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Diffstat (limited to 'game/client/iclientshadowmgr.h')
| -rw-r--r-- | game/client/iclientshadowmgr.h | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/game/client/iclientshadowmgr.h b/game/client/iclientshadowmgr.h new file mode 100644 index 0000000..174f57a --- /dev/null +++ b/game/client/iclientshadowmgr.h @@ -0,0 +1,112 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +#ifndef ICLIENTSHADOWMGR_H +#define ICLIENTSHADOWMGR_H + +#ifdef _WIN32 +#pragma once +#endif + +#include "igamesystem.h" +#include "icliententityinternal.h" +#include "engine/ishadowmgr.h" +#include "ivrenderview.h" +#include "toolframework/itoolentity.h" + +//----------------------------------------------------------------------------- +// Forward decls +//----------------------------------------------------------------------------- +struct FlashlightState_t; + + +//----------------------------------------------------------------------------- +// Handles to a client shadow +//----------------------------------------------------------------------------- +enum ShadowReceiver_t +{ + SHADOW_RECEIVER_BRUSH_MODEL = 0, + SHADOW_RECEIVER_STATIC_PROP, + SHADOW_RECEIVER_STUDIO_MODEL, +}; + + +//----------------------------------------------------------------------------- +// The class responsible for dealing with shadows on the client side +//----------------------------------------------------------------------------- +abstract_class IClientShadowMgr : public IGameSystemPerFrame +{ +public: + // Create, destroy shadows + virtual ClientShadowHandle_t CreateShadow( ClientEntityHandle_t entity, int flags ) = 0; + virtual void DestroyShadow( ClientShadowHandle_t handle ) = 0; + + // Create flashlight. + // FLASHLIGHTFIXME: need to rename all of the shadow stuff to projectedtexture and have flashlights and shadows as instances. + virtual ClientShadowHandle_t CreateFlashlight( const FlashlightState_t &lightState ) = 0; + virtual void UpdateFlashlightState( ClientShadowHandle_t shadowHandle, const FlashlightState_t &lightState ) = 0; + virtual void DestroyFlashlight( ClientShadowHandle_t handle ) = 0; + + // Indicate that the shadow should be recomputed due to a change in + // the client entity + virtual void UpdateProjectedTexture( ClientShadowHandle_t handle, bool force = false ) = 0; + + // Used to cause shadows to be re-projected against the world. + virtual void AddToDirtyShadowList( ClientShadowHandle_t handle, bool force = false ) = 0; + virtual void AddToDirtyShadowList( IClientRenderable *pRenderable, bool force = false ) = 0; + + // deals with shadows being added to shadow receivers + virtual void AddShadowToReceiver( ClientShadowHandle_t handle, + IClientRenderable* pRenderable, ShadowReceiver_t type ) = 0; + + virtual void RemoveAllShadowsFromReceiver( + IClientRenderable* pRenderable, ShadowReceiver_t type ) = 0; + + // Re-renders all shadow textures for shadow casters that lie in the leaf list + virtual void ComputeShadowTextures( const CViewSetup &view, int leafCount, LeafIndex_t* pLeafList ) = 0; + + // Frees shadow depth textures for use in subsequent view/frame + virtual void UnlockAllShadowDepthTextures() = 0; + + // Renders the shadow texture to screen... + virtual void RenderShadowTexture( int w, int h ) = 0; + + // Sets the shadow direction + color + virtual void SetShadowDirection( const Vector& dir ) = 0; + virtual const Vector &GetShadowDirection() const = 0; + + virtual void SetShadowColor( unsigned char r, unsigned char g, unsigned char b ) = 0; + virtual void SetShadowDistance( float flMaxDistance ) = 0; + virtual void SetShadowBlobbyCutoffArea( float flMinArea ) = 0; + virtual void SetFalloffBias( ClientShadowHandle_t handle, unsigned char ucBias ) = 0; + + // Marks the render-to-texture shadow as needing to be re-rendered + virtual void MarkRenderToTextureShadowDirty( ClientShadowHandle_t handle ) = 0; + + // Advance the frame + virtual void AdvanceFrame() = 0; + + // Set and clear flashlight target renderable + virtual void SetFlashlightTarget( ClientShadowHandle_t shadowHandle, EHANDLE targetEntity ) = 0; + + // Set flashlight light world flag + virtual void SetFlashlightLightWorld( ClientShadowHandle_t shadowHandle, bool bLightWorld ) = 0; + + virtual void SetShadowsDisabled( bool bDisabled ) = 0; + + virtual void ComputeShadowDepthTextures( const CViewSetup &pView ) = 0; + +}; + + +//----------------------------------------------------------------------------- +// Singleton +//----------------------------------------------------------------------------- +extern IClientShadowMgr* g_pClientShadowMgr; + +#endif // ICLIENTSHADOWMGR_H |