mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
289 lines
9.4 KiB
C++
289 lines
9.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef RENDER3DMS_H
|
|
#define RENDER3DMS_H
|
|
#pragma once
|
|
|
|
|
|
#include "Render.h"
|
|
#include "mathlib/Vector4D.h"
|
|
#include "utlpriorityqueue.h"
|
|
#include "mapclass.h"
|
|
#include "lpreview_thread.h"
|
|
#include "shaderapi/ishaderapi.h"
|
|
|
|
//
|
|
// Size of the buffer used for picking. See glSelectBuffer for documention on
|
|
// the contents of the selection buffer.
|
|
//
|
|
#define SELECTION_BUFFER_SIZE 50
|
|
|
|
//
|
|
// Size of the texture cache. THis is the maximum number of unique textures that
|
|
// a map can refer to and still render properly in the editor.
|
|
//
|
|
#define TEXTURE_CACHE_SIZE 2048
|
|
|
|
//
|
|
// Maximum number of objects that can be kept in the list of objects to render last.
|
|
//
|
|
#define MAX_RENDER_LAST_OBJECTS 256
|
|
|
|
//
|
|
// Maximum number of hits that can be returned by ObjectsAt.
|
|
//
|
|
#define MAX_PICK_HITS 512
|
|
|
|
|
|
class BoundBox;
|
|
class CCamera;
|
|
class CCullTreeNode;
|
|
class CMapClass;
|
|
class CMapDoc;
|
|
class CMapFace;
|
|
class CMapInstance;
|
|
class CMapWorld;
|
|
class IMaterial;
|
|
class IMaterialVar;
|
|
template< class T, class A >
|
|
class CUtlVector;
|
|
|
|
enum Visibility_t;
|
|
enum SelectionState_t;
|
|
|
|
|
|
typedef struct TranslucentObjects_s {
|
|
float depth;
|
|
CMapAtom *object;
|
|
|
|
bool m_bInstanceSelected;
|
|
TInstanceState m_InstanceState;
|
|
} TranslucentObjects_t;
|
|
|
|
|
|
enum RenderState_t
|
|
{
|
|
RENDER_CENTER_CROSSHAIR, // Whether to draw the crosshair in the center of the view.
|
|
RENDER_GRID, // Whether to draw a projected grid onto solid faces.
|
|
RENDER_FILTER_TEXTURES, // Whether to filter textures.
|
|
RENDER_POLYGON_OFFSET_FILL, // Whether to offset filled polygons (for decals)
|
|
RENDER_POLYGON_OFFSET_LINE, // Whether to offset line polygons (for wireframe selections)
|
|
RENDER_REVERSE_SELECTION, // Driver issue fix - whether to return the largest (rather than smallest) Z value when picking
|
|
};
|
|
|
|
|
|
//
|
|
// Render state information set via RenderEnable:
|
|
//
|
|
typedef struct
|
|
{
|
|
bool bCenterCrosshair; // Whether to render the center crosshair.
|
|
bool bDrawGrid; // Whether to render the grid.
|
|
float fGridSpacing; // Grid spacing in world units.
|
|
float fGridDistance; // Maximum distance from camera to draw grid.
|
|
bool bFilterTextures; // Whether to filter textures.
|
|
bool bReverseSelection; // Driver issue fix - whether to return the largest (rather than smallest) Z value when picking
|
|
} RenderStateInfo_t;
|
|
|
|
static inline bool RenderingModeIsTextured(EditorRenderMode_t mode)
|
|
{
|
|
return (
|
|
(mode==RENDER_MODE_TEXTURED) ||
|
|
(mode==RENDER_MODE_TEXTURED_SHADED) ||
|
|
(mode==RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) ||
|
|
(mode==RENDER_MODE_LIGHT_PREVIEW2) );
|
|
}
|
|
|
|
//
|
|
// Picking state information used when called from ObjectsAt.
|
|
//
|
|
typedef struct
|
|
{
|
|
bool bPicking; // Whether we are rendering in pick mode or not.
|
|
unsigned int m_nFlags; // flags
|
|
|
|
float fX; // Leftmost coordinate of pick rectangle, passed in by caller.
|
|
float fY; // Topmost coordinate of pick rectangle, passed in by caller.
|
|
float fWidth; // Width of pick rectangle, passed in by caller.
|
|
float fHeight; // Height of pick rectangle, passed in by caller.
|
|
|
|
HitInfo_t *pHitsDest; // Final array in which to place pick hits, passed in by caller.
|
|
int nMaxHits; // Maximum number of hits to place in the 'pHits' array, passed in by caller, must be <= MAX_PICK_HITS.
|
|
|
|
HitInfo_t Hits[MAX_PICK_HITS]; // Temporary array in which to place unsorted pick hits.
|
|
int nNumHits; // Number of hits so far in this pick (number of hits in 'Hits' array).
|
|
|
|
unsigned int uSelectionBuffer[SELECTION_BUFFER_SIZE];
|
|
unsigned int uLastZ;
|
|
} PickInfo_t;
|
|
|
|
|
|
typedef struct
|
|
{
|
|
IEditorTexture *pTexture; // Pointer to the texture object that implements this texture.
|
|
int nTextureID; // Unique ID of this texture across all renderers.
|
|
unsigned int uTexture; // The texture name as returned by OpenGL when the texture was uploaded in this renderer.
|
|
} TextureCache_t;
|
|
|
|
|
|
typedef struct
|
|
{
|
|
HINSTANCE hInstance;
|
|
int iCmdShow;
|
|
HWND hWnd;
|
|
HDC hDC;
|
|
bool bActive;
|
|
bool bFullScreen;
|
|
ATOM wndclass;
|
|
WNDPROC wndproc;
|
|
bool bChangeBPP;
|
|
bool bAllowSoft;
|
|
char *szCmdLine;
|
|
int argc;
|
|
char **argv;
|
|
int iResCount;
|
|
int iVidMode;
|
|
} MatWinData_t;
|
|
|
|
|
|
class CRender3D : public CRender
|
|
{
|
|
public:
|
|
|
|
// Constructor / Destructor.
|
|
CRender3D(void);
|
|
virtual ~CRender3D(void);
|
|
|
|
// Initialization & shutdown functions.
|
|
void ShutDown(void);
|
|
|
|
float GetElapsedTime(void);
|
|
float GetGridDistance(void);
|
|
float GetGridSize(void);
|
|
|
|
bool DeferRendering() const { return m_DeferRendering; }
|
|
bool IsEnabled(RenderState_t eRenderState);
|
|
bool IsPicking(void);
|
|
|
|
virtual bool IsInLightingPreview();
|
|
virtual void SetInLightingPreview( bool bLightingPreview );
|
|
|
|
// Operations.
|
|
|
|
float LightPlane(Vector& Normal);
|
|
void UncacheAllTextures();
|
|
|
|
bool SetView( CMapView *pView );
|
|
void StartRenderFrame(void);
|
|
void EndRenderFrame(void);
|
|
|
|
virtual void PushInstanceData( CMapInstance *pInstanceClass, Vector &InstanceOrigin, QAngle &InstanceAngles );
|
|
virtual void PopInstanceData( void );
|
|
|
|
void ResetFocus();
|
|
|
|
// Picking functions.
|
|
void BeginRenderHitTarget(CMapAtom *pObject, unsigned int uHandle = 0);
|
|
void EndRenderHitTarget(void);
|
|
|
|
void Render(void);
|
|
void RenderEnable(RenderState_t eRenderState, bool bEnable);
|
|
|
|
void RenderCrossHair();
|
|
virtual void RenderWireframeBox(const Vector &Mins, const Vector &Maxs, unsigned char chRed, unsigned char chGreen, unsigned char chBlue);
|
|
void RenderBox(const Vector &Mins, const Vector &Maxs, unsigned char chRed, unsigned char chGreen, unsigned char chBlue, SelectionState_t eBoxSelectionState);
|
|
void RenderArrow(Vector const &vStartPt, Vector const &vEndPt, unsigned char chRed, unsigned char chGreen, unsigned char chBlue);
|
|
void RenderCone(Vector const &vBasePt, Vector const &vTipPt, float fRadius, int nSlices,
|
|
unsigned char chRed, unsigned char chGreen, unsigned char chBlue );
|
|
void RenderSphere(Vector const &vCenter, float flRadius, int nTheta, int nPhi,
|
|
unsigned char chRed, unsigned char chGreen, unsigned char chBlue );
|
|
void RenderWireframeSphere(Vector const &vCenter, float flRadius, int nTheta, int nPhi,
|
|
unsigned char chRed, unsigned char chGreen, unsigned char chBlue );
|
|
void RenderInstanceMapClass( CMapInstance *pInstanceClass, CMapClass *pMapClass, Vector &InstanceOrigin, QAngle &InstanceAngles );
|
|
|
|
|
|
int ObjectsAt( float x, float y, float fWidth, float fHeight, HitInfo_t *pObjects, int nMaxObjects, unsigned nFlags = 0 );
|
|
|
|
void DebugHook1(void *pData = NULL);
|
|
void DebugHook2(void *pData = NULL);
|
|
|
|
// indicates we need to render an overlay pass...
|
|
bool NeedsOverlay() const;
|
|
|
|
void BuildLightList( CUtlVector<CLightingPreviewLightDescription> *pList ) const;
|
|
|
|
void SendLightList(); // send lighting list to lighting preview thread
|
|
|
|
void SendShadowTriangles();
|
|
void AddTranslucentDeferredRendering( CMapPoint *pMapPoint );
|
|
|
|
protected:
|
|
|
|
inline void DispatchRender3D(CMapClass *pMapClass);
|
|
|
|
// Rendering functions.
|
|
void RenderMapClass(CMapClass *pMapClass);
|
|
void RenderInstanceMapClass_r(CMapClass *pMapClass);
|
|
void RenderNode(CCullTreeNode *pNode, bool bForce);
|
|
void RenderOverlayElements(void);
|
|
void RenderTool(void);
|
|
void RenderTree( CMapWorld *pWorld );
|
|
void RenderPointsAndPortals(void);
|
|
void RenderWorldAxes();
|
|
void RenderTranslucentObjects( void );
|
|
|
|
// Utility functions.
|
|
void Preload(CMapClass *pParent);
|
|
Visibility_t IsBoxVisible(Vector const &BoxMins, Vector const &BoxMaxs);
|
|
|
|
// Frustum methods
|
|
void ComputeFrustumRenderGeometry(CCamera * pCamera);
|
|
void RenderFrustum();
|
|
|
|
float m_fFrameRate; // Framerate in frames per second, calculated once per second.
|
|
int m_nFramesThisSample; // Number of frames rendered in the current sample period.
|
|
DWORD m_dwTimeLastSample; // Time when the framerate was last calculated.
|
|
|
|
DWORD m_dwTimeLastFrame; // The time when the previous frame was rendered.
|
|
float m_fTimeElapsed; // Milliseconds elapsed since the last frame was rendered.
|
|
|
|
// context for the last bitmap we sent to lighting preview for ray tracing. we do not send if
|
|
// nothing happens, even if we end up re-rendering
|
|
Vector m_LastLPreviewCameraPos;
|
|
float m_fLastLPreviewAngles[3]; // y,p,r
|
|
float m_fLastLPreviewZoom;
|
|
int m_nLastLPreviewWidth;
|
|
int m_nLastLPreviewHeight;
|
|
|
|
Vector4D m_FrustumPlanes[6]; // Plane normals and constants for the current view frustum.
|
|
|
|
MatWinData_t m_WinData; // Defines our render window parameters.
|
|
PickInfo_t m_Pick; // Contains information used when rendering in pick mode.
|
|
RenderStateInfo_t m_RenderState; // Render state set via RenderEnable.
|
|
|
|
bool m_bDroppedCamera; // Whether we have dropped the camera for debugging.
|
|
bool m_DeferRendering; // Used when we want to sort lovely opaque objects
|
|
bool m_TranslucentSortRendering; // Used when we want to sort translucent objects
|
|
CCamera *m_pDropCamera; // Dropped camera to use for debugging.
|
|
|
|
CUtlPriorityQueue<TranslucentObjects_t> m_TranslucentRenderObjects; // List of objects to render after all the other objects.
|
|
|
|
IMaterial* m_pVertexColor[2]; // for selecting actual textures
|
|
|
|
bool m_bLightingPreview;
|
|
|
|
// for debugging... render the view frustum
|
|
#ifdef _DEBUG
|
|
Vector m_FrustumRenderPoint[8];
|
|
bool m_bRenderFrustum;
|
|
bool m_bRecomputeFrustumRenderGeometry;
|
|
#endif
|
|
};
|
|
|
|
#endif // RENDER3DGL_H
|