Difference between revisions of "Adding a Dynamic Scope"

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If you find any problems with this code, please let me know so I can fix it.
 
If you find any problems with this code, please let me know so I can fix it.
  
Special thanks to '''omega''' from hlcoders mailing list, who shared his code and pointed me into right direction ;)
+
Special thanks to [[User:Omega|omega]] from hlcoders mailing list, who shared his code and pointed me into right direction ;)
  
 
[[Category:Programming]]
 
[[Category:Programming]]
 
[[Category:Tutorials]]
 
[[Category:Tutorials]]

Revision as of 23:51, 11 October 2008

Preface

This article will deal with creating a dynamic scope, which uses a render target on weapon model to draw current players view. This code was created and run on MP EP1 source code, however it should work in other versions too.

The Code

Firstly, create two new files - in the code they are called tne_RenderTargets.cpp and tne_RenderTargets.h. Add them to cl_dll project. They deal with our custom render targets interface. Moreover, baseclientrendertargts.cpp needs to be added (and subsequently the header of it) to the cl_dll project in order to avoid unresolved externals. Although, other versions of SDK might already have it in. Here's what you should paste in each, with proper explanation.


tne_RenderTargets.cpp (new file)

//========= Copyright © 1996-2008, The New Era team, All rights reserved. ============//
//
// Purpose: TNE Render Targets
//
// $NoKeywords: $
//=============================================================================//
#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;

This class derives from CBaseClientRenderTargets, an interface made by Valve. CreateScopeTexture() function is called by the engine in InitClientRenderTargets(), in order to Init m_ScopeTexture (our scope render target texture) and it is also released in ShutdownClientRenderTargets().


tne_RenderTargets.h (new file)

//========= Copyright © 1996-2008, The New Era team, All rights reserved. ============//
//
// Purpose: TNE Render Targets
//
// $NoKeywords: $
//=============================================================================//

#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_

This is the header file, it's pretty self-explanatory - it overrides virtual functions from its CBaseClientRenderTargets.


rendertexture.cpp

//=============================================================================
// Scope Texture
//=============================================================================
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;
}

Put this somewhere near GetCameraTexture function. It provides as a function which finds&returns Render Target Texture;


//Release the scope render target too
s_pScopeTexture.Shutdown();

Add this code to void ReleaseRenderTargets( void ). It handles the removal of render target.


rendertexture.h

ITexture *GetScopeTexture( void );

Add this line after GetCameraTexture.


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 );
}

As you can see this code is very similar to DrawCamera one. Basically, it copies our current view, assigns our render target to a texture pointer, then sets some basic options for scopeView like width, height, position, etc. The FOV is set here with reference to a value set in weapon script file and it won't be elaborated in here, unless someone will ask me to show it also.


viewrender.h

void			DrawScope( const CViewSetup &cameraView );

Put this after DrawCamera.


view_scene.cpp

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

It draws the scope vision if you have a DirectX 7 capable card (lowers are not supported). Put this code in RenderViewEx() just after #ifdef USE_MONITORS #endif block in the beginning of the function.

The .vmt file

Created a new .vmt file that will setup the texture and allow it to be attached to a gun. Put inside:

"UnlitGeneric"
{
	"$basetexture" "_rt_Scope"
	 "$model" "1"
}

It takes our code-created _rt_Scope texture and sets it up to be useable for texturing models. Then you would just put the _rt_Scope texture on your weapon model and voilla!

Episode 2 Engine Fixes

viewrender.cpp
Place the DrawScope function in viewrender.cpp after DrawMonitors, instead of in view.cpp.

Change:

	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 );

To:

	bool bDrew3dSkybox = false;	// bDrew3dSkybox = true turns the skybox OFF. DO NOT SET IT TO TRUE.
	SkyboxVisibility_t nSkyboxVisible = SKYBOX_3DSKYBOX_VISIBLE;

	//Set the view up and output the scene to our RenderTarget (Scope Material).
	render->Push3DView( scopeView, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, pRenderTarget, GetFrustum() );
	ViewDrawScene( bDrew3dSkybox, nSkyboxVisible, scopeView, 0, VIEW_MAIN, VIEW_MONITOR );

Change:

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

To:

	scopeView.fov = 45;

(While GetZoomFOV(); isn't a default function, it does need to be changed or added to C_BaseCombatWeapon in order to work.)

Place this in viewrender.cpp after "#endif //USE_MONITORS" instead of in view_scene.cpp

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

You're done, the scopes should now work in any Episode 2 based Game.

Conclusion

If you followed the tutorial well, you should get something like that (note this code also uses Ironsights, following this tutorial. Note that the screenshot is taken from ingame alpha footage of the mod The New Era: dmdeathstar0000pv8.jpg


If you find any problems with this code, please let me know so I can fix it.

Special thanks to omega from hlcoders mailing list, who shared his code and pointed me into right direction ;)