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Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/view_scene.cpp

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#include "ienginevgui.h" #include "datacache/imdlcache.h" #include "ScreenSpaceEffects.h" #if defined( HL2_CLIENT_DLL ) || defined( CSTRIKE_DLL ) #define USE_MONITORS #endif // GR #include "rendertexture.h"
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#include "ienginevgui.h" #include "datacache/imdlcache.h" #include "ScreenSpaceEffects.h" #include "ff_vieweffects.h" static ConVar ffdev_showrenderbounds("ffdev_showrenderbounds", "0", FCVAR_FF_FFDEV_CLIENT); // Bug #0000385: point_camera & func_monitor in-titties // Allways USE_MONITORS //#if defined( HL2_CLIENT_DLL ) || defined( CSTRIKE_DLL ) #define USE_MONITORS //#endif // GR #include "rendertexture.h"
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//----------------------------------------------------------------------------- static ConVar cl_maxrenderable_dist("cl_maxrenderable_dist", "3000", FCVAR_CHEAT, "Max distance from the camera at which things will be rendered" ); ConVar r_updaterefracttexture( "r_updaterefracttexture", "1" ); ConVar r_entityclips( "r_entityclips", "1" ); //FIXME: Nvidia drivers before 81.94 on cards that support user clip planes will have problems with this, require driver update? Detect and disable?
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//----------------------------------------------------------------------------- static ConVar cl_maxrenderable_dist("cl_maxrenderable_dist", "3000", FCVAR_CHEAT, "Max distance from the camera at which things will be rendered" ); ConVar r_updaterefracttexture( "r_updaterefracttexture", "1", FCVAR_CHEAT ); // Jiggles: Made this a cheat so players can't disable the Spy cloak ConVar r_entityclips( "r_entityclips", "1" ); //FIXME: Nvidia drivers before 81.94 on cards that support user clip planes will have problems with this, require driver update? Detect and disable?
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// Matches the version in the engine static ConVar r_drawopaqueworld( "r_drawopaqueworld", "1", FCVAR_CHEAT ); static ConVar r_drawtranslucentworld( "r_drawtranslucentworld", "1", FCVAR_CHEAT ); static ConVar r_3dsky( "r_3dsky","1", 0, "Enable the rendering of 3d sky boxes" ); static ConVar r_skybox( "r_skybox","1", FCVAR_CHEAT, "Enable the rendering of sky boxes" ); ConVar r_drawviewmodel( "r_drawviewmodel","1", FCVAR_CHEAT ); static ConVar r_drawtranslucentrenderables( "r_drawtranslucentrenderables", "1", FCVAR_CHEAT ); static ConVar r_drawopaquerenderables( "r_drawopaquerenderables", "1", FCVAR_CHEAT );
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// Matches the version in the engine static ConVar r_drawopaqueworld( "r_drawopaqueworld", "1", FCVAR_CHEAT ); static ConVar r_drawtranslucentworld( "r_drawtranslucentworld", "1", FCVAR_CHEAT ); static ConVar r_3dsky( "r_3dsky","1", FCVAR_ARCHIVE, "Enable the rendering of 3d sky boxes" ); static ConVar r_skybox( "r_skybox","1", FCVAR_CHEAT, "Enable the rendering of sky boxes" ); ConVar r_drawviewmodel( "r_drawviewmodel","1", FCVAR_ARCHIVE ); static ConVar r_drawtranslucentrenderables( "r_drawtranslucentrenderables", "1", FCVAR_CHEAT ); static ConVar r_drawopaquerenderables( "r_drawopaquerenderables", "1", FCVAR_CHEAT );
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static ConVar r_debugcheapwater( "r_debugcheapwater", "0", FCVAR_CHEAT ); static ConVar r_waterforceexpensive( "r_waterforceexpensive", "0" ); static ConVar r_waterforcereflectentities( "r_waterforcereflectentities", "0" ); static ConVar r_WaterDrawRefraction( "r_WaterDrawRefraction", "1", 0, "Enable water refraction" ); static ConVar r_WaterDrawReflection( "r_WaterDrawReflection", "1", 0, "Enable water reflection" ); static ConVar r_ForceWaterLeaf( "r_ForceWaterLeaf", "1", 0, "Enable for optimization to water - considers view in leaf under water for purposes of culling" ); static ConVar mat_drawwater( "mat_drawwater", "1", FCVAR_CHEAT ); static ConVar mat_clipz( "mat_clipz", "1" );
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static ConVar r_debugcheapwater( "r_debugcheapwater", "0", FCVAR_CHEAT ); static ConVar r_waterforceexpensive( "r_waterforceexpensive", "0" ); static ConVar r_waterforcereflectentities( "r_waterforcereflectentities", "0" ); static ConVar r_WaterDrawRefraction( "r_WaterDrawRefraction", "1", FCVAR_ARCHIVE, "Enable water refraction" ); static ConVar r_WaterDrawReflection( "r_WaterDrawReflection", "1", FCVAR_ARCHIVE, "Enable water reflection" ); static ConVar r_ForceWaterLeaf( "r_ForceWaterLeaf", "1", 0, "Enable for optimization to water - considers view in leaf under water for purposes of culling" ); static ConVar mat_drawwater( "mat_drawwater", "1", FCVAR_CHEAT ); static ConVar mat_clipz( "mat_clipz", "1" );
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if (twoPass) flags |= STUDIO_TWOPASS; #if 0 Vector mins, maxs; pEnt->GetRenderBounds( mins, maxs ); debugoverlay->AddBoxOverlay( pEnt->GetRenderOrigin(), mins, maxs, pEnt->GetRenderAngles(), 255, 255, 255, 64, 0.01 ); if ( pEnt->GetModel() ) { const char *pName = modelinfo->GetModelName( pEnt->GetModel() ); if ( Q_stricmp( pName, "models/props_c17/tv_monitor01_screen.mdl" ) ) { debugoverlay->AddTextOverlay( pEnt->GetRenderOrigin(), 0.01, pName ); } } #endif
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if (twoPass) flags |= STUDIO_TWOPASS; #if _DEBUG if (ffdev_showrenderbounds.GetBool()) { Vector mins, maxs; pEnt->GetRenderBounds( mins, maxs ); debugoverlay->AddBoxOverlay( pEnt->GetRenderOrigin(), mins, maxs, pEnt->GetRenderAngles(), 255, 255, 255, 64, 0.01 ); if ( pEnt->GetModel() ) { const char *pName = modelinfo->GetModelName( pEnt->GetModel() ); if ( Q_stricmp( pName, "models/props_c17/tv_monitor01_screen.mdl" ) ) { debugoverlay->AddTextOverlay( pEnt->GetRenderOrigin(), 0.01, pName ); } } } #endif
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// Draw the 2D graphics render->Push2DView( view, 0, false, NULL, m_Frustum ); Render2DEffectsPreHUD( view ); if ( whatToDraw & RENDERVIEW_DRAWHUD )
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// Draw the 2D graphics render->Push2DView( view, 0, false, NULL, m_Frustum ); ffvieweffects->Render(VIEWEFFECT_BEFOREHUD, view.width, view.height); // |-- Mirv Render2DEffectsPreHUD( view ); if ( whatToDraw & RENDERVIEW_DRAWHUD )
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// paint the vgui screen VGui_PreRender(); // Make sure the client .dll root panel is at the proper point before doing the "SolveTraverse" calls vgui::VPANEL root = enginevgui->GetPanel( PANEL_CLIENTDLL ); if ( root != 0 )
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// paint the vgui screen VGui_PreRender(); // --> Mirv: // Reduce the depth range so that our hud stuff isn't affected // by the world/viewmodel. materials->DepthRange( 0.0f, 0.1f ); // <-- // Make sure the client .dll root panel is at the proper point before doing the "SolveTraverse" calls vgui::VPANEL root = enginevgui->GetPanel( PANEL_CLIENTDLL ); if ( root != 0 )
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Draw2DDebuggingInfo( view ); m_AnglesHistory[m_AnglesHistoryCounter] = view.angles; m_AnglesHistoryCounter = (m_AnglesHistoryCounter+1) & ANGLESHISTORY_MASK;
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Draw2DDebuggingInfo( view ); ffvieweffects->Render(VIEWEFFECT_AFTERHUD, view.width, view.height); // |-- Mirv m_AnglesHistory[m_AnglesHistoryCounter] = view.angles; m_AnglesHistoryCounter = (m_AnglesHistoryCounter+1) & ANGLESHISTORY_MASK;