mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
218 lines
7.4 KiB
C++
218 lines
7.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $Revision: $
|
|
// $NoKeywords: $
|
|
//
|
|
// This file contains code to allow us to associate client data with bsp leaves.
|
|
//
|
|
//===========================================================================//
|
|
|
|
#if !defined( CLIENTLEAFSYSTEM_H )
|
|
#define CLIENTLEAFSYSTEM_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "igamesystem.h"
|
|
#include "engine/IClientLeafSystem.h"
|
|
#include "cdll_int.h"
|
|
#include "ivrenderview.h"
|
|
#include "tier1/mempool.h"
|
|
#include "tier1/refcount.h"
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Forward declarations
|
|
//-----------------------------------------------------------------------------
|
|
struct WorldListInfo_t;
|
|
class IClientRenderable;
|
|
class Vector;
|
|
class CGameTrace;
|
|
typedef CGameTrace trace_t;
|
|
struct Ray_t;
|
|
class Vector2D;
|
|
class CStaticProp;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Handle to an renderables in the client leaf system
|
|
//-----------------------------------------------------------------------------
|
|
enum
|
|
{
|
|
DETAIL_PROP_RENDER_HANDLE = (ClientRenderHandle_t)0xfffe
|
|
};
|
|
|
|
|
|
class CClientRenderablesList : public CRefCounted<>
|
|
{
|
|
DECLARE_FIXEDSIZE_ALLOCATOR( CClientRenderablesList );
|
|
|
|
public:
|
|
enum
|
|
{
|
|
MAX_GROUP_ENTITIES = 4096
|
|
};
|
|
|
|
struct CEntry
|
|
{
|
|
IClientRenderable *m_pRenderable;
|
|
unsigned short m_iWorldListInfoLeaf; // NOTE: this indexes WorldListInfo_t's leaf list.
|
|
unsigned short m_TwoPass;
|
|
ClientRenderHandle_t m_RenderHandle;
|
|
};
|
|
|
|
// The leaves for the entries are in the order of the leaves you call CollateRenderablesInLeaf in.
|
|
CEntry m_RenderGroups[RENDER_GROUP_COUNT][MAX_GROUP_ENTITIES];
|
|
int m_RenderGroupCounts[RENDER_GROUP_COUNT];
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Used by CollateRenderablesInLeaf
|
|
//-----------------------------------------------------------------------------
|
|
struct SetupRenderInfo_t
|
|
{
|
|
WorldListInfo_t *m_pWorldListInfo;
|
|
CClientRenderablesList *m_pRenderList;
|
|
Vector m_vecRenderOrigin;
|
|
Vector m_vecRenderForward;
|
|
int m_nRenderFrame;
|
|
int m_nDetailBuildFrame; // The "render frame" for detail objects
|
|
float m_flRenderDistSq;
|
|
bool m_bDrawDetailObjects : 1;
|
|
bool m_bDrawTranslucentObjects : 1;
|
|
|
|
SetupRenderInfo_t()
|
|
{
|
|
m_bDrawDetailObjects = true;
|
|
m_bDrawTranslucentObjects = true;
|
|
}
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// A handle associated with shadows managed by the client leaf system
|
|
//-----------------------------------------------------------------------------
|
|
typedef unsigned short ClientLeafShadowHandle_t;
|
|
enum
|
|
{
|
|
CLIENT_LEAF_SHADOW_INVALID_HANDLE = (ClientLeafShadowHandle_t)~0
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// The client leaf system
|
|
//-----------------------------------------------------------------------------
|
|
abstract_class IClientLeafShadowEnum
|
|
{
|
|
public:
|
|
// The user ID is the id passed into CreateShadow
|
|
virtual void EnumShadow( ClientShadowHandle_t userId ) = 0;
|
|
};
|
|
|
|
|
|
// subclassed by things which wish to add per-leaf data managed by the client leafsystem
|
|
class CClientLeafSubSystemData
|
|
{
|
|
public:
|
|
virtual ~CClientLeafSubSystemData( void )
|
|
{
|
|
}
|
|
};
|
|
|
|
|
|
// defines for subsystem ids. each subsystem id uses up one pointer in each leaf
|
|
#define CLSUBSYSTEM_DETAILOBJECTS 0
|
|
#define N_CLSUBSYSTEMS 1
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// The client leaf system
|
|
//-----------------------------------------------------------------------------
|
|
abstract_class IClientLeafSystem : public IClientLeafSystemEngine, public IGameSystemPerFrame
|
|
{
|
|
public:
|
|
// Adds and removes renderables from the leaf lists
|
|
virtual void AddRenderable( IClientRenderable* pRenderable, RenderGroup_t group ) = 0;
|
|
|
|
// This tells if the renderable is in the current PVS. It assumes you've updated the renderable
|
|
// with RenderableChanged() calls
|
|
virtual bool IsRenderableInPVS( IClientRenderable *pRenderable ) = 0;
|
|
|
|
virtual void SetSubSystemDataInLeaf( int leaf, int nSubSystemIdx, CClientLeafSubSystemData *pData ) =0;
|
|
virtual CClientLeafSubSystemData *GetSubSystemDataInLeaf( int leaf, int nSubSystemIdx ) =0;
|
|
|
|
|
|
virtual void SetDetailObjectsInLeaf( int leaf, int firstDetailObject, int detailObjectCount ) = 0;
|
|
virtual void GetDetailObjectsInLeaf( int leaf, int& firstDetailObject, int& detailObjectCount ) = 0;
|
|
|
|
// Indicates which leaves detail objects should be rendered from, returns the detais objects in the leaf
|
|
virtual void DrawDetailObjectsInLeaf( int leaf, int frameNumber, int& firstDetailObject, int& detailObjectCount ) = 0;
|
|
|
|
// Should we draw detail objects (sprites or models) in this leaf (because it's close enough to the view)
|
|
// *and* are there any objects in the leaf?
|
|
virtual bool ShouldDrawDetailObjectsInLeaf( int leaf, int frameNumber ) = 0;
|
|
|
|
// Call this when a renderable origin/angles/bbox parameters has changed
|
|
virtual void RenderableChanged( ClientRenderHandle_t handle ) = 0;
|
|
|
|
// Set a render group
|
|
virtual void SetRenderGroup( ClientRenderHandle_t handle, RenderGroup_t group ) = 0;
|
|
|
|
// Computes which leaf translucent objects should be rendered in
|
|
virtual void ComputeTranslucentRenderLeaf( int count, const LeafIndex_t *pLeafList, const LeafFogVolume_t *pLeafFogVolumeList, int frameNumber, int viewID ) = 0;
|
|
|
|
// Put renderables into their appropriate lists.
|
|
virtual void BuildRenderablesList( const SetupRenderInfo_t &info ) = 0;
|
|
|
|
// Put renderables in the leaf into their appropriate lists.
|
|
virtual void CollateViewModelRenderables( CUtlVector< IClientRenderable * >& opaqueList, CUtlVector< IClientRenderable * >& translucentList ) = 0;
|
|
|
|
// Call this to deactivate static prop rendering..
|
|
virtual void DrawStaticProps( bool enable ) = 0;
|
|
|
|
// Call this to deactivate small object rendering
|
|
virtual void DrawSmallEntities( bool enable ) = 0;
|
|
|
|
// The following methods are related to shadows...
|
|
virtual ClientLeafShadowHandle_t AddShadow( ClientShadowHandle_t userId, unsigned short flags ) = 0;
|
|
virtual void RemoveShadow( ClientLeafShadowHandle_t h ) = 0;
|
|
|
|
// Project a shadow
|
|
virtual void ProjectShadow( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) = 0;
|
|
|
|
// Project a projected texture spotlight
|
|
virtual void ProjectFlashlight( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) = 0;
|
|
|
|
// Find all shadow casters in a set of leaves
|
|
virtual void EnumerateShadowsInLeaves( int leafCount, LeafIndex_t* pLeaves, IClientLeafShadowEnum* pEnum ) = 0;
|
|
|
|
// Fill in a list of the leaves this renderable is in.
|
|
// Returns -1 if the handle is invalid.
|
|
virtual int GetRenderableLeaves( ClientRenderHandle_t handle, int leaves[128] ) = 0;
|
|
|
|
// Get leaves this renderable is in
|
|
virtual bool GetRenderableLeaf ( ClientRenderHandle_t handle, int* pOutLeaf, const int* pInIterator = 0, int* pOutIterator = 0 ) = 0;
|
|
|
|
// Use alternate translucent sorting algorithm (draw translucent objects in the furthest leaf they lie in)
|
|
virtual void EnableAlternateSorting( ClientRenderHandle_t handle, bool bEnable ) = 0;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Singleton accessor
|
|
//-----------------------------------------------------------------------------
|
|
extern IClientLeafSystem *g_pClientLeafSystem;
|
|
inline IClientLeafSystem* ClientLeafSystem()
|
|
{
|
|
return g_pClientLeafSystem;
|
|
}
|
|
|
|
|
|
#endif // CLIENTLEAFSYSTEM_H
|
|
|
|
|