Added fog_volume, trigger_tonemap, new color correction code, and various other related changes

This commit is contained in:
Blixibon
2021-11-06 09:16:13 -05:00
parent 35ca2ab5a6
commit b22eb9fb06
22 changed files with 1674 additions and 266 deletions

View File

@@ -5,6 +5,7 @@
//=============================================================================
#include "cbase.h"
#include "env_tonemap_controller.h"
#include "baseentity.h"
#include "entityoutput.h"
#include "convar.h"
@@ -16,50 +17,6 @@
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 )
@@ -120,27 +77,72 @@ int CEnvTonemapController::UpdateTransmitState()
return SetTransmitState( FL_EDICT_ALWAYS );
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEnvTonemapController::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "TonemapScale" ) )
{
float flTonemapScale = atof( szValue );
if (flTonemapScale != -1.0f)
{
mat_hdr_tonemapscale.SetValue( flTonemapScale );
}
}
else if (FStrEq( szKeyName, "TonemapRate" ))
{
float flTonemapRate = atof( szValue );
if (flTonemapRate != -1.0f)
{
ConVarRef mat_hdr_manual_tonemap_rate( "mat_hdr_manual_tonemap_rate" );
if ( mat_hdr_manual_tonemap_rate.IsValid() )
{
mat_hdr_manual_tonemap_rate.SetValue( flTonemapRate );
}
}
}
else if (FStrEq( szKeyName, "AutoExposureMin" ))
{
float flAutoExposureMin = atof( szValue );
if (flAutoExposureMin != 1.0f)
{
m_flCustomAutoExposureMin = flAutoExposureMin;
m_bUseCustomAutoExposureMin = true;
}
}
else if (FStrEq( szKeyName, "AutoExposureMax" ))
{
float flAutoExposureMax = atof( szValue );
if (flAutoExposureMax != 1.0f)
{
m_flCustomAutoExposureMax = flAutoExposureMax;
m_bUseCustomAutoExposureMax = true;
}
}
else if (FStrEq( szKeyName, "BloomScale" ))
{
float flBloomScale = atof( szValue );
if (flBloomScale != 1.0f)
{
m_flCustomBloomScale = flBloomScale;
m_flCustomBloomScaleMinimum = flBloomScale;
m_bUseCustomBloomScale = true;
}
}
else
return BaseClass::KeyValue( szKeyName, szValue );
return true;
}
#endif
//-----------------------------------------------------------------------------
// 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 );
}
@@ -150,10 +152,6 @@ void CEnvTonemapController::InputSetTonemapScale( inputdata_t &inputdata )
//-----------------------------------------------------------------------------
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));
@@ -207,22 +205,6 @@ void CEnvTonemapController::InputSetBloomScaleRange( inputdata_t &inputdata )
//-----------------------------------------------------------------------------
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() )
@@ -254,22 +236,6 @@ void CEnvTonemapController::UpdateTonemapScaleBlend( void )
//-----------------------------------------------------------------------------
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;
}
@@ -279,22 +245,6 @@ void CEnvTonemapController::InputSetAutoExposureMin( inputdata_t &inputdata )
//-----------------------------------------------------------------------------
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;
}
@@ -304,22 +254,6 @@ void CEnvTonemapController::InputSetAutoExposureMax( inputdata_t &inputdata )
//-----------------------------------------------------------------------------
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;
}
@@ -329,22 +263,6 @@ void CEnvTonemapController::InputUseDefaultAutoExposure( inputdata_t &inputdata
//-----------------------------------------------------------------------------
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;
@@ -355,21 +273,111 @@ void CEnvTonemapController::InputSetBloomScale( inputdata_t &inputdata )
//-----------------------------------------------------------------------------
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;
}
#ifdef MAPBASE // From Alien Swarm SDK
//--------------------------------------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( trigger_tonemap, CTonemapTrigger );
BEGIN_DATADESC( CTonemapTrigger )
DEFINE_KEYFIELD( m_tonemapControllerName, FIELD_STRING, "TonemapName" ),
END_DATADESC()
//--------------------------------------------------------------------------------------------------------
void CTonemapTrigger::Spawn( void )
{
AddSpawnFlags( SF_TRIGGER_ALLOW_CLIENTS );
BaseClass::Spawn();
InitTrigger();
m_hTonemapController = gEntList.FindEntityByName( NULL, m_tonemapControllerName );
}
//--------------------------------------------------------------------------------------------------------
void CTonemapTrigger::StartTouch( CBaseEntity *other )
{
if ( !PassesTriggerFilters( other ) )
return;
BaseClass::StartTouch( other );
CBasePlayer *player = ToBasePlayer( other );
if ( !player )
return;
player->OnTonemapTriggerStartTouch( this );
}
//--------------------------------------------------------------------------------------------------------
void CTonemapTrigger::EndTouch( CBaseEntity *other )
{
if ( !PassesTriggerFilters( other ) )
return;
BaseClass::EndTouch( other );
CBasePlayer *player = ToBasePlayer( other );
if ( !player )
return;
player->OnTonemapTriggerEndTouch( this );
}
//-----------------------------------------------------------------------------
// Purpose: Clear out the tonemap controller.
//-----------------------------------------------------------------------------
void CTonemapSystem::LevelInitPreEntity( void )
{
m_hMasterController = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: On level load find the master fog controller. If no controller is
// set as Master, use the first fog controller found.
//-----------------------------------------------------------------------------
void CTonemapSystem::LevelInitPostEntity( void )
{
// Overall master controller
CEnvTonemapController *pTonemapController = NULL;
do
{
pTonemapController = static_cast<CEnvTonemapController*>( gEntList.FindEntityByClassname( pTonemapController, "env_tonemap_controller" ) );
if ( pTonemapController )
{
if ( m_hMasterController == NULL )
{
m_hMasterController = pTonemapController;
}
else
{
if ( pTonemapController->IsMaster() )
{
m_hMasterController = pTonemapController;
}
}
}
} while ( pTonemapController );
}
//--------------------------------------------------------------------------------------------------------
CTonemapSystem s_TonemapSystem( "TonemapSystem" );
//--------------------------------------------------------------------------------------------------------
CTonemapSystem *TheTonemapSystem( void )
{
return &s_TonemapSystem;
}
//--------------------------------------------------------------------------------------------------------
#endif