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https://github.com/nillerusr/source-engine.git
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326 lines
9.8 KiB
C++
326 lines
9.8 KiB
C++
//========= 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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "view.h"
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#include "iviewrender.h"
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#include "view_shared.h"
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#include "ivieweffects.h"
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#include "iinput.h"
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#include "model_types.h"
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#include "clientsideeffects.h"
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#include "particlemgr.h"
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#include "viewrender.h"
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#include "iclientmode.h"
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#include "voice_status.h"
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#include "radio_status.h"
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#include "glow_overlay.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/itexture.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "detailobjectsystem.h"
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#include "tier0/vprof.h"
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#include "engine/IEngineTrace.h"
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#include "engine/ivmodelinfo.h"
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#include "view_scene.h"
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#include "particles_ez.h"
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#include "engine/IStaticPropMgr.h"
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#include "engine/ivdebugoverlay.h"
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#include "cs_view_scene.h"
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#include "c_cs_player.h"
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#include "cs_gamerules.h"
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#include "shake.h"
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#include "clienteffectprecachesystem.h"
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#include <vgui/ISurface.h>
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheCSViewScene )
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CLIENTEFFECT_MATERIAL( "effects/flashbang" )
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CLIENTEFFECT_MATERIAL( "effects/flashbang_white" )
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CLIENTEFFECT_MATERIAL( "effects/nightvision" )
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CLIENTEFFECT_REGISTER_END()
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static CCSViewRender g_ViewRender;
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CCSViewRender::CCSViewRender()
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{
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view = ( IViewRender * )&g_ViewRender;
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m_pFlashTexture = NULL;
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}
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struct ConVarFlags
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{
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const char *name;
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int flags;
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};
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ConVarFlags s_flaggedConVars[] =
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{
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{ "r_screenfademinsize", FCVAR_CHEAT },
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{ "r_screenfademaxsize", FCVAR_CHEAT },
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{ "developer", FCVAR_CHEAT },
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};
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void CCSViewRender::Init( void )
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{
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for ( int i=0; i<ARRAYSIZE( s_flaggedConVars ); ++i )
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{
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ConVar *flaggedConVar = cvar->FindVar( s_flaggedConVars[i].name );
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if ( flaggedConVar )
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{
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flaggedConVar->AddFlags( s_flaggedConVars[i].flags );
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}
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}
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CViewRender::Init();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the min/max fade distances
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//-----------------------------------------------------------------------------
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void CCSViewRender::GetScreenFadeDistances( float *min, float *max )
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{
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if ( min )
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{
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*min = 0.0f;
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}
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if ( max )
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{
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*max = 0.0f;
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}
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}
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void CCSViewRender::PerformNightVisionEffect( const CViewSetup &view )
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{
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( !pPlayer )
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return;
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if (pPlayer->GetObserverMode() == OBS_MODE_IN_EYE)
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{
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CBaseEntity *target = pPlayer->GetObserverTarget();
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if (target && target->IsPlayer())
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{
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pPlayer = (C_CSPlayer *)target;
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}
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}
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if ( pPlayer && pPlayer->m_flNightVisionAlpha > 0 )
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{
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IMaterial *pMaterial = materials->FindMaterial( "effects/nightvision", TEXTURE_GROUP_CLIENT_EFFECTS, true );
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if ( pMaterial )
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{
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int iMaxValue = 255;
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byte overlaycolor[4] = { 0, 255, 0, 255 };
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if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 )
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{
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UpdateScreenEffectTexture( 0, view.x, view.y, view.width, view.height );
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}
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else
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{
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// In DX7, use the values CS:goldsrc uses.
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iMaxValue = 225;
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overlaycolor[0] = overlaycolor[2] = 50 / 2;
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overlaycolor[1] = 225 / 2;
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}
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if ( pPlayer->m_bNightVisionOn )
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{
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pPlayer->m_flNightVisionAlpha += 15;
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pPlayer->m_flNightVisionAlpha = MIN( pPlayer->m_flNightVisionAlpha, iMaxValue );
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}
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else
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{
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pPlayer->m_flNightVisionAlpha -= 40;
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pPlayer->m_flNightVisionAlpha = MAX( pPlayer->m_flNightVisionAlpha, 0 );
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}
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overlaycolor[3] = pPlayer->m_flNightVisionAlpha;
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render->ViewDrawFade( overlaycolor, pMaterial );
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// Only one pass in DX7.
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if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->DrawScreenSpaceQuad( pMaterial );
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render->ViewDrawFade( overlaycolor, pMaterial );
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pRenderContext->DrawScreenSpaceQuad( pMaterial );
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}
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}
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}
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}
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//Adrian - Super Nifty Flashbang Effect(tm)
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// this does the burn in for the flashbang effect.
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void CCSViewRender::PerformFlashbangEffect( const CViewSetup &view )
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{
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( pPlayer == NULL )
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return;
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if ( pPlayer->m_flFlashBangTime < gpGlobals->curtime )
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return;
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IMaterial *pMaterial = materials->FindMaterial( "effects/flashbang", TEXTURE_GROUP_CLIENT_EFFECTS, true );
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if ( !pMaterial )
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return;
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byte overlaycolor[4] = { 255, 255, 255, 255 };
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CMatRenderContextPtr pRenderContext( materials );
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if ( pPlayer->m_flFlashAlpha < pPlayer->m_flFlashMaxAlpha )
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{
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pPlayer->m_flFlashAlpha += 45;
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pPlayer->m_flFlashAlpha = MIN( pPlayer->m_flFlashAlpha, pPlayer->m_flFlashMaxAlpha );
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overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = pPlayer->m_flFlashAlpha;
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m_pFlashTexture = GetFullFrameFrameBufferTexture( 1 );
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bool foundVar;
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IMaterialVar* m_BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
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Rect_t srcRect;
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srcRect.x = view.x;
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srcRect.y = view.y;
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srcRect.width = view.width;
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srcRect.height = view.height;
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m_BaseTextureVar->SetTextureValue( m_pFlashTexture );
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pRenderContext->CopyRenderTargetToTextureEx( m_pFlashTexture, 0, &srcRect, NULL );
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pRenderContext->SetFrameBufferCopyTexture( m_pFlashTexture );
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render->ViewDrawFade( overlaycolor, pMaterial );
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// just do one pass for dxlevel < 80.
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if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80)
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{
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pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height,
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0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1,
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m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() );
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render->ViewDrawFade( overlaycolor, pMaterial );
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pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height,
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0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1,
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m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() );
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}
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}
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else if ( m_pFlashTexture )
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{
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float flAlpha = pPlayer->m_flFlashMaxAlpha * (pPlayer->m_flFlashBangTime - gpGlobals->curtime) / pPlayer->m_flFlashDuration;
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flAlpha = clamp( flAlpha, 0, pPlayer->m_flFlashMaxAlpha );
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overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = flAlpha;
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render->ViewDrawFade( overlaycolor, pMaterial );
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// just do one pass for dxlevel < 80.
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if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80)
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{
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pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height,
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0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1,
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m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() );
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render->ViewDrawFade( overlaycolor, pMaterial );
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pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height,
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0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1,
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m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() );
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}
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}
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// this does the pure white overlay part of the flashbang effect.
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pMaterial = materials->FindMaterial( "effects/flashbang_white", TEXTURE_GROUP_CLIENT_EFFECTS, true );
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if ( !pMaterial )
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return;
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float flAlpha = 255;
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if ( pPlayer->m_flFlashAlpha < pPlayer->m_flFlashMaxAlpha )
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{
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flAlpha = pPlayer->m_flFlashAlpha;
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}
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else
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{
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float flFlashTimeLeft = pPlayer->m_flFlashBangTime - gpGlobals->curtime;
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float flAlphaPercentage = 1.0;
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const float certainBlindnessTimeThresh = 3.0; // yes this is a magic number, necessary to match CS/CZ flashbang effectiveness cause the rendering system is completely different.
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if (flFlashTimeLeft > certainBlindnessTimeThresh)
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{
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// if we still have enough time of blindness left, make sure the player can't see anything yet.
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flAlphaPercentage = 1.0;
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}
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else
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{
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// blindness effects shorter than 'certainBlindnessTimeThresh' will start off at less than 255 alpha.
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flAlphaPercentage = flFlashTimeLeft / certainBlindnessTimeThresh;
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if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80)
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{
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// reduce alpha level quicker with dx 8 support and higher to compensate
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// for having the burn-in effect.
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flAlphaPercentage *= flAlphaPercentage;
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}
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}
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flAlpha = flAlphaPercentage *= pPlayer->m_flFlashMaxAlpha; // scale a [0..1) value to a [0..MaxAlpha] value for the alpha.
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// make sure the alpha is in the range of [0..MaxAlpha]
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flAlpha = MAX ( flAlpha, 0 );
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flAlpha = MIN ( flAlpha, pPlayer->m_flFlashMaxAlpha);
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}
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overlaycolor[0] = overlaycolor[1] = overlaycolor[2] = flAlpha;
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render->ViewDrawFade( overlaycolor, pMaterial );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack
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//-----------------------------------------------------------------------------
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void CCSViewRender::Render2DEffectsPreHUD( const CViewSetup &view )
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{
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PerformNightVisionEffect( view ); // this needs to come before the HUD is drawn, or it will wash the HUD out
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}
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//-----------------------------------------------------------------------------
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// Purpose: Renders extra 2D effects in derived classes while the 2D view is on the stack
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//-----------------------------------------------------------------------------
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void CCSViewRender::Render2DEffectsPostHUD( const CViewSetup &view )
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{
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PerformFlashbangEffect( view );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Renders voice feedback and other sprites attached to players
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// Input : none
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//-----------------------------------------------------------------------------
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void CCSViewRender::RenderPlayerSprites()
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{
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GetClientVoiceMgr()->SetHeadLabelOffset( 40 );
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CViewRender::RenderPlayerSprites();
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RadioManager()->DrawHeadLabels();
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}
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