2021-10-18 00:13:06 +02:00

784 lines
24 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tier0/vprof.h"
#include "view_scene.h"
#include "viewrender.h"
#include "viewdebug.h"
#include "smoke_fog_overlay.h"
#include "materialsystem/imaterialvar.h"
#ifdef PORTAL
//#include "C_Portal_Player.h"
#include "portal_render_targets.h"
#include "PortalRender.h"
#endif
//-----------------------------------------------------------------------------
// debugging overlays
//-----------------------------------------------------------------------------
static ConVar cl_drawmaterial( "cl_drawmaterial", "", FCVAR_CHEAT, "Draw a particular material over the frame" );
static ConVar mat_showwatertextures( "mat_showwatertextures", "0", FCVAR_CHEAT );
static ConVar mat_wateroverlaysize( "mat_wateroverlaysize", "256" );
static ConVar mat_showframebuffertexture( "mat_showframebuffertexture", "0", FCVAR_CHEAT );
static ConVar mat_framebuffercopyoverlaysize( "mat_framebuffercopyoverlaysize", "256" );
static ConVar mat_showcamerarendertarget( "mat_showcamerarendertarget", "0", FCVAR_CHEAT );
#ifdef MAPBASE
static ConVar mat_showcamerarendertarget_all( "mat_showcamerarendertarget_all", "0", FCVAR_CHEAT );
#endif
static ConVar mat_camerarendertargetoverlaysize( "mat_camerarendertargetoverlaysize", "256", FCVAR_CHEAT );
static ConVar mat_hsv( "mat_hsv", "0", FCVAR_CHEAT );
static ConVar mat_yuv( "mat_yuv", "0", FCVAR_CHEAT );
static ConVar cl_overdraw_test( "cl_overdraw_test", "0", FCVAR_CHEAT | FCVAR_NEVER_AS_STRING );
static ConVar mat_drawTexture( "mat_drawTexture", "", 0, "Enable debug view texture" );
static ConVar mat_drawTextureScale( "mat_drawTextureScale", "1.0", 0, "Debug view texture scale" );
#ifdef _X360
static ConVar mat_drawColorRamp( "mat_drawColorRamp", "0", 0, "Draw color test pattern (0=Off, 1=[0..255], 2=[0..127]" );
#endif
//-----------------------------------------------------------------------------
// debugging
//-----------------------------------------------------------------------------
// (the engine owns this cvar).
ConVar mat_wireframe( "mat_wireframe", "0", FCVAR_CHEAT );
const ConVar *sv_cheats = NULL;
ConVar mat_showlightmappage( "mat_showlightmappage", "-1" ); // set this to the lightmap page that you want to see on screen, set to -1 to show nothing.
ConVar cl_drawshadowtexture( "cl_drawshadowtexture", "0", FCVAR_CHEAT );
ConVar cl_shadowtextureoverlaysize( "cl_shadowtextureoverlaysize", "256", FCVAR_CHEAT );
static ConVar r_flashlightdrawdepth( "r_flashlightdrawdepth", "0" );
//-----------------------------------------------------------------------------
// Lightmap debugging mode view
//-----------------------------------------------------------------------------
class CLightmapDebugView : public CRendering3dView
{
public:
CLightmapDebugView(CViewRender *pMainView) : CRendering3dView( pMainView ) {}
void Draw()
{
extern bool s_bCanAccessCurrentView;
s_bCanAccessCurrentView = true;
Frustum frustum;
render->Push3DView( *this, 0, NULL, frustum );
BuildWorldRenderLists( this, true, true );
render->PopView( frustum );
s_bCanAccessCurrentView = false;
render->DrawLightmaps( m_pWorldRenderList, mat_showlightmappage.GetInt() );
}
};
//-----------------------------------------------------------------------------
// Renders a material orthographically to screen...
//-----------------------------------------------------------------------------
static void RenderMaterial( const char *pMaterialName )
{
// So it's not in the very top left
float x = 100.0f, y = 100.0f;
// float x = 0.0f, y = 0.0f;
IMaterial *pMaterial = materials->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER, false );
if ( !IsErrorMaterial( pMaterial ) )
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( pMaterial );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( x, y, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x + pMaterial->GetMappingWidth(), y + pMaterial->GetMappingHeight(), 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x, y + pMaterial->GetMappingHeight(), 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
}
static void OverlayWaterTexture( IMaterial *pMaterial, int xOffset, int yOffset, bool bFlip )
{
// screen safe
float xBaseOffset = IsPC() ? 0 : 32;
float yBaseOffset = IsPC() ? 0 : 32;
float offsetS = ( 0.5f / 256.0f );
float offsetT = ( 0.5f / 256.0f );
float fFlip0 = bFlip ? 1.0f : 0.0f;
float fFlip1 = bFlip ? 0.0f : 1.0f;
if( !IsErrorMaterial( pMaterial ) )
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( pMaterial );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
float w = mat_wateroverlaysize.GetFloat();
float h = mat_wateroverlaysize.GetFloat();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + yOffset * h, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip1 + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + yOffset * h, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip1 + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xBaseOffset + ( xOffset + 1 ) * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, fFlip0 + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xBaseOffset + xOffset * w, yBaseOffset + ( yOffset + 1 ) * h, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, fFlip0 + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
}
static void OverlayWaterTextures( void )
{
OverlayWaterTexture( materials->FindMaterial( "debug/debugreflect", NULL ), 0, 0, false );
OverlayWaterTexture( materials->FindMaterial( "debug/debugrefract", NULL ), 0, 1, true );
}
void OverlayCameraRenderTarget( const char *pszMaterialName, float flX, float flY, float w, float h )
{
float offsetS = ( 0.5f / 256.0f );
float offsetT = ( 0.5f / 256.0f );
IMaterial *pMaterial;
pMaterial = materials->FindMaterial( pszMaterialName, TEXTURE_GROUP_OTHER, true );
if( !IsErrorMaterial( pMaterial ) )
{
#ifdef MAPBASE
// HACKHACK
pMaterial->IncrementReferenceCount();
#endif
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( pMaterial );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( flX, flY, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( flX+w, flY, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( flX+w, flY+h, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( flX, flY+h, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
#ifdef MAPBASE
// HACKHACK
pMaterial->DecrementReferenceCount();
#endif
}
}
static void OverlayFrameBufferTexture( int nFrameBufferIndex )
{
float offsetS = ( 0.5f / 256.0f );
float offsetT = ( 0.5f / 256.0f );
IMaterial *pMaterial;
char buf[MAX_PATH];
Q_snprintf( buf, MAX_PATH, "debug/debugfbtexture%d", nFrameBufferIndex );
#ifdef MAPBASE
pMaterial = materials->FindMaterial( buf, NULL, true );
#else
pMaterial = materials->FindMaterial( buf, TEXTURE_GROUP_OTHER, true );
#endif
if( !IsErrorMaterial( pMaterial ) )
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( pMaterial );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
float w = mat_framebuffercopyoverlaysize.GetFloat();
float h = mat_framebuffercopyoverlaysize.GetFloat();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( w * nFrameBufferIndex, 0.0f, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 0.0f + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), 0.0f, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 0.0f + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( w * ( nFrameBufferIndex + 1 ), h, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f + offsetS, 1.0f + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( w * nFrameBufferIndex, h, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f + offsetS, 1.0f + offsetT );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
}
//-----------------------------------------------------------------------------
// Debugging aid to display a texture
//-----------------------------------------------------------------------------
static void OverlayShowTexture( const char* textureName, float scale )
{
bool foundVar;
IMaterial *pMaterial;
IMaterialVar *BaseTextureVar;
ITexture *pTex;
float x, y, w, h;
// screen safe
x = 32;
y = 32;
pMaterial = materials->FindMaterial( "___debug", TEXTURE_GROUP_OTHER, true );
BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
if (!foundVar)
return;
CMatRenderContextPtr pRenderContext( materials );
if ( textureName && textureName[0] )
{
pTex = materials->FindTexture( textureName, TEXTURE_GROUP_OTHER, false );
BaseTextureVar->SetTextureValue( pTex );
w = pTex->GetActualWidth() * scale;
h = pTex->GetActualHeight() * scale;
}
else
{
w = h = 64.0f * scale;
}
pRenderContext->Bind( pMaterial );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( x, y, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x+w, y, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x+w, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Debugging aid to display a color ramp
//-----------------------------------------------------------------------------
#if defined( _X360 )
static void OverlayColorRamp( bool bHalfSpace )
{
IMaterial *pMaterial;
float x, y, w, h;
pMaterial = materials->FindMaterial( "vgui/white", TEXTURE_GROUP_OTHER, true );
int backBufferWidth, backBufferHeight;
materials->GetBackBufferDimensions( backBufferWidth, backBufferHeight );
w = ( backBufferWidth == 1280 ) ? 1024 : 512;
h = 80;
x = ( backBufferWidth - w )/2;
y = ( backBufferHeight - 4*h )/2;
int numBands = 32;
int color0 = 0;
int color1 = bHalfSpace ? 127 : 255;
int colorStep = (color1 - color0 + 1)/numBands;
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( pMaterial );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
// draw ticks
int xx = x;
meshBuilder.Begin( pMesh, MATERIAL_LINES, numBands+1 );
for ( int i=0; i<numBands+1; i++ )
{
meshBuilder.Position3f( xx, y-10, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color3ub( 255, 255, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx, y, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color3ub( 255, 255, 0 );
meshBuilder.AdvanceVertex();
xx += w/numBands;
}
meshBuilder.End();
pMesh->Draw();
// black to white band
xx = x;
int color = color0;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
for ( int i=0; i<numBands+1; i++ )
{
meshBuilder.Position3f( xx, y, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color3ub( color, color, color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color3ub( color, color, color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
meshBuilder.Color3ub( color, color, color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.Color3ub( color, color, color );
meshBuilder.AdvanceVertex();
color += colorStep;
if ( color > 255 )
color = 255;
xx += w/numBands;
}
meshBuilder.End();
pMesh->Draw();
// white to black band
color = color1;
y += h;
xx = x;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
for ( int i=0; i<numBands+1; i++ )
{
meshBuilder.Position3f( xx, y, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color3ub( color, color, color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color3ub( color, color, color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
meshBuilder.Color3ub( color, color, color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.Color3ub( color, color, color );
meshBuilder.AdvanceVertex();
color -= colorStep;
if ( color < 0 )
color = 0;
xx += w/numBands;
}
meshBuilder.End();
pMesh->Draw();
// red band
color = color1;
y += h;
xx = x;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
for ( int i=0; i<numBands+1; i++ )
{
meshBuilder.Position3f( xx, y, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color3ub( color, 0, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color3ub( color, 0, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
meshBuilder.Color3ub( color, 0, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.Color3ub( color, 0, 0 );
meshBuilder.AdvanceVertex();
color -= colorStep;
if ( color < 0 )
color = 0;
xx += w/numBands;
}
meshBuilder.End();
pMesh->Draw();
// green band
color = color1;
y += h;
xx = x;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
for ( int i=0; i<numBands+1; i++ )
{
meshBuilder.Position3f( xx, y, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color3ub( 0, color, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color3ub( 0, color, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
meshBuilder.Color3ub( 0, color, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.Color3ub( 0, color, 0 );
meshBuilder.AdvanceVertex();
color -= colorStep;
if ( color < 0 )
color = 0;
xx += w/numBands;
}
meshBuilder.End();
pMesh->Draw();
// blue band
color = color1;
y += h;
xx = x;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, numBands );
for ( int i=0; i<numBands+1; i++ )
{
meshBuilder.Position3f( xx, y, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color3ub( 0, 0, color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx+w/numBands, y, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color3ub( 0, 0, color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx+w/numBands, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
meshBuilder.Color3ub( 0, 0, color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xx, y+h, 0.0f );
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.Color3ub( 0, 0, color );
meshBuilder.AdvanceVertex();
color -= colorStep;
if ( color < 0 )
color = 0;
xx += w/numBands;
}
meshBuilder.End();
pMesh->Draw();
}
#endif
//-----------------------------------------------------------------------------
// Draws all the debugging info
//-----------------------------------------------------------------------------
void CDebugViewRender::Draw3DDebuggingInfo( const CViewSetup &view )
{
VPROF("CViewRender::Draw3DDebuggingInfo");
// Draw 3d overlays
render->Draw3DDebugOverlays();
// Draw the line file used for debugging leaks
render->DrawLineFile();
}
//-----------------------------------------------------------------------------
// Draws all the debugging info
//-----------------------------------------------------------------------------
void CDebugViewRender::Draw2DDebuggingInfo( const CViewSetup &view )
{
if ( IsX360() && IsRetail() )
return;
// HDRFIXME: Assert NULL rendertarget
if ( mat_yuv.GetInt() && (engine->GetDXSupportLevel() >= 80) )
{
IMaterial *pMaterial;
pMaterial = materials->FindMaterial( "debug/yuv", TEXTURE_GROUP_OTHER, true );
if( !IsErrorMaterial( pMaterial ) )
{
pMaterial->IncrementReferenceCount();
DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height );
pMaterial->DecrementReferenceCount();
}
}
if ( mat_hsv.GetInt() && (engine->GetDXSupportLevel() >= 90) )
{
IMaterial *pMaterial;
pMaterial = materials->FindMaterial( "debug/hsv", TEXTURE_GROUP_OTHER, true );
if( !IsErrorMaterial( pMaterial ) )
{
pMaterial->IncrementReferenceCount();
DrawScreenEffectMaterial( pMaterial, view.x, view.y, view.width, view.height );
pMaterial->DecrementReferenceCount();
}
}
// Draw debugging lightmaps
if ( mat_showlightmappage.GetInt() != -1 )
{
CLightmapDebugView clientView( assert_cast<CViewRender *>( ::view ) );
clientView.Setup( view );
clientView.Draw();
}
if ( cl_drawshadowtexture.GetInt() )
{
int nSize = cl_shadowtextureoverlaysize.GetInt();
g_pClientShadowMgr->RenderShadowTexture( nSize, nSize );
}
const char *pDrawMaterial = cl_drawmaterial.GetString();
if ( pDrawMaterial && pDrawMaterial[0] )
{
RenderMaterial( pDrawMaterial );
}
if ( mat_showwatertextures.GetBool() )
{
OverlayWaterTextures();
}
if ( mat_showcamerarendertarget.GetBool() )
{
#ifdef MAPBASE
float w = mat_camerarendertargetoverlaysize.GetFloat();
float h = mat_camerarendertargetoverlaysize.GetFloat();
#else
float w = mat_wateroverlaysize.GetFloat();
float h = mat_wateroverlaysize.GetFloat();
#endif
#ifdef PORTAL
g_pPortalRender->OverlayPortalRenderTargets( w, h );
#else
#ifdef MAPBASE
int iCameraNum = mat_showcamerarendertarget.GetInt();
if (iCameraNum == 1) // Display the default camera
{
OverlayCameraRenderTarget( "debug/debugcamerarendertarget", 0, 0, w, h );
}
else if (mat_showcamerarendertarget_all.GetBool()) // Display all cameras
{
OverlayCameraRenderTarget( "debug/debugcamerarendertarget", 0, 0, w, h );
// Already showed one camera
iCameraNum--;
// Show Mapbase's cameras
char szTextureName[48];
for (int i = 0; i < iCameraNum; i++)
{
V_snprintf( szTextureName, sizeof( szTextureName ), "debug/debugcamerarendertarget_camera%i", i );
// Show them vertically if the cvar is set to 2
if (mat_showcamerarendertarget_all.GetInt() == 2)
OverlayCameraRenderTarget( szTextureName, 0, h * (i + 1), w, h );
else
OverlayCameraRenderTarget( szTextureName, w * (i + 1), 0, w, h );
}
}
else // Display one of the new cameras
{
OverlayCameraRenderTarget( VarArgs( "debug/debugcamerarendertarget_camera%i", iCameraNum-2 ), 0, 0, w, h );
}
#else
OverlayCameraRenderTarget( "debug/debugcamerarendertarget", 0, 0, w, h );
#endif
#endif
}
if ( mat_showframebuffertexture.GetBool() )
{
// HDRFIXME: Get rid of these rendertarget sets assuming that the assert at the top of this function is true.
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->PushRenderTargetAndViewport( NULL );
OverlayFrameBufferTexture( 0 );
OverlayFrameBufferTexture( 1 );
pRenderContext->PopRenderTargetAndViewport( );
}
const char *pDrawTexture = mat_drawTexture.GetString();
if ( pDrawTexture && pDrawTexture[0] )
{
OverlayShowTexture( pDrawTexture, mat_drawTextureScale.GetFloat() );
}
#ifdef _X360
if ( mat_drawColorRamp.GetBool() )
{
OverlayColorRamp( mat_drawColorRamp.GetInt() == 2 );
}
#endif
if ( r_flashlightdrawdepth.GetBool() )
{
shadowmgr->DrawFlashlightDepthTexture( );
}
}
//-----------------------------------------------------------------------------
// A console command allowing you to draw a material as an overlay
//-----------------------------------------------------------------------------
CON_COMMAND_F( r_screenoverlay, "Draw specified material as an overlay", FCVAR_CHEAT|FCVAR_SERVER_CAN_EXECUTE )
{
if( args.ArgC() == 2 )
{
if ( !Q_stricmp( "off", args[1] ) )
{
view->SetScreenOverlayMaterial( NULL );
}
else
{
IMaterial *pMaterial = materials->FindMaterial( args[1], TEXTURE_GROUP_OTHER, false );
if ( !IsErrorMaterial( pMaterial ) )
{
view->SetScreenOverlayMaterial( pMaterial );
}
else
{
view->SetScreenOverlayMaterial( NULL );
}
}
}
else
{
IMaterial *pMaterial = view->GetScreenOverlayMaterial();
Warning( "r_screenoverlay: %s\n", pMaterial ? pMaterial->GetName() : "off" );
}
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// The same as above, but using the new indexed overlays
//-----------------------------------------------------------------------------
CON_COMMAND_F( r_screenoverlay_indexed, "Draw specified material as an overlay in the specified index", FCVAR_CHEAT|FCVAR_SERVER_CAN_EXECUTE )
{
if( args.ArgC() == 3 )
{
int index = atoi( args[1] );
if (index < 0 || index >= MAX_SCREEN_OVERLAYS)
{
Warning( "r_screenoverlay_indexed: '%i' is out of range (should be 0-9)\n", index );
return;
}
if ( !Q_stricmp( "off", args[2] ) )
{
view->SetIndexedScreenOverlayMaterial( index, NULL );
}
else
{
IMaterial *pMaterial = materials->FindMaterial( args[2], TEXTURE_GROUP_OTHER, false );
if ( !IsErrorMaterial( pMaterial ) )
{
view->SetIndexedScreenOverlayMaterial( index, pMaterial );
}
else
{
view->SetIndexedScreenOverlayMaterial( index, NULL );
}
}
}
else if ( args.ArgC() == 2 )
{
int index = atoi( args[1] );
if (index < 0 || index >= MAX_SCREEN_OVERLAYS)
{
Warning( "r_screenoverlay_indexed: '%i' is out of range (should be 0-9)\n", index );
return;
}
IMaterial *pMaterial = view->GetIndexedScreenOverlayMaterial( index );
Warning( "r_screenoverlay_indexed %i: %s\n", index, pMaterial ? pMaterial->GetName() : "off" );
}
else
{
Warning( "Format: r_screenoverlay_indexed <index> [<material>]\n" );
}
}
#endif
// Used to verify frame syncing.
void CDebugViewRender::GenerateOverdrawForTesting()
{
if ( IsX360() )
return;
if ( !cl_overdraw_test.GetInt() )
return;
for ( int i=0; i < 40; i++ )
{
g_SmokeFogOverlayAlpha = 20 / 255.0;
DrawSmokeFogOverlay();
}
g_SmokeFogOverlayAlpha = 0;
}