source-engine/engine/shadowmgr.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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