Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======//
//
// Purpose:
//
//=============================================================================//
#ifndef VIEW_SHARED_H
#define VIEW_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "mathlib/vector.h"
#include "mathlib/camera.h"
#include "materialsystem/MaterialSystemUtil.h"
class CVolumeCuller;
//-----------------------------------------------------------------------------
// Flags passed in with view setup
//-----------------------------------------------------------------------------
enum ClearFlags_t
{
VIEW_CLEAR_COLOR = 0x1,
VIEW_CLEAR_DEPTH = 0x2,
VIEW_CLEAR_FULL_TARGET = 0x4,
VIEW_NO_DRAW = 0x8,
VIEW_CLEAR_OBEY_STENCIL = 0x10, // Draws a quad allowing stencil test to clear through portals
VIEW_CLEAR_STENCIL = 0x20,
};
enum MotionBlurMode_t
{
MOTION_BLUR_DISABLE = 1,
MOTION_BLUR_GAME = 2, // Game uses real-time inter-frame data
MOTION_BLUR_SFM = 3 // Use SFM data passed in CViewSetup structure
};
//-----------------------------------------------------------------------------
// Purpose: Renderer setup data.
//-----------------------------------------------------------------------------
class CViewSetup
{
public:
CViewSetup()
{
m_flAspectRatio = 0.0f;
// These match mat_dof convars
m_flNearBlurDepth = 20.0;
m_flNearFocusDepth = 100.0;
m_flFarFocusDepth = 250.0;
m_flFarBlurDepth = 1000.0;
m_flNearBlurRadius = 10.0;
m_flFarBlurRadius = 5.0;
m_nDoFQuality = 0;
m_bRenderToSubrectOfLargerScreen = false;
m_bDoBloomAndToneMapping = true;
m_nMotionBlurMode = MOTION_BLUR_GAME;
m_bDoDepthOfField = false;
m_bHDRTarget = false;
m_bOffCenter = false;
m_bCacheFullSceneState = false;
m_bDrawWorldNormal = false;
m_bCullFrontFaces = false;
m_bCustomViewMatrix = false;
// m_bUseExplicitViewVector = false;
m_bCustomProjMatrix = false;
m_bCSMView = false;
m_pCSMVolumeCuller = NULL;
}
float ComputeViewMatrices( VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection ) const;
// shared by 2D & 3D views
// left side of view window
int x;
int m_nUnscaledX;
// top side of view window
int y;
int m_nUnscaledY;
// width of view window
int width;
int m_nUnscaledWidth;
// height of view window
int height;
int m_nUnscaledHeight;
// X360 csm resolve offsets
#if defined(_X360)
int xCsmDstOffset;
int yCsmDstOffset;
#endif
// the rest are only used by 3D views
// Orthographic projection?
bool m_bOrtho;
// View-space rectangle for ortho projection.
float m_OrthoLeft;
float m_OrthoTop;
float m_OrthoRight;
float m_OrthoBottom;
// Note: This really should be called "m_bCustomCameraMatrix", because m_matCustomViewMatrix is interpreted as world->camera, not world->view.
bool m_bCustomViewMatrix;
matrix3x4_t m_matCustomViewMatrix;
bool m_bCustomProjMatrix;
VMatrix m_matCustomProjMatrix;
const CVolumeCuller *m_pCSMVolumeCuller;
// horizontal FOV in degrees
float fov;
// horizontal FOV in degrees for in-view model
float fovViewmodel;
// 3D origin of camera
Vector origin;
// heading of camera (pitch, yaw, roll)
QAngle angles;
// local Z coordinate of near plane of camera
float zNear;
// local Z coordinate of far plane of camera
float zFar;
// local Z coordinate of near plane of camera ( when rendering view model )
float zNearViewmodel;
// local Z coordinate of far plane of camera ( when rendering view model )
float zFarViewmodel;
// The aspect ratio to use for computing the perspective projection matrix
// (0.0f means use the viewport)
float m_flAspectRatio;
// Camera settings to control depth of field
float m_flNearBlurDepth;
float m_flNearFocusDepth;
float m_flFarFocusDepth;
float m_flFarBlurDepth;
float m_flNearBlurRadius;
float m_flFarBlurRadius;
int m_nDoFQuality;
// Camera settings to control motion blur
MotionBlurMode_t m_nMotionBlurMode;
float m_flShutterTime; // In seconds
Vector m_vShutterOpenPosition; // Start of frame or "shutter open"
QAngle m_shutterOpenAngles; //
Vector m_vShutterClosePosition; // End of frame or "shutter close"
QAngle m_shutterCloseAngles; //
// Controls for off-center projection (needed for poster rendering)
float m_flOffCenterTop;
float m_flOffCenterBottom;
float m_flOffCenterLeft;
float m_flOffCenterRight;
bool m_bOffCenter:1;
// set to true if this is to draw into a subrect of the larger screen
// this really is a hack, but no more than the rest of the way this class is used
bool m_bRenderToSubrectOfLargerScreen:1;
// Controls that the SFM needs to tell the engine when to do certain post-processing steps
bool m_bDoBloomAndToneMapping:1;
bool m_bDoDepthOfField:1;
bool m_bHDRTarget:1;
bool m_bDrawWorldNormal:1;
bool m_bCullFrontFaces:1;
// Cached mode for certain full-scene per-frame varying state such as sun entity coverage
bool m_bCacheFullSceneState:1;
// True if this is a CSM depth view. The CSM world->view matrix doesn't have an XY translation (that's moved into the CSM ortho view->projection
// matrix to address continuity issues), so the usual assumptions made about camera/view space do not necessarily apply.
bool m_bCSMView:1;
};
inline float CViewSetup::ComputeViewMatrices( VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection ) const
{
float flAspectRatio = m_flAspectRatio;
if ( flAspectRatio == 0.0f )
{
flAspectRatio = (height != 0) ? ( (float)width / (float)height ) : 1.0f;
}
if( !m_bCustomViewMatrix )
{
ComputeViewMatrix( pWorldToView, origin, angles );
}
else
{
ComputeViewMatrix( pWorldToView, m_matCustomViewMatrix );
}
if ( m_bCustomProjMatrix )
{
*pViewToProjection = m_matCustomProjMatrix;
}
else if ( m_bOrtho )
{
MatrixBuildOrtho( *pViewToProjection, m_OrthoLeft, m_OrthoTop,
m_OrthoRight, m_OrthoBottom, zNear, zFar );
}
else if ( m_bOffCenter ) // Off-center projection, useful for AA jitter and tiled output of posters
{
MatrixBuildPerspectiveOffCenterX( *pViewToProjection, fov, flAspectRatio,
zNear, zFar, m_flOffCenterBottom, m_flOffCenterTop,
m_flOffCenterLeft, m_flOffCenterRight );
}
else
{
MatrixBuildPerspectiveX( *pViewToProjection, fov, flAspectRatio, zNear, zFar );
}
MatrixMultiply( *pViewToProjection, *pWorldToView, *pWorldToProjection );
return flAspectRatio;
}
#endif // VIEW_SHARED_H