//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #if !defined( VIEWRENDER_H ) #define VIEWRENDER_H #ifdef _WIN32 #pragma once #endif #include "shareddefs.h" #include "tier1/utlstack.h" #include "iviewrender.h" #include "view_shared.h" #include "replay/ireplayscreenshotsystem.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class ConVar; class CClientRenderablesList; class IClientVehicle; class C_PointCamera; class C_EnvProjectedTexture; class IScreenSpaceEffect; class CClientViewSetup; class CViewRender; struct ClientWorldListInfo_t; class C_BaseEntity; struct WriteReplayScreenshotParams_t; class CReplayScreenshotTaker; #ifdef HL2_EPISODIC class CStunEffect; #endif // HL2_EPISODIC //----------------------------------------------------------------------------- // Data specific to intro mode to control rendering. //----------------------------------------------------------------------------- struct IntroDataBlendPass_t { int m_BlendMode; float m_Alpha; // in [0.0f,1.0f] This needs to add up to 1.0 for all passes, unless you are fading out. }; struct IntroData_t { bool m_bDrawPrimary; Vector m_vecCameraView; QAngle m_vecCameraViewAngles; float m_playerViewFOV; CUtlVector m_Passes; // Fade overriding for the intro float m_flCurrentFadeColor[4]; }; // Robin, make this point at something to get intro mode. extern IntroData_t *g_pIntroData; // This identifies the view for certain systems that are unique per view (e.g. pixel visibility) // NOTE: This is identifying which logical part of the scene an entity is being redered in // This is not identifying a particular render target necessarily. This is mostly needed for entities that // can be rendered more than once per frame (pixel vis queries need to be identified per-render call) enum view_id_t { VIEW_ILLEGAL = -2, VIEW_NONE = -1, VIEW_MAIN = 0, VIEW_3DSKY = 1, VIEW_MONITOR = 2, VIEW_REFLECTION = 3, VIEW_REFRACTION = 4, VIEW_INTRO_PLAYER = 5, VIEW_INTRO_CAMERA = 6, VIEW_SHADOW_DEPTH_TEXTURE = 7, VIEW_SSAO = 8, VIEW_ID_COUNT }; view_id_t CurrentViewID(); //----------------------------------------------------------------------------- // Purpose: Stored pitch drifting variables //----------------------------------------------------------------------------- class CPitchDrift { public: float pitchvel; bool nodrift; float driftmove; double laststop; }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- struct ViewCustomVisibility_t { ViewCustomVisibility_t() { m_nNumVisOrigins = 0; m_VisData.m_fDistToAreaPortalTolerance = FLT_MAX; m_iForceViewLeaf = -1; } void AddVisOrigin( const Vector& origin ) { // Don't allow them to write past array length AssertMsg( m_nNumVisOrigins < MAX_VIS_LEAVES, "Added more origins than will fit in the array!" ); // If the vis origin count is greater than the size of our array, just fail to add this origin if ( m_nNumVisOrigins >= MAX_VIS_LEAVES ) return; m_rgVisOrigins[ m_nNumVisOrigins++ ] = origin; } void ForceVisOverride( VisOverrideData_t& visData ) { m_VisData = visData; } void ForceViewLeaf ( int iViewLeaf ) { m_iForceViewLeaf = iViewLeaf; } // Set to true if you want to use multiple origins for doing client side map vis culling // NOTE: In generaly, you won't want to do this, and by default the 3d origin of the camera, as above, // will be used as the origin for vis, too. int m_nNumVisOrigins; // Array of origins Vector m_rgVisOrigins[ MAX_VIS_LEAVES ]; // The view data overrides for visibility calculations with area portals VisOverrideData_t m_VisData; // The starting leaf to determing which area to start in when performing area portal culling on the engine // Default behavior is to use the leaf the camera position is in. int m_iForceViewLeaf; }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- struct WaterRenderInfo_t { bool m_bCheapWater : 1; bool m_bReflect : 1; bool m_bRefract : 1; bool m_bReflectEntities : 1; bool m_bDrawWaterSurface : 1; bool m_bOpaqueWater : 1; }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class CBase3dView : public CRefCounted<>, protected CViewSetup { DECLARE_CLASS_NOBASE( CBase3dView ); public: CBase3dView( CViewRender *pMainView ); VPlane * GetFrustum(); virtual int GetDrawFlags() { return 0; } #ifdef PORTAL virtual void EnableWorldFog() {}; #endif protected: // @MULTICORE (toml 8/11/2006): need to have per-view frustum. Change when move view stack to client VPlane *m_Frustum; CViewRender *m_pMainView; }; //----------------------------------------------------------------------------- // Base class for 3d views //----------------------------------------------------------------------------- class CRendering3dView : public CBase3dView { DECLARE_CLASS( CRendering3dView, CBase3dView ); public: CRendering3dView( CViewRender *pMainView ); virtual ~CRendering3dView() { ReleaseLists(); } void Setup( const CViewSetup &setup ); // What are we currently rendering? Returns a combination of DF_ flags. virtual int GetDrawFlags(); virtual void Draw() {}; protected: // Fog setup void EnableWorldFog( void ); void SetFogVolumeState( const VisibleFogVolumeInfo_t &fogInfo, bool bUseHeightFog ); // Draw setup void SetupRenderablesList( int viewID ); void UpdateRenderablesOpacity(); // If iForceViewLeaf is not -1, then it uses the specified leaf as your starting area for setting up area portal culling. // This is used by water since your reflected view origin is often in solid space, but we still want to treat it as though // the first portal we're looking out of is a water portal, so our view effectively originates under the water. void BuildWorldRenderLists( bool bDrawEntities, int iForceViewLeaf = -1, bool bUseCacheIfEnabled = true, bool bShadowDepth = false, float *pReflectionWaterHeight = NULL ); // Purpose: Builds render lists for renderables. Called once for refraction, once for over water void BuildRenderableRenderLists( int viewID ); // More concise version of the above BuildRenderableRenderLists(). Called for shadow depth map rendering void BuildShadowDepthRenderableRenderLists(); void DrawWorld( float waterZAdjust ); // Draws all opaque/translucent renderables in leaves that were rendered void DrawOpaqueRenderables( ERenderDepthMode DepthMode ); void DrawTranslucentRenderables( bool bInSkybox, bool bShadowDepth ); // Renders all translucent entities in the render list void DrawTranslucentRenderablesNoWorld( bool bInSkybox ); // Draws translucent renderables that ignore the Z buffer void DrawNoZBufferTranslucentRenderables( void ); // Renders all translucent world surfaces in a particular set of leaves void DrawTranslucentWorldInLeaves( bool bShadowDepth ); // Renders all translucent world + detail objects in a particular set of leaves void DrawTranslucentWorldAndDetailPropsInLeaves( int iCurLeaf, int iFinalLeaf, int nEngineDrawFlags, int &nDetailLeafCount, LeafIndex_t* pDetailLeafList, bool bShadowDepth ); // Purpose: Computes the actual world list info based on the render flags void PruneWorldListInfo(); #ifdef PORTAL virtual bool ShouldDrawPortals() { return true; } #endif void ReleaseLists(); //----------------------------------------------- // Combination of DF_ flags. int m_DrawFlags; int m_ClearFlags; IWorldRenderList *m_pWorldRenderList; CClientRenderablesList *m_pRenderablesList; ClientWorldListInfo_t *m_pWorldListInfo; ViewCustomVisibility_t *m_pCustomVisibility; }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class CRenderExecutor { DECLARE_CLASS_NOBASE( CRenderExecutor ); public: virtual void AddView( CRendering3dView *pView ) = 0; virtual void Execute() = 0; protected: CRenderExecutor( CViewRender *pMainView ) : m_pMainView( pMainView ) {} CViewRender *m_pMainView; }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class CSimpleRenderExecutor : public CRenderExecutor { DECLARE_CLASS( CSimpleRenderExecutor, CRenderExecutor ); public: CSimpleRenderExecutor( CViewRender *pMainView ) : CRenderExecutor( pMainView ) {} void AddView( CRendering3dView *pView ); void Execute() {} }; //----------------------------------------------------------------------------- // Purpose: Implements the interface to view rendering for the client .dll //----------------------------------------------------------------------------- class CViewRender : public IViewRender, public IReplayScreenshotSystem { DECLARE_CLASS_NOBASE( CViewRender ); public: virtual void Init( void ); virtual void Shutdown( void ); const CViewSetup *GetPlayerViewSetup( ) const; virtual void StartPitchDrift( void ); virtual void StopPitchDrift( void ); virtual float GetZNear(); virtual float GetZFar(); virtual void OnRenderStart(); void DriftPitch (void); static CViewRender * GetMainView() { return assert_cast( view ); } void AddViewToScene( CRendering3dView *pView ) { m_SimpleExecutor.AddView( pView ); } protected: // Sets up the view parameters for all views (left, middle and right eyes). void SetUpViews(); // Sets up the view parameters of map overview mode (cl_leveloverview) void SetUpOverView(); // generates a low-res screenshot for save games virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded = false, bool bWriteVTF = false ); void WriteSaveGameScreenshot( const char *filename ); virtual IReplayScreenshotSystem *GetReplayScreenshotSystem() { return this; } // IReplayScreenshot implementation virtual void WriteReplayScreenshot( WriteReplayScreenshotParams_t ¶ms ); virtual void UpdateReplayScreenshotCache(); StereoEye_t GetFirstEye() const; StereoEye_t GetLastEye() const; CViewSetup & GetView(StereoEye_t eEye); const CViewSetup & GetView(StereoEye_t eEye) const ; // This stores all of the view setup parameters that the engine needs to know about. // Best way to pick the right one is with ::GetView(), rather than directly. CViewSetup m_View; // mono <- in stereo mode, this will be between the two eyes and is the "main" view. CViewSetup m_ViewLeft; // left (unused for mono) CViewSetup m_ViewRight; // right (unused for mono) // Pitch drifting data CPitchDrift m_PitchDrift; public: CViewRender(); virtual ~CViewRender( void ) {} // Implementation of IViewRender interface public: void SetupVis( const CViewSetup& view, unsigned int &visFlags, ViewCustomVisibility_t *pCustomVisibility = NULL ); // Render functions virtual void Render( vrect_t *rect ); virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ); virtual void RenderPlayerSprites(); virtual void Render2DEffectsPreHUD( const CViewSetup &view ); virtual void Render2DEffectsPostHUD( const CViewSetup &view ); void DisableFog( void ); // Called once per level change void LevelInit( void ); void LevelShutdown( void ); // Add entity to transparent entity queue bool ShouldDrawEntities( void ); bool ShouldDrawBrushModels( void ); const CViewSetup *GetViewSetup( ) const; void DisableVis( void ); // Sets up the view model position relative to the local player void MoveViewModels( ); // Gets the abs origin + angles of the view models void GetViewModelPosition( int nIndex, Vector *pPos, QAngle *pAngle ); void SetCheapWaterStartDistance( float flCheapWaterStartDistance ); void SetCheapWaterEndDistance( float flCheapWaterEndDistance ); void GetWaterLODParams( float &flCheapWaterStartDistance, float &flCheapWaterEndDistance ); virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ); virtual void GetScreenFadeDistances( float *min, float *max ); virtual C_BaseEntity *GetCurrentlyDrawingEntity(); virtual void SetCurrentlyDrawingEntity( C_BaseEntity *pEnt ); virtual bool UpdateShadowDepthTexture( ITexture *pRenderTarget, ITexture *pDepthTexture, const CViewSetup &shadowView ); int GetBaseDrawFlags() { return m_BaseDrawFlags; } virtual bool ShouldForceNoVis() { return m_bForceNoVis; } int BuildRenderablesListsNumber() const { return m_BuildRenderableListsNumber; } int IncRenderablesListsNumber() { return ++m_BuildRenderableListsNumber; } int BuildWorldListsNumber() const; int IncWorldListsNumber() { return ++m_BuildWorldListsNumber; } virtual VPlane* GetFrustum() { return ( m_pActiveRenderer ) ? m_pActiveRenderer->GetFrustum() : m_Frustum; } // What are we currently rendering? Returns a combination of DF_ flags. virtual int GetDrawFlags() { return ( m_pActiveRenderer ) ? m_pActiveRenderer->GetDrawFlags() : 0; } CBase3dView * GetActiveRenderer() { return m_pActiveRenderer; } CBase3dView * SetActiveRenderer( CBase3dView *pActiveRenderer ) { CBase3dView *pPrevious = m_pActiveRenderer; m_pActiveRenderer = pActiveRenderer; return pPrevious; } void FreezeFrame( float flFreezeTime ); void SetWaterOverlayMaterial( IMaterial *pMaterial ) { m_UnderWaterOverlayMaterial.Init( pMaterial ); } private: int m_BuildWorldListsNumber; // General draw methods // baseDrawFlags is a combination of DF_ defines. DF_MONITOR is passed into here while drawing a monitor. void ViewDrawScene( bool bDrew3dSkybox, SkyboxVisibility_t nSkyboxVisible, const CViewSetup &view, int nClearFlags, view_id_t viewID, bool bDrawViewModel = false, int baseDrawFlags = 0, ViewCustomVisibility_t *pCustomVisibility = NULL ); void DrawMonitors( const CViewSetup &cameraView ); bool DrawOneMonitor( ITexture *pRenderTarget, int cameraNum, C_PointCamera *pCameraEnt, const CViewSetup &cameraView, C_BasePlayer *localPlayer, int x, int y, int width, int height ); // Drawing primitives bool ShouldDrawViewModel( bool drawViewmodel ); void DrawViewModels( const CViewSetup &view, bool drawViewmodel ); void PerformScreenSpaceEffects( int x, int y, int w, int h ); // Overlays void SetScreenOverlayMaterial( IMaterial *pMaterial ); IMaterial *GetScreenOverlayMaterial( ); void PerformScreenOverlay( int x, int y, int w, int h ); void DrawUnderwaterOverlay( void ); // Water-related methods void DrawWorldAndEntities( bool drawSkybox, const CViewSetup &view, int nClearFlags, ViewCustomVisibility_t *pCustomVisibility = NULL ); virtual void ViewDrawScene_Intro( const CViewSetup &view, int nClearFlags, const IntroData_t &introData ); #ifdef PORTAL // Intended for use in the middle of another ViewDrawScene call, this allows stencils to be drawn after opaques but before translucents are drawn in the main view. void ViewDrawScene_PortalStencil( const CViewSetup &view, ViewCustomVisibility_t *pCustomVisibility ); void Draw3dSkyboxworld_Portal( const CViewSetup &view, int &nClearFlags, bool &bDrew3dSkybox, SkyboxVisibility_t &nSkyboxVisible, ITexture *pRenderTarget = NULL ); #endif // PORTAL // Determines what kind of water we're going to use void DetermineWaterRenderInfo( const VisibleFogVolumeInfo_t &fogVolumeInfo, WaterRenderInfo_t &info ); bool UpdateRefractIfNeededByList( CUtlVector< IClientRenderable * > &list ); void DrawRenderablesInList( CUtlVector< IClientRenderable * > &list, int flags = 0 ); // Sets up, cleans up the main 3D view void SetupMain3DView( const CViewSetup &view, int &nClearFlags ); void CleanupMain3DView( const CViewSetup &view ); // This stores the current view CViewSetup m_CurrentView; // VIS Overrides // Set to true to turn off client side vis ( !!!! rendering will be slow since everything will draw ) bool m_bForceNoVis; // Some cvars needed by this system const ConVar *m_pDrawEntities; const ConVar *m_pDrawBrushModels; // Some materials used... CMaterialReference m_TranslucentSingleColor; CMaterialReference m_ModulateSingleColor; CMaterialReference m_ScreenOverlayMaterial; CMaterialReference m_UnderWaterOverlayMaterial; Vector m_vecLastFacing; float m_flCheapWaterStartDistance; float m_flCheapWaterEndDistance; CViewSetup m_OverlayViewSetup; int m_OverlayClearFlags; int m_OverlayDrawFlags; bool m_bDrawOverlay; int m_BaseDrawFlags; // Set in ViewDrawScene and OR'd into m_DrawFlags as it goes. C_BaseEntity *m_pCurrentlyDrawingEntity; #if defined( CSTRIKE_DLL ) float m_flLastFOV; #endif #ifdef PORTAL friend class CPortalRender; //portal drawing needs muck with views in weird ways friend class CPortalRenderable; #endif int m_BuildRenderableListsNumber; friend class CBase3dView; Frustum m_Frustum; CBase3dView *m_pActiveRenderer; CSimpleRenderExecutor m_SimpleExecutor; bool m_rbTakeFreezeFrame[ STEREO_EYE_MAX ]; float m_flFreezeFrameUntil; #if defined( REPLAY_ENABLED ) CReplayScreenshotTaker *m_pReplayScreenshotTaker; #endif }; #endif // VIEWRENDER_H