diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/viewpostprocess.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/viewpostprocess.cpp')
| -rw-r--r-- | mp/src/game/client/viewpostprocess.cpp | 2998 |
1 files changed, 2998 insertions, 0 deletions
diff --git a/mp/src/game/client/viewpostprocess.cpp b/mp/src/game/client/viewpostprocess.cpp new file mode 100644 index 00000000..5ad3d0b7 --- /dev/null +++ b/mp/src/game/client/viewpostprocess.cpp @@ -0,0 +1,2998 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================
+
+#include "cbase.h"
+
+#include "materialsystem/imaterialsystem.h"
+#include "materialsystem/itexture.h"
+#include "materialsystem/imaterialvar.h"
+#include "materialsystem/imaterialsystemhardwareconfig.h"
+#include "materialsystem/materialsystem_config.h"
+#include "tier1/callqueue.h"
+#include "colorcorrectionmgr.h"
+#include "view_scene.h"
+#include "c_world.h"
+#include "bitmap/tgawriter.h"
+#include "filesystem.h"
+#include "tier0/vprof.h"
+
+#include "proxyentity.h"
+
+//-----------------------------------------------------------------------------
+// Globals
+//-----------------------------------------------------------------------------
+
+// mapmaker controlled autoexposure
+bool g_bUseCustomAutoExposureMin = false;
+bool g_bUseCustomAutoExposureMax = false;
+bool g_bUseCustomBloomScale = false;
+float g_flCustomAutoExposureMin = 0;
+float g_flCustomAutoExposureMax = 0;
+float g_flCustomBloomScale = 0.0f;
+float g_flCustomBloomScaleMinimum = 0.0f;
+
+bool g_bFlashlightIsOn = false;
+
+// hdr parameters
+ConVar mat_bloomscale( "mat_bloomscale", "1" );
+ConVar mat_hdr_level( "mat_hdr_level", "2", FCVAR_ARCHIVE );
+
+ConVar mat_bloomamount_rate( "mat_bloomamount_rate", "0.05f", FCVAR_CHEAT );
+static ConVar debug_postproc( "mat_debug_postprocessing_effects", "0", FCVAR_NONE, "0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen" );
+static ConVar split_postproc( "mat_debug_process_halfscreen", "0", FCVAR_CHEAT );
+static ConVar mat_postprocessing_combine( "mat_postprocessing_combine", "1", FCVAR_NONE, "Combine bloom, software anti-aliasing and color correction into one post-processing pass" );
+static ConVar mat_dynamic_tonemapping( "mat_dynamic_tonemapping", "1", FCVAR_CHEAT );
+static ConVar mat_show_ab_hdr( "mat_show_ab_hdr", "0" );
+static ConVar mat_tonemapping_occlusion_use_stencil( "mat_tonemapping_occlusion_use_stencil", "0" );
+ConVar mat_debug_autoexposure("mat_debug_autoexposure","0", FCVAR_CHEAT);
+static ConVar mat_autoexposure_max( "mat_autoexposure_max", "2" );
+static ConVar mat_autoexposure_min( "mat_autoexposure_min", "0.5" );
+static ConVar mat_show_histogram( "mat_show_histogram", "0" );
+ConVar mat_hdr_tonemapscale( "mat_hdr_tonemapscale", "1.0", FCVAR_CHEAT );
+ConVar mat_hdr_uncapexposure( "mat_hdr_uncapexposure", "0", FCVAR_CHEAT );
+ConVar mat_force_bloom("mat_force_bloom","0", FCVAR_CHEAT);
+ConVar mat_disable_bloom("mat_disable_bloom","0");
+ConVar mat_debug_bloom("mat_debug_bloom","0", FCVAR_CHEAT);
+ConVar mat_colorcorrection( "mat_colorcorrection", "0" );
+
+ConVar mat_accelerate_adjust_exposure_down( "mat_accelerate_adjust_exposure_down", "3.0", FCVAR_CHEAT );
+ConVar mat_hdr_manual_tonemap_rate( "mat_hdr_manual_tonemap_rate", "1.0" );
+
+// fudge factor to make non-hdr bloom more closely match hdr bloom. Because of auto-exposure, high
+// bloomscales don't blow out as much in hdr. this factor was derived by comparing images in a
+// reference scene.
+ConVar mat_non_hdr_bloom_scalefactor("mat_non_hdr_bloom_scalefactor",".3");
+
+// Apply addition scale to the final bloom scale
+static ConVar mat_bloom_scalefactor_scalar( "mat_bloom_scalefactor_scalar", "1.0" );
+
+//ConVar mat_exposure_center_region_x( "mat_exposure_center_region_x","0.75", FCVAR_CHEAT );
+//ConVar mat_exposure_center_region_y( "mat_exposure_center_region_y","0.80", FCVAR_CHEAT );
+//ConVar mat_exposure_center_region_x_flashlight( "mat_exposure_center_region_x_flashlight","0.33", FCVAR_CHEAT );
+//ConVar mat_exposure_center_region_y_flashlight( "mat_exposure_center_region_y_flashlight","0.33", FCVAR_CHEAT );
+
+ConVar mat_exposure_center_region_x( "mat_exposure_center_region_x","0.9", FCVAR_CHEAT );
+ConVar mat_exposure_center_region_y( "mat_exposure_center_region_y","0.85", FCVAR_CHEAT );
+ConVar mat_exposure_center_region_x_flashlight( "mat_exposure_center_region_x_flashlight","0.9", FCVAR_CHEAT );
+ConVar mat_exposure_center_region_y_flashlight( "mat_exposure_center_region_y_flashlight","0.85", FCVAR_CHEAT );
+
+ConVar mat_tonemap_algorithm( "mat_tonemap_algorithm", "1", FCVAR_CHEAT, "0 = Original Algorithm 1 = New Algorithm" );
+ConVar mat_tonemap_percent_target( "mat_tonemap_percent_target", "60.0", FCVAR_CHEAT );
+ConVar mat_tonemap_percent_bright_pixels( "mat_tonemap_percent_bright_pixels", "2.0", FCVAR_CHEAT );
+ConVar mat_tonemap_min_avglum( "mat_tonemap_min_avglum", "3.0", FCVAR_CHEAT );
+ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
+
+extern ConVar localplayer_visionflags;
+
+enum PostProcessingCondition {
+ PPP_ALWAYS,
+ PPP_IF_COND_VAR,
+ PPP_IF_NOT_COND_VAR
+};
+
+struct PostProcessingPass {
+ PostProcessingCondition ppp_test;
+ ConVar const *cvar_to_test;
+ char const *material_name; // terminate list with null
+ char const *dest_rendering_target;
+ char const *src_rendering_target; // can be null. needed for source scaling
+ int xdest_scale,ydest_scale; // allows scaling down
+ int xsrc_scale,ysrc_scale; // allows scaling down
+ CMaterialReference m_mat_ref; // so we don't have to keep searching
+};
+
+#define PPP_PROCESS_PARTIAL_SRC(srcmatname,dest_rt_name,src_tname,scale) \
+{PPP_ALWAYS,0,srcmatname,dest_rt_name,src_tname,1,1,scale,scale}
+#define PPP_PROCESS_PARTIAL_DEST(srcmatname,dest_rt_name,src_tname,scale) \
+{PPP_ALWAYS,0,srcmatname,dest_rt_name,src_tname,scale,scale,1,1}
+#define PPP_PROCESS_PARTIAL_SRC_PARTIAL_DEST(srcmatname,dest_rt_name,src_tname,srcscale,destscale) \
+{PPP_ALWAYS,0,srcmatname,dest_rt_name,src_tname,destscale,destscale,srcscale,srcscale}
+#define PPP_END {PPP_ALWAYS,0,NULL,NULL,0,0,0,0,0}
+#define PPP_PROCESS(srcmatname,dest_rt_name) {PPP_ALWAYS,0,srcmatname,dest_rt_name,0,1,1,1,1}
+#define PPP_PROCESS_IF_CVAR(cvarptr,srcmatname,dest_rt_name) \
+{PPP_IF_COND_VAR,cvarptr,srcmatname,dest_rt_name,0,1,1,1,1}
+#define PPP_PROCESS_IF_NOT_CVAR(cvarptr,srcmatname,dest_rt_name) \
+{PPP_IF_NOT_COND_VAR,cvarptr,srcmatname,dest_rt_name,0,1,1,1,1}
+#define PPP_PROCESS_IF_NOT_CVAR_SRCTEXTURE(cvarptr,srcmatname,src_tname,dest_rt_name) \
+{PPP_IF_NOT_COND_VAR,cvarptr,srcmatname,dest_rt_name,src_tname,1,1,1,1}
+#define PPP_PROCESS_IF_CVAR_SRCTEXTURE(cvarptr,srcmatname,src_txtrname,dest_rt_name) \
+{PPP_IF_COND_VAR,cvarptr,srcmatname,dest_rt_name,src_txtrname,1,1,1,1}
+#define PPP_PROCESS_SRCTEXTURE(srcmatname,src_tname,dest_rt_name) \
+{PPP_ALWAYS,0,srcmatname,dest_rt_name,src_tname,1,1,1,1}
+
+struct ClipBox
+{
+ int m_minx, m_miny;
+ int m_maxx, m_maxy;
+};
+
+static void DrawClippedScreenSpaceRectangle(
+ IMaterial *pMaterial,
+ int destx, int desty,
+ int width, int height,
+ float src_texture_x0, float src_texture_y0, // which texel you want to appear at
+ // destx/y
+ float src_texture_x1, float src_texture_y1, // which texel you want to appear at
+ // destx+width-1, desty+height-1
+ int src_texture_width, int src_texture_height, // needed for fixup
+ ClipBox const *clipbox,
+ void *pClientRenderable = NULL )
+{
+ if (clipbox)
+ {
+ if ( (destx > clipbox->m_maxx ) || ( desty > clipbox->m_maxy ))
+ return;
+ if ( (destx + width - 1 < clipbox->m_minx ) || ( desty + height - 1 < clipbox->m_miny ))
+ return;
+ // left clip
+ if ( destx < clipbox->m_minx )
+ {
+ src_texture_x0 = FLerp( src_texture_x0, src_texture_x1, destx, destx + width - 1, clipbox->m_minx );
+ width -= ( clipbox->m_minx - destx );
+ destx = clipbox->m_minx;
+ }
+ // top clip
+ if ( desty < clipbox->m_miny )
+ {
+ src_texture_y0 = FLerp( src_texture_y0, src_texture_y1, desty, desty + height - 1, clipbox->m_miny );
+ height -= ( clipbox->m_miny - desty );
+ desty = clipbox->m_miny;
+ }
+ // right clip
+ if ( destx + width - 1 > clipbox->m_maxx )
+ {
+ src_texture_x1 = FLerp( src_texture_x0, src_texture_x1, destx, destx + width - 1, clipbox->m_maxx );
+ width = clipbox->m_maxx - destx;
+ }
+ // bottom clip
+ if ( desty + height - 1 > clipbox->m_maxy )
+ {
+ src_texture_y1 = FLerp( src_texture_y0, src_texture_y1, desty, desty + height - 1, clipbox->m_maxy );
+ height = clipbox->m_maxy - desty;
+ }
+ }
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->DrawScreenSpaceRectangle( pMaterial, destx, desty, width, height, src_texture_x0,
+ src_texture_y0, src_texture_x1, src_texture_y1,
+ src_texture_width, src_texture_height, pClientRenderable );
+}
+
+
+void ApplyPostProcessingPasses(PostProcessingPass *pass_list, // table of effects to apply
+ ClipBox const *clipbox=0, // clipping box for these effects
+ ClipBox *dest_coords_out=0) // receives dest coords of last blit
+{
+ CMatRenderContextPtr pRenderContext( materials );
+ ITexture *pSaveRenderTarget = pRenderContext->GetRenderTarget();
+ int pcount=0;
+ if ( debug_postproc.GetInt() == 1 )
+ {
+ pRenderContext->SetRenderTarget(NULL);
+ int dest_width,dest_height;
+ pRenderContext->GetRenderTargetDimensions( dest_width, dest_height );
+ pRenderContext->Viewport( 0, 0, dest_width, dest_height );
+ pRenderContext->ClearColor3ub(255,0,0);
+ // pRenderContext->ClearBuffers(true,true);
+ }
+
+ while(pass_list->material_name)
+ {
+ bool do_it=true;
+
+ switch(pass_list->ppp_test)
+ {
+ case PPP_IF_COND_VAR:
+ do_it=(pass_list->cvar_to_test)->GetBool();
+ break;
+ case PPP_IF_NOT_COND_VAR:
+ do_it=! ((pass_list->cvar_to_test)->GetBool());
+ break;
+ }
+ if ((pass_list->dest_rendering_target==0) && (debug_postproc.GetInt() == 1))
+ do_it=0;
+ if (do_it)
+ {
+ ClipBox const *cb=0;
+ if (pass_list->dest_rendering_target==0)
+ {
+ cb=clipbox;
+ }
+
+ IMaterial *src_mat=pass_list->m_mat_ref;
+ if (! src_mat)
+ {
+ src_mat=materials->FindMaterial(pass_list->material_name,
+ TEXTURE_GROUP_OTHER,true);
+ if (src_mat)
+ {
+ pass_list->m_mat_ref.Init(src_mat);
+ }
+ }
+ if (pass_list->dest_rendering_target)
+ {
+ ITexture *dest_rt=materials->FindTexture(pass_list->dest_rendering_target,
+ TEXTURE_GROUP_RENDER_TARGET );
+ pRenderContext->SetRenderTarget( dest_rt);
+ }
+ else
+ {
+ pRenderContext->SetRenderTarget( NULL );
+ }
+ int dest_width,dest_height;
+ pRenderContext->GetRenderTargetDimensions( dest_width, dest_height );
+ pRenderContext->Viewport( 0, 0, dest_width, dest_height );
+ dest_width/=pass_list->xdest_scale;
+ dest_height/=pass_list->ydest_scale;
+
+ if (pass_list->src_rendering_target)
+ {
+ ITexture *src_rt=materials->FindTexture(pass_list->src_rendering_target,
+ TEXTURE_GROUP_RENDER_TARGET );
+ int src_width=src_rt->GetActualWidth();
+ int src_height=src_rt->GetActualHeight();
+ int ssrc_width=(src_width-1)/pass_list->xsrc_scale;
+ int ssrc_height=(src_height-1)/pass_list->ysrc_scale;
+ DrawClippedScreenSpaceRectangle(
+ src_mat,0,0,dest_width,dest_height,
+ 0,0,ssrc_width,ssrc_height,src_width,src_height,cb);
+ if ((pass_list->dest_rendering_target) && (debug_postproc.GetInt() == 1))
+ {
+ pRenderContext->SetRenderTarget(NULL);
+ int row=pcount/2;
+ int col=pcount %2;
+ int vdest_width,vdest_height;
+ pRenderContext->GetRenderTargetDimensions( vdest_width, vdest_height );
+ pRenderContext->Viewport( 0, 0, vdest_width, vdest_height );
+ pRenderContext->DrawScreenSpaceRectangle(
+ src_mat,col*400,200+row*300,dest_width,dest_height,
+ 0,0,ssrc_width,ssrc_height,src_width,src_height);
+ }
+ }
+ else
+ {
+ // just draw the whole source
+ if ((pass_list->dest_rendering_target==0) && split_postproc.GetInt())
+ {
+ DrawClippedScreenSpaceRectangle(src_mat,0,0,dest_width/2,dest_height,
+ 0,0,.5,1,1,1,cb);
+ }
+ else
+ {
+ DrawClippedScreenSpaceRectangle(src_mat,0,0,dest_width,dest_height,
+ 0,0,1,1,1,1,cb);
+ }
+ if ((pass_list->dest_rendering_target) && (debug_postproc.GetInt() == 1))
+ {
+ pRenderContext->SetRenderTarget(NULL);
+ int row=pcount/4;
+ int col=pcount %4;
+ int dest_width,dest_height;
+ pRenderContext->GetRenderTargetDimensions( dest_width, dest_height );
+ pRenderContext->Viewport( 0, 0, dest_width, dest_height );
+ DrawClippedScreenSpaceRectangle(src_mat,10+col*220,10+row*220,
+ 200,200,
+ 0,0,1,1,1,1,cb);
+ }
+ }
+ if (dest_coords_out)
+ {
+ dest_coords_out->m_minx=0;
+ dest_coords_out->m_maxx=dest_width-1;
+ dest_coords_out->m_miny=0;
+ dest_coords_out->m_maxy=dest_height-1;
+ }
+ }
+ pass_list++;
+ pcount++;
+ }
+ pRenderContext->SetRenderTarget(pSaveRenderTarget);
+}
+
+PostProcessingPass HDRFinal_Float[] =
+{
+ PPP_PROCESS_SRCTEXTURE( "dev/downsample", "_rt_FullFrameFB", "_rt_SmallFB0" ),
+ PPP_PROCESS_SRCTEXTURE( "dev/blurfilterx", "_rt_SmallFB0", "_rt_SmallFB1" ),
+ PPP_PROCESS_SRCTEXTURE( "dev/blurfiltery", "_rt_SmallFB1", "_rt_SmallFB0" ),
+ PPP_PROCESS_SRCTEXTURE("dev/floattoscreen_combine","_rt_FullFrameFB",NULL),
+ PPP_END
+};
+
+PostProcessingPass HDRFinal_Float_NoBloom[] =
+{
+ PPP_PROCESS_SRCTEXTURE("dev/copyfullframefb", "_rt_FullFrameFB",NULL),
+ PPP_END
+};
+
+PostProcessingPass HDRSimulate_NonHDR[] =
+{
+ PPP_PROCESS("dev/copyfullframefb_vanilla",NULL),
+ PPP_END
+};
+
+static void SetRenderTargetAndViewPort(ITexture *rt)
+{
+ tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
+
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->SetRenderTarget(rt);
+ pRenderContext->Viewport(0,0,rt->GetActualWidth(),rt->GetActualHeight());
+}
+
+#define FILTER_KERNEL_SLOP 20
+
+// Note carefully about the downsampling: the first downsampling samples from the full rendertarget
+// down to a temp. When doing this sampling, the texture source clamping will take care of the out
+// of bounds sampling done because of the filter kernels's width. However, on any of the subsequent
+// sampling operations, we will be sampling from a partially filled render target. So, texture
+// coordinate clamping cannot help us here. So, we need to always render a few more pixels to the
+// destination than we actually intend to, so as to replicate the border pixels so that garbage
+// pixels do not get sucked into the sampling. To deal with this, we always add FILTER_KERNEL_SLOP
+// to our widths/heights if there is room for them in the destination.
+static void DrawScreenSpaceRectangleWithSlop(
+ ITexture *dest_rt,
+ IMaterial *pMaterial,
+ int destx, int desty,
+ int width, int height,
+ float src_texture_x0, float src_texture_y0, // which texel you want to appear at
+ // destx/y
+ float src_texture_x1, float src_texture_y1, // which texel you want to appear at
+ // destx+width-1, desty+height-1
+ int src_texture_width, int src_texture_height // needed for fixup
+ )
+{
+ // add slop
+ int slopwidth = width + FILTER_KERNEL_SLOP; //min(dest_rt->GetActualWidth()-destx,width+FILTER_KERNEL_SLOP);
+ int slopheight = height + FILTER_KERNEL_SLOP; //min(dest_rt->GetActualHeight()-desty,height+FILTER_KERNEL_SLOP);
+
+ // adjust coordinates for slop
+ src_texture_x1 = FLerp( src_texture_x0, src_texture_x1, destx, destx + width - 1, destx + slopwidth - 1 );
+ src_texture_y1 = FLerp( src_texture_y0, src_texture_y1, desty, desty + height - 1, desty + slopheight - 1 );
+ width = slopwidth;
+ height = slopheight;
+
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->DrawScreenSpaceRectangle( pMaterial, destx, desty, width, height,
+ src_texture_x0, src_texture_y0,
+ src_texture_x1, src_texture_y1,
+ src_texture_width, src_texture_height );
+}
+
+enum Histogram_entry_state_t
+{
+ HESTATE_INITIAL=0,
+ HESTATE_FIRST_QUERY_IN_FLIGHT,
+ HESTATE_QUERY_IN_FLIGHT,
+ HESTATE_QUERY_DONE,
+};
+
+#define N_LUMINANCE_RANGES 31
+#define N_LUMINANCE_RANGES_NEW 17
+#define MAX_QUERIES_PER_FRAME 1
+
+class CHistogram_entry_t
+{
+public:
+ Histogram_entry_state_t m_state;
+ OcclusionQueryObjectHandle_t m_occ_handle; // the occlusion query handle
+ int m_frame_queued; // when this query was last queued
+ int m_npixels; // # of pixels this histogram represents
+ int m_npixels_in_range;
+ float m_min_lum, m_max_lum; // the luminance range this entry was queried with
+ float m_minx, m_miny, m_maxx, m_maxy; // range is 0..1 in fractions of the screen
+
+ bool ContainsValidData( void )
+ {
+ return ( m_state == HESTATE_QUERY_DONE ) || ( m_state == HESTATE_QUERY_IN_FLIGHT );
+ }
+
+ void IssueQuery( int frm_num );
+};
+
+void CHistogram_entry_t::IssueQuery( int frm_num )
+{
+ CMatRenderContextPtr pRenderContext( materials );
+ if ( !m_occ_handle )
+ {
+ m_occ_handle = pRenderContext->CreateOcclusionQueryObject();
+ }
+
+ int xl, yl, dest_width, dest_height;
+ pRenderContext->GetViewport( xl, yl, dest_width, dest_height );
+
+ // Find min and max gamma-space text range
+ float flTestRangeMin = m_min_lum;
+ float flTestRangeMax = ( m_max_lum == 1.0f ) ? 10000.0f : m_max_lum; // Count all pixels >1.0 as 1.0
+
+ // First, set stencil bits where the colors match
+ IMaterial *test_mat=materials->FindMaterial( "dev/lumcompare", TEXTURE_GROUP_OTHER, true );
+ IMaterialVar *pMinVar = test_mat->FindVar( "$C0_X", NULL );
+ pMinVar->SetFloatValue( flTestRangeMin );
+ IMaterialVar *pMaxVar = test_mat->FindVar( "$C0_Y", NULL );
+ pMaxVar->SetFloatValue( flTestRangeMax );
+ int scrx_min = FLerp( xl, ( xl + dest_width - 1 ), 0, 1, m_minx );
+ int scrx_max = FLerp( xl, ( xl + dest_width - 1 ), 0, 1, m_maxx );
+ int scry_min = FLerp( yl, ( yl + dest_height - 1 ), 0, 1, m_miny );
+ int scry_max = FLerp( yl, ( yl + dest_height - 1 ), 0, 1, m_maxy );
+
+ float exposure_width_scale, exposure_height_scale;
+
+ // now, shrink region of interest if the flashlight is on
+ if ( g_bFlashlightIsOn )
+ {
+ exposure_width_scale = ( 0.5f * ( 1.0f - mat_exposure_center_region_x_flashlight.GetFloat() ) );
+ exposure_height_scale = ( 0.5f * ( 1.0f - mat_exposure_center_region_y_flashlight.GetFloat() ) );
+ }
+ else
+ {
+ exposure_width_scale = ( 0.5f * ( 1.0f - mat_exposure_center_region_x.GetFloat() ) );
+ exposure_height_scale = ( 0.5f * ( 1.0f - mat_exposure_center_region_y.GetFloat() ) );
+ }
+ int skip_edgex = ( 1 + scrx_max - scrx_min ) * exposure_width_scale;
+ int skip_edgey = ( 1 + scry_max - scry_min ) * exposure_height_scale;
+
+ // now, do luminance compare
+ float tscale = 1.0;
+ if ( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT )
+ {
+ tscale = pRenderContext->GetToneMappingScaleLinear().x;
+ }
+ IMaterialVar *use_t_scale = test_mat->FindVar( "$C0_Z", NULL );
+ use_t_scale->SetFloatValue( tscale );
+
+ m_npixels = ( 1 + scrx_max - scrx_min ) * ( 1 + scry_max - scry_min );
+
+ if ( mat_tonemapping_occlusion_use_stencil.GetInt() )
+ {
+ pRenderContext->SetStencilWriteMask( 1 );
+
+ // AV - We don't need to clear stencil here because it's already been cleared at the beginning of the frame
+ //pRenderContext->ClearStencilBufferRectangle( scrx_min, scry_min, scrx_max, scry_max, 0 );
+
+ pRenderContext->SetStencilEnable( true );
+ pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE );
+ pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_ALWAYS );
+ pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
+ pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
+ pRenderContext->SetStencilReferenceValue( 1 );
+ }
+ else
+ {
+ pRenderContext->BeginOcclusionQueryDrawing( m_occ_handle );
+ }
+
+ scrx_min += skip_edgex;
+ scry_min += skip_edgey;
+ scrx_max -= skip_edgex;
+ scry_max -= skip_edgey;
+ pRenderContext->DrawScreenSpaceRectangle( test_mat,
+ scrx_min, scry_min,
+ 1 + scrx_max - scrx_min,
+ 1 + scry_max - scry_min,
+ scrx_min, scry_min,
+ scrx_max, scry_max,
+ dest_width, dest_height);
+
+ if ( mat_tonemapping_occlusion_use_stencil.GetInt() )
+ {
+ // now, start counting how many pixels had their stencil bit set via an occlusion query
+ pRenderContext->BeginOcclusionQueryDrawing( m_occ_handle );
+
+ // now, issue an occlusion query using stencil as the mask
+ pRenderContext->SetStencilEnable( true );
+ pRenderContext->SetStencilTestMask( 1 );
+ pRenderContext->SetStencilPassOperation( STENCILOPERATION_KEEP );
+ pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL );
+ pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
+ pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
+ pRenderContext->SetStencilReferenceValue( 1 );
+ IMaterial *stest_mat=materials->FindMaterial( "dev/no_pixel_write", TEXTURE_GROUP_OTHER, true);
+ pRenderContext->DrawScreenSpaceRectangle( stest_mat,
+ scrx_min, scry_min,
+ 1 + scrx_max - scrx_min,
+ 1 + scry_max - scry_min,
+ scrx_min, scry_min,
+ scrx_max, scry_max,
+ dest_width, dest_height);
+ pRenderContext->SetStencilEnable( false );
+ }
+ pRenderContext->EndOcclusionQueryDrawing( m_occ_handle );
+ if ( m_state == HESTATE_INITIAL )
+ m_state = HESTATE_FIRST_QUERY_IN_FLIGHT;
+ else
+ m_state = HESTATE_QUERY_IN_FLIGHT;
+ m_frame_queued = frm_num;
+}
+
+#define HISTOGRAM_BAR_SIZE 200
+
+class CLuminanceHistogramSystem
+{
+ CHistogram_entry_t CurHistogram[N_LUMINANCE_RANGES];
+ int cur_query_frame;
+public:
+ float FindLocationOfPercentBrightPixels( float flPercentBrightPixels, float flPercentTarget );
+
+ float GetTargetTonemapScalar( bool bGetIdealTargetForDebugMode );
+
+ void Update( void );
+
+ void DisplayHistogram( void );
+
+ void UpdateLuminanceRanges( void );
+
+ CLuminanceHistogramSystem(void)
+ {
+ UpdateLuminanceRanges();
+ }
+};
+
+void CLuminanceHistogramSystem::Update( void )
+{
+ UpdateLuminanceRanges();
+
+ // find which histogram entries should have something done this frame
+ int n_queries_issued_this_frame=0;
+ cur_query_frame++;
+
+ int nNumRanges = N_LUMINANCE_RANGES;
+ if ( mat_tonemap_algorithm.GetInt() == 1 )
+ nNumRanges = N_LUMINANCE_RANGES_NEW;
+
+ for ( int i=0; i<nNumRanges; i++ )
+ {
+ switch ( CurHistogram[i].m_state )
+ {
+ case HESTATE_INITIAL:
+ if ( n_queries_issued_this_frame<MAX_QUERIES_PER_FRAME )
+ {
+ CurHistogram[i].IssueQuery(cur_query_frame);
+ n_queries_issued_this_frame++;
+ }
+ break;
+
+ case HESTATE_FIRST_QUERY_IN_FLIGHT:
+ case HESTATE_QUERY_IN_FLIGHT:
+ if ( cur_query_frame > CurHistogram[i].m_frame_queued + 2 )
+ {
+ CMatRenderContextPtr pRenderContext( materials );
+ int np = pRenderContext->OcclusionQuery_GetNumPixelsRendered(
+ CurHistogram[i].m_occ_handle );
+ if ( np !=- 1 ) // -1=query not finished. wait until
+ // next time
+ {
+ CurHistogram[i].m_npixels_in_range = np;
+ // if (mat_debug_autoexposure.GetInt())
+ // Warning("min=%f max=%f np = %d\n",CurHistogram[i].m_min_lum,CurHistogram[i].m_max_lum,np);
+ CurHistogram[i].m_state = HESTATE_QUERY_DONE;
+ }
+ }
+ break;
+ }
+ }
+ // now, issue queries for the oldest finished queries we have
+ while( n_queries_issued_this_frame < MAX_QUERIES_PER_FRAME )
+ {
+ int nNumRanges = N_LUMINANCE_RANGES;
+ if ( mat_tonemap_algorithm.GetInt() == 1 )
+ nNumRanges = N_LUMINANCE_RANGES_NEW;
+
+ int oldest_so_far =- 1;
+ for( int i = 0;i < nNumRanges;i ++ )
+ if ( ( CurHistogram[i].m_state == HESTATE_QUERY_DONE ) &&
+ ( ( oldest_so_far ==- 1 ) ||
+ ( CurHistogram[i].m_frame_queued <
+ CurHistogram[oldest_so_far].m_frame_queued ) ) )
+ oldest_so_far = i;
+ if ( oldest_so_far ==- 1 ) // nothing to do
+ break;
+ CurHistogram[oldest_so_far].IssueQuery( cur_query_frame );
+ n_queries_issued_this_frame ++;
+ }
+}
+
+float CLuminanceHistogramSystem::FindLocationOfPercentBrightPixels( float flPercentBrightPixels, float flPercentTargetToSnapToIfInSameBin = -1.0f )
+{
+ if ( mat_tonemap_algorithm.GetInt() == 1 ) // New algorithm
+ {
+ int nTotalValidPixels = 0;
+ for ( int i=0; i<N_LUMINANCE_RANGES_NEW-1; i++ )
+ {
+ if ( CurHistogram[i].ContainsValidData() )
+ {
+ nTotalValidPixels += CurHistogram[i].m_npixels_in_range;
+ }
+ }
+
+ if ( nTotalValidPixels == 0 )
+ {
+ return -1.0f;
+ }
+
+ // Find where percent range border is
+ float flTotalPercentRangeTested = 0.0f;
+ float flTotalPercentPixelsTested = 0.0f;
+ for ( int i=N_LUMINANCE_RANGES_NEW-2; i>=0; i-- ) // Start at the bright end
+ {
+ if ( !CurHistogram[i].ContainsValidData() )
+ return -1.0f;
+
+ float flPixelPercentNeeded = ( flPercentBrightPixels / 100.0f ) - flTotalPercentPixelsTested;
+ float flThisBinPercentOfTotalPixels = float( CurHistogram[i].m_npixels_in_range ) / float( nTotalValidPixels );
+ float flThisBinLuminanceRange = CurHistogram[i].m_max_lum - CurHistogram[i].m_min_lum;
+ if ( flThisBinPercentOfTotalPixels >= flPixelPercentNeeded ) // We found the bin needed
+ {
+ if ( flPercentTargetToSnapToIfInSameBin >= 0.0f )
+ {
+ if ( ( CurHistogram[i].m_min_lum <= ( flPercentTargetToSnapToIfInSameBin / 100.0f ) ) && ( CurHistogram[i].m_max_lum >= ( flPercentTargetToSnapToIfInSameBin / 100.0f ) ) )
+ {
+ // Sticky bin...We're in the same bin as the target so keep the tonemap scale where it is
+ return ( flPercentTargetToSnapToIfInSameBin / 100.0f );
+ }
+ }
+
+ float flPercentOfThesePixelsNeeded = flPixelPercentNeeded / flThisBinPercentOfTotalPixels;
+ float flPercentLocationOfBorder = 1.0f - ( flTotalPercentRangeTested + ( flThisBinLuminanceRange * flPercentOfThesePixelsNeeded ) );
+ flPercentLocationOfBorder = MAX( CurHistogram[i].m_min_lum, MIN( CurHistogram[i].m_max_lum, flPercentLocationOfBorder ) ); // Clamp to this bin just in case
+ return flPercentLocationOfBorder;
+ }
+
+ flTotalPercentPixelsTested += flThisBinPercentOfTotalPixels;
+ flTotalPercentRangeTested += flThisBinLuminanceRange;
+ }
+
+ return -1.0f;
+ }
+ else
+ {
+ // Don't know what to do for other algorithms yet
+ return -1.0f;
+ }
+}
+
+float CLuminanceHistogramSystem::GetTargetTonemapScalar( bool bGetIdealTargetForDebugMode = false )
+{
+ if ( mat_tonemap_algorithm.GetInt() == 1 ) // New algorithm
+ {
+ float flPercentLocationOfTarget;
+ if ( bGetIdealTargetForDebugMode == true)
+ flPercentLocationOfTarget = FindLocationOfPercentBrightPixels( mat_tonemap_percent_bright_pixels.GetFloat() ); // Don't pass in the second arg so the scalar doesn't snap to a bin
+ else
+ flPercentLocationOfTarget = FindLocationOfPercentBrightPixels( mat_tonemap_percent_bright_pixels.GetFloat(), mat_tonemap_percent_target.GetFloat() );
+ if ( flPercentLocationOfTarget < 0.0f ) // This is the return error code
+ {
+ flPercentLocationOfTarget = mat_tonemap_percent_target.GetFloat() / 100.0f; // Pretend we're at the target
+ }
+
+ // Make sure this is > 0.0f
+ flPercentLocationOfTarget = MAX( 0.0001f, flPercentLocationOfTarget );
+
+ // Compute target scalar
+ float flTargetScalar = ( mat_tonemap_percent_target.GetFloat() / 100.0f ) / flPercentLocationOfTarget;
+
+ // Compute secondary target scalar
+ float flAverageLuminanceLocation = FindLocationOfPercentBrightPixels( 50.0f );
+ if ( flAverageLuminanceLocation > 0.0f )
+ {
+ float flTargetScalar2 = ( mat_tonemap_min_avglum.GetFloat() / 100.0f ) / flAverageLuminanceLocation;
+
+ // Only override it if it's trying to brighten the image more than the primary algorithm
+ if ( flTargetScalar2 > flTargetScalar )
+ {
+ flTargetScalar = flTargetScalar2;
+ }
+ }
+
+ // Apply this against last frames scalar
+ CMatRenderContextPtr pRenderContext( materials );
+ float flLastScale = pRenderContext->GetToneMappingScaleLinear().x;
+ flTargetScalar *= flLastScale;
+
+ flTargetScalar = MAX( 0.001f, flTargetScalar );
+ return flTargetScalar;
+ }
+ else // Original tonemapping
+ {
+ float average_luminance = 0.5f;
+
+ float total = 0;
+ int total_pixels = 0;
+ float scale_value = 1.0;
+ if ( CurHistogram[N_LUMINANCE_RANGES-1].ContainsValidData() )
+ {
+ scale_value = CurHistogram[N_LUMINANCE_RANGES-1].m_npixels * ( 1.0f / CurHistogram[N_LUMINANCE_RANGES-1].m_npixels_in_range );
+
+ if ( mat_debug_autoexposure.GetInt() )
+ {
+ engine->Con_NPrintf( 20, "Scale value = %f", scale_value );
+ //Warning( "scale value=%f\n", scale_value );
+ }
+ }
+ else
+ average_luminance = 0.5;
+
+ if ( !IsFinite( scale_value ) )
+ scale_value = 1.0f;
+
+ for ( int i=0; i<N_LUMINANCE_RANGES-1; i++ )
+ {
+ if ( CurHistogram[i].ContainsValidData() )
+ {
+ total += scale_value * CurHistogram[i].m_npixels_in_range * AVG( CurHistogram[i].m_min_lum, CurHistogram[i].m_max_lum );
+ total_pixels += CurHistogram[i].m_npixels;
+ }
+ else
+ average_luminance = 0.5; // always return 0.5 until we've queried a whole frame
+ }
+ if ( total_pixels > 0 )
+ average_luminance = total * ( 1.0 / total_pixels );
+ else
+ average_luminance = 0.5;
+
+ // Make sure this is > 0.0f
+ average_luminance = MAX( 0.0001f, average_luminance );
+
+ // Compute target scalar
+ float flTargetScalar = 0.005 / average_luminance;
+
+ return flTargetScalar;
+ }
+}
+
+static float GetCurrentBloomScale( void )
+{
+ // Use the appropriate bloom scale settings. Mapmakers's overrides the convar settings.
+ float flCurrentBloomScale = 1.0f;
+ if ( g_bUseCustomBloomScale )
+ {
+ flCurrentBloomScale = g_flCustomBloomScale;
+ }
+ else
+ {
+ flCurrentBloomScale = mat_bloomscale.GetFloat();
+ }
+ return flCurrentBloomScale;
+}
+
+static void GetExposureRange( float *flAutoExposureMin, float *flAutoExposureMax )
+{
+ // Get min
+ if ( ( g_bUseCustomAutoExposureMin ) && ( g_flCustomAutoExposureMin > 0.0f ) )
+ {
+ *flAutoExposureMin = g_flCustomAutoExposureMin;
+ }
+ else
+ {
+ *flAutoExposureMin = mat_autoexposure_min.GetFloat();
+ }
+
+ // Get max
+ if ( ( g_bUseCustomAutoExposureMax ) && ( g_flCustomAutoExposureMax > 0.0f ) )
+ {
+ *flAutoExposureMax = g_flCustomAutoExposureMax;
+ }
+ else
+ {
+ *flAutoExposureMax = mat_autoexposure_max.GetFloat();
+ }
+
+ // Override
+ if ( mat_hdr_uncapexposure.GetInt() )
+ {
+ *flAutoExposureMax = 20.0f;
+ *flAutoExposureMin = 0.0f;
+ }
+
+ // Make sure min <= max
+ if ( *flAutoExposureMin > *flAutoExposureMax )
+ {
+ *flAutoExposureMax = *flAutoExposureMin;
+ }
+}
+
+void CLuminanceHistogramSystem::UpdateLuminanceRanges( void )
+{
+ // Only update if our mode changed
+ static int s_nCurrentBucketAlgorithm = -1;
+ if ( s_nCurrentBucketAlgorithm == mat_tonemap_algorithm.GetInt() )
+ return;
+ s_nCurrentBucketAlgorithm = mat_tonemap_algorithm.GetInt();
+
+ //==================================================================//
+ // Force fallback to original tone mapping algorithm for these mods //
+ //==================================================================//
+ static bool s_bFirstTime = true;
+ if ( engine == NULL )
+ {
+ // Force this code to get hit again so we can change algorithm based on the client
+ s_nCurrentBucketAlgorithm = -1;
+ }
+ else if ( s_bFirstTime == true )
+ {
+ s_bFirstTime = false;
+
+ // This seems like a bad idea but it's fine for now
+ const char *sModsForOriginalAlgorithm[] = { "dod", "cstrike", "lostcoast" };
+ for ( int i=0; i<3; i++ )
+ {
+ if ( strlen( engine->GetGameDirectory() ) >= strlen( sModsForOriginalAlgorithm[i] ) )
+ {
+ if ( stricmp( &( engine->GetGameDirectory()[strlen( engine->GetGameDirectory() ) - strlen( sModsForOriginalAlgorithm[i] )] ), sModsForOriginalAlgorithm[i] ) == 0 )
+ {
+ mat_tonemap_algorithm.SetValue( 0 ); // Original algorithm
+ s_nCurrentBucketAlgorithm = mat_tonemap_algorithm.GetInt();
+ break;
+ }
+ }
+ }
+ }
+
+ int nNumRanges = N_LUMINANCE_RANGES;
+
+ if ( mat_tonemap_algorithm.GetInt() == 1 )
+ nNumRanges = N_LUMINANCE_RANGES_NEW;
+
+ cur_query_frame=0;
+ for ( int bucket = 0; bucket < nNumRanges; bucket ++ )
+ {
+ int idx = bucket;
+ CHistogram_entry_t & e = CurHistogram[idx];
+ e.m_state = HESTATE_INITIAL;
+ e.m_minx = 0;
+ e.m_maxx = 1;
+ e.m_miny = 0;
+ e.m_maxy = 1;
+ if ( bucket != nNumRanges-1 ) // Last bucket is special
+ {
+ if ( mat_tonemap_algorithm.GetInt() == 0 ) // Original algorithm
+ {
+ // Use a logarithmic ramp for high range in the low range
+ e.m_min_lum = - 0.01 + exp( FLerp( log( .01 ), log( .01 + 1 ), 0, nNumRanges - 1, bucket ) );
+ e.m_max_lum = - 0.01 + exp( FLerp( log( .01 ), log( .01 + 1 ), 0, nNumRanges - 1, bucket + 1 ) );
+ }
+ else
+ {
+ // Use even distribution
+ e.m_min_lum = float( bucket ) / float( nNumRanges - 1 );
+ e.m_max_lum = float( bucket + 1 ) / float( nNumRanges - 1 );
+
+ // Use a distribution with slightly more bins in the low range
+ e.m_min_lum = e.m_min_lum > 0.0f ? powf( e.m_min_lum, 1.5f ) : e.m_min_lum;
+ e.m_max_lum = e.m_max_lum > 0.0f ? powf( e.m_max_lum, 1.5f ) : e.m_max_lum;
+ }
+ }
+ else
+ {
+ // The last bucket is used as a test to determine the return range for occlusion
+ // queries to use as a scale factor. some boards (nvidia) have their occlusion
+ // query return values larger when using AA.
+ e.m_min_lum = 0;
+ e.m_max_lum = 100000.0;
+ }
+
+ //Warning( "Bucket %d: min/max %f / %f ", bucket, e.m_min_lum, e.m_max_lum );
+ }
+}
+
+
+void CLuminanceHistogramSystem::DisplayHistogram( void )
+{
+ bool bDrawTextThisFrame = true;
+ if ( IsX360() )
+ {
+ static float s_flLastTimeUpdate = 0.0f;
+ if ( int( gpGlobals->curtime ) - int( s_flLastTimeUpdate ) >= 2 )
+ {
+ s_flLastTimeUpdate = gpGlobals->curtime;
+ bDrawTextThisFrame = true;
+ }
+ else
+ {
+ bDrawTextThisFrame = false;
+ }
+ }
+
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->PushRenderTargetAndViewport();
+
+ int nNumRanges = N_LUMINANCE_RANGES-1;
+ if ( mat_tonemap_algorithm.GetInt() == 1 )
+ nNumRanges = N_LUMINANCE_RANGES_NEW-1;
+
+ int nMaxValidPixels = 0;
+ int nTotalValidPixels = 0;
+ int nTotalGraphPixelsWide = 0;
+ for ( int l=0; l<nNumRanges; l++ )
+ {
+ CHistogram_entry_t &e = CurHistogram[l];
+ if ( e.ContainsValidData() )
+ {
+ nTotalValidPixels += e.m_npixels_in_range;
+ if ( e.m_npixels_in_range > nMaxValidPixels )
+ {
+ nMaxValidPixels = e.m_npixels_in_range;
+ }
+ }
+
+ int width = MAX( 1, 500 * ( e.m_max_lum - e.m_min_lum ) );
+ nTotalGraphPixelsWide += width + 2;
+ }
+
+ int xl, yl, dest_width, dest_height;
+ pRenderContext->GetViewport( xl, yl, dest_width, dest_height );
+
+ if ( bDrawTextThisFrame == true )
+ {
+ engine->Con_NPrintf( 17, "(All values in linear space)" );
+
+ engine->Con_NPrintf( 21, "AvgLum @ %4.2f%% mat_tonemap_min_avglum = %4.2f%% Using %d pixels of %d pixels on screen (%3d%%)",
+ MAX( 0.0f, FindLocationOfPercentBrightPixels( 50.0f ) ) * 100.0f, mat_tonemap_min_avglum.GetFloat(),
+ nTotalValidPixels, ( dest_width * dest_height ), int( float( nTotalValidPixels ) * 100.0f / float( dest_width * dest_height ) ) );
+ engine->Con_NPrintf( 23, "BloomScale = %4.2f mat_hdr_manual_tonemap_rate = %4.2f mat_accelerate_adjust_exposure_down = %4.2f",
+ GetCurrentBloomScale(), mat_hdr_manual_tonemap_rate.GetFloat(), mat_accelerate_adjust_exposure_down.GetFloat() );
+ }
+
+ if ( mat_tonemap_algorithm.GetInt() == 1 ) // New algorithm only
+ {
+ float vTotalPixelsAndHigher[N_LUMINANCE_RANGES];
+ for ( int i=0; i<nNumRanges; i++ )
+ {
+ vTotalPixelsAndHigher[i] = CurHistogram[nNumRanges-1-i].m_npixels_in_range;
+ if ( i > 0 )
+ {
+ vTotalPixelsAndHigher[i] += vTotalPixelsAndHigher[i-1];
+ }
+ }
+
+ /* // This code works when N_LUMINANCE_RANGES_NEW = 11
+ if ( bDrawTextThisFrame == true )
+ {
+ engine->Con_NPrintf( 17, "%04.2f %04.2f %04.2f %04.2f %04.2f %04.2f %04.2f %04.2f %04.2f %04.2f ",
+ 100.0f * float( vTotalPixelsAndHigher[9] ) / float( nTotalValidPixels ),
+ 100.0f * float( vTotalPixelsAndHigher[8] ) / float( nTotalValidPixels ),
+ 100.0f * float( vTotalPixelsAndHigher[7] ) / float( nTotalValidPixels ),
+ 100.0f * float( vTotalPixelsAndHigher[6] ) / float( nTotalValidPixels ),
+ 100.0f * float( vTotalPixelsAndHigher[5] ) / float( nTotalValidPixels ),
+ 100.0f * float( vTotalPixelsAndHigher[4] ) / float( nTotalValidPixels ),
+ 100.0f * float( vTotalPixelsAndHigher[3] ) / float( nTotalValidPixels ),
+ 100.0f * float( vTotalPixelsAndHigher[2] ) / float( nTotalValidPixels ),
+ 100.0f * float( vTotalPixelsAndHigher[1] ) / float( nTotalValidPixels ),
+ 100.0f * float( vTotalPixelsAndHigher[0] ) / float( nTotalValidPixels ) );
+
+ engine->Con_NPrintf( 15, "%04.2f %04.2f %04.2f %04.2f %04.2f %04.2f %04.2f %04.2f %04.2f %04.2f ",
+ 100.0f * float( CurHistogram[nNumRanges-1-9].m_npixels_in_range ) / float( nTotalValidPixels ),
+ 100.0f * float( CurHistogram[nNumRanges-1-8].m_npixels_in_range ) / float( nTotalValidPixels ),
+ 100.0f * float( CurHistogram[nNumRanges-1-7].m_npixels_in_range ) / float( nTotalValidPixels ),
+ 100.0f * float( CurHistogram[nNumRanges-1-6].m_npixels_in_range ) / float( nTotalValidPixels ),
+ 100.0f * float( CurHistogram[nNumRanges-1-5].m_npixels_in_range ) / float( nTotalValidPixels ),
+ 100.0f * float( CurHistogram[nNumRanges-1-4].m_npixels_in_range ) / float( nTotalValidPixels ),
+ 100.0f * float( CurHistogram[nNumRanges-1-3].m_npixels_in_range ) / float( nTotalValidPixels ),
+ 100.0f * float( CurHistogram[nNumRanges-1-2].m_npixels_in_range ) / float( nTotalValidPixels ),
+ 100.0f * float( CurHistogram[nNumRanges-1-1].m_npixels_in_range ) / float( nTotalValidPixels ),
+ 100.0f * float( CurHistogram[nNumRanges-1-0].m_npixels_in_range ) / float( nTotalValidPixels ) );
+ }
+ //*/
+ }
+ else
+ {
+ if ( bDrawTextThisFrame == true )
+ {
+ engine->Con_NPrintf( 17, "" );
+ engine->Con_NPrintf( 15, "" );
+ }
+ }
+
+ int xpStart = dest_width - nTotalGraphPixelsWide - 10;
+ if ( IsX360() )
+ {
+ xpStart -= 50;
+ }
+
+ int xp = xpStart;
+ for ( int l=0; l<nNumRanges; l++ )
+ {
+ int np = 0;
+ CHistogram_entry_t &e = CurHistogram[l];
+ if ( e.ContainsValidData() )
+ np += e.m_npixels_in_range;
+ int width = MAX( 1, 500 * ( e.m_max_lum - e.m_min_lum ) );
+
+ //Warning( "Bucket %d: min/max %f / %f. m_npixels_in_range=%d m_npixels=%d\n", l, e.m_min_lum, e.m_max_lum, e.m_npixels_in_range, e.m_npixels );
+
+ if ( np )
+ {
+ int height = MAX( 1, MIN( HISTOGRAM_BAR_SIZE, ( (float)np / (float)nMaxValidPixels ) * HISTOGRAM_BAR_SIZE ) );
+
+ pRenderContext->ClearColor3ub( 255, 0, 0 );
+ pRenderContext->Viewport( xp, 4 + HISTOGRAM_BAR_SIZE - height, width, height );
+ pRenderContext->ClearBuffers( true, true );
+ }
+ else
+ {
+ int height = 1;
+ pRenderContext->ClearColor3ub( 0, 0, 255 );
+ pRenderContext->Viewport( xp, 4 + HISTOGRAM_BAR_SIZE - height, width, height );
+ pRenderContext->ClearBuffers( true, true );
+ }
+ xp += width + 2;
+ }
+
+ if ( mat_tonemap_algorithm.GetInt() == 1 ) // New algorithm only
+ {
+ float flYellowTargetPixelStart = ( xpStart + ( float( nTotalGraphPixelsWide ) * mat_tonemap_percent_target.GetFloat() / 100.0f ) );
+ float flYellowAveragePixelStart = ( xpStart + ( float( nTotalGraphPixelsWide ) * mat_tonemap_min_avglum.GetFloat() / 100.0f ) );
+
+ float flTargetPixelStart = ( xpStart + ( float( nTotalGraphPixelsWide ) * FindLocationOfPercentBrightPixels( mat_tonemap_percent_bright_pixels.GetFloat(), mat_tonemap_percent_target.GetFloat() ) ) );
+ float flAveragePixelStart = ( xpStart + ( float( nTotalGraphPixelsWide ) * FindLocationOfPercentBrightPixels( 50.0f ) ) );
+
+ // Draw target yellow border bar
+ int height = HISTOGRAM_BAR_SIZE;
+
+ // Green is current percent target location
+ pRenderContext->Viewport( flYellowTargetPixelStart, 4 + HISTOGRAM_BAR_SIZE - height, 4, height );
+ pRenderContext->ClearColor3ub( 200, 200, 0 );
+ pRenderContext->ClearBuffers( true, true );
+
+ pRenderContext->Viewport( flTargetPixelStart, 4 + HISTOGRAM_BAR_SIZE - height, 4, height );
+ pRenderContext->ClearColor3ub( 0, 255, 0 );
+ pRenderContext->ClearBuffers( true, true );
+
+ // Blue is average luminance location
+ pRenderContext->Viewport( flYellowAveragePixelStart, 4 + HISTOGRAM_BAR_SIZE - height, 4, height );
+ pRenderContext->ClearColor3ub( 200, 200, 0 );
+ pRenderContext->ClearBuffers( true, true );
+
+ pRenderContext->Viewport( flAveragePixelStart, 4 + HISTOGRAM_BAR_SIZE - height, 4, height );
+ pRenderContext->ClearColor3ub( 0, 200, 200 );
+ pRenderContext->ClearBuffers( true, true );
+ }
+
+ // Show actual tonemap value
+ if ( 1 )
+ {
+ float flAutoExposureMin;
+ float flAutoExposureMax;
+ GetExposureRange( &flAutoExposureMin, &flAutoExposureMax );
+
+ float flBarWidth = 600.0f;
+ float flBarStart = dest_width - flBarWidth - 10.0f;
+ if ( IsX360() )
+ {
+ flBarStart -= 50;
+ }
+
+ pRenderContext->Viewport( flBarStart, 4 + HISTOGRAM_BAR_SIZE - 4 + 75, flBarWidth, 4 );
+ pRenderContext->ClearColor3ub( 200, 200, 200 );
+ pRenderContext->ClearBuffers( true, true );
+
+ pRenderContext->Viewport( flBarStart, 4 + HISTOGRAM_BAR_SIZE - 4 + 75 + 1, flBarWidth, 2 );
+ pRenderContext->ClearColor3ub( 0, 0, 0 );
+ pRenderContext->ClearBuffers( true, true );
+
+ pRenderContext->Viewport( flBarStart + ( flBarWidth * ( ( pRenderContext->GetToneMappingScaleLinear().x - flAutoExposureMin ) / ( flAutoExposureMax - flAutoExposureMin ) ) ),
+ 4 + HISTOGRAM_BAR_SIZE - 4 + 75 - 6, 4, 16 );
+ pRenderContext->ClearColor3ub( 255, 0, 0 );
+ pRenderContext->ClearBuffers( true, true );
+
+ if ( bDrawTextThisFrame == true )
+ {
+ if ( IsX360() )
+ engine->Con_NPrintf( 26, "Min: %.2f Max: %.2f", flAutoExposureMin, flAutoExposureMax );
+ else
+ engine->Con_NPrintf( 26, "%.2f %.2f %.2f", flAutoExposureMin, ( flAutoExposureMax + flAutoExposureMin ) / 2.0f, flAutoExposureMax );
+ }
+ }
+
+ // Last bar doesn't clear properly so draw an extra pixel
+ pRenderContext->Viewport( 0, 0, 1, 1 );
+ pRenderContext->ClearColor3ub( 0, 0, 0 );
+ pRenderContext->ClearBuffers( true, true );
+
+ pRenderContext->PopRenderTargetAndViewport();
+}
+
+
+static CLuminanceHistogramSystem g_HDR_HistogramSystem;
+
+static float s_MovingAverageToneMapScale[10] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f };
+static int s_nInAverage = 0;
+
+void ResetToneMapping(float value)
+{
+ CMatRenderContextPtr pRenderContext( materials );
+ s_nInAverage = 0;
+ pRenderContext->ResetToneMappingScale(value);
+}
+
+static ConVar mat_force_tonemap_scale( "mat_force_tonemap_scale", "0.0", FCVAR_CHEAT );
+
+static void SetToneMapScale(IMatRenderContext *pRenderContext, float newvalue, float minvalue, float maxvalue)
+{
+ Assert( IsFinite( newvalue ) );
+ if( !IsFinite( newvalue ) )
+ return;
+
+ float flForcedTonemapScale = mat_force_tonemap_scale.GetFloat();
+
+ if( mat_fullbright.GetInt() == 1 )
+ {
+ flForcedTonemapScale = 1.0f;
+ }
+
+ if( flForcedTonemapScale > 0.0f )
+ {
+ mat_hdr_tonemapscale.SetValue( flForcedTonemapScale );
+ pRenderContext->ResetToneMappingScale( flForcedTonemapScale );
+ return;
+ }
+
+ mat_hdr_tonemapscale.SetValue( newvalue );
+ pRenderContext->SetGoalToneMappingScale( newvalue );
+
+ if ( s_nInAverage < ARRAYSIZE( s_MovingAverageToneMapScale ))
+ {
+ s_MovingAverageToneMapScale[s_nInAverage ++]= newvalue;
+ }
+ else
+ {
+ // scroll, losing oldest
+ for( int i = 0;i < ARRAYSIZE( s_MovingAverageToneMapScale ) - 1;i ++ )
+ s_MovingAverageToneMapScale[i]= s_MovingAverageToneMapScale[i + 1];
+ s_MovingAverageToneMapScale[ARRAYSIZE( s_MovingAverageToneMapScale ) - 1]= newvalue;
+ }
+
+ // now, use the average of the last tonemap calculations as our goal scale
+ if ( s_nInAverage == ARRAYSIZE( s_MovingAverageToneMapScale )) // got full buffer yet?
+ {
+ float avg = 0.;
+ float sumweights = 0;
+ int sample_pt = ARRAYSIZE( s_MovingAverageToneMapScale ) / 2;
+ for( int i = 0;i < ARRAYSIZE( s_MovingAverageToneMapScale );i ++ )
+ {
+ float weight = abs( i - sample_pt ) * ( 1.0 / ( ARRAYSIZE( s_MovingAverageToneMapScale ) / 2 ));
+ sumweights += weight;
+ avg += weight * s_MovingAverageToneMapScale[i];
+ }
+ avg *= ( 1.0 / sumweights );
+ avg = MIN( maxvalue, MAX( minvalue, avg ));
+ pRenderContext->SetGoalToneMappingScale( avg );
+ mat_hdr_tonemapscale.SetValue( avg );
+ }
+}
+
+
+//=====================================================================================================================
+// Engine_Post material proxy ============================================================================================
+//=====================================================================================================================
+
+static ConVar mat_software_aa_strength( "mat_software_aa_strength", "-1.0", FCVAR_ARCHIVE, "Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength of the effect: (0.0 - off), (1.0 - full)" );
+static ConVar mat_software_aa_quality( "mat_software_aa_quality", "0", FCVAR_ARCHIVE, "Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)" );
+static ConVar mat_software_aa_edge_threshold( "mat_software_aa_edge_threshold", "1.0", FCVAR_ARCHIVE, "Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more edges, a higher value will soften fewer)" );
+static ConVar mat_software_aa_blur_one_pixel_lines( "mat_software_aa_blur_one_pixel_lines", "0.5", FCVAR_ARCHIVE, "How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots)" );
+static ConVar mat_software_aa_tap_offset( "mat_software_aa_tap_offset", "1.0", FCVAR_ARCHIVE, "Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the image sharper, higher will make it blurrier)" );
+static ConVar mat_software_aa_debug( "mat_software_aa_debug", "0", FCVAR_NONE, "Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0->black, 1->red, 2->green, 3->blue), (2 - show anti-alias blend strength), (3 - show averaged 'unlike' colour)" );
+static ConVar mat_software_aa_strength_vgui( "mat_software_aa_strength_vgui", "-1.0", FCVAR_ARCHIVE, "Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass." );
+
+class CEnginePostMaterialProxy : public CEntityMaterialProxy
+{
+public:
+ CEnginePostMaterialProxy();
+ virtual ~CEnginePostMaterialProxy();
+ virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
+ virtual void OnBind( C_BaseEntity *pEntity );
+ virtual IMaterial *GetMaterial();
+
+private:
+ IMaterialVar *m_pMaterialParam_AAValues;
+ IMaterialVar *m_pMaterialParam_AAValues2;
+ IMaterialVar *m_pMaterialParam_BloomEnable;
+ IMaterialVar *m_pMaterialParam_BloomUVTransform;
+ IMaterialVar *m_pMaterialParam_ColCorrectEnable;
+ IMaterialVar *m_pMaterialParam_ColCorrectNumLookups;
+ IMaterialVar *m_pMaterialParam_ColCorrectDefaultWeight;
+ IMaterialVar *m_pMaterialParam_ColCorrectLookupWeights;
+
+public:
+ static IMaterial * SetupEnginePostMaterial( const Vector4D & fullViewportBloomUVs, const Vector4D & fullViewportFBUVs, const Vector2D & destTexSize,
+ bool bPerformSoftwareAA, bool bPerformBloom, bool bPerformColCorrect, float flAAStrength );
+ static void SetupEnginePostMaterialAA( bool bPerformSoftwareAA, float flAAStrength );
+ static void SetupEnginePostMaterialTextureTransform( const Vector4D & fullViewportBloomUVs, const Vector4D & fullViewportFBUVs, Vector2D destTexSize );
+
+private:
+ static float s_vBloomAAValues[4];
+ static float s_vBloomAAValues2[4];
+ static float s_vBloomUVTransform[4];
+ static int s_PostBloomEnable;
+};
+
+float CEnginePostMaterialProxy::s_vBloomAAValues[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+float CEnginePostMaterialProxy::s_vBloomAAValues2[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+float CEnginePostMaterialProxy::s_vBloomUVTransform[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+int CEnginePostMaterialProxy::s_PostBloomEnable = 1;
+
+CEnginePostMaterialProxy::CEnginePostMaterialProxy()
+{
+ m_pMaterialParam_AAValues = NULL;
+ m_pMaterialParam_AAValues2 = NULL;
+ m_pMaterialParam_BloomUVTransform = NULL;
+ m_pMaterialParam_BloomEnable = NULL;
+ m_pMaterialParam_ColCorrectEnable = NULL;
+ m_pMaterialParam_ColCorrectNumLookups = NULL;
+ m_pMaterialParam_ColCorrectDefaultWeight = NULL;
+ m_pMaterialParam_ColCorrectLookupWeights = NULL;
+}
+
+CEnginePostMaterialProxy::~CEnginePostMaterialProxy()
+{
+ // Do nothing
+}
+
+bool CEnginePostMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
+{
+ bool bFoundVar = false;
+
+ m_pMaterialParam_AAValues = pMaterial->FindVar( "$AAInternal1", &bFoundVar, false );
+ m_pMaterialParam_AAValues2 = pMaterial->FindVar( "$AAInternal3", &bFoundVar, false );
+ m_pMaterialParam_BloomUVTransform = pMaterial->FindVar( "$AAInternal2", &bFoundVar, false );
+ m_pMaterialParam_BloomEnable = pMaterial->FindVar( "$bloomEnable", &bFoundVar, false );
+ m_pMaterialParam_ColCorrectEnable = pMaterial->FindVar( "$colCorrectEnable", &bFoundVar, false );
+ m_pMaterialParam_ColCorrectNumLookups = pMaterial->FindVar( "$colCorrect_NumLookups", &bFoundVar, false );
+ m_pMaterialParam_ColCorrectDefaultWeight = pMaterial->FindVar( "$colCorrect_DefaultWeight", &bFoundVar, false );
+ m_pMaterialParam_ColCorrectLookupWeights = pMaterial->FindVar( "$colCorrect_LookupWeights", &bFoundVar, false );
+
+ return true;
+}
+
+void CEnginePostMaterialProxy::OnBind( C_BaseEntity *pEnt )
+{
+ if ( m_pMaterialParam_AAValues )
+ m_pMaterialParam_AAValues->SetVecValue( s_vBloomAAValues, 4 );
+
+ if ( m_pMaterialParam_AAValues2 )
+ m_pMaterialParam_AAValues2->SetVecValue( s_vBloomAAValues2, 4 );
+
+ if ( m_pMaterialParam_BloomUVTransform )
+ m_pMaterialParam_BloomUVTransform->SetVecValue( s_vBloomUVTransform, 4 );
+
+ if ( m_pMaterialParam_BloomEnable )
+ m_pMaterialParam_BloomEnable->SetIntValue( s_PostBloomEnable );
+}
+
+IMaterial *CEnginePostMaterialProxy::GetMaterial()
+{
+ if ( m_pMaterialParam_AAValues == NULL)
+ return NULL;
+
+ return m_pMaterialParam_AAValues->GetOwningMaterial();
+}
+
+void CEnginePostMaterialProxy::SetupEnginePostMaterialAA( bool bPerformSoftwareAA, float flAAStrength )
+{
+ if ( bPerformSoftwareAA )
+ {
+ // Pass ConVars to the material by proxy
+ // - the strength of the AA effect (from 0 to 1)
+ // - how much to allow 1-pixel lines to be blurred (from 0 to 1)
+ // - pick one of the two quality modes (5-tap or 9-tap filter)
+ // - optionally enable one of several debug modes (via dynamic combos)
+ // NOTE: this order matches pixel shader constants in Engine_Post_ps2x.fxc
+ s_vBloomAAValues[0] = flAAStrength;
+ s_vBloomAAValues[1] = 1.0f - mat_software_aa_blur_one_pixel_lines.GetFloat();
+ s_vBloomAAValues[2] = mat_software_aa_quality.GetInt();
+ s_vBloomAAValues[3] = mat_software_aa_debug.GetInt();
+ s_vBloomAAValues2[0] = mat_software_aa_edge_threshold.GetFloat();
+ s_vBloomAAValues2[1] = mat_software_aa_tap_offset.GetFloat();
+ //s_vBloomAAValues2[2] = unused;
+ //s_vBloomAAValues2[3] = unused;
+ }
+ else
+ {
+ // Zero-strength AA is interpreted as "AA disabled"
+ s_vBloomAAValues[0] = 0.0f;
+ }
+}
+
+void CEnginePostMaterialProxy::SetupEnginePostMaterialTextureTransform( const Vector4D & fullViewportBloomUVs, const Vector4D & fullViewportFBUVs, Vector2D fbSize )
+{
+ // Engine_Post uses a UV transform (from (quarter-res) bloom texture coords ('1')
+ // to (full-res) framebuffer texture coords ('2')).
+ //
+ // We compute the UV transform as an offset and a scale, using the texture coordinates
+ // of the top-left corner of the screen to compute the offset and the coordinate
+ // change from the top-left to the bottom-right of the quad to compute the scale.
+
+ // Take texel coordinates (start = top-left, end = bottom-right):
+ Vector2D texelStart1 = Vector2D( fullViewportBloomUVs.x, fullViewportBloomUVs.y );
+ Vector2D texelStart2 = Vector2D( fullViewportFBUVs.x, fullViewportFBUVs.y );
+ Vector2D texelEnd1 = Vector2D( fullViewportBloomUVs.z, fullViewportBloomUVs.w );
+ Vector2D texelEnd2 = Vector2D( fullViewportFBUVs.z, fullViewportFBUVs.w );
+ // ...and transform to UV coordinates:
+ Vector2D texRes1 = fbSize / 4;
+ Vector2D texRes2 = fbSize;
+ Vector2D uvStart1 = ( texelStart1 + Vector2D(0.5,0.5) ) / texRes1;
+ Vector2D uvStart2 = ( texelStart2 + Vector2D(0.5,0.5) ) / texRes2;
+ Vector2D dUV1 = ( texelEnd1 - texelStart1 ) / texRes1;
+ Vector2D dUV2 = ( texelEnd2 - texelStart2 ) / texRes2;
+
+ // We scale about the rect's top-left pixel centre (not the origin) in UV-space:
+ // uv' = ((uv - uvStart1)*uvScale + uvStart1) + uvOffset
+ // = uvScale*uv + uvOffset + uvStart1*(1 - uvScale)
+ Vector2D uvOffset = uvStart2 - uvStart1;
+ Vector2D uvScale = dUV2 / dUV1;
+ uvOffset = uvOffset + uvStart1*(Vector2D(1,1) - uvScale);
+
+ s_vBloomUVTransform[0] = uvOffset.x;
+ s_vBloomUVTransform[1] = uvOffset.y;
+ s_vBloomUVTransform[2] = uvScale.x;
+ s_vBloomUVTransform[3] = uvScale.y;
+}
+
+IMaterial * CEnginePostMaterialProxy::SetupEnginePostMaterial( const Vector4D & fullViewportBloomUVs, const Vector4D & fullViewportFBUVs, const Vector2D & destTexSize,
+ bool bPerformSoftwareAA, bool bPerformBloom, bool bPerformColCorrect, float flAAStrength )
+{
+ // Shouldn't get here if none of the effects are enabled
+ Assert( bPerformSoftwareAA || bPerformBloom || bPerformColCorrect );
+
+ s_PostBloomEnable = bPerformBloom ? 1 : 0;
+
+ SetupEnginePostMaterialAA( bPerformSoftwareAA, flAAStrength );
+
+ if ( bPerformSoftwareAA || bPerformColCorrect )
+ {
+ SetupEnginePostMaterialTextureTransform( fullViewportBloomUVs, fullViewportFBUVs, destTexSize );
+ return materials->FindMaterial( "dev/engine_post", TEXTURE_GROUP_OTHER, true);
+ }
+ else
+ {
+ // Just use the old bloomadd material (which uses additive blending, unlike engine_post)
+ // NOTE: this path is what gets used for DX8 (which cannot enable AA or col-correction)
+ return materials->FindMaterial( "dev/bloomadd", TEXTURE_GROUP_OTHER, true);
+ }
+}
+
+EXPOSE_INTERFACE( CEnginePostMaterialProxy, IMaterialProxy, "engine_post" IMATERIAL_PROXY_INTERFACE_VERSION );
+
+
+static void DrawBloomDebugBoxes( IMatRenderContext *pRenderContext )
+{
+ // draw inset rects which should have a centered bloom
+ pRenderContext->SetRenderTarget(NULL);
+ int dest_width, dest_height;
+ pRenderContext->GetRenderTargetDimensions( dest_width, dest_height );
+
+ // full screen clear
+ pRenderContext->Viewport( 0, 0, dest_width, dest_height );
+ pRenderContext->ClearColor3ub( 0, 0, 0 );
+ pRenderContext->ClearBuffers( true, true );
+
+ // inset for screensafe
+ int inset = 64;
+ int size = 32;
+
+ // centerish, translating
+ static int wx = 0;
+ wx = ( wx + 1 ) & 63;
+
+ pRenderContext->Viewport( dest_width / 2 + wx, dest_height / 2, size, size );
+ pRenderContext->ClearColor3ub( 255, 255, 255 );
+ pRenderContext->ClearBuffers( true, true );
+
+ // upper left
+ pRenderContext->Viewport( inset, inset, size, size );
+ pRenderContext->ClearBuffers( true, true );
+
+ // upper right
+ pRenderContext->Viewport( dest_width - inset - size, inset, size, size );
+ pRenderContext->ClearBuffers( true, true );
+
+ // lower right
+ pRenderContext->Viewport( dest_width - inset - size, dest_height - inset - size, size, size );
+ pRenderContext->ClearBuffers( true, true );
+
+ // lower left
+ pRenderContext->Viewport( inset, dest_height - inset - size, size, size );
+ pRenderContext->ClearBuffers( true, true );
+
+ // restore
+ pRenderContext->Viewport( 0, 0, dest_width, dest_height );
+}
+
+static float GetBloomAmount( void )
+{
+ // return bloom amount ( 0.0 if disabled or otherwise turned off )
+ if ( engine->GetDXSupportLevel() < 80 )
+ return 0.0;
+
+ HDRType_t hdrType = g_pMaterialSystemHardwareConfig->GetHDRType();
+
+ bool bBloomEnabled = (mat_hdr_level.GetInt() >= 1);
+
+ if ( !engine->MapHasHDRLighting() )
+ bBloomEnabled = false;
+ if ( mat_force_bloom.GetInt() )
+ bBloomEnabled = true;
+ if ( mat_disable_bloom.GetInt() )
+ bBloomEnabled = false;
+ if ( building_cubemaps.GetBool() )
+ bBloomEnabled = false;
+ if ( mat_fullbright.GetInt() == 1 )
+ {
+ bBloomEnabled = false;
+ }
+ if( !g_pMaterialSystemHardwareConfig->CanDoSRGBReadFromRTs() && g_pMaterialSystemHardwareConfig->FakeSRGBWrite() )
+ {
+ bBloomEnabled = false;
+ }
+
+ float flBloomAmount=0.0;
+
+ if (bBloomEnabled)
+ {
+ static float currentBloomAmount = 1.0f;
+ float rate = mat_bloomamount_rate.GetFloat();
+
+ // Use the appropriate bloom scale settings. Mapmakers's overrides the convar settings.
+ currentBloomAmount = GetCurrentBloomScale() * rate + ( 1.0f - rate ) * currentBloomAmount;
+ flBloomAmount = currentBloomAmount;
+ }
+
+ if ( hdrType == HDR_TYPE_NONE )
+ {
+ flBloomAmount *= mat_non_hdr_bloom_scalefactor.GetFloat();
+ }
+
+ flBloomAmount *= mat_bloom_scalefactor_scalar.GetFloat();
+
+ return flBloomAmount;
+}
+
+// Control for dumping render targets to files for debugging
+static ConVar mat_dump_rts( "mat_dump_rts", "0" );
+static int s_nRTIndex = 0;
+bool g_bDumpRenderTargets = false;
+
+
+// Dump a rendertarget to a TGA. Useful for looking at intermediate render target results.
+void DumpTGAofRenderTarget( const int width, const int height, const char *pFilename )
+{
+ // Ensure that mat_queue_mode is zero
+ static ConVarRef mat_queue_mode( "mat_queue_mode" );
+ if ( mat_queue_mode.GetInt() != 0 )
+ {
+ DevMsg( "Error: mat_queue_mode must be 0 to dump debug rendertargets\n" );
+ mat_dump_rts.SetValue( 0 ); // Just report this error once and stop trying to dump images
+ return;
+ }
+
+ CMatRenderContextPtr pRenderContext( materials );
+
+ // Get the data from the render target and save to disk bitmap bits
+ unsigned char *pImage = ( unsigned char * )malloc( width * 4 * height );
+
+ // Get Bits from the material system
+ pRenderContext->ReadPixels( 0, 0, width, height, pImage, IMAGE_FORMAT_RGBA8888 );
+
+ // allocate a buffer to write the tga into
+ int iMaxTGASize = 1024 + (width * height * 4);
+ void *pTGA = malloc( iMaxTGASize );
+ CUtlBuffer buffer( pTGA, iMaxTGASize );
+
+ if( !TGAWriter::WriteToBuffer( pImage, buffer, width, height, IMAGE_FORMAT_RGBA8888, IMAGE_FORMAT_RGBA8888 ) )
+ {
+ Error( "Couldn't write bitmap data snapshot.\n" );
+ }
+
+ free( pImage );
+
+ // async write to disk (this will take ownership of the memory)
+ char szPathedFileName[_MAX_PATH];
+ Q_snprintf( szPathedFileName, sizeof(szPathedFileName), "//MOD/%d_%s_%s.tga", s_nRTIndex++, pFilename, IsOSX() ? "OSX" : "PC" );
+
+ FileHandle_t fileTGA = filesystem->Open( szPathedFileName, "wb" );
+ filesystem->Write( buffer.Base(), buffer.TellPut(), fileTGA );
+ filesystem->Close( fileTGA );
+
+ free( pTGA );
+}
+
+
+static bool s_bScreenEffectTextureIsUpdated = false;
+
+static void Generate8BitBloomTexture( IMatRenderContext *pRenderContext, float flBloomScale,
+ int x, int y, int w, int h )
+{
+ tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
+
+ pRenderContext->PushRenderTargetAndViewport();
+ ITexture *pSrc = materials->FindTexture( "_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET );
+ int nSrcWidth = pSrc->GetActualWidth();
+ int nSrcHeight = pSrc->GetActualHeight(); //,dest_height;
+
+ // Counter-Strike: Source uses a different downsample algorithm than other games
+ #ifdef CSTRIKE_DLL
+ IMaterial *downsample_mat = materials->FindMaterial( "dev/downsample_non_hdr_cstrike", TEXTURE_GROUP_OTHER, true);
+ #else
+ IMaterial *downsample_mat = materials->FindMaterial( "dev/downsample_non_hdr", TEXTURE_GROUP_OTHER, true);
+ #endif
+
+ IMaterial *xblur_mat = materials->FindMaterial( "dev/blurfilterx_nohdr", TEXTURE_GROUP_OTHER, true );
+ IMaterial *yblur_mat = materials->FindMaterial( "dev/blurfiltery_nohdr", TEXTURE_GROUP_OTHER, true );
+ ITexture *dest_rt0 = materials->FindTexture( "_rt_SmallFB0", TEXTURE_GROUP_RENDER_TARGET );
+ ITexture *dest_rt1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET );
+
+ // *Everything* in here relies on the small RTs being exactly 1/4 the full FB res
+ Assert( dest_rt0->GetActualWidth() == pSrc->GetActualWidth() / 4 );
+ Assert( dest_rt0->GetActualHeight() == pSrc->GetActualHeight() / 4 );
+ Assert( dest_rt1->GetActualWidth() == pSrc->GetActualWidth() / 4 );
+ Assert( dest_rt1->GetActualHeight() == pSrc->GetActualHeight() / 4 );
+
+ // Downsample fb to rt0
+ SetRenderTargetAndViewPort( dest_rt0 );
+ // note the -2's below. Thats because we are downsampling on each axis and the shader
+ // accesses pixels on both sides of the source coord
+ pRenderContext->DrawScreenSpaceRectangle( downsample_mat, 0, 0, nSrcWidth/4, nSrcHeight/4,
+ 0, 0, nSrcWidth-2, nSrcHeight-2,
+ nSrcWidth, nSrcHeight );
+
+ if ( IsX360() )
+ {
+ pRenderContext->CopyRenderTargetToTextureEx( dest_rt0, 0, NULL, NULL );
+ }
+ else if ( g_bDumpRenderTargets )
+ {
+ DumpTGAofRenderTarget( nSrcWidth/4, nSrcHeight/4, "QuarterSizeFB" );
+ }
+
+ // Gaussian blur x rt0 to rt1
+ SetRenderTargetAndViewPort( dest_rt1 );
+ pRenderContext->DrawScreenSpaceRectangle( xblur_mat, 0, 0, nSrcWidth/4, nSrcHeight/4,
+ 0, 0, nSrcWidth/4-1, nSrcHeight/4-1,
+ nSrcWidth/4, nSrcHeight/4 );
+ if ( IsX360() )
+ {
+ pRenderContext->CopyRenderTargetToTextureEx( dest_rt1, 0, NULL, NULL );
+ }
+ else if ( g_bDumpRenderTargets )
+ {
+ DumpTGAofRenderTarget( nSrcWidth/4, nSrcHeight/4, "BlurX" );
+ }
+
+ // Gaussian blur y rt1 to rt0
+ SetRenderTargetAndViewPort( dest_rt0 );
+ IMaterialVar *pBloomAmountVar = yblur_mat->FindVar( "$bloomamount", NULL );
+ pBloomAmountVar->SetFloatValue( flBloomScale );
+ pRenderContext->DrawScreenSpaceRectangle( yblur_mat, 0, 0, nSrcWidth / 4, nSrcHeight / 4,
+ 0, 0, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1,
+ nSrcWidth / 4, nSrcHeight / 4 );
+ if ( IsX360() )
+ {
+ pRenderContext->CopyRenderTargetToTextureEx( dest_rt0, 0, NULL, NULL );
+ }
+ else if ( g_bDumpRenderTargets )
+ {
+ DumpTGAofRenderTarget( nSrcWidth/4, nSrcHeight/4, "BlurYAndBloom" );
+ }
+
+ pRenderContext->PopRenderTargetAndViewport();
+}
+
+static void DoPreBloomTonemapping( IMatRenderContext *pRenderContext, int nX, int nY, int nWidth, int nHeight, float flAutoExposureMin, float flAutoExposureMax )
+{
+ // Update HDR histogram before bloom
+ if ( mat_dynamic_tonemapping.GetInt() || mat_show_histogram.GetInt() )
+ {
+ tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
+
+ if ( s_bScreenEffectTextureIsUpdated == false )
+ {
+ // FIXME: nX/nY/nWidth/nHeight are used here, but the equivalent parameters are ignored in Generate8BitBloomTexture
+ UpdateScreenEffectTexture( 0, nX, nY, nWidth, nHeight, true );
+ s_bScreenEffectTextureIsUpdated = true;
+ }
+
+ g_HDR_HistogramSystem.Update();
+ if ( mat_dynamic_tonemapping.GetInt() || mat_show_histogram.GetInt() )
+ {
+ float flTargetScalar = g_HDR_HistogramSystem.GetTargetTonemapScalar();
+ float flTargetScalarClamped = MAX( flAutoExposureMin, MIN( flAutoExposureMax, flTargetScalar ) );
+ flTargetScalarClamped = MAX( 0.001f, flTargetScalarClamped ); // Don't let this go to 0!
+ if ( mat_dynamic_tonemapping.GetInt() )
+ {
+ SetToneMapScale( pRenderContext, flTargetScalarClamped, flAutoExposureMin, flAutoExposureMax );
+ }
+
+ if ( mat_debug_autoexposure.GetInt() || mat_show_histogram.GetInt() )
+ {
+ bool bDrawTextThisFrame = true;
+
+ if ( IsX360() )
+ {
+ static float s_flLastTimeUpdate = 0.0f;
+ if ( int( gpGlobals->curtime ) - int( s_flLastTimeUpdate ) >= 2 )
+ {
+ s_flLastTimeUpdate = gpGlobals->curtime;
+ bDrawTextThisFrame = true;
+ }
+ else
+ {
+ bDrawTextThisFrame = false;
+ }
+ }
+
+ if ( bDrawTextThisFrame == true )
+ {
+ if ( mat_tonemap_algorithm.GetInt() == 0 )
+ {
+ engine->Con_NPrintf( 19, "(Original algorithm) Target Scalar = %4.2f Min/Max( %4.2f, %4.2f ) Final Scalar: %4.2f Actual: %4.2f",
+ flTargetScalar, flAutoExposureMin, flAutoExposureMax, mat_hdr_tonemapscale.GetFloat(), pRenderContext->GetToneMappingScaleLinear().x );
+ }
+ else
+ {
+ engine->Con_NPrintf( 19, "%.2f%% of pixels above %d%% target @ %4.2f%% Target Scalar = %4.2f Min/Max( %4.2f, %4.2f ) Final Scalar: %4.2f Actual: %4.2f",
+ mat_tonemap_percent_bright_pixels.GetFloat(), mat_tonemap_percent_target.GetInt(),
+ ( g_HDR_HistogramSystem.FindLocationOfPercentBrightPixels( mat_tonemap_percent_bright_pixels.GetFloat(), mat_tonemap_percent_target.GetFloat() ) * 100.0f ),
+ g_HDR_HistogramSystem.GetTargetTonemapScalar( true ), flAutoExposureMin, flAutoExposureMax, mat_hdr_tonemapscale.GetFloat(), pRenderContext->GetToneMappingScaleLinear().x );
+ }
+ }
+ }
+ }
+ }
+}
+
+static void DoPostBloomTonemapping( IMatRenderContext *pRenderContext, int nX, int nY, int nWidth, int nHeight, float flAutoExposureMin, float flAutoExposureMax )
+{
+ if ( mat_show_histogram.GetInt() && ( engine->GetDXSupportLevel() >= 90 ) )
+ {
+ g_HDR_HistogramSystem.DisplayHistogram();
+ }
+}
+
+static void CenterScaleQuadUVs( Vector4D & quadUVs, const Vector2D & uvScale )
+{
+ Vector2D uvMid = 0.5f*Vector2D( ( quadUVs.z + quadUVs.x ), ( quadUVs.w + quadUVs.y ) );
+ Vector2D uvRange= 0.5f*Vector2D( ( quadUVs.z - quadUVs.x ), ( quadUVs.w - quadUVs.y ) );
+ quadUVs.x = uvMid.x - uvScale.x*uvRange.x;
+ quadUVs.y = uvMid.y - uvScale.y*uvRange.y;
+ quadUVs.z = uvMid.x + uvScale.x*uvRange.x;
+ quadUVs.w = uvMid.y + uvScale.y*uvRange.y;
+}
+
+
+typedef struct SPyroSide
+{
+ float m_vCornerPos[ 2 ][ 2 ];
+ float m_flIntensity;
+ float m_flIntensityLimit;
+ float m_flRate;
+ bool m_bHorizontal;
+ bool m_bIncreasing;
+ bool m_bAlive;
+} TPyroSide;
+
+#define MAX_PYRO_SIDES 50
+#define NUM_PYRO_SEGMENTS 8
+#define MIN_PYRO_SIDE_LENGTH 0.5f
+#define MAX_PYRO_SIDE_LENGTH 0.90f
+#define MIN_PYRO_SIDE_WIDTH 0.25f
+#define MAX_PYRO_SIDE_WIDTH 0.95f
+
+static TPyroSide PyroSides[ MAX_PYRO_SIDES ];
+
+ConVar pyro_vignette( "pyro_vignette", "2", FCVAR_ARCHIVE );
+ConVar pyro_vignette_distortion( "pyro_vignette_distortion", "1", FCVAR_ARCHIVE );
+ConVar pyro_min_intensity( "pyro_min_intensity", "0.1", FCVAR_ARCHIVE );
+ConVar pyro_max_intensity( "pyro_max_intensity", "0.35", FCVAR_ARCHIVE );
+ConVar pyro_min_rate( "pyro_min_rate", "0.05", FCVAR_ARCHIVE );
+ConVar pyro_max_rate( "pyro_max_rate", "0.2", FCVAR_ARCHIVE );
+ConVar pyro_min_side_length( "pyro_min_side_length", "0.3", FCVAR_ARCHIVE );
+ConVar pyro_max_side_length( "pyro_max_side_length", "0.55", FCVAR_ARCHIVE );
+ConVar pyro_min_side_width( "pyro_min_side_width", "0.65", FCVAR_ARCHIVE );
+ConVar pyro_max_side_width( "pyro_max_side_width", "0.95", FCVAR_ARCHIVE );
+
+static void CreatePyroSide( int nSide, Vector2D &vMaxSize )
+{
+ int nFound = 0;
+ for( ; nFound < MAX_PYRO_SIDES; nFound++ )
+ {
+ if ( !PyroSides[ nFound ].m_bAlive )
+ {
+ break;
+ }
+ }
+
+ if ( nFound >= MAX_PYRO_SIDES )
+ {
+ return;
+ }
+
+ TPyroSide *pSide = &PyroSides[ nFound ];
+
+ pSide->m_flIntensity = 0.0f;
+ pSide->m_flIntensityLimit = RandomFloat( pyro_min_intensity.GetFloat(), pyro_max_intensity.GetFloat() );
+ pSide->m_flRate = RandomFloat( pyro_min_rate.GetFloat(), pyro_max_rate.GetFloat() );
+ pSide->m_bIncreasing = true;
+ pSide->m_bHorizontal = ( ( nSide >> 1 ) & 1 ) == 0;
+ pSide->m_bAlive = true;
+
+// float flWidth = RandomFloat( MIN_PYRO_SIDE_WIDTH, MAX_PYRO_SIDE_WIDTH ) * 2.0f;
+// float flLength = RandomFloat( MIN_PYRO_SIDE_LENGTH, MAX_PYRO_SIDE_LENGTH );
+ float flWidth = RandomFloat( pyro_min_side_width.GetFloat(), pyro_max_side_width.GetFloat() ) * 2.0f;
+ float flLength = RandomFloat( pyro_min_side_length.GetFloat(), pyro_max_side_length.GetFloat() );
+
+ switch( nSide )
+ {
+ case 0:
+ {
+ pSide->m_vCornerPos[ 0 ][ 0 ] = -1.0f;
+ pSide->m_vCornerPos[ 0 ][ 1 ] = 1.0f;
+
+ pSide->m_vCornerPos[ 1 ][ 0 ] = -1.0f + flWidth;
+ pSide->m_vCornerPos[ 1 ][ 1 ] = 1.0f - ( flLength * vMaxSize.y );
+ }
+ break;
+
+ case 1:
+ {
+ pSide->m_vCornerPos[ 0 ][ 0 ] = 1.0f;
+ pSide->m_vCornerPos[ 0 ][ 1 ] = 1.0f;
+
+ pSide->m_vCornerPos[ 1 ][ 0 ] = 1.0f - flWidth;
+ pSide->m_vCornerPos[ 1 ][ 1 ] = 1.0f - ( flLength * vMaxSize.y );
+ }
+ break;
+
+ case 2:
+ {
+ pSide->m_vCornerPos[ 0 ][ 0 ] = 1.0f;
+ pSide->m_vCornerPos[ 0 ][ 1 ] = 1.0f;
+
+ pSide->m_vCornerPos[ 1 ][ 0 ] = 1.0f - ( flLength * vMaxSize.x );
+ pSide->m_vCornerPos[ 1 ][ 1 ] = 1.0f - flWidth;
+ }
+ break;
+
+ case 3:
+ {
+ pSide->m_vCornerPos[ 0 ][ 0 ] = 1.0f;
+ pSide->m_vCornerPos[ 0 ][ 1 ] = -1.0f;
+
+ pSide->m_vCornerPos[ 1 ][ 0 ] = 1.0f - ( flLength * vMaxSize.x );
+ pSide->m_vCornerPos[ 1 ][ 1 ] = -1.0f + flWidth;
+ }
+ break;
+
+ case 4:
+ {
+ pSide->m_vCornerPos[ 0 ][ 0 ] = 1.0f;
+ pSide->m_vCornerPos[ 0 ][ 1 ] = -1.0f;
+
+ pSide->m_vCornerPos[ 1 ][ 0 ] = 1.0f - flWidth;
+ pSide->m_vCornerPos[ 1 ][ 1 ] = -1.0f + ( flLength * vMaxSize.y );
+ }
+ break;
+
+ case 5:
+ {
+ pSide->m_vCornerPos[ 0 ][ 0 ] = -1.0f;
+ pSide->m_vCornerPos[ 0 ][ 1 ] = -1.0f;
+
+ pSide->m_vCornerPos[ 1 ][ 0 ] = -1.0f + flWidth;
+ pSide->m_vCornerPos[ 1 ][ 1 ] = -1.0f + ( flLength * vMaxSize.y );
+ }
+ break;
+
+ case 6:
+ {
+ pSide->m_vCornerPos[ 0 ][ 0 ] = -1.0f;
+ pSide->m_vCornerPos[ 0 ][ 1 ] = -1.0f;
+
+ pSide->m_vCornerPos[ 1 ][ 0 ] = -1.0f + ( flLength * vMaxSize.x );
+ pSide->m_vCornerPos[ 1 ][ 1 ] = -1.0f + flWidth;
+ }
+ break;
+
+ case 7:
+ {
+ pSide->m_vCornerPos[ 0 ][ 0 ] = -1.0f;
+ pSide->m_vCornerPos[ 0 ][ 1 ] = 1.0f;
+
+ pSide->m_vCornerPos[ 1 ][ 0 ] = -1.0f + ( flLength * vMaxSize.x );
+ pSide->m_vCornerPos[ 1 ][ 1 ] = 1.0f - flWidth;
+ }
+ break;
+ }
+}
+
+
+static float PryoVignetteSTHorizontal[ 6 ][ 2 ] =
+{
+ { 0.0f, 0.0f },
+ { 0.0f, 1.0f },
+ { 1.0f, 1.0f },
+
+ { 1.0f, 1.0f },
+ { 0.0f, 0.0f },
+ { 1.0f, 0.0f }
+};
+
+static float PryoVignetteSTVertical[ 6 ][ 2 ] =
+{
+ { 0.0f, 0.0f },
+ { 1.0f, 0.0f },
+ { 1.0f, 1.0f },
+
+ { 1.0f, 1.0f },
+ { 0.0f, 0.0f },
+ { 0.0f, 1.0f }
+};
+
+
+static int PryoSideIndexes[ 6 ][ 2 ] =
+{
+ { 0, 0 },
+ { 0, 1 },
+ { 1, 1 },
+
+ { 1, 1 },
+ { 0, 0 },
+ { 1, 0 }
+};
+
+
+static void DrawPyroVignette( int nDestX, int nDestY, int nWidth, int nHeight, // Rect to draw into in screen space
+ float flSrcTextureX0, float flSrcTextureY0, // which texel you want to appear at destx/y
+ float flSrcTextureX1, float flSrcTextureY1, // which texel you want to appear at destx+width-1, desty+height-1
+ void *pClientRenderable )
+{
+ static bool bInit = false;
+ static int nNextSide = 0;
+
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+
+ IMaterial *pVignetteBorder = materials->FindMaterial( "dev/pyro_vignette_border", TEXTURE_GROUP_OTHER, true );
+ IMaterial *pMaterial = materials->FindMaterial( "dev/pyro_vignette", TEXTURE_GROUP_OTHER, true );
+ ITexture *pRenderTarget = materials->FindTexture( "_rt_ResolvedFullFrameDepth", TEXTURE_GROUP_RENDER_TARGET );
+
+ pRenderContext->PushRenderTargetAndViewport( pRenderTarget );
+ pRenderContext->ClearColor4ub( 0, 0, 0, 0 );
+ pRenderContext->ClearBuffers( true, false );
+
+ int nScreenWidth, nScreenHeight;
+ pRenderContext->GetRenderTargetDimensions( nScreenWidth, nScreenHeight );
+ pRenderContext->DrawScreenSpaceRectangle( pVignetteBorder, 0, 0, nScreenWidth, nScreenHeight, 0, 0, nScreenWidth - 1, nScreenHeight - 1, nScreenWidth, nScreenHeight, pClientRenderable );
+
+ if ( pyro_vignette.GetInt() > 1 )
+ {
+ Vector2D vMaxSize( ( float )nScreenWidth / ( float )nScreenWidth / NUM_PYRO_SEGMENTS * 2.0f, ( float )nScreenHeight / ( float )nScreenHeight / NUM_PYRO_SEGMENTS * 2.0f );
+
+ if ( !bInit )
+ {
+ for( int i = 0; i < MAX_PYRO_SIDES; i++ )
+ {
+ PyroSides[ i ].m_bAlive = false;
+ }
+
+ CreatePyroSide( nNextSide, vMaxSize );
+ nNextSide = ( nNextSide + 1 ) & 7;
+
+ bInit = true;
+ }
+
+ int nNumAlive = 0;
+ TPyroSide *pSide = &PyroSides[ 0 ];
+ for( int nIndex = 0; nIndex < MAX_PYRO_SIDES; nIndex++, pSide++ )
+ {
+ if ( pSide->m_bAlive )
+ {
+ if ( pSide->m_bIncreasing )
+ {
+ pSide->m_flIntensity += pSide->m_flRate * gpGlobals->frametime;
+ if ( pSide->m_flIntensity >= pSide->m_flIntensityLimit )
+ {
+ pSide->m_bIncreasing = false;
+ }
+ }
+ else
+ {
+ pSide->m_flIntensity -= pSide->m_flRate * gpGlobals->frametime;
+ if ( pSide->m_flIntensity <= 0.0f )
+ {
+ pSide->m_bAlive = false;
+ }
+ }
+ }
+
+ if ( pSide->m_bAlive )
+ {
+ nNumAlive++;
+ }
+ }
+
+ if ( nNumAlive > 0 )
+ {
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadIdentity();
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadIdentity();
+
+ pRenderContext->Bind( pMaterial, pClientRenderable );
+
+ CMeshBuilder meshBuilder;
+
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
+ meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nNumAlive * 2 );
+
+ pSide = &PyroSides[ 0 ];
+ for( int nIndex = 0; nIndex < MAX_PYRO_SIDES; nIndex++, pSide++ )
+ {
+ if ( pSide->m_bAlive )
+ {
+ for( int i = 0; i < 6; i++ )
+ {
+ meshBuilder.Position3f( pSide->m_vCornerPos[ PryoSideIndexes[ i ][ 0 ] ][ 0 ], pSide->m_vCornerPos[ PryoSideIndexes[ i ][ 1 ] ][ 1 ], 0.0f );
+ meshBuilder.Color4f( pSide->m_flIntensity, pSide->m_flIntensity, pSide->m_flIntensity, 1.0f );
+ meshBuilder.TexCoord2fv( 0, pSide->m_bHorizontal ? PryoVignetteSTHorizontal[ i ] : PryoVignetteSTVertical[ i ] );
+ meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
+ meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
+ meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
+ meshBuilder.AdvanceVertex();
+ }
+ }
+ }
+
+ meshBuilder.End();
+ pMesh->Draw();
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PopMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PopMatrix();
+ }
+
+ if ( nNumAlive < 25 )
+ {
+ CreatePyroSide( nNextSide, vMaxSize );
+ nNextSide = ( nNextSide + 1 ) & 7;
+ }
+ }
+
+ pRenderContext->PopRenderTargetAndViewport();
+}
+
+
+static void DrawPyroPost( IMaterial *pMaterial,
+ int nDestX, int nDestY, int nWidth, int nHeight, // Rect to draw into in screen space
+ float flSrcTextureX0, float flSrcTextureY0, // which texel you want to appear at destx/y
+ float flSrcTextureX1, float flSrcTextureY1, // which texel you want to appear at destx+width-1, desty+height-1
+ int nSrcTextureWidth, int nSrcTextureHeight, // needed for fixup
+ void *pClientRenderable ) // Used to pass to the bind proxies
+{
+ bool bFound = false;
+ IMaterialVar *pVar = pMaterial->FindVar( "$disabled", &bFound, false );
+
+ if ( bFound && pVar->GetIntValue() )
+ {
+ return;
+ }
+
+
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadIdentity();
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadIdentity();
+
+ pRenderContext->Bind( pMaterial, pClientRenderable );
+
+ int xSegments = NUM_PYRO_SEGMENTS;
+ int ySegments = NUM_PYRO_SEGMENTS;
+
+ CMeshBuilder meshBuilder;
+
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 4 );
+
+ int nScreenWidth, nScreenHeight;
+ pRenderContext->GetRenderTargetDimensions( nScreenWidth, nScreenHeight );
+
+ float flOffset = IsPosix() ? 0.0f : 0.5f;
+
+ float flLeftX = nDestX - flOffset;
+ float flRightX = nDestX + nWidth - flOffset;
+
+ float flTopY = nDestY - flOffset;
+ float flBottomY = nDestY + nHeight - flOffset;
+
+ float flSubrectWidth = flSrcTextureX1 - flSrcTextureX0;
+ float flSubrectHeight = flSrcTextureY1 - flSrcTextureY0;
+
+ float flTexelsPerPixelX = ( nWidth > 1 ) ? flSubrectWidth / ( nWidth - 1 ) : 0.0f;
+ float flTexelsPerPixelY = ( nHeight > 1 ) ? flSubrectHeight / ( nHeight - 1 ) : 0.0f;
+
+ float flLeftU = flSrcTextureX0 + 0.5f - ( 0.5f * flTexelsPerPixelX );
+ float flRightU = flSrcTextureX1 + 0.5f + ( 0.5f * flTexelsPerPixelX );
+ float flTopV = flSrcTextureY0 + 0.5f - ( 0.5f * flTexelsPerPixelY );
+ float flBottomV = flSrcTextureY1 + 0.5f + ( 0.5f * flTexelsPerPixelY );
+
+ float flOOTexWidth = 1.0f / nSrcTextureWidth;
+ float flOOTexHeight = 1.0f / nSrcTextureHeight;
+ flLeftU *= flOOTexWidth;
+ flRightU *= flOOTexWidth;
+ flTopV *= flOOTexHeight;
+ flBottomV *= flOOTexHeight;
+
+ // Get the current viewport size
+ int vx, vy, vw, vh;
+ pRenderContext->GetViewport( vx, vy, vw, vh );
+
+ // map from screen pixel coords to -1..1
+ flRightX = FLerp( -1, 1, 0, vw, flRightX );
+ flLeftX = FLerp( -1, 1, 0, vw, flLeftX );
+ flTopY = FLerp( 1, -1, 0, vh ,flTopY );
+ flBottomY = FLerp( 1, -1, 0, vh, flBottomY );
+
+ // Screen height and width of a subrect
+ float flWidth = (flRightX - flLeftX) / (float) xSegments;
+ float flHeight = (flTopY - flBottomY) / (float) ySegments;
+
+ // UV height and width of a subrect
+ float flUWidth = (flRightU - flLeftU) / (float) xSegments;
+ float flVHeight = (flBottomV - flTopV) / (float) ySegments;
+
+
+ // Top Bar
+
+ // Top left
+ meshBuilder.Position3f( flLeftX + (float) 0 * flWidth, flTopY - (float) 0 * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) 0 * flUWidth, flTopV + (float) 0 * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Top right (x+1)
+ meshBuilder.Position3f( flLeftX + (float) (xSegments+1) * flWidth, flTopY - (float) 0 * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (xSegments+1) * flUWidth, flTopV + (float) 0 * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Bottom right (x+1), (y+1)
+ meshBuilder.Position3f( flLeftX + (float) (xSegments+1) * flWidth, flTopY - (float) (0+1) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (xSegments+1) * flUWidth, flTopV + (float)(0+1) * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Bottom left (y+1)
+ meshBuilder.Position3f( flLeftX + (float) 0 * flWidth, flTopY - (float) (0+1) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) 0 * flUWidth, flTopV + (float)(0+1) * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Bottom Bar
+
+ // Top left
+ meshBuilder.Position3f( flLeftX + (float) 0 * flWidth, flTopY - (float) ( ySegments - 1) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) 0 * flUWidth, flTopV + (float) ( ySegments - 1) * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Top right (x+1)
+ meshBuilder.Position3f( flLeftX + (float) (xSegments) * flWidth, flTopY - (float) ( ySegments - 1) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (xSegments) * flUWidth, flTopV + (float) ( ySegments - 1 ) * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Bottom right (x+1), (y+1)
+ meshBuilder.Position3f( flLeftX + (float) (xSegments) * flWidth, flTopY - (float) ( ySegments ) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (xSegments) * flUWidth, flTopV + (float)( ySegments ) * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Bottom left (y+1)
+ meshBuilder.Position3f( flLeftX + (float) 0 * flWidth, flTopY - (float) ( ySegments ) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) 0 * flUWidth, flTopV + (float)( ySegments ) * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Left Bar
+
+ // Top left
+ meshBuilder.Position3f( flLeftX + (float) 0 * flWidth, flTopY - (float) 1 * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) 0 * flUWidth, flTopV + (float) 1 * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Top right (x+1)
+ meshBuilder.Position3f( flLeftX + (float) (0+1) * flWidth, flTopY - (float) 1 * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (0+1) * flUWidth, flTopV + (float) 1 * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Bottom right (x+1), (y+1)
+ meshBuilder.Position3f( flLeftX + (float) (0+1) * flWidth, flTopY - (float) (ySegments - 1) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (0+1) * flUWidth, flTopV + (float)(ySegments - 1) * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Bottom left (y+1)
+ meshBuilder.Position3f( flLeftX + (float) 0 * flWidth, flTopY - (float) (ySegments - 1) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) 0 * flUWidth, flTopV + (float)(ySegments - 1) * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Right Bar
+
+ // Top left
+ meshBuilder.Position3f( flLeftX + (float) (xSegments - 1) * flWidth, flTopY - (float) 1 * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (xSegments - 1) * flUWidth, flTopV + (float) 1 * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Top right (x+1)
+ meshBuilder.Position3f( flLeftX + (float) (xSegments) * flWidth, flTopY - (float) 1 * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (xSegments) * flUWidth, flTopV + (float) 1 * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Bottom right (x+1), (y+1)
+ meshBuilder.Position3f( flLeftX + (float) (xSegments) * flWidth, flTopY - (float) (ySegments - 1) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (xSegments) * flUWidth, flTopV + (float)(ySegments - 1) * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Bottom left (y+1)
+ meshBuilder.Position3f( flLeftX + (float) (xSegments - 1) * flWidth, flTopY - (float) (ySegments - 1) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (xSegments - 1) * flUWidth, flTopV + (float)(ySegments - 1) * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+
+
+#if 0
+
+ for ( int x=0; x < xSegments; x++ )
+ {
+ for ( int y=0; y < ySegments; y++ )
+ {
+ if ( ( x == 1 || x == 2 ) && ( y == 1 || y == 2 ) )
+ { // skip the center 4 segments
+ continue;
+ }
+
+ // Top left
+ meshBuilder.Position3f( flLeftX + (float) x * flWidth, flTopY - (float) y * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) x * flUWidth, flTopV + (float) y * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Top right (x+1)
+ meshBuilder.Position3f( flLeftX + (float) (x+1) * flWidth, flTopY - (float) y * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (x+1) * flUWidth, flTopV + (float) y * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Bottom right (x+1), (y+1)
+ meshBuilder.Position3f( flLeftX + (float) (x+1) * flWidth, flTopY - (float) (y+1) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (x+1) * flUWidth, flTopV + (float)(y+1) * flVHeight);
+ meshBuilder.AdvanceVertex();
+
+ // Bottom left (y+1)
+ meshBuilder.Position3f( flLeftX + (float) x * flWidth, flTopY - (float) (y+1) * flHeight, 0.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) x * flUWidth, flTopV + (float)(y+1) * flVHeight);
+ meshBuilder.AdvanceVertex();
+ }
+ }
+#endif
+
+ meshBuilder.End();
+ pMesh->Draw();
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PopMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PopMatrix();
+}
+
+
+static ConVar r_queued_post_processing( "r_queued_post_processing", "0" );
+
+// How much to dice up the screen during post-processing on 360
+// This has really marginal effects, but 4x1 does seem vaguely better for post-processing
+static ConVar mat_postprocess_x( "mat_postprocess_x", "4" );
+static ConVar mat_postprocess_y( "mat_postprocess_y", "1" );
+
+void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, bool bPostVGui )
+{
+ tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
+
+ CMatRenderContextPtr pRenderContext( materials );
+
+ if ( g_bDumpRenderTargets )
+ {
+ g_bDumpRenderTargets = false; // Turn off from previous frame
+ }
+
+ if ( mat_dump_rts.GetBool() )
+ {
+ g_bDumpRenderTargets = true; // Dump intermediate render targets this frame
+ s_nRTIndex = 0; // Used for numbering the TGA files for easy browsing
+ mat_dump_rts.SetValue( 0 ); // We only want to capture one frame, on rising edge of this convar
+
+ DumpTGAofRenderTarget( w, h, "BackBuffer" );
+ }
+
+#if defined( _X360 )
+ pRenderContext->PushVertexShaderGPRAllocation( 16 ); //max out pixel shader threads
+#endif
+
+ if ( r_queued_post_processing.GetInt() )
+ {
+ ICallQueue *pCallQueue = pRenderContext->GetCallQueue();
+ if ( pCallQueue )
+ {
+ pCallQueue->QueueCall( DoEnginePostProcessing, x, y, w, h, bFlashlightIsOn, bPostVGui );
+ return;
+ }
+ }
+
+ float flBloomScale = GetBloomAmount();
+
+ HDRType_t hdrType = g_pMaterialSystemHardwareConfig->GetHDRType();
+
+ g_bFlashlightIsOn = bFlashlightIsOn;
+
+ // Use the appropriate autoexposure min / max settings.
+ // Mapmaker's overrides the convar settings.
+ float flAutoExposureMin;
+ float flAutoExposureMax;
+ GetExposureRange( &flAutoExposureMin, &flAutoExposureMax );
+
+ if ( mat_debug_bloom.GetInt() == 1 )
+ {
+ DrawBloomDebugBoxes( pRenderContext );
+ }
+
+ switch( hdrType )
+ {
+ case HDR_TYPE_NONE:
+ case HDR_TYPE_INTEGER:
+ {
+ s_bScreenEffectTextureIsUpdated = false;
+
+ if ( hdrType != HDR_TYPE_NONE )
+ {
+ DoPreBloomTonemapping( pRenderContext, x, y, w, h, flAutoExposureMin, flAutoExposureMax );
+ }
+
+ // Set software-AA on by default for 360
+ if ( mat_software_aa_strength.GetFloat() == -1.0f )
+ {
+ if ( IsX360() )
+ {
+ mat_software_aa_strength.SetValue( 1.0f );
+ if ( g_pMaterialSystem->GetCurrentConfigForVideoCard().m_VideoMode.m_Height > 480 )
+ {
+ mat_software_aa_quality.SetValue( 0 );
+ }
+ else
+ {
+ // For standard-def, we have fewer pixels so we can afford 'high quality' mode (5->9 taps/pixel)
+ mat_software_aa_quality.SetValue( 1 );
+ }
+ }
+ else
+ {
+ mat_software_aa_strength.SetValue( 0.0f );
+ }
+ }
+
+ // Same trick for setting up the vgui aa strength
+ if ( mat_software_aa_strength_vgui.GetFloat() == -1.0f )
+ {
+ if ( IsX360() && (g_pMaterialSystem->GetCurrentConfigForVideoCard().m_VideoMode.m_Height == 720) )
+ {
+ mat_software_aa_strength_vgui.SetValue( 2.0f );
+ }
+ else
+ {
+ mat_software_aa_strength_vgui.SetValue( 1.0f );
+ }
+ }
+
+ float flAAStrength;
+
+ // We do a second AA blur pass over the TF intro menus. use mat_software_aa_strength_vgui there instead
+ if ( IsX360() && bPostVGui )
+ {
+ flAAStrength = mat_software_aa_strength_vgui.GetFloat();
+ }
+ else
+ {
+ flAAStrength = mat_software_aa_strength.GetFloat();
+ }
+
+ // bloom, software-AA and colour-correction (applied in 1 pass, after generation of the bloom texture)
+ bool bPerformSoftwareAA = IsX360() && ( engine->GetDXSupportLevel() >= 90 ) && ( flAAStrength != 0.0f );
+ bool bPerformBloom = !bPostVGui && ( flBloomScale > 0.0f ) && ( engine->GetDXSupportLevel() >= 90 );
+ bool bPerformColCorrect = !bPostVGui &&
+ ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90) &&
+ ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_FLOAT ) &&
+ g_pColorCorrectionMgr->HasNonZeroColorCorrectionWeights() &&
+ mat_colorcorrection.GetInt();
+ bool bSplitScreenHDR = mat_show_ab_hdr.GetInt();
+ pRenderContext->EnableColorCorrection( bPerformColCorrect );
+ if ( bPerformBloom || bPerformSoftwareAA || bPerformColCorrect )
+ {
+ tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "ColorCorrection" );
+
+ ITexture *pSrc = materials->FindTexture( "_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET );
+ int nSrcWidth = pSrc->GetActualWidth();
+ int nSrcHeight = pSrc->GetActualHeight();
+
+ ITexture *dest_rt1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET );
+
+ if ( !s_bScreenEffectTextureIsUpdated )
+ {
+ // NOTE: UpdateScreenEffectTexture() uses StretchRect, so _rt_FullFrameFB is always 100%
+ // filled, even when the viewport is not fullscreen (e.g. with 'mat_viewportscale 0.5')
+ UpdateScreenEffectTexture( 0, x, y, w, h, true );
+ s_bScreenEffectTextureIsUpdated = true;
+ }
+
+ if ( bPerformBloom )
+ {
+ Generate8BitBloomTexture( pRenderContext, flBloomScale, x, y, w, h );
+ }
+
+ // Now add bloom (dest_rt0) to the framebuffer and perform software anti-aliasing and
+ // colour correction, all in one pass (improves performance, reduces quantization errors)
+ //
+ // First, set up texel coords (in the bloom and fb textures) at the centres of the outer pixel of the viewport:
+ Vector4D fullViewportPostSrcCorners( 0.0f, -0.5f, nSrcWidth/4-1, nSrcHeight/4-1 );
+ Vector4D fullViewportPostDestCorners( 0.0f, 0.0f, nSrcWidth - 1, nSrcHeight - 1 );
+ Rect_t fullViewportPostDestRect = { x, y, w, h };
+ Vector2D destTexSize( nSrcWidth, nSrcHeight );
+
+ // When the viewport is not fullscreen, the UV-space size of a pixel changes
+ // (due to a stretchrect blit being used in UpdateScreenEffectTexture()), so
+ // we need to adjust the corner-pixel UVs sent to our drawrect call:
+ Vector2D uvScale( ( nSrcWidth - ( nSrcWidth / (float)w ) ) / ( nSrcWidth - 1 ),
+ ( nSrcHeight - ( nSrcHeight / (float)h ) ) / ( nSrcHeight - 1 ) );
+ CenterScaleQuadUVs( fullViewportPostSrcCorners, uvScale );
+ CenterScaleQuadUVs( fullViewportPostDestCorners, uvScale );
+
+ Rect_t partialViewportPostDestRect = fullViewportPostDestRect;
+ Vector4D partialViewportPostSrcCorners = fullViewportPostSrcCorners;
+ if ( debug_postproc.GetInt() == 2 )
+ {
+ // Restrict the post effects to the centre quarter of the screen
+ // (we only use a portion of the bloom texture, so this *does* affect bloom texture UVs)
+ partialViewportPostDestRect.x += 0.25f*fullViewportPostDestRect.width;
+ partialViewportPostDestRect.y += 0.25f*fullViewportPostDestRect.height;
+ partialViewportPostDestRect.width -= 0.50f*fullViewportPostDestRect.width;
+ partialViewportPostDestRect.height -= 0.50f*fullViewportPostDestRect.height;
+
+ // This math interprets texel coords as being at corner pixel centers (*not* at corner vertices):
+ Vector2D uvScale( 1.0f - ( (w / 2) / (float)(w - 1) ),
+ 1.0f - ( (h / 2) / (float)(h - 1) ) );
+ CenterScaleQuadUVs( partialViewportPostSrcCorners, uvScale );
+ }
+
+ // Temporary hack... Color correction was crashing on the first frame
+ // when run outside the debugger for some mods (DoD). This forces it to skip
+ // a frame, ensuring we don't get the weird texture crash we otherwise would.
+ // FIXME: This will be removed when the true cause is found [added: Main CL 144694]
+ static bool bFirstFrame = !IsX360();
+ if( !bFirstFrame || !bPerformColCorrect )
+ {
+ bool bFBUpdated = false;
+
+ if ( mat_postprocessing_combine.GetInt() )
+ {
+ // Perform post-processing in one combined pass
+
+ IMaterial *post_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, bPerformSoftwareAA, bPerformBloom, bPerformColCorrect, flAAStrength );
+
+ if (bSplitScreenHDR)
+ {
+ pRenderContext->SetScissorRect( partialViewportPostDestRect.width / 2, 0, partialViewportPostDestRect.width, partialViewportPostDestRect.height, true );
+ }
+
+ pRenderContext->DrawScreenSpaceRectangle(post_mat,
+ // TomF - offset already done by the viewport.
+ 0,0, //partialViewportPostDestRect.x, partialViewportPostDestRect.y,
+ partialViewportPostDestRect.width, partialViewportPostDestRect.height,
+ partialViewportPostSrcCorners.x, partialViewportPostSrcCorners.y,
+ partialViewportPostSrcCorners.z, partialViewportPostSrcCorners.w,
+ dest_rt1->GetActualWidth(),dest_rt1->GetActualHeight(),
+ GetClientWorldEntity()->GetClientRenderable(),
+ mat_postprocess_x.GetInt(), mat_postprocess_y.GetInt() );
+
+ if (bSplitScreenHDR)
+ {
+ pRenderContext->SetScissorRect( -1, -1, -1, -1, false );
+ }
+ bFBUpdated = true;
+ }
+ else
+ {
+ // Perform post-processing in three separate passes
+ if ( bPerformSoftwareAA )
+ {
+ IMaterial *aa_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, bPerformSoftwareAA, false, false, flAAStrength );
+
+ if (bSplitScreenHDR)
+ {
+ pRenderContext->SetScissorRect( partialViewportPostDestRect.width / 2, 0, partialViewportPostDestRect.width, partialViewportPostDestRect.height, true );
+ }
+
+ pRenderContext->DrawScreenSpaceRectangle(aa_mat,
+ // TODO: check if offsets should be 0,0 here, as with the combined-pass case
+ partialViewportPostDestRect.x, partialViewportPostDestRect.y,
+ partialViewportPostDestRect.width, partialViewportPostDestRect.height,
+ partialViewportPostSrcCorners.x, partialViewportPostSrcCorners.y,
+ partialViewportPostSrcCorners.z, partialViewportPostSrcCorners.w,
+ dest_rt1->GetActualWidth(),dest_rt1->GetActualHeight(),
+ GetClientWorldEntity()->GetClientRenderable());
+
+ if (bSplitScreenHDR)
+ {
+ pRenderContext->SetScissorRect( -1, -1, -1, -1, false );
+ }
+ bFBUpdated = true;
+ }
+
+ if ( bPerformBloom )
+ {
+ IMaterial *bloom_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, false, bPerformBloom, false, flAAStrength );
+
+ if (bSplitScreenHDR)
+ {
+ pRenderContext->SetScissorRect( partialViewportPostDestRect.width / 2, 0, partialViewportPostDestRect.width, partialViewportPostDestRect.height, true );
+ }
+
+ pRenderContext->DrawScreenSpaceRectangle(bloom_mat,
+ // TODO: check if offsets should be 0,0 here, as with the combined-pass case
+ partialViewportPostDestRect.x, partialViewportPostDestRect.y,
+ partialViewportPostDestRect.width, partialViewportPostDestRect.height,
+ partialViewportPostSrcCorners.x, partialViewportPostSrcCorners.y,
+ partialViewportPostSrcCorners.z, partialViewportPostSrcCorners.w,
+ dest_rt1->GetActualWidth(),dest_rt1->GetActualHeight(),
+ GetClientWorldEntity()->GetClientRenderable());
+
+ if (bSplitScreenHDR)
+ {
+ pRenderContext->SetScissorRect( -1, -1, -1, -1, false );
+ }
+ bFBUpdated = true;
+ }
+
+ if ( bPerformColCorrect )
+ {
+ if ( bFBUpdated )
+ {
+ Rect_t actualRect;
+ UpdateScreenEffectTexture( 0, x, y, w, h, false, &actualRect );
+ }
+
+ IMaterial *colcorrect_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, false, false, bPerformColCorrect, flAAStrength );
+
+ if (bSplitScreenHDR)
+ {
+ pRenderContext->SetScissorRect( partialViewportPostDestRect.width / 2, 0, partialViewportPostDestRect.width, partialViewportPostDestRect.height, true );
+ }
+
+ pRenderContext->DrawScreenSpaceRectangle(colcorrect_mat,
+ // TODO: check if offsets should be 0,0 here, as with the combined-pass case
+ partialViewportPostDestRect.x, partialViewportPostDestRect.y,
+ partialViewportPostDestRect.width, partialViewportPostDestRect.height,
+ partialViewportPostSrcCorners.x, partialViewportPostSrcCorners.y,
+ partialViewportPostSrcCorners.z, partialViewportPostSrcCorners.w,
+ dest_rt1->GetActualWidth(),dest_rt1->GetActualHeight(),
+ GetClientWorldEntity()->GetClientRenderable());
+
+ if (bSplitScreenHDR)
+ {
+ pRenderContext->SetScissorRect( -1, -1, -1, -1, false );
+ }
+ bFBUpdated = true;
+ }
+ }
+
+ bool bVisionOverride = ( localplayer_visionflags.GetInt() & ( 0x01 ) ); // Pyro-vision Goggles
+
+ if ( bVisionOverride && g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_0() && pyro_vignette.GetInt() > 0 )
+ {
+ if ( bFBUpdated )
+ {
+ Rect_t actualRect;
+ UpdateScreenEffectTexture( 0, x, y, w, h, false, &actualRect );
+ }
+
+ DrawPyroVignette(
+ // TODO: check if offsets should be 0,0 here, as with the combined-pass case
+ partialViewportPostDestRect.x, partialViewportPostDestRect.y,
+ partialViewportPostDestRect.width, partialViewportPostDestRect.height,
+ partialViewportPostSrcCorners.x, partialViewportPostSrcCorners.y,
+ partialViewportPostSrcCorners.z, partialViewportPostSrcCorners.w,
+ GetClientWorldEntity()->GetClientRenderable() );
+
+ IMaterial *pPyroVisionPostMaterial = materials->FindMaterial( "dev/pyro_post", TEXTURE_GROUP_OTHER, true);
+ DrawPyroPost( pPyroVisionPostMaterial,
+ // TODO: check if offsets should be 0,0 here, as with the combined-pass case
+ partialViewportPostDestRect.x, partialViewportPostDestRect.y,
+ partialViewportPostDestRect.width, partialViewportPostDestRect.height,
+ partialViewportPostSrcCorners.x, partialViewportPostSrcCorners.y,
+ partialViewportPostSrcCorners.z, partialViewportPostSrcCorners.w,
+ dest_rt1->GetActualWidth(),dest_rt1->GetActualHeight(),
+ GetClientWorldEntity()->GetClientRenderable() );
+ }
+
+ if ( g_bDumpRenderTargets )
+ {
+ DumpTGAofRenderTarget( partialViewportPostDestRect.width, partialViewportPostDestRect.height, "EnginePost" );
+ }
+ }
+ bFirstFrame = false;
+ }
+
+ if ( hdrType != HDR_TYPE_NONE )
+ {
+ DoPostBloomTonemapping( pRenderContext, x, y, w, h, flAutoExposureMin, flAutoExposureMax );
+ }
+ }
+ break;
+
+ case HDR_TYPE_FLOAT:
+ {
+ int dest_width,dest_height;
+ pRenderContext->GetRenderTargetDimensions( dest_width, dest_height );
+ if (mat_dynamic_tonemapping.GetInt() || mat_show_histogram.GetInt())
+ {
+ g_HDR_HistogramSystem.Update();
+ // Warning("avg_lum=%f\n",g_HDR_HistogramSystem.GetTargetTonemapScalar());
+ if ( mat_dynamic_tonemapping.GetInt() )
+ {
+ float avg_lum = MAX( 0.0001, g_HDR_HistogramSystem.GetTargetTonemapScalar() );
+ float scalevalue = MAX( flAutoExposureMin,
+ MIN( flAutoExposureMax, 0.18 / avg_lum ));
+ pRenderContext->SetGoalToneMappingScale( scalevalue );
+ mat_hdr_tonemapscale.SetValue( scalevalue );
+ }
+ }
+
+ IMaterial *pBloomMaterial;
+ pBloomMaterial = materials->FindMaterial( "dev/floattoscreen_combine", "" );
+ IMaterialVar *pBloomAmountVar = pBloomMaterial->FindVar( "$bloomamount", NULL );
+ pBloomAmountVar->SetFloatValue( flBloomScale );
+
+ PostProcessingPass* selectedHDR;
+
+ if ( flBloomScale > 0.0 )
+ {
+ selectedHDR = HDRFinal_Float;
+ }
+ else
+ {
+ selectedHDR = HDRFinal_Float_NoBloom;
+ }
+
+ if (mat_show_ab_hdr.GetInt())
+ {
+ ClipBox splitScreenClip;
+
+ splitScreenClip.m_minx = splitScreenClip.m_miny = 0;
+
+ // Left half
+ splitScreenClip.m_maxx = dest_width / 2;
+ splitScreenClip.m_maxy = dest_height - 1;
+
+ ApplyPostProcessingPasses(HDRSimulate_NonHDR, &splitScreenClip);
+
+ // Right half
+ splitScreenClip.m_minx = splitScreenClip.m_maxx;
+ splitScreenClip.m_maxx = dest_width - 1;
+
+ ApplyPostProcessingPasses(selectedHDR, &splitScreenClip);
+
+ }
+ else
+ {
+ ApplyPostProcessingPasses(selectedHDR);
+ }
+
+ pRenderContext->SetRenderTarget(NULL);
+ if ( mat_show_histogram.GetInt() && (engine->GetDXSupportLevel()>=90))
+ g_HDR_HistogramSystem.DisplayHistogram();
+ if ( mat_dynamic_tonemapping.GetInt() )
+ {
+ float avg_lum = MAX( 0.0001, g_HDR_HistogramSystem.GetTargetTonemapScalar() );
+ float scalevalue = MAX( flAutoExposureMin,
+ MIN( flAutoExposureMax, 0.023 / avg_lum ));
+ SetToneMapScale( pRenderContext, scalevalue, flAutoExposureMin, flAutoExposureMax );
+ }
+ pRenderContext->SetRenderTarget( NULL );
+ break;
+ }
+ }
+
+#if defined( _X360 )
+ pRenderContext->PopVertexShaderGPRAllocation();
+#endif
+}
+
+// Motion Blur Material Proxy =========================================================================================
+static float g_vMotionBlurValues[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+class CMotionBlurMaterialProxy : public CEntityMaterialProxy
+{
+public:
+ CMotionBlurMaterialProxy();
+ virtual ~CMotionBlurMaterialProxy();
+ virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
+ virtual void OnBind( C_BaseEntity *pEntity );
+ virtual IMaterial *GetMaterial();
+
+private:
+ IMaterialVar *m_pMaterialParam;
+};
+
+CMotionBlurMaterialProxy::CMotionBlurMaterialProxy()
+{
+ m_pMaterialParam = NULL;
+}
+
+CMotionBlurMaterialProxy::~CMotionBlurMaterialProxy()
+{
+ // Do nothing
+}
+
+bool CMotionBlurMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
+{
+ bool bFoundVar = false;
+
+ m_pMaterialParam = pMaterial->FindVar( "$MotionBlurInternal", &bFoundVar, false );
+ if ( bFoundVar == false)
+ return false;
+
+ return true;
+}
+
+void CMotionBlurMaterialProxy::OnBind( C_BaseEntity *pEnt )
+{
+ if ( m_pMaterialParam != NULL )
+ {
+ m_pMaterialParam->SetVecValue( g_vMotionBlurValues, 4 );
+ }
+}
+
+IMaterial *CMotionBlurMaterialProxy::GetMaterial()
+{
+ if ( m_pMaterialParam == NULL)
+ return NULL;
+
+ return m_pMaterialParam->GetOwningMaterial();
+}
+
+EXPOSE_INTERFACE( CMotionBlurMaterialProxy, IMaterialProxy, "MotionBlur" IMATERIAL_PROXY_INTERFACE_VERSION );
+
+//=====================================================================================================================
+// Image-space Motion Blur ============================================================================================
+//=====================================================================================================================
+ConVar mat_motion_blur_enabled( "mat_motion_blur_enabled", "1", FCVAR_ARCHIVE );
+ConVar mat_motion_blur_forward_enabled( "mat_motion_blur_forward_enabled", "0" );
+ConVar mat_motion_blur_falling_min( "mat_motion_blur_falling_min", "10.0" );
+ConVar mat_motion_blur_falling_max( "mat_motion_blur_falling_max", "20.0" );
+ConVar mat_motion_blur_falling_intensity( "mat_motion_blur_falling_intensity", "1.0" );
+//ConVar mat_motion_blur_roll_intensity( "mat_motion_blur_roll_intensity", "1.0" );
+ConVar mat_motion_blur_rotation_intensity( "mat_motion_blur_rotation_intensity", "1.0" );
+ConVar mat_motion_blur_strength( "mat_motion_blur_strength", "1.0" );
+
+void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h )
+{
+#ifdef CSS_PERF_TEST
+ return;
+#endif
+ if ( ( !mat_motion_blur_enabled.GetInt() ) || ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 90 ) )
+ {
+ return;
+ }
+
+ //======================================================================================================//
+ // Get these convars here to make it easier to remove them later and to default each client differently //
+ //======================================================================================================//
+ float flMotionBlurRotationIntensity = mat_motion_blur_rotation_intensity.GetFloat() * 0.15f; // The default is to not blur past 15% of the range
+ float flMotionBlurRollIntensity = 0.3f; // * mat_motion_blur_roll_intensity.GetFloat(); // The default is to not blur past 30% of the range
+ float flMotionBlurFallingIntensity = mat_motion_blur_falling_intensity.GetFloat();
+ float flMotionBlurFallingMin = mat_motion_blur_falling_min.GetFloat();
+ float flMotionBlurFallingMax = mat_motion_blur_falling_max.GetFloat();
+ float flMotionBlurGlobalStrength = mat_motion_blur_strength.GetFloat();
+
+ //===============================================================================//
+ // Set global g_vMotionBlurValues[4] values so material proxy can get the values //
+ //===============================================================================//
+ if ( true )
+ {
+ //=====================//
+ // Previous frame data //
+ //=====================//
+ static float s_flLastTimeUpdate = 0.0f;
+ static float s_flPreviousPitch = 0.0f;
+ static float s_flPreviousYaw = 0.0f;
+ static float s_vPreviousPositon[3] = { 0.0f, 0.0f, 0.0f };
+ static matrix3x4_t s_mPreviousFrameBasisVectors;
+ static float s_flNoRotationalMotionBlurUntil = 0.0f;
+ //float vPreviousSideVec[3] = { s_mPreviousFrameBasisVectors[0][1], s_mPreviousFrameBasisVectors[1][1], s_mPreviousFrameBasisVectors[2][1] };
+ //float vPreviousForwardVec[3] = { s_mPreviousFrameBasisVectors[0][0], s_mPreviousFrameBasisVectors[1][0], s_mPreviousFrameBasisVectors[2][0] };
+ //float vPreviousUpVec[3] = { s_mPreviousFrameBasisVectors[0][2], s_mPreviousFrameBasisVectors[1][2], s_mPreviousFrameBasisVectors[2][2] };
+
+ float flTimeElapsed = gpGlobals->realtime - s_flLastTimeUpdate;
+
+ //===================================//
+ // Get current pitch & wrap to +-180 //
+ //===================================//
+ float flCurrentPitch = view.angles[PITCH];
+ while ( flCurrentPitch > 180.0f )
+ flCurrentPitch -= 360.0f;
+ while ( flCurrentPitch < -180.0f )
+ flCurrentPitch += 360.0f;
+
+ //=================================//
+ // Get current yaw & wrap to +-180 //
+ //=================================//
+ float flCurrentYaw = view.angles[YAW];
+ while ( flCurrentYaw > 180.0f )
+ flCurrentYaw -= 360.0f;
+ while ( flCurrentYaw < -180.0f )
+ flCurrentYaw += 360.0f;
+
+ //engine->Con_NPrintf( 0, "Blur Pitch: %6.2f Yaw: %6.2f", flCurrentPitch, flCurrentYaw );
+ //engine->Con_NPrintf( 1, "Blur FOV: %6.2f Aspect: %6.2f Ortho: %s", view.fov, view.m_flAspectRatio, view.m_bOrtho ? "Yes" : "No" );
+
+ //===========================//
+ // Get current basis vectors //
+ //===========================//
+ matrix3x4_t mCurrentBasisVectors;
+ AngleMatrix( view.angles, mCurrentBasisVectors );
+
+ float vCurrentSideVec[3] = { mCurrentBasisVectors[0][1], mCurrentBasisVectors[1][1], mCurrentBasisVectors[2][1] };
+ float vCurrentForwardVec[3] = { mCurrentBasisVectors[0][0], mCurrentBasisVectors[1][0], mCurrentBasisVectors[2][0] };
+ //float vCurrentUpVec[3] = { mCurrentBasisVectors[0][2], mCurrentBasisVectors[1][2], mCurrentBasisVectors[2][2] };
+
+ //======================//
+ // Get current position //
+ //======================//
+ float vCurrentPosition[3] = { view.origin.x, view.origin.y, view.origin.z };
+
+ //===============================================================//
+ // Evaluate change in position to determine if we need to update //
+ //===============================================================//
+ float vPositionChange[3] = { 0.0f, 0.0f, 0.0f };
+ VectorSubtract( s_vPreviousPositon, vCurrentPosition, vPositionChange );
+ if ( ( VectorLength( vPositionChange ) > 30.0f ) && ( flTimeElapsed >= 0.5f ) )
+ {
+ //=======================================================//
+ // If we moved a far distance in one frame and more than //
+ // half a second elapsed, disable motion blur this frame //
+ //=======================================================//
+ //engine->Con_NPrintf( 8, " Pos change && time > 0.5 seconds %f ", gpGlobals->realtime );
+
+ g_vMotionBlurValues[0] = 0.0f;
+ g_vMotionBlurValues[1] = 0.0f;
+ g_vMotionBlurValues[2] = 0.0f;
+ g_vMotionBlurValues[3] = 0.0f;
+ }
+ else if ( flTimeElapsed > ( 1.0f / 15.0f ) )
+ {
+ //==========================================//
+ // If slower than 15 fps, don't motion blur //
+ //==========================================//
+ g_vMotionBlurValues[0] = 0.0f;
+ g_vMotionBlurValues[1] = 0.0f;
+ g_vMotionBlurValues[2] = 0.0f;
+ g_vMotionBlurValues[3] = 0.0f;
+ }
+ else if ( VectorLength( vPositionChange ) > 50.0f )
+ {
+ //================================================================================//
+ // We moved a far distance in a frame, use the same motion blur as last frame //
+ // because I think we just went through a portal (should we ifdef this behavior?) //
+ //================================================================================//
+ //engine->Con_NPrintf( 8, " Position changed %f units @ %.2f time ", VectorLength( vPositionChange ), gpGlobals->realtime );
+
+ s_flNoRotationalMotionBlurUntil = gpGlobals->realtime + 1.0f; // Wait a second until the portal craziness calms down
+ }
+ else
+ {
+ //====================//
+ // Normal update path //
+ //====================//
+ // Compute horizontal and vertical fov
+ float flHorizontalFov = view.fov;
+ float flVerticalFov = ( view.m_flAspectRatio <= 0.0f ) ? ( view.fov ) : ( view.fov / view.m_flAspectRatio );
+ //engine->Con_NPrintf( 2, "Horizontal Fov: %6.2f Vertical Fov: %6.2f", flHorizontalFov, flVerticalFov );
+
+ //=====================//
+ // Forward motion blur //
+ //=====================//
+ float flViewDotMotion = DotProduct( vCurrentForwardVec, vPositionChange );
+ if ( mat_motion_blur_forward_enabled.GetBool() ) // Want forward and falling
+ g_vMotionBlurValues[2] = flViewDotMotion;
+ else // Falling only
+ g_vMotionBlurValues[2] = flViewDotMotion * fabs( vCurrentForwardVec[2] ); // Only want this if we're looking up or down;
+
+ //====================================//
+ // Yaw (Compensate for circle strafe) //
+ //====================================//
+ float flSideDotMotion = DotProduct( vCurrentSideVec, vPositionChange );
+ float flYawDiffOriginal = s_flPreviousYaw - flCurrentYaw;
+ if ( ( ( s_flPreviousYaw - flCurrentYaw > 180.0f ) || ( s_flPreviousYaw - flCurrentYaw < -180.0f ) ) &&
+ ( ( s_flPreviousYaw + flCurrentYaw > -180.0f ) && ( s_flPreviousYaw + flCurrentYaw < 180.0f ) ) )
+ flYawDiffOriginal = s_flPreviousYaw + flCurrentYaw;
+
+ float flYawDiffAdjusted = flYawDiffOriginal + ( flSideDotMotion / 3.0f ); // Yes, 3.0 is a magic number, sue me
+
+ // Make sure the adjustment only lessens the effect, not magnify it or reverse it
+ if ( flYawDiffOriginal < 0.0f )
+ flYawDiffAdjusted = clamp ( flYawDiffAdjusted, flYawDiffOriginal, 0.0f );
+ else
+ flYawDiffAdjusted = clamp ( flYawDiffAdjusted, 0.0f, flYawDiffOriginal );
+
+ // Use pitch to dampen yaw
+ float flUndampenedYaw = flYawDiffAdjusted / flHorizontalFov;
+ g_vMotionBlurValues[0] = flUndampenedYaw * ( 1.0f - ( fabs( flCurrentPitch ) / 90.0f ) ); // Dampen horizontal yaw blur based on pitch
+
+ //engine->Con_NPrintf( 4, "flSideDotMotion: %6.2f yaw diff: %6.2f ( %6.2f, %6.2f )", flSideDotMotion, ( s_flPreviousYaw - flCurrentYaw ), flYawDiffOriginal, flYawDiffAdjusted );
+
+ //=======================================//
+ // Pitch (Compensate for forward motion) //
+ //=======================================//
+ float flPitchCompensateMask = 1.0f - ( ( 1.0f - fabs( vCurrentForwardVec[2] ) ) * ( 1.0f - fabs( vCurrentForwardVec[2] ) ) );
+ float flPitchDiffOriginal = s_flPreviousPitch - flCurrentPitch;
+ float flPitchDiffAdjusted = flPitchDiffOriginal;
+
+ if ( flCurrentPitch > 0.0f )
+ flPitchDiffAdjusted = flPitchDiffOriginal - ( ( flViewDotMotion / 2.0f ) * flPitchCompensateMask ); // Yes, 2.0 is a magic number, sue me
+ else
+ flPitchDiffAdjusted = flPitchDiffOriginal + ( ( flViewDotMotion / 2.0f ) * flPitchCompensateMask ); // Yes, 2.0 is a magic number, sue me
+
+ // Make sure the adjustment only lessens the effect, not magnify it or reverse it
+ if ( flPitchDiffOriginal < 0.0f )
+ flPitchDiffAdjusted = clamp ( flPitchDiffAdjusted, flPitchDiffOriginal, 0.0f );
+ else
+ flPitchDiffAdjusted = clamp ( flPitchDiffAdjusted, 0.0f, flPitchDiffOriginal );
+
+ g_vMotionBlurValues[1] = flPitchDiffAdjusted / flVerticalFov;
+
+ //engine->Con_NPrintf( 5, "flViewDotMotion %6.2f, flPitchCompensateMask %6.2f, flPitchDiffOriginal %6.2f, flPitchDiffAdjusted %6.2f, g_vMotionBlurValues[1] %6.2f", flViewDotMotion, flPitchCompensateMask, flPitchDiffOriginal, flPitchDiffAdjusted, g_vMotionBlurValues[1]);
+
+ //========================================================//
+ // Roll (Enabled when we're looking down and yaw changes) //
+ //========================================================//
+ g_vMotionBlurValues[3] = flUndampenedYaw; // Roll starts out as undampened yaw intensity and is then scaled by pitch
+ g_vMotionBlurValues[3] *= ( fabs( flCurrentPitch ) / 90.0f ) * ( fabs( flCurrentPitch ) / 90.0f ) * ( fabs( flCurrentPitch ) / 90.0f ); // Dampen roll based on pitch^3
+
+ //engine->Con_NPrintf( 4, "[2] before scale and bias: %6.2f", g_vMotionBlurValues[2] );
+ //engine->Con_NPrintf( 5, "[3] before scale and bias: %6.2f", g_vMotionBlurValues[3] );
+
+ //==============================================================//
+ // Time-adjust falling effect until we can do something smarter //
+ //==============================================================//
+ if ( flTimeElapsed > 0.0f )
+ g_vMotionBlurValues[2] /= flTimeElapsed * 30.0f; // 1/30th of a second?
+ else
+ g_vMotionBlurValues[2] = 0.0f;
+
+ // Scale and bias values after time adjustment
+ g_vMotionBlurValues[2] = clamp( ( fabs( g_vMotionBlurValues[2] ) - flMotionBlurFallingMin ) / ( flMotionBlurFallingMax - flMotionBlurFallingMin ), 0.0f, 1.0f ) * ( g_vMotionBlurValues[2] >= 0.0f ? 1.0f : -1.0f );
+ g_vMotionBlurValues[2] /= 30.0f; // To counter-adjust for time adjustment above
+
+ //=================//
+ // Apply intensity //
+ //=================//
+ g_vMotionBlurValues[0] *= flMotionBlurRotationIntensity * flMotionBlurGlobalStrength;
+ g_vMotionBlurValues[1] *= flMotionBlurRotationIntensity * flMotionBlurGlobalStrength;
+ g_vMotionBlurValues[2] *= flMotionBlurFallingIntensity * flMotionBlurGlobalStrength;
+ g_vMotionBlurValues[3] *= flMotionBlurRollIntensity * flMotionBlurGlobalStrength;
+
+ //===============================================================//
+ // Dampen motion blur from 100%-0% as fps drops from 50fps-30fps //
+ //===============================================================//
+ if ( !IsX360() ) // I'm not doing this on the 360 yet since I can't test it
+ {
+ float flSlowFps = 30.0f;
+ float flFastFps = 50.0f;
+ float flCurrentFps = ( flTimeElapsed > 0.0f ) ? ( 1.0f / flTimeElapsed ) : 0.0f;
+ float flDampenFactor = clamp( ( ( flCurrentFps - flSlowFps ) / ( flFastFps - flSlowFps ) ), 0.0f, 1.0f );
+
+ //engine->Con_NPrintf( 4, "gpGlobals->realtime %.2f gpGlobals->curtime %.2f", gpGlobals->realtime, gpGlobals->curtime );
+ //engine->Con_NPrintf( 5, "flCurrentFps %.2f", flCurrentFps );
+ //engine->Con_NPrintf( 7, "flTimeElapsed %.2f", flTimeElapsed );
+
+ g_vMotionBlurValues[0] *= flDampenFactor;
+ g_vMotionBlurValues[1] *= flDampenFactor;
+ g_vMotionBlurValues[2] *= flDampenFactor;
+ g_vMotionBlurValues[3] *= flDampenFactor;
+
+ //engine->Con_NPrintf( 6, "Dampen: %.2f", flDampenFactor );
+ }
+
+ //engine->Con_NPrintf( 6, "Final values: { %6.2f%%, %6.2f%%, %6.2f%%, %6.2f%% }", g_vMotionBlurValues[0]*100.0f, g_vMotionBlurValues[1]*100.0f, g_vMotionBlurValues[2]*100.0f, g_vMotionBlurValues[3]*100.0f );
+ }
+
+ //============================================//
+ // Zero out blur if still in that time window //
+ //============================================//
+ if ( gpGlobals->realtime < s_flNoRotationalMotionBlurUntil )
+ {
+ //engine->Con_NPrintf( 9, " No Rotation @ %f ", gpGlobals->realtime );
+
+ // Zero out rotational blur but leave forward/falling blur alone
+ g_vMotionBlurValues[0] = 0.0f; // X
+ g_vMotionBlurValues[1] = 0.0f; // Y
+ g_vMotionBlurValues[3] = 0.0f; // Roll
+ }
+ else
+ {
+ s_flNoRotationalMotionBlurUntil = 0.0f;
+ }
+
+ //====================================//
+ // Store current frame for next frame //
+ //====================================//
+ VectorCopy( vCurrentPosition, s_vPreviousPositon );
+ s_mPreviousFrameBasisVectors = mCurrentBasisVectors;
+ s_flPreviousPitch = flCurrentPitch;
+ s_flPreviousYaw = flCurrentYaw;
+ s_flLastTimeUpdate = gpGlobals->realtime;
+ }
+
+ //=============================================================================================//
+ // Render quad and let material proxy pick up the g_vMotionBlurValues[4] values just set above //
+ //=============================================================================================//
+ if ( true )
+ {
+ CMatRenderContextPtr pRenderContext( materials );
+ //pRenderContext->PushRenderTargetAndViewport();
+ ITexture *pSrc = materials->FindTexture( "_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET );
+ int nSrcWidth = pSrc->GetActualWidth();
+ int nSrcHeight = pSrc->GetActualHeight();
+ int dest_width, dest_height, nDummy;
+ pRenderContext->GetViewport( nDummy, nDummy, dest_width, dest_height );
+
+ if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_FLOAT )
+ {
+ UpdateScreenEffectTexture( 0, x, y, w, h, true ); // Do we need to check if we already did this?
+ }
+
+ // Get material pointer
+ IMaterial *pMatMotionBlur = materials->FindMaterial( "dev/motion_blur", TEXTURE_GROUP_OTHER, true );
+
+ //SetRenderTargetAndViewPort( dest_rt0 );
+ //pRenderContext->PopRenderTargetAndViewport();
+
+ if ( pMatMotionBlur != NULL )
+ {
+ pRenderContext->DrawScreenSpaceRectangle(
+ pMatMotionBlur,
+ 0, 0, dest_width, dest_height,
+ 0, 0, nSrcWidth-1, nSrcHeight-1,
+ nSrcWidth, nSrcHeight, GetClientWorldEntity()->GetClientRenderable() );
+
+ if ( g_bDumpRenderTargets )
+ {
+ DumpTGAofRenderTarget( dest_width, dest_height, "MotionBlur" );
+ }
+ }
+ }
+}
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