source-sdk-2013-mapbase/sp/src/game/client/clientleafsystem.h
Blixibon af85131deb Mapbase v3.1
- Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode
- Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots
- Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist
- Added OnSoundFinished output to ambient_generic
- Added the ability to use custom models/nuggets with item_grubnugget
- Fixed a crash with citizen medics healing nonexistent targets
- Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance
- Added keyvalue and input to env_microphone for utilizing a different audio channel
- Added "SetPitchScale" input to env_microphone
- Fixed info_player_view_proxy not using angles
- Fixed dirt variant elite model not being recognized as elite
- Made headcrab hints properly register the start of use (for hint outputs)
- Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers
- Added spawnflag for func_breakable_surf to correctly play the break sound
- Added keyvalue for using cheaper warn sound code for combine_mines
- Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider
- Added signal gesture activities
- Fixed stunstick not using metrocop knockout/stun code correctly
- Fixed a possible crash involving a NPC's weapon being removed during alt-fire
- Fixed(?) flashlight shadow filters
- Added support for multiple look entities in trigger_look
- Added npc_metropolice alt-firing
- Fixed npc_metropolice using pistol burst firing on weapon_357
- Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs
- Fixed npc_metropolice not recognizing some crouch activities correctly
- Changed weapon_357 so it runs a tracer each shot from NPCs
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass
- Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code
- Made game_convar_mod much more reliable
- Fixed non-mirrored npc_turret_lab refusing to die
- Made npc_turret_lab use SMG1 ammo instead of AR2 ammo
- Fixed block LOS brushes sometimes not working with players (and possibly similar issues)
- Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form
- Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps
- Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research
- Other misc. fixes
2020-05-02 02:06:02 +00:00

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7.5 KiB
C++

//========= 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
{
#ifdef MAPBASE
MAX_GROUP_ENTITIES = 16834 // According to ficool2, this limit is bogus/not enforced by the engine and can be "safely" raised.
#else
MAX_GROUP_ENTITIES = 4096
#endif
};
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