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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "KeyValues.h"
#include "cdll_client_int.h"
#include "view_scene.h"
#include "viewrender.h"
#include "tier0/icommandline.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterialvar.h"
#include "ScreenSpaceEffects.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static float g_flDX7NoiseScale = 4.0f;
//------------------------------------------------------------------------------
// Film grain post-processing effect
//------------------------------------------------------------------------------
struct FilmDustParticle_t { int m_nChannel;
float m_flPositionX; float m_flPositionY;
float m_flWidth; float m_flHeight;
int m_nSplotchIndex; int m_nOrientation; };
class CFilmGrainEffect : public IScreenSpaceEffect { public:
CFilmGrainEffect( ); ~CFilmGrainEffect( );
void Init( ); void Shutdown( );
void SetParameters( KeyValues *params );
void Render( int x, int y, int w, int h );
void Enable( bool bEnable ); bool IsEnabled( );
private:
void DrawSplotch( float x, float y, float width, float height, float u, float v, float uWidth, float vHeight, int orientation, int alpha=255 );
bool m_bEnable;
CMaterialReference m_GrainMaterial; CMaterialReference m_DustMaterial;
Vector4D m_NoiseScale;
int m_nMaxDustParticles;
float m_flMinDustSize; float m_flMaxDustSize;
float m_flChanceOfDust;
float m_flUpdateRate;
bool m_bEnableFlicker; int m_nFlickerAlpha;
bool m_bSplitScreen;
int m_nCachedParticleTime; CUtlVector< FilmDustParticle_t > m_CachedParticles;
float m_flEffectAlpha;
IMaterial * m_pFlickerMaterial; };
ADD_SCREENSPACE_EFFECT( CFilmGrainEffect, filmgrain );
//------------------------------------------------------------------------------
// CFilmGrainEffect constructor
//------------------------------------------------------------------------------
CFilmGrainEffect::CFilmGrainEffect( ) { m_NoiseScale = Vector4D( 0.14f, 0.14f, 0.14f, 0.78f );
m_nMaxDustParticles = 3; m_flMinDustSize = 0.03f; m_flMaxDustSize = 0.15f;
m_flChanceOfDust = 0.75f;
m_flUpdateRate = 24.0f; m_nCachedParticleTime = -1;
m_bSplitScreen = false;
m_bEnableFlicker = true; m_nFlickerAlpha = 90;
m_flEffectAlpha = 1.0;
m_pFlickerMaterial = NULL; }
//------------------------------------------------------------------------------
// CFilmGrainEffect destructor
//------------------------------------------------------------------------------
CFilmGrainEffect::~CFilmGrainEffect( ) { }
//------------------------------------------------------------------------------
// CFilmGrainEffect init
//------------------------------------------------------------------------------
void CFilmGrainEffect::Init( ) { KeyValues *pVMTKeyValues = new KeyValues( "filmgrain" ); pVMTKeyValues->SetString( "$GRAIN_TEXTURE", "Effects/FilmScan256" ); pVMTKeyValues->SetString( "$SCALEBIAS", "[0.0 0.0 0.0 0.0]" ); pVMTKeyValues->SetString( "$NOISESCALE", "[0.0 1.0 0.5 1.0]" );
m_GrainMaterial.Init( "engine/filmgrain", pVMTKeyValues ); m_GrainMaterial->Refresh( );
pVMTKeyValues = new KeyValues( "filmdust" ); pVMTKeyValues->SetString( "$DUST_TEXTURE", "Effects/Splotches256" ); pVMTKeyValues->SetString( "$SCALEBIAS", "[0.0 0.0 0.0 0.0]" ); pVMTKeyValues->SetString( "$CHANNEL_SELECT", "[1.0 0.0 0.0 0.0]" );
m_DustMaterial.Init( "engine/filmdust", pVMTKeyValues ); m_DustMaterial->Refresh( );
m_pFlickerMaterial = materials->FindMaterial( "effects/flicker_128", TEXTURE_GROUP_OTHER, false ); if ( m_pFlickerMaterial ) { m_pFlickerMaterial->AddRef(); } }
//------------------------------------------------------------------------------
// CFilmGrainEffect shutdown
//------------------------------------------------------------------------------
void CFilmGrainEffect::Shutdown( ) { m_DustMaterial.Shutdown(); m_GrainMaterial.Shutdown(); if ( m_pFlickerMaterial ) { m_pFlickerMaterial->Release(); } }
//------------------------------------------------------------------------------
// CFilmGrainEffect enable
//------------------------------------------------------------------------------
void CFilmGrainEffect::Enable( bool bEnable ) { m_bEnable = bEnable; }
bool CFilmGrainEffect::IsEnabled( ) { return m_bEnable; }
//------------------------------------------------------------------------------
// CFilmGrainEffect SetParameters
//------------------------------------------------------------------------------
void CFilmGrainEffect::SetParameters( KeyValues *params ) { if( params->FindKey( "split_screen" ) ) { int ival = params->GetInt( "split_screen" ); m_bSplitScreen = ival?true:false;
extern void EnableHUDFilmDemo( bool bEnable, const char *left_string_id, const char *right_string_id ); EnableHUDFilmDemo( m_bSplitScreen, "#Valve_FilmDemo_FilmGrain_LeftTitle", "#Valve_FilmDemo_FilmGrain_RightTitle" ); }
if( params->FindKey( "noise_scale" ) ) { Color noise_color = params->GetColor( "noise_scale" ); int r, g, b, a; noise_color.GetColor( r, g, b, a ); m_NoiseScale.x = r/255.0f;; m_NoiseScale.y = g/255.0f;; m_NoiseScale.z = b/255.0f;; m_NoiseScale.w = a/255.0f;; }
if( params->FindKey( "max_dust_particles" ) ) { m_nMaxDustParticles = params->GetInt( "max_dust_particles" ); }
if( params->FindKey( "min_dust_size" ) ) { m_flMinDustSize = params->GetFloat( "min_dust_size" ); }
if( params->FindKey( "max_dust_size" ) ) { m_flMaxDustSize = params->GetFloat( "max_dust_size" ); }
if( params->FindKey( "dust_prob" ) ) { m_flChanceOfDust = params->GetFloat( "dust_prob" ); }
if( params->FindKey( "update_rate" ) ) { m_flUpdateRate = params->GetFloat( "update_rate" ); }
if( params->FindKey( "enable_flicker" ) ) { m_bEnableFlicker = params->GetInt( "enable_flicker" ); }
if( params->FindKey( "flicker_alpha" ) ) { m_nFlickerAlpha = params->GetInt( "flicker_alpha" ); }
if( params->FindKey( "effect_alpha" ) ) { m_flEffectAlpha = params->GetFloat( "effect_alpha" ); } }
//-----------------------------------------------------------------------------
// Draws a quad to resolve accumulation buffer samples as needed
//-----------------------------------------------------------------------------
void CFilmGrainEffect::DrawSplotch( float x, float y, float flWidth, float flHeight, float u, float v, float uWidth, float vWidth, int orientation, int alpha ) { float flAlpha = ( alpha / 255.0f ) * m_flEffectAlpha;
float tempU[4] = { u, u, u+uWidth, u+uWidth }; float tempV[4] = { v, v+vWidth, v+vWidth, v };
float _u[4], _v[4]; for( int i=0;i<4;i++ ) { _u[ (i + orientation)%4 ] = tempU[ i ]; _v[ (i + orientation)%4 ] = tempV[ i ]; }
CMatRenderContextPtr pRenderContext( materials ); IMesh *pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder;
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( x, y, 0.0f ); // Upper left
meshBuilder.TexCoord2f( 0, _u[0], _v[0] ); meshBuilder.Color4f( 1.0f, 1.0f, 1.0f, flAlpha ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x, y+flHeight, 0.0f ); // Lower left
meshBuilder.TexCoord2f( 0, _u[1], _v[1] ); meshBuilder.Color4f( 1.0f, 1.0f, 1.0f, flAlpha ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x+flWidth, y+flHeight, 0.0 ); // Lower right
meshBuilder.TexCoord2f( 0, _u[2], _v[2] ); meshBuilder.Color4f( 1.0f, 1.0f, 1.0f, flAlpha ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x+flWidth, y, 0.0 ); // Upper right
meshBuilder.TexCoord2f( 0, _u[3], _v[3] ); meshBuilder.Color4f( 1.0f, 1.0f, 1.0f, flAlpha ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw();
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); }
//------------------------------------------------------------------------------
// CFilmGrainEffect render
//------------------------------------------------------------------------------
void CFilmGrainEffect::Render( int x, int y, int w, int h ) { if( !m_bEnable ) return;
int nTime = (int)(gpGlobals->curtime * m_flUpdateRate);
// Set up random offsets for grain texture
float flBiasU = RandomFloat(); float flBiasV = RandomFloat(); float flScaleU = w / 256.0f; float flScaleV = h / 256.0f;
flBiasU *= w; flBiasV *= h;
int paramCount = m_GrainMaterial->ShaderParamCount(); IMaterialVar **pParams = m_GrainMaterial->GetShaderParams(); for( int i=0;i<paramCount;i++ ) { IMaterialVar *pVar = pParams[i];
// alpha operates from 1.0 -> m_NoiseScale.w
float alpha = 1.0 - ( 1.0 - m_NoiseScale.w ) * m_flEffectAlpha; if( !Q_stricmp( pVar->GetName(), "$noisescale" ) ) { if( g_pMaterialSystemHardwareConfig->GetDXSupportLevel()<=70 ) { pVar->SetVecValue( m_NoiseScale.x*g_flDX7NoiseScale * m_flEffectAlpha, m_NoiseScale.y*g_flDX7NoiseScale * m_flEffectAlpha, m_NoiseScale.z*g_flDX7NoiseScale * m_flEffectAlpha, alpha ); } else { pVar->SetVecValue( m_NoiseScale.x * m_flEffectAlpha, m_NoiseScale.y * m_flEffectAlpha, m_NoiseScale.z * m_flEffectAlpha, alpha ); } } }
// Render Effect
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_GrainMaterial ); if( m_bSplitScreen ) { DrawSplotch( 0.0f, -1.0f, 2.0f, 2.0f, flBiasU, flBiasV, flScaleU, flScaleV, 0 ); } else { DrawSplotch( -1.0f, -1.0f, 2.0f, 2.0f, flBiasU, flBiasV, flScaleU, flScaleV, 0 ); }
int screenWidth, screenHeight; pRenderContext->GetRenderTargetDimensions( screenWidth, screenHeight );
// Now let's do the flicker
if( m_bEnableFlicker ) { if( !IsErrorMaterial( m_pFlickerMaterial ) ) { m_pFlickerMaterial->Refresh(); m_pFlickerMaterial->SetMaterialVarFlag( MATERIAL_VAR_VERTEXALPHA, true ); pRenderContext->Bind( m_pFlickerMaterial );
int nFlickerAlpha = (int)( m_nFlickerAlpha * m_flEffectAlpha );
if( !m_bSplitScreen ) { DrawSplotch( -1.0f, -1.0f, 2.0f, 2.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0, nFlickerAlpha ); } else { DrawSplotch( 0.0f, -1.0f, 2.0f, 2.0f, 0.5f, 1.0f, 0.5f, -1.0f, 0, nFlickerAlpha ); } } }
// Now for some dust particles
if( nTime!=m_nCachedParticleTime ) { // Need to regenerate our dust particles
m_CachedParticles.RemoveAll(); m_nCachedParticleTime = nTime;
float flDustProb = RandomFloat( 0.0f, 1.0f ); if( flDustProb < m_flChanceOfDust ) { int numDustParticles = RandomInt( 0, m_nMaxDustParticles ); for( int i=0;i<numDustParticles;i++ ) { FilmDustParticle_t particle;
particle.m_nChannel = RandomInt( 0, 2 );
particle.m_flPositionX = RandomFloat( -1.0f, 1.0f ); particle.m_flPositionY = RandomFloat( -1.0f, 1.0f );
particle.m_nOrientation = RandomInt( 0, 3 );
particle.m_nSplotchIndex = RandomInt( 0, 15 ); clamp( particle.m_nSplotchIndex, 0, 15 ); particle.m_flHeight = RandomFloat( m_flMinDustSize, m_flMaxDustSize ); particle.m_flWidth = particle.m_flHeight * (float)screenHeight / (float)screenWidth;
if( (!m_bSplitScreen) || (particle.m_flPositionX-particle.m_flWidth > 0.0f) ) { m_CachedParticles.AddToTail( particle ); } } } }
for( int i=0;i<m_CachedParticles.Count();i++ ) { FilmDustParticle_t *particle = &m_CachedParticles[i];
float channelSelect[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; channelSelect[ particle->m_nChannel ] = 1.0f;
paramCount = m_DustMaterial->ShaderParamCount(); pParams = m_DustMaterial->GetShaderParams(); for( int i=0;i<paramCount;i++ ) { IMaterialVar *pVar = pParams[i]; if( !Q_stricmp( pVar->GetName(), "$channel_select" ) ) { pVar->SetVecValue( channelSelect[0], channelSelect[1], channelSelect[2], channelSelect[3] ); } }
float flUOffset = (particle->m_nSplotchIndex % 4) / 4.0f; float flVOffset = (particle->m_nSplotchIndex / 4) / 4.0f;
pRenderContext->Bind( m_DustMaterial );
DrawSplotch( particle->m_flPositionX, particle->m_flPositionY, particle->m_flWidth * m_flEffectAlpha, particle->m_flHeight * m_flEffectAlpha, flUOffset, flVOffset, 0.25f, 0.25f, particle->m_nOrientation ); } }
//------------------------------------------------------------------------------
// Console Interface
//------------------------------------------------------------------------------
static void EnableFilmGrain( IConVar *pConVar, char const *pOldString, float flOldValue ) { ConVarRef var( pConVar ); if( var.GetBool() ) { g_pScreenSpaceEffects->EnableScreenSpaceEffect( "filmgrain" ); } else { g_pScreenSpaceEffects->DisableScreenSpaceEffect( "filmgrain" ); } }
static ConVar mat_filmgrain( "mat_filmgrain", "0", FCVAR_CLIENTDLL, "Enable/disable film grain post effect", EnableFilmGrain );
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