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-rw-r--r--public/engine/IClientLeafSystem.h73
-rw-r--r--public/engine/ICollideable.h84
-rw-r--r--public/engine/IEngineSound.h123
-rw-r--r--public/engine/IEngineTrace.h192
-rw-r--r--public/engine/IStaticPropMgr.h100
-rw-r--r--public/engine/SndInfo.h51
-rw-r--r--public/engine/http.h44
-rw-r--r--public/engine/ienginevoice.h42
-rw-r--r--public/engine/imatchmaking.h117
-rw-r--r--public/engine/iserverplugin.h163
-rw-r--r--public/engine/ishadowmgr.h189
-rw-r--r--public/engine/ivdebugoverlay.h63
-rw-r--r--public/engine/ivmodelinfo.h261
-rw-r--r--public/engine/ivmodelrender.h185
-rw-r--r--public/engine/view_sharedv1.h94
15 files changed, 1781 insertions, 0 deletions
diff --git a/public/engine/IClientLeafSystem.h b/public/engine/IClientLeafSystem.h
new file mode 100644
index 0000000..6efab6a
--- /dev/null
+++ b/public/engine/IClientLeafSystem.h
@@ -0,0 +1,73 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Revision: $
+// $NoKeywords: $
+//
+// This file contains code to allow us to associate client data with bsp leaves.
+//
+//=============================================================================//
+
+#if !defined( ICLIENTLEAFSYSTEM_H )
+#define ICLIENTLEAFSYSTEM_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "client_render_handle.h"
+
+
+//-----------------------------------------------------------------------------
+// Render groups
+//-----------------------------------------------------------------------------
+enum RenderGroup_Config_t
+{
+ // Number of buckets that are used to hold opaque entities
+ // and opaque static props by size. The bucketing should be used to reduce overdraw.
+ RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS = 4,
+};
+
+enum RenderGroup_t
+{
+ RENDER_GROUP_OPAQUE_STATIC_HUGE = 0, // Huge static prop
+ RENDER_GROUP_OPAQUE_ENTITY_HUGE = 1, // Huge opaque entity
+ RENDER_GROUP_OPAQUE_STATIC = RENDER_GROUP_OPAQUE_STATIC_HUGE + ( RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS - 1 ) * 2,
+ RENDER_GROUP_OPAQUE_ENTITY, // Opaque entity (smallest size, or default)
+
+ RENDER_GROUP_TRANSLUCENT_ENTITY,
+ RENDER_GROUP_TWOPASS, // Implied opaque and translucent in two passes
+ RENDER_GROUP_VIEW_MODEL_OPAQUE, // Solid weapon view models
+ RENDER_GROUP_VIEW_MODEL_TRANSLUCENT, // Transparent overlays etc
+
+ RENDER_GROUP_OPAQUE_BRUSH, // Brushes
+
+ RENDER_GROUP_OTHER, // Unclassfied. Won't get drawn.
+
+ // This one's always gotta be last
+ RENDER_GROUP_COUNT
+};
+
+#define CLIENTLEAFSYSTEM_INTERFACE_VERSION_1 "ClientLeafSystem001"
+#define CLIENTLEAFSYSTEM_INTERFACE_VERSION "ClientLeafSystem002"
+
+
+//-----------------------------------------------------------------------------
+// The client leaf system
+//-----------------------------------------------------------------------------
+abstract_class IClientLeafSystemEngine
+{
+public:
+ // Adds and removes renderables from the leaf lists
+ // CreateRenderableHandle stores the handle inside pRenderable.
+ virtual void CreateRenderableHandle( IClientRenderable* pRenderable, bool bIsStaticProp = false ) = 0;
+ virtual void RemoveRenderable( ClientRenderHandle_t handle ) = 0;
+ virtual void AddRenderableToLeaves( ClientRenderHandle_t renderable, int nLeafCount, unsigned short *pLeaves ) = 0;
+ virtual void ChangeRenderableRenderGroup( ClientRenderHandle_t handle, RenderGroup_t group ) = 0;
+};
+
+
+#endif // ICLIENTLEAFSYSTEM_H
+
+
diff --git a/public/engine/ICollideable.h b/public/engine/ICollideable.h
new file mode 100644
index 0000000..8906e5a
--- /dev/null
+++ b/public/engine/ICollideable.h
@@ -0,0 +1,84 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef ENGINE_ICOLLIDEABLE_H
+#define ENGINE_ICOLLIDEABLE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+enum SolidType_t;
+class IHandleEntity;
+struct Ray_t;
+struct model_t;
+class Vector;
+class QAngle;
+class CGameTrace;
+typedef CGameTrace trace_t;
+class IClientUnknown;
+
+
+abstract_class ICollideable
+{
+public:
+ // Gets at the entity handle associated with the collideable
+ virtual IHandleEntity *GetEntityHandle() = 0;
+
+ // These methods return the bounds of an OBB measured in "collision" space
+ // which can be retreived through the CollisionToWorldTransform or
+ // GetCollisionOrigin/GetCollisionAngles methods
+ virtual const Vector& OBBMinsPreScaled() const = 0;
+ virtual const Vector& OBBMaxsPreScaled() const = 0;
+ virtual const Vector& OBBMins() const = 0;
+ virtual const Vector& OBBMaxs() const = 0;
+
+ // Returns the bounds of a world-space box used when the collideable is being traced
+ // against as a trigger. It's only valid to call these methods if the solid flags
+ // have the FSOLID_USE_TRIGGER_BOUNDS flag set.
+ virtual void WorldSpaceTriggerBounds( Vector *pVecWorldMins, Vector *pVecWorldMaxs ) const = 0;
+
+ // custom collision test
+ virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) = 0;
+
+ // Perform hitbox test, returns true *if hitboxes were tested at all*!!
+ virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) = 0;
+
+ // Returns the BRUSH model index if this is a brush model. Otherwise, returns -1.
+ virtual int GetCollisionModelIndex() = 0;
+
+ // Return the model, if it's a studio model.
+ virtual const model_t* GetCollisionModel() = 0;
+
+ // Get angles and origin.
+ virtual const Vector& GetCollisionOrigin() const = 0;
+ virtual const QAngle& GetCollisionAngles() const = 0;
+ virtual const matrix3x4_t& CollisionToWorldTransform() const = 0;
+
+ // Return a SOLID_ define.
+ virtual SolidType_t GetSolid() const = 0;
+ virtual int GetSolidFlags() const = 0;
+
+ // Gets at the containing class...
+ virtual IClientUnknown* GetIClientUnknown() = 0;
+
+ // We can filter out collisions based on collision group
+ virtual int GetCollisionGroup() const = 0;
+
+ // Returns a world-aligned box guaranteed to surround *everything* in the collision representation
+ // Note that this will surround hitboxes, trigger bounds, physics.
+ // It may or may not be a tight-fitting box and its volume may suddenly change
+ virtual void WorldSpaceSurroundingBounds( Vector *pVecMins, Vector *pVecMaxs ) = 0;
+
+ virtual bool ShouldTouchTrigger( int triggerSolidFlags ) const = 0;
+
+ // returns NULL unless this collideable has specified FSOLID_ROOT_PARENT_ALIGNED
+ virtual const matrix3x4_t *GetRootParentToWorldTransform() const = 0;
+};
+
+
+#endif // ENGINE_ICOLLIDEABLE_H
diff --git a/public/engine/IEngineSound.h b/public/engine/IEngineSound.h
new file mode 100644
index 0000000..ce8ac15
--- /dev/null
+++ b/public/engine/IEngineSound.h
@@ -0,0 +1,123 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Client-server neutral sound interface
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef IENGINESOUND_H
+#define IENGINESOUND_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "basetypes.h"
+#include "interface.h"
+#include "soundflags.h"
+#include "irecipientfilter.h"
+#include "utlvector.h"
+#include "engine/SndInfo.h"
+
+//-----------------------------------------------------------------------------
+// forward declaration
+//-----------------------------------------------------------------------------
+class Vector;
+
+// Handy defines for EmitSound
+#define SOUND_FROM_UI_PANEL -2 // Sound being played inside a UI panel on the client
+#define SOUND_FROM_LOCAL_PLAYER -1
+#define SOUND_FROM_WORLD 0
+
+
+
+// These are used to feed a soundlevel to the sound system and have it use
+// goldsrc-type attenuation. We should use this as little as possible and
+// phase it out as soon as possible.
+
+// Take a regular sndlevel and convert it to compatibility mode.
+#define SNDLEVEL_TO_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) + 256 ))
+
+// Take a compatibility-mode sndlevel and get the REAL sndlevel out of it.
+#define SNDLEVEL_FROM_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) - 256 ))
+
+// Tells if the given sndlevel is marked as compatibility mode.
+#define SNDLEVEL_IS_COMPATIBILITY_MODE( x ) ( (x) >= soundlevel_t(256) )
+
+
+
+//-----------------------------------------------------------------------------
+// Client-server neutral effects interface
+//-----------------------------------------------------------------------------
+#define IENGINESOUND_CLIENT_INTERFACE_VERSION "IEngineSoundClient003"
+#define IENGINESOUND_SERVER_INTERFACE_VERSION "IEngineSoundServer003"
+
+abstract_class IEngineSound
+{
+public:
+ // Precache a particular sample
+ virtual bool PrecacheSound( const char *pSample, bool bPreload = false, bool bIsUISound = false ) = 0;
+ virtual bool IsSoundPrecached( const char *pSample ) = 0;
+ virtual void PrefetchSound( const char *pSample ) = 0;
+
+ // Just loads the file header and checks for duration (not hooked up for .mp3's yet)
+ // Is accessible to server and client though
+ virtual float GetSoundDuration( const char *pSample ) = 0;
+
+ // Pitch of 100 is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
+ // down to 1 is a lower pitch. 150 to 70 is the realistic range.
+ // EmitSound with pitch != 100 should be used sparingly, as it's not quite as
+ // fast (the pitchshift mixer is not native coded).
+
+ // NOTE: setting iEntIndex to -1 will cause the sound to be emitted from the local
+ // player (client-side only)
+ virtual void EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSample,
+ float flVolume, float flAttenuation, int iFlags = 0, int iPitch = PITCH_NORM, int iSpecialDSP = 0,
+ const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;
+
+ virtual void EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSample,
+ float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM, int iSpecialDSP = 0,
+ const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;
+
+ virtual void EmitSentenceByIndex( IRecipientFilter& filter, int iEntIndex, int iChannel, int iSentenceIndex,
+ float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM,int iSpecialDSP = 0,
+ const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;
+
+ virtual void StopSound( int iEntIndex, int iChannel, const char *pSample ) = 0;
+
+ // stop all active sounds (client only)
+ virtual void StopAllSounds(bool bClearBuffers) = 0;
+
+ // Set the room type for a player (client only)
+ virtual void SetRoomType( IRecipientFilter& filter, int roomType ) = 0;
+
+ // Set the dsp preset for a player (client only)
+ virtual void SetPlayerDSP( IRecipientFilter& filter, int dspType, bool fastReset ) = 0;
+
+ // emit an "ambient" sound that isn't spatialized
+ // only available on the client, assert on server
+ virtual void EmitAmbientSound( const char *pSample, float flVolume, int iPitch = PITCH_NORM, int flags = 0, float soundtime = 0.0f ) = 0;
+
+
+// virtual EntChannel_t CreateEntChannel() = 0;
+
+ virtual float GetDistGainFromSoundLevel( soundlevel_t soundlevel, float dist ) = 0;
+
+ // Client .dll only functions
+ virtual int GetGuidForLastSoundEmitted() = 0;
+ virtual bool IsSoundStillPlaying( int guid ) = 0;
+ virtual void StopSoundByGuid( int guid ) = 0;
+ // Set's master volume (0.0->1.0)
+ virtual void SetVolumeByGuid( int guid, float fvol ) = 0;
+
+ // Retrieves list of all active sounds
+ virtual void GetActiveSounds( CUtlVector< SndInfo_t >& sndlist ) = 0;
+
+ virtual void PrecacheSentenceGroup( const char *pGroupName ) = 0;
+ virtual void NotifyBeginMoviePlayback() = 0;
+ virtual void NotifyEndMoviePlayback() = 0;
+};
+
+
+#endif // IENGINESOUND_H
diff --git a/public/engine/IEngineTrace.h b/public/engine/IEngineTrace.h
new file mode 100644
index 0000000..6e49771
--- /dev/null
+++ b/public/engine/IEngineTrace.h
@@ -0,0 +1,192 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+#ifndef ENGINE_IENGINETRACE_H
+#define ENGINE_IENGINETRACE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "basehandle.h"
+#include "utlvector.h" //need CUtlVector for IEngineTrace::GetBrushesIn*()
+#include "mathlib/vector4d.h"
+
+class Vector;
+class IHandleEntity;
+struct Ray_t;
+class CGameTrace;
+typedef CGameTrace trace_t;
+class ICollideable;
+class QAngle;
+class CTraceListData;
+class CPhysCollide;
+struct cplane_t;
+
+//-----------------------------------------------------------------------------
+// The standard trace filter... NOTE: Most normal traces inherit from CTraceFilter!!!
+//-----------------------------------------------------------------------------
+enum TraceType_t
+{
+ TRACE_EVERYTHING = 0,
+ TRACE_WORLD_ONLY, // NOTE: This does *not* test static props!!!
+ TRACE_ENTITIES_ONLY, // NOTE: This version will *not* test static props
+ TRACE_EVERYTHING_FILTER_PROPS, // NOTE: This version will pass the IHandleEntity for props through the filter, unlike all other filters
+};
+
+abstract_class ITraceFilter
+{
+public:
+ virtual bool ShouldHitEntity( IHandleEntity *pEntity, int contentsMask ) = 0;
+ virtual TraceType_t GetTraceType() const = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Classes are expected to inherit these + implement the ShouldHitEntity method
+//-----------------------------------------------------------------------------
+
+// This is the one most normal traces will inherit from
+class CTraceFilter : public ITraceFilter
+{
+public:
+ virtual TraceType_t GetTraceType() const
+ {
+ return TRACE_EVERYTHING;
+ }
+};
+
+class CTraceFilterEntitiesOnly : public ITraceFilter
+{
+public:
+ virtual TraceType_t GetTraceType() const
+ {
+ return TRACE_ENTITIES_ONLY;
+ }
+};
+
+
+//-----------------------------------------------------------------------------
+// Classes need not inherit from these
+//-----------------------------------------------------------------------------
+class CTraceFilterWorldOnly : public ITraceFilter
+{
+public:
+ bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
+ {
+ return false;
+ }
+ virtual TraceType_t GetTraceType() const
+ {
+ return TRACE_WORLD_ONLY;
+ }
+};
+
+class CTraceFilterWorldAndPropsOnly : public ITraceFilter
+{
+public:
+ bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
+ {
+ return false;
+ }
+ virtual TraceType_t GetTraceType() const
+ {
+ return TRACE_EVERYTHING;
+ }
+};
+
+class CTraceFilterHitAll : public CTraceFilter
+{
+public:
+ virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
+ {
+ return true;
+ }
+};
+
+
+//-----------------------------------------------------------------------------
+// Enumeration interface for EnumerateLinkEntities
+//-----------------------------------------------------------------------------
+abstract_class IEntityEnumerator
+{
+public:
+ // This gets called with each handle
+ virtual bool EnumEntity( IHandleEntity *pHandleEntity ) = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Interface the engine exposes to the game DLL
+//-----------------------------------------------------------------------------
+#define INTERFACEVERSION_ENGINETRACE_SERVER "EngineTraceServer003"
+#define INTERFACEVERSION_ENGINETRACE_CLIENT "EngineTraceClient003"
+abstract_class IEngineTrace
+{
+public:
+ // Returns the contents mask + entity at a particular world-space position
+ virtual int GetPointContents( const Vector &vecAbsPosition, IHandleEntity** ppEntity = NULL ) = 0;
+
+ // Get the point contents, but only test the specific entity. This works
+ // on static props and brush models.
+ //
+ // If the entity isn't a static prop or a brush model, it returns CONTENTS_EMPTY and sets
+ // bFailed to true if bFailed is non-null.
+ virtual int GetPointContents_Collideable( ICollideable *pCollide, const Vector &vecAbsPosition ) = 0;
+
+ // Traces a ray against a particular entity
+ virtual void ClipRayToEntity( const Ray_t &ray, unsigned int fMask, IHandleEntity *pEnt, trace_t *pTrace ) = 0;
+
+ // Traces a ray against a particular entity
+ virtual void ClipRayToCollideable( const Ray_t &ray, unsigned int fMask, ICollideable *pCollide, trace_t *pTrace ) = 0;
+
+ // A version that simply accepts a ray (can work as a traceline or tracehull)
+ virtual void TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace ) = 0;
+
+ // A version that sets up the leaf and entity lists and allows you to pass those in for collision.
+ virtual void SetupLeafAndEntityListRay( const Ray_t &ray, CTraceListData &traceData ) = 0;
+ virtual void SetupLeafAndEntityListBox( const Vector &vecBoxMin, const Vector &vecBoxMax, CTraceListData &traceData ) = 0;
+ virtual void TraceRayAgainstLeafAndEntityList( const Ray_t &ray, CTraceListData &traceData, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace ) = 0;
+
+ // A version that sweeps a collideable through the world
+ // abs start + abs end represents the collision origins you want to sweep the collideable through
+ // vecAngles represents the collision angles of the collideable during the sweep
+ virtual void SweepCollideable( ICollideable *pCollide, const Vector &vecAbsStart, const Vector &vecAbsEnd,
+ const QAngle &vecAngles, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace ) = 0;
+
+ // Enumerates over all entities along a ray
+ // If triggers == true, it enumerates all triggers along a ray
+ virtual void EnumerateEntities( const Ray_t &ray, bool triggers, IEntityEnumerator *pEnumerator ) = 0;
+
+ // Same thing, but enumerate entitys within a box
+ virtual void EnumerateEntities( const Vector &vecAbsMins, const Vector &vecAbsMaxs, IEntityEnumerator *pEnumerator ) = 0;
+
+ // Convert a handle entity to a collideable. Useful inside enumer
+ virtual ICollideable *GetCollideable( IHandleEntity *pEntity ) = 0;
+
+ // HACKHACK: Temp for performance measurments
+ virtual int GetStatByIndex( int index, bool bClear ) = 0;
+
+
+ //finds brushes in an AABB, prone to some false positives
+ virtual void GetBrushesInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<int> *pOutput, int iContentsMask = 0xFFFFFFFF ) = 0;
+
+ //Creates a CPhysCollide out of all displacements wholly or partially contained in the specified AABB
+ virtual CPhysCollide* GetCollidableFromDisplacementsInAABB( const Vector& vMins, const Vector& vMaxs ) = 0;
+
+ //retrieve brush planes and contents, returns true if data is being returned in the output pointers, false if the brush doesn't exist
+ virtual bool GetBrushInfo( int iBrush, CUtlVector<Vector4D> *pPlanesOut, int *pContentsOut ) = 0;
+
+ virtual bool PointOutsideWorld( const Vector &ptTest ) = 0; //Tests a point to see if it's outside any playable area
+
+ // Walks bsp to find the leaf containing the specified point
+ virtual int GetLeafContainingPoint( const Vector &ptTest ) = 0;
+};
+
+
+
+#endif // ENGINE_IENGINETRACE_H
diff --git a/public/engine/IStaticPropMgr.h b/public/engine/IStaticPropMgr.h
new file mode 100644
index 0000000..ed6cc3c
--- /dev/null
+++ b/public/engine/IStaticPropMgr.h
@@ -0,0 +1,100 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef IPROPS_H
+#define IPROPS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "interface.h"
+#include "mathlib/vector.h"
+#include "utlvector.h"
+#include "basehandle.h"
+
+
+struct vcollide_t;
+struct Ray_t;
+class IClientRenderable;
+class CGameTrace;
+typedef CGameTrace trace_t;
+class IVPhysicsKeyHandler;
+class IPhysicsEnvironment;
+class ICollideable;
+
+
+//-----------------------------------------------------------------------------
+// Interface versions for static props
+//-----------------------------------------------------------------------------
+#define INTERFACEVERSION_STATICPROPMGR_CLIENT "StaticPropMgrClient004"
+#define INTERFACEVERSION_STATICPROPMGR_SERVER "StaticPropMgrServer002"
+
+
+//-----------------------------------------------------------------------------
+// Interface for static props
+//-----------------------------------------------------------------------------
+abstract_class IStaticPropMgr
+{
+public:
+ // Create physics representations of props
+ virtual void CreateVPhysicsRepresentations( IPhysicsEnvironment *physenv, IVPhysicsKeyHandler *pDefaults, void *pGameData ) = 0;
+
+ // Purpose: Trace a ray against the specified static Prop. Returns point of intersection in trace_t
+ virtual void TraceRayAgainstStaticProp( const Ray_t& ray, int staticPropIndex, trace_t& tr ) = 0;
+
+ // Is a base handle a static prop?
+ virtual bool IsStaticProp( IHandleEntity *pHandleEntity ) const = 0;
+ virtual bool IsStaticProp( CBaseHandle handle ) const = 0;
+
+ // returns a collideable interface to static props
+ virtual ICollideable *GetStaticPropByIndex( int propIndex ) = 0;
+};
+
+abstract_class IStaticPropMgrClient : public IStaticPropMgr
+{
+public:
+ // Recomputes the static prop opacity given a view origin
+ virtual void ComputePropOpacity( const Vector &viewOrigin, float factor ) = 0;
+
+ // Adds decals to static props, returns point of decal in trace_t
+ virtual void AddDecalToStaticProp( const Vector& rayStart, const Vector& rayEnd,
+ int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr ) = 0;
+ // Adds/removes shadows from static props
+ virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable ) = 0;
+ virtual void RemoveAllShadowsFromStaticProp( IClientRenderable* pRenderable ) = 0;
+
+ // Gets the lighting + material color of a static prop
+ virtual void GetStaticPropMaterialColorAndLighting( trace_t* pTrace,
+ int staticPropIndex, Vector& lighting, Vector& matColor ) = 0;
+
+ //Changes made specifically to support the Portal mod (smack Dave Kircher if something breaks) (Added separately to both client and server to not mess with versioning)
+ //===================================================================
+ virtual void GetAllStaticProps( CUtlVector<ICollideable *> *pOutput ) = 0; //testing function that will eventually be removed
+ virtual void GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<ICollideable *> *pOutput ) = 0; //get all static props that exist wholly or partially in an AABB
+ virtual void GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector<ICollideable *> *pOutput ) = 0; //get all static props that exist wholly or partially in an OBB
+ //===================================================================
+
+ virtual void DrawStaticProps( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe ) = 0;
+ virtual void AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
+ int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor ) = 0;
+};
+
+class IStaticPropMgrServer : public IStaticPropMgr
+{
+public:
+
+
+ //Changes made specifically to support the Portal mod (smack Dave Kircher if something breaks) (Added separately to both client and server to not mess with versioning)
+ //===================================================================
+ virtual void GetAllStaticProps( CUtlVector<ICollideable *> *pOutput ) = 0; //testing function that will eventually be removed
+ virtual void GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<ICollideable *> *pOutput ) = 0; //get all static props that exist wholly or partially in an AABB
+ virtual void GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector<ICollideable *> *pOutput ) = 0; //get all static props that exist wholly or partially in an OBB
+ //===================================================================
+};
+
+
+#endif // IPROPS_H
diff --git a/public/engine/SndInfo.h b/public/engine/SndInfo.h
new file mode 100644
index 0000000..a3628f2
--- /dev/null
+++ b/public/engine/SndInfo.h
@@ -0,0 +1,51 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef SNDINFO_H
+#define SNDINFO_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+class Vector;
+#include "utlsymbol.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: Client side only
+//-----------------------------------------------------------------------------
+struct SndInfo_t
+{
+ // Sound Guid
+ int m_nGuid;
+ FileNameHandle_t m_filenameHandle; // filesystem filename handle - call IFilesystem to conver this to a string
+ int m_nSoundSource;
+ int m_nChannel;
+ // If a sound is being played through a speaker entity (e.g., on a monitor,), this is the
+ // entity upon which to show the lips moving, if the sound has sentence data
+ int m_nSpeakerEntity;
+ float m_flVolume;
+ float m_flLastSpatializedVolume;
+ // Radius of this sound effect (spatialization is different within the radius)
+ float m_flRadius;
+ int m_nPitch;
+ Vector *m_pOrigin;
+ Vector *m_pDirection;
+
+ // if true, assume sound source can move and update according to entity
+ bool m_bUpdatePositions;
+ // true if playing linked sentence
+ bool m_bIsSentence;
+ // if true, bypass all dsp processing for this sound (ie: music)
+ bool m_bDryMix;
+ // true if sound is playing through in-game speaker entity.
+ bool m_bSpeaker;
+ // true if sound is playing with special DSP effect
+ bool m_bSpecialDSP;
+ // for snd_show, networked sounds get colored differently than local sounds
+ bool m_bFromServer;
+};
+
+#endif // SNDINFO_H
diff --git a/public/engine/http.h b/public/engine/http.h
new file mode 100644
index 0000000..79fd1dc
--- /dev/null
+++ b/public/engine/http.h
@@ -0,0 +1,44 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+//=======================================================================================//
+
+#ifndef HTTP_H
+#define HTTP_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Status of the download thread, as set in RequestContext::status.
+ */
+enum HTTPStatus_t
+{
+ HTTP_INVALID = -1,
+ HTTP_CONNECTING = 0,///< This is set in the main thread before the download thread starts.
+ HTTP_FETCH, ///< The download thread sets this when it starts reading data.
+ HTTP_DONE, ///< The download thread sets this if it has read all the data successfully.
+ HTTP_ABORTED, ///< The download thread sets this if it aborts because it's RequestContext::shouldStop has been set.
+ HTTP_ERROR ///< The download thread sets this if there is an error connecting or downloading. Partial data may be present, so the main thread can check.
+};
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Error encountered in the download thread, as set in RequestContext::error.
+ */
+enum HTTPError_t
+{
+ HTTP_ERROR_NONE = 0,
+ HTTP_ERROR_ZERO_LENGTH_FILE,
+ HTTP_ERROR_CONNECTION_CLOSED,
+ HTTP_ERROR_INVALID_URL, ///< InternetCrackUrl failed
+ HTTP_ERROR_INVALID_PROTOCOL, ///< URL didn't start with http:// or https://
+ HTTP_ERROR_CANT_BIND_SOCKET,
+ HTTP_ERROR_CANT_CONNECT,
+ HTTP_ERROR_NO_HEADERS, ///< Cannot read HTTP headers
+ HTTP_ERROR_FILE_NONEXISTENT,
+ HTTP_ERROR_MAX
+};
+
+#endif // HTTP_H
diff --git a/public/engine/ienginevoice.h b/public/engine/ienginevoice.h
new file mode 100644
index 0000000..aab5f99
--- /dev/null
+++ b/public/engine/ienginevoice.h
@@ -0,0 +1,42 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Engine voice interface
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef IENGINEVOICE_H
+#define IENGINEVOICE_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "basetypes.h"
+
+#define IENGINEVOICE_INTERFACE_VERSION "IEngineVoice001"
+
+abstract_class IEngineVoice
+{
+public:
+ virtual bool IsHeadsetPresent( int iController ) = 0;
+ virtual bool IsLocalPlayerTalking( int iController ) = 0;
+
+ virtual void AddPlayerToVoiceList( XUID xPlayer, int iController ) = 0;
+ virtual void RemovePlayerFromVoiceList( XUID xPlayer, int iController ) = 0;
+
+ virtual void GetRemoteTalkers( int *pNumTalkers, XUID *pRemoteTalkers ) = 0;
+
+ virtual bool VoiceUpdateData( int iController ) = 0;
+ virtual void GetVoiceData( int iController, const byte **ppvVoiceDataBuffer, unsigned int *pnumVoiceDataBytes ) = 0;
+ virtual void VoiceResetLocalData( int iController ) = 0;
+
+ virtual void SetPlaybackPriority( XUID remoteTalker, int iController, int iAllowPlayback ) = 0;
+ virtual void PlayIncomingVoiceData( XUID xuid, const byte *pbData, unsigned int dwDataSize, const bool *bAudiblePlayers = NULL ) = 0;
+
+ virtual void RemoveAllTalkers() = 0;
+};
+
+
+#endif // IENGINEVOICE_H
diff --git a/public/engine/imatchmaking.h b/public/engine/imatchmaking.h
new file mode 100644
index 0000000..4c9aa81
--- /dev/null
+++ b/public/engine/imatchmaking.h
@@ -0,0 +1,117 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#ifndef IMATCHMAKING_H
+#define IMATCHMAKING_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "const.h"
+#include "vgui/VGUI.h"
+
+#if !defined( _X360 )
+#include "xbox/xboxstubs.h"
+#endif
+
+class KeyValues;
+
+enum SESSION_NOTIFY
+{
+ SESSION_NOTIFY_FAIL_SEARCH,
+ SESSION_NOTIFY_SEARCH_COMPLETED,
+ SESSION_NOFIFY_MODIFYING_SESSION,
+ SESSION_NOTIFY_MODIFYING_COMPLETED_HOST,
+ SESSION_NOTIFY_MODIFYING_COMPLETED_CLIENT,
+ SESSION_NOTIFY_MIGRATION_COMPLETED,
+ SESSION_NOTIFY_CONNECT_SESSIONFULL,
+ SESSION_NOTIFY_CONNECT_NOTAVAILABLE,
+ SESSION_NOTIFY_CONNECTED_TOSESSION,
+ SESSION_NOTIFY_CONNECTED_TOSERVER,
+ SESSION_NOTIFY_CONNECT_FAILED,
+ SESSION_NOTIFY_FAIL_CREATE,
+ SESSION_NOTIFY_FAIL_MIGRATE,
+ SESSION_NOTIFY_REGISTER_COMPLETED,
+ SESSION_NOTIFY_FAIL_REGISTER,
+ SESSION_NOTIFY_CLIENT_KICKED,
+ SESSION_NOTIFY_CREATED_HOST,
+ SESSION_NOTIFY_CREATED_CLIENT,
+ SESSION_NOTIFY_LOST_HOST,
+ SESSION_NOTIFY_LOST_SERVER,
+ SESSION_NOTIFY_COUNTDOWN,
+ SESSION_NOTIFY_ENDGAME_RANKED, // Ranked
+ SESSION_NOTIFY_ENDGAME_HOST, // Unranked
+ SESSION_NOTIFY_ENDGAME_CLIENT, // Unranked
+ SESSION_NOTIFY_DUMPSTATS, // debugging
+ SESSION_NOTIFY_WELCOME, // Close all dialogs and show the welcome main menu
+};
+
+enum SESSION_PROPS
+{
+ SESSION_CONTEXT,
+ SESSION_PROPERTY,
+ SESSION_FLAG,
+};
+
+struct hostData_s
+{
+ char hostName[MAX_PLAYER_NAME_LENGTH];
+ char scenario[MAX_MAP_NAME];
+ int gameState;
+ int gameTime;
+ XUID xuid;
+};
+
+struct MM_QOS_t
+{
+ int nPingMsMin; // Minimum round-trip time in ms
+ int nPingMsMed; // Median round-trip time in ms
+ float flBwUpKbs; // Bandwidth upstream in kilobytes/s
+ float flBwDnKbs; // Bandwidth downstream in kilobytes/s
+ float flLoss; // Average packet loss in percents
+};
+
+#define NO_TIME_LIMIT 65000
+
+abstract_class IMatchmaking
+{
+public:
+ virtual void SessionNotification( const SESSION_NOTIFY notification, const int param = 0 ) = 0;
+ virtual void AddSessionProperty( const uint nType, const char *pID, const char *pValue, const char *pValueType ) = 0;
+ virtual void SetSessionProperties( KeyValues *pPropertyKeys ) = 0;
+ virtual void SelectSession( uint idx ) = 0;
+ virtual void ModifySession() = 0;
+ virtual void UpdateMuteList() = 0;
+ virtual void StartHost( bool bSystemLink = false ) = 0;
+ virtual void StartClient( bool bSystemLink = false ) = 0;
+ virtual bool StartGame() = 0;
+ virtual bool CancelStartGame() = 0;
+ virtual void ChangeTeam( const char *pTeamName ) = 0;
+ virtual void TellClientsToConnect() = 0;
+ virtual void CancelCurrentOperation() = 0;
+ virtual void KickPlayerFromSession( uint64 id ) = 0;
+ virtual void JoinInviteSession( XSESSION_INFO *pHostInfo ) = 0;
+ virtual void JoinInviteSessionByID( XNKID nSessionID ) = 0;
+ virtual void EndStatsReporting() = 0;
+
+ // For Gameui
+ virtual KeyValues *GetSessionProperties() = 0;
+
+ // For voice chat
+ virtual uint64 PlayerIdToXuid( int playerId ) = 0;
+ virtual bool IsPlayerMuted( int iUserId, XUID id ) = 0;
+
+ // To determine host Quality-of-Service
+ virtual MM_QOS_t GetQosWithLIVE() = 0;
+
+ // Used by non-'host' local machines which are starting a map to "prime" the caches. Will sit at near completion indefinitely --
+ // the client is waiting for a TellClientsToConnect message
+ virtual bool PreventFullServerStartup() = 0;
+};
+
+#define VENGINE_MATCHMAKING_VERSION "VENGINE_MATCHMAKING_VERSION001"
+
+#endif // IMATCHMAKING_H
diff --git a/public/engine/iserverplugin.h b/public/engine/iserverplugin.h
new file mode 100644
index 0000000..608583b
--- /dev/null
+++ b/public/engine/iserverplugin.h
@@ -0,0 +1,163 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+#ifndef ISERVERPLUGIN_H
+#define ISERVERPLUGIN_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "edict.h"
+#include "tier1/interface.h"
+#include "tier1/KeyValues.h"
+
+class CCommand;
+
+//
+// you will also want to listen for game events via IGameEventManager::AddListener()
+//
+
+typedef enum
+{
+ PLUGIN_CONTINUE = 0, // keep going
+ PLUGIN_OVERRIDE, // run the game dll function but use our return value instead
+ PLUGIN_STOP, // don't run the game dll function at all
+} PLUGIN_RESULT;
+
+
+typedef enum
+{
+ eQueryCvarValueStatus_ValueIntact=0, // It got the value fine.
+ eQueryCvarValueStatus_CvarNotFound=1,
+ eQueryCvarValueStatus_NotACvar=2, // There's a ConCommand, but it's not a ConVar.
+ eQueryCvarValueStatus_CvarProtected=3 // The cvar was marked with FCVAR_SERVER_CAN_NOT_QUERY, so the server is not allowed to have its value.
+} EQueryCvarValueStatus;
+
+
+typedef int QueryCvarCookie_t;
+#define InvalidQueryCvarCookie -1
+
+
+#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS_VERSION_1 "ISERVERPLUGINCALLBACKS001"
+#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS_VERSION_2 "ISERVERPLUGINCALLBACKS002"
+#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS "ISERVERPLUGINCALLBACKS003"
+
+//-----------------------------------------------------------------------------
+// Purpose: callbacks the engine exposes to the 3rd party plugins (ala MetaMod)
+//-----------------------------------------------------------------------------
+abstract_class IServerPluginCallbacks
+{
+public:
+ // Initialize the plugin to run
+ // Return false if there is an error during startup.
+ virtual bool Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory ) = 0;
+
+ // Called when the plugin should be shutdown
+ virtual void Unload( void ) = 0;
+
+ // called when a plugins execution is stopped but the plugin is not unloaded
+ virtual void Pause( void ) = 0;
+
+ // called when a plugin should start executing again (sometime after a Pause() call)
+ virtual void UnPause( void ) = 0;
+
+ // Returns string describing current plugin. e.g., Admin-Mod.
+ virtual const char *GetPluginDescription( void ) = 0;
+
+ // Called any time a new level is started (after GameInit() also on level transitions within a game)
+ virtual void LevelInit( char const *pMapName ) = 0;
+
+ // The server is about to activate
+ virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) = 0;
+
+ // The server should run physics/think on all edicts
+ virtual void GameFrame( bool simulating ) = 0;
+
+ // Called when a level is shutdown (including changing levels)
+ virtual void LevelShutdown( void ) = 0;
+
+ // Client is going active
+ virtual void ClientActive( edict_t *pEntity ) = 0;
+
+ // Client is disconnecting from server
+ virtual void ClientDisconnect( edict_t *pEntity ) = 0;
+
+ // Client is connected and should be put in the game
+ virtual void ClientPutInServer( edict_t *pEntity, char const *playername ) = 0;
+
+ // Sets the client index for the client who typed the command into their console
+ virtual void SetCommandClient( int index ) = 0;
+
+ // A player changed one/several replicated cvars (name etc)
+ virtual void ClientSettingsChanged( edict_t *pEdict ) = 0;
+
+ // Client is connecting to server ( set retVal to false to reject the connection )
+ // You can specify a rejection message by writing it into reject
+ virtual PLUGIN_RESULT ClientConnect( bool *bAllowConnect, edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0;
+
+ // The client has typed a command at the console
+ virtual PLUGIN_RESULT ClientCommand( edict_t *pEntity, const CCommand &args ) = 0;
+
+ // A user has had their network id setup and validated
+ virtual PLUGIN_RESULT NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) = 0;
+
+ // This is called when a query from IServerPluginHelpers::StartQueryCvarValue is finished.
+ // iCookie is the value returned by IServerPluginHelpers::StartQueryCvarValue.
+ // Added with version 2 of the interface.
+ virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) = 0;
+
+ // added with version 3 of the interface.
+ virtual void OnEdictAllocated( edict_t *edict ) = 0;
+ virtual void OnEdictFreed( const edict_t *edict ) = 0;
+};
+
+#define INTERFACEVERSION_ISERVERPLUGINHELPERS "ISERVERPLUGINHELPERS001"
+
+
+typedef enum
+{
+ DIALOG_MSG = 0, // just an on screen message
+ DIALOG_MENU, // an options menu
+ DIALOG_TEXT, // a richtext dialog
+ DIALOG_ENTRY, // an entry box
+ DIALOG_ASKCONNECT // Ask the client to connect to a specified IP address. Only the "time" and "title" keys are used.
+} DIALOG_TYPE;
+
+//-----------------------------------------------------------------------------
+// Purpose: functions that only 3rd party plugins need
+//-----------------------------------------------------------------------------
+abstract_class IServerPluginHelpers
+{
+public:
+ // creates an onscreen menu with various option buttons
+ // The keyvalues param can contain these fields:
+ // "title" - (string) the title to show in the hud and in the title bar
+ // "msg" - (string) a longer message shown in the GameUI
+ // "color" - (color) the color to display the message in the hud (white by default)
+ // "level" - (int) the priority of this message (closer to 0 is higher), only 1 message can be outstanding at a time
+ // "time" - (int) the time in seconds this message should stay active in the GameUI (min 10 sec, max 200 sec)
+ //
+ // For DIALOG_MENU add sub keys for each option with these fields:
+ // "command" - (string) client command to run if selected
+ // "msg" - (string) button text for this option
+ //
+ virtual void CreateMessage( edict_t *pEntity, DIALOG_TYPE type, KeyValues *data, IServerPluginCallbacks *plugin ) = 0;
+ virtual void ClientCommand( edict_t *pEntity, const char *cmd ) = 0;
+
+ // Call this to find out the value of a cvar on the client.
+ //
+ // It is an asynchronous query, and it will call IServerPluginCallbacks::OnQueryCvarValueFinished when
+ // the value comes in from the client.
+ //
+ // Store the return value if you want to match this specific query to the OnQueryCvarValueFinished call.
+ // Returns InvalidQueryCvarCookie if the entity is invalid.
+ virtual QueryCvarCookie_t StartQueryCvarValue( edict_t *pEntity, const char *pName ) = 0;
+};
+
+#endif //ISERVERPLUGIN_H
diff --git a/public/engine/ishadowmgr.h b/public/engine/ishadowmgr.h
new file mode 100644
index 0000000..babac91
--- /dev/null
+++ b/public/engine/ishadowmgr.h
@@ -0,0 +1,189 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+#ifndef ISHADOWMGR_H
+#define ISHADOWMGR_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "interface.h"
+#include "mathlib/vmatrix.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
diff --git a/public/engine/ivdebugoverlay.h b/public/engine/ivdebugoverlay.h
new file mode 100644
index 0000000..c23e225
--- /dev/null
+++ b/public/engine/ivdebugoverlay.h
@@ -0,0 +1,63 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+//
+// cdll_int.h
+//
+// 4-23-98
+// JOHN: client dll interface declarations
+//
+
+#ifndef IVDEBUGOVERLAY_H
+#define IVDEBUGOVERLAY_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+class Vector;
+
+#define VDEBUG_OVERLAY_INTERFACE_VERSION "VDebugOverlay003"
+
+// When used as a duration by a server-side NDebugOverlay:: call,
+// causes the overlay to persist until the next server update.
+#define NDEBUG_PERSIST_TILL_NEXT_SERVER (0.0f)
+
+class OverlayText_t;
+
+abstract_class IVDebugOverlay
+{
+public:
+ virtual void AddEntityTextOverlay(int ent_index, int line_offset, float duration, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *format, ...) = 0;
+ virtual void AddBoxOverlay(const Vector& origin, const Vector& mins, const Vector& max, QAngle const& orientation, int r, int g, int b, int a, float duration) = 0;
+ virtual void AddTriangleOverlay(const Vector& p1, const Vector& p2, const Vector& p3, int r, int g, int b, int a, bool noDepthTest, float duration) = 0;
+ virtual void AddLineOverlay(const Vector& origin, const Vector& dest, int r, int g, int b,bool noDepthTest, float duration) = 0;
+ virtual void AddTextOverlay(const Vector& origin, float duration, PRINTF_FORMAT_STRING const char *format, ...) = 0;
+ virtual void AddTextOverlay(const Vector& origin, int line_offset, float duration, PRINTF_FORMAT_STRING const char *format, ...) = 0;
+ virtual void AddScreenTextOverlay(float flXPos, float flYPos,float flDuration, int r, int g, int b, int a, const char *text) = 0;
+ virtual void AddSweptBoxOverlay(const Vector& start, const Vector& end, const Vector& mins, const Vector& max, const QAngle & angles, int r, int g, int b, int a, float flDuration) = 0;
+ virtual void AddGridOverlay(const Vector& origin) = 0;
+ virtual int ScreenPosition(const Vector& point, Vector& screen) = 0;
+ virtual int ScreenPosition(float flXPos, float flYPos, Vector& screen) = 0;
+
+ virtual OverlayText_t *GetFirst( void ) = 0;
+ virtual OverlayText_t *GetNext( OverlayText_t *current ) = 0;
+ virtual void ClearDeadOverlays( void ) = 0;
+ virtual void ClearAllOverlays() = 0;
+
+ virtual void AddTextOverlayRGB(const Vector& origin, int line_offset, float duration, float r, float g, float b, float alpha, PRINTF_FORMAT_STRING const char *format, ...) = 0;
+ virtual void AddTextOverlayRGB(const Vector& origin, int line_offset, float duration, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *format, ...) = 0;
+
+ virtual void AddLineOverlayAlpha(const Vector& origin, const Vector& dest, int r, int g, int b, int a, bool noDepthTest, float duration) = 0;
+ virtual void AddBoxOverlay2( const Vector& origin, const Vector& mins, const Vector& max, QAngle const& orientation, const Color& faceColor, const Color& edgeColor, float duration ) = 0;
+
+private:
+ inline void AddTextOverlay(const Vector& origin, int line_offset, float duration, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *format, ...) {} /* catch improper use of bad interface. Needed because '0' duration can be resolved by compiler to NULL format string (i.e., compiles but calls wrong function) */
+};
+
+
+#endif // IVDEBUGOVERLAY_H
diff --git a/public/engine/ivmodelinfo.h b/public/engine/ivmodelinfo.h
new file mode 100644
index 0000000..6d53460
--- /dev/null
+++ b/public/engine/ivmodelinfo.h
@@ -0,0 +1,261 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#ifndef IVMODELINFO_H
+#define IVMODELINFO_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "platform.h"
+#include "dbg.h"
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+class IMaterial;
+class KeyValues;
+struct vcollide_t;
+struct model_t;
+class Vector;
+class QAngle;
+class CGameTrace;
+struct cplane_t;
+typedef CGameTrace trace_t;
+struct studiohdr_t;
+struct virtualmodel_t;
+typedef unsigned char byte;
+struct virtualterrainparams_t;
+class CPhysCollide;
+typedef unsigned short MDLHandle_t;
+class CUtlBuffer;
+class IClientRenderable;
+
+
+//-----------------------------------------------------------------------------
+// Purpose: a callback class that is notified when a model has finished loading
+//-----------------------------------------------------------------------------
+abstract_class IModelLoadCallback
+{
+public:
+ virtual void OnModelLoadComplete( const model_t* pModel ) = 0;
+
+protected:
+ // Protected destructor so that nobody tries to delete via this interface.
+ // Automatically unregisters if the callback is destroyed while still pending.
+ ~IModelLoadCallback();
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Automate refcount tracking on a model index
+//-----------------------------------------------------------------------------
+class CRefCountedModelIndex
+{
+private:
+ int m_nIndex;
+public:
+ CRefCountedModelIndex() : m_nIndex( -1 ) { }
+ ~CRefCountedModelIndex() { Set( -1 ); }
+
+ CRefCountedModelIndex( const CRefCountedModelIndex& src ) : m_nIndex( -1 ) { Set( src.m_nIndex ); }
+ CRefCountedModelIndex& operator=( const CRefCountedModelIndex& src ) { Set( src.m_nIndex ); return *this; }
+
+ explicit CRefCountedModelIndex( int i ) : m_nIndex( -1 ) { Set( i ); }
+ CRefCountedModelIndex& operator=( int i ) { Set( i ); return *this; }
+
+ int Get() const { return m_nIndex; }
+ void Set( int i );
+ void Clear() { Set( -1 ); }
+
+ operator int () const { return m_nIndex; }
+};
+
+
+//-----------------------------------------------------------------------------
+// Model info interface
+//-----------------------------------------------------------------------------
+
+// change this when the new version is incompatable with the old
+#define VMODELINFO_CLIENT_INTERFACE_VERSION "VModelInfoClient006"
+#define VMODELINFO_SERVER_INTERFACE_VERSION_3 "VModelInfoServer003"
+#define VMODELINFO_SERVER_INTERFACE_VERSION "VModelInfoServer004"
+
+// MODEL INDEX RULES
+// If index >= 0, then index references the precached model string table
+// If index == -1, then the model is invalid
+// If index < -1, then the model is DYNAMIC and has a DYNAMIC INDEX of (-2 - index)
+// - if the dynamic index is ODD, then the model is CLIENT ONLY
+// and has a m_LocalDynamicModels lookup index of (dynamic index)>>1
+// - if the dynamic index is EVEN, then the model is NETWORKED
+// and has a dynamic model string table index of (dynamic index)>>1
+
+inline bool IsDynamicModelIndex( int modelindex ) { return modelindex < -1; }
+inline bool IsClientOnlyModelIndex( int modelindex ) { return modelindex < -1 && (modelindex & 1); }
+
+abstract_class IVModelInfo
+{
+public:
+ virtual ~IVModelInfo( void ) { }
+
+ // Returns model_t* pointer for a model given a precached or dynamic model index.
+ virtual const model_t *GetModel( int modelindex ) = 0;
+
+ // Returns index of model by name for precached or known dynamic models.
+ // Does not adjust reference count for dynamic models.
+ virtual int GetModelIndex( const char *name ) const = 0;
+
+ // Returns name of model
+ virtual const char *GetModelName( const model_t *model ) const = 0;
+ virtual vcollide_t *GetVCollide( const model_t *model ) = 0;
+ virtual vcollide_t *GetVCollide( int modelindex ) = 0;
+ virtual void GetModelBounds( const model_t *model, Vector& mins, Vector& maxs ) const = 0;
+ virtual void GetModelRenderBounds( const model_t *model, Vector& mins, Vector& maxs ) const = 0;
+ virtual int GetModelFrameCount( const model_t *model ) const = 0;
+ virtual int GetModelType( const model_t *model ) const = 0;
+ virtual void *GetModelExtraData( const model_t *model ) = 0;
+ virtual bool ModelHasMaterialProxy( const model_t *model ) const = 0;
+ virtual bool IsTranslucent( model_t const* model ) const = 0;
+ virtual bool IsTranslucentTwoPass( const model_t *model ) const = 0;
+ virtual void RecomputeTranslucency( const model_t *model, int nSkin, int nBody, void /*IClientRenderable*/ *pClientRenderable, float fInstanceAlphaModulate=1.0f) = 0;
+ virtual int GetModelMaterialCount( const model_t* model ) const = 0;
+ virtual void GetModelMaterials( const model_t *model, int count, IMaterial** ppMaterial ) = 0;
+ virtual bool IsModelVertexLit( const model_t *model ) const = 0;
+ virtual const char *GetModelKeyValueText( const model_t *model ) = 0;
+ virtual bool GetModelKeyValue( const model_t *model, CUtlBuffer &buf ) = 0; // supports keyvalue blocks in submodels
+ virtual float GetModelRadius( const model_t *model ) = 0;
+
+ virtual const studiohdr_t *FindModel( const studiohdr_t *pStudioHdr, void **cache, const char *modelname ) const = 0;
+ virtual const studiohdr_t *FindModel( void *cache ) const = 0;
+ virtual virtualmodel_t *GetVirtualModel( const studiohdr_t *pStudioHdr ) const = 0;
+ virtual byte *GetAnimBlock( const studiohdr_t *pStudioHdr, int iBlock ) const = 0;
+
+ // Available on client only!!!
+ virtual void GetModelMaterialColorAndLighting( const model_t *model, Vector const& origin,
+ QAngle const& angles, trace_t* pTrace,
+ Vector& lighting, Vector& matColor ) = 0;
+ virtual void GetIlluminationPoint( const model_t *model, IClientRenderable *pRenderable, Vector const& origin,
+ QAngle const& angles, Vector* pLightingCenter ) = 0;
+
+ virtual int GetModelContents( int modelIndex ) = 0;
+ virtual studiohdr_t *GetStudiomodel( const model_t *mod ) = 0;
+ virtual int GetModelSpriteWidth( const model_t *model ) const = 0;
+ virtual int GetModelSpriteHeight( const model_t *model ) const = 0;
+
+ // Sets/gets a map-specified fade range (client only)
+ virtual void SetLevelScreenFadeRange( float flMinSize, float flMaxSize ) = 0;
+ virtual void GetLevelScreenFadeRange( float *pMinArea, float *pMaxArea ) const = 0;
+
+ // Sets/gets a map-specified per-view fade range (client only)
+ virtual void SetViewScreenFadeRange( float flMinSize, float flMaxSize ) = 0;
+
+ // Computes fade alpha based on distance fade + screen fade (client only)
+ virtual unsigned char ComputeLevelScreenFade( const Vector &vecAbsOrigin, float flRadius, float flFadeScale ) const = 0;
+ virtual unsigned char ComputeViewScreenFade( const Vector &vecAbsOrigin, float flRadius, float flFadeScale ) const = 0;
+
+ // both client and server
+ virtual int GetAutoplayList( const studiohdr_t *pStudioHdr, unsigned short **pAutoplayList ) const = 0;
+
+ // Gets a virtual terrain collision model (creates if necessary)
+ // NOTE: This may return NULL if the terrain model cannot be virtualized
+ virtual CPhysCollide *GetCollideForVirtualTerrain( int index ) = 0;
+
+ virtual bool IsUsingFBTexture( const model_t *model, int nSkin, int nBody, void /*IClientRenderable*/ *pClientRenderable ) const = 0;
+
+ // Obsolete methods. These are left in to maintain binary compatibility with clients using the IVModelInfo old version.
+ virtual const model_t *FindOrLoadModel( const char *name ) { Warning( "IVModelInfo::FindOrLoadModel is now obsolte.\n" ); return NULL; }
+ virtual void InitDynamicModels( ) { Warning( "IVModelInfo::InitDynamicModels is now obsolte.\n" ); }
+ virtual void ShutdownDynamicModels( ) { Warning( "IVModelInfo::ShutdownDynamicModels is now obsolte.\n" ); }
+ virtual void AddDynamicModel( const char *name, int nModelIndex = -1 ) { Warning( "IVModelInfo::AddDynamicModel is now obsolte.\n" ); }
+ virtual void ReferenceModel( int modelindex ) { Warning( "IVModelInfo::ReferenceModel is now obsolte.\n" ); }
+ virtual void UnreferenceModel( int modelindex ) { Warning( "IVModelInfo::UnreferenceModel is now obsolte.\n" ); }
+ virtual void CleanupDynamicModels( bool bForce = false ) { Warning( "IVModelInfo::CleanupDynamicModels is now obsolte.\n" ); }
+
+ virtual MDLHandle_t GetCacheHandle( const model_t *model ) const = 0;
+
+ // Returns planes of non-nodraw brush model surfaces
+ virtual int GetBrushModelPlaneCount( const model_t *model ) const = 0;
+ virtual void GetBrushModelPlane( const model_t *model, int nIndex, cplane_t &plane, Vector *pOrigin ) const = 0;
+ virtual int GetSurfacepropsForVirtualTerrain( int index ) = 0;
+
+ // Poked by engine host system
+ virtual void OnLevelChange() = 0;
+
+ virtual int GetModelClientSideIndex( const char *name ) const = 0;
+
+ // Returns index of model by name, dynamically registered if not already known.
+ virtual int RegisterDynamicModel( const char *name, bool bClientSide ) = 0;
+
+ virtual bool IsDynamicModelLoading( int modelIndex ) = 0;
+
+ virtual void AddRefDynamicModel( int modelIndex ) = 0;
+ virtual void ReleaseDynamicModel( int modelIndex ) = 0;
+
+ // Registers callback for when dynamic model has finished loading.
+ // Automatically adds reference, pair with ReleaseDynamicModel.
+ virtual bool RegisterModelLoadCallback( int modelindex, IModelLoadCallback* pCallback, bool bCallImmediatelyIfLoaded = true ) = 0;
+ virtual void UnregisterModelLoadCallback( int modelindex, IModelLoadCallback* pCallback ) = 0;
+};
+
+typedef IVModelInfo IVModelInfo003;
+
+
+abstract_class IVModelInfoClient : public IVModelInfo
+{
+public:
+ virtual void OnDynamicModelsStringTableChange( int nStringIndex, const char *pString, const void *pData ) = 0;
+
+ // For tools only!
+ virtual const model_t *FindOrLoadModel( const char *name ) = 0;
+};
+
+
+struct virtualterrainparams_t
+{
+ // UNDONE: Add grouping here, specified in BSP file? (test grouping to see if this is necessary)
+ int index;
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Force removal from callback list on destruction to avoid crashes.
+//-----------------------------------------------------------------------------
+inline IModelLoadCallback::~IModelLoadCallback()
+{
+#ifdef CLIENT_DLL
+ extern IVModelInfoClient *modelinfo;
+#else
+ extern IVModelInfo *modelinfo;
+#endif
+ if ( modelinfo )
+ {
+ modelinfo->UnregisterModelLoadCallback( -1, this );
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Automate refcount tracking on a model index
+//-----------------------------------------------------------------------------
+inline void CRefCountedModelIndex::Set( int i )
+{
+#ifdef CLIENT_DLL
+ extern IVModelInfoClient *modelinfo;
+#else
+ extern IVModelInfo *modelinfo;
+#endif
+ if ( i == m_nIndex )
+ return;
+ modelinfo->AddRefDynamicModel( i );
+ modelinfo->ReleaseDynamicModel( m_nIndex );
+ m_nIndex = i;
+}
+
+
+#endif // IVMODELINFO_H
diff --git a/public/engine/ivmodelrender.h b/public/engine/ivmodelrender.h
new file mode 100644
index 0000000..fc10350
--- /dev/null
+++ b/public/engine/ivmodelrender.h
@@ -0,0 +1,185 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+
+#ifndef IVMODELRENDER_H
+#define IVMODELRENDER_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "interface.h"
+#include "mathlib/mathlib.h"
+#include "istudiorender.h"
+
+//-----------------------------------------------------------------------------
+// forward declarations
+//-----------------------------------------------------------------------------
+struct mstudioanimdesc_t;
+struct mstudioseqdesc_t;
+struct model_t;
+class IClientRenderable;
+class Vector;
+struct studiohdr_t;
+class IMaterial;
+class CStudioHdr;
+
+FORWARD_DECLARE_HANDLE( LightCacheHandle_t );
+
+
+//-----------------------------------------------------------------------------
+// Model rendering state
+//-----------------------------------------------------------------------------
+struct DrawModelState_t
+{
+ studiohdr_t* m_pStudioHdr;
+ studiohwdata_t* m_pStudioHWData;
+ IClientRenderable* m_pRenderable;
+ const matrix3x4_t *m_pModelToWorld;
+ StudioDecalHandle_t m_decals;
+ int m_drawFlags;
+ int m_lod;
+};
+
+
+//-----------------------------------------------------------------------------
+// Model Rendering + instance data
+//-----------------------------------------------------------------------------
+
+// change this when the new version is incompatable with the old
+#define VENGINE_HUDMODEL_INTERFACE_VERSION "VEngineModel016"
+
+typedef unsigned short ModelInstanceHandle_t;
+
+enum
+{
+ MODEL_INSTANCE_INVALID = (ModelInstanceHandle_t)~0
+};
+
+struct ModelRenderInfo_t
+{
+ Vector origin;
+ QAngle angles;
+ IClientRenderable *pRenderable;
+ const model_t *pModel;
+ const matrix3x4_t *pModelToWorld;
+ const matrix3x4_t *pLightingOffset;
+ const Vector *pLightingOrigin;
+ int flags;
+ int entity_index;
+ int skin;
+ int body;
+ int hitboxset;
+ ModelInstanceHandle_t instance;
+
+ ModelRenderInfo_t()
+ {
+ pModelToWorld = NULL;
+ pLightingOffset = NULL;
+ pLightingOrigin = NULL;
+ }
+};
+
+struct StaticPropRenderInfo_t
+{
+ const matrix3x4_t *pModelToWorld;
+ const model_t *pModel;
+ IClientRenderable *pRenderable;
+ Vector *pLightingOrigin;
+ short skin;
+ ModelInstanceHandle_t instance;
+};
+
+// UNDONE: Move this to hud export code, subsume previous functions
+abstract_class IVModelRender
+{
+public:
+ virtual int DrawModel( int flags,
+ IClientRenderable *pRenderable,
+ ModelInstanceHandle_t instance,
+ int entity_index,
+ const model_t *model,
+ Vector const& origin,
+ QAngle const& angles,
+ int skin,
+ int body,
+ int hitboxset,
+ const matrix3x4_t *modelToWorld = NULL,
+ const matrix3x4_t *pLightingOffset = NULL ) = 0;
+
+ // This causes a material to be used when rendering the model instead
+ // of the materials the model was compiled with
+ virtual void ForcedMaterialOverride( IMaterial *newMaterial, OverrideType_t nOverrideType = OVERRIDE_NORMAL ) = 0;
+
+ virtual void SetViewTarget( const CStudioHdr *pStudioHdr, int nBodyIndex, const Vector& target ) = 0;
+
+ // Creates, destroys instance data to be associated with the model
+ virtual ModelInstanceHandle_t CreateInstance( IClientRenderable *pRenderable, LightCacheHandle_t *pCache = NULL ) = 0;
+ virtual void DestroyInstance( ModelInstanceHandle_t handle ) = 0;
+
+ // Associates a particular lighting condition with a model instance handle.
+ // FIXME: This feature currently only works for static props. To make it work for entities, etc.,
+ // we must clean up the lightcache handles as the model instances are removed.
+ // At the moment, since only the static prop manager uses this, it cleans up all LightCacheHandles
+ // at level shutdown.
+ virtual void SetStaticLighting( ModelInstanceHandle_t handle, LightCacheHandle_t* pHandle ) = 0;
+ virtual LightCacheHandle_t GetStaticLighting( ModelInstanceHandle_t handle ) = 0;
+
+ // moves an existing InstanceHandle to a nex Renderable to keep decals etc. Models must be the same
+ virtual bool ChangeInstance( ModelInstanceHandle_t handle, IClientRenderable *pRenderable ) = 0;
+
+ // Creates a decal on a model instance by doing a planar projection
+ // along the ray. The material is the decal material, the radius is the
+ // radius of the decal to create.
+ virtual void AddDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
+ Vector const& decalUp, int decalIndex, int body, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
+
+ // Removes all the decals on a model instance
+ virtual void RemoveAllDecals( ModelInstanceHandle_t handle ) = 0;
+
+ // Remove all decals from all models
+ virtual void RemoveAllDecalsFromAllModels() = 0;
+
+ // Shadow rendering, DrawModelShadowSetup returns the address of the bone-to-world array, NULL in case of error
+ virtual matrix3x4_t* DrawModelShadowSetup( IClientRenderable *pRenderable, int body, int skin, DrawModelInfo_t *pInfo, matrix3x4_t *pCustomBoneToWorld = NULL ) = 0;
+ virtual void DrawModelShadow( IClientRenderable *pRenderable, const DrawModelInfo_t &info, matrix3x4_t *pCustomBoneToWorld = NULL ) = 0;
+
+ // This gets called when overbright, etc gets changed to recompute static prop lighting.
+ virtual bool RecomputeStaticLighting( ModelInstanceHandle_t handle ) = 0;
+
+ virtual void ReleaseAllStaticPropColorData( void ) = 0;
+ virtual void RestoreAllStaticPropColorData( void ) = 0;
+
+ // Extended version of drawmodel
+ virtual int DrawModelEx( ModelRenderInfo_t &pInfo ) = 0;
+
+ virtual int DrawModelExStaticProp( ModelRenderInfo_t &pInfo ) = 0;
+
+ virtual bool DrawModelSetup( ModelRenderInfo_t &pInfo, DrawModelState_t *pState, matrix3x4_t *pCustomBoneToWorld, matrix3x4_t** ppBoneToWorldOut ) = 0;
+ virtual void DrawModelExecute( const DrawModelState_t &state, const ModelRenderInfo_t &pInfo, matrix3x4_t *pCustomBoneToWorld = NULL ) = 0;
+
+ // Sets up lighting context for a point in space
+ virtual void SetupLighting( const Vector &vecCenter ) = 0;
+
+ // doesn't support any debug visualization modes or other model options, but draws static props in the
+ // fastest way possible
+ virtual int DrawStaticPropArrayFast( StaticPropRenderInfo_t *pProps, int count, bool bShadowDepth ) = 0;
+
+ // Allow client to override lighting state
+ virtual void SuppressEngineLighting( bool bSuppress ) = 0;
+
+ virtual void SetupColorMeshes( int nTotalVerts ) = 0;
+
+ virtual void AddColoredDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
+ Vector const& decalUp, int decalIndex, int body, Color cColor, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
+
+ virtual void GetMaterialOverride( IMaterial** ppOutForcedMaterial, OverrideType_t* pOutOverrideType ) = 0;
+};
+
+
+#endif // IVMODELRENDER_H
diff --git a/public/engine/view_sharedv1.h b/public/engine/view_sharedv1.h
new file mode 100644
index 0000000..cd5fd48
--- /dev/null
+++ b/public/engine/view_sharedv1.h
@@ -0,0 +1,94 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef VIEW_SHAREDV1_H
+#define VIEW_SHAREDV1_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: Renderer setup data.
+//-----------------------------------------------------------------------------
+class CViewSetupV1
+{
+public:
+ CViewSetupV1()
+ {
+ m_bForceAspectRatio1To1 = false;
+ m_bRenderToSubrectOfLargerScreen = false;
+ bForceClearWholeRenderTarget = false;
+ m_bUseRenderTargetAspectRatio = false;
+ }
+
+// shared by 2D & 3D views
+
+ // User specified context
+ int context;
+
+ // left side of view window
+ int x;
+ // top side of view window
+ int y;
+ // width of view window
+ int width;
+ // height of view window
+ int height;
+
+ // clear the color buffer before rendering this view?
+ bool clearColor;
+ // clear the Depth buffer before rendering this view?
+ bool clearDepth;
+ // NOTE: This is for a workaround on ATI with building cubemaps. Clearing just the viewport doesn't seem to work properly.
+ bool bForceClearWholeRenderTarget;
+
+// the rest are only used by 3D views
+
+ // Orthographic projection?
+ bool m_bOrtho;
+ // View-space rectangle for ortho projection.
+ float m_OrthoLeft;
+ float m_OrthoTop;
+ float m_OrthoRight;
+ float m_OrthoBottom;
+
+ // horizontal FOV in degrees
+ float fov;
+ // horizontal FOV in degrees for in-view model
+ float fovViewmodel;
+
+ // 3D origin of camera
+ Vector origin;
+ // Origin gets reflected on the water surface, but things like
+ // displacement LOD need to be calculated from the viewer's
+ // real position.
+ Vector m_vUnreflectedOrigin;
+
+ // heading of camera (pitch, yaw, roll)
+ QAngle angles;
+ // local Z coordinate of near plane of camera
+ float zNear;
+ // local Z coordinate of far plane of camera
+ float zFar;
+
+ // local Z coordinate of near plane of camera ( when rendering view model )
+ float zNearViewmodel;
+ // local Z coordinate of far plane of camera ( when rendering view model )
+ float zFarViewmodel;
+
+ bool m_bForceAspectRatio1To1;
+
+ // set to true if this is to draw into a subrect of the larger screen
+ // this really is a hack, but no more than the rest of the way this class is used
+ bool m_bRenderToSubrectOfLargerScreen;
+
+ // Use this for situations like water where you want to render the aspect ratio of the
+ // back buffer into a square (or otherwise) render target.
+ bool m_bUseRenderTargetAspectRatio;
+};
+
+#endif // VIEW_SHAREDV1_H