add source-sdk-2013

This commit is contained in:
nillerusr
2022-03-01 23:00:42 +03:00
parent 88b8830e8b
commit edc8d6c584
3288 changed files with 3731 additions and 1062455 deletions
+13 -15
View File
@@ -56,6 +56,7 @@ 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" );
@@ -288,7 +289,7 @@ void ApplyPostProcessingPasses(PostProcessingPass *pass_list, // table of effect
pRenderContext->SetRenderTarget(NULL);
int row=pcount/4;
int col=pcount %4;
//int dest_width,dest_height;
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,
@@ -594,7 +595,7 @@ void CLuminanceHistogramSystem::Update( void )
// now, issue queries for the oldest finished queries we have
while( n_queries_issued_this_frame < MAX_QUERIES_PER_FRAME )
{
nNumRanges = N_LUMINANCE_RANGES;
int nNumRanges = N_LUMINANCE_RANGES;
if ( mat_tonemap_algorithm.GetInt() == 1 )
nNumRanges = N_LUMINANCE_RANGES_NEW;
@@ -2322,8 +2323,6 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
flAAStrength = mat_software_aa_strength.GetFloat();
}
static ConVarRef mat_colorcorrection( "mat_colorcorrection" );
// 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 );
@@ -2386,9 +2385,9 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
partialViewportPostDestRect.height -= 0.50f*fullViewportPostDestRect.height;
// This math interprets texel coords as being at corner pixel centers (*not* at corner vertices):
Vector2D uvScalePost( 1.0f - ( (w / 2) / (float)(w - 1) ),
Vector2D uvScale( 1.0f - ( (w / 2) / (float)(w - 1) ),
1.0f - ( (h / 2) / (float)(h - 1) ) );
CenterScaleQuadUVs( partialViewportPostSrcCorners, uvScalePost );
CenterScaleQuadUVs( partialViewportPostSrcCorners, uvScale );
}
// Temporary hack... Color correction was crashing on the first frame
@@ -2691,6 +2690,7 @@ EXPOSE_INTERFACE( CMotionBlurMaterialProxy, IMaterialProxy, "MotionBlur" IMATERI
//=====================================================================================================================
// 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" );
@@ -2699,13 +2699,11 @@ ConVar mat_motion_blur_falling_intensity( "mat_motion_blur_falling_intensity", "
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 &viewBlur, int x, int y, int w, int h )
void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h )
{
#ifdef CSS_PERF_TEST
return;
#endif
static ConVarRef mat_motion_blur_enabled( "mat_motion_blur_enabled" );
if ( ( !mat_motion_blur_enabled.GetInt() ) || ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 90 ) )
{
return;
@@ -2744,7 +2742,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &viewBlur, int x, int y, int w, in
//===================================//
// Get current pitch & wrap to +-180 //
//===================================//
float flCurrentPitch = viewBlur.angles[PITCH];
float flCurrentPitch = view.angles[PITCH];
while ( flCurrentPitch > 180.0f )
flCurrentPitch -= 360.0f;
while ( flCurrentPitch < -180.0f )
@@ -2753,7 +2751,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &viewBlur, int x, int y, int w, in
//=================================//
// Get current yaw & wrap to +-180 //
//=================================//
float flCurrentYaw = viewBlur.angles[YAW];
float flCurrentYaw = view.angles[YAW];
while ( flCurrentYaw > 180.0f )
flCurrentYaw -= 360.0f;
while ( flCurrentYaw < -180.0f )
@@ -2766,7 +2764,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &viewBlur, int x, int y, int w, in
// Get current basis vectors //
//===========================//
matrix3x4_t mCurrentBasisVectors;
AngleMatrix( viewBlur.angles, 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] };
@@ -2775,7 +2773,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &viewBlur, int x, int y, int w, in
//======================//
// Get current position //
//======================//
float vCurrentPosition[3] = { viewBlur.origin.x, viewBlur.origin.y, viewBlur.origin.z };
float vCurrentPosition[3] = { view.origin.x, view.origin.y, view.origin.z };
//===============================================================//
// Evaluate change in position to determine if we need to update //
@@ -2821,8 +2819,8 @@ void DoImageSpaceMotionBlur( const CViewSetup &viewBlur, int x, int y, int w, in
// Normal update path //
//====================//
// Compute horizontal and vertical fov
float flHorizontalFov = viewBlur.fov;
float flVerticalFov = (viewBlur.m_flAspectRatio <= 0.0f ) ? (viewBlur.fov ) : (viewBlur.fov / viewBlur.m_flAspectRatio );
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 );
//=====================//