Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VIEW_SCENE_H
#define VIEW_SCENE_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "iviewrender.h"
#include "view_shared.h"
#include "rendertexture.h"
#include "materialsystem/itexture.h"
extern ConVar mat_wireframe;
extern ConVar building_cubemaps;
// Transform into view space (translate and rotate the camera into the origin).
void ViewTransform( const Vector &worldSpace, Vector &viewSpace );
// Transform a world point into normalized screen space (X and Y from -1 to 1).
// Returns 0 if the point is behind the viewer.
int ScreenTransform( const Vector& point, Vector& screen );
int HudTransform( const Vector& point, Vector& screen );
extern ConVar r_updaterefracttexture;
extern int g_viewscene_refractUpdateFrame;
extern bool g_bAllowMultipleRefractUpdatesPerScenePerFrame;
bool DrawingShadowDepthView( void );
bool DrawingMainView();
inline void UpdateRefractTexture( int x, int y, int w, int h, bool bForceUpdate = false )
{
Assert( !DrawingShadowDepthView() );
if ( !IsRetail() && !r_updaterefracttexture.GetBool() )
return;
CMatRenderContextPtr pRenderContext( materials );
ITexture *pTexture = GetPowerOfTwoFrameBufferTexture();
if ( IsPC() || bForceUpdate || g_bAllowMultipleRefractUpdatesPerScenePerFrame || (gpGlobals->framecount != g_viewscene_refractUpdateFrame) )
{
// forced or only once per frame
Rect_t rect;
rect.x = x;
rect.y = y;
rect.width = w;
rect.height = h;
pRenderContext->CopyRenderTargetToTextureEx( pTexture, 0, &rect, NULL );
g_viewscene_refractUpdateFrame = gpGlobals->framecount;
}
pRenderContext->SetFrameBufferCopyTexture( pTexture );
}
inline void UpdateRefractTexture( bool bForceUpdate = false )
{
Assert( !DrawingShadowDepthView() );
CMatRenderContextPtr pRenderContext( materials );
int x,y,w,h;
pRenderContext->GetViewport( x, y, w, h );
UpdateRefractTexture( x, y, w, h, bForceUpdate );
}
inline void UpdateScreenEffectTexture( int textureIndex, int x, int y, int w, int h, bool bDestFullScreen = false, Rect_t *pActualRect = NULL )
{
Rect_t srcRect;
srcRect.x = x;
srcRect.y = y;
srcRect.width = w;
srcRect.height = h;
CMatRenderContextPtr pRenderContext( materials );
ITexture *pTexture = GetFullFrameFrameBufferTexture( textureIndex );
int nSrcWidth, nSrcHeight;
pRenderContext->GetRenderTargetDimensions( nSrcWidth, nSrcHeight );
int nDestWidth = pTexture->GetActualWidth();
int nDestHeight = pTexture->GetActualHeight();
Rect_t destRect = srcRect;
if( !bDestFullScreen && ( nSrcWidth > nDestWidth || nSrcHeight > nDestHeight ) )
{
// the source and target sizes aren't necessarily the same (specifically in dx7 where
// nonpow2 rendertargets aren't supported), so lets figure it out here.
float scaleX = ( float )nDestWidth / ( float )nSrcWidth;
float scaleY = ( float )nDestHeight / ( float )nSrcHeight;
destRect.x = srcRect.x * scaleX;
destRect.y = srcRect.y * scaleY;
destRect.width = srcRect.width * scaleX;
destRect.height = srcRect.height * scaleY;
destRect.x = clamp( destRect.x, 0, nDestWidth );
destRect.y = clamp( destRect.y, 0, nDestHeight );
destRect.width = clamp( destRect.width, 0, nDestWidth - destRect.x );
destRect.height = clamp( destRect.height, 0, nDestHeight - destRect.y );
}
pRenderContext->CopyRenderTargetToTextureEx( pTexture, 0, &srcRect, bDestFullScreen ? NULL : &destRect );
pRenderContext->SetFrameBufferCopyTexture( pTexture, textureIndex );
if ( pActualRect )
{
pActualRect->x = destRect.x;
pActualRect->y = destRect.y;
pActualRect->width = destRect.width;
pActualRect->height = destRect.height;
}
}
//-----------------------------------------------------------------------------
// Draws the screen effect
//-----------------------------------------------------------------------------
inline void DrawScreenEffectMaterial( IMaterial *pMaterial, int x, int y, int w, int h )
{
Rect_t actualRect;
UpdateScreenEffectTexture( 0, x, y, w, h, false, &actualRect );
ITexture *pTexture = GetFullFrameFrameBufferTexture( 0 );
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->DrawScreenSpaceRectangle( pMaterial, x, y, w, h,
actualRect.x, actualRect.y, actualRect.x+actualRect.width-1, actualRect.y+actualRect.height-1,
pTexture->GetActualWidth(), pTexture->GetActualHeight() );
}
//intended for use by dynamic meshes to naively update front buffer textures needed by a material
inline void UpdateFrontBufferTexturesForMaterial( IMaterial *pMaterial, bool bForce = false )
{
Assert( !DrawingShadowDepthView() );
if( pMaterial->NeedsPowerOfTwoFrameBufferTexture() )
{
UpdateRefractTexture( bForce );
}
else if( pMaterial->NeedsFullFrameBufferTexture() )
{
const CViewSetup *pView = view->GetViewSetup();
UpdateScreenEffectTexture( 0, pView->x, pView->y, pView->width, pView->height );
}
}
inline void UpdateScreenEffectTexture( void )
{
Assert( !DrawingShadowDepthView() );
const CViewSetup *pViewSetup = view->GetViewSetup();
UpdateScreenEffectTexture( 0, pViewSetup->x, pViewSetup->y, pViewSetup->width, pViewSetup->height);
}
// reset the tonem apping to a constant value, and clear the filter bank
void ResetToneMapping(float value);
void UpdateFullScreenDepthTexture( void );
#endif // VIEW_SCENE_H