//-----------------------------------------------------------------------------
// Purpose: Called when the DLL is first loaded.
// Input  : engineFactory - 
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals )
{
	InitCRTMemDebug();
	MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );

	// Hook up global variables
	gpGlobals = pGlobals;

	// We aren't happy unless we get all of our interfaces.
	if(
		!(engine = (IVEngineClient *)appSystemFactory( VENGINE_CLIENT_INTERFACE_VERSION, NULL )) ||
		!(modelrender = (IVModelRender *)appSystemFactory( VENGINE_HUDMODEL_INTERFACE_VERSION, NULL )) ||
		!(effects = (IVEfx *)appSystemFactory( VENGINE_EFFECTS_INTERFACE_VERSION, NULL )) ||
		!(cvar = (ICvar *)appSystemFactory( VENGINE_CVAR_INTERFACE_VERSION, NULL )) ||
		!(enginetrace = (IEngineTrace *)appSystemFactory( INTERFACEVERSION_ENGINETRACE_CLIENT, NULL )) ||
		!(render = (IVRenderView *)appSystemFactory( VENGINE_RENDERVIEW_INTERFACE_VERSION, NULL )) ||
		!(debugoverlay = (IVDebugOverlay *)appSystemFactory( VDEBUG_OVERLAY_INTERFACE_VERSION, NULL )) ||
		!(materials = (IMaterialSystem *)appSystemFactory( MATERIAL_SYSTEM_INTERFACE_VERSION, NULL )) ||
		!(engineCache = (IVEngineCache*)appSystemFactory(VENGINE_CACHE_INTERFACE_VERSION, NULL )) ||
		!(modelinfo = (IVModelInfo *)appSystemFactory(VMODELINFO_CLIENT_INTERFACE_VERSION, NULL )) ||
		!(netgraph = (INetGraph *)appSystemFactory(VNETGRAPH_INTERFACE_VERSION, NULL )) ||
		!(enginevgui = (IEngineVGui *)appSystemFactory(VENGINE_VGUI_VERSION, NULL )) ||
		!(networkstringtable = (INetworkStringTableClient *)appSystemFactory(INTERFACENAME_NETWORKSTRINGTABLECLIENT,NULL)) ||
		!(partition = (ISpatialPartition *)appSystemFactory(INTERFACEVERSION_SPATIALPARTITION, NULL)) ||
		!(shadowmgr = (IShadowMgr *)appSystemFactory(ENGINE_SHADOWMGR_INTERFACE_VERSION, NULL)) ||
		!(staticpropmgr = (IStaticPropMgrClient *)appSystemFactory(INTERFACEVERSION_STATICPROPMGR_CLIENT, NULL)) ||
		!(enginesound = (IEngineSound *)appSystemFactory(IENGINESOUND_CLIENT_INTERFACE_VERSION, NULL)) ||
		!(filesystem = (IFileSystem *)appSystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL)) ||
		!(random = (IUniformRandomStream *)appSystemFactory(VENGINE_CLIENT_RANDOM_INTERFACE_VERSION, NULL)) ||
		!(gameuifuncs = (IGameUIFuncs * )appSystemFactory( VENGINE_GAMEUIFUNCS_VERSION, NULL )) ||
		!(gameeventmanager = (IGameEventManager *)appSystemFactory(INTERFACEVERSION_GAMEEVENTSMANAGER,NULL))
		)
	{
		return false;
	}

	g_pMaterialSystemHardwareConfig = materials->GetHardwareConfig( MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, NULL );
	if( !g_pMaterialSystemHardwareConfig )
	{
		return false;
	}

	SetScreenSize();

	// Hook up the gaussian random number generator
	s_GaussianRandomStream.AttachToStream( random );

	// Initialize the console variables.
	ConCommandBaseMgr::OneTimeInit(&g_ConVarAccessor);

	if(!Initializer::InitializeAllObjects())
		return false;

	if(!g_ParticleMgr.Init(8192, materials))
		return false;

	// load used game events  
	gameeventmanager->LoadEventsFromFile("resource/gameevents.res");

	if(!VGui_Startup( appSystemFactory ))
		return false;

	g_pMatSystemSurface = (IMatSystemSurface*)vgui::surface()->QueryInterface( MAT_SYSTEM_SURFACE_INTERFACE_VERSION ); 
	if (!g_pMatSystemSurface)
		return false;

	// Add the client systems.	
	
	// Client Leaf System has to be initialized first, since DetailObjectSystem uses it
	IGameSystem::Add( GameStringSystem() );
	IGameSystem::Add( ClientLeafSystem() );
	IGameSystem::Add( DetailObjectSystem() );
	IGameSystem::Add( ViewportClientSystem() );
	IGameSystem::Add( ClientEffectPrecacheSystem() );
	IGameSystem::Add( g_pClientShadowMgr );
	IGameSystem::Add( ClientThinkList() );
	IGameSystem::Add( ClientSoundscapeSystem() );

#if defined( CLIENT_DLL ) && defined( COPY_CHECK_STRESSTEST )
	IGameSystem::Add( GetPredictionCopyTester() );
#endif

	modemanager->Init( );

	gHUD.Init();

	g_pClientMode->Init();

	if( !IGameSystem::InitAllSystems() )
		return false;

	g_pClientMode->Enable();

	view->Init();
	vieweffects->Init();

	C_BaseTempEntity::PrecacheTempEnts();

	input->Init_All();

	VGui_CreateGlobalPanels();

	InitSmokeFogOverlay();

	C_TerrainMod_Init();

	// Register user messages..
	CUserMessageRegister::RegisterAll();

	ClientVoiceMgr_Init();

	// Embed voice status icons inside chat element
	{
		CHudChat *chatElement = GET_HUDELEMENT( CHudChat );
		vgui::VPANEL parent = enginevgui->GetPanel( PANEL_CLIENTDLL );
		if ( chatElement )
		{
			parent = chatElement->GetVoiceArea()->GetVPanel();
		}
		
		GetClientVoiceMgr()->Init( &g_VoiceStatusHelper, parent );
	}

	if ( !PhysicsDLLInit( physicsFactory ) )
		return false;

	g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitiySaveRestoreBlockHandler() );
	g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() );

	return true;
}
Esempio n. 2
0
void CClientLeafSystem::CollateRenderablesInLeaf( int leaf, int worldListLeafIndex,	SetupRenderInfo_t &info )
{
	bool portalTestEnts = r_PortalTestEnts.GetBool() && !r_portalsopenall.GetBool();

	// 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 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;
		}

		// 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.
		unsigned char 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;
		}

		if( renderable.m_RenderGroup != RENDER_GROUP_TRANSLUCENT_ENTITY )
		{
			RenderGroup_t group = (RenderGroup_t)renderable.m_RenderGroup;
			AddRenderableToRenderList( *info.m_pRenderList, renderable.m_pRenderable, 
				worldListLeafIndex, group, handle);
		}
		else
		{
			bool bTwoPass = ((renderable.m_Flags & RENDER_FLAGS_TWOPASS) != 0) && ( nAlpha == 255 );
			
			AddRenderableToRenderList( *info.m_pRenderList, renderable.m_pRenderable, 
				worldListLeafIndex, (RenderGroup_t)renderable.m_RenderGroup, handle, bTwoPass );

			// Add to both lists if it's a two-pass model... 
			if (bTwoPass)
			{
				AddRenderableToRenderList( *info.m_pRenderList, renderable.m_pRenderable, 
					worldListLeafIndex, RENDER_GROUP_OPAQUE_ENTITY, handle, bTwoPass );
			}
		}
	}

	// Do detail objects.
	// These don't have render handles!
	if ( IsPC() && 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() )
				{
					// Lots of the detail entities are invsible 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;
		}
	}
}