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wnsrc/lua/tfa/modules/cl_tfa_inspection.lua
lifestorm 6a58f406b1 Upload
2024-08-04 23:54:45 +03:00

107 lines
3.4 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
-- Copyright (c) 2018-2020 TFA Base Devs
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
if CLIENT then
local doblur = GetConVar("cl_tfa_inspection_bokeh")
local blurdist = GetConVar("cl_tfa_inspection_bokeh_radius")
local tfablurintensity = 0
local blur_mat = Material("pp/bokehblur")
local tab = {}
tab["$pp_colour_addr"] = 0
tab["$pp_colour_addg"] = 0
tab["$pp_colour_addb"] = 0
tab["$pp_colour_brightness"] = 0
tab["$pp_colour_contrast"] = 1
tab["$pp_colour_colour"] = 1
tab["$pp_colour_mulr"] = 0
tab["$pp_colour_mulg"] = 0
tab["$pp_colour_mulb"] = 0
local function MyDrawBokehDOF()
render.UpdateScreenEffectTexture()
render.UpdateFullScreenDepthTexture()
blur_mat:SetTexture("$BASETEXTURE", render.GetScreenEffectTexture())
blur_mat:SetTexture("$DEPTHTEXTURE", render.GetResolvedFullFrameDepth())
blur_mat:SetFloat("$size", tfablurintensity * 6)
blur_mat:SetFloat("$focus", 0)
blur_mat:SetFloat("$focusradius", blurdist:GetFloat())
render.SetMaterial(blur_mat)
render.DrawScreenQuad()
end
local cv_dxlevel = GetConVar("mat_dxlevel")
local function Render()
tfablurintensity = 0
if cv_dxlevel:GetInt() < 90 then return end
if TFA.DrawingRenderTarget then return end
local ply = LocalPlayer()
if not IsValid(ply) then return end
local wep = ply:GetActiveWeapon()
if not IsValid(wep) or not wep.IsTFAWeapon then return end
tfablurintensity = wep:GetInspectingProgress()
if tfablurintensity > 0.01 then
if doblur and doblur:GetBool() then
MyDrawBokehDOF()
end
tab["$pp_colour_brightness"] = -tfablurintensity * 0.02
tab["$pp_colour_contrast"] = 1 - tfablurintensity * 0.1
DrawColorModify(tab)
end
end
local function InitTFABlur()
hook.Add("PreDrawViewModels", "PreDrawViewModels_TFA_INSPECT", Render)
local pp_bokeh = GetConVar( "pp_bokeh" )
hook.Remove("NeedsDepthPass","NeedsDepthPass_Bokeh")
hook.Add("NeedsDepthPass", "aaaaaaaaaaaaaaaaaaNeedsDepthPass_TFA_Inspect", function()
if not ( doblur and doblur:GetBool() ) then return end
if tfablurintensity > 0.01 or ( pp_bokeh and pp_bokeh:GetBool() ) then
DOFModeHack(true)
return true
end
end)
end
hook.Add("InitPostEntity","InitTFABlur",InitTFABlur)
InitTFABlur()
end