mirror of
https://github.com/nillerusr/source-engine.git
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1179 lines
42 KiB
C++
1179 lines
42 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "PortalRender.h"
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#include "clienteffectprecachesystem.h"
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#include "view.h"
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#include "c_pixel_visibility.h"
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#include "glow_overlay.h"
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#include "portal_render_targets.h" //depth doubler
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#include "materialsystem/itexture.h"
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#include "toolframework/itoolframework.h"
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#include "tier1/KeyValues.h"
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#include "view_scene.h"
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#include "viewrender.h"
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#include "vprof.h"
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CLIENTEFFECT_REGISTER_BEGIN( PrecachePortalDrawingMaterials )
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CLIENTEFFECT_MATERIAL( "shadertest/wireframe" )
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CLIENTEFFECT_MATERIAL( "engine/writez_model" )
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CLIENTEFFECT_MATERIAL( "engine/TranslucentVertexColor" )
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CLIENTEFFECT_REGISTER_END()
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#define TEMP_DISABLE_PORTAL_VIS_QUERY
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static ConVar r_forcecheapwater( "r_forcecheapwater", "0", FCVAR_CLIENTDLL | FCVAR_CHEAT, "Force all water to be cheap water, will show old renders if enabled after water has been seen" );
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ConVar r_portal_use_stencils( "r_portal_use_stencils", "1", FCVAR_CLIENTDLL, "Render portal views using stencils (if available)" ); //draw portal views using stencil rendering
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ConVar r_portal_stencil_depth( "r_portal_stencil_depth", "2", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "When using stencil views, this changes how many views within views we see" );
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//-----------------------------------------------------------------------------
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//
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// Portal rendering management class
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//
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//-----------------------------------------------------------------------------
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static CPortalRender s_PortalRender;
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CPortalRender* g_pPortalRender = &s_PortalRender;
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//-------------------------------------------
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//Portal View ID Node helpers
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//-------------------------------------------
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CUtlVector<int> s_iFreedViewIDs; //when a view id node gets freed, it's primary view id gets added here
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PortalViewIDNode_t *AllocPortalViewIDNode( int iChildLinkCount )
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{
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PortalViewIDNode_t *pNode = new PortalViewIDNode_t; //for now we just new/delete
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int iFreedIDsCount = s_iFreedViewIDs.Count();
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if( iFreedIDsCount != 0 )
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{
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pNode->iPrimaryViewID = s_iFreedViewIDs.Tail();
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s_iFreedViewIDs.FastRemove( iFreedIDsCount - 1 );
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}
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else
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{
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static int iNewAllocationCounter = VIEW_ID_COUNT;
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pNode->iPrimaryViewID = iNewAllocationCounter;
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iNewAllocationCounter += 2; //2 to make room for skybox view ids
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}
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CMatRenderContextPtr pRenderContext( materials );
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#ifndef TEMP_DISABLE_PORTAL_VIS_QUERY
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pNode->occlusionQueryHandle = pRenderContext->CreateOcclusionQueryObject();
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#endif
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pNode->iOcclusionQueryPixelsRendered = -5;
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pNode->iWindowPixelsAtQueryTime = 0;
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pNode->fScreenFilledByPortalSurfaceLastFrame_Normalized = -1.0f;
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if( iChildLinkCount != 0 )
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{
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pNode->ChildNodes.SetCount( iChildLinkCount );
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memset( pNode->ChildNodes.Base(), NULL, sizeof( PortalViewIDNode_t * ) * iChildLinkCount );
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}
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return pNode;
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}
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void FreePortalViewIDNode( PortalViewIDNode_t *pNode )
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{
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for( int i = pNode->ChildNodes.Count(); --i >= 0; )
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{
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if( pNode->ChildNodes[i] != NULL )
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FreePortalViewIDNode( pNode->ChildNodes[i] );
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}
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s_iFreedViewIDs.AddToTail( pNode->iPrimaryViewID );
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CMatRenderContextPtr pRenderContext( materials );
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#ifndef TEMP_DISABLE_PORTAL_VIS_QUERY
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pRenderContext->DestroyOcclusionQueryObject( pNode->occlusionQueryHandle );
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#endif
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delete pNode; //for now we just new/delete
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}
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void IncreasePortalViewIDChildLinkCount( PortalViewIDNode_t *pNode )
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{
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for( int i = pNode->ChildNodes.Count(); --i >= 0; )
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{
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if( pNode->ChildNodes[i] != NULL )
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IncreasePortalViewIDChildLinkCount( pNode->ChildNodes[i] );
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}
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pNode->ChildNodes.AddToTail( NULL );
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}
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void RemovePortalViewIDChildLinkIndex( PortalViewIDNode_t *pNode, int iRemoveIndex )
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{
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Assert( pNode->ChildNodes.Count() > iRemoveIndex );
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if( pNode->ChildNodes[iRemoveIndex] != NULL )
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{
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FreePortalViewIDNode( pNode->ChildNodes[iRemoveIndex] );
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pNode->ChildNodes[iRemoveIndex] = NULL;
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}
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//I know the current behavior for CUtlVector::FastRemove() is to move the tail into the removed index. But I need that behavior to be true in the future as well so I'm doing it explicitly
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pNode->ChildNodes[iRemoveIndex] = pNode->ChildNodes.Tail();
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pNode->ChildNodes.Remove( pNode->ChildNodes.Count() - 1 );
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for( int i = pNode->ChildNodes.Count(); --i >= 0; )
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{
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if( pNode->ChildNodes[i] )
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RemovePortalViewIDChildLinkIndex( pNode->ChildNodes[i], iRemoveIndex );
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Active Portal class
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//
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//-----------------------------------------------------------------------------
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CPortalRenderable::CPortalRenderable( void ) :
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m_bIsPlaybackPortal( false )
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{
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m_matrixThisToLinked.Identity();
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//Portal view ID indexing setup
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IncreasePortalViewIDChildLinkCount( &s_PortalRender.m_HeadPortalViewIDNode );
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m_iPortalViewIDNodeIndex = s_PortalRender.m_AllPortals.AddToTail( this );
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}
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CPortalRenderable::~CPortalRenderable( void )
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{
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int iLast = s_PortalRender.m_AllPortals.Count() - 1;
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//update the soon-to-be-transplanted portal's index
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s_PortalRender.m_AllPortals[iLast]->m_iPortalViewIDNodeIndex = m_iPortalViewIDNodeIndex;
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//I know the current behavior for CUtlVector::FastRemove() is to move the tail into the removed index. But I need that behavior to be true in the future as well so I'm doing it explicitly
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s_PortalRender.m_AllPortals[m_iPortalViewIDNodeIndex] = s_PortalRender.m_AllPortals.Tail();
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s_PortalRender.m_AllPortals.Remove( iLast );
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RemovePortalViewIDChildLinkIndex( &s_PortalRender.m_HeadPortalViewIDNode, m_iPortalViewIDNodeIndex ); //does the same transplant operation as above to all portal view id nodes
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}
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void CPortalRenderable::BeginPortalPixelVisibilityQuery( void )
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{
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#ifndef TEMP_DISABLE_PORTAL_VIS_QUERY
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return;
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#endif
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if( g_pPortalRender->ShouldUseStencilsToRenderPortals() ) //this function exists because we require help in texture mode, we need no assistance in stencil mode. Moreover, doing the query twice will probably fubar the results
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return;
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PortalViewIDNode_t *pCurrentPortalViewNode = g_pPortalRender->m_PortalViewIDNodeChain[g_pPortalRender->m_iViewRecursionLevel]->ChildNodes[m_iPortalViewIDNodeIndex];
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if( pCurrentPortalViewNode )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->BeginOcclusionQueryDrawing( pCurrentPortalViewNode->occlusionQueryHandle );
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int iX, iY, iWidth, iHeight;
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pRenderContext->GetViewport( iX, iY, iWidth, iHeight );
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pCurrentPortalViewNode->iWindowPixelsAtQueryTime = iWidth * iHeight;
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}
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}
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void CPortalRenderable::EndPortalPixelVisibilityQuery( void )
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{
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#ifndef TEMP_DISABLE_PORTAL_VIS_QUERY
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return;
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#endif
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if( g_pPortalRender->ShouldUseStencilsToRenderPortals() ) //this function exists because we require help in texture mode, we need no assistance in stencil mode. Moreover, doing the query twice will probably fubar the results
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return;
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PortalViewIDNode_t *pCurrentPortalViewNode = g_pPortalRender->m_PortalViewIDNodeChain[g_pPortalRender->m_iViewRecursionLevel]->ChildNodes[m_iPortalViewIDNodeIndex];
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if( pCurrentPortalViewNode )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->EndOcclusionQueryDrawing( pCurrentPortalViewNode->occlusionQueryHandle );
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}
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}
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CPortalRender::CPortalRender()
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: m_MaterialsAccess( m_Materials )
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{
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m_iRemainingPortalViewDepth = 1; //let's portals know that they should do "end of the line" kludges to cover up that portals don't go infinitely recursive
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m_iViewRecursionLevel = 0;
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m_pRenderingViewForPortal = NULL;
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m_pRenderingViewExitPortal = NULL;
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m_PortalViewIDNodeChain[0] = &m_HeadPortalViewIDNode;
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}
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void CPortalRender::LevelInitPreEntity()
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{
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// refresh materials - not sure if this needs to be done every level
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m_Materials.m_Wireframe.Init( "shadertest/wireframe", TEXTURE_GROUP_CLIENT_EFFECTS );
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m_Materials.m_WriteZ_Model.Init( "engine/writez_model", TEXTURE_GROUP_CLIENT_EFFECTS );
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m_Materials.m_TranslucentVertexColor.Init( "engine/TranslucentVertexColor", TEXTURE_GROUP_CLIENT_EFFECTS );
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}
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void CPortalRender::LevelShutdownPreEntity()
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{
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int nCount = m_RecordedPortals.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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delete m_RecordedPortals[i].m_pActivePortal;
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}
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m_RecordedPortals.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// only use stencils when it's requested, and expensive water won't cause it to freak out
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//-----------------------------------------------------------------------------
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bool CPortalRender::ShouldUseStencilsToRenderPortals( ) const
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{
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// only use stencils when it's requested, and available
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return r_portal_use_stencils.GetBool() && ( materials->StencilBufferBits() != 0 );
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}
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int CPortalRender::ShouldForceCheaperWaterLevel() const
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{
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if( r_forcecheapwater.GetBool() )
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return 0;
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if( m_iViewRecursionLevel > 0 )
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{
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if( portalrendertargets->GetWaterReflectionTextureForStencilDepth( m_iViewRecursionLevel ) == NULL )
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return 0;
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PortalViewIDNode_t *pPixelVisNode = m_PortalViewIDNodeChain[m_iViewRecursionLevel - 1]->ChildNodes[m_pRenderingViewForPortal->m_iPortalViewIDNodeIndex];
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if( pPixelVisNode->fScreenFilledByPortalSurfaceLastFrame_Normalized >= 0.0f )
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{
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if( pPixelVisNode->fScreenFilledByPortalSurfaceLastFrame_Normalized < 0.005f )
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return 0;
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if( pPixelVisNode->fScreenFilledByPortalSurfaceLastFrame_Normalized < 0.02f )
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return 1;
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if( pPixelVisNode->fScreenFilledByPortalSurfaceLastFrame_Normalized < 0.05f )
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return 2;
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}
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}
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return 3;
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}
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bool CPortalRender::ShouldObeyStencilForClears() const
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{
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return (m_iViewRecursionLevel > 0) && ShouldUseStencilsToRenderPortals();
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}
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void CPortalRender::WaterRenderingHandler_PreReflection() const
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{
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if( (m_iViewRecursionLevel > 0) && ShouldUseStencilsToRenderPortals() )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->SetStencilEnable( false );
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}
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}
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void CPortalRender::WaterRenderingHandler_PostReflection() const
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{
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if( (m_iViewRecursionLevel > 0) && ShouldUseStencilsToRenderPortals() )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->SetStencilEnable( true );
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}
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}
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void CPortalRender::WaterRenderingHandler_PreRefraction() const
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{
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if( (m_iViewRecursionLevel > 0) && ShouldUseStencilsToRenderPortals() )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->SetStencilEnable( false );
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}
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}
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void CPortalRender::WaterRenderingHandler_PostRefraction() const
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{
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if( (m_iViewRecursionLevel > 0) && ShouldUseStencilsToRenderPortals() )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->SetStencilEnable( true );
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}
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}
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void Recursive_UpdatePortalPixelVisibility( PortalViewIDNode_t *pNode, IMatRenderContext *pRenderContext )
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{
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if( pNode->iWindowPixelsAtQueryTime > 0 )
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{
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if( pNode->iOcclusionQueryPixelsRendered < -1 )
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{
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//First couple queries. We seem to be getting bogus 0's on the first queries sometimes. ignore the results.
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++pNode->iOcclusionQueryPixelsRendered;
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pNode->fScreenFilledByPortalSurfaceLastFrame_Normalized = -1.0f;
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}
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else
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{
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pNode->iOcclusionQueryPixelsRendered = pRenderContext->OcclusionQuery_GetNumPixelsRendered( pNode->occlusionQueryHandle );
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pNode->fScreenFilledByPortalSurfaceLastFrame_Normalized = ((float)pNode->iOcclusionQueryPixelsRendered) / ((float)pNode->iWindowPixelsAtQueryTime);
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}
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}
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else
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{
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pNode->fScreenFilledByPortalSurfaceLastFrame_Normalized = -1.0f;
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}
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pNode->iWindowPixelsAtQueryTime = 0;
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for( int i = pNode->ChildNodes.Count(); --i >= 0; )
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{
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PortalViewIDNode_t *pChildNode = pNode->ChildNodes[i];
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if( pChildNode )
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Recursive_UpdatePortalPixelVisibility( pChildNode, pRenderContext );
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}
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}
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void CPortalRender::UpdatePortalPixelVisibility( void )
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{
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#ifndef TEMP_DISABLE_PORTAL_VIS_QUERY
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return;
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#endif
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if( m_iViewRecursionLevel != 0 )
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return;
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IMatRenderContext *pRenderContext = materials->GetRenderContext();
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//CMatRenderContextPtr pRenderContext( materials );
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for( int i = m_HeadPortalViewIDNode.ChildNodes.Count(); --i >= 0; )
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{
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PortalViewIDNode_t *pChildNode = m_HeadPortalViewIDNode.ChildNodes[i];
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if( pChildNode )
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Recursive_UpdatePortalPixelVisibility( pChildNode, pRenderContext );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Invalidates pixel visibility data for all portals for this next frame.
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//-----------------------------------------------------------------------------
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void Recursive_InvalidatePortalPixelVis( PortalViewIDNode_t *pNode )
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{
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pNode->fScreenFilledByPortalSurfaceLastFrame_Normalized = -1.0f;
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pNode->iOcclusionQueryPixelsRendered = -5;
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pNode->iWindowPixelsAtQueryTime = 0;
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for( int i = pNode->ChildNodes.Count(); --i >= 0; )
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{
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PortalViewIDNode_t *pChildNode = pNode->ChildNodes[i];
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if( pChildNode )
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Recursive_InvalidatePortalPixelVis( pChildNode );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Preserves pixel visibility data when view id's are getting swapped around
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//-----------------------------------------------------------------------------
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void CPortalRender::EnteredPortal( CPortalRenderable *pEnteredPortal )
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{
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CPortalRenderable *pExitPortal = pEnteredPortal->GetLinkedPortal();
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Assert( pExitPortal != NULL );
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if ( pExitPortal == NULL )
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return;
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int iNodeLinkCount = m_HeadPortalViewIDNode.ChildNodes.Count();
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PortalViewIDNode_t *pNewHead = m_HeadPortalViewIDNode.ChildNodes[pEnteredPortal->m_iPortalViewIDNodeIndex];
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||
|
m_HeadPortalViewIDNode.ChildNodes[pEnteredPortal->m_iPortalViewIDNodeIndex] = NULL;
|
||
|
|
||
|
//Create a new node that will preserve main's visibility. This new node will be linked to the new head node at the exit portal's index (imagine entering a portal walking backwards)
|
||
|
PortalViewIDNode_t *pExitPortalsNewNode = AllocPortalViewIDNode( iNodeLinkCount );
|
||
|
{
|
||
|
for( int i = 0; i != iNodeLinkCount; ++i )
|
||
|
{
|
||
|
pExitPortalsNewNode->ChildNodes[i] = m_HeadPortalViewIDNode.ChildNodes[i];
|
||
|
m_HeadPortalViewIDNode.ChildNodes[i] = NULL;
|
||
|
}
|
||
|
|
||
|
PixelVisibility_ShiftVisibilityViews( VIEW_MAIN, pExitPortalsNewNode->iPrimaryViewID );
|
||
|
PixelVisibility_ShiftVisibilityViews( VIEW_3DSKY, pExitPortalsNewNode->iPrimaryViewID + 1 );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
if( pNewHead ) //it's possible we entered a portal we couldn't see through
|
||
|
{
|
||
|
Assert( pNewHead->ChildNodes.Count() == m_HeadPortalViewIDNode.ChildNodes.Count() );
|
||
|
Assert( pNewHead->ChildNodes[pExitPortal->m_iPortalViewIDNodeIndex] == NULL ); //seeing out of an exit portal back into itself should be impossible
|
||
|
|
||
|
for( int i = 0; i != iNodeLinkCount; ++i )
|
||
|
{
|
||
|
m_HeadPortalViewIDNode.ChildNodes[i] = pNewHead->ChildNodes[i];
|
||
|
pNewHead->ChildNodes[i] = NULL; //going to be freeing the node in a minute, don't want to kill transplanted children
|
||
|
}
|
||
|
|
||
|
//Since the primary views will always be 0 and 1, we have to shift results instead of replacing the id's
|
||
|
PixelVisibility_ShiftVisibilityViews( pNewHead->iPrimaryViewID, VIEW_MAIN );
|
||
|
PixelVisibility_ShiftVisibilityViews( pNewHead->iPrimaryViewID + 1, VIEW_3DSKY );
|
||
|
|
||
|
FreePortalViewIDNode( pNewHead );
|
||
|
}
|
||
|
|
||
|
Assert( m_HeadPortalViewIDNode.ChildNodes[pExitPortal->m_iPortalViewIDNodeIndex] == NULL ); //asserted above in pNewHead code, but call me paranoid
|
||
|
m_HeadPortalViewIDNode.ChildNodes[pExitPortal->m_iPortalViewIDNodeIndex] = pExitPortalsNewNode;
|
||
|
|
||
|
//Because pixel visibility is based off of *last* frame's visibility. We can get cases where a certain portal
|
||
|
//wasn't visible last frame, but is takes up most of the screen this frame.
|
||
|
//Set all portal pixel visibility to unknown visibility.
|
||
|
for( int i = m_HeadPortalViewIDNode.ChildNodes.Count(); --i >= 0; )
|
||
|
{
|
||
|
PortalViewIDNode_t *pChildNode = m_HeadPortalViewIDNode.ChildNodes[i];
|
||
|
if( pChildNode )
|
||
|
Recursive_InvalidatePortalPixelVis( pChildNode );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
bool CPortalRender::DrawPortalsUsingStencils( CViewRender *pViewRender )
|
||
|
{
|
||
|
VPROF( "CPortalRender::DrawPortalsUsingStencils" );
|
||
|
|
||
|
if( !ShouldUseStencilsToRenderPortals() )
|
||
|
return false;
|
||
|
|
||
|
int iDrawFlags = pViewRender->GetDrawFlags();
|
||
|
|
||
|
if ( (iDrawFlags & DF_RENDER_REFLECTION) != 0 )
|
||
|
return false;
|
||
|
|
||
|
if ( ((iDrawFlags & DF_CLIP_Z) != 0) && ((iDrawFlags & DF_CLIP_BELOW) == 0) ) //clipping above the water height
|
||
|
return false;
|
||
|
|
||
|
int iNumRenderablePortals = m_ActivePortals.Count();
|
||
|
|
||
|
// This loop is necessary because tools can suppress rendering without telling the portal system
|
||
|
CUtlVector< CPortalRenderable* > actualActivePortals( 0, iNumRenderablePortals );
|
||
|
for ( int i = 0; i < iNumRenderablePortals; ++i )
|
||
|
{
|
||
|
CPortalRenderable *pPortalRenderable = m_ActivePortals[i];
|
||
|
C_BaseEntity *pPairedEntity = pPortalRenderable->PortalRenderable_GetPairedEntity();
|
||
|
bool bIsVisible = (pPairedEntity == NULL) || (pPairedEntity->IsVisible() && pPairedEntity->ShouldDraw()); //either unknown visibility or definitely visible.
|
||
|
|
||
|
if ( !pPortalRenderable->m_bIsPlaybackPortal )
|
||
|
{
|
||
|
if ( !bIsVisible )
|
||
|
{
|
||
|
//can't see through the portal, free up it's view id node for use elsewhere
|
||
|
if( m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pPortalRenderable->m_iPortalViewIDNodeIndex] != NULL )
|
||
|
{
|
||
|
FreePortalViewIDNode( m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pPortalRenderable->m_iPortalViewIDNodeIndex] );
|
||
|
m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pPortalRenderable->m_iPortalViewIDNodeIndex] = NULL;
|
||
|
}
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
actualActivePortals.AddToTail( m_ActivePortals[i] );
|
||
|
}
|
||
|
iNumRenderablePortals = actualActivePortals.Count();
|
||
|
if( iNumRenderablePortals == 0 )
|
||
|
return false;
|
||
|
|
||
|
const int iMaxDepth = MIN( r_portal_stencil_depth.GetInt(), MIN( MAX_PORTAL_RECURSIVE_VIEWS, (1 << materials->StencilBufferBits()) ) - 1 );
|
||
|
|
||
|
if( m_iViewRecursionLevel >= iMaxDepth ) //can't support any more views
|
||
|
{
|
||
|
m_iRemainingPortalViewDepth = 0; //special case handler for max depth 0 cases
|
||
|
for( int i = 0; i != iNumRenderablePortals; ++i )
|
||
|
{
|
||
|
CPortalRenderable *pCurrentPortal = actualActivePortals[i];
|
||
|
pCurrentPortal->DrawPortal();
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
m_iRemainingPortalViewDepth = (iMaxDepth - m_iViewRecursionLevel) - 1;
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
pRenderContext->Flush( true ); //to prevent screwing up the last opaque object
|
||
|
|
||
|
//queued mode makes us pass the barrier of just noticeable difference when using a previous frame's occlusion as a draw skip check
|
||
|
bool bIsQueuedMode = (materials->GetThreadMode() == MATERIAL_QUEUED_THREADED);
|
||
|
|
||
|
const CViewSetup *pViewSetup = pViewRender->GetViewSetup();
|
||
|
m_RecursiveViewSetups[m_iViewRecursionLevel] = *pViewSetup;
|
||
|
|
||
|
CViewSetup ViewBackup;// = *pViewSetup; //backup the view, we'll need to restore it
|
||
|
memcpy( &ViewBackup, pViewSetup, sizeof( CViewSetup ) );
|
||
|
|
||
|
Vector ptCameraOrigin = pViewSetup->origin;
|
||
|
Vector vCameraForward;
|
||
|
AngleVectors( pViewSetup->angles, &vCameraForward, NULL, NULL );
|
||
|
|
||
|
int iX, iY, iWidth, iHeight;
|
||
|
pRenderContext->GetViewport( iX, iY, iWidth, iHeight );
|
||
|
#ifndef TEMP_DISABLE_PORTAL_VIS_QUERY
|
||
|
int iScreenPixelCount = iWidth * iHeight;
|
||
|
#endif
|
||
|
|
||
|
bool bRebuildDrawListsWhenDone = false;
|
||
|
|
||
|
|
||
|
int iParentLevelStencilReferenceValue = m_iViewRecursionLevel;
|
||
|
int iStencilReferenceValue = iParentLevelStencilReferenceValue + 1;
|
||
|
|
||
|
if( m_iViewRecursionLevel == 0 ) //first entry into the stencil drawing
|
||
|
{
|
||
|
pRenderContext->SetStencilEnable( true );
|
||
|
pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_ALWAYS );
|
||
|
pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE );
|
||
|
pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
|
||
|
pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
|
||
|
pRenderContext->SetStencilTestMask( 0xFF );
|
||
|
pRenderContext->SetStencilWriteMask( 0xFF );
|
||
|
pRenderContext->SetStencilReferenceValue( 0 );
|
||
|
|
||
|
m_RecursiveViewComplexFrustums[0].RemoveAll(); //clear any garbage leftover in the complex frustums from last frame
|
||
|
}
|
||
|
|
||
|
if( m_RecursiveViewComplexFrustums[m_iViewRecursionLevel].Count() == 0 )
|
||
|
{
|
||
|
//nothing in the complex frustum from the current view, copy the standard frustum in
|
||
|
m_RecursiveViewComplexFrustums[m_iViewRecursionLevel].AddMultipleToTail( FRUSTUM_NUMPLANES, pViewRender->GetFrustum() );
|
||
|
}
|
||
|
|
||
|
for( int i = 0; i != iNumRenderablePortals; ++i )
|
||
|
{
|
||
|
CPortalRenderable *pCurrentPortal = actualActivePortals[i];
|
||
|
|
||
|
m_RecursiveViewComplexFrustums[m_iViewRecursionLevel + 1].RemoveAll(); //clear any previously stored complex frustum
|
||
|
|
||
|
if( (pCurrentPortal->GetLinkedPortal() == NULL) ||
|
||
|
(pCurrentPortal == m_pRenderingViewExitPortal) ||
|
||
|
(pCurrentPortal->ShouldUpdatePortalView_BasedOnView( *pViewSetup, m_RecursiveViewComplexFrustums[m_iViewRecursionLevel] ) == false) )
|
||
|
{
|
||
|
//can't see through the portal, free up it's view id node for use elsewhere
|
||
|
if( m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex] != NULL )
|
||
|
{
|
||
|
FreePortalViewIDNode( m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex] );
|
||
|
m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex] = NULL;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
Assert( m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes.Count() > pCurrentPortal->m_iPortalViewIDNodeIndex );
|
||
|
|
||
|
if( m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex] == NULL )
|
||
|
m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex] = AllocPortalViewIDNode( m_HeadPortalViewIDNode.ChildNodes.Count() );
|
||
|
|
||
|
PortalViewIDNode_t *pCurrentPortalViewNode = m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex];
|
||
|
|
||
|
// Step 0, Allow for special effects to happen before cutting a hole
|
||
|
{
|
||
|
pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL );
|
||
|
pRenderContext->SetStencilPassOperation( STENCILOPERATION_KEEP );
|
||
|
pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
|
||
|
pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
|
||
|
pRenderContext->SetStencilReferenceValue( iParentLevelStencilReferenceValue );
|
||
|
|
||
|
pCurrentPortal->DrawPreStencilMask();
|
||
|
}
|
||
|
|
||
|
//step 1, write out the stencil values (and colors if you want, but really not necessary)
|
||
|
{
|
||
|
//pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL );
|
||
|
pRenderContext->SetStencilPassOperation( STENCILOPERATION_INCR );
|
||
|
//pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
|
||
|
//pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
|
||
|
//pRenderContext->SetStencilReferenceValue( iParentLevelStencilReferenceValue );
|
||
|
|
||
|
#ifndef TEMP_DISABLE_PORTAL_VIS_QUERY
|
||
|
pRenderContext->BeginOcclusionQueryDrawing( pCurrentPortalViewNode->occlusionQueryHandle );
|
||
|
pCurrentPortalViewNode->iWindowPixelsAtQueryTime = iScreenPixelCount;
|
||
|
#endif
|
||
|
|
||
|
pCurrentPortal->DrawStencilMask();
|
||
|
|
||
|
#ifndef TEMP_DISABLE_PORTAL_VIS_QUERY
|
||
|
pRenderContext->EndOcclusionQueryDrawing( pCurrentPortalViewNode->occlusionQueryHandle );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//see if we can skip the heavy lifting due to low visibility
|
||
|
if ( bIsQueuedMode || //don't use pixel visibly as a skip check in queued mode, the data is simply too old.
|
||
|
pCurrentPortal->ShouldUpdatePortalView_BasedOnPixelVisibility( pCurrentPortalViewNode->fScreenFilledByPortalSurfaceLastFrame_Normalized ) )
|
||
|
{
|
||
|
//step 2, clear the depth buffer in stencil areas so we can render a new scene to them
|
||
|
{
|
||
|
pRenderContext->SetStencilPassOperation( STENCILOPERATION_KEEP );
|
||
|
pRenderContext->SetStencilReferenceValue( iStencilReferenceValue );
|
||
|
pRenderContext->ClearBuffersObeyStencil( false, true );
|
||
|
}
|
||
|
|
||
|
|
||
|
//step 3, fill in stencil views (remember that in multiple depth situations that any subportals will run through this function again before this section completes, thereby screwing with stencil settings)
|
||
|
{
|
||
|
bRebuildDrawListsWhenDone = true;
|
||
|
|
||
|
MaterialFogMode_t fogModeBackup = pRenderContext->GetFogMode();
|
||
|
unsigned char fogColorBackup[4];
|
||
|
pRenderContext->GetFogColor( fogColorBackup );
|
||
|
float fFogStartBackup, fFogEndBackup, fFogZBackup;
|
||
|
pRenderContext->GetFogDistances( &fFogStartBackup, &fFogEndBackup, &fFogZBackup );
|
||
|
CGlowOverlay::BackupSkyOverlayData( m_iViewRecursionLevel );
|
||
|
|
||
|
Assert( m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes.Count() > pCurrentPortal->m_iPortalViewIDNodeIndex );
|
||
|
|
||
|
m_PortalViewIDNodeChain[m_iViewRecursionLevel + 1] = m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex];
|
||
|
|
||
|
pCurrentPortal->RenderPortalViewToBackBuffer( pViewRender, *pViewSetup );
|
||
|
|
||
|
m_PortalViewIDNodeChain[m_iViewRecursionLevel + 1] = NULL;
|
||
|
|
||
|
CGlowOverlay::RestoreSkyOverlayData( m_iViewRecursionLevel );
|
||
|
memcpy( (void *)pViewSetup, &ViewBackup, sizeof( CViewSetup ) );
|
||
|
pViewRender->m_pActiveRenderer->EnableWorldFog();
|
||
|
|
||
|
pRenderContext->FogMode( fogModeBackup );
|
||
|
pRenderContext->FogColor3ubv( fogColorBackup );
|
||
|
pRenderContext->FogStart( fFogStartBackup );
|
||
|
pRenderContext->FogEnd( fFogEndBackup );
|
||
|
pRenderContext->SetFogZ( fFogZBackup );
|
||
|
|
||
|
|
||
|
//do a full reset of what we think the stencil operations are in case the recursive calls got weird
|
||
|
pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL );
|
||
|
pRenderContext->SetStencilPassOperation( STENCILOPERATION_KEEP );
|
||
|
pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
|
||
|
pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
|
||
|
pRenderContext->SetStencilTestMask( 0xFF );
|
||
|
pRenderContext->SetStencilWriteMask( 0xFF );
|
||
|
pRenderContext->SetStencilReferenceValue( iStencilReferenceValue );
|
||
|
}
|
||
|
|
||
|
//step 4, patch up the fact that we just made a hole in the wall because it's not *really* a hole at all
|
||
|
{
|
||
|
pCurrentPortal->DrawPostStencilFixes();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//step 5, restore the stencil mask to the parent level
|
||
|
{
|
||
|
pRenderContext->SetStencilReferenceValue( iStencilReferenceValue );
|
||
|
pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL );
|
||
|
pRenderContext->SetStencilPassOperation( STENCILOPERATION_DECR );
|
||
|
pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
|
||
|
pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
|
||
|
|
||
|
pRenderContext->PerformFullScreenStencilOperation();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//step 6, go back to non-stencil rendering mode in preparation to resume normal scene rendering
|
||
|
if( m_iViewRecursionLevel == 0 )
|
||
|
{
|
||
|
Assert( m_pRenderingViewForPortal == NULL );
|
||
|
Assert( m_pRenderingViewExitPortal == NULL );
|
||
|
m_pRenderingViewExitPortal = NULL;
|
||
|
m_pRenderingViewForPortal = NULL;
|
||
|
|
||
|
pRenderContext->SetStencilEnable( false );
|
||
|
pRenderContext->SetStencilCompareFunction(STENCILCOMPARISONFUNCTION_NEVER);
|
||
|
pRenderContext->SetStencilPassOperation(STENCILOPERATION_KEEP);
|
||
|
pRenderContext->SetStencilFailOperation(STENCILOPERATION_KEEP);
|
||
|
pRenderContext->SetStencilZFailOperation(STENCILOPERATION_KEEP);
|
||
|
pRenderContext->SetStencilTestMask( 0xFF );
|
||
|
pRenderContext->SetStencilWriteMask( 0xFF );
|
||
|
pRenderContext->SetStencilReferenceValue( 0 );
|
||
|
|
||
|
m_RecursiveViewComplexFrustums[0].RemoveAll();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pRenderContext->SetStencilReferenceValue( iParentLevelStencilReferenceValue );
|
||
|
pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL );
|
||
|
pRenderContext->SetStencilPassOperation( STENCILOPERATION_KEEP );
|
||
|
}
|
||
|
|
||
|
if( bRebuildDrawListsWhenDone )
|
||
|
{
|
||
|
memcpy( (void *)pViewSetup, &ViewBackup, sizeof( CViewSetup ) ); //if we don't restore this, the view is permanently altered (in mid render of an existing scene)
|
||
|
}
|
||
|
|
||
|
pRenderContext->Flush( true ); //just in case
|
||
|
|
||
|
++m_iRemainingPortalViewDepth;
|
||
|
|
||
|
for( int i = 0; i != iNumRenderablePortals; ++i )
|
||
|
{
|
||
|
CPortalRenderable *pCurrentPortal = actualActivePortals[i];
|
||
|
pCurrentPortal->DrawPortal();
|
||
|
}
|
||
|
|
||
|
return bRebuildDrawListsWhenDone;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
extern bool g_bRenderingCameraView;
|
||
|
#endif
|
||
|
|
||
|
void CPortalRender::DrawPortalsToTextures( CViewRender *pViewRender, const CViewSetup &cameraView )
|
||
|
{
|
||
|
if( ShouldUseStencilsToRenderPortals() )
|
||
|
return;
|
||
|
|
||
|
/*if ( (pViewRender->GetDrawFlags() & DF_RENDER_REFLECTION) != 0 )
|
||
|
return;*/
|
||
|
|
||
|
m_iRemainingPortalViewDepth = 1;
|
||
|
m_iViewRecursionLevel = 0;
|
||
|
m_pRenderingViewForPortal = NULL;
|
||
|
m_pRenderingViewExitPortal = NULL;
|
||
|
|
||
|
m_RecursiveViewSetups[m_iViewRecursionLevel] = cameraView;
|
||
|
|
||
|
m_RecursiveViewComplexFrustums[0].RemoveAll(); //clear any garbage leftover in the complex frustums from last frame
|
||
|
m_RecursiveViewComplexFrustums[0].AddMultipleToTail( FRUSTUM_NUMPLANES, pViewRender->GetFrustum() );
|
||
|
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
g_bRenderingCameraView = true;
|
||
|
#endif
|
||
|
|
||
|
int iNumRenderablePortals = g_pPortalRender->m_ActivePortals.Count();
|
||
|
|
||
|
Vector ptCameraOrigin = cameraView.origin;
|
||
|
|
||
|
//an extraneous push to update the frustum
|
||
|
render->Push3DView( cameraView, 0, NULL, pViewRender->GetFrustum() );
|
||
|
|
||
|
for( int i = 0; i != iNumRenderablePortals; ++i )
|
||
|
{
|
||
|
CPortalRenderable *pCurrentPortal = g_pPortalRender->m_ActivePortals[i];
|
||
|
|
||
|
if( (pCurrentPortal->ShouldUpdatePortalView_BasedOnView( cameraView, m_RecursiveViewComplexFrustums[m_iViewRecursionLevel] ) == false) ||
|
||
|
(pCurrentPortal->GetLinkedPortal() == NULL) )
|
||
|
{
|
||
|
//can't see through the portal, free up it's view id node for use elsewhere
|
||
|
if( m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex] != NULL )
|
||
|
{
|
||
|
FreePortalViewIDNode( m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex] );
|
||
|
m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex] = NULL;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
Assert( m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes.Count() > pCurrentPortal->m_iPortalViewIDNodeIndex );
|
||
|
|
||
|
if( m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex] == NULL )
|
||
|
m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex] = AllocPortalViewIDNode( m_HeadPortalViewIDNode.ChildNodes.Count() );
|
||
|
|
||
|
m_PortalViewIDNodeChain[m_iViewRecursionLevel + 1] = m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pCurrentPortal->m_iPortalViewIDNodeIndex];
|
||
|
|
||
|
pCurrentPortal->RenderPortalViewToTexture( pViewRender, cameraView );
|
||
|
|
||
|
m_PortalViewIDNodeChain[m_iViewRecursionLevel + 1] = NULL;
|
||
|
}
|
||
|
|
||
|
render->PopView( pViewRender->GetFrustum() );
|
||
|
|
||
|
m_iRemainingPortalViewDepth = 1;
|
||
|
m_iViewRecursionLevel = 0;
|
||
|
|
||
|
Assert( m_pRenderingViewForPortal == NULL );
|
||
|
Assert( m_pRenderingViewExitPortal == NULL );
|
||
|
m_pRenderingViewForPortal = NULL;
|
||
|
m_pRenderingViewExitPortal = NULL;
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
g_bRenderingCameraView = false;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void CPortalRender::AddPortal( CPortalRenderable *pPortal )
|
||
|
{
|
||
|
for( int i = m_ActivePortals.Count(); --i >= 0; )
|
||
|
{
|
||
|
if( m_ActivePortals[i] == pPortal )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_ActivePortals.AddToTail( pPortal );
|
||
|
}
|
||
|
|
||
|
void CPortalRender::RemovePortal( CPortalRenderable *pPortal )
|
||
|
{
|
||
|
for( int i = m_ActivePortals.Count(); --i >= 0; )
|
||
|
{
|
||
|
if( m_ActivePortals[i] == pPortal )
|
||
|
{
|
||
|
m_ActivePortals.FastRemove( i );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Are we currently rendering a portal?
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPortalRender::IsRenderingPortal() const
|
||
|
{
|
||
|
return m_pRenderingViewForPortal != NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Returns view recursion level
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CPortalRender::GetViewRecursionLevel() const
|
||
|
{
|
||
|
return m_iViewRecursionLevel;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//normalized for how many of the screen's possible pixels it takes up, less than zero indicates a lack of data from last frame
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CPortalRender::GetPixelVisilityForPortalSurface( const CPortalRenderable *pPortal ) const
|
||
|
{
|
||
|
PortalViewIDNode_t *pNode = m_PortalViewIDNodeChain[m_iViewRecursionLevel]->ChildNodes[pPortal->m_iPortalViewIDNodeIndex];
|
||
|
if( pNode )
|
||
|
return pNode->fScreenFilledByPortalSurfaceLastFrame_Normalized;
|
||
|
|
||
|
return -1.0f;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Methods to query about the exit portal associated with the currently rendering portal
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const Vector &CPortalRender::GetExitPortalFogOrigin() const
|
||
|
{
|
||
|
return m_pRenderingViewExitPortal->GetFogOrigin();
|
||
|
}
|
||
|
|
||
|
void CPortalRender::ShiftFogForExitPortalView() const
|
||
|
{
|
||
|
if ( m_pRenderingViewExitPortal )
|
||
|
{
|
||
|
m_pRenderingViewExitPortal->ShiftFogForExitPortalView();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CPortalRenderable::ShiftFogForExitPortalView() const
|
||
|
{
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
float fFogStart, fFogEnd, fFogZ;
|
||
|
pRenderContext->GetFogDistances( &fFogStart, &fFogEnd, &fFogZ );
|
||
|
|
||
|
Vector vFogOrigin = GetFogOrigin();
|
||
|
Vector vCameraToExitPortal = vFogOrigin - CurrentViewOrigin();
|
||
|
float fDistModifier = vCameraToExitPortal.Dot( CurrentViewForward() );
|
||
|
|
||
|
fFogStart += fDistModifier;
|
||
|
fFogEnd += fDistModifier;
|
||
|
//fFogZ += something; //FIXME: find out what the hell to do with this
|
||
|
|
||
|
pRenderContext->FogStart( fFogStart );
|
||
|
pRenderContext->FogEnd( fFogEnd );
|
||
|
pRenderContext->SetFogZ( fFogZ );
|
||
|
}
|
||
|
|
||
|
SkyboxVisibility_t CPortalRender::IsSkyboxVisibleFromExitPortal() const
|
||
|
{
|
||
|
return m_pRenderingViewExitPortal->SkyBoxVisibleFromPortal();
|
||
|
}
|
||
|
|
||
|
bool CPortalRender::DoesExitPortalViewIntersectWaterPlane( float waterZ, int leafWaterDataID ) const
|
||
|
{
|
||
|
return m_pRenderingViewExitPortal->DoesExitViewIntersectWaterPlane( waterZ, leafWaterDataID );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Returns the remaining number of portals to render within other portals
|
||
|
// lets portals know that they should do "end of the line" kludges to cover up that portals don't go infinitely recursive
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CPortalRender::GetRemainingPortalViewDepth() const
|
||
|
{
|
||
|
return m_iRemainingPortalViewDepth;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Returns the current View IDs
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CPortalRender::GetCurrentViewId() const
|
||
|
{
|
||
|
Assert( m_PortalViewIDNodeChain[m_iViewRecursionLevel] != NULL );
|
||
|
#ifdef _DEBUG
|
||
|
for( int i = 0; i != m_iViewRecursionLevel; ++i )
|
||
|
{
|
||
|
Assert( m_PortalViewIDNodeChain[i]->iPrimaryViewID != m_PortalViewIDNodeChain[m_iViewRecursionLevel]->iPrimaryViewID );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return m_PortalViewIDNodeChain[m_iViewRecursionLevel]->iPrimaryViewID;
|
||
|
}
|
||
|
|
||
|
int CPortalRender::GetCurrentSkyboxViewId() const
|
||
|
{
|
||
|
Assert( m_PortalViewIDNodeChain[m_iViewRecursionLevel] != NULL );
|
||
|
return m_PortalViewIDNodeChain[m_iViewRecursionLevel]->iPrimaryViewID + 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
void OverlayCameraRenderTarget( const char *pszMaterialName, float flX, float flY, float w, float h ); //implemented in view_scene.cpp
|
||
|
|
||
|
void CPortalRender::OverlayPortalRenderTargets( float w, float h )
|
||
|
{
|
||
|
OverlayCameraRenderTarget( "engine/debug_portal_1", 0,0, w,h );
|
||
|
OverlayCameraRenderTarget( "engine/debug_portal_2", w+10,0, w,h );
|
||
|
|
||
|
OverlayCameraRenderTarget( "engine/debug_water_reflect_0", 0, h+10, w,h );
|
||
|
OverlayCameraRenderTarget( "engine/debug_water_reflect_1", w+10, h+10, w,h );
|
||
|
OverlayCameraRenderTarget( "engine/debug_water_reflect_2", (w+10) * 2, h+10, w,h );
|
||
|
|
||
|
OverlayCameraRenderTarget( "engine/debug_water_refract_0", 0, (h+10) * 2, w,h );
|
||
|
OverlayCameraRenderTarget( "engine/debug_water_refract_1", w+10, (h+10) * 2, w,h );
|
||
|
OverlayCameraRenderTarget( "engine/debug_water_refract_2", (w+10) * 2, (h+10) * 2, w,h );
|
||
|
}
|
||
|
|
||
|
void CPortalRender::UpdateDepthDoublerTexture( const CViewSetup &viewSetup )
|
||
|
{
|
||
|
bool bShouldUpdate = false;
|
||
|
|
||
|
for( int i = m_ActivePortals.Count(); --i >= 0; )
|
||
|
{
|
||
|
CPortalRenderable *pPortal = m_ActivePortals[i];
|
||
|
|
||
|
if( pPortal->ShouldUpdateDepthDoublerTexture( viewSetup ) )
|
||
|
{
|
||
|
bShouldUpdate = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( bShouldUpdate )
|
||
|
{
|
||
|
Rect_t srcRect;
|
||
|
srcRect.x = viewSetup.x;
|
||
|
srcRect.y = viewSetup.y;
|
||
|
srcRect.width = viewSetup.width;
|
||
|
srcRect.height = viewSetup.height;
|
||
|
|
||
|
ITexture *pTexture = portalrendertargets->GetDepthDoublerTexture();
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
pRenderContext->CopyRenderTargetToTextureEx( pTexture, 0, &srcRect, NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Finds a recorded portal
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CPortalRender::FindRecordedPortalIndex( int nPortalId )
|
||
|
{
|
||
|
int nCount = m_RecordedPortals.Count();
|
||
|
for ( int i = 0; i < nCount; ++i )
|
||
|
{
|
||
|
if ( m_RecordedPortals[i].m_nPortalId == nPortalId )
|
||
|
return i;
|
||
|
}
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
CPortalRenderable* CPortalRender::FindRecordedPortal( int nPortalId )
|
||
|
{
|
||
|
int nIndex = FindRecordedPortalIndex( nPortalId );
|
||
|
return ( nIndex >= 0 ) ? m_RecordedPortals[nIndex].m_pActivePortal : NULL;
|
||
|
}
|
||
|
|
||
|
CPortalRenderable* CPortalRender::FindRecordedPortal( IClientRenderable *pRenderable )
|
||
|
{
|
||
|
int nCount = m_RecordedPortals.Count();
|
||
|
for ( int i = 0; i < nCount; ++i )
|
||
|
{
|
||
|
if ( m_RecordedPortals[i].m_pPlaybackRenderable == pRenderable )
|
||
|
return m_RecordedPortals[i].m_pActivePortal;
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Handles a portal update message
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPortalRender::HandlePortalPlaybackMessage( KeyValues *pKeyValues )
|
||
|
{
|
||
|
// Iterate through all the portal ids of all the portals in the keyvalues message
|
||
|
CUtlVector<int> foundIds;
|
||
|
for ( KeyValues *pCurr = pKeyValues->GetFirstTrueSubKey(); pCurr; pCurr = pCurr->GetNextTrueSubKey() )
|
||
|
{
|
||
|
// Create new area portals for those ids that don't exist
|
||
|
int nPortalId = pCurr->GetInt( "portalId" );
|
||
|
IClientRenderable *pRenderable = (IClientRenderable*)pCurr->GetPtr( "clientRenderable" );
|
||
|
int nIndex = FindRecordedPortalIndex( nPortalId );
|
||
|
if ( nIndex < 0 )
|
||
|
{
|
||
|
CPortalRenderable *pPortal = NULL;
|
||
|
const char *szType = pCurr->GetString( "portalType", "flatBasic" ); //"flatBasic" being the type commonly found in "Portal" mod
|
||
|
//search through registered creation functions for one that makes this type of portal
|
||
|
for( int i = m_PortalRenderableCreators.Count(); --i >= 0; )
|
||
|
{
|
||
|
if( FStrEq( szType, m_PortalRenderableCreators[i].portalType.String() ) )
|
||
|
{
|
||
|
pPortal = m_PortalRenderableCreators[i].creationFunc();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( pPortal == NULL )
|
||
|
{
|
||
|
AssertMsg( false, "Unable to find creation function for portal type." );
|
||
|
Warning( "CPortalRender::HandlePortalPlaybackMessage() unable to find creation function for portal type: %s\n", szType );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pPortal->m_bIsPlaybackPortal = true;
|
||
|
int k = m_RecordedPortals.AddToTail( );
|
||
|
m_RecordedPortals[k].m_pActivePortal = pPortal;
|
||
|
m_RecordedPortals[k].m_nPortalId = nPortalId;
|
||
|
m_RecordedPortals[k].m_pPlaybackRenderable = pRenderable;
|
||
|
AddPortal( pPortal );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_RecordedPortals[nIndex].m_pPlaybackRenderable = pRenderable;
|
||
|
}
|
||
|
foundIds.AddToTail( nPortalId );
|
||
|
}
|
||
|
|
||
|
// Delete portals that didn't appear in the list
|
||
|
int nFoundCount = foundIds.Count();
|
||
|
int nCount = m_RecordedPortals.Count();
|
||
|
for ( int i = nCount; --i >= 0; )
|
||
|
{
|
||
|
int j;
|
||
|
for ( j = 0; j < nFoundCount; ++j )
|
||
|
{
|
||
|
if ( foundIds[j] == m_RecordedPortals[i].m_nPortalId )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( j == nFoundCount )
|
||
|
{
|
||
|
RemovePortal( m_RecordedPortals[i].m_pActivePortal );
|
||
|
delete m_RecordedPortals[i].m_pActivePortal;
|
||
|
m_RecordedPortals.FastRemove(i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Iterate through all the portal ids of all the portals in the keyvalues message
|
||
|
for ( KeyValues *pCurr = pKeyValues->GetFirstTrueSubKey(); pCurr; pCurr = pCurr->GetNextTrueSubKey() )
|
||
|
{
|
||
|
// Update the state of the portals based on the recorded info
|
||
|
int nPortalId = pCurr->GetInt( "portalId" );
|
||
|
CPortalRenderable *pPortal = FindRecordedPortal( nPortalId );
|
||
|
Assert( pPortal );
|
||
|
|
||
|
pPortal->HandlePortalPlaybackMessage( pCurr );
|
||
|
}
|
||
|
|
||
|
// Make the portals update their internal state
|
||
|
/*nCount = m_RecordedPortals.Count();
|
||
|
for ( int i = 0; i < nCount; ++i )
|
||
|
{
|
||
|
m_RecordedPortals[i].m_pActivePortal->PortalMoved();
|
||
|
m_RecordedPortals[i].m_pActivePortal->ComputeLinkMatrix();
|
||
|
}*/
|
||
|
}
|
||
|
|
||
|
|
||
|
void CPortalRender::AddPortalCreationFunc( const char *szPortalType, PortalRenderableCreationFunc creationFunc )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
for( int i = m_PortalRenderableCreators.Count(); --i >= 0; )
|
||
|
{
|
||
|
AssertMsg( FStrEq( m_PortalRenderableCreators[i].portalType.String(), szPortalType ) == false, "Multiple portal renderable creation functions for same type of portal renderable." );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
PortalRenderableCreationFunction_t temp;
|
||
|
temp.creationFunc = creationFunc;
|
||
|
temp.portalType.Set( szPortalType );
|
||
|
|
||
|
m_PortalRenderableCreators.AddToTail( temp );
|
||
|
}
|
||
|
|
||
|
bool Recursive_IsPortalViewID( PortalViewIDNode_t *pNode, view_id_t id )
|
||
|
{
|
||
|
if ( pNode->iPrimaryViewID == id )
|
||
|
return true;
|
||
|
|
||
|
for( int i = pNode->ChildNodes.Count(); --i >= 0; )
|
||
|
{
|
||
|
PortalViewIDNode_t *pChildNode = pNode->ChildNodes[i];
|
||
|
if( pChildNode )
|
||
|
{
|
||
|
return Recursive_IsPortalViewID( pChildNode, id );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Tests the parameter view ID against ID's used by portal pixel vis queries
|
||
|
// Input : id - id tested against used portal view ids
|
||
|
// Output : Returns true if id matches an ID used by a portal, or it's recursive sub portals
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPortalRender::IsPortalViewID( view_id_t id )
|
||
|
{
|
||
|
if ( id == m_HeadPortalViewIDNode.iPrimaryViewID )
|
||
|
return true;
|
||
|
|
||
|
for ( int i = 0; i < MAX_PORTAL_RECURSIVE_VIEWS; ++i )
|
||
|
{
|
||
|
PortalViewIDNode_t* pNode = m_PortalViewIDNodeChain[i];
|
||
|
if ( pNode )
|
||
|
{
|
||
|
// recursively search child nodes, they get their own ids.
|
||
|
if ( Recursive_IsPortalViewID( pNode, id ) )
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|