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6217 lines
194 KiB
6217 lines
194 KiB
//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======// |
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// |
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// Purpose: Responsible for drawing the scene |
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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 "view_shared.h" |
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#include "ivieweffects.h" |
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#include "iinput.h" |
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#include "model_types.h" |
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#include "clientsideeffects.h" |
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#include "particlemgr.h" |
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#include "viewrender.h" |
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#include "iclientmode.h" |
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#include "voice_status.h" |
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#include "glow_overlay.h" |
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#include "materialsystem/imesh.h" |
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#include "materialsystem/ITexture.h" |
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#include "materialsystem/IMaterial.h" |
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#include "materialsystem/IMaterialVar.h" |
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#include "materialsystem/imaterialsystem.h" |
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#include "DetailObjectSystem.h" |
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#include "tier0/vprof.h" |
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#include "tier1/mempool.h" |
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#include "vstdlib/jobthread.h" |
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#include "datacache/imdlcache.h" |
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#include "engine/IEngineTrace.h" |
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#include "engine/ivmodelinfo.h" |
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#include "tier0/icommandline.h" |
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#include "view_scene.h" |
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#include "particles_ez.h" |
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#include "engine/IStaticPropMgr.h" |
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#include "engine/ivdebugoverlay.h" |
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#include "c_pixel_visibility.h" |
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#include "precache_register.h" |
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#include "c_rope.h" |
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#include "c_effects.h" |
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#include "smoke_fog_overlay.h" |
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#include "materialsystem/imaterialsystemhardwareconfig.h" |
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#include "vgui_int.h" |
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#include "ienginevgui.h" |
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#include "ScreenSpaceEffects.h" |
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#include "toolframework_client.h" |
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#include "c_func_reflective_glass.h" |
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#include "keyvalues.h" |
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#include "renderparm.h" |
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#include "modelrendersystem.h" |
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#include "vgui/ISurface.h" |
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#define PARTICLE_USAGE_DEMO // uncomment to get particle bar thing |
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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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#include "rendertexture.h" |
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#include "viewpostprocess.h" |
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#include "viewdebug.h" |
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#ifdef USE_MONITORS |
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#include "c_point_camera.h" |
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#endif // USE_MONITORS |
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#ifdef INFESTED_DLL |
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#include "c_asw_render_targets.h" |
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#include "clientmode_asw.h" |
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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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static void testfreezeframe_f( void ) |
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{ |
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view->FreezeFrame( 3.0 ); |
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} |
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static ConCommand test_freezeframe( "test_freezeframe", testfreezeframe_f, "Test the freeze frame code.", FCVAR_CHEAT ); |
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//----------------------------------------------------------------------------- |
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static ConVar r_visocclusion( "r_visocclusion", "0", FCVAR_CHEAT ); |
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extern ConVar r_flashlightdepthtexture; |
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extern ConVar vcollide_wireframe; |
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extern ConVar mat_motion_blur_enabled; |
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extern ConVar r_depthoverlay; |
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extern ConVar r_shadow_deferred; |
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//----------------------------------------------------------------------------- |
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// Convars related to controlling rendering |
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//----------------------------------------------------------------------------- |
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static ConVar cl_maxrenderable_dist("cl_maxrenderable_dist", "3000", FCVAR_CHEAT, "Max distance from the camera at which things will be rendered" ); |
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ConVar r_entityclips( "r_entityclips", "1" ); //FIXME: Nvidia drivers before 81.94 on cards that support user clip planes will have problems with this, require driver update? Detect and disable? |
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// Matches the version in the engine |
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static ConVar r_drawopaqueworld( "r_drawopaqueworld", "1", FCVAR_CHEAT ); |
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static ConVar r_drawtranslucentworld( "r_drawtranslucentworld", "1", FCVAR_CHEAT ); |
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static ConVar r_3dsky( "r_3dsky","1", 0, "Enable the rendering of 3d sky boxes" ); |
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static ConVar r_skybox( "r_skybox","1", FCVAR_CHEAT, "Enable the rendering of sky boxes" ); |
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ConVar r_drawviewmodel( "r_drawviewmodel","1", FCVAR_CHEAT ); |
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static ConVar r_drawtranslucentrenderables( "r_drawtranslucentrenderables", "1", FCVAR_CHEAT ); |
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static ConVar r_drawopaquerenderables( "r_drawopaquerenderables", "1", FCVAR_CHEAT ); |
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static ConVar r_flashlightdepth_drawtranslucents( "r_flashlightdepth_drawtranslucents", "0", FCVAR_NONE ); |
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ConVar r_flashlightvolumetrics( "r_flashlightvolumetrics", "1" ); |
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// FIXME: This is not static because we needed to turn it off for TF2 playtests |
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ConVar r_DrawDetailProps( "r_DrawDetailProps", "1", FCVAR_NONE, "0=Off, 1=Normal, 2=Wireframe" ); |
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ConVar r_worldlistcache( "r_worldlistcache", "1" ); |
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ConVar mat_ambient_light_r_forced( "mat_ambient_light_r_forced", "-1.0" ); |
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ConVar mat_ambient_light_g_forced( "mat_ambient_light_g_forced", "-1.0" ); |
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ConVar mat_ambient_light_b_forced( "mat_ambient_light_b_forced", "-1.0" ); |
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//----------------------------------------------------------------------------- |
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// Convars related to fog color |
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//----------------------------------------------------------------------------- |
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static void GetFogColor( fogparams_t *pFogParams, float *pColor, bool ignoreOverride = false, bool ignoreHDRColorScale = false ); |
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static float GetFogMaxDensity( fogparams_t *pFogParams, bool ignoreOverride = false ); |
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static bool GetFogEnable( fogparams_t *pFogParams, bool ignoreOverride = false ); |
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static float GetFogStart( fogparams_t *pFogParams, bool ignoreOverride = false ); |
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static float GetFogEnd( fogparams_t *pFogParams, bool ignoreOverride = false ); |
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static float GetSkyboxFogStart( bool ignoreOverride = false ); |
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static float GetSkyboxFogEnd( bool ignoreOverride = false ); |
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static float GetSkyboxFogMaxDensity( bool ignoreOverride = false ); |
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static void GetSkyboxFogColor( float *pColor, bool ignoreOverride = false, bool ignoreHDRColorScale = false ); |
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static void FogOverrideCallback( IConVar *pConVar, char const *pOldString, float flOldValue ); |
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static ConVar fog_override( "fog_override", "0", FCVAR_CHEAT, "Overrides the map's fog settings (-1 populates fog_ vars with map's values)", FogOverrideCallback ); |
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// set any of these to use the maps fog |
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static ConVar fog_start( "fog_start", "-1", FCVAR_CHEAT ); |
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static ConVar fog_end( "fog_end", "-1", FCVAR_CHEAT ); |
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static ConVar fog_color( "fog_color", "-1 -1 -1", FCVAR_CHEAT ); |
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static ConVar fog_enable( "fog_enable", "1", FCVAR_CHEAT ); |
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static ConVar fog_startskybox( "fog_startskybox", "-1", FCVAR_CHEAT ); |
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static ConVar fog_endskybox( "fog_endskybox", "-1", FCVAR_CHEAT ); |
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static ConVar fog_maxdensityskybox( "fog_maxdensityskybox", "-1", FCVAR_CHEAT ); |
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static ConVar fog_colorskybox( "fog_colorskybox", "-1 -1 -1", FCVAR_CHEAT ); |
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static ConVar fog_enableskybox( "fog_enableskybox", "1", FCVAR_CHEAT ); |
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static ConVar fog_maxdensity( "fog_maxdensity", "-1", FCVAR_CHEAT ); |
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static ConVar fog_hdrcolorscale( "fog_hdrcolorscale", "-1", FCVAR_CHEAT ); |
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static ConVar fog_hdrcolorscaleskybox( "fog_hdrcolorscaleskybox", "-1", FCVAR_CHEAT ); |
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static void FogOverrideCallback( IConVar *pConVar, char const *pOldString, float flOldValue ) |
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{ |
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C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !localPlayer ) |
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return; |
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ConVarRef var( pConVar ); |
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if ( var.GetInt() == -1 ) |
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{ |
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fogparams_t *pFogParams = localPlayer->GetFogParams(); |
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float fogColor[3]; |
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fog_start.SetValue( GetFogStart( pFogParams, true ) ); |
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fog_end.SetValue( GetFogEnd( pFogParams, true ) ); |
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GetFogColor( pFogParams, fogColor, true, true ); |
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fog_color.SetValue( VarArgs( "%.1f %.1f %.1f", fogColor[0]*255, fogColor[1]*255, fogColor[2]*255 ) ); |
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fog_enable.SetValue( GetFogEnable( pFogParams, true ) ); |
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fog_startskybox.SetValue( GetSkyboxFogStart( true ) ); |
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fog_endskybox.SetValue( GetSkyboxFogEnd( true ) ); |
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fog_maxdensityskybox.SetValue( GetSkyboxFogMaxDensity( true ) ); |
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GetSkyboxFogColor( fogColor, true, true ); |
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fog_colorskybox.SetValue( VarArgs( "%.1f %.1f %.1f", fogColor[0]*255, fogColor[1]*255, fogColor[2]*255 ) ); |
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fog_enableskybox.SetValue( localPlayer->m_Local.m_skybox3d.fog.enable.Get() ); |
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fog_maxdensity.SetValue( GetFogMaxDensity( pFogParams, true ) ); |
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fog_hdrcolorscale.SetValue( pFogParams->HDRColorScale ); |
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fog_hdrcolorscaleskybox.SetValue( localPlayer->m_Local.m_skybox3d.fog.HDRColorScale.Get() ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Water-related convars |
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//----------------------------------------------------------------------------- |
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static ConVar r_debugcheapwater( "r_debugcheapwater", "0", FCVAR_CHEAT ); |
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#ifndef _X360 |
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static ConVar r_waterforceexpensive( "r_waterforceexpensive", "0" ); |
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#endif |
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static ConVar r_waterforcereflectentities( "r_waterforcereflectentities", "0" ); |
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static ConVar r_WaterDrawRefraction( "r_WaterDrawRefraction", "1", 0, "Enable water refraction" ); |
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static ConVar r_WaterDrawReflection( "r_WaterDrawReflection", "1", 0, "Enable water reflection" ); |
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static ConVar r_ForceWaterLeaf( "r_ForceWaterLeaf", "1", 0, "Enable for optimization to water - considers view in leaf under water for purposes of culling" ); |
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static ConVar mat_drawwater( "mat_drawwater", "1", FCVAR_CHEAT ); |
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static ConVar mat_clipz( "mat_clipz", "1" ); |
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//----------------------------------------------------------------------------- |
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// Other convars |
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//----------------------------------------------------------------------------- |
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static ConVar cl_drawmonitors( "cl_drawmonitors", "1" ); |
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static ConVar r_eyewaterepsilon( "r_eyewaterepsilon", "7.0f", FCVAR_CHEAT ); |
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extern ConVar cl_leveloverview; |
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ConVar r_fastzreject( "r_fastzreject", "0", 0, "Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings" ); |
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//----------------------------------------------------------------------------- |
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// Globals |
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//----------------------------------------------------------------------------- |
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static Vector g_vecCurrentRenderOrigin(0,0,0); |
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static QAngle g_vecCurrentRenderAngles(0,0,0); |
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static Vector g_vecCurrentVForward(0,0,0), g_vecCurrentVRight(0,0,0), g_vecCurrentVUp(0,0,0); |
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static VMatrix g_matCurrentCamInverse; |
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bool s_bCanAccessCurrentView = false; |
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IntroData_t *g_pIntroData = NULL; |
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static bool g_bRenderingView = false; // For debugging... |
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static int g_CurrentViewID = VIEW_NONE; |
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bool g_bRenderingScreenshot = false; |
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static FrustumCache_t s_FrustumCache; |
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FrustumCache_t *FrustumCache( void ) |
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{ |
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return &s_FrustumCache; |
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} |
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#define FREEZECAM_SNAPSHOT_FADE_SPEED 340 |
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float g_flFreezeFlash[ MAX_SPLITSCREEN_PLAYERS ]; |
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//----------------------------------------------------------------------------- |
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CON_COMMAND( r_cheapwaterstart, "" ) |
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{ |
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if( args.ArgC() == 2 ) |
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{ |
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float dist = atof( args[ 1 ] ); |
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view->SetCheapWaterStartDistance( dist ); |
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} |
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else |
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{ |
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float start, end; |
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view->GetWaterLODParams( start, end ); |
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Warning( "r_cheapwaterstart: %f\n", start ); |
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} |
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} |
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CON_COMMAND( r_cheapwaterend, "" ) |
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{ |
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if( args.ArgC() == 2 ) |
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{ |
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float dist = atof( args[ 1 ] ); |
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view->SetCheapWaterEndDistance( dist ); |
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} |
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else |
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{ |
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float start, end; |
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view->GetWaterLODParams( start, end ); |
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Warning( "r_cheapwaterend: %f\n", end ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Describes a pruned set of leaves to be rendered this view. Reference counted |
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// because potentially shared by a number of views |
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//----------------------------------------------------------------------------- |
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struct ClientWorldListInfo_t : public CRefCounted1<WorldListInfo_t> |
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{ |
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ClientWorldListInfo_t() |
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{ |
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memset( (WorldListInfo_t *)this, 0, sizeof(WorldListInfo_t) ); |
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m_pOriginalLeafIndex = NULL; |
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m_bPooledAlloc = false; |
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} |
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// Allocate a list intended for pruning |
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static ClientWorldListInfo_t *AllocPooled( const ClientWorldListInfo_t &exemplar ); |
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// Because we remap leaves to eliminate unused leaves, we need a remap |
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// when drawing translucent surfaces, which requires the *original* leaf index |
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// using m_pOriginalLeafIndex[ remapped leaf index ] == actual leaf index |
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uint16 *m_pOriginalLeafIndex; |
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private: |
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virtual bool OnFinalRelease(); |
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bool m_bPooledAlloc; |
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static CObjectPool<ClientWorldListInfo_t> gm_Pool; |
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}; |
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//----------------------------------------------------------------------------- |
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// |
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//----------------------------------------------------------------------------- |
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class CWorldListCache |
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{ |
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public: |
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CWorldListCache() |
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{ |
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} |
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void Flush() |
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{ |
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for ( int i = m_Entries.FirstInorder(); i != m_Entries.InvalidIndex(); i = m_Entries.NextInorder( i ) ) |
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{ |
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delete m_Entries[i]; |
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} |
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m_Entries.RemoveAll(); |
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} |
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bool Find( const CViewSetup &viewSetup, IWorldRenderList **ppList, ClientWorldListInfo_t **ppListInfo ) |
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{ |
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Entry_t lookup( viewSetup ); |
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int i = m_Entries.Find( &lookup ); |
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if ( i != m_Entries.InvalidIndex() ) |
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{ |
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Entry_t *pEntry = m_Entries[i]; |
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*ppList = InlineAddRef( pEntry->pList ); |
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*ppListInfo = InlineAddRef( pEntry->pListInfo ); |
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return true; |
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} |
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return false; |
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} |
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void Add( const CViewSetup &viewSetup, IWorldRenderList *pList, ClientWorldListInfo_t *pListInfo ) |
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{ |
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m_Entries.Insert( new Entry_t( viewSetup, pList, pListInfo ) ); |
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} |
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private: |
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struct Entry_t |
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{ |
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Entry_t( const CViewSetup &viewSetup, IWorldRenderList *pList = NULL, ClientWorldListInfo_t *pListInfo = NULL ) : |
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pList( ( pList ) ? InlineAddRef( pList ) : NULL ), |
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pListInfo( ( pListInfo ) ? InlineAddRef( pListInfo ) : NULL ) |
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{ |
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// @NOTE (toml 8/18/2006): because doing memcmp, need to fill all of the fields and the padding! |
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memset( &m_bOrtho, 0, offsetof(Entry_t, pList ) - offsetof(Entry_t, m_bOrtho ) ); |
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m_bOrtho = viewSetup.m_bOrtho; |
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m_OrthoLeft = viewSetup.m_OrthoLeft; |
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m_OrthoTop = viewSetup.m_OrthoTop; |
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m_OrthoRight = viewSetup.m_OrthoRight; |
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m_OrthoBottom = viewSetup.m_OrthoBottom; |
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fov = viewSetup.fov; |
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origin = viewSetup.origin; |
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angles = viewSetup.angles; |
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zNear = viewSetup.zNear; |
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zFar = viewSetup.zFar; |
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m_flAspectRatio = viewSetup.m_flAspectRatio; |
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m_bOffCenter = viewSetup.m_bOffCenter; |
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m_flOffCenterTop = viewSetup.m_flOffCenterTop; |
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m_flOffCenterBottom = viewSetup.m_flOffCenterBottom; |
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m_flOffCenterLeft = viewSetup.m_flOffCenterLeft; |
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m_flOffCenterRight = viewSetup.m_flOffCenterRight; |
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} |
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~Entry_t() |
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{ |
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if ( pList ) |
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pList->Release(); |
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if ( pListInfo ) |
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pListInfo->Release(); |
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} |
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// The fields from CViewSetup that would actually affect the list |
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float m_OrthoLeft; |
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float m_OrthoTop; |
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float m_OrthoRight; |
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float m_OrthoBottom; |
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float fov; |
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Vector origin; |
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QAngle angles; |
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float zNear; |
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float zFar; |
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float m_flAspectRatio; |
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float m_flOffCenterTop; |
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float m_flOffCenterBottom; |
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float m_flOffCenterLeft; |
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float m_flOffCenterRight; |
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bool m_bOrtho; |
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bool m_bOffCenter; |
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IWorldRenderList *pList; |
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ClientWorldListInfo_t *pListInfo; |
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}; |
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class CEntryComparator |
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{ |
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public: |
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CEntryComparator( int ) {} |
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bool operator!() const { return false; } |
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bool operator()( const Entry_t *lhs, const Entry_t *rhs ) const |
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{ |
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return ( memcmp( lhs, rhs, sizeof(Entry_t) - ( sizeof(Entry_t) - offsetof(Entry_t, pList ) ) ) < 0 ); |
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} |
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}; |
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CUtlRBTree<Entry_t *, unsigned short, CEntryComparator> m_Entries; |
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}; |
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CWorldListCache g_WorldListCache; |
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//----------------------------------------------------------------------------- |
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// Standard 3d skybox view |
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//----------------------------------------------------------------------------- |
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class CSkyboxView : public CRendering3dView |
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{ |
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DECLARE_CLASS( CSkyboxView, CRendering3dView ); |
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public: |
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CSkyboxView(CViewRender *pMainView) : |
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CRendering3dView( pMainView ), |
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m_pSky3dParams( NULL ) |
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{ |
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} |
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bool Setup( const CViewSetup &view, int *pClearFlags, SkyboxVisibility_t *pSkyboxVisible ); |
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void Draw(); |
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protected: |
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virtual SkyboxVisibility_t ComputeSkyboxVisibility(); |
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bool GetSkyboxFogEnable(); |
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void Enable3dSkyboxFog( void ); |
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void DrawInternal( view_id_t iSkyBoxViewID = VIEW_3DSKY, bool bInvokePreAndPostRender = true, ITexture *pRenderTarget = NULL ); |
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sky3dparams_t * PreRender3dSkyboxWorld( SkyboxVisibility_t nSkyboxVisible ); |
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sky3dparams_t *m_pSky3dParams; |
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}; |
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//----------------------------------------------------------------------------- |
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// Shadow depth texture |
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//----------------------------------------------------------------------------- |
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class CShadowDepthView : public CRendering3dView |
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{ |
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DECLARE_CLASS( CShadowDepthView, CRendering3dView ); |
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public: |
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CShadowDepthView(CViewRender *pMainView) : CRendering3dView( pMainView ) {} |
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void Setup( const CViewSetup &shadowViewIn, ITexture *pRenderTarget, ITexture *pDepthTexture ); |
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void Draw(); |
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private: |
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ITexture *m_pRenderTarget; |
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ITexture *m_pDepthTexture; |
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}; |
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//----------------------------------------------------------------------------- |
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// Freeze frame. Redraws the frame at which it was enabled. |
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//----------------------------------------------------------------------------- |
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class CFreezeFrameView : public CRendering3dView |
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{ |
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DECLARE_CLASS( CFreezeFrameView, CRendering3dView ); |
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public: |
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CFreezeFrameView(CViewRender *pMainView) : CRendering3dView( pMainView ) {} |
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void Setup( const CViewSetup &view ); |
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void Draw(); |
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private: |
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CMaterialReference m_pFreezeFrame; |
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CMaterialReference m_TranslucentSingleColor; |
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int m_nSubRect[ 4 ]; |
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int m_nScreenSize[ 2 ]; |
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}; |
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//----------------------------------------------------------------------------- |
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// |
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//----------------------------------------------------------------------------- |
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class CBaseWorldView : public CRendering3dView |
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{ |
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DECLARE_CLASS( CBaseWorldView, CRendering3dView ); |
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protected: |
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CBaseWorldView(CViewRender *pMainView) : CRendering3dView( pMainView ) {} |
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virtual bool AdjustView( float waterHeight ); |
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void DrawSetup( float waterHeight, int flags, float waterZAdjust, int iForceViewLeaf = -1 ); |
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void DrawExecute( float waterHeight, view_id_t viewID, float waterZAdjust ); |
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virtual void PushView( float waterHeight ); |
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virtual void PopView(); |
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}; |
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//----------------------------------------------------------------------------- |
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// Draws the scene when there's no water or only cheap water |
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//----------------------------------------------------------------------------- |
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class CSimpleWorldView : public CBaseWorldView |
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{ |
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DECLARE_CLASS( CSimpleWorldView, CBaseWorldView ); |
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public: |
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CSimpleWorldView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {} |
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|
|
void Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t& info, ViewCustomVisibility_t *pCustomVisibility = NULL ); |
|
void Draw(); |
|
|
|
private: |
|
VisibleFogVolumeInfo_t m_fogInfo; |
|
|
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Base class for scenes with water |
|
//----------------------------------------------------------------------------- |
|
class CBaseWaterView : public CBaseWorldView |
|
{ |
|
DECLARE_CLASS( CBaseWaterView, CBaseWorldView ); |
|
public: |
|
CBaseWaterView(CViewRender *pMainView) : |
|
CBaseWorldView( pMainView ), |
|
m_SoftwareIntersectionView( pMainView ) |
|
{} |
|
|
|
// void Setup( const CViewSetup &, const WaterRenderInfo_t& info ); |
|
|
|
protected: |
|
void CalcWaterEyeAdjustments( const VisibleFogVolumeInfo_t &fogInfo, float &newWaterHeight, float &waterZAdjust, bool bSoftwareUserClipPlane ); |
|
|
|
class CSoftwareIntersectionView : public CBaseWorldView |
|
{ |
|
DECLARE_CLASS( CSoftwareIntersectionView, CBaseWorldView ); |
|
public: |
|
CSoftwareIntersectionView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {} |
|
|
|
void Setup( bool bAboveWater ); |
|
void Draw(); |
|
|
|
private: |
|
CBaseWaterView *GetOuter() { return GET_OUTER( CBaseWaterView, m_SoftwareIntersectionView ); } |
|
}; |
|
|
|
friend class CSoftwareIntersectionView; |
|
|
|
CSoftwareIntersectionView m_SoftwareIntersectionView; |
|
|
|
WaterRenderInfo_t m_waterInfo; |
|
float m_waterHeight; |
|
float m_waterZAdjust; |
|
bool m_bSoftwareUserClipPlane; |
|
VisibleFogVolumeInfo_t m_fogInfo; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Scenes above water |
|
//----------------------------------------------------------------------------- |
|
class CAboveWaterView : public CBaseWaterView |
|
{ |
|
DECLARE_CLASS( CAboveWaterView, CBaseWaterView ); |
|
public: |
|
CAboveWaterView(CViewRender *pMainView) : |
|
CBaseWaterView( pMainView ), |
|
m_ReflectionView( pMainView ), |
|
m_RefractionView( pMainView ), |
|
m_IntersectionView( pMainView ) |
|
{} |
|
|
|
void Setup( const CViewSetup &view, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t& waterInfo ); |
|
void Draw(); |
|
|
|
class CReflectionView : public CBaseWorldView |
|
{ |
|
DECLARE_CLASS( CReflectionView, CBaseWorldView ); |
|
public: |
|
CReflectionView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {} |
|
|
|
void Setup( bool bReflectEntities ); |
|
void Draw(); |
|
|
|
private: |
|
CAboveWaterView *GetOuter() { return GET_OUTER( CAboveWaterView, m_ReflectionView ); } |
|
}; |
|
|
|
class CRefractionView : public CBaseWorldView |
|
{ |
|
DECLARE_CLASS( CRefractionView, CBaseWorldView ); |
|
public: |
|
CRefractionView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {} |
|
|
|
void Setup(); |
|
void Draw(); |
|
|
|
private: |
|
CAboveWaterView *GetOuter() { return GET_OUTER( CAboveWaterView, m_RefractionView ); } |
|
}; |
|
|
|
class CIntersectionView : public CBaseWorldView |
|
{ |
|
DECLARE_CLASS( CIntersectionView, CBaseWorldView ); |
|
public: |
|
CIntersectionView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {} |
|
|
|
void Setup(); |
|
void Draw(); |
|
|
|
private: |
|
CAboveWaterView *GetOuter() { return GET_OUTER( CAboveWaterView, m_IntersectionView ); } |
|
}; |
|
|
|
|
|
friend class CRefractionView; |
|
friend class CReflectionView; |
|
friend class CIntersectionView; |
|
|
|
bool m_bViewIntersectsWater; |
|
|
|
CReflectionView m_ReflectionView; |
|
CRefractionView m_RefractionView; |
|
CIntersectionView m_IntersectionView; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Scenes below water |
|
//----------------------------------------------------------------------------- |
|
class CUnderWaterView : public CBaseWaterView |
|
{ |
|
DECLARE_CLASS( CUnderWaterView, CBaseWaterView ); |
|
public: |
|
CUnderWaterView(CViewRender *pMainView) : |
|
CBaseWaterView( pMainView ), |
|
m_RefractionView( pMainView ) |
|
{} |
|
|
|
void Setup( const CViewSetup &view, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t& info ); |
|
void Draw(); |
|
|
|
class CRefractionView : public CBaseWorldView |
|
{ |
|
DECLARE_CLASS( CRefractionView, CBaseWorldView ); |
|
public: |
|
CRefractionView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {} |
|
|
|
void Setup(); |
|
void Draw(); |
|
|
|
private: |
|
CUnderWaterView *GetOuter() { return GET_OUTER( CUnderWaterView, m_RefractionView ); } |
|
}; |
|
|
|
friend class CRefractionView; |
|
|
|
bool m_bDrawSkybox; // @MULTICORE (toml 8/17/2006): remove after setup hoisted |
|
|
|
CRefractionView m_RefractionView; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Scenes containing reflective glass |
|
//----------------------------------------------------------------------------- |
|
class CReflectiveGlassView : public CSimpleWorldView |
|
{ |
|
DECLARE_CLASS( CReflectiveGlassView, CSimpleWorldView ); |
|
public: |
|
CReflectiveGlassView( CViewRender *pMainView ) : BaseClass( pMainView ) |
|
{ |
|
} |
|
|
|
virtual bool AdjustView( float flWaterHeight ); |
|
virtual void PushView( float waterHeight ); |
|
virtual void PopView( ); |
|
void Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t &waterInfo, const cplane_t &reflectionPlane ); |
|
void Draw(); |
|
|
|
cplane_t m_ReflectionPlane; |
|
}; |
|
|
|
class CRefractiveGlassView : public CSimpleWorldView |
|
{ |
|
DECLARE_CLASS( CRefractiveGlassView, CSimpleWorldView ); |
|
public: |
|
CRefractiveGlassView( CViewRender *pMainView ) : BaseClass( pMainView ) |
|
{ |
|
} |
|
|
|
virtual bool AdjustView( float flWaterHeight ); |
|
virtual void PushView( float waterHeight ); |
|
virtual void PopView( ); |
|
void Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t &waterInfo, const cplane_t &reflectionPlane ); |
|
void Draw(); |
|
|
|
cplane_t m_ReflectionPlane; |
|
}; |
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// view of a single entity by itself |
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes draw flags for the engine to build its world surface lists |
|
//----------------------------------------------------------------------------- |
|
static inline unsigned long BuildEngineDrawWorldListFlags( unsigned nDrawFlags ) |
|
{ |
|
unsigned long nEngineFlags = 0; |
|
|
|
if ( ( nDrawFlags & DF_SKIP_WORLD ) == 0 ) |
|
{ |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_WORLD_GEOMETRY; |
|
} |
|
|
|
if ( ( nDrawFlags & DF_SKIP_WORLD_DECALS_AND_OVERLAYS ) == 0 ) |
|
{ |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_DECALS_AND_OVERLAYS; |
|
} |
|
|
|
if ( nDrawFlags & DF_DRAWSKYBOX ) |
|
{ |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_SKYBOX; |
|
} |
|
|
|
if ( nDrawFlags & DF_RENDER_ABOVEWATER ) |
|
{ |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_STRICTLYABOVEWATER; |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_INTERSECTSWATER; |
|
} |
|
|
|
if ( nDrawFlags & DF_RENDER_UNDERWATER ) |
|
{ |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_STRICTLYUNDERWATER; |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_INTERSECTSWATER; |
|
} |
|
|
|
if ( nDrawFlags & DF_RENDER_WATER ) |
|
{ |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_WATERSURFACE; |
|
} |
|
|
|
if( nDrawFlags & DF_CLIP_SKYBOX ) |
|
{ |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_CLIPSKYBOX; |
|
} |
|
|
|
if( nDrawFlags & DF_SHADOW_DEPTH_MAP ) |
|
{ |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_SHADOWDEPTH; |
|
nEngineFlags &= ~DRAWWORLDLISTS_DRAW_DECALS_AND_OVERLAYS; |
|
} |
|
|
|
if( nDrawFlags & DF_RENDER_REFRACTION ) |
|
{ |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_REFRACTION; |
|
} |
|
|
|
if( nDrawFlags & DF_RENDER_REFLECTION ) |
|
{ |
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_REFLECTION; |
|
} |
|
|
|
return nEngineFlags; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
static void SetClearColorToFogColor() |
|
{ |
|
unsigned char ucFogColor[3]; |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->GetFogColor( ucFogColor ); |
|
if( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) |
|
{ |
|
// @MULTICORE (toml 8/16/2006): Find a way to not do this twice in eye above water case |
|
float scale = LinearToGammaFullRange( pRenderContext->GetToneMappingScaleLinear().x ); |
|
ucFogColor[0] *= scale; |
|
ucFogColor[1] *= scale; |
|
ucFogColor[2] *= scale; |
|
} |
|
pRenderContext->ClearColor4ub( ucFogColor[0], ucFogColor[1], ucFogColor[2], 255 ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Precache of necessary materials |
|
//----------------------------------------------------------------------------- |
|
|
|
#ifdef HL2_CLIENT_DLL |
|
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheViewRender ) |
|
PRECACHE( MATERIAL, "scripted/intro_screenspaceeffect" ) |
|
PRECACHE_REGISTER_END() |
|
#endif |
|
|
|
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecachePostProcessingEffects ) |
|
PRECACHE( MATERIAL, "dev/blurfiltery_and_add_nohdr" ) |
|
PRECACHE( MATERIAL, "dev/blurfilterx" ) |
|
PRECACHE( MATERIAL, "dev/blurfilterx_nohdr" ) |
|
PRECACHE( MATERIAL, "dev/blurfiltery" ) |
|
PRECACHE( MATERIAL, "dev/blurfiltery_nohdr" ) |
|
PRECACHE( MATERIAL, "dev/blurfiltery_nohdr_clear" ) |
|
PRECACHE( MATERIAL, "dev/bloomadd" ) |
|
PRECACHE( MATERIAL, "dev/downsample" ) |
|
PRECACHE( MATERIAL, "dev/downsample_non_hdr" ) |
|
PRECACHE( MATERIAL, "dev/no_pixel_write" ) |
|
PRECACHE( MATERIAL, "dev/lumcompare" ) |
|
PRECACHE( MATERIAL, "dev/floattoscreen_combine" ) |
|
PRECACHE( MATERIAL, "dev/copyfullframefb_vanilla" ) |
|
PRECACHE( MATERIAL, "dev/copyfullframefb" ) |
|
PRECACHE( MATERIAL, "dev/engine_post" ) |
|
PRECACHE( MATERIAL, "dev/engine_post_splitscreen" ) |
|
PRECACHE( MATERIAL, "dev/motion_blur" ) |
|
PRECACHE( MATERIAL, "dev/depth_of_field" ) |
|
PRECACHE( MATERIAL, "dev/blurgaussian_3x3" ) |
|
PRECACHE( MATERIAL, "dev/fade_blur" ) |
|
#if defined( INFESTED_DLL ) |
|
PRECACHE( MATERIAL, "dev/glow_color" ) |
|
PRECACHE( MATERIAL, "dev/glow_downsample" ) |
|
PRECACHE( MATERIAL, "dev/glow_blur_x" ) |
|
PRECACHE( MATERIAL, "dev/glow_blur_y" ) |
|
PRECACHE( MATERIAL, "dev/halo_add_to_screen" ) |
|
#endif // INFESTED_DLL |
|
#if defined( INFESTED_DLL ) |
|
PRECACHE( MATERIAL, "engine/writestencil" ) |
|
#endif // INFSETED_DLL |
|
PRECACHE_REGISTER_END( ) |
|
|
|
//----------------------------------------------------------------------------- |
|
// Accessors to return the current view being rendered |
|
//----------------------------------------------------------------------------- |
|
const Vector &CurrentViewOrigin() |
|
{ |
|
Assert( s_bCanAccessCurrentView ); |
|
return g_vecCurrentRenderOrigin; |
|
} |
|
|
|
const QAngle &CurrentViewAngles() |
|
{ |
|
Assert( s_bCanAccessCurrentView ); |
|
return g_vecCurrentRenderAngles; |
|
} |
|
|
|
const Vector &CurrentViewForward() |
|
{ |
|
Assert( s_bCanAccessCurrentView ); |
|
return g_vecCurrentVForward; |
|
} |
|
|
|
const Vector &CurrentViewRight() |
|
{ |
|
Assert( s_bCanAccessCurrentView ); |
|
return g_vecCurrentVRight; |
|
} |
|
|
|
const Vector &CurrentViewUp() |
|
{ |
|
Assert( s_bCanAccessCurrentView ); |
|
return g_vecCurrentVUp; |
|
} |
|
|
|
const VMatrix &CurrentWorldToViewMatrix() |
|
{ |
|
Assert( s_bCanAccessCurrentView ); |
|
return g_matCurrentCamInverse; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods to set the current view/guard access to view parameters |
|
//----------------------------------------------------------------------------- |
|
void AllowCurrentViewAccess( bool allow ) |
|
{ |
|
s_bCanAccessCurrentView = allow; |
|
} |
|
|
|
bool IsCurrentViewAccessAllowed() |
|
{ |
|
return s_bCanAccessCurrentView; |
|
} |
|
|
|
static ConVar mat_lpreview_mode( "mat_lpreview_mode", "-1", FCVAR_CHEAT ); |
|
void SetupCurrentView( const Vector &vecOrigin, const QAngle &angles, view_id_t viewID, bool bDrawWorldNormal = false, bool bCullFrontFaces = false ) |
|
{ |
|
// Store off view origin and angles |
|
g_vecCurrentRenderOrigin = vecOrigin; |
|
g_vecCurrentRenderAngles = angles; |
|
|
|
// Compute the world->main camera transform |
|
ComputeCameraVariables( vecOrigin, angles, |
|
&g_vecCurrentVForward, &g_vecCurrentVRight, &g_vecCurrentVUp, &g_matCurrentCamInverse ); |
|
|
|
g_CurrentViewID = viewID; |
|
AllowCurrentViewAccess( true ); |
|
|
|
// Cache off fade distances |
|
float flScreenFadeMinSize, flScreenFadeMaxSize; |
|
view->GetScreenFadeDistances( &flScreenFadeMinSize, &flScreenFadeMaxSize ); |
|
modelinfo->SetViewScreenFadeRange( flScreenFadeMinSize, flScreenFadeMaxSize ); |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_WRITE_DEPTH_TO_DESTALPHA, ((viewID == VIEW_MAIN) || (viewID == VIEW_3DSKY)) ? 1 : 0 ); |
|
|
|
|
|
if ( bDrawWorldNormal ) |
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING, ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ); |
|
|
|
if ( mat_lpreview_mode.GetInt() != -1 ) |
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING, mat_lpreview_mode.GetInt() ); |
|
|
|
if ( bCullFrontFaces ) |
|
{ |
|
pRenderContext->FlipCulling( true ); |
|
} |
|
} |
|
|
|
view_id_t CurrentViewID() |
|
{ |
|
Assert( g_CurrentViewID != VIEW_ILLEGAL ); |
|
return ( view_id_t )g_CurrentViewID; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Portal views are considered 'Main' views. This function tests a view id |
|
// against all view ids used by portal renderables, as well as the main view. |
|
//----------------------------------------------------------------------------- |
|
bool IsMainView ( view_id_t id ) |
|
{ |
|
|
|
return (id == VIEW_MAIN); |
|
|
|
} |
|
|
|
void FinishCurrentView() |
|
{ |
|
AllowCurrentViewAccess( false ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Constructor |
|
//----------------------------------------------------------------------------- |
|
void CSimpleRenderExecutor::AddView( CRendering3dView *pView ) |
|
{ |
|
CBase3dView *pPrevRenderer = m_pMainView->SetActiveRenderer( pView ); |
|
pView->Draw(); |
|
m_pMainView->SetActiveRenderer( pPrevRenderer ); |
|
} |
|
|
|
|
|
#if !defined( INFESTED_DLL ) |
|
static CViewRender g_ViewRender; |
|
IViewRender *GetViewRenderInstance() |
|
{ |
|
return &g_ViewRender; |
|
} |
|
#endif |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Constructor |
|
//----------------------------------------------------------------------------- |
|
CViewRender::CViewRender() |
|
: m_SimpleExecutor( this ) |
|
{ |
|
m_flCheapWaterStartDistance = 0.0f; |
|
m_flCheapWaterEndDistance = 0.1f; |
|
m_BaseDrawFlags = 0; |
|
m_pActiveRenderer = NULL; |
|
m_pCurrentlyDrawingEntity = NULL; |
|
m_bAllowViewAccess = false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
inline bool CViewRender::ShouldDrawEntities( void ) |
|
{ |
|
return ( !m_pDrawEntities || (m_pDrawEntities->GetInt() != 0) ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Check all conditions which would prevent drawing the view model |
|
// Input : drawViewmodel - |
|
// *viewmodel - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CViewRender::ShouldDrawViewModel( bool bDrawViewmodel ) |
|
{ |
|
if ( !bDrawViewmodel ) |
|
return false; |
|
|
|
if ( !r_drawviewmodel.GetBool() ) |
|
return false; |
|
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE(); |
|
|
|
if ( !C_BasePlayer::GetLocalPlayer() ) |
|
return false; |
|
|
|
if ( C_BasePlayer::GetLocalPlayer()->ShouldDrawLocalPlayer() ) |
|
return false; |
|
|
|
if ( !ShouldDrawEntities() ) |
|
return false; |
|
|
|
if ( render->GetViewEntity() > gpGlobals->maxClients ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CViewRender::UpdateRefractIfNeededByList( CViewModelRenderablesList::RenderGroups_t &list ) |
|
{ |
|
int nCount = list.Count(); |
|
for( int i=0; i < nCount; ++i ) |
|
{ |
|
IClientRenderable *pRenderable = list[i].m_pRenderable; |
|
Assert( pRenderable ); |
|
if ( pRenderable->GetRenderFlags() & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB ) |
|
{ |
|
UpdateRefractTexture(); |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::DrawRenderablesInList( CViewModelRenderablesList::RenderGroups_t &renderGroups, int flags ) |
|
{ |
|
ASSERT_LOCAL_PLAYER_RESOLVABLE(); |
|
#if defined( DBGFLAG_ASSERT ) |
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); |
|
#endif |
|
Assert( m_pCurrentlyDrawingEntity == NULL ); |
|
int nCount = renderGroups.Count(); |
|
for( int i=0; i < nCount; ++i ) |
|
{ |
|
IClientRenderable *pRenderable = renderGroups[i].m_pRenderable; |
|
Assert( pRenderable ); |
|
|
|
// Non-view models wanting to render in view model list... |
|
if ( pRenderable->ShouldDraw() ) |
|
{ |
|
Assert( !IsSplitScreenSupported() || pRenderable->ShouldDrawForSplitScreenUser( nSlot ) ); |
|
m_pCurrentlyDrawingEntity = pRenderable->GetIClientUnknown()->GetBaseEntity(); |
|
pRenderable->DrawModel( STUDIO_RENDER | flags, renderGroups[i].m_InstanceData ); |
|
} |
|
} |
|
m_pCurrentlyDrawingEntity = NULL; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Actually draw the view model |
|
// Input : drawViewModel - |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::DrawViewModels( const CViewSetup &view, bool drawViewmodel ) |
|
{ |
|
VPROF( "CViewRender::DrawViewModel" ); |
|
|
|
|
|
|
|
bool bShouldDrawPlayerViewModel = ShouldDrawViewModel( drawViewmodel ); |
|
bool bShouldDrawToolViewModels = ToolsEnabled(); |
|
|
|
if ( !bShouldDrawPlayerViewModel && !bShouldDrawToolViewModels ) |
|
return; |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
MDLCACHE_CRITICAL_SECTION(); |
|
|
|
#if defined( _X360 ) |
|
pRenderContext->PushVertexShaderGPRAllocation( 32 ); |
|
#endif |
|
|
|
PIXEVENT( pRenderContext, "DrawViewModels()" ); |
|
|
|
// Restore the matrices |
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); |
|
pRenderContext->PushMatrix(); |
|
|
|
CViewSetup viewModelSetup( view ); |
|
viewModelSetup.zNear = view.zNearViewmodel; |
|
viewModelSetup.zFar = view.zFarViewmodel; |
|
viewModelSetup.fov = view.fovViewmodel; |
|
viewModelSetup.m_flAspectRatio = engine->GetScreenAspectRatio( view.width, view.height ); |
|
|
|
render->Push3DView( viewModelSetup, 0, NULL, GetFrustum() ); |
|
|
|
|
|
const bool bUseDepthHack = true; |
|
|
|
|
|
// FIXME: Add code to read the current depth range |
|
float depthmin = 0.0f; |
|
float depthmax = 1.0f; |
|
|
|
// HACK HACK: Munge the depth range to prevent view model from poking into walls, etc. |
|
// Force clipped down range |
|
if( bUseDepthHack ) |
|
pRenderContext->DepthRange( 0.0f, 0.1f ); |
|
|
|
CViewModelRenderablesList list; |
|
ClientLeafSystem()->CollateViewModelRenderables( &list ); |
|
CViewModelRenderablesList::RenderGroups_t &opaqueList = list.m_RenderGroups[ CViewModelRenderablesList::VM_GROUP_OPAQUE ]; |
|
CViewModelRenderablesList::RenderGroups_t &translucentList = list.m_RenderGroups[ CViewModelRenderablesList::VM_GROUP_TRANSLUCENT ]; |
|
|
|
if ( ToolsEnabled() && ( !bShouldDrawPlayerViewModel || !bShouldDrawToolViewModels ) ) |
|
{ |
|
int nOpaque = opaqueList.Count(); |
|
for ( int i = nOpaque-1; i >= 0; --i ) |
|
{ |
|
IClientRenderable *pRenderable = opaqueList[ i ].m_pRenderable; |
|
bool bEntity = pRenderable->GetIClientUnknown()->GetBaseEntity() ? true : false; |
|
if ( ( bEntity && !bShouldDrawPlayerViewModel ) || ( !bEntity && !bShouldDrawToolViewModels ) ) |
|
{ |
|
opaqueList.FastRemove( i ); |
|
} |
|
} |
|
|
|
int nTranslucent = translucentList.Count(); |
|
for ( int i = nTranslucent-1; i >= 0; --i ) |
|
{ |
|
IClientRenderable *pRenderable = translucentList[ i ].m_pRenderable; |
|
bool bEntity = pRenderable->GetIClientUnknown()->GetBaseEntity() ? true : false; |
|
if ( ( bEntity && !bShouldDrawPlayerViewModel ) || ( !bEntity && !bShouldDrawToolViewModels ) ) |
|
{ |
|
translucentList.FastRemove( i ); |
|
} |
|
} |
|
} |
|
|
|
// Update refract for opaque models & draw |
|
bool bUpdatedRefractForOpaque = UpdateRefractIfNeededByList( opaqueList ); |
|
DrawRenderablesInList( opaqueList ); |
|
|
|
// Update refract for translucent models (if we didn't already update it above) & draw |
|
if ( !bUpdatedRefractForOpaque ) // Only do this once for better perf |
|
{ |
|
UpdateRefractIfNeededByList( translucentList ); |
|
} |
|
DrawRenderablesInList( translucentList, STUDIO_TRANSPARENCY ); |
|
|
|
// Reset the depth range to the original values |
|
if( bUseDepthHack ) |
|
pRenderContext->DepthRange( depthmin, depthmax ); |
|
|
|
render->PopView( GetFrustum() ); |
|
|
|
// Restore the matrices |
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); |
|
pRenderContext->PopMatrix(); |
|
|
|
#if defined( _X360 ) |
|
pRenderContext->PopVertexShaderGPRAllocation(); |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CViewRender::ShouldDrawBrushModels( void ) |
|
{ |
|
if ( m_pDrawBrushModels && !m_pDrawBrushModels->GetInt() ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Performs screen space effects, if any |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::PerformScreenSpaceEffects( int x, int y, int w, int h ) |
|
{ |
|
VPROF("CViewRender::PerformScreenSpaceEffects()"); |
|
|
|
// FIXME: Screen-space effects are busted in the editor |
|
if ( engine->IsHammerRunning() ) |
|
return; |
|
|
|
g_pScreenSpaceEffects->RenderEffects( x, y, w, h ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Sets the screen space effect material (can't be done during rendering) |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::SetScreenOverlayMaterial( IMaterial *pMaterial ) |
|
{ |
|
m_ScreenOverlayMaterial.Init( pMaterial ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
IMaterial *CViewRender::GetScreenOverlayMaterial( ) |
|
{ |
|
return m_ScreenOverlayMaterial; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Performs screen space effects, if any |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::PerformScreenOverlay( int x, int y, int w, int h ) |
|
{ |
|
VPROF("CViewRender::PerformScreenOverlay()"); |
|
|
|
if (m_ScreenOverlayMaterial) |
|
{ |
|
if ( m_ScreenOverlayMaterial->NeedsFullFrameBufferTexture() ) |
|
{ |
|
DrawScreenEffectMaterial( m_ScreenOverlayMaterial, x, y, w, h ); |
|
} |
|
else if ( m_ScreenOverlayMaterial->NeedsPowerOfTwoFrameBufferTexture() ) |
|
{ |
|
// First copy the FB off to the offscreen texture |
|
UpdateRefractTexture( x, y, w, h, true ); |
|
|
|
// Now draw the entire screen using the material... |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
ITexture *pTexture = GetPowerOfTwoFrameBufferTexture( ); |
|
int sw = pTexture->GetActualWidth(); |
|
int sh = pTexture->GetActualHeight(); |
|
pRenderContext->DrawScreenSpaceRectangle( m_ScreenOverlayMaterial, x, y, w, h, |
|
0, 0, sw-1, sh-1, sw, sh ); |
|
} |
|
else |
|
{ |
|
byte color[4] = { 255, 255, 255, 255 }; |
|
render->ViewDrawFade( color, m_ScreenOverlayMaterial ); |
|
} |
|
} |
|
} |
|
|
|
void CViewRender::DrawUnderwaterOverlay( void ) |
|
{ |
|
IMaterial *pOverlayMat = m_UnderWaterOverlayMaterial; |
|
|
|
if ( pOverlayMat ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
int x, y, w, h; |
|
|
|
pRenderContext->GetViewport( x, y, w, h ); |
|
if ( pOverlayMat->NeedsFullFrameBufferTexture() ) |
|
{ |
|
DrawScreenEffectMaterial( pOverlayMat, x, y, w, h ); |
|
} |
|
else if ( pOverlayMat->NeedsPowerOfTwoFrameBufferTexture() ) |
|
{ |
|
// First copy the FB off to the offscreen texture |
|
UpdateRefractTexture( x, y, w, h, true ); |
|
|
|
// Now draw the entire screen using the material... |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
ITexture *pTexture = GetPowerOfTwoFrameBufferTexture( ); |
|
int sw = pTexture->GetActualWidth(); |
|
int sh = pTexture->GetActualHeight(); |
|
pRenderContext->DrawScreenSpaceRectangle( pOverlayMat, x, y, w, h, |
|
0, 0, sw-1, sh-1, sw, sh ); |
|
} |
|
else |
|
{ |
|
pRenderContext->DrawScreenSpaceRectangle( pOverlayMat, x, y, w, h, |
|
0, 0, 1, 1, 1, 1 ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the min/max fade distances |
|
//----------------------------------------------------------------------------- |
|
static ConVar r_fade360style( "r_fade360style", "1" ); |
|
void CViewRender::GetScreenFadeDistances( float *pMin, float *pMax ) |
|
{ |
|
if ( pMin ) |
|
{ |
|
*pMin = m_FadeData.m_flPixelMin; |
|
} |
|
|
|
if ( pMax ) |
|
{ |
|
*pMax = m_FadeData.m_flPixelMax; |
|
} |
|
|
|
// A complete, brutal hack, necessitated by our next-week ship date. |
|
// On the 360, we use fade distances to deal with splitscreen. |
|
// The tuning is such that the numbers used are correct for 720p. |
|
// We are not doing this optimization to save on fillrate; instead we are doing it |
|
// to save on CPU. Therefore, specifying the fades in terms of pixels is not correct. |
|
// If we're not running @ 720p, then we will recompute a new number based on screen res ratio. |
|
if ( IsX360() || r_fade360style.GetInt() ) |
|
{ |
|
int screenWidth, screenHeight; |
|
g_pMaterialSystem->GetBackBufferDimensions( screenWidth, screenHeight ); |
|
if ( screenHeight != 720 ) |
|
{ |
|
float flRatio = (float)screenHeight / 720.0f; |
|
if ( pMin ) |
|
{ |
|
*pMin *= flRatio; |
|
} |
|
if ( pMax ) |
|
{ |
|
*pMax *= flRatio; |
|
} |
|
} |
|
} |
|
|
|
} |
|
|
|
void CViewRender::OnScreenFadeMinSize( const CCommand &args ) |
|
{ |
|
if ( args.ArgC() < 2 ) |
|
return; |
|
|
|
m_FadeData.m_flPixelMin = atof( args[1] ) * 1000.0f; |
|
} |
|
|
|
void CViewRender::OnScreenFadeMaxSize( const CCommand &args ) |
|
{ |
|
if ( args.ArgC() < 2 ) |
|
return; |
|
|
|
m_FadeData.m_flPixelMax = atof( args[1] ) * 1000.0f; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Initialize the fade data. |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::InitFadeData( void ) |
|
{ |
|
// What system are we running. |
|
// GetActualCPULevel() returns the cpu_level convar value, even on the 360. |
|
// L4D knocks down this convar in splitscreen mode to control the fade distances. |
|
int nSystemLevel = GetActualCPULevel(); |
|
m_FadeData = g_aFadeData[nSystemLevel+1]; |
|
} |
|
|
|
C_BaseEntity *CViewRender::GetCurrentlyDrawingEntity() |
|
{ |
|
return m_pCurrentlyDrawingEntity; |
|
} |
|
|
|
void CViewRender::SetCurrentlyDrawingEntity( C_BaseEntity *pEnt ) |
|
{ |
|
m_pCurrentlyDrawingEntity = pEnt; |
|
} |
|
|
|
bool CViewRender::UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowViewIn ) |
|
{ |
|
VPROF_INCREMENT_COUNTER( "shadow depth textures rendered", 1 ); |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
#ifdef PIX_ENABLE |
|
char szPIXEventName[128]; |
|
sprintf( szPIXEventName, "UpdateShadowDepthTexture (%s)", pDepthTexture->GetName() ); |
|
PIXEVENT( pRenderContext, szPIXEventName ); |
|
#endif |
|
|
|
CRefPtr<CShadowDepthView> pShadowDepthView = new CShadowDepthView( this ); |
|
pShadowDepthView->Setup( shadowViewIn, pRenderTarget, pDepthTexture ); |
|
AddViewToScene( pShadowDepthView ); |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Renders world and all entities, etc. |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::ViewDrawScene( bool bDrew3dSkybox, SkyboxVisibility_t nSkyboxVisible, const CViewSetup &view, |
|
int nClearFlags, view_id_t viewID, bool bDrawViewModel, int baseDrawFlags, ViewCustomVisibility_t *pCustomVisibility ) |
|
{ |
|
VPROF( "CViewRender::ViewDrawScene" ); |
|
|
|
// this allows the refract texture to be updated once per *scene* on 360 |
|
// (e.g. once for a monitor scene and once for the main scene) |
|
g_viewscene_refractUpdateFrame = gpGlobals->framecount - 1; |
|
|
|
g_pClientShadowMgr->PreRender(); |
|
|
|
// Shadowed flashlights supported on ps_2_b and up... |
|
if ( ( viewID == VIEW_MAIN ) && ( !view.m_bDrawWorldNormal ) ) |
|
{ |
|
// On the 360, we call this even when we don't have shadow depth textures enabled, so that |
|
// the flashlight state gets set up properly |
|
g_pClientShadowMgr->ComputeShadowDepthTextures( view ); |
|
} |
|
|
|
m_BaseDrawFlags = baseDrawFlags; |
|
|
|
SetupCurrentView( view.origin, view.angles, viewID, view.m_bDrawWorldNormal, view.m_bCullFrontFaces ); |
|
|
|
// Invoke pre-render methods |
|
IGameSystem::PreRenderAllSystems(); |
|
|
|
// Start view |
|
unsigned int visFlags; |
|
SetupVis( view, visFlags, pCustomVisibility ); |
|
|
|
if ( !bDrew3dSkybox && |
|
( nSkyboxVisible == SKYBOX_NOT_VISIBLE ) && ( visFlags & IVRenderView::VIEW_SETUP_VIS_EX_RETURN_FLAGS_USES_RADIAL_VIS ) ) |
|
{ |
|
// This covers the case where we don't see a 3dskybox, yet radial vis is clipping |
|
// the far plane. Need to clear to fog color in this case. |
|
nClearFlags |= VIEW_CLEAR_COLOR; |
|
SetClearColorToFogColor( ); |
|
} |
|
|
|
bool drawSkybox = r_skybox.GetBool(); |
|
if ( bDrew3dSkybox || ( nSkyboxVisible == SKYBOX_NOT_VISIBLE ) ) |
|
{ |
|
drawSkybox = false; |
|
} |
|
|
|
ParticleMgr()->IncrementFrameCode(); |
|
|
|
DrawWorldAndEntities( drawSkybox, view, nClearFlags, pCustomVisibility ); |
|
|
|
// Disable fog for the rest of the stuff |
|
DisableFog(); |
|
|
|
// UNDONE: Don't do this with masked brush models, they should probably be in a separate list |
|
// render->DrawMaskEntities() |
|
|
|
// Here are the overlays... |
|
|
|
if ( !view.m_bDrawWorldNormal ) |
|
{ |
|
CGlowOverlay::DrawOverlays( view.m_bCacheFullSceneState ); |
|
} |
|
|
|
// issue the pixel visibility tests |
|
if ( IsMainView( CurrentViewID() ) && !view.m_bDrawWorldNormal ) |
|
{ |
|
PixelVisibility_EndCurrentView(); |
|
} |
|
|
|
// Draw rain.. |
|
DrawPrecipitation(); |
|
|
|
|
|
// Draw volumetrics for shadowed flashlights |
|
if ( r_flashlightvolumetrics.GetBool() && (viewID != VIEW_SHADOW_DEPTH_TEXTURE) && !view.m_bDrawWorldNormal ) |
|
{ |
|
g_pClientShadowMgr->DrawVolumetrics( view ); |
|
} |
|
|
|
|
|
// Make sure sound doesn't stutter |
|
engine->Sound_ExtraUpdate(); |
|
|
|
// Debugging info goes over the top |
|
CDebugViewRender::Draw3DDebuggingInfo( view ); |
|
|
|
// Draw client side effects |
|
// NOTE: These are not sorted against the rest of the frame |
|
clienteffects->DrawEffects( gpGlobals->frametime ); |
|
|
|
// Mark the frame as locked down for client fx additions |
|
SetFXCreationAllowed( false ); |
|
|
|
// Invoke post-render methods |
|
IGameSystem::PostRenderAllSystems(); |
|
|
|
FinishCurrentView(); |
|
|
|
// Free shadow depth textures for use in future view |
|
if ( ( viewID == VIEW_MAIN ) && ( !view.m_bDrawWorldNormal ) ) |
|
{ |
|
g_pClientShadowMgr->UnlockAllShadowDepthTextures(); |
|
} |
|
|
|
// Set int rendering parameters back to defaults |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING, 0 ); |
|
|
|
if ( view.m_bCullFrontFaces ) |
|
{ |
|
pRenderContext->FlipCulling( false ); |
|
} |
|
} |
|
|
|
void CheckAndTransitionColor( float flPercent, float *pColor, float *pLerpToColor ) |
|
{ |
|
if ( pLerpToColor[0] != pColor[0] || pLerpToColor[1] != pColor[1] || pLerpToColor[2] != pColor[2] ) |
|
{ |
|
float flDestColor[3]; |
|
|
|
flDestColor[0] = pLerpToColor[0]; |
|
flDestColor[1] = pLerpToColor[1]; |
|
flDestColor[2] = pLerpToColor[2]; |
|
|
|
pColor[0] = FLerp( pColor[0], flDestColor[0], flPercent ); |
|
pColor[1] = FLerp( pColor[1], flDestColor[1], flPercent ); |
|
pColor[2] = FLerp( pColor[2], flDestColor[2], flPercent ); |
|
} |
|
else |
|
{ |
|
pColor[0] = pLerpToColor[0]; |
|
pColor[1] = pLerpToColor[1]; |
|
pColor[2] = pLerpToColor[2]; |
|
} |
|
} |
|
|
|
static void GetFogColorTransition( fogparams_t *pFogParams, float *pColorPrimary, float *pColorSecondary ) |
|
{ |
|
if ( !pFogParams ) |
|
return; |
|
|
|
if ( pFogParams->lerptime >= gpGlobals->curtime ) |
|
{ |
|
float flPercent = 1.0f - (( pFogParams->lerptime - gpGlobals->curtime ) / pFogParams->duration ); |
|
|
|
float flPrimaryColorLerp[3] = { pFogParams->colorPrimaryLerpTo.GetR(), pFogParams->colorPrimaryLerpTo.GetG(), pFogParams->colorPrimaryLerpTo.GetB() }; |
|
float flSecondaryColorLerp[3] = { pFogParams->colorSecondaryLerpTo.GetR(), pFogParams->colorSecondaryLerpTo.GetG(), pFogParams->colorSecondaryLerpTo.GetB() }; |
|
|
|
CheckAndTransitionColor( flPercent, pColorPrimary, flPrimaryColorLerp ); |
|
CheckAndTransitionColor( flPercent, pColorSecondary, flSecondaryColorLerp ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the fog color to use in rendering the current frame. |
|
//----------------------------------------------------------------------------- |
|
static void GetFogColor( fogparams_t *pFogParams, float *pColor, bool ignoreOverride, bool ignoreHDRColorScale ) |
|
{ |
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pbp || !pFogParams ) |
|
return; |
|
|
|
bool bFogOverride = fog_override.GetBool() && !ignoreOverride; |
|
float HDRColorScale; |
|
if( bFogOverride && (fog_hdrcolorscale.GetFloat() != -1.0f) ) |
|
{ |
|
HDRColorScale = fog_hdrcolorscale.GetFloat(); |
|
} |
|
else |
|
{ |
|
HDRColorScale = pFogParams->HDRColorScale; |
|
} |
|
|
|
pColor[0] = pColor[1] = pColor[2] = -1.0f; |
|
const char *fogColorString = fog_color.GetString(); |
|
if( bFogOverride && fogColorString ) |
|
{ |
|
sscanf( fogColorString, "%f %f %f", pColor, pColor+1, pColor+2 ); |
|
} |
|
|
|
if( (pColor[0] == -1.0f) && (pColor[1] == -1.0f) && (pColor[2] == -1.0f) ) //if not overriding fog, or if we get non-overridden fog color values |
|
{ |
|
float flPrimaryColor[3] = { pFogParams->colorPrimary.GetR(), pFogParams->colorPrimary.GetG(), pFogParams->colorPrimary.GetB() }; |
|
float flSecondaryColor[3] = { pFogParams->colorSecondary.GetR(), pFogParams->colorSecondary.GetG(), pFogParams->colorSecondary.GetB() }; |
|
|
|
GetFogColorTransition( pFogParams, flPrimaryColor, flSecondaryColor ); |
|
|
|
if( pFogParams->blend ) |
|
{ |
|
// |
|
// Blend between two fog colors based on viewing angle. |
|
// The secondary fog color is at 180 degrees to the primary fog color. |
|
// |
|
Vector forward; |
|
pbp->EyeVectors( &forward, NULL, NULL ); |
|
|
|
Vector vNormalized = pFogParams->dirPrimary; |
|
VectorNormalize( vNormalized ); |
|
pFogParams->dirPrimary = vNormalized; |
|
|
|
float flBlendFactor = 0.5 * forward.Dot( pFogParams->dirPrimary ) + 0.5; |
|
|
|
// FIXME: convert to linear colorspace |
|
pColor[0] = flPrimaryColor[0] * flBlendFactor + flSecondaryColor[0] * ( 1 - flBlendFactor ); |
|
pColor[1] = flPrimaryColor[1] * flBlendFactor + flSecondaryColor[1] * ( 1 - flBlendFactor ); |
|
pColor[2] = flPrimaryColor[2] * flBlendFactor + flSecondaryColor[2] * ( 1 - flBlendFactor ); |
|
} |
|
else |
|
{ |
|
pColor[0] = flPrimaryColor[0]; |
|
pColor[1] = flPrimaryColor[1]; |
|
pColor[2] = flPrimaryColor[2]; |
|
} |
|
} |
|
|
|
if ( !ignoreHDRColorScale && g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) |
|
{ |
|
VectorScale( pColor, HDRColorScale, pColor ); |
|
} |
|
|
|
VectorScale( pColor, 1.0f / 255.0f, pColor ); |
|
} |
|
|
|
|
|
static float GetFogStart( fogparams_t *pFogParams, bool ignoreOverride ) |
|
{ |
|
if( !pFogParams ) |
|
return 0.0f; |
|
|
|
if( fog_override.GetInt() && !ignoreOverride ) |
|
{ |
|
if( fog_start.GetFloat() == -1.0f ) |
|
{ |
|
return pFogParams->start; |
|
} |
|
else |
|
{ |
|
return fog_start.GetFloat(); |
|
} |
|
} |
|
else |
|
{ |
|
if ( pFogParams->lerptime > gpGlobals->curtime ) |
|
{ |
|
if ( pFogParams->start != pFogParams->startLerpTo ) |
|
{ |
|
if ( pFogParams->lerptime > gpGlobals->curtime ) |
|
{ |
|
float flPercent = 1.0f - (( pFogParams->lerptime - gpGlobals->curtime ) / pFogParams->duration ); |
|
|
|
return FLerp( pFogParams->start, pFogParams->startLerpTo, flPercent ); |
|
} |
|
else |
|
{ |
|
if ( pFogParams->start != pFogParams->startLerpTo ) |
|
{ |
|
pFogParams->start = pFogParams->startLerpTo; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return pFogParams->start; |
|
} |
|
} |
|
|
|
static float GetFogEnd( fogparams_t *pFogParams, bool ignoreOverride ) |
|
{ |
|
if( !pFogParams ) |
|
return 0.0f; |
|
|
|
if( fog_override.GetInt() && !ignoreOverride ) |
|
{ |
|
if( fog_end.GetFloat() == -1.0f ) |
|
{ |
|
return pFogParams->end; |
|
} |
|
else |
|
{ |
|
return fog_end.GetFloat(); |
|
} |
|
} |
|
else |
|
{ |
|
if ( pFogParams->lerptime > gpGlobals->curtime ) |
|
{ |
|
if ( pFogParams->end != pFogParams->endLerpTo ) |
|
{ |
|
if ( pFogParams->lerptime > gpGlobals->curtime ) |
|
{ |
|
float flPercent = 1.0f - (( pFogParams->lerptime - gpGlobals->curtime ) / pFogParams->duration ); |
|
|
|
return FLerp( pFogParams->end, pFogParams->endLerpTo, flPercent ); |
|
} |
|
else |
|
{ |
|
if ( pFogParams->end != pFogParams->endLerpTo ) |
|
{ |
|
pFogParams->end = pFogParams->endLerpTo; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return pFogParams->end; |
|
} |
|
} |
|
|
|
static bool GetFogEnable( fogparams_t *pFogParams, bool ignoreOverride ) |
|
{ |
|
if ( cl_leveloverview.GetFloat() > 0 ) |
|
return false; |
|
|
|
// Ask the clientmode |
|
if ( GetClientMode()->ShouldDrawFog() == false ) |
|
return false; |
|
|
|
if( fog_override.GetInt() && !ignoreOverride ) |
|
{ |
|
if( fog_enable.GetInt() ) |
|
{ |
|
return true; |
|
} |
|
else |
|
{ |
|
return false; |
|
} |
|
} |
|
else |
|
{ |
|
if( pFogParams ) |
|
return pFogParams->enable != false; |
|
|
|
return false; |
|
} |
|
} |
|
|
|
|
|
static float GetFogMaxDensity( fogparams_t *pFogParams, bool ignoreOverride ) |
|
{ |
|
if( !pFogParams ) |
|
return 1.0f; |
|
|
|
if ( cl_leveloverview.GetFloat() > 0 ) |
|
return 1.0f; |
|
|
|
// Ask the clientmode |
|
if ( !GetClientMode()->ShouldDrawFog() ) |
|
return 1.0f; |
|
|
|
if ( fog_override.GetInt() && !ignoreOverride ) |
|
{ |
|
if ( fog_maxdensity.GetFloat() == -1.0f ) |
|
return pFogParams->maxdensity; |
|
else |
|
return fog_maxdensity.GetFloat(); |
|
} |
|
else |
|
{ |
|
if ( pFogParams->lerptime > gpGlobals->curtime ) |
|
{ |
|
if ( pFogParams->maxdensity != pFogParams->maxdensityLerpTo ) |
|
{ |
|
if ( pFogParams->lerptime > gpGlobals->curtime ) |
|
{ |
|
float flPercent = 1.0f - (( pFogParams->lerptime - gpGlobals->curtime ) / pFogParams->duration ); |
|
|
|
return FLerp( pFogParams->maxdensity, pFogParams->maxdensityLerpTo, flPercent ); |
|
} |
|
else |
|
{ |
|
if ( pFogParams->maxdensity != pFogParams->maxdensityLerpTo ) |
|
{ |
|
pFogParams->maxdensity = pFogParams->maxdensityLerpTo; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return pFogParams->maxdensity; |
|
} |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the skybox fog color to use in rendering the current frame. |
|
//----------------------------------------------------------------------------- |
|
static void GetSkyboxFogColor( float *pColor, bool ignoreOverride, bool ignoreHDRColorScale ) |
|
{ |
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer(); |
|
if( !pbp ) |
|
{ |
|
return; |
|
} |
|
CPlayerLocalData *local = &pbp->m_Local; |
|
|
|
bool bFogOverride = fog_override.GetBool() && !ignoreOverride; |
|
float HDRColorScale; |
|
if( bFogOverride && (fog_hdrcolorscaleskybox.GetFloat() != -1.0f) ) |
|
{ |
|
HDRColorScale = fog_hdrcolorscaleskybox.GetFloat(); |
|
} |
|
else |
|
{ |
|
HDRColorScale = local->m_skybox3d.fog.HDRColorScale; |
|
} |
|
|
|
pColor[0] = pColor[1] = pColor[2] = -1.0f; |
|
const char *fogColorString = fog_colorskybox.GetString(); |
|
if( bFogOverride && fogColorString ) |
|
{ |
|
sscanf( fogColorString, "%f %f %f", pColor, pColor+1, pColor+2 ); |
|
} |
|
|
|
|
|
if( (pColor[0] == -1.0f) && (pColor[1] == -1.0f) && (pColor[2] == -1.0f) ) //if not overriding fog, or if we get non-overridden fog color values |
|
{ |
|
if( local->m_skybox3d.fog.blend ) |
|
{ |
|
// |
|
// Blend between two fog colors based on viewing angle. |
|
// The secondary fog color is at 180 degrees to the primary fog color. |
|
// |
|
Vector forward; |
|
pbp->EyeVectors( &forward, NULL, NULL ); |
|
|
|
Vector vNormalized = local->m_skybox3d.fog.dirPrimary; |
|
VectorNormalize( vNormalized ); |
|
local->m_skybox3d.fog.dirPrimary = vNormalized; |
|
|
|
float flBlendFactor = 0.5 * forward.Dot( local->m_skybox3d.fog.dirPrimary ) + 0.5; |
|
|
|
// FIXME: convert to linear colorspace |
|
pColor[0] = local->m_skybox3d.fog.colorPrimary.GetR() * flBlendFactor + local->m_skybox3d.fog.colorSecondary.GetR() * ( 1 - flBlendFactor ); |
|
pColor[1] = local->m_skybox3d.fog.colorPrimary.GetG() * flBlendFactor + local->m_skybox3d.fog.colorSecondary.GetG() * ( 1 - flBlendFactor ); |
|
pColor[2] = local->m_skybox3d.fog.colorPrimary.GetB() * flBlendFactor + local->m_skybox3d.fog.colorSecondary.GetB() * ( 1 - flBlendFactor ); |
|
} |
|
else |
|
{ |
|
pColor[0] = local->m_skybox3d.fog.colorPrimary.GetR(); |
|
pColor[1] = local->m_skybox3d.fog.colorPrimary.GetG(); |
|
pColor[2] = local->m_skybox3d.fog.colorPrimary.GetB(); |
|
} |
|
} |
|
|
|
if ( !ignoreHDRColorScale && g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) |
|
{ |
|
VectorScale( pColor, HDRColorScale, pColor ); |
|
} |
|
VectorScale( pColor, 1.0f / 255.0f, pColor ); |
|
} |
|
|
|
|
|
static float GetSkyboxFogStart( bool ignoreOverride ) |
|
{ |
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer(); |
|
if( !pbp ) |
|
{ |
|
return 0.0f; |
|
} |
|
CPlayerLocalData *local = &pbp->m_Local; |
|
|
|
if( fog_override.GetInt() && !ignoreOverride ) |
|
{ |
|
if( fog_startskybox.GetFloat() == -1.0f ) |
|
{ |
|
return local->m_skybox3d.fog.start; |
|
} |
|
else |
|
{ |
|
return fog_startskybox.GetFloat(); |
|
} |
|
} |
|
else |
|
{ |
|
return local->m_skybox3d.fog.start; |
|
} |
|
} |
|
|
|
static float GetSkyboxFogEnd( bool ignoreOverride ) |
|
{ |
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer(); |
|
if( !pbp ) |
|
{ |
|
return 0.0f; |
|
} |
|
CPlayerLocalData *local = &pbp->m_Local; |
|
|
|
if( fog_override.GetInt() && !ignoreOverride ) |
|
{ |
|
if( fog_endskybox.GetFloat() == -1.0f ) |
|
{ |
|
return local->m_skybox3d.fog.end; |
|
} |
|
else |
|
{ |
|
return fog_endskybox.GetFloat(); |
|
} |
|
} |
|
else |
|
{ |
|
return local->m_skybox3d.fog.end; |
|
} |
|
} |
|
|
|
|
|
static float GetSkyboxFogMaxDensity( bool ignoreOverride ) |
|
{ |
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pbp ) |
|
return 1.0f; |
|
|
|
CPlayerLocalData *local = &pbp->m_Local; |
|
|
|
if ( cl_leveloverview.GetFloat() > 0 ) |
|
return 1.0f; |
|
|
|
// Ask the clientmode |
|
if ( !GetClientMode()->ShouldDrawFog() ) |
|
return 1.0f; |
|
|
|
if ( fog_override.GetInt() && !ignoreOverride ) |
|
{ |
|
if ( fog_maxdensityskybox.GetFloat() == -1.0f ) |
|
return local->m_skybox3d.fog.maxdensity; |
|
else |
|
return fog_maxdensityskybox.GetFloat(); |
|
} |
|
else |
|
return local->m_skybox3d.fog.maxdensity; |
|
} |
|
|
|
|
|
|
|
|
|
void CViewRender::DisableFog( void ) |
|
{ |
|
VPROF("CViewRander::DisableFog()"); |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->FogMode( MATERIAL_FOG_NONE ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::SetupVis( const CViewSetup& view, unsigned int &visFlags, ViewCustomVisibility_t *pCustomVisibility ) |
|
{ |
|
VPROF( "CViewRender::SetupVis" ); |
|
|
|
if ( pCustomVisibility && pCustomVisibility->m_nNumVisOrigins ) |
|
{ |
|
// Pass array or vis origins to merge |
|
render->ViewSetupVisEx( ShouldForceNoVis(), pCustomVisibility->m_nNumVisOrigins, pCustomVisibility->m_rgVisOrigins, visFlags ); |
|
} |
|
else |
|
{ |
|
// Use render origin as vis origin by default |
|
render->ViewSetupVisEx( ShouldForceNoVis(), 1, &view.origin, visFlags ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Renders voice feedback and other sprites attached to players |
|
// Input : none |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::RenderPlayerSprites() |
|
{ |
|
GetClientVoiceMgr()->DrawHeadLabels(); |
|
} |
|
|
|
void CViewRender::DrawLetterBoxRectangles( int nSlot, const CUtlVector< vrect_t >& vecLetterBoxRectangles ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->Bind( m_WhiteMaterial ); |
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); |
|
|
|
CMeshBuilder meshBuilder; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, vecLetterBoxRectangles.Count() ); |
|
|
|
Color clr( 0, 0, 0, 255 ); |
|
|
|
float zpos = -99999; |
|
|
|
for ( int i=0; i<vecLetterBoxRectangles.Count(); ++i ) |
|
{ |
|
const vrect_t &r = vecLetterBoxRectangles[ i ]; |
|
|
|
meshBuilder.Position3f( r.x, r.y, zpos ); |
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a() ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( r.x + r.width, r.y, zpos ); |
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a() ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( r.x + r.width, r.y + r.height, zpos ); |
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a() ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( r.x, r.y + r.height, zpos ); |
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a() ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
} |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
|
|
} |
|
|
|
/* |
|
|
|
1, 2, 3 and 4 are the possible letter box rectangles, if any are needed |
|
|
|
(x,y)------------------------------------ |
|
| | 2 | | |
|
| |(view.x,view.y)----| | |
|
| | | | |
|
| 1 | | 4 | |
|
| | | | |
|
| |___________________|(vright,vbottom) |
|
| | 3 | | |
|
|---------------------------------------| (right, bottom) |
|
| | |
|
| | |
|
| | |
|
| | |
|
----------------------------------------- |
|
*/ |
|
void CViewRender::GetLetterBoxRectangles( int nSlot, const CViewSetup &view, CUtlVector< vrect_t >& vecLetterBoxRectangles ) |
|
{ |
|
// This uses the full screen size, not the hud or 3d inset size |
|
int x, y, w, h; |
|
VGui_GetPanelBounds( nSlot, x, y, w, h ); |
|
|
|
int right = x + w; |
|
int bottom = y + h; |
|
|
|
vrect_t r; |
|
|
|
int vbottom = view.y + view.height; |
|
int vright = view.x + view.width; |
|
|
|
// HACK: Adding in one extra pixel of slop at the border with the inset here... |
|
|
|
// Need rect # 1? |
|
if ( view.x != x ) |
|
{ |
|
r.x = x; |
|
r.y = y; |
|
r.width = view.x + 1; |
|
r.height = h; |
|
|
|
vecLetterBoxRectangles.AddToTail( r ); |
|
} |
|
|
|
// Need rect # 2? |
|
if ( view.y != y ) |
|
{ |
|
r.x = view.x; |
|
r.y = y; |
|
r.width = view.width; |
|
r.height = view.y + 1; |
|
|
|
vecLetterBoxRectangles.AddToTail( r ); |
|
} |
|
|
|
// Need rect # 3? |
|
if ( bottom != vbottom ) |
|
{ |
|
r.x = view.x; |
|
r.y = vbottom - 1; |
|
r.width = view.width; |
|
r.height = bottom - vbottom + 1; |
|
|
|
vecLetterBoxRectangles.AddToTail( r ); |
|
} |
|
|
|
// Need rect # 4? |
|
if ( right != vright ) |
|
{ |
|
r.x = vright - 1; |
|
r.y = y; |
|
r.width = right - vright + 1; |
|
r.height = h; |
|
|
|
vecLetterBoxRectangles.AddToTail( r ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets up, cleans up the main 3D view |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::SetupMain3DView( int nSlot, const CViewSetup &view, const CViewSetup &hudViewSetup, int &nClearFlags, ITexture *pRenderTarget ) |
|
{ |
|
// FIXME: I really want these fields removed from CViewSetup |
|
// and passed in as independent flags |
|
// Clear the color here if requested. |
|
|
|
int nDepthStencilFlags = nClearFlags & ( VIEW_CLEAR_DEPTH | VIEW_CLEAR_STENCIL ); |
|
nClearFlags &= ~( nDepthStencilFlags ); // Clear these flags |
|
if ( nClearFlags & VIEW_CLEAR_COLOR ) |
|
{ |
|
nClearFlags |= nDepthStencilFlags; // Add them back in if we're clearing color |
|
} |
|
|
|
// See if this view needs borders |
|
CUtlVector< vrect_t > letterbox; |
|
GetLetterBoxRectangles( nSlot, view, letterbox ); |
|
if ( letterbox.Count() ) |
|
{ |
|
CViewSetup letterBoxViewSetup; |
|
letterBoxViewSetup.x = 0; |
|
letterBoxViewSetup.y = 0; |
|
VGui_GetTrueScreenSize( letterBoxViewSetup.width, letterBoxViewSetup.height ); |
|
render->Push2DView( letterBoxViewSetup, 0, pRenderTarget, GetFrustum() ); |
|
|
|
DrawLetterBoxRectangles( nSlot, letterbox ); |
|
|
|
render->PopView( GetFrustum() ); |
|
} |
|
|
|
// If we are using HDR, we render to the HDR backbuffer |
|
// instead of whatever was previously the render target |
|
if( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT ) |
|
{ |
|
// Indicates that the render target is already HDR |
|
if ( view.m_bHDRTarget ) |
|
{ |
|
render->Push3DView( view, nClearFlags, pRenderTarget, GetFrustum() ); |
|
} |
|
else |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_BACK_BUFFER_INDEX, BACK_BUFFER_INDEX_HDR ); |
|
pRenderContext.SafeRelease(); // don't want to hold for long periods in case in a locking active share thread mode |
|
render->Push3DView( view, nClearFlags, NULL, GetFrustum() ); |
|
} |
|
} |
|
else |
|
{ |
|
render->Push3DView( view, nClearFlags, NULL, GetFrustum() ); |
|
} |
|
|
|
// If we didn't clear the depth here, we'll need to clear it later |
|
nClearFlags ^= nDepthStencilFlags; // Toggle these bits |
|
if ( nClearFlags & VIEW_CLEAR_COLOR ) |
|
{ |
|
// If we cleared the color here, we don't need to clear it later |
|
nClearFlags &= ~( VIEW_CLEAR_COLOR | VIEW_CLEAR_FULL_TARGET ); |
|
} |
|
} |
|
|
|
void CViewRender::CleanupMain3DView( const CViewSetup &view ) |
|
{ |
|
// Make sure we reset from the HDR rendertarget back to the main backbuffer |
|
if( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_BACK_BUFFER_INDEX, BACK_BUFFER_INDEX_DEFAULT ); |
|
pRenderContext.SafeRelease(); // don't want to hold for long periods in case in a locking active share thread mode |
|
} |
|
|
|
render->PopView( GetFrustum() ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Queues up an overlay rendering |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) |
|
{ |
|
// Can't have 2 in a single scene |
|
Assert( !m_bDrawOverlay ); |
|
|
|
m_bDrawOverlay = true; |
|
m_OverlayViewSetup = view; |
|
m_OverlayClearFlags = nClearFlags; |
|
m_OverlayDrawFlags = whatToDraw; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Force the view to freeze on the next frame for the specified time |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::FreezeFrame( float flFreezeTime ) |
|
{ |
|
ASSERT_LOCAL_PLAYER_RESOLVABLE(); |
|
int slot = GET_ACTIVE_SPLITSCREEN_SLOT(); |
|
|
|
if ( flFreezeTime == 0 ) |
|
{ |
|
m_FreezeParams[ slot ].m_flFreezeFrameUntil = 0; |
|
m_FreezeParams[ slot ].m_bTakeFreezeFrame = false; |
|
} |
|
else |
|
{ |
|
if ( m_FreezeParams[ slot ].m_flFreezeFrameUntil > gpGlobals->curtime ) |
|
{ |
|
m_FreezeParams[ slot ].m_flFreezeFrameUntil += flFreezeTime; |
|
} |
|
else |
|
{ |
|
m_FreezeParams[ slot ].m_flFreezeFrameUntil = gpGlobals->curtime + flFreezeTime; |
|
m_FreezeParams[ slot ].m_bTakeFreezeFrame = true; |
|
} |
|
} |
|
} |
|
|
|
const char *COM_GetModDirectory(); |
|
|
|
void PositionHudPanels( CUtlVector< vgui::VPANEL > &list, const CViewSetup &view ) |
|
{ |
|
for ( int i = 0; i < list.Count(); ++i ) |
|
{ |
|
vgui::VPANEL root = list[ i ]; |
|
if ( root != 0 ) |
|
{ |
|
vgui::ipanel()->SetPos( root, view.x, view.y ); |
|
vgui::ipanel()->SetSize( root, view.width, view.height ); |
|
} |
|
} |
|
} |
|
|
|
#ifdef PARTICLE_USAGE_DEMO |
|
static ConVar r_particle_demo( "r_particle_demo", "0", FCVAR_CHEAT ); |
|
static CNonDrawingParticleSystem *s_pDemoSystem = NULL; |
|
|
|
void ParticleUsageDemo( void ) |
|
{ |
|
if ( r_particle_demo.GetInt() ) |
|
{ |
|
if ( ! s_pDemoSystem ) |
|
{ |
|
s_pDemoSystem = ParticleMgr()->CreateNonDrawingEffect( "christest" ); |
|
} |
|
// draw a bunch of bars |
|
CParticleCollection *pSystem = s_pDemoSystem->Get(); |
|
for( int i = 0; i < pSystem->m_nActiveParticles; i++ ) |
|
{ |
|
Vector vecColor = pSystem->GetVectorAttributeValue( PARTICLE_ATTRIBUTE_TINT_RGB, i ); |
|
vecColor *= 255.0; |
|
float flRadius = *( pSystem->GetFloatAttributePtr( PARTICLE_ATTRIBUTE_RADIUS, i ) ); |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->ClearColor4ub( vecColor.x, vecColor.y, vecColor.z, 255 ); |
|
pRenderContext->Viewport( 0, i * 20, flRadius, 17 ); |
|
pRenderContext->ClearBuffers( true, true ); |
|
} |
|
} |
|
else |
|
{ |
|
// its off |
|
if ( s_pDemoSystem ) |
|
{ |
|
delete s_pDemoSystem; |
|
s_pDemoSystem = NULL; |
|
} |
|
|
|
} |
|
} |
|
#endif |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: This renders the entire 3D view and the in-game hud/viewmodel |
|
// Input : &view - |
|
// whatToDraw - |
|
//----------------------------------------------------------------------------- |
|
// This renders the entire 3D view. |
|
void CViewRender::RenderView( const CViewSetup &view, const CViewSetup &hudViewSetup, int nClearFlags, int whatToDraw ) |
|
{ |
|
m_UnderWaterOverlayMaterial.Shutdown(); // underwater view will set |
|
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE(); |
|
int slot = GET_ACTIVE_SPLITSCREEN_SLOT(); |
|
|
|
m_CurrentView = view; |
|
|
|
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, true ); |
|
VPROF( "CViewRender::RenderView" ); |
|
|
|
// Don't want Left4Dead running less than DX 9 |
|
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 90 ) |
|
{ |
|
// We know they were running at least 9.0 when the game started...we check the |
|
// value in ClientDLL_Init()...so they must be messing with their DirectX settings. |
|
if ( Q_stricmp( COM_GetModDirectory(), "left4dead" ) == 0 ) |
|
{ |
|
static bool bFirstTime = true; |
|
if ( bFirstTime ) |
|
{ |
|
bFirstTime = false; |
|
Msg( "This game has a minimum requirement of Shader Model 2.0 to run properly.\n" ); |
|
} |
|
return; |
|
} |
|
} |
|
|
|
{ |
|
// HACK: server-side weapons use the viewmodel model, and client-side weapons swap that out for |
|
// the world model in DrawModel. This is too late for some bone setup work that happens before |
|
// DrawModel, so here we just iterate all weapons we know of and fix them up ahead of time. |
|
MDLCACHE_CRITICAL_SECTION(); |
|
CUtlLinkedList< CBaseCombatWeapon * > &weaponList = C_BaseCombatWeapon::GetWeaponList(); |
|
FOR_EACH_LL( weaponList, it ) |
|
{ |
|
C_BaseCombatWeapon *weapon = weaponList[it]; |
|
if ( !weapon->IsDormant() ) |
|
{ |
|
weapon->EnsureCorrectRenderingModel(); |
|
} |
|
} |
|
} |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
ITexture *saveRenderTarget = pRenderContext->GetRenderTarget(); |
|
pRenderContext.SafeRelease(); // don't want to hold for long periods in case in a locking active share thread mode |
|
|
|
if ( !m_FreezeParams[ slot ].m_bTakeFreezeFrame && m_FreezeParams[ slot ].m_flFreezeFrameUntil > gpGlobals->curtime ) |
|
{ |
|
CRefPtr<CFreezeFrameView> pFreezeFrameView = new CFreezeFrameView( this ); |
|
pFreezeFrameView->Setup( view ); |
|
AddViewToScene( pFreezeFrameView ); |
|
|
|
g_bRenderingView = true; |
|
AllowCurrentViewAccess( true ); |
|
} |
|
else |
|
{ |
|
g_flFreezeFlash[ slot ] = 0.0f; |
|
|
|
#ifdef USE_MONITORS |
|
if ( cl_drawmonitors.GetBool() && |
|
( ( whatToDraw & RENDERVIEW_SUPPRESSMONITORRENDERING ) == 0 ) ) |
|
{ |
|
DrawMonitors( view ); |
|
} |
|
#endif |
|
|
|
|
|
|
|
g_bRenderingView = true; |
|
|
|
RenderPreScene( view ); |
|
|
|
// Must be first |
|
render->SceneBegin(); |
|
|
|
g_pColorCorrectionMgr->UpdateColorCorrection(); |
|
|
|
// Send the current tonemap scalar to the material system |
|
UpdateMaterialSystemTonemapScalar(); |
|
|
|
// clear happens here probably |
|
SetupMain3DView( slot, view, hudViewSetup, nClearFlags, saveRenderTarget ); |
|
|
|
g_pClientShadowMgr->UpdateSplitscreenLocalPlayerShadowSkip(); |
|
|
|
bool bDrew3dSkybox = false; |
|
SkyboxVisibility_t nSkyboxVisible = SKYBOX_NOT_VISIBLE; |
|
|
|
// Don't bother with the skybox if we're drawing an ND buffer for the SFM |
|
if ( !view.m_bDrawWorldNormal ) |
|
{ |
|
// if the 3d skybox world is drawn, then don't draw the normal skybox |
|
if ( true ) // For pix event |
|
{ |
|
#if PIX_ENABLE |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
PIXEVENT( pRenderContext, "Skybox Rendering" ); |
|
} |
|
#endif |
|
|
|
CSkyboxView *pSkyView = new CSkyboxView( this ); |
|
if ( ( bDrew3dSkybox = pSkyView->Setup( view, &nClearFlags, &nSkyboxVisible ) ) != false ) |
|
{ |
|
AddViewToScene( pSkyView ); |
|
} |
|
SafeRelease( pSkyView ); |
|
} |
|
} |
|
|
|
// Force it to clear the framebuffer if they're in solid space. |
|
if ( ( nClearFlags & VIEW_CLEAR_COLOR ) == 0 ) |
|
{ |
|
MDLCACHE_CRITICAL_SECTION(); |
|
if ( enginetrace->GetPointContents( view.origin ) == CONTENTS_SOLID ) |
|
{ |
|
nClearFlags |= VIEW_CLEAR_COLOR; |
|
} |
|
} |
|
|
|
PreViewDrawScene( view ); |
|
|
|
// Render world and all entities, particles, etc. |
|
if( !g_pIntroData ) |
|
{ |
|
#if PIX_ENABLE |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
PIXEVENT( pRenderContext, "ViewDrawScene()" ); |
|
} |
|
#endif |
|
ViewDrawScene( bDrew3dSkybox, nSkyboxVisible, view, nClearFlags, VIEW_MAIN, whatToDraw & RENDERVIEW_DRAWVIEWMODEL ); |
|
} |
|
else |
|
{ |
|
#if PIX_ENABLE |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
PIXEVENT( pRenderContext, "ViewDrawScene_Intro()" ); |
|
} |
|
#endif |
|
ViewDrawScene_Intro( view, nClearFlags, *g_pIntroData ); |
|
} |
|
|
|
// We can still use the 'current view' stuff set up in ViewDrawScene |
|
AllowCurrentViewAccess( true ); |
|
|
|
PostViewDrawScene( view ); |
|
|
|
engine->DrawPortals(); |
|
|
|
DisableFog(); |
|
|
|
// Finish scene |
|
render->SceneEnd(); |
|
|
|
// Draw lightsources if enabled |
|
render->DrawLights(); |
|
|
|
RenderPlayerSprites(); |
|
|
|
// Image-space motion blur and depth of field |
|
#if defined( _X360 ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->PushVertexShaderGPRAllocation( 16 ); //Max out pixel shader threads |
|
pRenderContext.SafeRelease(); |
|
} |
|
#endif |
|
|
|
if ( !building_cubemaps.GetBool() ) |
|
{ |
|
if ( IsDepthOfFieldEnabled() ) |
|
{ |
|
pRenderContext.GetFrom( materials ); |
|
{ |
|
PIXEVENT( pRenderContext, "DoDepthOfField()" ); |
|
DoDepthOfField( view ); |
|
} |
|
pRenderContext.SafeRelease(); |
|
} |
|
|
|
if ( ( view.m_nMotionBlurMode != MOTION_BLUR_DISABLE ) && ( mat_motion_blur_enabled.GetInt() ) ) |
|
{ |
|
pRenderContext.GetFrom( materials ); |
|
{ |
|
PIXEVENT( pRenderContext, "DoImageSpaceMotionBlur()" ); |
|
DoImageSpaceMotionBlur( view ); |
|
} |
|
pRenderContext.SafeRelease(); |
|
} |
|
} |
|
|
|
#if defined( _X360 ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->PopVertexShaderGPRAllocation(); |
|
pRenderContext.SafeRelease(); |
|
} |
|
#endif |
|
|
|
// Now actually draw the viewmodel |
|
DrawViewModels( view, whatToDraw & RENDERVIEW_DRAWVIEWMODEL ); |
|
|
|
DrawUnderwaterOverlay(); |
|
|
|
PixelVisibility_EndScene(); |
|
|
|
#if defined( _X360 ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->PushVertexShaderGPRAllocation( 16 ); //Max out pixel shader threads |
|
pRenderContext.SafeRelease(); |
|
} |
|
#endif |
|
|
|
// Draw fade over entire screen if needed |
|
byte color[4]; |
|
bool blend; |
|
GetViewEffects()->GetFadeParams( &color[0], &color[1], &color[2], &color[3], &blend ); |
|
|
|
// Store off color fade params to be applied in fullscreen postprocess pass |
|
SetViewFadeParams( color[0], color[1], color[2], color[3], blend ); |
|
|
|
// Draw an overlay to make it even harder to see inside smoke particle systems. |
|
DrawSmokeFogOverlay(); |
|
|
|
// Overlay screen fade on entire screen |
|
PerformScreenOverlay( view.x, view.y, view.width, view.height ); |
|
|
|
// Prevent sound stutter if going slow |
|
engine->Sound_ExtraUpdate(); |
|
|
|
if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) |
|
{ |
|
pRenderContext.GetFrom( materials ); |
|
pRenderContext->SetToneMappingScaleLinear(Vector(1,1,1)); |
|
pRenderContext.SafeRelease(); |
|
} |
|
|
|
if ( !building_cubemaps.GetBool() && view.m_bDoBloomAndToneMapping ) |
|
{ |
|
pRenderContext.GetFrom( materials ); |
|
{ |
|
static bool bAlreadyShowedLoadTime = false; |
|
|
|
if ( ! bAlreadyShowedLoadTime ) |
|
{ |
|
bAlreadyShowedLoadTime = true; |
|
if ( CommandLine()->CheckParm( "-timeload" ) ) |
|
{ |
|
Warning( "time to initial render = %f\n", Plat_FloatTime() ); |
|
} |
|
} |
|
|
|
PIXEVENT( pRenderContext, "DoEnginePostProcessing()" ); |
|
|
|
bool bFlashlightIsOn = false; |
|
C_BasePlayer *pLocal = C_BasePlayer::GetLocalPlayer(); |
|
if ( pLocal ) |
|
{ |
|
bFlashlightIsOn = pLocal->IsEffectActive( EF_DIMLIGHT ); |
|
} |
|
DoEnginePostProcessing( view.x, view.y, view.width, view.height, bFlashlightIsOn ); |
|
} |
|
pRenderContext.SafeRelease(); |
|
} |
|
|
|
// And here are the screen-space effects |
|
|
|
if ( IsPC() ) |
|
{ |
|
// Grab the pre-color corrected frame for editing purposes |
|
engine->GrabPreColorCorrectedFrame( view.x, view.y, view.width, view.height ); |
|
} |
|
|
|
PerformScreenSpaceEffects( view.x, view.y, view.width, view.height ); |
|
|
|
|
|
#if defined( _X360 ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->PopVertexShaderGPRAllocation(); |
|
pRenderContext.SafeRelease(); |
|
} |
|
#endif |
|
|
|
GetClientMode()->DoPostScreenSpaceEffects( &view ); |
|
|
|
CleanupMain3DView( view ); |
|
|
|
if ( m_FreezeParams[ slot ].m_bTakeFreezeFrame ) |
|
{ |
|
pRenderContext = materials->GetRenderContext(); |
|
if ( IsX360() ) |
|
{ |
|
// 360 doesn't create the Fullscreen texture |
|
pRenderContext->CopyRenderTargetToTextureEx( GetFullFrameFrameBufferTexture( 1 ), 0, NULL, NULL ); |
|
} |
|
else |
|
{ |
|
pRenderContext->CopyRenderTargetToTextureEx( GetFullscreenTexture(), 0, NULL, NULL ); |
|
} |
|
pRenderContext.SafeRelease(); |
|
m_FreezeParams[ slot ].m_bTakeFreezeFrame = false; |
|
} |
|
|
|
pRenderContext = materials->GetRenderContext(); |
|
pRenderContext->SetRenderTarget( saveRenderTarget ); |
|
pRenderContext.SafeRelease(); |
|
|
|
// Draw the overlay |
|
if ( m_bDrawOverlay ) |
|
{ |
|
// This allows us to be ok if there are nested overlay views |
|
CViewSetup currentView = m_CurrentView; |
|
CViewSetup tempView = m_OverlayViewSetup; |
|
tempView.fov = ScaleFOVByWidthRatio( tempView.fov, tempView.m_flAspectRatio / ( 4.0f / 3.0f ) ); |
|
tempView.m_bDoBloomAndToneMapping = false; // FIXME: Hack to get Mark up and running |
|
tempView.m_nMotionBlurMode = MOTION_BLUR_DISABLE; // FIXME: Hack to get Mark up and running |
|
m_bDrawOverlay = false; |
|
RenderView( tempView, hudViewSetup, m_OverlayClearFlags, m_OverlayDrawFlags ); |
|
m_CurrentView = currentView; |
|
} |
|
} |
|
|
|
// Clear a row of pixels at the edge of the viewport if it isn't at the edge of the screen |
|
if ( VGui_IsSplitScreen() ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->PushRenderTargetAndViewport(); |
|
|
|
int nScreenWidth, nScreenHeight; |
|
g_pMaterialSystem->GetBackBufferDimensions( nScreenWidth, nScreenHeight ); |
|
|
|
// NOTE: view.height is off by 1 on the PC in a release build, but debug is correct! I'm leaving this here to help track this down later. |
|
// engine->Con_NPrintf( 25 + hh, "view( %d, %d, %d, %d ) GetBackBufferDimensions( %d, %d )\n", view.x, view.y, view.width, view.height, nScreenWidth, nScreenHeight ); |
|
|
|
if ( view.x != 0 ) // if left of viewport isn't at 0 |
|
{ |
|
pRenderContext->Viewport( view.x, view.y, 1, view.height ); |
|
pRenderContext->ClearColor3ub( 0, 0, 0 ); |
|
pRenderContext->ClearBuffers( true, false ); |
|
} |
|
|
|
if ( ( view.x + view.width ) != nScreenWidth ) // if right of viewport isn't at edge of screen |
|
{ |
|
pRenderContext->Viewport( view.x + view.width - 1, view.y, 1, view.height ); |
|
pRenderContext->ClearColor3ub( 0, 0, 0 ); |
|
pRenderContext->ClearBuffers( true, false ); |
|
} |
|
|
|
if ( view.y != 0 ) // if top of viewport isn't at 0 |
|
{ |
|
pRenderContext->Viewport( view.x, view.y, view.width, 1 ); |
|
pRenderContext->ClearColor3ub( 0, 0, 0 ); |
|
pRenderContext->ClearBuffers( true, false ); |
|
} |
|
|
|
if ( ( view.y + view.height ) != nScreenHeight ) // if bottom of viewport isn't at edge of screen |
|
{ |
|
pRenderContext->Viewport( view.x, view.y + view.height - 1, view.width, 1 ); |
|
pRenderContext->ClearColor3ub( 0, 0, 0 ); |
|
pRenderContext->ClearBuffers( true, false ); |
|
} |
|
|
|
pRenderContext->PopRenderTargetAndViewport(); |
|
pRenderContext->Release(); |
|
} |
|
|
|
// Draw the 2D graphics |
|
m_CurrentView = hudViewSetup; |
|
pRenderContext = materials->GetRenderContext(); |
|
if ( true ) |
|
{ |
|
PIXEVENT( pRenderContext, "2D Client Rendering" ); |
|
|
|
render->Push2DView( hudViewSetup, 0, saveRenderTarget, GetFrustum() ); |
|
|
|
Render2DEffectsPreHUD( hudViewSetup ); |
|
|
|
if ( whatToDraw & RENDERVIEW_DRAWHUD ) |
|
{ |
|
VPROF_BUDGET( "VGui_DrawHud", VPROF_BUDGETGROUP_OTHER_VGUI ); |
|
// paint the vgui screen |
|
VGui_PreRender(); |
|
|
|
CUtlVector< vgui::VPANEL > vecHudPanels; |
|
|
|
vecHudPanels.AddToTail( VGui_GetClientDLLRootPanel() ); |
|
|
|
// This block is suspect - why are we resizing fullscreen panels to be the size of the hudViewSetup |
|
// which is potentially only half the screen |
|
if ( GET_ACTIVE_SPLITSCREEN_SLOT() == 0 ) |
|
{ |
|
vecHudPanels.AddToTail( VGui_GetFullscreenRootVPANEL() ); |
|
|
|
#if defined( TOOLFRAMEWORK_VGUI_REFACTOR ) |
|
vecHudPanels.AddToTail( enginevgui->GetPanel( PANEL_GAMEUIDLL ) ); |
|
#endif |
|
vecHudPanels.AddToTail( enginevgui->GetPanel( PANEL_CLIENTDLL_TOOLS ) ); |
|
} |
|
|
|
PositionHudPanels( vecHudPanels, hudViewSetup ); |
|
|
|
// The crosshair, etc. needs to get at the current setup stuff |
|
AllowCurrentViewAccess( true ); |
|
|
|
// Draw the in-game stuff based on the actual viewport being used |
|
render->VGui_Paint( PAINT_INGAMEPANELS ); |
|
|
|
AllowCurrentViewAccess( false ); |
|
|
|
VGui_PostRender(); |
|
|
|
GetClientMode()->PostRenderVGui(); |
|
pRenderContext->Flush(); |
|
} |
|
|
|
CDebugViewRender::Draw2DDebuggingInfo( hudViewSetup ); |
|
|
|
Render2DEffectsPostHUD( hudViewSetup ); |
|
|
|
g_bRenderingView = false; |
|
|
|
// We can no longer use the 'current view' stuff set up in ViewDrawScene |
|
AllowCurrentViewAccess( false ); |
|
|
|
if ( IsPC() ) |
|
{ |
|
CDebugViewRender::GenerateOverdrawForTesting(); |
|
} |
|
|
|
render->PopView( GetFrustum() ); |
|
} |
|
pRenderContext.SafeRelease(); |
|
|
|
g_WorldListCache.Flush(); |
|
|
|
m_CurrentView = view; |
|
|
|
#ifdef PARTICLE_USAGE_DEMO |
|
ParticleUsageDemo(); |
|
#endif |
|
|
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::Render2DEffectsPreHUD( const CViewSetup &view ) |
|
{ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::Render2DEffectsPostHUD( const CViewSetup &view ) |
|
{ |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
// NOTE: Below here is all of the stuff that needs to be done for water rendering |
|
// |
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Determines what kind of water we're going to use |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::DetermineWaterRenderInfo( const VisibleFogVolumeInfo_t &fogVolumeInfo, WaterRenderInfo_t &info ) |
|
{ |
|
// By default, assume cheap water (even if there's no water in the scene!) |
|
info.m_bCheapWater = true; |
|
info.m_bRefract = false; |
|
info.m_bReflect = false; |
|
info.m_bReflectEntities = false; |
|
info.m_bDrawWaterSurface = false; |
|
info.m_bOpaqueWater = true; |
|
|
|
|
|
|
|
IMaterial *pWaterMaterial = fogVolumeInfo.m_pFogVolumeMaterial; |
|
if (( fogVolumeInfo.m_nVisibleFogVolume == -1 ) || !pWaterMaterial ) |
|
return; |
|
|
|
|
|
// Use cheap water if mat_drawwater is set |
|
info.m_bDrawWaterSurface = mat_drawwater.GetBool(); |
|
if ( !info.m_bDrawWaterSurface ) |
|
{ |
|
info.m_bOpaqueWater = false; |
|
return; |
|
} |
|
|
|
#ifdef _X360 |
|
bool bForceExpensive = false; |
|
#else |
|
bool bForceExpensive = r_waterforceexpensive.GetBool(); |
|
#endif |
|
bool bForceReflectEntities = r_waterforcereflectentities.GetBool(); |
|
|
|
|
|
|
|
// Determine if the water surface is opaque or not |
|
info.m_bOpaqueWater = !pWaterMaterial->IsTranslucent(); |
|
|
|
bool bForceCheap = false; |
|
|
|
// The material can override the default settings though |
|
IMaterialVar *pForceCheapVar = pWaterMaterial->FindVar( "$forcecheap", NULL, false ); |
|
IMaterialVar *pForceExpensiveVar = pWaterMaterial->FindVar( "$forceexpensive", NULL, false ); |
|
if ( pForceCheapVar && pForceCheapVar->IsDefined() ) |
|
{ |
|
bForceCheap = ( pForceCheapVar->GetIntValueFast() != 0 ); |
|
if ( bForceCheap ) |
|
{ |
|
bForceExpensive = false; |
|
} |
|
} |
|
if ( !bForceCheap && pForceExpensiveVar && pForceExpensiveVar->IsDefined() ) |
|
{ |
|
bForceExpensive = bForceExpensive || ( pForceExpensiveVar->GetIntValueFast() != 0 ); |
|
} |
|
|
|
bool bDebugCheapWater = r_debugcheapwater.GetBool(); |
|
if( bDebugCheapWater ) |
|
{ |
|
Msg( "Water material: %s dist to water: %f\nforcecheap: %s forceexpensive: %s\n", |
|
pWaterMaterial->GetName(), fogVolumeInfo.m_flDistanceToWater, |
|
bForceCheap ? "true" : "false", bForceExpensive ? "true" : "false" ); |
|
} |
|
|
|
// Unless expensive water is active, reflections are off. |
|
bool bLocalReflection; |
|
#ifdef _X360 |
|
if( !r_WaterDrawReflection.GetBool() ) |
|
#else |
|
if( !bForceExpensive || !r_WaterDrawReflection.GetBool() ) |
|
#endif |
|
{ |
|
bLocalReflection = false; |
|
} |
|
else |
|
{ |
|
IMaterialVar *pReflectTextureVar = pWaterMaterial->FindVar( "$reflecttexture", NULL, false ); |
|
bLocalReflection = pReflectTextureVar && (pReflectTextureVar->GetType() == MATERIAL_VAR_TYPE_TEXTURE); |
|
} |
|
|
|
// Brian says FIXME: I disabled cheap water LOD when local specular is specified. |
|
// There are very few places that appear to actually |
|
// take advantage of it (places where water is in the PVS, but outside of LOD range). |
|
// It was 2 hours before code lock, and I had the choice of either doubling fill-rate everywhere |
|
// by making cheap water lod actually work (the water LOD wasn't actually rendering!!!) |
|
// or to just always render the reflection + refraction if there's a local specular specified. |
|
// Note that water LOD *does* work with refract-only water |
|
|
|
// Gary says: I'm reverting this change so that water LOD works on dx9 for ep2. |
|
|
|
// Check if the water is out of the cheap water LOD range; if so, use cheap water |
|
#ifdef _X360 |
|
if ( !bForceExpensive && ( bForceCheap || ( fogVolumeInfo.m_flDistanceToWater >= m_flCheapWaterEndDistance ) ) ) |
|
{ |
|
return; |
|
} |
|
#else |
|
if ( ( (fogVolumeInfo.m_flDistanceToWater >= m_flCheapWaterEndDistance) && !bLocalReflection ) || bForceCheap ) |
|
return; |
|
#endif |
|
// Get the material that is for the water surface that is visible and check to see |
|
// what render targets need to be rendered, if any. |
|
if ( !r_WaterDrawRefraction.GetBool() ) |
|
{ |
|
info.m_bRefract = false; |
|
} |
|
else |
|
{ |
|
IMaterialVar *pRefractTextureVar = pWaterMaterial->FindVar( "$refracttexture", NULL, false ); |
|
info.m_bRefract = pRefractTextureVar && (pRefractTextureVar->GetType() == MATERIAL_VAR_TYPE_TEXTURE); |
|
|
|
// Refractive water can be seen through |
|
if ( info.m_bRefract ) |
|
{ |
|
info.m_bOpaqueWater = false; |
|
} |
|
} |
|
|
|
info.m_bReflect = bLocalReflection; |
|
if ( info.m_bReflect ) |
|
{ |
|
if( bForceReflectEntities ) |
|
{ |
|
info.m_bReflectEntities = true; |
|
} |
|
else |
|
{ |
|
IMaterialVar *pReflectEntitiesVar = pWaterMaterial->FindVar( "$reflectentities", NULL, false ); |
|
info.m_bReflectEntities = pReflectEntitiesVar && (pReflectEntitiesVar->GetIntValueFast() != 0); |
|
} |
|
} |
|
|
|
info.m_bCheapWater = !info.m_bReflect && !info.m_bRefract; |
|
|
|
if( bDebugCheapWater ) |
|
{ |
|
Warning( "refract: %s reflect: %s\n", info.m_bRefract ? "true" : "false", info.m_bReflect ? "true" : "false" ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws the world and all entities |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::DrawWorldAndEntities( bool bDrawSkybox, const CViewSetup &viewIn, int nClearFlags, ViewCustomVisibility_t *pCustomVisibility ) |
|
{ |
|
MDLCACHE_CRITICAL_SECTION(); |
|
|
|
VisibleFogVolumeInfo_t fogVolumeInfo; |
|
|
|
render->GetVisibleFogVolume( viewIn.origin, &fogVolumeInfo ); |
|
|
|
|
|
WaterRenderInfo_t info; |
|
DetermineWaterRenderInfo( fogVolumeInfo, info ); |
|
|
|
if ( info.m_bCheapWater ) |
|
{ |
|
cplane_t glassReflectionPlane; |
|
if ( IsReflectiveGlassInView( viewIn, glassReflectionPlane ) ) |
|
{ |
|
CRefPtr<CReflectiveGlassView> pGlassReflectionView = new CReflectiveGlassView( this ); |
|
pGlassReflectionView->Setup( viewIn, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, bDrawSkybox, fogVolumeInfo, info, glassReflectionPlane ); |
|
AddViewToScene( pGlassReflectionView ); |
|
|
|
CRefPtr<CRefractiveGlassView> pGlassRefractionView = new CRefractiveGlassView( this ); |
|
pGlassRefractionView->Setup( viewIn, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, bDrawSkybox, fogVolumeInfo, info, glassReflectionPlane ); |
|
AddViewToScene( pGlassRefractionView ); |
|
} |
|
|
|
CRefPtr<CSimpleWorldView> pNoWaterView = new CSimpleWorldView( this ); |
|
pNoWaterView->Setup( viewIn, nClearFlags, bDrawSkybox, fogVolumeInfo, info, pCustomVisibility ); |
|
AddViewToScene( pNoWaterView ); |
|
return; |
|
} |
|
|
|
Assert( !pCustomVisibility ); |
|
|
|
// Blat out the visible fog leaf if we're not going to use it |
|
if ( !r_ForceWaterLeaf.GetBool() ) |
|
{ |
|
fogVolumeInfo.m_nVisibleFogVolumeLeaf = -1; |
|
} |
|
|
|
// We can see water of some sort |
|
if ( !fogVolumeInfo.m_bEyeInFogVolume ) |
|
{ |
|
CRefPtr<CAboveWaterView> pAboveWaterView = new CAboveWaterView( this ); |
|
pAboveWaterView->Setup( viewIn, bDrawSkybox, fogVolumeInfo, info ); |
|
AddViewToScene( pAboveWaterView ); |
|
} |
|
else |
|
{ |
|
CRefPtr<CUnderWaterView> pUnderWaterView = new CUnderWaterView( this ); |
|
pUnderWaterView->Setup( viewIn, bDrawSkybox, fogVolumeInfo, info ); |
|
AddViewToScene( pUnderWaterView ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Pushes a water render target |
|
//----------------------------------------------------------------------------- |
|
static Vector s_vSavedLinearLightMapScale(-1,-1,-1); // x<0 = no saved scale |
|
|
|
static void SetLightmapScaleForWater(void) |
|
{ |
|
if (g_pMaterialSystemHardwareConfig->GetHDRType()==HDR_TYPE_INTEGER) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
s_vSavedLinearLightMapScale=pRenderContext->GetToneMappingScaleLinear(); |
|
Vector t25=s_vSavedLinearLightMapScale; |
|
t25*=0.25; |
|
pRenderContext->SetToneMappingScaleLinear(t25); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns true if the view plane intersects the water |
|
//----------------------------------------------------------------------------- |
|
bool DoesViewPlaneIntersectWater( float waterZ, int leafWaterDataID ) |
|
{ |
|
if ( leafWaterDataID == -1 ) |
|
return false; |
|
|
|
|
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
VMatrix viewMatrix, projectionMatrix, viewProjectionMatrix, inverseViewProjectionMatrix; |
|
pRenderContext->GetMatrix( MATERIAL_VIEW, &viewMatrix ); |
|
pRenderContext->GetMatrix( MATERIAL_PROJECTION, &projectionMatrix ); |
|
MatrixMultiply( projectionMatrix, viewMatrix, viewProjectionMatrix ); |
|
MatrixInverseGeneral( viewProjectionMatrix, inverseViewProjectionMatrix ); |
|
|
|
Vector mins, maxs; |
|
ClearBounds( mins, maxs ); |
|
Vector testPoint[4]; |
|
testPoint[0].Init( -1.0f, -1.0f, 0.0f ); |
|
testPoint[1].Init( -1.0f, 1.0f, 0.0f ); |
|
testPoint[2].Init( 1.0f, -1.0f, 0.0f ); |
|
testPoint[3].Init( 1.0f, 1.0f, 0.0f ); |
|
int i; |
|
bool bAbove = false; |
|
bool bBelow = false; |
|
float fudge = 7.0f; |
|
for( i = 0; i < 4; i++ ) |
|
{ |
|
Vector worldPos; |
|
Vector3DMultiplyPositionProjective( inverseViewProjectionMatrix, testPoint[i], worldPos ); |
|
AddPointToBounds( worldPos, mins, maxs ); |
|
// Warning( "viewplanez: %f waterZ: %f\n", worldPos.z, waterZ ); |
|
if( worldPos.z + fudge > waterZ ) |
|
{ |
|
bAbove = true; |
|
} |
|
if( worldPos.z - fudge < waterZ ) |
|
{ |
|
bBelow = true; |
|
} |
|
} |
|
|
|
// early out if the near plane doesn't cross the z plane of the water. |
|
if( !( bAbove && bBelow ) ) |
|
return false; |
|
|
|
Vector vecFudge( fudge, fudge, fudge ); |
|
mins -= vecFudge; |
|
maxs += vecFudge; |
|
|
|
// the near plane does cross the z value for the visible water volume. Call into |
|
// the engine to find out if the near plane intersects the water volume. |
|
return render->DoesBoxIntersectWaterVolume( mins, maxs, leafWaterDataID ); |
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods related to controlling the cheap water distance |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::SetCheapWaterStartDistance( float flCheapWaterStartDistance ) |
|
{ |
|
m_flCheapWaterStartDistance = flCheapWaterStartDistance; |
|
} |
|
|
|
void CViewRender::SetCheapWaterEndDistance( float flCheapWaterEndDistance ) |
|
{ |
|
m_flCheapWaterEndDistance = flCheapWaterEndDistance; |
|
} |
|
|
|
void CViewRender::GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance ) |
|
{ |
|
flCheapWaterStartDistance = m_flCheapWaterStartDistance; |
|
flCheapWaterEndDistance = m_flCheapWaterEndDistance; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &view - |
|
// &introData - |
|
//----------------------------------------------------------------------------- |
|
void CViewRender::ViewDrawScene_Intro( const CViewSetup &view, int nClearFlags, const IntroData_t &introData ) |
|
{ |
|
VPROF( "CViewRender::ViewDrawScene" ); |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
// this allows the refract texture to be updated once per *scene* on 360 |
|
// (e.g. once for a monitor scene and once for the main scene) |
|
g_viewscene_refractUpdateFrame = gpGlobals->framecount - 1; |
|
|
|
// ----------------------------------------------------------------------- |
|
// Set the clear color to black since we are going to be adding up things |
|
// in the frame buffer. |
|
// ----------------------------------------------------------------------- |
|
// Clear alpha to 255 so that masking with the vortigaunts (0) works properly. |
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 ); |
|
|
|
// ----------------------------------------------------------------------- |
|
// Draw the primary scene and copy it to the first framebuffer texture |
|
// ----------------------------------------------------------------------- |
|
unsigned int visFlags; |
|
|
|
// NOTE: We only increment this once since time doesn't move forward. |
|
ParticleMgr()->IncrementFrameCode(); |
|
|
|
if( introData.m_bDrawPrimary ) |
|
{ |
|
CViewSetup playerView( view ); |
|
playerView.origin = introData.m_vecCameraView; |
|
playerView.angles = introData.m_vecCameraViewAngles; |
|
if ( introData.m_playerViewFOV ) |
|
{ |
|
playerView.fov = ScaleFOVByWidthRatio( introData.m_playerViewFOV, engine->GetScreenAspectRatio( view.width, view.height ) / ( 4.0f / 3.0f ) ); |
|
} |
|
|
|
g_pClientShadowMgr->PreRender(); |
|
|
|
// Shadowed flashlights supported on ps_2_b and up... |
|
if ( r_flashlightdepthtexture.GetBool() ) |
|
{ |
|
g_pClientShadowMgr->ComputeShadowDepthTextures( playerView ); |
|
} |
|
|
|
SetupCurrentView( playerView.origin, playerView.angles, VIEW_INTRO_PLAYER ); |
|
|
|
// Invoke pre-render methods |
|
IGameSystem::PreRenderAllSystems(); |
|
|
|
// Start view, clear frame/z buffer if necessary |
|
SetupVis( playerView, visFlags ); |
|
|
|
render->Push3DView( playerView, VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH, NULL, GetFrustum() ); |
|
DrawWorldAndEntities( true /* drawSkybox */, playerView, VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH ); |
|
render->PopView( GetFrustum() ); |
|
|
|
// Free shadow depth textures for use in future view |
|
if ( r_flashlightdepthtexture.GetBool() ) |
|
{ |
|
g_pClientShadowMgr->UnlockAllShadowDepthTextures(); |
|
} |
|
} |
|
else |
|
{ |
|
pRenderContext->ClearBuffers( true, true ); |
|
} |
|
Rect_t actualRect; |
|
UpdateScreenEffectTexture( 0, view.x, view.y, view.width, view.height, false, &actualRect ); |
|
|
|
g_pClientShadowMgr->PreRender(); |
|
|
|
// Shadowed flashlights supported on ps_2_b and up... |
|
if ( r_flashlightdepthtexture.GetBool() ) |
|
{ |
|
g_pClientShadowMgr->ComputeShadowDepthTextures( view ); |
|
} |
|
|
|
// ----------------------------------------------------------------------- |
|
// Draw the secondary scene and copy it to the second framebuffer texture |
|
// ----------------------------------------------------------------------- |
|
SetupCurrentView( view.origin, view.angles, VIEW_INTRO_CAMERA ); |
|
|
|
// Invoke pre-render methods |
|
IGameSystem::PreRenderAllSystems(); |
|
|
|
// Start view, clear frame/z buffer if necessary |
|
SetupVis( view, visFlags ); |
|
|
|
// Clear alpha to 255 so that masking with the vortigaunts (0) works properly. |
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 ); |
|
|
|
DrawWorldAndEntities( true /* drawSkybox */, view, VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH ); |
|
|
|
UpdateScreenEffectTexture( 1, view.x, view.y, view.width, view.height ); |
|
|
|
// ----------------------------------------------------------------------- |
|
// Draw quads on the screen for each screenspace pass. |
|
// ----------------------------------------------------------------------- |
|
// Find the material that we use to render the overlays |
|
IMaterial *pOverlayMaterial = materials->FindMaterial( "scripted/intro_screenspaceeffect", TEXTURE_GROUP_OTHER ); |
|
IMaterialVar *pModeVar = pOverlayMaterial->FindVar( "$mode", NULL ); |
|
IMaterialVar *pAlphaVar = pOverlayMaterial->FindVar( "$alpha", NULL ); |
|
|
|
pRenderContext->ClearBuffers( true, true ); |
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW ); |
|
pRenderContext->PushMatrix(); |
|
pRenderContext->LoadIdentity(); |
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); |
|
pRenderContext->PushMatrix(); |
|
pRenderContext->LoadIdentity(); |
|
|
|
int passID; |
|
for( passID = 0; passID < introData.m_Passes.Count(); passID++ ) |
|
{ |
|
const IntroDataBlendPass_t& pass = introData.m_Passes[passID]; |
|
if ( pass.m_Alpha == 0 ) |
|
continue; |
|
|
|
// Pick one of the blend modes for the material. |
|
if ( pass.m_BlendMode >= 0 && pass.m_BlendMode <= 9 ) |
|
{ |
|
pModeVar->SetIntValue( pass.m_BlendMode ); |
|
} |
|
else |
|
{ |
|
Assert(0); |
|
} |
|
// Set the alpha value for the material. |
|
pAlphaVar->SetFloatValue( pass.m_Alpha ); |
|
|
|
// Draw a quad for this pass. |
|
ITexture *pTexture = GetFullFrameFrameBufferTexture( 0 ); |
|
pRenderContext->DrawScreenSpaceRectangle( pOverlayMaterial, view.x, view.y, view.width, view.height, |
|
actualRect.x, actualRect.y, actualRect.x+actualRect.width-1, actualRect.y+actualRect.height-1, |
|
pTexture->GetActualWidth(), pTexture->GetActualHeight() ); |
|
} |
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW ); |
|
pRenderContext->PopMatrix(); |
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); |
|
pRenderContext->PopMatrix(); |
|
|
|
// Draw the starfield |
|
// FIXME |
|
// blur? |
|
|
|
// Disable fog for the rest of the stuff |
|
DisableFog(); |
|
|
|
// Here are the overlays... |
|
CGlowOverlay::DrawOverlays( view.m_bCacheFullSceneState ); |
|
|
|
// issue the pixel visibility tests |
|
PixelVisibility_EndCurrentView(); |
|
|
|
// And here are the screen-space effects |
|
PerformScreenSpaceEffects( view.x, view.y, view.width, view.height ); |
|
|
|
// Make sure sound doesn't stutter |
|
engine->Sound_ExtraUpdate(); |
|
|
|
// Debugging info goes over the top |
|
CDebugViewRender::Draw3DDebuggingInfo( view ); |
|
|
|
// Let the particle manager simulate things that haven't been simulated. |
|
ParticleMgr()->PostRender(); |
|
|
|
FinishCurrentView(); |
|
|
|
// Free shadow depth textures for use in future view |
|
if ( r_flashlightdepthtexture.GetBool() ) |
|
{ |
|
g_pClientShadowMgr->UnlockAllShadowDepthTextures(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Sets up scene and renders camera view |
|
// Input : cameraNum - |
|
// &cameraView |
|
// *localPlayer - |
|
// x - |
|
// y - |
|
// width - |
|
// height - |
|
// highend - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CViewRender::DrawOneMonitor( ITexture *pRenderTarget, int cameraNum, C_PointCamera *pCameraEnt, |
|
const CViewSetup &cameraView, C_BasePlayer *localPlayer, int x, int y, int width, int height ) |
|
{ |
|
#ifdef USE_MONITORS |
|
VPROF_INCREMENT_COUNTER( "cameras rendered", 1 ); |
|
// Setup fog state for the camera. |
|
fogparams_t oldFogParams; |
|
float flOldZFar = 0.0f; |
|
|
|
bool bSky = pCameraEnt->IsSkyEnabled(); |
|
|
|
if ( pCameraEnt->GetBrightness() != -1.0f ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->SetAmbientLightColor( pCameraEnt->GetBrightness(), pCameraEnt->GetBrightness(), pCameraEnt->GetBrightness() ); |
|
} |
|
|
|
bool fogEnabled = pCameraEnt->IsFogEnabled(); |
|
|
|
CViewSetup monitorView = cameraView; |
|
|
|
fogparams_t *pFogParams = NULL; |
|
|
|
if ( fogEnabled ) |
|
{ |
|
if ( !localPlayer ) |
|
return false; |
|
|
|
pFogParams = localPlayer->GetFogParams(); |
|
|
|
// Save old fog data. |
|
oldFogParams = *pFogParams; |
|
flOldZFar = cameraView.zFar; |
|
|
|
pFogParams->enable = true; |
|
pFogParams->start = pCameraEnt->GetFogStart(); |
|
pFogParams->end = pCameraEnt->GetFogEnd(); |
|
pFogParams->farz = pCameraEnt->GetFogEnd(); |
|
pFogParams->maxdensity = pCameraEnt->GetFogMaxDensity(); |
|
|
|
unsigned char r, g, b; |
|
pCameraEnt->GetFogColor( r, g, b ); |
|
pFogParams->colorPrimary.SetR( r ); |
|
pFogParams->colorPrimary.SetG( g ); |
|
pFogParams->colorPrimary.SetB( b ); |
|
|
|
monitorView.zFar = pCameraEnt->GetFogEnd(); |
|
} |
|
|
|
monitorView.width = width; |
|
monitorView.height = height; |
|
monitorView.x = x; |
|
monitorView.y = y; |
|
monitorView.origin = pCameraEnt->GetAbsOrigin(); |
|
monitorView.angles = pCameraEnt->GetAbsAngles(); |
|
monitorView.fov = pCameraEnt->GetFOV(); |
|
monitorView.m_bOrtho = false; |
|
monitorView.m_flAspectRatio = pCameraEnt->UseScreenAspectRatio() ? 0.0f : 1.0f; |
|
|
|
// @MULTICORE (toml 8/11/2006): this should be a renderer.... |
|
Frustum frustum; |
|
render->Push3DView( monitorView, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, pRenderTarget, (VPlane *)frustum ); |
|
ViewDrawScene( false, bSky ? SKYBOX_2DSKYBOX_VISIBLE : SKYBOX_NOT_VISIBLE, monitorView, 0, VIEW_MONITOR ); |
|
render->PopView( frustum ); |
|
|
|
// Reset brightness |
|
if ( pCameraEnt->GetBrightness() != 1.0f ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->SetAmbientLightColor( -1.0f, -1.0f, -1.0f ); |
|
} |
|
|
|
// Reset the world fog parameters. |
|
if ( fogEnabled ) |
|
{ |
|
if ( pFogParams ) |
|
{ |
|
*pFogParams = oldFogParams; |
|
} |
|
monitorView.zFar = flOldZFar; |
|
} |
|
#endif // USE_MONITORS |
|
return true; |
|
} |
|
|
|
void CViewRender::DrawMonitors( const CViewSetup &cameraView ) |
|
{ |
|
|
|
|
|
#ifdef USE_MONITORS |
|
|
|
// Early out if no cameras |
|
C_PointCamera *pCameraEnt = GetPointCameraList(); |
|
if ( !pCameraEnt ) |
|
return; |
|
|
|
#ifdef _DEBUG |
|
g_bRenderingCameraView = true; |
|
#endif |
|
|
|
// FIXME: this should check for the ability to do a render target maybe instead. |
|
// FIXME: shouldn't have to truck through all of the visible entities for this!!!! |
|
ITexture *pCameraTarget = GetCameraTexture(); |
|
int width = pCameraTarget->GetActualWidth(); |
|
int height = pCameraTarget->GetActualHeight(); |
|
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
|
|
|
int cameraNum; |
|
for ( cameraNum = 0; pCameraEnt != NULL; pCameraEnt = pCameraEnt->m_pNext ) |
|
{ |
|
if ( !pCameraEnt->IsActive() || pCameraEnt->IsDormant() ) |
|
continue; |
|
|
|
if ( !DrawOneMonitor( pCameraTarget, cameraNum, pCameraEnt, cameraView, player, 0, 0, width, height ) ) |
|
continue; |
|
|
|
++cameraNum; |
|
} |
|
|
|
if ( IsX360() && cameraNum > 0 ) |
|
{ |
|
// resolve render target to system memory texture |
|
// resolving *after* all monitors drawn to ensure a single blit using fastest resolve path |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->PushRenderTargetAndViewport( pCameraTarget ); |
|
pRenderContext->CopyRenderTargetToTextureEx( pCameraTarget, 0, NULL, NULL ); |
|
pRenderContext->PopRenderTargetAndViewport(); |
|
} |
|
|
|
#ifdef _DEBUG |
|
g_bRenderingCameraView = false; |
|
#endif |
|
|
|
#endif // USE_MONITORS |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
|
|
ClientWorldListInfo_t *ClientWorldListInfo_t::AllocPooled( const ClientWorldListInfo_t &exemplar ) |
|
{ |
|
ClientWorldListInfo_t *pResult = gm_Pool.GetObject(); |
|
|
|
size_t nBytes = AlignValue( ( exemplar.m_LeafCount * (sizeof(WorldListLeafData_t) + sizeof(exemplar.m_pLeafDataList[0]))), 4096 ); |
|
byte *pMemory = (byte *)pResult->m_pLeafDataList; |
|
|
|
if ( pMemory ) |
|
{ |
|
// Previously allocated, add a reference. Otherwise comes out of GetObject as a new object with a refcount of 1 |
|
pResult->AddRef(); |
|
} |
|
|
|
if ( !pMemory || _msize( pMemory ) < nBytes ) |
|
{ |
|
pMemory = (byte *)realloc( pMemory, nBytes ); |
|
} |
|
|
|
pResult->m_pLeafDataList = (WorldListLeafData_t*)pMemory; |
|
pResult->m_pOriginalLeafIndex = (uint16*)( (byte *)( pResult->m_pLeafDataList ) + exemplar.m_LeafCount * sizeof(exemplar.m_pLeafDataList[0]) ); |
|
|
|
pResult->m_bPooledAlloc = true; |
|
|
|
return pResult; |
|
} |
|
|
|
bool ClientWorldListInfo_t::OnFinalRelease() |
|
{ |
|
if ( m_bPooledAlloc ) |
|
{ |
|
Assert( m_pLeafDataList ); |
|
gm_Pool.PutObject( this ); |
|
return false; |
|
} |
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Constructor |
|
//----------------------------------------------------------------------------- |
|
CBase3dView::CBase3dView( CViewRender *pMainView ) : |
|
m_pMainView( pMainView ), |
|
m_Frustum( pMainView->m_Frustum ), |
|
m_nSlot( GET_ACTIVE_SPLITSCREEN_SLOT() ) |
|
{ |
|
ASSERT_LOCAL_PLAYER_RESOLVABLE(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pEnt - |
|
// Output : int |
|
//----------------------------------------------------------------------------- |
|
VPlane* CBase3dView::GetFrustum() |
|
{ |
|
// The frustum is only valid while in a RenderView call. |
|
// @MULTICORE (toml 8/11/2006): reimplement this when ready -- Assert(g_bRenderingView || g_bRenderingCameraView || g_bRenderingScreenshot); |
|
return m_Frustum; |
|
} |
|
|
|
|
|
CObjectPool<ClientWorldListInfo_t> ClientWorldListInfo_t::gm_Pool; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Base class for 3d views |
|
//----------------------------------------------------------------------------- |
|
CRendering3dView::CRendering3dView(CViewRender *pMainView) : |
|
CBase3dView( pMainView ), |
|
m_pWorldRenderList( NULL ), |
|
m_pRenderablesList( NULL ), |
|
m_pWorldListInfo( NULL ), |
|
m_pCustomVisibility( NULL ), |
|
m_DrawFlags( 0 ), |
|
m_ClearFlags( 0 ) |
|
{ |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sort entities in a back-to-front ordering |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::Setup( const CViewSetup &setup ) |
|
{ |
|
// @MULTICORE (toml 8/15/2006): don't reset if parameters don't require it. For now, just reset |
|
memcpy( static_cast<CViewSetup *>(this), &setup, sizeof( setup ) ); |
|
ReleaseLists(); |
|
|
|
m_pRenderablesList = new CClientRenderablesList; |
|
m_pCustomVisibility = NULL; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sort entities in a back-to-front ordering |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::ReleaseLists() |
|
{ |
|
SafeRelease( m_pWorldRenderList ); |
|
SafeRelease( m_pRenderablesList ); |
|
SafeRelease( m_pWorldListInfo ); |
|
m_pCustomVisibility = NULL; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::SetupRenderablesList( int viewID ) |
|
{ |
|
// VPROF( "CViewRender::SetupRenderablesList" ); |
|
|
|
VPROF_BUDGET( "SetupRenderablesList", "SetupRenderablesList" ); |
|
|
|
// Clear the list. |
|
int i; |
|
for( i=0; i < RENDER_GROUP_COUNT; i++ ) |
|
{ |
|
m_pRenderablesList->m_RenderGroupCounts[i] = 0; |
|
} |
|
|
|
// Now collate the entities in the leaves. |
|
if( !m_pMainView->ShouldDrawEntities() ) |
|
return; |
|
|
|
m_pMainView->IncRenderablesListsNumber(); |
|
|
|
// Precache information used commonly in CollateRenderables |
|
SetupRenderInfo_t setupInfo; |
|
setupInfo.m_pWorldListInfo = m_pWorldListInfo; |
|
setupInfo.m_nRenderFrame = m_pMainView->BuildRenderablesListsNumber(); // only one incremented? |
|
setupInfo.m_nDetailBuildFrame = m_pMainView->BuildWorldListsNumber(); // |
|
setupInfo.m_pRenderList = m_pRenderablesList; |
|
setupInfo.m_bDrawDetailObjects = GetClientMode()->ShouldDrawDetailObjects() && r_DrawDetailProps.GetInt(); |
|
setupInfo.m_bDrawTranslucentObjects = ( r_flashlightdepth_drawtranslucents.GetBool() || (viewID != VIEW_SHADOW_DEPTH_TEXTURE) || m_bRenderFlashlightDepthTranslucents ); |
|
setupInfo.m_nViewID = viewID; |
|
setupInfo.m_vecRenderOrigin = origin; |
|
setupInfo.m_vecRenderForward = CurrentViewForward(); |
|
|
|
float fMaxDist = cl_maxrenderable_dist.GetFloat(); |
|
|
|
// Shadowing light typically has a smaller farz than cl_maxrenderable_dist |
|
setupInfo.m_flRenderDistSq = (viewID == VIEW_SHADOW_DEPTH_TEXTURE) ? MIN(zFar, fMaxDist) : fMaxDist; |
|
setupInfo.m_flRenderDistSq *= setupInfo.m_flRenderDistSq; |
|
|
|
ClientLeafSystem()->BuildRenderablesList( setupInfo ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
// Kinda awkward...three optional parameters at the end... |
|
void CRendering3dView::BuildWorldRenderLists( bool bDrawEntities, int iForceViewLeaf /* = -1 */, |
|
bool bUseCacheIfEnabled /* = true */, bool bShadowDepth /* = false */, float *pReflectionWaterHeight /*= NULL*/ ) |
|
{ |
|
VPROF_BUDGET( "BuildWorldRenderLists", VPROF_BUDGETGROUP_WORLD_RENDERING ); |
|
|
|
// @MULTICORE (toml 8/18/2006): to address.... |
|
extern void UpdateClientRenderableInPVSStatus(); |
|
UpdateClientRenderableInPVSStatus(); |
|
|
|
Assert( !m_pWorldRenderList && !m_pWorldListInfo); |
|
|
|
m_pMainView->IncWorldListsNumber(); |
|
// Override vis data if specified this render, otherwise use default behavior with NULL |
|
VisOverrideData_t* pVisData = ( m_pCustomVisibility && m_pCustomVisibility->m_VisData.m_fDistToAreaPortalTolerance != FLT_MAX ) ? &m_pCustomVisibility->m_VisData : NULL; |
|
bool bUseCache = ( bUseCacheIfEnabled && r_worldlistcache.GetBool() ); |
|
if ( !bUseCache || pVisData || !g_WorldListCache.Find( *this, &m_pWorldRenderList, &m_pWorldListInfo ) ) |
|
{ |
|
// @MULTICORE (toml 8/18/2006): when make parallel, will have to change caching to be atomic, where follow ons receive a pointer to a list that is not yet built |
|
m_pWorldRenderList = render->CreateWorldList(); |
|
m_pWorldListInfo = new ClientWorldListInfo_t; |
|
|
|
render->BuildWorldLists( m_pWorldRenderList, m_pWorldListInfo, |
|
( m_pCustomVisibility ) ? m_pCustomVisibility->m_iForceViewLeaf : iForceViewLeaf, |
|
pVisData, bShadowDepth, pReflectionWaterHeight ); |
|
|
|
if ( bUseCache && !pVisData ) |
|
{ |
|
g_WorldListCache.Add( *this, m_pWorldRenderList, m_pWorldListInfo ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Computes the actual world list info based on the render flags |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::PruneWorldListInfo() |
|
{ |
|
// Drawing everything? Just return the world list info as-is |
|
int nWaterDrawFlags = m_DrawFlags & (DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER); |
|
if ( nWaterDrawFlags == (DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER) ) |
|
{ |
|
return; |
|
} |
|
|
|
if ( nWaterDrawFlags == DF_RENDER_ABOVEWATER && !m_pWorldListInfo->m_bHasWater ) |
|
return; |
|
ClientWorldListInfo_t *pNewInfo; |
|
// Only allocate memory if actually will draw something |
|
if ( m_pWorldListInfo->m_LeafCount > 0 && nWaterDrawFlags ) |
|
{ |
|
pNewInfo = ClientWorldListInfo_t::AllocPooled( *m_pWorldListInfo ); |
|
} |
|
else |
|
{ |
|
pNewInfo = new ClientWorldListInfo_t; |
|
} |
|
|
|
pNewInfo->m_ViewFogVolume = m_pWorldListInfo->m_ViewFogVolume; |
|
pNewInfo->m_bHasWater = m_pWorldListInfo->m_bHasWater; |
|
pNewInfo->m_LeafCount = 0; |
|
|
|
if ( nWaterDrawFlags != DF_RENDER_UNDERWATER || m_pWorldListInfo->m_bHasWater ) |
|
{ |
|
// Not drawing anything? Then don't bother with renderable lists |
|
if ( nWaterDrawFlags != 0 ) |
|
{ |
|
// Create a sub-list based on the actual leaves being rendered |
|
bool bRenderingUnderwater = (nWaterDrawFlags & DF_RENDER_UNDERWATER) != 0; |
|
for ( int i = 0; i < m_pWorldListInfo->m_LeafCount; ++i ) |
|
{ |
|
bool bLeafIsUnderwater = ( m_pWorldListInfo->m_pLeafDataList[i].waterData != -1 ); |
|
if ( bRenderingUnderwater == bLeafIsUnderwater ) |
|
{ |
|
pNewInfo->m_pLeafDataList[ pNewInfo->m_LeafCount ] = m_pWorldListInfo->m_pLeafDataList[ i ]; |
|
pNewInfo->m_pOriginalLeafIndex[ pNewInfo->m_LeafCount ] = i; |
|
++pNewInfo->m_LeafCount; |
|
} |
|
} |
|
} |
|
} |
|
|
|
m_pWorldListInfo->Release(); |
|
m_pWorldListInfo = pNewInfo; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
static inline void UpdateBrushModelLightmap( IClientRenderable *pEnt ) |
|
{ |
|
model_t *pModel = ( model_t * )pEnt->GetModel(); |
|
render->UpdateBrushModelLightmap( pModel, pEnt ); |
|
} |
|
|
|
void CRendering3dView::BuildRenderableRenderLists( int viewID ) |
|
{ |
|
MDLCACHE_CRITICAL_SECTION(); |
|
|
|
if ( viewID != VIEW_SHADOW_DEPTH_TEXTURE ) |
|
{ |
|
render->BeginUpdateLightmaps(); |
|
} |
|
|
|
SetupRenderablesList( viewID ); |
|
|
|
if ( viewID != VIEW_SHADOW_DEPTH_TEXTURE ) |
|
{ |
|
// update lightmap on brush models if necessary |
|
for ( int i = 0; i < RENDER_GROUP_COUNT; ++i ) |
|
{ |
|
CClientRenderablesList::CEntry *pEntities = m_pRenderablesList->m_RenderGroups[i]; |
|
int nCount = m_pRenderablesList->m_RenderGroupCounts[i]; |
|
for( int j=0; j < nCount; ++j ) |
|
{ |
|
if ( pEntities[j].m_nModelType != RENDERABLE_MODEL_BRUSH ) |
|
continue; |
|
Assert(pEntities[j].m_TwoPass==0); |
|
UpdateBrushModelLightmap( pEntities[j].m_pRenderable ); |
|
} |
|
} |
|
|
|
render->EndUpdateLightmaps(); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::DrawWorld( float waterZAdjust ) |
|
{ |
|
VPROF_INCREMENT_COUNTER( "RenderWorld", 1 ); |
|
VPROF_BUDGET( "DrawWorld", VPROF_BUDGETGROUP_WORLD_RENDERING ); |
|
if( !r_drawopaqueworld.GetBool() ) |
|
{ |
|
return; |
|
} |
|
|
|
unsigned long engineFlags = BuildEngineDrawWorldListFlags( m_DrawFlags ); |
|
|
|
render->DrawWorldLists( m_pWorldRenderList, engineFlags, waterZAdjust ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets up automatic z-prepass on the 360. No-op on PC. |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::Begin360ZPass() |
|
{ |
|
#ifdef _X360 |
|
|
|
// set up command buffer-based fast z rejection for 360 |
|
if ( r_fastzreject.GetBool() && !( m_DrawFlags & DF_SHADOW_DEPTH_MAP ) ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
int nNumIndices = render->GetNumIndicesForWorldLists( m_pWorldRenderList, BuildEngineDrawWorldListFlags( m_DrawFlags ) ); |
|
pRenderContext->Begin360ZPass( nNumIndices ); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Finishes automatic z-prepass on the 360. Will kick of Z render and color |
|
// render passes. No-op on PC. |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::End360ZPass() |
|
{ |
|
#ifdef _X360 |
|
{ |
|
|
|
|
|
if ( r_fastzreject.GetBool() && !( m_DrawFlags & DF_SHADOW_DEPTH_MAP ) ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->End360ZPass(); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
|
|
CMaterialReference g_material_WriteZ; //init'ed on by CViewRender::Init() |
|
|
|
//----------------------------------------------------------------------------- |
|
// Fakes per-entity clip planes on cards that don't support user clip planes. |
|
// Achieves the effect by drawing an invisible box that writes to the depth buffer |
|
// around the clipped area. It's not perfect, but better than nothing. |
|
//----------------------------------------------------------------------------- |
|
static void DrawClippedDepthBox( IClientRenderable *pEnt, float *pClipPlane ) |
|
{ |
|
//#define DEBUG_DRAWCLIPPEDDEPTHBOX //uncomment to draw the depth box as a colorful box |
|
|
|
static const int iQuads[6][5] = { { 0, 4, 6, 2, 0 }, //always an extra copy of first index at end to make some algorithms simpler |
|
{ 3, 7, 5, 1, 3 }, |
|
{ 1, 5, 4, 0, 1 }, |
|
{ 2, 6, 7, 3, 2 }, |
|
{ 0, 2, 3, 1, 0 }, |
|
{ 5, 7, 6, 4, 5 } }; |
|
|
|
static const int iLines[12][2] = { { 0, 1 }, |
|
{ 0, 2 }, |
|
{ 0, 4 }, |
|
{ 1, 3 }, |
|
{ 1, 5 }, |
|
{ 2, 3 }, |
|
{ 2, 6 }, |
|
{ 3, 7 }, |
|
{ 4, 6 }, |
|
{ 4, 5 }, |
|
{ 5, 7 }, |
|
{ 6, 7 } }; |
|
|
|
|
|
#ifdef DEBUG_DRAWCLIPPEDDEPTHBOX |
|
static const float fColors[6][3] = { { 1.0f, 0.0f, 0.0f }, |
|
{ 0.0f, 1.0f, 1.0f }, |
|
{ 0.0f, 1.0f, 0.0f }, |
|
{ 1.0f, 0.0f, 1.0f }, |
|
{ 0.0f, 0.0f, 1.0f }, |
|
{ 1.0f, 1.0f, 0.0f } }; |
|
#endif |
|
|
|
|
|
|
|
|
|
Vector vNormal = *(Vector *)pClipPlane; |
|
float fPlaneDist = pClipPlane[3]; |
|
|
|
Vector vMins, vMaxs; |
|
pEnt->GetRenderBounds( vMins, vMaxs ); |
|
|
|
Vector vOrigin = pEnt->GetRenderOrigin(); |
|
QAngle qAngles = pEnt->GetRenderAngles(); |
|
|
|
Vector vForward, vUp, vRight; |
|
AngleVectors( qAngles, &vForward, &vRight, &vUp ); |
|
|
|
Vector vPoints[8]; |
|
vPoints[0] = vOrigin + (vForward * vMins.x) + (vRight * vMins.y) + (vUp * vMins.z); |
|
vPoints[1] = vOrigin + (vForward * vMaxs.x) + (vRight * vMins.y) + (vUp * vMins.z); |
|
vPoints[2] = vOrigin + (vForward * vMins.x) + (vRight * vMaxs.y) + (vUp * vMins.z); |
|
vPoints[3] = vOrigin + (vForward * vMaxs.x) + (vRight * vMaxs.y) + (vUp * vMins.z); |
|
vPoints[4] = vOrigin + (vForward * vMins.x) + (vRight * vMins.y) + (vUp * vMaxs.z); |
|
vPoints[5] = vOrigin + (vForward * vMaxs.x) + (vRight * vMins.y) + (vUp * vMaxs.z); |
|
vPoints[6] = vOrigin + (vForward * vMins.x) + (vRight * vMaxs.y) + (vUp * vMaxs.z); |
|
vPoints[7] = vOrigin + (vForward * vMaxs.x) + (vRight * vMaxs.y) + (vUp * vMaxs.z); |
|
|
|
int iClipped[8]; |
|
float fDists[8]; |
|
for( int i = 0; i != 8; ++i ) |
|
{ |
|
fDists[i] = vPoints[i].Dot( vNormal ) - fPlaneDist; |
|
iClipped[i] = (fDists[i] > 0.0f) ? 1 : 0; |
|
} |
|
|
|
Vector vSplitPoints[8][8]; //obviously there are only 12 lines, not 64 lines or 64 split points, but the indexing is way easier like this |
|
int iLineStates[8][8]; //0 = unclipped, 2 = wholly clipped, 3 = first point clipped, 4 = second point clipped |
|
|
|
//categorize lines and generate split points where needed |
|
for( int i = 0; i != 12; ++i ) |
|
{ |
|
const int *pPoints = iLines[i]; |
|
int iLineState = (iClipped[pPoints[0]] + iClipped[pPoints[1]]); |
|
if( iLineState != 1 ) //either both points are clipped, or neither are clipped |
|
{ |
|
iLineStates[pPoints[0]][pPoints[1]] = |
|
iLineStates[pPoints[1]][pPoints[0]] = |
|
iLineState; |
|
} |
|
else |
|
{ |
|
//one point is clipped, the other is not |
|
if( iClipped[pPoints[0]] == 1 ) |
|
{ |
|
//first point was clipped, index 1 has the negative distance |
|
float fInvTotalDist = 1.0f / (fDists[pPoints[0]] - fDists[pPoints[1]]); |
|
vSplitPoints[pPoints[0]][pPoints[1]] = |
|
vSplitPoints[pPoints[1]][pPoints[0]] = |
|
(vPoints[pPoints[1]] * (fDists[pPoints[0]] * fInvTotalDist)) - (vPoints[pPoints[0]] * (fDists[pPoints[1]] * fInvTotalDist)); |
|
|
|
Assert( fabs( vNormal.Dot( vSplitPoints[pPoints[0]][pPoints[1]] ) - fPlaneDist ) < 0.01f ); |
|
|
|
iLineStates[pPoints[0]][pPoints[1]] = 3; |
|
iLineStates[pPoints[1]][pPoints[0]] = 4; |
|
} |
|
else |
|
{ |
|
//second point was clipped, index 0 has the negative distance |
|
float fInvTotalDist = 1.0f / (fDists[pPoints[1]] - fDists[pPoints[0]]); |
|
vSplitPoints[pPoints[0]][pPoints[1]] = |
|
vSplitPoints[pPoints[1]][pPoints[0]] = |
|
(vPoints[pPoints[0]] * (fDists[pPoints[1]] * fInvTotalDist)) - (vPoints[pPoints[1]] * (fDists[pPoints[0]] * fInvTotalDist)); |
|
|
|
Assert( fabs( vNormal.Dot( vSplitPoints[pPoints[0]][pPoints[1]] ) - fPlaneDist ) < 0.01f ); |
|
|
|
iLineStates[pPoints[0]][pPoints[1]] = 4; |
|
iLineStates[pPoints[1]][pPoints[0]] = 3; |
|
} |
|
} |
|
} |
|
|
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
#ifdef DEBUG_DRAWCLIPPEDDEPTHBOX |
|
pRenderContext->Bind( materials->FindMaterial( "debug/debugvertexcolor", TEXTURE_GROUP_OTHER ), NULL ); |
|
#else |
|
pRenderContext->Bind( g_material_WriteZ, NULL ); |
|
#endif |
|
|
|
CMeshBuilder meshBuilder; |
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( false ); |
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 18 ); //6 sides, possible one cut per side. Any side is capable of having 3 tri's. Lots of padding for things that aren't possible |
|
|
|
//going to draw as a collection of triangles, arranged as a triangle fan on each side |
|
for( int i = 0; i != 6; ++i ) |
|
{ |
|
const int *pPoints = iQuads[i]; |
|
|
|
//can't start the fan on a wholly clipped line, so seek to one that isn't |
|
int j = 0; |
|
do |
|
{ |
|
if( iLineStates[pPoints[j]][pPoints[j+1]] != 2 ) //at least part of this line will be drawn |
|
break; |
|
|
|
++j; |
|
} while( j != 3 ); |
|
|
|
if( j == 3 ) //not enough lines to even form a triangle |
|
continue; |
|
|
|
float *pStartPoint = 0; |
|
float *pTriangleFanPoints[4]; //at most, one of our fans will have 5 points total, with the first point being stored separately as pStartPoint |
|
int iTriangleFanPointCount = 1; //the switch below creates the first for sure |
|
|
|
//figure out how to start the fan |
|
switch( iLineStates[pPoints[j]][pPoints[j+1]] ) |
|
{ |
|
case 0: //uncut |
|
pStartPoint = &vPoints[pPoints[j]].x; |
|
pTriangleFanPoints[0] = &vPoints[pPoints[j+1]].x; |
|
break; |
|
|
|
case 4: //second index was clipped |
|
pStartPoint = &vPoints[pPoints[j]].x; |
|
pTriangleFanPoints[0] = &vSplitPoints[pPoints[j]][pPoints[j+1]].x; |
|
break; |
|
|
|
case 3: //first index was clipped |
|
pStartPoint = &vSplitPoints[pPoints[j]][pPoints[j+1]].x; |
|
pTriangleFanPoints[0] = &vPoints[pPoints[j + 1]].x; |
|
break; |
|
|
|
default: |
|
Assert( false ); |
|
break; |
|
}; |
|
|
|
for( ++j; j != 3; ++j ) //add end points for the rest of the indices, we're assembling a triangle fan |
|
{ |
|
switch( iLineStates[pPoints[j]][pPoints[j+1]] ) |
|
{ |
|
case 0: //uncut line, normal endpoint |
|
pTriangleFanPoints[iTriangleFanPointCount] = &vPoints[pPoints[j+1]].x; |
|
++iTriangleFanPointCount; |
|
break; |
|
|
|
case 2: //wholly cut line, no endpoint |
|
break; |
|
|
|
case 3: //first point is clipped, normal endpoint |
|
//special case, adds start and end point |
|
pTriangleFanPoints[iTriangleFanPointCount] = &vSplitPoints[pPoints[j]][pPoints[j+1]].x; |
|
++iTriangleFanPointCount; |
|
|
|
pTriangleFanPoints[iTriangleFanPointCount] = &vPoints[pPoints[j+1]].x; |
|
++iTriangleFanPointCount; |
|
break; |
|
|
|
case 4: //second point is clipped |
|
pTriangleFanPoints[iTriangleFanPointCount] = &vSplitPoints[pPoints[j]][pPoints[j+1]].x; |
|
++iTriangleFanPointCount; |
|
break; |
|
|
|
default: |
|
Assert( false ); |
|
break; |
|
}; |
|
} |
|
|
|
//special case endpoints, half-clipped lines have a connecting line between them and the next line (first line in this case) |
|
switch( iLineStates[pPoints[j]][pPoints[j+1]] ) |
|
{ |
|
case 3: |
|
case 4: |
|
pTriangleFanPoints[iTriangleFanPointCount] = &vSplitPoints[pPoints[j]][pPoints[j+1]].x; |
|
++iTriangleFanPointCount; |
|
break; |
|
}; |
|
|
|
Assert( iTriangleFanPointCount <= 4 ); |
|
|
|
//add the fan to the mesh |
|
int iLoopStop = iTriangleFanPointCount - 1; |
|
for( int k = 0; k != iLoopStop; ++k ) |
|
{ |
|
meshBuilder.Position3fv( pStartPoint ); |
|
#ifdef DEBUG_DRAWCLIPPEDDEPTHBOX |
|
float fHalfColors[3] = { fColors[i][0] * 0.5f, fColors[i][1] * 0.5f, fColors[i][2] * 0.5f }; |
|
meshBuilder.Color3fv( fHalfColors ); |
|
#endif |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3fv( pTriangleFanPoints[k] ); |
|
#ifdef DEBUG_DRAWCLIPPEDDEPTHBOX |
|
meshBuilder.Color3fv( fColors[i] ); |
|
#endif |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3fv( pTriangleFanPoints[k+1] ); |
|
#ifdef DEBUG_DRAWCLIPPEDDEPTHBOX |
|
meshBuilder.Color3fv( fColors[i] ); |
|
#endif |
|
meshBuilder.AdvanceVertex(); |
|
} |
|
} |
|
|
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
pRenderContext->Flush( false ); |
|
} |
|
|
|
static inline bool BlurTest( IClientRenderable *pRenderable, int drawFlags, bool bPreDraw, const RenderableInstance_t &instance ) |
|
{ |
|
if( CurrentViewID() == VIEW_MONITOR ) |
|
return false; |
|
|
|
if( !bPreDraw ) |
|
return false; |
|
|
|
IClientUnknown *pUnknown = pRenderable->GetIClientUnknown(); |
|
if( !pUnknown ) |
|
return false; |
|
|
|
IClientEntity *pClientEntity = pUnknown->GetIClientEntity(); |
|
if( !pClientEntity ) |
|
return false; |
|
|
|
if( pClientEntity->IsBlurred() ) |
|
{ |
|
const CViewSetup *pViewSetup = view->GetViewSetup(); |
|
if( pViewSetup ) |
|
{ |
|
BlurEntity( pRenderable, bPreDraw, drawFlags, instance, *pViewSetup, pViewSetup->x, pViewSetup->y, pViewSetup->width, pViewSetup->height ); |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Unified bit of draw code for opaque and translucent renderables |
|
//----------------------------------------------------------------------------- |
|
static inline void DrawRenderable( IClientRenderable *pEnt, int flags, const RenderableInstance_t &instance ) |
|
{ |
|
float *pRenderClipPlane = NULL; |
|
if( r_entityclips.GetBool() ) |
|
pRenderClipPlane = pEnt->GetRenderClipPlane(); |
|
|
|
if( pRenderClipPlane ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
if( !materials->UsingFastClipping() ) //do NOT change the fast clip plane mid-scene, depth problems result. Regular user clip planes are fine though |
|
pRenderContext->PushCustomClipPlane( pRenderClipPlane ); |
|
else |
|
DrawClippedDepthBox( pEnt, pRenderClipPlane ); |
|
Assert( view->GetCurrentlyDrawingEntity() == NULL ); |
|
view->SetCurrentlyDrawingEntity( pEnt->GetIClientUnknown()->GetBaseEntity() ); |
|
bool bBlockNormalDraw = BlurTest( pEnt, flags, true, instance ); |
|
if( !bBlockNormalDraw ) |
|
pEnt->DrawModel( flags, instance ); |
|
BlurTest( pEnt, flags, false, instance ); |
|
view->SetCurrentlyDrawingEntity( NULL ); |
|
|
|
if( !materials->UsingFastClipping() ) |
|
pRenderContext->PopCustomClipPlane(); |
|
} |
|
else |
|
{ |
|
Assert( view->GetCurrentlyDrawingEntity() == NULL ); |
|
view->SetCurrentlyDrawingEntity( pEnt->GetIClientUnknown()->GetBaseEntity() ); |
|
bool bBlockNormalDraw = BlurTest( pEnt, flags, true, instance ); |
|
if( !bBlockNormalDraw ) |
|
pEnt->DrawModel( flags, instance ); |
|
BlurTest( pEnt, flags, false, instance ); |
|
view->SetCurrentlyDrawingEntity( NULL ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws all opaque renderables in leaves that were rendered |
|
//----------------------------------------------------------------------------- |
|
static inline void DrawOpaqueRenderable( IClientRenderable *pEnt, bool bTwoPass, bool bShadowDepth ) |
|
{ |
|
ASSERT_LOCAL_PLAYER_RESOLVABLE(); |
|
float color[3]; |
|
|
|
Assert( !IsSplitScreenSupported() || pEnt->ShouldDrawForSplitScreenUser( GET_ACTIVE_SPLITSCREEN_SLOT() ) ); |
|
Assert( (pEnt->GetIClientUnknown() == NULL) || (pEnt->GetIClientUnknown()->GetIClientEntity() == NULL) || (pEnt->GetIClientUnknown()->GetIClientEntity()->IsBlurred() == false) ); |
|
pEnt->GetColorModulation( color ); |
|
render->SetColorModulation( color ); |
|
|
|
int flags = STUDIO_RENDER; |
|
if ( bTwoPass ) |
|
{ |
|
flags |= STUDIO_TWOPASS; |
|
} |
|
|
|
if ( bShadowDepth ) |
|
{ |
|
flags |= STUDIO_SHADOWDEPTHTEXTURE; |
|
} |
|
|
|
RenderableInstance_t instance; |
|
instance.m_nAlpha = 255; |
|
DrawRenderable( pEnt, flags, instance ); |
|
} |
|
|
|
//------------------------------------- |
|
|
|
|
|
static void SetupBonesOnBaseAnimating( C_BaseAnimating *&pBaseAnimating ) |
|
{ |
|
pBaseAnimating->SetupBones( NULL, -1, -1, gpGlobals->curtime ); |
|
} |
|
|
|
|
|
static void DrawOpaqueRenderables_DrawBrushModels( int nCount, CClientRenderablesList::CEntry **ppEntities, bool bShadowDepth ) |
|
{ |
|
for( int i = 0; i < nCount; ++i ) |
|
{ |
|
Assert( !ppEntities[i]->m_TwoPass ); |
|
DrawOpaqueRenderable( ppEntities[i]->m_pRenderable, false, bShadowDepth ); |
|
} |
|
} |
|
|
|
static void DrawOpaqueRenderables_DrawStaticProps( int nCount, CClientRenderablesList::CEntry **ppEntities, bool bShadowDepth ) |
|
{ |
|
if ( nCount == 0 ) |
|
return; |
|
|
|
float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; |
|
render->SetColorModulation( one ); |
|
render->SetBlend( 1.0f ); |
|
|
|
const int MAX_STATICS_PER_BATCH = 512; |
|
IClientRenderable *pStatics[ MAX_STATICS_PER_BATCH ]; |
|
RenderableInstance_t pInstances[ MAX_STATICS_PER_BATCH ]; |
|
|
|
int numScheduled = 0, numAvailable = MAX_STATICS_PER_BATCH; |
|
|
|
for( int i = 0; i < nCount; ++i ) |
|
{ |
|
CClientRenderablesList::CEntry *itEntity = ppEntities[i]; |
|
if ( itEntity->m_pRenderable ) |
|
NULL; |
|
else |
|
continue; |
|
|
|
pInstances[ numScheduled ] = itEntity->m_InstanceData; |
|
pStatics[ numScheduled ++ ] = itEntity->m_pRenderable; |
|
if ( -- numAvailable > 0 ) |
|
continue; // place a hint for compiler to predict more common case in the loop |
|
|
|
staticpropmgr->DrawStaticProps( pStatics, pInstances, numScheduled, bShadowDepth, vcollide_wireframe.GetBool() ); |
|
numScheduled = 0; |
|
numAvailable = MAX_STATICS_PER_BATCH; |
|
} |
|
|
|
if ( numScheduled ) |
|
staticpropmgr->DrawStaticProps( pStatics, pInstances, numScheduled, bShadowDepth, vcollide_wireframe.GetBool() ); |
|
} |
|
|
|
static void DrawOpaqueRenderables_Range( int nCount, CClientRenderablesList::CEntry **ppEntities, bool bShadowDepth ) |
|
{ |
|
for ( int i = 0; i < nCount; ++i ) |
|
{ |
|
CClientRenderablesList::CEntry *itEntity = ppEntities[i]; |
|
if ( itEntity->m_pRenderable ) |
|
{ |
|
DrawOpaqueRenderable( itEntity->m_pRenderable, ( itEntity->m_TwoPass != 0 ), bShadowDepth ); |
|
} |
|
} |
|
} |
|
|
|
ConVar cl_modelfastpath( "cl_modelfastpath", "1" ); |
|
ConVar cl_skipslowpath( "cl_skipslowpath", "0", FCVAR_CHEAT, "Set to 1 to skip any models that don't go through the model fast path" ); |
|
extern ConVar r_drawothermodels; |
|
static void DrawOpaqueRenderables_ModelRenderables( int nCount, ModelRenderSystemData_t* pModelRenderables, bool bShadowDepth ) |
|
{ |
|
g_pModelRenderSystem->DrawModels( pModelRenderables, nCount, bShadowDepth ? MODEL_RENDER_MODE_SHADOW_DEPTH : MODEL_RENDER_MODE_NORMAL ); |
|
} |
|
|
|
static void DrawOpaqueRenderables_NPCs( int nCount, CClientRenderablesList::CEntry **ppEntities, bool bShadowDepth ) |
|
{ |
|
DrawOpaqueRenderables_Range( nCount, ppEntities, bShadowDepth ); |
|
} |
|
|
|
void CRendering3dView::DrawOpaqueRenderables( bool bShadowDepth ) |
|
{ |
|
VPROF("CViewRender::DrawOpaqueRenderables" ); |
|
|
|
if( !r_drawopaquerenderables.GetBool() ) |
|
return; |
|
|
|
if( !m_pMainView->ShouldDrawEntities() ) |
|
return; |
|
|
|
render->SetBlend( 1 ); |
|
|
|
// |
|
// Prepare to iterate over all leaves that were visible, and draw opaque things in them. |
|
// |
|
RopeManager()->ResetRenderCache(); |
|
g_pParticleSystemMgr->ResetRenderCache(); |
|
|
|
// Categorize models by type |
|
int nOpaqueRenderableCount = m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_OPAQUE]; |
|
CUtlVector< CClientRenderablesList::CEntry* > brushModels( (CClientRenderablesList::CEntry **)stackalloc( nOpaqueRenderableCount * sizeof( CClientRenderablesList::CEntry* ) ), nOpaqueRenderableCount ); |
|
CUtlVector< CClientRenderablesList::CEntry* > staticProps( (CClientRenderablesList::CEntry **)stackalloc( nOpaqueRenderableCount * sizeof( CClientRenderablesList::CEntry* ) ), nOpaqueRenderableCount ); |
|
CUtlVector< CClientRenderablesList::CEntry* > otherRenderables( (CClientRenderablesList::CEntry **)stackalloc( nOpaqueRenderableCount * sizeof( CClientRenderablesList::CEntry* ) ), nOpaqueRenderableCount ); |
|
CClientRenderablesList::CEntry *pOpaqueList = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_OPAQUE]; |
|
for ( int i = 0; i < nOpaqueRenderableCount; ++i ) |
|
{ |
|
switch( pOpaqueList[i].m_nModelType ) |
|
{ |
|
case RENDERABLE_MODEL_BRUSH: brushModels.AddToTail( &pOpaqueList[i] ); break; |
|
case RENDERABLE_MODEL_STATIC_PROP: staticProps.AddToTail( &pOpaqueList[i] ); break; |
|
default: otherRenderables.AddToTail( &pOpaqueList[i] ); break; |
|
} |
|
} |
|
|
|
// |
|
// First do the brush models |
|
// |
|
DrawOpaqueRenderables_DrawBrushModels( brushModels.Count(), brushModels.Base(), bShadowDepth ); |
|
|
|
// Move all static props to modelrendersystem |
|
bool bUseFastPath = ( cl_modelfastpath.GetInt() != 0 ); |
|
|
|
// |
|
// Sort everything that's not a static prop |
|
// |
|
int nStaticPropCount = staticProps.Count(); |
|
int numOpaqueEnts = otherRenderables.Count(); |
|
CUtlVector< CClientRenderablesList::CEntry* > arrRenderEntsNpcsFirst( (CClientRenderablesList::CEntry **)stackalloc( numOpaqueEnts * sizeof( CClientRenderablesList::CEntry ) ), numOpaqueEnts ); |
|
CUtlVector< ModelRenderSystemData_t > arrModelRenderables( (ModelRenderSystemData_t *)stackalloc( ( numOpaqueEnts + nStaticPropCount ) * sizeof( ModelRenderSystemData_t ) ), numOpaqueEnts + nStaticPropCount ); |
|
|
|
// Queue up RENDER_GROUP_OPAQUE_ENTITY entities to be rendered later. |
|
CClientRenderablesList::CEntry *itEntity; |
|
if( r_drawothermodels.GetBool() ) |
|
{ |
|
for ( int i = 0; i < numOpaqueEnts; ++i ) |
|
{ |
|
itEntity = otherRenderables[i]; |
|
if ( !itEntity->m_pRenderable ) |
|
continue; |
|
|
|
IClientUnknown *pUnknown = itEntity->m_pRenderable->GetIClientUnknown(); |
|
IClientModelRenderable *pModelRenderable = pUnknown->GetClientModelRenderable(); |
|
C_BaseEntity *pEntity = pUnknown->GetBaseEntity(); |
|
|
|
// FIXME: Strangely, some static props are in the non-static prop bucket |
|
// which is what the last case in this if statement is for |
|
if ( bUseFastPath && pModelRenderable ) |
|
{ |
|
ModelRenderSystemData_t data; |
|
data.m_pRenderable = itEntity->m_pRenderable; |
|
data.m_pModelRenderable = pModelRenderable; |
|
data.m_InstanceData = itEntity->m_InstanceData; |
|
arrModelRenderables.AddToTail( data ); |
|
otherRenderables.FastRemove( i ); |
|
--i; --numOpaqueEnts; |
|
continue; |
|
} |
|
|
|
if ( !pEntity ) |
|
continue; |
|
|
|
if ( pEntity->IsNPC() ) |
|
{ |
|
arrRenderEntsNpcsFirst.AddToTail( itEntity ); |
|
otherRenderables.FastRemove( i ); |
|
--i; --numOpaqueEnts; |
|
continue; |
|
} |
|
} |
|
} |
|
|
|
// Queue up the static props to be rendered later. |
|
for ( int i = 0; i < nStaticPropCount; ++i ) |
|
{ |
|
itEntity = staticProps[i]; |
|
if ( !itEntity->m_pRenderable ) |
|
continue; |
|
|
|
IClientUnknown *pUnknown = itEntity->m_pRenderable->GetIClientUnknown(); |
|
IClientModelRenderable *pModelRenderable = pUnknown->GetClientModelRenderable(); |
|
if ( !bUseFastPath || !pModelRenderable ) |
|
continue; |
|
|
|
ModelRenderSystemData_t data; |
|
data.m_pRenderable = itEntity->m_pRenderable; |
|
data.m_pModelRenderable = pModelRenderable; |
|
data.m_InstanceData = itEntity->m_InstanceData; |
|
arrModelRenderables.AddToTail( data ); |
|
|
|
staticProps.FastRemove( i ); |
|
--i; --nStaticPropCount; |
|
} |
|
|
|
// |
|
// Draw model renderables now (ie. models that use the fast path) |
|
// |
|
DrawOpaqueRenderables_ModelRenderables( arrModelRenderables.Count(), arrModelRenderables.Base(), bShadowDepth ); |
|
|
|
// Turn off z pass here. Don't want non-fastpath models with potentially large dynamic VB requirements overwrite |
|
// stuff in the dynamic VB ringbuffer. We're calling End360ZPass again in DrawExecute, but that's not a problem. |
|
// Begin360ZPass/End360ZPass don't have to be matched exactly. |
|
End360ZPass(); |
|
|
|
// |
|
// Draw static props + opaque entities that aren't using the fast path. |
|
// |
|
DrawOpaqueRenderables_Range( otherRenderables.Count(), otherRenderables.Base(), bShadowDepth ); |
|
DrawOpaqueRenderables_DrawStaticProps( staticProps.Count(), staticProps.Base(), bShadowDepth ); |
|
|
|
// |
|
// Draw NPCs now |
|
// |
|
DrawOpaqueRenderables_NPCs( arrRenderEntsNpcsFirst.Count(), arrRenderEntsNpcsFirst.Base(), bShadowDepth ); |
|
|
|
// |
|
// Ropes and particles |
|
// |
|
RopeManager()->DrawRenderCache( bShadowDepth ); |
|
g_pParticleSystemMgr->DrawRenderCache( bShadowDepth ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders all translucent world + detail objects in a particular set of leaves |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::DrawTranslucentWorldInLeaves( bool bShadowDepth ) |
|
{ |
|
if ( bShadowDepth ) |
|
return; |
|
|
|
VPROF_BUDGET( "CViewRender::DrawTranslucentWorldInLeaves", VPROF_BUDGETGROUP_WORLD_RENDERING ); |
|
const ClientWorldListInfo_t& info = *m_pWorldListInfo; |
|
CUtlVectorFixedGrowable<int, 32> transSortIndexList; |
|
for( int iCurLeafIndex = info.m_LeafCount - 1; iCurLeafIndex >= 0; iCurLeafIndex-- ) |
|
{ |
|
if ( info.m_pLeafDataList[iCurLeafIndex].translucentSurfaceCount ) |
|
{ |
|
int nActualLeafIndex = info.m_pOriginalLeafIndex ? info.m_pOriginalLeafIndex[ iCurLeafIndex ] : iCurLeafIndex; |
|
Assert( nActualLeafIndex != INVALID_LEAF_INDEX ); |
|
transSortIndexList.AddToTail(nActualLeafIndex); |
|
} |
|
} |
|
if ( transSortIndexList.Count() ) |
|
{ |
|
// Now draw the surfaces in this leaf |
|
render->DrawTranslucentSurfaces( m_pWorldRenderList, transSortIndexList.Base(), transSortIndexList.Count(), m_DrawFlags ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders all translucent world + detail objects in a particular set of leaves |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::DrawTranslucentWorldAndDetailPropsInLeaves( int iCurLeafIndex, int iFinalLeafIndex, int nEngineDrawFlags, int &nDetailLeafCount, LeafIndex_t* pDetailLeafList, bool bShadowDepth ) |
|
{ |
|
if ( bShadowDepth ) |
|
return; |
|
|
|
CUtlVectorFixedGrowable<int, 32> transSortIndexList; |
|
VPROF_BUDGET( "CViewRender::DrawTranslucentWorldAndDetailPropsInLeaves", VPROF_BUDGETGROUP_WORLD_RENDERING ); |
|
const ClientWorldListInfo_t& info = *m_pWorldListInfo; |
|
for( ; iCurLeafIndex >= iFinalLeafIndex; iCurLeafIndex-- ) |
|
{ |
|
if ( info.m_pLeafDataList[iCurLeafIndex].translucentSurfaceCount ) |
|
{ |
|
int nActualLeafIndex = info.m_pOriginalLeafIndex ? info.m_pOriginalLeafIndex[ iCurLeafIndex ] : iCurLeafIndex; |
|
Assert( nActualLeafIndex != INVALID_LEAF_INDEX ); |
|
// First draw any queued-up detail props from previously visited leaves |
|
if ( nDetailLeafCount ) |
|
{ |
|
DetailObjectSystem()->RenderTranslucentDetailObjects( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nDetailLeafCount, pDetailLeafList ); |
|
nDetailLeafCount = 0; |
|
} |
|
transSortIndexList.AddToTail(nActualLeafIndex); |
|
} |
|
|
|
// Queue up detail props that existed in this leaf |
|
if ( ClientLeafSystem()->ShouldDrawDetailObjectsInLeaf( info.m_pLeafDataList[iCurLeafIndex].leafIndex, m_pMainView->BuildWorldListsNumber() ) ) |
|
{ |
|
if ( transSortIndexList.Count() ) |
|
{ |
|
// Now draw the surfaces in this leaf |
|
render->DrawTranslucentSurfaces( m_pWorldRenderList, transSortIndexList.Base(), transSortIndexList.Count(), nEngineDrawFlags ); |
|
} |
|
pDetailLeafList[nDetailLeafCount] = info.m_pLeafDataList[iCurLeafIndex].leafIndex; |
|
++nDetailLeafCount; |
|
} |
|
} |
|
if ( transSortIndexList.Count() ) |
|
{ |
|
// Now draw the surfaces in this leaf |
|
render->DrawTranslucentSurfaces( m_pWorldRenderList, transSortIndexList.Base(), transSortIndexList.Count(), nEngineDrawFlags ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders all translucent entities in the render list |
|
//----------------------------------------------------------------------------- |
|
static inline void DrawTranslucentRenderable( IClientRenderable *pEnt, const RenderableInstance_t &instance, bool twoPass, bool bShadowDepth ) |
|
{ |
|
ASSERT_LOCAL_PLAYER_RESOLVABLE(); |
|
|
|
Assert( !IsSplitScreenSupported() || pEnt->ShouldDrawForSplitScreenUser( GET_ACTIVE_SPLITSCREEN_SLOT() ) ); |
|
|
|
// Renderable list building should already have caught this |
|
Assert( instance.m_nAlpha > 0 ); |
|
|
|
// Determine blending amount and tell engine |
|
float blend = (float)( instance.m_nAlpha / 255.0f ); |
|
|
|
// Tell engine |
|
render->SetBlend( blend ); |
|
|
|
float color[3]; |
|
pEnt->GetColorModulation( color ); |
|
render->SetColorModulation( color ); |
|
|
|
int flags = STUDIO_RENDER | STUDIO_TRANSPARENCY; |
|
if ( twoPass ) |
|
flags |= STUDIO_TWOPASS; |
|
|
|
if ( bShadowDepth ) |
|
flags |= STUDIO_SHADOWDEPTHTEXTURE; |
|
|
|
DrawRenderable( pEnt, flags, instance ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders all translucent entities in the render list |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::DrawTranslucentRenderablesNoWorld( bool bInSkybox ) |
|
{ |
|
VPROF( "CViewRender::DrawTranslucentRenderablesNoWorld" ); |
|
|
|
if ( !m_pMainView->ShouldDrawEntities() || !r_drawtranslucentrenderables.GetBool() ) |
|
return; |
|
|
|
// Draw the particle singletons. |
|
DrawParticleSingletons( bInSkybox ); |
|
|
|
bool bShadowDepth = (m_DrawFlags & DF_SHADOW_DEPTH_MAP ) != 0; |
|
|
|
CClientRenderablesList::CEntry *pEntities = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_TRANSLUCENT]; |
|
int iCurTranslucentEntity = m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_TRANSLUCENT] - 1; |
|
|
|
while( iCurTranslucentEntity >= 0 ) |
|
{ |
|
IClientRenderable *pRenderable = pEntities[iCurTranslucentEntity].m_pRenderable; |
|
int nRenderFlags = pRenderable->GetRenderFlags(); |
|
|
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB ) |
|
{ |
|
UpdateRefractTexture(); |
|
} |
|
|
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_FULL_FB ) |
|
{ |
|
UpdateScreenEffectTexture(); |
|
} |
|
|
|
DrawTranslucentRenderable( pRenderable, pEntities[iCurTranslucentEntity].m_InstanceData, |
|
pEntities[iCurTranslucentEntity].m_TwoPass != 0, bShadowDepth ); |
|
--iCurTranslucentEntity; |
|
} |
|
|
|
// Reset the blend state. |
|
render->SetBlend( 1 ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders all translucent entities in the render list that ignore the Z buffer |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::DrawNoZBufferTranslucentRenderables( void ) |
|
{ |
|
VPROF( "CViewRender::DrawNoZBufferTranslucentRenderables" ); |
|
|
|
if ( !m_pMainView->ShouldDrawEntities() || !r_drawtranslucentrenderables.GetBool() ) |
|
return; |
|
|
|
bool bShadowDepth = (m_DrawFlags & DF_SHADOW_DEPTH_MAP ) != 0; |
|
|
|
// FIXME: This ignores Z. We don't need to sort it at all? Not sure about refraction here... |
|
// Could use fast path |
|
CClientRenderablesList::CEntry *pEntities = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_TRANSLUCENT_IGNOREZ]; |
|
int iCurTranslucentEntity = m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_TRANSLUCENT_IGNOREZ] - 1; |
|
|
|
while( iCurTranslucentEntity >= 0 ) |
|
{ |
|
IClientRenderable *pRenderable = pEntities[iCurTranslucentEntity].m_pRenderable; |
|
int nRenderFlags = pRenderable->GetRenderFlags(); |
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB ) |
|
{ |
|
UpdateRefractTexture(); |
|
} |
|
|
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_FULL_FB ) |
|
{ |
|
UpdateScreenEffectTexture(); |
|
} |
|
|
|
DrawTranslucentRenderable( pRenderable, pEntities[iCurTranslucentEntity].m_InstanceData, |
|
pEntities[iCurTranslucentEntity].m_TwoPass != 0, bShadowDepth ); |
|
--iCurTranslucentEntity; |
|
} |
|
|
|
// Reset the blend state. |
|
render->SetBlend( 1 ); |
|
} |
|
|
|
|
|
static ConVar r_unlimitedrefract( "r_unlimitedrefract", "0" ); |
|
|
|
static void UpdateNecessaryRenderTargets( int nRenderFlags ) |
|
{ |
|
if ( nRenderFlags ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
ITexture *rt = pRenderContext->GetRenderTarget(); |
|
|
|
// supress refract update |
|
if ( |
|
( nRenderFlags & ERENDERFLAGS_REFRACT_ONLY_ONCE_PER_FRAME ) && |
|
( nRenderFlags & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB ) && |
|
( gpGlobals->framecount == g_viewscene_refractUpdateFrame ) && |
|
( r_unlimitedrefract.GetInt() == 0 ) ) |
|
{ |
|
nRenderFlags &= ~( ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB ); |
|
} |
|
if ( rt ) |
|
{ |
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_FULL_FB ) |
|
{ |
|
UpdateScreenEffectTexture( 0, 0, 0, rt->GetActualWidth(), rt->GetActualHeight(), true ); |
|
} |
|
else if ( nRenderFlags & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB ) |
|
{ |
|
UpdateRefractTexture(0, 0, rt->GetActualWidth(), rt->GetActualHeight()); |
|
} |
|
} |
|
else |
|
{ |
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB ) |
|
{ |
|
UpdateRefractTexture(); |
|
} |
|
} |
|
|
|
pRenderContext.SafeRelease(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders all translucent world, entities, and detail objects in a particular set of leaves |
|
//----------------------------------------------------------------------------- |
|
ConVar cl_tlucfastpath( "cl_tlucfastpath", "1" ); |
|
extern ConVar cl_colorfastpath; |
|
|
|
void CRendering3dView::DrawTranslucentRenderables( bool bInSkybox, bool bShadowDepth ) |
|
{ |
|
const ClientWorldListInfo_t& info = *m_pWorldListInfo; |
|
|
|
|
|
{ |
|
//opaques generally write depth, and translucents generally don't. |
|
//So immediately after opaques are done is the best time to snap off the depth buffer to a texture. |
|
switch ( g_CurrentViewID ) |
|
{ |
|
case VIEW_MAIN: |
|
#ifdef _X360 |
|
case VIEW_INTRO_CAMERA: |
|
case VIEW_INTRO_PLAYER: |
|
#endif |
|
UpdateFullScreenDepthTexture(); |
|
break; |
|
|
|
default: |
|
materials->GetRenderContext()->SetFullScreenDepthTextureValidityFlag( false ); |
|
break; |
|
} |
|
} |
|
|
|
|
|
|
|
|
|
// FIXME: Add support for deferred shadows in 3D skybox |
|
if ( r_shadow_deferred.GetBool() && bInSkybox == false ) |
|
{ |
|
g_pClientShadowMgr->DrawDeferredShadows( (*this), m_pWorldListInfo->m_LeafCount, m_pWorldListInfo->m_pLeafDataList ); |
|
} |
|
|
|
if ( !r_drawtranslucentworld.GetBool() ) |
|
{ |
|
DrawTranslucentRenderablesNoWorld( bInSkybox ); |
|
return; |
|
} |
|
|
|
VPROF( "CViewRender::DrawTranslucentRenderables" ); |
|
int iPrevLeaf = info.m_LeafCount - 1; |
|
int nDetailLeafCount = 0; |
|
LeafIndex_t *pDetailLeafList = (LeafIndex_t*)stackalloc( info.m_LeafCount * sizeof(LeafIndex_t) ); |
|
|
|
// bool bDrawUnderWater = (nFlags & DF_RENDER_UNDERWATER) != 0; |
|
// bool bDrawAboveWater = (nFlags & DF_RENDER_ABOVEWATER) != 0; |
|
// bool bDrawWater = (nFlags & DF_RENDER_WATER) != 0; |
|
// bool bClipSkybox = (nFlags & DF_CLIP_SKYBOX ) != 0; |
|
unsigned long nEngineDrawFlags = BuildEngineDrawWorldListFlags( m_DrawFlags & ~DF_DRAWSKYBOX ); |
|
|
|
DetailObjectSystem()->BeginTranslucentDetailRendering(); |
|
|
|
if ( m_pMainView->ShouldDrawEntities() && r_drawtranslucentrenderables.GetBool() ) |
|
{ |
|
MDLCACHE_CRITICAL_SECTION(); |
|
// Draw the particle singletons. |
|
DrawParticleSingletons( bInSkybox ); |
|
|
|
int nTranslucentRenderableCount = m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_TRANSLUCENT]; |
|
CClientRenderablesList::CEntry *pEntities = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_TRANSLUCENT]; |
|
int iCurTranslucentEntity = nTranslucentRenderableCount - 1; |
|
|
|
int *pFastPathIndex = (int*)stackalloc( nTranslucentRenderableCount * sizeof( int ) ); |
|
CUtlVector< ModelRenderSystemData_t > fastPathData( (ModelRenderSystemData_t *)stackalloc( nTranslucentRenderableCount * sizeof( ModelRenderSystemData_t ) ), nTranslucentRenderableCount ); |
|
TranslucentInstanceRenderData_t *pRenderData = (TranslucentInstanceRenderData_t*)stackalloc( nTranslucentRenderableCount * sizeof( TranslucentInstanceRenderData_t ) ); |
|
TranslucentTempData_t tempData; |
|
tempData.m_pColorMeshHandles = ( DataCacheHandle_t * )stackalloc( nTranslucentRenderableCount * sizeof( DataCacheHandle_t ) ); |
|
bool bDoFastPath = cl_tlucfastpath.GetBool(); |
|
bool bColorizeFastPath = cl_colorfastpath.GetBool(); |
|
IMaterial *pFastPathColorMaterial = g_pModelRenderSystem->GetFastPathColorMaterial(); |
|
if ( bDoFastPath ) |
|
{ |
|
for ( int i = 0; i < nTranslucentRenderableCount; ++i ) |
|
{ |
|
Assert( pEntities[i].m_pRenderable ); |
|
IClientRenderable *pRenderable = pEntities[i].m_pRenderable; |
|
IClientUnknown *pUnknown = pRenderable->GetIClientUnknown(); |
|
IClientModelRenderable *pModelRenderable = pUnknown->GetClientModelRenderable(); |
|
if ( pModelRenderable ) |
|
{ |
|
int j = fastPathData.AddToTail( ); |
|
ModelRenderSystemData_t &data = fastPathData[j]; |
|
data.m_pRenderable = pRenderable; |
|
data.m_pModelRenderable = pModelRenderable; |
|
data.m_InstanceData = pEntities[i].m_InstanceData; |
|
pFastPathIndex[i] = j; |
|
} |
|
else |
|
{ |
|
pFastPathIndex[i] = -1; |
|
} |
|
} |
|
|
|
g_pModelRenderSystem->ComputeTranslucentRenderData( fastPathData.Base(), fastPathData.Count(), pRenderData, &tempData ); |
|
} |
|
|
|
bool bRenderingWaterRenderTargets = ( m_DrawFlags & ( DF_RENDER_REFRACTION | DF_RENDER_REFLECTION ) ) ? true : false; |
|
|
|
while( iCurTranslucentEntity >= 0 ) |
|
{ |
|
// Seek the current leaf up to our current translucent-entity leaf. |
|
int iThisLeaf = pEntities[iCurTranslucentEntity].m_iWorldListInfoLeaf; |
|
|
|
// First draw the translucent parts of the world up to and including those in this leaf |
|
DrawTranslucentWorldAndDetailPropsInLeaves( iPrevLeaf, iThisLeaf, nEngineDrawFlags, nDetailLeafCount, pDetailLeafList, bShadowDepth ); |
|
|
|
// We're traversing the leaf list backwards to get the appropriate sort ordering (back to front) |
|
iPrevLeaf = iThisLeaf - 1; |
|
|
|
// Draw all the translucent entities with this leaf. |
|
int nLeaf = info.m_pLeafDataList[iThisLeaf].leafIndex; |
|
|
|
bool bDrawDetailProps = ClientLeafSystem()->ShouldDrawDetailObjectsInLeaf( nLeaf, m_pMainView->BuildWorldListsNumber() ); |
|
if ( bDrawDetailProps ) |
|
{ |
|
// Draw detail props up to but not including this leaf |
|
Assert( nDetailLeafCount > 0 ); |
|
--nDetailLeafCount; |
|
Assert( pDetailLeafList[nDetailLeafCount] == nLeaf ); |
|
DetailObjectSystem()->RenderTranslucentDetailObjects( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nDetailLeafCount, pDetailLeafList ); |
|
|
|
// Draw translucent renderables in the leaf interspersed with detail props |
|
for( ;pEntities[iCurTranslucentEntity].m_iWorldListInfoLeaf == iThisLeaf && iCurTranslucentEntity >= 0; --iCurTranslucentEntity ) |
|
{ |
|
IClientRenderable *pRenderable = pEntities[iCurTranslucentEntity].m_pRenderable; |
|
|
|
// Draw any detail props in this leaf that's farther than the entity |
|
const Vector &vecRenderOrigin = pRenderable->GetRenderOrigin(); |
|
DetailObjectSystem()->RenderTranslucentDetailObjectsInLeaf( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nLeaf, &vecRenderOrigin ); |
|
|
|
int nRenderFlags = pRenderable->GetRenderFlags(); |
|
|
|
if ( ( nRenderFlags & ( ERENDERFLAGS_NEEDS_FULL_FB | ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB ) ) && !bShadowDepth ) |
|
{ |
|
if( bRenderingWaterRenderTargets ) |
|
{ |
|
continue; |
|
} |
|
|
|
UpdateNecessaryRenderTargets( nRenderFlags ); |
|
} |
|
|
|
// Then draw the translucent renderable |
|
if ( bDoFastPath && pFastPathIndex[iCurTranslucentEntity] >= 0 ) |
|
{ |
|
if ( bColorizeFastPath ) |
|
{ |
|
g_pStudioRender->ForcedMaterialOverride( pFastPathColorMaterial ); |
|
} |
|
TranslucentInstanceRenderData_t &renderData = pRenderData[ pFastPathIndex[iCurTranslucentEntity] ]; |
|
|
|
int nDrawFlags = pEntities[iCurTranslucentEntity].m_TwoPass ? STUDIORENDER_DRAW_TRANSLUCENT_ONLY : STUDIORENDER_DRAW_ENTIRE_MODEL; |
|
g_pStudioRender->DrawModelArray( *renderData.m_pModelInfo, 1, renderData.m_pInstanceData, sizeof(StudioArrayInstanceData_t), nDrawFlags ); |
|
g_pStudioRender->ForcedMaterialOverride( NULL ); |
|
} |
|
else |
|
{ |
|
DrawTranslucentRenderable( pRenderable, pEntities[iCurTranslucentEntity].m_InstanceData, |
|
(pEntities[iCurTranslucentEntity].m_TwoPass != 0), bShadowDepth ); |
|
} |
|
} |
|
|
|
// Draw all remaining props in this leaf |
|
DetailObjectSystem()->RenderTranslucentDetailObjectsInLeaf( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nLeaf, NULL ); |
|
} |
|
else |
|
{ |
|
// Draw queued up detail props (we know that the list of detail leaves won't include this leaf, since ShouldDrawDetailObjectsInLeaf is false) |
|
// Therefore no fixup on nDetailLeafCount is required as in the above section |
|
DetailObjectSystem()->RenderTranslucentDetailObjects( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nDetailLeafCount, pDetailLeafList ); |
|
|
|
for( ;pEntities[iCurTranslucentEntity].m_iWorldListInfoLeaf == iThisLeaf && iCurTranslucentEntity >= 0; --iCurTranslucentEntity ) |
|
{ |
|
IClientRenderable *pRenderable = pEntities[iCurTranslucentEntity].m_pRenderable; |
|
|
|
int nRenderFlags = pRenderable->GetRenderFlags(); |
|
|
|
if ( ( nRenderFlags & ( ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB | ERENDERFLAGS_NEEDS_FULL_FB ) ) && !bShadowDepth ) |
|
{ |
|
if( bRenderingWaterRenderTargets ) |
|
{ |
|
continue; |
|
} |
|
UpdateNecessaryRenderTargets( nRenderFlags ); |
|
} |
|
|
|
if ( bDoFastPath && pFastPathIndex[iCurTranslucentEntity] >= 0 ) |
|
{ |
|
if ( bColorizeFastPath ) |
|
{ |
|
g_pStudioRender->ForcedMaterialOverride( pFastPathColorMaterial ); |
|
} |
|
TranslucentInstanceRenderData_t &renderData = pRenderData[ pFastPathIndex[iCurTranslucentEntity] ]; |
|
int nDrawFlags = pEntities[iCurTranslucentEntity].m_TwoPass ? STUDIORENDER_DRAW_TRANSLUCENT_ONLY : STUDIORENDER_DRAW_ENTIRE_MODEL; |
|
g_pStudioRender->DrawModelArray( *renderData.m_pModelInfo, 1, renderData.m_pInstanceData, sizeof(StudioArrayInstanceData_t), nDrawFlags ); |
|
g_pStudioRender->ForcedMaterialOverride( NULL ); |
|
} |
|
else |
|
{ |
|
DrawTranslucentRenderable( pRenderable, pEntities[iCurTranslucentEntity].m_InstanceData, |
|
(pEntities[iCurTranslucentEntity].m_TwoPass != 0), bShadowDepth ); |
|
} |
|
} |
|
} |
|
|
|
nDetailLeafCount = 0; |
|
} |
|
|
|
if ( bDoFastPath ) |
|
{ |
|
g_pModelRenderSystem->CleanupTranslucentTempData( &tempData ); |
|
} |
|
} |
|
|
|
// Draw the rest of the surfaces in world leaves |
|
DrawTranslucentWorldAndDetailPropsInLeaves( iPrevLeaf, 0, nEngineDrawFlags, nDetailLeafCount, pDetailLeafList, bShadowDepth ); |
|
|
|
// Draw any queued-up detail props from previously visited leaves |
|
DetailObjectSystem()->RenderTranslucentDetailObjects( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nDetailLeafCount, pDetailLeafList ); |
|
|
|
// Reset the blend state. |
|
render->SetBlend( 1 ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::EnableWorldFog( void ) |
|
{ |
|
VPROF("CViewRender::EnableWorldFog"); |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
fogparams_t *pFogParams = NULL; |
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer(); |
|
if ( pbp ) |
|
{ |
|
pFogParams = pbp->GetFogParams(); |
|
} |
|
|
|
if( GetFogEnable( pFogParams ) ) |
|
{ |
|
float fogColor[3]; |
|
GetFogColor( pFogParams, fogColor ); |
|
pRenderContext->FogMode( MATERIAL_FOG_LINEAR ); |
|
pRenderContext->FogColor3fv( fogColor ); |
|
pRenderContext->FogStart( GetFogStart( pFogParams ) ); |
|
pRenderContext->FogEnd( GetFogEnd( pFogParams ) ); |
|
pRenderContext->FogMaxDensity( GetFogMaxDensity( pFogParams ) ); |
|
} |
|
else |
|
{ |
|
pRenderContext->FogMode( MATERIAL_FOG_NONE ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
int CRendering3dView::GetDrawFlags() |
|
{ |
|
return m_DrawFlags; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CRendering3dView::SetFogVolumeState( const VisibleFogVolumeInfo_t &fogInfo, bool bUseHeightFog ) |
|
{ |
|
render->SetFogVolumeState( fogInfo.m_nVisibleFogVolume, bUseHeightFog ); |
|
|
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Standard 3d skybox view |
|
//----------------------------------------------------------------------------- |
|
SkyboxVisibility_t CSkyboxView::ComputeSkyboxVisibility() |
|
{ |
|
return engine->IsSkyboxVisibleFromPoint( origin ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
bool CSkyboxView::GetSkyboxFogEnable() |
|
{ |
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer(); |
|
if( !pbp ) |
|
{ |
|
return false; |
|
} |
|
CPlayerLocalData *local = &pbp->m_Local; |
|
|
|
if( fog_override.GetInt() ) |
|
{ |
|
if( fog_enableskybox.GetInt() ) |
|
{ |
|
return true; |
|
} |
|
else |
|
{ |
|
return false; |
|
} |
|
} |
|
else |
|
{ |
|
return !!local->m_skybox3d.fog.enable; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CSkyboxView::Enable3dSkyboxFog( void ) |
|
{ |
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer(); |
|
if( !pbp ) |
|
{ |
|
return; |
|
} |
|
CPlayerLocalData *local = &pbp->m_Local; |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
if( GetSkyboxFogEnable() ) |
|
{ |
|
float fogColor[3]; |
|
GetSkyboxFogColor( fogColor ); |
|
float scale = 1.0f; |
|
if ( local->m_skybox3d.scale > 0.0f ) |
|
{ |
|
scale = 1.0f / local->m_skybox3d.scale; |
|
} |
|
pRenderContext->FogMode( MATERIAL_FOG_LINEAR ); |
|
pRenderContext->FogColor3fv( fogColor ); |
|
pRenderContext->FogStart( GetSkyboxFogStart() * scale ); |
|
pRenderContext->FogEnd( GetSkyboxFogEnd() * scale ); |
|
pRenderContext->FogMaxDensity( GetSkyboxFogMaxDensity() ); |
|
} |
|
else |
|
{ |
|
pRenderContext->FogMode( MATERIAL_FOG_NONE ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
sky3dparams_t *CSkyboxView::PreRender3dSkyboxWorld( SkyboxVisibility_t nSkyboxVisible ) |
|
{ |
|
if ( ( nSkyboxVisible != SKYBOX_3DSKYBOX_VISIBLE ) && r_3dsky.GetInt() != 2 ) |
|
return NULL; |
|
|
|
// render the 3D skybox |
|
if ( !r_3dsky.GetInt() ) |
|
return NULL; |
|
|
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer(); |
|
|
|
// No local player object yet... |
|
if ( !pbp ) |
|
return NULL; |
|
|
|
CPlayerLocalData* local = &pbp->m_Local; |
|
if ( local->m_skybox3d.area == 255 ) |
|
return NULL; |
|
|
|
return &local->m_skybox3d; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CSkyboxView::DrawInternal( view_id_t iSkyBoxViewID, bool bInvokePreAndPostRender, ITexture *pRenderTarget ) |
|
{ |
|
unsigned char **areabits = render->GetAreaBits(); |
|
unsigned char *savebits; |
|
unsigned char tmpbits[ 32 ]; |
|
savebits = *areabits; |
|
memset( tmpbits, 0, sizeof(tmpbits) ); |
|
|
|
// set the sky area bit |
|
tmpbits[m_pSky3dParams->area>>3] |= 1 << (m_pSky3dParams->area&7); |
|
|
|
*areabits = tmpbits; |
|
|
|
// if you can get really close to the skybox geometry it's possible that you'll be able to clip into it |
|
// with this near plane. If so, move it in a bit. It's at 2.0 to give us more precision. That means you |
|
// need to keep the eye position at least 2 * scale away from the geometry in the skybox |
|
zNear = 2.0; |
|
zFar = MAX_TRACE_LENGTH; |
|
|
|
// scale origin by sky scale and translate to sky origin |
|
{ |
|
float scale = (m_pSky3dParams->scale > 0) ? (1.0f / m_pSky3dParams->scale) : 1.0f; |
|
Vector vSkyOrigin = m_pSky3dParams->origin; |
|
VectorScale( origin, scale, origin ); |
|
VectorAdd( origin, vSkyOrigin, origin ); |
|
|
|
if( m_bCustomViewMatrix ) |
|
{ |
|
Vector vTransformedSkyOrigin; |
|
VectorRotate( vSkyOrigin, m_matCustomViewMatrix, vTransformedSkyOrigin ); //Rotate instead of transform because we haven't scale the existing offset yet |
|
|
|
//scale existing translation, and tack on the skybox offset (subtract because it's a view matrix) |
|
m_matCustomViewMatrix.m_flMatVal[0][3] = (m_matCustomViewMatrix.m_flMatVal[0][3] * scale) - vTransformedSkyOrigin.x; |
|
m_matCustomViewMatrix.m_flMatVal[1][3] = (m_matCustomViewMatrix.m_flMatVal[1][3] * scale) - vTransformedSkyOrigin.y; |
|
m_matCustomViewMatrix.m_flMatVal[2][3] = (m_matCustomViewMatrix.m_flMatVal[2][3] * scale) - vTransformedSkyOrigin.z; |
|
} |
|
} |
|
|
|
Enable3dSkyboxFog(); |
|
|
|
// BUGBUG: Fix this!!! We shouldn't need to call setup vis for the sky if we're connecting |
|
// the areas. We'd have to mark all the clusters in the skybox area in the PVS of any |
|
// cluster with sky. Then we could just connect the areas to do our vis. |
|
//m_bOverrideVisOrigin could hose us here, so call direct |
|
render->ViewSetupVis( false, 1, &m_pSky3dParams->origin.Get() ); |
|
render->Push3DView( (*this), m_ClearFlags, pRenderTarget, GetFrustum() ); |
|
|
|
// Store off view origin and angles |
|
SetupCurrentView( origin, angles, iSkyBoxViewID ); |
|
|
|
#if defined( _X360 ) |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->PushVertexShaderGPRAllocation( 32 ); |
|
pRenderContext.SafeRelease(); |
|
#endif |
|
|
|
// Invoke pre-render methods |
|
if ( bInvokePreAndPostRender ) |
|
{ |
|
IGameSystem::PreRenderAllSystems(); |
|
} |
|
|
|
render->BeginUpdateLightmaps(); |
|
BuildWorldRenderLists( true, -1, true ); |
|
BuildRenderableRenderLists( iSkyBoxViewID ); |
|
render->EndUpdateLightmaps(); |
|
|
|
// FIXME: Don't do deferred shadows on 3D skybox for now. |
|
if ( !r_shadow_deferred.GetBool() ) |
|
{ |
|
g_pClientShadowMgr->ComputeShadowTextures( (*this), m_pWorldListInfo->m_LeafCount, m_pWorldListInfo->m_pLeafDataList ); |
|
} |
|
|
|
DrawWorld( 0.0f ); |
|
|
|
// Iterate over all leaves and render objects in those leaves |
|
DrawOpaqueRenderables( false ); |
|
|
|
// Iterate over all leaves and render objects in those leaves |
|
DrawTranslucentRenderables( true, false ); |
|
DrawNoZBufferTranslucentRenderables(); |
|
|
|
m_pMainView->DisableFog(); |
|
|
|
CGlowOverlay::UpdateSkyOverlays( zFar, m_bCacheFullSceneState ); |
|
|
|
PixelVisibility_EndCurrentView(); |
|
|
|
// restore old area bits |
|
*areabits = savebits; |
|
|
|
// Invoke post-render methods |
|
if( bInvokePreAndPostRender ) |
|
{ |
|
IGameSystem::PostRenderAllSystems(); |
|
FinishCurrentView(); |
|
} |
|
|
|
// FIXME: Workaround to 3d skybox not depth-of-fielding properly. The real fix is for the 3d skybox dest alpha depth values |
|
// to be biased. Currently all I do is clear alpha to 1 after the 3D skybox path. This avoids the skybox being unblurred. |
|
if( IsDepthOfFieldEnabled() ) |
|
{ |
|
// draw a fullscreen quad setting destalpha to 1 |
|
|
|
IMaterial *pMat = materials->FindMaterial( "dev/clearalpha", TEXTURE_GROUP_OTHER, true ); |
|
if ( pMat != NULL ) |
|
{ |
|
int nWidth = 0; |
|
int nHeight = 0; |
|
int nDummy = 0; |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->GetViewport( nDummy, nDummy, nWidth, nHeight ); |
|
|
|
pRenderContext->DrawScreenSpaceRectangle( |
|
pMat, |
|
0, 0, nWidth, nHeight, |
|
0, 0, nWidth-1, nHeight-1, |
|
nWidth, nHeight, NULL /*GetClientWorldEntity()->GetClientRenderable()*/ ); |
|
} |
|
} |
|
|
|
render->PopView( GetFrustum() ); |
|
|
|
#if defined( _X360 ) |
|
pRenderContext.GetFrom( materials ); |
|
pRenderContext->PopVertexShaderGPRAllocation(); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
bool CSkyboxView::Setup( const CViewSetup &view, int *pClearFlags, SkyboxVisibility_t *pSkyboxVisible ) |
|
{ |
|
BaseClass::Setup( view ); |
|
|
|
// The skybox might not be visible from here |
|
*pSkyboxVisible = ComputeSkyboxVisibility(); |
|
m_pSky3dParams = PreRender3dSkyboxWorld( *pSkyboxVisible ); |
|
|
|
if ( !m_pSky3dParams ) |
|
{ |
|
return false; |
|
} |
|
|
|
// At this point, we've cleared everything we need to clear |
|
// The next path will need to clear depth, though. |
|
m_ClearFlags = *pClearFlags; |
|
*pClearFlags &= ~( VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH | VIEW_CLEAR_STENCIL | VIEW_CLEAR_FULL_TARGET ); |
|
*pClearFlags |= VIEW_CLEAR_DEPTH; // Need to clear depth after rednering the skybox |
|
|
|
m_DrawFlags = DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER | DF_RENDER_WATER; |
|
if( r_skybox.GetBool() ) |
|
{ |
|
m_DrawFlags |= DF_DRAWSKYBOX; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CSkyboxView::Draw() |
|
{ |
|
VPROF_BUDGET( "CViewRender::Draw3dSkyboxworld", "3D Skybox" ); |
|
|
|
DrawInternal(); |
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CShadowDepthView::Setup( const CViewSetup &shadowViewIn, ITexture *pRenderTarget, ITexture *pDepthTexture ) |
|
{ |
|
BaseClass::Setup( shadowViewIn ); |
|
m_pRenderTarget = pRenderTarget; |
|
m_pDepthTexture = pDepthTexture; |
|
} |
|
|
|
|
|
bool DrawingShadowDepthView( void ) //for easy externing |
|
{ |
|
return (CurrentViewID() == VIEW_SHADOW_DEPTH_TEXTURE); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CShadowDepthView::Draw() |
|
{ |
|
VPROF_BUDGET( "CShadowDepthView::Draw", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); |
|
|
|
// Start view |
|
unsigned int visFlags; |
|
m_pMainView->SetupVis( (*this), visFlags ); // @MULTICORE (toml 8/9/2006): Portal problem, not sending custom vis down |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
pRenderContext->ClearColor3ub(0xFF, 0xFF, 0xFF); |
|
|
|
#if defined( _X360 ) |
|
pRenderContext->PushVertexShaderGPRAllocation( 112 ); //almost all work is done in vertex shaders for depth rendering, max out their threads |
|
#endif |
|
|
|
pRenderContext.SafeRelease(); |
|
|
|
if( IsPC() ) |
|
{ |
|
render->Push3DView( (*this), VIEW_CLEAR_DEPTH, m_pRenderTarget, GetFrustum(), m_pDepthTexture ); |
|
} |
|
else if( IsX360() ) |
|
{ |
|
//for the 360, the dummy render target has a separate depth buffer which we Resolve() from afterward |
|
render->Push3DView( (*this), VIEW_CLEAR_DEPTH, m_pRenderTarget, GetFrustum() ); |
|
} |
|
|
|
SetupCurrentView( origin, angles, VIEW_SHADOW_DEPTH_TEXTURE ); |
|
|
|
MDLCACHE_CRITICAL_SECTION(); |
|
|
|
{ |
|
VPROF_BUDGET( "BuildWorldRenderLists", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); |
|
BuildWorldRenderLists( true, -1, true, true ); // @MULTICORE (toml 8/9/2006): Portal problem, not sending custom vis down |
|
} |
|
|
|
{ |
|
VPROF_BUDGET( "BuildRenderableRenderLists", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); |
|
BuildRenderableRenderLists( CurrentViewID() ); |
|
} |
|
|
|
engine->Sound_ExtraUpdate(); // Make sure sound doesn't stutter |
|
|
|
m_DrawFlags = m_pMainView->GetBaseDrawFlags() | DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER | DF_SHADOW_DEPTH_MAP; // Don't draw water surface... |
|
|
|
{ |
|
VPROF_BUDGET( "DrawWorld", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); |
|
DrawWorld( 0.0f ); |
|
} |
|
|
|
// Draw opaque and translucent renderables with appropriate override materials |
|
// OVERRIDE_DEPTH_WRITE is OK with a NULL material pointer |
|
modelrender->ForcedMaterialOverride( NULL, OVERRIDE_DEPTH_WRITE ); |
|
|
|
{ |
|
VPROF_BUDGET( "DrawOpaqueRenderables", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); |
|
DrawOpaqueRenderables( true ); |
|
} |
|
|
|
if ( m_bRenderFlashlightDepthTranslucents || r_flashlightdepth_drawtranslucents.GetBool() ) |
|
{ |
|
VPROF_BUDGET( "DrawTranslucentRenderables", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); |
|
DrawTranslucentRenderables( false, true ); |
|
} |
|
|
|
modelrender->ForcedMaterialOverride( 0 ); |
|
|
|
m_DrawFlags = 0; |
|
|
|
pRenderContext.GetFrom( materials ); |
|
|
|
if( IsX360() ) |
|
{ |
|
//Resolve() the depth texture here. Before the pop so the copy will recognize that the resolutions are the same |
|
pRenderContext->CopyRenderTargetToTextureEx( m_pDepthTexture, -1, NULL, NULL ); |
|
} |
|
|
|
render->PopView( GetFrustum() ); |
|
|
|
#if defined( _X360 ) |
|
pRenderContext->PopVertexShaderGPRAllocation(); |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CFreezeFrameView::Setup( const CViewSetup &shadowViewIn ) |
|
{ |
|
BaseClass::Setup( shadowViewIn ); |
|
|
|
VGui_GetTrueScreenSize( m_nScreenSize[ 0 ], m_nScreenSize[ 1 ] ); |
|
VGui_GetPanelBounds( GET_ACTIVE_SPLITSCREEN_SLOT(), m_nSubRect[ 0 ], m_nSubRect[ 1 ], m_nSubRect[ 2 ], m_nSubRect[ 3 ] ); |
|
|
|
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); |
|
pVMTKeyValues->SetString( "$basetexture", IsX360() ? "_rt_FullFrameFB1" : "_rt_FullScreen" ); |
|
pVMTKeyValues->SetInt( "$nocull", 1 ); |
|
pVMTKeyValues->SetInt( "$nofog", 1 ); |
|
pVMTKeyValues->SetInt( "$ignorez", 1 ); |
|
m_pFreezeFrame.Init( "FreezeFrame_FullScreen", TEXTURE_GROUP_OTHER, pVMTKeyValues ); |
|
m_pFreezeFrame->Refresh(); |
|
|
|
m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CFreezeFrameView::Draw( void ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
#if defined( _X360 ) |
|
pRenderContext->PushVertexShaderGPRAllocation( 16 ); //max out pixel shader threads |
|
#endif |
|
|
|
pRenderContext->DrawScreenSpaceRectangle( m_pFreezeFrame, x, y, width, height, |
|
m_nSubRect[ 0 ], m_nSubRect[ 1 ], m_nSubRect[ 0 ] + m_nSubRect[ 2 ] - 1, m_nSubRect[ 1 ] + m_nSubRect[ 3 ] - 1, m_nScreenSize[ 0 ], m_nScreenSize[ 1 ] ); |
|
|
|
//Fake a fade during freezeframe view. |
|
if ( g_flFreezeFlash[ m_nSlot ] >= gpGlobals->curtime && |
|
engine->IsTakingScreenshot() == false ) |
|
{ |
|
// Overlay screen fade on entire screen |
|
IMaterial* pMaterial = m_TranslucentSingleColor; |
|
|
|
int iFadeAlpha = FREEZECAM_SNAPSHOT_FADE_SPEED * ( g_flFreezeFlash[ m_nSlot ] - gpGlobals->curtime ); |
|
|
|
iFadeAlpha = MIN( iFadeAlpha, 255 ); |
|
iFadeAlpha = MAX( 0, iFadeAlpha ); |
|
|
|
pMaterial->AlphaModulate( iFadeAlpha * ( 1.0f / 255.0f ) ); |
|
pMaterial->ColorModulate( 1.0f, 1.0f, 1.0f ); |
|
pMaterial->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, true ); |
|
|
|
pRenderContext->DrawScreenSpaceRectangle( pMaterial, x, y, width, height, m_nSubRect[ 0 ], m_nSubRect[ 1 ], m_nSubRect[ 0 ] + m_nSubRect[ 2 ] - 1, m_nSubRect[ 1 ] + m_nSubRect[ 3 ] - 1, m_nScreenSize[ 0 ], m_nScreenSize[ 1 ] ); |
|
} |
|
|
|
#if defined( _X360 ) |
|
pRenderContext->PopVertexShaderGPRAllocation(); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Pops a water render target |
|
//----------------------------------------------------------------------------- |
|
bool CBaseWorldView::AdjustView( float waterHeight ) |
|
{ |
|
if( m_DrawFlags & DF_RENDER_REFRACTION ) |
|
{ |
|
ITexture *pTexture = GetWaterRefractionTexture(); |
|
|
|
// Use the aspect ratio of the main view! So, don't recompute it here |
|
x = y = 0; |
|
width = pTexture->GetActualWidth(); |
|
height = pTexture->GetActualHeight(); |
|
|
|
return true; |
|
} |
|
|
|
if( m_DrawFlags & DF_RENDER_REFLECTION ) |
|
{ |
|
ITexture *pTexture = GetWaterReflectionTexture(); |
|
|
|
// Use the aspect ratio of the main view! So, don't recompute it here |
|
x = y = 0; |
|
width = pTexture->GetActualWidth(); |
|
height = pTexture->GetActualHeight(); |
|
angles[0] = -angles[0]; |
|
angles[2] = -angles[2]; |
|
origin[2] -= 2.0f * ( origin[2] - (waterHeight)); |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Pops a water render target |
|
//----------------------------------------------------------------------------- |
|
void CBaseWorldView::PushView( float waterHeight ) |
|
{ |
|
float spread = 2.0f; |
|
if( m_DrawFlags & DF_FUDGE_UP ) |
|
{ |
|
waterHeight += spread; |
|
} |
|
else |
|
{ |
|
waterHeight -= spread; |
|
} |
|
|
|
MaterialHeightClipMode_t clipMode = MATERIAL_HEIGHTCLIPMODE_DISABLE; |
|
if ( ( m_DrawFlags & DF_CLIP_Z ) && mat_clipz.GetBool() ) |
|
{ |
|
if( m_DrawFlags & DF_CLIP_BELOW ) |
|
{ |
|
clipMode = MATERIAL_HEIGHTCLIPMODE_RENDER_ABOVE_HEIGHT; |
|
} |
|
else |
|
{ |
|
clipMode = MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT; |
|
} |
|
} |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
if( m_DrawFlags & DF_RENDER_REFRACTION ) |
|
{ |
|
pRenderContext->SetFogZ( waterHeight ); |
|
pRenderContext->SetHeightClipZ( waterHeight ); |
|
pRenderContext->SetHeightClipMode( clipMode ); |
|
|
|
// Have to re-set up the view since we reset the size |
|
render->Push3DView( *this, m_ClearFlags, GetWaterRefractionTexture(), GetFrustum() ); |
|
|
|
return; |
|
} |
|
|
|
if( m_DrawFlags & DF_RENDER_REFLECTION ) |
|
{ |
|
ITexture *pTexture = GetWaterReflectionTexture(); |
|
|
|
pRenderContext->SetFogZ( waterHeight ); |
|
|
|
bool bSoftwareUserClipPlane = g_pMaterialSystemHardwareConfig->UseFastClipping(); |
|
if( bSoftwareUserClipPlane && ( origin[2] > waterHeight - r_eyewaterepsilon.GetFloat() ) ) |
|
{ |
|
waterHeight = origin[2] + r_eyewaterepsilon.GetFloat(); |
|
} |
|
|
|
pRenderContext->SetHeightClipZ( waterHeight ); |
|
pRenderContext->SetHeightClipMode( clipMode ); |
|
|
|
render->Push3DView( *this, m_ClearFlags, pTexture, GetFrustum() ); |
|
|
|
SetLightmapScaleForWater(); |
|
return; |
|
} |
|
|
|
if ( m_ClearFlags & ( VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR | VIEW_CLEAR_STENCIL ) ) |
|
{ |
|
if ( m_ClearFlags & VIEW_CLEAR_OBEY_STENCIL ) |
|
{ |
|
pRenderContext->ClearBuffersObeyStencil( ( m_ClearFlags & VIEW_CLEAR_COLOR ) ? true : false, ( m_ClearFlags & VIEW_CLEAR_DEPTH ) ? true : false ); |
|
} |
|
else |
|
{ |
|
if ( r_shadow_deferred.GetBool() ) |
|
{ |
|
// FIXME: Is there a better place to force a stencil clear for deferred shadows? |
|
if ( m_ClearFlags & VIEW_CLEAR_DEPTH ) |
|
m_ClearFlags |= VIEW_CLEAR_STENCIL; |
|
} |
|
|
|
pRenderContext->ClearBuffers( ( m_ClearFlags & VIEW_CLEAR_COLOR ) ? true : false, ( m_ClearFlags & VIEW_CLEAR_DEPTH ) ? true : false, ( m_ClearFlags & VIEW_CLEAR_STENCIL ) ? true : false ); |
|
} |
|
} |
|
|
|
pRenderContext->SetHeightClipMode( clipMode ); |
|
if ( clipMode != MATERIAL_HEIGHTCLIPMODE_DISABLE ) |
|
{ |
|
pRenderContext->SetHeightClipZ( waterHeight ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Pops a water render target |
|
//----------------------------------------------------------------------------- |
|
void CBaseWorldView::PopView() |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
pRenderContext->SetHeightClipMode( MATERIAL_HEIGHTCLIPMODE_DISABLE ); |
|
if( m_DrawFlags & (DF_RENDER_REFRACTION | DF_RENDER_REFLECTION) ) |
|
{ |
|
if ( IsX360() ) |
|
{ |
|
// these renders paths used their surfaces, so blit their results |
|
if ( m_DrawFlags & DF_RENDER_REFRACTION ) |
|
{ |
|
pRenderContext->CopyRenderTargetToTextureEx( GetWaterRefractionTexture(), NULL, NULL ); |
|
} |
|
if ( m_DrawFlags & DF_RENDER_REFLECTION ) |
|
{ |
|
pRenderContext->CopyRenderTargetToTextureEx( GetWaterReflectionTexture(), NULL, NULL ); |
|
} |
|
} |
|
|
|
render->PopView( GetFrustum() ); |
|
if (s_vSavedLinearLightMapScale.x>=0) |
|
{ |
|
pRenderContext->SetToneMappingScaleLinear(s_vSavedLinearLightMapScale); |
|
s_vSavedLinearLightMapScale.x=-1; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws the world + entities |
|
//----------------------------------------------------------------------------- |
|
void CBaseWorldView::DrawSetup( float waterHeight, int nSetupFlags, float waterZAdjust, int iForceViewLeaf ) |
|
{ |
|
int savedViewID = g_CurrentViewID; |
|
g_CurrentViewID = VIEW_ILLEGAL; |
|
|
|
bool bViewChanged = AdjustView( waterHeight ); |
|
|
|
if ( bViewChanged ) |
|
{ |
|
render->Push3DView( *this, 0, NULL, GetFrustum() ); |
|
} |
|
|
|
render->BeginUpdateLightmaps(); |
|
|
|
bool bDrawEntities = ( nSetupFlags & DF_DRAW_ENTITITES ) != 0; |
|
bool bDrawReflection = ( nSetupFlags & DF_RENDER_REFLECTION ) != 0; |
|
BuildWorldRenderLists( bDrawEntities, iForceViewLeaf, true, false, bDrawReflection ? &waterHeight : NULL ); |
|
|
|
PruneWorldListInfo(); |
|
|
|
if ( bDrawEntities ) |
|
{ |
|
BuildRenderableRenderLists( savedViewID ); |
|
} |
|
|
|
render->EndUpdateLightmaps(); |
|
|
|
if ( bViewChanged ) |
|
{ |
|
render->PopView( GetFrustum() ); |
|
} |
|
|
|
g_CurrentViewID = savedViewID; |
|
} |
|
|
|
|
|
void CBaseWorldView::DrawExecute( float waterHeight, view_id_t viewID, float waterZAdjust ) |
|
{ |
|
// @MULTICORE (toml 8/16/2006): rethink how, where, and when this is done... |
|
g_pClientShadowMgr->ComputeShadowTextures( *this, m_pWorldListInfo->m_LeafCount, m_pWorldListInfo->m_pLeafDataList ); |
|
|
|
// Make sure sound doesn't stutter |
|
engine->Sound_ExtraUpdate(); |
|
|
|
int savedViewID = g_CurrentViewID; |
|
g_CurrentViewID = viewID; |
|
|
|
// Update our render view flags. |
|
int iDrawFlagsBackup = m_DrawFlags; |
|
m_DrawFlags |= m_pMainView->GetBaseDrawFlags(); |
|
|
|
PushView( waterHeight ); |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
#if defined( _X360 ) |
|
pRenderContext->PushVertexShaderGPRAllocation( 32 ); |
|
#endif |
|
|
|
ITexture *pSaveFrameBufferCopyTexture = pRenderContext->GetFrameBufferCopyTexture( 0 ); |
|
pRenderContext->SetFrameBufferCopyTexture( GetPowerOfTwoFrameBufferTexture() ); |
|
pRenderContext.SafeRelease(); |
|
|
|
Begin360ZPass(); |
|
m_DrawFlags |= DF_SKIP_WORLD_DECALS_AND_OVERLAYS; |
|
DrawWorld( waterZAdjust ); |
|
m_DrawFlags &= ~DF_SKIP_WORLD_DECALS_AND_OVERLAYS; |
|
if ( m_DrawFlags & DF_DRAW_ENTITITES ) |
|
{ |
|
DrawOpaqueRenderables( false ); |
|
} |
|
End360ZPass(); // DrawOpaqueRenderables currently already calls End360ZPass. No harm in calling it again to make sure we're always ending it |
|
|
|
// Only draw decals on opaque surfaces after now. Benefit is two-fold: Early Z benefits on PC, and |
|
// we're pulling out stuff that uses the dynamic VB from the 360 Z pass |
|
// (which can lead to rendering corruption if we overflow the dyn. VB ring buffer). |
|
m_DrawFlags |= DF_SKIP_WORLD; |
|
DrawWorld( waterZAdjust ); |
|
m_DrawFlags &= ~DF_SKIP_WORLD; |
|
|
|
if ( !m_bDrawWorldNormal ) |
|
{ |
|
if ( m_DrawFlags & DF_DRAW_ENTITITES ) |
|
{ |
|
DrawTranslucentRenderables( false, false ); |
|
DrawNoZBufferTranslucentRenderables(); |
|
} |
|
else |
|
{ |
|
// Draw translucent world brushes only, no entities |
|
DrawTranslucentWorldInLeaves( false ); |
|
} |
|
} |
|
|
|
// issue the pixel visibility tests for sub-views |
|
if ( !IsMainView( CurrentViewID() ) && CurrentViewID() != VIEW_INTRO_CAMERA ) |
|
{ |
|
PixelVisibility_EndCurrentView(); |
|
} |
|
|
|
pRenderContext.GetFrom( materials ); |
|
pRenderContext->SetFrameBufferCopyTexture( pSaveFrameBufferCopyTexture ); |
|
PopView(); |
|
|
|
m_DrawFlags = iDrawFlagsBackup; |
|
|
|
g_CurrentViewID = savedViewID; |
|
|
|
#if defined( _X360 ) |
|
pRenderContext->PopVertexShaderGPRAllocation(); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws the scene when there's no water or only cheap water |
|
//----------------------------------------------------------------------------- |
|
void CSimpleWorldView::Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t &waterInfo, ViewCustomVisibility_t *pCustomVisibility ) |
|
{ |
|
BaseClass::Setup( view ); |
|
|
|
m_ClearFlags = nClearFlags; |
|
m_DrawFlags = DF_DRAW_ENTITITES; |
|
|
|
if ( !waterInfo.m_bOpaqueWater ) |
|
{ |
|
m_DrawFlags |= DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER; |
|
} |
|
else |
|
{ |
|
bool bViewIntersectsWater = DoesViewPlaneIntersectWater( fogInfo.m_flWaterHeight, fogInfo.m_nVisibleFogVolume ); |
|
if( bViewIntersectsWater ) |
|
{ |
|
// have to draw both sides if we can see both. |
|
m_DrawFlags |= DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER; |
|
} |
|
else if ( fogInfo.m_bEyeInFogVolume ) |
|
{ |
|
m_DrawFlags |= DF_RENDER_UNDERWATER; |
|
} |
|
else |
|
{ |
|
m_DrawFlags |= DF_RENDER_ABOVEWATER; |
|
} |
|
} |
|
if ( waterInfo.m_bDrawWaterSurface ) |
|
{ |
|
m_DrawFlags |= DF_RENDER_WATER; |
|
} |
|
|
|
if ( !fogInfo.m_bEyeInFogVolume && bDrawSkybox ) |
|
{ |
|
m_DrawFlags |= DF_DRAWSKYBOX; |
|
} |
|
|
|
m_pCustomVisibility = pCustomVisibility; |
|
m_fogInfo = fogInfo; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws the scene when there's no water or only cheap water |
|
//----------------------------------------------------------------------------- |
|
void CSimpleWorldView::Draw() |
|
{ |
|
VPROF( "CViewRender::ViewDrawScene_NoWater" ); |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
PIXEVENT( pRenderContext, "CSimpleWorldView::Draw" ); |
|
|
|
#if defined( _X360 ) |
|
pRenderContext->PushVertexShaderGPRAllocation( 32 ); //lean toward pixel shader threads |
|
#endif |
|
|
|
pRenderContext.SafeRelease(); |
|
|
|
DrawSetup( 0, m_DrawFlags, 0 ); |
|
|
|
if ( !m_fogInfo.m_bEyeInFogVolume ) |
|
{ |
|
EnableWorldFog(); |
|
} |
|
else |
|
{ |
|
m_ClearFlags |= VIEW_CLEAR_COLOR; |
|
|
|
SetFogVolumeState( m_fogInfo, false ); |
|
|
|
pRenderContext.GetFrom( materials ); |
|
|
|
unsigned char ucFogColor[3]; |
|
pRenderContext->GetFogColor( ucFogColor ); |
|
pRenderContext->ClearColor4ub( ucFogColor[0], ucFogColor[1], ucFogColor[2], 255 ); |
|
} |
|
|
|
pRenderContext.SafeRelease(); |
|
|
|
DrawExecute( 0, CurrentViewID(), 0 ); |
|
|
|
pRenderContext.GetFrom( materials ); |
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 ); |
|
|
|
#if defined( _X360 ) |
|
pRenderContext->PopVertexShaderGPRAllocation(); |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CBaseWaterView::CalcWaterEyeAdjustments( const VisibleFogVolumeInfo_t &fogInfo, |
|
float &newWaterHeight, float &waterZAdjust, bool bSoftwareUserClipPlane ) |
|
{ |
|
if( !bSoftwareUserClipPlane ) |
|
{ |
|
newWaterHeight = fogInfo.m_flWaterHeight; |
|
waterZAdjust = 0.0f; |
|
return; |
|
} |
|
|
|
newWaterHeight = fogInfo.m_flWaterHeight; |
|
float eyeToWaterZDelta = origin[2] - fogInfo.m_flWaterHeight; |
|
float epsilon = r_eyewaterepsilon.GetFloat(); |
|
waterZAdjust = 0.0f; |
|
if( fabs( eyeToWaterZDelta ) < epsilon ) |
|
{ |
|
if( eyeToWaterZDelta > 0 ) |
|
{ |
|
newWaterHeight = origin[2] - epsilon; |
|
} |
|
else |
|
{ |
|
newWaterHeight = origin[2] + epsilon; |
|
} |
|
waterZAdjust = newWaterHeight - fogInfo.m_flWaterHeight; |
|
} |
|
|
|
// Warning( "view.origin[2]: %f newWaterHeight: %f fogInfo.m_flWaterHeight: %f waterZAdjust: %f\n", |
|
// ( float )view.origin[2], newWaterHeight, fogInfo.m_flWaterHeight, waterZAdjust ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CBaseWaterView::CSoftwareIntersectionView::Setup( bool bAboveWater ) |
|
{ |
|
BaseClass::Setup( *GetOuter() ); |
|
|
|
m_DrawFlags = 0; |
|
m_DrawFlags = ( bAboveWater ) ? DF_RENDER_UNDERWATER : DF_RENDER_ABOVEWATER; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CBaseWaterView::CSoftwareIntersectionView::Draw() |
|
{ |
|
DrawSetup( GetOuter()->m_waterHeight, m_DrawFlags, GetOuter()->m_waterZAdjust ); |
|
DrawExecute( GetOuter()->m_waterHeight, CurrentViewID(), GetOuter()->m_waterZAdjust ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws the scene when the view point is above the level of the water |
|
//----------------------------------------------------------------------------- |
|
void CAboveWaterView::Setup( const CViewSetup &view, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t& waterInfo ) |
|
{ |
|
BaseClass::Setup( view ); |
|
|
|
m_bSoftwareUserClipPlane = g_pMaterialSystemHardwareConfig->UseFastClipping(); |
|
|
|
CalcWaterEyeAdjustments( fogInfo, m_waterHeight, m_waterZAdjust, m_bSoftwareUserClipPlane ); |
|
|
|
// BROKEN STUFF! |
|
if ( m_waterZAdjust == 0.0f ) |
|
{ |
|
m_bSoftwareUserClipPlane = false; |
|
} |
|
|
|
m_DrawFlags = DF_RENDER_ABOVEWATER | DF_DRAW_ENTITITES; |
|
m_ClearFlags = VIEW_CLEAR_DEPTH; |
|
|
|
|
|
|
|
if ( bDrawSkybox ) |
|
{ |
|
m_DrawFlags |= DF_DRAWSKYBOX; |
|
} |
|
|
|
if ( waterInfo.m_bDrawWaterSurface ) |
|
{ |
|
m_DrawFlags |= DF_RENDER_WATER; |
|
} |
|
if ( !waterInfo.m_bRefract && !waterInfo.m_bOpaqueWater ) |
|
{ |
|
m_DrawFlags |= DF_RENDER_UNDERWATER; |
|
} |
|
|
|
m_fogInfo = fogInfo; |
|
m_waterInfo = waterInfo; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CAboveWaterView::Draw() |
|
{ |
|
VPROF( "CViewRender::ViewDrawScene_EyeAboveWater" ); |
|
|
|
// eye is outside of water |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
// render the reflection |
|
if( m_waterInfo.m_bReflect ) |
|
{ |
|
m_ReflectionView.Setup( m_waterInfo.m_bReflectEntities ); |
|
m_pMainView->AddViewToScene( &m_ReflectionView ); |
|
} |
|
|
|
bool bViewIntersectsWater = false; |
|
|
|
// render refraction |
|
if ( m_waterInfo.m_bRefract ) |
|
{ |
|
m_RefractionView.Setup(); |
|
m_pMainView->AddViewToScene( &m_RefractionView ); |
|
|
|
if( !m_bSoftwareUserClipPlane ) |
|
{ |
|
bViewIntersectsWater = DoesViewPlaneIntersectWater( m_fogInfo.m_flWaterHeight, m_fogInfo.m_nVisibleFogVolume ); |
|
} |
|
} |
|
else if ( !( m_DrawFlags & DF_DRAWSKYBOX ) ) |
|
{ |
|
m_ClearFlags |= VIEW_CLEAR_COLOR; |
|
} |
|
|
|
|
|
|
|
// NOTE!!!!! YOU CAN ONLY DO THIS IF YOU HAVE HARDWARE USER CLIP PLANES!!!!!! |
|
bool bHardwareUserClipPlanes = !g_pMaterialSystemHardwareConfig->UseFastClipping(); |
|
if( bViewIntersectsWater && bHardwareUserClipPlanes ) |
|
{ |
|
// This is necessary to keep the non-water fogged world from drawing underwater in |
|
// the case where we want to partially see into the water. |
|
m_DrawFlags |= DF_CLIP_Z | DF_CLIP_BELOW; |
|
} |
|
|
|
// render the world |
|
DrawSetup( m_waterHeight, m_DrawFlags, m_waterZAdjust ); |
|
EnableWorldFog(); |
|
DrawExecute( m_waterHeight, CurrentViewID(), m_waterZAdjust ); |
|
|
|
if ( m_waterInfo.m_bRefract ) |
|
{ |
|
if ( m_bSoftwareUserClipPlane ) |
|
{ |
|
m_SoftwareIntersectionView.Setup( true ); |
|
m_SoftwareIntersectionView.Draw( ); |
|
} |
|
else if ( bViewIntersectsWater ) |
|
{ |
|
m_IntersectionView.Setup(); |
|
m_pMainView->AddViewToScene( &m_IntersectionView ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CAboveWaterView::CReflectionView::Setup( bool bReflectEntities ) |
|
{ |
|
BaseClass::Setup( *GetOuter() ); |
|
|
|
m_ClearFlags = VIEW_CLEAR_DEPTH; |
|
|
|
// NOTE: Clearing the color is unnecessary since we're drawing the skybox |
|
// and dest-alpha is never used in the reflection |
|
m_DrawFlags = DF_RENDER_REFLECTION | DF_CLIP_Z | DF_CLIP_BELOW | |
|
DF_RENDER_ABOVEWATER; |
|
|
|
// NOTE: This will cause us to draw the 2d skybox in the reflection |
|
// (which we want to do instead of drawing the 3d skybox) |
|
m_DrawFlags |= DF_DRAWSKYBOX; |
|
|
|
if( bReflectEntities ) |
|
{ |
|
m_DrawFlags |= DF_DRAW_ENTITITES; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CAboveWaterView::CReflectionView::Draw() |
|
{ |
|
|
|
|
|
// Store off view origin and angles and set the new view |
|
int nSaveViewID = CurrentViewID(); |
|
SetupCurrentView( origin, angles, VIEW_REFLECTION ); |
|
|
|
// Disable occlusion visualization in reflection |
|
bool bVisOcclusion = r_visocclusion.GetBool(); |
|
r_visocclusion.SetValue( 0 ); |
|
|
|
DrawSetup( GetOuter()->m_fogInfo.m_flWaterHeight, m_DrawFlags, 0.0f, GetOuter()->m_fogInfo.m_nVisibleFogVolumeLeaf ); |
|
|
|
EnableWorldFog(); |
|
DrawExecute( GetOuter()->m_fogInfo.m_flWaterHeight, VIEW_REFLECTION, 0.0f ); |
|
|
|
r_visocclusion.SetValue( bVisOcclusion ); |
|
|
|
|
|
|
|
// finish off the view and restore the previous view. |
|
SetupCurrentView( origin, angles, ( view_id_t )nSaveViewID ); |
|
|
|
// This is here for multithreading |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->Flush(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CAboveWaterView::CRefractionView::Setup() |
|
{ |
|
BaseClass::Setup( *GetOuter() ); |
|
|
|
m_ClearFlags = VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH; |
|
|
|
m_DrawFlags = DF_RENDER_REFRACTION | DF_CLIP_Z | |
|
DF_RENDER_UNDERWATER | DF_FUDGE_UP | |
|
DF_DRAW_ENTITITES ; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CAboveWaterView::CRefractionView::Draw() |
|
{ |
|
|
|
|
|
// Store off view origin and angles and set the new view |
|
int nSaveViewID = CurrentViewID(); |
|
SetupCurrentView( origin, angles, VIEW_REFRACTION ); |
|
|
|
DrawSetup( GetOuter()->m_waterHeight, m_DrawFlags, GetOuter()->m_waterZAdjust ); |
|
|
|
SetFogVolumeState( GetOuter()->m_fogInfo, true ); |
|
SetClearColorToFogColor(); |
|
DrawExecute( GetOuter()->m_waterHeight, VIEW_REFRACTION, GetOuter()->m_waterZAdjust ); |
|
|
|
|
|
|
|
// finish off the view. restore the previous view. |
|
SetupCurrentView( origin, angles, ( view_id_t )nSaveViewID ); |
|
|
|
// This is here for multithreading |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 ); |
|
pRenderContext->Flush(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CAboveWaterView::CIntersectionView::Setup() |
|
{ |
|
BaseClass::Setup( *GetOuter() ); |
|
m_DrawFlags = DF_RENDER_UNDERWATER | DF_CLIP_Z | DF_DRAW_ENTITITES; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CAboveWaterView::CIntersectionView::Draw() |
|
{ |
|
DrawSetup( GetOuter()->m_fogInfo.m_flWaterHeight, m_DrawFlags, 0 ); |
|
|
|
SetFogVolumeState( GetOuter()->m_fogInfo, true ); |
|
SetClearColorToFogColor( ); |
|
DrawExecute( GetOuter()->m_fogInfo.m_flWaterHeight, VIEW_NONE, 0 ); |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws the scene when the view point is under the level of the water |
|
//----------------------------------------------------------------------------- |
|
void CUnderWaterView::Setup( const CViewSetup &view, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t& waterInfo ) |
|
{ |
|
BaseClass::Setup( view ); |
|
|
|
m_bSoftwareUserClipPlane = g_pMaterialSystemHardwareConfig->UseFastClipping(); |
|
|
|
CalcWaterEyeAdjustments( fogInfo, m_waterHeight, m_waterZAdjust, m_bSoftwareUserClipPlane ); |
|
|
|
IMaterial *pWaterMaterial = fogInfo.m_pFogVolumeMaterial; |
|
IMaterialVar *pScreenOverlayVar = pWaterMaterial->FindVar( "$underwateroverlay", NULL, false ); |
|
if ( pScreenOverlayVar && ( pScreenOverlayVar->IsDefined() ) ) |
|
{ |
|
char const *pOverlayName = pScreenOverlayVar->GetStringValue(); |
|
if ( pOverlayName[0] != '0' ) // fixme!!! |
|
{ |
|
IMaterial *pOverlayMaterial = materials->FindMaterial( pOverlayName, TEXTURE_GROUP_OTHER ); |
|
m_pMainView->SetWaterOverlayMaterial( pOverlayMaterial ); |
|
} |
|
} |
|
// NOTE: We're not drawing the 2d skybox under water since it's assumed to not be visible. |
|
|
|
// render the world underwater |
|
// Clear the color to get the appropriate underwater fog color |
|
m_DrawFlags = DF_FUDGE_UP | DF_RENDER_UNDERWATER | DF_DRAW_ENTITITES; |
|
m_ClearFlags = VIEW_CLEAR_DEPTH; |
|
|
|
if( !m_bSoftwareUserClipPlane ) |
|
{ |
|
m_DrawFlags |= DF_CLIP_Z; |
|
} |
|
if ( waterInfo.m_bDrawWaterSurface ) |
|
{ |
|
m_DrawFlags |= DF_RENDER_WATER; |
|
} |
|
if ( !waterInfo.m_bRefract && !waterInfo.m_bOpaqueWater ) |
|
{ |
|
m_DrawFlags |= DF_RENDER_ABOVEWATER; |
|
} |
|
|
|
m_fogInfo = fogInfo; |
|
m_waterInfo = waterInfo; |
|
m_bDrawSkybox = bDrawSkybox; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CUnderWaterView::Draw() |
|
{ |
|
// FIXME: The 3d skybox shouldn't be drawn when the eye is under water |
|
|
|
VPROF( "CViewRender::ViewDrawScene_EyeUnderWater" ); |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
// render refraction (out of water) |
|
if ( m_waterInfo.m_bRefract ) |
|
{ |
|
m_RefractionView.Setup( ); |
|
m_pMainView->AddViewToScene( &m_RefractionView ); |
|
} |
|
|
|
if ( !m_waterInfo.m_bRefract ) |
|
{ |
|
SetFogVolumeState( m_fogInfo, true ); |
|
unsigned char ucFogColor[3]; |
|
pRenderContext->GetFogColor( ucFogColor ); |
|
pRenderContext->ClearColor4ub( ucFogColor[0], ucFogColor[1], ucFogColor[2], 255 ); |
|
} |
|
|
|
DrawSetup( m_waterHeight, m_DrawFlags, m_waterZAdjust ); |
|
SetFogVolumeState( m_fogInfo, false ); |
|
DrawExecute( m_waterHeight, CurrentViewID(), m_waterZAdjust ); |
|
m_ClearFlags = 0; |
|
|
|
if( m_waterZAdjust != 0.0f && m_bSoftwareUserClipPlane && m_waterInfo.m_bRefract ) |
|
{ |
|
m_SoftwareIntersectionView.Setup( false ); |
|
m_SoftwareIntersectionView.Draw( ); |
|
} |
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 ); |
|
|
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CUnderWaterView::CRefractionView::Setup() |
|
{ |
|
BaseClass::Setup( *GetOuter() ); |
|
// NOTE: Refraction renders into the back buffer, over the top of the 3D skybox |
|
// It is then blitted out into the refraction target. This is so that |
|
// we only have to set up 3d sky vis once, and only render it once also! |
|
m_DrawFlags = DF_CLIP_Z | |
|
DF_CLIP_BELOW | DF_RENDER_ABOVEWATER | |
|
DF_DRAW_ENTITITES; |
|
|
|
m_ClearFlags = VIEW_CLEAR_DEPTH; |
|
if ( GetOuter()->m_bDrawSkybox ) |
|
{ |
|
m_ClearFlags |= VIEW_CLEAR_COLOR; |
|
m_DrawFlags |= DF_DRAWSKYBOX | DF_CLIP_SKYBOX; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CUnderWaterView::CRefractionView::Draw() |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
SetFogVolumeState( GetOuter()->m_fogInfo, true ); |
|
unsigned char ucFogColor[3]; |
|
pRenderContext->GetFogColor( ucFogColor ); |
|
pRenderContext->ClearColor4ub( ucFogColor[0], ucFogColor[1], ucFogColor[2], 255 ); |
|
|
|
DrawSetup( GetOuter()->m_waterHeight, m_DrawFlags, GetOuter()->m_waterZAdjust ); |
|
|
|
EnableWorldFog(); |
|
DrawExecute( GetOuter()->m_waterHeight, VIEW_REFRACTION, GetOuter()->m_waterZAdjust ); |
|
|
|
Rect_t srcRect; |
|
srcRect.x = x; |
|
srcRect.y = y; |
|
srcRect.width = width; |
|
srcRect.height = height; |
|
|
|
ITexture *pTexture = GetWaterRefractionTexture(); |
|
pRenderContext->CopyRenderTargetToTextureEx( pTexture, 0, &srcRect, NULL ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
// Reflective glass view starts here |
|
// |
|
//----------------------------------------------------------------------------- |
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws the scene when the view contains reflective glass |
|
//----------------------------------------------------------------------------- |
|
void CReflectiveGlassView::Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox, |
|
const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t &waterInfo, const cplane_t &reflectionPlane ) |
|
{ |
|
BaseClass::Setup( view, nClearFlags, bDrawSkybox, fogInfo, waterInfo, NULL ); |
|
m_ReflectionPlane = reflectionPlane; |
|
} |
|
|
|
|
|
bool CReflectiveGlassView::AdjustView( float flWaterHeight ) |
|
{ |
|
ITexture *pTexture = GetWaterReflectionTexture(); |
|
|
|
// Use the aspect ratio of the main view! So, don't recompute it here |
|
x = y = 0; |
|
width = pTexture->GetActualWidth(); |
|
height = pTexture->GetActualHeight(); |
|
|
|
// Reflect the camera origin + vectors around the reflection plane |
|
float flDist = DotProduct( origin, m_ReflectionPlane.normal ) - m_ReflectionPlane.dist; |
|
VectorMA( origin, - 2.0f * flDist, m_ReflectionPlane.normal, origin ); |
|
|
|
Vector vecForward, vecUp; |
|
AngleVectors( angles, &vecForward, NULL, &vecUp ); |
|
|
|
float flDot = DotProduct( vecForward, m_ReflectionPlane.normal ); |
|
VectorMA( vecForward, - 2.0f * flDot, m_ReflectionPlane.normal, vecForward ); |
|
|
|
flDot = DotProduct( vecUp, m_ReflectionPlane.normal ); |
|
VectorMA( vecUp, - 2.0f * flDot, m_ReflectionPlane.normal, vecUp ); |
|
|
|
VectorAngles( vecForward, vecUp, angles ); |
|
return true; |
|
} |
|
|
|
void CReflectiveGlassView::PushView( float waterHeight ) |
|
{ |
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render->Push3DView( *this, m_ClearFlags, GetWaterReflectionTexture(), GetFrustum() ); |
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Vector4D plane; |
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VectorCopy( m_ReflectionPlane.normal, plane.AsVector3D() ); |
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plane.w = m_ReflectionPlane.dist + 0.1f; |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->PushCustomClipPlane( plane.Base() ); |
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} |
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void CReflectiveGlassView::PopView( ) |
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{ |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->PopCustomClipPlane( ); |
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render->PopView( GetFrustum() ); |
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} |
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//----------------------------------------------------------------------------- |
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// Renders reflective or refractive parts of glass |
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//----------------------------------------------------------------------------- |
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void CReflectiveGlassView::Draw() |
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{ |
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VPROF( "CReflectiveGlassView::Draw" ); |
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CMatRenderContextPtr pRenderContext( materials ); |
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PIXEVENT( pRenderContext, "CReflectiveGlassView::Draw" ); |
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// Disable occlusion visualization in reflection |
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bool bVisOcclusion = r_visocclusion.GetBool(); |
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r_visocclusion.SetValue( 0 ); |
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BaseClass::Draw(); |
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r_visocclusion.SetValue( bVisOcclusion ); |
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pRenderContext->ClearColor4ub( 0, 0, 0, 255 ); |
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pRenderContext->Flush(); |
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} |
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//----------------------------------------------------------------------------- |
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// Draws the scene when the view contains reflective glass |
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//----------------------------------------------------------------------------- |
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void CRefractiveGlassView::Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox, |
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const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t &waterInfo, const cplane_t &reflectionPlane ) |
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{ |
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BaseClass::Setup( view, nClearFlags, bDrawSkybox, fogInfo, waterInfo, NULL ); |
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m_ReflectionPlane = reflectionPlane; |
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} |
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bool CRefractiveGlassView::AdjustView( float flWaterHeight ) |
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{ |
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ITexture *pTexture = GetWaterRefractionTexture(); |
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|
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// Use the aspect ratio of the main view! So, don't recompute it here |
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x = y = 0; |
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width = pTexture->GetActualWidth(); |
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height = pTexture->GetActualHeight(); |
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return true; |
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} |
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void CRefractiveGlassView::PushView( float waterHeight ) |
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{ |
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render->Push3DView( *this, m_ClearFlags, GetWaterRefractionTexture(), GetFrustum() ); |
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|
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Vector4D plane; |
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VectorMultiply( m_ReflectionPlane.normal, -1, plane.AsVector3D() ); |
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plane.w = -m_ReflectionPlane.dist + 0.1f; |
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|
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->PushCustomClipPlane( plane.Base() ); |
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} |
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|
|
void CRefractiveGlassView::PopView( ) |
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{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->PopCustomClipPlane( ); |
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render->PopView( GetFrustum() ); |
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} |
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|
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|
|
|
//----------------------------------------------------------------------------- |
|
// Renders reflective or refractive parts of glass |
|
//----------------------------------------------------------------------------- |
|
void CRefractiveGlassView::Draw() |
|
{ |
|
VPROF( "CRefractiveGlassView::Draw" ); |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
PIXEVENT( pRenderContext, "CRefractiveGlassView::Draw" ); |
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|
|
BaseClass::Draw(); |
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|
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 ); |
|
pRenderContext->Flush(); |
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} |
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|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void FrustumCache_t::Add( const CViewSetup *pView, int iSlot ) |
|
{ |
|
// Check for a valid view setup. |
|
if ( !pView ) |
|
return; |
|
|
|
// Create the perspective frustum. |
|
GeneratePerspectiveFrustum( pView->origin, pView->angles, pView->zNear, pView->zFar, pView->fov, pView->m_flAspectRatio, m_Frustums[iSlot] ); |
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} |
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