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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#if !defined(VIEWRENDER_H)
#define VIEWRENDER_H
#ifdef _WIN32
#pragma once
#endif
#include "iviewrender.h"
#include "replay/ireplayscreenshotsystem.h"
#include "shareddefs.h"
#include "tier1/utlstack.h"
#include "view_shared.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<IntroDataBlendPass_t> 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<CViewRender *>(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 &params);
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