Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef R_AREAPORTAL_H
#define R_AREAPORTAL_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "gl_model_private.h"
class Frustum_t;
// Used to clip area portals. The coordinates here are in normalized
// view space (-1,-1) - (1,1)
// BUGBUG: NOTE!!!: These are left->right, and bottom->top, so a full rect is left=-1,top=1,right=1,bottom=-1
class CPortalRect
{
public:
float left, top, right, bottom;
};
// ---------------------------------------------------------------------------- //
// Functions.
// ---------------------------------------------------------------------------- //
// Copies GetBaseLocalClient().pAreaBits, finds the area the viewer is in, and figures out what
// other areas are visible. The new bits are placed in g_RenderAreaBits.
void R_SetupAreaBits( int iForceViewLeaf = -1, const VisOverrideData_t* pVisData = NULL, float *pWaterReflectionHeight = NULL );
// Ask if an area is visible to the renderer.
unsigned char R_IsAreaVisible( int area );
void R_Areaportal_LevelInit();
void R_Areaportal_LevelShutdown();
inline bool CullNodeSIMD( const Frustum_t &frustum, mnode_t *pNode )
{
fltx4 center4 = LoadAlignedSIMD( pNode->m_vecCenter );
fltx4 centerx = SplatXSIMD(center4);
fltx4 centery = SplatYSIMD(center4);
fltx4 centerz = SplatZSIMD(center4);
fltx4 extents4 = LoadAlignedSIMD( pNode->m_vecHalfDiagonal );
fltx4 extx = SplatXSIMD(extents4);
fltx4 exty = SplatYSIMD(extents4);
fltx4 extz = SplatZSIMD(extents4);
// compute the dot product of the normal and the farthest corner
for ( int i = 0; i < 2; i++ )
{
fltx4 xTotalBack = AddSIMD( MulSIMD( frustum.planes[i].nX, centerx ), MulSIMD(frustum.planes[i].nXAbs, extx ) );
fltx4 yTotalBack = AddSIMD( MulSIMD( frustum.planes[i].nY, centery ), MulSIMD(frustum.planes[i].nYAbs, exty ) );
fltx4 zTotalBack = AddSIMD( MulSIMD( frustum.planes[i].nZ, centerz ), MulSIMD(frustum.planes[i].nZAbs, extz ) );
fltx4 dotBack = AddSIMD( xTotalBack, AddSIMD(yTotalBack, zTotalBack) );
// if plane of the farthest corner is behind the plane, then the box is completely outside this plane
#if defined( _X360 )
if ( !XMVector3GreaterOrEqual( dotBack, frustum.planes[i].dist ) )
return true;
#elif defined( _PS3 )
if ( vec_any_lt( dotBack, frustum.planes[i].dist ) )
return true;
#else
fltx4 isOut = ( fltx4 ) CmpLtSIMD( dotBack, frustum.planes[i].dist );
if ( IsAnyTrue( isOut ) )
return true;
#endif
}
return false;
}
// Decides if the node can be seen through the area portals (ie: if you're
// looking out a window with an areaportal in it, this will clip out the
// stuff to the sides).
bool R_CullNode( mnode_t *pNode );
const Frustum_t* GetAreaFrustum( int area );
// get a list of all area frustums
int GetAllAreaFrustums( Frustum_t **pFrustumList, int listMax );
bool R_ShouldUseAreaFrustum( int area );
// ---------------------------------------------------------------------------- //
// Globals.
// ---------------------------------------------------------------------------- //
extern ConVar r_DrawPortals;
// Used when r_DrawPortals is on. Draws the screen space rects for each portal.
extern CUtlVector<CPortalRect> g_PortalRects;
// ---------------------------------------------------------------------------- //
// Inlines.
// ---------------------------------------------------------------------------- //
inline unsigned char R_IsAreaVisible( int area )
{
extern unsigned char g_RenderAreaBits[32];
return g_RenderAreaBits[area>>3] & GetBitForBitnum(area&7);
}
#endif // R_AREAPORTAL_H