//===== Copyright © 1996-2005, 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" #include "datacache/idatacache.h" //----------------------------------------------------------------------------- // forward declarations //----------------------------------------------------------------------------- struct mstudioanimdesc_t; struct mstudioseqdesc_t; struct model_t; class IClientRenderable; class Vector; struct studiohdr_t; class IMaterial; class CStudioHdr; struct MaterialLightingState_t; 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; ModelInstanceHandle_t instance; uint8 skin; uint8 alpha; }; struct LightingQuery_t { Vector m_LightingOrigin; ModelInstanceHandle_t m_InstanceHandle; bool m_bAmbientBoost; }; struct StaticLightingQuery_t : public LightingQuery_t { IClientRenderable *m_pRenderable; }; // 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 matrix3x4a_t* DrawModelShadowSetup( IClientRenderable *pRenderable, int body, int skin, DrawModelInfo_t *pInfo, matrix3x4a_t *pCustomBoneToWorld = NULL ) = 0; virtual void DrawModelShadow( IClientRenderable *pRenderable, const DrawModelInfo_t &info, matrix3x4a_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 **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; // Sets up lighting context for a point in space, with smooth interpolation per model. // Passing MODEL_INSTANCE_INVALID as a handle is equivalent to calling SetupLighting. virtual void SetupLightingEx( const Vector &vecCenter, ModelInstanceHandle_t handle ) = 0; // Finds the brightest light source illuminating a point. Returns false if there isn't any. virtual bool GetBrightestShadowingLightSource( const Vector &vecCenter, Vector& lightPos, Vector& lightBrightness, bool bAllowNonTaggedLights ) = 0; // Computes lighting state for an array of lighting requests virtual void ComputeLightingState( int nCount, const LightingQuery_t *pQuery, MaterialLightingState_t *pState, ITexture **ppEnvCubemapTexture ) = 0; // Gets an array of decal handles given model instances virtual void GetModelDecalHandles( StudioDecalHandle_t *pDecals, int nDecalStride, int nCount, const ModelInstanceHandle_t *pHandles ) = 0; // Computes lighting state for an array of lighting requests for renderables which use static lighting virtual void ComputeStaticLightingState( int nCount, const StaticLightingQuery_t *pQuery, MaterialLightingState_t *pState, MaterialLightingState_t *pDecalState, ColorMeshInfo_t **ppStaticLighting, ITexture **ppEnvCubemapTexture, DataCacheHandle_t *pColorMeshHandles ) = 0; // Cleans up lighting state. Must be called after the draw call that uses // the color meshes return from ComputeStaticLightingState has been issued virtual void CleanupStaticLightingState( int nCount, DataCacheHandle_t *pColorMeshHandles ) = 0; }; #endif // IVMODELRENDER_H