Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmematerialoverlayfxclip.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "tier1/KeyValues.h"
#include "tier1/convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// CDmeClip - common base class for filmclips, soundclips, and channelclips
//-----------------------------------------------------------------------------
IMPLEMENT_FX_CLIP_ELEMENT_FACTORY( DmeMaterialOverlayFXClip, CDmeMaterialOverlayFXClip, "Material Overlay Effect" );
void CDmeMaterialOverlayFXClip::OnConstruction()
{
m_Material.Init( this, "material" );
m_Color.Init( this, "overlaycolor" );
m_nLeft.Init( this, "left" );
m_nTop.Init( this, "top" );
m_nWidth.Init( this, "width" );
m_nHeight.Init( this, "height" );
m_bFullScreen.Init( this, "fullscreen" );
m_bUseSubRect.Init( this, "useSubRect" );
m_flMovementAngle.Init( this, "movementAngle" );
m_flMovementSpeed.Init( this, "movementSpeed" );
m_nSubRectLeft.Init( this, "subRectLeft" );
m_nSubRectTop.Init( this, "subRectTop" );
m_nSubRectWidth.Init( this, "subRectWidth" );
m_nSubRectHeight.Init( this, "subRectHeight" );
m_Color.SetColor( 255, 255, 255, 255 );
m_bFullScreen = true;
m_nLeft = m_nTop = 0;
m_nWidth = m_nHeight = 1;
}
void CDmeMaterialOverlayFXClip::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Resolve
//-----------------------------------------------------------------------------
void CDmeMaterialOverlayFXClip::Resolve()
{
if ( m_Material.IsDirty() )
{
m_OverlayMaterial.Shutdown();
const char *pName = m_Material.Get();
if ( pName && pName[0] )
{
m_OverlayMaterial.Init( pName, NULL, false );
}
m_Material.GetAttribute()->RemoveFlag( FATTRIB_DIRTY );
}
}
//-----------------------------------------------------------------------------
// Helper for overlays
//-----------------------------------------------------------------------------
void CDmeMaterialOverlayFXClip::SetOverlayEffect( const char *pMaterialName )
{
m_Material = pMaterialName;
}
void CDmeMaterialOverlayFXClip::SetAlpha( float flAlpha )
{
m_Color.SetAlpha( flAlpha * 255 );
}
float CDmeMaterialOverlayFXClip::GetAlpha( void )
{
return ( (float)m_Color.a() ) / 255.0f;
}
bool CDmeMaterialOverlayFXClip::HasOpaqueOverlay( void )
{
if ( m_OverlayMaterial )
return ( !m_OverlayMaterial->IsTranslucent() && ( m_Color.a() == 255 ) && m_bFullScreen );
// no material overlay set
return false;
}
IMaterial *CDmeMaterialOverlayFXClip::GetMaterial()
{
return m_OverlayMaterial;
}
//-----------------------------------------------------------------------------
// All effects must be able to apply their effect
//-----------------------------------------------------------------------------
void CDmeMaterialOverlayFXClip::ApplyEffect( DmeTime_t time, Rect_t &currentRect, Rect_t &totalRect, ITexture *pTextures[MAX_FX_INPUT_TEXTURES] )
{
if ( !m_OverlayMaterial || m_Color.a() == 0 )
return;
time = ToChildMediaTime( time, false );
// Clip the overlay rectangle to the currently drawn one
int x, y, w, h;
int tx, ty, tw, th;
if ( m_bFullScreen )
{
x = currentRect.x;
y = currentRect.y;
w = currentRect.width;
h = currentRect.height;
tx = ty = 0;
tw = totalRect.width;
th = totalRect.height;
}
else
{
x = clamp( m_nLeft, currentRect.x, currentRect.x + currentRect.width );
y = clamp( m_nTop, currentRect.y, currentRect.y + currentRect.height );
int x1 = clamp( m_nLeft + m_nWidth, currentRect.x, currentRect.x + currentRect.width );
int y1 = clamp( m_nTop + m_nHeight, currentRect.y, currentRect.y + currentRect.height );
w = x1 - x;
h = y1 - y;
tx = m_nLeft;
ty = m_nTop;
tw = m_nWidth;
th = m_nHeight;
// Clipped...
if ( w <= 0 || h <= 0 )
return;
}
if ( tw == 0 || th == 0 )
return;
// Compute texture coordinate range of the entire texture
int mw = m_OverlayMaterial->GetMappingWidth();
int mh = m_OverlayMaterial->GetMappingHeight();
// Compute the texture coords in texels we want over the entire image
float uMin = 0;
float uMax = mw;
float vMin = 0;
float vMax = mh;
if ( m_bUseSubRect )
{
uMin = m_nSubRectLeft;
vMin = m_nSubRectTop;
uMax = uMin + m_nSubRectWidth;
vMax = vMin + m_nSubRectHeight;
}
if ( m_flMovementSpeed )
{
float flRadians = M_PI * m_flMovementAngle / 180.0f;
float dUdT = -m_flMovementSpeed * cos( flRadians );
float dVdT = m_flMovementSpeed * sin( flRadians );
float dU = time.GetSeconds() * dUdT;
float dV = time.GetSeconds() * dVdT;
uMin += dU; uMax += dU;
vMin += dV; vMax += dV;
}
// This is the range of normalizes (u,v) coordinates over the *total* image
uMin = ( uMin + 0.5f ) / mw;
vMin = ( vMin + 0.5f ) / mh;
uMax = ( uMax - 0.5f ) / mw;
vMax = ( vMax - 0.5f ) / mh;
// Now determine the subrange we should use given we're rendering a portion of the image
float u0, v0, u1, v1, f;
f = ( x - tx ) / tw;
u0 = Lerp( f, uMin, uMax );
f = ( x + w - tx ) / tw;
u1 = Lerp( f, uMin, uMax );
f = ( y - ty ) / th;
v0 = Lerp( f, vMin, vMax );
f = ( y + h - ty ) / th;
v1 = Lerp( f, vMin, vMax );
x -= currentRect.x;
y -= currentRect.y;
if ( m_OverlayMaterial->NeedsPowerOfTwoFrameBufferTexture() )
{
CMatRenderContextPtr pRenderContext( materials );
ITexture *pTexture = materials->FindTexture( "_rt_PowerOfTwoFB", TEXTURE_GROUP_RENDER_TARGET );
// forced or only once per frame
Rect_t rect;
rect.x = 0;
rect.y = 0;
rect.width = currentRect.width;
rect.height = currentRect.height;
pRenderContext->CopyRenderTargetToTextureEx( pTexture, 0, &rect, NULL );
pRenderContext->SetFrameBufferCopyTexture( pTexture );
}
float r, g, b, a;
m_OverlayMaterial->GetColorModulation( &r, &g, &b );
a = m_OverlayMaterial->GetAlphaModulation();
m_OverlayMaterial->ColorModulate( m_Color.r() / 255.0f, m_Color.g() / 255.0f, m_Color.b() / 255.0f );
m_OverlayMaterial->AlphaModulate( m_Color.a() / 255.0f );
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_OverlayMaterial );
IMesh *pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 );
meshBuilder.Position3f( x, y, 0.0f );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.TexCoord2f( 0, u0, v0 );
meshBuilder.TexCoord2f( 1, 0.0f, 0.0f );
meshBuilder.TexCoord2f( 2, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x, y+h, 0.0f );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.TexCoord2f( 0, u0, v1 );
meshBuilder.TexCoord2f( 1, 0.0f, 1.0f );
meshBuilder.TexCoord2f( 2, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x+w, y, 0.0f );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.TexCoord2f( 0, u1, v0 );
meshBuilder.TexCoord2f( 1, 1.0f, 0.0f );
meshBuilder.TexCoord2f( 2, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x+w, y+h, 0.0f );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.TexCoord2f( 0, u1, v1 );
meshBuilder.TexCoord2f( 1, 1.0f, 1.0f );
meshBuilder.TexCoord2f( 2, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
m_OverlayMaterial->ColorModulate( r, g, b );
m_OverlayMaterial->AlphaModulate( a );
}