source-engine/game/client/view.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "view.h"
#include "iviewrender.h"
#include "iviewrender_beams.h"
#include "view_shared.h"
#include "ivieweffects.h"
#include "iinput.h"
#include "iclientmode.h"
#include "prediction.h"
#include "viewrender.h"
#include "c_te_legacytempents.h"
#include "cl_mat_stub.h"
#include "tier0/vprof.h"
#include "iclientvehicle.h"
#include "engine/IEngineTrace.h"
#include "mathlib/vmatrix.h"
#include "rendertexture.h"
#include "c_world.h"
#include <KeyValues.h>
#include "igameevents.h"
#include "smoke_fog_overlay.h"
#include "bitmap/tgawriter.h"
#include "hltvcamera.h"
#if defined( REPLAY_ENABLED )
#include "replay/replaycamera.h"
#include "replay/replay_screenshot.h"
#endif
#include "input.h"
#include "filesystem.h"
#include "materialsystem/itexture.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/materialsystem_config.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "toolframework_client.h"
#include "tier0/icommandline.h"
#include "ienginevgui.h"
#include <vgui_controls/Controls.h>
#include <vgui/ISurface.h>
#include "ScreenSpaceEffects.h"
#include "sourcevr/isourcevirtualreality.h"
#include "client_virtualreality.h"
#if defined( REPLAY_ENABLED )
#include "replay/ireplaysystem.h"
#include "replay/ienginereplay.h"
#endif
#if defined( HL2_CLIENT_DLL ) || defined( CSTRIKE_DLL )
#define USE_MONITORS
#endif
#ifdef PORTAL
#include "c_prop_portal.h" //portal surface rendering functions
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void ToolFramework_AdjustEngineViewport( int& x, int& y, int& width, int& height );
bool ToolFramework_SetupEngineView( Vector &origin, QAngle &angles, float &fov );
bool ToolFramework_SetupEngineMicrophone( Vector &origin, QAngle &angles );
extern ConVar default_fov;
extern bool g_bRenderingScreenshot;
#if !defined( _X360 )
#define SAVEGAME_SCREENSHOT_WIDTH 180
#define SAVEGAME_SCREENSHOT_HEIGHT 100
#else
#define SAVEGAME_SCREENSHOT_WIDTH 128
#define SAVEGAME_SCREENSHOT_HEIGHT 128
#endif
#ifndef _XBOX
extern ConVar sensitivity;
#endif
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ConVar zoom_sensitivity_ratio( "zoom_sensitivity_ratio", "1.0", 0, "Additional mouse sensitivity scale factor applied when FOV is zoomed in." );
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CViewRender g_DefaultViewRender;
IViewRender *view = NULL; // set in cldll_client_init.cpp if no mod creates their own
#if _DEBUG
bool g_bRenderingCameraView = false;
#endif
// These are the vectors for the "main" view - the one the player is looking down.
// For stereo views, they are the vectors for the middle eye.
static Vector g_vecRenderOrigin(0,0,0);
static QAngle g_vecRenderAngles(0,0,0);
static Vector g_vecPrevRenderOrigin(0,0,0); // Last frame's render origin
static QAngle g_vecPrevRenderAngles(0,0,0); // Last frame's render angles
static Vector g_vecVForward(0,0,0), g_vecVRight(0,0,0), g_vecVUp(0,0,0);
static VMatrix g_matCamInverse;
extern ConVar cl_forwardspeed;
static ConVar v_centermove( "v_centermove", "0.15");
static ConVar v_centerspeed( "v_centerspeed","500" );
#ifdef TF_CLIENT_DLL
// 54 degrees approximates a 35mm camera - we determined that this makes the viewmodels
// and motions look the most natural.
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ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_ARCHIVE );
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#else
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ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_CHEAT );
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#endif
ConVar mat_viewportscale( "mat_viewportscale", "1.0", FCVAR_ARCHIVE, "Scale down the main viewport (to reduce GPU impact on CPU profiling)", true, (1.0f / 640.0f), true, 1.0f );
ConVar mat_viewportupscale( "mat_viewportupscale", "1", FCVAR_ARCHIVE, "Scale the viewport back up" );
ConVar cl_leveloverview( "cl_leveloverview", "0", FCVAR_CHEAT );
static ConVar r_mapextents( "r_mapextents", "16384", FCVAR_CHEAT,
"Set the max dimension for the map. This determines the far clipping plane" );
// UNDONE: Delete this or move to the material system?
ConVar gl_clear( "gl_clear", "0");
ConVar gl_clear_randomcolor( "gl_clear_randomcolor", "0", FCVAR_CHEAT, "Clear the back buffer to random colors every frame. Helps spot open seams in geometry." );
static ConVar r_farz( "r_farz", "-1", FCVAR_CHEAT, "Override the far clipping plane. -1 means to use the value in env_fog_controller." );
static ConVar cl_demoviewoverride( "cl_demoviewoverride", "0", 0, "Override view during demo playback" );
void SoftwareCursorChangedCB( IConVar *pVar, const char *pOldValue, float fOldValue )
{
ConVar *pConVar = (ConVar *)pVar;
vgui::surface()->SetSoftwareCursor( pConVar->GetBool() || UseVR() );
}
static ConVar cl_software_cursor ( "cl_software_cursor", "0", FCVAR_ARCHIVE, "Switches the game to use a larger software cursor instead of the normal OS cursor", SoftwareCursorChangedCB );
static Vector s_DemoView;
static QAngle s_DemoAngle;
static void CalcDemoViewOverride( Vector &origin, QAngle &angles )
{
engine->SetViewAngles( s_DemoAngle );
input->ExtraMouseSample( gpGlobals->absoluteframetime, true );
engine->GetViewAngles( s_DemoAngle );
Vector forward, right, up;
AngleVectors( s_DemoAngle, &forward, &right, &up );
float speed = gpGlobals->absoluteframetime * cl_demoviewoverride.GetFloat() * 320;
s_DemoView += speed * input->KeyState (&in_forward) * forward ;
s_DemoView -= speed * input->KeyState (&in_back) * forward ;
s_DemoView += speed * input->KeyState (&in_moveright) * right ;
s_DemoView -= speed * input->KeyState (&in_moveleft) * right ;
origin = s_DemoView;
angles = s_DemoAngle;
}
// Selects the relevant member variable to update. You could do it manually, but...
// We always set up the MONO eye, even when doing stereo, and it's set up to be mid-way between the left and right,
// so if you don't really care about L/R (e.g. culling, sound, etc), just use MONO.
CViewSetup &CViewRender::GetView(StereoEye_t eEye)
{
if ( eEye == STEREO_EYE_MONO )
{
return m_View;
}
else if ( eEye == STEREO_EYE_RIGHT )
{
return m_ViewRight;
}
else
{
Assert ( eEye == STEREO_EYE_LEFT );
return m_ViewLeft;
}
}
const CViewSetup &CViewRender::GetView(StereoEye_t eEye) const
{
return (const_cast<CViewRender*>(this))->GetView ( eEye );
}
//-----------------------------------------------------------------------------
// Accessors to return the main view (where the player's looking)
//-----------------------------------------------------------------------------
const Vector &MainViewOrigin()
{
return g_vecRenderOrigin;
}
const QAngle &MainViewAngles()
{
return g_vecRenderAngles;
}
const Vector &MainViewForward()
{
return g_vecVForward;
}
const Vector &MainViewRight()
{
return g_vecVRight;
}
const Vector &MainViewUp()
{
return g_vecVUp;
}
const VMatrix &MainWorldToViewMatrix()
{
return g_matCamInverse;
}
const Vector &PrevMainViewOrigin()
{
return g_vecPrevRenderOrigin;
}
const QAngle &PrevMainViewAngles()
{
return g_vecPrevRenderAngles;
}
//-----------------------------------------------------------------------------
// Compute the world->camera transform
//-----------------------------------------------------------------------------
void ComputeCameraVariables( const Vector &vecOrigin, const QAngle &vecAngles,
Vector *pVecForward, Vector *pVecRight, Vector *pVecUp, VMatrix *pMatCamInverse )
{
// Compute view bases
AngleVectors( vecAngles, pVecForward, pVecRight, pVecUp );
for (int i = 0; i < 3; ++i)
{
(*pMatCamInverse)[0][i] = (*pVecRight)[i];
(*pMatCamInverse)[1][i] = (*pVecUp)[i];
(*pMatCamInverse)[2][i] = -(*pVecForward)[i];
(*pMatCamInverse)[3][i] = 0.0F;
}
(*pMatCamInverse)[0][3] = -DotProduct( *pVecRight, vecOrigin );
(*pMatCamInverse)[1][3] = -DotProduct( *pVecUp, vecOrigin );
(*pMatCamInverse)[2][3] = DotProduct( *pVecForward, vecOrigin );
(*pMatCamInverse)[3][3] = 1.0F;
}
bool R_CullSphere(
VPlane const *pPlanes,
int nPlanes,
Vector const *pCenter,
float radius)
{
for(int i=0; i < nPlanes; i++)
if(pPlanes[i].DistTo(*pCenter) < -radius)
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static void StartPitchDrift( void )
{
view->StartPitchDrift();
}
static ConCommand centerview( "centerview", StartPitchDrift );
extern ConVar default_fov;
//-----------------------------------------------------------------------------
// Purpose: Initializes all view systems
//-----------------------------------------------------------------------------
void CViewRender::Init( void )
{
memset( &m_PitchDrift, 0, sizeof( m_PitchDrift ) );
m_bDrawOverlay = false;
m_pDrawEntities = cvar->FindVar( "r_drawentities" );
m_pDrawBrushModels = cvar->FindVar( "r_drawbrushmodels" );
beams->InitBeams();
tempents->Init();
m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER );
m_ModulateSingleColor.Init( "engine/modulatesinglecolor", TEXTURE_GROUP_OTHER );
extern CMaterialReference g_material_WriteZ;
g_material_WriteZ.Init( "engine/writez", TEXTURE_GROUP_OTHER );
// FIXME:
QAngle angles;
engine->GetViewAngles( angles );
AngleVectors( angles, &m_vecLastFacing );
#if defined( REPLAY_ENABLED )
m_pReplayScreenshotTaker = NULL;
#endif
#if defined( CSTRIKE_DLL )
m_flLastFOV = default_fov.GetFloat();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Called once per level change
//-----------------------------------------------------------------------------
void CViewRender::LevelInit( void )
{
beams->ClearBeams();
tempents->Clear();
m_BuildWorldListsNumber = 0;
m_BuildRenderableListsNumber = 0;
for( int i=0; i < STEREO_EYE_MAX; i++ )
{
m_rbTakeFreezeFrame[ i ] = false;
}
m_flFreezeFrameUntil = 0;
// Clear our overlay materials
m_ScreenOverlayMaterial.Init( NULL );
// Init all IScreenSpaceEffects
g_pScreenSpaceEffects->InitScreenSpaceEffects( );
}
//-----------------------------------------------------------------------------
// Purpose: Called once per level change
//-----------------------------------------------------------------------------
void CViewRender::LevelShutdown( void )
{
g_pScreenSpaceEffects->ShutdownScreenSpaceEffects( );
}
//-----------------------------------------------------------------------------
// Purpose: Called at shutdown
//-----------------------------------------------------------------------------
void CViewRender::Shutdown( void )
{
m_TranslucentSingleColor.Shutdown( );
m_ModulateSingleColor.Shutdown( );
m_ScreenOverlayMaterial.Shutdown();
m_UnderWaterOverlayMaterial.Shutdown();
beams->ShutdownBeams();
tempents->Shutdown();
}
//-----------------------------------------------------------------------------
// Returns the worldlists build number
//-----------------------------------------------------------------------------
int CViewRender::BuildWorldListsNumber( void ) const
{
return m_BuildWorldListsNumber;
}
//-----------------------------------------------------------------------------
// Purpose: Start moving pitch toward ideal
//-----------------------------------------------------------------------------
void CViewRender::StartPitchDrift (void)
{
if ( m_PitchDrift.laststop == gpGlobals->curtime )
{
// Something else is blocking the drift.
return;
}
if ( m_PitchDrift.nodrift || !m_PitchDrift.pitchvel )
{
m_PitchDrift.pitchvel = v_centerspeed.GetFloat();
m_PitchDrift.nodrift = false;
m_PitchDrift.driftmove = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CViewRender::StopPitchDrift (void)
{
m_PitchDrift.laststop = gpGlobals->curtime;
m_PitchDrift.nodrift = true;
m_PitchDrift.pitchvel = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Moves the client pitch angle towards cl.idealpitch sent by the server.
// If the user is adjusting pitch manually, either with lookup/lookdown,
// mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
//-----------------------------------------------------------------------------
void CViewRender::DriftPitch (void)
{
float delta, move;
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return;
#if defined( REPLAY_ENABLED )
if ( engine->IsHLTV() || g_pEngineClientReplay->IsPlayingReplayDemo() || ( player->GetGroundEntity() == NULL ) || engine->IsPlayingDemo() )
#else
if ( engine->IsHLTV() || ( player->GetGroundEntity() == NULL ) || engine->IsPlayingDemo() )
#endif
{
m_PitchDrift.driftmove = 0;
m_PitchDrift.pitchvel = 0;
return;
}
// Don't count small mouse motion
if ( m_PitchDrift.nodrift )
{
if ( fabs( input->GetLastForwardMove() ) < cl_forwardspeed.GetFloat() )
{
m_PitchDrift.driftmove = 0;
}
else
{
m_PitchDrift.driftmove += gpGlobals->frametime;
}
if ( m_PitchDrift.driftmove > v_centermove.GetFloat() )
{
StartPitchDrift ();
}
return;
}
// How far off are we
delta = prediction->GetIdealPitch() - player->GetAbsAngles()[ PITCH ];
if ( !delta )
{
m_PitchDrift.pitchvel = 0;
return;
}
// Determine movement amount
move = gpGlobals->frametime * m_PitchDrift.pitchvel;
// Accelerate
m_PitchDrift.pitchvel += gpGlobals->frametime * v_centerspeed.GetFloat();
// Move predicted pitch appropriately
if (delta > 0)
{
if ( move > delta )
{
m_PitchDrift.pitchvel = 0;
move = delta;
}
player->SetLocalAngles( player->GetLocalAngles() + QAngle( move, 0, 0 ) );
}
else if ( delta < 0 )
{
if ( move > -delta )
{
m_PitchDrift.pitchvel = 0;
move = -delta;
}
player->SetLocalAngles( player->GetLocalAngles() - QAngle( move, 0, 0 ) );
}
}
StereoEye_t CViewRender::GetFirstEye() const
{
if( UseVR() )
return STEREO_EYE_LEFT;
else
return STEREO_EYE_MONO;
}
StereoEye_t CViewRender::GetLastEye() const
{
if( UseVR() )
return STEREO_EYE_RIGHT;
else
return STEREO_EYE_MONO;
}
// This is called by cdll_client_int to setup view model origins. This has to be done before
// simulation so entities can access attachment points on view models during simulation.
void CViewRender::OnRenderStart()
{
VPROF_("CViewRender::OnRenderStart", 2, VPROF_BUDGETGROUP_OTHER_UNACCOUNTED, false, 0);
SetUpViews();
// Adjust mouse sensitivity based upon the current FOV
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( player )
{
default_fov.SetValue( player->m_iDefaultFOV );
//Update our FOV, including any zooms going on
int iDefaultFOV = default_fov.GetInt();
int localFOV = player->GetFOV();
int min_fov = player->GetMinFOV();
// Don't let it go too low
localFOV = MAX( min_fov, localFOV );
gHUD.m_flFOVSensitivityAdjust = 1.0f;
#ifndef _XBOX
if ( gHUD.m_flMouseSensitivityFactor )
{
gHUD.m_flMouseSensitivity = sensitivity.GetFloat() * gHUD.m_flMouseSensitivityFactor;
}
else
#endif
{
// No override, don't use huge sensitivity
if ( localFOV == iDefaultFOV )
{
#ifndef _XBOX
// reset to saved sensitivity
gHUD.m_flMouseSensitivity = 0;
#endif
}
else
{
// Set a new sensitivity that is proportional to the change from the FOV default and scaled
// by a separate compensating factor
if ( iDefaultFOV == 0 )
{
Assert(0); // would divide by zero, something is broken with iDefatulFOV
iDefaultFOV = 1;
}
gHUD.m_flFOVSensitivityAdjust =
((float)localFOV / (float)iDefaultFOV) * // linear fov downscale
zoom_sensitivity_ratio.GetFloat(); // sensitivity scale factor
#ifndef _XBOX
gHUD.m_flMouseSensitivity = gHUD.m_flFOVSensitivityAdjust * sensitivity.GetFloat(); // regular sensitivity
#endif
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const CViewSetup
//-----------------------------------------------------------------------------
const CViewSetup *CViewRender::GetViewSetup( void ) const
{
return &m_CurrentView;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const CViewSetup
//-----------------------------------------------------------------------------
const CViewSetup *CViewRender::GetPlayerViewSetup( void ) const
{
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const CViewSetup &view = GetView ( STEREO_EYE_MONO );
return &view;
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}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CViewRender::DisableVis( void )
{
m_bForceNoVis = true;
}
#ifdef DBGFLAG_ASSERT
static Vector s_DbgSetupOrigin;
static QAngle s_DbgSetupAngles;
#endif
//-----------------------------------------------------------------------------
// Gets znear + zfar
//-----------------------------------------------------------------------------
float CViewRender::GetZNear()
{
return VIEW_NEARZ;
}
float CViewRender::GetZFar()
{
// Initialize view structure with default values
float farZ;
if ( r_farz.GetFloat() < 1 )
{
// Use the far Z from the map's parameters.
farZ = r_mapextents.GetFloat() * 1.73205080757f;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if( pPlayer && pPlayer->GetFogParams() )
{
if ( pPlayer->GetFogParams()->farz > 0 )
{
farZ = pPlayer->GetFogParams()->farz;
}
}
}
else
{
farZ = r_farz.GetFloat();
}
return farZ;
}
//-----------------------------------------------------------------------------
// Sets up the view parameters
//-----------------------------------------------------------------------------
void CViewRender::SetUpViews()
{
VPROF("CViewRender::SetUpViews");
// Initialize view structure with default values
float farZ = GetZFar();
// Set up the mono/middle view.
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CViewSetup &view = m_View;
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view.zFar = farZ;
view.zFarViewmodel = farZ;
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// UNDONE: Make this farther out?
// closest point of approach seems to be view center to top of crouched box
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view.zNear = GetZNear();
view.zNearViewmodel = 1;
view.fov = default_fov.GetFloat();
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view.m_bOrtho = false;
view.m_bViewToProjectionOverride = false;
view.m_eStereoEye = STEREO_EYE_MONO;
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// Enable spatial partition access to edicts
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partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
// You in-view weapon aim.
bool bCalcViewModelView = false;
Vector ViewModelOrigin;
QAngle ViewModelAngles;
if ( engine->IsHLTV() )
{
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HLTVCamera()->CalcView( view.origin, view.angles, view.fov );
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}
#if defined( REPLAY_ENABLED )
else if ( g_pEngineClientReplay->IsPlayingReplayDemo() )
{
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ReplayCamera()->CalcView( view.origin, view.angles, view.fov );
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}
#endif
else
{
// FIXME: Are there multiple views? If so, then what?
// FIXME: What happens when there's no player?
if (pPlayer)
{
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pPlayer->CalcView( view.origin, view.angles, view.zNear, view.zFar, view.fov );
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// If we are looking through another entities eyes, then override the angles/origin for view
int viewentity = render->GetViewEntity();
if ( !g_nKillCamMode && (pPlayer->entindex() != viewentity) )
{
C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity );
if ( ve )
{
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VectorCopy( ve->GetAbsOrigin(), view.origin );
VectorCopy( ve->GetAbsAngles(), view.angles );
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}
}
// There is a viewmodel.
bCalcViewModelView = true;
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ViewModelOrigin = view.origin;
ViewModelAngles = view.angles;
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}
else
{
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view.origin.Init();
view.angles.Init();
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}
// Even if the engine is paused need to override the view
// for keeping the camera control during pause.
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g_pClientMode->OverrideView( &view );
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}
// give the toolsystem a chance to override the view
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ToolFramework_SetupEngineView( view.origin, view.angles, view.fov );
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if ( engine->IsPlayingDemo() )
{
if ( cl_demoviewoverride.GetFloat() > 0.0f )
{
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
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CalcDemoViewOverride( view.origin, view.angles );
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}
else
{
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s_DemoView = view.origin;
s_DemoAngle = view.angles;
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}
}
//Find the offset our current FOV is from the default value
float fDefaultFov = default_fov.GetFloat();
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float flFOVOffset = fDefaultFov - view.fov;
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//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
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view.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset;
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if ( UseVR() )
{
// Let the headtracking read the status of the HMD, etc.
// This call can go almost anywhere, but it needs to know the player FOV for sniper weapon zoom, etc
if ( flFOVOffset == 0.0f )
{
g_ClientVirtualReality.ProcessCurrentTrackingState ( 0.0f );
}
else
{
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g_ClientVirtualReality.ProcessCurrentTrackingState ( view.fov );
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}
HeadtrackMovementMode_t hmmOverrideMode = g_pClientMode->ShouldOverrideHeadtrackControl();
g_ClientVirtualReality.OverrideView( &m_View, &ViewModelOrigin, &ViewModelAngles, hmmOverrideMode );
// left and right stereo views should default to being the same as the mono/middle view
m_ViewLeft = m_View;
m_ViewRight = m_View;
m_ViewLeft.m_eStereoEye = STEREO_EYE_LEFT;
m_ViewRight.m_eStereoEye = STEREO_EYE_RIGHT;
g_ClientVirtualReality.OverrideStereoView( &m_View, &m_ViewLeft, &m_ViewRight );
}
else
{
// left and right stereo views should default to being the same as the mono/middle view
m_ViewLeft = m_View;
m_ViewRight = m_View;
m_ViewLeft.m_eStereoEye = STEREO_EYE_LEFT;
m_ViewRight.m_eStereoEye = STEREO_EYE_RIGHT;
}
if ( bCalcViewModelView )
{
Assert ( pPlayer != NULL );
pPlayer->CalcViewModelView ( ViewModelOrigin, ViewModelAngles );
}
// Disable spatial partition access
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partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
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// Enable access to all model bones
C_BaseAnimating::PopBoneAccess( "OnRenderStart->CViewRender::SetUpView" ); // pops the (true, false) bone access set in OnRenderStart
C_BaseAnimating::PushAllowBoneAccess( true, true, "CViewRender::SetUpView->OnRenderEnd" ); // pop is in OnRenderEnd()
// Compute the world->main camera transform
// This is only done for the main "middle-eye" view, not for the various other views.
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ComputeCameraVariables( view.origin, view.angles,
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&g_vecVForward, &g_vecVRight, &g_vecVUp, &g_matCamInverse );
// set up the hearing origin...
AudioState_t audioState;
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audioState.m_Origin = view.origin;
audioState.m_Angles = view.angles;
audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( view.origin );
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ToolFramework_SetupAudioState( audioState );
// TomF: I wonder when the audio tools modify this, if ever...
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Assert ( view.origin == audioState.m_Origin );
Assert ( view.angles == audioState.m_Angles );
view.origin = audioState.m_Origin;
view.angles = audioState.m_Angles;
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engine->SetAudioState( audioState );
g_vecPrevRenderOrigin = g_vecRenderOrigin;
g_vecPrevRenderAngles = g_vecRenderAngles;
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g_vecRenderOrigin = view.origin;
g_vecRenderAngles = view.angles;
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#ifdef DBGFLAG_ASSERT
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s_DbgSetupOrigin = view.origin;
s_DbgSetupAngles = view.angles;
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#endif
}
void CViewRender::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/,
bool bWriteVTF/*=false*/ )
{
#ifndef _X360
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PushMatrix();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PushMatrix();
g_bRenderingScreenshot = true;
// Push back buffer on the stack with small viewport
pRenderContext->PushRenderTargetAndViewport( NULL, 0, 0, width, height );
// render out to the backbuffer
CViewSetup viewSetup = GetView ( STEREO_EYE_MONO );
viewSetup.x = 0;
viewSetup.y = 0;
viewSetup.width = width;
viewSetup.height = height;
viewSetup.fov = ScaleFOVByWidthRatio( viewSetup.fov, ( (float)width / (float)height ) / ( 4.0f / 3.0f ) );
viewSetup.m_bRenderToSubrectOfLargerScreen = true;
// draw out the scene
// Don't draw the HUD or the viewmodel
RenderView( viewSetup, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, 0 );
// get the data from the backbuffer and save to disk
// bitmap bits
unsigned char *pImage = ( unsigned char * )malloc( width * height * 3 );
// Get Bits from the material system
pRenderContext->ReadPixels( 0, 0, width, height, pImage, IMAGE_FORMAT_RGB888 );
// Some stuff to be setup dependent on padded vs. not padded
int nSrcWidth, nSrcHeight;
unsigned char *pSrcImage;
// Create a padded version if necessary
unsigned char *pPaddedImage = NULL;
if ( bCreatePowerOf2Padded )
{
// Setup dimensions as needed
int nPaddedWidth = SmallestPowerOfTwoGreaterOrEqual( width );
int nPaddedHeight = SmallestPowerOfTwoGreaterOrEqual( height );
// Allocate
int nPaddedImageSize = nPaddedWidth * nPaddedHeight * 3;
pPaddedImage = ( unsigned char * )malloc( nPaddedImageSize );
// Zero out the entire thing
V_memset( pPaddedImage, 255, nPaddedImageSize );
// Copy over each row individually
for ( int nRow = 0; nRow < height; ++nRow )
{
unsigned char *pDst = pPaddedImage + 3 * ( nRow * nPaddedWidth );
const unsigned char *pSrc = pImage + 3 * ( nRow * width );
V_memcpy( pDst, pSrc, 3 * width );
}
// Setup source data
nSrcWidth = nPaddedWidth;
nSrcHeight = nPaddedHeight;
pSrcImage = pPaddedImage;
}
else
{
// Use non-padded info
nSrcWidth = width;
nSrcHeight = height;
pSrcImage = pImage;
}
// allocate a buffer to write the tga into
CUtlBuffer buffer;
bool bWriteResult;
if ( bWriteVTF )
{
// Create and initialize a VTF texture
IVTFTexture *pVTFTexture = CreateVTFTexture();
const int nFlags = TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_SRGB;
if ( pVTFTexture->Init( nSrcWidth, nSrcHeight, 1, IMAGE_FORMAT_RGB888, nFlags, 1, 1 ) )
{
// Copy the image data over to the VTF
unsigned char *pDestBits = pVTFTexture->ImageData();
int nDstSize = nSrcWidth * nSrcHeight * 3;
V_memcpy( pDestBits, pSrcImage, nDstSize );
// Allocate output buffer
int iMaxVTFSize = 1024 + ( nSrcWidth * nSrcHeight * 3 );
void *pVTF = malloc( iMaxVTFSize );
buffer.SetExternalBuffer( pVTF, iMaxVTFSize, 0 );
// Serialize to the buffer
bWriteResult = pVTFTexture->Serialize( buffer );
// Free the VTF texture
DestroyVTFTexture( pVTFTexture );
}
else
{
bWriteResult = false;
}
}
else
{
// Write TGA format to buffer
int iMaxTGASize = 1024 + ( nSrcWidth * nSrcHeight * 4 );
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void *pTGA = new char[ iMaxTGASize ];
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buffer.SetExternalBuffer( pTGA, iMaxTGASize, 0 );
bWriteResult = TGAWriter::WriteToBuffer( pSrcImage, buffer, nSrcWidth, nSrcHeight, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888 );
}
if ( !bWriteResult )
{
Error( "Couldn't write bitmap data snapshot.\n" );
}
free( pImage );
free( pPaddedImage );
// async write to disk (this will take ownership of the memory)
char szPathedFileName[_MAX_PATH];
Q_snprintf( szPathedFileName, sizeof(szPathedFileName), "//MOD/%s", pFilename );
filesystem->AsyncWrite( szPathedFileName, buffer.Base(), buffer.TellPut(), true );
// restore our previous state
pRenderContext->PopRenderTargetAndViewport();
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PopMatrix();
g_bRenderingScreenshot = false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: takes a screenshot for the replay system
//-----------------------------------------------------------------------------
void CViewRender::WriteReplayScreenshot( WriteReplayScreenshotParams_t &params )
{
#if defined( REPLAY_ENABLED )
if ( !m_pReplayScreenshotTaker )
return;
m_pReplayScreenshotTaker->TakeScreenshot( params );
#endif
}
void CViewRender::UpdateReplayScreenshotCache()
{
#if defined( REPLAY_ENABLED )
// Delete the old one
delete m_pReplayScreenshotTaker;
// Create a new one
m_pReplayScreenshotTaker = new CReplayScreenshotTaker( this, GetView ( STEREO_EYE_MONO ) );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: takes a screenshot of the save game
//-----------------------------------------------------------------------------
void CViewRender::WriteSaveGameScreenshot( const char *pFilename )
{
WriteSaveGameScreenshotOfSize( pFilename, SAVEGAME_SCREENSHOT_WIDTH, SAVEGAME_SCREENSHOT_HEIGHT );
}
float ScaleFOVByWidthRatio( float fovDegrees, float ratio )
{
float halfAngleRadians = fovDegrees * ( 0.5f * M_PI / 180.0f );
float t = tan( halfAngleRadians );
t *= ratio;
float retDegrees = ( 180.0f / M_PI ) * atan( t );
return retDegrees * 2.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Sets view parameters for level overview mode
// Input : *rect -
//-----------------------------------------------------------------------------
void CViewRender::SetUpOverView()
{
static int oldCRC = 0;
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CViewSetup &view = GetView ( STEREO_EYE_MONO );
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view.m_bOrtho = true;
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float aspect = (float)view.width/(float)view.height;
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int size_y = 1024.0f * cl_leveloverview.GetFloat(); // scale factor, 1024 = OVERVIEW_MAP_SIZE
int size_x = size_y * aspect; // standard screen aspect
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view.origin.x -= size_x / 2;
view.origin.y += size_y / 2;
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view.m_OrthoLeft = 0;
view.m_OrthoTop = -size_y;
view.m_OrthoRight = size_x;
view.m_OrthoBottom = 0;
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view.angles = QAngle( 90, 90, 0 );
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// simple movement detector, show position if moved
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int newCRC = view.origin.x + view.origin.y + view.origin.z;
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if ( newCRC != oldCRC )
{
Msg( "Overview: scale %.2f, pos_x %.0f, pos_y %.0f\n", cl_leveloverview.GetFloat(),
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view.origin.x, view.origin.y );
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oldCRC = newCRC;
}
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->ClearColor4ub( 0, 255, 0, 255 );
// render->DrawTopView( true );
}
//-----------------------------------------------------------------------------
// Purpose: Render current view into specified rectangle
// Input : *rect - is computed by CVideoMode_Common::GetClientViewRect()
//-----------------------------------------------------------------------------
void CViewRender::Render( vrect_t *rect )
{
Assert(s_DbgSetupOrigin == m_View.origin);
Assert(s_DbgSetupAngles == m_View.angles);
VPROF_BUDGET( "CViewRender::Render", "CViewRender::Render" );
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
vrect_t vr = *rect;
// Stub out the material system if necessary.
CMatStubHandler matStub;
engine->EngineStats_BeginFrame();
// Assume normal vis
m_bForceNoVis = false;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
// Set for console commands, etc.
render->SetMainView ( m_View.origin, m_View.angles );
for( StereoEye_t eEye = GetFirstEye(); eEye <= GetLastEye(); eEye = (StereoEye_t)(eEye+1) )
{
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CViewSetup &view = GetView( eEye );
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#if 0 && defined( CSTRIKE_DLL )
const bool bPlayingBackReplay = g_pEngineClientReplay && g_pEngineClientReplay->IsPlayingReplayDemo();
if ( pPlayer && !bPlayingBackReplay )
{
C_BasePlayer *pViewTarget = pPlayer;
if ( pPlayer->IsObserver() && pPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
{
pViewTarget = dynamic_cast<C_BasePlayer*>( pPlayer->GetObserverTarget() );
}
if ( pViewTarget )
{
float targetFOV = (float)pViewTarget->m_iFOV;
if ( targetFOV == 0 )
{
// FOV of 0 means use the default FOV
targetFOV = g_pGameRules->DefaultFOV();
}
float deltaFOV = view.fov - m_flLastFOV;
float FOVDirection = targetFOV - pViewTarget->m_iFOVStart;
// Clamp FOV changes to stop FOV oscillation
if ( ( deltaFOV < 0.0f && FOVDirection > 0.0f ) ||
( deltaFOV > 0.0f && FOVDirection < 0.0f ) )
{
view.fov = m_flLastFOV;
}
// Catch case where FOV overshoots its target FOV
if ( ( view.fov < targetFOV && FOVDirection <= 0.0f ) ||
( view.fov > targetFOV && FOVDirection >= 0.0f ) )
{
view.fov = targetFOV;
}
m_flLastFOV = view.fov;
}
}
#endif
static ConVarRef sv_restrict_aspect_ratio_fov( "sv_restrict_aspect_ratio_fov" );
float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3)
float limitedAspectRatio = aspectRatio;
if ( ( sv_restrict_aspect_ratio_fov.GetInt() > 0 && engine->IsWindowedMode() && gpGlobals->maxClients > 1 ) ||
sv_restrict_aspect_ratio_fov.GetInt() == 2 )
{
limitedAspectRatio = MIN( aspectRatio, 1.85f * 0.75f ); // cap out the FOV advantage at a 1.85:1 ratio (about the widest any legit user should be)
}
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view.fov = ScaleFOVByWidthRatio( view.fov, limitedAspectRatio );
view.fovViewmodel = ScaleFOVByWidthRatio( view.fovViewmodel, aspectRatio );
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// Let the client mode hook stuff.
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g_pClientMode->PreRender(&view);
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g_pClientMode->AdjustEngineViewport( vr.x, vr.y, vr.width, vr.height );
ToolFramework_AdjustEngineViewport( vr.x, vr.y, vr.width, vr.height );
float flViewportScale = mat_viewportscale.GetFloat();
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view.m_nUnscaledX = vr.x;
view.m_nUnscaledY = vr.y;
view.m_nUnscaledWidth = vr.width;
view.m_nUnscaledHeight = vr.height;
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switch( eEye )
{
case STEREO_EYE_MONO:
{
#if 0
// Good test mode for debugging viewports that are not full-size.
view.width = vr.width * flViewportScale * 0.75f;
view.height = vr.height * flViewportScale * 0.75f;
view.x = vr.x + view.width * 0.10f;
view.y = vr.y + view.height * 0.20f;
#else
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view.x = vr.x * flViewportScale;
view.y = vr.y * flViewportScale;
view.width = vr.width * flViewportScale;
view.height = vr.height * flViewportScale;
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#endif
float engineAspectRatio = engine->GetScreenAspectRatio();
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view.m_flAspectRatio = ( engineAspectRatio > 0.0f ) ? engineAspectRatio : ( (float)view.width / (float)view.height );
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}
break;
case STEREO_EYE_RIGHT:
case STEREO_EYE_LEFT:
{
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g_pSourceVR->GetViewportBounds( (ISourceVirtualReality::VREye)(eEye - 1 ), &view.x, &view.y, &view.width, &view.height );
view.m_nUnscaledWidth = view.width;
view.m_nUnscaledHeight = view.height;
view.m_nUnscaledX = view.x;
view.m_nUnscaledY = view.y;
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}
break;
default:
Assert ( false );
break;
}
// if we still don't have an aspect ratio, compute it from the view size
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if( view.m_flAspectRatio <= 0.f )
view.m_flAspectRatio = (float)view.width / (float)view.height;
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int nClearFlags = VIEW_CLEAR_DEPTH | VIEW_CLEAR_STENCIL;
if( gl_clear_randomcolor.GetBool() )
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->ClearColor3ub( rand()%256, rand()%256, rand()%256 );
pRenderContext->ClearBuffers( true, false, false );
pRenderContext->Release();
}
else if ( gl_clear.GetBool() )
{
nClearFlags |= VIEW_CLEAR_COLOR;
}
else if ( IsPosix() )
{
MaterialAdapterInfo_t adapterInfo;
materials->GetDisplayAdapterInfo( materials->GetCurrentAdapter(), adapterInfo );
// On Posix, on ATI, we always clear color if we're antialiasing
if ( adapterInfo.m_VendorID == 0x1002 )
{
if ( g_pMaterialSystem->GetCurrentConfigForVideoCard().m_nAASamples > 0 )
{
nClearFlags |= VIEW_CLEAR_COLOR;
}
}
}
// Determine if we should draw view model ( client mode override )
bool drawViewModel = g_pClientMode->ShouldDrawViewModel();
if ( cl_leveloverview.GetFloat() > 0 )
{
SetUpOverView();
nClearFlags |= VIEW_CLEAR_COLOR;
drawViewModel = false;
}
// Apply any player specific overrides
if ( pPlayer )
{
// Override view model if necessary
if ( !pPlayer->m_Local.m_bDrawViewmodel )
{
drawViewModel = false;
}
}
int flags = 0;
if( eEye == STEREO_EYE_MONO || eEye == STEREO_EYE_LEFT || ( g_ClientVirtualReality.ShouldRenderHUDInWorld() ) )
{
flags = RENDERVIEW_DRAWHUD;
}
if ( drawViewModel )
{
flags |= RENDERVIEW_DRAWVIEWMODEL;
}
if( eEye == STEREO_EYE_RIGHT )
{
// we should use the monitor view from the left eye for both eyes
flags |= RENDERVIEW_SUPPRESSMONITORRENDERING;
}
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RenderView( view, nClearFlags, flags );
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if ( UseVR() )
{
bool bDoUndistort = ! engine->IsTakingScreenshot();
if ( bDoUndistort )
{
g_ClientVirtualReality.PostProcessFrame( eEye );
}
// logic here all cloned from code in viewrender.cpp around RenderHUDQuad:
// figure out if we really want to draw the HUD based on freeze cam
bool bInFreezeCam = ( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM );
// draw the HUD after the view model so its "I'm closer" depth queues work right.
if( !bInFreezeCam && g_ClientVirtualReality.ShouldRenderHUDInWorld() )
{
// TODO - a bit of a shonky test - basically trying to catch the main menu, the briefing screen, the loadout screen, etc.
bool bTranslucent = !g_pMatSystemSurface->IsCursorVisible();
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g_ClientVirtualReality.OverlayHUDQuadWithUndistort( view, bDoUndistort, g_pClientMode->ShouldBlackoutAroundHUD(), bTranslucent );
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}
}
}
// TODO: should these be inside or outside the stereo eye stuff?
g_pClientMode->PostRender();
engine->EngineStats_EndFrame();
#if !defined( _X360 )
// Stop stubbing the material system so we can see the budget panel
matStub.End();
#endif
// Draw all of the UI stuff "fullscreen"
// (this is not health, ammo, etc. Nor is it pre-game briefing interface stuff - this is the stuff that appears when you hit Esc in-game)
// In stereo mode this is rendered inside of RenderView so it goes into the render target
if( !g_ClientVirtualReality.ShouldRenderHUDInWorld() )
{
CViewSetup view2d;
view2d.x = rect->x;
view2d.y = rect->y;
view2d.width = rect->width;
view2d.height = rect->height;
render->Push2DView( view2d, 0, NULL, GetFrustum() );
render->VGui_Paint( PAINT_UIPANELS | PAINT_CURSOR );
render->PopView( GetFrustum() );
}
}
static void GetPos( const CCommand &args, Vector &vecOrigin, QAngle &angles )
{
vecOrigin = MainViewOrigin();
angles = MainViewAngles();
if ( args.ArgC() == 2 && atoi( args[1] ) == 2 )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer )
{
vecOrigin = pPlayer->GetAbsOrigin();
angles = pPlayer->GetAbsAngles();
}
}
}
CON_COMMAND( spec_pos, "dump position and angles to the console" )
{
Vector vecOrigin;
QAngle angles;
GetPos( args, vecOrigin, angles );
Warning( "spec_goto %.1f %.1f %.1f %.1f %.1f\n", vecOrigin.x, vecOrigin.y,
vecOrigin.z, angles.x, angles.y );
}
CON_COMMAND( getpos, "dump position and angles to the console" )
{
Vector vecOrigin;
QAngle angles;
GetPos( args, vecOrigin, angles );
const char *pCommand1 = "setpos";
const char *pCommand2 = "setang";
if ( args.ArgC() == 2 && atoi( args[1] ) == 2 )
{
pCommand1 = "setpos_exact";
pCommand2 = "setang_exact";
}
Warning( "%s %f %f %f;", pCommand1, vecOrigin.x, vecOrigin.y, vecOrigin.z );
Warning( "%s %f %f %f\n", pCommand2, angles.x, angles.y, angles.z );
}