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332 lines
8.5 KiB
332 lines
8.5 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//===========================================================================//
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// HDRFIXME: reduce the number of include files here.
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#include "render_pch.h"
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#include "cdll_int.h"
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#include "client_class.h"
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#include "icliententitylist.h"
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#include "traceinit.h"
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#include "server.h"
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#include "r_decal.h"
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#include "r_areaportal.h"
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#include "ispatialpartitioninternal.h"
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#include "cdll_engine_int.h"
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#include "ivtex.h"
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#include "materialsystem/itexture.h"
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#include "view.h"
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#include "tier0/dbg.h"
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#include "staticpropmgr.h"
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#include "icliententity.h"
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#include "gl_drawlights.h"
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#include "Overlay.h"
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#include "vmodes.h"
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#include "tier1/utlbuffer.h"
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#include "vtf/vtf.h"
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#include "bitmap/imageformat.h"
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#include "cbenchmark.h"
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#include "ivideomode.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "../utils/common/bsplib.h"
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#include "ibsppack.h"
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#include "vprof.h"
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#include "paint.h"
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#if defined(_PS3)
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#include "buildindices_PS3.h"
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#include "buildworldlists_PS3.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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bool g_RendererInLevel = false;
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void Linefile_Read_f(void);
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/*
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====================
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// if( r_drawtranslucentworld )
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// {
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// bSaveDrawTranslucentWorld = r_drawtranslucentworld->GetBool();
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// NOTE! : We use to set this to 0 for HDR.
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// r_drawtranslucentworld->SetValue( 0 );
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// }
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// if( r_drawtranslucentrenderables )
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R_TimeRefresh_f
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For program optimization
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====================
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*/
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void R_TimeRefresh_f (void)
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{
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int i;
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float start, stop, time;
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CViewSetup view;
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materials->Flush( true );
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Q_memset(&view, 0, sizeof(view));
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view.origin = MainViewOrigin();
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view.angles[0] = 0;
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view.angles[1] = 0;
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view.angles[2] = 0;
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view.x = 0;
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view.y = 0;
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view.width = videomode->GetModeWidth();
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view.height = videomode->GetModeHeight();
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view.fov = 75;
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view.fovViewmodel = 75;
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view.m_flAspectRatio = 1.0f;
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view.zNear = 4;
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view.zFar = MAX_COORD_FLOAT;
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view.zNearViewmodel = 4;
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view.zFarViewmodel = MAX_COORD_FLOAT;
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int savedeveloper = developer.GetInt();
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developer.SetValue( 0 );
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start = Sys_FloatTime ();
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for (i=0 ; i<128 ; i++)
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{
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view.angles[1] = i/128.0*360.0;
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g_ClientDLL->RenderView( view, VIEW_CLEAR_COLOR, RENDERVIEW_DRAWVIEWMODEL | RENDERVIEW_DRAWHUD );
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Shader_SwapBuffers();
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}
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materials->Flush( true );
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Shader_SwapBuffers();
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stop = Sys_FloatTime ();
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time = stop-start;
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developer.SetValue( savedeveloper );
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ConMsg ("%f seconds (%f fps)\n", time, 128/time);
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}
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ConCommand timerefresh("timerefresh", R_TimeRefresh_f, "Profile the renderer.", FCVAR_CHEAT );
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ConCommand linefile("linefile", Linefile_Read_f, "Parses map leak data from .lin file", FCVAR_CHEAT );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void R_Init (void)
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{
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extern byte *hunk_base;
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extern void InitMathlib( void );
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InitMathlib();
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UpdateMaterialSystemConfig();
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#if defined( _PS3 )
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g_pBuildIndicesJob->Init();
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g_pBuildWorldListsJob->Init();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void R_Shutdown( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void R_ResetLightStyles( void )
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{
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for ( int i=0 ; i<256 ; i++ )
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{
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// normal light value
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d_lightstylevalue[i] = 264;
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d_lightstyleframe[i] = r_framecount;
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}
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}
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void R_RemoveAllDecalsFromAllModels();
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CON_COMMAND_F( r_cleardecals, "Usage r_cleardecals <permanent>.", FCVAR_CLIENTCMD_CAN_EXECUTE )
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{
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if ( host_state.worldmodel )
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{
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bool bPermanent = false;
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if ( args.ArgC() == 2 )
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{
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if ( !Q_stricmp( args[1], "permanent" ) )
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{
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bPermanent = true;
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}
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}
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R_DecalTerm( host_state.worldmodel->brush.pShared, bPermanent, false );
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}
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R_RemoveAllDecalsFromAllModels();
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}
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//-----------------------------------------------------------------------------
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// Loads world geometry. Called when map changes or dx level changes
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//-----------------------------------------------------------------------------
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void R_LoadWorldGeometry( bool bDXChange )
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{
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CUtlVector< uint32 > paintData;
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if ( g_PaintManager.m_bShouldRegister )
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{
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g_PaintManager.GetPaintmapDataRLE( paintData );
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}
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// Recreate the sortinfo arrays ( ack, uses new/delete right now ) because doing it with Hunk_AllocName will
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// leak through every connect that doesn't wipe the hunk ( "reconnect" )
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MaterialSystem_DestroySortinfo();
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//register paint maps
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MaterialSystem_RegisterPaintSurfaces();
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MaterialSystem_RegisterLightmapSurfaces();
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MaterialSystem_CreateSortinfo();
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// UNDONE: This is a really crappy place to do this - shouldn't this stuff be in the modelloader?
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// If this is the first time we've tried to render this map, create a few one-time data structures
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// These all get cleared out if Map_UnloadModel is ever called by the modelloader interface ( and that happens
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// any time we free the Hunk down to the low mark since these things all use the Hunk for their data ).
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if ( !bDXChange )
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{
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if ( !modelloader->Map_GetRenderInfoAllocated() )
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{
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// create the displacement surfaces for the map
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modelloader->Map_LoadDisplacements( host_state.worldmodel, false );
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//if( !DispInfo_CreateStaticBuffers( host_state.worldmodel, materialSortInfoArray, false ) )
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// Sys_Error( "Can't create static meshes for displacements" );
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modelloader->Map_SetRenderInfoAllocated( true );
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}
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}
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else
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{
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// create the displacement surfaces for the map
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modelloader->Map_LoadDisplacements( host_state.worldmodel, true );
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}
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if ( bDXChange )
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{
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// Must be done before MarkWaterSurfaces
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modelloader->RecomputeSurfaceFlags( host_state.worldmodel );
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}
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Mod_MarkWaterSurfaces( host_state.worldmodel );
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// make sure and rebuild lightmaps when the level gets started.
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GL_RebuildLightmaps();
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if ( bDXChange )
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{
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R_BrushBatchInit();
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R_DecalReSortMaterials();
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OverlayMgr()->ReSortMaterials();
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}
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if ( g_PaintManager.m_bShouldRegister )
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{
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g_PaintManager.LoadPaintmapDataRLE( paintData );
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paintData.Purge();
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}
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}
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/*
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===============
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R_LevelInit
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===============
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*/
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void R_LevelInit( void )
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{
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ConDMsg( "Initializing renderer...\n" );
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COM_TimestampedLog( "R_LevelInit: Start" );
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VPROF_BUDGET( "R_LevelInit", VPROF_BUDGETGROUP_OTHER_NETWORKING );
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Assert( g_ClientDLL );
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r_framecount = 1;
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R_ResetLightStyles();
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R_DecalInit();
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R_LoadSkys();
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R_InitStudio();
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// FIXME: Is this the best place to initialize the kd tree when we're client-only?
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if ( !sv.IsActive() )
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{
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g_pShadowMgr->LevelShutdown();
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StaticPropMgr()->LevelShutdown();
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SpatialPartition()->Init( host_state.worldmodel->mins, host_state.worldmodel->maxs );
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StaticPropMgr()->LevelInit();
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g_pShadowMgr->LevelInit( host_state.worldbrush->numsurfaces );
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}
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// We've fully loaded the new level, unload any models that we don't care about any more
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modelloader->UnloadUnreferencedModels();
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// INFESTED_DLL - Alien Swarm doesn't want fullbright turned on when there are no lights (since it uses dynamic lights and skips vrad)
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static char gamedir[MAX_OSPATH];
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Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) );
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if ( host_state.worldmodel->brush.pShared->numworldlights == 0 && Q_stricmp( gamedir, "infested" ) )
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{
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ConDMsg( "Level unlit, setting 'mat_fullbright 1'\n" );
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mat_fullbright.SetValue( 1 );
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}
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UpdateMaterialSystemConfig();
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// FIXME: E3 2003 HACK
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if ( IsPC() && mat_levelflush.GetBool() )
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{
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bool bOnLevelShutdown = false;
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materials->ResetTempHWMemory( bOnLevelShutdown );
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}
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// precache any textures that are used in this map.
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// this is a no-op for textures that are already cached from the previous map.
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materials->CacheUsedMaterials();
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// Loads the world geometry
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R_LoadWorldGeometry();
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R_Surface_LevelInit();
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R_Areaportal_LevelInit();
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// Build the overlay fragments.
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OverlayMgr()->CreateFragments();
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COM_TimestampedLog( "R_LevelInit: Finish" );
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g_RendererInLevel = true;
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}
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void R_LevelShutdown()
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{
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R_Surface_LevelShutdown();
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R_Areaportal_LevelShutdown();
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g_DispLightmapSamplePositions.Purge();
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g_RendererInLevel = false;
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}
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