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