Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Responsible for drawing the scene
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "iviewrender.h"
#include "view_shared.h"
#include "tf_viewrender.h"
#include "viewpostprocess.h"
#include <game/client/iviewport.h>
#include "clienteffectprecachesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecachePostProcessingGlowEffects ) CLIENTEFFECT_MATERIAL( "dev/glow_blur_x" ) CLIENTEFFECT_MATERIAL( "dev/glow_blur_y" ) CLIENTEFFECT_MATERIAL( "dev/glow_color" ) CLIENTEFFECT_MATERIAL( "dev/glow_downsample" ) CLIENTEFFECT_MATERIAL( "dev/halo_add_to_screen" ) CLIENTEFFECT_REGISTER_END()
static CTFViewRender g_ViewRender;
CTFViewRender::CTFViewRender() { view = ( IViewRender * )this; }
struct ConVarFlags { const char *name; int flags; const char *optional_default; };
ConVarFlags s_flaggedConVars[] = { { "r_screenfademinsize", FCVAR_CHEAT, "0" }, { "r_screenfademaxsize", FCVAR_CHEAT, "0" }, { "mat_dxlevel", FCVAR_SPONLY, NULL }, };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFViewRender::Init() { for ( int i=0; i<ARRAYSIZE( s_flaggedConVars ); ++i ) { ConVar *flaggedConVar = cvar->FindVar( s_flaggedConVars[i].name ); if ( flaggedConVar ) { flaggedConVar->AddFlags( s_flaggedConVars[i].flags );
if ( s_flaggedConVars[i].optional_default ) { flaggedConVar->SetDefault( s_flaggedConVars[i].optional_default ); flaggedConVar->Revert(); } } }
BaseClass::Init(); }
//-----------------------------------------------------------------------------
// Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack
//-----------------------------------------------------------------------------
void CTFViewRender::Render2DEffectsPostHUD( const CViewSetup &viewTF ) { BaseClass::Render2DEffectsPostHUD( viewTF );
#if defined( _X360 )
// if we're in the intro menus
if ( gViewPortInterface->GetActivePanel() != NULL ) { DoEnginePostProcessing( viewTF.x, viewTF.y, viewTF.width, viewTF.height, false, true ); } #endif //_X360
}
|