source-sdk-2013-mapbase/sp/src/game/server/postprocesscontroller.cpp
Blixibon 87cd9b24bb 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
2020-12-17 03:38:23 +00:00

208 lines
7.9 KiB
C++

//========= 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();
}
}
}