Zh/Adding a Dynamic Scope: Difference between revisions

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{{LanguageBar|title = 添加动态狙击镜}}


[[File:Dyscope rest.jpg|right|300px]]
[[File:Dyscope aim.jpg|right|300px]]
这篇文章会创建一个'''动态狙击镜''',它使用一个渲染目标的武器模型得出当前玩家的视角。这些代码可以运行在[[Episode One (engine branch)|半条命2:第一章]]{{en}}的引擎,应该也可以在其他版本引擎工作。
{{note|1=此代码只能渲染模型,如果你想用此代码渲染其他地方(例如:渲染狙击镜的折射),[http://forums.steampowered.com/forums/showthread.php?t=1290970 渲染一个目标]{{en}}。}}
{{note|1=修改过的crossbow模型可以从这里[http://www.jordash.net/downloads/rt_crossbow.rar 下载]。}}
==创建代码==
首先创建两个文件分别命名为tne_RenderTargets.cpp和tne_RenderTargets.h,并添加到cl_dll项目,这些代码能够自定义渲染目标。此外,为了避免未知错误,baseclientrendertargts.cpp(及其头文件)需要添加到cl_dll项目。然而,其他版本的SDK都有这文件。
===tne_RenderTargets.cpp (新文件)===
<source lang=cpp>#include "cbase.h"
#include "tne_RenderTargets.h"
#include "materialsystem\imaterialsystem.h"
#include "rendertexture.h"
ITexture* CTNERenderTargets::CreateScopeTexture( IMaterialSystem* pMaterialSystem )
{
// DevMsg("Creating Scope Render Target: _rt_Scope\n");
return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
"_rt_Scope",
1024, 1024, RT_SIZE_OFFSCREEN,
pMaterialSystem->GetBackBufferFormat(),
MATERIAL_RT_DEPTH_SHARED,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
CREATERENDERTARGETFLAGS_HDR );
 
}
//-----------------------------------------------------------------------------
// Purpose: Called by the engine in material system init and shutdown.
// Clients should override this in their inherited version, but the base
// is to init all standard render targets for use.
// Input  : pMaterialSystem - the engine's material system (our singleton is not yet inited at the time this is called)
// pHardwareConfig - the user hardware config, useful for conditional render target setup
//-----------------------------------------------------------------------------
void CTNERenderTargets::InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig )
{
m_ScopeTexture.Init( CreateScopeTexture( pMaterialSystem ) );
// Water effects & camera from the base class (standard HL2 targets)
BaseClass::InitClientRenderTargets( pMaterialSystem, pHardwareConfig );
}
 
//-----------------------------------------------------------------------------
// Purpose: Shut down each CTextureReference we created in InitClientRenderTargets.
// Called by the engine in material system shutdown.
// Input  :  -
//-----------------------------------------------------------------------------
void CTNERenderTargets::ShutdownClientRenderTargets()
{
m_ScopeTexture.Shutdown();
 
// Clean up standard HL2 RTs (camera and water)
BaseClass::ShutdownClientRenderTargets();
}
//add the interface!
static CTNERenderTargets g_TNERenderTargets;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CTNERenderTargets, IClientRenderTargets, CLIENTRENDERTARGETS_INTERFACE_VERSION, g_TNERenderTargets  );
CTNERenderTargets* TNERenderTargets = &g_TNERenderTargets;</source>
这段代码类似于CBaseClientRenderTargets。CreateScopeTexture()函数在引擎中被InitClientRenderTargets()函数呼应,为了初始化m_ScopeTexture(就是渲染目标贴图),他也呼应ShutdownClientRenderTargets()。
===tne_RenderTargets.h (新文件)===
<source lang=cpp>#ifndef TNERENDERTARGETS_H_
#define TNERENDERTARGETS_H_
#ifdef _WIN32
#pragma once
#endif
#include "baseclientrendertargets.h" // Base class, with interfaces called by engine and inherited members to init common render  targets
// externs
class IMaterialSystem;
class IMaterialSystemHardwareConfig;
class CTNERenderTargets : public CBaseClientRenderTargets
{
// no networked vars
DECLARE_CLASS_GAMEROOT( CTNERenderTargets, CBaseClientRenderTargets );
public:
virtual void InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig );
virtual void ShutdownClientRenderTargets();
ITexture* CreateScopeTexture( IMaterialSystem* pMaterialSystem );
private:
CTextureReference m_ScopeTexture;
};
extern CTNERenderTargets* TNERenderTargets;
#endif //TNERENDERTARGETS_H_</source>
这是头文件,它重写一个虚函数来自CBaseClientRenderTargets。
===rendertexture.cpp===
<source lang=cpp>static CTextureReference s_pScopeTexture;
ITexture *GetScopeTexture( void )
{
if ( !s_pScopeTexture )
{
s_pScopeTexture.Init( materials->FindTexture( "_rt_Scope", TEXTURE_GROUP_RENDER_TARGET ) );
Assert( !IsErrorTexture( s_pScopeTexture ) );
AddReleaseFunc();
}
return s_pScopeTexture;
}</source>
把这段代码放到GetCameraTexture函数附近,它的作用是返回渲染目标贴图。
===rendertexture.h===
<source lang=cpp>ITexture *GetScopeTexture();</source>
把这行代码放到GetCameraTexture之后。
===view.cpp===
<source lang=cpp>
void CViewRender::DrawScope( const CViewSetup &viewSet )
{
C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
if(!localPlayer)
return;
if( !localPlayer->GetActiveWeapon() )
return;
if( !localPlayer->GetActiveWeapon()->GetViewModel() )
return;
//Copy our current View.
CViewSetup scopeView = viewSet;
//Get our camera render target.
ITexture *pRenderTarget = GetScopeTexture();
if( pRenderTarget == NULL )
return;
if( !pRenderTarget->IsRenderTarget() )
Msg(" not a render target");
//Our view information, Origin, View Direction, window size
// location on material, and visual ratios.
scopeView.width = pRenderTarget->GetActualWidth();
scopeView.height = pRenderTarget->GetActualHeight();
scopeView.x = 0;
scopeView.y = 0;
scopeView.fov = localPlayer->GetActiveWeapon()->GetZoomFOV();
scopeView.m_bOrtho = false;
scopeView.m_flAspectRatio = 1.0f;
int nClearFlags = VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR;
bool bDrew3dSkybox = false; // bDrew3dSkybox = true turns the skybox OFF. DO NOT SET IT TO TRUE.
bool bSkyboxVisible = true;
//Set the view up and output the scene to our RenderTarget (Scope Material).
render->Push3DView( scopeView, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, true, pRenderTarget, m_Frustum );
Draw3dSkyboxworld( scopeView, nClearFlags, bDrew3dSkybox, bSkyboxVisible);
ViewDrawScene( bDrew3dSkybox, bSkyboxVisible, scopeView, 0, VIEW_MONITOR );
render->PopView( m_Frustum );
}</source>
这段代码有点像DrawCamera,基本上,它复制当前的视角,分配渲染目标到贴图,然后设置一些基本属性给scopeView例如高度、宽度、位置等等,FOV在这里参考了武器脚本的值。
===viewrender.h===
<source lang=cpp>void DrawScope( const CViewSetup &cameraView );</source>
把这行代码放在DrawCamera之后。
===view_scene.cpp===
<source lang=cpp>//Draw the scope too
if(g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 70 )
{
DrawScope( view );
}</source>
如果你是DirectX 7的显卡它的作用是切出瞄准镜,把这段代码放到RenderViewEx(),在#ifdef USE_MONITORS #endif这块代码之前。
==vmt文件==
创建一个新的vmt文件来创建贴图,并用它来与相关的武器对应。把以下文字放到此文件:
UnlitGeneric
{
$basetexture _rt_Scope
$model 1
}
它创建_rt_Scope贴图并应用于可用的武器,然后把_rt_Scope放到你的武器模型!
== 半条命第二章引擎文件修复 ==
=== viewrender.cpp ===
在viewrender.cpp文件,在DrawMonitors之后,更换DrawScope函数,代替view.cpp。
更换:
<source lang=cpp>
int nClearFlags = VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR;
bool bDrew3dSkybox = false; // bDrew3dSkybox = true turns the skybox OFF. DO NOT SET IT TO TRUE.
bool bSkyboxVisible = true;
//Set the view up and output the scene to our RenderTarget (Scope Material).
render->Push3DView( scopeView, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, true, pRenderTarget, m_Frustum );
Draw3dSkyboxworld( scopeView, nClearFlags, bDrew3dSkybox, bSkyboxVisible);
ViewDrawScene( bDrew3dSkybox, bSkyboxVisible, scopeView, 0, VIEW_MONITOR );
render->PopView( m_Frustum );
</source>
到:
<source lang=cpp>
//Set the view up and output the scene to our RenderTarget (Scope Material).
render->Push3DView( scopeView, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, pRenderTarget, GetFrustum() );
SkyboxVisibility_t nSkyboxVisible = SKYBOX_NOT_VISIBLE;
int ClearFlags = 0;
CSkyboxView *pSkyView = new CSkyboxView( this );
if( pSkyView->Setup( scopeView, &ClearFlags, &nSkyboxVisible ) != false )
AddViewToScene( pSkyView );
SafeRelease( pSkyView );
ViewDrawScene( false, SKYBOX_3DSKYBOX_VISIBLE, scopeView, VIEW_CLEAR_DEPTH, VIEW_MONITOR );
render->PopView( m_Frustum );
</source>
更换:
<source lang=cpp>scopeView.fov = localPlayer->GetActiveWeapon()->GetZoomFOV();</source>
<source lang=cpp>scopeView.fov = 45;</source>
(GetZoomFOV()不是默认浮点函数,它需要C_BaseCombatWeapon的命令才能工作。)
更换viewrender.cpp的末尾'''CViewRender::RenderView'''
<source lang=cpp>
if(g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 70 )
{
DrawScope( view );
}
</source>
右上方
<source lang=cpp>
render->PopView( GetFrustum() );
g_WorldListCache.Flush();
</source>
view_scene.cpp
现在动态狙击镜可以在半条命第二章引擎工作了。
{{ACategory|Weapons programming}}
{{ACategory|Tutorials}}

Latest revision as of 04:01, 12 July 2024

English (en)中文 (zh)Translate (Translate)


Dyscope rest.jpg
Dyscope aim.jpg

这篇文章会创建一个动态狙击镜,它使用一个渲染目标的武器模型得出当前玩家的视角。这些代码可以运行在半条命2:第一章English的引擎,应该也可以在其他版本引擎工作。

Note.png注意:此代码只能渲染模型,如果你想用此代码渲染其他地方(例如:渲染狙击镜的折射),渲染一个目标English
Note.png注意:修改过的crossbow模型可以从这里下载

创建代码

首先创建两个文件分别命名为tne_RenderTargets.cpp和tne_RenderTargets.h,并添加到cl_dll项目,这些代码能够自定义渲染目标。此外,为了避免未知错误,baseclientrendertargts.cpp(及其头文件)需要添加到cl_dll项目。然而,其他版本的SDK都有这文件。

tne_RenderTargets.cpp (新文件)

#include "cbase.h"
#include "tne_RenderTargets.h"
#include "materialsystem\imaterialsystem.h"
#include "rendertexture.h"
 
ITexture* CTNERenderTargets::CreateScopeTexture( IMaterialSystem* pMaterialSystem )
{
//	DevMsg("Creating Scope Render Target: _rt_Scope\n");
	return pMaterialSystem->CreateNamedRenderTargetTextureEx2(
		"_rt_Scope",
		1024, 1024, RT_SIZE_OFFSCREEN,
		pMaterialSystem->GetBackBufferFormat(),
		MATERIAL_RT_DEPTH_SHARED, 
		TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
		CREATERENDERTARGETFLAGS_HDR );
  
}

//-----------------------------------------------------------------------------
// Purpose: Called by the engine in material system init and shutdown.
//			Clients should override this in their inherited version, but the base
//			is to init all standard render targets for use.
// Input  : pMaterialSystem - the engine's material system (our singleton is not yet inited at the time this is called)
//			pHardwareConfig - the user hardware config, useful for conditional render target setup
//-----------------------------------------------------------------------------
void CTNERenderTargets::InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig )
{ 
	m_ScopeTexture.Init( CreateScopeTexture( pMaterialSystem ) ); 

	// Water effects & camera from the base class (standard HL2 targets) 
	BaseClass::InitClientRenderTargets( pMaterialSystem, pHardwareConfig );
}
  
//-----------------------------------------------------------------------------
// Purpose: Shut down each CTextureReference we created in InitClientRenderTargets.
//			Called by the engine in material system shutdown.
// Input  :  - 
//-----------------------------------------------------------------------------
void CTNERenderTargets::ShutdownClientRenderTargets()
{ 
	m_ScopeTexture.Shutdown();
  
	// Clean up standard HL2 RTs (camera and water) 
	BaseClass::ShutdownClientRenderTargets();
}
 
//add the interface!
static CTNERenderTargets g_TNERenderTargets;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CTNERenderTargets, IClientRenderTargets, CLIENTRENDERTARGETS_INTERFACE_VERSION, g_TNERenderTargets  );
CTNERenderTargets* TNERenderTargets = &g_TNERenderTargets;

这段代码类似于CBaseClientRenderTargets。CreateScopeTexture()函数在引擎中被InitClientRenderTargets()函数呼应,为了初始化m_ScopeTexture(就是渲染目标贴图),他也呼应ShutdownClientRenderTargets()。

tne_RenderTargets.h (新文件)

#ifndef TNERENDERTARGETS_H_
#define TNERENDERTARGETS_H_
#ifdef _WIN32
#pragma once
#endif
 
#include "baseclientrendertargets.h" // Base class, with interfaces called by engine and inherited members to init common render   targets
 
// externs
class IMaterialSystem;
class IMaterialSystemHardwareConfig;
 
class CTNERenderTargets : public CBaseClientRenderTargets
{ 
	// no networked vars 
	DECLARE_CLASS_GAMEROOT( CTNERenderTargets, CBaseClientRenderTargets );
public: 
	virtual void InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig );
	virtual void ShutdownClientRenderTargets();
 
	ITexture* CreateScopeTexture( IMaterialSystem* pMaterialSystem );

private:
	CTextureReference		m_ScopeTexture; 
};
 
extern CTNERenderTargets* TNERenderTargets;
 
#endif //TNERENDERTARGETS_H_

这是头文件,它重写一个虚函数来自CBaseClientRenderTargets。

rendertexture.cpp

static CTextureReference s_pScopeTexture;
ITexture *GetScopeTexture( void )
{ 
	if ( !s_pScopeTexture )
	{
		s_pScopeTexture.Init( materials->FindTexture( "_rt_Scope", TEXTURE_GROUP_RENDER_TARGET ) );
		Assert( !IsErrorTexture( s_pScopeTexture ) );
		AddReleaseFunc();
	}
	return s_pScopeTexture;
}

把这段代码放到GetCameraTexture函数附近,它的作用是返回渲染目标贴图。

rendertexture.h

ITexture *GetScopeTexture();

把这行代码放到GetCameraTexture之后。

view.cpp

void CViewRender::DrawScope( const CViewSetup &viewSet )
{
	C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();

	if(!localPlayer)
		return;

	if( !localPlayer->GetActiveWeapon() )
		return;

	if( !localPlayer->GetActiveWeapon()->GetViewModel() )
		return;

	//Copy our current View.
	CViewSetup scopeView = viewSet;

	//Get our camera render target.
	ITexture *pRenderTarget = GetScopeTexture();

	if( pRenderTarget == NULL )
		return;

	if( !pRenderTarget->IsRenderTarget() )
		Msg(" not a render target");

	//Our view information, Origin, View Direction, window size
	//	location on material, and visual ratios.
	scopeView.width = pRenderTarget->GetActualWidth();
	scopeView.height = pRenderTarget->GetActualHeight();
	scopeView.x = 0;
	scopeView.y = 0;
	scopeView.fov = localPlayer->GetActiveWeapon()->GetZoomFOV();
	scopeView.m_bOrtho = false;

	scopeView.m_flAspectRatio = 1.0f;

	int nClearFlags = VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR;
	bool bDrew3dSkybox = false;	// bDrew3dSkybox = true turns the skybox OFF. DO NOT SET IT TO TRUE.
	bool bSkyboxVisible = true;

	//Set the view up and output the scene to our RenderTarget (Scope Material).
	render->Push3DView( scopeView, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, true, pRenderTarget, m_Frustum );
	Draw3dSkyboxworld( scopeView, nClearFlags, bDrew3dSkybox, bSkyboxVisible);
	ViewDrawScene( bDrew3dSkybox, bSkyboxVisible, scopeView, 0, VIEW_MONITOR );
	
	render->PopView( m_Frustum );
}

这段代码有点像DrawCamera,基本上,它复制当前的视角,分配渲染目标到贴图,然后设置一些基本属性给scopeView例如高度、宽度、位置等等,FOV在这里参考了武器脚本的值。

viewrender.h

void	DrawScope( const CViewSetup &cameraView );

把这行代码放在DrawCamera之后。

view_scene.cpp

//Draw the scope too
if(g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 70 )
{
	DrawScope( view );
}

如果你是DirectX 7的显卡它的作用是切出瞄准镜,把这段代码放到RenderViewEx(),在#ifdef USE_MONITORS #endif这块代码之前。

vmt文件

创建一个新的vmt文件来创建贴图,并用它来与相关的武器对应。把以下文字放到此文件:

UnlitGeneric { $basetexture _rt_Scope $model 1 }

它创建_rt_Scope贴图并应用于可用的武器,然后把_rt_Scope放到你的武器模型!

半条命第二章引擎文件修复

viewrender.cpp

在viewrender.cpp文件,在DrawMonitors之后,更换DrawScope函数,代替view.cpp。

更换:

	int nClearFlags = VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR;
	bool bDrew3dSkybox = false;	// bDrew3dSkybox = true turns the skybox OFF. DO NOT SET IT TO TRUE.
	bool bSkyboxVisible = true;

	//Set the view up and output the scene to our RenderTarget (Scope Material).
	render->Push3DView( scopeView, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, true, pRenderTarget, m_Frustum );
	Draw3dSkyboxworld( scopeView, nClearFlags, bDrew3dSkybox, bSkyboxVisible);
	ViewDrawScene( bDrew3dSkybox, bSkyboxVisible, scopeView, 0, VIEW_MONITOR );

	render->PopView( m_Frustum );

到:

	//Set the view up and output the scene to our RenderTarget (Scope Material).
	render->Push3DView( scopeView, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, pRenderTarget, GetFrustum() );

	SkyboxVisibility_t nSkyboxVisible = SKYBOX_NOT_VISIBLE;
	int ClearFlags = 0;
	CSkyboxView *pSkyView = new CSkyboxView( this );
	if( pSkyView->Setup( scopeView, &ClearFlags, &nSkyboxVisible ) != false )
		AddViewToScene( pSkyView );
	SafeRelease( pSkyView );

	ViewDrawScene( false, SKYBOX_3DSKYBOX_VISIBLE, scopeView, VIEW_CLEAR_DEPTH, VIEW_MONITOR );
	
	render->PopView( m_Frustum );

更换:

scopeView.fov = localPlayer->GetActiveWeapon()->GetZoomFOV();

scopeView.fov = 45;

(GetZoomFOV()不是默认浮点函数,它需要C_BaseCombatWeapon的命令才能工作。)

更换viewrender.cpp的末尾CViewRender::RenderView

		if(g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 70 )
		{
			DrawScope( view );
		}

右上方

	render->PopView( GetFrustum() );
	g_WorldListCache.Flush();

view_scene.cpp

现在动态狙击镜可以在半条命第二章引擎工作了。