Counter Strike : Global Offensive Source Code
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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;
}