mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 09:03:01 +00:00
167 lines
5.3 KiB
C
167 lines
5.3 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef VIEW_SCENE_H
|
|
#define VIEW_SCENE_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
#include "convar.h"
|
|
#include "iviewrender.h"
|
|
#include "view_shared.h"
|
|
#include "rendertexture.h"
|
|
#include "materialsystem/itexture.h"
|
|
|
|
|
|
extern ConVar mat_wireframe;
|
|
extern ConVar building_cubemaps;
|
|
|
|
|
|
// Transform into view space (translate and rotate the camera into the origin).
|
|
void ViewTransform( const Vector &worldSpace, Vector &viewSpace );
|
|
|
|
// Transform a world point into normalized screen space (X and Y from -1 to 1).
|
|
// Returns 0 if the point is behind the viewer.
|
|
int ScreenTransform( const Vector& point, Vector& screen );
|
|
int HudTransform( const Vector& point, Vector& screen );
|
|
|
|
|
|
extern ConVar r_updaterefracttexture;
|
|
extern int g_viewscene_refractUpdateFrame;
|
|
extern bool g_bAllowMultipleRefractUpdatesPerScenePerFrame;
|
|
bool DrawingShadowDepthView( void );
|
|
bool DrawingMainView();
|
|
|
|
inline void UpdateRefractTexture( int x, int y, int w, int h, bool bForceUpdate = false )
|
|
{
|
|
Assert( !DrawingShadowDepthView() );
|
|
|
|
if ( !IsRetail() && !r_updaterefracttexture.GetBool() )
|
|
return;
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
ITexture *pTexture = GetPowerOfTwoFrameBufferTexture();
|
|
if ( IsPC() || bForceUpdate || g_bAllowMultipleRefractUpdatesPerScenePerFrame || (gpGlobals->framecount != g_viewscene_refractUpdateFrame) )
|
|
{
|
|
// forced or only once per frame
|
|
Rect_t rect;
|
|
rect.x = x;
|
|
rect.y = y;
|
|
rect.width = w;
|
|
rect.height = h;
|
|
pRenderContext->CopyRenderTargetToTextureEx( pTexture, 0, &rect, NULL );
|
|
|
|
g_viewscene_refractUpdateFrame = gpGlobals->framecount;
|
|
}
|
|
pRenderContext->SetFrameBufferCopyTexture( pTexture );
|
|
}
|
|
|
|
inline void UpdateRefractTexture( bool bForceUpdate = false )
|
|
{
|
|
Assert( !DrawingShadowDepthView() );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
int x,y,w,h;
|
|
pRenderContext->GetViewport( x, y, w, h );
|
|
UpdateRefractTexture( x, y, w, h, bForceUpdate );
|
|
}
|
|
|
|
inline void UpdateScreenEffectTexture( int textureIndex, int x, int y, int w, int h, bool bDestFullScreen = false, Rect_t *pActualRect = NULL )
|
|
{
|
|
Rect_t srcRect;
|
|
srcRect.x = x;
|
|
srcRect.y = y;
|
|
srcRect.width = w;
|
|
srcRect.height = h;
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
ITexture *pTexture = GetFullFrameFrameBufferTexture( textureIndex );
|
|
int nSrcWidth, nSrcHeight;
|
|
pRenderContext->GetRenderTargetDimensions( nSrcWidth, nSrcHeight );
|
|
int nDestWidth = pTexture->GetActualWidth();
|
|
int nDestHeight = pTexture->GetActualHeight();
|
|
|
|
Rect_t destRect = srcRect;
|
|
if( !bDestFullScreen && ( nSrcWidth > nDestWidth || nSrcHeight > nDestHeight ) )
|
|
{
|
|
// the source and target sizes aren't necessarily the same (specifically in dx7 where
|
|
// nonpow2 rendertargets aren't supported), so lets figure it out here.
|
|
float scaleX = ( float )nDestWidth / ( float )nSrcWidth;
|
|
float scaleY = ( float )nDestHeight / ( float )nSrcHeight;
|
|
destRect.x = srcRect.x * scaleX;
|
|
destRect.y = srcRect.y * scaleY;
|
|
destRect.width = srcRect.width * scaleX;
|
|
destRect.height = srcRect.height * scaleY;
|
|
destRect.x = clamp( destRect.x, 0, nDestWidth );
|
|
destRect.y = clamp( destRect.y, 0, nDestHeight );
|
|
destRect.width = clamp( destRect.width, 0, nDestWidth - destRect.x );
|
|
destRect.height = clamp( destRect.height, 0, nDestHeight - destRect.y );
|
|
}
|
|
|
|
pRenderContext->CopyRenderTargetToTextureEx( pTexture, 0, &srcRect, bDestFullScreen ? NULL : &destRect );
|
|
pRenderContext->SetFrameBufferCopyTexture( pTexture, textureIndex );
|
|
|
|
if ( pActualRect )
|
|
{
|
|
pActualRect->x = destRect.x;
|
|
pActualRect->y = destRect.y;
|
|
pActualRect->width = destRect.width;
|
|
pActualRect->height = destRect.height;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the screen effect
|
|
//-----------------------------------------------------------------------------
|
|
inline void DrawScreenEffectMaterial( IMaterial *pMaterial, int x, int y, int w, int h )
|
|
{
|
|
Rect_t actualRect;
|
|
UpdateScreenEffectTexture( 0, x, y, w, h, false, &actualRect );
|
|
ITexture *pTexture = GetFullFrameFrameBufferTexture( 0 );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
pRenderContext->DrawScreenSpaceRectangle( pMaterial, x, y, w, h,
|
|
actualRect.x, actualRect.y, actualRect.x+actualRect.width-1, actualRect.y+actualRect.height-1,
|
|
pTexture->GetActualWidth(), pTexture->GetActualHeight() );
|
|
}
|
|
|
|
|
|
//intended for use by dynamic meshes to naively update front buffer textures needed by a material
|
|
inline void UpdateFrontBufferTexturesForMaterial( IMaterial *pMaterial, bool bForce = false )
|
|
{
|
|
Assert( !DrawingShadowDepthView() );
|
|
|
|
if( pMaterial->NeedsPowerOfTwoFrameBufferTexture() )
|
|
{
|
|
UpdateRefractTexture( bForce );
|
|
}
|
|
else if( pMaterial->NeedsFullFrameBufferTexture() )
|
|
{
|
|
const CViewSetup *pView = view->GetViewSetup();
|
|
UpdateScreenEffectTexture( 0, pView->x, pView->y, pView->width, pView->height );
|
|
}
|
|
}
|
|
|
|
inline void UpdateScreenEffectTexture( void )
|
|
{
|
|
Assert( !DrawingShadowDepthView() );
|
|
|
|
const CViewSetup *pViewSetup = view->GetViewSetup();
|
|
UpdateScreenEffectTexture( 0, pViewSetup->x, pViewSetup->y, pViewSetup->width, pViewSetup->height);
|
|
}
|
|
|
|
// reset the tonem apping to a constant value, and clear the filter bank
|
|
void ResetToneMapping(float value);
|
|
|
|
void UpdateFullScreenDepthTexture( void );
|
|
|
|
#endif // VIEW_SCENE_H
|