void CGlowObjectManager::ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h ) { //=======================================================// // Render objects into stencil buffer // //=======================================================// // Set override shader to the same simple shader we use to render the glow models IMaterial *pMatGlowColor = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true ); g_pStudioRender->ForcedMaterialOverride( pMatGlowColor ); ShaderStencilState_t stencilStateDisable; stencilStateDisable.m_bEnable = false; float flSavedBlend = render->GetBlend(); // Set alpha to 0 so we don't touch any color pixels render->SetBlend( 0.0f ); pRenderContext->OverrideDepthEnable( true, false ); int iNumGlowObjects = 0; for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i ) { if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) ) continue; if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded || m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) { if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) { ShaderStencilState_t stencilState; stencilState.m_bEnable = true; stencilState.m_nReferenceValue = 1; stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS; stencilState.m_PassOp = STENCILOPERATION_REPLACE; stencilState.m_FailOp = STENCILOPERATION_KEEP; stencilState.m_ZFailOp = STENCILOPERATION_REPLACE; stencilState.SetStencilState( pRenderContext ); m_GlowObjectDefinitions[i].DrawModel(); } else if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded ) { ShaderStencilState_t stencilState; stencilState.m_bEnable = true; stencilState.m_nReferenceValue = 1; stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS; stencilState.m_PassOp = STENCILOPERATION_KEEP; stencilState.m_FailOp = STENCILOPERATION_KEEP; stencilState.m_ZFailOp = STENCILOPERATION_REPLACE; stencilState.SetStencilState( pRenderContext ); m_GlowObjectDefinitions[i].DrawModel(); } else if ( m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) { ShaderStencilState_t stencilState; stencilState.m_bEnable = true; stencilState.m_nReferenceValue = 2; stencilState.m_nTestMask = 0x1; stencilState.m_nWriteMask = 0x3; stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL; stencilState.m_PassOp = STENCILOPERATION_INCRSAT; stencilState.m_FailOp = STENCILOPERATION_KEEP; stencilState.m_ZFailOp = STENCILOPERATION_REPLACE; stencilState.SetStencilState( pRenderContext ); m_GlowObjectDefinitions[i].DrawModel(); } } iNumGlowObjects++; } // Need to do a 2nd pass to warm stencil for objects which are rendered only when occluded for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i ) { if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) ) continue; if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && !m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) { ShaderStencilState_t stencilState; stencilState.m_bEnable = true; stencilState.m_nReferenceValue = 2; stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS; stencilState.m_PassOp = STENCILOPERATION_REPLACE; stencilState.m_FailOp = STENCILOPERATION_KEEP; stencilState.m_ZFailOp = STENCILOPERATION_KEEP; stencilState.SetStencilState( pRenderContext ); m_GlowObjectDefinitions[i].DrawModel(); } } pRenderContext->OverrideDepthEnable( false, false ); render->SetBlend( flSavedBlend ); stencilStateDisable.SetStencilState( pRenderContext ); g_pStudioRender->ForcedMaterialOverride( NULL ); // If there aren't any objects to glow, don't do all this other stuff // this fixes a bug where if there are glow objects in the list, but none of them are glowing, // the whole screen blooms. if ( iNumGlowObjects <= 0 ) return; //============================================= // Render the glow colors to _rt_FullFrameFB //============================================= { PIXEvent pixEvent( pRenderContext, "RenderGlowModels" ); RenderGlowModels( pSetup, nSplitScreenSlot, pRenderContext ); } // Get viewport int nSrcWidth = pSetup->width; int nSrcHeight = pSetup->height; int nViewportX, nViewportY, nViewportWidth, nViewportHeight; pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight ); // Get material and texture pointers ITexture *pRtQuarterSize1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET ); { //=======================================================================================================// // At this point, pRtQuarterSize0 is filled with the fully colored glow around everything as solid glowy // // blobs. Now we need to stencil out the original objects by only writing pixels that have no // // stencil bits set in the range we care about. // //=======================================================================================================// IMaterial *pMatHaloAddToScreen = materials->FindMaterial( "dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, true ); // Do not fade the glows out at all (weight = 1.0) IMaterialVar *pDimVar = pMatHaloAddToScreen->FindVar( "$C0_X", NULL ); pDimVar->SetFloatValue( 1.0f ); // Set stencil state ShaderStencilState_t stencilState; stencilState.m_bEnable = true; stencilState.m_nWriteMask = 0x0; // We're not changing stencil stencilState.m_nTestMask = 0xFF; stencilState.m_nReferenceValue = 0x0; stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL; stencilState.m_PassOp = STENCILOPERATION_KEEP; stencilState.m_FailOp = STENCILOPERATION_KEEP; stencilState.m_ZFailOp = STENCILOPERATION_KEEP; stencilState.SetStencilState( pRenderContext ); // Draw quad pRenderContext->DrawScreenSpaceRectangle( pMatHaloAddToScreen, 0, 0, nViewportWidth, nViewportHeight, 0.0f, -0.5f, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1, pRtQuarterSize1->GetActualWidth(), pRtQuarterSize1->GetActualHeight() ); stencilStateDisable.SetStencilState( pRenderContext ); } }
void CGlowObjectManager::ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h ) { static bool s_bFirstPass = true; //=======================================================// // Render objects into stencil buffer // //=======================================================// // Set override shader to the same simple shader we use to render the glow models IMaterial *pMatGlowColor = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true ); g_pStudioRender->ForcedMaterialOverride( pMatGlowColor ); ShaderStencilState_t stencilStateDisable; stencilStateDisable.m_bEnable = false; float flSavedBlend = render->GetBlend(); // Set alpha to 0 so we don't touch any color pixels render->SetBlend( 0.0f ); pRenderContext->OverrideDepthEnable( true, false ); RenderableInstance_t instance; instance.m_nAlpha = 255; int iNumGlowObjects = 0; for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i ) { if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) ) continue; // Full bloom rendered objects should not be stenciled out here if ( m_GlowObjectDefinitions[i].m_bFullBloomRender ) { ++ iNumGlowObjects; continue; } if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded || m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) { if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) { ShaderStencilState_t stencilState; stencilState.m_bEnable = true; stencilState.m_nReferenceValue = 1; stencilState.m_CompareFunc = SHADER_STENCILFUNC_ALWAYS; stencilState.m_PassOp = SHADER_STENCILOP_SET_TO_REFERENCE; stencilState.m_FailOp = SHADER_STENCILOP_KEEP; stencilState.m_ZFailOp = SHADER_STENCILOP_SET_TO_REFERENCE; pRenderContext->SetStencilState( stencilState ); m_GlowObjectDefinitions[i].DrawModel(); } else if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded ) { ShaderStencilState_t stencilState; stencilState.m_bEnable = true; stencilState.m_nReferenceValue = 1; stencilState.m_CompareFunc = SHADER_STENCILFUNC_ALWAYS; stencilState.m_PassOp = SHADER_STENCILOP_KEEP; stencilState.m_FailOp = SHADER_STENCILOP_KEEP; stencilState.m_ZFailOp = SHADER_STENCILOP_SET_TO_REFERENCE; pRenderContext->SetStencilState( stencilState ); m_GlowObjectDefinitions[i].DrawModel(); } else if ( m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) { ShaderStencilState_t stencilState; stencilState.m_bEnable = true; stencilState.m_nReferenceValue = 2; stencilState.m_nTestMask = 0x1; stencilState.m_nWriteMask = 0x3; stencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL; stencilState.m_PassOp = SHADER_STENCILOP_INCREMENT_CLAMP; stencilState.m_FailOp = SHADER_STENCILOP_KEEP; stencilState.m_ZFailOp = SHADER_STENCILOP_SET_TO_REFERENCE; pRenderContext->SetStencilState( stencilState ); m_GlowObjectDefinitions[i].DrawModel(); } } iNumGlowObjects++; } // Need to do a 2nd pass to warm stencil for objects which are rendered only when occluded for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i ) { if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) ) continue; // Full bloom rendered objects should not be stenciled out here if ( m_GlowObjectDefinitions[i].m_bFullBloomRender ) continue; if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && !m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) { ShaderStencilState_t stencilState; stencilState.m_bEnable = true; stencilState.m_nReferenceValue = 2; stencilState.m_CompareFunc = SHADER_STENCILFUNC_ALWAYS; stencilState.m_PassOp = SHADER_STENCILOP_SET_TO_REFERENCE; stencilState.m_FailOp = SHADER_STENCILOP_KEEP; stencilState.m_ZFailOp = SHADER_STENCILOP_KEEP; pRenderContext->SetStencilState( stencilState ); m_GlowObjectDefinitions[i].DrawModel(); } } pRenderContext->OverrideDepthEnable( false, false ); render->SetBlend( flSavedBlend ); pRenderContext->SetStencilState( stencilStateDisable ); g_pStudioRender->ForcedMaterialOverride( NULL ); // If there aren't any objects to glow, don't do all this other stuff // this fixes a bug where if there are glow objects in the list, but none of them are glowing, // the whole screen blooms. if ( iNumGlowObjects <= 0 ) return; //============================================= // Render the glow colors to _rt_FullFrameFB //============================================= { PIXEvent pixEvent( pRenderContext, "RenderGlowModels" ); RenderGlowModels( pSetup, nSplitScreenSlot, pRenderContext ); } //=================================== // Setup state for downsample/bloom //=================================== pRenderContext->PushRenderTargetAndViewport(); // Get viewport int nSrcWidth = pSetup->width; int nSrcHeight = pSetup->height; int nViewportX, nViewportY, nViewportWidth, nViewportHeight; pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight ); // Get material and texture pointers IMaterial *pMatDownsample = materials->FindMaterial( "dev/glow_downsample", TEXTURE_GROUP_OTHER, true); IMaterial *pMatBlurX = materials->FindMaterial( "dev/glow_blur_x", TEXTURE_GROUP_OTHER, true ); IMaterial *pMatBlurY = materials->FindMaterial( "dev/glow_blur_y", TEXTURE_GROUP_OTHER, true ); ITexture *pRtFullFrame = materials->FindTexture( FULL_FRAME_TEXTURE, TEXTURE_GROUP_RENDER_TARGET ); ITexture *pRtQuarterSize0 = materials->FindTexture( "_rt_SmallFB0", TEXTURE_GROUP_RENDER_TARGET ); ITexture *pRtQuarterSize1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET ); //============================================ // Downsample _rt_FullFrameFB to _rt_SmallFB0 //============================================ // First clear the full target to black if we're not going to touch every pixel if ( ( pRtQuarterSize0->GetActualWidth() != ( pSetup->width / 4 ) ) || ( pRtQuarterSize0->GetActualHeight() != ( pSetup->height / 4 ) ) ) { SetRenderTargetAndViewPort( pRtQuarterSize0, pRtQuarterSize0->GetActualWidth(), pRtQuarterSize0->GetActualHeight() ); pRenderContext->ClearColor3ub( 0, 0, 0 ); pRenderContext->ClearBuffers( true, false, false ); } // Set the viewport SetRenderTargetAndViewPort( pRtQuarterSize0, pSetup->width / 4, pSetup->height / 4 ); IMaterialVar *pbloomexpvar = pMatDownsample->FindVar( "$bloomexp", null ); if ( pbloomexpvar != NULL ) { pbloomexpvar->SetFloatValue( 2.5f ); } IMaterialVar *pbloomsaturationvar = pMatDownsample->FindVar( "$bloomsaturation", null ); if ( pbloomsaturationvar != NULL ) { pbloomsaturationvar->SetFloatValue( 1.0f ); } // note the -2's below. Thats because we are downsampling on each axis and the shader // accesses pixels on both sides of the source coord int nFullFbWidth = nSrcWidth; int nFullFbHeight = nSrcHeight; pRenderContext->DrawScreenSpaceRectangle( pMatDownsample, 0, 0, nSrcWidth/4, nSrcHeight/4, 0, 0, nFullFbWidth - 4, nFullFbHeight - 4, pRtFullFrame->GetActualWidth(), pRtFullFrame->GetActualHeight() ); //============================// // Guassian blur x rt0 to rt1 // //============================// // First clear the full target to black if we're not going to touch every pixel if ( s_bFirstPass || ( pRtQuarterSize1->GetActualWidth() != ( pSetup->width / 4 ) ) || ( pRtQuarterSize1->GetActualHeight() != ( pSetup->height / 4 ) ) ) { // On the first render, this viewport may require clearing s_bFirstPass = false; SetRenderTargetAndViewPort( pRtQuarterSize1, pRtQuarterSize1->GetActualWidth(), pRtQuarterSize1->GetActualHeight() ); pRenderContext->ClearColor3ub( 0, 0, 0 ); pRenderContext->ClearBuffers( true, false, false ); } // Set the viewport SetRenderTargetAndViewPort( pRtQuarterSize1, pSetup->width / 4, pSetup->height / 4 ); pRenderContext->DrawScreenSpaceRectangle( pMatBlurX, 0, 0, nSrcWidth/4, nSrcHeight/4, 0, 0, nSrcWidth/4-1, nSrcHeight/4-1, pRtQuarterSize0->GetActualWidth(), pRtQuarterSize0->GetActualHeight() ); //============================// // Gaussian blur y rt1 to rt0 // //============================// SetRenderTargetAndViewPort( pRtQuarterSize0, pSetup->width / 4, pSetup->height / 4 ); IMaterialVar *pBloomAmountVar = pMatBlurY->FindVar( "$bloomamount", NULL ); pBloomAmountVar->SetFloatValue( flBloomScale ); pRenderContext->DrawScreenSpaceRectangle( pMatBlurY, 0, 0, nSrcWidth / 4, nSrcHeight / 4, 0, 0, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1, pRtQuarterSize1->GetActualWidth(), pRtQuarterSize1->GetActualHeight() ); // Pop RT pRenderContext->PopRenderTargetAndViewport(); { //=======================================================================================================// // At this point, pRtQuarterSize0 is filled with the fully colored glow around everything as solid glowy // // blobs. Now we need to stencil out the original objects by only writing pixels that have no // // stencil bits set in the range we care about. // //=======================================================================================================// IMaterial *pMatHaloAddToScreen = materials->FindMaterial( "dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, true ); // Do not fade the glows out at all (weight = 1.0) IMaterialVar *pDimVar = pMatHaloAddToScreen->FindVar( "$C0_X", NULL ); pDimVar->SetFloatValue( 1.0f ); ShaderStencilState_t stencilState; stencilState.m_bEnable = true; stencilState.m_nWriteMask = 0x0; // We're not changing stencil stencilState.m_nTestMask = 0x3; stencilState.m_nReferenceValue = 0x0; stencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL; stencilState.m_PassOp = SHADER_STENCILOP_KEEP; stencilState.m_FailOp = SHADER_STENCILOP_KEEP; stencilState.m_ZFailOp = SHADER_STENCILOP_KEEP; pRenderContext->SetStencilState( stencilState ); // Draw quad pRenderContext->DrawScreenSpaceRectangle( pMatHaloAddToScreen, 0, 0, nViewportWidth, nViewportHeight, 0.0f, -0.5f, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1, pRtQuarterSize1->GetActualWidth(), pRtQuarterSize1->GetActualHeight() ); // Disable stencil pRenderContext->SetStencilState( stencilStateDisable ); } }