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hl2sdk/cl_dll/view_effects.cpp

780 lines
21 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ivieweffects.h"
#include "shake.h"
#include "hud_macros.h"
#include "isaverestore.h"
#include "view_shared.h"
#include "iviewrender.h"
#include "viewrender.h"
#include "con_nprint.h"
#include "saverestoretypes.h"
#include "c_rumble.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IntroData_t *g_pIntroData;
// Arbitrary limit so that bad entity logic on the server can't consume tons of memory on the client.
#define MAX_SHAKES 32
//-----------------------------------------------------------------------------
// Purpose: Screen fade variables
//-----------------------------------------------------------------------------
struct screenfade_t
{
float Speed; // How fast to fade (tics / second) (+ fade in, - fade out)
float End; // When the fading hits maximum
float Reset; // When to reset to not fading (for fadeout and hold)
byte r, g, b, alpha; // Fade color
int Flags; // Fading flags
DECLARE_SIMPLE_DATADESC();
};
BEGIN_SIMPLE_DATADESC( screenfade_t )
DEFINE_FIELD( Speed, FIELD_FLOAT ),
DEFINE_FIELD( End, FIELD_TIME ),
DEFINE_FIELD( Reset, FIELD_TIME ),
DEFINE_FIELD( r, FIELD_CHARACTER ),
DEFINE_FIELD( g, FIELD_CHARACTER ),
DEFINE_FIELD( b, FIELD_CHARACTER ),
DEFINE_FIELD( alpha, FIELD_CHARACTER ),
DEFINE_FIELD( Flags, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Screen shake variables
//-----------------------------------------------------------------------------
struct screenshake_t
{
float endtime;
float duration;
float amplitude;
float frequency;
float nextShake;
Vector offset;
float angle;
int command;
DECLARE_SIMPLE_DATADESC();
};
BEGIN_SIMPLE_DATADESC( screenshake_t )
DEFINE_FIELD( endtime, FIELD_TIME ),
DEFINE_FIELD( duration, FIELD_FLOAT ),
DEFINE_FIELD( amplitude, FIELD_FLOAT ),
DEFINE_FIELD( frequency, FIELD_FLOAT ),
DEFINE_FIELD( nextShake, FIELD_TIME ),
DEFINE_FIELD( offset, FIELD_VECTOR ),
DEFINE_FIELD( angle, FIELD_FLOAT ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Implements the view effects interface for the client .dll
//-----------------------------------------------------------------------------
class CViewEffects : public IViewEffects
{
public:
~CViewEffects()
{
ClearAllFades();
}
virtual void Init( void );
virtual void LevelInit( void );
virtual void GetFadeParams( int context, byte *r, byte *g, byte *b, byte *a, bool *blend );
virtual void CalcShake( void );
virtual void ApplyShake( Vector& origin, QAngle& angles, float factor );
virtual void Shake( ScreenShake_t &data );
virtual void Fade( ScreenFade_t &data );
virtual void ClearPermanentFades( void );
virtual void FadeCalculate( void );
virtual void ClearAllFades( void );
// Save / Restore
virtual void Save( ISave *pSave );
virtual void Restore( IRestore *pRestore, bool fCreatePlayers );
private:
void ClearAllShakes();
screenshake_t *FindLongestShake();
CUtlVector<screenfade_t *> m_FadeList;
CUtlVector<screenshake_t *> m_ShakeList;
Vector m_vecShakeAppliedOffset;
float m_flShakeAppliedAngle;
int m_FadeColorRGBA[4];
bool m_bModulate;
friend void CC_Shake_Stop();
};
static CViewEffects g_ViewEffects;
IViewEffects *vieweffects = ( IViewEffects * )&g_ViewEffects;
// Callback function to call at end of screen m_Fade.
static int s_nCallbackParameter;
static void ( *s_pfnFadeDoneCallback )( int parm1 );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszName -
// iSize -
// *pbuf -
// Output : static int
//-----------------------------------------------------------------------------
void __MsgFunc_Shake( bf_read &msg )
{
ScreenShake_t shake;
shake.command = msg.ReadByte();
shake.amplitude = msg.ReadFloat();
shake.frequency = msg.ReadFloat();
shake.duration = msg.ReadFloat();
g_ViewEffects.Shake( shake );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszName -
// iSize -
// *pbuf -
// Output : static int
//-----------------------------------------------------------------------------
void __MsgFunc_Fade( bf_read &msg )
{
ScreenFade_t fade;
fade.duration = msg.ReadShort(); // fade lasts this long
fade.holdTime = msg.ReadShort(); // fade lasts this long
fade.fadeFlags = msg.ReadShort(); // fade type (in / out)
fade.r = msg.ReadByte(); // fade red
fade.g = msg.ReadByte(); // fade green
fade.b = msg.ReadByte(); // fade blue
fade.a = msg.ReadByte(); // fade blue
g_ViewEffects.Fade( fade );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CViewEffects::Init( void )
{
HOOK_MESSAGE( Shake );
HOOK_MESSAGE( Fade );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CViewEffects::LevelInit( void )
{
ClearAllShakes();
ClearAllFades();
}
static ConVar shake_show( "shake_show", "0", 0, "Displays a list of the active screen shakes." );
static ConCommand shake_stop("shake_stop", CC_Shake_Stop, "Stops all active screen shakes.\n", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose: Stops all active screen shakes.
//-----------------------------------------------------------------------------
void CC_Shake_Stop()
{
g_ViewEffects.ClearAllShakes();
}
//-----------------------------------------------------------------------------
// Purpose: Apply noise to the eye position.
// UNDONE: Feedback a bit of this into the view model position. It shakes too much
//-----------------------------------------------------------------------------
void CViewEffects::CalcShake( void )
{
float fraction, freq;
// We'll accumulate the aggregate shake for this frame into these data members.
m_vecShakeAppliedOffset.Init(0, 0, 0);
m_flShakeAppliedAngle = 0;
float flRumbleAngle = 0;
bool bShow = shake_show.GetBool();
int nShakeCount = m_ShakeList.Count();
for ( int nShake = nShakeCount - 1; nShake >= 0; nShake-- )
{
screenshake_t *pShake = m_ShakeList.Element( nShake );
if ( pShake->endtime == 0 )
{
// Shouldn't be any such shakes in the list.
Assert( false );
continue;
}
if ( ( gpGlobals->curtime > pShake->endtime ) ||
pShake->duration <= 0 ||
pShake->amplitude <= 0 ||
pShake->frequency <= 0 )
{
// Retire this shake.
delete m_ShakeList.Element( nShake );
m_ShakeList.FastRemove( nShake );
continue;
}
if ( bShow )
{
con_nprint_t np;
np.time_to_live = 2.0f;
np.fixed_width_font = true;
np.color[0] = 1.0;
np.color[1] = 0.8;
np.color[2] = 0.1;
np.index = nShake + 2;
engine->Con_NXPrintf( &np, "%02d: dur(%8.2f) amp(%8.2f) freq(%8.2f)", nShake + 1, (double)pShake->duration, (double)pShake->amplitude, (double)pShake->frequency );
}
if ( gpGlobals->curtime > pShake->nextShake )
{
// Higher frequency means we recalc the extents more often and perturb the display again
pShake->nextShake = gpGlobals->curtime + (1.0f / pShake->frequency);
// Compute random shake extents (the shake will settle down from this)
for (int i = 0; i < 3; i++ )
{
pShake->offset[i] = random->RandomFloat( -pShake->amplitude, pShake->amplitude );
}
pShake->angle = random->RandomFloat( -pShake->amplitude*0.25, pShake->amplitude*0.25 );
}
// Ramp down amplitude over duration (fraction goes from 1 to 0 linearly with slope 1/duration)
fraction = ( pShake->endtime - gpGlobals->curtime ) / pShake->duration;
// Ramp up frequency over duration
if ( fraction )
{
freq = (pShake->frequency / fraction);
}
else
{
freq = 0;
}
// square fraction to approach zero more quickly
fraction *= fraction;
// Sine wave that slowly settles to zero
fraction = fraction * sin( gpGlobals->curtime * freq );
if( pShake->command != SHAKE_START_NORUMBLE )
{
// As long as this isn't a NO RUMBLE effect, then accumulate rumble
flRumbleAngle += pShake->angle * fraction;
}
if( pShake->command != SHAKE_START_RUMBLEONLY )
{
// As long as this isn't a RUMBLE ONLY effect, then accumulate screen shake
// Add to view origin
m_vecShakeAppliedOffset += pShake->offset * fraction;
// Add to roll
m_flShakeAppliedAngle += pShake->angle * fraction;
}
// Drop amplitude a bit, less for higher frequency shakes
pShake->amplitude -= pShake->amplitude * ( gpGlobals->frametime / (pShake->duration * pShake->frequency) );
}
// Feed this to the rumble system!
UpdateScreenShakeRumble( flRumbleAngle );
}
//-----------------------------------------------------------------------------
// Purpose: Apply the current screen shake to this origin/angles. Factor is the amount to apply
// This is so you can blend in part of the shake
// Input : origin -
// angles -
// factor -
//-----------------------------------------------------------------------------
void CViewEffects::ApplyShake( Vector& origin, QAngle& angles, float factor )
{
VectorMA( origin, factor, m_vecShakeAppliedOffset, origin );
angles.z += m_flShakeAppliedAngle * factor;
}
//-----------------------------------------------------------------------------
// Purpose: Zeros out all active screen shakes.
//-----------------------------------------------------------------------------
void CViewEffects::ClearAllShakes()
{
int nShakeCount = m_ShakeList.Count();
for ( int i = 0; i < nShakeCount; i++ )
{
delete m_ShakeList.Element( i );
}
m_ShakeList.Purge();
}
//-----------------------------------------------------------------------------
// Purpose: Returns the shake with the longest duration. This is the shake we
// use anytime we get an amplitude or frequency command, because the
// most likely case is that we're modifying a shake with a long
// duration rather than a brief shake caused by an explosion, etc.
//-----------------------------------------------------------------------------
screenshake_t *CViewEffects::FindLongestShake()
{
screenshake_t *pLongestShake = NULL;
int nShakeCount = m_ShakeList.Count();
for ( int i = 0; i < nShakeCount; i++ )
{
screenshake_t *pShake = m_ShakeList.Element( i );
if ( pShake && ( !pLongestShake || ( pShake->duration > pLongestShake->duration ) ) )
{
pLongestShake = pShake;
}
}
return pLongestShake;
}
//-----------------------------------------------------------------------------
// Purpose: Message hook to parse ScreenShake messages
// Input : pszName -
// iSize -
// pbuf -
// Output :
//-----------------------------------------------------------------------------
void CViewEffects::Shake( ScreenShake_t &data )
{
if ( ( data.command == SHAKE_START || data.command == SHAKE_START_RUMBLEONLY ) && ( m_ShakeList.Count() < MAX_SHAKES ) )
{
screenshake_t *pNewShake = new screenshake_t;
pNewShake->amplitude = data.amplitude;
pNewShake->frequency = data.frequency;
pNewShake->duration = data.duration;
pNewShake->nextShake = 0;
pNewShake->endtime = gpGlobals->curtime + data.duration;
pNewShake->command = data.command;
m_ShakeList.AddToTail( pNewShake );
}
else if ( data.command == SHAKE_STOP)
{
ClearAllShakes();
}
else if ( data.command == SHAKE_AMPLITUDE )
{
// Look for the most likely shake to modify.
screenshake_t *pShake = FindLongestShake();
if ( pShake )
{
pShake->amplitude = data.amplitude;
}
}
else if ( data.command == SHAKE_FREQUENCY )
{
// Look for the most likely shake to modify.
screenshake_t *pShake = FindLongestShake();
if ( pShake )
{
pShake->frequency = data.frequency;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Message hook to parse ScreenFade messages
// Input : *pszName -
// iSize -
// *pbuf -
// Output : int
//-----------------------------------------------------------------------------
void CViewEffects::Fade( ScreenFade_t &data )
{
// Create a new fade and append it to the list
screenfade_t *pNewFade = new screenfade_t;
pNewFade->End = data.duration * (1.0f/(float)(1<<SCREENFADE_FRACBITS));
pNewFade->Reset = data.holdTime * (1.0f/(float)(1<<SCREENFADE_FRACBITS));
pNewFade->r = data.r;
pNewFade->g = data.g;
pNewFade->b = data.b;
pNewFade->alpha = data.a;
pNewFade->Flags = data.fadeFlags;
pNewFade->Speed = 0;
// Calc fade speed
if ( data.duration > 0 )
{
if ( data.fadeFlags & FFADE_OUT )
{
if ( pNewFade->End )
{
pNewFade->Speed = -(float)pNewFade->alpha / pNewFade->End;
}
pNewFade->End += gpGlobals->curtime;
pNewFade->Reset += pNewFade->End;
}
else
{
if ( pNewFade->End )
{
pNewFade->Speed = (float)pNewFade->alpha / pNewFade->End;
}
pNewFade->Reset += gpGlobals->curtime;
pNewFade->End += pNewFade->Reset;
}
}
if ( data.fadeFlags & FFADE_PURGE )
{
ClearAllFades();
}
m_FadeList.AddToTail( pNewFade );
}
//-----------------------------------------------------------------------------
// Purpose: Compute the overall color & alpha of the fades
//-----------------------------------------------------------------------------
void CViewEffects::FadeCalculate( void )
{
// Cycle through all fades and remove any that have finished (work backwards)
int i;
int iSize = m_FadeList.Size();
for (i = iSize-1; i >= 0; i-- )
{
screenfade_t *pFade = m_FadeList[i];
// Keep pushing reset time out indefinitely
if ( pFade->Flags & FFADE_STAYOUT )
{
pFade->Reset = gpGlobals->curtime + 0.1;
}
// All done?
if ( ( gpGlobals->curtime > pFade->Reset ) && ( gpGlobals->curtime > pFade->End ) )
{
// User passed in a callback function, call it now
if ( s_pfnFadeDoneCallback )
{
s_pfnFadeDoneCallback( s_nCallbackParameter );
s_pfnFadeDoneCallback = NULL;
s_nCallbackParameter = 0;
}
// Remove this Fade from the list
m_FadeList.FindAndRemove( pFade );
delete pFade;
}
}
m_bModulate = false;
m_FadeColorRGBA[0] = m_FadeColorRGBA[1] = m_FadeColorRGBA[2] = m_FadeColorRGBA[3] = 0;
// Cycle through all fades in the list and calculate the overall color/alpha
for ( i = 0; i < m_FadeList.Size(); i++ )
{
screenfade_t *pFade = m_FadeList[i];
// Color
m_FadeColorRGBA[0] += pFade->r;
m_FadeColorRGBA[1] += pFade->g;
m_FadeColorRGBA[2] += pFade->b;
// Fading...
int iFadeAlpha;
if ( pFade->Flags & (FFADE_OUT|FFADE_IN) )
{
iFadeAlpha = pFade->Speed * ( pFade->End - gpGlobals->curtime );
if ( pFade->Flags & FFADE_OUT )
{
iFadeAlpha += pFade->alpha;
}
iFadeAlpha = MIN( iFadeAlpha, pFade->alpha );
iFadeAlpha = MAX( 0, iFadeAlpha );
}
else
{
iFadeAlpha = pFade->alpha;
}
// Use highest alpha
if ( iFadeAlpha > m_FadeColorRGBA[3] )
{
m_FadeColorRGBA[3] = iFadeAlpha;
}
// Modulate?
if ( pFade->Flags & FFADE_MODULATE )
{
m_bModulate = true;
}
}
// Divide colors
if ( m_FadeList.Size() )
{
m_FadeColorRGBA[0] /= m_FadeList.Size();
m_FadeColorRGBA[1] /= m_FadeList.Size();
m_FadeColorRGBA[2] /= m_FadeList.Size();
}
}
//-----------------------------------------------------------------------------
// Purpose: Clear only the permanent fades in our fade list
//-----------------------------------------------------------------------------
void CViewEffects::ClearPermanentFades( void )
{
int iSize = m_FadeList.Size();
for (int i = iSize-1; i >= 0; i-- )
{
screenfade_t *pFade = m_FadeList[i];
if ( pFade->Flags & FFADE_STAYOUT )
{
// Destroy this fade
m_FadeList.FindAndRemove( pFade );
delete pFade;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Purge & delete all fades in the queue
//-----------------------------------------------------------------------------
void CViewEffects::ClearAllFades( void )
{
int iSize = m_FadeList.Size();
for (int i = iSize-1; i >= 0; i-- )
{
delete m_FadeList[i];
}
m_FadeList.Purge();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : context - Which call to Render is this ( CViewSetup::context )
// *r -
// *g -
// *b -
// *a -
// *blend -
//-----------------------------------------------------------------------------
void CViewEffects::GetFadeParams( int context, byte *r, byte *g, byte *b, byte *a, bool *blend )
{
// If the intro is overriding our fade, use that instead
if ( g_pIntroData && g_pIntroData->m_flCurrentFadeColor[3] )
{
*r = g_pIntroData->m_flCurrentFadeColor[0];
*g = g_pIntroData->m_flCurrentFadeColor[1];
*b = g_pIntroData->m_flCurrentFadeColor[2];
*a = g_pIntroData->m_flCurrentFadeColor[3];
*blend = false;
return;
}
FadeCalculate();
*r = m_FadeColorRGBA[0];
*g = m_FadeColorRGBA[1];
*b = m_FadeColorRGBA[2];
*a = m_FadeColorRGBA[3];
*blend = m_bModulate;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSave -
//-----------------------------------------------------------------------------
void CViewEffects::Save( ISave *pSave )
{
// Save the view fades
int iCount = m_FadeList.Count();
pSave->WriteInt( &iCount );
for ( int i = 0; i < iCount; i++ )
{
pSave->StartBlock();
pSave->WriteAll( m_FadeList[i] );
pSave->EndBlock();
}
// Save the view shakes
iCount = m_ShakeList.Count();
pSave->WriteInt( &iCount );
for ( int i = 0; i < iCount; i++ )
{
pSave->StartBlock();
pSave->WriteAll( m_ShakeList[i] );
pSave->EndBlock();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pRestore -
// fCreatePlayers -
//-----------------------------------------------------------------------------
void CViewEffects::Restore( IRestore *pRestore, bool fCreatePlayers )
{
CGameSaveRestoreInfo *pSaveData = pRestore->GetGameSaveRestoreInfo();
// View effects is a singleton so we only need to restore it once,
// from the level that we are going into.
if( !pSaveData->levelInfo.fUseLandmark )
{
ClearAllFades();
ClearAllShakes();
// Read in the view fades
int iCount = pRestore->ReadInt();
for ( int i = 0; i < iCount; i++ )
{
screenfade_t *pNewFade = new screenfade_t;
pRestore->StartBlock();
pRestore->ReadAll( pNewFade );
pRestore->EndBlock();
m_FadeList.AddToTail( pNewFade );
}
// Read in the view shakes
iCount = pRestore->ReadInt();
for ( int i = 0; i < iCount; i++ )
{
screenshake_t *pNewShake = new screenshake_t;
pRestore->StartBlock();
pRestore->ReadAll( pNewShake );
pRestore->EndBlock();
m_ShakeList.AddToTail( pNewShake );
}
}
}
//====================================================================================================
// CLIENTSIDE VIEW EFFECTS SAVE/RESTORE
//====================================================================================================
static short VIEWEFFECTS_SAVE_RESTORE_VERSION = 2;
class CViewEffectsSaveRestoreBlockHandler : public CDefSaveRestoreBlockHandler
{
struct QueuedItem_t;
public:
CViewEffectsSaveRestoreBlockHandler()
{
}
const char *GetBlockName()
{
return "ViewEffects";
}
//---------------------------------
virtual void PreSave( CSaveRestoreData * )
{
}
//---------------------------------
virtual void Save( ISave *pSave )
{
vieweffects->Save( pSave );
}
//---------------------------------
virtual void WriteSaveHeaders( ISave *pSave )
{
pSave->WriteShort( &VIEWEFFECTS_SAVE_RESTORE_VERSION );
}
//---------------------------------
virtual void PostSave()
{
}
//---------------------------------
virtual void PreRestore()
{
}
//---------------------------------
virtual void ReadRestoreHeaders( IRestore *pRestore )
{
// No reason why any future version shouldn't try to retain backward compatability. The default here is to not do so.
short version = pRestore->ReadShort();
m_bDoLoad = ( version == VIEWEFFECTS_SAVE_RESTORE_VERSION );
}
//---------------------------------
virtual void Restore( IRestore *pRestore, bool fCreatePlayers )
{
if ( m_bDoLoad )
{
vieweffects->Restore( pRestore, fCreatePlayers );
}
}
//---------------------------------
virtual void PostRestore()
{
}
private:
bool m_bDoLoad;
};
//-----------------------------------------------------------------------------
CViewEffectsSaveRestoreBlockHandler g_ViewEffectsSaveRestoreBlockHandler;
ISaveRestoreBlockHandler *GetViewEffectsRestoreBlockHandler()
{
return &g_ViewEffectsSaveRestoreBlockHandler;
}