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869 lines
28 KiB
869 lines
28 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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//===========================================================================//
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#if !defined( VIEWRENDER_H )
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#define VIEWRENDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shareddefs.h"
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#include "tier1/utlstack.h"
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#include "tier2/tier2.h"
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#include "iviewrender.h"
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#include "view_shared.h"
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#if defined(_PS3)
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#include "buildrenderables_ps3.h"
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#endif
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#include "mathlib/volumeculler.h"
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#include "vstdlib/jobthread.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class ConVar;
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class CClientRenderablesList;
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class IClientVehicle;
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class C_PointCamera;
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class C_EnvProjectedTexture;
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class IScreenSpaceEffect;
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class CClientViewSetup;
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class CViewRender;
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struct ClientWorldListInfo_t;
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class C_BaseEntity;
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class CJob;
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#ifdef HL2_EPISODIC
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class CStunEffect;
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#endif // HL2_EPISODIC
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//-----------------------------------------------------------------------------
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// Data specific to intro mode to control rendering.
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//-----------------------------------------------------------------------------
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struct IntroDataBlendPass_t
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{
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int m_BlendMode;
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float m_Alpha; // in [0.0f,1.0f] This needs to add up to 1.0 for all passes, unless you are fading out.
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};
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struct IntroData_t
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{
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bool m_bDrawPrimary;
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Vector m_vecCameraView;
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QAngle m_vecCameraViewAngles;
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float m_playerViewFOV;
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CUtlVector<IntroDataBlendPass_t> m_Passes;
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// Fade overriding for the intro
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float m_flCurrentFadeColor[4];
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};
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// Robin, make this point at something to get intro mode.
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extern IntroData_t *g_pIntroData;
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// This identifies the view for certain systems that are unique per view (e.g. pixel visibility)
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// NOTE: This is identifying which logical part of the scene an entity is being redered in
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// This is not identifying a particular render target necessarily. This is mostly needed for entities that
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// can be rendered more than once per frame (pixel vis queries need to be identified per-render call)
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enum view_id_t
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{
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VIEW_ILLEGAL = -2,
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VIEW_NONE = -1,
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VIEW_MAIN = 0,
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VIEW_3DSKY = 1,
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VIEW_MONITOR = 2,
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VIEW_REFLECTION = 3,
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VIEW_REFRACTION = 4,
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VIEW_INTRO_PLAYER = 5,
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VIEW_INTRO_CAMERA = 6,
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VIEW_SHADOW_DEPTH_TEXTURE = 7,
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VIEW_SSAO = 8,
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VIEW_ID_COUNT
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};
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view_id_t CurrentViewID();
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#if defined(_PS3)
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#define PASS_BUILDLISTS_PS3 (1<<0)
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#define PASS_DRAWLISTS_PS3 (1<<1)
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#else
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#define PASS_BUILDLISTS (1<<0)
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#define PASS_DRAWLISTS (1<<1)
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Stored pitch drifting variables
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//-----------------------------------------------------------------------------
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class CPitchDrift
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{
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public:
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float pitchvel;
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bool nodrift;
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float driftmove;
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double laststop;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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struct ViewCustomVisibility_t
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{
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ViewCustomVisibility_t()
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{
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m_nNumVisOrigins = 0;
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m_VisData.m_fDistToAreaPortalTolerance = FLT_MAX;
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m_iForceViewLeaf = -1;
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}
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void AddVisOrigin( const Vector& origin )
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{
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// Don't allow them to write past array length
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AssertMsg( m_nNumVisOrigins < MAX_VIS_LEAVES, "Added more origins than will fit in the array!" );
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// If the vis origin count is greater than the size of our array, just fail to add this origin
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if ( m_nNumVisOrigins >= MAX_VIS_LEAVES )
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return;
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m_rgVisOrigins[ m_nNumVisOrigins++ ] = origin;
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}
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void ForceVisOverride( VisOverrideData_t& visData )
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{
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m_VisData = visData;
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}
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void ForceViewLeaf ( int iViewLeaf )
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{
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m_iForceViewLeaf = iViewLeaf;
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}
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// Set to true if you want to use multiple origins for doing client side map vis culling
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// NOTE: In generaly, you won't want to do this, and by default the 3d origin of the camera, as above,
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// will be used as the origin for vis, too.
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int m_nNumVisOrigins;
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// Array of origins
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Vector m_rgVisOrigins[ MAX_VIS_LEAVES ];
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// The view data overrides for visibility calculations with area portals
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VisOverrideData_t m_VisData;
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// The starting leaf to determing which area to start in when performing area portal culling on the engine
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// Default behavior is to use the leaf the camera position is in.
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int m_iForceViewLeaf;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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struct WaterRenderInfo_t
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{
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bool m_bCheapWater : 1;
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bool m_bReflect : 1;
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bool m_bRefract : 1;
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bool m_bReflectEntities : 1;
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bool m_bReflectOnlyMarkedEntities : 1;
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bool m_bDrawWaterSurface : 1;
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bool m_bOpaqueWater : 1;
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bool m_bPseudoTranslucentWater : 1;
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bool m_bReflect2DSkybox : 1;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CBase3dView : public CRefCounted<>,
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protected CViewSetup
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{
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DECLARE_CLASS_NOBASE( CBase3dView );
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public:
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explicit CBase3dView( CViewRender *pMainView );
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VPlane * GetFrustum();
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virtual int GetDrawFlags() { return 0; }
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#ifdef PORTAL
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virtual void EnableWorldFog() {};
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#endif
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protected:
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// @MULTICORE (toml 8/11/2006): need to have per-view frustum. Change when move view stack to client
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VPlane *m_Frustum;
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CViewRender *m_pMainView;
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int m_nSlot;
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};
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// Frustum cache.
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struct FrustumCache_t
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{
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int m_nFrameCount;
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Frustum_t m_Frustums[MAX_SPLITSCREEN_PLAYERS];
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FrustumCache_t() { m_nFrameCount = 0; }
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bool IsValid( void ) { return ( m_nFrameCount == gpGlobals->framecount ); }
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void SetUpdated( void ) { m_nFrameCount = gpGlobals->framecount; }
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void Add( const CViewSetup *pView, int iSlot );
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};
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FrustumCache_t *FrustumCache( void );
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//-----------------------------------------------------------------------------
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// Base class for 3d views
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//-----------------------------------------------------------------------------
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class CRendering3dView : public CBase3dView
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{
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DECLARE_CLASS( CRendering3dView, CBase3dView );
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public:
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explicit CRendering3dView( CViewRender *pMainView );
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virtual ~CRendering3dView() { ReleaseLists(); }
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void Setup( const CViewSetup &setup );
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// What are we currently rendering? Returns a combination of DF_ flags.
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virtual int GetDrawFlags();
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virtual void Draw() {};
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protected:
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// Fog setup
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void EnableWorldFog( void );
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void SetFogVolumeState( const VisibleFogVolumeInfo_t &fogInfo, bool bUseHeightFog );
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// Draw setup
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void SetupRenderablesList( int viewID, bool bFastEntityRendering = false, bool bDrawDepthViewNonCachedObjectsOnly = false );
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// If iForceViewLeaf is not -1, then it uses the specified leaf as your starting area for setting up area portal culling.
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// This is used by water since your reflected view origin is often in solid space, but we still want to treat it as though
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// the first portal we're looking out of is a water portal, so our view effectively originates under the water.
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void BuildWorldRenderLists( bool bDrawEntities, int iForceViewLeaf = -1, bool bUseCacheIfEnabled = true, bool bShadowDepth = false, float *pReflectionWaterHeight = NULL );
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#if defined(_PS3)
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void SetupRenderablesList_PS3_Epilogue( void );
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void BuildWorldRenderLists_PS3_Epilogue( bool bShadowDepth );
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void BuildRenderableRenderLists_PS3_Epilogue( void );
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#else
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void BuildWorldRenderLists_Epilogue( bool bShadowDepth );
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void BuildRenderableRenderLists_Epilogue( int viewID );
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#endif
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// Purpose: Builds render lists for renderables. Called once for refraction, once for over water
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void BuildRenderableRenderLists( int viewID, bool bFastEntityRendering = false, bool bDrawDepthViewNonCachedObjectsOnly = false );
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// More concise version of the above BuildRenderableRenderLists(). Called for shadow depth map rendering
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void BuildShadowDepthRenderableRenderLists();
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void DrawWorld( IMatRenderContext *pRenderContext, float waterZAdjust );
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// Draws all opaque/translucent renderables in leaves that were rendered
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enum RenderablesRenderPath_t
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{
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RENDERABLES_RENDER_PATH_NORMAL = 0,
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RENDERABLES_RENDER_PATH_SHADOWDEPTH_DEFAULT = ( 1 << 0 ),
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RENDERABLES_RENDER_PATH_SHADOWDEPTH_BUILD_GEOCACHE = ( 1 << 1 ),
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RENDERABLES_RENDER_PATH_SHADOWDEPTH_USE_GEOCACHE = ( 1 << 2 ),
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};
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void DrawOpaqueRenderables( IMatRenderContext *pRenderContext, RenderablesRenderPath_t eRenderPath, ERenderDepthMode_t DepthMode, CUtlVector< CClientRenderablesList::CEntry * > *pDeferClippedOpaqueRenderables_Out, RenderGroup_t nGroup = RENDER_GROUP_OPAQUE );
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void DrawDeferredClippedOpaqueRenderables( IMatRenderContext *pRenderContext, RenderablesRenderPath_t eRenderPath, ERenderDepthMode_t DepthMode, CUtlVector< CClientRenderablesList::CEntry * > *pDeferClippedOpaqueRenderables );
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void DrawTranslucentRenderables( bool bInSkybox, bool bShadowDepth );
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#if defined( PORTAL )
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void DrawRecursivePortalViews( void );
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#endif
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// Renders all translucent entities in the render list
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void DrawTranslucentRenderablesNoWorld( bool bInSkybox );
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// Renders all translucent entities in the render list that ignore the z-buffer
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void DrawNoZBufferTranslucentRenderables( void );
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// Renders all translucent world surfaces in a particular set of leaves
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void DrawTranslucentWorldInLeaves( IMatRenderContext *pRenderContext, bool bShadowDepth );
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// Renders all translucent world + detail objects in a particular set of leaves
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void DrawTranslucentWorldAndDetailPropsInLeaves( IMatRenderContext *pRenderContext, int iCurLeaf, int iFinalLeaf, int nEngineDrawFlags, int &nDetailLeafCount, LeafIndex_t* pDetailLeafList, bool bShadowDepth );
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// Purpose: Computes the actual world list info based on the render flags
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void PruneWorldListInfo();
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// Sets up automatic z-prepass on the 360 and PS/3. No-op on PC.
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void BeginConsoleZPass();
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void EndConsoleZPass();
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#ifdef PORTAL
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virtual bool ShouldDrawPortals() { return true; }
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#endif
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void ReleaseLists();
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//-----------------------------------------------
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// Combination of DF_ flags.
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int m_DrawFlags;
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int m_ClearFlags;
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IWorldRenderList *m_pWorldRenderList;
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#if defined( CSTRIKE15 ) && defined(_PS3)
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CClientRenderablesList *m_pRenderablesList[ MAX_CONCURRENT_BUILDVIEWS ];
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ClientWorldListInfo_t *m_pWorldListInfo[ MAX_CONCURRENT_BUILDVIEWS ];
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#else
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CClientRenderablesList *m_pRenderables;
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ClientWorldListInfo_t *m_pWorldListInfo;
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#endif
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ViewCustomVisibility_t *m_pCustomVisibility;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CRenderExecutor
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{
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DECLARE_CLASS_NOBASE( CRenderExecutor );
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public:
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virtual void AddView( CRendering3dView *pView ) = 0;
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virtual void Execute() = 0;
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protected:
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explicit CRenderExecutor( CViewRender *pMainView ) : m_pMainView( pMainView ) {}
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CViewRender *m_pMainView;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CSimpleRenderExecutor : public CRenderExecutor
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{
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DECLARE_CLASS( CSimpleRenderExecutor, CRenderExecutor );
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public:
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explicit CSimpleRenderExecutor( CViewRender *pMainView ) : CRenderExecutor( pMainView ) {}
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void AddView( CRendering3dView *pView );
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void Execute() {}
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};
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#if defined(_PS3)
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//-----------------------------------------------------------------------------
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// For the support of parallel view building jobs (BuildWorldLists, BuildRenderables, etc)
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// only current true implementation on PS3 to support SPU BuildWorld/BuildRenderables jobs
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//-----------------------------------------------------------------------------
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class CConcurrentViewBuilderPS3
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{
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public:
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CConcurrentViewBuilderPS3();
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~CConcurrentViewBuilderPS3() { Purge(); };
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void Init( void );
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void Purge( void );
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// for supporting concurrent view building (BuildWorldLists, BuildRenderables, etc)
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void ResetBuildViewID( void );
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// get current view index
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int GetBuildViewID( void );
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// call at the start of each view
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void PushBuildView( void );
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void PopBuildView( void );
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void SyncViewBuilderJobs( void );
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void SPUBuildRWJobsOn( bool jobOn ) { m_bSPUBuildRWJobsOn = jobOn; };
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bool IsSPUBuildRWJobsOn( void ) { return m_bSPUBuildRWJobsOn; };
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int GetPassFlags( void ) { return m_passFlags; };
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void SetPassFlags( int flags ) { m_passFlags = flags; };
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IWorldRenderList *GetWorldRenderListElement( void );
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void SetWorldRenderListElement( IWorldRenderList *pRenderList );
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int GetDrawFlags( void ) { return m_drawFlags; };
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void SetDrawFlags( int drawFlags ) { m_drawFlags = drawFlags; };
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unsigned int GetVisFlags( void );
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void SetVisFlags( unsigned int visFlags );
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void CacheFrustumData( Frustum_t *pFrustum, Frustum_t *pAreaFrustum, void *pRenderAreaBits, int numArea, bool bViewerInSolidSpace );
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void CacheBuildViewVolumeCuller( void *pVC );
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void* GetBuildViewVolumeCuller( void );
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Frustum_t *GetBuildViewFrustum( void );
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Frustum_t *GetBuildViewAreaFrustum( void );
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unsigned char *GetBuildViewRenderAreaBits( void );
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int GetNumAreaFrustum( void );
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Frustum_t *GetBuildViewAreaFrustumID( int frustumID );
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void PushBuildRenderableJobs( void );
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private:
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int m_buildViewID;
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int m_nextFreeBuildViewID;
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int* m_pBuildViewStack;
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int m_buildViewStack[ MAX_CONCURRENT_BUILDVIEWS ];
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int m_passFlags;
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int m_drawFlags;
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unsigned int m_visFlags[ MAX_CONCURRENT_BUILDVIEWS ];
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IWorldRenderList *m_pWorldRenderListCache[ MAX_CONCURRENT_BUILDVIEWS ] ALIGN16;
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// Frustum cache for Jobs
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Frustum_t m_gFrustum[MAX_CONCURRENT_BUILDVIEWS] ALIGN16;
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CUtlVector<Frustum_t> m_gAreaFrustum[MAX_CONCURRENT_BUILDVIEWS] ALIGN16;
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unsigned char m_gRenderAreaBits[MAX_CONCURRENT_BUILDVIEWS][32] ALIGN16;
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bool m_bViewerInSolidSpace[ MAX_CONCURRENT_BUILDVIEWS ] ALIGN16;
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CVolumeCuller m_volumeCullerCache[MAX_CONCURRENT_BUILDVIEWS] ALIGN16;
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bool m_bSPUBuildRWJobsOn;
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};
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extern CConcurrentViewBuilderPS3 g_viewBuilder;
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#else
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//-----------------------------------------------------------------------------
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// Cache all the data needed for a single view so that "BuildWorldList" and
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// "BuildRenderablesList" jobs are thread safe
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// Also holds word/renderables lists and world/renderables jobs
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//-----------------------------------------------------------------------------
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class CConcurrentViewData
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{
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public:
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void Init( void );
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void Purge( void );
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CVolumeCuller m_volumeCuller;
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Frustum_t m_Frustum;
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CUtlVector< Frustum_t, CUtlMemoryAligned< Frustum_t,16 > > m_AreaFrustums;
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Frustum_t * m_frustumList[MAX_MAP_AREAS];
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// Lists
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IWorldRenderList* m_pWorldRenderList;
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ClientWorldListInfo_t* m_pWorldListInfo;
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CClientRenderablesList* m_pRenderablesList;
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// Jobs
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CJob* m_pBuildWorldListJob;
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CJob* m_pBuildRenderablesListJob;
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bool m_bWaitForWorldList;
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};
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//-----------------------------------------------------------------------------
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// For the support of parallel view building jobs (BuildWorldLists, BuildRenderables, etc)
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//-----------------------------------------------------------------------------
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class CConcurrentViewBuilder
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{
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public:
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CConcurrentViewBuilder();
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~CConcurrentViewBuilder();
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void Init( void );
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void Purge( void );
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void SetBuildWRThreaded( bool bThreaded ) { m_bThreaded = bThreaded; }
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bool GetBuildWRThreaded( void ) { return m_bThreaded; }
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// BuildViewID methods for supporting concurrent view building (BuildWorldLists, BuildRenderables, etc)
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void ResetBuildViewID( void );
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// get current view index
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int GetBuildViewID( void );
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// call at the start of each view
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void PushBuildView( void );
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void PopBuildView( void );
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int GetPassFlags( void ) { return m_passFlags; };
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void SetPassFlags( int flags ) { m_passFlags = flags; };
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// Volume cullers
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void CacheBuildViewVolumeCuller( const CVolumeCuller *pVC );
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const CVolumeCuller* GetBuildViewVolumeCuller( int buildViewID = -1 ) const ;
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// Frustum data
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void CacheFrustumData( const Frustum_t& frustum, const CUtlVector< Frustum_t, CUtlMemoryAligned< Frustum_t,16 > >& aeraFrustums );
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void CacheFrustumData( void );
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const Frustum_t* GetBuildViewFrustum( int buildViewID = -1 ) const;
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const CUtlVector< Frustum_t, CUtlMemoryAligned< Frustum_t,16 > >* GetBuildViewAeraFrustums( int buildViewID = -1 ) const;
|
|
Frustum_t** GetBuildViewFrustumList( int buildViewID = -1 );
|
|
|
|
// Lists
|
|
// Note that the "Getter" will not increment the ref count of the list but the "Setter" will increment it
|
|
|
|
IWorldRenderList * GetWorldRenderListElement( void );
|
|
void SetWorldRenderListElement( IWorldRenderList *pRenderList );
|
|
|
|
// Use the active view if buildViewID is set to -1
|
|
ClientWorldListInfo_t* GetClientWorldListInfoElement( int buildViewID = -1 );
|
|
WorldListInfo_t* GetWorldListInfoElement( int buildViewID );
|
|
void SetWorldListInfoElement( ClientWorldListInfo_t* pWorldListInfo, int buildViewID = -1 );
|
|
|
|
CClientRenderablesList* GetRenderablesListElement( int buildViewID = -1 );
|
|
void SetRenderablesListElement( CClientRenderablesList* pRenderables );
|
|
|
|
// Queue jobs
|
|
|
|
void QueueBuildWorldListJob( CJob* pJob );
|
|
void WaitForBuildWorldListJob( void );
|
|
void FlushBuildWorldListJob( void );
|
|
|
|
void QueueBuildRenderablesListJob( CJob* pJob );
|
|
void WaitForBuildRenderablesListJob( void );
|
|
void FlushBuildRenderablesListJob( void );
|
|
void AddDependencyToWorldList( void );
|
|
|
|
private:
|
|
|
|
void AddJobToThreadPool( CJob* pJob );
|
|
void AddToSequentialJobs( CJob* pJob );
|
|
void TryRunSequentialJobs( void );
|
|
void WaitForCurrentSequentialJobAndRunPending();
|
|
void InternalWaitForBuildWorldListJob( int buildViewID );
|
|
|
|
// Jobs that will run sequentially
|
|
class SequentialJobs : public CJob
|
|
{
|
|
public:
|
|
|
|
explicit SequentialJobs( CJob* pJob = NULL );
|
|
~SequentialJobs();
|
|
|
|
void AddJob( CJob* pJob );
|
|
|
|
virtual JobStatus_t DoExecute();
|
|
|
|
private:
|
|
|
|
CUtlVectorFixed<CJob *, 16> m_jobs;
|
|
};
|
|
|
|
bool m_bThreaded;
|
|
|
|
// View stack & current view ID
|
|
|
|
int m_buildViewID;
|
|
int m_nextFreeBuildViewID;
|
|
|
|
int* m_pBuildViewStack;
|
|
int m_buildViewStack[ MAX_CONCURRENT_BUILDVIEWS ];
|
|
|
|
// Flags
|
|
|
|
int m_passFlags;
|
|
|
|
// Cached data for each view
|
|
|
|
CConcurrentViewData m_viewData[ MAX_CONCURRENT_BUILDVIEWS ];
|
|
|
|
// Sequential jobs currently being executed
|
|
SequentialJobs* m_pCurrentSeqJobs;
|
|
// Pending sequential job - need to wait for the current one to be done before executing
|
|
SequentialJobs* m_pPendingSeqJobs;
|
|
|
|
// Keeps track of all jobs added to the global threadpool
|
|
// We can then wait for them in Purge in case a job has been added in the build pass
|
|
// but we didn't wait for it in the draw pass (because the list wasn't actually drawn)
|
|
CUtlVector<CJob*> mJobsAddedToThreadPool;
|
|
};
|
|
|
|
extern CConcurrentViewBuilder g_viewBuilder;
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Implements the interface to view rendering for the client .dll
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CViewRender : public IViewRender
|
|
{
|
|
DECLARE_CLASS_NOBASE( CViewRender );
|
|
public:
|
|
virtual void Init( void );
|
|
virtual void Shutdown( void );
|
|
|
|
const CViewSetup *GetPlayerViewSetup( int nSlot = -1 ) const;
|
|
|
|
virtual void StartPitchDrift( void );
|
|
virtual void StopPitchDrift( void );
|
|
|
|
virtual float GetZNear();
|
|
virtual float GetZFar();
|
|
|
|
virtual void OnRenderStart();
|
|
void DriftPitch (void);
|
|
|
|
static CViewRender * GetMainView() { return assert_cast<CViewRender *>( view ); }
|
|
|
|
void AddViewToScene( CRendering3dView *pView ) { m_SimpleExecutor.AddView( pView ); }
|
|
|
|
CMaterialReference &GetWhite();
|
|
|
|
virtual void InitFadeData( void );
|
|
|
|
protected:
|
|
// Sets up the view parameters
|
|
void SetUpView();
|
|
|
|
// Sets up the view parameters of map overview mode (cl_leveloverview)
|
|
void SetUpOverView();
|
|
// renders the third person overview spectator mode
|
|
void SetUpChaseOverview();
|
|
|
|
// generates a low-res screenshot for save games
|
|
virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height );
|
|
void WriteSaveGameScreenshot( const char *filename );
|
|
|
|
// This stores all of the view setup parameters that the engine needs to know about
|
|
|
|
CViewSetup &GetView( int nSlot = -1 );
|
|
const CViewSetup &GetView( int nSlot = -1 ) const;
|
|
|
|
CViewSetup m_UserView[ MAX_SPLITSCREEN_PLAYERS ];
|
|
bool m_bAllowViewAccess;
|
|
// Pitch drifting data
|
|
CPitchDrift m_PitchDrift;
|
|
|
|
virtual void RenderPreScene( const CViewSetup &view ) { }
|
|
virtual void PreViewDrawScene( const CViewSetup &view ) {}
|
|
virtual void PostViewDrawScene( const CViewSetup &view ) {}
|
|
|
|
float m_flOldChaseOverviewScale;
|
|
float m_flIdealChaseOverviewScale;
|
|
float m_flNextIdealOverviewScaleUpdate;
|
|
public:
|
|
CViewRender();
|
|
virtual ~CViewRender( void ) {}
|
|
|
|
// static bool IsThirdPersonOverview( void );
|
|
|
|
// Implementation of IViewRender interface
|
|
public:
|
|
|
|
void SetupVis( const CViewSetup& view, unsigned int &visFlags, ViewCustomVisibility_t *pCustomVisibility = NULL );
|
|
|
|
|
|
// Render functions
|
|
virtual void Render( vrect_t *rect );
|
|
virtual void RenderView( const CViewSetup &view, const CViewSetup &hudViewSetup, int nClearFlags, int whatToDraw );
|
|
virtual void RenderPlayerSprites();
|
|
virtual void Render2DEffectsPreHUD( const CViewSetup &view );
|
|
virtual void Render2DEffectsPostHUD( const CViewSetup &view );
|
|
virtual void RenderSmokeOverlay( bool bPreViewModel = true ) {};
|
|
float GetLastRenderSmokeOverlayAmount() const { return m_flSmokeOverlayAmount; }
|
|
|
|
|
|
void DisableFog( void );
|
|
|
|
// Called once per level change
|
|
void LevelInit( void );
|
|
void LevelShutdown( void );
|
|
|
|
// Add entity to transparent entity queue
|
|
|
|
bool ShouldDrawEntities( void );
|
|
bool ShouldDrawBrushModels( void );
|
|
|
|
const CViewSetup *GetViewSetup( ) const;
|
|
|
|
void DisableVis( void );
|
|
|
|
// Sets up the view model position relative to the local player
|
|
void MoveViewModels( );
|
|
|
|
// Gets the abs origin + angles of the view models
|
|
void GetViewModelPosition( int nIndex, Vector *pPos, QAngle *pAngle );
|
|
|
|
void SetCheapWaterStartDistance( float flCheapWaterStartDistance );
|
|
void SetCheapWaterEndDistance( float flCheapWaterEndDistance );
|
|
|
|
void GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance );
|
|
|
|
virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw );
|
|
|
|
virtual void GetScreenFadeDistances( float *pMin, float *pMax, float *pScale );
|
|
|
|
virtual C_BaseEntity *GetCurrentlyDrawingEntity();
|
|
virtual void SetCurrentlyDrawingEntity( C_BaseEntity *pEnt );
|
|
|
|
virtual bool UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowView, bool bRenderWorldAndObjects = true, bool bRenderViewModels = false );
|
|
|
|
int GetBaseDrawFlags() { return m_BaseDrawFlags; }
|
|
virtual bool ShouldForceNoVis() { return m_bForceNoVis; }
|
|
int BuildRenderablesListsNumber() const { return m_BuildRenderableListsNumber; }
|
|
int IncRenderablesListsNumber() { return ++m_BuildRenderableListsNumber; }
|
|
|
|
int BuildWorldListsNumber() const;
|
|
int IncWorldListsNumber() { return ++m_BuildWorldListsNumber; }
|
|
|
|
virtual VPlane* GetFrustum() { return ( m_pActiveRenderer ) ? m_pActiveRenderer->GetFrustum() : m_Frustum; }
|
|
|
|
// What are we currently rendering? Returns a combination of DF_ flags.
|
|
virtual int GetDrawFlags() { return ( m_pActiveRenderer ) ? m_pActiveRenderer->GetDrawFlags() : 0; }
|
|
|
|
CBase3dView * GetActiveRenderer() { return m_pActiveRenderer; }
|
|
CBase3dView * SetActiveRenderer( CBase3dView *pActiveRenderer ) { CBase3dView *pPrevious = m_pActiveRenderer; m_pActiveRenderer = pActiveRenderer; return pPrevious; }
|
|
|
|
void FreezeFrame( float flFreezeTime );
|
|
|
|
void SetWaterOverlayMaterial( IMaterial *pMaterial )
|
|
{
|
|
m_UnderWaterOverlayMaterial.Init( pMaterial );
|
|
}
|
|
|
|
void DrawViewModelsShadowDepth( const CViewSetup &view );
|
|
|
|
protected:
|
|
int m_BuildWorldListsNumber;
|
|
|
|
|
|
// General draw methods
|
|
// baseDrawFlags is a combination of DF_ defines. DF_MONITOR is passed into here while drawing a monitor.
|
|
void ViewDrawScene( bool bDrew3dSkybox, SkyboxVisibility_t nSkyboxVisible, const CViewSetup &view, int nClearFlags, view_id_t viewID, bool bDrawViewModel = false, int baseDrawFlags = 0, ViewCustomVisibility_t *pCustomVisibility = NULL );
|
|
|
|
void DrawMonitors( const CViewSetup &cameraView );
|
|
|
|
bool DrawOneMonitor( ITexture *pRenderTarget, int cameraNum, C_PointCamera *pCameraEnt, const CViewSetup &cameraView, C_BasePlayer *localPlayer,
|
|
int x, int y, int width, int height );
|
|
|
|
// Drawing primitives
|
|
bool ShouldDrawViewModel( bool drawViewmodel );
|
|
#ifdef IRONSIGHT
|
|
void DrawViewModels( const CViewSetup &view, bool drawViewmodel, bool bDrawScopeLensMask = false );
|
|
#else
|
|
void DrawViewModels( const CViewSetup &view, bool drawViewmodel );
|
|
#endif
|
|
|
|
void PerformScreenSpaceEffects( int x, int y, int w, int h );
|
|
|
|
// Overlays
|
|
void SetScreenOverlayMaterial( IMaterial *pMaterial );
|
|
IMaterial *GetScreenOverlayMaterial( );
|
|
void PerformScreenOverlay( int x, int y, int w, int h );
|
|
|
|
void DrawUnderwaterOverlay( void );
|
|
|
|
// Water-related methods
|
|
void DrawWorldAndEntities( bool drawSkybox, const CViewSetup &view, int nClearFlags, ViewCustomVisibility_t *pCustomVisibility = NULL );
|
|
|
|
virtual void ViewDrawScene_Intro( const CViewSetup &view, int nClearFlags, const IntroData_t &introData );
|
|
|
|
#ifdef PORTAL
|
|
// Intended for use in the middle of another ViewDrawScene call, this allows stencils to be drawn after opaques but before translucents are drawn in the main view.
|
|
void ViewDrawScene_PortalStencil( const CViewSetup &view, ViewCustomVisibility_t *pCustomVisibility );
|
|
void Draw3dSkyboxworld_Portal( const CViewSetup &view, int &nClearFlags, bool &bDrew3dSkybox, SkyboxVisibility_t &nSkyboxVisible, ITexture *pRenderTarget = NULL );
|
|
#endif // PORTAL
|
|
|
|
#ifdef PORTAL2
|
|
void ViewDrawPhoto( ITexture *pRenderTarget, C_BaseEntity *pEnt ); //need a photo of an entity
|
|
#endif
|
|
|
|
// Determines what kind of water we're going to use
|
|
void DetermineWaterRenderInfo( const VisibleFogVolumeInfo_t &fogVolumeInfo, WaterRenderInfo_t &info );
|
|
|
|
bool UpdateRefractIfNeededByList( CViewModelRenderablesList::RenderGroups_t &list );
|
|
void DrawRenderablesInList( CViewModelRenderablesList::RenderGroups_t &list, int flags = 0 );
|
|
|
|
// Sets up, cleans up the main 3D view
|
|
void SetupMain3DView( int nSlot, const CViewSetup &view, const CViewSetup &hudViewSetup, int &nClearFlags, ITexture *pRenderTarget );
|
|
void CleanupMain3DView( const CViewSetup &view );
|
|
|
|
void GetLetterBoxRectangles( int nSlot, const CViewSetup &view, CUtlVector< vrect_t >& vecLetterBoxRectangles );
|
|
void DrawLetterBoxRectangles( int nSlot, const CUtlVector< vrect_t >& vecLetterBoxRectangles );
|
|
|
|
void EnableWaterDepthFeathing( IMaterial *pWaterMaterial, bool bEnable );
|
|
|
|
#if defined(_PS3)
|
|
void InitSPUBuildRenderingJobs( void );
|
|
#endif
|
|
|
|
// This stores the current view
|
|
CViewSetup m_CurrentView;
|
|
|
|
// VIS Overrides
|
|
// Set to true to turn off client side vis ( !!!! rendering will be slow since everything will draw )
|
|
bool m_bForceNoVis;
|
|
|
|
// Some cvars needed by this system
|
|
const ConVar *m_pDrawEntities;
|
|
const ConVar *m_pDrawBrushModels;
|
|
|
|
// Some materials used...
|
|
CMaterialReference m_TranslucentSingleColor;
|
|
CMaterialReference m_ModulateSingleColor;
|
|
CMaterialReference m_ScreenOverlayMaterial;
|
|
CMaterialReference m_UnderWaterOverlayMaterial;
|
|
|
|
Vector m_vecLastFacing;
|
|
float m_flCheapWaterStartDistance;
|
|
float m_flCheapWaterEndDistance;
|
|
|
|
CViewSetup m_OverlayViewSetup;
|
|
int m_OverlayClearFlags;
|
|
int m_OverlayDrawFlags;
|
|
bool m_bDrawOverlay;
|
|
|
|
int m_BaseDrawFlags; // Set in ViewDrawScene and OR'd into m_DrawFlags as it goes.
|
|
C_BaseEntity *m_pCurrentlyDrawingEntity;
|
|
|
|
#ifdef PORTAL
|
|
friend class CPortalRender; //portal drawing needs muck with views in weird ways
|
|
friend class CPortalRenderable;
|
|
#endif
|
|
int m_BuildRenderableListsNumber;
|
|
|
|
friend class CBase3dView;
|
|
|
|
Frustum m_Frustum;
|
|
|
|
CBase3dView *m_pActiveRenderer;
|
|
CSimpleRenderExecutor m_SimpleExecutor;
|
|
|
|
struct FreezeParams_t
|
|
{
|
|
FreezeParams_t() : m_bTakeFreezeFrame( false ), m_flFreezeFrameUntil( 0.0f ) {}
|
|
|
|
bool m_bTakeFreezeFrame;
|
|
float m_flFreezeFrameUntil;
|
|
};
|
|
|
|
FreezeParams_t m_FreezeParams[ MAX_SPLITSCREEN_PLAYERS ];
|
|
|
|
FadeData_t m_FadeData;
|
|
|
|
CMaterialReference m_WhiteMaterial;
|
|
|
|
CON_COMMAND_MEMBER_F( CViewRender, "screenfademinsize", OnScreenFadeMinSize, "Modify global screen fade min size in pixels", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
|
|
CON_COMMAND_MEMBER_F( CViewRender, "screenfademaxsize", OnScreenFadeMaxSize, "Modify global screen fade max size in pixels", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
|
|
|
|
float m_flSmokeOverlayAmount;
|
|
};
|
|
|
|
#endif // VIEWRENDER_H
|