source-engine/game/client/dod/fx_dod_filmgrain.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

483 lines
13 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "KeyValues.h"
#include "cdll_client_int.h"
#include "view_scene.h"
#include "viewrender.h"
#include "tier0/icommandline.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterialvar.h"
#include "ScreenSpaceEffects.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static float g_flDX7NoiseScale = 4.0f;
//------------------------------------------------------------------------------
// Film grain post-processing effect
//------------------------------------------------------------------------------
struct FilmDustParticle_t
{
int m_nChannel;
float m_flPositionX;
float m_flPositionY;
float m_flWidth;
float m_flHeight;
int m_nSplotchIndex;
int m_nOrientation;
};
class CFilmGrainEffect : public IScreenSpaceEffect
{
public:
CFilmGrainEffect( );
~CFilmGrainEffect( );
void Init( );
void Shutdown( );
void SetParameters( KeyValues *params );
void Render( int x, int y, int w, int h );
void Enable( bool bEnable );
bool IsEnabled( );
private:
void DrawSplotch( float x, float y, float width, float height, float u, float v, float uWidth, float vHeight, int orientation, int alpha=255 );
bool m_bEnable;
CMaterialReference m_GrainMaterial;
CMaterialReference m_DustMaterial;
Vector4D m_NoiseScale;
int m_nMaxDustParticles;
float m_flMinDustSize;
float m_flMaxDustSize;
float m_flChanceOfDust;
float m_flUpdateRate;
bool m_bEnableFlicker;
int m_nFlickerAlpha;
bool m_bSplitScreen;
int m_nCachedParticleTime;
CUtlVector< FilmDustParticle_t > m_CachedParticles;
float m_flEffectAlpha;
IMaterial * m_pFlickerMaterial;
};
ADD_SCREENSPACE_EFFECT( CFilmGrainEffect, filmgrain );
//------------------------------------------------------------------------------
// CFilmGrainEffect constructor
//------------------------------------------------------------------------------
CFilmGrainEffect::CFilmGrainEffect( )
{
m_NoiseScale = Vector4D( 0.14f, 0.14f, 0.14f, 0.78f );
m_nMaxDustParticles = 3;
m_flMinDustSize = 0.03f;
m_flMaxDustSize = 0.15f;
m_flChanceOfDust = 0.75f;
m_flUpdateRate = 24.0f;
m_nCachedParticleTime = -1;
m_bSplitScreen = false;
m_bEnableFlicker = true;
m_nFlickerAlpha = 90;
m_flEffectAlpha = 1.0;
m_pFlickerMaterial = NULL;
}
//------------------------------------------------------------------------------
// CFilmGrainEffect destructor
//------------------------------------------------------------------------------
CFilmGrainEffect::~CFilmGrainEffect( )
{
}
//------------------------------------------------------------------------------
// CFilmGrainEffect init
//------------------------------------------------------------------------------
void CFilmGrainEffect::Init( )
{
KeyValues *pVMTKeyValues = new KeyValues( "filmgrain" );
pVMTKeyValues->SetString( "$GRAIN_TEXTURE", "Effects/FilmScan256" );
pVMTKeyValues->SetString( "$SCALEBIAS", "[0.0 0.0 0.0 0.0]" );
pVMTKeyValues->SetString( "$NOISESCALE", "[0.0 1.0 0.5 1.0]" );
m_GrainMaterial.Init( "engine/filmgrain", pVMTKeyValues );
m_GrainMaterial->Refresh( );
pVMTKeyValues = new KeyValues( "filmdust" );
pVMTKeyValues->SetString( "$DUST_TEXTURE", "Effects/Splotches256" );
pVMTKeyValues->SetString( "$SCALEBIAS", "[0.0 0.0 0.0 0.0]" );
pVMTKeyValues->SetString( "$CHANNEL_SELECT", "[1.0 0.0 0.0 0.0]" );
m_DustMaterial.Init( "engine/filmdust", pVMTKeyValues );
m_DustMaterial->Refresh( );
m_pFlickerMaterial = materials->FindMaterial( "effects/flicker_128", TEXTURE_GROUP_OTHER, false );
if ( m_pFlickerMaterial )
{
m_pFlickerMaterial->AddRef();
}
}
//------------------------------------------------------------------------------
// CFilmGrainEffect shutdown
//------------------------------------------------------------------------------
void CFilmGrainEffect::Shutdown( )
{
m_DustMaterial.Shutdown();
m_GrainMaterial.Shutdown();
if ( m_pFlickerMaterial )
{
m_pFlickerMaterial->Release();
}
}
//------------------------------------------------------------------------------
// CFilmGrainEffect enable
//------------------------------------------------------------------------------
void CFilmGrainEffect::Enable( bool bEnable )
{
m_bEnable = bEnable;
}
bool CFilmGrainEffect::IsEnabled( )
{
return m_bEnable;
}
//------------------------------------------------------------------------------
// CFilmGrainEffect SetParameters
//------------------------------------------------------------------------------
void CFilmGrainEffect::SetParameters( KeyValues *params )
{
if( params->FindKey( "split_screen" ) )
{
int ival = params->GetInt( "split_screen" );
m_bSplitScreen = ival?true:false;
extern void EnableHUDFilmDemo( bool bEnable, const char *left_string_id, const char *right_string_id );
EnableHUDFilmDemo( m_bSplitScreen, "#Valve_FilmDemo_FilmGrain_LeftTitle", "#Valve_FilmDemo_FilmGrain_RightTitle" );
}
if( params->FindKey( "noise_scale" ) )
{
Color noise_color = params->GetColor( "noise_scale" );
int r, g, b, a;
noise_color.GetColor( r, g, b, a );
m_NoiseScale.x = r/255.0f;;
m_NoiseScale.y = g/255.0f;;
m_NoiseScale.z = b/255.0f;;
m_NoiseScale.w = a/255.0f;;
}
if( params->FindKey( "max_dust_particles" ) )
{
m_nMaxDustParticles = params->GetInt( "max_dust_particles" );
}
if( params->FindKey( "min_dust_size" ) )
{
m_flMinDustSize = params->GetFloat( "min_dust_size" );
}
if( params->FindKey( "max_dust_size" ) )
{
m_flMaxDustSize = params->GetFloat( "max_dust_size" );
}
if( params->FindKey( "dust_prob" ) )
{
m_flChanceOfDust = params->GetFloat( "dust_prob" );
}
if( params->FindKey( "update_rate" ) )
{
m_flUpdateRate = params->GetFloat( "update_rate" );
}
if( params->FindKey( "enable_flicker" ) )
{
m_bEnableFlicker = params->GetInt( "enable_flicker" );
}
if( params->FindKey( "flicker_alpha" ) )
{
m_nFlickerAlpha = params->GetInt( "flicker_alpha" );
}
if( params->FindKey( "effect_alpha" ) )
{
m_flEffectAlpha = params->GetFloat( "effect_alpha" );
}
}
//-----------------------------------------------------------------------------
// Draws a quad to resolve accumulation buffer samples as needed
//-----------------------------------------------------------------------------
void CFilmGrainEffect::DrawSplotch( float x, float y, float flWidth, float flHeight, float u, float v, float uWidth, float vWidth, int orientation, int alpha )
{
float flAlpha = ( alpha / 255.0f ) * m_flEffectAlpha;
float tempU[4] = { u, u, u+uWidth, u+uWidth };
float tempV[4] = { v, v+vWidth, v+vWidth, v };
float _u[4], _v[4];
for( int i=0;i<4;i++ )
{
_u[ (i + orientation)%4 ] = tempU[ i ];
_v[ (i + orientation)%4 ] = tempV[ i ];
}
CMatRenderContextPtr pRenderContext( materials );
IMesh *pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( x, y, 0.0f ); // Upper left
meshBuilder.TexCoord2f( 0, _u[0], _v[0] );
meshBuilder.Color4f( 1.0f, 1.0f, 1.0f, flAlpha );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x, y+flHeight, 0.0f ); // Lower left
meshBuilder.TexCoord2f( 0, _u[1], _v[1] );
meshBuilder.Color4f( 1.0f, 1.0f, 1.0f, flAlpha );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x+flWidth, y+flHeight, 0.0 ); // Lower right
meshBuilder.TexCoord2f( 0, _u[2], _v[2] );
meshBuilder.Color4f( 1.0f, 1.0f, 1.0f, flAlpha );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x+flWidth, y, 0.0 ); // Upper right
meshBuilder.TexCoord2f( 0, _u[3], _v[3] );
meshBuilder.Color4f( 1.0f, 1.0f, 1.0f, flAlpha );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PopMatrix();
}
//------------------------------------------------------------------------------
// CFilmGrainEffect render
//------------------------------------------------------------------------------
void CFilmGrainEffect::Render( int x, int y, int w, int h )
{
if( !m_bEnable )
return;
int nTime = (int)(gpGlobals->curtime * m_flUpdateRate);
// Set up random offsets for grain texture
float flBiasU = RandomFloat();
float flBiasV = RandomFloat();
float flScaleU = w / 256.0f;
float flScaleV = h / 256.0f;
flBiasU *= w;
flBiasV *= h;
int paramCount = m_GrainMaterial->ShaderParamCount();
IMaterialVar **pParams = m_GrainMaterial->GetShaderParams();
for( int i=0;i<paramCount;i++ )
{
IMaterialVar *pVar = pParams[i];
// alpha operates from 1.0 -> m_NoiseScale.w
float alpha = 1.0 - ( 1.0 - m_NoiseScale.w ) * m_flEffectAlpha;
if( !Q_stricmp( pVar->GetName(), "$noisescale" ) )
{
if( g_pMaterialSystemHardwareConfig->GetDXSupportLevel()<=70 )
{
pVar->SetVecValue( m_NoiseScale.x*g_flDX7NoiseScale * m_flEffectAlpha,
m_NoiseScale.y*g_flDX7NoiseScale * m_flEffectAlpha,
m_NoiseScale.z*g_flDX7NoiseScale * m_flEffectAlpha,
alpha );
}
else
{
pVar->SetVecValue( m_NoiseScale.x * m_flEffectAlpha,
m_NoiseScale.y * m_flEffectAlpha,
m_NoiseScale.z * m_flEffectAlpha,
alpha );
}
}
}
// Render Effect
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_GrainMaterial );
if( m_bSplitScreen )
{
DrawSplotch( 0.0f, -1.0f, 2.0f, 2.0f, flBiasU, flBiasV, flScaleU, flScaleV, 0 );
}
else
{
DrawSplotch( -1.0f, -1.0f, 2.0f, 2.0f, flBiasU, flBiasV, flScaleU, flScaleV, 0 );
}
int screenWidth, screenHeight;
pRenderContext->GetRenderTargetDimensions( screenWidth, screenHeight );
// Now let's do the flicker
if( m_bEnableFlicker )
{
if( !IsErrorMaterial( m_pFlickerMaterial ) )
{
m_pFlickerMaterial->Refresh();
m_pFlickerMaterial->SetMaterialVarFlag( MATERIAL_VAR_VERTEXALPHA, true );
pRenderContext->Bind( m_pFlickerMaterial );
int nFlickerAlpha = (int)( m_nFlickerAlpha * m_flEffectAlpha );
if( !m_bSplitScreen )
{
DrawSplotch( -1.0f, -1.0f, 2.0f, 2.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0, nFlickerAlpha );
}
else
{
DrawSplotch( 0.0f, -1.0f, 2.0f, 2.0f, 0.5f, 1.0f, 0.5f, -1.0f, 0, nFlickerAlpha );
}
}
}
// Now for some dust particles
if( nTime!=m_nCachedParticleTime )
{
// Need to regenerate our dust particles
m_CachedParticles.RemoveAll();
m_nCachedParticleTime = nTime;
float flDustProb = RandomFloat( 0.0f, 1.0f );
if( flDustProb < m_flChanceOfDust )
{
int numDustParticles = RandomInt( 0, m_nMaxDustParticles );
for( int i=0;i<numDustParticles;i++ )
{
FilmDustParticle_t particle;
particle.m_nChannel = RandomInt( 0, 2 );
particle.m_flPositionX = RandomFloat( -1.0f, 1.0f );
particle.m_flPositionY = RandomFloat( -1.0f, 1.0f );
particle.m_nOrientation = RandomInt( 0, 3 );
particle.m_nSplotchIndex = RandomInt( 0, 15 );
clamp( particle.m_nSplotchIndex, 0, 15 );
particle.m_flHeight = RandomFloat( m_flMinDustSize, m_flMaxDustSize );
particle.m_flWidth = particle.m_flHeight * (float)screenHeight / (float)screenWidth;
if( (!m_bSplitScreen) || (particle.m_flPositionX-particle.m_flWidth > 0.0f) )
{
m_CachedParticles.AddToTail( particle );
}
}
}
}
for( int i=0;i<m_CachedParticles.Count();i++ )
{
FilmDustParticle_t *particle = &m_CachedParticles[i];
float channelSelect[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
channelSelect[ particle->m_nChannel ] = 1.0f;
paramCount = m_DustMaterial->ShaderParamCount();
pParams = m_DustMaterial->GetShaderParams();
for( int i=0;i<paramCount;i++ )
{
IMaterialVar *pVar = pParams[i];
if( !Q_stricmp( pVar->GetName(), "$channel_select" ) )
{
pVar->SetVecValue( channelSelect[0], channelSelect[1], channelSelect[2], channelSelect[3] );
}
}
float flUOffset = (particle->m_nSplotchIndex % 4) / 4.0f;
float flVOffset = (particle->m_nSplotchIndex / 4) / 4.0f;
pRenderContext->Bind( m_DustMaterial );
DrawSplotch( particle->m_flPositionX, particle->m_flPositionY, particle->m_flWidth * m_flEffectAlpha, particle->m_flHeight * m_flEffectAlpha,
flUOffset, flVOffset, 0.25f, 0.25f, particle->m_nOrientation );
}
}
//------------------------------------------------------------------------------
// Console Interface
//------------------------------------------------------------------------------
static void EnableFilmGrain( IConVar *pConVar, char const *pOldString, float flOldValue )
{
ConVarRef var( pConVar );
if( var.GetBool() )
{
g_pScreenSpaceEffects->EnableScreenSpaceEffect( "filmgrain" );
}
else
{
g_pScreenSpaceEffects->DisableScreenSpaceEffect( "filmgrain" );
}
}
static ConVar mat_filmgrain( "mat_filmgrain", "0", FCVAR_CLIENTDLL, "Enable/disable film grain post effect", EnableFilmGrain );