Mapbase v6.1

- Added postprocess_controller entity from later versions of Source
- Added env_dof_controller entity from later versions of Source
- Added SDK_Engine_Post and DepthOfField shaders from the Momentum repo/Alien Swarm SDK
- Fixed auto-breaking game_text/choreo text not null terminating
- Fixed console groups showing up at the wrong developer levels
- Added more mesages to console groups, including a new "NPC AI" console group
- Fixed typos and added elaboration in various cvars, console messages, etc.
- Fixed npc_metropolice not using frag grenades correctly when allowed to use them
- Fixed npc_metropolice not registering stitching squad slots in AI
- Fixed SetModel input late precache warning
- Fixed env_global_light angles resetting upon loading a save
- Fixed an issue with ScriptKeyValuesRead using the wrong name and having a memory leak
- Allowed VScript functions which return null strings to actually return null instead of empty strings
- Added VScript member variable documentation
- Fixed VScript documentation lines sometimes mixing together
- Fixed VScript singletons having a ! at the beginning of descriptions
- Added Color struct to VScript and allowed color-related inputs to use it
- Added more VScript functions for weapons, ammo, ragdolling, and response contexts
- Added GameRules singleton for VScript
- Exposed AI interaction system to VScript
- Recovered some lost documentation from older revisions of the Mapbase wiki
- Added a way to get the current game's load type in VScript
- Fixed Precache/SpawnEntityFromTable not accounting for a few important field types
- Added VScript functions for getting a player's eye vectors
- Fixed a crash caused by removing the active weapon of a Combine soldier while it's firing
- Changed the way metrocops deploy their manhacks so they could use their manhack death response properly
- Fixed "Use Server" keyvalue on game_convar_mod not working
- Adjusted CAI_Expresser in VScript
This commit is contained in:
Blixibon 2020-12-17 03:38:23 +00:00
parent 6d45d9591e
commit 87cd9b24bb
82 changed files with 4596 additions and 337 deletions

1
README
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@ -53,6 +53,7 @@ Here's a list of Mapbase's other known external code sources:
- https://github.com/KyleGospo/City-17-Episode-One-Source (Brush phong and projected texture changes, included indirectly via Insolence repo)
- https://github.com/DownFall-Team/DownFall (Multiple skybox code and fix for ent_fire delay not using floats; Also used as a guide to port certain Alien Swarm SDK changes to Source 2013,
including radial fog, rope code, and treesway)
- https://github.com/momentum-mod/game (Used as a guide to port postprocess_controller and env_dof_controller to Source 2013)
- https://github.com/DeathByNukes/source-sdk-2013 (VBSP manifest fixes)
- https://github.com/entropy-zero/source-sdk-2013 (skill_changed game event)

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@ -331,6 +331,8 @@ END_RECV_TABLE()
RecvPropString( RECVINFO(m_szLastPlaceName) ),
RecvPropEHandle(RECVINFO(m_hPostProcessCtrl)), // Send to everybody - for spectating
#if defined USES_ECON_ITEMS
RecvPropUtlVector( RECVINFO_UTLVECTOR( m_hMyWearables ), MAX_WEARABLES_SENT_FROM_SERVER, RecvPropEHandle(NULL, 0, 0) ),
#endif
@ -2907,6 +2909,14 @@ void C_BasePlayer::UpdateFogBlend( void )
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
C_PostProcessController* C_BasePlayer::GetActivePostProcessController() const
{
return m_hPostProcessCtrl.Get();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------

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@ -23,6 +23,7 @@
#include "hintsystem.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "c_env_fog_controller.h"
#include "c_postprocesscontroller.h"
#include "igameevents.h"
#include "GameEventListener.h"
@ -37,6 +38,7 @@ class C_BaseViewModel;
class C_FuncLadder;
class CFlashlightEffect;
class C_EconWearable;
class C_PostProcessController;
extern int g_nKillCamMode;
extern int g_nKillCamTarget1;
@ -379,6 +381,8 @@ public:
void UpdateFogController( void );
void UpdateFogBlend( void );
C_PostProcessController* GetActivePostProcessController() const;
float GetFOVTime( void ){ return m_flFOVTime; }
virtual void OnAchievementAchieved( int iAchievement ) {}
@ -641,6 +645,8 @@ private:
// One for left and one for right side of step
StepSoundCache_t m_StepSoundCache[ 2 ];
CNetworkHandle(C_PostProcessController, m_hPostProcessCtrl); // active postprocessing controller
public:
const char *GetLastKnownPlaceName( void ) const { return m_szLastPlaceName; } // return the last nav place name the player occupied

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@ -40,7 +40,7 @@ ConVar r_RainSplashPercentage( "r_RainSplashPercentage", "20", FCVAR_CHEAT ); //
ConVar r_RainParticleDensity( "r_RainParticleDensity", "1", FCVAR_NONE, "Density of Particle Rain 0-1" );
#ifdef MAPBASE
ConVar r_RainParticleClampOffset( "r_RainParticleClampOffset", "112", FCVAR_NONE, "How far inward or outward to extrude clamped precipitation particle systemss" );
ConVar r_RainParticleClampOffset( "r_RainParticleClampOffset", "112", FCVAR_NONE, "How far inward or outward to extrude clamped precipitation particle systems" );
ConVar r_RainParticleClampDebug( "r_RainParticleClampDebug", "0", FCVAR_NONE, "Enables debug code for precipitation particle system clamping" );
#endif

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@ -0,0 +1,88 @@
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: Depth of field controller entity
//
//=============================================================================
#include "cbase.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
extern bool g_bDOFEnabled;
extern float g_flDOFNearBlurDepth;
extern float g_flDOFNearFocusDepth;
extern float g_flDOFFarFocusDepth;
extern float g_flDOFFarBlurDepth;
extern float g_flDOFNearBlurRadius;
extern float g_flDOFFarBlurRadius;
EHANDLE g_hDOFControllerInUse = NULL;
class C_EnvDOFController : public C_BaseEntity
{
DECLARE_CLASS( C_EnvDOFController, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_EnvDOFController();
~C_EnvDOFController();
virtual void OnDataChanged( DataUpdateType_t updateType );
private:
bool m_bDOFEnabled;
float m_flNearBlurDepth;
float m_flNearFocusDepth;
float m_flFarFocusDepth;
float m_flFarBlurDepth;
float m_flNearBlurRadius;
float m_flFarBlurRadius;
private:
C_EnvDOFController( const C_EnvDOFController & );
};
IMPLEMENT_CLIENTCLASS_DT( C_EnvDOFController, DT_EnvDOFController, CEnvDOFController )
RecvPropInt( RECVINFO(m_bDOFEnabled) ),
RecvPropFloat( RECVINFO(m_flNearBlurDepth) ),
RecvPropFloat( RECVINFO(m_flNearFocusDepth) ),
RecvPropFloat( RECVINFO(m_flFarFocusDepth) ),
RecvPropFloat( RECVINFO(m_flFarBlurDepth) ),
RecvPropFloat( RECVINFO(m_flNearBlurRadius) ),
RecvPropFloat( RECVINFO(m_flFarBlurRadius) )
END_RECV_TABLE()
C_EnvDOFController::C_EnvDOFController()
: m_bDOFEnabled( true ),
m_flNearBlurDepth( 20.0f ),
m_flNearFocusDepth( 100.0f ),
m_flFarFocusDepth( 250.0f ),
m_flFarBlurDepth( 1000.0f ),
m_flNearBlurRadius( 0.0f ), // no near blur by default
m_flFarBlurRadius( 5.0f )
{
}
C_EnvDOFController::~C_EnvDOFController()
{
if ( g_hDOFControllerInUse == this )
{
g_bDOFEnabled = false;
}
}
void C_EnvDOFController::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
g_bDOFEnabled = m_bDOFEnabled && ( ( m_flNearBlurRadius > 0.0f ) || ( m_flFarBlurRadius > 0.0f ) );
g_flDOFNearBlurDepth = m_flNearBlurDepth;
g_flDOFNearFocusDepth = m_flNearFocusDepth;
g_flDOFFarFocusDepth = m_flFarFocusDepth;
g_flDOFFarBlurDepth = m_flFarBlurDepth;
g_flDOFNearBlurRadius = m_flNearBlurRadius;
g_flDOFFarBlurRadius = m_flFarBlurRadius;
g_hDOFControllerInUse = this;
}

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@ -0,0 +1,63 @@
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: stores map postprocess params
//
//=============================================================================
#include "cbase.h"
#include "c_postprocesscontroller.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT( C_PostProcessController, DT_PostProcessController, CPostProcessController )
RecvPropArray3( RECVINFO_NAME( m_PostProcessParameters.m_flParameters[0], m_flPostProcessParameters ), POST_PROCESS_PARAMETER_COUNT, RecvPropFloat( RECVINFO_NAME( m_PostProcessParameters.m_flParameters[0], m_flPostProcessParameters[0] ) ) ),
RecvPropBool( RECVINFO(m_bMaster) )
END_RECV_TABLE()
C_PostProcessController* C_PostProcessController::ms_pMasterController = nullptr;
//-----------------------------------------------------------------------------
C_PostProcessController::C_PostProcessController()
: m_bMaster( false )
{
if ( ms_pMasterController == nullptr)
{
ms_pMasterController = this;
}
}
//-----------------------------------------------------------------------------
C_PostProcessController::~C_PostProcessController()
{
if ( ms_pMasterController == this )
{
ms_pMasterController = nullptr;
}
}
void C_PostProcessController::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate( updateType );
if ( m_bMaster )
{
ms_pMasterController = this;
}
}
#ifdef MAPBASE
// Prevents parameters from fading after a save/restore
bool g_bPostProcessNeedsRestore = false;
void C_PostProcessController::OnRestore()
{
BaseClass::OnRestore();
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->GetActivePostProcessController() == this )
{
// Tell clientmode this is part of a save/restore
g_bPostProcessNeedsRestore = true;
}
}
#endif

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@ -0,0 +1,33 @@
#pragma once
#include "postprocess_shared.h"
//=============================================================================
//
// Class Postprocess Controller:
//
class C_PostProcessController : public C_BaseEntity
{
DECLARE_CLASS( C_PostProcessController, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_PostProcessController();
virtual ~C_PostProcessController();
virtual void PostDataUpdate( DataUpdateType_t updateType );
static C_PostProcessController* GetMasterController() { return ms_pMasterController; }
PostProcessParameters_t m_PostProcessParameters;
#ifdef MAPBASE
// Prevents fade time from being used in save/restore
virtual void OnRestore();
#endif
private:
bool m_bMaster;
static C_PostProcessController* ms_pMasterController;
};

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@ -28,6 +28,9 @@ $Project
$File "c_gameinstructor.h"
$File "hud_locator_target.cpp"
$File "hud_locator_target.h"
$File "c_postprocesscontroller.cpp"
$File "c_postprocesscontroller.h"
$File "c_env_dof_controller.cpp"
$Folder "Mapbase"
{

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@ -36,6 +36,7 @@
#include <vgui/ILocalize.h>
#include "hud_vote.h"
#include "ienginevgui.h"
#include "viewpostprocess.h"
#include "sourcevr/isourcevirtualreality.h"
#if defined( _X360 )
#include "xbox/xbox_console.h"
@ -291,6 +292,9 @@ ClientModeShared::ClientModeShared()
m_pWeaponSelection = NULL;
m_nRootSize[ 0 ] = m_nRootSize[ 1 ] = -1;
m_pCurrentPostProcessController = NULL;
m_PostProcessLerpTimer.Invalidate();
#if defined( REPLAY_ENABLED )
m_pReplayReminderPanel = NULL;
m_flReplayStartRecordTime = 0.0f;
@ -604,6 +608,8 @@ void ClientModeShared::Update()
m_pViewport->SetVisible( cl_drawhud.GetBool() );
}
UpdatePostProcessingEffects();
UpdateRumbleEffects();
if ( cl_show_num_particle_systems.GetBool() )
@ -914,6 +920,17 @@ void ClientModeShared::LevelShutdown( void )
s_hVGuiContext = DEFAULT_VGUI_CONTEXT;
}
#ifdef MAPBASE
// Always reset post-processing on level unload
//if (m_pCurrentPostProcessController)
{
m_CurrentPostProcessParameters = PostProcessParameters_t();
m_LerpEndPostProcessParameters = PostProcessParameters_t();
m_pCurrentPostProcessController = NULL;
SetPostProcessParams( &m_CurrentPostProcessParameters );
}
#endif
// Reset any player explosion/shock effects
CLocalPlayerFilter filter;
enginesound->SetPlayerDSP( filter, 0, true );
@ -988,6 +1005,69 @@ float ClientModeShared::GetViewModelFOV( void )
return v_viewmodel_fov.GetFloat();
}
#ifdef MAPBASE
extern bool g_bPostProcessNeedsRestore;
#endif
void ClientModeShared::UpdatePostProcessingEffects()
{
C_PostProcessController* pNewPostProcessController = NULL;
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer)
pNewPostProcessController = pPlayer->GetActivePostProcessController();
if (!pNewPostProcessController)
{
m_CurrentPostProcessParameters = PostProcessParameters_t();
m_pCurrentPostProcessController = NULL;
SetPostProcessParams( &m_CurrentPostProcessParameters );
return;
}
if (pNewPostProcessController != m_pCurrentPostProcessController)
m_pCurrentPostProcessController = pNewPostProcessController;
// Start a lerp timer if the parameters changed, regardless of whether the controller changed
if (m_LerpEndPostProcessParameters != pNewPostProcessController->m_PostProcessParameters)
{
m_LerpStartPostProcessParameters = m_CurrentPostProcessParameters;
m_LerpEndPostProcessParameters = pNewPostProcessController ? pNewPostProcessController->m_PostProcessParameters : m_CurrentPostProcessParameters;
float flFadeTime = pNewPostProcessController ? pNewPostProcessController->m_PostProcessParameters.m_flParameters[PPPN_FADE_TIME] : 0.0f;
if (flFadeTime <= 0.0f)
{
flFadeTime = 0.001f;
}
m_PostProcessLerpTimer.Start( flFadeTime );
}
#ifdef MAPBASE
// HACKHACK: Needs to be checked here because OnRestore() doesn't seem to run before a lerp begins
else if (g_bPostProcessNeedsRestore)
{
// The player just loaded a saved game.
// Don't fade parameters from 0; instead, take what's already there and assume they were already active.
// (we have no way of knowing if they were in the middle of a lerp)
m_PostProcessLerpTimer.Invalidate();
g_bPostProcessNeedsRestore = false;
}
#endif
// Lerp between old and new parameters
float flLerpFactor = 1.0f - m_PostProcessLerpTimer.GetRemainingRatio();
for (int nParameter = 0; nParameter < POST_PROCESS_PARAMETER_COUNT; ++nParameter)
{
m_CurrentPostProcessParameters.m_flParameters[nParameter] =
Lerp(
flLerpFactor,
m_LerpStartPostProcessParameters.m_flParameters[nParameter],
m_LerpEndPostProcessParameters.m_flParameters[nParameter] );
}
SetPostProcessParams( &m_CurrentPostProcessParameters );
}
class CHudChat;
bool PlayerNameNotSetYet( const char *pszName )

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@ -164,6 +164,13 @@ private:
vgui::HCursor m_CursorNone;
CBaseHudWeaponSelection *m_pWeaponSelection;
int m_nRootSize[2];
void UpdatePostProcessingEffects();
const C_PostProcessController* m_pCurrentPostProcessController;
PostProcessParameters_t m_CurrentPostProcessParameters;
PostProcessParameters_t m_LerpStartPostProcessParameters, m_LerpEndPostProcessParameters;
CountdownTimer m_PostProcessLerpTimer;
};
#endif // CLIENTMODE_NORMAL_H

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@ -892,7 +892,7 @@ void CHudMessage::MsgFunc_HudMsg(bf_read &msg)
int lineMinBreak = lineMax * 0.9;
DevMsg( "Line max is %i from an aspect ratio of %.3f (strlen %i)\n", lineMax, engine->GetScreenAspectRatio(), len );
CGMsg( 2, CON_GROUP_CHOREO, "Line max is %i from an aspect ratio of %.3f (strlen %i)\n", lineMax, engine->GetScreenAspectRatio(), len );
char *curMessage = (char*)pNetMessage->pMessage;
char newMessage[512];
@ -934,6 +934,9 @@ void CHudMessage::MsgFunc_HudMsg(bf_read &msg)
i2++;
}
// Null terminate
newMessage[i2] = '\0';
Q_strncpy( (char*)pNetMessage->pMessage, newMessage, 512 );
}
#endif

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@ -13,6 +13,7 @@
#include "materialsystem/materialsystem_config.h"
#include "tier1/callqueue.h"
#include "colorcorrectionmgr.h"
#include "postprocess_shared.h"
#include "view_scene.h"
#include "c_world.h"
@ -38,6 +39,15 @@ float g_flCustomAutoExposureMax = 0;
float g_flCustomBloomScale = 0.0f;
float g_flCustomBloomScaleMinimum = 0.0f;
// mapmaker controlled depth of field
bool g_bDOFEnabled = false;
float g_flDOFNearBlurDepth = 20.0f;
float g_flDOFNearFocusDepth = 100.0f;
float g_flDOFFarFocusDepth = 250.0f;
float g_flDOFFarBlurDepth = 1000.0f;
float g_flDOFNearBlurRadius = 0.0f;
float g_flDOFFarBlurRadius = 10.0f;
bool g_bFlashlightIsOn = false;
// hdr parameters
@ -293,9 +303,9 @@ void ApplyPostProcessingPasses(PostProcessingPass *pass_list, // table of effect
pRenderContext->SetRenderTarget(NULL);
int row=pcount/4;
int col=pcount %4;
int dest_width,dest_height;
pRenderContext->GetRenderTargetDimensions( dest_width, dest_height );
pRenderContext->Viewport( 0, 0, dest_width, dest_height );
int destwidth,destheight;
pRenderContext->GetRenderTargetDimensions( destwidth, destheight );
pRenderContext->Viewport( 0, 0, destwidth, destheight );
DrawClippedScreenSpaceRectangle(src_mat,10+col*220,10+row*220,
200,200,
0,0,1,1,1,1,cb);
@ -336,7 +346,7 @@ PostProcessingPass HDRSimulate_NonHDR[] =
PPP_END
};
static void SetRenderTargetAndViewPort(ITexture *rt)
void SetRenderTargetAndViewPort(ITexture *rt)
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
@ -1145,6 +1155,32 @@ void CLuminanceHistogramSystem::DisplayHistogram( void )
pRenderContext->PopRenderTargetAndViewport();
}
// Local contrast setting
PostProcessParameters_t s_LocalPostProcessParameters;
// view fade param settings
static Vector4D s_viewFadeColor;
static bool s_bViewFadeModulate;
static bool s_bOverridePostProcessParams = false;
void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters )
{
if (!s_bOverridePostProcessParams)
s_LocalPostProcessParameters = *pPostProcessParameters;
}
void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters, bool bOverride )
{
s_bOverridePostProcessParams = bOverride;
s_LocalPostProcessParameters = *pPostProcessParameters;
}
void SetViewFadeParams( byte r, byte g, byte b, byte a, bool bModulate )
{
s_viewFadeColor.Init( float( r ) / 255.0f, float( g ) / 255.0f, float( b ) / 255.0f, float( a ) / 255.0f );
s_bViewFadeModulate = bModulate;
}
static CLuminanceHistogramSystem g_HDR_HistogramSystem;
@ -1240,15 +1276,32 @@ private:
IMaterialVar *m_pMaterialParam_AAValues;
IMaterialVar *m_pMaterialParam_AAValues2;
IMaterialVar *m_pMaterialParam_BloomEnable;
IMaterialVar *m_pMaterialParam_BloomAmount;
IMaterialVar *m_pMaterialParam_BloomUVTransform;
IMaterialVar *m_pMaterialParam_ColCorrectEnable;
IMaterialVar *m_pMaterialParam_ColCorrectNumLookups;
IMaterialVar *m_pMaterialParam_ColCorrectDefaultWeight;
IMaterialVar *m_pMaterialParam_ColCorrectLookupWeights;
IMaterialVar *m_pMaterialParam_LocalContrastStrength;
IMaterialVar *m_pMaterialParam_LocalContrastEdgeStrength;
IMaterialVar *m_pMaterialParam_VignetteStart;
IMaterialVar *m_pMaterialParam_VignetteEnd;
IMaterialVar *m_pMaterialParam_VignetteBlurEnable;
IMaterialVar *m_pMaterialParam_VignetteBlurStrength;
IMaterialVar *m_pMaterialParam_FadeToBlackStrength;
IMaterialVar *m_pMaterialParam_DepthBlurFocalDistance;
IMaterialVar *m_pMaterialParam_DepthBlurStrength;
IMaterialVar *m_pMaterialParam_ScreenBlurStrength;
IMaterialVar *m_pMaterialParam_FilmGrainStrength;
IMaterialVar *m_pMaterialParam_VomitEnable;
IMaterialVar *m_pMaterialParam_VomitColor1;
IMaterialVar *m_pMaterialParam_VomitColor2;
IMaterialVar *m_pMaterialParam_FadeColor;
IMaterialVar *m_pMaterialParam_FadeType;
public:
static IMaterial * SetupEnginePostMaterial( const Vector4D & fullViewportBloomUVs, const Vector4D & fullViewportFBUVs, const Vector2D & destTexSize,
bool bPerformSoftwareAA, bool bPerformBloom, bool bPerformColCorrect, float flAAStrength );
bool bPerformSoftwareAA, bool bPerformBloom, bool bPerformColCorrect, float flAAStrength, float flBloomAmount );
static void SetupEnginePostMaterialAA( bool bPerformSoftwareAA, float flAAStrength );
static void SetupEnginePostMaterialTextureTransform( const Vector4D & fullViewportBloomUVs, const Vector4D & fullViewportFBUVs, Vector2D destTexSize );
@ -1257,12 +1310,14 @@ private:
static float s_vBloomAAValues2[4];
static float s_vBloomUVTransform[4];
static int s_PostBloomEnable;
static float s_PostBloomAmount;
};
float CEnginePostMaterialProxy::s_vBloomAAValues[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
float CEnginePostMaterialProxy::s_vBloomAAValues2[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
float CEnginePostMaterialProxy::s_vBloomUVTransform[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
int CEnginePostMaterialProxy::s_PostBloomEnable = 1;
float CEnginePostMaterialProxy::s_PostBloomAmount = 1.0f;
CEnginePostMaterialProxy::CEnginePostMaterialProxy()
{
@ -1270,10 +1325,22 @@ CEnginePostMaterialProxy::CEnginePostMaterialProxy()
m_pMaterialParam_AAValues2 = NULL;
m_pMaterialParam_BloomUVTransform = NULL;
m_pMaterialParam_BloomEnable = NULL;
m_pMaterialParam_BloomAmount = NULL;
m_pMaterialParam_ColCorrectEnable = NULL;
m_pMaterialParam_ColCorrectNumLookups = NULL;
m_pMaterialParam_ColCorrectDefaultWeight = NULL;
m_pMaterialParam_ColCorrectLookupWeights = NULL;
m_pMaterialParam_LocalContrastStrength = NULL;
m_pMaterialParam_LocalContrastEdgeStrength = NULL;
m_pMaterialParam_VignetteStart = NULL;
m_pMaterialParam_VignetteEnd = NULL;
m_pMaterialParam_VignetteBlurEnable = NULL;
m_pMaterialParam_VignetteBlurStrength = NULL;
m_pMaterialParam_FadeToBlackStrength = NULL;
m_pMaterialParam_DepthBlurFocalDistance = NULL;
m_pMaterialParam_DepthBlurStrength = NULL;
m_pMaterialParam_ScreenBlurStrength = NULL;
m_pMaterialParam_FilmGrainStrength = NULL;
}
CEnginePostMaterialProxy::~CEnginePostMaterialProxy()
@ -1289,10 +1356,27 @@ bool CEnginePostMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues
m_pMaterialParam_AAValues2 = pMaterial->FindVar( "$AAInternal3", &bFoundVar, false );
m_pMaterialParam_BloomUVTransform = pMaterial->FindVar( "$AAInternal2", &bFoundVar, false );
m_pMaterialParam_BloomEnable = pMaterial->FindVar( "$bloomEnable", &bFoundVar, false );
m_pMaterialParam_BloomAmount = pMaterial->FindVar( "$bloomAmount", &bFoundVar, false );
m_pMaterialParam_ColCorrectEnable = pMaterial->FindVar( "$colCorrectEnable", &bFoundVar, false );
m_pMaterialParam_ColCorrectNumLookups = pMaterial->FindVar( "$colCorrect_NumLookups", &bFoundVar, false );
m_pMaterialParam_ColCorrectDefaultWeight = pMaterial->FindVar( "$colCorrect_DefaultWeight", &bFoundVar, false );
m_pMaterialParam_ColCorrectLookupWeights = pMaterial->FindVar( "$colCorrect_LookupWeights", &bFoundVar, false );
m_pMaterialParam_LocalContrastStrength = pMaterial->FindVar( "$localContrastScale", &bFoundVar, false );
m_pMaterialParam_LocalContrastEdgeStrength = pMaterial->FindVar( "$localContrastEdgeScale", &bFoundVar, false );
m_pMaterialParam_VignetteStart = pMaterial->FindVar( "$localContrastVignetteStart", &bFoundVar, false );
m_pMaterialParam_VignetteEnd = pMaterial->FindVar( "$localContrastVignetteEnd", &bFoundVar, false );
m_pMaterialParam_VignetteBlurEnable = pMaterial->FindVar( "$blurredVignetteEnable", &bFoundVar, false );
m_pMaterialParam_VignetteBlurStrength = pMaterial->FindVar( "$blurredVignetteScale", &bFoundVar, false );
m_pMaterialParam_FadeToBlackStrength = pMaterial->FindVar( "$fadeToBlackScale", &bFoundVar, false );
m_pMaterialParam_DepthBlurFocalDistance = pMaterial->FindVar( "$depthBlurFocalDistance", &bFoundVar, false );
m_pMaterialParam_DepthBlurStrength = pMaterial->FindVar( "$depthBlurStrength", &bFoundVar, false );
m_pMaterialParam_ScreenBlurStrength = pMaterial->FindVar( "$screenBlurStrength", &bFoundVar, false );
m_pMaterialParam_FilmGrainStrength = pMaterial->FindVar( "$noiseScale", &bFoundVar, false );
m_pMaterialParam_VomitEnable = pMaterial->FindVar( "$vomitEnable", &bFoundVar, false );
m_pMaterialParam_VomitColor1 = pMaterial->FindVar( "$vomitColor1", &bFoundVar, false );
m_pMaterialParam_VomitColor2 = pMaterial->FindVar( "$vomitColor2", &bFoundVar, false );
m_pMaterialParam_FadeColor = pMaterial->FindVar( "$fadeColor", &bFoundVar, false );
m_pMaterialParam_FadeType = pMaterial->FindVar( "$fade", &bFoundVar, false );
return true;
}
@ -1310,6 +1394,56 @@ void CEnginePostMaterialProxy::OnBind( C_BaseEntity *pEnt )
if ( m_pMaterialParam_BloomEnable )
m_pMaterialParam_BloomEnable->SetIntValue( s_PostBloomEnable );
if ( m_pMaterialParam_BloomAmount )
m_pMaterialParam_BloomAmount->SetFloatValue( s_PostBloomAmount );
if ( m_pMaterialParam_LocalContrastStrength )
m_pMaterialParam_LocalContrastStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_LOCAL_CONTRAST_STRENGTH ] );
if ( m_pMaterialParam_LocalContrastEdgeStrength )
m_pMaterialParam_LocalContrastEdgeStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_LOCAL_CONTRAST_EDGE_STRENGTH ] );
if ( m_pMaterialParam_VignetteStart )
m_pMaterialParam_VignetteStart->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_VIGNETTE_START ] );
if ( m_pMaterialParam_VignetteEnd )
m_pMaterialParam_VignetteEnd->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_VIGNETTE_END ] );
if ( m_pMaterialParam_VignetteBlurEnable )
m_pMaterialParam_VignetteBlurEnable->SetIntValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_VIGNETTE_BLUR_STRENGTH ] > 0.0f ? 1 : 0 );
if ( m_pMaterialParam_VignetteBlurStrength )
m_pMaterialParam_VignetteBlurStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_VIGNETTE_BLUR_STRENGTH ] );
if ( m_pMaterialParam_FadeToBlackStrength )
m_pMaterialParam_FadeToBlackStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_FADE_TO_BLACK_STRENGTH ] );
if ( m_pMaterialParam_DepthBlurFocalDistance )
m_pMaterialParam_DepthBlurFocalDistance->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_DEPTH_BLUR_FOCAL_DISTANCE ] );
if ( m_pMaterialParam_DepthBlurStrength )
m_pMaterialParam_DepthBlurStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_DEPTH_BLUR_STRENGTH ] );
if ( m_pMaterialParam_ScreenBlurStrength )
m_pMaterialParam_ScreenBlurStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_SCREEN_BLUR_STRENGTH ] );
if ( m_pMaterialParam_FilmGrainStrength )
m_pMaterialParam_FilmGrainStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_FILM_GRAIN_STRENGTH ] );
if ( m_pMaterialParam_FadeType )
{
int nFadeType = ( s_bViewFadeModulate ) ? 2 : 1;
nFadeType = ( s_viewFadeColor[3] > 0.0f ) ? nFadeType : 0;
m_pMaterialParam_FadeType->SetIntValue( nFadeType );
}
if ( m_pMaterialParam_FadeColor )
{
m_pMaterialParam_FadeColor->SetVecValue( s_viewFadeColor.Base(), 4 );
}
}
IMaterial *CEnginePostMaterialProxy::GetMaterial()
@ -1382,26 +1516,29 @@ void CEnginePostMaterialProxy::SetupEnginePostMaterialTextureTransform( const Ve
}
IMaterial * CEnginePostMaterialProxy::SetupEnginePostMaterial( const Vector4D & fullViewportBloomUVs, const Vector4D & fullViewportFBUVs, const Vector2D & destTexSize,
bool bPerformSoftwareAA, bool bPerformBloom, bool bPerformColCorrect, float flAAStrength )
bool bPerformSoftwareAA, bool bPerformBloom, bool bPerformColCorrect, float flAAStrength, float flBloomAmount )
{
// Shouldn't get here if none of the effects are enabled
Assert( bPerformSoftwareAA || bPerformBloom || bPerformColCorrect );
s_PostBloomEnable = bPerformBloom ? 1 : 0;
s_PostBloomEnable = bPerformBloom ? 1 : 0;
s_PostBloomAmount = flBloomAmount;
SetupEnginePostMaterialAA( bPerformSoftwareAA, flAAStrength );
if ( bPerformSoftwareAA || bPerformColCorrect )
//if ( bPerformSoftwareAA || bPerformColCorrect )
{
SetupEnginePostMaterialTextureTransform( fullViewportBloomUVs, fullViewportFBUVs, destTexSize );
return materials->FindMaterial( "dev/engine_post", TEXTURE_GROUP_OTHER, true);
}
/*
else
{
// Just use the old bloomadd material (which uses additive blending, unlike engine_post)
// NOTE: this path is what gets used for DX8 (which cannot enable AA or col-correction)
return materials->FindMaterial( "dev/bloomadd", TEXTURE_GROUP_OTHER, true);
}
*/
}
EXPOSE_INTERFACE( CEnginePostMaterialProxy, IMaterialProxy, "engine_post" IMATERIAL_PROXY_INTERFACE_VERSION );
@ -1552,6 +1689,28 @@ void DumpTGAofRenderTarget( const int width, const int height, const char *pFile
static bool s_bScreenEffectTextureIsUpdated = false;
// WARNING: This function sets rendertarget and viewport. Save and restore is left to the caller.
static void DownsampleFBQuarterSize( IMatRenderContext *pRenderContext, int nSrcWidth, int nSrcHeight, ITexture* pDest,
bool bFloatHDR = false )
{
Assert( pRenderContext );
Assert( pDest );
IMaterial *downsample_mat = materials->FindMaterial( bFloatHDR ? "dev/downsample" : "dev/downsample_non_hdr", TEXTURE_GROUP_OTHER, true );
// *Everything* in here relies on the small RTs being exactly 1/4 the full FB res
Assert( pDest->GetActualWidth() == nSrcWidth / 4 );
Assert( pDest->GetActualHeight() == nSrcHeight / 4 );
// downsample fb to rt0
SetRenderTargetAndViewPort( pDest );
// note the -2's below. Thats because we are downsampling on each axis and the shader
// accesses pixels on both sides of the source coord
pRenderContext->DrawScreenSpaceRectangle( downsample_mat, 0, 0, nSrcWidth/4, nSrcHeight/4,
0, 0, nSrcWidth-2, nSrcHeight-2,
nSrcWidth, nSrcHeight );
}
static void Generate8BitBloomTexture( IMatRenderContext *pRenderContext, float flBloomScale,
int x, int y, int w, int h )
{
@ -1614,7 +1773,7 @@ static void Generate8BitBloomTexture( IMatRenderContext *pRenderContext, float f
// Gaussian blur y rt1 to rt0
SetRenderTargetAndViewPort( dest_rt0 );
IMaterialVar *pBloomAmountVar = yblur_mat->FindVar( "$bloomamount", NULL );
pBloomAmountVar->SetFloatValue( flBloomScale );
pBloomAmountVar->SetFloatValue( 1.0f ); // the bloom amount is now applied in engine_post or bloomadd materials
pRenderContext->DrawScreenSpaceRectangle( yblur_mat, 0, 0, nSrcWidth / 4, nSrcHeight / 4,
0, 0, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1,
nSrcWidth / 4, nSrcHeight / 4 );
@ -2357,7 +2516,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
// bloom, software-AA and colour-correction (applied in 1 pass, after generation of the bloom texture)
bool bPerformSoftwareAA = IsX360() && ( engine->GetDXSupportLevel() >= 90 ) && ( flAAStrength != 0.0f );
bool bPerformBloom = !bPostVGui && ( flBloomScale > 0.0f ) && ( engine->GetDXSupportLevel() >= 90 );
bool bPerformBloom = true; //!bPostVGui && ( flBloomScale > 0.0f ) && ( engine->GetDXSupportLevel() >= 90 );
bool bPerformColCorrect = !bPostVGui &&
( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90) &&
( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_FLOAT ) &&
@ -2417,9 +2576,9 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
partialViewportPostDestRect.height -= 0.50f*fullViewportPostDestRect.height;
// This math interprets texel coords as being at corner pixel centers (*not* at corner vertices):
Vector2D uvScale( 1.0f - ( (w / 2) / (float)(w - 1) ),
Vector2D uvScaleCorner( 1.0f - ( (w / 2) / (float)(w - 1) ),
1.0f - ( (h / 2) / (float)(h - 1) ) );
CenterScaleQuadUVs( partialViewportPostSrcCorners, uvScale );
CenterScaleQuadUVs( partialViewportPostSrcCorners, uvScaleCorner );
}
// Temporary hack... Color correction was crashing on the first frame
@ -2435,7 +2594,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
{
// Perform post-processing in one combined pass
IMaterial *post_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, bPerformSoftwareAA, bPerformBloom, bPerformColCorrect, flAAStrength );
IMaterial *post_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, bPerformSoftwareAA, bPerformBloom, bPerformColCorrect, flAAStrength, flBloomScale );
if (bSplitScreenHDR)
{
@ -2463,7 +2622,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
// Perform post-processing in three separate passes
if ( bPerformSoftwareAA )
{
IMaterial *aa_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, bPerformSoftwareAA, false, false, flAAStrength );
IMaterial *aa_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, bPerformSoftwareAA, false, false, flAAStrength, flBloomScale );
if (bSplitScreenHDR)
{
@ -2488,7 +2647,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
if ( bPerformBloom )
{
IMaterial *bloom_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, false, bPerformBloom, false, flAAStrength );
IMaterial *bloom_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, false, bPerformBloom, false, flAAStrength, flBloomScale );
if (bSplitScreenHDR)
{
@ -2519,7 +2678,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
UpdateScreenEffectTexture( 0, x, y, w, h, false, &actualRect );
}
IMaterial *colcorrect_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, false, false, bPerformColCorrect, flAAStrength );
IMaterial *colcorrect_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, false, false, bPerformColCorrect, flAAStrength, flBloomScale );
if (bSplitScreenHDR)
{
@ -2667,6 +2826,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
// Motion Blur Material Proxy =========================================================================================
static float g_vMotionBlurValues[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
static float g_vMotionBlurViewportValues[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
class CMotionBlurMaterialProxy : public CEntityMaterialProxy
{
public:
@ -2678,6 +2838,7 @@ public:
private:
IMaterialVar *m_pMaterialParam;
IMaterialVar *m_pMaterialParamViewport;
};
CMotionBlurMaterialProxy::CMotionBlurMaterialProxy()
@ -2698,6 +2859,10 @@ bool CMotionBlurMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues
if ( bFoundVar == false)
return false;
m_pMaterialParamViewport = pMaterial->FindVar( "$MotionBlurViewportInternal", &bFoundVar, false );
if ( bFoundVar == false)
return false;
return true;
}
@ -2707,6 +2872,11 @@ void CMotionBlurMaterialProxy::OnBind( C_BaseEntity *pEnt )
{
m_pMaterialParam->SetVecValue( g_vMotionBlurValues, 4 );
}
if ( m_pMaterialParamViewport != NULL )
{
m_pMaterialParamViewport->SetVecValue( g_vMotionBlurViewportValues, 4 );
}
}
IMaterial *CMotionBlurMaterialProxy::GetMaterial()
@ -2723,24 +2893,49 @@ EXPOSE_INTERFACE( CMotionBlurMaterialProxy, IMaterialProxy, "MotionBlur" IMATERI
// Image-space Motion Blur ============================================================================================
//=====================================================================================================================
ConVar mat_motion_blur_enabled( "mat_motion_blur_enabled", "1", FCVAR_ARCHIVE );
ConVar mat_motion_blur_forward_enabled( "mat_motion_blur_forward_enabled", "0" );
ConVar mat_motion_blur_falling_min( "mat_motion_blur_falling_min", "10.0" );
ConVar mat_motion_blur_falling_max( "mat_motion_blur_falling_max", "20.0" );
ConVar mat_motion_blur_falling_intensity( "mat_motion_blur_falling_intensity", "1.0" );
//ConVar mat_motion_blur_roll_intensity( "mat_motion_blur_roll_intensity", "1.0" );
ConVar mat_motion_blur_rotation_intensity( "mat_motion_blur_rotation_intensity", "1.0" );
ConVar mat_motion_blur_strength( "mat_motion_blur_strength", "1.0" );
void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h )
struct MotionBlurHistory_t
{
#ifdef CSS_PERF_TEST
return;
#endif
if ( ( !mat_motion_blur_enabled.GetInt() ) || ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 90 ) )
MotionBlurHistory_t()
{
m_flLastTimeUpdate = 0.0f;
m_flPreviousPitch = 0.0f;
m_flPreviousYaw = 0.0f;
m_vPreviousPositon.Init( 0.0f, 0.0f, 0.0f );
m_mPreviousFrameBasisVectors;
m_flNoRotationalMotionBlurUntil = 0.0f;
SetIdentityMatrix( m_mPreviousFrameBasisVectors );
}
float m_flLastTimeUpdate;
float m_flPreviousPitch;
float m_flPreviousYaw;
Vector m_vPreviousPositon;
matrix3x4_t m_mPreviousFrameBasisVectors;
float m_flNoRotationalMotionBlurUntil;
};
void DoImageSpaceMotionBlur( const CViewSetup &viewSetup )
{
if ( !mat_motion_blur_enabled.GetInt() )
{
return;
}
int x = viewSetup.x;
int y = viewSetup.y;
int w = viewSetup.width;
int h = viewSetup.height;
//======================================================================================================//
// Get these convars here to make it easier to remove them later and to default each client differently //
//======================================================================================================//
@ -2759,22 +2954,19 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
//=====================//
// Previous frame data //
//=====================//
static float s_flLastTimeUpdate = 0.0f;
static float s_flPreviousPitch = 0.0f;
static float s_flPreviousYaw = 0.0f;
static float s_vPreviousPositon[3] = { 0.0f, 0.0f, 0.0f };
static matrix3x4_t s_mPreviousFrameBasisVectors;
static float s_flNoRotationalMotionBlurUntil = 0.0f;
static MotionBlurHistory_t history;
//float vPreviousSideVec[3] = { s_mPreviousFrameBasisVectors[0][1], s_mPreviousFrameBasisVectors[1][1], s_mPreviousFrameBasisVectors[2][1] };
//float vPreviousForwardVec[3] = { s_mPreviousFrameBasisVectors[0][0], s_mPreviousFrameBasisVectors[1][0], s_mPreviousFrameBasisVectors[2][0] };
//float vPreviousUpVec[3] = { s_mPreviousFrameBasisVectors[0][2], s_mPreviousFrameBasisVectors[1][2], s_mPreviousFrameBasisVectors[2][2] };
float flTimeElapsed = gpGlobals->realtime - s_flLastTimeUpdate;
float flTimeElapsed = gpGlobals->realtime - history.m_flLastTimeUpdate;
//===================================//
// Get current pitch & wrap to +-180 //
//===================================//
float flCurrentPitch = view.angles[PITCH];
float flCurrentPitch = viewSetup.angles[PITCH];
while ( flCurrentPitch > 180.0f )
flCurrentPitch -= 360.0f;
while ( flCurrentPitch < -180.0f )
@ -2783,35 +2975,39 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
//=================================//
// Get current yaw & wrap to +-180 //
//=================================//
float flCurrentYaw = view.angles[YAW];
float flCurrentYaw = viewSetup.angles[YAW];
while ( flCurrentYaw > 180.0f )
flCurrentYaw -= 360.0f;
while ( flCurrentYaw < -180.0f )
flCurrentYaw += 360.0f;
//engine->Con_NPrintf( 0, "Blur Pitch: %6.2f Yaw: %6.2f", flCurrentPitch, flCurrentYaw );
//engine->Con_NPrintf( 1, "Blur FOV: %6.2f Aspect: %6.2f Ortho: %s", view.fov, view.m_flAspectRatio, view.m_bOrtho ? "Yes" : "No" );
/*engine->Con_NPrintf( 0, "Blur Pitch: %6.2f Yaw: %6.2f", flCurrentPitch, flCurrentYaw );
engine->Con_NPrintf( 1, "Blur FOV: %6.2f Aspect: %6.2f Ortho: %s", view.fov, view.m_flAspectRatio, view.m_bOrtho ? "Yes" : "No" );
engine->Con_NPrintf( 2, "View Angles: %6.2f %6.2f %6.2f", XYZ(view.angles) );*/
//===========================//
// Get current basis vectors //
//===========================//
matrix3x4_t mCurrentBasisVectors;
AngleMatrix( view.angles, mCurrentBasisVectors );
AngleMatrix( viewSetup.angles, mCurrentBasisVectors );
float vCurrentSideVec[3] = { mCurrentBasisVectors[0][1], mCurrentBasisVectors[1][1], mCurrentBasisVectors[2][1] };
float vCurrentForwardVec[3] = { mCurrentBasisVectors[0][0], mCurrentBasisVectors[1][0], mCurrentBasisVectors[2][0] };
//float vCurrentUpVec[3] = { mCurrentBasisVectors[0][2], mCurrentBasisVectors[1][2], mCurrentBasisVectors[2][2] };
Vector vCurrentSideVec( mCurrentBasisVectors[0][1], mCurrentBasisVectors[1][1], mCurrentBasisVectors[2][1] );
Vector vCurrentForwardVec( mCurrentBasisVectors[0][0], mCurrentBasisVectors[1][0], mCurrentBasisVectors[2][0] );
//Vector vCurrentUpVec( mCurrentBasisVectors[0][2], mCurrentBasisVectors[1][2], mCurrentBasisVectors[2][2] );
//======================//
// Get current position //
//======================//
float vCurrentPosition[3] = { view.origin.x, view.origin.y, view.origin.z };
Vector vCurrentPosition = viewSetup.origin;
//===============================================================//
// Evaluate change in position to determine if we need to update //
//===============================================================//
float vPositionChange[3] = { 0.0f, 0.0f, 0.0f };
VectorSubtract( s_vPreviousPositon, vCurrentPosition, vPositionChange );
Vector vPositionChange( 0.0f, 0.0f, 0.0f );
VectorSubtract( history.m_vPreviousPositon, vCurrentPosition, vPositionChange );
if ( ( VectorLength( vPositionChange ) > 30.0f ) && ( flTimeElapsed >= 0.5f ) )
{
//=======================================================//
@ -2825,7 +3021,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
g_vMotionBlurValues[2] = 0.0f;
g_vMotionBlurValues[3] = 0.0f;
}
else if ( flTimeElapsed > ( 1.0f / 15.0f ) )
else if ( ( flTimeElapsed > ( 1.0f / 15.0f ) ) )
{
//==========================================//
// If slower than 15 fps, don't motion blur //
@ -2835,7 +3031,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
g_vMotionBlurValues[2] = 0.0f;
g_vMotionBlurValues[3] = 0.0f;
}
else if ( VectorLength( vPositionChange ) > 50.0f )
else if ( ( VectorLength( vPositionChange ) > 50.0f ) )
{
//================================================================================//
// We moved a far distance in a frame, use the same motion blur as last frame //
@ -2843,7 +3039,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
//================================================================================//
//engine->Con_NPrintf( 8, " Position changed %f units @ %.2f time ", VectorLength( vPositionChange ), gpGlobals->realtime );
s_flNoRotationalMotionBlurUntil = gpGlobals->realtime + 1.0f; // Wait a second until the portal craziness calms down
history.m_flNoRotationalMotionBlurUntil = gpGlobals->realtime + 1.0f; // Wait a second until the portal craziness calms down
}
else
{
@ -2851,8 +3047,8 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
// Normal update path //
//====================//
// Compute horizontal and vertical fov
float flHorizontalFov = view.fov;
float flVerticalFov = ( view.m_flAspectRatio <= 0.0f ) ? ( view.fov ) : ( view.fov / view.m_flAspectRatio );
float flHorizontalFov = viewSetup.fov;
float flVerticalFov = ( viewSetup.m_flAspectRatio <= 0.0f ) ? ( viewSetup.fov ) : ( viewSetup.fov / viewSetup.m_flAspectRatio );
//engine->Con_NPrintf( 2, "Horizontal Fov: %6.2f Vertical Fov: %6.2f", flHorizontalFov, flVerticalFov );
//=====================//
@ -2868,10 +3064,10 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
// Yaw (Compensate for circle strafe) //
//====================================//
float flSideDotMotion = DotProduct( vCurrentSideVec, vPositionChange );
float flYawDiffOriginal = s_flPreviousYaw - flCurrentYaw;
if ( ( ( s_flPreviousYaw - flCurrentYaw > 180.0f ) || ( s_flPreviousYaw - flCurrentYaw < -180.0f ) ) &&
( ( s_flPreviousYaw + flCurrentYaw > -180.0f ) && ( s_flPreviousYaw + flCurrentYaw < 180.0f ) ) )
flYawDiffOriginal = s_flPreviousYaw + flCurrentYaw;
float flYawDiffOriginal = history.m_flPreviousYaw - flCurrentYaw;
if ( ( ( history.m_flPreviousYaw - flCurrentYaw > 180.0f ) || ( history.m_flPreviousYaw - flCurrentYaw < -180.0f ) ) &&
( ( history.m_flPreviousYaw + flCurrentYaw > -180.0f ) && ( history.m_flPreviousYaw + flCurrentYaw < 180.0f ) ) )
flYawDiffOriginal = history.m_flPreviousYaw + flCurrentYaw;
float flYawDiffAdjusted = flYawDiffOriginal + ( flSideDotMotion / 3.0f ); // Yes, 3.0 is a magic number, sue me
@ -2891,7 +3087,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
// Pitch (Compensate for forward motion) //
//=======================================//
float flPitchCompensateMask = 1.0f - ( ( 1.0f - fabs( vCurrentForwardVec[2] ) ) * ( 1.0f - fabs( vCurrentForwardVec[2] ) ) );
float flPitchDiffOriginal = s_flPreviousPitch - flCurrentPitch;
float flPitchDiffOriginal = history.m_flPreviousPitch - flCurrentPitch;
float flPitchDiffAdjusted = flPitchDiffOriginal;
if ( flCurrentPitch > 0.0f )
@ -2941,24 +3137,21 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
//===============================================================//
// Dampen motion blur from 100%-0% as fps drops from 50fps-30fps //
//===============================================================//
if ( !IsX360() ) // I'm not doing this on the 360 yet since I can't test it
{
float flSlowFps = 30.0f;
float flFastFps = 50.0f;
float flCurrentFps = ( flTimeElapsed > 0.0f ) ? ( 1.0f / flTimeElapsed ) : 0.0f;
float flDampenFactor = clamp( ( ( flCurrentFps - flSlowFps ) / ( flFastFps - flSlowFps ) ), 0.0f, 1.0f );
float flSlowFps = 30.0f;
float flFastFps = 50.0f;
float flCurrentFps = ( flTimeElapsed > 0.0f ) ? ( 1.0f / flTimeElapsed ) : 0.0f;
float flDampenFactor = clamp( ( ( flCurrentFps - flSlowFps ) / ( flFastFps - flSlowFps ) ), 0.0f, 1.0f );
//engine->Con_NPrintf( 4, "gpGlobals->realtime %.2f gpGlobals->curtime %.2f", gpGlobals->realtime, gpGlobals->curtime );
//engine->Con_NPrintf( 5, "flCurrentFps %.2f", flCurrentFps );
//engine->Con_NPrintf( 7, "flTimeElapsed %.2f", flTimeElapsed );
//engine->Con_NPrintf( 4, "gpGlobals->realtime %.2f gpGlobals->curtime %.2f", gpGlobals->realtime, gpGlobals->curtime );
//engine->Con_NPrintf( 5, "flCurrentFps %.2f", flCurrentFps );
//engine->Con_NPrintf( 7, "flTimeElapsed %.2f", flTimeElapsed );
g_vMotionBlurValues[0] *= flDampenFactor;
g_vMotionBlurValues[1] *= flDampenFactor;
g_vMotionBlurValues[2] *= flDampenFactor;
g_vMotionBlurValues[3] *= flDampenFactor;
g_vMotionBlurValues[0] *= flDampenFactor;
g_vMotionBlurValues[1] *= flDampenFactor;
g_vMotionBlurValues[2] *= flDampenFactor;
g_vMotionBlurValues[3] *= flDampenFactor;
//engine->Con_NPrintf( 6, "Dampen: %.2f", flDampenFactor );
}
//engine->Con_NPrintf( 6, "Dampen: %.2f", flDampenFactor );
//engine->Con_NPrintf( 6, "Final values: { %6.2f%%, %6.2f%%, %6.2f%%, %6.2f%% }", g_vMotionBlurValues[0]*100.0f, g_vMotionBlurValues[1]*100.0f, g_vMotionBlurValues[2]*100.0f, g_vMotionBlurValues[3]*100.0f );
}
@ -2966,7 +3159,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
//============================================//
// Zero out blur if still in that time window //
//============================================//
if ( gpGlobals->realtime < s_flNoRotationalMotionBlurUntil )
if ( gpGlobals->realtime < history.m_flNoRotationalMotionBlurUntil )
{
//engine->Con_NPrintf( 9, " No Rotation @ %f ", gpGlobals->realtime );
@ -2977,17 +3170,60 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
}
else
{
s_flNoRotationalMotionBlurUntil = 0.0f;
history.m_flNoRotationalMotionBlurUntil = 0.0f;
}
//====================================//
// Store current frame for next frame //
//====================================//
VectorCopy( vCurrentPosition, s_vPreviousPositon );
s_mPreviousFrameBasisVectors = mCurrentBasisVectors;
s_flPreviousPitch = flCurrentPitch;
s_flPreviousYaw = flCurrentYaw;
s_flLastTimeUpdate = gpGlobals->realtime;
VectorCopy( vCurrentPosition, history.m_vPreviousPositon );
history.m_mPreviousFrameBasisVectors = mCurrentBasisVectors;
history.m_flPreviousPitch = flCurrentPitch;
history.m_flPreviousYaw = flCurrentYaw;
history.m_flLastTimeUpdate = gpGlobals->realtime;
}
//engine->Con_NPrintf( 6, "Final values: { %6.2f%%, %6.2f%%, %6.2f%%, %6.2f%% }", g_vMotionBlurValues[0]*100.0f, g_vMotionBlurValues[1]*100.0f, g_vMotionBlurValues[2]*100.0f, g_vMotionBlurValues[3]*100.0f );
//==========================================//
// Set global g_vMotionBlurViewportValues[] //
//==========================================//
if ( true )
{
ITexture *pSrc = materials->FindTexture( "_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET );
float flSrcWidth = ( float )pSrc->GetActualWidth();
float flSrcHeight = ( float )pSrc->GetActualHeight();
// NOTE #1: float4 stored as ( minx, miny, maxy, maxx )...z&w have been swapped to save pixel shader instructions
// NOTE #2: This code should definitely work for 2 players (horizontal or vertical), or 4 players (4 corners), but
// it might have to be modified if we ever want to support other split screen configurations
int nOffset; // Offset by one pixel to land in the correct half
// Left
nOffset = ( x > 0 ) ? 1 : 0;
g_vMotionBlurViewportValues[0] = ( float )( x + nOffset ) / ( flSrcWidth - 1 );
// Right
nOffset = ( x < ( flSrcWidth - 1 ) ) ? -1 : 0;
g_vMotionBlurViewportValues[3] = ( float )( x + w + nOffset ) / ( flSrcWidth - 1 );
// Top
nOffset = ( y > 0 ) ? 1 : 0; // Offset by one pixel to land in the correct half
g_vMotionBlurViewportValues[1] = ( float )( y + nOffset ) / ( flSrcHeight - 1 );
// Bottom
nOffset = ( y < ( flSrcHeight - 1 ) ) ? -1 : 0;
g_vMotionBlurViewportValues[2] = ( float )( y + h + nOffset ) / ( flSrcHeight - 1 );
// Only allow clamping to happen in the middle of the screen, so nudge the clamp values out if they're on the border of the screen
for ( int i = 0; i < 4; i++ )
{
if ( g_vMotionBlurViewportValues[i] <= 0.0f )
g_vMotionBlurViewportValues[i] = -1.0f;
else if ( g_vMotionBlurViewportValues[i] >= 1.0f )
g_vMotionBlurViewportValues[i] = 2.0f;
}
}
//=============================================================================================//
@ -3000,13 +3236,10 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
ITexture *pSrc = materials->FindTexture( "_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET );
int nSrcWidth = pSrc->GetActualWidth();
int nSrcHeight = pSrc->GetActualHeight();
int dest_width, dest_height, nDummy;
pRenderContext->GetViewport( nDummy, nDummy, dest_width, dest_height );
int nViewportWidth, nViewportHeight, nDummy;
pRenderContext->GetViewport( nDummy, nDummy, nViewportWidth, nViewportHeight );
if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_FLOAT )
{
UpdateScreenEffectTexture( 0, x, y, w, h, true ); // Do we need to check if we already did this?
}
UpdateScreenEffectTexture( 0, x, y, w, h, false );
// Get material pointer
IMaterial *pMatMotionBlur = materials->FindMaterial( "dev/motion_blur", TEXTURE_GROUP_OTHER, true );
@ -3018,14 +3251,200 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
{
pRenderContext->DrawScreenSpaceRectangle(
pMatMotionBlur,
0, 0, dest_width, dest_height,
0, 0, nSrcWidth-1, nSrcHeight-1,
0, 0, nViewportWidth, nViewportHeight,
x, y, x + w-1, y + h-1,
nSrcWidth, nSrcHeight, GetClientWorldEntity()->GetClientRenderable() );
if ( g_bDumpRenderTargets )
{
DumpTGAofRenderTarget( dest_width, dest_height, "MotionBlur" );
}
}
}
}
//=====================================================================================================================
// Depth of field =====================================================================================================
//=====================================================================================================================
ConVar mat_dof_enabled( "mat_dof_enabled", "1" );
ConVar mat_dof_override( "mat_dof_override", "0" );
ConVar mat_dof_near_blur_depth( "mat_dof_near_blur_depth", "20.0" );
ConVar mat_dof_near_focus_depth( "mat_dof_near_focus_depth", "100.0" );
ConVar mat_dof_far_focus_depth( "mat_dof_far_focus_depth", "250.0" );
ConVar mat_dof_far_blur_depth( "mat_dof_far_blur_depth", "1000.0" );
ConVar mat_dof_near_blur_radius( "mat_dof_near_blur_radius", "0.0" );
ConVar mat_dof_far_blur_radius( "mat_dof_far_blur_radius", "10.0" );
ConVar mat_dof_quality( "mat_dof_quality", "3" );
static float GetNearBlurDepth()
{
return mat_dof_override.GetBool() ? mat_dof_near_blur_depth.GetFloat() : g_flDOFNearBlurDepth;
}
static float GetNearFocusDepth()
{
return mat_dof_override.GetBool() ? mat_dof_near_focus_depth.GetFloat() : g_flDOFNearFocusDepth;
}
static float GetFarFocusDepth()
{
return mat_dof_override.GetBool() ? mat_dof_far_focus_depth.GetFloat() : g_flDOFFarFocusDepth;
}
static float GetFarBlurDepth()
{
return mat_dof_override.GetBool() ? mat_dof_far_blur_depth.GetFloat() : g_flDOFFarBlurDepth;
}
static float GetNearBlurRadius()
{
return mat_dof_override.GetBool() ? mat_dof_near_blur_radius.GetFloat() : g_flDOFNearBlurRadius;
}
static float GetFarBlurRadius()
{
return mat_dof_override.GetBool() ? mat_dof_far_blur_radius.GetFloat() : g_flDOFFarBlurRadius;
}
bool IsDepthOfFieldEnabled()
{
const CViewSetup *pViewSetup = view->GetViewSetup();
if ( !pViewSetup )
return false;
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 92 )
return false;
if ( !mat_dof_enabled.GetBool() )
return false;
if ( mat_dof_override.GetBool() == true )
{
return mat_dof_enabled.GetBool();
}
else
{
return g_bDOFEnabled;
}
}
static inline bool SetMaterialVarFloat( IMaterial* pMat, const char* pVarName, float flValue )
{
Assert( pMat != NULL );
Assert( pVarName != NULL );
if ( pMat == NULL || pVarName == NULL )
{
return false;
}
bool bFound = false;
IMaterialVar* pVar = pMat->FindVar( pVarName, &bFound );
if ( bFound )
{
pVar->SetFloatValue( flValue );
}
return bFound;
}
static inline bool SetMaterialVarInt( IMaterial* pMat, const char* pVarName, int nValue )
{
Assert( pMat != NULL );
Assert( pVarName != NULL );
if ( pMat == NULL || pVarName == NULL )
{
return false;
}
bool bFound = false;
IMaterialVar* pVar = pMat->FindVar( pVarName, &bFound );
if ( bFound )
{
pVar->SetIntValue( nValue );
}
return bFound;
}
void DoDepthOfField( const CViewSetup &viewSetup )
{
if ( !IsDepthOfFieldEnabled() )
{
return;
}
// Copy from backbuffer to _rt_FullFrameFB
UpdateScreenEffectTexture( 0, viewSetup.x, viewSetup.y, viewSetup.width, viewSetup.height, false ); // Do we need to check if we already did this?
CMatRenderContextPtr pRenderContext( materials );
ITexture *pSrc = materials->FindTexture( "_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET );
int nSrcWidth = pSrc->GetActualWidth();
int nSrcHeight = pSrc->GetActualHeight();
int nViewportWidth = 0;
int nViewportHeight = 0;
int nDummy = 0;
pRenderContext->GetViewport( nDummy, nDummy, nViewportWidth, nViewportHeight );
if ( mat_dof_quality.GetInt() < 2 )
{
/////////////////////////////////////
// Downsample backbuffer to 1/4 size
/////////////////////////////////////
// Update downsampled framebuffer. TODO: Don't do this again for the bloom if we already did it here...
pRenderContext->PushRenderTargetAndViewport();
ITexture *dest_rt0 = materials->FindTexture( "_rt_SmallFB0", TEXTURE_GROUP_RENDER_TARGET );
// *Everything* in here relies on the small RTs being exactly 1/4 the full FB res
Assert( dest_rt0->GetActualWidth() == pSrc->GetActualWidth() / 4 );
Assert( dest_rt0->GetActualHeight() == pSrc->GetActualHeight() / 4 );
// Downsample fb to rt0
DownsampleFBQuarterSize( pRenderContext, nSrcWidth, nSrcHeight, dest_rt0, true );
//////////////////////////////////////
// Additional blur using 3x3 gaussian
//////////////////////////////////////
IMaterial *pMat = materials->FindMaterial( "dev/blurgaussian_3x3", TEXTURE_GROUP_OTHER, true );
if ( pMat == NULL )
return;
SetMaterialVarFloat( pMat, "$c0_x", 0.5f / (float)dest_rt0->GetActualWidth() );
SetMaterialVarFloat( pMat, "$c0_y", 0.5f / (float)dest_rt0->GetActualHeight() );
SetMaterialVarFloat( pMat, "$c1_x", -0.5f / (float)dest_rt0->GetActualWidth() );
SetMaterialVarFloat( pMat, "$c1_y", 0.5f / (float)dest_rt0->GetActualHeight() );
ITexture *dest_rt1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET );
SetRenderTargetAndViewPort( dest_rt1 );
pRenderContext->DrawScreenSpaceRectangle(
pMat, 0, 0, nSrcWidth/4, nSrcHeight/4,
0, 0, dest_rt0->GetActualWidth()-1, dest_rt0->GetActualHeight()-1,
dest_rt0->GetActualWidth(), dest_rt0->GetActualHeight() );
pRenderContext->PopRenderTargetAndViewport();
}
// Render depth-of-field quad
IMaterial *pMatDOF = materials->FindMaterial( "dev/depth_of_field", TEXTURE_GROUP_OTHER, true );
if ( pMatDOF == NULL )
return;
SetMaterialVarFloat( pMatDOF, "$nearPlane", viewSetup.zNear );
SetMaterialVarFloat( pMatDOF, "$farPlane", viewSetup.zFar );
// pull from convars/globals
SetMaterialVarFloat( pMatDOF, "$nearBlurDepth", GetNearBlurDepth() );
SetMaterialVarFloat( pMatDOF, "$nearFocusDepth", GetNearFocusDepth() );
SetMaterialVarFloat( pMatDOF, "$farFocusDepth", GetFarFocusDepth() );
SetMaterialVarFloat( pMatDOF, "$farBlurDepth", GetFarBlurDepth() );
SetMaterialVarFloat( pMatDOF, "$nearBlurRadius", GetNearBlurRadius() );
SetMaterialVarFloat( pMatDOF, "$farBlurRadius", GetFarBlurRadius() );
SetMaterialVarInt( pMatDOF, "$quality", mat_dof_quality.GetInt() );
pRenderContext->DrawScreenSpaceRectangle(
pMatDOF,
0, 0, nViewportWidth, nViewportHeight,
0, 0, nSrcWidth-1, nSrcHeight-1,
nSrcWidth, nSrcHeight, GetClientWorldEntity()->GetClientRenderable() );
}

View File

@ -11,8 +11,20 @@
#pragma once
#endif
struct PostProcessParameters_t;
void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, bool bPostVGui = false );
void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h );
void DoImageSpaceMotionBlur( const CViewSetup &viewSetup );
void DumpTGAofRenderTarget( const int width, const int height, const char *pFilename );
void SetRenderTargetAndViewPort( ITexture *rt );
bool IsDepthOfFieldEnabled();
void DoDepthOfField( const CViewSetup &view );
void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters );
void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters, bool override );
void SetViewFadeParams( byte r, byte g, byte b, byte a, bool bModulate );
#endif // VIEWPOSTPROCESS_H

View File

@ -823,6 +823,8 @@ CLIENTEFFECT_REGISTER_BEGIN( PrecachePostProcessingEffects )
CLIENTEFFECT_MATERIAL( "dev/copyfullframefb_vanilla" )
CLIENTEFFECT_MATERIAL( "dev/copyfullframefb" )
CLIENTEFFECT_MATERIAL( "dev/engine_post" )
CLIENTEFFECT_MATERIAL( "dev/depth_of_field" )
CLIENTEFFECT_MATERIAL( "dev/blurgaussian_3x3" )
CLIENTEFFECT_MATERIAL( "dev/motion_blur" )
CLIENTEFFECT_MATERIAL( "dev/upscale" )
@ -2104,14 +2106,24 @@ void CViewRender::RenderView( const CViewSetup &view, int nClearFlags, int whatT
RenderPlayerSprites();
// Image-space motion blur
if ( !building_cubemaps.GetBool() && view.m_bDoBloomAndToneMapping ) // We probably should use a different view. variable here
if ( !building_cubemaps.GetBool() /*&& view.m_bDoBloomAndToneMapping*/ ) // We probably should use a different view. variable here
{
if ( IsDepthOfFieldEnabled() )
{
pRenderContext.GetFrom( materials );
{
PIXEVENT( pRenderContext, "DoDepthOfField()" );
DoDepthOfField( view );
}
pRenderContext.SafeRelease();
}
if ( ( mat_motion_blur_enabled.GetInt() ) && ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 ) )
{
pRenderContext.GetFrom( materials );
{
PIXEVENT( pRenderContext, "DoImageSpaceMotionBlur" );
DoImageSpaceMotionBlur( view, view.x, view.y, view.width, view.height );
DoImageSpaceMotionBlur( view );
}
pRenderContext.SafeRelease();
}

View File

@ -562,7 +562,7 @@ void CAI_BaseNPC::CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput )
RemoveActorFromScriptedScenes( this, false /*all scenes*/ );
}
else
DevMsg( "Unexpected double-death-cleanup\n" );
CGMsg( 1, CON_GROUP_NPC_AI, "Unexpected double-death-cleanup\n" );
}
void CAI_BaseNPC::SelectDeathPose( const CTakeDamageInfo &info )
@ -2532,7 +2532,7 @@ void CAI_BaseNPC::OnListened()
case SOUND_PLAYER_VEHICLE: condition = COND_HEAR_PLAYER; break;
default:
DevMsg( "**ERROR: NPC %s hearing sound of unknown type %d!\n", GetClassname(), pCurrentSound->SoundType() );
CGMsg( 1, CON_GROUP_NPC_AI, "**ERROR: NPC %s hearing sound of unknown type %d!\n", GetClassname(), pCurrentSound->SoundType() );
break;
}
}
@ -2720,7 +2720,7 @@ CSound* CAI_BaseNPC::GetBestSound( int validTypes )
return m_pLockedBestSound;
CSound *pResult = GetSenses()->GetClosestSound( false, validTypes );
if ( pResult == NULL)
DevMsg( "Warning: NULL Return from GetBestSound\n" ); // condition previously set now no longer true. Have seen this when play too many sounds...
CGMsg( 1, CON_GROUP_NPC_AI, "Warning: NULL Return from GetBestSound\n" ); // condition previously set now no longer true. Have seen this when play too many sounds...
return pResult;
}
@ -2732,7 +2732,7 @@ CSound* CAI_BaseNPC::GetBestScent( void )
{
CSound *pResult = GetSenses()->GetClosestSound( true );
if ( pResult == NULL)
DevMsg("Warning: NULL Return from GetBestScent\n" );
CGMsg( 1, CON_GROUP_NPC_AI, "Warning: NULL Return from GetBestScent\n" );
return pResult;
}
@ -4806,7 +4806,11 @@ void CAI_BaseNPC::SetState( NPC_STATE State )
if ( GetEnemy() != NULL )
{
SetEnemy( NULL ); // not allowed to have an enemy anymore.
#ifdef MAPBASE
CGMsg( 2, CON_GROUP_NPC_AI, "Stripped enemy pointer from NPC going back to idle\n" );
#else
DevMsg( 2, "Stripped\n" );
#endif
}
break;
}
@ -5199,7 +5203,7 @@ void CAI_BaseNPC::GatherConditions( void )
// @Note (toml 05-05-04): There seems to be a case where an NPC can not respond
// to COND_NEW_ENEMY. Only evidence right now is save
// games after the fact, so for now, just patching it up
DevMsg( 2, "Had to force COND_NEW_ENEMY\n" );
CGMsg( 2, CON_GROUP_NPC_AI, "Had to force COND_NEW_ENEMY\n" );
SetCondition(COND_NEW_ENEMY);
}
}
@ -8528,7 +8532,7 @@ bool CAI_BaseNPC::InitSquad( void )
{
if ( !m_SquadName )
{
DevMsg(2, "Found %s that isn't in a squad\n",GetClassname());
CGMsg( 2, CON_GROUP_NPC_AI, "Found %s that isn't in a squad\n", GetClassname() );
}
else
{
@ -9181,7 +9185,7 @@ void CAI_BaseNPC::SetDefaultEyeOffset ( void )
{
if ( Classify() != CLASS_NONE )
{
DevMsg( "WARNING: %s(%s) has no eye offset in .qc!\n", GetClassname(), STRING(GetModelName()) );
CGMsg( 1, CON_GROUP_NPC_AI, "WARNING: %s(%s) has no eye offset in .qc!\n", GetClassname(), STRING( GetModelName() ) );
}
VectorAdd( WorldAlignMins(), WorldAlignMaxs(), m_vDefaultEyeOffset );
m_vDefaultEyeOffset *= 0.75;
@ -11392,7 +11396,7 @@ bool CAI_BaseNPC::ChooseEnemy( void )
}
else if ( !fHaveCondNewEnemy && !fHaveCondLostEnemy && GetCurSchedule() )
{
DevMsg( 2, "WARNING: AI enemy went NULL but schedule (%s) is not interested\n", GetCurSchedule()->GetName() );
CGMsg( 2, CON_GROUP_NPC_AI, "WARNING: AI enemy went NULL but schedule (%s) is not interested\n", GetCurSchedule()->GetName() );
}
m_bSkippedChooseEnemy = false;
@ -12016,6 +12020,15 @@ BEGIN_ENT_SCRIPTDESC( CAI_BaseNPC, CBaseCombatCharacter, "The base class all NPC
DEFINE_SCRIPTFUNC_NAMED( VScriptGetState, "GetNPCState", "Get the NPC's current state." )
DEFINE_SCRIPTFUNC_NAMED( VScriptWake, "Wake", "Awakens the NPC if it is currently asleep." )
DEFINE_SCRIPTFUNC_NAMED( VScriptSleep, "Sleep", "Puts the NPC into a sleeping state." )
DEFINE_SCRIPTFUNC_NAMED( VScriptGetSleepState, "GetSleepState", "Get the NPC's sleep state. (see AISS_ set of constants)" )
DEFINE_SCRIPTFUNC_NAMED( VScriptSetSleepState, "SetSleepState", "Set the NPC's sleep state. (see AISS_ set of constants)" )
DEFINE_SCRIPTFUNC( AddSleepFlags, "Add to the NPC's sleep flags. (see AI_SLEEP_ set of constants)" )
DEFINE_SCRIPTFUNC( RemoveSleepFlags, "Remove from NPC's sleep flags. (see AI_SLEEP_ set of constants)" )
DEFINE_SCRIPTFUNC( HasSleepFlags, "Return true if the NPC has the specified sleep flags. (see AI_SLEEP_ set of constants)" )
DEFINE_SCRIPTFUNC_NAMED( VScriptGetHintGroup, "GetHintGroup", "Get the name of the NPC's hint group." )
DEFINE_SCRIPTFUNC_NAMED( VScriptGetHintNode, "GetHintNode", "Get the NPC's current AI hint." )
@ -12375,7 +12388,7 @@ void CAI_BaseNPC::DiscardScheduleState()
// for now, just go back to idle and let the AI figure out what to do.
SetState( NPC_STATE_IDLE );
SetIdealState( NPC_STATE_IDLE );
DevMsg(1, "Scripted Sequence stripped on level transition for %s\n", GetDebugName() );
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted Sequence stripped on level transition for %s\n", GetDebugName() );
}
}
@ -12759,7 +12772,7 @@ void CAI_BaseNPC::UpdateOnRemove(void)
if ( !m_bDidDeathCleanup )
{
if ( m_NPCState == NPC_STATE_DEAD )
DevMsg( "May not have cleaned up on NPC death\n");
CGMsg( 1, CON_GROUP_NPC_AI, "May not have cleaned up on NPC death\n" );
CleanupOnDeath( NULL, false );
}
@ -13894,7 +13907,7 @@ static void AIMsgGuts( CAI_BaseNPC *pAI, unsigned flags, const char *pszMsg )
else
pszFmt2 = "%s (%s: %d/%s) [%d]";
DevMsg( pszFmt2,
CGMsg( 1, CON_GROUP_NPC_AI, pszFmt2,
pszMsg,
pAI->GetClassname(),
pAI->entindex(),

View File

@ -1224,6 +1224,12 @@ public:
int VScriptGetState();
void VScriptWake( HSCRIPT hActivator ) { Wake( ToEnt(hActivator) ); }
void VScriptSleep() { Sleep(); }
int VScriptGetSleepState() { return (int)GetSleepState(); }
void VScriptSetSleepState( int sleepState ) { SetSleepState( (AI_SleepState_t)sleepState ); }
const char* VScriptGetHintGroup() { return STRING( GetHintGroup() ); }
HSCRIPT VScriptGetHintNode();
@ -2893,7 +2899,11 @@ public:
derivedClass::AccessClassScheduleIdSpaceDirect().Init( #derivedClass, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \
derivedClass::gm_SquadSlotIdSpace.Init( &CAI_BaseNPC::gm_SquadSlotNamespace, &BaseClass::gm_SquadSlotIdSpace);
#ifdef MAPBASE
#define ADD_CUSTOM_INTERACTION( interaction ) { CBaseCombatCharacter::AddInteractionWithString( interaction, #interaction ); }
#else
#define ADD_CUSTOM_INTERACTION( interaction ) { interaction = CBaseCombatCharacter::GetInteractionID(); }
#endif
#define ADD_CUSTOM_SQUADSLOT_NAMED(derivedClass,squadSlotName,squadSlotEN)\
if ( !derivedClass::gm_SquadSlotIdSpace.AddSymbol( squadSlotName, squadSlotEN, "squadslot", derivedClass::gm_pszErrorClassName ) ) return;

View File

@ -470,7 +470,7 @@ CAI_Schedule *CAI_BaseNPC::GetNewSchedule( void )
// You may not be in combat state with no enemy!!! (sjb) 11/4/03
if( m_NPCState == NPC_STATE_COMBAT && !GetEnemy() )
{
DevMsg("**ERROR: Combat State with no enemy! slamming to ALERT\n");
CGMsg( 1, CON_GROUP_NPC_AI, "**ERROR: Combat State with no enemy! slamming to ALERT\n" );
SetState( NPC_STATE_ALERT );
}
@ -693,7 +693,7 @@ void CAI_BaseNPC::MaintainSchedule ( void )
if ( !GetCurSchedule() || GetCurSchedule()->NumTasks() == 0 )
{
DevMsg("ERROR: Missing or invalid schedule!\n");
CGMsg( 1, CON_GROUP_NPC_AI, "ERROR: Missing or invalid schedule!\n" );
SetActivity ( ACT_IDLE );
return;
}
@ -1007,7 +1007,7 @@ bool CAI_BaseNPC::FindCoverFromBestSound( Vector *pCoverPos )
}
else
{
DevMsg( 2, "Attempting to find cover from best sound, but best sound not founc.\n" );
CGMsg( 2, CON_GROUP_NPC_AI, "Attempting to find cover from best sound, but best sound not founc.\n" );
}
return false;
@ -2743,7 +2743,7 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
case TASK_SOUND_ANGRY:
{
// sounds are complete as soon as we get here, cause we've already played them.
DevMsg( 2, "SOUND\n" );
CGMsg( 2, CON_GROUP_NPC_AI, "SOUND\n" );
TaskComplete();
break;
}
@ -2785,11 +2785,7 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@ -2800,11 +2796,7 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@ -3151,7 +3143,7 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
default:
{
DevMsg( "No StartTask entry for %s\n", TaskName( task ) );
CGMsg( 1, CON_GROUP_NPC_AI, "No StartTask entry for %s\n", TaskName( task ) );
}
break;
}
@ -3298,7 +3290,7 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
// Put a debugging check in here
if (GetHintNode()->User() != this)
{
DevMsg("Hint node (%s) being used by non-owner!\n",GetHintNode()->GetDebugName());
CGMsg( 1, CON_GROUP_NPC_AI, "Hint node (%s) being used by non-owner!\n", GetHintNode()->GetDebugName() );
}
if ( IsActivityFinished() )
@ -4005,11 +3997,7 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
}
else if (!m_hCine)
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Cine died!\n" );
#else
DevMsg( "Cine died!\n");
#endif
TaskComplete();
}
else if ( IsRunningDynamicInteraction() )
@ -4065,11 +4053,7 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@ -4088,11 +4072,7 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@ -4249,7 +4229,7 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
default:
{
DevMsg( "No RunTask entry for %s\n", TaskName( pTask->iTask ) );
CGMsg( 1, CON_GROUP_NPC_AI, "No RunTask entry for %s\n", TaskName( pTask->iTask ) );
TaskComplete();
}
break;
@ -4421,11 +4401,7 @@ int CAI_BaseNPC::GetScriptCustomMoveSequence( void )
iSequence = LookupSequence( STRING( m_hCine->m_iszCustomMove ) );
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
#else
DevMsg( "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
#endif
}
}
else if ( m_iszSceneCustomMoveSeq != NULL_STRING )

View File

@ -192,8 +192,13 @@ BEGIN_SCRIPTDESC_ROOT( CAI_Expresser, "Expresser class for complex speech." )
DEFINE_SCRIPTFUNC( BlockSpeechUntil, "Block speech for a certain amount of time. This is stored in curtime." )
DEFINE_SCRIPTFUNC( ForceNotSpeaking, "If the actor is speaking, force the system to recognize them as not speaking." )
DEFINE_SCRIPTFUNC( GetVoicePitch, "Get the actor's voice pitch. Used in sentences." )
DEFINE_SCRIPTFUNC( SetVoicePitch, "Set the actor's voice pitch. Used in sentences." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSpeakRawScene, "SpeakRawScene", "Speak a raw, instanced VCD scene as though it were played through the Response System. Return whether the scene successfully plays." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSpeakAutoGeneratedScene, "SpeakAutoGeneratedScene", "Speak an automatically generated, instanced VCD scene for this sound as though it were played through the Response System. Return whether the scene successfully plays." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSpeakRawSentence, "SpeakRawSentence", "Speak a raw sentence as though it were played through the Response System. Return the sentence's index; -1 if not successfully played." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSpeak, "Speak", "Speak a response concept with the specified modifiers." )
END_SCRIPTDESC();
#endif
@ -565,7 +570,7 @@ bool CAI_Expresser::SpeakDispatchResponse( AIConcept_t concept, AI_Response *res
if (replace)
{
DevMsg("Replacing %s with %s...\n", response, replace);
CGMsg( 1, CON_GROUP_CHOREO, "Replacing %s with %s...\n", response, replace );
Q_strncpy(response, replace, sizeof(response));
// Precache it now because it may not have been precached before
@ -596,7 +601,7 @@ bool CAI_Expresser::SpeakDispatchResponse( AIConcept_t concept, AI_Response *res
if ( IsSpeaking() && concept[0] != 0 )
{
DevMsg( "SpeakDispatchResponse: Entity ( %i/%s ) already speaking, forcing '%s'\n", GetOuter()->entindex(), STRING( GetOuter()->GetEntityName() ), concept );
CGMsg( 1, CON_GROUP_CHOREO, "SpeakDispatchResponse: Entity ( %i/%s ) already speaking, forcing '%s'\n", GetOuter()->entindex(), STRING( GetOuter()->GetEntityName() ), concept );
// Tracker 15911: Can break the game if we stop an imported map placed lcs here, so only
// cancel actor out of instanced scripted scenes. ywb
@ -605,7 +610,7 @@ bool CAI_Expresser::SpeakDispatchResponse( AIConcept_t concept, AI_Response *res
if ( IsRunningScriptedScene( GetOuter() ) )
{
DevMsg( "SpeakDispatchResponse: Entity ( %i/%s ) refusing to speak due to scene entity, tossing '%s'\n", GetOuter()->entindex(), STRING( GetOuter()->GetEntityName() ), concept );
CGMsg( 1, CON_GROUP_CHOREO, "SpeakDispatchResponse: Entity ( %i/%s ) refusing to speak due to scene entity, tossing '%s'\n", GetOuter()->entindex(), STRING( GetOuter()->GetEntityName() ), concept );
delete result;
return false;
}
@ -633,7 +638,7 @@ bool CAI_Expresser::SpeakDispatchResponse( AIConcept_t concept, AI_Response *res
float speakTime = GetResponseDuration( result );
GetOuter()->EmitSound( response );
DevMsg( "SpeakDispatchResponse: Entity ( %i/%s ) playing sound '%s'\n", GetOuter()->entindex(), STRING( GetOuter()->GetEntityName() ), response );
CGMsg( 1, CON_GROUP_CHOREO, "SpeakDispatchResponse: Entity ( %i/%s ) playing sound '%s'\n", GetOuter()->entindex(), STRING( GetOuter()->GetEntityName() ), response );
NoteSpeaking( speakTime, delay );
spoke = true;
}
@ -1205,7 +1210,7 @@ void CAI_Expresser::SpeechMsg( CBaseEntity *pFlex, const char *pszFormat, ... )
}
else
{
DevMsg( "%s", string );
CGMsg( 1, CON_GROUP_CHOREO "%s", string );
}
UTIL_LogPrintf( string );
}

View File

@ -206,7 +206,8 @@ public:
#ifdef MAPBASE_VSCRIPT
bool ScriptSpeakRawScene( char const *soundname, float delay ) { return SpeakRawScene( soundname, delay, NULL ); }
bool ScriptSpeakAutoGeneratedScene( char const *soundname, float delay ) { return SpeakAutoGeneratedScene( soundname, delay ); }
bool ScriptSpeak( AIConcept_t concept, const char *modifiers ) { return Speak( concept, modifiers ); }
int ScriptSpeakRawSentence( char const *pszSentence, float delay ) { return SpeakRawSentence( pszSentence, delay ); }
bool ScriptSpeak( char const *concept, const char *modifiers ) { return Speak( concept, modifiers[0] != '\0' ? modifiers : NULL ); }
#endif
protected:

View File

@ -294,7 +294,7 @@ void CAI_Squad::RemoveFromSquad( CAI_BaseNPC *pNPC, bool bDeath )
int myIndex = m_SquadMembers.Find(pNPC);
if (myIndex == -1)
{
DevMsg("ERROR: Attempting to remove non-existing squad membmer!\n");
CGMsg( 1, CON_GROUP_NPC_AI, "ERROR: Attempting to remove non-existing squad member!\n" );
return;
}
m_SquadMembers.Remove(myIndex);
@ -337,7 +337,7 @@ void CAI_Squad::AddToSquad(CAI_BaseNPC *pNPC)
if (m_SquadMembers.Count() == MAX_SQUAD_MEMBERS)
{
DevMsg("Error!! Squad %s is too big!!! Replacing last member\n", STRING( this->m_Name ));
CGMsg( 1, CON_GROUP_NPC_AI, "Error!! Squad %s is too big!!! Replacing last member\n", STRING( this->m_Name ) );
m_SquadMembers.Remove(m_SquadMembers.Count()-1);
}
m_SquadMembers.AddToTail(pNPC);
@ -559,7 +559,7 @@ void CAI_Squad::SquadNewEnemy( CBaseEntity *pEnemy )
{
if ( !pEnemy )
{
DevMsg( "ERROR: SquadNewEnemy() - pEnemy is NULL!\n" );
CGMsg( 1, CON_GROUP_NPC_AI, "ERROR: SquadNewEnemy() - pEnemy is NULL!\n" );
return;
}
@ -678,7 +678,7 @@ bool CAI_Squad::OccupyStrategySlotRange( CBaseEntity *pEnemy, int slotIDStart, i
// As a debug measure check to see if slot was filled
if (!IsSlotOccupied(pEnemy, *pSlot))
{
DevMsg( "ERROR! Vacating an empty slot!\n");
CGMsg( 1, CON_GROUP_NPC_AI, "ERROR! Vacating an empty slot!\n" );
}
// Free the slot
@ -717,7 +717,7 @@ void CAI_Squad::VacateStrategySlot( CBaseEntity *pEnemy, int slot)
// As a debug measure check to see if slot was filled
if (!IsSlotOccupied(pEnemy, slot))
{
DevMsg( "ERROR! Vacating an empty slot!\n");
CGMsg( 1, CON_GROUP_NPC_AI, "ERROR! Vacating an empty slot!\n" );
}
// Free the slot

View File

@ -326,9 +326,13 @@ BEGIN_ENT_SCRIPTDESC( CBaseAnimating, CBaseEntity, "Animating models" )
DEFINE_SCRIPTFUNC( GetBodygroupCount, "Gets the number of models in a bodygroup" )
DEFINE_SCRIPTFUNC( GetNumBodyGroups, "Gets the number of bodygroups" )
DEFINE_SCRIPTFUNC( Dissolve, "" )
DEFINE_SCRIPTFUNC( Ignite, "" )
DEFINE_SCRIPTFUNC( Dissolve, "Use 'sprites/blueglow1.vmt' for the default material, Time() for the default start time, false for npcOnly if you don't want it to check if the entity is a NPC first, 0 for the default dissolve type, Vector(0,0,0) for the default dissolver origin, and 0 for the default magnitude." )
DEFINE_SCRIPTFUNC( Ignite, "'NPCOnly' only lets this fall through if the entity is a NPC and 'CalledByLevelDesigner' determines whether to treat this like the Ignite input or just an internal ignition call." )
DEFINE_SCRIPTFUNC( Scorch, "Makes the entity darker from scorching" )
DEFINE_SCRIPTFUNC( BecomeRagdollOnClient, "" )
DEFINE_SCRIPTFUNC( IsRagdoll, "" )
DEFINE_SCRIPTFUNC( CanBecomeRagdoll, "" )
#endif
END_SCRIPTDESC();
@ -727,7 +731,7 @@ void CBaseAnimating::InputSetModelScale( inputdata_t &inputdata )
void CBaseAnimating::InputSetModel( inputdata_t &inputdata )
{
const char *szModel = inputdata.value.String();
if (PrecacheModel(szModel) != -1)
if (PrecacheModel(szModel, false) != -1)
{
SetModelName(AllocPooledString(szModel));
SetModel(szModel);

View File

@ -163,6 +163,7 @@ BEGIN_ENT_SCRIPTDESC( CBaseCombatCharacter, CBaseFlex, "The base class shared by
DEFINE_SCRIPTFUNC_NAMED( Weapon_ShootPosition, "ShootPosition", "Get the character's shoot position." )
DEFINE_SCRIPTFUNC_NAMED( Weapon_DropAll, "DropAllWeapons", "Make the character drop all of its weapons." )
DEFINE_SCRIPTFUNC_NAMED( ScriptEquipWeapon, "EquipWeapon", "Make the character equip the specified weapon entity. If they don't already own the weapon, they will acquire it instantly." )
DEFINE_SCRIPTFUNC_NAMED( ScriptDropWeapon, "DropWeapon", "Make the character drop the specified weapon entity if they own it." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetAmmoCount, "GetAmmoCount", "Get the ammo count of the specified ammo type." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetAmmoCount, "SetAmmoCount", "Set the ammo count of the specified ammo type." )
@ -309,6 +310,21 @@ int CBaseCombatCharacter::GetInteractionID(void)
return (m_lastInteraction);
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: New method of adding interactions which allows their name to be available (currently used for VScript)
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddInteractionWithString( int &interaction, const char *szName )
{
interaction = GetInteractionID();
if (g_pScriptVM)
{
ScriptRegisterConstantNamed( g_pScriptVM, interaction, szName, "An interaction which could be used with HandleInteraction or DispatchInteraction. NOTE: These are usually only initialized by certain types of NPCs when an instance of one spawns in the level for the first time!!! (the fact you're seeing this one means there was an NPC in the level which initialized it)" );
}
}
#endif
// ============================================================================
bool CBaseCombatCharacter::HasHumanGibs( void )
{
@ -4405,13 +4421,31 @@ void CBaseCombatCharacter::GetScriptAllWeapons( HSCRIPT hTable )
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ScriptDropWeapon( HSCRIPT hWeapon )
{
CBaseCombatWeapon *pWeapon = HScriptToClass<CBaseCombatWeapon>( hWeapon );
if (!pWeapon)
return;
if (pWeapon->GetOwner() == this)
{
// Drop the weapon
Weapon_Drop( pWeapon );
}
else
{
CGMsg( 1, CON_GROUP_VSCRIPT, "ScriptDropWeapon: %s is not owned by %s", pWeapon->GetDebugName(), GetDebugName() );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ScriptEquipWeapon( HSCRIPT hWeapon )
{
CBaseEntity *pEntity = ToEnt( hWeapon );
CBaseCombatWeapon *pWeapon = pEntity->MyCombatWeaponPointer();
if (!pEntity || !pWeapon)
CBaseCombatWeapon *pWeapon = HScriptToClass<CBaseCombatWeapon>( hWeapon );
if (!pWeapon)
return;
if (pWeapon->GetOwner() == this)

View File

@ -161,8 +161,10 @@ public:
virtual bool ShouldShootMissTarget( CBaseCombatCharacter *pAttacker );
virtual CBaseEntity *FindMissTarget( void );
#ifndef MAPBASE // This function now exists in CBaseEntity
// Do not call HandleInteraction directly, use DispatchInteraction
bool DispatchInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) { return ( interactionType > 0 ) ? HandleInteraction( interactionType, data, sourceEnt ) : false; }
#endif
virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt );
virtual QAngle BodyAngles();
@ -421,6 +423,7 @@ public:
void GetScriptAllWeapons( HSCRIPT hTable );
int ScriptGetCurrentWeaponProficiency() { return GetCurrentWeaponProficiency(); }
void ScriptDropWeapon( HSCRIPT hWeapon );
void ScriptEquipWeapon( HSCRIPT hWeapon );
int ScriptGetAmmoCount( int iType ) const;
@ -579,6 +582,11 @@ protected:
public:
static int GetInteractionID(); // Returns the next interaction #
#ifdef MAPBASE
// Mapbase's new method for adding interactions which allows them to be handled with their names, currently for VScript
static void AddInteractionWithString( int &interaction, const char *szName );
#endif
protected:
// Visibility-related stuff
bool ComputeLOS( const Vector &vecEyePosition, const Vector &vecTarget ) const;

View File

@ -2214,6 +2214,7 @@ ScriptHook_t CBaseEntity::g_Hook_UpdateOnRemove;
ScriptHook_t CBaseEntity::g_Hook_VPhysicsCollision;
ScriptHook_t CBaseEntity::g_Hook_FireBullets;
ScriptHook_t CBaseEntity::g_Hook_OnDeath;
ScriptHook_t CBaseEntity::g_Hook_HandleInteraction;
#endif
BEGIN_ENT_SCRIPTDESC_ROOT( CBaseEntity, "Root class of all server-side entities" )
@ -2328,13 +2329,16 @@ BEGIN_ENT_SCRIPTDESC_ROOT( CBaseEntity, "Root class of all server-side entities"
DEFINE_SCRIPTFUNC_NAMED( ScriptGetContext, "GetContext", "Get a response context value" )
DEFINE_SCRIPTFUNC_NAMED( ScriptAddContext, "AddContext", "Add a response context value" )
DEFINE_SCRIPTFUNC( GetContextExpireTime, "Get a response context's expiration time" )
DEFINE_SCRIPTFUNC( GetContextCount, "Get the number of response contexts" )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetContextIndex, "GetContextIndex", "Get a response context at a specific index in the form of a table" )
DEFINE_SCRIPTFUNC_NAMED( ScriptFollowEntity, "FollowEntity", "Begin following the specified entity. This makes this entity non-solid, parents it to the target entity, and teleports it to the specified entity's origin. The second parameter is whether or not to use bonemerging while following." )
DEFINE_SCRIPTFUNC( StopFollowingEntity, "Stops following an entity if we're following one." )
DEFINE_SCRIPTFUNC( IsFollowingEntity, "Returns true if this entity is following another entity." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetFollowedEntity, "GetFollowedEntity", "Get the entity we're following." )
DEFINE_SCRIPTFUNC_NAMED( ScriptClassify, "Classify", "Get Class_T class ID" )
DEFINE_SCRIPTFUNC_NAMED( ScriptClassify, "Classify", "Get Class_T class ID (corresponds to the CLASS_ set of constants)" )
DEFINE_SCRIPTFUNC_NAMED( ScriptAcceptInput, "AcceptInput", "" )
DEFINE_SCRIPTFUNC_NAMED( ScriptFireOutput, "FireOutput", "Fire an entity output" )
@ -2417,6 +2421,11 @@ BEGIN_ENT_SCRIPTDESC_ROOT( CBaseEntity, "Root class of all server-side entities"
DEFINE_SCRIPTFUNC_NAMED( IsBaseCombatWeapon, "IsWeapon", "Returns true if this entity is a weapon." )
DEFINE_SCRIPTFUNC( IsWorld, "Returns true if this entity is the world." )
DEFINE_SCRIPTFUNC_NAMED( ScriptDispatchInteraction, "DispatchInteraction", "Dispatches an interaction on this entity. See the g_interaction set of constants for more information." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetTakeDamage, "GetTakeDamage", "Gets this entity's m_takedamage value. (DAMAGE_YES, DAMAGE_NO, etc.)" )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetTakeDamage, "SetTakeDamage", "Sets this entity's m_takedamage value. (DAMAGE_YES, DAMAGE_NO, etc.)" )
// DEFINE_SCRIPTFUNC( IsMarkedForDeletion, "Returns true if the entity is valid and marked for deletion." )
#endif
@ -2458,6 +2467,12 @@ BEGIN_ENT_SCRIPTDESC_ROOT( CBaseEntity, "Root class of all server-side entities"
BEGIN_SCRIPTHOOK( CBaseEntity::g_Hook_OnDeath, "OnDeath", FIELD_BOOLEAN, "Called when the entity dies (Event_Killed). Returning false makes the entity cancel death, although this could have unforeseen consequences. For hooking any damage instead of just death, see filter_script and PassesFinalDamageFilter." )
DEFINE_SCRIPTHOOK_PARAM( "info", FIELD_HSCRIPT )
END_SCRIPTHOOK()
BEGIN_SCRIPTHOOK( CBaseEntity::g_Hook_HandleInteraction, "HandleInteraction", FIELD_BOOLEAN, "Called for internal game interactions. See the g_interaction set of constants for more information. Returning true or false will return that value without falling to any internal handling. Returning nothing will allow the interaction to fall to any internal handling." )
DEFINE_SCRIPTHOOK_PARAM( "interaction", FIELD_INTEGER )
//DEFINE_SCRIPTHOOK_PARAM( "data", FIELD_VARIANT )
DEFINE_SCRIPTHOOK_PARAM( "sourceEnt", FIELD_HSCRIPT )
END_SCRIPTHOOK()
#endif
END_SCRIPTDESC();
@ -4587,22 +4602,11 @@ bool CBaseEntity::AcceptInput( const char *szInputName, CBaseEntity *pActivator,
// Now, see if there's a function named Input<Name of Input> in this entity's script file.
// If so, execute it and let it decide whether to allow the default behavior to also execute.
bool bCallInputFunc = true; // Always assume default behavior (do call the input function)
ScriptVariant_t functionReturn;
if ( m_ScriptScope.IsInitialized() )
{
char szScriptFunctionName[255];
Q_strcpy( szScriptFunctionName, "Input" );
Q_strcat( szScriptFunctionName, szInputName, 255 );
g_pScriptVM->SetValue( "activator", ( pActivator ) ? ScriptVariant_t( pActivator->GetScriptInstance() ) : SCRIPT_VARIANT_NULL );
g_pScriptVM->SetValue( "caller", ( pCaller ) ? ScriptVariant_t( pCaller->GetScriptInstance() ) : SCRIPT_VARIANT_NULL );
#ifdef MAPBASE_VSCRIPT
Value.SetScriptVariant( functionReturn );
g_pScriptVM->SetValue( "parameter", functionReturn );
#endif
if( CallScriptFunction( szScriptFunctionName, &functionReturn ) )
ScriptVariant_t functionReturn;
if ( ScriptInputHook( szInputName, pActivator, pCaller, Value, functionReturn ) )
{
bCallInputFunc = functionReturn.m_bool;
}
@ -4612,15 +4616,6 @@ bool CBaseEntity::AcceptInput( const char *szInputName, CBaseEntity *pActivator,
{
(this->*pfnInput)( data );
}
if ( m_ScriptScope.IsInitialized() )
{
g_pScriptVM->ClearValue( "activator" );
g_pScriptVM->ClearValue( "caller" );
#ifdef MAPBASE_VSCRIPT
g_pScriptVM->ClearValue( "parameter" );
#endif
}
}
else if ( dmap->dataDesc[i].flags & FTYPEDESC_KEY )
{
@ -4643,6 +4638,20 @@ bool CBaseEntity::AcceptInput( const char *szInputName, CBaseEntity *pActivator,
}
}
#ifdef MAPBASE_VSCRIPT
// Allow VScript to handle unhandled inputs.
if (m_ScriptScope.IsInitialized())
{
ScriptVariant_t functionReturn;
if ( ScriptInputHook( szInputName, pActivator, pCaller, Value, functionReturn ) )
{
if (functionReturn.m_bool)
return true;
}
}
#endif
#ifdef MAPBASE
CGMsg( 2, CON_GROUP_IO_SYSTEM, "unhandled input: (%s) -> (%s,%s)\n", szInputName, STRING(m_iClassname), GetDebugName() );
#else
@ -4651,6 +4660,37 @@ bool CBaseEntity::AcceptInput( const char *szInputName, CBaseEntity *pActivator,
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseEntity::ScriptInputHook( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, ScriptVariant_t &functionReturn )
{
char szScriptFunctionName[255];
Q_strcpy( szScriptFunctionName, "Input" );
Q_strcat( szScriptFunctionName, szInputName, 255 );
g_pScriptVM->SetValue( "activator", ( pActivator ) ? ScriptVariant_t( pActivator->GetScriptInstance() ) : SCRIPT_VARIANT_NULL );
g_pScriptVM->SetValue( "caller", ( pCaller ) ? ScriptVariant_t( pCaller->GetScriptInstance() ) : SCRIPT_VARIANT_NULL );
#ifdef MAPBASE_VSCRIPT
Value.SetScriptVariant( functionReturn );
g_pScriptVM->SetValue( "parameter", functionReturn );
#endif
bool bHandled = false;
if( CallScriptFunction( szScriptFunctionName, &functionReturn ) )
{
bHandled = true;
}
g_pScriptVM->ClearValue( "activator" );
g_pScriptVM->ClearValue( "caller" );
#ifdef MAPBASE_VSCRIPT
g_pScriptVM->ClearValue( "parameter" );
#endif
return bHandled;
}
#ifdef MAPBASE_VSCRIPT
bool CBaseEntity::ScriptAcceptInput( const char *szInputName, const char *szValue, HSCRIPT hActivator, HSCRIPT hCaller )
{
@ -5124,6 +5164,37 @@ void CBaseEntity::NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseEntity::DispatchInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt )
{
if (interactionType <= 0)
return false;
if (m_ScriptScope.IsInitialized() && g_Hook_HandleInteraction.CanRunInScope( m_ScriptScope ))
{
//HSCRIPT hData = g_pScriptVM->RegisterInstance( data );
// interaction, data, sourceEnt
ScriptVariant_t functionReturn;
ScriptVariant_t args[] = { interactionType/*, ScriptVariant_t( hData )*/, ScriptVariant_t( ToHScript( sourceEnt ) ) };
if ( g_Hook_HandleInteraction.Call( m_ScriptScope, &functionReturn, args ) && (functionReturn.m_type == FIELD_BOOLEAN) )
{
// Return the interaction here
//g_pScriptVM->RemoveInstance( hData );
return functionReturn.m_bool;
}
//g_pScriptVM->RemoveInstance( hData );
}
return HandleInteraction( interactionType, data, sourceEnt );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Holds an entity's previous abs origin and angles at the time of
// teleportation. Used for child & constrained entity fixup to prevent
@ -7608,6 +7679,17 @@ const char *CBaseEntity::GetContextValue( const char *contextName ) const
return m_ResponseContexts[ idx ].m_iszValue.ToCStr();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CBaseEntity::GetContextExpireTime( const char *name )
{
int idx = FindContextByName( name );
if ( idx == -1 )
return 0.0f;
return m_ResponseContexts[ idx ].m_fExpirationTime;
}
//-----------------------------------------------------------------------------
// Purpose: Internal method or removing contexts and can remove multiple contexts in one call
// Input : *contextName -
@ -10081,6 +10163,23 @@ const char *CBaseEntity::ScriptGetContext( const char *name )
return GetContextValue( name );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
HSCRIPT CBaseEntity::ScriptGetContextIndex( int index )
{
if (index >= m_ResponseContexts.Count())
return NULL;
ScriptVariant_t varTable;
g_pScriptVM->CreateTable( varTable );
g_pScriptVM->SetValue( varTable, "name", STRING( m_ResponseContexts[index].m_iszName ) );
g_pScriptVM->SetValue( varTable, "value", STRING( m_ResponseContexts[index].m_iszValue ) );
g_pScriptVM->SetValue( varTable, "expiration_time", m_ResponseContexts[index].m_fExpirationTime );
return varTable.m_hScript;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CBaseEntity::ScriptClassify( void )
@ -10144,6 +10243,14 @@ HSCRIPT CBaseEntity::ScriptGetPhysicsObject( void )
else
return NULL;
}
//-----------------------------------------------------------------------------
// Vscript: Dispatch an interaction to the entity
//-----------------------------------------------------------------------------
bool CBaseEntity::ScriptDispatchInteraction( int interactionType, HSCRIPT data, HSCRIPT sourceEnt )
{
return DispatchInteraction( interactionType, data, ToEnt( sourceEnt ) ? ToEnt( sourceEnt )->MyCombatCharacterPointer() : NULL );
}
#endif

View File

@ -671,6 +671,8 @@ public:
bool ScriptAcceptInput(const char *szInputName, const char *szValue, HSCRIPT hActivator, HSCRIPT hCaller);
#endif
bool ScriptInputHook( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, ScriptVariant_t &functionReturn );
//
// Input handlers.
//
@ -982,6 +984,7 @@ public:
bool HasContext( string_t name, string_t value ) const; // NOTE: string_t version only compares pointers!
bool HasContext( const char *nameandvalue ) const;
const char *GetContextValue( const char *contextName ) const;
float GetContextExpireTime( const char *name );
void RemoveContext( const char *nameandvalue );
void AddContext( const char *name, const char *value, float duration = 0.0f );
#endif
@ -1327,7 +1330,9 @@ public:
//
// Also, keep in mind pretty much all existing DispatchInteraction() calls are only performed on CBaseCombatCharacters.
// You'll need to change their code manually if you want other, non-character entities to use the interaction.
bool DispatchInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) { return ( interactionType > 0 ) ? HandleInteraction( interactionType, data, sourceEnt ) : false; }
bool DispatchInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt );
// Do not call HandleInteraction directly, use DispatchInteraction
virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) { return false; }
#endif
@ -2066,6 +2071,7 @@ public:
void ScriptAddContext( const char *name, const char *value, float duration = 0.0f );
const char *ScriptGetContext( const char *name );
HSCRIPT ScriptGetContextIndex( int index );
int ScriptClassify(void);
@ -2090,10 +2096,16 @@ public:
int ScriptGetMoveType() { return GetMoveType(); }
void ScriptSetMoveType( int iMoveType ) { SetMoveType( (MoveType_t)iMoveType ); }
bool ScriptDispatchInteraction( int interactionType, HSCRIPT data, HSCRIPT sourceEnt );
int ScriptGetTakeDamage() { return m_takedamage; }
void ScriptSetTakeDamage( int val ) { m_takedamage = val; }
static ScriptHook_t g_Hook_UpdateOnRemove;
static ScriptHook_t g_Hook_VPhysicsCollision;
static ScriptHook_t g_Hook_FireBullets;
static ScriptHook_t g_Hook_OnDeath;
static ScriptHook_t g_Hook_HandleInteraction;
#endif
string_t m_iszVScripts;

View File

@ -0,0 +1,186 @@
//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose: Depth of field controller entity
//
//=============================================================================
#include "cbase.h"
#include "baseentity.h"
#include "entityoutput.h"
#include "env_dof_controller.h"
#include "ai_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( env_dof_controller, CEnvDOFController );
BEGIN_DATADESC( CEnvDOFController )
DEFINE_KEYFIELD( m_bDOFEnabled, FIELD_BOOLEAN, "enabled" ),
DEFINE_KEYFIELD( m_flNearBlurDepth, FIELD_FLOAT, "near_blur" ),
DEFINE_KEYFIELD( m_flNearFocusDepth, FIELD_FLOAT, "near_focus" ),
DEFINE_KEYFIELD( m_flFarFocusDepth, FIELD_FLOAT, "far_focus" ),
DEFINE_KEYFIELD( m_flFarBlurDepth, FIELD_FLOAT, "far_blur" ),
DEFINE_KEYFIELD( m_flNearBlurRadius, FIELD_FLOAT, "near_radius" ),
DEFINE_KEYFIELD( m_flFarBlurRadius, FIELD_FLOAT, "far_radius" ),
DEFINE_KEYFIELD( m_strFocusTargetName, FIELD_STRING, "focus_target" ),
DEFINE_KEYFIELD( m_flFocusTargetRange, FIELD_FLOAT, "focus_range" ),
DEFINE_FIELD( m_hFocusTarget, FIELD_EHANDLE ),
DEFINE_THINKFUNC( UpdateParamBlend ),
// Inputs
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearBlurDepth", InputSetNearBlurDepth ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearFocusDepth", InputSetNearFocusDepth ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarFocusDepth", InputSetFarFocusDepth ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarBlurDepth", InputSetFarBlurDepth ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearBlurRadius", InputSetNearBlurRadius ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarBlurRadius", InputSetFarBlurRadius ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetFocusTarget", InputSetFocusTarget ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFocusTargetRange", InputSetFocusTargetRange ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CEnvDOFController, DT_EnvDOFController )
SendPropInt( SENDINFO(m_bDOFEnabled), 1, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO(m_flNearBlurDepth), 0, SPROP_NOSCALE),
SendPropFloat( SENDINFO(m_flNearFocusDepth), 0, SPROP_NOSCALE),
SendPropFloat( SENDINFO(m_flFarFocusDepth), 0, SPROP_NOSCALE),
SendPropFloat( SENDINFO(m_flFarBlurDepth), 0, SPROP_NOSCALE),
SendPropFloat( SENDINFO(m_flNearBlurRadius), 0, SPROP_NOSCALE),
SendPropFloat( SENDINFO(m_flFarBlurRadius), 0, SPROP_NOSCALE),
END_SEND_TABLE()
void CEnvDOFController::Spawn()
{
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
#ifdef MAPBASE
// Find our target entity and hold on to it
m_hFocusTarget = gEntList.FindEntityByName( NULL, m_strFocusTargetName, this );
// Update if we have a focal target
if ( m_hFocusTarget )
{
SetThink( &CEnvDOFController::UpdateParamBlend );
SetNextThink( gpGlobals->curtime + 0.1f );
}
#endif
}
void CEnvDOFController::Activate()
{
BaseClass::Activate();
#ifndef MAPBASE // Mapbase moves this to Spawn() to avoid issues with save/restore and entities set via the SetFocusTarget input
// Find our target entity and hold on to it
m_hFocusTarget = gEntList.FindEntityByName( NULL, m_strFocusTargetName );
// Update if we have a focal target
if ( m_hFocusTarget )
{
SetThink( &CEnvDOFController::UpdateParamBlend );
SetNextThink( gpGlobals->curtime + 0.1f );
}
#endif
}
int CEnvDOFController::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
void CEnvDOFController::InputSetNearBlurDepth( inputdata_t &inputdata )
{
m_flNearBlurDepth = inputdata.value.Float();
}
void CEnvDOFController::InputSetNearFocusDepth( inputdata_t &inputdata )
{
m_flNearFocusDepth = inputdata.value.Float();
}
void CEnvDOFController::InputSetFarFocusDepth( inputdata_t &inputdata )
{
m_flFarFocusDepth = inputdata.value.Float();
}
void CEnvDOFController::InputSetFarBlurDepth( inputdata_t &inputdata )
{
m_flFarBlurDepth = inputdata.value.Float();
}
void CEnvDOFController::InputSetNearBlurRadius( inputdata_t &inputdata )
{
m_flNearBlurRadius = inputdata.value.Float();
m_bDOFEnabled = ( m_flNearBlurRadius > 0.0f ) || ( m_flFarBlurRadius > 0.0f );
}
void CEnvDOFController::InputSetFarBlurRadius( inputdata_t &inputdata )
{
m_flFarBlurRadius = inputdata.value.Float();
m_bDOFEnabled = ( m_flNearBlurRadius > 0.0f ) || ( m_flFarBlurRadius > 0.0f );
}
void CEnvDOFController::SetControllerState( DOFControlSettings_t setting )
{
m_flNearBlurDepth = setting.flNearBlurDepth;
m_flNearBlurRadius = setting.flNearBlurRadius;
m_flNearFocusDepth = setting.flNearFocusDistance;
m_flFarBlurDepth = setting.flFarBlurDepth;
m_flFarBlurRadius = setting.flFarBlurRadius;
m_flFarFocusDepth = setting.flFarFocusDistance;
m_bDOFEnabled = ( m_flNearBlurRadius > 0.0f ) || ( m_flFarBlurRadius > 0.0f );
}
#define BLUR_DEPTH 500.0f
//-----------------------------------------------------------------------------
// Purpose: Blend the parameters to the specified value
//-----------------------------------------------------------------------------
void CEnvDOFController::UpdateParamBlend()
{
// Update our focal target if we have one
if ( m_hFocusTarget )
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
float flDistToFocus = ( m_hFocusTarget->GetAbsOrigin() - pPlayer->GetAbsOrigin() ).Length();
m_flFarFocusDepth.GetForModify() = flDistToFocus + m_flFocusTargetRange;
m_flFarBlurDepth.GetForModify() = m_flFarFocusDepth + BLUR_DEPTH;
SetThink( &CEnvDOFController::UpdateParamBlend );
SetNextThink( gpGlobals->curtime + 0.1f );
}
}
//-----------------------------------------------------------------------------
// Purpose: Set the "focus" target entity
//-----------------------------------------------------------------------------
void CEnvDOFController::InputSetFocusTarget( inputdata_t &inputdata )
{
#ifdef MAPBASE
m_hFocusTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller );
#else
m_hFocusTarget = gEntList.FindEntityByName( NULL, inputdata.value.String() );
#endif
// Update if we have a focal target
if ( m_hFocusTarget )
{
SetThink( &CEnvDOFController::UpdateParamBlend );
SetNextThink( gpGlobals->curtime + 0.1f );
}
}
//-----------------------------------------------------------------------------
// Purpose: Set the range behind the focus entity that we'll blur (in units)
//-----------------------------------------------------------------------------
void CEnvDOFController::InputSetFocusTargetRange( inputdata_t &inputdata )
{
m_flFocusTargetRange = inputdata.value.Float();
}

View File

@ -0,0 +1,56 @@
#pragma once
struct DOFControlSettings_t
{
// Near plane
float flNearBlurDepth;
float flNearBlurRadius;
float flNearFocusDistance;
// Far plane
float flFarBlurDepth;
float flFarBlurRadius;
float flFarFocusDistance;
};
//-----------------------------------------------------------------------------
// Purpose: Entity that controls depth of field postprocessing
//-----------------------------------------------------------------------------
class CEnvDOFController : public CPointEntity
{
DECLARE_CLASS( CEnvDOFController, CPointEntity );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
virtual void Spawn();
virtual void Activate();
virtual int UpdateTransmitState();
void SetControllerState( DOFControlSettings_t setting );
void UpdateParamBlend();
// Inputs
void InputSetNearBlurDepth( inputdata_t &inputdata );
void InputSetNearFocusDepth( inputdata_t &inputdata );
void InputSetFarFocusDepth( inputdata_t &inputdata );
void InputSetFarBlurDepth( inputdata_t &inputdata );
void InputSetNearBlurRadius( inputdata_t &inputdata );
void InputSetFarBlurRadius( inputdata_t &inputdata );
void InputSetFocusTarget( inputdata_t &inputdata );
void InputSetFocusTargetRange( inputdata_t &inputdata );
private:
float m_flFocusTargetRange;
string_t m_strFocusTargetName; // Name of the entity to focus on
EHANDLE m_hFocusTarget;
CNetworkVar( bool, m_bDOFEnabled );
CNetworkVar( float, m_flNearBlurDepth );
CNetworkVar( float, m_flNearFocusDepth );
CNetworkVar( float, m_flFarFocusDepth );
CNetworkVar( float, m_flFarBlurDepth );
CNetworkVar( float, m_flNearBlurRadius );
CNetworkVar( float, m_flFarBlurRadius );
};

View File

@ -58,7 +58,6 @@ private:
CNetworkVector( m_shadowDirection );
CNetworkVar( bool, m_bEnabled );
bool m_bStartDisabled;
CNetworkString( m_TextureName, MAX_PATH );
#ifdef MAPBASE
@ -86,7 +85,6 @@ LINK_ENTITY_TO_CLASS(env_global_light, CGlobalLight);
BEGIN_DATADESC( CGlobalLight )
DEFINE_KEYFIELD( m_bEnabled, FIELD_BOOLEAN, "enabled" ),
DEFINE_KEYFIELD( m_bStartDisabled, FIELD_BOOLEAN, "StartDisabled" ),
DEFINE_AUTO_ARRAY_KEYFIELD( m_TextureName, FIELD_CHARACTER, "texturename" ),
#ifdef MAPBASE
DEFINE_KEYFIELD( m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe" ),
@ -107,6 +105,8 @@ BEGIN_DATADESC( CGlobalLight )
#endif
DEFINE_KEYFIELD( m_flColorTransitionTime, FIELD_FLOAT, "colortransitiontime" ),
DEFINE_FIELD( m_shadowDirection, FIELD_VECTOR ),
// Inputs
#ifdef MAPBASE
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetXOffset", InputSetXOffset ),
@ -184,6 +184,7 @@ CGlobalLight::CGlobalLight()
m_flBrightnessScale = 1.0f;
m_flOrthoSize = 1000.0f;
#endif
m_bEnabled = true;
}
@ -242,6 +243,10 @@ bool CGlobalLight::KeyValue( const char *szKeyName, const char *szValue )
Q_strcpy( m_TextureName.GetForModify(), szValue );
#endif
}
else if ( FStrEq( szKeyName, "StartDisabled" ) )
{
m_bEnabled.Set( atoi( szValue ) <= 0 );
}
return BaseClass::KeyValue( szKeyName, szValue );
}
@ -258,6 +263,11 @@ bool CGlobalLight::GetKeyValue( const char *szKeyName, char *szValue, int iMaxLe
Q_snprintf( szValue, iMaxLen, "%s", m_TextureName.Get() );
return true;
}
else if ( FStrEq( szKeyName, "StartDisabled" ) )
{
Q_snprintf( szValue, iMaxLen, "%d", !m_bEnabled.Get() );
return true;
}
return BaseClass::GetKeyValue( szKeyName, szValue, iMaxLen );
}
@ -268,15 +278,6 @@ void CGlobalLight::Spawn( void )
{
Precache();
SetSolid( SOLID_NONE );
if( m_bStartDisabled )
{
m_bEnabled = false;
}
else
{
m_bEnabled = true;
}
}
//------------------------------------------------------------------------------

View File

@ -46,6 +46,10 @@ public:
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
#ifdef MAPBASE
void InputSetContents( inputdata_t &data );
void InputSetItemCount( inputdata_t &data );
void InputMergeContentsWithPlayer( inputdata_t &data );
// Item crates always override prop data for custom models
bool OverridePropdata( void ) { return true; }
#endif
@ -110,6 +114,10 @@ BEGIN_DATADESC( CItem_ItemCrate )
DEFINE_OUTPUT( m_OnCacheInteraction, "OnCacheInteraction" ),
#ifdef MAPBASE
DEFINE_OUTPUT( m_OnItem, "OnItem" ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetContents", InputSetContents ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetItemCount", InputSetItemCount ),
DEFINE_INPUTFUNC( FIELD_EHANDLE, "MergeContentsWithPlayer", InputMergeContentsWithPlayer ),
#endif
END_DATADESC()
@ -193,6 +201,67 @@ void CItem_ItemCrate::InputKill( inputdata_t &data )
UTIL_Remove( this );
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CItem_ItemCrate::InputSetContents( inputdata_t &data )
{
switch( m_CrateType )
{
case CRATE_POINT_TEMPLATE:
ITEM_ITEMCRATE_TEMPLATE_TARGET = data.value.StringID();
break;
case CRATE_SPECIFIC_ITEM:
default:
m_strItemClass = data.value.StringID();
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CItem_ItemCrate::InputSetItemCount( inputdata_t &data )
{
m_nItemCount = data.value.Int();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CItem_ItemCrate::InputMergeContentsWithPlayer( inputdata_t &data )
{
CBasePlayer *pPlayer = ToBasePlayer(data.value.Entity());
if (!pPlayer)
pPlayer = UTIL_GetLocalPlayer();
if (pPlayer)
{
switch( m_CrateType )
{
case CRATE_POINT_TEMPLATE:
{
Warning( "%s: item_itemcrate MergeContentsWithPlayer is not supported on template crates yet!!!\n", GetDebugName() );
} break;
case CRATE_SPECIFIC_ITEM:
default:
{
for (int i = 0; i < m_nItemCount; i++)
{
pPlayer->GiveNamedItem( STRING( m_strItemClass ) );
}
} break;
}
}
}
#endif
//-----------------------------------------------------------------------------
// Item crates blow up immediately

View File

@ -115,6 +115,9 @@ static const char *s_pChunkModelName[CHOPPER_MAX_CHUNKS] =
#define SF_HELICOPTER_IGNORE_AVOID_FORCES 0x00080000
#define SF_HELICOPTER_AGGRESSIVE 0x00100000
#define SF_HELICOPTER_LONG_SHADOW 0x00200000
#ifdef MAPBASE
#define SF_HELICOPTER_AIM_WITH_GUN_OFF 0x00400000
#endif
#define CHOPPER_SLOW_BOMB_SPEED 250
@ -4856,6 +4859,26 @@ void CNPC_AttackHelicopter::Hunt( void )
{
BullrushBombs();
}
#ifdef MAPBASE
// Some may want the hunter-chopper to aim at different positions searching for its target
// without actually firing at anything. Gun aiming is only handled in FireGun(), which is
// disabled when the gun is disabled. point_posecontroller doesn't seem to work well for this either,
// so a new spawnflag is handled here to allow the chopper to aim at its enemy even when the gun is off.
else if ( HasSpawnFlags( SF_HELICOPTER_AIM_WITH_GUN_OFF ) && GetEnemy() )
{
// Get gun attachment points
Vector vBasePos;
GetAttachment( m_nGunBaseAttachment, vBasePos );
Vector vecFireAtPosition;
ComputeFireAtPosition( &vecFireAtPosition );
Vector vTargetDir = vecFireAtPosition - vBasePos;
VectorNormalize( vTargetDir );
PoseGunTowardTargetDirection( vTargetDir );
}
#endif
}
#ifdef HL2_EPISODIC

View File

@ -1187,6 +1187,15 @@ void CNPC_Combine::StartTask( const Task_t *pTask )
break;
case TASK_RANGE_ATTACK1:
{
#ifdef MAPBASE
// The game can crash if a soldier's weapon is removed while they're shooting
if (!GetActiveWeapon())
{
TaskFail( "No weapon" );
break;
}
#endif
m_nShots = GetActiveWeapon()->GetRandomBurst();
m_flShotDelay = GetActiveWeapon()->GetFireRate();

View File

@ -468,7 +468,14 @@ void CNPC_MetroPolice::NotifyDeadFriend( CBaseEntity* pFriend )
{
BaseClass::NotifyDeadFriend(pFriend);
#ifdef MAPBASE
// m_hManhack is set to NULL after it's finished deploying, which means this has no chance of playing unless the manhack
// was still being deployed. This is thought to be an unintended oversight.
// Mapbase stores the metrocop thrower as the manhack's owner entity, so this code is now able to check that instead.
if ( pFriend->GetOwnerEntity() == this )
#else
if ( pFriend == m_hManhack )
#endif
{
#ifdef METROPOLICE_USES_RESPONSE_SYSTEM
SpeakIfAllowed(TLK_COP_MANHACKKILLED, "my_manhack:1", SENTENCE_PRIORITY_NORMAL, SENTENCE_CRITERIA_NORMAL);
@ -3239,7 +3246,7 @@ void CNPC_MetroPolice::OnAnimEventStartDeployManhack( void )
if ( m_iManhacks <= 0 )
{
DevMsg( "Error: Throwing manhack but out of manhacks!\n" );
CGMsg( 1, CON_GROUP_NPC_AI, "Error: Throwing manhack but out of manhacks!\n" );
return;
}
@ -3614,6 +3621,12 @@ void CNPC_MetroPolice::ReleaseManhack( void )
m_hManhack->RemoveSpawnFlags( SF_NPC_WAIT_FOR_SCRIPT );
m_hManhack->ClearSchedule( "Manhack released by metropolice" );
#ifdef MAPBASE
// FSOLID_COLLIDE_WITH_OWNER allows us to be remembered as the manhack's owner without making us invulnerable to it
m_hManhack->SetOwnerEntity( this );
m_hManhack->AddSolidFlags( FSOLID_COLLIDE_WITH_OWNER );
#endif
// Start him with knowledge of our current enemy
if ( GetEnemy() )
{
@ -3711,7 +3724,7 @@ int CNPC_MetroPolice::SelectRangeAttackSchedule()
{
if ( OccupyStrategySlot( SQUAD_SLOT_SPECIAL_ATTACK ) )
{
return SCHED_RANGE_ATTACK2;
return SCHED_METROPOLICE_RANGE_ATTACK2;
}
}
#endif
@ -3965,7 +3978,7 @@ int CNPC_MetroPolice::SelectCombatSchedule()
//Msg("Time: %f Dist: %f\n", flTime, flDist );
if ( flTime <= COMBINE_GRENADE_FLUSH_TIME && flDist <= COMBINE_GRENADE_FLUSH_DIST && CanGrenadeEnemy( false ) && OccupyStrategySlot( SQUAD_SLOT_SPECIAL_ATTACK ) )
{
return SCHED_RANGE_ATTACK2;
return SCHED_METROPOLICE_RANGE_ATTACK2;
}
}
#endif
@ -4466,7 +4479,7 @@ int CNPC_MetroPolice::SelectBehaviorOverrideSchedule()
//Msg("Time: %f Dist: %f\n", flTime, flDist );
if ( flTime <= COMBINE_GRENADE_FLUSH_TIME && flDist <= COMBINE_GRENADE_FLUSH_DIST && CanGrenadeEnemy( false ) && OccupyStrategySlot( SQUAD_SLOT_SPECIAL_ATTACK ) )
{
return SCHED_RANGE_ATTACK2;
return SCHED_METROPOLICE_RANGE_ATTACK2;
}
}
}
@ -6097,6 +6110,10 @@ AI_BEGIN_CUSTOM_NPC( npc_metropolice, CNPC_MetroPolice )
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_DEPLOY_MANHACK );
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_ATTACK_OCCLUDER1 );
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_ATTACK_OCCLUDER2 );
#ifdef MAPBASE
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_COVERING_FIRE1 );
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_COVERING_FIRE2 );
#endif
DECLARE_SQUADSLOT( SQUAD_SLOT_POLICE_ARREST_ENEMY );
DECLARE_ACTIVITY( ACT_METROPOLICE_DRAW_PISTOL );

View File

@ -8,7 +8,7 @@
#include "cbase.h"
#include "saverestore_utlvector.h"
#include "SystemConvarMod.h"
#include "fmtstr.h"
ConVar g_debug_convarmod( "g_debug_convarmod", "0" );
@ -133,8 +133,8 @@ void CVEnt_Activate(CMapbaseCVarModEntity *modent)
{
SetChangingCVars( modent );
engine->ServerCommand( pszCommands );
engine->ServerCommand( "mapbase_cvarsnotchanging" );
engine->ServerCommand( CFmtStr("%s\n", pszCommands) );
engine->ServerCommand( "mapbase_cvarsnotchanging\n" );
}
else
{
@ -245,16 +245,26 @@ void CMapbaseCVarModEntity::Spawn( void )
if (!m_bUseServer && !UTIL_GetLocalPlayer())
{
// The local player doesn't exist yet, so we should wait until they do
SetContextThink( &CMapbaseCVarModEntity::CvarModActivate, gpGlobals->curtime, NULL );
SetThink( &CMapbaseCVarModEntity::CvarModActivate );
SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
}
else
CVEnt_Activate(this);
{
CVEnt_Activate( this );
}
}
}
void CMapbaseCVarModEntity::CvarModActivate()
{
CVEnt_Activate(this);
if (UTIL_GetLocalPlayer())
{
CVEnt_Activate( this );
}
else
{
SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
}
}
void CMapbaseCVarModEntity::OnRestore( void )

View File

@ -460,6 +460,7 @@ BEGIN_DATADESC( CBasePlayer )
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetHealth", InputSetHealth ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetHUDVisibility", InputSetHUDVisibility ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetFogController", InputSetFogController ),
DEFINE_INPUTFUNC( FIELD_INPUT, "SetPostProcessController", InputSetPostProcessController ),
DEFINE_INPUTFUNC( FIELD_STRING, "HandleMapEvent", InputHandleMapEvent ),
#ifdef MAPBASE
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetSuppressAttacks", InputSetSuppressAttacks ),
@ -473,6 +474,8 @@ BEGIN_DATADESC( CBasePlayer )
DEFINE_FIELD( m_nNumCrateHudHints, FIELD_INTEGER ),
DEFINE_FIELD( m_hPostProcessCtrl, FIELD_EHANDLE ),
// DEFINE_FIELD( m_nBodyPitchPoseParam, FIELD_INTEGER ),
@ -534,6 +537,10 @@ BEGIN_ENT_SCRIPTDESC( CBasePlayer, CBaseCombatCharacter, "The player entity." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetAutoaimVectorCustomMaxDist, "GetAutoaimVectorCustomMaxDist", "Gets the player's autoaim shooting direction with the specified scale and a custom max distance." )
DEFINE_SCRIPTFUNC( ShouldAutoaim, "Returns true if the player should be autoaiming." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetEyeForward, "GetEyeForward", "Gets the player's forward eye vector." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetEyeRight, "GetEyeRight", "Gets the player's right eye vector." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetEyeUp, "GetEyeUp", "Gets the player's up eye vector." )
//
// Hooks
//
@ -746,6 +753,8 @@ CBasePlayer::CBasePlayer( )
m_flLastUserCommandTime = 0.f;
m_flMovementTimeForUserCmdProcessingRemaining = 0.0f;
m_hPostProcessCtrl.Set( NULL );
}
CBasePlayer::~CBasePlayer( )
@ -5142,6 +5151,7 @@ void CBasePlayer::Spawn( void )
// Initialize the fog and postprocess controllers.
InitFogController();
InitPostProcessController();
m_DmgTake = 0;
m_DmgSave = 0;
@ -8701,6 +8711,9 @@ void SendProxy_ShiftPlayerSpawnflags( const SendProp *pProp, const void *pStruct
SendPropArray ( SendPropEHandle( SENDINFO_ARRAY( m_hViewModel ) ), m_hViewModel ),
SendPropString (SENDINFO(m_szLastPlaceName) ),
// Postprocess data
SendPropEHandle( SENDINFO( m_hPostProcessCtrl ) ),
#if defined USES_ECON_ITEMS
SendPropUtlVector( SENDINFO_UTLVECTOR( m_hMyWearables ), MAX_WEARABLES_SENT_FROM_SERVER, SendPropEHandle( NULL, 0 ) ),
#endif // USES_ECON_ITEMS
@ -9431,6 +9444,37 @@ void CBasePlayer::InitFogController( void )
m_Local.m_PlayerFog.m_hCtrl = FogSystem()->GetMasterFogController();
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CBasePlayer::InitPostProcessController( void )
{
// Setup with the default master controller.
m_hPostProcessCtrl = PostProcessSystem()->GetMasterPostProcessController();
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CBasePlayer::InputSetPostProcessController( inputdata_t& inputdata )
{
// Find the postprocess controller with the given name.
CPostProcessController* pController = NULL;
if (inputdata.value.FieldType() == FIELD_EHANDLE)
{
pController = dynamic_cast<CPostProcessController*>(inputdata.value.Entity().Get());
}
else
{
pController = dynamic_cast<CPostProcessController*>(gEntList.FindEntityByName( NULL, inputdata.value.String() ));
}
if (pController)
{
m_hPostProcessCtrl.Set( pController );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -

View File

@ -404,6 +404,10 @@ public:
int GetButtonLast() { return m_afButtonLast; }
int GetButtonDisabled() { return m_afButtonDisabled; }
int GetButtonForced() { return m_afButtonForced; }
const Vector& ScriptGetEyeForward() { static Vector vecForward; EyeVectors( &vecForward, NULL, NULL ); return vecForward; }
const Vector& ScriptGetEyeRight() { static Vector vecRight; EyeVectors( NULL, &vecRight, NULL ); return vecRight; }
const Vector& ScriptGetEyeUp() { static Vector vecUp; EyeVectors( NULL, NULL, &vecUp ); return vecUp; }
#endif
// View model prediction setup
@ -880,6 +884,10 @@ public:
void InitFogController( void );
void InputSetFogController( inputdata_t &inputdata );
CNetworkHandle( CPostProcessController, m_hPostProcessCtrl ); // active postprocessing controller
void InitPostProcessController( void );
void InputSetPostProcessController( inputdata_t& inputdata );
// Used by env_soundscape_triggerable to manage when the player is touching multiple
// soundscape triggers simultaneously.
// The one at the HEAD of the list is always the current soundscape for the player.

View File

@ -15,6 +15,7 @@
#include "playernet_vars.h"
#include "networkvar.h"
#include "fogcontroller.h"
#include "postprocesscontroller.h"
//-----------------------------------------------------------------------------
// Purpose: Player specific data ( sent only to local player, too )

View File

@ -0,0 +1,207 @@
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ==========
//
// An entity that allows level designer control over the post-processing parameters.
//
//===================================================================================
#include "cbase.h"
#include "postprocesscontroller.h"
#include "entityinput.h"
#include "entityoutput.h"
#include "eventqueue.h"
#include "player.h"
#include "world.h"
#include "ndebugoverlay.h"
#include "triggers.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CPostProcessSystem s_PostProcessSystem( "PostProcessSystem" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPostProcessSystem *PostProcessSystem()
{
return &s_PostProcessSystem;
}
LINK_ENTITY_TO_CLASS( postprocess_controller, CPostProcessController );
BEGIN_DATADESC( CPostProcessController )
DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_FADE_TIME ], FIELD_FLOAT, "fadetime" ),
DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_LOCAL_CONTRAST_STRENGTH ], FIELD_FLOAT, "localcontraststrength" ),
DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_LOCAL_CONTRAST_EDGE_STRENGTH ], FIELD_FLOAT, "localcontrastedgestrength" ),
DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_VIGNETTE_START ], FIELD_TIME, "vignettestart" ),
DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_VIGNETTE_END ], FIELD_TIME, "vignetteend" ),
DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_VIGNETTE_BLUR_STRENGTH ], FIELD_FLOAT, "vignetteblurstrength" ),
DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_FADE_TO_BLACK_STRENGTH ], FIELD_FLOAT, "fadetoblackstrength" ),
DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_DEPTH_BLUR_FOCAL_DISTANCE ], FIELD_FLOAT, "depthblurfocaldistance" ),
DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_DEPTH_BLUR_STRENGTH ], FIELD_FLOAT, "depthblurstrength" ),
DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_SCREEN_BLUR_STRENGTH ], FIELD_FLOAT, "screenblurstrength" ),
DEFINE_KEYFIELD( m_flPostProcessParameters[ PPPN_FILM_GRAIN_STRENGTH ], FIELD_FLOAT, "filmgrainstrength" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFadeTime", InputSetFadeTime ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetLocalContrastStrength", InputSetLocalContrastStrength ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetLocalContrastEdgeStrength", InputSetLocalContrastEdgeStrength ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetVignetteStart", InputSetVignetteStart ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetVignetteEnd", InputSetVignetteEnd ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetVignetteBlurStrength", InputSetVignetteBlurStrength ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFadeToBlackStrength", InputSetFadeToBlackStrength ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDepthBlurFocalDistance", InputSetDepthBlurFocalDistance),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDepthBlurStrength", InputSetDepthBlurStrength ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetScreenBlurStrength", InputSetScreenBlurStrength ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFilmGrainStrength", InputSetFilmGrainStrength ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CPostProcessController, DT_PostProcessController )
SendPropArray3( SENDINFO_ARRAY3( m_flPostProcessParameters ), SendPropFloat( SENDINFO_ARRAY( m_flPostProcessParameters ) ) ),
SendPropBool( SENDINFO(m_bMaster) ),
END_SEND_TABLE()
CPostProcessController::CPostProcessController()
{
m_bMaster = false;
}
CPostProcessController::~CPostProcessController()
{
}
void CPostProcessController::Spawn()
{
BaseClass::Spawn();
m_bMaster = IsMaster();
}
int CPostProcessController::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
void CPostProcessController::InputSetFadeTime( inputdata_t &inputdata )
{
m_flPostProcessParameters.Set( PPPN_FADE_TIME, inputdata.value.Float() );
}
void CPostProcessController::InputSetLocalContrastStrength( inputdata_t &inputdata )
{
m_flPostProcessParameters.Set( PPPN_LOCAL_CONTRAST_STRENGTH, inputdata.value.Float() );
}
void CPostProcessController::InputSetLocalContrastEdgeStrength( inputdata_t &inputdata )
{
m_flPostProcessParameters.Set( PPPN_LOCAL_CONTRAST_EDGE_STRENGTH, inputdata.value.Float() );
}
void CPostProcessController::InputSetVignetteStart( inputdata_t &inputdata )
{
m_flPostProcessParameters.Set( PPPN_VIGNETTE_START, inputdata.value.Float() );
}
void CPostProcessController::InputSetVignetteEnd( inputdata_t &inputdata )
{
m_flPostProcessParameters.Set( PPPN_VIGNETTE_END, inputdata.value.Float() );
}
void CPostProcessController::InputSetVignetteBlurStrength( inputdata_t &inputdata )
{
m_flPostProcessParameters.Set( PPPN_VIGNETTE_BLUR_STRENGTH, inputdata.value.Float() );
}
void CPostProcessController::InputSetFadeToBlackStrength( inputdata_t &inputdata )
{
m_flPostProcessParameters.Set( PPPN_FADE_TO_BLACK_STRENGTH, inputdata.value.Float() );
}
void CPostProcessController::InputSetDepthBlurFocalDistance( inputdata_t &inputdata )
{
m_flPostProcessParameters.Set( PPPN_DEPTH_BLUR_FOCAL_DISTANCE, inputdata.value.Float() );
}
void CPostProcessController::InputSetDepthBlurStrength( inputdata_t &inputdata )
{
m_flPostProcessParameters.Set( PPPN_DEPTH_BLUR_STRENGTH, inputdata.value.Float() );
}
void CPostProcessController::InputSetScreenBlurStrength( inputdata_t &inputdata )
{
m_flPostProcessParameters.Set( PPPN_SCREEN_BLUR_STRENGTH, inputdata.value.Float() );
}
void CPostProcessController::InputSetFilmGrainStrength( inputdata_t &inputdata )
{
m_flPostProcessParameters.Set( PPPN_FILM_GRAIN_STRENGTH, inputdata.value.Float() );
}
//-----------------------------------------------------------------------------
// Purpose: Clear out the PostProcess controller.
//-----------------------------------------------------------------------------
void CPostProcessSystem::LevelInitPreEntity()
{
m_hMasterController = nullptr;
ListenForGameEvent( "round_start" );
}
//-----------------------------------------------------------------------------
// Purpose: Find the master controller. If no controller is
// set as Master, use the first controller found.
//-----------------------------------------------------------------------------
void CPostProcessSystem::InitMasterController()
{
CPostProcessController *pPostProcessController = nullptr;
do
{
pPostProcessController = dynamic_cast<CPostProcessController*>( gEntList.FindEntityByClassname( pPostProcessController, "postprocess_controller" ) );
if ( pPostProcessController )
{
if ( m_hMasterController.Get() == nullptr )
{
m_hMasterController = pPostProcessController;
}
else
{
if ( pPostProcessController->IsMaster() )
{
m_hMasterController = pPostProcessController;
}
}
}
} while ( pPostProcessController );
}
//-----------------------------------------------------------------------------
// Purpose: On a multiplayer map restart, re-find the master controller.
//-----------------------------------------------------------------------------
void CPostProcessSystem::FireGameEvent( IGameEvent *pEvent )
{
InitMasterController();
}
//-----------------------------------------------------------------------------
// Purpose: On level load find the master PostProcess controller. If no controller is
// set as Master, use the first PostProcess controller found.
//-----------------------------------------------------------------------------
void CPostProcessSystem::LevelInitPostEntity()
{
InitMasterController();
// HACK: Singleplayer games don't get a call to CBasePlayer::Spawn on level transitions.
// CBasePlayer::Activate is called before this is called so that's too soon to set up the PostProcess controller.
// We don't have a hook similar to Activate that happens after LevelInitPostEntity
// is called, or we could just do this in the player itself.
if ( gpGlobals->maxClients == 1 )
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer && ( pPlayer->m_hPostProcessCtrl.Get() == nullptr ) )
{
pPlayer->InitPostProcessController();
}
}
}

View File

@ -0,0 +1,80 @@
#pragma once
#include "GameEventListener.h"
#include "postprocess_shared.h"
// Spawn Flags
#define SF_POSTPROCESS_MASTER 0x0001
//=============================================================================
// Class Postprocess Controller:
//=============================================================================
class CPostProcessController : public CBaseEntity
{
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
DECLARE_CLASS( CPostProcessController, CBaseEntity );
CPostProcessController();
virtual ~CPostProcessController();
virtual int UpdateTransmitState();
// Input handlers
void InputSetFadeTime(inputdata_t &data);
void InputSetLocalContrastStrength(inputdata_t &data);
void InputSetLocalContrastEdgeStrength(inputdata_t &data);
void InputSetVignetteStart(inputdata_t &data);
void InputSetVignetteEnd(inputdata_t &data);
void InputSetVignetteBlurStrength(inputdata_t &data);
void InputSetFadeToBlackStrength(inputdata_t &data);
void InputSetDepthBlurFocalDistance(inputdata_t &data);
void InputSetDepthBlurStrength(inputdata_t &data);
void InputSetScreenBlurStrength(inputdata_t &data);
void InputSetFilmGrainStrength(inputdata_t &data);
void InputTurnOn(inputdata_t &data);
void InputTurnOff(inputdata_t &data);
void Spawn();
bool IsMaster() const { return HasSpawnFlags( SF_FOG_MASTER ); }
public:
CNetworkArray( float, m_flPostProcessParameters, POST_PROCESS_PARAMETER_COUNT );
CNetworkVar( bool, m_bMaster );
};
//=============================================================================
//
// Postprocess Controller System.
//
class CPostProcessSystem : public CAutoGameSystem, public CGameEventListener
{
public:
// Creation/Init.
CPostProcessSystem( char const *name ) : CAutoGameSystem( name )
{
m_hMasterController = nullptr;
}
~CPostProcessSystem()
{
m_hMasterController = nullptr;
}
virtual void LevelInitPreEntity();
virtual void LevelInitPostEntity();
virtual void FireGameEvent( IGameEvent *pEvent );
CPostProcessController *GetMasterPostProcessController() { return m_hMasterController; }
private:
void InitMasterController();
CHandle< CPostProcessController > m_hMasterController;
};
CPostProcessSystem *PostProcessSystem();

View File

@ -23,6 +23,10 @@ $Project
$File "env_global_light.cpp"
$File "skyboxswapper.cpp"
$File "env_instructor_hint.cpp"
$File "postprocesscontroller.cpp"
$File "postprocesscontroller.h"
$File "env_dof_controller.cpp"
$File "env_dof_controller.h"
$Folder "Mapbase"
{

View File

@ -70,13 +70,24 @@ void variant_t::SetScriptVariant( ScriptVariant_t &var )
{
switch (FieldType())
{
case FIELD_INTEGER: var = Int(); break;
case FIELD_FLOAT: var = Float(); break;
case FIELD_STRING: var = String(); break;
case FIELD_VOID: var = NULL; break;
case FIELD_INTEGER: var = iVal; break;
case FIELD_FLOAT: var = flVal; break;
case FIELD_STRING: var = STRING(iszVal); break;
case FIELD_POSITION_VECTOR:
case FIELD_VECTOR: var = reinterpret_cast<Vector*>(&flVal); break; // HACKHACK
case FIELD_BOOLEAN: var = Bool(); break;
case FIELD_EHANDLE: var = ToHScript( Entity() ); break;
case FIELD_BOOLEAN: var = bVal; break;
case FIELD_EHANDLE: var = ToHScript( eVal ); break;
case FIELD_CLASSPTR: var = ToHScript( eVal ); break;
case FIELD_SHORT: var = (short)iVal; break;
case FIELD_CHARACTER: var = (char)iVal; break;
case FIELD_COLOR32:
{
Color *clr = new Color( rgbaVal.r, rgbaVal.g, rgbaVal.b, rgbaVal.a );
var = g_pScriptVM->RegisterInstance( clr, true );
break;
}
default: var = ToString(); break;
}
}
#endif

View File

@ -714,6 +714,11 @@ static float IntervalPerTick()
{
return gpGlobals->interval_per_tick;
}
static int GetLoadType()
{
return gpGlobals->eLoadType;
}
#endif
static void SendToConsole( const char *pszCommand )
@ -978,6 +983,7 @@ bool VScriptServerInit()
ScriptRegisterFunction( g_pScriptVM, SendToConsoleServer, "Send a string to the server console as a command" );
ScriptRegisterFunction( g_pScriptVM, MaxPlayers, "Get the maximum number of players allowed on this server" );
ScriptRegisterFunction( g_pScriptVM, IntervalPerTick, "Get the interval used between each tick" );
ScriptRegisterFunction( g_pScriptVM, GetLoadType, "Get the way the current game was loaded (corresponds to the MapLoad enum)" );
ScriptRegisterFunction( g_pScriptVM, DoEntFire, SCRIPT_ALIAS( "EntFire", "Generate an entity i/o event" ) );
ScriptRegisterFunction( g_pScriptVM, DoEntFireByInstanceHandle, SCRIPT_ALIAS( "EntFireByHandle", "Generate an entity i/o event. First parameter is an entity instance." ) );
// ScriptRegisterFunction( g_pScriptVM, IsValidEntity, "Returns true if the entity is valid." );
@ -1286,7 +1292,9 @@ public:
{
if ( pEnt->m_iszScriptId != NULL_STRING )
{
#ifndef MAPBASE_VSCRIPT
g_pScriptVM->RegisterClass( pEnt->GetScriptDesc() );
#endif
m_InstanceMap.Insert( STRING( pEnt->m_iszScriptId ), pEnt );
}
pEnt = gEntList.NextEnt( pEnt );

View File

@ -322,6 +322,8 @@ BEGIN_SCRIPTDESC_ROOT( CAmmoDef, SCRIPT_SINGLETON "The ammo type definition mana
DEFINE_SCRIPTFUNC( MaxSplashSize, "Gets the maximum size of water splashes caused by impacts from this ammo type." )
DEFINE_SCRIPTFUNC( Flags, "Gets the flags this ammo type uses." )
DEFINE_SCRIPTFUNC( GetNumAmmoTypes, "Gets the number of ammo types which currently exist." )
END_SCRIPTDESC();
#endif

View File

@ -94,6 +94,11 @@ public:
private:
bool AddAmmoType(char const* name, int damageType, int tracerType, int nFlags, int minSplashSize, int maxSplashSize );
#ifdef MAPBASE_VSCRIPT
ALLOW_SCRIPT_ACCESS();
int GetNumAmmoTypes() { return m_nAmmoIndex; }
#endif
};

View File

@ -2948,6 +2948,8 @@ BEGIN_ENT_SCRIPTDESC( CBaseCombatWeapon, CBaseAnimating, "The base class for all
DEFINE_SCRIPTFUNC_NAMED( ScriptGetDrawActivity, "GetDrawActivity", "Returns the weapon's draw activity." )
DEFINE_SCRIPTFUNC( GetDefaultAnimSpeed, "Returns the weapon's default animation speed." )
DEFINE_SCRIPTFUNC( SendWeaponAnim, "Sends a weapon animation." )
DEFINE_SCRIPTFUNC( GetViewModelSequenceDuration, "Gets the sequence duration of the current view model animation." )
DEFINE_SCRIPTFUNC( IsViewModelSequenceFinished, "Returns true if the current view model animation is finished." )
DEFINE_SCRIPTFUNC( FiresUnderwater, "Returns true if this weapon can fire underwater." )
DEFINE_SCRIPTFUNC( SetFiresUnderwater, "Sets whether this weapon can fire underwater." )

View File

@ -71,6 +71,67 @@ IMPLEMENT_NETWORKCLASS_ALIASED( GameRulesProxy, DT_GameRulesProxy )
BEGIN_NETWORK_TABLE_NOBASE( CGameRulesProxy, DT_GameRulesProxy )
END_NETWORK_TABLE()
#ifdef MAPBASE_VSCRIPT
BEGIN_SCRIPTDESC_ROOT( CGameRules, SCRIPT_SINGLETON "The container of the game's rules, handling behavior which could be different on a game-by-game basis." )
DEFINE_SCRIPTFUNC( Name, "Gets the name of these rules." )
DEFINE_SCRIPTFUNC( Damage_IsTimeBased, "Damage types that are time-based." )
DEFINE_SCRIPTFUNC( Damage_ShouldGibCorpse, "Damage types that gib the corpse." )
DEFINE_SCRIPTFUNC( Damage_ShowOnHUD, "Damage types that have client HUD art." )
DEFINE_SCRIPTFUNC( Damage_NoPhysicsForce, "Damage types that don't have to supply a physics force & position." )
DEFINE_SCRIPTFUNC( Damage_ShouldNotBleed, "Damage types that don't make the player bleed." )
DEFINE_SCRIPTFUNC( ShouldCollide, "Returns whether two collision groups collide with each other in this game." )
DEFINE_SCRIPTFUNC( DefaultFOV, "Default player FOV in this game." )
DEFINE_SCRIPTFUNC( GetDamageMultiplier, "Ammo type damage multiplier." )
DEFINE_SCRIPTFUNC( IsMultiplayer, "Returns true if this is a multiplayer game (like co-op or deathmatch)." )
DEFINE_SCRIPTFUNC( InRoundRestart, "Returns true if the round is restarting." )
DEFINE_SCRIPTFUNC( AllowThirdPersonCamera, "Returns true if third-person camera is allowed." )
#ifdef CLIENT_DLL
DEFINE_SCRIPTFUNC( IsBonusChallengeTimeBased, "" )
DEFINE_SCRIPTFUNC( AllowMapParticleEffect, "" )
DEFINE_SCRIPTFUNC( AllowWeatherParticles, "" )
DEFINE_SCRIPTFUNC( AllowMapVisionFilterShaders, "" )
DEFINE_SCRIPTFUNC( TranslateEffectForVisionFilter, "" )
DEFINE_SCRIPTFUNC( IsLocalPlayer, "" )
DEFINE_SCRIPTFUNC( ShouldWarnOfAbandonOnQuit, "" )
#else
DEFINE_SCRIPTFUNC( RefreshSkillData, "" )
DEFINE_SCRIPTFUNC( IsSkillLevel, "Returns true if the game is set to the specified difficulty/skill level." )
DEFINE_SCRIPTFUNC( GetSkillLevel, "Returns the game's difficulty/skill level." )
DEFINE_SCRIPTFUNC( SetSkillLevel, "Sets the game's difficulty/skill level." )
DEFINE_SCRIPTFUNC_NAMED( FAllowFlashlight, "AllowFlashlight", "Returns true if players are allowed to switch on their flashlight." )
DEFINE_SCRIPTFUNC( IsDeathmatch, "" )
DEFINE_SCRIPTFUNC( IsTeamplay, "" )
DEFINE_SCRIPTFUNC( IsCoOp, "" )
DEFINE_SCRIPTFUNC( GetGameDescription, "This is the game description that gets seen in server browsers." )
DEFINE_SCRIPTFUNC( AllowSPRespawn, "" )
DEFINE_SCRIPTFUNC_NAMED( FAllowNPCs, "AllowNPCs", "Returns true if NPCs are allowed." )
#endif
DEFINE_SCRIPTFUNC( GetGameTypeName, "" )
DEFINE_SCRIPTFUNC( GetGameType, "" )
END_SCRIPTDESC()
#endif
CGameRulesProxy::CGameRulesProxy()
{

View File

@ -69,7 +69,7 @@ ConVar mapbase_load_actbusy("mapbase_load_actbusy", "1", FCVAR_ARCHIVE, "Should
#ifdef GAME_DLL
// This cvar should change with each Mapbase update
ConVar mapbase_version( "mapbase_version", "6.0", FCVAR_NONE, "The version of Mapbase currently being used in this mod." );
ConVar mapbase_version( "mapbase_version", "6.1", FCVAR_NONE, "The version of Mapbase currently being used in this mod." );
extern void MapbaseGameLog_Init();

View File

@ -24,32 +24,32 @@
BEGIN_SCRIPTENUM( IN, "Button mask bindings" )
DEFINE_ENUMCONST_NAMED( IN_ATTACK, "ATTACK", "" )
DEFINE_ENUMCONST_NAMED( IN_JUMP, "JUMP", "" )
DEFINE_ENUMCONST_NAMED( IN_DUCK, "DUCK", "" )
DEFINE_ENUMCONST_NAMED( IN_FORWARD, "FORWARD", "" )
DEFINE_ENUMCONST_NAMED( IN_BACK, "BACK", "" )
DEFINE_ENUMCONST_NAMED( IN_USE, "USE", "" )
DEFINE_ENUMCONST_NAMED( IN_CANCEL, "CANCEL", "" )
DEFINE_ENUMCONST_NAMED( IN_LEFT, "LEFT", "" )
DEFINE_ENUMCONST_NAMED( IN_RIGHT, "RIGHT", "" )
DEFINE_ENUMCONST_NAMED( IN_MOVELEFT, "MOVELEFT", "" )
DEFINE_ENUMCONST_NAMED( IN_MOVERIGHT, "MOVERIGHT", "" )
DEFINE_ENUMCONST_NAMED( IN_ATTACK2, "ATTACK2", "" )
DEFINE_ENUMCONST_NAMED( IN_RUN, "RUN", "" )
DEFINE_ENUMCONST_NAMED( IN_RELOAD, "RELOAD", "" )
DEFINE_ENUMCONST_NAMED( IN_ALT1, "ALT1", "" )
DEFINE_ENUMCONST_NAMED( IN_ALT2, "ALT2", "" )
DEFINE_ENUMCONST_NAMED( IN_SCORE, "SCORE", "" )
DEFINE_ENUMCONST_NAMED( IN_SPEED, "SPEED", "" )
DEFINE_ENUMCONST_NAMED( IN_WALK, "WALK", "" )
DEFINE_ENUMCONST_NAMED( IN_ZOOM, "ZOOM", "" )
DEFINE_ENUMCONST_NAMED( IN_WEAPON1, "WEAPON1", "" )
DEFINE_ENUMCONST_NAMED( IN_WEAPON2, "WEAPON2", "" )
DEFINE_ENUMCONST_NAMED( IN_BULLRUSH, "BULLRUSH", "" )
DEFINE_ENUMCONST_NAMED( IN_GRENADE1, "GRENADE1", "" )
DEFINE_ENUMCONST_NAMED( IN_GRENADE2, "GRENADE2", "" )
DEFINE_ENUMCONST_NAMED( IN_ATTACK3, "ATTACK3", "" )
DEFINE_ENUMCONST_NAMED( IN_ATTACK, "ATTACK", "Button for +attack" )
DEFINE_ENUMCONST_NAMED( IN_JUMP, "JUMP", "Button for +jump" )
DEFINE_ENUMCONST_NAMED( IN_DUCK, "DUCK", "Button for +duck" )
DEFINE_ENUMCONST_NAMED( IN_FORWARD, "FORWARD", "Button for +forward" )
DEFINE_ENUMCONST_NAMED( IN_BACK, "BACK", "Button for +back" )
DEFINE_ENUMCONST_NAMED( IN_USE, "USE", "Button for +use" )
DEFINE_ENUMCONST_NAMED( IN_CANCEL, "CANCEL", "Special button flag for attack cancel" )
DEFINE_ENUMCONST_NAMED( IN_LEFT, "LEFT", "Button for +left" )
DEFINE_ENUMCONST_NAMED( IN_RIGHT, "RIGHT", "Button for +right" )
DEFINE_ENUMCONST_NAMED( IN_MOVELEFT, "MOVELEFT", "Button for +moveleft" )
DEFINE_ENUMCONST_NAMED( IN_MOVERIGHT, "MOVERIGHT", "Button for +moveright" )
DEFINE_ENUMCONST_NAMED( IN_ATTACK2, "ATTACK2", "Button for +attack2" )
DEFINE_ENUMCONST_NAMED( IN_RUN, "RUN", "Unused button (see IN.SPEED for sprint)" )
DEFINE_ENUMCONST_NAMED( IN_RELOAD, "RELOAD", "Button for +reload" )
DEFINE_ENUMCONST_NAMED( IN_ALT1, "ALT1", "Button for +alt1" )
DEFINE_ENUMCONST_NAMED( IN_ALT2, "ALT2", "Button for +alt2" )
DEFINE_ENUMCONST_NAMED( IN_SCORE, "SCORE", "Button for +score" )
DEFINE_ENUMCONST_NAMED( IN_SPEED, "SPEED", "Button for +speed" )
DEFINE_ENUMCONST_NAMED( IN_WALK, "WALK", "Button for +walk" )
DEFINE_ENUMCONST_NAMED( IN_ZOOM, "ZOOM", "Button for +zoom" )
DEFINE_ENUMCONST_NAMED( IN_WEAPON1, "WEAPON1", "Special button used by weapons themselves" )
DEFINE_ENUMCONST_NAMED( IN_WEAPON2, "WEAPON2", "Special button used by weapons themselves" )
DEFINE_ENUMCONST_NAMED( IN_BULLRUSH, "BULLRUSH", "Unused button" )
DEFINE_ENUMCONST_NAMED( IN_GRENADE1, "GRENADE1", "Button for +grenade1" )
DEFINE_ENUMCONST_NAMED( IN_GRENADE2, "GRENADE2", "Button for +grenade2" )
DEFINE_ENUMCONST_NAMED( IN_ATTACK3, "ATTACK3", "Button for +attack3" )
END_SCRIPTENUM();
@ -92,6 +92,18 @@ END_SCRIPTENUM();
//=============================================================================
//=============================================================================
BEGIN_SCRIPTENUM( MapLoad, "Map load enum for GetLoadType()" )
DEFINE_ENUMCONST_NAMED( MapLoad_NewGame, "NewGame", "Map was loaded from a new game" )
DEFINE_ENUMCONST_NAMED( MapLoad_LoadGame, "LoadGame", "Map was loaded from a save file" )
DEFINE_ENUMCONST_NAMED( MapLoad_Transition, "Transition", "Map was loaded from a level transition" )
DEFINE_ENUMCONST_NAMED( MapLoad_Background, "Background", "Map was loaded as a background map" )
END_SCRIPTENUM();
//=============================================================================
//=============================================================================
void RegisterActivityConstants()
{
// Make sure there are no activities declared yet
@ -463,6 +475,16 @@ void RegisterSharedScriptConstants()
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_PRONE, "When in clutches of barnacle (NPC state type used in GetNPCState(), etc.)" );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_DEAD, "NPC state type used in GetNPCState(), etc." );
ScriptRegisterConstant( g_pScriptVM, AISS_AWAKE, "NPC is awake. (NPC sleep state used in Get/SetSleepState())" );
ScriptRegisterConstant( g_pScriptVM, AISS_WAITING_FOR_THREAT, "NPC is asleep and will awaken upon seeing an enemy. (NPC sleep state used in Get/SetSleepState())" );
ScriptRegisterConstant( g_pScriptVM, AISS_WAITING_FOR_PVS, "NPC is asleep and will awaken upon entering a player's PVS. (NPC sleep state used in Get/SetSleepState())" );
ScriptRegisterConstant( g_pScriptVM, AISS_WAITING_FOR_INPUT, "NPC is asleep and will only awaken upon receiving the Wake input. (NPC sleep state used in Get/SetSleepState())" );
//ScriptRegisterConstant( g_pScriptVM, AISS_AUTO_PVS, "" );
//ScriptRegisterConstant( g_pScriptVM, AISS_AUTO_PVS_AFTER_PVS, "" );
ScriptRegisterConstant( g_pScriptVM, AI_SLEEP_FLAGS_NONE, "No sleep flags. (NPC sleep flag used in Add/Remove/HasSleepFlags())" );
ScriptRegisterConstant( g_pScriptVM, AI_SLEEP_FLAG_AUTO_PVS, "Indicates a NPC will sleep upon exiting PVS. (NPC sleep flag used in Add/Remove/HasSleepFlags())" );
ScriptRegisterConstant( g_pScriptVM, AI_SLEEP_FLAG_AUTO_PVS_AFTER_PVS, "Indicates a NPC will sleep upon exiting PVS after entering PVS for the first time(?????) (NPC sleep flag used in Add/Remove/HasSleepFlags())" );
ScriptRegisterConstantNamed( g_pScriptVM, CAI_BaseNPC::SCRIPT_PLAYING, "SCRIPT_PLAYING", "Playing the action animation." );
ScriptRegisterConstantNamed( g_pScriptVM, CAI_BaseNPC::SCRIPT_WAIT, "SCRIPT_WAIT", "Waiting on everyone in the script to be ready. Plays the pre idle animation if there is one." );
ScriptRegisterConstantNamed( g_pScriptVM, CAI_BaseNPC::SCRIPT_POST_IDLE, "SCRIPT_POST_IDLE", "Playing the post idle animation after playing the action animation." );
@ -475,6 +497,11 @@ void RegisterSharedScriptConstants()
//
// Misc. General
//
ScriptRegisterConstant( g_pScriptVM, DAMAGE_NO, "Don't take damage (Use with GetTakeDamage/SetTakeDamage)" );
ScriptRegisterConstant( g_pScriptVM, DAMAGE_EVENTS_ONLY, "Call damage functions, but don't modify health (Use with GetTakeDamage/SetTakeDamage)" );
ScriptRegisterConstant( g_pScriptVM, DAMAGE_YES, "Allow damage to be taken (Use with GetTakeDamage/SetTakeDamage)" );
ScriptRegisterConstant( g_pScriptVM, DAMAGE_AIM, "(Use with GetTakeDamage/SetTakeDamage)" );
#ifdef GAME_DLL
ScriptRegisterConstant( g_pScriptVM, GLOBAL_OFF, "Global state used by the Globals singleton." );
ScriptRegisterConstant( g_pScriptVM, GLOBAL_ON, "Global state used by the Globals singleton." );

View File

@ -50,12 +50,7 @@ bool ScriptMegaPhyscannonActive()
#endif
//-----------------------------------------------------------------------------
// Purpose: Returns how much damage the given ammo type should do to the victim
// when fired by the attacker.
// Input : pAttacker - Dude what shot the gun.
// pVictim - Dude what done got shot.
// nAmmoType - What been shot out.
// Output : How much hurt to put on dude what done got shot (pVictim).
// Purpose:
//-----------------------------------------------------------------------------
void CHalfLife2::RegisterScriptFunctions( void )
{

View File

@ -81,8 +81,29 @@ void ParseScriptTableKeyValues( CBaseEntity *pEntity, HSCRIPT hKV )
switch (varValue.m_type)
{
case FIELD_CSTRING: pEntity->KeyValue( varKey.m_pszString, varValue.m_pszString ); break;
case FIELD_INTEGER: pEntity->KeyValueFromInt( varKey.m_pszString, varValue.m_int ); break;
case FIELD_FLOAT: pEntity->KeyValue( varKey.m_pszString, varValue.m_float ); break;
case FIELD_VECTOR: pEntity->KeyValue( varKey.m_pszString, *varValue.m_pVector ); break;
case FIELD_HSCRIPT:
{
if ( varValue.m_hScript )
{
// Entity
if (ToEnt( varValue.m_hScript ))
{
pEntity->KeyValue( varKey.m_pszString, STRING( ToEnt( varValue.m_hScript )->GetEntityName() ) );
}
// Color
else if (Color *color = HScriptToClass<Color>( varValue.m_hScript ))
{
char szTemp[64];
Q_snprintf( szTemp, sizeof( szTemp ), "%i %i %i %i", color->r(), color->g(), color->b(), color->a() );
pEntity->KeyValue( varKey.m_pszString, szTemp );
}
}
break;
}
}
g_pScriptVM->ReleaseValue( varKey );
@ -94,7 +115,7 @@ void PrecacheEntityFromTable( const char *pszClassname, HSCRIPT hKV )
{
if ( IsEntityCreationAllowedInScripts() == false )
{
Warning( "VScript error: A script attempted to create an entity mid-game. Due to the server's settings, entity creation from scripts is only allowed during map init.\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "VScript error: A script attempted to create an entity mid-game. Due to the server's settings, entity creation from scripts is only allowed during map init.\n" );
return;
}
@ -118,7 +139,7 @@ HSCRIPT SpawnEntityFromTable( const char *pszClassname, HSCRIPT hKV )
{
if ( IsEntityCreationAllowedInScripts() == false )
{
Warning( "VScript error: A script attempted to create an entity mid-game. Due to the server's settings, entity creation from scripts is only allowed during map init.\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "VScript error: A script attempted to create an entity mid-game. Due to the server's settings, entity creation from scripts is only allowed during map init.\n" );
return NULL;
}
@ -162,6 +183,31 @@ HSCRIPT EntIndexToHScript( int index )
//-----------------------------------------------------------------------------
#ifndef CLIENT_DLL
void SaveEntityKVToTable( HSCRIPT hEnt, HSCRIPT hTable )
{
CBaseEntity *pEnt = ToEnt( hEnt );
if (pEnt == NULL)
return;
variant_t var; // For Set()
ScriptVariant_t varScript, varTable = hTable;
// loop through the data description list, reading each data desc block
for ( datamap_t *dmap = pEnt->GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
{
// search through all the readable fields in the data description, looking for a match
for ( int i = 0; i < dmap->dataNumFields; i++ )
{
if ( dmap->dataDesc[i].flags & (FTYPEDESC_KEY) )
{
var.Set( dmap->dataDesc[i].fieldType, ((char*)pEnt) + dmap->dataDesc[i].fieldOffset[ TD_OFFSET_NORMAL ] );
var.SetScriptVariant( varScript );
g_pScriptVM->SetValue( varTable, dmap->dataDesc[i].externalName, varScript );
}
}
}
}
HSCRIPT SpawnEntityFromKeyValues( const char *pszClassname, HSCRIPT hKV )
{
if ( IsEntityCreationAllowedInScripts() == false )
@ -279,8 +325,30 @@ BEGIN_SCRIPTDESC_ROOT_NAMED( surfacedata_t, "surfacedata_t", "Handle for accessi
DEFINE_SCRIPTFUNC( GetJumpFactor, "The surface's jump factor." )
DEFINE_SCRIPTFUNC( GetMaterialChar, "The surface's material character." )
DEFINE_SCRIPTFUNC( GetSoundStepLeft, "The surface's left step sound." )
DEFINE_SCRIPTFUNC( GetSoundStepRight, "The surface's right step sound." )
DEFINE_SCRIPTFUNC( GetSoundImpactSoft, "The surface's soft impact sound." )
DEFINE_SCRIPTFUNC( GetSoundImpactHard, "The surface's hard impact sound." )
DEFINE_SCRIPTFUNC( GetSoundScrapeSmooth, "The surface's smooth scrape sound." )
DEFINE_SCRIPTFUNC( GetSoundScrapeRough, "The surface's rough scrape sound." )
DEFINE_SCRIPTFUNC( GetSoundBulletImpact, "The surface's bullet impact sound." )
DEFINE_SCRIPTFUNC( GetSoundRolling, "The surface's rolling sound." )
DEFINE_SCRIPTFUNC( GetSoundBreak, "The surface's break sound." )
DEFINE_SCRIPTFUNC( GetSoundStrain, "The surface's strain sound." )
END_SCRIPTDESC();
const char* surfacedata_t::GetSoundStepLeft() { return physprops->GetString( sounds.stepleft ); }
const char* surfacedata_t::GetSoundStepRight() { return physprops->GetString( sounds.stepright ); }
const char* surfacedata_t::GetSoundImpactSoft() { return physprops->GetString( sounds.impactSoft ); }
const char* surfacedata_t::GetSoundImpactHard() { return physprops->GetString( sounds.impactHard ); }
const char* surfacedata_t::GetSoundScrapeSmooth() { return physprops->GetString( sounds.scrapeSmooth ); }
const char* surfacedata_t::GetSoundScrapeRough() { return physprops->GetString( sounds.scrapeRough ); }
const char* surfacedata_t::GetSoundBulletImpact() { return physprops->GetString( sounds.bulletImpact ); }
const char* surfacedata_t::GetSoundRolling() { return physprops->GetString( sounds.rolling ); }
const char* surfacedata_t::GetSoundBreak() { return physprops->GetString( sounds.breakSound ); }
const char* surfacedata_t::GetSoundStrain() { return physprops->GetString( sounds.strainSound ); }
BEGIN_SCRIPTDESC_ROOT_NAMED( CSurfaceScriptAccessor, "csurface_t", "Handle for accessing csurface_t info." )
DEFINE_SCRIPTFUNC( Name, "The surface's name." )
DEFINE_SCRIPTFUNC( SurfaceProps, "The surface's properties." )
@ -717,6 +785,7 @@ void RegisterSharedScriptFunctions()
ScriptRegisterFunction( g_pScriptVM, NXPrint, "Notification print, customised" );
#ifndef CLIENT_DLL
ScriptRegisterFunction( g_pScriptVM, SaveEntityKVToTable, "Saves an entity's keyvalues to a table." );
ScriptRegisterFunction( g_pScriptVM, SpawnEntityFromKeyValues, "Spawns an entity with the keyvalues in a CScriptKeyValues handle." );
ScriptRegisterFunctionNamed( g_pScriptVM, ScriptDispatchSpawn, "DispatchSpawn", "Spawns an unspawned entity." );
#endif

View File

@ -106,7 +106,7 @@ public:
bool StartSolid() const { return m_tr.startsolid; }
HSCRIPT Surface() { return m_surfaceAccessor; }
void SetSurface( HSCRIPT hPlaneAccessor ) { m_surfaceAccessor = hPlaneAccessor; }
void SetSurface( HSCRIPT hSurfAccessor ) { m_surfaceAccessor = hSurfAccessor; }
HSCRIPT Plane() { return m_planeAccessor; }
void SetPlane( HSCRIPT hPlaneAccessor ) { m_planeAccessor = hPlaneAccessor; }

View File

@ -1164,6 +1164,7 @@ HSCRIPT CScriptReadWriteFile::ScriptKeyValuesRead( const char *szFile )
KeyValues *pKV = new KeyValues( szFile );
if ( !pKV->LoadFromFile( g_pFullFileSystem, pszFullName, SCRIPT_RW_PATH_ID ) )
{
pKV->deleteThis();
return NULL;
}
@ -1326,7 +1327,7 @@ void RegisterScriptSingletons()
ScriptRegisterFunctionNamed( g_pScriptVM, CScriptReadWriteFile::ScriptFileWrite, "StringToFile", "Stores the string into the file" );
ScriptRegisterFunctionNamed( g_pScriptVM, CScriptReadWriteFile::ScriptFileRead, "FileToString", "Returns the string from the file, null if no file or file is too big." );
ScriptRegisterFunctionNamed( g_pScriptVM, CScriptReadWriteFile::ScriptKeyValuesWrite, "KeyValuesToFile", "Stores the CScriptKeyValues into the file" );
ScriptRegisterFunctionNamed( g_pScriptVM, CScriptReadWriteFile::ScriptKeyValuesRead, "KeyValuesToString", "Returns the CScriptKeyValues from the file, null if no file or file is too big." );
ScriptRegisterFunctionNamed( g_pScriptVM, CScriptReadWriteFile::ScriptKeyValuesRead, "FileToKeyValues", "Returns the CScriptKeyValues from the file, null if no file or file is too big." );
ScriptRegisterFunction( g_pScriptVM, ListenToGameEvent, "Register as a listener for a game event from script." );
ScriptRegisterFunctionNamed( g_pScriptVM, CScriptGameEventListener::StopListeningToGameEvent, "StopListeningToGameEvent", "Stop the specified event listener." );
@ -1343,6 +1344,7 @@ void RegisterScriptSingletons()
#endif
// Singletons not unique to VScript (not declared or defined here)
g_pScriptVM->RegisterInstance( GameRules(), "GameRules" );
g_pScriptVM->RegisterInstance( GetAmmoDef(), "AmmoDef" );
#ifndef CLIENT_DLL
g_pScriptVM->RegisterInstance( &g_AI_SquadManager, "Squads" );

View File

@ -0,0 +1,54 @@
//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
//
// Purpose: common definitions for post-processing effects
//
//=============================================================================
#ifndef POSTPROCESS_SHARED_H
#define POSTPROCESS_SHARED_H
#if defined( COMPILER_MSVC )
#pragma once
#endif
enum PostProcessParameterNames_t
{
PPPN_FADE_TIME = 0,
PPPN_LOCAL_CONTRAST_STRENGTH,
PPPN_LOCAL_CONTRAST_EDGE_STRENGTH,
PPPN_VIGNETTE_START,
PPPN_VIGNETTE_END,
PPPN_VIGNETTE_BLUR_STRENGTH,
PPPN_FADE_TO_BLACK_STRENGTH,
PPPN_DEPTH_BLUR_FOCAL_DISTANCE,
PPPN_DEPTH_BLUR_STRENGTH,
PPPN_SCREEN_BLUR_STRENGTH,
PPPN_FILM_GRAIN_STRENGTH,
POST_PROCESS_PARAMETER_COUNT
};
struct PostProcessParameters_t
{
PostProcessParameters_t()
{
memset( m_flParameters, 0, sizeof( m_flParameters ) );
m_flParameters[ PPPN_VIGNETTE_START ] = 0.8f;
m_flParameters[ PPPN_VIGNETTE_END ] = 1.1f;
}
float m_flParameters[ POST_PROCESS_PARAMETER_COUNT ];
bool operator !=(PostProcessParameters_t other)
{
for (int i = 0; i < POST_PROCESS_PARAMETER_COUNT; ++i)
{
if (m_flParameters[i] != other.m_flParameters[i])
return true;
}
return false;
}
};
#endif // POSTPROCESS_SHARED_H

View File

@ -584,6 +584,22 @@ public:
return (m_timestamp > 0.0f) ? m_duration : 0.0f;
}
/// 1.0 for newly started, 0.0 for elapsed
float GetRemainingRatio( void ) const
{
if (HasStarted() && m_duration > 0.0f)
{
float left = GetRemainingTime() / m_duration;
if (left < 0.0f)
return 0.0f;
if (left > 1.0f)
return 1.0f;
return left;
}
return 0.0f;
}
private:
float m_duration;
float m_timestamp;

View File

@ -0,0 +1,22 @@
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
sampler g_texSampler : register( s0 );
struct PS_INPUT
{
float2 uv : TEXCOORD0;
};
float2 g_vPsTapOffsets[2] : register( c0 );
float4 main( PS_INPUT i ) : COLOR
{
float4 cOut;
cOut = 0.25 * tex2D( g_texSampler, i.uv + g_vPsTapOffsets[0] );
cOut += 0.25 * tex2D( g_texSampler, i.uv - g_vPsTapOffsets[0] );
cOut += 0.25 * tex2D( g_texSampler, i.uv + g_vPsTapOffsets[1] );
cOut += 0.25 * tex2D( g_texSampler, i.uv - g_vPsTapOffsets[1] );
return cOut;
}

View File

@ -0,0 +1,137 @@
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// DYNAMIC: "QUALITY" "0..3"
// Includes =======================================================================================
#include "common_ps_fxc.h"
// Texture Samplers ===============================================================================
sampler g_tFullFB : register( s0 );
sampler g_tSmallFB : register( s1 );
// Shaders Constants and Globals ==================================================================
float4 g_vDists : register( c0 );
#define g_flNearBlurDist g_vDists.x
#define g_flNearFocusDist g_vDists.y
#define g_flFarFocusDist g_vDists.z
#define g_flFarBlurDist g_vDists.w
float3 g_vBlurAmounts : register( c1 );
#define g_flMaxBlurRadius g_vBlurAmounts.x
#define g_flNearBlurStrength g_vBlurAmounts.y
#define g_flFarBlurStrength g_vBlurAmounts.z
float3 g_vNearFarDists : register( c2 );
#define g_flNearPlaneDist g_vNearFarDists.x
#define g_flFarPlaneDist g_vNearFarDists.y
#define g_flDepthConv g_vNearFarDists.z
float4 g_vMagicConsts : register( c3 );
#if ( QUALITY == 0 )
#define NUM_SAMPLES 8 // These must match the C code
#elif ( QUALITY == 1 )
#define NUM_SAMPLES 16
#elif ( QUALITY == 2 )
#define NUM_SAMPLES 16
#elif ( QUALITY == 3 )
#define NUM_SAMPLES 32
#endif
float4 g_vPoisson[ NUM_SAMPLES/2 ] : register( c4 );
// Interpolated values ============================================================================
struct PS_INPUT
{
float2 vUv0 : TEXCOORD0;
};
float DestAlphaDepthToViewSpaceDepth( float flDepth )
{
return g_flDepthConv * flDepth + g_flNearPlaneDist;
}
// returns blur radius from depth as a fraction of max_blur.
float BlurAmountFromDepth( float flDestAlphaDepth )
{
/*
dist = DestAlphaDepthToViewSpaceDepth( flDestAlphaDepth );
float flBlur = max( g_flNearBlurStrength * saturate( (flDestAlphaDepth - g_flNearFocusDist) / ( g_flNearBlurDist - g_flNearFocusDist ) ),
g_flFarBlurStrength * saturate( (flDestAlphaDepth - g_flFarFocusDist) / ( g_flFarBlurDist - g_flFarFocusDist ) ) );
*/
// A more optimized version that concatenates the math above and the one in DestAlphaDepthToViewSpaceDepth to a single muladd
float flBlur = max( g_flNearBlurStrength * saturate( g_vMagicConsts.x * flDestAlphaDepth + g_vMagicConsts.y ),
g_flFarBlurStrength * saturate( g_vMagicConsts.z * flDestAlphaDepth + g_vMagicConsts.w ) );
return flBlur;
}
float BlurRadiusFromDepth( float flDepth )
{
return g_flMaxBlurRadius * BlurAmountFromDepth( flDepth );
}
float4 ComputeTap( float flCenterDepth, float flCenterBlurRadius, float2 vUV, float2 vPoisson )
{
float4 cTapSmall;
float4 cTap;
float2 vPoissonUV = vUV.xy + flCenterBlurRadius * vPoisson.xy;
cTapSmall = tex2D( g_tSmallFB, vPoissonUV.xy );
cTap = tex2D( g_tFullFB, vPoissonUV.xy );
float flTapBlur = BlurAmountFromDepth( cTap.a ); // Maybe 50/50 mix between low and high here?
cTap = lerp( cTap, cTapSmall, saturate( 2.2 * flTapBlur ) ); // TODO: tweak blur amount.
float flLerpedTapBlur = BlurAmountFromDepth( cTap.a );
float weight = ( cTap.a >= flCenterDepth ) ? 1.0 : ( flLerpedTapBlur*flLerpedTapBlur );
return float4( cTap.rgb, 1 ) * weight;
}
float4 ComputeTapHQ( float flCenterDepth, float flCenterBlurRadius, float2 vUV, float2 vPoisson )
{
float4 cTap;
cTap = tex2D( g_tFullFB, vUV.xy + flCenterBlurRadius * vPoisson.xy );
float flTapBlur = BlurAmountFromDepth( cTap.a );
float weight = ( cTap.a >= flCenterDepth ) ? 1.0 : ( flTapBlur * flTapBlur );
return float4( cTap.rgb, 1 ) * weight;
}
// Main ===========================================================================================
float4 main( PS_INPUT i ) : COLOR
{
// TODO: BETTER DOWNSAMPLE THAT TAKES DEPTH INTO ACCOUNT?
float4 cOut = { 0, 0, 0, 0 };
float4 cCenterTap = tex2D( g_tFullFB, i.vUv0 );
float flCenterBlurRadius = BlurRadiusFromDepth( cCenterTap.a ); // circle of confusion radius for current pixel
cCenterTap.a -= 0.001; // z-bias to avoid strange banding artifact on almost orthogonal walls
#if ( QUALITY < 2 )
// ATI's Ruby1-style algorithm
for ( int t = 0; t < NUM_SAMPLES/2; t++ )
{
cOut.rgba += ComputeTap( cCenterTap.a, flCenterBlurRadius, i.vUv0, g_vPoisson[t].xy );
cOut.rgba += ComputeTap( cCenterTap.a, flCenterBlurRadius, i.vUv0, g_vPoisson[t].wz );
}
#else
// Less fancy, with less fetches per tap and less math. Needs more samples to look smooth.
cOut = cCenterTap;
cOut.a = 1.0; // Use the center sample we just fetched
for ( int t = 0; t < NUM_SAMPLES/2; t++ )
{
cOut.rgba += ComputeTapHQ( cCenterTap.a, flCenterBlurRadius, i.vUv0, g_vPoisson[t].xy );
cOut.rgba += ComputeTapHQ( cCenterTap.a, flCenterBlurRadius, i.vUv0, g_vPoisson[t].wz );
}
#endif
//cOut.rgb = cOut.a / float(NUM_SAMPLES+1);
//cOut = lerp( tex2D( g_tFullFB, i.vUv0 ), tex2D( g_tSmallFB, i.vUv0 ).aaaa, 0.5 );
if ( cOut.a > 0.0 )
cOut.rgba /= cOut.a;
else
cOut.rgba = cCenterTap.rgba;
return cOut;
}

View File

@ -0,0 +1,29 @@
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// Includes =======================================================================================
#include "common_vs_fxc.h"
// Input values ===================================================================================
struct VS_INPUT
{
float3 vPos : POSITION;
float2 vBaseTexCoord : TEXCOORD0;
};
// Interpolated values ============================================================================
struct VS_OUTPUT
{
float4 projPos : POSITION;
float2 vUv0 : TEXCOORD0;
};
// Main ===========================================================================================
VS_OUTPUT main( const VS_INPUT i )
{
VS_OUTPUT o;
o.projPos.xyzw = float4( i.vPos.xyz, 1.0f );
o.vUv0.xy = i.vBaseTexCoord.xy;
return o;
}

View File

@ -0,0 +1,280 @@
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Depth of field material
//
//===========================================================================//
#include "BaseVSShader.h"
#include "depth_of_field_vs20.inc"
#include "depth_of_field_ps20b.inc"
#include "convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar mat_dof_max_blur_radius( "mat_dof_max_blur_radius", "50" );
ConVar mat_dof_quality( "mat_dof_quality", "3" );
ConVar mat_dof_constant( "mat_dof_constant", "512" );
// 8 samples
static const float s_flPoissonConstsQuality0[16] = {
0.0, 0.0,
0.527837, -0.085868,
-0.040088, 0.536087,
-0.670445, -0.179949,
-0.419418, -0.616039,
0.440453, -0.639399,
-0.757088, 0.349334,
0.574619, 0.685879
};
// 16 samples
static const float s_flPoissonConstsQuality1[32] = {
0.0747, -0.8341,
-0.9138, 0.3251,
0.8667, -0.3029,
-0.4642, 0.2187,
-0.1505, 0.7320,
0.7310, -0.6786,
0.2859, -0.3254,
-0.1311, -0.2292,
0.3518, 0.6470,
-0.7485, -0.6307,
0.1687, 0.1873,
-0.3604, -0.7483,
-0.5658, -0.1521,
0.7102, 0.0536,
-0.6056, 0.7747,
0.7793, 0.6194
};
// 32 samples
static const float s_flPoissonConstsQuality2[64] = {
0.0854f, -0.0644f,
0.8744f, 0.1665f,
0.2329f, 0.3995f,
-0.7804f, 0.5482f,
-0.4577f, 0.7647f,
-0.1936f, 0.5564f,
0.4205f, -0.5768f,
-0.0304f, -0.9050f,
-0.5215f, 0.1854f,
0.3161f, -0.2954f,
0.0666f, -0.5564f,
-0.2137f, -0.0072f,
-0.4112f, -0.3311f,
0.6438f, -0.2484f,
-0.9055f, -0.0360f,
0.8323f, 0.5268f,
0.5592f, 0.3459f,
-0.6797f, -0.5201f,
-0.4325f, -0.8857f,
0.8768f, -0.4197f,
0.3090f, -0.8646f,
0.5034f, 0.8603f,
0.3752f, 0.0627f,
-0.0161f, 0.2627f,
0.0969f, 0.7054f,
-0.2291f, -0.6595f,
-0.5887f, -0.1100f,
0.7048f, -0.6528f,
-0.8438f, 0.2706f,
-0.5061f, 0.4653f,
-0.1245f, -0.3302f,
-0.1801f, 0.8486f
};
DEFINE_FALLBACK_SHADER( DepthOfField, DepthOfField_dx9 )
BEGIN_VS_SHADER_FLAGS( DepthOfField_dx9, "Depth of Field", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( SMALLFB, SHADER_PARAM_TYPE_TEXTURE, "_rt_SmallFB1", "Downsampled backbuffer" )
SHADER_PARAM( NEARPLANE, SHADER_PARAM_TYPE_FLOAT, "0", "Near plane depth" )
SHADER_PARAM( FARPLANE, SHADER_PARAM_TYPE_FLOAT, "0", "Far plane depth" )
SHADER_PARAM( NEARBLURDEPTH, SHADER_PARAM_TYPE_FLOAT, "0", "Near blur plane depth" )
SHADER_PARAM( NEARFOCUSDEPTH, SHADER_PARAM_TYPE_FLOAT, "0", "Near focus plane depth" )
SHADER_PARAM( FARFOCUSDEPTH, SHADER_PARAM_TYPE_FLOAT, "0", "Far focus plane depth" )
SHADER_PARAM( FARBLURDEPTH, SHADER_PARAM_TYPE_FLOAT, "0", "Far blur plane depth" )
SHADER_PARAM( NEARBLURRADIUS, SHADER_PARAM_TYPE_FLOAT, "0", "Max near blur radius" )
SHADER_PARAM( FARBLURRADIUS, SHADER_PARAM_TYPE_FLOAT, "0", "Max far blur radius" )
SHADER_PARAM( QUALITY, SHADER_PARAM_TYPE_INTEGER, "0", "Quality level. Selects different algorithms." )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_PARAM_STRING_IF_NOT_DEFINED( SMALLFB, "_rt_SmallFB1" );
SET_PARAM_FLOAT_IF_NOT_DEFINED( NEARPLANE, 0.0f );
SET_PARAM_FLOAT_IF_NOT_DEFINED( FARPLANE, 0.0f );
SET_PARAM_FLOAT_IF_NOT_DEFINED( NEARBLURDEPTH, 0.0f );
SET_PARAM_FLOAT_IF_NOT_DEFINED( NEARFOCUSDEPTH, 0.0f );
SET_PARAM_FLOAT_IF_NOT_DEFINED( FARFOCUSDEPTH, 0.0f );
SET_PARAM_FLOAT_IF_NOT_DEFINED( FARBLURDEPTH, 0.0f );
SET_PARAM_FLOAT_IF_NOT_DEFINED( NEARBLURRADIUS, 0.0f );
SET_PARAM_FLOAT_IF_NOT_DEFINED( FARBLURRADIUS, 0.0f );
SET_PARAM_INT_IF_NOT_DEFINED( QUALITY, 0 );
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 92 )
{
return "Wireframe";
}
return 0;
}
SHADER_INIT
{
if ( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
if ( params[SMALLFB]->IsDefined() )
{
LoadTexture( SMALLFB );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
pShaderShadow->EnableSRGBWrite( false );
DECLARE_STATIC_VERTEX_SHADER( depth_of_field_vs20 );
SET_STATIC_VERTEX_SHADER( depth_of_field_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( depth_of_field_ps20b );
SET_STATIC_PIXEL_SHADER( depth_of_field_ps20b );
}
else
{
Assert( !"No ps_2_b. This shouldn't be happening" );
}
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( false );
}
DYNAMIC_STATE
{
DECLARE_DYNAMIC_VERTEX_SHADER( depth_of_field_vs20 );
SET_DYNAMIC_VERTEX_SHADER( depth_of_field_vs20 );
// Bind textures
BindTexture( SHADER_SAMPLER0, BASETEXTURE );
BindTexture( SHADER_SAMPLER1, SMALLFB );
// near blur = blur of stuff in front of focus range
// far blur = blur of stuff behind focus range
// C0: set near/far blur and focus distances
// x = near blur distance
// y = near focus distance
// z = far focus distance
// w = far blur distance
// C1:
// x = blur radius for near blur (in pixels)
// y = blur radius for far blur (in pixels)
// TODO: Specifying this stuff in pixels makes blurs look smaller on high backbuffer resolutions.
// This might be a problem for tweaking these values.
float vConst[16] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
vConst[0] = params[NEARBLURDEPTH]->GetFloatValue();
vConst[1] = params[NEARFOCUSDEPTH]->GetFloatValue();
vConst[2] = params[FARFOCUSDEPTH]->GetFloatValue();
vConst[3] = params[FARBLURDEPTH]->GetFloatValue();;
// max blur radius will need to be set based on quality level and screen res
vConst[4] = mat_dof_max_blur_radius.GetFloat();
vConst[5] = MIN( params[NEARBLURRADIUS]->GetFloatValue(), vConst[4] ) / vConst[4]; // near and far blur radius as fraction of max radius
vConst[6] = MIN( params[FARBLURRADIUS]->GetFloatValue(), vConst[4] ) / vConst[4];
vConst[8] = params[NEARPLANE]->GetFloatValue();
vConst[9] = params[FARPLANE]->GetFloatValue();
vConst[10] = mat_dof_constant.GetFloat() * ( vConst[9] - vConst[8] ) / vConst[9];
vConst[12] = vConst[10] / ( vConst[0] - vConst[1] );
vConst[13] = ( vConst[8] - vConst[1] ) / ( vConst[0] - vConst[1] );
vConst[14] = vConst[10] / ( vConst[3] - vConst[2] );
vConst[15] = ( vConst[8] - vConst[2] ) / ( vConst[3] - vConst[2] );
pShaderAPI->SetPixelShaderConstant( 0, vConst, 4 );
// set up poisson sample location constants pre-divided by screen res
int nNumPoissonSamples = 0;
const float *pPoissonSrc = NULL;
switch ( params[QUALITY]->GetIntValue() )
{
case 0:
// NOTE: These must match the shader
nNumPoissonSamples = 8;
pPoissonSrc = s_flPoissonConstsQuality0;
break;
case 1:
case 2:
nNumPoissonSamples = 16;
pPoissonSrc = s_flPoissonConstsQuality1;
break;
case 3:
nNumPoissonSamples = 32;
pPoissonSrc = s_flPoissonConstsQuality2;
break;
default:
Warning( "Invalid mat_dof_quality value. Resetting to 0.\n" );
mat_dof_quality.SetValue( 0 );
nNumPoissonSamples = 8;
pPoissonSrc = s_flPoissonConstsQuality0;
break;
}
float vPoissonConst[64]; // temp table
// Get texture dimensions
ITexture *pTex = params[BASETEXTURE]->GetTextureValue();
Assert( pTex );
float flInvTexWidth = 1.0f / static_cast<float>( pTex->GetActualWidth() );
float flInvTexHeight = 1.0f / static_cast<float>( pTex->GetActualHeight() );
for ( int i = 0; i < nNumPoissonSamples; i++ )
{
vPoissonConst[ 2*i ] = pPoissonSrc[ 2*i ] * flInvTexWidth;
vPoissonConst[ 2*i+1 ] = pPoissonSrc[ 2*i+1 ] * flInvTexHeight;
}
// swizzle every other 2-tuple so that I can use the free .wz swizzle in the shader
for ( int i = 1; i < nNumPoissonSamples; i += 2)
{
float t = vPoissonConst[ 2*i ];
vPoissonConst[ 2*i ] = vPoissonConst[ 2*i+1 ];
vPoissonConst[ 2*i+1 ] = t;
}
pShaderAPI->SetPixelShaderConstant( 4, vPoissonConst, nNumPoissonSamples / 2 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( depth_of_field_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( QUALITY, params[QUALITY]->GetIntValue() );
SET_DYNAMIC_PIXEL_SHADER( depth_of_field_ps20b );
}
else
{
Assert( !"No ps_2_b. This shouldn't be happening" );
}
}
Draw();
}
END_SHADER

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@ -0,0 +1,636 @@
//========= Copyright © 1996-2007, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "BaseVSShader.h"
#include "SDK_screenspaceeffect_vs20.inc"
#include "SDK_engine_post_ps20b.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
ConVar mat_screen_blur_override( "mat_screen_blur_override", "-1.0" );
ConVar mat_depth_blur_focal_distance_override( "mat_depth_blur_focal_distance_override", "-1.0" );
ConVar mat_depth_blur_strength_override( "mat_depth_blur_strength_override", "-1.0" );
ConVar mat_grain_scale_override( "mat_grain_scale_override", "-1.0" );
ConVar mat_local_contrast_scale_override( "mat_local_contrast_scale_override", "0.0" );
ConVar mat_local_contrast_midtone_mask_override( "mat_local_contrast_midtone_mask_override", "-1.0" );
ConVar mat_local_contrast_vignette_start_override( "mat_local_contrast_vignette_start_override", "-1.0" );
ConVar mat_local_contrast_vignette_end_override( "mat_local_contrast_vignette_end_override", "-1.0" );
ConVar mat_local_contrast_edge_scale_override( "mat_local_contrast_edge_scale_override", "-1000.0" );
DEFINE_FALLBACK_SHADER( SDK_Engine_Post, SDK_Engine_Post_dx9 )
BEGIN_VS_SHADER_FLAGS( SDK_Engine_Post_dx9, "Engine post-processing effects (software anti-aliasing, bloom, color-correction", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "Full framebuffer texture" )
SHADER_PARAM( AAENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable software anti-aliasing" )
SHADER_PARAM( AAINTERNAL1, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal anti-aliasing values set via material proxy" )
SHADER_PARAM( AAINTERNAL2, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal anti-aliasing values set via material proxy" )
SHADER_PARAM( AAINTERNAL3, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal anti-aliasing values set via material proxy" )
SHADER_PARAM( BLOOMENABLE, SHADER_PARAM_TYPE_BOOL, "1", "Enable bloom" )
SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "Bloom scale factor" )
SHADER_PARAM( SCREENEFFECTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "used for paint or vomit screen effect" )
SHADER_PARAM( DEPTHBLURENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Inexpensive depth-of-field substitute" )
SHADER_PARAM( ALLOWVIGNETTE, SHADER_PARAM_TYPE_BOOL, "0", "Allow vignette" )
SHADER_PARAM( VIGNETTEENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable vignette" )
SHADER_PARAM( INTERNAL_VIGNETTETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "dev/vignette", "" )
SHADER_PARAM( ALLOWNOISE, SHADER_PARAM_TYPE_BOOL, "0", "Allow noise" )
SHADER_PARAM( NOISEENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable noise" )
SHADER_PARAM( NOISESCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Noise scale" )
SHADER_PARAM( NOISETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Noise texture" )
SHADER_PARAM( ALLOWLOCALCONTRAST, SHADER_PARAM_TYPE_BOOL, "0", "Enable local contrast enhancement" )
SHADER_PARAM( LOCALCONTRASTENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable local contrast enhancement" )
SHADER_PARAM( LOCALCONTRASTSCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Local contrast scale" )
SHADER_PARAM( LOCALCONTRASTMIDTONEMASK, SHADER_PARAM_TYPE_FLOAT, "0", "Local contrast midtone mask" )
SHADER_PARAM( LOCALCONTRASTVIGNETTESTART, SHADER_PARAM_TYPE_BOOL, "0", "Enable local contrast enhancement" )
SHADER_PARAM( LOCALCONTRASTVIGNETTEEND, SHADER_PARAM_TYPE_FLOAT, "0", "Local contrast scale" )
SHADER_PARAM( LOCALCONTRASTEDGESCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Local contrast midtone mask" )
SHADER_PARAM( BLURREDVIGNETTEENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable blurred vignette" )
SHADER_PARAM( BLURREDVIGNETTESCALE, SHADER_PARAM_TYPE_FLOAT, "0", "blurred vignette strength" )
SHADER_PARAM( FADETOBLACKSCALE, SHADER_PARAM_TYPE_FLOAT, "0", "fade strength" )
SHADER_PARAM( DEPTHBLURFOCALDISTANCE, SHADER_PARAM_TYPE_FLOAT, "0", "Distance in dest-alpha space [0,1] of focal plane." )
SHADER_PARAM( DEPTHBLURSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "0", "Strength of depth-blur effect" )
SHADER_PARAM( SCREENBLURSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "0", "Full-screen blur factor" )
SHADER_PARAM( VOMITCOLOR1, SHADER_PARAM_TYPE_VEC3, "[0 0 0 0]", "1st vomit blend color" )
SHADER_PARAM( VOMITCOLOR2, SHADER_PARAM_TYPE_VEC3, "[0 0 0 0]", "2st vomit blend color" )
SHADER_PARAM( VOMITREFRACTSCALE, SHADER_PARAM_TYPE_FLOAT, "0.15", "vomit refract strength" )
SHADER_PARAM( VOMITENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable vomit refract" )
SHADER_PARAM( FADECOLOR, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "viewfade color" )
SHADER_PARAM( FADE, SHADER_PARAM_TYPE_INTEGER, "0", "fade type. 0 = off, 1 = lerp, 2 = modulate" )
SHADER_PARAM( TV_GAMMA, SHADER_PARAM_TYPE_INTEGER, "0", "0 default, 1 used for laying off 360 movies" )
SHADER_PARAM( DESATURATEENABLE, SHADER_PARAM_TYPE_INTEGER, "0", "Desaturate with math, turns off color correction" )
SHADER_PARAM( DESATURATION, SHADER_PARAM_TYPE_FLOAT, "0", "Desaturation Amount" )
// Tool color correction setup
SHADER_PARAM( TOOLMODE, SHADER_PARAM_TYPE_BOOL, "1", "tool mode" )
SHADER_PARAM( TOOLCOLORCORRECTION, SHADER_PARAM_TYPE_FLOAT, "1", "tool color correction override" )
SHADER_PARAM( WEIGHT_DEFAULT, SHADER_PARAM_TYPE_FLOAT, "1", "weight default" )
SHADER_PARAM( WEIGHT0, SHADER_PARAM_TYPE_FLOAT, "1", "weight0" )
SHADER_PARAM( WEIGHT1, SHADER_PARAM_TYPE_FLOAT, "1", "weight1" )
SHADER_PARAM( WEIGHT2, SHADER_PARAM_TYPE_FLOAT, "1", "weight2" )
SHADER_PARAM( WEIGHT3, SHADER_PARAM_TYPE_FLOAT, "1", "weight3" )
SHADER_PARAM( NUM_LOOKUPS, SHADER_PARAM_TYPE_FLOAT, "0", "num_lookups" )
SHADER_PARAM( TOOLTIME, SHADER_PARAM_TYPE_FLOAT, "0", "tooltime" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if ( !params[ INTERNAL_VIGNETTETEXTURE ]->IsDefined() )
{
params[ INTERNAL_VIGNETTETEXTURE ]->SetStringValue( "dev/vignette" );
}
if ( !params[ AAENABLE ]->IsDefined() )
{
params[ AAENABLE ]->SetIntValue( 0 );
}
if ( !params[ AAINTERNAL1 ]->IsDefined() )
{
params[ AAINTERNAL1 ]->SetVecValue( 0, 0, 0, 0 );
}
if ( !params[ AAINTERNAL2 ]->IsDefined() )
{
params[ AAINTERNAL2 ]->SetVecValue( 0, 0, 0, 0 );
}
if ( !params[ AAINTERNAL3 ]->IsDefined() )
{
params[ AAINTERNAL3 ]->SetVecValue( 0, 0, 0, 0 );
}
if ( !params[ BLOOMENABLE ]->IsDefined() )
{
params[ BLOOMENABLE ]->SetIntValue( 1 );
}
if ( !params[ BLOOMAMOUNT ]->IsDefined() )
{
params[ BLOOMAMOUNT ]->SetFloatValue( 1.0f );
}
if ( !params[ DEPTHBLURENABLE ]->IsDefined() )
{
params[ DEPTHBLURENABLE ]->SetIntValue( 0 );
}
if ( !params[ ALLOWNOISE ]->IsDefined() )
{
params[ ALLOWNOISE ]->SetIntValue( 1 );
}
if ( !params[ NOISESCALE ]->IsDefined() )
{
params[ NOISESCALE ]->SetFloatValue( 1.0f );
}
if ( !params[ NOISEENABLE ]->IsDefined() )
{
params[ NOISEENABLE ]->SetIntValue( 0 );
}
if ( !params[ ALLOWVIGNETTE ]->IsDefined() )
{
params[ ALLOWVIGNETTE ]->SetIntValue( 1 );
}
if ( !params[ VIGNETTEENABLE ]->IsDefined() )
{
params[ VIGNETTEENABLE ]->SetIntValue( 0 );
}
if ( !params[ ALLOWLOCALCONTRAST ]->IsDefined() )
{
params[ ALLOWLOCALCONTRAST ]->SetIntValue( 1 );
}
if ( !params[ LOCALCONTRASTSCALE ]->IsDefined() )
{
params[ LOCALCONTRASTSCALE ]->SetFloatValue( 1.0f );
}
if ( !params[ LOCALCONTRASTMIDTONEMASK ]->IsDefined() )
{
params[ LOCALCONTRASTMIDTONEMASK ]->SetFloatValue( 1000.0f );
}
if ( !params[ LOCALCONTRASTENABLE ]->IsDefined() )
{
params[ LOCALCONTRASTENABLE ]->SetIntValue( 0 );
}
if ( !params[ LOCALCONTRASTVIGNETTESTART ]->IsDefined() )
{
params[ LOCALCONTRASTVIGNETTESTART ]->SetFloatValue( 0.7f );
}
if ( !params[ LOCALCONTRASTVIGNETTEEND ]->IsDefined() )
{
params[ LOCALCONTRASTVIGNETTEEND ]->SetFloatValue( 1.0f );
}
if ( !params[ LOCALCONTRASTEDGESCALE ]->IsDefined() )
{
params[ LOCALCONTRASTEDGESCALE ]->SetFloatValue( 0.0f );
}
if ( !params[ BLURREDVIGNETTEENABLE ]->IsDefined() )
{
params[ BLURREDVIGNETTEENABLE ]->SetIntValue( 0 );
}
if ( !params[ BLURREDVIGNETTESCALE ]->IsDefined() )
{
params[ BLURREDVIGNETTESCALE ]->SetFloatValue( 0.0f );
}
if ( !params[ FADETOBLACKSCALE ]->IsDefined() )
{
params[ FADETOBLACKSCALE ]->SetFloatValue( 0.0f );
}
if ( !params[ DEPTHBLURFOCALDISTANCE ]->IsDefined() )
{
params[ DEPTHBLURFOCALDISTANCE ]->SetFloatValue( 0.0f );
}
if ( !params[ DEPTHBLURSTRENGTH ]->IsDefined() )
{
params[ DEPTHBLURSTRENGTH ]->SetFloatValue( 0.0f );
}
if ( !params[ SCREENBLURSTRENGTH ]->IsDefined() )
{
params[ SCREENBLURSTRENGTH ]->SetFloatValue( 0.0f );
}
if ( !params[ TOOLMODE ]->IsDefined() )
{
params[ TOOLMODE ]->SetIntValue( 0 );
}
if ( !params[ TOOLCOLORCORRECTION ]->IsDefined() )
{
params[ TOOLCOLORCORRECTION ]->SetFloatValue( 0.0f );
}
if ( !params[ VOMITENABLE ]->IsDefined() )
{
params[ VOMITENABLE ]->SetIntValue( 0 );
}
if ( !params[ VOMITREFRACTSCALE ]->IsDefined() )
{
params[ VOMITREFRACTSCALE ]->SetFloatValue( 0.15f );
}
if ( !params[ VOMITCOLOR1 ]->IsDefined() )
{
params[ VOMITCOLOR1 ]->SetVecValue( 1.0, 1.0, 0.0 );
}
if ( !params[ VOMITCOLOR2 ]->IsDefined() )
{
params[ VOMITCOLOR2 ]->SetVecValue( 0.0, 1.0, 0.0 );
}
if ( !params[ FADE ]->IsDefined() )
{
params[ FADE ]->SetIntValue( 0 );
}
if ( !params[ FADECOLOR ]->IsDefined() )
{
params[ FADECOLOR ]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f );
}
if ( !params[ TV_GAMMA ]->IsDefined() )
{
params[ TV_GAMMA ]->SetIntValue( 0 );
}
if ( !params[ DESATURATEENABLE ]->IsDefined() )
{
params[ DESATURATEENABLE ]->SetIntValue( 0 );
}
if ( !params[ DESATURATION ]->IsDefined() )
{
params[ DESATURATION ]->SetFloatValue( 0.0f );
}
SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
}
SHADER_FALLBACK
{
// This shader should not be *used* unless we're >= DX9 (bloomadd.vmt/screenspace_general_dx8 should be used for DX8)
return 0;
}
SHADER_INIT
{
if ( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
if ( params[FBTEXTURE]->IsDefined() )
{
LoadTexture( FBTEXTURE );
}
if ( params[SCREENEFFECTTEXTURE]->IsDefined() )
{
LoadTexture( SCREENEFFECTTEXTURE );
}
if ( params[NOISETEXTURE]->IsDefined() )
{
LoadTexture( NOISETEXTURE );
}
if ( params[INTERNAL_VIGNETTETEXTURE]->IsDefined() )
{
LoadTexture( INTERNAL_VIGNETTETEXTURE );
}
}
SHADER_DRAW
{
bool bToolMode = params[TOOLMODE]->GetIntValue() != 0;
bool bDepthBlurEnable = params[ DEPTHBLURENABLE ]->GetIntValue() != 0;
SHADOW_STATE
{
// This shader uses opaque blending, but needs to match the behaviour of bloom_add/screen_spacegeneral,
// which uses additive blending (and is used when bloom is enabled but col-correction and AA are not).
// BUT!
// Hardware sRGB blending is incorrect (on pre-DX10 cards, sRGB values are added directly).
// SO...
// When doing the bloom addition in the pixel shader, we need to emulate that incorrect
// behaviour - by turning sRGB read OFF for the FB texture and by turning sRGB write OFF
// (which is fine, since the AA process works better on an sRGB framebuffer than a linear
// one; gamma colours more closely match luminance perception. The color-correction process
// has always taken gamma-space values as input anyway).
pShaderShadow->EnableBlending( false );
// The (sRGB) bloom texture is bound to sampler 0
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );
pShaderShadow->EnableSRGBWrite( false );
// The (sRGB) full framebuffer texture is bound to sampler 1:
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
// Up to 4 (sRGB) color-correction lookup textures are bound to samplers 2-5:
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, false );
// Noise
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false );
// Vignette
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, false );
// Screen effect texture
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, false );
pShaderShadow->EnableSRGBWrite( false );
int format = VERTEX_POSITION;
int numTexCoords = 1;
int * pTexCoordDimensions = NULL;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( format, numTexCoords, pTexCoordDimensions, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
DECLARE_STATIC_PIXEL_SHADER( sdk_engine_post_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( TOOL_MODE, bToolMode );
SET_STATIC_PIXEL_SHADER_COMBO( DEPTH_BLUR_ENABLE, bDepthBlurEnable );
SET_STATIC_PIXEL_SHADER( sdk_engine_post_ps20b );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
// FIXME: need to set FBTEXTURE to be point-sampled (will speed up this shader significantly on 360)
// and assert that it's set to SHADER_TEXWRAPMODE_CLAMP (since the shader will sample offscreen)
BindTexture( SHADER_SAMPLER1, FBTEXTURE, -1 );
ShaderColorCorrectionInfo_t ccInfo = { false, 0, 1.0f, { 1.0f, 1.0f, 1.0f, 1.0f } };
float flTime;
if ( bToolMode )
{
flTime = params[TOOLTIME]->GetFloatValue();
}
else
{
flTime = pShaderAPI->CurrentTime();
}
// PC, ps20b has a desaturation control that overrides color correction
bool bDesaturateEnable = bToolMode && ( params[DESATURATEENABLE]->GetIntValue() != 0 ) && g_pHardwareConfig->SupportsPixelShaders_2_b();
float vPsConst16[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst16[0] = params[ DESATURATION ]->GetFloatValue();
vPsConst16[1] = ( params[FADE]->GetIntValue() == 2 ) ? 1.0f : 0.0f; // Enable lerping to ( color * fadecolor ) for FADE_COLOR=2
pShaderAPI->SetPixelShaderConstant( 16, vPsConst16, 1 );
if ( params[FADE]->GetIntValue() == 0 )
{
// Not fading, so set the constant to cause nothing to change about the pixel color
float vConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->SetPixelShaderConstant( 15, vConst );
}
else
{
pShaderAPI->SetPixelShaderConstant( 15, params[ FADECOLOR ]->GetVecValue(), 1 );
}
if ( !bDesaturateEnable ) // set up color correction
{
bool bToolColorCorrection = params[TOOLCOLORCORRECTION]->GetIntValue() != 0;
if ( bToolColorCorrection )
{
ccInfo.m_bIsEnabled = true;
ccInfo.m_nLookupCount = (int) params[NUM_LOOKUPS]->GetFloatValue();
ccInfo.m_flDefaultWeight = params[WEIGHT_DEFAULT]->GetFloatValue();
ccInfo.m_pLookupWeights[0] = params[WEIGHT0]->GetFloatValue();
ccInfo.m_pLookupWeights[1] = params[WEIGHT1]->GetFloatValue();
ccInfo.m_pLookupWeights[2] = params[WEIGHT2]->GetFloatValue();
ccInfo.m_pLookupWeights[3] = params[WEIGHT3]->GetFloatValue();
}
else
{
pShaderAPI->GetCurrentColorCorrection( &ccInfo );
}
}
int colCorrectNumLookups = MIN( ccInfo.m_nLookupCount, 3 );
for ( int i = 0; i < colCorrectNumLookups; i++ )
{
pShaderAPI->BindStandardTexture( (Sampler_t)(SHADER_SAMPLER2 + i), (StandardTextureId_t)(TEXTURE_COLOR_CORRECTION_VOLUME_0 + i) );
}
// Upload 1-pixel X&Y offsets [ (+dX,0,+dY,-dX) is chosen to work with the allowed ps20 swizzles ]
// The shader will sample in a cross (up/down/left/right from the current sample), for 5-tap
// (quality 0) mode and add another 4 samples in a diagonal cross, for 9-tap (quality 1) mode
ITexture * pTarget = params[FBTEXTURE]->GetTextureValue();
int width = pTarget->GetActualWidth();
int height = pTarget->GetActualHeight();
float dX = 1.0f / width;
float dY = 1.0f / height;
float offsets[4] = { +dX, 0, +dY, -dX };
pShaderAPI->SetPixelShaderConstant( 0, &offsets[0], 1 );
// Upload AA tweakables:
// x - strength (this can be used to toggle the AA off, or to weaken it where pathological cases are showing)
// y - reduction of 1-pixel-line blurring (blurring of 1-pixel lines causes issues, so it's tunable)
// z - edge threshold multiplier (default 1.0, < 1.0 => more edges softened, > 1.0 => fewer edges softened)
// w - tap offset multiplier (default 1.0, < 1.0 => sharper image, > 1.0 => blurrier image)
float tweakables[4] = { params[ AAINTERNAL1 ]->GetVecValue()[0],
params[ AAINTERNAL1 ]->GetVecValue()[1],
params[ AAINTERNAL3 ]->GetVecValue()[0],
params[ AAINTERNAL3 ]->GetVecValue()[1] };
pShaderAPI->SetPixelShaderConstant( 1, &tweakables[0], 1 );
// Upload AA UV transform (converts bloom texture UVs to framebuffer texture UVs)
// NOTE: we swap the order of the z and w components since 'wz' is an allowed ps20 swizzle, but 'zw' is not:
float uvTrans[4] = { params[ AAINTERNAL2 ]->GetVecValue()[0],
params[ AAINTERNAL2 ]->GetVecValue()[1],
params[ AAINTERNAL2 ]->GetVecValue()[3],
params[ AAINTERNAL2 ]->GetVecValue()[2] };
pShaderAPI->SetPixelShaderConstant( 2, &uvTrans[0], 1 );
// Upload color-correction weights:
pShaderAPI->SetPixelShaderConstant( 3, &ccInfo.m_flDefaultWeight );
pShaderAPI->SetPixelShaderConstant( 4, ccInfo.m_pLookupWeights );
int aaEnabled = 0;
int bloomEnabled = ( params[ BLOOMENABLE ]->GetIntValue() == 0 ) ? 0 : 1;
int colCorrectEnabled = ccInfo.m_bIsEnabled;
float flBloomFactor = bloomEnabled ? 1.0f : 0.0f;
flBloomFactor *= params[BLOOMAMOUNT]->GetFloatValue();
float bloomConstant[4] =
{
flBloomFactor,
params[ SCREENBLURSTRENGTH ]->GetFloatValue(),
params[ DEPTHBLURFOCALDISTANCE ]->GetFloatValue(),
params[ DEPTHBLURSTRENGTH ]->GetFloatValue()
};
if ( mat_screen_blur_override.GetFloat() >= 0.0f )
{
bloomConstant[1] = mat_screen_blur_override.GetFloat();
}
if ( mat_depth_blur_focal_distance_override.GetFloat() >= 0.0f )
{
bloomConstant[2] = mat_depth_blur_focal_distance_override.GetFloat();
}
if ( mat_depth_blur_strength_override.GetFloat() >= 0.0f )
{
bloomConstant[3] = mat_depth_blur_strength_override.GetFloat();
}
pShaderAPI->SetPixelShaderConstant( 5, bloomConstant );
// Vignette
bool bVignetteEnable = ( params[ VIGNETTEENABLE ]->GetIntValue() != 0 ) && ( params[ ALLOWVIGNETTE ]->GetIntValue() != 0 );
if ( bVignetteEnable )
{
BindTexture( SHADER_SAMPLER7, INTERNAL_VIGNETTETEXTURE );
}
// Noise
bool bNoiseEnable = ( params[ NOISEENABLE ]->GetIntValue() != 0 ) && ( params[ ALLOWNOISE ]->GetIntValue() != 0 );
int nFbTextureHeight = params[FBTEXTURE]->GetTextureValue()->GetActualHeight();
if ( nFbTextureHeight < 720 )
{
// Disable noise at low resolutions
bNoiseEnable = false;
}
if ( bNoiseEnable )
{
BindTexture( SHADER_SAMPLER6, NOISETEXTURE );
// Noise scale
float vPsConst6[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst6[0] = params[ NOISESCALE ]->GetFloatValue();
if ( mat_grain_scale_override.GetFloat() != -1.0f )
{
vPsConst6[0] = mat_grain_scale_override.GetFloat();
}
if ( vPsConst6[0] <= 0.0f )
{
bNoiseEnable = false;
}
pShaderAPI->SetPixelShaderConstant( 6, vPsConst6 );
// Time % 1000 for scrolling
float vPsConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst[0] = flTime;
vPsConst[0] -= (float)( (int)( vPsConst[0] / 1000.0f ) ) * 1000.0f;
pShaderAPI->SetPixelShaderConstant( 7, vPsConst, 1 );
}
// Local Contrast
bool bLocalContrastEnable = ( params[ LOCALCONTRASTENABLE ]->GetIntValue() != 0 ) && ( params[ ALLOWLOCALCONTRAST ]->GetIntValue() != 0 );
bool bBlurredVignetteEnable = ( bLocalContrastEnable ) && ( params[ BLURREDVIGNETTEENABLE ]->GetIntValue() != 0 );
if ( bLocalContrastEnable )
{
// Contrast scale
float vPsConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst[0] = params[ LOCALCONTRASTSCALE ]->GetFloatValue();
if ( mat_local_contrast_scale_override.GetFloat() != 0.0f )
{
vPsConst[0] = mat_local_contrast_scale_override.GetFloat();
}
vPsConst[1] = params[ LOCALCONTRASTMIDTONEMASK ]->GetFloatValue();
if ( mat_local_contrast_midtone_mask_override.GetFloat() >= 0.0f )
{
vPsConst[1] = mat_local_contrast_midtone_mask_override.GetFloat();
}
vPsConst[2] = params[ BLURREDVIGNETTESCALE ]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( 8, vPsConst, 1 );
vPsConst[0] = params[ LOCALCONTRASTVIGNETTESTART ]->GetFloatValue();
if ( mat_local_contrast_vignette_start_override.GetFloat() >= 0.0f )
{
vPsConst[0] = mat_local_contrast_vignette_start_override.GetFloat();
}
vPsConst[1] = params[ LOCALCONTRASTVIGNETTEEND ]->GetFloatValue();
if ( mat_local_contrast_vignette_end_override.GetFloat() >= 0.0f )
{
vPsConst[1] = mat_local_contrast_vignette_end_override.GetFloat();
}
vPsConst[2] = params[ LOCALCONTRASTEDGESCALE ]->GetFloatValue();
if ( mat_local_contrast_edge_scale_override.GetFloat() >= -1.0f )
{
vPsConst[2] = mat_local_contrast_edge_scale_override.GetFloat();
}
pShaderAPI->SetPixelShaderConstant( 9, vPsConst, 1 );
}
// fade to black
float vPsConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst[0] = params[ FADETOBLACKSCALE ]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( 10, vPsConst, 1 );
bool bVomitEnable = ( params[ VOMITENABLE ]->GetIntValue() != 0 );
if ( bVomitEnable )
{
BindTexture( SHADER_SAMPLER8, SCREENEFFECTTEXTURE );
params[ VOMITCOLOR1 ]->GetVecValue( vPsConst, 3 );
vPsConst[3] = params[ VOMITREFRACTSCALE ]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( 11, vPsConst, 1 );
params[ VOMITCOLOR2 ]->GetVecValue( vPsConst, 3 );
vPsConst[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( 12, vPsConst, 1 );
// Get viewport and render target dimensions and set shader constant to do a 2D mad
ShaderViewport_t vp;
pShaderAPI->GetViewports( &vp, 1 );
int nViewportX = vp.m_nTopLeftX;
int nViewportY = vp.m_nTopLeftY;
int nViewportWidth = vp.m_nWidth;
int nViewportHeight = vp.m_nHeight;
int nRtWidth, nRtHeight;
ITexture *pRenderTarget = pShaderAPI->GetRenderTargetEx( 0 );
if( pRenderTarget != nullptr )
{
nRtWidth = pRenderTarget->GetActualWidth();
nRtHeight = pRenderTarget->GetActualHeight();
}
else
{
pShaderAPI->GetBackBufferDimensions( nRtWidth, nRtHeight );
}
float vViewportMad[4];
// screen->viewport transform
vViewportMad[0] = ( float )nRtWidth / ( float )nViewportWidth;
vViewportMad[1] = ( float )nRtHeight / ( float )nViewportHeight;
vViewportMad[2] = -( float )nViewportX / ( float )nViewportWidth;
vViewportMad[3] = -( float )nViewportY / ( float )nViewportHeight;
pShaderAPI->SetPixelShaderConstant( 13, vViewportMad, 1 );
// viewport->screen transform
vViewportMad[0] = ( float )nViewportWidth / ( float )nRtWidth;
vViewportMad[1] = ( float )nViewportHeight / ( float )nRtHeight;
vViewportMad[2] = ( float )nViewportX / ( float )nRtWidth;
vViewportMad[3] = ( float )nViewportY / ( float )nRtHeight;
pShaderAPI->SetPixelShaderConstant( 14, vViewportMad, 1 );
}
if ( !colCorrectEnabled )
{
colCorrectNumLookups = 0;
}
bool bConvertFromLinear = ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT );
// JasonM - double check this if the SFM needs to use the engine post FX clip in main
bool bConvertToLinear = bToolMode && bConvertFromLinear && ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_engine_post_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_ENABLE, aaEnabled );
SET_DYNAMIC_PIXEL_SHADER_COMBO( COL_CORRECT_NUM_LOOKUPS, colCorrectNumLookups );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CONVERT_FROM_LINEAR, bConvertFromLinear );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CONVERT_TO_LINEAR, bConvertToLinear );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NOISE_ENABLE, bNoiseEnable );
SET_DYNAMIC_PIXEL_SHADER_COMBO( VIGNETTE_ENABLE, bVignetteEnable );
SET_DYNAMIC_PIXEL_SHADER_COMBO( LOCAL_CONTRAST_ENABLE, bLocalContrastEnable );
SET_DYNAMIC_PIXEL_SHADER_COMBO( BLURRED_VIGNETTE_ENABLE, bBlurredVignetteEnable );
SET_DYNAMIC_PIXEL_SHADER_COMBO( VOMIT_ENABLE, bVomitEnable );
SET_DYNAMIC_PIXEL_SHADER_COMBO( TV_GAMMA, params[TV_GAMMA]->GetIntValue() && bToolMode ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( DESATURATEENABLE, bDesaturateEnable );
SET_DYNAMIC_PIXEL_SHADER( sdk_engine_post_ps20b );
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
}
Draw();
}
END_SHADER

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#include "shaderlib/cshader.h"
class blurgaussian_3x3_ps20_Static_Index
{
public:
blurgaussian_3x3_ps20_Static_Index( )
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderStaticTest_blurgaussian_3x3_ps20 0
class blurgaussian_3x3_ps20_Dynamic_Index
{
public:
blurgaussian_3x3_ps20_Dynamic_Index()
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_blurgaussian_3x3_ps20 0

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#include "shaderlib/cshader.h"
class blurgaussian_3x3_ps20b_Static_Index
{
public:
blurgaussian_3x3_ps20b_Static_Index( )
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderStaticTest_blurgaussian_3x3_ps20b 0
class blurgaussian_3x3_ps20b_Dynamic_Index
{
public:
blurgaussian_3x3_ps20b_Dynamic_Index()
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_blurgaussian_3x3_ps20b 0

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#include "shaderlib/cshader.h"
class depth_of_field_ps20b_Static_Index
{
public:
depth_of_field_ps20b_Static_Index( )
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderStaticTest_depth_of_field_ps20b 0
class depth_of_field_ps20b_Dynamic_Index
{
private:
int m_nQUALITY;
#ifdef _DEBUG
bool m_bQUALITY;
#endif
public:
void SetQUALITY( int i )
{
Assert( i >= 0 && i <= 3 );
m_nQUALITY = i;
#ifdef _DEBUG
m_bQUALITY = true;
#endif
}
void SetQUALITY( bool i )
{
m_nQUALITY = i ? 1 : 0;
#ifdef _DEBUG
m_bQUALITY = true;
#endif
}
public:
depth_of_field_ps20b_Dynamic_Index()
{
#ifdef _DEBUG
m_bQUALITY = false;
#endif // _DEBUG
m_nQUALITY = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllDynamicVarsDefined = m_bQUALITY;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nQUALITY ) + 0;
}
};
#define shaderDynamicTest_depth_of_field_ps20b psh_forgot_to_set_dynamic_QUALITY + 0

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#include "shaderlib/cshader.h"
class depth_of_field_vs20_Static_Index
{
public:
depth_of_field_vs20_Static_Index( )
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderStaticTest_depth_of_field_vs20 0
class depth_of_field_vs20_Dynamic_Index
{
public:
depth_of_field_vs20_Dynamic_Index()
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_depth_of_field_vs20 0

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#include "shaderlib/cshader.h"
class engine_post_ps20b_Static_Index
{
private:
int m_nTOOL_MODE;
#ifdef _DEBUG
bool m_bTOOL_MODE;
#endif
public:
void SetTOOL_MODE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTOOL_MODE = i;
#ifdef _DEBUG
m_bTOOL_MODE = true;
#endif
}
void SetTOOL_MODE( bool i )
{
m_nTOOL_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bTOOL_MODE = true;
#endif
}
private:
int m_nDEPTH_BLUR_ENABLE;
#ifdef _DEBUG
bool m_bDEPTH_BLUR_ENABLE;
#endif
public:
void SetDEPTH_BLUR_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDEPTH_BLUR_ENABLE = i;
#ifdef _DEBUG
m_bDEPTH_BLUR_ENABLE = true;
#endif
}
void SetDEPTH_BLUR_ENABLE( bool i )
{
m_nDEPTH_BLUR_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bDEPTH_BLUR_ENABLE = true;
#endif
}
public:
engine_post_ps20b_Static_Index( )
{
#ifdef _DEBUG
m_bTOOL_MODE = false;
#endif // _DEBUG
m_nTOOL_MODE = 0;
#ifdef _DEBUG
m_bDEPTH_BLUR_ENABLE = false;
#endif // _DEBUG
m_nDEPTH_BLUR_ENABLE = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bTOOL_MODE && m_bDEPTH_BLUR_ENABLE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2048 * m_nTOOL_MODE ) + ( 4096 * m_nDEPTH_BLUR_ENABLE ) + 0;
}
};
#define shaderStaticTest_engine_post_ps20b psh_forgot_to_set_static_TOOL_MODE + psh_forgot_to_set_static_DEPTH_BLUR_ENABLE + 0
class engine_post_ps20b_Dynamic_Index
{
private:
int m_nAA_ENABLE;
#ifdef _DEBUG
bool m_bAA_ENABLE;
#endif
public:
void SetAA_ENABLE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nAA_ENABLE = i;
#ifdef _DEBUG
m_bAA_ENABLE = true;
#endif
}
void SetAA_ENABLE( bool i )
{
m_nAA_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bAA_ENABLE = true;
#endif
}
private:
int m_nCOL_CORRECT_NUM_LOOKUPS;
#ifdef _DEBUG
bool m_bCOL_CORRECT_NUM_LOOKUPS;
#endif
public:
void SetCOL_CORRECT_NUM_LOOKUPS( int i )
{
Assert( i >= 0 && i <= 3 );
m_nCOL_CORRECT_NUM_LOOKUPS = i;
#ifdef _DEBUG
m_bCOL_CORRECT_NUM_LOOKUPS = true;
#endif
}
void SetCOL_CORRECT_NUM_LOOKUPS( bool i )
{
m_nCOL_CORRECT_NUM_LOOKUPS = i ? 1 : 0;
#ifdef _DEBUG
m_bCOL_CORRECT_NUM_LOOKUPS = true;
#endif
}
private:
int m_nCONVERT_FROM_LINEAR;
#ifdef _DEBUG
bool m_bCONVERT_FROM_LINEAR;
#endif
public:
void SetCONVERT_FROM_LINEAR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCONVERT_FROM_LINEAR = i;
#ifdef _DEBUG
m_bCONVERT_FROM_LINEAR = true;
#endif
}
void SetCONVERT_FROM_LINEAR( bool i )
{
m_nCONVERT_FROM_LINEAR = i ? 1 : 0;
#ifdef _DEBUG
m_bCONVERT_FROM_LINEAR = true;
#endif
}
private:
int m_nCONVERT_TO_LINEAR;
#ifdef _DEBUG
bool m_bCONVERT_TO_LINEAR;
#endif
public:
void SetCONVERT_TO_LINEAR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCONVERT_TO_LINEAR = i;
#ifdef _DEBUG
m_bCONVERT_TO_LINEAR = true;
#endif
}
void SetCONVERT_TO_LINEAR( bool i )
{
m_nCONVERT_TO_LINEAR = i ? 1 : 0;
#ifdef _DEBUG
m_bCONVERT_TO_LINEAR = true;
#endif
}
private:
int m_nNOISE_ENABLE;
#ifdef _DEBUG
bool m_bNOISE_ENABLE;
#endif
public:
void SetNOISE_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nNOISE_ENABLE = i;
#ifdef _DEBUG
m_bNOISE_ENABLE = true;
#endif
}
void SetNOISE_ENABLE( bool i )
{
m_nNOISE_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bNOISE_ENABLE = true;
#endif
}
private:
int m_nVIGNETTE_ENABLE;
#ifdef _DEBUG
bool m_bVIGNETTE_ENABLE;
#endif
public:
void SetVIGNETTE_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVIGNETTE_ENABLE = i;
#ifdef _DEBUG
m_bVIGNETTE_ENABLE = true;
#endif
}
void SetVIGNETTE_ENABLE( bool i )
{
m_nVIGNETTE_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bVIGNETTE_ENABLE = true;
#endif
}
private:
int m_nLOCAL_CONTRAST_ENABLE;
#ifdef _DEBUG
bool m_bLOCAL_CONTRAST_ENABLE;
#endif
public:
void SetLOCAL_CONTRAST_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLOCAL_CONTRAST_ENABLE = i;
#ifdef _DEBUG
m_bLOCAL_CONTRAST_ENABLE = true;
#endif
}
void SetLOCAL_CONTRAST_ENABLE( bool i )
{
m_nLOCAL_CONTRAST_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bLOCAL_CONTRAST_ENABLE = true;
#endif
}
private:
int m_nBLURRED_VIGNETTE_ENABLE;
#ifdef _DEBUG
bool m_bBLURRED_VIGNETTE_ENABLE;
#endif
public:
void SetBLURRED_VIGNETTE_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBLURRED_VIGNETTE_ENABLE = i;
#ifdef _DEBUG
m_bBLURRED_VIGNETTE_ENABLE = true;
#endif
}
void SetBLURRED_VIGNETTE_ENABLE( bool i )
{
m_nBLURRED_VIGNETTE_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bBLURRED_VIGNETTE_ENABLE = true;
#endif
}
private:
int m_nVOMIT_ENABLE;
#ifdef _DEBUG
bool m_bVOMIT_ENABLE;
#endif
public:
void SetVOMIT_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVOMIT_ENABLE = i;
#ifdef _DEBUG
m_bVOMIT_ENABLE = true;
#endif
}
void SetVOMIT_ENABLE( bool i )
{
m_nVOMIT_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bVOMIT_ENABLE = true;
#endif
}
private:
int m_nTV_GAMMA;
#ifdef _DEBUG
bool m_bTV_GAMMA;
#endif
public:
void SetTV_GAMMA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTV_GAMMA = i;
#ifdef _DEBUG
m_bTV_GAMMA = true;
#endif
}
void SetTV_GAMMA( bool i )
{
m_nTV_GAMMA = i ? 1 : 0;
#ifdef _DEBUG
m_bTV_GAMMA = true;
#endif
}
private:
int m_nDESATURATEENABLE;
#ifdef _DEBUG
bool m_bDESATURATEENABLE;
#endif
public:
void SetDESATURATEENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDESATURATEENABLE = i;
#ifdef _DEBUG
m_bDESATURATEENABLE = true;
#endif
}
void SetDESATURATEENABLE( bool i )
{
m_nDESATURATEENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bDESATURATEENABLE = true;
#endif
}
public:
engine_post_ps20b_Dynamic_Index()
{
#ifdef _DEBUG
m_bAA_ENABLE = false;
#endif // _DEBUG
m_nAA_ENABLE = 0;
#ifdef _DEBUG
m_bCOL_CORRECT_NUM_LOOKUPS = false;
#endif // _DEBUG
m_nCOL_CORRECT_NUM_LOOKUPS = 0;
#ifdef _DEBUG
m_bCONVERT_FROM_LINEAR = false;
#endif // _DEBUG
m_nCONVERT_FROM_LINEAR = 0;
#ifdef _DEBUG
m_bCONVERT_TO_LINEAR = false;
#endif // _DEBUG
m_nCONVERT_TO_LINEAR = 0;
#ifdef _DEBUG
m_bNOISE_ENABLE = false;
#endif // _DEBUG
m_nNOISE_ENABLE = 0;
#ifdef _DEBUG
m_bVIGNETTE_ENABLE = false;
#endif // _DEBUG
m_nVIGNETTE_ENABLE = 0;
#ifdef _DEBUG
m_bLOCAL_CONTRAST_ENABLE = false;
#endif // _DEBUG
m_nLOCAL_CONTRAST_ENABLE = 0;
#ifdef _DEBUG
m_bBLURRED_VIGNETTE_ENABLE = false;
#endif // _DEBUG
m_nBLURRED_VIGNETTE_ENABLE = 0;
#ifdef _DEBUG
m_bVOMIT_ENABLE = false;
#endif // _DEBUG
m_nVOMIT_ENABLE = 0;
#ifdef _DEBUG
m_bTV_GAMMA = false;
#endif // _DEBUG
m_nTV_GAMMA = 0;
#ifdef _DEBUG
m_bDESATURATEENABLE = false;
#endif // _DEBUG
m_nDESATURATEENABLE = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllDynamicVarsDefined = m_bAA_ENABLE && m_bCOL_CORRECT_NUM_LOOKUPS && m_bCONVERT_FROM_LINEAR && m_bCONVERT_TO_LINEAR && m_bNOISE_ENABLE && m_bVIGNETTE_ENABLE && m_bLOCAL_CONTRAST_ENABLE && m_bBLURRED_VIGNETTE_ENABLE && m_bVOMIT_ENABLE && m_bTV_GAMMA && m_bDESATURATEENABLE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nAA_ENABLE ) + ( 1 * m_nCOL_CORRECT_NUM_LOOKUPS ) + ( 4 * m_nCONVERT_FROM_LINEAR ) + ( 8 * m_nCONVERT_TO_LINEAR ) + ( 16 * m_nNOISE_ENABLE ) + ( 32 * m_nVIGNETTE_ENABLE ) + ( 64 * m_nLOCAL_CONTRAST_ENABLE ) + ( 128 * m_nBLURRED_VIGNETTE_ENABLE ) + ( 256 * m_nVOMIT_ENABLE ) + ( 512 * m_nTV_GAMMA ) + ( 1024 * m_nDESATURATEENABLE ) + 0;
}
};
#define shaderDynamicTest_engine_post_ps20b psh_forgot_to_set_dynamic_AA_ENABLE + psh_forgot_to_set_dynamic_COL_CORRECT_NUM_LOOKUPS + psh_forgot_to_set_dynamic_CONVERT_FROM_LINEAR + psh_forgot_to_set_dynamic_CONVERT_TO_LINEAR + psh_forgot_to_set_dynamic_NOISE_ENABLE + psh_forgot_to_set_dynamic_VIGNETTE_ENABLE + psh_forgot_to_set_dynamic_LOCAL_CONTRAST_ENABLE + psh_forgot_to_set_dynamic_BLURRED_VIGNETTE_ENABLE + psh_forgot_to_set_dynamic_VOMIT_ENABLE + psh_forgot_to_set_dynamic_TV_GAMMA + psh_forgot_to_set_dynamic_DESATURATEENABLE + 0

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@ -0,0 +1,33 @@
#include "shaderlib/cshader.h"
class blurgaussian_3x3_ps20_Static_Index
{
public:
blurgaussian_3x3_ps20_Static_Index( )
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderStaticTest_blurgaussian_3x3_ps20 0
class blurgaussian_3x3_ps20_Dynamic_Index
{
public:
blurgaussian_3x3_ps20_Dynamic_Index()
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_blurgaussian_3x3_ps20 0

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@ -0,0 +1,33 @@
#include "shaderlib/cshader.h"
class blurgaussian_3x3_ps20b_Static_Index
{
public:
blurgaussian_3x3_ps20b_Static_Index( )
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderStaticTest_blurgaussian_3x3_ps20b 0
class blurgaussian_3x3_ps20b_Dynamic_Index
{
public:
blurgaussian_3x3_ps20b_Dynamic_Index()
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_blurgaussian_3x3_ps20b 0

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@ -0,0 +1,60 @@
#include "shaderlib/cshader.h"
class depth_of_field_ps20b_Static_Index
{
public:
depth_of_field_ps20b_Static_Index( )
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderStaticTest_depth_of_field_ps20b 0
class depth_of_field_ps20b_Dynamic_Index
{
private:
int m_nQUALITY;
#ifdef _DEBUG
bool m_bQUALITY;
#endif
public:
void SetQUALITY( int i )
{
Assert( i >= 0 && i <= 3 );
m_nQUALITY = i;
#ifdef _DEBUG
m_bQUALITY = true;
#endif
}
void SetQUALITY( bool i )
{
m_nQUALITY = i ? 1 : 0;
#ifdef _DEBUG
m_bQUALITY = true;
#endif
}
public:
depth_of_field_ps20b_Dynamic_Index()
{
#ifdef _DEBUG
m_bQUALITY = false;
#endif // _DEBUG
m_nQUALITY = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllDynamicVarsDefined = m_bQUALITY;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nQUALITY ) + 0;
}
};
#define shaderDynamicTest_depth_of_field_ps20b psh_forgot_to_set_dynamic_QUALITY + 0

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@ -0,0 +1,33 @@
#include "shaderlib/cshader.h"
class depth_of_field_vs20_Static_Index
{
public:
depth_of_field_vs20_Static_Index( )
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderStaticTest_depth_of_field_vs20 0
class depth_of_field_vs20_Dynamic_Index
{
public:
depth_of_field_vs20_Dynamic_Index()
{
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_depth_of_field_vs20 0

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@ -0,0 +1,362 @@
#include "shaderlib/cshader.h"
class engine_post_ps20b_Static_Index
{
private:
int m_nTOOL_MODE;
#ifdef _DEBUG
bool m_bTOOL_MODE;
#endif
public:
void SetTOOL_MODE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTOOL_MODE = i;
#ifdef _DEBUG
m_bTOOL_MODE = true;
#endif
}
void SetTOOL_MODE( bool i )
{
m_nTOOL_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bTOOL_MODE = true;
#endif
}
private:
int m_nDEPTH_BLUR_ENABLE;
#ifdef _DEBUG
bool m_bDEPTH_BLUR_ENABLE;
#endif
public:
void SetDEPTH_BLUR_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDEPTH_BLUR_ENABLE = i;
#ifdef _DEBUG
m_bDEPTH_BLUR_ENABLE = true;
#endif
}
void SetDEPTH_BLUR_ENABLE( bool i )
{
m_nDEPTH_BLUR_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bDEPTH_BLUR_ENABLE = true;
#endif
}
public:
engine_post_ps20b_Static_Index( )
{
#ifdef _DEBUG
m_bTOOL_MODE = false;
#endif // _DEBUG
m_nTOOL_MODE = 0;
#ifdef _DEBUG
m_bDEPTH_BLUR_ENABLE = false;
#endif // _DEBUG
m_nDEPTH_BLUR_ENABLE = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bTOOL_MODE && m_bDEPTH_BLUR_ENABLE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2048 * m_nTOOL_MODE ) + ( 4096 * m_nDEPTH_BLUR_ENABLE ) + 0;
}
};
#define shaderStaticTest_engine_post_ps20b psh_forgot_to_set_static_TOOL_MODE + psh_forgot_to_set_static_DEPTH_BLUR_ENABLE + 0
class engine_post_ps20b_Dynamic_Index
{
private:
int m_nAA_ENABLE;
#ifdef _DEBUG
bool m_bAA_ENABLE;
#endif
public:
void SetAA_ENABLE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nAA_ENABLE = i;
#ifdef _DEBUG
m_bAA_ENABLE = true;
#endif
}
void SetAA_ENABLE( bool i )
{
m_nAA_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bAA_ENABLE = true;
#endif
}
private:
int m_nCOL_CORRECT_NUM_LOOKUPS;
#ifdef _DEBUG
bool m_bCOL_CORRECT_NUM_LOOKUPS;
#endif
public:
void SetCOL_CORRECT_NUM_LOOKUPS( int i )
{
Assert( i >= 0 && i <= 3 );
m_nCOL_CORRECT_NUM_LOOKUPS = i;
#ifdef _DEBUG
m_bCOL_CORRECT_NUM_LOOKUPS = true;
#endif
}
void SetCOL_CORRECT_NUM_LOOKUPS( bool i )
{
m_nCOL_CORRECT_NUM_LOOKUPS = i ? 1 : 0;
#ifdef _DEBUG
m_bCOL_CORRECT_NUM_LOOKUPS = true;
#endif
}
private:
int m_nCONVERT_FROM_LINEAR;
#ifdef _DEBUG
bool m_bCONVERT_FROM_LINEAR;
#endif
public:
void SetCONVERT_FROM_LINEAR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCONVERT_FROM_LINEAR = i;
#ifdef _DEBUG
m_bCONVERT_FROM_LINEAR = true;
#endif
}
void SetCONVERT_FROM_LINEAR( bool i )
{
m_nCONVERT_FROM_LINEAR = i ? 1 : 0;
#ifdef _DEBUG
m_bCONVERT_FROM_LINEAR = true;
#endif
}
private:
int m_nCONVERT_TO_LINEAR;
#ifdef _DEBUG
bool m_bCONVERT_TO_LINEAR;
#endif
public:
void SetCONVERT_TO_LINEAR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCONVERT_TO_LINEAR = i;
#ifdef _DEBUG
m_bCONVERT_TO_LINEAR = true;
#endif
}
void SetCONVERT_TO_LINEAR( bool i )
{
m_nCONVERT_TO_LINEAR = i ? 1 : 0;
#ifdef _DEBUG
m_bCONVERT_TO_LINEAR = true;
#endif
}
private:
int m_nNOISE_ENABLE;
#ifdef _DEBUG
bool m_bNOISE_ENABLE;
#endif
public:
void SetNOISE_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nNOISE_ENABLE = i;
#ifdef _DEBUG
m_bNOISE_ENABLE = true;
#endif
}
void SetNOISE_ENABLE( bool i )
{
m_nNOISE_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bNOISE_ENABLE = true;
#endif
}
private:
int m_nVIGNETTE_ENABLE;
#ifdef _DEBUG
bool m_bVIGNETTE_ENABLE;
#endif
public:
void SetVIGNETTE_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVIGNETTE_ENABLE = i;
#ifdef _DEBUG
m_bVIGNETTE_ENABLE = true;
#endif
}
void SetVIGNETTE_ENABLE( bool i )
{
m_nVIGNETTE_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bVIGNETTE_ENABLE = true;
#endif
}
private:
int m_nLOCAL_CONTRAST_ENABLE;
#ifdef _DEBUG
bool m_bLOCAL_CONTRAST_ENABLE;
#endif
public:
void SetLOCAL_CONTRAST_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLOCAL_CONTRAST_ENABLE = i;
#ifdef _DEBUG
m_bLOCAL_CONTRAST_ENABLE = true;
#endif
}
void SetLOCAL_CONTRAST_ENABLE( bool i )
{
m_nLOCAL_CONTRAST_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bLOCAL_CONTRAST_ENABLE = true;
#endif
}
private:
int m_nBLURRED_VIGNETTE_ENABLE;
#ifdef _DEBUG
bool m_bBLURRED_VIGNETTE_ENABLE;
#endif
public:
void SetBLURRED_VIGNETTE_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBLURRED_VIGNETTE_ENABLE = i;
#ifdef _DEBUG
m_bBLURRED_VIGNETTE_ENABLE = true;
#endif
}
void SetBLURRED_VIGNETTE_ENABLE( bool i )
{
m_nBLURRED_VIGNETTE_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bBLURRED_VIGNETTE_ENABLE = true;
#endif
}
private:
int m_nVOMIT_ENABLE;
#ifdef _DEBUG
bool m_bVOMIT_ENABLE;
#endif
public:
void SetVOMIT_ENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVOMIT_ENABLE = i;
#ifdef _DEBUG
m_bVOMIT_ENABLE = true;
#endif
}
void SetVOMIT_ENABLE( bool i )
{
m_nVOMIT_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bVOMIT_ENABLE = true;
#endif
}
private:
int m_nTV_GAMMA;
#ifdef _DEBUG
bool m_bTV_GAMMA;
#endif
public:
void SetTV_GAMMA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTV_GAMMA = i;
#ifdef _DEBUG
m_bTV_GAMMA = true;
#endif
}
void SetTV_GAMMA( bool i )
{
m_nTV_GAMMA = i ? 1 : 0;
#ifdef _DEBUG
m_bTV_GAMMA = true;
#endif
}
private:
int m_nDESATURATEENABLE;
#ifdef _DEBUG
bool m_bDESATURATEENABLE;
#endif
public:
void SetDESATURATEENABLE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDESATURATEENABLE = i;
#ifdef _DEBUG
m_bDESATURATEENABLE = true;
#endif
}
void SetDESATURATEENABLE( bool i )
{
m_nDESATURATEENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bDESATURATEENABLE = true;
#endif
}
public:
engine_post_ps20b_Dynamic_Index()
{
#ifdef _DEBUG
m_bAA_ENABLE = false;
#endif // _DEBUG
m_nAA_ENABLE = 0;
#ifdef _DEBUG
m_bCOL_CORRECT_NUM_LOOKUPS = false;
#endif // _DEBUG
m_nCOL_CORRECT_NUM_LOOKUPS = 0;
#ifdef _DEBUG
m_bCONVERT_FROM_LINEAR = false;
#endif // _DEBUG
m_nCONVERT_FROM_LINEAR = 0;
#ifdef _DEBUG
m_bCONVERT_TO_LINEAR = false;
#endif // _DEBUG
m_nCONVERT_TO_LINEAR = 0;
#ifdef _DEBUG
m_bNOISE_ENABLE = false;
#endif // _DEBUG
m_nNOISE_ENABLE = 0;
#ifdef _DEBUG
m_bVIGNETTE_ENABLE = false;
#endif // _DEBUG
m_nVIGNETTE_ENABLE = 0;
#ifdef _DEBUG
m_bLOCAL_CONTRAST_ENABLE = false;
#endif // _DEBUG
m_nLOCAL_CONTRAST_ENABLE = 0;
#ifdef _DEBUG
m_bBLURRED_VIGNETTE_ENABLE = false;
#endif // _DEBUG
m_nBLURRED_VIGNETTE_ENABLE = 0;
#ifdef _DEBUG
m_bVOMIT_ENABLE = false;
#endif // _DEBUG
m_nVOMIT_ENABLE = 0;
#ifdef _DEBUG
m_bTV_GAMMA = false;
#endif // _DEBUG
m_nTV_GAMMA = 0;
#ifdef _DEBUG
m_bDESATURATEENABLE = false;
#endif // _DEBUG
m_nDESATURATEENABLE = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllDynamicVarsDefined = m_bAA_ENABLE && m_bCOL_CORRECT_NUM_LOOKUPS && m_bCONVERT_FROM_LINEAR && m_bCONVERT_TO_LINEAR && m_bNOISE_ENABLE && m_bVIGNETTE_ENABLE && m_bLOCAL_CONTRAST_ENABLE && m_bBLURRED_VIGNETTE_ENABLE && m_bVOMIT_ENABLE && m_bTV_GAMMA && m_bDESATURATEENABLE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nAA_ENABLE ) + ( 1 * m_nCOL_CORRECT_NUM_LOOKUPS ) + ( 4 * m_nCONVERT_FROM_LINEAR ) + ( 8 * m_nCONVERT_TO_LINEAR ) + ( 16 * m_nNOISE_ENABLE ) + ( 32 * m_nVIGNETTE_ENABLE ) + ( 64 * m_nLOCAL_CONTRAST_ENABLE ) + ( 128 * m_nBLURRED_VIGNETTE_ENABLE ) + ( 256 * m_nVOMIT_ENABLE ) + ( 512 * m_nTV_GAMMA ) + ( 1024 * m_nDESATURATEENABLE ) + 0;
}
};
#define shaderDynamicTest_engine_post_ps20b psh_forgot_to_set_dynamic_AA_ENABLE + psh_forgot_to_set_dynamic_COL_CORRECT_NUM_LOOKUPS + psh_forgot_to_set_dynamic_CONVERT_FROM_LINEAR + psh_forgot_to_set_dynamic_CONVERT_TO_LINEAR + psh_forgot_to_set_dynamic_NOISE_ENABLE + psh_forgot_to_set_dynamic_VIGNETTE_ENABLE + psh_forgot_to_set_dynamic_LOCAL_CONTRAST_ENABLE + psh_forgot_to_set_dynamic_BLURRED_VIGNETTE_ENABLE + psh_forgot_to_set_dynamic_VOMIT_ENABLE + psh_forgot_to_set_dynamic_TV_GAMMA + psh_forgot_to_set_dynamic_DESATURATEENABLE + 0

View File

@ -61,6 +61,9 @@ $Project
$File "MonitorScreen_dx9.cpp"
$File "shatteredglass.cpp"
$File "windowimposter_dx90.cpp"
$File "engine_post_dx9.cpp"
$File "depthoffield_dx9.cpp"
}
//$Shaders "mapbase_dx9_20b.txt"

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@ -227,7 +227,7 @@ void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** pa
}
else if ( !params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() )
{
Warning( "Warning! material %s: $envmapmasktransform and $phong are mutial exclusive. Disabling phong..\n", pMaterialName );
Warning( "Warning! material %s: $envmapmasktransform and $phong are mutually exclusive. Disabling phong..\n", pMaterialName );
params[info.m_nPhong]->SetIntValue( 0 );
}
}

View File

@ -95,3 +95,10 @@ SDK_ShatteredGlass_ps2x.fxc
SDK_ShatteredGlass_vs20.fxc
SDK_windowimposter_ps2x.fxc
SDK_windowimposter_vs20.fxc
SDK_engine_post_ps20b.fxc
depth_of_field_ps20b.fxc
depth_of_field_vs20.fxc
blurgaussian_3x3_ps2x.fxc

View File

@ -22,6 +22,7 @@
// Server
#define CON_GROUP_IO_SYSTEM "I/O System"
#define CON_GROUP_NPC_AI "NPC AI"
#define CON_GROUP_NPC_SCRIPTS "NPC Scripts"
#define CON_GROUP_CHOREO "Choreo"

View File

@ -970,6 +970,20 @@ struct surfacedata_t
float GetJumpFactor() { return game.jumpFactor; }
char GetMaterialChar() { return game.material; }
#if defined(CLIENT_DLL) || defined(GAME_DLL)
const char* GetSoundStepLeft();
const char* GetSoundStepRight();
const char* GetSoundImpactSoft();
const char* GetSoundImpactHard();
const char* GetSoundScrapeSmooth();
const char* GetSoundScrapeRough();
const char* GetSoundBulletImpact();
const char* GetSoundRolling();
const char* GetSoundBreak();
const char* GetSoundStrain();
#endif
#endif
};

View File

@ -267,6 +267,26 @@ struct ScriptFuncDescriptor_t
CUtlVector<ScriptDataType_t> m_Parameters;
};
#ifdef MAPBASE_VSCRIPT
//---------------------------------------------------------
// VScript Member Variables
//
// An odd concept. Because IScriptInstanceHelper now supports
// get/set metamethods, classes are capable of pretending they
// have member variables which VScript can get and set.
//
// There's no default way of documenting these variables, so even though
// these are not actually binding anything, this is here to allow VScript
// to describe these fake member variables in its documentation.
//---------------------------------------------------------
struct ScriptMemberDesc_t
{
const char *m_pszScriptName;
const char *m_pszDescription;
ScriptDataType_t m_ReturnType;
};
#endif
//---------------------------------------------------------
@ -338,6 +358,7 @@ struct ScriptClassDesc_t
#ifdef MAPBASE_VSCRIPT
CUtlVector<ScriptHook_t*> m_Hooks;
CUtlVector<ScriptMemberDesc_t> m_Members;
#endif
void *(*m_pfnConstruct)();
@ -744,6 +765,9 @@ struct ScriptEnumDesc_t
#define END_SCRIPTHOOK() \
pDesc->m_Hooks.AddToTail(pHook); \
}
#define DEFINE_MEMBERVAR( varName, returnType, description ) \
do { ScriptMemberDesc_t *pBinding = &((pDesc)->m_Members[(pDesc)->m_Members.AddToTail()]); pBinding->m_pszScriptName = varName; pBinding->m_pszDescription = description; pBinding->m_ReturnType = returnType; } while (0);
#endif
template <typename T> ScriptClassDesc_t *GetScriptDesc(T *);

View File

@ -49,14 +49,15 @@ struct ConGroup_t
// To define a console group,
//-----------------------------------------------------------------------------
#define DEFINE_CON_GROUP_CVAR(name, def, desc) static ConVar con_group_##name##_color( "con_group_" #name "_color", def, FCVAR_ARCHIVE, desc, CV_ColorChanged )
#define DEFINE_CON_GROUP_CVAR(name, def, desc) static ConVar con_group_##name##_color( "con_group_" #name "_color", def, FCVAR_ARCHIVE | FCVAR_REPLICATED, desc, CV_ColorChanged )
DEFINE_CON_GROUP_CVAR( mapbase_misc, "192 128 224", "Messages from misc. Mapbase functions, like map-specific files." );
DEFINE_CON_GROUP_CVAR( physics, "159 209 159", "Messages from physics-related events." );
DEFINE_CON_GROUP_CVAR( inputoutput, "220 170 220", "Messages from I/O events. (these display in developer 2)" );
DEFINE_CON_GROUP_CVAR( npc_ai, "240 160 200", "Messages from NPC AI, etc. which display at various verbse levels." );
DEFINE_CON_GROUP_CVAR( npc_scripts, "255 115 215", "Messages from scripted_sequence, etc. (these display in developer 2)" );
DEFINE_CON_GROUP_CVAR( choreo, "240 224 180", "Messages from choreographed scenes. (these display in developer 1, 2, etc.)" );
DEFINE_CON_GROUP_CVAR( choreo, "240 224 180", "Messages from choreographed scenes and response expressers. (these display in developer 1, 2, etc.)" );
DEFINE_CON_GROUP_CVAR( vscript, "192 224 240", "Internal messages from VScript not produced by the user's scripts." );
DEFINE_CON_GROUP_CVAR( vscript_print, "80 186 255", "Messages from VScript's 'print' function." );
@ -74,6 +75,7 @@ ConGroup_t g_ConGroups[] = {
// Server
DEFINE_CON_GROUP( CON_GROUP_IO_SYSTEM, inputoutput ),
DEFINE_CON_GROUP( CON_GROUP_NPC_AI, npc_ai ),
DEFINE_CON_GROUP( CON_GROUP_NPC_SCRIPTS, npc_scripts ),
DEFINE_CON_GROUP( CON_GROUP_CHOREO, choreo ),
@ -147,7 +149,7 @@ CON_COMMAND( con_group_toggle, "Toggles a console group." )
void CGMsg( int level, const char *pszGroup, const tchar* pMsg, ... )
{
// Return early if we're not at this level
if (!IsSpewActive("console", level))
if (!IsSpewActive("developer", level))
return;
char string[ 2048 ];

View File

@ -2834,7 +2834,7 @@ bool LoadMapFile( const char *pszFileName )
{
if (g_pParallaxObbStrs[i][0] != '\0' && g_pParallaxObbsDone[i] == false)
{
Warning( "Testing OBB string %s\n", g_pParallaxObbStrs[i] );
//Warning( "Testing OBB string %s\n", g_pParallaxObbStrs[i] );
entity_t* obbEnt = NULL;
for (int i2 = 0; i2 < g_LoadingMap->num_entities; i2++)
@ -2844,7 +2844,7 @@ bool LoadMapFile( const char *pszFileName )
obbEnt = &g_LoadingMap->entities[i2];
g_pParallaxObbStrs[i] = ValueForKey(obbEnt, "transformationmatrix");
Warning( "Using OBB transformation matrix \"%s\"\n", g_pParallaxObbStrs[i] );
//Warning( "Using OBB transformation matrix \"%s\"\n", g_pParallaxObbStrs[i] );
g_pParallaxObbsDone[i] = true;
break;

View File

@ -26,6 +26,8 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IScriptManager *scriptmanager;
//=============================================================================
//
// Prints
@ -202,6 +204,8 @@ BEGIN_SCRIPTDESC_ROOT( CScriptKeyValues, "Wrapper class over KeyValues instance"
DEFINE_SCRIPTFUNC( TableToSubKeys, "Converts a script table to KeyValues." );
DEFINE_SCRIPTFUNC_NAMED( ScriptFindOrCreateKey, "FindOrCreateKey", "Given a KeyValues object and a key name, find or create a KeyValues object associated with the key name" );
DEFINE_SCRIPTFUNC_NAMED( ScriptGetName, "GetName", "Given a KeyValues object, return its name" );
DEFINE_SCRIPTFUNC_NAMED( ScriptGetInt, "GetInt", "Given a KeyValues object, return its own associated integer value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptGetFloat, "GetFloat", "Given a KeyValues object, return its own associated float value" );
@ -315,6 +319,19 @@ void CScriptKeyValues::TableToSubKeys( HSCRIPT hTable )
}
}
HSCRIPT CScriptKeyValues::ScriptFindOrCreateKey( const char *pszName )
{
KeyValues *pKeyValues = m_pKeyValues->FindKey(pszName, true);
if ( pKeyValues == NULL )
return NULL;
CScriptKeyValues *pScriptKey = new CScriptKeyValues( pKeyValues );
// UNDONE: who calls ReleaseInstance on this??
HSCRIPT hScriptInstance = g_pScriptVM->RegisterInstance( pScriptKey );
return hScriptInstance;
}
const char *CScriptKeyValues::ScriptGetName()
{
const char *psz = m_pKeyValues->GetName();
@ -397,7 +414,7 @@ CScriptKeyValues::CScriptKeyValues( KeyValues *pKeyValues = NULL )
{
if (pKeyValues == NULL)
{
m_pKeyValues = new KeyValues("");
m_pKeyValues = new KeyValues("CScriptKeyValues");
}
else
{
@ -415,6 +432,90 @@ CScriptKeyValues::~CScriptKeyValues( )
m_pKeyValues = NULL;
}
//=============================================================================
//
// matrix3x4_t
//
//=============================================================================
CScriptColorInstanceHelper g_ColorScriptInstanceHelper;
BEGIN_SCRIPTDESC_ROOT( Color, "" )
DEFINE_SCRIPT_CONSTRUCTOR()
DEFINE_SCRIPT_INSTANCE_HELPER( &g_ColorScriptInstanceHelper )
DEFINE_SCRIPTFUNC( SetColor, "Sets the color." )
DEFINE_SCRIPTFUNC( SetRawColor, "Sets the raw color integer." )
DEFINE_SCRIPTFUNC( GetRawColor, "Gets the raw color integer." )
DEFINE_MEMBERVAR( "r", FIELD_CHARACTER, "Member variable for red." )
DEFINE_MEMBERVAR( "g", FIELD_CHARACTER, "Member variable for green." )
DEFINE_MEMBERVAR( "b", FIELD_CHARACTER, "Member variable for blue." )
DEFINE_MEMBERVAR( "a", FIELD_CHARACTER, "Member variable for alpha. (transparency)" )
END_SCRIPTDESC();
//-----------------------------------------------------------------------------
bool CScriptColorInstanceHelper::ToString( void *p, char *pBuf, int bufSize )
{
Color *pClr = ((Color *)p);
V_snprintf( pBuf, bufSize, "(color: (%i, %i, %i, %i))", pClr->r(), pClr->g(), pClr->b(), pClr->a() );
return true;
}
bool CScriptColorInstanceHelper::Get( void *p, const char *pszKey, ScriptVariant_t &variant )
{
Color *pClr = ((Color *)p);
if ( strlen(pszKey) == 1 )
{
switch (pszKey[0])
{
case 'r':
variant = pClr->r();
return true;
case 'g':
variant = pClr->g();
return true;
case 'b':
variant = pClr->b();
return true;
case 'a':
variant = pClr->a();
return true;
}
}
return false;
}
bool CScriptColorInstanceHelper::Set( void *p, const char *pszKey, ScriptVariant_t &variant )
{
Color *pClr = ((Color *)p);
if ( strlen(pszKey) == 1 )
{
int iVal;
variant.AssignTo( &iVal );
switch (pszKey[0])
{
// variant.AssignTo( &(*pClr)[0] );
case 'r':
(*pClr)[0] = iVal;
return true;
case 'g':
(*pClr)[1] = iVal;
return true;
case 'b':
(*pClr)[2] = iVal;
return true;
case 'a':
(*pClr)[3] = iVal;
return true;
}
}
return false;
}
//=============================================================================
//=============================================================================
@ -435,6 +536,8 @@ void RegisterBaseBindings( IScriptVM *pVM )
pVM->RegisterClass( GetScriptDescForClass( CScriptKeyValues ) );
pVM->RegisterClass( GetScriptDescForClass( Color ) );
//-----------------------------------------------------------------------------
//

View File

@ -36,6 +36,8 @@ public:
// Functions below are new with Mapbase
void TableToSubKeys( HSCRIPT hTable );
HSCRIPT ScriptFindOrCreateKey( const char *pszName );
const char *ScriptGetName();
int ScriptGetInt();
float ScriptGetFloat();
@ -57,6 +59,17 @@ public:
KeyValues *m_pKeyValues; // actual KeyValue entity
};
//-----------------------------------------------------------------------------
// Exposes Color to VScript
//-----------------------------------------------------------------------------
class CScriptColorInstanceHelper : public IScriptInstanceHelper
{
bool ToString( void *p, char *pBuf, int bufSize );
bool Get( void *p, const char *pszKey, ScriptVariant_t &variant );
bool Set( void *p, const char *pszKey, ScriptVariant_t &variant );
};
void RegisterBaseBindings( IScriptVM *pVM );
#endif

View File

@ -169,6 +169,11 @@ BEGIN_SCRIPTDESC_ROOT_NAMED( Quaternion, "Quaternion", "A quaternion." )
DEFINE_SCRIPT_INSTANCE_HELPER( &g_QuaternionScriptInstanceHelper )
DEFINE_SCRIPTFUNC_NAMED( ScriptInit, "Init", "Creates a quaternion with the given values." )
DEFINE_MEMBERVAR( "x", FIELD_FLOAT, "The quaternion's i axis component." )
DEFINE_MEMBERVAR( "y", FIELD_FLOAT, "The quaternion's j axis component." )
DEFINE_MEMBERVAR( "z", FIELD_FLOAT, "The quaternion's k axis component." )
DEFINE_MEMBERVAR( "w", FIELD_FLOAT, "The quaternion's scalar component." )
END_SCRIPTDESC();
//-----------------------------------------------------------------------------

View File

@ -802,7 +802,10 @@ void PushVariant(HSQUIRRELVM vm, const ScriptVariant_t& value)
sq_pushfloat(vm, value);
break;
case FIELD_CSTRING:
sq_pushstring(vm, value, -1);
if ( value.m_pszString )
sq_pushstring(vm, value, -1);
else
sq_pushnull(vm);
break;
case FIELD_VECTOR:
{
@ -1453,9 +1456,6 @@ void RegisterClassDocumentation(HSQUIRRELVM vm, const ScriptClassDesc_t* pClassD
{
SquirrelSafeCheck safeCheck(vm);
if (pClassDesc->m_pszDescription && pClassDesc->m_pszDescription[0] == SCRIPT_HIDE[0])
return;
const char *name = pClassDesc->m_pszScriptName;
const char *base = "";
if (pClassDesc->m_pBaseDesc)
@ -1463,6 +1463,19 @@ void RegisterClassDocumentation(HSQUIRRELVM vm, const ScriptClassDesc_t* pClassD
base = pClassDesc->m_pBaseDesc->m_pszScriptName;
}
const char *description = pClassDesc->m_pszDescription;
if (description)
{
if (description[0] == SCRIPT_HIDE[0])
return;
if (description[0] == SCRIPT_SINGLETON[0])
description++;
}
else
{
description = "";
}
// RegisterClassHelp(name, base, description)
sq_pushroottable(vm);
sq_pushstring(vm, "RegisterClassHelp", -1);
@ -1471,7 +1484,7 @@ void RegisterClassDocumentation(HSQUIRRELVM vm, const ScriptClassDesc_t* pClassD
sq_pushroottable(vm);
sq_pushstring(vm, name, -1);
sq_pushstring(vm, base, -1);
sq_pushstring(vm, pClassDesc->m_pszDescription ? pClassDesc->m_pszDescription : "", -1);
sq_pushstring(vm, description, -1);
sq_call(vm, 4, SQFalse, SQFalse);
sq_pop(vm, 1);
}
@ -1492,8 +1505,9 @@ void RegisterEnumDocumentation(HSQUIRRELVM vm, const ScriptEnumDesc_t* pClassDes
sq_remove(vm, -2);
sq_pushroottable(vm);
sq_pushstring(vm, name, -1);
sq_pushinteger(vm, pClassDesc->m_ConstantBindings.Count());
sq_pushstring(vm, pClassDesc->m_pszDescription ? pClassDesc->m_pszDescription : "", -1);
sq_call(vm, 3, SQFalse, SQFalse);
sq_call(vm, 4, SQFalse, SQFalse);
sq_pop(vm, 1);
}
@ -1577,6 +1591,41 @@ void RegisterHookDocumentation(HSQUIRRELVM vm, const ScriptHook_t* pHook, const
sq_pop(vm, 1);
}
void RegisterMemberDocumentation(HSQUIRRELVM vm, const ScriptMemberDesc_t& pDesc, ScriptClassDesc_t* pClassDesc = nullptr)
{
SquirrelSafeCheck safeCheck(vm);
if (pDesc.m_pszDescription && pDesc.m_pszDescription[0] == SCRIPT_HIDE[0])
return;
char name[256] = "";
if (pClassDesc)
{
V_strcat_safe(name, pClassDesc->m_pszScriptName);
V_strcat_safe(name, ".");
}
if (pDesc.m_pszScriptName)
V_strcat_safe(name, pDesc.m_pszScriptName);
char signature[256] = "";
V_snprintf(signature, sizeof(signature), "%s %s", ScriptDataTypeToName(pDesc.m_ReturnType), name);
// RegisterHookHelp(name, signature, description)
sq_pushroottable(vm);
sq_pushstring(vm, "RegisterMemberHelp", -1);
sq_get(vm, -2);
sq_remove(vm, -2);
sq_pushroottable(vm);
sq_pushstring(vm, name, -1);
sq_pushstring(vm, signature, -1);
sq_pushstring(vm, pDesc.m_pszDescription ? pDesc.m_pszDescription : "", -1);
sq_call(vm, 4, SQFalse, SQFalse);
sq_pop(vm, 1);
}
bool SquirrelVM::Init()
{
@ -2091,6 +2140,13 @@ bool SquirrelVM::RegisterClass(ScriptClassDesc_t* pClassDesc)
RegisterHookDocumentation(vm_, scriptHook, scriptHook->m_desc, pClassDesc);
}
for (int i = 0; i < pClassDesc->m_Members.Count(); ++i)
{
auto& member = pClassDesc->m_Members[i];
RegisterMemberDocumentation(vm_, member, pClassDesc);
}
sq_pushstring(vm_, pClassDesc->m_pszScriptName, -1);
sq_push(vm_, -2);

View File

@ -111,6 +111,7 @@ DocumentedClasses <- {}
DocumentedEnums <- {}
DocumentedConsts <- {}
DocumentedHooks <- {}
DocumentedMembers <- {}
function AddAliasedToTable(name, signature, description, table)
{
@ -145,9 +146,9 @@ function RegisterClassHelp(name, baseclass, description)
DocumentedClasses[name] <- [baseclass, description];
}
function RegisterEnumHelp(name, description)
function RegisterEnumHelp(name, num_elements, description)
{
DocumentedEnums[name] <- description;
DocumentedEnums[name] <- [num_elements, description];
}
function RegisterConstHelp(name, signature, description)
@ -167,6 +168,11 @@ function RegisterHookHelp(name, signature, description)
DocumentedHooks[name] <- [signature, description];
}
function RegisterMemberHelp(name, signature, description)
{
DocumentedMembers[name] <- [signature, description];
}
function printdoc( text )
{
return ::printc(200,224,255,text);
@ -179,147 +185,152 @@ function printdocl( text )
function PrintClass(name, doc)
{
printdocl("=====================================");
printdocl("Class: " + name);
printdocl("Base: " + doc[0]);
local text = "=====================================\n";
text += ("Class: " + name + "\n");
text += ("Base: " + doc[0] + "\n");
if (doc[1].len())
printdocl("Description: " + doc[1]);
printdocl("=====================================");
print("\n");
text += ("Description: " + doc[1] + "\n");
text += "=====================================\n\n";
printdoc(text);
}
function PrintFunc(name, doc)
{
printdocl("Function: " + name);
local text = "Function: " + name + "\n"
if (doc[0] == null)
{
// Is an aliased function
printdoc("Signature: function " + name + "(");
text += ("Signature: function " + name + "(");
foreach(k,v in this[name].getinfos().parameters)
{
if (k == 0 && v == "this") continue;
if (k > 1) printdoc(", ");
printdoc(v);
if (k > 1) text += (", ");
text += (v);
}
printdocl(")");
text += (")\n");
}
else
{
printdocl("Signature: " + doc[0]);
text += ("Signature: " + doc[0] + "\n");
}
if (doc[1].len())
printdocl("Description: " + doc[1]);
print("\n");
text += ("Description: " + doc[1] + "\n");
printdocl(text);
}
function PrintMember(name, doc)
{
local text = ("Member: " + name + "\n");
text += ("Signature: " + doc[0] + "\n");
if (doc[1].len())
text += ("Description: " + doc[1] + "\n");
printdocl(text);
}
function PrintEnum(name, doc)
{
printdocl("=====================================");
printdocl("Enum: " + name);
if (doc.len())
printdocl("Description: " + doc);
printdocl("=====================================");
print("\n");
local text = "=====================================\n";
text += ("Enum: " + name + "\n");
text += ("Elements: " + doc[0] + "\n");
if (doc[1].len())
text += ("Description: " + doc[1] + "\n");
text += "=====================================\n\n";
printdoc(text);
}
function PrintConst(name, doc)
{
printdocl("Constant: " + name);
local text = ("Constant: " + name + "\n");
if (doc[0] == null)
{
// Is an aliased function
printdoc("Signature: function " + name + "(");
foreach(k,v in this[name].getinfos().parameters)
{
if (k == 0 && v == "this") continue;
if (k > 1) printdoc(", ");
printdoc(v);
}
printdocl(")");
text += ("Value: null\n");
}
else
{
printdocl("Value: " + doc[0]);
text += ("Value: " + doc[0] + "\n");
}
if (doc[1].len())
printdocl("Description: " + doc[1]);
print("\n");
text += ("Description: " + doc[1] + "\n");
printdocl(text);
}
function PrintHook(name, doc)
{
printdocl("Hook: " + name);
local text = ("Hook: " + name + "\n");
if (doc[0] == null)
{
// Is an aliased function
printdoc("Signature: function " + name + "(");
text += ("Signature: function " + name + "(");
foreach(k,v in this[name].getinfos().parameters)
{
if (k == 0 && v == "this") continue;
if (k > 1) printdoc(", ");
printdoc(v);
if (k > 1) text += (", ");
text += (v);
}
printdocl(")");
text += (")\n");
}
else
{
printdocl("Signature: " + doc[0]);
text += ("Signature: " + doc[0] + "\n");
}
if (doc[1].len())
printdocl("Description: " + doc[1]);
print("\n");
text += ("Description: " + doc[1] + "\n");
printdocl(text);
}
function PrintMatchesInDocList(pattern, list, printfunc)
{
local foundMatches = false;
foreach(name, doc in list)
{
if (pattern == "*" || name.tolower().find(pattern) != null || (doc[1].len() && doc[1].tolower().find(pattern) != null))
{
foundMatches = true;
printfunc(name, doc)
}
}
return foundMatches;
}
function PrintHelp(pattern = "*")
{
local foundMatches = false;
foreach(name, doc in DocumentedClasses)
{
if (pattern == "*" || name.tolower().find(pattern.tolower()) != null)
{
foundMatches = true;
PrintClass(name, doc)
}
}
local patternLower = pattern.tolower();
foreach(name, doc in DocumentedFuncs)
{
if (pattern == "*" || name.tolower().find(pattern.tolower()) != null)
{
foundMatches = true;
PrintFunc(name, doc)
}
}
foreach(name, doc in DocumentedEnums)
{
if (pattern == "*" || name.tolower().find(pattern.tolower()) != null)
{
foundMatches = true;
PrintEnum(name, doc)
}
}
foreach(name, doc in DocumentedConsts)
{
if (pattern == "*" || name.tolower().find(pattern.tolower()) != null)
{
foundMatches = true;
PrintConst(name, doc)
}
}
foreach(name, doc in DocumentedHooks)
{
if (pattern == "*" || name.tolower().find(pattern.tolower()) != null)
{
foundMatches = true;
PrintHook(name, doc)
}
}
// Have a specific order
foundMatches = ( PrintMatchesInDocList( patternLower, DocumentedEnums, PrintEnum ) || foundMatches );
foundMatches = ( PrintMatchesInDocList( patternLower, DocumentedConsts, PrintConst ) || foundMatches );
foundMatches = ( PrintMatchesInDocList( patternLower, DocumentedClasses, PrintClass ) || foundMatches );
foundMatches = ( PrintMatchesInDocList( patternLower, DocumentedFuncs, PrintFunc ) || foundMatches );
foundMatches = ( PrintMatchesInDocList( patternLower, DocumentedMembers, PrintMember ) || foundMatches );
foundMatches = ( PrintMatchesInDocList( patternLower, DocumentedHooks, PrintHook ) || foundMatches );
if (!foundMatches)
printdocl("Pattern " + pattern + " not found");
}
// Vector documentation
RegisterClassHelp( "Vector", "", "Basic 3-float Vector class." );
RegisterHelp( "Vector::Length", "float Vector::Length()", "Return the vector's length." );
RegisterHelp( "Vector::LengthSqr", "float Vector::LengthSqr()", "Return the vector's squared length." );
RegisterHelp( "Vector::Length2D", "float Vector::Length2D()", "Return the vector's 2D length." );
RegisterHelp( "Vector::Length2DSqr", "float Vector::Length2DSqr()", "Return the vector's squared 2D length." );
RegisterHelp( "Vector::Normalized", "float Vector::Normalized()", "Return a normalized version of the vector." );
RegisterHelp( "Vector::Norm", "void Vector::Norm()", "Normalize the vector in place." );
RegisterHelp( "Vector::Scale", "vector Vector::Scale(float)", "Scale the vector's magnitude and return the result." );
RegisterHelp( "Vector::Dot", "float Vector::Dot(vector)", "Return the dot/scalar product of two vectors." );
RegisterHelp( "Vector::Cross", "float Vector::Cross(vector)", "Return the vector product of two vectors." );
RegisterHelp( "Vector::ToKVString", "string Vector::ToKVString()", "Return a vector as a string in KeyValue form, without separation commas." );
RegisterMemberHelp( "Vector.x", "float Vector.x", "The vector's X coordinate on the cartesian X axis." );
RegisterMemberHelp( "Vector.y", "float Vector.y", "The vector's Y coordinate on the cartesian Y axis." );
RegisterMemberHelp( "Vector.z", "float Vector.z", "The vector's Z coordinate on the cartesian Z axis." );
)vscript";

View File

@ -873,8 +873,8 @@ Google Snappy
************************************************************************************
Mapbase integrates a few additional third-party libraries, all of which are from free and/or
open-source projects operating under MIT or GNU licenses. They can be used in any mod or
commercial product as long as the given notices are present here or elsewhere.
open-source projects operating under MIT licenses. They can be used in any mod or commercial
product as long as the given notices are present here or elsewhere.
************************************************************************************
Squirrel programming language (used in VScript)