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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
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| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /engine/idispinfo.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'engine/idispinfo.h')
| -rw-r--r-- | engine/idispinfo.h | 148 |
1 files changed, 148 insertions, 0 deletions
diff --git a/engine/idispinfo.h b/engine/idispinfo.h new file mode 100644 index 0000000..3565854 --- /dev/null +++ b/engine/idispinfo.h @@ -0,0 +1,148 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//=============================================================================// + +#ifndef IDISPINFO_H +#define IDISPINFO_H + +#ifdef _WIN32 +#pragma once +#endif + + +//============================================================================= + +#include <assert.h> +#include "bspfile.h" +#include "mathlib/vmatrix.h" +#include "dispnode.h" +#include "builddisp.h" +#include "utlvector.h" +#include "engine/ishadowmgr.h" +#include "getintersectingsurfaces_struct.h" +#include "surfacehandle.h" +#include "ivrenderview.h" + +struct model_t; +struct Ray_t; +struct RayDispOutput_t; +struct decal_t; +class CMeshBuilder; + + +//----------------------------------------------------------------------------- +// Handle to decals + shadows on displacements +//----------------------------------------------------------------------------- +typedef unsigned short DispDecalHandle_t; + +enum +{ + DISP_DECAL_HANDLE_INVALID = (DispDecalHandle_t)~0 +}; + +typedef unsigned short DispShadowHandle_t; + +enum +{ + DISP_SHADOW_HANDLE_INVALID = (DispShadowHandle_t)~0 +}; + + +//----------------------------------------------------------------------------- +// Displacement interface to the engine (and WorldCraft?) +//----------------------------------------------------------------------------- +abstract_class IDispInfo +{ +public: + + virtual ~IDispInfo() {} + + // Builds a list of displacement triangles intersecting the sphere. + virtual void GetIntersectingSurfaces( GetIntersectingSurfaces_Struct *pStruct ) = 0; + + virtual void RenderWireframeInLightmapPage( int pageId ) = 0; + + virtual void GetBoundingBox( Vector &bbMin, Vector &bbMax ) = 0; + + // Get and set the parent surfaces. + virtual void SetParent( SurfaceHandle_t surfID ) = 0; + virtual SurfaceHandle_t GetParent() = 0; + + // Add dynamic lights to the lightmap for this surface. + virtual void AddDynamicLights( struct dlight_t *pLights, unsigned int lightMask ) = 0; + // Compute the mask for the lights hitting this surface. + virtual unsigned int ComputeDynamicLightMask( struct dlight_t *pLights ) = 0; + + // Add and remove decals. + // flSize is like the radius of the decal so the decal isn't put on any disp faces it's too far away from. + virtual DispDecalHandle_t NotifyAddDecal( decal_t *pDecal, float flSize ) = 0; + virtual void NotifyRemoveDecal( DispDecalHandle_t h ) = 0; + + virtual DispShadowHandle_t AddShadowDecal( ShadowHandle_t shadowHandle ) = 0; + virtual void RemoveShadowDecal( DispShadowHandle_t handle ) = 0; + + // Compute shadow fragments for a particular shadow, return the vertex + index count of all fragments + virtual bool ComputeShadowFragments( DispShadowHandle_t h, int& vertexCount, int& indexCount ) = 0; + + // Tag the surface and check if it's tagged. You can untag all the surfaces + // with DispInfo_ClearAllTags. Note: it just uses a frame counter to track the + // tag state so it's really really fast to call ClearAllTags (just increments + // a variable 99.999% of the time). + virtual bool GetTag() = 0; + virtual void SetTag() = 0; + + // Cast a ray against this surface + virtual bool TestRay( Ray_t const& ray, float start, float end, float& dist, Vector2D* lightmapUV, Vector2D* textureUV ) = 0; + + // Computes the texture + lightmap coordinate given a displacement uv + virtual void ComputeLightmapAndTextureCoordinate( RayDispOutput_t const& uv, Vector2D* luv, Vector2D* tuv ) = 0; +}; + + +// ----------------------------------------------------------------------------- // +// Adds shadow rendering data to a particular mesh builder +// The function will return the new base index +// ----------------------------------------------------------------------------- // +int DispInfo_AddShadowsToMeshBuilder( CMeshBuilder& meshBuilder, + DispShadowHandle_t h, int baseIndex ); + + +typedef void* HDISPINFOARRAY; + + +// Init and shutdown for the material system (references global, materials). +void DispInfo_InitMaterialSystem(); +void DispInfo_ShutdownMaterialSystem(); + + +// Use these to manage a list of IDispInfos. +HDISPINFOARRAY DispInfo_CreateArray( int nElements ); +void DispInfo_DeleteArray( HDISPINFOARRAY hArray ); +IDispInfo* DispInfo_IndexArray( HDISPINFOARRAY hArray, int iElement ); +int DispInfo_ComputeIndex( HDISPINFOARRAY hArray, IDispInfo* pInfo ); + +// Clear the tags for all displacements in the array. +void DispInfo_ClearAllTags( HDISPINFOARRAY hArray ); + +// Call this to render a list of displacements. +// If bOrtho is true, then no backface removal is done on dispinfos. +void DispInfo_RenderList( int nSortGroup, SurfaceHandle_t *pList, int listCount, bool bOrtho, unsigned long flags, ERenderDepthMode DepthMode ); + + +// This should be called from Map_LoadDisplacements (while the map file is open). +// It loads the displacement data from the file and prepares the displacements for rendering. +// +// bRestoring is set to true when just restoring the data from the mapfile +// (ie: displacements already are initialized but need new static buffers). +bool DispInfo_LoadDisplacements( model_t *pWorld, bool bRestoring ); + +// Deletes all the static vertex buffers. +void DispInfo_ReleaseMaterialSystemObjects( model_t *pWorld ); + + +#endif // IDISPINFO_H |