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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 ISHADOWMGR_H
#define ISHADOWMGR_H
#ifdef _WIN32
#pragma once
#endif
#include "../mathlib/vmatrix.h"
#include "../tier1/interface.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterial;
class Vector;
class Vector2D;
struct model_t;
typedef unsigned short ModelInstanceHandle_t;
class IClientRenderable;
class ITexture;
// change this when the new version is incompatable with the old
#define ENGINE_SHADOWMGR_INTERFACE_VERSION "VEngineShadowMgr002"
//-----------------------------------------------------------------------------
// Flags for the creation method
//-----------------------------------------------------------------------------
enum ShadowFlags_t {
SHADOW_FLAGS_FLASHLIGHT = (1 << 0),
SHADOW_FLAGS_SHADOW = (1 << 1),
// Update this if you add flags
SHADOW_FLAGS_LAST_FLAG = SHADOW_FLAGS_SHADOW
};
#define SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK \
(SHADOW_FLAGS_FLASHLIGHT | SHADOW_FLAGS_SHADOW)
//-----------------------------------------------------------------------------
//
// Shadow-related functionality exported by the engine
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// This is a handle to shadows, clients can create as many as they want
//-----------------------------------------------------------------------------
typedef unsigned short ShadowHandle_t;
enum { SHADOW_HANDLE_INVALID = (ShadowHandle_t)~0 };
//-----------------------------------------------------------------------------
// Used for the creation Flags field of CreateShadow
//-----------------------------------------------------------------------------
enum ShadowCreateFlags_t {
SHADOW_CACHE_VERTS = (1 << 0),
SHADOW_FLASHLIGHT = (1 << 1),
SHADOW_LAST_FLAG = SHADOW_FLASHLIGHT,
};
//-----------------------------------------------------------------------------
// Information about a particular shadow
//-----------------------------------------------------------------------------
struct ShadowInfo_t {
// Transforms from world space into texture space of the shadow
VMatrix m_WorldToShadow;
// The shadow should no longer be drawn once it's further than MaxDist
// along z in shadow texture coordinates.
float m_FalloffOffset;
float m_MaxDist;
float m_FalloffAmount; // how much to lighten the shadow maximally
Vector2D m_TexOrigin;
Vector2D m_TexSize;
unsigned char m_FalloffBias;
};
struct FlashlightState_t;
//-----------------------------------------------------------------------------
// The engine's interface to the shadow manager
//-----------------------------------------------------------------------------
abstract_class IShadowMgr {
public:
// Create, destroy shadows (see ShadowCreateFlags_t for creationFlags)
virtual ShadowHandle_t CreateShadow(
IMaterial * pMaterial, IMaterial * pModelMaterial, void* pBindProxy,
int creationFlags) = 0;
virtual void DestroyShadow(ShadowHandle_t handle) = 0;
// Resets the shadow material (useful for shadow LOD.. doing blobby at
// distance)
virtual void SetShadowMaterial(ShadowHandle_t handle, IMaterial * pMaterial,
IMaterial * pModelMaterial,
void* pBindProxy) = 0;
// Shadow opacity
// virtual void SetShadowOpacity( ShadowHandle_t handle, float alpha ) = 0;
// virtual float GetShadowOpacity( ShadowHandle_t handle ) const = 0;
// Project a shadow into the world
// The two points specify the upper left coordinate and the lower-right
// coordinate of the shadow specified in a shadow "viewplane". The
// projection matrix is a shadow viewplane->world transformation,
// and can be orthographic orperspective.
// I expect that the client DLL will call this method any time the shadow
// changes because the light changes, or because the entity casting the
// shadow moves
// Note that we can't really control the shadows from the engine because
// the engine only knows about pevs, which don't exist on the client
// The shadow matrix specifies a world-space transform for the shadow
// the shadow is projected down the z direction, and the origin of the
// shadow matrix is the origin of the projection ray. The size indicates
// the shadow size measured in the space of the shadow matrix; the
// shadow goes from +/- size.x/2 along the x axis of the shadow matrix
// and +/- size.y/2 along the y axis of the shadow matrix.
virtual void ProjectShadow(
ShadowHandle_t handle, const Vector& origin,
const Vector& projectionDir, const VMatrix& worldToShadow,
const Vector2D& size, int nLeafCount, const int* pLeafList,
float maxHeight, float falloffOffset, float falloffAmount,
const Vector& vecCasterOrigin) = 0;
virtual void ProjectFlashlight(ShadowHandle_t handle,
const VMatrix& worldToShadow, int nLeafCount,
const int* pLeafList) = 0;
// Gets at information about a particular shadow
virtual const ShadowInfo_t& GetInfo(ShadowHandle_t handle) = 0;
virtual const Frustum_t& GetFlashlightFrustum(ShadowHandle_t handle) = 0;
// Methods related to shadows on brush models
virtual void AddShadowToBrushModel(ShadowHandle_t handle, model_t * pModel,
const Vector& origin,
const QAngle& angles) = 0;
// Removes all shadows from a brush model
virtual void RemoveAllShadowsFromBrushModel(model_t * pModel) = 0;
// Sets the texture coordinate range for a shadow...
virtual void SetShadowTexCoord(ShadowHandle_t handle, float x, float y,
float w, float h) = 0;
// Methods related to shadows on studio models
virtual void AddShadowToModel(ShadowHandle_t shadow,
ModelInstanceHandle_t instance) = 0;
virtual void RemoveAllShadowsFromModel(ModelInstanceHandle_t instance) = 0;
// Set extra clip planes related to shadows...
// These are used to prevent pokethru and back-casting
virtual void ClearExtraClipPlanes(ShadowHandle_t shadow) = 0;
virtual void AddExtraClipPlane(ShadowHandle_t shadow, const Vector& normal,
float dist) = 0;
// Allows us to disable particular shadows
virtual void EnableShadow(ShadowHandle_t shadow, bool bEnable) = 0;
// Set the darkness falloff bias
virtual void SetFalloffBias(ShadowHandle_t shadow,
unsigned char ucBias) = 0;
// Update the state for a flashlight.
virtual void UpdateFlashlightState(ShadowHandle_t shadowHandle,
const FlashlightState_t& lightState) = 0;
virtual void DrawFlashlightDepthTexture() = 0;
virtual void AddFlashlightRenderable(ShadowHandle_t shadow,
IClientRenderable * pRenderable) = 0;
virtual ShadowHandle_t CreateShadowEx(
IMaterial * pMaterial, IMaterial * pModelMaterial, void* pBindProxy,
int creationFlags) = 0;
virtual void SetFlashlightDepthTexture(
ShadowHandle_t shadowHandle, ITexture * pFlashlightDepthTexture,
unsigned char ucShadowStencilBit) = 0;
virtual const FlashlightState_t& GetFlashlightState(
ShadowHandle_t handle) = 0;
virtual void SetFlashlightRenderState(ShadowHandle_t handle) = 0;
};
#endif