//========== Copyright (c) 2005, Valve Corporation, All rights reserved. ======== // // Purpose: // //============================================================================= #include "cbase.h" #include "tier0/vprof.h" #include "view_scene.h" #include "viewrender.h" #include "viewdebug.h" #include "view.h" #include "smoke_fog_overlay.h" #include "materialsystem/imaterialvar.h" #include "foundryhelpers_client.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // 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", "128" ); static ConVar mat_showframebuffertexture( "mat_showframebuffertexture", "0", FCVAR_CHEAT ); static ConVar mat_framebuffercopyoverlaysize( "mat_framebuffercopyoverlaysize", "128" ); static ConVar mat_showcamerarendertarget( "mat_showcamerarendertarget", "0", FCVAR_CHEAT ); static ConVar mat_camerarendertargetoverlaysize( "mat_camerarendertargetoverlaysize", "128", 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; AllowCurrentViewAccess( true ); Frustum frustum; render->Push3DView( *this, 0, NULL, frustum ); BuildWorldRenderLists( true, -1, true, true ); render->PopView( frustum ); AllowCurrentViewAccess( 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; // ___error is created in code in CMaterialSystem::CreateDebugMaterials() pMaterial = materials->FindMaterial( "___error", 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; } // Center relative to current viewport int nViewportX, nViewportY, nViewportWidth, nViewportHeight; pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight ); x = ( nViewportWidth - w ) * 0.5f; y = ( nViewportHeight - h ) * 0.5f; 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; iDraw(); // black to white band xx = x; int color = color0; meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); for ( int i=0; i 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; iDraw(); // red band color = color1; y += h; xx = x; meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); for ( int i=0; iDraw(); // green band color = color1; y += h; xx = x; meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); for ( int i=0; iDraw(); // blue band color = color1; y += h; xx = x; meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); for ( int i=0; iDraw(); } #endif //----------------------------------------------------------------------------- // Draws all the debugging info //----------------------------------------------------------------------------- void CDebugViewRender::Draw3DDebuggingInfo( const CViewSetup &view ) { VPROF("CViewRender::Draw3DDebuggingInfo"); // Draw anything Foundry wants to. FoundryHelpers_DrawAll(); // 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 &view ) { // HDRFIXME: Assert NULL rendertarget if ( mat_yuv.GetInt() ) { IMaterial *pMaterial; pMaterial = materials->FindMaterial( "debug/yuv", TEXTURE_GROUP_OTHER, true ); if( !IsErrorMaterial( pMaterial ) ) { DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height ); } } if ( mat_hsv.GetInt() ) { IMaterial *pMaterial; pMaterial = materials->FindMaterial( "debug/hsv", TEXTURE_GROUP_OTHER, true ); if( !IsErrorMaterial( pMaterial ) ) { DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height ); } } // Draw debugging lightmaps if ( mat_showlightmappage.GetInt() != -1 ) { CLightmapDebugView clientView( assert_cast( ::view ) ); clientView.Setup( view ); 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(); OverlayCameraRenderTarget( "debug/debugcamerarendertarget", 0, 0, w, h ); } 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; }