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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef PORTALRENDERABLE_FLATBASIC_H
#define PORTALRENDERABLE_FLATBASIC_H
#ifdef _WIN32
#pragma once
#endif
#include "PortalRender.h"
struct PortalMeshPoint_t; #define PORTALRENDERFIXMESH_OUTERBOUNDPLANES 12
//As seen in "Portal"
class CPortalRenderable_FlatBasic : public C_BaseAnimating, public CPortalRenderable { DECLARE_CLASS( CPortalRenderable_FlatBasic, C_BaseAnimating );
public: CPortalRenderable_FlatBasic( void );
//generates a 8x6 tiled set of quads, each clipped to the view frustum. Helps vs11/ps11 portal shaders interpolate correctly. Not necessary for vs20/ps20 portal shaders or stencil mode.
virtual void DrawComplexPortalMesh( IMatRenderContext *pRenderContext, const IMaterial *pMaterial, float fForwardOffsetModifier = 0.0f ); //generates a single quad
virtual void DrawSimplePortalMesh( IMatRenderContext *pRenderContext, const IMaterial *pMaterial, float fForwardOffsetModifier = 0.0f, float flAlpha = 1.0f, const Vector *pVertexColor = NULL ); //draws a screenspace mesh to replace missing pixels caused by the camera near plane intersecting the portal mesh
virtual void DrawRenderFixMesh( IMatRenderContext *pRenderContext, const IMaterial *pMaterialOverride = NULL, float fFrontClipDistance = 0.3f );
virtual void DrawPortal( IMatRenderContext *pRenderContext ); virtual int BindPortalMaterial( IMatRenderContext *pRenderContext, int nPassIndex, bool *pAllowRingMeshOptimizationOut );
virtual void DrawStencilMask( IMatRenderContext *pRenderContext ); //Draw to wherever you can see through the portal. The mask will later be filled with the portal view.
virtual void DrawPostStencilFixes( IMatRenderContext *pRenderContext ); //After done drawing to the portal mask, we need to fix the depth buffer as well as fog. So draw your mesh again, writing to z and with the fog color alpha'd in by distance
//When we're in a configuration that sees through recursive portal views to a depth of 2, we should be able to cheaply approximate even further depth using pixels from previous frames
virtual void DrawDepthDoublerMesh( IMatRenderContext *pRenderContext, float fForwardOffsetModifier = 0.25f );
virtual void RenderPortalViewToBackBuffer( CViewRender *pViewRender, const CViewSetup &cameraView ); virtual void RenderPortalViewToTexture( CViewRender *pViewRender, const CViewSetup &cameraView );
void AddToVisAsExitPortal( ViewCustomVisibility_t *pCustomVisibility );
virtual bool ShouldUpdatePortalView_BasedOnView( const CViewSetup ¤tView, const CUtlVector<VPlane> ¤tComplexFrustum ); //portal is both visible, and will display at least some portion of a remote view
virtual bool ShouldUpdatePortalView_BasedOnPixelVisibility( float fScreenFilledByStencilMaskLastFrame_Normalized ); virtual bool ShouldUpdateDepthDoublerTexture( const CViewSetup &viewSetup );
virtual void GetToolRecordingState( KeyValues *msg ); virtual void HandlePortalPlaybackMessage( KeyValues *pKeyValues );
virtual const Vector &GetFogOrigin( void ) const { return m_ptOrigin; }; virtual SkyboxVisibility_t SkyBoxVisibleFromPortal( void ) { return m_InternallyMaintainedData.m_nSkyboxVisibleFromCorners; }; virtual bool DoesExitViewIntersectWaterPlane( float waterZ, int leafWaterDataID ) const; virtual float GetPortalDistanceBias() const;
bool WillUseDepthDoublerThisDraw( void ) const; //returns true if the DrawPortal() would draw a depth doubler mesh if you were to call it right now
virtual CPortalRenderable *GetLinkedPortal() const { return m_pLinkedPortal; }; bool CalcFrustumThroughPortal( const Vector &ptCurrentViewOrigin, Frustum OutputFrustum ); bool CalcFrustumThroughPolygon( const Vector *pPolyVertices, int iPolyVertCount, const Vector &ptCurrentViewOrigin, Frustum OutputFrustum );
virtual float GetPortalGhostAlpha( void ) const { return 1.0; }
static IMesh *CreateMeshForPortals( IMatRenderContext *pRenderContext, int nPortalCount, CPortalRenderable **ppPortals, CUtlVector< ClampedPortalMeshRenderInfo_t > &clampedPortalMeshRenderInfos );
virtual int DrawModel( int flags, const RenderableInstance_t &instance ) { return 0; } // Prevent the model from rendering as a normal model
virtual IClientModelRenderable* GetClientModelRenderable() { return NULL; }
bool ComputeClipSpacePortalCorners( Vector4D *pClipSpacePortalCornersOut, const VMatrix &matViewProj ) const;
protected: void ClipFixToBoundingAreaAndDraw( PortalMeshPoint_t *pVerts, const IMaterial *pMaterial ); void Internal_DrawRenderFixMesh( IMatRenderContext *pRenderContext, const IMaterial *pMaterial );
// renders a quad that simulates fog as an overlay for something else (most notably the hole we create for stencil mode portals)
void RenderFogQuad( void );
void PortalMoved( void ); // call this if you've moved the portal around so we can update internally maintained data
struct FlatBasicPortal_InternalData_t { VPlane m_BoundingPlanes[PORTALRENDERFIXMESH_OUTERBOUNDPLANES + 2]; // +2 for front and back
VisOverrideData_t m_VisData; // a data to use for visibility calculations (to override area portal culling)
int m_iViewLeaf; // leaf to start in for area portal flowing through calculations
VMatrix m_DepthDoublerTextureView[MAX_SPLITSCREEN_CLIENTS]; //cached version of view matrix at depth 1 for use when drawing the depth doubler mesh
bool m_bUsableDepthDoublerConfiguration; //every time a portal moves we re-evaluate whether the depth doubler will reasonably approximate more views
SkyboxVisibility_t m_nSkyboxVisibleFromCorners;
Vector m_ptForwardOrigin; Vector m_ptCorners[4];
float m_fPlaneDist; //combines with m_vForward to make a plane
};
FlatBasicPortal_InternalData_t m_InternallyMaintainedData;
public: CPortalRenderable_FlatBasic *m_pLinkedPortal; Vector m_ptOrigin; Vector m_vForward, m_vUp, m_vRight; QAngle m_qAbsAngle; bool m_bIsPortal2; //for any set of portals, one must be portal 1, and the other portal 2. Uses different render targets
#if 0
//SFM stuff
Vector m_ptLastRecordedOrigin; QAngle m_qLastRecordedAngle; #endif
private: float m_fHalfWidth, m_fHalfHeight; static CUtlStack<Vector4D> ms_clipPlaneStack;
public: inline float GetHalfWidth( void ) const { return m_fHalfWidth; } inline float GetHalfHeight( void ) const { return m_fHalfHeight; } inline Vector GetLocalMins( void ) const { return Vector( 0.0f, -m_fHalfWidth, -m_fHalfHeight ); } inline Vector GetLocalMaxs( void ) const { return Vector( 64.0f, m_fHalfWidth, m_fHalfHeight ); } inline void SetHalfSizes( float fHalfWidth, float fHalfHeight ) { m_fHalfWidth = fHalfWidth; m_fHalfHeight = fHalfHeight; } };
#endif //#ifndef PORTALRENDERABLE_FLATBASIC_H
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