426 lines
15 KiB
C++
426 lines
15 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef ISTUDIORENDER_H
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#define ISTUDIORENDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/interface.h"
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#include "mathlib/vector.h"
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#include "mathlib/vector4d.h"
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#include "tier1/utlbuffer.h"
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#include "tier1/utlvector.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialsystem.h"
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#include "appframework/IAppSystem.h"
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#include "datacache/imdlcache.h"
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#include "tier0/fasttimer.h"
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#include "studio.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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struct studiohdr_t;
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struct studiomeshdata_t;
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class Vector;
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struct LightDesc_t;
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class IMaterial;
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struct studiohwdata_t;
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struct Ray_t;
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class Vector4D;
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class IMaterialSystem;
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struct matrix3x4_t;
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class IMesh;
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struct vertexFileHeader_t;
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struct FlashlightState_t;
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class VMatrix;
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namespace OptimizedModel { struct FileHeader_t; }
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class IPooledVBAllocator;
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struct MeshInstanceData_t;
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struct ShaderStencilState_t;
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// undone: what's the standard for function type naming?
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typedef void (*StudioRender_Printf_t)( const char *fmt, ... );
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struct StudioRenderConfig_t
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{
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float fEyeShiftX; // eye X position
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float fEyeShiftY; // eye Y position
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float fEyeShiftZ; // eye Z position
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float fEyeSize; // adjustment to iris textures
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float fEyeGlintPixelWidthLODThreshold;
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int maxDecalsPerModel;
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int drawEntities;
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int skin;
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int fullbright;
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bool bEyeMove : 1; // look around
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bool bSoftwareSkin : 1;
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bool bNoHardware : 1;
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bool bNoSoftware : 1;
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bool bTeeth : 1;
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bool bEyes : 1;
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bool bFlex : 1;
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bool bWireframe : 1;
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bool bDrawNormals : 1;
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bool bDrawTangentFrame : 1;
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bool bDrawZBufferedWireframe : 1;
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bool bSoftwareLighting : 1;
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bool bShowEnvCubemapOnly : 1;
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bool bWireframeDecals : 1;
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// Reserved for future use
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int m_nReserved[4];
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};
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//-----------------------------------------------------------------------------
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// Studio render interface
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//-----------------------------------------------------------------------------
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DECLARE_POINTER_HANDLE( StudioDecalHandle_t );
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#define STUDIORENDER_DECAL_INVALID ( (StudioDecalHandle_t)0 )
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enum
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{
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ADDDECAL_TO_ALL_LODS = -1
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};
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//-----------------------------------------------------------------------------
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// DrawModel flags
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//-----------------------------------------------------------------------------
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enum
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{
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STUDIORENDER_DRAW_ENTIRE_MODEL = 0,
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STUDIORENDER_DRAW_OPAQUE_ONLY = 0x01,
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STUDIORENDER_DRAW_TRANSLUCENT_ONLY = 0x02,
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STUDIORENDER_DRAW_GROUP_MASK = 0x03,
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STUDIORENDER_DRAW_NO_FLEXES = 0x04,
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STUDIORENDER_DRAW_STATIC_LIGHTING = 0x08,
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STUDIORENDER_DRAW_ACCURATETIME = 0x10, // Use accurate timing when drawing the model.
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STUDIORENDER_DRAW_NO_SHADOWS = 0x20,
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STUDIORENDER_DRAW_GET_PERF_STATS = 0x40,
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STUDIORENDER_DRAW_WIREFRAME = 0x80,
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STUDIORENDER_DRAW_ITEM_BLINK = 0x100,
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STUDIORENDER_SHADOWDEPTHTEXTURE = 0x200,
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STUDIORENDER_NO_SKIN = 0x400,
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STUDIORENDER_SKIP_DECALS = 0x800,
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};
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//-----------------------------------------------------------------------------
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// Standard model vertex formats
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//-----------------------------------------------------------------------------
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// FIXME: remove these (materials/shaders should drive vertex format). Need to
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// list required forcedmaterialoverrides in models/bsps (rather than
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// all models supporting all possible overrides, as they do currently).
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#define VERTEX_TEXCOORD0_2D ( ( (uint64) 2 ) << ( TEX_COORD_SIZE_BIT + ( 3*0 ) ) )
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enum MaterialVertexFormat_t
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{
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MATERIAL_VERTEX_FORMAT_MODEL = (VertexFormat_t) VERTEX_POSITION | VERTEX_COLOR_STREAM_1 | VERTEX_NORMAL | VERTEX_TEXCOORD0_2D | VERTEX_USERDATA_SIZE(4),
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};
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//-----------------------------------------------------------------------------
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// What kind of material override is it?
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//-----------------------------------------------------------------------------
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enum OverrideType_t
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{
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OVERRIDE_NORMAL = 0,
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OVERRIDE_BUILD_SHADOWS,
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OVERRIDE_DEPTH_WRITE,
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};
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//-----------------------------------------------------------------------------
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// DrawModel info
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//-----------------------------------------------------------------------------
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// Special flag for studio models that have a compiled in shadow lod version
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// It's negative 2 since positive numbers == use a regular slot and -1 means
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// have studiorender compute a value instead
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enum
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{
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USESHADOWLOD = -2,
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};
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// beyond this number of materials, you won't get info back from DrawModel
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#define MAX_DRAW_MODEL_INFO_MATERIALS 8
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struct DrawModelResults_t
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{
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int m_ActualTriCount;
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int m_TextureMemoryBytes;
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int m_NumHardwareBones;
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int m_NumBatches;
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int m_NumMaterials;
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int m_nLODUsed;
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int m_flLODMetric;
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CFastTimer m_RenderTime;
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CUtlVectorFixed<IMaterial *,MAX_DRAW_MODEL_INFO_MATERIALS> m_Materials;
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};
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struct ColorMeshInfo_t
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{
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// A given color mesh can own a unique Mesh, or it can use a shared Mesh
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// (in which case it uses a sub-range defined by m_nVertOffset and m_nNumVerts)
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IMesh * m_pMesh;
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IPooledVBAllocator * m_pPooledVBAllocator;
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int m_nVertOffsetInBytes;
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int m_nNumVerts;
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};
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struct DrawModelInfo_t
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{
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studiohdr_t *m_pStudioHdr;
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studiohwdata_t *m_pHardwareData;
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StudioDecalHandle_t m_Decals;
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int m_Skin;
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int m_Body;
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int m_HitboxSet;
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void *m_pClientEntity;
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int m_Lod;
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ColorMeshInfo_t *m_pColorMeshes;
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bool m_bStaticLighting;
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MaterialLightingState_t m_LightingState;
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IMPLEMENT_OPERATOR_EQUAL( DrawModelInfo_t );
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};
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enum
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{
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// This is because we store which flashlights are on which model
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// in a 32-bit field (see ModelArrayInstanceData_t::m_nFlashlightUsage)
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MAX_FLASHLIGHTS_PER_INSTANCE_DRAW_CALL = 32
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};
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struct FlashlightInstance_t
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{
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IMaterial *m_pDebugMaterial;
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FlashlightState_t m_FlashlightState;
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VMatrix m_WorldToTexture;
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ITexture *m_pFlashlightDepthTexture;
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};
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struct StudioModelArrayInfo2_t
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{
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int m_nFlashlightCount;
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FlashlightInstance_t *m_pFlashlights; // NOTE: Can have at most MAX_FLASHLIGHTS_PER_INSTANCE_DRAW_CALL of these
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};
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struct StudioModelArrayInfo_t : public StudioModelArrayInfo2_t
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{
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studiohdr_t *m_pStudioHdr;
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studiohwdata_t *m_pHardwareData;
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};
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struct StudioArrayData_t
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{
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studiohdr_t *m_pStudioHdr;
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studiohwdata_t *m_pHardwareData;
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void *m_pInstanceData; // See StudioShadowArrayInstanceData_t or StudioArrayInstanceData_t
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int m_nCount;
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};
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struct StudioShadowArrayInstanceData_t
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{
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int m_nLOD;
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int m_nBody;
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int m_nSkin;
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matrix3x4a_t *m_pPoseToWorld;
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float *m_pFlexWeights;
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float *m_pDelayedFlexWeights;
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};
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struct StudioArrayInstanceData_t : public StudioShadowArrayInstanceData_t
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{
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MaterialLightingState_t *m_pLightingState;
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MaterialLightingState_t *m_pDecalLightingState;
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ITexture *m_pEnvCubemapTexture;
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StudioDecalHandle_t m_Decals;
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uint32 m_nFlashlightUsage; // Mask indicating which flashlights to use.
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ShaderStencilState_t *m_pStencilState;
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ColorMeshInfo_t *m_pColorMeshInfo;
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Vector4D m_DiffuseModulation;
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};
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struct GetTriangles_Vertex_t
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{
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Vector m_Position;
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Vector m_Normal;
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Vector4D m_TangentS;
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Vector2D m_TexCoord;
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Vector4D m_BoneWeight;
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int m_BoneIndex[4];
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int m_NumBones;
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IMPLEMENT_OPERATOR_EQUAL( GetTriangles_Vertex_t );
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};
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struct GetTriangles_MaterialBatch_t
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{
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IMaterial *m_pMaterial;
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CUtlVector<GetTriangles_Vertex_t> m_Verts;
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CUtlVector<int> m_TriListIndices;
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};
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struct GetTriangles_Output_t
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{
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CUtlVector<GetTriangles_MaterialBatch_t> m_MaterialBatches;
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matrix3x4_t m_PoseToWorld[MAXSTUDIOBONES];
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DISALLOW_OPERATOR_EQUAL( GetTriangles_Output_t );
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};
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//-----------------------------------------------------------------------------
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// Cache Callback Function
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// implementation can either statically persist data (tools) or lru cache (engine) it.
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// caller returns base pointer to resident data.
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// code expectes data to be dynamic and invokes cache callback prior to iterative access.
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// virtualModel is member passed in via studiohdr_t and passed back for model identification.
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//-----------------------------------------------------------------------------
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#define STUDIO_DATA_CACHE_INTERFACE_VERSION "VStudioDataCache005"
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abstract_class IStudioDataCache : public IAppSystem
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{
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public:
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virtual bool VerifyHeaders( studiohdr_t *pStudioHdr ) = 0;
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virtual vertexFileHeader_t *CacheVertexData( studiohdr_t *pStudioHdr ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Studio render interface
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//-----------------------------------------------------------------------------
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abstract_class IStudioRender : public IAppSystem
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{
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public:
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virtual void BeginFrame( void ) = 0;
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virtual void EndFrame( void ) = 0;
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// Used for the mat_stub console command.
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virtual void Mat_Stub( IMaterialSystem *pMatSys ) = 0;
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// Updates the rendering configuration
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virtual void UpdateConfig( const StudioRenderConfig_t& config ) = 0;
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virtual void GetCurrentConfig( StudioRenderConfig_t& config ) = 0;
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// Load, unload model data
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virtual bool LoadModel( studiohdr_t *pStudioHdr, void *pVtxData, studiohwdata_t *pHardwareData ) = 0;
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virtual void UnloadModel( studiohwdata_t *pHardwareData ) = 0;
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// Refresh the studiohdr since it was lost...
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virtual void RefreshStudioHdr( studiohdr_t* pStudioHdr, studiohwdata_t* pHardwareData ) = 0;
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// This is needed to do eyeglint and calculate the correct texcoords for the eyes.
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virtual void SetEyeViewTarget( const studiohdr_t *pStudioHdr, int nBodyIndex, const Vector& worldPosition ) = 0;
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// Methods related to lighting state
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// NOTE: SetAmbientLightColors assumes that the arraysize is the same as
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// returned from GetNumAmbientLightSamples
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virtual int GetNumAmbientLightSamples() = 0;
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virtual const Vector *GetAmbientLightDirections() = 0;
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virtual void SetAmbientLightColors( const Vector4D *pAmbientOnlyColors ) = 0;
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virtual void SetAmbientLightColors( const Vector *pAmbientOnlyColors ) = 0;
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virtual void SetLocalLights( int numLights, const LightDesc_t *pLights ) = 0;
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// Sets information about the camera location + orientation
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virtual void SetViewState( const Vector& viewOrigin, const Vector& viewRight,
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const Vector& viewUp, const Vector& viewPlaneNormal ) = 0;
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// LOD stuff
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virtual int GetNumLODs( const studiohwdata_t &hardwareData ) const = 0;
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virtual float GetLODSwitchValue( const studiohwdata_t &hardwareData, int lod ) const = 0;
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virtual void SetLODSwitchValue( studiohwdata_t &hardwareData, int lod, float switchValue ) = 0;
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// Sets the color/alpha modulation
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virtual void SetColorModulation( float const* pColor ) = 0;
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virtual void SetAlphaModulation( float flAlpha ) = 0;
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// Draws the model
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virtual void DrawModel( DrawModelResults_t *pResults, const DrawModelInfo_t& info,
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matrix3x4_t *pBoneToWorld, float *pFlexWeights, float *pFlexDelayedWeights, const Vector &modelOrigin, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL ) = 0;
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// Methods related to static prop rendering
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virtual void DrawModelStaticProp( const DrawModelInfo_t& drawInfo, const matrix3x4_t &modelToWorld, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL ) = 0;
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virtual void DrawStaticPropDecals( const DrawModelInfo_t &drawInfo, const matrix3x4_t &modelToWorld ) = 0;
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virtual void DrawStaticPropShadows( const DrawModelInfo_t &drawInfo, const matrix3x4_t &modelToWorld, int flags ) = 0;
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// Causes a material to be used instead of the materials the model was compiled with
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virtual void ForcedMaterialOverride( IMaterial *newMaterial, OverrideType_t nOverrideType = OVERRIDE_NORMAL ) = 0;
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// Create, destroy list of decals for a particular model
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virtual StudioDecalHandle_t CreateDecalList( studiohwdata_t *pHardwareData ) = 0;
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virtual void DestroyDecalList( StudioDecalHandle_t handle ) = 0;
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// Add decals to a decal list by doing a planar projection along the ray
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// The BoneToWorld matrices must be set before this is called
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virtual void AddDecal( StudioDecalHandle_t handle, studiohdr_t *pStudioHdr, matrix3x4_t *pBoneToWorld,
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const Ray_t & ray, const Vector& decalUp, IMaterial* pDecalMaterial, float radius, int body, bool noPokethru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
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// Compute the lighting at a point and normal
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virtual void ComputeLighting( const Vector* pAmbient, int lightCount,
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LightDesc_t* pLights, const Vector& pt, const Vector& normal, Vector& lighting ) = 0;
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// Compute the lighting at a point, constant directional component is passed
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// as flDirectionalAmount
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virtual void ComputeLightingConstDirectional( const Vector* pAmbient, int lightCount,
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LightDesc_t* pLights, const Vector& pt, const Vector& normal, Vector& lighting, float flDirectionalAmount ) = 0;
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// Shadow state (affects the models as they are rendered)
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virtual void AddShadow( IMaterial* pMaterial, void* pProxyData, FlashlightState_t *m_pFlashlightState = NULL, VMatrix *pWorldToTexture = NULL, ITexture *pFlashlightDepthTexture = NULL ) = 0;
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virtual void ClearAllShadows() = 0;
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// Gets the model LOD; pass in the screen size in pixels of a sphere
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// of radius 1 that has the same origin as the model to get the LOD out...
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virtual int ComputeModelLod( studiohwdata_t* pHardwareData, float unitSphereSize, float *pMetric = NULL ) = 0;
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// Return a number that is usable for budgets, etc.
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// Things that we care about:
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// 1) effective triangle count (factors in batch sizes, state changes, etc)
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// 2) texture memory usage
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// Get Triangles returns the LOD used
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virtual void GetPerfStats( DrawModelResults_t *pResults, const DrawModelInfo_t &info, CUtlBuffer *pSpewBuf = NULL ) const = 0;
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virtual void GetTriangles( const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, GetTriangles_Output_t &out ) = 0;
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// Returns materials used by a particular model
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virtual int GetMaterialList( studiohdr_t *pStudioHdr, int count, IMaterial** ppMaterials ) = 0;
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virtual int GetMaterialListFromBodyAndSkin( MDLHandle_t studio, int nSkin, int nBody, int nCountOutputMaterials, IMaterial** ppOutputMaterials ) = 0;
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// no debug modes, just fastest drawing path
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virtual void DrawModelArrayStaticProp( const DrawModelInfo_t& drawInfo, int nInstanceCount, const MeshInstanceData_t *pInstanceData, ColorMeshInfo_t **pColorMeshes ) = 0;
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// draw an array of models with the same state
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virtual void DrawModelArray( const StudioModelArrayInfo_t &drawInfo, int nCount,
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StudioArrayInstanceData_t *pInstanceData, int nInstanceStride, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL ) = 0;
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// draw an array of models with the same state
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virtual void DrawModelShadowArray( int nCount, StudioArrayData_t *pShadowData,
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int nInstanceStride, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL ) = 0;
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// draw an array of models with the same state
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virtual void DrawModelArray( const StudioModelArrayInfo2_t &info, int nCount, StudioArrayData_t *pArrayData,
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int nInstanceStride, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL ) = 0;
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};
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DECLARE_TIER3_INTERFACE( IStudioRender, g_pStudioRender );
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#endif // ISTUDIORENDER_H
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