Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Responsible for drawing the scene
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "view.h"
#include "iviewrender.h"
#include "view_shared.h"
#include "ivieweffects.h"
#include "iinput.h"
#include "model_types.h"
#include "clientsideeffects.h"
#include "particlemgr.h"
#include "viewrender.h"
#include "iclientmode.h"
#include "voice_status.h"
#include "radio_status.h"
#include "glow_overlay.h"
#include "materialsystem/imesh.h"
#include "materialsystem/itexture.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "detailobjectsystem.h"
#include "tier0/vprof.h"
#include "engine/IEngineTrace.h"
#include "engine/ivmodelinfo.h"
#include "view_scene.h"
#include "particles_ez.h"
#include "engine/IStaticPropMgr.h"
#include "engine/ivdebugoverlay.h"
#include "cs_view_scene.h"
#include "c_cs_player.h"
#include "cs_gamerules.h"
#include "shake.h"
#include "clienteffectprecachesystem.h"
#include <vgui/ISurface.h>
CLIENTEFFECT_REGISTER_BEGIN( PrecacheCSViewScene )
CLIENTEFFECT_MATERIAL( "effects/flashbang" )
CLIENTEFFECT_MATERIAL( "effects/flashbang_white" )
CLIENTEFFECT_MATERIAL( "effects/nightvision" )
CLIENTEFFECT_REGISTER_END()
static CCSViewRender g_ViewRender;
CCSViewRender::CCSViewRender()
{
view = ( IViewRender * )&g_ViewRender;
m_pFlashTexture = NULL;
}
struct ConVarFlags
{
const char *name;
int flags;
};
ConVarFlags s_flaggedConVars[] =
{
{ "r_screenfademinsize", FCVAR_CHEAT },
{ "r_screenfademaxsize", FCVAR_CHEAT },
{ "developer", FCVAR_CHEAT },
};
void CCSViewRender::Init( void )
{
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 );
}
}
CViewRender::Init();
}
//-----------------------------------------------------------------------------
// Purpose: Returns the min/max fade distances
//-----------------------------------------------------------------------------
void CCSViewRender::GetScreenFadeDistances( float *min, float *max )
{
if ( min )
{
*min = 0.0f;
}
if ( max )
{
*max = 0.0f;
}
}
void CCSViewRender::PerformNightVisionEffect( const CViewSetup &view )
{
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( !pPlayer )
return;
if (pPlayer->GetObserverMode() == OBS_MODE_IN_EYE)
{
CBaseEntity *target = pPlayer->GetObserverTarget();
if (target && target->IsPlayer())
{
pPlayer = (C_CSPlayer *)target;
}
}
if ( pPlayer && pPlayer->m_flNightVisionAlpha > 0 )
{
IMaterial *pMaterial = materials->FindMaterial( "effects/nightvision", TEXTURE_GROUP_CLIENT_EFFECTS, true );
if ( pMaterial )
{
int iMaxValue = 255;
byte overlaycolor[4] = { 0, 255, 0, 255 };
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 )
{
UpdateScreenEffectTexture( 0, view.x, view.y, view.width, view.height );
}
else
{
// In DX7, use the values CS:goldsrc uses.
iMaxValue = 225;
overlaycolor[0] = overlaycolor[2] = 50 / 2;
overlaycolor[1] = 225 / 2;
}
if ( pPlayer->m_bNightVisionOn )
{
pPlayer->m_flNightVisionAlpha += 15;
pPlayer->m_flNightVisionAlpha = MIN( pPlayer->m_flNightVisionAlpha, iMaxValue );
}
else
{
pPlayer->m_flNightVisionAlpha -= 40;
pPlayer->m_flNightVisionAlpha = MAX( pPlayer->m_flNightVisionAlpha, 0 );
}
overlaycolor[3] = pPlayer->m_flNightVisionAlpha;
render->ViewDrawFade( overlaycolor, pMaterial );
// Only one pass in DX7.
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 )
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->DrawScreenSpaceQuad( pMaterial );
render->ViewDrawFade( overlaycolor, pMaterial );
pRenderContext->DrawScreenSpaceQuad( pMaterial );
}
}
}
}
//Adrian - Super Nifty Flashbang Effect(tm)
// this does the burn in for the flashbang effect.
void CCSViewRender::PerformFlashbangEffect( const CViewSetup &view )
{
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( pPlayer == NULL )
return;
if ( pPlayer->m_flFlashBangTime < gpGlobals->curtime )
return;
IMaterial *pMaterial = materials->FindMaterial( "effects/flashbang", TEXTURE_GROUP_CLIENT_EFFECTS, true );
if ( !pMaterial )
return;
byte overlaycolor[4] = { 255, 255, 255, 255 };
CMatRenderContextPtr pRenderContext( materials );
if ( pPlayer->m_flFlashAlpha < pPlayer->m_flFlashMaxAlpha )
{
pPlayer->m_flFlashAlpha += 45;
pPlayer->m_flFlashAlpha = MIN( pPlayer->m_flFlashAlpha, pPlayer->m_flFlashMaxAlpha );
overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = pPlayer->m_flFlashAlpha;
m_pFlashTexture = GetFullFrameFrameBufferTexture( 1 );
bool foundVar;
IMaterialVar* m_BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
Rect_t srcRect;
srcRect.x = view.x;
srcRect.y = view.y;
srcRect.width = view.width;
srcRect.height = view.height;
m_BaseTextureVar->SetTextureValue( m_pFlashTexture );
pRenderContext->CopyRenderTargetToTextureEx( m_pFlashTexture, 0, &srcRect, NULL );
pRenderContext->SetFrameBufferCopyTexture( m_pFlashTexture );
render->ViewDrawFade( overlaycolor, pMaterial );
// just do one pass for dxlevel < 80.
if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80)
{
pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height,
0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1,
m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() );
render->ViewDrawFade( overlaycolor, pMaterial );
pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height,
0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1,
m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() );
}
}
else if ( m_pFlashTexture )
{
float flAlpha = pPlayer->m_flFlashMaxAlpha * (pPlayer->m_flFlashBangTime - gpGlobals->curtime) / pPlayer->m_flFlashDuration;
flAlpha = clamp( flAlpha, 0, pPlayer->m_flFlashMaxAlpha );
overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = flAlpha;
render->ViewDrawFade( overlaycolor, pMaterial );
// just do one pass for dxlevel < 80.
if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80)
{
pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height,
0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1,
m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() );
render->ViewDrawFade( overlaycolor, pMaterial );
pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height,
0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1,
m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() );
}
}
// this does the pure white overlay part of the flashbang effect.
pMaterial = materials->FindMaterial( "effects/flashbang_white", TEXTURE_GROUP_CLIENT_EFFECTS, true );
if ( !pMaterial )
return;
float flAlpha = 255;
if ( pPlayer->m_flFlashAlpha < pPlayer->m_flFlashMaxAlpha )
{
flAlpha = pPlayer->m_flFlashAlpha;
}
else
{
float flFlashTimeLeft = pPlayer->m_flFlashBangTime - gpGlobals->curtime;
float flAlphaPercentage = 1.0;
const float certainBlindnessTimeThresh = 3.0; // yes this is a magic number, necessary to match CS/CZ flashbang effectiveness cause the rendering system is completely different.
if (flFlashTimeLeft > certainBlindnessTimeThresh)
{
// if we still have enough time of blindness left, make sure the player can't see anything yet.
flAlphaPercentage = 1.0;
}
else
{
// blindness effects shorter than 'certainBlindnessTimeThresh' will start off at less than 255 alpha.
flAlphaPercentage = flFlashTimeLeft / certainBlindnessTimeThresh;
if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80)
{
// reduce alpha level quicker with dx 8 support and higher to compensate
// for having the burn-in effect.
flAlphaPercentage *= flAlphaPercentage;
}
}
flAlpha = flAlphaPercentage *= pPlayer->m_flFlashMaxAlpha; // scale a [0..1) value to a [0..MaxAlpha] value for the alpha.
// make sure the alpha is in the range of [0..MaxAlpha]
flAlpha = MAX ( flAlpha, 0 );
flAlpha = MIN ( flAlpha, pPlayer->m_flFlashMaxAlpha);
}
overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = flAlpha;
render->ViewDrawFade( overlaycolor, pMaterial );
}
//-----------------------------------------------------------------------------
// Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack
//-----------------------------------------------------------------------------
void CCSViewRender::Render2DEffectsPreHUD( const CViewSetup &view )
{
PerformNightVisionEffect( view ); // this needs to come before the HUD is drawn, or it will wash the HUD out
}
//-----------------------------------------------------------------------------
// Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack
//-----------------------------------------------------------------------------
void CCSViewRender::Render2DEffectsPostHUD( const CViewSetup &view )
{
PerformFlashbangEffect( view );
}
//-----------------------------------------------------------------------------
// Purpose: Renders voice feedback and other sprites attached to players
// Input : none
//-----------------------------------------------------------------------------
void CCSViewRender::RenderPlayerSprites()
{
GetClientVoiceMgr()->SetHeadLabelOffset( 40 );
CViewRender::RenderPlayerSprites();
RadioManager()->DrawHeadLabels();
}