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https://github.com/nillerusr/source-engine.git
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173 lines
4.6 KiB
C
173 lines
4.6 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef R_DECAL_H
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#define R_DECAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "decal_private.h"
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#include "decal_clip.h"
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#include "utllinkedlist.h"
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#include "utlrbtree.h"
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#include "tier0/memdbgon.h"
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// Initialize and shutdown the decal stuff.
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// R_DecalTerm unlinks all the active decals (which frees their counterparts in displacements).
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void R_DecalInit();
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void R_DecalTerm( worldbrushdata_t *pBrushData, bool term_permanent_decals );
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void R_DecalTermAll();
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float ComputeDecalLightmapOffset( SurfaceHandle_t surfID );
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// get the max vertex/index to lock in a dynamic VB
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void R_DecalsGetMaxMesh( IMatRenderContext *pRenderContext, int &nDecalSortMaxVerts, int &nDecalSortMaxIndices );
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// --------------------------------------------------------------- //
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// Decal functions used for displacements.
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// --------------------------------------------------------------- //
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// Figure out where the decal maps onto the surface.
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void R_SetupDecalClip(
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CDecalVert* &pOutVerts,
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decal_t *pDecal,
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Vector &vSurfNormal,
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IMaterial *pMaterial,
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Vector textureSpaceBasis[3],
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float decalWorldScale[2] );
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//-----------------------------------------------------------------------------
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// Gets the decal material and radius based on the decal index
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//-----------------------------------------------------------------------------
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void R_DecalGetMaterialAndSize( int decalIndex, IMaterial*& pDecalMaterial, float& w, float& h );
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//=============================================================================
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//
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// Decal Sort Structures.
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//
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#define DECALSORT_RBTREE_SIZE 16
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enum
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{
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PERMANENT_LIGHTMAP = 0,
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LIGHTMAP,
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NONLIGHTMAP,
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DECALSORT_TYPE_COUNT,
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};
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struct DecalSortVertexFormat_t
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{
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VertexFormat_t m_VertexFormat;
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int m_iSortTree; // Sort tree index.
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};
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struct DecalMaterialSortData_t
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{
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IMaterial *m_pMaterial;
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int m_iLightmapPage;
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int m_iBucket; // Index into the s_aDecalMaterialHead list.
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};
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struct DecalMaterialBucket_t
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{
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intp m_iHead;
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int m_nCheckCount;
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};
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inline bool DecalSortTreeSortLessFunc( const DecalMaterialSortData_t &decal1, const DecalMaterialSortData_t &decal2 )
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{
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if ( ( decal1.m_iLightmapPage == -1 ) || ( decal2.m_iLightmapPage == -1 ) )
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{
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return ( ( intp )decal1.m_pMaterial < ( intp )decal2.m_pMaterial );
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}
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if ( ( intp )decal1.m_pMaterial == ( intp )decal2.m_pMaterial )
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{
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return ( decal1.m_iLightmapPage < decal2.m_iLightmapPage );
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}
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else
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{
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return ( ( intp )decal1.m_pMaterial < ( intp )decal2.m_pMaterial );
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}
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}
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struct DecalSortTrees_t
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{
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CUtlRBTree<DecalMaterialSortData_t, int> *m_pTrees[DECALSORT_TYPE_COUNT];
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CUtlVector<DecalMaterialBucket_t> m_aDecalSortBuckets[MAX_MAT_SORT_GROUPS+1][DECALSORT_TYPE_COUNT];
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DecalSortTrees_t()
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{
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for ( int iSort = 0; iSort < DECALSORT_TYPE_COUNT; ++iSort )
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{
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m_pTrees[iSort] = new CUtlRBTree<DecalMaterialSortData_t, int>( DECALSORT_RBTREE_SIZE, DECALSORT_RBTREE_SIZE, DecalSortTreeSortLessFunc );
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}
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}
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~DecalSortTrees_t()
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{
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for ( int iSort = 0; iSort < DECALSORT_TYPE_COUNT; ++iSort )
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{
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if ( m_pTrees[iSort] )
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{
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m_pTrees[iSort]->RemoveAll();
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delete m_pTrees[iSort];
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m_pTrees[iSort] = NULL;
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}
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}
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for ( int iGroup = 0; iGroup < ( MAX_MAT_SORT_GROUPS + 1 ); ++iGroup )
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{
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for ( int iSort = 0; iSort < DECALSORT_TYPE_COUNT; ++iSort )
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{
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m_aDecalSortBuckets[iGroup][iSort].Purge();
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}
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}
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}
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};
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extern CUtlVector<DecalSortVertexFormat_t> g_aDecalFormats;
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// Surface decals.
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extern CUtlFixedLinkedList<decal_t*> g_aDecalSortPool;
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extern CUtlVector<DecalSortTrees_t> g_aDecalSortTrees;
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extern int g_nDecalSortCheckCount;
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extern int g_nBrushModelDecalSortCheckCount;
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// Displacement decals.
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extern CUtlFixedLinkedList<decal_t*> g_aDispDecalSortPool;
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extern CUtlVector<DecalSortTrees_t> g_aDispDecalSortTrees;
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extern int g_nDispDecalSortCheckCount;
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struct DecalBatchList_t
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{
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IMaterial *m_pMaterial;
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void *m_pProxy;
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int m_iLightmapPage;
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unsigned short m_iStartIndex;
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unsigned short m_nIndexCount;
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};
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struct DecalMeshList_t
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{
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IMesh *m_pMesh;
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CUtlVectorFixed<DecalBatchList_t, 128> m_aBatches;
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};
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void DecalSurfacesInit( bool bBrushModel );
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void DecalSurfaceAdd( SurfaceHandle_t surfID, int renderGroup );
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void DecalSurfaceDraw( IMatRenderContext *pRenderContext, int renderGroup, float flFade = 1.0f );
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void DrawDecalsOnSingleSurface( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID );
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void R_DecalReSortMaterials( void );
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void R_DecalFlushDestroyList( void );
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extern VMatrix g_BrushToWorldMatrix;
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#include "tier0/memdbgoff.h"
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#endif // R_DECAL_H
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