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https://github.com/alliedmodders/hl2sdk.git
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Added original SDK code for Alien Swarm.
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334
public/ivrenderview.h
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334
public/ivrenderview.h
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Workfile: $
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// $NoKeywords: $
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//===========================================================================//
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#if !defined( IVRENDERVIEW_H )
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#define IVRENDERVIEW_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basetypes.h"
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#include "mathlib/vplane.h"
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#include "interface.h"
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#include "materialsystem/imaterialsystem.h"
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#include "const.h"
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#include "tier1/refcount.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CViewSetup;
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class CEngineSprite;
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class IClientEntity;
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class IMaterial;
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struct model_t;
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class IClientRenderable;
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//-----------------------------------------------------------------------------
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// Flags used by DrawWorldLists
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//-----------------------------------------------------------------------------
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enum
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{
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DRAWWORLDLISTS_DRAW_STRICTLYABOVEWATER = 0x001,
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DRAWWORLDLISTS_DRAW_STRICTLYUNDERWATER = 0x002,
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DRAWWORLDLISTS_DRAW_INTERSECTSWATER = 0x004,
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DRAWWORLDLISTS_DRAW_WATERSURFACE = 0x008,
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DRAWWORLDLISTS_DRAW_SKYBOX = 0x010,
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DRAWWORLDLISTS_DRAW_CLIPSKYBOX = 0x020,
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DRAWWORLDLISTS_DRAW_SHADOWDEPTH = 0x040,
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DRAWWORLDLISTS_DRAW_REFRACTION = 0x080,
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DRAWWORLDLISTS_DRAW_REFLECTION = 0x100,
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DRAWWORLDLISTS_DRAW_WORLD_GEOMETRY = 0x200,
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DRAWWORLDLISTS_DRAW_DECALS_AND_OVERLAYS = 0x400,
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};
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enum
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{
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MAT_SORT_GROUP_STRICTLY_ABOVEWATER = 0,
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MAT_SORT_GROUP_STRICTLY_UNDERWATER,
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MAT_SORT_GROUP_INTERSECTS_WATER_SURFACE,
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MAT_SORT_GROUP_WATERSURFACE,
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MAX_MAT_SORT_GROUPS
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};
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typedef VPlane Frustum[FRUSTUM_NUMPLANES];
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//-----------------------------------------------------------------------------
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// Leaf index
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//-----------------------------------------------------------------------------
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typedef unsigned short LeafIndex_t;
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enum
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{
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INVALID_LEAF_INDEX = (LeafIndex_t)~0
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};
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//-----------------------------------------------------------------------------
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// Describes the leaves to be rendered this view, set by BuildWorldLists
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//-----------------------------------------------------------------------------
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// NOTE: This is slightly slower on x360 but saves memory
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#if 1
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struct WorldListLeafData_t
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{
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LeafIndex_t leafIndex; // 16 bits
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int16 waterData;
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uint16 firstTranslucentSurface; // engine-internal list index
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uint16 translucentSurfaceCount; // count of translucent surfaces+disps
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};
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#else
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struct WorldListLeafData_t
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{
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uint32 leafIndex;
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int32 waterData;
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uint32 firstTranslucentSurface; // engine-internal list index
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uint32 translucentSurfaceCount; // count of translucent surfaces+disps
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};
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#endif
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struct WorldListInfo_t
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{
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int m_ViewFogVolume;
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int m_LeafCount;
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bool m_bHasWater;
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WorldListLeafData_t *m_pLeafDataList;
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};
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class IWorldRenderList : public IRefCounted
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{
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};
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//-----------------------------------------------------------------------------
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// Describes the fog volume for a particular point
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//-----------------------------------------------------------------------------
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struct VisibleFogVolumeInfo_t
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{
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int m_nVisibleFogVolume;
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int m_nVisibleFogVolumeLeaf;
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bool m_bEyeInFogVolume;
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float m_flDistanceToWater;
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float m_flWaterHeight;
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IMaterial *m_pFogVolumeMaterial;
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};
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//-----------------------------------------------------------------------------
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// Vertex format for brush models
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//-----------------------------------------------------------------------------
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struct BrushVertex_t
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{
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Vector m_Pos;
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Vector m_Normal;
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Vector m_TangentS;
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Vector m_TangentT;
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Vector2D m_TexCoord;
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Vector2D m_LightmapCoord;
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private:
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BrushVertex_t( const BrushVertex_t& src );
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};
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//-----------------------------------------------------------------------------
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// Visibility data for area portal culling
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//-----------------------------------------------------------------------------
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struct VisOverrideData_t
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{
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Vector m_vecVisOrigin; // The point to to use as the viewpoint for area portal backface cull checks.
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float m_fDistToAreaPortalTolerance; // The distance from an area portal before using the full screen as the viewable portion.
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};
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//-----------------------------------------------------------------------------
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// interface for asking about the Brush surfaces from the client DLL
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//-----------------------------------------------------------------------------
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class IBrushSurface
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{
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public:
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// Computes texture coordinates + lightmap coordinates given a world position
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virtual void ComputeTextureCoordinate( Vector const& worldPos, Vector2D& texCoord ) = 0;
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virtual void ComputeLightmapCoordinate( Vector const& worldPos, Vector2D& lightmapCoord ) = 0;
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// Gets the vertex data for this surface
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virtual int GetVertexCount() const = 0;
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virtual void GetVertexData( BrushVertex_t* pVerts ) = 0;
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// Gets at the material properties for this surface
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virtual IMaterial* GetMaterial() = 0;
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};
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//-----------------------------------------------------------------------------
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// interface for installing a new renderer for brush surfaces
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//-----------------------------------------------------------------------------
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class IBrushRenderer
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{
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public:
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// Draws the surface; returns true if decals should be rendered on this surface
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virtual bool RenderBrushModelSurface( IClientEntity* pBaseEntity, IBrushSurface* pBrushSurface ) = 0;
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};
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#define MAX_VIS_LEAVES 32
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//-----------------------------------------------------------------------------
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// Purpose: Interface to client .dll to set up a rendering pass over world
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// The client .dll can call Render multiple times to overlay one or more world
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// views on top of one another
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//-----------------------------------------------------------------------------
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class IVRenderView
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{
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public:
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// Draw normal brush model.
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// If pMaterialOverride is non-null, then all the faces of the bmodel will
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// set this material rather than their regular material.
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virtual void DrawBrushModel(
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IClientEntity *baseentity,
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model_t *model,
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const Vector& origin,
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const QAngle& angles,
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bool sort ) = 0;
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// Draw brush model that has no origin/angles change ( uses identity transform )
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// FIXME, Material proxy IClientEntity *baseentity is unused right now, use DrawBrushModel for brushes with
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// proxies for now.
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virtual void DrawIdentityBrushModel( IWorldRenderList *pList, model_t *model ) = 0;
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// Mark this dynamic light as having changed this frame ( so light maps affected will be recomputed )
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virtual void TouchLight( struct dlight_t *light ) = 0;
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// Draw 3D Overlays
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virtual void Draw3DDebugOverlays( void ) = 0;
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// Sets global blending fraction
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virtual void SetBlend( float blend ) = 0;
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virtual float GetBlend( void ) = 0;
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// Sets global color modulation
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virtual void SetColorModulation( float const* blend ) = 0;
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virtual void GetColorModulation( float* blend ) = 0;
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// Wrap entire scene drawing
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virtual void SceneBegin( void ) = 0;
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virtual void SceneEnd( void ) = 0;
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// Gets the fog volume for a particular point
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virtual void GetVisibleFogVolume( const Vector& eyePoint, VisibleFogVolumeInfo_t *pInfo ) = 0;
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// Wraps world drawing
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// If iForceViewLeaf is not -1, then it uses the specified leaf as your starting area for setting up area portal culling.
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// This is used by water since your reflected view origin is often in solid space, but we still want to treat it as though
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// the first portal we're looking out of is a water portal, so our view effectively originates under the water.
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virtual IWorldRenderList * CreateWorldList() = 0;
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virtual void BuildWorldLists( IWorldRenderList *pList, WorldListInfo_t* pInfo, int iForceFViewLeaf, const VisOverrideData_t* pVisData = NULL, bool bShadowDepth = false, float *pReflectionWaterHeight = NULL ) = 0;
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virtual void DrawWorldLists( IWorldRenderList *pList, unsigned long flags, float waterZAdjust ) = 0;
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virtual int GetNumIndicesForWorldLists( IWorldRenderList *pList, unsigned long nFlags ) = 0;
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// Optimization for top view
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virtual void DrawTopView( bool enable ) = 0;
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virtual void TopViewBounds( Vector2D const& mins, Vector2D const& maxs ) = 0;
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// Draw lights
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virtual void DrawLights( void ) = 0;
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// FIXME: This function is a stub, doesn't do anything in the engine right now
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virtual void DrawMaskEntities( void ) = 0;
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// Draw surfaces with alpha, don't call in shadow depth pass
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virtual void DrawTranslucentSurfaces( IWorldRenderList *pList, int *pSortList, int sortCount, unsigned long flags ) = 0;
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// Draw Particles ( just draws the linefine for debugging map leaks )
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virtual void DrawLineFile( void ) = 0;
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// Draw lightmaps
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virtual void DrawLightmaps( IWorldRenderList *pList, int pageId ) = 0;
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// Wraps view render sequence, sets up a view
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virtual void ViewSetupVis( bool novis, int numorigins, const Vector origin[] ) = 0;
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// Return true if any of these leaves are visible in the current PVS.
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virtual bool AreAnyLeavesVisible( int *leafList, int nLeaves ) = 0;
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virtual void VguiPaint( void ) = 0;
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// Sets up view fade parameters
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virtual void ViewDrawFade( byte *color, IMaterial *pMaterial ) = 0;
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// Sets up the projection matrix for the specified field of view
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virtual void OLD_SetProjectionMatrix( float fov, float zNear, float zFar ) = 0;
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// Determine lighting at specified position
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virtual colorVec GetLightAtPoint( Vector& pos ) = 0;
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// Whose eyes are we looking through?
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virtual int GetViewEntity( void ) = 0;
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virtual bool IsViewEntity( int entindex ) = 0;
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// Get engine field of view setting
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virtual float GetFieldOfView( void ) = 0;
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// 1 == ducking, 0 == not
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virtual unsigned char **GetAreaBits( void ) = 0;
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// Set up fog for a particular leaf
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virtual void SetFogVolumeState( int nVisibleFogVolume, bool bUseHeightFog ) = 0;
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// Installs a brush surface draw override method, null means use normal renderer
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virtual void InstallBrushSurfaceRenderer( IBrushRenderer* pBrushRenderer ) = 0;
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// Draw brush model shadow
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virtual void DrawBrushModelShadow( IClientRenderable *pRenderable ) = 0;
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// Does the leaf contain translucent surfaces?
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virtual bool LeafContainsTranslucentSurfaces( IWorldRenderList *pList, int sortIndex, unsigned long flags ) = 0;
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virtual bool DoesBoxIntersectWaterVolume( const Vector &mins, const Vector &maxs, int leafWaterDataID ) = 0;
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virtual void SetAreaState(
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unsigned char chAreaBits[MAX_AREA_STATE_BYTES],
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unsigned char chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES] ) = 0;
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// See i
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virtual void VGui_Paint( int mode ) = 0;
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// Push, pop views (see PushViewFlags_t above for flags)
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virtual void Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) = 0;
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virtual void Push2DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) = 0;
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virtual void PopView( Frustum frustumPlanes ) = 0;
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// Sets the main view
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virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles ) = 0;
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enum
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{
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VIEW_SETUP_VIS_EX_RETURN_FLAGS_USES_RADIAL_VIS = 0x00000001
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};
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// Wraps view render sequence, sets up a view
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virtual void ViewSetupVisEx( bool novis, int numorigins, const Vector origin[], unsigned int &returnFlags ) = 0;
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//replaces the current view frustum with a rhyming replacement of your choice
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virtual void OverrideViewFrustum( Frustum custom ) = 0;
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virtual void DrawBrushModelShadowDepth( IClientEntity *baseentity, model_t *model, const Vector& origin, const QAngle& angles, bool bSort ) = 0;
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virtual void UpdateBrushModelLightmap( model_t *model, IClientRenderable *pRenderable ) = 0;
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virtual void BeginUpdateLightmaps( void ) = 0;
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virtual void EndUpdateLightmaps( void ) = 0;
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virtual void OLD_SetOffCenterProjectionMatrix( float fov, float zNear, float zFar, float flAspectRatio, float flBottom, float flTop, float flLeft, float flRight ) = 0;
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virtual void OLD_SetProjectionMatrixOrtho( float left, float top, float right, float bottom, float zNear, float zFar ) = 0;
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virtual void Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes, ITexture* pDepthTexture ) = 0;
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virtual void GetMatricesForView( const CViewSetup &view, VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection, VMatrix *pWorldToPixels ) = 0;
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};
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// change this when the new version is incompatable with the old
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#define VENGINE_RENDERVIEW_INTERFACE_VERSION "VEngineRenderView013"
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#if defined(_STATIC_LINKED) && defined(CLIENT_DLL)
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namespace Client
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{
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extern IVRenderView *render;
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}
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#else
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extern IVRenderView *render;
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#endif
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#endif // IVRENDERVIEW_H
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