diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/client/episodic/episodic_screenspaceeffects.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/client/episodic/episodic_screenspaceeffects.cpp')
| -rw-r--r-- | sp/src/game/client/episodic/episodic_screenspaceeffects.cpp | 928 |
1 files changed, 464 insertions, 464 deletions
diff --git a/sp/src/game/client/episodic/episodic_screenspaceeffects.cpp b/sp/src/game/client/episodic/episodic_screenspaceeffects.cpp index 220e750e..a2b59bbc 100644 --- a/sp/src/game/client/episodic/episodic_screenspaceeffects.cpp +++ b/sp/src/game/client/episodic/episodic_screenspaceeffects.cpp @@ -1,464 +1,464 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Episodic screen-space effects
-//
-
-#include "cbase.h"
-#include "ScreenSpaceEffects.h"
-#include "rendertexture.h"
-#include "materialsystem/imaterialsystemhardwareconfig.h"
-#include "materialsystem/imaterialsystem.h"
-#include "materialsystem/imaterialvar.h"
-#include "cdll_client_int.h"
-#include "materialsystem/itexture.h"
-#include "KeyValues.h"
-#include "clienteffectprecachesystem.h"
-
-#include "episodic_screenspaceeffects.h"
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-#ifdef _X360
-#define STUN_TEXTURE "_rt_FullFrameFB2"
-#else
-#define STUN_TEXTURE "_rt_WaterRefraction"
-#endif
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CStunEffect::Init( void )
-{
- m_flDuration = 0.0f;
- m_flFinishTime = 0.0f;
- m_bUpdateView = true;
-
- KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
- pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE );
- m_EffectMaterial.Init( "__stuneffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues );
- m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS );
-}
-
-void CStunEffect::Shutdown( void )
-{
- m_EffectMaterial.Shutdown();
- m_StunTexture.Shutdown();
-}
-
-//------------------------------------------------------------------------------
-// Purpose: Pick up changes in our parameters
-//------------------------------------------------------------------------------
-void CStunEffect::SetParameters( KeyValues *params )
-{
- if( params->FindKey( "duration" ) )
- {
- m_flDuration = params->GetFloat( "duration" );
- m_flFinishTime = gpGlobals->curtime + m_flDuration;
- m_bUpdateView = true;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Render the effect
-//-----------------------------------------------------------------------------
-void CStunEffect::Render( int x, int y, int w, int h )
-{
- // Make sure we're ready to play this effect
- if ( m_flFinishTime < gpGlobals->curtime )
- return;
-
- CMatRenderContextPtr pRenderContext( materials );
-
- // Set ourselves to the proper rendermode
- pRenderContext->MatrixMode( MATERIAL_VIEW );
- pRenderContext->PushMatrix();
- pRenderContext->LoadIdentity();
- pRenderContext->MatrixMode( MATERIAL_PROJECTION );
- pRenderContext->PushMatrix();
- pRenderContext->LoadIdentity();
-
- // Draw the texture if we're using it
- if ( m_bUpdateView )
- {
- // Save off this pass
- Rect_t srcRect;
- srcRect.x = x;
- srcRect.y = y;
- srcRect.width = w;
- srcRect.height = h;
- pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
- m_bUpdateView = false;
- }
-
- float flEffectPerc = ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration;
-
- float viewOffs = ( flEffectPerc * 32.0f ) * ( cos( gpGlobals->curtime * 40.0f ) * sin( gpGlobals->curtime * 17.0f ) );
- float vX = x + viewOffs;
-
- if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 )
- {
- if ( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
- {
- m_EffectMaterial->ColorModulate( 1.0f, 1.0f, 1.0f );
- }
- else
- {
- // This is a stupid fix, but I don't have time to do a cleaner implementation. Since
- // the introblur.vmt material uses unlit generic, it will tone map, so I need to undo the tone mapping
- // using color modulate. The proper fix would be to use a different material type that
- // supports alpha blending but not tone mapping, which I don't think exists. Whatever. This works when
- // the tone mapping scalar is less than 1.0, which it is in the cases it's used in game.
- float flUnTonemap = pow( 1.0f / pRenderContext->GetToneMappingScaleLinear().x, 1.0f / 2.2f );
- m_EffectMaterial->ColorModulate( flUnTonemap, flUnTonemap, flUnTonemap );
- }
-
- // Set alpha blend value
- float flOverlayAlpha = clamp( ( 150.0f / 255.0f ) * flEffectPerc, 0.0f, 1.0f );
- m_EffectMaterial->AlphaModulate( flOverlayAlpha );
-
- // Draw full screen alpha-blended quad
- pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, 0, 0, w, h,
- vX, 0, (m_StunTexture->GetActualWidth()-1)+vX, (m_StunTexture->GetActualHeight()-1),
- m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() );
- }
-
- // Save off this pass
- Rect_t srcRect;
- srcRect.x = x;
- srcRect.y = y;
- srcRect.width = w;
- srcRect.height = h;
- pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
-
- // Restore our state
- pRenderContext->MatrixMode( MATERIAL_VIEW );
- pRenderContext->PopMatrix();
- pRenderContext->MatrixMode( MATERIAL_PROJECTION );
- pRenderContext->PopMatrix();
-}
-
-// ================================================================================================================
-//
-// Ep 1. Intro blur
-//
-// ================================================================================================================
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CEP1IntroEffect::Init( void )
-{
- m_flDuration = 0.0f;
- m_flFinishTime = 0.0f;
- m_bUpdateView = true;
- m_bFadeOut = false;
-
- KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
- pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE );
- m_EffectMaterial.Init( "__ep1introeffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues );
- m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS );
-}
-
-void CEP1IntroEffect::Shutdown( void )
-{
- m_EffectMaterial.Shutdown();
- m_StunTexture.Shutdown();
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose: Pick up changes in our parameters
-//------------------------------------------------------------------------------
-void CEP1IntroEffect::SetParameters( KeyValues *params )
-{
- if( params->FindKey( "duration" ) )
- {
- m_flDuration = params->GetFloat( "duration" );
- m_flFinishTime = gpGlobals->curtime + m_flDuration;
- }
-
- if( params->FindKey( "fadeout" ) )
- {
- m_bFadeOut = ( params->GetInt( "fadeout" ) == 1 );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Get the alpha value depending on various factors and time
-//-----------------------------------------------------------------------------
-inline unsigned char CEP1IntroEffect::GetFadeAlpha( void )
-{
- // Find our percentage between fully "on" and "off" in the pulse range
- float flEffectPerc = ( m_flDuration == 0.0f ) ? 0.0f : ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration;
- flEffectPerc = clamp( flEffectPerc, 0.0f, 1.0f );
-
- if ( m_bFadeOut )
- {
- // HDR requires us to be more subtle, or we get uber-brightening
- if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
- return (unsigned char) clamp( 50.0f * flEffectPerc, 0.0f, 50.0f );
-
- // Non-HDR
- return (unsigned char) clamp( 64.0f * flEffectPerc, 0.0f, 64.0f );
- }
- else
- {
- // HDR requires us to be more subtle, or we get uber-brightening
- if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
- return (unsigned char) clamp( 64.0f * flEffectPerc, 50.0f, 64.0f );
-
- // Non-HDR
- return (unsigned char) clamp( 128.0f * flEffectPerc, 64.0f, 128.0f );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Render the effect
-//-----------------------------------------------------------------------------
-void CEP1IntroEffect::Render( int x, int y, int w, int h )
-{
- if ( ( m_flFinishTime == 0 ) || ( IsEnabled() == false ) )
- return;
-
- CMatRenderContextPtr pRenderContext( materials );
-
- // Set ourselves to the proper rendermode
- pRenderContext->MatrixMode( MATERIAL_VIEW );
- pRenderContext->PushMatrix();
- pRenderContext->LoadIdentity();
- pRenderContext->MatrixMode( MATERIAL_PROJECTION );
- pRenderContext->PushMatrix();
- pRenderContext->LoadIdentity();
-
- // Draw the texture if we're using it
- if ( m_bUpdateView )
- {
- // Save off this pass
- Rect_t srcRect;
- srcRect.x = x;
- srcRect.y = y;
- srcRect.width = w;
- srcRect.height = h;
- pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
- m_bUpdateView = false;
- }
-
- byte overlaycolor[4] = { 255, 255, 255, 0 };
-
- // Get our fade value depending on our fade duration
- overlaycolor[3] = GetFadeAlpha();
- if ( g_pMaterialSystemHardwareConfig->UsesSRGBCorrectBlending() )
- {
- // For DX10 cards, alpha blending happens in linear space, so try to adjust by hacking alpha to 50%
- overlaycolor[3] *= 0.7f;
- }
-
- // Disable overself if we're done fading out
- if ( m_bFadeOut && overlaycolor[3] == 0 )
- {
- // Takes effect next frame (we don't want to hose our matrix stacks here)
- g_pScreenSpaceEffects->DisableScreenSpaceEffect( "episodic_intro" );
- m_bUpdateView = true;
- }
-
- // Calculate some wavey noise to jitter the view by
- float vX = 2.0f * -fabs( cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 6.0 ) );
- float vY = 2.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 5.0 );
-
- // Scale percentage
- float flScalePerc = 0.02f + ( 0.01f * cosf( gpGlobals->curtime * 2.0f ) * cosf( gpGlobals->curtime * 0.5f ) );
-
- // Scaled offsets for the UVs (as texels)
- float flUOffset = ( m_StunTexture->GetActualWidth() - 1 ) * flScalePerc * 0.5f;
- float flVOffset = ( m_StunTexture->GetActualHeight() - 1 ) * flScalePerc * 0.5f;
-
- // New UVs with scaling offsets
- float flU1 = flUOffset;
- float flU2 = ( m_StunTexture->GetActualWidth() - 1 ) - flUOffset;
- float flV1 = flVOffset;
- float flV2 = ( m_StunTexture->GetActualHeight() - 1 ) - flVOffset;
-
- // Draw the "zoomed" overlay
- pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, vX, vY, w, h,
- flU1, flV1,
- flU2, flV2,
- m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() );
-
- render->ViewDrawFade( overlaycolor, m_EffectMaterial );
-
- // Save off this pass
- Rect_t srcRect;
- srcRect.x = x;
- srcRect.y = y;
- srcRect.width = w;
- srcRect.height = h;
- pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
-
- // Restore our state
- pRenderContext->MatrixMode( MATERIAL_VIEW );
- pRenderContext->PopMatrix();
- pRenderContext->MatrixMode( MATERIAL_PROJECTION );
- pRenderContext->PopMatrix();
-}
-
-// ================================================================================================================
-//
-// Ep 2. Groggy-player view
-//
-// ================================================================================================================
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CEP2StunEffect::Init( void )
-{
- m_flDuration = 0.0f;
- m_flFinishTime = 0.0f;
- m_bUpdateView = true;
- m_bFadeOut = false;
-
- KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
- pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE );
- m_EffectMaterial.Init( "__ep2stuneffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues );
- m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS );
-}
-
-void CEP2StunEffect::Shutdown( void )
-{
- m_EffectMaterial.Shutdown();
- m_StunTexture.Shutdown();
-}
-
-//------------------------------------------------------------------------------
-// Purpose: Pick up changes in our parameters
-//------------------------------------------------------------------------------
-void CEP2StunEffect::SetParameters( KeyValues *params )
-{
- if( params->FindKey( "duration" ) )
- {
- m_flDuration = params->GetFloat( "duration" );
- m_flFinishTime = gpGlobals->curtime + m_flDuration;
- }
-
- if( params->FindKey( "fadeout" ) )
- {
- m_bFadeOut = ( params->GetInt( "fadeout" ) == 1 );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Get the alpha value depending on various factors and time
-//-----------------------------------------------------------------------------
-inline unsigned char CEP2StunEffect::GetFadeAlpha( void )
-{
- // Find our percentage between fully "on" and "off" in the pulse range
- float flEffectPerc = ( m_flDuration == 0.0f ) ? 0.0f : ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration;
- flEffectPerc = clamp( flEffectPerc, 0.0f, 1.0f );
-
- if ( m_bFadeOut )
- {
- // HDR requires us to be more subtle, or we get uber-brightening
- if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
- return (unsigned char) clamp( 50.0f * flEffectPerc, 0.0f, 50.0f );
-
- // Non-HDR
- return (unsigned char) clamp( 64.0f * flEffectPerc, 0.0f, 64.0f );
- }
- else
- {
- // HDR requires us to be more subtle, or we get uber-brightening
- if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
- return (unsigned char) clamp( 164.0f * flEffectPerc, 128.0f, 164.0f );
-
- // Non-HDR
- return (unsigned char) clamp( 164.0f * flEffectPerc, 128.0f, 164.0f );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Render the effect
-//-----------------------------------------------------------------------------
-void CEP2StunEffect::Render( int x, int y, int w, int h )
-{
- if ( ( m_flFinishTime == 0 ) || ( IsEnabled() == false ) )
- return;
-
- CMatRenderContextPtr pRenderContext( materials );
-
- // Set ourselves to the proper rendermode
- pRenderContext->MatrixMode( MATERIAL_VIEW );
- pRenderContext->PushMatrix();
- pRenderContext->LoadIdentity();
- pRenderContext->MatrixMode( MATERIAL_PROJECTION );
- pRenderContext->PushMatrix();
- pRenderContext->LoadIdentity();
-
- if ( m_bUpdateView )
- {
- // Save off this pass
- Rect_t srcRect;
- srcRect.x = x;
- srcRect.y = y;
- srcRect.width = w;
- srcRect.height = h;
- pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
- m_bUpdateView = false;
- }
-
- byte overlaycolor[4] = { 255, 255, 255, 0 };
-
- // Get our fade value depending on our fade duration
- overlaycolor[3] = GetFadeAlpha();
-
- // Disable overself if we're done fading out
- if ( m_bFadeOut && overlaycolor[3] == 0 )
- {
- // Takes effect next frame (we don't want to hose our matrix stacks here)
- g_pScreenSpaceEffects->DisableScreenSpaceEffect( "ep2_groggy" );
- m_bUpdateView = true;
- }
-
- // Calculate some wavey noise to jitter the view by
- float vX = 4.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 6.0 );
- float vY = 2.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 5.0 );
-
- float flBaseScale = 0.2f + 0.005f * sinf( gpGlobals->curtime * 4.0f );
-
- // Scale percentage
- float flScalePerc = flBaseScale + ( 0.01f * cosf( gpGlobals->curtime * 2.0f ) * cosf( gpGlobals->curtime * 0.5f ) );
-
- // Scaled offsets for the UVs (as texels)
- float flUOffset = ( m_StunTexture->GetActualWidth() - 1 ) * flScalePerc * 0.5f;
- float flVOffset = ( m_StunTexture->GetActualHeight() - 1 ) * flScalePerc * 0.5f;
-
- // New UVs with scaling offsets
- float flU1 = flUOffset;
- float flU2 = ( m_StunTexture->GetActualWidth() - 1 ) - flUOffset;
- float flV1 = flVOffset;
- float flV2 = ( m_StunTexture->GetActualHeight() - 1 ) - flVOffset;
-
- // Draw the "zoomed" overlay
- pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, vX, vY, w, h,
- flU1, flV1,
- flU2, flV2,
- m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() );
-
- render->ViewDrawFade( overlaycolor, m_EffectMaterial );
-
- // Save off this pass
- Rect_t srcRect;
- srcRect.x = x;
- srcRect.y = y;
- srcRect.width = w;
- srcRect.height = h;
- pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL );
-
- // Restore our state
- pRenderContext->MatrixMode( MATERIAL_VIEW );
- pRenderContext->PopMatrix();
- pRenderContext->MatrixMode( MATERIAL_PROJECTION );
- pRenderContext->PopMatrix();
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Episodic screen-space effects +// + +#include "cbase.h" +#include "ScreenSpaceEffects.h" +#include "rendertexture.h" +#include "materialsystem/imaterialsystemhardwareconfig.h" +#include "materialsystem/imaterialsystem.h" +#include "materialsystem/imaterialvar.h" +#include "cdll_client_int.h" +#include "materialsystem/itexture.h" +#include "KeyValues.h" +#include "clienteffectprecachesystem.h" + +#include "episodic_screenspaceeffects.h" + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +#ifdef _X360 +#define STUN_TEXTURE "_rt_FullFrameFB2" +#else +#define STUN_TEXTURE "_rt_WaterRefraction" +#endif + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CStunEffect::Init( void ) +{ + m_flDuration = 0.0f; + m_flFinishTime = 0.0f; + m_bUpdateView = true; + + KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); + pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE ); + m_EffectMaterial.Init( "__stuneffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues ); + m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS ); +} + +void CStunEffect::Shutdown( void ) +{ + m_EffectMaterial.Shutdown(); + m_StunTexture.Shutdown(); +} + +//------------------------------------------------------------------------------ +// Purpose: Pick up changes in our parameters +//------------------------------------------------------------------------------ +void CStunEffect::SetParameters( KeyValues *params ) +{ + if( params->FindKey( "duration" ) ) + { + m_flDuration = params->GetFloat( "duration" ); + m_flFinishTime = gpGlobals->curtime + m_flDuration; + m_bUpdateView = true; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Render the effect +//----------------------------------------------------------------------------- +void CStunEffect::Render( int x, int y, int w, int h ) +{ + // Make sure we're ready to play this effect + if ( m_flFinishTime < gpGlobals->curtime ) + return; + + CMatRenderContextPtr pRenderContext( materials ); + + // Set ourselves to the proper rendermode + pRenderContext->MatrixMode( MATERIAL_VIEW ); + pRenderContext->PushMatrix(); + pRenderContext->LoadIdentity(); + pRenderContext->MatrixMode( MATERIAL_PROJECTION ); + pRenderContext->PushMatrix(); + pRenderContext->LoadIdentity(); + + // Draw the texture if we're using it + if ( m_bUpdateView ) + { + // Save off this pass + Rect_t srcRect; + srcRect.x = x; + srcRect.y = y; + srcRect.width = w; + srcRect.height = h; + pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); + m_bUpdateView = false; + } + + float flEffectPerc = ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration; + + float viewOffs = ( flEffectPerc * 32.0f ) * ( cos( gpGlobals->curtime * 40.0f ) * sin( gpGlobals->curtime * 17.0f ) ); + float vX = x + viewOffs; + + if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 ) + { + if ( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) + { + m_EffectMaterial->ColorModulate( 1.0f, 1.0f, 1.0f ); + } + else + { + // This is a stupid fix, but I don't have time to do a cleaner implementation. Since + // the introblur.vmt material uses unlit generic, it will tone map, so I need to undo the tone mapping + // using color modulate. The proper fix would be to use a different material type that + // supports alpha blending but not tone mapping, which I don't think exists. Whatever. This works when + // the tone mapping scalar is less than 1.0, which it is in the cases it's used in game. + float flUnTonemap = pow( 1.0f / pRenderContext->GetToneMappingScaleLinear().x, 1.0f / 2.2f ); + m_EffectMaterial->ColorModulate( flUnTonemap, flUnTonemap, flUnTonemap ); + } + + // Set alpha blend value + float flOverlayAlpha = clamp( ( 150.0f / 255.0f ) * flEffectPerc, 0.0f, 1.0f ); + m_EffectMaterial->AlphaModulate( flOverlayAlpha ); + + // Draw full screen alpha-blended quad + pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, 0, 0, w, h, + vX, 0, (m_StunTexture->GetActualWidth()-1)+vX, (m_StunTexture->GetActualHeight()-1), + m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() ); + } + + // Save off this pass + Rect_t srcRect; + srcRect.x = x; + srcRect.y = y; + srcRect.width = w; + srcRect.height = h; + pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); + + // Restore our state + pRenderContext->MatrixMode( MATERIAL_VIEW ); + pRenderContext->PopMatrix(); + pRenderContext->MatrixMode( MATERIAL_PROJECTION ); + pRenderContext->PopMatrix(); +} + +// ================================================================================================================ +// +// Ep 1. Intro blur +// +// ================================================================================================================ + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CEP1IntroEffect::Init( void ) +{ + m_flDuration = 0.0f; + m_flFinishTime = 0.0f; + m_bUpdateView = true; + m_bFadeOut = false; + + KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); + pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE ); + m_EffectMaterial.Init( "__ep1introeffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues ); + m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS ); +} + +void CEP1IntroEffect::Shutdown( void ) +{ + m_EffectMaterial.Shutdown(); + m_StunTexture.Shutdown(); +} + + +//------------------------------------------------------------------------------ +// Purpose: Pick up changes in our parameters +//------------------------------------------------------------------------------ +void CEP1IntroEffect::SetParameters( KeyValues *params ) +{ + if( params->FindKey( "duration" ) ) + { + m_flDuration = params->GetFloat( "duration" ); + m_flFinishTime = gpGlobals->curtime + m_flDuration; + } + + if( params->FindKey( "fadeout" ) ) + { + m_bFadeOut = ( params->GetInt( "fadeout" ) == 1 ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Get the alpha value depending on various factors and time +//----------------------------------------------------------------------------- +inline unsigned char CEP1IntroEffect::GetFadeAlpha( void ) +{ + // Find our percentage between fully "on" and "off" in the pulse range + float flEffectPerc = ( m_flDuration == 0.0f ) ? 0.0f : ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration; + flEffectPerc = clamp( flEffectPerc, 0.0f, 1.0f ); + + if ( m_bFadeOut ) + { + // HDR requires us to be more subtle, or we get uber-brightening + if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) + return (unsigned char) clamp( 50.0f * flEffectPerc, 0.0f, 50.0f ); + + // Non-HDR + return (unsigned char) clamp( 64.0f * flEffectPerc, 0.0f, 64.0f ); + } + else + { + // HDR requires us to be more subtle, or we get uber-brightening + if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) + return (unsigned char) clamp( 64.0f * flEffectPerc, 50.0f, 64.0f ); + + // Non-HDR + return (unsigned char) clamp( 128.0f * flEffectPerc, 64.0f, 128.0f ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Render the effect +//----------------------------------------------------------------------------- +void CEP1IntroEffect::Render( int x, int y, int w, int h ) +{ + if ( ( m_flFinishTime == 0 ) || ( IsEnabled() == false ) ) + return; + + CMatRenderContextPtr pRenderContext( materials ); + + // Set ourselves to the proper rendermode + pRenderContext->MatrixMode( MATERIAL_VIEW ); + pRenderContext->PushMatrix(); + pRenderContext->LoadIdentity(); + pRenderContext->MatrixMode( MATERIAL_PROJECTION ); + pRenderContext->PushMatrix(); + pRenderContext->LoadIdentity(); + + // Draw the texture if we're using it + if ( m_bUpdateView ) + { + // Save off this pass + Rect_t srcRect; + srcRect.x = x; + srcRect.y = y; + srcRect.width = w; + srcRect.height = h; + pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); + m_bUpdateView = false; + } + + byte overlaycolor[4] = { 255, 255, 255, 0 }; + + // Get our fade value depending on our fade duration + overlaycolor[3] = GetFadeAlpha(); + if ( g_pMaterialSystemHardwareConfig->UsesSRGBCorrectBlending() ) + { + // For DX10 cards, alpha blending happens in linear space, so try to adjust by hacking alpha to 50% + overlaycolor[3] *= 0.7f; + } + + // Disable overself if we're done fading out + if ( m_bFadeOut && overlaycolor[3] == 0 ) + { + // Takes effect next frame (we don't want to hose our matrix stacks here) + g_pScreenSpaceEffects->DisableScreenSpaceEffect( "episodic_intro" ); + m_bUpdateView = true; + } + + // Calculate some wavey noise to jitter the view by + float vX = 2.0f * -fabs( cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 6.0 ) ); + float vY = 2.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 5.0 ); + + // Scale percentage + float flScalePerc = 0.02f + ( 0.01f * cosf( gpGlobals->curtime * 2.0f ) * cosf( gpGlobals->curtime * 0.5f ) ); + + // Scaled offsets for the UVs (as texels) + float flUOffset = ( m_StunTexture->GetActualWidth() - 1 ) * flScalePerc * 0.5f; + float flVOffset = ( m_StunTexture->GetActualHeight() - 1 ) * flScalePerc * 0.5f; + + // New UVs with scaling offsets + float flU1 = flUOffset; + float flU2 = ( m_StunTexture->GetActualWidth() - 1 ) - flUOffset; + float flV1 = flVOffset; + float flV2 = ( m_StunTexture->GetActualHeight() - 1 ) - flVOffset; + + // Draw the "zoomed" overlay + pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, vX, vY, w, h, + flU1, flV1, + flU2, flV2, + m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() ); + + render->ViewDrawFade( overlaycolor, m_EffectMaterial ); + + // Save off this pass + Rect_t srcRect; + srcRect.x = x; + srcRect.y = y; + srcRect.width = w; + srcRect.height = h; + pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); + + // Restore our state + pRenderContext->MatrixMode( MATERIAL_VIEW ); + pRenderContext->PopMatrix(); + pRenderContext->MatrixMode( MATERIAL_PROJECTION ); + pRenderContext->PopMatrix(); +} + +// ================================================================================================================ +// +// Ep 2. Groggy-player view +// +// ================================================================================================================ + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CEP2StunEffect::Init( void ) +{ + m_flDuration = 0.0f; + m_flFinishTime = 0.0f; + m_bUpdateView = true; + m_bFadeOut = false; + + KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); + pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE ); + m_EffectMaterial.Init( "__ep2stuneffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues ); + m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS ); +} + +void CEP2StunEffect::Shutdown( void ) +{ + m_EffectMaterial.Shutdown(); + m_StunTexture.Shutdown(); +} + +//------------------------------------------------------------------------------ +// Purpose: Pick up changes in our parameters +//------------------------------------------------------------------------------ +void CEP2StunEffect::SetParameters( KeyValues *params ) +{ + if( params->FindKey( "duration" ) ) + { + m_flDuration = params->GetFloat( "duration" ); + m_flFinishTime = gpGlobals->curtime + m_flDuration; + } + + if( params->FindKey( "fadeout" ) ) + { + m_bFadeOut = ( params->GetInt( "fadeout" ) == 1 ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Get the alpha value depending on various factors and time +//----------------------------------------------------------------------------- +inline unsigned char CEP2StunEffect::GetFadeAlpha( void ) +{ + // Find our percentage between fully "on" and "off" in the pulse range + float flEffectPerc = ( m_flDuration == 0.0f ) ? 0.0f : ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration; + flEffectPerc = clamp( flEffectPerc, 0.0f, 1.0f ); + + if ( m_bFadeOut ) + { + // HDR requires us to be more subtle, or we get uber-brightening + if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) + return (unsigned char) clamp( 50.0f * flEffectPerc, 0.0f, 50.0f ); + + // Non-HDR + return (unsigned char) clamp( 64.0f * flEffectPerc, 0.0f, 64.0f ); + } + else + { + // HDR requires us to be more subtle, or we get uber-brightening + if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) + return (unsigned char) clamp( 164.0f * flEffectPerc, 128.0f, 164.0f ); + + // Non-HDR + return (unsigned char) clamp( 164.0f * flEffectPerc, 128.0f, 164.0f ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Render the effect +//----------------------------------------------------------------------------- +void CEP2StunEffect::Render( int x, int y, int w, int h ) +{ + if ( ( m_flFinishTime == 0 ) || ( IsEnabled() == false ) ) + return; + + CMatRenderContextPtr pRenderContext( materials ); + + // Set ourselves to the proper rendermode + pRenderContext->MatrixMode( MATERIAL_VIEW ); + pRenderContext->PushMatrix(); + pRenderContext->LoadIdentity(); + pRenderContext->MatrixMode( MATERIAL_PROJECTION ); + pRenderContext->PushMatrix(); + pRenderContext->LoadIdentity(); + + if ( m_bUpdateView ) + { + // Save off this pass + Rect_t srcRect; + srcRect.x = x; + srcRect.y = y; + srcRect.width = w; + srcRect.height = h; + pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); + m_bUpdateView = false; + } + + byte overlaycolor[4] = { 255, 255, 255, 0 }; + + // Get our fade value depending on our fade duration + overlaycolor[3] = GetFadeAlpha(); + + // Disable overself if we're done fading out + if ( m_bFadeOut && overlaycolor[3] == 0 ) + { + // Takes effect next frame (we don't want to hose our matrix stacks here) + g_pScreenSpaceEffects->DisableScreenSpaceEffect( "ep2_groggy" ); + m_bUpdateView = true; + } + + // Calculate some wavey noise to jitter the view by + float vX = 4.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 6.0 ); + float vY = 2.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 5.0 ); + + float flBaseScale = 0.2f + 0.005f * sinf( gpGlobals->curtime * 4.0f ); + + // Scale percentage + float flScalePerc = flBaseScale + ( 0.01f * cosf( gpGlobals->curtime * 2.0f ) * cosf( gpGlobals->curtime * 0.5f ) ); + + // Scaled offsets for the UVs (as texels) + float flUOffset = ( m_StunTexture->GetActualWidth() - 1 ) * flScalePerc * 0.5f; + float flVOffset = ( m_StunTexture->GetActualHeight() - 1 ) * flScalePerc * 0.5f; + + // New UVs with scaling offsets + float flU1 = flUOffset; + float flU2 = ( m_StunTexture->GetActualWidth() - 1 ) - flUOffset; + float flV1 = flVOffset; + float flV2 = ( m_StunTexture->GetActualHeight() - 1 ) - flVOffset; + + // Draw the "zoomed" overlay + pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, vX, vY, w, h, + flU1, flV1, + flU2, flV2, + m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() ); + + render->ViewDrawFade( overlaycolor, m_EffectMaterial ); + + // Save off this pass + Rect_t srcRect; + srcRect.x = x; + srcRect.y = y; + srcRect.width = w; + srcRect.height = h; + pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); + + // Restore our state + pRenderContext->MatrixMode( MATERIAL_VIEW ); + pRenderContext->PopMatrix(); + pRenderContext->MatrixMode( MATERIAL_PROJECTION ); + pRenderContext->PopMatrix(); +} |