Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Responsible for drawing the scene
//
//===========================================================================//
#include "cbase.h"
#include "view.h"
#include "iviewrender.h"
#include "view_shared.h"
#include "ivieweffects.h"
#include "iinput.h"
#include "model_types.h"
#include "clientsideeffects.h"
#include "particlemgr.h"
#include "viewrender.h"
#include "iclientmode.h"
#include "voice_status.h"
#include "glow_overlay.h"
#include "materialsystem/imesh.h"
#include "materialsystem/ITexture.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialVar.h"
#include "materialsystem/imaterialsystem.h"
#include "DetailObjectSystem.h"
#include "tier0/vprof.h"
#include "tier1/mempool.h"
#include "vstdlib/jobthread.h"
#include "datacache/imdlcache.h"
#include "engine/IEngineTrace.h"
#include "engine/ivmodelinfo.h"
#include "tier0/icommandline.h"
#include "view_scene.h"
#include "particles_ez.h"
#include "engine/IStaticPropMgr.h"
#include "engine/ivdebugoverlay.h"
#include "c_pixel_visibility.h"
#include "precache_register.h"
#include "c_rope.h"
#include "c_effects.h"
#include "smoke_fog_overlay.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "vgui_int.h"
#include "ienginevgui.h"
#include "ScreenSpaceEffects.h"
#include "toolframework_client.h"
#include "c_func_reflective_glass.h"
#include "keyvalues.h"
#include "renderparm.h"
#include "modelrendersystem.h"
#include "vgui/ISurface.h"
#define PARTICLE_USAGE_DEMO // uncomment to get particle bar thing
#if defined( HL2_CLIENT_DLL ) || defined( INFESTED_DLL )
#define USE_MONITORS
#endif
#include "rendertexture.h"
#include "viewpostprocess.h"
#include "viewdebug.h"
#ifdef USE_MONITORS
#include "c_point_camera.h"
#endif // USE_MONITORS
#ifdef INFESTED_DLL
#include "c_asw_render_targets.h"
#include "clientmode_asw.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static void testfreezeframe_f( void )
{
view->FreezeFrame( 3.0 );
}
static ConCommand test_freezeframe( "test_freezeframe", testfreezeframe_f, "Test the freeze frame code.", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
static ConVar r_visocclusion( "r_visocclusion", "0", FCVAR_CHEAT );
extern ConVar r_flashlightdepthtexture;
extern ConVar vcollide_wireframe;
extern ConVar mat_motion_blur_enabled;
extern ConVar r_depthoverlay;
extern ConVar r_shadow_deferred;
//-----------------------------------------------------------------------------
// Convars related to controlling rendering
//-----------------------------------------------------------------------------
static ConVar cl_maxrenderable_dist("cl_maxrenderable_dist", "3000", FCVAR_CHEAT, "Max distance from the camera at which things will be rendered" );
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?
// Matches the version in the engine
static ConVar r_drawopaqueworld( "r_drawopaqueworld", "1", FCVAR_CHEAT );
static ConVar r_drawtranslucentworld( "r_drawtranslucentworld", "1", FCVAR_CHEAT );
static ConVar r_3dsky( "r_3dsky","1", 0, "Enable the rendering of 3d sky boxes" );
static ConVar r_skybox( "r_skybox","1", FCVAR_CHEAT, "Enable the rendering of sky boxes" );
ConVar r_drawviewmodel( "r_drawviewmodel","1", FCVAR_CHEAT );
static ConVar r_drawtranslucentrenderables( "r_drawtranslucentrenderables", "1", FCVAR_CHEAT );
static ConVar r_drawopaquerenderables( "r_drawopaquerenderables", "1", FCVAR_CHEAT );
static ConVar r_flashlightdepth_drawtranslucents( "r_flashlightdepth_drawtranslucents", "0", FCVAR_NONE );
ConVar r_flashlightvolumetrics( "r_flashlightvolumetrics", "1" );
// FIXME: This is not static because we needed to turn it off for TF2 playtests
ConVar r_DrawDetailProps( "r_DrawDetailProps", "1", FCVAR_NONE, "0=Off, 1=Normal, 2=Wireframe" );
ConVar r_worldlistcache( "r_worldlistcache", "1" );
ConVar mat_ambient_light_r_forced( "mat_ambient_light_r_forced", "-1.0" );
ConVar mat_ambient_light_g_forced( "mat_ambient_light_g_forced", "-1.0" );
ConVar mat_ambient_light_b_forced( "mat_ambient_light_b_forced", "-1.0" );
//-----------------------------------------------------------------------------
// Convars related to fog color
//-----------------------------------------------------------------------------
static void GetFogColor( fogparams_t *pFogParams, float *pColor, bool ignoreOverride = false, bool ignoreHDRColorScale = false );
static float GetFogMaxDensity( fogparams_t *pFogParams, bool ignoreOverride = false );
static bool GetFogEnable( fogparams_t *pFogParams, bool ignoreOverride = false );
static float GetFogStart( fogparams_t *pFogParams, bool ignoreOverride = false );
static float GetFogEnd( fogparams_t *pFogParams, bool ignoreOverride = false );
static float GetSkyboxFogStart( bool ignoreOverride = false );
static float GetSkyboxFogEnd( bool ignoreOverride = false );
static float GetSkyboxFogMaxDensity( bool ignoreOverride = false );
static void GetSkyboxFogColor( float *pColor, bool ignoreOverride = false, bool ignoreHDRColorScale = false );
static void FogOverrideCallback( IConVar *pConVar, char const *pOldString, float flOldValue );
static ConVar fog_override( "fog_override", "0", FCVAR_CHEAT, "Overrides the map's fog settings (-1 populates fog_ vars with map's values)", FogOverrideCallback );
// set any of these to use the maps fog
static ConVar fog_start( "fog_start", "-1", FCVAR_CHEAT );
static ConVar fog_end( "fog_end", "-1", FCVAR_CHEAT );
static ConVar fog_color( "fog_color", "-1 -1 -1", FCVAR_CHEAT );
static ConVar fog_enable( "fog_enable", "1", FCVAR_CHEAT );
static ConVar fog_startskybox( "fog_startskybox", "-1", FCVAR_CHEAT );
static ConVar fog_endskybox( "fog_endskybox", "-1", FCVAR_CHEAT );
static ConVar fog_maxdensityskybox( "fog_maxdensityskybox", "-1", FCVAR_CHEAT );
static ConVar fog_colorskybox( "fog_colorskybox", "-1 -1 -1", FCVAR_CHEAT );
static ConVar fog_enableskybox( "fog_enableskybox", "1", FCVAR_CHEAT );
static ConVar fog_maxdensity( "fog_maxdensity", "-1", FCVAR_CHEAT );
static ConVar fog_hdrcolorscale( "fog_hdrcolorscale", "-1", FCVAR_CHEAT );
static ConVar fog_hdrcolorscaleskybox( "fog_hdrcolorscaleskybox", "-1", FCVAR_CHEAT );
static void FogOverrideCallback( IConVar *pConVar, char const *pOldString, float flOldValue )
{
C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
if ( !localPlayer )
return;
ConVarRef var( pConVar );
if ( var.GetInt() == -1 )
{
fogparams_t *pFogParams = localPlayer->GetFogParams();
float fogColor[3];
fog_start.SetValue( GetFogStart( pFogParams, true ) );
fog_end.SetValue( GetFogEnd( pFogParams, true ) );
GetFogColor( pFogParams, fogColor, true, true );
fog_color.SetValue( VarArgs( "%.1f %.1f %.1f", fogColor[0]*255, fogColor[1]*255, fogColor[2]*255 ) );
fog_enable.SetValue( GetFogEnable( pFogParams, true ) );
fog_startskybox.SetValue( GetSkyboxFogStart( true ) );
fog_endskybox.SetValue( GetSkyboxFogEnd( true ) );
fog_maxdensityskybox.SetValue( GetSkyboxFogMaxDensity( true ) );
GetSkyboxFogColor( fogColor, true, true );
fog_colorskybox.SetValue( VarArgs( "%.1f %.1f %.1f", fogColor[0]*255, fogColor[1]*255, fogColor[2]*255 ) );
fog_enableskybox.SetValue( localPlayer->m_Local.m_skybox3d.fog.enable.Get() );
fog_maxdensity.SetValue( GetFogMaxDensity( pFogParams, true ) );
fog_hdrcolorscale.SetValue( pFogParams->HDRColorScale );
fog_hdrcolorscaleskybox.SetValue( localPlayer->m_Local.m_skybox3d.fog.HDRColorScale.Get() );
}
}
//-----------------------------------------------------------------------------
// Water-related convars
//-----------------------------------------------------------------------------
static ConVar r_debugcheapwater( "r_debugcheapwater", "0", FCVAR_CHEAT );
#ifndef _X360
static ConVar r_waterforceexpensive( "r_waterforceexpensive", "0" );
#endif
static ConVar r_waterforcereflectentities( "r_waterforcereflectentities", "0" );
static ConVar r_WaterDrawRefraction( "r_WaterDrawRefraction", "1", 0, "Enable water refraction" );
static ConVar r_WaterDrawReflection( "r_WaterDrawReflection", "1", 0, "Enable water reflection" );
static ConVar r_ForceWaterLeaf( "r_ForceWaterLeaf", "1", 0, "Enable for optimization to water - considers view in leaf under water for purposes of culling" );
static ConVar mat_drawwater( "mat_drawwater", "1", FCVAR_CHEAT );
static ConVar mat_clipz( "mat_clipz", "1" );
//-----------------------------------------------------------------------------
// Other convars
//-----------------------------------------------------------------------------
static ConVar cl_drawmonitors( "cl_drawmonitors", "1" );
static ConVar r_eyewaterepsilon( "r_eyewaterepsilon", "7.0f", FCVAR_CHEAT );
extern ConVar cl_leveloverview;
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" );
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
static Vector g_vecCurrentRenderOrigin(0,0,0);
static QAngle g_vecCurrentRenderAngles(0,0,0);
static Vector g_vecCurrentVForward(0,0,0), g_vecCurrentVRight(0,0,0), g_vecCurrentVUp(0,0,0);
static VMatrix g_matCurrentCamInverse;
bool s_bCanAccessCurrentView = false;
IntroData_t *g_pIntroData = NULL;
static bool g_bRenderingView = false; // For debugging...
static int g_CurrentViewID = VIEW_NONE;
bool g_bRenderingScreenshot = false;
static FrustumCache_t s_FrustumCache;
FrustumCache_t *FrustumCache( void )
{
return &s_FrustumCache;
}
#define FREEZECAM_SNAPSHOT_FADE_SPEED 340
float g_flFreezeFlash[ MAX_SPLITSCREEN_PLAYERS ];
//-----------------------------------------------------------------------------
CON_COMMAND( r_cheapwaterstart, "" )
{
if( args.ArgC() == 2 )
{
float dist = atof( args[ 1 ] );
view->SetCheapWaterStartDistance( dist );
}
else
{
float start, end;
view->GetWaterLODParams( start, end );
Warning( "r_cheapwaterstart: %f\n", start );
}
}
CON_COMMAND( r_cheapwaterend, "" )
{
if( args.ArgC() == 2 )
{
float dist = atof( args[ 1 ] );
view->SetCheapWaterEndDistance( dist );
}
else
{
float start, end;
view->GetWaterLODParams( start, end );
Warning( "r_cheapwaterend: %f\n", end );
}
}
//-----------------------------------------------------------------------------
// Describes a pruned set of leaves to be rendered this view. Reference counted
// because potentially shared by a number of views
//-----------------------------------------------------------------------------
struct ClientWorldListInfo_t : public CRefCounted1<WorldListInfo_t>
{
ClientWorldListInfo_t()
{
memset( (WorldListInfo_t *)this, 0, sizeof(WorldListInfo_t) );
m_pOriginalLeafIndex = NULL;
m_bPooledAlloc = false;
}
// Allocate a list intended for pruning
static ClientWorldListInfo_t *AllocPooled( const ClientWorldListInfo_t &exemplar );
// Because we remap leaves to eliminate unused leaves, we need a remap
// when drawing translucent surfaces, which requires the *original* leaf index
// using m_pOriginalLeafIndex[ remapped leaf index ] == actual leaf index
uint16 *m_pOriginalLeafIndex;
private:
virtual bool OnFinalRelease();
bool m_bPooledAlloc;
static CObjectPool<ClientWorldListInfo_t> gm_Pool;
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CWorldListCache
{
public:
CWorldListCache()
{
}
void Flush()
{
for ( int i = m_Entries.FirstInorder(); i != m_Entries.InvalidIndex(); i = m_Entries.NextInorder( i ) )
{
delete m_Entries[i];
}
m_Entries.RemoveAll();
}
bool Find( const CViewSetup &viewSetup, IWorldRenderList **ppList, ClientWorldListInfo_t **ppListInfo )
{
Entry_t lookup( viewSetup );
int i = m_Entries.Find( &lookup );
if ( i != m_Entries.InvalidIndex() )
{
Entry_t *pEntry = m_Entries[i];
*ppList = InlineAddRef( pEntry->pList );
*ppListInfo = InlineAddRef( pEntry->pListInfo );
return true;
}
return false;
}
void Add( const CViewSetup &viewSetup, IWorldRenderList *pList, ClientWorldListInfo_t *pListInfo )
{
m_Entries.Insert( new Entry_t( viewSetup, pList, pListInfo ) );
}
private:
struct Entry_t
{
Entry_t( const CViewSetup &viewSetup, IWorldRenderList *pList = NULL, ClientWorldListInfo_t *pListInfo = NULL ) :
pList( ( pList ) ? InlineAddRef( pList ) : NULL ),
pListInfo( ( pListInfo ) ? InlineAddRef( pListInfo ) : NULL )
{
// @NOTE (toml 8/18/2006): because doing memcmp, need to fill all of the fields and the padding!
memset( &m_bOrtho, 0, offsetof(Entry_t, pList ) - offsetof(Entry_t, m_bOrtho ) );
m_bOrtho = viewSetup.m_bOrtho;
m_OrthoLeft = viewSetup.m_OrthoLeft;
m_OrthoTop = viewSetup.m_OrthoTop;
m_OrthoRight = viewSetup.m_OrthoRight;
m_OrthoBottom = viewSetup.m_OrthoBottom;
fov = viewSetup.fov;
origin = viewSetup.origin;
angles = viewSetup.angles;
zNear = viewSetup.zNear;
zFar = viewSetup.zFar;
m_flAspectRatio = viewSetup.m_flAspectRatio;
m_bOffCenter = viewSetup.m_bOffCenter;
m_flOffCenterTop = viewSetup.m_flOffCenterTop;
m_flOffCenterBottom = viewSetup.m_flOffCenterBottom;
m_flOffCenterLeft = viewSetup.m_flOffCenterLeft;
m_flOffCenterRight = viewSetup.m_flOffCenterRight;
}
~Entry_t()
{
if ( pList )
pList->Release();
if ( pListInfo )
pListInfo->Release();
}
// The fields from CViewSetup that would actually affect the list
float m_OrthoLeft;
float m_OrthoTop;
float m_OrthoRight;
float m_OrthoBottom;
float fov;
Vector origin;
QAngle angles;
float zNear;
float zFar;
float m_flAspectRatio;
float m_flOffCenterTop;
float m_flOffCenterBottom;
float m_flOffCenterLeft;
float m_flOffCenterRight;
bool m_bOrtho;
bool m_bOffCenter;
IWorldRenderList *pList;
ClientWorldListInfo_t *pListInfo;
};
class CEntryComparator
{
public:
CEntryComparator( int ) {}
bool operator!() const { return false; }
bool operator()( const Entry_t *lhs, const Entry_t *rhs ) const
{
return ( memcmp( lhs, rhs, sizeof(Entry_t) - ( sizeof(Entry_t) - offsetof(Entry_t, pList ) ) ) < 0 );
}
};
CUtlRBTree<Entry_t *, unsigned short, CEntryComparator> m_Entries;
};
CWorldListCache g_WorldListCache;
//-----------------------------------------------------------------------------
// Standard 3d skybox view
//-----------------------------------------------------------------------------
class CSkyboxView : public CRendering3dView
{
DECLARE_CLASS( CSkyboxView, CRendering3dView );
public:
CSkyboxView(CViewRender *pMainView) :
CRendering3dView( pMainView ),
m_pSky3dParams( NULL )
{
}
bool Setup( const CViewSetup &view, int *pClearFlags, SkyboxVisibility_t *pSkyboxVisible );
void Draw();
protected:
virtual SkyboxVisibility_t ComputeSkyboxVisibility();
bool GetSkyboxFogEnable();
void Enable3dSkyboxFog( void );
void DrawInternal( view_id_t iSkyBoxViewID = VIEW_3DSKY, bool bInvokePreAndPostRender = true, ITexture *pRenderTarget = NULL );
sky3dparams_t * PreRender3dSkyboxWorld( SkyboxVisibility_t nSkyboxVisible );
sky3dparams_t *m_pSky3dParams;
};
//-----------------------------------------------------------------------------
// Shadow depth texture
//-----------------------------------------------------------------------------
class CShadowDepthView : public CRendering3dView
{
DECLARE_CLASS( CShadowDepthView, CRendering3dView );
public:
CShadowDepthView(CViewRender *pMainView) : CRendering3dView( pMainView ) {}
void Setup( const CViewSetup &shadowViewIn, ITexture *pRenderTarget, ITexture *pDepthTexture );
void Draw();
private:
ITexture *m_pRenderTarget;
ITexture *m_pDepthTexture;
};
//-----------------------------------------------------------------------------
// Freeze frame. Redraws the frame at which it was enabled.
//-----------------------------------------------------------------------------
class CFreezeFrameView : public CRendering3dView
{
DECLARE_CLASS( CFreezeFrameView, CRendering3dView );
public:
CFreezeFrameView(CViewRender *pMainView) : CRendering3dView( pMainView ) {}
void Setup( const CViewSetup &view );
void Draw();
private:
CMaterialReference m_pFreezeFrame;
CMaterialReference m_TranslucentSingleColor;
int m_nSubRect[ 4 ];
int m_nScreenSize[ 2 ];
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CBaseWorldView : public CRendering3dView
{
DECLARE_CLASS( CBaseWorldView, CRendering3dView );
protected:
CBaseWorldView(CViewRender *pMainView) : CRendering3dView( pMainView ) {}
virtual bool AdjustView( float waterHeight );
void DrawSetup( float waterHeight, int flags, float waterZAdjust, int iForceViewLeaf = -1 );
void DrawExecute( float waterHeight, view_id_t viewID, float waterZAdjust );
virtual void PushView( float waterHeight );
virtual void PopView();
};
//-----------------------------------------------------------------------------
// Draws the scene when there's no water or only cheap water
//-----------------------------------------------------------------------------
class CSimpleWorldView : public CBaseWorldView
{
DECLARE_CLASS( CSimpleWorldView, CBaseWorldView );
public:
CSimpleWorldView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {}
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 )
{
render->Push3DView( *this, m_ClearFlags, GetWaterReflectionTexture(), GetFrustum() );
Vector4D plane;
VectorCopy( m_ReflectionPlane.normal, plane.AsVector3D() );
plane.w = m_ReflectionPlane.dist + 0.1f;
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->PushCustomClipPlane( plane.Base() );
}
void CReflectiveGlassView::PopView( )
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->PopCustomClipPlane( );
render->PopView( GetFrustum() );
}
//-----------------------------------------------------------------------------
// Renders reflective or refractive parts of glass
//-----------------------------------------------------------------------------
void CReflectiveGlassView::Draw()
{
VPROF( "CReflectiveGlassView::Draw" );
CMatRenderContextPtr pRenderContext( materials );
PIXEVENT( pRenderContext, "CReflectiveGlassView::Draw" );
// Disable occlusion visualization in reflection
bool bVisOcclusion = r_visocclusion.GetBool();
r_visocclusion.SetValue( 0 );
BaseClass::Draw();
r_visocclusion.SetValue( bVisOcclusion );
pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
pRenderContext->Flush();
}
//-----------------------------------------------------------------------------
// Draws the scene when the view contains reflective glass
//-----------------------------------------------------------------------------
void CRefractiveGlassView::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 CRefractiveGlassView::AdjustView( float flWaterHeight )
{
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;
}
void CRefractiveGlassView::PushView( float waterHeight )
{
render->Push3DView( *this, m_ClearFlags, GetWaterRefractionTexture(), GetFrustum() );
Vector4D plane;
VectorMultiply( m_ReflectionPlane.normal, -1, plane.AsVector3D() );
plane.w = -m_ReflectionPlane.dist + 0.1f;
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->PushCustomClipPlane( plane.Base() );
}
void CRefractiveGlassView::PopView( )
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->PopCustomClipPlane( );
render->PopView( GetFrustum() );
}
//-----------------------------------------------------------------------------
// Renders reflective or refractive parts of glass
//-----------------------------------------------------------------------------
void CRefractiveGlassView::Draw()
{
VPROF( "CRefractiveGlassView::Draw" );
CMatRenderContextPtr pRenderContext( materials );
PIXEVENT( pRenderContext, "CRefractiveGlassView::Draw" );
BaseClass::Draw();
pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
pRenderContext->Flush();
}
//-----------------------------------------------------------------------------
// 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] );
}