Counter Strike : Global Offensive Source Code
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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();
}
}
}