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1816 lines
59 KiB
1816 lines
59 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Revision: $ |
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// $NoKeywords: $ |
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// |
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// This file contains code to allow us to associate client data with bsp leaves. |
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//===========================================================================// |
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#include "cbase.h" |
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#include "clientleafsystem.h" |
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#include "utlbidirectionalset.h" |
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#include "model_types.h" |
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#include "ivrenderview.h" |
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#include "tier0/vprof.h" |
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#include "bsptreedata.h" |
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#include "detailobjectsystem.h" |
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#include "engine/IStaticPropMgr.h" |
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#include "engine/ivdebugoverlay.h" |
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#include "vstdlib/jobthread.h" |
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#include "tier1/utllinkedlist.h" |
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#include "datacache/imdlcache.h" |
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#include "view.h" |
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#include "viewrender.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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class VMatrix; // forward decl |
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static ConVar cl_drawleaf("cl_drawleaf", "-1", FCVAR_CHEAT ); |
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static ConVar r_PortalTestEnts( "r_PortalTestEnts", "1", FCVAR_CHEAT, "Clip entities against portal frustums." ); |
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static ConVar r_portalsopenall( "r_portalsopenall", "0", FCVAR_CHEAT, "Open all portals" ); |
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static ConVar cl_threaded_client_leaf_system("cl_threaded_client_leaf_system", "0" ); |
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DEFINE_FIXEDSIZE_ALLOCATOR( CClientRenderablesList, 1, CUtlMemoryPool::GROW_SLOW ); |
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//----------------------------------------------------------------------------- |
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// Threading helpers |
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//----------------------------------------------------------------------------- |
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static void FrameLock() |
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{ |
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mdlcache->BeginLock(); |
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} |
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static void FrameUnlock() |
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{ |
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mdlcache->EndLock(); |
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} |
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static void CallComputeFXBlend( IClientRenderable *&pRenderable ) |
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{ |
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pRenderable->ComputeFxBlend(); |
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} |
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//----------------------------------------------------------------------------- |
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// The client leaf system |
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//----------------------------------------------------------------------------- |
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class CClientLeafSystem : public IClientLeafSystem, public ISpatialLeafEnumerator |
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{ |
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public: |
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virtual char const *Name() { return "CClientLeafSystem"; } |
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// constructor, destructor |
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CClientLeafSystem(); |
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virtual ~CClientLeafSystem(); |
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// Methods of IClientSystem |
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bool Init() { return true; } |
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void PostInit() {} |
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void Shutdown() {} |
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virtual bool IsPerFrame() { return true; } |
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void PreRender(); |
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void PostRender() { } |
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void Update( float frametime ) { } |
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void LevelInitPreEntity(); |
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void LevelInitPostEntity() {} |
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void LevelShutdownPreEntity(); |
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void LevelShutdownPostEntity(); |
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virtual void OnSave() {} |
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virtual void OnRestore() {} |
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virtual void SafeRemoveIfDesired() {} |
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// Methods of IClientLeafSystem |
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public: |
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virtual void AddRenderable( IClientRenderable* pRenderable, RenderGroup_t group ); |
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virtual bool IsRenderableInPVS( IClientRenderable *pRenderable ); |
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virtual void CreateRenderableHandle( IClientRenderable* pRenderable, bool bIsStaticProp ); |
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virtual void RemoveRenderable( ClientRenderHandle_t handle ); |
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virtual void SetSubSystemDataInLeaf( int leaf, int nSubSystemIdx, CClientLeafSubSystemData *pData ); |
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virtual CClientLeafSubSystemData *GetSubSystemDataInLeaf( int leaf, int nSubSystemIdx ); |
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// FIXME: There's an incestuous relationship between DetailObjectSystem |
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// and the ClientLeafSystem. Maybe they should be the same system? |
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virtual void GetDetailObjectsInLeaf( int leaf, int& firstDetailObject, int& detailObjectCount ); |
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virtual void SetDetailObjectsInLeaf( int leaf, int firstDetailObject, int detailObjectCount ); |
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virtual void DrawDetailObjectsInLeaf( int leaf, int frameNumber, int& nFirstDetailObject, int& nDetailObjectCount ); |
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virtual bool ShouldDrawDetailObjectsInLeaf( int leaf, int frameNumber ); |
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virtual void RenderableChanged( ClientRenderHandle_t handle ); |
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virtual void SetRenderGroup( ClientRenderHandle_t handle, RenderGroup_t group ); |
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virtual void ComputeTranslucentRenderLeaf( int count, const LeafIndex_t *pLeafList, const LeafFogVolume_t *pLeafFogVolumeList, int frameNumber, int viewID ); |
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virtual void CollateViewModelRenderables( CUtlVector< IClientRenderable * >& opaque, CUtlVector< IClientRenderable * >& translucent ); |
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virtual void BuildRenderablesList( const SetupRenderInfo_t &info ); |
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void CollateRenderablesInLeaf( int leaf, int worldListLeafIndex, const SetupRenderInfo_t &info ); |
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virtual void DrawStaticProps( bool enable ); |
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virtual void DrawSmallEntities( bool enable ); |
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virtual void EnableAlternateSorting( ClientRenderHandle_t handle, bool bEnable ); |
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// Adds a renderable to a set of leaves |
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virtual void AddRenderableToLeaves( ClientRenderHandle_t handle, int nLeafCount, unsigned short *pLeaves ); |
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// The following methods are related to shadows... |
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virtual ClientLeafShadowHandle_t AddShadow( ClientShadowHandle_t userId, unsigned short flags ); |
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virtual void RemoveShadow( ClientLeafShadowHandle_t h ); |
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virtual void ProjectShadow( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ); |
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virtual void ProjectFlashlight( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ); |
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// Find all shadow casters in a set of leaves |
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virtual void EnumerateShadowsInLeaves( int leafCount, LeafIndex_t* pLeaves, IClientLeafShadowEnum* pEnum ); |
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// methods of ISpatialLeafEnumerator |
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public: |
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bool EnumerateLeaf( int leaf, int context ); |
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// Adds a shadow to a leaf |
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void AddShadowToLeaf( int leaf, ClientLeafShadowHandle_t handle ); |
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// Fill in a list of the leaves this renderable is in. |
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// Returns -1 if the handle is invalid. |
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int GetRenderableLeaves( ClientRenderHandle_t handle, int leaves[128] ); |
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// Get leaves this renderable is in |
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virtual bool GetRenderableLeaf ( ClientRenderHandle_t handle, int* pOutLeaf, const int* pInIterator = 0, int* pOutIterator = 0 ); |
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// Singleton instance... |
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static CClientLeafSystem s_ClientLeafSystem; |
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private: |
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// Creates a new renderable |
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void NewRenderable( IClientRenderable* pRenderable, RenderGroup_t type, int flags = 0 ); |
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// Adds a renderable to the list of renderables |
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void AddRenderableToLeaf( int leaf, ClientRenderHandle_t handle ); |
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void SortEntities( const Vector &vecRenderOrigin, const Vector &vecRenderForward, CClientRenderablesList::CEntry *pEntities, int nEntities ); |
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// Returns -1 if the renderable spans more than one area. If it's totally in one area, then this returns the leaf. |
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short GetRenderableArea( ClientRenderHandle_t handle ); |
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// remove renderables from leaves |
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void InsertIntoTree( ClientRenderHandle_t &handle ); |
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void RemoveFromTree( ClientRenderHandle_t handle ); |
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// Returns if it's a view model render group |
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inline bool IsViewModelRenderGroup( RenderGroup_t group ) const; |
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// Adds, removes renderables from view model list |
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void AddToViewModelList( ClientRenderHandle_t handle ); |
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void RemoveFromViewModelList( ClientRenderHandle_t handle ); |
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// Insert translucent renderables into list of translucent objects |
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void InsertTranslucentRenderable( IClientRenderable* pRenderable, |
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int& count, IClientRenderable** pList, float* pDist ); |
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// Used to change renderables from translucent to opaque |
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// Only really used by the static prop fading... |
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void ChangeRenderableRenderGroup( ClientRenderHandle_t handle, RenderGroup_t group ); |
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// Adds a shadow to a leaf/removes shadow from renderable |
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void AddShadowToRenderable( ClientRenderHandle_t renderHandle, ClientLeafShadowHandle_t shadowHandle ); |
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void RemoveShadowFromRenderables( ClientLeafShadowHandle_t handle ); |
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// Adds a shadow to a leaf/removes shadow from renderable |
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bool ShouldRenderableReceiveShadow( ClientRenderHandle_t renderHandle, int nShadowFlags ); |
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// Adds a shadow to a leaf/removes shadow from leaf |
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void RemoveShadowFromLeaves( ClientLeafShadowHandle_t handle ); |
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// Methods associated with the various bi-directional sets |
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static unsigned int& FirstRenderableInLeaf( int leaf ) |
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{ |
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return s_ClientLeafSystem.m_Leaf[leaf].m_FirstElement; |
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} |
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static unsigned int& FirstLeafInRenderable( unsigned short renderable ) |
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{ |
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return s_ClientLeafSystem.m_Renderables[renderable].m_LeafList; |
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} |
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static unsigned short& FirstShadowInLeaf( int leaf ) |
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{ |
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return s_ClientLeafSystem.m_Leaf[leaf].m_FirstShadow; |
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} |
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static unsigned short& FirstLeafInShadow( ClientLeafShadowHandle_t shadow ) |
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{ |
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return s_ClientLeafSystem.m_Shadows[shadow].m_FirstLeaf; |
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} |
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static unsigned short& FirstShadowOnRenderable( unsigned short renderable ) |
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{ |
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return s_ClientLeafSystem.m_Renderables[renderable].m_FirstShadow; |
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} |
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static unsigned short& FirstRenderableInShadow( ClientLeafShadowHandle_t shadow ) |
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{ |
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return s_ClientLeafSystem.m_Shadows[shadow].m_FirstRenderable; |
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} |
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void FrameLock() |
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{ |
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mdlcache->BeginLock(); |
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} |
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void FrameUnlock() |
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{ |
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mdlcache->EndLock(); |
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} |
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private: |
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enum |
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{ |
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RENDER_FLAGS_TWOPASS = 0x01, |
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RENDER_FLAGS_STATIC_PROP = 0x02, |
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RENDER_FLAGS_BRUSH_MODEL = 0x04, |
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RENDER_FLAGS_STUDIO_MODEL = 0x08, |
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RENDER_FLAGS_HASCHANGED = 0x10, |
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RENDER_FLAGS_ALTERNATE_SORTING = 0x20, |
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}; |
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// All the information associated with a particular handle |
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struct RenderableInfo_t |
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{ |
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IClientRenderable* m_pRenderable; |
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int m_RenderFrame; // which frame did I render it in? |
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int m_RenderFrame2; |
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int m_EnumCount; // Have I been added to a particular shadow yet? |
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int m_TranslucencyCalculated; |
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unsigned int m_LeafList; // What leafs is it in? |
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unsigned int m_RenderLeaf; // What leaf do I render in? |
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unsigned char m_Flags; // rendering flags |
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unsigned char m_RenderGroup; // RenderGroup_t type |
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unsigned short m_FirstShadow; // The first shadow caster that cast on it |
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short m_Area; // -1 if the renderable spans multiple areas. |
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signed char m_TranslucencyCalculatedView; |
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}; |
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// The leaf contains an index into a list of renderables |
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struct ClientLeaf_t |
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{ |
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unsigned int m_FirstElement; |
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unsigned short m_FirstShadow; |
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unsigned short m_FirstDetailProp; |
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unsigned short m_DetailPropCount; |
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int m_DetailPropRenderFrame; |
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CClientLeafSubSystemData *m_pSubSystemData[N_CLSUBSYSTEMS]; |
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}; |
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// Shadow information |
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struct ShadowInfo_t |
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{ |
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unsigned short m_FirstLeaf; |
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unsigned short m_FirstRenderable; |
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int m_EnumCount; |
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ClientShadowHandle_t m_Shadow; |
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unsigned short m_Flags; |
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}; |
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struct EnumResult_t |
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{ |
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int leaf; |
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EnumResult_t *pNext; |
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}; |
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struct EnumResultList_t |
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{ |
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EnumResult_t *pHead; |
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ClientRenderHandle_t handle; |
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}; |
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// Stores data associated with each leaf. |
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CUtlVector< ClientLeaf_t > m_Leaf; |
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// Stores all unique non-detail renderables |
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CUtlLinkedList< RenderableInfo_t, ClientRenderHandle_t, false, unsigned int > m_Renderables; |
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// Information associated with shadows registered with the client leaf system |
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CUtlLinkedList< ShadowInfo_t, ClientLeafShadowHandle_t, false, unsigned int > m_Shadows; |
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// Maintains the list of all renderables in a particular leaf |
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CBidirectionalSet< int, ClientRenderHandle_t, unsigned int, unsigned int > m_RenderablesInLeaf; |
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// Maintains a list of all shadows in a particular leaf |
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CBidirectionalSet< int, ClientLeafShadowHandle_t, unsigned short, unsigned int > m_ShadowsInLeaf; |
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// Maintains a list of all shadows cast on a particular renderable |
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CBidirectionalSet< ClientRenderHandle_t, ClientLeafShadowHandle_t, unsigned short, unsigned int > m_ShadowsOnRenderable; |
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// Dirty list of renderables |
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CUtlVector< ClientRenderHandle_t > m_DirtyRenderables; |
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// List of renderables in view model render groups |
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CUtlVector< ClientRenderHandle_t > m_ViewModels; |
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// Should I draw static props? |
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bool m_DrawStaticProps; |
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bool m_DrawSmallObjects; |
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// A little enumerator to help us when adding shadows to renderables |
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int m_ShadowEnum; |
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CTSList<EnumResultList_t> m_DeferredInserts; |
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}; |
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//----------------------------------------------------------------------------- |
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// Expose IClientLeafSystem to the client dll. |
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//----------------------------------------------------------------------------- |
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CClientLeafSystem CClientLeafSystem::s_ClientLeafSystem; |
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IClientLeafSystem *g_pClientLeafSystem = &CClientLeafSystem::s_ClientLeafSystem; |
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CClientLeafSystem, IClientLeafSystem, CLIENTLEAFSYSTEM_INTERFACE_VERSION, CClientLeafSystem::s_ClientLeafSystem ); |
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void CalcRenderableWorldSpaceAABB_Fast( IClientRenderable *pRenderable, Vector &absMin, Vector &absMax ); |
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//----------------------------------------------------------------------------- |
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// Helper functions. |
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//----------------------------------------------------------------------------- |
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void DefaultRenderBoundsWorldspace( IClientRenderable *pRenderable, Vector &absMins, Vector &absMaxs ) |
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{ |
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// Tracker 37433: This fixes a bug where if the stunstick is being wielded by a combine soldier, the fact that the stick was |
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// attached to the soldier's hand would move it such that it would get frustum culled near the edge of the screen. |
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IClientUnknown *pUnk = pRenderable->GetIClientUnknown(); |
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C_BaseEntity *pEnt = pUnk->GetBaseEntity(); |
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if ( pEnt && pEnt->IsFollowingEntity() ) |
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{ |
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C_BaseEntity *pParent = pEnt->GetFollowedEntity(); |
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if ( pParent ) |
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{ |
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// Get the parent's abs space world bounds. |
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CalcRenderableWorldSpaceAABB_Fast( pParent, absMins, absMaxs ); |
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// Add the maximum of our local render bounds. This is making the assumption that we can be at any |
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// point and at any angle within the parent's world space bounds. |
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Vector vAddMins, vAddMaxs; |
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pEnt->GetRenderBounds( vAddMins, vAddMaxs ); |
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// if our origin is actually farther away than that, expand again |
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float radius = pEnt->GetLocalOrigin().Length(); |
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float flBloatSize = MAX( vAddMins.Length(), vAddMaxs.Length() ); |
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flBloatSize = MAX(flBloatSize, radius); |
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absMins -= Vector( flBloatSize, flBloatSize, flBloatSize ); |
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absMaxs += Vector( flBloatSize, flBloatSize, flBloatSize ); |
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return; |
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} |
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} |
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Vector mins, maxs; |
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pRenderable->GetRenderBounds( mins, maxs ); |
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// FIXME: Should I just use a sphere here? |
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// Another option is to pass the OBB down the tree; makes for a better fit |
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// Generate a world-aligned AABB |
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const QAngle& angles = pRenderable->GetRenderAngles(); |
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const Vector& origin = pRenderable->GetRenderOrigin(); |
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if (angles == vec3_angle) |
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{ |
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VectorAdd( mins, origin, absMins ); |
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VectorAdd( maxs, origin, absMaxs ); |
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} |
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else |
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{ |
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matrix3x4_t boxToWorld; |
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AngleMatrix( angles, origin, boxToWorld ); |
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TransformAABB( boxToWorld, mins, maxs, absMins, absMaxs ); |
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} |
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Assert( absMins.IsValid() && absMaxs.IsValid() ); |
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} |
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// Figure out a world space bounding box that encloses the entity's local render bounds in world space. |
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inline void CalcRenderableWorldSpaceAABB( |
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IClientRenderable *pRenderable, |
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Vector &absMins, |
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Vector &absMaxs ) |
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{ |
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pRenderable->GetRenderBoundsWorldspace( absMins, absMaxs ); |
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} |
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// This gets an AABB for the renderable, but it doesn't cause a parent's bones to be setup. |
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// This is used for placement in the leaves, but the more expensive version is used for culling. |
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void CalcRenderableWorldSpaceAABB_Fast( IClientRenderable *pRenderable, Vector &absMin, Vector &absMax ) |
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{ |
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C_BaseEntity *pEnt = pRenderable->GetIClientUnknown()->GetBaseEntity(); |
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if ( pEnt && pEnt->IsFollowingEntity() ) |
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{ |
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C_BaseEntity *pParent = pEnt->GetMoveParent(); |
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Assert( pParent ); |
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// Get the parent's abs space world bounds. |
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CalcRenderableWorldSpaceAABB_Fast( pParent, absMin, absMax ); |
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// Add the maximum of our local render bounds. This is making the assumption that we can be at any |
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// point and at any angle within the parent's world space bounds. |
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Vector vAddMins, vAddMaxs; |
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pEnt->GetRenderBounds( vAddMins, vAddMaxs ); |
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// if our origin is actually farther away than that, expand again |
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float radius = pEnt->GetLocalOrigin().Length(); |
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float flBloatSize = MAX( vAddMins.Length(), vAddMaxs.Length() ); |
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flBloatSize = MAX(flBloatSize, radius); |
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absMin -= Vector( flBloatSize, flBloatSize, flBloatSize ); |
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absMax += Vector( flBloatSize, flBloatSize, flBloatSize ); |
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} |
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else |
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{ |
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// Start out with our own render bounds. Since we don't have a parent, this won't incur any nasty |
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CalcRenderableWorldSpaceAABB( pRenderable, absMin, absMax ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// constructor, destructor |
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//----------------------------------------------------------------------------- |
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CClientLeafSystem::CClientLeafSystem() : m_DrawStaticProps(true), m_DrawSmallObjects(true) |
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{ |
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// Set up the bi-directional lists... |
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m_RenderablesInLeaf.Init( FirstRenderableInLeaf, FirstLeafInRenderable ); |
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m_ShadowsInLeaf.Init( FirstShadowInLeaf, FirstLeafInShadow ); |
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m_ShadowsOnRenderable.Init( FirstShadowOnRenderable, FirstRenderableInShadow ); |
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} |
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CClientLeafSystem::~CClientLeafSystem() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Activate, deactivate static props |
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//----------------------------------------------------------------------------- |
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void CClientLeafSystem::DrawStaticProps( bool enable ) |
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{ |
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m_DrawStaticProps = enable; |
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} |
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void CClientLeafSystem::DrawSmallEntities( bool enable ) |
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{ |
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m_DrawSmallObjects = enable; |
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} |
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//----------------------------------------------------------------------------- |
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// Level init, shutdown |
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//----------------------------------------------------------------------------- |
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void CClientLeafSystem::LevelInitPreEntity() |
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{ |
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MEM_ALLOC_CREDIT(); |
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m_Renderables.EnsureCapacity( 1024 ); |
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m_RenderablesInLeaf.EnsureCapacity( 1024 ); |
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m_ShadowsInLeaf.EnsureCapacity( 256 ); |
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m_ShadowsOnRenderable.EnsureCapacity( 256 ); |
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m_DirtyRenderables.EnsureCapacity( 256 ); |
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// Add all the leaves we'll need |
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int leafCount = engine->LevelLeafCount(); |
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m_Leaf.EnsureCapacity( leafCount ); |
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ClientLeaf_t newLeaf; |
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newLeaf.m_FirstElement = m_RenderablesInLeaf.InvalidIndex(); |
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newLeaf.m_FirstShadow = m_ShadowsInLeaf.InvalidIndex(); |
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memset( newLeaf.m_pSubSystemData, 0, sizeof( newLeaf.m_pSubSystemData ) ); |
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newLeaf.m_FirstDetailProp = 0; |
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newLeaf.m_DetailPropCount = 0; |
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newLeaf.m_DetailPropRenderFrame = -1; |
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while ( --leafCount >= 0 ) |
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{ |
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m_Leaf.AddToTail( newLeaf ); |
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} |
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} |
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void CClientLeafSystem::LevelShutdownPreEntity() |
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{ |
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} |
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void CClientLeafSystem::LevelShutdownPostEntity() |
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{ |
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m_ViewModels.Purge(); |
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m_Renderables.Purge(); |
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m_RenderablesInLeaf.Purge(); |
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m_Shadows.Purge(); |
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// delete subsystem data |
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for( int i = 0; i < m_Leaf.Count() ; i++ ) |
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{ |
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for( int j = 0 ; j < ARRAYSIZE( m_Leaf[i].m_pSubSystemData ) ; j++ ) |
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{ |
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if ( m_Leaf[i].m_pSubSystemData[j] ) |
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{ |
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delete m_Leaf[i].m_pSubSystemData[j]; |
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m_Leaf[i].m_pSubSystemData[j] = NULL; |
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} |
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} |
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} |
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m_Leaf.Purge(); |
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m_ShadowsInLeaf.Purge(); |
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m_ShadowsOnRenderable.Purge(); |
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m_DirtyRenderables.Purge(); |
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} |
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//----------------------------------------------------------------------------- |
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// This is what happens before rendering a particular view |
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//----------------------------------------------------------------------------- |
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void CClientLeafSystem::PreRender() |
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{ |
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VPROF_BUDGET( "CClientLeafSystem::PreRender", "PreRender" ); |
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int i; |
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int nIterations = 0; |
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while ( m_DirtyRenderables.Count() ) |
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{ |
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if ( ++nIterations > 10 ) |
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{ |
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Warning( "Too many dirty renderables!\n" ); |
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break; |
|
} |
|
|
|
int nDirty = m_DirtyRenderables.Count(); |
|
for ( i = nDirty; --i >= 0; ) |
|
{ |
|
ClientRenderHandle_t handle = m_DirtyRenderables[i]; |
|
Assert( m_Renderables[ handle ].m_Flags & RENDER_FLAGS_HASCHANGED ); |
|
|
|
// Update position in leaf system |
|
RemoveFromTree( handle ); |
|
} |
|
|
|
bool bThreaded = false;//( nDirty > 5 && cl_threaded_client_leaf_system.GetBool() && g_pThreadPool->NumThreads() ); |
|
|
|
if ( !bThreaded ) |
|
{ |
|
for ( i = nDirty; --i >= 0; ) |
|
{ |
|
InsertIntoTree( m_DirtyRenderables[i] ); |
|
} |
|
} |
|
else |
|
{ |
|
// InsertIntoTree can result in new renderables being added, so copy: |
|
ClientRenderHandle_t *pDirtyRenderables = (ClientRenderHandle_t *)alloca( sizeof(ClientRenderHandle_t) * nDirty ); |
|
memcpy( pDirtyRenderables, m_DirtyRenderables.Base(), sizeof(ClientRenderHandle_t) * nDirty ); |
|
ParallelProcess( "CClientLeafSystem::PreRender", pDirtyRenderables, nDirty, this, &CClientLeafSystem::InsertIntoTree, &CClientLeafSystem::FrameLock, &CClientLeafSystem::FrameUnlock ); |
|
} |
|
|
|
if ( m_DeferredInserts.Count() ) |
|
{ |
|
EnumResultList_t enumResultList; |
|
while ( m_DeferredInserts.PopItem( &enumResultList ) ) |
|
{ |
|
m_ShadowEnum++; |
|
while ( enumResultList.pHead ) |
|
{ |
|
EnumResult_t *p = enumResultList.pHead; |
|
enumResultList.pHead = p->pNext; |
|
AddRenderableToLeaf( p->leaf, enumResultList.handle ); |
|
delete p; |
|
} |
|
} |
|
} |
|
|
|
for ( i = nDirty; --i >= 0; ) |
|
{ |
|
// Cache off the area it's sitting in. |
|
ClientRenderHandle_t handle = m_DirtyRenderables[i]; |
|
RenderableInfo_t& renderable = m_Renderables[ handle ]; |
|
|
|
renderable.m_Flags &= ~RENDER_FLAGS_HASCHANGED; |
|
m_Renderables[handle].m_Area = GetRenderableArea( handle ); |
|
} |
|
|
|
m_DirtyRenderables.RemoveMultiple( 0, nDirty ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Creates a new renderable |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::NewRenderable( IClientRenderable* pRenderable, RenderGroup_t type, int flags ) |
|
{ |
|
Assert( pRenderable ); |
|
Assert( pRenderable->RenderHandle() == INVALID_CLIENT_RENDER_HANDLE ); |
|
|
|
ClientRenderHandle_t handle = m_Renderables.AddToTail(); |
|
RenderableInfo_t &info = m_Renderables[handle]; |
|
|
|
// We need to know if it's a brush model for shadows |
|
int modelType = modelinfo->GetModelType( pRenderable->GetModel() ); |
|
if (modelType == mod_brush) |
|
{ |
|
flags |= RENDER_FLAGS_BRUSH_MODEL; |
|
} |
|
else if ( modelType == mod_studio ) |
|
{ |
|
flags |= RENDER_FLAGS_STUDIO_MODEL; |
|
} |
|
|
|
info.m_pRenderable = pRenderable; |
|
info.m_RenderFrame = -1; |
|
info.m_RenderFrame2 = -1; |
|
info.m_TranslucencyCalculated = -1; |
|
info.m_TranslucencyCalculatedView = VIEW_ILLEGAL; |
|
info.m_FirstShadow = m_ShadowsOnRenderable.InvalidIndex(); |
|
info.m_LeafList = m_RenderablesInLeaf.InvalidIndex(); |
|
info.m_Flags = flags; |
|
info.m_RenderGroup = (unsigned char)type; |
|
info.m_EnumCount = 0; |
|
info.m_RenderLeaf = m_RenderablesInLeaf.InvalidIndex(); |
|
if ( IsViewModelRenderGroup( (RenderGroup_t)info.m_RenderGroup ) ) |
|
{ |
|
AddToViewModelList( handle ); |
|
} |
|
|
|
pRenderable->RenderHandle() = handle; |
|
} |
|
|
|
void CClientLeafSystem::CreateRenderableHandle( IClientRenderable* pRenderable, bool bIsStaticProp ) |
|
{ |
|
// FIXME: The argument is unnecessary if we could get this next line to work |
|
// the reason why we can't is because currently there are IClientRenderables |
|
// which don't correctly implement GetRefEHandle. |
|
|
|
//bool bIsStaticProp = staticpropmgr->IsStaticProp( pRenderable->GetIClientUnknown() ); |
|
|
|
// Add the prop to all the leaves it lies in |
|
RenderGroup_t group = pRenderable->IsTransparent() ? RENDER_GROUP_TRANSLUCENT_ENTITY : RENDER_GROUP_OPAQUE_ENTITY; |
|
|
|
bool bTwoPass = false; |
|
if ( group == RENDER_GROUP_TRANSLUCENT_ENTITY ) |
|
{ |
|
bTwoPass = pRenderable->IsTwoPass( ); |
|
} |
|
|
|
int flags = 0; |
|
if ( bIsStaticProp ) |
|
{ |
|
flags = RENDER_FLAGS_STATIC_PROP; |
|
if ( group == RENDER_GROUP_OPAQUE_ENTITY ) |
|
{ |
|
group = RENDER_GROUP_OPAQUE_STATIC; |
|
} |
|
} |
|
|
|
if (bTwoPass) |
|
{ |
|
flags |= RENDER_FLAGS_TWOPASS; |
|
} |
|
|
|
NewRenderable( pRenderable, group, flags ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Used to change renderables from translucent to opaque |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::ChangeRenderableRenderGroup( ClientRenderHandle_t handle, RenderGroup_t group ) |
|
{ |
|
RenderableInfo_t &info = m_Renderables[handle]; |
|
info.m_RenderGroup = (unsigned char)group; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Use alternate translucent sorting algorithm (draw translucent objects in the furthest leaf they lie in) |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::EnableAlternateSorting( ClientRenderHandle_t handle, bool bEnable ) |
|
{ |
|
RenderableInfo_t &info = m_Renderables[handle]; |
|
if ( bEnable ) |
|
{ |
|
info.m_Flags |= RENDER_FLAGS_ALTERNATE_SORTING; |
|
} |
|
else |
|
{ |
|
info.m_Flags &= ~RENDER_FLAGS_ALTERNATE_SORTING; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Add/remove renderable |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::AddRenderable( IClientRenderable* pRenderable, RenderGroup_t group ) |
|
{ |
|
// force a relink we we try to draw it for the first time |
|
int flags = RENDER_FLAGS_HASCHANGED; |
|
|
|
if ( group == RENDER_GROUP_TWOPASS ) |
|
{ |
|
group = RENDER_GROUP_TRANSLUCENT_ENTITY; |
|
flags |= RENDER_FLAGS_TWOPASS; |
|
} |
|
|
|
NewRenderable( pRenderable, group, flags ); |
|
ClientRenderHandle_t handle = pRenderable->RenderHandle(); |
|
m_DirtyRenderables.AddToTail( handle ); |
|
} |
|
|
|
void CClientLeafSystem::RemoveRenderable( ClientRenderHandle_t handle ) |
|
{ |
|
// This can happen upon level shutdown |
|
if (!m_Renderables.IsValidIndex(handle)) |
|
return; |
|
|
|
// Reset the render handle in the entity. |
|
IClientRenderable *pRenderable = m_Renderables[handle].m_pRenderable; |
|
Assert( handle == pRenderable->RenderHandle() ); |
|
pRenderable->RenderHandle() = INVALID_CLIENT_RENDER_HANDLE; |
|
|
|
// Reemove the renderable from the dirty list |
|
if ( m_Renderables[handle].m_Flags & RENDER_FLAGS_HASCHANGED ) |
|
{ |
|
// NOTE: This isn't particularly fast (linear search), |
|
// but I'm assuming it's an unusual case where we remove |
|
// renderables that are changing or that m_DirtyRenderables usually |
|
// only has a couple entries |
|
int i = m_DirtyRenderables.Find( handle ); |
|
Assert( i != m_DirtyRenderables.InvalidIndex() ); |
|
m_DirtyRenderables.FastRemove( i ); |
|
} |
|
|
|
if ( IsViewModelRenderGroup( (RenderGroup_t)m_Renderables[handle].m_RenderGroup ) ) |
|
{ |
|
RemoveFromViewModelList( handle ); |
|
} |
|
|
|
RemoveFromTree( handle ); |
|
m_Renderables.Remove( handle ); |
|
} |
|
|
|
|
|
int CClientLeafSystem::GetRenderableLeaves( ClientRenderHandle_t handle, int leaves[128] ) |
|
{ |
|
if ( !m_Renderables.IsValidIndex( handle ) ) |
|
return -1; |
|
|
|
RenderableInfo_t *pRenderable = &m_Renderables[handle]; |
|
if ( pRenderable->m_LeafList == m_RenderablesInLeaf.InvalidIndex() ) |
|
return -1; |
|
|
|
int nLeaves = 0; |
|
for ( int i=m_RenderablesInLeaf.FirstBucket( handle ); i != m_RenderablesInLeaf.InvalidIndex(); i = m_RenderablesInLeaf.NextBucket( i ) ) |
|
{ |
|
leaves[nLeaves++] = m_RenderablesInLeaf.Bucket( i ); |
|
if ( nLeaves >= 128 ) |
|
break; |
|
} |
|
return nLeaves; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Retrieve leaf handles to leaves a renderable is in |
|
// the pOutLeaf parameter is filled with the leaf the renderable is in. |
|
// If pInIterator is not specified, pOutLeaf is the first leaf in the list. |
|
// if pInIterator is specified, that iterator is used to return the next leaf |
|
// in the list in pOutLeaf. |
|
// the pOutIterator parameter is filled with the iterater which index to the pOutLeaf returned. |
|
// |
|
// Returns false on failure cases where pOutLeaf will be invalid. CHECK THE RETURN! |
|
//----------------------------------------------------------------------------- |
|
bool CClientLeafSystem::GetRenderableLeaf(ClientRenderHandle_t handle, int* pOutLeaf, const int* pInIterator /* = 0 */, int* pOutIterator /* = 0 */) |
|
{ |
|
// bail on invalid handle |
|
if ( !m_Renderables.IsValidIndex( handle ) ) |
|
return false; |
|
|
|
// bail on no output value pointer |
|
if ( !pOutLeaf ) |
|
return false; |
|
|
|
// an iterator was specified |
|
if ( pInIterator ) |
|
{ |
|
int iter = *pInIterator; |
|
|
|
// test for invalid iterator |
|
if ( iter == m_RenderablesInLeaf.InvalidIndex() ) |
|
return false; |
|
|
|
int iterNext = m_RenderablesInLeaf.NextBucket( iter ); |
|
|
|
// test for end of list |
|
if ( iterNext == m_RenderablesInLeaf.InvalidIndex() ) |
|
return false; |
|
|
|
// Give the caller the iterator used |
|
if ( pOutIterator ) |
|
{ |
|
*pOutIterator = iterNext; |
|
} |
|
|
|
// set output value to the next leaf |
|
*pOutLeaf = m_RenderablesInLeaf.Bucket( iterNext ); |
|
|
|
} |
|
else // no iter param, give them the first bucket in the renderable's list |
|
{ |
|
int iter = m_RenderablesInLeaf.FirstBucket( handle ); |
|
|
|
if ( iter == m_RenderablesInLeaf.InvalidIndex() ) |
|
return false; |
|
|
|
// Set output value to this leaf |
|
*pOutLeaf = m_RenderablesInLeaf.Bucket( iter ); |
|
|
|
// give this iterator to caller |
|
if ( pOutIterator ) |
|
{ |
|
*pOutIterator = iter; |
|
} |
|
|
|
} |
|
|
|
return true; |
|
} |
|
|
|
bool CClientLeafSystem::IsRenderableInPVS( IClientRenderable *pRenderable ) |
|
{ |
|
ClientRenderHandle_t handle = pRenderable->RenderHandle(); |
|
int leaves[128]; |
|
int nLeaves = GetRenderableLeaves( handle, leaves ); |
|
if ( nLeaves == -1 ) |
|
return false; |
|
|
|
// Ask the engine if this guy is visible. |
|
return render->AreAnyLeavesVisible( leaves, nLeaves ); |
|
} |
|
|
|
short CClientLeafSystem::GetRenderableArea( ClientRenderHandle_t handle ) |
|
{ |
|
int leaves[128]; |
|
int nLeaves = GetRenderableLeaves( handle, leaves ); |
|
if ( nLeaves == -1 ) |
|
return 0; |
|
|
|
// Now ask the |
|
return engine->GetLeavesArea( leaves, nLeaves ); |
|
} |
|
|
|
|
|
void CClientLeafSystem::SetSubSystemDataInLeaf( int leaf, int nSubSystemIdx, CClientLeafSubSystemData *pData ) |
|
{ |
|
assert( nSubSystemIdx < N_CLSUBSYSTEMS ); |
|
if ( m_Leaf[leaf].m_pSubSystemData[nSubSystemIdx] ) |
|
delete m_Leaf[leaf].m_pSubSystemData[nSubSystemIdx]; |
|
m_Leaf[leaf].m_pSubSystemData[nSubSystemIdx] = pData; |
|
} |
|
|
|
CClientLeafSubSystemData *CClientLeafSystem::GetSubSystemDataInLeaf( int leaf, int nSubSystemIdx ) |
|
{ |
|
assert( nSubSystemIdx < N_CLSUBSYSTEMS ); |
|
return m_Leaf[leaf].m_pSubSystemData[nSubSystemIdx]; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Indicates which leaves detail objects are in |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::SetDetailObjectsInLeaf( int leaf, int firstDetailObject, |
|
int detailObjectCount ) |
|
{ |
|
m_Leaf[leaf].m_FirstDetailProp = firstDetailObject; |
|
m_Leaf[leaf].m_DetailPropCount = detailObjectCount; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns the detail objects in a leaf |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::GetDetailObjectsInLeaf( int leaf, int& firstDetailObject, |
|
int& detailObjectCount ) |
|
{ |
|
firstDetailObject = m_Leaf[leaf].m_FirstDetailProp; |
|
detailObjectCount = m_Leaf[leaf].m_DetailPropCount; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Create/destroy shadows... |
|
//----------------------------------------------------------------------------- |
|
ClientLeafShadowHandle_t CClientLeafSystem::AddShadow( ClientShadowHandle_t userId, unsigned short flags ) |
|
{ |
|
ClientLeafShadowHandle_t idx = m_Shadows.AddToTail(); |
|
m_Shadows[idx].m_Shadow = userId; |
|
m_Shadows[idx].m_FirstLeaf = m_ShadowsInLeaf.InvalidIndex(); |
|
m_Shadows[idx].m_FirstRenderable = m_ShadowsOnRenderable.InvalidIndex(); |
|
m_Shadows[idx].m_EnumCount = 0; |
|
m_Shadows[idx].m_Flags = flags; |
|
return idx; |
|
} |
|
|
|
void CClientLeafSystem::RemoveShadow( ClientLeafShadowHandle_t handle ) |
|
{ |
|
// Remove the shadow from all leaves + renderables... |
|
RemoveShadowFromLeaves( handle ); |
|
RemoveShadowFromRenderables( handle ); |
|
|
|
// Blow away the handle |
|
m_Shadows.Remove( handle ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds a shadow to a leaf/removes shadow from renderable |
|
//----------------------------------------------------------------------------- |
|
inline bool CClientLeafSystem::ShouldRenderableReceiveShadow( ClientRenderHandle_t renderHandle, int nShadowFlags ) |
|
{ |
|
RenderableInfo_t &renderable = m_Renderables[renderHandle]; |
|
if( !( renderable.m_Flags & ( RENDER_FLAGS_BRUSH_MODEL | RENDER_FLAGS_STATIC_PROP | RENDER_FLAGS_STUDIO_MODEL ) ) ) |
|
return false; |
|
|
|
return renderable.m_pRenderable->ShouldReceiveProjectedTextures( nShadowFlags ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds a shadow to a leaf/removes shadow from renderable |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::AddShadowToRenderable( ClientRenderHandle_t renderHandle, |
|
ClientLeafShadowHandle_t shadowHandle ) |
|
{ |
|
// Check if this renderable receives the type of projected texture that shadowHandle refers to. |
|
int nShadowFlags = m_Shadows[shadowHandle].m_Flags; |
|
if ( !ShouldRenderableReceiveShadow( renderHandle, nShadowFlags ) ) |
|
return; |
|
|
|
m_ShadowsOnRenderable.AddElementToBucket( renderHandle, shadowHandle ); |
|
|
|
// Also, do some stuff specific to the particular types of renderables |
|
|
|
// If the renderable is a brush model, then add this shadow to it |
|
if (m_Renderables[renderHandle].m_Flags & RENDER_FLAGS_BRUSH_MODEL) |
|
{ |
|
IClientRenderable* pRenderable = m_Renderables[renderHandle].m_pRenderable; |
|
g_pClientShadowMgr->AddShadowToReceiver( m_Shadows[shadowHandle].m_Shadow, |
|
pRenderable, SHADOW_RECEIVER_BRUSH_MODEL ); |
|
} |
|
else if( m_Renderables[renderHandle].m_Flags & RENDER_FLAGS_STATIC_PROP ) |
|
{ |
|
IClientRenderable* pRenderable = m_Renderables[renderHandle].m_pRenderable; |
|
g_pClientShadowMgr->AddShadowToReceiver( m_Shadows[shadowHandle].m_Shadow, |
|
pRenderable, SHADOW_RECEIVER_STATIC_PROP ); |
|
} |
|
else if( m_Renderables[renderHandle].m_Flags & RENDER_FLAGS_STUDIO_MODEL ) |
|
{ |
|
IClientRenderable* pRenderable = m_Renderables[renderHandle].m_pRenderable; |
|
g_pClientShadowMgr->AddShadowToReceiver( m_Shadows[shadowHandle].m_Shadow, |
|
pRenderable, SHADOW_RECEIVER_STUDIO_MODEL ); |
|
} |
|
} |
|
|
|
void CClientLeafSystem::RemoveShadowFromRenderables( ClientLeafShadowHandle_t handle ) |
|
{ |
|
m_ShadowsOnRenderable.RemoveElement( handle ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds a shadow to a leaf/removes shadow from leaf |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::AddShadowToLeaf( int leaf, ClientLeafShadowHandle_t shadow ) |
|
{ |
|
m_ShadowsInLeaf.AddElementToBucket( leaf, shadow ); |
|
|
|
// Add the shadow exactly once to all renderables in the leaf |
|
unsigned int i = m_RenderablesInLeaf.FirstElement( leaf ); |
|
while ( i != m_RenderablesInLeaf.InvalidIndex() ) |
|
{ |
|
ClientRenderHandle_t renderable = m_RenderablesInLeaf.Element(i); |
|
RenderableInfo_t& info = m_Renderables[renderable]; |
|
|
|
// Add each shadow exactly once to each renderable |
|
if (info.m_EnumCount != m_ShadowEnum) |
|
{ |
|
AddShadowToRenderable( renderable, shadow ); |
|
info.m_EnumCount = m_ShadowEnum; |
|
} |
|
|
|
Assert( m_ShadowsInLeaf.NumAllocated() < 2000 ); |
|
|
|
i = m_RenderablesInLeaf.NextElement(i); |
|
} |
|
} |
|
|
|
void CClientLeafSystem::RemoveShadowFromLeaves( ClientLeafShadowHandle_t handle ) |
|
{ |
|
m_ShadowsInLeaf.RemoveElement( handle ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds a shadow to all leaves listed |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::ProjectShadow( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) |
|
{ |
|
// Remove the shadow from any leaves it current exists in |
|
RemoveShadowFromLeaves( handle ); |
|
RemoveShadowFromRenderables( handle ); |
|
|
|
Assert( ( m_Shadows[handle].m_Flags & SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK ) == SHADOW_FLAGS_SHADOW ); |
|
|
|
// This will help us to avoid adding the shadow multiple times to a renderable |
|
++m_ShadowEnum; |
|
|
|
for ( int i = 0; i < nLeafCount; ++i ) |
|
{ |
|
AddShadowToLeaf( pLeafList[i], handle ); |
|
} |
|
} |
|
|
|
void CClientLeafSystem::ProjectFlashlight( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) |
|
{ |
|
VPROF_BUDGET( "CClientLeafSystem::ProjectFlashlight", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); |
|
|
|
// Remove the shadow from any leaves it current exists in |
|
RemoveShadowFromLeaves( handle ); |
|
RemoveShadowFromRenderables( handle ); |
|
|
|
Assert( ( m_Shadows[handle].m_Flags & SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK ) == SHADOW_FLAGS_FLASHLIGHT ); |
|
|
|
// This will help us to avoid adding the shadow multiple times to a renderable |
|
++m_ShadowEnum; |
|
|
|
for ( int i = 0; i < nLeafCount; ++i ) |
|
{ |
|
AddShadowToLeaf( pLeafList[i], handle ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Find all shadow casters in a set of leaves |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::EnumerateShadowsInLeaves( int leafCount, LeafIndex_t* pLeaves, IClientLeafShadowEnum* pEnum ) |
|
{ |
|
if (leafCount == 0) |
|
return; |
|
|
|
// This will help us to avoid enumerating the shadow multiple times |
|
++m_ShadowEnum; |
|
|
|
for (int i = 0; i < leafCount; ++i) |
|
{ |
|
int leaf = pLeaves[i]; |
|
|
|
unsigned short j = m_ShadowsInLeaf.FirstElement( leaf ); |
|
while ( j != m_ShadowsInLeaf.InvalidIndex() ) |
|
{ |
|
ClientLeafShadowHandle_t shadow = m_ShadowsInLeaf.Element(j); |
|
ShadowInfo_t& info = m_Shadows[shadow]; |
|
|
|
if (info.m_EnumCount != m_ShadowEnum) |
|
{ |
|
pEnum->EnumShadow(info.m_Shadow); |
|
info.m_EnumCount = m_ShadowEnum; |
|
} |
|
|
|
j = m_ShadowsInLeaf.NextElement(j); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds a renderable to a leaf |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::AddRenderableToLeaf( int leaf, ClientRenderHandle_t renderable ) |
|
{ |
|
#ifdef VALIDATE_CLIENT_LEAF_SYSTEM |
|
m_RenderablesInLeaf.ValidateAddElementToBucket( leaf, renderable ); |
|
#endif |
|
|
|
#ifdef DUMP_RENDERABLE_LEAFS |
|
static uint32 count = 0; |
|
if (count < m_RenderablesInLeaf.NumAllocated()) |
|
{ |
|
count = m_RenderablesInLeaf.NumAllocated(); |
|
Msg("********** frame: %d count:%u ***************\n", gpGlobals->framecount, count ); |
|
|
|
if (count >= 20000) |
|
{ |
|
for (int j = 0; j < m_RenderablesInLeaf.NumAllocated(); j++) |
|
{ |
|
const ClientRenderHandle_t& renderable = m_RenderablesInLeaf.Element(j); |
|
RenderableInfo_t& info = m_Renderables[renderable]; |
|
|
|
char pTemp[256]; |
|
const char *pClassName = "<unknown renderable>"; |
|
C_BaseEntity *pEnt = info.m_pRenderable->GetIClientUnknown()->GetBaseEntity(); |
|
if ( pEnt ) |
|
{ |
|
pClassName = pEnt->GetClassname(); |
|
} |
|
else |
|
{ |
|
CNewParticleEffect *pEffect = dynamic_cast< CNewParticleEffect*>( info.m_pRenderable ); |
|
if ( pEffect ) |
|
{ |
|
Vector mins, maxs; |
|
pEffect->GetRenderBounds(mins, maxs); |
|
Q_snprintf( pTemp, sizeof(pTemp), "ps: %s %.2f,%.2f", pEffect->GetEffectName(), maxs.x - mins.x, maxs.y - mins.y ); |
|
pClassName = pTemp; |
|
} |
|
else if ( dynamic_cast< CParticleEffectBinding* >( info.m_pRenderable ) ) |
|
{ |
|
pClassName = "<old particle system>"; |
|
} |
|
} |
|
|
|
Msg(" %d: %p group:%d %s %d %d TransCalc:%d renderframe:%d\n", j, info.m_pRenderable, info.m_RenderGroup, pClassName, |
|
info.m_LeafList, info.m_RenderLeaf, info.m_TranslucencyCalculated, info.m_RenderFrame); |
|
} |
|
|
|
DebuggerBreak(); |
|
} |
|
} |
|
#endif // DUMP_RENDERABLE_LEAFS |
|
|
|
m_RenderablesInLeaf.AddElementToBucket(leaf, renderable); |
|
|
|
if ( !ShouldRenderableReceiveShadow( renderable, SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK ) ) |
|
return; |
|
|
|
// Add all shadows in the leaf to the renderable... |
|
unsigned short i = m_ShadowsInLeaf.FirstElement( leaf ); |
|
while (i != m_ShadowsInLeaf.InvalidIndex() ) |
|
{ |
|
ClientLeafShadowHandle_t shadow = m_ShadowsInLeaf.Element(i); |
|
ShadowInfo_t& info = m_Shadows[shadow]; |
|
|
|
// Add each shadow exactly once to each renderable |
|
if (info.m_EnumCount != m_ShadowEnum) |
|
{ |
|
AddShadowToRenderable( renderable, shadow ); |
|
info.m_EnumCount = m_ShadowEnum; |
|
} |
|
|
|
i = m_ShadowsInLeaf.NextElement(i); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds a renderable to a set of leaves |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::AddRenderableToLeaves( ClientRenderHandle_t handle, int nLeafCount, unsigned short *pLeaves ) |
|
{ |
|
for (int j = 0; j < nLeafCount; ++j) |
|
{ |
|
AddRenderableToLeaf( pLeaves[j], handle ); |
|
} |
|
m_Renderables[handle].m_Area = GetRenderableArea( handle ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Inserts an element into the tree |
|
//----------------------------------------------------------------------------- |
|
bool CClientLeafSystem::EnumerateLeaf( int leaf, int context ) |
|
{ |
|
EnumResultList_t *pList = (EnumResultList_t *)context; |
|
if ( ThreadInMainThread() ) |
|
{ |
|
AddRenderableToLeaf( leaf, pList->handle ); |
|
} |
|
else |
|
{ |
|
EnumResult_t *p = new EnumResult_t; |
|
p->leaf = leaf; |
|
p->pNext = pList->pHead; |
|
pList->pHead = p; |
|
} |
|
return true; |
|
} |
|
|
|
void CClientLeafSystem::InsertIntoTree( ClientRenderHandle_t &handle ) |
|
{ |
|
if ( ThreadInMainThread() ) |
|
{ |
|
// When we insert into the tree, increase the shadow enumerator |
|
// to make sure each shadow is added exactly once to each renderable |
|
m_ShadowEnum++; |
|
} |
|
|
|
EnumResultList_t list = { NULL, handle }; |
|
|
|
// NOTE: The render bounds here are relative to the renderable's coordinate system |
|
IClientRenderable* pRenderable = m_Renderables[handle].m_pRenderable; |
|
Vector absMins, absMaxs; |
|
|
|
CalcRenderableWorldSpaceAABB_Fast( pRenderable, absMins, absMaxs ); |
|
Assert( absMins.IsValid() && absMaxs.IsValid() ); |
|
|
|
ISpatialQuery* pQuery = engine->GetBSPTreeQuery(); |
|
pQuery->EnumerateLeavesInBox( absMins, absMaxs, this, (int)&list ); |
|
|
|
if ( list.pHead ) |
|
{ |
|
m_DeferredInserts.PushItem( list ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Removes an element from the tree |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::RemoveFromTree( ClientRenderHandle_t handle ) |
|
{ |
|
m_RenderablesInLeaf.RemoveElement( handle ); |
|
|
|
// Remove all shadows cast onto the object |
|
m_ShadowsOnRenderable.RemoveBucket( handle ); |
|
|
|
// If the renderable is a brush model, then remove all shadows from it |
|
if (m_Renderables[handle].m_Flags & RENDER_FLAGS_BRUSH_MODEL) |
|
{ |
|
g_pClientShadowMgr->RemoveAllShadowsFromReceiver( |
|
m_Renderables[handle].m_pRenderable, SHADOW_RECEIVER_BRUSH_MODEL ); |
|
} |
|
else if( m_Renderables[handle].m_Flags & RENDER_FLAGS_STUDIO_MODEL ) |
|
{ |
|
g_pClientShadowMgr->RemoveAllShadowsFromReceiver( |
|
m_Renderables[handle].m_pRenderable, SHADOW_RECEIVER_STUDIO_MODEL ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Call this when the renderable moves |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::RenderableChanged( ClientRenderHandle_t handle ) |
|
{ |
|
Assert ( handle != INVALID_CLIENT_RENDER_HANDLE ); |
|
Assert( m_Renderables.IsValidIndex( handle ) ); |
|
if ( !m_Renderables.IsValidIndex( handle ) ) |
|
return; |
|
|
|
if ( (m_Renderables[handle].m_Flags & RENDER_FLAGS_HASCHANGED ) == 0 ) |
|
{ |
|
m_Renderables[handle].m_Flags |= RENDER_FLAGS_HASCHANGED; |
|
m_DirtyRenderables.AddToTail( handle ); |
|
} |
|
#if _DEBUG |
|
else |
|
{ |
|
// It had better be in the list |
|
Assert( m_DirtyRenderables.Find( handle ) != m_DirtyRenderables.InvalidIndex() ); |
|
} |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns if it's a view model render group |
|
//----------------------------------------------------------------------------- |
|
inline bool CClientLeafSystem::IsViewModelRenderGroup( RenderGroup_t group ) const |
|
{ |
|
return (group == RENDER_GROUP_VIEW_MODEL_TRANSLUCENT) || (group == RENDER_GROUP_VIEW_MODEL_OPAQUE); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds, removes renderables from view model list |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::AddToViewModelList( ClientRenderHandle_t handle ) |
|
{ |
|
MEM_ALLOC_CREDIT(); |
|
Assert( m_ViewModels.Find( handle ) == m_ViewModels.InvalidIndex() ); |
|
m_ViewModels.AddToTail( handle ); |
|
} |
|
|
|
void CClientLeafSystem::RemoveFromViewModelList( ClientRenderHandle_t handle ) |
|
{ |
|
int i = m_ViewModels.Find( handle ); |
|
Assert( i != m_ViewModels.InvalidIndex() ); |
|
m_ViewModels.FastRemove( i ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Call this to change the render group |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::SetRenderGroup( ClientRenderHandle_t handle, RenderGroup_t group ) |
|
{ |
|
RenderableInfo_t *pInfo = &m_Renderables[handle]; |
|
|
|
bool twoPass = false; |
|
if ( group == RENDER_GROUP_TWOPASS ) |
|
{ |
|
twoPass = true; |
|
group = RENDER_GROUP_TRANSLUCENT_ENTITY; |
|
} |
|
|
|
if ( twoPass ) |
|
{ |
|
pInfo->m_Flags |= RENDER_FLAGS_TWOPASS; |
|
} |
|
else |
|
{ |
|
pInfo->m_Flags &= ~RENDER_FLAGS_TWOPASS; |
|
} |
|
|
|
bool bOldViewModelRenderGroup = IsViewModelRenderGroup( (RenderGroup_t)pInfo->m_RenderGroup ); |
|
bool bNewViewModelRenderGroup = IsViewModelRenderGroup( group ); |
|
if ( bOldViewModelRenderGroup != bNewViewModelRenderGroup ) |
|
{ |
|
if ( bOldViewModelRenderGroup ) |
|
{ |
|
RemoveFromViewModelList( handle ); |
|
} |
|
else |
|
{ |
|
AddToViewModelList( handle ); |
|
} |
|
} |
|
|
|
pInfo->m_RenderGroup = group; |
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Detail system marks |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::DrawDetailObjectsInLeaf( int leaf, int nFrameNumber, int& nFirstDetailObject, int& nDetailObjectCount ) |
|
{ |
|
ClientLeaf_t &leafInfo = m_Leaf[leaf]; |
|
leafInfo.m_DetailPropRenderFrame = nFrameNumber; |
|
nFirstDetailObject = leafInfo.m_FirstDetailProp; |
|
nDetailObjectCount = leafInfo.m_DetailPropCount; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Are we close enough to this leaf to draw detail props *and* are there any props in the leaf? |
|
//----------------------------------------------------------------------------- |
|
bool CClientLeafSystem::ShouldDrawDetailObjectsInLeaf( int leaf, int frameNumber ) |
|
{ |
|
ClientLeaf_t &leafInfo = m_Leaf[leaf]; |
|
return ( (leafInfo.m_DetailPropRenderFrame == frameNumber ) && |
|
( ( leafInfo.m_DetailPropCount != 0 ) || ( leafInfo.m_pSubSystemData[CLSUBSYSTEM_DETAILOBJECTS] ) ) ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Compute which leaf the translucent renderables should render in |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::ComputeTranslucentRenderLeaf( int count, const LeafIndex_t *pLeafList, const LeafFogVolume_t *pLeafFogVolumeList, int frameNumber, int viewID ) |
|
{ |
|
ASSERT_NO_REENTRY(); |
|
VPROF_BUDGET( "CClientLeafSystem::ComputeTranslucentRenderLeaf", "ComputeTranslucentRenderLeaf" ); |
|
|
|
#define LeafToMarker( leaf ) reinterpret_cast<RenderableInfo_t *>(( (leaf) << 1 ) | 1) |
|
#define IsLeafMarker( p ) (bool)((reinterpret_cast<size_t>(p)) & 1) |
|
#define MarkerToLeaf( p ) (int)((reinterpret_cast<size_t>(p)) >> 1) |
|
|
|
// For better sorting, we're gonna choose the leaf that is closest to the camera. |
|
// The leaf list passed in here is sorted front to back |
|
bool bThreaded = false;//( cl_threaded_client_leaf_system.GetBool() && g_pThreadPool->NumThreads() ); |
|
int globalFrameCount = gpGlobals->framecount; |
|
int i; |
|
|
|
static CUtlVector<RenderableInfo_t *> orderedList; // @MULTICORE (toml 8/30/2006): will need to make non-static if thread this function |
|
static CUtlVector<IClientRenderable *> renderablesToUpdate; |
|
int leaf = 0; |
|
for ( i = 0; i < count; ++i ) |
|
{ |
|
leaf = pLeafList[i]; |
|
orderedList.AddToTail( LeafToMarker( leaf ) ); |
|
|
|
// iterate over all elements in this leaf |
|
unsigned int idx = m_RenderablesInLeaf.FirstElement(leaf); |
|
while (idx != m_RenderablesInLeaf.InvalidIndex()) |
|
{ |
|
RenderableInfo_t& info = m_Renderables[m_RenderablesInLeaf.Element(idx)]; |
|
if ( info.m_TranslucencyCalculated != globalFrameCount || info.m_TranslucencyCalculatedView != viewID ) |
|
{ |
|
// Compute translucency |
|
if ( bThreaded ) |
|
{ |
|
renderablesToUpdate.AddToTail( info.m_pRenderable ); |
|
} |
|
else |
|
{ |
|
info.m_pRenderable->ComputeFxBlend(); |
|
} |
|
info.m_TranslucencyCalculated = globalFrameCount; |
|
info.m_TranslucencyCalculatedView = viewID; |
|
} |
|
orderedList.AddToTail( &info ); |
|
idx = m_RenderablesInLeaf.NextElement(idx); |
|
} |
|
} |
|
|
|
if ( bThreaded ) |
|
{ |
|
ParallelProcess( "CClientLeafSystem::ComputeTranslucentRenderLeaf", renderablesToUpdate.Base(), renderablesToUpdate.Count(), &CallComputeFXBlend, &::FrameLock, &::FrameUnlock ); |
|
renderablesToUpdate.RemoveAll(); |
|
} |
|
|
|
for ( i = 0; i != orderedList.Count(); i++ ) |
|
{ |
|
RenderableInfo_t *pInfo = orderedList[i]; |
|
if ( !IsLeafMarker( pInfo ) ) |
|
{ |
|
if( pInfo->m_RenderFrame != frameNumber ) |
|
{ |
|
if( pInfo->m_RenderGroup == RENDER_GROUP_TRANSLUCENT_ENTITY ) |
|
{ |
|
pInfo->m_RenderLeaf = leaf; |
|
} |
|
pInfo->m_RenderFrame = frameNumber; |
|
} |
|
else if ( pInfo->m_Flags & RENDER_FLAGS_ALTERNATE_SORTING ) |
|
{ |
|
if( pInfo->m_RenderGroup == RENDER_GROUP_TRANSLUCENT_ENTITY ) |
|
{ |
|
pInfo->m_RenderLeaf = leaf; |
|
} |
|
} |
|
|
|
} |
|
else |
|
{ |
|
leaf = MarkerToLeaf( pInfo ); |
|
} |
|
} |
|
|
|
orderedList.RemoveAll(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds a renderable to the list of renderables to render this frame |
|
//----------------------------------------------------------------------------- |
|
inline void AddRenderableToRenderList( CClientRenderablesList &renderList, IClientRenderable *pRenderable, |
|
int iLeaf, RenderGroup_t group, ClientRenderHandle_t renderHandle, bool bTwoPass = false ) |
|
{ |
|
#ifdef _DEBUG |
|
if (cl_drawleaf.GetInt() >= 0) |
|
{ |
|
if (iLeaf != cl_drawleaf.GetInt()) |
|
return; |
|
} |
|
#endif |
|
|
|
Assert( group >= 0 && group < RENDER_GROUP_COUNT ); |
|
|
|
int &curCount = renderList.m_RenderGroupCounts[group]; |
|
if ( curCount < CClientRenderablesList::MAX_GROUP_ENTITIES ) |
|
{ |
|
Assert( (iLeaf >= 0) && (iLeaf <= 65535) ); |
|
|
|
CClientRenderablesList::CEntry *pEntry = &renderList.m_RenderGroups[group][curCount]; |
|
pEntry->m_pRenderable = pRenderable; |
|
pEntry->m_iWorldListInfoLeaf = iLeaf; |
|
pEntry->m_TwoPass = bTwoPass; |
|
pEntry->m_RenderHandle = renderHandle; |
|
curCount++; |
|
} |
|
else |
|
{ |
|
engine->Con_NPrintf( 10, "Warning: overflowed CClientRenderablesList group %d", group ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : renderList - |
|
// renderGroup - |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::CollateViewModelRenderables( CUtlVector< IClientRenderable * >& opaque, CUtlVector< IClientRenderable * >& translucent ) |
|
{ |
|
for ( int i = m_ViewModels.Count()-1; i >= 0; --i ) |
|
{ |
|
ClientRenderHandle_t handle = m_ViewModels[i]; |
|
RenderableInfo_t& renderable = m_Renderables[handle]; |
|
|
|
// NOTE: In some cases, this removes the entity from the view model list |
|
renderable.m_pRenderable->ComputeFxBlend(); |
|
|
|
// That's why we need to test RENDER_GROUP_OPAQUE_ENTITY - it may have changed in ComputeFXBlend() |
|
if ( renderable.m_RenderGroup == RENDER_GROUP_VIEW_MODEL_OPAQUE || renderable.m_RenderGroup == RENDER_GROUP_OPAQUE_ENTITY ) |
|
{ |
|
opaque.AddToTail( renderable.m_pRenderable ); |
|
} |
|
else |
|
{ |
|
translucent.AddToTail( renderable.m_pRenderable ); |
|
} |
|
} |
|
} |
|
|
|
static RenderGroup_t DetectBucketedRenderGroup( RenderGroup_t group, float fDimension ) |
|
{ |
|
float const arrThresholds[ 3 ] = { |
|
200.f, // tree size |
|
80.f, // player size |
|
30.f, // crate size |
|
}; |
|
Assert( ARRAYSIZE( arrThresholds ) + 1 >= RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS ); |
|
Assert( group >= RENDER_GROUP_OPAQUE_STATIC && group <= RENDER_GROUP_OPAQUE_ENTITY ); |
|
|
|
int bucketedGroupIndex; |
|
if ( RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS <= 2 || |
|
fDimension >= arrThresholds[1] ) |
|
{ |
|
if ( RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS <= 1 || |
|
fDimension >= arrThresholds[0] ) |
|
bucketedGroupIndex = 0; |
|
else |
|
bucketedGroupIndex = 1; |
|
} |
|
else |
|
{ |
|
if ( RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS <= 3 || |
|
fDimension >= arrThresholds[2] ) |
|
bucketedGroupIndex = 2; |
|
else |
|
bucketedGroupIndex = 3; |
|
} |
|
|
|
// Determine the new bucketed group |
|
RenderGroup_t bucketedGroup = RenderGroup_t( group - ( ( RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS - 1 ) - bucketedGroupIndex ) * 2 ); |
|
Assert( bucketedGroup >= RENDER_GROUP_OPAQUE_STATIC_HUGE && bucketedGroup <= RENDER_GROUP_OPAQUE_ENTITY ); |
|
|
|
return bucketedGroup; |
|
} |
|
|
|
void CClientLeafSystem::CollateRenderablesInLeaf( int leaf, int worldListLeafIndex, const SetupRenderInfo_t &info ) |
|
{ |
|
bool portalTestEnts = r_PortalTestEnts.GetBool() && !r_portalsopenall.GetBool(); |
|
|
|
// Place a fake entity for static/opaque ents in this leaf |
|
AddRenderableToRenderList( *info.m_pRenderList, NULL, worldListLeafIndex, RENDER_GROUP_OPAQUE_STATIC, NULL ); |
|
AddRenderableToRenderList( *info.m_pRenderList, NULL, worldListLeafIndex, RENDER_GROUP_OPAQUE_ENTITY, NULL ); |
|
|
|
// Collate everything. |
|
unsigned int idx = m_RenderablesInLeaf.FirstElement(leaf); |
|
for ( ;idx != m_RenderablesInLeaf.InvalidIndex(); idx = m_RenderablesInLeaf.NextElement(idx) ) |
|
{ |
|
ClientRenderHandle_t handle = m_RenderablesInLeaf.Element(idx); |
|
RenderableInfo_t& renderable = m_Renderables[handle]; |
|
|
|
// Early out on static props if we don't want to render them |
|
if ((!m_DrawStaticProps) && (renderable.m_Flags & RENDER_FLAGS_STATIC_PROP)) |
|
continue; |
|
|
|
// Early out if we're told to not draw small objects (top view only, |
|
/* that's why we don't check the z component). |
|
if (!m_DrawSmallObjects) |
|
{ |
|
CCachedRenderInfo& cachedInfo = m_CachedRenderInfos[renderable.m_CachedRenderInfo]; |
|
float sizeX = cachedInfo.m_Maxs.x - cachedInfo.m_Mins.x; |
|
float sizeY = cachedInfo.m_Maxs.y - cachedInfo.m_Mins.y; |
|
if ((sizeX < 50.f) && (sizeY < 50.f)) |
|
continue; |
|
}*/ |
|
|
|
Assert( m_DrawSmallObjects ); // MOTODO |
|
|
|
// Don't hit the same ent in multiple leaves twice. |
|
if ( renderable.m_RenderGroup != RENDER_GROUP_TRANSLUCENT_ENTITY ) |
|
{ |
|
if ( renderable.m_RenderFrame2 == info.m_nRenderFrame ) |
|
continue; |
|
|
|
renderable.m_RenderFrame2 = info.m_nRenderFrame; |
|
} |
|
else // translucent |
|
{ |
|
// Shadow depth skips ComputeTranslucentRenderLeaf! |
|
|
|
// Translucent entities already have had ComputeTranslucentRenderLeaf called on them |
|
// so m_RenderLeaf should be set to the nearest leaf, so that's what we want here. |
|
if ( renderable.m_RenderLeaf != leaf ) |
|
continue; |
|
} |
|
|
|
unsigned char nAlpha = 255; |
|
if ( info.m_bDrawTranslucentObjects ) |
|
{ |
|
// Prevent culling if the renderable is invisible |
|
// NOTE: OPAQUE objects can have alpha == 0. |
|
// They are made to be opaque because they don't have to be sorted. |
|
nAlpha = renderable.m_pRenderable->GetFxBlend(); |
|
if ( nAlpha == 0 ) |
|
continue; |
|
} |
|
|
|
Vector absMins, absMaxs; |
|
CalcRenderableWorldSpaceAABB( renderable.m_pRenderable, absMins, absMaxs ); |
|
// If the renderable is inside an area, cull it using the frustum for that area. |
|
if ( portalTestEnts && renderable.m_Area != -1 ) |
|
{ |
|
VPROF( "r_PortalTestEnts" ); |
|
if ( !engine->DoesBoxTouchAreaFrustum( absMins, absMaxs, renderable.m_Area ) ) |
|
continue; |
|
} |
|
else |
|
{ |
|
// cull with main frustum |
|
if ( engine->CullBox( absMins, absMaxs ) ) |
|
continue; |
|
} |
|
|
|
// UNDONE: Investigate speed tradeoffs of occlusion culling brush models too? |
|
if ( renderable.m_Flags & RENDER_FLAGS_STUDIO_MODEL ) |
|
{ |
|
// test to see if this renderable is occluded by the engine's occlusion system |
|
if ( engine->IsOccluded( absMins, absMaxs ) ) |
|
continue; |
|
} |
|
|
|
#ifdef INVASION_CLIENT_DLL |
|
if (info.m_flRenderDistSq != 0.0f) |
|
{ |
|
Vector mins, maxs; |
|
renderable.m_pRenderable->GetRenderBounds( mins, maxs ); |
|
|
|
if ((maxs.z - mins.z) < 100) |
|
{ |
|
Vector vCenter; |
|
VectorLerp( mins, maxs, 0.5f, vCenter ); |
|
vCenter += renderable.m_pRenderable->GetRenderOrigin(); |
|
|
|
float flDistSq = info.m_vecRenderOrigin.DistToSqr( vCenter ); |
|
if (info.m_flRenderDistSq <= flDistSq) |
|
continue; |
|
} |
|
} |
|
#endif |
|
|
|
if( renderable.m_RenderGroup != RENDER_GROUP_TRANSLUCENT_ENTITY ) |
|
{ |
|
RenderGroup_t group = (RenderGroup_t)renderable.m_RenderGroup; |
|
|
|
// Determine object group offset |
|
if ( RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS > 1 && |
|
group >= RENDER_GROUP_OPAQUE_STATIC && |
|
group <= RENDER_GROUP_OPAQUE_ENTITY ) |
|
{ |
|
Vector dims; |
|
VectorSubtract( absMaxs, absMins, dims ); |
|
|
|
float const fDimension = MAX( MAX( fabs(dims.x), fabs(dims.y) ), fabs(dims.z) ); |
|
group = DetectBucketedRenderGroup( group, fDimension ); |
|
|
|
Assert( group >= RENDER_GROUP_OPAQUE_STATIC_HUGE && group <= RENDER_GROUP_OPAQUE_ENTITY ); |
|
} |
|
|
|
AddRenderableToRenderList( *info.m_pRenderList, renderable.m_pRenderable, |
|
worldListLeafIndex, group, handle); |
|
} |
|
else |
|
{ |
|
bool bTwoPass = ((renderable.m_Flags & RENDER_FLAGS_TWOPASS) != 0) && ( nAlpha == 255 ); // Two pass? |
|
|
|
// Add to appropriate list if drawing translucent objects (shadow depth mapping will skip this) |
|
if ( info.m_bDrawTranslucentObjects ) |
|
{ |
|
AddRenderableToRenderList( *info.m_pRenderList, renderable.m_pRenderable, |
|
worldListLeafIndex, (RenderGroup_t)renderable.m_RenderGroup, handle, bTwoPass ); |
|
} |
|
|
|
if ( bTwoPass ) // Also add to opaque list if it's a two-pass model... |
|
{ |
|
AddRenderableToRenderList( *info.m_pRenderList, renderable.m_pRenderable, |
|
worldListLeafIndex, RENDER_GROUP_OPAQUE_ENTITY, handle, bTwoPass ); |
|
} |
|
} |
|
} |
|
|
|
// Do detail objects. |
|
// These don't have render handles! |
|
if ( info.m_bDrawDetailObjects && ShouldDrawDetailObjectsInLeaf( leaf, info.m_nDetailBuildFrame ) ) |
|
{ |
|
idx = m_Leaf[leaf].m_FirstDetailProp; |
|
int count = m_Leaf[leaf].m_DetailPropCount; |
|
while( --count >= 0 ) |
|
{ |
|
IClientRenderable* pRenderable = DetailObjectSystem()->GetDetailModel(idx); |
|
|
|
// FIXME: This if check here is necessary because the detail object system also maintains lists of sprites... |
|
if (pRenderable) |
|
{ |
|
if( pRenderable->IsTransparent() ) |
|
{ |
|
if ( info.m_bDrawTranslucentObjects ) // Don't draw translucent objects into shadow depth maps |
|
{ |
|
// Lots of the detail entities are invisible so avoid sorting them and all that. |
|
if( pRenderable->GetFxBlend() > 0 ) |
|
{ |
|
AddRenderableToRenderList( *info.m_pRenderList, pRenderable, |
|
worldListLeafIndex, RENDER_GROUP_TRANSLUCENT_ENTITY, DETAIL_PROP_RENDER_HANDLE ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
AddRenderableToRenderList( *info.m_pRenderList, pRenderable, |
|
worldListLeafIndex, RENDER_GROUP_OPAQUE_ENTITY, DETAIL_PROP_RENDER_HANDLE ); |
|
} |
|
} |
|
++idx; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sort entities in a back-to-front ordering |
|
//----------------------------------------------------------------------------- |
|
void CClientLeafSystem::SortEntities( const Vector &vecRenderOrigin, const Vector &vecRenderForward, CClientRenderablesList::CEntry *pEntities, int nEntities ) |
|
{ |
|
// Don't sort if we only have 1 entity |
|
if ( nEntities <= 1 ) |
|
return; |
|
|
|
float dists[CClientRenderablesList::MAX_GROUP_ENTITIES]; |
|
|
|
// First get a distance for each entity. |
|
int i; |
|
for( i=0; i < nEntities; i++ ) |
|
{ |
|
IClientRenderable *pRenderable = pEntities[i].m_pRenderable; |
|
|
|
// Compute the center of the object (needed for translucent brush models) |
|
Vector boxcenter; |
|
Vector mins,maxs; |
|
pRenderable->GetRenderBounds( mins, maxs ); |
|
VectorAdd( mins, maxs, boxcenter ); |
|
VectorMA( pRenderable->GetRenderOrigin(), 0.5f, boxcenter, boxcenter ); |
|
|
|
// Compute distance... |
|
Vector delta; |
|
VectorSubtract( boxcenter, vecRenderOrigin, delta ); |
|
dists[i] = DotProduct( delta, vecRenderForward ); |
|
} |
|
|
|
// H-sort. |
|
int stepSize = 4; |
|
while( stepSize ) |
|
{ |
|
int end = nEntities - stepSize; |
|
for( i=0; i < end; i += stepSize ) |
|
{ |
|
if( dists[i] > dists[i+stepSize] ) |
|
{ |
|
::V_swap( pEntities[i], pEntities[i+stepSize] ); |
|
::V_swap( dists[i], dists[i+stepSize] ); |
|
|
|
if( i == 0 ) |
|
{ |
|
i = -stepSize; |
|
} |
|
else |
|
{ |
|
i -= stepSize << 1; |
|
} |
|
} |
|
} |
|
|
|
stepSize >>= 1; |
|
} |
|
} |
|
|
|
|
|
void CClientLeafSystem::BuildRenderablesList( const SetupRenderInfo_t &info ) |
|
{ |
|
VPROF_BUDGET( "BuildRenderablesList", "BuildRenderablesList" ); |
|
int leafCount = info.m_pWorldListInfo->m_LeafCount; |
|
const Vector &vecRenderOrigin = info.m_vecRenderOrigin; |
|
const Vector &vecRenderForward = info.m_vecRenderForward; |
|
CClientRenderablesList::CEntry *pTranslucentEntries = info.m_pRenderList->m_RenderGroups[RENDER_GROUP_TRANSLUCENT_ENTITY]; |
|
int &nTranslucentEntries = info.m_pRenderList->m_RenderGroupCounts[RENDER_GROUP_TRANSLUCENT_ENTITY]; |
|
|
|
for( int i = 0; i < leafCount; i++ ) |
|
{ |
|
int nTranslucent = nTranslucentEntries; |
|
|
|
// Add renderables from this leaf... |
|
CollateRenderablesInLeaf( info.m_pWorldListInfo->m_pLeafList[i], i, info ); |
|
|
|
int nNewTranslucent = nTranslucentEntries - nTranslucent; |
|
if( (nNewTranslucent != 0 ) && info.m_bDrawTranslucentObjects ) |
|
{ |
|
// Sort the new translucent entities. |
|
SortEntities( vecRenderOrigin, vecRenderForward, &pTranslucentEntries[nTranslucent], nNewTranslucent ); |
|
} |
|
} |
|
}
|
|
|