6218 lines
200 KiB
C++
6218 lines
200 KiB
C++
//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Responsible for drawing the scene
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//
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//===========================================================================//
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#include "cbase.h"
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#include "view.h"
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#include "iviewrender.h"
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#include "view_shared.h"
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#include "ivieweffects.h"
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#include "iinput.h"
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#include "model_types.h"
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#include "clientsideeffects.h"
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#include "particlemgr.h"
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#include "viewrender.h"
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#include "iclientmode.h"
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#include "voice_status.h"
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#include "glow_overlay.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/ITexture.h"
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#include "materialsystem/IMaterial.h"
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#include "materialsystem/IMaterialVar.h"
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#include "materialsystem/imaterialsystem.h"
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#include "DetailObjectSystem.h"
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#include "tier0/vprof.h"
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#include "tier1/mempool.h"
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#include "vstdlib/jobthread.h"
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#include "datacache/imdlcache.h"
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#include "engine/IEngineTrace.h"
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#include "engine/ivmodelinfo.h"
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#include "tier0/icommandline.h"
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#include "view_scene.h"
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#include "particles_ez.h"
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#include "engine/IStaticPropMgr.h"
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#include "engine/ivdebugoverlay.h"
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#include "c_pixel_visibility.h"
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#include "precache_register.h"
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#include "c_rope.h"
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#include "c_effects.h"
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#include "smoke_fog_overlay.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "vgui_int.h"
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#include "ienginevgui.h"
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#include "ScreenSpaceEffects.h"
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#include "toolframework_client.h"
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#include "c_func_reflective_glass.h"
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#include "keyvalues.h"
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#include "renderparm.h"
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#include "modelrendersystem.h"
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#include "vgui/ISurface.h"
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#define PARTICLE_USAGE_DEMO // uncomment to get particle bar thing
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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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#include "rendertexture.h"
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#include "viewpostprocess.h"
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#include "viewdebug.h"
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#ifdef USE_MONITORS
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#include "c_point_camera.h"
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#endif // USE_MONITORS
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#ifdef INFESTED_DLL
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#include "c_asw_render_targets.h"
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#include "clientmode_asw.h"
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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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static void testfreezeframe_f( void )
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{
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view->FreezeFrame( 3.0 );
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}
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static ConCommand test_freezeframe( "test_freezeframe", testfreezeframe_f, "Test the freeze frame code.", FCVAR_CHEAT );
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//-----------------------------------------------------------------------------
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static ConVar r_visocclusion( "r_visocclusion", "0", FCVAR_CHEAT );
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extern ConVar r_flashlightdepthtexture;
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extern ConVar vcollide_wireframe;
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extern ConVar mat_motion_blur_enabled;
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extern ConVar r_depthoverlay;
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extern ConVar r_shadow_deferred;
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//-----------------------------------------------------------------------------
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// Convars related to controlling rendering
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//-----------------------------------------------------------------------------
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static ConVar cl_maxrenderable_dist("cl_maxrenderable_dist", "3000", FCVAR_CHEAT, "Max distance from the camera at which things will be rendered" );
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ConVar r_entityclips( "r_entityclips", "1" ); //FIXME: Nvidia drivers before 81.94 on cards that support user clip planes will have problems with this, require driver update? Detect and disable?
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// Matches the version in the engine
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static ConVar r_drawopaqueworld( "r_drawopaqueworld", "1", FCVAR_CHEAT );
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static ConVar r_drawtranslucentworld( "r_drawtranslucentworld", "1", FCVAR_CHEAT );
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static ConVar r_3dsky( "r_3dsky","1", 0, "Enable the rendering of 3d sky boxes" );
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static ConVar r_skybox( "r_skybox","1", FCVAR_CHEAT, "Enable the rendering of sky boxes" );
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ConVar r_drawviewmodel( "r_drawviewmodel","1", FCVAR_CHEAT );
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static ConVar r_drawtranslucentrenderables( "r_drawtranslucentrenderables", "1", FCVAR_CHEAT );
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static ConVar r_drawopaquerenderables( "r_drawopaquerenderables", "1", FCVAR_CHEAT );
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static ConVar r_flashlightdepth_drawtranslucents( "r_flashlightdepth_drawtranslucents", "0", FCVAR_NONE );
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ConVar r_flashlightvolumetrics( "r_flashlightvolumetrics", "1" );
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// FIXME: This is not static because we needed to turn it off for TF2 playtests
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ConVar r_DrawDetailProps( "r_DrawDetailProps", "1", FCVAR_NONE, "0=Off, 1=Normal, 2=Wireframe" );
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ConVar r_worldlistcache( "r_worldlistcache", "1" );
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ConVar mat_ambient_light_r_forced( "mat_ambient_light_r_forced", "-1.0" );
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ConVar mat_ambient_light_g_forced( "mat_ambient_light_g_forced", "-1.0" );
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ConVar mat_ambient_light_b_forced( "mat_ambient_light_b_forced", "-1.0" );
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//-----------------------------------------------------------------------------
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// Convars related to fog color
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//-----------------------------------------------------------------------------
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static void GetFogColor( fogparams_t *pFogParams, float *pColor, bool ignoreOverride = false, bool ignoreHDRColorScale = false );
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static float GetFogMaxDensity( fogparams_t *pFogParams, bool ignoreOverride = false );
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static bool GetFogEnable( fogparams_t *pFogParams, bool ignoreOverride = false );
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static float GetFogStart( fogparams_t *pFogParams, bool ignoreOverride = false );
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static float GetFogEnd( fogparams_t *pFogParams, bool ignoreOverride = false );
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static float GetSkyboxFogStart( bool ignoreOverride = false );
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static float GetSkyboxFogEnd( bool ignoreOverride = false );
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static float GetSkyboxFogMaxDensity( bool ignoreOverride = false );
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static void GetSkyboxFogColor( float *pColor, bool ignoreOverride = false, bool ignoreHDRColorScale = false );
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static void FogOverrideCallback( IConVar *pConVar, char const *pOldString, float flOldValue );
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static ConVar fog_override( "fog_override", "0", FCVAR_CHEAT, "Overrides the map's fog settings (-1 populates fog_ vars with map's values)", FogOverrideCallback );
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// set any of these to use the maps fog
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static ConVar fog_start( "fog_start", "-1", FCVAR_CHEAT );
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static ConVar fog_end( "fog_end", "-1", FCVAR_CHEAT );
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static ConVar fog_color( "fog_color", "-1 -1 -1", FCVAR_CHEAT );
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static ConVar fog_enable( "fog_enable", "1", FCVAR_CHEAT );
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static ConVar fog_startskybox( "fog_startskybox", "-1", FCVAR_CHEAT );
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static ConVar fog_endskybox( "fog_endskybox", "-1", FCVAR_CHEAT );
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static ConVar fog_maxdensityskybox( "fog_maxdensityskybox", "-1", FCVAR_CHEAT );
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static ConVar fog_colorskybox( "fog_colorskybox", "-1 -1 -1", FCVAR_CHEAT );
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static ConVar fog_enableskybox( "fog_enableskybox", "1", FCVAR_CHEAT );
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static ConVar fog_maxdensity( "fog_maxdensity", "-1", FCVAR_CHEAT );
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static ConVar fog_hdrcolorscale( "fog_hdrcolorscale", "-1", FCVAR_CHEAT );
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static ConVar fog_hdrcolorscaleskybox( "fog_hdrcolorscaleskybox", "-1", FCVAR_CHEAT );
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static void FogOverrideCallback( IConVar *pConVar, char const *pOldString, float flOldValue )
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{
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C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !localPlayer )
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return;
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ConVarRef var( pConVar );
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if ( var.GetInt() == -1 )
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{
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fogparams_t *pFogParams = localPlayer->GetFogParams();
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float fogColor[3];
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fog_start.SetValue( GetFogStart( pFogParams, true ) );
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fog_end.SetValue( GetFogEnd( pFogParams, true ) );
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GetFogColor( pFogParams, fogColor, true, true );
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fog_color.SetValue( VarArgs( "%.1f %.1f %.1f", fogColor[0]*255, fogColor[1]*255, fogColor[2]*255 ) );
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fog_enable.SetValue( GetFogEnable( pFogParams, true ) );
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fog_startskybox.SetValue( GetSkyboxFogStart( true ) );
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fog_endskybox.SetValue( GetSkyboxFogEnd( true ) );
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fog_maxdensityskybox.SetValue( GetSkyboxFogMaxDensity( true ) );
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GetSkyboxFogColor( fogColor, true, true );
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fog_colorskybox.SetValue( VarArgs( "%.1f %.1f %.1f", fogColor[0]*255, fogColor[1]*255, fogColor[2]*255 ) );
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fog_enableskybox.SetValue( localPlayer->m_Local.m_skybox3d.fog.enable.Get() );
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fog_maxdensity.SetValue( GetFogMaxDensity( pFogParams, true ) );
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fog_hdrcolorscale.SetValue( pFogParams->HDRColorScale );
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fog_hdrcolorscaleskybox.SetValue( localPlayer->m_Local.m_skybox3d.fog.HDRColorScale.Get() );
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}
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}
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//-----------------------------------------------------------------------------
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// Water-related convars
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//-----------------------------------------------------------------------------
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static ConVar r_debugcheapwater( "r_debugcheapwater", "0", FCVAR_CHEAT );
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#ifndef _X360
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static ConVar r_waterforceexpensive( "r_waterforceexpensive", "0" );
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#endif
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static ConVar r_waterforcereflectentities( "r_waterforcereflectentities", "0" );
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static ConVar r_WaterDrawRefraction( "r_WaterDrawRefraction", "1", 0, "Enable water refraction" );
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static ConVar r_WaterDrawReflection( "r_WaterDrawReflection", "1", 0, "Enable water reflection" );
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static ConVar r_ForceWaterLeaf( "r_ForceWaterLeaf", "1", 0, "Enable for optimization to water - considers view in leaf under water for purposes of culling" );
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static ConVar mat_drawwater( "mat_drawwater", "1", FCVAR_CHEAT );
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static ConVar mat_clipz( "mat_clipz", "1" );
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//-----------------------------------------------------------------------------
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// Other convars
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//-----------------------------------------------------------------------------
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static ConVar cl_drawmonitors( "cl_drawmonitors", "1" );
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static ConVar r_eyewaterepsilon( "r_eyewaterepsilon", "7.0f", FCVAR_CHEAT );
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extern ConVar cl_leveloverview;
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ConVar r_fastzreject( "r_fastzreject", "0", 0, "Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings" );
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//-----------------------------------------------------------------------------
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// Globals
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//-----------------------------------------------------------------------------
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static Vector g_vecCurrentRenderOrigin(0,0,0);
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static QAngle g_vecCurrentRenderAngles(0,0,0);
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static Vector g_vecCurrentVForward(0,0,0), g_vecCurrentVRight(0,0,0), g_vecCurrentVUp(0,0,0);
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static VMatrix g_matCurrentCamInverse;
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bool s_bCanAccessCurrentView = false;
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IntroData_t *g_pIntroData = NULL;
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static bool g_bRenderingView = false; // For debugging...
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static int g_CurrentViewID = VIEW_NONE;
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bool g_bRenderingScreenshot = false;
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static FrustumCache_t s_FrustumCache;
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FrustumCache_t *FrustumCache( void )
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{
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return &s_FrustumCache;
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}
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#define FREEZECAM_SNAPSHOT_FADE_SPEED 340
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float g_flFreezeFlash[ MAX_SPLITSCREEN_PLAYERS ];
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//-----------------------------------------------------------------------------
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CON_COMMAND( r_cheapwaterstart, "" )
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{
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if( args.ArgC() == 2 )
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{
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float dist = atof( args[ 1 ] );
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view->SetCheapWaterStartDistance( dist );
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}
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else
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{
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float start, end;
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view->GetWaterLODParams( start, end );
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Warning( "r_cheapwaterstart: %f\n", start );
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}
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}
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CON_COMMAND( r_cheapwaterend, "" )
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{
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if( args.ArgC() == 2 )
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{
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float dist = atof( args[ 1 ] );
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view->SetCheapWaterEndDistance( dist );
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}
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else
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{
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float start, end;
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view->GetWaterLODParams( start, end );
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Warning( "r_cheapwaterend: %f\n", end );
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}
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}
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//-----------------------------------------------------------------------------
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// Describes a pruned set of leaves to be rendered this view. Reference counted
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// because potentially shared by a number of views
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//-----------------------------------------------------------------------------
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struct ClientWorldListInfo_t : public CRefCounted1<WorldListInfo_t>
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{
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ClientWorldListInfo_t()
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{
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memset( (WorldListInfo_t *)this, 0, sizeof(WorldListInfo_t) );
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m_pOriginalLeafIndex = NULL;
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m_bPooledAlloc = false;
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}
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// Allocate a list intended for pruning
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static ClientWorldListInfo_t *AllocPooled( const ClientWorldListInfo_t &exemplar );
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// Because we remap leaves to eliminate unused leaves, we need a remap
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// when drawing translucent surfaces, which requires the *original* leaf index
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// using m_pOriginalLeafIndex[ remapped leaf index ] == actual leaf index
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uint16 *m_pOriginalLeafIndex;
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private:
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virtual bool OnFinalRelease();
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bool m_bPooledAlloc;
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static CObjectPool<ClientWorldListInfo_t> gm_Pool;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CWorldListCache
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{
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public:
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CWorldListCache()
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{
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}
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void Flush()
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{
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for ( int i = m_Entries.FirstInorder(); i != m_Entries.InvalidIndex(); i = m_Entries.NextInorder( i ) )
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{
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delete m_Entries[i];
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}
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m_Entries.RemoveAll();
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}
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bool Find( const CViewSetup &viewSetup, IWorldRenderList **ppList, ClientWorldListInfo_t **ppListInfo )
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{
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Entry_t lookup( viewSetup );
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int i = m_Entries.Find( &lookup );
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if ( i != m_Entries.InvalidIndex() )
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{
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Entry_t *pEntry = m_Entries[i];
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*ppList = InlineAddRef( pEntry->pList );
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*ppListInfo = InlineAddRef( pEntry->pListInfo );
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return true;
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}
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return false;
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}
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void Add( const CViewSetup &viewSetup, IWorldRenderList *pList, ClientWorldListInfo_t *pListInfo )
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{
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m_Entries.Insert( new Entry_t( viewSetup, pList, pListInfo ) );
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}
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private:
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struct Entry_t
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{
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Entry_t( const CViewSetup &viewSetup, IWorldRenderList *pList = NULL, ClientWorldListInfo_t *pListInfo = NULL ) :
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pList( ( pList ) ? InlineAddRef( pList ) : NULL ),
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pListInfo( ( pListInfo ) ? InlineAddRef( pListInfo ) : NULL )
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{
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// @NOTE (toml 8/18/2006): because doing memcmp, need to fill all of the fields and the padding!
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memset( &m_bOrtho, 0, offsetof(Entry_t, pList ) - offsetof(Entry_t, m_bOrtho ) );
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m_bOrtho = viewSetup.m_bOrtho;
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m_OrthoLeft = viewSetup.m_OrthoLeft;
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m_OrthoTop = viewSetup.m_OrthoTop;
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m_OrthoRight = viewSetup.m_OrthoRight;
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m_OrthoBottom = viewSetup.m_OrthoBottom;
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fov = viewSetup.fov;
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origin = viewSetup.origin;
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angles = viewSetup.angles;
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zNear = viewSetup.zNear;
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zFar = viewSetup.zFar;
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m_flAspectRatio = viewSetup.m_flAspectRatio;
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m_bOffCenter = viewSetup.m_bOffCenter;
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m_flOffCenterTop = viewSetup.m_flOffCenterTop;
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m_flOffCenterBottom = viewSetup.m_flOffCenterBottom;
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m_flOffCenterLeft = viewSetup.m_flOffCenterLeft;
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m_flOffCenterRight = viewSetup.m_flOffCenterRight;
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}
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~Entry_t()
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{
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if ( pList )
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pList->Release();
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if ( pListInfo )
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pListInfo->Release();
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}
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// The fields from CViewSetup that would actually affect the list
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float m_OrthoLeft;
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float m_OrthoTop;
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float m_OrthoRight;
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float m_OrthoBottom;
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float fov;
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Vector origin;
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QAngle angles;
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float zNear;
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float zFar;
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float m_flAspectRatio;
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float m_flOffCenterTop;
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float m_flOffCenterBottom;
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float m_flOffCenterLeft;
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float m_flOffCenterRight;
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bool m_bOrtho;
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bool m_bOffCenter;
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IWorldRenderList *pList;
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ClientWorldListInfo_t *pListInfo;
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};
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class CEntryComparator
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{
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public:
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CEntryComparator( int ) {}
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bool operator!() const { return false; }
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bool operator()( const Entry_t *lhs, const Entry_t *rhs ) const
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{
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return ( memcmp( lhs, rhs, sizeof(Entry_t) - ( sizeof(Entry_t) - offsetof(Entry_t, pList ) ) ) < 0 );
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}
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};
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CUtlRBTree<Entry_t *, unsigned short, CEntryComparator> m_Entries;
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};
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CWorldListCache g_WorldListCache;
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//-----------------------------------------------------------------------------
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// Standard 3d skybox view
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//-----------------------------------------------------------------------------
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class CSkyboxView : public CRendering3dView
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{
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DECLARE_CLASS( CSkyboxView, CRendering3dView );
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public:
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CSkyboxView(CViewRender *pMainView) :
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CRendering3dView( pMainView ),
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m_pSky3dParams( NULL )
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{
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}
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bool Setup( const CViewSetup &view, int *pClearFlags, SkyboxVisibility_t *pSkyboxVisible );
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void Draw();
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protected:
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virtual SkyboxVisibility_t ComputeSkyboxVisibility();
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bool GetSkyboxFogEnable();
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void Enable3dSkyboxFog( void );
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void DrawInternal( view_id_t iSkyBoxViewID = VIEW_3DSKY, bool bInvokePreAndPostRender = true, ITexture *pRenderTarget = NULL );
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sky3dparams_t * PreRender3dSkyboxWorld( SkyboxVisibility_t nSkyboxVisible );
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sky3dparams_t *m_pSky3dParams;
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};
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//-----------------------------------------------------------------------------
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// Shadow depth texture
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//-----------------------------------------------------------------------------
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class CShadowDepthView : public CRendering3dView
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{
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DECLARE_CLASS( CShadowDepthView, CRendering3dView );
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public:
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CShadowDepthView(CViewRender *pMainView) : CRendering3dView( pMainView ) {}
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void Setup( const CViewSetup &shadowViewIn, ITexture *pRenderTarget, ITexture *pDepthTexture );
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void Draw();
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|
private:
|
|
ITexture *m_pRenderTarget;
|
|
ITexture *m_pDepthTexture;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Freeze frame. Redraws the frame at which it was enabled.
|
|
//-----------------------------------------------------------------------------
|
|
class CFreezeFrameView : public CRendering3dView
|
|
{
|
|
DECLARE_CLASS( CFreezeFrameView, CRendering3dView );
|
|
public:
|
|
CFreezeFrameView(CViewRender *pMainView) : CRendering3dView( pMainView ) {}
|
|
|
|
void Setup( const CViewSetup &view );
|
|
void Draw();
|
|
|
|
private:
|
|
CMaterialReference m_pFreezeFrame;
|
|
CMaterialReference m_TranslucentSingleColor;
|
|
|
|
int m_nSubRect[ 4 ];
|
|
int m_nScreenSize[ 2 ];
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
class CBaseWorldView : public CRendering3dView
|
|
{
|
|
DECLARE_CLASS( CBaseWorldView, CRendering3dView );
|
|
protected:
|
|
CBaseWorldView(CViewRender *pMainView) : CRendering3dView( pMainView ) {}
|
|
|
|
virtual bool AdjustView( float waterHeight );
|
|
|
|
void DrawSetup( float waterHeight, int flags, float waterZAdjust, int iForceViewLeaf = -1 );
|
|
void DrawExecute( float waterHeight, view_id_t viewID, float waterZAdjust );
|
|
|
|
virtual void PushView( float waterHeight );
|
|
virtual void PopView();
|
|
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the scene when there's no water or only cheap water
|
|
//-----------------------------------------------------------------------------
|
|
class CSimpleWorldView : public CBaseWorldView
|
|
{
|
|
DECLARE_CLASS( CSimpleWorldView, CBaseWorldView );
|
|
public:
|
|
CSimpleWorldView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {}
|
|
|
|
void Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t& info, ViewCustomVisibility_t *pCustomVisibility = NULL );
|
|
void Draw();
|
|
|
|
private:
|
|
VisibleFogVolumeInfo_t m_fogInfo;
|
|
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Base class for scenes with water
|
|
//-----------------------------------------------------------------------------
|
|
class CBaseWaterView : public CBaseWorldView
|
|
{
|
|
DECLARE_CLASS( CBaseWaterView, CBaseWorldView );
|
|
public:
|
|
CBaseWaterView(CViewRender *pMainView) :
|
|
CBaseWorldView( pMainView ),
|
|
m_SoftwareIntersectionView( pMainView )
|
|
{}
|
|
|
|
// void Setup( const CViewSetup &, const WaterRenderInfo_t& info );
|
|
|
|
protected:
|
|
void CalcWaterEyeAdjustments( const VisibleFogVolumeInfo_t &fogInfo, float &newWaterHeight, float &waterZAdjust, bool bSoftwareUserClipPlane );
|
|
|
|
class CSoftwareIntersectionView : public CBaseWorldView
|
|
{
|
|
DECLARE_CLASS( CSoftwareIntersectionView, CBaseWorldView );
|
|
public:
|
|
CSoftwareIntersectionView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {}
|
|
|
|
void Setup( bool bAboveWater );
|
|
void Draw();
|
|
|
|
private:
|
|
CBaseWaterView *GetOuter() { return GET_OUTER( CBaseWaterView, m_SoftwareIntersectionView ); }
|
|
};
|
|
|
|
friend class CSoftwareIntersectionView;
|
|
|
|
CSoftwareIntersectionView m_SoftwareIntersectionView;
|
|
|
|
WaterRenderInfo_t m_waterInfo;
|
|
float m_waterHeight;
|
|
float m_waterZAdjust;
|
|
bool m_bSoftwareUserClipPlane;
|
|
VisibleFogVolumeInfo_t m_fogInfo;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Scenes above water
|
|
//-----------------------------------------------------------------------------
|
|
class CAboveWaterView : public CBaseWaterView
|
|
{
|
|
DECLARE_CLASS( CAboveWaterView, CBaseWaterView );
|
|
public:
|
|
CAboveWaterView(CViewRender *pMainView) :
|
|
CBaseWaterView( pMainView ),
|
|
m_ReflectionView( pMainView ),
|
|
m_RefractionView( pMainView ),
|
|
m_IntersectionView( pMainView )
|
|
{}
|
|
|
|
void Setup( const CViewSetup &view, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t& waterInfo );
|
|
void Draw();
|
|
|
|
class CReflectionView : public CBaseWorldView
|
|
{
|
|
DECLARE_CLASS( CReflectionView, CBaseWorldView );
|
|
public:
|
|
CReflectionView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {}
|
|
|
|
void Setup( bool bReflectEntities );
|
|
void Draw();
|
|
|
|
private:
|
|
CAboveWaterView *GetOuter() { return GET_OUTER( CAboveWaterView, m_ReflectionView ); }
|
|
};
|
|
|
|
class CRefractionView : public CBaseWorldView
|
|
{
|
|
DECLARE_CLASS( CRefractionView, CBaseWorldView );
|
|
public:
|
|
CRefractionView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {}
|
|
|
|
void Setup();
|
|
void Draw();
|
|
|
|
private:
|
|
CAboveWaterView *GetOuter() { return GET_OUTER( CAboveWaterView, m_RefractionView ); }
|
|
};
|
|
|
|
class CIntersectionView : public CBaseWorldView
|
|
{
|
|
DECLARE_CLASS( CIntersectionView, CBaseWorldView );
|
|
public:
|
|
CIntersectionView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {}
|
|
|
|
void Setup();
|
|
void Draw();
|
|
|
|
private:
|
|
CAboveWaterView *GetOuter() { return GET_OUTER( CAboveWaterView, m_IntersectionView ); }
|
|
};
|
|
|
|
|
|
friend class CRefractionView;
|
|
friend class CReflectionView;
|
|
friend class CIntersectionView;
|
|
|
|
bool m_bViewIntersectsWater;
|
|
|
|
CReflectionView m_ReflectionView;
|
|
CRefractionView m_RefractionView;
|
|
CIntersectionView m_IntersectionView;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Scenes below water
|
|
//-----------------------------------------------------------------------------
|
|
class CUnderWaterView : public CBaseWaterView
|
|
{
|
|
DECLARE_CLASS( CUnderWaterView, CBaseWaterView );
|
|
public:
|
|
CUnderWaterView(CViewRender *pMainView) :
|
|
CBaseWaterView( pMainView ),
|
|
m_RefractionView( pMainView )
|
|
{}
|
|
|
|
void Setup( const CViewSetup &view, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t& info );
|
|
void Draw();
|
|
|
|
class CRefractionView : public CBaseWorldView
|
|
{
|
|
DECLARE_CLASS( CRefractionView, CBaseWorldView );
|
|
public:
|
|
CRefractionView(CViewRender *pMainView) : CBaseWorldView( pMainView ) {}
|
|
|
|
void Setup();
|
|
void Draw();
|
|
|
|
private:
|
|
CUnderWaterView *GetOuter() { return GET_OUTER( CUnderWaterView, m_RefractionView ); }
|
|
};
|
|
|
|
friend class CRefractionView;
|
|
|
|
bool m_bDrawSkybox; // @MULTICORE (toml 8/17/2006): remove after setup hoisted
|
|
|
|
CRefractionView m_RefractionView;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Scenes containing reflective glass
|
|
//-----------------------------------------------------------------------------
|
|
class CReflectiveGlassView : public CSimpleWorldView
|
|
{
|
|
DECLARE_CLASS( CReflectiveGlassView, CSimpleWorldView );
|
|
public:
|
|
CReflectiveGlassView( CViewRender *pMainView ) : BaseClass( pMainView )
|
|
{
|
|
}
|
|
|
|
virtual bool AdjustView( float flWaterHeight );
|
|
virtual void PushView( float waterHeight );
|
|
virtual void PopView( );
|
|
void Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t &waterInfo, const cplane_t &reflectionPlane );
|
|
void Draw();
|
|
|
|
cplane_t m_ReflectionPlane;
|
|
};
|
|
|
|
class CRefractiveGlassView : public CSimpleWorldView
|
|
{
|
|
DECLARE_CLASS( CRefractiveGlassView, CSimpleWorldView );
|
|
public:
|
|
CRefractiveGlassView( CViewRender *pMainView ) : BaseClass( pMainView )
|
|
{
|
|
}
|
|
|
|
virtual bool AdjustView( float flWaterHeight );
|
|
virtual void PushView( float waterHeight );
|
|
virtual void PopView( );
|
|
void Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t &waterInfo, const cplane_t &reflectionPlane );
|
|
void Draw();
|
|
|
|
cplane_t m_ReflectionPlane;
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// view of a single entity by itself
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes draw flags for the engine to build its world surface lists
|
|
//-----------------------------------------------------------------------------
|
|
static inline unsigned long BuildEngineDrawWorldListFlags( unsigned nDrawFlags )
|
|
{
|
|
unsigned long nEngineFlags = 0;
|
|
|
|
if ( ( nDrawFlags & DF_SKIP_WORLD ) == 0 )
|
|
{
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_WORLD_GEOMETRY;
|
|
}
|
|
|
|
if ( ( nDrawFlags & DF_SKIP_WORLD_DECALS_AND_OVERLAYS ) == 0 )
|
|
{
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_DECALS_AND_OVERLAYS;
|
|
}
|
|
|
|
if ( nDrawFlags & DF_DRAWSKYBOX )
|
|
{
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_SKYBOX;
|
|
}
|
|
|
|
if ( nDrawFlags & DF_RENDER_ABOVEWATER )
|
|
{
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_STRICTLYABOVEWATER;
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_INTERSECTSWATER;
|
|
}
|
|
|
|
if ( nDrawFlags & DF_RENDER_UNDERWATER )
|
|
{
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_STRICTLYUNDERWATER;
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_INTERSECTSWATER;
|
|
}
|
|
|
|
if ( nDrawFlags & DF_RENDER_WATER )
|
|
{
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_WATERSURFACE;
|
|
}
|
|
|
|
if( nDrawFlags & DF_CLIP_SKYBOX )
|
|
{
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_CLIPSKYBOX;
|
|
}
|
|
|
|
if( nDrawFlags & DF_SHADOW_DEPTH_MAP )
|
|
{
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_SHADOWDEPTH;
|
|
nEngineFlags &= ~DRAWWORLDLISTS_DRAW_DECALS_AND_OVERLAYS;
|
|
}
|
|
|
|
if( nDrawFlags & DF_RENDER_REFRACTION )
|
|
{
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_REFRACTION;
|
|
}
|
|
|
|
if( nDrawFlags & DF_RENDER_REFLECTION )
|
|
{
|
|
nEngineFlags |= DRAWWORLDLISTS_DRAW_REFLECTION;
|
|
}
|
|
|
|
return nEngineFlags;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
static void SetClearColorToFogColor()
|
|
{
|
|
unsigned char ucFogColor[3];
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->GetFogColor( ucFogColor );
|
|
if( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
|
|
{
|
|
// @MULTICORE (toml 8/16/2006): Find a way to not do this twice in eye above water case
|
|
float scale = LinearToGammaFullRange( pRenderContext->GetToneMappingScaleLinear().x );
|
|
ucFogColor[0] *= scale;
|
|
ucFogColor[1] *= scale;
|
|
ucFogColor[2] *= scale;
|
|
}
|
|
pRenderContext->ClearColor4ub( ucFogColor[0], ucFogColor[1], ucFogColor[2], 255 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Precache of necessary materials
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifdef HL2_CLIENT_DLL
|
|
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheViewRender )
|
|
PRECACHE( MATERIAL, "scripted/intro_screenspaceeffect" )
|
|
PRECACHE_REGISTER_END()
|
|
#endif
|
|
|
|
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecachePostProcessingEffects )
|
|
PRECACHE( MATERIAL, "dev/blurfiltery_and_add_nohdr" )
|
|
PRECACHE( MATERIAL, "dev/blurfilterx" )
|
|
PRECACHE( MATERIAL, "dev/blurfilterx_nohdr" )
|
|
PRECACHE( MATERIAL, "dev/blurfiltery" )
|
|
PRECACHE( MATERIAL, "dev/blurfiltery_nohdr" )
|
|
PRECACHE( MATERIAL, "dev/blurfiltery_nohdr_clear" )
|
|
PRECACHE( MATERIAL, "dev/bloomadd" )
|
|
PRECACHE( MATERIAL, "dev/downsample" )
|
|
PRECACHE( MATERIAL, "dev/downsample_non_hdr" )
|
|
PRECACHE( MATERIAL, "dev/no_pixel_write" )
|
|
PRECACHE( MATERIAL, "dev/lumcompare" )
|
|
PRECACHE( MATERIAL, "dev/floattoscreen_combine" )
|
|
PRECACHE( MATERIAL, "dev/copyfullframefb_vanilla" )
|
|
PRECACHE( MATERIAL, "dev/copyfullframefb" )
|
|
PRECACHE( MATERIAL, "dev/engine_post" )
|
|
PRECACHE( MATERIAL, "dev/engine_post_splitscreen" )
|
|
PRECACHE( MATERIAL, "dev/motion_blur" )
|
|
PRECACHE( MATERIAL, "dev/depth_of_field" )
|
|
PRECACHE( MATERIAL, "dev/blurgaussian_3x3" )
|
|
PRECACHE( MATERIAL, "dev/fade_blur" )
|
|
#if defined( INFESTED_DLL )
|
|
PRECACHE( MATERIAL, "dev/glow_color" )
|
|
PRECACHE( MATERIAL, "dev/glow_downsample" )
|
|
PRECACHE( MATERIAL, "dev/glow_blur_x" )
|
|
PRECACHE( MATERIAL, "dev/glow_blur_y" )
|
|
PRECACHE( MATERIAL, "dev/halo_add_to_screen" )
|
|
#endif // INFESTED_DLL
|
|
#if defined( INFESTED_DLL )
|
|
PRECACHE( MATERIAL, "engine/writestencil" )
|
|
#endif // INFSETED_DLL
|
|
PRECACHE_REGISTER_END( )
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Accessors to return the current view being rendered
|
|
//-----------------------------------------------------------------------------
|
|
const Vector &CurrentViewOrigin()
|
|
{
|
|
Assert( s_bCanAccessCurrentView );
|
|
return g_vecCurrentRenderOrigin;
|
|
}
|
|
|
|
const QAngle &CurrentViewAngles()
|
|
{
|
|
Assert( s_bCanAccessCurrentView );
|
|
return g_vecCurrentRenderAngles;
|
|
}
|
|
|
|
const Vector &CurrentViewForward()
|
|
{
|
|
Assert( s_bCanAccessCurrentView );
|
|
return g_vecCurrentVForward;
|
|
}
|
|
|
|
const Vector &CurrentViewRight()
|
|
{
|
|
Assert( s_bCanAccessCurrentView );
|
|
return g_vecCurrentVRight;
|
|
}
|
|
|
|
const Vector &CurrentViewUp()
|
|
{
|
|
Assert( s_bCanAccessCurrentView );
|
|
return g_vecCurrentVUp;
|
|
}
|
|
|
|
const VMatrix &CurrentWorldToViewMatrix()
|
|
{
|
|
Assert( s_bCanAccessCurrentView );
|
|
return g_matCurrentCamInverse;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods to set the current view/guard access to view parameters
|
|
//-----------------------------------------------------------------------------
|
|
void AllowCurrentViewAccess( bool allow )
|
|
{
|
|
s_bCanAccessCurrentView = allow;
|
|
}
|
|
|
|
bool IsCurrentViewAccessAllowed()
|
|
{
|
|
return s_bCanAccessCurrentView;
|
|
}
|
|
|
|
static ConVar mat_lpreview_mode( "mat_lpreview_mode", "-1", FCVAR_CHEAT );
|
|
void SetupCurrentView( const Vector &vecOrigin, const QAngle &angles, view_id_t viewID, bool bDrawWorldNormal = false, bool bCullFrontFaces = false )
|
|
{
|
|
// Store off view origin and angles
|
|
g_vecCurrentRenderOrigin = vecOrigin;
|
|
g_vecCurrentRenderAngles = angles;
|
|
|
|
// Compute the world->main camera transform
|
|
ComputeCameraVariables( vecOrigin, angles,
|
|
&g_vecCurrentVForward, &g_vecCurrentVRight, &g_vecCurrentVUp, &g_matCurrentCamInverse );
|
|
|
|
g_CurrentViewID = viewID;
|
|
AllowCurrentViewAccess( true );
|
|
|
|
// Cache off fade distances
|
|
float flScreenFadeMinSize, flScreenFadeMaxSize;
|
|
view->GetScreenFadeDistances( &flScreenFadeMinSize, &flScreenFadeMaxSize );
|
|
modelinfo->SetViewScreenFadeRange( flScreenFadeMinSize, flScreenFadeMaxSize );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_WRITE_DEPTH_TO_DESTALPHA, ((viewID == VIEW_MAIN) || (viewID == VIEW_3DSKY)) ? 1 : 0 );
|
|
|
|
|
|
if ( bDrawWorldNormal )
|
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING, ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH );
|
|
|
|
if ( mat_lpreview_mode.GetInt() != -1 )
|
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING, mat_lpreview_mode.GetInt() );
|
|
|
|
if ( bCullFrontFaces )
|
|
{
|
|
pRenderContext->FlipCulling( true );
|
|
}
|
|
}
|
|
|
|
view_id_t CurrentViewID()
|
|
{
|
|
Assert( g_CurrentViewID != VIEW_ILLEGAL );
|
|
return ( view_id_t )g_CurrentViewID;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Portal views are considered 'Main' views. This function tests a view id
|
|
// against all view ids used by portal renderables, as well as the main view.
|
|
//-----------------------------------------------------------------------------
|
|
bool IsMainView ( view_id_t id )
|
|
{
|
|
|
|
return (id == VIEW_MAIN);
|
|
|
|
}
|
|
|
|
void FinishCurrentView()
|
|
{
|
|
AllowCurrentViewAccess( false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor
|
|
//-----------------------------------------------------------------------------
|
|
void CSimpleRenderExecutor::AddView( CRendering3dView *pView )
|
|
{
|
|
CBase3dView *pPrevRenderer = m_pMainView->SetActiveRenderer( pView );
|
|
pView->Draw();
|
|
m_pMainView->SetActiveRenderer( pPrevRenderer );
|
|
}
|
|
|
|
|
|
#if !defined( INFESTED_DLL )
|
|
static CViewRender g_ViewRender;
|
|
IViewRender *GetViewRenderInstance()
|
|
{
|
|
return &g_ViewRender;
|
|
}
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CViewRender::CViewRender()
|
|
: m_SimpleExecutor( this )
|
|
{
|
|
m_flCheapWaterStartDistance = 0.0f;
|
|
m_flCheapWaterEndDistance = 0.1f;
|
|
m_BaseDrawFlags = 0;
|
|
m_pActiveRenderer = NULL;
|
|
m_pCurrentlyDrawingEntity = NULL;
|
|
m_bAllowViewAccess = false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CViewRender::ShouldDrawEntities( void )
|
|
{
|
|
return ( !m_pDrawEntities || (m_pDrawEntities->GetInt() != 0) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check all conditions which would prevent drawing the view model
|
|
// Input : drawViewmodel -
|
|
// *viewmodel -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CViewRender::ShouldDrawViewModel( bool bDrawViewmodel )
|
|
{
|
|
if ( !bDrawViewmodel )
|
|
return false;
|
|
|
|
if ( !r_drawviewmodel.GetBool() )
|
|
return false;
|
|
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
|
|
if ( !C_BasePlayer::GetLocalPlayer() )
|
|
return false;
|
|
|
|
if ( C_BasePlayer::GetLocalPlayer()->ShouldDrawLocalPlayer() )
|
|
return false;
|
|
|
|
if ( !ShouldDrawEntities() )
|
|
return false;
|
|
|
|
if ( render->GetViewEntity() > gpGlobals->maxClients )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CViewRender::UpdateRefractIfNeededByList( CViewModelRenderablesList::RenderGroups_t &list )
|
|
{
|
|
int nCount = list.Count();
|
|
for( int i=0; i < nCount; ++i )
|
|
{
|
|
IClientRenderable *pRenderable = list[i].m_pRenderable;
|
|
Assert( pRenderable );
|
|
if ( pRenderable->GetRenderFlags() & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB )
|
|
{
|
|
UpdateRefractTexture();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::DrawRenderablesInList( CViewModelRenderablesList::RenderGroups_t &renderGroups, int flags )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
#if defined( DBGFLAG_ASSERT )
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
#endif
|
|
Assert( m_pCurrentlyDrawingEntity == NULL );
|
|
int nCount = renderGroups.Count();
|
|
for( int i=0; i < nCount; ++i )
|
|
{
|
|
IClientRenderable *pRenderable = renderGroups[i].m_pRenderable;
|
|
Assert( pRenderable );
|
|
|
|
// Non-view models wanting to render in view model list...
|
|
if ( pRenderable->ShouldDraw() )
|
|
{
|
|
Assert( !IsSplitScreenSupported() || pRenderable->ShouldDrawForSplitScreenUser( nSlot ) );
|
|
m_pCurrentlyDrawingEntity = pRenderable->GetIClientUnknown()->GetBaseEntity();
|
|
pRenderable->DrawModel( STUDIO_RENDER | flags, renderGroups[i].m_InstanceData );
|
|
}
|
|
}
|
|
m_pCurrentlyDrawingEntity = NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Actually draw the view model
|
|
// Input : drawViewModel -
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::DrawViewModels( const CViewSetup &view, bool drawViewmodel )
|
|
{
|
|
VPROF( "CViewRender::DrawViewModel" );
|
|
|
|
|
|
|
|
bool bShouldDrawPlayerViewModel = ShouldDrawViewModel( drawViewmodel );
|
|
bool bShouldDrawToolViewModels = ToolsEnabled();
|
|
|
|
if ( !bShouldDrawPlayerViewModel && !bShouldDrawToolViewModels )
|
|
return;
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
#if defined( _X360 )
|
|
pRenderContext->PushVertexShaderGPRAllocation( 32 );
|
|
#endif
|
|
|
|
PIXEVENT( pRenderContext, "DrawViewModels()" );
|
|
|
|
// Restore the matrices
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->PushMatrix();
|
|
|
|
CViewSetup viewModelSetup( view );
|
|
viewModelSetup.zNear = view.zNearViewmodel;
|
|
viewModelSetup.zFar = view.zFarViewmodel;
|
|
viewModelSetup.fov = view.fovViewmodel;
|
|
viewModelSetup.m_flAspectRatio = engine->GetScreenAspectRatio( view.width, view.height );
|
|
|
|
render->Push3DView( viewModelSetup, 0, NULL, GetFrustum() );
|
|
|
|
|
|
const bool bUseDepthHack = true;
|
|
|
|
|
|
// FIXME: Add code to read the current depth range
|
|
float depthmin = 0.0f;
|
|
float depthmax = 1.0f;
|
|
|
|
// HACK HACK: Munge the depth range to prevent view model from poking into walls, etc.
|
|
// Force clipped down range
|
|
if( bUseDepthHack )
|
|
pRenderContext->DepthRange( 0.0f, 0.1f );
|
|
|
|
CViewModelRenderablesList list;
|
|
ClientLeafSystem()->CollateViewModelRenderables( &list );
|
|
CViewModelRenderablesList::RenderGroups_t &opaqueList = list.m_RenderGroups[ CViewModelRenderablesList::VM_GROUP_OPAQUE ];
|
|
CViewModelRenderablesList::RenderGroups_t &translucentList = list.m_RenderGroups[ CViewModelRenderablesList::VM_GROUP_TRANSLUCENT ];
|
|
|
|
if ( ToolsEnabled() && ( !bShouldDrawPlayerViewModel || !bShouldDrawToolViewModels ) )
|
|
{
|
|
int nOpaque = opaqueList.Count();
|
|
for ( int i = nOpaque-1; i >= 0; --i )
|
|
{
|
|
IClientRenderable *pRenderable = opaqueList[ i ].m_pRenderable;
|
|
bool bEntity = pRenderable->GetIClientUnknown()->GetBaseEntity() ? true : false;
|
|
if ( ( bEntity && !bShouldDrawPlayerViewModel ) || ( !bEntity && !bShouldDrawToolViewModels ) )
|
|
{
|
|
opaqueList.FastRemove( i );
|
|
}
|
|
}
|
|
|
|
int nTranslucent = translucentList.Count();
|
|
for ( int i = nTranslucent-1; i >= 0; --i )
|
|
{
|
|
IClientRenderable *pRenderable = translucentList[ i ].m_pRenderable;
|
|
bool bEntity = pRenderable->GetIClientUnknown()->GetBaseEntity() ? true : false;
|
|
if ( ( bEntity && !bShouldDrawPlayerViewModel ) || ( !bEntity && !bShouldDrawToolViewModels ) )
|
|
{
|
|
translucentList.FastRemove( i );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update refract for opaque models & draw
|
|
bool bUpdatedRefractForOpaque = UpdateRefractIfNeededByList( opaqueList );
|
|
DrawRenderablesInList( opaqueList );
|
|
|
|
// Update refract for translucent models (if we didn't already update it above) & draw
|
|
if ( !bUpdatedRefractForOpaque ) // Only do this once for better perf
|
|
{
|
|
UpdateRefractIfNeededByList( translucentList );
|
|
}
|
|
DrawRenderablesInList( translucentList, STUDIO_TRANSPARENCY );
|
|
|
|
// Reset the depth range to the original values
|
|
if( bUseDepthHack )
|
|
pRenderContext->DepthRange( depthmin, depthmax );
|
|
|
|
render->PopView( GetFrustum() );
|
|
|
|
// Restore the matrices
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->PopMatrix();
|
|
|
|
#if defined( _X360 )
|
|
pRenderContext->PopVertexShaderGPRAllocation();
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CViewRender::ShouldDrawBrushModels( void )
|
|
{
|
|
if ( m_pDrawBrushModels && !m_pDrawBrushModels->GetInt() )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Performs screen space effects, if any
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::PerformScreenSpaceEffects( int x, int y, int w, int h )
|
|
{
|
|
VPROF("CViewRender::PerformScreenSpaceEffects()");
|
|
|
|
// FIXME: Screen-space effects are busted in the editor
|
|
if ( engine->IsHammerRunning() )
|
|
return;
|
|
|
|
g_pScreenSpaceEffects->RenderEffects( x, y, w, h );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the screen space effect material (can't be done during rendering)
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::SetScreenOverlayMaterial( IMaterial *pMaterial )
|
|
{
|
|
m_ScreenOverlayMaterial.Init( pMaterial );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
IMaterial *CViewRender::GetScreenOverlayMaterial( )
|
|
{
|
|
return m_ScreenOverlayMaterial;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Performs screen space effects, if any
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::PerformScreenOverlay( int x, int y, int w, int h )
|
|
{
|
|
VPROF("CViewRender::PerformScreenOverlay()");
|
|
|
|
if (m_ScreenOverlayMaterial)
|
|
{
|
|
if ( m_ScreenOverlayMaterial->NeedsFullFrameBufferTexture() )
|
|
{
|
|
DrawScreenEffectMaterial( m_ScreenOverlayMaterial, x, y, w, h );
|
|
}
|
|
else if ( m_ScreenOverlayMaterial->NeedsPowerOfTwoFrameBufferTexture() )
|
|
{
|
|
// First copy the FB off to the offscreen texture
|
|
UpdateRefractTexture( x, y, w, h, true );
|
|
|
|
// Now draw the entire screen using the material...
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
ITexture *pTexture = GetPowerOfTwoFrameBufferTexture( );
|
|
int sw = pTexture->GetActualWidth();
|
|
int sh = pTexture->GetActualHeight();
|
|
pRenderContext->DrawScreenSpaceRectangle( m_ScreenOverlayMaterial, x, y, w, h,
|
|
0, 0, sw-1, sh-1, sw, sh );
|
|
}
|
|
else
|
|
{
|
|
byte color[4] = { 255, 255, 255, 255 };
|
|
render->ViewDrawFade( color, m_ScreenOverlayMaterial );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CViewRender::DrawUnderwaterOverlay( void )
|
|
{
|
|
IMaterial *pOverlayMat = m_UnderWaterOverlayMaterial;
|
|
|
|
if ( pOverlayMat )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
int x, y, w, h;
|
|
|
|
pRenderContext->GetViewport( x, y, w, h );
|
|
if ( pOverlayMat->NeedsFullFrameBufferTexture() )
|
|
{
|
|
DrawScreenEffectMaterial( pOverlayMat, x, y, w, h );
|
|
}
|
|
else if ( pOverlayMat->NeedsPowerOfTwoFrameBufferTexture() )
|
|
{
|
|
// First copy the FB off to the offscreen texture
|
|
UpdateRefractTexture( x, y, w, h, true );
|
|
|
|
// Now draw the entire screen using the material...
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
ITexture *pTexture = GetPowerOfTwoFrameBufferTexture( );
|
|
int sw = pTexture->GetActualWidth();
|
|
int sh = pTexture->GetActualHeight();
|
|
pRenderContext->DrawScreenSpaceRectangle( pOverlayMat, x, y, w, h,
|
|
0, 0, sw-1, sh-1, sw, sh );
|
|
}
|
|
else
|
|
{
|
|
pRenderContext->DrawScreenSpaceRectangle( pOverlayMat, x, y, w, h,
|
|
0, 0, 1, 1, 1, 1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the min/max fade distances
|
|
//-----------------------------------------------------------------------------
|
|
static ConVar r_fade360style( "r_fade360style", "1" );
|
|
void CViewRender::GetScreenFadeDistances( float *pMin, float *pMax )
|
|
{
|
|
if ( pMin )
|
|
{
|
|
*pMin = m_FadeData.m_flPixelMin;
|
|
}
|
|
|
|
if ( pMax )
|
|
{
|
|
*pMax = m_FadeData.m_flPixelMax;
|
|
}
|
|
|
|
// A complete, brutal hack, necessitated by our next-week ship date.
|
|
// On the 360, we use fade distances to deal with splitscreen.
|
|
// The tuning is such that the numbers used are correct for 720p.
|
|
// We are not doing this optimization to save on fillrate; instead we are doing it
|
|
// to save on CPU. Therefore, specifying the fades in terms of pixels is not correct.
|
|
// If we're not running @ 720p, then we will recompute a new number based on screen res ratio.
|
|
if ( IsX360() || r_fade360style.GetInt() )
|
|
{
|
|
int screenWidth, screenHeight;
|
|
g_pMaterialSystem->GetBackBufferDimensions( screenWidth, screenHeight );
|
|
if ( screenHeight != 720 )
|
|
{
|
|
float flRatio = (float)screenHeight / 720.0f;
|
|
if ( pMin )
|
|
{
|
|
*pMin *= flRatio;
|
|
}
|
|
if ( pMax )
|
|
{
|
|
*pMax *= flRatio;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void CViewRender::OnScreenFadeMinSize( const CCommand &args )
|
|
{
|
|
if ( args.ArgC() < 2 )
|
|
return;
|
|
|
|
m_FadeData.m_flPixelMin = atof( args[1] ) * 1000.0f;
|
|
}
|
|
|
|
void CViewRender::OnScreenFadeMaxSize( const CCommand &args )
|
|
{
|
|
if ( args.ArgC() < 2 )
|
|
return;
|
|
|
|
m_FadeData.m_flPixelMax = atof( args[1] ) * 1000.0f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Initialize the fade data.
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::InitFadeData( void )
|
|
{
|
|
// What system are we running.
|
|
// GetActualCPULevel() returns the cpu_level convar value, even on the 360.
|
|
// L4D knocks down this convar in splitscreen mode to control the fade distances.
|
|
int nSystemLevel = GetActualCPULevel();
|
|
m_FadeData = g_aFadeData[nSystemLevel+1];
|
|
}
|
|
|
|
C_BaseEntity *CViewRender::GetCurrentlyDrawingEntity()
|
|
{
|
|
return m_pCurrentlyDrawingEntity;
|
|
}
|
|
|
|
void CViewRender::SetCurrentlyDrawingEntity( C_BaseEntity *pEnt )
|
|
{
|
|
m_pCurrentlyDrawingEntity = pEnt;
|
|
}
|
|
|
|
bool CViewRender::UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowViewIn )
|
|
{
|
|
VPROF_INCREMENT_COUNTER( "shadow depth textures rendered", 1 );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
#ifdef PIX_ENABLE
|
|
char szPIXEventName[128];
|
|
sprintf( szPIXEventName, "UpdateShadowDepthTexture (%s)", pDepthTexture->GetName() );
|
|
PIXEVENT( pRenderContext, szPIXEventName );
|
|
#endif
|
|
|
|
CRefPtr<CShadowDepthView> pShadowDepthView = new CShadowDepthView( this );
|
|
pShadowDepthView->Setup( shadowViewIn, pRenderTarget, pDepthTexture );
|
|
AddViewToScene( pShadowDepthView );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Renders world and all entities, etc.
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::ViewDrawScene( bool bDrew3dSkybox, SkyboxVisibility_t nSkyboxVisible, const CViewSetup &view,
|
|
int nClearFlags, view_id_t viewID, bool bDrawViewModel, int baseDrawFlags, ViewCustomVisibility_t *pCustomVisibility )
|
|
{
|
|
VPROF( "CViewRender::ViewDrawScene" );
|
|
|
|
// this allows the refract texture to be updated once per *scene* on 360
|
|
// (e.g. once for a monitor scene and once for the main scene)
|
|
g_viewscene_refractUpdateFrame = gpGlobals->framecount - 1;
|
|
|
|
g_pClientShadowMgr->PreRender();
|
|
|
|
// Shadowed flashlights supported on ps_2_b and up...
|
|
if ( ( viewID == VIEW_MAIN ) && ( !view.m_bDrawWorldNormal ) )
|
|
{
|
|
// On the 360, we call this even when we don't have shadow depth textures enabled, so that
|
|
// the flashlight state gets set up properly
|
|
g_pClientShadowMgr->ComputeShadowDepthTextures( view );
|
|
}
|
|
|
|
m_BaseDrawFlags = baseDrawFlags;
|
|
|
|
SetupCurrentView( view.origin, view.angles, viewID, view.m_bDrawWorldNormal, view.m_bCullFrontFaces );
|
|
|
|
// Invoke pre-render methods
|
|
IGameSystem::PreRenderAllSystems();
|
|
|
|
// Start view
|
|
unsigned int visFlags;
|
|
SetupVis( view, visFlags, pCustomVisibility );
|
|
|
|
if ( !bDrew3dSkybox &&
|
|
( nSkyboxVisible == SKYBOX_NOT_VISIBLE ) && ( visFlags & IVRenderView::VIEW_SETUP_VIS_EX_RETURN_FLAGS_USES_RADIAL_VIS ) )
|
|
{
|
|
// This covers the case where we don't see a 3dskybox, yet radial vis is clipping
|
|
// the far plane. Need to clear to fog color in this case.
|
|
nClearFlags |= VIEW_CLEAR_COLOR;
|
|
SetClearColorToFogColor( );
|
|
}
|
|
|
|
bool drawSkybox = r_skybox.GetBool();
|
|
if ( bDrew3dSkybox || ( nSkyboxVisible == SKYBOX_NOT_VISIBLE ) )
|
|
{
|
|
drawSkybox = false;
|
|
}
|
|
|
|
ParticleMgr()->IncrementFrameCode();
|
|
|
|
DrawWorldAndEntities( drawSkybox, view, nClearFlags, pCustomVisibility );
|
|
|
|
// Disable fog for the rest of the stuff
|
|
DisableFog();
|
|
|
|
// UNDONE: Don't do this with masked brush models, they should probably be in a separate list
|
|
// render->DrawMaskEntities()
|
|
|
|
// Here are the overlays...
|
|
|
|
if ( !view.m_bDrawWorldNormal )
|
|
{
|
|
CGlowOverlay::DrawOverlays( view.m_bCacheFullSceneState );
|
|
}
|
|
|
|
// issue the pixel visibility tests
|
|
if ( IsMainView( CurrentViewID() ) && !view.m_bDrawWorldNormal )
|
|
{
|
|
PixelVisibility_EndCurrentView();
|
|
}
|
|
|
|
// Draw rain..
|
|
DrawPrecipitation();
|
|
|
|
|
|
// Draw volumetrics for shadowed flashlights
|
|
if ( r_flashlightvolumetrics.GetBool() && (viewID != VIEW_SHADOW_DEPTH_TEXTURE) && !view.m_bDrawWorldNormal )
|
|
{
|
|
g_pClientShadowMgr->DrawVolumetrics( view );
|
|
}
|
|
|
|
|
|
// Make sure sound doesn't stutter
|
|
engine->Sound_ExtraUpdate();
|
|
|
|
// Debugging info goes over the top
|
|
CDebugViewRender::Draw3DDebuggingInfo( view );
|
|
|
|
// Draw client side effects
|
|
// NOTE: These are not sorted against the rest of the frame
|
|
clienteffects->DrawEffects( gpGlobals->frametime );
|
|
|
|
// Mark the frame as locked down for client fx additions
|
|
SetFXCreationAllowed( false );
|
|
|
|
// Invoke post-render methods
|
|
IGameSystem::PostRenderAllSystems();
|
|
|
|
FinishCurrentView();
|
|
|
|
// Free shadow depth textures for use in future view
|
|
if ( ( viewID == VIEW_MAIN ) && ( !view.m_bDrawWorldNormal ) )
|
|
{
|
|
g_pClientShadowMgr->UnlockAllShadowDepthTextures();
|
|
}
|
|
|
|
// Set int rendering parameters back to defaults
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING, 0 );
|
|
|
|
if ( view.m_bCullFrontFaces )
|
|
{
|
|
pRenderContext->FlipCulling( false );
|
|
}
|
|
}
|
|
|
|
void CheckAndTransitionColor( float flPercent, float *pColor, float *pLerpToColor )
|
|
{
|
|
if ( pLerpToColor[0] != pColor[0] || pLerpToColor[1] != pColor[1] || pLerpToColor[2] != pColor[2] )
|
|
{
|
|
float flDestColor[3];
|
|
|
|
flDestColor[0] = pLerpToColor[0];
|
|
flDestColor[1] = pLerpToColor[1];
|
|
flDestColor[2] = pLerpToColor[2];
|
|
|
|
pColor[0] = FLerp( pColor[0], flDestColor[0], flPercent );
|
|
pColor[1] = FLerp( pColor[1], flDestColor[1], flPercent );
|
|
pColor[2] = FLerp( pColor[2], flDestColor[2], flPercent );
|
|
}
|
|
else
|
|
{
|
|
pColor[0] = pLerpToColor[0];
|
|
pColor[1] = pLerpToColor[1];
|
|
pColor[2] = pLerpToColor[2];
|
|
}
|
|
}
|
|
|
|
static void GetFogColorTransition( fogparams_t *pFogParams, float *pColorPrimary, float *pColorSecondary )
|
|
{
|
|
if ( !pFogParams )
|
|
return;
|
|
|
|
if ( pFogParams->lerptime >= gpGlobals->curtime )
|
|
{
|
|
float flPercent = 1.0f - (( pFogParams->lerptime - gpGlobals->curtime ) / pFogParams->duration );
|
|
|
|
float flPrimaryColorLerp[3] = { pFogParams->colorPrimaryLerpTo.GetR(), pFogParams->colorPrimaryLerpTo.GetG(), pFogParams->colorPrimaryLerpTo.GetB() };
|
|
float flSecondaryColorLerp[3] = { pFogParams->colorSecondaryLerpTo.GetR(), pFogParams->colorSecondaryLerpTo.GetG(), pFogParams->colorSecondaryLerpTo.GetB() };
|
|
|
|
CheckAndTransitionColor( flPercent, pColorPrimary, flPrimaryColorLerp );
|
|
CheckAndTransitionColor( flPercent, pColorSecondary, flSecondaryColorLerp );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the fog color to use in rendering the current frame.
|
|
//-----------------------------------------------------------------------------
|
|
static void GetFogColor( fogparams_t *pFogParams, float *pColor, bool ignoreOverride, bool ignoreHDRColorScale )
|
|
{
|
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pbp || !pFogParams )
|
|
return;
|
|
|
|
bool bFogOverride = fog_override.GetBool() && !ignoreOverride;
|
|
float HDRColorScale;
|
|
if( bFogOverride && (fog_hdrcolorscale.GetFloat() != -1.0f) )
|
|
{
|
|
HDRColorScale = fog_hdrcolorscale.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
HDRColorScale = pFogParams->HDRColorScale;
|
|
}
|
|
|
|
pColor[0] = pColor[1] = pColor[2] = -1.0f;
|
|
const char *fogColorString = fog_color.GetString();
|
|
if( bFogOverride && fogColorString )
|
|
{
|
|
sscanf( fogColorString, "%f %f %f", pColor, pColor+1, pColor+2 );
|
|
}
|
|
|
|
if( (pColor[0] == -1.0f) && (pColor[1] == -1.0f) && (pColor[2] == -1.0f) ) //if not overriding fog, or if we get non-overridden fog color values
|
|
{
|
|
float flPrimaryColor[3] = { pFogParams->colorPrimary.GetR(), pFogParams->colorPrimary.GetG(), pFogParams->colorPrimary.GetB() };
|
|
float flSecondaryColor[3] = { pFogParams->colorSecondary.GetR(), pFogParams->colorSecondary.GetG(), pFogParams->colorSecondary.GetB() };
|
|
|
|
GetFogColorTransition( pFogParams, flPrimaryColor, flSecondaryColor );
|
|
|
|
if( pFogParams->blend )
|
|
{
|
|
//
|
|
// Blend between two fog colors based on viewing angle.
|
|
// The secondary fog color is at 180 degrees to the primary fog color.
|
|
//
|
|
Vector forward;
|
|
pbp->EyeVectors( &forward, NULL, NULL );
|
|
|
|
Vector vNormalized = pFogParams->dirPrimary;
|
|
VectorNormalize( vNormalized );
|
|
pFogParams->dirPrimary = vNormalized;
|
|
|
|
float flBlendFactor = 0.5 * forward.Dot( pFogParams->dirPrimary ) + 0.5;
|
|
|
|
// FIXME: convert to linear colorspace
|
|
pColor[0] = flPrimaryColor[0] * flBlendFactor + flSecondaryColor[0] * ( 1 - flBlendFactor );
|
|
pColor[1] = flPrimaryColor[1] * flBlendFactor + flSecondaryColor[1] * ( 1 - flBlendFactor );
|
|
pColor[2] = flPrimaryColor[2] * flBlendFactor + flSecondaryColor[2] * ( 1 - flBlendFactor );
|
|
}
|
|
else
|
|
{
|
|
pColor[0] = flPrimaryColor[0];
|
|
pColor[1] = flPrimaryColor[1];
|
|
pColor[2] = flPrimaryColor[2];
|
|
}
|
|
}
|
|
|
|
if ( !ignoreHDRColorScale && g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
|
|
{
|
|
VectorScale( pColor, HDRColorScale, pColor );
|
|
}
|
|
|
|
VectorScale( pColor, 1.0f / 255.0f, pColor );
|
|
}
|
|
|
|
|
|
static float GetFogStart( fogparams_t *pFogParams, bool ignoreOverride )
|
|
{
|
|
if( !pFogParams )
|
|
return 0.0f;
|
|
|
|
if( fog_override.GetInt() && !ignoreOverride )
|
|
{
|
|
if( fog_start.GetFloat() == -1.0f )
|
|
{
|
|
return pFogParams->start;
|
|
}
|
|
else
|
|
{
|
|
return fog_start.GetFloat();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pFogParams->lerptime > gpGlobals->curtime )
|
|
{
|
|
if ( pFogParams->start != pFogParams->startLerpTo )
|
|
{
|
|
if ( pFogParams->lerptime > gpGlobals->curtime )
|
|
{
|
|
float flPercent = 1.0f - (( pFogParams->lerptime - gpGlobals->curtime ) / pFogParams->duration );
|
|
|
|
return FLerp( pFogParams->start, pFogParams->startLerpTo, flPercent );
|
|
}
|
|
else
|
|
{
|
|
if ( pFogParams->start != pFogParams->startLerpTo )
|
|
{
|
|
pFogParams->start = pFogParams->startLerpTo;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return pFogParams->start;
|
|
}
|
|
}
|
|
|
|
static float GetFogEnd( fogparams_t *pFogParams, bool ignoreOverride )
|
|
{
|
|
if( !pFogParams )
|
|
return 0.0f;
|
|
|
|
if( fog_override.GetInt() && !ignoreOverride )
|
|
{
|
|
if( fog_end.GetFloat() == -1.0f )
|
|
{
|
|
return pFogParams->end;
|
|
}
|
|
else
|
|
{
|
|
return fog_end.GetFloat();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pFogParams->lerptime > gpGlobals->curtime )
|
|
{
|
|
if ( pFogParams->end != pFogParams->endLerpTo )
|
|
{
|
|
if ( pFogParams->lerptime > gpGlobals->curtime )
|
|
{
|
|
float flPercent = 1.0f - (( pFogParams->lerptime - gpGlobals->curtime ) / pFogParams->duration );
|
|
|
|
return FLerp( pFogParams->end, pFogParams->endLerpTo, flPercent );
|
|
}
|
|
else
|
|
{
|
|
if ( pFogParams->end != pFogParams->endLerpTo )
|
|
{
|
|
pFogParams->end = pFogParams->endLerpTo;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return pFogParams->end;
|
|
}
|
|
}
|
|
|
|
static bool GetFogEnable( fogparams_t *pFogParams, bool ignoreOverride )
|
|
{
|
|
if ( cl_leveloverview.GetFloat() > 0 )
|
|
return false;
|
|
|
|
// Ask the clientmode
|
|
if ( GetClientMode()->ShouldDrawFog() == false )
|
|
return false;
|
|
|
|
if( fog_override.GetInt() && !ignoreOverride )
|
|
{
|
|
if( fog_enable.GetInt() )
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( pFogParams )
|
|
return pFogParams->enable != false;
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
static float GetFogMaxDensity( fogparams_t *pFogParams, bool ignoreOverride )
|
|
{
|
|
if( !pFogParams )
|
|
return 1.0f;
|
|
|
|
if ( cl_leveloverview.GetFloat() > 0 )
|
|
return 1.0f;
|
|
|
|
// Ask the clientmode
|
|
if ( !GetClientMode()->ShouldDrawFog() )
|
|
return 1.0f;
|
|
|
|
if ( fog_override.GetInt() && !ignoreOverride )
|
|
{
|
|
if ( fog_maxdensity.GetFloat() == -1.0f )
|
|
return pFogParams->maxdensity;
|
|
else
|
|
return fog_maxdensity.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
if ( pFogParams->lerptime > gpGlobals->curtime )
|
|
{
|
|
if ( pFogParams->maxdensity != pFogParams->maxdensityLerpTo )
|
|
{
|
|
if ( pFogParams->lerptime > gpGlobals->curtime )
|
|
{
|
|
float flPercent = 1.0f - (( pFogParams->lerptime - gpGlobals->curtime ) / pFogParams->duration );
|
|
|
|
return FLerp( pFogParams->maxdensity, pFogParams->maxdensityLerpTo, flPercent );
|
|
}
|
|
else
|
|
{
|
|
if ( pFogParams->maxdensity != pFogParams->maxdensityLerpTo )
|
|
{
|
|
pFogParams->maxdensity = pFogParams->maxdensityLerpTo;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return pFogParams->maxdensity;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the skybox fog color to use in rendering the current frame.
|
|
//-----------------------------------------------------------------------------
|
|
static void GetSkyboxFogColor( float *pColor, bool ignoreOverride, bool ignoreHDRColorScale )
|
|
{
|
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer();
|
|
if( !pbp )
|
|
{
|
|
return;
|
|
}
|
|
CPlayerLocalData *local = &pbp->m_Local;
|
|
|
|
bool bFogOverride = fog_override.GetBool() && !ignoreOverride;
|
|
float HDRColorScale;
|
|
if( bFogOverride && (fog_hdrcolorscaleskybox.GetFloat() != -1.0f) )
|
|
{
|
|
HDRColorScale = fog_hdrcolorscaleskybox.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
HDRColorScale = local->m_skybox3d.fog.HDRColorScale;
|
|
}
|
|
|
|
pColor[0] = pColor[1] = pColor[2] = -1.0f;
|
|
const char *fogColorString = fog_colorskybox.GetString();
|
|
if( bFogOverride && fogColorString )
|
|
{
|
|
sscanf( fogColorString, "%f %f %f", pColor, pColor+1, pColor+2 );
|
|
}
|
|
|
|
|
|
if( (pColor[0] == -1.0f) && (pColor[1] == -1.0f) && (pColor[2] == -1.0f) ) //if not overriding fog, or if we get non-overridden fog color values
|
|
{
|
|
if( local->m_skybox3d.fog.blend )
|
|
{
|
|
//
|
|
// Blend between two fog colors based on viewing angle.
|
|
// The secondary fog color is at 180 degrees to the primary fog color.
|
|
//
|
|
Vector forward;
|
|
pbp->EyeVectors( &forward, NULL, NULL );
|
|
|
|
Vector vNormalized = local->m_skybox3d.fog.dirPrimary;
|
|
VectorNormalize( vNormalized );
|
|
local->m_skybox3d.fog.dirPrimary = vNormalized;
|
|
|
|
float flBlendFactor = 0.5 * forward.Dot( local->m_skybox3d.fog.dirPrimary ) + 0.5;
|
|
|
|
// FIXME: convert to linear colorspace
|
|
pColor[0] = local->m_skybox3d.fog.colorPrimary.GetR() * flBlendFactor + local->m_skybox3d.fog.colorSecondary.GetR() * ( 1 - flBlendFactor );
|
|
pColor[1] = local->m_skybox3d.fog.colorPrimary.GetG() * flBlendFactor + local->m_skybox3d.fog.colorSecondary.GetG() * ( 1 - flBlendFactor );
|
|
pColor[2] = local->m_skybox3d.fog.colorPrimary.GetB() * flBlendFactor + local->m_skybox3d.fog.colorSecondary.GetB() * ( 1 - flBlendFactor );
|
|
}
|
|
else
|
|
{
|
|
pColor[0] = local->m_skybox3d.fog.colorPrimary.GetR();
|
|
pColor[1] = local->m_skybox3d.fog.colorPrimary.GetG();
|
|
pColor[2] = local->m_skybox3d.fog.colorPrimary.GetB();
|
|
}
|
|
}
|
|
|
|
if ( !ignoreHDRColorScale && g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
|
|
{
|
|
VectorScale( pColor, HDRColorScale, pColor );
|
|
}
|
|
VectorScale( pColor, 1.0f / 255.0f, pColor );
|
|
}
|
|
|
|
|
|
static float GetSkyboxFogStart( bool ignoreOverride )
|
|
{
|
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer();
|
|
if( !pbp )
|
|
{
|
|
return 0.0f;
|
|
}
|
|
CPlayerLocalData *local = &pbp->m_Local;
|
|
|
|
if( fog_override.GetInt() && !ignoreOverride )
|
|
{
|
|
if( fog_startskybox.GetFloat() == -1.0f )
|
|
{
|
|
return local->m_skybox3d.fog.start;
|
|
}
|
|
else
|
|
{
|
|
return fog_startskybox.GetFloat();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return local->m_skybox3d.fog.start;
|
|
}
|
|
}
|
|
|
|
static float GetSkyboxFogEnd( bool ignoreOverride )
|
|
{
|
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer();
|
|
if( !pbp )
|
|
{
|
|
return 0.0f;
|
|
}
|
|
CPlayerLocalData *local = &pbp->m_Local;
|
|
|
|
if( fog_override.GetInt() && !ignoreOverride )
|
|
{
|
|
if( fog_endskybox.GetFloat() == -1.0f )
|
|
{
|
|
return local->m_skybox3d.fog.end;
|
|
}
|
|
else
|
|
{
|
|
return fog_endskybox.GetFloat();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return local->m_skybox3d.fog.end;
|
|
}
|
|
}
|
|
|
|
|
|
static float GetSkyboxFogMaxDensity( bool ignoreOverride )
|
|
{
|
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pbp )
|
|
return 1.0f;
|
|
|
|
CPlayerLocalData *local = &pbp->m_Local;
|
|
|
|
if ( cl_leveloverview.GetFloat() > 0 )
|
|
return 1.0f;
|
|
|
|
// Ask the clientmode
|
|
if ( !GetClientMode()->ShouldDrawFog() )
|
|
return 1.0f;
|
|
|
|
if ( fog_override.GetInt() && !ignoreOverride )
|
|
{
|
|
if ( fog_maxdensityskybox.GetFloat() == -1.0f )
|
|
return local->m_skybox3d.fog.maxdensity;
|
|
else
|
|
return fog_maxdensityskybox.GetFloat();
|
|
}
|
|
else
|
|
return local->m_skybox3d.fog.maxdensity;
|
|
}
|
|
|
|
|
|
|
|
|
|
void CViewRender::DisableFog( void )
|
|
{
|
|
VPROF("CViewRander::DisableFog()");
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->FogMode( MATERIAL_FOG_NONE );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::SetupVis( const CViewSetup& view, unsigned int &visFlags, ViewCustomVisibility_t *pCustomVisibility )
|
|
{
|
|
VPROF( "CViewRender::SetupVis" );
|
|
|
|
if ( pCustomVisibility && pCustomVisibility->m_nNumVisOrigins )
|
|
{
|
|
// Pass array or vis origins to merge
|
|
render->ViewSetupVisEx( ShouldForceNoVis(), pCustomVisibility->m_nNumVisOrigins, pCustomVisibility->m_rgVisOrigins, visFlags );
|
|
}
|
|
else
|
|
{
|
|
// Use render origin as vis origin by default
|
|
render->ViewSetupVisEx( ShouldForceNoVis(), 1, &view.origin, visFlags );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Renders voice feedback and other sprites attached to players
|
|
// Input : none
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::RenderPlayerSprites()
|
|
{
|
|
GetClientVoiceMgr()->DrawHeadLabels();
|
|
}
|
|
|
|
void CViewRender::DrawLetterBoxRectangles( int nSlot, const CUtlVector< vrect_t >& vecLetterBoxRectangles )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->Bind( m_WhiteMaterial );
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
|
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, vecLetterBoxRectangles.Count() );
|
|
|
|
Color clr( 0, 0, 0, 255 );
|
|
|
|
float zpos = -99999;
|
|
|
|
for ( int i=0; i<vecLetterBoxRectangles.Count(); ++i )
|
|
{
|
|
const vrect_t &r = vecLetterBoxRectangles[ i ];
|
|
|
|
meshBuilder.Position3f( r.x, r.y, zpos );
|
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a() );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( r.x + r.width, r.y, zpos );
|
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a() );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( r.x + r.width, r.y + r.height, zpos );
|
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a() );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( r.x, r.y + r.height, zpos );
|
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a() );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
1, 2, 3 and 4 are the possible letter box rectangles, if any are needed
|
|
|
|
(x,y)------------------------------------
|
|
| | 2 | |
|
|
| |(view.x,view.y)----| |
|
|
| | | |
|
|
| 1 | | 4 |
|
|
| | | |
|
|
| |___________________|(vright,vbottom)
|
|
| | 3 | |
|
|
|---------------------------------------| (right, bottom)
|
|
| |
|
|
| |
|
|
| |
|
|
| |
|
|
-----------------------------------------
|
|
*/
|
|
void CViewRender::GetLetterBoxRectangles( int nSlot, const CViewSetup &view, CUtlVector< vrect_t >& vecLetterBoxRectangles )
|
|
{
|
|
// This uses the full screen size, not the hud or 3d inset size
|
|
int x, y, w, h;
|
|
VGui_GetPanelBounds( nSlot, x, y, w, h );
|
|
|
|
int right = x + w;
|
|
int bottom = y + h;
|
|
|
|
vrect_t r;
|
|
|
|
int vbottom = view.y + view.height;
|
|
int vright = view.x + view.width;
|
|
|
|
// HACK: Adding in one extra pixel of slop at the border with the inset here...
|
|
|
|
// Need rect # 1?
|
|
if ( view.x != x )
|
|
{
|
|
r.x = x;
|
|
r.y = y;
|
|
r.width = view.x + 1;
|
|
r.height = h;
|
|
|
|
vecLetterBoxRectangles.AddToTail( r );
|
|
}
|
|
|
|
// Need rect # 2?
|
|
if ( view.y != y )
|
|
{
|
|
r.x = view.x;
|
|
r.y = y;
|
|
r.width = view.width;
|
|
r.height = view.y + 1;
|
|
|
|
vecLetterBoxRectangles.AddToTail( r );
|
|
}
|
|
|
|
// Need rect # 3?
|
|
if ( bottom != vbottom )
|
|
{
|
|
r.x = view.x;
|
|
r.y = vbottom - 1;
|
|
r.width = view.width;
|
|
r.height = bottom - vbottom + 1;
|
|
|
|
vecLetterBoxRectangles.AddToTail( r );
|
|
}
|
|
|
|
// Need rect # 4?
|
|
if ( right != vright )
|
|
{
|
|
r.x = vright - 1;
|
|
r.y = y;
|
|
r.width = right - vright + 1;
|
|
r.height = h;
|
|
|
|
vecLetterBoxRectangles.AddToTail( r );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets up, cleans up the main 3D view
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::SetupMain3DView( int nSlot, const CViewSetup &view, const CViewSetup &hudViewSetup, int &nClearFlags, ITexture *pRenderTarget )
|
|
{
|
|
// FIXME: I really want these fields removed from CViewSetup
|
|
// and passed in as independent flags
|
|
// Clear the color here if requested.
|
|
|
|
int nDepthStencilFlags = nClearFlags & ( VIEW_CLEAR_DEPTH | VIEW_CLEAR_STENCIL );
|
|
nClearFlags &= ~( nDepthStencilFlags ); // Clear these flags
|
|
if ( nClearFlags & VIEW_CLEAR_COLOR )
|
|
{
|
|
nClearFlags |= nDepthStencilFlags; // Add them back in if we're clearing color
|
|
}
|
|
|
|
// See if this view needs borders
|
|
CUtlVector< vrect_t > letterbox;
|
|
GetLetterBoxRectangles( nSlot, view, letterbox );
|
|
if ( letterbox.Count() )
|
|
{
|
|
CViewSetup letterBoxViewSetup;
|
|
letterBoxViewSetup.x = 0;
|
|
letterBoxViewSetup.y = 0;
|
|
VGui_GetTrueScreenSize( letterBoxViewSetup.width, letterBoxViewSetup.height );
|
|
render->Push2DView( letterBoxViewSetup, 0, pRenderTarget, GetFrustum() );
|
|
|
|
DrawLetterBoxRectangles( nSlot, letterbox );
|
|
|
|
render->PopView( GetFrustum() );
|
|
}
|
|
|
|
// If we are using HDR, we render to the HDR backbuffer
|
|
// instead of whatever was previously the render target
|
|
if( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT )
|
|
{
|
|
// Indicates that the render target is already HDR
|
|
if ( view.m_bHDRTarget )
|
|
{
|
|
render->Push3DView( view, nClearFlags, pRenderTarget, GetFrustum() );
|
|
}
|
|
else
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_BACK_BUFFER_INDEX, BACK_BUFFER_INDEX_HDR );
|
|
pRenderContext.SafeRelease(); // don't want to hold for long periods in case in a locking active share thread mode
|
|
render->Push3DView( view, nClearFlags, NULL, GetFrustum() );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
render->Push3DView( view, nClearFlags, NULL, GetFrustum() );
|
|
}
|
|
|
|
// If we didn't clear the depth here, we'll need to clear it later
|
|
nClearFlags ^= nDepthStencilFlags; // Toggle these bits
|
|
if ( nClearFlags & VIEW_CLEAR_COLOR )
|
|
{
|
|
// If we cleared the color here, we don't need to clear it later
|
|
nClearFlags &= ~( VIEW_CLEAR_COLOR | VIEW_CLEAR_FULL_TARGET );
|
|
}
|
|
}
|
|
|
|
void CViewRender::CleanupMain3DView( const CViewSetup &view )
|
|
{
|
|
// Make sure we reset from the HDR rendertarget back to the main backbuffer
|
|
if( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_BACK_BUFFER_INDEX, BACK_BUFFER_INDEX_DEFAULT );
|
|
pRenderContext.SafeRelease(); // don't want to hold for long periods in case in a locking active share thread mode
|
|
}
|
|
|
|
render->PopView( GetFrustum() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Queues up an overlay rendering
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw )
|
|
{
|
|
// Can't have 2 in a single scene
|
|
Assert( !m_bDrawOverlay );
|
|
|
|
m_bDrawOverlay = true;
|
|
m_OverlayViewSetup = view;
|
|
m_OverlayClearFlags = nClearFlags;
|
|
m_OverlayDrawFlags = whatToDraw;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force the view to freeze on the next frame for the specified time
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::FreezeFrame( float flFreezeTime )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
int slot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
|
|
if ( flFreezeTime == 0 )
|
|
{
|
|
m_FreezeParams[ slot ].m_flFreezeFrameUntil = 0;
|
|
m_FreezeParams[ slot ].m_bTakeFreezeFrame = false;
|
|
}
|
|
else
|
|
{
|
|
if ( m_FreezeParams[ slot ].m_flFreezeFrameUntil > gpGlobals->curtime )
|
|
{
|
|
m_FreezeParams[ slot ].m_flFreezeFrameUntil += flFreezeTime;
|
|
}
|
|
else
|
|
{
|
|
m_FreezeParams[ slot ].m_flFreezeFrameUntil = gpGlobals->curtime + flFreezeTime;
|
|
m_FreezeParams[ slot ].m_bTakeFreezeFrame = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
const char *COM_GetModDirectory();
|
|
|
|
void PositionHudPanels( CUtlVector< vgui::VPANEL > &list, const CViewSetup &view )
|
|
{
|
|
for ( int i = 0; i < list.Count(); ++i )
|
|
{
|
|
vgui::VPANEL root = list[ i ];
|
|
if ( root != 0 )
|
|
{
|
|
vgui::ipanel()->SetPos( root, view.x, view.y );
|
|
vgui::ipanel()->SetSize( root, view.width, view.height );
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef PARTICLE_USAGE_DEMO
|
|
static ConVar r_particle_demo( "r_particle_demo", "0", FCVAR_CHEAT );
|
|
static CNonDrawingParticleSystem *s_pDemoSystem = NULL;
|
|
|
|
void ParticleUsageDemo( void )
|
|
{
|
|
if ( r_particle_demo.GetInt() )
|
|
{
|
|
if ( ! s_pDemoSystem )
|
|
{
|
|
s_pDemoSystem = ParticleMgr()->CreateNonDrawingEffect( "christest" );
|
|
}
|
|
// draw a bunch of bars
|
|
CParticleCollection *pSystem = s_pDemoSystem->Get();
|
|
for( int i = 0; i < pSystem->m_nActiveParticles; i++ )
|
|
{
|
|
Vector vecColor = pSystem->GetVectorAttributeValue( PARTICLE_ATTRIBUTE_TINT_RGB, i );
|
|
vecColor *= 255.0;
|
|
float flRadius = *( pSystem->GetFloatAttributePtr( PARTICLE_ATTRIBUTE_RADIUS, i ) );
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->ClearColor4ub( vecColor.x, vecColor.y, vecColor.z, 255 );
|
|
pRenderContext->Viewport( 0, i * 20, flRadius, 17 );
|
|
pRenderContext->ClearBuffers( true, true );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// its off
|
|
if ( s_pDemoSystem )
|
|
{
|
|
delete s_pDemoSystem;
|
|
s_pDemoSystem = NULL;
|
|
}
|
|
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This renders the entire 3D view and the in-game hud/viewmodel
|
|
// Input : &view -
|
|
// whatToDraw -
|
|
//-----------------------------------------------------------------------------
|
|
// This renders the entire 3D view.
|
|
void CViewRender::RenderView( const CViewSetup &view, const CViewSetup &hudViewSetup, int nClearFlags, int whatToDraw )
|
|
{
|
|
m_UnderWaterOverlayMaterial.Shutdown(); // underwater view will set
|
|
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
int slot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
|
|
m_CurrentView = view;
|
|
|
|
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, true );
|
|
VPROF( "CViewRender::RenderView" );
|
|
|
|
// Don't want Left4Dead running less than DX 9
|
|
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 90 )
|
|
{
|
|
// We know they were running at least 9.0 when the game started...we check the
|
|
// value in ClientDLL_Init()...so they must be messing with their DirectX settings.
|
|
if ( Q_stricmp( COM_GetModDirectory(), "left4dead" ) == 0 )
|
|
{
|
|
static bool bFirstTime = true;
|
|
if ( bFirstTime )
|
|
{
|
|
bFirstTime = false;
|
|
Msg( "This game has a minimum requirement of Shader Model 2.0 to run properly.\n" );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
{
|
|
// HACK: server-side weapons use the viewmodel model, and client-side weapons swap that out for
|
|
// the world model in DrawModel. This is too late for some bone setup work that happens before
|
|
// DrawModel, so here we just iterate all weapons we know of and fix them up ahead of time.
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
CUtlLinkedList< CBaseCombatWeapon * > &weaponList = C_BaseCombatWeapon::GetWeaponList();
|
|
FOR_EACH_LL( weaponList, it )
|
|
{
|
|
C_BaseCombatWeapon *weapon = weaponList[it];
|
|
if ( !weapon->IsDormant() )
|
|
{
|
|
weapon->EnsureCorrectRenderingModel();
|
|
}
|
|
}
|
|
}
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
ITexture *saveRenderTarget = pRenderContext->GetRenderTarget();
|
|
pRenderContext.SafeRelease(); // don't want to hold for long periods in case in a locking active share thread mode
|
|
|
|
if ( !m_FreezeParams[ slot ].m_bTakeFreezeFrame && m_FreezeParams[ slot ].m_flFreezeFrameUntil > gpGlobals->curtime )
|
|
{
|
|
CRefPtr<CFreezeFrameView> pFreezeFrameView = new CFreezeFrameView( this );
|
|
pFreezeFrameView->Setup( view );
|
|
AddViewToScene( pFreezeFrameView );
|
|
|
|
g_bRenderingView = true;
|
|
AllowCurrentViewAccess( true );
|
|
}
|
|
else
|
|
{
|
|
g_flFreezeFlash[ slot ] = 0.0f;
|
|
|
|
#ifdef USE_MONITORS
|
|
if ( cl_drawmonitors.GetBool() &&
|
|
( ( whatToDraw & RENDERVIEW_SUPPRESSMONITORRENDERING ) == 0 ) )
|
|
{
|
|
DrawMonitors( view );
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
g_bRenderingView = true;
|
|
|
|
RenderPreScene( view );
|
|
|
|
// Must be first
|
|
render->SceneBegin();
|
|
|
|
g_pColorCorrectionMgr->UpdateColorCorrection();
|
|
|
|
// Send the current tonemap scalar to the material system
|
|
UpdateMaterialSystemTonemapScalar();
|
|
|
|
// clear happens here probably
|
|
SetupMain3DView( slot, view, hudViewSetup, nClearFlags, saveRenderTarget );
|
|
|
|
g_pClientShadowMgr->UpdateSplitscreenLocalPlayerShadowSkip();
|
|
|
|
bool bDrew3dSkybox = false;
|
|
SkyboxVisibility_t nSkyboxVisible = SKYBOX_NOT_VISIBLE;
|
|
|
|
// Don't bother with the skybox if we're drawing an ND buffer for the SFM
|
|
if ( !view.m_bDrawWorldNormal )
|
|
{
|
|
// if the 3d skybox world is drawn, then don't draw the normal skybox
|
|
if ( true ) // For pix event
|
|
{
|
|
#if PIX_ENABLE
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
PIXEVENT( pRenderContext, "Skybox Rendering" );
|
|
}
|
|
#endif
|
|
|
|
CSkyboxView *pSkyView = new CSkyboxView( this );
|
|
if ( ( bDrew3dSkybox = pSkyView->Setup( view, &nClearFlags, &nSkyboxVisible ) ) != false )
|
|
{
|
|
AddViewToScene( pSkyView );
|
|
}
|
|
SafeRelease( pSkyView );
|
|
}
|
|
}
|
|
|
|
// Force it to clear the framebuffer if they're in solid space.
|
|
if ( ( nClearFlags & VIEW_CLEAR_COLOR ) == 0 )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
if ( enginetrace->GetPointContents( view.origin ) == CONTENTS_SOLID )
|
|
{
|
|
nClearFlags |= VIEW_CLEAR_COLOR;
|
|
}
|
|
}
|
|
|
|
PreViewDrawScene( view );
|
|
|
|
// Render world and all entities, particles, etc.
|
|
if( !g_pIntroData )
|
|
{
|
|
#if PIX_ENABLE
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
PIXEVENT( pRenderContext, "ViewDrawScene()" );
|
|
}
|
|
#endif
|
|
ViewDrawScene( bDrew3dSkybox, nSkyboxVisible, view, nClearFlags, VIEW_MAIN, whatToDraw & RENDERVIEW_DRAWVIEWMODEL );
|
|
}
|
|
else
|
|
{
|
|
#if PIX_ENABLE
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
PIXEVENT( pRenderContext, "ViewDrawScene_Intro()" );
|
|
}
|
|
#endif
|
|
ViewDrawScene_Intro( view, nClearFlags, *g_pIntroData );
|
|
}
|
|
|
|
// We can still use the 'current view' stuff set up in ViewDrawScene
|
|
AllowCurrentViewAccess( true );
|
|
|
|
PostViewDrawScene( view );
|
|
|
|
engine->DrawPortals();
|
|
|
|
DisableFog();
|
|
|
|
// Finish scene
|
|
render->SceneEnd();
|
|
|
|
// Draw lightsources if enabled
|
|
render->DrawLights();
|
|
|
|
RenderPlayerSprites();
|
|
|
|
// Image-space motion blur and depth of field
|
|
#if defined( _X360 )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PushVertexShaderGPRAllocation( 16 ); //Max out pixel shader threads
|
|
pRenderContext.SafeRelease();
|
|
}
|
|
#endif
|
|
|
|
if ( !building_cubemaps.GetBool() )
|
|
{
|
|
if ( IsDepthOfFieldEnabled() )
|
|
{
|
|
pRenderContext.GetFrom( materials );
|
|
{
|
|
PIXEVENT( pRenderContext, "DoDepthOfField()" );
|
|
DoDepthOfField( view );
|
|
}
|
|
pRenderContext.SafeRelease();
|
|
}
|
|
|
|
if ( ( view.m_nMotionBlurMode != MOTION_BLUR_DISABLE ) && ( mat_motion_blur_enabled.GetInt() ) )
|
|
{
|
|
pRenderContext.GetFrom( materials );
|
|
{
|
|
PIXEVENT( pRenderContext, "DoImageSpaceMotionBlur()" );
|
|
DoImageSpaceMotionBlur( view );
|
|
}
|
|
pRenderContext.SafeRelease();
|
|
}
|
|
}
|
|
|
|
#if defined( _X360 )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PopVertexShaderGPRAllocation();
|
|
pRenderContext.SafeRelease();
|
|
}
|
|
#endif
|
|
|
|
// Now actually draw the viewmodel
|
|
DrawViewModels( view, whatToDraw & RENDERVIEW_DRAWVIEWMODEL );
|
|
|
|
DrawUnderwaterOverlay();
|
|
|
|
PixelVisibility_EndScene();
|
|
|
|
#if defined( _X360 )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PushVertexShaderGPRAllocation( 16 ); //Max out pixel shader threads
|
|
pRenderContext.SafeRelease();
|
|
}
|
|
#endif
|
|
|
|
// Draw fade over entire screen if needed
|
|
byte color[4];
|
|
bool blend;
|
|
GetViewEffects()->GetFadeParams( &color[0], &color[1], &color[2], &color[3], &blend );
|
|
|
|
// Store off color fade params to be applied in fullscreen postprocess pass
|
|
SetViewFadeParams( color[0], color[1], color[2], color[3], blend );
|
|
|
|
// Draw an overlay to make it even harder to see inside smoke particle systems.
|
|
DrawSmokeFogOverlay();
|
|
|
|
// Overlay screen fade on entire screen
|
|
PerformScreenOverlay( view.x, view.y, view.width, view.height );
|
|
|
|
// Prevent sound stutter if going slow
|
|
engine->Sound_ExtraUpdate();
|
|
|
|
if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
|
|
{
|
|
pRenderContext.GetFrom( materials );
|
|
pRenderContext->SetToneMappingScaleLinear(Vector(1,1,1));
|
|
pRenderContext.SafeRelease();
|
|
}
|
|
|
|
if ( !building_cubemaps.GetBool() && view.m_bDoBloomAndToneMapping )
|
|
{
|
|
pRenderContext.GetFrom( materials );
|
|
{
|
|
static bool bAlreadyShowedLoadTime = false;
|
|
|
|
if ( ! bAlreadyShowedLoadTime )
|
|
{
|
|
bAlreadyShowedLoadTime = true;
|
|
if ( CommandLine()->CheckParm( "-timeload" ) )
|
|
{
|
|
Warning( "time to initial render = %f\n", Plat_FloatTime() );
|
|
}
|
|
}
|
|
|
|
PIXEVENT( pRenderContext, "DoEnginePostProcessing()" );
|
|
|
|
bool bFlashlightIsOn = false;
|
|
C_BasePlayer *pLocal = C_BasePlayer::GetLocalPlayer();
|
|
if ( pLocal )
|
|
{
|
|
bFlashlightIsOn = pLocal->IsEffectActive( EF_DIMLIGHT );
|
|
}
|
|
DoEnginePostProcessing( view.x, view.y, view.width, view.height, bFlashlightIsOn );
|
|
}
|
|
pRenderContext.SafeRelease();
|
|
}
|
|
|
|
// And here are the screen-space effects
|
|
|
|
if ( IsPC() )
|
|
{
|
|
// Grab the pre-color corrected frame for editing purposes
|
|
engine->GrabPreColorCorrectedFrame( view.x, view.y, view.width, view.height );
|
|
}
|
|
|
|
PerformScreenSpaceEffects( view.x, view.y, view.width, view.height );
|
|
|
|
|
|
#if defined( _X360 )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PopVertexShaderGPRAllocation();
|
|
pRenderContext.SafeRelease();
|
|
}
|
|
#endif
|
|
|
|
GetClientMode()->DoPostScreenSpaceEffects( &view );
|
|
|
|
CleanupMain3DView( view );
|
|
|
|
if ( m_FreezeParams[ slot ].m_bTakeFreezeFrame )
|
|
{
|
|
pRenderContext = materials->GetRenderContext();
|
|
if ( IsX360() )
|
|
{
|
|
// 360 doesn't create the Fullscreen texture
|
|
pRenderContext->CopyRenderTargetToTextureEx( GetFullFrameFrameBufferTexture( 1 ), 0, NULL, NULL );
|
|
}
|
|
else
|
|
{
|
|
pRenderContext->CopyRenderTargetToTextureEx( GetFullscreenTexture(), 0, NULL, NULL );
|
|
}
|
|
pRenderContext.SafeRelease();
|
|
m_FreezeParams[ slot ].m_bTakeFreezeFrame = false;
|
|
}
|
|
|
|
pRenderContext = materials->GetRenderContext();
|
|
pRenderContext->SetRenderTarget( saveRenderTarget );
|
|
pRenderContext.SafeRelease();
|
|
|
|
// Draw the overlay
|
|
if ( m_bDrawOverlay )
|
|
{
|
|
// This allows us to be ok if there are nested overlay views
|
|
CViewSetup currentView = m_CurrentView;
|
|
CViewSetup tempView = m_OverlayViewSetup;
|
|
tempView.fov = ScaleFOVByWidthRatio( tempView.fov, tempView.m_flAspectRatio / ( 4.0f / 3.0f ) );
|
|
tempView.m_bDoBloomAndToneMapping = false; // FIXME: Hack to get Mark up and running
|
|
tempView.m_nMotionBlurMode = MOTION_BLUR_DISABLE; // FIXME: Hack to get Mark up and running
|
|
m_bDrawOverlay = false;
|
|
RenderView( tempView, hudViewSetup, m_OverlayClearFlags, m_OverlayDrawFlags );
|
|
m_CurrentView = currentView;
|
|
}
|
|
}
|
|
|
|
// Clear a row of pixels at the edge of the viewport if it isn't at the edge of the screen
|
|
if ( VGui_IsSplitScreen() )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PushRenderTargetAndViewport();
|
|
|
|
int nScreenWidth, nScreenHeight;
|
|
g_pMaterialSystem->GetBackBufferDimensions( nScreenWidth, nScreenHeight );
|
|
|
|
// NOTE: view.height is off by 1 on the PC in a release build, but debug is correct! I'm leaving this here to help track this down later.
|
|
// engine->Con_NPrintf( 25 + hh, "view( %d, %d, %d, %d ) GetBackBufferDimensions( %d, %d )\n", view.x, view.y, view.width, view.height, nScreenWidth, nScreenHeight );
|
|
|
|
if ( view.x != 0 ) // if left of viewport isn't at 0
|
|
{
|
|
pRenderContext->Viewport( view.x, view.y, 1, view.height );
|
|
pRenderContext->ClearColor3ub( 0, 0, 0 );
|
|
pRenderContext->ClearBuffers( true, false );
|
|
}
|
|
|
|
if ( ( view.x + view.width ) != nScreenWidth ) // if right of viewport isn't at edge of screen
|
|
{
|
|
pRenderContext->Viewport( view.x + view.width - 1, view.y, 1, view.height );
|
|
pRenderContext->ClearColor3ub( 0, 0, 0 );
|
|
pRenderContext->ClearBuffers( true, false );
|
|
}
|
|
|
|
if ( view.y != 0 ) // if top of viewport isn't at 0
|
|
{
|
|
pRenderContext->Viewport( view.x, view.y, view.width, 1 );
|
|
pRenderContext->ClearColor3ub( 0, 0, 0 );
|
|
pRenderContext->ClearBuffers( true, false );
|
|
}
|
|
|
|
if ( ( view.y + view.height ) != nScreenHeight ) // if bottom of viewport isn't at edge of screen
|
|
{
|
|
pRenderContext->Viewport( view.x, view.y + view.height - 1, view.width, 1 );
|
|
pRenderContext->ClearColor3ub( 0, 0, 0 );
|
|
pRenderContext->ClearBuffers( true, false );
|
|
}
|
|
|
|
pRenderContext->PopRenderTargetAndViewport();
|
|
pRenderContext->Release();
|
|
}
|
|
|
|
// Draw the 2D graphics
|
|
m_CurrentView = hudViewSetup;
|
|
pRenderContext = materials->GetRenderContext();
|
|
if ( true )
|
|
{
|
|
PIXEVENT( pRenderContext, "2D Client Rendering" );
|
|
|
|
render->Push2DView( hudViewSetup, 0, saveRenderTarget, GetFrustum() );
|
|
|
|
Render2DEffectsPreHUD( hudViewSetup );
|
|
|
|
if ( whatToDraw & RENDERVIEW_DRAWHUD )
|
|
{
|
|
VPROF_BUDGET( "VGui_DrawHud", VPROF_BUDGETGROUP_OTHER_VGUI );
|
|
// paint the vgui screen
|
|
VGui_PreRender();
|
|
|
|
CUtlVector< vgui::VPANEL > vecHudPanels;
|
|
|
|
vecHudPanels.AddToTail( VGui_GetClientDLLRootPanel() );
|
|
|
|
// This block is suspect - why are we resizing fullscreen panels to be the size of the hudViewSetup
|
|
// which is potentially only half the screen
|
|
if ( GET_ACTIVE_SPLITSCREEN_SLOT() == 0 )
|
|
{
|
|
vecHudPanels.AddToTail( VGui_GetFullscreenRootVPANEL() );
|
|
|
|
#if defined( TOOLFRAMEWORK_VGUI_REFACTOR )
|
|
vecHudPanels.AddToTail( enginevgui->GetPanel( PANEL_GAMEUIDLL ) );
|
|
#endif
|
|
vecHudPanels.AddToTail( enginevgui->GetPanel( PANEL_CLIENTDLL_TOOLS ) );
|
|
}
|
|
|
|
PositionHudPanels( vecHudPanels, hudViewSetup );
|
|
|
|
// The crosshair, etc. needs to get at the current setup stuff
|
|
AllowCurrentViewAccess( true );
|
|
|
|
// Draw the in-game stuff based on the actual viewport being used
|
|
render->VGui_Paint( PAINT_INGAMEPANELS );
|
|
|
|
AllowCurrentViewAccess( false );
|
|
|
|
VGui_PostRender();
|
|
|
|
GetClientMode()->PostRenderVGui();
|
|
pRenderContext->Flush();
|
|
}
|
|
|
|
CDebugViewRender::Draw2DDebuggingInfo( hudViewSetup );
|
|
|
|
Render2DEffectsPostHUD( hudViewSetup );
|
|
|
|
g_bRenderingView = false;
|
|
|
|
// We can no longer use the 'current view' stuff set up in ViewDrawScene
|
|
AllowCurrentViewAccess( false );
|
|
|
|
if ( IsPC() )
|
|
{
|
|
CDebugViewRender::GenerateOverdrawForTesting();
|
|
}
|
|
|
|
render->PopView( GetFrustum() );
|
|
}
|
|
pRenderContext.SafeRelease();
|
|
|
|
g_WorldListCache.Flush();
|
|
|
|
m_CurrentView = view;
|
|
|
|
#ifdef PARTICLE_USAGE_DEMO
|
|
ParticleUsageDemo();
|
|
#endif
|
|
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::Render2DEffectsPreHUD( const CViewSetup &view )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::Render2DEffectsPostHUD( const CViewSetup &view )
|
|
{
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// NOTE: Below here is all of the stuff that needs to be done for water rendering
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Determines what kind of water we're going to use
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::DetermineWaterRenderInfo( const VisibleFogVolumeInfo_t &fogVolumeInfo, WaterRenderInfo_t &info )
|
|
{
|
|
// By default, assume cheap water (even if there's no water in the scene!)
|
|
info.m_bCheapWater = true;
|
|
info.m_bRefract = false;
|
|
info.m_bReflect = false;
|
|
info.m_bReflectEntities = false;
|
|
info.m_bDrawWaterSurface = false;
|
|
info.m_bOpaqueWater = true;
|
|
|
|
|
|
|
|
IMaterial *pWaterMaterial = fogVolumeInfo.m_pFogVolumeMaterial;
|
|
if (( fogVolumeInfo.m_nVisibleFogVolume == -1 ) || !pWaterMaterial )
|
|
return;
|
|
|
|
|
|
// Use cheap water if mat_drawwater is set
|
|
info.m_bDrawWaterSurface = mat_drawwater.GetBool();
|
|
if ( !info.m_bDrawWaterSurface )
|
|
{
|
|
info.m_bOpaqueWater = false;
|
|
return;
|
|
}
|
|
|
|
#ifdef _X360
|
|
bool bForceExpensive = false;
|
|
#else
|
|
bool bForceExpensive = r_waterforceexpensive.GetBool();
|
|
#endif
|
|
bool bForceReflectEntities = r_waterforcereflectentities.GetBool();
|
|
|
|
|
|
|
|
// Determine if the water surface is opaque or not
|
|
info.m_bOpaqueWater = !pWaterMaterial->IsTranslucent();
|
|
|
|
bool bForceCheap = false;
|
|
|
|
// The material can override the default settings though
|
|
IMaterialVar *pForceCheapVar = pWaterMaterial->FindVar( "$forcecheap", NULL, false );
|
|
IMaterialVar *pForceExpensiveVar = pWaterMaterial->FindVar( "$forceexpensive", NULL, false );
|
|
if ( pForceCheapVar && pForceCheapVar->IsDefined() )
|
|
{
|
|
bForceCheap = ( pForceCheapVar->GetIntValueFast() != 0 );
|
|
if ( bForceCheap )
|
|
{
|
|
bForceExpensive = false;
|
|
}
|
|
}
|
|
if ( !bForceCheap && pForceExpensiveVar && pForceExpensiveVar->IsDefined() )
|
|
{
|
|
bForceExpensive = bForceExpensive || ( pForceExpensiveVar->GetIntValueFast() != 0 );
|
|
}
|
|
|
|
bool bDebugCheapWater = r_debugcheapwater.GetBool();
|
|
if( bDebugCheapWater )
|
|
{
|
|
Msg( "Water material: %s dist to water: %f\nforcecheap: %s forceexpensive: %s\n",
|
|
pWaterMaterial->GetName(), fogVolumeInfo.m_flDistanceToWater,
|
|
bForceCheap ? "true" : "false", bForceExpensive ? "true" : "false" );
|
|
}
|
|
|
|
// Unless expensive water is active, reflections are off.
|
|
bool bLocalReflection;
|
|
#ifdef _X360
|
|
if( !r_WaterDrawReflection.GetBool() )
|
|
#else
|
|
if( !bForceExpensive || !r_WaterDrawReflection.GetBool() )
|
|
#endif
|
|
{
|
|
bLocalReflection = false;
|
|
}
|
|
else
|
|
{
|
|
IMaterialVar *pReflectTextureVar = pWaterMaterial->FindVar( "$reflecttexture", NULL, false );
|
|
bLocalReflection = pReflectTextureVar && (pReflectTextureVar->GetType() == MATERIAL_VAR_TYPE_TEXTURE);
|
|
}
|
|
|
|
// Brian says FIXME: I disabled cheap water LOD when local specular is specified.
|
|
// There are very few places that appear to actually
|
|
// take advantage of it (places where water is in the PVS, but outside of LOD range).
|
|
// It was 2 hours before code lock, and I had the choice of either doubling fill-rate everywhere
|
|
// by making cheap water lod actually work (the water LOD wasn't actually rendering!!!)
|
|
// or to just always render the reflection + refraction if there's a local specular specified.
|
|
// Note that water LOD *does* work with refract-only water
|
|
|
|
// Gary says: I'm reverting this change so that water LOD works on dx9 for ep2.
|
|
|
|
// Check if the water is out of the cheap water LOD range; if so, use cheap water
|
|
#ifdef _X360
|
|
if ( !bForceExpensive && ( bForceCheap || ( fogVolumeInfo.m_flDistanceToWater >= m_flCheapWaterEndDistance ) ) )
|
|
{
|
|
return;
|
|
}
|
|
#else
|
|
if ( ( (fogVolumeInfo.m_flDistanceToWater >= m_flCheapWaterEndDistance) && !bLocalReflection ) || bForceCheap )
|
|
return;
|
|
#endif
|
|
// Get the material that is for the water surface that is visible and check to see
|
|
// what render targets need to be rendered, if any.
|
|
if ( !r_WaterDrawRefraction.GetBool() )
|
|
{
|
|
info.m_bRefract = false;
|
|
}
|
|
else
|
|
{
|
|
IMaterialVar *pRefractTextureVar = pWaterMaterial->FindVar( "$refracttexture", NULL, false );
|
|
info.m_bRefract = pRefractTextureVar && (pRefractTextureVar->GetType() == MATERIAL_VAR_TYPE_TEXTURE);
|
|
|
|
// Refractive water can be seen through
|
|
if ( info.m_bRefract )
|
|
{
|
|
info.m_bOpaqueWater = false;
|
|
}
|
|
}
|
|
|
|
info.m_bReflect = bLocalReflection;
|
|
if ( info.m_bReflect )
|
|
{
|
|
if( bForceReflectEntities )
|
|
{
|
|
info.m_bReflectEntities = true;
|
|
}
|
|
else
|
|
{
|
|
IMaterialVar *pReflectEntitiesVar = pWaterMaterial->FindVar( "$reflectentities", NULL, false );
|
|
info.m_bReflectEntities = pReflectEntitiesVar && (pReflectEntitiesVar->GetIntValueFast() != 0);
|
|
}
|
|
}
|
|
|
|
info.m_bCheapWater = !info.m_bReflect && !info.m_bRefract;
|
|
|
|
if( bDebugCheapWater )
|
|
{
|
|
Warning( "refract: %s reflect: %s\n", info.m_bRefract ? "true" : "false", info.m_bReflect ? "true" : "false" );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the world and all entities
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::DrawWorldAndEntities( bool bDrawSkybox, const CViewSetup &viewIn, int nClearFlags, ViewCustomVisibility_t *pCustomVisibility )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
VisibleFogVolumeInfo_t fogVolumeInfo;
|
|
|
|
render->GetVisibleFogVolume( viewIn.origin, &fogVolumeInfo );
|
|
|
|
|
|
WaterRenderInfo_t info;
|
|
DetermineWaterRenderInfo( fogVolumeInfo, info );
|
|
|
|
if ( info.m_bCheapWater )
|
|
{
|
|
cplane_t glassReflectionPlane;
|
|
if ( IsReflectiveGlassInView( viewIn, glassReflectionPlane ) )
|
|
{
|
|
CRefPtr<CReflectiveGlassView> pGlassReflectionView = new CReflectiveGlassView( this );
|
|
pGlassReflectionView->Setup( viewIn, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, bDrawSkybox, fogVolumeInfo, info, glassReflectionPlane );
|
|
AddViewToScene( pGlassReflectionView );
|
|
|
|
CRefPtr<CRefractiveGlassView> pGlassRefractionView = new CRefractiveGlassView( this );
|
|
pGlassRefractionView->Setup( viewIn, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, bDrawSkybox, fogVolumeInfo, info, glassReflectionPlane );
|
|
AddViewToScene( pGlassRefractionView );
|
|
}
|
|
|
|
CRefPtr<CSimpleWorldView> pNoWaterView = new CSimpleWorldView( this );
|
|
pNoWaterView->Setup( viewIn, nClearFlags, bDrawSkybox, fogVolumeInfo, info, pCustomVisibility );
|
|
AddViewToScene( pNoWaterView );
|
|
return;
|
|
}
|
|
|
|
Assert( !pCustomVisibility );
|
|
|
|
// Blat out the visible fog leaf if we're not going to use it
|
|
if ( !r_ForceWaterLeaf.GetBool() )
|
|
{
|
|
fogVolumeInfo.m_nVisibleFogVolumeLeaf = -1;
|
|
}
|
|
|
|
// We can see water of some sort
|
|
if ( !fogVolumeInfo.m_bEyeInFogVolume )
|
|
{
|
|
CRefPtr<CAboveWaterView> pAboveWaterView = new CAboveWaterView( this );
|
|
pAboveWaterView->Setup( viewIn, bDrawSkybox, fogVolumeInfo, info );
|
|
AddViewToScene( pAboveWaterView );
|
|
}
|
|
else
|
|
{
|
|
CRefPtr<CUnderWaterView> pUnderWaterView = new CUnderWaterView( this );
|
|
pUnderWaterView->Setup( viewIn, bDrawSkybox, fogVolumeInfo, info );
|
|
AddViewToScene( pUnderWaterView );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Pushes a water render target
|
|
//-----------------------------------------------------------------------------
|
|
static Vector s_vSavedLinearLightMapScale(-1,-1,-1); // x<0 = no saved scale
|
|
|
|
static void SetLightmapScaleForWater(void)
|
|
{
|
|
if (g_pMaterialSystemHardwareConfig->GetHDRType()==HDR_TYPE_INTEGER)
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
s_vSavedLinearLightMapScale=pRenderContext->GetToneMappingScaleLinear();
|
|
Vector t25=s_vSavedLinearLightMapScale;
|
|
t25*=0.25;
|
|
pRenderContext->SetToneMappingScaleLinear(t25);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns true if the view plane intersects the water
|
|
//-----------------------------------------------------------------------------
|
|
bool DoesViewPlaneIntersectWater( float waterZ, int leafWaterDataID )
|
|
{
|
|
if ( leafWaterDataID == -1 )
|
|
return false;
|
|
|
|
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
VMatrix viewMatrix, projectionMatrix, viewProjectionMatrix, inverseViewProjectionMatrix;
|
|
pRenderContext->GetMatrix( MATERIAL_VIEW, &viewMatrix );
|
|
pRenderContext->GetMatrix( MATERIAL_PROJECTION, &projectionMatrix );
|
|
MatrixMultiply( projectionMatrix, viewMatrix, viewProjectionMatrix );
|
|
MatrixInverseGeneral( viewProjectionMatrix, inverseViewProjectionMatrix );
|
|
|
|
Vector mins, maxs;
|
|
ClearBounds( mins, maxs );
|
|
Vector testPoint[4];
|
|
testPoint[0].Init( -1.0f, -1.0f, 0.0f );
|
|
testPoint[1].Init( -1.0f, 1.0f, 0.0f );
|
|
testPoint[2].Init( 1.0f, -1.0f, 0.0f );
|
|
testPoint[3].Init( 1.0f, 1.0f, 0.0f );
|
|
int i;
|
|
bool bAbove = false;
|
|
bool bBelow = false;
|
|
float fudge = 7.0f;
|
|
for( i = 0; i < 4; i++ )
|
|
{
|
|
Vector worldPos;
|
|
Vector3DMultiplyPositionProjective( inverseViewProjectionMatrix, testPoint[i], worldPos );
|
|
AddPointToBounds( worldPos, mins, maxs );
|
|
// Warning( "viewplanez: %f waterZ: %f\n", worldPos.z, waterZ );
|
|
if( worldPos.z + fudge > waterZ )
|
|
{
|
|
bAbove = true;
|
|
}
|
|
if( worldPos.z - fudge < waterZ )
|
|
{
|
|
bBelow = true;
|
|
}
|
|
}
|
|
|
|
// early out if the near plane doesn't cross the z plane of the water.
|
|
if( !( bAbove && bBelow ) )
|
|
return false;
|
|
|
|
Vector vecFudge( fudge, fudge, fudge );
|
|
mins -= vecFudge;
|
|
maxs += vecFudge;
|
|
|
|
// the near plane does cross the z value for the visible water volume. Call into
|
|
// the engine to find out if the near plane intersects the water volume.
|
|
return render->DoesBoxIntersectWaterVolume( mins, maxs, leafWaterDataID );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods related to controlling the cheap water distance
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::SetCheapWaterStartDistance( float flCheapWaterStartDistance )
|
|
{
|
|
m_flCheapWaterStartDistance = flCheapWaterStartDistance;
|
|
}
|
|
|
|
void CViewRender::SetCheapWaterEndDistance( float flCheapWaterEndDistance )
|
|
{
|
|
m_flCheapWaterEndDistance = flCheapWaterEndDistance;
|
|
}
|
|
|
|
void CViewRender::GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance )
|
|
{
|
|
flCheapWaterStartDistance = m_flCheapWaterStartDistance;
|
|
flCheapWaterEndDistance = m_flCheapWaterEndDistance;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &view -
|
|
// &introData -
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::ViewDrawScene_Intro( const CViewSetup &view, int nClearFlags, const IntroData_t &introData )
|
|
{
|
|
VPROF( "CViewRender::ViewDrawScene" );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
// this allows the refract texture to be updated once per *scene* on 360
|
|
// (e.g. once for a monitor scene and once for the main scene)
|
|
g_viewscene_refractUpdateFrame = gpGlobals->framecount - 1;
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Set the clear color to black since we are going to be adding up things
|
|
// in the frame buffer.
|
|
// -----------------------------------------------------------------------
|
|
// Clear alpha to 255 so that masking with the vortigaunts (0) works properly.
|
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Draw the primary scene and copy it to the first framebuffer texture
|
|
// -----------------------------------------------------------------------
|
|
unsigned int visFlags;
|
|
|
|
// NOTE: We only increment this once since time doesn't move forward.
|
|
ParticleMgr()->IncrementFrameCode();
|
|
|
|
if( introData.m_bDrawPrimary )
|
|
{
|
|
CViewSetup playerView( view );
|
|
playerView.origin = introData.m_vecCameraView;
|
|
playerView.angles = introData.m_vecCameraViewAngles;
|
|
if ( introData.m_playerViewFOV )
|
|
{
|
|
playerView.fov = ScaleFOVByWidthRatio( introData.m_playerViewFOV, engine->GetScreenAspectRatio( view.width, view.height ) / ( 4.0f / 3.0f ) );
|
|
}
|
|
|
|
g_pClientShadowMgr->PreRender();
|
|
|
|
// Shadowed flashlights supported on ps_2_b and up...
|
|
if ( r_flashlightdepthtexture.GetBool() )
|
|
{
|
|
g_pClientShadowMgr->ComputeShadowDepthTextures( playerView );
|
|
}
|
|
|
|
SetupCurrentView( playerView.origin, playerView.angles, VIEW_INTRO_PLAYER );
|
|
|
|
// Invoke pre-render methods
|
|
IGameSystem::PreRenderAllSystems();
|
|
|
|
// Start view, clear frame/z buffer if necessary
|
|
SetupVis( playerView, visFlags );
|
|
|
|
render->Push3DView( playerView, VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH, NULL, GetFrustum() );
|
|
DrawWorldAndEntities( true /* drawSkybox */, playerView, VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH );
|
|
render->PopView( GetFrustum() );
|
|
|
|
// Free shadow depth textures for use in future view
|
|
if ( r_flashlightdepthtexture.GetBool() )
|
|
{
|
|
g_pClientShadowMgr->UnlockAllShadowDepthTextures();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pRenderContext->ClearBuffers( true, true );
|
|
}
|
|
Rect_t actualRect;
|
|
UpdateScreenEffectTexture( 0, view.x, view.y, view.width, view.height, false, &actualRect );
|
|
|
|
g_pClientShadowMgr->PreRender();
|
|
|
|
// Shadowed flashlights supported on ps_2_b and up...
|
|
if ( r_flashlightdepthtexture.GetBool() )
|
|
{
|
|
g_pClientShadowMgr->ComputeShadowDepthTextures( view );
|
|
}
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Draw the secondary scene and copy it to the second framebuffer texture
|
|
// -----------------------------------------------------------------------
|
|
SetupCurrentView( view.origin, view.angles, VIEW_INTRO_CAMERA );
|
|
|
|
// Invoke pre-render methods
|
|
IGameSystem::PreRenderAllSystems();
|
|
|
|
// Start view, clear frame/z buffer if necessary
|
|
SetupVis( view, visFlags );
|
|
|
|
// Clear alpha to 255 so that masking with the vortigaunts (0) works properly.
|
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
|
|
|
|
DrawWorldAndEntities( true /* drawSkybox */, view, VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH );
|
|
|
|
UpdateScreenEffectTexture( 1, view.x, view.y, view.width, view.height );
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Draw quads on the screen for each screenspace pass.
|
|
// -----------------------------------------------------------------------
|
|
// Find the material that we use to render the overlays
|
|
IMaterial *pOverlayMaterial = materials->FindMaterial( "scripted/intro_screenspaceeffect", TEXTURE_GROUP_OTHER );
|
|
IMaterialVar *pModeVar = pOverlayMaterial->FindVar( "$mode", NULL );
|
|
IMaterialVar *pAlphaVar = pOverlayMaterial->FindVar( "$alpha", NULL );
|
|
|
|
pRenderContext->ClearBuffers( true, true );
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity();
|
|
|
|
int passID;
|
|
for( passID = 0; passID < introData.m_Passes.Count(); passID++ )
|
|
{
|
|
const IntroDataBlendPass_t& pass = introData.m_Passes[passID];
|
|
if ( pass.m_Alpha == 0 )
|
|
continue;
|
|
|
|
// Pick one of the blend modes for the material.
|
|
if ( pass.m_BlendMode >= 0 && pass.m_BlendMode <= 9 )
|
|
{
|
|
pModeVar->SetIntValue( pass.m_BlendMode );
|
|
}
|
|
else
|
|
{
|
|
Assert(0);
|
|
}
|
|
// Set the alpha value for the material.
|
|
pAlphaVar->SetFloatValue( pass.m_Alpha );
|
|
|
|
// Draw a quad for this pass.
|
|
ITexture *pTexture = GetFullFrameFrameBufferTexture( 0 );
|
|
pRenderContext->DrawScreenSpaceRectangle( pOverlayMaterial, view.x, view.y, view.width, view.height,
|
|
actualRect.x, actualRect.y, actualRect.x+actualRect.width-1, actualRect.y+actualRect.height-1,
|
|
pTexture->GetActualWidth(), pTexture->GetActualHeight() );
|
|
}
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
|
pRenderContext->PopMatrix();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->PopMatrix();
|
|
|
|
// Draw the starfield
|
|
// FIXME
|
|
// blur?
|
|
|
|
// Disable fog for the rest of the stuff
|
|
DisableFog();
|
|
|
|
// Here are the overlays...
|
|
CGlowOverlay::DrawOverlays( view.m_bCacheFullSceneState );
|
|
|
|
// issue the pixel visibility tests
|
|
PixelVisibility_EndCurrentView();
|
|
|
|
// And here are the screen-space effects
|
|
PerformScreenSpaceEffects( view.x, view.y, view.width, view.height );
|
|
|
|
// Make sure sound doesn't stutter
|
|
engine->Sound_ExtraUpdate();
|
|
|
|
// Debugging info goes over the top
|
|
CDebugViewRender::Draw3DDebuggingInfo( view );
|
|
|
|
// Let the particle manager simulate things that haven't been simulated.
|
|
ParticleMgr()->PostRender();
|
|
|
|
FinishCurrentView();
|
|
|
|
// Free shadow depth textures for use in future view
|
|
if ( r_flashlightdepthtexture.GetBool() )
|
|
{
|
|
g_pClientShadowMgr->UnlockAllShadowDepthTextures();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets up scene and renders camera view
|
|
// Input : cameraNum -
|
|
// &cameraView
|
|
// *localPlayer -
|
|
// x -
|
|
// y -
|
|
// width -
|
|
// height -
|
|
// highend -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CViewRender::DrawOneMonitor( ITexture *pRenderTarget, int cameraNum, C_PointCamera *pCameraEnt,
|
|
const CViewSetup &cameraView, C_BasePlayer *localPlayer, int x, int y, int width, int height )
|
|
{
|
|
#ifdef USE_MONITORS
|
|
VPROF_INCREMENT_COUNTER( "cameras rendered", 1 );
|
|
// Setup fog state for the camera.
|
|
fogparams_t oldFogParams;
|
|
float flOldZFar = 0.0f;
|
|
|
|
bool bSky = pCameraEnt->IsSkyEnabled();
|
|
|
|
if ( pCameraEnt->GetBrightness() != -1.0f )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->SetAmbientLightColor( pCameraEnt->GetBrightness(), pCameraEnt->GetBrightness(), pCameraEnt->GetBrightness() );
|
|
}
|
|
|
|
bool fogEnabled = pCameraEnt->IsFogEnabled();
|
|
|
|
CViewSetup monitorView = cameraView;
|
|
|
|
fogparams_t *pFogParams = NULL;
|
|
|
|
if ( fogEnabled )
|
|
{
|
|
if ( !localPlayer )
|
|
return false;
|
|
|
|
pFogParams = localPlayer->GetFogParams();
|
|
|
|
// Save old fog data.
|
|
oldFogParams = *pFogParams;
|
|
flOldZFar = cameraView.zFar;
|
|
|
|
pFogParams->enable = true;
|
|
pFogParams->start = pCameraEnt->GetFogStart();
|
|
pFogParams->end = pCameraEnt->GetFogEnd();
|
|
pFogParams->farz = pCameraEnt->GetFogEnd();
|
|
pFogParams->maxdensity = pCameraEnt->GetFogMaxDensity();
|
|
|
|
unsigned char r, g, b;
|
|
pCameraEnt->GetFogColor( r, g, b );
|
|
pFogParams->colorPrimary.SetR( r );
|
|
pFogParams->colorPrimary.SetG( g );
|
|
pFogParams->colorPrimary.SetB( b );
|
|
|
|
monitorView.zFar = pCameraEnt->GetFogEnd();
|
|
}
|
|
|
|
monitorView.width = width;
|
|
monitorView.height = height;
|
|
monitorView.x = x;
|
|
monitorView.y = y;
|
|
monitorView.origin = pCameraEnt->GetAbsOrigin();
|
|
monitorView.angles = pCameraEnt->GetAbsAngles();
|
|
monitorView.fov = pCameraEnt->GetFOV();
|
|
monitorView.m_bOrtho = false;
|
|
monitorView.m_flAspectRatio = pCameraEnt->UseScreenAspectRatio() ? 0.0f : 1.0f;
|
|
|
|
// @MULTICORE (toml 8/11/2006): this should be a renderer....
|
|
Frustum frustum;
|
|
render->Push3DView( monitorView, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, pRenderTarget, (VPlane *)frustum );
|
|
ViewDrawScene( false, bSky ? SKYBOX_2DSKYBOX_VISIBLE : SKYBOX_NOT_VISIBLE, monitorView, 0, VIEW_MONITOR );
|
|
render->PopView( frustum );
|
|
|
|
// Reset brightness
|
|
if ( pCameraEnt->GetBrightness() != 1.0f )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->SetAmbientLightColor( -1.0f, -1.0f, -1.0f );
|
|
}
|
|
|
|
// Reset the world fog parameters.
|
|
if ( fogEnabled )
|
|
{
|
|
if ( pFogParams )
|
|
{
|
|
*pFogParams = oldFogParams;
|
|
}
|
|
monitorView.zFar = flOldZFar;
|
|
}
|
|
#endif // USE_MONITORS
|
|
return true;
|
|
}
|
|
|
|
void CViewRender::DrawMonitors( const CViewSetup &cameraView )
|
|
{
|
|
|
|
|
|
#ifdef USE_MONITORS
|
|
|
|
// Early out if no cameras
|
|
C_PointCamera *pCameraEnt = GetPointCameraList();
|
|
if ( !pCameraEnt )
|
|
return;
|
|
|
|
#ifdef _DEBUG
|
|
g_bRenderingCameraView = true;
|
|
#endif
|
|
|
|
// FIXME: this should check for the ability to do a render target maybe instead.
|
|
// FIXME: shouldn't have to truck through all of the visible entities for this!!!!
|
|
ITexture *pCameraTarget = GetCameraTexture();
|
|
int width = pCameraTarget->GetActualWidth();
|
|
int height = pCameraTarget->GetActualHeight();
|
|
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
|
|
int cameraNum;
|
|
for ( cameraNum = 0; pCameraEnt != NULL; pCameraEnt = pCameraEnt->m_pNext )
|
|
{
|
|
if ( !pCameraEnt->IsActive() || pCameraEnt->IsDormant() )
|
|
continue;
|
|
|
|
if ( !DrawOneMonitor( pCameraTarget, cameraNum, pCameraEnt, cameraView, player, 0, 0, width, height ) )
|
|
continue;
|
|
|
|
++cameraNum;
|
|
}
|
|
|
|
if ( IsX360() && cameraNum > 0 )
|
|
{
|
|
// resolve render target to system memory texture
|
|
// resolving *after* all monitors drawn to ensure a single blit using fastest resolve path
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PushRenderTargetAndViewport( pCameraTarget );
|
|
pRenderContext->CopyRenderTargetToTextureEx( pCameraTarget, 0, NULL, NULL );
|
|
pRenderContext->PopRenderTargetAndViewport();
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
g_bRenderingCameraView = false;
|
|
#endif
|
|
|
|
#endif // USE_MONITORS
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
ClientWorldListInfo_t *ClientWorldListInfo_t::AllocPooled( const ClientWorldListInfo_t &exemplar )
|
|
{
|
|
ClientWorldListInfo_t *pResult = gm_Pool.GetObject();
|
|
|
|
size_t nBytes = AlignValue( ( exemplar.m_LeafCount * (sizeof(WorldListLeafData_t) + sizeof(exemplar.m_pLeafDataList[0]))), 4096 );
|
|
byte *pMemory = (byte *)pResult->m_pLeafDataList;
|
|
|
|
if ( pMemory )
|
|
{
|
|
// Previously allocated, add a reference. Otherwise comes out of GetObject as a new object with a refcount of 1
|
|
pResult->AddRef();
|
|
}
|
|
|
|
if ( !pMemory || _msize( pMemory ) < nBytes )
|
|
{
|
|
pMemory = (byte *)realloc( pMemory, nBytes );
|
|
}
|
|
|
|
pResult->m_pLeafDataList = (WorldListLeafData_t*)pMemory;
|
|
pResult->m_pOriginalLeafIndex = (uint16*)( (byte *)( pResult->m_pLeafDataList ) + exemplar.m_LeafCount * sizeof(exemplar.m_pLeafDataList[0]) );
|
|
|
|
pResult->m_bPooledAlloc = true;
|
|
|
|
return pResult;
|
|
}
|
|
|
|
bool ClientWorldListInfo_t::OnFinalRelease()
|
|
{
|
|
if ( m_bPooledAlloc )
|
|
{
|
|
Assert( m_pLeafDataList );
|
|
gm_Pool.PutObject( this );
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CBase3dView::CBase3dView( CViewRender *pMainView ) :
|
|
m_pMainView( pMainView ),
|
|
m_Frustum( pMainView->m_Frustum ),
|
|
m_nSlot( GET_ACTIVE_SPLITSCREEN_SLOT() )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pEnt -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
VPlane* CBase3dView::GetFrustum()
|
|
{
|
|
// The frustum is only valid while in a RenderView call.
|
|
// @MULTICORE (toml 8/11/2006): reimplement this when ready -- Assert(g_bRenderingView || g_bRenderingCameraView || g_bRenderingScreenshot);
|
|
return m_Frustum;
|
|
}
|
|
|
|
|
|
CObjectPool<ClientWorldListInfo_t> ClientWorldListInfo_t::gm_Pool;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Base class for 3d views
|
|
//-----------------------------------------------------------------------------
|
|
CRendering3dView::CRendering3dView(CViewRender *pMainView) :
|
|
CBase3dView( pMainView ),
|
|
m_pWorldRenderList( NULL ),
|
|
m_pRenderablesList( NULL ),
|
|
m_pWorldListInfo( NULL ),
|
|
m_pCustomVisibility( NULL ),
|
|
m_DrawFlags( 0 ),
|
|
m_ClearFlags( 0 )
|
|
{
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sort entities in a back-to-front ordering
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::Setup( const CViewSetup &setup )
|
|
{
|
|
// @MULTICORE (toml 8/15/2006): don't reset if parameters don't require it. For now, just reset
|
|
memcpy( static_cast<CViewSetup *>(this), &setup, sizeof( setup ) );
|
|
ReleaseLists();
|
|
|
|
m_pRenderablesList = new CClientRenderablesList;
|
|
m_pCustomVisibility = NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sort entities in a back-to-front ordering
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::ReleaseLists()
|
|
{
|
|
SafeRelease( m_pWorldRenderList );
|
|
SafeRelease( m_pRenderablesList );
|
|
SafeRelease( m_pWorldListInfo );
|
|
m_pCustomVisibility = NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::SetupRenderablesList( int viewID )
|
|
{
|
|
// VPROF( "CViewRender::SetupRenderablesList" );
|
|
|
|
VPROF_BUDGET( "SetupRenderablesList", "SetupRenderablesList" );
|
|
|
|
// Clear the list.
|
|
int i;
|
|
for( i=0; i < RENDER_GROUP_COUNT; i++ )
|
|
{
|
|
m_pRenderablesList->m_RenderGroupCounts[i] = 0;
|
|
}
|
|
|
|
// Now collate the entities in the leaves.
|
|
if( !m_pMainView->ShouldDrawEntities() )
|
|
return;
|
|
|
|
m_pMainView->IncRenderablesListsNumber();
|
|
|
|
// Precache information used commonly in CollateRenderables
|
|
SetupRenderInfo_t setupInfo;
|
|
setupInfo.m_pWorldListInfo = m_pWorldListInfo;
|
|
setupInfo.m_nRenderFrame = m_pMainView->BuildRenderablesListsNumber(); // only one incremented?
|
|
setupInfo.m_nDetailBuildFrame = m_pMainView->BuildWorldListsNumber(); //
|
|
setupInfo.m_pRenderList = m_pRenderablesList;
|
|
setupInfo.m_bDrawDetailObjects = GetClientMode()->ShouldDrawDetailObjects() && r_DrawDetailProps.GetInt();
|
|
setupInfo.m_bDrawTranslucentObjects = ( r_flashlightdepth_drawtranslucents.GetBool() || (viewID != VIEW_SHADOW_DEPTH_TEXTURE) || m_bRenderFlashlightDepthTranslucents );
|
|
setupInfo.m_nViewID = viewID;
|
|
setupInfo.m_vecRenderOrigin = origin;
|
|
setupInfo.m_vecRenderForward = CurrentViewForward();
|
|
|
|
float fMaxDist = cl_maxrenderable_dist.GetFloat();
|
|
|
|
// Shadowing light typically has a smaller farz than cl_maxrenderable_dist
|
|
setupInfo.m_flRenderDistSq = (viewID == VIEW_SHADOW_DEPTH_TEXTURE) ? MIN(zFar, fMaxDist) : fMaxDist;
|
|
setupInfo.m_flRenderDistSq *= setupInfo.m_flRenderDistSq;
|
|
|
|
ClientLeafSystem()->BuildRenderablesList( setupInfo );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
// Kinda awkward...three optional parameters at the end...
|
|
void CRendering3dView::BuildWorldRenderLists( bool bDrawEntities, int iForceViewLeaf /* = -1 */,
|
|
bool bUseCacheIfEnabled /* = true */, bool bShadowDepth /* = false */, float *pReflectionWaterHeight /*= NULL*/ )
|
|
{
|
|
VPROF_BUDGET( "BuildWorldRenderLists", VPROF_BUDGETGROUP_WORLD_RENDERING );
|
|
|
|
// @MULTICORE (toml 8/18/2006): to address....
|
|
extern void UpdateClientRenderableInPVSStatus();
|
|
UpdateClientRenderableInPVSStatus();
|
|
|
|
Assert( !m_pWorldRenderList && !m_pWorldListInfo);
|
|
|
|
m_pMainView->IncWorldListsNumber();
|
|
// Override vis data if specified this render, otherwise use default behavior with NULL
|
|
VisOverrideData_t* pVisData = ( m_pCustomVisibility && m_pCustomVisibility->m_VisData.m_fDistToAreaPortalTolerance != FLT_MAX ) ? &m_pCustomVisibility->m_VisData : NULL;
|
|
bool bUseCache = ( bUseCacheIfEnabled && r_worldlistcache.GetBool() );
|
|
if ( !bUseCache || pVisData || !g_WorldListCache.Find( *this, &m_pWorldRenderList, &m_pWorldListInfo ) )
|
|
{
|
|
// @MULTICORE (toml 8/18/2006): when make parallel, will have to change caching to be atomic, where follow ons receive a pointer to a list that is not yet built
|
|
m_pWorldRenderList = render->CreateWorldList();
|
|
m_pWorldListInfo = new ClientWorldListInfo_t;
|
|
|
|
render->BuildWorldLists( m_pWorldRenderList, m_pWorldListInfo,
|
|
( m_pCustomVisibility ) ? m_pCustomVisibility->m_iForceViewLeaf : iForceViewLeaf,
|
|
pVisData, bShadowDepth, pReflectionWaterHeight );
|
|
|
|
if ( bUseCache && !pVisData )
|
|
{
|
|
g_WorldListCache.Add( *this, m_pWorldRenderList, m_pWorldListInfo );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Computes the actual world list info based on the render flags
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::PruneWorldListInfo()
|
|
{
|
|
// Drawing everything? Just return the world list info as-is
|
|
int nWaterDrawFlags = m_DrawFlags & (DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER);
|
|
if ( nWaterDrawFlags == (DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( nWaterDrawFlags == DF_RENDER_ABOVEWATER && !m_pWorldListInfo->m_bHasWater )
|
|
return;
|
|
ClientWorldListInfo_t *pNewInfo;
|
|
// Only allocate memory if actually will draw something
|
|
if ( m_pWorldListInfo->m_LeafCount > 0 && nWaterDrawFlags )
|
|
{
|
|
pNewInfo = ClientWorldListInfo_t::AllocPooled( *m_pWorldListInfo );
|
|
}
|
|
else
|
|
{
|
|
pNewInfo = new ClientWorldListInfo_t;
|
|
}
|
|
|
|
pNewInfo->m_ViewFogVolume = m_pWorldListInfo->m_ViewFogVolume;
|
|
pNewInfo->m_bHasWater = m_pWorldListInfo->m_bHasWater;
|
|
pNewInfo->m_LeafCount = 0;
|
|
|
|
if ( nWaterDrawFlags != DF_RENDER_UNDERWATER || m_pWorldListInfo->m_bHasWater )
|
|
{
|
|
// Not drawing anything? Then don't bother with renderable lists
|
|
if ( nWaterDrawFlags != 0 )
|
|
{
|
|
// Create a sub-list based on the actual leaves being rendered
|
|
bool bRenderingUnderwater = (nWaterDrawFlags & DF_RENDER_UNDERWATER) != 0;
|
|
for ( int i = 0; i < m_pWorldListInfo->m_LeafCount; ++i )
|
|
{
|
|
bool bLeafIsUnderwater = ( m_pWorldListInfo->m_pLeafDataList[i].waterData != -1 );
|
|
if ( bRenderingUnderwater == bLeafIsUnderwater )
|
|
{
|
|
pNewInfo->m_pLeafDataList[ pNewInfo->m_LeafCount ] = m_pWorldListInfo->m_pLeafDataList[ i ];
|
|
pNewInfo->m_pOriginalLeafIndex[ pNewInfo->m_LeafCount ] = i;
|
|
++pNewInfo->m_LeafCount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_pWorldListInfo->Release();
|
|
m_pWorldListInfo = pNewInfo;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
static inline void UpdateBrushModelLightmap( IClientRenderable *pEnt )
|
|
{
|
|
model_t *pModel = ( model_t * )pEnt->GetModel();
|
|
render->UpdateBrushModelLightmap( pModel, pEnt );
|
|
}
|
|
|
|
void CRendering3dView::BuildRenderableRenderLists( int viewID )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
if ( viewID != VIEW_SHADOW_DEPTH_TEXTURE )
|
|
{
|
|
render->BeginUpdateLightmaps();
|
|
}
|
|
|
|
SetupRenderablesList( viewID );
|
|
|
|
if ( viewID != VIEW_SHADOW_DEPTH_TEXTURE )
|
|
{
|
|
// update lightmap on brush models if necessary
|
|
for ( int i = 0; i < RENDER_GROUP_COUNT; ++i )
|
|
{
|
|
CClientRenderablesList::CEntry *pEntities = m_pRenderablesList->m_RenderGroups[i];
|
|
int nCount = m_pRenderablesList->m_RenderGroupCounts[i];
|
|
for( int j=0; j < nCount; ++j )
|
|
{
|
|
if ( pEntities[j].m_nModelType != RENDERABLE_MODEL_BRUSH )
|
|
continue;
|
|
Assert(pEntities[j].m_TwoPass==0);
|
|
UpdateBrushModelLightmap( pEntities[j].m_pRenderable );
|
|
}
|
|
}
|
|
|
|
render->EndUpdateLightmaps();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::DrawWorld( float waterZAdjust )
|
|
{
|
|
VPROF_INCREMENT_COUNTER( "RenderWorld", 1 );
|
|
VPROF_BUDGET( "DrawWorld", VPROF_BUDGETGROUP_WORLD_RENDERING );
|
|
if( !r_drawopaqueworld.GetBool() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
unsigned long engineFlags = BuildEngineDrawWorldListFlags( m_DrawFlags );
|
|
|
|
render->DrawWorldLists( m_pWorldRenderList, engineFlags, waterZAdjust );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets up automatic z-prepass on the 360. No-op on PC.
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::Begin360ZPass()
|
|
{
|
|
#ifdef _X360
|
|
|
|
// set up command buffer-based fast z rejection for 360
|
|
if ( r_fastzreject.GetBool() && !( m_DrawFlags & DF_SHADOW_DEPTH_MAP ) )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
int nNumIndices = render->GetNumIndicesForWorldLists( m_pWorldRenderList, BuildEngineDrawWorldListFlags( m_DrawFlags ) );
|
|
pRenderContext->Begin360ZPass( nNumIndices );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Finishes automatic z-prepass on the 360. Will kick of Z render and color
|
|
// render passes. No-op on PC.
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::End360ZPass()
|
|
{
|
|
#ifdef _X360
|
|
{
|
|
|
|
|
|
if ( r_fastzreject.GetBool() && !( m_DrawFlags & DF_SHADOW_DEPTH_MAP ) )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->End360ZPass();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
CMaterialReference g_material_WriteZ; //init'ed on by CViewRender::Init()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Fakes per-entity clip planes on cards that don't support user clip planes.
|
|
// Achieves the effect by drawing an invisible box that writes to the depth buffer
|
|
// around the clipped area. It's not perfect, but better than nothing.
|
|
//-----------------------------------------------------------------------------
|
|
static void DrawClippedDepthBox( IClientRenderable *pEnt, float *pClipPlane )
|
|
{
|
|
//#define DEBUG_DRAWCLIPPEDDEPTHBOX //uncomment to draw the depth box as a colorful box
|
|
|
|
static const int iQuads[6][5] = { { 0, 4, 6, 2, 0 }, //always an extra copy of first index at end to make some algorithms simpler
|
|
{ 3, 7, 5, 1, 3 },
|
|
{ 1, 5, 4, 0, 1 },
|
|
{ 2, 6, 7, 3, 2 },
|
|
{ 0, 2, 3, 1, 0 },
|
|
{ 5, 7, 6, 4, 5 } };
|
|
|
|
static const int iLines[12][2] = { { 0, 1 },
|
|
{ 0, 2 },
|
|
{ 0, 4 },
|
|
{ 1, 3 },
|
|
{ 1, 5 },
|
|
{ 2, 3 },
|
|
{ 2, 6 },
|
|
{ 3, 7 },
|
|
{ 4, 6 },
|
|
{ 4, 5 },
|
|
{ 5, 7 },
|
|
{ 6, 7 } };
|
|
|
|
|
|
#ifdef DEBUG_DRAWCLIPPEDDEPTHBOX
|
|
static const float fColors[6][3] = { { 1.0f, 0.0f, 0.0f },
|
|
{ 0.0f, 1.0f, 1.0f },
|
|
{ 0.0f, 1.0f, 0.0f },
|
|
{ 1.0f, 0.0f, 1.0f },
|
|
{ 0.0f, 0.0f, 1.0f },
|
|
{ 1.0f, 1.0f, 0.0f } };
|
|
#endif
|
|
|
|
|
|
|
|
|
|
Vector vNormal = *(Vector *)pClipPlane;
|
|
float fPlaneDist = pClipPlane[3];
|
|
|
|
Vector vMins, vMaxs;
|
|
pEnt->GetRenderBounds( vMins, vMaxs );
|
|
|
|
Vector vOrigin = pEnt->GetRenderOrigin();
|
|
QAngle qAngles = pEnt->GetRenderAngles();
|
|
|
|
Vector vForward, vUp, vRight;
|
|
AngleVectors( qAngles, &vForward, &vRight, &vUp );
|
|
|
|
Vector vPoints[8];
|
|
vPoints[0] = vOrigin + (vForward * vMins.x) + (vRight * vMins.y) + (vUp * vMins.z);
|
|
vPoints[1] = vOrigin + (vForward * vMaxs.x) + (vRight * vMins.y) + (vUp * vMins.z);
|
|
vPoints[2] = vOrigin + (vForward * vMins.x) + (vRight * vMaxs.y) + (vUp * vMins.z);
|
|
vPoints[3] = vOrigin + (vForward * vMaxs.x) + (vRight * vMaxs.y) + (vUp * vMins.z);
|
|
vPoints[4] = vOrigin + (vForward * vMins.x) + (vRight * vMins.y) + (vUp * vMaxs.z);
|
|
vPoints[5] = vOrigin + (vForward * vMaxs.x) + (vRight * vMins.y) + (vUp * vMaxs.z);
|
|
vPoints[6] = vOrigin + (vForward * vMins.x) + (vRight * vMaxs.y) + (vUp * vMaxs.z);
|
|
vPoints[7] = vOrigin + (vForward * vMaxs.x) + (vRight * vMaxs.y) + (vUp * vMaxs.z);
|
|
|
|
int iClipped[8];
|
|
float fDists[8];
|
|
for( int i = 0; i != 8; ++i )
|
|
{
|
|
fDists[i] = vPoints[i].Dot( vNormal ) - fPlaneDist;
|
|
iClipped[i] = (fDists[i] > 0.0f) ? 1 : 0;
|
|
}
|
|
|
|
Vector vSplitPoints[8][8]; //obviously there are only 12 lines, not 64 lines or 64 split points, but the indexing is way easier like this
|
|
int iLineStates[8][8]; //0 = unclipped, 2 = wholly clipped, 3 = first point clipped, 4 = second point clipped
|
|
|
|
//categorize lines and generate split points where needed
|
|
for( int i = 0; i != 12; ++i )
|
|
{
|
|
const int *pPoints = iLines[i];
|
|
int iLineState = (iClipped[pPoints[0]] + iClipped[pPoints[1]]);
|
|
if( iLineState != 1 ) //either both points are clipped, or neither are clipped
|
|
{
|
|
iLineStates[pPoints[0]][pPoints[1]] =
|
|
iLineStates[pPoints[1]][pPoints[0]] =
|
|
iLineState;
|
|
}
|
|
else
|
|
{
|
|
//one point is clipped, the other is not
|
|
if( iClipped[pPoints[0]] == 1 )
|
|
{
|
|
//first point was clipped, index 1 has the negative distance
|
|
float fInvTotalDist = 1.0f / (fDists[pPoints[0]] - fDists[pPoints[1]]);
|
|
vSplitPoints[pPoints[0]][pPoints[1]] =
|
|
vSplitPoints[pPoints[1]][pPoints[0]] =
|
|
(vPoints[pPoints[1]] * (fDists[pPoints[0]] * fInvTotalDist)) - (vPoints[pPoints[0]] * (fDists[pPoints[1]] * fInvTotalDist));
|
|
|
|
Assert( fabs( vNormal.Dot( vSplitPoints[pPoints[0]][pPoints[1]] ) - fPlaneDist ) < 0.01f );
|
|
|
|
iLineStates[pPoints[0]][pPoints[1]] = 3;
|
|
iLineStates[pPoints[1]][pPoints[0]] = 4;
|
|
}
|
|
else
|
|
{
|
|
//second point was clipped, index 0 has the negative distance
|
|
float fInvTotalDist = 1.0f / (fDists[pPoints[1]] - fDists[pPoints[0]]);
|
|
vSplitPoints[pPoints[0]][pPoints[1]] =
|
|
vSplitPoints[pPoints[1]][pPoints[0]] =
|
|
(vPoints[pPoints[0]] * (fDists[pPoints[1]] * fInvTotalDist)) - (vPoints[pPoints[1]] * (fDists[pPoints[0]] * fInvTotalDist));
|
|
|
|
Assert( fabs( vNormal.Dot( vSplitPoints[pPoints[0]][pPoints[1]] ) - fPlaneDist ) < 0.01f );
|
|
|
|
iLineStates[pPoints[0]][pPoints[1]] = 4;
|
|
iLineStates[pPoints[1]][pPoints[0]] = 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
#ifdef DEBUG_DRAWCLIPPEDDEPTHBOX
|
|
pRenderContext->Bind( materials->FindMaterial( "debug/debugvertexcolor", TEXTURE_GROUP_OTHER ), NULL );
|
|
#else
|
|
pRenderContext->Bind( g_material_WriteZ, NULL );
|
|
#endif
|
|
|
|
CMeshBuilder meshBuilder;
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( false );
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 18 ); //6 sides, possible one cut per side. Any side is capable of having 3 tri's. Lots of padding for things that aren't possible
|
|
|
|
//going to draw as a collection of triangles, arranged as a triangle fan on each side
|
|
for( int i = 0; i != 6; ++i )
|
|
{
|
|
const int *pPoints = iQuads[i];
|
|
|
|
//can't start the fan on a wholly clipped line, so seek to one that isn't
|
|
int j = 0;
|
|
do
|
|
{
|
|
if( iLineStates[pPoints[j]][pPoints[j+1]] != 2 ) //at least part of this line will be drawn
|
|
break;
|
|
|
|
++j;
|
|
} while( j != 3 );
|
|
|
|
if( j == 3 ) //not enough lines to even form a triangle
|
|
continue;
|
|
|
|
float *pStartPoint;
|
|
float *pTriangleFanPoints[4]; //at most, one of our fans will have 5 points total, with the first point being stored separately as pStartPoint
|
|
int iTriangleFanPointCount = 1; //the switch below creates the first for sure
|
|
|
|
//figure out how to start the fan
|
|
switch( iLineStates[pPoints[j]][pPoints[j+1]] )
|
|
{
|
|
case 0: //uncut
|
|
pStartPoint = &vPoints[pPoints[j]].x;
|
|
pTriangleFanPoints[0] = &vPoints[pPoints[j+1]].x;
|
|
break;
|
|
|
|
case 4: //second index was clipped
|
|
pStartPoint = &vPoints[pPoints[j]].x;
|
|
pTriangleFanPoints[0] = &vSplitPoints[pPoints[j]][pPoints[j+1]].x;
|
|
break;
|
|
|
|
case 3: //first index was clipped
|
|
pStartPoint = &vSplitPoints[pPoints[j]][pPoints[j+1]].x;
|
|
pTriangleFanPoints[0] = &vPoints[pPoints[j + 1]].x;
|
|
break;
|
|
|
|
default:
|
|
Assert( false );
|
|
break;
|
|
};
|
|
|
|
for( ++j; j != 3; ++j ) //add end points for the rest of the indices, we're assembling a triangle fan
|
|
{
|
|
switch( iLineStates[pPoints[j]][pPoints[j+1]] )
|
|
{
|
|
case 0: //uncut line, normal endpoint
|
|
pTriangleFanPoints[iTriangleFanPointCount] = &vPoints[pPoints[j+1]].x;
|
|
++iTriangleFanPointCount;
|
|
break;
|
|
|
|
case 2: //wholly cut line, no endpoint
|
|
break;
|
|
|
|
case 3: //first point is clipped, normal endpoint
|
|
//special case, adds start and end point
|
|
pTriangleFanPoints[iTriangleFanPointCount] = &vSplitPoints[pPoints[j]][pPoints[j+1]].x;
|
|
++iTriangleFanPointCount;
|
|
|
|
pTriangleFanPoints[iTriangleFanPointCount] = &vPoints[pPoints[j+1]].x;
|
|
++iTriangleFanPointCount;
|
|
break;
|
|
|
|
case 4: //second point is clipped
|
|
pTriangleFanPoints[iTriangleFanPointCount] = &vSplitPoints[pPoints[j]][pPoints[j+1]].x;
|
|
++iTriangleFanPointCount;
|
|
break;
|
|
|
|
default:
|
|
Assert( false );
|
|
break;
|
|
};
|
|
}
|
|
|
|
//special case endpoints, half-clipped lines have a connecting line between them and the next line (first line in this case)
|
|
switch( iLineStates[pPoints[j]][pPoints[j+1]] )
|
|
{
|
|
case 3:
|
|
case 4:
|
|
pTriangleFanPoints[iTriangleFanPointCount] = &vSplitPoints[pPoints[j]][pPoints[j+1]].x;
|
|
++iTriangleFanPointCount;
|
|
break;
|
|
};
|
|
|
|
Assert( iTriangleFanPointCount <= 4 );
|
|
|
|
//add the fan to the mesh
|
|
int iLoopStop = iTriangleFanPointCount - 1;
|
|
for( int k = 0; k != iLoopStop; ++k )
|
|
{
|
|
meshBuilder.Position3fv( pStartPoint );
|
|
#ifdef DEBUG_DRAWCLIPPEDDEPTHBOX
|
|
float fHalfColors[3] = { fColors[i][0] * 0.5f, fColors[i][1] * 0.5f, fColors[i][2] * 0.5f };
|
|
meshBuilder.Color3fv( fHalfColors );
|
|
#endif
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( pTriangleFanPoints[k] );
|
|
#ifdef DEBUG_DRAWCLIPPEDDEPTHBOX
|
|
meshBuilder.Color3fv( fColors[i] );
|
|
#endif
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( pTriangleFanPoints[k+1] );
|
|
#ifdef DEBUG_DRAWCLIPPEDDEPTHBOX
|
|
meshBuilder.Color3fv( fColors[i] );
|
|
#endif
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
}
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
pRenderContext->Flush( false );
|
|
}
|
|
|
|
static inline bool BlurTest( IClientRenderable *pRenderable, int drawFlags, bool bPreDraw, const RenderableInstance_t &instance )
|
|
{
|
|
if( CurrentViewID() == VIEW_MONITOR )
|
|
return false;
|
|
|
|
if( !bPreDraw )
|
|
return false;
|
|
|
|
IClientUnknown *pUnknown = pRenderable->GetIClientUnknown();
|
|
if( !pUnknown )
|
|
return false;
|
|
|
|
IClientEntity *pClientEntity = pUnknown->GetIClientEntity();
|
|
if( !pClientEntity )
|
|
return false;
|
|
|
|
if( pClientEntity->IsBlurred() )
|
|
{
|
|
const CViewSetup *pViewSetup = view->GetViewSetup();
|
|
if( pViewSetup )
|
|
{
|
|
BlurEntity( pRenderable, bPreDraw, drawFlags, instance, *pViewSetup, pViewSetup->x, pViewSetup->y, pViewSetup->width, pViewSetup->height );
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Unified bit of draw code for opaque and translucent renderables
|
|
//-----------------------------------------------------------------------------
|
|
static inline void DrawRenderable( IClientRenderable *pEnt, int flags, const RenderableInstance_t &instance )
|
|
{
|
|
float *pRenderClipPlane = NULL;
|
|
if( r_entityclips.GetBool() )
|
|
pRenderClipPlane = pEnt->GetRenderClipPlane();
|
|
|
|
if( pRenderClipPlane )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
if( !materials->UsingFastClipping() ) //do NOT change the fast clip plane mid-scene, depth problems result. Regular user clip planes are fine though
|
|
pRenderContext->PushCustomClipPlane( pRenderClipPlane );
|
|
else
|
|
DrawClippedDepthBox( pEnt, pRenderClipPlane );
|
|
Assert( view->GetCurrentlyDrawingEntity() == NULL );
|
|
view->SetCurrentlyDrawingEntity( pEnt->GetIClientUnknown()->GetBaseEntity() );
|
|
bool bBlockNormalDraw = BlurTest( pEnt, flags, true, instance );
|
|
if( !bBlockNormalDraw )
|
|
pEnt->DrawModel( flags, instance );
|
|
BlurTest( pEnt, flags, false, instance );
|
|
view->SetCurrentlyDrawingEntity( NULL );
|
|
|
|
if( !materials->UsingFastClipping() )
|
|
pRenderContext->PopCustomClipPlane();
|
|
}
|
|
else
|
|
{
|
|
Assert( view->GetCurrentlyDrawingEntity() == NULL );
|
|
view->SetCurrentlyDrawingEntity( pEnt->GetIClientUnknown()->GetBaseEntity() );
|
|
bool bBlockNormalDraw = BlurTest( pEnt, flags, true, instance );
|
|
if( !bBlockNormalDraw )
|
|
pEnt->DrawModel( flags, instance );
|
|
BlurTest( pEnt, flags, false, instance );
|
|
view->SetCurrentlyDrawingEntity( NULL );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws all opaque renderables in leaves that were rendered
|
|
//-----------------------------------------------------------------------------
|
|
static inline void DrawOpaqueRenderable( IClientRenderable *pEnt, bool bTwoPass, bool bShadowDepth )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
float color[3];
|
|
|
|
Assert( !IsSplitScreenSupported() || pEnt->ShouldDrawForSplitScreenUser( GET_ACTIVE_SPLITSCREEN_SLOT() ) );
|
|
Assert( (pEnt->GetIClientUnknown() == NULL) || (pEnt->GetIClientUnknown()->GetIClientEntity() == NULL) || (pEnt->GetIClientUnknown()->GetIClientEntity()->IsBlurred() == false) );
|
|
pEnt->GetColorModulation( color );
|
|
render->SetColorModulation( color );
|
|
|
|
int flags = STUDIO_RENDER;
|
|
if ( bTwoPass )
|
|
{
|
|
flags |= STUDIO_TWOPASS;
|
|
}
|
|
|
|
if ( bShadowDepth )
|
|
{
|
|
flags |= STUDIO_SHADOWDEPTHTEXTURE;
|
|
}
|
|
|
|
RenderableInstance_t instance;
|
|
instance.m_nAlpha = 255;
|
|
DrawRenderable( pEnt, flags, instance );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
|
|
static void SetupBonesOnBaseAnimating( C_BaseAnimating *&pBaseAnimating )
|
|
{
|
|
pBaseAnimating->SetupBones( NULL, -1, -1, gpGlobals->curtime );
|
|
}
|
|
|
|
|
|
static void DrawOpaqueRenderables_DrawBrushModels( int nCount, CClientRenderablesList::CEntry **ppEntities, bool bShadowDepth )
|
|
{
|
|
for( int i = 0; i < nCount; ++i )
|
|
{
|
|
Assert( !ppEntities[i]->m_TwoPass );
|
|
DrawOpaqueRenderable( ppEntities[i]->m_pRenderable, false, bShadowDepth );
|
|
}
|
|
}
|
|
|
|
static void DrawOpaqueRenderables_DrawStaticProps( int nCount, CClientRenderablesList::CEntry **ppEntities, bool bShadowDepth )
|
|
{
|
|
if ( nCount == 0 )
|
|
return;
|
|
|
|
float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
|
render->SetColorModulation( one );
|
|
render->SetBlend( 1.0f );
|
|
|
|
const int MAX_STATICS_PER_BATCH = 512;
|
|
IClientRenderable *pStatics[ MAX_STATICS_PER_BATCH ];
|
|
RenderableInstance_t pInstances[ MAX_STATICS_PER_BATCH ];
|
|
|
|
int numScheduled = 0, numAvailable = MAX_STATICS_PER_BATCH;
|
|
|
|
for( int i = 0; i < nCount; ++i )
|
|
{
|
|
CClientRenderablesList::CEntry *itEntity = ppEntities[i];
|
|
if ( itEntity->m_pRenderable )
|
|
NULL;
|
|
else
|
|
continue;
|
|
|
|
pInstances[ numScheduled ] = itEntity->m_InstanceData;
|
|
pStatics[ numScheduled ++ ] = itEntity->m_pRenderable;
|
|
if ( -- numAvailable > 0 )
|
|
continue; // place a hint for compiler to predict more common case in the loop
|
|
|
|
staticpropmgr->DrawStaticProps( pStatics, pInstances, numScheduled, bShadowDepth, vcollide_wireframe.GetBool() );
|
|
numScheduled = 0;
|
|
numAvailable = MAX_STATICS_PER_BATCH;
|
|
}
|
|
|
|
if ( numScheduled )
|
|
staticpropmgr->DrawStaticProps( pStatics, pInstances, numScheduled, bShadowDepth, vcollide_wireframe.GetBool() );
|
|
}
|
|
|
|
static void DrawOpaqueRenderables_Range( int nCount, CClientRenderablesList::CEntry **ppEntities, bool bShadowDepth )
|
|
{
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
CClientRenderablesList::CEntry *itEntity = ppEntities[i];
|
|
if ( itEntity->m_pRenderable )
|
|
{
|
|
DrawOpaqueRenderable( itEntity->m_pRenderable, ( itEntity->m_TwoPass != 0 ), bShadowDepth );
|
|
}
|
|
}
|
|
}
|
|
|
|
ConVar cl_modelfastpath( "cl_modelfastpath", "1" );
|
|
ConVar cl_skipslowpath( "cl_skipslowpath", "0", FCVAR_CHEAT, "Set to 1 to skip any models that don't go through the model fast path" );
|
|
extern ConVar r_drawothermodels;
|
|
static void DrawOpaqueRenderables_ModelRenderables( int nCount, ModelRenderSystemData_t* pModelRenderables, bool bShadowDepth )
|
|
{
|
|
g_pModelRenderSystem->DrawModels( pModelRenderables, nCount, bShadowDepth ? MODEL_RENDER_MODE_SHADOW_DEPTH : MODEL_RENDER_MODE_NORMAL );
|
|
}
|
|
|
|
static void DrawOpaqueRenderables_NPCs( int nCount, CClientRenderablesList::CEntry **ppEntities, bool bShadowDepth )
|
|
{
|
|
DrawOpaqueRenderables_Range( nCount, ppEntities, bShadowDepth );
|
|
}
|
|
|
|
void CRendering3dView::DrawOpaqueRenderables( bool bShadowDepth )
|
|
{
|
|
VPROF("CViewRender::DrawOpaqueRenderables" );
|
|
|
|
if( !r_drawopaquerenderables.GetBool() )
|
|
return;
|
|
|
|
if( !m_pMainView->ShouldDrawEntities() )
|
|
return;
|
|
|
|
render->SetBlend( 1 );
|
|
|
|
//
|
|
// Prepare to iterate over all leaves that were visible, and draw opaque things in them.
|
|
//
|
|
RopeManager()->ResetRenderCache();
|
|
g_pParticleSystemMgr->ResetRenderCache();
|
|
|
|
// Categorize models by type
|
|
int nOpaqueRenderableCount = m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_OPAQUE];
|
|
CUtlVector< CClientRenderablesList::CEntry* > brushModels( (CClientRenderablesList::CEntry **)stackalloc( nOpaqueRenderableCount * sizeof( CClientRenderablesList::CEntry* ) ), nOpaqueRenderableCount );
|
|
CUtlVector< CClientRenderablesList::CEntry* > staticProps( (CClientRenderablesList::CEntry **)stackalloc( nOpaqueRenderableCount * sizeof( CClientRenderablesList::CEntry* ) ), nOpaqueRenderableCount );
|
|
CUtlVector< CClientRenderablesList::CEntry* > otherRenderables( (CClientRenderablesList::CEntry **)stackalloc( nOpaqueRenderableCount * sizeof( CClientRenderablesList::CEntry* ) ), nOpaqueRenderableCount );
|
|
CClientRenderablesList::CEntry *pOpaqueList = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_OPAQUE];
|
|
for ( int i = 0; i < nOpaqueRenderableCount; ++i )
|
|
{
|
|
switch( pOpaqueList[i].m_nModelType )
|
|
{
|
|
case RENDERABLE_MODEL_BRUSH: brushModels.AddToTail( &pOpaqueList[i] ); break;
|
|
case RENDERABLE_MODEL_STATIC_PROP: staticProps.AddToTail( &pOpaqueList[i] ); break;
|
|
default: otherRenderables.AddToTail( &pOpaqueList[i] ); break;
|
|
}
|
|
}
|
|
|
|
//
|
|
// First do the brush models
|
|
//
|
|
DrawOpaqueRenderables_DrawBrushModels( brushModels.Count(), brushModels.Base(), bShadowDepth );
|
|
|
|
// Move all static props to modelrendersystem
|
|
bool bUseFastPath = ( cl_modelfastpath.GetInt() != 0 );
|
|
|
|
//
|
|
// Sort everything that's not a static prop
|
|
//
|
|
int nStaticPropCount = staticProps.Count();
|
|
int numOpaqueEnts = otherRenderables.Count();
|
|
CUtlVector< CClientRenderablesList::CEntry* > arrRenderEntsNpcsFirst( (CClientRenderablesList::CEntry **)stackalloc( numOpaqueEnts * sizeof( CClientRenderablesList::CEntry ) ), numOpaqueEnts );
|
|
CUtlVector< ModelRenderSystemData_t > arrModelRenderables( (ModelRenderSystemData_t *)stackalloc( ( numOpaqueEnts + nStaticPropCount ) * sizeof( ModelRenderSystemData_t ) ), numOpaqueEnts + nStaticPropCount );
|
|
|
|
// Queue up RENDER_GROUP_OPAQUE_ENTITY entities to be rendered later.
|
|
CClientRenderablesList::CEntry *itEntity;
|
|
if( r_drawothermodels.GetBool() )
|
|
{
|
|
for ( int i = 0; i < numOpaqueEnts; ++i )
|
|
{
|
|
itEntity = otherRenderables[i];
|
|
if ( !itEntity->m_pRenderable )
|
|
continue;
|
|
|
|
IClientUnknown *pUnknown = itEntity->m_pRenderable->GetIClientUnknown();
|
|
IClientModelRenderable *pModelRenderable = pUnknown->GetClientModelRenderable();
|
|
C_BaseEntity *pEntity = pUnknown->GetBaseEntity();
|
|
|
|
// FIXME: Strangely, some static props are in the non-static prop bucket
|
|
// which is what the last case in this if statement is for
|
|
if ( bUseFastPath && pModelRenderable )
|
|
{
|
|
ModelRenderSystemData_t data;
|
|
data.m_pRenderable = itEntity->m_pRenderable;
|
|
data.m_pModelRenderable = pModelRenderable;
|
|
data.m_InstanceData = itEntity->m_InstanceData;
|
|
arrModelRenderables.AddToTail( data );
|
|
otherRenderables.FastRemove( i );
|
|
--i; --numOpaqueEnts;
|
|
continue;
|
|
}
|
|
|
|
if ( !pEntity )
|
|
continue;
|
|
|
|
if ( pEntity->IsNPC() )
|
|
{
|
|
arrRenderEntsNpcsFirst.AddToTail( itEntity );
|
|
otherRenderables.FastRemove( i );
|
|
--i; --numOpaqueEnts;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Queue up the static props to be rendered later.
|
|
for ( int i = 0; i < nStaticPropCount; ++i )
|
|
{
|
|
itEntity = staticProps[i];
|
|
if ( !itEntity->m_pRenderable )
|
|
continue;
|
|
|
|
IClientUnknown *pUnknown = itEntity->m_pRenderable->GetIClientUnknown();
|
|
IClientModelRenderable *pModelRenderable = pUnknown->GetClientModelRenderable();
|
|
if ( !bUseFastPath || !pModelRenderable )
|
|
continue;
|
|
|
|
ModelRenderSystemData_t data;
|
|
data.m_pRenderable = itEntity->m_pRenderable;
|
|
data.m_pModelRenderable = pModelRenderable;
|
|
data.m_InstanceData = itEntity->m_InstanceData;
|
|
arrModelRenderables.AddToTail( data );
|
|
|
|
staticProps.FastRemove( i );
|
|
--i; --nStaticPropCount;
|
|
}
|
|
|
|
//
|
|
// Draw model renderables now (ie. models that use the fast path)
|
|
//
|
|
DrawOpaqueRenderables_ModelRenderables( arrModelRenderables.Count(), arrModelRenderables.Base(), bShadowDepth );
|
|
|
|
// Turn off z pass here. Don't want non-fastpath models with potentially large dynamic VB requirements overwrite
|
|
// stuff in the dynamic VB ringbuffer. We're calling End360ZPass again in DrawExecute, but that's not a problem.
|
|
// Begin360ZPass/End360ZPass don't have to be matched exactly.
|
|
End360ZPass();
|
|
|
|
//
|
|
// Draw static props + opaque entities that aren't using the fast path.
|
|
//
|
|
DrawOpaqueRenderables_Range( otherRenderables.Count(), otherRenderables.Base(), bShadowDepth );
|
|
DrawOpaqueRenderables_DrawStaticProps( staticProps.Count(), staticProps.Base(), bShadowDepth );
|
|
|
|
//
|
|
// Draw NPCs now
|
|
//
|
|
DrawOpaqueRenderables_NPCs( arrRenderEntsNpcsFirst.Count(), arrRenderEntsNpcsFirst.Base(), bShadowDepth );
|
|
|
|
//
|
|
// Ropes and particles
|
|
//
|
|
RopeManager()->DrawRenderCache( bShadowDepth );
|
|
g_pParticleSystemMgr->DrawRenderCache( bShadowDepth );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders all translucent world + detail objects in a particular set of leaves
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::DrawTranslucentWorldInLeaves( bool bShadowDepth )
|
|
{
|
|
if ( bShadowDepth )
|
|
return;
|
|
|
|
VPROF_BUDGET( "CViewRender::DrawTranslucentWorldInLeaves", VPROF_BUDGETGROUP_WORLD_RENDERING );
|
|
const ClientWorldListInfo_t& info = *m_pWorldListInfo;
|
|
CUtlVectorFixedGrowable<int, 32> transSortIndexList;
|
|
for( int iCurLeafIndex = info.m_LeafCount - 1; iCurLeafIndex >= 0; iCurLeafIndex-- )
|
|
{
|
|
if ( info.m_pLeafDataList[iCurLeafIndex].translucentSurfaceCount )
|
|
{
|
|
int nActualLeafIndex = info.m_pOriginalLeafIndex ? info.m_pOriginalLeafIndex[ iCurLeafIndex ] : iCurLeafIndex;
|
|
Assert( nActualLeafIndex != INVALID_LEAF_INDEX );
|
|
transSortIndexList.AddToTail(nActualLeafIndex);
|
|
}
|
|
}
|
|
if ( transSortIndexList.Count() )
|
|
{
|
|
// Now draw the surfaces in this leaf
|
|
render->DrawTranslucentSurfaces( m_pWorldRenderList, transSortIndexList.Base(), transSortIndexList.Count(), m_DrawFlags );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders all translucent world + detail objects in a particular set of leaves
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::DrawTranslucentWorldAndDetailPropsInLeaves( int iCurLeafIndex, int iFinalLeafIndex, int nEngineDrawFlags, int &nDetailLeafCount, LeafIndex_t* pDetailLeafList, bool bShadowDepth )
|
|
{
|
|
if ( bShadowDepth )
|
|
return;
|
|
|
|
CUtlVectorFixedGrowable<int, 32> transSortIndexList;
|
|
VPROF_BUDGET( "CViewRender::DrawTranslucentWorldAndDetailPropsInLeaves", VPROF_BUDGETGROUP_WORLD_RENDERING );
|
|
const ClientWorldListInfo_t& info = *m_pWorldListInfo;
|
|
for( ; iCurLeafIndex >= iFinalLeafIndex; iCurLeafIndex-- )
|
|
{
|
|
if ( info.m_pLeafDataList[iCurLeafIndex].translucentSurfaceCount )
|
|
{
|
|
int nActualLeafIndex = info.m_pOriginalLeafIndex ? info.m_pOriginalLeafIndex[ iCurLeafIndex ] : iCurLeafIndex;
|
|
Assert( nActualLeafIndex != INVALID_LEAF_INDEX );
|
|
// First draw any queued-up detail props from previously visited leaves
|
|
if ( nDetailLeafCount )
|
|
{
|
|
DetailObjectSystem()->RenderTranslucentDetailObjects( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nDetailLeafCount, pDetailLeafList );
|
|
nDetailLeafCount = 0;
|
|
}
|
|
transSortIndexList.AddToTail(nActualLeafIndex);
|
|
}
|
|
|
|
// Queue up detail props that existed in this leaf
|
|
if ( ClientLeafSystem()->ShouldDrawDetailObjectsInLeaf( info.m_pLeafDataList[iCurLeafIndex].leafIndex, m_pMainView->BuildWorldListsNumber() ) )
|
|
{
|
|
if ( transSortIndexList.Count() )
|
|
{
|
|
// Now draw the surfaces in this leaf
|
|
render->DrawTranslucentSurfaces( m_pWorldRenderList, transSortIndexList.Base(), transSortIndexList.Count(), nEngineDrawFlags );
|
|
}
|
|
pDetailLeafList[nDetailLeafCount] = info.m_pLeafDataList[iCurLeafIndex].leafIndex;
|
|
++nDetailLeafCount;
|
|
}
|
|
}
|
|
if ( transSortIndexList.Count() )
|
|
{
|
|
// Now draw the surfaces in this leaf
|
|
render->DrawTranslucentSurfaces( m_pWorldRenderList, transSortIndexList.Base(), transSortIndexList.Count(), nEngineDrawFlags );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders all translucent entities in the render list
|
|
//-----------------------------------------------------------------------------
|
|
static inline void DrawTranslucentRenderable( IClientRenderable *pEnt, const RenderableInstance_t &instance, bool twoPass, bool bShadowDepth )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
|
|
Assert( !IsSplitScreenSupported() || pEnt->ShouldDrawForSplitScreenUser( GET_ACTIVE_SPLITSCREEN_SLOT() ) );
|
|
|
|
// Renderable list building should already have caught this
|
|
Assert( instance.m_nAlpha > 0 );
|
|
|
|
// Determine blending amount and tell engine
|
|
float blend = (float)( instance.m_nAlpha / 255.0f );
|
|
|
|
// Tell engine
|
|
render->SetBlend( blend );
|
|
|
|
float color[3];
|
|
pEnt->GetColorModulation( color );
|
|
render->SetColorModulation( color );
|
|
|
|
int flags = STUDIO_RENDER | STUDIO_TRANSPARENCY;
|
|
if ( twoPass )
|
|
flags |= STUDIO_TWOPASS;
|
|
|
|
if ( bShadowDepth )
|
|
flags |= STUDIO_SHADOWDEPTHTEXTURE;
|
|
|
|
DrawRenderable( pEnt, flags, instance );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders all translucent entities in the render list
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::DrawTranslucentRenderablesNoWorld( bool bInSkybox )
|
|
{
|
|
VPROF( "CViewRender::DrawTranslucentRenderablesNoWorld" );
|
|
|
|
if ( !m_pMainView->ShouldDrawEntities() || !r_drawtranslucentrenderables.GetBool() )
|
|
return;
|
|
|
|
// Draw the particle singletons.
|
|
DrawParticleSingletons( bInSkybox );
|
|
|
|
bool bShadowDepth = (m_DrawFlags & DF_SHADOW_DEPTH_MAP ) != 0;
|
|
|
|
CClientRenderablesList::CEntry *pEntities = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_TRANSLUCENT];
|
|
int iCurTranslucentEntity = m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_TRANSLUCENT] - 1;
|
|
|
|
while( iCurTranslucentEntity >= 0 )
|
|
{
|
|
IClientRenderable *pRenderable = pEntities[iCurTranslucentEntity].m_pRenderable;
|
|
int nRenderFlags = pRenderable->GetRenderFlags();
|
|
|
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB )
|
|
{
|
|
UpdateRefractTexture();
|
|
}
|
|
|
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_FULL_FB )
|
|
{
|
|
UpdateScreenEffectTexture();
|
|
}
|
|
|
|
DrawTranslucentRenderable( pRenderable, pEntities[iCurTranslucentEntity].m_InstanceData,
|
|
pEntities[iCurTranslucentEntity].m_TwoPass != 0, bShadowDepth );
|
|
--iCurTranslucentEntity;
|
|
}
|
|
|
|
// Reset the blend state.
|
|
render->SetBlend( 1 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders all translucent entities in the render list that ignore the Z buffer
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::DrawNoZBufferTranslucentRenderables( void )
|
|
{
|
|
VPROF( "CViewRender::DrawNoZBufferTranslucentRenderables" );
|
|
|
|
if ( !m_pMainView->ShouldDrawEntities() || !r_drawtranslucentrenderables.GetBool() )
|
|
return;
|
|
|
|
bool bShadowDepth = (m_DrawFlags & DF_SHADOW_DEPTH_MAP ) != 0;
|
|
|
|
// FIXME: This ignores Z. We don't need to sort it at all? Not sure about refraction here...
|
|
// Could use fast path
|
|
CClientRenderablesList::CEntry *pEntities = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_TRANSLUCENT_IGNOREZ];
|
|
int iCurTranslucentEntity = m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_TRANSLUCENT_IGNOREZ] - 1;
|
|
|
|
while( iCurTranslucentEntity >= 0 )
|
|
{
|
|
IClientRenderable *pRenderable = pEntities[iCurTranslucentEntity].m_pRenderable;
|
|
int nRenderFlags = pRenderable->GetRenderFlags();
|
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB )
|
|
{
|
|
UpdateRefractTexture();
|
|
}
|
|
|
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_FULL_FB )
|
|
{
|
|
UpdateScreenEffectTexture();
|
|
}
|
|
|
|
DrawTranslucentRenderable( pRenderable, pEntities[iCurTranslucentEntity].m_InstanceData,
|
|
pEntities[iCurTranslucentEntity].m_TwoPass != 0, bShadowDepth );
|
|
--iCurTranslucentEntity;
|
|
}
|
|
|
|
// Reset the blend state.
|
|
render->SetBlend( 1 );
|
|
}
|
|
|
|
|
|
static ConVar r_unlimitedrefract( "r_unlimitedrefract", "0" );
|
|
|
|
static void UpdateNecessaryRenderTargets( int nRenderFlags )
|
|
{
|
|
if ( nRenderFlags )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
ITexture *rt = pRenderContext->GetRenderTarget();
|
|
|
|
// supress refract update
|
|
if (
|
|
( nRenderFlags & ERENDERFLAGS_REFRACT_ONLY_ONCE_PER_FRAME ) &&
|
|
( nRenderFlags & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB ) &&
|
|
( gpGlobals->framecount == g_viewscene_refractUpdateFrame ) &&
|
|
( r_unlimitedrefract.GetInt() == 0 ) )
|
|
{
|
|
nRenderFlags &= ~( ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB );
|
|
}
|
|
if ( rt )
|
|
{
|
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_FULL_FB )
|
|
{
|
|
UpdateScreenEffectTexture( 0, 0, 0, rt->GetActualWidth(), rt->GetActualHeight(), true );
|
|
}
|
|
else if ( nRenderFlags & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB )
|
|
{
|
|
UpdateRefractTexture(0, 0, rt->GetActualWidth(), rt->GetActualHeight());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( nRenderFlags & ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB )
|
|
{
|
|
UpdateRefractTexture();
|
|
}
|
|
}
|
|
|
|
pRenderContext.SafeRelease();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders all translucent world, entities, and detail objects in a particular set of leaves
|
|
//-----------------------------------------------------------------------------
|
|
ConVar cl_tlucfastpath( "cl_tlucfastpath", "1" );
|
|
extern ConVar cl_colorfastpath;
|
|
|
|
void CRendering3dView::DrawTranslucentRenderables( bool bInSkybox, bool bShadowDepth )
|
|
{
|
|
const ClientWorldListInfo_t& info = *m_pWorldListInfo;
|
|
|
|
|
|
{
|
|
//opaques generally write depth, and translucents generally don't.
|
|
//So immediately after opaques are done is the best time to snap off the depth buffer to a texture.
|
|
switch ( g_CurrentViewID )
|
|
{
|
|
case VIEW_MAIN:
|
|
#ifdef _X360
|
|
case VIEW_INTRO_CAMERA:
|
|
case VIEW_INTRO_PLAYER:
|
|
#endif
|
|
UpdateFullScreenDepthTexture();
|
|
break;
|
|
|
|
default:
|
|
materials->GetRenderContext()->SetFullScreenDepthTextureValidityFlag( false );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
// FIXME: Add support for deferred shadows in 3D skybox
|
|
if ( r_shadow_deferred.GetBool() && bInSkybox == false )
|
|
{
|
|
g_pClientShadowMgr->DrawDeferredShadows( (*this), m_pWorldListInfo->m_LeafCount, m_pWorldListInfo->m_pLeafDataList );
|
|
}
|
|
|
|
if ( !r_drawtranslucentworld.GetBool() )
|
|
{
|
|
DrawTranslucentRenderablesNoWorld( bInSkybox );
|
|
return;
|
|
}
|
|
|
|
VPROF( "CViewRender::DrawTranslucentRenderables" );
|
|
int iPrevLeaf = info.m_LeafCount - 1;
|
|
int nDetailLeafCount = 0;
|
|
LeafIndex_t *pDetailLeafList = (LeafIndex_t*)stackalloc( info.m_LeafCount * sizeof(LeafIndex_t) );
|
|
|
|
// bool bDrawUnderWater = (nFlags & DF_RENDER_UNDERWATER) != 0;
|
|
// bool bDrawAboveWater = (nFlags & DF_RENDER_ABOVEWATER) != 0;
|
|
// bool bDrawWater = (nFlags & DF_RENDER_WATER) != 0;
|
|
// bool bClipSkybox = (nFlags & DF_CLIP_SKYBOX ) != 0;
|
|
unsigned long nEngineDrawFlags = BuildEngineDrawWorldListFlags( m_DrawFlags & ~DF_DRAWSKYBOX );
|
|
|
|
DetailObjectSystem()->BeginTranslucentDetailRendering();
|
|
|
|
if ( m_pMainView->ShouldDrawEntities() && r_drawtranslucentrenderables.GetBool() )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
// Draw the particle singletons.
|
|
DrawParticleSingletons( bInSkybox );
|
|
|
|
int nTranslucentRenderableCount = m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_TRANSLUCENT];
|
|
CClientRenderablesList::CEntry *pEntities = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_TRANSLUCENT];
|
|
int iCurTranslucentEntity = nTranslucentRenderableCount - 1;
|
|
|
|
int *pFastPathIndex = (int*)stackalloc( nTranslucentRenderableCount * sizeof( int ) );
|
|
CUtlVector< ModelRenderSystemData_t > fastPathData( (ModelRenderSystemData_t *)stackalloc( nTranslucentRenderableCount * sizeof( ModelRenderSystemData_t ) ), nTranslucentRenderableCount );
|
|
TranslucentInstanceRenderData_t *pRenderData = (TranslucentInstanceRenderData_t*)stackalloc( nTranslucentRenderableCount * sizeof( TranslucentInstanceRenderData_t ) );
|
|
TranslucentTempData_t tempData;
|
|
tempData.m_pColorMeshHandles = ( DataCacheHandle_t * )stackalloc( nTranslucentRenderableCount * sizeof( DataCacheHandle_t ) );
|
|
bool bDoFastPath = cl_tlucfastpath.GetBool();
|
|
bool bColorizeFastPath = cl_colorfastpath.GetBool();
|
|
IMaterial *pFastPathColorMaterial = g_pModelRenderSystem->GetFastPathColorMaterial();
|
|
if ( bDoFastPath )
|
|
{
|
|
for ( int i = 0; i < nTranslucentRenderableCount; ++i )
|
|
{
|
|
Assert( pEntities[i].m_pRenderable );
|
|
IClientRenderable *pRenderable = pEntities[i].m_pRenderable;
|
|
IClientUnknown *pUnknown = pRenderable->GetIClientUnknown();
|
|
IClientModelRenderable *pModelRenderable = pUnknown->GetClientModelRenderable();
|
|
if ( pModelRenderable )
|
|
{
|
|
int j = fastPathData.AddToTail( );
|
|
ModelRenderSystemData_t &data = fastPathData[j];
|
|
data.m_pRenderable = pRenderable;
|
|
data.m_pModelRenderable = pModelRenderable;
|
|
data.m_InstanceData = pEntities[i].m_InstanceData;
|
|
pFastPathIndex[i] = j;
|
|
}
|
|
else
|
|
{
|
|
pFastPathIndex[i] = -1;
|
|
}
|
|
}
|
|
|
|
g_pModelRenderSystem->ComputeTranslucentRenderData( fastPathData.Base(), fastPathData.Count(), pRenderData, &tempData );
|
|
}
|
|
|
|
bool bRenderingWaterRenderTargets = ( m_DrawFlags & ( DF_RENDER_REFRACTION | DF_RENDER_REFLECTION ) ) ? true : false;
|
|
|
|
while( iCurTranslucentEntity >= 0 )
|
|
{
|
|
// Seek the current leaf up to our current translucent-entity leaf.
|
|
int iThisLeaf = pEntities[iCurTranslucentEntity].m_iWorldListInfoLeaf;
|
|
|
|
// First draw the translucent parts of the world up to and including those in this leaf
|
|
DrawTranslucentWorldAndDetailPropsInLeaves( iPrevLeaf, iThisLeaf, nEngineDrawFlags, nDetailLeafCount, pDetailLeafList, bShadowDepth );
|
|
|
|
// We're traversing the leaf list backwards to get the appropriate sort ordering (back to front)
|
|
iPrevLeaf = iThisLeaf - 1;
|
|
|
|
// Draw all the translucent entities with this leaf.
|
|
int nLeaf = info.m_pLeafDataList[iThisLeaf].leafIndex;
|
|
|
|
bool bDrawDetailProps = ClientLeafSystem()->ShouldDrawDetailObjectsInLeaf( nLeaf, m_pMainView->BuildWorldListsNumber() );
|
|
if ( bDrawDetailProps )
|
|
{
|
|
// Draw detail props up to but not including this leaf
|
|
Assert( nDetailLeafCount > 0 );
|
|
--nDetailLeafCount;
|
|
Assert( pDetailLeafList[nDetailLeafCount] == nLeaf );
|
|
DetailObjectSystem()->RenderTranslucentDetailObjects( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nDetailLeafCount, pDetailLeafList );
|
|
|
|
// Draw translucent renderables in the leaf interspersed with detail props
|
|
for( ;pEntities[iCurTranslucentEntity].m_iWorldListInfoLeaf == iThisLeaf && iCurTranslucentEntity >= 0; --iCurTranslucentEntity )
|
|
{
|
|
IClientRenderable *pRenderable = pEntities[iCurTranslucentEntity].m_pRenderable;
|
|
|
|
// Draw any detail props in this leaf that's farther than the entity
|
|
const Vector &vecRenderOrigin = pRenderable->GetRenderOrigin();
|
|
DetailObjectSystem()->RenderTranslucentDetailObjectsInLeaf( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nLeaf, &vecRenderOrigin );
|
|
|
|
int nRenderFlags = pRenderable->GetRenderFlags();
|
|
|
|
if ( ( nRenderFlags & ( ERENDERFLAGS_NEEDS_FULL_FB | ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB ) ) && !bShadowDepth )
|
|
{
|
|
if( bRenderingWaterRenderTargets )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
UpdateNecessaryRenderTargets( nRenderFlags );
|
|
}
|
|
|
|
// Then draw the translucent renderable
|
|
if ( bDoFastPath && pFastPathIndex[iCurTranslucentEntity] >= 0 )
|
|
{
|
|
if ( bColorizeFastPath )
|
|
{
|
|
g_pStudioRender->ForcedMaterialOverride( pFastPathColorMaterial );
|
|
}
|
|
TranslucentInstanceRenderData_t &renderData = pRenderData[ pFastPathIndex[iCurTranslucentEntity] ];
|
|
|
|
int nDrawFlags = pEntities[iCurTranslucentEntity].m_TwoPass ? STUDIORENDER_DRAW_TRANSLUCENT_ONLY : STUDIORENDER_DRAW_ENTIRE_MODEL;
|
|
g_pStudioRender->DrawModelArray( *renderData.m_pModelInfo, 1, renderData.m_pInstanceData, sizeof(StudioArrayInstanceData_t), nDrawFlags );
|
|
g_pStudioRender->ForcedMaterialOverride( NULL );
|
|
}
|
|
else
|
|
{
|
|
DrawTranslucentRenderable( pRenderable, pEntities[iCurTranslucentEntity].m_InstanceData,
|
|
(pEntities[iCurTranslucentEntity].m_TwoPass != 0), bShadowDepth );
|
|
}
|
|
}
|
|
|
|
// Draw all remaining props in this leaf
|
|
DetailObjectSystem()->RenderTranslucentDetailObjectsInLeaf( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nLeaf, NULL );
|
|
}
|
|
else
|
|
{
|
|
// Draw queued up detail props (we know that the list of detail leaves won't include this leaf, since ShouldDrawDetailObjectsInLeaf is false)
|
|
// Therefore no fixup on nDetailLeafCount is required as in the above section
|
|
DetailObjectSystem()->RenderTranslucentDetailObjects( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nDetailLeafCount, pDetailLeafList );
|
|
|
|
for( ;pEntities[iCurTranslucentEntity].m_iWorldListInfoLeaf == iThisLeaf && iCurTranslucentEntity >= 0; --iCurTranslucentEntity )
|
|
{
|
|
IClientRenderable *pRenderable = pEntities[iCurTranslucentEntity].m_pRenderable;
|
|
|
|
int nRenderFlags = pRenderable->GetRenderFlags();
|
|
|
|
if ( ( nRenderFlags & ( ERENDERFLAGS_NEEDS_POWER_OF_TWO_FB | ERENDERFLAGS_NEEDS_FULL_FB ) ) && !bShadowDepth )
|
|
{
|
|
if( bRenderingWaterRenderTargets )
|
|
{
|
|
continue;
|
|
}
|
|
UpdateNecessaryRenderTargets( nRenderFlags );
|
|
}
|
|
|
|
if ( bDoFastPath && pFastPathIndex[iCurTranslucentEntity] >= 0 )
|
|
{
|
|
if ( bColorizeFastPath )
|
|
{
|
|
g_pStudioRender->ForcedMaterialOverride( pFastPathColorMaterial );
|
|
}
|
|
TranslucentInstanceRenderData_t &renderData = pRenderData[ pFastPathIndex[iCurTranslucentEntity] ];
|
|
int nDrawFlags = pEntities[iCurTranslucentEntity].m_TwoPass ? STUDIORENDER_DRAW_TRANSLUCENT_ONLY : STUDIORENDER_DRAW_ENTIRE_MODEL;
|
|
g_pStudioRender->DrawModelArray( *renderData.m_pModelInfo, 1, renderData.m_pInstanceData, sizeof(StudioArrayInstanceData_t), nDrawFlags );
|
|
g_pStudioRender->ForcedMaterialOverride( NULL );
|
|
}
|
|
else
|
|
{
|
|
DrawTranslucentRenderable( pRenderable, pEntities[iCurTranslucentEntity].m_InstanceData,
|
|
(pEntities[iCurTranslucentEntity].m_TwoPass != 0), bShadowDepth );
|
|
}
|
|
}
|
|
}
|
|
|
|
nDetailLeafCount = 0;
|
|
}
|
|
|
|
if ( bDoFastPath )
|
|
{
|
|
g_pModelRenderSystem->CleanupTranslucentTempData( &tempData );
|
|
}
|
|
}
|
|
|
|
// Draw the rest of the surfaces in world leaves
|
|
DrawTranslucentWorldAndDetailPropsInLeaves( iPrevLeaf, 0, nEngineDrawFlags, nDetailLeafCount, pDetailLeafList, bShadowDepth );
|
|
|
|
// Draw any queued-up detail props from previously visited leaves
|
|
DetailObjectSystem()->RenderTranslucentDetailObjects( m_pRenderablesList->m_DetailFade, CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), nDetailLeafCount, pDetailLeafList );
|
|
|
|
// Reset the blend state.
|
|
render->SetBlend( 1 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::EnableWorldFog( void )
|
|
{
|
|
VPROF("CViewRender::EnableWorldFog");
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
fogparams_t *pFogParams = NULL;
|
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer();
|
|
if ( pbp )
|
|
{
|
|
pFogParams = pbp->GetFogParams();
|
|
}
|
|
|
|
if( GetFogEnable( pFogParams ) )
|
|
{
|
|
float fogColor[3];
|
|
GetFogColor( pFogParams, fogColor );
|
|
pRenderContext->FogMode( MATERIAL_FOG_LINEAR );
|
|
pRenderContext->FogColor3fv( fogColor );
|
|
pRenderContext->FogStart( GetFogStart( pFogParams ) );
|
|
pRenderContext->FogEnd( GetFogEnd( pFogParams ) );
|
|
pRenderContext->FogMaxDensity( GetFogMaxDensity( pFogParams ) );
|
|
}
|
|
else
|
|
{
|
|
pRenderContext->FogMode( MATERIAL_FOG_NONE );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
int CRendering3dView::GetDrawFlags()
|
|
{
|
|
return m_DrawFlags;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CRendering3dView::SetFogVolumeState( const VisibleFogVolumeInfo_t &fogInfo, bool bUseHeightFog )
|
|
{
|
|
render->SetFogVolumeState( fogInfo.m_nVisibleFogVolume, bUseHeightFog );
|
|
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Standard 3d skybox view
|
|
//-----------------------------------------------------------------------------
|
|
SkyboxVisibility_t CSkyboxView::ComputeSkyboxVisibility()
|
|
{
|
|
return engine->IsSkyboxVisibleFromPoint( origin );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
bool CSkyboxView::GetSkyboxFogEnable()
|
|
{
|
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer();
|
|
if( !pbp )
|
|
{
|
|
return false;
|
|
}
|
|
CPlayerLocalData *local = &pbp->m_Local;
|
|
|
|
if( fog_override.GetInt() )
|
|
{
|
|
if( fog_enableskybox.GetInt() )
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return !!local->m_skybox3d.fog.enable;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CSkyboxView::Enable3dSkyboxFog( void )
|
|
{
|
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer();
|
|
if( !pbp )
|
|
{
|
|
return;
|
|
}
|
|
CPlayerLocalData *local = &pbp->m_Local;
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
if( GetSkyboxFogEnable() )
|
|
{
|
|
float fogColor[3];
|
|
GetSkyboxFogColor( fogColor );
|
|
float scale = 1.0f;
|
|
if ( local->m_skybox3d.scale > 0.0f )
|
|
{
|
|
scale = 1.0f / local->m_skybox3d.scale;
|
|
}
|
|
pRenderContext->FogMode( MATERIAL_FOG_LINEAR );
|
|
pRenderContext->FogColor3fv( fogColor );
|
|
pRenderContext->FogStart( GetSkyboxFogStart() * scale );
|
|
pRenderContext->FogEnd( GetSkyboxFogEnd() * scale );
|
|
pRenderContext->FogMaxDensity( GetSkyboxFogMaxDensity() );
|
|
}
|
|
else
|
|
{
|
|
pRenderContext->FogMode( MATERIAL_FOG_NONE );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
sky3dparams_t *CSkyboxView::PreRender3dSkyboxWorld( SkyboxVisibility_t nSkyboxVisible )
|
|
{
|
|
if ( ( nSkyboxVisible != SKYBOX_3DSKYBOX_VISIBLE ) && r_3dsky.GetInt() != 2 )
|
|
return NULL;
|
|
|
|
// render the 3D skybox
|
|
if ( !r_3dsky.GetInt() )
|
|
return NULL;
|
|
|
|
C_BasePlayer *pbp = C_BasePlayer::GetLocalPlayer();
|
|
|
|
// No local player object yet...
|
|
if ( !pbp )
|
|
return NULL;
|
|
|
|
CPlayerLocalData* local = &pbp->m_Local;
|
|
if ( local->m_skybox3d.area == 255 )
|
|
return NULL;
|
|
|
|
return &local->m_skybox3d;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CSkyboxView::DrawInternal( view_id_t iSkyBoxViewID, bool bInvokePreAndPostRender, ITexture *pRenderTarget )
|
|
{
|
|
unsigned char **areabits = render->GetAreaBits();
|
|
unsigned char *savebits;
|
|
unsigned char tmpbits[ 32 ];
|
|
savebits = *areabits;
|
|
memset( tmpbits, 0, sizeof(tmpbits) );
|
|
|
|
// set the sky area bit
|
|
tmpbits[m_pSky3dParams->area>>3] |= 1 << (m_pSky3dParams->area&7);
|
|
|
|
*areabits = tmpbits;
|
|
|
|
// if you can get really close to the skybox geometry it's possible that you'll be able to clip into it
|
|
// with this near plane. If so, move it in a bit. It's at 2.0 to give us more precision. That means you
|
|
// need to keep the eye position at least 2 * scale away from the geometry in the skybox
|
|
zNear = 2.0;
|
|
zFar = MAX_TRACE_LENGTH;
|
|
|
|
// scale origin by sky scale and translate to sky origin
|
|
{
|
|
float scale = (m_pSky3dParams->scale > 0) ? (1.0f / m_pSky3dParams->scale) : 1.0f;
|
|
Vector vSkyOrigin = m_pSky3dParams->origin;
|
|
VectorScale( origin, scale, origin );
|
|
VectorAdd( origin, vSkyOrigin, origin );
|
|
|
|
if( m_bCustomViewMatrix )
|
|
{
|
|
Vector vTransformedSkyOrigin;
|
|
VectorRotate( vSkyOrigin, m_matCustomViewMatrix, vTransformedSkyOrigin ); //Rotate instead of transform because we haven't scale the existing offset yet
|
|
|
|
//scale existing translation, and tack on the skybox offset (subtract because it's a view matrix)
|
|
m_matCustomViewMatrix.m_flMatVal[0][3] = (m_matCustomViewMatrix.m_flMatVal[0][3] * scale) - vTransformedSkyOrigin.x;
|
|
m_matCustomViewMatrix.m_flMatVal[1][3] = (m_matCustomViewMatrix.m_flMatVal[1][3] * scale) - vTransformedSkyOrigin.y;
|
|
m_matCustomViewMatrix.m_flMatVal[2][3] = (m_matCustomViewMatrix.m_flMatVal[2][3] * scale) - vTransformedSkyOrigin.z;
|
|
}
|
|
}
|
|
|
|
Enable3dSkyboxFog();
|
|
|
|
// BUGBUG: Fix this!!! We shouldn't need to call setup vis for the sky if we're connecting
|
|
// the areas. We'd have to mark all the clusters in the skybox area in the PVS of any
|
|
// cluster with sky. Then we could just connect the areas to do our vis.
|
|
//m_bOverrideVisOrigin could hose us here, so call direct
|
|
render->ViewSetupVis( false, 1, &m_pSky3dParams->origin.Get() );
|
|
render->Push3DView( (*this), m_ClearFlags, pRenderTarget, GetFrustum() );
|
|
|
|
// Store off view origin and angles
|
|
SetupCurrentView( origin, angles, iSkyBoxViewID );
|
|
|
|
#if defined( _X360 )
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PushVertexShaderGPRAllocation( 32 );
|
|
pRenderContext.SafeRelease();
|
|
#endif
|
|
|
|
// Invoke pre-render methods
|
|
if ( bInvokePreAndPostRender )
|
|
{
|
|
IGameSystem::PreRenderAllSystems();
|
|
}
|
|
|
|
render->BeginUpdateLightmaps();
|
|
BuildWorldRenderLists( true, -1, true );
|
|
BuildRenderableRenderLists( iSkyBoxViewID );
|
|
render->EndUpdateLightmaps();
|
|
|
|
// FIXME: Don't do deferred shadows on 3D skybox for now.
|
|
if ( !r_shadow_deferred.GetBool() )
|
|
{
|
|
g_pClientShadowMgr->ComputeShadowTextures( (*this), m_pWorldListInfo->m_LeafCount, m_pWorldListInfo->m_pLeafDataList );
|
|
}
|
|
|
|
DrawWorld( 0.0f );
|
|
|
|
// Iterate over all leaves and render objects in those leaves
|
|
DrawOpaqueRenderables( false );
|
|
|
|
// Iterate over all leaves and render objects in those leaves
|
|
DrawTranslucentRenderables( true, false );
|
|
DrawNoZBufferTranslucentRenderables();
|
|
|
|
m_pMainView->DisableFog();
|
|
|
|
CGlowOverlay::UpdateSkyOverlays( zFar, m_bCacheFullSceneState );
|
|
|
|
PixelVisibility_EndCurrentView();
|
|
|
|
// restore old area bits
|
|
*areabits = savebits;
|
|
|
|
// Invoke post-render methods
|
|
if( bInvokePreAndPostRender )
|
|
{
|
|
IGameSystem::PostRenderAllSystems();
|
|
FinishCurrentView();
|
|
}
|
|
|
|
// FIXME: Workaround to 3d skybox not depth-of-fielding properly. The real fix is for the 3d skybox dest alpha depth values
|
|
// to be biased. Currently all I do is clear alpha to 1 after the 3D skybox path. This avoids the skybox being unblurred.
|
|
if( IsDepthOfFieldEnabled() )
|
|
{
|
|
// draw a fullscreen quad setting destalpha to 1
|
|
|
|
IMaterial *pMat = materials->FindMaterial( "dev/clearalpha", TEXTURE_GROUP_OTHER, true );
|
|
if ( pMat != NULL )
|
|
{
|
|
int nWidth = 0;
|
|
int nHeight = 0;
|
|
int nDummy = 0;
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->GetViewport( nDummy, nDummy, nWidth, nHeight );
|
|
|
|
pRenderContext->DrawScreenSpaceRectangle(
|
|
pMat,
|
|
0, 0, nWidth, nHeight,
|
|
0, 0, nWidth-1, nHeight-1,
|
|
nWidth, nHeight, NULL /*GetClientWorldEntity()->GetClientRenderable()*/ );
|
|
}
|
|
}
|
|
|
|
render->PopView( GetFrustum() );
|
|
|
|
#if defined( _X360 )
|
|
pRenderContext.GetFrom( materials );
|
|
pRenderContext->PopVertexShaderGPRAllocation();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
bool CSkyboxView::Setup( const CViewSetup &view, int *pClearFlags, SkyboxVisibility_t *pSkyboxVisible )
|
|
{
|
|
BaseClass::Setup( view );
|
|
|
|
// The skybox might not be visible from here
|
|
*pSkyboxVisible = ComputeSkyboxVisibility();
|
|
m_pSky3dParams = PreRender3dSkyboxWorld( *pSkyboxVisible );
|
|
|
|
if ( !m_pSky3dParams )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// At this point, we've cleared everything we need to clear
|
|
// The next path will need to clear depth, though.
|
|
m_ClearFlags = *pClearFlags;
|
|
*pClearFlags &= ~( VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH | VIEW_CLEAR_STENCIL | VIEW_CLEAR_FULL_TARGET );
|
|
*pClearFlags |= VIEW_CLEAR_DEPTH; // Need to clear depth after rednering the skybox
|
|
|
|
m_DrawFlags = DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER | DF_RENDER_WATER;
|
|
if( r_skybox.GetBool() )
|
|
{
|
|
m_DrawFlags |= DF_DRAWSKYBOX;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CSkyboxView::Draw()
|
|
{
|
|
VPROF_BUDGET( "CViewRender::Draw3dSkyboxworld", "3D Skybox" );
|
|
|
|
DrawInternal();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CShadowDepthView::Setup( const CViewSetup &shadowViewIn, ITexture *pRenderTarget, ITexture *pDepthTexture )
|
|
{
|
|
BaseClass::Setup( shadowViewIn );
|
|
m_pRenderTarget = pRenderTarget;
|
|
m_pDepthTexture = pDepthTexture;
|
|
}
|
|
|
|
|
|
bool DrawingShadowDepthView( void ) //for easy externing
|
|
{
|
|
return (CurrentViewID() == VIEW_SHADOW_DEPTH_TEXTURE);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CShadowDepthView::Draw()
|
|
{
|
|
VPROF_BUDGET( "CShadowDepthView::Draw", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
|
|
|
|
// Start view
|
|
unsigned int visFlags;
|
|
m_pMainView->SetupVis( (*this), visFlags ); // @MULTICORE (toml 8/9/2006): Portal problem, not sending custom vis down
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
pRenderContext->ClearColor3ub(0xFF, 0xFF, 0xFF);
|
|
|
|
#if defined( _X360 )
|
|
pRenderContext->PushVertexShaderGPRAllocation( 112 ); //almost all work is done in vertex shaders for depth rendering, max out their threads
|
|
#endif
|
|
|
|
pRenderContext.SafeRelease();
|
|
|
|
if( IsPC() )
|
|
{
|
|
render->Push3DView( (*this), VIEW_CLEAR_DEPTH, m_pRenderTarget, GetFrustum(), m_pDepthTexture );
|
|
}
|
|
else if( IsX360() )
|
|
{
|
|
//for the 360, the dummy render target has a separate depth buffer which we Resolve() from afterward
|
|
render->Push3DView( (*this), VIEW_CLEAR_DEPTH, m_pRenderTarget, GetFrustum() );
|
|
}
|
|
|
|
SetupCurrentView( origin, angles, VIEW_SHADOW_DEPTH_TEXTURE );
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
{
|
|
VPROF_BUDGET( "BuildWorldRenderLists", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
|
|
BuildWorldRenderLists( true, -1, true, true ); // @MULTICORE (toml 8/9/2006): Portal problem, not sending custom vis down
|
|
}
|
|
|
|
{
|
|
VPROF_BUDGET( "BuildRenderableRenderLists", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
|
|
BuildRenderableRenderLists( CurrentViewID() );
|
|
}
|
|
|
|
engine->Sound_ExtraUpdate(); // Make sure sound doesn't stutter
|
|
|
|
m_DrawFlags = m_pMainView->GetBaseDrawFlags() | DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER | DF_SHADOW_DEPTH_MAP; // Don't draw water surface...
|
|
|
|
{
|
|
VPROF_BUDGET( "DrawWorld", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
|
|
DrawWorld( 0.0f );
|
|
}
|
|
|
|
// Draw opaque and translucent renderables with appropriate override materials
|
|
// OVERRIDE_DEPTH_WRITE is OK with a NULL material pointer
|
|
modelrender->ForcedMaterialOverride( NULL, OVERRIDE_DEPTH_WRITE );
|
|
|
|
{
|
|
VPROF_BUDGET( "DrawOpaqueRenderables", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
|
|
DrawOpaqueRenderables( true );
|
|
}
|
|
|
|
if ( m_bRenderFlashlightDepthTranslucents || r_flashlightdepth_drawtranslucents.GetBool() )
|
|
{
|
|
VPROF_BUDGET( "DrawTranslucentRenderables", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
|
|
DrawTranslucentRenderables( false, true );
|
|
}
|
|
|
|
modelrender->ForcedMaterialOverride( 0 );
|
|
|
|
m_DrawFlags = 0;
|
|
|
|
pRenderContext.GetFrom( materials );
|
|
|
|
if( IsX360() )
|
|
{
|
|
//Resolve() the depth texture here. Before the pop so the copy will recognize that the resolutions are the same
|
|
pRenderContext->CopyRenderTargetToTextureEx( m_pDepthTexture, -1, NULL, NULL );
|
|
}
|
|
|
|
render->PopView( GetFrustum() );
|
|
|
|
#if defined( _X360 )
|
|
pRenderContext->PopVertexShaderGPRAllocation();
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CFreezeFrameView::Setup( const CViewSetup &shadowViewIn )
|
|
{
|
|
BaseClass::Setup( shadowViewIn );
|
|
|
|
VGui_GetTrueScreenSize( m_nScreenSize[ 0 ], m_nScreenSize[ 1 ] );
|
|
VGui_GetPanelBounds( GET_ACTIVE_SPLITSCREEN_SLOT(), m_nSubRect[ 0 ], m_nSubRect[ 1 ], m_nSubRect[ 2 ], m_nSubRect[ 3 ] );
|
|
|
|
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
|
|
pVMTKeyValues->SetString( "$basetexture", IsX360() ? "_rt_FullFrameFB1" : "_rt_FullScreen" );
|
|
pVMTKeyValues->SetInt( "$nocull", 1 );
|
|
pVMTKeyValues->SetInt( "$nofog", 1 );
|
|
pVMTKeyValues->SetInt( "$ignorez", 1 );
|
|
m_pFreezeFrame.Init( "FreezeFrame_FullScreen", TEXTURE_GROUP_OTHER, pVMTKeyValues );
|
|
m_pFreezeFrame->Refresh();
|
|
|
|
m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFreezeFrameView::Draw( void )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
#if defined( _X360 )
|
|
pRenderContext->PushVertexShaderGPRAllocation( 16 ); //max out pixel shader threads
|
|
#endif
|
|
|
|
pRenderContext->DrawScreenSpaceRectangle( m_pFreezeFrame, x, y, width, height,
|
|
m_nSubRect[ 0 ], m_nSubRect[ 1 ], m_nSubRect[ 0 ] + m_nSubRect[ 2 ] - 1, m_nSubRect[ 1 ] + m_nSubRect[ 3 ] - 1, m_nScreenSize[ 0 ], m_nScreenSize[ 1 ] );
|
|
|
|
//Fake a fade during freezeframe view.
|
|
if ( g_flFreezeFlash[ m_nSlot ] >= gpGlobals->curtime &&
|
|
engine->IsTakingScreenshot() == false )
|
|
{
|
|
// Overlay screen fade on entire screen
|
|
IMaterial* pMaterial = m_TranslucentSingleColor;
|
|
|
|
int iFadeAlpha = FREEZECAM_SNAPSHOT_FADE_SPEED * ( g_flFreezeFlash[ m_nSlot ] - gpGlobals->curtime );
|
|
|
|
iFadeAlpha = MIN( iFadeAlpha, 255 );
|
|
iFadeAlpha = MAX( 0, iFadeAlpha );
|
|
|
|
pMaterial->AlphaModulate( iFadeAlpha * ( 1.0f / 255.0f ) );
|
|
pMaterial->ColorModulate( 1.0f, 1.0f, 1.0f );
|
|
pMaterial->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, true );
|
|
|
|
pRenderContext->DrawScreenSpaceRectangle( pMaterial, x, y, width, height, m_nSubRect[ 0 ], m_nSubRect[ 1 ], m_nSubRect[ 0 ] + m_nSubRect[ 2 ] - 1, m_nSubRect[ 1 ] + m_nSubRect[ 3 ] - 1, m_nScreenSize[ 0 ], m_nScreenSize[ 1 ] );
|
|
}
|
|
|
|
#if defined( _X360 )
|
|
pRenderContext->PopVertexShaderGPRAllocation();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Pops a water render target
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseWorldView::AdjustView( float waterHeight )
|
|
{
|
|
if( m_DrawFlags & DF_RENDER_REFRACTION )
|
|
{
|
|
ITexture *pTexture = GetWaterRefractionTexture();
|
|
|
|
// Use the aspect ratio of the main view! So, don't recompute it here
|
|
x = y = 0;
|
|
width = pTexture->GetActualWidth();
|
|
height = pTexture->GetActualHeight();
|
|
|
|
return true;
|
|
}
|
|
|
|
if( m_DrawFlags & DF_RENDER_REFLECTION )
|
|
{
|
|
ITexture *pTexture = GetWaterReflectionTexture();
|
|
|
|
// Use the aspect ratio of the main view! So, don't recompute it here
|
|
x = y = 0;
|
|
width = pTexture->GetActualWidth();
|
|
height = pTexture->GetActualHeight();
|
|
angles[0] = -angles[0];
|
|
angles[2] = -angles[2];
|
|
origin[2] -= 2.0f * ( origin[2] - (waterHeight));
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Pops a water render target
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseWorldView::PushView( float waterHeight )
|
|
{
|
|
float spread = 2.0f;
|
|
if( m_DrawFlags & DF_FUDGE_UP )
|
|
{
|
|
waterHeight += spread;
|
|
}
|
|
else
|
|
{
|
|
waterHeight -= spread;
|
|
}
|
|
|
|
MaterialHeightClipMode_t clipMode = MATERIAL_HEIGHTCLIPMODE_DISABLE;
|
|
if ( ( m_DrawFlags & DF_CLIP_Z ) && mat_clipz.GetBool() )
|
|
{
|
|
if( m_DrawFlags & DF_CLIP_BELOW )
|
|
{
|
|
clipMode = MATERIAL_HEIGHTCLIPMODE_RENDER_ABOVE_HEIGHT;
|
|
}
|
|
else
|
|
{
|
|
clipMode = MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT;
|
|
}
|
|
}
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
if( m_DrawFlags & DF_RENDER_REFRACTION )
|
|
{
|
|
pRenderContext->SetFogZ( waterHeight );
|
|
pRenderContext->SetHeightClipZ( waterHeight );
|
|
pRenderContext->SetHeightClipMode( clipMode );
|
|
|
|
// Have to re-set up the view since we reset the size
|
|
render->Push3DView( *this, m_ClearFlags, GetWaterRefractionTexture(), GetFrustum() );
|
|
|
|
return;
|
|
}
|
|
|
|
if( m_DrawFlags & DF_RENDER_REFLECTION )
|
|
{
|
|
ITexture *pTexture = GetWaterReflectionTexture();
|
|
|
|
pRenderContext->SetFogZ( waterHeight );
|
|
|
|
bool bSoftwareUserClipPlane = g_pMaterialSystemHardwareConfig->UseFastClipping();
|
|
if( bSoftwareUserClipPlane && ( origin[2] > waterHeight - r_eyewaterepsilon.GetFloat() ) )
|
|
{
|
|
waterHeight = origin[2] + r_eyewaterepsilon.GetFloat();
|
|
}
|
|
|
|
pRenderContext->SetHeightClipZ( waterHeight );
|
|
pRenderContext->SetHeightClipMode( clipMode );
|
|
|
|
render->Push3DView( *this, m_ClearFlags, pTexture, GetFrustum() );
|
|
|
|
SetLightmapScaleForWater();
|
|
return;
|
|
}
|
|
|
|
if ( m_ClearFlags & ( VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR | VIEW_CLEAR_STENCIL ) )
|
|
{
|
|
if ( m_ClearFlags & VIEW_CLEAR_OBEY_STENCIL )
|
|
{
|
|
pRenderContext->ClearBuffersObeyStencil( ( m_ClearFlags & VIEW_CLEAR_COLOR ) ? true : false, ( m_ClearFlags & VIEW_CLEAR_DEPTH ) ? true : false );
|
|
}
|
|
else
|
|
{
|
|
if ( r_shadow_deferred.GetBool() )
|
|
{
|
|
// FIXME: Is there a better place to force a stencil clear for deferred shadows?
|
|
if ( m_ClearFlags & VIEW_CLEAR_DEPTH )
|
|
m_ClearFlags |= VIEW_CLEAR_STENCIL;
|
|
}
|
|
|
|
pRenderContext->ClearBuffers( ( m_ClearFlags & VIEW_CLEAR_COLOR ) ? true : false, ( m_ClearFlags & VIEW_CLEAR_DEPTH ) ? true : false, ( m_ClearFlags & VIEW_CLEAR_STENCIL ) ? true : false );
|
|
}
|
|
}
|
|
|
|
pRenderContext->SetHeightClipMode( clipMode );
|
|
if ( clipMode != MATERIAL_HEIGHTCLIPMODE_DISABLE )
|
|
{
|
|
pRenderContext->SetHeightClipZ( waterHeight );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Pops a water render target
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseWorldView::PopView()
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
pRenderContext->SetHeightClipMode( MATERIAL_HEIGHTCLIPMODE_DISABLE );
|
|
if( m_DrawFlags & (DF_RENDER_REFRACTION | DF_RENDER_REFLECTION) )
|
|
{
|
|
if ( IsX360() )
|
|
{
|
|
// these renders paths used their surfaces, so blit their results
|
|
if ( m_DrawFlags & DF_RENDER_REFRACTION )
|
|
{
|
|
pRenderContext->CopyRenderTargetToTextureEx( GetWaterRefractionTexture(), NULL, NULL );
|
|
}
|
|
if ( m_DrawFlags & DF_RENDER_REFLECTION )
|
|
{
|
|
pRenderContext->CopyRenderTargetToTextureEx( GetWaterReflectionTexture(), NULL, NULL );
|
|
}
|
|
}
|
|
|
|
render->PopView( GetFrustum() );
|
|
if (s_vSavedLinearLightMapScale.x>=0)
|
|
{
|
|
pRenderContext->SetToneMappingScaleLinear(s_vSavedLinearLightMapScale);
|
|
s_vSavedLinearLightMapScale.x=-1;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the world + entities
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseWorldView::DrawSetup( float waterHeight, int nSetupFlags, float waterZAdjust, int iForceViewLeaf )
|
|
{
|
|
int savedViewID = g_CurrentViewID;
|
|
g_CurrentViewID = VIEW_ILLEGAL;
|
|
|
|
bool bViewChanged = AdjustView( waterHeight );
|
|
|
|
if ( bViewChanged )
|
|
{
|
|
render->Push3DView( *this, 0, NULL, GetFrustum() );
|
|
}
|
|
|
|
render->BeginUpdateLightmaps();
|
|
|
|
bool bDrawEntities = ( nSetupFlags & DF_DRAW_ENTITITES ) != 0;
|
|
bool bDrawReflection = ( nSetupFlags & DF_RENDER_REFLECTION ) != 0;
|
|
BuildWorldRenderLists( bDrawEntities, iForceViewLeaf, true, false, bDrawReflection ? &waterHeight : NULL );
|
|
|
|
PruneWorldListInfo();
|
|
|
|
if ( bDrawEntities )
|
|
{
|
|
BuildRenderableRenderLists( savedViewID );
|
|
}
|
|
|
|
render->EndUpdateLightmaps();
|
|
|
|
if ( bViewChanged )
|
|
{
|
|
render->PopView( GetFrustum() );
|
|
}
|
|
|
|
g_CurrentViewID = savedViewID;
|
|
}
|
|
|
|
|
|
void CBaseWorldView::DrawExecute( float waterHeight, view_id_t viewID, float waterZAdjust )
|
|
{
|
|
// @MULTICORE (toml 8/16/2006): rethink how, where, and when this is done...
|
|
g_pClientShadowMgr->ComputeShadowTextures( *this, m_pWorldListInfo->m_LeafCount, m_pWorldListInfo->m_pLeafDataList );
|
|
|
|
// Make sure sound doesn't stutter
|
|
engine->Sound_ExtraUpdate();
|
|
|
|
int savedViewID = g_CurrentViewID;
|
|
g_CurrentViewID = viewID;
|
|
|
|
// Update our render view flags.
|
|
int iDrawFlagsBackup = m_DrawFlags;
|
|
m_DrawFlags |= m_pMainView->GetBaseDrawFlags();
|
|
|
|
PushView( waterHeight );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
#if defined( _X360 )
|
|
pRenderContext->PushVertexShaderGPRAllocation( 32 );
|
|
#endif
|
|
|
|
ITexture *pSaveFrameBufferCopyTexture = pRenderContext->GetFrameBufferCopyTexture( 0 );
|
|
pRenderContext->SetFrameBufferCopyTexture( GetPowerOfTwoFrameBufferTexture() );
|
|
pRenderContext.SafeRelease();
|
|
|
|
Begin360ZPass();
|
|
m_DrawFlags |= DF_SKIP_WORLD_DECALS_AND_OVERLAYS;
|
|
DrawWorld( waterZAdjust );
|
|
m_DrawFlags &= ~DF_SKIP_WORLD_DECALS_AND_OVERLAYS;
|
|
if ( m_DrawFlags & DF_DRAW_ENTITITES )
|
|
{
|
|
DrawOpaqueRenderables( false );
|
|
}
|
|
End360ZPass(); // DrawOpaqueRenderables currently already calls End360ZPass. No harm in calling it again to make sure we're always ending it
|
|
|
|
// Only draw decals on opaque surfaces after now. Benefit is two-fold: Early Z benefits on PC, and
|
|
// we're pulling out stuff that uses the dynamic VB from the 360 Z pass
|
|
// (which can lead to rendering corruption if we overflow the dyn. VB ring buffer).
|
|
m_DrawFlags |= DF_SKIP_WORLD;
|
|
DrawWorld( waterZAdjust );
|
|
m_DrawFlags &= ~DF_SKIP_WORLD;
|
|
|
|
if ( !m_bDrawWorldNormal )
|
|
{
|
|
if ( m_DrawFlags & DF_DRAW_ENTITITES )
|
|
{
|
|
DrawTranslucentRenderables( false, false );
|
|
DrawNoZBufferTranslucentRenderables();
|
|
}
|
|
else
|
|
{
|
|
// Draw translucent world brushes only, no entities
|
|
DrawTranslucentWorldInLeaves( false );
|
|
}
|
|
}
|
|
|
|
// issue the pixel visibility tests for sub-views
|
|
if ( !IsMainView( CurrentViewID() ) && CurrentViewID() != VIEW_INTRO_CAMERA )
|
|
{
|
|
PixelVisibility_EndCurrentView();
|
|
}
|
|
|
|
pRenderContext.GetFrom( materials );
|
|
pRenderContext->SetFrameBufferCopyTexture( pSaveFrameBufferCopyTexture );
|
|
PopView();
|
|
|
|
m_DrawFlags = iDrawFlagsBackup;
|
|
|
|
g_CurrentViewID = savedViewID;
|
|
|
|
#if defined( _X360 )
|
|
pRenderContext->PopVertexShaderGPRAllocation();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the scene when there's no water or only cheap water
|
|
//-----------------------------------------------------------------------------
|
|
void CSimpleWorldView::Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t &waterInfo, ViewCustomVisibility_t *pCustomVisibility )
|
|
{
|
|
BaseClass::Setup( view );
|
|
|
|
m_ClearFlags = nClearFlags;
|
|
m_DrawFlags = DF_DRAW_ENTITITES;
|
|
|
|
if ( !waterInfo.m_bOpaqueWater )
|
|
{
|
|
m_DrawFlags |= DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER;
|
|
}
|
|
else
|
|
{
|
|
bool bViewIntersectsWater = DoesViewPlaneIntersectWater( fogInfo.m_flWaterHeight, fogInfo.m_nVisibleFogVolume );
|
|
if( bViewIntersectsWater )
|
|
{
|
|
// have to draw both sides if we can see both.
|
|
m_DrawFlags |= DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER;
|
|
}
|
|
else if ( fogInfo.m_bEyeInFogVolume )
|
|
{
|
|
m_DrawFlags |= DF_RENDER_UNDERWATER;
|
|
}
|
|
else
|
|
{
|
|
m_DrawFlags |= DF_RENDER_ABOVEWATER;
|
|
}
|
|
}
|
|
if ( waterInfo.m_bDrawWaterSurface )
|
|
{
|
|
m_DrawFlags |= DF_RENDER_WATER;
|
|
}
|
|
|
|
if ( !fogInfo.m_bEyeInFogVolume && bDrawSkybox )
|
|
{
|
|
m_DrawFlags |= DF_DRAWSKYBOX;
|
|
}
|
|
|
|
m_pCustomVisibility = pCustomVisibility;
|
|
m_fogInfo = fogInfo;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the scene when there's no water or only cheap water
|
|
//-----------------------------------------------------------------------------
|
|
void CSimpleWorldView::Draw()
|
|
{
|
|
VPROF( "CViewRender::ViewDrawScene_NoWater" );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
PIXEVENT( pRenderContext, "CSimpleWorldView::Draw" );
|
|
|
|
#if defined( _X360 )
|
|
pRenderContext->PushVertexShaderGPRAllocation( 32 ); //lean toward pixel shader threads
|
|
#endif
|
|
|
|
pRenderContext.SafeRelease();
|
|
|
|
DrawSetup( 0, m_DrawFlags, 0 );
|
|
|
|
if ( !m_fogInfo.m_bEyeInFogVolume )
|
|
{
|
|
EnableWorldFog();
|
|
}
|
|
else
|
|
{
|
|
m_ClearFlags |= VIEW_CLEAR_COLOR;
|
|
|
|
SetFogVolumeState( m_fogInfo, false );
|
|
|
|
pRenderContext.GetFrom( materials );
|
|
|
|
unsigned char ucFogColor[3];
|
|
pRenderContext->GetFogColor( ucFogColor );
|
|
pRenderContext->ClearColor4ub( ucFogColor[0], ucFogColor[1], ucFogColor[2], 255 );
|
|
}
|
|
|
|
pRenderContext.SafeRelease();
|
|
|
|
DrawExecute( 0, CurrentViewID(), 0 );
|
|
|
|
pRenderContext.GetFrom( materials );
|
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
|
|
|
|
#if defined( _X360 )
|
|
pRenderContext->PopVertexShaderGPRAllocation();
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseWaterView::CalcWaterEyeAdjustments( const VisibleFogVolumeInfo_t &fogInfo,
|
|
float &newWaterHeight, float &waterZAdjust, bool bSoftwareUserClipPlane )
|
|
{
|
|
if( !bSoftwareUserClipPlane )
|
|
{
|
|
newWaterHeight = fogInfo.m_flWaterHeight;
|
|
waterZAdjust = 0.0f;
|
|
return;
|
|
}
|
|
|
|
newWaterHeight = fogInfo.m_flWaterHeight;
|
|
float eyeToWaterZDelta = origin[2] - fogInfo.m_flWaterHeight;
|
|
float epsilon = r_eyewaterepsilon.GetFloat();
|
|
waterZAdjust = 0.0f;
|
|
if( fabs( eyeToWaterZDelta ) < epsilon )
|
|
{
|
|
if( eyeToWaterZDelta > 0 )
|
|
{
|
|
newWaterHeight = origin[2] - epsilon;
|
|
}
|
|
else
|
|
{
|
|
newWaterHeight = origin[2] + epsilon;
|
|
}
|
|
waterZAdjust = newWaterHeight - fogInfo.m_flWaterHeight;
|
|
}
|
|
|
|
// Warning( "view.origin[2]: %f newWaterHeight: %f fogInfo.m_flWaterHeight: %f waterZAdjust: %f\n",
|
|
// ( float )view.origin[2], newWaterHeight, fogInfo.m_flWaterHeight, waterZAdjust );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseWaterView::CSoftwareIntersectionView::Setup( bool bAboveWater )
|
|
{
|
|
BaseClass::Setup( *GetOuter() );
|
|
|
|
m_DrawFlags = 0;
|
|
m_DrawFlags = ( bAboveWater ) ? DF_RENDER_UNDERWATER : DF_RENDER_ABOVEWATER;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseWaterView::CSoftwareIntersectionView::Draw()
|
|
{
|
|
DrawSetup( GetOuter()->m_waterHeight, m_DrawFlags, GetOuter()->m_waterZAdjust );
|
|
DrawExecute( GetOuter()->m_waterHeight, CurrentViewID(), GetOuter()->m_waterZAdjust );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the scene when the view point is above the level of the water
|
|
//-----------------------------------------------------------------------------
|
|
void CAboveWaterView::Setup( const CViewSetup &view, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t& waterInfo )
|
|
{
|
|
BaseClass::Setup( view );
|
|
|
|
m_bSoftwareUserClipPlane = g_pMaterialSystemHardwareConfig->UseFastClipping();
|
|
|
|
CalcWaterEyeAdjustments( fogInfo, m_waterHeight, m_waterZAdjust, m_bSoftwareUserClipPlane );
|
|
|
|
// BROKEN STUFF!
|
|
if ( m_waterZAdjust == 0.0f )
|
|
{
|
|
m_bSoftwareUserClipPlane = false;
|
|
}
|
|
|
|
m_DrawFlags = DF_RENDER_ABOVEWATER | DF_DRAW_ENTITITES;
|
|
m_ClearFlags = VIEW_CLEAR_DEPTH;
|
|
|
|
|
|
|
|
if ( bDrawSkybox )
|
|
{
|
|
m_DrawFlags |= DF_DRAWSKYBOX;
|
|
}
|
|
|
|
if ( waterInfo.m_bDrawWaterSurface )
|
|
{
|
|
m_DrawFlags |= DF_RENDER_WATER;
|
|
}
|
|
if ( !waterInfo.m_bRefract && !waterInfo.m_bOpaqueWater )
|
|
{
|
|
m_DrawFlags |= DF_RENDER_UNDERWATER;
|
|
}
|
|
|
|
m_fogInfo = fogInfo;
|
|
m_waterInfo = waterInfo;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CAboveWaterView::Draw()
|
|
{
|
|
VPROF( "CViewRender::ViewDrawScene_EyeAboveWater" );
|
|
|
|
// eye is outside of water
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
// render the reflection
|
|
if( m_waterInfo.m_bReflect )
|
|
{
|
|
m_ReflectionView.Setup( m_waterInfo.m_bReflectEntities );
|
|
m_pMainView->AddViewToScene( &m_ReflectionView );
|
|
}
|
|
|
|
bool bViewIntersectsWater = false;
|
|
|
|
// render refraction
|
|
if ( m_waterInfo.m_bRefract )
|
|
{
|
|
m_RefractionView.Setup();
|
|
m_pMainView->AddViewToScene( &m_RefractionView );
|
|
|
|
if( !m_bSoftwareUserClipPlane )
|
|
{
|
|
bViewIntersectsWater = DoesViewPlaneIntersectWater( m_fogInfo.m_flWaterHeight, m_fogInfo.m_nVisibleFogVolume );
|
|
}
|
|
}
|
|
else if ( !( m_DrawFlags & DF_DRAWSKYBOX ) )
|
|
{
|
|
m_ClearFlags |= VIEW_CLEAR_COLOR;
|
|
}
|
|
|
|
|
|
|
|
// NOTE!!!!! YOU CAN ONLY DO THIS IF YOU HAVE HARDWARE USER CLIP PLANES!!!!!!
|
|
bool bHardwareUserClipPlanes = !g_pMaterialSystemHardwareConfig->UseFastClipping();
|
|
if( bViewIntersectsWater && bHardwareUserClipPlanes )
|
|
{
|
|
// This is necessary to keep the non-water fogged world from drawing underwater in
|
|
// the case where we want to partially see into the water.
|
|
m_DrawFlags |= DF_CLIP_Z | DF_CLIP_BELOW;
|
|
}
|
|
|
|
// render the world
|
|
DrawSetup( m_waterHeight, m_DrawFlags, m_waterZAdjust );
|
|
EnableWorldFog();
|
|
DrawExecute( m_waterHeight, CurrentViewID(), m_waterZAdjust );
|
|
|
|
if ( m_waterInfo.m_bRefract )
|
|
{
|
|
if ( m_bSoftwareUserClipPlane )
|
|
{
|
|
m_SoftwareIntersectionView.Setup( true );
|
|
m_SoftwareIntersectionView.Draw( );
|
|
}
|
|
else if ( bViewIntersectsWater )
|
|
{
|
|
m_IntersectionView.Setup();
|
|
m_pMainView->AddViewToScene( &m_IntersectionView );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CAboveWaterView::CReflectionView::Setup( bool bReflectEntities )
|
|
{
|
|
BaseClass::Setup( *GetOuter() );
|
|
|
|
m_ClearFlags = VIEW_CLEAR_DEPTH;
|
|
|
|
// NOTE: Clearing the color is unnecessary since we're drawing the skybox
|
|
// and dest-alpha is never used in the reflection
|
|
m_DrawFlags = DF_RENDER_REFLECTION | DF_CLIP_Z | DF_CLIP_BELOW |
|
|
DF_RENDER_ABOVEWATER;
|
|
|
|
// NOTE: This will cause us to draw the 2d skybox in the reflection
|
|
// (which we want to do instead of drawing the 3d skybox)
|
|
m_DrawFlags |= DF_DRAWSKYBOX;
|
|
|
|
if( bReflectEntities )
|
|
{
|
|
m_DrawFlags |= DF_DRAW_ENTITITES;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CAboveWaterView::CReflectionView::Draw()
|
|
{
|
|
|
|
|
|
// Store off view origin and angles and set the new view
|
|
int nSaveViewID = CurrentViewID();
|
|
SetupCurrentView( origin, angles, VIEW_REFLECTION );
|
|
|
|
// Disable occlusion visualization in reflection
|
|
bool bVisOcclusion = r_visocclusion.GetBool();
|
|
r_visocclusion.SetValue( 0 );
|
|
|
|
DrawSetup( GetOuter()->m_fogInfo.m_flWaterHeight, m_DrawFlags, 0.0f, GetOuter()->m_fogInfo.m_nVisibleFogVolumeLeaf );
|
|
|
|
EnableWorldFog();
|
|
DrawExecute( GetOuter()->m_fogInfo.m_flWaterHeight, VIEW_REFLECTION, 0.0f );
|
|
|
|
r_visocclusion.SetValue( bVisOcclusion );
|
|
|
|
|
|
|
|
// finish off the view and restore the previous view.
|
|
SetupCurrentView( origin, angles, ( view_id_t )nSaveViewID );
|
|
|
|
// This is here for multithreading
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->Flush();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CAboveWaterView::CRefractionView::Setup()
|
|
{
|
|
BaseClass::Setup( *GetOuter() );
|
|
|
|
m_ClearFlags = VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH;
|
|
|
|
m_DrawFlags = DF_RENDER_REFRACTION | DF_CLIP_Z |
|
|
DF_RENDER_UNDERWATER | DF_FUDGE_UP |
|
|
DF_DRAW_ENTITITES ;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CAboveWaterView::CRefractionView::Draw()
|
|
{
|
|
|
|
|
|
// Store off view origin and angles and set the new view
|
|
int nSaveViewID = CurrentViewID();
|
|
SetupCurrentView( origin, angles, VIEW_REFRACTION );
|
|
|
|
DrawSetup( GetOuter()->m_waterHeight, m_DrawFlags, GetOuter()->m_waterZAdjust );
|
|
|
|
SetFogVolumeState( GetOuter()->m_fogInfo, true );
|
|
SetClearColorToFogColor();
|
|
DrawExecute( GetOuter()->m_waterHeight, VIEW_REFRACTION, GetOuter()->m_waterZAdjust );
|
|
|
|
|
|
|
|
// finish off the view. restore the previous view.
|
|
SetupCurrentView( origin, angles, ( view_id_t )nSaveViewID );
|
|
|
|
// This is here for multithreading
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
|
|
pRenderContext->Flush();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CAboveWaterView::CIntersectionView::Setup()
|
|
{
|
|
BaseClass::Setup( *GetOuter() );
|
|
m_DrawFlags = DF_RENDER_UNDERWATER | DF_CLIP_Z | DF_DRAW_ENTITITES;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CAboveWaterView::CIntersectionView::Draw()
|
|
{
|
|
DrawSetup( GetOuter()->m_fogInfo.m_flWaterHeight, m_DrawFlags, 0 );
|
|
|
|
SetFogVolumeState( GetOuter()->m_fogInfo, true );
|
|
SetClearColorToFogColor( );
|
|
DrawExecute( GetOuter()->m_fogInfo.m_flWaterHeight, VIEW_NONE, 0 );
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the scene when the view point is under the level of the water
|
|
//-----------------------------------------------------------------------------
|
|
void CUnderWaterView::Setup( const CViewSetup &view, bool bDrawSkybox, const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t& waterInfo )
|
|
{
|
|
BaseClass::Setup( view );
|
|
|
|
m_bSoftwareUserClipPlane = g_pMaterialSystemHardwareConfig->UseFastClipping();
|
|
|
|
CalcWaterEyeAdjustments( fogInfo, m_waterHeight, m_waterZAdjust, m_bSoftwareUserClipPlane );
|
|
|
|
IMaterial *pWaterMaterial = fogInfo.m_pFogVolumeMaterial;
|
|
IMaterialVar *pScreenOverlayVar = pWaterMaterial->FindVar( "$underwateroverlay", NULL, false );
|
|
if ( pScreenOverlayVar && ( pScreenOverlayVar->IsDefined() ) )
|
|
{
|
|
char const *pOverlayName = pScreenOverlayVar->GetStringValue();
|
|
if ( pOverlayName[0] != '0' ) // fixme!!!
|
|
{
|
|
IMaterial *pOverlayMaterial = materials->FindMaterial( pOverlayName, TEXTURE_GROUP_OTHER );
|
|
m_pMainView->SetWaterOverlayMaterial( pOverlayMaterial );
|
|
}
|
|
}
|
|
// NOTE: We're not drawing the 2d skybox under water since it's assumed to not be visible.
|
|
|
|
// render the world underwater
|
|
// Clear the color to get the appropriate underwater fog color
|
|
m_DrawFlags = DF_FUDGE_UP | DF_RENDER_UNDERWATER | DF_DRAW_ENTITITES;
|
|
m_ClearFlags = VIEW_CLEAR_DEPTH;
|
|
|
|
if( !m_bSoftwareUserClipPlane )
|
|
{
|
|
m_DrawFlags |= DF_CLIP_Z;
|
|
}
|
|
if ( waterInfo.m_bDrawWaterSurface )
|
|
{
|
|
m_DrawFlags |= DF_RENDER_WATER;
|
|
}
|
|
if ( !waterInfo.m_bRefract && !waterInfo.m_bOpaqueWater )
|
|
{
|
|
m_DrawFlags |= DF_RENDER_ABOVEWATER;
|
|
}
|
|
|
|
m_fogInfo = fogInfo;
|
|
m_waterInfo = waterInfo;
|
|
m_bDrawSkybox = bDrawSkybox;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CUnderWaterView::Draw()
|
|
{
|
|
// FIXME: The 3d skybox shouldn't be drawn when the eye is under water
|
|
|
|
VPROF( "CViewRender::ViewDrawScene_EyeUnderWater" );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
// render refraction (out of water)
|
|
if ( m_waterInfo.m_bRefract )
|
|
{
|
|
m_RefractionView.Setup( );
|
|
m_pMainView->AddViewToScene( &m_RefractionView );
|
|
}
|
|
|
|
if ( !m_waterInfo.m_bRefract )
|
|
{
|
|
SetFogVolumeState( m_fogInfo, true );
|
|
unsigned char ucFogColor[3];
|
|
pRenderContext->GetFogColor( ucFogColor );
|
|
pRenderContext->ClearColor4ub( ucFogColor[0], ucFogColor[1], ucFogColor[2], 255 );
|
|
}
|
|
|
|
DrawSetup( m_waterHeight, m_DrawFlags, m_waterZAdjust );
|
|
SetFogVolumeState( m_fogInfo, false );
|
|
DrawExecute( m_waterHeight, CurrentViewID(), m_waterZAdjust );
|
|
m_ClearFlags = 0;
|
|
|
|
if( m_waterZAdjust != 0.0f && m_bSoftwareUserClipPlane && m_waterInfo.m_bRefract )
|
|
{
|
|
m_SoftwareIntersectionView.Setup( false );
|
|
m_SoftwareIntersectionView.Draw( );
|
|
}
|
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CUnderWaterView::CRefractionView::Setup()
|
|
{
|
|
BaseClass::Setup( *GetOuter() );
|
|
// NOTE: Refraction renders into the back buffer, over the top of the 3D skybox
|
|
// It is then blitted out into the refraction target. This is so that
|
|
// we only have to set up 3d sky vis once, and only render it once also!
|
|
m_DrawFlags = DF_CLIP_Z |
|
|
DF_CLIP_BELOW | DF_RENDER_ABOVEWATER |
|
|
DF_DRAW_ENTITITES;
|
|
|
|
m_ClearFlags = VIEW_CLEAR_DEPTH;
|
|
if ( GetOuter()->m_bDrawSkybox )
|
|
{
|
|
m_ClearFlags |= VIEW_CLEAR_COLOR;
|
|
m_DrawFlags |= DF_DRAWSKYBOX | DF_CLIP_SKYBOX;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CUnderWaterView::CRefractionView::Draw()
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
SetFogVolumeState( GetOuter()->m_fogInfo, true );
|
|
unsigned char ucFogColor[3];
|
|
pRenderContext->GetFogColor( ucFogColor );
|
|
pRenderContext->ClearColor4ub( ucFogColor[0], ucFogColor[1], ucFogColor[2], 255 );
|
|
|
|
DrawSetup( GetOuter()->m_waterHeight, m_DrawFlags, GetOuter()->m_waterZAdjust );
|
|
|
|
EnableWorldFog();
|
|
DrawExecute( GetOuter()->m_waterHeight, VIEW_REFRACTION, GetOuter()->m_waterZAdjust );
|
|
|
|
Rect_t srcRect;
|
|
srcRect.x = x;
|
|
srcRect.y = y;
|
|
srcRect.width = width;
|
|
srcRect.height = height;
|
|
|
|
ITexture *pTexture = GetWaterRefractionTexture();
|
|
pRenderContext->CopyRenderTargetToTextureEx( pTexture, 0, &srcRect, NULL );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Reflective glass view starts here
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the scene when the view contains reflective glass
|
|
//-----------------------------------------------------------------------------
|
|
void CReflectiveGlassView::Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox,
|
|
const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t &waterInfo, const cplane_t &reflectionPlane )
|
|
{
|
|
BaseClass::Setup( view, nClearFlags, bDrawSkybox, fogInfo, waterInfo, NULL );
|
|
m_ReflectionPlane = reflectionPlane;
|
|
}
|
|
|
|
|
|
bool CReflectiveGlassView::AdjustView( float flWaterHeight )
|
|
{
|
|
ITexture *pTexture = GetWaterReflectionTexture();
|
|
|
|
// Use the aspect ratio of the main view! So, don't recompute it here
|
|
x = y = 0;
|
|
width = pTexture->GetActualWidth();
|
|
height = pTexture->GetActualHeight();
|
|
|
|
// Reflect the camera origin + vectors around the reflection plane
|
|
float flDist = DotProduct( origin, m_ReflectionPlane.normal ) - m_ReflectionPlane.dist;
|
|
VectorMA( origin, - 2.0f * flDist, m_ReflectionPlane.normal, origin );
|
|
|
|
Vector vecForward, vecUp;
|
|
AngleVectors( angles, &vecForward, NULL, &vecUp );
|
|
|
|
float flDot = DotProduct( vecForward, m_ReflectionPlane.normal );
|
|
VectorMA( vecForward, - 2.0f * flDot, m_ReflectionPlane.normal, vecForward );
|
|
|
|
flDot = DotProduct( vecUp, m_ReflectionPlane.normal );
|
|
VectorMA( vecUp, - 2.0f * flDot, m_ReflectionPlane.normal, vecUp );
|
|
|
|
VectorAngles( vecForward, vecUp, angles );
|
|
return true;
|
|
}
|
|
|
|
void CReflectiveGlassView::PushView( float waterHeight )
|
|
{
|
|
render->Push3DView( *this, m_ClearFlags, GetWaterReflectionTexture(), GetFrustum() );
|
|
|
|
Vector4D plane;
|
|
VectorCopy( m_ReflectionPlane.normal, plane.AsVector3D() );
|
|
plane.w = m_ReflectionPlane.dist + 0.1f;
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PushCustomClipPlane( plane.Base() );
|
|
}
|
|
|
|
void CReflectiveGlassView::PopView( )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PopCustomClipPlane( );
|
|
render->PopView( GetFrustum() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders reflective or refractive parts of glass
|
|
//-----------------------------------------------------------------------------
|
|
void CReflectiveGlassView::Draw()
|
|
{
|
|
VPROF( "CReflectiveGlassView::Draw" );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
PIXEVENT( pRenderContext, "CReflectiveGlassView::Draw" );
|
|
|
|
// Disable occlusion visualization in reflection
|
|
bool bVisOcclusion = r_visocclusion.GetBool();
|
|
r_visocclusion.SetValue( 0 );
|
|
|
|
BaseClass::Draw();
|
|
|
|
r_visocclusion.SetValue( bVisOcclusion );
|
|
|
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
|
|
pRenderContext->Flush();
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the scene when the view contains reflective glass
|
|
//-----------------------------------------------------------------------------
|
|
void CRefractiveGlassView::Setup( const CViewSetup &view, int nClearFlags, bool bDrawSkybox,
|
|
const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t &waterInfo, const cplane_t &reflectionPlane )
|
|
{
|
|
BaseClass::Setup( view, nClearFlags, bDrawSkybox, fogInfo, waterInfo, NULL );
|
|
m_ReflectionPlane = reflectionPlane;
|
|
}
|
|
|
|
|
|
bool CRefractiveGlassView::AdjustView( float flWaterHeight )
|
|
{
|
|
ITexture *pTexture = GetWaterRefractionTexture();
|
|
|
|
// Use the aspect ratio of the main view! So, don't recompute it here
|
|
x = y = 0;
|
|
width = pTexture->GetActualWidth();
|
|
height = pTexture->GetActualHeight();
|
|
return true;
|
|
}
|
|
|
|
|
|
void CRefractiveGlassView::PushView( float waterHeight )
|
|
{
|
|
render->Push3DView( *this, m_ClearFlags, GetWaterRefractionTexture(), GetFrustum() );
|
|
|
|
Vector4D plane;
|
|
VectorMultiply( m_ReflectionPlane.normal, -1, plane.AsVector3D() );
|
|
plane.w = -m_ReflectionPlane.dist + 0.1f;
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PushCustomClipPlane( plane.Base() );
|
|
}
|
|
|
|
|
|
void CRefractiveGlassView::PopView( )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PopCustomClipPlane( );
|
|
render->PopView( GetFrustum() );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders reflective or refractive parts of glass
|
|
//-----------------------------------------------------------------------------
|
|
void CRefractiveGlassView::Draw()
|
|
{
|
|
VPROF( "CRefractiveGlassView::Draw" );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
PIXEVENT( pRenderContext, "CRefractiveGlassView::Draw" );
|
|
|
|
BaseClass::Draw();
|
|
|
|
pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
|
|
pRenderContext->Flush();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void FrustumCache_t::Add( const CViewSetup *pView, int iSlot )
|
|
{
|
|
// Check for a valid view setup.
|
|
if ( !pView )
|
|
return;
|
|
|
|
// Create the perspective frustum.
|
|
GeneratePerspectiveFrustum( pView->origin, pView->angles, pView->zNear, pView->zFar, pView->fov, pView->m_flAspectRatio, m_Frustums[iSlot] );
|
|
}
|
|
|
|
|
|
|