Seaside/SpyCustom/sdk/clientleafsystem.h
2021-06-16 18:45:17 +03:00

224 lines
6.1 KiB
C++

#if !defined( CLIENTLEAFSYSTEM_H )
#define CLIENTLEAFSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "IGameSystem.h"
#include "IClientLeafSystem.h"
#include "IVRenderView.h"
#include "mempool.h"
#include "refcount.h"
#include "ivrenderview.h"
struct WorldListInfo_t;
class IClientRenderable;
class Vector;
class CGameTrace;
typedef CGameTrace trace_t;
struct Ray_t;
class Vector2D;
class CStaticProp;
enum
{
DETAIL_PROP_RENDER_HANDLE = (ClientRenderHandle_t)0xfffe
};
struct DistanceFadeInfo_t
{
float m_flMaxDistSqr;
float m_flMinDistSqr;
float m_flFalloffFactor;
};
class CClientRenderablesList : public CRefCounted<>
{
DECLARE_FIXEDSIZE_ALLOCATOR(CClientRenderablesList);
public:
enum
{
MAX_GROUP_ENTITIES = 4096,
MAX_BONE_SETUP_DEPENDENCY = 64,
};
struct CEntry
{
IClientRenderable* m_pRenderable;
unsigned short m_iWorldListInfoLeaf;
RenderableInstance_t m_InstanceData;
uint8 m_nModelType : 7;
uint8 m_TwoPass : 1;
};
DistanceFadeInfo_t m_DetailFade;
CEntry m_RenderGroups[RENDER_GROUP_COUNT][MAX_GROUP_ENTITIES];
int m_RenderGroupCounts[RENDER_GROUP_COUNT];
int m_nBoneSetupDependencyCount;
IClientRenderable* m_pBoneSetupDependency[MAX_BONE_SETUP_DEPENDENCY];
};
class CViewModelRenderablesList
{
public:
enum
{
VM_GROUP_OPAQUE = 0,
VM_GROUP_TRANSLUCENT,
VM_GROUP_COUNT,
};
struct CEntry
{
IClientRenderable* m_pRenderable;
RenderableInstance_t m_InstanceData;
};
typedef CUtlVectorFixedGrowable< CEntry, 32 > RenderGroups_t;
RenderGroups_t m_RenderGroups[VM_GROUP_COUNT];
};
struct SetupRenderInfo_t
{
WorldListInfo_t* m_pWorldListInfo;
CClientRenderablesList* m_pRenderList;
Vector m_vecRenderOrigin;
Vector m_vecRenderForward;
int m_nRenderFrame;
int m_nDetailBuildFrame;
float m_flRenderDistSq;
int m_nViewID;
bool m_bDrawDetailObjects : 1;
bool m_bDrawTranslucentObjects : 1;
SetupRenderInfo_t()
{
m_bDrawDetailObjects = true;
m_bDrawTranslucentObjects = true;
}
};
struct ScreenSizeComputeInfo_t
{
VMatrix m_matViewProj;
Vector m_vecViewUp;
int m_nViewportHeight;
};
void ComputeScreenSizeInfo(ScreenSizeComputeInfo_t* pInfo);
float ComputeScreenSize(const Vector& vecOrigin, float flRadius, const ScreenSizeComputeInfo_t& info);
typedef unsigned short ClientLeafShadowHandle_t;
enum
{
CLIENT_LEAF_SHADOW_INVALID_HANDLE = (ClientLeafShadowHandle_t)~0
};
abstract_class IClientLeafShadowEnum
{
public:
virtual void EnumShadow(ClientShadowHandle_t userId) = 0;
};
class CClientLeafSubSystemData
{
public:
virtual ~CClientLeafSubSystemData(void)
{
}
};
#define CLSUBSYSTEM_DETAILOBJECTS 0
#define N_CLSUBSYSTEMS 1
abstract_class IClientLeafSystem : public IClientLeafSystemEngine, public IGameSystemPerFrame
{
public:
virtual void AddRenderable(IClientRenderable * pRenderable, bool bRenderWithViewModels, RenderableTranslucencyType_t nType, RenderableModelType_t nModelType, uint32 nSplitscreenEnabled = 0xFFFFFFFF) = 0;
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;
virtual void DrawDetailObjectsInLeaf(int leaf, int frameNumber, int& firstDetailObject, int& detailObjectCount) = 0;
virtual bool ShouldDrawDetailObjectsInLeaf(int leaf, int frameNumber) = 0;
virtual void RenderableChanged(ClientRenderHandle_t handle) = 0;
virtual void BuildRenderablesList(const SetupRenderInfo_t& info) = 0;
virtual void CollateViewModelRenderables(CViewModelRenderablesList* pList) = 0;
virtual void DrawStaticProps(bool enable) = 0;
virtual void DrawSmallEntities(bool enable) = 0;
virtual ClientLeafShadowHandle_t AddShadow(ClientShadowHandle_t userId, unsigned short flags) = 0;
virtual void RemoveShadow(ClientLeafShadowHandle_t h) = 0;
virtual void ProjectShadow(ClientLeafShadowHandle_t handle, int nLeafCount, const int* pLeafList) = 0;
virtual void ProjectFlashlight(ClientLeafShadowHandle_t handle, int nLeafCount, const int* pLeafList) = 0;
virtual void EnumerateShadowsInLeaves(int leafCount, WorldListLeafData_t* pLeaves, IClientLeafShadowEnum* pEnum) = 0;
virtual int GetRenderableLeaves(ClientRenderHandle_t handle, int leaves[128]) = 0;
virtual bool GetRenderableLeaf(ClientRenderHandle_t handle, int* pOutLeaf, const int* pInIterator = 0, int* pOutIterator = 0) = 0;
virtual void EnableAlternateSorting(ClientRenderHandle_t handle, bool bEnable) = 0;
virtual void RenderWithViewModels(ClientRenderHandle_t handle, bool bEnable) = 0;
virtual bool IsRenderingWithViewModels(ClientRenderHandle_t handle) const = 0;
virtual void SetTranslucencyType(ClientRenderHandle_t handle, RenderableTranslucencyType_t nType) = 0;
virtual RenderableTranslucencyType_t GetTranslucencyType(ClientRenderHandle_t handle) const = 0;
virtual void SetModelType(ClientRenderHandle_t handle, RenderableModelType_t nType = RENDERABLE_MODEL_UNKNOWN_TYPE) = 0;
virtual void EnableSplitscreenRendering(ClientRenderHandle_t handle, uint32 nFlags) = 0;
virtual void EnableRendering(ClientRenderHandle_t handle, bool bEnable) = 0;
virtual void EnableBloatedBounds(ClientRenderHandle_t handle, bool bEnable) = 0;
virtual void DisableCachedRenderBounds(ClientRenderHandle_t handle, bool bDisable) = 0;
virtual void RecomputeRenderableLeaves() = 0;
virtual void DisableLeafReinsertion(bool bDisable) = 0;
virtual RenderGroup_t GenerateRenderListEntry(IClientRenderable* pRenderable, CClientRenderablesList::CEntry& entryOut) = 0;
};
extern IClientLeafSystem* g_pClientLeafSystem;
inline IClientLeafSystem* ClientLeafSystem()
{
return g_pClientLeafSystem;
}
#endif