//----------------------------------------------------------------------------- // Purpose: // Input : flags - // Output : int //----------------------------------------------------------------------------- int CSprite::DrawModel( int flags, const RenderableInstance_t &instance ) { VPROF_BUDGET( "CSprite::DrawModel", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); //See if we should draw if ( !IsVisible() || ( m_bReadyToDraw == false ) ) return 0; // Tracker 16432: If rendering a savegame screenshot then don't draw sprites // who have viewmodels as their moveparent if ( g_bRenderingScreenshot || !r_drawviewmodel.GetBool() ) { C_BaseViewModel *vm = ToBaseViewModel( GetMoveParent() ); if ( vm ) { return 0; } } //Must be a sprite if ( modelinfo->GetModelType( GetModel() ) != mod_sprite ) { const char *modelName = modelinfo->GetModelName( GetModel() ); char msg[256]; V_snprintf( msg, 256, "Sprite %d has non-mod_sprite model %s (type %d)\n", entindex(), modelName, modelinfo->GetModelType( GetModel() ) ); AssertMsgOnce( 0, msg ); return 0; } float renderscale = GetRenderScale(); if ( m_bWorldSpaceScale ) { CEngineSprite *psprite = ( CEngineSprite * )modelinfo->GetModelExtraData( GetModel() ); float flMinSize = MIN( psprite->GetWidth(), psprite->GetHeight() ); renderscale /= flMinSize; } //Draw it int drawn = DrawSprite( this, GetModel(), GetAbsOrigin(), GetAbsAngles(), m_flFrame, // sprite frame to render m_hAttachedToEntity, // attach to m_nAttachment, // attachment point GetRenderMode(), // rendermode GetRenderFX(), (float)( GetRenderBrightness() * instance.m_nAlpha ) * ( 1.0f / 255.0f ) + 0.5f, // alpha GetRenderColorR(), GetRenderColorG(), GetRenderColorB(), renderscale, // sprite scale GetHDRColorScale() // HDR Color Scale ); return drawn; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CSprite::GetToolRecordingState( KeyValues *msg ) { if ( !ToolsEnabled() ) return; VPROF_BUDGET( "CSprite::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS ); BaseClass::GetToolRecordingState( msg ); // Use attachment point if ( m_hAttachedToEntity ) { C_BaseEntity *ent = m_hAttachedToEntity->GetBaseEntity(); if ( ent ) { BaseEntityRecordingState_t *pState = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" ); // override position if we're driven by an attachment QAngle temp; pState->m_vecRenderOrigin = GetAbsOrigin(); ent->GetAttachment( m_nAttachment, pState->m_vecRenderOrigin, temp ); // override viewmodel if we're driven by an attachment bool bViewModel = ToBaseViewModel( ent ) != NULL; msg->SetInt( "viewmodel", bViewModel ); } } float renderscale = GetRenderScale(); if ( m_bWorldSpaceScale ) { CEngineSprite *psprite = ( CEngineSprite * )modelinfo->GetModelExtraData( GetModel() ); float flMinSize = MIN( psprite->GetWidth(), psprite->GetHeight() ); renderscale /= flMinSize; } color24 c = GetRenderColor(); // sprite params static SpriteRecordingState_t state; state.m_flRenderScale = renderscale; state.m_flFrame = m_flFrame; state.m_flProxyRadius = m_flGlowProxySize; state.m_nRenderMode = GetRenderMode(); state.m_nRenderFX = GetRenderFX() ? true : false; state.m_Color.SetColor( c.r, c.g, c.b, GetRenderBrightness() ); msg->SetPtr( "sprite", &state ); }
//----------------------------------------------------------------------------- // Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried // by this player, otherwise draw the worldmodel. //----------------------------------------------------------------------------- int C_BaseViewModel::DrawModel( int flags, const RenderableInstance_t &instance ) { if ( !m_bReadyToDraw ) return 0; if ( flags & STUDIO_RENDER ) { // Determine blending amount and tell engine float blend = (float)( instance.m_nAlpha / 255.0f ); // Totally gone if ( blend <= 0.0f ) return 0; // Tell engine render->SetBlend( blend ); float color[3]; GetColorModulation( color ); render->SetColorModulation( color ); } CMatRenderContextPtr pRenderContext( materials ); if ( ShouldFlipViewModel() ) pRenderContext->CullMode( MATERIAL_CULLMODE_CW ); int ret = 0; C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); C_BaseCombatWeapon *pWeapon = GetOwningWeapon(); // If the local player's overriding the viewmodel rendering, let him do it if ( pPlayer && pPlayer->IsOverridingViewmodel() ) { ret = pPlayer->DrawOverriddenViewmodel( this, flags, instance ); } else if ( pWeapon && pWeapon->IsOverridingViewmodel() ) { ret = pWeapon->DrawOverriddenViewmodel( this, flags, instance ); } else { ret = BaseClass::DrawModel( flags, instance ); } pRenderContext->CullMode( MATERIAL_CULLMODE_CCW ); // Now that we've rendered, reset the animation restart flag if ( flags & STUDIO_RENDER ) { if ( m_nOldAnimationParity != m_nAnimationParity ) { m_nOldAnimationParity = m_nAnimationParity; } // Tell the weapon itself that we've rendered, in case it wants to do something if ( pWeapon ) { pWeapon->ViewModelDrawn( this ); } if ( vm_debug.GetBool() ) { MDLCACHE_CRITICAL_SECTION(); int line = 16; CStudioHdr *hdr = GetModelPtr(); engine->Con_NPrintf( line++, "%s: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n", (hdr)?hdr->pszName():"(null)", GetSequenceName( GetSequence() ), GetSequence(), GetCycle(), GetSequenceCycleRate( hdr, GetSequence() ), GetPlaybackRate() ); if ( hdr ) { for( int i=0; i < hdr->GetNumPoseParameters(); ++i ) { const mstudioposeparamdesc_t &Pose = hdr->pPoseParameter( i ); engine->Con_NPrintf( line++, "pose_param %s: %f", Pose.pszName(), GetPoseParameter( i ) ); } } // Determine blending amount and tell engine float blend = (float)( instance.m_nAlpha / 255.0f ); float color[3]; GetColorModulation( color ); engine->Con_NPrintf( line++, "blend=%f, color=%f,%f,%f", blend, color[0], color[1], color[2] ); engine->Con_NPrintf( line++, "GetRenderMode()=%d", GetRenderMode() ); engine->Con_NPrintf( line++, "m_nRenderFX=0x%8.8X", GetRenderFX() ); color24 c = GetRenderColor(); unsigned char a = GetRenderAlpha(); engine->Con_NPrintf( line++, "rendercolor=%d,%d,%d,%d", c.r, c.g, c.b, a ); engine->Con_NPrintf( line++, "origin=%f, %f, %f", GetRenderOrigin().x, GetRenderOrigin().y, GetRenderOrigin().z ); engine->Con_NPrintf( line++, "angles=%f, %f, %f", GetRenderAngles()[0], GetRenderAngles()[1], GetRenderAngles()[2] ); if ( IsEffectActive( EF_NODRAW ) ) { engine->Con_NPrintf( line++, "EF_NODRAW" ); } } } return ret; }