1143 lines
36 KiB
C++
1143 lines
36 KiB
C++
//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#include "cbase.h"
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#include "c_pixel_visibility.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterial.h"
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#include "precache_register.h"
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#include "view.h"
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#include "viewrender.h"
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#include "utlmultilist.h"
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#include "vprof.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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static void PixelvisDrawChanged( IConVar *pPixelvisVar, const char *pOld, float flOldValue );
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ConVar r_pixelvisibility_partial( "r_pixelvisibility_partial", "1" );
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ConVar r_dopixelvisibility( "r_dopixelvisibility", "1" );
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ConVar r_drawpixelvisibility( "r_drawpixelvisibility", "0", 0, "Show the occlusion proxies", PixelvisDrawChanged );
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ConVar r_pixelvisibility_spew( "r_pixelvisibility_spew", "0" );
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extern ConVar building_cubemaps;
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#ifndef _X360
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const float MIN_PROXY_PIXELS = 5.0f;
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#else
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const float MIN_PROXY_PIXELS = 25.0f;
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#endif
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extern view_id_t CurrentViewID();
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struct OcclusionHandleViewIDPair_t
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{
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OcclusionQueryObjectHandle_t hOcclusionHandle;
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int iViewID;
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int iLastFrameRendered;
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};
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struct OcclusionQueryHiddenData_t
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{
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COcclusionQuerySet *pOwner;
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CUtlVector<OcclusionHandleViewIDPair_t> occlusionHandles[MAX_SPLITSCREEN_PLAYERS];
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};
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static CUtlVector<OcclusionQueryHiddenData_t> s_OcclusionQueries;
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static inline int FindQueryHandlePairIndex( OcclusionQueryHiddenData_t *pData, int iViewID, int iSplitScreenSlot )
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{
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int iPairCount = pData->occlusionHandles[iSplitScreenSlot].Count();
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OcclusionHandleViewIDPair_t *pPairs = pData->occlusionHandles[iSplitScreenSlot].Base();
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for( int i = 0; i != iPairCount; ++i )
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{
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if( pPairs[i].iViewID == iViewID )
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return i;
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}
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return pData->occlusionHandles[iSplitScreenSlot].InvalidIndex();
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}
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float PixelVisibility_DrawProxy( IMatRenderContext *pRenderContext, OcclusionQueryObjectHandle_t queryHandle, Vector origin, float scale, float proxyAspect, IMaterial *pMaterial, bool screenspace )
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{
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Vector point;
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// don't expand this with distance to fit pixels or the sprite will poke through
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// only expand the parts perpendicular to the view
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float forwardScale = scale;
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// draw a pyramid of points touching a sphere of radius "scale" at origin
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float pixelsPerUnit = pRenderContext->ComputePixelDiameterOfSphere( origin, 1.0f );
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pixelsPerUnit = MAX( pixelsPerUnit, 1e-4f );
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if ( screenspace )
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{
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// Force this to be the size of a sphere of diameter "scale" at some reference distance (1.0 unit)
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float pixelsPerUnit2 = pRenderContext->ComputePixelDiameterOfSphere( CurrentViewOrigin() + CurrentViewForward()*1.0f, scale*0.5f );
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// force drawing of "scale" pixels
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scale = pixelsPerUnit2 / pixelsPerUnit;
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}
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else
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{
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float pixels = scale * pixelsPerUnit;
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// make the radius larger to ensure a minimum screen space size of the proxy geometry
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if ( pixels < MIN_PROXY_PIXELS )
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{
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scale = MIN_PROXY_PIXELS / pixelsPerUnit;
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}
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}
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// collapses the pyramid to a plane - so this could be a quad instead
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Vector dir = origin - CurrentViewOrigin();
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VectorNormalize(dir);
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origin -= dir * forwardScale;
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forwardScale = 0.0f;
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//
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Vector verts[5];
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const float sqrt2 = 0.707106781f; // sqrt(2) - keeps all vectors the same length from origin
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scale *= sqrt2;
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float scale45x = scale;
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float scale45y = scale / proxyAspect;
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verts[0] = origin - CurrentViewForward() * forwardScale; // the apex of the pyramid
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verts[1] = origin + CurrentViewUp() * scale45y - CurrentViewRight() * scale45x; // these four form the base
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verts[2] = origin + CurrentViewUp() * scale45y + CurrentViewRight() * scale45x; // the pyramid is a sprite with a point that
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verts[3] = origin - CurrentViewUp() * scale45y + CurrentViewRight() * scale45x; // pokes back toward the camera through any nearby
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verts[4] = origin - CurrentViewUp() * scale45y - CurrentViewRight() * scale45x; // geometry
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// get screen coords of edges
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Vector screen[4];
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for ( int i = 0; i < 4; i++ )
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{
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extern int ScreenTransform( const Vector& point, Vector& screen );
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if ( ScreenTransform( verts[i+1], screen[i] ) )
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return -1;
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}
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// compute area and screen-clipped area
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float w = screen[1].x - screen[0].x;
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float h = screen[0].y - screen[3].y;
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float ws = MIN(1.0f, screen[1].x) - MAX(-1.0f, screen[0].x);
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float hs = MIN(1.0f, screen[0].y) - MAX(-1.0f, screen[3].y);
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float area = w*h; // area can be zero when we ALT-TAB
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float areaClipped = ws*hs;
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float ratio = 0.0f;
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if ( area != 0 )
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{
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// compute the ratio of the area not clipped by the frustum to total area
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ratio = areaClipped / area;
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ratio = clamp(ratio, 0.0f, 1.0f);
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}
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pRenderContext->BeginOcclusionQueryDrawing( queryHandle );
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CMeshBuilder meshBuilder;
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IMesh* pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, pMaterial );
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 4 );
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// draw a pyramid
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for ( int i = 0; i < 4; i++ )
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{
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int a = i+1;
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int b = (a%4)+1;
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meshBuilder.Position3fv( verts[0].Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( verts[a].Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( verts[b].Base() );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pMesh->Draw();
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// sprite/quad proxy
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#if 0
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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VectorMA (origin, -scale, CurrentViewUp(), point);
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VectorMA (point, -scale, CurrentViewRight(), point);
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meshBuilder.Position3fv (point.Base());
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meshBuilder.AdvanceVertex();
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VectorMA (origin, scale, CurrentViewUp(), point);
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VectorMA (point, -scale, CurrentViewRight(), point);
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meshBuilder.Position3fv (point.Base());
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meshBuilder.AdvanceVertex();
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VectorMA (origin, scale, CurrentViewUp(), point);
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VectorMA (point, scale, CurrentViewRight(), point);
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meshBuilder.Position3fv (point.Base());
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meshBuilder.AdvanceVertex();
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VectorMA (origin, -scale, CurrentViewUp(), point);
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VectorMA (point, scale, CurrentViewRight(), point);
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meshBuilder.Position3fv (point.Base());
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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#endif
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pRenderContext->EndOcclusionQueryDrawing( queryHandle );
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// fraction clipped by frustum
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return ratio;
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}
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class CPixelVisSet
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{
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public:
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void Init( const pixelvis_queryparams_t ¶ms );
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void MarkActive();
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bool IsActive();
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CPixelVisSet()
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{
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frameIssued = 0;
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serial = 0;
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queryList = 0xFFFF;
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sizeIsScreenSpace = false;
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}
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public:
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float proxySize;
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float proxyAspect;
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float fadeTimeInv;
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unsigned short queryList;
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unsigned short serial;
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bool sizeIsScreenSpace;
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private:
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int frameIssued;
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};
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void CPixelVisSet::Init( const pixelvis_queryparams_t ¶ms )
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{
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Assert( params.bSetup );
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proxySize = params.proxySize;
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proxyAspect = params.proxyAspect;
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if ( params.fadeTime > 0.0f )
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{
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fadeTimeInv = 1.0f / params.fadeTime;
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}
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else
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{
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// fade in over 0.125 seconds
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fadeTimeInv = 1.0f / 0.125f;
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}
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frameIssued = 0;
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sizeIsScreenSpace = params.bSizeInScreenspace;
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}
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void CPixelVisSet::MarkActive()
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{
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frameIssued = gpGlobals->framecount;
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}
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bool CPixelVisSet::IsActive()
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{
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return (gpGlobals->framecount - frameIssued) > 1 ? false : true;
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}
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class CPixelVisibilityQuery
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{
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public:
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CPixelVisibilityQuery();
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~CPixelVisibilityQuery();
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bool IsValid();
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bool IsForView( int nPlayerSlot, int viewID );
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bool IsActive();
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float GetFractionVisible( float fadeTimeInv );
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void IssueQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace );
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void IssueCountingQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace );
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void ResetOcclusionQueries();
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void SetView( int nPlayerSlot, int viewID )
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{
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// This is necessary since player slot is stored in 2 bits
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COMPILE_TIME_ASSERT( MAX_SPLITSCREEN_PLAYERS <= 4 );
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Assert( nPlayerSlot >= 0 && nPlayerSlot < MAX_SPLITSCREEN_PLAYERS );
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m_viewID = viewID;
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m_brightnessTarget = 0.0f;
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m_clipFraction = 1.0f;
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m_frameIssued = -1;
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m_failed = false;
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m_wasQueriedThisFrame = false;
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m_hasValidQueryResults = false;
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m_nPlayerSlot = nPlayerSlot;
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}
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public:
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Vector m_origin;
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int m_frameIssued;
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private:
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float m_brightnessTarget;
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float m_clipFraction;
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OcclusionQueryObjectHandle_t m_queryHandle;
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OcclusionQueryObjectHandle_t m_queryHandleCount;
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unsigned short m_wasQueriedThisFrame : 1;
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unsigned short m_failed : 1;
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unsigned short m_hasValidQueryResults : 1;
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unsigned short m_nPlayerSlot : 2;
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unsigned short m_pad : 11;
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unsigned short m_viewID;
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friend void PixelVisibility_ShiftVisibilityViews( int nPlayerSlot, int iSourceViewID, int iDestViewID ); //need direct access to private data to make shifting smooth
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};
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CPixelVisibilityQuery::CPixelVisibilityQuery()
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{
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CMatRenderContextPtr pRenderContext( materials );
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SetView( 0, 0xFFFF );
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m_queryHandle = pRenderContext->CreateOcclusionQueryObject();
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m_queryHandleCount = pRenderContext->CreateOcclusionQueryObject();
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}
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CPixelVisibilityQuery::~CPixelVisibilityQuery()
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{
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CMatRenderContextPtr pRenderContext( materials );
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if ( m_queryHandle != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE )
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{
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pRenderContext->DestroyOcclusionQueryObject( m_queryHandle );
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}
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if ( m_queryHandleCount != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE )
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{
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pRenderContext->DestroyOcclusionQueryObject( m_queryHandleCount );
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}
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}
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void CPixelVisibilityQuery::ResetOcclusionQueries()
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{
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// NOTE: Since we're keeping the CPixelVisibilityQuery objects around in a pool
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// and not actually deleting them, this means that our material system occlusion queries are
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// not being deleted either. Which means that if a CPixelVisibilityQuery is
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// put into the free list and then immediately re-used, then we have an opportunity for
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// a bug: What can happen on the first frame of the material system query
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// is that if the query isn't done yet, it will use the last queried value
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// which will happen to be set to the value of the last query done
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// for the previous CPixelVisSet the CPixelVisibilityQuery happened to be associated with
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// which makes queries have an invalid value for the first frame
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// This will mark the occlusion query objects as not ever having been read from before
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CMatRenderContextPtr pRenderContext( materials );
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if ( m_queryHandle != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE )
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{
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pRenderContext->ResetOcclusionQueryObject( m_queryHandle );
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}
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if ( m_queryHandleCount != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE )
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{
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pRenderContext->ResetOcclusionQueryObject( m_queryHandleCount );
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}
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}
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bool CPixelVisibilityQuery::IsValid()
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{
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return (m_queryHandle != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE) ? true : false;
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}
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bool CPixelVisibilityQuery::IsForView( int nPlayerSlot, int viewID )
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{
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return ( m_viewID == viewID ) && ( nPlayerSlot == m_nPlayerSlot );
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}
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bool CPixelVisibilityQuery::IsActive()
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{
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return ( gpGlobals->framecount - m_frameIssued ) > 1 ? false : true;
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}
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float CPixelVisibilityQuery::GetFractionVisible( float fadeTimeInv )
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{
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if ( !IsValid() )
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return 0.0f;
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if ( !m_wasQueriedThisFrame )
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{
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CMatRenderContextPtr pRenderContext( materials );
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m_wasQueriedThisFrame = true;
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int pixels = -1;
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int pixelsPossible = -1;
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if ( r_pixelvisibility_partial.GetBool() )
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{
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if ( m_frameIssued != -1 )
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{
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pixelsPossible = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandleCount );
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pixels = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandle );
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}
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if ( r_pixelvisibility_spew.GetBool() && CurrentViewID() == 0 )
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{
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DevMsg( 1, "Pixels visible: %d (qh:%d) Pixels possible: %d (qh:%d) (frame:%d)\n", pixels, m_queryHandle, pixelsPossible, m_queryHandleCount, gpGlobals->framecount );
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}
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if ( pixels < 0 || pixelsPossible < 0 )
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{
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m_failed = ( m_frameIssued >= 0 ) ? true : false;
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return m_brightnessTarget * m_clipFraction;
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}
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m_hasValidQueryResults = true;
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if ( pixelsPossible > 0 )
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{
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float target = (float)pixels / (float)pixelsPossible;
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target = (target >= 0.95f) ? 1.0f : (target < 0.0f) ? 0.0f : target;
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float rate = gpGlobals->frametime * fadeTimeInv;
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m_brightnessTarget = Approach( target, m_brightnessTarget, rate ); // fade in / out
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}
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else
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{
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m_brightnessTarget = 0.0f;
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}
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}
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else
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{
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if ( m_frameIssued != -1 )
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{
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pixels = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandle );
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}
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if ( r_pixelvisibility_spew.GetBool() && CurrentViewID() == 0 )
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{
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DevMsg( 1, "Pixels visible: %d (qh:%d) (frame:%d)\n", pixels, m_queryHandle, gpGlobals->framecount );
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}
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if ( pixels < 0 )
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{
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m_failed = ( m_frameIssued >= 0 ) ? true : false;
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return m_brightnessTarget * m_clipFraction;
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}
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m_hasValidQueryResults = true;
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if ( m_frameIssued == gpGlobals->framecount-1 )
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{
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float rate = gpGlobals->frametime * fadeTimeInv;
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float target = 0.0f;
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if ( pixels > 0 )
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{
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// fade in slower than you fade out
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rate *= 0.5f;
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target = 1.0f;
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}
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m_brightnessTarget = Approach( target, m_brightnessTarget, rate ); // fade in / out
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}
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else
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{
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m_brightnessTarget = 0.0f;
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}
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}
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}
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return m_brightnessTarget * m_clipFraction;
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}
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void CPixelVisibilityQuery::IssueQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace )
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{
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if ( !m_failed )
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{
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Assert( IsValid() );
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if ( r_pixelvisibility_spew.GetBool() && CurrentViewID() == 0 )
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{
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DevMsg( 1, "Draw Proxy: qh:%d org:<%d,%d,%d> (frame:%d)\n", m_queryHandle, (int)m_origin[0], (int)m_origin[1], (int)m_origin[2], gpGlobals->framecount );
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}
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m_clipFraction = PixelVisibility_DrawProxy( pRenderContext, m_queryHandle, m_origin, proxySize, proxyAspect, pMaterial, sizeIsScreenSpace );
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if ( m_clipFraction < 0 )
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{
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// NOTE: In this case, the proxy wasn't issued cause it was offscreen
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// can't set the m_frameissued[ slot ] field since that would cause it to get marked as failed
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m_clipFraction = 0;
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m_wasQueriedThisFrame = false;
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m_failed = false;
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return;
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}
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}
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// In split screen we can issue these multiple times
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Assert( m_frameIssued != gpGlobals->framecount);
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m_frameIssued = gpGlobals->framecount;
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m_wasQueriedThisFrame = false;
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m_failed = false;
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}
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void CPixelVisibilityQuery::IssueCountingQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace )
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{
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if ( !m_failed )
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{
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Assert( IsValid() );
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#if 0
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// this centers it on the screen.
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// This is nice because it makes the glows fade as they get partially clipped by the view frustum
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// But it introduces sub-pixel errors (off by one row/column of pixels) so the glows shimmer
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// UNDONE: Compute an offset center coord that matches sub-pixel coords with the real glow position
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// UNDONE: Or frustum clip the sphere/geometry and fade based on proxy size
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Vector origin = m_origin - CurrentViewOrigin();
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float dot = DotProduct(CurrentViewForward(), origin);
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origin = CurrentViewOrigin() + dot * CurrentViewForward();
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#endif
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PixelVisibility_DrawProxy( pRenderContext, m_queryHandleCount, m_origin, proxySize, proxyAspect, pMaterial, sizeIsScreenSpace );
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}
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}
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//Precache the effects
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PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheOcclusionProxy )
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PRECACHE( MATERIAL, "engine/occlusionproxy" )
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PRECACHE( MATERIAL, "engine/occlusionproxy_countdraw" )
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PRECACHE_REGISTER_END()
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class CPixelVisibilitySystem : public CAutoGameSystem
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{
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public:
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// GameSystem: Level init, shutdown
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virtual void LevelInitPreEntity();
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virtual void LevelShutdownPostEntity();
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// locals
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CPixelVisibilitySystem();
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float GetFractionVisible( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle );
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void EndView();
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void EndScene();
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unsigned short FindQueryForView( CPixelVisSet *pSet, int nPlayerSlot, int viewID );
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unsigned short FindOrCreateQueryForView( CPixelVisSet *pSet, int nPlayerSlot, int viewID );
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void DeleteUnusedQueries( CPixelVisSet *pSet, bool bDeleteAll );
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void DeleteUnusedSets( bool bDeleteAll );
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void ShowQueries( bool show );
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unsigned short AllocQuery();
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unsigned short AllocSet();
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void FreeSet( unsigned short node );
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CPixelVisSet *FindOrCreatePixelVisSet( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle );
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bool SupportsOcclusion() { return m_hwCanTestGlows; }
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void DebugInfo()
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{
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Msg("Pixel vis system using %d sets total (%d in free list), %d queries total (%d in free list)\n",
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m_setList.TotalCount(), m_setList.Count(m_freeSetsList), m_queryList.TotalCount(), m_queryList.Count( m_freeQueriesList ) );
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}
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private:
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CUtlMultiList< CPixelVisSet, unsigned short > m_setList;
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CUtlMultiList<CPixelVisibilityQuery, unsigned short> m_queryList;
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unsigned short m_freeQueriesList;
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unsigned short m_activeSetsList;
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unsigned short m_freeSetsList;
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unsigned short m_pad0;
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IMaterial *m_pProxyMaterial;
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IMaterial *m_pDrawMaterial;
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bool m_hwCanTestGlows;
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bool m_drawQueries;
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friend void PixelVisibility_ShiftVisibilityViews( int nPlayerSlot, int iSourceViewID, int iDestViewID ); //need direct access to private data to make shifting smooth
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};
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static CPixelVisibilitySystem g_PixelVisibilitySystem;
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CPixelVisibilitySystem::CPixelVisibilitySystem() : CAutoGameSystem( "CPixelVisibilitySystem" )
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{
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m_hwCanTestGlows = true;
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m_drawQueries = false;
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}
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// Level init, shutdown
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void CPixelVisibilitySystem::LevelInitPreEntity()
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{
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m_hwCanTestGlows = r_dopixelvisibility.GetBool();
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if ( m_hwCanTestGlows )
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{
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CMatRenderContextPtr pRenderContext( materials );
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OcclusionQueryObjectHandle_t query = pRenderContext->CreateOcclusionQueryObject();
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if ( query != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE )
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{
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pRenderContext->DestroyOcclusionQueryObject( query );
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}
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else
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{
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m_hwCanTestGlows = false;
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}
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}
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m_pProxyMaterial = materials->FindMaterial("engine/occlusionproxy", TEXTURE_GROUP_CLIENT_EFFECTS);
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m_pProxyMaterial->IncrementReferenceCount();
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m_pDrawMaterial = materials->FindMaterial("engine/occlusionproxy_countdraw", TEXTURE_GROUP_CLIENT_EFFECTS);
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m_pDrawMaterial->IncrementReferenceCount();
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m_freeQueriesList = m_queryList.CreateList();
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m_activeSetsList = m_setList.CreateList();
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m_freeSetsList = m_setList.CreateList();
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}
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void CPixelVisibilitySystem::LevelShutdownPostEntity()
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{
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m_pProxyMaterial->DecrementReferenceCount();
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m_pProxyMaterial = NULL;
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m_pDrawMaterial->DecrementReferenceCount();
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m_pDrawMaterial = NULL;
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DeleteUnusedSets(true);
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m_setList.Purge();
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m_queryList.Purge();
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m_freeQueriesList = m_queryList.InvalidIndex();
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m_activeSetsList = m_setList.InvalidIndex();
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m_freeSetsList = m_setList.InvalidIndex();
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}
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float CPixelVisibilitySystem::GetFractionVisible( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle )
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{
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if ( !m_hwCanTestGlows || building_cubemaps.GetBool() )
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{
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return GlowSightDistance( params.position, true ) > 0 ? 1.0f : 0.0f;
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}
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if ( CurrentViewID() < 0 )
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return 0.0f;
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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int nPlayerSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
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CPixelVisSet *pSet = FindOrCreatePixelVisSet( params, queryHandle );
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Assert( pSet );
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unsigned short node = FindOrCreateQueryForView( pSet, nPlayerSlot, CurrentViewID() );
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m_queryList[node].m_origin = params.position;
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float fraction = m_queryList[node].GetFractionVisible( pSet->fadeTimeInv );
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pSet->MarkActive();
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return fraction;
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}
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void CPixelVisibilitySystem::EndView()
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{
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if ( !PixelVisibility_IsAvailable() && CurrentViewID() >= 0 )
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return;
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if ( m_setList.Head( m_activeSetsList ) == m_setList.InvalidIndex() )
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return;
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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int nPlayerSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
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CMatRenderContextPtr pRenderContext( materials );
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IMaterial *pProxy = m_drawQueries ? m_pDrawMaterial : m_pProxyMaterial;
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pRenderContext->Bind( pProxy );
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// BUGBUG: If you draw both queries, the measure query fails for some reason.
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if ( r_pixelvisibility_partial.GetBool() && !m_drawQueries )
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{
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pRenderContext->DepthRange( 0.0f, 0.01f );
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unsigned short node = m_setList.Head( m_activeSetsList );
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while( node != m_setList.InvalidIndex() )
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{
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CPixelVisSet *pSet = &m_setList[node];
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unsigned short queryNode = FindQueryForView( pSet, nPlayerSlot, CurrentViewID() );
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if ( queryNode != m_queryList.InvalidIndex() )
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{
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m_queryList[queryNode].IssueCountingQuery( pRenderContext, pSet->proxySize, pSet->proxyAspect, pProxy, pSet->sizeIsScreenSpace );
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}
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node = m_setList.Next( node );
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}
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pRenderContext->DepthRange( 0.0f, 1.0f );
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}
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{
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unsigned short node = m_setList.Head( m_activeSetsList );
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while( node != m_setList.InvalidIndex() )
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{
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CPixelVisSet *pSet = &m_setList[node];
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unsigned short queryNode = FindQueryForView( pSet, nPlayerSlot, CurrentViewID() );
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if ( queryNode != m_queryList.InvalidIndex() )
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{
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m_queryList[queryNode].IssueQuery( pRenderContext, pSet->proxySize, pSet->proxyAspect, pProxy, pSet->sizeIsScreenSpace );
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}
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node = m_setList.Next( node );
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}
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}
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}
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void CPixelVisibilitySystem::EndScene()
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{
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DeleteUnusedSets(false);
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}
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unsigned short CPixelVisibilitySystem::FindQueryForView( CPixelVisSet *pSet, int nPlayerSlot, int viewID )
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{
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unsigned short node = m_queryList.Head( pSet->queryList );
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while ( node != m_queryList.InvalidIndex() )
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{
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if ( m_queryList[node].IsForView( nPlayerSlot, viewID ) )
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return node;
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node = m_queryList.Next( node );
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}
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return m_queryList.InvalidIndex();
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}
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unsigned short CPixelVisibilitySystem::FindOrCreateQueryForView( CPixelVisSet *pSet, int nPlayerSlot, int viewID )
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{
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unsigned short node = FindQueryForView( pSet, nPlayerSlot, viewID );
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if ( node != m_queryList.InvalidIndex() )
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return node;
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node = AllocQuery();
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m_queryList.LinkToHead( pSet->queryList, node );
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m_queryList[node].SetView( nPlayerSlot, viewID );
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return node;
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}
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void CPixelVisibilitySystem::DeleteUnusedQueries( CPixelVisSet *pSet, bool bDeleteAll )
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{
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unsigned short node = m_queryList.Head( pSet->queryList );
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while ( node != m_queryList.InvalidIndex() )
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{
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unsigned short next = m_queryList.Next( node );
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if ( bDeleteAll || !m_queryList[node].IsActive() )
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{
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m_queryList.Unlink( pSet->queryList, node);
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m_queryList.LinkToHead( m_freeQueriesList, node );
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}
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node = next;
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}
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}
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void CPixelVisibilitySystem::DeleteUnusedSets( bool bDeleteAll )
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{
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unsigned short node = m_setList.Head( m_activeSetsList );
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while ( node != m_setList.InvalidIndex() )
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{
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unsigned short next = m_setList.Next( node );
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CPixelVisSet *pSet = &m_setList[node];
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if ( bDeleteAll || !m_setList[node].IsActive() )
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{
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DeleteUnusedQueries( pSet, true );
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}
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else
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{
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DeleteUnusedQueries( pSet, false );
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}
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if ( m_queryList.Head(pSet->queryList) == m_queryList.InvalidIndex() )
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{
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FreeSet( node );
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}
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node = next;
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}
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}
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void CPixelVisibilitySystem::ShowQueries( bool show )
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{
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m_drawQueries = show;
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}
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unsigned short CPixelVisibilitySystem::AllocQuery()
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{
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unsigned short node = m_queryList.Head(m_freeQueriesList);
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if ( node != m_queryList.InvalidIndex() )
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{
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m_queryList.Unlink( m_freeQueriesList, node );
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m_queryList[node].ResetOcclusionQueries();
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}
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else
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{
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node = m_queryList.Alloc();
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}
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return node;
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}
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unsigned short CPixelVisibilitySystem::AllocSet()
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{
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unsigned short node = m_setList.Head(m_freeSetsList);
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if ( node != m_setList.InvalidIndex() )
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{
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m_setList.Unlink( m_freeSetsList, node );
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}
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else
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{
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node = m_setList.Alloc();
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m_setList[node].queryList = m_queryList.CreateList();
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}
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m_setList.LinkToHead( m_activeSetsList, node );
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return node;
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}
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void CPixelVisibilitySystem::FreeSet( unsigned short node )
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{
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m_setList.Unlink( m_activeSetsList, node );
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m_setList.LinkToHead( m_freeSetsList, node );
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m_setList[node].serial++;
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}
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CPixelVisSet *CPixelVisibilitySystem::FindOrCreatePixelVisSet( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle )
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{
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if ( queryHandle[0] )
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{
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unsigned short handle = queryHandle[0] & 0xFFFF;
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handle--;
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unsigned short serial = queryHandle[0] >> 16;
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if ( m_setList.IsValidIndex(handle) && m_setList[handle].serial == serial )
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{
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return &m_setList[handle];
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}
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}
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unsigned short node = AllocSet();
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m_setList[node].Init( params );
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unsigned int out = m_setList[node].serial;
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unsigned short nodeHandle = node + 1;
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out <<= 16;
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out |= nodeHandle;
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queryHandle[0] = out;
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return &m_setList[node];
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}
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void PixelvisDrawChanged( IConVar *pPixelvisVar, const char *pOld, float flOldValue )
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{
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ConVarRef var( pPixelvisVar );
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g_PixelVisibilitySystem.ShowQueries( var.GetBool() );
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}
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class CTraceFilterGlow : public CTraceFilterSimple
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{
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public:
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DECLARE_CLASS( CTraceFilterGlow, CTraceFilterSimple );
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CTraceFilterGlow( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple(passentity, collisionGroup) {}
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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IClientUnknown *pUnk = (IClientUnknown*)pHandleEntity;
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ICollideable *pCollide = pUnk->GetCollideable();
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if ( pCollide->GetSolid() != SOLID_VPHYSICS && pCollide->GetSolid() != SOLID_BSP )
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return false;
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return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
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}
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};
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float GlowSightDistance( const Vector &glowOrigin, bool bShouldTrace )
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{
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float dist = (glowOrigin - CurrentViewOrigin()).Length();
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C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
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if ( local )
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{
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dist *= local->GetFOVDistanceAdjustFactor();
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}
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if ( bShouldTrace )
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{
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Vector end = glowOrigin;
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// HACKHACK: trace 4" from destination in case the glow is inside some parent object
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// allow a little error...
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if ( dist > 4 )
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{
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end -= CurrentViewForward()*4;
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}
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int traceFlags = MASK_OPAQUE|CONTENTS_MONSTER|CONTENTS_DEBRIS;
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CTraceFilterGlow filter(NULL, COLLISION_GROUP_NONE);
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trace_t tr;
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UTIL_TraceLine( CurrentViewOrigin(), end, traceFlags, &filter, &tr );
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if ( tr.fraction != 1.0f )
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return -1;
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}
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return dist;
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}
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void PixelVisibility_EndCurrentView()
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{
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g_PixelVisibilitySystem.EndView();
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}
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void PixelVisibility_EndScene()
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{
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g_PixelVisibilitySystem.EndScene();
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}
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float PixelVisibility_FractionVisible( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle )
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{
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if ( !queryHandle )
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{
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return GlowSightDistance( params.position, true ) > 0.0f ? 1.0f : 0.0f;
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}
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else
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{
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return g_PixelVisibilitySystem.GetFractionVisible( params, queryHandle );
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}
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}
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bool PixelVisibility_IsAvailable()
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{
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return r_dopixelvisibility.GetBool() && g_PixelVisibilitySystem.SupportsOcclusion();
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}
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//this originally called a class function of CPixelVisibiltySystem to keep the work clean, but that function needed friend access to CPixelVisibilityQuery
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//and I didn't want to make the whole class a friend or shift all the functions and class declarations around in this file
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void PixelVisibility_ShiftVisibilityViews( int nPlayerSlot, int iSourceViewID, int iDestViewID )
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{
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unsigned short node = g_PixelVisibilitySystem.m_setList.Head( g_PixelVisibilitySystem.m_activeSetsList );
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while ( node != g_PixelVisibilitySystem.m_setList.InvalidIndex() )
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{
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unsigned short next = g_PixelVisibilitySystem.m_setList.Next( node );
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CPixelVisSet *pSet = &g_PixelVisibilitySystem.m_setList[node];
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unsigned short iSourceQueryNode = g_PixelVisibilitySystem.FindQueryForView( pSet, nPlayerSlot, iSourceViewID );
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unsigned short iDestQueryNode = g_PixelVisibilitySystem.FindQueryForView( pSet, nPlayerSlot, iDestViewID );
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if( iDestQueryNode != g_PixelVisibilitySystem.m_queryList.InvalidIndex() )
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{
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//delete the destination if found
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g_PixelVisibilitySystem.m_queryList.Unlink( pSet->queryList, iDestQueryNode );
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g_PixelVisibilitySystem.m_queryList.LinkToHead( g_PixelVisibilitySystem.m_freeQueriesList, iDestQueryNode );
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if ( g_PixelVisibilitySystem.m_queryList.Head(pSet->queryList) == g_PixelVisibilitySystem.m_queryList.InvalidIndex() )
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{
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g_PixelVisibilitySystem.FreeSet( node );
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}
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}
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if( iSourceQueryNode != g_PixelVisibilitySystem.m_queryList.InvalidIndex() )
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{
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//make the source believe it's the destination
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g_PixelVisibilitySystem.m_queryList[iSourceQueryNode].m_viewID = iDestViewID;
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}
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node = next;
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}
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for( int i = 0; i != s_OcclusionQueries.Count(); ++i )
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{
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int iPairCount = s_OcclusionQueries[i].occlusionHandles[nPlayerSlot].Count();
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OcclusionHandleViewIDPair_t *pPairs = s_OcclusionQueries[i].occlusionHandles[nPlayerSlot].Base();
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int iSourceIndex, iDestIndex, iInvalidIndex;
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iDestIndex = iSourceIndex = iInvalidIndex = s_OcclusionQueries[i].occlusionHandles[nPlayerSlot].InvalidIndex();
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for( int j = 0; j != iPairCount; ++j )
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{
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if( pPairs[j].iViewID == iSourceViewID )
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{
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iSourceIndex = j;
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if( iDestIndex != iInvalidIndex )
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break;
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}
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if( pPairs[j].iViewID == iDestViewID )
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{
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iDestIndex = j;
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if( iSourceIndex != iInvalidIndex )
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break;
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}
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}
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if( iSourceIndex != iInvalidIndex )
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{
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//change view id on source
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pPairs[iSourceIndex].iViewID = iDestViewID;
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}
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if( iDestIndex != iInvalidIndex )
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{
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//destroy dest
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materials->GetRenderContext()->DestroyOcclusionQueryObject( pPairs[iDestIndex].hOcclusionHandle );
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s_OcclusionQueries[i].occlusionHandles[nPlayerSlot].FastRemove( iDestIndex );
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}
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}
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}
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COcclusionQuerySet::COcclusionQuerySet( void )
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{
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OcclusionQueryHiddenData_t &data = s_OcclusionQueries[s_OcclusionQueries.AddToTail()];
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data.pOwner = this;
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m_pManagedData = &data;
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//handle base address shifting
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if( s_OcclusionQueries.Count() > 1 )
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{
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OcclusionQueryHiddenData_t &baseData = s_OcclusionQueries[0];
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if( baseData.pOwner->m_pManagedData != &baseData )
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{
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for( int i = 0; i != s_OcclusionQueries.Count(); ++i )
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{
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s_OcclusionQueries[i].pOwner->m_pManagedData = &s_OcclusionQueries[i];
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}
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}
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}
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}
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COcclusionQuerySet::~COcclusionQuerySet( void )
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{
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int iIndex;
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for( iIndex = 0; iIndex != s_OcclusionQueries.Count(); ++iIndex )
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{
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if( &s_OcclusionQueries[iIndex] == m_pManagedData )
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break;
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}
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if( iIndex != s_OcclusionQueries.Count() )
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{
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//destroy query handles
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{
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CMatRenderContextPtr pRenderContext( materials );
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OcclusionQueryHiddenData_t &data = s_OcclusionQueries[iIndex];
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for( int i = 0; i != MAX_SPLITSCREEN_PLAYERS; ++i )
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{
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for( int j = 0; j != data.occlusionHandles[i].Count(); ++j )
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{
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pRenderContext->DestroyOcclusionQueryObject( data.occlusionHandles[i].Element(j).hOcclusionHandle );
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}
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}
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}
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|
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s_OcclusionQueries.FastRemove( iIndex );
|
|
if( s_OcclusionQueries.Count() != 0 )
|
|
{
|
|
s_OcclusionQueries[iIndex].pOwner->m_pManagedData = &s_OcclusionQueries[iIndex];
|
|
//handle base address shifting
|
|
if( s_OcclusionQueries.Count() > 1 )
|
|
{
|
|
OcclusionQueryHiddenData_t &baseData = s_OcclusionQueries[iIndex == 0 ? 1 : 0];
|
|
if( baseData.pOwner->m_pManagedData != &baseData )
|
|
{
|
|
for( int i = 0; i != s_OcclusionQueries.Count(); ++i )
|
|
{
|
|
s_OcclusionQueries[i].pOwner->m_pManagedData = &s_OcclusionQueries[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void COcclusionQuerySet::BeginQueryDrawing( int iViewID, int iSplitScreenSlot )
|
|
{
|
|
OcclusionQueryHiddenData_t *pData = (OcclusionQueryHiddenData_t *)m_pManagedData;
|
|
|
|
int iIndex = FindQueryHandlePairIndex( pData, iViewID, iSplitScreenSlot );
|
|
if( iIndex == pData->occlusionHandles[iSplitScreenSlot].InvalidIndex() )
|
|
{
|
|
//create a new one
|
|
iIndex = pData->occlusionHandles[iSplitScreenSlot].AddToTail();
|
|
OcclusionHandleViewIDPair_t &Entry = pData->occlusionHandles[iSplitScreenSlot].Element(iIndex);
|
|
Entry.iViewID = iViewID;
|
|
Entry.hOcclusionHandle = materials->GetRenderContext()->CreateOcclusionQueryObject();
|
|
materials->GetRenderContext()->ResetOcclusionQueryObject( Entry.hOcclusionHandle );
|
|
}
|
|
|
|
materials->GetRenderContext()->BeginOcclusionQueryDrawing( pData->occlusionHandles[iSplitScreenSlot].Element(iIndex).hOcclusionHandle );
|
|
pData->occlusionHandles[iSplitScreenSlot].Element(iIndex).iLastFrameRendered = gpGlobals->framecount;
|
|
}
|
|
|
|
void COcclusionQuerySet::BeginQueryDrawing( void )
|
|
{
|
|
return BeginQueryDrawing( CurrentViewID(), GET_ACTIVE_SPLITSCREEN_SLOT() );
|
|
}
|
|
|
|
|
|
|
|
void COcclusionQuerySet::EndQueryDrawing( int iViewID, int iSplitScreenSlot )
|
|
{
|
|
OcclusionQueryHiddenData_t *pData = (OcclusionQueryHiddenData_t *)m_pManagedData;
|
|
|
|
int iIndex = FindQueryHandlePairIndex( pData, iViewID, iSplitScreenSlot );
|
|
if( iIndex != pData->occlusionHandles[iSplitScreenSlot].InvalidIndex() )
|
|
{
|
|
materials->GetRenderContext()->EndOcclusionQueryDrawing( pData->occlusionHandles[iSplitScreenSlot].Element(iIndex).hOcclusionHandle );
|
|
}
|
|
}
|
|
|
|
void COcclusionQuerySet::EndQueryDrawing( void )
|
|
{
|
|
return EndQueryDrawing( CurrentViewID(), GET_ACTIVE_SPLITSCREEN_SLOT() );
|
|
}
|
|
|
|
|
|
|
|
int COcclusionQuerySet::QueryNumPixelsRendered( int iViewID, int iSplitScreenSlot )
|
|
{
|
|
OcclusionQueryHiddenData_t *pData = (OcclusionQueryHiddenData_t *)m_pManagedData;
|
|
|
|
int iIndex = FindQueryHandlePairIndex( pData, iViewID, iSplitScreenSlot );
|
|
if( iIndex != pData->occlusionHandles[iSplitScreenSlot].InvalidIndex() )
|
|
{
|
|
return materials->GetRenderContext()->OcclusionQuery_GetNumPixelsRendered( pData->occlusionHandles[iSplitScreenSlot].Element(iIndex).hOcclusionHandle );
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int COcclusionQuerySet::QueryNumPixelsRendered( void )
|
|
{
|
|
return QueryNumPixelsRendered( CurrentViewID(), GET_ACTIVE_SPLITSCREEN_SLOT() );
|
|
}
|
|
|
|
|
|
|
|
float COcclusionQuerySet::QueryPercentageOfScreenRendered( int iViewID, int iSplitScreenSlot )
|
|
{
|
|
OcclusionQueryHiddenData_t *pData = (OcclusionQueryHiddenData_t *)m_pManagedData;
|
|
|
|
int iIndex = FindQueryHandlePairIndex( pData, iViewID, iSplitScreenSlot );
|
|
if( iIndex != pData->occlusionHandles[iSplitScreenSlot].InvalidIndex() )
|
|
{
|
|
int iX, iY, iWidth, iHeight;
|
|
materials->GetRenderContext()->GetViewport( iX, iY, iWidth, iHeight );
|
|
return ((float)materials->GetRenderContext()->OcclusionQuery_GetNumPixelsRendered( pData->occlusionHandles[iSplitScreenSlot].Element(iIndex).hOcclusionHandle )) / ((float)(iWidth * iHeight));
|
|
}
|
|
|
|
return 0.0f;
|
|
}
|
|
|
|
float COcclusionQuerySet::QueryPercentageOfScreenRendered( void )
|
|
{
|
|
return QueryPercentageOfScreenRendered( CurrentViewID(), GET_ACTIVE_SPLITSCREEN_SLOT() );
|
|
}
|
|
|
|
int COcclusionQuerySet::QueryNumPixelsRenderedForAllViewsLastFrame( int iSplitScreenSlot )
|
|
{
|
|
OcclusionQueryHiddenData_t *pData = (OcclusionQueryHiddenData_t *)m_pManagedData;
|
|
int iMatchFrame = gpGlobals->framecount - 1;
|
|
int iResult = 0;
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
for( int i = 0; i != pData->occlusionHandles[iSplitScreenSlot].Count(); ++i )
|
|
{
|
|
if( pData->occlusionHandles[iSplitScreenSlot].Element(i).iLastFrameRendered == iMatchFrame )
|
|
{
|
|
iResult += pRenderContext->OcclusionQuery_GetNumPixelsRendered( pData->occlusionHandles[iSplitScreenSlot].Element(i).hOcclusionHandle );
|
|
}
|
|
}
|
|
|
|
return iResult;
|
|
}
|
|
|
|
int COcclusionQuerySet::QueryNumPixelsRenderedForAllViewsLastFrame( void )
|
|
{
|
|
return QueryNumPixelsRenderedForAllViewsLastFrame( GET_ACTIVE_SPLITSCREEN_SLOT() );
|
|
}
|
|
|
|
|
|
int COcclusionQuerySet::GetLastFrameDrawn( int iViewID, int iSplitScreenSlot )
|
|
{
|
|
OcclusionQueryHiddenData_t *pData = (OcclusionQueryHiddenData_t *)m_pManagedData;
|
|
|
|
int iIndex = FindQueryHandlePairIndex( pData, iViewID, iSplitScreenSlot );
|
|
if( iIndex != pData->occlusionHandles[iSplitScreenSlot].InvalidIndex() )
|
|
{
|
|
return pData->occlusionHandles[iSplitScreenSlot].Element(iIndex).iLastFrameRendered;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
int COcclusionQuerySet::GetLastFrameDrawn( void )
|
|
{
|
|
return GetLastFrameDrawn( CurrentViewID(), GET_ACTIVE_SPLITSCREEN_SLOT() );
|
|
}
|
|
|
|
|
|
|
|
CON_COMMAND( pixelvis_debug, "Dump debug info" )
|
|
{
|
|
g_PixelVisibilitySystem.DebugInfo();
|
|
}
|