStudioHdr;
studiohwdata_t *m_pStudioHWData;
IClientRenderable *m_pRenderable;
const matrix3x4_t *m_pModelToWorld;
StudioDecalHandle_t m_decals;
int m_drawFlags;
int m_lod;
};
//-----------------------------------------------------------------------------
// Model Rendering + instance data
//-----------------------------------------------------------------------------
// change this when the new version is incompatable with the old
#define VENGINE_HUDMODEL_INTERFACE_VERSION "VEngineModel016"
typedef unsigned short ModelInstanceHandle_t;
enum { MODEL_INSTANCE_INVALID = (ModelInstanceHandle_t)~0 };
struct ModelRenderInfo_t {
Vector origin;
QAngle angles;
IClientRenderable *pRenderable;
const model_t *pModel;
const matrix3x4_t *pModelToWorld;
const matrix3x4_t *pLightingOffset;
const Vector *pLightingOrigin;
int flags;
int entity_index;
int skin;
int body;
int hitboxset;
ModelInstanceHandle_t instance;
ModelRenderInfo_t() {
pModelToWorld = NULL;
pLightingOffset = NULL;
pLightingOrigin = NULL;
}
};
struct StaticPropRenderInfo_t {
const matrix3x4_t *pModelToWorld;
const model_t *pModel;
IClientRenderable *pRenderable;
Vector *pLightingOrigin;
short skin;
ModelInstanceHandle_t instance;
};
// UNDONE: Move this to hud export code, subsume previous functions
abstract_class IVModelRender {
public:
virtual int DrawModel(int flags, IClientRenderable *pRenderable,
ModelInstanceHandle_t instance, int entity_index,
const model_t *model, Vector const &origin,
QAngle const &angles, int skin, int body,
int hitboxset, const matrix3x4_t *modelToWorld = NULL,
const matrix3x4_t *pLightingOffset = NULL) = 0;
// This causes a material to be used when rendering the model instead
// of the materials the model was compiled with
virtual void ForcedMaterialOverride(
IMaterial * newMaterial,
OverrideType_t nOverrideType = OVERRIDE_NORMAL) = 0;
virtual void SetViewTarget(const CStudioHdr *pStudioHdr, int nBodyIndex,
const Vector &target) = 0;
// Creates, destroys instance data to be associated with the model
virtual ModelInstanceHandle_t CreateInstance(
IClientRenderable * pRenderable, LightCacheHandle_t *pCache = NULL) = 0;
virtual void DestroyInstance(ModelInstanceHandle_t handle) = 0;
// Associates a particular lighting condition with a model instance handle.
// FIXME: This feature currently only works for static props. To make it
// work for entities, etc., we must clean up the lightcache handles as the
// model instances are removed. At the moment, since only the static prop
// manager uses this, it cleans up all LightCacheHandles at level shutdown.
virtual void SetStaticLighting(ModelInstanceHandle_t handle,
LightCacheHandle_t * pHandle) = 0;
virtual LightCacheHandle_t GetStaticLighting(
ModelInstanceHandle_t handle) = 0;
// moves an existing InstanceHandle to a nex Renderable to keep decals etc.
// Models must be the same
virtual bool ChangeInstance(ModelInstanceHandle_t handle,
IClientRenderable * pRenderable) = 0;
// Creates a decal on a model instance by doing a planar projection
// along the ray. The material is the decal material, the radius is the
// radius of the decal to create.
virtual void AddDecal(ModelInstanceHandle_t handle, Ray_t const &ray,
Vector const &decalUp, int decalIndex, int body,
bool noPokeThru = false,
int maxLODToDecal = ADDDECAL_TO_ALL_LODS) = 0;
// Removes all the decals on a model instance
virtual void RemoveAllDecals(ModelInstanceHandle_t handle) = 0;
// Remove all decals from all models
virtual void RemoveAllDecalsFromAllModels() = 0;
// Shadow rendering, DrawModelShadowSetup returns the address of the
// bone-to-world array, NULL in case of error
virtual matrix3x4_t *DrawModelShadowSetup(
IClientRenderable * pRenderable, int body, int skin,
DrawModelInfo_t *pInfo, matrix3x4_t *pCustomBoneToWorld = NULL) = 0;
virtual void DrawModelShadow(IClientRenderable * pRenderable,
const DrawModelInfo_t &info,
matrix3x4_t *pCustomBoneToWorld = NULL) = 0;
// This gets called when overbright, etc gets changed to recompute static
// prop lighting.
virtual bool RecomputeStaticLighting(ModelInstanceHandle_t handle) = 0;
virtual void ReleaseAllStaticPropColorData(void) = 0;
virtual void RestoreAllStaticPropColorData(void) = 0;
// Extended version of drawmodel
virtual int DrawModelEx(ModelRenderInfo_t & pInfo) = 0;
virtual int DrawModelExStaticProp(ModelRenderInfo_t & pInfo) = 0;
virtual bool DrawModelSetup(
ModelRenderInfo_t & pInfo, DrawModelState_t * pState,
matrix3x4_t * pCustomBoneToWorld, matrix3x4_t * *ppBoneToWorldOut) = 0;
virtual void DrawModelExecute(const DrawModelState_t &state,
const ModelRenderInfo_t &pInfo,
matrix3x4_t *pCustomBoneToWorld = NULL) = 0;
// Sets up lighting context for a point in space
virtual void SetupLighting(const Vector &vecCenter) = 0;
// doesn't support any debug visualization modes or other model options, but
// draws static props in the fastest way possible
virtual int DrawStaticPropArrayFast(StaticPropRenderInfo_t * pProps,
int count, bool bShadowDepth) = 0;
// Allow client to override lighting state
virtual void SuppressEngineLighting(bool bSuppress) = 0;
virtual void SetupColorMeshes(int nTotalVerts) = 0;
virtual void AddColoredDecal(
ModelInstanceHandle_t handle, Ray_t const &ray, Vector const &decalUp,
int decalIndex, int body, Color cColor, bool noPokeThru = false,
int maxLODToDecal = ADDDECAL_TO_ALL_LODS) = 0;
};
#endif // IVMODELRENDER_H