//========= Copyright Valve Corporation, All rights reserved. ============// // // Functionality to render a glowing outline around client renderable objects. // //=============================================================================== #ifndef GLOW_OUTLINE_EFFECT_H #define GLOW_OUTLINE_EFFECT_H #if defined( COMPILER_MSVC ) #pragma once #endif #include "utlvector.h" #include "mathlib/vector.h" #ifdef GLOWS_ENABLE class C_BaseEntity; class CViewSetup; class CMatRenderContextPtr; static const int GLOW_FOR_ALL_SPLIT_SCREEN_SLOTS = -1; class CGlowObjectManager { public: CGlowObjectManager() : m_nFirstFreeSlot( GlowObjectDefinition_t::END_OF_FREE_LIST ) { } int RegisterGlowObject( C_BaseEntity *pEntity, const Vector &vGlowColor, float flGlowAlpha, bool bRenderWhenOccluded, bool bRenderWhenUnoccluded, int nSplitScreenSlot ) { int nIndex; if ( m_nFirstFreeSlot == GlowObjectDefinition_t::END_OF_FREE_LIST ) { nIndex = m_GlowObjectDefinitions.AddToTail(); } else { nIndex = m_nFirstFreeSlot; m_nFirstFreeSlot = m_GlowObjectDefinitions[nIndex].m_nNextFreeSlot; } m_GlowObjectDefinitions[nIndex].m_hEntity = pEntity; m_GlowObjectDefinitions[nIndex].m_vGlowColor = vGlowColor; m_GlowObjectDefinitions[nIndex].m_flGlowAlpha = flGlowAlpha; m_GlowObjectDefinitions[nIndex].m_bRenderWhenOccluded = bRenderWhenOccluded; m_GlowObjectDefinitions[nIndex].m_bRenderWhenUnoccluded = bRenderWhenUnoccluded; m_GlowObjectDefinitions[nIndex].m_nSplitScreenSlot = nSplitScreenSlot; m_GlowObjectDefinitions[nIndex].m_nNextFreeSlot = GlowObjectDefinition_t::ENTRY_IN_USE; return nIndex; } void UnregisterGlowObject( int nGlowObjectHandle ) { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); m_GlowObjectDefinitions[nGlowObjectHandle].m_nNextFreeSlot = m_nFirstFreeSlot; m_GlowObjectDefinitions[nGlowObjectHandle].m_hEntity = NULL; m_nFirstFreeSlot = nGlowObjectHandle; } void SetEntity( int nGlowObjectHandle, C_BaseEntity *pEntity ) { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); m_GlowObjectDefinitions[nGlowObjectHandle].m_hEntity = pEntity; } void SetColor( int nGlowObjectHandle, const Vector &vGlowColor ) { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); m_GlowObjectDefinitions[nGlowObjectHandle].m_vGlowColor = vGlowColor; } void SetAlpha( int nGlowObjectHandle, float flAlpha ) { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); m_GlowObjectDefinitions[nGlowObjectHandle].m_flGlowAlpha = flAlpha; } void SetRenderFlags( int nGlowObjectHandle, bool bRenderWhenOccluded, bool bRenderWhenUnoccluded ) { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenOccluded = bRenderWhenOccluded; m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenUnoccluded = bRenderWhenUnoccluded; } bool IsRenderingWhenOccluded( int nGlowObjectHandle ) const { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); return m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenOccluded; } bool IsRenderingWhenUnoccluded( int nGlowObjectHandle ) const { Assert( !m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused() ); return m_GlowObjectDefinitions[nGlowObjectHandle].m_bRenderWhenUnoccluded; } bool HasGlowEffect( C_BaseEntity *pEntity ) const { for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i ) { if ( !m_GlowObjectDefinitions[i].IsUnused() && m_GlowObjectDefinitions[i].m_hEntity.Get() == pEntity ) { return true; } } return false; } void RenderGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot ); private: void RenderGlowModels( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext ); void ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h ); struct GlowObjectDefinition_t { bool ShouldDraw( int nSlot ) const { return m_hEntity.Get() && ( m_nSplitScreenSlot == GLOW_FOR_ALL_SPLIT_SCREEN_SLOTS || m_nSplitScreenSlot == nSlot ) && ( m_bRenderWhenOccluded || m_bRenderWhenUnoccluded ) && m_hEntity->ShouldDraw() && !m_hEntity->IsDormant(); } bool IsUnused() const { return m_nNextFreeSlot != GlowObjectDefinition_t::ENTRY_IN_USE; } void DrawModel(); EHANDLE m_hEntity; Vector m_vGlowColor; float m_flGlowAlpha; bool m_bRenderWhenOccluded; bool m_bRenderWhenUnoccluded; int m_nSplitScreenSlot; // Linked list of free slots int m_nNextFreeSlot; // Special values for GlowObjectDefinition_t::m_nNextFreeSlot static const int END_OF_FREE_LIST = -1; static const int ENTRY_IN_USE = -2; }; CUtlVector< GlowObjectDefinition_t > m_GlowObjectDefinitions; int m_nFirstFreeSlot; }; extern CGlowObjectManager g_GlowObjectManager; class CGlowObject { public: CGlowObject( C_BaseEntity *pEntity, const Vector &vGlowColor = Vector( 1.0f, 1.0f, 1.0f ), float flGlowAlpha = 1.0f, bool bRenderWhenOccluded = false, bool bRenderWhenUnoccluded = false, int nSplitScreenSlot = GLOW_FOR_ALL_SPLIT_SCREEN_SLOTS ) { m_nGlowObjectHandle = g_GlowObjectManager.RegisterGlowObject( pEntity, vGlowColor, flGlowAlpha, bRenderWhenOccluded, bRenderWhenUnoccluded, nSplitScreenSlot ); } ~CGlowObject() { g_GlowObjectManager.UnregisterGlowObject( m_nGlowObjectHandle ); } void SetEntity( C_BaseEntity *pEntity ) { g_GlowObjectManager.SetEntity( m_nGlowObjectHandle, pEntity ); } void SetColor( const Vector &vGlowColor ) { g_GlowObjectManager.SetColor( m_nGlowObjectHandle, vGlowColor ); } void SetAlpha( float flAlpha ) { g_GlowObjectManager.SetAlpha( m_nGlowObjectHandle, flAlpha ); } void SetRenderFlags( bool bRenderWhenOccluded, bool bRenderWhenUnoccluded ) { g_GlowObjectManager.SetRenderFlags( m_nGlowObjectHandle, bRenderWhenOccluded, bRenderWhenUnoccluded ); } bool IsRenderingWhenOccluded() const { return g_GlowObjectManager.IsRenderingWhenOccluded( m_nGlowObjectHandle ); } bool IsRenderingWhenUnoccluded() const { return g_GlowObjectManager.IsRenderingWhenUnoccluded( m_nGlowObjectHandle ); } bool IsRendering() const { return IsRenderingWhenOccluded() || IsRenderingWhenUnoccluded(); } // Add more accessors/mutators here as needed private: int m_nGlowObjectHandle; // Assignment & copy-construction disallowed CGlowObject( const CGlowObject &other ); CGlowObject& operator=( const CGlowObject &other ); }; #endif // GLOWS_ENABLE #endif // GLOW_OUTLINE_EFFECT_H