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