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diff --git a/game/client/episodic/episodic_screenspaceeffects.cpp b/game/client/episodic/episodic_screenspaceeffects.cpp
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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();
+}