Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYRENDERER_H
#define REPLAYRENDERER_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
#include "replay/ireplaymovierenderer.h"
#include "replay/rendermovieparams.h"
#include "movieobjects/timeutils.h"
#include "fmtstr.h"
//-----------------------------------------------------------------------------
class CReplay;
class CReplayPerformance;
class IQuickTimeMovieMaker;
class CReplayRenderOverlay;
class IVideoRecorder;
//-----------------------------------------------------------------------------
class CReplayRenderer : public IReplayMovieRenderer
{
public:
CReplayRenderer( CReplayRenderOverlay *pOverlay );
~CReplayRenderer();
const CReplayPerformance *GetPerformance() const;
const char *GetMovieFilename() const;
static int GetNumMotionBlurTimeSteps( int nQuality );
//
// IReplayMovieRenderer interface
//
virtual bool SetupRenderer( RenderMovieParams_t &params, IReplayMovie *pMovie );
virtual void ShutdownRenderer();
virtual void RenderVideo();
virtual void RenderAudio( unsigned char *pBuffer, int nSize, int nNumSamples );
virtual void SetAudioSyncFrame( bool isSync = false );
virtual bool IsAudioSyncFrame();
virtual float GetRecordingFrameDuration();
private:
bool IsDepthOfFieldEnabled() const;
bool IsAntialiasingEnabled() const;
bool IsHDR() const;
bool IsMotionBlurEnabled() const;
int GetMotionBlurQuality() const;
int GetDepthOfFieldQuality() const;
int NumMotionBlurTimeSteps() const;
float GetFramerate() const;
void ComputeSampleCounts( int *pNSamplesPerTimeStep, int *pNTotalSamples ) const;
float GetViewModelFOVOffset();
void SetupDOFMatrixSkewView( const Vector &pos, const QAngle &angles, int nSample, CViewSetup& viewSetup );
void BeginRenderingSample( int nSample, int x, int y, int nWidth, int nHeight, float fTonemapScale );
void EndRendering();
void SetupSampleView( int x, int y, int w, int h, int nSample, CViewSetup& viewSetup );
void InitBuffers( const RenderMovieParams_t &params );
void DrawResolvingQuad( int nWidth, int nHeight );
float GetRenderLength( const CReplay *pReplay );
void CompositeAndLayoffFrame( int nFrame );
void RenderLayoffFrame( DmeTime_t time, int nCurSample, int nNumTotalSamples );
void ResolveSamples( int nSample, DmeTime_t frametime, int x, int y, int nWidth, int nHeight, bool bShowUser, float flBloomScale );
void LayoffFrame( int nFrame );
double GetShutterSpeed() const;
void ClearToBlack( CTextureReference &buf, int x, int y, int nWidth, int nHeight );
bool SetupJitterTable();
void GetViewSetup( CViewSetup &viewsetup );
bool m_bIsAudioSyncFrame;
const Vector2D *m_pJitterTable;
int m_nNumJitterSamples;
IVideoRecorder *m_pMovieMaker;
bool m_bCacheFullSceneState;
BGRA8888_t *m_pLayoffBuf;
IReplayMovie *m_pMovie;
RenderMovieParams_t m_RenderParams;
CTextureReference m_AccumBuffSample;
CTextureReference m_LayoffResult;
CTextureReference m_AccumBuffPingPong[2]; // Buffers and materials for ping-pong accumulation buffer
CMaterialReference m_FourSampleResolveMatRef;
bool m_bForceCheapDoF;
bool m_bShutterClosed;
int m_nCurrentPingPong;
int m_nFrame;
ConVar *m_pViewmodelFov;
ConVar *m_pDefaultFov;
int m_nTimeStep;
int m_nCurSample;
DmeTime_t m_curSampleTime;
int m_iTgaFrame;
CFmtStr m_fmtTgaRenderDirName;
CReplayRenderOverlay *m_pRenderOverlay;
};
//-----------------------------------------------------------------------------
#endif // REPLAYRENDERER_H