Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implementation for CBaseClientRenderTargets class.
// Provides Init functions for common render textures used by the engine.
// Mod makers can inherit from this class, and call the Create functions for
// only the render textures the want for their mod.
//=============================================================================//
#include "cbase.h"
#include "baseclientrendertargets.h" // header
#include "materialsystem/imaterialsystemhardwareconfig.h" // Hardware config checks
#include "materialsystem/itexture.h" // Hardware config checks
#include "tier0/icommandline.h"
#ifdef GAMEUI_UISYSTEM2_ENABLED
#include "gameui.h"
#endif
#include "c_env_cascade_light.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
ConVar cl_disable_water_render_targets( "cl_disable_water_render_targets", "0" );
ITexture* CBaseClientRenderTargets::CreateWaterReflectionTexture( IMaterialSystem* pMaterialSystem, int iSize )
{
iSize = CommandLine()->ParmValue( "-reflectionTextureSize", iSize );
#if defined( PORTAL )
return pMaterialSystem->CreateNamedMultiRenderTargetTexture(
"_rt_WaterReflection",
iSize, iSize, RT_SIZE_NO_CHANGE,
pMaterialSystem->GetBackBufferFormat(),
// Force separate depth buffer for recursive water reflection views, since using the default depth buffer
// will clear depth in the upper left hand <512,512> corner of the screen causing translucent renderables to
// render on top of closer geometry.
MATERIAL_RT_DEPTH_SEPARATE,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
CREATERENDERTARGETFLAGS_HDR );
#else
return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
"_rt_WaterReflection",
iSize, iSize, RT_SIZE_PICMIP,
pMaterialSystem->GetBackBufferFormat(),
MATERIAL_RT_DEPTH_SHARED,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
CREATERENDERTARGETFLAGS_HDR );
#endif
}
ITexture* CBaseClientRenderTargets::CreateWaterRefractionTexture( IMaterialSystem* pMaterialSystem, int iSize )
{
iSize = CommandLine()->ParmValue( "-reflectionTextureSize", iSize );
#if defined( PORTAL )
return pMaterialSystem->CreateNamedMultiRenderTargetTexture(
"_rt_WaterRefraction",
iSize, iSize, RT_SIZE_NO_CHANGE,
// This is different than reflection because it has to have alpha for fog factor.
IMAGE_FORMAT_RGBA8888,
// Force separate depth buffer for recursive water reflection views, since using the default depth buffer
// will clear depth in the upper left hand <512,512> corner of the screen causing translucent renderables to
// render on top of closer geometry.
//
// EDIT: on consoles it doesn't matter for Portal 2 because we never use refraction anyways...we always opt for cheaper translucent water. Save memory instead.
// @TODO: get rid of this buffer entirely on consoles
IsGameConsole() ? MATERIAL_RT_DEPTH_SHARED : MATERIAL_RT_DEPTH_SEPARATE,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
CREATERENDERTARGETFLAGS_HDR );
#else
return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
"_rt_WaterRefraction",
iSize, iSize, RT_SIZE_PICMIP,
// This is different than reflection because it has to have alpha for fog factor.
IMAGE_FORMAT_RGBA8888,
MATERIAL_RT_DEPTH_SHARED,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
CREATERENDERTARGETFLAGS_HDR );
#endif
}
ITexture* CBaseClientRenderTargets::CreateCameraTexture( IMaterialSystem* pMaterialSystem, int iSize )
{
iSize = CommandLine()->ParmValue( "-monitorTextureSize", iSize );
return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
"_rt_Camera",
iSize, iSize, RT_SIZE_DEFAULT,
pMaterialSystem->GetBackBufferFormat(),
MATERIAL_RT_DEPTH_SHARED,
0,
CREATERENDERTARGETFLAGS_HDR );
}
//-----------------------------------------------------------------------------
// Purpose: Called by the engine in material system init and shutdown.
// Clients should override this in their inherited version, but the base
// is to init all standard render targets for use.
// Input : pMaterialSystem - the engine's material system (our singleton is not yet inited at the time this is called)
// pHardwareConfig - the user hardware config, useful for conditional render target setup
//-----------------------------------------------------------------------------
void CBaseClientRenderTargets::SetupClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig, int iWaterTextureSize, int iCameraTextureSize )
{
IMaterialSystem *pSave = materials;
// Make sure our config is loaded before we try to init rendertargets
ConfigureCurrentSystemLevel();
// Water effects
materials = pMaterialSystem; // in case not initted yet for mat system util
g_pMaterialSystem = pMaterialSystem;
g_pMaterialSystemHardwareConfig = pHardwareConfig;
if ( iWaterTextureSize && !cl_disable_water_render_targets.GetBool() )
{
m_WaterReflectionTexture.Init( CreateWaterReflectionTexture( pMaterialSystem, iWaterTextureSize ) );
m_WaterRefractionTexture.Init( CreateWaterRefractionTexture( pMaterialSystem, iWaterTextureSize ) );
}
// mdonofrio - Don't need monitors or flashlight shadows for CS15.
// Still need to initrendertargets for shadowmgr (blob/rtt shadows) - it will skip depth textures if convars set appropriately??
#if !( defined( CSTRIKE15 ) && defined( _PS3 ) )
// Monitors
if ( iCameraTextureSize )
m_CameraTexture.Init( CreateCameraTexture( pMaterialSystem, iCameraTextureSize ) );
#endif
ITexture *pGlintTexture = pMaterialSystem->CreateNamedRenderTargetTextureEx2(
"_rt_eyeglint", 32, 32, RT_SIZE_NO_CHANGE, IMAGE_FORMAT_BGRA8888, MATERIAL_RT_DEPTH_NONE );
pGlintTexture->IncrementReferenceCount();
g_CascadeLightManager.InitRenderTargets();
g_pClientShadowMgr->InitRenderTargets();
#ifdef GAMEUI_UISYSTEM2_ENABLED
g_pGameUIGameSystem->InitRenderTargets();
#endif
m_RenderToRTHelperTexture.Init( pMaterialSystem->CreateNamedRenderTargetTextureEx2( "render_to_rt_helper", 512, 512, RT_SIZE_DEFAULT, IMAGE_FORMAT_RGBA8888, MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_SINGLECOPY ) );
materials = pSave;
}
void CBaseClientRenderTargets::InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig )
{
SetupClientRenderTargets( pMaterialSystem, pHardwareConfig );
}
//-----------------------------------------------------------------------------
// Purpose: Shut down each CTextureReference we created in InitClientRenderTargets.
// Called by the engine in material system shutdown.
// Input : -
//-----------------------------------------------------------------------------
void CBaseClientRenderTargets::ShutdownClientRenderTargets()
{
// Water effects
m_WaterReflectionTexture.Shutdown();
m_WaterRefractionTexture.Shutdown();
// Monitors
m_CameraTexture.Shutdown();
g_pClientShadowMgr->ShutdownRenderTargets();
g_CascadeLightManager.ShutdownRenderTargets();
m_RenderToRTHelperTexture.Shutdown();
}
static CBaseClientRenderTargets g_BaseClientRenderTargets;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CBaseClientRenderTargets, IClientRenderTargets,
CLIENTRENDERTARGETS_INTERFACE_VERSION, g_BaseClientRenderTargets );