Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef GL_RSURF_H
#define GL_RSURF_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
#include "bsptreedata.h"
#include "materialsystem/imesh.h"
class Vector;
struct WorldListInfo_t;
class IMaterial;
class IClientRenderable;
class IBrushRenderer;
class IClientEntity;
struct model_t;
struct cplane_t;
struct VisibleFogVolumeInfo_t;
class CVolumeCuller;
struct LightmapUpdateInfo_t
{
SurfaceHandle_t m_SurfHandle;
int m_nDlightMask;
short m_nTransformIndex;
bool m_bNeedsLightmap;
bool m_bNeedsBumpmap;
};
struct LightmapTransformInfo_t
{
model_t *pModel;
matrix3x4_t xform;
};
extern CUtlVector<LightmapUpdateInfo_t> g_LightmapUpdateList;
extern CUtlVector<LightmapTransformInfo_t> g_LightmapTransformList;
//-----------------------------------------------------------------------------
// Helper class to iterate over leaves
//-----------------------------------------------------------------------------
class IEngineSpatialQuery : public ISpatialQuery
{
public:
};
extern IEngineSpatialQuery* g_pToolBSPTree;
class IWorldRenderList;
IWorldRenderList *AllocWorldRenderList();
#if defined(_PS3)
IWorldRenderList *AllocWorldRenderList_PS3( int viewID );
#endif
void R_Surface_LevelInit();
void R_Surface_LevelShutdown();
void R_SceneBegin( void );
void R_SceneEnd( void );
void R_BuildWorldLists( IWorldRenderList *pRenderList, WorldListInfo_t* pInfo, int iForceViewLeaf, const struct VisOverrideData_t* pVisData, bool bShadowDepth = false, float *pWaterReflectionHeight = NULL );
void R_DrawWorldLists( IMatRenderContext *pRenderContext, IWorldRenderList *pRenderList, unsigned long flags, float waterZAdjust );
#if defined(_PS3)
void R_BuildWorldLists_PS3_Epilogue( IWorldRenderList *pRenderListIn, WorldListInfo_t* pInfo, bool bShadowDepth );
void R_FrameEndSPURSSync( int flags );
#else
void R_BuildWorldLists_Epilogue( IWorldRenderList *pRenderListIn, WorldListInfo_t* pInfo, bool bShadowDepth );
#endif
void R_GetWorldListIndicesInfo( WorldListIndicesInfo_t * pInfoOut, IWorldRenderList *pRenderList, unsigned long nFlags );
int R_GetNumIndicesForWorldList( IWorldRenderList *pRenderList, unsigned long nFlags );
void R_GetVisibleFogVolume( const Vector& vEyePoint, const VisOverrideData_t *pVisOverrideData, VisibleFogVolumeInfo_t *pInfo );
void R_SetFogVolumeState( int fogVolume, bool useHeightFog );
IMaterial *R_GetFogVolumeMaterial( int fogVolume, bool bEyeInFogVolume );
void R_SetupSkyTexture( model_t *pWorld );
void Shader_DrawLightmapPageChains( IWorldRenderList *pRenderList, int pageId );
void Shader_DrawLightmapPageSurface( SurfaceHandle_t surfID, float red, float green, float blue );
void Shader_DrawTranslucentSurfaces( IMatRenderContext *pRenderContext, IWorldRenderList *pRenderList, int *pSortList, int sortCount, unsigned long flags );
bool Shader_LeafContainsTranslucentSurfaces( IWorldRenderList *pRenderList, int sortIndex, unsigned long flags );
void R_DrawTopView( bool enable );
void R_TopViewNoBackfaceCulling( bool bDisable );
void R_TopViewNoVisCheck( bool bDisable );
void R_TopViewBounds( const Vector2D & mins, const Vector2D & maxs );
void R_SetTopViewVolumeCuller( const CVolumeCuller *pTopViewVolumeCuller );
// Resets a world render list
void ResetWorldRenderList( IWorldRenderList *pRenderList );
// Computes the centroid of a surface
void Surf_ComputeCentroid( SurfaceHandle_t surfID, Vector *pVecCentroid );
// Installs a client-side renderer for brush models
void R_InstallBrushRenderOverride( IBrushRenderer* pBrushRenderer );
// update dlight status on a brush model
extern int R_MarkDlightsOnBrushModel( model_t *model, IClientRenderable *pRenderable );
void R_DrawBrushModel(
IClientEntity *baseentity,
model_t *model,
const Vector& origin,
const QAngle& angles,
ERenderDepthMode_t DepthMode, bool bDrawOpaque, bool bDrawTranslucent );
void R_DrawBrushModel(
IClientEntity *baseentity,
model_t *model,
const matrix3x4a_t& brushModelToWorld,
bool bShadowDepth, bool bDrawOpaque, bool bDrawTranslucent );
// Draws arrays of brush models
void R_DrawBrushModelArray( IMatRenderContext* pRenderContext, int nCount,
const BrushArrayInstanceData_t *pInstanceData, int nModelTypeFlags );
// Draws arrays of brush models( this version is used by queued render contexts)
inline void R_DrawBrushModelArray( int nCount,
const BrushArrayInstanceData_t *pInstanceData, int nModelTypeFlags )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
R_DrawBrushModelArray( pRenderContext, nCount, pInstanceData, nModelTypeFlags );
}
void R_DrawBrushModelShadow( IClientRenderable* pRender );
void R_BrushBatchInit( void );
int R_GetBrushModelPlaneCount( const model_t *model );
const cplane_t &R_GetBrushModelPlane( const model_t *model, int nIndex, Vector *pOrigin );
bool TangentSpaceSurfaceSetup( SurfaceHandle_t surfID, Vector &tVect );
void TangentSpaceComputeBasis( Vector& tangentS, Vector& tangentT, const Vector& normal, const Vector& tVect, bool negateTangent );
inline int BuildIndicesForSurface( CIndexBuilder &meshBuilder, SurfaceHandle_t surfID )
{
int nSurfTriangleCount = MSurf_VertCount( surfID ) - 2;
int startVert = MSurf_VertBufferIndex( surfID );
Assert(startVert!=0xFFFF);
// NOTE: This switch appears to help performance
// add surface to this batch
switch (nSurfTriangleCount)
{
case 1:
meshBuilder.FastTriangle(startVert);
break;
case 2:
meshBuilder.FastQuad(startVert);
break;
default:
meshBuilder.FastPolygon(startVert, nSurfTriangleCount);
break;
}
return nSurfTriangleCount;
}
inline void BuildIndicesForWorldSurface( CIndexBuilder &meshBuilder, SurfaceHandle_t surfID, worldbrushdata_t *pData )
{
if ( SurfaceHasPrims(surfID) )
{
mprimitive_t *pPrim = &pData->primitives[MSurf_FirstPrimID( surfID, pData )];
Assert(pPrim->vertCount==0);
unsigned short startVert = MSurf_VertBufferIndex( surfID );
Assert( pPrim->indexCount == ((MSurf_VertCount( surfID ) - 2)*3));
CIndexBuilder &indexBuilder = meshBuilder;
indexBuilder.FastIndexList( &pData->primindices[pPrim->firstIndex], startVert, pPrim->indexCount );
}
else
{
BuildIndicesForSurface( meshBuilder, surfID );
}
}
// each surface has an index to the first vertex in the depth fill VB
extern CUtlVector<uint16> g_DepthFillVBFirstVertexForSurface;
inline int BuildDepthFillIndicesForSurface( CIndexBuilder &meshBuilder, SurfaceHandle_t surfID )
{
int nSurfTriangleCount = MSurf_VertCount( surfID ) - 2;
int startVert = g_DepthFillVBFirstVertexForSurface[ MSurf_Index(surfID )];
Assert(startVert!=0xFFFF);
// NOTE: This switch appears to help performance
// add surface to this batch
switch (nSurfTriangleCount)
{
case 1:
meshBuilder.FastTriangle(startVert);
break;
case 2:
meshBuilder.FastQuad(startVert);
break;
default:
meshBuilder.FastPolygon(startVert, nSurfTriangleCount);
break;
}
return nSurfTriangleCount;
}
inline void BuildDepthFillIndicesForWorldSurface( CIndexBuilder &meshBuilder, SurfaceHandle_t surfID, worldbrushdata_t *pData )
{
if ( SurfaceHasPrims(surfID) )
{
mprimitive_t *pPrim = &pData->primitives[MSurf_FirstPrimID( surfID, pData )];
Assert(pPrim->vertCount==0);
unsigned short startVert = g_DepthFillVBFirstVertexForSurface[ MSurf_Index(surfID )];
Assert( pPrim->indexCount == ((MSurf_VertCount( surfID ) - 2)*3));
CIndexBuilder &indexBuilder = meshBuilder;
indexBuilder.FastIndexList( &pData->primindices[pPrim->firstIndex], startVert, pPrim->indexCount );
}
else
{
BuildDepthFillIndicesForSurface( meshBuilder, surfID );
}
}
inline int GetIndexCountForWorldSurface( SurfaceHandle_t surfID )
{
return ( MSurf_VertCount( surfID ) - 2 ) * 3;
}
struct CShaderDebug
{
bool wireframe;
bool normals;
bool luxels;
bool bumpBasis;
bool surfacematerials;
bool anydebug;
int surfaceid;
void TestAnyDebug()
{
anydebug = wireframe || normals || luxels || bumpBasis || ( surfaceid != 0 ) || surfacematerials;
}
};
extern CShaderDebug g_ShaderDebug;
#define BRUSHMODEL_DECAL_SORT_GROUP MAX_MAT_SORT_GROUPS
const int MAX_VERTEX_FORMAT_CHANGES = 128;
#define BACKFACE_EPSILON -0.01f
void Shader_GetSurfVertexAndIndexCount( SurfaceHandle_t surfaceHandle, int *pVertexCount, int *pIndexCount );
// Draw debugging information
void DrawDebugInformation( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount );
void DrawDebugInformation( IMatRenderContext *pRenderContext, const matrix3x4a_t &brushToWorld, SurfaceHandle_t *pList, int listCount );
class CBrushModelTransform
{
public:
CBrushModelTransform( const Vector &origin, const QAngle &angles, IMatRenderContext *pRenderContext );
CBrushModelTransform( const matrix3x4a_t &matrix, IMatRenderContext *pRenderContext );
~CBrushModelTransform();
VMatrix *GetNonIdentityMatrix();
inline bool IsIdentity() { return m_bIdentity; }
Vector m_savedModelorg;
bool m_bIdentity;
};
#endif // GL_RSURF_H