Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: master for refresh, status bar, console, chat, notify, etc
//
//=====================================================================================//
#include "render_pch.h"
#include "client.h"
#include "console.h"
#include "screen.h"
#include "sound.h"
#include "sbar.h"
#include "debugoverlay.h"
#include "ivguicenterprint.h"
#include "cdll_int.h"
#include "gl_matsysiface.h"
#include "cdll_engine_int.h"
#include "demo.h"
#include "cl_main.h"
#include "vgui_baseui_interface.h"
#include "tier0/vcrmode.h"
#include "con_nprint.h"
#include "sys_mainwind.h"
#include "ivideomode.h"
#include "lightcache.h"
#include "toolframework/itoolframework.h"
#include "matchmaking.h"
#include "datacache/idatacache.h"
#include "sys_dll.h"
#if defined( REPLAY_ENABLED )
#include "replay_internal.h"
#endif
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// In other C files.
extern bool V_CheckGamma( void );
extern void V_RenderView( void );
extern void V_RenderVGuiOnly( void );
bool scr_initialized; // ready to draw
bool scr_disabled_for_loading;
bool scr_drawloading;
int scr_nextdrawtick; // A hack to let things settle on reload/reconnect
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void SCR_Init (void)
{
scr_initialized = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void SCR_Shutdown( void )
{
scr_initialized = false;
}
//-----------------------------------------------------------------------------
// Purpose: starts loading
//-----------------------------------------------------------------------------
void SCR_BeginLoadingPlaque( void )
{
if ( !scr_drawloading )
{
// make sure game UI is allowed to show (gets disabled if chat window is up)
EngineVGui()->SetNotAllowedToShowGameUI( false );
// force QMS to serialize during loading
Host_AllowQueuedMaterialSystem( false );
scr_drawloading = true;
S_StopAllSounds( true );
S_OnLoadScreen( true );
g_pFileSystem->AsyncFinishAll();
g_pMDLCache->FinishPendingLoads();
// redraw with no console and the loading plaque
Con_ClearNotify();
SCR_CenterStringOff();
// NULL HudText clears HudMessage system
if ( g_ClientDLL )
{
g_ClientDLL->HudText( NULL );
}
// let the UI know we're starting loading
EngineVGui()->OnLevelLoadingStarted();
// Don't run any more simulation on the client!!!
g_ClientGlobalVariables.frametime = 0.0f;
host_framecount++;
g_ClientGlobalVariables.framecount = host_framecount;
// Ensure the screen is painted to reflect the loading state
SCR_UpdateScreen();
host_framecount++;
g_ClientGlobalVariables.framecount = host_framecount;
SCR_UpdateScreen();
g_ClientGlobalVariables.frametime = cl.GetFrameTime();
scr_disabled_for_loading = true;
}
}
//-----------------------------------------------------------------------------
// Purpose: finished loading
//-----------------------------------------------------------------------------
void SCR_EndLoadingPlaque( void )
{
if ( scr_drawloading )
{
// let the UI know we're finished
EngineVGui()->OnLevelLoadingFinished();
S_OnLoadScreen( false );
}
else if ( gfExtendedError )
{
if ( IsPC() )
{
EngineVGui()->ShowErrorMessage();
}
}
g_pMatchmaking->OnLevelLoadingFinished();
scr_disabled_for_loading = false;
scr_drawloading = false;
}
//-----------------------------------------------------------------------------
// Places TCR required defective media message and halts
//-----------------------------------------------------------------------------
#ifdef _XBOX
void SCR_FatalDiskError()
{
EngineVGui()->OnDiskError();
while ( 1 )
{
// run the minimal frame to update and paint
EngineVGui()->Simulate();
V_RenderVGuiOnly();
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void SCR_CenterPrint (char *str)
{
if ( !centerprint )
return;
centerprint->ColorPrint( 255, 255, 255, 0, str );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void SCR_CenterStringOff( void )
{
if ( !centerprint )
return;
centerprint->Clear();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline void SCR_ShowVCRPlaybackAmount()
{
if ( VCRGetMode() != VCR_Playback || !g_bShowVCRPlaybackDisplay )
return;
con_nprint_t info;
info.index = 20;
info.time_to_live = 0.01;
info.color[0] = info.color[1] = info.color[2] = 1;
info.fixed_width_font = false;
double flCurPercent = VCRGetPercentCompleted();
Con_NXPrintf( &info, "VCR Playback: %.2f percent, frame %d", flCurPercent * 100.0, host_framecount );
info.index++;
Con_NXPrintf( &info, "'+' to speed up, '-' to slow down [current sleep: %d]", g_iVCRPlaybackSleepInterval );
info.index++;
Con_NXPrintf( &info, "'p' to pause, 's' to single step, 'r' to resume" );
info.index++;
Con_NXPrintf( &info, "'d' to toggle this display" );
info.index++;
Con_NXPrintf( &info, "'q' to quit" );
}
//-----------------------------------------------------------------------------
// Purpose: This is called every frame, and can also be called explicitly to flush
// text to the screen.
//-----------------------------------------------------------------------------
void SCR_UpdateScreen( void )
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
R_StudioCheckReinitLightingCache();
// Always force the Gamma Table to be rebuilt. Otherwise,
// we'll load textures with an all white gamma lookup table.
V_CheckGamma();
// This is a HACK to let things settle for a bit on level start
// NOTE: If you remove scr_nextdrawtick, remove it from enginetool.cpp too
if ( scr_nextdrawtick != 0 )
{
if ( host_tickcount < scr_nextdrawtick )
return;
scr_nextdrawtick = 0;
}
if ( scr_disabled_for_loading )
{
if ( !Host_IsSinglePlayerGame() )
{
V_RenderVGuiOnly();
}
return;
}
if ( !scr_initialized || !con_initialized )
{
// not initialized yet
return;
}
SCR_ShowVCRPlaybackAmount();
// Let demo system overwrite view origin/angles during playback
if ( demoplayer->IsPlayingBack() )
{
demoplayer->InterpolateViewpoint();
}
materials->BeginFrame( host_frametime );
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "EngineVGui_Simulate" );
EngineVGui()->Simulate();
}
ClientDLL_FrameStageNotify( FRAME_RENDER_START );
// Simulation meant to occur before any views are rendered
// This needs to happen before the client DLL is called because the client DLL depends on
// some of the setup in FRAME_RENDER_START.
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "FrameBegin" );
g_EngineRenderer->FrameBegin();
toolframework->RenderFrameBegin();
}
cl.UpdateAreaBits_BackwardsCompatible();
Shader_BeginRendering();
// Draw world, etc.
V_RenderView();
CL_TakeSnapshotAndSwap();
#if defined( REPLAY_ENABLED )
if ( g_pReplay )
{
g_pReplay->CL_Render();
}
#endif
ClientDLL_FrameStageNotify( FRAME_RENDER_END );
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "FrameEnd" );
toolframework->RenderFrameEnd();
g_EngineRenderer->FrameEnd();
}
// moved dynamic model update here because this takes the materials lock
// and materials->EndFrame() is where we will synchronize anyway.
// Moved here to leave as much of the frame as possible to overlap threads in the case
// where we actually have models to load here
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "modelloader->UpdateDynamicModels" );
VPROF( "UpdateDynamicModels" );
CMDLCacheCriticalSection critsec( g_pMDLCache );
modelloader->UpdateDynamicModels();
}
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "materials_EndFrame" );
materials->EndFrame();
}
}