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//========= Copyright 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"
#ifdef GLOWS_ENABLE
class C_BaseEntity; class CViewSetup; class CMatRenderContextPtr;
static const int GLOW_FOR_ALL_SPLIT_SCREEN_SLOTS = -1;
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_hEntity = 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_nSplitScreenSlot = nSplitScreenSlot; m_GlowObjectDefinitions[nIndex].m_nNextFreeSlot = GlowObjectDefinition_t::ENTRY_IN_USE;
return nIndex; }
void UnregisterGlowObject( int nGlowObjectHandle ) { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
m_GlowObjectDefinitions[nGlowObjectHandle].m_nNextFreeSlot = m_nFirstFreeSlot; m_GlowObjectDefinitions[nGlowObjectHandle].m_hEntity = NULL; m_nFirstFreeSlot = nGlowObjectHandle; }
void SetEntity( int nGlowObjectHandle, C_BaseEntity *pEntity ) { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); m_GlowObjectDefinitions[nGlowObjectHandle].m_hEntity = 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; }
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; }
bool HasGlowEffect( C_BaseEntity *pEntity ) const { for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i ) { if ( !m_GlowObjectDefinitions[i].IsUnused() && m_GlowObjectDefinitions[i].m_hEntity.Get() == pEntity ) { return true; } }
return false; }
void RenderGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot );
private:
void RenderGlowModels( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext ); void ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h );
struct GlowObjectDefinition_t { bool ShouldDraw( int nSlot ) const { return m_hEntity.Get() && ( m_nSplitScreenSlot == GLOW_FOR_ALL_SPLIT_SCREEN_SLOTS || m_nSplitScreenSlot == nSlot ) && ( m_bRenderWhenOccluded || m_bRenderWhenUnoccluded ) && m_hEntity->ShouldDraw() && !m_hEntity->IsDormant(); }
bool IsUnused() const { return m_nNextFreeSlot != GlowObjectDefinition_t::ENTRY_IN_USE; } void DrawModel();
EHANDLE m_hEntity; Vector m_vGlowColor; float m_flGlowAlpha;
bool m_bRenderWhenOccluded; bool m_bRenderWhenUnoccluded; 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; };
CUtlVector< GlowObjectDefinition_t > m_GlowObjectDefinitions; int m_nFirstFreeSlot; };
extern CGlowObjectManager g_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 = g_GlowObjectManager.RegisterGlowObject( pEntity, vGlowColor, flGlowAlpha, bRenderWhenOccluded, bRenderWhenUnoccluded, nSplitScreenSlot ); }
~CGlowObject() { g_GlowObjectManager.UnregisterGlowObject( m_nGlowObjectHandle ); }
void SetEntity( C_BaseEntity *pEntity ) { g_GlowObjectManager.SetEntity( m_nGlowObjectHandle, pEntity ); }
void SetColor( const Vector &vGlowColor ) { g_GlowObjectManager.SetColor( m_nGlowObjectHandle, vGlowColor ); }
void SetAlpha( float flAlpha ) { g_GlowObjectManager.SetAlpha( m_nGlowObjectHandle, flAlpha ); }
void SetRenderFlags( bool bRenderWhenOccluded, bool bRenderWhenUnoccluded ) { g_GlowObjectManager.SetRenderFlags( m_nGlowObjectHandle, bRenderWhenOccluded, bRenderWhenUnoccluded ); }
bool IsRenderingWhenOccluded() const { return g_GlowObjectManager.IsRenderingWhenOccluded( m_nGlowObjectHandle ); }
bool IsRenderingWhenUnoccluded() const { return g_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 // GLOWS_ENABLE
#endif // GLOW_OUTLINE_EFFECT_H
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