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First version of the SOurce SDK 2013
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game/client/clientleafsystem.h
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217
game/client/clientleafsystem.h
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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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// $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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//===========================================================================//
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#if !defined( CLIENTLEAFSYSTEM_H )
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#define CLIENTLEAFSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "igamesystem.h"
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#include "engine/IClientLeafSystem.h"
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#include "cdll_int.h"
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#include "ivrenderview.h"
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#include "tier1/mempool.h"
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#include "tier1/refcount.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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struct WorldListInfo_t;
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class IClientRenderable;
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class Vector;
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class CGameTrace;
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typedef CGameTrace trace_t;
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struct Ray_t;
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class Vector2D;
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class CStaticProp;
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//-----------------------------------------------------------------------------
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// Handle to an renderables in the client leaf system
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//-----------------------------------------------------------------------------
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enum
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{
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DETAIL_PROP_RENDER_HANDLE = (ClientRenderHandle_t)0xfffe
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};
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class CClientRenderablesList : public CRefCounted<>
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{
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DECLARE_FIXEDSIZE_ALLOCATOR( CClientRenderablesList );
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public:
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enum
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{
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MAX_GROUP_ENTITIES = 4096
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};
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struct CEntry
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{
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IClientRenderable *m_pRenderable;
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unsigned short m_iWorldListInfoLeaf; // NOTE: this indexes WorldListInfo_t's leaf list.
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unsigned short m_TwoPass;
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ClientRenderHandle_t m_RenderHandle;
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};
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// The leaves for the entries are in the order of the leaves you call CollateRenderablesInLeaf in.
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CEntry m_RenderGroups[RENDER_GROUP_COUNT][MAX_GROUP_ENTITIES];
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int m_RenderGroupCounts[RENDER_GROUP_COUNT];
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};
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//-----------------------------------------------------------------------------
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// Used by CollateRenderablesInLeaf
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//-----------------------------------------------------------------------------
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struct SetupRenderInfo_t
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{
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WorldListInfo_t *m_pWorldListInfo;
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CClientRenderablesList *m_pRenderList;
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Vector m_vecRenderOrigin;
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Vector m_vecRenderForward;
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int m_nRenderFrame;
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int m_nDetailBuildFrame; // The "render frame" for detail objects
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float m_flRenderDistSq;
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bool m_bDrawDetailObjects : 1;
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bool m_bDrawTranslucentObjects : 1;
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SetupRenderInfo_t()
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{
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m_bDrawDetailObjects = true;
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m_bDrawTranslucentObjects = true;
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}
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};
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//-----------------------------------------------------------------------------
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// A handle associated with shadows managed by the client leaf system
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//-----------------------------------------------------------------------------
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typedef unsigned short ClientLeafShadowHandle_t;
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enum
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{
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CLIENT_LEAF_SHADOW_INVALID_HANDLE = (ClientLeafShadowHandle_t)~0
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};
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//-----------------------------------------------------------------------------
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// The client leaf system
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//-----------------------------------------------------------------------------
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abstract_class IClientLeafShadowEnum
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{
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public:
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// The user ID is the id passed into CreateShadow
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virtual void EnumShadow( ClientShadowHandle_t userId ) = 0;
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};
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// subclassed by things which wish to add per-leaf data managed by the client leafsystem
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class CClientLeafSubSystemData
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{
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public:
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virtual ~CClientLeafSubSystemData( void )
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{
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}
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};
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// defines for subsystem ids. each subsystem id uses up one pointer in each leaf
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#define CLSUBSYSTEM_DETAILOBJECTS 0
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#define N_CLSUBSYSTEMS 1
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//-----------------------------------------------------------------------------
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// The client leaf system
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//-----------------------------------------------------------------------------
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abstract_class IClientLeafSystem : public IClientLeafSystemEngine, public IGameSystemPerFrame
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{
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public:
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// Adds and removes renderables from the leaf lists
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virtual void AddRenderable( IClientRenderable* pRenderable, RenderGroup_t group ) = 0;
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// This tells if the renderable is in the current PVS. It assumes you've updated the renderable
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// with RenderableChanged() calls
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virtual bool IsRenderableInPVS( IClientRenderable *pRenderable ) = 0;
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virtual void SetSubSystemDataInLeaf( int leaf, int nSubSystemIdx, CClientLeafSubSystemData *pData ) =0;
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virtual CClientLeafSubSystemData *GetSubSystemDataInLeaf( int leaf, int nSubSystemIdx ) =0;
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virtual void SetDetailObjectsInLeaf( int leaf, int firstDetailObject, int detailObjectCount ) = 0;
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virtual void GetDetailObjectsInLeaf( int leaf, int& firstDetailObject, int& detailObjectCount ) = 0;
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// Indicates which leaves detail objects should be rendered from, returns the detais objects in the leaf
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virtual void DrawDetailObjectsInLeaf( int leaf, int frameNumber, int& firstDetailObject, int& detailObjectCount ) = 0;
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// Should we draw detail objects (sprites or models) in this leaf (because it's close enough to the view)
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// *and* are there any objects in the leaf?
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virtual bool ShouldDrawDetailObjectsInLeaf( int leaf, int frameNumber ) = 0;
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// Call this when a renderable origin/angles/bbox parameters has changed
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virtual void RenderableChanged( ClientRenderHandle_t handle ) = 0;
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// Set a render group
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virtual void SetRenderGroup( ClientRenderHandle_t handle, RenderGroup_t group ) = 0;
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// Computes which leaf translucent objects should be rendered in
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virtual void ComputeTranslucentRenderLeaf( int count, const LeafIndex_t *pLeafList, const LeafFogVolume_t *pLeafFogVolumeList, int frameNumber, int viewID ) = 0;
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// Put renderables into their appropriate lists.
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virtual void BuildRenderablesList( const SetupRenderInfo_t &info ) = 0;
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// Put renderables in the leaf into their appropriate lists.
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virtual void CollateViewModelRenderables( CUtlVector< IClientRenderable * >& opaqueList, CUtlVector< IClientRenderable * >& translucentList ) = 0;
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// Call this to deactivate static prop rendering..
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virtual void DrawStaticProps( bool enable ) = 0;
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// Call this to deactivate small object rendering
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virtual void DrawSmallEntities( bool enable ) = 0;
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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 ) = 0;
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virtual void RemoveShadow( ClientLeafShadowHandle_t h ) = 0;
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// Project a shadow
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virtual void ProjectShadow( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) = 0;
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// Project a projected texture spotlight
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virtual void ProjectFlashlight( ClientLeafShadowHandle_t handle, int nLeafCount, const int *pLeafList ) = 0;
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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 ) = 0;
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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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virtual int GetRenderableLeaves( ClientRenderHandle_t handle, int leaves[128] ) = 0;
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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 ) = 0;
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// Use alternate translucent sorting algorithm (draw translucent objects in the furthest leaf they lie in)
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virtual void EnableAlternateSorting( ClientRenderHandle_t handle, bool bEnable ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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extern IClientLeafSystem *g_pClientLeafSystem;
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inline IClientLeafSystem* ClientLeafSystem()
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{
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return g_pClientLeafSystem;
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}
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#endif // CLIENTLEAFSYSTEM_H
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