source-engine/game/client/portal/portalrenderable_flatbasic.h
2022-04-16 12:05:19 +03:00

121 lines
5.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef PORTALRENDERABLE_FLATBASIC_H
#define PORTALRENDERABLE_FLATBASIC_H
#ifdef _WIN32
#pragma once
#endif
#include "PortalRender.h"
struct PortalMeshPoint_t;
#define PORTALRENDERFIXMESH_OUTERBOUNDPLANES 12
struct FlatBasicPortalRenderingMaterials_t
{
CMaterialReference m_PortalMaterials[2];
CMaterialReference m_PortalRenderFixMaterials[2];
CMaterialReference m_PortalDepthDoubler;
CMaterialReference m_PortalStaticOverlay[2];
CMaterialReference m_Portal_Stencil_Hole;
CMaterialReference m_Portal_Refract[2];
//CTextureReference m_PortalLightTransfer_ShadowTexture; //light transfers disabled indefinitely
IMaterialVar *m_pDepthDoubleViewMatrixVar;
};
//As seen in "Portal"
class CPortalRenderable_FlatBasic : public C_BaseAnimating, public CPortalRenderable
{
DECLARE_CLASS( CPortalRenderable_FlatBasic, C_BaseAnimating );
public:
CPortalRenderable_FlatBasic( void );
//generates a 8x6 tiled set of quads, each clipped to the view frustum. Helps vs11/ps11 portal shaders interpolate correctly. Not necessary for vs20/ps20 portal shaders or stencil mode.
virtual void DrawComplexPortalMesh( const IMaterial *pMaterialOverride = NULL, float fForwardOffsetModifier = 0.25f );
//generates a single quad
virtual void DrawSimplePortalMesh( const IMaterial *pMaterialOverride = NULL, float fForwardOffsetModifier = 0.25f );
//draws a screenspace mesh to replace missing pixels caused by the camera near plane intersecting the portal mesh
virtual void DrawRenderFixMesh( const IMaterial *pMaterialOverride = NULL, float fFrontClipDistance = 0.3f );
//When we're in a configuration that sees through recursive portal views to a depth of 2, we should be able to cheaply approximate even further depth using pixels from previous frames
virtual void DrawDepthDoublerMesh( float fForwardOffsetModifier = 0.25f );
virtual void DrawPortal( void );
virtual void DrawPreStencilMask( void ); //Draw to wherever you can see through the portal. The mask will later be filled with the portal view.
virtual void DrawStencilMask( void ); //Draw to wherever you can see through the portal. The mask will later be filled with the portal view.
virtual void DrawPostStencilFixes( void ); //After done drawing to the portal mask, we need to fix the depth buffer as well as fog. So draw your mesh again, writing to z and with the fog color alpha'd in by distance
virtual void RenderPortalViewToBackBuffer( CViewRender *pViewRender, const CViewSetup &cameraView );
virtual void RenderPortalViewToTexture( CViewRender *pViewRender, const CViewSetup &cameraView );
void AddToVisAsExitPortal( ViewCustomVisibility_t *pCustomVisibility );
virtual bool ShouldUpdatePortalView_BasedOnView( const CViewSetup &currentView, CUtlVector<VPlane> &currentComplexFrustum ); //portal is both visible, and will display at least some portion of a remote view
virtual bool ShouldUpdatePortalView_BasedOnPixelVisibility( float fScreenFilledByStencilMaskLastFrame_Normalized );
virtual bool ShouldUpdateDepthDoublerTexture( const CViewSetup &viewSetup );
virtual void GetToolRecordingState( bool bActive, KeyValues *msg );
virtual void HandlePortalPlaybackMessage( KeyValues *pKeyValues );
virtual const Vector &GetFogOrigin( void ) const { return m_ptOrigin; };
virtual SkyboxVisibility_t SkyBoxVisibleFromPortal( void ) { return m_InternallyMaintainedData.m_nSkyboxVisibleFromCorners; };
virtual bool DoesExitViewIntersectWaterPlane( float waterZ, int leafWaterDataID ) const;
bool WillUseDepthDoublerThisDraw( void ) const; //returns true if the DrawPortal() would draw a depth doubler mesh if you were to call it right now
virtual CPortalRenderable *GetLinkedPortal() const { return m_pLinkedPortal; };
bool CalcFrustumThroughPortal( const Vector &ptCurrentViewOrigin, Frustum OutputFrustum );
protected:
void ClipFixToBoundingAreaAndDraw( PortalMeshPoint_t *pVerts, const IMaterial *pMaterial );
void Internal_DrawRenderFixMesh( const IMaterial *pMaterial );
// renders a quad that simulates fog as an overlay for something else (most notably the hole we create for stencil mode portals)
void RenderFogQuad( void );
void PortalMoved( void ); // call this if you've moved the portal around so we can update internally maintained data
static const FlatBasicPortalRenderingMaterials_t& m_Materials;
struct FlatBasicPortal_InternalData_t
{
VPlane m_BoundingPlanes[PORTALRENDERFIXMESH_OUTERBOUNDPLANES + 2]; // +2 for front and back
VisOverrideData_t m_VisData; // a data to use for visibility calculations (to override area portal culling)
int m_iViewLeaf; // leaf to start in for area portal flowing through calculations
VMatrix m_DepthDoublerTextureView; //cached version of view matrix at depth 1 for use when drawing the depth doubler mesh
bool m_bUsableDepthDoublerConfiguration; //every time a portal moves we re-evaluate whether the depth doubler will reasonably approximate more views
SkyboxVisibility_t m_nSkyboxVisibleFromCorners;
Vector m_ptForwardOrigin;
Vector m_ptCorners[4];
float m_fPlaneDist; //combines with m_vForward to make a plane
};
FlatBasicPortal_InternalData_t m_InternallyMaintainedData;
public:
CPortalRenderable_FlatBasic *m_pLinkedPortal;
Vector m_ptOrigin;
Vector m_vForward, m_vUp, m_vRight;
float m_fStaticAmount;
float m_fSecondaryStaticAmount; // used to help kludge the end of our recursive rendering chain
float m_fOpenAmount;
bool m_bIsPortal2; //for any set of portals, one must be portal 1, and the other portal 2. Uses different render targets
};
#endif //#ifndef PORTALRENDERABLE_FLATBASIC_H