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