1115 lines
34 KiB
C++
1115 lines
34 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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//===========================================================================//
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#include "cbase.h"
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#include "view.h"
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#include "iviewrender.h"
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#include "iviewrender_beams.h"
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#include "view_shared.h"
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#include "ivieweffects.h"
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#include "iinput.h"
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#include "iclientmode.h"
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#include "prediction.h"
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#include "viewrender.h"
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#include "c_te_legacytempents.h"
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#include "cl_mat_stub.h"
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#include "tier0/vprof.h"
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#include "IClientVehicle.h"
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#include "engine/IEngineTrace.h"
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#include "mathlib/vmatrix.h"
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#include "rendertexture.h"
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#include "c_world.h"
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#include <KeyValues.h>
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#include "igameevents.h"
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#include "smoke_fog_overlay.h"
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#include "bitmap/tgawriter.h"
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#include "hltvcamera.h"
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#if defined( REPLAY_ENABLED )
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#include "replaycamera.h"
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#endif
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#include "input.h"
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#include "filesystem.h"
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#include "materialsystem/itexture.h"
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#include "toolframework_client.h"
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#include "tier0/icommandline.h"
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#include "IEngineVGui.h"
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#include <vgui_controls/Controls.h>
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#include <vgui/ISurface.h>
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#include "ScreenSpaceEffects.h"
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#include "vgui_int.h"
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#include "engine/sndinfo.h"
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#ifdef GAMEUI_UISYSTEM2_ENABLED
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#include "gameui.h"
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#endif
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#ifdef GAMEUI_EMBEDDED
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#if defined( SWARM_DLL )
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#include "swarm/gameui/swarm/basemodpanel.h"
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#else
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#error "GAMEUI_EMBEDDED"
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#endif
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#endif
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#ifdef INFESTED_DLL
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#include "c_asw_marine.h"
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#endif
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#if defined( HL2_CLIENT_DLL ) || defined( INFESTED_DLL )
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#define USE_MONITORS
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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void ToolFramework_AdjustEngineViewport( int& x, int& y, int& width, int& height );
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bool ToolFramework_SetupEngineView( Vector &origin, QAngle &angles, float &fov );
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bool ToolFramework_SetupEngineMicrophone( Vector &origin, QAngle &angles );
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extern ConVar default_fov;
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extern bool g_bRenderingScreenshot;
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#if !defined( _X360 )
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#define SAVEGAME_SCREENSHOT_WIDTH 180
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#define SAVEGAME_SCREENSHOT_HEIGHT 100
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#else
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#define SAVEGAME_SCREENSHOT_WIDTH 128
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#define SAVEGAME_SCREENSHOT_HEIGHT 128
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#endif
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#ifndef _XBOX
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extern ConVar sensitivity;
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#endif
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ConVar zoom_sensitivity_ratio( "zoom_sensitivity_ratio", "1.0", 0, "Additional mouse sensitivity scale factor applied when FOV is zoomed in." );
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// Each MOD implements GetViewRenderInstance() and provides either a default object or a subclassed object!!!
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IViewRender *view = NULL; // set in cldll_client_init.cpp if no mod creates their own
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#if _DEBUG
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bool g_bRenderingCameraView = false;
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#endif
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static Vector g_vecRenderOrigin[ MAX_SPLITSCREEN_PLAYERS ];
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static QAngle g_vecRenderAngles[ MAX_SPLITSCREEN_PLAYERS ];
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static Vector g_vecPrevRenderOrigin[ MAX_SPLITSCREEN_PLAYERS ]; // Last frame's render origin
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static QAngle g_vecPrevRenderAngles[ MAX_SPLITSCREEN_PLAYERS ]; // Last frame's render angles
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static Vector g_vecVForward[ MAX_SPLITSCREEN_PLAYERS ], g_vecVRight[ MAX_SPLITSCREEN_PLAYERS ], g_vecVUp[ MAX_SPLITSCREEN_PLAYERS ];
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static VMatrix g_matCamInverse[ MAX_SPLITSCREEN_PLAYERS ];
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extern ConVar cl_forwardspeed;
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static ConVar v_centermove( "v_centermove", "0.15");
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static ConVar v_centerspeed( "v_centerspeed","500" );
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// 54 degrees approximates a 35mm camera - we determined that this makes the viewmodels
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// and motions look the most natural.
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ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_CHEAT );
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static ConVar mat_viewportscale( "mat_viewportscale", "1.0", FCVAR_CHEAT, "Scale down the main viewport (to reduce GPU impact on CPU profiling)",
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true, (1.0f / 640.0f), true, 1.0f );
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ConVar cl_leveloverview( "cl_leveloverview", "0", FCVAR_CHEAT );
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ConVar r_mapextents( "r_mapextents", "16384", FCVAR_CHEAT,
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"Set the max dimension for the map. This determines the far clipping plane" );
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static ConVar cl_camera_follow_bone_index( "cl_camera_follow_bone_index" , "-2", FCVAR_CHEAT, "Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index." );
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Vector g_cameraFollowPos;
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// UNDONE: Delete this or move to the material system?
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ConVar gl_clear( "gl_clear","0");
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ConVar gl_clear_randomcolor( "gl_clear_randomcolor", "0", FCVAR_CHEAT, "Clear the back buffer to random colors every frame. Helps spot open seams in geometry." );
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static ConVar r_farz( "r_farz", "-1", FCVAR_CHEAT, "Override the far clipping plane. -1 means to use the value in env_fog_controller." );
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static ConVar cl_demoviewoverride( "cl_demoviewoverride", "0", 0, "Override view during demo playback" );
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static Vector s_DemoView;
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static QAngle s_DemoAngle;
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static void CalcDemoViewOverride( Vector &origin, QAngle &angles )
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{
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engine->SetViewAngles( s_DemoAngle );
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input->ExtraMouseSample( gpGlobals->absoluteframetime, true );
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engine->GetViewAngles( s_DemoAngle );
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Vector forward, right, up;
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AngleVectors( s_DemoAngle, &forward, &right, &up );
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float speed = gpGlobals->absoluteframetime * cl_demoviewoverride.GetFloat() * 320;
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s_DemoView += speed * input->KeyState (&in_forward) * forward ;
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s_DemoView -= speed * input->KeyState (&in_back) * forward ;
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s_DemoView += speed * input->KeyState (&in_moveright) * right ;
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s_DemoView -= speed * input->KeyState (&in_moveleft) * right ;
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origin = s_DemoView;
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angles = s_DemoAngle;
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}
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CViewSetup &CViewRender::GetView(int nSlot /*= -1*/)
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{
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Assert( m_bAllowViewAccess );
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if ( nSlot == -1 )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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return m_UserView[ GET_ACTIVE_SPLITSCREEN_SLOT() ];
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}
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return m_UserView[ nSlot ];
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}
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const CViewSetup &CViewRender::GetView(int nSlot /*= -1*/) const
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{
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Assert( m_bAllowViewAccess );
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if ( nSlot == -1 )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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return m_UserView[ GET_ACTIVE_SPLITSCREEN_SLOT() ];
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}
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return m_UserView[ nSlot ];
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}
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//-----------------------------------------------------------------------------
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// Accessors to return the main view (where the player's looking)
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//-----------------------------------------------------------------------------
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const Vector &MainViewOrigin( int nSlot )
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{
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return g_vecRenderOrigin[ nSlot ];
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}
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const QAngle &MainViewAngles( int nSlot )
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{
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return g_vecRenderAngles[ nSlot ];
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}
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const Vector &MainViewForward( int nSlot )
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{
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return g_vecVForward[ nSlot ];
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}
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const Vector &MainViewRight( int nSlot )
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{
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return g_vecVRight[ nSlot ];
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}
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const Vector &MainViewUp( int nSlot )
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{
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return g_vecVUp[ nSlot ];
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}
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const VMatrix &MainWorldToViewMatrix( int nSlot )
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{
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return g_matCamInverse[ nSlot ];
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}
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const Vector &PrevMainViewOrigin( int nSlot )
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{
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return g_vecPrevRenderOrigin[ nSlot ];
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}
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const QAngle &PrevMainViewAngles( int nSlot )
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{
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return g_vecPrevRenderAngles[ nSlot ];
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}
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//-----------------------------------------------------------------------------
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// Compute the world->camera transform
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//-----------------------------------------------------------------------------
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void ComputeCameraVariables( const Vector &vecOrigin, const QAngle &vecAngles,
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Vector *pVecForward, Vector *pVecRight, Vector *pVecUp, VMatrix *pMatCamInverse )
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{
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// Compute view bases
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AngleVectors( vecAngles, pVecForward, pVecRight, pVecUp );
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for (int i = 0; i < 3; ++i)
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{
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(*pMatCamInverse)[0][i] = (*pVecRight)[i];
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(*pMatCamInverse)[1][i] = (*pVecUp)[i];
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(*pMatCamInverse)[2][i] = -(*pVecForward)[i];
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(*pMatCamInverse)[3][i] = 0.0F;
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}
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(*pMatCamInverse)[0][3] = -DotProduct( *pVecRight, vecOrigin );
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(*pMatCamInverse)[1][3] = -DotProduct( *pVecUp, vecOrigin );
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(*pMatCamInverse)[2][3] = DotProduct( *pVecForward, vecOrigin );
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(*pMatCamInverse)[3][3] = 1.0F;
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}
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bool R_CullSphere(
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VPlane const *pPlanes,
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int nPlanes,
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Vector const *pCenter,
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float radius)
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{
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for(int i=0; i < nPlanes; i++)
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if(pPlanes[i].DistTo(*pCenter) < -radius)
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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static void StartPitchDrift( void )
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{
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view->StartPitchDrift();
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}
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static ConCommand centerview( "centerview", StartPitchDrift );
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//-----------------------------------------------------------------------------
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// Purpose: Initializes all view systems
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//-----------------------------------------------------------------------------
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void CViewRender::Init( void )
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{
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memset( &m_PitchDrift, 0, sizeof( m_PitchDrift ) );
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m_bDrawOverlay = false;
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m_pDrawEntities = cvar->FindVar( "r_drawentities" );
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m_pDrawBrushModels = cvar->FindVar( "r_drawbrushmodels" );
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beams->InitBeams();
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tempents->Init();
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m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER );
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m_ModulateSingleColor.Init( "engine/modulatesinglecolor", TEXTURE_GROUP_OTHER );
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m_WhiteMaterial.Init( "vgui/white", TEXTURE_GROUP_OTHER );
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extern CMaterialReference g_material_WriteZ;
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g_material_WriteZ.Init( "engine/writez", TEXTURE_GROUP_OTHER );
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for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS ; ++i )
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{
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g_vecRenderOrigin[ i ].Init();
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g_vecRenderAngles[ i ].Init();
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g_vecPrevRenderOrigin[ i ].Init();
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g_vecPrevRenderAngles[ i ].Init();
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g_vecVForward[ i ].Init();
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g_vecVRight[ i ].Init();
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g_vecVUp[ i ].Init();
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g_matCamInverse[ i ].Identity();
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}
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}
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CMaterialReference &CViewRender::GetWhite()
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{
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return m_WhiteMaterial;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called once per level change
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//-----------------------------------------------------------------------------
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void CViewRender::LevelInit( void )
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{
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beams->ClearBeams();
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tempents->Clear();
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m_BuildWorldListsNumber = 0;
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m_BuildRenderableListsNumber = 0;
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for ( int i = 0 ; i < MAX_SPLITSCREEN_PLAYERS; ++i )
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{
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m_FreezeParams[ i ].m_bTakeFreezeFrame = false;
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m_FreezeParams[ i ].m_flFreezeFrameUntil = 0;
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}
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// Clear our overlay materials
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m_ScreenOverlayMaterial.Init( NULL );
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// Init all IScreenSpaceEffects
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g_pScreenSpaceEffects->InitScreenSpaceEffects( );
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InitFadeData();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called once per level change
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//-----------------------------------------------------------------------------
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void CViewRender::LevelShutdown( void )
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{
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g_pScreenSpaceEffects->ShutdownScreenSpaceEffects( );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called at shutdown
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//-----------------------------------------------------------------------------
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void CViewRender::Shutdown( void )
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{
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m_TranslucentSingleColor.Shutdown();
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m_ModulateSingleColor.Shutdown();
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m_WhiteMaterial.Shutdown();
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beams->ShutdownBeams();
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tempents->Shutdown();
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}
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//-----------------------------------------------------------------------------
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// Returns the worldlists build number
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//-----------------------------------------------------------------------------
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int CViewRender::BuildWorldListsNumber( void ) const
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{
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return m_BuildWorldListsNumber;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start moving pitch toward ideal
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//-----------------------------------------------------------------------------
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void CViewRender::StartPitchDrift (void)
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{
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if ( m_PitchDrift.laststop == gpGlobals->curtime )
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{
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// Something else is blocking the drift.
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return;
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}
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if ( m_PitchDrift.nodrift || !m_PitchDrift.pitchvel )
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{
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m_PitchDrift.pitchvel = v_centerspeed.GetFloat();
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m_PitchDrift.nodrift = false;
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m_PitchDrift.driftmove = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CViewRender::StopPitchDrift (void)
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{
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m_PitchDrift.laststop = gpGlobals->curtime;
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m_PitchDrift.nodrift = true;
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m_PitchDrift.pitchvel = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Moves the client pitch angle towards cl.idealpitch sent by the server.
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// If the user is adjusting pitch manually, either with lookup/lookdown,
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// mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
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//-----------------------------------------------------------------------------
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void CViewRender::DriftPitch (void)
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{
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float delta, move;
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( !player )
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return;
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#if defined( REPLAY_ENABLED )
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if ( g_bEngineIsHLTV || engine->IsReplay() || ( player->GetGroundEntity() == NULL ) || engine->IsPlayingDemo() )
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#else
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if ( g_bEngineIsHLTV || ( player->GetGroundEntity() == NULL ) || engine->IsPlayingDemo() )
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#endif
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{
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m_PitchDrift.driftmove = 0;
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m_PitchDrift.pitchvel = 0;
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return;
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}
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// Don't count small mouse motion
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if ( m_PitchDrift.nodrift )
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{
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if ( fabs( input->GetLastForwardMove() ) < cl_forwardspeed.GetFloat() )
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{
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m_PitchDrift.driftmove = 0;
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}
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else
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{
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m_PitchDrift.driftmove += gpGlobals->frametime;
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}
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if ( m_PitchDrift.driftmove > v_centermove.GetFloat() )
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{
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StartPitchDrift ();
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}
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return;
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}
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// How far off are we
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delta = prediction->GetIdealPitch( player->GetSplitScreenPlayerSlot() ) - player->GetAbsAngles()[ PITCH ];
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if ( !delta )
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{
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m_PitchDrift.pitchvel = 0;
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return;
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}
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// Determine movement amount
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move = gpGlobals->frametime * m_PitchDrift.pitchvel;
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// Accelerate
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m_PitchDrift.pitchvel += gpGlobals->frametime * v_centerspeed.GetFloat();
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// Move predicted pitch appropriately
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if (delta > 0)
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{
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if ( move > delta )
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{
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m_PitchDrift.pitchvel = 0;
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move = delta;
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}
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player->SetLocalAngles( player->GetLocalAngles() + QAngle( move, 0, 0 ) );
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}
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else if ( delta < 0 )
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{
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if ( move > -delta )
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{
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m_PitchDrift.pitchvel = 0;
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move = -delta;
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}
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player->SetLocalAngles( player->GetLocalAngles() - QAngle( move, 0, 0 ) );
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}
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}
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// This is called by cdll_client_int to setup view model origins. This has to be done before
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// simulation so entities can access attachment points on view models during simulation.
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void CViewRender::OnRenderStart()
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{
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VPROF_("CViewRender::OnRenderStart", 2, VPROF_BUDGETGROUP_OTHER_UNACCOUNTED, false, 0);
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IterateRemoteSplitScreenViewSlots_Push( true );
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FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
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// This will fill in one of the m_UserView[ hh ] slots
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SetUpView();
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// Adjust mouse sensitivity based upon the current FOV
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( player )
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{
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default_fov.SetValue( player->m_iDefaultFOV );
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//Update our FOV, including any zooms going on
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int iDefaultFOV = default_fov.GetInt();
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int localFOV = player->GetFOV();
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int min_fov = player->GetMinFOV();
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// Don't let it go too low
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localFOV = MAX( min_fov, localFOV );
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GetHud().m_flFOVSensitivityAdjust = 1.0f;
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#ifndef _XBOX
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if ( GetHud().m_flMouseSensitivityFactor )
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{
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GetHud().m_flMouseSensitivity = sensitivity.GetFloat() * GetHud().m_flMouseSensitivityFactor;
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}
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else
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#endif
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{
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// No override, don't use huge sensitivity
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if ( localFOV == iDefaultFOV )
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{
|
|
#ifndef _XBOX
|
|
// reset to saved sensitivity
|
|
GetHud().m_flMouseSensitivity = 0;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// Set a new sensitivity that is proportional to the change from the FOV default and scaled
|
|
// by a separate compensating factor
|
|
if ( iDefaultFOV == 0 )
|
|
{
|
|
Assert(0); // would divide by zero, something is broken with iDefatulFOV
|
|
iDefaultFOV = 1;
|
|
}
|
|
GetHud().m_flFOVSensitivityAdjust =
|
|
((float)localFOV / (float)iDefaultFOV) * // linear fov downscale
|
|
zoom_sensitivity_ratio.GetFloat(); // sensitivity scale factor
|
|
#ifndef _XBOX
|
|
GetHud().m_flMouseSensitivity = GetHud().m_flFOVSensitivityAdjust * sensitivity.GetFloat(); // regular sensitivity
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Setup the frustum cache for this frame.
|
|
m_bAllowViewAccess = true;
|
|
FOR_EACH_VALID_SPLITSCREEN_PLAYER( iSlot )
|
|
{
|
|
const CViewSetup &view = GetView( iSlot );
|
|
FrustumCache()->Add( &view, iSlot );
|
|
}
|
|
FrustumCache()->SetUpdated();
|
|
m_bAllowViewAccess = false;
|
|
|
|
IterateRemoteSplitScreenViewSlots_Pop();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : const CViewSetup
|
|
//-----------------------------------------------------------------------------
|
|
const CViewSetup *CViewRender::GetViewSetup( void ) const
|
|
{
|
|
return &m_CurrentView;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : const CViewSetup
|
|
//-----------------------------------------------------------------------------
|
|
const CViewSetup *CViewRender::GetPlayerViewSetup( int nSlot /*= -1*/ ) const
|
|
{
|
|
// NOTE: This code path doesn't require m_bAllowViewAccess == true!!!
|
|
if ( nSlot == -1 )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
return &m_UserView[ GET_ACTIVE_SPLITSCREEN_SLOT() ];
|
|
}
|
|
return &m_UserView[ nSlot ];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::DisableVis( void )
|
|
{
|
|
m_bForceNoVis = true;
|
|
}
|
|
|
|
#ifdef DBGFLAG_ASSERT
|
|
static Vector s_DbgSetupOrigin[ MAX_SPLITSCREEN_PLAYERS ];
|
|
static QAngle s_DbgSetupAngles[ MAX_SPLITSCREEN_PLAYERS ];
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets znear + zfar
|
|
//-----------------------------------------------------------------------------
|
|
float CViewRender::GetZNear()
|
|
{
|
|
return VIEW_NEARZ;
|
|
}
|
|
|
|
float CViewRender::GetZFar()
|
|
{
|
|
// Initialize view structure with default values
|
|
float farZ;
|
|
if ( r_farz.GetFloat() < 1 )
|
|
{
|
|
// Use the far Z from the map's parameters.
|
|
farZ = r_mapextents.GetFloat() * 1.73205080757f;
|
|
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if( pPlayer && pPlayer->GetFogParams() )
|
|
{
|
|
if ( pPlayer->GetFogParams()->farz > 0 )
|
|
{
|
|
farZ = pPlayer->GetFogParams()->farz;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
farZ = r_farz.GetFloat();
|
|
}
|
|
|
|
return farZ;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets up the view parameters
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::SetUpView()
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
|
|
m_bAllowViewAccess = true;
|
|
VPROF("CViewRender::SetUpView");
|
|
// Initialize view structure with default values
|
|
float farZ = GetZFar();
|
|
|
|
CViewSetup &view = GetView();
|
|
|
|
view.zFar = farZ;
|
|
view.zFarViewmodel = farZ;
|
|
// UNDONE: Make this farther out?
|
|
// closest point of approach seems to be view center to top of crouched box
|
|
view.zNear = GetZNear();
|
|
view.zNearViewmodel = 1;
|
|
view.fov = default_fov.GetFloat();
|
|
|
|
view.m_bOrtho = false;
|
|
|
|
// Enable spatial partition access to edicts
|
|
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
|
|
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
|
|
bool bNoViewEnt = false;
|
|
if( pPlayer == NULL )
|
|
{
|
|
pPlayer = GetSplitScreenViewPlayer( nSlot );
|
|
bNoViewEnt = true;
|
|
}
|
|
|
|
if ( g_bEngineIsHLTV )
|
|
{
|
|
HLTVCamera()->CalcView( view.origin, view.angles, view.fov );
|
|
}
|
|
#if defined( REPLAY_ENABLED )
|
|
else if ( engine->IsReplay() )
|
|
{
|
|
ReplayCamera()->CalcView( view.origin, view.angles, view.fov );
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
// FIXME: Are there multiple views? If so, then what?
|
|
// FIXME: What happens when there's no player?
|
|
if (pPlayer)
|
|
{
|
|
pPlayer->CalcView( view.origin, view.angles, view.zNear, view.zFar, view.fov );
|
|
|
|
// If we are looking through another entities eyes, then override the angles/origin for GetView()
|
|
int viewentity = render->GetViewEntity();
|
|
|
|
if ( !bNoViewEnt && !g_nKillCamMode && (pPlayer->entindex() != viewentity) )
|
|
{
|
|
C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity );
|
|
if ( ve )
|
|
{
|
|
VectorCopy( ve->GetAbsOrigin(), view.origin );
|
|
VectorCopy( ve->GetAbsAngles(), view.angles );
|
|
}
|
|
}
|
|
|
|
pPlayer->CalcViewModelView( view.origin, view.angles );
|
|
|
|
// Is this the proper place for this code?
|
|
if ( cl_camera_follow_bone_index.GetInt() >= -1 && input->CAM_IsThirdPerson() )
|
|
{
|
|
VectorCopy( g_cameraFollowPos, view.origin );
|
|
}
|
|
}
|
|
|
|
// Even if the engine is paused need to override the view
|
|
// for keeping the camera control during pause.
|
|
GetClientMode()->OverrideView( &GetView() );
|
|
}
|
|
|
|
// give the toolsystem a chance to override the view
|
|
ToolFramework_SetupEngineView( view.origin, view.angles, view.fov );
|
|
|
|
if ( engine->IsPlayingDemo() )
|
|
{
|
|
if ( cl_demoviewoverride.GetFloat() > 0.0f )
|
|
{
|
|
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
|
|
CalcDemoViewOverride( view.origin, view.angles );
|
|
}
|
|
else
|
|
{
|
|
s_DemoView = view.origin;
|
|
s_DemoAngle = view.angles;
|
|
}
|
|
}
|
|
|
|
// Disable spatial partition access
|
|
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
|
|
|
|
//Find the offset our current FOV is from the default value
|
|
float flFOVOffset = default_fov.GetFloat() - view.fov;
|
|
|
|
//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
|
|
view.fovViewmodel = GetClientMode()->GetViewModelFOV() - flFOVOffset;
|
|
|
|
// Compute the world->main camera transform
|
|
ComputeCameraVariables( view.origin, view.angles,
|
|
&g_vecVForward[ nSlot ], &g_vecVRight[ nSlot ], &g_vecVUp[ nSlot ], &g_matCamInverse[ nSlot ] );
|
|
|
|
// set up the hearing origin...
|
|
AudioState_t audioState;
|
|
audioState.m_Origin = view.origin;
|
|
audioState.m_Angles = view.angles;
|
|
audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( view.origin );
|
|
|
|
ToolFramework_SetupAudioState( audioState );
|
|
|
|
view.origin = audioState.m_Origin;
|
|
view.angles = audioState.m_Angles;
|
|
|
|
GetClientMode()->OverrideAudioState( &audioState );
|
|
engine->SetAudioState( audioState );
|
|
|
|
g_vecPrevRenderOrigin[ nSlot ] = g_vecRenderOrigin[ nSlot ];
|
|
g_vecPrevRenderAngles[ nSlot ] = g_vecRenderAngles[ nSlot ];
|
|
g_vecRenderOrigin[ nSlot ] = view.origin;
|
|
g_vecRenderAngles[ nSlot ] = view.angles;
|
|
|
|
#ifdef DBGFLAG_ASSERT
|
|
s_DbgSetupOrigin[ nSlot ] = view.origin;
|
|
s_DbgSetupAngles[ nSlot ] = view.angles;
|
|
#endif
|
|
|
|
m_bAllowViewAccess = false;
|
|
}
|
|
|
|
void CViewRender::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->PushMatrix();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
|
pRenderContext->PushMatrix();
|
|
|
|
g_bRenderingScreenshot = true;
|
|
m_bAllowViewAccess = true;
|
|
|
|
// Push back buffer on the stack with small viewport
|
|
pRenderContext->PushRenderTargetAndViewport( NULL, 0, 0, width, height );
|
|
|
|
// render out to the backbuffer
|
|
CViewSetup viewSetup = GetView();
|
|
viewSetup.x = 0;
|
|
viewSetup.y = 0;
|
|
viewSetup.width = width;
|
|
viewSetup.height = height;
|
|
viewSetup.fov = ScaleFOVByWidthRatio( GetView().fov, ( (float)width / (float)height ) / ( 4.0f / 3.0f ) );
|
|
viewSetup.m_bRenderToSubrectOfLargerScreen = true;
|
|
|
|
// draw out the scene
|
|
// Don't draw the HUD or the viewmodel
|
|
RenderView( viewSetup, viewSetup, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, 0 );
|
|
|
|
// get the data from the backbuffer and save to disk
|
|
// bitmap bits
|
|
unsigned char *pImage = ( unsigned char * )malloc( width * 3 * height );
|
|
|
|
// Get Bits from the material system
|
|
pRenderContext->ReadPixels( 0, 0, width, height, pImage, IMAGE_FORMAT_RGB888 );
|
|
|
|
// allocate a buffer to write the tga into
|
|
int iMaxTGASize = 1024 + (width * height * 4);
|
|
void *pTGA = malloc( iMaxTGASize );
|
|
CUtlBuffer buffer( pTGA, iMaxTGASize );
|
|
|
|
if( !TGAWriter::WriteToBuffer( pImage, buffer, width, height, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888 ) )
|
|
{
|
|
Error( "Couldn't write bitmap data snapshot.\n" );
|
|
}
|
|
|
|
free( pImage );
|
|
|
|
// async write to disk (this will take ownership of the memory)
|
|
char szPathedFileName[_MAX_PATH];
|
|
Q_snprintf( szPathedFileName, sizeof(szPathedFileName), "//MOD/%s", pFilename );
|
|
|
|
filesystem->AsyncWrite( szPathedFileName, buffer.Base(), buffer.TellPut(), true );
|
|
|
|
// restore our previous state
|
|
pRenderContext->PopRenderTargetAndViewport();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->PopMatrix();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
|
pRenderContext->PopMatrix();
|
|
|
|
g_bRenderingScreenshot = false;
|
|
m_bAllowViewAccess = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: takes a screenshot of the save game
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::WriteSaveGameScreenshot( const char *pFilename )
|
|
{
|
|
WriteSaveGameScreenshotOfSize( pFilename, SAVEGAME_SCREENSHOT_WIDTH, SAVEGAME_SCREENSHOT_HEIGHT );
|
|
}
|
|
|
|
|
|
float ScaleFOVByWidthRatio( float fovDegrees, float ratio )
|
|
{
|
|
float halfAngleRadians = fovDegrees * ( 0.5f * M_PI / 180.0f );
|
|
float t = tan( halfAngleRadians );
|
|
t *= ratio;
|
|
float retDegrees = ( 180.0f / M_PI ) * atan( t );
|
|
return retDegrees * 2.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets view parameters for level overview mode
|
|
// Input : *rect -
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::SetUpOverView()
|
|
{
|
|
static int oldCRC = 0;
|
|
|
|
GetView().m_bOrtho = true;
|
|
|
|
float aspect = (float)GetView().width/(float)GetView().height;
|
|
|
|
int size_y = 1024.0f * cl_leveloverview.GetFloat(); // scale factor, 1024 = OVERVIEW_MAP_SIZE
|
|
int size_x = size_y * aspect; // standard screen aspect
|
|
|
|
GetView().origin.x -= size_x / 2;
|
|
GetView().origin.y += size_y / 2;
|
|
|
|
GetView().m_OrthoLeft = 0;
|
|
GetView().m_OrthoTop = -size_y;
|
|
GetView().m_OrthoRight = size_x;
|
|
GetView().m_OrthoBottom = 0;
|
|
|
|
GetView().angles = QAngle( 90, 90, 0 );
|
|
|
|
// simple movement detector, show position if moved
|
|
int newCRC = GetView().origin.x + GetView().origin.y + GetView().origin.z;
|
|
if ( newCRC != oldCRC )
|
|
{
|
|
Msg( "Overview: scale %.2f, pos_x %.0f, pos_y %.0f\n", cl_leveloverview.GetFloat(),
|
|
GetView().origin.x, GetView().origin.y );
|
|
oldCRC = newCRC;
|
|
}
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->ClearColor4ub( 0, 255, 0, 255 );
|
|
|
|
// render->DrawTopView( true );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Render current view into specified rectangle
|
|
// Input : *rect -
|
|
//-----------------------------------------------------------------------------
|
|
ConVar ss_debug_draw_player( "ss_debug_draw_player", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
|
|
void CViewRender::Render( vrect_t *rect )
|
|
{
|
|
VPROF_BUDGET( "CViewRender::Render", "CViewRender::Render" );
|
|
|
|
m_bAllowViewAccess = true;
|
|
|
|
CUtlVector< vgui::Panel * > roots;
|
|
VGui_GetPanelList( roots );
|
|
|
|
// Stub out the material system if necessary.
|
|
CMatStubHandler matStub;
|
|
engine->EngineStats_BeginFrame();
|
|
|
|
// Assume normal vis
|
|
m_bForceNoVis = false;
|
|
|
|
float flViewportScale = mat_viewportscale.GetFloat();
|
|
|
|
vrect_t engineRect = *rect;
|
|
|
|
// The tool framework wants to adjust the entire 3d viewport, not the per-split screen one from below
|
|
ToolFramework_AdjustEngineViewport( engineRect.x, engineRect.y, engineRect.width, engineRect.height );
|
|
|
|
IterateRemoteSplitScreenViewSlots_Push( true );
|
|
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
|
|
{
|
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
|
|
|
|
CViewSetup &view = GetView( hh );
|
|
|
|
float engineAspectRatio = engine->GetScreenAspectRatio( view.width, view.height );
|
|
|
|
Assert( s_DbgSetupOrigin[ hh ] == view.origin );
|
|
Assert( s_DbgSetupAngles[ hh ] == view.angles );
|
|
|
|
// Using this API gives us a chance to "inset" the 3d views as needed for splitscreen
|
|
int insetX, insetY;
|
|
VGui_GetEngineRenderBounds( hh, view.x, view.y, view.width, view.height, insetX, insetY );
|
|
|
|
float aspectRatio = engineAspectRatio * 0.75f; // / (4/3)
|
|
view.fov = ScaleFOVByWidthRatio( view.fov, aspectRatio );
|
|
view.fovViewmodel = ScaleFOVByWidthRatio( view.fovViewmodel, aspectRatio );
|
|
|
|
// Let the client mode hook stuff.
|
|
GetClientMode()->PreRender( &view );
|
|
GetClientMode()->AdjustEngineViewport( view.x, view.y, view.width, view.height );
|
|
|
|
view.width *= flViewportScale;
|
|
view.height *= flViewportScale;
|
|
if ( IsX360() )
|
|
{
|
|
// view must be compliant to resolve restrictions
|
|
view.width = AlignValue( view.width, GPU_RESOLVE_ALIGNMENT );
|
|
view.height = AlignValue( view.height, GPU_RESOLVE_ALIGNMENT );
|
|
}
|
|
|
|
view.m_flAspectRatio = ( engineAspectRatio > 0.0f ) ? engineAspectRatio : ( (float)view.width / (float)view.height );
|
|
|
|
int nClearFlags = VIEW_CLEAR_DEPTH | VIEW_CLEAR_STENCIL;
|
|
|
|
if ( gl_clear_randomcolor.GetBool() )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->ClearColor3ub( rand()%256, rand()%256, rand()%256 );
|
|
pRenderContext->ClearBuffers( true, false, false );
|
|
pRenderContext->Release();
|
|
}
|
|
else if ( gl_clear.GetBool() )
|
|
{
|
|
nClearFlags |= VIEW_CLEAR_COLOR;
|
|
}
|
|
|
|
// Determine if we should draw view model ( client mode override )
|
|
bool drawViewModel = GetClientMode()->ShouldDrawViewModel();
|
|
// Apply any player specific overrides
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pPlayer )
|
|
{
|
|
// Override view model if necessary
|
|
if ( !pPlayer->m_Local.m_bDrawViewmodel )
|
|
{
|
|
drawViewModel = false;
|
|
}
|
|
}
|
|
|
|
if ( cl_leveloverview.GetFloat() > 0 )
|
|
{
|
|
SetUpOverView();
|
|
nClearFlags |= VIEW_CLEAR_COLOR;
|
|
drawViewModel = false;
|
|
}
|
|
|
|
render->SetMainView( view.origin, view.angles );
|
|
|
|
int flags = (pPlayer == NULL) ? 0 : RENDERVIEW_DRAWHUD;
|
|
if ( drawViewModel )
|
|
{
|
|
flags |= RENDERVIEW_DRAWVIEWMODEL;
|
|
}
|
|
|
|
// This is the hook for per-split screen player views
|
|
C_BaseEntity::PreRenderEntities( hh );
|
|
|
|
if ( ( ss_debug_draw_player.GetInt() < 0 ) || ( hh == ss_debug_draw_player.GetInt() ) )
|
|
{
|
|
CViewSetup hudViewSetup;
|
|
VGui_GetHudBounds( hh, hudViewSetup.x, hudViewSetup.y, hudViewSetup.width, hudViewSetup.height );
|
|
RenderView( view, hudViewSetup, nClearFlags, flags );
|
|
}
|
|
|
|
GetClientMode()->PostRender();
|
|
}
|
|
IterateRemoteSplitScreenViewSlots_Pop();
|
|
|
|
engine->EngineStats_EndFrame();
|
|
|
|
#if !defined( _X360 )
|
|
// Stop stubbing the material system so we can see the budget panel
|
|
matStub.End();
|
|
#endif
|
|
|
|
// Render the new-style embedded UI
|
|
// TODO: when embedded UI will be used for HUD, we will need it to maintain
|
|
// a separate screen for HUD and a separate screen stack for pause menu & main menu.
|
|
// for now only render embedded UI in pause menu & main menu
|
|
#if defined( GAMEUI_UISYSTEM2_ENABLED ) && 0
|
|
BaseModUI::CBaseModPanel *pBaseModPanel = BaseModUI::CBaseModPanel::GetSingletonPtr();
|
|
// render the new-style embedded UI only if base mod panel is not visible (game-hud)
|
|
// otherwise base mod panel will render the embedded UI on top of video/productscreen
|
|
if ( !pBaseModPanel || !pBaseModPanel->IsVisible() )
|
|
{
|
|
Rect_t uiViewport;
|
|
uiViewport.x = rect->x;
|
|
uiViewport.y = rect->y;
|
|
uiViewport.width = rect->width;
|
|
uiViewport.height = rect->height;
|
|
g_pGameUIGameSystem->Render( uiViewport, gpGlobals->curtime );
|
|
}
|
|
#endif
|
|
|
|
// Draw all of the UI stuff "fullscreen"
|
|
if ( true ) // For PIXEVENT
|
|
{
|
|
#if PIX_ENABLE
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
PIXEVENT( pRenderContext, "VGui UI" );
|
|
}
|
|
#endif
|
|
|
|
CViewSetup view2d;
|
|
view2d.x = rect->x;
|
|
view2d.y = rect->y;
|
|
view2d.width = rect->width;
|
|
view2d.height = rect->height;
|
|
render->Push2DView( view2d, 0, NULL, GetFrustum() );
|
|
render->VGui_Paint( PAINT_UIPANELS );
|
|
{
|
|
// The engine here is trying to access CurrentView() etc. which is bogus
|
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
|
|
render->PopView( GetFrustum() );
|
|
}
|
|
}
|
|
|
|
m_bAllowViewAccess = false;
|
|
}
|
|
|
|
static void GetPos( const CCommand &args, Vector &vecOrigin, QAngle &angles )
|
|
{
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
vecOrigin = MainViewOrigin(nSlot);
|
|
angles = MainViewAngles(nSlot);
|
|
|
|
#ifdef INFESTED_DLL
|
|
C_ASW_Marine *pMarine = C_ASW_Marine::GetLocalMarine();
|
|
if ( pMarine )
|
|
{
|
|
vecOrigin = pMarine->GetAbsOrigin();
|
|
angles = pMarine->GetAbsAngles();
|
|
}
|
|
#endif
|
|
if ( ( args.ArgC() == 2 && atoi( args[1] ) == 2 ) || FStrEq( args[0], "getpos_exact" ) )
|
|
{
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pPlayer )
|
|
{
|
|
vecOrigin = pPlayer->GetAbsOrigin();
|
|
angles = pPlayer->GetAbsAngles();
|
|
}
|
|
}
|
|
}
|
|
|
|
CON_COMMAND( spec_pos, "dump position and angles to the console" )
|
|
{
|
|
Vector vecOrigin;
|
|
QAngle angles;
|
|
GetPos( args, vecOrigin, angles );
|
|
Warning( "spec_goto %.1f %.1f %.1f %.1f %.1f\n", vecOrigin.x, vecOrigin.y,
|
|
vecOrigin.z, angles.x, angles.y );
|
|
}
|
|
|
|
CON_COMMAND( getpos, "dump position and angles to the console" )
|
|
{
|
|
Vector vecOrigin;
|
|
QAngle angles;
|
|
GetPos( args, vecOrigin, angles );
|
|
|
|
const char *pCommand1 = "setpos";
|
|
const char *pCommand2 = "setang";
|
|
if ( ( args.ArgC() == 2 && atoi( args[1] ) == 2 ) || FStrEq( args[0], "getpos_exact" ) )
|
|
{
|
|
pCommand1 = "setpos_exact";
|
|
pCommand2 = "setang_exact";
|
|
}
|
|
|
|
Warning( "%s %f %f %f;", pCommand1, vecOrigin.x, vecOrigin.y, vecOrigin.z );
|
|
Warning( "%s %f %f %f\n", pCommand2, angles.x, angles.y, angles.z );
|
|
}
|
|
|
|
ConCommand getpos_exact( "getpos_exact", getpos, "dump origin and angles to the console" );
|