Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The main manager of the rendering
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#include "rendermanager.h"
#include "legion.h"
#include "uimanager.h"
#include "worldmanager.h"
#include "materialsystem/imaterialsystem.h"
#include "tier2/tier2.h"
//-----------------------------------------------------------------------------
// Camera property
//-----------------------------------------------------------------------------
DEFINE_FIXEDSIZE_ALLOCATOR( CCameraProperty, 1, CMemoryPool::GROW_SLOW );
CCameraProperty::CCameraProperty()
{
m_Origin.Init();
m_Angles.Init();
m_Velocity.Init();
m_AngVelocity.Init();
}
void CCameraProperty::GetForward( Vector *pForward )
{
AngleVectors( m_Angles, pForward );
}
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
static CRenderManager s_RenderManager;
extern CRenderManager *g_pRenderManager = &s_RenderManager;
//-----------------------------------------------------------------------------
// Game initialization
//-----------------------------------------------------------------------------
bool CRenderManager::Init()
{
m_bRenderWorldFullscreen = true;
return true;
}
void CRenderManager::Shutdown()
{
}
//-----------------------------------------------------------------------------
// Level initialization
//-----------------------------------------------------------------------------
LevelRetVal_t CRenderManager::LevelInit( bool bFirstCall )
{
return FINISHED;
}
LevelRetVal_t CRenderManager::LevelShutdown( bool bFirstCall )
{
return FINISHED;
}
//-----------------------------------------------------------------------------
// Property allocation
//-----------------------------------------------------------------------------
CCameraProperty *CRenderManager::CreateCameraProperty()
{
return new CCameraProperty;
}
void CRenderManager::DestroyCameraProperty( CCameraProperty *pProperty )
{
delete pProperty;
}
//-----------------------------------------------------------------------------
// Sets the rectangle to draw into
//-----------------------------------------------------------------------------
void CRenderManager::RenderWorldFullscreen()
{
m_bRenderWorldFullscreen = true;
}
void CRenderManager::RenderWorldInRect( int x, int y, int nWidth, int nHeight )
{
m_bRenderWorldFullscreen = false;
m_nRenderX = x;
m_nRenderY = y;
m_nRenderWidth = nWidth;
m_nRenderHeight = nHeight;
}
//-----------------------------------------------------------------------------
// Done completely client-side, want total smoothness, so simulate at render interval
//-----------------------------------------------------------------------------
void CRenderManager::UpdateLocalPlayerCamera()
{
float dt = IGameManager::DeltaTime();
CCameraProperty *pCamera = g_pWorldManager->GetLocalPlayer()->m_pCameraProperty;
VectorMA( pCamera->m_Origin, dt, pCamera->m_Velocity, pCamera->m_Origin );
VectorMA( pCamera->m_Angles, dt, pCamera->m_AngVelocity, pCamera->m_Angles );
}
//-----------------------------------------------------------------------------
// Per-frame update
//-----------------------------------------------------------------------------
void CRenderManager::Update( )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
if ( GetLevelState() == NOT_IN_LEVEL )
{
g_pMaterialSystem->BeginFrame( 0 );
pRenderContext->ClearColor4ub( 76, 88, 68, 255 );
pRenderContext->ClearBuffers( true, true );
g_pUIManager->DrawUI();
g_pMaterialSystem->EndFrame();
g_pMaterialSystem->SwapBuffers();
return;
}
UpdateLocalPlayerCamera();
g_pMaterialSystem->BeginFrame( 0 );
pRenderContext->ClearColor4ub( 0, 0, 0, 255 );
pRenderContext->ClearBuffers( true, true );
RenderWorld();
g_pUIManager->DrawUI();
g_pMaterialSystem->EndFrame();
g_pMaterialSystem->SwapBuffers();
}
//-----------------------------------------------------------------------------
// Sets up the camera
//-----------------------------------------------------------------------------
void CRenderManager::SetupCameraRenderState( )
{
CCameraProperty *pCamera = g_pWorldManager->GetLocalPlayer()->m_pCameraProperty;
matrix3x4_t cameraToWorld;
AngleMatrix( pCamera->m_Angles, pCamera->m_Origin, cameraToWorld );
matrix3x4_t matRotate;
matrix3x4_t matRotateZ;
MatrixBuildRotationAboutAxis( Vector(0,0,1), -90, matRotateZ );
MatrixMultiply( cameraToWorld, matRotateZ, matRotate );
matrix3x4_t matRotateX;
MatrixBuildRotationAboutAxis( Vector(1,0,0), 90, matRotateX );
MatrixMultiply( matRotate, matRotateX, matRotate );
matrix3x4_t view;
MatrixInvert( matRotate, view );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->LoadMatrix( view );
}
//-----------------------------------------------------------------------------
// Set up a projection matrix for a 90 degree fov
//-----------------------------------------------------------------------------
// FIXME: Better control over Z range
#define ZNEAR 0.1f
#define ZFAR 10000.0f
void CRenderManager::SetupProjectionMatrix( int nWidth, int nHeight, float flFOV )
{
VMatrix proj;
float flZNear = ZNEAR;
float flZFar = ZFAR;
float flApsectRatio = (nHeight != 0.0f) ? (float)nWidth / (float)nHeight : 100.0f;
float halfWidth = tan( flFOV * M_PI / 360.0 );
float halfHeight = halfWidth / flApsectRatio;
memset( proj.Base(), 0, sizeof( proj ) );
proj[0][0] = 1.0f / halfWidth;
proj[1][1] = 1.0f / halfHeight;
proj[2][2] = flZFar / ( flZNear - flZFar );
proj[3][2] = -1.0f;
proj[2][3] = flZNear * flZFar / ( flZNear - flZFar );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->LoadMatrix( proj );
}
//-----------------------------------------------------------------------------
// Set up a orthographic projection matrix
//-----------------------------------------------------------------------------
void CRenderManager::SetupOrthoMatrix( int nWidth, int nHeight )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->LoadIdentity();
pRenderContext->Ortho( 0, 0, nWidth, nHeight, -1.0f, 1.0f );
}
//-----------------------------------------------------------------------------
// Renders the world
//-----------------------------------------------------------------------------
void CRenderManager::RenderWorld()
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PushMatrix();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PushMatrix();
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
if ( m_bRenderWorldFullscreen )
{
m_nRenderX = m_nRenderY = 0;
pRenderContext->GetRenderTargetDimensions( m_nRenderWidth, m_nRenderHeight );
}
pRenderContext->DepthRange( 0, 1 );
pRenderContext->Viewport( m_nRenderX, m_nRenderY, m_nRenderWidth, m_nRenderHeight );
SetupProjectionMatrix( m_nRenderWidth, m_nRenderHeight, 90 );
SetupCameraRenderState();
g_pWorldManager->DrawWorld();
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
}