//========= Copyright Valve Corporation, All rights reserved. ============// // // Episodic screen-space effects // #include "cbase.h" #include "ScreenSpaceEffects.h" #include "rendertexture.h" #include "materialsystem/imaterialsystemhardwareconfig.h" #include "materialsystem/imaterialsystem.h" #include "materialsystem/imaterialvar.h" #include "cdll_client_int.h" #include "materialsystem/itexture.h" #include "KeyValues.h" #include "clienteffectprecachesystem.h" #include "episodic_screenspaceeffects.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- #ifdef _X360 #define STUN_TEXTURE "_rt_FullFrameFB2" #else #define STUN_TEXTURE "_rt_WaterRefraction" #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CStunEffect::Init( void ) { m_flDuration = 0.0f; m_flFinishTime = 0.0f; m_bUpdateView = true; KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE ); m_EffectMaterial.Init( "__stuneffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues ); m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS ); } void CStunEffect::Shutdown( void ) { m_EffectMaterial.Shutdown(); m_StunTexture.Shutdown(); } //------------------------------------------------------------------------------ // Purpose: Pick up changes in our parameters //------------------------------------------------------------------------------ void CStunEffect::SetParameters( KeyValues *params ) { if( params->FindKey( "duration" ) ) { m_flDuration = params->GetFloat( "duration" ); m_flFinishTime = gpGlobals->curtime + m_flDuration; m_bUpdateView = true; } } //----------------------------------------------------------------------------- // Purpose: Render the effect //----------------------------------------------------------------------------- void CStunEffect::Render( int x, int y, int w, int h ) { // Make sure we're ready to play this effect if ( m_flFinishTime < gpGlobals->curtime ) return; CMatRenderContextPtr pRenderContext( materials ); // Set ourselves to the proper rendermode pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); // Draw the texture if we're using it if ( m_bUpdateView ) { // Save off this pass Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); m_bUpdateView = false; } float flEffectPerc = ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration; float viewOffs = ( flEffectPerc * 32.0f ) * ( cos( gpGlobals->curtime * 40.0f ) * sin( gpGlobals->curtime * 17.0f ) ); float vX = x + viewOffs; if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 ) { if ( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { m_EffectMaterial->ColorModulate( 1.0f, 1.0f, 1.0f ); } else { // This is a stupid fix, but I don't have time to do a cleaner implementation. Since // the introblur.vmt material uses unlit generic, it will tone map, so I need to undo the tone mapping // using color modulate. The proper fix would be to use a different material type that // supports alpha blending but not tone mapping, which I don't think exists. Whatever. This works when // the tone mapping scalar is less than 1.0, which it is in the cases it's used in game. float flUnTonemap = pow( 1.0f / pRenderContext->GetToneMappingScaleLinear().x, 1.0f / 2.2f ); m_EffectMaterial->ColorModulate( flUnTonemap, flUnTonemap, flUnTonemap ); } // Set alpha blend value float flOverlayAlpha = clamp( ( 150.0f / 255.0f ) * flEffectPerc, 0.0f, 1.0f ); m_EffectMaterial->AlphaModulate( flOverlayAlpha ); // Draw full screen alpha-blended quad pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, 0, 0, w, h, vX, 0, (m_StunTexture->GetActualWidth()-1)+vX, (m_StunTexture->GetActualHeight()-1), m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() ); } // Save off this pass Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); // Restore our state pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); } // ================================================================================================================ // // Ep 1. Intro blur // // ================================================================================================================ //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEP1IntroEffect::Init( void ) { m_flDuration = 0.0f; m_flFinishTime = 0.0f; m_bUpdateView = true; m_bFadeOut = false; KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE ); m_EffectMaterial.Init( "__ep1introeffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues ); m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS ); } void CEP1IntroEffect::Shutdown( void ) { m_EffectMaterial.Shutdown(); m_StunTexture.Shutdown(); } //------------------------------------------------------------------------------ // Purpose: Pick up changes in our parameters //------------------------------------------------------------------------------ void CEP1IntroEffect::SetParameters( KeyValues *params ) { if( params->FindKey( "duration" ) ) { m_flDuration = params->GetFloat( "duration" ); m_flFinishTime = gpGlobals->curtime + m_flDuration; } if( params->FindKey( "fadeout" ) ) { m_bFadeOut = ( params->GetInt( "fadeout" ) == 1 ); } } //----------------------------------------------------------------------------- // Purpose: Get the alpha value depending on various factors and time //----------------------------------------------------------------------------- inline unsigned char CEP1IntroEffect::GetFadeAlpha( void ) { // Find our percentage between fully "on" and "off" in the pulse range float flEffectPerc = ( m_flDuration == 0.0f ) ? 0.0f : ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration; flEffectPerc = clamp( flEffectPerc, 0.0f, 1.0f ); if ( m_bFadeOut ) { // HDR requires us to be more subtle, or we get uber-brightening if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) return (unsigned char) clamp( 50.0f * flEffectPerc, 0.0f, 50.0f ); // Non-HDR return (unsigned char) clamp( 64.0f * flEffectPerc, 0.0f, 64.0f ); } else { // HDR requires us to be more subtle, or we get uber-brightening if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) return (unsigned char) clamp( 64.0f * flEffectPerc, 50.0f, 64.0f ); // Non-HDR return (unsigned char) clamp( 128.0f * flEffectPerc, 64.0f, 128.0f ); } } //----------------------------------------------------------------------------- // Purpose: Render the effect //----------------------------------------------------------------------------- void CEP1IntroEffect::Render( int x, int y, int w, int h ) { if ( ( m_flFinishTime == 0 ) || ( IsEnabled() == false ) ) return; CMatRenderContextPtr pRenderContext( materials ); // Set ourselves to the proper rendermode pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); // Draw the texture if we're using it if ( m_bUpdateView ) { // Save off this pass Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); m_bUpdateView = false; } byte overlaycolor[4] = { 255, 255, 255, 0 }; // Get our fade value depending on our fade duration overlaycolor[3] = GetFadeAlpha(); if ( g_pMaterialSystemHardwareConfig->UsesSRGBCorrectBlending() ) { // For DX10 cards, alpha blending happens in linear space, so try to adjust by hacking alpha to 50% overlaycolor[3] *= 0.7f; } // Disable overself if we're done fading out if ( m_bFadeOut && overlaycolor[3] == 0 ) { // Takes effect next frame (we don't want to hose our matrix stacks here) g_pScreenSpaceEffects->DisableScreenSpaceEffect( "episodic_intro" ); m_bUpdateView = true; } // Calculate some wavey noise to jitter the view by float vX = 2.0f * -fabs( cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 6.0 ) ); float vY = 2.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 5.0 ); // Scale percentage float flScalePerc = 0.02f + ( 0.01f * cosf( gpGlobals->curtime * 2.0f ) * cosf( gpGlobals->curtime * 0.5f ) ); // Scaled offsets for the UVs (as texels) float flUOffset = ( m_StunTexture->GetActualWidth() - 1 ) * flScalePerc * 0.5f; float flVOffset = ( m_StunTexture->GetActualHeight() - 1 ) * flScalePerc * 0.5f; // New UVs with scaling offsets float flU1 = flUOffset; float flU2 = ( m_StunTexture->GetActualWidth() - 1 ) - flUOffset; float flV1 = flVOffset; float flV2 = ( m_StunTexture->GetActualHeight() - 1 ) - flVOffset; // Draw the "zoomed" overlay pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, vX, vY, w, h, flU1, flV1, flU2, flV2, m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() ); render->ViewDrawFade( overlaycolor, m_EffectMaterial ); // Save off this pass Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); // Restore our state pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); } // ================================================================================================================ // // Ep 2. Groggy-player view // // ================================================================================================================ //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEP2StunEffect::Init( void ) { m_flDuration = 0.0f; m_flFinishTime = 0.0f; m_bUpdateView = true; m_bFadeOut = false; KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); pVMTKeyValues->SetString( "$basetexture", STUN_TEXTURE ); m_EffectMaterial.Init( "__ep2stuneffect", TEXTURE_GROUP_CLIENT_EFFECTS, pVMTKeyValues ); m_StunTexture.Init( STUN_TEXTURE, TEXTURE_GROUP_CLIENT_EFFECTS ); } void CEP2StunEffect::Shutdown( void ) { m_EffectMaterial.Shutdown(); m_StunTexture.Shutdown(); } //------------------------------------------------------------------------------ // Purpose: Pick up changes in our parameters //------------------------------------------------------------------------------ void CEP2StunEffect::SetParameters( KeyValues *params ) { if( params->FindKey( "duration" ) ) { m_flDuration = params->GetFloat( "duration" ); m_flFinishTime = gpGlobals->curtime + m_flDuration; } if( params->FindKey( "fadeout" ) ) { m_bFadeOut = ( params->GetInt( "fadeout" ) == 1 ); } } //----------------------------------------------------------------------------- // Purpose: Get the alpha value depending on various factors and time //----------------------------------------------------------------------------- inline unsigned char CEP2StunEffect::GetFadeAlpha( void ) { // Find our percentage between fully "on" and "off" in the pulse range float flEffectPerc = ( m_flDuration == 0.0f ) ? 0.0f : ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration; flEffectPerc = clamp( flEffectPerc, 0.0f, 1.0f ); if ( m_bFadeOut ) { // HDR requires us to be more subtle, or we get uber-brightening if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) return (unsigned char) clamp( 50.0f * flEffectPerc, 0.0f, 50.0f ); // Non-HDR return (unsigned char) clamp( 64.0f * flEffectPerc, 0.0f, 64.0f ); } else { // HDR requires us to be more subtle, or we get uber-brightening if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) return (unsigned char) clamp( 164.0f * flEffectPerc, 128.0f, 164.0f ); // Non-HDR return (unsigned char) clamp( 164.0f * flEffectPerc, 128.0f, 164.0f ); } } //----------------------------------------------------------------------------- // Purpose: Render the effect //----------------------------------------------------------------------------- void CEP2StunEffect::Render( int x, int y, int w, int h ) { if ( ( m_flFinishTime == 0 ) || ( IsEnabled() == false ) ) return; CMatRenderContextPtr pRenderContext( materials ); // Set ourselves to the proper rendermode pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); if ( m_bUpdateView ) { // Save off this pass Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); m_bUpdateView = false; } byte overlaycolor[4] = { 255, 255, 255, 0 }; // Get our fade value depending on our fade duration overlaycolor[3] = GetFadeAlpha(); // Disable overself if we're done fading out if ( m_bFadeOut && overlaycolor[3] == 0 ) { // Takes effect next frame (we don't want to hose our matrix stacks here) g_pScreenSpaceEffects->DisableScreenSpaceEffect( "ep2_groggy" ); m_bUpdateView = true; } // Calculate some wavey noise to jitter the view by float vX = 4.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 6.0 ); float vY = 2.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 5.0 ); float flBaseScale = 0.2f + 0.005f * sinf( gpGlobals->curtime * 4.0f ); // Scale percentage float flScalePerc = flBaseScale + ( 0.01f * cosf( gpGlobals->curtime * 2.0f ) * cosf( gpGlobals->curtime * 0.5f ) ); // Scaled offsets for the UVs (as texels) float flUOffset = ( m_StunTexture->GetActualWidth() - 1 ) * flScalePerc * 0.5f; float flVOffset = ( m_StunTexture->GetActualHeight() - 1 ) * flScalePerc * 0.5f; // New UVs with scaling offsets float flU1 = flUOffset; float flU2 = ( m_StunTexture->GetActualWidth() - 1 ) - flUOffset; float flV1 = flVOffset; float flV2 = ( m_StunTexture->GetActualHeight() - 1 ) - flVOffset; // Draw the "zoomed" overlay pRenderContext->DrawScreenSpaceRectangle( m_EffectMaterial, vX, vY, w, h, flU1, flV1, flU2, flV2, m_StunTexture->GetActualWidth(), m_StunTexture->GetActualHeight() ); render->ViewDrawFade( overlaycolor, m_EffectMaterial ); // Save off this pass Rect_t srcRect; srcRect.x = x; srcRect.y = y; srcRect.width = w; srcRect.height = h; pRenderContext->CopyRenderTargetToTextureEx( m_StunTexture, 0, &srcRect, NULL ); // Restore our state pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); }