mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
299 lines
7.6 KiB
C++
299 lines
7.6 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $Workfile: $
|
||
|
// $Date: $
|
||
|
// $NoKeywords: $
|
||
|
//===========================================================================//
|
||
|
|
||
|
// HDRFIXME: reduce the number of include files here.
|
||
|
#include "render_pch.h"
|
||
|
#include "cdll_int.h"
|
||
|
#include "client_class.h"
|
||
|
#include "icliententitylist.h"
|
||
|
#include "traceinit.h"
|
||
|
#include "server.h"
|
||
|
#include "r_decal.h"
|
||
|
#include "r_areaportal.h"
|
||
|
#include "ispatialpartitioninternal.h"
|
||
|
#include "cdll_engine_int.h"
|
||
|
#include "ivtex.h"
|
||
|
#include "materialsystem/itexture.h"
|
||
|
#include "view.h"
|
||
|
#include "tier0/dbg.h"
|
||
|
#include "staticpropmgr.h"
|
||
|
#include "icliententity.h"
|
||
|
#include "gl_drawlights.h"
|
||
|
#include "Overlay.h"
|
||
|
#include "vmodes.h"
|
||
|
#include "tier1/utlbuffer.h"
|
||
|
#include "vtf/vtf.h"
|
||
|
#include "bitmap/imageformat.h"
|
||
|
#include "cbenchmark.h"
|
||
|
#include "ivideomode.h"
|
||
|
#include "materialsystem/imaterialsystemhardwareconfig.h"
|
||
|
#include "../utils/common/bsplib.h"
|
||
|
#include "ibsppack.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
void Linefile_Read_f(void);
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
// if( r_drawtranslucentworld )
|
||
|
// {
|
||
|
// bSaveDrawTranslucentWorld = r_drawtranslucentworld->GetBool();
|
||
|
// NOTE! : We use to set this to 0 for HDR.
|
||
|
// r_drawtranslucentworld->SetValue( 0 );
|
||
|
// }
|
||
|
// if( r_drawtranslucentrenderables )
|
||
|
R_TimeRefresh_f
|
||
|
|
||
|
For program optimization
|
||
|
====================
|
||
|
*/
|
||
|
void R_TimeRefresh_f (void)
|
||
|
{
|
||
|
int i;
|
||
|
float start, stop, time;
|
||
|
CViewSetup view;
|
||
|
|
||
|
materials->Flush( true );
|
||
|
|
||
|
Q_memset(&view, 0, sizeof(view));
|
||
|
view.origin = MainViewOrigin();
|
||
|
view.angles[0] = 0;
|
||
|
view.angles[1] = 0;
|
||
|
view.angles[2] = 0;
|
||
|
view.x = 0;
|
||
|
view.y = 0;
|
||
|
view.width = videomode->GetModeStereoWidth();
|
||
|
view.height = videomode->GetModeStereoHeight();
|
||
|
view.fov = 75;
|
||
|
view.fovViewmodel = 75;
|
||
|
view.m_flAspectRatio = 1.0f;
|
||
|
view.zNear = 4;
|
||
|
view.zFar = MAX_COORD_FLOAT;
|
||
|
view.zNearViewmodel = 4;
|
||
|
view.zFarViewmodel = MAX_COORD_FLOAT;
|
||
|
|
||
|
int savedeveloper = developer.GetInt();
|
||
|
developer.SetValue( 0 );
|
||
|
|
||
|
start = Sys_FloatTime ();
|
||
|
for (i=0 ; i<128 ; i++)
|
||
|
{
|
||
|
view.angles[1] = i/128.0*360.0;
|
||
|
g_ClientDLL->RenderView( view, VIEW_CLEAR_COLOR, RENDERVIEW_DRAWVIEWMODEL | RENDERVIEW_DRAWHUD );
|
||
|
Shader_SwapBuffers();
|
||
|
}
|
||
|
|
||
|
materials->Flush( true );
|
||
|
Shader_SwapBuffers();
|
||
|
stop = Sys_FloatTime ();
|
||
|
time = stop-start;
|
||
|
|
||
|
developer.SetValue( savedeveloper );
|
||
|
|
||
|
ConMsg ("%f seconds (%f fps)\n", time, 128/time);
|
||
|
}
|
||
|
|
||
|
ConCommand timerefresh("timerefresh", R_TimeRefresh_f, "Profile the renderer.", FCVAR_CHEAT );
|
||
|
ConCommand linefile("linefile", Linefile_Read_f, "Parses map leak data from .lin file", FCVAR_CHEAT );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void R_Init (void)
|
||
|
{
|
||
|
extern byte *hunk_base;
|
||
|
|
||
|
extern void InitMathlib( void );
|
||
|
|
||
|
InitMathlib();
|
||
|
|
||
|
UpdateMaterialSystemConfig();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void R_Shutdown( void )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void R_ResetLightStyles( void )
|
||
|
{
|
||
|
for ( int i=0 ; i<256 ; i++ )
|
||
|
{
|
||
|
d_lightstylevalue[i] = 264;
|
||
|
d_lightstyleframe[i] = r_framecount;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void R_RemoveAllDecalsFromAllModels();
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( r_cleardecals, "Usage r_cleardecals <permanent>.", FCVAR_CLIENTCMD_CAN_EXECUTE | FCVAR_SERVER_CAN_EXECUTE )
|
||
|
{
|
||
|
if ( host_state.worldmodel )
|
||
|
{
|
||
|
bool bPermanent = false;
|
||
|
if ( args.ArgC() == 2 )
|
||
|
{
|
||
|
if ( !Q_stricmp( args[1], "permanent" ) )
|
||
|
{
|
||
|
bPermanent = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
R_DecalTerm( host_state.worldmodel->brush.pShared, bPermanent );
|
||
|
}
|
||
|
|
||
|
R_RemoveAllDecalsFromAllModels();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Loads world geometry. Called when map changes or dx level changes
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void R_LoadWorldGeometry( bool bDXChange )
|
||
|
{
|
||
|
// Recreate the sortinfo arrays ( ack, uses new/delete right now ) because doing it with Hunk_AllocName will
|
||
|
// leak through every connect that doesn't wipe the hunk ( "reconnect" )
|
||
|
MaterialSystem_DestroySortinfo();
|
||
|
|
||
|
MaterialSystem_RegisterLightmapSurfaces();
|
||
|
|
||
|
MaterialSystem_CreateSortinfo();
|
||
|
|
||
|
// UNDONE: This is a really crappy place to do this - shouldn't this stuff be in the modelloader?
|
||
|
|
||
|
// If this is the first time we've tried to render this map, create a few one-time data structures
|
||
|
// These all get cleared out if Map_UnloadModel is ever called by the modelloader interface ( and that happens
|
||
|
// any time we free the Hunk down to the low mark since these things all use the Hunk for their data ).
|
||
|
if ( !bDXChange )
|
||
|
{
|
||
|
if ( !modelloader->Map_GetRenderInfoAllocated() )
|
||
|
{
|
||
|
// create the displacement surfaces for the map
|
||
|
modelloader->Map_LoadDisplacements( host_state.worldmodel, false );
|
||
|
//if( !DispInfo_CreateStaticBuffers( host_state.worldmodel, materialSortInfoArray, false ) )
|
||
|
// Sys_Error( "Can't create static meshes for displacements" );
|
||
|
|
||
|
modelloader->Map_SetRenderInfoAllocated( true );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// create the displacement surfaces for the map
|
||
|
modelloader->Map_LoadDisplacements( host_state.worldmodel, true );
|
||
|
}
|
||
|
|
||
|
if ( bDXChange )
|
||
|
{
|
||
|
// Must be done before MarkWaterSurfaces
|
||
|
modelloader->RecomputeSurfaceFlags( host_state.worldmodel );
|
||
|
}
|
||
|
|
||
|
Mod_MarkWaterSurfaces( host_state.worldmodel );
|
||
|
|
||
|
// make sure and rebuild lightmaps when the level gets started.
|
||
|
GL_RebuildLightmaps();
|
||
|
|
||
|
if ( bDXChange )
|
||
|
{
|
||
|
R_BrushBatchInit();
|
||
|
R_DecalReSortMaterials();
|
||
|
OverlayMgr()->ReSortMaterials();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
R_LevelInit
|
||
|
===============
|
||
|
*/
|
||
|
void R_LevelInit( void )
|
||
|
{
|
||
|
ConDMsg( "Initializing renderer...\n" );
|
||
|
|
||
|
COM_TimestampedLog( "R_LevelInit: Start" );
|
||
|
|
||
|
Assert( g_ClientDLL );
|
||
|
|
||
|
r_framecount = 1;
|
||
|
R_ResetLightStyles();
|
||
|
R_DecalInit();
|
||
|
R_LoadSkys();
|
||
|
R_InitStudio();
|
||
|
|
||
|
// FIXME: Is this the best place to initialize the kd tree when we're client-only?
|
||
|
if ( !sv.IsActive() )
|
||
|
{
|
||
|
g_pShadowMgr->LevelShutdown();
|
||
|
StaticPropMgr()->LevelShutdown();
|
||
|
SpatialPartition()->Init( host_state.worldmodel->mins, host_state.worldmodel->maxs );
|
||
|
StaticPropMgr()->LevelInit();
|
||
|
g_pShadowMgr->LevelInit( host_state.worldbrush->numsurfaces );
|
||
|
}
|
||
|
|
||
|
// We've fully loaded the new level, unload any models that we don't care about any more
|
||
|
modelloader->UnloadUnreferencedModels();
|
||
|
|
||
|
if ( host_state.worldmodel->brush.pShared->numworldlights == 0 )
|
||
|
{
|
||
|
ConDMsg( "Level unlit, setting 'mat_fullbright 1'\n" );
|
||
|
mat_fullbright.SetValue( 1 );
|
||
|
}
|
||
|
|
||
|
UpdateMaterialSystemConfig();
|
||
|
|
||
|
// FIXME: E3 2003 HACK
|
||
|
if ( IsPC() && mat_levelflush.GetBool() )
|
||
|
{
|
||
|
bool bOnLevelShutdown = false;
|
||
|
materials->ResetTempHWMemory( bOnLevelShutdown );
|
||
|
}
|
||
|
|
||
|
// precache any textures that are used in this map.
|
||
|
// this is a no-op for textures that are already cached from the previous map.
|
||
|
materials->CacheUsedMaterials();
|
||
|
|
||
|
// Loads the world geometry
|
||
|
R_LoadWorldGeometry();
|
||
|
|
||
|
R_Surface_LevelInit();
|
||
|
R_Areaportal_LevelInit();
|
||
|
|
||
|
// Build the overlay fragments.
|
||
|
OverlayMgr()->CreateFragments();
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
extern void CompactTextureHeap();
|
||
|
CompactTextureHeap();
|
||
|
#endif
|
||
|
|
||
|
COM_TimestampedLog( "R_LevelInit: Finish" );
|
||
|
}
|
||
|
|
||
|
void R_LevelShutdown()
|
||
|
{
|
||
|
R_Surface_LevelShutdown();
|
||
|
R_Areaportal_LevelShutdown();
|
||
|
g_DispLightmapSamplePositions.Purge();
|
||
|
}
|
||
|
|
||
|
|
||
|
|