Team Fortress 2 Source Code as on 22/4/2020
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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