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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/glow_outline_effect.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/glow_outline_effect.cpp')
| -rw-r--r-- | mp/src/game/client/glow_outline_effect.cpp | 660 |
1 files changed, 330 insertions, 330 deletions
diff --git a/mp/src/game/client/glow_outline_effect.cpp b/mp/src/game/client/glow_outline_effect.cpp index a6d80b7f..c8f35b90 100644 --- a/mp/src/game/client/glow_outline_effect.cpp +++ b/mp/src/game/client/glow_outline_effect.cpp @@ -1,331 +1,331 @@ -//========= 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()
-{
- if ( m_hEntity.Get() )
- {
- m_hEntity->DrawModel( STUDIO_RENDER );
- C_BaseEntity *pAttachment = m_hEntity->FirstMoveChild();
-
- while ( pAttachment != NULL )
- {
- if ( !g_GlowObjectManager.HasGlowEffect( pAttachment ) && pAttachment->ShouldDraw() )
- {
- pAttachment->DrawModel( STUDIO_RENDER );
- }
- pAttachment = pAttachment->NextMovePeer();
- }
- }
-}
-
+//========= 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() +{ + if ( m_hEntity.Get() ) + { + m_hEntity->DrawModel( STUDIO_RENDER ); + C_BaseEntity *pAttachment = m_hEntity->FirstMoveChild(); + + while ( pAttachment != NULL ) + { + if ( !g_GlowObjectManager.HasGlowEffect( pAttachment ) && pAttachment->ShouldDraw() ) + { + pAttachment->DrawModel( STUDIO_RENDER ); + } + pAttachment = pAttachment->NextMovePeer(); + } + } +} + #endif // GLOWS_ENABLE
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