mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 09:03:01 +00:00
331 lines
12 KiB
C++
331 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Functionality to render a glowing outline around client renderable objects.
|
|
//
|
|
//===============================================================================
|
|
|
|
#include "cbase.h"
|
|
#include "glow_outline_effect.h"
|
|
#include "model_types.h"
|
|
#include "shaderapi/ishaderapi.h"
|
|
#include "materialsystem/imaterialvar.h"
|
|
#include "materialsystem/itexture.h"
|
|
#include "view_shared.h"
|
|
#include "viewpostprocess.h"
|
|
|
|
#define FULL_FRAME_TEXTURE "_rt_FullFrameFB"
|
|
|
|
#ifdef GLOWS_ENABLE
|
|
|
|
ConVar glow_outline_effect_enable( "glow_outline_effect_enable", "1", FCVAR_ARCHIVE, "Enable entity outline glow effects." );
|
|
ConVar glow_outline_effect_width( "glow_outline_width", "10.0f", FCVAR_CHEAT, "Width of glow outline effect in screen space." );
|
|
|
|
extern bool g_bDumpRenderTargets; // in viewpostprocess.cpp
|
|
|
|
CGlowObjectManager g_GlowObjectManager;
|
|
|
|
struct ShaderStencilState_t
|
|
{
|
|
bool m_bEnable;
|
|
StencilOperation_t m_FailOp;
|
|
StencilOperation_t m_ZFailOp;
|
|
StencilOperation_t m_PassOp;
|
|
StencilComparisonFunction_t m_CompareFunc;
|
|
int m_nReferenceValue;
|
|
uint32 m_nTestMask;
|
|
uint32 m_nWriteMask;
|
|
|
|
ShaderStencilState_t()
|
|
{
|
|
m_bEnable = false;
|
|
m_PassOp = m_FailOp = m_ZFailOp = STENCILOPERATION_KEEP;
|
|
m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
|
|
m_nReferenceValue = 0;
|
|
m_nTestMask = m_nWriteMask = 0xFFFFFFFF;
|
|
}
|
|
|
|
void SetStencilState( CMatRenderContextPtr &pRenderContext )
|
|
{
|
|
pRenderContext->SetStencilEnable( m_bEnable );
|
|
pRenderContext->SetStencilFailOperation( m_FailOp );
|
|
pRenderContext->SetStencilZFailOperation( m_ZFailOp );
|
|
pRenderContext->SetStencilPassOperation( m_PassOp );
|
|
pRenderContext->SetStencilCompareFunction( m_CompareFunc );
|
|
pRenderContext->SetStencilReferenceValue( m_nReferenceValue );
|
|
pRenderContext->SetStencilTestMask( m_nTestMask );
|
|
pRenderContext->SetStencilWriteMask( m_nWriteMask );
|
|
}
|
|
};
|
|
|
|
void CGlowObjectManager::RenderGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot )
|
|
{
|
|
if ( g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_0() )
|
|
{
|
|
if ( glow_outline_effect_enable.GetBool() )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
int nX, nY, nWidth, nHeight;
|
|
pRenderContext->GetViewport( nX, nY, nWidth, nHeight );
|
|
|
|
PIXEvent _pixEvent( pRenderContext, "EntityGlowEffects" );
|
|
ApplyEntityGlowEffects( pSetup, nSplitScreenSlot, pRenderContext, glow_outline_effect_width.GetFloat(), nX, nY, nWidth, nHeight );
|
|
}
|
|
}
|
|
}
|
|
|
|
static void SetRenderTargetAndViewPort( ITexture *rt, int w, int h )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->SetRenderTarget(rt);
|
|
pRenderContext->Viewport(0,0,w,h);
|
|
}
|
|
|
|
void CGlowObjectManager::RenderGlowModels( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext )
|
|
{
|
|
//==========================================================================================//
|
|
// This renders solid pixels with the correct coloring for each object that needs the glow. //
|
|
// After this function returns, this image will then be blurred and added into the frame //
|
|
// buffer with the objects stenciled out. //
|
|
//==========================================================================================//
|
|
pRenderContext->PushRenderTargetAndViewport();
|
|
|
|
// Save modulation color and blend
|
|
Vector vOrigColor;
|
|
render->GetColorModulation( vOrigColor.Base() );
|
|
float flOrigBlend = render->GetBlend();
|
|
|
|
// Get pointer to FullFrameFB
|
|
ITexture *pRtFullFrame = NULL;
|
|
pRtFullFrame = materials->FindTexture( FULL_FRAME_TEXTURE, TEXTURE_GROUP_RENDER_TARGET );
|
|
|
|
SetRenderTargetAndViewPort( pRtFullFrame, pSetup->width, pSetup->height );
|
|
|
|
pRenderContext->ClearColor3ub( 0, 0, 0 );
|
|
pRenderContext->ClearBuffers( true, false, false );
|
|
|
|
// Set override material for glow color
|
|
IMaterial *pMatGlowColor = NULL;
|
|
|
|
pMatGlowColor = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true );
|
|
g_pStudioRender->ForcedMaterialOverride( pMatGlowColor );
|
|
|
|
ShaderStencilState_t stencilState;
|
|
stencilState.m_bEnable = false;
|
|
stencilState.m_nReferenceValue = 0;
|
|
stencilState.m_nTestMask = 0xFF;
|
|
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
|
|
stencilState.m_PassOp = STENCILOPERATION_KEEP;
|
|
stencilState.m_FailOp = STENCILOPERATION_KEEP;
|
|
stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
|
|
|
|
stencilState.SetStencilState( pRenderContext );
|
|
|
|
//==================//
|
|
// Draw the objects //
|
|
//==================//
|
|
for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
|
|
{
|
|
if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) )
|
|
continue;
|
|
|
|
render->SetBlend( m_GlowObjectDefinitions[i].m_flGlowAlpha );
|
|
Vector vGlowColor = m_GlowObjectDefinitions[i].m_vGlowColor * m_GlowObjectDefinitions[i].m_flGlowAlpha;
|
|
render->SetColorModulation( &vGlowColor[0] ); // This only sets rgb, not alpha
|
|
|
|
m_GlowObjectDefinitions[i].DrawModel();
|
|
}
|
|
|
|
if ( g_bDumpRenderTargets )
|
|
{
|
|
DumpTGAofRenderTarget( pSetup->width, pSetup->height, "GlowModels" );
|
|
}
|
|
|
|
g_pStudioRender->ForcedMaterialOverride( NULL );
|
|
render->SetColorModulation( vOrigColor.Base() );
|
|
render->SetBlend( flOrigBlend );
|
|
|
|
ShaderStencilState_t stencilStateDisable;
|
|
stencilStateDisable.m_bEnable = false;
|
|
stencilStateDisable.SetStencilState( pRenderContext );
|
|
|
|
pRenderContext->PopRenderTargetAndViewport();
|
|
}
|
|
|
|
void CGlowObjectManager::ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h )
|
|
{
|
|
//=======================================================//
|
|
// Render objects into stencil buffer //
|
|
//=======================================================//
|
|
// Set override shader to the same simple shader we use to render the glow models
|
|
IMaterial *pMatGlowColor = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true );
|
|
g_pStudioRender->ForcedMaterialOverride( pMatGlowColor );
|
|
|
|
ShaderStencilState_t stencilStateDisable;
|
|
stencilStateDisable.m_bEnable = false;
|
|
float flSavedBlend = render->GetBlend();
|
|
|
|
// Set alpha to 0 so we don't touch any color pixels
|
|
render->SetBlend( 0.0f );
|
|
pRenderContext->OverrideDepthEnable( true, false );
|
|
|
|
int iNumGlowObjects = 0;
|
|
|
|
for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
|
|
{
|
|
if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) )
|
|
continue;
|
|
|
|
if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded || m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
|
|
{
|
|
if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
|
|
{
|
|
ShaderStencilState_t stencilState;
|
|
stencilState.m_bEnable = true;
|
|
stencilState.m_nReferenceValue = 1;
|
|
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
|
|
stencilState.m_PassOp = STENCILOPERATION_REPLACE;
|
|
stencilState.m_FailOp = STENCILOPERATION_KEEP;
|
|
stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;
|
|
|
|
stencilState.SetStencilState( pRenderContext );
|
|
|
|
m_GlowObjectDefinitions[i].DrawModel();
|
|
}
|
|
else if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded )
|
|
{
|
|
ShaderStencilState_t stencilState;
|
|
stencilState.m_bEnable = true;
|
|
stencilState.m_nReferenceValue = 1;
|
|
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
|
|
stencilState.m_PassOp = STENCILOPERATION_KEEP;
|
|
stencilState.m_FailOp = STENCILOPERATION_KEEP;
|
|
stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;
|
|
|
|
stencilState.SetStencilState( pRenderContext );
|
|
|
|
m_GlowObjectDefinitions[i].DrawModel();
|
|
}
|
|
else if ( m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
|
|
{
|
|
ShaderStencilState_t stencilState;
|
|
stencilState.m_bEnable = true;
|
|
stencilState.m_nReferenceValue = 2;
|
|
stencilState.m_nTestMask = 0x1;
|
|
stencilState.m_nWriteMask = 0x3;
|
|
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL;
|
|
stencilState.m_PassOp = STENCILOPERATION_INCRSAT;
|
|
stencilState.m_FailOp = STENCILOPERATION_KEEP;
|
|
stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;
|
|
|
|
stencilState.SetStencilState( pRenderContext );
|
|
|
|
m_GlowObjectDefinitions[i].DrawModel();
|
|
}
|
|
}
|
|
|
|
iNumGlowObjects++;
|
|
}
|
|
|
|
// Need to do a 2nd pass to warm stencil for objects which are rendered only when occluded
|
|
for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
|
|
{
|
|
if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) )
|
|
continue;
|
|
|
|
if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && !m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
|
|
{
|
|
ShaderStencilState_t stencilState;
|
|
stencilState.m_bEnable = true;
|
|
stencilState.m_nReferenceValue = 2;
|
|
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
|
|
stencilState.m_PassOp = STENCILOPERATION_REPLACE;
|
|
stencilState.m_FailOp = STENCILOPERATION_KEEP;
|
|
stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
|
|
stencilState.SetStencilState( pRenderContext );
|
|
|
|
m_GlowObjectDefinitions[i].DrawModel();
|
|
}
|
|
}
|
|
|
|
pRenderContext->OverrideDepthEnable( false, false );
|
|
render->SetBlend( flSavedBlend );
|
|
stencilStateDisable.SetStencilState( pRenderContext );
|
|
g_pStudioRender->ForcedMaterialOverride( NULL );
|
|
|
|
// If there aren't any objects to glow, don't do all this other stuff
|
|
// this fixes a bug where if there are glow objects in the list, but none of them are glowing,
|
|
// the whole screen blooms.
|
|
if ( iNumGlowObjects <= 0 )
|
|
return;
|
|
|
|
//=============================================
|
|
// Render the glow colors to _rt_FullFrameFB
|
|
//=============================================
|
|
{
|
|
PIXEvent pixEvent( pRenderContext, "RenderGlowModels" );
|
|
RenderGlowModels( pSetup, nSplitScreenSlot, pRenderContext );
|
|
}
|
|
|
|
// Get viewport
|
|
int nSrcWidth = pSetup->width;
|
|
int nSrcHeight = pSetup->height;
|
|
int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
|
|
pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
|
|
|
|
// Get material and texture pointers
|
|
ITexture *pRtQuarterSize1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET );
|
|
|
|
{
|
|
//=======================================================================================================//
|
|
// At this point, pRtQuarterSize0 is filled with the fully colored glow around everything as solid glowy //
|
|
// blobs. Now we need to stencil out the original objects by only writing pixels that have no //
|
|
// stencil bits set in the range we care about. //
|
|
//=======================================================================================================//
|
|
IMaterial *pMatHaloAddToScreen = materials->FindMaterial( "dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, true );
|
|
|
|
// Do not fade the glows out at all (weight = 1.0)
|
|
IMaterialVar *pDimVar = pMatHaloAddToScreen->FindVar( "$C0_X", NULL );
|
|
pDimVar->SetFloatValue( 1.0f );
|
|
|
|
// Set stencil state
|
|
ShaderStencilState_t stencilState;
|
|
stencilState.m_bEnable = true;
|
|
stencilState.m_nWriteMask = 0x0; // We're not changing stencil
|
|
stencilState.m_nTestMask = 0xFF;
|
|
stencilState.m_nReferenceValue = 0x0;
|
|
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL;
|
|
stencilState.m_PassOp = STENCILOPERATION_KEEP;
|
|
stencilState.m_FailOp = STENCILOPERATION_KEEP;
|
|
stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
|
|
stencilState.SetStencilState( pRenderContext );
|
|
|
|
// Draw quad
|
|
pRenderContext->DrawScreenSpaceRectangle( pMatHaloAddToScreen, 0, 0, nViewportWidth, nViewportHeight,
|
|
0.0f, -0.5f, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1,
|
|
pRtQuarterSize1->GetActualWidth(),
|
|
pRtQuarterSize1->GetActualHeight() );
|
|
|
|
stencilStateDisable.SetStencilState( pRenderContext );
|
|
}
|
|
}
|
|
|
|
void CGlowObjectManager::GlowObjectDefinition_t::DrawModel()
|
|
{
|
|
if ( m_hEntity.Get() )
|
|
{
|
|
m_hEntity->DrawModel( STUDIO_RENDER );
|
|
C_BaseEntity *pAttachment = m_hEntity->FirstMoveChild();
|
|
|
|
while ( pAttachment != NULL )
|
|
{
|
|
if ( !g_GlowObjectManager.HasGlowEffect( pAttachment ) && pAttachment->ShouldDraw() )
|
|
{
|
|
pAttachment->DrawModel( STUDIO_RENDER );
|
|
}
|
|
pAttachment = pAttachment->NextMovePeer();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // GLOWS_ENABLE
|