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