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795 lines
25 KiB
795 lines
25 KiB
//========== Copyright (c) 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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#include "cbase.h"
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#include "tier0/vprof.h"
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#include "view_scene.h"
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#include "viewrender.h"
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#include "viewdebug.h"
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#include "view.h"
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#include "smoke_fog_overlay.h"
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#include "materialsystem/imaterialvar.h"
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#include "foundryhelpers_client.h"
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#include "c_env_cascade_light.h"
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#include "materialsystem/icustommaterialmanager.h"
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#ifdef PORTAL
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//#include "C_Portal_Player.h"
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#include "portal_render_targets.h"
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#include "portalrender.h"
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#endif
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// debugging overlays
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//-----------------------------------------------------------------------------
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static ConVar cl_drawmaterial( "cl_drawmaterial", "", FCVAR_CHEAT, "Draw a particular material over the frame" );
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static ConVar mat_showwatertextures( "mat_showwatertextures", "0", FCVAR_CHEAT );
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static ConVar mat_wateroverlaysize( "mat_wateroverlaysize", "128" );
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static ConVar mat_showframebuffertexture( "mat_showframebuffertexture", "0", FCVAR_CHEAT );
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static ConVar mat_framebuffercopyoverlaysize( "mat_framebuffercopyoverlaysize", "128" );
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static ConVar mat_showcamerarendertarget( "mat_showcamerarendertarget", "0", FCVAR_CHEAT );
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static ConVar mat_camerarendertargetoverlaysize( "mat_camerarendertargetoverlaysize", "128", FCVAR_CHEAT );
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static ConVar mat_hsv( "mat_hsv", "0", FCVAR_CHEAT );
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static ConVar mat_yuv( "mat_yuv", "0", FCVAR_CHEAT );
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static ConVar cl_overdraw_test( "cl_overdraw_test", "0", FCVAR_CHEAT | FCVAR_NEVER_AS_STRING );
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static ConVar mat_drawTexture( "mat_drawTexture", "", 0, "Enable debug view texture" );
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static ConVar mat_drawTextureScale( "mat_drawTextureScale", "1.0", 0, "Debug view texture scale" );
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#ifdef _GAMECONSOLE
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static ConVar mat_drawColorRamp( "mat_drawColorRamp", "0", 0, "Draw color test pattern (0=Off, 1=[0..255], 2=[0..127]" );
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#endif
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//-----------------------------------------------------------------------------
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// debugging
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//-----------------------------------------------------------------------------
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// (the engine owns this cvar).
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ConVar mat_wireframe( "mat_wireframe", "0", FCVAR_CHEAT );
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const ConVar *sv_cheats = NULL;
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ConVar mat_showlightmappage( "mat_showlightmappage", "-1" ); // set this to the lightmap page that you want to see on screen, set to -1 to show nothing.
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ConVar cl_drawshadowtexture( "cl_drawshadowtexture", "0", FCVAR_CHEAT );
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extern ConVar cl_csm_debug_2d;
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extern ConVar cl_csm_debug_3d;
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ConVar cl_shadowtextureoverlaysize( "cl_shadowtextureoverlaysize", "256", FCVAR_CHEAT );
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static ConVar r_flashlightdrawdepth( "r_flashlightdrawdepth", "0" );
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static ConVar cl_custommaterial_debug_graph( "cl_custommaterial_debug_graph", "0", FCVAR_CHEAT );
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//-----------------------------------------------------------------------------
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// Lightmap debugging mode view
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//-----------------------------------------------------------------------------
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class CLightmapDebugView : public CRendering3dView
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{
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public:
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explicit CLightmapDebugView(CViewRender *pMainView) : CRendering3dView( pMainView ) {}
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void Draw()
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{
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extern bool s_bCanAccessCurrentView;
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AllowCurrentViewAccess( true );
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Frustum frustum;
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CMatRenderContextPtr pRenderContext( materials );
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render->Push3DView( pRenderContext, *this, 0, NULL, frustum );
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BuildWorldRenderLists( true, -1, true, true );
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render->PopView( pRenderContext, frustum );
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AllowCurrentViewAccess( false );
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render->DrawLightmaps( m_pWorldRenderList, mat_showlightmappage.GetInt() );
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}
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};
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//-----------------------------------------------------------------------------
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// Renders a material orthographically to screen...
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//-----------------------------------------------------------------------------
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static void RenderMaterial( const char *pMaterialName )
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{
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// So it's not in the very top left
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float x = 100.0f, y = 100.0f;
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// float x = 0.0f, y = 0.0f;
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IMaterial *pMaterial = materials->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER, false );
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if ( !IsErrorMaterial( pMaterial ) )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( pMaterial );
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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meshBuilder.Position3f( x, y, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y, 0.0f );
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y + pMaterial->GetMappingHeight(), 0.0f );
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( x, y + pMaterial->GetMappingHeight(), 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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}
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static void OverlayWaterTexture( IMaterial *pMaterial, int xOffset, int yOffset, bool bFlip )
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{
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// screen safe
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float xBaseOffset = IsPC() ? 0 : 32;
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float yBaseOffset = IsPC() ? 0 : 32;
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float offsetS = ( 0.5f / 256.0f );
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float offsetT = ( 0.5f / 256.0f );
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float fFlip0 = bFlip ? 1.0f : 0.0f;
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float fFlip1 = bFlip ? 0.0f : 1.0f;
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if( !IsErrorMaterial( pMaterial ) )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( pMaterial );
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
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float w = mat_wateroverlaysize.GetFloat();
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float h = mat_wateroverlaysize.GetFloat();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + yOffset * h, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip1 + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + yOffset * h, 0.0f );
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meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip1 + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f );
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meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip0 + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip0 + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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}
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static void OverlayWaterTextures( void )
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{
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OverlayWaterTexture( materials->FindMaterial( "debug/debugreflect", NULL ), 0, 0, false );
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OverlayWaterTexture( materials->FindMaterial( "debug/debugrefract", NULL ), 0, 1, true );
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}
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void OverlayCameraRenderTarget( const char *pszMaterialName, float flX, float flY, float w, float h )
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{
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float offsetS = ( 0.5f / 256.0f );
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float offsetT = ( 0.5f / 256.0f );
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IMaterial *pMaterial;
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pMaterial = materials->FindMaterial( pszMaterialName, TEXTURE_GROUP_OTHER, true );
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if( !IsErrorMaterial( pMaterial ) )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( pMaterial );
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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meshBuilder.Position3f( flX, flY, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( flX+w, flY, 0.0f );
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meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( flX+w, flY+h, 0.0f );
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meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( flX, flY+h, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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}
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static void OverlayFrameBufferTexture( int nFrameBufferIndex )
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{
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float offsetS = ( 0.5f / 256.0f );
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float offsetT = ( 0.5f / 256.0f );
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IMaterial *pMaterial;
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char buf[MAX_PATH];
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Q_snprintf( buf, MAX_PATH, "debug/debugfbtexture%d", nFrameBufferIndex );
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pMaterial = materials->FindMaterial( buf, TEXTURE_GROUP_OTHER, true );
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if( !IsErrorMaterial( pMaterial ) )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( pMaterial );
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
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float w = mat_framebuffercopyoverlaysize.GetFloat();
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float h = mat_framebuffercopyoverlaysize.GetFloat();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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meshBuilder.Position3f( w * nFrameBufferIndex, 0.0f, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), 0.0f, 0.0f );
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meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), h, 0.0f );
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meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( w * nFrameBufferIndex, h, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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}
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//-----------------------------------------------------------------------------
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// Debugging aid to display a texture
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//-----------------------------------------------------------------------------
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static void OverlayShowTexture( const char* textureName, float scale )
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{
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bool foundVar;
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IMaterial *pMaterial;
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IMaterialVar *BaseTextureVar;
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ITexture *pTex;
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float x, y, w, h;
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// ___error is created in code in CMaterialSystem::CreateDebugMaterials()
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pMaterial = materials->FindMaterial( "___error", TEXTURE_GROUP_OTHER, true );
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BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
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if (!foundVar)
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return;
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CMatRenderContextPtr pRenderContext( materials );
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if ( textureName && textureName[0] )
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{
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pTex = materials->FindTexture( textureName, TEXTURE_GROUP_OTHER, false );
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BaseTextureVar->SetTextureValue( pTex );
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w = pTex->GetActualWidth() * scale;
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h = pTex->GetActualHeight() * scale;
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}
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else
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{
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w = h = 64.0f * scale;
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}
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// Center relative to current viewport
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int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
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pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
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x = ( nViewportWidth - w ) * 0.5f;
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y = ( nViewportHeight - h ) * 0.5f;
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pRenderContext->Bind( pMaterial );
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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meshBuilder.Position3f( x, y, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( x+w, y, 0.0f );
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( x+w, y+h, 0.0f );
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( x, y+h, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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#define DEBUG_CUSTOM_MATERIAL_COUNT_HISTORY 60
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int m_iDebugCustomMaterialCountHistory[60] = {0};
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float m_flDebugNextCustomMaterialCheckTime = 0.0f;
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static void DebugOverlayNumActiveCustomMaterialsGraph()
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{
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int iNumMaterials = g_pMaterialSystem->GetCustomMaterialManager()->DebugGetNumActiveCustomMaterials();
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IMaterial *pMaterial;
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float x, y;
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pMaterial = materials->FindMaterial( "vgui/white", TEXTURE_GROUP_OTHER, true );
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int backBufferWidth, backBufferHeight;
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materials->GetBackBufferDimensions( backBufferWidth, backBufferHeight );
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x = 64;
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y = (backBufferHeight / 5) * 3;
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( pMaterial );
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
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CMeshBuilder meshBuilder;
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int temp_x = x + ( 4*DEBUG_CUSTOM_MATERIAL_COUNT_HISTORY );
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int temp_y = (backBufferHeight / 5);
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int iNumPrims = DEBUG_CUSTOM_MATERIAL_COUNT_HISTORY-1;
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//draw graph axis
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meshBuilder.Begin( pMesh, MATERIAL_LINES, iNumPrims + 2 );
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meshBuilder.Position3f( x, y, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color3ub( 0, 0, 0 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( temp_x, y, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color3ub( 0, 0, 0 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( temp_x, y, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color3ub( 0, 0, 0 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( temp_x, temp_y, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color3ub( 0, 0, 0 );
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meshBuilder.AdvanceVertex();
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//draw graph segments in same batch
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for ( int i=0; i<iNumPrims; i++ )
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{
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temp_x = 4 + x + (i * 4);
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temp_y = y - (m_iDebugCustomMaterialCountHistory[i] / 2);
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meshBuilder.Position3f( temp_x, temp_y, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color3ub( 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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temp_y = y - (m_iDebugCustomMaterialCountHistory[i+1] / 2);
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meshBuilder.Position3f( temp_x+4, temp_y, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color3ub( 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pMesh->Draw();
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//update graph once per second
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if ( gpGlobals->curtime > m_flDebugNextCustomMaterialCheckTime || gpGlobals->curtime + 1.0f < m_flDebugNextCustomMaterialCheckTime )
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{
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m_flDebugNextCustomMaterialCheckTime = gpGlobals->curtime + 1.0f;
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for ( int i=0; i<iNumPrims; i++ )
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m_iDebugCustomMaterialCountHistory[i] = m_iDebugCustomMaterialCountHistory[i+1];
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m_iDebugCustomMaterialCountHistory[iNumPrims] = iNumMaterials;
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//draw the actual number of active materials at the head of the graph as text
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float fl_x = (float)(temp_x+10) / (float)(backBufferWidth);
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float fl_y = (float)(temp_y-10) / (float)(backBufferHeight);
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char szNumMaterials[32];
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V_snprintf( szNumMaterials, sizeof(szNumMaterials), "%i Active", iNumMaterials );
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NDebugOverlay::ScreenText( fl_x, fl_y, szNumMaterials, 255, 255, 255, 255, 1.0f );
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}
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}
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//-----------------------------------------------------------------------------
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// Debugging aid to display a color ramp
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//-----------------------------------------------------------------------------
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#if defined( _GAMECONSOLE )
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static void OverlayColorRamp( bool bHalfSpace )
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{
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IMaterial *pMaterial;
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float x, y, w, h;
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pMaterial = materials->FindMaterial( "vgui/white", TEXTURE_GROUP_OTHER, true );
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int backBufferWidth, backBufferHeight;
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materials->GetBackBufferDimensions( backBufferWidth, backBufferHeight );
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w = ( backBufferWidth == 1280 ) ? 1024 : 512;
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h = 80;
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x = ( backBufferWidth - w )/2;
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y = ( backBufferHeight - 4*h )/2;
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int numBands = 32;
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int color0 = 0;
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int color1 = bHalfSpace ? 127 : 255;
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int colorStep = (color1 - color0 + 1)/numBands;
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( pMaterial );
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
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CMeshBuilder meshBuilder;
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// draw ticks
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int xx = x;
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meshBuilder.Begin( pMesh, MATERIAL_LINES, numBands+1 );
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for ( int i=0; i<numBands+1; i++ )
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{
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meshBuilder.Position3f( xx, y-10, 0.0f );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color3ub( 255, 255, 0 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( xx, y, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
|
meshBuilder.Color3ub( 255, 255, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
xx += w/numBands;
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
// black to white band
|
|
xx = x;
|
|
int color = color0;
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
|
|
for ( int i=0; i<numBands+1; i++ )
|
|
{
|
|
meshBuilder.Position3f( xx, y, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
|
meshBuilder.Color3ub( color, color, color );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
|
meshBuilder.Color3ub( color, color, color );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
|
meshBuilder.Color3ub( color, color, color );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx, y+h, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
|
meshBuilder.Color3ub( color, color, color );
|
|
meshBuilder.AdvanceVertex();
|
|
color += colorStep;
|
|
if ( color > 255 )
|
|
color = 255;
|
|
xx += w/numBands;
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
// white to black band
|
|
color = color1;
|
|
y += h;
|
|
xx = x;
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
|
|
for ( int i=0; i<numBands+1; i++ )
|
|
{
|
|
meshBuilder.Position3f( xx, y, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
|
meshBuilder.Color3ub( color, color, color );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
|
meshBuilder.Color3ub( color, color, color );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
|
meshBuilder.Color3ub( color, color, color );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx, y+h, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
|
meshBuilder.Color3ub( color, color, color );
|
|
meshBuilder.AdvanceVertex();
|
|
color -= colorStep;
|
|
if ( color < 0 )
|
|
color = 0;
|
|
xx += w/numBands;
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
// red band
|
|
color = color1;
|
|
y += h;
|
|
xx = x;
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
|
|
for ( int i=0; i<numBands+1; i++ )
|
|
{
|
|
meshBuilder.Position3f( xx, y, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
|
meshBuilder.Color3ub( color, 0, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
|
meshBuilder.Color3ub( color, 0, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
|
meshBuilder.Color3ub( color, 0, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx, y+h, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
|
meshBuilder.Color3ub( color, 0, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
color -= colorStep;
|
|
if ( color < 0 )
|
|
color = 0;
|
|
xx += w/numBands;
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
// green band
|
|
color = color1;
|
|
y += h;
|
|
xx = x;
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
|
|
for ( int i=0; i<numBands+1; i++ )
|
|
{
|
|
meshBuilder.Position3f( xx, y, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
|
meshBuilder.Color3ub( 0, color, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
|
meshBuilder.Color3ub( 0, color, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
|
meshBuilder.Color3ub( 0, color, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx, y+h, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
|
meshBuilder.Color3ub( 0, color, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
color -= colorStep;
|
|
if ( color < 0 )
|
|
color = 0;
|
|
xx += w/numBands;
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
// blue band
|
|
color = color1;
|
|
y += h;
|
|
xx = x;
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
|
|
for ( int i=0; i<numBands+1; i++ )
|
|
{
|
|
meshBuilder.Position3f( xx, y, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
|
meshBuilder.Color3ub( 0, 0, color );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
|
meshBuilder.Color3ub( 0, 0, color );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
|
meshBuilder.Color3ub( 0, 0, color );
|
|
meshBuilder.AdvanceVertex();
|
|
meshBuilder.Position3f( xx, y+h, 0.0f );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
|
meshBuilder.Color3ub( 0, 0, color );
|
|
meshBuilder.AdvanceVertex();
|
|
color -= colorStep;
|
|
if ( color < 0 )
|
|
color = 0;
|
|
xx += w/numBands;
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
#endif
|
|
|
|
#if defined( PORTAL )
|
|
ConVar cl_debugoverlaysthroughportals( "cl_debugoverlaysthroughportals", "0" );
|
|
#endif
|
|
//-----------------------------------------------------------------------------
|
|
// Draws all the debugging info
|
|
//-----------------------------------------------------------------------------
|
|
void CDebugViewRender::Draw3DDebuggingInfo( const CViewSetup &view )
|
|
{
|
|
VPROF("CViewRender::Draw3DDebuggingInfo");
|
|
|
|
// Draw anything Foundry wants to.
|
|
FoundryHelpers_DrawAll();
|
|
|
|
if ( cl_csm_debug_3d.GetInt() )
|
|
{
|
|
g_CascadeLightManager.Draw3DDebugInfo();
|
|
}
|
|
|
|
// Draw 3d overlays
|
|
#if defined( PORTAL )
|
|
if( (g_pPortalRender->GetViewRecursionLevel() == 0) || cl_debugoverlaysthroughportals.GetBool() )
|
|
{
|
|
render->Draw3DDebugOverlays();
|
|
}
|
|
#else
|
|
render->Draw3DDebugOverlays();
|
|
#endif
|
|
|
|
// Draw the line file used for debugging leaks
|
|
render->DrawLineFile();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws all the debugging info
|
|
//-----------------------------------------------------------------------------
|
|
void CDebugViewRender::Draw2DDebuggingInfo( const CViewSetup &view )
|
|
{
|
|
// HDRFIXME: Assert NULL rendertarget
|
|
if ( mat_yuv.GetInt() )
|
|
{
|
|
IMaterial *pMaterial;
|
|
pMaterial = materials->FindMaterial( "debug/yuv", TEXTURE_GROUP_OTHER, true );
|
|
if( !IsErrorMaterial( pMaterial ) )
|
|
{
|
|
DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height );
|
|
}
|
|
}
|
|
|
|
if ( mat_hsv.GetInt() )
|
|
{
|
|
IMaterial *pMaterial;
|
|
pMaterial = materials->FindMaterial( "debug/hsv", TEXTURE_GROUP_OTHER, true );
|
|
if( !IsErrorMaterial( pMaterial ) )
|
|
{
|
|
DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height );
|
|
}
|
|
}
|
|
|
|
// Draw debugging lightmaps
|
|
if ( mat_showlightmappage.GetInt() != -1 )
|
|
{
|
|
CLightmapDebugView clientView( assert_cast<CViewRender *>( ::view ) );
|
|
clientView.Setup( view );
|
|
clientView.Draw();
|
|
}
|
|
|
|
if ( cl_drawshadowtexture.GetInt() )
|
|
{
|
|
int nSize = cl_shadowtextureoverlaysize.GetInt();
|
|
g_pClientShadowMgr->RenderShadowTexture( nSize, nSize );
|
|
}
|
|
|
|
if ( cl_csm_debug_2d.GetInt() )
|
|
{
|
|
g_CascadeLightManager.Draw2DDebugInfo();
|
|
}
|
|
|
|
if ( cl_custommaterial_debug_graph.GetInt() )
|
|
{
|
|
DebugOverlayNumActiveCustomMaterialsGraph();
|
|
}
|
|
|
|
const char *pDrawMaterial = cl_drawmaterial.GetString();
|
|
if ( pDrawMaterial && pDrawMaterial[0] )
|
|
{
|
|
RenderMaterial( pDrawMaterial );
|
|
}
|
|
|
|
if ( mat_showwatertextures.GetBool() )
|
|
{
|
|
OverlayWaterTextures();
|
|
}
|
|
|
|
if ( mat_showcamerarendertarget.GetBool() )
|
|
{
|
|
float w = mat_wateroverlaysize.GetFloat();
|
|
float h = mat_wateroverlaysize.GetFloat();
|
|
#ifdef PORTAL
|
|
g_pPortalRender->OverlayPortalRenderTargets( w, h );
|
|
#else
|
|
OverlayCameraRenderTarget( "debug/debugcamerarendertarget", 0, 0, w, h );
|
|
#endif
|
|
}
|
|
|
|
if ( mat_showframebuffertexture.GetBool() )
|
|
{
|
|
// HDRFIXME: Get rid of these rendertarget sets assuming that the assert at the top of this function is true.
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->PushRenderTargetAndViewport( NULL );
|
|
OverlayFrameBufferTexture( 0 );
|
|
OverlayFrameBufferTexture( 1 );
|
|
pRenderContext->PopRenderTargetAndViewport( );
|
|
}
|
|
|
|
const char *pDrawTexture = mat_drawTexture.GetString();
|
|
if ( pDrawTexture && pDrawTexture[0] )
|
|
{
|
|
OverlayShowTexture( pDrawTexture, mat_drawTextureScale.GetFloat() );
|
|
}
|
|
|
|
#ifdef _GAMECONSOLE
|
|
if ( mat_drawColorRamp.GetBool() )
|
|
{
|
|
OverlayColorRamp( mat_drawColorRamp.GetInt() == 2 );
|
|
}
|
|
#endif
|
|
|
|
if ( r_flashlightdrawdepth.GetBool() )
|
|
{
|
|
shadowmgr->DrawFlashlightDepthTexture( );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// A console command allowing you to draw a material as an overlay
|
|
//-----------------------------------------------------------------------------
|
|
CON_COMMAND_F( r_screenoverlay, "Draw specified material as an overlay", FCVAR_CHEAT|FCVAR_SERVER_CAN_EXECUTE )
|
|
{
|
|
if( args.ArgC() == 2 )
|
|
{
|
|
if ( !Q_stricmp( "off", args[1] ) )
|
|
{
|
|
view->SetScreenOverlayMaterial( NULL );
|
|
}
|
|
else
|
|
{
|
|
IMaterial *pMaterial = materials->FindMaterial( args[1], TEXTURE_GROUP_OTHER, false );
|
|
if ( !IsErrorMaterial( pMaterial ) )
|
|
{
|
|
view->SetScreenOverlayMaterial( pMaterial );
|
|
}
|
|
else
|
|
{
|
|
view->SetScreenOverlayMaterial( NULL );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
IMaterial *pMaterial;
|
|
pMaterial = view->GetScreenOverlayMaterial();
|
|
Warning( "r_screenoverlay: %s\n", pMaterial ? pMaterial->GetName() : "off" );
|
|
}
|
|
}
|
|
|
|
// Used to verify frame syncing.
|
|
void CDebugViewRender::GenerateOverdrawForTesting()
|
|
{
|
|
if ( IsGameConsole() )
|
|
return;
|
|
|
|
if ( !cl_overdraw_test.GetInt() )
|
|
return;
|
|
|
|
for ( int i=0; i < 40; i++ )
|
|
{
|
|
g_SmokeFogOverlayAlpha = 20 / 255.0;
|
|
|
|
g_SmokeFogOverlayColor.Init( 0.33f, 0.33f, 0.33f );
|
|
|
|
DrawSmokeFogOverlay();
|
|
}
|
|
g_SmokeFogOverlayAlpha = 0;
|
|
}
|
|
|
|
|