//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Responsible for drawing the scene // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "view.h" #include "iviewrender.h" #include "view_shared.h" #include "ivieweffects.h" #include "iinput.h" #include "model_types.h" #include "clientsideeffects.h" #include "particlemgr.h" #include "viewrender.h" #include "iclientmode.h" #include "voice_status.h" #include "radio_status.h" #include "glow_overlay.h" #include "materialsystem/imesh.h" #include "materialsystem/itexture.h" #include "materialsystem/imaterial.h" #include "materialsystem/imaterialvar.h" #include "materialsystem/imaterialsystemhardwareconfig.h" #include "detailobjectsystem.h" #include "tier0/vprof.h" #include "engine/IEngineTrace.h" #include "engine/ivmodelinfo.h" #include "view_scene.h" #include "particles_ez.h" #include "engine/IStaticPropMgr.h" #include "engine/ivdebugoverlay.h" #include "cs_view_scene.h" #include "c_cs_player.h" #include "cs_gamerules.h" #include "shake.h" #include "clienteffectprecachesystem.h" #include CLIENTEFFECT_REGISTER_BEGIN( PrecacheCSViewScene ) CLIENTEFFECT_MATERIAL( "effects/flashbang" ) CLIENTEFFECT_MATERIAL( "effects/flashbang_white" ) CLIENTEFFECT_MATERIAL( "effects/nightvision" ) CLIENTEFFECT_REGISTER_END() static CCSViewRender g_ViewRender; CCSViewRender::CCSViewRender() { view = ( IViewRender * )&g_ViewRender; m_pFlashTexture = NULL; } struct ConVarFlags { const char *name; int flags; }; ConVarFlags s_flaggedConVars[] = { { "r_screenfademinsize", FCVAR_CHEAT }, { "r_screenfademaxsize", FCVAR_CHEAT }, { "developer", FCVAR_CHEAT }, }; void CCSViewRender::Init( void ) { for ( int i=0; iFindVar( s_flaggedConVars[i].name ); if ( flaggedConVar ) { flaggedConVar->AddFlags( s_flaggedConVars[i].flags ); } } CViewRender::Init(); } //----------------------------------------------------------------------------- // Purpose: Returns the min/max fade distances //----------------------------------------------------------------------------- void CCSViewRender::GetScreenFadeDistances( float *min, float *max ) { if ( min ) { *min = 0.0f; } if ( max ) { *max = 0.0f; } } void CCSViewRender::PerformNightVisionEffect( const CViewSetup &view ) { C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( !pPlayer ) return; if (pPlayer->GetObserverMode() == OBS_MODE_IN_EYE) { CBaseEntity *target = pPlayer->GetObserverTarget(); if (target && target->IsPlayer()) { pPlayer = (C_CSPlayer *)target; } } if ( pPlayer && pPlayer->m_flNightVisionAlpha > 0 ) { IMaterial *pMaterial = materials->FindMaterial( "effects/nightvision", TEXTURE_GROUP_CLIENT_EFFECTS, true ); if ( pMaterial ) { int iMaxValue = 255; byte overlaycolor[4] = { 0, 255, 0, 255 }; if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 ) { UpdateScreenEffectTexture( 0, view.x, view.y, view.width, view.height ); } else { // In DX7, use the values CS:goldsrc uses. iMaxValue = 225; overlaycolor[0] = overlaycolor[2] = 50 / 2; overlaycolor[1] = 225 / 2; } if ( pPlayer->m_bNightVisionOn ) { pPlayer->m_flNightVisionAlpha += 15; pPlayer->m_flNightVisionAlpha = MIN( pPlayer->m_flNightVisionAlpha, iMaxValue ); } else { pPlayer->m_flNightVisionAlpha -= 40; pPlayer->m_flNightVisionAlpha = MAX( pPlayer->m_flNightVisionAlpha, 0 ); } overlaycolor[3] = pPlayer->m_flNightVisionAlpha; render->ViewDrawFade( overlaycolor, pMaterial ); // Only one pass in DX7. /* if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 ) { CMatRenderContextPtr pRenderContext( materials ); pRenderContext->DrawScreenSpaceQuad( pMaterial ); render->ViewDrawFade( overlaycolor, pMaterial ); pRenderContext->DrawScreenSpaceQuad( pMaterial ); }*/ } } } //Adrian - Super Nifty Flashbang Effect(tm) // this does the burn in for the flashbang effect. void CCSViewRender::PerformFlashbangEffect( const CViewSetup &view ) { C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( pPlayer == NULL ) return; if ( pPlayer->m_flFlashBangTime < gpGlobals->curtime ) return; IMaterial *pMaterial = materials->FindMaterial( "effects/flashbang", TEXTURE_GROUP_CLIENT_EFFECTS, true ); if ( !pMaterial ) return; byte overlaycolor[4] = { 255, 255, 255, 255 }; CMatRenderContextPtr pRenderContext( materials ); if ( pPlayer->m_flFlashAlpha < pPlayer->m_flFlashMaxAlpha ) { pPlayer->m_flFlashAlpha += 45; pPlayer->m_flFlashAlpha = MIN( pPlayer->m_flFlashAlpha, pPlayer->m_flFlashMaxAlpha ); overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = pPlayer->m_flFlashAlpha; m_pFlashTexture = GetFullFrameFrameBufferTexture( 1 ); bool foundVar; IMaterialVar* m_BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false ); Rect_t srcRect; srcRect.x = view.x; srcRect.y = view.y; srcRect.width = view.width; srcRect.height = view.height; m_BaseTextureVar->SetTextureValue( m_pFlashTexture ); pRenderContext->CopyRenderTargetToTextureEx( m_pFlashTexture, 0, &srcRect, NULL ); pRenderContext->SetFrameBufferCopyTexture( m_pFlashTexture ); render->ViewDrawFade( overlaycolor, pMaterial ); // just do one pass for dxlevel < 80. /* if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80) { pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height, 0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1, m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() ); render->ViewDrawFade( overlaycolor, pMaterial ); pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height, 0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1, m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() ); } */ } else if ( m_pFlashTexture ) { float flAlpha = pPlayer->m_flFlashMaxAlpha * (pPlayer->m_flFlashBangTime - gpGlobals->curtime) / pPlayer->m_flFlashDuration; flAlpha = clamp( flAlpha, 0, pPlayer->m_flFlashMaxAlpha ); overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = flAlpha; render->ViewDrawFade( overlaycolor, pMaterial ); // just do one pass for dxlevel < 80. /* if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80) { pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height, 0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1, m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() ); render->ViewDrawFade( overlaycolor, pMaterial ); pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height, 0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1, m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() ); }*/ } // this does the pure white overlay part of the flashbang effect. pMaterial = materials->FindMaterial( "effects/flashbang_white", TEXTURE_GROUP_CLIENT_EFFECTS, true ); if ( !pMaterial ) return; float flAlpha = 255; if ( pPlayer->m_flFlashAlpha < pPlayer->m_flFlashMaxAlpha ) { flAlpha = pPlayer->m_flFlashAlpha; } else { float flFlashTimeLeft = pPlayer->m_flFlashBangTime - gpGlobals->curtime; float flAlphaPercentage = 1.0; const float certainBlindnessTimeThresh = 3.0; // yes this is a magic number, necessary to match CS/CZ flashbang effectiveness cause the rendering system is completely different. if (flFlashTimeLeft > certainBlindnessTimeThresh) { // if we still have enough time of blindness left, make sure the player can't see anything yet. flAlphaPercentage = 1.0; } else { // blindness effects shorter than 'certainBlindnessTimeThresh' will start off at less than 255 alpha. flAlphaPercentage = flFlashTimeLeft / certainBlindnessTimeThresh; if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80) { // reduce alpha level quicker with dx 8 support and higher to compensate // for having the burn-in effect. flAlphaPercentage *= flAlphaPercentage; } } flAlpha = flAlphaPercentage *= pPlayer->m_flFlashMaxAlpha; // scale a [0..1) value to a [0..MaxAlpha] value for the alpha. // make sure the alpha is in the range of [0..MaxAlpha] flAlpha = MAX ( flAlpha, 0 ); flAlpha = MIN ( flAlpha, pPlayer->m_flFlashMaxAlpha); } overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = flAlpha; render->ViewDrawFade( overlaycolor, pMaterial ); } //----------------------------------------------------------------------------- // Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack //----------------------------------------------------------------------------- void CCSViewRender::Render2DEffectsPreHUD( const CViewSetup &view ) { PerformNightVisionEffect( view ); // this needs to come before the HUD is drawn, or it will wash the HUD out } //----------------------------------------------------------------------------- // Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack //----------------------------------------------------------------------------- void CCSViewRender::Render2DEffectsPostHUD( const CViewSetup &view ) { PerformFlashbangEffect( view ); } //----------------------------------------------------------------------------- // Purpose: Renders voice feedback and other sprites attached to players // Input : none //----------------------------------------------------------------------------- void CCSViewRender::RenderPlayerSprites() { GetClientVoiceMgr()->SetHeadLabelOffset( 40 ); CViewRender::RenderPlayerSprites(); RadioManager()->DrawHeadLabels(); }