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//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmematerialoverlayfxclip.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "tier1/keyvalues.h"
#include "tier1/convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// CDmeClip - common base class for filmclips, soundclips, and channelclips
//-----------------------------------------------------------------------------
IMPLEMENT_FX_CLIP_ELEMENT_FACTORY( DmeMaterialOverlayFXClip, CDmeMaterialOverlayFXClip, "Material Overlay Effect" );
void CDmeMaterialOverlayFXClip::OnConstruction() { m_Material.Init( this, "material" ); m_Color.Init( this, "overlaycolor" ); m_nLeft.Init( this, "left" ); m_nTop.Init( this, "top" ); m_nWidth.Init( this, "width" ); m_nHeight.Init( this, "height" ); m_bFullScreen.Init( this, "fullscreen" ); m_bUseSubRect.Init( this, "useSubRect" ); m_flMovementAngle.Init( this, "movementAngle" ); m_flMovementSpeed.Init( this, "movementSpeed" ); m_nSubRectLeft.Init( this, "subRectLeft" ); m_nSubRectTop.Init( this, "subRectTop" ); m_nSubRectWidth.Init( this, "subRectWidth" ); m_nSubRectHeight.Init( this, "subRectHeight" );
m_Color.SetColor( 255, 255, 255, 255 ); m_bFullScreen = true; m_nLeft = m_nTop = 0; m_nWidth = m_nHeight = 1;
// Set up the Blt material
KeyValues *pVMTKeyValues = new KeyValues( "accumbuff4sample" ); pVMTKeyValues->SetString( "$INPUT", "Effects/FilmScan256" ); // dummy
KeyValues *pProxiesKV = pVMTKeyValues->FindKey( "proxies", true ); // create a subkey
pProxiesKV->FindKey( "sfm_blt", true );
m_BltMaterial.Init( "accumbuff4sample", pVMTKeyValues ); m_BltMaterial->Refresh(); }
void CDmeMaterialOverlayFXClip::OnDestruction() { m_BltMaterial.Shutdown(); }
//-----------------------------------------------------------------------------
// Resolve
//-----------------------------------------------------------------------------
void CDmeMaterialOverlayFXClip::Resolve() { if ( m_Material.IsDirty() ) { m_OverlayMaterial.Shutdown(); const char *pName = m_Material.Get(); if ( pName && pName[0] ) { m_OverlayMaterial.Init( pName, NULL, false ); } m_Material.GetAttribute()->RemoveFlag( FATTRIB_DIRTY ); } }
//-----------------------------------------------------------------------------
// Helper for overlays
//-----------------------------------------------------------------------------
void CDmeMaterialOverlayFXClip::SetOverlayEffect( const char *pMaterialName ) { m_Material = pMaterialName; }
void CDmeMaterialOverlayFXClip::SetAlpha( float flAlpha ) { m_Color.SetAlpha( flAlpha * 255 ); }
float CDmeMaterialOverlayFXClip::GetAlpha( void ) { return ( (float)m_Color.a() ) / 255.0f; }
bool CDmeMaterialOverlayFXClip::HasOpaqueOverlay( void ) { if ( m_OverlayMaterial ) return ( !m_OverlayMaterial->IsTranslucent() && ( m_Color.a() == 255 ) && m_bFullScreen );
// no material overlay set
return false; }
IMaterial *CDmeMaterialOverlayFXClip::GetMaterial() { return m_OverlayMaterial; }
void CDmeMaterialOverlayFXClip::DrawQuad( int x, int y, int w, int h, float u0, float v0, float u1, float v1 ) { CMatRenderContextPtr pRenderContext( materials ); IMesh *pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 );
meshBuilder.Position3f( x, y, 0.0f ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.TexCoord2f( 0, u0, v0 ); meshBuilder.TexCoord2f( 1, 0.0f, 0.0f ); meshBuilder.TexCoord2f( 2, 0.0f, 0.0f ); meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 3>();
meshBuilder.Position3f( x, y+h, 0.0f ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.TexCoord2f( 0, u0, v1 ); meshBuilder.TexCoord2f( 1, 0.0f, 1.0f ); meshBuilder.TexCoord2f( 2, 0.0f, 0.0f ); meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 3>();
meshBuilder.Position3f( x+w, y, 0.0f ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.TexCoord2f( 0, u1, v0 ); meshBuilder.TexCoord2f( 1, 1.0f, 0.0f ); meshBuilder.TexCoord2f( 2, 0.0f, 0.0f ); meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 3>();
meshBuilder.Position3f( x+w, y+h, 0.0f ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.TexCoord2f( 0, u1, v1 ); meshBuilder.TexCoord2f( 1, 1.0f, 1.0f ); meshBuilder.TexCoord2f( 2, 0.0f, 0.0f ); meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 3>();
meshBuilder.End(); pMesh->Draw(); }
void CDmeMaterialOverlayFXClip::DrawOneToOneQuad( int nWidth, int nHeight ) { CMatRenderContextPtr pRenderContext( materials ); IMesh *pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder;
// Epsilons for 1:1 texel to pixel mapping
float fWidthEpsilon = 0.5f / ((float) nWidth); float fHeightEpsilon = 0.5f / ((float) nHeight);
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( -1.0f, 1.0f, 0.5f ); // Upper left
meshBuilder.TexCoord2f( 0, 0.0f + fWidthEpsilon, 0.0f + fHeightEpsilon); meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 1>();
meshBuilder.Position3f( -1.0f, -1.0f, 0.5f ); // Lower left
meshBuilder.TexCoord2f( 0, 0.0f + fWidthEpsilon, 1.0f + fHeightEpsilon); meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 1>();
meshBuilder.Position3f( 1.0f, -1.0f, 0.5 ); // Lower right
meshBuilder.TexCoord2f( 0, 1.0f + fWidthEpsilon, 1.0f + fHeightEpsilon); meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 1>();
meshBuilder.Position3f( 1.0f, 1.0f, 0.5 ); // Upper right
meshBuilder.TexCoord2f( 0, 1.0f + fWidthEpsilon, 0.0f + fHeightEpsilon); meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 1>();
meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// All effects must be able to apply their effect
//-----------------------------------------------------------------------------
void CDmeMaterialOverlayFXClip::ApplyEffect( DmeTime_t time, Rect_t ¤tRect, Rect_t &totalRect, ITexture *pTextures[MAX_FX_INPUT_TEXTURES] ) { if ( !m_OverlayMaterial || !m_BltMaterial || m_Color.a() == 0 ) return; time = ToChildMediaTime( time, false );
// Clip the overlay rectangle to the currently drawn one
int x, y, w, h; int tx, ty, tw, th; if ( m_bFullScreen ) { x = currentRect.x; y = currentRect.y; w = currentRect.width; h = currentRect.height; tx = ty = 0; tw = totalRect.width; th = totalRect.height; } else { x = clamp( m_nLeft.Get(), currentRect.x, currentRect.x + currentRect.width ); y = clamp( m_nTop.Get(), currentRect.y, currentRect.y + currentRect.height ); int x1 = clamp( m_nLeft + m_nWidth, currentRect.x, currentRect.x + currentRect.width ); int y1 = clamp( m_nTop + m_nHeight, currentRect.y, currentRect.y + currentRect.height ); w = x1 - x; h = y1 - y;
tx = m_nLeft; ty = m_nTop; tw = m_nWidth; th = m_nHeight;
// Clipped...
if ( w <= 0 || h <= 0 ) return; }
if ( tw == 0 || th == 0 ) return;
// Compute texture coordinate range of the entire texture
int mw = m_OverlayMaterial->GetMappingWidth(); int mh = m_OverlayMaterial->GetMappingHeight();
// Compute the texture coords in texels we want over the entire image
float uMin = 0; float uMax = mw; float vMin = 0; float vMax = mh;
if ( m_bUseSubRect ) { uMin = m_nSubRectLeft; vMin = m_nSubRectTop; uMax = uMin + m_nSubRectWidth; vMax = vMin + m_nSubRectHeight; }
if ( m_flMovementSpeed ) { float flRadians = M_PI * m_flMovementAngle / 180.0f; float dUdT = -m_flMovementSpeed * cos( flRadians ); float dVdT = m_flMovementSpeed * sin( flRadians ); float dU = time.GetSeconds() * dUdT; float dV = time.GetSeconds() * dVdT; uMin += dU; uMax += dU; vMin += dV; vMax += dV; }
// This is the range of normalizes (u,v) coordinates over the *total* image
uMin = ( uMin + 0.5f ) / mw; vMin = ( vMin + 0.5f ) / mh; uMax = ( uMax - 0.5f ) / mw; vMax = ( vMax - 0.5f ) / mh;
// Now determine the subrange we should use given we're rendering a portion of the image
float u0, v0, u1, v1, f; f = ( x - tx ) / tw; u0 = Lerp( f, uMin, uMax );
f = ( x + w - tx ) / tw; u1 = Lerp( f, uMin, uMax );
f = ( y - ty ) / th; v0 = Lerp( f, vMin, vMax );
f = ( y + h - ty ) / th; v1 = Lerp( f, vMin, vMax );
x -= currentRect.x; y -= currentRect.y;
CMatRenderContextPtr pRenderContext( materials );
if ( m_OverlayMaterial->NeedsPowerOfTwoFrameBufferTexture() ) { pRenderContext->Bind( m_BltMaterial, pTextures[0] ); pRenderContext->PushRenderTargetAndViewport( pTextures[1], 0, 0, w, h ); // Blt current input to temp surface
DrawOneToOneQuad( w, h ); pRenderContext->PopRenderTargetAndViewport();
pRenderContext->SetFrameBufferCopyTexture( pTextures[1] );
pRenderContext->PushRenderTargetAndViewport( pTextures[0], 0, 0, w, h ); // Render to result surface
}
float r, g, b, a; m_OverlayMaterial->GetColorModulation( &r, &g, &b ); a = m_OverlayMaterial->GetAlphaModulation();
m_OverlayMaterial->ColorModulate( m_Color.r() / 255.0f, m_Color.g() / 255.0f, m_Color.b() / 255.0f ); m_OverlayMaterial->AlphaModulate( m_Color.a() / 255.0f );
pRenderContext->Bind( m_OverlayMaterial );
DrawQuad( x, y, w, h, u0, v0, u1, v1 );
if ( m_OverlayMaterial->NeedsPowerOfTwoFrameBufferTexture() ) { pRenderContext->PopRenderTargetAndViewport(); }
m_OverlayMaterial->ColorModulate( r, g, b ); m_OverlayMaterial->AlphaModulate( a ); }
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