Counter Strike : Global Offensive Source Code
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//============ 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<m_GlowObjectDefinitions.Count(); i++ )
{
if ( m_GlowObjectDefinitions[i].m_pEntity == pEntity )
{
UnregisterGlowObject(i);
return;
}
}
}
void SetGlowAlphaPulseOverdrive( int nGlowObjectHandle, float flAdditionalAlpha )
{
Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
m_GlowObjectDefinitions[nGlowObjectHandle].m_flGlowPulseOverdrive = flAdditionalAlpha;
}
void UnregisterAllGlowBoxes()
{
m_GlowBoxDefinitions.RemoveAll();
}
void SetGlowAlphaCappedByRenderAlpha( int nGlowObjectHandle, bool bGlowAlphaCappedByRenderAlpha )
{
Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
m_GlowObjectDefinitions[nGlowObjectHandle].m_bGlowAlphaCappedByRenderAlpha = bGlowAlphaCappedByRenderAlpha;
}
void SetGlowAlphaFunctionOfMaxVelocity( int nGlowObjectHandle, float flMaxVelocity )
{
Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
m_GlowObjectDefinitions[nGlowObjectHandle].m_flGlowAlphaFunctionOfMaxVelocity = flMaxVelocity;
}
void SetGlowAlphaMax( int nGlowObjectHandle, float flGlowAlphaMax )
{
Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
m_GlowObjectDefinitions[nGlowObjectHandle].m_flGlowAlphaMax = flGlowAlphaMax;
}
void SetEntity( int nGlowObjectHandle, C_BaseEntity *pEntity )
{
Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
m_GlowObjectDefinitions[nGlowObjectHandle].m_pEntity = pEntity;
}
void SetColor( int nGlowObjectHandle, const Vector &vGlowColor )
{
Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
m_GlowObjectDefinitions[nGlowObjectHandle].m_vGlowColor = vGlowColor;
}
void SetAlpha( int nGlowObjectHandle, float flAlpha )
{
Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
m_GlowObjectDefinitions[nGlowObjectHandle].m_flGlowAlpha = flAlpha;
}
void SetRenderFlags( int nGlowObjectHandle, bool bRenderWhenOccluded, bool bRenderWhenUnoccluded )
{
Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenOccluded = bRenderWhenOccluded;
m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenUnoccluded = bRenderWhenUnoccluded;
}
void SetRenderStyle( int nGlowObjectHandle, GlowRenderStyle_t nNewRenderStyle )
{
Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
Assert( nNewRenderStyle >= 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<GlowObjectDefinition_t> &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