mirror of
https://github.com/nillerusr/source-engine.git
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156 lines
5.2 KiB
C++
156 lines
5.2 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Responsible for drawing the scene
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//
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//===========================================================================//
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#include "cbase.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "rendertexture.h"
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#include "view_scene.h"
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#include "viewrender.h"
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#include "sourcevr/isourcevirtualreality.h"
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#include "client_virtualreality.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Convars related to controlling rendering
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//-----------------------------------------------------------------------------
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ConVar r_updaterefracttexture( "r_updaterefracttexture", "1", FCVAR_CHEAT );
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ConVar r_depthoverlay( "r_depthoverlay", "0", FCVAR_CHEAT, "Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output." );
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int g_viewscene_refractUpdateFrame = 0;
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bool g_bAllowMultipleRefractUpdatesPerScenePerFrame = false;
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#if defined( _X360 )
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class CAllowMultipleRefractsLogic : public CAutoGameSystem
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{
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public:
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void LevelInitPreEntity()
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{
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// EP1 core room needs many refract updates per frame to avoid looking broken (ep1_citadel_03)
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// Same with Kleiner's lab (d1_trainstation_05)
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g_bAllowMultipleRefractUpdatesPerScenePerFrame = FStrEq( MapName(), "ep1_citadel_03" ) || FStrEq( MapName(), "d1_trainstation_05" );
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}
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};
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static CAllowMultipleRefractsLogic s_AllowMultipleRefractsLogic;
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#endif
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void ViewTransform( const Vector &worldSpace, Vector &viewSpace )
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{
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const VMatrix &viewMatrix = engine->WorldToViewMatrix();
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Vector3DMultiplyPosition( viewMatrix, worldSpace, viewSpace );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Transforms a world-space position into a 2D position inside a supplied frustum.
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//-----------------------------------------------------------------------------
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int FrustumTransform( const VMatrix &worldToSurface, const Vector& point, Vector& screen )
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{
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// UNDONE: Clean this up some, handle off-screen vertices
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float w;
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screen.x = worldToSurface[0][0] * point[0] + worldToSurface[0][1] * point[1] + worldToSurface[0][2] * point[2] + worldToSurface[0][3];
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screen.y = worldToSurface[1][0] * point[0] + worldToSurface[1][1] * point[1] + worldToSurface[1][2] * point[2] + worldToSurface[1][3];
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// z = worldToSurface[2][0] * point[0] + worldToSurface[2][1] * point[1] + worldToSurface[2][2] * point[2] + worldToSurface[2][3];
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w = worldToSurface[3][0] * point[0] + worldToSurface[3][1] * point[1] + worldToSurface[3][2] * point[2] + worldToSurface[3][3];
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// Just so we have something valid here
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screen.z = 0.0f;
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bool behind;
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if( w < 0.001f )
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{
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behind = true;
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screen.x *= 100000;
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screen.y *= 100000;
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}
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else
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{
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behind = false;
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float invw = 1.0f / w;
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screen.x *= invw;
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screen.y *= invw;
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}
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return behind;
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}
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//-----------------------------------------------------------------------------
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// Purpose: UNDONE: Clean this up some, handle off-screen vertices
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// Input : *point -
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// *screen -
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// Output : int
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//-----------------------------------------------------------------------------
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int ScreenTransform( const Vector& point, Vector& screen )
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{
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// UNDONE: Clean this up some, handle off-screen vertices
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return FrustumTransform ( engine->WorldToScreenMatrix(), point, screen );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Same as ScreenTransform, but transforms to HUD space.
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// These are totally different things in VR mode!
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//-----------------------------------------------------------------------------
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int HudTransform( const Vector& point, Vector& screen )
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{
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if ( UseVR() )
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{
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return FrustumTransform ( g_ClientVirtualReality.GetHudProjectionFromWorld(), point, screen );
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}
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else
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{
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return FrustumTransform ( engine->WorldToScreenMatrix(), point, screen );
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}
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}
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void UpdateFullScreenDepthTexture( void )
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{
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if( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_b() )
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return;
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ITexture *pDepthTex = GetFullFrameDepthTexture();
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CMatRenderContextPtr pRenderContext( materials );
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if( IsX360() )
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{
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pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, -1, NULL, NULL );
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}
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else
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{
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pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, 0, NULL, NULL );
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}
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pRenderContext->SetFullScreenDepthTextureValidityFlag( true );
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if( r_depthoverlay.GetBool() )
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{
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IMaterial *pMaterial = materials->FindMaterial( "debug/showz", TEXTURE_GROUP_OTHER, true );
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pMaterial->IncrementReferenceCount();
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IMaterialVar *BaseTextureVar = pMaterial->FindVar( "$basetexture", NULL, false );
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IMaterialVar *pDepthInAlpha = NULL;
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if( IsPC() )
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{
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pDepthInAlpha = pMaterial->FindVar( "$ALPHADEPTH", NULL, false );
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pDepthInAlpha->SetIntValue( 1 );
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}
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BaseTextureVar->SetTextureValue( pDepthTex );
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pRenderContext->OverrideDepthEnable( true, false ); //don't write to depth, or else we'll never see translucents
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pRenderContext->DrawScreenSpaceQuad( pMaterial );
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pRenderContext->OverrideDepthEnable( false, true );
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pMaterial->DecrementReferenceCount();
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}
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}
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