352 lines
14 KiB
C++
352 lines
14 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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// $NoKeywords: $
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//===========================================================================//
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#if !defined(IVRENDERVIEW_H)
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#define IVRENDERVIEW_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "const.h"
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#include "materialsystem/imaterialsystem.h"
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#include "mathlib/vplane.h"
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#include "tier0/basetypes.h"
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#include "tier1/interface.h"
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#include "tier1/refcount.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CViewSetup;
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class CEngineSprite;
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class IClientEntity;
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class IMaterial;
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struct model_t;
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class IClientRenderable;
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//-----------------------------------------------------------------------------
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// Flags used by DrawWorldLists
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//-----------------------------------------------------------------------------
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enum {
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DRAWWORLDLISTS_DRAW_STRICTLYABOVEWATER = 0x001,
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DRAWWORLDLISTS_DRAW_STRICTLYUNDERWATER = 0x002,
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DRAWWORLDLISTS_DRAW_INTERSECTSWATER = 0x004,
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DRAWWORLDLISTS_DRAW_WATERSURFACE = 0x008,
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DRAWWORLDLISTS_DRAW_SKYBOX = 0x010,
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DRAWWORLDLISTS_DRAW_CLIPSKYBOX = 0x020,
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DRAWWORLDLISTS_DRAW_SHADOWDEPTH = 0x040,
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DRAWWORLDLISTS_DRAW_REFRACTION = 0x080,
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DRAWWORLDLISTS_DRAW_REFLECTION = 0x100,
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DRAWWORLDLISTS_DRAW_SSAO = 0x800,
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};
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enum {
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MAT_SORT_GROUP_STRICTLY_ABOVEWATER = 0,
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MAT_SORT_GROUP_STRICTLY_UNDERWATER,
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MAT_SORT_GROUP_INTERSECTS_WATER_SURFACE,
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MAT_SORT_GROUP_WATERSURFACE,
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MAX_MAT_SORT_GROUPS
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};
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enum ERenderDepthMode {
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DEPTH_MODE_NORMAL = 0,
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DEPTH_MODE_SHADOW = 1,
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DEPTH_MODE_SSA0 = 2,
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DEPTH_MODE_OVERRIDE = 3,
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DEPTH_MODE_MAX
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};
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typedef VPlane Frustum[FRUSTUM_NUMPLANES];
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//-----------------------------------------------------------------------------
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// Leaf index
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//-----------------------------------------------------------------------------
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typedef unsigned short LeafIndex_t;
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typedef short LeafFogVolume_t;
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enum { INVALID_LEAF_INDEX = (LeafIndex_t)~0 };
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//-----------------------------------------------------------------------------
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// Describes the leaves to be rendered this view, set by BuildWorldLists
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//-----------------------------------------------------------------------------
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struct WorldListInfo_t {
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int m_ViewFogVolume;
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int m_LeafCount;
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LeafIndex_t *m_pLeafList;
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LeafFogVolume_t *m_pLeafFogVolume;
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};
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class IWorldRenderList : public IRefCounted {};
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//-----------------------------------------------------------------------------
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// Describes the fog volume for a particular point
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//-----------------------------------------------------------------------------
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struct VisibleFogVolumeInfo_t {
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int m_nVisibleFogVolume;
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int m_nVisibleFogVolumeLeaf;
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bool m_bEyeInFogVolume;
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float m_flDistanceToWater;
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float m_flWaterHeight;
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IMaterial *m_pFogVolumeMaterial;
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};
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//-----------------------------------------------------------------------------
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// Vertex format for brush models
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//-----------------------------------------------------------------------------
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struct BrushVertex_t {
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Vector m_Pos;
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Vector m_Normal;
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Vector m_TangentS;
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Vector m_TangentT;
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Vector2D m_TexCoord;
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Vector2D m_LightmapCoord;
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private:
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BrushVertex_t(const BrushVertex_t &src);
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};
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//-----------------------------------------------------------------------------
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// Visibility data for area portal culling
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//-----------------------------------------------------------------------------
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struct VisOverrideData_t {
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Vector m_vecVisOrigin; // The point to to use as the viewpoint for area
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// portal backface cull checks.
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float m_fDistToAreaPortalTolerance; // The distance from an area portal
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// before using the full screen as the
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// viewable portion.
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};
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//-----------------------------------------------------------------------------
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// interface for asking about the Brush surfaces from the client DLL
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//-----------------------------------------------------------------------------
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class IBrushSurface {
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public:
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// Computes texture coordinates + lightmap coordinates given a world
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// position
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virtual void ComputeTextureCoordinate(Vector const &worldPos,
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Vector2D &texCoord) = 0;
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virtual void ComputeLightmapCoordinate(Vector const &worldPos,
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Vector2D &lightmapCoord) = 0;
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// Gets the vertex data for this surface
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virtual int GetVertexCount() const = 0;
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virtual void GetVertexData(BrushVertex_t *pVerts) = 0;
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// Gets at the material properties for this surface
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virtual IMaterial *GetMaterial() = 0;
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};
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//-----------------------------------------------------------------------------
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// interface for installing a new renderer for brush surfaces
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//-----------------------------------------------------------------------------
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class IBrushRenderer {
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public:
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// Draws the surface; returns true if decals should be rendered on this
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// surface
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virtual bool RenderBrushModelSurface(IClientEntity *pBaseEntity,
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IBrushSurface *pBrushSurface) = 0;
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};
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#define MAX_VIS_LEAVES 32
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//-----------------------------------------------------------------------------
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// Purpose: Interface to client .dll to set up a rendering pass over world
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// The client .dll can call Render multiple times to overlay one or more world
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// views on top of one another
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//-----------------------------------------------------------------------------
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enum DrawBrushModelMode_t {
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DBM_DRAW_ALL = 0,
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DBM_DRAW_OPAQUE_ONLY,
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DBM_DRAW_TRANSLUCENT_ONLY,
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};
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class IVRenderView {
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public:
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// Draw normal brush model.
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// If pMaterialOverride is non-null, then all the faces of the bmodel will
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// set this material rather than their regular material.
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virtual void DrawBrushModel(IClientEntity *baseentity, model_t *model,
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const Vector &origin, const QAngle &angles,
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bool bUnused) = 0;
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// Draw brush model that has no origin/angles change ( uses identity
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// transform )
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// FIXME, Material proxy IClientEntity *baseentity is unused right now, use
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// DrawBrushModel for brushes with
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// proxies for now.
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virtual void DrawIdentityBrushModel(IWorldRenderList *pList,
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model_t *model) = 0;
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// Mark this dynamic light as having changed this frame ( so light maps
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// affected will be recomputed )
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virtual void TouchLight(struct dlight_t *light) = 0;
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// Draw 3D Overlays
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virtual void Draw3DDebugOverlays(void) = 0;
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// Sets global blending fraction
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virtual void SetBlend(float blend) = 0;
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virtual float GetBlend(void) = 0;
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// Sets global color modulation
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virtual void SetColorModulation(float const *blend) = 0;
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virtual void GetColorModulation(float *blend) = 0;
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// Wrap entire scene drawing
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virtual void SceneBegin(void) = 0;
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virtual void SceneEnd(void) = 0;
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// Gets the fog volume for a particular point
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virtual void GetVisibleFogVolume(const Vector &eyePoint,
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VisibleFogVolumeInfo_t *pInfo) = 0;
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// Wraps world drawing
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// If iForceViewLeaf is not -1, then it uses the specified leaf as your
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// starting area for setting up area portal culling. This is used by water
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// since your reflected view origin is often in solid space, but we still
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// want to treat it as though the first portal we're looking out of is a
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// water portal, so our view effectively originates under the water.
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virtual IWorldRenderList *CreateWorldList() = 0;
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virtual void BuildWorldLists(IWorldRenderList *pList,
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WorldListInfo_t *pInfo, int iForceFViewLeaf,
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const VisOverrideData_t *pVisData = NULL,
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bool bShadowDepth = false,
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float *pReflectionWaterHeight = NULL) = 0;
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virtual void DrawWorldLists(IWorldRenderList *pList, unsigned long flags,
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float waterZAdjust) = 0;
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// Optimization for top view
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virtual void DrawTopView(bool enable) = 0;
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virtual void TopViewBounds(Vector2D const &mins, Vector2D const &maxs) = 0;
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// Draw lights
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virtual void DrawLights(void) = 0;
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// FIXME: This function is a stub, doesn't do anything in the engine right
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// now
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virtual void DrawMaskEntities(void) = 0;
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// Draw surfaces with alpha
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virtual void DrawTranslucentSurfaces(IWorldRenderList *pList, int sortIndex,
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unsigned long flags,
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bool bShadowDepth) = 0;
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// Draw Particles ( just draws the linefine for debugging map leaks )
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virtual void DrawLineFile(void) = 0;
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// Draw lightmaps
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virtual void DrawLightmaps(IWorldRenderList *pList, int pageId) = 0;
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// Wraps view render sequence, sets up a view
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virtual void ViewSetupVis(bool novis, int numorigins,
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const Vector origin[]) = 0;
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// Return true if any of these leaves are visible in the current PVS.
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virtual bool AreAnyLeavesVisible(int *leafList, int nLeaves) = 0;
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virtual void VguiPaint(void) = 0;
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// Sets up view fade parameters
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virtual void ViewDrawFade(byte *color, IMaterial *pMaterial) = 0;
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// Sets up the projection matrix for the specified field of view
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virtual void OLD_SetProjectionMatrix(float fov, float zNear,
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float zFar) = 0;
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// Determine lighting at specified position
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virtual colorVec GetLightAtPoint(Vector &pos) = 0;
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// Whose eyes are we looking through?
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virtual int GetViewEntity(void) = 0;
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// Get engine field of view setting
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virtual float GetFieldOfView(void) = 0;
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// 1 == ducking, 0 == not
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virtual unsigned char **GetAreaBits(void) = 0;
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// Set up fog for a particular leaf
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virtual void SetFogVolumeState(int nVisibleFogVolume,
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bool bUseHeightFog) = 0;
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// Installs a brush surface draw override method, null means use normal
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// renderer
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virtual void InstallBrushSurfaceRenderer(
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IBrushRenderer *pBrushRenderer) = 0;
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// Draw brush model shadow
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virtual void DrawBrushModelShadow(IClientRenderable *pRenderable) = 0;
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// Does the leaf contain translucent surfaces?
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virtual bool LeafContainsTranslucentSurfaces(IWorldRenderList *pList,
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int sortIndex,
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unsigned long flags) = 0;
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virtual bool DoesBoxIntersectWaterVolume(const Vector &mins,
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const Vector &maxs,
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int leafWaterDataID) = 0;
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virtual void SetAreaState(
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unsigned char chAreaBits[MAX_AREA_STATE_BYTES],
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unsigned char chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES]) = 0;
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// See i
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virtual void VGui_Paint(int mode) = 0;
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// Push, pop views (see PushViewFlags_t above for flags)
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virtual void Push3DView(const CViewSetup &view, int nFlags,
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ITexture *pRenderTarget, Frustum frustumPlanes) = 0;
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virtual void Push2DView(const CViewSetup &view, int nFlags,
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ITexture *pRenderTarget, Frustum frustumPlanes) = 0;
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virtual void PopView(Frustum frustumPlanes) = 0;
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// Sets the main view
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virtual void SetMainView(const Vector &vecOrigin, const QAngle &angles) = 0;
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enum { VIEW_SETUP_VIS_EX_RETURN_FLAGS_USES_RADIAL_VIS = 0x00000001 };
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// Wraps view render sequence, sets up a view
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virtual void ViewSetupVisEx(bool novis, int numorigins,
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const Vector origin[],
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unsigned int &returnFlags) = 0;
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// replaces the current view frustum with a rhyming replacement of your
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// choice
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virtual void OverrideViewFrustum(Frustum custom) = 0;
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virtual void DrawBrushModelShadowDepth(IClientEntity *baseentity,
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model_t *model, const Vector &origin,
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const QAngle &angles,
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ERenderDepthMode DepthMode) = 0;
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virtual void UpdateBrushModelLightmap(model_t *model,
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IClientRenderable *pRenderable) = 0;
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virtual void BeginUpdateLightmaps(void) = 0;
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virtual void EndUpdateLightmaps(void) = 0;
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virtual void OLD_SetOffCenterProjectionMatrix(
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float fov, float zNear, float zFar, float flAspectRatio, float flBottom,
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float flTop, float flLeft, float flRight) = 0;
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virtual void OLD_SetProjectionMatrixOrtho(float left, float top,
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float right, float bottom,
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float zNear, float zFar) = 0;
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virtual void Push3DView(const CViewSetup &view, int nFlags,
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ITexture *pRenderTarget, Frustum frustumPlanes,
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ITexture *pDepthTexture) = 0;
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virtual void GetMatricesForView(const CViewSetup &view,
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VMatrix *pWorldToView,
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VMatrix *pViewToProjection,
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VMatrix *pWorldToProjection,
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VMatrix *pWorldToPixels) = 0;
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virtual void DrawBrushModelEx(IClientEntity *baseentity, model_t *model,
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const Vector &origin, const QAngle &angles,
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DrawBrushModelMode_t mode) = 0;
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};
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// change this when the new version is incompatable with the old
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#define VENGINE_RENDERVIEW_INTERFACE_VERSION "VEngineRenderView014"
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#if defined(_STATIC_LINKED) && defined(CLIENT_DLL)
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namespace Client {
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extern IVRenderView *render;
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}
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#else
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extern IVRenderView *render;
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#endif
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#endif // IVRENDERVIEW_H
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