mirror of
https://github.com/alliedmodders/hl2sdk.git
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1769 lines
60 KiB
C++
1769 lines
60 KiB
C++
//========= 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 short& 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 short& 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 short m_LeafList; // What leafs is it in?
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unsigned short 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 short 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 short, 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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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->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();
|
|
newLeaf.m_FirstShadow = m_ShadowsInLeaf.InvalidIndex();
|
|
memset( newLeaf.m_pSubSystemData, 0, sizeof( newLeaf.m_pSubSystemData ) );
|
|
newLeaf.m_FirstDetailProp = 0;
|
|
newLeaf.m_DetailPropCount = 0;
|
|
newLeaf.m_DetailPropRenderFrame = -1;
|
|
while ( --leafCount >= 0 )
|
|
{
|
|
m_Leaf.AddToTail( newLeaf );
|
|
}
|
|
}
|
|
|
|
void CClientLeafSystem::LevelShutdownPreEntity()
|
|
{
|
|
}
|
|
|
|
void CClientLeafSystem::LevelShutdownPostEntity()
|
|
{
|
|
m_ViewModels.Purge();
|
|
m_Renderables.Purge();
|
|
m_RenderablesInLeaf.Purge();
|
|
m_Shadows.Purge();
|
|
|
|
// delete subsystem data
|
|
for( int i = 0; i < m_Leaf.Count() ; i++ )
|
|
{
|
|
for( int j = 0 ; j < ARRAYSIZE( m_Leaf[i].m_pSubSystemData ) ; j++ )
|
|
{
|
|
if ( m_Leaf[i].m_pSubSystemData[j] )
|
|
{
|
|
delete m_Leaf[i].m_pSubSystemData[j];
|
|
m_Leaf[i].m_pSubSystemData[j] = NULL;
|
|
}
|
|
}
|
|
}
|
|
m_Leaf.Purge();
|
|
m_ShadowsInLeaf.Purge();
|
|
m_ShadowsOnRenderable.Purge();
|
|
m_DirtyRenderables.Purge();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This is what happens before rendering a particular view
|
|
//-----------------------------------------------------------------------------
|
|
void CClientLeafSystem::PreRender()
|
|
{
|
|
VPROF_BUDGET( "CClientLeafSystem::PreRender", "PreRender" );
|
|
|
|
int i;
|
|
int nIterations = 0;
|
|
|
|
while ( m_DirtyRenderables.Count() )
|
|
{
|
|
if ( ++nIterations > 10 )
|
|
{
|
|
Warning( "Too many dirty renderables!\n" );
|
|
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 = 0xFFFF;
|
|
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 short 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
|
|
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 short 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 short 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 );
|
|
}
|
|
}
|
|
}
|