Ejemplo n.º 1
0
// A utility function to determine if we are running as part of game ui base mod panel
inline bool IsPartOfGameUiBaseModPanel()
{
	BaseModUI::CBaseModPanel *pPanel = BaseModUI::CBaseModPanel::GetSingletonPtr();
	if ( !pPanel )
		return false;

	return pPanel->IsVisible();
}
Ejemplo n.º 2
0
void CViewRender::Render( vrect_t *rect )
{
	VPROF_BUDGET( "CViewRender::Render", "CViewRender::Render" );

	m_bAllowViewAccess = true;

	CUtlVector< vgui::Panel * > roots;
	VGui_GetPanelList( roots );

	// Stub out the material system if necessary.
	CMatStubHandler matStub;
	engine->EngineStats_BeginFrame();

	// Assume normal vis
	m_bForceNoVis			= false;

	float flViewportScale = mat_viewportscale.GetFloat();

	vrect_t engineRect = *rect;

	// The tool framework wants to adjust the entire 3d viewport, not the per-split screen one from below
	ToolFramework_AdjustEngineViewport( engineRect.x, engineRect.y, engineRect.width, engineRect.height );

	IterateRemoteSplitScreenViewSlots_Push( true );
	FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
	{
		ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );

		CViewSetup &view = GetView( hh );

		float engineAspectRatio = engine->GetScreenAspectRatio( view.width, view.height );

		Assert( s_DbgSetupOrigin[ hh ] == view.origin );
		Assert( s_DbgSetupAngles[ hh ] == view.angles );

		// Using this API gives us a chance to "inset" the 3d views as needed for splitscreen
		int insetX, insetY;
		VGui_GetEngineRenderBounds( hh, view.x, view.y, view.width, view.height, insetX, insetY );
			
		float aspectRatio = engineAspectRatio * 0.75f;	 // / (4/3)
		view.fov = ScaleFOVByWidthRatio( view.fov,  aspectRatio );
		view.fovViewmodel = ScaleFOVByWidthRatio( view.fovViewmodel, aspectRatio );

		// Let the client mode hook stuff.
		GetClientMode()->PreRender( &view );
		GetClientMode()->AdjustEngineViewport( view.x, view.y, view.width, view.height );

		view.width *= flViewportScale;
		view.height *= flViewportScale;
		if ( IsX360() )
		{
			// view must be compliant to resolve restrictions
			view.width = AlignValue( view.width, GPU_RESOLVE_ALIGNMENT );
			view.height = AlignValue( view.height, GPU_RESOLVE_ALIGNMENT );
		}

		view.m_flAspectRatio = ( engineAspectRatio > 0.0f ) ? engineAspectRatio : ( (float)view.width / (float)view.height );

		int nClearFlags = VIEW_CLEAR_DEPTH | VIEW_CLEAR_STENCIL;

		if ( gl_clear_randomcolor.GetBool() )
		{
			CMatRenderContextPtr pRenderContext( materials );
			pRenderContext->ClearColor3ub( rand()%256, rand()%256, rand()%256 );
			pRenderContext->ClearBuffers( true, false, false );
			pRenderContext->Release();
		}
		else if ( gl_clear.GetBool() )
		{
			nClearFlags |= VIEW_CLEAR_COLOR;
		}

		// Determine if we should draw view model ( client mode override )
		bool drawViewModel = GetClientMode()->ShouldDrawViewModel();
		// Apply any player specific overrides
		C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
		if ( pPlayer )
		{
			// Override view model if necessary
			if ( !pPlayer->m_Local.m_bDrawViewmodel )
			{
				drawViewModel = false;
			}
		}

		if ( cl_leveloverview.GetFloat() > 0 )
		{
			SetUpOverView();		
			nClearFlags |= VIEW_CLEAR_COLOR;
			drawViewModel = false;
		}

		render->SetMainView( view.origin, view.angles );

		int flags = (pPlayer == NULL) ? 0 : RENDERVIEW_DRAWHUD;
		if ( drawViewModel )
		{
			flags |= RENDERVIEW_DRAWVIEWMODEL;
		}

		// This is the hook for per-split screen player views
		C_BaseEntity::PreRenderEntities( hh );

		if ( ( ss_debug_draw_player.GetInt() < 0 ) || ( hh == ss_debug_draw_player.GetInt() ) )
		{
			CViewSetup hudViewSetup;
			VGui_GetHudBounds( hh, hudViewSetup.x, hudViewSetup.y, hudViewSetup.width, hudViewSetup.height );
			RenderView( view, hudViewSetup, nClearFlags, flags );
		}

		GetClientMode()->PostRender();
	}
	IterateRemoteSplitScreenViewSlots_Pop();

	engine->EngineStats_EndFrame();

#if !defined( _X360 )
	// Stop stubbing the material system so we can see the budget panel
	matStub.End();
#endif

	// Render the new-style embedded UI
	// TODO: when embedded UI will be used for HUD, we will need it to maintain
	// a separate screen for HUD and a separate screen stack for pause menu & main menu.
	// for now only render embedded UI in pause menu & main menu
#if defined( GAMEUI_UISYSTEM2_ENABLED ) && 0
	BaseModUI::CBaseModPanel *pBaseModPanel = BaseModUI::CBaseModPanel::GetSingletonPtr();
	// render the new-style embedded UI only if base mod panel is not visible (game-hud)
	// otherwise base mod panel will render the embedded UI on top of video/productscreen
	if ( !pBaseModPanel || !pBaseModPanel->IsVisible() )
	{
		Rect_t uiViewport;
		uiViewport.x		= rect->x;
		uiViewport.y		= rect->y;
		uiViewport.width	= rect->width;
		uiViewport.height	= rect->height;
		g_pGameUIGameSystem->Render( uiViewport, gpGlobals->curtime );
	}
#endif

	// Draw all of the UI stuff "fullscreen"
	if ( true ) // For PIXEVENT
	{
		#if PIX_ENABLE
		{
			CMatRenderContextPtr pRenderContext( materials );
			PIXEVENT( pRenderContext, "VGui UI" );
		}
		#endif

		CViewSetup view2d;
		view2d.x				= rect->x;
		view2d.y				= rect->y;
		view2d.width			= rect->width;
		view2d.height			= rect->height;
		render->Push2DView( view2d, 0, NULL, GetFrustum() );
		render->VGui_Paint( PAINT_UIPANELS );
		{
			// The engine here is trying to access CurrentView() etc. which is bogus
			ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
			render->PopView( GetFrustum() );
		}
	}

	m_bAllowViewAccess = false;
}