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//========== Copyright (c) 2005, Valve Corporation, All rights reserved. ========
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tier0/vprof.h"
#include "view_scene.h"
#include "viewrender.h"
#include "viewdebug.h"
#include "view.h"
#include "smoke_fog_overlay.h"
#include "materialsystem/imaterialvar.h"
#include "foundryhelpers_client.h"
#include "c_env_cascade_light.h"
#include "materialsystem/icustommaterialmanager.h"
#ifdef PORTAL
//#include "C_Portal_Player.h"
#include "portal_render_targets.h"
#include "portalrender.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// debugging overlays
//-----------------------------------------------------------------------------
static ConVar cl_drawmaterial( "cl_drawmaterial", "", FCVAR_CHEAT, "Draw a particular material over the frame" ); static ConVar mat_showwatertextures( "mat_showwatertextures", "0", FCVAR_CHEAT ); static ConVar mat_wateroverlaysize( "mat_wateroverlaysize", "128" ); static ConVar mat_showframebuffertexture( "mat_showframebuffertexture", "0", FCVAR_CHEAT ); static ConVar mat_framebuffercopyoverlaysize( "mat_framebuffercopyoverlaysize", "128" ); static ConVar mat_showcamerarendertarget( "mat_showcamerarendertarget", "0", FCVAR_CHEAT ); static ConVar mat_camerarendertargetoverlaysize( "mat_camerarendertargetoverlaysize", "128", FCVAR_CHEAT ); static ConVar mat_hsv( "mat_hsv", "0", FCVAR_CHEAT ); static ConVar mat_yuv( "mat_yuv", "0", FCVAR_CHEAT ); static ConVar cl_overdraw_test( "cl_overdraw_test", "0", FCVAR_CHEAT | FCVAR_NEVER_AS_STRING ); static ConVar mat_drawTexture( "mat_drawTexture", "", 0, "Enable debug view texture" ); static ConVar mat_drawTextureScale( "mat_drawTextureScale", "1.0", 0, "Debug view texture scale" ); #ifdef _GAMECONSOLE
static ConVar mat_drawColorRamp( "mat_drawColorRamp", "0", 0, "Draw color test pattern (0=Off, 1=[0..255], 2=[0..127]" ); #endif
//-----------------------------------------------------------------------------
// debugging
//-----------------------------------------------------------------------------
// (the engine owns this cvar).
ConVar mat_wireframe( "mat_wireframe", "0", FCVAR_CHEAT ); const ConVar *sv_cheats = NULL; ConVar mat_showlightmappage( "mat_showlightmappage", "-1" ); // set this to the lightmap page that you want to see on screen, set to -1 to show nothing.
ConVar cl_drawshadowtexture( "cl_drawshadowtexture", "0", FCVAR_CHEAT ); extern ConVar cl_csm_debug_2d; extern ConVar cl_csm_debug_3d; ConVar cl_shadowtextureoverlaysize( "cl_shadowtextureoverlaysize", "256", FCVAR_CHEAT );
static ConVar r_flashlightdrawdepth( "r_flashlightdrawdepth", "0" ); static ConVar cl_custommaterial_debug_graph( "cl_custommaterial_debug_graph", "0", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Lightmap debugging mode view
//-----------------------------------------------------------------------------
class CLightmapDebugView : public CRendering3dView { public: explicit CLightmapDebugView(CViewRender *pMainView) : CRendering3dView( pMainView ) {}
void Draw() { extern bool s_bCanAccessCurrentView; AllowCurrentViewAccess( true ); Frustum frustum; CMatRenderContextPtr pRenderContext( materials ); render->Push3DView( pRenderContext, *this, 0, NULL, frustum ); BuildWorldRenderLists( true, -1, true, true ); render->PopView( pRenderContext, frustum ); AllowCurrentViewAccess( false );
render->DrawLightmaps( m_pWorldRenderList, mat_showlightmappage.GetInt() ); }
};
//-----------------------------------------------------------------------------
// Renders a material orthographically to screen...
//-----------------------------------------------------------------------------
static void RenderMaterial( const char *pMaterialName ) { // So it's not in the very top left
float x = 100.0f, y = 100.0f; // float x = 0.0f, y = 0.0f;
IMaterial *pMaterial = materials->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER, false ); if ( !IsErrorMaterial( pMaterial ) ) { CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( pMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( x, y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y + pMaterial->GetMappingHeight(), 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x, y + pMaterial->GetMappingHeight(), 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); } }
static void OverlayWaterTexture( IMaterial *pMaterial, int xOffset, int yOffset, bool bFlip ) { // screen safe
float xBaseOffset = IsPC() ? 0 : 32; float yBaseOffset = IsPC() ? 0 : 32; float offsetS = ( 0.5f / 256.0f ); float offsetT = ( 0.5f / 256.0f ); float fFlip0 = bFlip ? 1.0f : 0.0f; float fFlip1 = bFlip ? 0.0f : 1.0f;
if( !IsErrorMaterial( pMaterial ) ) { CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( pMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
float w = mat_wateroverlaysize.GetFloat(); float h = mat_wateroverlaysize.GetFloat();
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + yOffset * h, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip1 + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + yOffset * h, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip1 + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip0 + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip0 + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); } }
static void OverlayWaterTextures( void ) { OverlayWaterTexture( materials->FindMaterial( "debug/debugreflect", NULL ), 0, 0, false ); OverlayWaterTexture( materials->FindMaterial( "debug/debugrefract", NULL ), 0, 1, true ); }
void OverlayCameraRenderTarget( const char *pszMaterialName, float flX, float flY, float w, float h ) { float offsetS = ( 0.5f / 256.0f ); float offsetT = ( 0.5f / 256.0f ); IMaterial *pMaterial; pMaterial = materials->FindMaterial( pszMaterialName, TEXTURE_GROUP_OTHER, true ); if( !IsErrorMaterial( pMaterial ) ) { CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( pMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( flX, flY, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( flX+w, flY, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( flX+w, flY+h, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( flX, flY+h, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); } }
static void OverlayFrameBufferTexture( int nFrameBufferIndex ) { float offsetS = ( 0.5f / 256.0f ); float offsetT = ( 0.5f / 256.0f ); IMaterial *pMaterial; char buf[MAX_PATH]; Q_snprintf( buf, MAX_PATH, "debug/debugfbtexture%d", nFrameBufferIndex ); pMaterial = materials->FindMaterial( buf, TEXTURE_GROUP_OTHER, true ); if( !IsErrorMaterial( pMaterial ) ) { CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( pMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
float w = mat_framebuffercopyoverlaysize.GetFloat(); float h = mat_framebuffercopyoverlaysize.GetFloat();
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( w * nFrameBufferIndex, 0.0f, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), 0.0f, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), h, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( w * nFrameBufferIndex, h, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); } }
//-----------------------------------------------------------------------------
// Debugging aid to display a texture
//-----------------------------------------------------------------------------
static void OverlayShowTexture( const char* textureName, float scale ) { bool foundVar; IMaterial *pMaterial; IMaterialVar *BaseTextureVar; ITexture *pTex; float x, y, w, h;
// ___error is created in code in CMaterialSystem::CreateDebugMaterials()
pMaterial = materials->FindMaterial( "___error", TEXTURE_GROUP_OTHER, true ); BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false ); if (!foundVar) return;
CMatRenderContextPtr pRenderContext( materials );
if ( textureName && textureName[0] ) { pTex = materials->FindTexture( textureName, TEXTURE_GROUP_OTHER, false ); BaseTextureVar->SetTextureValue( pTex );
w = pTex->GetActualWidth() * scale; h = pTex->GetActualHeight() * scale; } else { w = h = 64.0f * scale; }
// Center relative to current viewport
int nViewportX, nViewportY, nViewportWidth, nViewportHeight; pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight ); x = ( nViewportWidth - w ) * 0.5f; y = ( nViewportHeight - h ) * 0.5f;
pRenderContext->Bind( pMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); meshBuilder.Position3f( x, y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( x+w, y, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( x+w, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( x, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); }
#define DEBUG_CUSTOM_MATERIAL_COUNT_HISTORY 60
int m_iDebugCustomMaterialCountHistory[60] = {0}; float m_flDebugNextCustomMaterialCheckTime = 0.0f;
static void DebugOverlayNumActiveCustomMaterialsGraph() { int iNumMaterials = g_pMaterialSystem->GetCustomMaterialManager()->DebugGetNumActiveCustomMaterials();
IMaterial *pMaterial; float x, y; pMaterial = materials->FindMaterial( "vgui/white", TEXTURE_GROUP_OTHER, true );
int backBufferWidth, backBufferHeight; materials->GetBackBufferDimensions( backBufferWidth, backBufferHeight ); x = 64; y = (backBufferHeight / 5) * 3;
CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( pMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder; int temp_x = x + ( 4*DEBUG_CUSTOM_MATERIAL_COUNT_HISTORY ); int temp_y = (backBufferHeight / 5); int iNumPrims = DEBUG_CUSTOM_MATERIAL_COUNT_HISTORY-1;
//draw graph axis
meshBuilder.Begin( pMesh, MATERIAL_LINES, iNumPrims + 2 ); meshBuilder.Position3f( x, y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( 0, 0, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( temp_x, y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( 0, 0, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( temp_x, y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( 0, 0, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( temp_x, temp_y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( 0, 0, 0 ); meshBuilder.AdvanceVertex();
//draw graph segments in same batch
for ( int i=0; i<iNumPrims; i++ ) { temp_x = 4 + x + (i * 4); temp_y = y - (m_iDebugCustomMaterialCountHistory[i] / 2); meshBuilder.Position3f( temp_x, temp_y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( 255, 255, 255 ); meshBuilder.AdvanceVertex(); temp_y = y - (m_iDebugCustomMaterialCountHistory[i+1] / 2); meshBuilder.Position3f( temp_x+4, temp_y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( 255, 255, 255 ); meshBuilder.AdvanceVertex(); } meshBuilder.End(); pMesh->Draw();
//update graph once per second
if ( gpGlobals->curtime > m_flDebugNextCustomMaterialCheckTime || gpGlobals->curtime + 1.0f < m_flDebugNextCustomMaterialCheckTime ) { m_flDebugNextCustomMaterialCheckTime = gpGlobals->curtime + 1.0f;
for ( int i=0; i<iNumPrims; i++ ) m_iDebugCustomMaterialCountHistory[i] = m_iDebugCustomMaterialCountHistory[i+1]; m_iDebugCustomMaterialCountHistory[iNumPrims] = iNumMaterials;
//draw the actual number of active materials at the head of the graph as text
float fl_x = (float)(temp_x+10) / (float)(backBufferWidth); float fl_y = (float)(temp_y-10) / (float)(backBufferHeight); char szNumMaterials[32]; V_snprintf( szNumMaterials, sizeof(szNumMaterials), "%i Active", iNumMaterials ); NDebugOverlay::ScreenText( fl_x, fl_y, szNumMaterials, 255, 255, 255, 255, 1.0f ); } }
//-----------------------------------------------------------------------------
// Debugging aid to display a color ramp
//-----------------------------------------------------------------------------
#if defined( _GAMECONSOLE )
static void OverlayColorRamp( bool bHalfSpace ) { IMaterial *pMaterial; float x, y, w, h;
pMaterial = materials->FindMaterial( "vgui/white", TEXTURE_GROUP_OTHER, true ); int backBufferWidth, backBufferHeight; materials->GetBackBufferDimensions( backBufferWidth, backBufferHeight );
w = ( backBufferWidth == 1280 ) ? 1024 : 512; h = 80; x = ( backBufferWidth - w )/2; y = ( backBufferHeight - 4*h )/2; int numBands = 32; int color0 = 0; int color1 = bHalfSpace ? 127 : 255; int colorStep = (color1 - color0 + 1)/numBands;
CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( pMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
// draw ticks
int xx = x; meshBuilder.Begin( pMesh, MATERIAL_LINES, numBands+1 ); for ( int i=0; i<numBands+1; i++ ) { meshBuilder.Position3f( xx, y-10, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( 255, 255, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx, y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( 255, 255, 0 ); meshBuilder.AdvanceVertex(); xx += w/numBands; } meshBuilder.End(); pMesh->Draw();
// black to white band
xx = x; int color = color0; meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); for ( int i=0; i<numBands+1; i++ ) { meshBuilder.Position3f( xx, y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( color, color, color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx+w/numBands, y, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.Color3ub( color, color, color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.Color3ub( color, color, color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.Color3ub( color, color, color ); meshBuilder.AdvanceVertex(); color += colorStep; if ( color > 255 ) color = 255; xx += w/numBands; } meshBuilder.End(); pMesh->Draw();
// white to black band
color = color1; y += h; xx = x; meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); for ( int i=0; i<numBands+1; i++ ) { meshBuilder.Position3f( xx, y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( color, color, color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx+w/numBands, y, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.Color3ub( color, color, color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.Color3ub( color, color, color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.Color3ub( color, color, color ); meshBuilder.AdvanceVertex(); color -= colorStep; if ( color < 0 ) color = 0; xx += w/numBands; } meshBuilder.End(); pMesh->Draw();
// red band
color = color1; y += h; xx = x; meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); for ( int i=0; i<numBands+1; i++ ) { meshBuilder.Position3f( xx, y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( color, 0, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx+w/numBands, y, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.Color3ub( color, 0, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.Color3ub( color, 0, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.Color3ub( color, 0, 0 ); meshBuilder.AdvanceVertex(); color -= colorStep; if ( color < 0 ) color = 0; xx += w/numBands; } meshBuilder.End(); pMesh->Draw();
// green band
color = color1; y += h; xx = x; meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); for ( int i=0; i<numBands+1; i++ ) { meshBuilder.Position3f( xx, y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( 0, color, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx+w/numBands, y, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.Color3ub( 0, color, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.Color3ub( 0, color, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.Color3ub( 0, color, 0 ); meshBuilder.AdvanceVertex();
color -= colorStep; if ( color < 0 ) color = 0; xx += w/numBands; } meshBuilder.End(); pMesh->Draw();
// blue band
color = color1; y += h; xx = x; meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands ); for ( int i=0; i<numBands+1; i++ ) { meshBuilder.Position3f( xx, y, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color3ub( 0, 0, color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx+w/numBands, y, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.Color3ub( 0, 0, color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.Color3ub( 0, 0, color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xx, y+h, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.Color3ub( 0, 0, color ); meshBuilder.AdvanceVertex(); color -= colorStep; if ( color < 0 ) color = 0; xx += w/numBands; } meshBuilder.End(); pMesh->Draw(); } #endif
#if defined( PORTAL )
ConVar cl_debugoverlaysthroughportals( "cl_debugoverlaysthroughportals", "0" ); #endif
//-----------------------------------------------------------------------------
// Draws all the debugging info
//-----------------------------------------------------------------------------
void CDebugViewRender::Draw3DDebuggingInfo( const CViewSetup &view ) { VPROF("CViewRender::Draw3DDebuggingInfo");
// Draw anything Foundry wants to.
FoundryHelpers_DrawAll();
if ( cl_csm_debug_3d.GetInt() ) { g_CascadeLightManager.Draw3DDebugInfo(); }
// Draw 3d overlays
#if defined( PORTAL )
if( (g_pPortalRender->GetViewRecursionLevel() == 0) || cl_debugoverlaysthroughportals.GetBool() ) { render->Draw3DDebugOverlays(); } #else
render->Draw3DDebugOverlays(); #endif
// Draw the line file used for debugging leaks
render->DrawLineFile(); }
//-----------------------------------------------------------------------------
// Draws all the debugging info
//-----------------------------------------------------------------------------
void CDebugViewRender::Draw2DDebuggingInfo( const CViewSetup &view ) { // HDRFIXME: Assert NULL rendertarget
if ( mat_yuv.GetInt() ) { IMaterial *pMaterial; pMaterial = materials->FindMaterial( "debug/yuv", TEXTURE_GROUP_OTHER, true ); if( !IsErrorMaterial( pMaterial ) ) { DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height ); } }
if ( mat_hsv.GetInt() ) { IMaterial *pMaterial; pMaterial = materials->FindMaterial( "debug/hsv", TEXTURE_GROUP_OTHER, true ); if( !IsErrorMaterial( pMaterial ) ) { DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height ); } }
// Draw debugging lightmaps
if ( mat_showlightmappage.GetInt() != -1 ) { CLightmapDebugView clientView( assert_cast<CViewRender *>( ::view ) ); clientView.Setup( view ); clientView.Draw(); }
if ( cl_drawshadowtexture.GetInt() ) { int nSize = cl_shadowtextureoverlaysize.GetInt(); g_pClientShadowMgr->RenderShadowTexture( nSize, nSize ); }
if ( cl_csm_debug_2d.GetInt() ) { g_CascadeLightManager.Draw2DDebugInfo(); }
if ( cl_custommaterial_debug_graph.GetInt() ) { DebugOverlayNumActiveCustomMaterialsGraph(); }
const char *pDrawMaterial = cl_drawmaterial.GetString(); if ( pDrawMaterial && pDrawMaterial[0] ) { RenderMaterial( pDrawMaterial ); }
if ( mat_showwatertextures.GetBool() ) { OverlayWaterTextures(); }
if ( mat_showcamerarendertarget.GetBool() ) { float w = mat_wateroverlaysize.GetFloat(); float h = mat_wateroverlaysize.GetFloat(); #ifdef PORTAL
g_pPortalRender->OverlayPortalRenderTargets( w, h ); #else
OverlayCameraRenderTarget( "debug/debugcamerarendertarget", 0, 0, w, h ); #endif
}
if ( mat_showframebuffertexture.GetBool() ) { // HDRFIXME: Get rid of these rendertarget sets assuming that the assert at the top of this function is true.
CMatRenderContextPtr pRenderContext( materials ); pRenderContext->PushRenderTargetAndViewport( NULL ); OverlayFrameBufferTexture( 0 ); OverlayFrameBufferTexture( 1 ); pRenderContext->PopRenderTargetAndViewport( ); }
const char *pDrawTexture = mat_drawTexture.GetString(); if ( pDrawTexture && pDrawTexture[0] ) { OverlayShowTexture( pDrawTexture, mat_drawTextureScale.GetFloat() ); }
#ifdef _GAMECONSOLE
if ( mat_drawColorRamp.GetBool() ) { OverlayColorRamp( mat_drawColorRamp.GetInt() == 2 ); } #endif
if ( r_flashlightdrawdepth.GetBool() ) { shadowmgr->DrawFlashlightDepthTexture( ); } }
//-----------------------------------------------------------------------------
// A console command allowing you to draw a material as an overlay
//-----------------------------------------------------------------------------
CON_COMMAND_F( r_screenoverlay, "Draw specified material as an overlay", FCVAR_CHEAT|FCVAR_SERVER_CAN_EXECUTE ) { if( args.ArgC() == 2 ) { if ( !Q_stricmp( "off", args[1] ) ) { view->SetScreenOverlayMaterial( NULL ); } else { IMaterial *pMaterial = materials->FindMaterial( args[1], TEXTURE_GROUP_OTHER, false ); if ( !IsErrorMaterial( pMaterial ) ) { view->SetScreenOverlayMaterial( pMaterial ); } else { view->SetScreenOverlayMaterial( NULL ); } } } else { IMaterial *pMaterial; pMaterial = view->GetScreenOverlayMaterial(); Warning( "r_screenoverlay: %s\n", pMaterial ? pMaterial->GetName() : "off" ); } }
// Used to verify frame syncing.
void CDebugViewRender::GenerateOverdrawForTesting() { if ( IsGameConsole() ) return;
if ( !cl_overdraw_test.GetInt() ) return;
for ( int i=0; i < 40; i++ ) { g_SmokeFogOverlayAlpha = 20 / 255.0; g_SmokeFogOverlayColor.Init( 0.33f, 0.33f, 0.33f );
DrawSmokeFogOverlay(); } g_SmokeFogOverlayAlpha = 0; }
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