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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/glow_outline_effect.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/glow_outline_effect.cpp')
-rw-r--r--mp/src/game/client/glow_outline_effect.cpp348
1 files changed, 348 insertions, 0 deletions
diff --git a/mp/src/game/client/glow_outline_effect.cpp b/mp/src/game/client/glow_outline_effect.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Functionality to render a glowing outline around client renderable objects.
+//
+//===============================================================================
+
+#include "cbase.h"
+#include "glow_outline_effect.h"
+#include "model_types.h"
+#include "shaderapi/ishaderapi.h"
+#include "materialsystem/imaterialvar.h"
+#include "materialsystem/itexture.h"
+#include "view_shared.h"
+#include "viewpostprocess.h"
+
+#define FULL_FRAME_TEXTURE "_rt_FullFrameFB"
+
+#ifdef GLOWS_ENABLE
+
+ConVar glow_outline_effect_enable( "glow_outline_effect_enable", "1", FCVAR_ARCHIVE, "Enable entity outline glow effects." );
+ConVar glow_outline_effect_width( "glow_outline_width", "10.0f", FCVAR_CHEAT, "Width of glow outline effect in screen space." );
+
+extern bool g_bDumpRenderTargets; // in viewpostprocess.cpp
+
+CGlowObjectManager g_GlowObjectManager;
+
+struct ShaderStencilState_t
+{
+ bool m_bEnable;
+ StencilOperation_t m_FailOp;
+ StencilOperation_t m_ZFailOp;
+ StencilOperation_t m_PassOp;
+ StencilComparisonFunction_t m_CompareFunc;
+ int m_nReferenceValue;
+ uint32 m_nTestMask;
+ uint32 m_nWriteMask;
+
+ ShaderStencilState_t()
+ {
+ m_bEnable = false;
+ m_PassOp = m_FailOp = m_ZFailOp = STENCILOPERATION_KEEP;
+ m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
+ m_nReferenceValue = 0;
+ m_nTestMask = m_nWriteMask = 0xFFFFFFFF;
+ }
+
+ void SetStencilState( CMatRenderContextPtr &pRenderContext )
+ {
+ pRenderContext->SetStencilEnable( m_bEnable );
+ pRenderContext->SetStencilFailOperation( m_FailOp );
+ pRenderContext->SetStencilZFailOperation( m_ZFailOp );
+ pRenderContext->SetStencilPassOperation( m_PassOp );
+ pRenderContext->SetStencilCompareFunction( m_CompareFunc );
+ pRenderContext->SetStencilReferenceValue( m_nReferenceValue );
+ pRenderContext->SetStencilTestMask( m_nTestMask );
+ pRenderContext->SetStencilWriteMask( m_nWriteMask );
+ }
+};
+
+void CGlowObjectManager::RenderGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot )
+{
+ if ( g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_0() )
+ {
+ if ( glow_outline_effect_enable.GetBool() )
+ {
+ CMatRenderContextPtr pRenderContext( materials );
+
+ int nX, nY, nWidth, nHeight;
+ pRenderContext->GetViewport( nX, nY, nWidth, nHeight );
+
+ PIXEvent _pixEvent( pRenderContext, "EntityGlowEffects" );
+ ApplyEntityGlowEffects( pSetup, nSplitScreenSlot, pRenderContext, glow_outline_effect_width.GetFloat(), nX, nY, nWidth, nHeight );
+ }
+ }
+}
+
+static void SetRenderTargetAndViewPort( ITexture *rt, int w, int h )
+{
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->SetRenderTarget(rt);
+ pRenderContext->Viewport(0,0,w,h);
+}
+
+void CGlowObjectManager::RenderGlowModels( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext )
+{
+ //==========================================================================================//
+ // This renders solid pixels with the correct coloring for each object that needs the glow. //
+ // After this function returns, this image will then be blurred and added into the frame //
+ // buffer with the objects stenciled out. //
+ //==========================================================================================//
+ pRenderContext->PushRenderTargetAndViewport();
+
+ // Save modulation color and blend
+ Vector vOrigColor;
+ render->GetColorModulation( vOrigColor.Base() );
+ float flOrigBlend = render->GetBlend();
+
+ // Get pointer to FullFrameFB
+ ITexture *pRtFullFrame = NULL;
+ pRtFullFrame = materials->FindTexture( FULL_FRAME_TEXTURE, TEXTURE_GROUP_RENDER_TARGET );
+
+ SetRenderTargetAndViewPort( pRtFullFrame, pSetup->width, pSetup->height );
+
+ pRenderContext->ClearColor3ub( 0, 0, 0 );
+ pRenderContext->ClearBuffers( true, false, false );
+
+ // Set override material for glow color
+ IMaterial *pMatGlowColor = NULL;
+
+ pMatGlowColor = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true );
+ g_pStudioRender->ForcedMaterialOverride( pMatGlowColor );
+
+ ShaderStencilState_t stencilState;
+ stencilState.m_bEnable = false;
+ stencilState.m_nReferenceValue = 0;
+ stencilState.m_nTestMask = 0xFF;
+ stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
+ stencilState.m_PassOp = STENCILOPERATION_KEEP;
+ stencilState.m_FailOp = STENCILOPERATION_KEEP;
+ stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
+
+ stencilState.SetStencilState( pRenderContext );
+
+ //==================//
+ // Draw the objects //
+ //==================//
+ for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
+ {
+ if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) )
+ continue;
+
+ render->SetBlend( m_GlowObjectDefinitions[i].m_flGlowAlpha );
+ Vector vGlowColor = m_GlowObjectDefinitions[i].m_vGlowColor * m_GlowObjectDefinitions[i].m_flGlowAlpha;
+ render->SetColorModulation( &vGlowColor[0] ); // This only sets rgb, not alpha
+
+ m_GlowObjectDefinitions[i].DrawModel();
+ }
+
+ if ( g_bDumpRenderTargets )
+ {
+ DumpTGAofRenderTarget( pSetup->width, pSetup->height, "GlowModels" );
+ }
+
+ g_pStudioRender->ForcedMaterialOverride( NULL );
+ render->SetColorModulation( vOrigColor.Base() );
+ render->SetBlend( flOrigBlend );
+
+ ShaderStencilState_t stencilStateDisable;
+ stencilStateDisable.m_bEnable = false;
+ stencilStateDisable.SetStencilState( pRenderContext );
+
+ pRenderContext->PopRenderTargetAndViewport();
+}
+
+void CGlowObjectManager::ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h )
+{
+ //=======================================================//
+ // Render objects into stencil buffer //
+ //=======================================================//
+ // Set override shader to the same simple shader we use to render the glow models
+ IMaterial *pMatGlowColor = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true );
+ g_pStudioRender->ForcedMaterialOverride( pMatGlowColor );
+
+ ShaderStencilState_t stencilStateDisable;
+ stencilStateDisable.m_bEnable = false;
+ float flSavedBlend = render->GetBlend();
+
+ // Set alpha to 0 so we don't touch any color pixels
+ render->SetBlend( 0.0f );
+ pRenderContext->OverrideDepthEnable( true, false );
+
+ int iNumGlowObjects = 0;
+
+ for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
+ {
+ if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) )
+ continue;
+
+ if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded || m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
+ {
+ if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
+ {
+ ShaderStencilState_t stencilState;
+ stencilState.m_bEnable = true;
+ stencilState.m_nReferenceValue = 1;
+ stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
+ stencilState.m_PassOp = STENCILOPERATION_REPLACE;
+ stencilState.m_FailOp = STENCILOPERATION_KEEP;
+ stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;
+
+ stencilState.SetStencilState( pRenderContext );
+
+ m_GlowObjectDefinitions[i].DrawModel();
+ }
+ else if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded )
+ {
+ ShaderStencilState_t stencilState;
+ stencilState.m_bEnable = true;
+ stencilState.m_nReferenceValue = 1;
+ stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
+ stencilState.m_PassOp = STENCILOPERATION_KEEP;
+ stencilState.m_FailOp = STENCILOPERATION_KEEP;
+ stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;
+
+ stencilState.SetStencilState( pRenderContext );
+
+ m_GlowObjectDefinitions[i].DrawModel();
+ }
+ else if ( m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
+ {
+ ShaderStencilState_t stencilState;
+ stencilState.m_bEnable = true;
+ stencilState.m_nReferenceValue = 2;
+ stencilState.m_nTestMask = 0x1;
+ stencilState.m_nWriteMask = 0x3;
+ stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL;
+ stencilState.m_PassOp = STENCILOPERATION_INCRSAT;
+ stencilState.m_FailOp = STENCILOPERATION_KEEP;
+ stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;
+
+ stencilState.SetStencilState( pRenderContext );
+
+ m_GlowObjectDefinitions[i].DrawModel();
+ }
+ }
+
+ iNumGlowObjects++;
+ }
+
+ // Need to do a 2nd pass to warm stencil for objects which are rendered only when occluded
+ for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
+ {
+ if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) )
+ continue;
+
+ if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && !m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
+ {
+ ShaderStencilState_t stencilState;
+ stencilState.m_bEnable = true;
+ stencilState.m_nReferenceValue = 2;
+ stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
+ stencilState.m_PassOp = STENCILOPERATION_REPLACE;
+ stencilState.m_FailOp = STENCILOPERATION_KEEP;
+ stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
+ stencilState.SetStencilState( pRenderContext );
+
+ m_GlowObjectDefinitions[i].DrawModel();
+ }
+ }
+
+ pRenderContext->OverrideDepthEnable( false, false );
+ render->SetBlend( flSavedBlend );
+ stencilStateDisable.SetStencilState( pRenderContext );
+ g_pStudioRender->ForcedMaterialOverride( NULL );
+
+ // If there aren't any objects to glow, don't do all this other stuff
+ // this fixes a bug where if there are glow objects in the list, but none of them are glowing,
+ // the whole screen blooms.
+ if ( iNumGlowObjects <= 0 )
+ return;
+
+ //=============================================
+ // Render the glow colors to _rt_FullFrameFB
+ //=============================================
+ {
+ PIXEvent pixEvent( pRenderContext, "RenderGlowModels" );
+ RenderGlowModels( pSetup, nSplitScreenSlot, pRenderContext );
+ }
+
+ // Get viewport
+ int nSrcWidth = pSetup->width;
+ int nSrcHeight = pSetup->height;
+ int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
+ pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
+
+ // Get material and texture pointers
+ ITexture *pRtQuarterSize1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET );
+
+ {
+ //=======================================================================================================//
+ // At this point, pRtQuarterSize0 is filled with the fully colored glow around everything as solid glowy //
+ // blobs. Now we need to stencil out the original objects by only writing pixels that have no //
+ // stencil bits set in the range we care about. //
+ //=======================================================================================================//
+ IMaterial *pMatHaloAddToScreen = materials->FindMaterial( "dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, true );
+
+ // Do not fade the glows out at all (weight = 1.0)
+ IMaterialVar *pDimVar = pMatHaloAddToScreen->FindVar( "$C0_X", NULL );
+ pDimVar->SetFloatValue( 1.0f );
+
+ // Set stencil state
+ ShaderStencilState_t stencilState;
+ stencilState.m_bEnable = true;
+ stencilState.m_nWriteMask = 0x0; // We're not changing stencil
+ stencilState.m_nTestMask = 0xFF;
+ stencilState.m_nReferenceValue = 0x0;
+ stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL;
+ stencilState.m_PassOp = STENCILOPERATION_KEEP;
+ stencilState.m_FailOp = STENCILOPERATION_KEEP;
+ stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
+ stencilState.SetStencilState( pRenderContext );
+
+ // Draw quad
+ pRenderContext->DrawScreenSpaceRectangle( pMatHaloAddToScreen, 0, 0, nViewportWidth, nViewportHeight,
+ 0.0f, -0.5f, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1,
+ pRtQuarterSize1->GetActualWidth(),
+ pRtQuarterSize1->GetActualHeight() );
+
+ stencilStateDisable.SetStencilState( pRenderContext );
+ }
+}
+
+void CGlowObjectManager::GlowObjectDefinition_t::DrawModel()
+{
+ C_BaseEntity *pEntity = m_hEntity.Get();
+ if ( !pEntity )
+ return;
+
+ if ( pEntity->GetMoveParent() != NULL )
+ {
+ C_BaseAnimating *pBaseAnimating = pEntity->GetBaseAnimating();
+ if ( pBaseAnimating )
+ {
+ pBaseAnimating->InvalidateBoneCache();
+ }
+ }
+
+ pEntity->DrawModel( STUDIO_RENDER );
+
+ C_BaseEntity *pAttachment = pEntity->FirstMoveChild();
+ while ( pAttachment != NULL )
+ {
+ if ( !g_GlowObjectManager.HasGlowEffect( pAttachment ) && pAttachment->ShouldDraw() )
+ {
+ C_BaseAnimating *pBaseAnimating = pAttachment->GetBaseAnimating();
+ if ( pBaseAnimating )
+ {
+ pBaseAnimating->InvalidateBoneCache();
+ }
+
+ pAttachment->DrawModel( STUDIO_RENDER );
+ }
+
+ pAttachment = pAttachment->NextMovePeer();
+ }
+}
+
+#endif // GLOWS_ENABLE