mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 09:03:01 +00:00
156 lines
5.2 KiB
C++
156 lines
5.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Responsible for drawing the scene
|
|
//
|
|
//===========================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "materialsystem/imaterialsystem.h"
|
|
#include "materialsystem/imaterialvar.h"
|
|
#include "materialsystem/imaterialsystemhardwareconfig.h"
|
|
#include "rendertexture.h"
|
|
#include "view_scene.h"
|
|
#include "viewrender.h"
|
|
#include "sourcevr/isourcevirtualreality.h"
|
|
#include "client_virtualreality.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Convars related to controlling rendering
|
|
//-----------------------------------------------------------------------------
|
|
ConVar r_updaterefracttexture( "r_updaterefracttexture", "1", FCVAR_CHEAT );
|
|
ConVar r_depthoverlay( "r_depthoverlay", "0", FCVAR_CHEAT, "Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output." );
|
|
|
|
|
|
int g_viewscene_refractUpdateFrame = 0;
|
|
bool g_bAllowMultipleRefractUpdatesPerScenePerFrame = false;
|
|
|
|
#if defined( _X360 )
|
|
class CAllowMultipleRefractsLogic : public CAutoGameSystem
|
|
{
|
|
public:
|
|
void LevelInitPreEntity()
|
|
{
|
|
// EP1 core room needs many refract updates per frame to avoid looking broken (ep1_citadel_03)
|
|
// Same with Kleiner's lab (d1_trainstation_05)
|
|
g_bAllowMultipleRefractUpdatesPerScenePerFrame = FStrEq( MapName(), "ep1_citadel_03" ) || FStrEq( MapName(), "d1_trainstation_05" );
|
|
}
|
|
};
|
|
static CAllowMultipleRefractsLogic s_AllowMultipleRefractsLogic;
|
|
#endif
|
|
|
|
void ViewTransform( const Vector &worldSpace, Vector &viewSpace )
|
|
{
|
|
const VMatrix &viewMatrix = engine->WorldToViewMatrix();
|
|
Vector3DMultiplyPosition( viewMatrix, worldSpace, viewSpace );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Transforms a world-space position into a 2D position inside a supplied frustum.
|
|
//-----------------------------------------------------------------------------
|
|
int FrustumTransform( const VMatrix &worldToSurface, const Vector& point, Vector& screen )
|
|
{
|
|
// UNDONE: Clean this up some, handle off-screen vertices
|
|
float w;
|
|
|
|
screen.x = worldToSurface[0][0] * point[0] + worldToSurface[0][1] * point[1] + worldToSurface[0][2] * point[2] + worldToSurface[0][3];
|
|
screen.y = worldToSurface[1][0] * point[0] + worldToSurface[1][1] * point[1] + worldToSurface[1][2] * point[2] + worldToSurface[1][3];
|
|
// z = worldToSurface[2][0] * point[0] + worldToSurface[2][1] * point[1] + worldToSurface[2][2] * point[2] + worldToSurface[2][3];
|
|
w = worldToSurface[3][0] * point[0] + worldToSurface[3][1] * point[1] + worldToSurface[3][2] * point[2] + worldToSurface[3][3];
|
|
|
|
// Just so we have something valid here
|
|
screen.z = 0.0f;
|
|
|
|
bool behind;
|
|
if( w < 0.001f )
|
|
{
|
|
behind = true;
|
|
screen.x *= 100000;
|
|
screen.y *= 100000;
|
|
}
|
|
else
|
|
{
|
|
behind = false;
|
|
float invw = 1.0f / w;
|
|
screen.x *= invw;
|
|
screen.y *= invw;
|
|
}
|
|
|
|
return behind;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: UNDONE: Clean this up some, handle off-screen vertices
|
|
// Input : *point -
|
|
// *screen -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int ScreenTransform( const Vector& point, Vector& screen )
|
|
{
|
|
// UNDONE: Clean this up some, handle off-screen vertices
|
|
return FrustumTransform ( engine->WorldToScreenMatrix(), point, screen );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Same as ScreenTransform, but transforms to HUD space.
|
|
// These are totally different things in VR mode!
|
|
//-----------------------------------------------------------------------------
|
|
int HudTransform( const Vector& point, Vector& screen )
|
|
{
|
|
if ( UseVR() )
|
|
{
|
|
return FrustumTransform ( g_ClientVirtualReality.GetHudProjectionFromWorld(), point, screen );
|
|
}
|
|
else
|
|
{
|
|
return FrustumTransform ( engine->WorldToScreenMatrix(), point, screen );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void UpdateFullScreenDepthTexture( void )
|
|
{
|
|
if( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_b() )
|
|
return;
|
|
|
|
ITexture *pDepthTex = GetFullFrameDepthTexture();
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
if( IsX360() )
|
|
{
|
|
pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, -1, NULL, NULL );
|
|
}
|
|
else
|
|
{
|
|
pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, 0, NULL, NULL );
|
|
}
|
|
|
|
pRenderContext->SetFullScreenDepthTextureValidityFlag( true );
|
|
|
|
if( r_depthoverlay.GetBool() )
|
|
{
|
|
IMaterial *pMaterial = materials->FindMaterial( "debug/showz", TEXTURE_GROUP_OTHER, true );
|
|
pMaterial->IncrementReferenceCount();
|
|
IMaterialVar *BaseTextureVar = pMaterial->FindVar( "$basetexture", NULL, false );
|
|
IMaterialVar *pDepthInAlpha = NULL;
|
|
if( IsPC() )
|
|
{
|
|
pDepthInAlpha = pMaterial->FindVar( "$ALPHADEPTH", NULL, false );
|
|
pDepthInAlpha->SetIntValue( 1 );
|
|
}
|
|
|
|
BaseTextureVar->SetTextureValue( pDepthTex );
|
|
|
|
pRenderContext->OverrideDepthEnable( true, false ); //don't write to depth, or else we'll never see translucents
|
|
pRenderContext->DrawScreenSpaceQuad( pMaterial );
|
|
pRenderContext->OverrideDepthEnable( false, true );
|
|
pMaterial->DecrementReferenceCount();
|
|
}
|
|
}
|