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1114 lines
32 KiB
1114 lines
32 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// |
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// |
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// Purpose: |
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// |
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//===========================================================================// |
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#include "cbase.h" |
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#include "view.h" |
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#include "iviewrender.h" |
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#include "iviewrender_beams.h" |
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#include "view_shared.h" |
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#include "ivieweffects.h" |
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#include "iinput.h" |
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#include "iclientmode.h" |
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#include "prediction.h" |
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#include "viewrender.h" |
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#include "c_te_legacytempents.h" |
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#include "cl_mat_stub.h" |
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#include "tier0/vprof.h" |
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#include "IClientVehicle.h" |
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#include "engine/IEngineTrace.h" |
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#include "mathlib/vmatrix.h" |
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#include "rendertexture.h" |
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#include "c_world.h" |
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#include <KeyValues.h> |
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#include "igameevents.h" |
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#include "smoke_fog_overlay.h" |
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#include "bitmap/tgawriter.h" |
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#include "hltvcamera.h" |
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#if defined( REPLAY_ENABLED ) |
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#include "replaycamera.h" |
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#endif |
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#include "input.h" |
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#include "filesystem.h" |
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#include "materialsystem/itexture.h" |
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#include "toolframework_client.h" |
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#include "tier0/icommandline.h" |
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#include "IEngineVGui.h" |
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#include <vgui_controls/Controls.h> |
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#include <vgui/ISurface.h> |
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#include "ScreenSpaceEffects.h" |
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#include "vgui_int.h" |
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#include "engine/sndinfo.h" |
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#ifdef GAMEUI_UISYSTEM2_ENABLED |
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#include "gameui.h" |
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#endif |
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#ifdef GAMEUI_EMBEDDED |
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#if defined( SWARM_DLL ) |
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#include "swarm/gameui/swarm/basemodpanel.h" |
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#else |
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#error "GAMEUI_EMBEDDED" |
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#endif |
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#endif |
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#ifdef INFESTED_DLL |
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#include "c_asw_marine.h" |
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#endif |
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#if defined( HL2_CLIENT_DLL ) || defined( INFESTED_DLL ) |
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#define USE_MONITORS |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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void ToolFramework_AdjustEngineViewport( int& x, int& y, int& width, int& height ); |
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bool ToolFramework_SetupEngineView( Vector &origin, QAngle &angles, float &fov ); |
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bool ToolFramework_SetupEngineMicrophone( Vector &origin, QAngle &angles ); |
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extern ConVar default_fov; |
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extern bool g_bRenderingScreenshot; |
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#if !defined( _X360 ) |
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#define SAVEGAME_SCREENSHOT_WIDTH 180 |
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#define SAVEGAME_SCREENSHOT_HEIGHT 100 |
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#else |
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#define SAVEGAME_SCREENSHOT_WIDTH 128 |
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#define SAVEGAME_SCREENSHOT_HEIGHT 128 |
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#endif |
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#ifndef _XBOX |
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extern ConVar sensitivity; |
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#endif |
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ConVar zoom_sensitivity_ratio( "zoom_sensitivity_ratio", "1.0", 0, "Additional mouse sensitivity scale factor applied when FOV is zoomed in." ); |
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// Each MOD implements GetViewRenderInstance() and provides either a default object or a subclassed object!!! |
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IViewRender *view = NULL; // set in cldll_client_init.cpp if no mod creates their own |
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#if _DEBUG |
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bool g_bRenderingCameraView = false; |
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#endif |
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static Vector g_vecRenderOrigin[ MAX_SPLITSCREEN_PLAYERS ]; |
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static QAngle g_vecRenderAngles[ MAX_SPLITSCREEN_PLAYERS ]; |
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static Vector g_vecPrevRenderOrigin[ MAX_SPLITSCREEN_PLAYERS ]; // Last frame's render origin |
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static QAngle g_vecPrevRenderAngles[ MAX_SPLITSCREEN_PLAYERS ]; // Last frame's render angles |
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static Vector g_vecVForward[ MAX_SPLITSCREEN_PLAYERS ], g_vecVRight[ MAX_SPLITSCREEN_PLAYERS ], g_vecVUp[ MAX_SPLITSCREEN_PLAYERS ]; |
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static VMatrix g_matCamInverse[ MAX_SPLITSCREEN_PLAYERS ]; |
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extern ConVar cl_forwardspeed; |
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static ConVar v_centermove( "v_centermove", "0.15"); |
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static ConVar v_centerspeed( "v_centerspeed","500" ); |
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// 54 degrees approximates a 35mm camera - we determined that this makes the viewmodels |
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// and motions look the most natural. |
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ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_CHEAT ); |
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static ConVar mat_viewportscale( "mat_viewportscale", "1.0", FCVAR_CHEAT, "Scale down the main viewport (to reduce GPU impact on CPU profiling)", |
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true, (1.0f / 640.0f), true, 1.0f ); |
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ConVar cl_leveloverview( "cl_leveloverview", "0", FCVAR_CHEAT ); |
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ConVar r_mapextents( "r_mapextents", "16384", FCVAR_CHEAT, |
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"Set the max dimension for the map. This determines the far clipping plane" ); |
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static ConVar cl_camera_follow_bone_index( "cl_camera_follow_bone_index" , "-2", FCVAR_CHEAT, "Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index." ); |
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Vector g_cameraFollowPos; |
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// UNDONE: Delete this or move to the material system? |
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ConVar gl_clear( "gl_clear","0"); |
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ConVar gl_clear_randomcolor( "gl_clear_randomcolor", "0", FCVAR_CHEAT, "Clear the back buffer to random colors every frame. Helps spot open seams in geometry." ); |
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static ConVar r_farz( "r_farz", "-1", FCVAR_CHEAT, "Override the far clipping plane. -1 means to use the value in env_fog_controller." ); |
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static ConVar cl_demoviewoverride( "cl_demoviewoverride", "0", 0, "Override view during demo playback" ); |
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static Vector s_DemoView; |
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static QAngle s_DemoAngle; |
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static void CalcDemoViewOverride( Vector &origin, QAngle &angles ) |
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{ |
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engine->SetViewAngles( s_DemoAngle ); |
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input->ExtraMouseSample( gpGlobals->absoluteframetime, true ); |
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engine->GetViewAngles( s_DemoAngle ); |
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Vector forward, right, up; |
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AngleVectors( s_DemoAngle, &forward, &right, &up ); |
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float speed = gpGlobals->absoluteframetime * cl_demoviewoverride.GetFloat() * 320; |
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s_DemoView += speed * input->KeyState (&in_forward) * forward ; |
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s_DemoView -= speed * input->KeyState (&in_back) * forward ; |
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s_DemoView += speed * input->KeyState (&in_moveright) * right ; |
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s_DemoView -= speed * input->KeyState (&in_moveleft) * right ; |
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origin = s_DemoView; |
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angles = s_DemoAngle; |
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} |
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CViewSetup &CViewRender::GetView(int nSlot /*= -1*/) |
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{ |
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Assert( m_bAllowViewAccess ); |
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if ( nSlot == -1 ) |
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{ |
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ASSERT_LOCAL_PLAYER_RESOLVABLE(); |
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return m_UserView[ GET_ACTIVE_SPLITSCREEN_SLOT() ]; |
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} |
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return m_UserView[ nSlot ]; |
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} |
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const CViewSetup &CViewRender::GetView(int nSlot /*= -1*/) const |
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{ |
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Assert( m_bAllowViewAccess ); |
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if ( nSlot == -1 ) |
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{ |
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ASSERT_LOCAL_PLAYER_RESOLVABLE(); |
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return m_UserView[ GET_ACTIVE_SPLITSCREEN_SLOT() ]; |
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} |
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return m_UserView[ nSlot ]; |
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} |
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//----------------------------------------------------------------------------- |
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// Accessors to return the main view (where the player's looking) |
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//----------------------------------------------------------------------------- |
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const Vector &MainViewOrigin( int nSlot ) |
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{ |
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return g_vecRenderOrigin[ nSlot ]; |
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} |
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const QAngle &MainViewAngles( int nSlot ) |
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{ |
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return g_vecRenderAngles[ nSlot ]; |
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} |
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const Vector &MainViewForward( int nSlot ) |
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{ |
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return g_vecVForward[ nSlot ]; |
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} |
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const Vector &MainViewRight( int nSlot ) |
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{ |
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return g_vecVRight[ nSlot ]; |
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} |
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const Vector &MainViewUp( int nSlot ) |
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{ |
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return g_vecVUp[ nSlot ]; |
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} |
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const VMatrix &MainWorldToViewMatrix( int nSlot ) |
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{ |
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return g_matCamInverse[ nSlot ]; |
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} |
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const Vector &PrevMainViewOrigin( int nSlot ) |
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{ |
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return g_vecPrevRenderOrigin[ nSlot ]; |
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} |
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const QAngle &PrevMainViewAngles( int nSlot ) |
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{ |
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return g_vecPrevRenderAngles[ nSlot ]; |
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} |
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//----------------------------------------------------------------------------- |
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// Compute the world->camera transform |
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//----------------------------------------------------------------------------- |
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void ComputeCameraVariables( const Vector &vecOrigin, const QAngle &vecAngles, |
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Vector *pVecForward, Vector *pVecRight, Vector *pVecUp, VMatrix *pMatCamInverse ) |
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{ |
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// Compute view bases |
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AngleVectors( vecAngles, pVecForward, pVecRight, pVecUp ); |
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for (int i = 0; i < 3; ++i) |
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{ |
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(*pMatCamInverse)[0][i] = (*pVecRight)[i]; |
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(*pMatCamInverse)[1][i] = (*pVecUp)[i]; |
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(*pMatCamInverse)[2][i] = -(*pVecForward)[i]; |
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(*pMatCamInverse)[3][i] = 0.0F; |
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} |
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(*pMatCamInverse)[0][3] = -DotProduct( *pVecRight, vecOrigin ); |
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(*pMatCamInverse)[1][3] = -DotProduct( *pVecUp, vecOrigin ); |
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(*pMatCamInverse)[2][3] = DotProduct( *pVecForward, vecOrigin ); |
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(*pMatCamInverse)[3][3] = 1.0F; |
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} |
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bool R_CullSphere( |
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VPlane const *pPlanes, |
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int nPlanes, |
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Vector const *pCenter, |
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float radius) |
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{ |
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for(int i=0; i < nPlanes; i++) |
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if(pPlanes[i].DistTo(*pCenter) < -radius) |
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return true; |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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static void StartPitchDrift( void ) |
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{ |
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view->StartPitchDrift(); |
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} |
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static ConCommand centerview( "centerview", StartPitchDrift ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Initializes all view systems |
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//----------------------------------------------------------------------------- |
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void CViewRender::Init( void ) |
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{ |
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memset( &m_PitchDrift, 0, sizeof( m_PitchDrift ) ); |
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m_bDrawOverlay = false; |
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m_pDrawEntities = cvar->FindVar( "r_drawentities" ); |
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m_pDrawBrushModels = cvar->FindVar( "r_drawbrushmodels" ); |
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beams->InitBeams(); |
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tempents->Init(); |
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m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER ); |
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m_ModulateSingleColor.Init( "engine/modulatesinglecolor", TEXTURE_GROUP_OTHER ); |
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m_WhiteMaterial.Init( "vgui/white", TEXTURE_GROUP_OTHER ); |
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extern CMaterialReference g_material_WriteZ; |
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g_material_WriteZ.Init( "engine/writez", TEXTURE_GROUP_OTHER ); |
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for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS ; ++i ) |
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{ |
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g_vecRenderOrigin[ i ].Init(); |
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g_vecRenderAngles[ i ].Init(); |
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g_vecPrevRenderOrigin[ i ].Init(); |
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g_vecPrevRenderAngles[ i ].Init(); |
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g_vecVForward[ i ].Init(); |
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g_vecVRight[ i ].Init(); |
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g_vecVUp[ i ].Init(); |
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g_matCamInverse[ i ].Identity(); |
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} |
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} |
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CMaterialReference &CViewRender::GetWhite() |
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{ |
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return m_WhiteMaterial; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called once per level change |
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//----------------------------------------------------------------------------- |
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void CViewRender::LevelInit( void ) |
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{ |
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beams->ClearBeams(); |
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tempents->Clear(); |
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m_BuildWorldListsNumber = 0; |
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m_BuildRenderableListsNumber = 0; |
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for ( int i = 0 ; i < MAX_SPLITSCREEN_PLAYERS; ++i ) |
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{ |
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m_FreezeParams[ i ].m_bTakeFreezeFrame = false; |
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m_FreezeParams[ i ].m_flFreezeFrameUntil = 0; |
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} |
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// Clear our overlay materials |
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m_ScreenOverlayMaterial.Init( NULL ); |
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// Init all IScreenSpaceEffects |
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g_pScreenSpaceEffects->InitScreenSpaceEffects( ); |
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InitFadeData(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called once per level change |
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//----------------------------------------------------------------------------- |
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void CViewRender::LevelShutdown( void ) |
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{ |
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g_pScreenSpaceEffects->ShutdownScreenSpaceEffects( ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called at shutdown |
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//----------------------------------------------------------------------------- |
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void CViewRender::Shutdown( void ) |
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{ |
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m_TranslucentSingleColor.Shutdown(); |
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m_ModulateSingleColor.Shutdown(); |
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m_WhiteMaterial.Shutdown(); |
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beams->ShutdownBeams(); |
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tempents->Shutdown(); |
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} |
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//----------------------------------------------------------------------------- |
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// Returns the worldlists build number |
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//----------------------------------------------------------------------------- |
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int CViewRender::BuildWorldListsNumber( void ) const |
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{ |
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return m_BuildWorldListsNumber; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Start moving pitch toward ideal |
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//----------------------------------------------------------------------------- |
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void CViewRender::StartPitchDrift (void) |
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{ |
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if ( m_PitchDrift.laststop == gpGlobals->curtime ) |
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{ |
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// Something else is blocking the drift. |
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return; |
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} |
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if ( m_PitchDrift.nodrift || !m_PitchDrift.pitchvel ) |
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{ |
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m_PitchDrift.pitchvel = v_centerspeed.GetFloat(); |
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m_PitchDrift.nodrift = false; |
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m_PitchDrift.driftmove = 0; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CViewRender::StopPitchDrift (void) |
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{ |
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m_PitchDrift.laststop = gpGlobals->curtime; |
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m_PitchDrift.nodrift = true; |
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m_PitchDrift.pitchvel = 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Moves the client pitch angle towards cl.idealpitch sent by the server. |
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// If the user is adjusting pitch manually, either with lookup/lookdown, |
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// mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped. |
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//----------------------------------------------------------------------------- |
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void CViewRender::DriftPitch (void) |
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{ |
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float delta, move; |
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
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if ( !player ) |
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return; |
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#if defined( REPLAY_ENABLED ) |
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if ( g_bEngineIsHLTV || engine->IsReplay() || ( player->GetGroundEntity() == NULL ) || engine->IsPlayingDemo() ) |
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#else |
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if ( g_bEngineIsHLTV || ( player->GetGroundEntity() == NULL ) || engine->IsPlayingDemo() ) |
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#endif |
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{ |
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m_PitchDrift.driftmove = 0; |
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m_PitchDrift.pitchvel = 0; |
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return; |
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} |
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// Don't count small mouse motion |
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if ( m_PitchDrift.nodrift ) |
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{ |
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if ( fabs( input->GetLastForwardMove() ) < cl_forwardspeed.GetFloat() ) |
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{ |
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m_PitchDrift.driftmove = 0; |
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} |
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else |
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{ |
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m_PitchDrift.driftmove += gpGlobals->frametime; |
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} |
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if ( m_PitchDrift.driftmove > v_centermove.GetFloat() ) |
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{ |
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StartPitchDrift (); |
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} |
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return; |
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} |
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// How far off are we |
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delta = prediction->GetIdealPitch( player->GetSplitScreenPlayerSlot() ) - player->GetAbsAngles()[ PITCH ]; |
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if ( !delta ) |
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{ |
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m_PitchDrift.pitchvel = 0; |
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return; |
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} |
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// Determine movement amount |
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move = gpGlobals->frametime * m_PitchDrift.pitchvel; |
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// Accelerate |
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m_PitchDrift.pitchvel += gpGlobals->frametime * v_centerspeed.GetFloat(); |
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// Move predicted pitch appropriately |
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if (delta > 0) |
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{ |
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if ( move > delta ) |
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{ |
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m_PitchDrift.pitchvel = 0; |
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move = delta; |
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} |
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player->SetLocalAngles( player->GetLocalAngles() + QAngle( move, 0, 0 ) ); |
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} |
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else if ( delta < 0 ) |
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{ |
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if ( move > -delta ) |
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{ |
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m_PitchDrift.pitchvel = 0; |
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move = -delta; |
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} |
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player->SetLocalAngles( player->GetLocalAngles() - QAngle( move, 0, 0 ) ); |
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} |
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} |
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// This is called by cdll_client_int to setup view model origins. This has to be done before |
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// simulation so entities can access attachment points on view models during simulation. |
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void CViewRender::OnRenderStart() |
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{ |
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VPROF_("CViewRender::OnRenderStart", 2, VPROF_BUDGETGROUP_OTHER_UNACCOUNTED, false, 0); |
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IterateRemoteSplitScreenViewSlots_Push( true ); |
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FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh ) |
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{ |
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ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh ); |
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// This will fill in one of the m_UserView[ hh ] slots |
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SetUpView(); |
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// Adjust mouse sensitivity based upon the current FOV |
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
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if ( player ) |
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{ |
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default_fov.SetValue( player->m_iDefaultFOV ); |
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//Update our FOV, including any zooms going on |
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int iDefaultFOV = default_fov.GetInt(); |
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int localFOV = player->GetFOV(); |
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int min_fov = player->GetMinFOV(); |
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// Don't let it go too low |
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localFOV = MAX( min_fov, localFOV ); |
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GetHud().m_flFOVSensitivityAdjust = 1.0f; |
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#ifndef _XBOX |
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if ( GetHud().m_flMouseSensitivityFactor ) |
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{ |
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GetHud().m_flMouseSensitivity = sensitivity.GetFloat() * GetHud().m_flMouseSensitivityFactor; |
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} |
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else |
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#endif |
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{ |
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// No override, don't use huge sensitivity |
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if ( localFOV == iDefaultFOV ) |
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{ |
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#ifndef _XBOX |
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// reset to saved sensitivity |
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GetHud().m_flMouseSensitivity = 0; |
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#endif |
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} |
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else |
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{ |
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// Set a new sensitivity that is proportional to the change from the FOV default and scaled |
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// by a separate compensating factor |
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if ( iDefaultFOV == 0 ) |
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{ |
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Assert(0); // would divide by zero, something is broken with iDefatulFOV |
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iDefaultFOV = 1; |
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} |
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GetHud().m_flFOVSensitivityAdjust = |
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((float)localFOV / (float)iDefaultFOV) * // linear fov downscale |
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zoom_sensitivity_ratio.GetFloat(); // sensitivity scale factor |
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#ifndef _XBOX |
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GetHud().m_flMouseSensitivity = GetHud().m_flFOVSensitivityAdjust * sensitivity.GetFloat(); // regular sensitivity |
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#endif |
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} |
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} |
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} |
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} |
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// Setup the frustum cache for this frame. |
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m_bAllowViewAccess = true; |
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FOR_EACH_VALID_SPLITSCREEN_PLAYER( iSlot ) |
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{ |
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const CViewSetup &view = GetView( iSlot ); |
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FrustumCache()->Add( &view, iSlot ); |
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} |
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FrustumCache()->SetUpdated(); |
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m_bAllowViewAccess = false; |
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IterateRemoteSplitScreenViewSlots_Pop(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : const CViewSetup |
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//----------------------------------------------------------------------------- |
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const CViewSetup *CViewRender::GetViewSetup( void ) const |
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{ |
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return &m_CurrentView; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : const CViewSetup |
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//----------------------------------------------------------------------------- |
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const CViewSetup *CViewRender::GetPlayerViewSetup( int nSlot /*= -1*/ ) const |
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{ |
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// NOTE: This code path doesn't require m_bAllowViewAccess == true!!! |
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if ( nSlot == -1 ) |
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{ |
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ASSERT_LOCAL_PLAYER_RESOLVABLE(); |
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return &m_UserView[ GET_ACTIVE_SPLITSCREEN_SLOT() ]; |
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} |
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return &m_UserView[ nSlot ]; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CViewRender::DisableVis( void ) |
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{ |
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m_bForceNoVis = true; |
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} |
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|
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#ifdef DBGFLAG_ASSERT |
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static Vector s_DbgSetupOrigin[ MAX_SPLITSCREEN_PLAYERS ]; |
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static QAngle s_DbgSetupAngles[ MAX_SPLITSCREEN_PLAYERS ]; |
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#endif |
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|
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//----------------------------------------------------------------------------- |
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// Gets znear + zfar |
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//----------------------------------------------------------------------------- |
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float CViewRender::GetZNear() |
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{ |
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return VIEW_NEARZ; |
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} |
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|
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float CViewRender::GetZFar() |
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{ |
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// Initialize view structure with default values |
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float farZ; |
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if ( r_farz.GetFloat() < 1 ) |
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{ |
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// Use the far Z from the map's parameters. |
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farZ = r_mapextents.GetFloat() * 1.73205080757f; |
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|
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if( pPlayer && pPlayer->GetFogParams() ) |
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{ |
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if ( pPlayer->GetFogParams()->farz > 0 ) |
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{ |
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farZ = pPlayer->GetFogParams()->farz; |
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} |
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} |
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} |
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else |
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{ |
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farZ = r_farz.GetFloat(); |
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} |
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|
|
return farZ; |
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} |
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|
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|
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//----------------------------------------------------------------------------- |
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// Sets up the view parameters |
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//----------------------------------------------------------------------------- |
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void CViewRender::SetUpView() |
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{ |
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ASSERT_LOCAL_PLAYER_RESOLVABLE(); |
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int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); |
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|
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m_bAllowViewAccess = true; |
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VPROF("CViewRender::SetUpView"); |
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// Initialize view structure with default values |
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float farZ = GetZFar(); |
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|
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CViewSetup &view = GetView(); |
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|
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view.zFar = farZ; |
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view.zFarViewmodel = farZ; |
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// UNDONE: Make this farther out? |
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// closest point of approach seems to be view center to top of crouched box |
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view.zNear = GetZNear(); |
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view.zNearViewmodel = 1; |
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view.fov = default_fov.GetFloat(); |
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|
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view.m_bOrtho = false; |
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|
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// Enable spatial partition access to edicts |
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partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false ); |
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|
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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|
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bool bNoViewEnt = false; |
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if( pPlayer == NULL ) |
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{ |
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pPlayer = GetSplitScreenViewPlayer( nSlot ); |
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bNoViewEnt = true; |
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} |
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|
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if ( g_bEngineIsHLTV ) |
|
{ |
|
HLTVCamera()->CalcView( view.origin, view.angles, view.fov ); |
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} |
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#if defined( REPLAY_ENABLED ) |
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else if ( engine->IsReplay() ) |
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{ |
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ReplayCamera()->CalcView( view.origin, view.angles, view.fov ); |
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} |
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#endif |
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else |
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{ |
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// FIXME: Are there multiple views? If so, then what? |
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// FIXME: What happens when there's no player? |
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if (pPlayer) |
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{ |
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pPlayer->CalcView( view.origin, view.angles, view.zNear, view.zFar, view.fov ); |
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|
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// If we are looking through another entities eyes, then override the angles/origin for GetView() |
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int viewentity = render->GetViewEntity(); |
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|
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if ( !bNoViewEnt && !g_nKillCamMode && (pPlayer->entindex() != viewentity) ) |
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{ |
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C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity ); |
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if ( ve ) |
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{ |
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VectorCopy( ve->GetAbsOrigin(), view.origin ); |
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VectorCopy( ve->GetAbsAngles(), view.angles ); |
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} |
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} |
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|
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pPlayer->CalcViewModelView( view.origin, view.angles ); |
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|
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// Is this the proper place for this code? |
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if ( cl_camera_follow_bone_index.GetInt() >= -1 && input->CAM_IsThirdPerson() ) |
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{ |
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VectorCopy( g_cameraFollowPos, view.origin ); |
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} |
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} |
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|
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// Even if the engine is paused need to override the view |
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// for keeping the camera control during pause. |
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GetClientMode()->OverrideView( &GetView() ); |
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} |
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|
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// give the toolsystem a chance to override the view |
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ToolFramework_SetupEngineView( view.origin, view.angles, view.fov ); |
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|
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if ( engine->IsPlayingDemo() ) |
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{ |
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if ( cl_demoviewoverride.GetFloat() > 0.0f ) |
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{ |
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// Retreive view angles from engine ( could have been set in IN_AdjustAngles above ) |
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CalcDemoViewOverride( view.origin, view.angles ); |
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} |
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else |
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{ |
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s_DemoView = view.origin; |
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s_DemoAngle = view.angles; |
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} |
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} |
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|
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// Disable spatial partition access |
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partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true ); |
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|
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//Find the offset our current FOV is from the default value |
|
float flFOVOffset = default_fov.GetFloat() - view.fov; |
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|
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//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end |
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view.fovViewmodel = GetClientMode()->GetViewModelFOV() - flFOVOffset; |
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|
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// Compute the world->main camera transform |
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ComputeCameraVariables( view.origin, view.angles, |
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&g_vecVForward[ nSlot ], &g_vecVRight[ nSlot ], &g_vecVUp[ nSlot ], &g_matCamInverse[ nSlot ] ); |
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|
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// set up the hearing origin... |
|
AudioState_t audioState; |
|
audioState.m_Origin = view.origin; |
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audioState.m_Angles = view.angles; |
|
audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( view.origin ); |
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|
|
ToolFramework_SetupAudioState( audioState ); |
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|
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view.origin = audioState.m_Origin; |
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view.angles = audioState.m_Angles; |
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|
|
GetClientMode()->OverrideAudioState( &audioState ); |
|
engine->SetAudioState( audioState ); |
|
|
|
g_vecPrevRenderOrigin[ nSlot ] = g_vecRenderOrigin[ nSlot ]; |
|
g_vecPrevRenderAngles[ nSlot ] = g_vecRenderAngles[ nSlot ]; |
|
g_vecRenderOrigin[ nSlot ] = view.origin; |
|
g_vecRenderAngles[ nSlot ] = view.angles; |
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|
|
#ifdef DBGFLAG_ASSERT |
|
s_DbgSetupOrigin[ nSlot ] = view.origin; |
|
s_DbgSetupAngles[ nSlot ] = view.angles; |
|
#endif |
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|
|
m_bAllowViewAccess = false; |
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} |
|
|
|
void CViewRender::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->MatrixMode( MATERIAL_PROJECTION ); |
|
pRenderContext->PushMatrix(); |
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|
|
pRenderContext->MatrixMode( MATERIAL_VIEW ); |
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pRenderContext->PushMatrix(); |
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|
|
g_bRenderingScreenshot = true; |
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m_bAllowViewAccess = true; |
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|
|
// Push back buffer on the stack with small viewport |
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pRenderContext->PushRenderTargetAndViewport( NULL, 0, 0, width, height ); |
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|
|
// render out to the backbuffer |
|
CViewSetup viewSetup = GetView(); |
|
viewSetup.x = 0; |
|
viewSetup.y = 0; |
|
viewSetup.width = width; |
|
viewSetup.height = height; |
|
viewSetup.fov = ScaleFOVByWidthRatio( GetView().fov, ( (float)width / (float)height ) / ( 4.0f / 3.0f ) ); |
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viewSetup.m_bRenderToSubrectOfLargerScreen = true; |
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|
|
// draw out the scene |
|
// Don't draw the HUD or the viewmodel |
|
RenderView( viewSetup, viewSetup, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, 0 ); |
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|
|
// get the data from the backbuffer and save to disk |
|
// bitmap bits |
|
unsigned char *pImage = ( unsigned char * )malloc( width * 3 * height ); |
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|
|
// Get Bits from the material system |
|
pRenderContext->ReadPixels( 0, 0, width, height, pImage, IMAGE_FORMAT_RGB888 ); |
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|
|
// allocate a buffer to write the tga into |
|
int iMaxTGASize = 1024 + (width * height * 4); |
|
void *pTGA = malloc( iMaxTGASize ); |
|
CUtlBuffer buffer( pTGA, iMaxTGASize ); |
|
|
|
if( !TGAWriter::WriteToBuffer( pImage, buffer, width, height, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888 ) ) |
|
{ |
|
Error( "Couldn't write bitmap data snapshot.\n" ); |
|
} |
|
|
|
free( pImage ); |
|
|
|
// async write to disk (this will take ownership of the memory) |
|
char szPathedFileName[_MAX_PATH]; |
|
Q_snprintf( szPathedFileName, sizeof(szPathedFileName), "//MOD/%s", pFilename ); |
|
|
|
filesystem->AsyncWrite( szPathedFileName, buffer.Base(), buffer.TellPut(), true ); |
|
|
|
// restore our previous state |
|
pRenderContext->PopRenderTargetAndViewport(); |
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); |
|
pRenderContext->PopMatrix(); |
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW ); |
|
pRenderContext->PopMatrix(); |
|
|
|
g_bRenderingScreenshot = false; |
|
m_bAllowViewAccess = false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: takes a screenshot of the save game |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::WriteSaveGameScreenshot( const char *pFilename ) |
|
{ |
|
WriteSaveGameScreenshotOfSize( pFilename, SAVEGAME_SCREENSHOT_WIDTH, SAVEGAME_SCREENSHOT_HEIGHT ); |
|
} |
|
|
|
|
|
float ScaleFOVByWidthRatio( float fovDegrees, float ratio ) |
|
{ |
|
float halfAngleRadians = fovDegrees * ( 0.5f * M_PI / 180.0f ); |
|
float t = tan( halfAngleRadians ); |
|
t *= ratio; |
|
float retDegrees = ( 180.0f / M_PI ) * atan( t ); |
|
return retDegrees * 2.0f; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Sets view parameters for level overview mode |
|
// Input : *rect - |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::SetUpOverView() |
|
{ |
|
static int oldCRC = 0; |
|
|
|
GetView().m_bOrtho = true; |
|
|
|
float aspect = (float)GetView().width/(float)GetView().height; |
|
|
|
int size_y = 1024.0f * cl_leveloverview.GetFloat(); // scale factor, 1024 = OVERVIEW_MAP_SIZE |
|
int size_x = size_y * aspect; // standard screen aspect |
|
|
|
GetView().origin.x -= size_x / 2; |
|
GetView().origin.y += size_y / 2; |
|
|
|
GetView().m_OrthoLeft = 0; |
|
GetView().m_OrthoTop = -size_y; |
|
GetView().m_OrthoRight = size_x; |
|
GetView().m_OrthoBottom = 0; |
|
|
|
GetView().angles = QAngle( 90, 90, 0 ); |
|
|
|
// simple movement detector, show position if moved |
|
int newCRC = GetView().origin.x + GetView().origin.y + GetView().origin.z; |
|
if ( newCRC != oldCRC ) |
|
{ |
|
Msg( "Overview: scale %.2f, pos_x %.0f, pos_y %.0f\n", cl_leveloverview.GetFloat(), |
|
GetView().origin.x, GetView().origin.y ); |
|
oldCRC = newCRC; |
|
} |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->ClearColor4ub( 0, 255, 0, 255 ); |
|
|
|
// render->DrawTopView( true ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Render current view into specified rectangle |
|
// Input : *rect - |
|
//----------------------------------------------------------------------------- |
|
ConVar ss_debug_draw_player( "ss_debug_draw_player", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); |
|
void CViewRender::Render( vrect_t *rect ) |
|
{ |
|
VPROF_BUDGET( "CViewRender::Render", "CViewRender::Render" ); |
|
|
|
m_bAllowViewAccess = true; |
|
|
|
CUtlVector< vgui::Panel * > roots; |
|
VGui_GetPanelList( roots ); |
|
|
|
// Stub out the material system if necessary. |
|
CMatStubHandler matStub; |
|
engine->EngineStats_BeginFrame(); |
|
|
|
// Assume normal vis |
|
m_bForceNoVis = false; |
|
|
|
float flViewportScale = mat_viewportscale.GetFloat(); |
|
|
|
vrect_t engineRect = *rect; |
|
|
|
// The tool framework wants to adjust the entire 3d viewport, not the per-split screen one from below |
|
ToolFramework_AdjustEngineViewport( engineRect.x, engineRect.y, engineRect.width, engineRect.height ); |
|
|
|
IterateRemoteSplitScreenViewSlots_Push( true ); |
|
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh ) |
|
{ |
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh ); |
|
|
|
CViewSetup &view = GetView( hh ); |
|
|
|
float engineAspectRatio = engine->GetScreenAspectRatio( view.width, view.height ); |
|
|
|
Assert( s_DbgSetupOrigin[ hh ] == view.origin ); |
|
Assert( s_DbgSetupAngles[ hh ] == view.angles ); |
|
|
|
// Using this API gives us a chance to "inset" the 3d views as needed for splitscreen |
|
int insetX, insetY; |
|
VGui_GetEngineRenderBounds( hh, view.x, view.y, view.width, view.height, insetX, insetY ); |
|
|
|
float aspectRatio = engineAspectRatio * 0.75f; // / (4/3) |
|
view.fov = ScaleFOVByWidthRatio( view.fov, aspectRatio ); |
|
view.fovViewmodel = ScaleFOVByWidthRatio( view.fovViewmodel, aspectRatio ); |
|
|
|
// Let the client mode hook stuff. |
|
GetClientMode()->PreRender( &view ); |
|
GetClientMode()->AdjustEngineViewport( view.x, view.y, view.width, view.height ); |
|
|
|
view.width *= flViewportScale; |
|
view.height *= flViewportScale; |
|
if ( IsX360() ) |
|
{ |
|
// view must be compliant to resolve restrictions |
|
view.width = AlignValue( view.width, GPU_RESOLVE_ALIGNMENT ); |
|
view.height = AlignValue( view.height, GPU_RESOLVE_ALIGNMENT ); |
|
} |
|
|
|
view.m_flAspectRatio = ( engineAspectRatio > 0.0f ) ? engineAspectRatio : ( (float)view.width / (float)view.height ); |
|
|
|
int nClearFlags = VIEW_CLEAR_DEPTH | VIEW_CLEAR_STENCIL; |
|
|
|
if ( gl_clear_randomcolor.GetBool() ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->ClearColor3ub( rand()%256, rand()%256, rand()%256 ); |
|
pRenderContext->ClearBuffers( true, false, false ); |
|
pRenderContext->Release(); |
|
} |
|
else if ( gl_clear.GetBool() ) |
|
{ |
|
nClearFlags |= VIEW_CLEAR_COLOR; |
|
} |
|
|
|
// Determine if we should draw view model ( client mode override ) |
|
bool drawViewModel = GetClientMode()->ShouldDrawViewModel(); |
|
// Apply any player specific overrides |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( pPlayer ) |
|
{ |
|
// Override view model if necessary |
|
if ( !pPlayer->m_Local.m_bDrawViewmodel ) |
|
{ |
|
drawViewModel = false; |
|
} |
|
} |
|
|
|
if ( cl_leveloverview.GetFloat() > 0 ) |
|
{ |
|
SetUpOverView(); |
|
nClearFlags |= VIEW_CLEAR_COLOR; |
|
drawViewModel = false; |
|
} |
|
|
|
render->SetMainView( view.origin, view.angles ); |
|
|
|
int flags = (pPlayer == NULL) ? 0 : RENDERVIEW_DRAWHUD; |
|
if ( drawViewModel ) |
|
{ |
|
flags |= RENDERVIEW_DRAWVIEWMODEL; |
|
} |
|
|
|
// This is the hook for per-split screen player views |
|
C_BaseEntity::PreRenderEntities( hh ); |
|
|
|
if ( ( ss_debug_draw_player.GetInt() < 0 ) || ( hh == ss_debug_draw_player.GetInt() ) ) |
|
{ |
|
CViewSetup hudViewSetup; |
|
VGui_GetHudBounds( hh, hudViewSetup.x, hudViewSetup.y, hudViewSetup.width, hudViewSetup.height ); |
|
RenderView( view, hudViewSetup, nClearFlags, flags ); |
|
} |
|
|
|
GetClientMode()->PostRender(); |
|
} |
|
IterateRemoteSplitScreenViewSlots_Pop(); |
|
|
|
engine->EngineStats_EndFrame(); |
|
|
|
#if !defined( _X360 ) |
|
// Stop stubbing the material system so we can see the budget panel |
|
matStub.End(); |
|
#endif |
|
|
|
// Render the new-style embedded UI |
|
// TODO: when embedded UI will be used for HUD, we will need it to maintain |
|
// a separate screen for HUD and a separate screen stack for pause menu & main menu. |
|
// for now only render embedded UI in pause menu & main menu |
|
#if defined( GAMEUI_UISYSTEM2_ENABLED ) && 0 |
|
BaseModUI::CBaseModPanel *pBaseModPanel = BaseModUI::CBaseModPanel::GetSingletonPtr(); |
|
// render the new-style embedded UI only if base mod panel is not visible (game-hud) |
|
// otherwise base mod panel will render the embedded UI on top of video/productscreen |
|
if ( !pBaseModPanel || !pBaseModPanel->IsVisible() ) |
|
{ |
|
Rect_t uiViewport; |
|
uiViewport.x = rect->x; |
|
uiViewport.y = rect->y; |
|
uiViewport.width = rect->width; |
|
uiViewport.height = rect->height; |
|
g_pGameUIGameSystem->Render( uiViewport, gpGlobals->curtime ); |
|
} |
|
#endif |
|
|
|
// Draw all of the UI stuff "fullscreen" |
|
if ( true ) // For PIXEVENT |
|
{ |
|
#if PIX_ENABLE |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
PIXEVENT( pRenderContext, "VGui UI" ); |
|
} |
|
#endif |
|
|
|
CViewSetup view2d; |
|
view2d.x = rect->x; |
|
view2d.y = rect->y; |
|
view2d.width = rect->width; |
|
view2d.height = rect->height; |
|
render->Push2DView( view2d, 0, NULL, GetFrustum() ); |
|
render->VGui_Paint( PAINT_UIPANELS ); |
|
{ |
|
// The engine here is trying to access CurrentView() etc. which is bogus |
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 ); |
|
render->PopView( GetFrustum() ); |
|
} |
|
} |
|
|
|
m_bAllowViewAccess = false; |
|
} |
|
|
|
static void GetPos( const CCommand &args, Vector &vecOrigin, QAngle &angles ) |
|
{ |
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); |
|
vecOrigin = MainViewOrigin(nSlot); |
|
angles = MainViewAngles(nSlot); |
|
|
|
#ifdef INFESTED_DLL |
|
C_ASW_Marine *pMarine = C_ASW_Marine::GetLocalMarine(); |
|
if ( pMarine ) |
|
{ |
|
vecOrigin = pMarine->GetAbsOrigin(); |
|
angles = pMarine->GetAbsAngles(); |
|
} |
|
#endif |
|
if ( ( args.ArgC() == 2 && atoi( args[1] ) == 2 ) || FStrEq( args[0], "getpos_exact" ) ) |
|
{ |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( pPlayer ) |
|
{ |
|
vecOrigin = pPlayer->GetAbsOrigin(); |
|
angles = pPlayer->GetAbsAngles(); |
|
} |
|
} |
|
} |
|
|
|
CON_COMMAND( spec_pos, "dump position and angles to the console" ) |
|
{ |
|
Vector vecOrigin; |
|
QAngle angles; |
|
GetPos( args, vecOrigin, angles ); |
|
Warning( "spec_goto %.1f %.1f %.1f %.1f %.1f\n", vecOrigin.x, vecOrigin.y, |
|
vecOrigin.z, angles.x, angles.y ); |
|
} |
|
|
|
CON_COMMAND( getpos, "dump position and angles to the console" ) |
|
{ |
|
Vector vecOrigin; |
|
QAngle angles; |
|
GetPos( args, vecOrigin, angles ); |
|
|
|
const char *pCommand1 = "setpos"; |
|
const char *pCommand2 = "setang"; |
|
if ( ( args.ArgC() == 2 && atoi( args[1] ) == 2 ) || FStrEq( args[0], "getpos_exact" ) ) |
|
{ |
|
pCommand1 = "setpos_exact"; |
|
pCommand2 = "setang_exact"; |
|
} |
|
|
|
Warning( "%s %f %f %f;", pCommand1, vecOrigin.x, vecOrigin.y, vecOrigin.z ); |
|
Warning( "%s %f %f %f\n", pCommand2, angles.x, angles.y, angles.z ); |
|
} |
|
|
|
ConCommand getpos_exact( "getpos_exact", getpos, "dump origin and angles to the console" );
|
|
|