//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef ISHADOWMGR_H
#define ISHADOWMGR_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "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,
float maxDistance, float falloffOffset, float falloffAmount, const Vector &vecCasterOrigin ) = 0;
virtual void ProjectFlashlight( ShadowHandle_t handle, const VMatrix &worldToShadow ) = 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, ITexture *pFlashlightDepthTexture ) = 0;
virtual void UpdateFlashlightStateEx( ShadowHandle_t shadowHandle, const FlashlightState_t &lightState, ITexture *pFlashlightDepthTexture ) = 0;
};
#endif