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//===== Copyright 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//
// This file contains code to allow us to associate client data with bsp leaves.
//===========================================================================//
#include "cbase.h"
#include "clientleafsystem.h"
#include "utlbidirectionalset.h"
#include "model_types.h"
#include "ivrenderview.h"
#include "tier0/vprof.h"
#include "bsptreedata.h"
#include "detailobjectsystem.h"
#include "engine/IStaticPropMgr.h"
#include "engine/ivdebugoverlay.h"
#include "vstdlib/jobthread.h"
#include "tier1/utllinkedlist.h"
#include "datacache/imdlcache.h"
#include "view.h"
#include "viewrender.h"
#include "clientalphaproperty.h"
#include "con_nprint.h"
#include "collisionutils.h"
#include "cache_hints.h"
#include "mathlib/volumeculler.h"
#include "iinput.h"
#if defined(_PS3)
#include "ps3/spu_job_shared.h"
#include "buildrenderables_PS3.h"
#endif
#ifdef PORTAL
#include "portalrender.h"
#endif
//#include "tier0/miniprofiler.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class VMatrix; // forward decl
//extern LinkedMiniProfiler *g_pMiniProfilers;
//LinkedMiniProfiler g_mpRecomputeLeaves("CClientLeafSystem::RecomputeRenderableLeaves", &g_pMiniProfilers);
//LinkedMiniProfiler g_mpComputeBounds("CClientLeafSystem::ComputeBounds", &g_pMiniProfilers);
static ConVar cl_drawleaf("cl_drawleaf", "-1", FCVAR_CHEAT ); static ConVar r_PortalTestEnts( "r_PortalTestEnts", "1", FCVAR_CHEAT, "Clip entities against portal frustums." ); static ConVar r_portalsopenall( "r_portalsopenall", "0", FCVAR_CHEAT, "Open all portals" );
static ConVar r_shadows_on_renderables_enable( "r_shadows_on_renderables_enable", "0", 0, "Support casting RTT shadows onto other renderables" );
static ConVar cl_leafsystemvis( "cl_leafsystemvis", "0", FCVAR_CHEAT );
static ConVar r_alphafade_usefov( "r_alphafade_usefov", "1", FCVAR_CHEAT, "Account for FOV when computing an entity's distance-based alpha fade" );
#if defined(_PS3)
ConVar r_PS3_SPU_buildrenderables("r_PS3_SPU_buildrenderables", "1"); ConVar r_PS3_SPU_BuildWRLists_ImmediateSync("r_PS3_SPU_BuildWRLists_ImmediateSync", "0");
// temp - debugging
ConVar r_PS3_SPU_BuildR_VolR("r_PS3_SPU_BuildR_VolR", "1"); #endif
extern ConVar cl_csm_disable_culling; extern ConVar cl_csm_shadows; extern ConVar cl_csm_entity_shadows; extern ConVar cl_csm_static_prop_shadows; extern ConVar cl_csm_sprite_shadows; extern ConVar cl_csm_ignore_disable_shadow_depth_rendering; extern ConVar cl_csm_optimize_static_props;
DEFINE_FIXEDSIZE_ALLOCATOR( CClientRenderablesList, 1, CUtlMemoryPool::GROW_SLOW );
//-----------------------------------------------------------------------------
// Threading helpers
//-----------------------------------------------------------------------------
static void FrameLock() { mdlcache->BeginLock(); }
static void FrameUnlock() { mdlcache->EndLock(); }
//-----------------------------------------------------------------------------
// The client leaf system
//-----------------------------------------------------------------------------
class CClientLeafSystem : public IClientLeafSystem, public ISpatialLeafEnumerator, public IClientAlphaPropertyMgr { public: virtual char const *Name() { return "CClientLeafSystem"; }
// constructor, destructor
CClientLeafSystem(); virtual ~CClientLeafSystem();
// Methods of IClientSystem
bool Init() { return true; } void PostInit() {} void Shutdown() {}
virtual bool IsPerFrame() { return true; }
void PreRender(); void PostRender() { } void Update( float frametime ) { m_nDebugIndex = 0; }
// Diagnostic function to identify translucent objects
void HighlightAllTranslucentRenderables();
void LevelInitPreEntity(); void LevelInitPostEntity() {} void LevelShutdownPreEntity(); void LevelShutdownPostEntity();
virtual void OnSave() {} virtual void OnRestore() {} virtual void SafeRemoveIfDesired() {}
// Methods of IClientAlphaPropertyMgr
public: virtual IClientAlphaProperty *CreateClientAlphaProperty( IClientUnknown *pUnknown ); virtual void DestroyClientAlphaProperty( IClientAlphaProperty *pAlphaProperty );
// Methods of IClientLeafSystem
public: virtual void AddRenderable( IClientRenderable* pRenderable, bool bRenderWithViewModels, RenderableTranslucencyType_t nType, RenderableModelType_t nModelType, uint32 nSplitscreenEnabledFlags ); virtual bool IsRenderableInPVS( IClientRenderable *pRenderable ); virtual void CreateRenderableHandle( IClientRenderable* pRenderable, bool bRenderWithViewModels, RenderableTranslucencyType_t nType, RenderableModelType_t nModelType, uint32 nSplitscreenEnabled ); virtual void RemoveRenderable( ClientRenderHandle_t handle );
virtual void SetSubSystemDataInLeaf( int leaf, int nSubSystemIdx, CClientLeafSubSystemData *pData ); virtual CClientLeafSubSystemData *GetSubSystemDataInLeaf( int leaf, int nSubSystemIdx );
// FIXME: There's an incestuous relationship between DetailObjectSystem
// and the ClientLeafSystem. Maybe they should be the same system?
virtual void GetDetailObjectsInLeaf( int leaf, int& firstDetailObject, int& detailObjectCount ); virtual void SetDetailObjectsInLeaf( int leaf, int firstDetailObject, int detailObjectCount ); virtual void DrawDetailObjectsInLeaf( int leaf, int frameNumber, int& nFirstDetailObject, int& nDetailObjectCount ); virtual bool ShouldDrawDetailObjectsInLeaf( int leaf, int frameNumber ); virtual void RenderableChanged( ClientRenderHandle_t handle ); virtual void CollateViewModelRenderables( CViewModelRenderablesList *pList ); virtual void BuildRenderablesList( const SetupRenderInfo_t &info ); #if defined(_PS3)
virtual void BuildRenderablesList_PS3_Epilogue( void ); #endif
virtual void DrawStaticProps( bool enable ); virtual void DrawSmallEntities( bool enable ); virtual void EnableForceOpaquePass( ClientRenderHandle_t handle, bool bEnable ); virtual bool IsEnableForceOpaquePass( ClientRenderHandle_t handle ) const; virtual void EnableAlternateSorting( ClientRenderHandle_t handle, bool bEnable ); virtual void RenderWithViewModels( ClientRenderHandle_t handle, bool bEnable ); virtual bool IsRenderingWithViewModels( ClientRenderHandle_t handle ) const; virtual void SetTranslucencyType( ClientRenderHandle_t handle, RenderableTranslucencyType_t nType ); virtual RenderableTranslucencyType_t GetTranslucencyType( ClientRenderHandle_t handle ) const; virtual void SetModelType( ClientRenderHandle_t handle, RenderableModelType_t nType ); virtual void EnableSplitscreenRendering( ClientRenderHandle_t handle, uint32 nFlags ); virtual void EnableRendering( ClientRenderHandle_t handle, bool bEnable ); virtual void EnableBloatedBounds( ClientRenderHandle_t handle, bool bEnable ); virtual void DisableCachedRenderBounds( ClientRenderHandle_t handle, bool bDisable ); virtual void RenderInFastReflections( ClientRenderHandle_t handle, bool bRenderInFastReflections ); virtual bool IsRenderingInFastReflections( ClientRenderHandle_t handle ) const; virtual void DisableShadowDepthRendering( ClientRenderHandle_t handle, bool bDisable ); virtual void DisableCSMRendering( ClientRenderHandle_t handle, bool bDisable ); virtual void DisableShadowDepthCaching( ClientRenderHandle_t handle, bool bDisable );
// Adds a renderable to a set of leaves
virtual void AddRenderableToLeaves( ClientRenderHandle_t handle, int nLeafCount, unsigned short *pLeaves ); void AddRenderableToLeaves( ClientRenderHandle_t handle, int nLeafCount, unsigned short *pLeaves, bool bReceiveShadows );
// The following methods are related to shadows...
virtual ClientLeafShadowHandle_t AddShadow( ClientShadowHandle_t userId, unsigned short flags ); virtual void RemoveShadow( ClientLeafShadowHandle_t h );
virtual void ProjectShadow( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ); virtual void ProjectFlashlight( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList );
// Find all shadow casters in a set of leaves
virtual void EnumerateShadowsInLeaves( int leafCount, WorldListLeafData_t* pLeaves, IClientLeafShadowEnum* pEnum ); virtual void RecomputeRenderableLeaves(); virtual void DisableLeafReinsertion( bool bDisable );
//Assuming the renderable would be in a properly built render list, generate a render list entry
virtual RenderGroup_t GenerateRenderListEntry( IClientRenderable *pRenderable, CClientRenderablesList::CEntry &entryOut );
// Get renderable that render bound intersect with the query box
virtual int GetEntitiesInBox( C_BaseEntity **pEntityList, int listMax, const Vector& vWorldSpaceMins, const Vector& vWorldSpaceMaxs );
virtual void ComputeAllBounds( void );
// methods of ISpatialLeafEnumerator
public:
bool EnumerateLeaf( int leaf, intp context );
// Adds a shadow to a leaf
void AddShadowToLeaf( int leaf, ClientLeafShadowHandle_t handle, bool bFlashlight );
// Fill in a list of the leaves this renderable is in.
// Returns -1 if the handle is invalid.
int GetRenderableLeaves( ClientRenderHandle_t handle, int leaves[128] );
// Get leaves this renderable is in
virtual bool GetRenderableLeaf ( ClientRenderHandle_t handle, int* pOutLeaf, const int* pInIterator = 0, int* pOutIterator = 0 );
// Singleton instance...
static CClientLeafSystem s_ClientLeafSystem;
private: enum { RENDER_FLAGS_DISABLE_RENDERING = 0x01, RENDER_FLAGS_HASCHANGED = 0x02, RENDER_FLAGS_ALTERNATE_SORTING = 0x04, RENDER_FLAGS_RENDER_WITH_VIEWMODELS = 0x08, RENDER_FLAGS_BLOAT_BOUNDS = 0x10, RENDER_FLAGS_BOUNDS_VALID = 0x20, RENDER_FLAGS_BOUNDS_ALWAYS_RECOMPUTE = 0x40, RENDER_FLAGS_IS_SPRITE = 0x80, RENDER_FLAGS_FORCE_OPAQUE_PASS = 0x100, };
#if defined(_PS3) // to ease SPU job
public: #endif
// All the information associated with a particular handle
struct RenderableInfo_t { IClientRenderable* m_pRenderable; CClientAlphaProperty *m_pAlphaProperty; int m_EnumCount; // Have I been added to a particular shadow yet?
int m_nRenderFrame; unsigned short m_FirstShadow; // The first shadow caster that cast on it
unsigned short m_LeafList; // What leafs is it in?
short m_Area; // -1 if the renderable spans multiple areas.
uint16 m_Flags; // rendering flags
uint16 m_bRenderInFastReflection : 1; // Should we render in the "fast" reflection?
uint16 m_bDisableShadowDepthRendering : 1; // Should we not render into the shadow depth map?
uint16 m_bDisableCSMRendering : 1; // Should we not render into the CSM?
uint16 m_bDisableShadowDepthCaching : 1; // Should we not be cached in the shadow depth map?
uint16 m_nSplitscreenEnabled : 2; // splitscreen rendering flags
uint16 m_nTranslucencyType : 2; // RenderableTranslucencyType_t
uint16 m_nModelType : 8; // RenderableModelType_t
Vector m_vecBloatedAbsMins; // Use this for tree insertion
Vector m_vecBloatedAbsMaxs; Vector m_vecAbsMins; // NOTE: These members are not threadsafe!!
Vector m_vecAbsMaxs; // They can be updated from any viewpoint (based on RENDER_FLAGS_BOUNDS_VALID)
}; #if defined(_PS3)
private: #endif
// The leaf contains an index into a list of renderables
struct ClientLeaf_t { unsigned short m_FirstElement; unsigned short m_FirstShadow;
unsigned short m_FirstDetailProp; unsigned short m_DetailPropCount; int m_DetailPropRenderFrame; CClientLeafSubSystemData *m_pSubSystemData[N_CLSUBSYSTEMS]; };
// Shadow information
struct ShadowInfo_t { unsigned short m_FirstLeaf; unsigned short m_FirstRenderable; int m_EnumCount; ClientShadowHandle_t m_Shadow; unsigned short m_Flags; };
struct EnumResult_t { int leaf; EnumResult_t *pNext; };
struct EnumResultList_t { EnumResult_t *pHead; ClientRenderHandle_t handle; };
#if defined(_PS3) // to ease SPU job
public: #endif
struct BuildRenderListInfo_t { Vector m_vecMins; Vector m_vecMaxs; short m_nArea; uint8 m_nAlpha; bool m_bPerformOcclusionTest : 1; bool m_bIgnoreZBuffer : 1; }; #if defined(_PS3)
private: #endif
struct AlphaInfo_t { CClientAlphaProperty *m_pAlphaProperty; Vector m_vecCenter; float m_flRadius; float m_flFadeFactor; };
private: // Adds a renderable to the list of renderables
void AddRenderableToLeaf( int leaf, ClientRenderHandle_t handle, bool bReceiveShadows );
void SortEntities( const Vector &vecRenderOrigin, const Vector &vecRenderForward, CClientRenderablesList::CEntry *pEntities, BuildRenderListInfo_t **pTranslucentRLInfo, int nEntities );
// Returns -1 if the renderable spans more than one area. If it's totally in one area, then this returns the leaf.
short GetRenderableArea( ClientRenderHandle_t handle );
// remove renderables from leaves
void RemoveFromTree( ClientRenderHandle_t handle ); void InsertIntoTree( ClientRenderHandle_t &handle, const Vector &absMins, const Vector &absMaxs );
// Adds, removes renderables from view model list
void AddToViewModelList( ClientRenderHandle_t handle ); void RemoveFromViewModelList( ClientRenderHandle_t handle );
// Insert translucent renderables into list of translucent objects
void InsertTranslucentRenderable( IClientRenderable* pRenderable, int& count, IClientRenderable** pList, float* pDist );
// Adds a shadow to a leaf/removes shadow from renderable
void AddShadowToRenderable( ClientRenderHandle_t renderHandle, ClientLeafShadowHandle_t shadowHandle ); void RemoveShadowFromRenderables( ClientLeafShadowHandle_t handle );
// Adds a shadow to a leaf/removes shadow from renderable
bool ShouldRenderableReceiveShadow( ClientRenderHandle_t renderHandle, int nShadowFlags );
// Adds a shadow to a leaf/removes shadow from leaf
void RemoveShadowFromLeaves( ClientLeafShadowHandle_t handle );
// Methods related to renderable list building
void BuildRenderablesListForFastReflections( const SetupRenderInfo_t &info ); #if defined(_PS3)
void BuildRenderablesList_SPURSJob( const SetupRenderInfo_t &info, RenderableInfo_t **ppEA_Renderables, int *pEA_RenderablesCount, DetailRenderableInfo_t *pEA_DetailRenderables, int *pEA_DetailRenderablesCount, BuildRenderListInfo_t *pEA_RLInfo );
virtual void PrepRenderablesListForSPU( void ); #endif
void BuildRenderablesListForCSMView( const SetupRenderInfo_t &info ); int ExtractStaticProps( int nCount, RenderableInfo_t **ppRenderables ); int ExtractSplitscreenRenderables( int nCount, RenderableInfo_t **ppRenderables ); int ExtractNonFastReflectedRenderables( int nCount, RenderableInfo_t **ppRenderables ); int ExtractTranslucentRenderables( int nCount, RenderableInfo_t **ppRenderables ); int ExtractDuplicates( int nFrameNumber, int nCount, RenderableInfo_t **ppRenderables ); int ExtractDisableShadowDepthRenderables( int nCount, RenderableInfo_t **ppRenderables ); int ExtractDisableShadowDepthCacheRenderables( int nCount, RenderableInfo_t **ppRenderables ); void ComputeBounds( int nCount, RenderableInfo_t **ppRenderables, BuildRenderListInfo_t *pRLInfo ); int ExtractCulledRenderables( int nCount, RenderableInfo_t **ppRenderables, BuildRenderListInfo_t *pRLInfo, Frustum_t** ppFrustumList ); int ExtractOccludedRenderables( int occlusionViewId, int nCount, RenderableInfo_t **ppRenderables, BuildRenderListInfo_t *pRLInfo ); void AddRenderablesToRenderLists( const SetupRenderInfo_t &info, int nCount, RenderableInfo_t **ppRenderables, BuildRenderListInfo_t *pRLInfo, int nDetailCount, DetailRenderableInfo_t *pDetailInfo ); void AddDependentRenderables( const SetupRenderInfo_t &info );
int ComputeTranslucency( int nFrameNumber, int nViewID, int nCount, RenderableInfo_t **ppRenderables, BuildRenderListInfo_t *pRLInfo, const ScreenSizeComputeInfo_t &screenSizeInfo, const Vector& vecViewOrigin ); void ComputeDistanceFade( int nCount, AlphaInfo_t *pAlphaInfo, BuildRenderListInfo_t *pRLInfo, float flDistScale, const Vector& vecViewOrigin ); void ComputeScreenFade( const ScreenSizeComputeInfo_t &info, float flMinScreenWidth, float flMaxScreenWidth, int nCount, AlphaInfo_t *pAlphaInfo );
void CalcRenderableWorldSpaceAABB_Bloated( const RenderableInfo_t &info, Vector &absMin, Vector &absMax );
// Methods associated with the various bi-directional sets
static unsigned short& FirstRenderableInLeaf( int leaf ) { return s_ClientLeafSystem.m_Leaf[leaf].m_FirstElement; }
static unsigned short& FirstLeafInRenderable( unsigned short renderable ) { return s_ClientLeafSystem.m_Renderables[renderable].m_LeafList; }
static unsigned short& FirstShadowInLeaf( int leaf ) { return s_ClientLeafSystem.m_Leaf[leaf].m_FirstShadow; }
static unsigned short& FirstLeafInShadow( ClientLeafShadowHandle_t shadow ) { return s_ClientLeafSystem.m_Shadows[shadow].m_FirstLeaf; }
static unsigned short& FirstShadowOnRenderable( unsigned short renderable ) { return s_ClientLeafSystem.m_Renderables[renderable].m_FirstShadow; }
static unsigned short& FirstRenderableInShadow( ClientLeafShadowHandle_t shadow ) { return s_ClientLeafSystem.m_Shadows[shadow].m_FirstRenderable; }
void FrameLock() { mdlcache->BeginLock(); }
void FrameUnlock() { mdlcache->EndLock(); }
// Stores data associated with each leaf.
CUtlVector< ClientLeaf_t > m_Leaf;
// Stores all unique non-detail renderables
CUtlLinkedList< RenderableInfo_t, ClientRenderHandle_t, false, unsigned int > m_Renderables;
// Information associated with shadows registered with the client leaf system
CUtlLinkedList< ShadowInfo_t, ClientLeafShadowHandle_t, false, unsigned int > m_Shadows;
// Maintains the list of all renderables in a particular leaf
CBidirectionalSet< int, ClientRenderHandle_t, unsigned short, unsigned int > m_RenderablesInLeaf;
// Maintains a list of all shadows in a particular leaf
CBidirectionalSet< int, ClientLeafShadowHandle_t, unsigned short, unsigned int > m_ShadowsInLeaf;
// Maintains a list of all shadows cast on a particular renderable
CBidirectionalSet< ClientRenderHandle_t, ClientLeafShadowHandle_t, unsigned short, unsigned int > m_ShadowsOnRenderable;
// Dirty list of renderables
CUtlVector< ClientRenderHandle_t > m_DirtyRenderables;
// List of renderables in view model render groups
CUtlVector< ClientRenderHandle_t > m_ViewModels;
// Should I draw static props?
bool m_DrawStaticProps; bool m_DrawSmallObjects; bool m_bDisableLeafReinsertion;
// A little enumerator to help us when adding shadows to renderables
int m_ShadowEnum;
// Does anything use alternate sorting?
int m_nAlternateSortCount;
// Does anything disable shadow depth
int m_nDisableShadowDepthCount;
// Does anything disable shadow depth cache
int m_nDisableShadowDepthCacheCount;
// Number of alpha properties out there
int m_nAlphaPropertyCount;
CUtlMemoryPool m_AlphaPropertyPool;
int m_nDebugIndex;
CThreadFastMutex m_DirtyRenderablesMutex; };
//-----------------------------------------------------------------------------
// Methods of IClientAlphaPropertyMgr
//-----------------------------------------------------------------------------
IClientAlphaProperty *CClientLeafSystem::CreateClientAlphaProperty( IClientUnknown *pUnk ) { ++m_nAlphaPropertyCount; CClientAlphaProperty *pProperty = (CClientAlphaProperty*)m_AlphaPropertyPool.Alloc( sizeof(CClientAlphaProperty) ); Construct( pProperty ); pProperty->Init( pUnk ); return pProperty; }
void CClientLeafSystem::DestroyClientAlphaProperty( IClientAlphaProperty *pAlphaProperty ) { if ( !pAlphaProperty ) return;
Destruct( static_cast<CClientAlphaProperty*>( pAlphaProperty ) ); m_AlphaPropertyPool.Free( pAlphaProperty ); Assert( m_nAlphaPropertyCount > 0 ); if ( --m_nAlphaPropertyCount == 0 ) { m_AlphaPropertyPool.Clear(); } }
//-----------------------------------------------------------------------------
// Expose IClientLeafSystem to the client dll.
//-----------------------------------------------------------------------------
CClientLeafSystem CClientLeafSystem::s_ClientLeafSystem; IClientLeafSystem *g_pClientLeafSystem = &CClientLeafSystem::s_ClientLeafSystem; IClientAlphaPropertyMgr *g_pClientAlphaPropertyMgr = &CClientLeafSystem::s_ClientLeafSystem; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CClientLeafSystem, IClientLeafSystem, CLIENTLEAFSYSTEM_INTERFACE_VERSION, CClientLeafSystem::s_ClientLeafSystem ); EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CClientLeafSystem, IClientAlphaPropertyMgr, CLIENT_ALPHA_PROPERTY_MGR_INTERFACE_VERSION, CClientLeafSystem::s_ClientLeafSystem );
void CalcRenderableWorldSpaceAABB_Fast( IClientRenderable *pRenderable, Vector &absMin, Vector &absMax );
//-----------------------------------------------------------------------------
// Helper functions.
//-----------------------------------------------------------------------------
void DefaultRenderBoundsWorldspace( IClientRenderable *pRenderable, Vector &absMins, Vector &absMaxs ) { // SNPROF("DefaultRenderBoundsWorldspace");
// Tracker 37433: This fixes a bug where if the stunstick is being wielded by a combine soldier, the fact that the stick was
// attached to the soldier's hand would move it such that it would get frustum culled near the edge of the screen.
C_BaseEntity *pEnt = pRenderable->GetIClientUnknown()->GetBaseEntity(); if ( pEnt && ( pEnt->IsFollowingEntity() || ( pEnt->GetParentAttachment() > 0 ) ) ) { C_BaseEntity *pParent = pEnt->GetMoveParent(); if ( pParent ) { // Get the parent's abs space world bounds.
CalcRenderableWorldSpaceAABB_Fast( pParent, absMins, absMaxs );
// Add the maximum of our local render bounds. This is making the assumption that we can be at any
// point and at any angle within the parent's world space bounds.
Vector vAddMins, vAddMaxs; pEnt->GetRenderBounds( vAddMins, vAddMaxs ); // if our origin is actually farther away than that, expand again
float radius = pEnt->GetLocalOrigin().Length();
float flBloatSize = MAX( vAddMins.Length(), vAddMaxs.Length() ); flBloatSize = MAX(flBloatSize, radius); absMins -= Vector( flBloatSize, flBloatSize, flBloatSize ); absMaxs += Vector( flBloatSize, flBloatSize, flBloatSize ); return; } }
Vector mins, maxs; pRenderable->GetRenderBounds( mins, maxs );
// FIXME: Should I just use a sphere here?
// Another option is to pass the OBB down the tree; makes for a better fit
// Generate a world-aligned AABB
const QAngle& angles = pRenderable->GetRenderAngles(); if (angles == vec3_angle) { const Vector& origin = pRenderable->GetRenderOrigin(); VectorAdd( mins, origin, absMins ); VectorAdd( maxs, origin, absMaxs ); } else { TransformAABB( pRenderable->RenderableToWorldTransform(), mins, maxs, absMins, absMaxs ); } Assert( absMins.IsValid() && absMaxs.IsValid() ); }
// Figure out a world space bounding box that encloses the entity's local render bounds in world space.
inline void CalcRenderableWorldSpaceAABB( IClientRenderable *pRenderable, Vector &absMins, Vector &absMaxs ) { pRenderable->GetRenderBoundsWorldspace( absMins, absMaxs ); }
// This gets an AABB for the renderable, but it doesn't cause a parent's bones to be setup.
// This is used for placement in the leaves, but the more expensive version is used for culling.
void CalcRenderableWorldSpaceAABB_Fast( IClientRenderable *pRenderable, Vector &absMin, Vector &absMax ) { if ( !pRenderable ) { AssertMsg( false, "Cannot calculate WorldSpaceAABB for NULL renderable!\n" ); return; }
C_BaseEntity *pEnt = pRenderable->GetIClientUnknown()->GetBaseEntity(); if ( pEnt && ( pEnt->IsFollowingEntity() || ( pEnt->GetMoveParent() && ( pEnt->GetParentAttachment() > 0 ) ) ) ) { C_BaseEntity *pParent = pEnt->GetMoveParent(); if ( pParent ) { // Get the parent's abs space world bounds.
CalcRenderableWorldSpaceAABB_Fast( pParent, absMin, absMax );
// Add the maximum of our local render bounds. This is making the assumption that we can be at any
// point and at any angle within the parent's world space bounds.
Vector vAddMins, vAddMaxs; pEnt->GetRenderBounds( vAddMins, vAddMaxs ); // if our origin is actually farther away than that, expand again
float radius = pEnt->GetLocalOrigin().Length();
float flBloatSize = MAX( vAddMins.Length(), vAddMaxs.Length() ); flBloatSize = MAX(flBloatSize, radius); absMin -= Vector( flBloatSize, flBloatSize, flBloatSize ); absMax += Vector( flBloatSize, flBloatSize, flBloatSize ); } } else { // Start out with our own render bounds. Since we don't have a parent, this won't incur any nasty
CalcRenderableWorldSpaceAABB( pRenderable, absMin, absMax ); } }
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CClientLeafSystem::CClientLeafSystem() : m_DrawStaticProps(true), m_DrawSmallObjects(true), m_AlphaPropertyPool( sizeof( CClientAlphaProperty ), 1024, CUtlMemoryPool::GROW_SLOW, "CClientAlphaProperty" ) { // Set up the bi-directional lists...
m_RenderablesInLeaf.Init( FirstRenderableInLeaf, FirstLeafInRenderable ); m_ShadowsInLeaf.Init( FirstShadowInLeaf, FirstLeafInShadow ); m_ShadowsOnRenderable.Init( FirstShadowOnRenderable, FirstRenderableInShadow ); m_nAlternateSortCount = 0; m_nDisableShadowDepthCount = 0; m_nDisableShadowDepthCacheCount = 0; m_bDisableLeafReinsertion = false; }
CClientLeafSystem::~CClientLeafSystem() { }
//-----------------------------------------------------------------------------
// Activate, deactivate static props
//-----------------------------------------------------------------------------
void CClientLeafSystem::DrawStaticProps( bool enable ) { m_DrawStaticProps = enable; }
void CClientLeafSystem::DrawSmallEntities( bool enable ) { m_DrawSmallObjects = enable; }
void CClientLeafSystem::DisableLeafReinsertion( bool bDisable ) { m_bDisableLeafReinsertion = bDisable; }
//-----------------------------------------------------------------------------
// Level init, shutdown
//-----------------------------------------------------------------------------
void CClientLeafSystem::LevelInitPreEntity() { MEM_ALLOC_CREDIT();
m_Renderables.EnsureCapacity( 1024 ); m_RenderablesInLeaf.EnsureCapacity( 1024 ); m_ShadowsInLeaf.EnsureCapacity( 256 ); m_ShadowsOnRenderable.EnsureCapacity( 256 ); m_DirtyRenderables.EnsureCapacity( 256 );
// Add all the leaves we'll need
int leafCount = engine->LevelLeafCount(); m_Leaf.EnsureCapacity( leafCount );
ClientLeaf_t newLeaf; newLeaf.m_FirstElement = m_RenderablesInLeaf.InvalidIndex(); newLeaf.m_FirstShadow = m_ShadowsInLeaf.InvalidIndex(); memset( newLeaf.m_pSubSystemData, 0, sizeof( newLeaf.m_pSubSystemData ) ); newLeaf.m_FirstDetailProp = 0; newLeaf.m_DetailPropCount = 0; newLeaf.m_DetailPropRenderFrame = -1; while ( --leafCount >= 0 ) { m_Leaf.AddToTail( newLeaf ); } }
void CClientLeafSystem::LevelShutdownPreEntity() { }
void CClientLeafSystem::LevelShutdownPostEntity() { m_nAlternateSortCount = 0; m_nDisableShadowDepthCount = 0; m_nDisableShadowDepthCacheCount = 0; m_ViewModels.Purge(); m_Renderables.Purge(); m_RenderablesInLeaf.Purge(); m_Shadows.Purge();
// delete subsystem data
for( int i = 0; i < m_Leaf.Count() ; i++ ) { for( int j = 0 ; j < ARRAYSIZE( m_Leaf[i].m_pSubSystemData ) ; j++ ) { if ( m_Leaf[i].m_pSubSystemData[j] ) { delete m_Leaf[i].m_pSubSystemData[j]; m_Leaf[i].m_pSubSystemData[j] = NULL; } } } m_Leaf.Purge(); m_ShadowsInLeaf.Purge(); m_ShadowsOnRenderable.Purge(); m_DirtyRenderables.Purge(); }
//-----------------------------------------------------------------------------
// Computes a bloated bounding box to reduce insertions into the tree
//-----------------------------------------------------------------------------
#define BBOX_GRANULARITY 32.0f
#define MIN_SHRINK_VOLUME ( 32.0f * 32.0f * 32.0f )
void CClientLeafSystem::CalcRenderableWorldSpaceAABB_Bloated( const RenderableInfo_t &info, Vector &absMin, Vector &absMax ) { CalcRenderableWorldSpaceAABB_Fast( info.m_pRenderable, absMin, absMax );
// Bloat bounds to avoid reinsertion into tree
absMin.x = floor( absMin.x / BBOX_GRANULARITY ) * BBOX_GRANULARITY; absMin.y = floor( absMin.y / BBOX_GRANULARITY ) * BBOX_GRANULARITY; absMin.z = floor( absMin.z / BBOX_GRANULARITY ) * BBOX_GRANULARITY;
absMax.x = ceil( absMax.x / BBOX_GRANULARITY ) * BBOX_GRANULARITY; absMax.y = ceil( absMax.y / BBOX_GRANULARITY ) * BBOX_GRANULARITY; absMax.z = ceil( absMax.z / BBOX_GRANULARITY ) * BBOX_GRANULARITY;
// Optimization to make particle systems not re-insert themselves
if ( info.m_Flags & RENDER_FLAGS_BLOAT_BOUNDS ) { Vector vecTempMin, vecTempMax; VectorMin( info.m_vecBloatedAbsMins, absMin, vecTempMin ); VectorMax( info.m_vecBloatedAbsMaxs, absMax, vecTempMax ); float flTempVolume = ComputeVolume( vecTempMin, vecTempMax ); float flCurrVolume = ComputeVolume( absMin, absMax );
if ( ( flTempVolume <= MIN_SHRINK_VOLUME ) || ( flCurrVolume * 2.0f >= flTempVolume ) ) { absMin = vecTempMin; absMax = vecTempMax; } } }
//-----------------------------------------------------------------------------
// This is what happens before rendering a particular view
//-----------------------------------------------------------------------------
void CClientLeafSystem::PreRender() { // Assert( m_DirtyRenderables.Count() == 0 );
// FIXME: This should never need to happen here!
// At the moment, it's necessary because of the horrid viewmodel/combatweapon
// confusion in the code where a combat weapon changes its rendering model
// per view.
RecomputeRenderableLeaves(); }
// Use this to make sure we're not adding the same renderables to the list while we're going through and re-inserting them into the clientleafsystem
static bool s_bIsInRecomputeRenderableLeaves = false;
void CClientLeafSystem::RecomputeRenderableLeaves() { AUTO_LOCK_FM(m_DirtyRenderablesMutex);
// MiniProfilerGuard mpGuard(&g_mpRecomputeLeaves);
int i; int nIterations = 0;
bool bDebugLeafSystem = !IsGameConsole() && cl_leafsystemvis.GetBool();
Vector absMins, absMaxs; while ( m_DirtyRenderables.Count() ) { if ( ++nIterations > 10 ) { Warning( "Too many dirty renderables!\n" ); break; }
s_bIsInRecomputeRenderableLeaves = true;
int nDirty = m_DirtyRenderables.Count(); for ( i = nDirty; --i >= 0; ) { ClientRenderHandle_t handle = m_DirtyRenderables[i]; RenderableInfo_t &info = m_Renderables[ handle ];
Assert( info.m_Flags & RENDER_FLAGS_HASCHANGED );
// See note below
info.m_Flags &= ~RENDER_FLAGS_HASCHANGED;
if ( info.m_Flags & RENDER_FLAGS_RENDER_WITH_VIEWMODELS ) continue;
CalcRenderableWorldSpaceAABB_Bloated( info, absMins, absMaxs ); if ( absMins != info.m_vecBloatedAbsMins || absMaxs != info.m_vecBloatedAbsMaxs ) { // Update position in leaf system
RemoveFromTree( handle ); InsertIntoTree( m_DirtyRenderables[i], absMins, absMaxs ); if ( bDebugLeafSystem ) { debugoverlay->AddBoxOverlay( vec3_origin, absMins, absMaxs, QAngle( 0, 0, 0 ), 0, 255, 0, 0, 0 ); } } }
s_bIsInRecomputeRenderableLeaves = false;
// NOTE: If we get the following error displayed in the console spew
// "Re-entrancy found in CClientLeafSystem::RenderableChanged\n"
// We'll have to reenable this code and remove the line that
// removes the RENDER_FLAGS_HASCHANGED in the loop above.
/*
for ( i = nDirty; --i >= 0; ) { // Cache off the area it's sitting in.
ClientRenderHandle_t handle = m_DirtyRenderables[i]; RenderableInfo_t& renderable = m_Renderables[ handle ];
renderable.m_Flags &= ~RENDER_FLAGS_HASCHANGED; } */
m_DirtyRenderables.RemoveMultiple( 0, nDirty ); } }
//-----------------------------------------------------------------------------
// Creates a new renderable
//-----------------------------------------------------------------------------
void CClientLeafSystem::CreateRenderableHandle( IClientRenderable* pRenderable, bool bRenderWithViewModels, RenderableTranslucencyType_t nType, RenderableModelType_t nModelType, uint32 nSplitscreenEnabled ) { Assert( pRenderable ); Assert( pRenderable->RenderHandle() == INVALID_CLIENT_RENDER_HANDLE );
ClientRenderHandle_t handle = m_Renderables.AddToTail(); RenderableInfo_t &info = m_Renderables[handle];
if ( nModelType == RENDERABLE_MODEL_UNKNOWN_TYPE ) { int nType = modelinfo->GetModelType( pRenderable->GetModel() ); switch( nType ) { default: nModelType = RENDERABLE_MODEL_ENTITY; break; case mod_brush: nModelType = RENDERABLE_MODEL_BRUSH; break; case mod_studio: nModelType = RENDERABLE_MODEL_STUDIOMDL; break; } } int modelType = modelinfo->GetModelType( pRenderable->GetModel() );
#ifdef _DEBUG
// We need to know if it's a brush model for shadows
switch ( modelType ) { case mod_brush: Assert( nModelType == RENDERABLE_MODEL_BRUSH ); break; case mod_studio: Assert( nModelType == RENDERABLE_MODEL_STUDIOMDL || nModelType == RENDERABLE_MODEL_STATIC_PROP ); break; case mod_sprite: default: Assert( nModelType == RENDERABLE_MODEL_ENTITY ); break; } #endif
info.m_Area = -1; info.m_pRenderable = pRenderable; info.m_pAlphaProperty = static_cast< CClientAlphaProperty* >( pRenderable->GetIClientUnknown()->GetClientAlphaProperty() ); info.m_FirstShadow = m_ShadowsOnRenderable.InvalidIndex(); info.m_LeafList = m_RenderablesInLeaf.InvalidIndex(); info.m_Flags = ( modelType == mod_sprite ) ? RENDER_FLAGS_IS_SPRITE : 0; info.m_bRenderInFastReflection = false; info.m_bDisableShadowDepthRendering = false; info.m_bDisableCSMRendering = false; info.m_bDisableShadowDepthCaching = false; info.m_nRenderFrame = -1; info.m_EnumCount = 0; info.m_nSplitscreenEnabled = nSplitscreenEnabled & 0x3; info.m_nTranslucencyType = nType; info.m_nModelType = nModelType; info.m_vecBloatedAbsMins.Init( FLT_MAX, FLT_MAX, FLT_MAX ); info.m_vecBloatedAbsMaxs.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX ); info.m_vecAbsMins.Init(); info.m_vecAbsMaxs.Init();
pRenderable->RenderHandle() = handle; RenderWithViewModels( handle, bRenderWithViewModels ); }
//-----------------------------------------------------------------------------
// Call this if the model changes
//-----------------------------------------------------------------------------
void CClientLeafSystem::SetTranslucencyType( ClientRenderHandle_t handle, RenderableTranslucencyType_t nType ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; info.m_nTranslucencyType = nType; }
RenderableTranslucencyType_t CClientLeafSystem::GetTranslucencyType( ClientRenderHandle_t handle ) const { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return RENDERABLE_IS_OPAQUE;
const RenderableInfo_t &info = m_Renderables[handle]; return (RenderableTranslucencyType_t)info.m_nTranslucencyType; }
void CClientLeafSystem::RenderInFastReflections( ClientRenderHandle_t handle, bool bRenderInFastReflections ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; info.m_bRenderInFastReflection = bRenderInFastReflections; }
bool CClientLeafSystem::IsRenderingInFastReflections( ClientRenderHandle_t handle ) const { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return false;
const RenderableInfo_t &info = m_Renderables[handle]; return info.m_bRenderInFastReflection; }
void CClientLeafSystem::DisableShadowDepthRendering( ClientRenderHandle_t handle, bool bDisable ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; if ( bDisable != info.m_bDisableShadowDepthRendering ) { info.m_bDisableShadowDepthRendering = bDisable; m_nDisableShadowDepthCount += bDisable ? 1 : -1; Assert( m_nDisableShadowDepthCount >= 0 ); } }
void CClientLeafSystem::DisableCSMRendering( ClientRenderHandle_t handle, bool bDisable ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; if ( bDisable != info.m_bDisableCSMRendering ) { info.m_bDisableCSMRendering = bDisable; m_nDisableShadowDepthCount += bDisable ? 1 : -1; Assert( m_nDisableShadowDepthCount >= 0 ); } }
void CClientLeafSystem::DisableShadowDepthCaching( ClientRenderHandle_t handle, bool bDisable ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; if ( bDisable != info.m_bDisableShadowDepthCaching ) { info.m_bDisableShadowDepthCaching = bDisable; m_nDisableShadowDepthCacheCount += bDisable ? 1 : -1; Assert( m_nDisableShadowDepthCacheCount >= 0 ); } }
void CClientLeafSystem::EnableSplitscreenRendering( ClientRenderHandle_t handle, uint32 nFlags ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; info.m_nSplitscreenEnabled = nFlags & 0x3; }
void CClientLeafSystem::SetModelType( ClientRenderHandle_t handle, RenderableModelType_t nModelType ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; if ( nModelType == RENDERABLE_MODEL_UNKNOWN_TYPE ) { int nType = modelinfo->GetModelType( info.m_pRenderable->GetModel() ); switch( nType ) { default: nModelType = RENDERABLE_MODEL_ENTITY; break; case mod_brush: nModelType = RENDERABLE_MODEL_BRUSH; break; case mod_studio: nModelType = RENDERABLE_MODEL_STUDIOMDL; break; } }
if ( info.m_nModelType != nModelType ) { info.m_nModelType = nModelType; RenderableChanged( handle ); } }
void CClientLeafSystem::EnableRendering( ClientRenderHandle_t handle, bool bEnable ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; if ( bEnable ) { info.m_Flags &= ~RENDER_FLAGS_DISABLE_RENDERING; } else { info.m_Flags |= RENDER_FLAGS_DISABLE_RENDERING; } }
void CClientLeafSystem::EnableBloatedBounds( ClientRenderHandle_t handle, bool bEnable ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; if ( bEnable ) { info.m_Flags |= RENDER_FLAGS_BLOAT_BOUNDS; } else { if ( info.m_Flags & RENDER_FLAGS_BLOAT_BOUNDS ) { info.m_Flags &= ~RENDER_FLAGS_BLOAT_BOUNDS;
// Necessary to generate unbloated bounds later
RenderableChanged( handle ); } } }
void CClientLeafSystem::DisableCachedRenderBounds( ClientRenderHandle_t handle, bool bDisable ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; if ( bDisable ) { info.m_Flags |= RENDER_FLAGS_BOUNDS_ALWAYS_RECOMPUTE; } else { info.m_Flags &= ~RENDER_FLAGS_BOUNDS_ALWAYS_RECOMPUTE; } }
//-----------------------------------------------------------------------------
// Draw translucent objects in the opaque renderables pass
//-----------------------------------------------------------------------------
void CClientLeafSystem::EnableForceOpaquePass( ClientRenderHandle_t handle, bool bEnable ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; if ( bEnable ) { if ( (info.m_Flags & RENDER_FLAGS_FORCE_OPAQUE_PASS) == 0 ) { info.m_Flags |= RENDER_FLAGS_FORCE_OPAQUE_PASS; } } else { if ( (info.m_Flags & RENDER_FLAGS_FORCE_OPAQUE_PASS) != 0 ) { info.m_Flags &= ~RENDER_FLAGS_FORCE_OPAQUE_PASS; } } }
bool CClientLeafSystem::IsEnableForceOpaquePass( ClientRenderHandle_t handle ) const { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return false; return (m_Renderables[handle].m_Flags & RENDER_FLAGS_FORCE_OPAQUE_PASS) != 0; }
//-----------------------------------------------------------------------------
// Use alternate translucent sorting algorithm (draw translucent objects in the furthest leaf they lie in)
//-----------------------------------------------------------------------------
void CClientLeafSystem::EnableAlternateSorting( ClientRenderHandle_t handle, bool bEnable ) { RenderableInfo_t &info = m_Renderables[handle]; if ( bEnable ) { if ( ( info.m_Flags & RENDER_FLAGS_ALTERNATE_SORTING ) == 0 ) { ++m_nAlternateSortCount; info.m_Flags |= RENDER_FLAGS_ALTERNATE_SORTING; } } else { if ( ( info.m_Flags & RENDER_FLAGS_ALTERNATE_SORTING ) != 0 ) { --m_nAlternateSortCount; info.m_Flags &= ~RENDER_FLAGS_ALTERNATE_SORTING; } } }
//-----------------------------------------------------------------------------
// Should this render with viewmodels?
//-----------------------------------------------------------------------------
void CClientLeafSystem::RenderWithViewModels( ClientRenderHandle_t handle, bool bEnable ) { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return;
RenderableInfo_t &info = m_Renderables[handle]; if ( bEnable ) { if ( ( info.m_Flags & RENDER_FLAGS_RENDER_WITH_VIEWMODELS ) == 0 ) { info.m_Flags |= RENDER_FLAGS_RENDER_WITH_VIEWMODELS; AddToViewModelList( handle ); RemoveFromTree( handle ); } } else { if ( ( info.m_Flags & RENDER_FLAGS_RENDER_WITH_VIEWMODELS ) != 0 ) { info.m_Flags &= ~RENDER_FLAGS_RENDER_WITH_VIEWMODELS; RemoveFromViewModelList( handle ); info.m_vecBloatedAbsMins.Init( FLT_MAX, FLT_MAX, FLT_MAX ); info.m_vecBloatedAbsMaxs.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX ); RenderableChanged( handle ); } } }
bool CClientLeafSystem::IsRenderingWithViewModels( ClientRenderHandle_t handle ) const { if ( handle == INVALID_CLIENT_RENDER_HANDLE ) return false; return ( m_Renderables[handle].m_Flags & RENDER_FLAGS_RENDER_WITH_VIEWMODELS ) != 0; }
//-----------------------------------------------------------------------------
// Add/remove renderable
//-----------------------------------------------------------------------------
void CClientLeafSystem::AddRenderable( IClientRenderable* pRenderable, bool bRenderWithViewModels, RenderableTranslucencyType_t nType, RenderableModelType_t nModelType, uint32 nSplitscreenEnabled ) { // force a relink we we try to draw it for the first time
CreateRenderableHandle( pRenderable, bRenderWithViewModels, nType, nModelType, nSplitscreenEnabled ); ClientRenderHandle_t handle = pRenderable->RenderHandle(); RenderableChanged( handle ); }
void CClientLeafSystem::RemoveRenderable( ClientRenderHandle_t handle ) { AUTO_LOCK_FM(m_DirtyRenderablesMutex);
// This can happen upon level shutdown
if (!m_Renderables.IsValidIndex(handle)) return;
// Reset the render handle in the entity.
IClientRenderable *pRenderable = m_Renderables[handle].m_pRenderable; Assert( handle == pRenderable->RenderHandle() ); pRenderable->RenderHandle() = INVALID_CLIENT_RENDER_HANDLE;
int nFlags = m_Renderables[handle].m_Flags; if ( nFlags & RENDER_FLAGS_ALTERNATE_SORTING ) { --m_nAlternateSortCount; }
if ( m_Renderables[handle].m_bDisableShadowDepthRendering ) { --m_nDisableShadowDepthCount; }
if ( m_Renderables[handle].m_bDisableShadowDepthCaching ) { --m_nDisableShadowDepthCacheCount; }
// Remove the renderable from the dirty list
if ( nFlags & RENDER_FLAGS_HASCHANGED ) { // NOTE: This isn't particularly fast (linear search),
// but I'm assuming it's an unusual case where we remove
// renderables that are changing or that m_DirtyRenderables usually
// only has a couple entries
int i = m_DirtyRenderables.Find( handle ); Assert( i != m_DirtyRenderables.InvalidIndex() ); if ( m_DirtyRenderables.IsValidIndex( i ) ) { m_DirtyRenderables.FastRemove( i ); } }
if ( IsRenderingWithViewModels( handle ) ) { RemoveFromViewModelList( handle ); }
RemoveFromTree( handle ); m_Renderables.Remove( handle ); }
int CClientLeafSystem::GetRenderableLeaves( ClientRenderHandle_t handle, int leaves[128] ) { if ( !m_Renderables.IsValidIndex( handle ) ) return -1;
RenderableInfo_t *pRenderable = &m_Renderables[handle]; if ( pRenderable->m_LeafList == m_RenderablesInLeaf.InvalidIndex() ) return -1;
int nLeaves = 0; for ( int i=m_RenderablesInLeaf.FirstBucket( handle ); i != m_RenderablesInLeaf.InvalidIndex(); i = m_RenderablesInLeaf.NextBucket( i ) ) { leaves[nLeaves++] = m_RenderablesInLeaf.Bucket( i ); if ( nLeaves >= 128 ) break; } return nLeaves; }
//-----------------------------------------------------------------------------
// Retrieve leaf handles to leaves a renderable is in
// the pOutLeaf parameter is filled with the leaf the renderable is in.
// If pInIterator is not specified, pOutLeaf is the first leaf in the list.
// if pInIterator is specified, that iterator is used to return the next leaf
// in the list in pOutLeaf.
// the pOutIterator parameter is filled with the iterater which index to the pOutLeaf returned.
//
// Returns false on failure cases where pOutLeaf will be invalid. CHECK THE RETURN!
//-----------------------------------------------------------------------------
bool CClientLeafSystem::GetRenderableLeaf(ClientRenderHandle_t handle, int* pOutLeaf, const int* pInIterator /* = 0 */, int* pOutIterator /* = 0 */) { // bail on invalid handle
if ( !m_Renderables.IsValidIndex( handle ) ) return false;
// bail on no output value pointer
if ( !pOutLeaf ) return false;
// an iterator was specified
if ( pInIterator ) { int iter = *pInIterator;
// test for invalid iterator
if ( iter == m_RenderablesInLeaf.InvalidIndex() ) return false;
int iterNext = m_RenderablesInLeaf.NextBucket( iter );
// test for end of list
if ( iterNext == m_RenderablesInLeaf.InvalidIndex() ) return false;
// Give the caller the iterator used
if ( pOutIterator ) { *pOutIterator = iterNext; } // set output value to the next leaf
*pOutLeaf = m_RenderablesInLeaf.Bucket( iterNext );
} else // no iter param, give them the first bucket in the renderable's list
{ int iter = m_RenderablesInLeaf.FirstBucket( handle );
if ( iter == m_RenderablesInLeaf.InvalidIndex() ) return false;
// Set output value to this leaf
*pOutLeaf = m_RenderablesInLeaf.Bucket( iter );
// give this iterator to caller
if ( pOutIterator ) { *pOutIterator = iter; } } return true; }
bool CClientLeafSystem::IsRenderableInPVS( IClientRenderable *pRenderable ) { ClientRenderHandle_t handle = pRenderable->RenderHandle(); int leaves[128]; int nLeaves = GetRenderableLeaves( handle, leaves ); if ( nLeaves == -1 ) return false;
// Ask the engine if this guy is visible.
return render->AreAnyLeavesVisible( leaves, nLeaves ); }
void CClientLeafSystem::SetSubSystemDataInLeaf( int leaf, int nSubSystemIdx, CClientLeafSubSystemData *pData ) { assert( nSubSystemIdx < N_CLSUBSYSTEMS ); if ( m_Leaf[leaf].m_pSubSystemData[nSubSystemIdx] ) delete m_Leaf[leaf].m_pSubSystemData[nSubSystemIdx]; m_Leaf[leaf].m_pSubSystemData[nSubSystemIdx] = pData; }
CClientLeafSubSystemData *CClientLeafSystem::GetSubSystemDataInLeaf( int leaf, int nSubSystemIdx ) { assert( nSubSystemIdx < N_CLSUBSYSTEMS ); return m_Leaf[leaf].m_pSubSystemData[nSubSystemIdx]; }
//-----------------------------------------------------------------------------
// Indicates which leaves detail objects are in
//-----------------------------------------------------------------------------
void CClientLeafSystem::SetDetailObjectsInLeaf( int leaf, int firstDetailObject, int detailObjectCount ) { m_Leaf[leaf].m_FirstDetailProp = firstDetailObject; m_Leaf[leaf].m_DetailPropCount = detailObjectCount; if ( detailObjectCount ) engine->SetLeafFlag( leaf, LEAF_FLAGS_CONTAINS_DETAILOBJECTS ); // for fast searches
}
//-----------------------------------------------------------------------------
// Returns the detail objects in a leaf
//-----------------------------------------------------------------------------
void CClientLeafSystem::GetDetailObjectsInLeaf( int leaf, int& firstDetailObject, int& detailObjectCount ) { firstDetailObject = m_Leaf[leaf].m_FirstDetailProp; detailObjectCount = m_Leaf[leaf].m_DetailPropCount; }
//-----------------------------------------------------------------------------
// Create/destroy shadows...
//-----------------------------------------------------------------------------
ClientLeafShadowHandle_t CClientLeafSystem::AddShadow( ClientShadowHandle_t userId, unsigned short flags ) { ClientLeafShadowHandle_t idx = m_Shadows.AddToTail(); m_Shadows[idx].m_Shadow = userId; m_Shadows[idx].m_FirstLeaf = m_ShadowsInLeaf.InvalidIndex(); m_Shadows[idx].m_FirstRenderable = m_ShadowsOnRenderable.InvalidIndex(); m_Shadows[idx].m_EnumCount = 0; m_Shadows[idx].m_Flags = flags; return idx; }
void CClientLeafSystem::RemoveShadow( ClientLeafShadowHandle_t handle ) { // Remove the shadow from all leaves + renderables...
RemoveShadowFromLeaves( handle ); RemoveShadowFromRenderables( handle );
// Blow away the handle
m_Shadows.Remove( handle ); }
//-----------------------------------------------------------------------------
// Adds a shadow to a leaf/removes shadow from renderable
//-----------------------------------------------------------------------------
inline bool CClientLeafSystem::ShouldRenderableReceiveShadow( ClientRenderHandle_t renderHandle, int nShadowFlags ) { RenderableInfo_t &renderable = m_Renderables[renderHandle]; if ( renderable.m_nModelType == RENDERABLE_MODEL_ENTITY ) return false;
return renderable.m_pRenderable->ShouldReceiveProjectedTextures( nShadowFlags ); }
//-----------------------------------------------------------------------------
// Adds a shadow to a leaf/removes shadow from renderable
//-----------------------------------------------------------------------------
void CClientLeafSystem::AddShadowToRenderable( ClientRenderHandle_t renderHandle, ClientLeafShadowHandle_t shadowHandle ) { // Check if this renderable receives the type of projected texture that shadowHandle refers to.
int nShadowFlags = m_Shadows[shadowHandle].m_Flags; if ( !ShouldRenderableReceiveShadow( renderHandle, nShadowFlags ) ) return;
m_ShadowsOnRenderable.AddElementToBucket( renderHandle, shadowHandle );
// Also, do some stuff specific to the particular types of renderables
#if 0
// If the renderable is a brush model, then add this shadow to it
IClientRenderable* pRenderable = m_Renderables[renderHandle].m_pRenderable; switch( m_Renderables[renderHandle].m_nModelType ) { case RENDERABLE_MODEL_BRUSH: g_pClientShadowMgr->AddShadowToReceiver( m_Shadows[shadowHandle].m_Shadow, pRenderable, SHADOW_RECEIVER_BRUSH_MODEL ); break;
case RENDERABLE_MODEL_STATIC_PROP: g_pClientShadowMgr->AddShadowToReceiver( m_Shadows[shadowHandle].m_Shadow, pRenderable, SHADOW_RECEIVER_STATIC_PROP ); break;
case RENDERABLE_MODEL_STUDIOMDL: g_pClientShadowMgr->AddShadowToReceiver( m_Shadows[shadowHandle].m_Shadow, pRenderable, SHADOW_RECEIVER_STUDIO_MODEL ); break; } #else
// Do AddShadowToReceiver to avoid branching
static const byte arrRecvType[0x4] = { 0, SHADOW_RECEIVER_STUDIO_MODEL, SHADOW_RECEIVER_STATIC_PROP, SHADOW_RECEIVER_BRUSH_MODEL }; COMPILE_TIME_ASSERT( RENDERABLE_MODEL_STUDIOMDL == 1 ); COMPILE_TIME_ASSERT( RENDERABLE_MODEL_STATIC_PROP == 2 ); COMPILE_TIME_ASSERT( RENDERABLE_MODEL_BRUSH == 3 );
RenderableInfo_t const &ri = m_Renderables[renderHandle]; if ( ri.m_nModelType < ARRAYSIZE( arrRecvType ) ) { g_pClientShadowMgr->AddShadowToReceiver( m_Shadows[shadowHandle].m_Shadow, ri.m_pRenderable, ( ShadowReceiver_t ) arrRecvType[ ri.m_nModelType ] ); } #endif
}
void CClientLeafSystem::RemoveShadowFromRenderables( ClientLeafShadowHandle_t handle ) { m_ShadowsOnRenderable.RemoveElement( handle ); }
//-----------------------------------------------------------------------------
// Adds a shadow to a leaf/removes shadow from leaf
//-----------------------------------------------------------------------------
void CClientLeafSystem::AddShadowToLeaf( int leaf, ClientLeafShadowHandle_t shadow, bool bFlashlight ) { m_ShadowsInLeaf.AddElementToBucket( leaf, shadow );
if ( !( bFlashlight || r_shadows_on_renderables_enable.GetBool() ) ) { return; }
// Add the shadow exactly once to all renderables in the leaf
unsigned short i = m_RenderablesInLeaf.FirstElement( leaf ); while ( i != m_RenderablesInLeaf.InvalidIndex() ) { ClientRenderHandle_t renderable = m_RenderablesInLeaf.Element(i); RenderableInfo_t& info = m_Renderables[renderable];
// Add each shadow exactly once to each renderable
if (info.m_EnumCount != m_ShadowEnum) { AddShadowToRenderable( renderable, shadow ); info.m_EnumCount = m_ShadowEnum; }
i = m_RenderablesInLeaf.NextElement(i); } }
void CClientLeafSystem::RemoveShadowFromLeaves( ClientLeafShadowHandle_t handle ) { m_ShadowsInLeaf.RemoveElement( handle ); }
//-----------------------------------------------------------------------------
// Adds a shadow to all leaves listed
//-----------------------------------------------------------------------------
void CClientLeafSystem::ProjectShadow( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) { // Remove the shadow from any leaves it current exists in
RemoveShadowFromLeaves( handle ); RemoveShadowFromRenderables( handle );
Assert( ( m_Shadows[handle].m_Flags & SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK ) == SHADOW_FLAGS_SHADOW );
// This will help us to avoid adding the shadow multiple times to a renderable
++m_ShadowEnum;
for ( int i = 0; i < nLeafCount; ++i ) { AddShadowToLeaf( pLeafList[i], handle, false ); } }
void CClientLeafSystem::ProjectFlashlight( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) { VPROF_BUDGET( "CClientLeafSystem::ProjectFlashlight", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
// Remove the shadow from any leaves it current exists in
RemoveShadowFromLeaves( handle ); RemoveShadowFromRenderables( handle );
Assert( ( m_Shadows[handle].m_Flags & SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK ) != 0 ); // This will help us to avoid adding the shadow multiple times to a renderable
++m_ShadowEnum;
for ( int i = 0; i < nLeafCount; ++i ) { AddShadowToLeaf( pLeafList[i], handle, true ); } }
//-----------------------------------------------------------------------------
// Find all shadow casters in a set of leaves
//-----------------------------------------------------------------------------
void CClientLeafSystem::EnumerateShadowsInLeaves( int leafCount, WorldListLeafData_t* pLeaves, IClientLeafShadowEnum* pEnum ) { if (leafCount == 0) return;
// This will help us to avoid enumerating the shadow multiple times
++m_ShadowEnum;
for (int i = 0; i < leafCount; ++i) { int leaf = pLeaves[i].leafIndex;
unsigned short j = m_ShadowsInLeaf.FirstElement( leaf ); while ( j != m_ShadowsInLeaf.InvalidIndex() ) { ClientLeafShadowHandle_t shadow = m_ShadowsInLeaf.Element(j); ShadowInfo_t& info = m_Shadows[shadow];
if (info.m_EnumCount != m_ShadowEnum) { pEnum->EnumShadow(info.m_Shadow); info.m_EnumCount = m_ShadowEnum; }
j = m_ShadowsInLeaf.NextElement(j); } } }
//-----------------------------------------------------------------------------
// Adds a renderable to a leaf
//-----------------------------------------------------------------------------
void CClientLeafSystem::AddRenderableToLeaf( int leaf, ClientRenderHandle_t renderable, bool bReceiveShadows ) { #ifdef VALIDATE_CLIENT_LEAF_SYSTEM
m_RenderablesInLeaf.ValidateAddElementToBucket( leaf, renderable ); #endif
m_RenderablesInLeaf.AddElementToBucket( leaf, renderable );
bool bShadowsOnRenderables = r_shadows_on_renderables_enable.GetBool();
if ( !bReceiveShadows ) { return; }
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
if ( bShadowsOnRenderables ) { // skipping this code entirely is only safe with single-pass flashlight (i.e. on the 360)
// Add all shadows in the leaf to the renderable...
unsigned short i = m_ShadowsInLeaf.FirstElement( leaf ); while ( i != m_ShadowsInLeaf.InvalidIndex() ) { ClientLeafShadowHandle_t shadow = m_ShadowsInLeaf.Element(i); ShadowInfo_t& info = m_Shadows[shadow];
// Add each shadow exactly once to each renderable
if ( info.m_EnumCount != m_ShadowEnum ) { AddShadowToRenderable( renderable, shadow ); info.m_EnumCount = m_ShadowEnum; }
i = m_ShadowsInLeaf.NextElement(i); } } else if ( /*!bShadowsOnRenderables &&*/ IsPC() || pRenderContext->IsCullingEnabledForSinglePassFlashlight() ) { // for non-singlepass flashlight (i.e. PC) we need to still add all flashlights to the renderable
// OR if we're culling individual objects with single pass flashlight
// Add all flashlights in the leaf to the renderable...
unsigned short i = m_ShadowsInLeaf.FirstElement( leaf ); while ( i != m_ShadowsInLeaf.InvalidIndex() ) { ClientLeafShadowHandle_t shadow = m_ShadowsInLeaf.Element(i); ShadowInfo_t& info = m_Shadows[shadow];
// Add each flashlight exactly once to each renderable
if ( ( info.m_Flags & ( SHADOW_FLAGS_FLASHLIGHT | SHADOW_FLAGS_SIMPLE_PROJECTION ) ) && ( info.m_EnumCount != m_ShadowEnum ) ) { AddShadowToRenderable( renderable, shadow ); info.m_EnumCount = m_ShadowEnum; }
i = m_ShadowsInLeaf.NextElement(i); } } }
//-----------------------------------------------------------------------------
// Adds a renderable to a set of leaves
//-----------------------------------------------------------------------------
void CClientLeafSystem::AddRenderableToLeaves( ClientRenderHandle_t handle, int nLeafCount, unsigned short *pLeaves, bool bReceiveShadows ) { for (int j = 0; j < nLeafCount; ++j) { AddRenderableToLeaf( pLeaves[j], handle, bReceiveShadows ); }
m_Renderables[handle].m_Area = engine->GetLeavesArea( pLeaves, nLeafCount ); }
void CClientLeafSystem::AddRenderableToLeaves( ClientRenderHandle_t handle, int nLeafCount, unsigned short *pLeaves ) { bool bReceiveShadows = ShouldRenderableReceiveShadow( handle, SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK ); AddRenderableToLeaves( handle, nLeafCount, pLeaves, bReceiveShadows ); }
//-----------------------------------------------------------------------------
// Inserts an element into the tree
//-----------------------------------------------------------------------------
bool CClientLeafSystem::EnumerateLeaf( int leaf, intp context ) { EnumResultList_t *pList = (EnumResultList_t *)context; if ( ThreadInMainThread() ) { bool bReceiveShadows = ShouldRenderableReceiveShadow( pList->handle, SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK ); AddRenderableToLeaf( leaf, pList->handle, bReceiveShadows ); } else { EnumResult_t *p = new EnumResult_t; p->leaf = leaf; p->pNext = pList->pHead; pList->pHead = p; } return true; }
void CClientLeafSystem::InsertIntoTree( ClientRenderHandle_t &handle, const Vector &absMins, const Vector &absMaxs ) { // NOTE: The render bounds here are relative to the renderable's coordinate system
RenderableInfo_t &info = m_Renderables[handle]; Assert( absMins.IsValid() && absMaxs.IsValid() );
Assert( ( info.m_Flags & RENDER_FLAGS_RENDER_WITH_VIEWMODELS ) == 0 ); Assert( ThreadInMainThread() );
info.m_vecBloatedAbsMins = absMins; info.m_vecBloatedAbsMaxs = absMaxs;
// When we insert into the tree, increase the shadow enumerator
// to make sure each shadow is added exactly once to each renderable
m_ShadowEnum++; unsigned short leafList[1024]; ISpatialQuery* pQuery = engine->GetBSPTreeQuery(); int leafCount = pQuery->ListLeavesInBox( absMins, absMaxs, leafList, ARRAYSIZE(leafList) ); bool bReceiveShadows = ShouldRenderableReceiveShadow( handle, SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK );
if ( !IsGameConsole() && cl_leafsystemvis.GetBool() ) { char pTemp[256]; const char *pClassName = "<unknown renderable>"; C_BaseEntity *pEnt = info.m_pRenderable->GetIClientUnknown()->GetBaseEntity(); if ( pEnt ) { pClassName = pEnt->GetClassname(); } else { CNewParticleEffect *pEffect = dynamic_cast< CNewParticleEffect*>( info.m_pRenderable ); if ( pEffect ) { Q_snprintf( pTemp, sizeof(pTemp), "ps: %s", pEffect->GetName() ); pClassName = pTemp; } else if ( dynamic_cast< CParticleEffectBinding* >( info.m_pRenderable ) ) { pClassName = "<old particle system>"; } }
con_nprint_t np; np.time_to_live = 0.1f; np.fixed_width_font = true; np.color[0] = 1.0; np.color[1] = 0.8; np.color[2] = 0.1; np.index = m_nDebugIndex++;
engine->Con_NXPrintf( &np, "%s", pClassName ); }
AddRenderableToLeaves( handle, leafCount, leafList, bReceiveShadows ); }
//-----------------------------------------------------------------------------
// Removes an element from the tree
//-----------------------------------------------------------------------------
void CClientLeafSystem::RemoveFromTree( ClientRenderHandle_t handle ) { m_RenderablesInLeaf.RemoveElement( handle );
// Remove all shadows cast onto the object
m_ShadowsOnRenderable.RemoveBucket( handle );
switch( m_Renderables[handle].m_nModelType ) { case RENDERABLE_MODEL_BRUSH: g_pClientShadowMgr->RemoveAllShadowsFromReceiver( m_Renderables[handle].m_pRenderable, SHADOW_RECEIVER_BRUSH_MODEL ); break;
case RENDERABLE_MODEL_STATIC_PROP: g_pClientShadowMgr->RemoveAllShadowsFromReceiver( m_Renderables[handle].m_pRenderable, SHADOW_RECEIVER_STATIC_PROP ); break;
case RENDERABLE_MODEL_STUDIOMDL: g_pClientShadowMgr->RemoveAllShadowsFromReceiver( m_Renderables[handle].m_pRenderable, SHADOW_RECEIVER_STUDIO_MODEL ); break; }
}
//-----------------------------------------------------------------------------
// Call this when the renderable moves
//-----------------------------------------------------------------------------
void CClientLeafSystem::RenderableChanged( ClientRenderHandle_t handle ) { AUTO_LOCK_FM(m_DirtyRenderablesMutex);
// This should not be called during view rendering
// Assert( !m_bDisableLeafReinsertion );
Assert ( handle != INVALID_CLIENT_RENDER_HANDLE ); Assert( m_Renderables.IsValidIndex( handle ) ); if ( !m_Renderables.IsValidIndex( handle ) ) return;
RenderableInfo_t &info = m_Renderables[handle]; info.m_Flags &= ~RENDER_FLAGS_BOUNDS_VALID; if ( ( info.m_Flags & RENDER_FLAGS_HASCHANGED ) == 0 ) { info.m_Flags |= RENDER_FLAGS_HASCHANGED; m_DirtyRenderables.AddToTail( handle ); } //#if _DEBUG
else { if ( s_bIsInRecomputeRenderableLeaves ) { Warning( "------------------------------------------------------------\n" ); Warning( "------------------------------------------------------------\n" ); Warning( "------------------------------------------------------------\n" ); Warning( "------------------------------------------------------------\n" ); Warning( "Re-entrancy found in CClientLeafSystem::RenderableChanged\n" ); Warning( "Contact Shanon or Brian\n" ); Warning( "------------------------------------------------------------\n" ); Warning( "------------------------------------------------------------\n" ); Warning( "------------------------------------------------------------\n" ); Warning( "------------------------------------------------------------\n" ); } // It had better be in the list
Assert( m_DirtyRenderables.Find( handle ) != m_DirtyRenderables.InvalidIndex() ); } //#endif
}
//-----------------------------------------------------------------------------
// Adds, removes renderables from view model list
//-----------------------------------------------------------------------------
void CClientLeafSystem::AddToViewModelList( ClientRenderHandle_t handle ) { MEM_ALLOC_CREDIT(); Assert( m_ViewModels.Find( handle ) == m_ViewModels.InvalidIndex() ); m_ViewModels.AddToTail( handle ); }
void CClientLeafSystem::RemoveFromViewModelList( ClientRenderHandle_t handle ) { int i = m_ViewModels.Find( handle ); Assert( i != m_ViewModels.InvalidIndex() ); m_ViewModels.FastRemove( i ); }
//-----------------------------------------------------------------------------
// Detail system marks
//-----------------------------------------------------------------------------
void CClientLeafSystem::DrawDetailObjectsInLeaf( int leaf, int nFrameNumber, int& nFirstDetailObject, int& nDetailObjectCount ) { ClientLeaf_t &leafInfo = m_Leaf[leaf]; leafInfo.m_DetailPropRenderFrame = nFrameNumber; nFirstDetailObject = leafInfo.m_FirstDetailProp; nDetailObjectCount = leafInfo.m_DetailPropCount; }
//-----------------------------------------------------------------------------
// Are we close enough to this leaf to draw detail props *and* are there any props in the leaf?
//-----------------------------------------------------------------------------
bool CClientLeafSystem::ShouldDrawDetailObjectsInLeaf( int leaf, int frameNumber ) { ClientLeaf_t &leafInfo = m_Leaf[leaf]; return ( (leafInfo.m_DetailPropRenderFrame == frameNumber ) && ( ( leafInfo.m_DetailPropCount != 0 ) || ( leafInfo.m_pSubSystemData[CLSUBSYSTEM_DETAILOBJECTS] ) ) ); }
//-----------------------------------------------------------------------------
// Compute which leaf the translucent renderables should render in
//-----------------------------------------------------------------------------
#define LeafToMarker( leaf ) reinterpret_cast<RenderableInfo_t *>(( (leaf) << 1 ) | 1)
#define IsLeafMarker( p ) (bool)((reinterpret_cast<size_t>(p)) & 1)
#define MarkerToLeaf( p ) (int)((reinterpret_cast<size_t>(p)) >> 1)
//-----------------------------------------------------------------------------
// Adds a renderable to the list of renderables to render this frame
//-----------------------------------------------------------------------------
inline void AddRenderableToRenderList( CClientRenderablesList &renderList, IClientRenderable *pRenderable, int iLeaf, RenderGroup_t group, int nModelType, uint8 nAlphaModulation, bool bShadowDepthNoCache, bool bTwoPass = false ) { #ifdef _DEBUG
if (cl_drawleaf.GetInt() >= 0) { if (iLeaf != cl_drawleaf.GetInt()) return; } #endif
Assert( group >= 0 && group < RENDER_GROUP_COUNT ); int &curCount = renderList.m_RenderGroupCounts[group]; if ( curCount < CClientRenderablesList::MAX_GROUP_ENTITIES ) { Assert( (iLeaf >= 0) && (iLeaf <= 65535) );
CClientRenderablesList::CEntry *pEntry = &renderList.m_RenderGroups[group][curCount]; pEntry->m_pRenderable = pRenderable; pEntry->m_iWorldListInfoLeaf = iLeaf; pEntry->m_nModelType = nModelType; pEntry->m_bShadowDepthNoCache = bShadowDepthNoCache; pEntry->m_TwoPass = bTwoPass; pEntry->m_bIsCombinedModel = false; if ( nModelType == RENDERABLE_MODEL_STUDIOMDL ) { const model_t *pModel = pRenderable->GetModel(); MDLHandle_t Handle = modelinfo->GetCacheHandle( pModel ); bool bIsCombined = g_pMDLCache->IsCombinedModel( Handle ); pEntry->m_bIsCombinedModel = bIsCombined; }
pEntry->m_InstanceData.m_nAlpha = nAlphaModulation; curCount++; } else { engine->Con_NPrintf( 10, "Warning: overflowed CClientRenderablesList group %d", group ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : renderList -
// renderGroup -
//-----------------------------------------------------------------------------
void CClientLeafSystem::CollateViewModelRenderables( CViewModelRenderablesList *pList ) { bool bIsSplitScreenActive = engine->IsSplitScreenActive(); int nSlotMask = 0; if ( bIsSplitScreenActive ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); nSlotMask = 1 << GET_ACTIVE_SPLITSCREEN_SLOT(); }
CViewModelRenderablesList::RenderGroups_t &opaqueList = pList->m_RenderGroups[ CViewModelRenderablesList::VM_GROUP_OPAQUE ]; CViewModelRenderablesList::RenderGroups_t &translucentList = pList->m_RenderGroups[ CViewModelRenderablesList::VM_GROUP_TRANSLUCENT ];
for ( int i = m_ViewModels.Count()-1; i >= 0; --i ) { ClientRenderHandle_t handle = m_ViewModels[i]; RenderableInfo_t& renderable = m_Renderables[handle]; // Early out on splitscreen renderables if we don't want to render them
if ( bIsSplitScreenActive ) { if ( ( renderable.m_nSplitscreenEnabled & nSlotMask ) == 0 ) continue; }
int nAlpha = renderable.m_pAlphaProperty ? renderable.m_pAlphaProperty->ComputeRenderAlpha( ) : 255; bool bIsTransparent = ( nAlpha != 255 ) || ( renderable.m_nTranslucencyType != RENDERABLE_IS_OPAQUE );
// That's why we need to test RENDER_GROUP_OPAQUE_ENTITY - it may have changed in ComputeFXBlend()
if ( !bIsTransparent ) { int nOpaqueIndex = opaqueList.AddToTail(); CViewModelRenderablesList::CEntry *pOpaqueEntry = &opaqueList[nOpaqueIndex]; pOpaqueEntry->m_pRenderable = renderable.m_pRenderable; pOpaqueEntry->m_InstanceData.m_nAlpha = 255; pOpaqueEntry->m_InstanceData.m_bTwoPass = false; } else { int i = translucentList.AddToTail(); CViewModelRenderablesList::CEntry *pTranslucentEntry = &translucentList[i]; pTranslucentEntry->m_pRenderable = renderable.m_pRenderable; pTranslucentEntry->m_InstanceData.m_nAlpha = nAlpha; if ( renderable.m_nTranslucencyType == RENDERABLE_IS_TWO_PASS ) { pTranslucentEntry->m_InstanceData.m_bTwoPass = true; int nOpaqueIndex = opaqueList.AddToTail(); CViewModelRenderablesList::CEntry *pOpaqueEntry = &opaqueList[nOpaqueIndex]; pOpaqueEntry->m_pRenderable = renderable.m_pRenderable; pOpaqueEntry->m_InstanceData.m_nAlpha = 255; pOpaqueEntry->m_InstanceData.m_bTwoPass = true; } else { pTranslucentEntry->m_InstanceData.m_bTwoPass = false; } } } }
//-----------------------------------------------------------------------------
// Sort entities in a back-to-front ordering
//-----------------------------------------------------------------------------
void CClientLeafSystem::SortEntities( const Vector &vecRenderOrigin, const Vector &vecRenderForward, CClientRenderablesList::CEntry *pEntities, BuildRenderListInfo_t **pTranslucentRLInfo, int nEntities ) { // Don't sort if we only have 1 entity
if ( nEntities <= 1 ) return;
float dists[CClientRenderablesList::MAX_GROUP_ENTITIES];
// First get a distance for each entity.
int i;
Vector boxcenter; Vector delta; for( i=0; i < nEntities; i++ ) { VectorAdd( pTranslucentRLInfo[i]->m_vecMins, pTranslucentRLInfo[i]->m_vecMaxs, boxcenter ); boxcenter *= 0.5f;
// Compute distance...
VectorSubtract( boxcenter, vecRenderOrigin, delta ); dists[i] = DotProduct( delta, vecRenderForward ); }
// H-sort.
int stepSize = 4; while( stepSize ) { int end = nEntities - stepSize; for( i=0; i < end; i += stepSize ) { if( dists[i] > dists[i+stepSize] ) { V_swap( pEntities[i], pEntities[i+stepSize] ); V_swap( dists[i], dists[i+stepSize] );
if( i == 0 ) { i = -stepSize; } else { i -= stepSize << 1; } } }
stepSize >>= 1; } }
//-----------------------------------------------------------------------------
// Extracts static props from the list of renderables
//-----------------------------------------------------------------------------
int CClientLeafSystem::ExtractStaticProps( int nCount, RenderableInfo_t **ppRenderables ) { if ( m_DrawStaticProps ) return nCount;
int nUniqueCount = 0; for ( int i = 0; i < nCount; ++i ) { RenderableInfo_t *pInfo = ppRenderables[i];
if ( !IsLeafMarker( pInfo ) ) { // Early out on static props if we don't want to render them
if ( pInfo->m_nModelType == RENDERABLE_MODEL_STATIC_PROP ) { // Necessary for dependent models to be grabbed
pInfo->m_nRenderFrame--; continue; } } ppRenderables[nUniqueCount++] = pInfo; } return nUniqueCount; }
//-----------------------------------------------------------------------------
// Extracts renderables that are excluded in splitscreen
//-----------------------------------------------------------------------------
int CClientLeafSystem::ExtractSplitscreenRenderables( int nCount, RenderableInfo_t **ppRenderables ) { #ifdef PORTAL2
// Ignore splitscreen culling when looking through a portal
if ( g_pPortalRender->GetViewRecursionLevel() > 0 ) return nCount; #else
if ( !IsSplitScreenSupported() ) return nCount;
if ( !engine->IsSplitScreenActive() ) return nCount; #endif
ASSERT_LOCAL_PLAYER_RESOLVABLE(); int nSlotMask = 1 << GET_ACTIVE_SPLITSCREEN_SLOT();
int nUniqueCount = 0; for ( int i = 0; i < nCount; ++i ) { RenderableInfo_t *pInfo = ppRenderables[i];
if ( !IsLeafMarker( pInfo ) ) { // Early out on splitscreen renderables if we don't want to render them
if ( ( pInfo->m_nSplitscreenEnabled & nSlotMask ) == 0 ) { // Necessary for dependent models to be grabbed
pInfo->m_nRenderFrame--; continue; } } ppRenderables[nUniqueCount++] = pInfo; } return nUniqueCount; }
//-----------------------------------------------------------------------------
// Extracts models which are *not* marked for "fast reflections"
//-----------------------------------------------------------------------------
int CClientLeafSystem::ExtractNonFastReflectedRenderables( int nCount, RenderableInfo_t **ppRenderables ) { int nReflectedCount = 0; for ( int i = 0; i < nCount; ++ i ) { RenderableInfo_t *pInfo = ppRenderables[i];
if ( !IsLeafMarker( pInfo ) ) { if ( !pInfo->m_bRenderInFastReflection ) { // Necessary for dependent models to be grabbed
pInfo->m_nRenderFrame--; continue; } } ppRenderables[nReflectedCount++] = pInfo; }
return nReflectedCount; }
//-----------------------------------------------------------------------------
// Extracts models which are *not* marked for "fast reflections"
//-----------------------------------------------------------------------------
int CClientLeafSystem::ExtractDisableShadowDepthRenderables( int nCount, RenderableInfo_t **ppRenderables ) { if ( m_nDisableShadowDepthCount == 0 ) return nCount;
int nNewCount = 0; for ( int i = 0; i < nCount; ++ i ) { RenderableInfo_t *pInfo = ppRenderables[i];
if ( !IsLeafMarker( pInfo ) ) { if ( pInfo->m_bDisableShadowDepthRendering ) { // Necessary for dependent models to be grabbed
pInfo->m_nRenderFrame--; continue; } }
ppRenderables[nNewCount++] = pInfo; }
return nNewCount; }
//-----------------------------------------------------------------------------
// Extracts models which are cacheable or not depending on what we render now
//-----------------------------------------------------------------------------
int CClientLeafSystem::ExtractDisableShadowDepthCacheRenderables( int nCount, RenderableInfo_t **ppRenderables ) { int nNewCount = 0; for ( int i = 0; i < nCount; ++ i ) { RenderableInfo_t *pInfo = ppRenderables[i];
if ( !IsLeafMarker( pInfo ) ) { if ( !pInfo->m_bDisableShadowDepthCaching ) // this means renderable is in depth cache and shouldn't be rendered again
{ // Necessary for dependent models to be grabbed
pInfo->m_nRenderFrame--; continue; } }
ppRenderables[nNewCount++] = pInfo; }
return nNewCount; }
//-----------------------------------------------------------------------------
// Extracts duplicates
//-----------------------------------------------------------------------------
int CClientLeafSystem::ExtractDuplicates( int nFrameNumber, int nCount, RenderableInfo_t **ppRenderables ) { // NOTE: We don't know whether these renderables are translucent or not
// but we do know if they participate in alternate sorting, which is all we need.
int nUniqueCount = 0; int nLeaf = 0;
// For better sorting, we're gonna choose the leaf that is closest to the camera.
// The leaf list passed in here is sorted front to back
// FIXME: This algorithm won't work in a threaded context since it stores state in renderableinfo_t
if ( m_nAlternateSortCount == 0 ) { // I expect this is the typical case; nothing needs alternate sorting
// look 8 entries ahead and precache to minimize cache misses
#if defined( _X360 ) || defined( _PS3 )
const int nNumPrefetchLookahead = 8; int nPrefCount = MIN(nCount,nNumPrefetchLookahead); int nPrefIterCount = MAX(nCount-nNumPrefetchLookahead,0); for ( int i = 0; i < nPrefCount; i++ ) { PREFETCH_128( ppRenderables[i], 0 ); } #endif
for ( int i = 0; i < nCount; i++ ) { #if defined( _X360 ) || defined( _PS3 )
if ( i < nPrefIterCount ) { PREFETCH_128( ppRenderables[i+nNumPrefetchLookahead], 0 ); } #endif
RenderableInfo_t *pInfo = ppRenderables[i]; if ( !IsLeafMarker( pInfo ) ) { // Skip these bad boys altogether
if ( pInfo->m_Flags & ( RENDER_FLAGS_RENDER_WITH_VIEWMODELS | RENDER_FLAGS_DISABLE_RENDERING ) ) continue;
// If we've seen this already, then we don't need to add it
if ( pInfo->m_nRenderFrame == nFrameNumber ) continue;
pInfo->m_nRenderFrame = nFrameNumber; } ppRenderables[nUniqueCount++] = pInfo; } return nUniqueCount; }
// Here, we have to worry about alternate sorting. I'm not sure if I
// can do better than 2n unless I cache off counts of each renderable
// in the first loop in BuildRenderablesList. I'm doing it this way
// because I don't believe we'll ever use this path.
int nAlternateSortCount = 0; for ( int i = 0; i < nCount; ++i ) { RenderableInfo_t *pInfo = ppRenderables[i]; if ( !IsLeafMarker( pInfo ) ) { // If we've seen this already, then we don't need to add it
if ( ( pInfo->m_Flags & RENDER_FLAGS_ALTERNATE_SORTING ) == 0 ) { if( pInfo->m_nRenderFrame == nFrameNumber ) continue; pInfo->m_nRenderFrame = nFrameNumber; } else { // A little convoluted, but I don't want to store any unnecessary state
// Basically, the render frame will == frame number + duplication count by the end
// NOTE: This will produce a problem for a few frames every 4 billion frames when wraparound happens
// tough noogies
++nAlternateSortCount; if( pInfo->m_nRenderFrame < nFrameNumber ) pInfo->m_nRenderFrame = nFrameNumber + 1; else ++pInfo->m_nRenderFrame; } } ppRenderables[nUniqueCount++] = pInfo; }
if ( nAlternateSortCount ) { // Extract out the renderables which use alternate sorting
nCount = nUniqueCount; nUniqueCount = 0; nLeaf = 0; for ( int i = 0; i < nCount; ++i ) { RenderableInfo_t *pInfo = ppRenderables[i]; if ( !IsLeafMarker( pInfo ) ) { if ( pInfo->m_Flags & RENDER_FLAGS_ALTERNATE_SORTING ) { // Add in the last one we encountered
if( --pInfo->m_nRenderFrame != nFrameNumber ) continue; } }
ppRenderables[nUniqueCount++] = pInfo; } }
return nUniqueCount; }
//-----------------------------------------------------------------------------
// Extracts static props from the list of renderables
//-----------------------------------------------------------------------------
int CClientLeafSystem::ExtractTranslucentRenderables( int nCount, RenderableInfo_t **ppRenderables ) { int nUniqueCount = 0; for ( int i = 0; i < nCount; ++i ) { RenderableInfo_t *pInfo = ppRenderables[i];
if ( !IsLeafMarker( pInfo ) ) { if ( pInfo->m_nTranslucencyType == RENDERABLE_IS_TRANSLUCENT ) { // Necessary for dependent models to be grabbed
pInfo->m_nRenderFrame--; continue; } } ppRenderables[nUniqueCount++] = pInfo; } return nUniqueCount; }
#ifndef _GAMECONSOLE
static ConVar r_disable_distance_fade_on_big_props( "r_disable_distance_fade_on_big_props", "0", FCVAR_CHEAT, "Completely disable distance fading on large props" ); static ConVar r_disable_distance_fade_on_big_props_thresh( "r_disable_distance_fade_on_big_props_thresh", "48000", FCVAR_CHEAT, "Distance prop fade disable threshold size" ); #endif
//-----------------------------------------------------------------------------
// Computes translucency for all renderables
//-----------------------------------------------------------------------------
void CClientLeafSystem::ComputeDistanceFade( int nCount, AlphaInfo_t *pAlphaInfo, BuildRenderListInfo_t *pRLInfo, float flDistScale, const Vector& vecViewOrigin ) { // Distance fade computations
float flDistFactorSq = 1.0f; C_BasePlayer *pLocal = C_BasePlayer::GetLocalPlayer(); if ( pLocal && r_alphafade_usefov.GetBool() ) { flDistFactorSq = pLocal->GetFOVDistanceAdjustFactor(); flDistFactorSq *= flDistFactorSq; } flDistFactorSq *= flDistScale*flDistScale;
#ifndef _GAMECONSOLE
const bool bDisableDistanceFadeOnBigProps = r_disable_distance_fade_on_big_props.GetBool(); const float flDistanceFadeDisableThreshold = r_disable_distance_fade_on_big_props_thresh.GetFloat(); #endif
for ( int i = 0; i < nCount; ++i ) { CClientAlphaProperty *pAlphaProp = pAlphaInfo[i].m_pAlphaProperty; if ( !pAlphaProp ) continue;
// Distance fade is inactive in this case
if ( pAlphaProp->m_nDistFadeEnd == 0 ) continue;
#ifndef _GAMECONSOLE
if ( bDisableDistanceFadeOnBigProps ) { // Just disable distance fading on very large props for CS:GO - it looks terrible and is distracting in many cases, and doesn't help CPU perf much if at all.
Vector diag( pRLInfo[i].m_vecMaxs - pRLInfo[i].m_vecMins ); // Not really box volume - hacked so one function is useful on zero thickness boxes too.
float flFakeVol = ( diag.x * diag.x ) + ( diag.y * diag.y ) + ( diag.z * diag.z ); if ( flFakeVol > flDistanceFadeDisableThreshold ) continue; } #endif
float flCurrentDistanceSq; if ( pAlphaProp->m_nDistanceFadeMode == CLIENT_ALPHA_DISTANCE_FADE_USE_CENTER ) { flCurrentDistanceSq = flDistFactorSq * vecViewOrigin.DistToSqr( pAlphaInfo[i].m_vecCenter ); } else { flCurrentDistanceSq = flDistFactorSq * CalcSqrDistanceToAABB( pRLInfo[i].m_vecMins, pRLInfo[i].m_vecMaxs, vecViewOrigin ); }
float flDistFadeStartSq = pAlphaProp->m_nDistFadeStart; flDistFadeStartSq *= flDistFadeStartSq; if ( flCurrentDistanceSq <= flDistFadeStartSq ) continue;
float flDistFadeEndSq = pAlphaProp->m_nDistFadeEnd; flDistFadeEndSq *= flDistFadeEndSq; if ( flCurrentDistanceSq >= flDistFadeEndSq ) { pAlphaInfo[i].m_flFadeFactor = 0.0f; continue; }
// NOTE: Because of the if-checks above, flDistFadeEndSq != flDistFadeStartSq here
pAlphaInfo[i].m_flFadeFactor = ( flDistFadeEndSq - flCurrentDistanceSq ) / ( flDistFadeEndSq - flDistFadeStartSq ); } }
float ComputeScreenSize( const Vector &vecOrigin, float flRadius, const ScreenSizeComputeInfo_t& info ) { // This is sort of faked, but it's faster that way
// FIXME: Also, there's a much faster way to do this with similar triangles
// but I want to make sure it exactly matches the current matrices, so
// for now, I do it this conservative way
/*
Vector4D testPoint1, testPoint2; VectorMA( vecOrigin, flRadius, info.m_vecViewUp, testPoint1.AsVector3D() ); VectorMA( vecOrigin, -flRadius, info.m_vecViewUp, testPoint2.AsVector3D() ); testPoint1.w = testPoint2.w = 1.0f;
Vector4D clipPos1, clipPos2; Vector4DMultiply( info.m_matViewProj, testPoint1, clipPos1 ); Vector4DMultiply( info.m_matViewProj, testPoint2, clipPos2 ); if (clipPos1.w >= 0.001f) { clipPos1.y /= clipPos1.w; } else { clipPos1.y *= 1000; } if (clipPos2.w >= 0.001f) { clipPos2.y /= clipPos2.w; } else { clipPos2.y *= 1000; }
// The divide-by-two here is because y goes from -1 to 1 in projection space
return info.m_nViewportHeight * fabs( clipPos2.y - clipPos1.y ) * 0.5f; */
// NOTE: Optimized version of the above algorithm, which only uses y and w components of clip
// Can also optimize based on clipPos = a +/- b * r
const float *pViewProjY = info.m_matViewProj[1]; const float *pViewProjW = info.m_matViewProj[3]; float flODotY = pViewProjY[0] * vecOrigin.x + pViewProjY[1] * vecOrigin.y + pViewProjY[2] * vecOrigin.z + pViewProjY[3]; float flViewDotY = pViewProjY[0] * info.m_vecViewUp.x + pViewProjY[1] * info.m_vecViewUp.y + pViewProjY[2] * info.m_vecViewUp.z; flViewDotY *= flRadius; float flODotW = pViewProjW[0] * vecOrigin.x + pViewProjW[1] * vecOrigin.y + pViewProjW[2] * vecOrigin.z + pViewProjW[3]; float flViewDotW = pViewProjW[0] * info.m_vecViewUp.x + pViewProjW[1] * info.m_vecViewUp.y + pViewProjW[2] * info.m_vecViewUp.z; flViewDotW *= flRadius; float y0 = flODotY + flViewDotY; float w0 = flODotW + flViewDotW; y0 *= ( w0 >= 0.001f ) ? ( 1.0f / w0 ) : 1000.0f; float y1 = flODotY - flViewDotY; float w1 = flODotW - flViewDotW; y1 *= ( w1 >= 0.001f ) ? ( 1.0f / w1 ) : 1000.0f;
// The divide-by-two here is because y goes from -1 to 1 in projection space
return info.m_nViewportHeight * fabs( y1 - y0 ) * 0.5f; }
void ComputeScreenSizeInfo( ScreenSizeComputeInfo_t *pInfo ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); VMatrix viewMatrix, projectionMatrix; pRenderContext->GetMatrix( MATERIAL_VIEW, &viewMatrix ); pRenderContext->GetMatrix( MATERIAL_PROJECTION, &projectionMatrix ); MatrixMultiply( projectionMatrix, viewMatrix, pInfo->m_matViewProj );
int x, y, w, h; pRenderContext->GetViewport( x, y, w, h ); pInfo->m_nViewportHeight = h;
pRenderContext->GetWorldSpaceCameraVectors( NULL, NULL, &pInfo->m_vecViewUp ); }
void CClientLeafSystem::ComputeScreenFade( const ScreenSizeComputeInfo_t &info, float flMinScreenWidth, float flMaxScreenWidth, int nCount, AlphaInfo_t *pAlphaInfo ) { if ( flMaxScreenWidth <= flMinScreenWidth ) { flMaxScreenWidth = flMinScreenWidth; } if ( flMinScreenWidth <= 0 ) return;
float flFalloffFactor; if ( flMaxScreenWidth != flMinScreenWidth ) { flFalloffFactor = 1.0f / ( flMaxScreenWidth - flMinScreenWidth ); } else { flFalloffFactor = 1.0f; } for ( int i = 0; i < nCount; ++i ) { CClientAlphaProperty *pAlphaProp = pAlphaInfo[i].m_pAlphaProperty; if ( !pAlphaProp ) continue;
// Fade is inactive in this case
if ( pAlphaProp->m_flFadeScale <= 0.0f ) continue;
float flPixelWidth = ComputeScreenSize( pAlphaInfo[i].m_vecCenter, pAlphaInfo[i].m_flRadius, info ) / pAlphaProp->m_flFadeScale;
// NOTE: This is to account for an error in the original screen computations years ago
flPixelWidth *= 2.0f;
float flAlpha = 0.0f; if ( flPixelWidth > flMinScreenWidth ) { if ( ( flMaxScreenWidth >= 0 ) && ( flPixelWidth < flMaxScreenWidth ) ) { flAlpha = flFalloffFactor * (flPixelWidth - flMinScreenWidth ); } else { flAlpha = 1.0f; } }
pAlphaInfo[i].m_flFadeFactor = MIN( pAlphaInfo[i].m_flFadeFactor, flAlpha ); } }
extern ConVar cl_leveloverview; #ifdef _DEBUG
extern ConVar r_FadeProps; #endif
int CClientLeafSystem::ComputeTranslucency( int nFrameNumber, int nViewID, int nCount, RenderableInfo_t **ppRenderables, BuildRenderListInfo_t *pRLInfo, const ScreenSizeComputeInfo_t &screenSizeInfo, const Vector& vecViewOrigin ) { SNPROF("CClientLeafSystem::ComputeTranslucency");
AlphaInfo_t *pAlphaInfo = (AlphaInfo_t*)stackalloc( nCount * sizeof(AlphaInfo_t) ); for ( int i = 0; i < nCount; ++i ) { RenderableInfo_t *pInfo = ppRenderables[i]; if ( IsLeafMarker( pInfo ) ) { pAlphaInfo[i].m_pAlphaProperty = NULL; continue; }
Vector vecCenter; VectorAdd( pRLInfo[i].m_vecMaxs, pRLInfo[i].m_vecMins, vecCenter ); vecCenter *= 0.5f; pAlphaInfo[i].m_vecCenter = vecCenter; pAlphaInfo[i].m_flRadius = vecCenter.DistTo( pRLInfo[i].m_vecMaxs ); pAlphaInfo[i].m_pAlphaProperty = pInfo->m_pAlphaProperty; pAlphaInfo[i].m_flFadeFactor = 1.0f; }
for ( int i = 0; i < nCount; ++i ) { // FIXME: Computing the base alpha could potentially be sorted by renderfx type
CClientAlphaProperty *pAlphaProp = pAlphaInfo[i].m_pAlphaProperty; if ( pAlphaProp ) { uint8 nAlpha = pAlphaProp->CClientAlphaProperty::ComputeRenderAlpha( ); bool bIgnoreZBuffer = pAlphaProp->CClientAlphaProperty::IgnoresZBuffer(); pRLInfo[i].m_nAlpha = nAlpha; pRLInfo[i].m_bIgnoreZBuffer = bIgnoreZBuffer; } else { pRLInfo[i].m_nAlpha = 255; pRLInfo[i].m_bIgnoreZBuffer = false; } }
// If we're taking devshots, don't fade props at all
bool bFadeProps = true; #ifdef _DEBUG
bFadeProps = r_FadeProps.GetBool(); #endif
if ( nViewID == VIEW_3DSKY ) { bFadeProps = false; }
if ( !g_MakingDevShots && !cl_leveloverview.GetInt() && !input->CAM_IsThirdPersonOverview() && bFadeProps ) { // We have three types of alpha fade calculation (the *minimum* of these alpha values is used):
// - distance fade (fade based on distance - set optionally, per-entity in Hammer,
// modified by a global cpu_level-based distance scale)
// - level screen fade (fade based on screen area - set optionally, on the map entity in Hammer)
// - global screen fade (fade based on screen area - set globally, based on cpu_level)
float flMinLevelFadeArea, flMaxLevelFadeArea; float flMinGlobalFadeArea, flMaxGlobalFadeArea, flGlobalDistFadeScale; modelinfo->GetLevelScreenFadeRange( &flMinLevelFadeArea, &flMaxLevelFadeArea ); view->GetScreenFadeDistances( &flMinGlobalFadeArea, &flMaxGlobalFadeArea, &flGlobalDistFadeScale );
ComputeDistanceFade( nCount, pAlphaInfo, pRLInfo, flGlobalDistFadeScale, vecViewOrigin );
if ( ( flMinLevelFadeArea > 0.0f ) || ( flMinGlobalFadeArea > 0.0f ) ) { ComputeScreenFade( screenSizeInfo, flMinLevelFadeArea, flMaxLevelFadeArea, nCount, pAlphaInfo ); ComputeScreenFade( screenSizeInfo, flMinGlobalFadeArea, flMaxGlobalFadeArea, nCount, pAlphaInfo ); }
for ( int i = 0; i < nCount; ++i ) { if ( !pAlphaInfo[i].m_pAlphaProperty ) continue;
float flAlpha = pRLInfo[i].m_nAlpha * pAlphaInfo[i].m_flFadeFactor; int nAlpha = (int)flAlpha; pRLInfo[i].m_nAlpha = clamp( nAlpha, 0, 255 ); } }
// CTSRIKE15 only using cascade shadow mapping - code below is for projected shadow
#ifndef CSTRIKE15
// Update shadows
for ( int i = 0; i < nCount; ++i ) { CClientAlphaProperty *pAlphaProp = pAlphaInfo[i].m_pAlphaProperty; if ( !pAlphaProp || ( pAlphaInfo[i].m_pAlphaProperty->m_hShadowHandle == CLIENTSHADOW_INVALID_HANDLE ) ) continue;
int nAlpha = pRLInfo[i].m_nAlpha; if ( pAlphaProp->m_bShadowAlphaOverride ) { nAlpha = pAlphaProp->m_pOuter->GetClientRenderable()->OverrideShadowAlphaModulation( nAlpha ); nAlpha = clamp( nAlpha, 0, 255 ); } g_pClientShadowMgr->SetFalloffBias( pAlphaInfo[i].m_pAlphaProperty->m_hShadowHandle, (255 - nAlpha) ); } #endif
// Strip invisible ones out
int nUniqueCount = 0; for ( int i = 0; i < nCount; ++i ) { if ( !IsLeafMarker( ppRenderables[i] ) && ( !pRLInfo[i].m_nAlpha ) ) { // Necessary for dependent models to be grabbed
ppRenderables[i]->m_nRenderFrame--; continue; }
ppRenderables[nUniqueCount] = ppRenderables[i]; pRLInfo[nUniqueCount] = pRLInfo[i]; ++nUniqueCount; } return nUniqueCount; }
//-----------------------------------------------------------------------------
// Computes bounds for all renderables
//-----------------------------------------------------------------------------
void CClientLeafSystem::ComputeAllBounds( void ) { VectorAligned vecAbsMins, vecAbsMaxs; MDLCACHE_CRITICAL_SECTION(); for ( int i = m_Renderables.Head(); i != m_Renderables.InvalidIndex(); i = m_Renderables.Next( i ) ) { RenderableInfo_t *pInfo = &m_Renderables[ i ];
if (pInfo->m_Flags & RENDER_FLAGS_DISABLE_RENDERING ) continue;
if ( ( pInfo->m_Flags & RENDER_FLAGS_BOUNDS_VALID ) == 0 ) { CalcRenderableWorldSpaceAABB( pInfo->m_pRenderable, pInfo->m_vecAbsMins, pInfo->m_vecAbsMaxs ); if ( ( pInfo->m_Flags & RENDER_FLAGS_BOUNDS_ALWAYS_RECOMPUTE ) == 0 ) { pInfo->m_Flags |= RENDER_FLAGS_BOUNDS_VALID; } } #ifdef _DEBUG
else { // If these assertions trigger, it means there's some state that GetRenderBounds
// depends on which, on change, doesn't call ClientLeafSystem::RenderableChanged().
Vector vecTestMins, vecTestMaxs; CalcRenderableWorldSpaceAABB( pInfo->m_pRenderable, vecTestMins, vecTestMaxs ); Assert( VectorsAreEqual( vecTestMins, pInfo->m_vecAbsMins, 1e-3 ) ); Assert( VectorsAreEqual( vecTestMaxs, pInfo->m_vecAbsMaxs, 1e-3 ) ); } #endif
} }
//-----------------------------------------------------------------------------
// Computes bounds for all renderables in the list
//-----------------------------------------------------------------------------
void CClientLeafSystem::ComputeBounds( int nCount, RenderableInfo_t **ppRenderables, BuildRenderListInfo_t *pRLInfo ) { SNPROF("CClientLeafSystem::ComputeBounds");
// MiniProfilerGuard mpGuard(&g_mpComputeBounds);
for ( int i = 0; i < nCount; ++i ) { RenderableInfo_t *pInfo = ppRenderables[i]; if ( IsLeafMarker( pInfo ) ) continue;
// UNDONE: Investigate speed tradeoffs of occlusion culling brush models too?
pRLInfo[i].m_bPerformOcclusionTest = ( pInfo->m_nModelType == RENDERABLE_MODEL_STATIC_PROP || pInfo->m_nModelType == RENDERABLE_MODEL_STUDIOMDL ); pRLInfo[i].m_nArea = pInfo->m_Area; pRLInfo[i].m_nAlpha = 255; // necessary to set for shadow depth rendering
// Bounds should be valid as ComputeAllBounds called from CViewRender::RenderView
pRLInfo[i].m_vecMins = pInfo->m_vecAbsMins; pRLInfo[i].m_vecMaxs = pInfo->m_vecAbsMaxs; } }
//-----------------------------------------------------------------------------
// Culls renderables based on view frustum + areaportals
//-----------------------------------------------------------------------------
int CClientLeafSystem::ExtractCulledRenderables( int nCount, RenderableInfo_t **ppRenderables, BuildRenderListInfo_t *pRLInfo, Frustum_t** ppFrustumList ) { SNPROF("CClientLeafSystem::ExtractCulledRenderables");
bool bPortalTestEnts = r_PortalTestEnts.GetBool() && !r_portalsopenall.GetBool();
// FIXME: sort by area and inline cull. Should make it a bunch faster
int nUniqueCount = 0; if ( bPortalTestEnts ) { for ( int i = 0; i < nCount; ++i ) { RenderableInfo_t *pInfo = ppRenderables[i]; BuildRenderListInfo_t &rlInfo = pRLInfo[i]; if ( !IsLeafMarker( pInfo ) ) { int frustumIndex = rlInfo.m_nArea + 1; if ( ppFrustumList[frustumIndex]->CullBox( rlInfo.m_vecMins, rlInfo.m_vecMaxs ) ) { // Necessary for dependent models to be grabbed
pInfo->m_nRenderFrame--; continue; } } pRLInfo[nUniqueCount] = rlInfo; ppRenderables[nUniqueCount] = pInfo; ++nUniqueCount; } return nUniqueCount; }
// Debug mode, doesn't need to be fast
for ( int i = 0; i < nCount; ++i ) { RenderableInfo_t *pInfo = ppRenderables[i]; BuildRenderListInfo_t &rlInfo = pRLInfo[i]; if ( !IsLeafMarker( pInfo ) ) { // cull with main frustum
if ( ppFrustumList[0]->CullBox( rlInfo.m_vecMins, rlInfo.m_vecMaxs ) ) { // Necessary for dependent models to be grabbed
pInfo->m_nRenderFrame--; continue; } } pRLInfo[nUniqueCount] = rlInfo; ppRenderables[nUniqueCount] = pInfo; ++nUniqueCount; } return nUniqueCount; }
//-----------------------------------------------------------------------------
// Culls renderables based on occlusion
//-----------------------------------------------------------------------------
int CClientLeafSystem::ExtractOccludedRenderables( int occlusionViewId, int nCount, RenderableInfo_t **ppRenderables, BuildRenderListInfo_t *pRLInfo ) { static ConVarRef r_occlusion("r_occlusion");
// occlusion is off, just return
if ( !r_occlusion.GetBool() ) return nCount;
int nUniqueCount = 0; for ( int i = 0; i < nCount; ++i ) { RenderableInfo_t *pInfo = ppRenderables[i]; BuildRenderListInfo_t &rlInfo = pRLInfo[i]; if ( !IsLeafMarker( pInfo ) ) { if ( rlInfo.m_bPerformOcclusionTest ) { // test to see if this renderable is occluded by the engine's occlusion system
if ( engine->IsOccluded( occlusionViewId, rlInfo.m_vecMins, rlInfo.m_vecMaxs ) ) { // Necessary for dependent models to be grabbed
pInfo->m_nRenderFrame--; continue; } } } pRLInfo[nUniqueCount] = rlInfo; ppRenderables[nUniqueCount] = pInfo; ++nUniqueCount; }
return nUniqueCount; }
//-----------------------------------------------------------------------------
// Adds renderables into their final lists
//-----------------------------------------------------------------------------
void CClientLeafSystem::AddDependentRenderables( const SetupRenderInfo_t &info ) { // NOTE: This turns out to have non-zero cost.
// Remove early out if we actually end up needing to use this
return;
CClientRenderablesList *pRenderList = info.m_pRenderList; pRenderList->m_nBoneSetupDependencyCount = 0; for ( int i = 0; i < RENDER_GROUP_COUNT; ++i ) { int nCount = pRenderList->m_RenderGroupCounts[i]; for ( int j = 0; j < nCount; ++j ) { IClientRenderable *pRenderable = pRenderList->m_RenderGroups[i][j].m_pRenderable; C_BaseEntity *pEnt = pRenderable->GetIClientUnknown()->GetBaseEntity(); if ( !pEnt ) continue;
while ( pEnt->IsFollowingEntity() || ( pEnt->GetMoveParent() && pEnt->GetParentAttachment() > 0 ) ) { pEnt = pEnt->GetMoveParent(); ClientRenderHandle_t hParent = pEnt->GetRenderHandle(); Assert( hParent != INVALID_CLIENT_RENDER_HANDLE ); if ( hParent == INVALID_CLIENT_RENDER_HANDLE ) continue; RenderableInfo_t &parentInfo = m_Renderables[hParent]; if ( parentInfo.m_nRenderFrame != info.m_nRenderFrame ) { parentInfo.m_nRenderFrame = info.m_nRenderFrame; pRenderList->m_pBoneSetupDependency[ pRenderList->m_nBoneSetupDependencyCount++ ] = pEnt->GetClientRenderable(); } } } } }
//-----------------------------------------------------------------------------
// Adds renderables into their final lists
//-----------------------------------------------------------------------------
void CClientLeafSystem::AddRenderablesToRenderLists( const SetupRenderInfo_t &info, int nCount, RenderableInfo_t **ppRenderables, BuildRenderListInfo_t *pRLInfo, int nDetailCount, DetailRenderableInfo_t *pDetailInfo ) { SNPROF("CClientLeafSystem::AddRenderablesToRenderLists");
// Vitaliy (2/15/2013) -- stop rendering the detail props since the rendering code crashes when they are rendered anyways
nDetailCount = 0;
CClientRenderablesList::CEntry *pTranslucentEntries = info.m_pRenderList->m_RenderGroups[RENDER_GROUP_TRANSLUCENT]; int &nTranslucentEntries = info.m_pRenderList->m_RenderGroupCounts[RENDER_GROUP_TRANSLUCENT]; BuildRenderListInfo_t **pTranslucentRLInfo = (BuildRenderListInfo_t**)stackalloc( nCount * sizeof(BuildRenderListInfo_t*) );
#if 0//defined(_PS3)
bool bPortalTestEnts = r_PortalTestEnts.GetBool() && !r_portalsopenall.GetBool(); Frustum_t *list[MAX_MAP_AREAS];
if ( bPortalTestEnts ) { engine->GetFrustumList( list, ARRAYSIZE(list) ); } #endif
int nTranslucent = 0; int nCurDetail = 0; int nTLucInfoCount = 0; int nWorldListLeafIndex = -1; for ( int i = 0; i < nCount; ++i ) { RenderableInfo_t *pInfo = ppRenderables[i]; if ( IsLeafMarker( pInfo ) ) { // Add detail props for this leaf
if ( !info.m_bDrawDepthViewNonCachedObjectsOnly ) // Detail props are considered cacheable
{ for( ; nCurDetail < nDetailCount; ++nCurDetail ) { Assert( 0 );
DetailRenderableInfo_t &detailInfo = pDetailInfo[nCurDetail]; if ( detailInfo.m_nLeafIndex > nWorldListLeafIndex ) break; Assert( detailInfo.m_nLeafIndex == nWorldListLeafIndex ); AddRenderableToRenderList( *info.m_pRenderList, detailInfo.m_pRenderable, nWorldListLeafIndex, detailInfo.m_nRenderGroup, RENDERABLE_MODEL_ENTITY, detailInfo.m_InstanceData.m_nAlpha, false, // detail props are allowed to be cached
false // single pass
); } }
int nNewTranslucent = nTranslucentEntries - nTranslucent; if ( ( nNewTranslucent != 0 ) && info.m_bDrawTranslucentObjects ) { // Sort the new translucent entities.
Assert( nNewTranslucent == nTLucInfoCount ); SortEntities( info.m_vecRenderOrigin, info.m_vecRenderForward, &pTranslucentEntries[nTranslucent], pTranslucentRLInfo, nNewTranslucent ); }
nTranslucent = nTranslucentEntries; nTLucInfoCount = 0; nWorldListLeafIndex++; continue; }
#if 0//defined(_PS3)
{ // two pass culling - recalc AABB and re-cull if still invalid since we didn't perform this pass on SPU
if ( ( pInfo->m_Flags & RENDER_FLAGS_BOUNDS_VALID ) == 0 ) { CalcRenderableWorldSpaceAABB( pInfo->m_pRenderable, pInfo->m_vecAbsMins, pInfo->m_vecAbsMaxs ); if ( ( pInfo->m_Flags & RENDER_FLAGS_BOUNDS_ALWAYS_RECOMPUTE ) == 0 ) { // NOTE: If aiments aren't showing up sometimes, we need to either fix
// invalidatephysicsrecursive for aiments (best fix, but may be harder)
// or we should not or this in for aiments
pInfo->m_Flags |= RENDER_FLAGS_BOUNDS_VALID; }
// don't add if culled
BuildRenderListInfo_t &rlInfo = pRLInfo[i];
pRLInfo[i].m_vecMins = pInfo->m_vecAbsMins; pRLInfo[i].m_vecMaxs = pInfo->m_vecAbsMaxs;
int frustumIndex = rlInfo.m_nArea + 1; if ( list[frustumIndex]->CullBox( rlInfo.m_vecMins, rlInfo.m_vecMaxs ) ) { // Necessary for dependent models to be grabbed
pInfo->m_nRenderFrame--; continue; }
// cull with main frustum
if ( engine->CullBox( rlInfo.m_vecMins, rlInfo.m_vecMaxs ) ) { // Necessary for dependent models to be grabbed
pInfo->m_nRenderFrame--; continue; } } } #endif
bool bIsTranslucent = ( pRLInfo[i].m_nAlpha != 255 ) || ( pInfo->m_nTranslucencyType != RENDERABLE_IS_OPAQUE ); if ( !bIsTranslucent || (pInfo->m_Flags & RENDER_FLAGS_FORCE_OPAQUE_PASS) ) { AddRenderableToRenderList( *info.m_pRenderList, pInfo->m_pRenderable, nWorldListLeafIndex, RENDER_GROUP_OPAQUE, pInfo->m_nModelType, pRLInfo[i].m_nAlpha, pInfo->m_bDisableShadowDepthCaching ); continue; }
// FIXME: Remove call to GetFXBlend
bool bIsTwoPass = ( pInfo->m_nTranslucencyType == RENDERABLE_IS_TWO_PASS ) && ( pRLInfo[i].m_nAlpha == 255 ); // Two pass?
// Add to appropriate list if drawing translucent objects (shadow depth mapping will skip this)
if ( info.m_bDrawTranslucentObjects ) { RenderGroup_t group; if ( !pRLInfo[i].m_bIgnoreZBuffer ) { group = RENDER_GROUP_TRANSLUCENT; pTranslucentRLInfo[nTLucInfoCount++] = &pRLInfo[i]; } else { group = RENDER_GROUP_TRANSLUCENT_IGNOREZ; } AddRenderableToRenderList( *info.m_pRenderList, pInfo->m_pRenderable, nWorldListLeafIndex, group, pInfo->m_nModelType, pRLInfo[i].m_nAlpha, pInfo->m_bDisableShadowDepthCaching, bIsTwoPass ); }
if ( bIsTwoPass ) // Also add to opaque list if it's a two-pass model...
{ AddRenderableToRenderList( *info.m_pRenderList, pInfo->m_pRenderable, nWorldListLeafIndex, RENDER_GROUP_OPAQUE, pInfo->m_nModelType, 255, pInfo->m_bDisableShadowDepthCaching, bIsTwoPass ); } }
// Add detail props for this leaf
for( ; nCurDetail < nDetailCount; ++nCurDetail ) { Assert( 0 ); DetailRenderableInfo_t &detailInfo = pDetailInfo[nCurDetail]; if ( detailInfo.m_nLeafIndex > nWorldListLeafIndex ) break; Assert( detailInfo.m_nLeafIndex == nWorldListLeafIndex ); AddRenderableToRenderList( *info.m_pRenderList, detailInfo.m_pRenderable, nWorldListLeafIndex, detailInfo.m_nRenderGroup, RENDERABLE_MODEL_ENTITY, detailInfo.m_InstanceData.m_nAlpha, false, // detail props are allowed to be cached
false // single pass
); }
int nNewTranslucent = nTranslucentEntries - nTranslucent; if( ( nNewTranslucent != 0 ) && info.m_bDrawTranslucentObjects ) { // Sort the new translucent entities.
Assert( nNewTranslucent == nTLucInfoCount ); SortEntities( info.m_vecRenderOrigin, info.m_vecRenderForward, &pTranslucentEntries[nTranslucent], pTranslucentRLInfo, nNewTranslucent ); }
AddDependentRenderables( info ); }
static ConVar r_drawallrenderables( "r_drawallrenderables", "0", FCVAR_CHEAT, "Draw all renderables, even ones inside solid leaves." ); extern ConVar r_flashlight_nostaticgeo;
static ConVar r_fastreflectionfastpath( "r_fastreflectionfastpath", "1" );
void CClientLeafSystem::BuildRenderablesListForFastReflections( const SetupRenderInfo_t &info ) { for ( int i = m_Renderables.Head(); i != m_Renderables.InvalidIndex(); i = m_Renderables.Next( i ) ) { RenderableInfo_t *pInfo = &m_Renderables[ i ];
if ( pInfo->m_Flags & ( RENDER_FLAGS_RENDER_WITH_VIEWMODELS | RENDER_FLAGS_DISABLE_RENDERING ) ) continue;
// If we've seen this already, then we don't need to add it
if ( pInfo->m_nRenderFrame == info.m_nRenderFrame ) continue;
pInfo->m_nRenderFrame = info.m_nRenderFrame;
if ( pInfo->m_bRenderInFastReflection ) { // Use frustum 0 instead of [area index + 1] beacuse we're not guaranteed to have valid per-area frustums
// wehn taking the simple world model + fast reflection path.
// Frustum 0 is always valid (and more conservative than area frustums in slots 1, 2, 3...) because it's the camera frustum,
// whereas the area frustums are smaller/refined frusta that result from clipping the camera frustum against 2D screen-space area portals
int nFrustumIndex = 0; // pInfo->m_Area + 1;
// Bounds should be valid as ComputeAllBounds called from CViewRender::RenderView
if ( !info.m_ppFrustumList[ nFrustumIndex ]->CullBox( pInfo->m_vecAbsMins, pInfo->m_vecAbsMaxs ) ) { RenderGroup_t renderGroup = RENDER_GROUP_OPAQUE; CClientAlphaProperty *pAlphaProp = pInfo->m_pAlphaProperty;
if ( pAlphaProp ) { int nAlpha = pAlphaProp->ComputeRenderAlpha(); bool bIsTranslucent = ( nAlpha != 255 ) || ( pInfo->m_nTranslucencyType != RENDERABLE_IS_OPAQUE ); if ( bIsTranslucent ) { renderGroup = pAlphaProp->IgnoresZBuffer() ? RENDER_GROUP_TRANSLUCENT_IGNOREZ : RENDER_GROUP_TRANSLUCENT; } }
AddRenderableToRenderList( *info.m_pRenderList, pInfo->m_pRenderable, 0, renderGroup, pInfo->m_nModelType, 255, pInfo->m_bDisableShadowDepthCaching ); } } } }
#ifndef _CERT
ConVar r_highlight_translucent_renderables( "r_highlight_translucent_renderables", "0" ); #endif // _CERT
void CClientLeafSystem::HighlightAllTranslucentRenderables() { for ( int i = m_Renderables.Head(); i != m_Renderables.InvalidIndex(); i = m_Renderables.Next( i ) ) { RenderableInfo_t &info = m_Renderables[i];
int nAlpha = info.m_pAlphaProperty ? info.m_pAlphaProperty->ComputeRenderAlpha( ) : 255; bool bIsTranslucent = ( nAlpha != 255 ) || ( info.m_nTranslucencyType != RENDERABLE_IS_OPAQUE ); if ( bIsTranslucent ) { C_BaseEntity *pEntity = dynamic_cast< C_BaseEntity * >( info.m_pRenderable ); if ( pEntity ) { Vector vecSurroundMins, vecSurroundMaxs; pEntity->CollisionProp()->WorldSpaceSurroundingBounds( &vecSurroundMins, &vecSurroundMaxs ); Vector center = 0.5f * (vecSurroundMins + vecSurroundMaxs); Vector extents = vecSurroundMaxs - center; NDebugOverlay::Box( center, -extents, extents, 150, 150, 0, 0, 0 ); NDebugOverlay::EntityTextAtPosition( center, 0, pEntity->GetDebugName(), 0, 255, 255, 255, 255 ); } } } }
#if defined(_PS3)
// 7LS TODO: get rid of these literals!
struct SPURenderListData { int m_orderedListCount_PS3; int m_detailRenderablesCount_PS3; bool m_bEpilogue;
SetupRenderInfo_t m_info;
CClientLeafSystem::RenderableInfo_t *m_orderedList_PS3[4096] ALIGN16; DetailRenderableInfo_t m_detailRenderables_PS3[2048] ALIGN16; CClientLeafSystem::BuildRenderListInfo_t m_RLInfo_PS3[4096] ALIGN16; };
SPURenderListData g_SPURLData[ MAX_CONCURRENT_BUILDVIEWS ] ALIGN16;
//-----------------------------------------------------------------------------
// Init and push SPURS job for BuildRenderablesList
//-----------------------------------------------------------------------------
int g_debugViewID_DEBUG= 0; uint32 g_debugRendAddr = 0;
void CClientLeafSystem::BuildRenderablesList_SPURSJob( const SetupRenderInfo_t &info, RenderableInfo_t **ppEA_Renderables, int *pEA_RenderablesCount, DetailRenderableInfo_t *pEA_DetailRenderables, int *pEA_DetailRenderablesCount, BuildRenderListInfo_t *pEA_RLInfo ) { SNPROF("CClientLeafSystem::BuildRenderablesList_SPURSJob");
static ConVarRef r_occlusion("r_occlusion"); static int cascadeID = 0; static bool bLastJobPushedCSM = false;
PS3BuildRenderablesJobData *pJobData = g_pBuildRenderablesJob->GetJobData( g_viewBuilder.GetBuildViewID() );
// fill SPU job struct
buildRenderablesJob_SPU *pJob_SPU = &pJobData->buildRenderablesJobSPU;
pJob_SPU->debugJob = r_PS3_SPU_buildrenderables.GetInt(); pJob_SPU->debugViewID = g_viewBuilder.GetBuildViewID(); pJob_SPU->debugViewID_DEBUG = g_debugViewID_DEBUG; pJob_SPU->pEA_debugRenderable = g_debugRendAddr;
pJob_SPU->info = info; pJob_SPU->pEA_worldbrush_leafs = engine->GetHostStateWorldBrush();
pJob_SPU->viewOrigin = CurrentViewOrigin();
pJob_SPU->pEA_clientRenderablesList_RenderGroups = (void *)info.m_pRenderList->m_RenderGroups; pJob_SPU->pEA_clientRenderablesList_RenderGroupCounts = (void *)info.m_pRenderList->m_RenderGroupCounts;
pJob_SPU->pEA_clientleafsystem_mleaf = s_ClientLeafSystem.m_Leaf.Base();
void **ppTmp = (void **)&m_RenderablesInLeaf; pJob_SPU->pEA_renderablesInLeafLIST = (void *)(*ppTmp);
void **ppRenderables = (void **)&m_Renderables; pJob_SPU->pEA_renderablesLIST = (void *)(*ppRenderables); pJob_SPU->renderablesHeadIdx = m_Renderables.Head();
pJob_SPU->info_mpRenderList_mDetailFade = info.m_pRenderList->m_DetailFade;
pJob_SPU->maxCount = m_Renderables.Count(); // what about duplicates??
pJob_SPU->buildFastReflectionRenderables= info.m_bFastEntityRendering && r_fastreflectionfastpath.GetBool();
// Get Frustums
pJob_SPU->pEA_frustums[ 0 ] = g_viewBuilder.GetBuildViewFrustum(); for( int lp = 0; lp < g_viewBuilder.GetNumAreaFrustum(); lp++ ) { if( engine->ShouldUseAreaFrustum( lp ) ) { pJob_SPU->pEA_frustums[ lp+1 ] = g_viewBuilder.GetBuildViewAreaFrustumID( lp ); } else { pJob_SPU->pEA_frustums[ lp+1 ] = g_viewBuilder.GetBuildViewFrustum(); } }
pJob_SPU->numAreaFrustums = g_viewBuilder.GetNumAreaFrustum() + 1;
C_BasePlayer *pLocal = C_BasePlayer::GetLocalPlayer(); float flFactor = pLocal ? pLocal->GetFOVDistanceAdjustFactor() : 1.0f; pJob_SPU->flFactor = flFactor; g_pDetailObjectSystem->GetDetailFadeValues( pJob_SPU->flDetailFadeStart, pJob_SPU->flDetailFadeEnd );
modelinfo->GetLevelScreenFadeRange( &pJob_SPU->flMinLevelFadeArea, &pJob_SPU->flMaxLevelFadeArea ); view->GetScreenFadeDistances( &pJob_SPU->flMinGlobalFadeArea, &pJob_SPU->flMaxGlobalFadeArea, &pJob_SPU->flGlobalDistFadeScale );
pJob_SPU->bComputeScreenFade = 0; if( ( pJob_SPU->flMinLevelFadeArea > 0.0f ) || ( pJob_SPU->flMinGlobalFadeArea > 0.0f ) ) { ScreenSizeComputeInfo_t ssinfo;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); VMatrix viewMatrix, projectionMatrix; pRenderContext->GetMatrix( MATERIAL_VIEW, &viewMatrix ); pRenderContext->GetMatrix( MATERIAL_PROJECTION, &projectionMatrix ); MatrixMultiply( projectionMatrix, viewMatrix, ssinfo.m_matViewProj );
int x, y, w, h; pRenderContext->GetViewport( x, y, w, h ); ssinfo.m_nViewportHeight = h;
pRenderContext->GetWorldSpaceCameraVectors( NULL, NULL, &ssinfo.m_vecViewUp );
pJob_SPU->bComputeScreenFade = 1; pJob_SPU->screensizecomputeinfo = ssinfo; }
pJob_SPU->shouldDrawDetailObjects = g_pDetailObjectSystem->ShouldDrawDetailObjects(); pJob_SPU->detailObjects_count = g_pDetailObjectSystem->GetDetailObjectsCount();
if( pJob_SPU->detailObjects_count ) { pJob_SPU->pEA_detailObjects = g_pDetailObjectSystem->GetDetailObjectsBase(); pJob_SPU->pEA_detailObjects_origin = g_pDetailObjectSystem->GetDetailObjectsOriginOffset(); } pJob_SPU->strideCDetailModel = g_pDetailObjectSystem->GetCDetailModelStride();
pJob_SPU->r_drawallrenderables = r_drawallrenderables.GetInt(); pJob_SPU->r_portaltestents_AND_NOTr_portalsopenall = r_PortalTestEnts.GetBool() && !r_portalsopenall.GetBool(); pJob_SPU->r_occlusion = r_occlusion.GetBool();
pJob_SPU->clientleafsystem_alternateSortCount = m_nAlternateSortCount; pJob_SPU->clientleafsystem_drawStaticProps = m_DrawStaticProps; pJob_SPU->clientleafsystem_disableShadowDepthCount = m_nDisableShadowDepthCount; pJob_SPU->frameCount = gpGlobals->framecount; pJob_SPU->curTime = gpGlobals->curtime;
//out
pJob_SPU->ppEA_Renderables = ppEA_Renderables; pJob_SPU->pEA_RenderablesCount = pEA_RenderablesCount; pJob_SPU->pEA_DetailRenderables = pEA_DetailRenderables; pJob_SPU->pEA_DetailRenderablesCount = pEA_DetailRenderablesCount; pJob_SPU->pEA_RLInfo = pEA_RLInfo;
// push
job_buildrenderables::JobDescriptor_t *pJobDescriptor = &pJobData->jobDescriptor; pJobDescriptor->header = g_buildRenderablesJobDescriptor.header; pJobDescriptor->header.useInOutBuffer = 1; pJobDescriptor->header.sizeStack = (32*1024)/16; pJobDescriptor->header.sizeInOrInOut = 0; pJobDescriptor->header.sizeDmaList = 0;
AddInputDma( pJobDescriptor, sizeof(buildRenderablesJob_SPU), pJob_SPU );
if( info.m_bCSMView ) { pJob_SPU->bCSMView = true;
if( info.m_bCSMView ) { if( bLastJobPushedCSM ) { cascadeID++; } else { cascadeID = 0; bLastJobPushedCSM = true; } }
pJob_SPU->cascadeID = cascadeID;
pJob_SPU->bDisableCSMCulling = cl_csm_disable_culling.GetBool(); pJob_SPU->bShadowEntities = cl_csm_entity_shadows.GetBool() && cl_csm_shadows.GetBool(); pJob_SPU->bShadowStaticProps = cl_csm_static_prop_shadows.GetBool() && cl_csm_shadows.GetBool(); pJob_SPU->bShadowSprites = cl_csm_sprite_shadows.GetBool() && cl_csm_shadows.GetBool(); pJob_SPU->bIgnoreDisableShadowDepthRendering = cl_csm_ignore_disable_shadow_depth_rendering.GetBool();
void *pVolColForSPU = g_viewBuilder.GetBuildViewVolumeCuller(); AddInputDma( pJobDescriptor, sizeof(CVolumeCuller), pVolColForSPU ); } else { pJob_SPU->bCSMView = false; }
if( r_PS3_SPU_BuildWRLists_ImmediateSync.GetInt() ) { SNPROF("CClientLeafSystem::BuildRenderablesList_SPURSJob->Sync"); CELL_VERIFY( g_pBuildRenderablesJob->m_pRoot->m_queuePortBuildRenderables[ g_viewBuilder.GetBuildViewID() ].pushJob( &pJobDescriptor->header, sizeof(*pJobDescriptor), 0, CELL_SPURS_JOBQUEUE_FLAG_SYNC_JOB ) ); CELL_VERIFY( g_pBuildRenderablesJob->m_pRoot->m_queuePortBuildRenderables[ g_viewBuilder.GetBuildViewID() ].sync( 0 ) ); } else { // OLD method of pushing buildrenderable jobs - we now do this at the end of pass1 allowing us to better schedule those jobs given the buildworld jobs can
// all run concurrently. The problem is in the documentation /implementation of pushsync and the impact it has on all jobs pushed prior to it.
// See implementation of push of buildrenderable jobs in viewrender.cpp - CConcurrentViewBuilder::PushBuildRenderableJobs
#if 0
int syncTag = 0;
// world job pushed, this job syncs (is dependant) against that one
if( g_viewBuilder.GetWorldRenderListElement() ) { // some views don't build world lists (simpleworldmodel for waterreflection)
// to sync
syncTag = 1 + g_viewBuilder.GetBuildViewID();
// causes some particle 'popping' with this syncMask
//CELL_VERIFY( g_pBuildRenderablesJob->m_pRoot->m_queuePortBuildRenderables[ g_viewBuilder.GetBuildViewID() ].pushSync( 0x01 << syncTag, 0 ) );
//Msg("pushSync 0x%x\n", 0x01 << syncTag );
// or sync with all previous buildworld/buildrenderable jobs
int syncMask = 0;
for( int i = 0; i < (1 + g_viewBuilder.GetBuildViewID()); i++ ) { syncMask |= (0x01 << (i+1)); } CELL_VERIFY( g_pBuildRenderablesJob->m_pRoot->m_queuePortBuildRenderables[ g_viewBuilder.GetBuildViewID() ].pushSync( syncMask, 0 ) ); //Msg("pushSync 0x%x\n", syncMask );
}
CELL_VERIFY( g_pBuildRenderablesJob->m_pRoot->m_queuePortBuildRenderables[ g_viewBuilder.GetBuildViewID() ].pushJob( &pJobDescriptor->header, sizeof(*pJobDescriptor), syncTag, CELL_SPURS_JOBQUEUE_FLAG_SYNC_JOB ) ); //Msg("pushJob Renderable(%d) SyncTag(%d)\n", g_viewBuilder.GetBuildViewID(), syncTag );
#endif
}
}
//-----------------------------------------------------------------------------
// only call once per frame
//-----------------------------------------------------------------------------
void CClientLeafSystem::PrepRenderablesListForSPU( void ) { // only want to do this once
SNPROF("CClientLeafSystem::PrepRenderablesListForSPU");
// reset view count
// update aabb's
if( ( r_PS3_SPU_buildrenderables.GetInt() > 0 ) ) { // SPU path only - update all AABB's - see how long this takes, moving this code over to SPU not straightforward
// one time hit may be acceptable given the CSM views, etc
// will make the SPU code more manageable
VectorAligned vecAbsMins, vecAbsMaxs;
for ( int i = m_Renderables.Head(); i != m_Renderables.InvalidIndex(); i = m_Renderables.Next( i ) ) { RenderableInfo_t *pInfo = &m_Renderables[ i ];
if ( ( pInfo->m_Flags & RENDER_FLAGS_BOUNDS_VALID ) == 0 ) { CalcRenderableWorldSpaceAABB( pInfo->m_pRenderable, vecAbsMins, vecAbsMaxs ); pInfo->m_vecAbsMins = vecAbsMins; pInfo->m_vecAbsMaxs = vecAbsMaxs; //if ( ( pInfo->m_Flags & RENDER_FLAGS_BOUNDS_ALWAYS_RECOMPUTE ) == 0 ) // should be valid this frame for all views regardless, right? TODO - which ents have this set?
{ pInfo->m_Flags |= RENDER_FLAGS_BOUNDS_VALID; } } } } }
#endif
void CClientLeafSystem::BuildRenderablesListForCSMView( const SetupRenderInfo_t &setupInfo ) { //Frustum_t *list[MAX_MAP_AREAS];
//engine->GetFrustumList( list, ARRAYSIZE(list) );
const bool bDisableCSMCulling = cl_csm_disable_culling.GetBool(); const bool bShadowEntities = cl_csm_entity_shadows.GetBool() && cl_csm_shadows.GetBool(); const bool bShadowStaticProps = cl_csm_static_prop_shadows.GetBool() && cl_csm_shadows.GetBool(); const bool bShadowSprites = cl_csm_sprite_shadows.GetBool() && cl_csm_shadows.GetBool(); const bool bIgnoreDisableShadowDepthRendering = cl_csm_ignore_disable_shadow_depth_rendering.GetBool(); const bool bOptimizedCSMStaticProps = cl_csm_optimize_static_props.GetBool();
const CVolumeCuller *pCSMVolumeCuller = setupInfo.m_pCSMVolumeCuller;
for ( int i = m_Renderables.Head(); i != m_Renderables.InvalidIndex(); i = m_Renderables.Next( i ) ) { RenderableInfo_t *pInfo = &m_Renderables[ i ]; if ( ( !bIgnoreDisableShadowDepthRendering ) && ( pInfo->m_bDisableShadowDepthRendering || ( pInfo->m_bDisableCSMRendering && bOptimizedCSMStaticProps ) ) ) continue; if ( pInfo->m_Flags & ( RENDER_FLAGS_DISABLE_RENDERING | RENDER_FLAGS_RENDER_WITH_VIEWMODELS ) ) continue; if ( !bShadowEntities ) { if ( ( pInfo->m_nModelType == RENDERABLE_MODEL_ENTITY ) || ( pInfo->m_nModelType == RENDERABLE_MODEL_STUDIOMDL ) ) continue; } if ( ( !bShadowStaticProps ) && ( pInfo->m_nModelType == RENDERABLE_MODEL_STATIC_PROP ) ) continue; if ( ( !bShadowSprites ) && ( pInfo->m_Flags & RENDER_FLAGS_IS_SPRITE ) ) continue; // If we've seen this already, then we don't need to add it
if ( pInfo->m_nRenderFrame == setupInfo.m_nRenderFrame ) continue;
pInfo->m_nRenderFrame = setupInfo.m_nRenderFrame;
VectorAligned vecAbsMins, vecAbsMaxs; // Bounds should be valid as ComputeAllBounds called from CViewRender::RenderView
vecAbsMins = pInfo->m_vecAbsMins; vecAbsMaxs = pInfo->m_vecAbsMaxs;
if ( ( !bDisableCSMCulling ) && ( pCSMVolumeCuller ) && ( !pCSMVolumeCuller->CheckBox( vecAbsMins, vecAbsMaxs ) ) ) continue;
RenderGroup_t renderGroup = RENDER_GROUP_OPAQUE; CClientAlphaProperty *pAlphaProp = pInfo->m_pAlphaProperty; if ( pAlphaProp ) { int nAlpha = pAlphaProp->ComputeRenderAlpha(); bool bIsTranslucent = ( nAlpha != 255 ) || ( pInfo->m_nTranslucencyType != RENDERABLE_IS_OPAQUE ); if ( bIsTranslucent ) { renderGroup = pAlphaProp->IgnoresZBuffer() ? RENDER_GROUP_TRANSLUCENT_IGNOREZ : RENDER_GROUP_TRANSLUCENT; } }
AddRenderableToRenderList( *setupInfo.m_pRenderList, pInfo->m_pRenderable, 0, renderGroup, pInfo->m_nModelType, 255, pInfo->m_bDisableShadowDepthCaching ); }
}
//-----------------------------------------------------------------------------
// Main entry point to build renderable lists
//-----------------------------------------------------------------------------
void CClientLeafSystem::BuildRenderablesList( const SetupRenderInfo_t &info ) { ASSERT_NO_REENTRY();
SNPROF("CClientLeafSystem::BuildRenderablesList");
info.m_pWorldListInfo = g_viewBuilder.GetWorldListInfoElement( info.m_nBuildViewID ); info.m_pRenderList = g_viewBuilder.GetRenderablesListElement( info.m_nBuildViewID ); info.m_pCSMVolumeCuller = g_viewBuilder.GetBuildViewVolumeCuller( info.m_nBuildViewID ); info.m_pFrustum = g_viewBuilder.GetBuildViewFrustum( info.m_nBuildViewID ); info.m_ppFrustumList = g_viewBuilder.GetBuildViewFrustumList( info.m_nBuildViewID );
#ifndef _CERT
if ( r_highlight_translucent_renderables.GetBool() ) { HighlightAllTranslucentRenderables(); } #endif // _CERT
#if defined(_PS3)
int viewId = g_viewBuilder.GetBuildViewID(); SPURenderListData *pSPUDst = &g_SPURLData[ viewId ]; pSPUDst->m_bEpilogue = false; #endif
if ( info.m_bFastEntityRendering && r_fastreflectionfastpath.GetBool() ) { BuildRenderablesListForFastReflections( info );
return; }
#if defined(_PS3)
int nCount_PS3; RenderableInfo_t **ppRenderables_PS3;
if( ( r_PS3_SPU_buildrenderables.GetInt() > 0 ) && g_viewBuilder.IsSPUBuildRWJobsOn() ) { // Run BuildRenderables on SPU
// this goes hand-in-hand with building worldlists on SPU and runs the job in parallel while the PPU continues
// a sync point is required while drawing and entry into here assumes 2 passes over the rendering
// lists are built during the 1st pass, drawn during the 2nd (where/when the jobs started in pass 1 are synced)
// world lists must be built before the renderables list can be. When kicking the renderables job, we must ensure
// we sync to the appropriate buildworldlist job (using pushsync command with the appropriate mask)
pSPUDst->m_bEpilogue = !info.m_bCSMView;
memcpy( &pSPUDst->m_info, &info, sizeof(SetupRenderInfo_t) );
BuildRenderablesList_SPURSJob( pSPUDst->m_info, pSPUDst->m_orderedList_PS3, &pSPUDst->m_orderedListCount_PS3, pSPUDst->m_detailRenderables_PS3, &pSPUDst->m_detailRenderablesCount_PS3, pSPUDst->m_RLInfo_PS3 ); } else { #endif
if ( info.m_bCSMView ) { BuildRenderablesListForCSMView( info ); return; }
// Deal with detail objects
CUtlVectorFixedGrowable< DetailRenderableInfo_t, 2048 > detailRenderables( 2048 );
// Get the fade information for detail objects
float flDetailDist = g_pDetailObjectSystem->ComputeDetailFadeInfo( &info.m_pRenderList->m_DetailFade ); g_pDetailObjectSystem->BuildRenderingData( detailRenderables, info, flDetailDist, info.m_pRenderList->m_DetailFade );
// First build a non-unique list of renderables, separated by special leaf markers
CUtlVectorFixedGrowable< RenderableInfo_t *, 2048 > orderedList( 2048 );
if ( info.m_nViewID != VIEW_3DSKY && r_drawallrenderables.GetBool() ) { // HACK - treat all renderables as being in first visible leaf
int leaf = info.m_pWorldListInfo->m_pLeafDataList[ 0 ].leafIndex; orderedList.AddToTail( LeafToMarker( leaf ) );
#if 1
for ( int i = m_Renderables.Head(); i != m_Renderables.InvalidIndex(); i = m_Renderables.Next( i ) ) { orderedList.AddToTail( &m_Renderables[ i ] ); } #else
renderable_LIST_t **ppRenderables = (renderable_LIST_t **)&m_Renderables; renderable_LIST_t *pRenderables = *ppRenderables;
int i = m_Renderables.Head();
for ( ; i != 0xffff; ) { orderedList.AddToTail( &m_Renderables[ i ] );
//i = m_Renderables.Next( i )
i = pRenderables[i].next; } #endif
} else { SNPROF("CClientLeafSystem::BuildRenderablesList->A");
int leaf = 0; for ( int i = 0; i < info.m_pWorldListInfo->m_LeafCount; ++i ) { leaf = info.m_pWorldListInfo->m_pLeafDataList[i].leafIndex; orderedList.AddToTail( LeafToMarker( leaf ) );
// iterate over all elements in this leaf
unsigned short idx = m_RenderablesInLeaf.FirstElement(leaf);
#if 1 // old
for ( ; idx != m_RenderablesInLeaf.InvalidIndex(); idx = m_RenderablesInLeaf.NextElement( idx ) ) { orderedList.AddToTail( &m_Renderables[ m_RenderablesInLeaf.Element(idx) ] ); } #else
// TMP
renderableInLeaf_LIST_t **pTmp = (renderableInLeaf_LIST_t **)&m_RenderablesInLeaf; renderableInLeaf_LIST_t *pRenderablesInLeaf = (renderableInLeaf_LIST_t *)(*pTmp); // TMP
for ( ; idx != 0xffff; ) { unsigned int renderableInLeafIdxNEW = pRenderablesInLeaf[idx].element; unsigned int renderableInLeafIdxOLD = m_RenderablesInLeaf.Element(idx);
if( renderableInLeafIdxNEW != renderableInLeafIdxOLD ) { DebuggerBreak(); }
orderedList.AddToTail( &m_Renderables[ m_RenderablesInLeaf.Element(idx) ] );
unsigned short idxOLD = m_RenderablesInLeaf.NextElement( idx ); idx = pRenderablesInLeaf[idx].next;
if( idx != idxOLD ) { DebuggerBreak(); } } #endif
} }
// Debugging
int nCount = orderedList.Count(); RenderableInfo_t **ppRenderables = orderedList.Base();
{ SNPROF("CClientLeafSystem::BuildRenderablesList->B");
nCount = ExtractDuplicates( info.m_nRenderFrame, nCount, ppRenderables ); nCount = ExtractStaticProps( nCount, ppRenderables ); nCount = ExtractSplitscreenRenderables( nCount, ppRenderables ); }
if ( info.m_bFastEntityRendering ) { nCount = ExtractNonFastReflectedRenderables( nCount, ppRenderables ); }
if ( info.m_nViewID == VIEW_SHADOW_DEPTH_TEXTURE ) { nCount = ExtractDisableShadowDepthRenderables( nCount, ppRenderables ); if ( info.m_bDrawDepthViewNonCachedObjectsOnly ) { nCount = ExtractDisableShadowDepthCacheRenderables( nCount, ppRenderables ); } } if ( !info.m_bDrawTranslucentObjects ) { nCount = ExtractTranslucentRenderables( nCount, ppRenderables ); }
BuildRenderListInfo_t* pRLInfo = (BuildRenderListInfo_t*)stackalloc( nCount * sizeof(BuildRenderListInfo_t) );
ComputeBounds( nCount, ppRenderables, pRLInfo );
nCount = ExtractCulledRenderables( nCount, ppRenderables, pRLInfo, info.m_ppFrustumList );
if ( info.m_bDrawTranslucentObjects ) { nCount = ComputeTranslucency( gpGlobals->framecount /*info.m_nRenderFrame*/, info.m_nViewID, nCount, ppRenderables, pRLInfo, info.m_screenSizeInfo, info.m_vecRenderOrigin ); }
//
nCount = ExtractOccludedRenderables( info.m_nOcclustionViewID, nCount, ppRenderables, pRLInfo );
AddRenderablesToRenderLists( info, nCount, ppRenderables, pRLInfo, detailRenderables.Count(), detailRenderables.Base() );
// Msg("PPU count = %d, detailcount = %d\n",nCount, detailRenderables.Count() );
stackfree( pRLInfo );
#if defined(_PS3)
} #endif
}
#if defined(_PS3)
void CClientLeafSystem::BuildRenderablesList_PS3_Epilogue( void ) { if( r_PS3_SPU_buildrenderables.GetInt() > 0 ) { int nCount_PS3; RenderableInfo_t **ppRenderables_PS3;
int viewId = g_viewBuilder.GetBuildViewID();
SPURenderListData *pSPUDst = &g_SPURLData[ viewId ];
// epilogue for non csm, non fast reflection views
if( pSPUDst->m_bEpilogue ) { nCount_PS3 = pSPUDst->m_orderedListCount_PS3; ppRenderables_PS3 = pSPUDst->m_orderedList_PS3; nCount_PS3 = ExtractOccludedRenderables( nCount_PS3, ppRenderables_PS3, pSPUDst->m_RLInfo_PS3 ); AddRenderablesToRenderLists( pSPUDst->m_info, nCount_PS3, ppRenderables_PS3, pSPUDst->m_RLInfo_PS3, pSPUDst->m_detailRenderablesCount_PS3, pSPUDst->m_detailRenderables_PS3 ); } } } #endif
RenderGroup_t CClientLeafSystem::GenerateRenderListEntry( IClientRenderable *pRenderable, CClientRenderablesList::CEntry &entryOut ) { ClientRenderHandle_t iter = m_Renderables.Head(); while( m_Renderables.IsValidIndex( iter ) ) { RenderableInfo_t &info = m_Renderables.Element( iter ); if( info.m_pRenderable == pRenderable ) { int nAlpha = info.m_pAlphaProperty ? info.m_pAlphaProperty->ComputeRenderAlpha( ) : 255; bool bIsTranslucent = ( nAlpha != 255 ) || ( info.m_nTranslucencyType != RENDERABLE_IS_OPAQUE );
entryOut.m_pRenderable = pRenderable; entryOut.m_iWorldListInfoLeaf = 0; //info.m_RenderLeaf;
entryOut.m_bShadowDepthNoCache = false; entryOut.m_TwoPass = ( info.m_nTranslucencyType == RENDERABLE_IS_TWO_PASS ); entryOut.m_nModelType = info.m_nModelType; entryOut.m_InstanceData.m_nAlpha = nAlpha; if ( !bIsTranslucent ) return RENDER_GROUP_OPAQUE; return info.m_pAlphaProperty->IgnoresZBuffer() ? RENDER_GROUP_TRANSLUCENT_IGNOREZ : RENDER_GROUP_TRANSLUCENT; } iter = m_Renderables.Next( iter ); }
entryOut.m_pRenderable = NULL; entryOut.m_iWorldListInfoLeaf = 0; entryOut.m_bShadowDepthNoCache = false; entryOut.m_TwoPass = false; entryOut.m_nModelType = RENDERABLE_MODEL_ENTITY; entryOut.m_InstanceData.m_nAlpha = 255;
return RENDER_GROUP_COUNT; }
int CClientLeafSystem::GetEntitiesInBox( C_BaseEntity **pEntityList, int listMax, const Vector& vWorldSpaceMins, const Vector& vWorldSpaceMaxs ) { // NOTE: The render bounds here are relative to the renderable's coordinate system
Assert( vWorldSpaceMins.IsValid() && vWorldSpaceMaxs.IsValid() ); Assert( ThreadInMainThread() );
// Make use of m_ShadowEnum to avoid adding same entity to the list
++m_ShadowEnum;
// When we insert into the tree, increase the shadow enumerator
// to make sure each shadow is added exactly once to each renderable
unsigned short leafList[1024]; ISpatialQuery* pQuery = engine->GetBSPTreeQuery(); int leafCount = pQuery->ListLeavesInBox( vWorldSpaceMins, vWorldSpaceMaxs, leafList, ARRAYSIZE(leafList) ); int totalCount = 0; for ( int i=0; i<leafCount; ++i ) { unsigned short leaf = leafList[i];
// iterate over all elements in this leaf
unsigned short idx = m_RenderablesInLeaf.FirstElement(leaf); for ( ; idx != m_RenderablesInLeaf.InvalidIndex(); idx = m_RenderablesInLeaf.NextElement( idx ) ) { ClientRenderHandle_t handle = m_RenderablesInLeaf.Element(idx); RenderableInfo_t &info = m_Renderables[ handle ];
// Add each shadow exactly once to each renderable
if (info.m_EnumCount != m_ShadowEnum) { info.m_EnumCount = m_ShadowEnum; } else { continue; }
if ( IsBoxIntersectingBox( vWorldSpaceMins, vWorldSpaceMaxs, info.m_vecAbsMins, info.m_vecAbsMaxs ) ) { C_BaseEntity *pEnt = m_Renderables[ handle ].m_pRenderable->GetIClientUnknown()->GetBaseEntity(); if ( pEnt ) { pEntityList[totalCount] = pEnt; ++totalCount; } } } }
return totalCount; }
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