zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/cl_postprocess.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

301 lines
9.7 KiB
Lua

function GM:RenderScreenspaceEffects()
end
GM.PostProcessingEnabled = CreateClientConVar("zs_postprocessing", 1, true, false):GetBool()
cvars.AddChangeCallback("zs_postprocessing", function(cvar, oldvalue, newvalue)
GAMEMODE.PostProcessingEnabled = tonumber(newvalue) == 1
end)
GM.FilmGrainEnabled = CreateClientConVar("zs_filmgrain", 1, true, false):GetBool()
cvars.AddChangeCallback("zs_filmgrain", function(cvar, oldvalue, newvalue)
GAMEMODE.FilmGrainEnabled = tonumber(newvalue) == 1
end)
GM.FilmGrainOpacity = CreateClientConVar("zs_filmgrainopacity", 50, true, false):GetInt()
cvars.AddChangeCallback("zs_filmgrainopacity", function(cvar, oldvalue, newvalue)
GAMEMODE.FilmGrainOpacity = math.Clamp(tonumber(newvalue) or 0, 0, 255)
end)
GM.ColorModEnabled = CreateClientConVar("zs_colormod", "1", true, false):GetBool()
cvars.AddChangeCallback("zs_colormod", function(cvar, oldvalue, newvalue)
GAMEMODE.ColorModEnabled = tonumber(newvalue) == 1
end)
GM.Auras = CreateClientConVar("zs_auras", 1, true, false):GetBool()
cvars.AddChangeCallback("zs_auras", function(cvar, oldvalue, newvalue)
GAMEMODE.Auras = tonumber(newvalue) == 1
end)
GM.AuraColorEmpty = Color(CreateClientConVar("zs_auracolor_empty_r", 255, true, false):GetInt(), CreateClientConVar("zs_auracolor_empty_g", 0, true, false):GetInt(), CreateClientConVar("zs_auracolor_empty_b", 0, true, false):GetInt(), 255)
GM.AuraColorFull = Color(CreateClientConVar("zs_auracolor_full_r", 20, true, false):GetInt(), CreateClientConVar("zs_auracolor_full_g", 255, true, false):GetInt(), CreateClientConVar("zs_auracolor_full_b", 20, true, false):GetInt(), 255)
cvars.AddChangeCallback("zs_auracolor_empty_r", function(cvar, oldvalue, newvalue)
GAMEMODE.AuraColorEmpty.r = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255)
end)
cvars.AddChangeCallback("zs_auracolor_empty_g", function(cvar, oldvalue, newvalue)
GAMEMODE.AuraColorEmpty.g = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255)
end)
cvars.AddChangeCallback("zs_auracolor_empty_b", function(cvar, oldvalue, newvalue)
GAMEMODE.AuraColorEmpty.b = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255)
end)
cvars.AddChangeCallback("zs_auracolor_full_r", function(cvar, oldvalue, newvalue)
GAMEMODE.AuraColorFull.r = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255)
end)
cvars.AddChangeCallback("zs_auracolor_full_g", function(cvar, oldvalue, newvalue)
GAMEMODE.AuraColorFull.g = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255)
end)
cvars.AddChangeCallback("zs_auracolor_full_b", function(cvar, oldvalue, newvalue)
GAMEMODE.AuraColorFull.b = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255)
end)
local DrawColorModify = DrawColorModify
local DrawSharpen = DrawSharpen
local EyePos = EyePos
local TEAM_HUMAN = TEAM_HUMAN
local TEAM_UNDEAD = TEAM_UNDEAD
local render_SetMaterial = render.SetMaterial
local render_DrawSprite = render.DrawSprite
local render_SetLightingMode = render.SetLightingMode
local math_Approach = math.Approach
local FrameTime = FrameTime
local CurTime = CurTime
local math_sin = math.sin
local math_min = math.min
local math_max = math.max
local math_abs = math.abs
local team_GetPlayers = team.GetPlayers
local FullBright = false
local tColorModDead = {
["$pp_colour_contrast"] = 1.25,
["$pp_colour_colour"] = 0,
["$pp_colour_addr"] = 0,
["$pp_colour_addg"] = 0,
["$pp_colour_addb"] = 0,
["$pp_colour_brightness"] = -0.02,
["$pp_colour_mulr"] = 0,
["$pp_colour_mulg"] = 0,
["$pp_colour_mulb"] = 0
}
local tColorModHuman = {
["$pp_colour_addr"] = 0,
["$pp_colour_addg"] = 0,
["$pp_colour_addb"] = 0,
["$pp_colour_brightness"] = 0,
["$pp_colour_contrast"] = 1,
["$pp_colour_colour"] = 1,
["$pp_colour_mulr"] = 0,
["$pp_colour_mulg"] = 0,
["$pp_colour_mulb"] = 0
}
local tColorModZombie = {
["$pp_colour_brightness"] = 0,
["$pp_colour_contrast"] = 1.25,
["$pp_colour_colour"] = 0.5,
["$pp_colour_addr"] = 0,
["$pp_colour_addg"] = 0,
["$pp_colour_addb"] = 0,
["$pp_colour_mulr"] = 0,
["$pp_colour_mulg"] = 0,
["$pp_colour_mulb"] = 0
}
local tColorModZombieVision = {
["$pp_colour_colour"] = 3,
["$pp_colour_brightness"] = -0.1,
["$pp_colour_contrast"] = 1,
["$pp_colour_mulr"] = 0,
["$pp_colour_mulg"] = 0,
["$pp_colour_mulb"] = 0,
["$pp_colour_addr"] = 0,
["$pp_colour_addg"] = 0.1,
["$pp_colour_addb"] = 0
}
local tColorModNightVision = {
["$pp_colour_colour"] = 0.99,
["$pp_colour_brightness"] = -0.34,
["$pp_colour_contrast"] = 1.46,
["$pp_colour_mulr"] = 0,
["$pp_colour_mulg"] = 1,
["$pp_colour_mulb"] = 0,
["$pp_colour_addr"] = 0,
["$pp_colour_addg"] = 0.2,
["$pp_colour_addb"] = 0
}
local redview = 0
local fear = 0
function GM:_RenderScreenspaceEffects()
if MySelf.Confusion and MySelf.Confusion:IsValid() then
MySelf.Confusion:RenderScreenSpaceEffects()
end
fear = math_Approach(fear, self:CachedFearPower(), FrameTime())
if not self.PostProcessingEnabled then return end
if self.DrawPainFlash and self.HurtEffect > 0 then
DrawSharpen(1, math_min(6, self.HurtEffect * 3))
end
if self.ColorModEnabled then
if not MySelf:Alive() and MySelf:GetObserverMode() ~= OBS_MODE_CHASE then
if not MySelf:HasWon() then
tColorModDead["$pp_colour_colour"] = (1 - math_min(1, CurTime() - self.LastTimeAlive)) * 0.5
DrawColorModify(tColorModDead)
end
elseif MySelf:Team() == TEAM_UNDEAD then
if self.m_ZombieVision then
DrawColorModify(tColorModZombieVision)
else
tColorModZombie["$pp_colour_colour"] = math_min(1, 0.25 + math_min(1, (CurTime() - self.LastTimeDead) * 0.5) * 1.75 * fear)
DrawColorModify(tColorModZombie)
end
else
if self.m_NightVision then
DrawColorModify(tColorModNightVision)
else
local curr = tColorModHuman["$pp_colour_addr"]
local health = MySelf:Health()
local maxhealth = MySelf:GetMaxHealth() / 3
if health <= maxhealth then
redview = math_Approach(redview, 1 - health / maxhealth, FrameTime() * 0.2)
elseif 0 < curr then
redview = math_Approach(redview, 0, FrameTime() * 0.2)
end
tColorModHuman["$pp_colour_addr"] = redview * (0.035 + math_abs(math_sin(CurTime() * 2)) * 0.14)
tColorModHuman["$pp_colour_brightness"] = fear * -0.045
tColorModHuman["$pp_colour_contrast"] = 1 + fear * 0.15
tColorModHuman["$pp_colour_colour"] = 1 - fear * 0.725 --0.85
DrawColorModify(tColorModHuman)
end
end
end
end
function GM:_RenderScene()
if (self.m_ZombieVision and MySelf:Team() == TEAM_UNDEAD) or (self.m_NightVision and MySelf:Team() == TEAM_HUMAN and not MySelf:GetStatus("dimvision")) then
render_SetLightingMode(1)
FullBright = true
else
FullBright = false
end
end
function GM:FullBrightOn()
if FullBright then
render_SetLightingMode(1)
end
end
function GM:FullBrightOff()
if FullBright then
render_SetLightingMode(0)
end
end
hook.Add("PreDrawOpaqueRenderables", "ZFullBright", GM.FullBrightOff)
hook.Add("PreDrawTranslucentRenderables", "ZFullBright", GM.FullBrightOff)
hook.Add("PostDrawTranslucentRenderables", "ZFullBright", GM.FullBrightOn)
hook.Add("PreDrawViewModel", "ZFullBright", GM.FullBrightOff)
hook.Add("RenderScreenspaceEffects", "ZFullBright", GM.FullBrightOff)
local matGlow = Material("Sprites/light_glow02_add_noz")
local colHealthEmpty = GM.AuraColorEmpty
local colHealthFull = GM.AuraColorFull
local colHealth = Color(255, 255, 255)
function GM:DrawHumanIndicators()
if MySelf:Team() ~= TEAM_UNDEAD or not self.Auras or self.m_ZombieVision then return end
local eyepos = EyePos()
local range, dist, healthfrac, pos, size
for _, pl in pairs(team_GetPlayers(TEAM_HUMAN)) do
range = pl:GetAuraRangeSqr()
dist = pl:GetPos():DistToSqr(eyepos)
if pl:Alive() and dist <= range and (not pl:GetDTBool(DT_PLAYER_BOOL_NECRO) or dist >= 27500) then
healthfrac = math_max(pl:Health(), 0) / pl:GetMaxHealth()
colHealth.r = math_Approach(colHealthEmpty.r, colHealthFull.r, math_abs(colHealthEmpty.r - colHealthFull.r) * healthfrac)
colHealth.g = math_Approach(colHealthEmpty.g, colHealthFull.g, math_abs(colHealthEmpty.g - colHealthFull.g) * healthfrac)
colHealth.b = math_Approach(colHealthEmpty.b, colHealthFull.b, math_abs(colHealthEmpty.b - colHealthFull.b) * healthfrac)
pos = pl:WorldSpaceCenter()
render_SetMaterial(matGlow)
render_DrawSprite(pos, 13, 13, colHealth)
size = math_sin(self.HeartBeatTime + pl:EntIndex()) * 50 - 21
if size > 0 then
render_DrawSprite(pos, size * 1.5, size, colHealth)
render_DrawSprite(pos, size, size * 1.5, colHealth)
end
end
end
end
function GM:ToggleZombieVision(onoff)
if onoff == nil then
onoff = not self.m_ZombieVision
end
if onoff then
if not self.m_ZombieVision then
self.m_ZombieVision = true
MySelf:EmitSound("npc/stalker/breathing3.wav", 0, 230)
end
elseif self.m_ZombieVision then
self.m_ZombieVision = nil
MySelf:EmitSound("npc/zombie/zombie_pain6.wav", 0, 110)
end
end
net.Receive("zs_togglezvision", function(length)
gamemode.Call("ToggleZombieVision")
end)
local CModWhiteOut = {
["$pp_colour_addr"] = 0,
["$pp_colour_addg"] = 0,
["$pp_colour_addb"] = 0,
["$pp_colour_brightness"] = 0,
["$pp_colour_contrast"] = 1,
["$pp_colour_colour"] = 1,
["$pp_colour_mulr"] = 0,
["$pp_colour_mulg"] = 0,
["$pp_colour_mulb"] = 0
}
local WhiteOutEnd
local WhiteOutFadeTime
local function RenderWhiteOut()
local dt = math_max(WhiteOutEnd - CurTime(), 0) / WhiteOutFadeTime
if dt <= 0 then
WhiteOutEnd = nil
WhiteOutFadeTime = nil
hook.Remove("RenderScreenspaceEffects", "WhiteOut")
else
local size = 5 + dt * 10
CModWhiteOut["$pp_colour_brightness"] = dt ^ 2
DrawBloom(1 - dt, dt * 3, size, size, 1, 1, 1, 1, 1)
DrawColorModify(CModWhiteOut)
end
end
function util.WhiteOut(time, fadeouttime)
time = time or 1
WhiteOutEnd = math_max(CurTime() + time, WhiteOutEnd or 0)
WhiteOutFadeTime = math_max(fadeouttime or time, WhiteOutFadeTime or 0)
hook.Add("RenderScreenspaceEffects", "WhiteOut", RenderWhiteOut)
end