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145 lines
4.9 KiB
145 lines
4.9 KiB
5 years ago
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//========= Copyright 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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//===========================================================================//
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#ifndef SHADOWMGR_H
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#define SHADOWMGR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "engine/ishadowmgr.h"
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#include "mathlib/vmatrix.h"
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#include "surfacehandle.h"
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#include "mathlib/ssemath.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CDispInfo;
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//-----------------------------------------------------------------------------
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// Shadow decals are applied to a single surface
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//-----------------------------------------------------------------------------
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typedef unsigned short ShadowDecalHandle_t;
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enum
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{
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SHADOW_DECAL_HANDLE_INVALID = (ShadowDecalHandle_t)~0
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};
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//-----------------------------------------------------------------------------
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// This structure contains the vertex information for shadows
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//-----------------------------------------------------------------------------
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struct ShadowVertex_t
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{
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Vector m_Position;
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Vector m_ShadowSpaceTexCoord;
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};
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//-----------------------------------------------------------------------------
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// This structure contains info to accelerate shadow darkness computation
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//-----------------------------------------------------------------------------
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struct ShadowDecalRenderInfo_t
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{
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Vector2D m_vTexOrigin;
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Vector2D m_vTexSize;
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float m_flFalloffOffset;
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float m_flOOZFalloffDist;
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float m_flFalloffAmount;
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float m_flFalloffBias;
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};
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//-----------------------------------------------------------------------------
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// Shadow-related functionality internal to the engine
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//-----------------------------------------------------------------------------
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abstract_class IShadowMgrInternal : public IShadowMgr
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{
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public:
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virtual void LevelInit( int nSurfCount ) = 0;
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virtual void LevelShutdown() = 0;
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// This surface has been rendered; and we'll want to render the shadows
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// on this surface
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virtual void AddShadowsOnSurfaceToRenderList( ShadowDecalHandle_t decalHandle ) = 0;
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// This will render all shadows that were previously added using
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// AddShadowsOnSurfaceToRenderList. If there's a model to world transform
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// for the shadow receiver, then send it in!
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// NOTE: This draws both shadows and projected textures.
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virtual void RenderProjectedTextures( VMatrix const* pModelToWorld = 0 ) = 0;
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// NOTE: This draws shadows
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virtual void RenderShadows( VMatrix const* pModelToWorld = 0 ) = 0;
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// NOTE: This draws flashlights
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virtual void RenderFlashlights( bool bDoMasking, VMatrix const* pModelToWorld = 0 ) = 0;
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// Clears the list of shadows to render
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virtual void ClearShadowRenderList() = 0;
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// Projects + clips shadows
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// count + ppPosition describe an array of pointers to vertex positions
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// of the unclipped shadow
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// ppOutVertex is pointed to the head of an array of pointers to
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// clipped vertices the function returns the number of clipped vertices
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virtual int ProjectAndClipVertices( ShadowHandle_t handle, int count,
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Vector** ppPosition, ShadowVertex_t*** ppOutVertex ) = 0;
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// Computes information for rendering
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virtual void ComputeRenderInfo( ShadowDecalRenderInfo_t* pInfo, ShadowHandle_t handle ) const = 0;
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// Shadow state...
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virtual unsigned short InvalidShadowIndex( ) = 0;
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virtual void SetModelShadowState( ModelInstanceHandle_t instance ) = 0;
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virtual void SetNumWorldMaterialBuckets( int numMaterialSortBins ) = 0;
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virtual void DrawFlashlightDecals( int sortGroup, bool bDoMasking ) = 0;
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virtual void DrawFlashlightDecalsOnSingleSurface( SurfaceHandle_t surfID, bool bDoMasking ) = 0;
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virtual void DrawFlashlightOverlays( int nSortGroup, bool bDoMasking ) = 0;
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virtual void DrawFlashlightDepthTexture( ) = 0;
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virtual void DrawFlashlightDecalsOnDisplacements( int sortGroup, CDispInfo **visibleDisps, int nVisibleDisps, bool bDoMasking ) = 0;
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virtual void SetFlashlightStencilMasks( bool bDoMasking ) = 0;
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virtual bool ModelHasShadows( ModelInstanceHandle_t instance ) = 0;
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// Converts z value to darkness
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inline unsigned char ComputeDarkness( float z, const ShadowDecalRenderInfo_t& info ) const;
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};
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//-----------------------------------------------------------------------------
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// inline methods
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//-----------------------------------------------------------------------------
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inline unsigned char IShadowMgrInternal::ComputeDarkness( float z, const ShadowDecalRenderInfo_t& info ) const
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{
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// NOTE: 0 means black, non-zero adds towards white...
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z = ( z - info.m_flFalloffOffset ) * info.m_flOOZFalloffDist;
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z = fsel( z, z, 0.0f );
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z = info.m_flFalloffBias + z * info.m_flFalloffAmount;
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z = fsel( z - 255.0f, 255.0f, z );
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return z;
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}
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//-----------------------------------------------------------------------------
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// Singleton
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//-----------------------------------------------------------------------------
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extern IShadowMgrInternal* g_pShadowMgr;
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#endif
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