Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, 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;
};
enum
{
SHADOW_VERTEX_TEMP_COUNT = 48
};
//-----------------------------------------------------------------------------
// Used to clip the shadow decals
//-----------------------------------------------------------------------------
struct ShadowClipState_t
{
int m_CurrVert;
int m_TempCount;
int m_ClipCount;
ShadowVertex_t m_pTempVertices[SHADOW_VERTEX_TEMP_COUNT];
ShadowVertex_t* RESTRICT m_ppClipVertices[2][SHADOW_VERTEX_TEMP_COUNT];
};
//-----------------------------------------------------------------------------
// 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;
Vector m_vShadowFalloffParams; // params munged for use in the shader
};
//-----------------------------------------------------------------------------
// 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( IMatRenderContext *pRenderContext, VMatrix const* pModelToWorld = 0 ) = 0;
// NOTE: This draws shadows
virtual void RenderShadows( IMatRenderContext *pRenderContext, VMatrix const* pModelToWorld = 0 ) = 0;
// NOTE: This draws flashlights
virtual void RenderFlashlights( bool bDoMasking, bool bDoSimpleProjections, 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( IMatRenderContext *pRenderContext, int sortGroup, bool bDoMasking, float flFade = 1.0f ) = 0;
virtual void DrawFlashlightDecalsOnSurfaceList( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount, bool bDoMasking ) = 0;
virtual void DrawFlashlightOverlays( IMatRenderContext *pRenderContext, int nSortGroup, bool bDoMasking ) = 0;
virtual void DrawFlashlightDepthTexture( ) = 0;
virtual void DrawFlashlightDecalsOnDisplacements( IMatRenderContext *pRenderContext, int sortGroup, CDispInfo **visibleDisps, int nVisibleDisps, bool bDoMasking ) = 0;
virtual void SetFlashlightStencilMasks( bool bDoMasking ) = 0;
virtual bool ModelHasShadows( ModelInstanceHandle_t instance ) = 0;
virtual int ProjectAndClipVerticesEx( ShadowHandle_t handle, int count,
Vector** ppPosition, ShadowVertex_t*** ppOutVertex, ShadowClipState_t& clip ) = 0;
};
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
#ifndef DEDICATED
extern IShadowMgrInternal* g_pShadowMgr;
#endif
#endif