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134 lines
5.3 KiB
134 lines
5.3 KiB
//===== 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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//===========================================================================//
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#ifndef ICLIENTSHADOWMGR_H
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#define ICLIENTSHADOWMGR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "igamesystem.h"
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#include "icliententityinternal.h"
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#include "engine/ishadowmgr.h"
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#include "ivrenderview.h"
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#include "toolframework/itoolentity.h"
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//-----------------------------------------------------------------------------
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// Forward decls
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//-----------------------------------------------------------------------------
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struct FlashlightState_t;
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//-----------------------------------------------------------------------------
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// Handles to a client shadow
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//-----------------------------------------------------------------------------
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enum ShadowReceiver_t
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{
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SHADOW_RECEIVER_BRUSH_MODEL = 0,
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SHADOW_RECEIVER_STATIC_PROP,
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SHADOW_RECEIVER_STUDIO_MODEL,
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};
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//-----------------------------------------------------------------------------
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// The class responsible for dealing with shadows on the client side
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//-----------------------------------------------------------------------------
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abstract_class IClientShadowMgr : public IGameSystemPerFrame
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{
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public:
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// Create, destroy shadows
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virtual ClientShadowHandle_t CreateShadow( ClientEntityHandle_t entity, int nEntIndex, int flags, CBitVec< MAX_SPLITSCREEN_PLAYERS > *pSplitScreenBits = NULL ) = 0;
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virtual void DestroyShadow( ClientShadowHandle_t handle ) = 0;
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// Create flashlight.
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// FLASHLIGHTFIXME: need to rename all of the shadow stuff to projectedtexture and have flashlights and shadows as instances.
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virtual ClientShadowHandle_t CreateFlashlight( const FlashlightState_t &lightState ) = 0;
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virtual void UpdateFlashlightState( ClientShadowHandle_t shadowHandle, const FlashlightState_t &lightState ) = 0;
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virtual void DestroyFlashlight( ClientShadowHandle_t handle ) = 0;
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// Create simple projected texture. it is not a light or a shadow, but this system does most of the work already for it
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virtual ClientShadowHandle_t CreateProjection( const FlashlightState_t &lightState ) = 0;
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virtual void UpdateProjectionState( ClientShadowHandle_t shadowHandle, const FlashlightState_t &lightState ) = 0;
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virtual void DestroyProjection( ClientShadowHandle_t handle ) = 0;
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// Indicate that the shadow should be recomputed due to a change in
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// the client entity
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virtual void UpdateProjectedTexture( ClientShadowHandle_t handle, bool force = false ) = 0;
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// Used to cause shadows to be re-projected against the world.
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virtual void AddToDirtyShadowList( ClientShadowHandle_t handle, bool force = false ) = 0;
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virtual void AddToDirtyShadowList( IClientRenderable *pRenderable, bool force = false ) = 0;
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// deals with shadows being added to shadow receivers
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virtual void AddShadowToReceiver( ClientShadowHandle_t handle,
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IClientRenderable* pRenderable, ShadowReceiver_t type ) = 0;
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virtual void RemoveAllShadowsFromReceiver(
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IClientRenderable* pRenderable, ShadowReceiver_t type ) = 0;
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// Re-renders all shadow textures for shadow casters that lie in the leaf list
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virtual void ComputeShadowTextures( const CViewSetup &view, int leafCount, WorldListLeafData_t* pLeafList ) = 0;
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// Frees shadow depth textures for use in subsequent view/frame
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virtual void UnlockAllShadowDepthTextures() = 0;
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// Renders the shadow texture to screen...
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virtual void RenderShadowTexture( int w, int h ) = 0;
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// Sets the shadow direction + color
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virtual void SetShadowDirection( const Vector& dir ) = 0;
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virtual const Vector &GetShadowDirection() const = 0;
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virtual void SetShadowColor( unsigned char r, unsigned char g, unsigned char b ) = 0;
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virtual void SetShadowDistance( float flMaxDistance ) = 0;
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virtual void SetShadowBlobbyCutoffArea( float flMinArea ) = 0;
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virtual void SetFalloffBias( ClientShadowHandle_t handle, unsigned char ucBias ) = 0;
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// Marks the render-to-texture shadow as needing to be re-rendered
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virtual void MarkRenderToTextureShadowDirty( ClientShadowHandle_t handle ) = 0;
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// Advance the frame
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virtual void AdvanceFrame() = 0;
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// Set and clear flashlight target renderable
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virtual void SetFlashlightTarget( ClientShadowHandle_t shadowHandle, EHANDLE targetEntity ) = 0;
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// Set flashlight light world flag
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virtual void SetFlashlightLightWorld( ClientShadowHandle_t shadowHandle, bool bLightWorld ) = 0;
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virtual void SetShadowsDisabled( bool bDisabled ) = 0;
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virtual void ComputeShadowDepthTextures( const CViewSetup &pView, bool bSetup = false ) = 0;
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virtual void DrawVolumetrics( const CViewSetup &view ) = 0;
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// Toggle shadow casting from world light sources
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virtual void SetShadowFromWorldLightsEnabled( bool bEnable ) = 0;
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virtual void DrawDeferredShadows( const CViewSetup &view, int leafCount, WorldListLeafData_t* pLeafList ) = 0;
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virtual void InitRenderTargets() = 0;
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// Reprojects moved shadows against the world
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virtual void ReprojectShadows() = 0;
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virtual void UpdateSplitscreenLocalPlayerShadowSkip() = 0;
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virtual void GetFrustumExtents( ClientShadowHandle_t handle, Vector &vecMin, Vector &vecMax ) = 0;
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virtual void ShutdownRenderTargets( void ) =0;
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};
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//-----------------------------------------------------------------------------
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// Singleton
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//-----------------------------------------------------------------------------
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extern IClientShadowMgr* g_pClientShadowMgr;
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#endif // ICLIENTSHADOWMGR_H
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