Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef IVMODELRENDER_H
#define IVMODELRENDER_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "mathlib/mathlib.h"
#include "istudiorender.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
struct mstudioanimdesc_t;
struct mstudioseqdesc_t;
struct model_t;
class IClientRenderable;
class Vector;
struct studiohdr_t;
class IMaterial;
class CStudioHdr;
FORWARD_DECLARE_HANDLE( LightCacheHandle_t );
//-----------------------------------------------------------------------------
// Model rendering state
//-----------------------------------------------------------------------------
struct DrawModelState_t
{
studiohdr_t* m_pStudioHdr;
studiohwdata_t* m_pStudioHWData;
IClientRenderable* m_pRenderable;
const matrix3x4_t *m_pModelToWorld;
StudioDecalHandle_t m_decals;
int m_drawFlags;
int m_lod;
};
//-----------------------------------------------------------------------------
// Model Rendering + instance data
//-----------------------------------------------------------------------------
// change this when the new version is incompatable with the old
#define VENGINE_HUDMODEL_INTERFACE_VERSION "VEngineModel016"
typedef unsigned short ModelInstanceHandle_t;
enum
{
MODEL_INSTANCE_INVALID = (ModelInstanceHandle_t)~0
};
struct ModelRenderInfo_t
{
Vector origin;
QAngle angles;
IClientRenderable *pRenderable;
const model_t *pModel;
const matrix3x4_t *pModelToWorld;
const matrix3x4_t *pLightingOffset;
const Vector *pLightingOrigin;
int flags;
int entity_index;
int skin;
int body;
int hitboxset;
ModelInstanceHandle_t instance;
ModelRenderInfo_t()
{
pModelToWorld = NULL;
pLightingOffset = NULL;
pLightingOrigin = NULL;
}
};
struct StaticPropRenderInfo_t
{
const matrix3x4_t *pModelToWorld;
const model_t *pModel;
IClientRenderable *pRenderable;
Vector *pLightingOrigin;
short skin;
ModelInstanceHandle_t instance;
};
// UNDONE: Move this to hud export code, subsume previous functions
abstract_class IVModelRender
{
public:
virtual int DrawModel( int flags,
IClientRenderable *pRenderable,
ModelInstanceHandle_t instance,
int entity_index,
const model_t *model,
Vector const& origin,
QAngle const& angles,
int skin,
int body,
int hitboxset,
const matrix3x4_t *modelToWorld = NULL,
const matrix3x4_t *pLightingOffset = NULL ) = 0;
// This causes a material to be used when rendering the model instead
// of the materials the model was compiled with
virtual void ForcedMaterialOverride( IMaterial *newMaterial, OverrideType_t nOverrideType = OVERRIDE_NORMAL ) = 0;
virtual void SetViewTarget( const CStudioHdr *pStudioHdr, int nBodyIndex, const Vector& target ) = 0;
// Creates, destroys instance data to be associated with the model
virtual ModelInstanceHandle_t CreateInstance( IClientRenderable *pRenderable, LightCacheHandle_t *pCache = NULL ) = 0;
virtual void DestroyInstance( ModelInstanceHandle_t handle ) = 0;
// Associates a particular lighting condition with a model instance handle.
// FIXME: This feature currently only works for static props. To make it work for entities, etc.,
// we must clean up the lightcache handles as the model instances are removed.
// At the moment, since only the static prop manager uses this, it cleans up all LightCacheHandles
// at level shutdown.
virtual void SetStaticLighting( ModelInstanceHandle_t handle, LightCacheHandle_t* pHandle ) = 0;
virtual LightCacheHandle_t GetStaticLighting( ModelInstanceHandle_t handle ) = 0;
// moves an existing InstanceHandle to a nex Renderable to keep decals etc. Models must be the same
virtual bool ChangeInstance( ModelInstanceHandle_t handle, IClientRenderable *pRenderable ) = 0;
// Creates a decal on a model instance by doing a planar projection
// along the ray. The material is the decal material, the radius is the
// radius of the decal to create.
virtual void AddDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
Vector const& decalUp, int decalIndex, int body, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
// Removes all the decals on a model instance
virtual void RemoveAllDecals( ModelInstanceHandle_t handle ) = 0;
// Remove all decals from all models
virtual void RemoveAllDecalsFromAllModels() = 0;
// Shadow rendering, DrawModelShadowSetup returns the address of the bone-to-world array, NULL in case of error
virtual matrix3x4_t* DrawModelShadowSetup( IClientRenderable *pRenderable, int body, int skin, DrawModelInfo_t *pInfo, matrix3x4_t *pCustomBoneToWorld = NULL ) = 0;
virtual void DrawModelShadow( IClientRenderable *pRenderable, const DrawModelInfo_t &info, matrix3x4_t *pCustomBoneToWorld = NULL ) = 0;
// This gets called when overbright, etc gets changed to recompute static prop lighting.
virtual bool RecomputeStaticLighting( ModelInstanceHandle_t handle ) = 0;
virtual void ReleaseAllStaticPropColorData( void ) = 0;
virtual void RestoreAllStaticPropColorData( void ) = 0;
// Extended version of drawmodel
virtual int DrawModelEx( ModelRenderInfo_t &pInfo ) = 0;
virtual int DrawModelExStaticProp( ModelRenderInfo_t &pInfo ) = 0;
virtual bool DrawModelSetup( ModelRenderInfo_t &pInfo, DrawModelState_t *pState, matrix3x4_t *pCustomBoneToWorld, matrix3x4_t** ppBoneToWorldOut ) = 0;
virtual void DrawModelExecute( const DrawModelState_t &state, const ModelRenderInfo_t &pInfo, matrix3x4_t *pCustomBoneToWorld = NULL ) = 0;
// Sets up lighting context for a point in space
virtual void SetupLighting( const Vector &vecCenter ) = 0;
// doesn't support any debug visualization modes or other model options, but draws static props in the
// fastest way possible
virtual int DrawStaticPropArrayFast( StaticPropRenderInfo_t *pProps, int count, bool bShadowDepth ) = 0;
// Allow client to override lighting state
virtual void SuppressEngineLighting( bool bSuppress ) = 0;
virtual void SetupColorMeshes( int nTotalVerts ) = 0;
virtual void AddColoredDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
Vector const& decalUp, int decalIndex, int body, Color cColor, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
virtual void GetMaterialOverride( IMaterial** ppOutForcedMaterial, OverrideType_t* pOutOverrideType ) = 0;
};
#endif // IVMODELRENDER_H