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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef ISHADOWMGR_H
#define ISHADOWMGR_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "mathlib/vmatrix.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterial; class Vector; class Vector2D; struct model_t; typedef unsigned short ModelInstanceHandle_t; class IClientRenderable; class ITexture;
// change this when the new version is incompatable with the old
#define ENGINE_SHADOWMGR_INTERFACE_VERSION "VEngineShadowMgr002"
//-----------------------------------------------------------------------------
// Flags for the creation method
//-----------------------------------------------------------------------------
enum ShadowFlags_t { SHADOW_FLAGS_FLASHLIGHT = (1 << 0), SHADOW_FLAGS_SHADOW = (1 << 1), // Update this if you add flags
SHADOW_FLAGS_LAST_FLAG = SHADOW_FLAGS_SHADOW };
#define SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK ( SHADOW_FLAGS_FLASHLIGHT | SHADOW_FLAGS_SHADOW )
//-----------------------------------------------------------------------------
//
// Shadow-related functionality exported by the engine
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// This is a handle to shadows, clients can create as many as they want
//-----------------------------------------------------------------------------
typedef unsigned short ShadowHandle_t;
enum { SHADOW_HANDLE_INVALID = (ShadowHandle_t)~0 };
//-----------------------------------------------------------------------------
// Used for the creation Flags field of CreateShadow
//-----------------------------------------------------------------------------
enum ShadowCreateFlags_t { SHADOW_CACHE_VERTS = ( 1 << 0 ), SHADOW_FLASHLIGHT = ( 1 << 1 ),
SHADOW_LAST_FLAG = SHADOW_FLASHLIGHT, };
//-----------------------------------------------------------------------------
// Information about a particular shadow
//-----------------------------------------------------------------------------
struct ShadowInfo_t { // Transforms from world space into texture space of the shadow
VMatrix m_WorldToShadow;
// The shadow should no longer be drawn once it's further than MaxDist
// along z in shadow texture coordinates.
float m_FalloffOffset; float m_MaxDist; float m_FalloffAmount; // how much to lighten the shadow maximally
Vector2D m_TexOrigin; Vector2D m_TexSize; unsigned char m_FalloffBias; };
struct FlashlightState_t;
//-----------------------------------------------------------------------------
// The engine's interface to the shadow manager
//-----------------------------------------------------------------------------
abstract_class IShadowMgr { public: // Create, destroy shadows (see ShadowCreateFlags_t for creationFlags)
virtual ShadowHandle_t CreateShadow( IMaterial* pMaterial, IMaterial* pModelMaterial, void* pBindProxy, int creationFlags ) = 0; virtual void DestroyShadow( ShadowHandle_t handle ) = 0;
// Resets the shadow material (useful for shadow LOD.. doing blobby at distance)
virtual void SetShadowMaterial( ShadowHandle_t handle, IMaterial* pMaterial, IMaterial* pModelMaterial, void* pBindProxy ) = 0;
// Shadow opacity
// virtual void SetShadowOpacity( ShadowHandle_t handle, float alpha ) = 0;
// virtual float GetShadowOpacity( ShadowHandle_t handle ) const = 0;
// Project a shadow into the world
// The two points specify the upper left coordinate and the lower-right
// coordinate of the shadow specified in a shadow "viewplane". The
// projection matrix is a shadow viewplane->world transformation,
// and can be orthographic orperspective.
// I expect that the client DLL will call this method any time the shadow
// changes because the light changes, or because the entity casting the
// shadow moves
// Note that we can't really control the shadows from the engine because
// the engine only knows about pevs, which don't exist on the client
// The shadow matrix specifies a world-space transform for the shadow
// the shadow is projected down the z direction, and the origin of the
// shadow matrix is the origin of the projection ray. The size indicates
// the shadow size measured in the space of the shadow matrix; the
// shadow goes from +/- size.x/2 along the x axis of the shadow matrix
// and +/- size.y/2 along the y axis of the shadow matrix.
virtual void ProjectShadow( ShadowHandle_t handle, const Vector &origin, const Vector& projectionDir, const VMatrix& worldToShadow, const Vector2D& size, int nLeafCount, const int *pLeafList, float maxHeight, float falloffOffset, float falloffAmount, const Vector &vecCasterOrigin ) = 0;
virtual void ProjectFlashlight( ShadowHandle_t handle, const VMatrix &worldToShadow, int nLeafCount, const int *pLeafList ) = 0;
// Gets at information about a particular shadow
virtual const ShadowInfo_t &GetInfo( ShadowHandle_t handle ) = 0;
virtual const Frustum_t &GetFlashlightFrustum( ShadowHandle_t handle ) = 0;
// Methods related to shadows on brush models
virtual void AddShadowToBrushModel( ShadowHandle_t handle, model_t* pModel, const Vector& origin, const QAngle& angles ) = 0;
// Removes all shadows from a brush model
virtual void RemoveAllShadowsFromBrushModel( model_t* pModel ) = 0;
// Sets the texture coordinate range for a shadow...
virtual void SetShadowTexCoord( ShadowHandle_t handle, float x, float y, float w, float h ) = 0;
// Methods related to shadows on studio models
virtual void AddShadowToModel( ShadowHandle_t shadow, ModelInstanceHandle_t instance ) = 0; virtual void RemoveAllShadowsFromModel( ModelInstanceHandle_t instance ) = 0;
// Set extra clip planes related to shadows...
// These are used to prevent pokethru and back-casting
virtual void ClearExtraClipPlanes( ShadowHandle_t shadow ) = 0; virtual void AddExtraClipPlane( ShadowHandle_t shadow, const Vector& normal, float dist ) = 0;
// Allows us to disable particular shadows
virtual void EnableShadow( ShadowHandle_t shadow, bool bEnable ) = 0;
// Set the darkness falloff bias
virtual void SetFalloffBias( ShadowHandle_t shadow, unsigned char ucBias ) = 0;
// Update the state for a flashlight.
virtual void UpdateFlashlightState( ShadowHandle_t shadowHandle, const FlashlightState_t &lightState ) = 0;
virtual void DrawFlashlightDepthTexture( ) = 0;
virtual void AddFlashlightRenderable( ShadowHandle_t shadow, IClientRenderable *pRenderable ) = 0; virtual ShadowHandle_t CreateShadowEx( IMaterial* pMaterial, IMaterial* pModelMaterial, void* pBindProxy, int creationFlags ) = 0;
virtual void SetFlashlightDepthTexture( ShadowHandle_t shadowHandle, ITexture *pFlashlightDepthTexture, unsigned char ucShadowStencilBit ) = 0;
virtual const FlashlightState_t &GetFlashlightState( ShadowHandle_t handle ) = 0;
virtual void SetFlashlightRenderState( ShadowHandle_t handle ) = 0; };
#endif
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