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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Episodic screen-space effects
//
#include "cbase.h"
#include "ScreenSpaceEffects.h"
#include "rendertexture.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterialvar.h"
#include "cdll_client_int.h"
#include "materialsystem/itexture.h"
#include "KeyValues.h"
#include "clienteffectprecachesystem.h"
#include "episodic_screenspaceeffects.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#ifdef _X360
#define STUN_TEXTURE "_rt_FullFrameFB2"
#else
#define STUN_TEXTURE "_rt_WaterRefraction"
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CStunEffect::Init( void ) { m_flDuration = 0.0f; m_flFinishTime = 0.0f; m_bUpdateView = true;
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE ); m_EffectMaterial.Init( "__stuneffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues ); m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS ); }
void CStunEffect::Shutdown( void ) { m_EffectMaterial.Shutdown(); m_StunTexture.Shutdown(); }
//------------------------------------------------------------------------------
// Purpose: Pick up changes in our parameters
//------------------------------------------------------------------------------
void CStunEffect::SetParameters( KeyValues *params ) { if( params->FindKey( "duration" ) ) { m_flDuration = params->GetFloat( "duration" ); m_flFinishTime = gpGlobals->curtime + m_flDuration; m_bUpdateView = true; } }
//-----------------------------------------------------------------------------
// Purpose: Render the effect
//-----------------------------------------------------------------------------
void CStunEffect::Render( int x, int y, int w, int h ) { // Make sure we're ready to play this effect
if ( m_flFinishTime < gpGlobals->curtime ) return;
CMatRenderContextPtr pRenderContext( materials ); // Set ourselves to the proper rendermode
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
// Draw the texture if we're using it
if ( m_bUpdateView ) { // Save off this pass
Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); m_bUpdateView = false; }
float flEffectPerc = ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration;
float viewOffs = ( flEffectPerc * 32.0f ) * ( cos( gpGlobals->curtime * 40.0f ) * sin( gpGlobals->curtime * 17.0f ) ); float vX = x + viewOffs;
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 ) { if ( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { m_EffectMaterial->ColorModulate( 1.0f, 1.0f, 1.0f ); } else { // This is a stupid fix, but I don't have time to do a cleaner implementation. Since
// the introblur.vmt material uses unlit generic, it will tone map, so I need to undo the tone mapping
// using color modulate. The proper fix would be to use a different material type that
// supports alpha blending but not tone mapping, which I don't think exists. Whatever. This works when
// the tone mapping scalar is less than 1.0, which it is in the cases it's used in game.
float flUnTonemap = pow( 1.0f / pRenderContext->GetToneMappingScaleLinear().x, 1.0f / 2.2f ); m_EffectMaterial->ColorModulate( flUnTonemap, flUnTonemap, flUnTonemap ); }
// Set alpha blend value
float flOverlayAlpha = clamp( ( 150.0f / 255.0f ) * flEffectPerc, 0.0f, 1.0f ); m_EffectMaterial->AlphaModulate( flOverlayAlpha );
// Draw full screen alpha-blended quad
pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, 0, 0, w, h, vX, 0, (m_StunTexture->GetActualWidth()-1)+vX, (m_StunTexture->GetActualHeight()-1), m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() ); }
// Save off this pass
Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
// Restore our state
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); }
// ================================================================================================================
//
// Ep 1. Intro blur
//
// ================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEP1IntroEffect::Init( void ) { m_flDuration = 0.0f; m_flFinishTime = 0.0f; m_bUpdateView = true; m_bFadeOut = false;
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE ); m_EffectMaterial.Init( "__ep1introeffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues ); m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS ); }
void CEP1IntroEffect::Shutdown( void ) { m_EffectMaterial.Shutdown(); m_StunTexture.Shutdown(); }
//------------------------------------------------------------------------------
// Purpose: Pick up changes in our parameters
//------------------------------------------------------------------------------
void CEP1IntroEffect::SetParameters( KeyValues *params ) { if( params->FindKey( "duration" ) ) { m_flDuration = params->GetFloat( "duration" ); m_flFinishTime = gpGlobals->curtime + m_flDuration; }
if( params->FindKey( "fadeout" ) ) { m_bFadeOut = ( params->GetInt( "fadeout" ) == 1 ); } }
//-----------------------------------------------------------------------------
// Purpose: Get the alpha value depending on various factors and time
//-----------------------------------------------------------------------------
inline unsigned char CEP1IntroEffect::GetFadeAlpha( void ) { // Find our percentage between fully "on" and "off" in the pulse range
float flEffectPerc = ( m_flDuration == 0.0f ) ? 0.0f : ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration; flEffectPerc = clamp( flEffectPerc, 0.0f, 1.0f );
if ( m_bFadeOut ) { // HDR requires us to be more subtle, or we get uber-brightening
if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) return (unsigned char) clamp( 50.0f * flEffectPerc, 0.0f, 50.0f );
// Non-HDR
return (unsigned char) clamp( 64.0f * flEffectPerc, 0.0f, 64.0f ); } else { // HDR requires us to be more subtle, or we get uber-brightening
if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) return (unsigned char) clamp( 64.0f * flEffectPerc, 50.0f, 64.0f );
// Non-HDR
return (unsigned char) clamp( 128.0f * flEffectPerc, 64.0f, 128.0f ); } }
//-----------------------------------------------------------------------------
// Purpose: Render the effect
//-----------------------------------------------------------------------------
void CEP1IntroEffect::Render( int x, int y, int w, int h ) { if ( ( m_flFinishTime == 0 ) || ( IsEnabled() == false ) ) return;
CMatRenderContextPtr pRenderContext( materials ); // Set ourselves to the proper rendermode
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
// Draw the texture if we're using it
if ( m_bUpdateView ) { // Save off this pass
Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); m_bUpdateView = false; }
byte overlaycolor[4] = { 255, 255, 255, 0 }; // Get our fade value depending on our fade duration
overlaycolor[3] = GetFadeAlpha(); if ( g_pMaterialSystemHardwareConfig->UsesSRGBCorrectBlending() ) { // For DX10 cards, alpha blending happens in linear space, so try to adjust by hacking alpha to 50%
overlaycolor[3] *= 0.7f; }
// Disable overself if we're done fading out
if ( m_bFadeOut && overlaycolor[3] == 0 ) { // Takes effect next frame (we don't want to hose our matrix stacks here)
g_pScreenSpaceEffects->DisableScreenSpaceEffect( "episodic_intro" ); m_bUpdateView = true; }
// Calculate some wavey noise to jitter the view by
float vX = 2.0f * -fabs( cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 6.0 ) ); float vY = 2.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 5.0 );
// Scale percentage
float flScalePerc = 0.02f + ( 0.01f * cosf( gpGlobals->curtime * 2.0f ) * cosf( gpGlobals->curtime * 0.5f ) ); // Scaled offsets for the UVs (as texels)
float flUOffset = ( m_StunTexture->GetActualWidth() - 1 ) * flScalePerc * 0.5f; float flVOffset = ( m_StunTexture->GetActualHeight() - 1 ) * flScalePerc * 0.5f; // New UVs with scaling offsets
float flU1 = flUOffset; float flU2 = ( m_StunTexture->GetActualWidth() - 1 ) - flUOffset; float flV1 = flVOffset; float flV2 = ( m_StunTexture->GetActualHeight() - 1 ) - flVOffset;
// Draw the "zoomed" overlay
pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, vX, vY, w, h, flU1, flV1, flU2, flV2, m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() );
render->ViewDrawFade( overlaycolor, m_EffectMaterial );
// Save off this pass
Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
// Restore our state
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); }
// ================================================================================================================
//
// Ep 2. Groggy-player view
//
// ================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEP2StunEffect::Init( void ) { m_flDuration = 0.0f; m_flFinishTime = 0.0f; m_bUpdateView = true; m_bFadeOut = false;
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE ); m_EffectMaterial.Init( "__ep2stuneffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues ); m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS ); }
void CEP2StunEffect::Shutdown( void ) { m_EffectMaterial.Shutdown(); m_StunTexture.Shutdown(); }
//------------------------------------------------------------------------------
// Purpose: Pick up changes in our parameters
//------------------------------------------------------------------------------
void CEP2StunEffect::SetParameters( KeyValues *params ) { if( params->FindKey( "duration" ) ) { m_flDuration = params->GetFloat( "duration" ); m_flFinishTime = gpGlobals->curtime + m_flDuration; }
if( params->FindKey( "fadeout" ) ) { m_bFadeOut = ( params->GetInt( "fadeout" ) == 1 ); } }
//-----------------------------------------------------------------------------
// Purpose: Get the alpha value depending on various factors and time
//-----------------------------------------------------------------------------
inline unsigned char CEP2StunEffect::GetFadeAlpha( void ) { // Find our percentage between fully "on" and "off" in the pulse range
float flEffectPerc = ( m_flDuration == 0.0f ) ? 0.0f : ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration; flEffectPerc = clamp( flEffectPerc, 0.0f, 1.0f );
if ( m_bFadeOut ) { // HDR requires us to be more subtle, or we get uber-brightening
if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) return (unsigned char) clamp( 50.0f * flEffectPerc, 0.0f, 50.0f );
// Non-HDR
return (unsigned char) clamp( 64.0f * flEffectPerc, 0.0f, 64.0f ); } else { // HDR requires us to be more subtle, or we get uber-brightening
if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) return (unsigned char) clamp( 164.0f * flEffectPerc, 128.0f, 164.0f );
// Non-HDR
return (unsigned char) clamp( 164.0f * flEffectPerc, 128.0f, 164.0f ); } }
//-----------------------------------------------------------------------------
// Purpose: Render the effect
//-----------------------------------------------------------------------------
void CEP2StunEffect::Render( int x, int y, int w, int h ) { if ( ( m_flFinishTime == 0 ) || ( IsEnabled() == false ) ) return;
CMatRenderContextPtr pRenderContext( materials );
// Set ourselves to the proper rendermode
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
if ( m_bUpdateView ) { // Save off this pass
Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); m_bUpdateView = false; }
byte overlaycolor[4] = { 255, 255, 255, 0 };
// Get our fade value depending on our fade duration
overlaycolor[3] = GetFadeAlpha();
// Disable overself if we're done fading out
if ( m_bFadeOut && overlaycolor[3] == 0 ) { // Takes effect next frame (we don't want to hose our matrix stacks here)
g_pScreenSpaceEffects->DisableScreenSpaceEffect( "ep2_groggy" ); m_bUpdateView = true; }
// Calculate some wavey noise to jitter the view by
float vX = 4.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 6.0 ); float vY = 2.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 5.0 );
float flBaseScale = 0.2f + 0.005f * sinf( gpGlobals->curtime * 4.0f );
// Scale percentage
float flScalePerc = flBaseScale + ( 0.01f * cosf( gpGlobals->curtime * 2.0f ) * cosf( gpGlobals->curtime * 0.5f ) );
// Scaled offsets for the UVs (as texels)
float flUOffset = ( m_StunTexture->GetActualWidth() - 1 ) * flScalePerc * 0.5f; float flVOffset = ( m_StunTexture->GetActualHeight() - 1 ) * flScalePerc * 0.5f;
// New UVs with scaling offsets
float flU1 = flUOffset; float flU2 = ( m_StunTexture->GetActualWidth() - 1 ) - flUOffset; float flV1 = flVOffset; float flV2 = ( m_StunTexture->GetActualHeight() - 1 ) - flVOffset;
// Draw the "zoomed" overlay
pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, vX, vY, w, h, flU1, flV1, flU2, flV2, m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() );
render->ViewDrawFade( overlaycolor, m_EffectMaterial );
// Save off this pass
Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
// Restore our state
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); }
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