//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "cbase.h" #include "portalrenderable_flatbasic.h" #include "clienteffectprecachesystem.h" #include "Portal_DynamicMeshRenderingUtils.h" #include "portal_shareddefs.h" #include "view.h" #include "c_pixel_visibility.h" #include "glow_overlay.h" #include "portal_render_targets.h" #include "materialsystem/itexture.h" #include "toolframework/itoolframework.h" #include "toolframework_client.h" #include "tier1/KeyValues.h" #include "prop_portal_shared.h" #include "view_scene.h" #include "materialsystem/imaterialvar.h" #include "tier0/vprof.h" #define PORTALRENDERABLE_FLATBASIC_MINPIXELVIS 0.0f CLIENTEFFECT_REGISTER_BEGIN( PrecacheFlatBasicPortalDrawingMaterials ) #if !defined( _X360 ) //XBox 360 is guaranteed to use stencil mode, and therefore doesn't need texture mode materials CLIENTEFFECT_MATERIAL( "models/portals/portal_1_dynamicmesh" ) CLIENTEFFECT_MATERIAL( "models/portals/portal_2_dynamicmesh" ) CLIENTEFFECT_MATERIAL( "models/portals/portal_1_renderfix_dynamicmesh" ) CLIENTEFFECT_MATERIAL( "models/portals/portal_2_renderfix_dynamicmesh" ) #endif CLIENTEFFECT_MATERIAL( "models/portals/portal_depthdoubler" ) CLIENTEFFECT_MATERIAL( "models/portals/portalstaticoverlay_1" ) CLIENTEFFECT_MATERIAL( "models/portals/portalstaticoverlay_2" ) CLIENTEFFECT_MATERIAL( "models/portals/portal_stencil_hole" ) CLIENTEFFECT_MATERIAL( "models/portals/portal_refract_1" ) CLIENTEFFECT_MATERIAL( "models/portals/portal_refract_2" ) //CLIENTEFFECT_MATERIAL( "effects/flashlight001" ) //light transfers disabled indefinitely CLIENTEFFECT_REGISTER_END() class CAutoInitFlatBasicPortalDrawingMaterials : public CAutoGameSystem { public: FlatBasicPortalRenderingMaterials_t m_Materials; void LevelInitPreEntity() { m_Materials.m_PortalMaterials[0].Init( "models/portals/portal_1_dynamicmesh", TEXTURE_GROUP_CLIENT_EFFECTS ); m_Materials.m_PortalMaterials[1].Init( "models/portals/portal_2_dynamicmesh", TEXTURE_GROUP_CLIENT_EFFECTS ); m_Materials.m_PortalRenderFixMaterials[0].Init( "models/portals/portal_1_renderfix_dynamicmesh", TEXTURE_GROUP_CLIENT_EFFECTS ); m_Materials.m_PortalRenderFixMaterials[1].Init( "models/portals/portal_2_renderfix_dynamicmesh", TEXTURE_GROUP_CLIENT_EFFECTS ); m_Materials.m_PortalDepthDoubler.Init( "models/portals/portal_depthdoubler", TEXTURE_GROUP_CLIENT_EFFECTS ); m_Materials.m_PortalStaticOverlay[0].Init( "models/portals/portalstaticoverlay_1", TEXTURE_GROUP_CLIENT_EFFECTS ); m_Materials.m_PortalStaticOverlay[1].Init( "models/portals/portalstaticoverlay_2", TEXTURE_GROUP_CLIENT_EFFECTS ); m_Materials.m_Portal_Stencil_Hole.Init( "models/portals/portal_stencil_hole", TEXTURE_GROUP_CLIENT_EFFECTS ); m_Materials.m_Portal_Refract[0].Init( "models/portals/portal_refract_1", TEXTURE_GROUP_CLIENT_EFFECTS ); m_Materials.m_Portal_Refract[1].Init( "models/portals/portal_refract_2", TEXTURE_GROUP_CLIENT_EFFECTS ); //m_Materials.m_PortalLightTransfer_ShadowTexture.Init( "effects/flashlight001", TEXTURE_GROUP_OTHER ); //light transfers disabled indefinitely m_Materials.m_pDepthDoubleViewMatrixVar = m_Materials.m_PortalDepthDoubler->FindVar( "$alternateviewmatrix", NULL, false ); Assert( m_Materials.m_pDepthDoubleViewMatrixVar != NULL ); } }; static CAutoInitFlatBasicPortalDrawingMaterials s_FlatBasicPortalDrawingMaterials; const FlatBasicPortalRenderingMaterials_t& CPortalRenderable_FlatBasic::m_Materials = s_FlatBasicPortalDrawingMaterials.m_Materials; LINK_ENTITY_TO_CLASS( prop_portal_flatbasic, CPortalRenderable_FlatBasic ); CPortalRenderable_FlatBasic::CPortalRenderable_FlatBasic( void ) : m_pLinkedPortal( NULL ), m_ptOrigin( 0.0f, 0.0f, 0.0f ), m_vForward( 1.0f, 0.0f, 0.0f ), m_vUp( 0.0f, 0.0f, 1.0f ), m_vRight( 0.0f, 1.0f, 0.0f ), m_fStaticAmount( 0.0f ), m_fSecondaryStaticAmount( 0.0f ), m_fOpenAmount( 0.0f ), m_bIsPortal2( false ) { m_InternallyMaintainedData.m_VisData.m_fDistToAreaPortalTolerance = 64.0f; m_InternallyMaintainedData.m_VisData.m_vecVisOrigin = Vector(0,0,0); m_InternallyMaintainedData.m_iViewLeaf = -1; m_InternallyMaintainedData.m_DepthDoublerTextureView.Identity(); m_InternallyMaintainedData.m_bUsableDepthDoublerConfiguration = false; m_InternallyMaintainedData.m_nSkyboxVisibleFromCorners = SKYBOX_NOT_VISIBLE; m_InternallyMaintainedData.m_ptForwardOrigin.Init( 1.0f, 0.0f, 0.0f ); m_InternallyMaintainedData.m_ptCorners[0] = m_InternallyMaintainedData.m_ptCorners[1] = m_InternallyMaintainedData.m_ptCorners[2] = m_InternallyMaintainedData.m_ptCorners[3] = Vector( 0.0f, 0.0f, 0.0f ); } void CPortalRenderable_FlatBasic::GetToolRecordingState( bool bActive, KeyValues *msg ) { if ( !ToolsEnabled() ) return; VPROF_BUDGET( "CPortalRenderable_FlatBasic::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS ); BaseClass::GetToolRecordingState( msg ); CPortalRenderable::GetToolRecordingState( bActive, msg ); C_Prop_Portal *pLinkedPortal = static_cast( m_pLinkedPortal ); static PortalRecordingState_t state; state.m_nPortalId = static_cast( this )->index; state.m_nLinkedPortalId = pLinkedPortal ? pLinkedPortal->index : -1; state.m_fStaticAmount = m_fStaticAmount; state.m_fSecondaryStaticAmount = m_fSecondaryStaticAmount; state.m_fOpenAmount = m_fOpenAmount; state.m_bIsPortal2 = m_bIsPortal2; msg->SetPtr( "portal", &state ); } void CPortalRenderable_FlatBasic::PortalMoved( void ) { m_InternallyMaintainedData.m_ptForwardOrigin = m_ptOrigin + m_vForward; m_InternallyMaintainedData.m_fPlaneDist = m_vForward.Dot( m_ptOrigin ); // Update the points on the portal which we add to PVS { Vector vScaledRight = m_vRight * PORTAL_HALF_WIDTH; Vector vScaledUp = m_vUp * PORTAL_HALF_HEIGHT; m_InternallyMaintainedData.m_ptCorners[0] = (m_InternallyMaintainedData.m_ptForwardOrigin + vScaledRight) + vScaledUp; m_InternallyMaintainedData.m_ptCorners[1] = (m_InternallyMaintainedData.m_ptForwardOrigin - vScaledRight) + vScaledUp; m_InternallyMaintainedData.m_ptCorners[2] = (m_InternallyMaintainedData.m_ptForwardOrigin - vScaledRight) - vScaledUp; m_InternallyMaintainedData.m_ptCorners[3] = (m_InternallyMaintainedData.m_ptForwardOrigin + vScaledRight) - vScaledUp; m_InternallyMaintainedData.m_VisData.m_vecVisOrigin = m_InternallyMaintainedData.m_ptForwardOrigin; m_InternallyMaintainedData.m_VisData.m_fDistToAreaPortalTolerance = 64.0f; m_InternallyMaintainedData.m_iViewLeaf = enginetrace->GetLeafContainingPoint( m_InternallyMaintainedData.m_ptForwardOrigin ); } m_InternallyMaintainedData.m_nSkyboxVisibleFromCorners = engine->IsSkyboxVisibleFromPoint( m_InternallyMaintainedData.m_ptForwardOrigin ); for( int i = 0; i < 4 && ( m_InternallyMaintainedData.m_nSkyboxVisibleFromCorners != SKYBOX_3DSKYBOX_VISIBLE ); ++i ) { SkyboxVisibility_t nCornerVis = engine->IsSkyboxVisibleFromPoint( m_InternallyMaintainedData.m_ptCorners[i] ); if ( ( m_InternallyMaintainedData.m_nSkyboxVisibleFromCorners == SKYBOX_NOT_VISIBLE ) || ( nCornerVis != SKYBOX_NOT_VISIBLE ) ) { m_InternallyMaintainedData.m_nSkyboxVisibleFromCorners = nCornerVis; } } //render fix bounding planes { for( int i = 0; i != PORTALRENDERFIXMESH_OUTERBOUNDPLANES; ++i ) { float fCirclePos = ((float)(i)) * ((M_PI * 2.0f) / (float)PORTALRENDERFIXMESH_OUTERBOUNDPLANES); float fUpBlend = cosf( fCirclePos ); float fRightBlend = sinf( fCirclePos ); Vector vNormal = -fUpBlend * m_vUp - fRightBlend * m_vRight; Vector ptOnPlane = m_ptOrigin + (m_vUp * (fUpBlend * PORTAL_HALF_HEIGHT * 1.1f)) + (m_vRight * (fRightBlend * PORTAL_HALF_WIDTH * 1.1f)); m_InternallyMaintainedData.m_BoundingPlanes[i].Init( vNormal, vNormal.Dot( ptOnPlane ) ); } m_InternallyMaintainedData.m_BoundingPlanes[PORTALRENDERFIXMESH_OUTERBOUNDPLANES].Init( -m_vForward, (-m_vForward).Dot( m_ptOrigin ) ); m_InternallyMaintainedData.m_BoundingPlanes[PORTALRENDERFIXMESH_OUTERBOUNDPLANES + 1].Init( m_vForward, m_vForward.Dot( m_ptOrigin - (m_vForward * 5.0f) ) ); } //update depth doubler usability flag m_InternallyMaintainedData.m_bUsableDepthDoublerConfiguration = ( m_pLinkedPortal && //linked to another portal ( m_vForward.Dot( m_pLinkedPortal->m_ptOrigin - m_ptOrigin ) > 0.0f ) && //this portal looking in the general direction of the other portal ( m_vForward.Dot( m_pLinkedPortal->m_vForward ) < -0.7071f ) ); //within 45 degrees of facing directly at each other if( m_pLinkedPortal ) m_pLinkedPortal->m_InternallyMaintainedData.m_bUsableDepthDoublerConfiguration = true; //lastly, update link matrix if ( m_pLinkedPortal != NULL ) { matrix3x4_t localToWorld( m_vForward, -m_vRight, m_vUp, m_ptOrigin ); matrix3x4_t remoteToWorld( m_pLinkedPortal->m_vForward, -m_pLinkedPortal->m_vRight, m_pLinkedPortal->m_vUp, m_pLinkedPortal->m_ptOrigin ); CProp_Portal_Shared::UpdatePortalTransformationMatrix( localToWorld, remoteToWorld, &m_matrixThisToLinked ); // update the remote portal MatrixInverseTR( m_matrixThisToLinked, m_pLinkedPortal->m_matrixThisToLinked ); } else { m_matrixThisToLinked.Identity(); // don't accidentally teleport objects to zero space } } bool CPortalRenderable_FlatBasic::WillUseDepthDoublerThisDraw( void ) const { return g_pPortalRender->ShouldUseStencilsToRenderPortals() && m_InternallyMaintainedData.m_bUsableDepthDoublerConfiguration && (g_pPortalRender->GetRemainingPortalViewDepth() == 0) && (g_pPortalRender->GetViewRecursionLevel() > 1) && (g_pPortalRender->GetCurrentViewExitPortal() != this); } ConVar r_portal_use_complex_frustums( "r_portal_use_complex_frustums", "1", FCVAR_CLIENTDLL, "View optimization, turn this off if you get odd visual bugs." ); bool CPortalRenderable_FlatBasic::CalcFrustumThroughPortal( const Vector &ptCurrentViewOrigin, Frustum OutputFrustum ) { if( r_portal_use_complex_frustums.GetBool() == false ) return false; int i; int iViewRecursionLevel = g_pPortalRender->GetViewRecursionLevel(); int iNextViewRecursionLevel = iViewRecursionLevel + 1; if( (iViewRecursionLevel == 0) && ( (ptCurrentViewOrigin - m_ptOrigin).LengthSqr() < (PORTAL_HALF_HEIGHT * PORTAL_HALF_HEIGHT) ) )//FIXME: Player closeness check might need reimplementation { //calculations are most likely going to be completely useless, return nothing return false; } if( m_pLinkedPortal == NULL ) return false; if( m_vForward.Dot( ptCurrentViewOrigin ) <= m_InternallyMaintainedData.m_fPlaneDist ) return false; //looking at portal backface //VPlane *pInputFrustum = view->GetFrustum(); //g_pPortalRender->m_RecursiveViewComplexFrustums[iViewRecursionLevel].Base(); //int iInputFrustumPlaneCount = 6; //g_pPortalRender->m_RecursiveViewComplexFrustums[iViewRecursionLevel].Count(); VPlane *pInputFrustum = g_pPortalRender->m_RecursiveViewComplexFrustums[iViewRecursionLevel].Base(); int iInputFrustumPlaneCount = g_pPortalRender->m_RecursiveViewComplexFrustums[iViewRecursionLevel].Count(); Assert( iInputFrustumPlaneCount > 0 ); Vector ptTempWork[2]; int iAllocSize = 4 + iInputFrustumPlaneCount; Vector *pInVerts = (Vector *)stackalloc( sizeof( Vector ) * iAllocSize * 2 ); //possible to add 1 point per cut, 4 starting points, iInputFrustumPlaneCount cuts Vector *pOutVerts = pInVerts + iAllocSize; Vector *pTempVerts; //clip by first plane and put output into pInVerts int iVertCount = ClipPolyToPlane( m_InternallyMaintainedData.m_ptCorners, 4, pInVerts, pInputFrustum[0].m_Normal, pInputFrustum[0].m_Dist, 0.01f ); //clip by other planes and flipflop in and out pointers for( i = 1; i != iInputFrustumPlaneCount; ++i ) { if( iVertCount < 3 ) return false; //nothing left in the frustum iVertCount = ClipPolyToPlane( pInVerts, iVertCount, pOutVerts, pInputFrustum[i].m_Normal, pInputFrustum[i].m_Dist, 0.01f ); pTempVerts = pInVerts; pInVerts = pOutVerts; pOutVerts = pTempVerts; //swap vertex pointers } if( iVertCount < 3 ) return false; //nothing left in the frustum g_pPortalRender->m_RecursiveViewComplexFrustums[iNextViewRecursionLevel].SetCount( iVertCount + 2 ); //+2 for near and far z planes Vector ptTransformedCamera = m_matrixThisToLinked * ptCurrentViewOrigin; //generate planes defined by each line around the convex and the camera origin for( i = 0; i != iVertCount; ++i ) { Vector *p1, *p2; p1 = &pInVerts[i]; p2 = &pInVerts[(i+1)%iVertCount]; Vector vLine1 = *p1 - ptCurrentViewOrigin; Vector vLine2 = *p2 - ptCurrentViewOrigin; Vector vNormal = vLine1.Cross( vLine2 ); vNormal.NormalizeInPlace(); vNormal = m_matrixThisToLinked.ApplyRotation( vNormal ); g_pPortalRender->m_RecursiveViewComplexFrustums[iNextViewRecursionLevel].Element(i).Init( vNormal, vNormal.Dot( ptTransformedCamera ) ); } //Near Z g_pPortalRender->m_RecursiveViewComplexFrustums[iNextViewRecursionLevel].Element(i).Init( m_pLinkedPortal->m_vForward, m_pLinkedPortal->m_InternallyMaintainedData.m_fPlaneDist ); //Far Z ++i; { Vector vNormal = m_matrixThisToLinked.ApplyRotation( pInputFrustum[iInputFrustumPlaneCount - 1].m_Normal ); Vector ptOnPlane = pInputFrustum[iInputFrustumPlaneCount - 1].m_Dist * pInputFrustum[iInputFrustumPlaneCount - 1].m_Normal; g_pPortalRender->m_RecursiveViewComplexFrustums[iNextViewRecursionLevel].Element(i).Init( vNormal, vNormal.Dot( m_matrixThisToLinked * ptOnPlane ) ); } if( iVertCount > 4 ) { float *fLineLengthSqr = (float *)stackalloc( sizeof( float ) * iVertCount ); VPlane *Planes = (VPlane *)stackalloc( sizeof( VPlane ) * iVertCount ); memcpy( Planes, g_pPortalRender->m_RecursiveViewComplexFrustums[iNextViewRecursionLevel].Base(), sizeof( VPlane ) * iVertCount ); for( i = 0; i != (iVertCount - 1); ++i ) { fLineLengthSqr[i] = (pInVerts[i + 1] - pInVerts[i]).LengthSqr(); } fLineLengthSqr[i] = (pInVerts[0] - pInVerts[i]).LengthSqr(); //wrap around while( iVertCount > 4 ) { //we have too many verts to represent this accurately as a frustum, //so, we're going to eliminate the smallest sides and bridge the surrounding sides until we're down to 4 float fMinSide = fLineLengthSqr[0]; int iMinSideFirstPoint = 0; int iOldVertCount = iVertCount; --iVertCount; //we're going to decrement this sometime in this block, it makes math easier to do it now for( i = 1; i != iOldVertCount; ++i ) { if( fLineLengthSqr[i] < fMinSide ) { fMinSide = fLineLengthSqr[i]; iMinSideFirstPoint = i; } } int i1, i2, i3, i4; i1 = (iMinSideFirstPoint + iVertCount)%(iOldVertCount); i2 = iMinSideFirstPoint; i3 = (iMinSideFirstPoint + 1)%(iOldVertCount); i4 = (iMinSideFirstPoint + 2)%(iOldVertCount); Vector *p1, *p2, *p3, *p4; p1 = &pInVerts[i1]; p2 = &pInVerts[i2]; p3 = &pInVerts[i3]; p4 = &pInVerts[i4]; //now we know the two points that we have to merge to one, project and make a merged point from the surrounding lines if( fMinSide >= 0.1f ) //only worth doing the math if it's actually going to be accurate and make a difference { Vector vLine1 = *p2 - *p1; Vector vLine2 = *p3 - *p4; Vector vLine1Normal = vLine1.Cross( m_vForward ); vLine1Normal.NormalizeInPlace(); float fNormalDot = vLine1Normal.Dot( vLine2 ); AssertMsgOnce( fNormalDot != 0.0f, "Tell Dave Kircher if this pops up. It won't interfere with gameplay though" ); if( fNormalDot == 0.0f ) { return false; //something went horribly wrong, bail and just suffer a slight framerate penalty for now } float fDist = vLine1Normal.Dot(*p1 - *p4); *p2 = *p4 + (vLine2 * (fDist/fNormalDot)); } fLineLengthSqr[i1] = (*p2 - *p1).LengthSqr(); fLineLengthSqr[i2] = (*p4 - *p2).LengthSqr(); //must do this BEFORE possibly shifting points p4+ left if( i2 < i3 ) { VPlane *v2 = &Planes[iMinSideFirstPoint]; memcpy( v2, v2 + 1, sizeof( VPlane ) * (iVertCount - iMinSideFirstPoint) ); } if( i3 < i4 ) //not the last point in the array { int iElementShift = (iOldVertCount - i4); //eliminate p3, we merged p2+p3 and already stored the result in p2 memcpy( p3, p3 + 1, sizeof( Vector ) * iElementShift ); float *l3 = &fLineLengthSqr[i3]; memcpy( l3, l3 + 1, sizeof( float ) * iElementShift ); } } for( i = 0; i != 4; ++i ) { OutputFrustum[i] = Planes[i]; } } else { for( i = 0; i != iVertCount; ++i ) { OutputFrustum[i] = g_pPortalRender->m_RecursiveViewComplexFrustums[iNextViewRecursionLevel].Element(i); } for( ; i != 4; ++i ) { //we had less than 4 planes for the sides, just copy from the last valid plane OutputFrustum[i] = OutputFrustum[iVertCount-1]; } } //copy near/far planes int iComplexCount = g_pPortalRender->m_RecursiveViewComplexFrustums[iNextViewRecursionLevel].Count(); OutputFrustum[FRUSTUM_NEARZ] = g_pPortalRender->m_RecursiveViewComplexFrustums[iNextViewRecursionLevel].Element(iComplexCount-2); OutputFrustum[FRUSTUM_FARZ] = g_pPortalRender->m_RecursiveViewComplexFrustums[iNextViewRecursionLevel].Element(iComplexCount-1); return true; } void CPortalRenderable_FlatBasic::RenderPortalViewToBackBuffer( CViewRender *pViewRender, const CViewSetup &cameraView ) { VPROF( "CPortalRenderable_FlatBasic::RenderPortalViewToBackBuffer" ); if( m_fStaticAmount == 1.0f ) return; //not going to see anything anyways if( m_pLinkedPortal == NULL ) //not linked to any portal, so we'll be all static anyways return; Frustum FrustumBackup; memcpy( FrustumBackup, pViewRender->GetFrustum(), sizeof( Frustum ) ); Frustum seeThroughFrustum; bool bUseSeeThroughFrustum; bUseSeeThroughFrustum = CalcFrustumThroughPortal( cameraView.origin, seeThroughFrustum ); Vector vCameraForward; AngleVectors( cameraView.angles, &vCameraForward, NULL, NULL ); // Setup fog state for the camera. Vector ptPOVOrigin = m_matrixThisToLinked * cameraView.origin; Vector vPOVForward = m_matrixThisToLinked.ApplyRotation( vCameraForward ); Vector ptRemotePortalPosition = m_pLinkedPortal->m_ptOrigin; Vector vRemotePortalForward = m_pLinkedPortal->m_vForward; CViewSetup portalView = cameraView; if( portalView.zNear < 1.0f ) portalView.zNear = 1.0f; QAngle qPOVAngles = TransformAnglesToWorldSpace( cameraView.angles, m_matrixThisToLinked.As3x4() ); portalView.width = cameraView.width; portalView.height = cameraView.height; portalView.x = cameraView.x; portalView.y = cameraView.y; portalView.origin = ptPOVOrigin; portalView.angles = qPOVAngles; portalView.fov = cameraView.fov; portalView.m_bOrtho = false; portalView.m_flAspectRatio = cameraView.m_flAspectRatio; CopyToCurrentView( pViewRender, portalView ); CMatRenderContextPtr pRenderContext( materials ); { float fCustomClipPlane[4]; fCustomClipPlane[0] = vRemotePortalForward.x; fCustomClipPlane[1] = vRemotePortalForward.y; fCustomClipPlane[2] = vRemotePortalForward.z; fCustomClipPlane[3] = vRemotePortalForward.Dot( ptRemotePortalPosition - (vRemotePortalForward * 0.5f) ); //moving it back a smidge to eliminate visual artifacts for half-in objects pRenderContext->PushCustomClipPlane( fCustomClipPlane ); //this is technically the same plane within recursive views, but pushing it anyway in-case something else has been added to the stack } { ViewCustomVisibility_t customVisibility; m_pLinkedPortal->AddToVisAsExitPortal( &customVisibility ); render->Push3DView( portalView, 0, NULL, pViewRender->GetFrustum() ); { if( bUseSeeThroughFrustum) memcpy( pViewRender->GetFrustum(), seeThroughFrustum, sizeof( Frustum ) ); render->OverrideViewFrustum( pViewRender->GetFrustum() ); SetViewRecursionLevel( g_pPortalRender->GetViewRecursionLevel() + 1 ); CPortalRenderable *pRenderingViewForPortalBackup = g_pPortalRender->GetCurrentViewEntryPortal(); CPortalRenderable *pRenderingViewExitPortalBackup = g_pPortalRender->GetCurrentViewExitPortal(); SetViewEntranceAndExitPortals( this, m_pLinkedPortal ); //DRAW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ViewDrawScene_PortalStencil( pViewRender, portalView, &customVisibility ); SetViewEntranceAndExitPortals( pRenderingViewForPortalBackup, pRenderingViewExitPortalBackup ); if( m_InternallyMaintainedData.m_bUsableDepthDoublerConfiguration && (g_pPortalRender->GetRemainingPortalViewDepth() == 1) ) { //save the view matrix for usage with the depth doubler. //It's important that we do this AFTER using the depth doubler this frame to compensate for the fact that the front buffer is 1 frame behind the current view matrix //otherwise we get a lag effect when the player changes their viewing angles pRenderContext->GetMatrix( MATERIAL_VIEW, &m_InternallyMaintainedData.m_DepthDoublerTextureView ); } SetViewRecursionLevel( g_pPortalRender->GetViewRecursionLevel() - 1 ); } render->PopView( pViewRender->GetFrustum() ); //restore old frustum memcpy( pViewRender->GetFrustum(), FrustumBackup, sizeof( Frustum ) ); render->OverrideViewFrustum( FrustumBackup ); } pRenderContext->PopCustomClipPlane(); //restore old vis data CopyToCurrentView( pViewRender, cameraView ); } void CPortalRenderable_FlatBasic::RenderPortalViewToTexture( CViewRender *pViewRender, const CViewSetup &cameraView ) { if( m_fStaticAmount == 1.0f ) return; //not going to see anything anyways if( m_pLinkedPortal == NULL ) //not linked to any portal, so we'll be all static anyways return; float fPixelVisibilty = g_pPortalRender->GetPixelVisilityForPortalSurface( this ); if( (fPixelVisibilty >= 0.0f) && (fPixelVisibilty <= PORTALRENDERABLE_FLATBASIC_MINPIXELVIS) ) return; ITexture *pRenderTarget; if( m_bIsPortal2 ) pRenderTarget = portalrendertargets->GetPortal2Texture(); else pRenderTarget = portalrendertargets->GetPortal1Texture(); // Require that we have render textures for drawing AssertMsg( pRenderTarget, "Portal render targets not initialized properly" ); // We're about to dereference this, so just bail if we can't if ( !pRenderTarget ) return; CMatRenderContextPtr pRenderContext( materials ); Vector vCameraForward; AngleVectors( cameraView.angles, &vCameraForward, NULL, NULL ); Frustum seeThroughFrustum; bool bUseSeeThroughFrustum = CalcFrustumThroughPortal( cameraView.origin, seeThroughFrustum ); // Setup fog state for the camera. Vector ptPOVOrigin = m_matrixThisToLinked * cameraView.origin; Vector vPOVForward = m_matrixThisToLinked.ApplyRotation( vCameraForward ); Vector vCameraToPortal = m_ptOrigin - cameraView.origin; CViewSetup portalView = cameraView; Frustum frustumBackup; memcpy( frustumBackup, pViewRender->GetFrustum(), sizeof( Frustum ) ); QAngle qPOVAngles = TransformAnglesToWorldSpace( cameraView.angles, m_matrixThisToLinked.As3x4() ); portalView.width = pRenderTarget->GetActualWidth(); portalView.height = pRenderTarget->GetActualHeight(); portalView.x = 0; portalView.y = 0; portalView.origin = ptPOVOrigin; portalView.angles = qPOVAngles; portalView.fov = cameraView.fov; portalView.m_bOrtho = false; portalView.m_flAspectRatio = (float)cameraView.width / (float)cameraView.height; //use the screen aspect ratio, 0.0f doesn't work as advertised //pRenderContext->Flush( false ); float fCustomClipPlane[4]; fCustomClipPlane[0] = m_pLinkedPortal->m_vForward.x; fCustomClipPlane[1] = m_pLinkedPortal->m_vForward.y; fCustomClipPlane[2] = m_pLinkedPortal->m_vForward.z; fCustomClipPlane[3] = m_pLinkedPortal->m_vForward.Dot( m_pLinkedPortal->m_ptOrigin - (m_pLinkedPortal->m_vForward * 0.5f) ); //moving it back a smidge to eliminate visual artifacts for half-in objects pRenderContext->PushCustomClipPlane( fCustomClipPlane ); { render->Push3DView( portalView, VIEW_CLEAR_DEPTH, pRenderTarget, pViewRender->GetFrustum() ); { ViewCustomVisibility_t customVisibility; m_pLinkedPortal->AddToVisAsExitPortal( &customVisibility ); SetRemainingViewDepth( 0 ); SetViewRecursionLevel( 1 ); CPortalRenderable *pRenderingViewForPortalBackup = g_pPortalRender->GetCurrentViewEntryPortal(); CPortalRenderable *pRenderingViewExitPortalBackup = g_pPortalRender->GetCurrentViewExitPortal(); SetViewEntranceAndExitPortals( this, m_pLinkedPortal ); bool bDrew3dSkybox = false; SkyboxVisibility_t nSkyboxVisible = SKYBOX_NOT_VISIBLE; // if the 3d skybox world is drawn, then don't draw the normal skybox int nClearFlags = 0; Draw3dSkyboxworld_Portal( pViewRender, portalView, nClearFlags, bDrew3dSkybox, nSkyboxVisible, pRenderTarget ); if( bUseSeeThroughFrustum ) { memcpy( pViewRender->GetFrustum(), seeThroughFrustum, sizeof( Frustum ) ); } render->OverrideViewFrustum( pViewRender->GetFrustum() ); pRenderContext->EnableUserClipTransformOverride( false ); ViewDrawScene( pViewRender, bDrew3dSkybox, nSkyboxVisible, portalView, nClearFlags, (view_id_t)g_pPortalRender->GetCurrentViewId(), false, 0, &customVisibility ); SetViewEntranceAndExitPortals( pRenderingViewForPortalBackup, pRenderingViewExitPortalBackup ); SetRemainingViewDepth( 1 ); SetViewRecursionLevel( 0 ); memcpy( pViewRender->GetFrustum(), frustumBackup, sizeof( Frustum ) ); render->OverrideViewFrustum( pViewRender->GetFrustum() ); } render->PopView( pViewRender->GetFrustum() ); } pRenderContext->PopCustomClipPlane(); //pRenderContext->Flush( false ); CopyToCurrentView( pViewRender, cameraView ); } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // AddToVisAsExitPortal // input - pViewRender: pointer to the CViewRender class used to render this scene. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CPortalRenderable_FlatBasic::AddToVisAsExitPortal( ViewCustomVisibility_t *pCustomVisibility ) { if ( !pCustomVisibility ) return; // Add four corners of the portal to the renderer as visibility origins for ( int i = 0; i < 4; ++i ) { if( enginetrace->GetLeafContainingPoint( m_InternallyMaintainedData.m_ptCorners[i] ) != -1 ) pCustomVisibility->AddVisOrigin( m_InternallyMaintainedData.m_ptCorners[i] ); } // Specify which leaf to use for area portal culling pCustomVisibility->ForceVisOverride( m_InternallyMaintainedData.m_VisData ); pCustomVisibility->ForceViewLeaf( m_InternallyMaintainedData.m_iViewLeaf ); } void CPortalRenderable_FlatBasic::DrawPreStencilMask( void ) { if ( ( m_fOpenAmount > 0.0f ) && ( m_fOpenAmount < 1.0f ) ) { DrawSimplePortalMesh( m_Materials.m_Portal_Refract[ ( ( m_bIsPortal2 ) ? ( 1 ) : ( 0 ) ) ] ); } } void CPortalRenderable_FlatBasic::DrawStencilMask( void ) { DrawSimplePortalMesh( m_Materials.m_Portal_Stencil_Hole ); DrawRenderFixMesh( g_pPortalRender->m_MaterialsAccess.m_WriteZ_Model ); } void CPortalRenderable_FlatBasic::DrawPostStencilFixes( void ) { CMatRenderContextPtr pRenderContext( materials ); //fast clipping may have hosed depth, reset it pRenderContext->ClearBuffersObeyStencil( false, true ); //replace the fog we overwrote RenderFogQuad(); //replace depth DrawSimplePortalMesh( g_pPortalRender->m_MaterialsAccess.m_WriteZ_Model, 0.0f ); DrawRenderFixMesh( g_pPortalRender->m_MaterialsAccess.m_WriteZ_Model, 0.0f ); } bool CPortalRenderable_FlatBasic::ShouldUpdateDepthDoublerTexture( const CViewSetup &viewSetup ) { return ( (m_InternallyMaintainedData.m_bUsableDepthDoublerConfiguration) && (m_pLinkedPortal != NULL) && (m_fStaticAmount < 1.0f) ); } void CPortalRenderable_FlatBasic::HandlePortalPlaybackMessage( KeyValues *pKeyValues ) { int nLinkedPortalId = pKeyValues->GetInt( "linkedPortalId" ); m_fOpenAmount = pKeyValues->GetFloat( "openAmount" ); m_fStaticAmount = pKeyValues->GetFloat( "staticAmount" ); m_fSecondaryStaticAmount = pKeyValues->GetFloat( "secondaryStaticAmount" ); m_bIsPortal2 = pKeyValues->GetInt( "isPortal2" ) != 0; m_pLinkedPortal = nLinkedPortalId >= 0 ? (CPortalRenderable_FlatBasic *)FindRecordedPortal( nLinkedPortalId ) : NULL; matrix3x4_t *pMat = (matrix3x4_t*)pKeyValues->GetPtr( "portalToWorld" ); MatrixGetColumn( *pMat, 3, m_ptOrigin ); MatrixGetColumn( *pMat, 0, m_vForward ); MatrixGetColumn( *pMat, 1, m_vRight ); MatrixGetColumn( *pMat, 2, m_vUp ); m_vRight *= -1.0f; PortalMoved(); } extern ConVar mat_wireframe; static void DrawComplexPortalMesh_SubQuad( Vector &ptBottomLeft, Vector &vUp, Vector &vRight, float *fSubQuadRect, void *pBindEnt, const IMaterial *pMaterial, const VMatrix *pReplacementViewMatrixForTexCoords = NULL ) { PortalMeshPoint_t Vertices[4]; Vertices[0].vWorldSpacePosition = ptBottomLeft + (vRight * fSubQuadRect[2]) + (vUp * fSubQuadRect[3]); Vertices[0].texCoord.x = fSubQuadRect[2]; Vertices[0].texCoord.y = fSubQuadRect[3]; Vertices[1].vWorldSpacePosition = ptBottomLeft + (vRight * fSubQuadRect[2]) + (vUp * fSubQuadRect[1]); Vertices[1].texCoord.x = fSubQuadRect[2]; Vertices[1].texCoord.y = fSubQuadRect[1]; Vertices[2].vWorldSpacePosition = ptBottomLeft + (vRight * fSubQuadRect[0]) + (vUp * fSubQuadRect[1]); Vertices[2].texCoord.x = fSubQuadRect[0]; Vertices[2].texCoord.y = fSubQuadRect[1]; Vertices[3].vWorldSpacePosition = ptBottomLeft + (vRight * fSubQuadRect[0]) + (vUp * fSubQuadRect[3]); Vertices[3].texCoord.x = fSubQuadRect[0]; Vertices[3].texCoord.y = fSubQuadRect[3]; Clip_And_Render_Convex_Polygon( Vertices, 4, pMaterial, pBindEnt ); } #define PORTAL_PROJECTION_MESH_SUBDIVIDE_HEIGHTCHUNKS 8 #define PORTAL_PROJECTION_MESH_SUBDIVIDE_WIDTHCHUNKS 6 void CPortalRenderable_FlatBasic::DrawComplexPortalMesh( const IMaterial *pMaterialOverride, float fForwardOffsetModifier ) //generates and draws the portal mesh (Needed for compatibility with fixed function rendering) { PortalMeshPoint_t BaseVertices[4]; Vector ptBottomLeft = m_ptOrigin + (m_vForward * (fForwardOffsetModifier)) - (m_vRight * PORTAL_HALF_WIDTH) - (m_vUp * PORTAL_HALF_HEIGHT); Vector vScaledUp = m_vUp * (2.0f * PORTAL_HALF_HEIGHT); Vector vScaledRight = m_vRight * (2.0f * PORTAL_HALF_WIDTH); CMatRenderContextPtr pRenderContext( materials ); VMatrix matView; pRenderContext->GetMatrix( MATERIAL_VIEW, &matView ); const IMaterial *pMaterial; if( pMaterialOverride ) { pMaterial = pMaterialOverride; } else { pMaterial = m_Materials.m_PortalMaterials[(m_bIsPortal2)?1:0]; } float fSubQuadRect[4] = { 0.0f, 0.0f, 1.0f, 1.0f }; float fHeightBegin = 0.0f; for( int i = 0; i != PORTAL_PROJECTION_MESH_SUBDIVIDE_HEIGHTCHUNKS; ++i ) { float fHeightEnd = fHeightBegin + (1.0f / ((float)PORTAL_PROJECTION_MESH_SUBDIVIDE_HEIGHTCHUNKS)); fSubQuadRect[1] = fHeightBegin; fSubQuadRect[3] = fHeightEnd; float fWidthBegin = 0.0f; for( int j = 0; j != PORTAL_PROJECTION_MESH_SUBDIVIDE_WIDTHCHUNKS; ++j ) { float fWidthEnd = fWidthBegin + (1.0f / ((float)PORTAL_PROJECTION_MESH_SUBDIVIDE_WIDTHCHUNKS)); fSubQuadRect[0] = fWidthBegin; fSubQuadRect[2] = fWidthEnd; DrawComplexPortalMesh_SubQuad( ptBottomLeft, vScaledUp, vScaledRight, fSubQuadRect, GetClientRenderable(), pMaterial ); fWidthBegin = fWidthEnd; } fHeightBegin = fHeightEnd; } //pRenderContext->Flush( false ); } void CPortalRenderable_FlatBasic::DrawDepthDoublerMesh( float fForwardOffsetModifier ) { IMaterialVar *pDepthDoubleViewMatrixVar = s_FlatBasicPortalDrawingMaterials.m_Materials.m_PortalDepthDoubler->FindVar( "$alternateviewmatrix", NULL, false ); if ( pDepthDoubleViewMatrixVar ) pDepthDoubleViewMatrixVar->SetMatrixValue( m_InternallyMaintainedData.m_DepthDoublerTextureView ); DrawSimplePortalMesh( m_Materials.m_PortalDepthDoubler, fForwardOffsetModifier ); } void CPortalRenderable_FlatBasic::DrawSimplePortalMesh( const IMaterial *pMaterialOverride, float fForwardOffsetModifier ) { const IMaterial *pMaterial; if( pMaterialOverride ) pMaterial = pMaterialOverride; else pMaterial = m_Materials.m_PortalMaterials[m_bIsPortal2?1:0]; CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( (IMaterial *)pMaterial, GetClientRenderable() ); // This can depend on the Bind command above, so keep this after! UpdateFrontBufferTexturesForMaterial( (IMaterial *)pMaterial ); pRenderContext->MatrixMode( MATERIAL_MODEL ); //just in case pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); Vector ptCenter = m_ptOrigin + (m_vForward * fForwardOffsetModifier); Vector verts[4]; verts[0] = ptCenter + (m_vRight * PORTAL_HALF_WIDTH) - (m_vUp * PORTAL_HALF_HEIGHT); verts[1] = ptCenter + (m_vRight * PORTAL_HALF_WIDTH) + (m_vUp * PORTAL_HALF_HEIGHT); verts[2] = ptCenter - (m_vRight * PORTAL_HALF_WIDTH) - (m_vUp * PORTAL_HALF_HEIGHT); verts[3] = ptCenter - (m_vRight * PORTAL_HALF_WIDTH) + (m_vUp * PORTAL_HALF_HEIGHT); float vTangent[4] = { -m_vRight.x, -m_vRight.y, -m_vRight.z, 1.0f }; CMeshBuilder meshBuilder; IMesh* pMesh = pRenderContext->GetDynamicMesh( false ); meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 ); meshBuilder.Position3fv( &verts[0].x ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.TexCoord2f( 1, 0.0f, 1.0f ); meshBuilder.Normal3f( m_vForward.x, m_vForward.y, m_vForward.z ); meshBuilder.UserData( vTangent ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( &verts[1].x ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.TexCoord2f( 1, 0.0f, 0.0f ); meshBuilder.Normal3f( m_vForward.x, m_vForward.y, m_vForward.z ); meshBuilder.UserData( vTangent ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( &verts[2].x ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.TexCoord2f( 1, 1.0f, 1.0f ); meshBuilder.Normal3f( m_vForward.x, m_vForward.y, m_vForward.z ); meshBuilder.UserData( vTangent ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( &verts[3].x ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.TexCoord2f( 1, 1.0f, 0.0f ); meshBuilder.Normal3f( m_vForward.x, m_vForward.y, m_vForward.z ); meshBuilder.UserData( vTangent ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); if( mat_wireframe.GetBool() ) { pRenderContext->Bind( (IMaterial *)(const IMaterial *)g_pPortalRender->m_MaterialsAccess.m_Wireframe, (CPortalRenderable*)this ); IMesh* pMesh = pRenderContext->GetDynamicMesh( false ); meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 ); meshBuilder.Position3fv( &verts[0].x ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.TexCoord2f( 1, 0.0f, 1.0f ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( &verts[1].x ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.TexCoord2f( 1, 0.0f, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( &verts[2].x ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.TexCoord2f( 1, 1.0f, 1.0f ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( &verts[3].x ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.TexCoord2f( 1, 1.0f, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); } pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix(); } void CPortalRenderable_FlatBasic::DrawRenderFixMesh( const IMaterial *pMaterialOverride, float fFrontClipDistance ) { const IMaterial *pMaterial; if( pMaterialOverride ) pMaterial = pMaterialOverride; else pMaterial = m_Materials.m_PortalRenderFixMaterials[(m_bIsPortal2)?1:0]; if( g_pPortalRender->GetViewRecursionLevel() != 0 ) return; //a render fix should only ever be necessary in the primary view Vector ptCameraOrigin = CurrentViewOrigin(); Vector vPortalCenterToCamera = ptCameraOrigin - m_ptOrigin; if( (vPortalCenterToCamera.Dot( m_vForward ) < -1.0f) ) //camera coplanar (to 1.0 units) or in front of portal plane return; if( vPortalCenterToCamera.LengthSqr() < (PORTAL_HALF_HEIGHT * PORTAL_HALF_HEIGHT) ) //FIXME: Player closeness check might need reimplementation { //if the player is this close to the portal, immediately get rid of any static it has as well as draw the fix m_fStaticAmount = 0.0f; //m_fSecondaryStaticAmount = 0.0f; float fOldDist = m_InternallyMaintainedData.m_BoundingPlanes[PORTALRENDERFIXMESH_OUTERBOUNDPLANES].m_Dist; float fCameraDist = m_vForward.Dot(ptCameraOrigin - m_ptOrigin); if( fFrontClipDistance > fCameraDist ) //never clip further out than the camera, we can see into the garbage space of the portal view's texture fFrontClipDistance = fCameraDist; m_InternallyMaintainedData.m_BoundingPlanes[PORTALRENDERFIXMESH_OUTERBOUNDPLANES].m_Dist -= fFrontClipDistance; Internal_DrawRenderFixMesh( pMaterial ); m_InternallyMaintainedData.m_BoundingPlanes[PORTALRENDERFIXMESH_OUTERBOUNDPLANES].m_Dist = fOldDist; } } void CPortalRenderable_FlatBasic::Internal_DrawRenderFixMesh( const IMaterial *pMaterial ) { PortalMeshPoint_t WorkVertices[4]; CMatRenderContextPtr pRenderContext( materials ); pRenderContext->MatrixMode( MATERIAL_MODEL ); //just in case pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); //view->GetViewSetup()->zNear; Vector vForward, vUp, vRight, vOrigin; vForward = CurrentViewForward(); vUp = CurrentViewUp(); vRight = CurrentViewRight(); vOrigin = CurrentViewOrigin() + vForward * (view->GetViewSetup()->zNear + 0.05f); for( int i = 0; i != 4; ++i ) { WorkVertices[i].texCoord.x = WorkVertices[i].texCoord.y = 0.0f; } WorkVertices[0].vWorldSpacePosition = vOrigin + (vRight * 40.0f) + (vUp * -40.0f); WorkVertices[1].vWorldSpacePosition = vOrigin + (vRight * 40.0f) + (vUp * 40.0f); WorkVertices[2].vWorldSpacePosition = vOrigin + (vRight * -40.0f) + (vUp * 40.0f); WorkVertices[3].vWorldSpacePosition = vOrigin + (vRight * -40.0f) + (vUp * -40.0f); ClipFixToBoundingAreaAndDraw( WorkVertices, pMaterial); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix(); } void CPortalRenderable_FlatBasic::ClipFixToBoundingAreaAndDraw( PortalMeshPoint_t *pVerts, const IMaterial *pMaterial ) { PortalMeshPoint_t *pInVerts = (PortalMeshPoint_t *)stackalloc( 4 * (PORTALRENDERFIXMESH_OUTERBOUNDPLANES + 2) * 16 * sizeof( PortalMeshPoint_t ) ); //really only should need 4x points, but I'm paranoid PortalMeshPoint_t *pOutVerts = (PortalMeshPoint_t *)stackalloc( 4 * (PORTALRENDERFIXMESH_OUTERBOUNDPLANES + 2) * 16 * sizeof( PortalMeshPoint_t ) ); PortalMeshPoint_t *pTempVerts; memcpy( pInVerts, pVerts, sizeof( PortalMeshPoint_t ) * 4 ); int iVertCount = 4; //clip by bounding area planes { for( int i = 0; i != (PORTALRENDERFIXMESH_OUTERBOUNDPLANES + 1); ++i ) { if( iVertCount < 3 ) return; //nothing to draw iVertCount = ClipPolyToPlane_LerpTexCoords( pInVerts, iVertCount, pOutVerts, m_InternallyMaintainedData.m_BoundingPlanes[i].m_Normal, m_InternallyMaintainedData.m_BoundingPlanes[i].m_Dist, 0.01f ); pTempVerts = pInVerts; pInVerts = pOutVerts; pOutVerts = pTempVerts; //swap vertex pointers } if( iVertCount < 3 ) return; //nothing to draw } //clip by the viewing frustum { VPlane *pFrustum = view->GetFrustum(); for( int i = 0; i != FRUSTUM_NUMPLANES; ++i ) { if( iVertCount < 3 ) return; //nothing to draw iVertCount = ClipPolyToPlane_LerpTexCoords( pInVerts, iVertCount, pOutVerts, pFrustum[i].m_Normal, pFrustum[i].m_Dist, 0.01f ); pTempVerts = pInVerts; pInVerts = pOutVerts; pOutVerts = pTempVerts; //swap vertex pointers } if( iVertCount < 3 ) return; //nothing to draw } CMatRenderContextPtr pRenderContext( materials ); //project the points so we can fudge the numbers a bit and move them to exactly 0.0f depth { VMatrix matProj, matView, matViewProj; pRenderContext->GetMatrix( MATERIAL_PROJECTION, &matProj ); pRenderContext->GetMatrix( MATERIAL_VIEW, &matView ); MatrixMultiply( matProj, matView, matViewProj ); for( int i = 0; i != iVertCount; ++i ) { float W, inverseW; W = matViewProj.m[3][0] * pInVerts[i].vWorldSpacePosition.x; W += matViewProj.m[3][1] * pInVerts[i].vWorldSpacePosition.y; W += matViewProj.m[3][2] * pInVerts[i].vWorldSpacePosition.z; W += matViewProj.m[3][3]; inverseW = 1.0f / W; pInVerts[i].vWorldSpacePosition = matViewProj * pInVerts[i].vWorldSpacePosition; pInVerts[i].vWorldSpacePosition *= inverseW; pInVerts[i].vWorldSpacePosition.z = 0.00001f; //the primary reason we're projecting on the CPU to begin with } } //render with identity transforms and clipping disabled { bool bClippingEnabled = pRenderContext->EnableClipping( false ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); RenderPortalMeshConvexPolygon( pInVerts, iVertCount, pMaterial, this ); if( mat_wireframe.GetBool() ) RenderPortalMeshConvexPolygon( pInVerts, iVertCount, materials->FindMaterial( "shadertest/wireframe", TEXTURE_GROUP_CLIENT_EFFECTS, false ), this ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); pRenderContext->EnableClipping( bClippingEnabled ); } } //----------------------------------------------------------------------------- // renders a quad that simulates fog as an overlay for something else (most notably the hole we create for stencil mode portals) //----------------------------------------------------------------------------- void CPortalRenderable_FlatBasic::RenderFogQuad( void ) { CMatRenderContextPtr pRenderContext( materials ); if( pRenderContext->GetFogMode() == MATERIAL_FOG_NONE ) return; float fFogStart, fFogEnd; pRenderContext->GetFogDistances( &fFogStart, &fFogEnd, NULL ); float vertexColor[4]; unsigned char fogColor[3]; pRenderContext->GetFogColor( fogColor ); /*float fColorScale = LinearToGammaFullRange( pRenderContext->GetToneMappingScaleLinear().x ); fogColor[0] *= fColorScale; fogColor[1] *= fColorScale; fogColor[2] *= fColorScale;*/ vertexColor[0] = fogColor[0] * (1.0f / 255.0f); vertexColor[1] = fogColor[1] * (1.0f / 255.0f); vertexColor[2] = fogColor[2] * (1.0f / 255.0f); float ooFogRange = 1.0f; if ( fFogEnd != fFogStart ) { ooFogRange = 1.0f / (fFogEnd - fFogStart); } float FogEndOverFogRange = ooFogRange * fFogEnd; VMatrix matView, matViewProj, matProj; pRenderContext->GetMatrix( MATERIAL_VIEW, &matView ); pRenderContext->GetMatrix( MATERIAL_PROJECTION, &matProj ); MatrixMultiply( matProj, matView, matViewProj ); Vector vUp = m_vUp * (PORTAL_HALF_HEIGHT * 2.0f); Vector vRight = m_vRight * (PORTAL_HALF_WIDTH * 2.0f); Vector ptCorners[4]; ptCorners[0] = (m_ptOrigin + vUp) + vRight; ptCorners[1] = (m_ptOrigin + vUp) - vRight; ptCorners[2] = (m_ptOrigin - vUp) + vRight; ptCorners[3] = (m_ptOrigin - vUp) - vRight; pRenderContext->Bind( (IMaterial *)(const IMaterial *)g_pPortalRender->m_MaterialsAccess.m_TranslucentVertexColor ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 ); for( int i = 0; i != 4; ++i ) { float projZ; projZ = matViewProj.m[2][0] * ptCorners[i].x; projZ += matViewProj.m[2][1] * ptCorners[i].y; projZ += matViewProj.m[2][2] * ptCorners[i].z; projZ += matViewProj.m[2][3]; float fFogAmount = ((-projZ * ooFogRange) + FogEndOverFogRange); //projZ should be negative //range fix if( fFogAmount >= 1.0f ) fFogAmount = 1.0f; if( fFogAmount <= 0.0f ) fFogAmount = 0.0f; vertexColor[3] = 1.0f - fFogAmount; //alpha is inverse fog meshBuilder.Position3fv( &ptCorners[i].x ); meshBuilder.Color4fv( vertexColor ); meshBuilder.AdvanceVertex(); } meshBuilder.End(); pMesh->Draw(); } void CPortalRenderable_FlatBasic::DrawPortal( void ) { if( (view->GetDrawFlags() & DF_RENDER_REFLECTION) != 0 ) return; if ( g_pPortalRender->ShouldUseStencilsToRenderPortals() ) { //stencil-based rendering if( g_pPortalRender->IsRenderingPortal() == false ) //main view { if( m_pLinkedPortal == NULL ) //didn't pass through pre-stencil mask { if ( ( m_fOpenAmount > 0.0f ) && ( m_fOpenAmount < 1.0f ) ) { DrawSimplePortalMesh( m_Materials.m_Portal_Refract[ ( ( m_bIsPortal2 ) ? ( 1 ) : ( 0 ) ) ] ); } } DrawSimplePortalMesh( m_Materials.m_PortalStaticOverlay[((m_bIsPortal2)?(1):(0))] ); DrawRenderFixMesh( g_pPortalRender->m_MaterialsAccess.m_WriteZ_Model ); } else if( g_pPortalRender->GetCurrentViewExitPortal() != this ) { if( m_pLinkedPortal == NULL ) //didn't pass through pre-stencil mask { if ( ( m_fOpenAmount > 0.0f ) && ( m_fOpenAmount < 1.0f ) ) { DrawSimplePortalMesh( m_Materials.m_Portal_Refract[ ( ( m_bIsPortal2 ) ? ( 1 ) : ( 0 ) ) ] ); } } if( (m_InternallyMaintainedData.m_bUsableDepthDoublerConfiguration) && (g_pPortalRender->GetRemainingPortalViewDepth() == 0) && (g_pPortalRender->GetViewRecursionLevel() > 1) ) { DrawDepthDoublerMesh(); } else { DrawSimplePortalMesh( m_Materials.m_PortalStaticOverlay[((m_bIsPortal2)?(1):(0))] ); } } } else { BeginPortalPixelVisibilityQuery(); //texture-based rendering if( g_pPortalRender->IsRenderingPortal() == false ) { if ( ( m_fOpenAmount > 0.0f ) && ( m_fOpenAmount < 1.0f ) ) { DrawSimplePortalMesh( m_Materials.m_Portal_Refract[ ( ( m_bIsPortal2 ) ? ( 1 ) : ( 0 ) ) ] ); } DrawComplexPortalMesh(); DrawRenderFixMesh(); } else if( g_pPortalRender->GetCurrentViewExitPortal() != this ) //don't render portals that our view is exiting from { if ( ( m_fOpenAmount > 0.0f ) && ( m_fOpenAmount < 1.0f ) ) { DrawSimplePortalMesh( m_Materials.m_Portal_Refract[ ( ( m_bIsPortal2 ) ? ( 1 ) : ( 0 ) ) ] ); } DrawSimplePortalMesh( m_Materials.m_PortalStaticOverlay[((m_bIsPortal2)?(1):(0))] ); //FIXME: find out why the projection mesh screws up at the second level of rendering in -nouserclip situations } EndPortalPixelVisibilityQuery(); } } bool CPortalRenderable_FlatBasic::DoesExitViewIntersectWaterPlane( float waterZ, int leafWaterDataID ) const { bool bAboveWater = false, bBelowWater = false; for( int i = 0; i != 4; ++i ) { bAboveWater |= (m_InternallyMaintainedData.m_ptCorners[i].z >= waterZ); bBelowWater |= (m_InternallyMaintainedData.m_ptCorners[i].z <= waterZ); } return (bAboveWater && bBelowWater); } bool CPortalRenderable_FlatBasic::ShouldUpdatePortalView_BasedOnView( const CViewSetup ¤tView, CUtlVector ¤tComplexFrustum ) { if( m_pLinkedPortal == NULL ) return false; if( m_fStaticAmount == 1.0f ) return false; Vector vCameraPos = currentView.origin; if( (g_pPortalRender->GetViewRecursionLevel() == 0) && ((m_ptOrigin - vCameraPos).LengthSqr() < (PORTAL_HALF_HEIGHT * PORTAL_HALF_HEIGHT)) ) //FIXME: Player closeness check might need reimplementation { return true; //fudgery time. The player might not be able to see the surface, but they can probably see the render fix } if( m_vForward.Dot( vCameraPos ) <= m_InternallyMaintainedData.m_fPlaneDist ) return false; //looking at portal backface VPlane *currentFrustum = currentComplexFrustum.Base(); int iCurrentFrustmPlanes = currentComplexFrustum.Count(); //now slice up the portal quad and see if any is visible within the frustum int allocSize = (6 + currentComplexFrustum.Count()); //possible to add 1 point per cut, 4 starting points, N plane cuts, 2 extra because I'm paranoid Vector *pInVerts = (Vector *)stackalloc( sizeof( Vector ) * allocSize * 2 ); Vector *pOutVerts = pInVerts + allocSize; Vector *pTempVerts; //clip by first plane and put output into pInVerts int iVertCount = ClipPolyToPlane( m_InternallyMaintainedData.m_ptCorners, 4, pInVerts, currentFrustum[0].m_Normal, currentFrustum[0].m_Dist, 0.01f ); //clip by other planes and flipflop in and out pointers for( int i = 1; i != iCurrentFrustmPlanes; ++i ) { if( iVertCount < 3 ) return false; //nothing left in the frustum iVertCount = ClipPolyToPlane( pInVerts, iVertCount, pOutVerts, currentFrustum[i].m_Normal, currentFrustum[i].m_Dist, 0.01f ); pTempVerts = pInVerts; pInVerts = pOutVerts; pOutVerts = pTempVerts; //swap vertex pointers } if( iVertCount < 3 ) return false; //nothing left in the frustum return true; } bool CPortalRenderable_FlatBasic::ShouldUpdatePortalView_BasedOnPixelVisibility( float fScreenFilledByStencilMaskLastFrame_Normalized ) { return (fScreenFilledByStencilMaskLastFrame_Normalized < 0.0f) || // < 0 is an error value (fScreenFilledByStencilMaskLastFrame_Normalized > PORTALRENDERABLE_FLATBASIC_MINPIXELVIS ); } CPortalRenderable *CreatePortal_FlatBasic_Fn( void ) { return new CPortalRenderable_FlatBasic; } static CPortalRenderableCreator CreatePortal_FlatBasic( "flatBasic", CreatePortal_FlatBasic_Fn );