Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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;
struct LightmapUpdateInfo_t
{
SurfaceHandle_t m_SurfHandle;
int transformIndex;
};
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();
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( IWorldRenderList *pRenderList, unsigned long flags, float waterZAdjust );
void R_GetVisibleFogVolume( const Vector& vEyePoint, 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( IWorldRenderList *pRenderList, int sortIndex, unsigned long flags, bool bShadowDepth );
bool Shader_LeafContainsTranslucentSurfaces( IWorldRenderList *pRenderList, int sortIndex, unsigned long flags );
void R_DrawTopView( bool enable );
void R_TopViewBounds( const Vector2D & mins, const Vector2D & maxs );
// 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 DepthMode, bool bDrawOpaque, bool bDrawTranslucent );
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 );
#ifndef NEWMESH
inline void BuildIndicesForSurface( CMeshBuilder &meshBuilder, SurfaceHandle_t surfID )
{
int nSurfTriangleCount = MSurf_VertCount( surfID ) - 2;
unsigned short startVert = MSurf_VertBufferIndex( surfID );
Assert(startVert!=0xFFFF);
// NOTE: This switch appears to help performance
// add surface to this batch
switch (nSurfTriangleCount)
{
case 1:
meshBuilder.FastIndex( startVert );
meshBuilder.FastIndex( startVert + 1 );
meshBuilder.FastIndex( startVert + 2 );
break;
case 2:
meshBuilder.FastIndex( startVert );
meshBuilder.FastIndex( startVert + 1 );
meshBuilder.FastIndex( startVert + 2 );
meshBuilder.FastIndex( startVert );
meshBuilder.FastIndex( startVert + 2 );
meshBuilder.FastIndex( startVert + 3 );
break;
default:
{
for ( unsigned short v = 0; v < nSurfTriangleCount; ++v )
{
meshBuilder.FastIndex( startVert );
meshBuilder.FastIndex( startVert + v + 1 );
meshBuilder.FastIndex( startVert + v + 2 );
}
}
break;
}
}
inline void BuildIndicesForWorldSurface( CMeshBuilder &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));
for ( int primIndex = 0; primIndex < pPrim->indexCount; primIndex++ )
{
meshBuilder.FastIndex( pData->primindices[pPrim->firstIndex + primIndex] + startVert );
}
}
else
{
BuildIndicesForSurface( meshBuilder, surfID );
}
}
#else
inline void BuildIndicesForSurface( CIndexBufferBuilder &indexBufferBuilder, SurfaceHandle_t surfID )
{
int nSurfTriangleCount = MSurf_VertCount( surfID ) - 2;
unsigned short startVert = MSurf_VertBufferIndex( surfID );
Assert(startVert!=0xFFFF);
// NOTE: This switch appears to help performance
// add surface to this batch
switch (nSurfTriangleCount)
{
case 1:
indexBufferBuilder.FastIndex( startVert );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert ) );
indexBufferBuilder.FastIndex( startVert + 1 );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert + 1 ) );
indexBufferBuilder.FastIndex( startVert + 2 );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert + 2 ) );
break;
case 2:
indexBufferBuilder.FastIndex( startVert );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert ) );
indexBufferBuilder.FastIndex( startVert + 1 );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert + 1 ) );
indexBufferBuilder.FastIndex( startVert + 2 );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert + 2 ) );
indexBufferBuilder.FastIndex( startVert );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert ) );
indexBufferBuilder.FastIndex( startVert + 2 );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert + 2 ) );
indexBufferBuilder.FastIndex( startVert + 3 );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert + 3 ) );
break;
default:
{
for ( unsigned short v = 0; v < nSurfTriangleCount; ++v )
{
indexBufferBuilder.FastIndex( startVert );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert ) );
indexBufferBuilder.FastIndex( startVert + v + 1 );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert + v + 1 ) );
indexBufferBuilder.FastIndex( startVert + v + 2 );
Warning( "BuildIndicesForSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( startVert + v + 2 ) );
}
}
break;
}
}
inline void BuildIndicesForWorldSurface( CIndexBufferBuilder &indexBufferBuilder, 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));
for ( int primIndex = 0; primIndex < pPrim->indexCount; primIndex++ )
{
indexBufferBuilder.FastIndex( pData->primindices[pPrim->firstIndex + primIndex] + startVert );
Warning( "BuildIndicesForWorldSurface: indexBufferBuilder.FastIndex( %d )\n", ( int )( pData->primindices[pPrim->firstIndex + primIndex] + startVert ) );
}
}
else
{
BuildIndicesForSurface( indexBufferBuilder, surfID );
}
}
#endif
#endif // GL_RSURF_H