diff options
| 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/viewdebug.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/viewdebug.cpp')
| -rw-r--r-- | mp/src/game/client/viewdebug.cpp | 1350 |
1 files changed, 675 insertions, 675 deletions
diff --git a/mp/src/game/client/viewdebug.cpp b/mp/src/game/client/viewdebug.cpp index c14ffe1f..619993fa 100644 --- a/mp/src/game/client/viewdebug.cpp +++ b/mp/src/game/client/viewdebug.cpp @@ -1,675 +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;
-}
-
-
+//========= 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; +} + + |