Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//
// This file contains code to allow us to associate client data with bsp leaves.
//
//===========================================================================//
#if !defined( CLIENTLEAFSYSTEM_H )
#define CLIENTLEAFSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "igamesystem.h"
#include "engine/IClientLeafSystem.h"
#include "cdll_int.h"
#include "ivrenderview.h"
#include "tier1/mempool.h"
#include "tier1/refcount.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct WorldListInfo_t;
class IClientRenderable;
class Vector;
class CGameTrace;
typedef CGameTrace trace_t;
struct Ray_t;
class Vector2D;
class CStaticProp;
//-----------------------------------------------------------------------------
// Handle to an renderables in the client leaf system
//-----------------------------------------------------------------------------
enum
{
DETAIL_PROP_RENDER_HANDLE = (ClientRenderHandle_t)0xfffe
};
class CClientRenderablesList : public CRefCounted<>
{
DECLARE_FIXEDSIZE_ALLOCATOR( CClientRenderablesList );
public:
enum
{
MAX_GROUP_ENTITIES = 4096
};
struct CEntry
{
IClientRenderable *m_pRenderable;
unsigned short m_iWorldListInfoLeaf; // NOTE: this indexes WorldListInfo_t's leaf list.
unsigned short m_TwoPass;
ClientRenderHandle_t m_RenderHandle;
};
// The leaves for the entries are in the order of the leaves you call CollateRenderablesInLeaf in.
CEntry m_RenderGroups[RENDER_GROUP_COUNT][MAX_GROUP_ENTITIES];
int m_RenderGroupCounts[RENDER_GROUP_COUNT];
};
//-----------------------------------------------------------------------------
// Used by CollateRenderablesInLeaf
//-----------------------------------------------------------------------------
struct SetupRenderInfo_t
{
WorldListInfo_t *m_pWorldListInfo;
CClientRenderablesList *m_pRenderList;
Vector m_vecRenderOrigin;
Vector m_vecRenderForward;
int m_nRenderFrame;
int m_nDetailBuildFrame; // The "render frame" for detail objects
float m_flRenderDistSq;
bool m_bDrawDetailObjects : 1;
bool m_bDrawTranslucentObjects : 1;
SetupRenderInfo_t()
{
m_bDrawDetailObjects = true;
m_bDrawTranslucentObjects = true;
}
};
//-----------------------------------------------------------------------------
// A handle associated with shadows managed by the client leaf system
//-----------------------------------------------------------------------------
typedef unsigned short ClientLeafShadowHandle_t;
enum
{
CLIENT_LEAF_SHADOW_INVALID_HANDLE = (ClientLeafShadowHandle_t)~0
};
//-----------------------------------------------------------------------------
// The client leaf system
//-----------------------------------------------------------------------------
abstract_class IClientLeafShadowEnum
{
public:
// The user ID is the id passed into CreateShadow
virtual void EnumShadow( ClientShadowHandle_t userId ) = 0;
};
// subclassed by things which wish to add per-leaf data managed by the client leafsystem
class CClientLeafSubSystemData
{
public:
virtual ~CClientLeafSubSystemData( void )
{
}
};
// defines for subsystem ids. each subsystem id uses up one pointer in each leaf
#define CLSUBSYSTEM_DETAILOBJECTS 0
#define N_CLSUBSYSTEMS 1
//-----------------------------------------------------------------------------
// The client leaf system
//-----------------------------------------------------------------------------
abstract_class IClientLeafSystem : public IClientLeafSystemEngine, public IGameSystemPerFrame
{
public:
// Adds and removes renderables from the leaf lists
virtual void AddRenderable( IClientRenderable* pRenderable, RenderGroup_t group ) = 0;
// This tells if the renderable is in the current PVS. It assumes you've updated the renderable
// with RenderableChanged() calls
virtual bool IsRenderableInPVS( IClientRenderable *pRenderable ) = 0;
virtual void SetSubSystemDataInLeaf( int leaf, int nSubSystemIdx, CClientLeafSubSystemData *pData ) =0;
virtual CClientLeafSubSystemData *GetSubSystemDataInLeaf( int leaf, int nSubSystemIdx ) =0;
virtual void SetDetailObjectsInLeaf( int leaf, int firstDetailObject, int detailObjectCount ) = 0;
virtual void GetDetailObjectsInLeaf( int leaf, int& firstDetailObject, int& detailObjectCount ) = 0;
// Indicates which leaves detail objects should be rendered from, returns the detais objects in the leaf
virtual void DrawDetailObjectsInLeaf( int leaf, int frameNumber, int& firstDetailObject, int& detailObjectCount ) = 0;
// Should we draw detail objects (sprites or models) in this leaf (because it's close enough to the view)
// *and* are there any objects in the leaf?
virtual bool ShouldDrawDetailObjectsInLeaf( int leaf, int frameNumber ) = 0;
// Call this when a renderable origin/angles/bbox parameters has changed
virtual void RenderableChanged( ClientRenderHandle_t handle ) = 0;
// Set a render group
virtual void SetRenderGroup( ClientRenderHandle_t handle, RenderGroup_t group ) = 0;
// Computes which leaf translucent objects should be rendered in
virtual void ComputeTranslucentRenderLeaf( int count, const LeafIndex_t *pLeafList, const LeafFogVolume_t *pLeafFogVolumeList, int frameNumber, int viewID ) = 0;
// Put renderables into their appropriate lists.
virtual void BuildRenderablesList( const SetupRenderInfo_t &info ) = 0;
// Put renderables in the leaf into their appropriate lists.
virtual void CollateViewModelRenderables( CUtlVector< IClientRenderable * >& opaqueList, CUtlVector< IClientRenderable * >& translucentList ) = 0;
// Call this to deactivate static prop rendering..
virtual void DrawStaticProps( bool enable ) = 0;
// Call this to deactivate small object rendering
virtual void DrawSmallEntities( bool enable ) = 0;
// The following methods are related to shadows...
virtual ClientLeafShadowHandle_t AddShadow( ClientShadowHandle_t userId, unsigned short flags ) = 0;
virtual void RemoveShadow( ClientLeafShadowHandle_t h ) = 0;
// Project a shadow
virtual void ProjectShadow( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) = 0;
// Project a projected texture spotlight
virtual void ProjectFlashlight( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) = 0;
// Find all shadow casters in a set of leaves
virtual void EnumerateShadowsInLeaves( int leafCount, LeafIndex_t* pLeaves, IClientLeafShadowEnum* pEnum ) = 0;
// Fill in a list of the leaves this renderable is in.
// Returns -1 if the handle is invalid.
virtual int GetRenderableLeaves( ClientRenderHandle_t handle, int leaves[128] ) = 0;
// Get leaves this renderable is in
virtual bool GetRenderableLeaf ( ClientRenderHandle_t handle, int* pOutLeaf, const int* pInIterator = 0, int* pOutIterator = 0 ) = 0;
// Use alternate translucent sorting algorithm (draw translucent objects in the furthest leaf they lie in)
virtual void EnableAlternateSorting( ClientRenderHandle_t handle, bool bEnable ) = 0;
};
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
extern IClientLeafSystem *g_pClientLeafSystem;
inline IClientLeafSystem* ClientLeafSystem()
{
return g_pClientLeafSystem;
}
#endif // CLIENTLEAFSYSTEM_H