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252 lines
5.5 KiB
252 lines
5.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef DISPINFO_DEFS_H
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#define DISPINFO_DEFS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlvector.h"
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#include "materialsystem/imesh.h"
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#include "convar.h"
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#include "bspfile.h"
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#include "filesystem.h"
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#include "decal_private.h"
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#include "mempool.h"
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#include "decal_clip.h"
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#include "bitvec.h"
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#include "Overlay.h"
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#include "zone.h"
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extern ConVar r_DrawDisp;
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class CDispInfo;
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class CDispGroup;
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// The texture stage that displacement lightmap coordinates go in.
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#define DISP_LMCOORDS_STAGE 1
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#define MAX_STATIC_BUFFER_VERTS (8*1024)
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#define MAX_STATIC_BUFFER_INDICES (8*1024)
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#define MAX_DISP_DECALS 32
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#define MAX_EXTRA_DEPENDENCIES 8
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#define MAX_RETESSELATE MAX_MAP_DISPINFO // Max number of displacements that can be retesselated per frame.
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#define MAX_TOTAL_DISP_DEPENDENCIES (4*2 + 4*MAX_DISP_CORNER_NEIGHBORS + MAX_EXTRA_DEPENDENCIES)
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// These hold the HDISPINFOARRAYs.
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class CDispArray
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{
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public:
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unsigned short m_CurTag;
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CDispInfo *m_pDispInfos;
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int m_nDispInfos;
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};
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// These classes store groups of meshes which can be drawn with one IMesh::Draw() call.
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class CGroupMesh
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{
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public:
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IMesh *m_pMesh;
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CUtlVector<CDispInfo*> m_DispInfos;
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// This list is updated each frame to point at the visible LODs.
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CUtlVector<CDispInfo*> m_VisibleDisps;
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CUtlVector<CPrimList> m_Visible;
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int m_nVisible;
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CDispGroup *m_pGroup;
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};
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class CDispGroup
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{
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public:
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int m_LightmapPageID;
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IMaterial *m_pMaterial;
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CUtlVector<CGroupMesh*> m_Meshes;
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CUtlVector<int> m_DispInfos;
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int m_nVisible;
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};
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// This represents the two neighboring verts that are used to calculate the
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// error when removing a side vert of a node.
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class CSideVertCorners
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{
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public:
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CFourVerts m_Corners[2];
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};
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class CDispDecalBase
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{
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public:
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CDispDecalBase( int flags ) : m_Flags(flags) {}
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enum
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{
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NODE_BITFIELD_COMPUTED = 0x1,
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DECAL_SHADOW = 0x2,
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NO_INTERSECTION = 0x4,
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FRAGMENTS_COMPUTED = 0x8, // *non-shadow* fragments
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};
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// Precalculated flags on the nodes telling which nodes this decal can intersect.
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// See CPowerInfo::m_NodeIndexIncrements for a description of how the node tree is
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// walked using this bit vector.
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CBitVec<85> m_NodeIntersect; // The number of nodes on a 17x17 is 85.
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// Note: this must be larger if MAX_MAP_DISP_POWER gets larger.
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// Number of triangles + verts that got generated for this decal.
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unsigned char m_Flags;
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unsigned short m_nVerts;
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unsigned short m_nTris;
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};
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//-----------------------------------------------------------------------------
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// Types associated with normal decals
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//-----------------------------------------------------------------------------
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typedef unsigned short DispDecalFragmentHandle_t;
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enum
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{
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DISP_DECAL_FRAGMENT_HANDLE_INVALID = (DispDecalFragmentHandle_t)~0
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};
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class CDispDecal : public CDispDecalBase
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{
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public:
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CDispDecal() : CDispDecalBase(0) {}
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decal_t *m_pDecal;
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float m_DecalWorldScale[2];
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Vector m_TextureSpaceBasis[3];
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float m_flSize;
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DispDecalFragmentHandle_t m_FirstFragment;
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};
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#pragma pack(1)
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class CDispDecalFragment
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{
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public:
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enum { MAX_VERTS = 6 }; // 3 decal verts clipped by 4 planes results in a maximum of 6 (not 8) verts
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decal_t *m_pDecal; // Owning Decal
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unsigned char m_nVerts; //
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CDecalVert* m_pVerts; // m_pVerts[MAX_VERTS];
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~CDispDecalFragment()
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{
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delete[] m_pVerts;
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m_pVerts = NULL;
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}
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};
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#pragma pack()
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typedef unsigned short DispShadowFragmentHandle_t;
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enum
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{
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DISP_SHADOW_FRAGMENT_HANDLE_INVALID = (DispShadowFragmentHandle_t)~0
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};
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class CDispShadowDecal : public CDispDecalBase
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{
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public:
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CDispShadowDecal() : CDispDecalBase(DECAL_SHADOW) {}
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ShadowHandle_t m_Shadow;
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DispShadowFragmentHandle_t m_FirstFragment;
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};
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class CDispShadowFragment
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{
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public:
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// NOTE: This # is >8 because we have 6 clip planes, it overflowed..
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enum { MAX_VERTS = 12 };
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int m_nVerts;
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ShadowVertex_t* m_ShadowVerts;
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~CDispShadowFragment()
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{
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delete[] m_ShadowVerts;
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m_ShadowVerts = NULL;
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}
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};
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class CDispRenderVert
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{
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public:
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Vector m_vPos;
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// These are necessary for mat_normals to work
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Vector m_vNormal;
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Vector m_vSVector;
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Vector m_vTVector;
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Vector2D m_vTexCoord;
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Vector2D m_LMCoords;
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};
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// This position is about OVERLAY_AVOID_FLICKER_NORMAL_OFFSET inches off the surface
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// and is used by overlays and shadows to avoid z-fighting.
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inline Vector GetOverlayPos( CMeshReader *pReader, int iVertIndex )
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{
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Vector vNormal;
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pReader->Normal( iVertIndex, vNormal );
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return pReader->Position( iVertIndex ) + vNormal * OVERLAY_AVOID_FLICKER_NORMAL_OFFSET;
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}
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// --------------------------------------------------------------------------------- //
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// Global tables.
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// --------------------------------------------------------------------------------- //
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extern int g_CoreDispNeighborOrientationMap[4][4];
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// --------------------------------------------------------------------------------- //
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// Global variables.
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// --------------------------------------------------------------------------------- //
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extern CUtlVector<unsigned char> g_DispLMAlpha;
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extern CUtlVector<unsigned char, CHunkMemory<unsigned char> > g_DispLightmapSamplePositions;
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extern CUtlVector<CDispGroup*> g_DispGroups;
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// CVars.
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extern ConVar r_DispWalkable;
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extern ConVar r_DispBuildable;
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// If this is true, then no backface removal is done.
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extern bool g_bDispOrthoRender;
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#endif // DISPINFO_DEFS_H
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