//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "cbase.h" #include "baseentity.h" #include "entityoutput.h" #include "convar.h" #include "player.h" //Tony; need player.h so we can trigger inputs on the player, from our inputs! // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar mat_hdr_tonemapscale( "mat_hdr_tonemapscale", "1.0", FCVAR_CHEAT, "The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open." ); // 0 - eyes fully closed / fully black // 1 - nominal // 16 - eyes wide open / fully white //----------------------------------------------------------------------------- // Purpose: Entity that controls player's tonemap //----------------------------------------------------------------------------- class CEnvTonemapController : public CPointEntity { DECLARE_CLASS( CEnvTonemapController, CPointEntity ); public: DECLARE_DATADESC(); DECLARE_SERVERCLASS(); void Spawn( void ); int UpdateTransmitState( void ); void UpdateTonemapScaleBlend( void ); // Inputs void InputSetTonemapScale( inputdata_t &inputdata ); void InputBlendTonemapScale( inputdata_t &inputdata ); void InputSetTonemapRate( inputdata_t &inputdata ); void InputSetAutoExposureMin( inputdata_t &inputdata ); void InputSetAutoExposureMax( inputdata_t &inputdata ); void InputUseDefaultAutoExposure( inputdata_t &inputdata ); void InputSetBloomScale( inputdata_t &inputdata ); void InputUseDefaultBloomScale( inputdata_t &inputdata ); void InputSetBloomScaleRange( inputdata_t &inputdata ); private: float m_flBlendTonemapStart; // HDR Tonemap at the start of the blend float m_flBlendTonemapEnd; // Target HDR Tonemap at the end of the blend float m_flBlendEndTime; // Time at which the blend ends float m_flBlendStartTime; // Time at which the blend started CNetworkVar( bool, m_bUseCustomAutoExposureMin ); CNetworkVar( bool, m_bUseCustomAutoExposureMax ); CNetworkVar( bool, m_bUseCustomBloomScale ); CNetworkVar( float, m_flCustomAutoExposureMin ); CNetworkVar( float, m_flCustomAutoExposureMax ); CNetworkVar( float, m_flCustomBloomScale); CNetworkVar( float, m_flCustomBloomScaleMinimum); }; LINK_ENTITY_TO_CLASS( env_tonemap_controller, CEnvTonemapController ); BEGIN_DATADESC( CEnvTonemapController ) DEFINE_FIELD( m_flBlendTonemapStart, FIELD_FLOAT ), DEFINE_FIELD( m_flBlendTonemapEnd, FIELD_FLOAT ), DEFINE_FIELD( m_flBlendEndTime, FIELD_TIME ), DEFINE_FIELD( m_flBlendStartTime, FIELD_TIME ), DEFINE_FIELD( m_bUseCustomAutoExposureMin, FIELD_BOOLEAN ), DEFINE_FIELD( m_bUseCustomAutoExposureMax, FIELD_BOOLEAN ), DEFINE_FIELD( m_flCustomAutoExposureMin, FIELD_FLOAT ), DEFINE_FIELD( m_flCustomAutoExposureMax, FIELD_FLOAT ), DEFINE_FIELD( m_flCustomBloomScale, FIELD_FLOAT ), DEFINE_FIELD( m_flCustomBloomScaleMinimum, FIELD_FLOAT ), DEFINE_FIELD( m_bUseCustomBloomScale, FIELD_BOOLEAN ), DEFINE_THINKFUNC( UpdateTonemapScaleBlend ), // Inputs DEFINE_INPUTFUNC( FIELD_FLOAT, "SetTonemapScale", InputSetTonemapScale ), DEFINE_INPUTFUNC( FIELD_STRING, "BlendTonemapScale", InputBlendTonemapScale ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetTonemapRate", InputSetTonemapRate ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetAutoExposureMin", InputSetAutoExposureMin ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetAutoExposureMax", InputSetAutoExposureMax ), DEFINE_INPUTFUNC( FIELD_VOID, "UseDefaultAutoExposure", InputUseDefaultAutoExposure ), DEFINE_INPUTFUNC( FIELD_VOID, "UseDefaultBloomScale", InputUseDefaultBloomScale ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetBloomScale", InputSetBloomScale ), #ifdef MAPBASE DEFINE_INPUTFUNC( FIELD_STRING, "SetBloomScaleRange", InputSetBloomScaleRange ), #else DEFINE_INPUTFUNC( FIELD_FLOAT, "SetBloomScaleRange", InputSetBloomScaleRange ), #endif END_DATADESC() IMPLEMENT_SERVERCLASS_ST( CEnvTonemapController, DT_EnvTonemapController ) SendPropInt( SENDINFO(m_bUseCustomAutoExposureMin), 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_bUseCustomAutoExposureMax), 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_bUseCustomBloomScale), 1, SPROP_UNSIGNED ), SendPropFloat( SENDINFO(m_flCustomAutoExposureMin), 0, SPROP_NOSCALE), SendPropFloat( SENDINFO(m_flCustomAutoExposureMax), 0, SPROP_NOSCALE), SendPropFloat( SENDINFO(m_flCustomBloomScale), 0, SPROP_NOSCALE), SendPropFloat( SENDINFO(m_flCustomBloomScaleMinimum), 0, SPROP_NOSCALE), END_SEND_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvTonemapController::Spawn( void ) { SetSolid( SOLID_NONE ); SetMoveType( MOVETYPE_NONE ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CEnvTonemapController::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); } //----------------------------------------------------------------------------- // Purpose: Set the tonemap scale to the specified value //----------------------------------------------------------------------------- void CEnvTonemapController::InputSetTonemapScale( inputdata_t &inputdata ) { //Tony; in multiplayer, we check to see if the activator is a player, if they are, we trigger an input on them, and then get out. //if there is no activator, or the activator is not a player; ie: LogicAuto, we set the 'global' values. if ( ( gpGlobals->maxClients > 1 ) ) { if ( inputdata.pActivator != NULL && inputdata.pActivator->IsPlayer() ) { // DevMsg("activator is a player: InputSetTonemapScale\n"); CBasePlayer *pPlayer = ToBasePlayer(inputdata.pActivator); if (pPlayer) { pPlayer->InputSetTonemapScale( inputdata ); return; } } } float flRemapped = inputdata.value.Float(); mat_hdr_tonemapscale.SetValue( flRemapped ); } //----------------------------------------------------------------------------- // Purpose: Blend the tonemap scale to the specified value //----------------------------------------------------------------------------- void CEnvTonemapController::InputBlendTonemapScale( inputdata_t &inputdata ) { //Tony; TODO!!! -- tonemap scale blending does _not_ work properly in multiplayer.. if ( ( gpGlobals->maxClients > 1 ) ) return; char parseString[255]; Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString)); // Get the target tonemap scale char *pszParam = strtok(parseString," "); if ( !pszParam || !pszParam[0] ) { Warning("%s (%s) received BlendTonemapScale input without a target tonemap scale. Syntax: \n", GetClassname(), GetDebugName() ); return; } m_flBlendTonemapEnd = atof( pszParam ); // Get the blend time pszParam = strtok(NULL," "); if ( !pszParam || !pszParam[0] ) { Warning("%s (%s) received BlendTonemapScale input without a blend time. Syntax: \n", GetClassname(), GetDebugName() ); return; } m_flBlendEndTime = gpGlobals->curtime + atof( pszParam ); m_flBlendStartTime = gpGlobals->curtime; m_flBlendTonemapStart = mat_hdr_tonemapscale.GetFloat(); // Start thinking SetNextThink( gpGlobals->curtime + 0.1 ); SetThink( &CEnvTonemapController::UpdateTonemapScaleBlend ); } //----------------------------------------------------------------------------- // Purpose: set a base and minimum bloom scale //----------------------------------------------------------------------------- void CEnvTonemapController::InputSetBloomScaleRange( inputdata_t &inputdata ) { float bloom_max=1, bloom_min=1; int nargs=sscanf( inputdata.value.String(), "%f %f", &bloom_max, &bloom_min ); if (nargs != 2) { Warning("%s (%s) received SetBloomScaleRange input without 2 arguments. Syntax: \n", GetClassname(), GetDebugName() ); return; } m_flCustomBloomScale=bloom_max; m_flCustomBloomScaleMinimum=bloom_min; #ifdef MAPBASE m_bUseCustomBloomScale = true; #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvTonemapController::InputSetTonemapRate( inputdata_t &inputdata ) { //Tony; in multiplayer, we check to see if the activator is a player, if they are, we trigger an input on them, and then get out. //if there is no activator, or the activator is not a player; ie: LogicAuto, we set the 'global' values. if ( ( gpGlobals->maxClients > 1 ) ) { if ( inputdata.pActivator != NULL && inputdata.pActivator->IsPlayer() ) { // DevMsg("activator is a player: InputSetTonemapRate\n"); CBasePlayer *pPlayer = ToBasePlayer(inputdata.pActivator); if (pPlayer) { pPlayer->InputSetTonemapRate( inputdata ); return; } } } // TODO: There should be a better way to do this. ConVarRef mat_hdr_manual_tonemap_rate( "mat_hdr_manual_tonemap_rate" ); if ( mat_hdr_manual_tonemap_rate.IsValid() ) { float flTonemapRate = inputdata.value.Float(); mat_hdr_manual_tonemap_rate.SetValue( flTonemapRate ); } } //----------------------------------------------------------------------------- // Purpose: Blend the tonemap scale to the specified value //----------------------------------------------------------------------------- void CEnvTonemapController::UpdateTonemapScaleBlend( void ) { float flRemapped = RemapValClamped( gpGlobals->curtime, m_flBlendStartTime, m_flBlendEndTime, m_flBlendTonemapStart, m_flBlendTonemapEnd ); mat_hdr_tonemapscale.SetValue( flRemapped ); //Msg("Setting tonemap scale to %f (curtime %f, %f -> %f)\n", flRemapped, gpGlobals->curtime, m_flBlendStartTime, m_flBlendEndTime ); // Stop when we're out of the blend range if ( gpGlobals->curtime >= m_flBlendEndTime ) return; SetNextThink( gpGlobals->curtime + 0.1 ); } //----------------------------------------------------------------------------- // Purpose: Set the auto exposure min to the specified value //----------------------------------------------------------------------------- void CEnvTonemapController::InputSetAutoExposureMin( inputdata_t &inputdata ) { //Tony; in multiplayer, we check to see if the activator is a player, if they are, we trigger an input on them, and then get out. //if there is no activator, or the activator is not a player; ie: LogicAuto, we set the 'global' values. if ( ( gpGlobals->maxClients > 1 ) ) { if ( inputdata.pActivator != NULL && inputdata.pActivator->IsPlayer() ) { // DevMsg("activator is a player: InputSetAutoExposureMin\n"); CBasePlayer *pPlayer = ToBasePlayer(inputdata.pActivator); if (pPlayer) { pPlayer->InputSetAutoExposureMin( inputdata ); return; } } } m_flCustomAutoExposureMin = inputdata.value.Float(); m_bUseCustomAutoExposureMin = true; } //----------------------------------------------------------------------------- // Purpose: Set the auto exposure max to the specified value //----------------------------------------------------------------------------- void CEnvTonemapController::InputSetAutoExposureMax( inputdata_t &inputdata ) { //Tony; in multiplayer, we check to see if the activator is a player, if they are, we trigger an input on them, and then get out. //if there is no activator, or the activator is not a player; ie: LogicAuto, we set the 'global' values. if ( ( gpGlobals->maxClients > 1 ) ) { if ( inputdata.pActivator != NULL && inputdata.pActivator->IsPlayer() ) { // DevMsg("activator is a player: InputSetAutoExposureMax\n"); CBasePlayer *pPlayer = ToBasePlayer(inputdata.pActivator); if (pPlayer) { pPlayer->InputSetAutoExposureMax( inputdata ); return; } } } m_flCustomAutoExposureMax = inputdata.value.Float(); m_bUseCustomAutoExposureMax = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvTonemapController::InputUseDefaultAutoExposure( inputdata_t &inputdata ) { //Tony; in multiplayer, we check to see if the activator is a player, if they are, we trigger an input on them, and then get out. //if there is no activator, or the activator is not a player; ie: LogicAuto, we set the 'global' values. if ( ( gpGlobals->maxClients > 1 ) ) { if ( inputdata.pActivator != NULL && inputdata.pActivator->IsPlayer() ) { // DevMsg("activator is a player: InputUseDefaultAutoExposure\n"); CBasePlayer *pPlayer = ToBasePlayer(inputdata.pActivator); if (pPlayer) { pPlayer->InputUseDefaultAutoExposure( inputdata ); return; } } } m_bUseCustomAutoExposureMin = false; m_bUseCustomAutoExposureMax = false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvTonemapController::InputSetBloomScale( inputdata_t &inputdata ) { //Tony; in multiplayer, we check to see if the activator is a player, if they are, we trigger an input on them, and then get out. //if there is no activator, or the activator is not a player; ie: LogicAuto, we set the 'global' values. if ( ( gpGlobals->maxClients > 1 ) ) { if ( inputdata.pActivator != NULL && inputdata.pActivator->IsPlayer() ) { // DevMsg("activator is a player: InputSetBloomScale\n"); CBasePlayer *pPlayer = ToBasePlayer(inputdata.pActivator); if (pPlayer) { pPlayer->InputSetBloomScale( inputdata ); return; } } } m_flCustomBloomScale = inputdata.value.Float(); m_flCustomBloomScaleMinimum = m_flCustomBloomScale; m_bUseCustomBloomScale = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvTonemapController::InputUseDefaultBloomScale( inputdata_t &inputdata ) { //Tony; in multiplayer, we check to see if the activator is a player, if they are, we trigger an input on them, and then get out. //if there is no activator, or the activator is not a player; ie: LogicAuto, we set the 'global' values. if ( ( gpGlobals->maxClients > 1 ) ) { if ( inputdata.pActivator != NULL && inputdata.pActivator->IsPlayer() ) { // DevMsg("activator is a player: InputUseDefaultBloomScale\n"); CBasePlayer *pPlayer = ToBasePlayer(inputdata.pActivator); if (pPlayer) { pPlayer->InputUseDefaultBloomScale( inputdata ); return; } } } m_bUseCustomBloomScale = false; }