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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "render_pch.h"
#include "client.h"
#include "sound.h"
#include "debug_leafvis.h"
#include "cdll_int.h"
#include "enginestats.h"
#include "ivrenderview.h"
#include "studio.h"
#include "l_studio.h"
#include "r_areaportal.h"
#include "materialsystem/materialsystem_config.h"
#include "materialsystem/itexture.h"
#include "cdll_engine_int.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "istudiorender.h"
#include "staticpropmgr.h"
#include "tier0/vprof.h"
#include "IOcclusionSystem.h"
#include "con_nprint.h"
#include "debugoverlay.h"
#include "demo.h"
#include "ivideomode.h"
#include "sys_dll.h"
#include "collisionutils.h"
#include "tier1/utlstack.h"
#include "r_decal.h"
#include "cl_main.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifndef _X360
extern ConVar r_waterforceexpensive; #endif
ConVar r_aspectratio( "r_aspectratio", "0" #if !defined( _X360 )
, FCVAR_CHEAT #endif
); ConVar r_dynamiclighting( "r_dynamiclighting", "1", FCVAR_CHEAT ); extern ConVar building_cubemaps; extern float scr_demo_override_fov;
extern colorVec R_LightPoint (Vector& p);
CEngineStats g_EngineStats;
//-----------------------------------------------------------------------------
// view origin
//-----------------------------------------------------------------------------
extern Vector g_CurrentViewOrigin, g_CurrentViewForward, g_CurrentViewRight, g_CurrentViewUp; extern Vector g_MainViewOrigin, g_MainViewForward, g_MainViewRight, g_MainViewUp; bool g_bCanAccessCurrentView = false;
int d_lightstyleframe[256];
void ProjectPointOnPlane( Vector& dst, const Vector& p, const Vector& normal ) { float d; Vector n; float inv_denom;
inv_denom = 1.0F / DotProduct( normal, normal );
d = DotProduct( normal, p ) * inv_denom;
n[0] = normal[0] * inv_denom; n[1] = normal[1] * inv_denom; n[2] = normal[2] * inv_denom;
dst[0] = p[0] - d * n[0]; dst[1] = p[1] - d * n[1]; dst[2] = p[2] - d * n[2]; }
/*
** assumes "src" is normalized */ void PerpendicularVector( Vector& dst, const Vector& src ) { int pos; int i; float minelem = 1.0F; Vector tempvec;
/*
** find the smallest magnitude axially aligned vector */ for ( pos = 0, i = 0; i < 3; i++ ) { if ( fabs( src[i] ) < minelem ) { pos = i; minelem = fabs( src[i] ); } } tempvec[0] = tempvec[1] = tempvec[2] = 0.0F; tempvec[pos] = 1.0F;
/*
** project the point onto the plane defined by src */ ProjectPointOnPlane( dst, tempvec, src );
/*
** normalize the result */ VectorNormalize( dst ); }
//-----------------------------------------------------------------------------
// Returns the aspect ratio of the screen
//-----------------------------------------------------------------------------
float GetScreenAspect( ) { // use the override if set
if ( r_aspectratio.GetFloat() > 0.0f ) return r_aspectratio.GetFloat();
// mikesart: This is just sticking in unnecessary BeginRender/EndRender calls to the queue.
// CMatRenderContextPtr pRenderContext( materials );
IMatRenderContext *pRenderContext = g_pMaterialSystem->GetRenderContext();
int width, height; pRenderContext->GetRenderTargetDimensions( width, height ); return (height != 0) ? ( (float)width / (float)height ) : 1.0f; }
/*
==================== CalcFov ==================== */ void R_DrawScreenRect( float left, float top, float right, float bottom ) { CMatRenderContextPtr pRenderContext( materials );
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); IMaterial *pMaterial = materials->FindMaterial( "debug/debugportals", TEXTURE_GROUP_OTHER ); IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
CMeshBuilder builder; builder.Begin( pMesh, MATERIAL_LINE_LOOP, 4 );
Vector v1( left, bottom, 0.5 ); Vector v2( left, top, 0.5 ); Vector v3( right, top, 0.5 ); Vector v4( right, bottom, 0.5 );
builder.Position3fv( v1.Base() ); builder.AdvanceVertex(); builder.Position3fv( v2.Base() ); builder.AdvanceVertex(); builder.Position3fv( v3.Base() ); builder.AdvanceVertex(); builder.Position3fv( v4.Base() ); builder.AdvanceVertex();
builder.End( false, true );
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); }
void R_DrawPortals() { // Draw the portals.
if( !r_DrawPortals.GetInt() ) return;
IMaterial *pMaterial = materials->FindMaterial( "debug/debugportals", TEXTURE_GROUP_OTHER ); CMatRenderContextPtr pRenderContext( materials ); IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
worldbrushdata_t *pBrushData = host_state.worldbrush; for( int i=0; i < pBrushData->m_nAreaPortals; i++ ) { dareaportal_t *pAreaPortal = &pBrushData->m_pAreaPortals[i];
if( !R_IsAreaVisible( pAreaPortal->otherarea ) ) continue;
CMeshBuilder builder; builder.Begin( pMesh, MATERIAL_LINES, pAreaPortal->m_nClipPortalVerts );
for( int j=0; j < pAreaPortal->m_nClipPortalVerts; j++ ) { unsigned short iVert;
iVert = pAreaPortal->m_FirstClipPortalVert + j; builder.Position3f( VectorExpand( pBrushData->m_pClipPortalVerts[iVert] ) ); builder.Color4f( 0, 0, 0, 1 ); builder.AdvanceVertex();
iVert = pAreaPortal->m_FirstClipPortalVert + (j+1) % pAreaPortal->m_nClipPortalVerts; builder.Position3f( VectorExpand( pBrushData->m_pClipPortalVerts[iVert] ) ); builder.Color4f( 0, 0, 0, 1 ); builder.AdvanceVertex(); }
builder.End( false, true ); }
// Draw the clip rectangles.
for( int i=0; i < g_PortalRects.Size(); i++ ) { CPortalRect *pRect = &g_PortalRects[i]; R_DrawScreenRect( pRect->left, pRect->top, pRect->right, pRect->bottom ); } g_PortalRects.Purge(); }
//-----------------------------------------------------------------------------
//
// Loose collection of functions related to rendering the world in a particular view
//
//-----------------------------------------------------------------------------
class CRender : public IRender { public: CRender();
void FrameBegin( void ); void FrameEnd( void );
void ViewSetupVis( bool novis, int numorigins, const Vector origin[] ); void ViewSetupVisEx( bool novis, int numorigins, const Vector origin[], unsigned int &returnFlags );
void ViewEnd( void );
void ViewDrawFade( byte *color, IMaterial* pMaterial );
IWorldRenderList * CreateWorldList(); void BuildWorldLists( IWorldRenderList *pList, WorldListInfo_t* pInfo, int iForceViewLeaf, const VisOverrideData_t* pVisData, bool bShadowDepth, float *pWaterReflectionHeight ); void DrawWorldLists( IWorldRenderList *pList, unsigned long flags, float waterZAdjust );
void DrawSceneBegin( void ); void DrawSceneEnd( void );
// utility functions
void ExtractMatrices( void ); void ExtractFrustumPlanes( Frustum frustumPlanes ); void OrthoExtractFrustumPlanes( Frustum frustumPlanes ); void OverrideViewFrustum( Frustum custom );
void SetViewport( int x, int y, int w, int h ); // UNDONE: these are temporary functions that will end up on the other
// side of this interface
const Vector &ViewOrigin( ) { return CurrentView().origin; } const QAngle &ViewAngles( ) { return CurrentView().angles; } const CViewSetup &ViewGetCurrent( void ) { return CurrentView(); } const VMatrix &ViewMatrix( void ); const VMatrix &WorldToScreenMatrix( void );
float GetFramerate( void ) { return m_framerate; } virtual float GetZNear( void ) { return m_zNear; } virtual float GetZFar( void ) { return m_zFar; }
// Query current fov and view model fov
float GetFov( void ) { return CurrentView().fov; }; float GetFovY( void ) { return m_yFOV; }; float GetFovViewmodel( void ) { return CurrentView().fovViewmodel; };
virtual bool ClipTransformWithProjection ( const VMatrix& worldToScreen, const Vector& point, Vector* pClip ); virtual bool ClipTransform( const Vector& point, Vector* pClip ); virtual bool ScreenTransform( const Vector& point, Vector* pScreen );
virtual void Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ); virtual void Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes, ITexture* pDepthTexture ); virtual void Push2DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ); virtual void PopView( Frustum frustumPlanes ); virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles );
virtual void UpdateBrushModelLightmap( model_t *model, IClientRenderable *Renderable ); virtual void BeginUpdateLightmaps( void ); virtual void EndUpdateLightmaps( void ); virtual bool InLightmapUpdate( void ) const;
private: // Called when a particular view becomes active
void OnViewActive( Frustum frustumPlanes );
// Clear the view (assumes the render target has already been pushed)
void ClearView( CViewSetup &view, int nFlags, ITexture* pRenderTarget, ITexture* pDepthTexture = NULL );
const CViewSetup &CurrentView() const { return m_ViewStack.Top().m_View; } CViewSetup &CurrentView() { return m_ViewStack.Top().m_View; }
// Stack of view info
struct ViewStack_t { CViewSetup m_View;
// matrices
VMatrix m_matrixView; VMatrix m_matrixProjection; VMatrix m_matrixWorldToScreen;
bool m_bIs2DView; bool m_bNoDraw; };
// Y field of view, calculated from X FOV and screen aspect ratio.
float m_yFOV;
// timing
double m_frameStartTime; float m_framerate;
float m_zNear; float m_zFar; // matrices
VMatrix m_matrixView; VMatrix m_matrixProjection; VMatrix m_matrixWorldToScreen;
CUtlStack< ViewStack_t > m_ViewStack; int m_iLightmapUpdateDepth; };
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
static CRender gRender; IRender *g_EngineRenderer = &gRender;
//-----------------------------------------------------------------------------
// Called when the engine is about to begin rendering for any reason
//-----------------------------------------------------------------------------
CRender::CRender() { // Make sure the stack isn't empty
int i = m_ViewStack.Push(); memset( &m_ViewStack[i], 0, sizeof( CViewSetup ) ); m_ViewStack[i].m_bIs2DView = true; m_iLightmapUpdateDepth = 0; }
//-----------------------------------------------------------------------------
// Called when the engine is about to begin rendering for any reason
//-----------------------------------------------------------------------------
void CRender::FrameBegin( void ) { if ( host_state.worldmodel ) { // This has to be before R_AnimateLight because it uses it to
// set the frame number of changed lightstyles
// FIXME: Why isn't this being done in DrawSceneBegin
// or some other client-side simulation of state?
r_framecount++; R_AnimateLight (); R_PushDlights();
if (!r_norefresh.GetInt()) { m_frameStartTime = Sys_FloatTime (); } }
UpdateStudioRenderConfig(); g_pStudioRender->BeginFrame(); }
//-----------------------------------------------------------------------------
// Called when the engine has finished rendering
//-----------------------------------------------------------------------------
void CRender::FrameEnd( void ) { // A debugging overlay that renders all raycasts.
// Why, or why is this being done here instead of
// where all the other debug overlays are being done in the client DLL?
EngineTraceRenderRayCasts();
m_framerate = cl.GetFrameTime(); if ( m_framerate > 0 ) { m_framerate = 1 / m_framerate; }
g_pStudioRender->EndFrame(); }
const VMatrix &CRender::ViewMatrix( ) { // If we aren't in a valid view, then use the last value cached off into the global variable instead
if ( m_ViewStack.Count() > 1 ) { return m_ViewStack.Top().m_matrixView; } return m_matrixView; }
const VMatrix &CRender::WorldToScreenMatrix( void ) { // If we aren't in a valid view, then use the last value cached off into the global variable instead
if ( m_ViewStack.Count() > 1 ) { return m_ViewStack.Top().m_matrixWorldToScreen; } return m_matrixWorldToScreen; }
void CRender::ViewSetupVis( bool novis, int numorigins, const Vector origin[] ) { unsigned int returnFlags = 0; ViewSetupVisEx( novis, numorigins, origin, returnFlags ); }
void CRender::ViewSetupVisEx( bool novis, int numorigins, const Vector origin[], unsigned int &returnFlags ) { Map_VisSetup( host_state.worldmodel, numorigins, origin, novis, returnFlags ); }
//-----------------------------------------------------------------------------
// Called when a particular view becomes active
//-----------------------------------------------------------------------------
void CRender::OnViewActive( Frustum frustumPlanes ) { const CViewSetup &view = CurrentView();
m_yFOV = CalcFovY( view.fov, view.m_flAspectRatio );
// build the transformation matrix for the given view angles
VectorCopy( view.origin, g_CurrentViewOrigin ); AngleVectors( view.angles, &g_CurrentViewForward, &g_CurrentViewRight, &g_CurrentViewUp ); // g_CurrentViewUp = -g_CurrentViewUp;
g_bCanAccessCurrentView = true;
if ( frustumPlanes ) { if ( view.m_bOrtho ) { OrthoExtractFrustumPlanes( frustumPlanes ); } else { ExtractFrustumPlanes( frustumPlanes ); }
OcclusionSystem()->SetView( view.origin, view.fov, m_matrixView, m_matrixProjection, frustumPlanes[ FRUSTUM_NEARZ ] ); }
if ( !m_ViewStack.Top().m_bNoDraw ) { R_SceneBegin( ); }
// debug, build leaf volume
// NOTE: This is pretty hacky, but I want the leaf based on the main view. The skybox view is reseting
// the g_LeafVis here because it is global. This need to be resolved more correctly some other way!
if ( VectorCompare( g_MainViewOrigin, view.origin ) ) { LeafVisBuild( view.origin ); } }
//-----------------------------------------------------------------------------
// Clear the view (assumes the render target has already been pushed)
//-----------------------------------------------------------------------------
void CRender::ClearView( CViewSetup &view, int nFlags, ITexture* pRenderTarget, ITexture* pDepthTexture /* = NULL */ ) { bool bClearColor = (nFlags & VIEW_CLEAR_COLOR) != 0; bool bClearDepth = (nFlags & VIEW_CLEAR_DEPTH) != 0; bool bClearStencil = (nFlags & VIEW_CLEAR_STENCIL) != 0; bool bForceClearWholeRenderTarget = (nFlags & VIEW_CLEAR_FULL_TARGET) != 0; bool bObeyStencil = (nFlags & VIEW_CLEAR_OBEY_STENCIL) != 0;
// Handle an initial clear request if asked for
if ( !bClearColor && !bClearDepth && !bClearStencil ) return;
CMatRenderContextPtr pRenderContext( materials );
if ( !bForceClearWholeRenderTarget ) { if( bObeyStencil ) pRenderContext->ClearBuffersObeyStencil( bClearColor, bClearDepth ); else pRenderContext->ClearBuffers( bClearColor, bClearDepth, bClearStencil ); } else { // Get the render target dimensions
int nWidth, nHeight; if ( pRenderTarget ) { nWidth = pRenderTarget->GetActualWidth(); nHeight = pRenderTarget->GetActualHeight(); } else { materials->GetBackBufferDimensions( nWidth, nHeight ); }
pRenderContext->PushRenderTargetAndViewport( pRenderTarget, pDepthTexture, 0, 0, nWidth, nHeight );
if( bObeyStencil ) pRenderContext->ClearBuffersObeyStencil( bClearColor, bClearDepth ); else pRenderContext->ClearBuffers( bClearColor, bClearDepth, bClearStencil );
pRenderContext->PopRenderTargetAndViewport( ); } }
//-----------------------------------------------------------------------------
// Push, pop views
//-----------------------------------------------------------------------------
void CRender::Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) { Push3DView( view, nFlags, pRenderTarget, frustumPlanes, NULL ); }
//-----------------------------------------------------------------------------
// Computes view matrices
//-----------------------------------------------------------------------------
float ComputeViewMatrices( VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection, const CViewSetup &viewSetup ) { float flAspectRatio = viewSetup.m_flAspectRatio; if ( flAspectRatio == 0.0f ) { flAspectRatio = (viewSetup.height != 0) ? ( (float)viewSetup.width / (float)viewSetup.height ) : 1.0f; }
ComputeViewMatrix( pWorldToView, viewSetup.origin, viewSetup.angles );
if ( viewSetup.m_bOrtho ) { MatrixBuildOrtho( *pViewToProjection, viewSetup.m_OrthoLeft, viewSetup.m_OrthoTop, viewSetup.m_OrthoRight, viewSetup.m_OrthoBottom, viewSetup.zNear, viewSetup.zFar ); } else if ( viewSetup.m_bOffCenter ) // Off-center projection, useful for AA jitter and tiled output of posters
{ MatrixBuildPerspectiveOffCenterX( *pViewToProjection, viewSetup.fov, flAspectRatio, viewSetup.zNear, viewSetup.zFar, viewSetup.m_flOffCenterBottom, viewSetup.m_flOffCenterTop, viewSetup.m_flOffCenterLeft, viewSetup.m_flOffCenterRight ); } else if ( viewSetup.m_bViewToProjectionOverride ) { *pViewToProjection = viewSetup.m_ViewToProjection; // ...but then override the Z range (needed for correct skybox rendering, etc).
MatrixBuildPerspectiveZRange ( *pViewToProjection, viewSetup.zNear, viewSetup.zFar ); } else { MatrixBuildPerspectiveX( *pViewToProjection, viewSetup.fov, flAspectRatio, viewSetup.zNear, viewSetup.zFar ); }
MatrixMultiply( *pViewToProjection, *pWorldToView, *pWorldToProjection );
return flAspectRatio; }
// Flip y, screen y goes down
static VMatrix g_ProjectionToOffset( 0.5f, 0.0f, 0.0f, 0.5f, 0.0f, -0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f );
// NOTE: Screen coordinates go from 0->w, 0->h
void ComputeWorldToScreenMatrix( VMatrix *pWorldToScreen, const VMatrix &worldToProjection, const CViewSetup &viewSetup ) { // First need to transform -1 -> 1 to 0 -> 1 in x and y
// Then transform from 0->1 to x->w+x in x, and 0->1 to y->y+h in y.
VMatrix offsetToPixels( viewSetup.width, 0.0f, 0.0f, viewSetup.x, 0.0f, viewSetup.height, 0.0f, viewSetup.y, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f );
VMatrix projectionToPixels; MatrixMultiply( offsetToPixels, g_ProjectionToOffset, projectionToPixels ); MatrixMultiply( projectionToPixels, worldToProjection, *pWorldToScreen ); }
//-----------------------------------------------------------------------------
// Push, pop views
//-----------------------------------------------------------------------------
void CRender::Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes, ITexture* pDepthTexture ) { Assert( !IsX360() || (pDepthTexture == NULL) ); //Don't render to a depth texture on the 360. Instead, render using a normal depth buffer and use IDirect3DDevice9::Resolve()
int i = m_ViewStack.Push( ); m_ViewStack[i].m_View = view; m_ViewStack[i].m_bIs2DView = false; m_ViewStack[i].m_bNoDraw = ( ( nFlags & VIEW_NO_DRAW ) != 0 );
CViewSetup &topView = m_ViewStack[i].m_View;
// Compute aspect ratio if asked for
if ( topView.m_flAspectRatio == 0.0f ) { topView.m_flAspectRatio = (topView.height != 0) ? ( (float)topView.width / (float)topView.height ) : 1.0f; }
ViewStack_t &viewStack = m_ViewStack.Top(); topView.m_flAspectRatio = ComputeViewMatrices( &viewStack.m_matrixView, &viewStack.m_matrixProjection, &viewStack.m_matrixWorldToScreen, topView );
m_zNear = topView.zNear; m_zFar = topView.zFar; // cache this for queries
ExtractMatrices();
if ( !m_ViewStack[i].m_bNoDraw ) { CMatRenderContextPtr pRenderContext( materials );
if ( !pRenderTarget ) { pRenderTarget = pRenderContext->GetRenderTarget(); }
// Push render target and viewport
pRenderContext->PushRenderTargetAndViewport( pRenderTarget, pDepthTexture, topView.x, topView.y, topView.width, topView.height );
// Handle an initial clear request if asked for
ClearView( topView, nFlags, pRenderTarget, pDepthTexture );
pRenderContext->DepthRange( 0, 1 );
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadMatrix( m_matrixProjection );
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadMatrix( m_matrixView );
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix();
OnViewActive( frustumPlanes ); } }
void CRender::Push2DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) { int i = m_ViewStack.Push( ); m_ViewStack[i].m_View = view; m_ViewStack[i].m_bIs2DView = true; m_ViewStack[i].m_bNoDraw = ( ( nFlags & VIEW_NO_DRAW ) != 0 ); m_ViewStack[i].m_matrixView = m_matrixView; m_ViewStack[i].m_matrixProjection = m_matrixProjection; m_ViewStack[i].m_matrixWorldToScreen = m_matrixWorldToScreen;
CViewSetup &topView = m_ViewStack[i].m_View; g_bCanAccessCurrentView = false;
CMatRenderContextPtr pRenderContext( materials );
if ( !pRenderContext ) { pRenderTarget = pRenderContext->GetRenderTarget(); }
// Push render target and viewport
pRenderContext->PushRenderTargetAndViewport( pRenderTarget, topView.x, topView.y, topView.width, topView.height );
// Handle an initial clear request if asked for
ClearView( topView, nFlags, pRenderTarget );
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->Scale( 1, -1, 1 ); pRenderContext->Ortho( 0, 0, topView.width, topView.height, -99999, 99999 );
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); }
void CRender::PopView( Frustum frustumPlanes ) { if ( !m_ViewStack.Top().m_bNoDraw ) { CMatRenderContextPtr pRenderContext( materials );
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix();
pRenderContext->PopRenderTargetAndViewport( ); }
bool bReset = ( m_ViewStack.Count() > 1 ) ? true : false; m_ViewStack.Pop();
// Don't pop off the very last view
g_bCanAccessCurrentView = false;
if ( bReset ) { if ( !m_ViewStack.Top().m_bIs2DView ) { ExtractMatrices(); OnViewActive( frustumPlanes ); } } }
//-----------------------------------------------------------------------------
// Sets the main 3D view (for console commands, sound, etc.)
//-----------------------------------------------------------------------------
void CRender::SetMainView( const Vector &vecOrigin, const QAngle &angles ) { VectorCopy( vecOrigin, g_MainViewOrigin ); AngleVectors( angles, &g_MainViewForward, &g_MainViewRight, &g_MainViewUp ); }
CUtlVector<LightmapUpdateInfo_t> g_LightmapUpdateList; CUtlVector<LightmapTransformInfo_t> g_LightmapTransformList;
int __cdecl LightmapPageCompareFunc( const void *pElem0, const void *pElem1 ) { const LightmapUpdateInfo_t *pSurf0 = (const LightmapUpdateInfo_t *)pElem0; const LightmapUpdateInfo_t *pSurf1 = (const LightmapUpdateInfo_t *)pElem1; int page0 = materialSortInfoArray[MSurf_MaterialSortID( (pSurf0->m_SurfHandle) )].lightmapPageID; int page1 = materialSortInfoArray[MSurf_MaterialSortID( (pSurf1->m_SurfHandle) )].lightmapPageID; return page0 - page1; }
void CRender::BeginUpdateLightmaps( void ) { if ( ++m_iLightmapUpdateDepth == 1) { Assert( g_LightmapUpdateList.Count() == 0 ); materials->BeginUpdateLightmaps(); // UNDONE: Move this to an init or constructor?
g_LightmapTransformList.RemoveAll(); int index = g_LightmapTransformList.AddToTail(); g_LightmapTransformList[index].pModel = host_state.worldmodel; SetIdentityMatrix( g_LightmapTransformList[index].xform ); } }
void CRender::UpdateBrushModelLightmap( model_t *model, IClientRenderable *pRenderable ) { AssertOnce( m_iLightmapUpdateDepth );
if( !r_drawbrushmodels.GetBool() || !m_iLightmapUpdateDepth ) return;
R_MarkDlightsOnBrushModel( model, pRenderable ); if ( model->flags & MODELFLAG_HAS_DLIGHT ) { int transformIndex = g_LightmapTransformList.AddToTail(); LightmapTransformInfo_t &transform = g_LightmapTransformList[transformIndex]; transform.pModel = model; AngleMatrix( pRenderable->GetRenderAngles(), pRenderable->GetRenderOrigin(), transform.xform ); SurfaceHandle_t surfID = SurfaceHandleFromIndex( model->brush.firstmodelsurface, model->brush.pShared ); bool bLight = false; for (int i=0 ; i<model->brush.nummodelsurfaces ; i++, surfID++) { if ( MSurf_Flags(surfID) & (SURFDRAW_HASDLIGHT|SURFDRAW_HASLIGHTSYTLES) ) { LightmapUpdateInfo_t tmp; tmp.m_SurfHandle = surfID; tmp.transformIndex = transformIndex; g_LightmapUpdateList.AddToTail( tmp ); bLight = true; } } if ( !bLight ) { model->flags &= ~MODELFLAG_HAS_DLIGHT; // don't need to check again unless a dlight hits us
} } }
void CRender::EndUpdateLightmaps( void ) { Assert( m_iLightmapUpdateDepth > 0 ); if ( --m_iLightmapUpdateDepth == 0 ) { VPROF_BUDGET( "EndUpdateLightmaps", VPROF_BUDGETGROUP_DLIGHT_RENDERING ); if ( g_LightmapUpdateList.Count() && r_dynamiclighting.GetBool() && !r_unloadlightmaps.GetBool() ) { CMatRenderContextPtr pRenderContext( materials ); ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); dlight_t *pLights = &cl_dlights[0]; // only do the copy when there are valid dlights to process and threading is on
if ( g_bActiveDlights && pCallQueue ) { // keep a copy of the current dlight state around for the thread to work on
// in parallel. This way the main thread can continue to modify this state without
// generating any bad results
static dlight_t threadDlights[MAX_DLIGHTS*2]; static int threadFrameCount = 0; pLights = &threadDlights[MAX_DLIGHTS*threadFrameCount]; Q_memcpy( pLights, cl_dlights, sizeof(dlight_t) * MAX_DLIGHTS ); threadFrameCount = (threadFrameCount+1) & 1; }
qsort( g_LightmapUpdateList.Base(), g_LightmapUpdateList.Count(), sizeof(g_LightmapUpdateList.Element(0)), LightmapPageCompareFunc ); int i; for ( i = g_LightmapUpdateList.Count()-1; i >= 0; --i ) { const LightmapUpdateInfo_t &lightmapUpdateInfo = g_LightmapUpdateList.Element(i); // a surface can get queued more than once if it's visible in multiple views (e.g. water reflection can do this)
// so check frame to make sure we only recompute once
if ( SurfaceLighting(lightmapUpdateInfo.m_SurfHandle)->m_nLastComputedFrame != r_framecount ) { R_RenderDynamicLightmaps( pLights, pCallQueue, lightmapUpdateInfo.m_SurfHandle, g_LightmapTransformList[lightmapUpdateInfo.transformIndex].xform ); } } } materials->EndUpdateLightmaps(); g_LightmapUpdateList.RemoveAll(); g_LightmapTransformList.RemoveAll(); } } bool CRender::InLightmapUpdate( void ) const { return ( m_iLightmapUpdateDepth != 0 ); }
//-----------------------------------------------------------------------------
// Compute the scene coordinates of a point in 3D
//-----------------------------------------------------------------------------
bool CRender::ClipTransformWithProjection ( const VMatrix& worldToScreen, const Vector& point, Vector* pClip ) { // UNDONE: Clean this up some, handle off-screen vertices
float w;
pClip->x = worldToScreen[0][0] * point[0] + worldToScreen[0][1] * point[1] + worldToScreen[0][2] * point[2] + worldToScreen[0][3]; pClip->y = worldToScreen[1][0] * point[0] + worldToScreen[1][1] * point[1] + worldToScreen[1][2] * point[2] + worldToScreen[1][3]; // z = worldToScreen[2][0] * point[0] + worldToScreen[2][1] * point[1] + worldToScreen[2][2] * point[2] + worldToScreen[2][3];
w = worldToScreen[3][0] * point[0] + worldToScreen[3][1] * point[1] + worldToScreen[3][2] * point[2] + worldToScreen[3][3];
// Just so we have something valid here
pClip->z = 0.0f;
bool behind; if( w < 0.001f ) { behind = true; pClip->x *= 100000; pClip->y *= 100000; } else { behind = false; float invw = 1.0f / w; pClip->x *= invw; pClip->y *= invw; }
return behind; }
//-----------------------------------------------------------------------------
// Compute the scene coordinates of a point in 3D using the current engine's projection
//-----------------------------------------------------------------------------
bool CRender::ClipTransform ( const Vector& point, Vector* pClip ) { const VMatrix &worldToScreen = g_EngineRenderer->WorldToScreenMatrix(); return CRender::ClipTransformWithProjection ( worldToScreen, point, pClip ); }
//-----------------------------------------------------------------------------
// Purpose: Given a point, return the screen position in pixels
//-----------------------------------------------------------------------------
bool CRender::ScreenTransform( const Vector& point, Vector* pScreen ) { bool retval = ClipTransform( point, pScreen );
pScreen->x = 0.5f * ( pScreen->x + 1.0f ) * CurrentView().width + CurrentView().x; pScreen->y = 0.5f * ( pScreen->y + 1.0f ) * CurrentView().height + CurrentView().y;
return retval; }
void CRender::ViewDrawFade( byte *color, IMaterial* pFadeMaterial ) { if ( !color || !color[3] ) return;
if( !pFadeMaterial ) return;
const CViewSetup &view = CurrentView();
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( pFadeMaterial ); pFadeMaterial->AlphaModulate( color[3] * ( 1.0f / 255.0f ) ); pFadeMaterial->ColorModulate( color[0] * ( 1.0f / 255.0f ), color[1] * ( 1.0f / 255.0f ), color[2] * ( 1.0f / 255.0f ) ); bool bOldIgnoreZ = pFadeMaterial->GetMaterialVarFlag( MATERIAL_VAR_IGNOREZ ); pFadeMaterial->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, true );
int nTexWidth, nTexHeight; nTexWidth = pFadeMaterial->GetMappingWidth(); nTexHeight = pFadeMaterial->GetMappingHeight(); float flUOffset = 0.5f / nTexWidth; float flVOffset = 0.5f / nTexHeight;
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
pRenderContext->Scale( 1, -1, 1 ); pRenderContext->Ortho( 0, 0, view.width, view.height, -99999, 99999 );
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
IMesh* pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); float flOffset = 0.5f;
// Note - the viewport has already adjusted the origin
float x1=0.0f - flOffset; float x2=view.width - flOffset; float y1=0.0f - flOffset; float y2=view.height - flOffset;
// adjust nominal uvs to reflect adjusted xys
float u1=FLerp(flUOffset, 1-flUOffset,view.x,view.x+view.width,x1); float u2=FLerp(flUOffset, 1-flUOffset,view.x,view.x+view.width,x2); float v1=FLerp(flVOffset, 1-flVOffset,view.y,view.y+view.height,y1); float v2=FLerp(flVOffset, 1-flVOffset,view.y,view.y+view.height,y2);
for ( int corner=0; corner<4; corner++ ) { bool left=(corner==0) || (corner==3); meshBuilder.Position3f( (left) ? x1 : x2, (corner & 2) ? y2 : y1, 0.0f ); meshBuilder.TexCoord2f( 0, (left) ? u1 : u2, (corner & 2) ? v2 : v1 ); meshBuilder.AdvanceVertex(); } meshBuilder.End(); pMesh->Draw();
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); pFadeMaterial->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, bOldIgnoreZ ); }
void CRender::ExtractFrustumPlanes( Frustum frustumPlanes ) { const CViewSetup &view = CurrentView();
GeneratePerspectiveFrustum( CurrentViewOrigin(), CurrentViewForward(), CurrentViewRight(), CurrentViewUp(), view.zNear, view.zFar, view.fov, m_yFOV, g_Frustum );
// Copy out to the planes that the engine renderer uses.
for( int i=0; i < FRUSTUM_NUMPLANES; i++ ) { frustumPlanes[i].m_Normal = g_Frustum.GetPlane(i)->normal; frustumPlanes[i].m_Dist = g_Frustum.GetPlane(i)->dist; } }
void CRender::OrthoExtractFrustumPlanes( Frustum frustumPlanes ) { const CViewSetup &view = CurrentView();
// Setup the near and far planes.
float orgOffset = DotProduct(CurrentViewOrigin(), CurrentViewForward()); frustumPlanes[FRUSTUM_FARZ].m_Normal = -CurrentViewForward(); frustumPlanes[FRUSTUM_FARZ].m_Dist = -view.zFar - orgOffset;
frustumPlanes[FRUSTUM_NEARZ].m_Normal = CurrentViewForward(); frustumPlanes[FRUSTUM_NEARZ].m_Dist = view.zNear + orgOffset;
// Left and right planes...
orgOffset = DotProduct(CurrentViewOrigin(), CurrentViewRight()); frustumPlanes[FRUSTUM_LEFT].m_Normal = CurrentViewRight(); frustumPlanes[FRUSTUM_LEFT].m_Dist = view.m_OrthoLeft + orgOffset;
frustumPlanes[FRUSTUM_RIGHT].m_Normal = -CurrentViewRight(); frustumPlanes[FRUSTUM_RIGHT].m_Dist = -view.m_OrthoRight - orgOffset;
// Top and buttom planes...
orgOffset = DotProduct(CurrentViewOrigin(), CurrentViewUp()); frustumPlanes[FRUSTUM_TOP].m_Normal = CurrentViewUp(); frustumPlanes[FRUSTUM_TOP].m_Dist = view.m_OrthoTop + orgOffset;
frustumPlanes[FRUSTUM_BOTTOM].m_Normal = -CurrentViewUp(); frustumPlanes[FRUSTUM_BOTTOM].m_Dist = -view.m_OrthoBottom - orgOffset;
// Copy out to the planes that the engine renderer uses.
for(int i=0; i < FRUSTUM_NUMPLANES; i++) { /*
if (fabs(frustumPlanes[i].m_Normal.x) - 1.0f > -1e-3) frustum[i].type = PLANE_X; else if (fabs(frustumPlanes[i].m_Normal.y) - 1.0f > -1e-3) frustum[i].type = PLANE_Y; else if (fabs(frustumPlanes[i].m_Normal.z) - 1.0f > -1e-3) frustum[i].type = PLANE_Z; else */ g_Frustum.SetPlane( i, PLANE_ANYZ, frustumPlanes[i].m_Normal, frustumPlanes[i].m_Dist ); } }
void CRender::OverrideViewFrustum( Frustum custom ) { // Copy out to the planes that the engine renderer uses.
for( int i = 0; i != FRUSTUM_NUMPLANES; ++i ) { g_Frustum.SetPlane( i, PLANE_ANYZ, custom[i].m_Normal, custom[i].m_Dist ); } }
void CRender::ExtractMatrices( void ) { m_matrixView = m_ViewStack.Top().m_matrixView; m_matrixProjection = m_ViewStack.Top().m_matrixProjection; m_matrixWorldToScreen = m_ViewStack.Top().m_matrixWorldToScreen; }
void ComputeViewMatrix( VMatrix *pViewMatrix, const Vector &origin, const QAngle &angles ) { static VMatrix baseRotation; static bool bDidInit;
if ( !bDidInit ) { MatrixBuildRotationAboutAxis( baseRotation, Vector( 1, 0, 0 ), -90 ); MatrixRotate( baseRotation, Vector( 0, 0, 1 ), 90 ); bDidInit = true; }
*pViewMatrix = baseRotation; MatrixRotate( *pViewMatrix, Vector( 1, 0, 0 ), -angles[2] ); MatrixRotate( *pViewMatrix, Vector( 0, 1, 0 ), -angles[0] ); MatrixRotate( *pViewMatrix, Vector( 0, 0, 1 ), -angles[1] );
MatrixTranslate( *pViewMatrix, -origin ); }
void CRender::SetViewport( int x, int y, int w, int h ) { int x2, y2; int windowWidth = w, windowHeight = h;
CMatRenderContextPtr pRenderContext( materials );
// set the viewport to be out to the size of the render target, unless explicitly told not to
if (!CurrentView().m_bRenderToSubrectOfLargerScreen) { pRenderContext->GetRenderTargetDimensions( windowWidth, windowHeight ); }
x2 = (x + w); y2 = (windowHeight - (y + h)); y = (windowHeight - y);
// fudge around because of frac screen scale
if (x > 0) x--; if (x2 < windowWidth) x2++; if (y2 < 0) y2--; if (y < windowHeight) y++;
w = x2 - x; h = y - y2;
pRenderContext->Viewport( x, y2, w, h ); }
void DrawLightmapPage( int lightmapPageID ) { // assumes that we are already in ortho mode.
int lightmapPageWidth, lightmapPageHeight;
CMatRenderContextPtr pRenderContext( materials );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, g_materialDebugLightmap ); // pRenderContext->Bind( g_materialWireframe );
// IMesh* pMesh = pRenderContext->GetDynamicMesh( g_materialWireframe );
materials->GetLightmapPageSize( lightmapPageID, &lightmapPageWidth, &lightmapPageHeight ); pRenderContext->BindLightmapPage( lightmapPageID );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
#ifndef _XBOX
int x = 0; int y = 0; #else
// xboxissue - border safe
int x = 32; int y = 32; #endif
float s = 1.0f; float t = 1.0f;
// texcoord 1 is lightmaptexcoord for fixed function.
meshBuilder.TexCoord2f( 1, 0.0f, 0.0f ); meshBuilder.Position3f( x, y, 0.0f ); meshBuilder.AdvanceVertex();
meshBuilder.TexCoord2f( 1, s, 0.0f ); meshBuilder.Position3f( x+lightmapPageWidth, y, 0.0f ); meshBuilder.AdvanceVertex();
meshBuilder.TexCoord2f( 1, s, t ); meshBuilder.Position3f( x+lightmapPageWidth, y+lightmapPageHeight, 0.0f ); meshBuilder.AdvanceVertex();
meshBuilder.TexCoord2f( 1, 0.0f, t ); meshBuilder.Position3f( x, y+lightmapPageHeight, 0.0f ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); }
//hack
extern void DebugDrawLightmapAtCrossHair();
void R_DrawLightmaps( IWorldRenderList *pList, int pageId ) { #ifdef USE_CONVARS
if ( pageId != -1 ) { DrawLightmapPage( pageId ); Shader_DrawLightmapPageChains( pList, pageId ); } #endif
}
void R_CheckForLightingConfigChanges() { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
UpdateStudioRenderConfig(); UpdateMaterialSystemConfig(); if( MaterialConfigLightingChanged() || g_RebuildLightmaps ) { ClearMaterialConfigLightingChanged(); ConMsg( "Redownloading all lightmaps\n" ); BuildGammaTable( 2.2f, 2.2f, 0.0f, OVERBRIGHT ); R_RedownloadAllLightmaps(); StaticPropMgr()->RecomputeStaticLighting(); } }
void CRender::DrawSceneBegin( void ) { R_CheckForLightingConfigChanges(); }
void CRender::DrawSceneEnd( void ) { R_SceneEnd(); LeafVisDraw(); }
IWorldRenderList * CRender::CreateWorldList() { return AllocWorldRenderList(); }
// JasonM TODO: optimize in the case of shadow depth mapping (i.e. don't update lightmaps)
void CRender::BuildWorldLists( IWorldRenderList *pList, WorldListInfo_t* pInfo, int iForceViewLeaf, const VisOverrideData_t* pVisData, bool bShadowDepth, float *pWaterReflectionHeight ) { Assert( pList ); Assert( m_iLightmapUpdateDepth > 0 || g_LightmapUpdateList.Count() == 0 );
if ( !bShadowDepth ) { BeginUpdateLightmaps(); }
R_BuildWorldLists( pList, pInfo, iForceViewLeaf, pVisData, bShadowDepth, pWaterReflectionHeight );
if ( !bShadowDepth ) { EndUpdateLightmaps(); }
Assert( m_iLightmapUpdateDepth > 0 || g_LightmapUpdateList.Count() == 0 ); }
void CRender::DrawWorldLists( IWorldRenderList *pList, unsigned long flags, float flWaterZAdjust ) { Assert( pList ); R_DrawWorldLists( pList, flags, flWaterZAdjust ); }
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