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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_sprite.h"
#include "model_types.h"
#include "iviewrender.h"
#include "view.h"
#include "enginesprite.h"
#include "engine/ivmodelinfo.h"
#include "util_shared.h"
#include "tier0/vprof.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "view_shared.h"
#include "viewrender.h"
#include "tier1/KeyValues.h"
#include "toolframework/itoolframework.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar r_drawsprites( "r_drawsprites", "1", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose: Generic sprite model renderer
// Input : *baseentity -
// *psprite -
// fscale -
// frame -
// rendermode -
// r -
// g -
// b -
// a -
// forward -
// right -
// up -
//-----------------------------------------------------------------------------
static unsigned int s_nHDRColorScaleCache = 0; void DrawSpriteModel( IClientEntity *baseentity, CEngineSprite *psprite, const Vector &origin, float fscale, float frame, int rendermode, int r, int g, int b, int a, const Vector& forward, const Vector& right, const Vector& up, float flHDRColorScale ) { float scale; IMaterial *material; // don't even bother culling, because it's just a single
// polygon without a surface cache
if ( fscale > 0 ) scale = fscale; else scale = 1.0f; if ( rendermode == kRenderNormal ) { render->SetBlend( 1.0f ); } material = psprite->GetMaterial( (RenderMode_t)rendermode, frame ); if ( !material ) return;
CMatRenderContextPtr pRenderContext( materials ); if ( ShouldDrawInWireFrameMode() || r_drawsprites.GetInt() == 2 ) { IMaterial *pMaterial = materials->FindMaterial( "debug/debugspritewireframe", TEXTURE_GROUP_OTHER ); pRenderContext->Bind( pMaterial, NULL ); } else { pRenderContext->Bind( material, (IClientRenderable*)baseentity ); }
unsigned char color[4]; color[0] = r; color[1] = g; color[2] = b; color[3] = a;
IMaterialVar *pHDRColorScaleVar = material->FindVarFast( "$HDRCOLORSCALE", &s_nHDRColorScaleCache ); if( pHDRColorScaleVar ) { pHDRColorScaleVar->SetVecValue( flHDRColorScale, flHDRColorScale, flHDRColorScale ); }
Vector point; IMesh* pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
Vector vec_a; Vector vec_b; Vector vec_c; Vector vec_d;
// isolate common terms
VectorMA( origin, psprite->GetDown() * scale, up, vec_a ); VectorScale( right, psprite->GetLeft() * scale, vec_b ); VectorMA( origin, psprite->GetUp() * scale, up, vec_c ); VectorScale( right, psprite->GetRight() * scale, vec_d );
float flMinU, flMinV, flMaxU, flMaxV; psprite->GetTexCoordRange( &flMinU, &flMinV, &flMaxU, &flMaxV );
meshBuilder.Color4ubv( color ); meshBuilder.TexCoord2f( 0, flMinU, flMaxV ); VectorAdd( vec_a, vec_b, point ); meshBuilder.Position3fv( point.Base() ); meshBuilder.AdvanceVertex();
meshBuilder.Color4ubv( color ); meshBuilder.TexCoord2f( 0, flMinU, flMinV ); VectorAdd( vec_c, vec_b, point ); meshBuilder.Position3fv( point.Base() ); meshBuilder.AdvanceVertex();
meshBuilder.Color4ubv( color ); meshBuilder.TexCoord2f( 0, flMaxU, flMinV ); VectorAdd( vec_c, vec_d, point ); meshBuilder.Position3fv( point.Base() ); meshBuilder.AdvanceVertex();
meshBuilder.Color4ubv( color ); meshBuilder.TexCoord2f( 0, flMaxU, flMaxV ); VectorAdd( vec_a, vec_d, point ); meshBuilder.Position3fv( point.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Purpose: Determine glow brightness/scale based on distance to render origin and trace results
// Input : entorigin -
// rendermode -
// renderfx -
// alpha -
// pscale - Pointer to the value for scale, will be changed based on distance and rendermode.
//-----------------------------------------------------------------------------
float StandardGlowBlend( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle, int rendermode, int renderfx, int alpha, float *pscale ) { float dist; float brightness;
brightness = PixelVisibility_FractionVisible( params, queryHandle ); if ( brightness <= 0.0f ) { return 0.0f; } dist = GlowSightDistance( params.position, false ); if ( dist <= 0.0f ) { return 0.0f; }
if ( renderfx == kRenderFxNoDissipation ) { return (float)alpha * (1.0f/255.0f) * brightness; }
// UNDONE: Tweak these magic numbers (1200 - distance at full brightness)
float fadeOut = (1200.0f*1200.0f) / (dist*dist); fadeOut = clamp( fadeOut, 0.0f, 1.0f );
if (rendermode != kRenderWorldGlow) { // Make the glow fixed size in screen space, taking into consideration the scale setting.
if ( *pscale == 0.0f ) { *pscale = 1.0f; }
*pscale *= dist * (1.0f/200.0f); }
return fadeOut * brightness; }
static float SpriteAspect( CEngineSprite *pSprite ) { if ( pSprite ) { float x = fabsf(pSprite->GetRight() - pSprite->GetLeft()); float y = fabsf(pSprite->GetDown() - pSprite->GetUp()); if ( y != 0 && x != 0 ) { return x / y; } }
return 1.0f; }
float C_SpriteRenderer::GlowBlend( CEngineSprite *psprite, const Vector& entorigin, int rendermode, int renderfx, int alpha, float *pscale ) { pixelvis_queryparams_t params; float aspect = SpriteAspect(psprite); params.Init( entorigin, PIXELVIS_DEFAULT_PROXY_SIZE, aspect ); return StandardGlowBlend( params, &m_queryHandle, rendermode, renderfx, alpha, pscale ); }
// since sprites can network down a glow proxy size, handle that here
float CSprite::GlowBlend( CEngineSprite *psprite, const Vector& entorigin, int rendermode, int renderfx, int alpha, float *pscale ) { pixelvis_queryparams_t params; float aspect = SpriteAspect(psprite); params.Init( entorigin, m_flGlowProxySize, aspect ); return StandardGlowBlend( params, &m_queryHandle, rendermode, renderfx, alpha, pscale ); }
//-----------------------------------------------------------------------------
// Purpose: Determine sprite orientation axes
// Input : type -
// forward -
// right -
// up -
//-----------------------------------------------------------------------------
void C_SpriteRenderer::GetSpriteAxes( SPRITETYPE type, const Vector& origin, const QAngle& angles, Vector& forward, Vector& right, Vector& up ) { int i; float dot, angle, sr, cr; Vector tvec;
// Automatically roll parallel sprites if requested
if ( angles[2] != 0 && type == SPR_VP_PARALLEL ) { type = SPR_VP_PARALLEL_ORIENTED; }
switch( type ) { case SPR_FACING_UPRIGHT: { // generate the sprite's axes, with vup straight up in worldspace, and
// r_spritedesc.vright perpendicular to modelorg.
// This will not work if the view direction is very close to straight up or
// down, because the cross product will be between two nearly parallel
// vectors and starts to approach an undefined state, so we don't draw if
// the two vectors are less than 1 degree apart
tvec[0] = -origin[0]; tvec[1] = -origin[1]; tvec[2] = -origin[2]; VectorNormalize (tvec); dot = tvec[2]; // same as DotProduct (tvec, r_spritedesc.vup) because
// r_spritedesc.vup is 0, 0, 1
if ((dot > 0.999848f) || (dot < -0.999848f)) // cos(1 degree) = 0.999848
return; up[0] = 0; up[1] = 0; up[2] = 1; right[0] = tvec[1]; // CrossProduct(r_spritedesc.vup, -modelorg,
right[1] = -tvec[0]; // r_spritedesc.vright)
right[2] = 0; VectorNormalize (right); forward[0] = -right[1]; forward[1] = right[0]; forward[2] = 0; // CrossProduct (r_spritedesc.vright, r_spritedesc.vup,
// r_spritedesc.vpn)
} break;
case SPR_VP_PARALLEL: { // generate the sprite's axes, completely parallel to the viewplane. There
// are no problem situations, because the sprite is always in the same
// position relative to the viewer
for (i=0 ; i<3 ; i++) { up[i] = CurrentViewUp()[i]; right[i] = CurrentViewRight()[i]; forward[i] = CurrentViewForward()[i]; } } break;
case SPR_VP_PARALLEL_UPRIGHT: { // generate the sprite's axes, with g_vecVUp straight up in worldspace, and
// r_spritedesc.vright parallel to the viewplane.
// This will not work if the view direction is very close to straight up or
// down, because the cross product will be between two nearly parallel
// vectors and starts to approach an undefined state, so we don't draw if
// the two vectors are less than 1 degree apart
dot = CurrentViewForward()[2]; // same as DotProduct (vpn, r_spritedesc.g_vecVUp) because
// r_spritedesc.vup is 0, 0, 1
if ((dot > 0.999848f) || (dot < -0.999848f)) // cos(1 degree) = 0.999848
return; up[0] = 0; up[1] = 0; up[2] = 1; right[0] = CurrentViewForward()[1]; // CrossProduct (r_spritedesc.vup, vpn,
right[1] = -CurrentViewForward()[0]; // r_spritedesc.vright)
right[2] = 0; VectorNormalize (right); forward[0] = -right[1]; forward[1] = right[0]; forward[2] = 0; // CrossProduct (r_spritedesc.vright, r_spritedesc.vup,
// r_spritedesc.vpn)
} break;
case SPR_ORIENTED: { // generate the sprite's axes, according to the sprite's world orientation
AngleVectors( angles, &forward, &right, &up ); } break; case SPR_VP_PARALLEL_ORIENTED: { // generate the sprite's axes, parallel to the viewplane, but rotated in
// that plane around the center according to the sprite entity's roll
// angle. So vpn stays the same, but vright and vup rotate
angle = angles[ROLL] * (M_PI*2.0f/360.0f); SinCos( angle, &sr, &cr ); for (i=0 ; i<3 ; i++) { forward[i] = CurrentViewForward()[i]; right[i] = CurrentViewRight()[i] * cr + CurrentViewUp()[i] * sr; up[i] = CurrentViewRight()[i] * -sr + CurrentViewUp()[i] * cr; } } break;
default: Warning( "GetSpriteAxes: Bad sprite type %d\n", type ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int C_SpriteRenderer::DrawSprite( IClientEntity *entity, const model_t *model, const Vector& origin, const QAngle& angles, float frame, IClientEntity *attachedto, int attachmentindex, int rendermode, int renderfx, int alpha, int r, int g, int b, float scale, float flHDRColorScale ) { VPROF_BUDGET( "C_SpriteRenderer::DrawSprite", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
if ( !r_drawsprites.GetBool() || !model || modelinfo->GetModelType( model ) != mod_sprite ) { return 0; }
// Get extra data
CEngineSprite *psprite = (CEngineSprite *)modelinfo->GetModelExtraData( model ); if ( !psprite ) { return 0; }
Vector effect_origin; VectorCopy( origin, effect_origin );
// Use attachment point
if ( attachedto ) { C_BaseEntity *ent = attachedto->GetBaseEntity(); if ( ent ) { // don't draw viewmodel effects in reflections
if ( CurrentViewID() == VIEW_REFLECTION ) { int group = ent->GetRenderGroup(); if ( group == RENDER_GROUP_VIEW_MODEL_TRANSLUCENT || group == RENDER_GROUP_VIEW_MODEL_OPAQUE ) return 0; } QAngle temp; ent->GetAttachment( attachmentindex, effect_origin, temp ); } }
if ( rendermode != kRenderNormal ) { float blend = render->GetBlend();
// kRenderGlow and kRenderWorldGlow have a special blending function
if (( rendermode == kRenderGlow ) || ( rendermode == kRenderWorldGlow )) { blend *= GlowBlend( psprite, effect_origin, rendermode, renderfx, alpha, &scale );
// Fade out the sprite depending on distance from the view origin.
r *= blend; g *= blend; b *= blend; }
render->SetBlend( blend ); if ( blend <= 0.0f ) { return 0; } } // Get orthonormal basis
Vector forward, right, up; GetSpriteAxes( (SPRITETYPE)psprite->GetOrientation(), origin, angles, forward, right, up );
// Draw
DrawSpriteModel( entity, psprite, effect_origin, scale, frame, rendermode, r, g, b, alpha, forward, right, up, flHDRColorScale );
return 1; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::GetToolRecordingState( KeyValues *msg ) { if ( !ToolsEnabled() ) return;
VPROF_BUDGET( "CSprite::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS );
BaseClass::GetToolRecordingState( msg );
// Use attachment point
if ( m_hAttachedToEntity ) { C_BaseEntity *ent = m_hAttachedToEntity->GetBaseEntity(); if ( ent ) { BaseEntityRecordingState_t *pState = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" );
// override position if we're driven by an attachment
QAngle temp; pState->m_vecRenderOrigin = GetAbsOrigin(); ent->GetAttachment( m_nAttachment, pState->m_vecRenderOrigin, temp );
// override viewmodel if we're driven by an attachment
bool bViewModel = dynamic_cast< C_BaseViewModel* >( ent ) != NULL; msg->SetInt( "viewmodel", bViewModel ); } }
float renderscale = GetRenderScale(); if ( m_bWorldSpaceScale ) { CEngineSprite *psprite = ( CEngineSprite * )modelinfo->GetModelExtraData( GetModel() ); float flMinSize = MIN( psprite->GetWidth(), psprite->GetHeight() ); renderscale /= flMinSize; }
// sprite params
static SpriteRecordingState_t state; state.m_flRenderScale = renderscale; state.m_flFrame = m_flFrame; state.m_flProxyRadius = m_flGlowProxySize; state.m_nRenderMode = GetRenderMode(); state.m_nRenderFX = m_nRenderFX; state.m_Color.SetColor( m_clrRender.GetR(), m_clrRender.GetG(), m_clrRender.GetB(), GetRenderBrightness() );
msg->SetPtr( "sprite", &state ); }
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