//========= Copyright 1996-2005, 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; } } 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. trace_t trace; UTIL_TraceLine( CurrentViewOrigin(), CurrentViewOrigin() + (m_vDirection*MAX_TRACE_LENGTH), CONTENTS_SOLID, NULL, COLLISION_GROUP_NONE, &trace ); Vector pos = CurrentViewOrigin() + m_vDirection * zFar * 0.999f; // 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); 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 = materials->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 ); materials->Bind( pWireframeMaterial ); // Draw the sprite. IMesh *pMesh = materials->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()"); 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() ) { pOverlay->Draw( bCacheFullSceneState ); } else { delete pOverlay; } } } 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 ); } }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |