Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef R_DECAL_H
#define R_DECAL_H
#ifdef _WIN32
#pragma once
#endif
#include "decal_private.h"
#include "decal_clip.h"
#include "utllinkedlist.h"
#include "utlrbtree.h"
#include "tier0/memdbgon.h"
// Initialize and shutdown the decal stuff.
// R_DecalTerm unlinks all the active decals (which frees their counterparts in displacements).
void R_DecalInit();
void R_DecalTerm( worldbrushdata_t *pBrushData, bool term_permanent_decals );
void R_DecalTermAll();
float ComputeDecalLightmapOffset( SurfaceHandle_t surfID );
// get the max vertex/index to lock in a dynamic VB
void R_DecalsGetMaxMesh( IMatRenderContext *pRenderContext, int &nDecalSortMaxVerts, int &nDecalSortMaxIndices );
// --------------------------------------------------------------- //
// Decal functions used for displacements.
// --------------------------------------------------------------- //
// Figure out where the decal maps onto the surface.
void R_SetupDecalClip(
CDecalVert* &pOutVerts,
decal_t *pDecal,
Vector &vSurfNormal,
IMaterial *pMaterial,
Vector textureSpaceBasis[3],
float decalWorldScale[2] );
//-----------------------------------------------------------------------------
// Gets the decal material and radius based on the decal index
//-----------------------------------------------------------------------------
void R_DecalGetMaterialAndSize( int decalIndex, IMaterial*& pDecalMaterial, float& w, float& h );
//=============================================================================
//
// Decal Sort Structures.
//
#define DECALSORT_RBTREE_SIZE 16
enum
{
PERMANENT_LIGHTMAP = 0,
LIGHTMAP,
NONLIGHTMAP,
DECALSORT_TYPE_COUNT,
};
struct DecalSortVertexFormat_t
{
VertexFormat_t m_VertexFormat;
int m_iSortTree; // Sort tree index.
};
struct DecalMaterialSortData_t
{
IMaterial *m_pMaterial;
int m_iLightmapPage;
int m_iBucket; // Index into the s_aDecalMaterialHead list.
};
struct DecalMaterialBucket_t
{
int m_iHead;
int m_nCheckCount;
};
inline bool DecalSortTreeSortLessFunc( const DecalMaterialSortData_t &decal1, const DecalMaterialSortData_t &decal2 )
{
if ( ( decal1.m_iLightmapPage == -1 ) || ( decal2.m_iLightmapPage == -1 ) )
{
return ( ( int )decal1.m_pMaterial < ( int )decal2.m_pMaterial );
}
if ( ( int )decal1.m_pMaterial == ( int )decal2.m_pMaterial )
{
return ( decal1.m_iLightmapPage < decal2.m_iLightmapPage );
}
else
{
return ( ( int )decal1.m_pMaterial < ( int )decal2.m_pMaterial );
}
}
struct DecalSortTrees_t
{
CUtlRBTree<DecalMaterialSortData_t, int> *m_pTrees[DECALSORT_TYPE_COUNT];
CUtlVector<DecalMaterialBucket_t> m_aDecalSortBuckets[MAX_MAT_SORT_GROUPS+1][DECALSORT_TYPE_COUNT];
DecalSortTrees_t()
{
for ( int iSort = 0; iSort < DECALSORT_TYPE_COUNT; ++iSort )
{
m_pTrees[iSort] = new CUtlRBTree<DecalMaterialSortData_t, int>( DECALSORT_RBTREE_SIZE, DECALSORT_RBTREE_SIZE, DecalSortTreeSortLessFunc );
}
}
~DecalSortTrees_t()
{
for ( int iSort = 0; iSort < DECALSORT_TYPE_COUNT; ++iSort )
{
if ( m_pTrees[iSort] )
{
m_pTrees[iSort]->RemoveAll();
delete m_pTrees[iSort];
m_pTrees[iSort] = NULL;
}
}
for ( int iGroup = 0; iGroup < ( MAX_MAT_SORT_GROUPS + 1 ); ++iGroup )
{
for ( int iSort = 0; iSort < DECALSORT_TYPE_COUNT; ++iSort )
{
m_aDecalSortBuckets[iGroup][iSort].Purge();
}
}
}
};
extern CUtlVector<DecalSortVertexFormat_t> g_aDecalFormats;
// Surface decals.
extern CUtlFixedLinkedList<decal_t*> g_aDecalSortPool;
extern CUtlVector<DecalSortTrees_t> g_aDecalSortTrees;
extern int g_nDecalSortCheckCount;
extern int g_nBrushModelDecalSortCheckCount;
// Displacement decals.
extern CUtlFixedLinkedList<decal_t*> g_aDispDecalSortPool;
extern CUtlVector<DecalSortTrees_t> g_aDispDecalSortTrees;
extern int g_nDispDecalSortCheckCount;
struct DecalBatchList_t
{
IMaterial *m_pMaterial;
void *m_pProxy;
int m_iLightmapPage;
unsigned short m_iStartIndex;
unsigned short m_nIndexCount;
};
struct DecalMeshList_t
{
IMesh *m_pMesh;
CUtlVectorFixed<DecalBatchList_t, 128> m_aBatches;
};
void DecalSurfacesInit( bool bBrushModel );
void DecalSurfaceAdd( SurfaceHandle_t surfID, int renderGroup );
void DecalSurfaceDraw( IMatRenderContext *pRenderContext, int renderGroup, float flFade = 1.0f );
void DrawDecalsOnSingleSurface( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID );
void R_DecalReSortMaterials( void );
void R_DecalFlushDestroyList( void );
extern VMatrix g_BrushToWorldMatrix;
#include "tier0/memdbgoff.h"
#endif // R_DECAL_H