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https://github.com/nillerusr/source-engine.git
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219 lines
6.5 KiB
C++
219 lines
6.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Functionality to render a glowing outline around client renderable objects.
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//
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//===============================================================================
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#ifndef GLOW_OUTLINE_EFFECT_H
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#define GLOW_OUTLINE_EFFECT_H
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#if defined( COMPILER_MSVC )
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#pragma once
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#endif
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#include "utlvector.h"
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#include "mathlib/vector.h"
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#ifdef GLOWS_ENABLE
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class C_BaseEntity;
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class CViewSetup;
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class CMatRenderContextPtr;
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static const int GLOW_FOR_ALL_SPLIT_SCREEN_SLOTS = -1;
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class CGlowObjectManager
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{
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public:
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CGlowObjectManager() :
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m_nFirstFreeSlot( GlowObjectDefinition_t::END_OF_FREE_LIST )
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{
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}
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int RegisterGlowObject( C_BaseEntity *pEntity, const Vector &vGlowColor, float flGlowAlpha, bool bRenderWhenOccluded, bool bRenderWhenUnoccluded, int nSplitScreenSlot )
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{
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int nIndex;
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if ( m_nFirstFreeSlot == GlowObjectDefinition_t::END_OF_FREE_LIST )
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{
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nIndex = m_GlowObjectDefinitions.AddToTail();
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}
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else
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{
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nIndex = m_nFirstFreeSlot;
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m_nFirstFreeSlot = m_GlowObjectDefinitions[nIndex].m_nNextFreeSlot;
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}
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m_GlowObjectDefinitions[nIndex].m_hEntity = pEntity;
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m_GlowObjectDefinitions[nIndex].m_vGlowColor = vGlowColor;
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m_GlowObjectDefinitions[nIndex].m_flGlowAlpha = flGlowAlpha;
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m_GlowObjectDefinitions[nIndex].m_bRenderWhenOccluded = bRenderWhenOccluded;
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m_GlowObjectDefinitions[nIndex].m_bRenderWhenUnoccluded = bRenderWhenUnoccluded;
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m_GlowObjectDefinitions[nIndex].m_nSplitScreenSlot = nSplitScreenSlot;
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m_GlowObjectDefinitions[nIndex].m_nNextFreeSlot = GlowObjectDefinition_t::ENTRY_IN_USE;
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return nIndex;
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}
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void UnregisterGlowObject( int nGlowObjectHandle )
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{
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Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
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m_GlowObjectDefinitions[nGlowObjectHandle].m_nNextFreeSlot = m_nFirstFreeSlot;
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m_GlowObjectDefinitions[nGlowObjectHandle].m_hEntity = NULL;
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m_nFirstFreeSlot = nGlowObjectHandle;
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}
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void SetEntity( int nGlowObjectHandle, C_BaseEntity *pEntity )
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{
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Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
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m_GlowObjectDefinitions[nGlowObjectHandle].m_hEntity = pEntity;
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}
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void SetColor( int nGlowObjectHandle, const Vector &vGlowColor )
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{
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Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
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m_GlowObjectDefinitions[nGlowObjectHandle].m_vGlowColor = vGlowColor;
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}
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void SetAlpha( int nGlowObjectHandle, float flAlpha )
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{
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Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
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m_GlowObjectDefinitions[nGlowObjectHandle].m_flGlowAlpha = flAlpha;
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}
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void SetRenderFlags( int nGlowObjectHandle, bool bRenderWhenOccluded, bool bRenderWhenUnoccluded )
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{
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Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
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m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenOccluded = bRenderWhenOccluded;
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m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenUnoccluded = bRenderWhenUnoccluded;
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}
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bool IsRenderingWhenOccluded( int nGlowObjectHandle ) const
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{
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Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
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return m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenOccluded;
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}
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bool IsRenderingWhenUnoccluded( int nGlowObjectHandle ) const
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{
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Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() );
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return m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenUnoccluded;
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}
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bool HasGlowEffect( C_BaseEntity *pEntity ) const
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{
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for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
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{
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if ( !m_GlowObjectDefinitions[i].IsUnused() && m_GlowObjectDefinitions[i].m_hEntity.Get() == pEntity )
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{
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return true;
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}
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}
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return false;
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}
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void RenderGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot );
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private:
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void RenderGlowModels( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext );
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void ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h );
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struct GlowObjectDefinition_t
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{
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bool ShouldDraw( int nSlot ) const
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{
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return m_hEntity.Get() &&
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( m_nSplitScreenSlot == GLOW_FOR_ALL_SPLIT_SCREEN_SLOTS || m_nSplitScreenSlot == nSlot ) &&
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( m_bRenderWhenOccluded || m_bRenderWhenUnoccluded ) &&
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m_hEntity->ShouldDraw() &&
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!m_hEntity->IsDormant();
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}
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bool IsUnused() const { return m_nNextFreeSlot != GlowObjectDefinition_t::ENTRY_IN_USE; }
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void DrawModel();
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EHANDLE m_hEntity;
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Vector m_vGlowColor;
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float m_flGlowAlpha;
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bool m_bRenderWhenOccluded;
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bool m_bRenderWhenUnoccluded;
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int m_nSplitScreenSlot;
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// Linked list of free slots
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int m_nNextFreeSlot;
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// Special values for GlowObjectDefinition_t::m_nNextFreeSlot
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static const int END_OF_FREE_LIST = -1;
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static const int ENTRY_IN_USE = -2;
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};
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CUtlVector< GlowObjectDefinition_t > m_GlowObjectDefinitions;
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int m_nFirstFreeSlot;
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};
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extern CGlowObjectManager g_GlowObjectManager;
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class CGlowObject
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{
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public:
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CGlowObject( C_BaseEntity *pEntity, const Vector &vGlowColor = Vector( 1.0f, 1.0f, 1.0f ), float flGlowAlpha = 1.0f, bool bRenderWhenOccluded = false, bool bRenderWhenUnoccluded = false, int nSplitScreenSlot = GLOW_FOR_ALL_SPLIT_SCREEN_SLOTS )
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{
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m_nGlowObjectHandle = g_GlowObjectManager.RegisterGlowObject( pEntity, vGlowColor, flGlowAlpha, bRenderWhenOccluded, bRenderWhenUnoccluded, nSplitScreenSlot );
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}
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~CGlowObject()
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{
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g_GlowObjectManager.UnregisterGlowObject( m_nGlowObjectHandle );
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}
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void SetEntity( C_BaseEntity *pEntity )
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{
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g_GlowObjectManager.SetEntity( m_nGlowObjectHandle, pEntity );
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}
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void SetColor( const Vector &vGlowColor )
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{
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g_GlowObjectManager.SetColor( m_nGlowObjectHandle, vGlowColor );
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}
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void SetAlpha( float flAlpha )
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{
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g_GlowObjectManager.SetAlpha( m_nGlowObjectHandle, flAlpha );
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}
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void SetRenderFlags( bool bRenderWhenOccluded, bool bRenderWhenUnoccluded )
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{
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g_GlowObjectManager.SetRenderFlags( m_nGlowObjectHandle, bRenderWhenOccluded, bRenderWhenUnoccluded );
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}
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bool IsRenderingWhenOccluded() const
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{
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return g_GlowObjectManager.IsRenderingWhenOccluded( m_nGlowObjectHandle );
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}
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bool IsRenderingWhenUnoccluded() const
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{
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return g_GlowObjectManager.IsRenderingWhenUnoccluded( m_nGlowObjectHandle );
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}
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bool IsRendering() const
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{
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return IsRenderingWhenOccluded() || IsRenderingWhenUnoccluded();
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}
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// Add more accessors/mutators here as needed
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private:
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int m_nGlowObjectHandle;
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// Assignment & copy-construction disallowed
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CGlowObject( const CGlowObject &other );
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CGlowObject& operator=( const CGlowObject &other );
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};
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#endif // GLOWS_ENABLE
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#endif // GLOW_OUTLINE_EFFECT_H
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