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327 lines
9.8 KiB
327 lines
9.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Responsible for drawing the scene |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "view.h" |
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#include "iviewrender.h" |
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#include "view_shared.h" |
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#include "ivieweffects.h" |
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#include "iinput.h" |
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#include "model_types.h" |
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#include "clientsideeffects.h" |
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#include "particlemgr.h" |
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#include "viewrender.h" |
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#include "iclientmode.h" |
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#include "voice_status.h" |
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#include "radio_status.h" |
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#include "glow_overlay.h" |
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#include "materialsystem/imesh.h" |
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#include "materialsystem/itexture.h" |
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#include "materialsystem/imaterial.h" |
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#include "materialsystem/imaterialvar.h" |
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#include "materialsystem/imaterialsystemhardwareconfig.h" |
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#include "detailobjectsystem.h" |
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#include "tier0/vprof.h" |
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#include "engine/IEngineTrace.h" |
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#include "engine/ivmodelinfo.h" |
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#include "view_scene.h" |
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#include "particles_ez.h" |
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#include "engine/IStaticPropMgr.h" |
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#include "engine/ivdebugoverlay.h" |
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#include "cs_view_scene.h" |
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#include "c_cs_player.h" |
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#include "cs_gamerules.h" |
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#include "shake.h" |
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#include "clienteffectprecachesystem.h" |
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#include <vgui/ISurface.h> |
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheCSViewScene ) |
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CLIENTEFFECT_MATERIAL( "effects/flashbang" ) |
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CLIENTEFFECT_MATERIAL( "effects/flashbang_white" ) |
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CLIENTEFFECT_MATERIAL( "effects/nightvision" ) |
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CLIENTEFFECT_REGISTER_END() |
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static CCSViewRender g_ViewRender; |
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CCSViewRender::CCSViewRender() |
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{ |
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view = ( IViewRender * )&g_ViewRender; |
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m_pFlashTexture = NULL; |
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} |
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struct ConVarFlags |
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{ |
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const char *name; |
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int flags; |
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}; |
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ConVarFlags s_flaggedConVars[] = |
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{ |
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{ "r_screenfademinsize", FCVAR_CHEAT }, |
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{ "r_screenfademaxsize", FCVAR_CHEAT }, |
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{ "developer", FCVAR_CHEAT }, |
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}; |
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void CCSViewRender::Init( void ) |
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{ |
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for ( int i=0; i<ARRAYSIZE( s_flaggedConVars ); ++i ) |
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{ |
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ConVar *flaggedConVar = cvar->FindVar( s_flaggedConVars[i].name ); |
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if ( flaggedConVar ) |
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{ |
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flaggedConVar->AddFlags( s_flaggedConVars[i].flags ); |
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} |
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} |
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CViewRender::Init(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns the min/max fade distances |
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//----------------------------------------------------------------------------- |
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void CCSViewRender::GetScreenFadeDistances( float *min, float *max ) |
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{ |
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if ( min ) |
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{ |
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*min = 0.0f; |
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} |
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if ( max ) |
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{ |
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*max = 0.0f; |
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} |
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} |
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void CCSViewRender::PerformNightVisionEffect( const CViewSetup &view ) |
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{ |
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer(); |
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if ( !pPlayer ) |
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return; |
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if (pPlayer->GetObserverMode() == OBS_MODE_IN_EYE) |
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{ |
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CBaseEntity *target = pPlayer->GetObserverTarget(); |
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if (target && target->IsPlayer()) |
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{ |
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pPlayer = (C_CSPlayer *)target; |
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} |
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} |
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if ( pPlayer && pPlayer->m_flNightVisionAlpha > 0 ) |
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{ |
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IMaterial *pMaterial = materials->FindMaterial( "effects/nightvision", TEXTURE_GROUP_CLIENT_EFFECTS, true ); |
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if ( pMaterial ) |
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{ |
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int iMaxValue = 255; |
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byte overlaycolor[4] = { 0, 255, 0, 255 }; |
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if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 ) |
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{ |
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UpdateScreenEffectTexture( 0, view.x, view.y, view.width, view.height ); |
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} |
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else |
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{ |
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// In DX7, use the values CS:goldsrc uses. |
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iMaxValue = 225; |
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overlaycolor[0] = overlaycolor[2] = 50 / 2; |
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overlaycolor[1] = 225 / 2; |
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} |
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if ( pPlayer->m_bNightVisionOn ) |
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{ |
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pPlayer->m_flNightVisionAlpha += 15; |
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pPlayer->m_flNightVisionAlpha = MIN( pPlayer->m_flNightVisionAlpha, iMaxValue ); |
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} |
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else |
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{ |
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pPlayer->m_flNightVisionAlpha -= 40; |
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pPlayer->m_flNightVisionAlpha = MAX( pPlayer->m_flNightVisionAlpha, 0 ); |
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} |
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overlaycolor[3] = pPlayer->m_flNightVisionAlpha; |
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render->ViewDrawFade( overlaycolor, pMaterial ); |
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// Only one pass in DX7. |
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/* if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 ) |
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{ |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->DrawScreenSpaceQuad( pMaterial ); |
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render->ViewDrawFade( overlaycolor, pMaterial ); |
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pRenderContext->DrawScreenSpaceQuad( pMaterial ); |
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}*/ |
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} |
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} |
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} |
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//Adrian - Super Nifty Flashbang Effect(tm) |
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// this does the burn in for the flashbang effect. |
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void CCSViewRender::PerformFlashbangEffect( const CViewSetup &view ) |
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{ |
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer(); |
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if ( pPlayer == NULL ) |
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return; |
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if ( pPlayer->m_flFlashBangTime < gpGlobals->curtime ) |
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return; |
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IMaterial *pMaterial = materials->FindMaterial( "effects/flashbang", TEXTURE_GROUP_CLIENT_EFFECTS, true ); |
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if ( !pMaterial ) |
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return; |
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byte overlaycolor[4] = { 255, 255, 255, 255 }; |
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CMatRenderContextPtr pRenderContext( materials ); |
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if ( pPlayer->m_flFlashAlpha < pPlayer->m_flFlashMaxAlpha ) |
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{ |
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pPlayer->m_flFlashAlpha += 45; |
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pPlayer->m_flFlashAlpha = MIN( pPlayer->m_flFlashAlpha, pPlayer->m_flFlashMaxAlpha ); |
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overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = pPlayer->m_flFlashAlpha; |
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m_pFlashTexture = GetFullFrameFrameBufferTexture( 1 ); |
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bool foundVar; |
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IMaterialVar* m_BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false ); |
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Rect_t srcRect; |
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srcRect.x = view.x; |
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srcRect.y = view.y; |
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srcRect.width = view.width; |
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srcRect.height = view.height; |
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m_BaseTextureVar->SetTextureValue( m_pFlashTexture ); |
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pRenderContext->CopyRenderTargetToTextureEx( m_pFlashTexture, 0, &srcRect, NULL ); |
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pRenderContext->SetFrameBufferCopyTexture( m_pFlashTexture ); |
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render->ViewDrawFade( overlaycolor, pMaterial ); |
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// just do one pass for dxlevel < 80. |
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/* |
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if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80) |
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{ |
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pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height, |
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0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1, |
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m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() ); |
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render->ViewDrawFade( overlaycolor, pMaterial ); |
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pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height, |
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0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1, |
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m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() ); |
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} |
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*/ |
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} |
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else if ( m_pFlashTexture ) |
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{ |
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float flAlpha = pPlayer->m_flFlashMaxAlpha * (pPlayer->m_flFlashBangTime - gpGlobals->curtime) / pPlayer->m_flFlashDuration; |
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flAlpha = clamp( flAlpha, 0, pPlayer->m_flFlashMaxAlpha ); |
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overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = flAlpha; |
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render->ViewDrawFade( overlaycolor, pMaterial ); |
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// just do one pass for dxlevel < 80. |
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/* if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80) |
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{ |
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pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height, |
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0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1, |
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m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() ); |
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render->ViewDrawFade( overlaycolor, pMaterial ); |
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pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height, |
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0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1, |
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m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() ); |
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}*/ |
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} |
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// this does the pure white overlay part of the flashbang effect. |
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pMaterial = materials->FindMaterial( "effects/flashbang_white", TEXTURE_GROUP_CLIENT_EFFECTS, true ); |
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if ( !pMaterial ) |
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return; |
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float flAlpha = 255; |
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if ( pPlayer->m_flFlashAlpha < pPlayer->m_flFlashMaxAlpha ) |
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{ |
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flAlpha = pPlayer->m_flFlashAlpha; |
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} |
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else |
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{ |
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float flFlashTimeLeft = pPlayer->m_flFlashBangTime - gpGlobals->curtime; |
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float flAlphaPercentage = 1.0; |
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const float certainBlindnessTimeThresh = 3.0; // yes this is a magic number, necessary to match CS/CZ flashbang effectiveness cause the rendering system is completely different. |
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if (flFlashTimeLeft > certainBlindnessTimeThresh) |
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{ |
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// if we still have enough time of blindness left, make sure the player can't see anything yet. |
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flAlphaPercentage = 1.0; |
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} |
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else |
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{ |
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// blindness effects shorter than 'certainBlindnessTimeThresh' will start off at less than 255 alpha. |
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flAlphaPercentage = flFlashTimeLeft / certainBlindnessTimeThresh; |
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if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80) |
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{ |
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// reduce alpha level quicker with dx 8 support and higher to compensate |
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// for having the burn-in effect. |
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flAlphaPercentage *= flAlphaPercentage; |
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} |
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} |
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flAlpha = flAlphaPercentage *= pPlayer->m_flFlashMaxAlpha; // scale a [0..1) value to a [0..MaxAlpha] value for the alpha. |
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// make sure the alpha is in the range of [0..MaxAlpha] |
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flAlpha = MAX ( flAlpha, 0 ); |
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flAlpha = MIN ( flAlpha, pPlayer->m_flFlashMaxAlpha); |
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} |
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overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = flAlpha; |
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render->ViewDrawFade( overlaycolor, pMaterial ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack |
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//----------------------------------------------------------------------------- |
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void CCSViewRender::Render2DEffectsPreHUD( const CViewSetup &view ) |
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{ |
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PerformNightVisionEffect( view ); // this needs to come before the HUD is drawn, or it will wash the HUD out |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack |
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//----------------------------------------------------------------------------- |
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void CCSViewRender::Render2DEffectsPostHUD( const CViewSetup &view ) |
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{ |
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PerformFlashbangEffect( view ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Renders voice feedback and other sprites attached to players |
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// Input : none |
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//----------------------------------------------------------------------------- |
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void CCSViewRender::RenderPlayerSprites() |
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{ |
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GetClientVoiceMgr()->SetHeadLabelOffset( 40 ); |
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CViewRender::RenderPlayerSprites(); |
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RadioManager()->DrawHeadLabels(); |
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} |
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