//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #include "quakedef.h" #include "gl_model_private.h" #include "console.h" #include "cdll_engine_int.h" #include "gl_cvars.h" #include "ivrenderview.h" #include "gl_matsysiface.h" #include "gl_drawlights.h" #include "gl_rsurf.h" #include "r_local.h" #include "debugoverlay.h" #include "vgui_baseui_interface.h" #include "materialsystem/imaterialsystemhardwareconfig.h" #include "demo.h" #include "istudiorender.h" #include "materialsystem/imesh.h" #include "tier0/vprof.h" #include "host.h" #include "view.h" #include "client.h" #include "sys.h" #include "cl_main.h" #include "l_studio.h" #include "IOcclusionSystem.h" #include "cl_demouipanel.h" #include "mod_vis.h" #include "ivideomode.h" #include "gl_shader.h" #include "gl_rmain.h" #include "engine/view_sharedv1.h" #include "ispatialpartitioninternal.h" #include "toolframework/itoolframework.h" #include "icommandline.h" #include "VGuiMatSurface/IMatSystemSurface.h" #include "sourcevr/isourcevirtualreality.h" #include "materialsystem/itexture.h" #include "render.h" #include "iclientvirtualreality.h" #if defined( REPLAY_ENABLED ) #include "replay/iclientreplay.h" #include "replay_internal.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" class IClientEntity; float r_blend; float r_colormod[3] = { 1, 1, 1 }; bool g_bIsBlendingOrModulating = false; bool g_bIsRenderingVGuiOnly = false; colorVec R_LightPoint (Vector& p); void R_DrawLightmaps( IWorldRenderList *pList, int pageId ); void R_DrawIdentityBrushModel( IWorldRenderList *pRenderList, model_t *model ); static ConVar mat_color_projection( "mat_color_projection", "0", FCVAR_ARCHIVE ); /* The view is allowed to move slightly from it's true position for bobbing, but if it exceeds 8 pixels linear distance (spherical, not box), the list of entities sent from the server may not include everything in the pvs, especially when crossing a water boudnary. */ extern ConVar r_avglightmap; /* ================= V_CheckGamma FIXME: Define this as a change function to the ConVar's below rather than polling it every frame. Note, still need to make sure it gets called very first time through frame loop. ================= */ bool V_CheckGamma( void ) { if ( IsX360() ) return false; tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "%s", __FUNCTION__ ); static int lastLightmap = -1; extern void GL_RebuildLightmaps( void ); // Refresh all lightmaps if r_avglightmap changes if ( r_avglightmap.GetInt() != lastLightmap ) { lastLightmap = r_avglightmap.GetInt(); GL_RebuildLightmaps(); } return true; } //----------------------------------------------------------------------------- // Purpose: Initializes the view renderer // Output : void V_Init //----------------------------------------------------------------------------- void V_Init( void ) { BuildGammaTable( 2.2f, 2.2f, 0.0f, 2 ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void V_Shutdown( void ) { // TODO, cleanup } //----------------------------------------------------------------------------- // Purpose: // Input : - //----------------------------------------------------------------------------- void V_RenderVGuiOnly_NoSwap() { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ ); // Need to clear the screen in this case, cause we're not drawing // the loading screen. UpdateMaterialSystemConfig(); if( UseVR() && g_pClientVR ) { g_pClientVR->DrawMainMenu(); } else { CMatRenderContextPtr pRenderContext( materials ); pRenderContext->ClearBuffers( true, true ); EngineVGui()->Paint( (PaintMode_t)(PAINT_UIPANELS | PAINT_CURSOR )); } } //----------------------------------------------------------------------------- // Purpose: Renders only vgui (for loading progress) including buffer swapping and vgui simulation //----------------------------------------------------------------------------- void V_RenderVGuiOnly( void ) { materials->BeginFrame( host_frametime ); EngineVGui()->Simulate(); g_EngineRenderer->FrameBegin(); toolframework->RenderFrameBegin(); V_RenderVGuiOnly_NoSwap(); toolframework->RenderFrameEnd(); g_EngineRenderer->FrameEnd( ); materials->EndFrame(); Shader_SwapBuffers(); } void FullViewColorAdjustment( ) { if ( mat_color_projection.GetInt() == 0 ) { return; } CMatRenderContextPtr pRenderContext( materials ); ITexture *pFullFrameFB1 = materials->FindTexture( "_rt_FullFrameFB1", TEXTURE_GROUP_RENDER_TARGET ); pRenderContext->CopyRenderTargetToTextureEx( pFullFrameFB1, 0, NULL, NULL ); IMaterial *color_correction = materials->FindMaterial( "dev/red_green_projection", TEXTURE_GROUP_OTHER, true ); if ( color_correction ) { color_correction->IncrementReferenceCount(); } int nViewportX, nViewportY, nViewportWidth, nViewportHeight; pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight ); pRenderContext->DrawScreenSpaceRectangle( color_correction, 0, 0, nViewportWidth, nViewportHeight, nViewportX, nViewportY, nViewportX + nViewportWidth - 1, nViewportY + nViewportHeight - 1, nViewportWidth, nViewportHeight ); if ( color_correction ) { color_correction->DecrementReferenceCount(); } } //----------------------------------------------------------------------------- // Purpose: Render the world //----------------------------------------------------------------------------- void V_RenderView( void ) { VPROF( "V_RenderView" ); MDLCACHE_COARSE_LOCK_(g_pMDLCache); bool bCanRenderWorld = ( host_state.worldmodel != NULL ) && cl.IsActive(); #if defined( REPLAY_ENABLED ) if ( g_pClientReplay && Replay_IsSupportedModAndPlatform() ) { bCanRenderWorld = bCanRenderWorld && g_pClientReplay->ShouldRender(); } #endif bCanRenderWorld = bCanRenderWorld && toolframework->ShouldGameRenderView(); if ( IsPC() && bCanRenderWorld && g_bTextMode ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "SysSleep()" ); // Sleep to let the other textmode clients get some cycles. Sys_Sleep( 15 ); bCanRenderWorld = false; } if ( !bCanRenderWorld ) { // Because we now do a lot of downloading before spawning map, don't render anything world related // until we are an active client. V_RenderVGuiOnly_NoSwap(); } else if ( !g_LostVideoMemory ) { // since we know we're going to render the world, check for lightmap updates while it is easy // to tear down and rebuild R_CheckForLightingConfigChanges(); // We can get into situations where some other material system app // is trying to start up; in those cases, we shouldn't render... vrect_t scr_vrect = videomode->GetClientViewRect(); g_ClientDLL->View_Render( &scr_vrect ); } FullViewColorAdjustment(); } void Linefile_Draw( void ); //----------------------------------------------------------------------------- // Purpose: Expose rendering interface to client .dll //----------------------------------------------------------------------------- class CVRenderView : public IVRenderView, public ISpatialLeafEnumerator { public: void TouchLight( dlight_t *light ) { int i; i = light - cl_dlights; if (i >= 0 && i < MAX_DLIGHTS) { r_dlightchanged |= (1 << i); } } void DrawBrushModel( IClientEntity *baseentity, model_t *model, const Vector& origin, const QAngle& angles, bool bUnused ) { R_DrawBrushModel( baseentity, model, origin, angles, DEPTH_MODE_NORMAL, true, true ); } virtual void DrawBrushModelEx( IClientEntity *baseentity, model_t *model, const Vector& origin, const QAngle& angles, DrawBrushModelMode_t mode ) { bool bDrawOpaque = ( mode != DBM_DRAW_TRANSLUCENT_ONLY ); bool bDrawTranslucent = ( mode != DBM_DRAW_OPAQUE_ONLY ); R_DrawBrushModel( baseentity, model, origin, angles, DEPTH_MODE_NORMAL, bDrawOpaque, bDrawTranslucent ); } // Draw brush model shadow void DrawBrushModelShadow( IClientRenderable *pRenderable ) { R_DrawBrushModelShadow( pRenderable ); } void DrawIdentityBrushModel( IWorldRenderList *pList, model_t *model ) { R_DrawIdentityBrushModel( pList, model ); } void Draw3DDebugOverlays( void ) { DrawSavedModelDebugOverlays(); if ( g_pDemoUI ) { g_pDemoUI->DrawDebuggingInfo(); } if ( g_pDemoUI2 ) { g_pDemoUI2->DrawDebuggingInfo(); } SpatialPartition()->DrawDebugOverlays(); CDebugOverlay::Draw3DOverlays(); // Render occlusion debugging info OcclusionSystem()->DrawDebugOverlays(); } FORCEINLINE void CheckBlend( void ) { g_bIsBlendingOrModulating = ( r_blend != 1.0 ) || ( r_colormod[0] != 1.0 ) || ( r_colormod[1] != 1.0 ) || ( r_colormod[2] != 1.0 ); } void SetBlend( float blend ) { r_blend = blend; CheckBlend(); } float GetBlend( void ) { return r_blend; } void SetColorModulation( float const* blend ) { VectorCopy( blend, r_colormod ); CheckBlend(); } void GetColorModulation( float* blend ) { VectorCopy( r_colormod, blend ); } void SceneBegin( void ) { g_EngineRenderer->DrawSceneBegin(); } void SceneEnd( void ) { g_EngineRenderer->DrawSceneEnd(); } void GetVisibleFogVolume( const Vector& vEyePoint, VisibleFogVolumeInfo_t *pInfo ) { R_GetVisibleFogVolume( vEyePoint, pInfo ); } IWorldRenderList * CreateWorldList() { return g_EngineRenderer->CreateWorldList(); } void BuildWorldLists( IWorldRenderList *pList, WorldListInfo_t* pInfo, int iForceFViewLeaf, const VisOverrideData_t* pVisData, bool bShadowDepth, float *pReflectionWaterHeight ) { g_EngineRenderer->BuildWorldLists( pList, pInfo, iForceFViewLeaf, pVisData, bShadowDepth, pReflectionWaterHeight ); } void DrawWorldLists( IWorldRenderList *pList, unsigned long flags, float waterZAdjust ) { g_EngineRenderer->DrawWorldLists( pList, flags, waterZAdjust ); } // Optimization for top view void DrawTopView( bool enable ) { R_DrawTopView( enable ); } void TopViewBounds( Vector2D const& mins, Vector2D const& maxs ) { R_TopViewBounds( mins, maxs ); } void DrawLights( void ) { DrawLightSprites(); #ifdef USE_CONVARS DrawLightDebuggingInfo(); #endif } void DrawMaskEntities( void ) { // UNDONE: Don't do this with masked brush models, they should probably be in a separate list // R_DrawMaskEntities() } void DrawTranslucentSurfaces( IWorldRenderList *pList, int sortIndex, unsigned long flags, bool bShadowDepth ) { Shader_DrawTranslucentSurfaces( pList, sortIndex, flags, bShadowDepth ); } bool LeafContainsTranslucentSurfaces( IWorldRenderList *pList, int sortIndex, unsigned long flags ) { return Shader_LeafContainsTranslucentSurfaces( pList, sortIndex, flags ); } void DrawLineFile( void ) { Linefile_Draw(); } void DrawLightmaps( IWorldRenderList *pList, int pageId ) { R_DrawLightmaps( pList, pageId ); } void ViewSetupVis( bool novis, int numorigins, const Vector origin[] ) { g_EngineRenderer->ViewSetupVis( novis, numorigins, origin ); } void ViewSetupVisEx( bool novis, int numorigins, const Vector origin[], unsigned int &returnFlags ) { g_EngineRenderer->ViewSetupVisEx( novis, numorigins, origin, returnFlags ); } bool AreAnyLeavesVisible( int *leafList, int nLeaves ) { return Map_AreAnyLeavesVisible( *host_state.worldbrush, leafList, nLeaves ); } // For backward compatibility only!!! void VguiPaint( void ) { EngineVGui()->BackwardCompatibility_Paint(); } void VGui_Paint( int mode ) { EngineVGui()->Paint( (PaintMode_t)mode ); } void ViewDrawFade( byte *color, IMaterial* pFadeMaterial ) { VPROF_BUDGET( "ViewDrawFade", VPROF_BUDGETGROUP_WORLD_RENDERING ); g_EngineRenderer->ViewDrawFade( color, pFadeMaterial ); } void OLD_SetProjectionMatrix( float fov, float zNear, float zFar ) { // Here to preserve backwards compat } void OLD_SetOffCenterProjectionMatrix( float fov, float zNear, float zFar, float flAspectRatio, float flBottom, float flTop, float flLeft, float flRight ) { // Here to preserve backwards compat } void OLD_SetProjectionMatrixOrtho( float left, float top, float right, float bottom, float zNear, float zFar ) { // Here to preserve backwards compat } colorVec GetLightAtPoint( Vector& pos ) { return R_LightPoint( pos ); } int GetViewEntity( void ) { return cl.m_nViewEntity; } float GetFieldOfView( void ) { return g_EngineRenderer->GetFov(); } unsigned char **GetAreaBits( void ) { return cl.GetAreaBits_BackwardCompatibility(); } virtual void SetAreaState( unsigned char chAreaBits[MAX_AREA_STATE_BYTES], unsigned char chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES] ) { *cl.GetAreaBits_BackwardCompatibility() = 0; // Clear the b/w compatibiltiy thing. memcpy( cl.m_chAreaBits, chAreaBits, MAX_AREA_STATE_BYTES ); memcpy( cl.m_chAreaPortalBits, chAreaPortalBits, MAX_AREA_PORTAL_STATE_BYTES ); cl.m_bAreaBitsValid = true; } // World fog for world rendering void SetFogVolumeState( int fogVolume, bool useHeightFog ) { R_SetFogVolumeState(fogVolume, useHeightFog ); } virtual void InstallBrushSurfaceRenderer( IBrushRenderer* pBrushRenderer ) { R_InstallBrushRenderOverride( pBrushRenderer ); } struct BoxIntersectWaterContext_t { bool m_bFoundWaterLeaf; int m_nLeafWaterDataID; }; bool EnumerateLeaf( int leaf, int context ) { BoxIntersectWaterContext_t *pSearchContext = ( BoxIntersectWaterContext_t * )context; mleaf_t *pLeaf = &host_state.worldmodel->brush.pShared->leafs[leaf]; if( pLeaf->leafWaterDataID == pSearchContext->m_nLeafWaterDataID ) { pSearchContext->m_bFoundWaterLeaf = true; // found it . . stop enumeration return false; } return true; } bool DoesBoxIntersectWaterVolume( const Vector &mins, const Vector &maxs, int leafWaterDataID ) { BoxIntersectWaterContext_t context; context.m_bFoundWaterLeaf = false; context.m_nLeafWaterDataID = leafWaterDataID; g_pToolBSPTree->EnumerateLeavesInBox( mins, maxs, this, ( int )&context ); return context.m_bFoundWaterLeaf; } // Push, pop views virtual void Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) { g_EngineRenderer->Push3DView( view, nFlags, pRenderTarget, frustumPlanes, NULL ); } virtual void Push2DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes ) { g_EngineRenderer->Push2DView( view, nFlags, pRenderTarget, frustumPlanes ); } virtual void PopView( Frustum frustumPlanes ) { g_EngineRenderer->PopView( frustumPlanes ); } virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles ) { g_EngineRenderer->SetMainView( vecOrigin, angles ); } void OverrideViewFrustum( Frustum custom ) { g_EngineRenderer->OverrideViewFrustum( custom ); } void DrawBrushModelShadowDepth( IClientEntity *baseentity, model_t *model, const Vector& origin, const QAngle& angles, ERenderDepthMode DepthMode ) { R_DrawBrushModel( baseentity, model, origin, angles, DepthMode, true, true ); } void UpdateBrushModelLightmap( model_t *model, IClientRenderable *pRenderable ) { g_EngineRenderer->UpdateBrushModelLightmap( model, pRenderable ); } void BeginUpdateLightmaps( void ) { g_EngineRenderer->BeginUpdateLightmaps(); } void EndUpdateLightmaps( void ) { g_EngineRenderer->EndUpdateLightmaps(); } virtual void Push3DView( const CViewSetup &view, int nFlags, ITexture* pRenderTarget, Frustum frustumPlanes, ITexture* pDepthTexture ) { g_EngineRenderer->Push3DView( view, nFlags, pRenderTarget, frustumPlanes, pDepthTexture ); } void GetMatricesForView( const CViewSetup &view, VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection, VMatrix *pWorldToPixels ) { ComputeViewMatrices( pWorldToView, pViewToProjection, pWorldToProjection, view ); ComputeWorldToScreenMatrix( pWorldToPixels, *pWorldToProjection, view ); } }; static CVRenderView s_RenderView; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CVRenderView, IVRenderView, VENGINE_RENDERVIEW_INTERFACE_VERSION, s_RenderView );