sqwarmed/sdk_src/public/istudiorender.h

426 lines
15 KiB
C++

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