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https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-27 14:17:59 +03:00
Optimise func_fake_worldportal render code
Consistent and descriptive variable names, simplified calculations.
This commit is contained in:
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713c8e8cf3
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cc0c90693d
@ -58,70 +58,11 @@ bool C_FuncFakeWorldPortal::ShouldDraw()
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}
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//-----------------------------------------------------------------------------
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// Do we have a fake world portal in view?
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//-----------------------------------------------------------------------------
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C_FuncFakeWorldPortal *IsFakeWorldPortalInView( const CViewSetup& view, cplane_t &plane )
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{
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// Early out if no cameras
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C_FuncFakeWorldPortal *pReflectiveGlass = GetFakeWorldPortalList();
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if ( !pReflectiveGlass )
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return NULL;
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Frustum_t frustum;
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GeneratePerspectiveFrustum( view.origin, view.angles, view.zNear, view.zFar, view.fov, view.m_flAspectRatio, frustum );
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cplane_t localPlane;
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Vector vecOrigin, vecWorld, vecDelta, vecForward;
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AngleVectors( view.angles, &vecForward, NULL, NULL );
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for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
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{
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if ( pReflectiveGlass->IsDormant() )
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continue;
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if ( pReflectiveGlass->m_iViewHideFlags & (1 << CurrentViewID()) )
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continue;
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Vector vecMins, vecMaxs;
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pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
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if ( R_CullBox( vecMins, vecMaxs, frustum ) )
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continue;
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const model_t *pModel = pReflectiveGlass->GetModel();
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const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
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int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
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for ( int i = 0; i < nCount; ++i )
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{
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modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
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MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
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VectorTransform( vecOrigin, mat, vecWorld );
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if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
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continue;
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VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
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if ( vecDelta.Dot( plane.normal ) >= 0 )
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continue;
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// Must have valid plane
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if ( !pReflectiveGlass->m_hTargetPlane )
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continue;
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return pReflectiveGlass;
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Iterates through fake world portals instead of just picking one
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//-----------------------------------------------------------------------------
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C_FuncFakeWorldPortal *NextFakeWorldPortal( C_FuncFakeWorldPortal *pStart, const CViewSetup& view,
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cplane_t &plane, Vector &vecPlaneOrigin, const Frustum_t &frustum )
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Vector &vecAbsPlaneNormal, Vector &vecPlaneLocalOrigin, const Frustum_t &frustum )
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{
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// Early out if no cameras
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C_FuncFakeWorldPortal *pReflectiveGlass = NULL;
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@ -130,8 +71,9 @@ C_FuncFakeWorldPortal *NextFakeWorldPortal( C_FuncFakeWorldPortal *pStart, const
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else
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pReflectiveGlass = pStart->m_pNext;
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cplane_t localPlane;
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Vector vecOrigin, vecWorld, vecDelta;
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cplane_t localPlane, worldPlane;
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Vector vecMins, vecMaxs, vecLocalOrigin, vecAbsOrigin, vecDelta;
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for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
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{
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if ( pReflectiveGlass->IsDormant() )
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@ -140,7 +82,10 @@ C_FuncFakeWorldPortal *NextFakeWorldPortal( C_FuncFakeWorldPortal *pStart, const
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if ( pReflectiveGlass->m_iViewHideFlags & (1 << CurrentViewID()) )
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continue;
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Vector vecMins, vecMaxs;
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// Must have valid plane
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if ( !pReflectiveGlass->m_hTargetPlane )
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continue;
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pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
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if ( R_CullBox( vecMins, vecMaxs, frustum ) )
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continue;
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@ -151,23 +96,22 @@ C_FuncFakeWorldPortal *NextFakeWorldPortal( C_FuncFakeWorldPortal *pStart, const
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int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
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for ( int i = 0; i < nCount; ++i )
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{
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modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
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modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecLocalOrigin );
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MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
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VectorTransform( vecOrigin, mat, vecWorld );
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MatrixTransformPlane( mat, localPlane, worldPlane ); // Transform to world space
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if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
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if ( view.origin.Dot( worldPlane.normal ) <= worldPlane.dist ) // Check for view behind plane
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continue;
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VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
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if ( vecDelta.Dot( plane.normal ) >= 0 )
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VectorTransform( vecLocalOrigin, mat, vecAbsOrigin );
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VectorSubtract( vecAbsOrigin, view.origin, vecDelta );
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if ( vecDelta.Dot( worldPlane.normal ) >= 0 ) // Backface cull
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continue;
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// Must have valid plane
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if ( !pReflectiveGlass->m_hTargetPlane )
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continue;
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vecPlaneLocalOrigin = vecLocalOrigin;
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vecAbsPlaneNormal = worldPlane.normal;
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vecPlaneOrigin = vecOrigin;
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return pReflectiveGlass;
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}
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}
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@ -53,10 +53,8 @@ public:
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//-----------------------------------------------------------------------------
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// Do we have reflective glass in view? If so, what's the reflection plane?
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//-----------------------------------------------------------------------------
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C_FuncFakeWorldPortal *IsFakeWorldPortalInView( const CViewSetup& view, cplane_t &plane );
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C_FuncFakeWorldPortal *NextFakeWorldPortal( C_FuncFakeWorldPortal *pStart, const CViewSetup& view,
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cplane_t &plane, Vector &vecPlaneOrigin, const Frustum_t &frustum );
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Vector &vecAbsPlaneNormal, Vector &vecPlaneOrigin, const Frustum_t &frustum );
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#endif // C_FUNC_FAKE_WORLDPORTAL
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@ -2106,20 +2106,18 @@ void CViewRender::RenderView( const CViewSetup &view, int nClearFlags, int whatT
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Frustum_t frustum;
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GeneratePerspectiveFrustum( view.origin, view.angles, view.zNear, view.zFar, view.fov, view.m_flAspectRatio, frustum );
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cplane_t portalPlane;
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Vector vecPlaneOrigin;
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//C_FuncFakeWorldPortal *pPortalEnt = IsFakeWorldPortalInView( view, portalPlane );
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//if ( pPortalEnt )
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C_FuncFakeWorldPortal *pPortalEnt = NextFakeWorldPortal( NULL, view, portalPlane, vecPlaneOrigin, frustum );
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Vector vecAbsPlaneNormal;
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Vector vecPlaneLocalOrigin;
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C_FuncFakeWorldPortal *pPortalEnt = NextFakeWorldPortal( NULL, view, vecAbsPlaneNormal, vecPlaneLocalOrigin, frustum );
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while ( pPortalEnt != NULL )
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{
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ITexture *pCameraTarget = pPortalEnt->RenderTarget();
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int width = pCameraTarget->GetActualWidth();
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int height = pCameraTarget->GetActualHeight();
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DrawFakeWorldPortal( pCameraTarget, pPortalEnt, viewMiddle, C_BasePlayer::GetLocalPlayer(), 0, 0, width, height, view, portalPlane, vecPlaneOrigin );
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DrawFakeWorldPortal( pCameraTarget, pPortalEnt, viewMiddle, C_BasePlayer::GetLocalPlayer(), 0, 0, width, height, view, vecAbsPlaneNormal, vecPlaneLocalOrigin );
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pPortalEnt = NextFakeWorldPortal( pPortalEnt, view, portalPlane, vecPlaneOrigin, frustum );
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pPortalEnt = NextFakeWorldPortal( pPortalEnt, view, vecAbsPlaneNormal, vecPlaneLocalOrigin, frustum );
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}
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#endif
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}
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@ -3537,8 +3535,6 @@ bool CViewRender::DrawOneMonitor( ITexture *pRenderTarget, int cameraNum, C_Poin
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}
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#ifdef MAPBASE
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ConVar r_fakeworldportal_debug("r_fakeworldportal_debug", "0");
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//-----------------------------------------------------------------------------
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// Purpose: Sets up scene and renders WIP fake world portal view.
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// Based on code from monitors, mirrors, and logic_measure_movement.
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@ -3555,7 +3551,7 @@ ConVar r_fakeworldportal_debug("r_fakeworldportal_debug", "0");
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//-----------------------------------------------------------------------------
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bool CViewRender::DrawFakeWorldPortal( ITexture *pRenderTarget, C_FuncFakeWorldPortal *pCameraEnt, const CViewSetup &cameraView, C_BasePlayer *localPlayer,
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int x, int y, int width, int height,
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const CViewSetup &mainView, cplane_t &ourPlane, const Vector &vecPlaneOrigin )
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const CViewSetup &mainView, const Vector &vecAbsPlaneNormal, const Vector &vecPlaneLocalOrigin )
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{
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#ifdef USE_MONITORS
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VPROF_INCREMENT_COUNTER( "cameras rendered", 1 );
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@ -3586,85 +3582,52 @@ bool CViewRender::DrawFakeWorldPortal( ITexture *pRenderTarget, C_FuncFakeWorldP
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}
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}
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monitorView.width = width;
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monitorView.height = height;
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monitorView.x = x;
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monitorView.y = y;
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monitorView.origin = mainView.origin;
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monitorView.angles = mainView.angles;
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// Debug stuff
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static float flLastDebugTime = 0.0f;
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bool bDebug = r_fakeworldportal_debug.GetBool() && gpGlobals->curtime > flLastDebugTime;
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//
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// Calculate the angles for the fake portal plane
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//
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QAngle angTargetAngles = pCameraEnt->m_hTargetPlane->GetAbsAngles() - pCameraEnt->m_PlaneAngles;
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QAngle angFakePortalAngles;
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// Get vectors from our original angles.
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Vector vOurForward, vOurRight, vOurUp;
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AngleVectors( pCameraEnt->GetAbsAngles(), &vOurForward, &vOurRight, &vOurUp );
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Quaternion quat;
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BasisToQuaternion( ourPlane.normal, vOurRight, vOurUp, quat );
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QuaternionAngles( quat, angFakePortalAngles );
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if (bDebug)
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{
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// RED - Initial player origin
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debugoverlay->AddBoxOverlay( monitorView.origin, Vector(-32,-32,-32), Vector(32,32,32), monitorView.angles, 255, 0, 0, 128, 10.0f );
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// YELLOW - Portal origin
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debugoverlay->AddBoxOverlay( pCameraEnt->GetAbsOrigin(), Vector(-32,-32,-32), Vector(32,32,32), angFakePortalAngles, 255, 224, 0, 128, 10.0f );
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}
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//
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// Translate the actual portal view position to be relative to the target
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//
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matrix3x4_t matPlayer, matPortal, matPlayerToPortal;
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AngleIMatrix( monitorView.angles, monitorView.origin, matPlayer );
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AngleMatrix( angFakePortalAngles, pCameraEnt->GetAbsOrigin(), matPortal );
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ConcatTransforms( matPlayer, matPortal, matPlayerToPortal );
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// Apply the scale factor
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if ( pCameraEnt->m_flScale > 0 )
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{
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Vector vecTranslation;
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MatrixGetColumn( matPlayerToPortal, 3, vecTranslation );
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vecTranslation /= pCameraEnt->m_flScale;
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MatrixSetColumn( vecTranslation, 3, matPlayerToPortal );
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}
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matrix3x4_t matTarget;
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AngleMatrix( angTargetAngles, pCameraEnt->m_hTargetPlane->GetAbsOrigin(), matTarget );
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// Now apply the new matrix to the new reference point
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matrix3x4_t matPortalToPlayer, matNewPlayerPosition;
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MatrixInvert( matPlayerToPortal, matPortalToPlayer );
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ConcatTransforms( matTarget, matPortalToPlayer, matNewPlayerPosition );
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MatrixAngles( matNewPlayerPosition, monitorView.angles, monitorView.origin );
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if (bDebug)
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{
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// BLUE - Target origin
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debugoverlay->AddBoxOverlay( pCameraEnt->m_hTargetPlane->GetAbsOrigin(), Vector(-32,-32,-32), Vector(32,32,32), angTargetAngles, 0, 0, 255, 128, 10.0f );
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// GREEN - Final origin
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debugoverlay->AddBoxOverlay( monitorView.origin, Vector(-32,-32,-32), Vector(32,32,32), monitorView.angles, 0, 255, 0, 128, 10.0f );
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flLastDebugTime = gpGlobals->curtime + 5.0f;
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}
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monitorView.fov = mainView.fov;
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monitorView.width = width;
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monitorView.height = height;
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monitorView.m_bOrtho = mainView.m_bOrtho;
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monitorView.fov = mainView.fov;
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monitorView.m_flAspectRatio = mainView.m_flAspectRatio;
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monitorView.m_bViewToProjectionOverride = false;
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matrix3x4_t worldToView;
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AngleIMatrix( mainView.angles, mainView.origin, worldToView );
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matrix3x4_t targetToWorld;
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{
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// NOTE: m_PlaneAngles is angle offset
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QAngle targetAngles = pCameraEnt->m_hTargetPlane->GetAbsAngles() - pCameraEnt->m_PlaneAngles;
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AngleMatrix( targetAngles, pCameraEnt->m_hTargetPlane->GetAbsOrigin(), targetToWorld );
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}
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matrix3x4_t portalToWorld;
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{
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Vector left, up;
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VectorVectors( vecAbsPlaneNormal, left, up );
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VectorNegate( left );
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portalToWorld.Init( vecAbsPlaneNormal, left, up, pCameraEnt->GetAbsOrigin() );
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}
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matrix3x4_t portalToView;
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ConcatTransforms( worldToView, portalToWorld, portalToView );
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if ( pCameraEnt->m_flScale > 0.0f )
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{
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portalToView[0][3] /= pCameraEnt->m_flScale;
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portalToView[1][3] /= pCameraEnt->m_flScale;
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portalToView[2][3] /= pCameraEnt->m_flScale;
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}
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matrix3x4_t viewToPortal;
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MatrixInvert( portalToView, viewToPortal );
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matrix3x4_t newViewToWorld;
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ConcatTransforms( targetToWorld, viewToPortal, newViewToWorld );
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MatrixAngles( newViewToWorld, monitorView.angles, monitorView.origin );
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// @MULTICORE (toml 8/11/2006): this should be a renderer....
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int nClearFlags = (VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR | VIEW_CLEAR_OBEY_STENCIL);
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bool bDrew3dSkybox = false;
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@ -3687,21 +3650,17 @@ bool CViewRender::DrawFakeWorldPortal( ITexture *pRenderTarget, C_FuncFakeWorldP
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SafeRelease( pSkyView );
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}
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//
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// Make a clipping plane for the target view
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//
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Vector4D plane;
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Vector vecAnglesNormal;
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AngleVectors( angTargetAngles, &vecAnglesNormal );
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VectorNormalize( vecAnglesNormal );
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VectorCopy( -vecAnglesNormal, plane.AsVector3D() );
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MatrixGetColumn( targetToWorld, 0, plane.AsVector3D() );
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VectorNormalize( plane.AsVector3D() );
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VectorNegate( plane.AsVector3D() );
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// The portal plane's distance from the actual brush's origin
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float flPlaneDist = vecPlaneOrigin.Length();
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float flPlaneDist = vecPlaneLocalOrigin.Length();
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// The target's distance from world origin
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plane.w = -((pCameraEnt->m_hTargetPlane->GetAbsOrigin() * vecAnglesNormal).Length() + flPlaneDist) + 0.1f;
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plane.w = -((pCameraEnt->m_hTargetPlane->GetAbsOrigin() * plane.AsVector3D()).Length() + flPlaneDist) + 0.1f;
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->PushCustomClipPlane( plane.Base() );
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@ -454,7 +454,7 @@ private:
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#ifdef MAPBASE
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bool DrawFakeWorldPortal( ITexture *pRenderTarget, C_FuncFakeWorldPortal *pCameraEnt, const CViewSetup &cameraView, C_BasePlayer *localPlayer,
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int x, int y, int width, int height,
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const CViewSetup &mainView, cplane_t &ourPlane, const Vector &vecPlaneOrigin );
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const CViewSetup &mainView, const Vector &vecAbsPlaneNormal, const Vector &vecPlaneOrigin );
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#endif
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// Drawing primitives
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