csgo-2018-source/game/client/glow_outline_effect.cpp
2021-07-24 21:11:47 -07:00

846 lines
32 KiB
C++

//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// Functionality to render a glowing outline around client renderable objects.
//
//===============================================================================
#include "cbase.h"
#include "glow_outline_effect.h"
#include "model_types.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/imaterialvar.h"
#include "view_shared.h"
#include "c_cs_player.h"
#include "tier2/renderutils.h"
#define FULL_FRAME_TEXTURE "_rt_FullFrameFB"
#define GLOWBOX_PASS_COLOR 0
#define GLOWBOX_PASS_STENCIL 1
#define GLOW_PULSE_DURATION 0.2f
ConVar glow_outline_effect_enable( "glow_outline_effect_enable", "1", FCVAR_CHEAT, "Enable entity outline glow effects." );
ConVar glow_outline_effect_width( "glow_outline_width", "6.0f", FCVAR_CHEAT, "Width of glow outline effect in screen space." );
ConVar glow_muzzle_debug( "glow_muzzle_debug", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show muzzle glow shapes outside of the glow pass." );
CGlowObjectManager &GlowObjectManager()
{
static CGlowObjectManager s_GlowObjectManager;
return s_GlowObjectManager;
}
void CGlowObjectManager::RenderGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot )
{
if ( glow_outline_effect_enable.GetBool() )
{
CMatRenderContextPtr pRenderContext( materials );
int nX, nY, nWidth, nHeight;
pRenderContext->GetViewport( nX, nY, nWidth, nHeight );
PIXEvent _pixEvent( pRenderContext, "EntityGlowEffects" );
ApplyEntityGlowEffects( pSetup, nSplitScreenSlot, pRenderContext, glow_outline_effect_width.GetFloat(), nX, nY, nWidth, nHeight );
}
}
static void SetRenderTargetAndViewPort( ITexture *rt, int w, int h )
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->SetRenderTarget(rt);
pRenderContext->Viewport(0,0,w,h);
}
void CGlowObjectManager::RenderGlowBoxes( int iPass, CMatRenderContextPtr &pRenderContext )
{
for ( int n = m_GlowBoxDefinitions.Count() - 1; n >= 0 ; n-- )
{
if ( m_GlowBoxDefinitions[n].m_flTerminationTimeIndex < gpGlobals->curtime )
{
m_GlowBoxDefinitions.FastRemove(n);
}
else
{
float flLifeLeft = (m_GlowBoxDefinitions[n].m_flTerminationTimeIndex - gpGlobals->curtime) / (m_GlowBoxDefinitions[n].m_flTerminationTimeIndex - m_GlowBoxDefinitions[n].m_flBirthTimeIndex);
if ( flLifeLeft > 0.95 )
flLifeLeft = (0.05f - ( flLifeLeft - 0.95f )) / 0.05f; //fade in the first 5% of lifetime
else
flLifeLeft = MIN( flLifeLeft * 4.0f, 1.0f ); //fade out the last 25% of lifetime
m_GlowBoxDefinitions[n].m_colColor[3] = flLifeLeft * 255;
if ( iPass == GLOWBOX_PASS_COLOR )
{
Vector vecForward;
AngleVectors( m_GlowBoxDefinitions[n].m_angOrientation, &vecForward );
Vector vecLineEnd = m_GlowBoxDefinitions[n].m_vPosition + ( vecForward * m_GlowBoxDefinitions[n].m_vMaxs.x );
RenderLine( m_GlowBoxDefinitions[n].m_vPosition, vecLineEnd, m_GlowBoxDefinitions[n].m_colColor, false );
}
else if ( iPass == GLOWBOX_PASS_STENCIL )
{
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 1;
stencilState.m_CompareFunc = SHADER_STENCILFUNC_ALWAYS;
stencilState.m_PassOp = SHADER_STENCILOP_KEEP;
stencilState.m_FailOp = SHADER_STENCILOP_KEEP;
stencilState.m_ZFailOp = SHADER_STENCILOP_SET_TO_REFERENCE;
pRenderContext->SetStencilState( stencilState );
RenderBox( m_GlowBoxDefinitions[n].m_vPosition, m_GlowBoxDefinitions[n].m_angOrientation, m_GlowBoxDefinitions[n].m_vMins, m_GlowBoxDefinitions[n].m_vMaxs, m_GlowBoxDefinitions[n].m_colColor, false );
}
}
}
}
// *** Keep in sync with matsys_interface.cpp, where the texture is declared ***
// Resolution for glow target chosen to be the largest that we can fit in EDRAM after 720p color/depth textures.
#define GLOW_360_RT_WIDTH ( MIN( 1120, pSetup->width ) )
#define GLOW_360_RT_HEIGHT ( MIN( 624, pSetup->height ) )
void CGlowObjectManager::RenderGlowModels( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, CUtlVector<GlowObjectDefinition_t> &vecGlowObjects )
{
//==========================================================================================//
// This renders solid pixels with the correct coloring for each object that needs the glow. //
// After this function returns, this image will then be blurred and added into the frame //
// buffer with the objects stenciled out. //
//==========================================================================================//
pRenderContext->PushRenderTargetAndViewport();
// Save modulation color and blend
Vector vOrigColor;
render->GetColorModulation( vOrigColor.Base() );
float flOrigBlend = render->GetBlend();
ITexture *pRtFullFrame = materials->FindTexture( FULL_FRAME_TEXTURE, TEXTURE_GROUP_RENDER_TARGET );
if ( IsX360() )
{
ITexture *pRtGlowTexture360 = materials->FindTexture( "_rt_Glows360", TEXTURE_GROUP_RENDER_TARGET );
SetRenderTargetAndViewPort( pRtGlowTexture360, GLOW_360_RT_WIDTH, GLOW_360_RT_HEIGHT );
}
else
{
SetRenderTargetAndViewPort( pRtFullFrame, pSetup->width, pSetup->height );
}
pRenderContext->ClearColor3ub( 0, 0, 0 );
pRenderContext->ClearBuffers( true, false, false );
// Set override material for glow color
IMaterial *pMatGlowColor = NULL;
pMatGlowColor = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true );
//==================//
// Draw the objects //
//==================//
for ( int i = 0; i < vecGlowObjects.Count(); ++ i )
{
if ( vecGlowObjects[i].IsUnused() || !vecGlowObjects[i].ShouldDraw( nSplitScreenSlot ) || vecGlowObjects[i].m_nRenderStyle != GLOWRENDERSTYLE_DEFAULT )
continue;
g_pStudioRender->ForcedMaterialOverride( pMatGlowColor );
if ( vecGlowObjects[i].m_bFullBloomRender )
{
// Disabled because stencil test on off-screen buffers doesn't work with MSAA on.
// Also, the normal model render does not seem to work on the off-screen buffer
//g_pStudioRender->ForcedMaterialOverride( NULL );
// ShaderStencilState_t stencilState;
// stencilState.m_bEnable = true;
// stencilState.m_nReferenceValue = vecGlowObjects[i].m_nFullBloomStencilTestValue;
// stencilState.m_nTestMask = 0xFF;
// stencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL;
// stencilState.m_PassOp = SHADER_STENCILOP_KEEP;
// stencilState.m_FailOp = SHADER_STENCILOP_KEEP;
// stencilState.m_ZFailOp = SHADER_STENCILOP_KEEP;
//
// pRenderContext->SetStencilState( stencilState );
}
else
{
// Disabled because stencil test on off-screen buffers doesn't work with MSAA on
// Most features still work, but some (e.g. partial occlusion) don't
// ShaderStencilState_t stencilState;
// stencilState.m_bEnable = true;
// stencilState.m_nReferenceValue = 1;
// stencilState.m_nTestMask = 0x1;
// stencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL;
// stencilState.m_PassOp = SHADER_STENCILOP_KEEP;
// stencilState.m_FailOp = SHADER_STENCILOP_KEEP;
// stencilState.m_ZFailOp = SHADER_STENCILOP_KEEP;
//
// pRenderContext->SetStencilState( stencilState );
}
render->SetBlend( vecGlowObjects[i].m_flGlowAlpha );
Vector vGlowColor = vecGlowObjects[i].m_vGlowColor * vecGlowObjects[i].m_flGlowAlpha;
// if pulse overdrive is non-zero, add its contribution to render alpha
if ( vecGlowObjects[i].m_flGlowPulseOverdrive > 0 )
{
render->SetBlend( vecGlowObjects[i].m_flGlowAlpha + vecGlowObjects[i].m_flGlowPulseOverdrive );
}
// if set, cap glow alpha according to alpha of the non-glowing entity
float flRenderAlpha = (float)vecGlowObjects[i].m_pEntity->GetRenderAlpha() * 0.00392;
if ( vecGlowObjects[i].m_bGlowAlphaCappedByRenderAlpha && vecGlowObjects[i].m_flGlowAlpha > flRenderAlpha )
{
render->SetBlend( flRenderAlpha );
vGlowColor *= flRenderAlpha;
}
// if set, alpha is multiplied by the ratio of entity velocity over the given maximum (e.g. faster = more opaque)
if ( vecGlowObjects[i].m_flGlowAlphaFunctionOfMaxVelocity > 0.0f )
{
float flVelocityToAlpha = (vecGlowObjects[i].m_pEntity->GetAbsVelocity().Length() / vecGlowObjects[i].m_flGlowAlphaFunctionOfMaxVelocity);
render->SetBlend( flVelocityToAlpha );
vGlowColor *= flVelocityToAlpha;
}
// if set, cap cumulative glow alpha to a maximum value
if ( render->GetBlend() > 0 && vecGlowObjects[i].m_flGlowAlphaMax < 1.0f )
{
float flCappedAlpha = MIN( render->GetBlend(), vecGlowObjects[i].m_flGlowAlphaMax );
render->SetBlend( flCappedAlpha );
vGlowColor *= flCappedAlpha;
}
render->SetColorModulation( &vGlowColor[0] ); // This only sets rgb, not alpha
vecGlowObjects[i].DrawModel();
// align and render the glow-only muzzle flash model for glowing weapon fire
if ( vecGlowObjects[i].m_flGlowPulseOverdrive >= 0.25f )
{
C_CSPlayer* localPlayer = GetLocalOrInEyeCSPlayer();
C_CSPlayer* tempPlayer = ToCSPlayer( vecGlowObjects[i].m_pEntity );
if ( tempPlayer && localPlayer && (localPlayer->GetAbsOrigin() - tempPlayer->GetAbsOrigin()).Length() > 20 )
{
CWeaponCSBase* tempWeapon = tempPlayer->GetActiveCSWeapon();
if ( tempWeapon )
{
//move muzzle flash shape to muzzle location
if ( tempPlayer->m_hMuzzleFlashShape && !(tempWeapon->HasSilencer() && tempWeapon->IsSilenced()) )
{
tempPlayer->m_hMuzzleFlashShape->SetAbsOrigin( tempPlayer->m_vecLastMuzzleFlashPos );
tempPlayer->m_hMuzzleFlashShape->SetAbsAngles( tempPlayer->m_angLastMuzzleFlashAngle );
//pick a random flash shape
//tempPlayer->m_hMuzzleFlashShape->SetBodygroup(0, RandomInt( 0, tempPlayer->m_hMuzzleFlashShape->GetNumBodyGroups()-1 ));
//unhide and render the muzzle flash shape
tempPlayer->m_hMuzzleFlashShape->RemoveEffects( EF_NODRAW );
RenderableInstance_t instance;
instance.m_nAlpha = (uint8)( vecGlowObjects[i].m_flGlowAlpha * 255.0f );
tempPlayer->m_hMuzzleFlashShape->DrawModel( STUDIO_RENDER | STUDIO_SKIP_FLEXES | STUDIO_DONOTMODIFYSTENCILSTATE | STUDIO_NOLIGHTING_OR_CUBEMAP | STUDIO_SKIP_DECALS, instance );
if ( glow_muzzle_debug.GetInt() == 0 )
tempPlayer->m_hMuzzleFlashShape->AddEffects( EF_NODRAW );
}
}
}
}
// dampen overdrive here. Do this at the end, otherwise our framerate may be low enough that we don't see the effect for even one frame
if ( vecGlowObjects[i].m_flGlowPulseOverdrive > 0 )
{
vecGlowObjects[i].m_flGlowPulseOverdrive -= MAX(0, ( vecGlowObjects[i].m_flGlowPulseOverdrive * ( gpGlobals->frametime / GLOW_PULSE_DURATION ) ) ); //return to default over 1/5th a second
}
}
RenderGlowBoxes(GLOWBOX_PASS_COLOR, pRenderContext);
g_pStudioRender->ForcedMaterialOverride( NULL );
render->SetColorModulation( vOrigColor.Base() );
render->SetBlend( flOrigBlend );
ShaderStencilState_t stencilStateDisable;
stencilStateDisable.m_bEnable = false;
pRenderContext->SetStencilState( stencilStateDisable );
if ( IsX360() )
{
Rect_t rect;
rect.x = rect.y = 0;
rect.width = GLOW_360_RT_WIDTH;
rect.height = GLOW_360_RT_HEIGHT;
pRenderContext->CopyRenderTargetToTextureEx( pRtFullFrame, 0, &rect, &rect );
}
pRenderContext->PopRenderTargetAndViewport();
}
void CGlowObjectManager::DownSampleAndBlurRT( const CViewSetup *pSetup, CMatRenderContextPtr &pRenderContext, float flBloomScale, ITexture *pRtFullFrame, ITexture *pRtQuarterSize0, ITexture *pRtQuarterSize1 )
{
static bool s_bFirstPass = true;
//===================================
// Setup state for downsample/bloom
//===================================
#if defined( _X360 )
pRenderContext->PushVertexShaderGPRAllocation( 16 ); // Max out pixel shader threads
#endif
pRenderContext->PushRenderTargetAndViewport();
// Get viewport
int nSrcWidth = pSetup->width;
int nSrcHeight = pSetup->height;
int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
// Get material and texture pointers
IMaterial *pMatDownsample = materials->FindMaterial( "dev/glow_downsample", TEXTURE_GROUP_OTHER, true);
IMaterial *pMatBlurX = materials->FindMaterial( "dev/glow_blur_x", TEXTURE_GROUP_OTHER, true );
IMaterial *pMatBlurY = materials->FindMaterial( "dev/glow_blur_y", TEXTURE_GROUP_OTHER, true );
//============================================
// Downsample _rt_FullFrameFB to _rt_SmallFB0
//============================================
// First clear the full target to black if we're not going to touch every pixel
if ( ( pRtQuarterSize0->GetActualWidth() != ( pSetup->width / 4 ) ) || ( pRtQuarterSize0->GetActualHeight() != ( pSetup->height / 4 ) ) )
{
SetRenderTargetAndViewPort( pRtQuarterSize0, pRtQuarterSize0->GetActualWidth(), pRtQuarterSize0->GetActualHeight() );
pRenderContext->ClearColor3ub( 0, 0, 0 );
pRenderContext->ClearBuffers( true, false, false );
}
// Set the viewport
SetRenderTargetAndViewPort( pRtQuarterSize0, pSetup->width / 4, pSetup->height / 4 );
IMaterialVar *pbloomexpvar = pMatDownsample->FindVar( "$bloomexp", 0 );
if ( pbloomexpvar != NULL )
{
pbloomexpvar->SetFloatValue( 2.5f );
}
IMaterialVar *pbloomsaturationvar = pMatDownsample->FindVar( "$bloomsaturation", 0 );
if ( pbloomsaturationvar != NULL )
{
pbloomsaturationvar->SetFloatValue( 1.0f );
}
// note the -2's below. Thats because we are downsampling on each axis and the shader
// accesses pixels on both sides of the source coord
int nFullFbWidth = nSrcWidth;
int nFullFbHeight = nSrcHeight;
if ( IsX360() )
{
nFullFbWidth = GLOW_360_RT_WIDTH;
nFullFbHeight = GLOW_360_RT_HEIGHT;
}
pRenderContext->DrawScreenSpaceRectangle( pMatDownsample, 0, 0, nSrcWidth/4, nSrcHeight/4,
0, 0, nFullFbWidth - 4, nFullFbHeight - 4,
pRtFullFrame->GetActualWidth(), pRtFullFrame->GetActualHeight() );
if ( IsX360() )
{
// Need to reset viewport to full size so we can also copy the cleared black pixels around the border
SetRenderTargetAndViewPort( pRtQuarterSize0, pRtQuarterSize0->GetActualWidth(), pRtQuarterSize0->GetActualHeight() );
pRenderContext->CopyRenderTargetToTextureEx( pRtQuarterSize0, 0, NULL, NULL );
}
//============================//
// Guassian blur x rt0 to rt1 //
//============================//
// First clear the full target to black if we're not going to touch every pixel
if ( s_bFirstPass || ( pRtQuarterSize1->GetActualWidth() != ( pSetup->width / 4 ) ) || ( pRtQuarterSize1->GetActualHeight() != ( pSetup->height / 4 ) ) )
{
// On the first render, this viewport may require clearing
s_bFirstPass = false;
SetRenderTargetAndViewPort( pRtQuarterSize1, pRtQuarterSize1->GetActualWidth(), pRtQuarterSize1->GetActualHeight() );
pRenderContext->ClearColor3ub( 0, 0, 0 );
pRenderContext->ClearBuffers( true, false, false );
}
// Set the viewport
SetRenderTargetAndViewPort( pRtQuarterSize1, pSetup->width / 4, pSetup->height / 4 );
pRenderContext->DrawScreenSpaceRectangle( pMatBlurX, 0, 0, nSrcWidth/4, nSrcHeight/4,
0, 0, nSrcWidth/4-1, nSrcHeight/4-1,
pRtQuarterSize0->GetActualWidth(), pRtQuarterSize0->GetActualHeight() );
if ( IsX360() )
{
pRenderContext->CopyRenderTargetToTextureEx( pRtQuarterSize1, 0, NULL, NULL );
}
//============================//
// Gaussian blur y rt1 to rt0 //
//============================//
SetRenderTargetAndViewPort( pRtQuarterSize0, pSetup->width / 4, pSetup->height / 4 );
IMaterialVar *pBloomAmountVar = pMatBlurY->FindVar( "$bloomamount", NULL );
pBloomAmountVar->SetFloatValue( flBloomScale );
pRenderContext->DrawScreenSpaceRectangle( pMatBlurY, 0, 0, nSrcWidth / 4, nSrcHeight / 4,
0, 0, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1,
pRtQuarterSize1->GetActualWidth(), pRtQuarterSize1->GetActualHeight() );
if ( IsX360() )
{
pRenderContext->CopyRenderTargetToTextureEx( pRtQuarterSize1, 0, NULL, NULL ); // copy to rt1 instead of rt0 because rt1 has linear reads enabled and works more easily with screenspace_general to fix 360 bloom issues
}
// Pop RT
pRenderContext->PopRenderTargetAndViewport();
}
void CGlowObjectManager::ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h )
{
// gather up special glow styles
CUtlVector<GlowObjectDefinition_t> vecGlowObjectsRimGlow3DStyle;
vecGlowObjectsRimGlow3DStyle.RemoveAll();
CUtlVector<GlowObjectDefinition_t> vecGlowObjectsEdgeHighlightStyle;
vecGlowObjectsEdgeHighlightStyle.RemoveAll();
FOR_EACH_VEC_BACK( m_GlowObjectDefinitions, i )
{
if ( !m_GlowObjectDefinitions[i].IsUnused() && m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) )
{
if ( m_GlowObjectDefinitions[i].m_nRenderStyle == GLOWRENDERSTYLE_RIMGLOW3D )
{
vecGlowObjectsRimGlow3DStyle.AddToTail( m_GlowObjectDefinitions[i] );
}
else if ( m_GlowObjectDefinitions[i].m_nRenderStyle == GLOWRENDERSTYLE_EDGE_HIGHLIGHT || m_GlowObjectDefinitions[i].m_nRenderStyle == GLOWRENDERSTYLE_EDGE_HIGHLIGHT_PULSE )
{
vecGlowObjectsEdgeHighlightStyle.AddToTail( m_GlowObjectDefinitions[i] );
}
}
}
if ( vecGlowObjectsRimGlow3DStyle.Count() )
{
//todo: expose pulse width and frequency parameters
float flPulse = 0.5f + 0.5f * sin( gpGlobals->curtime * 12.0f );
IMaterial *pMatRim = materials->FindMaterial( "dev/glow_rim3d", TEXTURE_GROUP_OTHER, true );
g_pStudioRender->ForcedMaterialOverride( pMatRim );
for ( int i = 0; i < vecGlowObjectsRimGlow3DStyle.Count(); ++ i )
{
if ( vecGlowObjectsRimGlow3DStyle[i].m_flGlowAlpha <= 0 )
continue;
IMaterialVar *pMatVar = pMatRim->FindVar( "$envmaptint", 0 );
if ( pMatVar != NULL )
{
pMatVar->SetVecComponentValue( clamp( vecGlowObjectsRimGlow3DStyle[i].m_flGlowAlpha * vecGlowObjectsRimGlow3DStyle[i].m_vGlowColor.x, 0, 1 ), 0 );
pMatVar->SetVecComponentValue( clamp( vecGlowObjectsRimGlow3DStyle[i].m_flGlowAlpha * vecGlowObjectsRimGlow3DStyle[i].m_vGlowColor.y, 0, 1 ), 1 );
pMatVar->SetVecComponentValue( clamp( vecGlowObjectsRimGlow3DStyle[i].m_flGlowAlpha * vecGlowObjectsRimGlow3DStyle[i].m_vGlowColor.z, 0, 1 ), 2 );
}
pMatVar = pMatRim->FindVar( "$envmapfresnelminmaxexp", 0 );
if ( pMatVar != NULL )
{
pMatVar->SetVecComponentValue( 0, 0 );
pMatVar->SetVecComponentValue( 1.5f, 1 );
pMatVar->SetVecComponentValue( 3.0f + flPulse * 2.0f, 2 );
}
vecGlowObjectsRimGlow3DStyle[i].DrawModel();
}
g_pStudioRender->ForcedMaterialOverride( NULL );
}
if ( vecGlowObjectsEdgeHighlightStyle.Count() )
{
// render players into the fullscreen rt all white
// render in-world 3d imposter players into scene using screenspace UV lookup from fullscreen RT, use glow object alpha and colorize here.
// in the above step, multisample the rt to edge detect.
// push the rt
pRenderContext->PushRenderTargetAndViewport();
// remember the color modulation so we can put it back again at the end
Vector vOrigColor;
render->GetColorModulation( vOrigColor.Base() );
ITexture *pRtOutput = materials->FindTexture( "_rt_FullScreen", TEXTURE_GROUP_RENDER_TARGET );
SetRenderTargetAndViewPort( pRtOutput, pSetup->width, pSetup->height );
pRenderContext->ClearColor3ub( 0, 0, 0 );
pRenderContext->ClearBuffers( true, true, true );
// Set override material for drawing the shapes
IMaterial *pMatTeamIdShape = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true );
g_pStudioRender->ForcedMaterialOverride( pMatTeamIdShape );
// we want to render fully opaque, so bash blend to 1
render->SetBlend( 1 );
// set override color
Vector vecOverrideColor = Vector( 1, 1, 1 );
render->SetColorModulation( vecOverrideColor.Base() );
// draw players
FOR_EACH_VEC( vecGlowObjectsEdgeHighlightStyle, i )
{
vecGlowObjectsEdgeHighlightStyle[i].DrawModel();
}
g_pStudioRender->ForcedMaterialOverride( NULL );
pRenderContext->PopRenderTargetAndViewport();
IMaterial *pMatTemp = materials->FindMaterial( "dev/glow_edge_highlight", TEXTURE_GROUP_OTHER, false );
g_pStudioRender->ForcedMaterialOverride( pMatTemp );
// draw players
FOR_EACH_VEC( vecGlowObjectsEdgeHighlightStyle, i )
{
Vector vecTempColor = vecGlowObjectsEdgeHighlightStyle[i].m_vGlowColor * clamp( vecGlowObjectsEdgeHighlightStyle[i].m_flGlowAlpha, 0.0f, 1.0f ) * 1.4f; // boost a bit
if ( vecGlowObjectsEdgeHighlightStyle[i].m_nRenderStyle == GLOWRENDERSTYLE_EDGE_HIGHLIGHT_PULSE )
{
float flPulse = 1.5f + 0.5f * sin( gpGlobals->curtime * 16.0f );
vecTempColor *= (flPulse * 0.5f);
}
render->SetColorModulation( vecTempColor.Base() );
vecGlowObjectsEdgeHighlightStyle[i].DrawModel();
}
// restore the modulation from before
render->SetColorModulation( vOrigColor.Base() );
}
//=======================================================//
// Render objects into stencil buffer //
//=======================================================//
// Set override shader to the same simple shader we use to render the glow models
IMaterial *pMatGlowColor = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true );
g_pStudioRender->ForcedMaterialOverride( pMatGlowColor );
ShaderStencilState_t stencilStateDisable;
stencilStateDisable.m_bEnable = false;
float flSavedBlend = render->GetBlend();
// Set alpha to 0 so we don't touch any color pixels
render->SetBlend( 0.0f );
pRenderContext->OverrideDepthEnable( true, false );
RenderableInstance_t instance;
instance.m_nAlpha = 255;
int iNumGlowObjects = 0;
for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
{
if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) || m_GlowObjectDefinitions[i].m_nRenderStyle != GLOWRENDERSTYLE_DEFAULT )
continue;
// Full bloom rendered objects should not be stenciled out here
if ( m_GlowObjectDefinitions[i].m_bFullBloomRender )
{
++ iNumGlowObjects;
continue;
}
if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded || m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
{
if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
{
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 1;
stencilState.m_CompareFunc = SHADER_STENCILFUNC_ALWAYS;
stencilState.m_PassOp = SHADER_STENCILOP_SET_TO_REFERENCE;
stencilState.m_FailOp = SHADER_STENCILOP_KEEP;
stencilState.m_ZFailOp = SHADER_STENCILOP_SET_TO_REFERENCE;
pRenderContext->SetStencilState( stencilState );
m_GlowObjectDefinitions[i].DrawModel();
}
else if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded )
{
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 1;
stencilState.m_CompareFunc = SHADER_STENCILFUNC_ALWAYS;
stencilState.m_PassOp = SHADER_STENCILOP_KEEP;
stencilState.m_FailOp = SHADER_STENCILOP_KEEP;
stencilState.m_ZFailOp = SHADER_STENCILOP_SET_TO_REFERENCE;
pRenderContext->SetStencilState( stencilState );
m_GlowObjectDefinitions[i].DrawModel();
}
else if ( m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
{
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 2;
stencilState.m_nTestMask = 0x1;
stencilState.m_nWriteMask = 0x3;
stencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL;
stencilState.m_PassOp = SHADER_STENCILOP_INCREMENT_CLAMP;
stencilState.m_FailOp = SHADER_STENCILOP_KEEP;
stencilState.m_ZFailOp = SHADER_STENCILOP_SET_TO_REFERENCE;
pRenderContext->SetStencilState( stencilState );
m_GlowObjectDefinitions[i].DrawModel();
}
}
iNumGlowObjects++;
}
int iTempHealthBarRenderMaskIndex = 4;
// Need to do a 2nd pass to warm stencil for objects which are rendered only when occluded
for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
{
if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) || m_GlowObjectDefinitions[i].m_nRenderStyle != GLOWRENDERSTYLE_DEFAULT )
continue;
// Full bloom rendered objects should not be stenciled out here
if ( m_GlowObjectDefinitions[i].m_bFullBloomRender )
continue;
if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && !m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
{
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 2;
C_CSPlayer* pPlayer = ToCSPlayer( m_GlowObjectDefinitions[i].m_pEntity );
if ( pPlayer )
{
pPlayer->m_iHealthBarRenderMaskIndex = iTempHealthBarRenderMaskIndex;
stencilState.m_nReferenceValue = iTempHealthBarRenderMaskIndex;
iTempHealthBarRenderMaskIndex ++;
}
stencilState.m_CompareFunc = SHADER_STENCILFUNC_ALWAYS;
stencilState.m_PassOp = SHADER_STENCILOP_SET_TO_REFERENCE;
stencilState.m_FailOp = SHADER_STENCILOP_KEEP;
stencilState.m_ZFailOp = SHADER_STENCILOP_KEEP;
pRenderContext->SetStencilState( stencilState );
m_GlowObjectDefinitions[i].DrawModel();
}
}
RenderGlowBoxes(GLOWBOX_PASS_STENCIL, pRenderContext);
iNumGlowObjects += m_GlowBoxDefinitions.Count();
g_pStudioRender->ForcedMaterialOverride( NULL );
render->SetBlend( 0.0f );
pRenderContext->OverrideDepthEnable( true, false, false ); // health bars render over everything
IMaterial *pMatGlowHealthColor = NULL;
pMatGlowHealthColor = materials->FindMaterial( "dev/glow_health_color", TEXTURE_GROUP_OTHER, true );
for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
{
if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) || m_GlowObjectDefinitions[i].m_nRenderStyle != GLOWRENDERSTYLE_DEFAULT )
continue;
C_CSPlayer* pPlayer = ToCSPlayer( m_GlowObjectDefinitions[i].m_pEntity );
if ( pPlayer && pPlayer != GetLocalOrInEyeCSPlayer() && pPlayer->IsAlive() )
{
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nWriteMask = 0x0;
stencilState.m_nTestMask = 0xFFFFFF;
stencilState.m_nReferenceValue = pPlayer->m_iHealthBarRenderMaskIndex;
stencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL;
stencilState.m_PassOp = SHADER_STENCILOP_KEEP;
stencilState.m_FailOp = SHADER_STENCILOP_KEEP;
stencilState.m_ZFailOp = SHADER_STENCILOP_KEEP;
pRenderContext->SetStencilState( stencilState );
if ( pPlayer->m_flHealthFadeAlpha > 0 )
pPlayer->m_flHealthFadeAlpha -= gpGlobals->frametime * 0.4f;
if ( pPlayer->m_flHealthFadeValue != pPlayer->GetHealth() )
pPlayer->m_flHealthFadeAlpha = 1.0f;
pPlayer->m_flHealthFadeValue = (float)pPlayer->GetHealth();
if ( pPlayer->m_flHealthFadeAlpha > 0 ) //only need to update the effect if we can see it
{
float flGlowPulseSpeed = Lerp( pPlayer->m_flHealthFadeValue/100.0f, 30.0f, 10.0f );
pMatGlowHealthColor->AlphaModulate( pPlayer->m_flHealthFadeAlpha * (0.4*(sin(flGlowPulseSpeed*gpGlobals->curtime)+1.4)) );
Vector vecPlayerScreenSpaceOrigin;
if ( ScreenTransform( pPlayer->GetAbsOrigin(), vecPlayerScreenSpaceOrigin ) == 0 )
{
ConvertNormalizedScreenSpaceToPixelScreenSpace(vecPlayerScreenSpaceOrigin);
float flHealthLeft = (100.0f-pPlayer->m_flHealthFadeValue)/100.0f;
float flHealthHeightOffset = 72.0f;
if ( pPlayer->GetFlags() & FL_DUCKING )
flHealthHeightOffset = 55.0f;
Vector vecPlayerScreenSpaceHealthPos;
if ( ScreenTransform( pPlayer->GetAbsOrigin() + Vector (0,0,flHealthLeft*flHealthHeightOffset), vecPlayerScreenSpaceHealthPos ) == 0 )
{
ConvertNormalizedScreenSpaceToPixelScreenSpace(vecPlayerScreenSpaceHealthPos);
Vector vecPlayerScreenSpaceSizeA;
ScreenTransform( pPlayer->GetAbsOrigin() + Vector(0,0,100), vecPlayerScreenSpaceSizeA );
ConvertNormalizedScreenSpaceToPixelScreenSpace(vecPlayerScreenSpaceSizeA);
Vector vecPlayerScreenSpaceSizeB;
ScreenTransform( pPlayer->GetAbsOrigin() + Vector(100,0,0), vecPlayerScreenSpaceSizeB );
ConvertNormalizedScreenSpaceToPixelScreenSpace(vecPlayerScreenSpaceSizeB);
Vector vecPlayerScreenSpaceSizeAPixels;
VectorSubtract( vecPlayerScreenSpaceOrigin, vecPlayerScreenSpaceSizeA, vecPlayerScreenSpaceSizeAPixels );
Vector vecPlayerScreenSpaceSizeBPixels;
VectorSubtract( vecPlayerScreenSpaceOrigin, vecPlayerScreenSpaceSizeB, vecPlayerScreenSpaceSizeBPixels );
float flPlayerScreenSpaceCoverage = Max( vecPlayerScreenSpaceSizeAPixels.Length(), vecPlayerScreenSpaceSizeBPixels.Length() );
if ( flPlayerScreenSpaceCoverage < ScreenHeight() * 2 )
{
float flHealthWidth = flPlayerScreenSpaceCoverage;
float flHealthHeight = flPlayerScreenSpaceCoverage;
float flHealthPosX = vecPlayerScreenSpaceHealthPos.x - (flPlayerScreenSpaceCoverage * 0.5);
float flHealthPosY = vecPlayerScreenSpaceHealthPos.y;
pRenderContext->DrawScreenSpaceRectangle( pMatGlowHealthColor,
flHealthPosX, flHealthPosY,
flHealthWidth, flHealthHeight,
0, 0, 0, 0, 1, 1 );
}
}
}
}
}
}
//clear out custom render settings
pRenderContext->OverrideDepthEnable( false, false );
render->SetBlend( flSavedBlend );
pRenderContext->SetStencilState( stencilStateDisable );
// If there aren't any objects to glow, don't do all this other stuff
// this fixes a bug where if there are glow objects in the list, but none of them are glowing,
// the whole screen blooms.
if ( iNumGlowObjects <= 0 )
return;
//=============================================
// Render the glow colors to _rt_FullFrameFB
//=============================================
{
PIXEvent pixEvent( pRenderContext, "RenderGlowModels" );
RenderGlowModels( pSetup, nSplitScreenSlot, pRenderContext, m_GlowObjectDefinitions );
}
ITexture *pRtFullFrame = materials->FindTexture( FULL_FRAME_TEXTURE, TEXTURE_GROUP_RENDER_TARGET );
ITexture *pRtQuarterSize0 = materials->FindTexture( "_rt_SmallFB0", TEXTURE_GROUP_RENDER_TARGET );
ITexture *pRtQuarterSize1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET );
DownSampleAndBlurRT( pSetup, pRenderContext, flBloomScale, pRtFullFrame, pRtQuarterSize0, pRtQuarterSize1 );
{
//=======================================================================================================//
// At this point, pRtQuarterSize0 is filled with the fully colored glow around everything as solid glowy //
// blobs. Now we need to stencil out the original objects by only writing pixels that have no //
// stencil bits set in the range we care about. //
//=======================================================================================================//
IMaterial *pMatHaloAddToScreen = materials->FindMaterial( "dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, true );
// Do not fade the glows out at all (weight = 1.0)
IMaterialVar *pDimVar = pMatHaloAddToScreen->FindVar( "$C0_X", NULL );
pDimVar->SetFloatValue( 1.0f );
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nWriteMask = 0x0; // We're not changing stencil
//stencilState.m_nTestMask = 0x3;
stencilState.m_nReferenceValue = 0x0;
stencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL;
stencilState.m_PassOp = SHADER_STENCILOP_KEEP;
stencilState.m_FailOp = SHADER_STENCILOP_KEEP;
stencilState.m_ZFailOp = SHADER_STENCILOP_KEEP;
pRenderContext->SetStencilState( stencilState );
// Get viewport
int nSrcWidth = pSetup->width;
int nSrcHeight = pSetup->height;
int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
// Draw quad
pRenderContext->DrawScreenSpaceRectangle( pMatHaloAddToScreen, 0, 0, nViewportWidth, nViewportHeight,
0.0f, -0.5f, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1,
pRtQuarterSize1->GetActualWidth(),
pRtQuarterSize1->GetActualHeight() );
// Disable stencil
pRenderContext->SetStencilState( stencilStateDisable );
}
#if defined( _X360 )
pRenderContext->PopVertexShaderGPRAllocation();
#endif
}
void CGlowObjectManager::GlowObjectDefinition_t::DrawModel()
{
RenderableInstance_t instance;
instance.m_nAlpha = (uint8)( m_flGlowAlpha * 255.0f );
m_pEntity->DrawModel( STUDIO_RENDER | STUDIO_SKIP_FLEXES | STUDIO_DONOTMODIFYSTENCILSTATE | STUDIO_NOLIGHTING_OR_CUBEMAP | STUDIO_SKIP_DECALS, instance );
C_BaseEntity *pAttachment = m_pEntity->FirstMoveChild();
while ( pAttachment != NULL )
{
if ( pAttachment->ShouldDraw() )
{
pAttachment->DrawModel( STUDIO_RENDER | STUDIO_SKIP_FLEXES | STUDIO_DONOTMODIFYSTENCILSTATE | STUDIO_NOLIGHTING_OR_CUBEMAP | STUDIO_SKIP_DECALS, instance );
}
pAttachment = pAttachment->NextMovePeer();
}
}