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//========= Copyright � 1996-2007, Valve Corporation, All rights reserved. ====
//
// An entity that allows level designer control over the fog parameters.
//
//=============================================================================
#include "cbase.h"
#include "postprocesscontroller.h"
#include "entityinput.h"
#include "entityoutput.h"
#include "eventqueue.h"
#include "player.h"
#include "world.h"
#include "ndebugoverlay.h"
#include "triggers.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CPostProcessSystem s_PostProcessSystem( "PostProcessSystem" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPostProcessSystem *PostProcessSystem( void ) { return &s_PostProcessSystem; }
LINK_ENTITY_TO_CLASS( postprocess_controller, CPostProcessController );
BEGIN_DATADESC( CPostProcessController ) DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_FADE_TIME ], FIELD_FLOAT, "fadetime" ), DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_LOCAL_CONTRAST_STRENGTH ], FIELD_FLOAT, "localcontraststrength" ), DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_LOCAL_CONTRAST_EDGE_STRENGTH ], FIELD_FLOAT, "localcontrastedgestrength" ), DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_VIGNETTE_START ], FIELD_TIME, "vignettestart" ), DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_VIGNETTE_END ], FIELD_TIME, "vignetteend" ), DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_VIGNETTE_BLUR_STRENGTH ], FIELD_FLOAT, "vignetteblurstrength" ), DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_FADE_TO_BLACK_STRENGTH ], FIELD_FLOAT, "fadetoblackstrength" ), DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_DEPTH_BLUR_FOCAL_DISTANCE ], FIELD_FLOAT, "depthblurfocaldistance" ), DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_DEPTH_BLUR_STRENGTH ], FIELD_FLOAT, "depthblurstrength" ), DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_SCREEN_BLUR_STRENGTH ], FIELD_FLOAT, "screenblurstrength" ), DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_FILM_GRAIN_STRENGTH ], FIELD_FLOAT, "filmgrainstrength" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFadeTime", InputSetFadeTime ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetLocalContrastStrength", InputSetLocalContrastStrength ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetLocalContrastEdgeStrength", InputSetLocalContrastEdgeStrength ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetVignetteStart", InputSetVignetteStart ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetVignetteEnd", InputSetVignetteEnd ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetVignetteBlurStrength", InputSetVignetteBlurStrength ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFadeToBlackStrength", InputSetFadeToBlackStrength ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDepthBlurFocalDistance", InputSetDepthBlurFocalDistance), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDepthBlurStrength", InputSetDepthBlurStrength ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetScreenBlurStrength", InputSetScreenBlurStrength ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFilmGrainStrength", InputSetFilmGrainStrength ), END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CPostProcessController, DT_PostProcessController ) SendPropArray3( SENDINFO_ARRAY3( m_flPostProcessParameters ), SendPropFloat( SENDINFO_ARRAY( m_flPostProcessParameters ) ) ), SendPropBool( SENDINFO(m_bMaster) ), END_SEND_TABLE()
CPostProcessController::CPostProcessController() : m_bMaster( false ) { }
CPostProcessController::~CPostProcessController() { }
void CPostProcessController::Spawn( void ) { BaseClass::Spawn();
m_bMaster = IsMaster(); }
//-----------------------------------------------------------------------------
// Activate!
//-----------------------------------------------------------------------------
void CPostProcessController::Activate( ) { BaseClass::Activate(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPostProcessController::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
void CPostProcessController::InputSetFadeTime( inputdata_t &inputdata ) { m_flPostProcessParameters.Set( PPPN_FADE_TIME, inputdata.value.Float() ); }
void CPostProcessController::InputSetLocalContrastStrength( inputdata_t &inputdata ) { m_flPostProcessParameters.Set( PPPN_LOCAL_CONTRAST_STRENGTH, inputdata.value.Float() ); }
void CPostProcessController::InputSetLocalContrastEdgeStrength( inputdata_t &inputdata ) { m_flPostProcessParameters.Set( PPPN_LOCAL_CONTRAST_EDGE_STRENGTH, inputdata.value.Float() ); }
void CPostProcessController::InputSetVignetteStart( inputdata_t &inputdata ) { m_flPostProcessParameters.Set( PPPN_VIGNETTE_START, inputdata.value.Float() ); }
void CPostProcessController::InputSetVignetteEnd( inputdata_t &inputdata ) { m_flPostProcessParameters.Set( PPPN_VIGNETTE_END, inputdata.value.Float() ); }
void CPostProcessController::InputSetVignetteBlurStrength( inputdata_t &inputdata ) { m_flPostProcessParameters.Set( PPPN_VIGNETTE_BLUR_STRENGTH, inputdata.value.Float() ); }
void CPostProcessController::InputSetFadeToBlackStrength( inputdata_t &inputdata ) { m_flPostProcessParameters.Set( PPPN_FADE_TO_BLACK_STRENGTH, inputdata.value.Float() ); }
void CPostProcessController::InputSetDepthBlurFocalDistance( inputdata_t &inputdata ) { m_flPostProcessParameters.Set( PPPN_DEPTH_BLUR_FOCAL_DISTANCE, inputdata.value.Float() ); }
void CPostProcessController::InputSetDepthBlurStrength( inputdata_t &inputdata ) { m_flPostProcessParameters.Set( PPPN_DEPTH_BLUR_STRENGTH, inputdata.value.Float() ); }
void CPostProcessController::InputSetScreenBlurStrength( inputdata_t &inputdata ) { m_flPostProcessParameters.Set( PPPN_SCREEN_BLUR_STRENGTH, inputdata.value.Float() ); }
void CPostProcessController::InputSetFilmGrainStrength( inputdata_t &inputdata ) { m_flPostProcessParameters.Set( PPPN_FILM_GRAIN_STRENGTH, inputdata.value.Float() ); }
//-----------------------------------------------------------------------------
// Purpose: Clear out the PostProcess controller.
//-----------------------------------------------------------------------------
void CPostProcessSystem::LevelInitPreEntity( void ) { m_hMasterController = NULL; ListenForGameEvent( "round_start" ); }
//-----------------------------------------------------------------------------
// Purpose: Find the master controller. If no controller is
// set as Master, use the first controller found.
//-----------------------------------------------------------------------------
void CPostProcessSystem::InitMasterController( void ) { CPostProcessController *pPostProcessController = NULL;
do { pPostProcessController = dynamic_cast<CPostProcessController*>( gEntList.FindEntityByClassname( pPostProcessController, "postprocess_controller" ) ); if ( pPostProcessController ) { if ( m_hMasterController.Get() == NULL ) { m_hMasterController = pPostProcessController; } else { if ( pPostProcessController->IsMaster() ) { m_hMasterController = pPostProcessController; } } } } while ( pPostProcessController ); }
//-----------------------------------------------------------------------------
// Purpose: On a multiplayer map restart, re-find the master controller.
//-----------------------------------------------------------------------------
void CPostProcessSystem::FireGameEvent( IGameEvent *pEvent ) { InitMasterController(); }
//-----------------------------------------------------------------------------
// Purpose: On level load find the master PostProcess controller. If no controller is
// set as Master, use the first PostProcess controller found.
//-----------------------------------------------------------------------------
void CPostProcessSystem::LevelInitPostEntity( void ) { InitMasterController();
// HACK: Singleplayer games don't get a call to CBasePlayer::Spawn on level transitions.
// CBasePlayer::Activate is called before this is called so that's too soon to set up the PostProcess controller.
// We don't have a hook similar to Activate that happens after LevelInitPostEntity
// is called, or we could just do this in the player itself.
if ( gpGlobals->maxClients == 1 ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( pPlayer && ( pPlayer->m_hPostProcessCtrl.Get() == NULL ) ) { pPlayer->InitPostProcessController(); } } }
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