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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/view_scene.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/view_scene.cpp')
| -rw-r--r-- | mp/src/game/client/view_scene.cpp | 310 |
1 files changed, 155 insertions, 155 deletions
diff --git a/mp/src/game/client/view_scene.cpp b/mp/src/game/client/view_scene.cpp index 33e3f4bf..73c05a2b 100644 --- a/mp/src/game/client/view_scene.cpp +++ b/mp/src/game/client/view_scene.cpp @@ -1,155 +1,155 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Responsible for drawing the scene
-//
-//===========================================================================//
-
-#include "cbase.h"
-#include "materialsystem/imaterialsystem.h"
-#include "materialsystem/imaterialvar.h"
-#include "materialsystem/imaterialsystemhardwareconfig.h"
-#include "rendertexture.h"
-#include "view_scene.h"
-#include "viewrender.h"
-#include "headtrack/isourcevirtualreality.h"
-#include "client_virtualreality.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//-----------------------------------------------------------------------------
-// Convars related to controlling rendering
-//-----------------------------------------------------------------------------
-ConVar r_updaterefracttexture( "r_updaterefracttexture", "1", FCVAR_CHEAT );
-ConVar r_depthoverlay( "r_depthoverlay", "0", FCVAR_CHEAT, "Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output." );
-
-
-int g_viewscene_refractUpdateFrame = 0;
-bool g_bAllowMultipleRefractUpdatesPerScenePerFrame = false;
-
-#if defined( _X360 )
-class CAllowMultipleRefractsLogic : public CAutoGameSystem
-{
-public:
- void LevelInitPreEntity()
- {
- // EP1 core room needs many refract updates per frame to avoid looking broken (ep1_citadel_03)
- // Same with Kleiner's lab (d1_trainstation_05)
- g_bAllowMultipleRefractUpdatesPerScenePerFrame = FStrEq( MapName(), "ep1_citadel_03" ) || FStrEq( MapName(), "d1_trainstation_05" );
- }
-};
-static CAllowMultipleRefractsLogic s_AllowMultipleRefractsLogic;
-#endif
-
-void ViewTransform( const Vector &worldSpace, Vector &viewSpace )
-{
- const VMatrix &viewMatrix = engine->WorldToViewMatrix();
- Vector3DMultiplyPosition( viewMatrix, worldSpace, viewSpace );
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Transforms a world-space position into a 2D position inside a supplied frustum.
-//-----------------------------------------------------------------------------
-int FrustumTransform( const VMatrix &worldToSurface, const Vector& point, Vector& screen )
-{
- // UNDONE: Clean this up some, handle off-screen vertices
- float w;
-
- screen.x = worldToSurface[0][0] * point[0] + worldToSurface[0][1] * point[1] + worldToSurface[0][2] * point[2] + worldToSurface[0][3];
- screen.y = worldToSurface[1][0] * point[0] + worldToSurface[1][1] * point[1] + worldToSurface[1][2] * point[2] + worldToSurface[1][3];
- // z = worldToSurface[2][0] * point[0] + worldToSurface[2][1] * point[1] + worldToSurface[2][2] * point[2] + worldToSurface[2][3];
- w = worldToSurface[3][0] * point[0] + worldToSurface[3][1] * point[1] + worldToSurface[3][2] * point[2] + worldToSurface[3][3];
-
- // Just so we have something valid here
- screen.z = 0.0f;
-
- bool behind;
- if( w < 0.001f )
- {
- behind = true;
- screen.x *= 100000;
- screen.y *= 100000;
- }
- else
- {
- behind = false;
- float invw = 1.0f / w;
- screen.x *= invw;
- screen.y *= invw;
- }
-
- return behind;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: UNDONE: Clean this up some, handle off-screen vertices
-// Input : *point -
-// *screen -
-// Output : int
-//-----------------------------------------------------------------------------
-int ScreenTransform( const Vector& point, Vector& screen )
-{
- // UNDONE: Clean this up some, handle off-screen vertices
- return FrustumTransform ( engine->WorldToScreenMatrix(), point, screen );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Same as ScreenTransform, but transforms to HUD space.
-// These are totally different things in VR mode!
-//-----------------------------------------------------------------------------
-int HudTransform( const Vector& point, Vector& screen )
-{
- if ( UseVR() )
- {
- return FrustumTransform ( g_ClientVirtualReality.GetHudProjectionFromWorld(), point, screen );
- }
- else
- {
- return FrustumTransform ( engine->WorldToScreenMatrix(), point, screen );
- }
-}
-
-
-
-void UpdateFullScreenDepthTexture( void )
-{
- if( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_b() )
- return;
-
- ITexture *pDepthTex = GetFullFrameDepthTexture();
- CMatRenderContextPtr pRenderContext( materials );
-
- if( IsX360() )
- {
- pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, -1, NULL, NULL );
- }
- else
- {
- pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, 0, NULL, NULL );
- }
-
- pRenderContext->SetFullScreenDepthTextureValidityFlag( true );
-
- if( r_depthoverlay.GetBool() )
- {
- IMaterial *pMaterial = materials->FindMaterial( "debug/showz", TEXTURE_GROUP_OTHER, true );
- pMaterial->IncrementReferenceCount();
- IMaterialVar *BaseTextureVar = pMaterial->FindVar( "$basetexture", NULL, false );
- IMaterialVar *pDepthInAlpha = NULL;
- if( IsPC() )
- {
- pDepthInAlpha = pMaterial->FindVar( "$ALPHADEPTH", NULL, false );
- pDepthInAlpha->SetIntValue( 1 );
- }
-
- BaseTextureVar->SetTextureValue( pDepthTex );
-
- pRenderContext->OverrideDepthEnable( true, false ); //don't write to depth, or else we'll never see translucents
- pRenderContext->DrawScreenSpaceQuad( pMaterial );
- pRenderContext->OverrideDepthEnable( false, true );
- pMaterial->DecrementReferenceCount();
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Responsible for drawing the scene +// +//===========================================================================// + +#include "cbase.h" +#include "materialsystem/imaterialsystem.h" +#include "materialsystem/imaterialvar.h" +#include "materialsystem/imaterialsystemhardwareconfig.h" +#include "rendertexture.h" +#include "view_scene.h" +#include "viewrender.h" +#include "headtrack/isourcevirtualreality.h" +#include "client_virtualreality.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Convars related to controlling rendering +//----------------------------------------------------------------------------- +ConVar r_updaterefracttexture( "r_updaterefracttexture", "1", FCVAR_CHEAT ); +ConVar r_depthoverlay( "r_depthoverlay", "0", FCVAR_CHEAT, "Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output." ); + + +int g_viewscene_refractUpdateFrame = 0; +bool g_bAllowMultipleRefractUpdatesPerScenePerFrame = false; + +#if defined( _X360 ) +class CAllowMultipleRefractsLogic : public CAutoGameSystem +{ +public: + void LevelInitPreEntity() + { + // EP1 core room needs many refract updates per frame to avoid looking broken (ep1_citadel_03) + // Same with Kleiner's lab (d1_trainstation_05) + g_bAllowMultipleRefractUpdatesPerScenePerFrame = FStrEq( MapName(), "ep1_citadel_03" ) || FStrEq( MapName(), "d1_trainstation_05" ); + } +}; +static CAllowMultipleRefractsLogic s_AllowMultipleRefractsLogic; +#endif + +void ViewTransform( const Vector &worldSpace, Vector &viewSpace ) +{ + const VMatrix &viewMatrix = engine->WorldToViewMatrix(); + Vector3DMultiplyPosition( viewMatrix, worldSpace, viewSpace ); +} + + + +//----------------------------------------------------------------------------- +// Purpose: Transforms a world-space position into a 2D position inside a supplied frustum. +//----------------------------------------------------------------------------- +int FrustumTransform( const VMatrix &worldToSurface, const Vector& point, Vector& screen ) +{ + // UNDONE: Clean this up some, handle off-screen vertices + float w; + + screen.x = worldToSurface[0][0] * point[0] + worldToSurface[0][1] * point[1] + worldToSurface[0][2] * point[2] + worldToSurface[0][3]; + screen.y = worldToSurface[1][0] * point[0] + worldToSurface[1][1] * point[1] + worldToSurface[1][2] * point[2] + worldToSurface[1][3]; + // z = worldToSurface[2][0] * point[0] + worldToSurface[2][1] * point[1] + worldToSurface[2][2] * point[2] + worldToSurface[2][3]; + w = worldToSurface[3][0] * point[0] + worldToSurface[3][1] * point[1] + worldToSurface[3][2] * point[2] + worldToSurface[3][3]; + + // Just so we have something valid here + screen.z = 0.0f; + + bool behind; + if( w < 0.001f ) + { + behind = true; + screen.x *= 100000; + screen.y *= 100000; + } + else + { + behind = false; + float invw = 1.0f / w; + screen.x *= invw; + screen.y *= invw; + } + + return behind; +} + + +//----------------------------------------------------------------------------- +// Purpose: UNDONE: Clean this up some, handle off-screen vertices +// Input : *point - +// *screen - +// Output : int +//----------------------------------------------------------------------------- +int ScreenTransform( const Vector& point, Vector& screen ) +{ + // UNDONE: Clean this up some, handle off-screen vertices + return FrustumTransform ( engine->WorldToScreenMatrix(), point, screen ); +} + +//----------------------------------------------------------------------------- +// Purpose: Same as ScreenTransform, but transforms to HUD space. +// These are totally different things in VR mode! +//----------------------------------------------------------------------------- +int HudTransform( const Vector& point, Vector& screen ) +{ + if ( UseVR() ) + { + return FrustumTransform ( g_ClientVirtualReality.GetHudProjectionFromWorld(), point, screen ); + } + else + { + return FrustumTransform ( engine->WorldToScreenMatrix(), point, screen ); + } +} + + + +void UpdateFullScreenDepthTexture( void ) +{ + if( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_b() ) + return; + + ITexture *pDepthTex = GetFullFrameDepthTexture(); + CMatRenderContextPtr pRenderContext( materials ); + + if( IsX360() ) + { + pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, -1, NULL, NULL ); + } + else + { + pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, 0, NULL, NULL ); + } + + pRenderContext->SetFullScreenDepthTextureValidityFlag( true ); + + if( r_depthoverlay.GetBool() ) + { + IMaterial *pMaterial = materials->FindMaterial( "debug/showz", TEXTURE_GROUP_OTHER, true ); + pMaterial->IncrementReferenceCount(); + IMaterialVar *BaseTextureVar = pMaterial->FindVar( "$basetexture", NULL, false ); + IMaterialVar *pDepthInAlpha = NULL; + if( IsPC() ) + { + pDepthInAlpha = pMaterial->FindVar( "$ALPHADEPTH", NULL, false ); + pDepthInAlpha->SetIntValue( 1 ); + } + + BaseTextureVar->SetTextureValue( pDepthTex ); + + pRenderContext->OverrideDepthEnable( true, false ); //don't write to depth, or else we'll never see translucents + pRenderContext->DrawScreenSpaceQuad( pMaterial ); + pRenderContext->OverrideDepthEnable( false, true ); + pMaterial->DecrementReferenceCount(); + } +} |