//----------------------------------------------------------------------------- // Purpose: Initializes all view systems //----------------------------------------------------------------------------- void CViewRender::Init( void ) { memset( &m_PitchDrift, 0, sizeof( m_PitchDrift ) ); m_bDrawOverlay = false; m_pDrawEntities = cvar->FindVar( "r_drawentities" ); m_pDrawBrushModels = cvar->FindVar( "r_drawbrushmodels" ); beams->InitBeams(); tempents->Init(); m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER ); m_ModulateSingleColor.Init( "engine/modulatesinglecolor", TEXTURE_GROUP_OTHER ); extern CMaterialReference g_material_WriteZ; g_material_WriteZ.Init( "engine/writez", TEXTURE_GROUP_OTHER ); // FIXME: QAngle angles; engine->GetViewAngles( angles ); AngleVectors( angles, &m_vecLastFacing ); #if defined( REPLAY_ENABLED ) m_pReplayScreenshotTaker = NULL; #endif #if defined( CSTRIKE_DLL ) m_flLastFOV = default_fov.GetFloat(); #endif }
void C_VGuiScreen::OnDataChanged( DataUpdateType_t type ) { BaseClass::OnDataChanged( type ); if ((type == DATA_UPDATE_CREATED) || (m_nPanelName != m_nOldPanelName)) { CreateVguiScreen( PanelName() ); m_nButtonState = 0; } // Set up the overlay material if (m_nOldOverlayMaterial != m_nOverlayMaterial) { m_OverlayMaterial.Shutdown(); const char *pMaterialName = GetMaterialNameFromIndex(m_nOverlayMaterial); if (pMaterialName) { m_OverlayMaterial.Init( pMaterialName, TEXTURE_GROUP_VGUI ); } else { m_OverlayMaterial.Init( m_WriteZMaterial ); } } }
//----------------------------------------------------------------------------- // Purpose: Initializes all view systems //----------------------------------------------------------------------------- void CViewRender::Init( void ) { memset( &m_PitchDrift, 0, sizeof( m_PitchDrift ) ); m_bDrawOverlay = false; m_pDrawEntities = cvar->FindVar( "r_drawentities" ); m_pDrawBrushModels = cvar->FindVar( "r_drawbrushmodels" ); beams->InitBeams(); tempents->Init(); m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER ); m_ModulateSingleColor.Init( "engine/modulatesinglecolor", TEXTURE_GROUP_OTHER ); m_WhiteMaterial.Init( "vgui/white", TEXTURE_GROUP_OTHER ); extern CMaterialReference g_material_WriteZ; g_material_WriteZ.Init( "engine/writez", TEXTURE_GROUP_OTHER ); for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS ; ++i ) { g_vecRenderOrigin[ i ].Init(); g_vecRenderAngles[ i ].Init(); g_vecPrevRenderOrigin[ i ].Init(); g_vecPrevRenderAngles[ i ].Init(); g_vecVForward[ i ].Init(); g_vecVRight[ i ].Init(); g_vecVUp[ i ].Init(); g_matCamInverse[ i ].Identity(); } }
void C_Prop_Hallucination::Spawn( void ) { if( !sm_OcclusionProxyMaterial.IsValid() ) { sm_OcclusionProxyMaterial.Init( "engine/occlusionproxy", TEXTURE_GROUP_CLIENT_EFFECTS ); } BaseClass::Spawn(); }
//----------------------------------------------------------------------------- // Purpose: Initializes all view systems //----------------------------------------------------------------------------- void CViewRender::Init( void ) { memset( &m_PitchDrift, 0, sizeof( m_PitchDrift ) ); m_bDrawOverlay = false; m_pDrawEntities = cvar->FindVar( "r_drawentities" ); m_pDrawBrushModels = cvar->FindVar( "r_drawbrushmodels" ); beams->InitBeams(); tempents->Init(); m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER ); m_ModulateSingleColor.Init( "engine/modulatesinglecolor", TEXTURE_GROUP_OTHER ); extern CMaterialReference g_material_WriteZ; g_material_WriteZ.Init( "engine/writez", TEXTURE_GROUP_OTHER ); // FIXME: QAngle angles; engine->GetViewAngles( angles ); AngleVectors( angles, &m_vecLastFacing ); #if defined( REPLAY_ENABLED ) m_pReplayScreenshotTaker = NULL; #endif #if defined( CSTRIKE_DLL ) m_flLastFOV = default_fov.GetFloat(); #endif ITexture *depthOld = materials->FindTexture("_rt_FullFrameDepth", TEXTURE_GROUP_RENDER_TARGET); static int flags = TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_DEPTHRENDERTARGET; if (depthOld) flags = depthOld->GetFlags(); int iW, iH; materials->GetBackBufferDimensions(iW, iH); materials->BeginRenderTargetAllocation(); materials->CreateNamedRenderTargetTextureEx( "_rt_FullFrameDepth_Alt", iW, iH, RT_SIZE_NO_CHANGE, IMAGE_FORMAT_A8, MATERIAL_RT_DEPTH_NONE, flags, 0); materials->EndRenderTargetAllocation(); }
//----------------------------------------------------------------------------- // Creates, destroys a test material //----------------------------------------------------------------------------- void CMaterialSystemTestApp::CreateWireframeMaterial() { KeyValues *pVMTKeyValues = new KeyValues( "Wireframe" ); pVMTKeyValues->SetInt( "$vertexcolor", 1 ); pVMTKeyValues->SetInt( "$nocull", 1 ); pVMTKeyValues->SetInt( "$ignorez", 1 ); m_pMaterial.Init( "__test", pVMTKeyValues ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_WeaponCombat_ChargeablePlasma::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType ); switch( updateType ) { case DATA_UPDATE_CREATED: // So we can update our lights if ( GetTeamNumber() == 1 ) m_hMaterial.Init( "sprites/chargeball_team1" ); else m_hMaterial.Init( "sprites/chargeball_team2" ); break; case DATA_UPDATE_DATATABLE_CHANGED: if ( m_bCharging != m_bLastCharging ) { if ( m_bCharging ) { StartCharging(); } else { StopCharging(); } } break; }; if (WeaponState() == WEAPON_IS_ACTIVE) { // Start thinking so we can manipulate the light SetNextClientThink( CLIENT_THINK_ALWAYS ); } else { SetNextClientThink( CLIENT_THINK_NEVER ); } }
//----------------------------------------------------------------------------- // Purpose: Initializes all view systems //----------------------------------------------------------------------------- void CViewRender::Init( void ) { memset( &m_PitchDrift, 0, sizeof( m_PitchDrift ) ); m_bDrawOverlay = false; m_pDrawEntities = cvar->FindVar( "r_drawentities" ); m_pDrawBrushModels = cvar->FindVar( "r_drawbrushmodels" ); beams->InitBeams(); tempents->Init(); m_TranslucentSingleColor.Init( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER ); m_ModulateSingleColor.Init( "engine/modulatesinglecolor", TEXTURE_GROUP_OTHER ); extern CMaterialReference g_material_WriteZ; g_material_WriteZ.Init( "engine/writez", TEXTURE_GROUP_OTHER ); // FIXME: QAngle angles; engine->GetViewAngles( angles ); AngleVectors( angles, &m_vecLastFacing ); }
void CMiniViewportEngineRenderArea::InitSceneMaterials() { if ( m_ScreenBuffer ) return; if ( g_pMaterialSystem->IsTextureLoaded( "_rt_LayoffResult" ) ) { ITexture *pTexture = g_pMaterialSystem->FindTexture( "_rt_LayoffResult", TEXTURE_GROUP_RENDER_TARGET ); m_ScreenBuffer.Init( pTexture ); } else { // For now, layoff dimensions match aspect of back buffer int nBackBufferWidth, nBackBufferHeight; g_pMaterialSystem->GetBackBufferDimensions( nBackBufferWidth, nBackBufferHeight ); float flAspect = nBackBufferWidth / (float)nBackBufferHeight; int nPreviewWidth = min( DEFAULT_PREVIEW_WIDTH, nBackBufferWidth ); int nPreviewHeight = ( int )( nPreviewWidth / flAspect + 0.5f ); g_pMaterialSystem->BeginRenderTargetAllocation(); // Begin allocating RTs which IFM can scribble into // LDR final result of either HDR or LDR rendering m_ScreenBuffer.Init( g_pMaterialSystem->CreateNamedRenderTargetTextureEx2( "_rt_LayoffResult", nPreviewWidth, nPreviewHeight, RT_SIZE_OFFSCREEN, g_pMaterialSystem->GetBackBufferFormat(), MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_BORDER ) ); g_pMaterialSystem->EndRenderTargetAllocation(); // End allocating RTs which IFM can scribble into } KeyValues *pVMTKeyValues = NULL; pVMTKeyValues= new KeyValues( "UnlitGeneric" ); pVMTKeyValues->SetString( "$basetexture", m_ScreenBuffer->GetName() ); pVMTKeyValues->SetInt( "$nofog", 1 ); m_ScreenMaterial.Init( "MiniViewportEngineRenderAreaSceneMaterial", pVMTKeyValues ); m_ScreenMaterial->Refresh(); }
int CBulletManager::CBullet::DrawModel( int flags ) { if (m_flCurrAlpha < 0) return 0; if (flags & STUDIO_SHADOWDEPTHTEXTURE) return 0; #ifdef __linux__ return 0; #endif if (!g_hBulletStreak.IsValid()) g_hBulletStreak.Init( "effects/tracer1.vmt", TEXTURE_GROUP_OTHER ); float flAlpha = 150.5f/255.0f * m_flCurrAlpha; Vector vecRight = Vector(0, 0, 1).Cross(m_vecDirection).Normalized(); Vector vecCross1 = (Vector(0, 0, 1) + vecRight).Normalized(); Vector vecCross2 = (Vector(0, 0, 1) - vecRight).Normalized(); CMeshBuilder meshBuilder; CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( g_hBulletStreak ); IMesh* pMesh = pRenderContext->GetDynamicMesh(); meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); DrawCross(meshBuilder, GetRenderOrigin(), vecCross1, m_vecDirection, flAlpha); DrawCross(meshBuilder, GetRenderOrigin(), vecCross2, m_vecDirection, flAlpha); meshBuilder.End(false, true); return 1; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMiniViewportEngineRenderArea::ShutdownSceneMaterials() { m_ScreenBuffer.Shutdown(); m_ScreenMaterial.Shutdown(); }
//----------------------------------------------------------------------------- // Called when the layoff texture needs to be released //----------------------------------------------------------------------------- void CMiniViewportEngineRenderArea::ReleaseLayoffTexture() { m_ScreenBuffer.Shutdown(); m_ScreenMaterial.Shutdown(); }
void CMaterialSystemTestApp::DestroyMaterial() { m_pMaterial.Shutdown(); }
int CBaseGrenadeProjectile::DrawModel( int flags ) { // During the first half-second of our life, don't draw ourselves if he's // still playing his throw animation. // (better yet, we could draw ourselves in his hand). if ( GetThrower() != C_BasePlayer::GetLocalPlayer() ) { if ( gpGlobals->curtime - m_flSpawnTime < 0.5 ) { //Tony; FIXME! // C_SDKPlayer *pPlayer = dynamic_cast<C_SDKPlayer*>( GetThrower() ); // if ( pPlayer && pPlayer->m_PlayerAnimState->IsThrowingGrenade() ) // { // return 0; // } } } if (!g_hGrenadeArrow.IsValid()) g_hGrenadeArrow.Init( "particle/grenadearrow.vmt", TEXTURE_GROUP_OTHER ); int iReturn = BaseClass::DrawModel(flags); C_SDKPlayer* pLocalPlayer = C_SDKPlayer::GetLocalSDKPlayer(); if (!pLocalPlayer) return iReturn; if (pLocalPlayer == GetThrower()) return iReturn; float flAppearDistance = 500; float flAppearDistanceSqr = flAppearDistance*flAppearDistance; if ((pLocalPlayer->GetAbsOrigin() - GetAbsOrigin()).LengthSqr() < flAppearDistanceSqr) m_flArrowGoalSize = 20; else m_flArrowGoalSize = 0; float flTime = C_SDKPlayer::GetLocalSDKPlayer()->GetCurrentTime() + m_flArrowSpinOffset; float flFrameTime = gpGlobals->frametime * C_SDKPlayer::GetLocalSDKPlayer()->GetSlowMoMultiplier(); m_flArrowCurSize = Approach(m_flArrowGoalSize, m_flArrowCurSize, flFrameTime*100); if (m_flArrowCurSize == 0) return iReturn; Vector vecViewForward, vecViewRight, vecViewUp; pLocalPlayer->EyeVectors(&vecViewForward, &vecViewRight, &vecViewUp); float flSin = sin(flTime*4); float flCos = cos(flTime*4); Vector vecOrigin = GetAbsOrigin(); Vector vecRight = vecViewRight * flSin + vecViewUp * flCos; Vector vecUp = vecViewRight * -flCos + vecViewUp * flSin; float flSize = m_flArrowCurSize; CMeshBuilder meshBuilder; CMatRenderContextPtr pRenderContext( materials ); IMesh* pMesh = pRenderContext->GetDynamicMesh(); pRenderContext->Bind( g_hGrenadeArrow ); meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); meshBuilder.Color4f( 1, 1, 1, 1 ); meshBuilder.TexCoord2f( 0,0, 0 ); meshBuilder.Position3fv( (vecOrigin + (vecRight * -flSize) + (vecUp * flSize)).Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Color4f( 1, 1, 1, 1 ); meshBuilder.TexCoord2f( 0,1, 0 ); meshBuilder.Position3fv( (vecOrigin + (vecRight * flSize) + (vecUp * flSize)).Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Color4f( 1, 1, 1, 1 ); meshBuilder.TexCoord2f( 0,1, 1 ); meshBuilder.Position3fv( (vecOrigin + (vecRight * flSize) + (vecUp * -flSize)).Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Color4f( 1, 1, 1, 1 ); meshBuilder.TexCoord2f( 0,0, 1 ); meshBuilder.Position3fv( (vecOrigin + (vecRight * -flSize) + (vecUp * -flSize)).Base() ); meshBuilder.AdvanceVertex(); meshBuilder.End(false, true); return iReturn; }
//------------------------------------------------------------------------------ // CExampleEffect shutdown //------------------------------------------------------------------------------ void CExampleEffect::Shutdown( ) { m_Material.Shutdown(); }
void ShaderEditorInterface::OnUpdateSkymask( bool bCombineMode, int x, int y, int w, int h ) { SetFramebufferCopyTexOverride( NULL ); if ( !IsSkymaskAvailable() ) return; //UpdateFramebufferTexture( true ); ITexture *pSkyMask = GetSkymaskTex(); if ( IsErrorTexture( pSkyMask ) ) return; static CMaterialReference pMatSkyDraw = NULL; static CMaterialReference pMatScreenRestore = NULL; static CMaterialReference pMatCombineMasks = NULL; #ifdef SHADER_EDITOR_DLL_2006 pMatSkyDraw = materials->FindMaterial( "postprocessing/skymask_fill_0", TEXTURE_GROUP_OTHER ); pMatCombineMasks = materials->FindMaterial( "postprocessing/skymask_fill_1", TEXTURE_GROUP_OTHER ); pMatScreenRestore = materials->FindMaterial( "postprocessing/fb_restore", TEXTURE_GROUP_OTHER ); #else if ( !pMatSkyDraw ) { pSkyMats[ 0 ] = new KeyValues( "FILL_SKYMASK" ); pSkyMats[ 0 ]->SetInt( "$COMBINEMODE", 0 ); pMatSkyDraw.Init( "__sedit_skyfill", TEXTURE_GROUP_CLIENT_EFFECTS, pSkyMats[ 0 ] ); //pMatSkyDraw->Refresh(); //pKV->Clear(); Assert( pMatSkyDraw ); } if ( !pMatScreenRestore ) { pSkyMats[ 1 ] = new KeyValues( "FULLSCREENQUAD_WRITEA" ); pSkyMats[ 1 ]->SetString( "$BASETEXTURE", GetFBTex()->GetName() ); pSkyMats[ 1 ]->SetInt( "$COMBINEMODE", 0 ); pMatScreenRestore.Init( "__sedit_fbrestore", TEXTURE_GROUP_CLIENT_EFFECTS, pSkyMats[ 1 ] ); //pMatScreenRestore->Refresh(); //pKV->Clear(); Assert( pMatScreenRestore ); } if ( !pMatCombineMasks ) { const char *skymaskname = pSkyMask->GetName(); pSkyMats[ 2 ] = new KeyValues( "FILL_SKYMASK" ); pSkyMats[ 2 ]->SetString( "$BASETEXTURE", skymaskname ); pSkyMats[ 2 ]->SetInt( "$COMBINEMODE", 1 ); pMatCombineMasks.Init( "__sedit_skyfill", TEXTURE_GROUP_CLIENT_EFFECTS, pSkyMats[ 2 ] ); //pMatCombineMasks->Refresh(); //pKV->Clear(); Assert( pMatCombineMasks ); } #endif // _rt_SEdit_Skymask CMatRenderContextPtr pRenderContext( materials ); IMaterial *pOperation = pMatSkyDraw; if ( bCombineMode ) pOperation = pMatCombineMasks; int dest_width = w; int dest_height = h; float src_x1 = w - 1; float src_y1 = h - 1; #ifdef SHADER_EDITOR_DLL_2006 Frustum frustum; CViewSetup setup; setup.angles = _MainView.angles; setup.origin = _MainView.origin; setup.x = _MainView.x; setup.y = _MainView.y; setup.width = _MainView.width; setup.height = _MainView.height; setup.fov = _MainView.fov; setup.context = 0; setup.m_bOrtho = false; setup.m_flAspectRatio = _MainView.m_flAspectRatio; setup.m_vUnreflectedOrigin = setup.origin; render->Push3DView( setup, 0, false, NULL, frustum ); #endif pRenderContext->PushRenderTargetAndViewport( NULL ); //pRenderContext->Viewport( x, y, w, h ); //pRenderContext->DepthRange( 0, 1 ); //MaterialHeightClipMode_t hClipLast = pRenderContext->GetHeightClipMode(); //pRenderContext->SetHeightClipMode( MATERIAL_HEIGHTCLIPMODE_DISABLE ); //const bool bEnableClipping = pRenderContext->EnableClipping( false ); #ifndef SHADER_EDITOR_DLL_2006 UpdateScreenEffectTexture( GetFBTex(), x, y, w, h ); //pRenderContext->CopyRenderTargetToTexture( GetFBTex() ); #endif // do ops pRenderContext->DrawScreenSpaceRectangle( pOperation, x, y, dest_width, dest_height, x, y, src_x1, src_y1, w, h ); // store to mask UpdateScreenEffectTexture( pSkyMask, x, y, w, h, true ); //pRenderContext->CopyRenderTargetToTexture( pSkyMask ); // restore fb #ifndef SHADER_EDITOR_DLL_2006 pRenderContext->DrawScreenSpaceRectangle( pMatScreenRestore, x, y, w, h, x, y, w - 1, h - 1, w, h ); #endif //pRenderContext->EnableClipping( bEnableClipping ); //pRenderContext->SetHeightClipMode( hClipLast ); pRenderContext->PopRenderTargetAndViewport(); #ifdef SHADER_EDITOR_DLL_2006 render->PopView( frustum ); #endif }