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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /engine/idispinfo.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= 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