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203 lines
7.5 KiB
203 lines
7.5 KiB
//===== Copyright 1996-2007, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef BRUSHBATCHRENDER_H
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#define BRUSHBATCHRENDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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// UNDONE: These are really guesses. Do we ever exceed these limits?
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const int MAX_TRANS_NODES = 256;
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const int MAX_TRANS_DECALS = 256;
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const int MAX_TRANS_BATCHES = 1024;
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const int MAX_TRANS_SURFACES = 1024;
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class CBrushBatchRender
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{
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public:
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// These are the compact structs produced by the brush render cache. The goal is to have a compact
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// list of drawing instructions for drawing an opaque brush model in the most optimal order.
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// These structs contain ONLY the opaque surfaces of a brush model.
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struct brushrendersurface_t
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{
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short surfaceIndex;
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short planeIndex;
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};
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// a batch is a list of surfaces with the same material - they can be drawn with one call to the materialsystem
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struct brushrenderbatch_t
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{
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short firstSurface;
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short surfaceCount;
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IMaterial *pMaterial;
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int sortID;
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int indexCount;
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};
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// a mesh is a list of batches with the same vertex format.
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struct brushrendermesh_t
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{
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short firstBatch;
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short batchCount;
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};
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// This is the top-level struct containing all data necessary to render an opaque brush model in optimal order
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struct brushrender_t
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{
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// UNDONE: Compact these arrays into a single allocation
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// UNDONE: Compact entire struct to a single allocation? Store brushrender_t * in the linked list?
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~brushrender_t()
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{
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delete[] pPlanes;
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delete[] pMeshes;
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delete[] pBatches;
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delete[] pSurfaces;
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pPlanes = NULL;
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pMeshes = NULL;
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pBatches = NULL;
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pSurfaces = NULL;
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}
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cplane_t **pPlanes;
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brushrendermesh_t *pMeshes;
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brushrenderbatch_t *pBatches;
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brushrendersurface_t *pSurfaces;
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short planeCount;
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short meshCount;
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short batchCount;
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short surfaceCount;
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short totalIndexCount;
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short totalVertexCount;
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};
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// Surfaces are stored in a list like this temporarily for sorting purposes only. The compact structs do not store these.
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struct surfacelist_t
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{
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SurfaceHandle_t surfID;
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short surfaceIndex;
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short planeIndex;
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};
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// Builds a transrender_t, then executes it's drawing commands
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void DrawTranslucentBrushModel( IMatRenderContext *pRenderContext, model_t *model, IClientEntity *baseentity );
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void LevelInit();
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brushrender_t *FindOrCreateRenderBatch( model_t *pModel );
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void DrawOpaqueBrushModel( IMatRenderContext *pRenderContext, IClientEntity *baseentity, model_t *model, ERenderDepthMode_t DepthMode );
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void DrawTranslucentBrushModel( IMatRenderContext *pRenderContext, IClientEntity *baseentity, model_t *model, ERenderDepthMode_t DepthMode, bool bDrawOpaque, bool bDrawTranslucent );
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void DrawBrushModelShadow( IMatRenderContext *pRenderContext, model_t *model, IClientRenderable *pRenderable );
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void DrawBrushModelArray( IMatRenderContext* pRenderContext, int nCount, const BrushArrayInstanceData_t *pInstanceData );
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void DrawBrushModelShadowArray( IMatRenderContext* pRenderContext, int nCount, const BrushArrayInstanceData_t *pInstanceData, int nModelTypeFlags );
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private:
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struct BrushBatchRenderData_t
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{
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const BrushArrayInstanceData_t *m_pInstanceData;
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IMaterial *m_pMaterial;
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brushrender_t *m_pBrushRender;
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uint16 m_nBatchIndex : 15;
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uint16 m_nHasPaintedSurfaces : 1;
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int16 m_nLightmapPage : 15;
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uint16 m_nIsAlphaTested : 1;
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};
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// These are the compact structs produced for translucent brush models. These structs contain
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// only the translucent surfaces of a brush model.
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// a batch is a list of surfaces with the same material - they can be drawn with one call to the materialsystem
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struct transbatch_t
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{
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short firstSurface;
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short surfaceCount;
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IMaterial *pMaterial;
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int sortID;
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int indexCount;
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};
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// This is a list of surfaces that have decals.
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struct transdecal_t
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{
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short firstSurface;
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short surfaceCount;
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};
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// A node is the list of batches that can be drawn without sorting errors. When no decals are present, surfaces
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// from the next node may be appended to this one to improve performance without causing sorting errors.
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struct transnode_t
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{
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short firstBatch;
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short batchCount;
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short firstDecalSurface;
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short decalSurfaceCount;
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};
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// This is the top-level struct containing all data necessary to render a translucent brush model in optimal order.
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// NOTE: Unlike the opaque struct, the order of the batches is view-dependent, so caching this is pointless since
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// the view usually changes.
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struct transrender_t
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{
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transnode_t nodes[MAX_TRANS_NODES];
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SurfaceHandle_t surfaces[MAX_TRANS_SURFACES];
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SurfaceHandle_t decalSurfaces[MAX_TRANS_DECALS];
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transbatch_t batches[MAX_TRANS_BATCHES];
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transbatch_t *pLastBatch; // These are used to append surfaces to existing batches across nodes.
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transnode_t *pLastNode; // This improves performance.
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short nodeCount;
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short batchCount;
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short surfaceCount;
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short decalSurfaceCount;
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};
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struct BrushInstanceGroup_t
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{
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BrushBatchRenderData_t *m_pRenderData;
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IMaterial *m_pActualMaterial;
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IMaterial *m_pMaterial;
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uint16 m_nCount : 15;
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uint16 m_nHasPaintedSurfaces : 1;
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uint16 m_nIndexCount;
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};
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private:
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// build node lists
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void BuildTransLists_r( transrender_t &render, model_t *model, mnode_t *node );
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void DrawTransLists( IMatRenderContext *pRenderContext, transrender_t &render, void *pProxyData );
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void AddSurfaceToBatch( transrender_t &render, transnode_t *pNode, transbatch_t *pBatch, SurfaceHandle_t surfID );
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void AddTransNode( transrender_t &render );
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void AddTransBatch( transrender_t &render, SurfaceHandle_t surfID );
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void BuildBatchListToDraw( int nCount, const BrushArrayInstanceData_t *pInstanceData,
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CUtlVectorFixedGrowable< BrushBatchRenderData_t, 1024 > &batchesToRender, brushrender_t **ppBrushRender );
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bool DrawSortedBatchList( IMatRenderContext* pRenderContext, int nCount, BrushInstanceGroup_t *pInstanceGroup, int nMaxInstanceCount );
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void DrawPaintForBatches( IMatRenderContext* pRenderContext, int nCount, const BrushInstanceGroup_t *pInstanceGroup, int nMaxInstanceCount );
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void ComputeLightmapPages( int nCount, BrushBatchRenderData_t *pRenderData );
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void ClearRenderHandles();
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int ComputeInstanceGroups( IMatRenderContext *pRenderContext, int nCount, BrushBatchRenderData_t *pRenderData, CUtlVectorFixedGrowable< BrushInstanceGroup_t, 512 > &instanceGroups );
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void DrawArrayDebugInformation( IMatRenderContext *pRenderContext, int nCount, const BrushBatchRenderData_t *pRenderData );
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void DrawDecalsForBatches( IMatRenderContext *pRenderContext, int nCount, const BrushArrayInstanceData_t *pInstanceData, brushrender_t **ppBrushRender );
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void BuildShadowBatchListToDraw( int nCount, const BrushArrayInstanceData_t *pInstanceData,
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CUtlVectorFixedGrowable< BrushBatchRenderData_t, 1024 > &batchesToRender, int nModelTypeFlags );
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void DrawShadowBatchList( IMatRenderContext* pRenderContext, int nCount, BrushInstanceGroup_t *pInstanceGroup, int nMaxInstanceCount );
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static int __cdecl SurfaceCmp(const surfacelist_t *s0, const surfacelist_t *s1 );
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static bool __cdecl BatchSortLessFunc( const BrushBatchRenderData_t &left, const BrushBatchRenderData_t &right );
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static bool __cdecl ShadowSortLessFunc( const BrushBatchRenderData_t &left, const BrushBatchRenderData_t &right );
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CThreadFastMutex m_Mutex;
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CUtlLinkedList<brushrender_t*> m_renderList;
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};
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#if !defined( DEDICATED )
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extern CBrushBatchRender g_BrushBatchRenderer;
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#endif
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#endif // BRUSHBATCHRENDER_H
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