//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #include "cbase.h" #include "c_pixel_visibility.h" #include "materialsystem/imesh.h" #include "materialsystem/imaterial.h" #include "clienteffectprecachesystem.h" #include "view.h" #include "viewrender.h" #include "utlmultilist.h" #include "vprof.h" #include "icommandline.h" #include "sourcevr/isourcevirtualreality.h" static void PixelvisDrawChanged( IConVar *pPixelvisVar, const char *pOld, float flOldValue ); ConVar r_pixelvisibility_partial( "r_pixelvisibility_partial", "1" ); ConVar r_dopixelvisibility( "r_dopixelvisibility", "1", FCVAR_ALLOWED_IN_COMPETITIVE ); ConVar r_drawpixelvisibility( "r_drawpixelvisibility", "0", 0, "Show the occlusion proxies", PixelvisDrawChanged ); ConVar r_pixelvisibility_spew( "r_pixelvisibility_spew", "0" ); #ifdef OSX // GLMgr will set this one to "1" if it senses the new post-10.6.4 driver (m_hasPerfPackage1) ConVar gl_can_query_fast( "gl_can_query_fast", "0" ); static bool HasFastQueries( void ) { return gl_can_query_fast.GetBool(); } #else // non OSX path static bool HasFastQueries( void ) { return true; } #endif extern ConVar building_cubemaps; #ifndef _X360 const float MIN_PROXY_PIXELS = 5.0f; #else const float MIN_PROXY_PIXELS = 25.0f; #endif float PixelVisibility_DrawProxy( IMatRenderContext *pRenderContext, OcclusionQueryObjectHandle_t queryHandle, Vector origin, float scale, float proxyAspect, IMaterial *pMaterial, bool screenspace ) { Vector point; // don't expand this with distance to fit pixels or the sprite will poke through // only expand the parts perpendicular to the view float forwardScale = scale; // draw a pyramid of points touching a sphere of radius "scale" at origin float pixelsPerUnit = pRenderContext->ComputePixelDiameterOfSphere( origin, 1.0f ); pixelsPerUnit = MAX( pixelsPerUnit, 1e-4f ); if ( screenspace ) { // Force this to be the size of a sphere of diameter "scale" at some reference distance (1.0 unit) float pixelsPerUnit2 = pRenderContext->ComputePixelDiameterOfSphere( CurrentViewOrigin() + CurrentViewForward()*1.0f, scale*0.5f ); // force drawing of "scale" pixels scale = pixelsPerUnit2 / pixelsPerUnit; } else { float pixels = scale * pixelsPerUnit; // make the radius larger to ensure a minimum screen space size of the proxy geometry if ( pixels < MIN_PROXY_PIXELS ) { scale = MIN_PROXY_PIXELS / pixelsPerUnit; } } // collapses the pyramid to a plane - so this could be a quad instead Vector dir = origin - CurrentViewOrigin(); VectorNormalize(dir); origin -= dir * forwardScale; forwardScale = 0.0f; // Vector verts[5]; const float sqrt2 = 0.707106781f; // sqrt(2) - keeps all vectors the same length from origin scale *= sqrt2; float scale45x = scale; float scale45y = scale / proxyAspect; verts[0] = origin - CurrentViewForward() * forwardScale; // the apex of the pyramid verts[1] = origin + CurrentViewUp() * scale45y - CurrentViewRight() * scale45x; // these four form the base verts[2] = origin + CurrentViewUp() * scale45y + CurrentViewRight() * scale45x; // the pyramid is a sprite with a point that verts[3] = origin - CurrentViewUp() * scale45y + CurrentViewRight() * scale45x; // pokes back toward the camera through any nearby verts[4] = origin - CurrentViewUp() * scale45y - CurrentViewRight() * scale45x; // geometry // get screen coords of edges Vector screen[4]; for ( int i = 0; i < 4; i++ ) { extern int ScreenTransform( const Vector& point, Vector& screen ); if ( ScreenTransform( verts[i+1], screen[i] ) ) return -1; } // compute area and screen-clipped area float w = screen[1].x - screen[0].x; float h = screen[0].y - screen[3].y; float ws = MIN(1.0f, screen[1].x) - MAX(-1.0f, screen[0].x); float hs = MIN(1.0f, screen[0].y) - MAX(-1.0f, screen[3].y); float area = w*h; // area can be zero when we ALT-TAB float areaClipped = ws*hs; float ratio = 0.0f; if ( area != 0 ) { // compute the ratio of the area not clipped by the frustum to total area ratio = areaClipped / area; ratio = clamp(ratio, 0.0f, 1.0f); } pRenderContext->BeginOcclusionQueryDrawing( queryHandle ); CMeshBuilder meshBuilder; IMesh* pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, pMaterial ); meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 4 ); // draw a pyramid for ( int i = 0; i < 4; i++ ) { int a = i+1; int b = (a%4)+1; meshBuilder.Position3fv( verts[0].Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( verts[a].Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( verts[b].Base() ); meshBuilder.AdvanceVertex(); } meshBuilder.End(); pMesh->Draw(); // sprite/quad proxy #if 0 meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); VectorMA (origin, -scale, CurrentViewUp(), point); VectorMA (point, -scale, CurrentViewRight(), point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex(); VectorMA (origin, scale, CurrentViewUp(), point); VectorMA (point, -scale, CurrentViewRight(), point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex(); VectorMA (origin, scale, CurrentViewUp(), point); VectorMA (point, scale, CurrentViewRight(), point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex(); VectorMA (origin, -scale, CurrentViewUp(), point); VectorMA (point, scale, CurrentViewRight(), point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); #endif pRenderContext->EndOcclusionQueryDrawing( queryHandle ); // fraction clipped by frustum return ratio; } class CPixelVisSet { public: void Init( const pixelvis_queryparams_t ¶ms ); void MarkActive(); bool IsActive(); CPixelVisSet() { frameIssued = 0; serial = 0; queryList = 0xFFFF; sizeIsScreenSpace = false; } public: float proxySize; float proxyAspect; float fadeTimeInv; unsigned short queryList; unsigned short serial; bool sizeIsScreenSpace; private: int frameIssued; }; void CPixelVisSet::Init( const pixelvis_queryparams_t ¶ms ) { Assert( params.bSetup ); proxySize = params.proxySize; proxyAspect = params.proxyAspect; if ( params.fadeTime > 0.0f ) { fadeTimeInv = 1.0f / params.fadeTime; } else { // fade in over 0.125 seconds fadeTimeInv = 1.0f / 0.125f; } frameIssued = 0; sizeIsScreenSpace = params.bSizeInScreenspace; } void CPixelVisSet::MarkActive() { frameIssued = gpGlobals->framecount; } bool CPixelVisSet::IsActive() { return (gpGlobals->framecount - frameIssued) > 1 ? false : true; } class CPixelVisibilityQuery { public: CPixelVisibilityQuery(); ~CPixelVisibilityQuery(); bool IsValid(); bool IsForView( int viewID ); bool IsActive(); float GetFractionVisible( float fadeTimeInv ); void IssueQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace ); void IssueCountingQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace ); void ResetOcclusionQueries(); void SetView( int viewID ) { m_viewID = viewID; m_brightnessTarget = 0.0f; m_clipFraction = 1.0f; m_frameIssued = -1; m_failed = false; m_wasQueriedThisFrame = false; m_hasValidQueryResults = false; } public: Vector m_origin; int m_frameIssued; private: float m_brightnessTarget; float m_clipFraction; OcclusionQueryObjectHandle_t m_queryHandle; OcclusionQueryObjectHandle_t m_queryHandleCount; unsigned short m_wasQueriedThisFrame : 1; unsigned short m_failed : 1; unsigned short m_hasValidQueryResults : 1; unsigned short m_pad : 13; unsigned short m_viewID; friend void PixelVisibility_ShiftVisibilityViews( int iSourceViewID, int iDestViewID ); //need direct access to private data to make shifting smooth }; CPixelVisibilityQuery::CPixelVisibilityQuery() { CMatRenderContextPtr pRenderContext( materials ); SetView( 0xFFFF ); m_queryHandle = pRenderContext->CreateOcclusionQueryObject(); m_queryHandleCount = pRenderContext->CreateOcclusionQueryObject(); } CPixelVisibilityQuery::~CPixelVisibilityQuery() { CMatRenderContextPtr pRenderContext( materials ); if ( m_queryHandle != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE ) { pRenderContext->DestroyOcclusionQueryObject( m_queryHandle ); } if ( m_queryHandleCount != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE ) { pRenderContext->DestroyOcclusionQueryObject( m_queryHandleCount ); } } void CPixelVisibilityQuery::ResetOcclusionQueries() { // NOTE: Since we're keeping the CPixelVisibilityQuery objects around in a pool // and not actually deleting them, this means that our material system occlusion queries are // not being deleted either. Which means that if a CPixelVisibilityQuery is // put into the free list and then immediately re-used, then we have an opportunity for // a bug: What can happen on the first frame of the material system query // is that if the query isn't done yet, it will use the last queried value // which will happen to be set to the value of the last query done // for the previous CPixelVisSet the CPixelVisibilityQuery happened to be associated with // which makes queries have an invalid value for the first frame // This will mark the occlusion query objects as not ever having been read from before CMatRenderContextPtr pRenderContext( materials ); if ( m_queryHandle != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE ) { pRenderContext->ResetOcclusionQueryObject( m_queryHandle ); } if ( m_queryHandleCount != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE ) { pRenderContext->ResetOcclusionQueryObject( m_queryHandleCount ); } } bool CPixelVisibilityQuery::IsValid() { return (m_queryHandle != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE) ? true : false; } bool CPixelVisibilityQuery::IsForView( int viewID ) { return m_viewID == viewID ? true : false; } bool CPixelVisibilityQuery::IsActive() { return (gpGlobals->framecount - m_frameIssued) > 1 ? false : true; } float CPixelVisibilityQuery::GetFractionVisible( float fadeTimeInv ) { if ( !IsValid() ) return 0.0f; if ( !m_wasQueriedThisFrame ) { CMatRenderContextPtr pRenderContext( materials ); m_wasQueriedThisFrame = true; int pixels = -1; int pixelsPossible = -1; if ( r_pixelvisibility_partial.GetBool() ) { if ( m_frameIssued != -1 ) { pixelsPossible = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandleCount ); pixels = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandle ); } if ( r_pixelvisibility_spew.GetBool() && CurrentViewID() == 0 ) { DevMsg( 1, "Pixels visible: %d (qh:%d) Pixels possible: %d (qh:%d) (frame:%d)\n", pixels, (int)m_queryHandle, pixelsPossible, (int)m_queryHandleCount, gpGlobals->framecount ); } if ( pixels < 0 || pixelsPossible < 0 ) { m_failed = ( m_frameIssued >= 0 ) ? true : false; return m_brightnessTarget * m_clipFraction; } m_hasValidQueryResults = true; if ( pixelsPossible > 0 ) { float target = (float)pixels / (float)pixelsPossible; target = (target >= 0.95f) ? 1.0f : (target < 0.0f) ? 0.0f : target; float rate = gpGlobals->frametime * fadeTimeInv; m_brightnessTarget = Approach( target, m_brightnessTarget, rate ); // fade in / out } else { m_brightnessTarget = 0.0f; } } else { if ( m_frameIssued != -1 ) { pixels = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandle ); } if ( r_pixelvisibility_spew.GetBool() && CurrentViewID() == 0 ) { DevMsg( 1, "Pixels visible: %d (qh:%d) (frame:%d)\n", pixels, (int)m_queryHandle, gpGlobals->framecount ); } if ( pixels < 0 ) { m_failed = ( m_frameIssued >= 0 ) ? true : false; return m_brightnessTarget * m_clipFraction; } m_hasValidQueryResults = true; if ( m_frameIssued == gpGlobals->framecount-1 ) { float rate = gpGlobals->frametime * fadeTimeInv; float target = 0.0f; if ( pixels > 0 ) { // fade in slower than you fade out rate *= 0.5f; target = 1.0f; } m_brightnessTarget = Approach( target, m_brightnessTarget, rate ); // fade in / out } else { m_brightnessTarget = 0.0f; } } } return m_brightnessTarget * m_clipFraction; } void CPixelVisibilityQuery::IssueQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace ) { if ( !m_failed ) { Assert( IsValid() ); if ( r_pixelvisibility_spew.GetBool() && CurrentViewID() == 0 ) { DevMsg( 1, "Draw Proxy: qh:%d org:<%d,%d,%d> (frame:%d)\n", (int)m_queryHandle, (int)m_origin[0], (int)m_origin[1], (int)m_origin[2], gpGlobals->framecount ); } m_clipFraction = PixelVisibility_DrawProxy( pRenderContext, m_queryHandle, m_origin, proxySize, proxyAspect, pMaterial, sizeIsScreenSpace ); if ( m_clipFraction < 0 ) { // NOTE: In this case, the proxy wasn't issued cause it was offscreen // can't set the m_frameissued field since that would cause it to get marked as failed m_clipFraction = 0; m_wasQueriedThisFrame = false; m_failed = false; return; } } #ifndef PORTAL // FIXME: In portal we query visibility multiple times per frame because of portal renders! Assert ( ( m_frameIssued != gpGlobals->framecount ) || UseVR() ); #endif m_frameIssued = gpGlobals->framecount; m_wasQueriedThisFrame = false; m_failed = false; } void CPixelVisibilityQuery::IssueCountingQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace ) { if ( !m_failed ) { Assert( IsValid() ); #if 0 // this centers it on the screen. // This is nice because it makes the glows fade as they get partially clipped by the view frustum // But it introduces sub-pixel errors (off by one row/column of pixels) so the glows shimmer // UNDONE: Compute an offset center coord that matches sub-pixel coords with the real glow position // UNDONE: Or frustum clip the sphere/geometry and fade based on proxy size Vector origin = m_origin - CurrentViewOrigin(); float dot = DotProduct(CurrentViewForward(), origin); origin = CurrentViewOrigin() + dot * CurrentViewForward(); #endif PixelVisibility_DrawProxy( pRenderContext, m_queryHandleCount, m_origin, proxySize, proxyAspect, pMaterial, sizeIsScreenSpace ); } } //Precache the effects CLIENTEFFECT_REGISTER_BEGIN( PrecacheOcclusionProxy ) CLIENTEFFECT_MATERIAL( "engine/occlusionproxy" ) CLIENTEFFECT_MATERIAL( "engine/occlusionproxy_countdraw" ) CLIENTEFFECT_REGISTER_END() class CPixelVisibilitySystem : public CAutoGameSystem { public: // GameSystem: Level init, shutdown virtual void LevelInitPreEntity(); virtual void LevelShutdownPostEntity(); // locals CPixelVisibilitySystem(); float GetFractionVisible( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle ); void EndView(); void EndScene(); unsigned short FindQueryForView( CPixelVisSet *pSet, int viewID ); unsigned short FindOrCreateQueryForView( CPixelVisSet *pSet, int viewID ); void DeleteUnusedQueries( CPixelVisSet *pSet, bool bDeleteAll ); void DeleteUnusedSets( bool bDeleteAll ); void ShowQueries( bool show ); unsigned short AllocQuery(); unsigned short AllocSet(); void FreeSet( unsigned short node ); CPixelVisSet *FindOrCreatePixelVisSet( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle ); bool SupportsOcclusion() { return m_hwCanTestGlows; } void DebugInfo() { Msg("Pixel vis system using %d sets total (%d in free list), %d queries total (%d in free list)\n", m_setList.TotalCount(), m_setList.Count(m_freeSetsList), m_queryList.TotalCount(), m_queryList.Count( m_freeQueriesList ) ); } private: CUtlMultiList< CPixelVisSet, unsigned short > m_setList; CUtlMultiList m_queryList; unsigned short m_freeQueriesList; unsigned short m_activeSetsList; unsigned short m_freeSetsList; unsigned short m_pad0; IMaterial *m_pProxyMaterial; IMaterial *m_pDrawMaterial; bool m_hwCanTestGlows; bool m_drawQueries; friend void PixelVisibility_ShiftVisibilityViews( int iSourceViewID, int iDestViewID ); //need direct access to private data to make shifting smooth }; static CPixelVisibilitySystem g_PixelVisibilitySystem; CPixelVisibilitySystem::CPixelVisibilitySystem() : CAutoGameSystem( "CPixelVisibilitySystem" ) { m_hwCanTestGlows = true; m_drawQueries = false; } // Level init, shutdown void CPixelVisibilitySystem::LevelInitPreEntity() { bool fastqueries = HasFastQueries(); // printf("\n ** fast queries: %s **", fastqueries?"true":"false" ); m_hwCanTestGlows = r_dopixelvisibility.GetBool() && fastqueries && engine->GetDXSupportLevel() >= 80; if ( m_hwCanTestGlows ) { CMatRenderContextPtr pRenderContext( materials ); OcclusionQueryObjectHandle_t query = pRenderContext->CreateOcclusionQueryObject(); if ( query != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE ) { pRenderContext->DestroyOcclusionQueryObject( query ); } else { m_hwCanTestGlows = false; } } m_pProxyMaterial = materials->FindMaterial("engine/occlusionproxy", TEXTURE_GROUP_CLIENT_EFFECTS); m_pProxyMaterial->IncrementReferenceCount(); m_pDrawMaterial = materials->FindMaterial("engine/occlusionproxy_countdraw", TEXTURE_GROUP_CLIENT_EFFECTS); m_pDrawMaterial->IncrementReferenceCount(); m_freeQueriesList = m_queryList.CreateList(); m_activeSetsList = m_setList.CreateList(); m_freeSetsList = m_setList.CreateList(); } void CPixelVisibilitySystem::LevelShutdownPostEntity() { m_pProxyMaterial->DecrementReferenceCount(); m_pProxyMaterial = NULL; m_pDrawMaterial->DecrementReferenceCount(); m_pDrawMaterial = NULL; DeleteUnusedSets(true); m_setList.Purge(); m_queryList.Purge(); m_freeQueriesList = m_queryList.InvalidIndex(); m_activeSetsList = m_setList.InvalidIndex(); m_freeSetsList = m_setList.InvalidIndex(); } float CPixelVisibilitySystem::GetFractionVisible( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle ) { if ( !m_hwCanTestGlows || building_cubemaps.GetBool() ) { return GlowSightDistance( params.position, true ) > 0 ? 1.0f : 0.0f; } if ( CurrentViewID() < 0 ) return 0.0f; CPixelVisSet *pSet = FindOrCreatePixelVisSet( params, queryHandle ); Assert( pSet ); unsigned short node = FindOrCreateQueryForView( pSet, CurrentViewID() ); m_queryList[node].m_origin = params.position; float fraction = m_queryList[node].GetFractionVisible( pSet->fadeTimeInv ); pSet->MarkActive(); return fraction; } void CPixelVisibilitySystem::EndView() { if ( !PixelVisibility_IsAvailable() && CurrentViewID() >= 0 ) return; if ( m_setList.Head( m_activeSetsList ) == m_setList.InvalidIndex() ) return; CMatRenderContextPtr pRenderContext( materials ); IMaterial *pProxy = m_drawQueries ? m_pDrawMaterial : m_pProxyMaterial; pRenderContext->Bind( pProxy ); // BUGBUG: If you draw both queries, the measure query fails for some reason. if ( r_pixelvisibility_partial.GetBool() && !m_drawQueries ) { pRenderContext->DepthRange( 0.0f, 0.01f ); unsigned short node = m_setList.Head( m_activeSetsList ); while( node != m_setList.InvalidIndex() ) { CPixelVisSet *pSet = &m_setList[node]; unsigned short queryNode = FindQueryForView( pSet, CurrentViewID() ); if ( queryNode != m_queryList.InvalidIndex() ) { m_queryList[queryNode].IssueCountingQuery( pRenderContext, pSet->proxySize, pSet->proxyAspect, pProxy, pSet->sizeIsScreenSpace ); } node = m_setList.Next( node ); } pRenderContext->DepthRange( 0.0f, 1.0f ); } { unsigned short node = m_setList.Head( m_activeSetsList ); while( node != m_setList.InvalidIndex() ) { CPixelVisSet *pSet = &m_setList[node]; unsigned short queryNode = FindQueryForView( pSet, CurrentViewID() ); if ( queryNode != m_queryList.InvalidIndex() ) { m_queryList[queryNode].IssueQuery( pRenderContext, pSet->proxySize, pSet->proxyAspect, pProxy, pSet->sizeIsScreenSpace ); } node = m_setList.Next( node ); } } } void CPixelVisibilitySystem::EndScene() { DeleteUnusedSets(false); } unsigned short CPixelVisibilitySystem::FindQueryForView( CPixelVisSet *pSet, int viewID ) { unsigned short node = m_queryList.Head( pSet->queryList ); while ( node != m_queryList.InvalidIndex() ) { if ( m_queryList[node].IsForView( viewID ) ) return node; node = m_queryList.Next( node ); } return m_queryList.InvalidIndex(); } unsigned short CPixelVisibilitySystem::FindOrCreateQueryForView( CPixelVisSet *pSet, int viewID ) { unsigned short node = FindQueryForView( pSet, viewID ); if ( node != m_queryList.InvalidIndex() ) return node; node = AllocQuery(); m_queryList.LinkToHead( pSet->queryList, node ); m_queryList[node].SetView( viewID ); return node; } void CPixelVisibilitySystem::DeleteUnusedQueries( CPixelVisSet *pSet, bool bDeleteAll ) { unsigned short node = m_queryList.Head( pSet->queryList ); while ( node != m_queryList.InvalidIndex() ) { unsigned short next = m_queryList.Next( node ); if ( bDeleteAll || !m_queryList[node].IsActive() ) { m_queryList.Unlink( pSet->queryList, node); m_queryList.LinkToHead( m_freeQueriesList, node ); } node = next; } } void CPixelVisibilitySystem::DeleteUnusedSets( bool bDeleteAll ) { unsigned short node = m_setList.Head( m_activeSetsList ); while ( node != m_setList.InvalidIndex() ) { unsigned short next = m_setList.Next( node ); CPixelVisSet *pSet = &m_setList[node]; if ( bDeleteAll || !m_setList[node].IsActive() ) { DeleteUnusedQueries( pSet, true ); } else { DeleteUnusedQueries( pSet, false ); } if ( m_queryList.Head(pSet->queryList) == m_queryList.InvalidIndex() ) { FreeSet( node ); } node = next; } } void CPixelVisibilitySystem::ShowQueries( bool show ) { m_drawQueries = show; } unsigned short CPixelVisibilitySystem::AllocQuery() { unsigned short node = m_queryList.Head(m_freeQueriesList); if ( node != m_queryList.InvalidIndex() ) { m_queryList.Unlink( m_freeQueriesList, node ); m_queryList[node].ResetOcclusionQueries(); } else { node = m_queryList.Alloc(); } return node; } unsigned short CPixelVisibilitySystem::AllocSet() { unsigned short node = m_setList.Head(m_freeSetsList); if ( node != m_setList.InvalidIndex() ) { m_setList.Unlink( m_freeSetsList, node ); } else { node = m_setList.Alloc(); m_setList[node].queryList = m_queryList.CreateList(); } m_setList.LinkToHead( m_activeSetsList, node ); return node; } void CPixelVisibilitySystem::FreeSet( unsigned short node ) { m_setList.Unlink( m_activeSetsList, node ); m_setList.LinkToHead( m_freeSetsList, node ); m_setList[node].serial++; } CPixelVisSet *CPixelVisibilitySystem::FindOrCreatePixelVisSet( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle ) { if ( queryHandle[0] ) { unsigned short handle = queryHandle[0] & 0xFFFF; handle--; unsigned short serial = queryHandle[0] >> 16; if ( m_setList.IsValidIndex(handle) && m_setList[handle].serial == serial ) { return &m_setList[handle]; } } unsigned short node = AllocSet(); m_setList[node].Init( params ); unsigned int out = m_setList[node].serial; unsigned short nodeHandle = node + 1; out <<= 16; out |= nodeHandle; queryHandle[0] = out; return &m_setList[node]; } void PixelvisDrawChanged( IConVar *pPixelvisVar, const char *pOld, float flOldValue ) { ConVarRef var( pPixelvisVar ); g_PixelVisibilitySystem.ShowQueries( var.GetBool() ); } class CTraceFilterGlow : public CTraceFilterSimple { public: DECLARE_CLASS( CTraceFilterGlow, CTraceFilterSimple ); CTraceFilterGlow( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple(passentity, collisionGroup) {} virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { IClientUnknown *pUnk = (IClientUnknown*)pHandleEntity; ICollideable *pCollide = pUnk->GetCollideable(); if ( pCollide->GetSolid() != SOLID_VPHYSICS && pCollide->GetSolid() != SOLID_BSP ) return false; return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask ); } }; float GlowSightDistance( const Vector &glowOrigin, bool bShouldTrace ) { float dist = (glowOrigin - CurrentViewOrigin()).Length(); C_BasePlayer *local = C_BasePlayer::GetLocalPlayer(); if ( local ) { dist *= local->GetFOVDistanceAdjustFactor(); } if ( bShouldTrace ) { Vector end = glowOrigin; // HACKHACK: trace 4" from destination in case the glow is inside some parent object // allow a little error... if ( dist > 4 ) { end -= CurrentViewForward()*4; } int traceFlags = MASK_OPAQUE|CONTENTS_MONSTER|CONTENTS_DEBRIS; CTraceFilterGlow filter(NULL, COLLISION_GROUP_NONE); trace_t tr; UTIL_TraceLine( CurrentViewOrigin(), end, traceFlags, &filter, &tr ); if ( tr.fraction != 1.0f ) return -1; } return dist; } void PixelVisibility_EndCurrentView() { g_PixelVisibilitySystem.EndView(); } void PixelVisibility_EndScene() { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ ); g_PixelVisibilitySystem.EndScene(); } float PixelVisibility_FractionVisible( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle ) { if ( !queryHandle ) { return GlowSightDistance( params.position, true ) > 0.0f ? 1.0f : 0.0f; } else { return g_PixelVisibilitySystem.GetFractionVisible( params, queryHandle ); } } bool PixelVisibility_IsAvailable() { bool fastqueries = HasFastQueries(); return r_dopixelvisibility.GetBool() && fastqueries && g_PixelVisibilitySystem.SupportsOcclusion(); } //this originally called a class function of CPixelVisibiltySystem to keep the work clean, but that function needed friend access to CPixelVisibilityQuery //and I didn't want to make the whole class a friend or shift all the functions and class declarations around in this file void PixelVisibility_ShiftVisibilityViews( int iSourceViewID, int iDestViewID ) { unsigned short node = g_PixelVisibilitySystem.m_setList.Head( g_PixelVisibilitySystem.m_activeSetsList ); while ( node != g_PixelVisibilitySystem.m_setList.InvalidIndex() ) { unsigned short next = g_PixelVisibilitySystem.m_setList.Next( node ); CPixelVisSet *pSet = &g_PixelVisibilitySystem.m_setList[node]; unsigned short iSourceQueryNode = g_PixelVisibilitySystem.FindQueryForView( pSet, iSourceViewID ); unsigned short iDestQueryNode = g_PixelVisibilitySystem.FindQueryForView( pSet, iDestViewID ); if( iDestQueryNode != g_PixelVisibilitySystem.m_queryList.InvalidIndex() ) { //delete the destination if found g_PixelVisibilitySystem.m_queryList.Unlink( pSet->queryList, iDestQueryNode ); g_PixelVisibilitySystem.m_queryList.LinkToHead( g_PixelVisibilitySystem.m_freeQueriesList, iDestQueryNode ); if ( g_PixelVisibilitySystem.m_queryList.Head(pSet->queryList) == g_PixelVisibilitySystem.m_queryList.InvalidIndex() ) { g_PixelVisibilitySystem.FreeSet( node ); } } if( iSourceQueryNode != g_PixelVisibilitySystem.m_queryList.InvalidIndex() ) { //make the source believe it's the destination g_PixelVisibilitySystem.m_queryList[iSourceQueryNode].m_viewID = iDestViewID; } node = next; } } CON_COMMAND( pixelvis_debug, "Dump debug info" ) { g_PixelVisibilitySystem.DebugInfo(); }