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