311 lines
11 KiB
C++
311 lines
11 KiB
C++
//===== Copyright © 1996-2007, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Revision: $
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// $NoKeywords: $
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//
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// This file contains code to allow us to associate client data with bsp leaves.
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//
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//===========================================================================//
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#if !defined( CLIENTLEAFSYSTEM_H )
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#define CLIENTLEAFSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "IGameSystem.h"
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#include "engine/IClientLeafSystem.h"
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#include "cdll_int.h"
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#include "IVRenderView.h"
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#include "tier1/mempool.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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struct WorldListInfo_t;
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class IClientRenderable;
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class Vector;
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class CGameTrace;
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typedef CGameTrace trace_t;
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struct Ray_t;
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class Vector2D;
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class CStaticProp;
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//-----------------------------------------------------------------------------
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// Render groups
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//-----------------------------------------------------------------------------
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enum RenderGroup_t
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{
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RENDER_GROUP_OPAQUE = 0,
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RENDER_GROUP_TRANSLUCENT,
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RENDER_GROUP_TRANSLUCENT_IGNOREZ,
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RENDER_GROUP_COUNT, // Indicates the groups above are real and used for bucketing a scene
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};
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//-----------------------------------------------------------------------------
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// Handle to an renderables in the client leaf system
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//-----------------------------------------------------------------------------
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enum
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{
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DETAIL_PROP_RENDER_HANDLE = (ClientRenderHandle_t)0xfffe
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};
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//-----------------------------------------------------------------------------
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// Distance fade information
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//-----------------------------------------------------------------------------
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struct DistanceFadeInfo_t
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{
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float m_flMaxDistSqr; // distance at which everything is faded out
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float m_flMinDistSqr; // distance at which everything is unfaded
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float m_flFalloffFactor; // 1.0f / ( maxDistSqr - MinDistSqr )
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// opacity = ( maxDist - distSqr ) * falloffFactor
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};
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class CClientRenderablesList : public CRefCounted<>
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{
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DECLARE_FIXEDSIZE_ALLOCATOR( CClientRenderablesList );
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public:
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enum
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{
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MAX_GROUP_ENTITIES = 4096,
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MAX_BONE_SETUP_DEPENDENCY = 64,
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};
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struct CEntry
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{
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IClientRenderable *m_pRenderable;
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unsigned short m_iWorldListInfoLeaf; // NOTE: this indexes WorldListInfo_t's leaf list.
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RenderableInstance_t m_InstanceData;
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uint8 m_nModelType : 7; // See RenderableModelType_t
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uint8 m_TwoPass : 1;
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};
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// The leaves for the entries are in the order of the leaves you call CollateRenderablesInLeaf in.
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DistanceFadeInfo_t m_DetailFade;
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CEntry m_RenderGroups[RENDER_GROUP_COUNT][MAX_GROUP_ENTITIES];
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int m_RenderGroupCounts[RENDER_GROUP_COUNT];
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int m_nBoneSetupDependencyCount;
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IClientRenderable *m_pBoneSetupDependency[MAX_BONE_SETUP_DEPENDENCY];
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};
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//-----------------------------------------------------------------------------
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// Render list for viewmodels
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//-----------------------------------------------------------------------------
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class CViewModelRenderablesList
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{
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public:
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enum
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{
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VM_GROUP_OPAQUE = 0,
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VM_GROUP_TRANSLUCENT,
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VM_GROUP_COUNT,
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};
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struct CEntry
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{
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IClientRenderable *m_pRenderable;
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RenderableInstance_t m_InstanceData;
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};
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typedef CUtlVectorFixedGrowable< CEntry, 32 > RenderGroups_t;
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// The leaves for the entries are in the order of the leaves you call CollateRenderablesInLeaf in.
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RenderGroups_t m_RenderGroups[VM_GROUP_COUNT];
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};
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//-----------------------------------------------------------------------------
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// Used by CollateRenderablesInLeaf
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//-----------------------------------------------------------------------------
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struct SetupRenderInfo_t
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{
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WorldListInfo_t *m_pWorldListInfo;
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CClientRenderablesList *m_pRenderList;
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Vector m_vecRenderOrigin;
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Vector m_vecRenderForward;
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int m_nRenderFrame;
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int m_nDetailBuildFrame; // The "render frame" for detail objects
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float m_flRenderDistSq;
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int m_nViewID;
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bool m_bDrawDetailObjects : 1;
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bool m_bDrawTranslucentObjects : 1;
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SetupRenderInfo_t()
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{
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m_bDrawDetailObjects = true;
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m_bDrawTranslucentObjects = true;
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}
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};
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//-----------------------------------------------------------------------------
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// Used to do batched screen size computations
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//-----------------------------------------------------------------------------
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struct ScreenSizeComputeInfo_t
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{
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VMatrix m_matViewProj;
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Vector m_vecViewUp;
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int m_nViewportHeight;
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};
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void ComputeScreenSizeInfo( ScreenSizeComputeInfo_t *pInfo );
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float ComputeScreenSize( const Vector &vecOrigin, float flRadius, const ScreenSizeComputeInfo_t& info );
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//-----------------------------------------------------------------------------
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// A handle associated with shadows managed by the client leaf system
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//-----------------------------------------------------------------------------
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typedef unsigned short ClientLeafShadowHandle_t;
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enum
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{
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CLIENT_LEAF_SHADOW_INVALID_HANDLE = (ClientLeafShadowHandle_t)~0
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};
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//-----------------------------------------------------------------------------
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// The client leaf system
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//-----------------------------------------------------------------------------
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abstract_class IClientLeafShadowEnum
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{
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public:
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// The user ID is the id passed into CreateShadow
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virtual void EnumShadow( ClientShadowHandle_t userId ) = 0;
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};
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// subclassed by things which wish to add per-leaf data managed by the client leafsystem
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class CClientLeafSubSystemData
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{
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public:
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virtual ~CClientLeafSubSystemData( void )
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{
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}
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};
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// defines for subsystem ids. each subsystem id uses up one pointer in each leaf
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#define CLSUBSYSTEM_DETAILOBJECTS 0
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#define N_CLSUBSYSTEMS 1
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//-----------------------------------------------------------------------------
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// The client leaf system
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//-----------------------------------------------------------------------------
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abstract_class IClientLeafSystem : public IClientLeafSystemEngine, public IGameSystemPerFrame
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{
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public:
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// Adds and removes renderables from the leaf lists
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virtual void AddRenderable( IClientRenderable* pRenderable, bool bRenderWithViewModels, RenderableTranslucencyType_t nType, RenderableModelType_t nModelType, uint32 nSplitscreenEnabled = 0xFFFFFFFF ) = 0;
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// This tells if the renderable is in the current PVS. It assumes you've updated the renderable
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// with RenderableChanged() calls
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virtual bool IsRenderableInPVS( IClientRenderable *pRenderable ) = 0;
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virtual void SetSubSystemDataInLeaf( int leaf, int nSubSystemIdx, CClientLeafSubSystemData *pData ) =0;
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virtual CClientLeafSubSystemData *GetSubSystemDataInLeaf( int leaf, int nSubSystemIdx ) =0;
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virtual void SetDetailObjectsInLeaf( int leaf, int firstDetailObject, int detailObjectCount ) = 0;
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virtual void GetDetailObjectsInLeaf( int leaf, int& firstDetailObject, int& detailObjectCount ) = 0;
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// Indicates which leaves detail objects should be rendered from, returns the detais objects in the leaf
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virtual void DrawDetailObjectsInLeaf( int leaf, int frameNumber, int& firstDetailObject, int& detailObjectCount ) = 0;
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// Should we draw detail objects (sprites or models) in this leaf (because it's close enough to the view)
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// *and* are there any objects in the leaf?
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virtual bool ShouldDrawDetailObjectsInLeaf( int leaf, int frameNumber ) = 0;
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// Call this when a renderable origin/angles/bbox parameters has changed
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virtual void RenderableChanged( ClientRenderHandle_t handle ) = 0;
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// Put renderables into their appropriate lists.
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virtual void BuildRenderablesList( const SetupRenderInfo_t &info ) = 0;
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// Put renderables in the leaf into their appropriate lists.
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virtual void CollateViewModelRenderables( CViewModelRenderablesList *pList ) = 0;
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// Call this to deactivate static prop rendering..
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virtual void DrawStaticProps( bool enable ) = 0;
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// Call this to deactivate small object rendering
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virtual void DrawSmallEntities( bool enable ) = 0;
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// The following methods are related to shadows...
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virtual ClientLeafShadowHandle_t AddShadow( ClientShadowHandle_t userId, unsigned short flags ) = 0;
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virtual void RemoveShadow( ClientLeafShadowHandle_t h ) = 0;
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// Project a shadow
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virtual void ProjectShadow( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) = 0;
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// Project a projected texture spotlight
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virtual void ProjectFlashlight( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) = 0;
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// Find all shadow casters in a set of leaves
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virtual void EnumerateShadowsInLeaves( int leafCount, WorldListLeafData_t* pLeaves, IClientLeafShadowEnum* pEnum ) = 0;
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// Fill in a list of the leaves this renderable is in.
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// Returns -1 if the handle is invalid.
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virtual int GetRenderableLeaves( ClientRenderHandle_t handle, int leaves[128] ) = 0;
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// Get leaves this renderable is in
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virtual bool GetRenderableLeaf ( ClientRenderHandle_t handle, int* pOutLeaf, const int* pInIterator = 0, int* pOutIterator = 0 ) = 0;
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// Use alternate translucent sorting algorithm (draw translucent objects in the furthest leaf they lie in)
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virtual void EnableAlternateSorting( ClientRenderHandle_t handle, bool bEnable ) = 0;
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// Mark this as rendering with viewmodels
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virtual void RenderWithViewModels( ClientRenderHandle_t handle, bool bEnable ) = 0;
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virtual bool IsRenderingWithViewModels( ClientRenderHandle_t handle ) const = 0;
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// Call this if the model changes
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virtual void SetTranslucencyType( ClientRenderHandle_t handle, RenderableTranslucencyType_t nType ) = 0;
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virtual RenderableTranslucencyType_t GetTranslucencyType( ClientRenderHandle_t handle ) const = 0;
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virtual void SetModelType( ClientRenderHandle_t handle, RenderableModelType_t nType = RENDERABLE_MODEL_UNKNOWN_TYPE ) = 0;
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virtual void EnableSplitscreenRendering( ClientRenderHandle_t handle, uint32 nFlags ) = 0;
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// Suppress rendering of this renderable
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virtual void EnableRendering( ClientRenderHandle_t handle, bool bEnable ) = 0;
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// Indicates this renderable should bloat its client leaf bounds over time
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// used for renderables with oscillating bounds to reduce the cost of
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// them reinserting themselves into the tree over and over.
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virtual void EnableBloatedBounds( ClientRenderHandle_t handle, bool bEnable ) = 0;
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// Indicates this renderable should always recompute its bounds accurately
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virtual void DisableCachedRenderBounds( ClientRenderHandle_t handle, bool bDisable ) = 0;
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// Recomputes which leaves renderables are in
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virtual void RecomputeRenderableLeaves() = 0;
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// Warns about leaf reinsertion
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virtual void DisableLeafReinsertion( bool bDisable ) = 0;
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//Assuming the renderable would be in a properly built render list, generate a render list entry
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virtual RenderGroup_t GenerateRenderListEntry( IClientRenderable *pRenderable, CClientRenderablesList::CEntry &entryOut ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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extern IClientLeafSystem *g_pClientLeafSystem;
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inline IClientLeafSystem* ClientLeafSystem()
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{
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return g_pClientLeafSystem;
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}
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#endif // CLIENTLEAFSYSTEM_H
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