//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #ifndef IDISPINFO_H #define IDISPINFO_H #ifdef _WIN32 #pragma once #endif //============================================================================= #include #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