You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
676 lines
21 KiB
676 lines
21 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================
|
||
|
|
||
|
#include "cbase.h"
|
||
|
|
||
|
#include "tier0/vprof.h"
|
||
|
|
||
|
#include "view_scene.h"
|
||
|
#include "viewrender.h"
|
||
|
#include "viewdebug.h"
|
||
|
#include "smoke_fog_overlay.h"
|
||
|
#include "materialsystem/imaterialvar.h"
|
||
|
|
||
|
#ifdef PORTAL
|
||
|
//#include "C_Portal_Player.h"
|
||
|
#include "portal_render_targets.h"
|
||
|
#include "PortalRender.h"
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// debugging overlays
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static ConVar cl_drawmaterial( "cl_drawmaterial", "", FCVAR_CHEAT, "Draw a particular material over the frame" );
|
||
|
static ConVar mat_showwatertextures( "mat_showwatertextures", "0", FCVAR_CHEAT );
|
||
|
static ConVar mat_wateroverlaysize( "mat_wateroverlaysize", "256" );
|
||
|
static ConVar mat_showframebuffertexture( "mat_showframebuffertexture", "0", FCVAR_CHEAT );
|
||
|
static ConVar mat_framebuffercopyoverlaysize( "mat_framebuffercopyoverlaysize", "256" );
|
||
|
static ConVar mat_showcamerarendertarget( "mat_showcamerarendertarget", "0", FCVAR_CHEAT );
|
||
|
static ConVar mat_camerarendertargetoverlaysize( "mat_camerarendertargetoverlaysize", "256", FCVAR_CHEAT );
|
||
|
static ConVar mat_hsv( "mat_hsv", "0", FCVAR_CHEAT );
|
||
|
static ConVar mat_yuv( "mat_yuv", "0", FCVAR_CHEAT );
|
||
|
static ConVar cl_overdraw_test( "cl_overdraw_test", "0", FCVAR_CHEAT | FCVAR_NEVER_AS_STRING );
|
||
|
static ConVar mat_drawTexture( "mat_drawTexture", "", 0, "Enable debug view texture" );
|
||
|
static ConVar mat_drawTextureScale( "mat_drawTextureScale", "1.0", 0, "Debug view texture scale" );
|
||
|
#ifdef _X360
|
||
|
static ConVar mat_drawColorRamp( "mat_drawColorRamp", "0", 0, "Draw color test pattern (0=Off, 1=[0..255], 2=[0..127]" );
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// debugging
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// (the engine owns this cvar).
|
||
|
ConVar mat_wireframe( "mat_wireframe", "0", FCVAR_CHEAT );
|
||
|
const ConVar *sv_cheats = NULL;
|
||
|
ConVar mat_showlightmappage( "mat_showlightmappage", "-1" ); // set this to the lightmap page that you want to see on screen, set to -1 to show nothing.
|
||
|
ConVar cl_drawshadowtexture( "cl_drawshadowtexture", "0", FCVAR_CHEAT );
|
||
|
ConVar cl_shadowtextureoverlaysize( "cl_shadowtextureoverlaysize", "256", FCVAR_CHEAT );
|
||
|
|
||
|
static ConVar r_flashlightdrawdepth( "r_flashlightdrawdepth", "0" );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lightmap debugging mode view
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CLightmapDebugView : public CRendering3dView
|
||
|
{
|
||
|
public:
|
||
|
CLightmapDebugView(CViewRender *pMainView) : CRendering3dView( pMainView ) {}
|
||
|
|
||
|
void Draw()
|
||
|
{
|
||
|
extern bool s_bCanAccessCurrentView;
|
||
|
s_bCanAccessCurrentView = true;
|
||
|
Frustum frustum;
|
||
|
render->Push3DView( *this, 0, NULL, frustum );
|
||
|
BuildWorldRenderLists( this, true, true );
|
||
|
render->PopView( frustum );
|
||
|
s_bCanAccessCurrentView = false;
|
||
|
|
||
|
render->DrawLightmaps( m_pWorldRenderList, mat_showlightmappage.GetInt() );
|
||
|
}
|
||
|
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Renders a material orthographically to screen...
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void RenderMaterial( const char *pMaterialName )
|
||
|
{
|
||
|
// So it's not in the very top left
|
||
|
float x = 100.0f, y = 100.0f;
|
||
|
// float x = 0.0f, y = 0.0f;
|
||
|
|
||
|
IMaterial *pMaterial = materials->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER, false );
|
||
|
if ( !IsErrorMaterial( pMaterial ) )
|
||
|
{
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
pRenderContext->Bind( pMaterial );
|
||
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
||
|
|
||
|
CMeshBuilder meshBuilder;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
||
|
|
||
|
meshBuilder.Position3f( x, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y + pMaterial->GetMappingHeight(), 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( x, y + pMaterial->GetMappingHeight(), 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void OverlayWaterTexture( IMaterial *pMaterial, int xOffset, int yOffset, bool bFlip )
|
||
|
{
|
||
|
// screen safe
|
||
|
float xBaseOffset = IsPC() ? 0 : 32;
|
||
|
float yBaseOffset = IsPC() ? 0 : 32;
|
||
|
float offsetS = ( 0.5f / 256.0f );
|
||
|
float offsetT = ( 0.5f / 256.0f );
|
||
|
float fFlip0 = bFlip ? 1.0f : 0.0f;
|
||
|
float fFlip1 = bFlip ? 0.0f : 1.0f;
|
||
|
|
||
|
if( !IsErrorMaterial( pMaterial ) )
|
||
|
{
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
pRenderContext->Bind( pMaterial );
|
||
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
||
|
|
||
|
float w = mat_wateroverlaysize.GetFloat();
|
||
|
float h = mat_wateroverlaysize.GetFloat();
|
||
|
|
||
|
CMeshBuilder meshBuilder;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
||
|
|
||
|
meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + yOffset * h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip1 + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + yOffset * h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip1 + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip0 + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip0 + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void OverlayWaterTextures( void )
|
||
|
{
|
||
|
OverlayWaterTexture( materials->FindMaterial( "debug/debugreflect", NULL ), 0, 0, false );
|
||
|
OverlayWaterTexture( materials->FindMaterial( "debug/debugrefract", NULL ), 0, 1, true );
|
||
|
}
|
||
|
|
||
|
void OverlayCameraRenderTarget( const char *pszMaterialName, float flX, float flY, float w, float h )
|
||
|
{
|
||
|
float offsetS = ( 0.5f / 256.0f );
|
||
|
float offsetT = ( 0.5f / 256.0f );
|
||
|
IMaterial *pMaterial;
|
||
|
pMaterial = materials->FindMaterial( pszMaterialName, TEXTURE_GROUP_OTHER, true );
|
||
|
if( !IsErrorMaterial( pMaterial ) )
|
||
|
{
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
pRenderContext->Bind( pMaterial );
|
||
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
||
|
|
||
|
CMeshBuilder meshBuilder;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
||
|
|
||
|
meshBuilder.Position3f( flX, flY, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( flX+w, flY, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( flX+w, flY+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( flX, flY+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static void OverlayFrameBufferTexture( int nFrameBufferIndex )
|
||
|
{
|
||
|
float offsetS = ( 0.5f / 256.0f );
|
||
|
float offsetT = ( 0.5f / 256.0f );
|
||
|
IMaterial *pMaterial;
|
||
|
char buf[MAX_PATH];
|
||
|
Q_snprintf( buf, MAX_PATH, "debug/debugfbtexture%d", nFrameBufferIndex );
|
||
|
pMaterial = materials->FindMaterial( buf, TEXTURE_GROUP_OTHER, true );
|
||
|
if( !IsErrorMaterial( pMaterial ) )
|
||
|
{
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
pRenderContext->Bind( pMaterial );
|
||
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
||
|
|
||
|
float w = mat_framebuffercopyoverlaysize.GetFloat();
|
||
|
float h = mat_framebuffercopyoverlaysize.GetFloat();
|
||
|
|
||
|
CMeshBuilder meshBuilder;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
||
|
|
||
|
meshBuilder.Position3f( w * nFrameBufferIndex, 0.0f, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), 0.0f, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( w * nFrameBufferIndex, h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Debugging aid to display a texture
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void OverlayShowTexture( const char* textureName, float scale )
|
||
|
{
|
||
|
bool foundVar;
|
||
|
IMaterial *pMaterial;
|
||
|
IMaterialVar *BaseTextureVar;
|
||
|
ITexture *pTex;
|
||
|
float x, y, w, h;
|
||
|
|
||
|
// screen safe
|
||
|
x = 32;
|
||
|
y = 32;
|
||
|
|
||
|
pMaterial = materials->FindMaterial( "___debug", TEXTURE_GROUP_OTHER, true );
|
||
|
BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
|
||
|
if (!foundVar)
|
||
|
return;
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
|
||
|
if ( textureName && textureName[0] )
|
||
|
{
|
||
|
pTex = materials->FindTexture( textureName, TEXTURE_GROUP_OTHER, false );
|
||
|
BaseTextureVar->SetTextureValue( pTex );
|
||
|
|
||
|
w = pTex->GetActualWidth() * scale;
|
||
|
h = pTex->GetActualHeight() * scale;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
w = h = 64.0f * scale;
|
||
|
}
|
||
|
|
||
|
pRenderContext->Bind( pMaterial );
|
||
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
||
|
|
||
|
CMeshBuilder meshBuilder;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
||
|
meshBuilder.Position3f( x, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( x+w, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( x+w, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( x, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Debugging aid to display a color ramp
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#if defined( _X360 )
|
||
|
static void OverlayColorRamp( bool bHalfSpace )
|
||
|
{
|
||
|
IMaterial *pMaterial;
|
||
|
float x, y, w, h;
|
||
|
|
||
|
pMaterial = materials->FindMaterial( "vgui/white", TEXTURE_GROUP_OTHER, true );
|
||
|
|
||
|
int backBufferWidth, backBufferHeight;
|
||
|
materials->GetBackBufferDimensions( backBufferWidth, backBufferHeight );
|
||
|
|
||
|
w = ( backBufferWidth == 1280 ) ? 1024 : 512;
|
||
|
h = 80;
|
||
|
x = ( backBufferWidth - w )/2;
|
||
|
y = ( backBufferHeight - 4*h )/2;
|
||
|
|
||
|
int numBands = 32;
|
||
|
int color0 = 0;
|
||
|
int color1 = bHalfSpace ? 127 : 255;
|
||
|
int colorStep = (color1 - color0 + 1)/numBands;
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
|
||
|
pRenderContext->Bind( pMaterial );
|
||
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
||
|
|
||
|
CMeshBuilder meshBuilder;
|
||
|
|
||
|
// draw ticks
|
||
|
int xx = x;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, numBands+1 );
|
||
|
for ( int i=0; i<numBands+1; i++ )
|
||
|
{
|
||
|
meshBuilder.Position3f( xx, y-10, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( 255, 255, 0 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( 255, 255, 0 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
xx += w/numBands;
|
||
|
}
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
|
||
|
// black to white band
|
||
|
xx = x;
|
||
|
int color = color0;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
|
||
|
for ( int i=0; i<numBands+1; i++ )
|
||
|
{
|
||
|
meshBuilder.Position3f( xx, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( color, color, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( color, color, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
||
|
meshBuilder.Color3ub( color, color, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
||
|
meshBuilder.Color3ub( color, color, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
color += colorStep;
|
||
|
if ( color > 255 )
|
||
|
color = 255;
|
||
|
xx += w/numBands;
|
||
|
}
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
|
||
|
// white to black band
|
||
|
color = color1;
|
||
|
y += h;
|
||
|
xx = x;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
|
||
|
for ( int i=0; i<numBands+1; i++ )
|
||
|
{
|
||
|
meshBuilder.Position3f( xx, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( color, color, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( color, color, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
||
|
meshBuilder.Color3ub( color, color, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
||
|
meshBuilder.Color3ub( color, color, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
color -= colorStep;
|
||
|
if ( color < 0 )
|
||
|
color = 0;
|
||
|
xx += w/numBands;
|
||
|
}
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
|
||
|
// red band
|
||
|
color = color1;
|
||
|
y += h;
|
||
|
xx = x;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
|
||
|
for ( int i=0; i<numBands+1; i++ )
|
||
|
{
|
||
|
meshBuilder.Position3f( xx, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( color, 0, 0 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( color, 0, 0 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
||
|
meshBuilder.Color3ub( color, 0, 0 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
||
|
meshBuilder.Color3ub( color, 0, 0 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
color -= colorStep;
|
||
|
if ( color < 0 )
|
||
|
color = 0;
|
||
|
xx += w/numBands;
|
||
|
}
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
|
||
|
// green band
|
||
|
color = color1;
|
||
|
y += h;
|
||
|
xx = x;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
|
||
|
for ( int i=0; i<numBands+1; i++ )
|
||
|
{
|
||
|
meshBuilder.Position3f( xx, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( 0, color, 0 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( 0, color, 0 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
||
|
meshBuilder.Color3ub( 0, color, 0 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
||
|
meshBuilder.Color3ub( 0, color, 0 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
color -= colorStep;
|
||
|
if ( color < 0 )
|
||
|
color = 0;
|
||
|
xx += w/numBands;
|
||
|
}
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
|
||
|
// blue band
|
||
|
color = color1;
|
||
|
y += h;
|
||
|
xx = x;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
|
||
|
for ( int i=0; i<numBands+1; i++ )
|
||
|
{
|
||
|
meshBuilder.Position3f( xx, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( 0, 0, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
||
|
meshBuilder.Color3ub( 0, 0, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
||
|
meshBuilder.Color3ub( 0, 0, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
meshBuilder.Position3f( xx, y+h, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
||
|
meshBuilder.Color3ub( 0, 0, color );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
color -= colorStep;
|
||
|
if ( color < 0 )
|
||
|
color = 0;
|
||
|
xx += w/numBands;
|
||
|
}
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Draws all the debugging info
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDebugViewRender::Draw3DDebuggingInfo( const CViewSetup &viewDebug )
|
||
|
{
|
||
|
VPROF("CViewRender::Draw3DDebuggingInfo");
|
||
|
|
||
|
// Draw 3d overlays
|
||
|
render->Draw3DDebugOverlays();
|
||
|
|
||
|
// Draw the line file used for debugging leaks
|
||
|
render->DrawLineFile();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Draws all the debugging info
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDebugViewRender::Draw2DDebuggingInfo( const CViewSetup &viewDebug )
|
||
|
{
|
||
|
if ( IsX360() && IsRetail() )
|
||
|
return;
|
||
|
|
||
|
// HDRFIXME: Assert NULL rendertarget
|
||
|
if ( mat_yuv.GetInt() && (engine->GetDXSupportLevel() >= 80) )
|
||
|
{
|
||
|
IMaterial *pMaterial;
|
||
|
pMaterial = materials->FindMaterial( "debug/yuv", TEXTURE_GROUP_OTHER, true );
|
||
|
if( !IsErrorMaterial( pMaterial ) )
|
||
|
{
|
||
|
pMaterial->IncrementReferenceCount();
|
||
|
DrawScreenEffectMaterial( pMaterial, viewDebug.x, viewDebug.y, viewDebug.width, viewDebug.height );
|
||
|
pMaterial->DecrementReferenceCount();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( mat_hsv.GetInt() && (engine->GetDXSupportLevel() >= 90) )
|
||
|
{
|
||
|
IMaterial *pMaterial;
|
||
|
pMaterial = materials->FindMaterial( "debug/hsv", TEXTURE_GROUP_OTHER, true );
|
||
|
if( !IsErrorMaterial( pMaterial ) )
|
||
|
{
|
||
|
pMaterial->IncrementReferenceCount();
|
||
|
DrawScreenEffectMaterial( pMaterial, viewDebug.x, viewDebug.y, viewDebug.width, viewDebug.height );
|
||
|
pMaterial->DecrementReferenceCount();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Draw debugging lightmaps
|
||
|
if ( mat_showlightmappage.GetInt() != -1 )
|
||
|
{
|
||
|
CLightmapDebugView clientView( assert_cast<CViewRender *>( ::view) );
|
||
|
clientView.Setup( viewDebug );
|
||
|
clientView.Draw();
|
||
|
}
|
||
|
|
||
|
if ( cl_drawshadowtexture.GetInt() )
|
||
|
{
|
||
|
int nSize = cl_shadowtextureoverlaysize.GetInt();
|
||
|
g_pClientShadowMgr->RenderShadowTexture( nSize, nSize );
|
||
|
}
|
||
|
|
||
|
const char *pDrawMaterial = cl_drawmaterial.GetString();
|
||
|
if ( pDrawMaterial && pDrawMaterial[0] )
|
||
|
{
|
||
|
RenderMaterial( pDrawMaterial );
|
||
|
}
|
||
|
|
||
|
if ( mat_showwatertextures.GetBool() )
|
||
|
{
|
||
|
OverlayWaterTextures();
|
||
|
}
|
||
|
|
||
|
if ( mat_showcamerarendertarget.GetBool() )
|
||
|
{
|
||
|
float w = mat_wateroverlaysize.GetFloat();
|
||
|
float h = mat_wateroverlaysize.GetFloat();
|
||
|
#ifdef PORTAL
|
||
|
g_pPortalRender->OverlayPortalRenderTargets( w, h );
|
||
|
#else
|
||
|
OverlayCameraRenderTarget( "debug/debugcamerarendertarget", 0, 0, w, h );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
if ( mat_showframebuffertexture.GetBool() )
|
||
|
{
|
||
|
// HDRFIXME: Get rid of these rendertarget sets assuming that the assert at the top of this function is true.
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
pRenderContext->PushRenderTargetAndViewport( NULL );
|
||
|
OverlayFrameBufferTexture( 0 );
|
||
|
OverlayFrameBufferTexture( 1 );
|
||
|
pRenderContext->PopRenderTargetAndViewport( );
|
||
|
}
|
||
|
|
||
|
const char *pDrawTexture = mat_drawTexture.GetString();
|
||
|
if ( pDrawTexture && pDrawTexture[0] )
|
||
|
{
|
||
|
OverlayShowTexture( pDrawTexture, mat_drawTextureScale.GetFloat() );
|
||
|
}
|
||
|
|
||
|
#ifdef _X360
|
||
|
if ( mat_drawColorRamp.GetBool() )
|
||
|
{
|
||
|
OverlayColorRamp( mat_drawColorRamp.GetInt() == 2 );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if ( r_flashlightdrawdepth.GetBool() )
|
||
|
{
|
||
|
shadowmgr->DrawFlashlightDepthTexture( );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// A console command allowing you to draw a material as an overlay
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( r_screenoverlay, "Draw specified material as an overlay", FCVAR_CHEAT|FCVAR_SERVER_CAN_EXECUTE )
|
||
|
{
|
||
|
if( args.ArgC() == 2 )
|
||
|
{
|
||
|
if ( !Q_stricmp( "off", args[1] ) )
|
||
|
{
|
||
|
view->SetScreenOverlayMaterial( NULL );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
IMaterial *pMaterial = materials->FindMaterial( args[1], TEXTURE_GROUP_OTHER, false );
|
||
|
if ( !IsErrorMaterial( pMaterial ) )
|
||
|
{
|
||
|
view->SetScreenOverlayMaterial( pMaterial );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
view->SetScreenOverlayMaterial( NULL );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
IMaterial *pMaterial = view->GetScreenOverlayMaterial();
|
||
|
Warning( "r_screenoverlay: %s\n", pMaterial ? pMaterial->GetName() : "off" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Used to verify frame syncing.
|
||
|
void CDebugViewRender::GenerateOverdrawForTesting()
|
||
|
{
|
||
|
if ( IsX360() )
|
||
|
return;
|
||
|
|
||
|
if ( !cl_overdraw_test.GetInt() )
|
||
|
return;
|
||
|
|
||
|
for ( int i=0; i < 40; i++ )
|
||
|
{
|
||
|
g_SmokeFogOverlayAlpha = 20 / 255.0;
|
||
|
DrawSmokeFogOverlay();
|
||
|
}
|
||
|
g_SmokeFogOverlayAlpha = 0;
|
||
|
}
|
||
|
|
||
|
|