//========= 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