mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
145 lines
4.9 KiB
C
145 lines
4.9 KiB
C
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//
|
||
|
//===========================================================================//
|
||
|
|
||
|
#ifndef SHADOWMGR_H
|
||
|
#define SHADOWMGR_H
|
||
|
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "engine/ishadowmgr.h"
|
||
|
#include "mathlib/vmatrix.h"
|
||
|
#include "surfacehandle.h"
|
||
|
#include "mathlib/ssemath.h"
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Forward declarations
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CDispInfo;
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Shadow decals are applied to a single surface
|
||
|
//-----------------------------------------------------------------------------
|
||
|
typedef unsigned short ShadowDecalHandle_t;
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
SHADOW_DECAL_HANDLE_INVALID = (ShadowDecalHandle_t)~0
|
||
|
};
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// This structure contains the vertex information for shadows
|
||
|
//-----------------------------------------------------------------------------
|
||
|
struct ShadowVertex_t
|
||
|
{
|
||
|
Vector m_Position;
|
||
|
Vector m_ShadowSpaceTexCoord;
|
||
|
};
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// This structure contains info to accelerate shadow darkness computation
|
||
|
//-----------------------------------------------------------------------------
|
||
|
struct ShadowDecalRenderInfo_t
|
||
|
{
|
||
|
Vector2D m_vTexOrigin;
|
||
|
Vector2D m_vTexSize;
|
||
|
float m_flFalloffOffset;
|
||
|
float m_flOOZFalloffDist;
|
||
|
float m_flFalloffAmount;
|
||
|
float m_flFalloffBias;
|
||
|
};
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Shadow-related functionality internal to the engine
|
||
|
//-----------------------------------------------------------------------------
|
||
|
abstract_class IShadowMgrInternal : public IShadowMgr
|
||
|
{
|
||
|
public:
|
||
|
virtual void LevelInit( int nSurfCount ) = 0;
|
||
|
virtual void LevelShutdown() = 0;
|
||
|
|
||
|
// This surface has been rendered; and we'll want to render the shadows
|
||
|
// on this surface
|
||
|
virtual void AddShadowsOnSurfaceToRenderList( ShadowDecalHandle_t decalHandle ) = 0;
|
||
|
|
||
|
// This will render all shadows that were previously added using
|
||
|
// AddShadowsOnSurfaceToRenderList. If there's a model to world transform
|
||
|
// for the shadow receiver, then send it in!
|
||
|
// NOTE: This draws both shadows and projected textures.
|
||
|
virtual void RenderProjectedTextures( VMatrix const* pModelToWorld = 0 ) = 0;
|
||
|
|
||
|
// NOTE: This draws shadows
|
||
|
virtual void RenderShadows( VMatrix const* pModelToWorld = 0 ) = 0;
|
||
|
|
||
|
// NOTE: This draws flashlights
|
||
|
virtual void RenderFlashlights( bool bDoMasking, VMatrix const* pModelToWorld = 0 ) = 0;
|
||
|
|
||
|
// Clears the list of shadows to render
|
||
|
virtual void ClearShadowRenderList() = 0;
|
||
|
|
||
|
// Projects + clips shadows
|
||
|
// count + ppPosition describe an array of pointers to vertex positions
|
||
|
// of the unclipped shadow
|
||
|
// ppOutVertex is pointed to the head of an array of pointers to
|
||
|
// clipped vertices the function returns the number of clipped vertices
|
||
|
virtual int ProjectAndClipVertices( ShadowHandle_t handle, int count,
|
||
|
Vector** ppPosition, ShadowVertex_t*** ppOutVertex ) = 0;
|
||
|
|
||
|
// Computes information for rendering
|
||
|
virtual void ComputeRenderInfo( ShadowDecalRenderInfo_t* pInfo, ShadowHandle_t handle ) const = 0;
|
||
|
|
||
|
// Shadow state...
|
||
|
virtual unsigned short InvalidShadowIndex( ) = 0;
|
||
|
virtual void SetModelShadowState( ModelInstanceHandle_t instance ) = 0;
|
||
|
|
||
|
virtual void SetNumWorldMaterialBuckets( int numMaterialSortBins ) = 0;
|
||
|
|
||
|
virtual void DrawFlashlightDecals( int sortGroup, bool bDoMasking ) = 0;
|
||
|
|
||
|
virtual void DrawFlashlightDecalsOnSingleSurface( SurfaceHandle_t surfID, bool bDoMasking ) = 0;
|
||
|
|
||
|
virtual void DrawFlashlightOverlays( int nSortGroup, bool bDoMasking ) = 0;
|
||
|
|
||
|
virtual void DrawFlashlightDepthTexture( ) = 0;
|
||
|
|
||
|
virtual void DrawFlashlightDecalsOnDisplacements( int sortGroup, CDispInfo **visibleDisps, int nVisibleDisps, bool bDoMasking ) = 0;
|
||
|
|
||
|
virtual void SetFlashlightStencilMasks( bool bDoMasking ) = 0;
|
||
|
virtual bool ModelHasShadows( ModelInstanceHandle_t instance ) = 0;
|
||
|
|
||
|
// Converts z value to darkness
|
||
|
inline unsigned char ComputeDarkness( float z, const ShadowDecalRenderInfo_t& info ) const;
|
||
|
};
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// inline methods
|
||
|
//-----------------------------------------------------------------------------
|
||
|
inline unsigned char IShadowMgrInternal::ComputeDarkness( float z, const ShadowDecalRenderInfo_t& info ) const
|
||
|
{
|
||
|
// NOTE: 0 means black, non-zero adds towards white...
|
||
|
z = ( z - info.m_flFalloffOffset ) * info.m_flOOZFalloffDist;
|
||
|
z = fsel( z, z, 0.0f );
|
||
|
z = info.m_flFalloffBias + z * info.m_flFalloffAmount;
|
||
|
z = fsel( z - 255.0f, 255.0f, z );
|
||
|
return z;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Singleton
|
||
|
//-----------------------------------------------------------------------------
|
||
|
extern IShadowMgrInternal* g_pShadowMgr;
|
||
|
|
||
|
#endif
|