Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

148 lines
5.2 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef IDISPINFO_H
#define IDISPINFO_H
#ifdef _WIN32
#pragma once
#endif
//=============================================================================
#include <assert.h>
#include "bspfile.h"
#include "mathlib/vmatrix.h"
#include "dispnode.h"
#include "builddisp.h"
#include "utlvector.h"
#include "engine/ishadowmgr.h"
#include "getintersectingsurfaces_struct.h"
#include "surfacehandle.h"
#include "ivrenderview.h"
struct model_t;
struct Ray_t;
struct RayDispOutput_t;
struct decal_t;
class CMeshBuilder;
//-----------------------------------------------------------------------------
// Handle to decals + shadows on displacements
//-----------------------------------------------------------------------------
typedef unsigned short DispDecalHandle_t;
enum
{
DISP_DECAL_HANDLE_INVALID = (DispDecalHandle_t)~0
};
typedef unsigned short DispShadowHandle_t;
enum
{
DISP_SHADOW_HANDLE_INVALID = (DispShadowHandle_t)~0
};
//-----------------------------------------------------------------------------
// Displacement interface to the engine (and WorldCraft?)
//-----------------------------------------------------------------------------
abstract_class IDispInfo
{
public:
virtual ~IDispInfo() {}
// Builds a list of displacement triangles intersecting the sphere.
virtual void GetIntersectingSurfaces( GetIntersectingSurfaces_Struct *pStruct ) = 0;
virtual void RenderWireframeInLightmapPage( int pageId ) = 0;
virtual void GetBoundingBox( Vector &bbMin, Vector &bbMax ) = 0;
// Get and set the parent surfaces.
virtual void SetParent( SurfaceHandle_t surfID ) = 0;
virtual SurfaceHandle_t GetParent() = 0;
// Add dynamic lights to the lightmap for this surface.
virtual void AddDynamicLights( struct dlight_t *pLights, unsigned int lightMask ) = 0;
// Compute the mask for the lights hitting this surface.
virtual unsigned int ComputeDynamicLightMask( struct dlight_t *pLights ) = 0;
// Add and remove decals.
// flSize is like the radius of the decal so the decal isn't put on any disp faces it's too far away from.
virtual DispDecalHandle_t NotifyAddDecal( decal_t *pDecal, float flSize ) = 0;
virtual void NotifyRemoveDecal( DispDecalHandle_t h ) = 0;
virtual DispShadowHandle_t AddShadowDecal( ShadowHandle_t shadowHandle ) = 0;
virtual void RemoveShadowDecal( DispShadowHandle_t handle ) = 0;
// Compute shadow fragments for a particular shadow, return the vertex + index count of all fragments
virtual bool ComputeShadowFragments( DispShadowHandle_t h, int& vertexCount, int& indexCount ) = 0;
// Tag the surface and check if it's tagged. You can untag all the surfaces
// with DispInfo_ClearAllTags. Note: it just uses a frame counter to track the
// tag state so it's really really fast to call ClearAllTags (just increments
// a variable 99.999% of the time).
virtual bool GetTag() = 0;
virtual void SetTag() = 0;
// Cast a ray against this surface
virtual bool TestRay( Ray_t const& ray, float start, float end, float& dist, Vector2D* lightmapUV, Vector2D* textureUV ) = 0;
// Computes the texture + lightmap coordinate given a displacement uv
virtual void ComputeLightmapAndTextureCoordinate( RayDispOutput_t const& uv, Vector2D* luv, Vector2D* tuv ) = 0;
};
// ----------------------------------------------------------------------------- //
// Adds shadow rendering data to a particular mesh builder
// The function will return the new base index
// ----------------------------------------------------------------------------- //
int DispInfo_AddShadowsToMeshBuilder( CMeshBuilder& meshBuilder,
DispShadowHandle_t h, int baseIndex );
typedef void* HDISPINFOARRAY;
// Init and shutdown for the material system (references global, materials).
void DispInfo_InitMaterialSystem();
void DispInfo_ShutdownMaterialSystem();
// Use these to manage a list of IDispInfos.
HDISPINFOARRAY DispInfo_CreateArray( int nElements );
void DispInfo_DeleteArray( HDISPINFOARRAY hArray );
IDispInfo* DispInfo_IndexArray( HDISPINFOARRAY hArray, int iElement );
int DispInfo_ComputeIndex( HDISPINFOARRAY hArray, IDispInfo* pInfo );
// Clear the tags for all displacements in the array.
void DispInfo_ClearAllTags( HDISPINFOARRAY hArray );
// Call this to render a list of displacements.
// If bOrtho is true, then no backface removal is done on dispinfos.
void DispInfo_RenderList( int nSortGroup, SurfaceHandle_t *pList, int listCount, bool bOrtho, unsigned long flags, ERenderDepthMode DepthMode );
// This should be called from Map_LoadDisplacements (while the map file is open).
// It loads the displacement data from the file and prepares the displacements for rendering.
//
// bRestoring is set to true when just restoring the data from the mapfile
// (ie: displacements already are initialized but need new static buffers).
bool DispInfo_LoadDisplacements( model_t *pWorld, bool bRestoring );
// Deletes all the static vertex buffers.
void DispInfo_ReleaseMaterialSystemObjects( model_t *pWorld );
#endif // IDISPINFO_H