mirror of
https://github.com/nillerusr/source-engine.git
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1358 lines
39 KiB
C++
1358 lines
39 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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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 "iviewrender_beams.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 "iclientmode.h"
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#include "prediction.h"
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#include "viewrender.h"
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#include "c_te_legacytempents.h"
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#include "cl_mat_stub.h"
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#include "tier0/vprof.h"
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#include "iclientvehicle.h"
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#include "engine/IEngineTrace.h"
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#include "mathlib/vmatrix.h"
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#include "rendertexture.h"
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#include "c_world.h"
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#include <KeyValues.h>
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#include "igameevents.h"
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#include "smoke_fog_overlay.h"
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#include "bitmap/tgawriter.h"
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#include "hltvcamera.h"
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#if defined( REPLAY_ENABLED )
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#include "replay/replaycamera.h"
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#include "replay/replay_screenshot.h"
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#endif
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#include "input.h"
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#include "filesystem.h"
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#include "materialsystem/itexture.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/materialsystem_config.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "toolframework_client.h"
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#include "tier0/icommandline.h"
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#include "ienginevgui.h"
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#include <vgui_controls/Controls.h>
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#include <vgui/ISurface.h>
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#include "ScreenSpaceEffects.h"
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#include "sourcevr/isourcevirtualreality.h"
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#include "client_virtualreality.h"
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#if defined( REPLAY_ENABLED )
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#include "replay/ireplaysystem.h"
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#include "replay/ienginereplay.h"
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#endif
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#if defined( HL2_CLIENT_DLL ) || defined( CSTRIKE_DLL )
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#define USE_MONITORS
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#endif
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#ifdef PORTAL
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#include "c_prop_portal.h" //portal surface rendering functions
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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void ToolFramework_AdjustEngineViewport( int& x, int& y, int& width, int& height );
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bool ToolFramework_SetupEngineView( Vector &origin, QAngle &angles, float &fov );
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bool ToolFramework_SetupEngineMicrophone( Vector &origin, QAngle &angles );
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extern ConVar default_fov;
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extern bool g_bRenderingScreenshot;
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#if !defined( _X360 )
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#define SAVEGAME_SCREENSHOT_WIDTH 180
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#define SAVEGAME_SCREENSHOT_HEIGHT 100
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#else
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#define SAVEGAME_SCREENSHOT_WIDTH 128
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#define SAVEGAME_SCREENSHOT_HEIGHT 128
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#endif
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#ifndef _XBOX
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extern ConVar sensitivity;
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#endif
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ConVar zoom_sensitivity_ratio( "zoom_sensitivity_ratio", "1.0", 0, "Additional mouse sensitivity scale factor applied when FOV is zoomed in." );
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CViewRender g_DefaultViewRender;
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IViewRender *view = NULL; // set in cldll_client_init.cpp if no mod creates their own
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#if _DEBUG
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bool g_bRenderingCameraView = false;
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#endif
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// These are the vectors for the "main" view - the one the player is looking down.
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// For stereo views, they are the vectors for the middle eye.
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static Vector g_vecRenderOrigin(0,0,0);
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static QAngle g_vecRenderAngles(0,0,0);
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static Vector g_vecPrevRenderOrigin(0,0,0); // Last frame's render origin
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static QAngle g_vecPrevRenderAngles(0,0,0); // Last frame's render angles
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static Vector g_vecVForward(0,0,0), g_vecVRight(0,0,0), g_vecVUp(0,0,0);
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static VMatrix g_matCamInverse;
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extern ConVar cl_forwardspeed;
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static ConVar v_centermove( "v_centermove", "0.15");
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static ConVar v_centerspeed( "v_centerspeed","500" );
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#ifdef TF_CLIENT_DLL
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// 54 degrees approximates a 35mm camera - we determined that this makes the viewmodels
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// and motions look the most natural.
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ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_ARCHIVE );
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#else
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ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_CHEAT );
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#endif
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ConVar mat_viewportscale( "mat_viewportscale", "1.0", FCVAR_ARCHIVE, "Scale down the main viewport (to reduce GPU impact on CPU profiling)", true, (1.0f / 640.0f), true, 1.0f );
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ConVar mat_viewportupscale( "mat_viewportupscale", "1", FCVAR_ARCHIVE, "Scale the viewport back up" );
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ConVar cl_leveloverview( "cl_leveloverview", "0", FCVAR_CHEAT );
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static ConVar r_mapextents( "r_mapextents", "16384", FCVAR_CHEAT,
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"Set the max dimension for the map. This determines the far clipping plane" );
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// UNDONE: Delete this or move to the material system?
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ConVar gl_clear( "gl_clear", "0");
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ConVar gl_clear_randomcolor( "gl_clear_randomcolor", "0", FCVAR_CHEAT, "Clear the back buffer to random colors every frame. Helps spot open seams in geometry." );
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static ConVar r_farz( "r_farz", "-1", FCVAR_CHEAT, "Override the far clipping plane. -1 means to use the value in env_fog_controller." );
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static ConVar cl_demoviewoverride( "cl_demoviewoverride", "0", 0, "Override view during demo playback" );
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void SoftwareCursorChangedCB( IConVar *pVar, const char *pOldValue, float fOldValue )
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{
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ConVar *pConVar = (ConVar *)pVar;
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vgui::surface()->SetSoftwareCursor( pConVar->GetBool() || UseVR() );
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}
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static ConVar cl_software_cursor ( "cl_software_cursor", "0", FCVAR_ARCHIVE, "Switches the game to use a larger software cursor instead of the normal OS cursor", SoftwareCursorChangedCB );
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static Vector s_DemoView;
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static QAngle s_DemoAngle;
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static void CalcDemoViewOverride( Vector &origin, QAngle &angles )
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{
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engine->SetViewAngles( s_DemoAngle );
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input->ExtraMouseSample( gpGlobals->absoluteframetime, true );
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engine->GetViewAngles( s_DemoAngle );
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Vector forward, right, up;
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AngleVectors( s_DemoAngle, &forward, &right, &up );
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float speed = gpGlobals->absoluteframetime * cl_demoviewoverride.GetFloat() * 320;
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s_DemoView += speed * input->KeyState (&in_forward) * forward ;
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s_DemoView -= speed * input->KeyState (&in_back) * forward ;
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s_DemoView += speed * input->KeyState (&in_moveright) * right ;
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s_DemoView -= speed * input->KeyState (&in_moveleft) * right ;
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origin = s_DemoView;
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angles = s_DemoAngle;
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}
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// Selects the relevant member variable to update. You could do it manually, but...
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// We always set up the MONO eye, even when doing stereo, and it's set up to be mid-way between the left and right,
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// so if you don't really care about L/R (e.g. culling, sound, etc), just use MONO.
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CViewSetup &CViewRender::GetView(StereoEye_t eEye)
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{
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if ( eEye == STEREO_EYE_MONO )
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{
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return m_View;
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}
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else if ( eEye == STEREO_EYE_RIGHT )
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{
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return m_ViewRight;
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}
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else
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{
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Assert ( eEye == STEREO_EYE_LEFT );
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return m_ViewLeft;
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}
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}
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const CViewSetup &CViewRender::GetView(StereoEye_t eEye) const
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{
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return (const_cast<CViewRender*>(this))->GetView ( eEye );
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}
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//-----------------------------------------------------------------------------
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// Accessors to return the main view (where the player's looking)
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//-----------------------------------------------------------------------------
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const Vector &MainViewOrigin()
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{
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return g_vecRenderOrigin;
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}
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const QAngle &MainViewAngles()
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{
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return g_vecRenderAngles;
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}
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const Vector &MainViewForward()
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{
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return g_vecVForward;
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}
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const Vector &MainViewRight()
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{
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return g_vecVRight;
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}
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const Vector &MainViewUp()
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{
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return g_vecVUp;
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}
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const VMatrix &MainWorldToViewMatrix()
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{
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return g_matCamInverse;
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}
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const Vector &PrevMainViewOrigin()
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{
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return g_vecPrevRenderOrigin;
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}
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const QAngle &PrevMainViewAngles()
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{
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return g_vecPrevRenderAngles;
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}
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//-----------------------------------------------------------------------------
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// Compute the world->camera transform
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//-----------------------------------------------------------------------------
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void ComputeCameraVariables( const Vector &vecOrigin, const QAngle &vecAngles,
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Vector *pVecForward, Vector *pVecRight, Vector *pVecUp, VMatrix *pMatCamInverse )
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{
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// Compute view bases
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AngleVectors( vecAngles, pVecForward, pVecRight, pVecUp );
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for (int i = 0; i < 3; ++i)
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{
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(*pMatCamInverse)[0][i] = (*pVecRight)[i];
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(*pMatCamInverse)[1][i] = (*pVecUp)[i];
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(*pMatCamInverse)[2][i] = -(*pVecForward)[i];
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(*pMatCamInverse)[3][i] = 0.0F;
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}
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(*pMatCamInverse)[0][3] = -DotProduct( *pVecRight, vecOrigin );
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(*pMatCamInverse)[1][3] = -DotProduct( *pVecUp, vecOrigin );
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(*pMatCamInverse)[2][3] = DotProduct( *pVecForward, vecOrigin );
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(*pMatCamInverse)[3][3] = 1.0F;
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}
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bool R_CullSphere(
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VPlane const *pPlanes,
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int nPlanes,
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Vector const *pCenter,
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float radius)
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{
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for(int i=0; i < nPlanes; i++)
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if(pPlanes[i].DistTo(*pCenter) < -radius)
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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static void StartPitchDrift( void )
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{
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view->StartPitchDrift();
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}
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static ConCommand centerview( "centerview", StartPitchDrift );
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extern ConVar default_fov;
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//-----------------------------------------------------------------------------
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// Purpose: Initializes all view systems
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//-----------------------------------------------------------------------------
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void CViewRender::Init( void )
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{
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memset( &m_PitchDrift, 0, sizeof( m_PitchDrift ) );
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m_bDrawOverlay = false;
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m_pDrawEntities = cvar->FindVar( "r_drawentities" );
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m_pDrawBrushModels = cvar->FindVar( "r_drawbrushmodels" );
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beams->InitBeams();
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tempents->Init();
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m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER );
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m_ModulateSingleColor.Init( "engine/modulatesinglecolor", TEXTURE_GROUP_OTHER );
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extern CMaterialReference g_material_WriteZ;
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g_material_WriteZ.Init( "engine/writez", TEXTURE_GROUP_OTHER );
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// FIXME:
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QAngle angles;
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engine->GetViewAngles( angles );
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AngleVectors( angles, &m_vecLastFacing );
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#if defined( REPLAY_ENABLED )
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m_pReplayScreenshotTaker = NULL;
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#endif
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#if defined( CSTRIKE_DLL )
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m_flLastFOV = default_fov.GetFloat();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called once per level change
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//-----------------------------------------------------------------------------
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void CViewRender::LevelInit( void )
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{
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beams->ClearBeams();
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tempents->Clear();
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m_BuildWorldListsNumber = 0;
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m_BuildRenderableListsNumber = 0;
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for( int i=0; i < STEREO_EYE_MAX; i++ )
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{
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m_rbTakeFreezeFrame[ i ] = false;
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}
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m_flFreezeFrameUntil = 0;
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// Clear our overlay materials
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m_ScreenOverlayMaterial.Init( NULL );
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// Init all IScreenSpaceEffects
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g_pScreenSpaceEffects->InitScreenSpaceEffects( );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called once per level change
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//-----------------------------------------------------------------------------
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void CViewRender::LevelShutdown( void )
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{
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g_pScreenSpaceEffects->ShutdownScreenSpaceEffects( );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called at shutdown
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//-----------------------------------------------------------------------------
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void CViewRender::Shutdown( void )
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{
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m_TranslucentSingleColor.Shutdown( );
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m_ModulateSingleColor.Shutdown( );
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m_ScreenOverlayMaterial.Shutdown();
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m_UnderWaterOverlayMaterial.Shutdown();
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beams->ShutdownBeams();
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tempents->Shutdown();
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}
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//-----------------------------------------------------------------------------
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// Returns the worldlists build number
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//-----------------------------------------------------------------------------
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int CViewRender::BuildWorldListsNumber( void ) const
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{
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return m_BuildWorldListsNumber;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start moving pitch toward ideal
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//-----------------------------------------------------------------------------
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void CViewRender::StartPitchDrift (void)
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{
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if ( m_PitchDrift.laststop == gpGlobals->curtime )
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{
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// Something else is blocking the drift.
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return;
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}
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if ( m_PitchDrift.nodrift || !m_PitchDrift.pitchvel )
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{
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m_PitchDrift.pitchvel = v_centerspeed.GetFloat();
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m_PitchDrift.nodrift = false;
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m_PitchDrift.driftmove = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CViewRender::StopPitchDrift (void)
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{
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m_PitchDrift.laststop = gpGlobals->curtime;
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m_PitchDrift.nodrift = true;
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m_PitchDrift.pitchvel = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Moves the client pitch angle towards cl.idealpitch sent by the server.
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// If the user is adjusting pitch manually, either with lookup/lookdown,
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// mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
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//-----------------------------------------------------------------------------
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void CViewRender::DriftPitch (void)
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{
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float delta, move;
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( !player )
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return;
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#if defined( REPLAY_ENABLED )
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if ( engine->IsHLTV() || g_pEngineClientReplay->IsPlayingReplayDemo() || ( player->GetGroundEntity() == NULL ) || engine->IsPlayingDemo() )
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#else
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if ( engine->IsHLTV() || ( player->GetGroundEntity() == NULL ) || engine->IsPlayingDemo() )
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#endif
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{
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m_PitchDrift.driftmove = 0;
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m_PitchDrift.pitchvel = 0;
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return;
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}
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// Don't count small mouse motion
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if ( m_PitchDrift.nodrift )
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{
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if ( fabs( input->GetLastForwardMove() ) < cl_forwardspeed.GetFloat() )
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{
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m_PitchDrift.driftmove = 0;
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}
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else
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{
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m_PitchDrift.driftmove += gpGlobals->frametime;
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}
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if ( m_PitchDrift.driftmove > v_centermove.GetFloat() )
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{
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StartPitchDrift ();
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}
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return;
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}
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// How far off are we
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delta = prediction->GetIdealPitch() - player->GetAbsAngles()[ PITCH ];
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if ( !delta )
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{
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m_PitchDrift.pitchvel = 0;
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return;
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}
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// Determine movement amount
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move = gpGlobals->frametime * m_PitchDrift.pitchvel;
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// Accelerate
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m_PitchDrift.pitchvel += gpGlobals->frametime * v_centerspeed.GetFloat();
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// Move predicted pitch appropriately
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if (delta > 0)
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{
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if ( move > delta )
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{
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m_PitchDrift.pitchvel = 0;
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move = delta;
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}
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player->SetLocalAngles( player->GetLocalAngles() + QAngle( move, 0, 0 ) );
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}
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else if ( delta < 0 )
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{
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if ( move > -delta )
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{
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m_PitchDrift.pitchvel = 0;
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move = -delta;
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}
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player->SetLocalAngles( player->GetLocalAngles() - QAngle( move, 0, 0 ) );
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}
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}
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StereoEye_t CViewRender::GetFirstEye() const
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{
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if( UseVR() )
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return STEREO_EYE_LEFT;
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else
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return STEREO_EYE_MONO;
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}
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StereoEye_t CViewRender::GetLastEye() const
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{
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if( UseVR() )
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return STEREO_EYE_RIGHT;
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else
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return STEREO_EYE_MONO;
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}
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// This is called by cdll_client_int to setup view model origins. This has to be done before
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// simulation so entities can access attachment points on view models during simulation.
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void CViewRender::OnRenderStart()
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{
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VPROF_("CViewRender::OnRenderStart", 2, VPROF_BUDGETGROUP_OTHER_UNACCOUNTED, false, 0);
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SetUpViews();
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// Adjust mouse sensitivity based upon the current FOV
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( player )
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{
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default_fov.SetValue( player->m_iDefaultFOV );
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//Update our FOV, including any zooms going on
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int iDefaultFOV = default_fov.GetInt();
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int localFOV = player->GetFOV();
|
|
int min_fov = player->GetMinFOV();
|
|
|
|
// Don't let it go too low
|
|
localFOV = MAX( min_fov, localFOV );
|
|
|
|
gHUD.m_flFOVSensitivityAdjust = 1.0f;
|
|
#ifndef _XBOX
|
|
if ( gHUD.m_flMouseSensitivityFactor )
|
|
{
|
|
gHUD.m_flMouseSensitivity = sensitivity.GetFloat() * gHUD.m_flMouseSensitivityFactor;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// No override, don't use huge sensitivity
|
|
if ( localFOV == iDefaultFOV )
|
|
{
|
|
#ifndef _XBOX
|
|
// reset to saved sensitivity
|
|
gHUD.m_flMouseSensitivity = 0;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// Set a new sensitivity that is proportional to the change from the FOV default and scaled
|
|
// by a separate compensating factor
|
|
if ( iDefaultFOV == 0 )
|
|
{
|
|
Assert(0); // would divide by zero, something is broken with iDefatulFOV
|
|
iDefaultFOV = 1;
|
|
}
|
|
gHUD.m_flFOVSensitivityAdjust =
|
|
((float)localFOV / (float)iDefaultFOV) * // linear fov downscale
|
|
zoom_sensitivity_ratio.GetFloat(); // sensitivity scale factor
|
|
#ifndef _XBOX
|
|
gHUD.m_flMouseSensitivity = gHUD.m_flFOVSensitivityAdjust * sensitivity.GetFloat(); // regular sensitivity
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : const CViewSetup
|
|
//-----------------------------------------------------------------------------
|
|
const CViewSetup *CViewRender::GetViewSetup( void ) const
|
|
{
|
|
return &m_CurrentView;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : const CViewSetup
|
|
//-----------------------------------------------------------------------------
|
|
const CViewSetup *CViewRender::GetPlayerViewSetup( void ) const
|
|
{
|
|
const CViewSetup &view = GetView ( STEREO_EYE_MONO );
|
|
return &view;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::DisableVis( void )
|
|
{
|
|
m_bForceNoVis = true;
|
|
}
|
|
|
|
#ifdef DBGFLAG_ASSERT
|
|
static Vector s_DbgSetupOrigin;
|
|
static QAngle s_DbgSetupAngles;
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets znear + zfar
|
|
//-----------------------------------------------------------------------------
|
|
float CViewRender::GetZNear()
|
|
{
|
|
return VIEW_NEARZ;
|
|
}
|
|
|
|
float CViewRender::GetZFar()
|
|
{
|
|
// Initialize view structure with default values
|
|
float farZ;
|
|
if ( r_farz.GetFloat() < 1 )
|
|
{
|
|
// Use the far Z from the map's parameters.
|
|
farZ = r_mapextents.GetFloat() * 1.73205080757f;
|
|
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if( pPlayer && pPlayer->GetFogParams() )
|
|
{
|
|
if ( pPlayer->GetFogParams()->farz > 0 )
|
|
{
|
|
farZ = pPlayer->GetFogParams()->farz;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
farZ = r_farz.GetFloat();
|
|
}
|
|
|
|
return farZ;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets up the view parameters
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::SetUpViews()
|
|
{
|
|
VPROF("CViewRender::SetUpViews");
|
|
|
|
// Initialize view structure with default values
|
|
float farZ = GetZFar();
|
|
|
|
// Set up the mono/middle view.
|
|
CViewSetup &view = m_View;
|
|
|
|
view.zFar = farZ;
|
|
view.zFarViewmodel = farZ;
|
|
|
|
// UNDONE: Make this farther out?
|
|
// closest point of approach seems to be view center to top of crouched box
|
|
view.zNear = GetZNear();
|
|
view.zNearViewmodel = 1;
|
|
view.fov = default_fov.GetFloat();
|
|
|
|
view.m_bOrtho = false;
|
|
view.m_bViewToProjectionOverride = false;
|
|
view.m_eStereoEye = STEREO_EYE_MONO;
|
|
|
|
// Enable spatial partition access to edicts
|
|
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
|
|
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
|
|
// You in-view weapon aim.
|
|
bool bCalcViewModelView = false;
|
|
Vector ViewModelOrigin;
|
|
QAngle ViewModelAngles;
|
|
|
|
if ( engine->IsHLTV() )
|
|
{
|
|
HLTVCamera()->CalcView( view.origin, view.angles, view.fov );
|
|
}
|
|
#if defined( REPLAY_ENABLED )
|
|
else if ( g_pEngineClientReplay->IsPlayingReplayDemo() )
|
|
{
|
|
ReplayCamera()->CalcView( view.origin, view.angles, view.fov );
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
// FIXME: Are there multiple views? If so, then what?
|
|
// FIXME: What happens when there's no player?
|
|
if (pPlayer)
|
|
{
|
|
pPlayer->CalcView( view.origin, view.angles, view.zNear, view.zFar, view.fov );
|
|
|
|
// If we are looking through another entities eyes, then override the angles/origin for view
|
|
int viewentity = render->GetViewEntity();
|
|
|
|
if ( !g_nKillCamMode && (pPlayer->entindex() != viewentity) )
|
|
{
|
|
C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity );
|
|
if ( ve )
|
|
{
|
|
VectorCopy( ve->GetAbsOrigin(), view.origin );
|
|
VectorCopy( ve->GetAbsAngles(), view.angles );
|
|
}
|
|
}
|
|
|
|
// There is a viewmodel.
|
|
bCalcViewModelView = true;
|
|
ViewModelOrigin = view.origin;
|
|
ViewModelAngles = view.angles;
|
|
}
|
|
else
|
|
{
|
|
view.origin.Init();
|
|
view.angles.Init();
|
|
}
|
|
|
|
// Even if the engine is paused need to override the view
|
|
// for keeping the camera control during pause.
|
|
g_pClientMode->OverrideView( &view );
|
|
}
|
|
|
|
// give the toolsystem a chance to override the view
|
|
ToolFramework_SetupEngineView( view.origin, view.angles, view.fov );
|
|
|
|
if ( engine->IsPlayingDemo() )
|
|
{
|
|
if ( cl_demoviewoverride.GetFloat() > 0.0f )
|
|
{
|
|
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
|
|
CalcDemoViewOverride( view.origin, view.angles );
|
|
}
|
|
else
|
|
{
|
|
s_DemoView = view.origin;
|
|
s_DemoAngle = view.angles;
|
|
}
|
|
}
|
|
|
|
//Find the offset our current FOV is from the default value
|
|
float fDefaultFov = default_fov.GetFloat();
|
|
float flFOVOffset = fDefaultFov - view.fov;
|
|
|
|
//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
|
|
view.fovViewmodel = fabs( g_pClientMode->GetViewModelFOV() - flFOVOffset );
|
|
|
|
if ( UseVR() )
|
|
{
|
|
// Let the headtracking read the status of the HMD, etc.
|
|
// This call can go almost anywhere, but it needs to know the player FOV for sniper weapon zoom, etc
|
|
if ( flFOVOffset == 0.0f )
|
|
{
|
|
g_ClientVirtualReality.ProcessCurrentTrackingState ( 0.0f );
|
|
}
|
|
else
|
|
{
|
|
g_ClientVirtualReality.ProcessCurrentTrackingState ( view.fov );
|
|
}
|
|
|
|
HeadtrackMovementMode_t hmmOverrideMode = g_pClientMode->ShouldOverrideHeadtrackControl();
|
|
g_ClientVirtualReality.OverrideView( &m_View, &ViewModelOrigin, &ViewModelAngles, hmmOverrideMode );
|
|
|
|
// left and right stereo views should default to being the same as the mono/middle view
|
|
m_ViewLeft = m_View;
|
|
m_ViewRight = m_View;
|
|
m_ViewLeft.m_eStereoEye = STEREO_EYE_LEFT;
|
|
m_ViewRight.m_eStereoEye = STEREO_EYE_RIGHT;
|
|
|
|
g_ClientVirtualReality.OverrideStereoView( &m_View, &m_ViewLeft, &m_ViewRight );
|
|
}
|
|
else
|
|
{
|
|
// left and right stereo views should default to being the same as the mono/middle view
|
|
m_ViewLeft = m_View;
|
|
m_ViewRight = m_View;
|
|
m_ViewLeft.m_eStereoEye = STEREO_EYE_LEFT;
|
|
m_ViewRight.m_eStereoEye = STEREO_EYE_RIGHT;
|
|
}
|
|
|
|
if ( bCalcViewModelView )
|
|
{
|
|
Assert ( pPlayer != NULL );
|
|
pPlayer->CalcViewModelView ( ViewModelOrigin, ViewModelAngles );
|
|
}
|
|
|
|
// Disable spatial partition access
|
|
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
|
|
|
|
// Enable access to all model bones
|
|
C_BaseAnimating::PopBoneAccess( "OnRenderStart->CViewRender::SetUpView" ); // pops the (true, false) bone access set in OnRenderStart
|
|
C_BaseAnimating::PushAllowBoneAccess( true, true, "CViewRender::SetUpView->OnRenderEnd" ); // pop is in OnRenderEnd()
|
|
|
|
// Compute the world->main camera transform
|
|
// This is only done for the main "middle-eye" view, not for the various other views.
|
|
ComputeCameraVariables( view.origin, view.angles,
|
|
&g_vecVForward, &g_vecVRight, &g_vecVUp, &g_matCamInverse );
|
|
|
|
// set up the hearing origin...
|
|
AudioState_t audioState;
|
|
audioState.m_Origin = view.origin;
|
|
audioState.m_Angles = view.angles;
|
|
audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( view.origin );
|
|
|
|
ToolFramework_SetupAudioState( audioState );
|
|
|
|
// TomF: I wonder when the audio tools modify this, if ever...
|
|
Assert ( view.origin == audioState.m_Origin );
|
|
Assert ( view.angles == audioState.m_Angles );
|
|
view.origin = audioState.m_Origin;
|
|
view.angles = audioState.m_Angles;
|
|
|
|
engine->SetAudioState( audioState );
|
|
|
|
g_vecPrevRenderOrigin = g_vecRenderOrigin;
|
|
g_vecPrevRenderAngles = g_vecRenderAngles;
|
|
g_vecRenderOrigin = view.origin;
|
|
g_vecRenderAngles = view.angles;
|
|
|
|
#ifdef DBGFLAG_ASSERT
|
|
s_DbgSetupOrigin = view.origin;
|
|
s_DbgSetupAngles = view.angles;
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
|
|
void CViewRender::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/,
|
|
bool bWriteVTF/*=false*/ )
|
|
{
|
|
#ifndef _X360
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->PushMatrix();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
|
pRenderContext->PushMatrix();
|
|
|
|
g_bRenderingScreenshot = true;
|
|
|
|
// Push back buffer on the stack with small viewport
|
|
pRenderContext->PushRenderTargetAndViewport( NULL, 0, 0, width, height );
|
|
|
|
// render out to the backbuffer
|
|
CViewSetup viewSetup = GetView ( STEREO_EYE_MONO );
|
|
viewSetup.x = 0;
|
|
viewSetup.y = 0;
|
|
viewSetup.width = width;
|
|
viewSetup.height = height;
|
|
viewSetup.fov = ScaleFOVByWidthRatio( viewSetup.fov, ( (float)width / (float)height ) / ( 4.0f / 3.0f ) );
|
|
viewSetup.m_bRenderToSubrectOfLargerScreen = true;
|
|
|
|
// draw out the scene
|
|
// Don't draw the HUD or the viewmodel
|
|
RenderView( viewSetup, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, 0 );
|
|
|
|
// get the data from the backbuffer and save to disk
|
|
// bitmap bits
|
|
unsigned char *pImage = ( unsigned char * )malloc( width * height * 3 );
|
|
|
|
// Get Bits from the material system
|
|
pRenderContext->ReadPixels( 0, 0, width, height, pImage, IMAGE_FORMAT_RGB888 );
|
|
|
|
// Some stuff to be setup dependent on padded vs. not padded
|
|
int nSrcWidth, nSrcHeight;
|
|
unsigned char *pSrcImage;
|
|
|
|
// Create a padded version if necessary
|
|
unsigned char *pPaddedImage = NULL;
|
|
if ( bCreatePowerOf2Padded )
|
|
{
|
|
// Setup dimensions as needed
|
|
int nPaddedWidth = SmallestPowerOfTwoGreaterOrEqual( width );
|
|
int nPaddedHeight = SmallestPowerOfTwoGreaterOrEqual( height );
|
|
|
|
// Allocate
|
|
int nPaddedImageSize = nPaddedWidth * nPaddedHeight * 3;
|
|
pPaddedImage = ( unsigned char * )malloc( nPaddedImageSize );
|
|
|
|
// Zero out the entire thing
|
|
V_memset( pPaddedImage, 255, nPaddedImageSize );
|
|
|
|
// Copy over each row individually
|
|
for ( int nRow = 0; nRow < height; ++nRow )
|
|
{
|
|
unsigned char *pDst = pPaddedImage + 3 * ( nRow * nPaddedWidth );
|
|
const unsigned char *pSrc = pImage + 3 * ( nRow * width );
|
|
V_memcpy( pDst, pSrc, 3 * width );
|
|
}
|
|
|
|
// Setup source data
|
|
nSrcWidth = nPaddedWidth;
|
|
nSrcHeight = nPaddedHeight;
|
|
pSrcImage = pPaddedImage;
|
|
}
|
|
else
|
|
{
|
|
// Use non-padded info
|
|
nSrcWidth = width;
|
|
nSrcHeight = height;
|
|
pSrcImage = pImage;
|
|
}
|
|
|
|
// allocate a buffer to write the tga into
|
|
CUtlBuffer buffer;
|
|
|
|
bool bWriteResult;
|
|
if ( bWriteVTF )
|
|
{
|
|
// Create and initialize a VTF texture
|
|
IVTFTexture *pVTFTexture = CreateVTFTexture();
|
|
const int nFlags = TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_SRGB;
|
|
if ( pVTFTexture->Init( nSrcWidth, nSrcHeight, 1, IMAGE_FORMAT_RGB888, nFlags, 1, 1 ) )
|
|
{
|
|
// Copy the image data over to the VTF
|
|
unsigned char *pDestBits = pVTFTexture->ImageData();
|
|
int nDstSize = nSrcWidth * nSrcHeight * 3;
|
|
V_memcpy( pDestBits, pSrcImage, nDstSize );
|
|
|
|
// Allocate output buffer
|
|
int iMaxVTFSize = 1024 + ( nSrcWidth * nSrcHeight * 3 );
|
|
void *pVTF = malloc( iMaxVTFSize );
|
|
buffer.SetExternalBuffer( pVTF, iMaxVTFSize, 0 );
|
|
|
|
// Serialize to the buffer
|
|
bWriteResult = pVTFTexture->Serialize( buffer );
|
|
|
|
// Free the VTF texture
|
|
DestroyVTFTexture( pVTFTexture );
|
|
}
|
|
else
|
|
{
|
|
bWriteResult = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Write TGA format to buffer
|
|
int iMaxTGASize = 1024 + ( nSrcWidth * nSrcHeight * 4 );
|
|
void *pTGA = new char[ iMaxTGASize ];
|
|
buffer.SetExternalBuffer( pTGA, iMaxTGASize, 0 );
|
|
|
|
bWriteResult = TGAWriter::WriteToBuffer( pSrcImage, buffer, nSrcWidth, nSrcHeight, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888 );
|
|
}
|
|
|
|
if ( !bWriteResult )
|
|
{
|
|
Error( "Couldn't write bitmap data snapshot.\n" );
|
|
}
|
|
|
|
free( pImage );
|
|
free( pPaddedImage );
|
|
|
|
// async write to disk (this will take ownership of the memory)
|
|
char szPathedFileName[_MAX_PATH];
|
|
Q_snprintf( szPathedFileName, sizeof(szPathedFileName), "//MOD/%s", pFilename );
|
|
|
|
filesystem->AsyncWrite( szPathedFileName, buffer.Base(), buffer.TellPut(), true );
|
|
|
|
// restore our previous state
|
|
pRenderContext->PopRenderTargetAndViewport();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->PopMatrix();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
|
pRenderContext->PopMatrix();
|
|
|
|
g_bRenderingScreenshot = false;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: takes a screenshot for the replay system
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::WriteReplayScreenshot( WriteReplayScreenshotParams_t ¶ms )
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( !m_pReplayScreenshotTaker )
|
|
return;
|
|
|
|
m_pReplayScreenshotTaker->TakeScreenshot( params );
|
|
#endif
|
|
}
|
|
|
|
void CViewRender::UpdateReplayScreenshotCache()
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
// Delete the old one
|
|
delete m_pReplayScreenshotTaker;
|
|
|
|
// Create a new one
|
|
m_pReplayScreenshotTaker = new CReplayScreenshotTaker( this, GetView ( STEREO_EYE_MONO ) );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: takes a screenshot of the save game
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::WriteSaveGameScreenshot( const char *pFilename )
|
|
{
|
|
WriteSaveGameScreenshotOfSize( pFilename, SAVEGAME_SCREENSHOT_WIDTH, SAVEGAME_SCREENSHOT_HEIGHT );
|
|
}
|
|
|
|
|
|
float ScaleFOVByWidthRatio( float fovDegrees, float ratio )
|
|
{
|
|
float halfAngleRadians = fovDegrees * ( 0.5f * M_PI / 180.0f );
|
|
float t = tan( halfAngleRadians );
|
|
t *= ratio;
|
|
float retDegrees = ( 180.0f / M_PI ) * atan( t );
|
|
return retDegrees * 2.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets view parameters for level overview mode
|
|
// Input : *rect -
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::SetUpOverView()
|
|
{
|
|
static int oldCRC = 0;
|
|
|
|
CViewSetup &view = GetView ( STEREO_EYE_MONO );
|
|
|
|
view.m_bOrtho = true;
|
|
|
|
float aspect = (float)view.width/(float)view.height;
|
|
|
|
int size_y = 1024.0f * cl_leveloverview.GetFloat(); // scale factor, 1024 = OVERVIEW_MAP_SIZE
|
|
int size_x = size_y * aspect; // standard screen aspect
|
|
|
|
view.origin.x -= size_x / 2;
|
|
view.origin.y += size_y / 2;
|
|
|
|
view.m_OrthoLeft = 0;
|
|
view.m_OrthoTop = -size_y;
|
|
view.m_OrthoRight = size_x;
|
|
view.m_OrthoBottom = 0;
|
|
|
|
view.angles = QAngle( 90, 90, 0 );
|
|
|
|
// simple movement detector, show position if moved
|
|
int newCRC = view.origin.x + view.origin.y + view.origin.z;
|
|
if ( newCRC != oldCRC )
|
|
{
|
|
Msg( "Overview: scale %.2f, pos_x %.0f, pos_y %.0f\n", cl_leveloverview.GetFloat(),
|
|
view.origin.x, view.origin.y );
|
|
oldCRC = newCRC;
|
|
}
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->ClearColor4ub( 0, 255, 0, 255 );
|
|
|
|
// render->DrawTopView( true );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Render current view into specified rectangle
|
|
// Input : *rect - is computed by CVideoMode_Common::GetClientViewRect()
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::Render( vrect_t *rect )
|
|
{
|
|
Assert(s_DbgSetupOrigin == m_View.origin);
|
|
Assert(s_DbgSetupAngles == m_View.angles);
|
|
|
|
VPROF_BUDGET( "CViewRender::Render", "CViewRender::Render" );
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
vrect_t vr = *rect;
|
|
|
|
// Stub out the material system if necessary.
|
|
CMatStubHandler matStub;
|
|
|
|
engine->EngineStats_BeginFrame();
|
|
|
|
// Assume normal vis
|
|
m_bForceNoVis = false;
|
|
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
|
|
|
|
// Set for console commands, etc.
|
|
render->SetMainView ( m_View.origin, m_View.angles );
|
|
|
|
for( StereoEye_t eEye = GetFirstEye(); eEye <= GetLastEye(); eEye = (StereoEye_t)(eEye+1) )
|
|
{
|
|
CViewSetup &view = GetView( eEye );
|
|
|
|
#if 0 && defined( CSTRIKE_DLL )
|
|
const bool bPlayingBackReplay = g_pEngineClientReplay && g_pEngineClientReplay->IsPlayingReplayDemo();
|
|
if ( pPlayer && !bPlayingBackReplay )
|
|
{
|
|
C_BasePlayer *pViewTarget = pPlayer;
|
|
|
|
if ( pPlayer->IsObserver() && pPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
|
|
{
|
|
pViewTarget = dynamic_cast<C_BasePlayer*>( pPlayer->GetObserverTarget() );
|
|
}
|
|
|
|
if ( pViewTarget )
|
|
{
|
|
float targetFOV = (float)pViewTarget->m_iFOV;
|
|
|
|
if ( targetFOV == 0 )
|
|
{
|
|
// FOV of 0 means use the default FOV
|
|
targetFOV = g_pGameRules->DefaultFOV();
|
|
}
|
|
|
|
float deltaFOV = view.fov - m_flLastFOV;
|
|
float FOVDirection = targetFOV - pViewTarget->m_iFOVStart;
|
|
|
|
// Clamp FOV changes to stop FOV oscillation
|
|
if ( ( deltaFOV < 0.0f && FOVDirection > 0.0f ) ||
|
|
( deltaFOV > 0.0f && FOVDirection < 0.0f ) )
|
|
{
|
|
view.fov = m_flLastFOV;
|
|
}
|
|
|
|
// Catch case where FOV overshoots its target FOV
|
|
if ( ( view.fov < targetFOV && FOVDirection <= 0.0f ) ||
|
|
( view.fov > targetFOV && FOVDirection >= 0.0f ) )
|
|
{
|
|
view.fov = targetFOV;
|
|
}
|
|
|
|
m_flLastFOV = view.fov;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static ConVarRef sv_restrict_aspect_ratio_fov( "sv_restrict_aspect_ratio_fov" );
|
|
float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3)
|
|
float limitedAspectRatio = aspectRatio;
|
|
if ( ( sv_restrict_aspect_ratio_fov.GetInt() > 0 && engine->IsWindowedMode() && gpGlobals->maxClients > 1 ) ||
|
|
sv_restrict_aspect_ratio_fov.GetInt() == 2 )
|
|
{
|
|
limitedAspectRatio = MIN( aspectRatio, 1.85f * 0.75f ); // cap out the FOV advantage at a 1.85:1 ratio (about the widest any legit user should be)
|
|
}
|
|
|
|
view.fov = ScaleFOVByWidthRatio( view.fov, limitedAspectRatio );
|
|
view.fovViewmodel = ScaleFOVByWidthRatio( view.fovViewmodel, aspectRatio );
|
|
|
|
// Let the client mode hook stuff.
|
|
g_pClientMode->PreRender(&view);
|
|
|
|
g_pClientMode->AdjustEngineViewport( vr.x, vr.y, vr.width, vr.height );
|
|
|
|
ToolFramework_AdjustEngineViewport( vr.x, vr.y, vr.width, vr.height );
|
|
|
|
float flViewportScale = mat_viewportscale.GetFloat();
|
|
|
|
view.m_nUnscaledX = vr.x;
|
|
view.m_nUnscaledY = vr.y;
|
|
view.m_nUnscaledWidth = vr.width;
|
|
view.m_nUnscaledHeight = vr.height;
|
|
|
|
switch( eEye )
|
|
{
|
|
case STEREO_EYE_MONO:
|
|
{
|
|
#if 0
|
|
// Good test mode for debugging viewports that are not full-size.
|
|
view.width = vr.width * flViewportScale * 0.75f;
|
|
view.height = vr.height * flViewportScale * 0.75f;
|
|
view.x = vr.x + view.width * 0.10f;
|
|
view.y = vr.y + view.height * 0.20f;
|
|
#else
|
|
view.x = vr.x * flViewportScale;
|
|
view.y = vr.y * flViewportScale;
|
|
view.width = vr.width * flViewportScale;
|
|
view.height = vr.height * flViewportScale;
|
|
#endif
|
|
float engineAspectRatio = engine->GetScreenAspectRatio();
|
|
view.m_flAspectRatio = ( engineAspectRatio > 0.0f ) ? engineAspectRatio : ( (float)view.width / (float)view.height );
|
|
}
|
|
break;
|
|
|
|
case STEREO_EYE_RIGHT:
|
|
case STEREO_EYE_LEFT:
|
|
{
|
|
g_pSourceVR->GetViewportBounds( (ISourceVirtualReality::VREye)(eEye - 1 ), &view.x, &view.y, &view.width, &view.height );
|
|
view.m_nUnscaledWidth = view.width;
|
|
view.m_nUnscaledHeight = view.height;
|
|
view.m_nUnscaledX = view.x;
|
|
view.m_nUnscaledY = view.y;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
Assert ( false );
|
|
break;
|
|
}
|
|
|
|
// if we still don't have an aspect ratio, compute it from the view size
|
|
if( view.m_flAspectRatio <= 0.f )
|
|
view.m_flAspectRatio = (float)view.width / (float)view.height;
|
|
|
|
int nClearFlags = VIEW_CLEAR_DEPTH | VIEW_CLEAR_STENCIL;
|
|
|
|
if( gl_clear_randomcolor.GetBool() )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->ClearColor3ub( rand()%256, rand()%256, rand()%256 );
|
|
pRenderContext->ClearBuffers( true, false, false );
|
|
pRenderContext->Release();
|
|
}
|
|
else if ( gl_clear.GetBool() )
|
|
{
|
|
nClearFlags |= VIEW_CLEAR_COLOR;
|
|
}
|
|
else if ( IsPosix() )
|
|
{
|
|
MaterialAdapterInfo_t adapterInfo;
|
|
materials->GetDisplayAdapterInfo( materials->GetCurrentAdapter(), adapterInfo );
|
|
|
|
// On Posix, on ATI, we always clear color if we're antialiasing
|
|
if ( adapterInfo.m_VendorID == 0x1002 )
|
|
{
|
|
if ( g_pMaterialSystem->GetCurrentConfigForVideoCard().m_nAASamples > 0 )
|
|
{
|
|
nClearFlags |= VIEW_CLEAR_COLOR;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Determine if we should draw view model ( client mode override )
|
|
bool drawViewModel = g_pClientMode->ShouldDrawViewModel();
|
|
|
|
if ( cl_leveloverview.GetFloat() > 0 )
|
|
{
|
|
SetUpOverView();
|
|
nClearFlags |= VIEW_CLEAR_COLOR;
|
|
drawViewModel = false;
|
|
}
|
|
|
|
// Apply any player specific overrides
|
|
if ( pPlayer )
|
|
{
|
|
// Override view model if necessary
|
|
if ( !pPlayer->m_Local.m_bDrawViewmodel )
|
|
{
|
|
drawViewModel = false;
|
|
}
|
|
}
|
|
|
|
int flags = 0;
|
|
if( eEye == STEREO_EYE_MONO || eEye == STEREO_EYE_LEFT || ( g_ClientVirtualReality.ShouldRenderHUDInWorld() ) )
|
|
{
|
|
flags = RENDERVIEW_DRAWHUD;
|
|
}
|
|
if ( drawViewModel )
|
|
{
|
|
flags |= RENDERVIEW_DRAWVIEWMODEL;
|
|
}
|
|
if( eEye == STEREO_EYE_RIGHT )
|
|
{
|
|
// we should use the monitor view from the left eye for both eyes
|
|
flags |= RENDERVIEW_SUPPRESSMONITORRENDERING;
|
|
}
|
|
|
|
RenderView( view, nClearFlags, flags );
|
|
|
|
if ( UseVR() )
|
|
{
|
|
bool bDoUndistort = ! engine->IsTakingScreenshot();
|
|
|
|
if ( bDoUndistort )
|
|
{
|
|
g_ClientVirtualReality.PostProcessFrame( eEye );
|
|
}
|
|
|
|
// logic here all cloned from code in viewrender.cpp around RenderHUDQuad:
|
|
|
|
// figure out if we really want to draw the HUD based on freeze cam
|
|
bool bInFreezeCam = ( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM );
|
|
|
|
// draw the HUD after the view model so its "I'm closer" depth queues work right.
|
|
if( !bInFreezeCam && g_ClientVirtualReality.ShouldRenderHUDInWorld() )
|
|
{
|
|
// TODO - a bit of a shonky test - basically trying to catch the main menu, the briefing screen, the loadout screen, etc.
|
|
bool bTranslucent = !g_pMatSystemSurface->IsCursorVisible();
|
|
g_ClientVirtualReality.OverlayHUDQuadWithUndistort( view, bDoUndistort, g_pClientMode->ShouldBlackoutAroundHUD(), bTranslucent );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// TODO: should these be inside or outside the stereo eye stuff?
|
|
g_pClientMode->PostRender();
|
|
engine->EngineStats_EndFrame();
|
|
|
|
#if !defined( _X360 )
|
|
// Stop stubbing the material system so we can see the budget panel
|
|
matStub.End();
|
|
#endif
|
|
|
|
|
|
// Draw all of the UI stuff "fullscreen"
|
|
// (this is not health, ammo, etc. Nor is it pre-game briefing interface stuff - this is the stuff that appears when you hit Esc in-game)
|
|
// In stereo mode this is rendered inside of RenderView so it goes into the render target
|
|
if( !g_ClientVirtualReality.ShouldRenderHUDInWorld() )
|
|
{
|
|
CViewSetup view2d;
|
|
view2d.x = rect->x;
|
|
view2d.y = rect->y;
|
|
view2d.width = rect->width;
|
|
view2d.height = rect->height;
|
|
|
|
render->Push2DView( view2d, 0, NULL, GetFrustum() );
|
|
render->VGui_Paint( PAINT_UIPANELS | PAINT_CURSOR );
|
|
render->PopView( GetFrustum() );
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void GetPos( const CCommand &args, Vector &vecOrigin, QAngle &angles )
|
|
{
|
|
vecOrigin = MainViewOrigin();
|
|
angles = MainViewAngles();
|
|
if ( args.ArgC() == 2 && atoi( args[1] ) == 2 )
|
|
{
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pPlayer )
|
|
{
|
|
vecOrigin = pPlayer->GetAbsOrigin();
|
|
angles = pPlayer->GetAbsAngles();
|
|
}
|
|
}
|
|
}
|
|
|
|
CON_COMMAND( spec_pos, "dump position and angles to the console" )
|
|
{
|
|
Vector vecOrigin;
|
|
QAngle angles;
|
|
GetPos( args, vecOrigin, angles );
|
|
Warning( "spec_goto %.1f %.1f %.1f %.1f %.1f\n", vecOrigin.x, vecOrigin.y,
|
|
vecOrigin.z, angles.x, angles.y );
|
|
}
|
|
|
|
CON_COMMAND( getpos, "dump position and angles to the console" )
|
|
{
|
|
Vector vecOrigin;
|
|
QAngle angles;
|
|
GetPos( args, vecOrigin, angles );
|
|
|
|
const char *pCommand1 = "setpos";
|
|
const char *pCommand2 = "setang";
|
|
if ( args.ArgC() == 2 && atoi( args[1] ) == 2 )
|
|
{
|
|
pCommand1 = "setpos_exact";
|
|
pCommand2 = "setang_exact";
|
|
}
|
|
|
|
Warning( "%s %f %f %f;", pCommand1, vecOrigin.x, vecOrigin.y, vecOrigin.z );
|
|
Warning( "%s %f %f %f\n", pCommand2, angles.x, angles.y, angles.z );
|
|
}
|
|
|