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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#if !defined( VIEWRENDER_H )
#define VIEWRENDER_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
#include "tier1/utlstack.h"
#include "tier2/tier2.h"
#include "iviewrender.h"
#include "view_shared.h"
#if defined(_PS3)
#include "buildrenderables_ps3.h"
#endif
#include "mathlib/volumeculler.h"
#include "vstdlib/jobthread.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class ConVar; class CClientRenderablesList; class IClientVehicle; class C_PointCamera; class C_EnvProjectedTexture; class IScreenSpaceEffect; class CClientViewSetup; class CViewRender; struct ClientWorldListInfo_t; class C_BaseEntity; class CJob;
#ifdef HL2_EPISODIC
class CStunEffect; #endif // HL2_EPISODIC
//-----------------------------------------------------------------------------
// Data specific to intro mode to control rendering.
//-----------------------------------------------------------------------------
struct IntroDataBlendPass_t { int m_BlendMode; float m_Alpha; // in [0.0f,1.0f] This needs to add up to 1.0 for all passes, unless you are fading out.
};
struct IntroData_t { bool m_bDrawPrimary; Vector m_vecCameraView; QAngle m_vecCameraViewAngles; float m_playerViewFOV; CUtlVector<IntroDataBlendPass_t> m_Passes;
// Fade overriding for the intro
float m_flCurrentFadeColor[4]; };
// Robin, make this point at something to get intro mode.
extern IntroData_t *g_pIntroData;
// This identifies the view for certain systems that are unique per view (e.g. pixel visibility)
// NOTE: This is identifying which logical part of the scene an entity is being redered in
// This is not identifying a particular render target necessarily. This is mostly needed for entities that
// can be rendered more than once per frame (pixel vis queries need to be identified per-render call)
enum view_id_t { VIEW_ILLEGAL = -2, VIEW_NONE = -1, VIEW_MAIN = 0, VIEW_3DSKY = 1, VIEW_MONITOR = 2, VIEW_REFLECTION = 3, VIEW_REFRACTION = 4, VIEW_INTRO_PLAYER = 5, VIEW_INTRO_CAMERA = 6, VIEW_SHADOW_DEPTH_TEXTURE = 7, VIEW_SSAO = 8, VIEW_ID_COUNT }; view_id_t CurrentViewID();
#if defined(_PS3)
#define PASS_BUILDLISTS_PS3 (1<<0)
#define PASS_DRAWLISTS_PS3 (1<<1)
#else
#define PASS_BUILDLISTS (1<<0)
#define PASS_DRAWLISTS (1<<1)
#endif
//-----------------------------------------------------------------------------
// Purpose: Stored pitch drifting variables
//-----------------------------------------------------------------------------
class CPitchDrift { public: float pitchvel; bool nodrift; float driftmove; double laststop; };
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
struct ViewCustomVisibility_t { ViewCustomVisibility_t() { m_nNumVisOrigins = 0; m_VisData.m_fDistToAreaPortalTolerance = FLT_MAX; m_iForceViewLeaf = -1; }
void AddVisOrigin( const Vector& origin ) { // Don't allow them to write past array length
AssertMsg( m_nNumVisOrigins < MAX_VIS_LEAVES, "Added more origins than will fit in the array!" );
// If the vis origin count is greater than the size of our array, just fail to add this origin
if ( m_nNumVisOrigins >= MAX_VIS_LEAVES ) return;
m_rgVisOrigins[ m_nNumVisOrigins++ ] = origin; }
void ForceVisOverride( VisOverrideData_t& visData ) { m_VisData = visData; }
void ForceViewLeaf ( int iViewLeaf ) { m_iForceViewLeaf = iViewLeaf; }
// Set to true if you want to use multiple origins for doing client side map vis culling
// NOTE: In generaly, you won't want to do this, and by default the 3d origin of the camera, as above,
// will be used as the origin for vis, too.
int m_nNumVisOrigins; // Array of origins
Vector m_rgVisOrigins[ MAX_VIS_LEAVES ];
// The view data overrides for visibility calculations with area portals
VisOverrideData_t m_VisData;
// The starting leaf to determing which area to start in when performing area portal culling on the engine
// Default behavior is to use the leaf the camera position is in.
int m_iForceViewLeaf; };
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
struct WaterRenderInfo_t { bool m_bCheapWater : 1; bool m_bReflect : 1; bool m_bRefract : 1; bool m_bReflectEntities : 1; bool m_bReflectOnlyMarkedEntities : 1; bool m_bDrawWaterSurface : 1; bool m_bOpaqueWater : 1; bool m_bPseudoTranslucentWater : 1; bool m_bReflect2DSkybox : 1; };
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CBase3dView : public CRefCounted<>, protected CViewSetup { DECLARE_CLASS_NOBASE( CBase3dView ); public: explicit CBase3dView( CViewRender *pMainView );
VPlane * GetFrustum(); virtual int GetDrawFlags() { return 0; }
#ifdef PORTAL
virtual void EnableWorldFog() {}; #endif
protected: // @MULTICORE (toml 8/11/2006): need to have per-view frustum. Change when move view stack to client
VPlane *m_Frustum; CViewRender *m_pMainView; int m_nSlot; };
// Frustum cache.
struct FrustumCache_t { int m_nFrameCount; Frustum_t m_Frustums[MAX_SPLITSCREEN_PLAYERS];
FrustumCache_t() { m_nFrameCount = 0; }
bool IsValid( void ) { return ( m_nFrameCount == gpGlobals->framecount ); } void SetUpdated( void ) { m_nFrameCount = gpGlobals->framecount; }
void Add( const CViewSetup *pView, int iSlot ); };
FrustumCache_t *FrustumCache( void );
//-----------------------------------------------------------------------------
// Base class for 3d views
//-----------------------------------------------------------------------------
class CRendering3dView : public CBase3dView { DECLARE_CLASS( CRendering3dView, CBase3dView ); public: explicit CRendering3dView( CViewRender *pMainView ); virtual ~CRendering3dView() { ReleaseLists(); }
void Setup( const CViewSetup &setup );
// What are we currently rendering? Returns a combination of DF_ flags.
virtual int GetDrawFlags(); virtual void Draw() {};
protected:
// Fog setup
void EnableWorldFog( void ); void SetFogVolumeState( const VisibleFogVolumeInfo_t &fogInfo, bool bUseHeightFog );
// Draw setup
void SetupRenderablesList( int viewID, bool bFastEntityRendering = false, bool bDrawDepthViewNonCachedObjectsOnly = false );
// If iForceViewLeaf is not -1, then it uses the specified leaf as your starting area for setting up area portal culling.
// This is used by water since your reflected view origin is often in solid space, but we still want to treat it as though
// the first portal we're looking out of is a water portal, so our view effectively originates under the water.
void BuildWorldRenderLists( bool bDrawEntities, int iForceViewLeaf = -1, bool bUseCacheIfEnabled = true, bool bShadowDepth = false, float *pReflectionWaterHeight = NULL );
#if defined(_PS3)
void SetupRenderablesList_PS3_Epilogue( void );
void BuildWorldRenderLists_PS3_Epilogue( bool bShadowDepth ); void BuildRenderableRenderLists_PS3_Epilogue( void ); #else
void BuildWorldRenderLists_Epilogue( bool bShadowDepth ); void BuildRenderableRenderLists_Epilogue( int viewID ); #endif
// Purpose: Builds render lists for renderables. Called once for refraction, once for over water
void BuildRenderableRenderLists( int viewID, bool bFastEntityRendering = false, bool bDrawDepthViewNonCachedObjectsOnly = false );
// More concise version of the above BuildRenderableRenderLists(). Called for shadow depth map rendering
void BuildShadowDepthRenderableRenderLists();
void DrawWorld( IMatRenderContext *pRenderContext, float waterZAdjust );
// Draws all opaque/translucent renderables in leaves that were rendered
enum RenderablesRenderPath_t { RENDERABLES_RENDER_PATH_NORMAL = 0, RENDERABLES_RENDER_PATH_SHADOWDEPTH_DEFAULT = ( 1 << 0 ), RENDERABLES_RENDER_PATH_SHADOWDEPTH_BUILD_GEOCACHE = ( 1 << 1 ), RENDERABLES_RENDER_PATH_SHADOWDEPTH_USE_GEOCACHE = ( 1 << 2 ), }; void DrawOpaqueRenderables( IMatRenderContext *pRenderContext, RenderablesRenderPath_t eRenderPath, ERenderDepthMode_t DepthMode, CUtlVector< CClientRenderablesList::CEntry * > *pDeferClippedOpaqueRenderables_Out, RenderGroup_t nGroup = RENDER_GROUP_OPAQUE ); void DrawDeferredClippedOpaqueRenderables( IMatRenderContext *pRenderContext, RenderablesRenderPath_t eRenderPath, ERenderDepthMode_t DepthMode, CUtlVector< CClientRenderablesList::CEntry * > *pDeferClippedOpaqueRenderables ); void DrawTranslucentRenderables( bool bInSkybox, bool bShadowDepth );
#if defined( PORTAL )
void DrawRecursivePortalViews( void ); #endif
// Renders all translucent entities in the render list
void DrawTranslucentRenderablesNoWorld( bool bInSkybox );
// Renders all translucent entities in the render list that ignore the z-buffer
void DrawNoZBufferTranslucentRenderables( void );
// Renders all translucent world surfaces in a particular set of leaves
void DrawTranslucentWorldInLeaves( IMatRenderContext *pRenderContext, bool bShadowDepth );
// Renders all translucent world + detail objects in a particular set of leaves
void DrawTranslucentWorldAndDetailPropsInLeaves( IMatRenderContext *pRenderContext, int iCurLeaf, int iFinalLeaf, int nEngineDrawFlags, int &nDetailLeafCount, LeafIndex_t* pDetailLeafList, bool bShadowDepth );
// Purpose: Computes the actual world list info based on the render flags
void PruneWorldListInfo();
// Sets up automatic z-prepass on the 360 and PS/3. No-op on PC.
void BeginConsoleZPass(); void EndConsoleZPass();
#ifdef PORTAL
virtual bool ShouldDrawPortals() { return true; } #endif
void ReleaseLists();
//-----------------------------------------------
// Combination of DF_ flags.
int m_DrawFlags; int m_ClearFlags;
IWorldRenderList *m_pWorldRenderList;
#if defined( CSTRIKE15 ) && defined(_PS3)
CClientRenderablesList *m_pRenderablesList[ MAX_CONCURRENT_BUILDVIEWS ]; ClientWorldListInfo_t *m_pWorldListInfo[ MAX_CONCURRENT_BUILDVIEWS ]; #else
CClientRenderablesList *m_pRenderables; ClientWorldListInfo_t *m_pWorldListInfo; #endif
ViewCustomVisibility_t *m_pCustomVisibility; };
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CRenderExecutor { DECLARE_CLASS_NOBASE( CRenderExecutor ); public:
virtual void AddView( CRendering3dView *pView ) = 0;
virtual void Execute() = 0;
protected: explicit CRenderExecutor( CViewRender *pMainView ) : m_pMainView( pMainView ) {} CViewRender *m_pMainView; };
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CSimpleRenderExecutor : public CRenderExecutor { DECLARE_CLASS( CSimpleRenderExecutor, CRenderExecutor ); public: explicit CSimpleRenderExecutor( CViewRender *pMainView ) : CRenderExecutor( pMainView ) {}
void AddView( CRendering3dView *pView );
void Execute() {} };
#if defined(_PS3)
//-----------------------------------------------------------------------------
// For the support of parallel view building jobs (BuildWorldLists, BuildRenderables, etc)
// only current true implementation on PS3 to support SPU BuildWorld/BuildRenderables jobs
//-----------------------------------------------------------------------------
class CConcurrentViewBuilderPS3 { public:
CConcurrentViewBuilderPS3(); ~CConcurrentViewBuilderPS3() { Purge(); };
void Init( void ); void Purge( void );
// for supporting concurrent view building (BuildWorldLists, BuildRenderables, etc)
void ResetBuildViewID( void );
// get current view index
int GetBuildViewID( void );
// call at the start of each view
void PushBuildView( void ); void PopBuildView( void );
void SyncViewBuilderJobs( void );
void SPUBuildRWJobsOn( bool jobOn ) { m_bSPUBuildRWJobsOn = jobOn; }; bool IsSPUBuildRWJobsOn( void ) { return m_bSPUBuildRWJobsOn; };
int GetPassFlags( void ) { return m_passFlags; }; void SetPassFlags( int flags ) { m_passFlags = flags; };
IWorldRenderList *GetWorldRenderListElement( void ); void SetWorldRenderListElement( IWorldRenderList *pRenderList );
int GetDrawFlags( void ) { return m_drawFlags; }; void SetDrawFlags( int drawFlags ) { m_drawFlags = drawFlags; };
unsigned int GetVisFlags( void ); void SetVisFlags( unsigned int visFlags );
void CacheFrustumData( Frustum_t *pFrustum, Frustum_t *pAreaFrustum, void *pRenderAreaBits, int numArea, bool bViewerInSolidSpace ); void CacheBuildViewVolumeCuller( void *pVC ); void* GetBuildViewVolumeCuller( void ); Frustum_t *GetBuildViewFrustum( void ); Frustum_t *GetBuildViewAreaFrustum( void ); unsigned char *GetBuildViewRenderAreaBits( void );
int GetNumAreaFrustum( void ); Frustum_t *GetBuildViewAreaFrustumID( int frustumID );
void PushBuildRenderableJobs( void );
private:
int m_buildViewID; int m_nextFreeBuildViewID;
int* m_pBuildViewStack; int m_buildViewStack[ MAX_CONCURRENT_BUILDVIEWS ];
int m_passFlags; int m_drawFlags; unsigned int m_visFlags[ MAX_CONCURRENT_BUILDVIEWS ];
IWorldRenderList *m_pWorldRenderListCache[ MAX_CONCURRENT_BUILDVIEWS ] ALIGN16;
// Frustum cache for Jobs
Frustum_t m_gFrustum[MAX_CONCURRENT_BUILDVIEWS] ALIGN16; CUtlVector<Frustum_t> m_gAreaFrustum[MAX_CONCURRENT_BUILDVIEWS] ALIGN16; unsigned char m_gRenderAreaBits[MAX_CONCURRENT_BUILDVIEWS][32] ALIGN16; bool m_bViewerInSolidSpace[ MAX_CONCURRENT_BUILDVIEWS ] ALIGN16;
CVolumeCuller m_volumeCullerCache[MAX_CONCURRENT_BUILDVIEWS] ALIGN16;
bool m_bSPUBuildRWJobsOn; };
extern CConcurrentViewBuilderPS3 g_viewBuilder;
#else
//-----------------------------------------------------------------------------
// Cache all the data needed for a single view so that "BuildWorldList" and
// "BuildRenderablesList" jobs are thread safe
// Also holds word/renderables lists and world/renderables jobs
//-----------------------------------------------------------------------------
class CConcurrentViewData { public:
void Init( void ); void Purge( void );
CVolumeCuller m_volumeCuller; Frustum_t m_Frustum; CUtlVector< Frustum_t, CUtlMemoryAligned< Frustum_t,16 > > m_AreaFrustums; Frustum_t * m_frustumList[MAX_MAP_AREAS];
// Lists
IWorldRenderList* m_pWorldRenderList; ClientWorldListInfo_t* m_pWorldListInfo; CClientRenderablesList* m_pRenderablesList;
// Jobs
CJob* m_pBuildWorldListJob; CJob* m_pBuildRenderablesListJob; bool m_bWaitForWorldList; };
//-----------------------------------------------------------------------------
// For the support of parallel view building jobs (BuildWorldLists, BuildRenderables, etc)
//-----------------------------------------------------------------------------
class CConcurrentViewBuilder { public:
CConcurrentViewBuilder(); ~CConcurrentViewBuilder();
void Init( void ); void Purge( void );
void SetBuildWRThreaded( bool bThreaded ) { m_bThreaded = bThreaded; } bool GetBuildWRThreaded( void ) { return m_bThreaded; }
// BuildViewID methods for supporting concurrent view building (BuildWorldLists, BuildRenderables, etc)
void ResetBuildViewID( void );
// get current view index
int GetBuildViewID( void );
// call at the start of each view
void PushBuildView( void ); void PopBuildView( void );
int GetPassFlags( void ) { return m_passFlags; }; void SetPassFlags( int flags ) { m_passFlags = flags; };
// Volume cullers
void CacheBuildViewVolumeCuller( const CVolumeCuller *pVC ); const CVolumeCuller* GetBuildViewVolumeCuller( int buildViewID = -1 ) const ;
// Frustum data
void CacheFrustumData( const Frustum_t& frustum, const CUtlVector< Frustum_t, CUtlMemoryAligned< Frustum_t,16 > >& aeraFrustums ); void CacheFrustumData( void ); const Frustum_t* GetBuildViewFrustum( int buildViewID = -1 ) const; const CUtlVector< Frustum_t, CUtlMemoryAligned< Frustum_t,16 > >* GetBuildViewAeraFrustums( int buildViewID = -1 ) const; Frustum_t** GetBuildViewFrustumList( int buildViewID = -1 );
// Lists
// Note that the "Getter" will not increment the ref count of the list but the "Setter" will increment it
IWorldRenderList * GetWorldRenderListElement( void ); void SetWorldRenderListElement( IWorldRenderList *pRenderList );
// Use the active view if buildViewID is set to -1
ClientWorldListInfo_t* GetClientWorldListInfoElement( int buildViewID = -1 ); WorldListInfo_t* GetWorldListInfoElement( int buildViewID ); void SetWorldListInfoElement( ClientWorldListInfo_t* pWorldListInfo, int buildViewID = -1 );
CClientRenderablesList* GetRenderablesListElement( int buildViewID = -1 ); void SetRenderablesListElement( CClientRenderablesList* pRenderables );
// Queue jobs
void QueueBuildWorldListJob( CJob* pJob ); void WaitForBuildWorldListJob( void ); void FlushBuildWorldListJob( void );
void QueueBuildRenderablesListJob( CJob* pJob ); void WaitForBuildRenderablesListJob( void ); void FlushBuildRenderablesListJob( void ); void AddDependencyToWorldList( void );
private:
void AddJobToThreadPool( CJob* pJob ); void AddToSequentialJobs( CJob* pJob ); void TryRunSequentialJobs( void ); void WaitForCurrentSequentialJobAndRunPending(); void InternalWaitForBuildWorldListJob( int buildViewID );
// Jobs that will run sequentially
class SequentialJobs : public CJob { public:
explicit SequentialJobs( CJob* pJob = NULL ); ~SequentialJobs();
void AddJob( CJob* pJob );
virtual JobStatus_t DoExecute();
private:
CUtlVectorFixed<CJob *, 16> m_jobs; };
bool m_bThreaded;
// View stack & current view ID
int m_buildViewID; int m_nextFreeBuildViewID;
int* m_pBuildViewStack; int m_buildViewStack[ MAX_CONCURRENT_BUILDVIEWS ];
// Flags
int m_passFlags;
// Cached data for each view
CConcurrentViewData m_viewData[ MAX_CONCURRENT_BUILDVIEWS ];
// Sequential jobs currently being executed
SequentialJobs* m_pCurrentSeqJobs; // Pending sequential job - need to wait for the current one to be done before executing
SequentialJobs* m_pPendingSeqJobs;
// Keeps track of all jobs added to the global threadpool
// We can then wait for them in Purge in case a job has been added in the build pass
// but we didn't wait for it in the draw pass (because the list wasn't actually drawn)
CUtlVector<CJob*> mJobsAddedToThreadPool; };
extern CConcurrentViewBuilder g_viewBuilder;
#endif
//-----------------------------------------------------------------------------
// Purpose: Implements the interface to view rendering for the client .dll
//-----------------------------------------------------------------------------
class CViewRender : public IViewRender { DECLARE_CLASS_NOBASE( CViewRender ); public: virtual void Init( void ); virtual void Shutdown( void );
const CViewSetup *GetPlayerViewSetup( int nSlot = -1 ) const;
virtual void StartPitchDrift( void ); virtual void StopPitchDrift( void );
virtual float GetZNear(); virtual float GetZFar();
virtual void OnRenderStart(); void DriftPitch (void);
static CViewRender * GetMainView() { return assert_cast<CViewRender *>( view ); }
void AddViewToScene( CRendering3dView *pView ) { m_SimpleExecutor.AddView( pView ); }
CMaterialReference &GetWhite();
virtual void InitFadeData( void );
protected: // Sets up the view parameters
void SetUpView();
// Sets up the view parameters of map overview mode (cl_leveloverview)
void SetUpOverView(); // renders the third person overview spectator mode
void SetUpChaseOverview();
// generates a low-res screenshot for save games
virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height ); void WriteSaveGameScreenshot( const char *filename );
// This stores all of the view setup parameters that the engine needs to know about
CViewSetup &GetView( int nSlot = -1 ); const CViewSetup &GetView( int nSlot = -1 ) const;
CViewSetup m_UserView[ MAX_SPLITSCREEN_PLAYERS ]; bool m_bAllowViewAccess; // Pitch drifting data
CPitchDrift m_PitchDrift;
virtual void RenderPreScene( const CViewSetup &view ) { } virtual void PreViewDrawScene( const CViewSetup &view ) {} virtual void PostViewDrawScene( const CViewSetup &view ) {}
float m_flOldChaseOverviewScale; float m_flIdealChaseOverviewScale; float m_flNextIdealOverviewScaleUpdate; public: CViewRender(); virtual ~CViewRender( void ) {}
// static bool IsThirdPersonOverview( void );
// Implementation of IViewRender interface
public:
void SetupVis( const CViewSetup& view, unsigned int &visFlags, ViewCustomVisibility_t *pCustomVisibility = NULL );
// Render functions
virtual void Render( vrect_t *rect ); virtual void RenderView( const CViewSetup &view, const CViewSetup &hudViewSetup, int nClearFlags, int whatToDraw ); virtual void RenderPlayerSprites(); virtual void Render2DEffectsPreHUD( const CViewSetup &view ); virtual void Render2DEffectsPostHUD( const CViewSetup &view ); virtual void RenderSmokeOverlay( bool bPreViewModel = true ) {}; float GetLastRenderSmokeOverlayAmount() const { return m_flSmokeOverlayAmount; }
void DisableFog( void );
// Called once per level change
void LevelInit( void ); void LevelShutdown( void );
// Add entity to transparent entity queue
bool ShouldDrawEntities( void ); bool ShouldDrawBrushModels( void );
const CViewSetup *GetViewSetup( ) const; void DisableVis( void );
// Sets up the view model position relative to the local player
void MoveViewModels( );
// Gets the abs origin + angles of the view models
void GetViewModelPosition( int nIndex, Vector *pPos, QAngle *pAngle );
void SetCheapWaterStartDistance( float flCheapWaterStartDistance ); void SetCheapWaterEndDistance( float flCheapWaterEndDistance );
void GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance );
virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw );
virtual void GetScreenFadeDistances( float *pMin, float *pMax, float *pScale );
virtual C_BaseEntity *GetCurrentlyDrawingEntity(); virtual void SetCurrentlyDrawingEntity( C_BaseEntity *pEnt );
virtual bool UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowView, bool bRenderWorldAndObjects = true, bool bRenderViewModels = false );
int GetBaseDrawFlags() { return m_BaseDrawFlags; } virtual bool ShouldForceNoVis() { return m_bForceNoVis; } int BuildRenderablesListsNumber() const { return m_BuildRenderableListsNumber; } int IncRenderablesListsNumber() { return ++m_BuildRenderableListsNumber; }
int BuildWorldListsNumber() const; int IncWorldListsNumber() { return ++m_BuildWorldListsNumber; }
virtual VPlane* GetFrustum() { return ( m_pActiveRenderer ) ? m_pActiveRenderer->GetFrustum() : m_Frustum; }
// What are we currently rendering? Returns a combination of DF_ flags.
virtual int GetDrawFlags() { return ( m_pActiveRenderer ) ? m_pActiveRenderer->GetDrawFlags() : 0; }
CBase3dView * GetActiveRenderer() { return m_pActiveRenderer; } CBase3dView * SetActiveRenderer( CBase3dView *pActiveRenderer ) { CBase3dView *pPrevious = m_pActiveRenderer; m_pActiveRenderer = pActiveRenderer; return pPrevious; }
void FreezeFrame( float flFreezeTime );
void SetWaterOverlayMaterial( IMaterial *pMaterial ) { m_UnderWaterOverlayMaterial.Init( pMaterial ); }
void DrawViewModelsShadowDepth( const CViewSetup &view );
protected: int m_BuildWorldListsNumber;
// General draw methods
// baseDrawFlags is a combination of DF_ defines. DF_MONITOR is passed into here while drawing a monitor.
void ViewDrawScene( bool bDrew3dSkybox, SkyboxVisibility_t nSkyboxVisible, const CViewSetup &view, int nClearFlags, view_id_t viewID, bool bDrawViewModel = false, int baseDrawFlags = 0, ViewCustomVisibility_t *pCustomVisibility = NULL );
void DrawMonitors( const CViewSetup &cameraView );
bool DrawOneMonitor( ITexture *pRenderTarget, int cameraNum, C_PointCamera *pCameraEnt, const CViewSetup &cameraView, C_BasePlayer *localPlayer, int x, int y, int width, int height );
// Drawing primitives
bool ShouldDrawViewModel( bool drawViewmodel ); #ifdef IRONSIGHT
void DrawViewModels( const CViewSetup &view, bool drawViewmodel, bool bDrawScopeLensMask = false ); #else
void DrawViewModels( const CViewSetup &view, bool drawViewmodel ); #endif
void PerformScreenSpaceEffects( int x, int y, int w, int h );
// Overlays
void SetScreenOverlayMaterial( IMaterial *pMaterial ); IMaterial *GetScreenOverlayMaterial( ); void PerformScreenOverlay( int x, int y, int w, int h );
void DrawUnderwaterOverlay( void );
// Water-related methods
void DrawWorldAndEntities( bool drawSkybox, const CViewSetup &view, int nClearFlags, ViewCustomVisibility_t *pCustomVisibility = NULL );
virtual void ViewDrawScene_Intro( const CViewSetup &view, int nClearFlags, const IntroData_t &introData );
#ifdef PORTAL
// Intended for use in the middle of another ViewDrawScene call, this allows stencils to be drawn after opaques but before translucents are drawn in the main view.
void ViewDrawScene_PortalStencil( const CViewSetup &view, ViewCustomVisibility_t *pCustomVisibility ); void Draw3dSkyboxworld_Portal( const CViewSetup &view, int &nClearFlags, bool &bDrew3dSkybox, SkyboxVisibility_t &nSkyboxVisible, ITexture *pRenderTarget = NULL ); #endif // PORTAL
#ifdef PORTAL2
void ViewDrawPhoto( ITexture *pRenderTarget, C_BaseEntity *pEnt ); //need a photo of an entity
#endif
// Determines what kind of water we're going to use
void DetermineWaterRenderInfo( const VisibleFogVolumeInfo_t &fogVolumeInfo, WaterRenderInfo_t &info );
bool UpdateRefractIfNeededByList( CViewModelRenderablesList::RenderGroups_t &list ); void DrawRenderablesInList( CViewModelRenderablesList::RenderGroups_t &list, int flags = 0 );
// Sets up, cleans up the main 3D view
void SetupMain3DView( int nSlot, const CViewSetup &view, const CViewSetup &hudViewSetup, int &nClearFlags, ITexture *pRenderTarget ); void CleanupMain3DView( const CViewSetup &view );
void GetLetterBoxRectangles( int nSlot, const CViewSetup &view, CUtlVector< vrect_t >& vecLetterBoxRectangles ); void DrawLetterBoxRectangles( int nSlot, const CUtlVector< vrect_t >& vecLetterBoxRectangles );
void EnableWaterDepthFeathing( IMaterial *pWaterMaterial, bool bEnable );
#if defined(_PS3)
void InitSPUBuildRenderingJobs( void ); #endif
// This stores the current view
CViewSetup m_CurrentView;
// VIS Overrides
// Set to true to turn off client side vis ( !!!! rendering will be slow since everything will draw )
bool m_bForceNoVis;
// Some cvars needed by this system
const ConVar *m_pDrawEntities; const ConVar *m_pDrawBrushModels;
// Some materials used...
CMaterialReference m_TranslucentSingleColor; CMaterialReference m_ModulateSingleColor; CMaterialReference m_ScreenOverlayMaterial; CMaterialReference m_UnderWaterOverlayMaterial;
Vector m_vecLastFacing; float m_flCheapWaterStartDistance; float m_flCheapWaterEndDistance;
CViewSetup m_OverlayViewSetup; int m_OverlayClearFlags; int m_OverlayDrawFlags; bool m_bDrawOverlay;
int m_BaseDrawFlags; // Set in ViewDrawScene and OR'd into m_DrawFlags as it goes.
C_BaseEntity *m_pCurrentlyDrawingEntity;
#ifdef PORTAL
friend class CPortalRender; //portal drawing needs muck with views in weird ways
friend class CPortalRenderable; #endif
int m_BuildRenderableListsNumber;
friend class CBase3dView;
Frustum m_Frustum;
CBase3dView *m_pActiveRenderer; CSimpleRenderExecutor m_SimpleExecutor;
struct FreezeParams_t { FreezeParams_t() : m_bTakeFreezeFrame( false ), m_flFreezeFrameUntil( 0.0f ) {}
bool m_bTakeFreezeFrame; float m_flFreezeFrameUntil; };
FreezeParams_t m_FreezeParams[ MAX_SPLITSCREEN_PLAYERS ];
FadeData_t m_FadeData;
CMaterialReference m_WhiteMaterial;
CON_COMMAND_MEMBER_F( CViewRender, "screenfademinsize", OnScreenFadeMinSize, "Modify global screen fade min size in pixels", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); CON_COMMAND_MEMBER_F( CViewRender, "screenfademaxsize", OnScreenFadeMaxSize, "Modify global screen fade max size in pixels", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
float m_flSmokeOverlayAmount; };
#endif // VIEWRENDER_H
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