Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef RENDER3DMS_H
#define RENDER3DMS_H
#pragma once
#include "Render.h"
#include "mathlib/Vector4D.h"
#include "utlpriorityqueue.h"
#include "mapclass.h"
#include "lpreview_thread.h"
#include "shaderapi/ishaderapi.h"
//
// Size of the buffer used for picking. See glSelectBuffer for documention on
// the contents of the selection buffer.
//
#define SELECTION_BUFFER_SIZE 50
//
// Size of the texture cache. THis is the maximum number of unique textures that
// a map can refer to and still render properly in the editor.
//
#define TEXTURE_CACHE_SIZE 2048
//
// Maximum number of objects that can be kept in the list of objects to render last.
//
#define MAX_RENDER_LAST_OBJECTS 256
//
// Maximum number of hits that can be returned by ObjectsAt.
//
#define MAX_PICK_HITS 512
class BoundBox;
class CCamera;
class CCullTreeNode;
class CMapClass;
class CMapDoc;
class CMapFace;
class CMapInstance;
class CMapWorld;
class IMaterial;
class IMaterialVar;
template< class T, class A >
class CUtlVector;
enum Visibility_t;
enum SelectionState_t;
typedef struct TranslucentObjects_s {
float depth;
CMapAtom *object;
bool m_bInstanceSelected;
TInstanceState m_InstanceState;
} TranslucentObjects_t;
enum RenderState_t
{
RENDER_CENTER_CROSSHAIR, // Whether to draw the crosshair in the center of the view.
RENDER_GRID, // Whether to draw a projected grid onto solid faces.
RENDER_FILTER_TEXTURES, // Whether to filter textures.
RENDER_POLYGON_OFFSET_FILL, // Whether to offset filled polygons (for decals)
RENDER_POLYGON_OFFSET_LINE, // Whether to offset line polygons (for wireframe selections)
RENDER_REVERSE_SELECTION, // Driver issue fix - whether to return the largest (rather than smallest) Z value when picking
};
//
// Render state information set via RenderEnable:
//
typedef struct
{
bool bCenterCrosshair; // Whether to render the center crosshair.
bool bDrawGrid; // Whether to render the grid.
float fGridSpacing; // Grid spacing in world units.
float fGridDistance; // Maximum distance from camera to draw grid.
bool bFilterTextures; // Whether to filter textures.
bool bReverseSelection; // Driver issue fix - whether to return the largest (rather than smallest) Z value when picking
} RenderStateInfo_t;
static inline bool RenderingModeIsTextured(EditorRenderMode_t mode)
{
return (
(mode==RENDER_MODE_TEXTURED) ||
(mode==RENDER_MODE_TEXTURED_SHADED) ||
(mode==RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) ||
(mode==RENDER_MODE_LIGHT_PREVIEW2) );
}
//
// Picking state information used when called from ObjectsAt.
//
typedef struct
{
bool bPicking; // Whether we are rendering in pick mode or not.
unsigned int m_nFlags; // flags
float fX; // Leftmost coordinate of pick rectangle, passed in by caller.
float fY; // Topmost coordinate of pick rectangle, passed in by caller.
float fWidth; // Width of pick rectangle, passed in by caller.
float fHeight; // Height of pick rectangle, passed in by caller.
HitInfo_t *pHitsDest; // Final array in which to place pick hits, passed in by caller.
int nMaxHits; // Maximum number of hits to place in the 'pHits' array, passed in by caller, must be <= MAX_PICK_HITS.
HitInfo_t Hits[MAX_PICK_HITS]; // Temporary array in which to place unsorted pick hits.
int nNumHits; // Number of hits so far in this pick (number of hits in 'Hits' array).
unsigned int uSelectionBuffer[SELECTION_BUFFER_SIZE];
unsigned int uLastZ;
} PickInfo_t;
typedef struct
{
IEditorTexture *pTexture; // Pointer to the texture object that implements this texture.
int nTextureID; // Unique ID of this texture across all renderers.
unsigned int uTexture; // The texture name as returned by OpenGL when the texture was uploaded in this renderer.
} TextureCache_t;
typedef struct
{
HINSTANCE hInstance;
int iCmdShow;
HWND hWnd;
HDC hDC;
bool bActive;
bool bFullScreen;
ATOM wndclass;
WNDPROC wndproc;
bool bChangeBPP;
bool bAllowSoft;
char *szCmdLine;
int argc;
char **argv;
int iResCount;
int iVidMode;
} MatWinData_t;
class CRender3D : public CRender
{
public:
// Constructor / Destructor.
CRender3D(void);
virtual ~CRender3D(void);
// Initialization & shutdown functions.
void ShutDown(void);
float GetElapsedTime(void);
float GetGridDistance(void);
float GetGridSize(void);
bool DeferRendering() const { return m_DeferRendering; }
bool IsEnabled(RenderState_t eRenderState);
bool IsPicking(void);
virtual bool IsInLightingPreview();
virtual void SetInLightingPreview( bool bLightingPreview );
// Operations.
float LightPlane(Vector& Normal);
void UncacheAllTextures();
bool SetView( CMapView *pView );
void StartRenderFrame(void);
void EndRenderFrame(void);
virtual void PushInstanceData( CMapInstance *pInstanceClass, Vector &InstanceOrigin, QAngle &InstanceAngles );
virtual void PopInstanceData( void );
void ResetFocus();
// Picking functions.
void BeginRenderHitTarget(CMapAtom *pObject, unsigned int uHandle = 0);
void EndRenderHitTarget(void);
void Render(void);
void RenderEnable(RenderState_t eRenderState, bool bEnable);
void RenderCrossHair();
virtual void RenderWireframeBox(const Vector &Mins, const Vector &Maxs, unsigned char chRed, unsigned char chGreen, unsigned char chBlue);
void RenderBox(const Vector &Mins, const Vector &Maxs, unsigned char chRed, unsigned char chGreen, unsigned char chBlue, SelectionState_t eBoxSelectionState);
void RenderArrow(Vector const &vStartPt, Vector const &vEndPt, unsigned char chRed, unsigned char chGreen, unsigned char chBlue);
void RenderCone(Vector const &vBasePt, Vector const &vTipPt, float fRadius, int nSlices,
unsigned char chRed, unsigned char chGreen, unsigned char chBlue );
void RenderSphere(Vector const &vCenter, float flRadius, int nTheta, int nPhi,
unsigned char chRed, unsigned char chGreen, unsigned char chBlue );
void RenderWireframeSphere(Vector const &vCenter, float flRadius, int nTheta, int nPhi,
unsigned char chRed, unsigned char chGreen, unsigned char chBlue );
void RenderInstanceMapClass( CMapInstance *pInstanceClass, CMapClass *pMapClass, Vector &InstanceOrigin, QAngle &InstanceAngles );
int ObjectsAt( float x, float y, float fWidth, float fHeight, HitInfo_t *pObjects, int nMaxObjects, unsigned nFlags = 0 );
void DebugHook1(void *pData = NULL);
void DebugHook2(void *pData = NULL);
// indicates we need to render an overlay pass...
bool NeedsOverlay() const;
void BuildLightList( CUtlVector<CLightingPreviewLightDescription> *pList ) const;
void SendLightList(); // send lighting list to lighting preview thread
void SendShadowTriangles();
void AddTranslucentDeferredRendering( CMapPoint *pMapPoint );
protected:
inline void DispatchRender3D(CMapClass *pMapClass);
// Rendering functions.
void RenderMapClass(CMapClass *pMapClass);
void RenderInstanceMapClass_r(CMapClass *pMapClass);
void RenderNode(CCullTreeNode *pNode, bool bForce);
void RenderOverlayElements(void);
void RenderTool(void);
void RenderTree( CMapWorld *pWorld );
void RenderPointsAndPortals(void);
void RenderWorldAxes();
void RenderTranslucentObjects( void );
// Utility functions.
void Preload(CMapClass *pParent);
Visibility_t IsBoxVisible(Vector const &BoxMins, Vector const &BoxMaxs);
// Frustum methods
void ComputeFrustumRenderGeometry(CCamera * pCamera);
void RenderFrustum();
float m_fFrameRate; // Framerate in frames per second, calculated once per second.
int m_nFramesThisSample; // Number of frames rendered in the current sample period.
DWORD m_dwTimeLastSample; // Time when the framerate was last calculated.
DWORD m_dwTimeLastFrame; // The time when the previous frame was rendered.
float m_fTimeElapsed; // Milliseconds elapsed since the last frame was rendered.
// context for the last bitmap we sent to lighting preview for ray tracing. we do not send if
// nothing happens, even if we end up re-rendering
Vector m_LastLPreviewCameraPos;
float m_fLastLPreviewAngles[3]; // y,p,r
float m_fLastLPreviewZoom;
int m_nLastLPreviewWidth;
int m_nLastLPreviewHeight;
Vector4D m_FrustumPlanes[6]; // Plane normals and constants for the current view frustum.
MatWinData_t m_WinData; // Defines our render window parameters.
PickInfo_t m_Pick; // Contains information used when rendering in pick mode.
RenderStateInfo_t m_RenderState; // Render state set via RenderEnable.
bool m_bDroppedCamera; // Whether we have dropped the camera for debugging.
bool m_DeferRendering; // Used when we want to sort lovely opaque objects
bool m_TranslucentSortRendering; // Used when we want to sort translucent objects
CCamera *m_pDropCamera; // Dropped camera to use for debugging.
CUtlPriorityQueue<TranslucentObjects_t> m_TranslucentRenderObjects; // List of objects to render after all the other objects.
IMaterial* m_pVertexColor[2]; // for selecting actual textures
bool m_bLightingPreview;
// for debugging... render the view frustum
#ifdef _DEBUG
Vector m_FrustumRenderPoint[8];
bool m_bRenderFrustum;
bool m_bRecomputeFrustumRenderGeometry;
#endif
};
#endif // RENDER3DGL_H