//===== Copyright (c) Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ // //==================================================================// #include "render_pch.h" #include "client.h" #include "sound.h" #include "debug_leafvis.h" #include "cdll_int.h" #include "enginestats.h" #include "ivrenderview.h" #include "studio.h" #include "l_studio.h" #include "r_areaportal.h" #include "materialsystem/materialsystem_config.h" #include "materialsystem/itexture.h" #include "cdll_engine_int.h" #include "materialsystem/imaterialsystemhardwareconfig.h" #include "istudiorender.h" #include "staticpropmgr.h" #include "tier0/vprof.h" #include "IOcclusionSystem.h" #include "con_nprint.h" #include "debugoverlay.h" #include "demo.h" #include "ivideomode.h" #include "sys_dll.h" #include "collisionutils.h" #include "tier1/utlstack.h" #include "r_decal.h" #include "cl_main.h" #include "paint.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #ifndef _X360 extern ConVar r_waterforceexpensive; #endif ConVar r_aspectratio( "r_aspectratio", "0" ); ConVar r_dynamiclighting( "r_dynamiclighting", "1", FCVAR_CHEAT ); extern ConVar building_cubemaps; extern float scr_demo_override_fov; extern colorVec R_LightPoint (Vector& p); CEngineStats g_EngineStats; //----------------------------------------------------------------------------- // view origin //----------------------------------------------------------------------------- extern Vector g_CurrentViewOrigin, g_CurrentViewForward, g_CurrentViewRight, g_CurrentViewUp; extern Vector g_MainViewOrigin[ MAX_SPLITSCREEN_CLIENTS ]; extern Vector g_MainViewForward[ MAX_SPLITSCREEN_CLIENTS ]; extern Vector g_MainViewRight[ MAX_SPLITSCREEN_CLIENTS ]; extern Vector g_MainViewUp[ MAX_SPLITSCREEN_CLIENTS ]; bool g_bCanAccessCurrentView = false; int d_lightstyleframe[256]; CUtlVector g_LightmapUpdateList; CUtlVector g_LightmapTransformList; void ProjectPointOnPlane( Vector& dst, const Vector& p, const Vector& normal ) { float d; Vector n; float inv_denom; inv_denom = 1.0F / DotProduct( normal, normal ); d = DotProduct( normal, p ) * inv_denom; n[0] = normal[0] * inv_denom; n[1] = normal[1] * inv_denom; n[2] = normal[2] * inv_denom; dst[0] = p[0] - d * n[0]; dst[1] = p[1] - d * n[1]; dst[2] = p[2] - d * n[2]; } /* ** assumes "src" is normalized */ void PerpendicularVector( Vector& dst, const Vector& src ) { int pos; int i; float minelem = 1.0F; Vector tempvec; /* ** find the smallest magnitude axially aligned vector */ for ( pos = 0, i = 0; i < 3; i++ ) { if ( fabs( src[i] ) < minelem ) { pos = i; minelem = fabs( src[i] ); } } tempvec[0] = tempvec[1] = tempvec[2] = 0.0F; tempvec[pos] = 1.0F; /* ** project the point onto the plane defined by src */ ProjectPointOnPlane( dst, tempvec, src ); /* ** normalize the result */ VectorNormalize( dst ); } //----------------------------------------------------------------------------- // Returns the PHYSICAL aspect ratio of the screen (not the pixel aspect ratio) //----------------------------------------------------------------------------- float GetScreenAspect( int viewportWidth, int viewportHeight ) { // use the override if set if ( r_aspectratio.GetFloat() > 0.0f ) return r_aspectratio.GetFloat(); const AspectRatioInfo_t &aspectRatioInfo = materials->GetAspectRatioInfo(); // just use the viewport size, but we have to convert from pixels to real-world "size". return ( viewportHeight != 0 ) ? ( aspectRatioInfo.m_flFrameBuffertoPhysicalScalar * ( ( float )viewportWidth / ( float )viewportHeight ) ) : 1.0f; } /* ==================== CalcFov ==================== */ void R_DrawScreenRect( float left, float top, float right, float bottom ) { CMatRenderContextPtr pRenderContext( materials ); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); IMaterial *pMaterial = materials->FindMaterial( "debug/debugportals", TEXTURE_GROUP_OTHER ); IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial ); CMeshBuilder builder; builder.Begin( pMesh, MATERIAL_LINE_LOOP, 4 ); Vector v1( left, bottom, 0.5 ); Vector v2( left, top, 0.5 ); Vector v3( right, top, 0.5 ); Vector v4( right, bottom, 0.5 ); builder.Position3fv( v1.Base() ); builder.AdvanceVertex(); builder.Position3fv( v2.Base() ); builder.AdvanceVertex(); builder.Position3fv( v3.Base() ); builder.AdvanceVertex(); builder.Position3fv( v4.Base() ); builder.AdvanceVertex(); builder.End( false, true ); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); } void R_DrawPortals() { // Draw the portals. if( !r_DrawPortals.GetInt() ) return; IMaterial *pMaterial = materials->FindMaterial( "debug/debugportals", TEXTURE_GROUP_OTHER ); CMatRenderContextPtr pRenderContext( materials ); IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial ); worldbrushdata_t *pBrushData = host_state.worldbrush; for( int i=0; i < pBrushData->m_nAreaPortals; i++ ) { dareaportal_t *pAreaPortal = &pBrushData->m_pAreaPortals[i]; if( !R_IsAreaVisible( pAreaPortal->otherarea ) ) continue; CMeshBuilder builder; builder.Begin( pMesh, MATERIAL_LINES, pAreaPortal->m_nClipPortalVerts ); for( int j=0; j < pAreaPortal->m_nClipPortalVerts; j++ ) { unsigned short iVert; iVert = pAreaPortal->m_FirstClipPortalVert + j; builder.Position3f( VectorExpand( pBrushData->m_pClipPortalVerts[iVert] ) ); builder.Color4f( 0, 0, 0, 1 ); builder.AdvanceVertex(); iVert = pAreaPortal->m_FirstClipPortalVert + (j+1) % pAreaPortal->m_nClipPortalVerts; builder.Position3f( VectorExpand( pBrushData->m_pClipPortalVerts[iVert] ) ); builder.Color4f( 0, 0, 0, 1 ); builder.AdvanceVertex(); } builder.End( false, true ); } // Draw the clip rectangles. for( int i=0; i < g_PortalRects.Count(); i++ ) { CPortalRect *pRect = &g_PortalRects[i]; R_DrawScreenRect( pRect->left, pRect->top, pRect->right, pRect->bottom ); } g_PortalRects.Purge(); } //----------------------------------------------------------------------------- // // Loose collection of functions related to rendering the world in a particular view // //----------------------------------------------------------------------------- class CRender : public IRender { public: CRender(); void FrameBegin( void ); void FrameEnd( void ); void ViewSetupVis( bool novis, int numorigins, const Vector origin[] ); void ViewSetupVisEx( bool novis, int numorigins, const Vector origin[], unsigned int &returnFlags ); void ViewEnd( void ); void ViewDrawFade( byte *color, IMaterial* pMaterial, bool mapFullTextureToScreen = true ); IWorldRenderList * CreateWorldList(); #if defined(_PS3) IWorldRenderList * CreateWorldList_PS3( int viewID ); void BuildWorldLists_PS3_Epilogue( IWorldRenderList *pList, WorldListInfo_t* pInfo, bool bShadowDepth ); int GetDrawFlags( void ); int GetBuildViewID( void ); bool IsSPUBuildWRJobsOn( void ); void CacheFrustumData( Frustum_t *pFrustum, Frustum_t *pAreaFrustum, void *pRenderAreaBits, int numArea, bool bViewerInSolidSpace ); #else void BuildWorldLists_Epilogue( IWorldRenderList *pList, WorldListInfo_t* pInfo, bool bShadowDepth ); #endif void BuildWorldLists( IWorldRenderList *pList, WorldListInfo_t* pInfo, int iForceViewLeaf, const VisOverrideData_t* pVisData, bool bShadowDepth, float *pWaterReflectionHeight ); void DrawWorldLists( IMatRenderContext *pRenderContext, IWorldRenderList *pList, unsigned long flags, float waterZAdjust ); void DrawSceneBegin( void ); void DrawSceneEnd( void ); // utility functions void ExtractMatrices( void ); void ExtractFrustumPlanes( Frustum frustumPlanes ); void OrthoExtractFrustumPlanes( Frustum frustumPlanes ); void OverrideViewFrustum( Frustum custom ); void SetViewport( int x, int y, int w, int h ); // UNDONE: these are temporary functions that will end up on the other // side of this interface const Vector &ViewOrigin( ) { return CurrentView().origin; } const QAngle &ViewAngles( ) { return CurrentView().angles; } const CViewSetup &ViewGetCurrent( void ) { return CurrentView(); } const VMatrix &ViewMatrix( void ); const VMatrix &WorldToScreenMatrix( void ); float GetFramerate( void ) { return m_framerate; } virtual float GetZNear( void ) { return m_zNear; } virtual float GetZFar( void ) { return m_zFar; } // Query current fov and view model fov float GetFov( void ) { return CurrentView().fov; }; float GetFovY( void ) { return m_yFOV; }; float GetFovViewmodel( void ) { return CurrentView().fovViewmodel; }; virtual bool ClipTransform( const Vector& point, Vector* pClip ); virtual bool ScreenTransform( const Vector& point, Vector* pScreen ); virtual void Push3DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ); virtual void Push3DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes, ITexture* pDepthTexture ); virtual void Push2DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ); virtual void PopView( IMatRenderContext *pRenderContext, Frustum frustumPlanes ); virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles ); virtual void UpdateBrushModelLightmap( model_t *model, IClientRenderable *Renderable ); virtual void BeginUpdateLightmaps( void ); virtual void EndUpdateLightmaps( void ); virtual bool InLightmapUpdate( void ) const; private: // Called when a particular view becomes active void OnViewActive( Frustum frustumPlanes ); // Clear the view (assumes the render target has already been pushed) void ClearView( IMatRenderContext *pRenderContext, CViewSetup &view, int nFlags, ITexture* pRenderTarget, ITexture* pDepthTexture = NULL ); const CViewSetup &CurrentView() const { return m_ViewStack.Top().m_View; } CViewSetup &CurrentView() { return m_ViewStack.Top().m_View; } // Stack of view info struct ViewStack_t { CViewSetup m_View; // matrices VMatrix m_matrixView; VMatrix m_matrixProjection; VMatrix m_matrixWorldToScreen; bool m_bIs2DView; bool m_bNoDraw; }; // Y field of view, calculated from X FOV and screen aspect ratio. float m_yFOV; // timing double m_frameStartTime; float m_framerate; float m_zNear; float m_zFar; // matrices VMatrix m_matrixView; VMatrix m_matrixProjection; VMatrix m_matrixWorldToScreen; CUtlStack< ViewStack_t > m_ViewStack; int m_iLightmapUpdateDepth; }; //----------------------------------------------------------------------------- // Singleton //----------------------------------------------------------------------------- static CRender gRender; IRender *g_EngineRenderer = &gRender; //----------------------------------------------------------------------------- // Called when the engine is about to begin rendering for any reason //----------------------------------------------------------------------------- CRender::CRender() { // Make sure the stack isn't empty int i = m_ViewStack.Push(); memset( &m_ViewStack[i], 0, sizeof( CViewSetup ) ); m_ViewStack[i].m_bIs2DView = true; m_iLightmapUpdateDepth = 0; } //----------------------------------------------------------------------------- // Called when the engine is about to begin rendering for any reason //----------------------------------------------------------------------------- void CRender::FrameBegin( void ) { if ( host_state.worldmodel ) { // This has to be before R_AnimateLight because it uses it to // set the frame number of changed lightstyles // FIXME: Why isn't this being done in DrawSceneBegin // or some other client-side simulation of state? r_framecount++; if ( g_RendererInLevel ) { R_AnimateLight (); R_PushDlights(); } if (!r_norefresh.GetInt()) { m_frameStartTime = Sys_FloatTime (); } g_LightmapTransformList.RemoveAll(); int index = g_LightmapTransformList.AddToTail(); g_LightmapTransformList[index].pModel = host_state.worldmodel; SetIdentityMatrix( g_LightmapTransformList[index].xform ); } UpdateStudioRenderConfig(); g_pStudioRender->BeginFrame(); } #ifndef _CERT static void PrintRenderedFaceInfoCallback( int nTopN, IStudioRender::FacesRenderedInfo_t *pFaces, int nTotalFaces ) { if ( nTopN > 0 ) { con_nprint_s printdesc; printdesc.time_to_live = -1; printdesc.color[0] = printdesc.color[1] = printdesc.color[2] = 1.0f; printdesc.fixed_width_font = false; printdesc.index = 1; Con_NXPrintf( &printdesc, "%d total faces in scene", nTotalFaces ); ++ printdesc.index; Con_NXPrintf( &printdesc, "Printing %d top offending models", nTopN ); ++ printdesc.index; Con_NXPrintf( &printdesc, "%50s%15s%15s%15s", "Model Name", "# Renders", "Total Tris", "Avg Tris" ); for ( int i = 0; i < nTopN; ++ i ) { ++ printdesc.index; Con_NXPrintf( &printdesc, "%50s%15d%15d%15d", pFaces[i].pStudioHdr->name, pFaces[i].nRenderCount, pFaces[i].nFaceCount, ( int )( ( float )pFaces[i].nFaceCount / ( float )pFaces[i].nRenderCount ) ); } } } #endif // !_CERT //----------------------------------------------------------------------------- // Called when the engine has finished rendering //----------------------------------------------------------------------------- void CRender::FrameEnd( void ) { // A debugging overlay that renders all raycasts. // Why, or why is this being done here instead of // where all the other debug overlays are being done in the client DLL? EngineTraceRenderRayCasts(); m_framerate = GetBaseLocalClient().GetFrameTime(); if ( m_framerate > 0 ) { m_framerate = 1 / m_framerate; } g_pStudioRender->EndFrame(); #ifndef _CERT g_pStudioRender->GatherRenderedFaceInfo( PrintRenderedFaceInfoCallback ); #endif // !_CERT g_LightmapTransformList.RemoveAll(); } const VMatrix &CRender::ViewMatrix( ) { // If we aren't in a valid view, then use the last value cached off into the global variable instead if ( m_ViewStack.Count() > 1 ) { return m_ViewStack.Top().m_matrixView; } return m_matrixView; } const VMatrix &CRender::WorldToScreenMatrix( void ) { // If we aren't in a valid view, then use the last value cached off into the global variable instead if ( m_ViewStack.Count() > 1 ) { return m_ViewStack.Top().m_matrixWorldToScreen; } return m_matrixWorldToScreen; } void CRender::ViewSetupVis( bool novis, int numorigins, const Vector origin[] ) { unsigned int returnFlags = 0; ViewSetupVisEx( novis, numorigins, origin, returnFlags ); } void CRender::ViewSetupVisEx( bool novis, int numorigins, const Vector origin[], unsigned int &returnFlags ) { Map_VisSetup( host_state.worldmodel, numorigins, origin, novis, returnFlags ); } //----------------------------------------------------------------------------- // Called when a particular view becomes active //----------------------------------------------------------------------------- void CRender::OnViewActive( Frustum frustumPlanes ) { const CViewSetup &view = CurrentView(); m_yFOV = CalcFovY( view.fov, view.m_flAspectRatio ); // build the transformation matrix for the given view angles VectorCopy( view.origin, g_CurrentViewOrigin ); AngleVectors( view.angles, &g_CurrentViewForward, &g_CurrentViewRight, &g_CurrentViewUp ); // g_CurrentViewUp = -g_CurrentViewUp; g_bCanAccessCurrentView = true; if ( frustumPlanes ) { if ( view.m_bOrtho ) { OrthoExtractFrustumPlanes( frustumPlanes ); } else { ExtractFrustumPlanes( frustumPlanes ); } OcclusionSystem()->SetView( view.origin, view.fov, m_matrixView, m_matrixProjection, frustumPlanes[ FRUSTUM_NEARZ ] ); } if ( !m_ViewStack.Top().m_bNoDraw ) { R_SceneBegin( ); } // debug, build leaf volume // NOTE: This is pretty hacky, but I want the leaf based on the main view. The skybox view is reseting // the g_LeafVis here because it is global. This need to be resolved more correctly some other way! if ( VectorCompare( MainViewOrigin(), view.origin ) ) { LeafVisBuild( view.origin ); } } //----------------------------------------------------------------------------- // Clear the view (assumes the render target has already been pushed) //----------------------------------------------------------------------------- void CRender::ClearView( IMatRenderContext *pRenderContext, CViewSetup &view, int nFlags, ITexture* pRenderTarget, ITexture* pDepthTexture /* = NULL */ ) { bool bClearColor = (nFlags & VIEW_CLEAR_COLOR) != 0; bool bClearDepth = (nFlags & VIEW_CLEAR_DEPTH) != 0; bool bClearStencil = (nFlags & VIEW_CLEAR_STENCIL) != 0; bool bForceClearWholeRenderTarget = (nFlags & VIEW_CLEAR_FULL_TARGET) != 0; bool bObeyStencil = (nFlags & VIEW_CLEAR_OBEY_STENCIL) != 0; // Handle an initial clear request if asked for if ( !bClearColor && !bClearDepth && !bClearStencil ) return; if ( !bForceClearWholeRenderTarget ) { if( bObeyStencil ) { pRenderContext->ClearBuffersObeyStencil( bClearColor, bClearDepth ); } else { pRenderContext->ClearBuffers( bClearColor, bClearDepth, bClearStencil ); } } else { // Get the render target dimensions int nWidth, nHeight; if ( pRenderTarget ) { nWidth = pRenderTarget->GetActualWidth(); nHeight = pRenderTarget->GetActualHeight(); } else { materials->GetBackBufferDimensions( nWidth, nHeight ); } pRenderContext->PushRenderTargetAndViewport( pRenderTarget, pDepthTexture, 0, 0, nWidth, nHeight ); if( bObeyStencil ) { pRenderContext->ClearBuffersObeyStencil( bClearColor, bClearDepth ); } else { pRenderContext->ClearBuffers( bClearColor, bClearDepth, bClearStencil ); } pRenderContext->PopRenderTargetAndViewport( ); } } //----------------------------------------------------------------------------- // Push, pop views //----------------------------------------------------------------------------- void CRender::Push3DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) { Push3DView( pRenderContext, view, nFlags, pRenderTarget, frustumPlanes, NULL ); } // Flip y, screen y goes down static VMatrix g_ProjectionToOffset( 0.5f, 0.0f, 0.0f, 0.5f, 0.0f, -0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f ); // NOTE: Screen coordinates go from 0->w, 0->h void ComputeWorldToScreenMatrix( VMatrix *pWorldToScreen, const VMatrix &worldToProjection, const CViewSetup &viewSetup ) { // First need to transform -1 -> 1 to 0 -> 1 in x and y // Then transform from 0->1 to x->w+x in x, and 0->1 to y->y+h in y. VMatrix offsetToPixels( viewSetup.width, 0.0f, 0.0f, viewSetup.x, 0.0f, viewSetup.height, 0.0f, viewSetup.y, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f ); VMatrix projectionToPixels; MatrixMultiply( offsetToPixels, g_ProjectionToOffset, projectionToPixels ); MatrixMultiply( projectionToPixels, worldToProjection, *pWorldToScreen ); } //----------------------------------------------------------------------------- // Push, pop views //----------------------------------------------------------------------------- void CRender::Push3DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes, ITexture* pDepthTexture ) { Assert( !IsX360() || (pDepthTexture == NULL) ); //Don't render to a depth texture on the 360. Instead, render using a normal depth buffer and use IDirect3DDevice9::Resolve() int i = m_ViewStack.Push( ); m_ViewStack[i].m_View = view; m_ViewStack[i].m_bIs2DView = false; m_ViewStack[i].m_bNoDraw = ( ( nFlags & VIEW_NO_DRAW ) != 0 ); CViewSetup &topView = m_ViewStack[i].m_View; // Compute aspect ratio if asked for if ( topView.m_flAspectRatio == 0.0f ) { topView.m_flAspectRatio = (topView.height != 0) ? ( (float)topView.width / (float)topView.height ) : 1.0f; } ViewStack_t &viewStack = m_ViewStack.Top(); topView.m_flAspectRatio = topView.ComputeViewMatrices( &viewStack.m_matrixView, &viewStack.m_matrixProjection, &viewStack.m_matrixWorldToScreen ); m_zNear = topView.zNear; m_zFar = topView.zFar; // cache this for queries ExtractMatrices(); if ( !m_ViewStack[i].m_bNoDraw ) { if ( !pRenderTarget ) { pRenderTarget = pRenderContext->GetRenderTarget(); } // Push render target and viewport pRenderContext->PushRenderTargetAndViewport( pRenderTarget, pDepthTexture, topView.x, topView.y, topView.width, topView.height ); // Handle an initial clear request if asked for ClearView( pRenderContext, topView, nFlags, pRenderTarget, pDepthTexture ); pRenderContext->DepthRange( 0, 1 ); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadMatrix( m_matrixProjection ); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadMatrix( m_matrixView ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); OnViewActive( frustumPlanes ); } } void CRender::Push2DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) { int i = m_ViewStack.Push( ); m_ViewStack[i].m_View = view; m_ViewStack[i].m_bIs2DView = true; m_ViewStack[i].m_bNoDraw = ( ( nFlags & VIEW_NO_DRAW ) != 0 ); m_ViewStack[i].m_matrixView = m_matrixView; m_ViewStack[i].m_matrixProjection = m_matrixProjection; m_ViewStack[i].m_matrixWorldToScreen = m_matrixWorldToScreen; CViewSetup &topView = m_ViewStack[i].m_View; g_bCanAccessCurrentView = false; if ( !pRenderTarget ) { pRenderTarget = pRenderContext->GetRenderTarget(); } // Push render target and viewport pRenderContext->PushRenderTargetAndViewport( pRenderTarget, topView.x, topView.y, topView.width, topView.height ); // Handle an initial clear request if asked for ClearView( pRenderContext, topView, nFlags, pRenderTarget ); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->Scale( 1, -1, 1 ); pRenderContext->Ortho( 0, 0, topView.width, topView.height, -99999, 99999 ); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); } void CRender::PopView( IMatRenderContext *pRenderContext, Frustum frustumPlanes ) { if ( !m_ViewStack.Top().m_bNoDraw ) { pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix(); pRenderContext->PopRenderTargetAndViewport( ); } bool bReset = ( m_ViewStack.Count() > 1 ) ? true : false; m_ViewStack.Pop(); // Don't pop off the very last view g_bCanAccessCurrentView = false; if ( bReset ) { if ( !m_ViewStack.Top().m_bIs2DView ) { ExtractMatrices(); m_zNear = m_ViewStack.Top().m_View.zNear; m_zFar = m_ViewStack.Top().m_View.zFar; OnViewActive( frustumPlanes ); } } } //----------------------------------------------------------------------------- // Sets the main 3D view (for console commands, sound, etc.) //----------------------------------------------------------------------------- void CRender::SetMainView( const Vector &vecOrigin, const QAngle &angles ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); VectorCopy( vecOrigin, g_MainViewOrigin[ nSlot ] ); AngleVectors( angles, &g_MainViewForward[ nSlot ], &g_MainViewRight[ nSlot ], &g_MainViewUp[ nSlot ] ); } void CRender::BeginUpdateLightmaps( void ) { if ( ++m_iLightmapUpdateDepth == 1) { Assert( g_LightmapUpdateList.Count() == 0 ); materials->BeginUpdateLightmaps(); } } void CRender::UpdateBrushModelLightmap( model_t *model, IClientRenderable *pRenderable ) { AssertOnce( m_iLightmapUpdateDepth ); if( !r_drawbrushmodels.GetBool() || !m_iLightmapUpdateDepth ) return; R_MarkDlightsOnBrushModel( model, pRenderable ); bool bLightingChanged = Mod_NeedsLightstyleUpdate( model ); if ( (model->flags & MODELFLAG_HAS_DLIGHT) || bLightingChanged ) { int transformIndex = g_LightmapTransformList.AddToTail(); LightmapTransformInfo_t &transform = g_LightmapTransformList[transformIndex]; transform.pModel = model; AngleMatrix( pRenderable->GetRenderAngles(), pRenderable->GetRenderOrigin(), transform.xform ); SurfaceHandle_t surfID = SurfaceHandleFromIndex( model->brush.firstmodelsurface, model->brush.pShared ); bool bLight = false; for (int i=0 ; ibrush.nummodelsurfaces ; i++, surfID++) { if ( MSurf_Flags(surfID) & (SURFDRAW_HASDLIGHT|SURFDRAW_HASLIGHTSYTLES) ) { R_CheckForLightmapUpdates( surfID, transformIndex ); if ( MSurf_Flags(surfID) & SURFDRAW_HASDLIGHT ) { bLight = true; } } } if ( !bLight ) { model->flags &= ~MODELFLAG_HAS_DLIGHT; // don't need to check again unless a dlight hits us } } if ( bLightingChanged ) { model->brush.nLightstyleLastComputedFrame = r_framecount; } } void CRender::EndUpdateLightmaps( void ) { Assert( m_iLightmapUpdateDepth > 0 ); if ( --m_iLightmapUpdateDepth == 0 ) { VPROF_BUDGET( "EndUpdateLightmaps", VPROF_BUDGETGROUP_DLIGHT_RENDERING ); if ( g_LightmapUpdateList.Count() && r_dynamiclighting.GetBool() && !r_unloadlightmaps.GetBool() ) { VPROF_("R_BuildLightmapUpdateList", 1, VPROF_BUDGETGROUP_DLIGHT_RENDERING, false, 0); R_BuildLightmapUpdateList(); } { VPROF_("materials_EndUpdateLightmaps", 1, VPROF_BUDGETGROUP_DLIGHT_RENDERING, false, 0); materials->EndUpdateLightmaps(); } { g_LightmapUpdateList.RemoveAll(); VPROF_("lightmap_RemoveAll", 1, VPROF_BUDGETGROUP_DLIGHT_RENDERING, false, 0); } } } bool CRender::InLightmapUpdate( void ) const { return ( m_iLightmapUpdateDepth != 0 ); } //----------------------------------------------------------------------------- // Compute the scene coordinates of a point in 3D //----------------------------------------------------------------------------- bool CRender::ClipTransform( const Vector& point, Vector* pClip ) { // UNDONE: Clean this up some, handle off-screen vertices float w; const VMatrix &worldToScreen = g_EngineRenderer->WorldToScreenMatrix(); pClip->x = worldToScreen[0][0] * point[0] + worldToScreen[0][1] * point[1] + worldToScreen[0][2] * point[2] + worldToScreen[0][3]; pClip->y = worldToScreen[1][0] * point[0] + worldToScreen[1][1] * point[1] + worldToScreen[1][2] * point[2] + worldToScreen[1][3]; // z = worldToScreen[2][0] * point[0] + worldToScreen[2][1] * point[1] + worldToScreen[2][2] * point[2] + worldToScreen[2][3]; w = worldToScreen[3][0] * point[0] + worldToScreen[3][1] * point[1] + worldToScreen[3][2] * point[2] + worldToScreen[3][3]; // Just so we have something valid here pClip->z = 0.0f; bool behind; if( w < 0.001f ) { behind = true; pClip->x *= 100000; pClip->y *= 100000; } else { behind = false; float invw = 1.0f / w; pClip->x *= invw; pClip->y *= invw; } return behind; } //----------------------------------------------------------------------------- // Purpose: Given a point, return the screen position in pixels //----------------------------------------------------------------------------- bool CRender::ScreenTransform( const Vector& point, Vector* pScreen ) { bool retval = ClipTransform( point, pScreen ); pScreen->x = 0.5f * ( pScreen->x + 1.0f ) * CurrentView().width + CurrentView().x; pScreen->y = 0.5f * ( pScreen->y + 1.0f ) * CurrentView().height + CurrentView().y; return retval; } void CRender::ViewDrawFade( byte *color, IMaterial* pFadeMaterial, bool mapFullTextureToScreen ) { if ( !color || !color[3] ) return; if( !pFadeMaterial ) return; const CViewSetup &view = CurrentView(); CMatRenderContextPtr pRenderContext( materials ); pRenderContext->PushRenderTargetAndViewport(); pRenderContext->Bind( pFadeMaterial ); pFadeMaterial->AlphaModulate( color[3] * ( 1.0f / 255.0f ) ); pFadeMaterial->ColorModulate( color[0] * ( 1.0f / 255.0f ), color[1] * ( 1.0f / 255.0f ), color[2] * ( 1.0f / 255.0f ) ); bool bOldIgnoreZ = pFadeMaterial->GetMaterialVarFlag( MATERIAL_VAR_IGNOREZ ); pFadeMaterial->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, true ); int nTexWidth, nTexHeight; nTexWidth = pFadeMaterial->GetMappingWidth(); nTexHeight = pFadeMaterial->GetMappingHeight(); float flUOffset = 0.5f / nTexWidth; float flVOffset = 0.5f / nTexHeight; int width, height; pRenderContext->GetRenderTargetDimensions( width, height ); pRenderContext->Viewport( 0, 0, width, height ); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->Scale( 1, -1, 1 ); pRenderContext->Ortho( 0, 0, width, height, -99999, 99999 ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); IMesh* pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); // adjusted xys float x1=view.x-.5; float x2=view.x+view.width; float y1=view.y-.5; float y2=view.y+view.height; float u1, u2, v1, v2; if ( mapFullTextureToScreen ) { // adjust nominal uvs to reflect adjusted xys u1=FLerp(flUOffset, 1-flUOffset,view.x,view.x+view.width,x1); u2=FLerp(flUOffset, 1-flUOffset,view.x,view.x+view.width,x2); v1=FLerp(flVOffset, 1-flVOffset,view.y,view.y+view.height,y1); v2=FLerp(flVOffset, 1-flVOffset,view.y,view.y+view.height,y2); } else { // Match up the view port window with a corresponding window in the fade texture. // This is mainly for split screen support. u1 = Lerp( x1 / (float)width, flUOffset, 1-flUOffset ); u2 = Lerp( x2 / (float)width, flUOffset, 1-flUOffset ); v1 = Lerp( y1 / (float)height, flVOffset, 1-flVOffset ); v2 = Lerp( y2 / (float)height, flVOffset, 1-flVOffset ); } for ( int corner=0; corner<4; corner++ ) { bool left=(corner==0) || (corner==3); meshBuilder.Position3f( (left) ? x1 : x2, (corner & 2) ? y2 : y1, 0.0f ); meshBuilder.TexCoord2f( 0, (left) ? u1 : u2, (corner & 2) ? v2 : v1 ); meshBuilder.AdvanceVertex(); } meshBuilder.End(); pMesh->Draw(); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); pFadeMaterial->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, bOldIgnoreZ ); pRenderContext->PopRenderTargetAndViewport(); } void CRender::ExtractFrustumPlanes( Frustum frustumPlanes ) { const CViewSetup &view = CurrentView(); GeneratePerspectiveFrustum( CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), view.zNear, view.zFar, view.fov, m_yFOV, frustumPlanes ); g_Frustum.SetPlanes(frustumPlanes); } void CRender::OrthoExtractFrustumPlanes( Frustum frustumPlanes ) { const CViewSetup &view = CurrentView(); // Setup the near and far planes. float orgOffset = DotProduct(CurrentViewOrigin(), CurrentViewForward()); frustumPlanes[FRUSTUM_FARZ].m_Normal = -CurrentViewForward(); frustumPlanes[FRUSTUM_FARZ].m_Dist = -view.zFar - orgOffset; frustumPlanes[FRUSTUM_NEARZ].m_Normal = CurrentViewForward(); frustumPlanes[FRUSTUM_NEARZ].m_Dist = view.zNear + orgOffset; // Left and right planes... orgOffset = DotProduct(CurrentViewOrigin(), CurrentViewRight()); frustumPlanes[FRUSTUM_LEFT].m_Normal = CurrentViewRight(); frustumPlanes[FRUSTUM_LEFT].m_Dist = view.m_OrthoLeft + orgOffset; frustumPlanes[FRUSTUM_RIGHT].m_Normal = -CurrentViewRight(); frustumPlanes[FRUSTUM_RIGHT].m_Dist = -view.m_OrthoRight - orgOffset; // Top and buttom planes... orgOffset = DotProduct(CurrentViewOrigin(), CurrentViewUp()); frustumPlanes[FRUSTUM_TOP].m_Normal = CurrentViewUp(); frustumPlanes[FRUSTUM_TOP].m_Dist = view.m_OrthoTop + orgOffset; frustumPlanes[FRUSTUM_BOTTOM].m_Normal = -CurrentViewUp(); frustumPlanes[FRUSTUM_BOTTOM].m_Dist = -view.m_OrthoBottom - orgOffset; g_Frustum.SetPlanes( frustumPlanes ); } void CRender::OverrideViewFrustum( Frustum custom ) { g_Frustum.SetPlanes( custom ); } void CRender::ExtractMatrices( void ) { m_matrixView = m_ViewStack.Top().m_matrixView; m_matrixProjection = m_ViewStack.Top().m_matrixProjection; m_matrixWorldToScreen = m_ViewStack.Top().m_matrixWorldToScreen; } void CRender::SetViewport( int x, int y, int w, int h ) { int x2, y2; int windowWidth = w, windowHeight = h; CMatRenderContextPtr pRenderContext( materials ); // set the viewport to be out to the size of the render target, unless explicitly told not to if (!CurrentView().m_bRenderToSubrectOfLargerScreen) { pRenderContext->GetRenderTargetDimensions( windowWidth, windowHeight ); } x2 = (x + w); y2 = (windowHeight - (y + h)); y = (windowHeight - y); // fudge around because of frac screen scale if (x > 0) x--; if (x2 < windowWidth) x2++; if (y2 < 0) y2--; if (y < windowHeight) y++; w = x2 - x; h = y - y2; pRenderContext->Viewport( x, y2, w, h ); } void DrawLightmapPage( int lightmapPageID ) { // assumes that we are already in ortho mode. int lightmapPageWidth, lightmapPageHeight; CMatRenderContextPtr pRenderContext( materials ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, g_materialDebugLightmap ); // pRenderContext->Bind( g_materialWireframe ); // IMesh* pMesh = pRenderContext->GetDynamicMesh( g_materialWireframe ); materials->GetLightmapPageSize( lightmapPageID, &lightmapPageWidth, &lightmapPageHeight ); pRenderContext->BindLightmapPage( lightmapPageID ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); int x = 0; int y = 0; float s = 1.0f; float t = 1.0f; // texcoord 1 is lightmaptexcoord for fixed function. meshBuilder.TexCoord2f( 1, 0.0f, 0.0f ); meshBuilder.Position3f( x, y, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.TexCoord2f( 1, s, 0.0f ); meshBuilder.Position3f( x+lightmapPageWidth, y, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.TexCoord2f( 1, s, t ); meshBuilder.Position3f( x+lightmapPageWidth, y+lightmapPageHeight, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.TexCoord2f( 1, 0.0f, t ); meshBuilder.Position3f( x, y+lightmapPageHeight, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); } //hack extern void DebugDrawLightmapAtCrossHair(); void R_DrawLightmaps( IWorldRenderList *pList, int pageId ) { #ifdef USE_CONVARS if ( pageId != -1 ) { DrawLightmapPage( pageId ); Shader_DrawLightmapPageChains( pList, pageId ); } #endif } void R_CheckForLightingConfigChanges() { if ( !materials->CanDownloadTextures() ) return; UpdateStudioRenderConfig(); UpdateMaterialSystemConfig(); if( MaterialConfigLightingChanged() || g_RebuildLightmaps ) { ClearMaterialConfigLightingChanged(); DevMsg( "Redownloading all lightmaps\n" ); BuildGammaTable( 2.2f, 2.2f, 0.0f, OVERBRIGHT ); R_RedownloadAllLightmaps(); StaticPropMgr()->RecomputeStaticLighting(); } } ConVar r_redownloadallpaintmaps("r_redownloadallpaintmaps", "0", FCVAR_DEVELOPMENTONLY); void R_CheckForPaintmapChanges() { if ( !g_PaintManager.m_bShouldRegister ) return; if ( !materials->CanDownloadTextures() ) return; if ( r_redownloadallpaintmaps.GetBool() ) { R_RedownloadAllPaintmaps(); r_redownloadallpaintmaps.SetValue(0); return; } { VPROF_BUDGET( "R_CheckForPaintmapChanges", "paint" ); g_PaintManager.UpdatePaintmapTextures(); } } void CRender::DrawSceneBegin( void ) { R_CheckForLightingConfigChanges(); } void CRender::DrawSceneEnd( void ) { R_SceneEnd(); LeafVisDraw(); } IWorldRenderList * CRender::CreateWorldList() { return AllocWorldRenderList(); } #if defined(_PS3) IWorldRenderList * CRender::CreateWorldList_PS3( int viewID ) { return AllocWorldRenderList_PS3( viewID ); } #endif // JasonM TODO: optimize in the case of shadow depth mapping (i.e. don't update lightmaps) void CRender::BuildWorldLists( IWorldRenderList *pList, WorldListInfo_t* pInfo, int iForceViewLeaf, const VisOverrideData_t* pVisData, bool bShadowDepth, float *pWaterReflectionHeight ) { VPROF_INCREMENT_COUNTER( "BuildWorldLists", 1 ); Assert( pList ); Assert( m_iLightmapUpdateDepth > 0 || g_LightmapUpdateList.Count() == 0 ); if ( !bShadowDepth ) { BeginUpdateLightmaps(); } R_BuildWorldLists( pList, pInfo, iForceViewLeaf, pVisData, bShadowDepth, pWaterReflectionHeight ); if ( !bShadowDepth ) { EndUpdateLightmaps(); } Assert( m_iLightmapUpdateDepth > 0 || g_LightmapUpdateList.Count() == 0 ); } #if defined(_PS3) void CRender::BuildWorldLists_PS3_Epilogue( IWorldRenderList *pList, WorldListInfo_t* pInfo, bool bShadowDepth ) { Assert( pList ); R_BuildWorldLists_PS3_Epilogue( pList, pInfo, bShadowDepth ); } #else void CRender::BuildWorldLists_Epilogue( IWorldRenderList *pList, WorldListInfo_t* pInfo, bool bShadowDepth ) { Assert( pList ); Assert( m_iLightmapUpdateDepth > 0 || g_LightmapUpdateList.Count() == 0 ); if ( !bShadowDepth ) { BeginUpdateLightmaps(); } R_BuildWorldLists_Epilogue( pList, pInfo, bShadowDepth ); if ( !bShadowDepth ) { EndUpdateLightmaps(); } Assert( m_iLightmapUpdateDepth > 0 || g_LightmapUpdateList.Count() == 0 ); } #endif void CRender::DrawWorldLists( IMatRenderContext *pRenderContext, IWorldRenderList *pList, unsigned long flags, float flWaterZAdjust ) { Assert( ( flags & DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL ) || pList ); R_DrawWorldLists( pRenderContext, pList, flags, flWaterZAdjust ); }