//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "cbase.h" #include "view.h" #include "iviewrender.h" #include "iviewrender_beams.h" #include "view_shared.h" #include "ivieweffects.h" #include "iinput.h" #include "iclientmode.h" #include "prediction.h" #include "viewrender.h" #include "c_te_legacytempents.h" #include "cl_mat_stub.h" #include "tier0/vprof.h" #include "iclientvehicle.h" #include "engine/IEngineTrace.h" #include "mathlib/vmatrix.h" #include "rendertexture.h" #include "c_world.h" #include #include "igameevents.h" #include "smoke_fog_overlay.h" #include "bitmap/tgawriter.h" #include "hltvcamera.h" #if defined( REPLAY_ENABLED ) #include "replay/replaycamera.h" #include "replay/replay_screenshot.h" #endif #include "input.h" #include "filesystem.h" #include "materialsystem/itexture.h" #include "materialsystem/imaterialsystem.h" #include "materialsystem/materialsystem_config.h" #include "VGuiMatSurface/IMatSystemSurface.h" #include "toolframework_client.h" #include "tier0/icommandline.h" #include "ienginevgui.h" #include #include #include "ScreenSpaceEffects.h" #include "sourcevr/isourcevirtualreality.h" #include "client_virtualreality.h" #if defined( REPLAY_ENABLED ) #include "replay/ireplaysystem.h" #include "replay/ienginereplay.h" #endif #if defined( HL2_CLIENT_DLL ) || defined( CSTRIKE_DLL ) #define USE_MONITORS #endif #ifdef PORTAL #include "c_prop_portal.h" //portal surface rendering functions #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" void ToolFramework_AdjustEngineViewport( int& x, int& y, int& width, int& height ); bool ToolFramework_SetupEngineView( Vector &origin, QAngle &angles, float &fov ); bool ToolFramework_SetupEngineMicrophone( Vector &origin, QAngle &angles ); extern ConVar default_fov; extern bool g_bRenderingScreenshot; #if !defined( _X360 ) #define SAVEGAME_SCREENSHOT_WIDTH 180 #define SAVEGAME_SCREENSHOT_HEIGHT 100 #else #define SAVEGAME_SCREENSHOT_WIDTH 128 #define SAVEGAME_SCREENSHOT_HEIGHT 128 #endif #ifndef _XBOX extern ConVar sensitivity; #endif ConVar zoom_sensitivity_ratio( "zoom_sensitivity_ratio", "1.0", FCVAR_ARCHIVE, "Additional mouse sensitivity scale factor applied when FOV is zoomed in." ); CViewRender g_DefaultViewRender; IViewRender *view = NULL; // set in cldll_client_init.cpp if no mod creates their own #if _DEBUG bool g_bRenderingCameraView = false; #endif // These are the vectors for the "main" view - the one the player is looking down. // For stereo views, they are the vectors for the middle eye. static Vector g_vecRenderOrigin(0,0,0); static QAngle g_vecRenderAngles(0,0,0); static Vector g_vecPrevRenderOrigin(0,0,0); // Last frame's render origin static QAngle g_vecPrevRenderAngles(0,0,0); // Last frame's render angles static Vector g_vecVForward(0,0,0), g_vecVRight(0,0,0), g_vecVUp(0,0,0); static VMatrix g_matCamInverse; extern ConVar cl_forwardspeed; static ConVar v_centermove( "v_centermove", "0.15"); static ConVar v_centerspeed( "v_centerspeed","500" ); #ifdef TF_CLIENT_DLL // 54 degrees approximates a 35mm camera - we determined that this makes the viewmodels // and motions look the most natural. ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_ARCHIVE, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9, true, 54, true, 70, NULL ); #else ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_CHEAT, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 ); #endif ConVar mat_viewportscale( "mat_viewportscale", "1.0", FCVAR_ARCHIVE, "Scale down the main viewport (to reduce GPU impact on CPU profiling)", true, (1.0f / 640.0f), true, 1.0f ); ConVar mat_viewportupscale( "mat_viewportupscale", "1", FCVAR_ARCHIVE, "Scale the viewport back up" ); ConVar cl_leveloverview( "cl_leveloverview", "0", FCVAR_CHEAT ); static ConVar r_mapextents( "r_mapextents", "16384", FCVAR_CHEAT, "Set the max dimension for the map. This determines the far clipping plane" ); // UNDONE: Delete this or move to the material system? ConVar gl_clear( "gl_clear", "0"); ConVar gl_clear_randomcolor( "gl_clear_randomcolor", "0", FCVAR_CHEAT, "Clear the back buffer to random colors every frame. Helps spot open seams in geometry." ); static ConVar r_farz( "r_farz", "-1", FCVAR_CHEAT, "Override the far clipping plane. -1 means to use the value in env_fog_controller." ); static ConVar cl_demoviewoverride( "cl_demoviewoverride", "0", 0, "Override view during demo playback" ); void SoftwareCursorChangedCB( IConVar *pVar, const char *pOldValue, float fOldValue ) { ConVar *pConVar = (ConVar *)pVar; vgui::surface()->SetSoftwareCursor( pConVar->GetBool() || UseVR() ); } static ConVar cl_software_cursor ( "cl_software_cursor", "0", FCVAR_ARCHIVE, "Switches the game to use a larger software cursor instead of the normal OS cursor", SoftwareCursorChangedCB ); static Vector s_DemoView; static QAngle s_DemoAngle; static void CalcDemoViewOverride( Vector &origin, QAngle &angles ) { engine->SetViewAngles( s_DemoAngle ); input->ExtraMouseSample( gpGlobals->absoluteframetime, true ); engine->GetViewAngles( s_DemoAngle ); Vector forward, right, up; AngleVectors( s_DemoAngle, &forward, &right, &up ); float speed = gpGlobals->absoluteframetime * cl_demoviewoverride.GetFloat() * 320; s_DemoView += speed * input->KeyState (&in_forward) * forward ; s_DemoView -= speed * input->KeyState (&in_back) * forward ; s_DemoView += speed * input->KeyState (&in_moveright) * right ; s_DemoView -= speed * input->KeyState (&in_moveleft) * right ; origin = s_DemoView; angles = s_DemoAngle; } // Selects the relevant member variable to update. You could do it manually, but... // We always set up the MONO eye, even when doing stereo, and it's set up to be mid-way between the left and right, // so if you don't really care about L/R (e.g. culling, sound, etc), just use MONO. CViewSetup &CViewRender::GetView(StereoEye_t eEye) { if ( eEye == STEREO_EYE_MONO ) { return m_View; } else if ( eEye == STEREO_EYE_RIGHT ) { return m_ViewRight; } else { Assert ( eEye == STEREO_EYE_LEFT ); return m_ViewLeft; } } const CViewSetup &CViewRender::GetView(StereoEye_t eEye) const { return (const_cast(this))->GetView ( eEye ); } //----------------------------------------------------------------------------- // Accessors to return the main view (where the player's looking) //----------------------------------------------------------------------------- const Vector &MainViewOrigin() { return g_vecRenderOrigin; } const QAngle &MainViewAngles() { return g_vecRenderAngles; } const Vector &MainViewForward() { return g_vecVForward; } const Vector &MainViewRight() { return g_vecVRight; } const Vector &MainViewUp() { return g_vecVUp; } const VMatrix &MainWorldToViewMatrix() { return g_matCamInverse; } const Vector &PrevMainViewOrigin() { return g_vecPrevRenderOrigin; } const QAngle &PrevMainViewAngles() { return g_vecPrevRenderAngles; } //----------------------------------------------------------------------------- // Compute the world->camera transform //----------------------------------------------------------------------------- void ComputeCameraVariables( const Vector &vecOrigin, const QAngle &vecAngles, Vector *pVecForward, Vector *pVecRight, Vector *pVecUp, VMatrix *pMatCamInverse ) { // Compute view bases AngleVectors( vecAngles, pVecForward, pVecRight, pVecUp ); for (int i = 0; i < 3; ++i) { (*pMatCamInverse)[0][i] = (*pVecRight)[i]; (*pMatCamInverse)[1][i] = (*pVecUp)[i]; (*pMatCamInverse)[2][i] = -(*pVecForward)[i]; (*pMatCamInverse)[3][i] = 0.0F; } (*pMatCamInverse)[0][3] = -DotProduct( *pVecRight, vecOrigin ); (*pMatCamInverse)[1][3] = -DotProduct( *pVecUp, vecOrigin ); (*pMatCamInverse)[2][3] = DotProduct( *pVecForward, vecOrigin ); (*pMatCamInverse)[3][3] = 1.0F; } bool R_CullSphere( VPlane const *pPlanes, int nPlanes, Vector const *pCenter, float radius) { for(int i=0; i < nPlanes; i++) if(pPlanes[i].DistTo(*pCenter) < -radius) return true; return false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- static void StartPitchDrift( void ) { view->StartPitchDrift(); } static ConCommand centerview( "centerview", StartPitchDrift ); extern ConVar default_fov; //----------------------------------------------------------------------------- // Purpose: Initializes all view systems //----------------------------------------------------------------------------- void CViewRender::Init( void ) { memset( &m_PitchDrift, 0, sizeof( m_PitchDrift ) ); m_bDrawOverlay = false; m_pDrawEntities = cvar->FindVar( "r_drawentities" ); m_pDrawBrushModels = cvar->FindVar( "r_drawbrushmodels" ); beams->InitBeams(); tempents->Init(); m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER ); m_ModulateSingleColor.Init( "engine/modulatesinglecolor", TEXTURE_GROUP_OTHER ); extern CMaterialReference g_material_WriteZ; g_material_WriteZ.Init( "engine/writez", TEXTURE_GROUP_OTHER ); // FIXME: QAngle angles; engine->GetViewAngles( angles ); AngleVectors( angles, &m_vecLastFacing ); #if defined( REPLAY_ENABLED ) m_pReplayScreenshotTaker = NULL; #endif #if defined( CSTRIKE_DLL ) m_flLastFOV = default_fov.GetFloat(); #endif } //----------------------------------------------------------------------------- // Purpose: Called once per level change //----------------------------------------------------------------------------- void CViewRender::LevelInit( void ) { beams->ClearBeams(); tempents->Clear(); m_BuildWorldListsNumber = 0; m_BuildRenderableListsNumber = 0; for( int i=0; i < STEREO_EYE_MAX; i++ ) { m_rbTakeFreezeFrame[ i ] = false; } m_flFreezeFrameUntil = 0; // Clear our overlay materials m_ScreenOverlayMaterial.Init( NULL ); // Init all IScreenSpaceEffects g_pScreenSpaceEffects->InitScreenSpaceEffects( ); } //----------------------------------------------------------------------------- // Purpose: Called once per level change //----------------------------------------------------------------------------- void CViewRender::LevelShutdown( void ) { g_pScreenSpaceEffects->ShutdownScreenSpaceEffects( ); } //----------------------------------------------------------------------------- // Purpose: Called at shutdown //----------------------------------------------------------------------------- void CViewRender::Shutdown( void ) { m_TranslucentSingleColor.Shutdown( ); m_ModulateSingleColor.Shutdown( ); m_ScreenOverlayMaterial.Shutdown(); m_UnderWaterOverlayMaterial.Shutdown(); beams->ShutdownBeams(); tempents->Shutdown(); } //----------------------------------------------------------------------------- // Returns the worldlists build number //----------------------------------------------------------------------------- int CViewRender::BuildWorldListsNumber( void ) const { return m_BuildWorldListsNumber; } //----------------------------------------------------------------------------- // Purpose: Start moving pitch toward ideal //----------------------------------------------------------------------------- void CViewRender::StartPitchDrift (void) { if ( m_PitchDrift.laststop == gpGlobals->curtime ) { // Something else is blocking the drift. return; } if ( m_PitchDrift.nodrift || !m_PitchDrift.pitchvel ) { m_PitchDrift.pitchvel = v_centerspeed.GetFloat(); m_PitchDrift.nodrift = false; m_PitchDrift.driftmove = 0; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CViewRender::StopPitchDrift (void) { m_PitchDrift.laststop = gpGlobals->curtime; m_PitchDrift.nodrift = true; m_PitchDrift.pitchvel = 0; } //----------------------------------------------------------------------------- // Purpose: Moves the client pitch angle towards cl.idealpitch sent by the server. // If the user is adjusting pitch manually, either with lookup/lookdown, // mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped. //----------------------------------------------------------------------------- void CViewRender::DriftPitch (void) { float delta, move; C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return; #if defined( REPLAY_ENABLED ) if ( engine->IsHLTV() || g_pEngineClientReplay->IsPlayingReplayDemo() || ( player->GetGroundEntity() == NULL ) || engine->IsPlayingDemo() ) #else if ( engine->IsHLTV() || ( player->GetGroundEntity() == NULL ) || engine->IsPlayingDemo() ) #endif { m_PitchDrift.driftmove = 0; m_PitchDrift.pitchvel = 0; return; } // Don't count small mouse motion if ( m_PitchDrift.nodrift ) { if ( fabs( input->GetLastForwardMove() ) < cl_forwardspeed.GetFloat() ) { m_PitchDrift.driftmove = 0; } else { m_PitchDrift.driftmove += gpGlobals->frametime; } if ( m_PitchDrift.driftmove > v_centermove.GetFloat() ) { StartPitchDrift (); } return; } // How far off are we delta = prediction->GetIdealPitch() - player->GetAbsAngles()[ PITCH ]; if ( !delta ) { m_PitchDrift.pitchvel = 0; return; } // Determine movement amount move = gpGlobals->frametime * m_PitchDrift.pitchvel; // Accelerate m_PitchDrift.pitchvel += gpGlobals->frametime * v_centerspeed.GetFloat(); // Move predicted pitch appropriately if (delta > 0) { if ( move > delta ) { m_PitchDrift.pitchvel = 0; move = delta; } player->SetLocalAngles( player->GetLocalAngles() + QAngle( move, 0, 0 ) ); } else if ( delta < 0 ) { if ( move > -delta ) { m_PitchDrift.pitchvel = 0; move = -delta; } player->SetLocalAngles( player->GetLocalAngles() - QAngle( move, 0, 0 ) ); } } StereoEye_t CViewRender::GetFirstEye() const { if( UseVR() ) return STEREO_EYE_LEFT; else return STEREO_EYE_MONO; } StereoEye_t CViewRender::GetLastEye() const { if( UseVR() ) return STEREO_EYE_RIGHT; else return STEREO_EYE_MONO; } // This is called by cdll_client_int to setup view model origins. This has to be done before // simulation so entities can access attachment points on view models during simulation. void CViewRender::OnRenderStart() { VPROF_("CViewRender::OnRenderStart", 2, VPROF_BUDGETGROUP_OTHER_UNACCOUNTED, false, 0); SetUpViews(); // Adjust mouse sensitivity based upon the current FOV C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player ) { default_fov.SetValue( player->m_iDefaultFOV ); //Update our FOV, including any zooms going on int iDefaultFOV = default_fov.GetInt(); int localFOV = player->GetFOV(); int min_fov = player->GetMinFOV(); // Don't let it go too low localFOV = MAX( min_fov, localFOV ); gHUD.m_flFOVSensitivityAdjust = 1.0f; #ifndef _XBOX if ( gHUD.m_flMouseSensitivityFactor ) { gHUD.m_flMouseSensitivity = sensitivity.GetFloat() * gHUD.m_flMouseSensitivityFactor; } else #endif { // No override, don't use huge sensitivity if ( localFOV == iDefaultFOV ) { #ifndef _XBOX // reset to saved sensitivity gHUD.m_flMouseSensitivity = 0; #endif } else { // Set a new sensitivity that is proportional to the change from the FOV default and scaled // by a separate compensating factor if ( iDefaultFOV == 0 ) { Assert(0); // would divide by zero, something is broken with iDefatulFOV iDefaultFOV = 1; } gHUD.m_flFOVSensitivityAdjust = ((float)localFOV / (float)iDefaultFOV) * // linear fov downscale zoom_sensitivity_ratio.GetFloat(); // sensitivity scale factor #ifndef _XBOX gHUD.m_flMouseSensitivity = gHUD.m_flFOVSensitivityAdjust * sensitivity.GetFloat(); // regular sensitivity #endif } } } } //----------------------------------------------------------------------------- // Purpose: // Output : const CViewSetup //----------------------------------------------------------------------------- const CViewSetup *CViewRender::GetViewSetup( void ) const { return &m_CurrentView; } //----------------------------------------------------------------------------- // Purpose: // Output : const CViewSetup //----------------------------------------------------------------------------- const CViewSetup *CViewRender::GetPlayerViewSetup( void ) const { const CViewSetup &viewEye = GetView ( STEREO_EYE_MONO ); return &viewEye; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CViewRender::DisableVis( void ) { m_bForceNoVis = true; } #ifdef DBGFLAG_ASSERT static Vector s_DbgSetupOrigin; static QAngle s_DbgSetupAngles; #endif //----------------------------------------------------------------------------- // Gets znear + zfar //----------------------------------------------------------------------------- float CViewRender::GetZNear() { return VIEW_NEARZ; } float CViewRender::GetZFar() { // Initialize view structure with default values float farZ; if ( r_farz.GetFloat() < 1 ) { // Use the far Z from the map's parameters. farZ = r_mapextents.GetFloat() * 1.73205080757f; C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if( pPlayer && pPlayer->GetFogParams() ) { if ( pPlayer->GetFogParams()->farz > 0 ) { farZ = pPlayer->GetFogParams()->farz; } } } else { farZ = r_farz.GetFloat(); } return farZ; } //----------------------------------------------------------------------------- // Sets up the view parameters //----------------------------------------------------------------------------- void CViewRender::SetUpViews() { VPROF("CViewRender::SetUpViews"); // Initialize view structure with default values float farZ = GetZFar(); // Set up the mono/middle view. CViewSetup &viewEye = m_View; viewEye.zFar = farZ; viewEye.zFarViewmodel = farZ; // UNDONE: Make this farther out? // closest point of approach seems to be view center to top of crouched box viewEye.zNear = GetZNear(); viewEye.zNearViewmodel = 1; viewEye.fov = default_fov.GetFloat(); viewEye.m_bOrtho = false; viewEye.m_bViewToProjectionOverride = false; viewEye.m_eStereoEye = STEREO_EYE_MONO; // Enable spatial partition access to edicts ::partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false ); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); // You in-view weapon aim. bool bCalcViewModelView = false; Vector ViewModelOrigin; QAngle ViewModelAngles; if ( engine->IsHLTV() ) { HLTVCamera()->CalcView( viewEye.origin, viewEye.angles, viewEye.fov ); } #if defined( REPLAY_ENABLED ) else if ( g_pEngineClientReplay->IsPlayingReplayDemo() ) { ReplayCamera()->CalcView( viewEye.origin, viewEye.angles, viewEye.fov ); } #endif else { // FIXME: Are there multiple views? If so, then what? // FIXME: What happens when there's no player? if (pPlayer) { pPlayer->CalcView( viewEye.origin, viewEye.angles, viewEye.zNear, viewEye.zFar, viewEye.fov ); // If we are looking through another entities eyes, then override the angles/origin for view int viewentity = render->GetViewEntity(); if ( !g_nKillCamMode && (pPlayer->entindex() != viewentity) ) { C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity ); if ( ve ) { VectorCopy( ve->GetAbsOrigin(), viewEye.origin ); VectorCopy( ve->GetAbsAngles(), viewEye.angles ); } } // There is a viewmodel. bCalcViewModelView = true; ViewModelOrigin = viewEye.origin; ViewModelAngles = viewEye.angles; } else { viewEye.origin.Init(); viewEye.angles.Init(); } // Even if the engine is paused need to override the view // for keeping the camera control during pause. g_pClientMode->OverrideView( &viewEye ); } // give the toolsystem a chance to override the view ToolFramework_SetupEngineView( viewEye.origin, viewEye.angles, viewEye.fov ); if ( engine->IsPlayingDemo() ) { if ( cl_demoviewoverride.GetFloat() > 0.0f ) { // Retreive view angles from engine ( could have been set in IN_AdjustAngles above ) CalcDemoViewOverride( viewEye.origin, viewEye.angles ); } else { s_DemoView = viewEye.origin; s_DemoAngle = viewEye.angles; } } //Find the offset our current FOV is from the default value float fDefaultFov = default_fov.GetFloat(); float flFOVOffset = fDefaultFov - viewEye.fov; //Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end viewEye.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset; if ( UseVR() ) { // Let the headtracking read the status of the HMD, etc. // This call can go almost anywhere, but it needs to know the player FOV for sniper weapon zoom, etc if ( flFOVOffset == 0.0f ) { g_ClientVirtualReality.ProcessCurrentTrackingState ( 0.0f ); } else { g_ClientVirtualReality.ProcessCurrentTrackingState ( viewEye.fov ); } HeadtrackMovementMode_t hmmOverrideMode = g_pClientMode->ShouldOverrideHeadtrackControl(); g_ClientVirtualReality.OverrideView( &m_View, &ViewModelOrigin, &ViewModelAngles, hmmOverrideMode ); // left and right stereo views should default to being the same as the mono/middle view m_ViewLeft = m_View; m_ViewRight = m_View; m_ViewLeft.m_eStereoEye = STEREO_EYE_LEFT; m_ViewRight.m_eStereoEye = STEREO_EYE_RIGHT; g_ClientVirtualReality.OverrideStereoView( &m_View, &m_ViewLeft, &m_ViewRight ); } else { // left and right stereo views should default to being the same as the mono/middle view m_ViewLeft = m_View; m_ViewRight = m_View; m_ViewLeft.m_eStereoEye = STEREO_EYE_LEFT; m_ViewRight.m_eStereoEye = STEREO_EYE_RIGHT; } if ( bCalcViewModelView ) { Assert ( pPlayer != NULL ); pPlayer->CalcViewModelView ( ViewModelOrigin, ViewModelAngles ); } // Disable spatial partition access ::partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true ); // Enable access to all model bones C_BaseAnimating::PopBoneAccess( "OnRenderStart->CViewRender::SetUpView" ); // pops the (true, false) bone access set in OnRenderStart C_BaseAnimating::PushAllowBoneAccess( true, true, "CViewRender::SetUpView->OnRenderEnd" ); // pop is in OnRenderEnd() // Compute the world->main camera transform // This is only done for the main "middle-eye" view, not for the various other views. ComputeCameraVariables( viewEye.origin, viewEye.angles, &g_vecVForward, &g_vecVRight, &g_vecVUp, &g_matCamInverse ); // set up the hearing origin... AudioState_t audioState; audioState.m_Origin = viewEye.origin; audioState.m_Angles = viewEye.angles; audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( viewEye.origin ); ToolFramework_SetupAudioState( audioState ); // TomF: I wonder when the audio tools modify this, if ever... Assert ( viewEye.origin == audioState.m_Origin ); Assert ( viewEye.angles == audioState.m_Angles ); viewEye.origin = audioState.m_Origin; viewEye.angles = audioState.m_Angles; engine->SetAudioState( audioState ); g_vecPrevRenderOrigin = g_vecRenderOrigin; g_vecPrevRenderAngles = g_vecRenderAngles; g_vecRenderOrigin = viewEye.origin; g_vecRenderAngles = viewEye.angles; #ifdef DBGFLAG_ASSERT s_DbgSetupOrigin = viewEye.origin; s_DbgSetupAngles = viewEye.angles; #endif } void CViewRender::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/, bool bWriteVTF/*=false*/ ) { #ifndef _X360 CMatRenderContextPtr pRenderContext( materials ); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); g_bRenderingScreenshot = true; // Push back buffer on the stack with small viewport pRenderContext->PushRenderTargetAndViewport( NULL, 0, 0, width, height ); // render out to the backbuffer CViewSetup viewSetup = GetView ( STEREO_EYE_MONO ); viewSetup.x = 0; viewSetup.y = 0; viewSetup.width = width; viewSetup.height = height; viewSetup.fov = ScaleFOVByWidthRatio( viewSetup.fov, ( (float)width / (float)height ) / ( 4.0f / 3.0f ) ); viewSetup.m_bRenderToSubrectOfLargerScreen = true; // draw out the scene // Don't draw the HUD or the viewmodel RenderView( viewSetup, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, 0 ); // get the data from the backbuffer and save to disk // bitmap bits unsigned char *pImage = ( unsigned char * )malloc( width * height * 3 ); // Get Bits from the material system pRenderContext->ReadPixels( 0, 0, width, height, pImage, IMAGE_FORMAT_RGB888 ); // Some stuff to be setup dependent on padded vs. not padded int nSrcWidth, nSrcHeight; unsigned char *pSrcImage; // Create a padded version if necessary unsigned char *pPaddedImage = NULL; if ( bCreatePowerOf2Padded ) { // Setup dimensions as needed int nPaddedWidth = SmallestPowerOfTwoGreaterOrEqual( width ); int nPaddedHeight = SmallestPowerOfTwoGreaterOrEqual( height ); // Allocate int nPaddedImageSize = nPaddedWidth * nPaddedHeight * 3; pPaddedImage = ( unsigned char * )malloc( nPaddedImageSize ); // Zero out the entire thing V_memset( pPaddedImage, 255, nPaddedImageSize ); // Copy over each row individually for ( int nRow = 0; nRow < height; ++nRow ) { unsigned char *pDst = pPaddedImage + 3 * ( nRow * nPaddedWidth ); const unsigned char *pSrc = pImage + 3 * ( nRow * width ); V_memcpy( pDst, pSrc, 3 * width ); } // Setup source data nSrcWidth = nPaddedWidth; nSrcHeight = nPaddedHeight; pSrcImage = pPaddedImage; } else { // Use non-padded info nSrcWidth = width; nSrcHeight = height; pSrcImage = pImage; } // allocate a buffer to write the tga into CUtlBuffer buffer; bool bWriteResult; if ( bWriteVTF ) { // Create and initialize a VTF texture IVTFTexture *pVTFTexture = CreateVTFTexture(); const int nFlags = TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_SRGB; if ( pVTFTexture->Init( nSrcWidth, nSrcHeight, 1, IMAGE_FORMAT_RGB888, nFlags, 1, 1 ) ) { // Copy the image data over to the VTF unsigned char *pDestBits = pVTFTexture->ImageData(); int nDstSize = nSrcWidth * nSrcHeight * 3; V_memcpy( pDestBits, pSrcImage, nDstSize ); // Allocate output buffer int iMaxVTFSize = 1024 + ( nSrcWidth * nSrcHeight * 3 ); void *pVTF = malloc( iMaxVTFSize ); buffer.SetExternalBuffer( pVTF, iMaxVTFSize, 0 ); // Serialize to the buffer bWriteResult = pVTFTexture->Serialize( buffer ); // Free the VTF texture DestroyVTFTexture( pVTFTexture ); } else { bWriteResult = false; } } else { // Write TGA format to buffer int iMaxTGASize = 1024 + ( nSrcWidth * nSrcHeight * 4 ); void *pTGA = malloc( iMaxTGASize ); buffer.SetExternalBuffer( pTGA, iMaxTGASize, 0 ); bWriteResult = TGAWriter::WriteToBuffer( pSrcImage, buffer, nSrcWidth, nSrcHeight, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888 ); } if ( !bWriteResult ) { Error( "Couldn't write bitmap data snapshot.\n" ); } free( pImage ); free( pPaddedImage ); // async write to disk (this will take ownership of the memory) char szPathedFileName[_MAX_PATH]; Q_snprintf( szPathedFileName, sizeof(szPathedFileName), "//MOD/%s", pFilename ); filesystem->AsyncWrite( szPathedFileName, buffer.Base(), buffer.TellPut(), true ); // restore our previous state pRenderContext->PopRenderTargetAndViewport(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); g_bRenderingScreenshot = false; #endif } //----------------------------------------------------------------------------- // Purpose: takes a screenshot for the replay system //----------------------------------------------------------------------------- void CViewRender::WriteReplayScreenshot( WriteReplayScreenshotParams_t ¶ms ) { #if defined( REPLAY_ENABLED ) if ( !m_pReplayScreenshotTaker ) return; m_pReplayScreenshotTaker->TakeScreenshot( params ); #endif } void CViewRender::UpdateReplayScreenshotCache() { #if defined( REPLAY_ENABLED ) // Delete the old one delete m_pReplayScreenshotTaker; // Create a new one m_pReplayScreenshotTaker = new CReplayScreenshotTaker( this, GetView ( STEREO_EYE_MONO ) ); #endif } //----------------------------------------------------------------------------- // Purpose: takes a screenshot of the save game //----------------------------------------------------------------------------- void CViewRender::WriteSaveGameScreenshot( const char *pFilename ) { WriteSaveGameScreenshotOfSize( pFilename, SAVEGAME_SCREENSHOT_WIDTH, SAVEGAME_SCREENSHOT_HEIGHT ); } float ScaleFOVByWidthRatio( float fovDegrees, float ratio ) { float halfAngleRadians = fovDegrees * ( 0.5f * M_PI / 180.0f ); float t = tan( halfAngleRadians ); t *= ratio; float retDegrees = ( 180.0f / M_PI ) * atan( t ); return retDegrees * 2.0f; } //----------------------------------------------------------------------------- // Purpose: Sets view parameters for level overview mode // Input : *rect - //----------------------------------------------------------------------------- void CViewRender::SetUpOverView() { static int oldCRC = 0; CViewSetup &viewEye = GetView ( STEREO_EYE_MONO ); viewEye.m_bOrtho = true; float aspect = (float)viewEye.width/(float)viewEye.height; int size_y = 1024.0f * cl_leveloverview.GetFloat(); // scale factor, 1024 = OVERVIEW_MAP_SIZE int size_x = size_y * aspect; // standard screen aspect viewEye.origin.x -= size_x / 2; viewEye.origin.y += size_y / 2; viewEye.m_OrthoLeft = 0; viewEye.m_OrthoTop = -size_y; viewEye.m_OrthoRight = size_x; viewEye.m_OrthoBottom = 0; viewEye.angles = QAngle( 90, 90, 0 ); // simple movement detector, show position if moved int newCRC = viewEye.origin.x + viewEye.origin.y + viewEye.origin.z; if ( newCRC != oldCRC ) { Msg( "Overview: scale %.2f, pos_x %.0f, pos_y %.0f\n", cl_leveloverview.GetFloat(), viewEye.origin.x, viewEye.origin.y ); oldCRC = newCRC; } CMatRenderContextPtr pRenderContext( materials ); pRenderContext->ClearColor4ub( 0, 255, 0, 255 ); // render->DrawTopView( true ); } //----------------------------------------------------------------------------- // Purpose: Render current view into specified rectangle // Input : *rect - is computed by CVideoMode_Common::GetClientViewRect() //----------------------------------------------------------------------------- void CViewRender::Render( vrect_t *rect ) { Assert(s_DbgSetupOrigin == m_View.origin); Assert(s_DbgSetupAngles == m_View.angles); VPROF_BUDGET( "CViewRender::Render", "CViewRender::Render" ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ ); vrect_t vr = *rect; // Stub out the material system if necessary. CMatStubHandler matStub; engine->EngineStats_BeginFrame(); // Assume normal vis m_bForceNoVis = false; C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); // Set for console commands, etc. render->SetMainView ( m_View.origin, m_View.angles ); for( StereoEye_t eEye = GetFirstEye(); eEye <= GetLastEye(); eEye = (StereoEye_t)(eEye+1) ) { CViewSetup &viewEye = GetView( eEye ); #if 0 && defined( CSTRIKE_DLL ) const bool bPlayingBackReplay = g_pEngineClientReplay && g_pEngineClientReplay->IsPlayingReplayDemo(); if ( pPlayer && !bPlayingBackReplay ) { C_BasePlayer *pViewTarget = pPlayer; if ( pPlayer->IsObserver() && pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) { pViewTarget = dynamic_cast( pPlayer->GetObserverTarget() ); } if ( pViewTarget ) { float targetFOV = (float)pViewTarget->m_iFOV; if ( targetFOV == 0 ) { // FOV of 0 means use the default FOV targetFOV = g_pGameRules->DefaultFOV(); } float deltaFOV = view.fov - m_flLastFOV; float FOVDirection = targetFOV - pViewTarget->m_iFOVStart; // Clamp FOV changes to stop FOV oscillation if ( ( deltaFOV < 0.0f && FOVDirection > 0.0f ) || ( deltaFOV > 0.0f && FOVDirection < 0.0f ) ) { view.fov = m_flLastFOV; } // Catch case where FOV overshoots its target FOV if ( ( view.fov < targetFOV && FOVDirection <= 0.0f ) || ( view.fov > targetFOV && FOVDirection >= 0.0f ) ) { view.fov = targetFOV; } m_flLastFOV = view.fov; } } #endif static ConVarRef sv_restrict_aspect_ratio_fov( "sv_restrict_aspect_ratio_fov" ); float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3) float limitedAspectRatio = aspectRatio; if ( ( sv_restrict_aspect_ratio_fov.GetInt() > 0 && engine->IsWindowedMode() && gpGlobals->maxClients > 1 ) || sv_restrict_aspect_ratio_fov.GetInt() == 2 ) { limitedAspectRatio = MIN( aspectRatio, 1.85f * 0.75f ); // cap out the FOV advantage at a 1.85:1 ratio (about the widest any legit user should be) } viewEye.fov = ScaleFOVByWidthRatio( viewEye.fov, limitedAspectRatio ); viewEye.fovViewmodel = ScaleFOVByWidthRatio( viewEye.fovViewmodel, aspectRatio ); // Let the client mode hook stuff. g_pClientMode->PreRender(&viewEye ); g_pClientMode->AdjustEngineViewport( vr.x, vr.y, vr.width, vr.height ); ToolFramework_AdjustEngineViewport( vr.x, vr.y, vr.width, vr.height ); float flViewportScale = mat_viewportscale.GetFloat(); viewEye.m_nUnscaledX = vr.x; viewEye.m_nUnscaledY = vr.y; viewEye.m_nUnscaledWidth = vr.width; viewEye.m_nUnscaledHeight = vr.height; switch( eEye ) { case STEREO_EYE_MONO: { #if 0 // Good test mode for debugging viewports that are not full-size. view.width = vr.width * flViewportScale * 0.75f; view.height = vr.height * flViewportScale * 0.75f; view.x = vr.x + view.width * 0.10f; view.y = vr.y + view.height * 0.20f; #else viewEye.x = vr.x * flViewportScale; viewEye.y = vr.y * flViewportScale; viewEye.width = vr.width * flViewportScale; viewEye.height = vr.height * flViewportScale; #endif float engineAspectRatio = engine->GetScreenAspectRatio(); viewEye.m_flAspectRatio = ( engineAspectRatio > 0.0f ) ? engineAspectRatio : ( (float)viewEye.width / (float)viewEye.height ); } break; case STEREO_EYE_RIGHT: case STEREO_EYE_LEFT: { g_pSourceVR->GetViewportBounds( (ISourceVirtualReality::VREye)(eEye - 1 ), &viewEye.x, &viewEye.y, &viewEye.width, &viewEye.height ); viewEye.m_nUnscaledWidth = viewEye.width; viewEye.m_nUnscaledHeight = viewEye.height; viewEye.m_nUnscaledX = viewEye.x; viewEye.m_nUnscaledY = viewEye.y; } break; default: Assert ( false ); break; } // if we still don't have an aspect ratio, compute it from the view size if( viewEye.m_flAspectRatio <= 0.f ) viewEye.m_flAspectRatio = (float)viewEye.width / (float)viewEye.height; int nClearFlags = VIEW_CLEAR_DEPTH | VIEW_CLEAR_STENCIL; if( gl_clear_randomcolor.GetBool() ) { CMatRenderContextPtr pRenderContext( materials ); pRenderContext->ClearColor3ub( rand()%256, rand()%256, rand()%256 ); pRenderContext->ClearBuffers( true, false, false ); pRenderContext->Release(); } else if ( gl_clear.GetBool() ) { nClearFlags |= VIEW_CLEAR_COLOR; } else if ( IsPosix() ) { MaterialAdapterInfo_t adapterInfo; materials->GetDisplayAdapterInfo( materials->GetCurrentAdapter(), adapterInfo ); // On Posix, on ATI, we always clear color if we're antialiasing if ( adapterInfo.m_VendorID == 0x1002 ) { if ( g_pMaterialSystem->GetCurrentConfigForVideoCard().m_nAASamples > 0 ) { nClearFlags |= VIEW_CLEAR_COLOR; } } } // Determine if we should draw view model ( client mode override ) bool drawViewModel = g_pClientMode->ShouldDrawViewModel(); if ( cl_leveloverview.GetFloat() > 0 ) { SetUpOverView(); nClearFlags |= VIEW_CLEAR_COLOR; drawViewModel = false; } // Apply any player specific overrides if ( pPlayer ) { // Override view model if necessary if ( !pPlayer->m_Local.m_bDrawViewmodel ) { drawViewModel = false; } } int flags = 0; if( eEye == STEREO_EYE_MONO || eEye == STEREO_EYE_LEFT || ( g_ClientVirtualReality.ShouldRenderHUDInWorld() ) ) { flags = RENDERVIEW_DRAWHUD; } if ( drawViewModel ) { flags |= RENDERVIEW_DRAWVIEWMODEL; } if( eEye == STEREO_EYE_RIGHT ) { // we should use the monitor view from the left eye for both eyes flags |= RENDERVIEW_SUPPRESSMONITORRENDERING; } RenderView( viewEye, nClearFlags, flags ); if ( UseVR() ) { bool bDoUndistort = ! engine->IsTakingScreenshot(); if ( bDoUndistort ) { g_ClientVirtualReality.PostProcessFrame( eEye ); } // logic here all cloned from code in viewrender.cpp around RenderHUDQuad: // figure out if we really want to draw the HUD based on freeze cam bool bInFreezeCam = ( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM ); // draw the HUD after the view model so its "I'm closer" depth queues work right. if( !bInFreezeCam && g_ClientVirtualReality.ShouldRenderHUDInWorld() ) { // TODO - a bit of a shonky test - basically trying to catch the main menu, the briefing screen, the loadout screen, etc. bool bTranslucent = !g_pMatSystemSurface->IsCursorVisible(); g_ClientVirtualReality.OverlayHUDQuadWithUndistort( viewEye, bDoUndistort, g_pClientMode->ShouldBlackoutAroundHUD(), bTranslucent ); } } } // TODO: should these be inside or outside the stereo eye stuff? g_pClientMode->PostRender(); engine->EngineStats_EndFrame(); #if !defined( _X360 ) // Stop stubbing the material system so we can see the budget panel matStub.End(); #endif // Draw all of the UI stuff "fullscreen" // (this is not health, ammo, etc. Nor is it pre-game briefing interface stuff - this is the stuff that appears when you hit Esc in-game) // In stereo mode this is rendered inside of RenderView so it goes into the render target if( !g_ClientVirtualReality.ShouldRenderHUDInWorld() ) { CViewSetup view2d; view2d.x = rect->x; view2d.y = rect->y; view2d.width = rect->width; view2d.height = rect->height; render->Push2DView( view2d, 0, NULL, GetFrustum() ); render->VGui_Paint( PAINT_UIPANELS | PAINT_CURSOR ); render->PopView( GetFrustum() ); } } static void GetPos( const CCommand &args, Vector &vecOrigin, QAngle &angles ) { vecOrigin = MainViewOrigin(); angles = MainViewAngles(); if ( args.ArgC() == 2 && atoi( args[1] ) == 2 ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer ) { vecOrigin = pPlayer->GetAbsOrigin(); angles = pPlayer->GetAbsAngles(); } } } CON_COMMAND( spec_pos, "dump position and angles to the console" ) { Vector vecOrigin; QAngle angles; GetPos( args, vecOrigin, angles ); Warning( "spec_goto %.1f %.1f %.1f %.1f %.1f\n", vecOrigin.x, vecOrigin.y, vecOrigin.z, angles.x, angles.y ); } CON_COMMAND( getpos, "dump position and angles to the console" ) { Vector vecOrigin; QAngle angles; GetPos( args, vecOrigin, angles ); const char *pCommand1 = "setpos"; const char *pCommand2 = "setang"; if ( args.ArgC() == 2 && atoi( args[1] ) == 2 ) { pCommand1 = "setpos_exact"; pCommand2 = "setang_exact"; } Warning( "%s %f %f %f;", pCommand1, vecOrigin.x, vecOrigin.y, vecOrigin.z ); Warning( "%s %f %f %f\n", pCommand2, angles.x, angles.y, angles.z ); }