//============ Copyright (c) Valve Corporation, All rights reserved. ============ // // Functionality to render a glowing outline around client renderable objects. // //=============================================================================== #ifndef GLOW_OUTLINE_EFFECT_H #define GLOW_OUTLINE_EFFECT_H #if defined( COMPILER_MSVC ) #pragma once #endif #include "utlvector.h" #include "mathlib/vector.h" class C_BaseEntity; class CViewSetup; class CMatRenderContextPtr; static const int GLOW_FOR_ALL_SPLIT_SCREEN_SLOTS = -1; enum GlowRenderStyle_t { GLOWRENDERSTYLE_DEFAULT = 0, GLOWRENDERSTYLE_RIMGLOW3D, GLOWRENDERSTYLE_EDGE_HIGHLIGHT, GLOWRENDERSTYLE_EDGE_HIGHLIGHT_PULSE, GLOWRENDERSTYLE_COUNT, }; class CGlowObjectManager { public: CGlowObjectManager() : m_nFirstFreeSlot( GlowObjectDefinition_t::END_OF_FREE_LIST ) { } int RegisterGlowObject( C_BaseEntity *pEntity, const Vector &vGlowColor, float flGlowAlpha, bool bRenderWhenOccluded, bool bRenderWhenUnoccluded, int nSplitScreenSlot ) { int nIndex; if ( m_nFirstFreeSlot == GlowObjectDefinition_t::END_OF_FREE_LIST ) { nIndex = m_GlowObjectDefinitions.AddToTail(); } else { nIndex = m_nFirstFreeSlot; m_nFirstFreeSlot = m_GlowObjectDefinitions[nIndex].m_nNextFreeSlot; } m_GlowObjectDefinitions[nIndex].m_flGlowPulseOverdrive = 0.0f; m_GlowObjectDefinitions[nIndex].m_bGlowAlphaCappedByRenderAlpha = false; m_GlowObjectDefinitions[nIndex].m_flGlowAlphaFunctionOfMaxVelocity = 0.0f; m_GlowObjectDefinitions[nIndex].m_flGlowAlphaMax = 1.0f; m_GlowObjectDefinitions[nIndex].m_pEntity = pEntity; m_GlowObjectDefinitions[nIndex].m_vGlowColor = vGlowColor; m_GlowObjectDefinitions[nIndex].m_flGlowAlpha = flGlowAlpha; m_GlowObjectDefinitions[nIndex].m_bRenderWhenOccluded = bRenderWhenOccluded; m_GlowObjectDefinitions[nIndex].m_bRenderWhenUnoccluded = bRenderWhenUnoccluded; m_GlowObjectDefinitions[nIndex].m_bFullBloomRender = false; m_GlowObjectDefinitions[nIndex].m_nFullBloomStencilTestValue = 0; m_GlowObjectDefinitions[nIndex].m_nSplitScreenSlot = nSplitScreenSlot; m_GlowObjectDefinitions[nIndex].m_nNextFreeSlot = GlowObjectDefinition_t::ENTRY_IN_USE; m_GlowObjectDefinitions[nIndex].m_nRenderStyle = GLOWRENDERSTYLE_DEFAULT; return nIndex; } int AddGlowBox( Vector vecOrigin, QAngle angOrientation, Vector mins, Vector maxs, Color colColor, float flLifetime ) { int nIndex = m_GlowBoxDefinitions.AddToTail(); m_GlowBoxDefinitions[nIndex].m_vPosition = vecOrigin; m_GlowBoxDefinitions[nIndex].m_angOrientation = angOrientation; m_GlowBoxDefinitions[nIndex].m_vMins = mins; m_GlowBoxDefinitions[nIndex].m_vMaxs = maxs; m_GlowBoxDefinitions[nIndex].m_colColor = colColor; m_GlowBoxDefinitions[nIndex].m_flBirthTimeIndex = gpGlobals->curtime; m_GlowBoxDefinitions[nIndex].m_flTerminationTimeIndex = gpGlobals->curtime + flLifetime; return nIndex; } void UnregisterGlowObject( int nGlowObjectHandle ) { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); m_GlowObjectDefinitions[nGlowObjectHandle].m_nNextFreeSlot = m_nFirstFreeSlot; m_GlowObjectDefinitions[nGlowObjectHandle].m_pEntity = NULL; m_nFirstFreeSlot = nGlowObjectHandle; } void UnregisterGlowObject( C_BaseEntity *pEntity ) { for ( int i=0; i= GLOWRENDERSTYLE_DEFAULT && nNewRenderStyle < GLOWRENDERSTYLE_COUNT ); m_GlowObjectDefinitions[nGlowObjectHandle].m_nRenderStyle = nNewRenderStyle; } void SetFullBloomRender( int nGlowObjectHandle, bool bFullBloomRender, int nStencilTestValue ) { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); m_GlowObjectDefinitions[nGlowObjectHandle].m_bFullBloomRender = bFullBloomRender; m_GlowObjectDefinitions[nGlowObjectHandle].m_nFullBloomStencilTestValue = nStencilTestValue; } bool IsRenderingWhenOccluded( int nGlowObjectHandle ) const { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); return m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenOccluded; } bool IsRenderingWhenUnoccluded( int nGlowObjectHandle ) const { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); return m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenUnoccluded; } void RenderGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot ); private: void ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h ); void RenderGlowBoxes( int iPass, CMatRenderContextPtr &pRenderContext ); struct GlowObjectDefinition_t { bool ShouldDraw( int nSlot ) const { return m_pEntity && ( m_nSplitScreenSlot == GLOW_FOR_ALL_SPLIT_SCREEN_SLOTS || m_nSplitScreenSlot == nSlot ) && ( m_bRenderWhenOccluded || m_bRenderWhenUnoccluded ) && m_pEntity->ShouldDraw(); } bool IsUnused() const { return m_nNextFreeSlot != GlowObjectDefinition_t::ENTRY_IN_USE; } void DrawModel(); C_BaseEntity* m_pEntity; Vector m_vGlowColor; float m_flGlowAlpha; bool m_bGlowAlphaCappedByRenderAlpha; float m_flGlowAlphaFunctionOfMaxVelocity; float m_flGlowAlphaMax; float m_flGlowPulseOverdrive; bool m_bRenderWhenOccluded; bool m_bRenderWhenUnoccluded; bool m_bFullBloomRender; int m_nFullBloomStencilTestValue; // only render full bloom objects if stencil is equal to this value (value of -1 implies no stencil test) int m_nRenderStyle; int m_nSplitScreenSlot; // Linked list of free slots int m_nNextFreeSlot; // Special values for GlowObjectDefinition_t::m_nNextFreeSlot static const int END_OF_FREE_LIST = -1; static const int ENTRY_IN_USE = -2; }; void RenderGlowModels( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, CUtlVector &vecGlowObjects ); void DownSampleAndBlurRT( const CViewSetup *pSetup, CMatRenderContextPtr &pRenderContext, float flBloomScale, ITexture *pRtFullFrame, ITexture *pRtQuarterSize0, ITexture *pRtQuarterSize1 ); CUtlVector< GlowObjectDefinition_t > m_GlowObjectDefinitions; int m_nFirstFreeSlot; struct GlowBoxDefinition_t { Vector m_vPosition; QAngle m_angOrientation; Vector m_vMins; Vector m_vMaxs; float m_flBirthTimeIndex; float m_flTerminationTimeIndex; //when to die Color m_colColor; }; CUtlVector< GlowBoxDefinition_t > m_GlowBoxDefinitions; }; CGlowObjectManager &GlowObjectManager(); class CGlowObject { public: CGlowObject( C_BaseEntity *pEntity, const Vector &vGlowColor = Vector( 1.0f, 1.0f, 1.0f ), float flGlowAlpha = 1.0f, bool bRenderWhenOccluded = false, bool bRenderWhenUnoccluded = false, int nSplitScreenSlot = GLOW_FOR_ALL_SPLIT_SCREEN_SLOTS ) { m_nGlowObjectHandle = GlowObjectManager().RegisterGlowObject( pEntity, vGlowColor, flGlowAlpha, bRenderWhenOccluded, bRenderWhenUnoccluded, nSplitScreenSlot ); } ~CGlowObject() { GlowObjectManager().UnregisterGlowObject( m_nGlowObjectHandle ); } void SetGlowAlphaPulseOverdrive( float flAdditionalAlpha ) { //this value is added to existing glow alpha, and fades away in a few frames GlowObjectManager().SetGlowAlphaPulseOverdrive( m_nGlowObjectHandle, flAdditionalAlpha ); } void SetGlowAlphaCappedByRenderAlpha( bool bGlowAlphaCappedByRenderAlpha ) { GlowObjectManager().SetGlowAlphaCappedByRenderAlpha( m_nGlowObjectHandle, bGlowAlphaCappedByRenderAlpha ); } void SetGlowAlphaFunctionOfMaxVelocity( float flMaxVelocity ) { GlowObjectManager().SetGlowAlphaFunctionOfMaxVelocity( m_nGlowObjectHandle, flMaxVelocity ); } void SetGlowAlphaMax( float flGlowAlphaMax ) { GlowObjectManager().SetGlowAlphaMax( m_nGlowObjectHandle, flGlowAlphaMax ); } void SetEntity( C_BaseEntity *pEntity ) { GlowObjectManager().SetEntity( m_nGlowObjectHandle, pEntity ); } void SetColor( const Vector &vGlowColor ) { GlowObjectManager().SetColor( m_nGlowObjectHandle, vGlowColor ); } void SetAlpha( float flAlpha ) { GlowObjectManager().SetAlpha( m_nGlowObjectHandle, flAlpha ); } void SetRenderFlags( bool bRenderWhenOccluded, bool bRenderWhenUnoccluded ) { GlowObjectManager().SetRenderFlags( m_nGlowObjectHandle, bRenderWhenOccluded, bRenderWhenUnoccluded ); } void SetRenderStyle( GlowRenderStyle_t nNewRenderStyle ) { GlowObjectManager().SetRenderStyle( m_nGlowObjectHandle, nNewRenderStyle ); } void SetFullBloomRender( bool bFullBloomRender, int nStencilTestValue = -1 ) { return GlowObjectManager().SetFullBloomRender( m_nGlowObjectHandle, bFullBloomRender, nStencilTestValue ); } bool IsRenderingWhenOccluded() const { return GlowObjectManager().IsRenderingWhenOccluded( m_nGlowObjectHandle ); } bool IsRenderingWhenUnoccluded() const { return GlowObjectManager().IsRenderingWhenUnoccluded( m_nGlowObjectHandle ); } bool IsRendering() const { return IsRenderingWhenOccluded() || IsRenderingWhenUnoccluded(); } // Add more accessors/mutators here as needed private: int m_nGlowObjectHandle; // Assignment & copy-construction disallowed CGlowObject( const CGlowObject &other ); CGlowObject& operator=( const CGlowObject &other ); }; #endif // GLOW_OUTLINE_EFFECT_H