diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/c_pixel_visibility.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/c_pixel_visibility.cpp')
| -rw-r--r-- | mp/src/game/client/c_pixel_visibility.cpp | 881 |
1 files changed, 881 insertions, 0 deletions
diff --git a/mp/src/game/client/c_pixel_visibility.cpp b/mp/src/game/client/c_pixel_visibility.cpp new file mode 100644 index 00000000..294b862a --- /dev/null +++ b/mp/src/game/client/c_pixel_visibility.cpp @@ -0,0 +1,881 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+
+#include "cbase.h"
+#include "c_pixel_visibility.h"
+#include "materialsystem/imesh.h"
+#include "materialsystem/imaterial.h"
+#include "clienteffectprecachesystem.h"
+#include "view.h"
+#include "viewrender.h"
+#include "utlmultilist.h"
+#include "vprof.h"
+#include "icommandline.h"
+#include "headtrack/isourcevirtualreality.h"
+
+static void PixelvisDrawChanged( IConVar *pPixelvisVar, const char *pOld, float flOldValue );
+
+ConVar r_pixelvisibility_partial( "r_pixelvisibility_partial", "1" );
+ConVar r_dopixelvisibility( "r_dopixelvisibility", "1" );
+ConVar r_drawpixelvisibility( "r_drawpixelvisibility", "0", 0, "Show the occlusion proxies", PixelvisDrawChanged );
+ConVar r_pixelvisibility_spew( "r_pixelvisibility_spew", "0" );
+
+#ifdef OSX
+ // GLMgr will set this one to "1" if it senses the new post-10.6.4 driver (m_hasPerfPackage1)
+ ConVar gl_can_query_fast( "gl_can_query_fast", "0" );
+
+ static bool HasFastQueries( void )
+ {
+ return gl_can_query_fast.GetBool();
+ }
+#else
+ // non OSX path
+ static bool HasFastQueries( void )
+ {
+ return true;
+ }
+#endif
+
+extern ConVar building_cubemaps;
+
+#ifndef _X360
+const float MIN_PROXY_PIXELS = 5.0f;
+#else
+const float MIN_PROXY_PIXELS = 25.0f;
+#endif
+
+float PixelVisibility_DrawProxy( IMatRenderContext *pRenderContext, OcclusionQueryObjectHandle_t queryHandle, Vector origin, float scale, float proxyAspect, IMaterial *pMaterial, bool screenspace )
+{
+ Vector point;
+
+ // don't expand this with distance to fit pixels or the sprite will poke through
+ // only expand the parts perpendicular to the view
+ float forwardScale = scale;
+ // draw a pyramid of points touching a sphere of radius "scale" at origin
+ float pixelsPerUnit = pRenderContext->ComputePixelDiameterOfSphere( origin, 1.0f );
+ pixelsPerUnit = MAX( pixelsPerUnit, 1e-4f );
+ if ( screenspace )
+ {
+ // Force this to be the size of a sphere of diameter "scale" at some reference distance (1.0 unit)
+ float pixelsPerUnit2 = pRenderContext->ComputePixelDiameterOfSphere( CurrentViewOrigin() + CurrentViewForward()*1.0f, scale*0.5f );
+ // force drawing of "scale" pixels
+ scale = pixelsPerUnit2 / pixelsPerUnit;
+ }
+ else
+ {
+ float pixels = scale * pixelsPerUnit;
+
+ // make the radius larger to ensure a minimum screen space size of the proxy geometry
+ if ( pixels < MIN_PROXY_PIXELS )
+ {
+ scale = MIN_PROXY_PIXELS / pixelsPerUnit;
+ }
+ }
+
+ // collapses the pyramid to a plane - so this could be a quad instead
+ Vector dir = origin - CurrentViewOrigin();
+ VectorNormalize(dir);
+ origin -= dir * forwardScale;
+ forwardScale = 0.0f;
+ //
+
+ Vector verts[5];
+ const float sqrt2 = 0.707106781f; // sqrt(2) - keeps all vectors the same length from origin
+ scale *= sqrt2;
+ float scale45x = scale;
+ float scale45y = scale / proxyAspect;
+ verts[0] = origin - CurrentViewForward() * forwardScale; // the apex of the pyramid
+ verts[1] = origin + CurrentViewUp() * scale45y - CurrentViewRight() * scale45x; // these four form the base
+ verts[2] = origin + CurrentViewUp() * scale45y + CurrentViewRight() * scale45x; // the pyramid is a sprite with a point that
+ verts[3] = origin - CurrentViewUp() * scale45y + CurrentViewRight() * scale45x; // pokes back toward the camera through any nearby
+ verts[4] = origin - CurrentViewUp() * scale45y - CurrentViewRight() * scale45x; // geometry
+
+ // get screen coords of edges
+ Vector screen[4];
+ for ( int i = 0; i < 4; i++ )
+ {
+ extern int ScreenTransform( const Vector& point, Vector& screen );
+ if ( ScreenTransform( verts[i+1], screen[i] ) )
+ return -1;
+ }
+
+ // compute area and screen-clipped area
+ float w = screen[1].x - screen[0].x;
+ float h = screen[0].y - screen[3].y;
+ float ws = MIN(1.0f, screen[1].x) - MAX(-1.0f, screen[0].x);
+ float hs = MIN(1.0f, screen[0].y) - MAX(-1.0f, screen[3].y);
+ float area = w*h; // area can be zero when we ALT-TAB
+ float areaClipped = ws*hs;
+ float ratio = 0.0f;
+ if ( area != 0 )
+ {
+ // compute the ratio of the area not clipped by the frustum to total area
+ ratio = areaClipped / area;
+ ratio = clamp(ratio, 0.0f, 1.0f);
+ }
+
+ pRenderContext->BeginOcclusionQueryDrawing( queryHandle );
+ CMeshBuilder meshBuilder;
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, pMaterial );
+ meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 4 );
+ // draw a pyramid
+ for ( int i = 0; i < 4; i++ )
+ {
+ int a = i+1;
+ int b = (a%4)+1;
+ meshBuilder.Position3fv( verts[0].Base() );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3fv( verts[a].Base() );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3fv( verts[b].Base() );
+ meshBuilder.AdvanceVertex();
+ }
+ meshBuilder.End();
+ pMesh->Draw();
+
+ // sprite/quad proxy
+#if 0
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
+
+ VectorMA (origin, -scale, CurrentViewUp(), point);
+ VectorMA (point, -scale, CurrentViewRight(), point);
+ meshBuilder.Position3fv (point.Base());
+ meshBuilder.AdvanceVertex();
+
+ VectorMA (origin, scale, CurrentViewUp(), point);
+ VectorMA (point, -scale, CurrentViewRight(), point);
+ meshBuilder.Position3fv (point.Base());
+ meshBuilder.AdvanceVertex();
+
+ VectorMA (origin, scale, CurrentViewUp(), point);
+ VectorMA (point, scale, CurrentViewRight(), point);
+ meshBuilder.Position3fv (point.Base());
+ meshBuilder.AdvanceVertex();
+
+ VectorMA (origin, -scale, CurrentViewUp(), point);
+ VectorMA (point, scale, CurrentViewRight(), point);
+ meshBuilder.Position3fv (point.Base());
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+#endif
+ pRenderContext->EndOcclusionQueryDrawing( queryHandle );
+
+ // fraction clipped by frustum
+ return ratio;
+}
+
+class CPixelVisSet
+{
+public:
+ void Init( const pixelvis_queryparams_t ¶ms );
+ void MarkActive();
+ bool IsActive();
+ CPixelVisSet()
+ {
+ frameIssued = 0;
+ serial = 0;
+ queryList = 0xFFFF;
+ sizeIsScreenSpace = false;
+ }
+
+public:
+ float proxySize;
+ float proxyAspect;
+ float fadeTimeInv;
+ unsigned short queryList;
+ unsigned short serial;
+ bool sizeIsScreenSpace;
+private:
+ int frameIssued;
+};
+
+
+void CPixelVisSet::Init( const pixelvis_queryparams_t ¶ms )
+{
+ Assert( params.bSetup );
+ proxySize = params.proxySize;
+ proxyAspect = params.proxyAspect;
+ if ( params.fadeTime > 0.0f )
+ {
+ fadeTimeInv = 1.0f / params.fadeTime;
+ }
+ else
+ {
+ // fade in over 0.125 seconds
+ fadeTimeInv = 1.0f / 0.125f;
+ }
+ frameIssued = 0;
+ sizeIsScreenSpace = params.bSizeInScreenspace;
+}
+
+void CPixelVisSet::MarkActive()
+{
+ frameIssued = gpGlobals->framecount;
+}
+
+bool CPixelVisSet::IsActive()
+{
+ return (gpGlobals->framecount - frameIssued) > 1 ? false : true;
+}
+
+class CPixelVisibilityQuery
+{
+public:
+ CPixelVisibilityQuery();
+ ~CPixelVisibilityQuery();
+ bool IsValid();
+ bool IsForView( int viewID );
+ bool IsActive();
+ float GetFractionVisible( float fadeTimeInv );
+ void IssueQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace );
+ void IssueCountingQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace );
+ void ResetOcclusionQueries();
+ void SetView( int viewID )
+ {
+ m_viewID = viewID;
+ m_brightnessTarget = 0.0f;
+ m_clipFraction = 1.0f;
+ m_frameIssued = -1;
+ m_failed = false;
+ m_wasQueriedThisFrame = false;
+ m_hasValidQueryResults = false;
+ }
+
+public:
+ Vector m_origin;
+ int m_frameIssued;
+private:
+ float m_brightnessTarget;
+ float m_clipFraction;
+ OcclusionQueryObjectHandle_t m_queryHandle;
+ OcclusionQueryObjectHandle_t m_queryHandleCount;
+ unsigned short m_wasQueriedThisFrame : 1;
+ unsigned short m_failed : 1;
+ unsigned short m_hasValidQueryResults : 1;
+ unsigned short m_pad : 13;
+ unsigned short m_viewID;
+
+ friend void PixelVisibility_ShiftVisibilityViews( int iSourceViewID, int iDestViewID ); //need direct access to private data to make shifting smooth
+};
+
+CPixelVisibilityQuery::CPixelVisibilityQuery()
+{
+ CMatRenderContextPtr pRenderContext( materials );
+ SetView( 0xFFFF );
+ m_queryHandle = pRenderContext->CreateOcclusionQueryObject();
+ m_queryHandleCount = pRenderContext->CreateOcclusionQueryObject();
+}
+
+CPixelVisibilityQuery::~CPixelVisibilityQuery()
+{
+ CMatRenderContextPtr pRenderContext( materials );
+ if ( m_queryHandle != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE )
+ {
+ pRenderContext->DestroyOcclusionQueryObject( m_queryHandle );
+ }
+ if ( m_queryHandleCount != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE )
+ {
+ pRenderContext->DestroyOcclusionQueryObject( m_queryHandleCount );
+ }
+}
+
+void CPixelVisibilityQuery::ResetOcclusionQueries()
+{
+ // NOTE: Since we're keeping the CPixelVisibilityQuery objects around in a pool
+ // and not actually deleting them, this means that our material system occlusion queries are
+ // not being deleted either. Which means that if a CPixelVisibilityQuery is
+ // put into the free list and then immediately re-used, then we have an opportunity for
+ // a bug: What can happen on the first frame of the material system query
+ // is that if the query isn't done yet, it will use the last queried value
+ // which will happen to be set to the value of the last query done
+ // for the previous CPixelVisSet the CPixelVisibilityQuery happened to be associated with
+ // which makes queries have an invalid value for the first frame
+
+ // This will mark the occlusion query objects as not ever having been read from before
+ CMatRenderContextPtr pRenderContext( materials );
+ if ( m_queryHandle != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE )
+ {
+ pRenderContext->ResetOcclusionQueryObject( m_queryHandle );
+ }
+ if ( m_queryHandleCount != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE )
+ {
+ pRenderContext->ResetOcclusionQueryObject( m_queryHandleCount );
+ }
+}
+
+bool CPixelVisibilityQuery::IsValid()
+{
+ return (m_queryHandle != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE) ? true : false;
+}
+bool CPixelVisibilityQuery::IsForView( int viewID )
+{
+ return m_viewID == viewID ? true : false;
+}
+
+bool CPixelVisibilityQuery::IsActive()
+{
+ return (gpGlobals->framecount - m_frameIssued) > 1 ? false : true;
+}
+
+float CPixelVisibilityQuery::GetFractionVisible( float fadeTimeInv )
+{
+ if ( !IsValid() )
+ return 0.0f;
+
+ if ( !m_wasQueriedThisFrame )
+ {
+ CMatRenderContextPtr pRenderContext( materials );
+ m_wasQueriedThisFrame = true;
+ int pixels = -1;
+ int pixelsPossible = -1;
+ if ( r_pixelvisibility_partial.GetBool() )
+ {
+ if ( m_frameIssued != -1 )
+ {
+ pixelsPossible = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandleCount );
+ pixels = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandle );
+ }
+
+ if ( r_pixelvisibility_spew.GetBool() && CurrentViewID() == 0 )
+ {
+ DevMsg( 1, "Pixels visible: %d (qh:%d) Pixels possible: %d (qh:%d) (frame:%d)\n", pixels, (int)m_queryHandle, pixelsPossible, (int)m_queryHandleCount, gpGlobals->framecount );
+ }
+
+ if ( pixels < 0 || pixelsPossible < 0 )
+ {
+ m_failed = ( m_frameIssued >= 0 ) ? true : false;
+ return m_brightnessTarget * m_clipFraction;
+ }
+ m_hasValidQueryResults = true;
+
+ if ( pixelsPossible > 0 )
+ {
+ float target = (float)pixels / (float)pixelsPossible;
+ target = (target >= 0.95f) ? 1.0f : (target < 0.0f) ? 0.0f : target;
+ float rate = gpGlobals->frametime * fadeTimeInv;
+ m_brightnessTarget = Approach( target, m_brightnessTarget, rate ); // fade in / out
+ }
+ else
+ {
+ m_brightnessTarget = 0.0f;
+ }
+ }
+ else
+ {
+ if ( m_frameIssued != -1 )
+ {
+ pixels = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandle );
+ }
+
+ if ( r_pixelvisibility_spew.GetBool() && CurrentViewID() == 0 )
+ {
+ DevMsg( 1, "Pixels visible: %d (qh:%d) (frame:%d)\n", pixels, (int)m_queryHandle, gpGlobals->framecount );
+ }
+
+ if ( pixels < 0 )
+ {
+ m_failed = ( m_frameIssued >= 0 ) ? true : false;
+ return m_brightnessTarget * m_clipFraction;
+ }
+ m_hasValidQueryResults = true;
+ if ( m_frameIssued == gpGlobals->framecount-1 )
+ {
+ float rate = gpGlobals->frametime * fadeTimeInv;
+ float target = 0.0f;
+ if ( pixels > 0 )
+ {
+ // fade in slower than you fade out
+ rate *= 0.5f;
+ target = 1.0f;
+ }
+ m_brightnessTarget = Approach( target, m_brightnessTarget, rate ); // fade in / out
+ }
+ else
+ {
+ m_brightnessTarget = 0.0f;
+ }
+ }
+ }
+
+ return m_brightnessTarget * m_clipFraction;
+}
+
+void CPixelVisibilityQuery::IssueQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace )
+{
+ if ( !m_failed )
+ {
+ Assert( IsValid() );
+
+ if ( r_pixelvisibility_spew.GetBool() && CurrentViewID() == 0 )
+ {
+ DevMsg( 1, "Draw Proxy: qh:%d org:<%d,%d,%d> (frame:%d)\n", (int)m_queryHandle, (int)m_origin[0], (int)m_origin[1], (int)m_origin[2], gpGlobals->framecount );
+ }
+
+ m_clipFraction = PixelVisibility_DrawProxy( pRenderContext, m_queryHandle, m_origin, proxySize, proxyAspect, pMaterial, sizeIsScreenSpace );
+ if ( m_clipFraction < 0 )
+ {
+ // NOTE: In this case, the proxy wasn't issued cause it was offscreen
+ // can't set the m_frameissued field since that would cause it to get marked as failed
+ m_clipFraction = 0;
+ m_wasQueriedThisFrame = false;
+ m_failed = false;
+ return;
+ }
+ }
+#ifndef PORTAL // FIXME: In portal we query visibility multiple times per frame because of portal renders!
+ Assert ( ( m_frameIssued != gpGlobals->framecount ) || UseVR() );
+#endif
+
+ m_frameIssued = gpGlobals->framecount;
+ m_wasQueriedThisFrame = false;
+ m_failed = false;
+}
+
+void CPixelVisibilityQuery::IssueCountingQuery( IMatRenderContext *pRenderContext, float proxySize, float proxyAspect, IMaterial *pMaterial, bool sizeIsScreenSpace )
+{
+ if ( !m_failed )
+ {
+ Assert( IsValid() );
+#if 0
+ // this centers it on the screen.
+ // This is nice because it makes the glows fade as they get partially clipped by the view frustum
+ // But it introduces sub-pixel errors (off by one row/column of pixels) so the glows shimmer
+ // UNDONE: Compute an offset center coord that matches sub-pixel coords with the real glow position
+ // UNDONE: Or frustum clip the sphere/geometry and fade based on proxy size
+ Vector origin = m_origin - CurrentViewOrigin();
+ float dot = DotProduct(CurrentViewForward(), origin);
+ origin = CurrentViewOrigin() + dot * CurrentViewForward();
+#endif
+ PixelVisibility_DrawProxy( pRenderContext, m_queryHandleCount, m_origin, proxySize, proxyAspect, pMaterial, sizeIsScreenSpace );
+ }
+}
+
+//Precache the effects
+CLIENTEFFECT_REGISTER_BEGIN( PrecacheOcclusionProxy )
+CLIENTEFFECT_MATERIAL( "engine/occlusionproxy" )
+CLIENTEFFECT_MATERIAL( "engine/occlusionproxy_countdraw" )
+CLIENTEFFECT_REGISTER_END()
+
+class CPixelVisibilitySystem : public CAutoGameSystem
+{
+public:
+
+ // GameSystem: Level init, shutdown
+ virtual void LevelInitPreEntity();
+ virtual void LevelShutdownPostEntity();
+
+ // locals
+ CPixelVisibilitySystem();
+ float GetFractionVisible( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle );
+ void EndView();
+ void EndScene();
+ unsigned short FindQueryForView( CPixelVisSet *pSet, int viewID );
+ unsigned short FindOrCreateQueryForView( CPixelVisSet *pSet, int viewID );
+
+ void DeleteUnusedQueries( CPixelVisSet *pSet, bool bDeleteAll );
+ void DeleteUnusedSets( bool bDeleteAll );
+ void ShowQueries( bool show );
+ unsigned short AllocQuery();
+ unsigned short AllocSet();
+ void FreeSet( unsigned short node );
+ CPixelVisSet *FindOrCreatePixelVisSet( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle );
+ bool SupportsOcclusion() { return m_hwCanTestGlows; }
+ void DebugInfo()
+ {
+ Msg("Pixel vis system using %d sets total (%d in free list), %d queries total (%d in free list)\n",
+ m_setList.TotalCount(), m_setList.Count(m_freeSetsList), m_queryList.TotalCount(), m_queryList.Count( m_freeQueriesList ) );
+ }
+
+private:
+ CUtlMultiList< CPixelVisSet, unsigned short > m_setList;
+ CUtlMultiList<CPixelVisibilityQuery, unsigned short> m_queryList;
+ unsigned short m_freeQueriesList;
+ unsigned short m_activeSetsList;
+ unsigned short m_freeSetsList;
+ unsigned short m_pad0;
+
+ IMaterial *m_pProxyMaterial;
+ IMaterial *m_pDrawMaterial;
+ bool m_hwCanTestGlows;
+ bool m_drawQueries;
+
+
+ friend void PixelVisibility_ShiftVisibilityViews( int iSourceViewID, int iDestViewID ); //need direct access to private data to make shifting smooth
+};
+
+static CPixelVisibilitySystem g_PixelVisibilitySystem;
+
+CPixelVisibilitySystem::CPixelVisibilitySystem() : CAutoGameSystem( "CPixelVisibilitySystem" )
+{
+ m_hwCanTestGlows = true;
+ m_drawQueries = false;
+}
+// Level init, shutdown
+void CPixelVisibilitySystem::LevelInitPreEntity()
+{
+ bool fastqueries = HasFastQueries();
+ // printf("\n ** fast queries: %s **", fastqueries?"true":"false" );
+
+ m_hwCanTestGlows = r_dopixelvisibility.GetBool() && fastqueries && engine->GetDXSupportLevel() >= 80;
+ if ( m_hwCanTestGlows )
+ {
+ CMatRenderContextPtr pRenderContext( materials );
+
+ OcclusionQueryObjectHandle_t query = pRenderContext->CreateOcclusionQueryObject();
+ if ( query != INVALID_OCCLUSION_QUERY_OBJECT_HANDLE )
+ {
+ pRenderContext->DestroyOcclusionQueryObject( query );
+ }
+ else
+ {
+ m_hwCanTestGlows = false;
+ }
+ }
+
+ m_pProxyMaterial = materials->FindMaterial("engine/occlusionproxy", TEXTURE_GROUP_CLIENT_EFFECTS);
+ m_pProxyMaterial->IncrementReferenceCount();
+ m_pDrawMaterial = materials->FindMaterial("engine/occlusionproxy_countdraw", TEXTURE_GROUP_CLIENT_EFFECTS);
+ m_pDrawMaterial->IncrementReferenceCount();
+ m_freeQueriesList = m_queryList.CreateList();
+ m_activeSetsList = m_setList.CreateList();
+ m_freeSetsList = m_setList.CreateList();
+}
+
+void CPixelVisibilitySystem::LevelShutdownPostEntity()
+{
+ m_pProxyMaterial->DecrementReferenceCount();
+ m_pProxyMaterial = NULL;
+ m_pDrawMaterial->DecrementReferenceCount();
+ m_pDrawMaterial = NULL;
+ DeleteUnusedSets(true);
+ m_setList.Purge();
+ m_queryList.Purge();
+ m_freeQueriesList = m_queryList.InvalidIndex();
+ m_activeSetsList = m_setList.InvalidIndex();
+ m_freeSetsList = m_setList.InvalidIndex();
+}
+
+float CPixelVisibilitySystem::GetFractionVisible( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle )
+{
+ if ( !m_hwCanTestGlows || building_cubemaps.GetBool() )
+ {
+ return GlowSightDistance( params.position, true ) > 0 ? 1.0f : 0.0f;
+ }
+ if ( CurrentViewID() < 0 )
+ return 0.0f;
+
+ CPixelVisSet *pSet = FindOrCreatePixelVisSet( params, queryHandle );
+ Assert( pSet );
+ unsigned short node = FindOrCreateQueryForView( pSet, CurrentViewID() );
+ m_queryList[node].m_origin = params.position;
+ float fraction = m_queryList[node].GetFractionVisible( pSet->fadeTimeInv );
+ pSet->MarkActive();
+ return fraction;
+}
+
+void CPixelVisibilitySystem::EndView()
+{
+ if ( !PixelVisibility_IsAvailable() && CurrentViewID() >= 0 )
+ return;
+
+ if ( m_setList.Head( m_activeSetsList ) == m_setList.InvalidIndex() )
+ return;
+
+ CMatRenderContextPtr pRenderContext( materials );
+
+ IMaterial *pProxy = m_drawQueries ? m_pDrawMaterial : m_pProxyMaterial;
+ pRenderContext->Bind( pProxy );
+
+ // BUGBUG: If you draw both queries, the measure query fails for some reason.
+ if ( r_pixelvisibility_partial.GetBool() && !m_drawQueries )
+ {
+ pRenderContext->DepthRange( 0.0f, 0.01f );
+ unsigned short node = m_setList.Head( m_activeSetsList );
+ while( node != m_setList.InvalidIndex() )
+ {
+ CPixelVisSet *pSet = &m_setList[node];
+ unsigned short queryNode = FindQueryForView( pSet, CurrentViewID() );
+ if ( queryNode != m_queryList.InvalidIndex() )
+ {
+ m_queryList[queryNode].IssueCountingQuery( pRenderContext, pSet->proxySize, pSet->proxyAspect, pProxy, pSet->sizeIsScreenSpace );
+ }
+ node = m_setList.Next( node );
+ }
+ pRenderContext->DepthRange( 0.0f, 1.0f );
+ }
+
+ {
+ unsigned short node = m_setList.Head( m_activeSetsList );
+ while( node != m_setList.InvalidIndex() )
+ {
+ CPixelVisSet *pSet = &m_setList[node];
+ unsigned short queryNode = FindQueryForView( pSet, CurrentViewID() );
+ if ( queryNode != m_queryList.InvalidIndex() )
+ {
+ m_queryList[queryNode].IssueQuery( pRenderContext, pSet->proxySize, pSet->proxyAspect, pProxy, pSet->sizeIsScreenSpace );
+ }
+ node = m_setList.Next( node );
+ }
+ }
+}
+
+void CPixelVisibilitySystem::EndScene()
+{
+ DeleteUnusedSets(false);
+}
+
+unsigned short CPixelVisibilitySystem::FindQueryForView( CPixelVisSet *pSet, int viewID )
+{
+ unsigned short node = m_queryList.Head( pSet->queryList );
+ while ( node != m_queryList.InvalidIndex() )
+ {
+ if ( m_queryList[node].IsForView( viewID ) )
+ return node;
+ node = m_queryList.Next( node );
+ }
+ return m_queryList.InvalidIndex();
+}
+unsigned short CPixelVisibilitySystem::FindOrCreateQueryForView( CPixelVisSet *pSet, int viewID )
+{
+ unsigned short node = FindQueryForView( pSet, viewID );
+ if ( node != m_queryList.InvalidIndex() )
+ return node;
+
+ node = AllocQuery();
+ m_queryList.LinkToHead( pSet->queryList, node );
+ m_queryList[node].SetView( viewID );
+ return node;
+}
+
+
+void CPixelVisibilitySystem::DeleteUnusedQueries( CPixelVisSet *pSet, bool bDeleteAll )
+{
+ unsigned short node = m_queryList.Head( pSet->queryList );
+ while ( node != m_queryList.InvalidIndex() )
+ {
+ unsigned short next = m_queryList.Next( node );
+ if ( bDeleteAll || !m_queryList[node].IsActive() )
+ {
+ m_queryList.Unlink( pSet->queryList, node);
+ m_queryList.LinkToHead( m_freeQueriesList, node );
+ }
+ node = next;
+ }
+}
+void CPixelVisibilitySystem::DeleteUnusedSets( bool bDeleteAll )
+{
+ unsigned short node = m_setList.Head( m_activeSetsList );
+ while ( node != m_setList.InvalidIndex() )
+ {
+ unsigned short next = m_setList.Next( node );
+ CPixelVisSet *pSet = &m_setList[node];
+ if ( bDeleteAll || !m_setList[node].IsActive() )
+ {
+ DeleteUnusedQueries( pSet, true );
+ }
+ else
+ {
+ DeleteUnusedQueries( pSet, false );
+ }
+ if ( m_queryList.Head(pSet->queryList) == m_queryList.InvalidIndex() )
+ {
+ FreeSet( node );
+ }
+ node = next;
+ }
+}
+
+void CPixelVisibilitySystem::ShowQueries( bool show )
+{
+ m_drawQueries = show;
+}
+
+unsigned short CPixelVisibilitySystem::AllocQuery()
+{
+ unsigned short node = m_queryList.Head(m_freeQueriesList);
+ if ( node != m_queryList.InvalidIndex() )
+ {
+ m_queryList.Unlink( m_freeQueriesList, node );
+ m_queryList[node].ResetOcclusionQueries();
+ }
+ else
+ {
+ node = m_queryList.Alloc();
+ }
+ return node;
+}
+
+unsigned short CPixelVisibilitySystem::AllocSet()
+{
+ unsigned short node = m_setList.Head(m_freeSetsList);
+ if ( node != m_setList.InvalidIndex() )
+ {
+ m_setList.Unlink( m_freeSetsList, node );
+ }
+ else
+ {
+ node = m_setList.Alloc();
+ m_setList[node].queryList = m_queryList.CreateList();
+ }
+ m_setList.LinkToHead( m_activeSetsList, node );
+ return node;
+}
+
+void CPixelVisibilitySystem::FreeSet( unsigned short node )
+{
+ m_setList.Unlink( m_activeSetsList, node );
+ m_setList.LinkToHead( m_freeSetsList, node );
+ m_setList[node].serial++;
+}
+
+CPixelVisSet *CPixelVisibilitySystem::FindOrCreatePixelVisSet( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle )
+{
+ if ( queryHandle[0] )
+ {
+ unsigned short handle = queryHandle[0] & 0xFFFF;
+ handle--;
+ unsigned short serial = queryHandle[0] >> 16;
+ if ( m_setList.IsValidIndex(handle) && m_setList[handle].serial == serial )
+ {
+ return &m_setList[handle];
+ }
+ }
+
+ unsigned short node = AllocSet();
+ m_setList[node].Init( params );
+ unsigned int out = m_setList[node].serial;
+ unsigned short nodeHandle = node + 1;
+ out <<= 16;
+ out |= nodeHandle;
+ queryHandle[0] = out;
+ return &m_setList[node];
+}
+
+
+void PixelvisDrawChanged( IConVar *pPixelvisVar, const char *pOld, float flOldValue )
+{
+ ConVarRef var( pPixelvisVar );
+ g_PixelVisibilitySystem.ShowQueries( var.GetBool() );
+}
+
+class CTraceFilterGlow : public CTraceFilterSimple
+{
+public:
+ DECLARE_CLASS( CTraceFilterGlow, CTraceFilterSimple );
+
+ CTraceFilterGlow( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple(passentity, collisionGroup) {}
+ virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
+ {
+ IClientUnknown *pUnk = (IClientUnknown*)pHandleEntity;
+ ICollideable *pCollide = pUnk->GetCollideable();
+ if ( pCollide->GetSolid() != SOLID_VPHYSICS && pCollide->GetSolid() != SOLID_BSP )
+ return false;
+ return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
+ }
+};
+float GlowSightDistance( const Vector &glowOrigin, bool bShouldTrace )
+{
+ float dist = (glowOrigin - CurrentViewOrigin()).Length();
+ C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
+ if ( local )
+ {
+ dist *= local->GetFOVDistanceAdjustFactor();
+ }
+
+ if ( bShouldTrace )
+ {
+ Vector end = glowOrigin;
+ // HACKHACK: trace 4" from destination in case the glow is inside some parent object
+ // allow a little error...
+ if ( dist > 4 )
+ {
+ end -= CurrentViewForward()*4;
+ }
+ int traceFlags = MASK_OPAQUE|CONTENTS_MONSTER|CONTENTS_DEBRIS;
+
+ CTraceFilterGlow filter(NULL, COLLISION_GROUP_NONE);
+ trace_t tr;
+ UTIL_TraceLine( CurrentViewOrigin(), end, traceFlags, &filter, &tr );
+ if ( tr.fraction != 1.0f )
+ return -1;
+ }
+
+ return dist;
+}
+
+void PixelVisibility_EndCurrentView()
+{
+ g_PixelVisibilitySystem.EndView();
+}
+
+void PixelVisibility_EndScene()
+{
+ tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
+
+ g_PixelVisibilitySystem.EndScene();
+}
+
+float PixelVisibility_FractionVisible( const pixelvis_queryparams_t ¶ms, pixelvis_handle_t *queryHandle )
+{
+ if ( !queryHandle )
+ {
+ return GlowSightDistance( params.position, true ) > 0.0f ? 1.0f : 0.0f;
+ }
+ else
+ {
+ return g_PixelVisibilitySystem.GetFractionVisible( params, queryHandle );
+ }
+}
+
+bool PixelVisibility_IsAvailable()
+{
+ bool fastqueries = HasFastQueries();
+ return r_dopixelvisibility.GetBool() && fastqueries && g_PixelVisibilitySystem.SupportsOcclusion();
+}
+
+//this originally called a class function of CPixelVisibiltySystem to keep the work clean, but that function needed friend access to CPixelVisibilityQuery
+//and I didn't want to make the whole class a friend or shift all the functions and class declarations around in this file
+void PixelVisibility_ShiftVisibilityViews( int iSourceViewID, int iDestViewID )
+{
+ unsigned short node = g_PixelVisibilitySystem.m_setList.Head( g_PixelVisibilitySystem.m_activeSetsList );
+ while ( node != g_PixelVisibilitySystem.m_setList.InvalidIndex() )
+ {
+ unsigned short next = g_PixelVisibilitySystem.m_setList.Next( node );
+ CPixelVisSet *pSet = &g_PixelVisibilitySystem.m_setList[node];
+
+ unsigned short iSourceQueryNode = g_PixelVisibilitySystem.FindQueryForView( pSet, iSourceViewID );
+ unsigned short iDestQueryNode = g_PixelVisibilitySystem.FindQueryForView( pSet, iDestViewID );
+
+ if( iDestQueryNode != g_PixelVisibilitySystem.m_queryList.InvalidIndex() )
+ {
+ //delete the destination if found
+ g_PixelVisibilitySystem.m_queryList.Unlink( pSet->queryList, iDestQueryNode );
+ g_PixelVisibilitySystem.m_queryList.LinkToHead( g_PixelVisibilitySystem.m_freeQueriesList, iDestQueryNode );
+
+ if ( g_PixelVisibilitySystem.m_queryList.Head(pSet->queryList) == g_PixelVisibilitySystem.m_queryList.InvalidIndex() )
+ {
+ g_PixelVisibilitySystem.FreeSet( node );
+ }
+ }
+
+ if( iSourceQueryNode != g_PixelVisibilitySystem.m_queryList.InvalidIndex() )
+ {
+ //make the source believe it's the destination
+ g_PixelVisibilitySystem.m_queryList[iSourceQueryNode].m_viewID = iDestViewID;
+ }
+
+ node = next;
+ }
+}
+
+CON_COMMAND( pixelvis_debug, "Dump debug info" )
+{
+ g_PixelVisibilitySystem.DebugInfo();
+}
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