mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-01-04 00:23:25 +08:00
924 lines
27 KiB
C++
924 lines
27 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//===========================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "view.h"
|
|
#include "iviewrender.h"
|
|
#include "iviewrender_beams.h"
|
|
#include "view_shared.h"
|
|
#include "ivieweffects.h"
|
|
#include "iinput.h"
|
|
#include "iclientmode.h"
|
|
#include "prediction.h"
|
|
#include "viewrender.h"
|
|
#include "c_te_legacytempents.h"
|
|
#include "cl_mat_stub.h"
|
|
#include "tier0/vprof.h"
|
|
#include "IClientVehicle.h"
|
|
#include "engine/IEngineTrace.h"
|
|
#include "mathlib/vmatrix.h"
|
|
#include "rendertexture.h"
|
|
#include "c_world.h"
|
|
#include <KeyValues.h>
|
|
#include "igameevents.h"
|
|
#include "smoke_fog_overlay.h"
|
|
#include "bitmap/tgawriter.h"
|
|
#include "hltvcamera.h"
|
|
#include "input.h"
|
|
#include "filesystem.h"
|
|
#include "materialsystem/itexture.h"
|
|
#include "toolframework_client.h"
|
|
#include "tier0/icommandline.h"
|
|
#include "IEngineVGui.h"
|
|
#include <vgui_controls/Controls.h>
|
|
#include <vgui/ISurface.h>
|
|
#include "ScreenSpaceEffects.h"
|
|
|
|
#if defined( HL2_CLIENT_DLL ) || defined( CSTRIKE_DLL )
|
|
#define USE_MONITORS
|
|
#endif
|
|
|
|
#ifdef PORTAL
|
|
#include "C_Prop_Portal.h" //portal surface rendering functions
|
|
#endif
|
|
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
void ToolFramework_AdjustEngineViewport( int& x, int& y, int& width, int& height );
|
|
bool ToolFramework_SetupEngineView( Vector &origin, QAngle &angles, float &fov );
|
|
bool ToolFramework_SetupEngineMicrophone( Vector &origin, QAngle &angles );
|
|
|
|
|
|
extern ConVar default_fov;
|
|
extern bool g_bRenderingScreenshot;
|
|
|
|
#if !defined( _X360 )
|
|
#define SAVEGAME_SCREENSHOT_WIDTH 180
|
|
#define SAVEGAME_SCREENSHOT_HEIGHT 100
|
|
#else
|
|
#define SAVEGAME_SCREENSHOT_WIDTH 128
|
|
#define SAVEGAME_SCREENSHOT_HEIGHT 128
|
|
#endif
|
|
|
|
#ifndef _XBOX
|
|
extern ConVar sensitivity;
|
|
#endif
|
|
|
|
ConVar zoom_sensitivity_ratio( "zoom_sensitivity_ratio", "1.0", 0, "Additional mouse sensitivity scale factor applied when FOV is zoomed in." );
|
|
|
|
CViewRender g_DefaultViewRender;
|
|
IViewRender *view = NULL; // set in cldll_client_init.cpp if no mod creates their own
|
|
|
|
#if _DEBUG
|
|
bool g_bRenderingCameraView = false;
|
|
#endif
|
|
|
|
static Vector g_vecRenderOrigin(0,0,0);
|
|
static QAngle g_vecRenderAngles(0,0,0);
|
|
static Vector g_vecPrevRenderOrigin(0,0,0); // Last frame's render origin
|
|
static QAngle g_vecPrevRenderAngles(0,0,0); // Last frame's render angles
|
|
static Vector g_vecVForward(0,0,0), g_vecVRight(0,0,0), g_vecVUp(0,0,0);
|
|
static VMatrix g_matCamInverse;
|
|
|
|
extern ConVar cl_forwardspeed;
|
|
|
|
static ConVar v_centermove( "v_centermove", "0.15");
|
|
static ConVar v_centerspeed( "v_centerspeed","500" );
|
|
|
|
// 54 degrees approximates a 35mm camera - we determined that this makes the viewmodels
|
|
// and motions look the most natural.
|
|
ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_CHEAT );
|
|
static ConVar mat_viewportscale( "mat_viewportscale", "1.0", FCVAR_CHEAT, "Scale down the main viewport (to reduce GPU impact on CPU profiling)",
|
|
true, (1.0f / 640.0f), true, 1.0f );
|
|
ConVar cl_leveloverview( "cl_leveloverview", "0", FCVAR_CHEAT );
|
|
|
|
static ConVar r_mapextents( "r_mapextents", "16384", FCVAR_CHEAT,
|
|
"Set the max dimension for the map. This determines the far clipping plane" );
|
|
|
|
// UNDONE: Delete this or move to the material system?
|
|
ConVar gl_clear( "gl_clear","0");
|
|
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." );
|
|
|
|
static ConVar r_farz( "r_farz", "-1", FCVAR_CHEAT, "Override the far clipping plane. -1 means to use the value in env_fog_controller." );
|
|
static ConVar cl_demoviewoverride( "cl_demoviewoverride", "0", 0, "Override view during demo playback" );
|
|
|
|
static Vector s_DemoView;
|
|
static QAngle s_DemoAngle;
|
|
|
|
static void CalcDemoViewOverride( Vector &origin, QAngle &angles )
|
|
{
|
|
engine->SetViewAngles( s_DemoAngle );
|
|
|
|
input->ExtraMouseSample( gpGlobals->absoluteframetime, true );
|
|
|
|
engine->GetViewAngles( s_DemoAngle );
|
|
|
|
Vector forward, right, up;
|
|
|
|
AngleVectors( s_DemoAngle, &forward, &right, &up );
|
|
|
|
float speed = gpGlobals->absoluteframetime * cl_demoviewoverride.GetFloat() * 320;
|
|
|
|
s_DemoView += speed * input->KeyState (&in_forward) * forward ;
|
|
s_DemoView -= speed * input->KeyState (&in_back) * forward ;
|
|
|
|
s_DemoView += speed * input->KeyState (&in_moveright) * right ;
|
|
s_DemoView -= speed * input->KeyState (&in_moveleft) * right ;
|
|
|
|
origin = s_DemoView;
|
|
angles = s_DemoAngle;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Accessors to return the main view (where the player's looking)
|
|
//-----------------------------------------------------------------------------
|
|
const Vector &MainViewOrigin()
|
|
{
|
|
return g_vecRenderOrigin;
|
|
}
|
|
|
|
const QAngle &MainViewAngles()
|
|
{
|
|
return g_vecRenderAngles;
|
|
}
|
|
|
|
const Vector &MainViewForward()
|
|
{
|
|
return g_vecVForward;
|
|
}
|
|
|
|
const Vector &MainViewRight()
|
|
{
|
|
return g_vecVRight;
|
|
}
|
|
|
|
const Vector &MainViewUp()
|
|
{
|
|
return g_vecVUp;
|
|
}
|
|
|
|
const VMatrix &MainWorldToViewMatrix()
|
|
{
|
|
return g_matCamInverse;
|
|
}
|
|
|
|
const Vector &PrevMainViewOrigin()
|
|
{
|
|
return g_vecPrevRenderOrigin;
|
|
}
|
|
|
|
const QAngle &PrevMainViewAngles()
|
|
{
|
|
return g_vecPrevRenderAngles;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Compute the world->camera transform
|
|
//-----------------------------------------------------------------------------
|
|
void ComputeCameraVariables( const Vector &vecOrigin, const QAngle &vecAngles,
|
|
Vector *pVecForward, Vector *pVecRight, Vector *pVecUp, VMatrix *pMatCamInverse )
|
|
{
|
|
// Compute view bases
|
|
AngleVectors( vecAngles, pVecForward, pVecRight, pVecUp );
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
{
|
|
(*pMatCamInverse)[0][i] = (*pVecRight)[i];
|
|
(*pMatCamInverse)[1][i] = (*pVecUp)[i];
|
|
(*pMatCamInverse)[2][i] = -(*pVecForward)[i];
|
|
(*pMatCamInverse)[3][i] = 0.0F;
|
|
}
|
|
(*pMatCamInverse)[0][3] = -DotProduct( *pVecRight, vecOrigin );
|
|
(*pMatCamInverse)[1][3] = -DotProduct( *pVecUp, vecOrigin );
|
|
(*pMatCamInverse)[2][3] = DotProduct( *pVecForward, vecOrigin );
|
|
(*pMatCamInverse)[3][3] = 1.0F;
|
|
}
|
|
|
|
|
|
bool R_CullSphere(
|
|
VPlane const *pPlanes,
|
|
int nPlanes,
|
|
Vector const *pCenter,
|
|
float radius)
|
|
{
|
|
for(int i=0; i < nPlanes; i++)
|
|
if(pPlanes[i].DistTo(*pCenter) < -radius)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
static void StartPitchDrift( void )
|
|
{
|
|
view->StartPitchDrift();
|
|
}
|
|
|
|
static ConCommand centerview( "centerview", StartPitchDrift );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Initializes all view systems
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::Init( void )
|
|
{
|
|
memset( &m_PitchDrift, 0, sizeof( m_PitchDrift ) );
|
|
|
|
m_bDrawOverlay = false;
|
|
|
|
m_pDrawEntities = cvar->FindVar( "r_drawentities" );
|
|
m_pDrawBrushModels = cvar->FindVar( "r_drawbrushmodels" );
|
|
|
|
beams->InitBeams();
|
|
tempents->Init();
|
|
|
|
m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER );
|
|
m_ModulateSingleColor.Init( "engine/modulatesinglecolor", TEXTURE_GROUP_OTHER );
|
|
|
|
extern CMaterialReference g_material_WriteZ;
|
|
g_material_WriteZ.Init( "engine/writez", TEXTURE_GROUP_OTHER );
|
|
|
|
// FIXME:
|
|
QAngle angles;
|
|
engine->GetViewAngles( angles );
|
|
AngleVectors( angles, &m_vecLastFacing );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called once per level change
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::LevelInit( void )
|
|
{
|
|
beams->ClearBeams();
|
|
tempents->Clear();
|
|
|
|
m_BuildWorldListsNumber = 0;
|
|
m_BuildRenderableListsNumber = 0;
|
|
|
|
m_bTakeFreezeFrame = false;
|
|
m_flFreezeFrameUntil = 0;
|
|
|
|
// Clear our overlay materials
|
|
m_ScreenOverlayMaterial.Init( NULL );
|
|
|
|
// Init all IScreenSpaceEffects
|
|
g_pScreenSpaceEffects->InitScreenSpaceEffects( );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called once per level change
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::LevelShutdown( void )
|
|
{
|
|
g_pScreenSpaceEffects->ShutdownScreenSpaceEffects( );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called at shutdown
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::Shutdown( void )
|
|
{
|
|
|
|
m_TranslucentSingleColor.Shutdown( );
|
|
m_ModulateSingleColor.Shutdown( );
|
|
beams->ShutdownBeams();
|
|
tempents->Shutdown();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the worldlists build number
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CViewRender::BuildWorldListsNumber( void ) const
|
|
{
|
|
return m_BuildWorldListsNumber;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Start moving pitch toward ideal
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::StartPitchDrift (void)
|
|
{
|
|
if ( m_PitchDrift.laststop == gpGlobals->curtime )
|
|
{
|
|
// Something else is blocking the drift.
|
|
return;
|
|
}
|
|
|
|
if ( m_PitchDrift.nodrift || !m_PitchDrift.pitchvel )
|
|
{
|
|
m_PitchDrift.pitchvel = v_centerspeed.GetFloat();
|
|
m_PitchDrift.nodrift = false;
|
|
m_PitchDrift.driftmove = 0;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::StopPitchDrift (void)
|
|
{
|
|
m_PitchDrift.laststop = gpGlobals->curtime;
|
|
m_PitchDrift.nodrift = true;
|
|
m_PitchDrift.pitchvel = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Moves the client pitch angle towards cl.idealpitch sent by the server.
|
|
// If the user is adjusting pitch manually, either with lookup/lookdown,
|
|
// mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::DriftPitch (void)
|
|
{
|
|
float delta, move;
|
|
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
return;
|
|
|
|
if ( engine->IsHLTV() || ( player->GetGroundEntity() == NULL ) || engine->IsPlayingDemo() )
|
|
{
|
|
m_PitchDrift.driftmove = 0;
|
|
m_PitchDrift.pitchvel = 0;
|
|
return;
|
|
}
|
|
|
|
// Don't count small mouse motion
|
|
if ( m_PitchDrift.nodrift )
|
|
{
|
|
if ( fabs( input->GetLastForwardMove() ) < cl_forwardspeed.GetFloat() )
|
|
{
|
|
m_PitchDrift.driftmove = 0;
|
|
}
|
|
else
|
|
{
|
|
m_PitchDrift.driftmove += gpGlobals->frametime;
|
|
}
|
|
|
|
if ( m_PitchDrift.driftmove > v_centermove.GetFloat() )
|
|
{
|
|
StartPitchDrift ();
|
|
}
|
|
return;
|
|
}
|
|
|
|
// How far off are we
|
|
delta = prediction->GetIdealPitch() - player->GetAbsAngles()[ PITCH ];
|
|
if ( !delta )
|
|
{
|
|
m_PitchDrift.pitchvel = 0;
|
|
return;
|
|
}
|
|
|
|
// Determine movement amount
|
|
move = gpGlobals->frametime * m_PitchDrift.pitchvel;
|
|
// Accelerate
|
|
m_PitchDrift.pitchvel += gpGlobals->frametime * v_centerspeed.GetFloat();
|
|
|
|
// Move predicted pitch appropriately
|
|
if (delta > 0)
|
|
{
|
|
if ( move > delta )
|
|
{
|
|
m_PitchDrift.pitchvel = 0;
|
|
move = delta;
|
|
}
|
|
player->SetLocalAngles( player->GetLocalAngles() + QAngle( move, 0, 0 ) );
|
|
}
|
|
else if ( delta < 0 )
|
|
{
|
|
if ( move > -delta )
|
|
{
|
|
m_PitchDrift.pitchvel = 0;
|
|
move = -delta;
|
|
}
|
|
player->SetLocalAngles( player->GetLocalAngles() - QAngle( move, 0, 0 ) );
|
|
}
|
|
}
|
|
|
|
// This is called by cdll_client_int to setup view model origins. This has to be done before
|
|
// simulation so entities can access attachment points on view models during simulation.
|
|
void CViewRender::OnRenderStart()
|
|
{
|
|
VPROF_("CViewRender::OnRenderStart", 2, VPROF_BUDGETGROUP_OTHER_UNACCOUNTED, false, 0);
|
|
SetUpView();
|
|
|
|
// Adjust mouse sensitivity based upon the current FOV
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( player )
|
|
{
|
|
default_fov.SetValue( player->m_iDefaultFOV );
|
|
|
|
//Update our FOV, including any zooms going on
|
|
int iDefaultFOV = default_fov.GetInt();
|
|
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
|
|
{
|
|
return &m_View;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::DisableVis( void )
|
|
{
|
|
m_bForceNoVis = true;
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
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::SetUpView()
|
|
{
|
|
VPROF("CViewRender::SetUpView");
|
|
// Initialize view structure with default values
|
|
float farZ = GetZFar();
|
|
|
|
m_View.zFar = farZ;
|
|
m_View.zFarViewmodel = farZ;
|
|
// UNDONE: Make this farther out?
|
|
// closest point of approach seems to be view center to top of crouched box
|
|
m_View.zNear = GetZNear();
|
|
m_View.zNearViewmodel = 1;
|
|
m_View.fov = default_fov.GetFloat();
|
|
|
|
m_View.m_bOrtho = false;
|
|
|
|
// Enable spatial partition access to edicts
|
|
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
|
|
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
|
|
if ( engine->IsHLTV() )
|
|
{
|
|
HLTVCamera()->CalcView( m_View.origin, m_View.angles, m_View.fov );
|
|
}
|
|
else
|
|
{
|
|
// FIXME: Are there multiple views? If so, then what?
|
|
// FIXME: What happens when there's no player?
|
|
if (pPlayer)
|
|
{
|
|
pPlayer->CalcView( m_View.origin, m_View.angles, m_View.zNear, m_View.zFar, m_View.fov );
|
|
|
|
// If we are looking through another entities eyes, then override the angles/origin for m_View
|
|
int viewentity = render->GetViewEntity();
|
|
|
|
if ( !g_nKillCamMode && (pPlayer->entindex() != viewentity) )
|
|
{
|
|
C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity );
|
|
if ( ve )
|
|
{
|
|
VectorCopy( ve->GetAbsOrigin(), m_View.origin );
|
|
VectorCopy( ve->GetAbsAngles(), m_View.angles );
|
|
}
|
|
}
|
|
|
|
pPlayer->CalcViewModelView( m_View.origin, m_View.angles );
|
|
}
|
|
|
|
// Even if the engine is paused need to override the view
|
|
// for keeping the camera control during pause.
|
|
g_pClientMode->OverrideView( &m_View );
|
|
}
|
|
|
|
// give the toolsystem a chance to override the view
|
|
ToolFramework_SetupEngineView( m_View.origin, m_View.angles, m_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( m_View.origin, m_View.angles );
|
|
}
|
|
else
|
|
{
|
|
s_DemoView = m_View.origin;
|
|
s_DemoAngle = m_View.angles;
|
|
}
|
|
}
|
|
|
|
//Find the offset our current FOV is from the default value
|
|
float flFOVOffset = default_fov.GetFloat() - m_View.fov;
|
|
|
|
//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
|
|
m_View.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset;
|
|
|
|
// Disable spatical 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
|
|
ComputeCameraVariables( m_View.origin, m_View.angles,
|
|
&g_vecVForward, &g_vecVRight, &g_vecVUp, &g_matCamInverse );
|
|
|
|
// set up the hearing origin...
|
|
AudioState_t audioState;
|
|
audioState.m_Origin = m_View.origin;
|
|
audioState.m_Angles = m_View.angles;
|
|
audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( m_View.origin );
|
|
|
|
ToolFramework_SetupAudioState( audioState );
|
|
|
|
m_View.origin = audioState.m_Origin;
|
|
m_View.angles = audioState.m_Angles;
|
|
|
|
engine->SetAudioState( audioState );
|
|
|
|
g_vecPrevRenderOrigin = g_vecRenderOrigin;
|
|
g_vecPrevRenderAngles = g_vecRenderAngles;
|
|
g_vecRenderOrigin = m_View.origin;
|
|
g_vecRenderAngles = m_View.angles;
|
|
|
|
#ifdef _DEBUG
|
|
s_DbgSetupOrigin = m_View.origin;
|
|
s_DbgSetupAngles = m_View.angles;
|
|
#endif
|
|
}
|
|
|
|
void CViewRender::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height )
|
|
{
|
|
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 = m_View;
|
|
viewSetup.x = 0;
|
|
viewSetup.y = 0;
|
|
viewSetup.width = width;
|
|
viewSetup.height = height;
|
|
viewSetup.fov = ScaleFOVByWidthRatio( m_View.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 * 3 * height );
|
|
|
|
// Get Bits from the material system
|
|
pRenderContext->ReadPixels( 0, 0, width, height, pImage, IMAGE_FORMAT_RGB888 );
|
|
|
|
// allocate a buffer to write the tga into
|
|
int iMaxTGASize = 1024 + (width * height * 4);
|
|
void *pTGA = malloc( iMaxTGASize );
|
|
CUtlBuffer buffer( pTGA, iMaxTGASize );
|
|
|
|
if( !TGAWriter::WriteToBuffer( pImage, buffer, width, height, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888 ) )
|
|
{
|
|
Error( "Couldn't write bitmap data snapshot.\n" );
|
|
}
|
|
|
|
free( pImage );
|
|
|
|
// 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;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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;
|
|
|
|
m_View.m_bOrtho = true;
|
|
|
|
float aspect = (float)m_View.width/(float)m_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
|
|
|
|
m_View.origin.x -= size_x / 2;
|
|
m_View.origin.y += size_y / 2;
|
|
|
|
m_View.m_OrthoLeft = 0;
|
|
m_View.m_OrthoTop = -size_y;
|
|
m_View.m_OrthoRight = size_x;
|
|
m_View.m_OrthoBottom = 0;
|
|
|
|
m_View.angles = QAngle( 90, 90, 0 );
|
|
|
|
// simple movement detector, show position if moved
|
|
int newCRC = m_View.origin.x + m_View.origin.y + m_View.origin.z;
|
|
if ( newCRC != oldCRC )
|
|
{
|
|
Msg( "Overview: scale %.2f, pos_x %.0f, pos_y %.0f\n", cl_leveloverview.GetFloat(),
|
|
m_View.origin.x, m_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 -
|
|
//-----------------------------------------------------------------------------
|
|
void CViewRender::Render( vrect_t *rect )
|
|
{
|
|
Assert(s_DbgSetupOrigin == m_View.origin);
|
|
Assert(s_DbgSetupAngles == m_View.angles);
|
|
|
|
VPROF_BUDGET( "CViewRender::Render", "CViewRender::Render" );
|
|
|
|
vrect_t vr = *rect;
|
|
|
|
// Stub out the material system if necessary.
|
|
CMatStubHandler matStub;
|
|
|
|
bool drawViewModel;
|
|
|
|
engine->EngineStats_BeginFrame();
|
|
|
|
// Assume normal vis
|
|
m_bForceNoVis = false;
|
|
|
|
float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3)
|
|
m_View.fov = ScaleFOVByWidthRatio( m_View.fov, aspectRatio );
|
|
m_View.fovViewmodel = ScaleFOVByWidthRatio( m_View.fovViewmodel, aspectRatio );
|
|
|
|
// Let the client mode hook stuff.
|
|
g_pClientMode->PreRender(&m_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();
|
|
|
|
float engineAspectRatio = engine->GetScreenAspectRatio();
|
|
|
|
m_View.x = vr.x;
|
|
m_View.y = vr.y;
|
|
m_View.width = vr.width * flViewportScale;
|
|
m_View.height = vr.height * flViewportScale;
|
|
m_View.m_flAspectRatio = ( engineAspectRatio > 0.0f ) ? engineAspectRatio : ( (float)m_View.width / (float)m_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;
|
|
}
|
|
|
|
// Determine if we should draw view model ( client mode override )
|
|
drawViewModel = g_pClientMode->ShouldDrawViewModel();
|
|
|
|
if ( cl_leveloverview.GetFloat() > 0 )
|
|
{
|
|
SetUpOverView();
|
|
nClearFlags |= VIEW_CLEAR_COLOR;
|
|
drawViewModel = false;
|
|
}
|
|
|
|
// Apply any player specific overrides
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pPlayer )
|
|
{
|
|
// Override view model if necessary
|
|
if ( !pPlayer->m_Local.m_bDrawViewmodel )
|
|
{
|
|
drawViewModel = false;
|
|
}
|
|
}
|
|
|
|
render->SetMainView( m_View.origin, m_View.angles );
|
|
|
|
int flags = RENDERVIEW_DRAWHUD;
|
|
if ( drawViewModel )
|
|
{
|
|
flags |= RENDERVIEW_DRAWVIEWMODEL;
|
|
}
|
|
RenderView( m_View, nClearFlags, flags );
|
|
|
|
g_pClientMode->PostRender();
|
|
|
|
engine->EngineStats_EndFrame();
|
|
|
|
#if !defined( _X360 )
|
|
// Stop stubbing the material system so we can see the budget panel
|
|
matStub.End();
|
|
#endif
|
|
|
|
CViewSetup view2d;
|
|
|
|
// Draw all of the UI stuff "fullscreen"
|
|
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 );
|
|
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 );
|
|
}
|
|
|