704 lines
19 KiB
C++
704 lines
19 KiB
C++
//========= Copyright <20> 1996-2005, 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 "quakedef.h"
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#include "gl_model_private.h"
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#include "console.h"
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#include "cdll_engine_int.h"
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#include "gl_cvars.h"
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#include "ivrenderview.h"
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#include "gl_matsysiface.h"
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#include "gl_drawlights.h"
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#include "gl_rsurf.h"
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#include "r_local.h"
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#include "debugoverlay.h"
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#include "vgui_baseui_interface.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "demo.h"
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#include "istudiorender.h"
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#include "materialsystem/imesh.h"
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#include "tier0/vprof.h"
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#include "host.h"
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#include "view.h"
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#include "client.h"
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#include "sys.h"
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#include "cl_main.h"
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#include "l_studio.h"
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#include "IOcclusionSystem.h"
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#include "cl_demouipanel.h"
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#include "mod_vis.h"
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#include "ivideomode.h"
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#include "gl_shader.h"
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#include "gl_rmain.h"
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#include "engine/view_sharedv1.h"
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#include "ispatialpartitioninternal.h"
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#include "toolframework/itoolframework.h"
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#include "tier1/callqueue.h"
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#include "filesystem/IQueuedLoader.h"
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#include "r_decal.h"
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#ifdef _PS3
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#include "tls_ps3.h"
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#endif
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#if defined( INCLUDE_SCALEFORM )
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#include "scaleformui/scaleformui.h"
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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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class IClientEntity;
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float r_blend;
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float r_colormod[3] = { 1, 1, 1 };
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bool g_bIsBlendingOrModulating = false;
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bool g_bIsRenderingVGuiOnly = false;
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colorVec R_LightPoint (Vector& p);
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void R_DrawLightmaps( IWorldRenderList *pList, int pageId );
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void R_DrawIdentityBrushModel( IWorldRenderList *pRenderList, model_t *model );
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static ConVar r_brush_queue_mode( "r_brush_queue_mode", "0", FCVAR_CHEAT );
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/*
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The view is allowed to move slightly from it's true position for bobbing,
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but if it exceeds 8 pixels linear distance (spherical, not box), the list of
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entities sent from the server may not include everything in the pvs, especially
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when crossing a water boudnary.
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*/
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extern ConVar r_avglightmap;
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/*
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=================
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V_CheckGamma
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FIXME: Define this as a change function to the ConVar's below rather than polling it
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every frame. Note, still need to make sure it gets called very first time through frame loop.
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=================
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*/
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bool V_CheckGamma( void )
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{
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if ( IsX360() )
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return false;
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static int lastLightmap = -1;
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extern void GL_RebuildLightmaps( void );
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// Refresh all lightmaps if r_avglightmap changes
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if ( r_avglightmap.GetInt() != lastLightmap )
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{
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lastLightmap = r_avglightmap.GetInt();
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GL_RebuildLightmaps();
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes the view renderer
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// Output : void V_Init
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//-----------------------------------------------------------------------------
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void V_Init( void )
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{
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BuildGammaTable( 2.2f, 2.2f, 0.0f, 2 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void V_Shutdown( void )
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{
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// TODO, cleanup
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : -
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//-----------------------------------------------------------------------------
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void V_RenderVGuiOnly_NoSwap()
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{
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// Need to clear the screen in this case, cause we're not drawing
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// the loading screen.
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UpdateMaterialSystemConfig();
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->AntiAliasingHint( AA_HINT_MENU ); // would be better to do "Disable MLAA" here
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pRenderContext->ClearBuffers( true, true );
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#if defined( INCLUDE_SCALEFORM )
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// Render scaleform before vgui
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pRenderContext->AdvanceAndRenderScaleformSlot( SF_FULL_SCREEN_SLOT );
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#endif
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EngineVGui()->Paint( PAINT_UIPANELS );
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#if defined( INCLUDE_SCALEFORM )
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// Render cursor after vgui
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pRenderContext->AdvanceAndRenderScaleformCursor();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Renders only vgui (for loading progress) including buffer swapping and vgui simulation
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//-----------------------------------------------------------------------------
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bool s_bTriggeredHostError = false;
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void V_RenderVGuiOnly( void )
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{
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materials->BeginFrame( host_frametime );
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CMatRenderContextPtr pRenderContext;
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pRenderContext.GetFrom( materials );
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pRenderContext->RenderScaleformSlot(SF_RESERVED_BEGINFRAME_SLOT);
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pRenderContext.SafeRelease();
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EngineVGui()->Simulate();
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g_EngineRenderer->FrameBegin();
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toolframework->RenderFrameBegin();
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V_RenderVGuiOnly_NoSwap();
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toolframework->RenderFrameEnd();
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g_EngineRenderer->FrameEnd( );
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pRenderContext.GetFrom( materials );
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pRenderContext->RenderScaleformSlot(SF_RESERVED_ENDFRAME_SLOT);
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pRenderContext.SafeRelease();
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materials->EndFrame();
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Shader_SwapBuffers();
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#ifdef _PS3
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if ( GetTLSGlobals()->bNormalQuitRequested )
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{
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// hack to prevent PS/3 deadlock on queued loader render mutex when quitting during loading a map
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uint nUnlockedQueuedRenderer = g_pQueuedLoader ? g_pQueuedLoader->UnlockProgressBarMutex() : 0;
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if ( !s_bTriggeredHostError )
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{
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Assert( ThreadInMainThread() );
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s_bTriggeredHostError = true;
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Host_Error( "SystemQuitRequest" );
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}
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// hack to prevent PS/3 deadlock on queued loader render mutex when quitting during loading a map
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if( g_pQueuedLoader )
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{
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g_pQueuedLoader->LockProgressBarMutex( nUnlockedQueuedRenderer );
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}
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Render the world
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//-----------------------------------------------------------------------------
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void V_RenderView( void )
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{
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VPROF( "V_RenderView" );
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MDLCACHE_COARSE_LOCK_(g_pMDLCache);
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bool bCanRenderWorld = ( host_state.worldmodel != NULL ) && GetBaseLocalClient().IsActive();
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bCanRenderWorld = bCanRenderWorld && !EngineVGui()->IsPlayingFullScreenVideo();
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bCanRenderWorld = bCanRenderWorld && toolframework->ShouldGameRenderView();
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if ( IsPC() && bCanRenderWorld && g_bTextMode )
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{
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// Sleep to let the other textmode clients get some cycles.
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Sys_Sleep( 15 );
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bCanRenderWorld = false;
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}
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// Update stereo layer
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if ( !g_LostVideoMemory )
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{
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if ( materials && materials->IsStereoSupported() )
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{
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materials->NVStereoUpdate();
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}
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}
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if ( !bCanRenderWorld )
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{
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// Because we now do a lot of downloading before spawning map, don't render anything world related
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// until we are an active client.
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V_RenderVGuiOnly_NoSwap();
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}
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else if ( !g_LostVideoMemory )
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{
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// since we know we're going to render the world, check for lightmap updates while it is easy
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// to tear down and rebuild
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R_CheckForLightingConfigChanges();
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R_CheckForPaintmapChanges();
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// Pass game time to shader api
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{
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->UpdateGameTime( g_ClientGlobalVariables.curtime );
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}
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// We can get into situations where some other material system app
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// is trying to start up; in those cases, we shouldn't render...
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vrect_t scr_vrect = videomode->GetClientViewRect();
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g_ClientDLL->View_Render( &scr_vrect );
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// Cleanup all of the immediate cleanup decals here, after we've rendered the views.
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R_DecalFlushDestroyList( true );
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}
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}
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void Linefile_Draw( void );
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//-----------------------------------------------------------------------------
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// Purpose: Expose rendering interface to client .dll
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//-----------------------------------------------------------------------------
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class CVRenderView : public IVRenderView, public ISpatialLeafEnumerator
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{
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public:
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void TouchLight( dlight_t *light )
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{
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int i;
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i = light - cl_dlights;
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if (i >= 0 && i < MAX_DLIGHTS)
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{
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r_dlightchanged |= (1 << i);
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}
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}
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void DrawBrushModel(
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IClientEntity *baseentity,
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model_t *model,
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const Vector& origin,
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const QAngle& angles,
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bool bUnused )
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{
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R_DrawBrushModel( baseentity, model, origin, angles, DEPTH_MODE_NORMAL, true, true );
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}
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virtual void DrawBrushModelEx( IClientEntity *baseentity, model_t *model, const Vector& origin, const QAngle& angles, DrawBrushModelMode_t mode )
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{
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bool bDrawOpaque = ( mode != DBM_DRAW_TRANSLUCENT_ONLY );
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bool bDrawTranslucent = ( mode != DBM_DRAW_OPAQUE_ONLY );
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R_DrawBrushModel( baseentity, model, origin, angles, DEPTH_MODE_NORMAL, bDrawOpaque, bDrawTranslucent );
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}
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virtual void DrawBrushModelArray( IMatRenderContext* pRenderContext, int nCount,
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const BrushArrayInstanceData_t *pInstanceData, int nModelTypeFlags )
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{
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#ifdef _DEBUG
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for ( int i = 0; i < nCount; ++i )
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{
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Assert( pRenderContext->IsRenderData( pInstanceData[i].m_pBrushToWorld ) );
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}
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#endif
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ICallQueue *pCallQueue = pRenderContext->GetCallQueue();
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if ( !pCallQueue || r_brush_queue_mode.GetInt() == 0 )
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{
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R_DrawBrushModelArray( pRenderContext, nCount, pInstanceData, nModelTypeFlags );
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}
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else
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{
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CMatRenderData< BrushArrayInstanceData_t > brushArrayData( pRenderContext );
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if ( !pRenderContext->IsRenderData( pInstanceData ) )
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{
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pInstanceData = brushArrayData.Lock( nCount, pInstanceData );
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}
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pCallQueue->QueueCall( R_DrawBrushModelArray, nCount, pInstanceData, nModelTypeFlags );
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}
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}
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// Draw brush model shadow
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void DrawBrushModelShadow( IClientRenderable *pRenderable )
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{
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R_DrawBrushModelShadow( pRenderable );
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}
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void DrawIdentityBrushModel( IWorldRenderList *pList, model_t *model )
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{
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R_DrawIdentityBrushModel( pList, model );
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}
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void Draw3DDebugOverlays( void )
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{
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DrawSavedModelDebugOverlays();
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if ( g_pDemoUI )
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{
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g_pDemoUI->DrawDebuggingInfo();
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}
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//if ( g_pDemoUI2 )
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//{
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// g_pDemoUI2->DrawDebuggingInfo();
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//}
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SpatialPartition()->DrawDebugOverlays();
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CDebugOverlay::Draw3DOverlays();
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// Render occlusion debugging info
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OcclusionSystem()->DrawDebugOverlays();
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}
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FORCEINLINE void CheckBlend( void )
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{
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g_bIsBlendingOrModulating = ( r_blend != 1.0 ) ||
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( r_colormod[0] != 1.0 ) || ( r_colormod[1] != 1.0 ) || ( r_colormod[2] != 1.0 );
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}
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void SetBlend( float blend )
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{
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r_blend = blend;
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CheckBlend();
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}
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float GetBlend( void )
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{
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return r_blend;
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}
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void SetColorModulation( float const* blend )
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{
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VectorCopy( blend, r_colormod );
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CheckBlend();
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}
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void GetColorModulation( float* blend )
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{
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VectorCopy( r_colormod, blend );
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}
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void SceneBegin( void )
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{
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g_EngineRenderer->DrawSceneBegin();
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}
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void SceneEnd( void )
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{
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g_EngineRenderer->DrawSceneEnd();
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}
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void GetVisibleFogVolume( const Vector& vEyePoint, const VisOverrideData_t *pVisOverrideData, VisibleFogVolumeInfo_t *pInfo )
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{
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R_GetVisibleFogVolume( vEyePoint, pVisOverrideData, pInfo );
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}
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IWorldRenderList * CreateWorldList()
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{
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return g_EngineRenderer->CreateWorldList();
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}
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#if defined(_PS3)
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IWorldRenderList * CreateWorldList_PS3( int viewID )
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{
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return g_EngineRenderer->CreateWorldList_PS3( viewID );
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}
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void BuildWorldLists_PS3_Epilogue( IWorldRenderList *pList, WorldListInfo_t* pInfo, bool bShadowDepth )
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{
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g_EngineRenderer->BuildWorldLists_PS3_Epilogue( pList, pInfo, bShadowDepth );
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}
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#else
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void BuildWorldLists_Epilogue( IWorldRenderList *pList, WorldListInfo_t* pInfo, bool bShadowDepth )
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{
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g_EngineRenderer->BuildWorldLists_Epilogue( pList, pInfo, bShadowDepth );
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}
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#endif
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void BuildWorldLists( IWorldRenderList *pList, WorldListInfo_t* pInfo, int iForceFViewLeaf, const VisOverrideData_t* pVisData, bool bShadowDepth, float *pReflectionWaterHeight )
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{
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g_EngineRenderer->BuildWorldLists( pList, pInfo, iForceFViewLeaf, pVisData, bShadowDepth, pReflectionWaterHeight );
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}
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void DrawWorldLists( IMatRenderContext *pRenderContext, IWorldRenderList *pList, unsigned long flags, float waterZAdjust )
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{
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g_EngineRenderer->DrawWorldLists( pRenderContext, pList, flags, waterZAdjust );
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}
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void GetWorldListIndicesInfo( WorldListIndicesInfo_t * pIndicesInfoOut, IWorldRenderList *pList, unsigned long nFlags )
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{
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return R_GetWorldListIndicesInfo( pIndicesInfoOut, pList, nFlags );
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}
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// Optimization for top view
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void DrawTopView( bool enable )
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{
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R_DrawTopView( enable );
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}
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void TopViewNoBackfaceCulling( bool bDisable )
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{
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R_TopViewNoBackfaceCulling( bDisable );
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}
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void TopViewNoVisCheck( bool bDisable )
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{
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R_TopViewNoVisCheck( bDisable );
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}
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void TopViewBounds( Vector2D const& mins, Vector2D const& maxs )
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{
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R_TopViewBounds( mins, maxs );
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}
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void SetTopViewVolumeCuller( const CVolumeCuller *pVolumeCuller )
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{
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R_SetTopViewVolumeCuller( pVolumeCuller );
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}
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void DrawLights( void )
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{
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DrawLightSprites();
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#ifdef USE_CONVARS
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DrawLightDebuggingInfo();
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#endif
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}
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void DrawMaskEntities( void )
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{
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// UNDONE: Don't do this with masked brush models, they should probably be in a separate list
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// R_DrawMaskEntities()
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}
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void DrawTranslucentSurfaces( IMatRenderContext *pRenderContext, IWorldRenderList *pList, int *pSortList, int sortCount, unsigned long flags )
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{
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Shader_DrawTranslucentSurfaces( pRenderContext, pList, pSortList, sortCount, flags );
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}
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bool LeafContainsTranslucentSurfaces( IWorldRenderList *pList, int sortIndex, unsigned long flags )
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{
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return Shader_LeafContainsTranslucentSurfaces( pList, sortIndex, flags );
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}
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void DrawLineFile( void )
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{
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Linefile_Draw();
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}
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void DrawLightmaps( IWorldRenderList *pList, int pageId )
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{
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R_DrawLightmaps( pList, pageId );
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}
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void ViewSetupVis( bool novis, int numorigins, const Vector origin[] )
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{
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g_EngineRenderer->ViewSetupVis( novis, numorigins, origin );
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}
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void ViewSetupVisEx( bool novis, int numorigins, const Vector origin[], unsigned int &returnFlags )
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{
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g_EngineRenderer->ViewSetupVisEx( novis, numorigins, origin, returnFlags );
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}
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bool AreAnyLeavesVisible( int *leafList, int nLeaves )
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{
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return Map_AreAnyLeavesVisible( *host_state.worldbrush, leafList, nLeaves );
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}
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// For backward compatibility only!!!
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void VguiPaint( void )
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{
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EngineVGui()->BackwardCompatibility_Paint();
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}
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void VGui_Paint( int mode )
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{
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EngineVGui()->Paint( (PaintMode_t)mode );
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}
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void ViewDrawFade( byte *color, IMaterial* pFadeMaterial, bool mapFullTextureToScreen )
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{
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VPROF_BUDGET( "ViewDrawFade", VPROF_BUDGETGROUP_WORLD_RENDERING );
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g_EngineRenderer->ViewDrawFade( color, pFadeMaterial, mapFullTextureToScreen );
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}
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void OLD_SetProjectionMatrix( float fov, float zNear, float zFar )
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{
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// Here to preserve backwards compat
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}
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void OLD_SetOffCenterProjectionMatrix( float fov, float zNear, float zFar, float flAspectRatio,
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float flBottom, float flTop, float flLeft, float flRight )
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{
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// Here to preserve backwards compat
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}
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void OLD_SetProjectionMatrixOrtho( float left, float top, float right, float bottom, float zNear, float zFar )
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{
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// Here to preserve backwards compat
|
||
}
|
||
|
||
colorVec GetLightAtPoint( Vector& pos )
|
||
{
|
||
return R_LightPoint( pos );
|
||
}
|
||
|
||
int GetViewEntity( void )
|
||
{
|
||
return GetLocalClient().GetViewEntity();
|
||
}
|
||
|
||
bool IsViewEntity( int entindex )
|
||
{
|
||
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
|
||
{
|
||
if ( GetLocalClient( i ).GetViewEntity() == entindex )
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
float GetFieldOfView( void )
|
||
{
|
||
return g_EngineRenderer->GetFov();
|
||
}
|
||
|
||
unsigned char **GetAreaBits( void )
|
||
{
|
||
return GetBaseLocalClient().GetAreaBits_BackwardCompatibility();
|
||
}
|
||
|
||
virtual void SetAreaState(
|
||
unsigned char chAreaBits[MAX_AREA_STATE_BYTES],
|
||
unsigned char chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES] )
|
||
{
|
||
*GetBaseLocalClient().GetAreaBits_BackwardCompatibility() = 0; // Clear the b/w compatibiltiy thing.
|
||
memcpy( GetBaseLocalClient().m_chAreaBits, chAreaBits, MAX_AREA_STATE_BYTES );
|
||
memcpy( GetBaseLocalClient().m_chAreaPortalBits, chAreaPortalBits, MAX_AREA_PORTAL_STATE_BYTES );
|
||
GetBaseLocalClient().m_bAreaBitsValid = true;
|
||
}
|
||
|
||
// World fog for world rendering
|
||
void SetFogVolumeState( int fogVolume, bool useHeightFog )
|
||
{
|
||
R_SetFogVolumeState(fogVolume, useHeightFog );
|
||
}
|
||
|
||
virtual void InstallBrushSurfaceRenderer( IBrushRenderer* pBrushRenderer )
|
||
{
|
||
R_InstallBrushRenderOverride( pBrushRenderer );
|
||
}
|
||
|
||
struct BoxIntersectWaterContext_t
|
||
{
|
||
bool m_bFoundWaterLeaf;
|
||
int m_nLeafWaterDataID;
|
||
};
|
||
|
||
bool EnumerateLeaf( int leaf, intp context )
|
||
{
|
||
BoxIntersectWaterContext_t *pSearchContext = ( BoxIntersectWaterContext_t * )context;
|
||
mleaf_t *pLeaf = &host_state.worldmodel->brush.pShared->leafs[leaf];
|
||
if( pLeaf->leafWaterDataID == pSearchContext->m_nLeafWaterDataID )
|
||
{
|
||
pSearchContext->m_bFoundWaterLeaf = true;
|
||
// found it . . stop enumeration
|
||
return false;
|
||
}
|
||
return true;
|
||
}
|
||
|
||
bool DoesBoxIntersectWaterVolume( const Vector &mins, const Vector &maxs, int leafWaterDataID )
|
||
{
|
||
BoxIntersectWaterContext_t context;
|
||
context.m_bFoundWaterLeaf = false;
|
||
context.m_nLeafWaterDataID = leafWaterDataID;
|
||
g_pToolBSPTree->EnumerateLeavesInBox( mins, maxs, this, ( intp )&context );
|
||
return context.m_bFoundWaterLeaf;
|
||
}
|
||
|
||
// Push, pop views
|
||
virtual void Push3DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes )
|
||
{
|
||
g_EngineRenderer->Push3DView( pRenderContext, view, nFlags, pRenderTarget, frustumPlanes, NULL );
|
||
}
|
||
|
||
virtual void Push2DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes )
|
||
{
|
||
g_EngineRenderer->Push2DView( pRenderContext, view, nFlags, pRenderTarget, frustumPlanes );
|
||
}
|
||
|
||
virtual void PopView( IMatRenderContext *pRenderContext, Frustum frustumPlanes )
|
||
{
|
||
g_EngineRenderer->PopView( pRenderContext, frustumPlanes );
|
||
}
|
||
|
||
virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles )
|
||
{
|
||
g_EngineRenderer->SetMainView( vecOrigin, angles );
|
||
}
|
||
|
||
void OverrideViewFrustum( Frustum custom )
|
||
{
|
||
g_EngineRenderer->OverrideViewFrustum( custom );
|
||
}
|
||
|
||
void DrawBrushModelShadowDepth(
|
||
IClientEntity *baseentity,
|
||
model_t *model,
|
||
const Vector& origin,
|
||
const QAngle& angles,
|
||
ERenderDepthMode_t DepthMode )
|
||
{
|
||
R_DrawBrushModel( baseentity, model, origin, angles, DEPTH_MODE_SHADOW, true, true );
|
||
}
|
||
|
||
void UpdateBrushModelLightmap( model_t *model, IClientRenderable *pRenderable )
|
||
{
|
||
g_EngineRenderer->UpdateBrushModelLightmap( model, pRenderable );
|
||
}
|
||
|
||
void BeginUpdateLightmaps( void )
|
||
{
|
||
g_EngineRenderer->BeginUpdateLightmaps();
|
||
}
|
||
|
||
void EndUpdateLightmaps()
|
||
{
|
||
g_EngineRenderer->EndUpdateLightmaps();
|
||
}
|
||
|
||
virtual void Push3DView( IMatRenderContext *pRenderContext, const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes, ITexture* pDepthTexture )
|
||
{
|
||
g_EngineRenderer->Push3DView( pRenderContext, view, nFlags, pRenderTarget, frustumPlanes, pDepthTexture );
|
||
}
|
||
|
||
void GetMatricesForView( const CViewSetup &view, VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection, VMatrix *pWorldToPixels )
|
||
{
|
||
view.ComputeViewMatrices( pWorldToView, pViewToProjection, pWorldToProjection );
|
||
ComputeWorldToScreenMatrix( pWorldToPixels, *pWorldToProjection, view );
|
||
}
|
||
|
||
virtual bool DoesBrushModelNeedPowerOf2Framebuffer( const model_t *model )
|
||
{
|
||
return !!( model->flags & MODELFLAG_FRAMEBUFFER_TEXTURE );
|
||
}
|
||
};
|
||
|
||
static CVRenderView s_RenderView;
|
||
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CVRenderView, IVRenderView, VENGINE_RENDERVIEW_INTERFACE_VERSION, s_RenderView );
|
||
|
||
|
||
|