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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $NoKeywords: $
+//===========================================================================//
+#if !defined( IVRENDERVIEW_H )
+#define IVRENDERVIEW_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "basetypes.h"
+#include "mathlib/vplane.h"
+#include "interface.h"
+#include "materialsystem/imaterialsystem.h"
+#include "const.h"
+#include "tier1/refcount.h"
+
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+class CViewSetup;
+class CEngineSprite;
+class IClientEntity;
+class IMaterial;
+struct model_t;
+class IClientRenderable;
+
+
+//-----------------------------------------------------------------------------
+// Flags used by DrawWorldLists
+//-----------------------------------------------------------------------------
+enum
+{
+ DRAWWORLDLISTS_DRAW_STRICTLYABOVEWATER = 0x001,
+ DRAWWORLDLISTS_DRAW_STRICTLYUNDERWATER = 0x002,
+ DRAWWORLDLISTS_DRAW_INTERSECTSWATER = 0x004,
+ DRAWWORLDLISTS_DRAW_WATERSURFACE = 0x008,
+ DRAWWORLDLISTS_DRAW_SKYBOX = 0x010,
+ DRAWWORLDLISTS_DRAW_CLIPSKYBOX = 0x020,
+ DRAWWORLDLISTS_DRAW_SHADOWDEPTH = 0x040,
+ DRAWWORLDLISTS_DRAW_REFRACTION = 0x080,
+ DRAWWORLDLISTS_DRAW_REFLECTION = 0x100,
+ DRAWWORLDLISTS_DRAW_SSAO = 0x800,
+};
+
+enum
+{
+ MAT_SORT_GROUP_STRICTLY_ABOVEWATER = 0,
+ MAT_SORT_GROUP_STRICTLY_UNDERWATER,
+ MAT_SORT_GROUP_INTERSECTS_WATER_SURFACE,
+ MAT_SORT_GROUP_WATERSURFACE,
+
+ MAX_MAT_SORT_GROUPS
+};
+
+enum ERenderDepthMode
+{
+ DEPTH_MODE_NORMAL = 0,
+ DEPTH_MODE_SHADOW = 1,
+ DEPTH_MODE_SSA0 = 2,
+ DEPTH_MODE_OVERRIDE = 3,
+
+ DEPTH_MODE_MAX
+};
+
+typedef VPlane Frustum[FRUSTUM_NUMPLANES];
+
+
+//-----------------------------------------------------------------------------
+// Leaf index
+//-----------------------------------------------------------------------------
+typedef unsigned short LeafIndex_t;
+typedef short LeafFogVolume_t;
+enum
+{
+ INVALID_LEAF_INDEX = (LeafIndex_t)~0
+};
+
+
+//-----------------------------------------------------------------------------
+// Describes the leaves to be rendered this view, set by BuildWorldLists
+//-----------------------------------------------------------------------------
+struct WorldListInfo_t
+{
+ int m_ViewFogVolume;
+ int m_LeafCount;
+ LeafIndex_t* m_pLeafList;
+ LeafFogVolume_t* m_pLeafFogVolume;
+};
+
+class IWorldRenderList : public IRefCounted
+{
+};
+
+//-----------------------------------------------------------------------------
+// Describes the fog volume for a particular point
+//-----------------------------------------------------------------------------
+struct VisibleFogVolumeInfo_t
+{
+ int m_nVisibleFogVolume;
+ int m_nVisibleFogVolumeLeaf;
+ bool m_bEyeInFogVolume;
+ float m_flDistanceToWater;
+ float m_flWaterHeight;
+ IMaterial *m_pFogVolumeMaterial;
+};
+
+
+//-----------------------------------------------------------------------------
+// Vertex format for brush models
+//-----------------------------------------------------------------------------
+struct BrushVertex_t
+{
+ Vector m_Pos;
+ Vector m_Normal;
+ Vector m_TangentS;
+ Vector m_TangentT;
+ Vector2D m_TexCoord;
+ Vector2D m_LightmapCoord;
+
+private:
+ BrushVertex_t( const BrushVertex_t& src );
+};
+
+//-----------------------------------------------------------------------------
+// Visibility data for area portal culling
+//-----------------------------------------------------------------------------
+struct VisOverrideData_t
+{
+ Vector m_vecVisOrigin; // The point to to use as the viewpoint for area portal backface cull checks.
+ float m_fDistToAreaPortalTolerance; // The distance from an area portal before using the full screen as the viewable portion.
+};
+
+
+//-----------------------------------------------------------------------------
+// interface for asking about the Brush surfaces from the client DLL
+//-----------------------------------------------------------------------------
+
+class IBrushSurface
+{
+public:
+ // Computes texture coordinates + lightmap coordinates given a world position
+ virtual void ComputeTextureCoordinate( Vector const& worldPos, Vector2D& texCoord ) = 0;
+ virtual void ComputeLightmapCoordinate( Vector const& worldPos, Vector2D& lightmapCoord ) = 0;
+
+ // Gets the vertex data for this surface
+ virtual int GetVertexCount() const = 0;
+ virtual void GetVertexData( BrushVertex_t* pVerts ) = 0;
+
+ // Gets at the material properties for this surface
+ virtual IMaterial* GetMaterial() = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// interface for installing a new renderer for brush surfaces
+//-----------------------------------------------------------------------------
+
+class IBrushRenderer
+{
+public:
+ // Draws the surface; returns true if decals should be rendered on this surface
+ virtual bool RenderBrushModelSurface( IClientEntity* pBaseEntity, IBrushSurface* pBrushSurface ) = 0;
+};
+
+
+#define MAX_VIS_LEAVES 32
+//-----------------------------------------------------------------------------
+// Purpose: Interface to client .dll to set up a rendering pass over world
+// The client .dll can call Render multiple times to overlay one or more world
+// views on top of one another
+//-----------------------------------------------------------------------------
+enum DrawBrushModelMode_t
+{
+ DBM_DRAW_ALL = 0,
+ DBM_DRAW_OPAQUE_ONLY,
+ DBM_DRAW_TRANSLUCENT_ONLY,
+};
+
+class IVRenderView
+{
+public:
+
+ // Draw normal brush model.
+ // If pMaterialOverride is non-null, then all the faces of the bmodel will
+ // set this material rather than their regular material.
+ virtual void DrawBrushModel(
+ IClientEntity *baseentity,
+ model_t *model,
+ const Vector& origin,
+ const QAngle& angles,
+ bool bUnused ) = 0;
+
+ // Draw brush model that has no origin/angles change ( uses identity transform )
+ // FIXME, Material proxy IClientEntity *baseentity is unused right now, use DrawBrushModel for brushes with
+ // proxies for now.
+ virtual void DrawIdentityBrushModel( IWorldRenderList *pList, model_t *model ) = 0;
+
+ // Mark this dynamic light as having changed this frame ( so light maps affected will be recomputed )
+ virtual void TouchLight( struct dlight_t *light ) = 0;
+ // Draw 3D Overlays
+ virtual void Draw3DDebugOverlays( void ) = 0;
+ // Sets global blending fraction
+ virtual void SetBlend( float blend ) = 0;
+ virtual float GetBlend( void ) = 0;
+
+ // Sets global color modulation
+ virtual void SetColorModulation( float const* blend ) = 0;
+ virtual void GetColorModulation( float* blend ) = 0;
+
+ // Wrap entire scene drawing
+ virtual void SceneBegin( void ) = 0;
+ virtual void SceneEnd( void ) = 0;
+
+ // Gets the fog volume for a particular point
+ virtual void GetVisibleFogVolume( const Vector& eyePoint, VisibleFogVolumeInfo_t *pInfo ) = 0;
+
+ // Wraps world drawing
+ // If iForceViewLeaf is not -1, then it uses the specified leaf as your starting area for setting up area portal culling.
+ // This is used by water since your reflected view origin is often in solid space, but we still want to treat it as though
+ // the first portal we're looking out of is a water portal, so our view effectively originates under the water.
+ virtual IWorldRenderList * CreateWorldList() = 0;
+
+ virtual void BuildWorldLists( IWorldRenderList *pList, WorldListInfo_t* pInfo, int iForceFViewLeaf, const VisOverrideData_t* pVisData = NULL, bool bShadowDepth = false, float *pReflectionWaterHeight = NULL ) = 0;
+ virtual void DrawWorldLists( IWorldRenderList *pList, unsigned long flags, float waterZAdjust ) = 0;
+
+ // Optimization for top view
+ virtual void DrawTopView( bool enable ) = 0;
+ virtual void TopViewBounds( Vector2D const& mins, Vector2D const& maxs ) = 0;
+
+ // Draw lights
+ virtual void DrawLights( void ) = 0;
+ // FIXME: This function is a stub, doesn't do anything in the engine right now
+ virtual void DrawMaskEntities( void ) = 0;
+
+ // Draw surfaces with alpha
+ virtual void DrawTranslucentSurfaces( IWorldRenderList *pList, int sortIndex, unsigned long flags, bool bShadowDepth ) = 0;
+
+ // Draw Particles ( just draws the linefine for debugging map leaks )
+ virtual void DrawLineFile( void ) = 0;
+ // Draw lightmaps
+ virtual void DrawLightmaps( IWorldRenderList *pList, int pageId ) = 0;
+ // Wraps view render sequence, sets up a view
+ virtual void ViewSetupVis( bool novis, int numorigins, const Vector origin[] ) = 0;
+
+ // Return true if any of these leaves are visible in the current PVS.
+ virtual bool AreAnyLeavesVisible( int *leafList, int nLeaves ) = 0;
+
+ virtual void VguiPaint( void ) = 0;
+ // Sets up view fade parameters
+ virtual void ViewDrawFade( byte *color, IMaterial *pMaterial ) = 0;
+ // Sets up the projection matrix for the specified field of view
+ virtual void OLD_SetProjectionMatrix( float fov, float zNear, float zFar ) = 0;
+ // Determine lighting at specified position
+ virtual colorVec GetLightAtPoint( Vector& pos ) = 0;
+ // Whose eyes are we looking through?
+ virtual int GetViewEntity( void ) = 0;
+ // Get engine field of view setting
+ virtual float GetFieldOfView( void ) = 0;
+ // 1 == ducking, 0 == not
+ virtual unsigned char **GetAreaBits( void ) = 0;
+
+ // Set up fog for a particular leaf
+ virtual void SetFogVolumeState( int nVisibleFogVolume, bool bUseHeightFog ) = 0;
+
+ // Installs a brush surface draw override method, null means use normal renderer
+ virtual void InstallBrushSurfaceRenderer( IBrushRenderer* pBrushRenderer ) = 0;
+
+ // Draw brush model shadow
+ virtual void DrawBrushModelShadow( IClientRenderable *pRenderable ) = 0;
+
+ // Does the leaf contain translucent surfaces?
+ virtual bool LeafContainsTranslucentSurfaces( IWorldRenderList *pList, int sortIndex, unsigned long flags ) = 0;
+
+ virtual bool DoesBoxIntersectWaterVolume( const Vector &mins, const Vector &maxs, int leafWaterDataID ) = 0;
+
+ virtual void SetAreaState(
+ unsigned char chAreaBits[MAX_AREA_STATE_BYTES],
+ unsigned char chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES] ) = 0;
+
+ // See i
+ virtual void VGui_Paint( int mode ) = 0;
+
+ // Push, pop views (see PushViewFlags_t above for flags)
+ virtual void Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) = 0;
+ virtual void Push2DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) = 0;
+ virtual void PopView( Frustum frustumPlanes ) = 0;
+
+ // Sets the main view
+ virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles ) = 0;
+
+ enum
+ {
+ VIEW_SETUP_VIS_EX_RETURN_FLAGS_USES_RADIAL_VIS = 0x00000001
+ };
+
+ // Wraps view render sequence, sets up a view
+ virtual void ViewSetupVisEx( bool novis, int numorigins, const Vector origin[], unsigned int &returnFlags ) = 0;
+
+ //replaces the current view frustum with a rhyming replacement of your choice
+ virtual void OverrideViewFrustum( Frustum custom ) = 0;
+
+ virtual void DrawBrushModelShadowDepth( IClientEntity *baseentity, model_t *model, const Vector& origin, const QAngle& angles, ERenderDepthMode DepthMode ) = 0;
+ virtual void UpdateBrushModelLightmap( model_t *model, IClientRenderable *pRenderable ) = 0;
+ virtual void BeginUpdateLightmaps( void ) = 0;
+ virtual void EndUpdateLightmaps( void ) = 0;
+ virtual void OLD_SetOffCenterProjectionMatrix( float fov, float zNear, float zFar, float flAspectRatio, float flBottom, float flTop, float flLeft, float flRight ) = 0;
+ virtual void OLD_SetProjectionMatrixOrtho( float left, float top, float right, float bottom, float zNear, float zFar ) = 0;
+ virtual void Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes, ITexture* pDepthTexture ) = 0;
+ virtual void GetMatricesForView( const CViewSetup &view, VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection, VMatrix *pWorldToPixels ) = 0;
+ virtual void DrawBrushModelEx( IClientEntity *baseentity, model_t *model, const Vector& origin, const QAngle& angles, DrawBrushModelMode_t mode ) = 0;
+};
+
+// change this when the new version is incompatable with the old
+#define VENGINE_RENDERVIEW_INTERFACE_VERSION "VEngineRenderView014"
+
+#if defined(_STATIC_LINKED) && defined(CLIENT_DLL)
+namespace Client
+{
+extern IVRenderView *render;
+}
+#else
+extern IVRenderView *render;
+#endif
+
+#endif // IVRENDERVIEW_H