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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef IVMODELINFO_H
#define IVMODELINFO_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "datacache/imdlcache.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IMaterial; class KeyValues; struct vcollide_t; struct model_t; class Vector; class QAngle; class CGameTrace; struct cplane_t; typedef CGameTrace trace_t; struct studiohdr_t; struct virtualmodel_t; typedef unsigned char byte; struct virtualterrainparams_t; class CPhysCollide; typedef unsigned short MDLHandle_t; class CUtlBuffer; class IClientRenderable;
//-----------------------------------------------------------------------------
// Indicates the type of translucency of an unmodulated renderable
//-----------------------------------------------------------------------------
enum RenderableTranslucencyType_t { RENDERABLE_IS_OPAQUE = 0, RENDERABLE_IS_TRANSLUCENT, RENDERABLE_IS_TWO_PASS, // has both translucent and opaque sub-partsa
};
//-----------------------------------------------------------------------------
// Purpose: a callback class that is notified when a model has finished loading
//-----------------------------------------------------------------------------
abstract_class IModelLoadCallback { public: virtual void OnModelLoadComplete( const model_t* pModel ) = 0;
protected: // Protected destructor so that nobody tries to delete via this interface.
// Automatically unregisters if the callback is destroyed while still pending.
~IModelLoadCallback(); };
//-----------------------------------------------------------------------------
// Purpose: Automate refcount tracking on a model index
//-----------------------------------------------------------------------------
class CRefCountedModelIndex { private: int m_nIndex; public: CRefCountedModelIndex() : m_nIndex( -1 ) { } ~CRefCountedModelIndex() { Set( -1 ); }
CRefCountedModelIndex( const CRefCountedModelIndex& src ) : m_nIndex( -1 ) { Set( src.m_nIndex ); } CRefCountedModelIndex& operator=( const CRefCountedModelIndex& src ) { Set( src.m_nIndex ); return *this; }
explicit CRefCountedModelIndex( int i ) : m_nIndex( -1 ) { Set( i ); } CRefCountedModelIndex& operator=( int i ) { Set( i ); return *this; }
int Get() const { return m_nIndex; } void Set( int i ); void Clear() { Set( -1 ); }
operator int () const { return m_nIndex; } };
//-----------------------------------------------------------------------------
// Model info interface
//-----------------------------------------------------------------------------
// change this when the new version is incompatable with the old
#define VMODELINFO_CLIENT_INTERFACE_VERSION "VModelInfoClient004"
#define VMODELINFO_SERVER_INTERFACE_VERSION "VModelInfoServer002"
// MODEL INDEX RULES
// If index >= 0, then index references the precached model string table
// If index == -1, then the model is invalid
// If index < -1, then the model is DYNAMIC and has a DYNAMIC INDEX of (-2 - index)
// - if the dynamic index is ODD, then the model is CLIENT ONLY
// and has a m_LocalDynamicModels lookup index of (dynamic index)>>1
// - if the dynamic index is EVEN, then the model is NETWORKED
// and has a dynamic model string table index of (dynamic index)>>1
inline bool IsDynamicModelIndex( int modelindex ) { return modelindex < -1; } inline bool IsClientOnlyModelIndex( int modelindex ) { return modelindex < -1 && (modelindex & 1); }
class IVModelInfo { public: virtual ~IVModelInfo( void ) { }
virtual const model_t *GetModel( int modelindex ) const = 0; // Returns index of model by name
virtual int GetModelIndex( const char *name ) const = 0;
// Returns name of model
virtual const char *GetModelName( const model_t *model ) const = 0; virtual vcollide_t *GetVCollide( const model_t *model ) const = 0; virtual vcollide_t *GetVCollide( int modelindex ) const = 0; virtual void GetModelBounds( const model_t *model, Vector& mins, Vector& maxs ) const = 0; virtual void GetModelRenderBounds( const model_t *model, Vector& mins, Vector& maxs ) const = 0; virtual int GetModelFrameCount( const model_t *model ) const = 0; virtual int GetModelType( const model_t *model ) const = 0; virtual void *GetModelExtraData( const model_t *model ) = 0; virtual bool ModelHasMaterialProxy( const model_t *model ) const = 0; virtual bool IsTranslucent( model_t const* model ) const = 0; virtual bool IsTranslucentTwoPass( const model_t *model ) const = 0; virtual void Unused0() {}; virtual RenderableTranslucencyType_t ComputeTranslucencyType( const model_t *model, int nSkin, int nBody ) = 0; virtual int GetModelMaterialCount( const model_t* model ) const = 0; virtual int GetModelMaterials( const model_t *model, int count, IMaterial** ppMaterial ) = 0; virtual bool IsModelVertexLit( const model_t *model ) const = 0; virtual const char *GetModelKeyValueText( const model_t *model ) = 0; virtual bool GetModelKeyValue( const model_t *model, CUtlBuffer &buf ) = 0; // supports keyvalue blocks in submodels
virtual float GetModelRadius( const model_t *model ) = 0;
virtual const studiohdr_t *FindModel( const studiohdr_t *pStudioHdr, void **cache, const char *modelname ) const = 0; virtual const studiohdr_t *FindModel( void *cache ) const = 0; virtual virtualmodel_t *GetVirtualModel( const studiohdr_t *pStudioHdr ) const = 0; virtual byte *GetAnimBlock( const studiohdr_t *pStudioHdr, int nBlock, bool bPreloadIfMissing ) const = 0; virtual bool HasAnimBlockBeenPreloaded( const studiohdr_t *pStudioHdr, int nBlock ) const = 0;
// Available on client only!!!
virtual void GetModelMaterialColorAndLighting( const model_t *model, Vector const& origin, QAngle const& angles, trace_t* pTrace, Vector& lighting, Vector& matColor ) = 0; virtual void GetIlluminationPoint( const model_t *model, IClientRenderable *pRenderable, Vector const& origin, QAngle const& angles, Vector* pLightingCenter ) = 0;
virtual int GetModelContents( int modelIndex ) const = 0; virtual studiohdr_t *GetStudiomodel( const model_t *mod ) = 0; virtual int GetModelSpriteWidth( const model_t *model ) const = 0; virtual int GetModelSpriteHeight( const model_t *model ) const = 0;
// Sets/gets a map-specified fade range (client only)
virtual void SetLevelScreenFadeRange( float flMinSize, float flMaxSize ) = 0; virtual void GetLevelScreenFadeRange( float *pMinArea, float *pMaxArea ) const = 0;
// Sets/gets a map-specified per-view fade range (client only)
virtual void SetViewScreenFadeRange( float flMinSize, float flMaxSize ) = 0;
// Computes fade alpha based on distance fade + screen fade (client only)
virtual unsigned char ComputeLevelScreenFade( const Vector &vecAbsOrigin, float flRadius, float flFadeScale ) const = 0; virtual unsigned char ComputeViewScreenFade( const Vector &vecAbsOrigin, float flRadius, float flFadeScale ) const = 0;
// both client and server
virtual int GetAutoplayList( const studiohdr_t *pStudioHdr, unsigned short **pAutoplayList ) const = 0;
// Gets a virtual terrain collision model (creates if necessary)
// NOTE: This may return NULL if the terrain model cannot be virtualized
virtual CPhysCollide *GetCollideForVirtualTerrain( int index ) = 0;
virtual bool IsUsingFBTexture( const model_t *model, int nSkin, int nBody, void /*IClientRenderable*/ *pClientRenderable ) const = 0;
virtual const model_t *FindOrLoadModel( const char *name ) const = 0;
virtual MDLHandle_t GetCacheHandle( const model_t *model ) const = 0;
// Returns planes of non-nodraw brush model surfaces
virtual int GetBrushModelPlaneCount( const model_t *model ) const = 0; virtual void GetBrushModelPlane( const model_t *model, int nIndex, cplane_t &plane, Vector *pOrigin ) const = 0; virtual int GetSurfacepropsForVirtualTerrain( int index ) = 0; virtual bool UsesEnvCubemap( const model_t *model ) const = 0; virtual bool UsesStaticLighting( const model_t *model ) const = 0;
// Returns index of model by name, dynamically registered if not already known.
virtual int RegisterDynamicModel( const char *name, bool bClientSide ) = 0; virtual int RegisterCombinedDynamicModel( const char *pszName, MDLHandle_t Handle ) = 0; virtual void UpdateCombinedDynamicModel( int nModelIndex, MDLHandle_t Handle ) = 0;
virtual int BeginCombinedModel( const char *pszName, bool bReuseExisting ) = 0; virtual bool SetCombineModels( int nModelIndex, const CUtlVector< SCombinerModelInput_t > &vecModelsToCombine ) = 0; virtual bool FinishCombinedModel( int nModelIndex, CombinedModelLoadedCallback pFunc, void *pUserData = NULL ) = 0; virtual void ReleaseCombinedModel( int nModelIndex ) = 0;
virtual bool IsDynamicModelLoading( int modelIndex ) = 0; virtual void AddRefDynamicModel( int modelIndex ) = 0; virtual void ReleaseDynamicModel( int modelIndex ) = 0;
// Registers callback for when dynamic model has finished loading.
virtual bool RegisterModelLoadCallback( int modelindex, IModelLoadCallback* pCallback, bool bCallImmediatelyIfLoaded = true ) = 0; virtual void UnregisterModelLoadCallback( int modelindex, IModelLoadCallback* pCallback ) = 0;
// Poked by engine
virtual void OnLevelChange() = 0;
virtual KeyValues *GetModelKeyValues( const model_t *pModel ) = 0;
virtual void UpdateViewWeaponModelCache( const char **ppWeaponModels, int nWeaponModels ) = 0; virtual void TouchWorldWeaponModelCache( const char **ppWeaponModels, int nWeaponModels ) = 0; };
class IVModelInfoClient : public IVModelInfo { public: // Returns a model as a client-side index which is stable across server changes
virtual int GetModelClientSideIndex( const char *name ) const = 0;
// Poked by engine
virtual void OnDynamicModelStringTableChanged( int nStringIndex, const char *pString, const void *pData ) = 0;
// Reference and Unload
// Don't assume Reference flags - doing this for now
virtual model_t *ReferenceModel( const char *name ) = 0; virtual void UnreferenceModel( model_t *model ) = 0; virtual void UnloadUnreferencedModels( void ) = 0; };
struct virtualterrainparams_t { // UNDONE: Add grouping here, specified in BSP file? (test grouping to see if this is necessary)
int index; };
#endif // IVMODELINFO_H
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