You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
674 lines
21 KiB
674 lines
21 KiB
//========== Copyright (c) 2005, Valve Corporation, All rights reserved. ======== |
|
// |
|
// Purpose: |
|
// |
|
//============================================================================= |
|
|
|
#include "cbase.h" |
|
|
|
#include "tier0/vprof.h" |
|
|
|
#include "view_scene.h" |
|
#include "viewrender.h" |
|
#include "viewdebug.h" |
|
#include "view.h" |
|
#include "smoke_fog_overlay.h" |
|
#include "materialsystem/imaterialvar.h" |
|
#include "foundryhelpers_client.h" |
|
|
|
|
|
|
|
// NOTE: This has to be the last file included! |
|
#include "tier0/memdbgon.h" |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// debugging overlays |
|
//----------------------------------------------------------------------------- |
|
static ConVar cl_drawmaterial( "cl_drawmaterial", "", FCVAR_CHEAT, "Draw a particular material over the frame" ); |
|
static ConVar mat_showwatertextures( "mat_showwatertextures", "0", FCVAR_CHEAT ); |
|
static ConVar mat_wateroverlaysize( "mat_wateroverlaysize", "128" ); |
|
static ConVar mat_showframebuffertexture( "mat_showframebuffertexture", "0", FCVAR_CHEAT ); |
|
static ConVar mat_framebuffercopyoverlaysize( "mat_framebuffercopyoverlaysize", "128" ); |
|
static ConVar mat_showcamerarendertarget( "mat_showcamerarendertarget", "0", FCVAR_CHEAT ); |
|
static ConVar mat_camerarendertargetoverlaysize( "mat_camerarendertargetoverlaysize", "128", FCVAR_CHEAT ); |
|
static ConVar mat_hsv( "mat_hsv", "0", FCVAR_CHEAT ); |
|
static ConVar mat_yuv( "mat_yuv", "0", FCVAR_CHEAT ); |
|
static ConVar cl_overdraw_test( "cl_overdraw_test", "0", FCVAR_CHEAT | FCVAR_NEVER_AS_STRING ); |
|
static ConVar mat_drawTexture( "mat_drawTexture", "", 0, "Enable debug view texture" ); |
|
static ConVar mat_drawTextureScale( "mat_drawTextureScale", "1.0", 0, "Debug view texture scale" ); |
|
#ifdef _X360 |
|
static ConVar mat_drawColorRamp( "mat_drawColorRamp", "0", 0, "Draw color test pattern (0=Off, 1=[0..255], 2=[0..127]" ); |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// debugging |
|
//----------------------------------------------------------------------------- |
|
// (the engine owns this cvar). |
|
ConVar mat_wireframe( "mat_wireframe", "0", FCVAR_CHEAT ); |
|
const ConVar *sv_cheats = NULL; |
|
ConVar mat_showlightmappage( "mat_showlightmappage", "-1" ); // set this to the lightmap page that you want to see on screen, set to -1 to show nothing. |
|
ConVar cl_drawshadowtexture( "cl_drawshadowtexture", "0", FCVAR_CHEAT ); |
|
ConVar cl_shadowtextureoverlaysize( "cl_shadowtextureoverlaysize", "256", FCVAR_CHEAT ); |
|
|
|
static ConVar r_flashlightdrawdepth( "r_flashlightdrawdepth", "0" ); |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Lightmap debugging mode view |
|
//----------------------------------------------------------------------------- |
|
class CLightmapDebugView : public CRendering3dView |
|
{ |
|
public: |
|
CLightmapDebugView(CViewRender *pMainView) : CRendering3dView( pMainView ) {} |
|
|
|
void Draw() |
|
{ |
|
extern bool s_bCanAccessCurrentView; |
|
AllowCurrentViewAccess( true ); |
|
Frustum frustum; |
|
render->Push3DView( *this, 0, NULL, frustum ); |
|
BuildWorldRenderLists( true, -1, true, true ); |
|
render->PopView( frustum ); |
|
AllowCurrentViewAccess( false ); |
|
|
|
render->DrawLightmaps( m_pWorldRenderList, mat_showlightmappage.GetInt() ); |
|
} |
|
|
|
|
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders a material orthographically to screen... |
|
//----------------------------------------------------------------------------- |
|
static void RenderMaterial( const char *pMaterialName ) |
|
{ |
|
// So it's not in the very top left |
|
float x = 100.0f, y = 100.0f; |
|
// float x = 0.0f, y = 0.0f; |
|
|
|
IMaterial *pMaterial = materials->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER, false ); |
|
if ( !IsErrorMaterial( pMaterial ) ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->Bind( pMaterial ); |
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); |
|
|
|
CMeshBuilder meshBuilder; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); |
|
|
|
meshBuilder.Position3f( x, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.Color4ub( 255, 255, 255, 255 ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); |
|
meshBuilder.Color4ub( 255, 255, 255, 255 ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y + pMaterial->GetMappingHeight(), 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); |
|
meshBuilder.Color4ub( 255, 255, 255, 255 ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( x, y + pMaterial->GetMappingHeight(), 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); |
|
meshBuilder.Color4ub( 255, 255, 255, 255 ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
} |
|
} |
|
|
|
static void OverlayWaterTexture( IMaterial *pMaterial, int xOffset, int yOffset, bool bFlip ) |
|
{ |
|
// screen safe |
|
float xBaseOffset = IsPC() ? 0 : 32; |
|
float yBaseOffset = IsPC() ? 0 : 32; |
|
float offsetS = ( 0.5f / 256.0f ); |
|
float offsetT = ( 0.5f / 256.0f ); |
|
float fFlip0 = bFlip ? 1.0f : 0.0f; |
|
float fFlip1 = bFlip ? 0.0f : 1.0f; |
|
|
|
if( !IsErrorMaterial( pMaterial ) ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->Bind( pMaterial ); |
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); |
|
|
|
float w = mat_wateroverlaysize.GetFloat(); |
|
float h = mat_wateroverlaysize.GetFloat(); |
|
|
|
CMeshBuilder meshBuilder; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); |
|
|
|
meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + yOffset * h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip1 + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + yOffset * h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip1 + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip0 + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip0 + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
} |
|
} |
|
|
|
static void OverlayWaterTextures( void ) |
|
{ |
|
OverlayWaterTexture( materials->FindMaterial( "debug/debugreflect", NULL ), 0, 0, false ); |
|
OverlayWaterTexture( materials->FindMaterial( "debug/debugrefract", NULL ), 0, 1, true ); |
|
} |
|
|
|
void OverlayCameraRenderTarget( const char *pszMaterialName, float flX, float flY, float w, float h ) |
|
{ |
|
float offsetS = ( 0.5f / 256.0f ); |
|
float offsetT = ( 0.5f / 256.0f ); |
|
IMaterial *pMaterial; |
|
pMaterial = materials->FindMaterial( pszMaterialName, TEXTURE_GROUP_OTHER, true ); |
|
if( !IsErrorMaterial( pMaterial ) ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->Bind( pMaterial ); |
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); |
|
|
|
CMeshBuilder meshBuilder; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); |
|
|
|
meshBuilder.Position3f( flX, flY, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( flX+w, flY, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( flX+w, flY+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( flX, flY+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
} |
|
} |
|
|
|
|
|
static void OverlayFrameBufferTexture( int nFrameBufferIndex ) |
|
{ |
|
float offsetS = ( 0.5f / 256.0f ); |
|
float offsetT = ( 0.5f / 256.0f ); |
|
IMaterial *pMaterial; |
|
char buf[MAX_PATH]; |
|
Q_snprintf( buf, MAX_PATH, "debug/debugfbtexture%d", nFrameBufferIndex ); |
|
pMaterial = materials->FindMaterial( buf, TEXTURE_GROUP_OTHER, true ); |
|
if( !IsErrorMaterial( pMaterial ) ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->Bind( pMaterial ); |
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); |
|
|
|
float w = mat_framebuffercopyoverlaysize.GetFloat(); |
|
float h = mat_framebuffercopyoverlaysize.GetFloat(); |
|
|
|
CMeshBuilder meshBuilder; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); |
|
|
|
meshBuilder.Position3f( w * nFrameBufferIndex, 0.0f, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), 0.0f, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( w * nFrameBufferIndex, h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Debugging aid to display a texture |
|
//----------------------------------------------------------------------------- |
|
static void OverlayShowTexture( const char* textureName, float scale ) |
|
{ |
|
bool foundVar; |
|
IMaterial *pMaterial; |
|
IMaterialVar *BaseTextureVar; |
|
ITexture *pTex; |
|
float x, y, w, h; |
|
|
|
// ___error is created in code in CMaterialSystem::CreateDebugMaterials() |
|
pMaterial = materials->FindMaterial( "___error", TEXTURE_GROUP_OTHER, true ); |
|
BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false ); |
|
if (!foundVar) |
|
return; |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
if ( textureName && textureName[0] ) |
|
{ |
|
pTex = materials->FindTexture( textureName, TEXTURE_GROUP_OTHER, false ); |
|
BaseTextureVar->SetTextureValue( pTex ); |
|
|
|
w = pTex->GetActualWidth() * scale; |
|
h = pTex->GetActualHeight() * scale; |
|
} |
|
else |
|
{ |
|
w = h = 64.0f * scale; |
|
} |
|
|
|
// Center relative to current viewport |
|
int nViewportX, nViewportY, nViewportWidth, nViewportHeight; |
|
pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight ); |
|
x = ( nViewportWidth - w ) * 0.5f; |
|
y = ( nViewportHeight - h ) * 0.5f; |
|
|
|
pRenderContext->Bind( pMaterial ); |
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); |
|
|
|
CMeshBuilder meshBuilder; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); |
|
meshBuilder.Position3f( x, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( x+w, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( x+w, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( x, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Debugging aid to display a color ramp |
|
//----------------------------------------------------------------------------- |
|
#if defined( _X360 ) |
|
static void OverlayColorRamp( bool bHalfSpace ) |
|
{ |
|
IMaterial *pMaterial; |
|
float x, y, w, h; |
|
|
|
pMaterial = materials->FindMaterial( "vgui/white", TEXTURE_GROUP_OTHER, true ); |
|
|
|
int backBufferWidth, backBufferHeight; |
|
materials->GetBackBufferDimensions( backBufferWidth, backBufferHeight ); |
|
|
|
w = ( backBufferWidth == 1280 ) ? 1024 : 512; |
|
h = 80; |
|
x = ( backBufferWidth - w )/2; |
|
y = ( backBufferHeight - 4*h )/2; |
|
|
|
int numBands = 32; |
|
int color0 = 0; |
|
int color1 = bHalfSpace ? 127 : 255; |
|
int colorStep = (color1 - color0 + 1)/numBands; |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
pRenderContext->Bind( pMaterial ); |
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); |
|
|
|
CMeshBuilder meshBuilder; |
|
|
|
// draw ticks |
|
int xx = x; |
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, numBands+1 ); |
|
for ( int i=0; i<numBands+1; i++ ) |
|
{ |
|
meshBuilder.Position3f( xx, y-10, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.Color3ub( 255, 255, 0 ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.Color3ub( 255, 255, 0 ); |
|
meshBuilder.AdvanceVertex(); |
|
xx += w/numBands; |
|
} |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
// black to white band |
|
xx = x; |
|
int color = color0; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); |
|
for ( int i=0; i<numBands+1; i++ ) |
|
{ |
|
meshBuilder.Position3f( xx, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.Color3ub( color, color, color ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); |
|
meshBuilder.Color3ub( color, color, color ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); |
|
meshBuilder.Color3ub( color, color, color ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); |
|
meshBuilder.Color3ub( color, color, color ); |
|
meshBuilder.AdvanceVertex(); |
|
color += colorStep; |
|
if ( color > 255 ) |
|
color = 255; |
|
xx += w/numBands; |
|
} |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
// white to black band |
|
color = color1; |
|
y += h; |
|
xx = x; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); |
|
for ( int i=0; i<numBands+1; i++ ) |
|
{ |
|
meshBuilder.Position3f( xx, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.Color3ub( color, color, color ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); |
|
meshBuilder.Color3ub( color, color, color ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); |
|
meshBuilder.Color3ub( color, color, color ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); |
|
meshBuilder.Color3ub( color, color, color ); |
|
meshBuilder.AdvanceVertex(); |
|
color -= colorStep; |
|
if ( color < 0 ) |
|
color = 0; |
|
xx += w/numBands; |
|
} |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
// red band |
|
color = color1; |
|
y += h; |
|
xx = x; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); |
|
for ( int i=0; i<numBands+1; i++ ) |
|
{ |
|
meshBuilder.Position3f( xx, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.Color3ub( color, 0, 0 ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); |
|
meshBuilder.Color3ub( color, 0, 0 ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); |
|
meshBuilder.Color3ub( color, 0, 0 ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); |
|
meshBuilder.Color3ub( color, 0, 0 ); |
|
meshBuilder.AdvanceVertex(); |
|
color -= colorStep; |
|
if ( color < 0 ) |
|
color = 0; |
|
xx += w/numBands; |
|
} |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
// green band |
|
color = color1; |
|
y += h; |
|
xx = x; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); |
|
for ( int i=0; i<numBands+1; i++ ) |
|
{ |
|
meshBuilder.Position3f( xx, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.Color3ub( 0, color, 0 ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); |
|
meshBuilder.Color3ub( 0, color, 0 ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); |
|
meshBuilder.Color3ub( 0, color, 0 ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); |
|
meshBuilder.Color3ub( 0, color, 0 ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
color -= colorStep; |
|
if ( color < 0 ) |
|
color = 0; |
|
xx += w/numBands; |
|
} |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
// blue band |
|
color = color1; |
|
y += h; |
|
xx = x; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); |
|
for ( int i=0; i<numBands+1; i++ ) |
|
{ |
|
meshBuilder.Position3f( xx, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
|
meshBuilder.Color3ub( 0, 0, color ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); |
|
meshBuilder.Color3ub( 0, 0, color ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); |
|
meshBuilder.Color3ub( 0, 0, color ); |
|
meshBuilder.AdvanceVertex(); |
|
meshBuilder.Position3f( xx, y+h, 0.0f ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); |
|
meshBuilder.Color3ub( 0, 0, color ); |
|
meshBuilder.AdvanceVertex(); |
|
color -= colorStep; |
|
if ( color < 0 ) |
|
color = 0; |
|
xx += w/numBands; |
|
} |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws all the debugging info |
|
//----------------------------------------------------------------------------- |
|
void CDebugViewRender::Draw3DDebuggingInfo( const CViewSetup &view ) |
|
{ |
|
VPROF("CViewRender::Draw3DDebuggingInfo"); |
|
|
|
// Draw anything Foundry wants to. |
|
FoundryHelpers_DrawAll(); |
|
|
|
// Draw 3d overlays |
|
render->Draw3DDebugOverlays(); |
|
|
|
// Draw the line file used for debugging leaks |
|
render->DrawLineFile(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws all the debugging info |
|
//----------------------------------------------------------------------------- |
|
void CDebugViewRender::Draw2DDebuggingInfo( const CViewSetup &view ) |
|
{ |
|
// HDRFIXME: Assert NULL rendertarget |
|
if ( mat_yuv.GetInt() ) |
|
{ |
|
IMaterial *pMaterial; |
|
pMaterial = materials->FindMaterial( "debug/yuv", TEXTURE_GROUP_OTHER, true ); |
|
if( !IsErrorMaterial( pMaterial ) ) |
|
{ |
|
DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height ); |
|
} |
|
} |
|
|
|
if ( mat_hsv.GetInt() ) |
|
{ |
|
IMaterial *pMaterial; |
|
pMaterial = materials->FindMaterial( "debug/hsv", TEXTURE_GROUP_OTHER, true ); |
|
if( !IsErrorMaterial( pMaterial ) ) |
|
{ |
|
DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height ); |
|
} |
|
} |
|
|
|
// Draw debugging lightmaps |
|
if ( mat_showlightmappage.GetInt() != -1 ) |
|
{ |
|
CLightmapDebugView clientView( assert_cast<CViewRender *>( ::view ) ); |
|
clientView.Setup( view ); |
|
clientView.Draw(); |
|
} |
|
|
|
if ( cl_drawshadowtexture.GetInt() ) |
|
{ |
|
int nSize = cl_shadowtextureoverlaysize.GetInt(); |
|
g_pClientShadowMgr->RenderShadowTexture( nSize, nSize ); |
|
} |
|
|
|
const char *pDrawMaterial = cl_drawmaterial.GetString(); |
|
if ( pDrawMaterial && pDrawMaterial[0] ) |
|
{ |
|
RenderMaterial( pDrawMaterial ); |
|
} |
|
|
|
if ( mat_showwatertextures.GetBool() ) |
|
{ |
|
OverlayWaterTextures(); |
|
} |
|
|
|
if ( mat_showcamerarendertarget.GetBool() ) |
|
{ |
|
float w = mat_wateroverlaysize.GetFloat(); |
|
float h = mat_wateroverlaysize.GetFloat(); |
|
|
|
OverlayCameraRenderTarget( "debug/debugcamerarendertarget", 0, 0, w, h ); |
|
|
|
} |
|
|
|
if ( mat_showframebuffertexture.GetBool() ) |
|
{ |
|
// HDRFIXME: Get rid of these rendertarget sets assuming that the assert at the top of this function is true. |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->PushRenderTargetAndViewport( NULL ); |
|
OverlayFrameBufferTexture( 0 ); |
|
OverlayFrameBufferTexture( 1 ); |
|
pRenderContext->PopRenderTargetAndViewport( ); |
|
} |
|
|
|
const char *pDrawTexture = mat_drawTexture.GetString(); |
|
if ( pDrawTexture && pDrawTexture[0] ) |
|
{ |
|
OverlayShowTexture( pDrawTexture, mat_drawTextureScale.GetFloat() ); |
|
} |
|
|
|
#ifdef _X360 |
|
if ( mat_drawColorRamp.GetBool() ) |
|
{ |
|
OverlayColorRamp( mat_drawColorRamp.GetInt() == 2 ); |
|
} |
|
#endif |
|
|
|
if ( r_flashlightdrawdepth.GetBool() ) |
|
{ |
|
shadowmgr->DrawFlashlightDepthTexture( ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// A console command allowing you to draw a material as an overlay |
|
//----------------------------------------------------------------------------- |
|
CON_COMMAND_F( r_screenoverlay, "Draw specified material as an overlay", FCVAR_CHEAT|FCVAR_SERVER_CAN_EXECUTE ) |
|
{ |
|
if( args.ArgC() == 2 ) |
|
{ |
|
if ( !Q_stricmp( "off", args[1] ) ) |
|
{ |
|
view->SetScreenOverlayMaterial( NULL ); |
|
} |
|
else |
|
{ |
|
IMaterial *pMaterial = materials->FindMaterial( args[1], TEXTURE_GROUP_OTHER, false ); |
|
if ( !IsErrorMaterial( pMaterial ) ) |
|
{ |
|
view->SetScreenOverlayMaterial( pMaterial ); |
|
} |
|
else |
|
{ |
|
view->SetScreenOverlayMaterial( NULL ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
IMaterial *pMaterial = view->GetScreenOverlayMaterial(); |
|
Warning( "r_screenoverlay: %s\n", pMaterial ? pMaterial->GetName() : "off" ); |
|
} |
|
} |
|
|
|
// Used to verify frame syncing. |
|
void CDebugViewRender::GenerateOverdrawForTesting() |
|
{ |
|
if ( IsX360() ) |
|
return; |
|
|
|
if ( !cl_overdraw_test.GetInt() ) |
|
return; |
|
|
|
for ( int i=0; i < 40; i++ ) |
|
{ |
|
g_SmokeFogOverlayAlpha = 20 / 255.0; |
|
DrawSmokeFogOverlay(); |
|
} |
|
g_SmokeFogOverlayAlpha = 0; |
|
} |
|
|
|
|
|
|