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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.
//
//===========================================================================//
#if !defined( CLIENTLEAFSYSTEM_H )
#define CLIENTLEAFSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "igamesystem.h"
#include "engine/IClientLeafSystem.h"
#include "cdll_int.h"
#include "ivrenderview.h"
#include "tier1/mempool.h"
#include "tier1/refcount.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct WorldListInfo_t; class IClientRenderable; class Vector; class CGameTrace; typedef CGameTrace trace_t; struct Ray_t; class Vector2D; class CStaticProp; class CVolumeCuller;
//-----------------------------------------------------------------------------
// Render groups
//-----------------------------------------------------------------------------
enum RenderGroup_t { RENDER_GROUP_OPAQUE = 0, RENDER_GROUP_TRANSLUCENT, RENDER_GROUP_TRANSLUCENT_IGNOREZ, RENDER_GROUP_COUNT, // Indicates the groups above are real and used for bucketing a scene
};
//-----------------------------------------------------------------------------
// Handle to an renderables in the client leaf system
//-----------------------------------------------------------------------------
enum { DETAIL_PROP_RENDER_HANDLE = (ClientRenderHandle_t)0xfffe };
//-----------------------------------------------------------------------------
// Distance fade information
//-----------------------------------------------------------------------------
struct DistanceFadeInfo_t { float m_flMaxDistSqr; // distance at which everything is faded out
float m_flMinDistSqr; // distance at which everything is unfaded
float m_flFalloffFactor; // 1.0f / ( maxDistSqr - MinDistSqr )
// opacity = ( maxDist - distSqr ) * falloffFactor
};
class CClientRenderablesList : public CRefCounted<> { DECLARE_FIXEDSIZE_ALLOCATOR( CClientRenderablesList );
public: CClientRenderablesList() { int i; for( i=0; i < RENDER_GROUP_COUNT; i++ ) { m_RenderGroupCounts[i] = 0; } m_nBoneSetupDependencyCount = 0; }
enum { MAX_GROUP_ENTITIES = 4096, MAX_BONE_SETUP_DEPENDENCY = 64, };
struct CEntry { IClientRenderable *m_pRenderable; unsigned short m_iWorldListInfoLeaf; // NOTE: this indexes WorldListInfo_t's leaf list.
RenderableInstance_t m_InstanceData; uint8 m_nModelType : 6; // See RenderableModelType_t
uint8 m_bShadowDepthNoCache : 1; // the renderable cannot be cached in shadow depth cache
uint8 m_TwoPass : 1; bool m_bIsCombinedModel; };
// The leaves for the entries are in the order of the leaves you call CollateRenderablesInLeaf in.
DistanceFadeInfo_t m_DetailFade; CEntry m_RenderGroups[RENDER_GROUP_COUNT][MAX_GROUP_ENTITIES]; int m_RenderGroupCounts[RENDER_GROUP_COUNT]; int m_nBoneSetupDependencyCount; IClientRenderable *m_pBoneSetupDependency[MAX_BONE_SETUP_DEPENDENCY]; };
struct ViewmodelRenderableInstance_t : public RenderableInstance_t { uint8 m_bTwoPass; }; //-----------------------------------------------------------------------------
// Render list for viewmodels
//-----------------------------------------------------------------------------
class CViewModelRenderablesList { public: enum { VM_GROUP_OPAQUE = 0, VM_GROUP_TRANSLUCENT, VM_GROUP_COUNT, };
struct CEntry { IClientRenderable *m_pRenderable; ViewmodelRenderableInstance_t m_InstanceData; };
typedef CUtlVectorFixedGrowable< CEntry, 32 > RenderGroups_t;
// The leaves for the entries are in the order of the leaves you call CollateRenderablesInLeaf in.
RenderGroups_t m_RenderGroups[VM_GROUP_COUNT]; };
//-----------------------------------------------------------------------------
// Used to do batched screen size computations
//-----------------------------------------------------------------------------
struct ScreenSizeComputeInfo_t { VMatrix m_matViewProj; Vector m_vecViewUp; int m_nViewportHeight; };
void ComputeScreenSizeInfo( ScreenSizeComputeInfo_t *pInfo ); float ComputeScreenSize( const Vector &vecOrigin, float flRadius, const ScreenSizeComputeInfo_t& info );
//-----------------------------------------------------------------------------
// Used by CollateRenderablesInLeaf
//-----------------------------------------------------------------------------
struct SetupRenderInfo_t { mutable WorldListInfo_t * m_pWorldListInfo; mutable CClientRenderablesList *m_pRenderList; Vector m_vecRenderOrigin; Vector m_vecRenderForward; int m_nRenderFrame; int m_nDetailBuildFrame; // The "render frame" for detail objects
float m_flRenderDistSq; int m_nViewID; int m_nBuildViewID; int m_nOcclustionViewID; mutable const CVolumeCuller * m_pCSMVolumeCuller; mutable const Frustum_t* m_pFrustum; mutable Frustum_t** m_ppFrustumList; ScreenSizeComputeInfo_t m_screenSizeInfo;
bool m_bDrawDetailObjects : 1; bool m_bDrawTranslucentObjects : 1; bool m_bFastEntityRendering: 1; bool m_bDrawDepthViewNonCachedObjectsOnly : 1; bool m_bCSMView : 1;
SetupRenderInfo_t() { m_pWorldListInfo = NULL; m_pRenderList = NULL; m_pCSMVolumeCuller = NULL; m_pFrustum = NULL; m_ppFrustumList = NULL; m_nBuildViewID = -1; m_nOcclustionViewID = -1;
m_bDrawDetailObjects = true; m_bDrawTranslucentObjects = true; m_bFastEntityRendering = false; m_bDrawDepthViewNonCachedObjectsOnly = false; m_bCSMView = false; } };
//-----------------------------------------------------------------------------
// A handle associated with shadows managed by the client leaf system
//-----------------------------------------------------------------------------
typedef unsigned short ClientLeafShadowHandle_t; enum { CLIENT_LEAF_SHADOW_INVALID_HANDLE = (ClientLeafShadowHandle_t)~0 };
//-----------------------------------------------------------------------------
// The client leaf system
//-----------------------------------------------------------------------------
abstract_class IClientLeafShadowEnum { public: // The user ID is the id passed into CreateShadow
virtual void EnumShadow( ClientShadowHandle_t userId ) = 0; };
// subclassed by things which wish to add per-leaf data managed by the client leafsystem
class CClientLeafSubSystemData { public: virtual ~CClientLeafSubSystemData( void ) { } };
// defines for subsystem ids. each subsystem id uses up one pointer in each leaf
#define CLSUBSYSTEM_DETAILOBJECTS 0
#define N_CLSUBSYSTEMS 1
//-----------------------------------------------------------------------------
// The client leaf system
//-----------------------------------------------------------------------------
abstract_class IClientLeafSystem : public IClientLeafSystemEngine, public IGameSystemPerFrame { public: // Adds and removes renderables from the leaf lists
virtual void AddRenderable( IClientRenderable* pRenderable, bool bRenderWithViewModels, RenderableTranslucencyType_t nType, RenderableModelType_t nModelType, uint32 nSplitscreenEnabled = 0xFFFFFFFF ) = 0;
// This tells if the renderable is in the current PVS. It assumes you've updated the renderable
// with RenderableChanged() calls
virtual bool IsRenderableInPVS( IClientRenderable *pRenderable ) = 0;
virtual void SetSubSystemDataInLeaf( int leaf, int nSubSystemIdx, CClientLeafSubSystemData *pData ) =0; virtual CClientLeafSubSystemData *GetSubSystemDataInLeaf( int leaf, int nSubSystemIdx ) =0;
virtual void SetDetailObjectsInLeaf( int leaf, int firstDetailObject, int detailObjectCount ) = 0; virtual void GetDetailObjectsInLeaf( int leaf, int& firstDetailObject, int& detailObjectCount ) = 0;
// Indicates which leaves detail objects should be rendered from, returns the detais objects in the leaf
virtual void DrawDetailObjectsInLeaf( int leaf, int frameNumber, int& firstDetailObject, int& detailObjectCount ) = 0;
// Should we draw detail objects (sprites or models) in this leaf (because it's close enough to the view)
// *and* are there any objects in the leaf?
virtual bool ShouldDrawDetailObjectsInLeaf( int leaf, int frameNumber ) = 0;
// Call this when a renderable origin/angles/bbox parameters has changed
virtual void RenderableChanged( ClientRenderHandle_t handle ) = 0;
// Put renderables into their appropriate lists.
virtual void BuildRenderablesList( const SetupRenderInfo_t &info ) = 0; #if defined(_PS3)
virtual void BuildRenderablesList_PS3_Epilogue( void ) = 0; #endif
// Put renderables in the leaf into their appropriate lists.
virtual void CollateViewModelRenderables( CViewModelRenderablesList *pList ) = 0;
// Call this to deactivate static prop rendering..
virtual void DrawStaticProps( bool enable ) = 0;
// Call this to deactivate small object rendering
virtual void DrawSmallEntities( bool enable ) = 0;
// The following methods are related to shadows...
virtual ClientLeafShadowHandle_t AddShadow( ClientShadowHandle_t userId, unsigned short flags ) = 0; virtual void RemoveShadow( ClientLeafShadowHandle_t h ) = 0;
// Project a shadow
virtual void ProjectShadow( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) = 0;
// Project a projected texture spotlight
virtual void ProjectFlashlight( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) = 0;
// Find all shadow casters in a set of leaves
virtual void EnumerateShadowsInLeaves( int leafCount, WorldListLeafData_t* pLeaves, IClientLeafShadowEnum* pEnum ) = 0;
// Fill in a list of the leaves this renderable is in.
// Returns -1 if the handle is invalid.
virtual int GetRenderableLeaves( ClientRenderHandle_t handle, int leaves[128] ) = 0;
// Get leaves this renderable is in
virtual bool GetRenderableLeaf ( ClientRenderHandle_t handle, int* pOutLeaf, const int* pInIterator = 0, int* pOutIterator = 0 ) = 0;
// Draw translucent objects in the opaque renderables pass
virtual void EnableForceOpaquePass( ClientRenderHandle_t handle, bool bEnable ) = 0; virtual bool IsEnableForceOpaquePass( ClientRenderHandle_t handle ) const = 0;
// Use alternate translucent sorting algorithm (draw translucent objects in the furthest leaf they lie in)
virtual void EnableAlternateSorting( ClientRenderHandle_t handle, bool bEnable ) = 0;
// Mark this as rendering with viewmodels
virtual void RenderWithViewModels( ClientRenderHandle_t handle, bool bEnable ) = 0; virtual bool IsRenderingWithViewModels( ClientRenderHandle_t handle ) const = 0;
// Call this if the model changes
virtual void SetTranslucencyType( ClientRenderHandle_t handle, RenderableTranslucencyType_t nType ) = 0; virtual RenderableTranslucencyType_t GetTranslucencyType( ClientRenderHandle_t handle ) const = 0; virtual void SetModelType( ClientRenderHandle_t handle, RenderableModelType_t nType = RENDERABLE_MODEL_UNKNOWN_TYPE ) = 0; virtual void EnableSplitscreenRendering( ClientRenderHandle_t handle, uint32 nFlags ) = 0;
// Suppress rendering of this renderable
virtual void EnableRendering( ClientRenderHandle_t handle, bool bEnable ) = 0;
// Indicates this renderable should bloat its client leaf bounds over time
// used for renderables with oscillating bounds to reduce the cost of
// them reinserting themselves into the tree over and over.
virtual void EnableBloatedBounds( ClientRenderHandle_t handle, bool bEnable ) = 0;
// Indicates this renderable should always recompute its bounds accurately
virtual void DisableCachedRenderBounds( ClientRenderHandle_t handle, bool bDisable ) = 0;
// Recomputes which leaves renderables are in
virtual void RecomputeRenderableLeaves() = 0;
// Warns about leaf reinsertion
virtual void DisableLeafReinsertion( bool bDisable ) = 0;
//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 ) = 0;
// Get renderable that render bound intersect with the query box
virtual int GetEntitiesInBox( C_BaseEntity **pEntityList, int listMax, const Vector& vWorldSpaceMins, const Vector& vWorldSpaceMaxs ) = 0;
// Mark as rendering in the reflection
virtual bool IsRenderingInFastReflections( ClientRenderHandle_t handle ) const = 0;
// Enable/disable rendering into the shadow depth buffer
virtual void DisableShadowDepthRendering( ClientRenderHandle_t handle, bool bDisable ) = 0;
// Enable/disable rendering into the CSM buffer and rendering usig CSM's
virtual void DisableCSMRendering( ClientRenderHandle_t handle, bool bDisable ) = 0;
// Enable/disable caching in the shadow depth buffer
virtual void DisableShadowDepthCaching( ClientRenderHandle_t handle, bool bDisable ) = 0;
virtual void ComputeAllBounds( void ) = 0;
#if defined(_PS3)
virtual void PrepRenderablesListForSPU( void ) = 0; #endif
};
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
extern IClientLeafSystem *g_pClientLeafSystem; inline IClientLeafSystem* ClientLeafSystem() { return g_pClientLeafSystem; }
#endif // CLIENTLEAFSYSTEM_H
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