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