465 lines
15 KiB
C++
465 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Episodic screen-space effects
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//
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#include "cbase.h"
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#include "ScreenSpaceEffects.h"
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#include "rendertexture.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imaterialvar.h"
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#include "cdll_client_int.h"
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#include "materialsystem/itexture.h"
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#include "KeyValues.h"
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#include "clienteffectprecachesystem.h"
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#include "episodic_screenspaceeffects.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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#ifdef _X360
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#define STUN_TEXTURE "_rt_FullFrameFB2"
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#else
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#define STUN_TEXTURE "_rt_WaterRefraction"
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CStunEffect::Init( void )
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{
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m_flDuration = 0.0f;
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m_flFinishTime = 0.0f;
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m_bUpdateView = true;
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KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
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pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE );
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m_EffectMaterial.Init( "__stuneffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues );
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m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS );
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}
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void CStunEffect::Shutdown( void )
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{
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m_EffectMaterial.Shutdown();
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m_StunTexture.Shutdown();
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}
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//------------------------------------------------------------------------------
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// Purpose: Pick up changes in our parameters
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//------------------------------------------------------------------------------
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void CStunEffect::SetParameters( KeyValues *params )
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{
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if( params->FindKey( "duration" ) )
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{
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m_flDuration = params->GetFloat( "duration" );
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m_flFinishTime = gpGlobals->curtime + m_flDuration;
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m_bUpdateView = true;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Render the effect
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//-----------------------------------------------------------------------------
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void CStunEffect::Render( int x, int y, int w, int h )
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{
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// Make sure we're ready to play this effect
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if ( m_flFinishTime < gpGlobals->curtime )
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return;
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CMatRenderContextPtr pRenderContext( materials );
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// Set ourselves to the proper rendermode
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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// Draw the texture if we're using it
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if ( m_bUpdateView )
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{
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// Save off this pass
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Rect_t srcRect;
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srcRect.x = x;
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srcRect.y = y;
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srcRect.width = w;
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srcRect.height = h;
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pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
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m_bUpdateView = false;
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}
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float flEffectPerc = ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration;
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float viewOffs = ( flEffectPerc * 32.0f ) * ( cos( gpGlobals->curtime * 40.0f ) * sin( gpGlobals->curtime * 17.0f ) );
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float vX = x + viewOffs;
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if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 )
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{
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if ( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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m_EffectMaterial->ColorModulate( 1.0f, 1.0f, 1.0f );
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}
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else
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{
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// This is a stupid fix, but I don't have time to do a cleaner implementation. Since
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// the introblur.vmt material uses unlit generic, it will tone map, so I need to undo the tone mapping
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// using color modulate. The proper fix would be to use a different material type that
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// supports alpha blending but not tone mapping, which I don't think exists. Whatever. This works when
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// the tone mapping scalar is less than 1.0, which it is in the cases it's used in game.
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float flUnTonemap = pow( 1.0f / pRenderContext->GetToneMappingScaleLinear().x, 1.0f / 2.2f );
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m_EffectMaterial->ColorModulate( flUnTonemap, flUnTonemap, flUnTonemap );
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}
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// Set alpha blend value
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float flOverlayAlpha = clamp( ( 150.0f / 255.0f ) * flEffectPerc, 0.0f, 1.0f );
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m_EffectMaterial->AlphaModulate( flOverlayAlpha );
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// Draw full screen alpha-blended quad
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pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, 0, 0, w, h,
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vX, 0, (m_StunTexture->GetActualWidth()-1)+vX, (m_StunTexture->GetActualHeight()-1),
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m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() );
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}
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// Save off this pass
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Rect_t srcRect;
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srcRect.x = x;
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srcRect.y = y;
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srcRect.width = w;
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srcRect.height = h;
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pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
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// Restore our state
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->PopMatrix();
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->PopMatrix();
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}
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// ================================================================================================================
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//
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// Ep 1. Intro blur
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//
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// ================================================================================================================
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEP1IntroEffect::Init( void )
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{
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m_flDuration = 0.0f;
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m_flFinishTime = 0.0f;
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m_bUpdateView = true;
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m_bFadeOut = false;
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KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
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pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE );
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m_EffectMaterial.Init( "__ep1introeffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues );
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m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS );
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}
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void CEP1IntroEffect::Shutdown( void )
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{
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m_EffectMaterial.Shutdown();
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m_StunTexture.Shutdown();
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}
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//------------------------------------------------------------------------------
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// Purpose: Pick up changes in our parameters
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//------------------------------------------------------------------------------
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void CEP1IntroEffect::SetParameters( KeyValues *params )
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{
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if( params->FindKey( "duration" ) )
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{
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m_flDuration = params->GetFloat( "duration" );
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m_flFinishTime = gpGlobals->curtime + m_flDuration;
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}
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if( params->FindKey( "fadeout" ) )
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{
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m_bFadeOut = ( params->GetInt( "fadeout" ) == 1 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the alpha value depending on various factors and time
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//-----------------------------------------------------------------------------
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inline unsigned char CEP1IntroEffect::GetFadeAlpha( void )
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{
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// Find our percentage between fully "on" and "off" in the pulse range
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float flEffectPerc = ( m_flDuration == 0.0f ) ? 0.0f : ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration;
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flEffectPerc = clamp( flEffectPerc, 0.0f, 1.0f );
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if ( m_bFadeOut )
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{
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// HDR requires us to be more subtle, or we get uber-brightening
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if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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return (unsigned char) clamp( 50.0f * flEffectPerc, 0.0f, 50.0f );
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// Non-HDR
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return (unsigned char) clamp( 64.0f * flEffectPerc, 0.0f, 64.0f );
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}
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else
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{
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// HDR requires us to be more subtle, or we get uber-brightening
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if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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return (unsigned char) clamp( 64.0f * flEffectPerc, 50.0f, 64.0f );
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// Non-HDR
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return (unsigned char) clamp( 128.0f * flEffectPerc, 64.0f, 128.0f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Render the effect
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//-----------------------------------------------------------------------------
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void CEP1IntroEffect::Render( int x, int y, int w, int h )
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{
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if ( ( m_flFinishTime == 0 ) || ( IsEnabled() == false ) )
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return;
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CMatRenderContextPtr pRenderContext( materials );
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// Set ourselves to the proper rendermode
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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// Draw the texture if we're using it
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if ( m_bUpdateView )
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{
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// Save off this pass
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Rect_t srcRect;
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srcRect.x = x;
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srcRect.y = y;
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srcRect.width = w;
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srcRect.height = h;
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pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
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m_bUpdateView = false;
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}
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byte overlaycolor[4] = { 255, 255, 255, 0 };
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// Get our fade value depending on our fade duration
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overlaycolor[3] = GetFadeAlpha();
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if ( g_pMaterialSystemHardwareConfig->UsesSRGBCorrectBlending() )
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{
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// For DX10 cards, alpha blending happens in linear space, so try to adjust by hacking alpha to 50%
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overlaycolor[3] *= 0.7f;
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}
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// Disable overself if we're done fading out
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if ( m_bFadeOut && overlaycolor[3] == 0 )
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{
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// Takes effect next frame (we don't want to hose our matrix stacks here)
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g_pScreenSpaceEffects->DisableScreenSpaceEffect( "episodic_intro" );
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m_bUpdateView = true;
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}
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// Calculate some wavey noise to jitter the view by
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float vX = 2.0f * -fabs( cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 6.0 ) );
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float vY = 2.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 5.0 );
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// Scale percentage
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float flScalePerc = 0.02f + ( 0.01f * cosf( gpGlobals->curtime * 2.0f ) * cosf( gpGlobals->curtime * 0.5f ) );
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// Scaled offsets for the UVs (as texels)
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float flUOffset = ( m_StunTexture->GetActualWidth() - 1 ) * flScalePerc * 0.5f;
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float flVOffset = ( m_StunTexture->GetActualHeight() - 1 ) * flScalePerc * 0.5f;
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// New UVs with scaling offsets
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float flU1 = flUOffset;
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float flU2 = ( m_StunTexture->GetActualWidth() - 1 ) - flUOffset;
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float flV1 = flVOffset;
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float flV2 = ( m_StunTexture->GetActualHeight() - 1 ) - flVOffset;
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// Draw the "zoomed" overlay
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pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, vX, vY, w, h,
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flU1, flV1,
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flU2, flV2,
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m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() );
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render->ViewDrawFade( overlaycolor, m_EffectMaterial );
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// Save off this pass
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Rect_t srcRect;
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srcRect.x = x;
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srcRect.y = y;
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srcRect.width = w;
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srcRect.height = h;
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pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
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// Restore our state
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->PopMatrix();
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->PopMatrix();
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}
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// ================================================================================================================
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//
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// Ep 2. Groggy-player view
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//
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// ================================================================================================================
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEP2StunEffect::Init( void )
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{
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m_flDuration = 0.0f;
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m_flFinishTime = 0.0f;
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m_bUpdateView = true;
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m_bFadeOut = false;
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KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
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pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE );
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m_EffectMaterial.Init( "__ep2stuneffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues );
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m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS );
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}
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void CEP2StunEffect::Shutdown( void )
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{
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m_EffectMaterial.Shutdown();
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m_StunTexture.Shutdown();
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}
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//------------------------------------------------------------------------------
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// Purpose: Pick up changes in our parameters
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//------------------------------------------------------------------------------
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void CEP2StunEffect::SetParameters( KeyValues *params )
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{
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if( params->FindKey( "duration" ) )
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{
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m_flDuration = params->GetFloat( "duration" );
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m_flFinishTime = gpGlobals->curtime + m_flDuration;
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}
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if( params->FindKey( "fadeout" ) )
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{
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m_bFadeOut = ( params->GetInt( "fadeout" ) == 1 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the alpha value depending on various factors and time
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//-----------------------------------------------------------------------------
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inline unsigned char CEP2StunEffect::GetFadeAlpha( void )
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{
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// Find our percentage between fully "on" and "off" in the pulse range
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float flEffectPerc = ( m_flDuration == 0.0f ) ? 0.0f : ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration;
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flEffectPerc = clamp( flEffectPerc, 0.0f, 1.0f );
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if ( m_bFadeOut )
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{
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// HDR requires us to be more subtle, or we get uber-brightening
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if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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return (unsigned char) clamp( 50.0f * flEffectPerc, 0.0f, 50.0f );
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// Non-HDR
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return (unsigned char) clamp( 64.0f * flEffectPerc, 0.0f, 64.0f );
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}
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else
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{
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// HDR requires us to be more subtle, or we get uber-brightening
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if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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return (unsigned char) clamp( 164.0f * flEffectPerc, 128.0f, 164.0f );
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// Non-HDR
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return (unsigned char) clamp( 164.0f * flEffectPerc, 128.0f, 164.0f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Render the effect
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//-----------------------------------------------------------------------------
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void CEP2StunEffect::Render( int x, int y, int w, int h )
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{
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if ( ( m_flFinishTime == 0 ) || ( IsEnabled() == false ) )
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return;
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CMatRenderContextPtr pRenderContext( materials );
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// Set ourselves to the proper rendermode
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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if ( m_bUpdateView )
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{
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// Save off this pass
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Rect_t srcRect;
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srcRect.x = x;
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srcRect.y = y;
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srcRect.width = w;
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srcRect.height = h;
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pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
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m_bUpdateView = false;
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}
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byte overlaycolor[4] = { 255, 255, 255, 0 };
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// Get our fade value depending on our fade duration
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overlaycolor[3] = GetFadeAlpha();
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// Disable overself if we're done fading out
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if ( m_bFadeOut && overlaycolor[3] == 0 )
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{
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// Takes effect next frame (we don't want to hose our matrix stacks here)
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g_pScreenSpaceEffects->DisableScreenSpaceEffect( "ep2_groggy" );
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m_bUpdateView = true;
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}
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// Calculate some wavey noise to jitter the view by
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float vX = 4.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 6.0 );
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float vY = 2.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 5.0 );
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float flBaseScale = 0.2f + 0.005f * sinf( gpGlobals->curtime * 4.0f );
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// Scale percentage
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float flScalePerc = flBaseScale + ( 0.01f * cosf( gpGlobals->curtime * 2.0f ) * cosf( gpGlobals->curtime * 0.5f ) );
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// Scaled offsets for the UVs (as texels)
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float flUOffset = ( m_StunTexture->GetActualWidth() - 1 ) * flScalePerc * 0.5f;
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float flVOffset = ( m_StunTexture->GetActualHeight() - 1 ) * flScalePerc * 0.5f;
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// New UVs with scaling offsets
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float flU1 = flUOffset;
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float flU2 = ( m_StunTexture->GetActualWidth() - 1 ) - flUOffset;
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float flV1 = flVOffset;
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float flV2 = ( m_StunTexture->GetActualHeight() - 1 ) - flVOffset;
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// Draw the "zoomed" overlay
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pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, vX, vY, w, h,
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flU1, flV1,
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flU2, flV2,
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m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() );
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render->ViewDrawFade( overlaycolor, m_EffectMaterial );
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// Save off this pass
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Rect_t srcRect;
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srcRect.x = x;
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srcRect.y = y;
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srcRect.width = w;
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srcRect.height = h;
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pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
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// Restore our state
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->PopMatrix();
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->PopMatrix();
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}
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