mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 09:33:00 +00:00
529 lines
17 KiB
C++
529 lines
17 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//===========================================================================//
|
|
|
|
#if !defined( VIEWRENDER_H )
|
|
#define VIEWRENDER_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "shareddefs.h"
|
|
#include "tier1/utlstack.h"
|
|
#include "iviewrender.h"
|
|
#include "view_shared.h"
|
|
#include "replay/ireplayscreenshotsystem.h"
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Forward declarations
|
|
//-----------------------------------------------------------------------------
|
|
class ConVar;
|
|
class CClientRenderablesList;
|
|
class IClientVehicle;
|
|
class C_PointCamera;
|
|
class C_EnvProjectedTexture;
|
|
class IScreenSpaceEffect;
|
|
class CClientViewSetup;
|
|
class CViewRender;
|
|
struct ClientWorldListInfo_t;
|
|
class C_BaseEntity;
|
|
struct WriteReplayScreenshotParams_t;
|
|
class CReplayScreenshotTaker;
|
|
|
|
#ifdef HL2_EPISODIC
|
|
class CStunEffect;
|
|
#endif // HL2_EPISODIC
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Data specific to intro mode to control rendering.
|
|
//-----------------------------------------------------------------------------
|
|
struct IntroDataBlendPass_t
|
|
{
|
|
int m_BlendMode;
|
|
float m_Alpha; // in [0.0f,1.0f] This needs to add up to 1.0 for all passes, unless you are fading out.
|
|
};
|
|
|
|
struct IntroData_t
|
|
{
|
|
bool m_bDrawPrimary;
|
|
Vector m_vecCameraView;
|
|
QAngle m_vecCameraViewAngles;
|
|
float m_playerViewFOV;
|
|
CUtlVector<IntroDataBlendPass_t> m_Passes;
|
|
|
|
// Fade overriding for the intro
|
|
float m_flCurrentFadeColor[4];
|
|
};
|
|
|
|
// Robin, make this point at something to get intro mode.
|
|
extern IntroData_t *g_pIntroData;
|
|
|
|
// This identifies the view for certain systems that are unique per view (e.g. pixel visibility)
|
|
// NOTE: This is identifying which logical part of the scene an entity is being redered in
|
|
// This is not identifying a particular render target necessarily. This is mostly needed for entities that
|
|
// can be rendered more than once per frame (pixel vis queries need to be identified per-render call)
|
|
enum view_id_t
|
|
{
|
|
VIEW_ILLEGAL = -2,
|
|
VIEW_NONE = -1,
|
|
VIEW_MAIN = 0,
|
|
VIEW_3DSKY = 1,
|
|
VIEW_MONITOR = 2,
|
|
VIEW_REFLECTION = 3,
|
|
VIEW_REFRACTION = 4,
|
|
VIEW_INTRO_PLAYER = 5,
|
|
VIEW_INTRO_CAMERA = 6,
|
|
VIEW_SHADOW_DEPTH_TEXTURE = 7,
|
|
VIEW_SSAO = 8,
|
|
VIEW_ID_COUNT
|
|
};
|
|
view_id_t CurrentViewID();
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stored pitch drifting variables
|
|
//-----------------------------------------------------------------------------
|
|
class CPitchDrift
|
|
{
|
|
public:
|
|
float pitchvel;
|
|
bool nodrift;
|
|
float driftmove;
|
|
double laststop;
|
|
};
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
struct ViewCustomVisibility_t
|
|
{
|
|
ViewCustomVisibility_t()
|
|
{
|
|
m_nNumVisOrigins = 0;
|
|
m_VisData.m_fDistToAreaPortalTolerance = FLT_MAX;
|
|
m_iForceViewLeaf = -1;
|
|
}
|
|
|
|
void AddVisOrigin( const Vector& origin )
|
|
{
|
|
// Don't allow them to write past array length
|
|
AssertMsg( m_nNumVisOrigins < MAX_VIS_LEAVES, "Added more origins than will fit in the array!" );
|
|
|
|
// If the vis origin count is greater than the size of our array, just fail to add this origin
|
|
if ( m_nNumVisOrigins >= MAX_VIS_LEAVES )
|
|
return;
|
|
|
|
m_rgVisOrigins[ m_nNumVisOrigins++ ] = origin;
|
|
}
|
|
|
|
void ForceVisOverride( VisOverrideData_t& visData )
|
|
{
|
|
m_VisData = visData;
|
|
}
|
|
|
|
void ForceViewLeaf ( int iViewLeaf )
|
|
{
|
|
m_iForceViewLeaf = iViewLeaf;
|
|
}
|
|
|
|
// Set to true if you want to use multiple origins for doing client side map vis culling
|
|
// NOTE: In generaly, you won't want to do this, and by default the 3d origin of the camera, as above,
|
|
// will be used as the origin for vis, too.
|
|
int m_nNumVisOrigins;
|
|
// Array of origins
|
|
Vector m_rgVisOrigins[ MAX_VIS_LEAVES ];
|
|
|
|
// The view data overrides for visibility calculations with area portals
|
|
VisOverrideData_t m_VisData;
|
|
|
|
// The starting leaf to determing which area to start in when performing area portal culling on the engine
|
|
// Default behavior is to use the leaf the camera position is in.
|
|
int m_iForceViewLeaf;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
struct WaterRenderInfo_t
|
|
{
|
|
bool m_bCheapWater : 1;
|
|
bool m_bReflect : 1;
|
|
bool m_bRefract : 1;
|
|
bool m_bReflectEntities : 1;
|
|
bool m_bDrawWaterSurface : 1;
|
|
bool m_bOpaqueWater : 1;
|
|
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
class CBase3dView : public CRefCounted<>,
|
|
protected CViewSetup
|
|
{
|
|
DECLARE_CLASS_NOBASE( CBase3dView );
|
|
public:
|
|
CBase3dView( CViewRender *pMainView );
|
|
|
|
VPlane * GetFrustum();
|
|
virtual int GetDrawFlags() { return 0; }
|
|
|
|
#ifdef PORTAL
|
|
virtual void EnableWorldFog() {};
|
|
#endif
|
|
|
|
protected:
|
|
// @MULTICORE (toml 8/11/2006): need to have per-view frustum. Change when move view stack to client
|
|
VPlane *m_Frustum;
|
|
CViewRender *m_pMainView;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Base class for 3d views
|
|
//-----------------------------------------------------------------------------
|
|
class CRendering3dView : public CBase3dView
|
|
{
|
|
DECLARE_CLASS( CRendering3dView, CBase3dView );
|
|
public:
|
|
CRendering3dView( CViewRender *pMainView );
|
|
virtual ~CRendering3dView() { ReleaseLists(); }
|
|
|
|
void Setup( const CViewSetup &setup );
|
|
|
|
// What are we currently rendering? Returns a combination of DF_ flags.
|
|
virtual int GetDrawFlags();
|
|
|
|
virtual void Draw() {};
|
|
|
|
protected:
|
|
|
|
// Fog setup
|
|
void EnableWorldFog( void );
|
|
void SetFogVolumeState( const VisibleFogVolumeInfo_t &fogInfo, bool bUseHeightFog );
|
|
|
|
// Draw setup
|
|
void SetupRenderablesList( int viewID );
|
|
|
|
void UpdateRenderablesOpacity();
|
|
|
|
// If iForceViewLeaf is not -1, then it uses the specified leaf as your starting area for setting up area portal culling.
|
|
// This is used by water since your reflected view origin is often in solid space, but we still want to treat it as though
|
|
// the first portal we're looking out of is a water portal, so our view effectively originates under the water.
|
|
void BuildWorldRenderLists( bool bDrawEntities, int iForceViewLeaf = -1, bool bUseCacheIfEnabled = true, bool bShadowDepth = false, float *pReflectionWaterHeight = NULL );
|
|
|
|
// Purpose: Builds render lists for renderables. Called once for refraction, once for over water
|
|
void BuildRenderableRenderLists( int viewID );
|
|
|
|
// More concise version of the above BuildRenderableRenderLists(). Called for shadow depth map rendering
|
|
void BuildShadowDepthRenderableRenderLists();
|
|
|
|
void DrawWorld( float waterZAdjust );
|
|
|
|
// Draws all opaque/translucent renderables in leaves that were rendered
|
|
void DrawOpaqueRenderables( ERenderDepthMode DepthMode );
|
|
void DrawTranslucentRenderables( bool bInSkybox, bool bShadowDepth );
|
|
|
|
// Renders all translucent entities in the render list
|
|
void DrawTranslucentRenderablesNoWorld( bool bInSkybox );
|
|
|
|
// Draws translucent renderables that ignore the Z buffer
|
|
void DrawNoZBufferTranslucentRenderables( void );
|
|
|
|
// Renders all translucent world surfaces in a particular set of leaves
|
|
void DrawTranslucentWorldInLeaves( bool bShadowDepth );
|
|
|
|
// Renders all translucent world + detail objects in a particular set of leaves
|
|
void DrawTranslucentWorldAndDetailPropsInLeaves( int iCurLeaf, int iFinalLeaf, int nEngineDrawFlags, int &nDetailLeafCount, LeafIndex_t* pDetailLeafList, bool bShadowDepth );
|
|
|
|
// Purpose: Computes the actual world list info based on the render flags
|
|
void PruneWorldListInfo();
|
|
|
|
#ifdef PORTAL
|
|
virtual bool ShouldDrawPortals() { return true; }
|
|
#endif
|
|
|
|
void ReleaseLists();
|
|
|
|
//-----------------------------------------------
|
|
// Combination of DF_ flags.
|
|
int m_DrawFlags;
|
|
int m_ClearFlags;
|
|
|
|
IWorldRenderList *m_pWorldRenderList;
|
|
CClientRenderablesList *m_pRenderablesList;
|
|
ClientWorldListInfo_t *m_pWorldListInfo;
|
|
ViewCustomVisibility_t *m_pCustomVisibility;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CRenderExecutor
|
|
{
|
|
DECLARE_CLASS_NOBASE( CRenderExecutor );
|
|
public:
|
|
virtual void AddView( CRendering3dView *pView ) = 0;
|
|
virtual void Execute() = 0;
|
|
|
|
protected:
|
|
CRenderExecutor( CViewRender *pMainView ) : m_pMainView( pMainView ) {}
|
|
CViewRender *m_pMainView;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CSimpleRenderExecutor : public CRenderExecutor
|
|
{
|
|
DECLARE_CLASS( CSimpleRenderExecutor, CRenderExecutor );
|
|
public:
|
|
CSimpleRenderExecutor( CViewRender *pMainView ) : CRenderExecutor( pMainView ) {}
|
|
|
|
void AddView( CRendering3dView *pView );
|
|
void Execute() {}
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Implements the interface to view rendering for the client .dll
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CViewRender : public IViewRender,
|
|
public IReplayScreenshotSystem
|
|
{
|
|
DECLARE_CLASS_NOBASE( CViewRender );
|
|
public:
|
|
virtual void Init( void );
|
|
virtual void Shutdown( void );
|
|
|
|
const CViewSetup *GetPlayerViewSetup( ) const;
|
|
|
|
virtual void StartPitchDrift( void );
|
|
virtual void StopPitchDrift( void );
|
|
|
|
virtual float GetZNear();
|
|
virtual float GetZFar();
|
|
|
|
virtual void OnRenderStart();
|
|
void DriftPitch (void);
|
|
|
|
static CViewRender * GetMainView() { return assert_cast<CViewRender *>( view ); }
|
|
|
|
void AddViewToScene( CRendering3dView *pView ) { m_SimpleExecutor.AddView( pView ); }
|
|
protected:
|
|
// Sets up the view parameters for all views (left, middle and right eyes).
|
|
void SetUpViews();
|
|
|
|
// Sets up the view parameters of map overview mode (cl_leveloverview)
|
|
void SetUpOverView();
|
|
|
|
// generates a low-res screenshot for save games
|
|
virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded = false, bool bWriteVTF = false );
|
|
void WriteSaveGameScreenshot( const char *filename );
|
|
|
|
virtual IReplayScreenshotSystem *GetReplayScreenshotSystem() { return this; }
|
|
|
|
// IReplayScreenshot implementation
|
|
virtual void WriteReplayScreenshot( WriteReplayScreenshotParams_t ¶ms );
|
|
virtual void UpdateReplayScreenshotCache();
|
|
|
|
StereoEye_t GetFirstEye() const;
|
|
StereoEye_t GetLastEye() const;
|
|
CViewSetup & GetView(StereoEye_t eEye);
|
|
const CViewSetup & GetView(StereoEye_t eEye) const ;
|
|
|
|
|
|
// This stores all of the view setup parameters that the engine needs to know about.
|
|
// Best way to pick the right one is with ::GetView(), rather than directly.
|
|
CViewSetup m_View; // mono <- in stereo mode, this will be between the two eyes and is the "main" view.
|
|
CViewSetup m_ViewLeft; // left (unused for mono)
|
|
CViewSetup m_ViewRight; // right (unused for mono)
|
|
|
|
// Pitch drifting data
|
|
CPitchDrift m_PitchDrift;
|
|
|
|
public:
|
|
CViewRender();
|
|
virtual ~CViewRender( void ) {}
|
|
|
|
// Implementation of IViewRender interface
|
|
public:
|
|
|
|
void SetupVis( const CViewSetup& view, unsigned int &visFlags, ViewCustomVisibility_t *pCustomVisibility = NULL );
|
|
|
|
|
|
// Render functions
|
|
virtual void Render( vrect_t *rect );
|
|
virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw );
|
|
virtual void RenderPlayerSprites();
|
|
virtual void Render2DEffectsPreHUD( const CViewSetup &view );
|
|
virtual void Render2DEffectsPostHUD( const CViewSetup &view );
|
|
|
|
|
|
void DisableFog( void );
|
|
|
|
// Called once per level change
|
|
void LevelInit( void );
|
|
void LevelShutdown( void );
|
|
|
|
// Add entity to transparent entity queue
|
|
|
|
bool ShouldDrawEntities( void );
|
|
bool ShouldDrawBrushModels( void );
|
|
|
|
const CViewSetup *GetViewSetup( ) const;
|
|
|
|
void DisableVis( void );
|
|
|
|
// Sets up the view model position relative to the local player
|
|
void MoveViewModels( );
|
|
|
|
// Gets the abs origin + angles of the view models
|
|
void GetViewModelPosition( int nIndex, Vector *pPos, QAngle *pAngle );
|
|
|
|
void SetCheapWaterStartDistance( float flCheapWaterStartDistance );
|
|
void SetCheapWaterEndDistance( float flCheapWaterEndDistance );
|
|
|
|
void GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance );
|
|
|
|
virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw );
|
|
|
|
virtual void GetScreenFadeDistances( float *min, float *max );
|
|
|
|
virtual C_BaseEntity *GetCurrentlyDrawingEntity();
|
|
virtual void SetCurrentlyDrawingEntity( C_BaseEntity *pEnt );
|
|
|
|
virtual bool UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowView );
|
|
|
|
int GetBaseDrawFlags() { return m_BaseDrawFlags; }
|
|
virtual bool ShouldForceNoVis() { return m_bForceNoVis; }
|
|
int BuildRenderablesListsNumber() const { return m_BuildRenderableListsNumber; }
|
|
int IncRenderablesListsNumber() { return ++m_BuildRenderableListsNumber; }
|
|
|
|
int BuildWorldListsNumber() const;
|
|
int IncWorldListsNumber() { return ++m_BuildWorldListsNumber; }
|
|
|
|
virtual VPlane* GetFrustum() { return ( m_pActiveRenderer ) ? m_pActiveRenderer->GetFrustum() : m_Frustum; }
|
|
|
|
// What are we currently rendering? Returns a combination of DF_ flags.
|
|
virtual int GetDrawFlags() { return ( m_pActiveRenderer ) ? m_pActiveRenderer->GetDrawFlags() : 0; }
|
|
|
|
CBase3dView * GetActiveRenderer() { return m_pActiveRenderer; }
|
|
CBase3dView * SetActiveRenderer( CBase3dView *pActiveRenderer ) { CBase3dView *pPrevious = m_pActiveRenderer; m_pActiveRenderer = pActiveRenderer; return pPrevious; }
|
|
|
|
void FreezeFrame( float flFreezeTime );
|
|
|
|
void SetWaterOverlayMaterial( IMaterial *pMaterial )
|
|
{
|
|
m_UnderWaterOverlayMaterial.Init( pMaterial );
|
|
}
|
|
private:
|
|
int m_BuildWorldListsNumber;
|
|
|
|
|
|
// General draw methods
|
|
// baseDrawFlags is a combination of DF_ defines. DF_MONITOR is passed into here while drawing a monitor.
|
|
void ViewDrawScene( bool bDrew3dSkybox, SkyboxVisibility_t nSkyboxVisible, const CViewSetup &view, int nClearFlags, view_id_t viewID, bool bDrawViewModel = false, int baseDrawFlags = 0, ViewCustomVisibility_t *pCustomVisibility = NULL );
|
|
|
|
void DrawMonitors( const CViewSetup &cameraView );
|
|
|
|
bool DrawOneMonitor( ITexture *pRenderTarget, int cameraNum, C_PointCamera *pCameraEnt, const CViewSetup &cameraView, C_BasePlayer *localPlayer,
|
|
int x, int y, int width, int height );
|
|
|
|
// Drawing primitives
|
|
bool ShouldDrawViewModel( bool drawViewmodel );
|
|
void DrawViewModels( const CViewSetup &view, bool drawViewmodel );
|
|
|
|
void PerformScreenSpaceEffects( int x, int y, int w, int h );
|
|
|
|
// Overlays
|
|
void SetScreenOverlayMaterial( IMaterial *pMaterial );
|
|
IMaterial *GetScreenOverlayMaterial( );
|
|
void PerformScreenOverlay( int x, int y, int w, int h );
|
|
|
|
void DrawUnderwaterOverlay( void );
|
|
|
|
// Water-related methods
|
|
void DrawWorldAndEntities( bool drawSkybox, const CViewSetup &view, int nClearFlags, ViewCustomVisibility_t *pCustomVisibility = NULL );
|
|
|
|
virtual void ViewDrawScene_Intro( const CViewSetup &view, int nClearFlags, const IntroData_t &introData );
|
|
|
|
#ifdef PORTAL
|
|
// Intended for use in the middle of another ViewDrawScene call, this allows stencils to be drawn after opaques but before translucents are drawn in the main view.
|
|
void ViewDrawScene_PortalStencil( const CViewSetup &view, ViewCustomVisibility_t *pCustomVisibility );
|
|
void Draw3dSkyboxworld_Portal( const CViewSetup &view, int &nClearFlags, bool &bDrew3dSkybox, SkyboxVisibility_t &nSkyboxVisible, ITexture *pRenderTarget = NULL );
|
|
#endif // PORTAL
|
|
|
|
// Determines what kind of water we're going to use
|
|
void DetermineWaterRenderInfo( const VisibleFogVolumeInfo_t &fogVolumeInfo, WaterRenderInfo_t &info );
|
|
|
|
bool UpdateRefractIfNeededByList( CUtlVector< IClientRenderable * > &list );
|
|
void DrawRenderablesInList( CUtlVector< IClientRenderable * > &list, int flags = 0 );
|
|
|
|
// Sets up, cleans up the main 3D view
|
|
void SetupMain3DView( const CViewSetup &view, int &nClearFlags );
|
|
void CleanupMain3DView( const CViewSetup &view );
|
|
|
|
|
|
// This stores the current view
|
|
CViewSetup m_CurrentView;
|
|
|
|
// VIS Overrides
|
|
// Set to true to turn off client side vis ( !!!! rendering will be slow since everything will draw )
|
|
bool m_bForceNoVis;
|
|
|
|
// Some cvars needed by this system
|
|
const ConVar *m_pDrawEntities;
|
|
const ConVar *m_pDrawBrushModels;
|
|
|
|
// Some materials used...
|
|
CMaterialReference m_TranslucentSingleColor;
|
|
CMaterialReference m_ModulateSingleColor;
|
|
CMaterialReference m_ScreenOverlayMaterial;
|
|
CMaterialReference m_UnderWaterOverlayMaterial;
|
|
|
|
Vector m_vecLastFacing;
|
|
float m_flCheapWaterStartDistance;
|
|
float m_flCheapWaterEndDistance;
|
|
|
|
CViewSetup m_OverlayViewSetup;
|
|
int m_OverlayClearFlags;
|
|
int m_OverlayDrawFlags;
|
|
bool m_bDrawOverlay;
|
|
|
|
int m_BaseDrawFlags; // Set in ViewDrawScene and OR'd into m_DrawFlags as it goes.
|
|
C_BaseEntity *m_pCurrentlyDrawingEntity;
|
|
|
|
#if defined( CSTRIKE_DLL )
|
|
float m_flLastFOV;
|
|
#endif
|
|
|
|
#ifdef PORTAL
|
|
friend class CPortalRender; //portal drawing needs muck with views in weird ways
|
|
friend class CPortalRenderable;
|
|
#endif
|
|
int m_BuildRenderableListsNumber;
|
|
|
|
friend class CBase3dView;
|
|
|
|
Frustum m_Frustum;
|
|
|
|
CBase3dView *m_pActiveRenderer;
|
|
CSimpleRenderExecutor m_SimpleExecutor;
|
|
|
|
bool m_rbTakeFreezeFrame[ STEREO_EYE_MAX ];
|
|
float m_flFreezeFrameUntil;
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
CReplayScreenshotTaker *m_pReplayScreenshotTaker;
|
|
#endif
|
|
};
|
|
|
|
#endif // VIEWRENDER_H
|