source-sdk-2013-mapbase/sp/src/game/client/view_scene.cpp
Joe Ludwig beaae8ac45 Updated the SDK with the latest code from the TF and HL2 branches
* Adds support for Visual Studio 2012 and 2013
* VR Mode:
. Switches from headtrack.dll to sourcevr.dll
. Improved readability of the UI in VR
. Removed the IPD calibration tool. TF2 will now obey the Oculus
configuration file. Use the Oculus calibration tool in your SDK or
install and run "OpenVR" under Tools in Steam to calibrate your IPD.
. Added dropdown to enable VR mode in the Video options. Removed the -vr
command line option.
. Added the ability to switch in and out of VR mode without quitting the
game
. By default VR mode will run full screen. To switch back to a
borderless window set the vr_force_windowed convar.
. Added support for VR mode on Linux
* Many assorted bug fixes and other changes from Team Fortress in
various shared files
2013-12-03 08:54:16 -08:00

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5.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Responsible for drawing the scene
//
//===========================================================================//
#include "cbase.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "rendertexture.h"
#include "view_scene.h"
#include "viewrender.h"
#include "sourcevr/isourcevirtualreality.h"
#include "client_virtualreality.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Convars related to controlling rendering
//-----------------------------------------------------------------------------
ConVar r_updaterefracttexture( "r_updaterefracttexture", "1", FCVAR_CHEAT );
ConVar r_depthoverlay( "r_depthoverlay", "0", FCVAR_CHEAT, "Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output." );
int g_viewscene_refractUpdateFrame = 0;
bool g_bAllowMultipleRefractUpdatesPerScenePerFrame = false;
#if defined( _X360 )
class CAllowMultipleRefractsLogic : public CAutoGameSystem
{
public:
void LevelInitPreEntity()
{
// EP1 core room needs many refract updates per frame to avoid looking broken (ep1_citadel_03)
// Same with Kleiner's lab (d1_trainstation_05)
g_bAllowMultipleRefractUpdatesPerScenePerFrame = FStrEq( MapName(), "ep1_citadel_03" ) || FStrEq( MapName(), "d1_trainstation_05" );
}
};
static CAllowMultipleRefractsLogic s_AllowMultipleRefractsLogic;
#endif
void ViewTransform( const Vector &worldSpace, Vector &viewSpace )
{
const VMatrix &viewMatrix = engine->WorldToViewMatrix();
Vector3DMultiplyPosition( viewMatrix, worldSpace, viewSpace );
}
//-----------------------------------------------------------------------------
// Purpose: Transforms a world-space position into a 2D position inside a supplied frustum.
//-----------------------------------------------------------------------------
int FrustumTransform( const VMatrix &worldToSurface, const Vector& point, Vector& screen )
{
// UNDONE: Clean this up some, handle off-screen vertices
float w;
screen.x = worldToSurface[0][0] * point[0] + worldToSurface[0][1] * point[1] + worldToSurface[0][2] * point[2] + worldToSurface[0][3];
screen.y = worldToSurface[1][0] * point[0] + worldToSurface[1][1] * point[1] + worldToSurface[1][2] * point[2] + worldToSurface[1][3];
// z = worldToSurface[2][0] * point[0] + worldToSurface[2][1] * point[1] + worldToSurface[2][2] * point[2] + worldToSurface[2][3];
w = worldToSurface[3][0] * point[0] + worldToSurface[3][1] * point[1] + worldToSurface[3][2] * point[2] + worldToSurface[3][3];
// Just so we have something valid here
screen.z = 0.0f;
bool behind;
if( w < 0.001f )
{
behind = true;
screen.x *= 100000;
screen.y *= 100000;
}
else
{
behind = false;
float invw = 1.0f / w;
screen.x *= invw;
screen.y *= invw;
}
return behind;
}
//-----------------------------------------------------------------------------
// Purpose: UNDONE: Clean this up some, handle off-screen vertices
// Input : *point -
// *screen -
// Output : int
//-----------------------------------------------------------------------------
int ScreenTransform( const Vector& point, Vector& screen )
{
// UNDONE: Clean this up some, handle off-screen vertices
return FrustumTransform ( engine->WorldToScreenMatrix(), point, screen );
}
//-----------------------------------------------------------------------------
// Purpose: Same as ScreenTransform, but transforms to HUD space.
// These are totally different things in VR mode!
//-----------------------------------------------------------------------------
int HudTransform( const Vector& point, Vector& screen )
{
if ( UseVR() )
{
return FrustumTransform ( g_ClientVirtualReality.GetHudProjectionFromWorld(), point, screen );
}
else
{
return FrustumTransform ( engine->WorldToScreenMatrix(), point, screen );
}
}
void UpdateFullScreenDepthTexture( void )
{
if( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_b() )
return;
ITexture *pDepthTex = GetFullFrameDepthTexture();
CMatRenderContextPtr pRenderContext( materials );
if( IsX360() )
{
pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, -1, NULL, NULL );
}
else
{
pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, 0, NULL, NULL );
}
pRenderContext->SetFullScreenDepthTextureValidityFlag( true );
if( r_depthoverlay.GetBool() )
{
IMaterial *pMaterial = materials->FindMaterial( "debug/showz", TEXTURE_GROUP_OTHER, true );
pMaterial->IncrementReferenceCount();
IMaterialVar *BaseTextureVar = pMaterial->FindVar( "$basetexture", NULL, false );
IMaterialVar *pDepthInAlpha = NULL;
if( IsPC() )
{
pDepthInAlpha = pMaterial->FindVar( "$ALPHADEPTH", NULL, false );
pDepthInAlpha->SetIntValue( 1 );
}
BaseTextureVar->SetTextureValue( pDepthTex );
pRenderContext->OverrideDepthEnable( true, false ); //don't write to depth, or else we'll never see translucents
pRenderContext->DrawScreenSpaceQuad( pMaterial );
pRenderContext->OverrideDepthEnable( false, true );
pMaterial->DecrementReferenceCount();
}
}