//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
# include "cbase.h"
# include "view.h"
# include "iviewrender.h"
# include "c_sun.h"
# include "particles_simple.h"
# include "clienteffectprecachesystem.h"
# include "c_pixel_visibility.h"
# include "glow_overlay.h"
# include "utllinkedlist.h"
# include "view_shared.h"
# include "tier0/vprof.h"
# include "materialsystem/imaterialvar.h"
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
CLIENTEFFECT_REGISTER_BEGIN ( PrecacheEffectGlow )
CLIENTEFFECT_MATERIAL ( " sun/overlay " )
CLIENTEFFECT_MATERIAL ( " sprites/light_glow02_add_noz " )
CLIENTEFFECT_REGISTER_END ( )
class CGlowOverlaySystem : public CAutoGameSystem
{
public :
CGlowOverlaySystem ( ) : CAutoGameSystem ( " CGlowOverlaySystem " )
{
}
// Level init, shutdown
virtual void LevelInitPreEntity ( ) { }
virtual void LevelShutdownPostEntity ( )
{
m_GlowOverlays . PurgeAndDeleteElements ( ) ;
}
unsigned short AddToOverlayList ( CGlowOverlay * pGlow )
{
return m_GlowOverlays . AddToTail ( pGlow ) ;
}
void RemoveFromOverlayList ( unsigned short handle )
{
if ( handle ! = m_GlowOverlays . InvalidIndex ( ) )
{
m_GlowOverlays . Remove ( handle ) ;
}
}
CUtlLinkedList < CGlowOverlay * , unsigned short > m_GlowOverlays ;
} ;
CGlowOverlaySystem g_GlowOverlaySystem ;
ConVar cl_ShowSunVectors ( " cl_ShowSunVectors " , " 0 " , 0 ) ;
ConVar cl_sun_decay_rate ( " cl_sun_decay_rate " , " 0.05 " , FCVAR_CHEAT ) ;
// Dot product space the overlays are drawn in.
// Here it's setup to allow you to see it if you're looking within 40 degrees of the source.
float g_flOverlayRange = cos ( DEG2RAD ( 40 ) ) ;
// ----------------------------------------------------------------------------- //
// ----------------------------------------------------------------------------- //
void Do2DRotation ( Vector vIn , Vector & vOut , float flDegrees , int i1 , int i2 , int i3 )
{
float c , s ;
SinCos ( DEG2RAD ( flDegrees ) , & s , & c ) ;
vOut [ i1 ] = vIn [ i1 ] * c - vIn [ i2 ] * s ;
vOut [ i2 ] = vIn [ i1 ] * s + vIn [ i2 ] * c ;
vOut [ i3 ] = vIn [ i3 ] ;
}
// ----------------------------------------------------------------------------- //
// ----------------------------------------------------------------------------- //
CGlowOverlay : : CGlowOverlay ( )
{
m_ListIndex = 0xFFFF ;
m_nSprites = 0 ;
m_flGlowObstructionScale = 0.0f ;
m_bDirectional = false ;
m_bInSky = false ;
m_skyObstructionScale = 1.0f ;
m_bActivated = false ;
m_flProxyRadius = 2.0f ;
m_queryHandle = 0 ;
m_flHDRColorScale = 1.0f ;
//Init our sprites
for ( int i = 0 ; i < MAX_SUN_LAYERS ; i + + )
{
m_Sprites [ i ] . m_vColor . Init ( ) ;
m_Sprites [ i ] . m_flHorzSize = 1.0f ;
m_Sprites [ i ] . m_flVertSize = 1.0f ;
m_Sprites [ i ] . m_pMaterial = NULL ;
}
# ifdef PORTAL
for ( int i = 0 ; i ! = MAX_PORTAL_RECURSIVE_VIEWS ; + + i )
{
m_skyObstructionScaleBackups [ i ] = 1.0f ;
}
# endif
}
CGlowOverlay : : ~ CGlowOverlay ( )
{
g_GlowOverlaySystem . RemoveFromOverlayList ( m_ListIndex ) ;
}
bool CGlowOverlay : : Update ( )
{
return true ;
}
ConVar building_cubemaps ( " building_cubemaps " , " 0 " ) ;
float CGlowOverlay : : CalcGlowAspect ( )
{
if ( m_nSprites )
{
if ( m_Sprites [ 0 ] . m_flHorzSize ! = 0 & & m_Sprites [ 0 ] . m_flVertSize ! = 0 )
return m_Sprites [ 0 ] . m_flHorzSize / m_Sprites [ 0 ] . m_flVertSize ;
}
return 1.0f ;
}
void CGlowOverlay : : UpdateSkyGlowObstruction ( float zFar , bool bCacheFullSceneState )
{
Assert ( m_bInSky ) ;
// If we already cached the sky obstruction and are still using that, early-out
if ( bCacheFullSceneState & & m_bCacheSkyObstruction )
return ;
// Turning on sky obstruction caching mode
if ( bCacheFullSceneState & & ! m_bCacheSkyObstruction )
{
m_bCacheSkyObstruction = true ;
}
// Turning off sky obstruction caching mode
if ( ! bCacheFullSceneState & & m_bCacheSkyObstruction )
{
m_bCacheSkyObstruction = false ;
}
if ( PixelVisibility_IsAvailable ( ) )
{
// Trace a ray at the object.
Vector pos = CurrentViewOrigin ( ) + m_vDirection * zFar * 0.99f ; //9f;
// UNDONE: Can probably do only the pixelvis query in this case if you can figure out where
// to put it - or save the position of this trace
pixelvis_queryparams_t params ;
params . Init ( pos , m_flProxyRadius ) ;
params . bSizeInScreenspace = true ;
m_skyObstructionScale = PixelVisibility_FractionVisible ( params , & m_queryHandle ) ;
return ;
}
// Trace a ray at the object.
trace_t trace ;
UTIL_TraceLine ( CurrentViewOrigin ( ) , CurrentViewOrigin ( ) + ( m_vDirection * MAX_TRACE_LENGTH ) ,
CONTENTS_SOLID , NULL , COLLISION_GROUP_NONE , & trace ) ;
// back the trace with a pixel query to occlude with models
if ( trace . surface . flags & SURF_SKY )
{
m_skyObstructionScale = 1.0f ;
}
else
{
m_skyObstructionScale = 0.0f ;
}
}
void CGlowOverlay : : UpdateGlowObstruction ( const Vector & vToGlow , bool bCacheFullSceneState )
{
// If we already cached the glow obstruction and are still using that, early-out
if ( bCacheFullSceneState & & m_bCacheGlowObstruction )
return ;
if ( bCacheFullSceneState & & ! m_bCacheGlowObstruction ) // If turning on sky obstruction caching mode
{
m_bCacheGlowObstruction = true ;
}
if ( ! bCacheFullSceneState & & m_bCacheGlowObstruction )
{
m_bCacheGlowObstruction = false ;
}
if ( PixelVisibility_IsAvailable ( ) )
{
if ( m_bInSky )
{
const CViewSetup * pViewSetup = view - > GetViewSetup ( ) ;
Vector pos = CurrentViewOrigin ( ) + m_vDirection * ( pViewSetup - > zFar * 0.999f ) ;
pixelvis_queryparams_t params ;
params . Init ( pos , m_flProxyRadius , CalcGlowAspect ( ) ) ;
params . bSizeInScreenspace = true ;
// use a pixel query to occlude with models
m_flGlowObstructionScale = PixelVisibility_FractionVisible ( params , & m_queryHandle ) * m_skyObstructionScale ;
}
else
{
// If it's not in the sky, then we need a valid position or else we don't
// know what's in front of it.
Assert ( ! m_bDirectional ) ;
pixelvis_queryparams_t params ;
params . Init ( m_vPos , m_flProxyRadius , CalcGlowAspect ( ) ) ;
m_flGlowObstructionScale = PixelVisibility_FractionVisible ( params , & m_queryHandle ) ;
}
return ;
}
bool bFade = false ;
if ( m_bInSky )
{
// Trace a ray at the object.
trace_t trace ;
UTIL_TraceLine ( CurrentViewOrigin ( ) , CurrentViewOrigin ( ) + ( vToGlow * MAX_TRACE_LENGTH ) ,
CONTENTS_SOLID , NULL , COLLISION_GROUP_NONE , & trace ) ;
bFade = ( trace . fraction < 1 & & ! ( trace . surface . flags & SURF_SKY ) ) ;
}
else
{
// If it's not in the sky, then we need a valid position or else we don't
// know what's in front of it.
Assert ( ! m_bDirectional ) ;
pixelvis_queryparams_t params ;
params . Init ( m_vPos , m_flProxyRadius ) ;
bFade = PixelVisibility_FractionVisible ( params , & m_queryHandle ) < 1.0f ? true : false ;
}
if ( bFade )
{
if ( building_cubemaps . GetBool ( ) )
{
m_flGlowObstructionScale = 0.0f ;
}
else
{
m_flGlowObstructionScale - = gpGlobals - > frametime / cl_sun_decay_rate . GetFloat ( ) ;
m_flGlowObstructionScale = MAX ( m_flGlowObstructionScale , 0.0f ) ;
}
}
else
{
if ( building_cubemaps . GetBool ( ) )
{
m_flGlowObstructionScale = 1.0f ;
}
else
{
m_flGlowObstructionScale + = gpGlobals - > frametime / cl_sun_decay_rate . GetFloat ( ) ;
m_flGlowObstructionScale = MIN ( m_flGlowObstructionScale , 1.0f ) ;
}
}
}
void CGlowOverlay : : CalcSpriteColorAndSize (
float flDot ,
CGlowSprite * pSprite ,
float * flHorzSize ,
float * flVertSize ,
Vector * vColor )
{
// The overlay is largest and completely translucent at g_flOverlayRange.
// When the dot product is 1, then it's smaller and more opaque.
const float flSizeAtOverlayRangeMul = 150 ;
const float flSizeAtOneMul = 70 ;
const float flOpacityAtOverlayRange = 0 ;
const float flOpacityAtOne = 1 ;
// Figure out how big and how opaque it will be.
* flHorzSize = RemapValClamped (
flDot ,
g_flOverlayRange ,
1 ,
flSizeAtOverlayRangeMul * pSprite - > m_flHorzSize ,
flSizeAtOneMul * pSprite - > m_flHorzSize ) ;
* flVertSize = RemapValClamped (
flDot ,
g_flOverlayRange ,
1 ,
flSizeAtOverlayRangeMul * pSprite - > m_flVertSize ,
flSizeAtOneMul * pSprite - > m_flVertSize ) ;
float flOpacity = RemapValClamped (
flDot ,
g_flOverlayRange ,
1 ,
flOpacityAtOverlayRange ,
flOpacityAtOne ) ;
flOpacity = flOpacity * m_flGlowObstructionScale ;
* vColor = pSprite - > m_vColor * flOpacity ;
}
void CGlowOverlay : : CalcBasis (
const Vector & vToGlow ,
float flHorzSize ,
float flVertSize ,
Vector & vBasePt ,
Vector & vUp ,
Vector & vRight )
{
const float flOverlayDist = 100 ;
vBasePt = CurrentViewOrigin ( ) + vToGlow * flOverlayDist ;
vUp . Init ( 0 , 0 , 1 ) ;
vRight = vToGlow . Cross ( vUp ) ;
VectorNormalize ( vRight ) ;
vUp = vRight . Cross ( vToGlow ) ;
VectorNormalize ( vUp ) ;
vRight * = flHorzSize ;
vUp * = flVertSize ;
}
void CGlowOverlay : : Draw ( bool bCacheFullSceneState )
{
extern ConVar r_drawsprites ;
if ( ! r_drawsprites . GetBool ( ) )
return ;
// Get the vector to the sun.
Vector vToGlow ;
if ( m_bDirectional )
vToGlow = m_vDirection ;
else
vToGlow = m_vPos - CurrentViewOrigin ( ) ;
VectorNormalize ( vToGlow ) ;
float flDot = vToGlow . Dot ( CurrentViewForward ( ) ) ;
UpdateGlowObstruction ( vToGlow , bCacheFullSceneState ) ;
if ( m_flGlowObstructionScale = = 0 )
return ;
bool bWireframe = ShouldDrawInWireFrameMode ( ) | | ( r_drawsprites . GetInt ( ) = = 2 ) ;
CMatRenderContextPtr pRenderContext ( materials ) ;
for ( int iSprite = 0 ; iSprite < m_nSprites ; iSprite + + )
{
CGlowSprite * pSprite = & m_Sprites [ iSprite ] ;
// Figure out the color and size to draw it.
float flHorzSize , flVertSize ;
Vector vColor ;
CalcSpriteColorAndSize ( flDot , pSprite , & flHorzSize , & flVertSize , & vColor ) ;
// If we're alpha'd out, then don't bother
if ( vColor . LengthSqr ( ) < 0.00001f )
continue ;
// Setup the basis to draw the sprite.
Vector vBasePt , vUp , vRight ;
CalcBasis ( vToGlow , flHorzSize , flVertSize , vBasePt , vUp , vRight ) ;
//Get our diagonal radius
float radius = ( vRight + vUp ) . Length ( ) ;
if ( R_CullSphere ( view - > GetFrustum ( ) , 5 , & vBasePt , radius ) )
continue ;
// Get our material (deferred default load)
if ( m_Sprites [ iSprite ] . m_pMaterial = = NULL )
{
m_Sprites [ iSprite ] . m_pMaterial = materials - > FindMaterial ( " sprites/light_glow02_add_noz " , TEXTURE_GROUP_CLIENT_EFFECTS ) ;
}
Assert ( m_Sprites [ iSprite ] . m_pMaterial ) ;
static unsigned int nHDRColorScaleCache = 0 ;
IMaterialVar * pHDRColorScaleVar = m_Sprites [ iSprite ] . m_pMaterial - > FindVarFast ( " $hdrcolorscale " , & nHDRColorScaleCache ) ;
if ( pHDRColorScaleVar )
{
pHDRColorScaleVar - > SetFloatValue ( m_flHDRColorScale ) ;
}
// Draw the sprite.
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( false , 0 , 0 , m_Sprites [ iSprite ] . m_pMaterial ) ;
CMeshBuilder builder ;
builder . Begin ( pMesh , MATERIAL_QUADS , 1 ) ;
Vector vPt ;
vPt = vBasePt - vRight + vUp ;
builder . Position3fv ( vPt . Base ( ) ) ;
builder . Color4f ( VectorExpand ( vColor ) , 1 ) ;
builder . TexCoord2f ( 0 , 0 , 1 ) ;
builder . AdvanceVertex ( ) ;
vPt = vBasePt + vRight + vUp ;
builder . Position3fv ( vPt . Base ( ) ) ;
builder . Color4f ( VectorExpand ( vColor ) , 1 ) ;
builder . TexCoord2f ( 0 , 1 , 1 ) ;
builder . AdvanceVertex ( ) ;
vPt = vBasePt + vRight - vUp ;
builder . Position3fv ( vPt . Base ( ) ) ;
builder . Color4f ( VectorExpand ( vColor ) , 1 ) ;
builder . TexCoord2f ( 0 , 1 , 0 ) ;
builder . AdvanceVertex ( ) ;
vPt = vBasePt - vRight - vUp ;
builder . Position3fv ( vPt . Base ( ) ) ;
builder . Color4f ( VectorExpand ( vColor ) , 1 ) ;
builder . TexCoord2f ( 0 , 0 , 0 ) ;
builder . AdvanceVertex ( ) ;
builder . End ( false , true ) ;
if ( bWireframe )
{
IMaterial * pWireframeMaterial = materials - > FindMaterial ( " debug/debugwireframevertexcolor " , TEXTURE_GROUP_OTHER ) ;
pRenderContext - > Bind ( pWireframeMaterial ) ;
// Draw the sprite.
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( false , 0 , 0 , pWireframeMaterial ) ;
CMeshBuilder builder ;
builder . Begin ( pMesh , MATERIAL_QUADS , 1 ) ;
Vector vPt ;
vPt = vBasePt - vRight + vUp ;
builder . Position3fv ( vPt . Base ( ) ) ;
builder . Color3f ( 1.0f , 0.0f , 0.0f ) ;
builder . AdvanceVertex ( ) ;
vPt = vBasePt + vRight + vUp ;
builder . Position3fv ( vPt . Base ( ) ) ;
builder . Color3f ( 1.0f , 0.0f , 0.0f ) ;
builder . AdvanceVertex ( ) ;
vPt = vBasePt + vRight - vUp ;
builder . Position3fv ( vPt . Base ( ) ) ;
builder . Color3f ( 1.0f , 0.0f , 0.0f ) ;
builder . AdvanceVertex ( ) ;
vPt = vBasePt - vRight - vUp ;
builder . Position3fv ( vPt . Base ( ) ) ;
builder . Color3f ( 1.0f , 0.0f , 0.0f ) ;
builder . AdvanceVertex ( ) ;
builder . End ( false , true ) ;
}
}
}
void CGlowOverlay : : Activate ( )
{
m_bActivated = true ;
if ( m_ListIndex = = 0xFFFF )
{
m_ListIndex = g_GlowOverlaySystem . AddToOverlayList ( this ) ;
}
}
void CGlowOverlay : : Deactivate ( )
{
m_bActivated = false ;
}
void CGlowOverlay : : DrawOverlays ( bool bCacheFullSceneState )
{
VPROF ( " CGlowOverlay::DrawOverlays() " ) ;
CMatRenderContextPtr pRenderContext ( materials ) ;
bool bClippingEnabled = pRenderContext - > EnableClipping ( true ) ;
unsigned short iNext ;
for ( unsigned short i = g_GlowOverlaySystem . m_GlowOverlays . Head ( ) ; i ! = g_GlowOverlaySystem . m_GlowOverlays . InvalidIndex ( ) ; i = iNext )
{
iNext = g_GlowOverlaySystem . m_GlowOverlays . Next ( i ) ;
CGlowOverlay * pOverlay = g_GlowOverlaySystem . m_GlowOverlays [ i ] ;
if ( ! pOverlay - > m_bActivated )
continue ;
if ( pOverlay - > Update ( ) )
{
pRenderContext - > EnableClipping ( ( ( pOverlay - > m_bInSky ) ? ( false ) : ( bClippingEnabled ) ) ) ; //disable clipping in skybox, restore clipping to pre-existing state when not in skybox (it may be off as well)
pOverlay - > Draw ( bCacheFullSceneState ) ;
}
else
{
delete pOverlay ;
}
}
pRenderContext - > EnableClipping ( bClippingEnabled ) ; //restore clipping to original state
}
void CGlowOverlay : : UpdateSkyOverlays ( float zFar , bool bCacheFullSceneState )
{
unsigned short iNext ;
for ( unsigned short i = g_GlowOverlaySystem . m_GlowOverlays . Head ( ) ; i ! = g_GlowOverlaySystem . m_GlowOverlays . InvalidIndex ( ) ; i = iNext )
{
iNext = g_GlowOverlaySystem . m_GlowOverlays . Next ( i ) ;
CGlowOverlay * pOverlay = g_GlowOverlaySystem . m_GlowOverlays [ i ] ;
if ( ! pOverlay - > m_bActivated | | ! pOverlay - > m_bDirectional | | ! pOverlay - > m_bInSky )
continue ;
pOverlay - > UpdateSkyGlowObstruction ( zFar , bCacheFullSceneState ) ;
}
}
# ifdef PORTAL
void CGlowOverlay : : BackupSkyOverlayData ( int iBackupToSlot )
{
unsigned short iNext ;
for ( unsigned short i = g_GlowOverlaySystem . m_GlowOverlays . Head ( ) ; i ! = g_GlowOverlaySystem . m_GlowOverlays . InvalidIndex ( ) ; i = iNext )
{
iNext = g_GlowOverlaySystem . m_GlowOverlays . Next ( i ) ;
CGlowOverlay * pOverlay = g_GlowOverlaySystem . m_GlowOverlays [ i ] ;
if ( ! pOverlay - > m_bActivated | | ! pOverlay - > m_bDirectional | | ! pOverlay - > m_bInSky )
continue ;
pOverlay - > m_skyObstructionScaleBackups [ iBackupToSlot ] = pOverlay - > m_skyObstructionScale ;
}
}
void CGlowOverlay : : RestoreSkyOverlayData ( int iRestoreFromSlot )
{
unsigned short iNext ;
for ( unsigned short i = g_GlowOverlaySystem . m_GlowOverlays . Head ( ) ; i ! = g_GlowOverlaySystem . m_GlowOverlays . InvalidIndex ( ) ; i = iNext )
{
iNext = g_GlowOverlaySystem . m_GlowOverlays . Next ( i ) ;
CGlowOverlay * pOverlay = g_GlowOverlaySystem . m_GlowOverlays [ i ] ;
if ( ! pOverlay - > m_bActivated | | ! pOverlay - > m_bDirectional | | ! pOverlay - > m_bInSky )
continue ;
pOverlay - > m_skyObstructionScale = pOverlay - > m_skyObstructionScaleBackups [ iRestoreFromSlot ] ;
}
}
# endif //#ifdef PORTAL