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/viewdebug.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/viewdebug.cpp')
| -rw-r--r-- | mp/src/game/client/viewdebug.cpp | 675 |
1 files changed, 675 insertions, 0 deletions
diff --git a/mp/src/game/client/viewdebug.cpp b/mp/src/game/client/viewdebug.cpp new file mode 100644 index 00000000..c14ffe1f --- /dev/null +++ b/mp/src/game/client/viewdebug.cpp @@ -0,0 +1,675 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#include "cbase.h"
+
+#include "tier0/vprof.h"
+
+#include "view_scene.h"
+#include "viewrender.h"
+#include "viewdebug.h"
+#include "smoke_fog_overlay.h"
+#include "materialsystem/imaterialvar.h"
+
+#ifdef PORTAL
+//#include "C_Portal_Player.h"
+#include "portal_render_targets.h"
+#include "PortalRender.h"
+#endif
+
+//-----------------------------------------------------------------------------
+// debugging overlays
+//-----------------------------------------------------------------------------
+static ConVar cl_drawmaterial( "cl_drawmaterial", "", FCVAR_CHEAT, "Draw a particular material over the frame" );
+static ConVar mat_showwatertextures( "mat_showwatertextures", "0", FCVAR_CHEAT );
+static ConVar mat_wateroverlaysize( "mat_wateroverlaysize", "256" );
+static ConVar mat_showframebuffertexture( "mat_showframebuffertexture", "0", FCVAR_CHEAT );
+static ConVar mat_framebuffercopyoverlaysize( "mat_framebuffercopyoverlaysize", "256" );
+static ConVar mat_showcamerarendertarget( "mat_showcamerarendertarget", "0", FCVAR_CHEAT );
+static ConVar mat_camerarendertargetoverlaysize( "mat_camerarendertargetoverlaysize", "256", FCVAR_CHEAT );
+static ConVar mat_hsv( "mat_hsv", "0", FCVAR_CHEAT );
+static ConVar mat_yuv( "mat_yuv", "0", FCVAR_CHEAT );
+static ConVar cl_overdraw_test( "cl_overdraw_test", "0", FCVAR_CHEAT | FCVAR_NEVER_AS_STRING );
+static ConVar mat_drawTexture( "mat_drawTexture", "", 0, "Enable debug view texture" );
+static ConVar mat_drawTextureScale( "mat_drawTextureScale", "1.0", 0, "Debug view texture scale" );
+#ifdef _X360
+static ConVar mat_drawColorRamp( "mat_drawColorRamp", "0", 0, "Draw color test pattern (0=Off, 1=[0..255], 2=[0..127]" );
+#endif
+
+//-----------------------------------------------------------------------------
+// debugging
+//-----------------------------------------------------------------------------
+// (the engine owns this cvar).
+ConVar mat_wireframe( "mat_wireframe", "0", FCVAR_CHEAT );
+const ConVar *sv_cheats = NULL;
+ConVar mat_showlightmappage( "mat_showlightmappage", "-1" ); // set this to the lightmap page that you want to see on screen, set to -1 to show nothing.
+ConVar cl_drawshadowtexture( "cl_drawshadowtexture", "0", FCVAR_CHEAT );
+ConVar cl_shadowtextureoverlaysize( "cl_shadowtextureoverlaysize", "256", FCVAR_CHEAT );
+
+static ConVar r_flashlightdrawdepth( "r_flashlightdrawdepth", "0" );
+
+
+//-----------------------------------------------------------------------------
+// Lightmap debugging mode view
+//-----------------------------------------------------------------------------
+class CLightmapDebugView : public CRendering3dView
+{
+public:
+ CLightmapDebugView(CViewRender *pMainView) : CRendering3dView( pMainView ) {}
+
+ void Draw()
+ {
+ extern bool s_bCanAccessCurrentView;
+ s_bCanAccessCurrentView = true;
+ Frustum frustum;
+ render->Push3DView( *this, 0, NULL, frustum );
+ BuildWorldRenderLists( this, true, true );
+ render->PopView( frustum );
+ s_bCanAccessCurrentView = false;
+
+ render->DrawLightmaps( m_pWorldRenderList, mat_showlightmappage.GetInt() );
+ }
+
+
+};
+
+
+//-----------------------------------------------------------------------------
+// Renders a material orthographically to screen...
+//-----------------------------------------------------------------------------
+static void RenderMaterial( const char *pMaterialName )
+{
+ // So it's not in the very top left
+ float x = 100.0f, y = 100.0f;
+ // float x = 0.0f, y = 0.0f;
+
+ IMaterial *pMaterial = materials->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER, false );
+ if ( !IsErrorMaterial( pMaterial ) )
+ {
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->Bind( pMaterial );
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
+
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
+
+ meshBuilder.Position3f( x, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.Color4ub( 255, 255, 255, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
+ meshBuilder.Color4ub( 255, 255, 255, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y + pMaterial->GetMappingHeight(), 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
+ meshBuilder.Color4ub( 255, 255, 255, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( x, y + pMaterial->GetMappingHeight(), 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
+ meshBuilder.Color4ub( 255, 255, 255, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+ }
+}
+
+static void OverlayWaterTexture( IMaterial *pMaterial, int xOffset, int yOffset, bool bFlip )
+{
+ // screen safe
+ float xBaseOffset = IsPC() ? 0 : 32;
+ float yBaseOffset = IsPC() ? 0 : 32;
+ float offsetS = ( 0.5f / 256.0f );
+ float offsetT = ( 0.5f / 256.0f );
+ float fFlip0 = bFlip ? 1.0f : 0.0f;
+ float fFlip1 = bFlip ? 0.0f : 1.0f;
+
+ if( !IsErrorMaterial( pMaterial ) )
+ {
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->Bind( pMaterial );
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
+
+ float w = mat_wateroverlaysize.GetFloat();
+ float h = mat_wateroverlaysize.GetFloat();
+
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
+
+ meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + yOffset * h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip1 + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + yOffset * h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip1 + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip0 + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip0 + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+ }
+}
+
+static void OverlayWaterTextures( void )
+{
+ OverlayWaterTexture( materials->FindMaterial( "debug/debugreflect", NULL ), 0, 0, false );
+ OverlayWaterTexture( materials->FindMaterial( "debug/debugrefract", NULL ), 0, 1, true );
+}
+
+void OverlayCameraRenderTarget( const char *pszMaterialName, float flX, float flY, float w, float h )
+{
+ float offsetS = ( 0.5f / 256.0f );
+ float offsetT = ( 0.5f / 256.0f );
+ IMaterial *pMaterial;
+ pMaterial = materials->FindMaterial( pszMaterialName, TEXTURE_GROUP_OTHER, true );
+ if( !IsErrorMaterial( pMaterial ) )
+ {
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->Bind( pMaterial );
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
+
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
+
+ meshBuilder.Position3f( flX, flY, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( flX+w, flY, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( flX+w, flY+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( flX, flY+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+ }
+}
+
+
+static void OverlayFrameBufferTexture( int nFrameBufferIndex )
+{
+ float offsetS = ( 0.5f / 256.0f );
+ float offsetT = ( 0.5f / 256.0f );
+ IMaterial *pMaterial;
+ char buf[MAX_PATH];
+ Q_snprintf( buf, MAX_PATH, "debug/debugfbtexture%d", nFrameBufferIndex );
+ pMaterial = materials->FindMaterial( buf, TEXTURE_GROUP_OTHER, true );
+ if( !IsErrorMaterial( pMaterial ) )
+ {
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->Bind( pMaterial );
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
+
+ float w = mat_framebuffercopyoverlaysize.GetFloat();
+ float h = mat_framebuffercopyoverlaysize.GetFloat();
+
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
+
+ meshBuilder.Position3f( w * nFrameBufferIndex, 0.0f, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), 0.0f, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( w * nFrameBufferIndex, h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Debugging aid to display a texture
+//-----------------------------------------------------------------------------
+static void OverlayShowTexture( const char* textureName, float scale )
+{
+ bool foundVar;
+ IMaterial *pMaterial;
+ IMaterialVar *BaseTextureVar;
+ ITexture *pTex;
+ float x, y, w, h;
+
+ // screen safe
+ x = 32;
+ y = 32;
+
+ pMaterial = materials->FindMaterial( "___debug", TEXTURE_GROUP_OTHER, true );
+ BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
+ if (!foundVar)
+ return;
+
+ CMatRenderContextPtr pRenderContext( materials );
+
+ if ( textureName && textureName[0] )
+ {
+ pTex = materials->FindTexture( textureName, TEXTURE_GROUP_OTHER, false );
+ BaseTextureVar->SetTextureValue( pTex );
+
+ w = pTex->GetActualWidth() * scale;
+ h = pTex->GetActualHeight() * scale;
+ }
+ else
+ {
+ w = h = 64.0f * scale;
+ }
+
+ pRenderContext->Bind( pMaterial );
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
+
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
+ meshBuilder.Position3f( x, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( x+w, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( x+w, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( x, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+//-----------------------------------------------------------------------------
+// Debugging aid to display a color ramp
+//-----------------------------------------------------------------------------
+#if defined( _X360 )
+static void OverlayColorRamp( bool bHalfSpace )
+{
+ IMaterial *pMaterial;
+ float x, y, w, h;
+
+ pMaterial = materials->FindMaterial( "vgui/white", TEXTURE_GROUP_OTHER, true );
+
+ int backBufferWidth, backBufferHeight;
+ materials->GetBackBufferDimensions( backBufferWidth, backBufferHeight );
+
+ w = ( backBufferWidth == 1280 ) ? 1024 : 512;
+ h = 80;
+ x = ( backBufferWidth - w )/2;
+ y = ( backBufferHeight - 4*h )/2;
+
+ int numBands = 32;
+ int color0 = 0;
+ int color1 = bHalfSpace ? 127 : 255;
+ int colorStep = (color1 - color0 + 1)/numBands;
+
+ CMatRenderContextPtr pRenderContext( materials );
+
+ pRenderContext->Bind( pMaterial );
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
+
+ CMeshBuilder meshBuilder;
+
+ // draw ticks
+ int xx = x;
+ meshBuilder.Begin( pMesh, MATERIAL_LINES, numBands+1 );
+ for ( int i=0; i<numBands+1; i++ )
+ {
+ meshBuilder.Position3f( xx, y-10, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.Color3ub( 255, 255, 0 );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.Color3ub( 255, 255, 0 );
+ meshBuilder.AdvanceVertex();
+ xx += w/numBands;
+ }
+ meshBuilder.End();
+ pMesh->Draw();
+
+ // black to white band
+ xx = x;
+ int color = color0;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
+ for ( int i=0; i<numBands+1; i++ )
+ {
+ meshBuilder.Position3f( xx, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.Color3ub( color, color, color );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
+ meshBuilder.Color3ub( color, color, color );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
+ meshBuilder.Color3ub( color, color, color );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
+ meshBuilder.Color3ub( color, color, color );
+ meshBuilder.AdvanceVertex();
+ color += colorStep;
+ if ( color > 255 )
+ color = 255;
+ xx += w/numBands;
+ }
+ meshBuilder.End();
+ pMesh->Draw();
+
+ // white to black band
+ color = color1;
+ y += h;
+ xx = x;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
+ for ( int i=0; i<numBands+1; i++ )
+ {
+ meshBuilder.Position3f( xx, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.Color3ub( color, color, color );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
+ meshBuilder.Color3ub( color, color, color );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
+ meshBuilder.Color3ub( color, color, color );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
+ meshBuilder.Color3ub( color, color, color );
+ meshBuilder.AdvanceVertex();
+ color -= colorStep;
+ if ( color < 0 )
+ color = 0;
+ xx += w/numBands;
+ }
+ meshBuilder.End();
+ pMesh->Draw();
+
+ // red band
+ color = color1;
+ y += h;
+ xx = x;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
+ for ( int i=0; i<numBands+1; i++ )
+ {
+ meshBuilder.Position3f( xx, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.Color3ub( color, 0, 0 );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
+ meshBuilder.Color3ub( color, 0, 0 );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
+ meshBuilder.Color3ub( color, 0, 0 );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
+ meshBuilder.Color3ub( color, 0, 0 );
+ meshBuilder.AdvanceVertex();
+ color -= colorStep;
+ if ( color < 0 )
+ color = 0;
+ xx += w/numBands;
+ }
+ meshBuilder.End();
+ pMesh->Draw();
+
+ // green band
+ color = color1;
+ y += h;
+ xx = x;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
+ for ( int i=0; i<numBands+1; i++ )
+ {
+ meshBuilder.Position3f( xx, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.Color3ub( 0, color, 0 );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
+ meshBuilder.Color3ub( 0, color, 0 );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
+ meshBuilder.Color3ub( 0, color, 0 );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
+ meshBuilder.Color3ub( 0, color, 0 );
+ meshBuilder.AdvanceVertex();
+
+ color -= colorStep;
+ if ( color < 0 )
+ color = 0;
+ xx += w/numBands;
+ }
+ meshBuilder.End();
+ pMesh->Draw();
+
+ // blue band
+ color = color1;
+ y += h;
+ xx = x;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
+ for ( int i=0; i<numBands+1; i++ )
+ {
+ meshBuilder.Position3f( xx, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.Color3ub( 0, 0, color );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
+ meshBuilder.Color3ub( 0, 0, color );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
+ meshBuilder.Color3ub( 0, 0, color );
+ meshBuilder.AdvanceVertex();
+ meshBuilder.Position3f( xx, y+h, 0.0f );
+ meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
+ meshBuilder.Color3ub( 0, 0, color );
+ meshBuilder.AdvanceVertex();
+ color -= colorStep;
+ if ( color < 0 )
+ color = 0;
+ xx += w/numBands;
+ }
+ meshBuilder.End();
+ pMesh->Draw();
+}
+#endif
+
+//-----------------------------------------------------------------------------
+// Draws all the debugging info
+//-----------------------------------------------------------------------------
+void CDebugViewRender::Draw3DDebuggingInfo( const CViewSetup &view )
+{
+ VPROF("CViewRender::Draw3DDebuggingInfo");
+
+ // Draw 3d overlays
+ render->Draw3DDebugOverlays();
+
+ // Draw the line file used for debugging leaks
+ render->DrawLineFile();
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws all the debugging info
+//-----------------------------------------------------------------------------
+void CDebugViewRender::Draw2DDebuggingInfo( const CViewSetup &view )
+{
+ if ( IsX360() && IsRetail() )
+ return;
+
+ // HDRFIXME: Assert NULL rendertarget
+ if ( mat_yuv.GetInt() && (engine->GetDXSupportLevel() >= 80) )
+ {
+ IMaterial *pMaterial;
+ pMaterial = materials->FindMaterial( "debug/yuv", TEXTURE_GROUP_OTHER, true );
+ if( !IsErrorMaterial( pMaterial ) )
+ {
+ pMaterial->IncrementReferenceCount();
+ DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height );
+ pMaterial->DecrementReferenceCount();
+ }
+ }
+
+ if ( mat_hsv.GetInt() && (engine->GetDXSupportLevel() >= 90) )
+ {
+ IMaterial *pMaterial;
+ pMaterial = materials->FindMaterial( "debug/hsv", TEXTURE_GROUP_OTHER, true );
+ if( !IsErrorMaterial( pMaterial ) )
+ {
+ pMaterial->IncrementReferenceCount();
+ DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height );
+ pMaterial->DecrementReferenceCount();
+ }
+ }
+
+ // Draw debugging lightmaps
+ if ( mat_showlightmappage.GetInt() != -1 )
+ {
+ CLightmapDebugView clientView( assert_cast<CViewRender *>( ::view ) );
+ clientView.Setup( view );
+ clientView.Draw();
+ }
+
+ if ( cl_drawshadowtexture.GetInt() )
+ {
+ int nSize = cl_shadowtextureoverlaysize.GetInt();
+ g_pClientShadowMgr->RenderShadowTexture( nSize, nSize );
+ }
+
+ const char *pDrawMaterial = cl_drawmaterial.GetString();
+ if ( pDrawMaterial && pDrawMaterial[0] )
+ {
+ RenderMaterial( pDrawMaterial );
+ }
+
+ if ( mat_showwatertextures.GetBool() )
+ {
+ OverlayWaterTextures();
+ }
+
+ if ( mat_showcamerarendertarget.GetBool() )
+ {
+ float w = mat_wateroverlaysize.GetFloat();
+ float h = mat_wateroverlaysize.GetFloat();
+#ifdef PORTAL
+ g_pPortalRender->OverlayPortalRenderTargets( w, h );
+#else
+ OverlayCameraRenderTarget( "debug/debugcamerarendertarget", 0, 0, w, h );
+#endif
+ }
+
+ if ( mat_showframebuffertexture.GetBool() )
+ {
+ // HDRFIXME: Get rid of these rendertarget sets assuming that the assert at the top of this function is true.
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->PushRenderTargetAndViewport( NULL );
+ OverlayFrameBufferTexture( 0 );
+ OverlayFrameBufferTexture( 1 );
+ pRenderContext->PopRenderTargetAndViewport( );
+ }
+
+ const char *pDrawTexture = mat_drawTexture.GetString();
+ if ( pDrawTexture && pDrawTexture[0] )
+ {
+ OverlayShowTexture( pDrawTexture, mat_drawTextureScale.GetFloat() );
+ }
+
+#ifdef _X360
+ if ( mat_drawColorRamp.GetBool() )
+ {
+ OverlayColorRamp( mat_drawColorRamp.GetInt() == 2 );
+ }
+#endif
+
+ if ( r_flashlightdrawdepth.GetBool() )
+ {
+ shadowmgr->DrawFlashlightDepthTexture( );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// A console command allowing you to draw a material as an overlay
+//-----------------------------------------------------------------------------
+CON_COMMAND_F( r_screenoverlay, "Draw specified material as an overlay", FCVAR_CHEAT|FCVAR_SERVER_CAN_EXECUTE )
+{
+ if( args.ArgC() == 2 )
+ {
+ if ( !Q_stricmp( "off", args[1] ) )
+ {
+ view->SetScreenOverlayMaterial( NULL );
+ }
+ else
+ {
+ IMaterial *pMaterial = materials->FindMaterial( args[1], TEXTURE_GROUP_OTHER, false );
+ if ( !IsErrorMaterial( pMaterial ) )
+ {
+ view->SetScreenOverlayMaterial( pMaterial );
+ }
+ else
+ {
+ view->SetScreenOverlayMaterial( NULL );
+ }
+ }
+ }
+ else
+ {
+ IMaterial *pMaterial = view->GetScreenOverlayMaterial();
+ Warning( "r_screenoverlay: %s\n", pMaterial ? pMaterial->GetName() : "off" );
+ }
+}
+
+// Used to verify frame syncing.
+void CDebugViewRender::GenerateOverdrawForTesting()
+{
+ if ( IsX360() )
+ return;
+
+ if ( !cl_overdraw_test.GetInt() )
+ return;
+
+ for ( int i=0; i < 40; i++ )
+ {
+ g_SmokeFogOverlayAlpha = 20 / 255.0;
+ DrawSmokeFogOverlay();
+ }
+ g_SmokeFogOverlayAlpha = 0;
+}
+
+
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