Initial Mapbase MP branch port

This commit is contained in:
Blixibon 2020-12-21 17:09:35 -06:00
parent 54cca19672
commit 9d0253b543
1017 changed files with 154991 additions and 2254 deletions

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// compatibility with old ABI
#if __GNUC__ >= 9
#include <cmath>
extern "C" double __pow_finite(double a, double b)
{
return pow(a, b);
}
extern "C" double __log_finite(double a)
{
return log(a);
}
extern "C" double __exp_finite(double a)
{
return exp(a);
}
extern "C" double __atan2_finite(double a, double b)
{
return atan2(a, b);
}
extern "C" double __atan2f_finite(double a, double b)
{
return atan2f(a, b);
}
extern "C" float __powf_finite(float a, float b)
{
return powf(a, b);
}
extern "C" float __logf_finite(float a)
{
return logf(a);
}
extern "C" float __expf_finite(float a)
{
return expf(a);
}
extern "C" float __acosf_finite(float a)
{
return acosf(a);
}
extern "C" double __asin_finite(double a)
{
return asin(a);
}
extern "C" double __acos_finite(double a)
{
return acos(a);
}
#endif

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@ -1,472 +1,15 @@
#
# Base makefile for Linux.
#
# !!!!! Note to future editors !!!!!
#
# before you make changes, make sure you grok:
# 1. the difference between =, :=, +=, and ?=
# 2. how and when this base makefile gets included in the generated makefile(s)
# ( see http://www.gnu.org/software/make/manual/make.html#Flavors )
#
# Command line prefixes:
# - errors are ignored
# @ command is not printed to stdout before being executed
# + command is executed even if Make is invoked in "do not exec" mode
SRCROOT?=..
OS := $(shell uname)
HOSTNAME := $(shell hostname)
THISFILE:=$(SRCROOT)/devtools/makefile_base_posix.mak
MAKEFILE_BASE:=$(notdir $(THISFILE))
MAKEFILE_LINK:=$(THISFILE).link
-include $(SRCROOT)/devtools/steam_def.mak
-include $(SRCROOT)/devtools/sourcesdk_def.mak
-include $(MAKEFILE_LINK)
# To build with clang, set the following in your environment:
# CC = clang
# CXX = clang++
ifneq (,$(findstring clang,$(CXX)))
CLANG_BUILD = 1
endif
ifeq ($(OS),Darwin)
$(error This file should never be used for Mac - use base.xconfig)
endif
ifeq ($(CFG), release)
# With gcc 4.6.3, engine.so went from 7,383,765 to 8,429,109 when building with -O3.
# There also was no speed difference running at 1280x1024. May 2012, mikesart.
# tonyp: The size increase was likely caused by -finline-functions and -fipa-cp-clone getting switched on with -O3.
# -fno-omit-frame-pointer: need this for stack traces with perf.
OptimizerLevel_CompilerSpecific = -O2 -fno-strict-aliasing -ffast-math -fno-omit-frame-pointer -ftree-vectorize
ifeq ($(CLANG_BUILD),1)
# These aren't supported wit Clang 3.5. Need to remove when we update that.
OptimizerLevel_CompilerSpecific += -fpredictive-commoning -funswitch-loops
else
OptimizerLevel_CompilerSpecific += -fpredictive-commoning -funswitch-loops
endif
else
OptimizerLevel_CompilerSpecific = -O0
#-O1 -finline-functions
endif
# CPPFLAGS == "c/c++ *preprocessor* flags" - not "cee-plus-plus flags"
ARCH_FLAGS =
BUILDING_MULTI_ARCH = 0
# Preserve cflags set in environment
ENV_CFLAGS := $(CFLAGS)
ENV_CXXFLAGS := $(CXXFLAGS)
CPPFLAGS = $(DEFINES) $(addprefix -I, $(abspath $(INCLUDEDIRS) ))
BASE_CFLAGS = $(ARCH_FLAGS) $(CPPFLAGS) $(WARN_FLAGS) -fvisibility=$(SymbolVisibility) $(OptimizerLevel) -pipe $(GCC_ExtraCompilerFlags) -Usprintf -Ustrncpy -UPROTECTED_THINGS_ENABLE
CFLAGS = $(BASE_CFLAGS) $(ENV_CFLAGS)
# In -std=gnu++0x mode we get lots of errors about "error: narrowing conversion". -fpermissive
# turns these into warnings in gcc, and -Wno-c++11-narrowing suppresses them entirely in clang 3.1+.
ifeq ($(CLANG_BUILD),1)
CXXFLAGS = $(BASE_CFLAGS) -std=gnu++0x -Wno-c++11-narrowing -Wno-dangling-else $(ENV_CXXFLAGS)
else
CXXFLAGS = $(BASE_CFLAGS) -std=gnu++0x -fpermissive $(ENV_CXXFLAGS)
endif
DEFINES += -DVPROF_LEVEL=1 -DGNUC -DNO_HOOK_MALLOC -DNO_MALLOC_OVERRIDE
## TODO: This cases build errors in cstrike/bin right now. Need to debug.
# This causes all filesystem interfaces to default to their 64bit versions on
# 32bit systems, which means we don't break on filesystems with inodes > 32bit.
# DEFINES += -D_FILE_OFFSET_BITS=64
LDFLAGS = $(CFLAGS) $(GCC_ExtraLinkerFlags) $(OptimizerLevel)
GENDEP_CXXFLAGS = -MMD -MP -MF $(@:.o=.P)
MAP_FLAGS =
Srv_GAMEOUTPUTFILE =
COPY_DLL_TO_SRV = 0
# We should always specify -Wl,--build-id, as documented at:
# http://linux.die.net/man/1/ld and http://fedoraproject.org/wiki/Releases/FeatureBuildId.http://fedoraproject.org/wiki/Releases/FeatureBuildId
LDFLAGS += -Wl,--build-id
#
# If we should be running in a chroot, check to see if we are. If not, then prefix everything with the
# required chroot
#
ifdef MAKE_CHROOT
export STEAM_RUNTIME_PATH := /usr
ifneq ("$(SCHROOT_CHROOT_NAME)", "$(CHROOT_NAME)")
$(info '$(SCHROOT_CHROOT_NAME)' is not '$(CHROOT_NAME)')
$(error This makefile should be run from within a chroot. 'schroot --chroot $(CHROOT_NAME) -- $(MAKE) $(MAKEFLAGS)')
endif
GCC_VER = -4.8
P4BIN = $(SRCROOT)/devtools/bin/linux/p4
CRYPTOPPDIR=ubuntu12_32_gcc48
else ifeq ($(USE_VALVE_BINDIR),1)
# Using /valve/bin directory.
export STEAM_RUNTIME_PATH ?= /valve
GCC_VER = -4.6
P4BIN = p4
CRYPTOPPDIR=linux32
else
# Not using chroot, use old steam-runtime. (gcc 4.6.3)
export STEAM_RUNTIME_PATH ?= /valve/steam-runtime
GCC_VER =
P4BIN = p4
CRYPTOPPDIR=ubuntu12_32
endif
ifeq ($(TARGET_PLATFORM),linux64)
MARCH_TARGET = core2
else
MARCH_TARGET = pentium4
endif
ifeq ($(USE_VALVE_BINDIR),1)
# On dedicated servers, some plugins depend on global variable symbols in addition to functions.
# So symbols like _Z16ClearMultiDamagev should show up when you do "nm server_srv.so" in TF2.
STRIP_FLAGS =
else
# Linux desktop client (or client/dedicated server in chroot).
STRIP_FLAGS = -x
endif
ifeq ($(CLANG_BUILD),1)
# Clang does not support -mfpmath=sse because it uses whatever
# instruction set extensions are available by default.
SSE_GEN_FLAGS = -msse2
else
SSE_GEN_FLAGS = -msse2 -mfpmath=sse
endif
CCACHE := $(SRCROOT)/devtools/bin/linux/ccache
ifeq ($(origin AR), default)
AR = $(STEAM_RUNTIME_PATH)/bin/ar crs
endif
ifeq ($(origin CC), default)
CC = $(CCACHE) $(STEAM_RUNTIME_PATH)/bin/gcc$(GCC_VER)
endif
ifeq ($(origin CXX), default)
CXX = $(CCACHE) $(STEAM_RUNTIME_PATH)/bin/g++$(GCC_VER)
endif
# Support ccache with clang. Add -Qunused-arguments to avoid excessive warnings due to
# a ccache quirk. Could also upgrade ccache.
# http://petereisentraut.blogspot.com/2011/05/ccache-and-clang.html
ifeq ($(CLANG_BUILD),1)
CC := $(CCACHE) $(CC) -Qunused-arguments -fcolor-diagnostics
CXX := $(CCACHE) $(CXX) -Qunused-arguments -fcolor-diagnostics
endif
LINK ?= $(CC)
ifeq ($(STEAM_BRANCH),1)
WARN_FLAGS = -Wall -Wextra -Wshadow -Wno-invalid-offsetof
else
WARN_FLAGS = -Wall -Wno-invalid-offsetof -Wno-multichar -Wno-overloaded-virtual
WARN_FLAGS += -Wno-write-strings
WARN_FLAGS += -Wno-unused-variable
WARN_FLAGS += -Wno-unused-but-set-variable
WARN_FLAGS += -Wno-unused-function
endif
ifeq ($(CLANG_BUILD),1)
# Clang specific flags
else ifeq ($(GCC_VER),-4.8)
WARN_FLAGS += -Wno-unused-local-typedefs
WARN_FLAGS += -Wno-unused-result
WARN_FLAGS += -Wno-narrowing
# WARN_FLAGS += -Wno-unused-function
endif
WARN_FLAGS += -Wno-unknown-pragmas -Wno-unused-parameter -Wno-unused-value -Wno-missing-field-initializers
WARN_FLAGS += -Wno-sign-compare -Wno-reorder -Wno-invalid-offsetof -Wno-float-equal -Werror=return-type
WARN_FLAGS += -fdiagnostics-show-option -Wformat -Wformat-security
ifeq ($(TARGET_PLATFORM),linux64)
# nocona = pentium4 + 64bit + MMX, SSE, SSE2, SSE3 - no SSSE3 (that's three s's - added in core2)
ARCH_FLAGS += -march=$(MARCH_TARGET) -mtune=core2
LD_SO = ld-linux-x86_64.so.2
LIBSTDCXX := $(shell $(CXX) -print-file-name=libstdc++.a)
LIBSTDCXXPIC := $(shell $(CXX) -print-file-name=libstdc++-pic.a)
else
# pentium4 = MMX, SSE, SSE2 - no SSE3 (added in prescott) # -msse3 -mfpmath=sse
ARCH_FLAGS += -m32 -march=$(MARCH_TARGET) -mtune=core2 $(SSE_GEN_FLAGS)
LD_SO = ld-linux.so.2
LIBSTDCXX := $(shell $(CXX) $(ARCH_FLAGS) -print-file-name=libstdc++.so)
LIBSTDCXXPIC := $(shell $(CXX) $(ARCH_FLAGS) -print-file-name=libstdc++.so)
LDFLAGS += -m32
endif
GEN_SYM ?= $(SRCROOT)/devtools/gendbg.sh
ifeq ($(CFG),release)
STRIP ?= strip $(STRIP_FLAGS) -S
# CFLAGS += -ffunction-sections -fdata-sections
# LDFLAGS += -Wl,--gc-sections -Wl,--print-gc-sections
else
STRIP ?= true
endif
VSIGN ?= true
ifeq ($(SOURCE_SDK), 1)
Srv_GAMEOUTPUTFILE := $(GAMEOUTPUTFILE:.so=_srv.so)
COPY_DLL_TO_SRV := 1
endif
LINK_MAP_FLAGS = -Wl,-Map,$(@:.so=).map
SHLIBLDFLAGS = -shared $(LDFLAGS) -Wl,--no-undefined
_WRAP := -Xlinker --wrap=
PATHWRAP = $(_WRAP)fopen $(_WRAP)freopen $(_WRAP)open $(_WRAP)creat $(_WRAP)access $(_WRAP)__xstat \
$(_WRAP)stat $(_WRAP)lstat $(_WRAP)fopen64 $(_WRAP)open64 $(_WRAP)opendir $(_WRAP)__lxstat \
$(_WRAP)chmod $(_WRAP)chown $(_WRAP)lchown $(_WRAP)symlink $(_WRAP)link $(_WRAP)__lxstat64 \
$(_WRAP)mknod $(_WRAP)utimes $(_WRAP)unlink $(_WRAP)rename $(_WRAP)utime $(_WRAP)__xstat64 \
$(_WRAP)mount $(_WRAP)mkfifo $(_WRAP)mkdir $(_WRAP)rmdir $(_WRAP)scandir $(_WRAP)realpath
LIB_START_EXE = $(PATHWRAP) -static-libgcc -Wl,--start-group
LIB_END_EXE = -Wl,--end-group -lm -ldl $(LIBSTDCXX) -lpthread
LIB_START_SHLIB = $(PATHWRAP) -static-libgcc -Wl,--start-group
LIB_END_SHLIB = -Wl,--end-group -lm -ldl $(LIBSTDCXXPIC) -lpthread -l:$(LD_SO) -Wl,--version-script=$(SRCROOT)/devtools/version_script.linux.txt
#
# Profile-directed optimizations.
# Note: Last time these were tested 3/5/08, it actually slowed down the server benchmark by 5%!
#
# First, uncomment these, build, and test. It will generate .gcda and .gcno files where the .o files are.
# PROFILE_LINKER_FLAG=-fprofile-arcs
# PROFILE_COMPILER_FLAG=-fprofile-arcs
#
# Then, comment the above flags out again and rebuild with this flag uncommented:
# PROFILE_COMPILER_FLAG=-fprofile-use
#
#############################################################################
# The compiler command lne for each src code file to compile
#############################################################################
OBJ_DIR = ./obj_$(NAME)_$(TARGET_PLATFORM)$(TARGET_PLATFORM_EXT)/$(CFG)
CPP_TO_OBJ = $(CPPFILES:.cpp=.o)
CXX_TO_OBJ = $(CPP_TO_OBJ:.cxx=.o)
CC_TO_OBJ = $(CXX_TO_OBJ:.cc=.o)
MM_TO_OBJ = $(CC_TO_OBJ:.mm=.o)
C_TO_OBJ = $(MM_TO_OBJ:.c=.o)
OBJS = $(addprefix $(OBJ_DIR)/, $(notdir $(C_TO_OBJ)))
ifeq ($(MAKE_VERBOSE),1)
QUIET_PREFIX =
QUIET_ECHO_POSTFIX =
else
QUIET_PREFIX = @
QUIET_ECHO_POSTFIX = > /dev/null
endif
ifeq ($(MAKE_CC_VERBOSE),1)
CC += -v
endif
ifeq ($(CONFTYPE),lib)
LIB_File = $(OUTPUTFILE)
endif
ifeq ($(CONFTYPE),dll)
SO_File = $(OUTPUTFILE)
endif
ifeq ($(CONFTYPE),exe)
EXE_File = $(OUTPUTFILE)
endif
# we generate dependencies as a side-effect of compilation now
GEN_DEP_FILE=
PRE_COMPILE_FILE =
POST_COMPILE_FILE =
ifeq ($(BUILDING_MULTI_ARCH),1)
SINGLE_ARCH_CXXFLAGS=$(subst -arch x86_64,,$(CXXFLAGS))
COMPILE_FILE = \
$(QUIET_PREFIX) \
echo "---- $(lastword $(subst /, ,$<)) as MULTIARCH----";\
mkdir -p $(OBJ_DIR) && \
$(CXX) $(SINGLE_ARCH_CXXFLAGS) $(GENDEP_CXXFLAGS) -o $@ -c $< && \
$(CXX) $(CXXFLAGS) -o $@ -c $<
else
COMPILE_FILE = \
$(QUIET_PREFIX) \
echo "---- $(lastword $(subst /, ,$<)) ----";\
mkdir -p $(OBJ_DIR) && \
$(CXX) $(CXXFLAGS) $(GENDEP_CXXFLAGS) -o $@ -c $<
endif
ifneq "$(origin VALVE_NO_AUTO_P4)" "undefined"
P4_EDIT_START = chmod -R +w
P4_EDIT_END = || true
P4_REVERT_START = true
P4_REVERT_END =
else
ifndef P4_EDIT_CHANGELIST
# You can use an environment variable to specify what changelist to check the Linux Binaries out into. Normally the default
# setting is best, but here is an alternate example:
# export P4_EDIT_CHANGELIST_CMD="echo 1424335"
# ?= means that if P4_EDIT_CHANGELIST_CMD is already set it won't be changed.
P4_EDIT_CHANGELIST_CMD ?= $(P4BIN) changes -c `$(P4BIN) client -o | grep ^Client | cut -f 2` -s pending | fgrep 'POSIX Auto Checkout' | cut -d' ' -f 2 | tail -n 1
P4_EDIT_CHANGELIST := $(shell $(P4_EDIT_CHANGELIST_CMD))
endif
ifeq ($(P4_EDIT_CHANGELIST),)
# If we haven't found a changelist to check out to then create one. The name must match the one from a few
# lines above or else a new changelist will be created each time.
# Warning: the behavior of 'echo' is not consistent. In bash you need the "-e" option in order for \n to be
# interpreted as a line-feed, but in dash you do not, and if "-e" is passed along then it is printed, which
# confuses p4. So, if you run this command from the bash shell don't forget to add "-e" to the echo command.
P4_EDIT_CHANGELIST = $(shell echo -e "Change: new\nDescription: POSIX Auto Checkout" | $(P4BIN) change -i | cut -f 2 -d ' ')
endif
P4_EDIT_START := for f in
P4_EDIT_END := ; do if [ -n $$f ]; then if [ -d $$f ]; then find $$f -type f -print | $(P4BIN) -x - edit -c $(P4_EDIT_CHANGELIST); else $(P4BIN) edit -c $(P4_EDIT_CHANGELIST) $$f; fi; fi; done $(QUIET_ECHO_POSTFIX)
P4_REVERT_START := for f in
P4_REVERT_END := ; do if [ -n $$f ]; then if [ -d $$f ]; then find $$f -type f -print | $(P4BIN) -x - revert; else $(P4BIN) revert $$f; fi; fi; done $(QUIET_ECHO_POSTFIX)
endif
ifeq ($(CONFTYPE),dll)
all: $(OTHER_DEPENDENCIES) $(OBJS) $(GAMEOUTPUTFILE)
@echo $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX)
else
all: $(OTHER_DEPENDENCIES) $(OBJS) $(OUTPUTFILE)
@echo $(OUTPUTFILE) $(QUIET_ECHO_POSTFIX)
endif
.PHONY: clean cleantargets cleanandremove rebuild relink RemoveOutputFile SingleFile
rebuild :
$(MAKE) -f $(firstword $(MAKEFILE_LIST)) cleanandremove
$(MAKE) -f $(firstword $(MAKEFILE_LIST))
# Use the relink target to force to relink the project.
relink: RemoveOutputFile all
RemoveOutputFile:
rm -f $(OUTPUTFILE)
# This rule is so you can say "make SingleFile SingleFilename=/home/myname/valve_main/src/engine/language.cpp" and have it only build that file.
# It basically just translates the full filename to create a dependency on the appropriate .o file so it'll build that.
SingleFile : RemoveSingleFile $(OBJ_DIR)/$(basename $(notdir $(SingleFilename))).o
@echo ""
RemoveSingleFile:
$(QUIET_PREFIX) rm -f $(OBJ_DIR)/$(basename $(notdir $(SingleFilename))).o
clean:
ifneq "$(OBJ_DIR)" ""
$(QUIET_PREFIX) echo "rm -rf $(OBJ_DIR)"
$(QUIET_PREFIX) rm -rf $(OBJ_DIR)
endif
ifneq "$(OUTPUTFILE)" ""
$(QUIET_PREFIX) if [ -e $(OUTPUTFILE) ]; then \
echo "$(P4BIN) revert $(OUTPUTFILE)"; \
$(P4_REVERT_START) $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT) $(P4_REVERT_END); \
fi;
endif
ifneq "$(OTHER_DEPENDENCIES)" ""
$(QUIET_PREFIX) echo "rm -f $(OTHER_DEPENDENCIES)"
$(QUIET_PREFIX) rm -f $(OTHER_DEPENDENCIES)
endif
ifneq "$(GAMEOUTPUTFILE)" ""
$(QUIET_PREFIX) echo "$(P4BIN) revert $(GAMEOUTPUTFILE)"
$(QUIET_PREFIX) $(P4_REVERT_START) $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_REVERT_END)
endif
# Do the above cleaning, except with p4 edit and rm. Reason being ar crs adds and replaces obj files to the
# archive. However if you've renamed or deleted a source file, $(AR) won't remove it. This can leave
# us with archive files that have extra unused symbols, and also potentially cause compilation errors
# when you rename a file and have many duplicate symbols.
cleanandremove:
ifneq "$(OBJ_DIR)" ""
$(QUIET_PREFIX) echo "rm -rf $(OBJ_DIR)"
$(QUIET_PREFIX) -rm -rf $(OBJ_DIR)
endif
ifneq "$(OUTPUTFILE)" ""
$(QUIET_PREFIX) if [ -e $(OUTPUTFILE) ]; then \
echo "$(P4BIN) edit and rm -f $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT)"; \
$(P4_EDIT_START) $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END); \
fi;
$(QUIET_PREFIX) -rm -f $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT);
endif
ifneq "$(OTHER_DEPENDENCIES)" ""
$(QUIET_PREFIX) echo "rm -f $(OTHER_DEPENDENCIES)"
$(QUIET_PREFIX) -rm -f $(OTHER_DEPENDENCIES)
endif
ifneq "$(GAMEOUTPUTFILE)" ""
$(QUIET_PREFIX) echo "$(P4BIN) edit and rm -f $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT)"
$(QUIET_PREFIX) $(P4_EDIT_START) $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END)
$(QUIET_PREFIX) -rm -f $(GAMEOUTPUTFILE)
endif
# This just deletes the final targets so it'll do a relink next time we build.
cleantargets:
$(QUIET_PREFIX) rm -f $(OUTPUTFILE) $(GAMEOUTPUTFILE)
$(LIB_File): $(OTHER_DEPENDENCIES) $(OBJS)
$(QUIET_PREFIX) -$(P4_EDIT_START) $(LIB_File) $(P4_EDIT_END);
$(QUIET_PREFIX) $(AR) $(LIB_File) $(OBJS) $(LIBFILES);
SO_GameOutputFile = $(GAMEOUTPUTFILE)
# Remove the target before installing a file over it; this prevents existing
# instances of the game from crashing due to the overwrite.
$(SO_GameOutputFile): $(SO_File)
$(QUIET_PREFIX) \
$(P4_EDIT_START) $(GAMEOUTPUTFILE) $(P4_EDIT_END) && \
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- COPYING TO $@ [$(CFG)] ----";\
echo "----" $(QUIET_ECHO_POSTFIX);
$(QUIET_PREFIX) -$(P4_EDIT_START) $(GAMEOUTPUTFILE) $(P4_EDIT_END);
$(QUIET_PREFIX) -mkdir -p `dirname $(GAMEOUTPUTFILE)` > /dev/null;
$(QUIET_PREFIX) rm -f $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX);
$(QUIET_PREFIX) cp -v $(OUTPUTFILE) $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX);
$(QUIET_PREFIX) -$(P4_EDIT_START) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END);
$(QUIET_PREFIX) $(GEN_SYM) $(GAMEOUTPUTFILE);
$(QUIET_PREFIX) -$(STRIP) $(GAMEOUTPUTFILE);
$(QUIET_PREFIX) $(VSIGN) -signvalve $(GAMEOUTPUTFILE);
$(QUIET_PREFIX) if [ "$(COPY_DLL_TO_SRV)" = "1" ]; then\
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- COPYING TO $(Srv_GAMEOUTPUTFILE) ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
cp -v $(GAMEOUTPUTFILE) $(Srv_GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX);\
cp -v $(GAMEOUTPUTFILE)$(SYM_EXT) $(Srv_GAMEOUTPUTFILE)$(SYM_EXT) $(QUIET_ECHO_POSTFIX);\
fi;
$(QUIET_PREFIX) if [ "$(IMPORTLIBRARY)" != "" ]; then\
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- COPYING TO IMPORT LIBRARY $(IMPORTLIBRARY) ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
$(P4_EDIT_START) $(IMPORTLIBRARY) $(P4_EDIT_END) && \
mkdir -p `dirname $(IMPORTLIBRARY)` > /dev/null && \
cp -v $(OUTPUTFILE) $(IMPORTLIBRARY); \
fi;
$(SO_File): $(OTHER_DEPENDENCIES) $(OBJS) $(LIBFILENAMES)
$(QUIET_PREFIX) \
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- LINKING $@ [$(CFG)] ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
\
$(LINK) $(LINK_MAP_FLAGS) $(SHLIBLDFLAGS) $(PROFILE_LINKER_FLAG) -o $(OUTPUTFILE) $(LIB_START_SHLIB) $(OBJS) $(LIBFILES) $(SystemLibraries) $(LIB_END_SHLIB);
$(VSIGN) -signvalve $(OUTPUTFILE);
$(EXE_File) : $(OTHER_DEPENDENCIES) $(OBJS) $(LIBFILENAMES)
$(QUIET_PREFIX) \
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- LINKING EXE $@ [$(CFG)] ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
\
$(P4_EDIT_START) $(OUTPUTFILE) $(P4_EDIT_END);\
$(LINK) $(LINK_MAP_FLAGS) $(LDFLAGS) $(PROFILE_LINKER_FLAG) -o $(OUTPUTFILE) $(LIB_START_EXE) $(OBJS) $(LIBFILES) $(SystemLibraries) $(LIB_END_EXE);
$(QUIET_PREFIX) -$(P4_EDIT_START) $(OUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END);
$(QUIET_PREFIX) $(GEN_SYM) $(OUTPUTFILE);
$(QUIET_PREFIX) -$(STRIP) $(OUTPUTFILE);
$(QUIET_PREFIX) $(VSIGN) -signvalve $(OUTPUTFILE);
tags:
etags -a -C -o $(SRCROOT)/TAGS *.cpp *.cxx *.h *.hxx
$(MAKEFILE_LINK): $(shell which $(CC)) $(THISFILE)
if [ "$(shell printf "$(shell $(CC) -dumpversion)\n8" | sort -Vr | head -1)" = 8 ]; then \
$(COMPILE.cpp) -o gcc9+support.o gcc9+support.c ;\
ln -sf $(MAKEFILE_BASE).default $@ ;\
else \
ln -sf $(MAKEFILE_BASE).gcc8 $@ ;\
fi

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@ -0,0 +1,509 @@
#
# Base makefile for Linux and OSX
#
# !!!!! Note to future editors !!!!!
#
# before you make changes, make sure you grok:
# 1. the difference between =, :=, +=, and ?=
# 2. how and when this base makefile gets included in the generated makefile(s)
# ( see http://www.gnu.org/software/make/manual/make.html#Flavors )
#
# Command line prefixes:
# - errors are ignored
# @ command is not printed to stdout before being executed
# + command is executed even if Make is invoked in "do not exec" mode
OS := $(shell uname)
HOSTNAME := $(shell hostname)
-include $(SRCROOT)/devtools/steam_def.mak
-include $(SRCROOT)/devtools/sourcesdk_def.mak
# To build with clang, set the following in your environment:
# CC = clang
# CXX = clang++
ifeq ($(CFG), release)
# With gcc 4.6.3, engine.so went from 7,383,765 to 8,429,109 when building with -O3.
# There also was no speed difference running at 1280x1024. May 2012, mikesart.
# tonyp: The size increase was likely caused by -finline-functions and -fipa-cp-clone getting switched on with -O3.
# -fno-omit-frame-pointer: need this for stack traces with perf.
OptimizerLevel_CompilerSpecific = -O2 -fno-strict-aliasing -ffast-math -fno-omit-frame-pointer -ftree-vectorize -fpredictive-commoning -funswitch-loops
else
OptimizerLevel_CompilerSpecific = -O0
#-O1 -finline-functions
endif
# CPPFLAGS == "c/c++ *preprocessor* flags" - not "cee-plus-plus flags"
ARCH_FLAGS =
BUILDING_MULTI_ARCH = 0
CPPFLAGS = $(DEFINES) $(addprefix -I, $(abspath $(INCLUDEDIRS) ))
CFLAGS = $(ARCH_FLAGS) $(CPPFLAGS) $(WARN_FLAGS) -fvisibility=$(SymbolVisibility) $(OptimizerLevel) -pipe $(GCC_ExtraCompilerFlags) -Usprintf -Ustrncpy -UPROTECTED_THINGS_ENABLE
# In -std=gnu++0x mode we get lots of errors about "error: narrowing conversion". -fpermissive
# turns these into warnings in gcc, and -Wno-c++11-narrowing suppresses them entirely in clang 3.1+.
ifeq ($(CXX),clang++)
CXXFLAGS = $(CFLAGS) -std=gnu++0x -Wno-c++11-narrowing -Wno-dangling-else
else
CXXFLAGS = $(CFLAGS) -std=gnu++0x -fpermissive
endif
DEFINES += -DVPROF_LEVEL=1 -DGNUC -DNO_HOOK_MALLOC -DNO_MALLOC_OVERRIDE
LDFLAGS = $(CFLAGS) $(GCC_ExtraLinkerFlags) $(OptimizerLevel)
GENDEP_CXXFLAGS = -MD -MP -MF $(@:.o=.P)
MAP_FLAGS =
Srv_GAMEOUTPUTFILE =
COPY_DLL_TO_SRV = 0
ifeq ($(STEAM_BRANCH),1)
WARN_FLAGS = -Wall -Wextra -Wshadow -Wno-invalid-offsetof
else
WARN_FLAGS = -Wno-write-strings -Wno-multichar
endif
WARN_FLAGS += -Wno-unknown-pragmas -Wno-unused-parameter -Wno-unused-value -Wno-missing-field-initializers -Wno-sign-compare -Wno-reorder -Wno-invalid-offsetof -Wno-float-equal -Werror=return-type -fdiagnostics-show-option -Wformat -Wformat-security
ifeq ($(OS),Linux)
# We should always specify -Wl,--build-id, as documented at:
# http://linux.die.net/man/1/ld and http://fedoraproject.org/wiki/Releases/FeatureBuildId.http://fedoraproject.org/wiki/Releases/FeatureBuildId
LDFLAGS += -Wl,--build-id
# Set USE_VALVE_BINDIR to build with /Steam/tools/linux in the /valve/bin path.
# Dedicated server uses this.
ifeq ($(USE_VALVE_BINDIR),1)
# dedicated server flags
ifeq ($(TARGET_PLATFORM),linux64)
VALVE_BINDIR = /valve/bin64/
MARCH_TARGET = nocona
else
VALVE_BINDIR = /valve/bin/
MARCH_TARGET = pentium4
endif
STRIP_FLAGS =
else
# linux desktop client flags
VALVE_BINDIR =
# If the steam-runtime is available, use it. We should just default to using it when
# buildbot and everyone has a bit of time to get it installed.
ifneq "$(wildcard /valve/steam-runtime/bin/)" ""
# The steam-runtime is incompatible with clang at this point, so disable it
# if clang is enabled.
ifneq ($(CXX),clang++)
VALVE_BINDIR = /valve/steam-runtime/bin/
endif
endif
GCC_VER =
MARCH_TARGET = pentium4
# On dedicated servers, some plugins depend on global variable symbols in addition to functions.
# So symbols like _Z16ClearMultiDamagev should show up when you do "nm server_srv.so" in TF2.
STRIP_FLAGS = -x
endif
ifeq ($(CXX),clang++)
# Clang does not support -mfpmath=sse because it uses whatever
# instruction set extensions are available by default.
SSE_GEN_FLAGS = -msse2
else
SSE_GEN_FLAGS = -msse2 -mfpmath=sse
endif
CCACHE := $(SRCROOT)/devtools/bin/linux/ccache
ifeq ($(origin GCC_VER), undefined)
GCC_VER=-4.6
endif
ifeq ($(origin AR), default)
AR = $(VALVE_BINDIR)ar crs
endif
ifeq ($(origin CC),default)
CC = $(CCACHE) $(VALVE_BINDIR)gcc$(GCC_VER)
endif
ifeq ($(origin CXX), default)
CXX = $(CCACHE) $(VALVE_BINDIR)g++$(GCC_VER)
endif
# Support ccache with clang. Add -Qunused-arguments to avoid excessive warnings due to
# a ccache quirk. Could also upgrade ccache.
# http://petereisentraut.blogspot.com/2011/05/ccache-and-clang.html
ifeq ($(CC),clang)
CC = $(CCACHE) $(VALVE_BINDIR)clang -Qunused-arguments
endif
ifeq ($(CXX),clang++)
CXX = $(CCACHE) $(VALVE_BINDIR)clang++ -Qunused-arguments
endif
LINK ?= $(CC)
ifeq ($(TARGET_PLATFORM),linux64)
# nocona = pentium4 + 64bit + MMX, SSE, SSE2, SSE3 - no SSSE3 (that's three s's - added in core2)
ARCH_FLAGS += -march=$(MARCH_TARGET) -mtune=core2
LD_SO = ld-linux-x86_64.so.2
LIBSTDCXX := $(shell $(CXX) -print-file-name=libstdc++.a)
LIBSTDCXXPIC := $(shell $(CXX) -print-file-name=libstdc++-pic.a)
else
# pentium4 = MMX, SSE, SSE2 - no SSE3 (added in prescott) # -msse3 -mfpmath=sse
ARCH_FLAGS += -m32 -march=$(MARCH_TARGET) -mtune=core2 $(SSE_GEN_FLAGS)
LD_SO = ld-linux.so.2
LIBSTDCXX := $(shell $(CXX) $(ARCH_FLAGS) -print-file-name=libstdc++.so)
LIBSTDCXXPIC := $(shell $(CXX) $(ARCH_FLAGS) -print-file-name=libstdc++.so)
LDFLAGS += -m32
endif
GEN_SYM ?= $(SRCROOT)/devtools/gendbg.sh
ifeq ($(CFG),release)
STRIP ?= strip $(STRIP_FLAGS) -S
# CFLAGS += -ffunction-sections -fdata-sections
# LDFLAGS += -Wl,--gc-sections -Wl,--print-gc-sections
else
STRIP ?= true
endif
VSIGN ?= true
ifeq ($(SOURCE_SDK), 1)
Srv_GAMEOUTPUTFILE := $(GAMEOUTPUTFILE:.so=_srv.so)
COPY_DLL_TO_SRV := 1
endif
LINK_MAP_FLAGS = -Wl,-Map,$(@:.so=).map
SHLIBLDFLAGS = -shared $(LDFLAGS) -Wl,--no-undefined
_WRAP := -Xlinker --wrap=
PATHWRAP = $(_WRAP)fopen $(_WRAP)freopen $(_WRAP)open $(_WRAP)creat $(_WRAP)access $(_WRAP)__xstat \
$(_WRAP)stat $(_WRAP)lstat $(_WRAP)fopen64 $(_WRAP)open64 $(_WRAP)opendir $(_WRAP)__lxstat \
$(_WRAP)chmod $(_WRAP)chown $(_WRAP)lchown $(_WRAP)symlink $(_WRAP)link $(_WRAP)__lxstat64 \
$(_WRAP)mknod $(_WRAP)utimes $(_WRAP)unlink $(_WRAP)rename $(_WRAP)utime $(_WRAP)__xstat64 \
$(_WRAP)mount $(_WRAP)mkfifo $(_WRAP)mkdir $(_WRAP)rmdir $(_WRAP)scandir $(_WRAP)realpath
LIB_START_EXE = $(PATHWRAP) -static-libgcc -Wl,--start-group
LIB_END_EXE = -Wl,--end-group -lm -ldl $(LIBSTDCXX) -lpthread
LIB_START_SHLIB = $(PATHWRAP) -static-libgcc -Wl,--start-group
LIB_END_SHLIB = -Wl,--end-group -lm -ldl $(LIBSTDCXXPIC) -lpthread -l:$(LD_SO) -Wl,--version-script=$(SRCROOT)/devtools/version_script.linux.txt
endif
ifeq ($(OS),Darwin)
CCACHE := $(SRCROOT)/devtools/bin/osx32/ccache
MAC_SDK_VER ?= 10.6
MAC_SDK := macosx$(MAC_SDK_VER)
SYSROOT := $(shell xcodebuild -sdk $(MAC_SDK) -version Path)
ifneq ($(origin MAC_SDK_VER), file)
$(warning Attempting build with SDK version $(MAC_SDK_VER), only 10.6 is supported and recommended!)
endif
ifeq ($(SYSROOT),)
FIRSTSDK := $(firstword $(sort $(shell xcodebuild -showsdks | grep macosx | sed 's/.*macosx//')))
$(error Could not find SDK version $(MAC_SDK_VER). Install and configure Xcode 4.3, or build with: make MAC_SDK_VER=$(FIRSTSDK))
endif
ifeq ($(origin CC), default)
# Test to see if you have a compiler in the right place, if you
# don't abort with an error
CLANG := $(shell xcrun -sdk $(MAC_SDK) -find clang)
ifeq ($(wildcard $(CLANG)),)
$(error Unable to find C compiler, install and configure Xcode 4.3)
endif
CC := $(CCACHE) $(CLANG) -Qunused-arguments
endif
ifeq ($(origin CXX), default)
CXXLANG := $(shell xcrun -sdk $(MAC_SDK) -find clang++)
ifeq ($(wildcard $(CXXLANG)),)
$(error Unable to find C++ compiler, install and configure Xcode 4.3)
endif
CXX := $(CCACHE) $(CXXLANG) -Qunused-arguments
endif
LINK ?= $(CXX)
ifeq ($(origin AR), default)
AR := $(shell xcrun -sdk $(MAC_SDK) -find libtool) -static -o
endif
ifeq ($(TARGET_PLATFORM),osx64)
ARCH_FLAGS += -arch x86_64 -m64 -march=core2
else ifeq (,$(findstring -arch x86_64,$(GCC_ExtraCompilerFlags)))
ARCH_FLAGS += -arch i386 -m32 -march=prescott -momit-leaf-frame-pointer -mtune=core2
else
# dirty hack to build a universal binary - don't specify the architecture
ARCH_FLAGS += -arch i386 -Xarch_i386 -march=prescott -Xarch_i386 -mtune=core2 -Xarch_i386 -momit-leaf-frame-pointer -Xarch_x86_64 -march=core2
endif
GEN_SYM ?= $(shell xcrun -sdk $(MAC_SDK) -find dsymutil)
ifeq ($(CFG),release)
STRIP ?= strip -S
else
STRIP ?= true
endif
ifeq ($(SOURCE_SDK), 1)
VSIGN ?= true
else
VSIGN ?= $(SRCROOT)/devtools/bin/vsign
endif
CPPFLAGS += -I$(SYSROOT)/usr/include/malloc
CFLAGS += -isysroot $(SYSROOT) -mmacosx-version-min=10.5 -fasm-blocks
LIB_START_EXE = -lm -ldl -lpthread
LIB_END_EXE =
LIB_START_SHLIB =
LIB_END_SHLIB =
SHLIBLDFLAGS = $(LDFLAGS) -bundle -flat_namespace -undefined suppress -Wl,-dead_strip -Wl,-no_dead_strip_inits_and_terms
ifeq (lib,$(findstring lib,$(GAMEOUTPUTFILE)))
SHLIBLDFLAGS = $(LDFLAGS) -dynamiclib -current_version 1.0 -compatibility_version 1.0 -install_name @rpath/$(basename $(notdir $(GAMEOUTPUTFILE))).dylib $(SystemLibraries) -Wl,-dead_strip -Wl,-no_dead_strip_inits_and_terms
endif
endif
#
# Profile-directed optimizations.
# Note: Last time these were tested 3/5/08, it actually slowed down the server benchmark by 5%!
#
# First, uncomment these, build, and test. It will generate .gcda and .gcno files where the .o files are.
# PROFILE_LINKER_FLAG=-fprofile-arcs
# PROFILE_COMPILER_FLAG=-fprofile-arcs
#
# Then, comment the above flags out again and rebuild with this flag uncommented:
# PROFILE_COMPILER_FLAG=-fprofile-use
#
#############################################################################
# The compiler command lne for each src code file to compile
#############################################################################
OBJ_DIR = ./obj_$(NAME)_$(TARGET_PLATFORM)$(TARGET_PLATFORM_EXT)/$(CFG)
CPP_TO_OBJ = $(CPPFILES:.cpp=.o)
CXX_TO_OBJ = $(CPP_TO_OBJ:.cxx=.o)
CC_TO_OBJ = $(CXX_TO_OBJ:.cc=.o)
MM_TO_OBJ = $(CC_TO_OBJ:.mm=.o)
C_TO_OBJ = $(MM_TO_OBJ:.c=.o)
OBJS = $(addprefix $(OBJ_DIR)/, $(notdir $(C_TO_OBJ)))
ifeq ($(MAKE_VERBOSE),1)
QUIET_PREFIX =
QUIET_ECHO_POSTFIX =
else
QUIET_PREFIX = @
QUIET_ECHO_POSTFIX = > /dev/null
endif
ifeq ($(MAKE_CC_VERBOSE),1)
CC += -v
endif
ifeq ($(CONFTYPE),lib)
LIB_File = $(OUTPUTFILE)
endif
ifeq ($(CONFTYPE),dll)
SO_File = $(OUTPUTFILE)
endif
ifeq ($(CONFTYPE),exe)
EXE_File = $(OUTPUTFILE)
endif
# we generate dependencies as a side-effect of compilation now
GEN_DEP_FILE=
PRE_COMPILE_FILE =
POST_COMPILE_FILE =
ifeq ($(BUILDING_MULTI_ARCH),1)
SINGLE_ARCH_CXXFLAGS=$(subst -arch x86_64,,$(CXXFLAGS))
COMPILE_FILE = \
$(QUIET_PREFIX) \
echo "---- $(lastword $(subst /, ,$<)) as MULTIARCH----";\
mkdir -p $(OBJ_DIR) && \
$(CXX) $(SINGLE_ARCH_CXXFLAGS) $(GENDEP_CXXFLAGS) -o $@ -c $< && \
$(CXX) $(CXXFLAGS) -o $@ -c $<
else
COMPILE_FILE = \
$(QUIET_PREFIX) \
echo "---- $(lastword $(subst /, ,$<)) ----";\
mkdir -p $(OBJ_DIR) && \
$(CXX) $(CXXFLAGS) $(GENDEP_CXXFLAGS) -o $@ -c $<
endif
ifneq "$(origin VALVE_NO_AUTO_P4)" "undefined"
P4_EDIT_START = chmod -R +w
P4_EDIT_END = || true
P4_REVERT_START = true
P4_REVERT_END =
else
ifndef P4_EDIT_CHANGELIST
# You can use an environment variable to specify what changelist to check the Linux Binaries out into. Normally the default
# setting is best, but here is an alternate example:
# export P4_EDIT_CHANGELIST_CMD="echo 1424335"
# ?= means that if P4_EDIT_CHANGELIST_CMD is already set it won't be changed.
P4_EDIT_CHANGELIST_CMD ?= p4 changes -c `p4 client -o | grep ^Client | cut -f 2` -s pending | fgrep 'POSIX Auto Checkout' | cut -d' ' -f 2 | tail -n 1
P4_EDIT_CHANGELIST := $(shell $(P4_EDIT_CHANGELIST_CMD))
endif
ifeq ($(P4_EDIT_CHANGELIST),)
# If we haven't found a changelist to check out to then create one. The name must match the one from a few
# lines above or else a new changelist will be created each time.
# Warning: the behavior of 'echo' is not consistent. In bash you need the "-e" option in order for \n to be
# interpreted as a line-feed, but in dash you do not, and if "-e" is passed along then it is printed, which
# confuses p4. So, if you run this command from the bash shell don't forget to add "-e" to the echo command.
P4_EDIT_CHANGELIST = $(shell echo "Change: new\nDescription: POSIX Auto Checkout" | p4 change -i | cut -f 2 -d ' ')
endif
P4_EDIT_START := for f in
P4_EDIT_END := ; do if [ -n $$f ]; then if [ -d $$f ]; then find $$f -type f -print | p4 -x - edit -c $(P4_EDIT_CHANGELIST); else p4 edit -c $(P4_EDIT_CHANGELIST) $$f; fi; fi; done $(QUIET_ECHO_POSTFIX)
P4_REVERT_START := for f in
P4_REVERT_END := ; do if [ -n $$f ]; then if [ -d $$f ]; then find $$f -type f -print | p4 -x - revert; else p4 revert $$f; fi; fi; done $(QUIET_ECHO_POSTFIX)
endif
ifeq ($(CONFTYPE),dll)
all: $(OTHER_DEPENDENCIES) $(OBJS) $(GAMEOUTPUTFILE)
@echo $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX)
else
all: $(OTHER_DEPENDENCIES) $(OBJS) $(OUTPUTFILE)
@echo $(OUTPUTFILE) $(QUIET_ECHO_POSTFIX)
endif
.PHONY: clean cleantargets cleanandremove rebuild relink RemoveOutputFile SingleFile
rebuild :
$(MAKE) -f $(firstword $(MAKEFILE_LIST)) cleanandremove
$(MAKE) -f $(firstword $(MAKEFILE_LIST))
# Use the relink target to force to relink the project.
relink: RemoveOutputFile all
RemoveOutputFile:
rm -f $(OUTPUTFILE)
# This rule is so you can say "make SingleFile SingleFilename=/home/myname/valve_main/src/engine/language.cpp" and have it only build that file.
# It basically just translates the full filename to create a dependency on the appropriate .o file so it'll build that.
SingleFile : RemoveSingleFile $(OBJ_DIR)/$(basename $(notdir $(SingleFilename))).o
@echo ""
RemoveSingleFile:
$(QUIET_PREFIX) rm -f $(OBJ_DIR)/$(basename $(notdir $(SingleFilename))).o
clean:
ifneq "$(OBJ_DIR)" ""
$(QUIET_PREFIX) echo "rm -rf $(OBJ_DIR)"
$(QUIET_PREFIX) rm -rf $(OBJ_DIR)
endif
ifneq "$(OUTPUTFILE)" ""
$(QUIET_PREFIX) if [ -e $(OUTPUTFILE) ]; then \
echo "p4 revert $(OUTPUTFILE)"; \
$(P4_REVERT_START) $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT) $(P4_REVERT_END); \
fi;
endif
ifneq "$(OTHER_DEPENDENCIES)" ""
$(QUIET_PREFIX) echo "rm -f $(OTHER_DEPENDENCIES)"
$(QUIET_PREFIX) rm -f $(OTHER_DEPENDENCIES)
endif
ifneq "$(GAMEOUTPUTFILE)" ""
$(QUIET_PREFIX) echo "p4 revert $(GAMEOUTPUTFILE)"
$(QUIET_PREFIX) $(P4_REVERT_START) $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_REVERT_END)
endif
# Do the above cleaning, except with p4 edit and rm. Reason being ar crs adds and replaces obj files to the
# archive. However if you've renamed or deleted a source file, $(AR) won't remove it. This can leave
# us with archive files that have extra unused symbols, and also potentially cause compilation errors
# when you rename a file and have many duplicate symbols.
cleanandremove:
ifneq "$(OBJ_DIR)" ""
$(QUIET_PREFIX) echo "rm -rf $(OBJ_DIR)"
$(QUIET_PREFIX) -rm -rf $(OBJ_DIR)
endif
ifneq "$(OUTPUTFILE)" ""
$(QUIET_PREFIX) if [ -e $(OUTPUTFILE) ]; then \
echo "p4 edit and rm -f $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT)"; \
$(P4_EDIT_START) $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END); \
fi;
$(QUIET_PREFIX) -rm -f $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT);
endif
ifneq "$(OTHER_DEPENDENCIES)" ""
$(QUIET_PREFIX) echo "rm -f $(OTHER_DEPENDENCIES)"
$(QUIET_PREFIX) -rm -f $(OTHER_DEPENDENCIES)
endif
ifneq "$(GAMEOUTPUTFILE)" ""
$(QUIET_PREFIX) echo "p4 edit and rm -f $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT)"
$(QUIET_PREFIX) $(P4_EDIT_START) $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END)
$(QUIET_PREFIX) -rm -f $(GAMEOUTPUTFILE)
endif
# This just deletes the final targets so it'll do a relink next time we build.
cleantargets:
$(QUIET_PREFIX) rm -f $(OUTPUTFILE) $(GAMEOUTPUTFILE)
$(LIB_File): $(OTHER_DEPENDENCIES) $(OBJS)
$(QUIET_PREFIX) -$(P4_EDIT_START) $(LIB_File) $(P4_EDIT_END);
$(QUIET_PREFIX) $(AR) $(LIB_File) $(OBJS) $(LIBFILES);
SO_GameOutputFile = $(GAMEOUTPUTFILE)
# Remove the target before installing a file over it; this prevents existing
# instances of the game from crashing due to the overwrite.
$(SO_GameOutputFile): $(SO_File)
$(QUIET_PREFIX) \
$(P4_EDIT_START) $(GAMEOUTPUTFILE) $(P4_EDIT_END) && \
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- COPYING TO $@ [$(CFG)] ----";\
echo "----" $(QUIET_ECHO_POSTFIX);
$(QUIET_PREFIX) -$(P4_EDIT_START) $(GAMEOUTPUTFILE) $(P4_EDIT_END);
$(QUIET_PREFIX) -mkdir -p `dirname $(GAMEOUTPUTFILE)` > /dev/null;
$(QUIET_PREFIX) rm -f $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX);
$(QUIET_PREFIX) cp -v $(OUTPUTFILE) $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX);
$(QUIET_PREFIX) -$(P4_EDIT_START) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END);
$(QUIET_PREFIX) $(GEN_SYM) $(GAMEOUTPUTFILE);
$(QUIET_PREFIX) -$(STRIP) $(GAMEOUTPUTFILE);
$(QUIET_PREFIX) $(VSIGN) -signvalve $(GAMEOUTPUTFILE);
$(QUIET_PREFIX) if [ "$(COPY_DLL_TO_SRV)" = "1" ]; then\
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- COPYING TO $(Srv_GAMEOUTPUTFILE) ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
cp -v $(GAMEOUTPUTFILE) $(Srv_GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX);\
cp -v $(GAMEOUTPUTFILE)$(SYM_EXT) $(Srv_GAMEOUTPUTFILE)$(SYM_EXT) $(QUIET_ECHO_POSTFIX);\
fi;
$(QUIET_PREFIX) if [ "$(IMPORTLIBRARY)" != "" ]; then\
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- COPYING TO IMPORT LIBRARY $(IMPORTLIBRARY) ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
$(P4_EDIT_START) $(IMPORTLIBRARY) $(P4_EDIT_END) && \
mkdir -p `dirname $(IMPORTLIBRARY)` > /dev/null && \
cp -v $(OUTPUTFILE) $(IMPORTLIBRARY); \
fi;
$(SO_File): $(OTHER_DEPENDENCIES) $(OBJS) $(LIBFILENAMES)
$(QUIET_PREFIX) \
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- LINKING $@ [$(CFG)] ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
\
$(LINK) $(LINK_MAP_FLAGS) $(SHLIBLDFLAGS) $(PROFILE_LINKER_FLAG) -o $(OUTPUTFILE) $(LIB_START_SHLIB) $(OBJS) $(LIBFILES) $(SystemLibraries) $(LIB_END_SHLIB);
$(VSIGN) -signvalve $(OUTPUTFILE);
$(EXE_File) : $(OTHER_DEPENDENCIES) $(OBJS) $(LIBFILENAMES)
$(QUIET_PREFIX) \
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- LINKING EXE $@ [$(CFG)] ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
\
$(P4_EDIT_START) $(OUTPUTFILE) $(P4_EDIT_END);\
$(LINK) $(LINK_MAP_FLAGS) $(LDFLAGS) $(PROFILE_LINKER_FLAG) -o $(OUTPUTFILE) $(LIB_START_EXE) $(OBJS) $(LIBFILES) $(SystemLibraries) $(LIB_END_EXE);
$(QUIET_PREFIX) -$(P4_EDIT_START) $(OUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END);
$(QUIET_PREFIX) $(GEN_SYM) $(OUTPUTFILE);
$(QUIET_PREFIX) -$(STRIP) $(OUTPUTFILE);
$(QUIET_PREFIX) $(VSIGN) -signvalve $(OUTPUTFILE);
tags:
etags -a -C -o $(SRCROOT)/TAGS *.cpp *.cxx *.h *.hxx

View File

@ -0,0 +1,507 @@
#
# Base makefile for Linux and OSX
#
# !!!!! Note to future editors !!!!!
#
# before you make changes, make sure you grok:
# 1. the difference between =, :=, +=, and ?=
# 2. how and when this base makefile gets included in the generated makefile(s)
# ( see http://www.gnu.org/software/make/manual/make.html#Flavors )
#
# Command line prefixes:
# - errors are ignored
# @ command is not printed to stdout before being executed
# + command is executed even if Make is invoked in "do not exec" mode
OS := $(shell uname)
HOSTNAME := $(shell hostname)
-include $(SRCROOT)/devtools/steam_def.mak
-include $(SRCROOT)/devtools/sourcesdk_def.mak
# To build with clang, set the following in your environment:
# CC = clang
# CXX = clang++
ifeq ($(CFG), release)
# With gcc 4.6.3, engine.so went from 7,383,765 to 8,429,109 when building with -O3.
# There also was no speed difference running at 1280x1024. May 2012, mikesart.
# tonyp: The size increase was likely caused by -finline-functions and -fipa-cp-clone getting switched on with -O3.
# -fno-omit-frame-pointer: need this for stack traces with perf.
OptimizerLevel_CompilerSpecific = -O2 -fno-strict-aliasing -ffast-math -fno-omit-frame-pointer -ftree-vectorize -fpredictive-commoning -funswitch-loops
else
OptimizerLevel_CompilerSpecific = -Og
#-O1 -finline-functions
endif
# CPPFLAGS == "c/c++ *preprocessor* flags" - not "cee-plus-plus flags"
ARCH_FLAGS = -fabi-compat-version=2 -fabi-version=2 -fpic -fno-plt -fcf-protection=none -fno-stack-protector -fno-stack-clash-protection
BUILDING_MULTI_ARCH = 0
CPPFLAGS = $(DEFINES) $(addprefix -I, $(abspath $(INCLUDEDIRS) ))
CFLAGS = $(ARCH_FLAGS) $(CPPFLAGS) $(WARN_FLAGS) -fvisibility=$(SymbolVisibility) $(OptimizerLevel) -pipe $(GCC_ExtraCompilerFlags) -Usprintf -Ustrncpy -UPROTECTED_THINGS_ENABLE
# In -std=gnu++0x mode we get lots of errors about "error: narrowing conversion". -fpermissive
# turns these into warnings in gcc, and -Wno-c++11-narrowing suppresses them entirely in clang 3.1+.
ifeq ($(CXX),clang++)
CXXFLAGS = $(CFLAGS) -std=gnu++0x -Wno-c++11-narrowing -Wno-dangling-else
else
CXXFLAGS = $(CFLAGS) -std=gnu++0x -Wno-narrowing -fpermissive
endif
DEFINES += -DVPROF_LEVEL=1 -DGNUC -DNO_HOOK_MALLOC -DNO_MALLOC_OVERRIDE -D_GLIBCXX_USE_CXX11_ABI=0
LDFLAGS = $(CFLAGS) $(GCC_ExtraLinkerFlags) $(OptimizerLevel) -fuse-ld=gold
GENDEP_CXXFLAGS = -MD -MP -MF $(@:.o=.P)
MAP_FLAGS =
Srv_GAMEOUTPUTFILE =
COPY_DLL_TO_SRV = 0
ifeq ($(STEAM_BRANCH),1)
WARN_FLAGS = -Wall -Wextra -Wshadow -Wno-invalid-offsetof
else
WARN_FLAGS = -Wno-write-strings -Wno-multichar
endif
WARN_FLAGS += -Wno-unknown-pragmas -Wno-unused-parameter -Wno-unused-value -Wno-missing-field-initializers -Wno-sign-compare -Wno-reorder -Wno-invalid-offsetof -Wno-float-equal -Werror=return-type -fdiagnostics-show-option -Wformat -Wformat-security
ifeq ($(OS),Linux)
# We should always specify -Wl,--build-id, as documented at:
# http://linux.die.net/man/1/ld and http://fedoraproject.org/wiki/Releases/FeatureBuildId.http://fedoraproject.org/wiki/Releases/FeatureBuildId
LDFLAGS += -Wl,--build-id
# Set USE_VALVE_BINDIR to build with /Steam/tools/linux in the /valve/bin path.
# Dedicated server uses this.
ifeq ($(USE_VALVE_BINDIR),1)
# dedicated server flags
ifeq ($(TARGET_PLATFORM),linux64)
VALVE_BINDIR = /valve/bin64/
else
VALVE_BINDIR = /valve/bin/
endif
STRIP_FLAGS =
else
# linux desktop client flags
VALVE_BINDIR =
# If the steam-runtime is available, use it. We should just default to using it when
# buildbot and everyone has a bit of time to get it installed.
ifneq "$(wildcard /valve/steam-runtime/bin/)" ""
# The steam-runtime is incompatible with clang at this point, so disable it
# if clang is enabled.
ifneq ($(CXX),clang++)
VALVE_BINDIR = /valve/steam-runtime/bin/
endif
endif
GCC_VER =
# On dedicated servers, some plugins depend on global variable symbols in addition to functions.
# So symbols like _Z16ClearMultiDamagev should show up when you do "nm server_srv.so" in TF2.
STRIP_FLAGS = -x
endif
# nocona = MMX, SSE, SSE2, SSE3
MARCH_TARGET = nocona
MTUNE_TARGET = generic
ifeq ($(CXX),clang++)
# Clang does not support -mfpmath=sse because it uses whatever
# instruction set extensions are available by default.
SSE_GEN_FLAGS = -msse2
else
SSE_GEN_FLAGS = -msse2 -mfpmath=sse
endif
CCACHE := $(SRCROOT)/devtools/bin/linux/ccache
ifeq ($(origin GCC_VER), undefined)
GCC_VER=-4.6
endif
ifeq ($(origin AR), default)
AR = $(VALVE_BINDIR)ar crs
endif
ifeq ($(origin CC),default)
CC = $(CCACHE) $(VALVE_BINDIR)gcc$(GCC_VER)
endif
ifeq ($(origin CXX), default)
CXX = $(CCACHE) $(VALVE_BINDIR)g++$(GCC_VER)
endif
# Support ccache with clang. Add -Qunused-arguments to avoid excessive warnings due to
# a ccache quirk. Could also upgrade ccache.
# http://petereisentraut.blogspot.com/2011/05/ccache-and-clang.html
ifeq ($(CC),clang)
CC = $(CCACHE) $(VALVE_BINDIR)clang -Qunused-arguments
endif
ifeq ($(CXX),clang++)
CXX = $(CCACHE) $(VALVE_BINDIR)clang++ -Qunused-arguments
endif
LINK ?= $(CC)
ifeq ($(TARGET_PLATFORM),linux64)
ARCH_FLAGS += -march=$(MARCH_TARGET) -mtune=$(MTUNE_TARGET)
LD_SO = ld-linux-x86_64.so.2
LIBSTDCXX := $(shell $(CXX) -print-file-name=libstdc++.a)
LIBSTDCXXPIC := $(shell $(CXX) -print-file-name=libstdc++-pic.a)
else
ARCH_FLAGS += -m32 -march=$(MARCH_TARGET) -mtune=$(MTUNE_TARGET)
LD_SO = ld-linux.so.2
LIBSTDCXX := $(shell $(CXX) $(ARCH_FLAGS) -print-file-name=libstdc++.so)
LIBSTDCXXPIC := $(shell $(CXX) $(ARCH_FLAGS) -print-file-name=libstdc++.so)
LDFLAGS += -m32
endif
GEN_SYM ?= $(SRCROOT)/devtools/gendbg.sh
ifeq ($(CFG),release)
STRIP ?= strip $(STRIP_FLAGS) -S
# CFLAGS += -ffunction-sections -fdata-sections
# LDFLAGS += -Wl,--gc-sections -Wl,--print-gc-sections
else
STRIP ?= true
endif
VSIGN ?= true
ifeq ($(SOURCE_SDK), 1)
Srv_GAMEOUTPUTFILE := $(GAMEOUTPUTFILE:.so=_srv.so)
COPY_DLL_TO_SRV := 1
endif
LINK_MAP_FLAGS = -Wl,-Map,$(@:.so=).map
SHLIBLDFLAGS = -shared $(LDFLAGS) -Wl,--no-undefined
_WRAP := -Xlinker --wrap=
PATHWRAP = $(_WRAP)fopen $(_WRAP)freopen $(_WRAP)open $(_WRAP)creat $(_WRAP)access $(_WRAP)__xstat \
$(_WRAP)stat $(_WRAP)lstat $(_WRAP)fopen64 $(_WRAP)open64 $(_WRAP)opendir $(_WRAP)__lxstat \
$(_WRAP)chmod $(_WRAP)chown $(_WRAP)lchown $(_WRAP)symlink $(_WRAP)link $(_WRAP)__lxstat64 \
$(_WRAP)mknod $(_WRAP)utimes $(_WRAP)unlink $(_WRAP)rename $(_WRAP)utime $(_WRAP)__xstat64 \
$(_WRAP)mount $(_WRAP)mkfifo $(_WRAP)mkdir $(_WRAP)rmdir $(_WRAP)scandir $(_WRAP)realpath
LIB_START_EXE = $(PATHWRAP) -static-libgcc -Wl,--start-group
LIB_END_EXE = -Wl,--end-group -lm -ldl $(LIBSTDCXX) -lpthread
LIB_START_SHLIB = $(PATHWRAP) -static-libgcc -Wl,--start-group
LIB_END_SHLIB = -Wl,--end-group $(SRCROOT)/devtools/gcc9+support.o -lm -ldl $(LIBSTDCXXPIC) -lpthread -l:$(LD_SO) -Wl,--version-script=$(SRCROOT)/devtools/version_script.linux.txt
endif
ifeq ($(OS),Darwin)
CCACHE := $(SRCROOT)/devtools/bin/osx32/ccache
MAC_SDK_VER ?= 10.6
MAC_SDK := macosx$(MAC_SDK_VER)
SYSROOT := $(shell xcodebuild -sdk $(MAC_SDK) -version Path)
ifneq ($(origin MAC_SDK_VER), file)
$(warning Attempting build with SDK version $(MAC_SDK_VER), only 10.6 is supported and recommended!)
endif
ifeq ($(SYSROOT),)
FIRSTSDK := $(firstword $(sort $(shell xcodebuild -showsdks | grep macosx | sed 's/.*macosx//')))
$(error Could not find SDK version $(MAC_SDK_VER). Install and configure Xcode 4.3, or build with: make MAC_SDK_VER=$(FIRSTSDK))
endif
ifeq ($(origin CC), default)
# Test to see if you have a compiler in the right place, if you
# don't abort with an error
CLANG := $(shell xcrun -sdk $(MAC_SDK) -find clang)
ifeq ($(wildcard $(CLANG)),)
$(error Unable to find C compiler, install and configure Xcode 4.3)
endif
CC := $(CCACHE) $(CLANG) -Qunused-arguments
endif
ifeq ($(origin CXX), default)
CXXLANG := $(shell xcrun -sdk $(MAC_SDK) -find clang++)
ifeq ($(wildcard $(CXXLANG)),)
$(error Unable to find C++ compiler, install and configure Xcode 4.3)
endif
CXX := $(CCACHE) $(CXXLANG) -Qunused-arguments
endif
LINK ?= $(CXX)
ifeq ($(origin AR), default)
AR := $(shell xcrun -sdk $(MAC_SDK) -find libtool) -static -o
endif
ifeq ($(TARGET_PLATFORM),osx64)
ARCH_FLAGS += -arch x86_64 -m64 -march=core2
else ifeq (,$(findstring -arch x86_64,$(GCC_ExtraCompilerFlags)))
ARCH_FLAGS += -arch i386 -m32 -march=prescott -momit-leaf-frame-pointer -mtune=core2
else
# dirty hack to build a universal binary - don't specify the architecture
ARCH_FLAGS += -arch i386 -Xarch_i386 -march=prescott -Xarch_i386 -mtune=core2 -Xarch_i386 -momit-leaf-frame-pointer -Xarch_x86_64 -march=core2
endif
GEN_SYM ?= $(shell xcrun -sdk $(MAC_SDK) -find dsymutil)
ifeq ($(CFG),release)
STRIP ?= strip -S
else
STRIP ?= true
endif
ifeq ($(SOURCE_SDK), 1)
VSIGN ?= true
else
VSIGN ?= $(SRCROOT)/devtools/bin/vsign
endif
CPPFLAGS += -I$(SYSROOT)/usr/include/malloc
CFLAGS += -isysroot $(SYSROOT) -mmacosx-version-min=10.5 -fasm-blocks
LIB_START_EXE = -lm -ldl -lpthread
LIB_END_EXE =
LIB_START_SHLIB =
LIB_END_SHLIB =
SHLIBLDFLAGS = $(LDFLAGS) -bundle -flat_namespace -undefined suppress -Wl,-dead_strip -Wl,-no_dead_strip_inits_and_terms
ifeq (lib,$(findstring lib,$(GAMEOUTPUTFILE)))
SHLIBLDFLAGS = $(LDFLAGS) -dynamiclib -current_version 1.0 -compatibility_version 1.0 -install_name @rpath/$(basename $(notdir $(GAMEOUTPUTFILE))).dylib $(SystemLibraries) -Wl,-dead_strip -Wl,-no_dead_strip_inits_and_terms
endif
endif
#
# Profile-directed optimizations.
# Note: Last time these were tested 3/5/08, it actually slowed down the server benchmark by 5%!
#
# First, uncomment these, build, and test. It will generate .gcda and .gcno files where the .o files are.
# PROFILE_LINKER_FLAG=-fprofile-arcs
# PROFILE_COMPILER_FLAG=-fprofile-arcs
#
# Then, comment the above flags out again and rebuild with this flag uncommented:
# PROFILE_COMPILER_FLAG=-fprofile-use
#
#############################################################################
# The compiler command lne for each src code file to compile
#############################################################################
OBJ_DIR = ./obj_$(NAME)_$(TARGET_PLATFORM)$(TARGET_PLATFORM_EXT)/$(CFG)
CPP_TO_OBJ = $(CPPFILES:.cpp=.o)
CXX_TO_OBJ = $(CPP_TO_OBJ:.cxx=.o)
CC_TO_OBJ = $(CXX_TO_OBJ:.cc=.o)
MM_TO_OBJ = $(CC_TO_OBJ:.mm=.o)
C_TO_OBJ = $(MM_TO_OBJ:.c=.o)
OBJS = $(addprefix $(OBJ_DIR)/, $(notdir $(C_TO_OBJ)))
ifeq ($(MAKE_VERBOSE),1)
QUIET_PREFIX =
QUIET_ECHO_POSTFIX =
else
QUIET_PREFIX = @
QUIET_ECHO_POSTFIX = > /dev/null
endif
ifeq ($(MAKE_CC_VERBOSE),1)
CC += -v
endif
ifeq ($(CONFTYPE),lib)
LIB_File = $(OUTPUTFILE)
endif
ifeq ($(CONFTYPE),dll)
SO_File = $(OUTPUTFILE)
endif
ifeq ($(CONFTYPE),exe)
EXE_File = $(OUTPUTFILE)
endif
# we generate dependencies as a side-effect of compilation now
GEN_DEP_FILE=
PRE_COMPILE_FILE =
POST_COMPILE_FILE =
ifeq ($(BUILDING_MULTI_ARCH),1)
SINGLE_ARCH_CXXFLAGS=$(subst -arch x86_64,,$(CXXFLAGS))
COMPILE_FILE = \
$(QUIET_PREFIX) \
echo "---- $(lastword $(subst /, ,$<)) as MULTIARCH----";\
mkdir -p $(OBJ_DIR) && \
$(CXX) $(SINGLE_ARCH_CXXFLAGS) $(GENDEP_CXXFLAGS) -o $@ -c $< && \
$(CXX) $(CXXFLAGS) -o $@ -c $<
else
COMPILE_FILE = \
$(QUIET_PREFIX) \
echo "---- $(lastword $(subst /, ,$<)) ----";\
mkdir -p $(OBJ_DIR) && \
$(CXX) $(CXXFLAGS) $(GENDEP_CXXFLAGS) -o $@ -c $<
endif
ifneq "$(origin VALVE_NO_AUTO_P4)" "undefined"
P4_EDIT_START = chmod -R +w
P4_EDIT_END = || true
P4_REVERT_START = true
P4_REVERT_END =
else
ifndef P4_EDIT_CHANGELIST
# You can use an environment variable to specify what changelist to check the Linux Binaries out into. Normally the default
# setting is best, but here is an alternate example:
# export P4_EDIT_CHANGELIST_CMD="echo 1424335"
# ?= means that if P4_EDIT_CHANGELIST_CMD is already set it won't be changed.
P4_EDIT_CHANGELIST_CMD ?= p4 changes -c `p4 client -o | grep ^Client | cut -f 2` -s pending | fgrep 'POSIX Auto Checkout' | cut -d' ' -f 2 | tail -n 1
P4_EDIT_CHANGELIST := $(shell $(P4_EDIT_CHANGELIST_CMD))
endif
ifeq ($(P4_EDIT_CHANGELIST),)
# If we haven't found a changelist to check out to then create one. The name must match the one from a few
# lines above or else a new changelist will be created each time.
# Warning: the behavior of 'echo' is not consistent. In bash you need the "-e" option in order for \n to be
# interpreted as a line-feed, but in dash you do not, and if "-e" is passed along then it is printed, which
# confuses p4. So, if you run this command from the bash shell don't forget to add "-e" to the echo command.
P4_EDIT_CHANGELIST = $(shell echo "Change: new\nDescription: POSIX Auto Checkout" | p4 change -i | cut -f 2 -d ' ')
endif
P4_EDIT_START := for f in
P4_EDIT_END := ; do if [ -n $$f ]; then if [ -d $$f ]; then find $$f -type f -print | p4 -x - edit -c $(P4_EDIT_CHANGELIST); else p4 edit -c $(P4_EDIT_CHANGELIST) $$f; fi; fi; done $(QUIET_ECHO_POSTFIX)
P4_REVERT_START := for f in
P4_REVERT_END := ; do if [ -n $$f ]; then if [ -d $$f ]; then find $$f -type f -print | p4 -x - revert; else p4 revert $$f; fi; fi; done $(QUIET_ECHO_POSTFIX)
endif
ifeq ($(CONFTYPE),dll)
all: $(OTHER_DEPENDENCIES) $(OBJS) $(GAMEOUTPUTFILE)
@echo $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX)
else
all: $(OTHER_DEPENDENCIES) $(OBJS) $(OUTPUTFILE)
@echo $(OUTPUTFILE) $(QUIET_ECHO_POSTFIX)
endif
.PHONY: clean cleantargets cleanandremove rebuild relink RemoveOutputFile SingleFile
rebuild :
$(MAKE) -f $(firstword $(MAKEFILE_LIST)) cleanandremove
$(MAKE) -f $(firstword $(MAKEFILE_LIST))
# Use the relink target to force to relink the project.
relink: RemoveOutputFile all
RemoveOutputFile:
rm -f $(OUTPUTFILE)
# This rule is so you can say "make SingleFile SingleFilename=/home/myname/valve_main/src/engine/language.cpp" and have it only build that file.
# It basically just translates the full filename to create a dependency on the appropriate .o file so it'll build that.
SingleFile : RemoveSingleFile $(OBJ_DIR)/$(basename $(notdir $(SingleFilename))).o
@echo ""
RemoveSingleFile:
$(QUIET_PREFIX) rm -f $(OBJ_DIR)/$(basename $(notdir $(SingleFilename))).o
clean:
ifneq "$(OBJ_DIR)" ""
$(QUIET_PREFIX) echo "rm -rf $(OBJ_DIR)"
$(QUIET_PREFIX) rm -rf $(OBJ_DIR)
endif
ifneq "$(OUTPUTFILE)" ""
$(QUIET_PREFIX) if [ -e $(OUTPUTFILE) ]; then \
echo "p4 revert $(OUTPUTFILE)"; \
$(P4_REVERT_START) $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT) $(P4_REVERT_END); \
fi;
endif
ifneq "$(OTHER_DEPENDENCIES)" ""
$(QUIET_PREFIX) echo "rm -f $(OTHER_DEPENDENCIES)"
$(QUIET_PREFIX) rm -f $(OTHER_DEPENDENCIES)
endif
ifneq "$(GAMEOUTPUTFILE)" ""
$(QUIET_PREFIX) echo "p4 revert $(GAMEOUTPUTFILE)"
$(QUIET_PREFIX) $(P4_REVERT_START) $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_REVERT_END)
endif
# Do the above cleaning, except with p4 edit and rm. Reason being ar crs adds and replaces obj files to the
# archive. However if you've renamed or deleted a source file, $(AR) won't remove it. This can leave
# us with archive files that have extra unused symbols, and also potentially cause compilation errors
# when you rename a file and have many duplicate symbols.
cleanandremove:
ifneq "$(OBJ_DIR)" ""
$(QUIET_PREFIX) echo "rm -rf $(OBJ_DIR)"
$(QUIET_PREFIX) -rm -rf $(OBJ_DIR)
endif
ifneq "$(OUTPUTFILE)" ""
$(QUIET_PREFIX) if [ -e $(OUTPUTFILE) ]; then \
echo "p4 edit and rm -f $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT)"; \
$(P4_EDIT_START) $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END); \
fi;
$(QUIET_PREFIX) -rm -f $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT);
endif
ifneq "$(OTHER_DEPENDENCIES)" ""
$(QUIET_PREFIX) echo "rm -f $(OTHER_DEPENDENCIES)"
$(QUIET_PREFIX) -rm -f $(OTHER_DEPENDENCIES)
endif
ifneq "$(GAMEOUTPUTFILE)" ""
$(QUIET_PREFIX) echo "p4 edit and rm -f $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT)"
$(QUIET_PREFIX) $(P4_EDIT_START) $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END)
$(QUIET_PREFIX) -rm -f $(GAMEOUTPUTFILE)
endif
# This just deletes the final targets so it'll do a relink next time we build.
cleantargets:
$(QUIET_PREFIX) rm -f $(OUTPUTFILE) $(GAMEOUTPUTFILE)
$(LIB_File): $(OTHER_DEPENDENCIES) $(OBJS)
$(QUIET_PREFIX) -$(P4_EDIT_START) $(LIB_File) $(P4_EDIT_END);
$(QUIET_PREFIX) $(AR) $(LIB_File) $(OBJS) $(LIBFILES);
SO_GameOutputFile = $(GAMEOUTPUTFILE)
# Remove the target before installing a file over it; this prevents existing
# instances of the game from crashing due to the overwrite.
$(SO_GameOutputFile): $(SO_File)
$(QUIET_PREFIX) \
$(P4_EDIT_START) $(GAMEOUTPUTFILE) $(P4_EDIT_END) && \
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- COPYING TO $@ [$(CFG)] ----";\
echo "----" $(QUIET_ECHO_POSTFIX);
$(QUIET_PREFIX) -$(P4_EDIT_START) $(GAMEOUTPUTFILE) $(P4_EDIT_END);
$(QUIET_PREFIX) -mkdir -p `dirname $(GAMEOUTPUTFILE)` > /dev/null;
$(QUIET_PREFIX) rm -f $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX);
$(QUIET_PREFIX) cp -v $(OUTPUTFILE) $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX);
$(QUIET_PREFIX) -$(P4_EDIT_START) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END);
$(QUIET_PREFIX) $(GEN_SYM) $(GAMEOUTPUTFILE);
$(QUIET_PREFIX) -$(STRIP) $(GAMEOUTPUTFILE);
$(QUIET_PREFIX) $(VSIGN) -signvalve $(GAMEOUTPUTFILE);
$(QUIET_PREFIX) if [ "$(COPY_DLL_TO_SRV)" = "1" ]; then\
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- COPYING TO $(Srv_GAMEOUTPUTFILE) ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
cp -v $(GAMEOUTPUTFILE) $(Srv_GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX);\
cp -v $(GAMEOUTPUTFILE)$(SYM_EXT) $(Srv_GAMEOUTPUTFILE)$(SYM_EXT) $(QUIET_ECHO_POSTFIX);\
fi;
$(QUIET_PREFIX) if [ "$(IMPORTLIBRARY)" != "" ]; then\
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- COPYING TO IMPORT LIBRARY $(IMPORTLIBRARY) ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
$(P4_EDIT_START) $(IMPORTLIBRARY) $(P4_EDIT_END) && \
mkdir -p `dirname $(IMPORTLIBRARY)` > /dev/null && \
cp -v $(OUTPUTFILE) $(IMPORTLIBRARY); \
fi;
$(SO_File): $(OTHER_DEPENDENCIES) $(OBJS) $(LIBFILENAMES)
$(QUIET_PREFIX) \
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- LINKING $@ [$(CFG)] ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
\
$(LINK) $(LINK_MAP_FLAGS) $(SHLIBLDFLAGS) $(PROFILE_LINKER_FLAG) -o $(OUTPUTFILE) $(LIB_START_SHLIB) $(OBJS) $(LIBFILES) $(SystemLibraries) $(LIB_END_SHLIB);
$(VSIGN) -signvalve $(OUTPUTFILE);
$(EXE_File) : $(OTHER_DEPENDENCIES) $(OBJS) $(LIBFILENAMES)
$(QUIET_PREFIX) \
echo "----" $(QUIET_ECHO_POSTFIX);\
echo "---- LINKING EXE $@ [$(CFG)] ----";\
echo "----" $(QUIET_ECHO_POSTFIX);\
\
$(P4_EDIT_START) $(OUTPUTFILE) $(P4_EDIT_END);\
$(LINK) $(LINK_MAP_FLAGS) $(LDFLAGS) $(PROFILE_LINKER_FLAG) -o $(OUTPUTFILE) $(LIB_START_EXE) $(OBJS) $(LIBFILES) $(SystemLibraries) $(LIB_END_EXE);
$(QUIET_PREFIX) -$(P4_EDIT_START) $(OUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END);
$(QUIET_PREFIX) $(GEN_SYM) $(OUTPUTFILE);
$(QUIET_PREFIX) -$(STRIP) $(OUTPUTFILE);
$(QUIET_PREFIX) $(VSIGN) -signvalve $(OUTPUTFILE);
tags:
etags -a -C -o $(SRCROOT)/TAGS *.cpp *.cxx *.h *.hxx

View File

@ -12,6 +12,9 @@
#include "filesystem_tools.h"
#include "tier1/strtools.h"
#include "utlmap.h"
#ifdef MAPBASE
#include "fmtstr.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -579,6 +582,34 @@ GDclass *GameData::BeginInstanceRemap( const char *pszClassName, const char *psz
return m_InstanceClass;
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Sets up for additional instance remap fixes from Mapbase
//-----------------------------------------------------------------------------
void GameData::SetupInstanceRemapParams( int iStartNodes, int iStartBrushSide, bool bRemapVecLines )
{
// Set the numer of nodes in the level
m_InstanceStartAINodes = iStartNodes;
// If we have a "nodeid" key, set it to ivNodeDest so it's properly recognized
// during AI node remapping
GDinputvariable *var = m_InstanceClass->VarForName( "nodeid" );
if ( var )
{
var->ForceSetType( ivNodeDest );
}
//---------------------------------------------
// Set the number of brush sides in the level
m_InstanceStartSide = iStartBrushSide;
//---------------------------------------------
m_bRemapVecLines = bRemapVecLines;
}
#endif
enum tRemapOperation
{
@ -586,6 +617,13 @@ enum tRemapOperation
REMAP_POSITION,
REMAP_ANGLE,
REMAP_ANGLE_NEGATIVE_PITCH,
#ifdef MAPBASE
// Remaps the node ID for instance/manifest AI node support
REMAP_NODE_ID,
// Remaps brush sides and sidelists
REMAP_SIDES,
#endif
};
@ -624,6 +662,12 @@ bool GameData::RemapKeyValue( const char *pszKey, const char *pszInValue, char *
RemapOperation.Insert( ivOrigin, REMAP_POSITION );
RemapOperation.Insert( ivAxis, REMAP_ANGLE );
RemapOperation.Insert( ivAngleNegativePitch, REMAP_ANGLE_NEGATIVE_PITCH );
#ifdef MAPBASE
RemapOperation.Insert( ivNodeDest, REMAP_NODE_ID );
RemapOperation.Insert( ivSide, REMAP_SIDES );
RemapOperation.Insert( ivSideList, REMAP_SIDES );
RemapOperation.Insert( ivVecLine, REMAP_POSITION );
#endif
}
if ( !m_InstanceClass )
@ -657,6 +701,12 @@ bool GameData::RemapKeyValue( const char *pszKey, const char *pszInValue, char *
case REMAP_POSITION:
{
#ifdef MAPBASE
// Only remap ivVecLine if the keyvalue is enabled
if (KVType == ivVecLine && !m_bRemapVecLines)
break;
#endif
Vector inPoint( 0.0f, 0.0f, 0.0f ), outPoint;
sscanf ( pszInValue, "%f %f %f", &inPoint.x, &inPoint.y, &inPoint.z );
@ -697,6 +747,54 @@ bool GameData::RemapKeyValue( const char *pszKey, const char *pszInValue, char *
sprintf( pszOutValue, "%g", -outAngles.x ); // just the pitch
}
break;
#ifdef MAPBASE
case REMAP_NODE_ID:
{
int value = atoi( pszInValue );
if (value == -1)
break;
//Warning( " %s %s: Remapped %i to %i", m_InstanceClass->GetName(), KVVar->GetName(), value, value + m_InstanceStartAINodes );
value += m_InstanceStartAINodes;
sprintf( pszOutValue, "%i", value );
}
break;
case REMAP_SIDES:
{
CUtlStringList sideList;
V_SplitString( pszInValue, " ", sideList );
// Convert sides
CUtlStringList newSideList;
for (int i = 0; i < sideList.Count(); i++)
{
int iSide = atoi( sideList[i] );
//Warning( " %s %s: Remapped %i to %i", m_InstanceClass->GetName(), KVVar->GetName(), iSide, iSide + m_InstanceStartSide );
iSide += m_InstanceStartSide;
newSideList.AddToTail( const_cast<char*>( CNumStr( iSide ).String() ) );
}
// Initial side
strcpy( pszOutValue, newSideList[0] );
// Start at 1 for subsequent sides
for (int i = 1; i < newSideList.Count(); i++)
{
// Any subsequent sides are spaced
sprintf( pszOutValue, "%s %s", pszOutValue, newSideList[i] );
}
//Warning("Old side list: \"%s\", new side list: \"%s\"\n", pszInValue, pszOutValue);
}
break;
#endif
}
return ( strcmpi( pszInValue, pszOutValue ) != 0 );

View File

@ -14,6 +14,104 @@
#include "c_baseentity.h"
#include "basetypes.h"
#ifdef ASW_PROJECTED_TEXTURES
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_EnvProjectedTexture : public C_BaseEntity
{
DECLARE_CLASS( C_EnvProjectedTexture, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
void SetMaterial( IMaterial *pMaterial );
void SetLightColor( byte r, byte g, byte b, byte a );
void SetSize( float flSize );
void SetRotation( float flRotation );
virtual void OnDataChanged( DataUpdateType_t updateType );
void ShutDownLightHandle( void );
#ifdef MAPBASE
virtual void Simulate();
#else
virtual bool Simulate();
#endif
void UpdateLight( void );
C_EnvProjectedTexture();
~C_EnvProjectedTexture();
static void SetVisibleBBoxMinHeight( float flVisibleBBoxMinHeight ) { m_flVisibleBBoxMinHeight = flVisibleBBoxMinHeight; }
static float GetVisibleBBoxMinHeight( void ) { return m_flVisibleBBoxMinHeight; }
static C_EnvProjectedTexture *Create( );
private:
inline bool IsBBoxVisible( void );
bool IsBBoxVisible( Vector vecExtentsMin,
Vector vecExtentsMax );
ClientShadowHandle_t m_LightHandle;
bool m_bForceUpdate;
EHANDLE m_hTargetEntity;
#ifdef MAPBASE
bool m_bDontFollowTarget;
#endif
bool m_bState;
bool m_bAlwaysUpdate;
float m_flLightFOV;
#ifdef MAPBASE
float m_flLightHorFOV;
#endif
bool m_bEnableShadows;
bool m_bLightOnlyTarget;
bool m_bLightWorld;
bool m_bCameraSpace;
float m_flBrightnessScale;
color32 m_LightColor;
Vector m_CurrentLinearFloatLightColor;
float m_flCurrentLinearFloatLightAlpha;
#ifdef MAPBASE
float m_flCurrentBrightnessScale;
#endif
float m_flColorTransitionTime;
float m_flAmbient;
float m_flNearZ;
float m_flFarZ;
char m_SpotlightTextureName[ MAX_PATH ];
CTextureReference m_SpotlightTexture;
int m_nSpotlightTextureFrame;
int m_nShadowQuality;
#ifdef MAPBASE
float m_flConstantAtten;
float m_flLinearAtten;
float m_flQuadraticAtten;
float m_flShadowAtten;
bool m_bAlwaysDraw;
//bool m_bProjectedTextureVersion;
#endif
Vector m_vecExtentsMin;
Vector m_vecExtentsMax;
static float m_flVisibleBBoxMinHeight;
};
bool C_EnvProjectedTexture::IsBBoxVisible( void )
{
return IsBBoxVisible( GetAbsOrigin() + m_vecExtentsMin, GetAbsOrigin() + m_vecExtentsMax );
}
#else
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
@ -62,4 +160,6 @@ public:
C_EnvProjectedTexture* GetEnvProjectedTextureList();
#endif
#endif // C_ENVPROJECTEDTEXTURE_H

View File

@ -54,6 +54,9 @@
#include "replay/replay_ragdoll.h"
#include "studio_stats.h"
#include "tier1/callqueue.h"
#ifdef MAPBASE
#include "viewrender.h"
#endif
#ifdef TF_CLIENT_DLL
#include "c_tf_player.h"
@ -283,6 +286,31 @@ BEGIN_DATADESC( C_ClientRagdoll )
END_DATADESC()
BEGIN_ENT_SCRIPTDESC( C_BaseAnimating, C_BaseEntity, "Animating models client-side" )
#ifdef MAPBASE_VSCRIPT
DEFINE_SCRIPTFUNC_NAMED( ScriptGetPoseParameter, "GetPoseParameter", "Get the specified pose parameter's value" )
#endif
DEFINE_SCRIPTFUNC_NAMED( ScriptSetPoseParameter, "SetPoseParameter", "Set the specified pose parameter to the specified value" )
DEFINE_SCRIPTFUNC( IsSequenceFinished, "Ask whether the main sequence is done playing" )
#ifdef MAPBASE_VSCRIPT
DEFINE_SCRIPTFUNC( SetBodygroup, "Sets a bodygroup")
DEFINE_SCRIPTFUNC( GetBodygroup, "Gets a bodygroup" )
DEFINE_SCRIPTFUNC( GetBodygroupName, "Gets a bodygroup name" )
DEFINE_SCRIPTFUNC( FindBodygroupByName, "Finds a bodygroup by name" )
DEFINE_SCRIPTFUNC( GetBodygroupCount, "Gets the number of models in a bodygroup" )
DEFINE_SCRIPTFUNC( GetNumBodyGroups, "Gets the number of bodygroups" )
DEFINE_SCRIPTFUNC( GetSequence, "Gets the current sequence" )
DEFINE_SCRIPTFUNC( SetSequence, "Sets the current sequence" )
DEFINE_SCRIPTFUNC( SequenceLoops, "Loops the current sequence" )
DEFINE_SCRIPTFUNC( LookupSequence, "Gets the index of the specified sequence name" )
DEFINE_SCRIPTFUNC( LookupActivity, "Gets the ID of the specified activity name" )
DEFINE_SCRIPTFUNC( GetSequenceName, "Gets the name of the specified sequence index" )
DEFINE_SCRIPTFUNC( GetSequenceActivityName, "Gets the activity name of the specified sequence index" )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetSequenceActivity, "GetSequenceActivity", "Gets the activity ID of the specified sequence index" )
#endif
END_SCRIPTDESC();
C_ClientRagdoll::C_ClientRagdoll( bool bRestoring )
{
m_iCurrentFriction = 0;
@ -1432,6 +1460,27 @@ float C_BaseAnimating::ClampCycle( float flCycle, bool isLooping )
return flCycle;
}
#ifdef MAPBASE_VSCRIPT
float C_BaseAnimating::ScriptGetPoseParameter( const char* szName )
{
CStudioHdr* pHdr = GetModelPtr();
if (pHdr == NULL)
return 0.0f;
int iPoseParam = LookupPoseParameter( pHdr, szName );
return GetPoseParameter( iPoseParam );
}
#endif
void C_BaseAnimating::ScriptSetPoseParameter(const char* szName, float fValue)
{
CStudioHdr* pHdr = GetModelPtr();
if (pHdr == NULL)
return;
int iPoseParam = LookupPoseParameter(pHdr, szName);
SetPoseParameter(pHdr, iPoseParam, fValue);
}
void C_BaseAnimating::GetCachedBoneMatrix( int boneIndex, matrix3x4_t &out )
{
@ -3137,6 +3186,17 @@ int C_BaseAnimating::DrawModel( int flags )
int drawn = 0;
#ifdef MAPBASE
if (m_iViewHideFlags > 0)
{
// Hide this entity if it's not supposed to be drawn in this view.
if (m_iViewHideFlags & (1 << CurrentViewID()))
{
return 0;
}
}
#endif
#ifdef TF_CLIENT_DLL
ValidateModelIndex();
#endif
@ -3604,7 +3664,7 @@ bool C_BaseAnimating::DispatchMuzzleEffect( const char *options, bool isFirstPer
int weaponType = 0;
// Get the first parameter
p = nexttoken( token, p, ' ' );
p = nexttoken( token, p, ' ' , sizeof(token) );
// Find the weapon type
if ( token[0] )
@ -3648,7 +3708,7 @@ bool C_BaseAnimating::DispatchMuzzleEffect( const char *options, bool isFirstPer
}
// Get the second parameter
p = nexttoken( token, p, ' ' );
p = nexttoken( token, p, ' ' , sizeof(token) );
int attachmentIndex = -1;
@ -3759,7 +3819,7 @@ void C_BaseAnimating::FireEvent( const Vector& origin, const QAngle& angles, int
// Get the particle effect name
const char *p = options;
p = nexttoken(token, p, ' ');
p = nexttoken(token, p, ' ', sizeof(token));
const char* mtoken = ModifyEventParticles( token );
if ( !mtoken || mtoken[0] == '\0' )
@ -3767,7 +3827,7 @@ void C_BaseAnimating::FireEvent( const Vector& origin, const QAngle& angles, int
Q_strncpy( szParticleEffect, mtoken, sizeof(szParticleEffect) );
// Get the attachment type
p = nexttoken(token, p, ' ');
p = nexttoken(token, p, ' ', sizeof(token));
iAttachType = GetAttachTypeFromString( token );
if ( iAttachType == -1 )
@ -3777,7 +3837,7 @@ void C_BaseAnimating::FireEvent( const Vector& origin, const QAngle& angles, int
}
// Get the attachment point index
p = nexttoken(token, p, ' ');
p = nexttoken(token, p, ' ', sizeof(token));
if ( token[0] )
{
iAttachment = atoi(token);
@ -3897,18 +3957,33 @@ void C_BaseAnimating::FireEvent( const Vector& origin, const QAngle& angles, int
// Eject brass
case CL_EVENT_EJECTBRASS1:
if ( m_Attachments.Count() > 0 )
{
if ( MainViewOrigin().DistToSqr( GetAbsOrigin() ) < (256 * 256) )
// Check if we're a weapon, if we belong to the local player, and if the local player is in third person - if all are true, don't do a muzzleflash in this instance, because
// we're using the view models dispatch for smoothness.
if ( dynamic_cast< C_BaseCombatWeapon *>(this) != NULL )
{
Vector attachOrigin;
QAngle attachAngles;
if( GetAttachment( 2, attachOrigin, attachAngles ) )
C_BaseCombatWeapon *pWeapon = dynamic_cast< C_BaseCombatWeapon *>(this);
if ( pWeapon && pWeapon->GetOwner() == C_BasePlayer::GetLocalPlayer() && ::input->CAM_IsThirdPerson() )
break;
}
if ( ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() ) )
break;
if ( m_Attachments.Count() > 0 )
{
if ( MainViewOrigin().DistToSqr( GetAbsOrigin() ) < (256 * 256) )
{
tempents->EjectBrass( attachOrigin, attachAngles, GetAbsAngles(), atoi( options ) );
Vector attachOrigin;
QAngle attachAngles;
if( GetAttachment( 2, attachOrigin, attachAngles ) )
{
tempents->EjectBrass( attachOrigin, attachAngles, GetAbsAngles(), atoi( options ) );
}
}
}
break;
}
break;
@ -3922,6 +3997,36 @@ void C_BaseAnimating::FireEvent( const Vector& origin, const QAngle& angles, int
case AE_NPC_MUZZLEFLASH:
{
// Send out the effect for an NPC
#if defined ( HL2MP ) || defined ( SDK_DLL ) // works for the modified CSS weapons included in the new template sdk.
// HL2MP - Make third person muzzleflashes as reliable as the first person ones
// while in third person the view model dispatches the muzzleflash event - note: the weapon models dispatch them too, but not frequently.
if ( IsViewModel() )
{
C_BasePlayer *pPlayer = ToBasePlayer( dynamic_cast<C_BaseViewModel *>(this)->GetOwner() );
if ( pPlayer && pPlayer == C_BasePlayer::GetLocalPlayer())
{
if ( ::input->CAM_IsThirdPerson() )
{
// Dispatch on the weapon - the player model doesn't have the attachments in hl2mp.
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( !pWeapon )
break;
pWeapon->DispatchMuzzleEffect( options, false );
break;
}
}
}
// Check if we're a weapon, if we belong to the local player, and if the local player is in third person - if all are true, don't do a muzzleflash in this instance, because
// we're using the view models dispatch for smoothness.
if ( dynamic_cast< C_BaseCombatWeapon *>(this) != NULL )
{
C_BaseCombatWeapon *pWeapon = dynamic_cast< C_BaseCombatWeapon *>(this);
if ( pWeapon && pWeapon->GetOwner() == C_BasePlayer::GetLocalPlayer() && ::input->CAM_IsThirdPerson() )
break;
}
#endif
DispatchMuzzleEffect( options, false );
break;
}
@ -3981,11 +4086,11 @@ void C_BaseAnimating::FireEvent( const Vector& origin, const QAngle& angles, int
const char *p = options;
// Bodygroup Name
p = nexttoken(token, p, ' ');
p = nexttoken(token, p, ' ', sizeof(token));
Q_strncpy( szBodygroupName, token, sizeof(szBodygroupName) );
// Get the desired value
p = nexttoken(token, p, ' ');
p = nexttoken(token, p, ' ', sizeof(token));
value = token[0] ? atoi( token ) : 0;
int index = FindBodygroupByName( szBodygroupName );
@ -4022,13 +4127,13 @@ void C_BaseAnimating::FireObsoleteEvent( const Vector& origin, const QAngle& ang
const char *p = options;
p = nexttoken(token, p, ' ');
p = nexttoken(token, p, ' ', sizeof(token));
Q_strncpy( effectFunc, token, sizeof(effectFunc) );
p = nexttoken(token, p, ' ');
p = nexttoken(token, p, ' ', sizeof(token));
iAttachment = token[0] ? atoi(token) : -1;
p = nexttoken(token, p, ' ');
p = nexttoken(token, p, ' ', sizeof(token));
iParam = token[0] ? atoi(token) : 0;
if ( iAttachment != -1 && m_Attachments.Count() >= iAttachment )
@ -4667,6 +4772,14 @@ C_BaseAnimating *C_BaseAnimating::CreateRagdollCopy()
pRagdoll->m_nForceBone = m_nForceBone;
pRagdoll->SetNextClientThink( CLIENT_THINK_ALWAYS );
#ifdef MAPBASE
pRagdoll->m_iViewHideFlags = m_iViewHideFlags;
pRagdoll->m_fadeMinDist = m_fadeMinDist;
pRagdoll->m_fadeMaxDist = m_fadeMaxDist;
pRagdoll->m_flFadeScale = m_flFadeScale;
#endif
pRagdoll->SetModelName( AllocPooledString(pModelName) );
pRagdoll->SetModelScale( GetModelScale() );
return pRagdoll;

View File

@ -95,6 +95,7 @@ public:
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
DECLARE_ENT_SCRIPTDESC();
enum
{
@ -163,6 +164,13 @@ public:
virtual void FireObsoleteEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
virtual const char* ModifyEventParticles( const char* token ) { return token; }
#if defined ( SDK_DLL ) || defined ( HL2MP )
virtual void ResetEventsParity() { m_nPrevResetEventsParity = -1; } // used to force animation events to function on players so the muzzleflashes and other events occur
// so new functions don't have to be made to parse the models like CSS does in ProcessMuzzleFlashEvent
// allows the multiplayer world weapon models to declare the muzzleflashes, and other effects like sp
// without the need to script it and add extra parsing code.
#endif
// Parses and distributes muzzle flash events
virtual bool DispatchMuzzleEffect( const char *options, bool isFirstPerson );
@ -447,6 +455,10 @@ public:
virtual bool IsViewModel() const;
virtual void UpdateOnRemove( void );
#ifdef MAPBASE_VSCRIPT
float ScriptGetPoseParameter(const char* szName);
#endif
void ScriptSetPoseParameter(const char* szName, float fValue);
protected:
// View models scale their attachment positions to account for FOV. To get the unmodified
// attachment position (like if you're rendering something else during the view model's DrawModel call),
@ -465,6 +477,10 @@ protected:
virtual bool CalcAttachments();
#ifdef MAPBASE_VSCRIPT
int ScriptGetSequenceActivity( int iSequence ) { return GetSequenceActivity( iSequence ); }
#endif
private:
// This method should return true if the bones have changed + SetupBones needs to be called
virtual float LastBoneChangedTime() { return FLT_MAX; }

View File

@ -16,6 +16,9 @@
#include "tier1/KeyValues.h"
#include "toolframework/itoolframework.h"
#include "toolframework_client.h"
#ifdef MAPBASE
#include "viewrender.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -82,6 +85,24 @@ static inline bool ShouldDrawLocalPlayerViewModel( void )
{
#if defined( PORTAL )
return false;
#elif MAPBASE
// We shouldn't draw the viewmodel externally.
C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
if (localplayer)
{
if (localplayer->m_bDrawPlayerModelExternally)
{
// If this isn't the main view, draw the weapon.
view_id_t viewID = CurrentViewID();
if (viewID != VIEW_MAIN && viewID != VIEW_INTRO_CAMERA)
return false;
}
// Since we already have the local player, check its own ShouldDrawThisPlayer() to avoid extra checks
return !localplayer->ShouldDrawThisPlayer();
}
else
return false;
#else
return !C_BasePlayer::ShouldDrawLocalPlayer();
#endif
@ -156,11 +177,8 @@ void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
}
else // weapon carried by other player or not at all
{
int overrideModelIndex = CalcOverrideModelIndex();
if( overrideModelIndex != -1 && overrideModelIndex != GetModelIndex() )
{
SetModelIndex( overrideModelIndex );
}
// See comment below
EnsureCorrectRenderingModel();
}
if ( updateType == DATA_UPDATE_CREATED )
@ -435,6 +453,12 @@ bool C_BaseCombatWeapon::ShouldDraw( void )
if ( !ShouldDrawLocalPlayerViewModel() )
return true;
#ifdef MAPBASE
// We're drawing this in non-main views, handle it in DrawModel()
if ( pLocalPlayer->m_bDrawPlayerModelExternally )
return true;
#endif
// don't draw active weapon if not in some kind of 3rd person mode, the viewmodel will do that
return false;
}
@ -483,6 +507,16 @@ int C_BaseCombatWeapon::DrawModel( int flags )
if ( localplayer && localplayer->IsObserver() && GetOwner() )
{
#ifdef MAPBASE
if (localplayer->m_bDrawPlayerModelExternally)
{
// If this isn't the main view, draw the weapon.
view_id_t viewID = CurrentViewID();
if (viewID != VIEW_MAIN && viewID != VIEW_INTRO_CAMERA)
return BaseClass::DrawModel( flags );
}
#endif
// don't draw weapon if chasing this guy as spectator
// we don't check that in ShouldDraw() since this may change
// without notification
@ -517,6 +551,35 @@ int C_BaseCombatWeapon::CalcOverrideModelIndex()
}
}
//-----------------------------------------------------------------------------
// If the local player is visible (thirdperson mode, tf2 taunts, etc., then make sure that we are using the
// w_ (world) model not the v_ (view) model or else the model can flicker, etc.
// Otherwise, if we're not the local player, always use the world model
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::EnsureCorrectRenderingModel()
{
C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
if ( localplayer &&
localplayer == GetOwner() &&
!ShouldDrawUsingViewModel() )
{
return;
}
// BRJ 10/14/02
// FIXME: Remove when Yahn's client-side prediction is done
// It's a hacky workaround for the model indices fighting
// (GetRenderBounds uses the model index, which is for the view model)
SetModelIndex( GetWorldModelIndex() );
// Validate our current sequence just in case ( in theory the view and weapon models should have the same sequences for sequences that overlap at least )
CStudioHdr *pStudioHdr = GetModelPtr();
if ( pStudioHdr &&
GetSequence() >= pStudioHdr->GetNumSeq() )
{
SetSequence( 0 );
}
}
//-----------------------------------------------------------------------------
// tool recording

View File

@ -40,6 +40,14 @@
#include "cdll_bounded_cvars.h"
#include "inetchannelinfo.h"
#include "proto_version.h"
#ifdef MAPBASE
#include "viewrender.h"
#endif
#ifdef MAPBASE_VSCRIPT
#include "vscript_client.h"
#endif
#include "gamestringpool.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -420,6 +428,52 @@ BEGIN_RECV_TABLE_NOBASE( C_BaseEntity, DT_AnimTimeMustBeFirst )
RecvPropInt( RECVINFO(m_flAnimTime), 0, RecvProxy_AnimTime ),
END_RECV_TABLE()
BEGIN_ENT_SCRIPTDESC_ROOT( C_BaseEntity, "Root class of all client-side entities" )
DEFINE_SCRIPTFUNC_NAMED( GetAbsOrigin, "GetOrigin", "" )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetForward, "GetForwardVector", "Get the forward vector of the entity" )
#ifdef MAPBASE_VSCRIPT
DEFINE_SCRIPTFUNC_NAMED( ScriptGetRight, "GetRightVector", "Get the right vector of the entity" )
DEFINE_SCRIPTFUNC_NAMED( GetTeamNumber, "GetTeam", "Gets this entity's team" )
#endif
DEFINE_SCRIPTFUNC_NAMED( ScriptGetLeft, "GetLeftVector", SCRIPT_HIDE )
DEFINE_SCRIPTFUNC_NAMED( GetTeamNumber, "GetTeamNumber", SCRIPT_HIDE )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetUp, "GetUpVector", "Get the up vector of the entity" )
#ifdef MAPBASE_VSCRIPT
DEFINE_SCRIPTFUNC( ValidateScriptScope, "Ensure that an entity's script scope has been created" )
DEFINE_SCRIPTFUNC( GetScriptScope, "Retrieve the script-side data associated with an entity" )
DEFINE_SCRIPTFUNC( GetHealth, "" )
DEFINE_SCRIPTFUNC( GetMaxHealth, "" )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetModelName, "GetModelName", "Returns the name of the model" )
DEFINE_SCRIPTFUNC_NAMED( ScriptEmitSound, "EmitSound", "Plays a sound from this entity." )
DEFINE_SCRIPTFUNC_NAMED( VScriptPrecacheScriptSound, "PrecacheSoundScript", "Precache a sound for later playing." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSoundDuration, "GetSoundDuration", "Returns float duration of the sound. Takes soundname and optional actormodelname." )
DEFINE_SCRIPTFUNC( GetClassname, "" )
DEFINE_SCRIPTFUNC_NAMED( GetEntityName, "GetName", "" )
DEFINE_SCRIPTFUNC_NAMED( WorldSpaceCenter, "GetCenter", "Get vector to center of object - absolute coords" )
DEFINE_SCRIPTFUNC_NAMED( ScriptEyePosition, "EyePosition", "Get vector to eye position - absolute coords" )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetAngles, "GetAngles", "Get entity pitch, yaw, roll as a vector" )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetBoundingMins, "GetBoundingMins", "Get a vector containing min bounds, centered on object" )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetBoundingMaxs, "GetBoundingMaxs", "Get a vector containing max bounds, centered on object" )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetMoveParent, "GetMoveParent", "If in hierarchy, retrieves the entity's parent" )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetRootMoveParent, "GetRootMoveParent", "If in hierarchy, walks up the hierarchy to find the root parent" )
DEFINE_SCRIPTFUNC_NAMED( ScriptFirstMoveChild, "FirstMoveChild", "" )
DEFINE_SCRIPTFUNC_NAMED( ScriptNextMovePeer, "NextMovePeer", "" )
DEFINE_SCRIPTFUNC( GetEffects, "Get effects" )
DEFINE_SCRIPTFUNC( IsEffectActive, "Check if an effect is active" )
DEFINE_SCRIPTFUNC_NAMED( GetEntityIndex, "entindex", "" )
#endif
END_SCRIPTDESC();
#ifndef NO_ENTITY_PREDICTION
BEGIN_RECV_TABLE_NOBASE( C_BaseEntity, DT_PredictableId )
@ -451,6 +505,9 @@ BEGIN_RECV_TABLE_NOBASE(C_BaseEntity, DT_BaseEntity)
RecvPropInt(RECVINFO(m_nRenderMode)),
RecvPropInt(RECVINFO(m_nRenderFX)),
RecvPropInt(RECVINFO(m_clrRender)),
#ifdef MAPBASE
RecvPropInt(RECVINFO(m_iViewHideFlags)),
#endif
RecvPropInt(RECVINFO(m_iTeamNum)),
RecvPropInt(RECVINFO(m_CollisionGroup)),
RecvPropFloat(RECVINFO(m_flElasticity)),
@ -460,6 +517,8 @@ BEGIN_RECV_TABLE_NOBASE(C_BaseEntity, DT_BaseEntity)
RecvPropInt( RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent ),
RecvPropInt( RECVINFO( m_iParentAttachment ) ),
RecvPropString(RECVINFO(m_iName)),
RecvPropInt( "movetype", 0, SIZEOF_IGNORE, 0, RecvProxy_MoveType ),
RecvPropInt( "movecollide", 0, SIZEOF_IGNORE, 0, RecvProxy_MoveCollide ),
RecvPropDataTable( RECVINFO_DT( m_Collision ), 0, &REFERENCE_RECV_TABLE(DT_CollisionProperty) ),
@ -1094,6 +1153,8 @@ bool C_BaseEntity::Init( int entnum, int iSerialNum )
m_nCreationTick = gpGlobals->tickcount;
m_hScriptInstance = NULL;
return true;
}
@ -1171,6 +1232,7 @@ void C_BaseEntity::Term()
g_Predictables.RemoveFromPredictablesList( GetClientHandle() );
}
// If it's play simulated, remove from simulation list if the player still exists...
if ( IsPlayerSimulated() && C_BasePlayer::GetLocalPlayer() )
{
@ -1207,6 +1269,12 @@ void C_BaseEntity::Term()
RemoveFromLeafSystem();
RemoveFromAimEntsList();
if ( m_hScriptInstance )
{
g_pScriptVM->RemoveInstance( m_hScriptInstance );
m_hScriptInstance = NULL;
}
}
@ -1977,6 +2045,17 @@ int C_BaseEntity::DrawModel( int flags )
return drawn;
}
#ifdef MAPBASE
if (m_iViewHideFlags > 0)
{
// Hide this entity if it's not supposed to be drawn in this view.
if (m_iViewHideFlags & (1 << CurrentViewID()))
{
return 0;
}
}
#endif
int modelType = modelinfo->GetModelType( model );
switch ( modelType )
{
@ -6447,6 +6526,187 @@ int C_BaseEntity::GetCreationTick() const
return m_nCreationTick;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
HSCRIPT C_BaseEntity::GetScriptInstance()
{
if (!m_hScriptInstance)
{
if (m_iszScriptId == NULL_STRING)
{
char* szName = (char*)stackalloc(1024);
g_pScriptVM->GenerateUniqueKey((m_iName != NULL_STRING) ? STRING(GetEntityName()) : GetClassname(), szName, 1024);
m_iszScriptId = AllocPooledString(szName);
}
m_hScriptInstance = g_pScriptVM->RegisterInstance(GetScriptDesc(), this);
g_pScriptVM->SetInstanceUniqeId(m_hScriptInstance, STRING(m_iszScriptId));
}
return m_hScriptInstance;
}
#ifdef MAPBASE_VSCRIPT
//-----------------------------------------------------------------------------
// Using my edict, cook up a unique VScript scope that's private to me, and
// persistent.
//-----------------------------------------------------------------------------
bool C_BaseEntity::ValidateScriptScope()
{
if (!m_ScriptScope.IsInitialized())
{
if (scriptmanager == NULL)
{
ExecuteOnce(DevMsg("Cannot execute script because scripting is disabled (-scripting)\n"));
return false;
}
if (g_pScriptVM == NULL)
{
ExecuteOnce(DevMsg(" Cannot execute script because there is no available VM\n"));
return false;
}
// Force instance creation
GetScriptInstance();
EHANDLE hThis;
hThis.Set(this);
bool bResult = m_ScriptScope.Init(STRING(m_iszScriptId));
if (!bResult)
{
DevMsg("%s couldn't create ScriptScope!\n", GetDebugName());
return false;
}
g_pScriptVM->SetValue(m_ScriptScope, "self", GetScriptInstance());
}
return true;
}
//-----------------------------------------------------------------------------
// Returns true if the function was located and called. false otherwise.
// NOTE: Assumes the function takes no parameters at the moment.
//-----------------------------------------------------------------------------
bool C_BaseEntity::CallScriptFunction( const char* pFunctionName, ScriptVariant_t* pFunctionReturn )
{
if (!ValidateScriptScope())
{
DevMsg("\n***\nFAILED to create private ScriptScope. ABORTING script\n***\n");
return false;
}
HSCRIPT hFunc = m_ScriptScope.LookupFunction(pFunctionName);
if (hFunc)
{
m_ScriptScope.Call(hFunc, pFunctionReturn);
m_ScriptScope.ReleaseFunction(hFunc);
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Gets a function handle
//-----------------------------------------------------------------------------
HSCRIPT C_BaseEntity::LookupScriptFunction( const char* pFunctionName )
{
if (!m_ScriptScope.IsInitialized())
{
return NULL;
}
return m_ScriptScope.LookupFunction(pFunctionName);
}
//-----------------------------------------------------------------------------
// Calls and releases a function handle (ASSUMES SCRIPT SCOPE AND FUNCTION ARE VALID!)
//-----------------------------------------------------------------------------
bool C_BaseEntity::CallScriptFunctionHandle( HSCRIPT hFunc, ScriptVariant_t* pFunctionReturn )
{
m_ScriptScope.Call(hFunc, pFunctionReturn);
m_ScriptScope.ReleaseFunction(hFunc);
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Load, compile, and run a script file from disk.
// Input : *pScriptFile - The filename of the script file.
// bUseRootScope - If true, runs this script in the root scope, not
// in this entity's private scope.
//-----------------------------------------------------------------------------
bool C_BaseEntity::RunScriptFile( const char* pScriptFile, bool bUseRootScope )
{
if (!ValidateScriptScope())
{
DevMsg("\n***\nFAILED to create private ScriptScope. ABORTING script\n***\n");
return false;
}
if (bUseRootScope)
{
return VScriptRunScript(pScriptFile);
}
else
{
return VScriptRunScript(pScriptFile, m_ScriptScope, true);
}
}
//-----------------------------------------------------------------------------
// Purpose: Compile and execute a discrete string of script source code
// Input : *pScriptText - A string containing script code to compile and run
//-----------------------------------------------------------------------------
bool C_BaseEntity::RunScript( const char* pScriptText, const char* pDebugFilename )
{
if (!ValidateScriptScope())
{
DevMsg("\n***\nFAILED to create private ScriptScope. ABORTING script\n***\n");
return false;
}
if (m_ScriptScope.Run(pScriptText, pDebugFilename) == SCRIPT_ERROR)
{
DevWarning(" Entity %s encountered an error in RunScript()\n", GetDebugName());
}
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
HSCRIPT C_BaseEntity::ScriptGetMoveParent( void )
{
return ToHScript( GetMoveParent() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
HSCRIPT C_BaseEntity::ScriptGetRootMoveParent()
{
return ToHScript( GetRootMoveParent() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
HSCRIPT C_BaseEntity::ScriptFirstMoveChild( void )
{
return ToHScript( FirstMoveChild() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
HSCRIPT C_BaseEntity::ScriptNextMovePeer( void )
{
return ToHScript( NextMovePeer() );
}
#endif
//------------------------------------------------------------------------------
void CC_CL_Find_Ent( const CCommand& args )
{

View File

@ -36,6 +36,9 @@
#include "toolframework/itoolentity.h"
#include "tier0/threadtools.h"
#include "vscript/ivscript.h"
#include "vscript_shared.h"
class C_Team;
class IPhysicsObject;
class IClientVehicle;
@ -184,6 +187,8 @@ public:
DECLARE_DATADESC();
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
// script description
DECLARE_ENT_SCRIPTDESC();
C_BaseEntity();
virtual ~C_BaseEntity();
@ -257,6 +262,28 @@ public:
string_t m_iClassname;
#ifdef MAPBASE_VSCRIPT
// VSCRIPT
bool ValidateScriptScope();
bool CallScriptFunction( const char* pFunctionName, ScriptVariant_t* pFunctionReturn );
HSCRIPT GetScriptScope() { return m_ScriptScope; }
HSCRIPT LookupScriptFunction(const char* pFunctionName);
bool CallScriptFunctionHandle(HSCRIPT hFunc, ScriptVariant_t* pFunctionReturn);
bool RunScriptFile( const char* pScriptFile, bool bUseRootScope = false );
bool RunScript( const char* pScriptText, const char* pDebugFilename = "C_BaseEntity::RunScript" );
#endif
HSCRIPT GetScriptInstance();
HSCRIPT m_hScriptInstance;
string_t m_iszScriptId;
#ifdef MAPBASE_VSCRIPT
CScriptScope m_ScriptScope;
#endif
// IClientUnknown overrides.
public:
@ -358,6 +385,11 @@ public:
bool IsMarkedForDeletion( void );
virtual int entindex( void ) const;
#ifdef MAPBASE_VSCRIPT
// "I don't know why but wrapping entindex() works, while calling it directly crashes."
inline int C_BaseEntity::GetEntityIndex() const { return entindex(); }
#endif
// This works for client-only entities and returns the GetEntryIndex() of the entity's handle,
// so the sound system can get an IClientEntity from it.
@ -862,6 +894,7 @@ public:
void SetSize( const Vector &vecMin, const Vector &vecMax ); // UTIL_SetSize( pev, mins, maxs );
char const *GetClassname( void );
char const *GetDebugName( void );
virtual const char *GetPlayerName() const { return NULL; }
static int PrecacheModel( const char *name );
static bool PrecacheSound( const char *name );
static void PrefetchSound( const char *name );
@ -1004,6 +1037,7 @@ public:
/////////////////
virtual bool IsPlayer( void ) const { return false; };
virtual bool IsBot( void ) const { return ((GetFlags() & FL_FAKECLIENT) == FL_FAKECLIENT) ? true : false; }
virtual bool IsBaseCombatCharacter( void ) { return false; };
virtual C_BaseCombatCharacter *MyCombatCharacterPointer( void ) { return NULL; }
virtual bool IsNPC( void ) { return false; }
@ -1021,6 +1055,11 @@ public:
virtual Vector EyePosition( void );
virtual const QAngle& EyeAngles( void ); // Direction of eyes
virtual const QAngle& LocalEyeAngles( void ); // Direction of eyes in local space (pl.v_angle)
#ifdef MAPBASE
// Created for script_intro and info_player_view_proxy
virtual void GetEyePosition( Vector &vecOrigin, QAngle &angAngles ) { vecOrigin = EyePosition(); angAngles = EyeAngles(); }
#endif
// position of ears
virtual Vector EarPosition( void );
@ -1118,6 +1157,34 @@ public:
virtual int GetBody() { return 0; }
virtual int GetSkin() { return 0; }
const Vector& ScriptGetForward(void) { static Vector vecForward; GetVectors(&vecForward, NULL, NULL); return vecForward; }
#ifdef MAPBASE_VSCRIPT
const Vector& ScriptGetRight(void) { static Vector vecRight; GetVectors(NULL, &vecRight, NULL); return vecRight; }
#endif
const Vector& ScriptGetLeft(void) { static Vector vecRight; GetVectors(NULL, &vecRight, NULL); return vecRight; }
const Vector& ScriptGetUp(void) { static Vector vecUp; GetVectors(NULL, NULL, &vecUp); return vecUp; }
#ifdef MAPBASE_VSCRIPT
const char* ScriptGetModelName( void ) const { return STRING(GetModelName()); }
void ScriptEmitSound(const char* soundname);
float ScriptSoundDuration(const char* soundname, const char* actormodel);
void VScriptPrecacheScriptSound(const char* soundname);
const Vector& ScriptEyePosition(void) { static Vector vec; vec = EyePosition(); return vec; }
const Vector& ScriptGetAngles(void) { static Vector vec; QAngle qa = GetAbsAngles(); vec.x = qa.x; vec.y = qa.y; vec.z = qa.z; return vec; }
const Vector& ScriptGetBoundingMins( void ) { return m_Collision.OBBMins(); }
const Vector& ScriptGetBoundingMaxs( void ) { return m_Collision.OBBMaxs(); }
HSCRIPT ScriptGetMoveParent( void );
HSCRIPT ScriptGetRootMoveParent();
HSCRIPT ScriptFirstMoveChild( void );
HSCRIPT ScriptNextMovePeer( void );
#endif
// Stubs on client
void NetworkStateManualMode( bool activate ) { }
void NetworkStateChanged() { }
@ -1275,6 +1342,7 @@ public:
void SetRenderMode( RenderMode_t nRenderMode, bool bForceUpdate = false );
RenderMode_t GetRenderMode() const;
const char* GetEntityName();
public:
// Determine what entity this corresponds to
@ -1289,6 +1357,10 @@ public:
CNetworkColor32( m_clrRender );
#ifdef MAPBASE
int m_iViewHideFlags;
#endif
private:
// Model for rendering
@ -1656,6 +1728,8 @@ private:
// The owner!
EHANDLE m_hOwnerEntity;
EHANDLE m_hEffectEntity;
char m_iName[MAX_PATH];
// This is a random seed used by the networking code to allow client - side prediction code
// randon number generators to spit out the same random numbers on both sides for a particular
@ -2211,6 +2285,12 @@ inline bool C_BaseEntity::ShouldRecordInTools() const
#endif
}
inline const char *C_BaseEntity::GetEntityName()
{
return m_iName;
}
C_BaseEntity *CreateEntityByName( const char *className );
#endif // C_BASEENTITY_H

View File

@ -1149,7 +1149,9 @@ void C_BaseFlex::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightC
{
// hack in an initialization
LinkToGlobalFlexControllers( GetModelPtr() );
#ifndef MAPBASE
m_iBlink = AddGlobalFlexController( "UH" );
#endif
if ( SetupGlobalWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights ) )
{
@ -1478,7 +1480,7 @@ bool C_BaseFlex::ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool can
// expression -
// duration -
//-----------------------------------------------------------------------------
void C_BaseFlex::AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, CBaseEntity *pTarget, bool bClientSide )
void C_BaseFlex::AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, CBaseEntity *pTarget, bool bClientSide, C_SceneEntity* pSceneEntity)
{
if ( !scene || !event )
{
@ -1503,6 +1505,7 @@ void C_BaseFlex::AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, CBaseE
info.m_hTarget = pTarget;
info.m_bStarted = false;
info.m_bClientSide = bClientSide;
info.m_hSceneEntity = pSceneEntity;
if (StartSceneEvent( &info, scene, event, actor, pTarget ))
{

View File

@ -214,7 +214,7 @@ public:
virtual bool ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled );
// Add the event to the queue for this actor
void AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, C_BaseEntity *pTarget = NULL, bool bClientSide = false );
void AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, C_BaseEntity *pTarget = NULL, bool bClientSide = false, C_SceneEntity* pSceneEntity = NULL);
// Remove the event from the queue for this actor
void RemoveSceneEvent( CChoreoScene *scene, CChoreoEvent *event, bool fastKill );

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,460 @@
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client handler for instruction players how to play
//
//=============================================================================//
#ifndef _C_BASELESSON_H_
#define _C_BASELESSON_H_
#include "GameEventListener.h"
#include "hud_locator_target.h"
#define DECLARE_LESSON( _lessonClassName, _baseLessonClassName ) \
typedef _baseLessonClassName BaseClass;\
typedef _lessonClassName ThisClass;\
_lessonClassName( const char *pchName, bool bIsDefaultHolder, bool bIsOpenOpportunity )\
: _baseLessonClassName( pchName, bIsDefaultHolder, bIsOpenOpportunity )\
{\
Init();\
}
enum LessonInstanceType
{
LESSON_INSTANCE_MULTIPLE,
LESSON_INSTANCE_SINGLE_OPEN,
LESSON_INSTANCE_FIXED_REPLACE,
LESSON_INSTANCE_SINGLE_ACTIVE,
LESSON_INSTANCE_TYPE_TOTAL
};
// This is used to solve a problem where bots can take the place of a player, where on or the other don't have valid entities on the client at the same time
#define MAX_DELAYED_PLAYER_SWAPS 8
struct delayed_player_swap_t
{
CHandle<C_BaseEntity> *phHandleToChange;
int iNewUserID;
delayed_player_swap_t( void )
{
phHandleToChange = NULL;
iNewUserID = -1;
}
};
abstract_class CBaseLesson : public CGameEventListener
{
public:
CBaseLesson( const char *pchName, bool bIsDefaultHolder, bool bIsOpenOpportunity );
virtual ~CBaseLesson( void );
void AddPrerequisite( const char *pchLessonName );
const CGameInstructorSymbol& GetNameSymbol( void ) const { return m_stringName; }
const char * GetName( void ) const { return m_stringName.String(); }
int GetPriority( void ) const { return m_iPriority; }
const char * GetCloseReason( void ) const { return m_stringCloseReason.String(); }
void SetCloseReason( const char *pchReason ) { m_stringCloseReason = pchReason; }
CBaseLesson* GetRoot( void ) const { return m_pRoot; }
void SetRoot( CBaseLesson *pRoot );
const CUtlVector < CBaseLesson * >* GetChildren( void ) const { return &m_OpenOpportunities; }
float GetInitTime( void ) { return m_fInitTime; }
void SetStartTime( void ) { m_fStartTime = gpGlobals->curtime; }
void ResetStartTime( void ) { m_fStartTime = 0.0f; m_bHasPlayedSound = false; }
bool ShouldShowSpew( void );
bool NoPriority( void ) const;
bool IsDefaultHolder( void ) const { return m_bIsDefaultHolder; }
bool IsOpenOpportunity( void ) const { return m_bIsOpenOpportunity; }
bool IsLocked( void ) const;
bool CanOpenWhenDead( void ) const { return m_bCanOpenWhenDead; }
bool IsInstructing( void ) const { return ( m_fStartTime > 0.0f ); }
bool IsLearned( void ) const;
bool PrerequisitesHaveBeenMet( void ) const;
bool IsTimedOut( void );
int InstanceType( void ) const { return m_iInstanceType; }
const CGameInstructorSymbol& GetReplaceKeySymbol( void ) const { return m_stringReplaceKey; }
const char* GetReplaceKey( void ) const { return m_stringReplaceKey.String(); }
int GetFixedInstancesMax( void ) const { return m_iFixedInstancesMax; }
bool ShouldReplaceOnlyWhenStopped( void ) const { return m_bReplaceOnlyWhenStopped; }
void SetInstanceActive( bool bInstanceActive ) { m_bInstanceActive = bInstanceActive; }
bool IsInstanceActive( void ) const { return m_bInstanceActive; }
void ResetDisplaysAndSuccesses( void );
bool IncDisplayCount( void );
bool IncSuccessCount( void );
void SetDisplayCount( int iDisplayCount ) { m_iDisplayCount = iDisplayCount; }
void SetSuccessCount( int iSuccessCount ) { m_iSuccessCount = iSuccessCount; }
int GetDisplayCount( void ) const { return m_iDisplayCount; }
int GetSuccessCount( void ) const { return m_iSuccessCount; }
int GetDisplayLimit( void ) const { return m_iDisplayLimit; }
int GetSuccessLimit( void ) const { return m_iSuccessLimit; }
void Init( void ); // NOT virtual, each constructor calls their own
virtual void InitPrerequisites( void ) {};
virtual void Start( void ) = 0;
virtual void Stop( void ) = 0;
virtual void OnOpen( void ) {};
virtual void Update( void ) {};
virtual void UpdateInactive( void ) {};
virtual bool ShouldDisplay( void ) const { return true; }
virtual bool IsVisible( void ) const { return true; }
virtual bool WasDisplayed( void ) const { return m_bWasDisplayed ? true : false; }
virtual void SwapOutPlayers( int iOldUserID, int iNewUserID ) {}
virtual void TakePlaceOf( CBaseLesson *pLesson );
const char *GetGroup() { return m_szLessonGroup.String(); }
void SetEnabled( bool bEnabled ) { m_bDisabled = !bEnabled; }
protected:
void MarkSucceeded( void );
void CloseOpportunity( const char *pchReason );
bool DoDelayedPlayerSwaps( void ) const;
private:
CBaseLesson *m_pRoot;
CUtlVector < CBaseLesson * > m_OpenOpportunities;
CUtlVector < const CBaseLesson * > m_Prerequisites;
CGameInstructorSymbol m_stringCloseReason;
CGameInstructorSymbol m_stringName;
bool m_bInstanceActive : 1;
bool m_bSuccessCounted : 1;
bool m_bIsDefaultHolder : 1;
bool m_bIsOpenOpportunity : 1;
protected:
LessonInstanceType m_iInstanceType;
int m_iPriority;
CGameInstructorSymbol m_stringReplaceKey;
int m_iFixedInstancesMax;
bool m_bReplaceOnlyWhenStopped;
int m_iTeam;
bool m_bOnlyKeyboard;
bool m_bOnlyGamepad;
int m_iDisplayLimit;
int m_iDisplayCount;
bool m_bWasDisplayed;
int m_iSuccessLimit;
int m_iSuccessCount;
float m_fLockDuration;
float m_fTimeout;
float m_fInitTime;
float m_fStartTime;
float m_fLockTime;
float m_fUpdateInterval;
bool m_bHasPlayedSound;
CGameInstructorSymbol m_szStartSound;
CGameInstructorSymbol m_szLessonGroup;
bool m_bCanOpenWhenDead;
bool m_bBumpWithTimeoutWhenLearned;
bool m_bCanTimeoutWhileInactive;
bool m_bDisabled;
// Right now we can only queue up 4 swaps...
// this number can be increased if more entity handle scripted variables are added
mutable delayed_player_swap_t m_pDelayedPlayerSwap[ MAX_DELAYED_PLAYER_SWAPS ];
mutable int m_iNumDelayedPlayerSwaps;
public:
// Colors for console spew in verbose mode
static Color m_rgbaVerboseHeader;
static Color m_rgbaVerbosePlain;
static Color m_rgbaVerboseName;
static Color m_rgbaVerboseOpen;
static Color m_rgbaVerboseClose;
static Color m_rgbaVerboseSuccess;
static Color m_rgbaVerboseUpdate;
};
class CTextLesson : public CBaseLesson
{
public:
DECLARE_LESSON( CTextLesson, CBaseLesson );
void Init( void ); // NOT virtual, each constructor calls their own
virtual void Start( void );
virtual void Stop( void );
protected:
CGameInstructorSymbol m_szDisplayText;
CGameInstructorSymbol m_szDisplayParamText;
CGameInstructorSymbol m_szBinding;
CGameInstructorSymbol m_szGamepadBinding;
};
class CIconLesson : public CTextLesson
{
public:
DECLARE_LESSON( CIconLesson, CTextLesson );
void Init( void ); // NOT virtual, each constructor calls their own
virtual void Start( void );
virtual void Stop( void );
virtual void Update( void );
virtual void UpdateInactive( void );
virtual bool ShouldDisplay( void ) const;
virtual bool IsVisible( void ) const;
virtual void SwapOutPlayers( int iOldUserID, int iNewUserID );
virtual void TakePlaceOf( CBaseLesson *pLesson );
void SetLocatorBinding( CLocatorTarget * pLocatorTarget );
const char *GetCaptionColorString() { return m_szCaptionColor.String(); }
bool IsPresentComplete( void );
void PresentStart( void );
void PresentEnd( void );
private:
virtual void UpdateLocatorTarget( CLocatorTarget *pLocatorTarget, C_BaseEntity *pIconTarget );
#ifdef MAPBASE
Vector GetIconTargetPosition( C_BaseEntity *pIconTarget );
#endif
protected:
CHandle<C_BaseEntity> m_hIconTarget;
CGameInstructorSymbol m_szVguiTargetName;
CGameInstructorSymbol m_szVguiTargetLookup;
int m_nVguiTargetEdge;
float m_flUpOffset;
float m_flRelativeUpOffset;
float m_fFixedPositionX;
float m_fFixedPositionY;
int m_hLocatorTarget;
int m_iFlags;
float m_fRange;
float m_fCurrentDistance;
float m_fOnScreenStartTime;
float m_fUpdateDistanceTime;
CGameInstructorSymbol m_szOnscreenIcon;
CGameInstructorSymbol m_szOffscreenIcon;
CGameInstructorSymbol m_szCaptionColor;
bool m_bFixedPosition;
bool m_bNoIconTarget;
bool m_bAllowNodrawTarget;
bool m_bVisible;
bool m_bShowWhenOccluded;
bool m_bNoOffscreen;
bool m_bForceCaption;
#ifdef MAPBASE
int m_iIconTargetPos;
enum
{
ICON_TARGET_EYE_POSITION,
ICON_TARGET_ORIGIN,
ICON_TARGET_CENTER,
};
CGameInstructorSymbol m_szHudHint;
#endif
};
enum LessonAction
{
LESSON_ACTION_NONE,
LESSON_ACTION_SCOPE_IN,
LESSON_ACTION_SCOPE_OUT,
LESSON_ACTION_CLOSE,
LESSON_ACTION_SUCCESS,
LESSON_ACTION_LOCK,
LESSON_ACTION_PRESENT_COMPLETE,
LESSON_ACTION_PRESENT_START,
LESSON_ACTION_PRESENT_END,
LESSON_ACTION_REFERENCE_OPEN,
LESSON_ACTION_SET,
LESSON_ACTION_ADD,
LESSON_ACTION_SUBTRACT,
LESSON_ACTION_MULTIPLY,
LESSON_ACTION_IS,
LESSON_ACTION_LESS_THAN,
LESSON_ACTION_HAS_PREFIX,
LESSON_ACTION_HAS_BIT,
LESSON_ACTION_BIT_COUNT_IS,
LESSON_ACTION_BIT_COUNT_LESS_THAN,
LESSON_ACTION_GET_DISTANCE,
LESSON_ACTION_GET_ANGULAR_DISTANCE,
LESSON_ACTION_GET_PLAYER_DISPLAY_NAME,
LESSON_ACTION_CLASSNAME_IS,
LESSON_ACTION_MODELNAME_IS,
LESSON_ACTION_TEAM_IS,
LESSON_ACTION_HEALTH_LESS_THAN,
LESSON_ACTION_HEALTH_PERCENTAGE_LESS_THAN,
LESSON_ACTION_GET_ACTIVE_WEAPON,
LESSON_ACTION_WEAPON_IS,
LESSON_ACTION_WEAPON_HAS,
LESSON_ACTION_GET_ACTIVE_WEAPON_SLOT,
LESSON_ACTION_GET_WEAPON_SLOT,
LESSON_ACTION_GET_WEAPON_IN_SLOT,
LESSON_ACTION_CLIP_PERCENTAGE_LESS_THAN,
LESSON_ACTION_WEAPON_AMMO_LOW,
LESSON_ACTION_WEAPON_AMMO_FULL,
LESSON_ACTION_WEAPON_AMMO_EMPTY,
LESSON_ACTION_WEAPON_CAN_USE,
LESSON_ACTION_USE_TARGET_IS,
LESSON_ACTION_GET_USE_TARGET,
LESSON_ACTION_GET_POTENTIAL_USE_TARGET,
// Enum continued in Mod_LessonAction
LESSON_ACTION_MOD_START,
};
struct LessonElement_t
{
int iVariable;
int iParamVarIndex;
int iAction;
_fieldtypes paramType;
CGameInstructorSymbol szParam;
bool bNot : 1;
bool bOptionalParam : 1;
LessonElement_t( int p_iVariable, int p_iAction, bool p_bNot, bool p_bOptionalParam, const char *pchParam, int p_iParamVarIndex, _fieldtypes p_paramType )
{
iVariable = p_iVariable;
iAction = p_iAction;
bNot = p_bNot;
bOptionalParam = p_bOptionalParam;
szParam = pchParam;
iParamVarIndex = p_iParamVarIndex;
paramType = p_paramType;
}
LessonElement_t( const LessonElement_t &p_LessonElement )
{
iVariable = p_LessonElement.iVariable;
iAction = p_LessonElement.iAction;
bNot = p_LessonElement.bNot;
bOptionalParam = p_LessonElement.bOptionalParam;
szParam = p_LessonElement.szParam;
iParamVarIndex = p_LessonElement.iParamVarIndex;
paramType = p_LessonElement.paramType;
}
};
struct LessonEvent_t
{
CUtlVector< LessonElement_t > elements;
CGameInstructorSymbol szEventName;
};
class CScriptedIconLesson : public CIconLesson
{
public:
DECLARE_LESSON( CScriptedIconLesson, CIconLesson )
virtual ~CScriptedIconLesson( void );
static void PreReadLessonsFromFile( void );
static void Mod_PreReadLessonsFromFile( void );
void Init( void ); // NOT virtual, each constructor calls their own
virtual void InitPrerequisites( void );
virtual void OnOpen( void );
virtual void Update( void );
virtual void SwapOutPlayers( int iOldUserID, int iNewUserID );
virtual void FireGameEvent( IGameEvent *event );
virtual void ProcessOpenGameEvents( const CScriptedIconLesson *pRootLesson, const char *name, IGameEvent *event );
virtual void ProcessCloseGameEvents( const CScriptedIconLesson *pRootLesson, const char *name, IGameEvent *event );
virtual void ProcessSuccessGameEvents( const CScriptedIconLesson *pRootLesson, const char *name, IGameEvent *event );
CUtlVector< LessonEvent_t >& GetOpenEvents( void ) { return m_OpenEvents; }
CUtlVector< LessonEvent_t >& GetCloseEvents( void ) { return m_CloseEvents; }
CUtlVector< LessonEvent_t >& GetSuccessEvents( void ) { return m_SuccessEvents; }
CUtlVector< LessonEvent_t >& GetOnOpenEvents( void ) { return m_OnOpenEvents; }
CUtlVector< LessonEvent_t >& GetUpdateEvents( void ) { return m_UpdateEvents; }
bool ProcessElements( IGameEvent *event, const CUtlVector< LessonElement_t > *pElements );
private:
void InitElementsFromKeys( CUtlVector< LessonElement_t > *pLessonElements, KeyValues *pKey );
void InitElementsFromElements( CUtlVector< LessonElement_t > *pLessonElements, const CUtlVector< LessonElement_t > *pLessonElements2 );
void InitFromKeys( KeyValues *pKey );
bool ProcessElement( IGameEvent *event, const LessonElement_t *pLessonElement, bool bInFailedScope );
bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, float &bVar, const CGameInstructorSymbol *pchParamName, float fParam );
bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, int &bVar, const CGameInstructorSymbol *pchParamName, float fParam );
bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, bool &bVar, const CGameInstructorSymbol *pchParamName, float fParam );
bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, EHANDLE &hVar, const CGameInstructorSymbol *pchParamName, float fParam, C_BaseEntity *pParam, const char *pchParam );
bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, CGameInstructorSymbol *pchVar, const CGameInstructorSymbol *pchParamName, const char *pchParam );
// Implemented per mod so they can have custom actions
bool Mod_ProcessElementAction( int iAction, bool bNot, const char *pchVarName, EHANDLE &hVar, const CGameInstructorSymbol *pchParamName, float fParam, C_BaseEntity *pParam, const char *pchParam, bool &bModHandled );
LessonEvent_t * AddOpenEvent( void );
LessonEvent_t * AddCloseEvent( void );
LessonEvent_t * AddSuccessEvent( void );
LessonEvent_t * AddOnOpenEvent( void );
LessonEvent_t * AddUpdateEvent( void );
private:
static CUtlDict< int, int > CScriptedIconLesson::LessonActionMap;
EHANDLE m_hLocalPlayer;
float m_fOutput;
CHandle<C_BaseEntity> m_hEntity1;
CHandle<C_BaseEntity> m_hEntity2;
CGameInstructorSymbol m_szString1;
CGameInstructorSymbol m_szString2;
int m_iInteger1;
int m_iInteger2;
float m_fFloat1;
float m_fFloat2;
CUtlVector< CGameInstructorSymbol > m_PrerequisiteNames;
CUtlVector< LessonEvent_t > m_OpenEvents;
CUtlVector< LessonEvent_t > m_CloseEvents;
CUtlVector< LessonEvent_t > m_SuccessEvents;
CUtlVector< LessonEvent_t > m_OnOpenEvents;
CUtlVector< LessonEvent_t > m_UpdateEvents;
float m_fUpdateEventTime;
CScriptedIconLesson *m_pDefaultHolder;
int m_iScopeDepth;
// Need this to get offsets to scripted variables
friend class LessonVariableInfo;
friend int LessonActionFromString( const char *pchName );
};
#endif // _C_BASELESSON_H_

View File

@ -54,6 +54,10 @@
#include "econ_wearable.h"
#endif
#ifdef MAPBASE
#include "viewrender.h"
#endif
// NVNT haptics system interface
#include "haptics/ihaptics.h"
@ -132,6 +136,16 @@ void RecvProxy_LocalVelocityZ( const CRecvProxyData *pData, void *pStruct, void
void RecvProxy_ObserverTarget( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_ObserverMode ( const CRecvProxyData *pData, void *pStruct, void *pOut );
#ifdef MAPBASE
// Needs to shift bits back
void RecvProxy_ShiftPlayerSpawnflags( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *)pStruct;
pPlayer->m_spawnflags = (pData->m_Value.m_Int) << 16;
}
#endif
// -------------------------------------------------------------------------------- //
// RecvTable for CPlayerState.
// -------------------------------------------------------------------------------- //
@ -179,6 +193,11 @@ BEGIN_RECV_TABLE_NOBASE( CPlayerLocalData, DT_Local )
// 3d skybox data
RecvPropInt(RECVINFO(m_skybox3d.scale)),
RecvPropVector(RECVINFO(m_skybox3d.origin)),
#ifdef MAPBASE
RecvPropVector(RECVINFO(m_skybox3d.angles)),
RecvPropEHandle(RECVINFO(m_skybox3d.skycamera)),
RecvPropInt( RECVINFO( m_skybox3d.skycolor ), 0, RecvProxy_IntToColor32 ),
#endif
RecvPropInt(RECVINFO(m_skybox3d.area)),
// 3d skybox fog data
@ -190,6 +209,9 @@ BEGIN_RECV_TABLE_NOBASE( CPlayerLocalData, DT_Local )
RecvPropFloat( RECVINFO( m_skybox3d.fog.start ) ),
RecvPropFloat( RECVINFO( m_skybox3d.fog.end ) ),
RecvPropFloat( RECVINFO( m_skybox3d.fog.maxdensity ) ),
#ifdef MAPBASE
RecvPropFloat( RECVINFO( m_skybox3d.fog.farz ) ),
#endif
// fog data
RecvPropEHandle( RECVINFO( m_PlayerFog.m_hCtrl ) ),
@ -206,6 +228,14 @@ BEGIN_RECV_TABLE_NOBASE( CPlayerLocalData, DT_Local )
RecvPropInt( RECVINFO( m_audio.soundscapeIndex ) ),
RecvPropInt( RECVINFO( m_audio.localBits ) ),
RecvPropEHandle( RECVINFO( m_audio.ent ) ),
//Tony; tonemap stuff! -- TODO! Optimize this with bit sizes from env_tonemap_controller.
RecvPropFloat ( RECVINFO( m_TonemapParams.m_flTonemapScale ) ),
RecvPropFloat ( RECVINFO( m_TonemapParams.m_flTonemapRate ) ),
RecvPropFloat ( RECVINFO( m_TonemapParams.m_flBloomScale ) ),
RecvPropFloat ( RECVINFO( m_TonemapParams.m_flAutoExposureMin ) ),
RecvPropFloat ( RECVINFO( m_TonemapParams.m_flAutoExposureMax ) ),
END_RECV_TABLE()
// -------------------------------------------------------------------------------- //
@ -248,6 +278,14 @@ END_RECV_TABLE()
RecvPropInt ( RECVINFO( m_nWaterLevel ) ),
RecvPropFloat ( RECVINFO( m_flLaggedMovementValue )),
#ifdef MAPBASE
// Transmitted from the server for internal player spawnflags.
// See baseplayer_shared.h for more details.
RecvPropInt ( RECVINFO( m_spawnflags ), 0, RecvProxy_ShiftPlayerSpawnflags ),
RecvPropBool ( RECVINFO( m_bDrawPlayerModelExternally ) ),
#endif
END_RECV_TABLE()
@ -296,6 +334,8 @@ END_RECV_TABLE()
RecvPropString( RECVINFO(m_szLastPlaceName) ),
RecvPropEHandle(RECVINFO(m_hPostProcessCtrl)), // Send to everybody - for spectating
#if defined USES_ECON_ITEMS
RecvPropUtlVector( RECVINFO_UTLVECTOR( m_hMyWearables ), MAX_WEARABLES_SENT_FROM_SERVER, RecvPropEHandle(NULL, 0, 0) ),
#endif
@ -399,7 +439,10 @@ BEGIN_PREDICTION_DATA( C_BasePlayer )
END_PREDICTION_DATA()
// link this in each derived player class, like the server!!
#if 0
LINK_ENTITY_TO_CLASS( player, C_BasePlayer );
#endif
// -------------------------------------------------------------------------------- //
// Functions.
@ -455,6 +498,13 @@ C_BasePlayer::~C_BasePlayer()
s_pLocalPlayer = NULL;
}
#ifdef MAPBASE_VSCRIPT
if ( IsLocalPlayer() && g_pScriptVM )
{
g_pScriptVM->SetValue( "player", SCRIPT_VARIANT_NULL );
}
#endif
delete m_pFlashlight;
}
@ -963,6 +1013,16 @@ void C_BasePlayer::OnRestore()
input->ClearInputButton( IN_ATTACK | IN_ATTACK2 );
// GetButtonBits() has to be called for the above to take effect
input->GetButtonBits( 0 );
#ifdef MAPBASE_VSCRIPT
// HACK: (03/25/09) Then the player goes across a transition it doesn't spawn and register
// it's instance. We're hacking around this for now, but this will go away when we get around to
// having entities cross transitions and keep their script state.
if ( g_pScriptVM )
{
g_pScriptVM->SetValue( "player", GetScriptInstance() );
}
#endif
}
// For ammo history icons to current value so they don't flash on level transtions
@ -1072,6 +1132,16 @@ void C_BasePlayer::DetermineVguiInputMode( CUserCmd *pCmd )
// If we're in vgui mode *and* we're holding down mouse buttons,
// stay in vgui mode even if we're outside the screen bounds
#ifdef VGUI_SCREEN_FIX
if (m_pCurrentVguiScreen.Get() && (pCmd->buttons & (IN_ATTACK | IN_ATTACK2 | IN_VALIDVGUIINPUT)))
{
SetVGuiScreenButtonState( m_pCurrentVguiScreen.Get(), pCmd->buttons );
// Kill all attack inputs if we're in vgui screen mode
pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2 | IN_VALIDVGUIINPUT);
return;
}
#else
if (m_pCurrentVguiScreen.Get() && (pCmd->buttons & (IN_ATTACK | IN_ATTACK2)) )
{
SetVGuiScreenButtonState( m_pCurrentVguiScreen.Get(), pCmd->buttons );
@ -1080,6 +1150,7 @@ void C_BasePlayer::DetermineVguiInputMode( CUserCmd *pCmd )
pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2);
return;
}
#endif
// We're not in vgui input mode if we're moving, or have hit a key
// that will make us move...
@ -1201,7 +1272,12 @@ bool C_BasePlayer::CreateMove( float flInputSampleTime, CUserCmd *pCmd )
m_vecOldViewAngles = pCmd->viewangles;
// Check to see if we're in vgui input mode...
#ifdef VGUI_SCREEN_FIX
if(pCmd->buttons & IN_VALIDVGUIINPUT)
DetermineVguiInputMode( pCmd );
#else
DetermineVguiInputMode( pCmd );
#endif
return true;
}
@ -1403,11 +1479,34 @@ bool C_BasePlayer::ShouldInterpolate()
bool C_BasePlayer::ShouldDraw()
{
#ifdef MAPBASE
// We have to "always draw" a player with m_bDrawPlayerModelExternally in order to show up in whatever rendering list all of the views use,
// but we can't put this in ShouldDrawThisPlayer() because we would have no way of knowing if it stomps the other checks that draw the player model anyway.
// As a result, we have to put it here in the central ShouldDraw() function. DrawModel() makes sure we only draw in non-main views and nothing's drawing the model anyway.
return (ShouldDrawThisPlayer() || m_bDrawPlayerModelExternally) && BaseClass::ShouldDraw();
#else
return ShouldDrawThisPlayer() && BaseClass::ShouldDraw();
#endif
}
int C_BasePlayer::DrawModel( int flags )
{
#ifdef MAPBASE
if (m_bDrawPlayerModelExternally)
{
// Draw the player in any view except the main or "intro" view, both of which are default first-person views.
view_id_t viewID = CurrentViewID();
if (viewID == VIEW_MAIN || viewID == VIEW_INTRO_CAMERA)
{
// Make sure the player model wouldn't draw anyway...
if (!ShouldDrawThisPlayer())
return 0;
}
return BaseClass::DrawModel( flags );
}
#endif
#ifndef PORTAL
// In Portal this check is already performed as part of
// C_Portal_Player::DrawModel()
@ -1416,6 +1515,7 @@ int C_BasePlayer::DrawModel( int flags )
return 0;
}
#endif
return BaseClass::DrawModel( flags );
}
@ -1540,7 +1640,14 @@ void C_BasePlayer::CalcChaseCamView(Vector& eyeOrigin, QAngle& eyeAngles, float&
}
}
if ( target && !target->IsPlayer() && target->IsNextBot() )
// SDK TODO
if ( target && target->IsBaseTrain() )
{
// if this is a train, we want to be back a little further so we can see more of it
flMaxDistance *= 2.5f;
m_flObserverChaseDistance = flMaxDistance;
}
else if ( target && !target->IsPlayer() && target->IsNextBot() )
{
// if this is a boss, we want to be back a little further so we can see more of it
flMaxDistance *= 2.5f;
@ -1873,6 +1980,12 @@ void C_BasePlayer::ThirdPersonSwitch( bool bThirdperson )
}
}
}
else
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
pWeapon->ThirdPersonSwitch( bThirdperson );
}
}
@ -2821,6 +2934,14 @@ void C_BasePlayer::UpdateFogBlend( void )
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
C_PostProcessController* C_BasePlayer::GetActivePostProcessController() const
{
return m_hPostProcessCtrl.Get();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------

View File

@ -23,6 +23,7 @@
#include "hintsystem.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "c_env_fog_controller.h"
#include "c_postprocesscontroller.h"
#include "igameevents.h"
#include "GameEventListener.h"
@ -37,6 +38,7 @@ class C_BaseViewModel;
class C_FuncLadder;
class CFlashlightEffect;
class C_EconWearable;
class C_PostProcessController;
extern int g_nKillCamMode;
extern int g_nKillCamTarget1;
@ -183,7 +185,7 @@ public:
// Flashlight
void Flashlight( void );
void UpdateFlashlight( void );
virtual void UpdateFlashlight( void );
// Weapon selection code
virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); }
@ -379,6 +381,8 @@ public:
void UpdateFogController( void );
void UpdateFogBlend( void );
C_PostProcessController* GetActivePostProcessController() const;
float GetFOVTime( void ){ return m_flFOVTime; }
virtual void OnAchievementAchieved( int iAchievement ) {}
@ -443,20 +447,33 @@ public:
float m_flConstraintWidth;
float m_flConstraintSpeedFactor;
#ifdef MAPBASE
// Transmitted from the server for internal player spawnflags.
// See baseplayer_shared.h for more details.
int m_spawnflags;
inline bool HasSpawnFlags( int flags ) { return (m_spawnflags & flags) != 0; }
inline void RemoveSpawnFlags( int flags ) { m_spawnflags &= ~flags; }
inline void AddSpawnFlags( int flags ) { m_spawnflags |= flags; }
// Allows the player's model to draw on non-main views, like monitors or mirrors.
bool m_bDrawPlayerModelExternally;
#endif
protected:
void CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
void CalcVehicleView(IClientVehicle *pVehicle, Vector& eyeOrigin, QAngle& eyeAngles,
float& zNear, float& zFar, float& fov );
//Tony; made all of these virtual so mods can override.
virtual void CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual void CalcVehicleView(IClientVehicle *pVehicle, Vector& eyeOrigin, QAngle& eyeAngles, float& zNear, float& zFar, float& fov );
virtual void CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual Vector GetChaseCamViewOffset( CBaseEntity *target );
void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual float GetDeathCamInterpolationTime();
virtual void CalcDeathCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
virtual void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
virtual void CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
// Check to see if we're in vgui input mode...
@ -629,6 +646,8 @@ private:
// One for left and one for right side of step
StepSoundCache_t m_StepSoundCache[ 2 ];
CNetworkHandle(C_PostProcessController, m_hPostProcessCtrl); // active postprocessing controller
public:
const char *GetLastKnownPlaceName( void ) const { return m_szLastPlaceName; } // return the last nav place name the player occupied

View File

@ -6,6 +6,7 @@
//
//=============================================================================//
#include "cbase.h"
#include "c_effects.h"
#include "c_tracer.h"
#include "view.h"
#include "initializer.h"
@ -22,6 +23,7 @@
#include "collisionutils.h"
#include "tier0/vprof.h"
#include "viewrender.h"
#include "raytrace.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -35,6 +37,12 @@ float g_flSplashLifetime = 0.5f;
float g_flSplashAlpha = 0.3f;
ConVar r_RainSplashPercentage( "r_RainSplashPercentage", "20", FCVAR_CHEAT ); // N% chance of a rain particle making a splash.
ConVar r_RainParticleDensity( "r_RainParticleDensity", "1", FCVAR_NONE, "Density of Particle Rain 0-1" );
#ifdef MAPBASE
ConVar r_RainParticleClampOffset( "r_RainParticleClampOffset", "112", FCVAR_NONE, "How far inward or outward to extrude clamped precipitation particle systems" );
ConVar r_RainParticleClampDebug( "r_RainParticleClampDebug", "0", FCVAR_NONE, "Enables debug code for precipitation particle system clamping" );
#endif
float GUST_INTERVAL_MIN = 1;
float GUST_INTERVAL_MAX = 2;
@ -60,151 +68,14 @@ CLIENTEFFECT_MATERIAL( "particle/rain" )
CLIENTEFFECT_MATERIAL( "particle/snow" )
CLIENTEFFECT_REGISTER_END()
//-----------------------------------------------------------------------------
// Precipitation particle type
//-----------------------------------------------------------------------------
class CPrecipitationParticle
{
public:
Vector m_Pos;
Vector m_Velocity;
float m_SpawnTime; // Note: Tweak with this to change lifetime
float m_Mass;
float m_Ramp;
float m_flCurLifetime;
float m_flMaxLifetime;
};
class CClient_Precipitation;
static CUtlVector<CClient_Precipitation*> g_Precipitations;
//===========
// Snow fall
//===========
class CSnowFallManager;
static CSnowFallManager *s_pSnowFallMgr = NULL;
bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity );
void SnowFallManagerDestroy( void );
class AshDebrisEffect : public CSimpleEmitter
{
public:
AshDebrisEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
static AshDebrisEffect* Create( const char *pDebugName );
virtual float UpdateAlpha( const SimpleParticle *pParticle );
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta );
private:
AshDebrisEffect( const AshDebrisEffect & );
};
//-----------------------------------------------------------------------------
// Precipitation base entity
//-----------------------------------------------------------------------------
class CClient_Precipitation : public C_BaseEntity
{
class CPrecipitationEffect;
friend class CClient_Precipitation::CPrecipitationEffect;
public:
DECLARE_CLASS( CClient_Precipitation, C_BaseEntity );
DECLARE_CLIENTCLASS();
CClient_Precipitation();
virtual ~CClient_Precipitation();
// Inherited from C_BaseEntity
virtual void Precache( );
void Render();
private:
// Creates a single particle
CPrecipitationParticle* CreateParticle();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
void Simulate( float dt );
// Renders the particle
void RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb );
void CreateWaterSplashes();
// Emits the actual particles
void EmitParticles( float fTimeDelta );
// Computes where we're gonna emit
bool ComputeEmissionArea( Vector& origin, Vector2D& size );
// Gets the tracer width and speed
float GetWidth() const;
float GetLength() const;
float GetSpeed() const;
// Gets the remaining lifetime of the particle
float GetRemainingLifetime( CPrecipitationParticle* pParticle ) const;
// Computes the wind vector
static void ComputeWindVector( );
// simulation methods
bool SimulateRain( CPrecipitationParticle* pParticle, float dt );
bool SimulateSnow( CPrecipitationParticle* pParticle, float dt );
void CreateAshParticle( void );
void CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity );
// Information helpful in creating and rendering particles
IMaterial *m_MatHandle; // material used
float m_Color[4]; // precip color
float m_Lifetime; // Precip lifetime
float m_InitialRamp; // Initial ramp value
float m_Speed; // Precip speed
float m_Width; // Tracer width
float m_Remainder; // particles we should render next time
PrecipitationType_t m_nPrecipType; // Precip type
float m_flHalfScreenWidth; // Precalculated each frame.
float m_flDensity;
// Some state used in rendering and simulation
// Used to modify the rain density and wind from the console
static ConVar s_raindensity;
static ConVar s_rainwidth;
static ConVar s_rainlength;
static ConVar s_rainspeed;
static Vector s_WindVector; // Stores the wind speed vector
CUtlLinkedList<CPrecipitationParticle> m_Particles;
CUtlVector<Vector> m_Splashes;
CSmartPtr<AshDebrisEffect> m_pAshEmitter;
TimedEvent m_tAshParticleTimer;
TimedEvent m_tAshParticleTraceTimer;
bool m_bActiveAshEmitter;
Vector m_vAshSpawnOrigin;
int m_iAshCount;
private:
CClient_Precipitation( const CClient_Precipitation & ); // not defined, not accessible
};
CUtlVector< RayTracingEnvironment* > g_RayTraceEnvironments;
// Just receive the normal data table stuff
IMPLEMENT_CLIENTCLASS_DT(CClient_Precipitation, DT_Precipitation, CPrecipitation)
RecvPropInt( RECVINFO( m_nPrecipType ) )
RecvPropInt( RECVINFO( m_nPrecipType ) ),
#ifdef MAPBASE
RecvPropInt( RECVINFO( m_spawnflags ) ),
#endif
END_RECV_TABLE()
static ConVar r_SnowEnable( "r_SnowEnable", "1", FCVAR_CHEAT, "Snow Enable" );
@ -396,6 +267,12 @@ inline bool CClient_Precipitation::SimulateSnow( CPrecipitationParticle* pPartic
void CClient_Precipitation::Simulate( float dt )
{
if ( IsParticleRainType(m_nPrecipType) )
{
CreateParticlePrecip();
return;
}
// NOTE: When client-side prechaching works, we need to remove this
Precache();
@ -472,6 +349,9 @@ inline void CClient_Precipitation::RenderParticle( CPrecipitationParticle* pPart
float scale;
Vector start, delta;
if ( IsParticleRainType(m_nPrecipType) )
return;
if ( m_nPrecipType == PRECIPITATION_TYPE_ASH )
return;
@ -562,6 +442,9 @@ void CClient_Precipitation::Render()
if ( !r_DrawRain.GetInt() )
return;
if ( IsParticleRainType(m_nPrecipType) )
return;
// Don't render in monitors or in reflections or refractions.
if ( CurrentViewID() == VIEW_MONITOR )
return;
@ -632,6 +515,11 @@ CClient_Precipitation::CClient_Precipitation() : m_Remainder(0.0f)
m_nPrecipType = PRECIPITATION_TYPE_RAIN;
m_MatHandle = INVALID_MATERIAL_HANDLE;
m_flHalfScreenWidth = 1;
m_pParticlePrecipInnerNear = NULL;
m_pParticlePrecipInnerFar = NULL;
m_pParticlePrecipOuter = NULL;
m_bActiveParticlePrecipEmitter = false;
g_Precipitations.AddToTail( this );
}
@ -1011,6 +899,363 @@ void CClient_Precipitation::CreateAshParticle( void )
}
}
void CClient_Precipitation::PrecacheParticlePrecip( void )
{
if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLEASH )
{
PrecacheParticleSystem( "ash" );
PrecacheParticleSystem( "ash_outer" );
}
else if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLESNOW )
{
PrecacheParticleSystem( "snow" );
PrecacheParticleSystem( "snow_outer" );
}
else if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLERAINSTORM )
{
PrecacheParticleSystem( "rain_storm" );
PrecacheParticleSystem( "rain_storm_screen" );
PrecacheParticleSystem( "rain_storm_outer" );
}
else //default to rain
{
PrecacheParticleSystem( "rain" );
PrecacheParticleSystem( "rain_outer" );
}
}
void CClient_Precipitation::CreateParticlePrecip( void )
{
if ( !m_bParticlePrecipInitialized )
{
PrecacheParticlePrecip();
InitializeParticlePrecip();
}
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer == NULL )
return;
// Make sure the emitter is setup
if ( !m_bActiveParticlePrecipEmitter )
{
//Update 8 times per second.
m_tParticlePrecipTraceTimer.Init( 8 );
DestroyInnerParticlePrecip();
DestroyOuterParticlePrecip();
m_bActiveParticlePrecipEmitter = true;
}
UpdateParticlePrecip( pPlayer );
}
void CClient_Precipitation::UpdateParticlePrecip( C_BasePlayer *pPlayer )
{
if ( !pPlayer )
return;
Vector vForward;
Vector vRight;
pPlayer->GetVectors( &vForward, &vRight, NULL );
vForward.z = 0.0f;
vForward.NormalizeInPlace();
Vector vForward45Right = vForward + vRight;
Vector vForward45Left = vForward - vRight;
vForward45Right.NormalizeInPlace();
vForward45Left.NormalizeInPlace();
fltx4 TMax = ReplicateX4( 320.0f );
SubFloat( TMax, 3 ) = FLT_MAX;
float curTime = gpGlobals->frametime;
while ( m_tParticlePrecipTraceTimer.NextEvent( curTime ) )
{
Vector vPlayerPos = pPlayer->EyePosition();
Vector vOffsetPos = vPlayerPos + Vector ( 0, 0, 180 );
Vector vOffsetPosNear = vPlayerPos + Vector ( 0, 0, 180 ) + ( vForward * 32 );
Vector vOffsetPosFar = vPlayerPos + Vector ( 0, 0, 180 ) + ( vForward * 100 );
#ifdef MAPBASE
if (m_spawnflags & SF_PRECIP_PARTICLE_CLAMP)
{
Vector mins, maxs;
modelinfo->GetModelBounds( GetModel(), mins, maxs );
// Account for precipitation height
maxs.z += 180;
Vector vecOrigin; //= WorldSpaceCenter();
VectorLerp( mins, maxs, 0.5f, vecOrigin );
maxs -= vecOrigin;
mins -= vecOrigin;
float flMax = r_RainParticleClampOffset.GetFloat();
Vector addend( flMax, flMax, 0 );
mins += addend;
maxs -= addend;
if (flMax > 0)
{
// Unless this is extruding outwards, make sure the offset isn't inverting the bounds.
// This means precipitation triggers with bounds less than offset*2 will turn into a thin line
// and the involved precipitation will pretty much be spatial at all times, which is okay.
mins.x = clamp( mins.x, -FLT_MAX, -1 );
mins.y = clamp( mins.y, -FLT_MAX, -1 );
maxs.x = clamp( maxs.x, 1, FLT_MAX );
maxs.y = clamp( maxs.y, 1, FLT_MAX );
}
if (r_RainParticleClampDebug.GetBool())
debugoverlay->AddBoxOverlay( vecOrigin, mins, maxs, vec3_angle, 255, 0, 0, 128, 0.15f );
maxs += vecOrigin;
mins += vecOrigin;
CalcClosestPointOnAABB( mins, maxs, vPlayerPos, vPlayerPos );
CalcClosestPointOnAABB( mins, maxs, vOffsetPos, vOffsetPos );
CalcClosestPointOnAABB( mins, maxs, vOffsetPosNear, vOffsetPosNear );
CalcClosestPointOnAABB( mins, maxs, vOffsetPosFar, vOffsetPosFar );
}
#endif
Vector vDensity = Vector( r_RainParticleDensity.GetFloat(), 0, 0 ) * m_flDensity;
// Get the rain volume Ray Tracing Environment. Currently hard coded to 0, should have this lookup
RayTracingEnvironment *RtEnv = g_RayTraceEnvironments.Element( 0 );
// Our 4 Rays are forward, off to the left and right, and directly up.
// Use the first three to determine if there's generally visible rain where we're looking.
// The forth, straight up, tells us if we're standing inside a rain volume
// (based on the normal that we hit or if we miss entirely)
FourRays frRays;
FourVectors fvDirection;
fvDirection = FourVectors( vForward, vForward45Left, vForward45Right, Vector( 0, 0, 1 ) );
frRays.direction = fvDirection;
frRays.origin.DuplicateVector( vPlayerPos );
RayTracingResult Result;
RtEnv->Trace4Rays( frRays, Four_Zeros, TMax, &Result );
i32x4 in4HitIds = LoadAlignedIntSIMD( Result.HitIds );
fltx4 fl4HitIds = SignedIntConvertToFltSIMD ( in4HitIds );
fltx4 fl4Tolerance = ReplicateX4( 300.0f );
// ignore upwards test for tolerance, as we may be below an area which is raining, but with it not visible in front of us
//SubFloat( fl4Tolerance, 3 ) = 0.0f;
bool bInside = ( Result.HitIds[3] != -1 && Result.surface_normal.Vec( 3 ).z < 0.0f );
bool bNearby = ( IsAnyNegative ( CmpGeSIMD ( fl4HitIds, Four_Zeros ) ) && IsAnyNegative( CmpGeSIMD( fl4Tolerance, Result.HitDistance ) ) );
if ( bInside || bNearby )
{
//We can see a rain volume, but it's farther than 180 units away, only use far effect.
if ( !bInside && SubFloat( FindLowestSIMD3( Result.HitDistance ), 0 ) >= m_flParticleInnerDist )
{
// Kill the inner rain if it's previously been in use
if ( m_pParticlePrecipInnerNear != NULL )
{
DestroyInnerParticlePrecip();
}
// Update if we've already got systems, otherwise, create them.
if ( m_pParticlePrecipOuter != NULL )
{
m_pParticlePrecipOuter->SetControlPoint( 1, vOffsetPos );
m_pParticlePrecipOuter->SetControlPoint( 3, vDensity );
}
else
{
DispatchOuterParticlePrecip( pPlayer, vForward );
}
}
else //We're close enough to use the near effect.
{
// Update if we've already got systems, otherwise, create them.
#ifdef MAPBASE
// The outer can now be suppressed without interfering with other functionality
if ( m_pParticlePrecipOuter != NULL )
{
m_pParticlePrecipOuter->SetControlPoint( 1, vOffsetPos );
m_pParticlePrecipOuter->SetControlPoint( 3, vDensity );
}
if ( m_pParticlePrecipInnerNear != NULL && m_pParticlePrecipInnerFar != NULL )
{
m_pParticlePrecipInnerNear->SetControlPoint( 1, vOffsetPosNear );
m_pParticlePrecipInnerFar->SetControlPoint( 1, vOffsetPosFar );
m_pParticlePrecipInnerNear->SetControlPoint( 3, vDensity );
m_pParticlePrecipInnerFar->SetControlPoint( 3, vDensity );
}
#else
if ( m_pParticlePrecipInnerNear != NULL && m_pParticlePrecipInnerFar != NULL && m_pParticlePrecipOuter != NULL )
{
m_pParticlePrecipOuter->SetControlPoint( 1, vOffsetPos );
m_pParticlePrecipInnerNear->SetControlPoint( 1, vOffsetPosNear );
m_pParticlePrecipInnerFar->SetControlPoint( 1, vOffsetPosFar );
m_pParticlePrecipInnerNear->SetControlPoint( 3, vDensity );
m_pParticlePrecipInnerFar->SetControlPoint( 3, vDensity );
m_pParticlePrecipOuter->SetControlPoint( 3, vDensity );
}
#endif
else
{
DispatchInnerParticlePrecip( pPlayer, vForward );
}
}
}
else // No rain in the area, kill any leftover systems.
{
DestroyInnerParticlePrecip();
DestroyOuterParticlePrecip();
}
}
}
void CClient_Precipitation::InitializeParticlePrecip( void )
{
//Set up which type of precipitation particle we'll use
if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLEASH )
{
m_pParticleInnerNearDef = "ash";
m_pParticleInnerFarDef = "ash";
m_pParticleOuterDef = "ash_outer";
m_flParticleInnerDist = 280.0;
}
else if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLESNOW )
{
m_pParticleInnerNearDef = "snow";
m_pParticleInnerFarDef = "snow";
m_pParticleOuterDef = "snow_outer";
m_flParticleInnerDist = 280.0;
}
else if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLERAINSTORM )
{
m_pParticleInnerNearDef = "rain_storm";
m_pParticleInnerFarDef = "rain_storm_screen";
m_pParticleOuterDef = "rain_storm_outer";
m_flParticleInnerDist = 0.0;
}
else //default to rain
{
m_pParticleInnerNearDef = "rain";
m_pParticleInnerFarDef = "rain";
m_pParticleOuterDef = "rain_outer";
m_flParticleInnerDist = 180.0;
}
Assert( m_pParticleInnerFarDef != NULL );
//We'll want to change this if/when we add more raytrace environments.
g_RayTraceEnvironments.PurgeAndDeleteElements();
// Sets up ray tracing environments for all func_precipitations and func_precipitation_blockers
RayTracingEnvironment *rtEnvRainEmission = new RayTracingEnvironment();
g_RayTraceEnvironments.AddToTail( rtEnvRainEmission );
RayTracingEnvironment *rtEnvRainBlocker = new RayTracingEnvironment();
g_RayTraceEnvironments.AddToTail( rtEnvRainBlocker );
rtEnvRainEmission->Flags |= RTE_FLAGS_DONT_STORE_TRIANGLE_COLORS; // save some ram
rtEnvRainBlocker->Flags |= RTE_FLAGS_DONT_STORE_TRIANGLE_COLORS; // save some ram
int nTriCount = 1;
for ( int i=0; i<g_Precipitations.Count(); ++i )
{
CClient_Precipitation *volume = g_Precipitations[i];
vcollide_t *pCollide = modelinfo->GetVCollide( volume->GetModelIndex() );
if ( !pCollide || pCollide->solidCount <= 0 )
continue;
Vector *outVerts;
int vertCount = physcollision->CreateDebugMesh( pCollide->solids[0], &outVerts );
if ( vertCount )
{
for ( int j = 0; j < vertCount; j += 3 )
{
rtEnvRainEmission->AddTriangle( nTriCount++, outVerts[j], outVerts[j + 1], outVerts[j + 2], Vector( 1, 1, 1 ) );
}
}
physcollision->DestroyDebugMesh( vertCount, outVerts );
}
rtEnvRainEmission->SetupAccelerationStructure();
m_bParticlePrecipInitialized = true;
}
void CClient_Precipitation::DestroyInnerParticlePrecip( void )
{
if ( m_pParticlePrecipInnerFar != NULL )
{
m_pParticlePrecipInnerFar->StopEmission();
m_pParticlePrecipInnerFar = NULL;
}
if ( m_pParticlePrecipInnerNear != NULL )
{
m_pParticlePrecipInnerNear->StopEmission();
m_pParticlePrecipInnerNear = NULL;
}
}
void CClient_Precipitation::DestroyOuterParticlePrecip( void )
{
if ( m_pParticlePrecipOuter != NULL )
{
m_pParticlePrecipOuter->StopEmission();
m_pParticlePrecipOuter = NULL;
}
}
void CClient_Precipitation::DispatchOuterParticlePrecip( C_BasePlayer *pPlayer, Vector vForward )
{
DestroyOuterParticlePrecip();
#ifdef MAPBASE
if (m_spawnflags & SF_PRECIP_PARTICLE_NO_OUTER)
return;
#endif
Vector vDensity = Vector( r_RainParticleDensity.GetFloat(), 0, 0 ) * m_flDensity;
Vector vPlayerPos = pPlayer->EyePosition();
m_pParticlePrecipOuter = ParticleProp()->Create( m_pParticleOuterDef, PATTACH_ABSORIGIN_FOLLOW );
m_pParticlePrecipOuter->SetControlPointEntity( 2, pPlayer );
m_pParticlePrecipOuter->SetControlPoint( 1, vPlayerPos + Vector (0, 0, 180 ) );
m_pParticlePrecipOuter->SetControlPoint( 3, vDensity );
}
void CClient_Precipitation::DispatchInnerParticlePrecip( C_BasePlayer *pPlayer, Vector vForward )
{
DestroyInnerParticlePrecip();
DestroyOuterParticlePrecip();
Vector vPlayerPos = pPlayer->EyePosition();
Vector vOffsetPos = vPlayerPos + Vector ( 0, 0, 180 );
Vector vOffsetPosNear = vPlayerPos + Vector ( 0, 0, 180 ) + ( vForward * 32 );
Vector vOffsetPosFar = vPlayerPos + Vector ( 0, 0, 180 ) + ( vForward * m_flParticleInnerDist ); // 100.0
Vector vDensity = Vector( r_RainParticleDensity.GetFloat(), 0, 0 ) * m_flDensity;
#ifdef MAPBASE
if (!(m_spawnflags & SF_PRECIP_PARTICLE_NO_OUTER))
#endif
{
m_pParticlePrecipOuter = ParticleProp()->Create( m_pParticleOuterDef, PATTACH_ABSORIGIN_FOLLOW );
m_pParticlePrecipOuter->SetControlPointEntity( 2, pPlayer );
m_pParticlePrecipOuter->SetControlPoint( 1, vOffsetPos );
m_pParticlePrecipOuter->SetControlPoint( 3, vDensity );
}
m_pParticlePrecipInnerNear = ParticleProp()->Create( m_pParticleInnerNearDef, PATTACH_ABSORIGIN_FOLLOW );
m_pParticlePrecipInnerFar = ParticleProp()->Create( m_pParticleInnerFarDef, PATTACH_ABSORIGIN_FOLLOW );
m_pParticlePrecipInnerNear->SetControlPointEntity( 2, pPlayer );
m_pParticlePrecipInnerFar->SetControlPointEntity( 2, pPlayer );
m_pParticlePrecipInnerNear->SetControlPoint( 1, vOffsetPosNear );
m_pParticlePrecipInnerFar->SetControlPoint( 1, vOffsetPosFar );
m_pParticlePrecipInnerNear->SetControlPoint( 3, vDensity );
m_pParticlePrecipInnerFar->SetControlPoint( 3, vDensity );
}
void CClient_Precipitation::CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity )
{
// Create the particle
@ -1206,6 +1451,12 @@ BEGIN_RECV_TABLE_NOBASE(CEnvWindShared, DT_EnvWindShared)
RecvPropFloat (RECVINFO(m_flStartTime)),
RecvPropFloat (RECVINFO(m_flGustDuration)),
// RecvPropInt (RECVINFO(m_iszGustSound)),
#ifdef MAPBASE
RecvPropFloat (RECVINFO(m_windRadius)),
RecvPropFloat (RECVINFO(m_windRadiusInner)),
RecvPropVector (RECVINFO(m_location)),
RecvPropFloat (RECVINFO(m_flTreeSwayScale)),
#endif
END_RECV_TABLE()
IMPLEMENT_CLIENTCLASS_DT( C_EnvWind, DT_EnvWind, CEnvWind )
@ -1540,8 +1791,12 @@ public:
pParticle->m_vecVelocity *= flSpeed;
#ifdef MAPBASE
Vector vecWindVelocity = GetWindspeedAtLocation( pParticle->m_Pos );
#else
Vector vecWindVelocity;
GetWindspeedAtTime( gpGlobals->curtime, vecWindVelocity );
#endif
pParticle->m_vecVelocity += ( vecWindVelocity * r_SnowWindScale.GetFloat() );
}

View File

@ -10,9 +10,178 @@
#pragma once
#endif
#include "cbase.h"
#include "precipitation_shared.h"
// Draw rain effects.
void DrawPrecipitation();
//-----------------------------------------------------------------------------
// Precipitation particle type
//-----------------------------------------------------------------------------
class CPrecipitationParticle
{
public:
Vector m_Pos;
Vector m_Velocity;
float m_SpawnTime; // Note: Tweak with this to change lifetime
float m_Mass;
float m_Ramp;
float m_flCurLifetime;
float m_flMaxLifetime;
};
class CClient_Precipitation;
static CUtlVector<CClient_Precipitation*> g_Precipitations;
//===========
// Snow fall
//===========
class CSnowFallManager;
static CSnowFallManager *s_pSnowFallMgr = NULL;
bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity );
void SnowFallManagerDestroy( void );
class AshDebrisEffect : public CSimpleEmitter
{
public:
AshDebrisEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
static AshDebrisEffect* Create( const char *pDebugName );
virtual float UpdateAlpha( const SimpleParticle *pParticle );
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta );
private:
AshDebrisEffect( const AshDebrisEffect & );
};
//-----------------------------------------------------------------------------
// Precipitation base entity
//-----------------------------------------------------------------------------
class CClient_Precipitation : public C_BaseEntity
{
class CPrecipitationEffect;
friend class CClient_Precipitation::CPrecipitationEffect;
public:
DECLARE_CLASS( CClient_Precipitation, C_BaseEntity );
DECLARE_CLIENTCLASS();
CClient_Precipitation();
virtual ~CClient_Precipitation();
// Inherited from C_BaseEntity
virtual void Precache( );
void Render();
private:
// Creates a single particle
CPrecipitationParticle* CreateParticle();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
void Simulate( float dt );
// Renders the particle
void RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb );
void CreateWaterSplashes();
// Emits the actual particles
void EmitParticles( float fTimeDelta );
// Computes where we're gonna emit
bool ComputeEmissionArea( Vector& origin, Vector2D& size );
// Gets the tracer width and speed
float GetWidth() const;
float GetLength() const;
float GetSpeed() const;
// Gets the remaining lifetime of the particle
float GetRemainingLifetime( CPrecipitationParticle* pParticle ) const;
// Computes the wind vector
static void ComputeWindVector( );
// simulation methods
bool SimulateRain( CPrecipitationParticle* pParticle, float dt );
bool SimulateSnow( CPrecipitationParticle* pParticle, float dt );
void PrecacheParticlePrecip( void );
void CreateParticlePrecip( void );
void InitializeParticlePrecip( void );
void DispatchOuterParticlePrecip( C_BasePlayer *pPlayer, Vector vForward );
void DispatchInnerParticlePrecip( C_BasePlayer *pPlayer, Vector vForward );
void DestroyOuterParticlePrecip( void );
void DestroyInnerParticlePrecip( void );
void UpdateParticlePrecip( C_BasePlayer *pPlayer );
private:
void CreateAshParticle( void );
void CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity );
// Information helpful in creating and rendering particles
IMaterial *m_MatHandle; // material used
float m_Color[4]; // precip color
float m_Lifetime; // Precip lifetime
float m_InitialRamp; // Initial ramp value
float m_Speed; // Precip speed
float m_Width; // Tracer width
float m_Remainder; // particles we should render next time
PrecipitationType_t m_nPrecipType; // Precip type
float m_flHalfScreenWidth; // Precalculated each frame.
float m_flDensity;
#ifdef MAPBASE
int m_spawnflags;
#endif
// Some state used in rendering and simulation
// Used to modify the rain density and wind from the console
static ConVar s_raindensity;
static ConVar s_rainwidth;
static ConVar s_rainlength;
static ConVar s_rainspeed;
static Vector s_WindVector; // Stores the wind speed vector
CUtlLinkedList<CPrecipitationParticle> m_Particles;
CUtlVector<Vector> m_Splashes;
CSmartPtr<AshDebrisEffect> m_pAshEmitter;
TimedEvent m_tAshParticleTimer;
TimedEvent m_tAshParticleTraceTimer;
bool m_bActiveAshEmitter;
Vector m_vAshSpawnOrigin;
int m_iAshCount;
protected:
float m_flParticleInnerDist; //The distance at which to start drawing the inner system
char *m_pParticleInnerNearDef; //Name of the first inner system
char *m_pParticleInnerFarDef; //Name of the second inner system
char *m_pParticleOuterDef; //Name of the outer system
HPARTICLEFFECT m_pParticlePrecipInnerNear;
HPARTICLEFFECT m_pParticlePrecipInnerFar;
HPARTICLEFFECT m_pParticlePrecipOuter;
TimedEvent m_tParticlePrecipTraceTimer;
bool m_bActiveParticlePrecipEmitter;
bool m_bParticlePrecipInitialized;
private:
CClient_Precipitation( const CClient_Precipitation & ); // not defined, not accessible
};
#endif // C_EFFECTS_H

View File

@ -0,0 +1,88 @@
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: Depth of field controller entity
//
//=============================================================================
#include "cbase.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
extern bool g_bDOFEnabled;
extern float g_flDOFNearBlurDepth;
extern float g_flDOFNearFocusDepth;
extern float g_flDOFFarFocusDepth;
extern float g_flDOFFarBlurDepth;
extern float g_flDOFNearBlurRadius;
extern float g_flDOFFarBlurRadius;
EHANDLE g_hDOFControllerInUse = NULL;
class C_EnvDOFController : public C_BaseEntity
{
DECLARE_CLASS( C_EnvDOFController, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_EnvDOFController();
~C_EnvDOFController();
virtual void OnDataChanged( DataUpdateType_t updateType );
private:
bool m_bDOFEnabled;
float m_flNearBlurDepth;
float m_flNearFocusDepth;
float m_flFarFocusDepth;
float m_flFarBlurDepth;
float m_flNearBlurRadius;
float m_flFarBlurRadius;
private:
C_EnvDOFController( const C_EnvDOFController & );
};
IMPLEMENT_CLIENTCLASS_DT( C_EnvDOFController, DT_EnvDOFController, CEnvDOFController )
RecvPropInt( RECVINFO(m_bDOFEnabled) ),
RecvPropFloat( RECVINFO(m_flNearBlurDepth) ),
RecvPropFloat( RECVINFO(m_flNearFocusDepth) ),
RecvPropFloat( RECVINFO(m_flFarFocusDepth) ),
RecvPropFloat( RECVINFO(m_flFarBlurDepth) ),
RecvPropFloat( RECVINFO(m_flNearBlurRadius) ),
RecvPropFloat( RECVINFO(m_flFarBlurRadius) )
END_RECV_TABLE()
C_EnvDOFController::C_EnvDOFController()
: m_bDOFEnabled( true ),
m_flNearBlurDepth( 20.0f ),
m_flNearFocusDepth( 100.0f ),
m_flFarFocusDepth( 250.0f ),
m_flFarBlurDepth( 1000.0f ),
m_flNearBlurRadius( 0.0f ), // no near blur by default
m_flFarBlurRadius( 5.0f )
{
}
C_EnvDOFController::~C_EnvDOFController()
{
if ( g_hDOFControllerInUse == this )
{
g_bDOFEnabled = false;
}
}
void C_EnvDOFController::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
g_bDOFEnabled = m_bDOFEnabled && ( ( m_flNearBlurRadius > 0.0f ) || ( m_flFarBlurRadius > 0.0f ) );
g_flDOFNearBlurDepth = m_flNearBlurDepth;
g_flDOFNearFocusDepth = m_flNearFocusDepth;
g_flDOFFarFocusDepth = m_flFarFocusDepth;
g_flDOFFarBlurDepth = m_flFarBlurDepth;
g_flDOFNearBlurRadius = m_flNearBlurRadius;
g_flDOFFarBlurRadius = m_flFarBlurRadius;
g_hDOFControllerInUse = this;
}

View File

@ -0,0 +1,338 @@
//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Sunlight shadow control entity.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_baseplayer.h"
#include "tier0/vprof.h"
#ifdef MAPBASE
#include "materialsystem/itexture.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar cl_sunlight_ortho_size;
extern ConVar cl_sunlight_depthbias;
ConVar cl_globallight_freeze( "cl_globallight_freeze", "0" );
#ifdef MAPBASE
// I imagine these values might've been designed for the ASW view.
// You can set these as KV anyway.
ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "0" );
ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "0" );
#else
ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "-800" );
ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "1600" );
#endif
//------------------------------------------------------------------------------
// Purpose : Sunlights shadow control entity
//------------------------------------------------------------------------------
class C_GlobalLight : public C_BaseEntity
{
public:
DECLARE_CLASS( C_GlobalLight, C_BaseEntity );
DECLARE_CLIENTCLASS();
virtual ~C_GlobalLight();
void OnDataChanged( DataUpdateType_t updateType );
void Spawn();
bool ShouldDraw();
void ClientThink();
private:
Vector m_shadowDirection;
bool m_bEnabled;
char m_TextureName[ MAX_PATH ];
#ifdef MAPBASE
int m_nSpotlightTextureFrame;
#endif
CTextureReference m_SpotlightTexture;
color32 m_LightColor;
#ifdef MAPBASE
float m_flBrightnessScale;
float m_flCurrentBrightnessScale;
#endif
Vector m_CurrentLinearFloatLightColor;
float m_flCurrentLinearFloatLightAlpha;
float m_flColorTransitionTime;
float m_flSunDistance;
float m_flFOV;
float m_flNearZ;
float m_flNorthOffset;
#ifdef MAPBASE
float m_flEastOffset;
float m_flForwardOffset;
float m_flOrthoSize;
#endif
bool m_bEnableShadows;
bool m_bOldEnableShadows;
static ClientShadowHandle_t m_LocalFlashlightHandle;
};
ClientShadowHandle_t C_GlobalLight::m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
IMPLEMENT_CLIENTCLASS_DT(C_GlobalLight, DT_GlobalLight, CGlobalLight)
RecvPropVector(RECVINFO(m_shadowDirection)),
RecvPropBool(RECVINFO(m_bEnabled)),
RecvPropString(RECVINFO(m_TextureName)),
#ifdef MAPBASE
RecvPropInt(RECVINFO(m_nSpotlightTextureFrame)),
#endif
/*RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_Int32ToColor32),*/
RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
#ifdef MAPBASE
RecvPropFloat(RECVINFO(m_flBrightnessScale)),
#endif
RecvPropFloat(RECVINFO(m_flColorTransitionTime)),
RecvPropFloat(RECVINFO(m_flSunDistance)),
RecvPropFloat(RECVINFO(m_flFOV)),
RecvPropFloat(RECVINFO(m_flNearZ)),
RecvPropFloat(RECVINFO(m_flNorthOffset)),
#ifdef MAPBASE
RecvPropFloat(RECVINFO(m_flEastOffset)),
RecvPropFloat(RECVINFO(m_flForwardOffset)),
RecvPropFloat(RECVINFO(m_flOrthoSize)),
#endif
RecvPropBool(RECVINFO(m_bEnableShadows)),
END_RECV_TABLE()
C_GlobalLight::~C_GlobalLight()
{
if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
{
g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
}
void C_GlobalLight::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
m_SpotlightTexture.Init( m_TextureName, TEXTURE_GROUP_OTHER, true );
}
#ifdef MAPBASE
else //if ( updateType == DATA_UPDATE_DATATABLE_CHANGED )
{
// It could've been changed via input
if( !FStrEq(m_SpotlightTexture->GetName(), m_TextureName) )
{
m_SpotlightTexture.Init( m_TextureName, TEXTURE_GROUP_OTHER, true );
}
}
#endif
BaseClass::OnDataChanged( updateType );
}
void C_GlobalLight::Spawn()
{
BaseClass::Spawn();
m_bOldEnableShadows = m_bEnableShadows;
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
//------------------------------------------------------------------------------
// We don't draw...
//------------------------------------------------------------------------------
bool C_GlobalLight::ShouldDraw()
{
return false;
}
void C_GlobalLight::ClientThink()
{
VPROF("C_GlobalLight::ClientThink");
bool bSupressWorldLights = false;
if ( cl_globallight_freeze.GetBool() == true )
{
return;
}
if ( m_bEnabled )
{
Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b );
float flLinearFloatLightAlpha = m_LightColor.a;
#ifdef MAPBASE
if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha || m_flCurrentBrightnessScale != m_flBrightnessScale )
{
if (m_flColorTransitionTime != 0.0f)
{
float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;
m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed );
m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed );
m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed );
m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed );
m_flCurrentBrightnessScale = Approach( m_flBrightnessScale, m_flCurrentBrightnessScale, flColorTransitionSpeed );
}
else
{
// Just do it instantly
m_CurrentLinearFloatLightColor.x = vLinearFloatLightColor.x;
m_CurrentLinearFloatLightColor.y = vLinearFloatLightColor.y;
m_CurrentLinearFloatLightColor.z = vLinearFloatLightColor.z;
m_flCurrentLinearFloatLightAlpha = flLinearFloatLightAlpha;
m_flCurrentBrightnessScale = m_flBrightnessScale;
}
}
#else
if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha )
{
float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;
m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed );
m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed );
m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed );
m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed );
}
#endif
FlashlightState_t state;
Vector vDirection = m_shadowDirection;
VectorNormalize( vDirection );
//Vector vViewUp = Vector( 0.0f, 1.0f, 0.0f );
Vector vSunDirection2D = vDirection;
vSunDirection2D.z = 0.0f;
/*HACK_GETLOCALPLAYER_GUARD( "C_GlobalLight::ClientThink" );*/
if ( !C_BasePlayer::GetLocalPlayer() )
return;
Vector vPos;
QAngle EyeAngles;
float flZNear, flZFar, flFov;
C_BasePlayer::GetLocalPlayer()->CalcView( vPos, EyeAngles, flZNear, flZFar, flFov );
// Vector vPos = C_BasePlayer::GetLocalPlayer()->GetAbsOrigin();
// vPos = Vector( 0.0f, 0.0f, 500.0f );
vPos = ( vPos + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance;
#ifdef MAPBASE
vPos += Vector( m_flEastOffset + cl_globallight_xoffset.GetFloat(), m_flForwardOffset + cl_globallight_yoffset.GetFloat(), 0.0f );
#else
vPos += Vector( cl_globallight_xoffset.GetFloat(), cl_globallight_yoffset.GetFloat(), 0.0f );
#endif
QAngle angAngles;
VectorAngles( vDirection, angAngles );
Vector vForward, vRight, vUp;
AngleVectors( angAngles, &vForward, &vRight, &vUp );
state.m_fHorizontalFOVDegrees = m_flFOV;
state.m_fVerticalFOVDegrees = m_flFOV;
state.m_vecLightOrigin = vPos;
BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );
state.m_fQuadraticAtten = 0.0f;
state.m_fLinearAtten = m_flSunDistance * 2.0f;
state.m_fConstantAtten = 0.0f;
state.m_FarZAtten = m_flSunDistance * 2.0f;
#ifdef MAPBASE
float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);
state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
#else
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
#endif
state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
state.m_NearZ = 4.0f;
state.m_FarZ = m_flSunDistance * 2.0f;
state.m_fBrightnessScale = 2.0f;
state.m_bGlobalLight = true;
#ifdef MAPBASE
float flOrthoSize = m_flOrthoSize;
#else
float flOrthoSize = 1000.0f;
#endif
if ( flOrthoSize > 0 )
{
state.m_bOrtho = true;
state.m_fOrthoLeft = -flOrthoSize;
state.m_fOrthoTop = -flOrthoSize;
state.m_fOrthoRight = flOrthoSize;
state.m_fOrthoBottom = flOrthoSize;
}
else
{
state.m_bOrtho = false;
}
#ifndef MAPBASE // Don't draw that huge debug thing
state.m_bDrawShadowFrustum = true;
#endif
/*state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias();;
state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias();*/
state.m_bEnableShadows = m_bEnableShadows;
state.m_pSpotlightTexture = m_SpotlightTexture;
#ifdef MAPBASE
state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
#else
state.m_nSpotlightTextureFrame = 0;
#endif
state.m_nShadowQuality = 1; // Allow entity to affect shadow quality
// state.m_bShadowHighRes = true;
if ( m_bOldEnableShadows != m_bEnableShadows )
{
// If they change the shadow enable/disable, we need to make a new handle
if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
{
g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
m_bOldEnableShadows = m_bEnableShadows;
}
if( m_LocalFlashlightHandle == CLIENTSHADOW_INVALID_HANDLE )
{
m_LocalFlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state );
}
else
{
g_pClientShadowMgr->UpdateFlashlightState( m_LocalFlashlightHandle, state );
g_pClientShadowMgr->UpdateProjectedTexture( m_LocalFlashlightHandle, true );
}
bSupressWorldLights = m_bEnableShadows;
}
else if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
{
g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
g_pClientShadowMgr->SetShadowFromWorldLightsEnabled( !bSupressWorldLights );
BaseClass::ClientThink();
}

View File

@ -5,6 +5,13 @@
//=============================================================================
#include "cbase.h"
#ifdef ASW_PROJECTED_TEXTURES
#include "C_Env_Projected_Texture.h"
#include "vprof.h"
#endif
#ifdef MAPBASE
#include "materialsystem/itexture.h"
#endif
#include "shareddefs.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
@ -17,8 +24,475 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef ASW_PROJECTED_TEXTURES
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.00001", FCVAR_CHEAT );
float C_EnvProjectedTexture::m_flVisibleBBoxMinHeight = -FLT_MAX;
IMPLEMENT_CLIENTCLASS_DT( C_EnvProjectedTexture, DT_EnvProjectedTexture, CEnvProjectedTexture )
RecvPropEHandle( RECVINFO( m_hTargetEntity ) ),
#ifdef MAPBASE
RecvPropBool( RECVINFO( m_bDontFollowTarget )),
#endif
RecvPropBool( RECVINFO( m_bState ) ),
RecvPropBool( RECVINFO( m_bAlwaysUpdate ) ),
RecvPropFloat( RECVINFO( m_flLightFOV ) ),
#ifdef MAPBASE
RecvPropFloat( RECVINFO( m_flLightHorFOV ) ),
#endif
RecvPropBool( RECVINFO( m_bEnableShadows ) ),
RecvPropBool( RECVINFO( m_bLightOnlyTarget ) ),
RecvPropBool( RECVINFO( m_bLightWorld ) ),
RecvPropBool( RECVINFO( m_bCameraSpace ) ),
RecvPropFloat( RECVINFO( m_flBrightnessScale ) ),
RecvPropInt( RECVINFO( m_LightColor ), 0, RecvProxy_IntToColor32 ),
RecvPropFloat( RECVINFO( m_flColorTransitionTime ) ),
RecvPropFloat( RECVINFO( m_flAmbient ) ),
RecvPropString( RECVINFO( m_SpotlightTextureName ) ),
RecvPropInt( RECVINFO( m_nSpotlightTextureFrame ) ),
RecvPropFloat( RECVINFO( m_flNearZ ) ),
RecvPropFloat( RECVINFO( m_flFarZ ) ),
RecvPropInt( RECVINFO( m_nShadowQuality ) ),
#ifdef MAPBASE
RecvPropFloat( RECVINFO( m_flConstantAtten ) ),
RecvPropFloat( RECVINFO( m_flLinearAtten ) ),
RecvPropFloat( RECVINFO( m_flQuadraticAtten ) ),
RecvPropFloat( RECVINFO( m_flShadowAtten ) ),
RecvPropBool( RECVINFO( m_bAlwaysDraw ) ),
// Not needed on the client right now, change when it actually is needed
//RecvPropBool( RECVINFO( m_bProjectedTextureVersion ) ),
#endif
END_RECV_TABLE()
C_EnvProjectedTexture *C_EnvProjectedTexture::Create( )
{
C_EnvProjectedTexture *pEnt = new C_EnvProjectedTexture();
pEnt->m_flNearZ = 4.0f;
pEnt->m_flFarZ = 2000.0f;
// strcpy( pEnt->m_SpotlightTextureName, "particle/rj" );
pEnt->m_bLightWorld = true;
pEnt->m_bLightOnlyTarget = false;
pEnt->m_nShadowQuality = 1;
pEnt->m_flLightFOV = 10.0f;
#ifdef MAPBASE
pEnt->m_flLightHorFOV = 10.0f;
#endif
pEnt->m_LightColor.r = 255;
pEnt->m_LightColor.g = 255;
pEnt->m_LightColor.b = 255;
pEnt->m_LightColor.a = 255;
pEnt->m_bEnableShadows = false;
pEnt->m_flColorTransitionTime = 1.0f;
pEnt->m_bCameraSpace = false;
pEnt->SetAbsAngles( QAngle( 90, 0, 0 ) );
pEnt->m_bAlwaysUpdate = true;
pEnt->m_bState = true;
#ifdef MAPBASE
pEnt->m_bAlwaysDraw = false;
pEnt->m_flConstantAtten = 0.0f;
pEnt->m_flLinearAtten = 100.0f;
pEnt->m_flQuadraticAtten = 0.0f;
pEnt->m_flShadowAtten = 0.0f;
//pEnt->m_bProjectedTextureVersion = 1;
#endif
return pEnt;
}
C_EnvProjectedTexture::C_EnvProjectedTexture( void )
{
m_LightHandle = CLIENTSHADOW_INVALID_HANDLE;
m_bForceUpdate = true;
#ifndef MAPBASE
AddToEntityList( ENTITY_LIST_SIMULATE );
#endif
}
C_EnvProjectedTexture::~C_EnvProjectedTexture( void )
{
ShutDownLightHandle();
}
void C_EnvProjectedTexture::ShutDownLightHandle( void )
{
// Clear out the light
if( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE )
{
g_pClientShadowMgr->DestroyFlashlight( m_LightHandle );
m_LightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
}
void C_EnvProjectedTexture::SetLightColor( byte r, byte g, byte b, byte a )
{
m_LightColor.r = r;
m_LightColor.g = g;
m_LightColor.b = b;
m_LightColor.a = a;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_EnvProjectedTexture::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
m_SpotlightTexture.Init( m_SpotlightTextureName, TEXTURE_GROUP_OTHER, true );
}
#ifdef MAPBASE
else //if ( updateType == DATA_UPDATE_DATATABLE_CHANGED )
{
// It could've been changed via input
if( !FStrEq(m_SpotlightTexture->GetName(), m_SpotlightTextureName) )
{
m_SpotlightTexture.Init( m_SpotlightTextureName, TEXTURE_GROUP_OTHER, true );
}
}
#endif
m_bForceUpdate = true;
UpdateLight();
BaseClass::OnDataChanged( updateType );
}
static ConVar asw_perf_wtf("asw_perf_wtf", "0", FCVAR_DEVELOPMENTONLY, "Disable updating of projected shadow textures from UpdateLight" );
void C_EnvProjectedTexture::UpdateLight( void )
{
VPROF("C_EnvProjectedTexture::UpdateLight");
bool bVisible = true;
Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b );
float flLinearFloatLightAlpha = m_LightColor.a;
if ( m_bAlwaysUpdate )
{
m_bForceUpdate = true;
}
#ifdef MAPBASE
if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha || m_flCurrentBrightnessScale != m_flBrightnessScale )
{
if (m_flColorTransitionTime != 0.0f)
{
float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;
m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed );
m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed );
m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed );
m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed );
m_flCurrentBrightnessScale = Approach( m_flBrightnessScale, m_flCurrentBrightnessScale, flColorTransitionSpeed );
}
else
{
// Just do it instantly
m_CurrentLinearFloatLightColor.x = vLinearFloatLightColor.x;
m_CurrentLinearFloatLightColor.y = vLinearFloatLightColor.y;
m_CurrentLinearFloatLightColor.z = vLinearFloatLightColor.z;
m_flCurrentLinearFloatLightAlpha = flLinearFloatLightAlpha;
m_flCurrentBrightnessScale = m_flBrightnessScale;
}
m_bForceUpdate = true;
}
#else
if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha )
{
float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;
m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed );
m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed );
m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed );
m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed );
m_bForceUpdate = true;
}
#endif
if ( !m_bForceUpdate )
{
bVisible = IsBBoxVisible();
}
if ( m_bState == false || !bVisible )
{
// Spotlight's extents aren't in view
ShutDownLightHandle();
return;
}
if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL || m_bForceUpdate )
{
Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
FlashlightState_t state;
#ifdef MAPBASE
if ( m_hTargetEntity != NULL && !m_bDontFollowTarget )
#else
if ( m_hTargetEntity != NULL )
#endif
{
if ( m_bCameraSpace )
{
const QAngle &angles = GetLocalAngles();
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if( pPlayer )
{
const QAngle playerAngles = pPlayer->GetAbsAngles();
Vector vPlayerForward, vPlayerRight, vPlayerUp;
AngleVectors( playerAngles, &vPlayerForward, &vPlayerRight, &vPlayerUp );
matrix3x4_t mRotMatrix;
AngleMatrix( angles, mRotMatrix );
VectorITransform( vPlayerForward, mRotMatrix, vForward );
VectorITransform( vPlayerRight, mRotMatrix, vRight );
VectorITransform( vPlayerUp, mRotMatrix, vUp );
float dist = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin()).Length();
vPos = m_hTargetEntity->GetAbsOrigin() - vForward*dist;
VectorNormalize( vForward );
VectorNormalize( vRight );
VectorNormalize( vUp );
}
}
else
{
vForward = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize( vForward );
// JasonM - unimplemented
Assert (0);
//Quaternion q = DirectionToOrientation( dir );
//
// JasonM - set up vRight, vUp
//
// VectorNormalize( vRight );
// VectorNormalize( vUp );
}
}
else
{
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
}
#ifdef MAPBASE
float fHighFOV;
if( m_flLightFOV > m_flLightHorFOV )
fHighFOV = m_flLightFOV;
else
fHighFOV = m_flLightHorFOV;
state.m_fHorizontalFOVDegrees = m_flLightHorFOV;
#else
state.m_fHorizontalFOVDegrees = m_flLightFOV;
#endif
state.m_fVerticalFOVDegrees = m_flLightFOV;
state.m_vecLightOrigin = vPos;
BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );
state.m_NearZ = m_flNearZ;
state.m_FarZ = m_flFarZ;
// quickly check the proposed light's bbox against the view frustum to determine whether we
// should bother to create it, if it doesn't exist, or cull it, if it does.
// get the half-widths of the near and far planes,
// based on the FOV which is in degrees. Remember that
// on planet Valve, x is forward, y left, and z up.
#ifdef MAPBASE
const float tanHalfAngle = tan( fHighFOV * ( M_PI/180.0f ) * 0.5f );
#else
const float tanHalfAngle = tan( m_flLightFOV * ( M_PI/180.0f ) * 0.5f );
#endif
const float halfWidthNear = tanHalfAngle * m_flNearZ;
const float halfWidthFar = tanHalfAngle * m_flFarZ;
// now we can build coordinates in local space: the near rectangle is eg
// (0, -halfWidthNear, -halfWidthNear), (0, halfWidthNear, -halfWidthNear),
// (0, halfWidthNear, halfWidthNear), (0, -halfWidthNear, halfWidthNear)
VectorAligned vNearRect[4] = {
VectorAligned( m_flNearZ, -halfWidthNear, -halfWidthNear), VectorAligned( m_flNearZ, halfWidthNear, -halfWidthNear),
VectorAligned( m_flNearZ, halfWidthNear, halfWidthNear), VectorAligned( m_flNearZ, -halfWidthNear, halfWidthNear)
};
VectorAligned vFarRect[4] = {
VectorAligned( m_flFarZ, -halfWidthFar, -halfWidthFar), VectorAligned( m_flFarZ, halfWidthFar, -halfWidthFar),
VectorAligned( m_flFarZ, halfWidthFar, halfWidthFar), VectorAligned( m_flFarZ, -halfWidthFar, halfWidthFar)
};
matrix3x4_t matOrientation( vForward, -vRight, vUp, vPos );
enum
{
kNEAR = 0,
kFAR = 1,
};
VectorAligned vOutRects[2][4];
for ( int i = 0 ; i < 4 ; ++i )
{
VectorTransform( vNearRect[i].Base(), matOrientation, vOutRects[0][i].Base() );
}
for ( int i = 0 ; i < 4 ; ++i )
{
VectorTransform( vFarRect[i].Base(), matOrientation, vOutRects[1][i].Base() );
}
// now take the min and max extents for the bbox, and see if it is visible.
Vector mins = **vOutRects;
Vector maxs = **vOutRects;
for ( int i = 1; i < 8 ; ++i )
{
VectorMin( mins, *(*vOutRects+i), mins );
VectorMax( maxs, *(*vOutRects+i), maxs );
}
#if 0 //for debugging the visibility frustum we just calculated
NDebugOverlay::Triangle( vOutRects[0][0], vOutRects[0][1], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f ); //first tri
NDebugOverlay::Triangle( vOutRects[0][2], vOutRects[0][1], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f ); //make it double sided
NDebugOverlay::Triangle( vOutRects[0][2], vOutRects[0][3], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f ); //second tri
NDebugOverlay::Triangle( vOutRects[0][0], vOutRects[0][3], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f ); //make it double sided
NDebugOverlay::Triangle( vOutRects[1][0], vOutRects[1][1], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f ); //first tri
NDebugOverlay::Triangle( vOutRects[1][2], vOutRects[1][1], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f ); //make it double sided
NDebugOverlay::Triangle( vOutRects[1][2], vOutRects[1][3], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f ); //second tri
NDebugOverlay::Triangle( vOutRects[1][0], vOutRects[1][3], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f ); //make it double sided
NDebugOverlay::Box( vec3_origin, mins, maxs, 0, 255, 0, 100, 0.0f );
#endif
bool bVisible = IsBBoxVisible( mins, maxs );
if (!bVisible)
{
// Spotlight's extents aren't in view
if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE )
{
ShutDownLightHandle();
}
return;
}
float flAlpha = m_flCurrentLinearFloatLightAlpha * ( 1.0f / 255.0f );
#ifdef MAPBASE
state.m_fConstantAtten = m_flConstantAtten;
state.m_fLinearAtten = m_flLinearAtten;
state.m_fQuadraticAtten = m_flQuadraticAtten;
state.m_FarZAtten = m_flFarZ;
state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
state.m_flShadowAtten = m_flShadowAtten;
#else
state.m_fQuadraticAtten = 0.0;
state.m_fLinearAtten = 100;
state.m_fConstantAtten = 0.0f;
state.m_FarZAtten = m_flFarZ;
state.m_fBrightnessScale = m_flBrightnessScale;
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * flAlpha;
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * flAlpha;
state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * flAlpha;
state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias();
state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias();
#endif
state.m_bEnableShadows = m_bEnableShadows;
state.m_pSpotlightTexture = m_SpotlightTexture;
state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality
#ifdef MAPBASE
state.m_bAlwaysDraw = m_bAlwaysDraw;
#endif
if( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE )
{
m_LightHandle = g_pClientShadowMgr->CreateFlashlight( state );
if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE )
{
m_bForceUpdate = false;
}
}
else
{
g_pClientShadowMgr->UpdateFlashlightState( m_LightHandle, state );
m_bForceUpdate = false;
}
g_pClientShadowMgr->GetFrustumExtents( m_LightHandle, m_vecExtentsMin, m_vecExtentsMax );
m_vecExtentsMin = m_vecExtentsMin - GetAbsOrigin();
m_vecExtentsMax = m_vecExtentsMax - GetAbsOrigin();
}
if( m_bLightOnlyTarget )
{
g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, m_hTargetEntity );
}
else
{
g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, NULL );
}
g_pClientShadowMgr->SetFlashlightLightWorld( m_LightHandle, m_bLightWorld );
if ( !asw_perf_wtf.GetBool() && !m_bForceUpdate )
{
g_pClientShadowMgr->UpdateProjectedTexture( m_LightHandle, true );
}
}
void C_EnvProjectedTexture::Simulate( void )
{
UpdateLight();
BaseClass::Simulate();
}
bool C_EnvProjectedTexture::IsBBoxVisible( Vector vecExtentsMin, Vector vecExtentsMax )
{
#ifdef MAPBASE
if (m_bAlwaysDraw)
return true;
#endif
// Z position clamped to the min height (but must be less than the max)
float flVisibleBBoxMinHeight = MIN( vecExtentsMax.z - 1.0f, m_flVisibleBBoxMinHeight );
vecExtentsMin.z = MAX( vecExtentsMin.z, flVisibleBBoxMinHeight );
// Check if the bbox is in the view
return !engine->CullBox( vecExtentsMin, vecExtentsMax );
}
#else
#ifndef MAPBASE
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT );
#else
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "4", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.00001", FCVAR_CHEAT );
#endif
//-----------------------------------------------------------------------------
// Purpose:
@ -34,7 +508,11 @@ public:
virtual void Simulate();
#ifdef MAPBASE
void UpdateLight();
#else
void UpdateLight( bool bForceUpdate );
#endif
C_EnvProjectedTexture();
~C_EnvProjectedTexture();
@ -42,10 +520,16 @@ public:
private:
ClientShadowHandle_t m_LightHandle;
#ifdef MAPBASE
bool m_bForceUpdate;
#endif
EHANDLE m_hTargetEntity;
bool m_bState;
#ifdef MAPBASE
bool m_bAlwaysUpdate;
#endif
float m_flLightFOV;
bool m_bEnableShadows;
bool m_bLightOnlyTarget;
@ -63,6 +547,9 @@ private:
IMPLEMENT_CLIENTCLASS_DT( C_EnvProjectedTexture, DT_EnvProjectedTexture, CEnvProjectedTexture )
RecvPropEHandle( RECVINFO( m_hTargetEntity ) ),
RecvPropBool( RECVINFO( m_bState ) ),
#ifdef MAPBASE
RecvPropBool( RECVINFO( m_bAlwaysUpdate ) ),
#endif
RecvPropFloat( RECVINFO( m_flLightFOV ) ),
RecvPropBool( RECVINFO( m_bEnableShadows ) ),
RecvPropBool( RECVINFO( m_bLightOnlyTarget ) ),
@ -103,12 +590,22 @@ void C_EnvProjectedTexture::ShutDownLightHandle( void )
//-----------------------------------------------------------------------------
void C_EnvProjectedTexture::OnDataChanged( DataUpdateType_t updateType )
{
#ifdef MAPBASE
m_bForceUpdate = true;
UpdateLight();
#else
UpdateLight( true );
#endif
BaseClass::OnDataChanged( updateType );
}
#ifndef MAPBASE
void C_EnvProjectedTexture::UpdateLight( bool bForceUpdate )
#else
void C_EnvProjectedTexture::UpdateLight()
#endif
{
#ifndef MAPBASE
if ( m_bState == false )
{
if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE )
@ -118,7 +615,25 @@ void C_EnvProjectedTexture::UpdateLight( bool bForceUpdate )
return;
}
#else
if ( m_bAlwaysUpdate )
{
m_bForceUpdate = true;
}
if ( m_bState == false )
{
// Spotlight's extents aren't in view
ShutDownLightHandle();
return;
}
#endif
#ifdef MAPBASE
if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL || m_bForceUpdate )
{
#endif
Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
FlashlightState_t state;
@ -153,8 +668,24 @@ void C_EnvProjectedTexture::UpdateLight( bool bForceUpdate )
}
else
{
#ifndef MAPBASE
vForward = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize( vForward );
#else
// VXP: Fixing targeting
Vector vecToTarget;
QAngle vecAngles;
if (m_hTargetEntity == NULL)
{
vecAngles = GetAbsAngles();
}
else
{
vecToTarget = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin();
VectorAngles(vecToTarget, vecAngles);
}
AngleVectors(vecAngles, &vForward, &vRight, &vUp);
#endif
// JasonM - unimplemented
Assert (0);
@ -204,11 +735,19 @@ void C_EnvProjectedTexture::UpdateLight( bool bForceUpdate )
}
else
{
#ifndef MAPBASE
if ( m_hTargetEntity != NULL || bForceUpdate == true )
{
g_pClientShadowMgr->UpdateFlashlightState( m_LightHandle, state );
}
#else
g_pClientShadowMgr->UpdateFlashlightState( m_LightHandle, state );
m_bForceUpdate = false;
#endif
}
#ifdef MAPBASE
}
#endif
if( m_bLightOnlyTarget )
{
@ -221,16 +760,29 @@ void C_EnvProjectedTexture::UpdateLight( bool bForceUpdate )
g_pClientShadowMgr->SetFlashlightLightWorld( m_LightHandle, m_bLightWorld );
#ifndef MAPBASE
if ( bForceUpdate == false )
{
g_pClientShadowMgr->UpdateProjectedTexture( m_LightHandle, true );
}
#else
if ( !m_bForceUpdate )
{
g_pClientShadowMgr->UpdateProjectedTexture( m_LightHandle, true );
}
#endif
}
void C_EnvProjectedTexture::Simulate( void )
{
#ifndef MAPBASE
UpdateLight( false );
#else
UpdateLight();
#endif
BaseClass::Simulate();
}
#endif

View File

@ -88,8 +88,9 @@ void CDustEffect::RenderParticles( CParticleRenderIterator *pIterator )
void CDustEffect::SimulateParticles( CParticleSimulateIterator *pIterator )
{
Vector vecWind;
#ifndef MAPBASE
GetWindspeedAtTime( gpGlobals->curtime, vecWind );
#endif
CFuncDustParticle *pParticle = (CFuncDustParticle*)pIterator->GetFirst();
while ( pParticle )
@ -105,6 +106,9 @@ void CDustEffect::SimulateParticles( CParticleSimulateIterator *pIterator )
}
else
{
#ifdef MAPBASE
vecWind = GetWindspeedAtLocation( pParticle->m_Pos );
#endif
for ( int i = 0 ; i < 2 ; i++ )
{
if ( pParticle->m_vVelocity[i] < vecWind[i] )

View File

@ -30,6 +30,9 @@ public:
// These are documented in the server-side entity.
public:
float m_fDisappearDist;
#ifdef MAPBASE
float m_fDisappearMaxDist;
#endif
};
@ -43,6 +46,9 @@ ConVar lod_TransitionDist("lod_TransitionDist", "800");
// Datatable..
IMPLEMENT_CLIENTCLASS_DT(C_Func_LOD, DT_Func_LOD, CFunc_LOD)
RecvPropFloat(RECVINFO(m_fDisappearDist)),
#ifdef MAPBASE
RecvPropFloat(RECVINFO(m_fDisappearMaxDist)),
#endif
END_RECV_TABLE()
@ -54,6 +60,9 @@ END_RECV_TABLE()
C_Func_LOD::C_Func_LOD()
{
m_fDisappearDist = 5000.0f;
#ifdef MAPBASE
m_fDisappearMaxDist = 0.0f;
#endif
}
//-----------------------------------------------------------------------------
@ -61,7 +70,11 @@ C_Func_LOD::C_Func_LOD()
//-----------------------------------------------------------------------------
unsigned char C_Func_LOD::GetClientSideFade()
{
#ifdef MAPBASE
return UTIL_ComputeEntityFade( this, m_fDisappearDist, m_fDisappearDist + (m_fDisappearMaxDist != 0 ? m_fDisappearMaxDist : lod_TransitionDist.GetFloat()), 1.0f );
#else
return UTIL_ComputeEntityFade( this, m_fDisappearDist, m_fDisappearDist + lod_TransitionDist.GetFloat(), 1.0f );
#endif
}

View File

@ -6,6 +6,9 @@
//===========================================================================//
#include "cbase.h"
#include "view_shared.h"
#ifdef MAPBASE
#include "viewrender.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -23,10 +26,27 @@ public:
virtual bool ShouldDraw();
#ifdef MAPBASE
virtual void OnDataChanged( DataUpdateType_t type );
ITexture *ReflectionRenderTarget();
ITexture *RefractionRenderTarget();
char m_iszReflectRenderTarget[64];
char m_iszRefractRenderTarget[64];
ITexture *m_pReflectRenderTarget;
ITexture *m_pRefractRenderTarget;
#endif
C_FuncReflectiveGlass *m_pNext;
};
IMPLEMENT_CLIENTCLASS_DT( C_FuncReflectiveGlass, DT_FuncReflectiveGlass, CFuncReflectiveGlass )
#ifdef MAPBASE
RecvPropString( RECVINFO( m_iszReflectRenderTarget ) ),
RecvPropString( RECVINFO( m_iszRefractRenderTarget ) ),
#endif
END_RECV_TABLE()
@ -47,6 +67,11 @@ C_FuncReflectiveGlass* GetReflectiveGlassList()
//-----------------------------------------------------------------------------
C_FuncReflectiveGlass::C_FuncReflectiveGlass()
{
#ifdef MAPBASE
m_iszReflectRenderTarget[0] = '\0';
m_iszRefractRenderTarget[0] = '\0';
#endif
g_ReflectiveGlassList.Insert( this );
}
@ -114,5 +139,111 @@ bool IsReflectiveGlassInView( const CViewSetup& view, cplane_t &plane )
return false;
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Iterates through reflective glass instead of just picking one
//-----------------------------------------------------------------------------
C_BaseEntity *NextReflectiveGlass( C_BaseEntity *pStart, const CViewSetup& view, cplane_t &plane,
const Frustum_t &frustum, ITexture **pRenderTargets )
{
// Early out if no cameras
C_FuncReflectiveGlass *pReflectiveGlass = NULL;
if (!pStart)
pReflectiveGlass = GetReflectiveGlassList();
else
pReflectiveGlass = ((C_FuncReflectiveGlass*)pStart)->m_pNext;
cplane_t localPlane;
Vector vecOrigin, vecWorld, vecDelta;
for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
{
if ( pReflectiveGlass->IsDormant() )
continue;
if ( pReflectiveGlass->m_iViewHideFlags & (1 << CurrentViewID()) )
continue;
Vector vecMins, vecMaxs;
pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
if ( R_CullBox( vecMins, vecMaxs, frustum ) )
continue;
const model_t *pModel = pReflectiveGlass->GetModel();
const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
for ( int i = 0; i < nCount; ++i )
{
modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
VectorTransform( vecOrigin, mat, vecWorld );
if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
continue;
VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
if ( vecDelta.Dot( plane.normal ) >= 0 )
continue;
if (pRenderTargets != NULL)
{
pRenderTargets[0] = pReflectiveGlass->ReflectionRenderTarget();
pRenderTargets[1] = pReflectiveGlass->RefractionRenderTarget();
}
return pReflectiveGlass;
}
}
return NULL;
}
void C_FuncReflectiveGlass::OnDataChanged( DataUpdateType_t type )
{
// Reset render textures
m_pReflectRenderTarget = NULL;
m_pRefractRenderTarget = NULL;
return BaseClass::OnDataChanged( type );
}
ITexture *C_FuncReflectiveGlass::ReflectionRenderTarget()
{
if (m_iszReflectRenderTarget[0] != '\0')
{
if (!m_pReflectRenderTarget)
{
// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
m_pReflectRenderTarget = materials->FindTexture( m_iszReflectRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
}
if (m_pReflectRenderTarget)
return m_pReflectRenderTarget;
}
return NULL;
//return GetWaterReflectionTexture();
}
ITexture *C_FuncReflectiveGlass::RefractionRenderTarget()
{
if (m_iszRefractRenderTarget[0] != '\0')
{
if (!m_pRefractRenderTarget)
{
// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
m_pRefractRenderTarget = materials->FindTexture( m_iszRefractRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
}
if (m_pRefractRenderTarget)
return m_pRefractRenderTarget;
}
return NULL;
//return GetWaterRefractionTexture();
}
#endif

View File

@ -21,6 +21,11 @@ class CViewSetup;
//-----------------------------------------------------------------------------
bool IsReflectiveGlassInView( const CViewSetup& view, cplane_t &plane );
#ifdef MAPBASE
C_BaseEntity *NextReflectiveGlass( C_BaseEntity *pStart, const CViewSetup& view, cplane_t &plane,
const Frustum_t &frustum, ITexture **pRenderTargets = NULL );
#endif
#endif // C_FUNC_REFLECTIVE_GLASS

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,118 @@
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client handler for instruction players how to play
//
//=============================================================================//
#ifndef _C_GAMEINSTRUCTOR_H_
#define _C_GAMEINSTRUCTOR_H_
#include "GameEventListener.h"
#include "vgui_controls/phandle.h"
class CBaseLesson;
struct LessonGroupConVarToggle_t
{
ConVarRef var;
char szLessonGroupName[ 64 ];
LessonGroupConVarToggle_t( const char *pchConVarName ) :
var( pchConVarName )
{
}
};
class C_GameInstructor : public CAutoGameSystemPerFrame, public CGameEventListener
{
public:
C_GameInstructor() : CAutoGameSystemPerFrame( "C_GameInstructor" )
{
m_bHasLoadedSaveData = false;
m_bDirtySaveData = false;
}
// Methods of IGameSystem
virtual bool Init( void );
virtual void Shutdown( void );
virtual void Update( float frametime );
void UpdateHiddenByOtherElements( void );
bool Mod_HiddenByOtherElements( void );
virtual void FireGameEvent( IGameEvent *event );
void DefineLesson( CBaseLesson *pLesson );
const CBaseLesson * GetLesson( const char *pchLessonName );
bool IsLessonOfSameTypeOpen( const CBaseLesson *pLesson ) const;
bool ReadSaveData( void );
bool WriteSaveData( void );
void RefreshDisplaysAndSuccesses( void );
void ResetDisplaysAndSuccesses( void );
void MarkDisplayed( const char *pchLessonName );
void MarkSucceeded( const char *pchLessonName );
void PlaySound( const char *pchSoundName );
bool OpenOpportunity( CBaseLesson *pLesson );
void DumpOpenOpportunities( void );
KeyValues * GetScriptKeys( void );
C_BasePlayer * GetLocalPlayer( void );
void EvaluateLessonsForGameRules( void );
void SetLessonGroupEnabled( const char *pszGroup, bool bEnabled );
// Mapbase needs this to be public for map-specific file system
void ReadLessonsFromFile( const char *pchFileName );
private:
void FindErrors( void );
bool UpdateActiveLesson( CBaseLesson *pLesson, const CBaseLesson *pRootLesson );
void UpdateInactiveLesson( CBaseLesson *pLesson );
CBaseLesson * GetLesson_Internal( const char *pchLessonName );
void StopAllLessons( void );
void CloseAllOpenOpportunities( void );
void CloseOpportunity( CBaseLesson *pLesson );
void InitLessonPrerequisites( void );
private:
CUtlVector < CBaseLesson* > m_Lessons;
CUtlVector < CBaseLesson* > m_OpenOpportunities;
CUtlVector < LessonGroupConVarToggle_t > m_LessonGroupConVarToggles;
KeyValues *m_pScriptKeys;
bool m_bNoDraw;
bool m_bHiddenDueToOtherElements;
int m_iCurrentPriority;
EHANDLE m_hLastSpectatedPlayer;
bool m_bSpectatedPlayerChanged;
char m_szPreviousStartSound[ 128 ];
float m_fNextStartSoundTime;
bool m_bHasLoadedSaveData;
bool m_bDirtySaveData;
};
C_GameInstructor &GetGameInstructor();
void GameInstructor_Init();
void GameInstructor_Shutdown();
#endif // _C_GAMEINSTRUCTOR_H_

View File

@ -102,6 +102,10 @@ public:
C_LightGlowOverlay m_Glow;
float m_flGlowProxySize;
#ifdef MAPBASE
bool m_bDisabled;
#endif
};
static void RecvProxy_HDRColorScale( const CRecvProxyData *pData, void *pStruct, void *pOut )
@ -123,6 +127,9 @@ IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_LightGlow, DT_LightGlow, CLightGlow )
RecvPropQAngles( RECVINFO_NAME( m_angNetworkAngles, m_angRotation ) ),
RecvPropInt( RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent ),
RecvPropFloat(RECVINFO(m_flGlowProxySize)),
#ifdef MAPBASE
RecvPropBool( RECVINFO( m_bDisabled ) ),
#endif
RecvPropFloat("HDRColorScale", 0, SIZEOF_IGNORE, 0, RecvProxy_HDRColorScale),
END_RECV_TABLE()
@ -202,7 +209,11 @@ void C_LightGlow::OnDataChanged( DataUpdateType_t updateType )
void C_LightGlow::ClientThink( void )
{
Vector mins = GetAbsOrigin();
#ifdef MAPBASE
if ( engine->IsBoxVisible( mins, mins ) && !m_bDisabled )
#else
if ( engine->IsBoxVisible( mins, mins ) )
#endif
{
m_Glow.Activate();
}

View File

@ -32,6 +32,9 @@ public:
protected:
int m_iEffectIndex;
bool m_bActive;
#ifdef MAPBASE
bool m_bDestroyImmediately;
#endif
bool m_bOldActive;
float m_flStartTime; // Time at which the effect started
@ -56,6 +59,9 @@ BEGIN_RECV_TABLE_NOBASE( C_ParticleSystem, DT_ParticleSystem )
RecvPropInt( RECVINFO( m_iEffectIndex ) ),
RecvPropBool( RECVINFO( m_bActive ) ),
#ifdef MAPBASE
RecvPropBool( RECVINFO( m_bDestroyImmediately ) ),
#endif
RecvPropFloat( RECVINFO( m_flStartTime ) ),
RecvPropArray3( RECVINFO_ARRAY(m_hControlPointEnts), RecvPropEHandle( RECVINFO( m_hControlPointEnts[0] ) ) ),
@ -108,9 +114,18 @@ void C_ParticleSystem::PostDataUpdate( DataUpdateType_t updateType )
SetNextClientThink( gpGlobals->curtime );
}
else
#ifdef MAPBASE
{
if (!m_bDestroyImmediately)
ParticleProp()->StopEmission();
else
ParticleProp()->StopEmissionAndDestroyImmediately();
}
#else
{
ParticleProp()->StopEmission();
}
#endif
}
}
}

View File

@ -429,8 +429,10 @@ void CPixelVisibilityQuery::IssueQuery( IMatRenderContext *pRenderContext, float
return;
}
}
#ifndef MAPBASE // Mapbase can also query visibility several times via multiple point_cameras, etc.
#ifndef PORTAL // FIXME: In portal we query visibility multiple times per frame because of portal renders!
Assert ( ( m_frameIssued != gpGlobals->framecount ) || UseVR() );
#endif
#endif
m_frameIssued = gpGlobals->framecount;

View File

@ -75,6 +75,9 @@ public:
bool m_bSlowMovement;
//Tony; added so tonemap controller can work in multiplayer with inputs.
tonemap_params_t m_TonemapParams;
};
#endif // C_PLAYERLOCALDATA_H

View File

@ -25,6 +25,10 @@ IMPLEMENT_CLIENTCLASS_DT( C_PointCamera, DT_PointCamera, CPointCamera )
RecvPropFloat( RECVINFO( m_flFogMaxDensity ) ),
RecvPropInt( RECVINFO( m_bActive ) ),
RecvPropInt( RECVINFO( m_bUseScreenAspectRatio ) ),
#ifdef MAPBASE
RecvPropInt( RECVINFO( m_iSkyMode ) ),
RecvPropString( RECVINFO( m_iszRenderTarget ) ),
#endif
END_RECV_TABLE()
C_EntityClassList<C_PointCamera> g_PointCameraList;
@ -40,6 +44,10 @@ C_PointCamera::C_PointCamera()
m_bActive = false;
m_bFogEnable = false;
#ifdef MAPBASE
m_iszRenderTarget[0] = '\0';
#endif
g_PointCameraList.Insert( this );
}
@ -53,6 +61,16 @@ bool C_PointCamera::ShouldDraw()
return false;
}
void C_PointCamera::OnDataChanged( DataUpdateType_t type )
{
#ifdef MAPBASE
// Reset render texture
m_pRenderTarget = NULL;
#endif
return BaseClass::OnDataChanged( type );
}
float C_PointCamera::GetFOV()
{
return m_FOV;
@ -113,4 +131,31 @@ void C_PointCamera::GetToolRecordingState( KeyValues *msg )
msg->SetPtr( "monitor", &state );
}
#ifdef MAPBASE
extern ITexture *GetCameraTexture( void );
extern void AddReleaseFunc( void );
ITexture *C_PointCamera::RenderTarget()
{
if (m_iszRenderTarget[0] != '\0')
{
if (!m_pRenderTarget)
{
// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
m_pRenderTarget = materials->FindTexture( m_iszRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
}
if (m_pRenderTarget)
return m_pRenderTarget;
}
return GetCameraTexture();
}
IMPLEMENT_CLIENTCLASS_DT( C_PointCameraOrtho, DT_PointCameraOrtho, CPointCameraOrtho )
RecvPropInt( RECVINFO( m_bOrtho ) ),
RecvPropArray( RecvPropFloat( RECVINFO( m_OrthoDimensions[0] ) ), m_OrthoDimensions ),
END_RECV_TABLE()
#endif

View File

@ -29,6 +29,9 @@ public:
// C_BaseEntity.
virtual bool ShouldDraw();
// Mapbase uses this for m_iszRenderTarget
virtual void OnDataChanged( DataUpdateType_t type );
float GetFOV();
float GetResolution();
bool IsFogEnabled();
@ -37,6 +40,14 @@ public:
float GetFogMaxDensity();
float GetFogEnd();
bool UseScreenAspectRatio() const { return m_bUseScreenAspectRatio; }
#ifdef MAPBASE
virtual bool IsOrtho() const { return false; }
virtual void GetOrthoDimensions(float &up, float &dn, float &lf, float &rt) const {}
SkyboxVisibility_t SkyMode() { return m_iSkyMode; }
ITexture *RenderTarget();
#endif
virtual void GetToolRecordingState( KeyValues *msg );
@ -50,11 +61,37 @@ private:
float m_flFogMaxDensity;
bool m_bActive;
bool m_bUseScreenAspectRatio;
#ifdef MAPBASE
SkyboxVisibility_t m_iSkyMode;
ITexture *m_pRenderTarget;
char m_iszRenderTarget[64];
#endif
public:
C_PointCamera *m_pNext;
};
#ifdef MAPBASE
class C_PointCameraOrtho : public C_PointCamera
{
public:
DECLARE_CLASS( C_PointCameraOrtho, C_PointCamera );
DECLARE_CLIENTCLASS();
public:
bool IsOrtho() const { return m_bOrtho; }
void GetOrthoDimensions( float &up, float &dn, float &lf, float &rt ) const
{
up = m_OrthoDimensions[0], dn = m_OrthoDimensions[1];
lf = m_OrthoDimensions[2], rt = m_OrthoDimensions[3];
}
private:
bool m_bOrtho;
float m_OrthoDimensions[4];
};
#endif
C_PointCamera *GetPointCameraList();
#endif // C_POINTCAMERA_H

View File

@ -0,0 +1,63 @@
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: stores map postprocess params
//
//=============================================================================
#include "cbase.h"
#include "c_postprocesscontroller.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT( C_PostProcessController, DT_PostProcessController, CPostProcessController )
RecvPropArray3( RECVINFO_NAME( m_PostProcessParameters.m_flParameters[0], m_flPostProcessParameters ), POST_PROCESS_PARAMETER_COUNT, RecvPropFloat( RECVINFO_NAME( m_PostProcessParameters.m_flParameters[0], m_flPostProcessParameters[0] ) ) ),
RecvPropBool( RECVINFO(m_bMaster) )
END_RECV_TABLE()
C_PostProcessController* C_PostProcessController::ms_pMasterController = nullptr;
//-----------------------------------------------------------------------------
C_PostProcessController::C_PostProcessController()
: m_bMaster( false )
{
if ( ms_pMasterController == nullptr)
{
ms_pMasterController = this;
}
}
//-----------------------------------------------------------------------------
C_PostProcessController::~C_PostProcessController()
{
if ( ms_pMasterController == this )
{
ms_pMasterController = nullptr;
}
}
void C_PostProcessController::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate( updateType );
if ( m_bMaster )
{
ms_pMasterController = this;
}
}
#ifdef MAPBASE
// Prevents parameters from fading after a save/restore
bool g_bPostProcessNeedsRestore = false;
void C_PostProcessController::OnRestore()
{
BaseClass::OnRestore();
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->GetActivePostProcessController() == this )
{
// Tell clientmode this is part of a save/restore
g_bPostProcessNeedsRestore = true;
}
}
#endif

View File

@ -0,0 +1,33 @@
#pragma once
#include "postprocess_shared.h"
//=============================================================================
//
// Class Postprocess Controller:
//
class C_PostProcessController : public C_BaseEntity
{
DECLARE_CLASS( C_PostProcessController, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_PostProcessController();
virtual ~C_PostProcessController();
virtual void PostDataUpdate( DataUpdateType_t updateType );
static C_PostProcessController* GetMasterController() { return ms_pMasterController; }
PostProcessParameters_t m_PostProcessParameters;
#ifdef MAPBASE
// Prevents fade time from being used in save/restore
virtual void OnRestore();
#endif
private:
bool m_bMaster;
static C_PostProcessController* ms_pMasterController;
};

File diff suppressed because it is too large Load Diff

View File

@ -107,7 +107,9 @@ public:
// Get the rope material data.
IMaterial *GetSolidMaterial( void );
#ifndef MAPBASE
IMaterial *GetBackMaterial( void );
#endif
struct BuildRopeQueuedData_t
{
@ -119,7 +121,11 @@ public:
float m_Slack;
};
#ifdef MAPBASE
void BuildRope( RopeSegData_t *pRopeSegment, const Vector &vCurrentViewForward, const Vector &vCurrentViewOrigin, BuildRopeQueuedData_t *pQueuedData );
#else
void BuildRope( RopeSegData_t *pRopeSegment, const Vector &vCurrentViewForward, const Vector &vCurrentViewOrigin, BuildRopeQueuedData_t *pQueuedData, bool bQueued );
#endif
// C_BaseEntity overrides.
public:
@ -196,19 +202,29 @@ private:
float m_TextureScale; // pixels per inch
int m_fLockedPoints; // Which points are locked down.
#ifdef MAPBASE
int m_nChangeCount;
#endif
float m_Width;
CPhysicsDelegate m_PhysicsDelegate;
IMaterial *m_pMaterial;
#ifndef MAPBASE
IMaterial *m_pBackMaterial; // Optional translucent background material for the rope to help reduce aliasing.
#endif
int m_TextureHeight; // Texture height, for texture scale calculations.
// Instantaneous force
#ifdef MAPBASE
Vector m_vecImpulse;
Vector m_vecPreviousImpulse;
#else
Vector m_flImpulse;
Vector m_flPreviousImpulse;
#endif
// Simulated wind gusts.
float m_flCurrentGustTimer;
@ -250,7 +266,9 @@ public:
virtual void ResetRenderCache( void ) = 0;
virtual void AddToRenderCache( C_RopeKeyframe *pRope ) = 0;
virtual void DrawRenderCache( bool bShadowDepth ) = 0;
#ifndef MAPBASE
virtual void OnRenderStart( void ) = 0;
#endif
virtual void SetHolidayLightMode( bool bHoliday ) = 0;
virtual bool IsHolidayLightMode( void ) = 0;
virtual int GetHolidayLightStyle( void ) = 0;

View File

@ -676,7 +676,7 @@ void C_SceneEntity::DispatchStartSpeak( CChoreoScene *scene, C_BaseFlex *actor,
es.m_pSoundName = event->GetParameters();
EmitSound( filter, actor->entindex(), es );
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() );
actor->AddSceneEvent( scene, event, NULL, IsClientOnly(), this );
// Close captioning only on master token no matter what...
if ( event->GetCloseCaptionType() == CChoreoEvent::CC_MASTER )
@ -806,20 +806,72 @@ CChoreoStringPool g_ChoreoStringPool;
CChoreoScene *C_SceneEntity::LoadScene( const char *filename )
{
#ifdef MAPBASE
char loadfile[MAX_PATH];
#else
char loadfile[ 512 ];
#endif
Q_strncpy( loadfile, filename, sizeof( loadfile ) );
Q_SetExtension( loadfile, ".vcd", sizeof( loadfile ) );
Q_FixSlashes( loadfile );
#ifdef MAPBASE
//
// Raw scene file support
//
void *pBuffer = 0;
size_t bufsize = scenefilecache->GetSceneBufferSize( loadfile );
CChoreoScene *pScene = NULL;
if ( bufsize > 0 )
{
// Definitely in scenes.image
pBuffer = malloc( bufsize );
if ( !scenefilecache->GetSceneData( filename, (byte *)pBuffer, bufsize ) )
{
free( pBuffer );
return NULL;
}
if ( IsBufferBinaryVCD( (char*)pBuffer, bufsize ) )
{
pScene = new CChoreoScene( this );
CUtlBuffer buf( pBuffer, bufsize, CUtlBuffer::READ_ONLY );
if ( !pScene->RestoreFromBinaryBuffer( buf, loadfile, &g_ChoreoStringPool ) )
{
Warning( "Unable to restore scene '%s'\n", loadfile );
delete pScene;
pScene = NULL;
}
}
}
else if (filesystem->ReadFileEx( loadfile, "MOD", &pBuffer, true ))
{
// Not in scenes.image, but it's a raw file
g_TokenProcessor.SetBuffer((char*)pBuffer);
pScene = ChoreoLoadScene( loadfile, this, &g_TokenProcessor, Scene_Printf );
}
else
{
// Abandon ship
return NULL;
}
if(pScene)
{
pScene->SetPrintFunc( Scene_Printf );
pScene->SetEventCallbackInterface( this );
}
#else
char *pBuffer = NULL;
size_t bufsize = scenefilecache->GetSceneBufferSize( loadfile );
if ( bufsize <= 0 )
return NULL;
pBuffer = new char[ bufsize ];
pBuffer = malloc( bufsize );
if ( !scenefilecache->GetSceneData( filename, (byte *)pBuffer, bufsize ) )
{
delete[] pBuffer;
free( pBuffer );
return NULL;
}
@ -845,8 +897,9 @@ CChoreoScene *C_SceneEntity::LoadScene( const char *filename )
g_TokenProcessor.SetBuffer( pBuffer );
pScene = ChoreoLoadScene( loadfile, this, &g_TokenProcessor, Scene_Printf );
}
#endif
delete[] pBuffer;
free( pBuffer );
return pScene;
}
@ -913,7 +966,7 @@ void C_SceneEntity::UnloadScene( void )
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchStartFlexAnimation( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event )
{
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() );
actor->AddSceneEvent( scene, event, NULL, IsClientOnly(), this );
}
//-----------------------------------------------------------------------------
@ -933,7 +986,7 @@ void C_SceneEntity::DispatchEndFlexAnimation( CChoreoScene *scene, C_BaseFlex *a
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchStartExpression( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event )
{
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() );
actor->AddSceneEvent( scene, event, NULL, IsClientOnly(), this );
}
//-----------------------------------------------------------------------------
@ -957,7 +1010,7 @@ void C_SceneEntity::DispatchStartGesture( CChoreoScene *scene, C_BaseFlex *actor
if ( !Q_stricmp( event->GetName(), "NULL" ) )
return;
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() );
actor->AddSceneEvent( scene, event, NULL, IsClientOnly(), this );
}
//-----------------------------------------------------------------------------
@ -972,7 +1025,7 @@ void C_SceneEntity::DispatchProcessGesture( CChoreoScene *scene, C_BaseFlex *act
return;
actor->RemoveSceneEvent( scene, event, false );
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() );
actor->AddSceneEvent( scene, event, NULL, IsClientOnly(), this );
}
//-----------------------------------------------------------------------------
@ -995,7 +1048,7 @@ void C_SceneEntity::DispatchEndGesture( CChoreoScene *scene, C_BaseFlex *actor,
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchStartSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
{
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() );
actor->AddSceneEvent( scene, event, NULL, IsClientOnly(), this );
}
//-----------------------------------------------------------------------------
@ -1005,7 +1058,7 @@ void C_SceneEntity::DispatchStartSequence( CChoreoScene *scene, CBaseFlex *actor
void C_SceneEntity::DispatchProcessSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
{
actor->RemoveSceneEvent( scene, event, false );
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() );
actor->AddSceneEvent( scene, event, NULL, IsClientOnly(), this );
}
//-----------------------------------------------------------------------------
@ -1210,4 +1263,4 @@ void C_SceneEntity::PrefetchAnimBlocks( CChoreoScene *pScene )
return;
Msg( "%d of %d animations resident\n", nResident, nChecked );
}
}

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@ -32,13 +32,24 @@ private:
color32 m_shadowColor;
float m_flShadowMaxDist;
bool m_bDisableShadows;
#ifdef MAPBASE
bool m_bEnableLocalLightShadows;
#endif
};
IMPLEMENT_CLIENTCLASS_DT(C_ShadowControl, DT_ShadowControl, CShadowControl)
RecvPropVector(RECVINFO(m_shadowDirection)),
#ifdef MAPBASE
/*RecvPropInt(RECVINFO(m_shadowColor), 0, RecvProxy_Int32ToColor32),*/
RecvPropInt(RECVINFO(m_shadowColor), 0, RecvProxy_IntToColor32),
#else
RecvPropInt(RECVINFO(m_shadowColor)),
#endif
RecvPropFloat(RECVINFO(m_flShadowMaxDist)),
RecvPropBool(RECVINFO(m_bDisableShadows)),
#ifdef MAPBASE
RecvPropBool(RECVINFO(m_bEnableLocalLightShadows)),
#endif
END_RECV_TABLE()
@ -54,6 +65,9 @@ void C_ShadowControl::OnDataChanged(DataUpdateType_t updateType)
g_pClientShadowMgr->SetShadowColor( m_shadowColor.r, m_shadowColor.g, m_shadowColor.b );
g_pClientShadowMgr->SetShadowDistance( m_flShadowMaxDist );
g_pClientShadowMgr->SetShadowsDisabled( m_bDisableShadows );
#ifdef DYNAMIC_RTT_SHADOWS
g_pClientShadowMgr->SetShadowFromWorldLightsEnabled( m_bEnableLocalLightShadows );
#endif
}
//------------------------------------------------------------------------------

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@ -207,6 +207,9 @@ public:
// "dsp_volume"
void ProcessDSPVolume( KeyValues *pKey, subsoundscapeparams_t &params );
#ifdef MAPBASE // Moved to public space
void AddSoundScapeFile( const char *filename );
#endif
private:
@ -215,7 +218,9 @@ private:
return gpGlobals->framecount == m_nRestoreFrame ? true : false;
}
#ifndef MAPBASE // Moved to public space
void AddSoundScapeFile( const char *filename );
#endif
void TouchPlayLooping( KeyValues *pAmbient );
void TouchPlayRandom( KeyValues *pPlayRandom );
@ -265,6 +270,13 @@ void Soundscape_Update( audioparams_t &audio )
g_SoundscapeSystem.UpdateAudioParams( audio );
}
#ifdef MAPBASE
void Soundscape_AddFile( const char *szFile )
{
g_SoundscapeSystem.AddSoundScapeFile(szFile);
}
#endif
#define SOUNDSCAPE_MANIFEST_FILE "scripts/soundscapes_manifest.txt"
void C_SoundscapeSystem::AddSoundScapeFile( const char *filename )
@ -310,6 +322,16 @@ bool C_SoundscapeSystem::Init()
mapSoundscapeFilename = VarArgs( "scripts/soundscapes_%s.txt", mapname );
}
#ifdef MAPBASE
if (filesystem->FileExists(VarArgs("maps/%s_soundscapes.txt", mapname)))
{
// A Mapbase-specific file exists. Load that instead.
// Any additional soundscape files, like the original scripts/soundscapes version,
// could be loaded through #include and/or #base.
mapSoundscapeFilename = VarArgs("maps/%s_soundscapes.txt", mapname);
}
#endif
KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE );
if ( filesystem->LoadKeyValues( *manifest, IFileSystem::TYPE_SOUNDSCAPE, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) )
{

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@ -24,4 +24,8 @@ extern void Soundscape_Update( audioparams_t &audio );
// sounds are still playing when they're not.
void Soundscape_OnStopAllSounds();
#ifdef MAPBASE
void Soundscape_AddFile( const char *szFile );
#endif
#endif // C_SOUNDSCAPE_H

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@ -179,6 +179,10 @@ void DispatchEffect( const char *pName, const CEffectData &data )
te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data );
}
void DispatchEffect( const char *pName, const CEffectData &data, IRecipientFilter &filter )
{
te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data );
}
//-----------------------------------------------------------------------------
// Playback

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@ -42,5 +42,6 @@ public:
void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData );
void DispatchEffect( const char *pName, const CEffectData &data );
void DispatchEffect( const char *pName, const CEffectData &data, IRecipientFilter &filter );
#endif // C_TE_EFFECT_DISPATCH_H

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@ -64,7 +64,12 @@ void C_TELargeFunnel::CreateFunnel( void )
float ratio = 0.25;
float invratio = 1 / ratio;
#ifdef MAPBASE
// Uh...figure out how to fix this
PMaterialHandle hMaterial = pSimple->GetPMaterial( "sprites/flare6" );
#else
PMaterialHandle hMaterial = pSimple->GetPMaterial( "sprites/flare6" );
#endif
for ( i = -256 ; i <= 256 ; i += 24 ) //24 from 32.. little more dense
{

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@ -597,8 +597,12 @@ bool C_LocalTempEntity::Frame( float frametime, int framenumber )
if ( flags & FTENT_WINDBLOWN )
{
#ifdef MAPBASE
Vector vecWind = GetWindspeedAtLocation( GetAbsOrigin() );
#else
Vector vecWind;
GetWindspeedAtTime( gpGlobals->curtime, vecWind );
#endif
for ( int i = 0 ; i < 2 ; i++ )
{
@ -1829,6 +1833,9 @@ void CTempEnts::MuzzleFlash( const Vector& pos1, const QAngle& angles, int type,
// UNDONE: These need their own effects/sprites. For now use the pistol
// SMG1
#if defined ( HL2MP ) // HACK for hl2mp, make the default muzzleflash the smg muzzleflash for weapons like the RPG that are using 'type 0'
default:
#endif // HL2MP
case MUZZLEFLASH_SMG1:
if ( firstPerson )
{
@ -1866,10 +1873,12 @@ void CTempEnts::MuzzleFlash( const Vector& pos1, const QAngle& angles, int type,
}
break;
#if !defined ( HL2MP ) // HACK for hl2mp, make the default muzzleflash the smg muzzleflash for weapons like the RPG that are using 'type 0'
default:
// There's no supported muzzle flash for the type specified!
Assert(0);
break;
#endif // HL2MP
}
#endif

View File

@ -8,10 +8,10 @@
#include "c_team_train_watcher.h"
#include "igameevents.h"
#include "c_team_objectiveresource.h"
#include "teamplayroundbased_gamerules.h"
#ifdef TF_CLIENT_DLL
#include "tf_shareddefs.h"
#include "teamplayroundbased_gamerules.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!

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@ -54,7 +54,12 @@ public:
flFOV = m_flFOV;
}
virtual void DrawHudElements();
#ifdef MAPBASE
virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return m_bAllowStandardWeapons; }
bool m_bAllowStandardWeapons;
#else
virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return false; }
#endif
virtual void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd );
virtual C_BaseCombatCharacter *GetPassenger( int nRole );
virtual int GetPassengerRole( C_BaseCombatCharacter *pPassenger );
@ -107,6 +112,9 @@ IMPLEMENT_CLIENTCLASS_DT(C_PropVehicleChoreoGeneric, DT_PropVehicleChoreoGeneric
RecvPropFloat( RECVINFO( m_vehicleView.flYawMax ) ),
RecvPropFloat( RECVINFO( m_vehicleView.flPitchMin ) ),
RecvPropFloat( RECVINFO( m_vehicleView.flPitchMax ) ),
#ifdef MAPBASE
RecvPropBool( RECVINFO( m_bAllowStandardWeapons ) ),
#endif
END_RECV_TABLE()

View File

@ -59,8 +59,18 @@ BEGIN_RECV_TABLE( C_World, DT_World )
RecvPropFloat(RECVINFO(m_flMinPropScreenSpaceWidth)),
RecvPropString(RECVINFO(m_iszDetailSpriteMaterial)),
RecvPropInt(RECVINFO(m_bColdWorld)),
#ifdef MAPBASE
RecvPropString(RECVINFO(m_iszChapterTitle)),
#endif
#ifdef MAPBASE_VSCRIPT
RecvPropInt(RECVINFO(m_iScriptLanguageClient)),
#endif
END_RECV_TABLE()
#ifdef MAPBASE_VSCRIPT
extern bool VScriptClientInit();
#endif
C_World::C_World( void )
{
@ -119,6 +129,11 @@ void C_World::OnDataChanged( DataUpdateType_t updateType )
engine->SetOcclusionParameters( params );
modelinfo->SetLevelScreenFadeRange( m_flMinPropScreenSpaceWidth, m_flMaxPropScreenSpaceWidth );
#ifdef MAPBASE_VSCRIPT
// This is now here so that C_World has time to receive the selected script language
VScriptClientInit();
#endif
}
}

View File

@ -41,6 +41,10 @@ public:
float GetWaveHeight() const;
const char *GetDetailSpriteMaterial() const;
#ifdef MAPBASE_VSCRIPT
ScriptLanguage_t GetScriptLanguage() { return (ScriptLanguage_t)m_iScriptLanguageClient; }
#endif
public:
enum
{
@ -56,6 +60,12 @@ public:
float m_flMinPropScreenSpaceWidth;
float m_flMaxPropScreenSpaceWidth;
bool m_bColdWorld;
#ifdef MAPBASE
char m_iszChapterTitle[64];
#endif
#ifdef MAPBASE_VSCRIPT
int m_iScriptLanguageClient;
#endif
private:
void RegisterSharedActivities( void );

View File

@ -37,6 +37,10 @@ struct studiohdr_t;
#include <icvar.h>
#include <baseentity_shared.h>
#ifdef MAPBASE
#include "tier1/mapbase_con_groups.h"
#endif
// This is a precompiled header. Include a bunch of common stuff.
// This is kind of ugly in that it adds a bunch of dependency where it isn't needed.

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@ -215,6 +215,11 @@ IEngineReplay *g_pEngineReplay = NULL;
IEngineClientReplay *g_pEngineClientReplay = NULL;
IReplaySystem *g_pReplay = NULL;
#endif
#ifdef MAPBASE
IVEngineServer *serverengine = NULL;
#endif
IScriptManager *scriptmanager = NULL;
IHaptics* haptics = NULL;// NVNT haptics system interface singleton
@ -336,6 +341,13 @@ static ConVar s_cl_class("cl_class", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "D
static ConVar s_cl_load_hl1_content("cl_load_hl1_content", "0", FCVAR_ARCHIVE, "Mount the content from Half-Life: Source if possible");
#endif
#ifdef MAPBASE_RPC
// Mapbase stuff
extern void MapbaseRPC_Init();
extern void MapbaseRPC_Shutdown();
extern void MapbaseRPC_Update( int iType, const char *pMapName );
#endif
// Physics system
bool g_bLevelInitialized;
@ -847,6 +859,7 @@ CHLClient::CHLClient()
}
extern IGameSystem *ViewportClientSystem();
@ -940,9 +953,28 @@ int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physi
return false;
#endif
#ifdef MAPBASE
// Implements the server engine interface on the client.
// I'm extremely confused as to how this is even possible, but Saul Rennison's worldlight did it.
// If it's really this possible, why wasn't it available before?
// Hopefully there's no SP-only magic going on here, because I want to use this for RPC.
if ( (serverengine = (IVEngineServer*)appSystemFactory(INTERFACEVERSION_VENGINESERVER, NULL )) == NULL )
return false;
#endif
if (!g_pMatSystemSurface)
return false;
if ( !CommandLine()->CheckParm( "-noscripting") )
{
scriptmanager = (IScriptManager *)appSystemFactory( VSCRIPT_INTERFACE_VERSION, NULL );
if (scriptmanager == nullptr)
{
scriptmanager = (IScriptManager*)Sys_GetFactoryThis()(VSCRIPT_INTERFACE_VERSION, NULL);
}
}
#ifdef WORKSHOP_IMPORT_ENABLED
if ( !ConnectDataModel( appSystemFactory ) )
return false;
@ -1089,6 +1121,14 @@ int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physi
HookHapticMessages(); // Always hook the messages
#endif
#ifdef MAPBASE_RPC
MapbaseRPC_Init();
#endif
#ifdef MAPBASE
CommandLine()->AppendParm( "+r_hunkalloclightmaps", "0" );
#endif
return true;
}
@ -1213,6 +1253,10 @@ void CHLClient::Shutdown( void )
DisconnectDataModel();
ShutdownFbx();
#endif
#ifdef MAPBASE_RPC
MapbaseRPC_Shutdown();
#endif
// This call disconnects the VGui libraries which we rely on later in the shutdown path, so don't do it
// DisconnectTier3Libraries( );
@ -1626,6 +1670,13 @@ void CHLClient::LevelInitPreEntity( char const* pMapName )
}
#endif
#ifdef MAPBASE_RPC
if (!g_bTextMode)
{
MapbaseRPC_Update(RPCSTATE_LEVEL_INIT, pMapName);
}
#endif
// Check low violence settings for this map
g_RagdollLVManager.SetLowViolence( pMapName );
@ -1717,6 +1768,13 @@ void CHLClient::LevelShutdown( void )
gHUD.LevelShutdown();
#ifdef MAPBASE_RPC
if (!g_bTextMode)
{
MapbaseRPC_Update(RPCSTATE_LEVEL_SHUTDOWN, NULL);
}
#endif
internalCenterPrint->Clear();
messagechars->Clear();
@ -2147,7 +2205,9 @@ void OnRenderStart()
// are at the correct location
view->OnRenderStart();
#ifndef MAPBASE
RopeManager()->OnRenderStart();
#endif
// This will place all entities in the correct position in world space and in the KD-tree
C_BaseAnimating::UpdateClientSideAnimations();

View File

@ -110,6 +110,9 @@ extern IReplayManager *g_pReplayManager;
extern IReplayScreenshotManager *g_pReplayScreenshotManager;
extern IEngineReplay *g_pEngineReplay;
extern IEngineClientReplay *g_pEngineClientReplay;
#ifdef MAPBASE
extern IVEngineServer *serverengine;
#endif
//=============================================================================
// HPE_BEGIN
@ -177,4 +180,16 @@ extern CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex );
#endif
#ifdef MAPBASE
// Mapbase RPC stuff
enum
{
RPCSTATE_INIT,
RPCSTATE_LEVEL_INIT,
RPCSTATE_LEVEL_SHUTDOWN,
RPCSTATE_UPDATE,
};
#endif
#endif // CDLL_CLIENT_INT_H

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@ -703,6 +703,24 @@ int UTIL_EntitiesAlongRay( C_BaseEntity **pList, int listMax, const Ray_t &ray,
return rayEnum.GetCount();
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Pass in an array of pointers and an array size, it fills the array and returns the number inserted
// Input : **pList -
// listMax -
// &point -
// flagMask -
// Output : int
//-----------------------------------------------------------------------------
int UTIL_EntitiesAtPoint( C_BaseEntity **pList, int listMax, const Vector &point, int flagMask, int partitionMask )
{
CFlaggedEntitiesEnum rayEnum( pList, listMax, flagMask );
partition->EnumerateElementsAtPoint( partitionMask, point, false, &rayEnum );
return rayEnum.GetCount();
}
#endif
CEntitySphereQuery::CEntitySphereQuery( const Vector &center, float radius, int flagMask, int partitionMask )
{
m_listIndex = 0;
@ -729,11 +747,14 @@ CBaseEntity *CEntitySphereQuery::GetCurrentEntity()
// sep - Character to use as separator. UNDONE: allow multiple separator chars
// Output : Returns a pointer to the next token to be parsed.
//-----------------------------------------------------------------------------
const char *nexttoken(char *token, const char *str, char sep)
const char *nexttoken(char *token, const char *str, char sep, size_t tokenLen)
{
if ((str == NULL) || (*str == '\0'))
{
*token = '\0';
if(tokenLen)
{
*token = '\0';
}
return(NULL);
}
@ -741,11 +762,25 @@ const char *nexttoken(char *token, const char *str, char sep)
// Copy everything up to the first separator into the return buffer.
// Do not include separators in the return buffer.
//
while ((*str != sep) && (*str != '\0'))
while ((*str != sep) && (*str != '\0') && (tokenLen > 1))
{
*token++ = *str++;
tokenLen--;
}
//
// If token is to big for return buffer, skip rest of token.
//
while ((*str != sep) && (*str != '\0'))
{
str++;
}
if(tokenLen)
{
*token = '\0';
tokenLen--;
}
*token = '\0';
//
// Advance the pointer unless we hit the end of the input string.

View File

@ -89,7 +89,7 @@ void NormalizeAngles( QAngle& angles );
void InterpolateAngles( const QAngle& start, const QAngle& end, QAngle& output, float frac );
void InterpolateVector( float frac, const Vector& src, const Vector& dest, Vector& output );
const char *nexttoken(char *token, const char *str, char sep);
const char *nexttoken(char *token, const char *str, char sep, size_t tokenLen);
//-----------------------------------------------------------------------------
// Base light indices to avoid index collision
@ -119,6 +119,9 @@ void ClientPrint( C_BasePlayer *player, int msg_dest, const char *msg_name, cons
int UTIL_EntitiesInBox( C_BaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask, int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS );
int UTIL_EntitiesInSphere( C_BaseEntity **pList, int listMax, const Vector &center, float radius, int flagMask, int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS );
int UTIL_EntitiesAlongRay( C_BaseEntity **pList, int listMax, const Ray_t &ray, int flagMask, int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS );
#ifdef MAPBASE
int UTIL_EntitiesAtPoint( C_BaseEntity **pList, int listMax, const Vector &point, int flagMask, int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS );
#endif
// make this a fixed size so it just sits on the stack
#define MAX_SPHERE_QUERY 256
@ -161,7 +164,13 @@ T *_CreateEntity( T *newClass, const char *className )
// Misc useful
inline bool FStrEq(const char *sz1, const char *sz2)
{
return (sz1 == sz2 || V_stricmp(sz1, sz2) == 0);
#ifdef MAPBASE
// V_stricmp() already checks if the pointers are equal, so having a comparison here is pointless.
// I had few reasons to do this, but maybe you'll thank me later.
return ( V_stricmp(sz1, sz2) == 0 );
#else
return ( sz1 == sz2 || V_stricmp(sz1, sz2) == 0 );
#endif
}
// Given a vector, clamps the scalar axes to MAX_COORD_FLOAT ranges from worldsize.h

View File

@ -18,6 +18,9 @@ $include "$SRCDIR\vpc_scripts\protobuf_builder.vpc"
$Include "$SRCDIR\vpc_scripts\source_replay.vpc" [$TF]
$Include "$SRCDIR\game\protobuf_include.vpc"
// Mapbase stuff
$Include "$SRCDIR\game\client\client_mapbase.vpc" [$MAPBASE]
$Configuration "Debug"
{
$General
@ -489,6 +492,11 @@ $Project
$File "viewrender.cpp"
$File "$SRCDIR\game\shared\voice_banmgr.cpp"
$File "$SRCDIR\game\shared\voice_status.cpp"
$File "vscript_client.cpp"
$File "vscript_client.h"
$File "vscript_client.nut"
$File "$SRCDIR\game\shared\vscript_shared.cpp"
$File "$SRCDIR\game\shared\vscript_shared.h"
$File "warp_overlay.cpp"
$File "WaterLODMaterialProxy.cpp"
$File "$SRCDIR\game\shared\weapon_parse.cpp"

View File

@ -0,0 +1,132 @@
//-----------------------------------------------------------------------------
// CLIENT_EPISODIC.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro GAMENAME "episodic" [!$SOURCESDK]
$Macro GAMENAME "mod_episodic" [$SOURCESDK]
$Include "$SRCDIR\game\client\client_base.vpc"
$Configuration
{
$Compiler
{
$AdditionalIncludeDirectories ".\hl2;.\hl2\elements;$SRCDIR\game\shared\hl2;$SRCDIR\game\shared\episodic;..\..\public;$BASE"
$PreprocessorDefinitions "$BASE;HL2_CLIENT_DLL;HL2_EPISODIC"
}
}
$Project "Client (Episodic)"
{
$Folder "Source Files"
{
$File "hud_chat.cpp"
$File "c_team_objectiveresource.cpp"
$File "c_team_objectiveresource.h"
$Folder "HL2 DLL"
{
$File "$SRCDIR\game\shared\hl2\basehlcombatweapon_shared.cpp"
$File "$SRCDIR\game\shared\episodic\achievements_ep1.cpp"
$File "$SRCDIR\game\shared\episodic\achievements_ep2.cpp"
$File "$SRCDIR\game\shared\episodic\achievements_epx.cpp"
$File "hl2\c_antlion_dust.cpp"
$File "hl2\c_ar2_explosion.cpp"
$File "hl2\c_barnacle.cpp"
$File "hl2\c_barney.cpp"
$File "hl2\c_basehelicopter.cpp"
$File "hl2\c_basehelicopter.h"
$File "hl2\c_basehlcombatweapon.cpp"
$File "hl2\c_basehlcombatweapon.h"
$File "hl2\c_basehlplayer.cpp"
$File "hl2\c_basehlplayer.h"
$File "hl2\c_citadel_effects.cpp"
$File "hl2\c_corpse.cpp"
$File "hl2\c_corpse.h"
$File "hl2\c_env_alyxtemp.cpp"
$File "hl2\c_env_headcrabcanister.cpp"
$File "hl2\c_env_starfield.cpp"
$File "hl2\c_func_tankmortar.cpp"
$File "hl2\c_hl2_playerlocaldata.cpp"
$File "hl2\c_hl2_playerlocaldata.h"
$File "hl2\c_info_teleporter_countdown.cpp"
$File "hl2\c_npc_antlionguard.cpp"
$File "hl2\c_npc_combinegunship.cpp"
$File "hl2\c_npc_manhack.cpp"
$File "hl2\c_npc_rollermine.cpp"
$File "hl2\c_plasma_beam_node.cpp"
$File "hl2\c_prop_combine_ball.cpp"
$File "hl2\c_prop_combine_ball.h"
$File "episodic\c_prop_scalable.cpp"
$File "hl2\c_rotorwash.cpp"
$File "hl2\c_script_intro.cpp"
$File "$SRCDIR\game\shared\script_intro_shared.cpp"
$File "hl2\c_strider.cpp"
$File "hl2\c_te_concussiveexplosion.cpp"
$File "hl2\c_te_flare.cpp"
$File "hl2\c_thumper_dust.cpp"
$File "hl2\c_vehicle_airboat.cpp"
$File "hl2\c_vehicle_cannon.cpp"
$File "hl2\c_vehicle_crane.cpp"
$File "hl2\c_vehicle_crane.h"
$File "episodic\c_vehicle_jeep_episodic.cpp"
$File "hl2\c_vehicle_prisoner_pod.cpp"
$File "episodic\c_vort_charge_token.cpp"
$File "hl2\c_weapon__stubs_hl2.cpp"
$File "hl2\c_weapon_crossbow.cpp"
$File "episodic\c_weapon_hopwire.cpp"
$File "hl2\c_weapon_physcannon.cpp"
$File "hl2\c_weapon_stunstick.cpp" [!$MAPBASE] // See client_mapbase.vpc
$File "$SRCDIR\game\shared\hl2\citadel_effects_shared.h"
$File "hl2\clientmode_hlnormal.cpp"
$File "hl2\clientmode_hlnormal.h"
$File "death.cpp"
$File "$SRCDIR\game\shared\hl2\env_headcrabcanister_shared.cpp"
$File "$SRCDIR\game\shared\hl2\env_headcrabcanister_shared.h"
$File "$SRCDIR\game\shared\episodic\npc_advisor_shared.h"
$File "episodic\c_npc_advisor.cpp"
$File "episodic\episodic_screenspaceeffects.cpp"
$File "episodic\episodic_screenspaceeffects.h"
$File "episodic\flesh_internal_material_proxy.cpp"
$File "hl2\fx_antlion.cpp"
$File "hl2\fx_bugbait.cpp"
$File "hl2\fx_hl2_impacts.cpp"
$File "hl2\fx_hl2_tracers.cpp"
$File "hl2\hl2_clientmode.cpp"
$File "$SRCDIR\game\shared\hl2\hl2_gamerules.cpp"
$File "$SRCDIR\game\shared\hl2\hl2_gamerules.h"
$File "$SRCDIR\game\shared\hl2\hl2_shareddefs.h"
$File "$SRCDIR\game\shared\hl2\hl2_usermessages.cpp"
$File "$SRCDIR\game\shared\hl2\hl_gamemovement.cpp"
$File "$SRCDIR\game\shared\hl2\hl_gamemovement.h"
$File "hl2\hl_in_main.cpp"
$File "hl2\hl_prediction.cpp"
$File "hl2\hud_ammo.cpp"
$File "hl2\hud_battery.cpp"
$File "hl2\hud_blood.cpp"
$File "hl2\hud_credits.cpp"
$File "hl2\hud_damageindicator.cpp"
$File "hl2\hud_flashlight.cpp"
$File "hl2\hud_locator.cpp"
$File "hl2\hud_health.cpp"
$File "hl2\hud_poisondamageindicator.cpp"
$File "hud_posture.cpp"
$File "hl2\hud_quickinfo.cpp"
$File "hl2\hud_radar.cpp"
$File "hl2\hud_radar.h"
$File "hud_squadstatus.cpp"
$File "hl2\hud_suitpower.cpp"
$File "hl2\hud_suitpower.h"
$File "hl2\hud_weaponselection.cpp"
$File "hl2\hud_zoom.cpp"
$File "hl2\shieldproxy.cpp"
$File "$SRCDIR\game\shared\hl2\survival_gamerules.cpp"
$File "hl2\vgui_rootpanel_hl2.cpp"
$File "episodic\c_npc_puppet.cpp"
}
}
}

View File

@ -0,0 +1,82 @@
//-----------------------------------------------------------------------------
// CLIENT_MAPBASE.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Configuration
{
$Compiler
{
$PreprocessorDefinitions "$BASE;ASW_PROJECTED_TEXTURES;DYNAMIC_RTT_SHADOWS;GLOWS_ENABLE"
$PreprocessorDefinitions "$BASE;MAPBASE_RPC;DISCORD_RPC;STEAM_RPC" [$MAPBASE_RPC]
$PreprocessorDefinitions "$BASE;MAPBASE_VSCRIPT" [$MAPBASE_VSCRIPT]
}
}
$Project
{
$Folder "Source Files"
{
$File "c_env_global_light.cpp"
$File "worldlight.cpp"
$File "worldlight.h"
$File "c_baselesson.cpp"
$File "c_baselesson.h"
$File "c_gameinstructor.cpp"
$File "c_gameinstructor.h"
$File "hud_locator_target.cpp"
$File "hud_locator_target.h"
$File "c_postprocesscontroller.cpp"
$File "c_postprocesscontroller.h"
$File "c_env_dof_controller.cpp"
$Folder "Mapbase"
{
$File "$SRCDIR\game\shared\mapbase\mapbase_shared.cpp"
$File "$SRCDIR\game\shared\mapbase\mapbase_rpc.cpp"
$File "$SRCDIR\game\shared\mapbase\mapbase_game_log.cpp"
$File "$SRCDIR\game\shared\mapbase\MapEdit.cpp"
$File "$SRCDIR\game\shared\mapbase\MapEdit.h"
$File "$SRCDIR\game\shared\mapbase\matchers.cpp"
$File "$SRCDIR\game\shared\mapbase\matchers.h"
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.h" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_singletons.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_singletons.h" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_hl2.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_consts_shared.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_consts_weapons.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\weapon_custom_scripted.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\weapon_custom_scripted.h" [$MAPBASE_VSCRIPT]
$File "mapbase\c_func_clientclip.cpp"
$File "mapbase\c_func_fake_worldportal.cpp"
$File "mapbase\c_func_fake_worldportal.h"
$File "mapbase\c_point_glow.cpp"
}
$Folder "HL2 DLL"
{
// Original stunstick files are conditional'd out in the HL2 VPCs
$File "$SRCDIR\game\shared\hl2mp\weapon_stunstick.cpp"
$File "$SRCDIR\game\shared\hl2mp\weapon_stunstick.h"
}
$Folder "HL2MP"
{
$Folder "Weapons"
{
$File "$SRCDIR\game\shared\hl2mp\weapon_slam.cpp"
$File "$SRCDIR\game\shared\hl2mp\weapon_slam.h"
}
}
}
$Folder "Link Libraries"
{
$Lib "vscript" [$MAPBASE_VSCRIPT]
$Lib "raytrace"
}
}

View File

@ -1481,10 +1481,12 @@ inline void AddRenderableToRenderList( CClientRenderablesList &renderList, IClie
pEntry->m_RenderHandle = renderHandle;
curCount++;
}
#ifndef MAPBASE // According to ficool2, this message can cause significant lag
else
{
engine->Con_NPrintf( 10, "Warning: overflowed CClientRenderablesList group %d", group );
}
#endif
}

View File

@ -52,7 +52,11 @@ class CClientRenderablesList : public CRefCounted<>
public:
enum
{
#ifdef MAPBASE
MAX_GROUP_ENTITIES = 16834 // According to ficool2, this limit is bogus/not enforced by the engine and can be "safely" raised.
#else
MAX_GROUP_ENTITIES = 4096
#endif
};
struct CEntry

View File

@ -36,6 +36,7 @@
#include <vgui/ILocalize.h>
#include "hud_vote.h"
#include "ienginevgui.h"
#include "viewpostprocess.h"
#include "sourcevr/isourcevirtualreality.h"
#if defined( _X360 )
#include "xbox/xbox_console.h"
@ -65,6 +66,10 @@ extern ConVar replay_rendersetting_renderglow;
#include "econ_item_description.h"
#endif
#ifdef GLOWS_ENABLE
#include "clienteffectprecachesystem.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -77,6 +82,9 @@ class CHudVote;
static vgui::HContext s_hVGuiContext = DEFAULT_VGUI_CONTEXT;
ConVar cl_drawhud( "cl_drawhud", "1", FCVAR_CHEAT, "Enable the rendering of the hud" );
#ifdef DEMO_AUTORECORD
ConVar cl_autorecord("cl_autorecord", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Start recording demos automatically with an incremental name based on this value.");
#endif
ConVar hud_takesshots( "hud_takesshots", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Auto-save a scoreboard screenshot at the end of a map." );
ConVar hud_freezecamhide( "hud_freezecamhide", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Hide the HUD during freeze-cam" );
ConVar cl_show_num_particle_systems( "cl_show_num_particle_systems", "0", FCVAR_CLIENTDLL, "Display the number of active particle systems." );
@ -92,6 +100,13 @@ CON_COMMAND( cl_reload_localization_files, "Reloads all localization files" )
g_pVGuiLocalize->ReloadLocalizationFiles();
}
#ifdef GLOWS_ENABLE
CLIENTEFFECT_REGISTER_BEGIN( PrecachePostProcessingEffectsGlow )
CLIENTEFFECT_MATERIAL( "dev/glow_color" )
CLIENTEFFECT_MATERIAL( "dev/halo_add_to_screen" )
CLIENTEFFECT_REGISTER_END_CONDITIONAL( engine->GetDXSupportLevel() >= 90 )
#endif
#ifdef VOICE_VOX_ENABLE
void VoxCallback( IConVar *var, const char *oldString, float oldFloat )
{
@ -283,6 +298,9 @@ ClientModeShared::ClientModeShared()
m_pWeaponSelection = NULL;
m_nRootSize[ 0 ] = m_nRootSize[ 1 ] = -1;
m_pCurrentPostProcessController = NULL;
m_PostProcessLerpTimer.Invalidate();
#if defined( REPLAY_ENABLED )
m_pReplayReminderPanel = NULL;
m_flReplayStartRecordTime = 0.0f;
@ -611,6 +629,8 @@ void ClientModeShared::Update()
m_pViewport->SetVisible( cl_drawhud.GetBool() );
}
UpdatePostProcessingEffects();
UpdateRumbleEffects();
if ( cl_show_num_particle_systems.GetBool() )
@ -782,6 +802,10 @@ int ClientModeShared::HudElementKeyInput( int down, ButtonCode_t keynum, const c
//-----------------------------------------------------------------------------
bool ClientModeShared::DoPostScreenSpaceEffects( const CViewSetup *pSetup )
{
#ifdef GLOWS_ENABLE
g_GlowObjectManager.RenderGlowEffects( pSetup, 0 );
#endif
#if defined( REPLAY_ENABLED )
if ( engine->IsPlayingDemo() )
{
@ -851,8 +875,54 @@ void ClientModeShared::LevelInit( const char *newmap )
// Reset any player explosion/shock effects
CLocalPlayerFilter filter;
enginesound->SetPlayerDSP( filter, 0, true );
#ifdef DEMO_AUTORECORD
AutoRecord(newmap);
#endif
}
#ifdef DEMO_AUTORECORD
void ClientModeShared::AutoRecord(const char *map)
{
if (!cl_autorecord.GetBool()) {
return;
}
if (map == nullptr) {
Warning("null map in ClientModeShared::AutoRecord");
return;
}
// stop any demo to make sure they're saved
engine->ClientCmd("stop");
// KLEMS: sanitize space in client name because having to type "" while playing back lots of demos is annoying
ConVarRef name("name");
char nameStr[128];
memset(nameStr, 0, sizeof(nameStr));
Q_snprintf(nameStr, sizeof(nameStr), "%s", name.GetString());
int i = 0;
while (nameStr[i]) {
char c = nameStr[i];
if (!( (c >= '0' && c <= '9') ||
(c >= 'a' && c <= 'z') ||
(c >= 'A' && c <= 'Z'))) {
nameStr[i] = '_';
}
i++;
}
nameStr[127] = 0;
char cmd[256];
Q_snprintf(cmd, sizeof(cmd), "record \"%s_%04d_%s\"", nameStr, cl_autorecord.GetInt(), map);
cl_autorecord.SetValue(cl_autorecord.GetInt() + 1);
engine->ClientCmd(cmd);
// write to config to make sure the cvar is recorded
engine->ClientCmd("host_writeconfig");
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
@ -871,6 +941,17 @@ void ClientModeShared::LevelShutdown( void )
s_hVGuiContext = DEFAULT_VGUI_CONTEXT;
}
#ifdef MAPBASE
// Always reset post-processing on level unload
//if (m_pCurrentPostProcessController)
{
m_CurrentPostProcessParameters = PostProcessParameters_t();
m_LerpEndPostProcessParameters = PostProcessParameters_t();
m_pCurrentPostProcessController = NULL;
SetPostProcessParams( &m_CurrentPostProcessParameters );
}
#endif
// Reset any player explosion/shock effects
CLocalPlayerFilter filter;
enginesound->SetPlayerDSP( filter, 0, true );
@ -945,6 +1026,69 @@ float ClientModeShared::GetViewModelFOV( void )
return v_viewmodel_fov.GetFloat();
}
#ifdef MAPBASE
extern bool g_bPostProcessNeedsRestore;
#endif
void ClientModeShared::UpdatePostProcessingEffects()
{
C_PostProcessController* pNewPostProcessController = NULL;
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer)
pNewPostProcessController = pPlayer->GetActivePostProcessController();
if (!pNewPostProcessController)
{
m_CurrentPostProcessParameters = PostProcessParameters_t();
m_pCurrentPostProcessController = NULL;
SetPostProcessParams( &m_CurrentPostProcessParameters );
return;
}
if (pNewPostProcessController != m_pCurrentPostProcessController)
m_pCurrentPostProcessController = pNewPostProcessController;
// Start a lerp timer if the parameters changed, regardless of whether the controller changed
if (m_LerpEndPostProcessParameters != pNewPostProcessController->m_PostProcessParameters)
{
m_LerpStartPostProcessParameters = m_CurrentPostProcessParameters;
m_LerpEndPostProcessParameters = pNewPostProcessController ? pNewPostProcessController->m_PostProcessParameters : m_CurrentPostProcessParameters;
float flFadeTime = pNewPostProcessController ? pNewPostProcessController->m_PostProcessParameters.m_flParameters[PPPN_FADE_TIME] : 0.0f;
if (flFadeTime <= 0.0f)
{
flFadeTime = 0.001f;
}
m_PostProcessLerpTimer.Start( flFadeTime );
}
#ifdef MAPBASE
// HACKHACK: Needs to be checked here because OnRestore() doesn't seem to run before a lerp begins
else if (g_bPostProcessNeedsRestore)
{
// The player just loaded a saved game.
// Don't fade parameters from 0; instead, take what's already there and assume they were already active.
// (we have no way of knowing if they were in the middle of a lerp)
m_PostProcessLerpTimer.Invalidate();
g_bPostProcessNeedsRestore = false;
}
#endif
// Lerp between old and new parameters
float flLerpFactor = 1.0f - m_PostProcessLerpTimer.GetRemainingRatio();
for (int nParameter = 0; nParameter < POST_PROCESS_PARAMETER_COUNT; ++nParameter)
{
m_CurrentPostProcessParameters.m_flParameters[nParameter] =
Lerp(
flLerpFactor,
m_LerpStartPostProcessParameters.m_flParameters[nParameter],
m_LerpEndPostProcessParameters.m_flParameters[nParameter] );
}
SetPostProcessParams( &m_CurrentPostProcessParameters );
}
class CHudChat;
bool PlayerNameNotSetYet( const char *pszName )

View File

@ -42,6 +42,10 @@ class CReplayReminderPanel;
#define USERID2PLAYER(i) ToBasePlayer( ClientEntityList().GetEnt( engine->GetPlayerForUserID( i ) ) )
#ifdef MAPBASE
#define DEMO_AUTORECORD 1
#endif
extern IClientMode *GetClientModeNormal(); // must be implemented
// This class implements client mode functionality common to HL2 and TF2.
@ -62,6 +66,10 @@ public:
virtual void LevelInit( const char *newmap );
virtual void LevelShutdown( void );
#ifdef DEMO_AUTORECORD
virtual void AutoRecord( const char *map );
#endif
virtual void Enable();
virtual void Disable();
virtual void Layout();
@ -156,6 +164,13 @@ private:
vgui::HCursor m_CursorNone;
CBaseHudWeaponSelection *m_pWeaponSelection;
int m_nRootSize[2];
void UpdatePostProcessingEffects();
const C_PostProcessController* m_pCurrentPostProcessController;
PostProcessParameters_t m_CurrentPostProcessParameters;
PostProcessParameters_t m_LerpStartPostProcessParameters, m_LerpEndPostProcessParameters;
CountdownTimer m_PostProcessLerpTimer;
};
#endif // CLIENTMODE_NORMAL_H

View File

@ -81,6 +81,16 @@
#include "toolframework_client.h"
#include "bonetoworldarray.h"
#include "cmodel.h"
#ifdef MAPBASE
#include "renderparm.h"
#endif
#ifdef ASW_PROJECTED_TEXTURES
#include "flashlighteffect.h"
#endif
#ifdef DYNAMIC_RTT_SHADOWS
#include "debugoverlay_shared.h"
#include "worldlight.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
@ -89,6 +99,12 @@
static ConVar r_flashlightdrawfrustum( "r_flashlightdrawfrustum", "0" );
static ConVar r_flashlightmodels( "r_flashlightmodels", "1" );
static ConVar r_shadowrendertotexture( "r_shadowrendertotexture", "0" );
#ifdef ASW_PROJECTED_TEXTURES
static ConVar r_shadow_lightpos_lerptime( "r_shadow_lightpos_lerptime", "0.5" );
static ConVar r_shadowfromworldlights_debug( "r_shadowfromworldlights_debug", "0", FCVAR_CHEAT );
static ConVar r_shadow_shortenfactor( "r_shadow_shortenfactor", "2" , 0, "Makes shadows cast from local lights shorter" );
static ConVar r_shadow_mincastintensity( "r_shadow_mincastintensity", "0.3", FCVAR_CHEAT, "Minimum brightness of a light to be classed as shadow casting", true, 0, false, 0 );
#endif
static ConVar r_flashlight_version2( "r_flashlight_version2", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar r_flashlightdepthtexture( "r_flashlightdepthtexture", "1" );
@ -96,10 +112,18 @@ ConVar r_flashlightdepthtexture( "r_flashlightdepthtexture", "1" );
#if defined( _X360 )
ConVar r_flashlightdepthres( "r_flashlightdepthres", "512" );
#else
#ifdef MAPBASE
ConVar r_flashlightdepthres( "r_flashlightdepthres", "2048" );
#else
ConVar r_flashlightdepthres( "r_flashlightdepthres", "1024" );
#endif
#endif
#ifdef ASW_PROJECTED_TEXTURES
ConVar r_threaded_client_shadow_manager( "r_threaded_client_shadow_manager", "1" );
#else
ConVar r_threaded_client_shadow_manager( "r_threaded_client_shadow_manager", "0" );
#endif
#ifdef _WIN32
#pragma warning( disable: 4701 )
@ -782,7 +806,11 @@ public:
void RestoreRenderState();
// Computes a rough bounding box encompassing the volume of the shadow
#ifdef DYNAMIC_RTT_SHADOWS
void ComputeShadowBBox( IClientRenderable *pRenderable, ClientShadowHandle_t shadowHandle, const Vector &vecAbsCenter, float flRadius, Vector *pAbsMins, Vector *pAbsMaxs );
#else
void ComputeShadowBBox( IClientRenderable *pRenderable, const Vector &vecAbsCenter, float flRadius, Vector *pAbsMins, Vector *pAbsMaxs );
#endif
bool WillParentRenderBlobbyShadow( IClientRenderable *pRenderable );
@ -794,6 +822,13 @@ public:
r_shadows_gamecontrol.SetValue( bDisabled != 1 );
}
#ifdef DYNAMIC_RTT_SHADOWS
// Toggle shadow casting from world light sources
virtual void SetShadowFromWorldLightsEnabled( bool bEnable );
void SuppressShadowFromWorldLights( bool bSuppress );
bool IsShadowingFromWorldLights() const { return m_bShadowFromWorldLights && !m_bSuppressShadowFromWorldLights; }
#endif
private:
enum
{
@ -811,8 +846,16 @@ private:
unsigned short m_Flags;
VMatrix m_WorldToShadow;
Vector2D m_WorldSize;
#ifdef DYNAMIC_RTT_SHADOWS
Vector m_ShadowDir;
#endif
Vector m_LastOrigin;
QAngle m_LastAngles;
#ifdef DYNAMIC_RTT_SHADOWS
Vector m_CurrentLightPos; // When shadowing from local lights, stores the position of the currently shadowing light
Vector m_TargetLightPos; // When shadowing from local lights, stores the position of the new shadowing light
float m_LightPosLerp; // Lerp progress when going from current to target light
#endif
TextureHandle_t m_ShadowTexture;
CTextureReference m_ShadowDepthTexture;
int m_nRenderFrame;
@ -825,6 +868,11 @@ private:
void UpdateBrushShadow( IClientRenderable *pRenderable, ClientShadowHandle_t handle );
void UpdateShadow( ClientShadowHandle_t handle, bool force );
#ifdef DYNAMIC_RTT_SHADOWS
// Updates shadow cast direction when shadowing from world lights
void UpdateShadowDirectionFromLocalLightSource( ClientShadowHandle_t shadowHandle );
#endif
// Gets the entity whose shadow this shadow will render into
IClientRenderable *GetParentShadowEntity( ClientShadowHandle_t handle );
@ -842,6 +890,10 @@ private:
void BuildPerspectiveWorldToFlashlightMatrix( VMatrix& matWorldToShadow, const FlashlightState_t &flashlightState );
#ifdef ASW_PROJECTED_TEXTURES
void BuildOrthoWorldToFlashlightMatrix( VMatrix& matWorldToShadow, const FlashlightState_t &flashlightState );
#endif
// Update a shadow
void UpdateProjectedTextureInternal( ClientShadowHandle_t handle, bool force );
@ -910,6 +962,9 @@ private:
// Returns renderable-specific shadow info
float GetShadowDistance( IClientRenderable *pRenderable ) const;
const Vector &GetShadowDirection( IClientRenderable *pRenderable ) const;
#ifdef DYNAMIC_RTT_SHADOWS
const Vector &GetShadowDirection( ClientShadowHandle_t shadowHandle ) const;
#endif
// Initialize, shutdown render-to-texture shadows
void InitDepthTextureShadows();
@ -933,6 +988,11 @@ private:
// Set and clear flashlight target renderable
void SetFlashlightTarget( ClientShadowHandle_t shadowHandle, EHANDLE targetEntity );
#ifdef ASW_PROJECTED_TEXTURES
// Get current frustum extents
void GetFrustumExtents( ClientShadowHandle_t handle, Vector &vecMin, Vector &vecMax );
#endif
// Set flashlight light world flag
void SetFlashlightLightWorld( ClientShadowHandle_t shadowHandle, bool bLightWorld );
@ -941,9 +1001,18 @@ private:
// Builds a list of active shadows requiring shadow depth renders
int BuildActiveShadowDepthList( const CViewSetup &viewSetup, int nMaxDepthShadows, ClientShadowHandle_t *pActiveDepthShadows );
#ifdef ASW_PROJECTED_TEXTURES
// Builds a list of active flashlights
int BuildActiveFlashlightList( const CViewSetup &viewSetup, int nMaxFlashlights, ClientShadowHandle_t *pActiveFlashlights );
#endif
// Sets the view's active flashlight render state
void SetViewFlashlightState( int nActiveFlashlightCount, ClientShadowHandle_t* pActiveFlashlights );
#ifdef DYNAMIC_RTT_SHADOWS
void UpdateDirtyShadow( ClientShadowHandle_t handle );
#endif
private:
Vector m_SimpleShadowDir;
color32 m_AmbientLightColor;
@ -963,6 +1032,10 @@ private:
CUtlRBTree< ClientShadowHandle_t, unsigned short > m_DirtyShadows;
CUtlVector< ClientShadowHandle_t > m_TransparentShadows;
#ifdef ASW_PROJECTED_TEXTURES
int m_nPrevFrameCount;
#endif
// These members maintain current state of depth texturing (size and global active state)
// If either changes in a frame, PreRender() will catch it and do the appropriate allocation, deallocation or reallocation
bool m_bDepthTextureActive;
@ -972,6 +1045,11 @@ private:
CUtlVector< bool > m_DepthTextureCacheLocks;
int m_nMaxDepthTextureShadows;
#ifdef DYNAMIC_RTT_SHADOWS
bool m_bShadowFromWorldLights;
bool m_bSuppressShadowFromWorldLights;
#endif
friend class CVisibleShadowList;
friend class CVisibleShadowFrustumList;
};
@ -1064,6 +1142,12 @@ void CVisibleShadowList::EnumShadow( unsigned short clientShadowHandle )
if ( shadow.m_nRenderFrame == gpGlobals->framecount )
return;
#ifdef ASW_PROJECTED_TEXTURES
// Don't bother with flashlights
if ( ( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) != 0 )
return;
#endif
// We don't need to bother with it if it's not render-to-texture
if ( s_ClientShadowMgr.GetActualShadowCastType( clientShadowHandle ) != SHADOWS_RENDER_TO_TEXTURE )
return;
@ -1088,7 +1172,11 @@ void CVisibleShadowList::EnumShadow( unsigned short clientShadowHandle )
// Compute a box surrounding the shadow
Vector vecAbsMins, vecAbsMaxs;
#ifdef DYNAMIC_RTT_SHADOWS
s_ClientShadowMgr.ComputeShadowBBox( pRenderable, shadow.m_ShadowHandle, vecAbsCenter, flRadius, &vecAbsMins, &vecAbsMaxs );
#else
s_ClientShadowMgr.ComputeShadowBBox( pRenderable, vecAbsCenter, flRadius, &vecAbsMins, &vecAbsMaxs );
#endif
// FIXME: Add distance check here?
@ -1167,7 +1255,14 @@ int CVisibleShadowList::FindShadows( const CViewSetup *pView, int nLeafCount, Le
//-----------------------------------------------------------------------------
CClientShadowMgr::CClientShadowMgr() :
m_DirtyShadows( 0, 0, ShadowHandleCompareFunc ),
#ifdef ASW_PROJECTED_TEXTURES
m_nPrevFrameCount( -1 ),
#endif
m_RenderToTextureActive( false ),
#ifdef DYNAMIC_RTT_SHADOWS
m_bShadowFromWorldLights( false ),
m_bSuppressShadowFromWorldLights( false ),
#endif
m_bDepthTextureActive( false )
{
m_nDepthTextureResolution = r_flashlightdepthres.GetInt();
@ -1271,6 +1366,15 @@ CON_COMMAND_F( r_shadowblobbycutoff, "some shadow stuff", FCVAR_CHEAT )
}
}
#ifdef DYNAMIC_RTT_SHADOWS
void OnShadowFromWorldLights( IConVar *var, const char *pOldValue, float flOldValue );
static ConVar r_shadowfromworldlights( "r_shadowfromworldlights", "1", FCVAR_NONE, "Enable shadowing from world lights", OnShadowFromWorldLights );
void OnShadowFromWorldLights( IConVar *var, const char *pOldValue, float flOldValue )
{
s_ClientShadowMgr.SuppressShadowFromWorldLights( !r_shadowfromworldlights.GetBool() );
}
#endif
static void ShadowRestoreFunc( int nChangeFlags )
{
s_ClientShadowMgr.RestoreRenderState();
@ -1290,8 +1394,14 @@ bool CClientShadowMgr::Init()
SetShadowBlobbyCutoffArea( 0.005 );
#ifndef MAPBASE
bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
m_nMaxDepthTextureShadows = bTools ? 4 : 1; // Just one shadow depth texture in games, more in tools
#else
// 5 lets mappers use up to 4 shadow-casting projected textures, which is better than 3.
int iNumShadows = CommandLine()->ParmValue( "-numshadowtextures", 5 );
m_nMaxDepthTextureShadows = iNumShadows;
#endif
bool bLowEnd = ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 );
@ -1336,6 +1446,11 @@ void CClientShadowMgr::InitDepthTextureShadows()
{
VPROF_BUDGET( "CClientShadowMgr::InitDepthTextureShadows", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
#if defined(MAPBASE) //&& !defined(ASW_PROJECTED_TEXTURES)
// SAUL: set m_nDepthTextureResolution to the depth resolution we want
m_nDepthTextureResolution = r_flashlightdepthres.GetInt();
#endif
if( !m_bDepthTextureActive )
{
m_bDepthTextureActive = true;
@ -1351,8 +1466,13 @@ void CClientShadowMgr::InitDepthTextureShadows()
// only need the dummy surface, don't care about color results
m_DummyColorTexture.InitRenderTargetTexture( r_flashlightdepthres.GetInt(), r_flashlightdepthres.GetInt(), RT_SIZE_OFFSCREEN, IMAGE_FORMAT_BGR565, MATERIAL_RT_DEPTH_SHARED, false, "_rt_ShadowDummy" );
m_DummyColorTexture.InitRenderTargetSurface( r_flashlightdepthres.GetInt(), r_flashlightdepthres.GetInt(), IMAGE_FORMAT_BGR565, true );
#else
#if defined(MAPBASE) //&& !defined(ASW_PROJECTED_TEXTURES)
// SAUL: we want to create a render target of specific size, so use RT_SIZE_NO_CHANGE
m_DummyColorTexture.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_NO_CHANGE, nullFormat, MATERIAL_RT_DEPTH_NONE, false, "_rt_ShadowDummy" );
#else
m_DummyColorTexture.InitRenderTarget( r_flashlightdepthres.GetInt(), r_flashlightdepthres.GetInt(), RT_SIZE_OFFSCREEN, nullFormat, MATERIAL_RT_DEPTH_NONE, false, "_rt_ShadowDummy" );
#endif
#endif
// Create some number of depth-stencil textures
@ -1371,9 +1491,20 @@ void CClientShadowMgr::InitDepthTextureShadows()
// surface is effectively never used
depthTex.InitRenderTargetTexture( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_OFFSCREEN, dstFormat, MATERIAL_RT_DEPTH_NONE, false, strRTName );
depthTex.InitRenderTargetSurface( 1, 1, dstFormat, false );
#else
#if defined(MAPBASE) //&& !defined(ASW_PROJECTED_TEXTURES)
// SAUL: we want to create a *DEPTH TEXTURE* of specific size, so use RT_SIZE_NO_CHANGE and MATERIAL_RT_DEPTH_ONLY
// However, MATERIAL_RT_DEPTH_ONLY forces point filtering to be enabled which negatively affect PCF, so the standard MATERIAL_RT_DEPTH_NONE works better.
depthTex.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_NO_CHANGE, dstFormat, MATERIAL_RT_DEPTH_NONE, false, strRTName );
#else
depthTex.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_OFFSCREEN, dstFormat, MATERIAL_RT_DEPTH_NONE, false, strRTName );
#endif
#endif
#if defined(MAPBASE) //&& !defined(ASW_PROJECTED_TEXTURES)
// SAUL: ensure the depth texture size wasn't changed
Assert(depthTex->GetActualWidth() == m_nDepthTextureResolution);
#endif
if ( i == 0 )
{
@ -1514,6 +1645,15 @@ void CClientShadowMgr::LevelInitPreEntity()
{
m_bUpdatingDirtyShadows = false;
#ifdef DYNAMIC_RTT_SHADOWS
// Default setting for this, can be overridden by shadow control entities
#ifdef MAPBASE
SetShadowFromWorldLightsEnabled( false );
#else
SetShadowFromWorldLightsEnabled( true );
#endif
#endif
Vector ambientColor;
engine->GetAmbientLightColor( ambientColor );
ambientColor *= 3;
@ -1698,6 +1838,158 @@ const Vector &CClientShadowMgr::GetShadowDirection( IClientRenderable *pRenderab
return vecResult;
}
#ifdef DYNAMIC_RTT_SHADOWS
const Vector &CClientShadowMgr::GetShadowDirection( ClientShadowHandle_t shadowHandle ) const
{
Assert( shadowHandle != CLIENTSHADOW_INVALID_HANDLE );
IClientRenderable* pRenderable = ClientEntityList().GetClientRenderableFromHandle( m_Shadows[shadowHandle].m_Entity );
Assert( pRenderable );
if ( !IsShadowingFromWorldLights() )
{
return GetShadowDirection( pRenderable );
}
Vector &vecResult = AllocTempVector();
vecResult = m_Shadows[shadowHandle].m_ShadowDir;
// Allow the renderable to override the default
pRenderable->GetShadowCastDirection( &vecResult, GetActualShadowCastType( pRenderable ) );
return vecResult;
}
void CClientShadowMgr::UpdateShadowDirectionFromLocalLightSource( ClientShadowHandle_t shadowHandle )
{
Assert( shadowHandle != CLIENTSHADOW_INVALID_HANDLE );
ClientShadow_t& shadow = m_Shadows[shadowHandle];
IClientRenderable* pRenderable = ClientEntityList().GetClientRenderableFromHandle( shadow.m_Entity );
// TODO: Figure out why this still gets hit
Assert( pRenderable );
if ( !pRenderable )
{
DevWarning( "%s(): Skipping shadow with invalid client renderable (shadow handle %d)\n", __FUNCTION__, shadowHandle );
return;
}
Vector bbMin, bbMax;
pRenderable->GetRenderBoundsWorldspace( bbMin, bbMax );
Vector origin( 0.5f * ( bbMin + bbMax ) );
origin.z = bbMin.z; // Putting origin at the bottom of the bounding box makes the shadows a little shorter
Vector lightPos;
Vector lightBrightness;
if ( shadow.m_LightPosLerp >= 1.0f ) // skip finding new light source if we're in the middle of a lerp
{
// Calculate minimum brightness squared
float flMinBrightnessSqr = r_shadow_mincastintensity.GetFloat();
flMinBrightnessSqr *= flMinBrightnessSqr;
if(g_pWorldLights->GetBrightestLightSource(pRenderable->GetRenderOrigin(), lightPos, lightBrightness) == false ||
lightBrightness.LengthSqr() < flMinBrightnessSqr )
{
// didn't find a light source at all, use default shadow direction
// TODO: Could switch to using blobby shadow in this case
lightPos.Init( FLT_MAX, FLT_MAX, FLT_MAX );
}
}
if ( shadow.m_LightPosLerp == FLT_MAX ) // first light pos ever, just init
{
shadow.m_CurrentLightPos = lightPos;
shadow.m_TargetLightPos = lightPos;
shadow.m_LightPosLerp = 1.0f;
}
else if ( shadow.m_LightPosLerp < 1.0f )
{
// We're in the middle of a lerp from current to target light. Finish it.
shadow.m_LightPosLerp += gpGlobals->frametime * 1.0f/r_shadow_lightpos_lerptime.GetFloat();
shadow.m_LightPosLerp = clamp( shadow.m_LightPosLerp, 0.0f, 1.0f );
Vector currLightPos( shadow.m_CurrentLightPos );
Vector targetLightPos( shadow.m_TargetLightPos );
if ( currLightPos.x == FLT_MAX )
{
currLightPos = origin - 200.0f * GetShadowDirection();
}
if ( targetLightPos.x == FLT_MAX )
{
targetLightPos = origin - 200.0f * GetShadowDirection();
}
// lerp light pos
Vector v1 = origin - shadow.m_CurrentLightPos;
v1.NormalizeInPlace();
Vector v2 = origin - shadow.m_TargetLightPos;
v2.NormalizeInPlace();
// SAULUNDONE: caused over top sweeping far too often
#if 0
if ( v1.Dot( v2 ) < 0.0f )
{
// if change in shadow angle is more than 90 degrees, lerp over the renderable's top to avoid long sweeping shadows
Vector fakeOverheadLightPos( origin.x, origin.y, origin.z + 200.0f );
if( shadow.m_LightPosLerp < 0.5f )
{
lightPos = Lerp( 2.0f * shadow.m_LightPosLerp, currLightPos, fakeOverheadLightPos );
}
else
{
lightPos = Lerp( 2.0f * shadow.m_LightPosLerp - 1.0f, fakeOverheadLightPos, targetLightPos );
}
}
else
#endif
{
lightPos = Lerp( shadow.m_LightPosLerp, currLightPos, targetLightPos );
}
if ( shadow.m_LightPosLerp >= 1.0f )
{
shadow.m_CurrentLightPos = shadow.m_TargetLightPos;
}
}
else if ( shadow.m_LightPosLerp >= 1.0f )
{
// check if we have a new closest light position and start a new lerp
float flDistSq = ( lightPos - shadow.m_CurrentLightPos ).LengthSqr();
if ( flDistSq > 1.0f )
{
// light position has changed, which means we got a new light source. Initiate a lerp
shadow.m_TargetLightPos = lightPos;
shadow.m_LightPosLerp = 0.0f;
}
lightPos = shadow.m_CurrentLightPos;
}
if ( lightPos.x == FLT_MAX )
{
lightPos = origin - 200.0f * GetShadowDirection();
}
Vector vecResult( origin - lightPos );
vecResult.NormalizeInPlace();
vecResult.z *= r_shadow_shortenfactor.GetFloat();
vecResult.NormalizeInPlace();
shadow.m_ShadowDir = vecResult;
if ( r_shadowfromworldlights_debug.GetBool() )
{
NDebugOverlay::Line( lightPos, origin, 255, 255, 0, false, 0.0f );
}
}
#endif
//-----------------------------------------------------------------------------
// Sets the shadow distance
@ -1818,6 +2110,12 @@ ClientShadowHandle_t CClientShadowMgr::CreateProjectedTexture( ClientEntityHandl
shadow.m_ClientLeafShadowHandle = ClientLeafSystem()->AddShadow( h, flags );
shadow.m_Flags = flags;
shadow.m_nRenderFrame = -1;
#ifdef DYNAMIC_RTT_SHADOWS
shadow.m_ShadowDir = GetShadowDirection();
shadow.m_CurrentLightPos.Init( FLT_MAX, FLT_MAX, FLT_MAX );
shadow.m_TargetLightPos.Init( FLT_MAX, FLT_MAX, FLT_MAX );
shadow.m_LightPosLerp = FLT_MAX;
#endif
shadow.m_LastOrigin.Init( FLT_MAX, FLT_MAX, FLT_MAX );
shadow.m_LastAngles.Init( FLT_MAX, FLT_MAX, FLT_MAX );
Assert( ( ( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) == 0 ) !=
@ -1837,12 +2135,21 @@ ClientShadowHandle_t CClientShadowMgr::CreateProjectedTexture( ClientEntityHandl
pShadowProxyData = (void*)(uintp)h;
}
#ifdef ASW_PROJECTED_TEXTURES
if( ( flags & SHADOW_FLAGS_USE_DEPTH_TEXTURE ) || ( flags & ( SHADOW_FLAGS_FLASHLIGHT ) ) )
{
pShadowMaterial = NULL; // these materials aren't used for shadow depth texture shadows.
pShadowModelMaterial = NULL;
pShadowProxyData = (void*)(uintp)h;
}
#else
if( flags & SHADOW_FLAGS_USE_DEPTH_TEXTURE )
{
pShadowMaterial = m_RenderShadow;
pShadowModelMaterial = m_RenderModelShadow;
pShadowProxyData = (void*)(uintp)h;
}
#endif
int createShadowFlags;
if( flags & SHADOW_FLAGS_FLASHLIGHT )
@ -1905,7 +2212,27 @@ void CClientShadowMgr::UpdateFlashlightState( ClientShadowHandle_t shadowHandle,
{
VPROF_BUDGET( "CClientShadowMgr::UpdateFlashlightState", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
#ifdef ASW_PROJECTED_TEXTURES
if( flashlightState.m_bEnableShadows && r_flashlightdepthtexture.GetBool() )
{
m_Shadows[shadowHandle].m_Flags |= SHADOW_FLAGS_USE_DEPTH_TEXTURE;
}
else
{
m_Shadows[shadowHandle].m_Flags &= ~SHADOW_FLAGS_USE_DEPTH_TEXTURE;
}
if ( flashlightState.m_bOrtho )
{
BuildOrthoWorldToFlashlightMatrix( m_Shadows[shadowHandle].m_WorldToShadow, flashlightState );
}
else
{
BuildPerspectiveWorldToFlashlightMatrix( m_Shadows[shadowHandle].m_WorldToShadow, flashlightState );
}
#else
BuildPerspectiveWorldToFlashlightMatrix( m_Shadows[shadowHandle].m_WorldToShadow, flashlightState );
#endif
shadowmgr->UpdateFlashlightState( m_Shadows[shadowHandle].m_ShadowHandle, flashlightState );
}
@ -2016,6 +2343,40 @@ void CClientShadowMgr::BuildPerspectiveWorldToFlashlightMatrix( VMatrix& matWorl
MatrixMultiply( matPerspective, matWorldToShadowView, matWorldToShadow );
}
#ifdef ASW_PROJECTED_TEXTURES
void CClientShadowMgr::BuildOrthoWorldToFlashlightMatrix( VMatrix& matWorldToShadow, const FlashlightState_t &flashlightState )
{
VPROF_BUDGET( "CClientShadowMgr::BuildPerspectiveWorldToFlashlightMatrix", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
// Buildworld to shadow matrix, then perspective projection and concatenate
VMatrix matWorldToShadowView, matPerspective;
BuildWorldToShadowMatrix( matWorldToShadowView, flashlightState.m_vecLightOrigin,
flashlightState.m_quatOrientation );
MatrixBuildOrtho( matPerspective,
flashlightState.m_fOrthoLeft, flashlightState.m_fOrthoTop, flashlightState.m_fOrthoRight, flashlightState.m_fOrthoBottom,
flashlightState.m_NearZ, flashlightState.m_FarZ );
// Shift it z/y to 0 to -2 space
VMatrix addW;
addW.Identity();
addW[0][3] = -1.0f;
addW[1][3] = -1.0f;
addW[2][3] = 0.0f;
MatrixMultiply( addW, matPerspective, matPerspective );
// Flip x/y to positive 0 to 1... flip z to negative
VMatrix scaleHalf;
scaleHalf.Identity();
scaleHalf[0][0] = -0.5f;
scaleHalf[1][1] = -0.5f;
scaleHalf[2][2] = -1.0f;
MatrixMultiply( scaleHalf, matPerspective, matPerspective );
MatrixMultiply( matPerspective, matWorldToShadowView, matWorldToShadow );
}
#endif
//-----------------------------------------------------------------------------
// Compute the shadow origin and attenuation start distance
//-----------------------------------------------------------------------------
@ -2289,7 +2650,11 @@ void CClientShadowMgr::BuildOrthoShadow( IClientRenderable* pRenderable,
AngleVectors( pRenderable->GetRenderAngles(), &vec[0], &vec[1], &vec[2] );
vec[1] *= -1.0f;
#ifdef DYNAMIC_RTT_SHADOWS
Vector vecShadowDir = GetShadowDirection( handle );
#else
Vector vecShadowDir = GetShadowDirection( pRenderable );
#endif
// Project the shadow casting direction into the space of the object
Vector localShadowDir;
@ -2375,7 +2740,11 @@ void CClientShadowMgr::BuildOrthoShadow( IClientRenderable* pRenderable,
// Compute extra clip planes to prevent poke-thru
// FIXME!!!!!!!!!!!!!! Removing this for now since it seems to mess up the blobby shadows.
#ifdef ASW_PROJECTED_TEXTURES
ComputeExtraClipPlanes( pRenderable, handle, vec, mins, maxs, localShadowDir );
#else
// ComputeExtraClipPlanes( pEnt, handle, vec, mins, maxs, localShadowDir );
#endif
// Add the shadow to the client leaf system so it correctly marks
// leafs as being affected by a particular shadow
@ -2472,7 +2841,11 @@ void CClientShadowMgr::BuildRenderToTextureShadow( IClientRenderable* pRenderabl
AngleVectors( pRenderable->GetRenderAngles(), &vec[0], &vec[1], &vec[2] );
vec[1] *= -1.0f;
#ifdef DYNAMIC_RTT_SHADOWS
Vector vecShadowDir = GetShadowDirection( handle );
#else
Vector vecShadowDir = GetShadowDirection( pRenderable );
#endif
// Debugging aid
// const model_t *pModel = pRenderable->GetModel();
@ -2864,6 +3237,13 @@ bool CClientShadowMgr::ShouldUseParentShadow( IClientRenderable *pRenderable )
//-----------------------------------------------------------------------------
void CClientShadowMgr::PreRender()
{
#ifdef ASW_PROJECTED_TEXTURES
// only update shadows once per frame
if( gpGlobals->framecount == m_nPrevFrameCount )
return;
m_nPrevFrameCount = gpGlobals->framecount;
#endif
VPROF_BUDGET( "CClientShadowMgr::PreRender", VPROF_BUDGETGROUP_SHADOW_RENDERING );
MDLCACHE_CRITICAL_SECTION();
@ -2936,8 +3316,12 @@ void CClientShadowMgr::PreRender()
{
MDLCACHE_CRITICAL_SECTION();
ClientShadowHandle_t& handle = m_DirtyShadows[ i ];
#ifdef DYNAMIC_RTT_SHADOWS
UpdateDirtyShadow(handle);
#else
Assert( m_Shadows.IsValidIndex( handle ) );
UpdateProjectedTextureInternal( handle, false );
#endif
i = m_DirtyShadows.NextInorder(i);
}
m_DirtyShadows.RemoveAll();
@ -2953,6 +3337,20 @@ void CClientShadowMgr::PreRender()
m_bUpdatingDirtyShadows = false;
}
#ifdef DYNAMIC_RTT_SHADOWS
//-----------------------------------------------------------------------------
// Updates a single dirty shadow
//-----------------------------------------------------------------------------
void CClientShadowMgr::UpdateDirtyShadow( ClientShadowHandle_t handle )
{
Assert( m_Shadows.IsValidIndex( handle ) );
if ( IsShadowingFromWorldLights() )
{
UpdateShadowDirectionFromLocalLightSource( handle );
}
UpdateProjectedTextureInternal( handle, false );
}
#endif
//-----------------------------------------------------------------------------
// Gets the entity whose shadow this shadow will render into
@ -3127,7 +3525,11 @@ void CClientShadowMgr::UpdateShadow( ClientShadowHandle_t handle, bool force )
const Vector& origin = pRenderable->GetRenderOrigin();
const QAngle& angles = pRenderable->GetRenderAngles();
#ifdef DYNAMIC_RTT_SHADOWS
if (force || (origin != shadow.m_LastOrigin) || (angles != shadow.m_LastAngles) || shadow.m_LightPosLerp < 1.0f)
#else
if (force || (origin != shadow.m_LastOrigin) || (angles != shadow.m_LastAngles))
#endif
{
// Store off the new pos/orientation
VectorCopy( origin, shadow.m_LastOrigin );
@ -3246,12 +3648,20 @@ void CClientShadowMgr::ComputeBoundingSphere( IClientRenderable* pRenderable, Ve
//-----------------------------------------------------------------------------
// Computes a rough AABB encompassing the volume of the shadow
//-----------------------------------------------------------------------------
#ifdef DYNAMIC_RTT_SHADOWS
void CClientShadowMgr::ComputeShadowBBox( IClientRenderable *pRenderable, ClientShadowHandle_t shadowHandle, const Vector &vecAbsCenter, float flRadius, Vector *pAbsMins, Vector *pAbsMaxs )
#else
void CClientShadowMgr::ComputeShadowBBox( IClientRenderable *pRenderable, const Vector &vecAbsCenter, float flRadius, Vector *pAbsMins, Vector *pAbsMaxs )
#endif
{
// This is *really* rough. Basically we simply determine the
// maximum shadow casting length and extrude the box by that distance
#ifdef DYNAMIC_RTT_SHADOWS
Vector vecShadowDir = GetShadowDirection( shadowHandle );
#else
Vector vecShadowDir = GetShadowDirection( pRenderable );
#endif
for (int i = 0; i < 3; ++i)
{
float flShadowCastDistance = GetShadowDistance( pRenderable );
@ -3349,7 +3759,11 @@ bool CClientShadowMgr::CullReceiver( ClientShadowHandle_t handle, IClientRendera
if (foundSeparatingPlane)
{
// Compute which side of the plane the renderable is on..
#ifdef DYNAMIC_RTT_SHADOWS
Vector vecShadowDir = GetShadowDirection( handle );
#else
Vector vecShadowDir = GetShadowDirection( pSourceRenderable );
#endif
float shadowDot = DotProduct( vecShadowDir, plane.normal );
float receiverDot = DotProduct( plane.normal, origin );
float sourceDot = DotProduct( plane.normal, originSource );
@ -3836,6 +4250,11 @@ void CClientShadowMgr::AdvanceFrame()
//-----------------------------------------------------------------------------
int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, int nMaxDepthShadows, ClientShadowHandle_t *pActiveDepthShadows )
{
#ifdef ASW_PROJECTED_TEXTURES
Frustum_t viewFrustum;
GeneratePerspectiveFrustum( viewSetup.origin, viewSetup.angles, viewSetup.zNear, viewSetup.zFar, viewSetup.fov, viewSetup.m_flAspectRatio, viewFrustum );
#endif
int nActiveDepthShadowCount = 0;
for ( ClientShadowHandle_t i = m_Shadows.Head(); i != m_Shadows.InvalidIndex(); i = m_Shadows.Next(i) )
{
@ -3860,7 +4279,13 @@ int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, i
// FIXME: Could do other sorts of culling here, such as frustum-frustum test, distance etc.
// If it's not in the view frustum, move on
#ifdef MAPBASE
if ( !flashlightState.m_bAlwaysDraw && !flashlightState.m_bOrtho && R_CullBox( vecAbsMins, vecAbsMaxs, viewFrustum ) )
#elif ASW_PROJECTED_TEXTURES
if ( !flashlightState.m_bOrtho && R_CullBox( vecAbsMins, vecAbsMaxs, viewFrustum ) )
#else
if ( R_CullBox( vecAbsMins, vecAbsMaxs, viewFrustum ) )
#endif
{
shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, NULL, 0 );
continue;
@ -3885,6 +4310,53 @@ int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, i
}
#ifdef ASW_PROJECTED_TEXTURES
//-----------------------------------------------------------------------------
// Re-render shadow depth textures that lie in the leaf list
//-----------------------------------------------------------------------------
int CClientShadowMgr::BuildActiveFlashlightList( const CViewSetup &viewSetup, int nMaxFlashlights, ClientShadowHandle_t *pActiveFlashlights )
{
int nActiveFlashlightCount = 0;
for ( ClientShadowHandle_t i = m_Shadows.Head(); i != m_Shadows.InvalidIndex(); i = m_Shadows.Next(i) )
{
ClientShadow_t& shadow = m_Shadows[i];
if ( ( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) == 0 )
continue;
// Calculate an AABB around the shadow frustum
Vector vecAbsMins, vecAbsMaxs;
CalculateAABBFromProjectionMatrix( shadow.m_WorldToShadow, &vecAbsMins, &vecAbsMaxs );
Frustum_t viewFrustum;
GeneratePerspectiveFrustum( viewSetup.origin, viewSetup.angles, viewSetup.zNear, viewSetup.zFar, viewSetup.fov, viewSetup.m_flAspectRatio, viewFrustum );
// FIXME: Could do other sorts of culling here, such as frustum-frustum test, distance etc.
// If it's not in the view frustum, move on
if ( R_CullBox( vecAbsMins, vecAbsMaxs, viewFrustum ) )
{
continue;
}
if ( nActiveFlashlightCount >= nMaxFlashlights )
{
static bool s_bOverflowWarning = false;
if ( !s_bOverflowWarning )
{
Warning( "Too many flashlights rendered in a single view!\n" );
Assert( 0 );
s_bOverflowWarning = true;
}
//shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, NULL, 0 );
continue;
}
pActiveFlashlights[nActiveFlashlightCount++] = i;
}
return nActiveFlashlightCount;
}
#endif
//-----------------------------------------------------------------------------
// Sets the view's active flashlight render state
//-----------------------------------------------------------------------------
@ -3908,12 +4380,56 @@ void CClientShadowMgr::SetViewFlashlightState( int nActiveFlashlightCount, Clien
}
}
#ifdef ASW_PROJECTED_TEXTURES
void AddPointToExtentsHelper( const VMatrix &flashlightToWorld, const Vector &vecPos, Vector &vecMin, Vector &vecMax )
{
Vector worldSpacePos;
Vector3DMultiplyPositionProjective( flashlightToWorld, vecPos, worldSpacePos );
VectorMin( vecMin, worldSpacePos, vecMin );
VectorMax( vecMax, worldSpacePos, vecMax );
}
void CClientShadowMgr::GetFrustumExtents( ClientShadowHandle_t handle, Vector &vecMin, Vector &vecMax )
{
Assert( m_Shadows.IsValidIndex( handle ) );
CClientShadowMgr::ClientShadow_t &shadow = m_Shadows[ handle ];
VMatrix flashlightToWorld;
MatrixInverseGeneral( shadow.m_WorldToShadow, flashlightToWorld );
vecMin = Vector( FLT_MAX, FLT_MAX, FLT_MAX );
vecMax = Vector( -FLT_MAX, -FLT_MAX, -FLT_MAX );
AddPointToExtentsHelper( flashlightToWorld, Vector( 0.0f, 0.0f, 0.0f ), vecMin, vecMax );
AddPointToExtentsHelper( flashlightToWorld, Vector( 0.0f, 0.0f, 1.0f ), vecMin, vecMax );
AddPointToExtentsHelper( flashlightToWorld, Vector( 0.0f, 1.0f, 0.0f ), vecMin, vecMax );
AddPointToExtentsHelper( flashlightToWorld, Vector( 1.0f, 0.0f, 0.0f ), vecMin, vecMax );
AddPointToExtentsHelper( flashlightToWorld, Vector( 0.0f, 1.0f, 1.0f ), vecMin, vecMax );
AddPointToExtentsHelper( flashlightToWorld, Vector( 1.0f, 0.0f, 1.0f ), vecMin, vecMax );
AddPointToExtentsHelper( flashlightToWorld, Vector( 1.0f, 1.0f, 0.0f ), vecMin, vecMax );
AddPointToExtentsHelper( flashlightToWorld, Vector( 1.0f, 1.0f, 1.0f ), vecMin, vecMax );
}
#endif
//-----------------------------------------------------------------------------
// Re-render shadow depth textures that lie in the leaf list
//-----------------------------------------------------------------------------
void CClientShadowMgr::ComputeShadowDepthTextures( const CViewSetup &viewSetup )
{
#ifdef ASW_PROJECTED_TEXTURES
if ( !r_flashlightdepthtexture.GetBool() )
{
// Build list of active flashlights
ClientShadowHandle_t pActiveFlashlights[16];
int nActiveFlashlights = BuildActiveFlashlightList( viewSetup, ARRAYSIZE( pActiveFlashlights ), pActiveFlashlights );
SetViewFlashlightState( nActiveFlashlights, pActiveFlashlights );
return;
}
#endif
VPROF_BUDGET( "CClientShadowMgr::ComputeShadowDepthTextures", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
CMatRenderContextPtr pRenderContext( materials );
@ -3929,6 +4445,10 @@ void CClientShadowMgr::ComputeShadowDepthTextures( const CViewSetup &viewSetup )
{
ClientShadow_t& shadow = m_Shadows[ pActiveDepthShadows[j] ];
#ifdef ASW_PROJECTED_TEXTURES
FlashlightState_t& flashlightState = const_cast<FlashlightState_t&>( shadowmgr->GetFlashlightState( shadow.m_ShadowHandle ) );
#endif
CTextureReference shadowDepthTexture;
bool bGotShadowDepthTexture = LockShadowDepthTexture( &shadowDepthTexture );
if ( !bGotShadowDepthTexture )
@ -3943,6 +4463,12 @@ void CClientShadowMgr::ComputeShadowDepthTextures( const CViewSetup &viewSetup )
Assert(0);
shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, NULL, 0 );
#ifdef MAPBASE
if ( j <= ( INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_LAST - INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_FIRST ) )
{
pRenderContext->SetIntRenderingParameter( INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_FIRST + j, 0 );
}
#endif
continue;
}
@ -3951,11 +4477,30 @@ void CClientShadowMgr::ComputeShadowDepthTextures( const CViewSetup &viewSetup )
shadowView.x = shadowView.y = 0;
shadowView.width = shadowDepthTexture->GetActualWidth();
shadowView.height = shadowDepthTexture->GetActualHeight();
#ifndef ASW_PROJECTED_TEXTURES
shadowView.m_bOrtho = false;
shadowView.m_bDoBloomAndToneMapping = false;
#endif
// Copy flashlight parameters
#ifdef ASW_PROJECTED_TEXTURES
if ( !flashlightState.m_bOrtho )
{
shadowView.m_bOrtho = false;
}
else
{
shadowView.m_bOrtho = true;
shadowView.m_OrthoLeft = flashlightState.m_fOrthoLeft;
shadowView.m_OrthoTop = flashlightState.m_fOrthoTop;
shadowView.m_OrthoRight = flashlightState.m_fOrthoRight;
shadowView.m_OrthoBottom = flashlightState.m_fOrthoBottom;
}
shadowView.m_bDoBloomAndToneMapping = false;
#else
const FlashlightState_t& flashlightState = shadowmgr->GetFlashlightState( shadow.m_ShadowHandle );
#endif
shadowView.fov = shadowView.fovViewmodel = flashlightState.m_fHorizontalFOVDegrees;
shadowView.origin = flashlightState.m_vecLightOrigin;
QuaternionAngles( flashlightState.m_quatOrientation, shadowView.angles ); // Convert from Quaternion to QAngle
@ -3976,6 +4521,19 @@ void CClientShadowMgr::ComputeShadowDepthTextures( const CViewSetup &viewSetup )
// Render to the shadow depth texture with appropriate view
view->UpdateShadowDepthTexture( m_DummyColorTexture, shadowDepthTexture, shadowView );
#ifdef MAPBASE
if ( j <= ( INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_LAST - INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_FIRST ) )
{
pRenderContext->SetIntRenderingParameter( INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_FIRST + j, int((ITexture*)shadowDepthTexture) );
FlashlightState_t state = shadowmgr->GetFlashlightState( shadow.m_ShadowHandle );
state.m_nShadowQuality = state.m_nShadowQuality | ( ( j + 1 ) << 16 );
shadowmgr->UpdateFlashlightState( shadow.m_ShadowHandle, state );
}
#endif
// Associate the shadow depth texture and stencil bit with the flashlight for use during scene rendering
shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, shadowDepthTexture, 0 );
}
@ -4000,7 +4558,11 @@ void CClientShadowMgr::ComputeShadowTextures( const CViewSetup &view, int leafCo
if ( !m_RenderToTextureActive || (r_shadows.GetInt() == 0) || r_shadows_gamecontrol.GetInt() == 0 )
return;
#ifdef ASW_PROJECTED_TEXTURES
m_bThreaded = ( r_threaded_client_shadow_manager.GetBool() && g_pThreadPool->NumIdleThreads() );
#else
m_bThreaded = false;//( r_threaded_client_shadow_manager.GetBool() && g_pThreadPool->NumIdleThreads() );
#endif
MDLCACHE_CRITICAL_SECTION();
// First grab all shadow textures we may want to render
@ -4184,6 +4746,28 @@ bool CClientShadowMgr::IsFlashlightTarget( ClientShadowHandle_t shadowHandle, IC
return false;
}
#ifdef DYNAMIC_RTT_SHADOWS
void CClientShadowMgr::SetShadowFromWorldLightsEnabled( bool bEnable )
{
bool bIsShadowingFromWorldLights = IsShadowingFromWorldLights();
m_bShadowFromWorldLights = bEnable;
if ( bIsShadowingFromWorldLights != IsShadowingFromWorldLights() )
{
UpdateAllShadows();
}
}
void CClientShadowMgr::SuppressShadowFromWorldLights( bool bSuppress )
{
bool bIsShadowingFromWorldLights = IsShadowingFromWorldLights();
m_bSuppressShadowFromWorldLights = bSuppress;
if ( bIsShadowingFromWorldLights != IsShadowingFromWorldLights() )
{
UpdateAllShadows();
}
}
#endif
//-----------------------------------------------------------------------------
// A material proxy that resets the base texture to use the rendered shadow
//-----------------------------------------------------------------------------

View File

@ -1471,6 +1471,7 @@ void CDetailObjectSystem::LevelInitPreEntity()
}
}
#ifndef MAPBASE
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
{
// There are detail objects in the level, so precache the material
@ -1489,6 +1490,7 @@ void CDetailObjectSystem::LevelInitPreEntity()
}
}
}
#endif
int detailPropLightingLump;
if( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
@ -1512,6 +1514,32 @@ void CDetailObjectSystem::LevelInitPreEntity()
void CDetailObjectSystem::LevelInitPostEntity()
{
#ifdef MAPBASE
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
{
const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
C_World *pWorld = GetClientWorldEntity();
if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial();
m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
PrecacheMaterial( pDetailSpriteMaterial );
IMaterial *pMat = m_DetailSpriteMaterial;
// adjust for non-square textures (cropped)
float flRatio = pMat->GetMappingWidth() / pMat->GetMappingHeight();
if ( flRatio > 1.0 )
{
for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
{
m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
}
}
}
#else
const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
C_World *pWorld = GetClientWorldEntity();
if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
@ -1519,6 +1547,7 @@ void CDetailObjectSystem::LevelInitPostEntity()
pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial();
}
m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
#endif
if ( GetDetailController() )
{
@ -1595,12 +1624,14 @@ void CDetailObjectSystem::UnserializeModelDict( CUtlBuffer& buf )
DetailModelDict_t dict;
dict.m_pModel = (model_t *)engine->LoadModel( lump.m_Name, true );
#ifndef MAPBASE
// Don't allow vertex-lit models
if (modelinfo->IsModelVertexLit(dict.m_pModel))
{
Warning("Detail prop model %s is using vertex-lit materials!\nIt must use unlit materials!\n", lump.m_Name );
dict.m_pModel = (model_t *)engine->LoadModel( "models/error.mdl" );
}
#endif
m_DetailObjectDict.AddToTail( dict );
}

View File

@ -48,8 +48,16 @@ static ConVar r_flashlightvisualizetrace( "r_flashlightvisualizetrace", "0", FCV
static ConVar r_flashlightambient( "r_flashlightambient", "0.0", FCVAR_CHEAT );
static ConVar r_flashlightshadowatten( "r_flashlightshadowatten", "0.35", FCVAR_CHEAT );
static ConVar r_flashlightladderdist( "r_flashlightladderdist", "40.0", FCVAR_CHEAT );
#ifndef MAPBASE
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT );
#else
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "4", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.00001", FCVAR_CHEAT );
#endif
#ifdef MAPBASE
static ConVar r_flashlighttextureoverride( "r_flashlighttextureoverride", "", FCVAR_CHEAT );
#endif
void r_newflashlightCallback_f( IConVar *pConVar, const char *pOldString, float flOldValue )
@ -78,6 +86,13 @@ CFlashlightEffect::CFlashlightEffect(int nEntIndex)
r_newflashlight.SetValue( 0 );
}
#ifdef MAPBASE
if ( r_flashlighttextureoverride.GetString()[0] != '\0' )
{
m_FlashlightTexture.Init( r_flashlighttextureoverride.GetString(), TEXTURE_GROUP_OTHER, true );
}
else
#endif
if ( g_pMaterialSystemHardwareConfig->SupportsBorderColor() )
{
m_FlashlightTexture.Init( "effects/flashlight_border", TEXTURE_GROUP_OTHER, true );

View File

@ -1256,6 +1256,13 @@ void FX_BuildTeslaHitbox( const CEffectData &data )
{
Vector vColor( 1, 1, 1 );
#ifdef MAPBASE
if ( data.m_bCustomColors )
{
vColor = data.m_CustomColors.m_vecColor1;
}
#endif
C_BaseEntity *pEntity = ClientEntityList().GetEnt( data.entindex() );
C_BaseAnimating *pAnimating = pEntity ? pEntity->GetBaseAnimating() : NULL;
if (!pAnimating)

View File

@ -40,11 +40,13 @@ Vector GetTracerOrigin( const CEffectData &data )
C_BaseEntity *pEnt = data.GetEntity();
// This check should probably be for all multiplayer games, investigate later
#if defined( HL2MP ) || defined( TF_CLIENT_DLL )
if ( pEnt && pEnt->IsDormant() )
return vecStart;
#endif
// This check should probably be for all multiplayer games, investigate later
// 10/09/2008: It should.
if ( gpGlobals->maxClients > 1 )
{
if ( pEnt && pEnt->IsDormant() )
return vecStart;
}
C_BaseCombatWeapon *pWpn = dynamic_cast<C_BaseCombatWeapon *>( pEnt );
if ( pWpn && pWpn->ShouldDrawUsingViewModel() )

View File

@ -38,6 +38,11 @@ BEGIN_PREDICTION_DATA( C_BaseHLPlayer )
DEFINE_PRED_FIELD( m_fIsSprinting, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
// link to the correct class.
#if !defined ( HL2MP ) && !defined ( PORTAL )
LINK_ENTITY_TO_CLASS( player, C_BaseHLPlayer );
#endif
//-----------------------------------------------------------------------------
// Purpose: Drops player's primary weapon
//-----------------------------------------------------------------------------
@ -66,6 +71,11 @@ C_BaseHLPlayer::C_BaseHLPlayer()
m_flZoomRate = 0.0f;
m_flZoomStartTime = 0.0f;
m_flSpeedMod = cl_forwardspeed.GetFloat();
#ifdef MAPBASE
ConVarRef scissor("r_flashlightscissor");
scissor.SetValue("0");
#endif
}
//-----------------------------------------------------------------------------

View File

@ -5,7 +5,6 @@
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#if !defined( C_BASEHLPLAYER_H )
#define C_BASEHLPLAYER_H
#ifdef _WIN32
@ -34,10 +33,17 @@ public:
float GetZoom( void );
bool IsZoomed( void ) { return m_HL2Local.m_bZooming; }
bool IsSprinting( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_SPRINT; }
//Tony; minor cosmetic really, fix confusion by simply renaming this one; everything calls IsSprinting(), and this isn't really even used.
bool IsSprintActive( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_SPRINT; }
bool IsFlashlightActive( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_FLASHLIGHT; }
bool IsBreatherActive( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_BREATHER; }
#ifdef MAPBASE
bool IsCustomDevice0Active( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_CUSTOM0; }
bool IsCustomDevice1Active( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_CUSTOM1; }
bool IsCustomDevice2Active( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_CUSTOM2; }
#endif
virtual int DrawModel( int flags );
virtual void BuildTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );

View File

@ -90,6 +90,11 @@ void C_EnvStarfield::ClientThink( void )
if ( !m_bOn || !m_flDensity )
return;
#ifdef MAPBASE
if ( engine->IsPaused() )
return;
#endif
PMaterialHandle hParticleMaterial = m_pEmitter->GetPMaterial( "effects/spark_noz" );
// Find a start & end point for the particle

View File

@ -10,6 +10,9 @@
#include "iviewrender.h"
#include "view_shared.h"
#include "viewrender.h"
#ifdef MAPBASE
#include "c_point_camera.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -53,6 +56,11 @@ private:
float m_flBlendStartTime;
bool m_bActive;
EHANDLE m_hCameraEntity;
#ifdef MAPBASE
bool m_bDrawSky;
bool m_bDrawSky2;
bool m_bUseEyePosition;
#endif
// Fades
float m_flFadeColor[3]; // Server's desired fade color
@ -71,6 +79,11 @@ IMPLEMENT_CLIENTCLASS_DT( C_ScriptIntro, DT_ScriptIntro, CScriptIntro )
RecvPropFloat( RECVINFO( m_flNextBlendTime ) ),
RecvPropFloat( RECVINFO( m_flBlendStartTime ) ),
RecvPropBool( RECVINFO( m_bActive ) ),
#ifdef MAPBASE
RecvPropBool( RECVINFO( m_bDrawSky ) ),
RecvPropBool( RECVINFO( m_bDrawSky2 ) ),
RecvPropBool( RECVINFO( m_bUseEyePosition ) ),
#endif
// Fov & fov blends
RecvPropInt( RECVINFO( m_iFOV ) ),
@ -140,6 +153,10 @@ void C_ScriptIntro::PostDataUpdate( DataUpdateType_t updateType )
m_IntroData.m_vecCameraViewAngles = m_vecCameraViewAngles;
m_IntroData.m_Passes.SetCount( 0 );
#ifdef MAPBASE
m_IntroData.m_bDrawSky = m_bDrawSky;
#endif
// Find/Create our first pass
IntroDataBlendPass_t *pass1;
if ( m_IntroData.m_Passes.Count() == 0 )
@ -161,6 +178,20 @@ void C_ScriptIntro::PostDataUpdate( DataUpdateType_t updateType )
else
{
m_IntroData.m_bDrawPrimary = true;
#ifdef MAPBASE
m_IntroData.m_bDrawSky2 = m_bDrawSky2;
// If it's a point_camera and it's ortho, send it to the intro data
// Change this code if the purpose of m_hCameraEntity in intro data ever goes beyond ortho
if ( m_hCameraEntity && Q_strncmp(m_hCameraEntity->GetClassname(), "point_camera", 12) == 0 )
{
C_PointCamera *pCamera = dynamic_cast<C_PointCamera*>(m_hCameraEntity.Get());
if (pCamera && pCamera->IsOrtho())
{
m_IntroData.m_hCameraEntity = m_hCameraEntity;
}
}
#endif
}
// If we're currently blending to a new mode, set the second pass
@ -239,8 +270,20 @@ void C_ScriptIntro::ClientThink( void )
if ( m_hCameraEntity )
{
#ifdef MAPBASE
if ( m_bUseEyePosition )
{
m_hCameraEntity->GetEyePosition( m_IntroData.m_vecCameraView, m_IntroData.m_vecCameraViewAngles );
}
else
{
m_IntroData.m_vecCameraView = m_hCameraEntity->GetAbsOrigin();
m_IntroData.m_vecCameraViewAngles = m_hCameraEntity->GetAbsAngles();
}
#else
m_IntroData.m_vecCameraView = m_hCameraEntity->GetAbsOrigin();
m_IntroData.m_vecCameraViewAngles = m_hCameraEntity->GetAbsAngles();
#endif
}
CalculateFOV();
@ -325,3 +368,135 @@ void C_ScriptIntro::CalculateAlpha( void )
m_IntroData.m_flCurrentFadeColor[3] = flNewAlpha;
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_PlayerViewProxy : public C_BaseEntity
{
DECLARE_CLASS( C_PlayerViewProxy, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
Vector EyePosition( void ); // position of eyes
const QAngle &EyeAngles( void ); // Direction of eyes in world space
void GetEyePosition( Vector &vecOrigin, QAngle &angAngles );
const QAngle &LocalEyeAngles( void ); // Direction of eyes
Vector EarPosition( void ); // position of ears
#ifdef MAPBASE_MP
C_BasePlayer *GetPlayer() { return m_bEnabled ? (m_hPlayer.Get() ? m_hPlayer.Get() : C_BasePlayer::GetLocalPlayer()) : NULL; }
#else
C_BasePlayer *GetPlayer() { return m_bEnabled ? C_BasePlayer::GetLocalPlayer() : NULL; }
#endif
public:
#ifdef MAPBASE_MP
CHandle<C_BasePlayer> m_hPlayer;
#endif
bool m_bEnabled;
};
IMPLEMENT_CLIENTCLASS_DT( C_PlayerViewProxy, DT_PlayerViewProxy, CPlayerViewProxy )
#ifdef MAPBASE_MP
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
#endif
RecvPropBool( RECVINFO( m_bEnabled ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector C_PlayerViewProxy::EyePosition( void )
{
C_BasePlayer *pPlayer = GetPlayer();
if (pPlayer)
{
//Vector vecPlayerOffset = m_hPlayer.Get()->EyePosition() - m_hPlayer.Get()->GetAbsOrigin();
//return GetAbsOrigin() + vecPlayerOffset;
Vector vecOrigin;
QAngle angAngles;
float fldummy;
pPlayer->CalcView( vecOrigin, angAngles, fldummy, fldummy, fldummy );
return GetAbsOrigin() + (vecOrigin - pPlayer->GetAbsOrigin());
}
else
return BaseClass::EyePosition();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const QAngle &C_PlayerViewProxy::EyeAngles( void )
{
C_BasePlayer *pPlayer = GetPlayer();
if (pPlayer)
{
Vector vecOrigin;
static QAngle angAngles;
float fldummy;
pPlayer->CalcView( vecOrigin, angAngles, fldummy, fldummy, fldummy );
angAngles = GetAbsAngles() + (angAngles - pPlayer->GetAbsAngles());
return angAngles;
//return m_hPlayer.Get()->EyeAngles();
}
else
return BaseClass::EyeAngles();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PlayerViewProxy::GetEyePosition( Vector &vecOrigin, QAngle &angAngles )
{
C_BasePlayer *pPlayer = GetPlayer();
if (pPlayer)
{
float fldummy;
pPlayer->CalcView( vecOrigin, angAngles, fldummy, fldummy, fldummy );
vecOrigin = GetAbsOrigin() + (vecOrigin - pPlayer->GetAbsOrigin());
angAngles = GetAbsAngles() + (angAngles - pPlayer->GetAbsAngles());
}
else
{
BaseClass::GetEyePosition( vecOrigin, angAngles );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const QAngle &C_PlayerViewProxy::LocalEyeAngles( void )
{
C_BasePlayer *pPlayer = GetPlayer();
if (pPlayer) {
static QAngle angAngles;
angAngles = GetAbsAngles() + (pPlayer->LocalEyeAngles() - pPlayer->GetAbsAngles());
return angAngles;
}
else
return BaseClass::LocalEyeAngles();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector C_PlayerViewProxy::EarPosition( void )
{
C_BasePlayer *pPlayer = GetPlayer();
if (pPlayer)
{
Vector vecPlayerOffset = pPlayer->GetAbsOrigin() - pPlayer->EarPosition();
return GetAbsOrigin() + vecPlayerOffset;
}
else
return BaseClass::EarPosition();
}
#endif

View File

@ -33,7 +33,9 @@ STUB_WEAPON_CLASS( weapon_shotgun, WeaponShotgun, C_BaseHLCombatWeapon );
STUB_WEAPON_CLASS( weapon_smg1, WeaponSMG1, C_HLSelectFireMachineGun );
STUB_WEAPON_CLASS( weapon_357, Weapon357, C_BaseHLCombatWeapon );
STUB_WEAPON_CLASS( weapon_crossbow, WeaponCrossbow, C_BaseHLCombatWeapon );
#ifndef MAPBASE
STUB_WEAPON_CLASS( weapon_slam, Weapon_SLAM, C_BaseHLCombatWeapon );
#endif
STUB_WEAPON_CLASS( weapon_crowbar, WeaponCrowbar, C_BaseHLBludgeonWeapon );
#ifdef HL2_EPISODIC
STUB_WEAPON_CLASS( weapon_hopwire, WeaponHopwire, C_BaseHLCombatWeapon );

View File

@ -109,6 +109,9 @@ private:
float m_flScrollTime;
float m_flSeparation;
#ifdef MAPBASE
int m_iEndLines;
#endif
float m_flFadeTime;
bool m_bLastOneInPlace;
int m_Alpha;
@ -133,6 +136,12 @@ private:
char m_szLogo2[256];
Color m_cColor;
#ifdef MAPBASE
char m_szCreditsFile[MAX_PATH];
char m_szLogoFont[64];
#endif
};
@ -141,7 +150,11 @@ void CHudCredits::PrepareCredits( const char *pKeyName )
Clear();
KeyValues *pKV= new KeyValues( "CreditsFile" );
#ifdef MAPBASE
if ( !pKV->LoadFromFile( filesystem, m_szCreditsFile, "MOD" ) )
#else
if ( !pKV->LoadFromFile( filesystem, CREDITS_FILE, "MOD" ) )
#endif
{
pKV->deleteThis();
@ -233,6 +246,9 @@ void CHudCredits::ReadParams( KeyValues *pKeyValue )
m_flScrollTime = pKeyValue->GetFloat( "scrolltime", 57 );
m_flSeparation = pKeyValue->GetFloat( "separation", 5 );
#ifdef MAPBASE
m_iEndLines = pKeyValue->GetInt( "endlines", 1 );
#endif
m_flFadeInTime = pKeyValue->GetFloat( "fadeintime", 1 );
m_flFadeHoldTime = pKeyValue->GetFloat( "fadeholdtime", 3 );
@ -249,6 +265,10 @@ void CHudCredits::ReadParams( KeyValues *pKeyValue )
Q_strncpy( m_szLogo, pKeyValue->GetString( "logo", "HALF-LIFE'" ), sizeof( m_szLogo ) );
Q_strncpy( m_szLogo2, pKeyValue->GetString( "logo2", "" ), sizeof( m_szLogo2 ) );
#ifdef MAPBASE
Q_strncpy( m_szLogoFont, pKeyValue->GetString( "logofont", "" ), sizeof( m_szLogoFont ) );
#endif
}
int CHudCredits::GetStringPixelWidth( wchar_t *pString, vgui::HFont hFont )
@ -296,9 +316,14 @@ void CHudCredits::DrawOutroCreditsName( void )
Color cColor = m_TextColor;
#ifdef MAPBASE
// Some lines should stick around and fade out
if ( i >= m_CreditsList.Count()-m_iEndLines )
#else
//HACKHACK
//Last one stays on screen and fades out
if ( i == m_CreditsList.Count()-1 )
#endif
{
if ( m_bLastOneInPlace == false )
{
@ -418,6 +443,14 @@ void CHudCredits::DrawLogo( void )
char szLogoFont[64];
#ifdef MAPBASE
if (m_szLogoFont[0] != '\0')
{
// Custom logo font
Q_strncpy( szLogoFont, m_szLogoFont, sizeof( szLogoFont ) );
}
else
#endif
if ( IsXbox() )
{
Q_snprintf( szLogoFont, sizeof( szLogoFont ), "WeaponIcons_Small" );
@ -638,6 +671,20 @@ void CHudCredits::PrepareOutroCredits( void )
int iHeight = iTall;
#ifdef MAPBASE
if (m_iEndLines <= 0)
{
// We need a credit to fade out at the end so we know when the credits are done.
// Add a dummy credit to act as the "end line".
creditname_t DummyCredit;
V_strcpy_safe( DummyCredit.szCreditName, "");
V_strcpy_safe( DummyCredit.szFontName, "Default" );
m_CreditsList.AddToTail(DummyCredit);
m_iEndLines = 1;
}
#endif
for ( int i = 0; i < m_CreditsList.Count(); i++ )
{
creditname_t *pCredit = &m_CreditsList[i];
@ -706,6 +753,13 @@ void CHudCredits::MsgFunc_CreditsMsg( bf_read &msg )
{
m_iCreditsType = msg.ReadByte();
#ifdef MAPBASE
msg.ReadString(m_szCreditsFile, sizeof(m_szCreditsFile));
if (m_szCreditsFile[0] == '\0')
Q_strncpy(m_szCreditsFile, CREDITS_FILE, sizeof(m_szCreditsFile));
#endif
switch ( m_iCreditsType )
{
case CREDITS_LOGO:
@ -729,7 +783,17 @@ void CHudCredits::MsgFunc_CreditsMsg( bf_read &msg )
void CHudCredits::MsgFunc_LogoTimeMsg( bf_read &msg )
{
m_iCreditsType = CREDITS_LOGO;
#ifdef MAPBASE
float flLogoTime = msg.ReadFloat();
msg.ReadString(m_szCreditsFile, sizeof(m_szCreditsFile));
if (m_szCreditsFile[0] == '\0')
Q_strncpy(m_szCreditsFile, CREDITS_FILE, sizeof(m_szCreditsFile));
PrepareLogo(flLogoTime);
#else
PrepareLogo( msg.ReadFloat() );
#endif
}

View File

@ -104,12 +104,27 @@ void CHudSuitPower::OnThink( void )
bool breatherActive = pPlayer->IsBreatherActive();
int activeDevices = (int)flashlightActive + (int)sprintActive + (int)breatherActive;
#ifdef MAPBASE
activeDevices += (int)pPlayer->IsCustomDevice0Active() + (int)pPlayer->IsCustomDevice1Active() + (int)pPlayer->IsCustomDevice2Active();
#endif
if (activeDevices != m_iActiveSuitDevices)
{
m_iActiveSuitDevices = activeDevices;
switch ( m_iActiveSuitDevices )
{
#ifdef MAPBASE
case 6:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerSixItemsActive");
break;
case 5:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerFiveItemsActive");
break;
case 4:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerFourItemsActive");
break;
#endif
default:
case 3:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerThreeItemsActive");
@ -251,6 +266,59 @@ void CHudSuitPower::Paint()
}
ypos += text2_gap;
}
#ifdef MAPBASE
if (pPlayer->IsCustomDevice0Active())
{
tempString = g_pVGuiLocalize->Find("#Mapbase_Hud_DEVICE0");
surface()->DrawSetTextPos(text2_xpos, ypos);
if (tempString)
{
surface()->DrawPrintText(tempString, wcslen(tempString));
}
else
{
surface()->DrawPrintText(L"CUSTOM 0", wcslen(L"CUSTOM 0"));
}
ypos += text2_gap;
}
if (pPlayer->IsCustomDevice1Active())
{
tempString = g_pVGuiLocalize->Find("#Mapbase_Hud_DEVICE1");
surface()->DrawSetTextPos(text2_xpos, ypos);
if (tempString)
{
surface()->DrawPrintText(tempString, wcslen(tempString));
}
else
{
surface()->DrawPrintText(L"CUSTOM 1", wcslen(L"CUSTOM 1"));
}
ypos += text2_gap;
}
if (pPlayer->IsCustomDevice2Active())
{
tempString = g_pVGuiLocalize->Find("#Mapbase_Hud_DEVICE2");
surface()->DrawSetTextPos(text2_xpos, ypos);
if (tempString)
{
surface()->DrawPrintText(tempString, wcslen(tempString));
}
else
{
surface()->DrawPrintText(L"CUSTOM 2", wcslen(L"CUSTOM 2"));
}
ypos += text2_gap;
}
#endif
}
}

View File

@ -134,10 +134,13 @@ void LoadHudTextures( CUtlDict< CHudTexture *, int >& list, const char *szFilena
pTemp = pTemp->GetNextKey();
}
}
}
// Failed for some reason. Delete the Key data and abort.
pKeyValuesData->deleteThis();
pKeyValuesData->deleteThis();
}
else
{
Warning( "Unable to read script %s.\n", szFilenameWithoutExtension );
}
}
//-----------------------------------------------------------------------------
@ -469,6 +472,8 @@ void CHud::Init( void )
}
FreeHudTextureList( textureList );
HudIcons().Init();
}
//-----------------------------------------------------------------------------
@ -1197,3 +1202,232 @@ CON_COMMAND_F( testhudanim, "Test a hud element animation.\n\tArguments: <anim n
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( args[1] );
}
CHudIcons::CHudIcons() :
m_bHudTexturesLoaded( false )
{
}
CHudIcons::~CHudIcons()
{
int c = m_Icons.Count();
for ( int i = c - 1; i >= 0; i-- )
{
CHudTexture *tex = m_Icons[ i ];
g_HudTextureMemoryPool.Free( tex );
}
m_Icons.Purge();
}
void CHudIcons::Init()
{
if ( m_bHudTexturesLoaded )
return;
m_bHudTexturesLoaded = true;
CUtlDict< CHudTexture *, int > textureList;
// check to see if we have sprites for this res; if not, step down
LoadHudTextures( textureList, "scripts/hud_textures", NULL );
LoadHudTextures( textureList, "scripts/mod_textures", NULL );
LoadHudTextures( textureList, "scripts/instructor_textures", NULL );
#ifdef HL2_CLIENT_DLL
LoadHudTextures( textureList, "scripts/instructor_textures_hl2", NULL );
#endif
LoadHudTextures( textureList, "scripts/instructor_modtextures", NULL );
int c = textureList.Count();
for ( int index = 0; index < c; index++ )
{
CHudTexture* tex = textureList[ index ];
AddSearchableHudIconToList( *tex );
}
FreeHudTextureList( textureList );
}
void CHudIcons::Shutdown()
{
m_bHudTexturesLoaded = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture *CHudIcons::AddUnsearchableHudIconToList( CHudTexture& texture )
{
// These names are composed based on the texture file name
char composedName[ 512 ];
if ( texture.bRenderUsingFont )
{
Q_snprintf( composedName, sizeof( composedName ), "%s_c%i",
texture.szTextureFile, texture.cCharacterInFont );
}
else
{
Q_snprintf( composedName, sizeof( composedName ), "%s_%i_%i_%i_%i",
texture.szTextureFile, texture.rc.left, texture.rc.top, texture.rc.right, texture.rc.bottom );
}
CHudTexture *icon = GetIcon( composedName );
if ( icon )
{
return icon;
}
CHudTexture *newTexture = ( CHudTexture * )g_HudTextureMemoryPool.Alloc();
*newTexture = texture;
SetupNewHudTexture( newTexture );
int idx = m_Icons.Insert( composedName, newTexture );
return m_Icons[ idx ];
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture *CHudIcons::AddSearchableHudIconToList( CHudTexture& texture )
{
CHudTexture *icon = GetIcon( texture.szShortName );
if ( icon )
{
return icon;
}
CHudTexture *newTexture = ( CHudTexture * )g_HudTextureMemoryPool.Alloc();
*newTexture = texture;
SetupNewHudTexture( newTexture );
int idx = m_Icons.Insert( texture.szShortName, newTexture );
return m_Icons[ idx ];
}
//-----------------------------------------------------------------------------
// Purpose: returns a pointer to an icon in the list
//-----------------------------------------------------------------------------
CHudTexture *CHudIcons::GetIcon( const char *szIcon )
{
int i = m_Icons.Find( szIcon );
if ( i == m_Icons.InvalidIndex() )
return NULL;
return m_Icons[ i ];
}
//-----------------------------------------------------------------------------
// Purpose: Gets texture handles for the hud icon
//-----------------------------------------------------------------------------
void CHudIcons::SetupNewHudTexture( CHudTexture *t )
{
if ( t->bRenderUsingFont )
{
vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" );
t->hFont = vgui::scheme()->GetIScheme(scheme)->GetFont( t->szTextureFile, true );
t->rc.top = 0;
t->rc.left = 0;
t->rc.right = vgui::surface()->GetCharacterWidth( t->hFont, t->cCharacterInFont );
t->rc.bottom = vgui::surface()->GetFontTall( t->hFont );
}
else
{
// Set up texture id and texture coordinates
t->textureId = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( t->textureId, t->szTextureFile, false, false );
int wide, tall;
vgui::surface()->DrawGetTextureSize( t->textureId, wide, tall );
t->texCoords[ 0 ] = (float)(t->rc.left + 0.5f) / (float)wide;
t->texCoords[ 1 ] = (float)(t->rc.top + 0.5f) / (float)tall;
t->texCoords[ 2 ] = (float)(t->rc.right - 0.5f) / (float)wide;
t->texCoords[ 3 ] = (float)(t->rc.bottom - 0.5f) / (float)tall;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudIcons::RefreshHudTextures()
{
if ( !m_bHudTexturesLoaded )
{
Assert( 0 );
return;
}
CUtlDict< CHudTexture *, int > textureList;
// check to see if we have sprites for this res; if not, step down
LoadHudTextures( textureList, "scripts/hud_textures", NULL );
LoadHudTextures( textureList, "scripts/mod_textures", NULL );
LoadHudTextures( textureList, "scripts/instructor_textures", NULL );
// fix up all the texture icons first
int c = textureList.Count();
for ( int index = 0; index < c; index++ )
{
CHudTexture *tex = textureList[ index ];
Assert( tex );
CHudTexture *icon = GetIcon( tex->szShortName );
if ( !icon )
continue;
// Update file
Q_strncpy( icon->szTextureFile, tex->szTextureFile, sizeof( icon->szTextureFile ) );
if ( !icon->bRenderUsingFont )
{
// Update subrect
icon->rc = tex->rc;
// Keep existing texture id, but now update texture file and texture coordinates
vgui::surface()->DrawSetTextureFile( icon->textureId, icon->szTextureFile, false, false );
// Get new texture dimensions in case it changed
int wide, tall;
vgui::surface()->DrawGetTextureSize( icon->textureId, wide, tall );
// Assign coords
icon->texCoords[ 0 ] = (float)(icon->rc.left + 0.5f) / (float)wide;
icon->texCoords[ 1 ] = (float)(icon->rc.top + 0.5f) / (float)tall;
icon->texCoords[ 2 ] = (float)(icon->rc.right - 0.5f) / (float)wide;
icon->texCoords[ 3 ] = (float)(icon->rc.bottom - 0.5f) / (float)tall;
}
}
FreeHudTextureList( textureList );
// fixup all the font icons
vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" );
for (int i = m_Icons.First(); m_Icons.IsValidIndex(i); i = m_Icons.Next(i))
{
CHudTexture *icon = m_Icons[i];
if ( !icon )
continue;
// Update file
if ( icon->bRenderUsingFont )
{
icon->hFont = vgui::scheme()->GetIScheme(scheme)->GetFont( icon->szTextureFile, true );
icon->rc.top = 0;
icon->rc.left = 0;
icon->rc.right = vgui::surface()->GetCharacterWidth( icon->hFont, icon->cCharacterInFont );
icon->rc.bottom = vgui::surface()->GetFontTall( icon->hFont );
}
}
}
static CHudIcons g_HudIcons;
CHudIcons &HudIcons()
{
return g_HudIcons;
}

View File

@ -194,6 +194,37 @@ private:
extern CHud gHUD;
//-----------------------------------------------------------------------------
// Purpose: CHudIcons
//-----------------------------------------------------------------------------
class CHudIcons
{
public:
CHudIcons();
~CHudIcons();
void Init();
void Shutdown();
CHudTexture *GetIcon( const char *szIcon );
// loads a new icon into the list, without duplicates
CHudTexture *AddUnsearchableHudIconToList( CHudTexture& texture );
CHudTexture *AddSearchableHudIconToList( CHudTexture& texture );
void RefreshHudTextures();
private:
void SetupNewHudTexture( CHudTexture *t );
bool m_bHudTexturesLoaded;
// Global list of known icons
CUtlDict< CHudTexture *, int > m_Icons;
};
CHudIcons &HudIcons();
//-----------------------------------------------------------------------------
// Global fonts used in the client DLL
//-----------------------------------------------------------------------------

View File

@ -31,12 +31,20 @@
extern ISoundEmitterSystemBase *soundemitterbase;
// Marked as FCVAR_USERINFO so that the server can cull CC messages before networking them down to us!!!
#ifdef MAPBASE
ConVar closecaption( "closecaption", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX | FCVAR_USERINFO, "Enable close captioning." );
#else
ConVar closecaption( "closecaption", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX | FCVAR_USERINFO, "Enable close captioning." );
#endif
extern ConVar cc_lang;
static ConVar cc_linger_time( "cc_linger_time", "1.0", FCVAR_ARCHIVE, "Close caption linger time." );
static ConVar cc_predisplay_time( "cc_predisplay_time", "0.25", FCVAR_ARCHIVE, "Close caption delay before showing caption." );
static ConVar cc_captiontrace( "cc_captiontrace", "1", 0, "Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)" );
#ifdef MAPBASE
static ConVar cc_subtitles( "cc_subtitles", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX, "If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players)." );
#else
static ConVar cc_subtitles( "cc_subtitles", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX, "If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players)." );
#endif
ConVar english( "english", "1", FCVAR_USERINFO, "If set to 1, running the english language set of assets." );
static ConVar cc_smallfontlength( "cc_smallfontlength", "300", 0, "If text stream is this long, force usage of small font size." );
@ -2357,11 +2365,11 @@ bool CHudCloseCaption::AddAsyncWork( const char *tokenstream, bool bIsStream, fl
char tokenname[ 512 ];
tokenname[ 0 ] = 0;
const char *p = tokenstream;
p = nexttoken( tokenname, p, ' ' );
p = nexttoken( tokenname, p, ' ' , sizeof(tokenname) );
// p points to reset of sentence tokens, build up a unicode string from them...
while ( p && Q_strlen( tokenname ) > 0 )
{
p = nexttoken( tokenname, p, ' ' );
p = nexttoken( tokenname, p, ' ' , sizeof(tokenname) );
if ( Q_strlen( tokenname ) == 0 )
break;
@ -2396,7 +2404,7 @@ void CHudCloseCaption::ProcessSentenceCaptionStream( const char *tokenstream )
const char *p = tokenstream;
p = nexttoken( tokenname, p, ' ' );
p = nexttoken( tokenname, p, ' ' , sizeof(tokenname) );
if ( Q_strlen( tokenname ) > 0 )
{
@ -2693,6 +2701,11 @@ CON_COMMAND_F_COMPLETION( cc_emit, "Emits a closed caption", 0, EmitCaptionCompl
return;
}
#ifdef MAPBASE // 1upD
if (!closecaption.GetBool())
return;
#endif
CHudCloseCaption *hudCloseCaption = GET_HUDELEMENT( CHudCloseCaption );
if ( hudCloseCaption )
{

View File

@ -599,10 +599,39 @@ bool CHudHintKeyDisplay::SetHintText( const char *text )
else
{
const char *key = engine->Key_LookupBinding( *binding == '+' ? binding + 1 : binding );
#ifdef MAPBASE
if ( !key )
{
const char *pszNotBound = VarArgs("< %s, not bound >", *binding == '+' ? binding + 1 : binding);
if (strchr(binding, '&'))
{
// "%walk&use%" >> "ALT + E"
char *token = strtok(binding, "&");
while (token)
{
const char *tokenkey = engine->Key_LookupBinding( *token == '+' ? token + 1 : token );
key = VarArgs("%s%s%s", key ? key : "", key ? " + " : "", tokenkey ? tokenkey : pszNotBound);
token = strtok(NULL, "&");
}
}
else if (binding[0] == '$')
{
// "%$COOL STRING DUDE%" >> "COOL STRING DUDE"
key = binding + 1;
}
else
{
key = pszNotBound;
}
}
#else
if ( !key )
{
key = "< not bound >";
}
#endif
Q_snprintf( friendlyName, sizeof(friendlyName), "#%s", key );
Q_strupr( friendlyName );

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,184 @@
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: Add entities to this system, and the Locator will maintain an arrow
// on the HUD that points to the entities when they are offscreen.
//
//=============================================================================
#ifndef L4D_HUD_LOCATOR_H
#define L4D_HUD_LOCATOR_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/PHandle.h"
#define MAX_LOCATOR_BINDINGS_SHOWN 8
#define MAX_LOCATOR_TARGETS 10
#define LOCATOR_FLAGS_NONE 0x00000000
#define LOCATOR_ICON_FX_NONE 0x00000000
#define LOCATOR_ICON_FX_PULSE_SLOW 0x00000001
#define LOCATOR_ICON_FX_PULSE_FAST 0x00000002
#define LOCATOR_ICON_FX_PULSE_URGENT 0x00000004
#define LOCATOR_ICON_FX_ALPHA_SLOW 0x00000008
#define LOCATOR_ICON_FX_ALPHA_FAST 0x00000010
#define LOCATOR_ICON_FX_ALPHA_URGENT 0x00000020
#define LOCATOR_ICON_FX_SHAKE_NARROW 0x00000040
#define LOCATOR_ICON_FX_SHAKE_WIDE 0x00000080
#define LOCATOR_ICON_FX_STATIC 0x00000100 // This icon draws at a fixed location on the HUD.
#define LOCATOR_ICON_FX_NO_OFFSCREEN 0x00000200
#define LOCATOR_ICON_FX_FORCE_CAPTION 0x00000400 // Always draw the caption, even when the icon is occluded.
#define LOCATOR_ICON_FX_FADE_OUT 0x00000800 // Set when deactivated so it can smoothly vanish
#define LOCATOR_ICON_FX_FADE_IN 0x00001000 // Set when activated so it can smoothly appear
#include "tier1/UtlSymbol.h"
// See comments in UtlSymbol on why this is useful
DECLARE_PRIVATE_SYMBOLTYPE( CGameInstructorSymbol );
//-----------------------------------------------------------------------------
// This class represents a single target to be tracked by the locator
//-----------------------------------------------------------------------------
class CLocatorTarget
{
public:
bool m_bOriginInScreenspace;
Vector m_vecOrigin; // The location in the world to draw on the locator
// ONLY the locator panel should fiddle with these fields.
bool m_isActive;
int m_serialNumber;
int m_frameLastUpdated;
bool m_bOnscreen;
bool m_bOccluded;
bool m_bVisible;
bool m_bIsDrawing;
float m_distFromPlayer;
CHudTexture *m_pIcon_onscreen;
CHudTexture *m_pIcon_offscreen;
int m_iBindingTick;
float m_flNextBindingTick;
float m_flNextOcclusionTest;
int m_iBindingChoicesCount;
const char *(m_pchBindingChoices[ MAX_LOCATOR_BINDINGS_SHOWN ]);
int m_iBindChoicesOriginalToken[ MAX_LOCATOR_BINDINGS_SHOWN ];
// Fields for drawing
int m_targetX; // screen X position of the actual target
int m_targetY; // screen Y position of the actual target
int m_iconX; // screen X position (top)
int m_iconY; // screen Y position (left)
int m_centerX; // screen X position (center)
int m_centerY; // screen Y position (center)
int m_wide; // draw width of icon (may be different from frame to frame as the icon's size animates, for instance)
int m_tall; // draw height of icon '' ''
float m_widthScale_onscreen; // for icons that are wider than standard
int m_alpha; //
float m_fadeStart; // time stamp when fade out started
float m_lerpStart; // time stamp when lerping started
float m_pulseStart; // time stamp when pulsing started
int m_declutterIndex; // sort order from the declutterer
int m_lastDeclutterIndex; // last sort order from the declutterer
int m_drawArrowDirection; // Whether to draw an arrow indicating this target is off-screen, also tells us which arrow to draw (left, up, etc.)
int m_captionWide; // How wide (pixels) my caption is.
bool m_bDrawControllerButton;
bool m_bDrawControllerButtonOffscreen;
int m_offsetX; // User-specified X offset which is applied in screenspace
int m_offsetY; // User-specified Y offset which is applied in screenspace
// Fields for interpolating icon position
float m_flTimeLerpDone; // How much time left before this icon arrives where it is supposed to be.
int m_lastXPos; // screen X position last frame
int m_lastYPos; // '' Y
CLocatorTarget( void );
void Activate( int serialNumber );
void Deactivate( bool bNoFade = false );
void Update();
int GetIconX( void );
int GetIconY( void );
int GetIconCenterX( void );
int GetIconCenterY( void );
int GetIconWidth( void );
int GetIconHeight( void );
void AddIconEffects( int add ) { m_iEffectsFlags |= add; }
void RemoveIconEffects( int remove ) { m_iEffectsFlags &= ~remove; }
int GetIconEffectsFlags() { return m_iEffectsFlags; }
void SetCaptionColor( Color col ) { m_captionColor = col; }
void SetCaptionColor( const char *pszCaptionColor );
bool IsStatic();
bool IsPresenting();
void StartTimedLerp();
void StartPresent();
void EndPresent();
void UpdateVguiTarget( void );
vgui::Panel *GetVguiTarget( void );
void SetVguiTargetName( const char *pchVguiTargetName );
const char *GetVguiTargetName( void ) { return m_szVguiTargetName.String(); }
void SetVguiTargetLookup( const char *pchVguiTargetLookup );
const char *GetVguiTargetLookup( void ) { return m_szVguiTargetLookup.String(); }
void SetVguiTargetEdge( int nVguiEdge );
int GetVguiTargetEdge( void ) const { return m_nVguiTargetEdge; }
void SetOnscreenIconTextureName( const char *pszTexture );
void SetOffscreenIconTextureName( const char *pszTexture );
void SetBinding( const char *pszBinding );
const char *UseBindingImage( char *pchIconTextureName, size_t bufSize );
const char *GetOnscreenIconTextureName() { return m_szOnscreenTexture.String(); }
const char *GetOffscreenIconTextureName() { return m_szOffscreenTexture.String(); }
const char *GetBinding() { return m_szBinding.String(); }
void SetVisible( bool bVisible );
bool IsVisible( void );
void SetCaptionText( const char *pszText, const char *pszParam );
const wchar_t *GetCaptionText( void ) { return (const wchar_t *)m_wszCaption.Base(); }
bool HasCaptionText( void ) { return m_wszCaption.Count() > 1; }
void DrawBindingName( const char *pchDrawName ) { m_pchDrawBindingName = pchDrawName; }
void DrawBindingNameOffscreen( const char *pchDrawName ) { m_pchDrawBindingNameOffscreen = pchDrawName; }
const char *DrawBindingName( void ) { return m_pchDrawBindingName; }
const char *DrawBindingNameOffscreen( void ) { return m_pchDrawBindingNameOffscreen; }
bool IsOnScreen() { return m_bOnscreen; }
bool IsOccluded() { return m_bOccluded; }
private:
CGameInstructorSymbol m_szVguiTargetName;
CGameInstructorSymbol m_szVguiTargetLookup;
vgui::DHANDLE<vgui::Panel> m_hVguiTarget;
int m_nVguiTargetEdge;
CGameInstructorSymbol m_szOnscreenTexture;
CGameInstructorSymbol m_szOffscreenTexture;
CGameInstructorSymbol m_szBinding;
bool m_bWasControllerLast;
const char *m_pchDrawBindingName;
const char *m_pchDrawBindingNameOffscreen;
int m_iEffectsFlags;
CUtlVector< wchar_t > m_wszCaption;
public:
Color m_captionColor;
#ifdef MAPBASE
Color m_bindingColor;
#endif
};
extern int Locator_AddTarget();
extern void Locator_RemoveTarget( int hTarget );
CLocatorTarget *Locator_GetTargetFromHandle( int hTarget );
void Locator_ComputeTargetIconPositionFromHandle( int hTarget );
#endif // L4D_HUD_LOCATOR_H

View File

@ -97,6 +97,15 @@ public:
// Set flashlight light world flag
virtual void SetFlashlightLightWorld( ClientShadowHandle_t shadowHandle, bool bLightWorld ) = 0;
#ifdef ASW_PROJECTED_TEXTURES
virtual void GetFrustumExtents( ClientShadowHandle_t handle, Vector &vecMin, Vector &vecMax ) = 0;
#endif
#ifdef DYNAMIC_RTT_SHADOWS
// Toggle shadow casting from world light sources
virtual void SetShadowFromWorldLightsEnabled( bool bEnable ) = 0;
#endif
virtual void SetShadowsDisabled( bool bDisabled ) = 0;
virtual void ComputeShadowDepthTextures( const CViewSetup &pView ) = 0;

View File

@ -1219,6 +1219,9 @@ void CInput::CreateMove ( int sequence_number, float input_sample_frametime, boo
}
// Let the move manager override anything it wants to.
#ifdef VGUI_SCREEN_FIX
cmd->buttons |= IN_VALIDVGUIINPUT;
#endif
if ( g_pClientMode->CreateMove( input_sample_frametime, cmd ) )
{
// Get current view angles after the client mode tweaks with it

View File

@ -0,0 +1,93 @@
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class C_FuncClientClip : public C_BaseEntity
{
public:
DECLARE_CLASS( C_FuncClientClip, C_BaseEntity );
DECLARE_CLIENTCLASS();
void OnDataChanged( DataUpdateType_t type );
void ClientThink();
bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
bool m_bDisabled;
};
IMPLEMENT_CLIENTCLASS_DT( C_FuncClientClip, DT_FuncClientClip, CFuncClientClip )
RecvPropBool( RECVINFO( m_bDisabled ) ),
END_RECV_TABLE()
void C_FuncClientClip::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
//if ( type == DATA_UPDATE_CREATED )
//{
SetSolid(GetMoveParent() ? SOLID_VPHYSICS : SOLID_BSP); // SOLID_VPHYSICS
//}
if ( !m_bDisabled )
{
VPhysicsDestroyObject();
VPhysicsInitShadow( true, true );
// Think constantly updates the shadow
if (GetMoveParent())
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
else
{
// Disabling
VPhysicsDestroyObject();
SetNextClientThink( CLIENT_THINK_NEVER );
}
}
void C_FuncClientClip::ClientThink()
{
// We shouldn't be thinking if we're disabled
Assert(!m_bDisabled);
if (VPhysicsGetObject())
{
// Constantly updates the shadow.
// This think function should really only be active when we're parented.
VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, TICK_INTERVAL );
}
else
{
// This should never happen...
VPhysicsInitShadow( true, true );
}
BaseClass::ClientThink();
}
bool C_FuncClientClip::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
{
if ( m_bDisabled )
return false;
if ( !VPhysicsGetObject() )
return false;
physcollision->TraceBox( ray, VPhysicsGetObject()->GetCollide(), GetAbsOrigin(), GetAbsAngles(), &trace );
if ( trace.DidHit() )
{
trace.surface.surfaceProps = VPhysicsGetObject()->GetMaterialIndex();
return true;
}
return false;
}

View File

@ -0,0 +1,226 @@
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: Recreates Portal 2 linked_portal_door functionality using SDK code only.
// (basically a combination of point_camera and func_reflective_glass)
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "view_shared.h"
#include "viewrender.h"
#include "c_func_fake_worldportal.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT( C_FuncFakeWorldPortal, DT_FuncFakeWorldPortal, CFuncFakeWorldPortal )
RecvPropEHandle( RECVINFO( m_hTargetPlane ) ),
RecvPropVector( RECVINFO( m_PlaneAngles ) ),
RecvPropInt( RECVINFO( m_iSkyMode ) ),
RecvPropFloat( RECVINFO( m_flScale ) ),
RecvPropString( RECVINFO( m_iszRenderTarget ) ),
RecvPropEHandle( RECVINFO( m_hFogController ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
C_EntityClassList<C_FuncFakeWorldPortal> g_FakeWorldPortalList;
template<> C_FuncFakeWorldPortal *C_EntityClassList<C_FuncFakeWorldPortal>::m_pClassList = NULL;
C_FuncFakeWorldPortal* GetFakeWorldPortalList()
{
return g_FakeWorldPortalList.m_pClassList;
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
C_FuncFakeWorldPortal::C_FuncFakeWorldPortal()
{
m_iszRenderTarget[0] = '\0';
g_FakeWorldPortalList.Insert( this );
}
C_FuncFakeWorldPortal::~C_FuncFakeWorldPortal()
{
g_FakeWorldPortalList.Remove( this );
}
bool C_FuncFakeWorldPortal::ShouldDraw()
{
return true;
}
//-----------------------------------------------------------------------------
// Do we have a fake world portal in view?
//-----------------------------------------------------------------------------
C_FuncFakeWorldPortal *IsFakeWorldPortalInView( const CViewSetup& view, cplane_t &plane )
{
// Early out if no cameras
C_FuncFakeWorldPortal *pReflectiveGlass = GetFakeWorldPortalList();
if ( !pReflectiveGlass )
return NULL;
Frustum_t frustum;
GeneratePerspectiveFrustum( view.origin, view.angles, view.zNear, view.zFar, view.fov, view.m_flAspectRatio, frustum );
cplane_t localPlane;
Vector vecOrigin, vecWorld, vecDelta, vecForward;
AngleVectors( view.angles, &vecForward, NULL, NULL );
for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
{
if ( pReflectiveGlass->IsDormant() )
continue;
if ( pReflectiveGlass->m_iViewHideFlags & (1 << CurrentViewID()) )
continue;
Vector vecMins, vecMaxs;
pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
if ( R_CullBox( vecMins, vecMaxs, frustum ) )
continue;
const model_t *pModel = pReflectiveGlass->GetModel();
const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
for ( int i = 0; i < nCount; ++i )
{
modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
VectorTransform( vecOrigin, mat, vecWorld );
if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
continue;
VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
if ( vecDelta.Dot( plane.normal ) >= 0 )
continue;
// Must have valid plane
if ( !pReflectiveGlass->m_hTargetPlane )
continue;
return pReflectiveGlass;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Iterates through fake world portals instead of just picking one
//-----------------------------------------------------------------------------
C_FuncFakeWorldPortal *NextFakeWorldPortal( C_FuncFakeWorldPortal *pStart, const CViewSetup& view, cplane_t &plane,
const Frustum_t &frustum )
{
// Early out if no cameras
C_FuncFakeWorldPortal *pReflectiveGlass = NULL;
if (!pStart)
pReflectiveGlass = GetFakeWorldPortalList();
else
pReflectiveGlass = pStart->m_pNext;
cplane_t localPlane;
Vector vecOrigin, vecWorld, vecDelta;
for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
{
if ( pReflectiveGlass->IsDormant() )
continue;
if ( pReflectiveGlass->m_iViewHideFlags & (1 << CurrentViewID()) )
continue;
Vector vecMins, vecMaxs;
pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
if ( R_CullBox( vecMins, vecMaxs, frustum ) )
continue;
const model_t *pModel = pReflectiveGlass->GetModel();
const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
for ( int i = 0; i < nCount; ++i )
{
modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
VectorTransform( vecOrigin, mat, vecWorld );
if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
continue;
VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
if ( vecDelta.Dot( plane.normal ) >= 0 )
continue;
// Must have valid plane
if ( !pReflectiveGlass->m_hTargetPlane )
continue;
return pReflectiveGlass;
}
}
return NULL;
}
void C_FuncFakeWorldPortal::OnDataChanged( DataUpdateType_t type )
{
// Reset render texture
m_pRenderTarget = NULL;
// Reset fog
m_pFog = NULL;
return BaseClass::OnDataChanged( type );
}
extern ITexture *GetWaterReflectionTexture( void );
ITexture *C_FuncFakeWorldPortal::RenderTarget()
{
if (m_iszRenderTarget[0] != '\0')
{
if (!m_pRenderTarget)
{
// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
m_pRenderTarget = materials->FindTexture( m_iszRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
}
if (m_pRenderTarget)
return m_pRenderTarget;
}
return GetWaterReflectionTexture();
}
fogparams_t *C_FuncFakeWorldPortal::GetFog()
{
if (m_pFog)
return m_pFog;
if (m_hFogController)
{
C_FogController *pFogController = dynamic_cast<C_FogController*>(m_hFogController.Get());
if (pFogController)
{
m_pFog = &pFogController->m_fog;
}
else
{
Warning("%s is not an env_fog_controller\n", m_hFogController->GetEntityName());
}
}
return NULL;
}

View File

@ -0,0 +1,64 @@
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: Recreates Portal 2 linked_portal_door functionality using SDK code only.
// (basically a combination of point_camera and func_reflective_glass)
//
// $NoKeywords: $
//===========================================================================//
#ifndef C_FUNC_FAKE_WORLDPORTAL
#define C_FUNC_FAKE_WORLDPORTAL
#ifdef _WIN32
#pragma once
#endif
struct cplane_t;
class CViewSetup;
class C_FuncFakeWorldPortal : public C_BaseEntity
{
public:
DECLARE_CLASS( C_FuncFakeWorldPortal, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_FuncFakeWorldPortal();
virtual ~C_FuncFakeWorldPortal();
virtual bool ShouldDraw();
virtual void OnDataChanged( DataUpdateType_t type );
SkyboxVisibility_t SkyMode() { return m_iSkyMode; }
ITexture *RenderTarget();
fogparams_t *GetFog();
public:
EHANDLE m_hTargetPlane;
QAngle m_PlaneAngles;
SkyboxVisibility_t m_iSkyMode;
float m_flScale;
EHANDLE m_hFogController;
fogparams_t *m_pFog;
char m_iszRenderTarget[64];
ITexture *m_pRenderTarget;
C_FuncFakeWorldPortal *m_pNext;
};
//-----------------------------------------------------------------------------
// Do we have reflective glass in view? If so, what's the reflection plane?
//-----------------------------------------------------------------------------
C_FuncFakeWorldPortal *IsFakeWorldPortalInView( const CViewSetup& view, cplane_t &plane );
C_FuncFakeWorldPortal *NextFakeWorldPortal( C_FuncFakeWorldPortal *pStart, const CViewSetup& view, cplane_t &plane,
const Frustum_t &frustum );
#endif // C_FUNC_FAKE_WORLDPORTAL

View File

@ -0,0 +1,103 @@
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: Mapbase off-shoot of tf_glow (created using SDK code only)
//
//===========================================================================//
#include "cbase.h"
#include "glow_outline_effect.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class C_PointGlow : public C_BaseEntity
{
public:
DECLARE_CLASS( C_PointGlow, C_BaseEntity );
DECLARE_CLIENTCLASS();
~C_PointGlow();
enum
{
GLOW_VIS_ALWAYS,
GLOW_VIS_NOT_WHEN_VISIBLE,
GLOW_VIS_ONLY_WHEN_VISIBLE,
};
void OnDataChanged( DataUpdateType_t type );
CGlowObject *GetGlowObject( void ){ return m_pGlowEffect; }
void UpdateGlowEffect( void );
void DestroyGlowEffect( void );
EHANDLE m_hGlowTarget;
color32 m_GlowColor;
bool m_bGlowDisabled;
CGlowObject *m_pGlowEffect;
};
IMPLEMENT_CLIENTCLASS_DT( C_PointGlow, DT_PointGlow, CPointGlow )
RecvPropEHandle( RECVINFO( m_hGlowTarget ) ),
RecvPropInt( RECVINFO( m_GlowColor ), 0, RecvProxy_IntToColor32 ),
RecvPropBool( RECVINFO( m_bGlowDisabled ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PointGlow::~C_PointGlow()
{
DestroyGlowEffect();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PointGlow::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
UpdateGlowEffect();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PointGlow::UpdateGlowEffect( void )
{
// destroy the existing effect
if ( m_pGlowEffect )
{
DestroyGlowEffect();
}
// create a new effect
if ( !m_bGlowDisabled )
{
Vector4D vecColor( m_GlowColor.r, m_GlowColor.g, m_GlowColor.b, m_GlowColor.a );
for (int i = 0; i < 4; i++)
{
if (vecColor[i] == 0.0f)
continue;
vecColor[i] /= 255.0f;
}
m_pGlowEffect = new CGlowObject( m_hGlowTarget, vecColor.AsVector3D(), vecColor.w, true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PointGlow::DestroyGlowEffect( void )
{
if ( m_pGlowEffect )
{
delete m_pGlowEffect;
m_pGlowEffect = NULL;
}
}

View File

@ -862,6 +862,85 @@ void CHudMessage::MsgFunc_HudMsg(bf_read &msg)
// see tmessage.cpp why 512
msg.ReadString( (char*)pNetMessage->pMessage, 512 );
#ifdef MAPBASE
//
// Mapbase adds a new data entry for custom fonts on entities like game_text.
// Some existing instances of this user message may not have this, so we have to make sure we have any bits left first.
//
if (msg.GetNumBitsLeft() > 0)
{
// Try to have VGui font names for each channel
static char szVGuiFontNames[MAX_NETMESSAGE][512];
msg.ReadString( szVGuiFontNames[channel], 512 );
if (szVGuiFontNames[channel][0] != '\0')
{
pNetMessage->pVGuiSchemeFontName = szVGuiFontNames[channel];
}
}
//
// Mapbase adds a new data entry for breaking game_text into newline when it goes past the user's screen.
// Some existing instances of this user message may not have this, so we have to make sure we have any bits left first.
//
if (msg.GetNumBitsLeft() > 0)
{
int len = msg.ReadByte();
// This is supposed to work around a bug where certain aspect ratios cut off lengthy texts.
//int lineMax = 64 * ((float)ScreenWidth() / 1440.0f);
int lineMax = 100 / engine->GetScreenAspectRatio();
int lineMinBreak = lineMax * 0.9;
CGMsg( 2, CON_GROUP_CHOREO, "Line max is %i from an aspect ratio of %.3f (strlen %i)\n", lineMax, engine->GetScreenAspectRatio(), len );
char *curMessage = (char*)pNetMessage->pMessage;
char newMessage[512];
int cur = 0; // Current time on this line
int i = 0; // curMessage
int i2 = 0; // newMessage
for (i = 0; i < len; i++)
{
cur++;
newMessage[i2] = curMessage[i];
// Check if we're past the point in which we should break the line
if (cur >= lineMinBreak)
{
// Line break at the next space
if (curMessage[i] == ' ')
{
newMessage[i2] = '\n';
cur = 0;
}
else if (curMessage[i] == '\n')
{
// Already a newline here
cur = 0;
}
else if (cur >= lineMax)
{
// We're at the max and there's no space. Force a newline with a hyphen
newMessage[i2] = '-';
i2++;
newMessage[i2] = '\n';
i2++;
newMessage[i2] = curMessage[i];
cur = 0;
}
}
i2++;
}
// Null terminate
newMessage[i2] = '\0';
Q_strncpy( (char*)pNetMessage->pMessage, newMessage, 512 );
}
#endif
MessageAdd( pNetMessage->pName );
}

View File

@ -234,6 +234,14 @@ CPanelMetaClassMgrImp::CPanelMetaClassMgrImp() : m_PanelTypeDict( true, 0, 32 )
CPanelMetaClassMgrImp::~CPanelMetaClassMgrImp()
{
#ifdef MAPBASE // VDC Memory Leak Fixes
while (m_MetaClassKeyValues.Count()>0)
{
if (m_MetaClassKeyValues[0])
m_MetaClassKeyValues[0]->deleteThis();
m_MetaClassKeyValues.RemoveAt(0);
}
#endif
}

View File

@ -308,8 +308,12 @@ void CSimpleEmitter::UpdateVelocity( SimpleParticle *pParticle, float timeDelta
{
if (pParticle->m_iFlags & SIMPLE_PARTICLE_FLAG_WINDBLOWN)
{
#ifdef MAPBASE
Vector vecWind = GetWindspeedAtLocation( pParticle->m_Pos );
#else
Vector vecWind;
GetWindspeedAtTime( gpGlobals->curtime, vecWind );
#endif
for ( int i = 0 ; i < 2 ; i++ )
{

View File

@ -30,6 +30,13 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef MAPBASE
// This turned out to be causing major issues with VPhysics collision.
// It's deactivated until a fix is found.
// See player_command.cpp as well.
//#define PLAYER_COMMAND_FIX 1
#endif
IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
#if !defined( NO_ENTITY_PREDICTION )
@ -909,9 +916,15 @@ void CPrediction::RunCommand( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper
pVehicle->ProcessMovement( player, g_pMoveData );
}
#ifdef PLAYER_COMMAND_FIX
RunPostThink( player );
FinishMove( player, ucmd, g_pMoveData );
#else
FinishMove( player, ucmd, g_pMoveData );
RunPostThink( player );
#endif
g_pGameMovement->FinishTrackPredictionErrors( player );

View File

@ -24,7 +24,12 @@ VideoPanel::VideoPanel( unsigned int nXPos, unsigned int nYPos, unsigned int nHe
m_nPlaybackHeight( 0 ),
m_bAllowAlternateMedia( allowAlternateMedia )
{
#ifdef MAPBASE
vgui::VPANEL pParent = enginevgui->GetPanel( PANEL_ROOT );
#else
vgui::VPANEL pParent = enginevgui->GetPanel( PANEL_GAMEUIDLL );
#endif
SetParent( pParent );
SetVisible( false );
@ -421,4 +426,4 @@ CON_COMMAND( playvideo_exitcommand, "Plays a video and fires and exit command wh
Warning( "Unable to play video: %s\n", strFullpath );
engine->ClientCmd( pExitCommand );
}
}
}

View File

@ -126,6 +126,9 @@ ConVar gl_clear( "gl_clear", "0");
ConVar gl_clear_randomcolor( "gl_clear_randomcolor", "0", FCVAR_CHEAT, "Clear the back buffer to random colors every frame. Helps spot open seams in geometry." );
static ConVar r_farz( "r_farz", "-1", FCVAR_CHEAT, "Override the far clipping plane. -1 means to use the value in env_fog_controller." );
#ifdef MAPBASE
static ConVar r_nearz( "r_nearz", "-1", FCVAR_CHEAT, "Override the near clipping plane. -1 means to use the default value (usually 7)." );
#endif
static ConVar cl_demoviewoverride( "cl_demoviewoverride", "0", 0, "Override view during demo playback" );
@ -602,6 +605,11 @@ static QAngle s_DbgSetupAngles;
//-----------------------------------------------------------------------------
float CViewRender::GetZNear()
{
#ifdef MAPBASE
if (r_nearz.GetFloat() > 0)
return r_nearz.GetFloat();
#endif
return VIEW_NEARZ;
}
@ -736,7 +744,11 @@ void CViewRender::SetUpViews()
float flFOVOffset = fDefaultFov - view.fov;
//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
#ifdef MAPBASE
view.fovViewmodel = fabs(g_pClientMode->GetViewModelFOV()) - flFOVOffset;
#else
view.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset;
#endif
if ( UseVR() )
{

View File

@ -13,8 +13,13 @@
#include "materialsystem/materialsystem_config.h"
#include "tier1/callqueue.h"
#include "colorcorrectionmgr.h"
#include "postprocess_shared.h"
#include "view_scene.h"
#include "c_world.h"
//Tony; new
#include "c_baseplayer.h"
#include "bitmap/tgawriter.h"
#include "filesystem.h"
#include "tier0/vprof.h"
@ -34,6 +39,15 @@ float g_flCustomAutoExposureMax = 0;
float g_flCustomBloomScale = 0.0f;
float g_flCustomBloomScaleMinimum = 0.0f;
// mapmaker controlled depth of field
bool g_bDOFEnabled = false;
float g_flDOFNearBlurDepth = 20.0f;
float g_flDOFNearFocusDepth = 100.0f;
float g_flDOFFarFocusDepth = 250.0f;
float g_flDOFFarBlurDepth = 1000.0f;
float g_flDOFNearBlurRadius = 0.0f;
float g_flDOFFarBlurRadius = 10.0f;
bool g_bFlashlightIsOn = false;
// hdr parameters
@ -289,9 +303,9 @@ void ApplyPostProcessingPasses(PostProcessingPass *pass_list, // table of effect
pRenderContext->SetRenderTarget(NULL);
int row=pcount/4;
int col=pcount %4;
int dest_width,dest_height;
pRenderContext->GetRenderTargetDimensions( dest_width, dest_height );
pRenderContext->Viewport( 0, 0, dest_width, dest_height );
int destwidth,destheight;
pRenderContext->GetRenderTargetDimensions( destwidth, destheight );
pRenderContext->Viewport( 0, 0, destwidth, destheight );
DrawClippedScreenSpaceRectangle(src_mat,10+col*220,10+row*220,
200,200,
0,0,1,1,1,1,cb);
@ -332,7 +346,7 @@ PostProcessingPass HDRSimulate_NonHDR[] =
PPP_END
};
static void SetRenderTargetAndViewPort(ITexture *rt)
void SetRenderTargetAndViewPort(ITexture *rt)
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
@ -765,7 +779,19 @@ static float GetCurrentBloomScale( void )
{
// Use the appropriate bloom scale settings. Mapmakers's overrides the convar settings.
float flCurrentBloomScale = 1.0f;
if ( g_bUseCustomBloomScale )
//Tony; get the local player first..
C_BasePlayer *pLocalPlayer = NULL;
if ( ( gpGlobals->maxClients > 1 ) )
pLocalPlayer = (C_BasePlayer*)C_BasePlayer::GetLocalPlayer();
//Tony; in multiplayer, get the local player etc.
if ( (pLocalPlayer != NULL && pLocalPlayer->m_Local.m_TonemapParams.m_flAutoExposureMin > 0.0f) )
{
flCurrentBloomScale = pLocalPlayer->m_Local.m_TonemapParams.m_flAutoExposureMin;
}
else if ( g_bUseCustomBloomScale )
{
flCurrentBloomScale = g_flCustomBloomScale;
}
@ -778,8 +804,19 @@ static float GetCurrentBloomScale( void )
static void GetExposureRange( float *flAutoExposureMin, float *flAutoExposureMax )
{
//Tony; get the local player first..
C_BasePlayer *pLocalPlayer = NULL;
if ( ( gpGlobals->maxClients > 1 ) )
pLocalPlayer = (C_BasePlayer*)C_BasePlayer::GetLocalPlayer();
//Tony; in multiplayer, get the local player etc.
if ( (pLocalPlayer != NULL && pLocalPlayer->m_Local.m_TonemapParams.m_flAutoExposureMin > 0.0f) )
{
*flAutoExposureMin = pLocalPlayer->m_Local.m_TonemapParams.m_flAutoExposureMin;
}
// Get min
if ( ( g_bUseCustomAutoExposureMin ) && ( g_flCustomAutoExposureMin > 0.0f ) )
else if ( ( g_bUseCustomAutoExposureMin ) && ( g_flCustomAutoExposureMin > 0.0f ) )
{
*flAutoExposureMin = g_flCustomAutoExposureMin;
}
@ -788,8 +825,13 @@ static void GetExposureRange( float *flAutoExposureMin, float *flAutoExposureMax
*flAutoExposureMin = mat_autoexposure_min.GetFloat();
}
//Tony; in multiplayer, get the value from the local player, if it's set.
if ( (pLocalPlayer != NULL && pLocalPlayer->m_Local.m_TonemapParams.m_flAutoExposureMax > 0.0f) )
{
*flAutoExposureMax = pLocalPlayer->m_Local.m_TonemapParams.m_flAutoExposureMax;
}
// Get max
if ( ( g_bUseCustomAutoExposureMax ) && ( g_flCustomAutoExposureMax > 0.0f ) )
else if ( ( g_bUseCustomAutoExposureMax ) && ( g_flCustomAutoExposureMax > 0.0f ) )
{
*flAutoExposureMax = g_flCustomAutoExposureMax;
}
@ -1113,6 +1155,32 @@ void CLuminanceHistogramSystem::DisplayHistogram( void )
pRenderContext->PopRenderTargetAndViewport();
}
// Local contrast setting
PostProcessParameters_t s_LocalPostProcessParameters;
// view fade param settings
static Vector4D s_viewFadeColor;
static bool s_bViewFadeModulate;
static bool s_bOverridePostProcessParams = false;
void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters )
{
if (!s_bOverridePostProcessParams)
s_LocalPostProcessParameters = *pPostProcessParameters;
}
void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters, bool bOverride )
{
s_bOverridePostProcessParams = bOverride;
s_LocalPostProcessParameters = *pPostProcessParameters;
}
void SetViewFadeParams( byte r, byte g, byte b, byte a, bool bModulate )
{
s_viewFadeColor.Init( float( r ) / 255.0f, float( g ) / 255.0f, float( b ) / 255.0f, float( a ) / 255.0f );
s_bViewFadeModulate = bModulate;
}
static CLuminanceHistogramSystem g_HDR_HistogramSystem;
@ -1208,15 +1276,32 @@ private:
IMaterialVar *m_pMaterialParam_AAValues;
IMaterialVar *m_pMaterialParam_AAValues2;
IMaterialVar *m_pMaterialParam_BloomEnable;
IMaterialVar *m_pMaterialParam_BloomAmount;
IMaterialVar *m_pMaterialParam_BloomUVTransform;
IMaterialVar *m_pMaterialParam_ColCorrectEnable;
IMaterialVar *m_pMaterialParam_ColCorrectNumLookups;
IMaterialVar *m_pMaterialParam_ColCorrectDefaultWeight;
IMaterialVar *m_pMaterialParam_ColCorrectLookupWeights;
IMaterialVar *m_pMaterialParam_LocalContrastStrength;
IMaterialVar *m_pMaterialParam_LocalContrastEdgeStrength;
IMaterialVar *m_pMaterialParam_VignetteStart;
IMaterialVar *m_pMaterialParam_VignetteEnd;
IMaterialVar *m_pMaterialParam_VignetteBlurEnable;
IMaterialVar *m_pMaterialParam_VignetteBlurStrength;
IMaterialVar *m_pMaterialParam_FadeToBlackStrength;
IMaterialVar *m_pMaterialParam_DepthBlurFocalDistance;
IMaterialVar *m_pMaterialParam_DepthBlurStrength;
IMaterialVar *m_pMaterialParam_ScreenBlurStrength;
IMaterialVar *m_pMaterialParam_FilmGrainStrength;
IMaterialVar *m_pMaterialParam_VomitEnable;
IMaterialVar *m_pMaterialParam_VomitColor1;
IMaterialVar *m_pMaterialParam_VomitColor2;
IMaterialVar *m_pMaterialParam_FadeColor;
IMaterialVar *m_pMaterialParam_FadeType;
public:
static IMaterial * SetupEnginePostMaterial( const Vector4D & fullViewportBloomUVs, const Vector4D & fullViewportFBUVs, const Vector2D & destTexSize,
bool bPerformSoftwareAA, bool bPerformBloom, bool bPerformColCorrect, float flAAStrength );
bool bPerformSoftwareAA, bool bPerformBloom, bool bPerformColCorrect, float flAAStrength, float flBloomAmount );
static void SetupEnginePostMaterialAA( bool bPerformSoftwareAA, float flAAStrength );
static void SetupEnginePostMaterialTextureTransform( const Vector4D & fullViewportBloomUVs, const Vector4D & fullViewportFBUVs, Vector2D destTexSize );
@ -1225,12 +1310,14 @@ private:
static float s_vBloomAAValues2[4];
static float s_vBloomUVTransform[4];
static int s_PostBloomEnable;
static float s_PostBloomAmount;
};
float CEnginePostMaterialProxy::s_vBloomAAValues[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
float CEnginePostMaterialProxy::s_vBloomAAValues2[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
float CEnginePostMaterialProxy::s_vBloomUVTransform[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
int CEnginePostMaterialProxy::s_PostBloomEnable = 1;
float CEnginePostMaterialProxy::s_PostBloomAmount = 1.0f;
CEnginePostMaterialProxy::CEnginePostMaterialProxy()
{
@ -1238,10 +1325,22 @@ CEnginePostMaterialProxy::CEnginePostMaterialProxy()
m_pMaterialParam_AAValues2 = NULL;
m_pMaterialParam_BloomUVTransform = NULL;
m_pMaterialParam_BloomEnable = NULL;
m_pMaterialParam_BloomAmount = NULL;
m_pMaterialParam_ColCorrectEnable = NULL;
m_pMaterialParam_ColCorrectNumLookups = NULL;
m_pMaterialParam_ColCorrectDefaultWeight = NULL;
m_pMaterialParam_ColCorrectLookupWeights = NULL;
m_pMaterialParam_LocalContrastStrength = NULL;
m_pMaterialParam_LocalContrastEdgeStrength = NULL;
m_pMaterialParam_VignetteStart = NULL;
m_pMaterialParam_VignetteEnd = NULL;
m_pMaterialParam_VignetteBlurEnable = NULL;
m_pMaterialParam_VignetteBlurStrength = NULL;
m_pMaterialParam_FadeToBlackStrength = NULL;
m_pMaterialParam_DepthBlurFocalDistance = NULL;
m_pMaterialParam_DepthBlurStrength = NULL;
m_pMaterialParam_ScreenBlurStrength = NULL;
m_pMaterialParam_FilmGrainStrength = NULL;
}
CEnginePostMaterialProxy::~CEnginePostMaterialProxy()
@ -1252,15 +1351,32 @@ CEnginePostMaterialProxy::~CEnginePostMaterialProxy()
bool CEnginePostMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
bool bFoundVar = false;
m_pMaterialParam_AAValues = pMaterial->FindVar( "$AAInternal1", &bFoundVar, false );
m_pMaterialParam_AAValues2 = pMaterial->FindVar( "$AAInternal3", &bFoundVar, false );
m_pMaterialParam_BloomUVTransform = pMaterial->FindVar( "$AAInternal2", &bFoundVar, false );
m_pMaterialParam_BloomEnable = pMaterial->FindVar( "$bloomEnable", &bFoundVar, false );
m_pMaterialParam_BloomAmount = pMaterial->FindVar( "$bloomAmount", &bFoundVar, false );
m_pMaterialParam_ColCorrectEnable = pMaterial->FindVar( "$colCorrectEnable", &bFoundVar, false );
m_pMaterialParam_ColCorrectNumLookups = pMaterial->FindVar( "$colCorrect_NumLookups", &bFoundVar, false );
m_pMaterialParam_ColCorrectDefaultWeight = pMaterial->FindVar( "$colCorrect_DefaultWeight", &bFoundVar, false );
m_pMaterialParam_ColCorrectLookupWeights = pMaterial->FindVar( "$colCorrect_LookupWeights", &bFoundVar, false );
m_pMaterialParam_LocalContrastStrength = pMaterial->FindVar( "$localContrastScale", &bFoundVar, false );
m_pMaterialParam_LocalContrastEdgeStrength = pMaterial->FindVar( "$localContrastEdgeScale", &bFoundVar, false );
m_pMaterialParam_VignetteStart = pMaterial->FindVar( "$localContrastVignetteStart", &bFoundVar, false );
m_pMaterialParam_VignetteEnd = pMaterial->FindVar( "$localContrastVignetteEnd", &bFoundVar, false );
m_pMaterialParam_VignetteBlurEnable = pMaterial->FindVar( "$blurredVignetteEnable", &bFoundVar, false );
m_pMaterialParam_VignetteBlurStrength = pMaterial->FindVar( "$blurredVignetteScale", &bFoundVar, false );
m_pMaterialParam_FadeToBlackStrength = pMaterial->FindVar( "$fadeToBlackScale", &bFoundVar, false );
m_pMaterialParam_DepthBlurFocalDistance = pMaterial->FindVar( "$depthBlurFocalDistance", &bFoundVar, false );
m_pMaterialParam_DepthBlurStrength = pMaterial->FindVar( "$depthBlurStrength", &bFoundVar, false );
m_pMaterialParam_ScreenBlurStrength = pMaterial->FindVar( "$screenBlurStrength", &bFoundVar, false );
m_pMaterialParam_FilmGrainStrength = pMaterial->FindVar( "$noiseScale", &bFoundVar, false );
m_pMaterialParam_VomitEnable = pMaterial->FindVar( "$vomitEnable", &bFoundVar, false );
m_pMaterialParam_VomitColor1 = pMaterial->FindVar( "$vomitColor1", &bFoundVar, false );
m_pMaterialParam_VomitColor2 = pMaterial->FindVar( "$vomitColor2", &bFoundVar, false );
m_pMaterialParam_FadeColor = pMaterial->FindVar( "$fadeColor", &bFoundVar, false );
m_pMaterialParam_FadeType = pMaterial->FindVar( "$fade", &bFoundVar, false );
return true;
}
@ -1278,6 +1394,56 @@ void CEnginePostMaterialProxy::OnBind( C_BaseEntity *pEnt )
if ( m_pMaterialParam_BloomEnable )
m_pMaterialParam_BloomEnable->SetIntValue( s_PostBloomEnable );
if ( m_pMaterialParam_BloomAmount )
m_pMaterialParam_BloomAmount->SetFloatValue( s_PostBloomAmount );
if ( m_pMaterialParam_LocalContrastStrength )
m_pMaterialParam_LocalContrastStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_LOCAL_CONTRAST_STRENGTH ] );
if ( m_pMaterialParam_LocalContrastEdgeStrength )
m_pMaterialParam_LocalContrastEdgeStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_LOCAL_CONTRAST_EDGE_STRENGTH ] );
if ( m_pMaterialParam_VignetteStart )
m_pMaterialParam_VignetteStart->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_VIGNETTE_START ] );
if ( m_pMaterialParam_VignetteEnd )
m_pMaterialParam_VignetteEnd->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_VIGNETTE_END ] );
if ( m_pMaterialParam_VignetteBlurEnable )
m_pMaterialParam_VignetteBlurEnable->SetIntValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_VIGNETTE_BLUR_STRENGTH ] > 0.0f ? 1 : 0 );
if ( m_pMaterialParam_VignetteBlurStrength )
m_pMaterialParam_VignetteBlurStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_VIGNETTE_BLUR_STRENGTH ] );
if ( m_pMaterialParam_FadeToBlackStrength )
m_pMaterialParam_FadeToBlackStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_FADE_TO_BLACK_STRENGTH ] );
if ( m_pMaterialParam_DepthBlurFocalDistance )
m_pMaterialParam_DepthBlurFocalDistance->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_DEPTH_BLUR_FOCAL_DISTANCE ] );
if ( m_pMaterialParam_DepthBlurStrength )
m_pMaterialParam_DepthBlurStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_DEPTH_BLUR_STRENGTH ] );
if ( m_pMaterialParam_ScreenBlurStrength )
m_pMaterialParam_ScreenBlurStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_SCREEN_BLUR_STRENGTH ] );
if ( m_pMaterialParam_FilmGrainStrength )
m_pMaterialParam_FilmGrainStrength->SetFloatValue( s_LocalPostProcessParameters.m_flParameters[ PPPN_FILM_GRAIN_STRENGTH ] );
if ( m_pMaterialParam_FadeType )
{
int nFadeType = ( s_bViewFadeModulate ) ? 2 : 1;
nFadeType = ( s_viewFadeColor[3] > 0.0f ) ? nFadeType : 0;
m_pMaterialParam_FadeType->SetIntValue( nFadeType );
}
if ( m_pMaterialParam_FadeColor )
{
m_pMaterialParam_FadeColor->SetVecValue( s_viewFadeColor.Base(), 4 );
}
}
IMaterial *CEnginePostMaterialProxy::GetMaterial()
@ -1350,26 +1516,29 @@ void CEnginePostMaterialProxy::SetupEnginePostMaterialTextureTransform( const Ve
}
IMaterial * CEnginePostMaterialProxy::SetupEnginePostMaterial( const Vector4D & fullViewportBloomUVs, const Vector4D & fullViewportFBUVs, const Vector2D & destTexSize,
bool bPerformSoftwareAA, bool bPerformBloom, bool bPerformColCorrect, float flAAStrength )
bool bPerformSoftwareAA, bool bPerformBloom, bool bPerformColCorrect, float flAAStrength, float flBloomAmount )
{
// Shouldn't get here if none of the effects are enabled
Assert( bPerformSoftwareAA || bPerformBloom || bPerformColCorrect );
s_PostBloomEnable = bPerformBloom ? 1 : 0;
s_PostBloomEnable = bPerformBloom ? 1 : 0;
s_PostBloomAmount = flBloomAmount;
SetupEnginePostMaterialAA( bPerformSoftwareAA, flAAStrength );
if ( bPerformSoftwareAA || bPerformColCorrect )
//if ( bPerformSoftwareAA || bPerformColCorrect )
{
SetupEnginePostMaterialTextureTransform( fullViewportBloomUVs, fullViewportFBUVs, destTexSize );
return materials->FindMaterial( "dev/engine_post", TEXTURE_GROUP_OTHER, true);
}
/*
else
{
// Just use the old bloomadd material (which uses additive blending, unlike engine_post)
// NOTE: this path is what gets used for DX8 (which cannot enable AA or col-correction)
return materials->FindMaterial( "dev/bloomadd", TEXTURE_GROUP_OTHER, true);
}
*/
}
EXPOSE_INTERFACE( CEnginePostMaterialProxy, IMaterialProxy, "engine_post" IMATERIAL_PROXY_INTERFACE_VERSION );
@ -1520,6 +1689,28 @@ void DumpTGAofRenderTarget( const int width, const int height, const char *pFile
static bool s_bScreenEffectTextureIsUpdated = false;
// WARNING: This function sets rendertarget and viewport. Save and restore is left to the caller.
static void DownsampleFBQuarterSize( IMatRenderContext *pRenderContext, int nSrcWidth, int nSrcHeight, ITexture* pDest,
bool bFloatHDR = false )
{
Assert( pRenderContext );
Assert( pDest );
IMaterial *downsample_mat = materials->FindMaterial( bFloatHDR ? "dev/downsample" : "dev/downsample_non_hdr", TEXTURE_GROUP_OTHER, true );
// *Everything* in here relies on the small RTs being exactly 1/4 the full FB res
Assert( pDest->GetActualWidth() == nSrcWidth / 4 );
Assert( pDest->GetActualHeight() == nSrcHeight / 4 );
// downsample fb to rt0
SetRenderTargetAndViewPort( pDest );
// 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
pRenderContext->DrawScreenSpaceRectangle( downsample_mat, 0, 0, nSrcWidth/4, nSrcHeight/4,
0, 0, nSrcWidth-2, nSrcHeight-2,
nSrcWidth, nSrcHeight );
}
static void Generate8BitBloomTexture( IMatRenderContext *pRenderContext, float flBloomScale,
int x, int y, int w, int h )
{
@ -1582,7 +1773,7 @@ static void Generate8BitBloomTexture( IMatRenderContext *pRenderContext, float f
// Gaussian blur y rt1 to rt0
SetRenderTargetAndViewPort( dest_rt0 );
IMaterialVar *pBloomAmountVar = yblur_mat->FindVar( "$bloomamount", NULL );
pBloomAmountVar->SetFloatValue( flBloomScale );
pBloomAmountVar->SetFloatValue( 1.0f ); // the bloom amount is now applied in engine_post or bloomadd materials
pRenderContext->DrawScreenSpaceRectangle( yblur_mat, 0, 0, nSrcWidth / 4, nSrcHeight / 4,
0, 0, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1,
nSrcWidth / 4, nSrcHeight / 4 );
@ -2325,7 +2516,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
// bloom, software-AA and colour-correction (applied in 1 pass, after generation of the bloom texture)
bool bPerformSoftwareAA = IsX360() && ( engine->GetDXSupportLevel() >= 90 ) && ( flAAStrength != 0.0f );
bool bPerformBloom = !bPostVGui && ( flBloomScale > 0.0f ) && ( engine->GetDXSupportLevel() >= 90 );
bool bPerformBloom = true; //!bPostVGui && ( flBloomScale > 0.0f ) && ( engine->GetDXSupportLevel() >= 90 );
bool bPerformColCorrect = !bPostVGui &&
( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90) &&
( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_FLOAT ) &&
@ -2385,9 +2576,9 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
partialViewportPostDestRect.height -= 0.50f*fullViewportPostDestRect.height;
// This math interprets texel coords as being at corner pixel centers (*not* at corner vertices):
Vector2D uvScale( 1.0f - ( (w / 2) / (float)(w - 1) ),
Vector2D uvScaleCorner( 1.0f - ( (w / 2) / (float)(w - 1) ),
1.0f - ( (h / 2) / (float)(h - 1) ) );
CenterScaleQuadUVs( partialViewportPostSrcCorners, uvScale );
CenterScaleQuadUVs( partialViewportPostSrcCorners, uvScaleCorner );
}
// Temporary hack... Color correction was crashing on the first frame
@ -2403,7 +2594,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
{
// Perform post-processing in one combined pass
IMaterial *post_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, bPerformSoftwareAA, bPerformBloom, bPerformColCorrect, flAAStrength );
IMaterial *post_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, bPerformSoftwareAA, bPerformBloom, bPerformColCorrect, flAAStrength, flBloomScale );
if (bSplitScreenHDR)
{
@ -2431,7 +2622,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
// Perform post-processing in three separate passes
if ( bPerformSoftwareAA )
{
IMaterial *aa_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, bPerformSoftwareAA, false, false, flAAStrength );
IMaterial *aa_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, bPerformSoftwareAA, false, false, flAAStrength, flBloomScale );
if (bSplitScreenHDR)
{
@ -2456,7 +2647,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
if ( bPerformBloom )
{
IMaterial *bloom_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, false, bPerformBloom, false, flAAStrength );
IMaterial *bloom_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, false, bPerformBloom, false, flAAStrength, flBloomScale );
if (bSplitScreenHDR)
{
@ -2487,7 +2678,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
UpdateScreenEffectTexture( 0, x, y, w, h, false, &actualRect );
}
IMaterial *colcorrect_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, false, false, bPerformColCorrect, flAAStrength );
IMaterial *colcorrect_mat = CEnginePostMaterialProxy::SetupEnginePostMaterial( fullViewportPostSrcCorners, fullViewportPostDestCorners, destTexSize, false, false, bPerformColCorrect, flAAStrength, flBloomScale );
if (bSplitScreenHDR)
{
@ -2635,6 +2826,7 @@ void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, b
// Motion Blur Material Proxy =========================================================================================
static float g_vMotionBlurValues[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
static float g_vMotionBlurViewportValues[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
class CMotionBlurMaterialProxy : public CEntityMaterialProxy
{
public:
@ -2646,6 +2838,7 @@ public:
private:
IMaterialVar *m_pMaterialParam;
IMaterialVar *m_pMaterialParamViewport;
};
CMotionBlurMaterialProxy::CMotionBlurMaterialProxy()
@ -2666,6 +2859,10 @@ bool CMotionBlurMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues
if ( bFoundVar == false)
return false;
m_pMaterialParamViewport = pMaterial->FindVar( "$MotionBlurViewportInternal", &bFoundVar, false );
if ( bFoundVar == false)
return false;
return true;
}
@ -2675,6 +2872,11 @@ void CMotionBlurMaterialProxy::OnBind( C_BaseEntity *pEnt )
{
m_pMaterialParam->SetVecValue( g_vMotionBlurValues, 4 );
}
if ( m_pMaterialParamViewport != NULL )
{
m_pMaterialParamViewport->SetVecValue( g_vMotionBlurViewportValues, 4 );
}
}
IMaterial *CMotionBlurMaterialProxy::GetMaterial()
@ -2691,24 +2893,49 @@ EXPOSE_INTERFACE( CMotionBlurMaterialProxy, IMaterialProxy, "MotionBlur" IMATERI
// Image-space Motion Blur ============================================================================================
//=====================================================================================================================
ConVar mat_motion_blur_enabled( "mat_motion_blur_enabled", "1", FCVAR_ARCHIVE );
ConVar mat_motion_blur_forward_enabled( "mat_motion_blur_forward_enabled", "0" );
ConVar mat_motion_blur_falling_min( "mat_motion_blur_falling_min", "10.0" );
ConVar mat_motion_blur_falling_max( "mat_motion_blur_falling_max", "20.0" );
ConVar mat_motion_blur_falling_intensity( "mat_motion_blur_falling_intensity", "1.0" );
//ConVar mat_motion_blur_roll_intensity( "mat_motion_blur_roll_intensity", "1.0" );
ConVar mat_motion_blur_rotation_intensity( "mat_motion_blur_rotation_intensity", "1.0" );
ConVar mat_motion_blur_strength( "mat_motion_blur_strength", "1.0" );
void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h )
struct MotionBlurHistory_t
{
#ifdef CSS_PERF_TEST
return;
#endif
if ( ( !mat_motion_blur_enabled.GetInt() ) || ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 90 ) )
MotionBlurHistory_t()
{
m_flLastTimeUpdate = 0.0f;
m_flPreviousPitch = 0.0f;
m_flPreviousYaw = 0.0f;
m_vPreviousPositon.Init( 0.0f, 0.0f, 0.0f );
m_mPreviousFrameBasisVectors;
m_flNoRotationalMotionBlurUntil = 0.0f;
SetIdentityMatrix( m_mPreviousFrameBasisVectors );
}
float m_flLastTimeUpdate;
float m_flPreviousPitch;
float m_flPreviousYaw;
Vector m_vPreviousPositon;
matrix3x4_t m_mPreviousFrameBasisVectors;
float m_flNoRotationalMotionBlurUntil;
};
void DoImageSpaceMotionBlur( const CViewSetup &viewSetup )
{
if ( !mat_motion_blur_enabled.GetInt() )
{
return;
}
int x = viewSetup.x;
int y = viewSetup.y;
int w = viewSetup.width;
int h = viewSetup.height;
//======================================================================================================//
// Get these convars here to make it easier to remove them later and to default each client differently //
//======================================================================================================//
@ -2727,22 +2954,19 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
//=====================//
// Previous frame data //
//=====================//
static float s_flLastTimeUpdate = 0.0f;
static float s_flPreviousPitch = 0.0f;
static float s_flPreviousYaw = 0.0f;
static float s_vPreviousPositon[3] = { 0.0f, 0.0f, 0.0f };
static matrix3x4_t s_mPreviousFrameBasisVectors;
static float s_flNoRotationalMotionBlurUntil = 0.0f;
static MotionBlurHistory_t history;
//float vPreviousSideVec[3] = { s_mPreviousFrameBasisVectors[0][1], s_mPreviousFrameBasisVectors[1][1], s_mPreviousFrameBasisVectors[2][1] };
//float vPreviousForwardVec[3] = { s_mPreviousFrameBasisVectors[0][0], s_mPreviousFrameBasisVectors[1][0], s_mPreviousFrameBasisVectors[2][0] };
//float vPreviousUpVec[3] = { s_mPreviousFrameBasisVectors[0][2], s_mPreviousFrameBasisVectors[1][2], s_mPreviousFrameBasisVectors[2][2] };
float flTimeElapsed = gpGlobals->realtime - s_flLastTimeUpdate;
float flTimeElapsed = gpGlobals->realtime - history.m_flLastTimeUpdate;
//===================================//
// Get current pitch & wrap to +-180 //
//===================================//
float flCurrentPitch = view.angles[PITCH];
float flCurrentPitch = viewSetup.angles[PITCH];
while ( flCurrentPitch > 180.0f )
flCurrentPitch -= 360.0f;
while ( flCurrentPitch < -180.0f )
@ -2751,35 +2975,39 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
//=================================//
// Get current yaw & wrap to +-180 //
//=================================//
float flCurrentYaw = view.angles[YAW];
float flCurrentYaw = viewSetup.angles[YAW];
while ( flCurrentYaw > 180.0f )
flCurrentYaw -= 360.0f;
while ( flCurrentYaw < -180.0f )
flCurrentYaw += 360.0f;
//engine->Con_NPrintf( 0, "Blur Pitch: %6.2f Yaw: %6.2f", flCurrentPitch, flCurrentYaw );
//engine->Con_NPrintf( 1, "Blur FOV: %6.2f Aspect: %6.2f Ortho: %s", view.fov, view.m_flAspectRatio, view.m_bOrtho ? "Yes" : "No" );
/*engine->Con_NPrintf( 0, "Blur Pitch: %6.2f Yaw: %6.2f", flCurrentPitch, flCurrentYaw );
engine->Con_NPrintf( 1, "Blur FOV: %6.2f Aspect: %6.2f Ortho: %s", view.fov, view.m_flAspectRatio, view.m_bOrtho ? "Yes" : "No" );
engine->Con_NPrintf( 2, "View Angles: %6.2f %6.2f %6.2f", XYZ(view.angles) );*/
//===========================//
// Get current basis vectors //
//===========================//
matrix3x4_t mCurrentBasisVectors;
AngleMatrix( view.angles, mCurrentBasisVectors );
AngleMatrix( viewSetup.angles, mCurrentBasisVectors );
float vCurrentSideVec[3] = { mCurrentBasisVectors[0][1], mCurrentBasisVectors[1][1], mCurrentBasisVectors[2][1] };
float vCurrentForwardVec[3] = { mCurrentBasisVectors[0][0], mCurrentBasisVectors[1][0], mCurrentBasisVectors[2][0] };
//float vCurrentUpVec[3] = { mCurrentBasisVectors[0][2], mCurrentBasisVectors[1][2], mCurrentBasisVectors[2][2] };
Vector vCurrentSideVec( mCurrentBasisVectors[0][1], mCurrentBasisVectors[1][1], mCurrentBasisVectors[2][1] );
Vector vCurrentForwardVec( mCurrentBasisVectors[0][0], mCurrentBasisVectors[1][0], mCurrentBasisVectors[2][0] );
//Vector vCurrentUpVec( mCurrentBasisVectors[0][2], mCurrentBasisVectors[1][2], mCurrentBasisVectors[2][2] );
//======================//
// Get current position //
//======================//
float vCurrentPosition[3] = { view.origin.x, view.origin.y, view.origin.z };
Vector vCurrentPosition = viewSetup.origin;
//===============================================================//
// Evaluate change in position to determine if we need to update //
//===============================================================//
float vPositionChange[3] = { 0.0f, 0.0f, 0.0f };
VectorSubtract( s_vPreviousPositon, vCurrentPosition, vPositionChange );
Vector vPositionChange( 0.0f, 0.0f, 0.0f );
VectorSubtract( history.m_vPreviousPositon, vCurrentPosition, vPositionChange );
if ( ( VectorLength( vPositionChange ) > 30.0f ) && ( flTimeElapsed >= 0.5f ) )
{
//=======================================================//
@ -2793,7 +3021,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
g_vMotionBlurValues[2] = 0.0f;
g_vMotionBlurValues[3] = 0.0f;
}
else if ( flTimeElapsed > ( 1.0f / 15.0f ) )
else if ( ( flTimeElapsed > ( 1.0f / 15.0f ) ) )
{
//==========================================//
// If slower than 15 fps, don't motion blur //
@ -2803,7 +3031,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
g_vMotionBlurValues[2] = 0.0f;
g_vMotionBlurValues[3] = 0.0f;
}
else if ( VectorLength( vPositionChange ) > 50.0f )
else if ( ( VectorLength( vPositionChange ) > 50.0f ) )
{
//================================================================================//
// We moved a far distance in a frame, use the same motion blur as last frame //
@ -2811,7 +3039,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
//================================================================================//
//engine->Con_NPrintf( 8, " Position changed %f units @ %.2f time ", VectorLength( vPositionChange ), gpGlobals->realtime );
s_flNoRotationalMotionBlurUntil = gpGlobals->realtime + 1.0f; // Wait a second until the portal craziness calms down
history.m_flNoRotationalMotionBlurUntil = gpGlobals->realtime + 1.0f; // Wait a second until the portal craziness calms down
}
else
{
@ -2819,8 +3047,8 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
// Normal update path //
//====================//
// Compute horizontal and vertical fov
float flHorizontalFov = view.fov;
float flVerticalFov = ( view.m_flAspectRatio <= 0.0f ) ? ( view.fov ) : ( view.fov / view.m_flAspectRatio );
float flHorizontalFov = viewSetup.fov;
float flVerticalFov = ( viewSetup.m_flAspectRatio <= 0.0f ) ? ( viewSetup.fov ) : ( viewSetup.fov / viewSetup.m_flAspectRatio );
//engine->Con_NPrintf( 2, "Horizontal Fov: %6.2f Vertical Fov: %6.2f", flHorizontalFov, flVerticalFov );
//=====================//
@ -2836,10 +3064,10 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
// Yaw (Compensate for circle strafe) //
//====================================//
float flSideDotMotion = DotProduct( vCurrentSideVec, vPositionChange );
float flYawDiffOriginal = s_flPreviousYaw - flCurrentYaw;
if ( ( ( s_flPreviousYaw - flCurrentYaw > 180.0f ) || ( s_flPreviousYaw - flCurrentYaw < -180.0f ) ) &&
( ( s_flPreviousYaw + flCurrentYaw > -180.0f ) && ( s_flPreviousYaw + flCurrentYaw < 180.0f ) ) )
flYawDiffOriginal = s_flPreviousYaw + flCurrentYaw;
float flYawDiffOriginal = history.m_flPreviousYaw - flCurrentYaw;
if ( ( ( history.m_flPreviousYaw - flCurrentYaw > 180.0f ) || ( history.m_flPreviousYaw - flCurrentYaw < -180.0f ) ) &&
( ( history.m_flPreviousYaw + flCurrentYaw > -180.0f ) && ( history.m_flPreviousYaw + flCurrentYaw < 180.0f ) ) )
flYawDiffOriginal = history.m_flPreviousYaw + flCurrentYaw;
float flYawDiffAdjusted = flYawDiffOriginal + ( flSideDotMotion / 3.0f ); // Yes, 3.0 is a magic number, sue me
@ -2859,7 +3087,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
// Pitch (Compensate for forward motion) //
//=======================================//
float flPitchCompensateMask = 1.0f - ( ( 1.0f - fabs( vCurrentForwardVec[2] ) ) * ( 1.0f - fabs( vCurrentForwardVec[2] ) ) );
float flPitchDiffOriginal = s_flPreviousPitch - flCurrentPitch;
float flPitchDiffOriginal = history.m_flPreviousPitch - flCurrentPitch;
float flPitchDiffAdjusted = flPitchDiffOriginal;
if ( flCurrentPitch > 0.0f )
@ -2909,24 +3137,21 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
//===============================================================//
// Dampen motion blur from 100%-0% as fps drops from 50fps-30fps //
//===============================================================//
if ( !IsX360() ) // I'm not doing this on the 360 yet since I can't test it
{
float flSlowFps = 30.0f;
float flFastFps = 50.0f;
float flCurrentFps = ( flTimeElapsed > 0.0f ) ? ( 1.0f / flTimeElapsed ) : 0.0f;
float flDampenFactor = clamp( ( ( flCurrentFps - flSlowFps ) / ( flFastFps - flSlowFps ) ), 0.0f, 1.0f );
float flSlowFps = 30.0f;
float flFastFps = 50.0f;
float flCurrentFps = ( flTimeElapsed > 0.0f ) ? ( 1.0f / flTimeElapsed ) : 0.0f;
float flDampenFactor = clamp( ( ( flCurrentFps - flSlowFps ) / ( flFastFps - flSlowFps ) ), 0.0f, 1.0f );
//engine->Con_NPrintf( 4, "gpGlobals->realtime %.2f gpGlobals->curtime %.2f", gpGlobals->realtime, gpGlobals->curtime );
//engine->Con_NPrintf( 5, "flCurrentFps %.2f", flCurrentFps );
//engine->Con_NPrintf( 7, "flTimeElapsed %.2f", flTimeElapsed );
//engine->Con_NPrintf( 4, "gpGlobals->realtime %.2f gpGlobals->curtime %.2f", gpGlobals->realtime, gpGlobals->curtime );
//engine->Con_NPrintf( 5, "flCurrentFps %.2f", flCurrentFps );
//engine->Con_NPrintf( 7, "flTimeElapsed %.2f", flTimeElapsed );
g_vMotionBlurValues[0] *= flDampenFactor;
g_vMotionBlurValues[1] *= flDampenFactor;
g_vMotionBlurValues[2] *= flDampenFactor;
g_vMotionBlurValues[3] *= flDampenFactor;
g_vMotionBlurValues[0] *= flDampenFactor;
g_vMotionBlurValues[1] *= flDampenFactor;
g_vMotionBlurValues[2] *= flDampenFactor;
g_vMotionBlurValues[3] *= flDampenFactor;
//engine->Con_NPrintf( 6, "Dampen: %.2f", flDampenFactor );
}
//engine->Con_NPrintf( 6, "Dampen: %.2f", flDampenFactor );
//engine->Con_NPrintf( 6, "Final values: { %6.2f%%, %6.2f%%, %6.2f%%, %6.2f%% }", g_vMotionBlurValues[0]*100.0f, g_vMotionBlurValues[1]*100.0f, g_vMotionBlurValues[2]*100.0f, g_vMotionBlurValues[3]*100.0f );
}
@ -2934,7 +3159,7 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
//============================================//
// Zero out blur if still in that time window //
//============================================//
if ( gpGlobals->realtime < s_flNoRotationalMotionBlurUntil )
if ( gpGlobals->realtime < history.m_flNoRotationalMotionBlurUntil )
{
//engine->Con_NPrintf( 9, " No Rotation @ %f ", gpGlobals->realtime );
@ -2945,17 +3170,60 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
}
else
{
s_flNoRotationalMotionBlurUntil = 0.0f;
history.m_flNoRotationalMotionBlurUntil = 0.0f;
}
//====================================//
// Store current frame for next frame //
//====================================//
VectorCopy( vCurrentPosition, s_vPreviousPositon );
s_mPreviousFrameBasisVectors = mCurrentBasisVectors;
s_flPreviousPitch = flCurrentPitch;
s_flPreviousYaw = flCurrentYaw;
s_flLastTimeUpdate = gpGlobals->realtime;
VectorCopy( vCurrentPosition, history.m_vPreviousPositon );
history.m_mPreviousFrameBasisVectors = mCurrentBasisVectors;
history.m_flPreviousPitch = flCurrentPitch;
history.m_flPreviousYaw = flCurrentYaw;
history.m_flLastTimeUpdate = gpGlobals->realtime;
}
//engine->Con_NPrintf( 6, "Final values: { %6.2f%%, %6.2f%%, %6.2f%%, %6.2f%% }", g_vMotionBlurValues[0]*100.0f, g_vMotionBlurValues[1]*100.0f, g_vMotionBlurValues[2]*100.0f, g_vMotionBlurValues[3]*100.0f );
//==========================================//
// Set global g_vMotionBlurViewportValues[] //
//==========================================//
if ( true )
{
ITexture *pSrc = materials->FindTexture( "_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET );
float flSrcWidth = ( float )pSrc->GetActualWidth();
float flSrcHeight = ( float )pSrc->GetActualHeight();
// NOTE #1: float4 stored as ( minx, miny, maxy, maxx )...z&w have been swapped to save pixel shader instructions
// NOTE #2: This code should definitely work for 2 players (horizontal or vertical), or 4 players (4 corners), but
// it might have to be modified if we ever want to support other split screen configurations
int nOffset; // Offset by one pixel to land in the correct half
// Left
nOffset = ( x > 0 ) ? 1 : 0;
g_vMotionBlurViewportValues[0] = ( float )( x + nOffset ) / ( flSrcWidth - 1 );
// Right
nOffset = ( x < ( flSrcWidth - 1 ) ) ? -1 : 0;
g_vMotionBlurViewportValues[3] = ( float )( x + w + nOffset ) / ( flSrcWidth - 1 );
// Top
nOffset = ( y > 0 ) ? 1 : 0; // Offset by one pixel to land in the correct half
g_vMotionBlurViewportValues[1] = ( float )( y + nOffset ) / ( flSrcHeight - 1 );
// Bottom
nOffset = ( y < ( flSrcHeight - 1 ) ) ? -1 : 0;
g_vMotionBlurViewportValues[2] = ( float )( y + h + nOffset ) / ( flSrcHeight - 1 );
// Only allow clamping to happen in the middle of the screen, so nudge the clamp values out if they're on the border of the screen
for ( int i = 0; i < 4; i++ )
{
if ( g_vMotionBlurViewportValues[i] <= 0.0f )
g_vMotionBlurViewportValues[i] = -1.0f;
else if ( g_vMotionBlurViewportValues[i] >= 1.0f )
g_vMotionBlurViewportValues[i] = 2.0f;
}
}
//=============================================================================================//
@ -2968,13 +3236,10 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
ITexture *pSrc = materials->FindTexture( "_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET );
int nSrcWidth = pSrc->GetActualWidth();
int nSrcHeight = pSrc->GetActualHeight();
int dest_width, dest_height, nDummy;
pRenderContext->GetViewport( nDummy, nDummy, dest_width, dest_height );
int nViewportWidth, nViewportHeight, nDummy;
pRenderContext->GetViewport( nDummy, nDummy, nViewportWidth, nViewportHeight );
if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_FLOAT )
{
UpdateScreenEffectTexture( 0, x, y, w, h, true ); // Do we need to check if we already did this?
}
UpdateScreenEffectTexture( 0, x, y, w, h, false );
// Get material pointer
IMaterial *pMatMotionBlur = materials->FindMaterial( "dev/motion_blur", TEXTURE_GROUP_OTHER, true );
@ -2986,14 +3251,200 @@ void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h
{
pRenderContext->DrawScreenSpaceRectangle(
pMatMotionBlur,
0, 0, dest_width, dest_height,
0, 0, nSrcWidth-1, nSrcHeight-1,
0, 0, nViewportWidth, nViewportHeight,
x, y, x + w-1, y + h-1,
nSrcWidth, nSrcHeight, GetClientWorldEntity()->GetClientRenderable() );
if ( g_bDumpRenderTargets )
{
DumpTGAofRenderTarget( dest_width, dest_height, "MotionBlur" );
}
}
}
}
//=====================================================================================================================
// Depth of field =====================================================================================================
//=====================================================================================================================
ConVar mat_dof_enabled( "mat_dof_enabled", "1" );
ConVar mat_dof_override( "mat_dof_override", "0" );
ConVar mat_dof_near_blur_depth( "mat_dof_near_blur_depth", "20.0" );
ConVar mat_dof_near_focus_depth( "mat_dof_near_focus_depth", "100.0" );
ConVar mat_dof_far_focus_depth( "mat_dof_far_focus_depth", "250.0" );
ConVar mat_dof_far_blur_depth( "mat_dof_far_blur_depth", "1000.0" );
ConVar mat_dof_near_blur_radius( "mat_dof_near_blur_radius", "0.0" );
ConVar mat_dof_far_blur_radius( "mat_dof_far_blur_radius", "10.0" );
ConVar mat_dof_quality( "mat_dof_quality", "3" );
static float GetNearBlurDepth()
{
return mat_dof_override.GetBool() ? mat_dof_near_blur_depth.GetFloat() : g_flDOFNearBlurDepth;
}
static float GetNearFocusDepth()
{
return mat_dof_override.GetBool() ? mat_dof_near_focus_depth.GetFloat() : g_flDOFNearFocusDepth;
}
static float GetFarFocusDepth()
{
return mat_dof_override.GetBool() ? mat_dof_far_focus_depth.GetFloat() : g_flDOFFarFocusDepth;
}
static float GetFarBlurDepth()
{
return mat_dof_override.GetBool() ? mat_dof_far_blur_depth.GetFloat() : g_flDOFFarBlurDepth;
}
static float GetNearBlurRadius()
{
return mat_dof_override.GetBool() ? mat_dof_near_blur_radius.GetFloat() : g_flDOFNearBlurRadius;
}
static float GetFarBlurRadius()
{
return mat_dof_override.GetBool() ? mat_dof_far_blur_radius.GetFloat() : g_flDOFFarBlurRadius;
}
bool IsDepthOfFieldEnabled()
{
const CViewSetup *pViewSetup = view->GetViewSetup();
if ( !pViewSetup )
return false;
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 92 )
return false;
if ( !mat_dof_enabled.GetBool() )
return false;
if ( mat_dof_override.GetBool() == true )
{
return mat_dof_enabled.GetBool();
}
else
{
return g_bDOFEnabled;
}
}
static inline bool SetMaterialVarFloat( IMaterial* pMat, const char* pVarName, float flValue )
{
Assert( pMat != NULL );
Assert( pVarName != NULL );
if ( pMat == NULL || pVarName == NULL )
{
return false;
}
bool bFound = false;
IMaterialVar* pVar = pMat->FindVar( pVarName, &bFound );
if ( bFound )
{
pVar->SetFloatValue( flValue );
}
return bFound;
}
static inline bool SetMaterialVarInt( IMaterial* pMat, const char* pVarName, int nValue )
{
Assert( pMat != NULL );
Assert( pVarName != NULL );
if ( pMat == NULL || pVarName == NULL )
{
return false;
}
bool bFound = false;
IMaterialVar* pVar = pMat->FindVar( pVarName, &bFound );
if ( bFound )
{
pVar->SetIntValue( nValue );
}
return bFound;
}
void DoDepthOfField( const CViewSetup &viewSetup )
{
if ( !IsDepthOfFieldEnabled() )
{
return;
}
// Copy from backbuffer to _rt_FullFrameFB
UpdateScreenEffectTexture( 0, viewSetup.x, viewSetup.y, viewSetup.width, viewSetup.height, false ); // Do we need to check if we already did this?
CMatRenderContextPtr pRenderContext( materials );
ITexture *pSrc = materials->FindTexture( "_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET );
int nSrcWidth = pSrc->GetActualWidth();
int nSrcHeight = pSrc->GetActualHeight();
int nViewportWidth = 0;
int nViewportHeight = 0;
int nDummy = 0;
pRenderContext->GetViewport( nDummy, nDummy, nViewportWidth, nViewportHeight );
if ( mat_dof_quality.GetInt() < 2 )
{
/////////////////////////////////////
// Downsample backbuffer to 1/4 size
/////////////////////////////////////
// Update downsampled framebuffer. TODO: Don't do this again for the bloom if we already did it here...
pRenderContext->PushRenderTargetAndViewport();
ITexture *dest_rt0 = materials->FindTexture( "_rt_SmallFB0", TEXTURE_GROUP_RENDER_TARGET );
// *Everything* in here relies on the small RTs being exactly 1/4 the full FB res
Assert( dest_rt0->GetActualWidth() == pSrc->GetActualWidth() / 4 );
Assert( dest_rt0->GetActualHeight() == pSrc->GetActualHeight() / 4 );
// Downsample fb to rt0
DownsampleFBQuarterSize( pRenderContext, nSrcWidth, nSrcHeight, dest_rt0, true );
//////////////////////////////////////
// Additional blur using 3x3 gaussian
//////////////////////////////////////
IMaterial *pMat = materials->FindMaterial( "dev/blurgaussian_3x3", TEXTURE_GROUP_OTHER, true );
if ( pMat == NULL )
return;
SetMaterialVarFloat( pMat, "$c0_x", 0.5f / (float)dest_rt0->GetActualWidth() );
SetMaterialVarFloat( pMat, "$c0_y", 0.5f / (float)dest_rt0->GetActualHeight() );
SetMaterialVarFloat( pMat, "$c1_x", -0.5f / (float)dest_rt0->GetActualWidth() );
SetMaterialVarFloat( pMat, "$c1_y", 0.5f / (float)dest_rt0->GetActualHeight() );
ITexture *dest_rt1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET );
SetRenderTargetAndViewPort( dest_rt1 );
pRenderContext->DrawScreenSpaceRectangle(
pMat, 0, 0, nSrcWidth/4, nSrcHeight/4,
0, 0, dest_rt0->GetActualWidth()-1, dest_rt0->GetActualHeight()-1,
dest_rt0->GetActualWidth(), dest_rt0->GetActualHeight() );
pRenderContext->PopRenderTargetAndViewport();
}
// Render depth-of-field quad
IMaterial *pMatDOF = materials->FindMaterial( "dev/depth_of_field", TEXTURE_GROUP_OTHER, true );
if ( pMatDOF == NULL )
return;
SetMaterialVarFloat( pMatDOF, "$nearPlane", viewSetup.zNear );
SetMaterialVarFloat( pMatDOF, "$farPlane", viewSetup.zFar );
// pull from convars/globals
SetMaterialVarFloat( pMatDOF, "$nearBlurDepth", GetNearBlurDepth() );
SetMaterialVarFloat( pMatDOF, "$nearFocusDepth", GetNearFocusDepth() );
SetMaterialVarFloat( pMatDOF, "$farFocusDepth", GetFarFocusDepth() );
SetMaterialVarFloat( pMatDOF, "$farBlurDepth", GetFarBlurDepth() );
SetMaterialVarFloat( pMatDOF, "$nearBlurRadius", GetNearBlurRadius() );
SetMaterialVarFloat( pMatDOF, "$farBlurRadius", GetFarBlurRadius() );
SetMaterialVarInt( pMatDOF, "$quality", mat_dof_quality.GetInt() );
pRenderContext->DrawScreenSpaceRectangle(
pMatDOF,
0, 0, nViewportWidth, nViewportHeight,
0, 0, nSrcWidth-1, nSrcHeight-1,
nSrcWidth, nSrcHeight, GetClientWorldEntity()->GetClientRenderable() );
}

View File

@ -11,8 +11,20 @@
#pragma once
#endif
struct PostProcessParameters_t;
void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, bool bPostVGui = false );
void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h );
void DoImageSpaceMotionBlur( const CViewSetup &viewSetup );
void DumpTGAofRenderTarget( const int width, const int height, const char *pFilename );
void SetRenderTargetAndViewPort( ITexture *rt );
bool IsDepthOfFieldEnabled();
void DoDepthOfField( const CViewSetup &view );
void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters );
void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters, bool override );
void SetViewFadeParams( byte r, byte g, byte b, byte a, bool bModulate );
#endif // VIEWPOSTPROCESS_H

File diff suppressed because it is too large Load Diff

View File

@ -37,6 +37,10 @@ class CReplayScreenshotTaker;
class CStunEffect;
#endif // HL2_EPISODIC
#ifdef MAPBASE
class C_FuncFakeWorldPortal;
#endif
//-----------------------------------------------------------------------------
// Data specific to intro mode to control rendering.
//-----------------------------------------------------------------------------
@ -51,11 +55,22 @@ struct IntroData_t
bool m_bDrawPrimary;
Vector m_vecCameraView;
QAngle m_vecCameraViewAngles;
#ifdef MAPBASE
// Used for ortho views
CHandle<C_PointCamera> m_hCameraEntity;
#endif
float m_playerViewFOV;
CUtlVector<IntroDataBlendPass_t> m_Passes;
// Fade overriding for the intro
float m_flCurrentFadeColor[4];
#ifdef MAPBASE
// Draws the skybox.
bool m_bDrawSky;
// Draws the skybox in the secondary camera as well.
bool m_bDrawSky2;
#endif
};
// Robin, make this point at something to get intro mode.
@ -436,6 +451,12 @@ private:
bool DrawOneMonitor( ITexture *pRenderTarget, int cameraNum, C_PointCamera *pCameraEnt, const CViewSetup &cameraView, C_BasePlayer *localPlayer,
int x, int y, int width, int height );
#ifdef MAPBASE
bool DrawFakeWorldPortal( ITexture *pRenderTarget, C_FuncFakeWorldPortal *pCameraEnt, const CViewSetup &cameraView, C_BasePlayer *localPlayer,
int x, int y, int width, int height,
const CViewSetup &mainView, cplane_t &ourPlane );
#endif
// Drawing primitives
bool ShouldDrawViewModel( bool drawViewmodel );
void DrawViewModels( const CViewSetup &view, bool drawViewmodel );
@ -452,7 +473,11 @@ private:
// Water-related methods
void DrawWorldAndEntities( bool drawSkybox, const CViewSetup &view, int nClearFlags, ViewCustomVisibility_t *pCustomVisibility = NULL );
#ifdef MAPBASE
virtual void ViewDrawScene_Intro( const CViewSetup &view, int nClearFlags, const IntroData_t &introData, bool bDrew3dSkybox = false, SkyboxVisibility_t nSkyboxVisible = SKYBOX_NOT_VISIBLE, bool bDrawViewModel = false, ViewCustomVisibility_t *pCustomVisibility = NULL );
#else
virtual void ViewDrawScene_Intro( const CViewSetup &view, int nClearFlags, const IntroData_t &introData );
#endif
#ifdef PORTAL
// Intended for use in the middle of another ViewDrawScene call, this allows stencils to be drawn after opaques but before translucents are drawn in the main view.

View File

@ -0,0 +1,615 @@
//========== Copyright © 2008, Valve Corporation, All rights reserved. ========
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "vscript_client.h"
#include "icommandline.h"
#include "tier1/utlbuffer.h"
#include "tier1/fmtstr.h"
#include "filesystem.h"
#include "characterset.h"
#include "isaverestore.h"
#include "gamerules.h"
#include "vscript_client.nut"
#ifdef MAPBASE_VSCRIPT
#include "mapbase/matchers.h"
#include "c_world.h"
#include "proxyentity.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#endif
extern IScriptManager *scriptmanager;
extern ScriptClassDesc_t * GetScriptDesc( CBaseEntity * );
// #define VMPROFILE 1
#ifdef VMPROFILE
#define VMPROF_START float debugStartTime = Plat_FloatTime();
#define VMPROF_SHOW( funcname, funcdesc ) DevMsg("***VSCRIPT PROFILE***: %s %s: %6.4f milliseconds\n", (##funcname), (##funcdesc), (Plat_FloatTime() - debugStartTime)*1000.0 );
#else // !VMPROFILE
#define VMPROF_START
#define VMPROF_SHOW
#endif // VMPROFILE
#ifdef MAPBASE_VSCRIPT
//-----------------------------------------------------------------------------
// Purpose: A clientside variant of CScriptEntityIterator.
//-----------------------------------------------------------------------------
class CScriptClientEntityIterator
{
public:
HSCRIPT First() { return Next(NULL); }
HSCRIPT Next( HSCRIPT hStartEntity )
{
return ToHScript( ClientEntityList().NextBaseEntity( ToEnt( hStartEntity ) ) );
}
HSCRIPT CreateByClassname( const char *className )
{
return ToHScript( CreateEntityByName( className ) );
}
HSCRIPT FindByClassname( HSCRIPT hStartEntity, const char *szName )
{
const CEntInfo *pInfo = hStartEntity ? ClientEntityList().GetEntInfoPtr( ToEnt( hStartEntity )->GetRefEHandle() )->m_pNext : ClientEntityList().FirstEntInfo();
for ( ;pInfo; pInfo = pInfo->m_pNext )
{
C_BaseEntity *ent = (C_BaseEntity *)pInfo->m_pEntity;
if ( !ent )
continue;
if ( Matcher_Match( szName, ent->GetClassname() ) )
return ToHScript( ent );
}
return NULL;
}
HSCRIPT FindByName( HSCRIPT hStartEntity, const char *szName )
{
const CEntInfo *pInfo = hStartEntity ? ClientEntityList().GetEntInfoPtr( ToEnt( hStartEntity )->GetRefEHandle() )->m_pNext : ClientEntityList().FirstEntInfo();
for ( ;pInfo; pInfo = pInfo->m_pNext )
{
C_BaseEntity *ent = (C_BaseEntity *)pInfo->m_pEntity;
if ( !ent )
continue;
if ( Matcher_Match( szName, ent->GetEntityName() ) )
return ToHScript( ent );
}
return NULL;
}
private:
} g_ScriptEntityIterator;
BEGIN_SCRIPTDESC_ROOT_NAMED( CScriptClientEntityIterator, "CEntities", SCRIPT_SINGLETON "The global list of entities" )
DEFINE_SCRIPTFUNC( First, "Begin an iteration over the list of entities" )
DEFINE_SCRIPTFUNC( Next, "Continue an iteration over the list of entities, providing reference to a previously found entity" )
DEFINE_SCRIPTFUNC( CreateByClassname, "Creates an entity by classname" )
DEFINE_SCRIPTFUNC( FindByClassname, "Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search" )
DEFINE_SCRIPTFUNC( FindByName, "Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search" )
END_SCRIPTDESC();
//-----------------------------------------------------------------------------
// Purpose: A base class for VScript-utilizing clientside classes which can persist
// across levels, requiring their scripts to be shut down manually.
//-----------------------------------------------------------------------------
abstract_class IClientScriptPersistable
{
public:
virtual void TermScript() = 0;
};
CUtlVector<IClientScriptPersistable*> g_ScriptPersistableList;
#define SCRIPT_MAT_PROXY_MAX_VARS 8
//-----------------------------------------------------------------------------
// Purpose: A material proxy which runs a VScript and allows it to read/write
// to material variables.
//-----------------------------------------------------------------------------
class CScriptMaterialProxy : public IMaterialProxy, public IClientScriptPersistable
{
public:
CScriptMaterialProxy();
virtual ~CScriptMaterialProxy();
virtual void Release( void );
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pRenderable );
virtual IMaterial *GetMaterial() { return NULL; }
// Proxies can persist across levels and aren't bound to a loaded map.
// The VM, however, is bound to the loaded map, so the proxy's script variables persisting
// causes problems when they're used in a new level with a new VM.
// As a result, we call InitScript() and TermScript() during OnBind and when the level is unloaded respectively.
bool InitScript();
void TermScript();
bool ValidateIndex(int i)
{
if (i > SCRIPT_MAT_PROXY_MAX_VARS || i < 0)
{
CGWarning( 0, CON_GROUP_VSCRIPT, "VScriptProxy: %i out of range", i );
return false;
}
return true;
}
const char *GetVarString( int i );
int GetVarInt( int i );
float GetVarFloat( int i );
const Vector& GetVarVector( int i );
void SetVarString( int i, const char *value );
void SetVarInt( int i, int value );
void SetVarFloat( int i, float value );
void SetVarVector( int i, const Vector &value );
private:
IMaterialVar *m_MaterialVars[SCRIPT_MAT_PROXY_MAX_VARS];
// Save the keyvalue string for InitScript()
char m_szFilePath[MAX_PATH];
CScriptScope m_ScriptScope;
HSCRIPT m_hScriptInstance;
HSCRIPT m_hFuncOnBind;
};
BEGIN_SCRIPTDESC_ROOT_NAMED( CScriptMaterialProxy, "CScriptMaterialProxy", "Material proxy for VScript" )
DEFINE_SCRIPTFUNC( GetVarString, "Gets a material var's string value" )
DEFINE_SCRIPTFUNC( GetVarInt, "Gets a material var's int value" )
DEFINE_SCRIPTFUNC( GetVarFloat, "Gets a material var's float value" )
DEFINE_SCRIPTFUNC( GetVarVector, "Gets a material var's vector value" )
DEFINE_SCRIPTFUNC( SetVarString, "Sets a material var's string value" )
DEFINE_SCRIPTFUNC( SetVarInt, "Sets a material var's int value" )
DEFINE_SCRIPTFUNC( SetVarFloat, "Sets a material var's float value" )
DEFINE_SCRIPTFUNC( SetVarVector, "Sets a material var's vector value" )
END_SCRIPTDESC();
CScriptMaterialProxy::CScriptMaterialProxy()
{
m_hScriptInstance = NULL;
m_hFuncOnBind = NULL;
}
CScriptMaterialProxy::~CScriptMaterialProxy()
{
}
//-----------------------------------------------------------------------------
// Cleanup
//-----------------------------------------------------------------------------
void CScriptMaterialProxy::Release( void )
{
if ( m_hScriptInstance && g_pScriptVM )
{
g_pScriptVM->RemoveInstance( m_hScriptInstance );
m_hScriptInstance = NULL;
}
delete this;
}
bool CScriptMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
for (KeyValues *pKey = pKeyValues->GetFirstSubKey(); pKey != NULL; pKey = pKey->GetNextKey())
{
// Get each variable we're looking for
if (Q_strnicmp( pKey->GetName(), "var", 3 ) == 0)
{
int index = atoi(pKey->GetName() + 3);
if (index > SCRIPT_MAT_PROXY_MAX_VARS)
{
Warning("VScript material proxy only supports 8 vars (not %i)\n", index);
continue;
}
bool foundVar;
m_MaterialVars[index] = pMaterial->FindVar( pKey->GetString(), &foundVar );
// Don't init if we didn't find the var
if (!foundVar)
return false;
}
else if (FStrEq( pKey->GetName(), "scriptfile" ))
{
Q_strncpy( m_szFilePath, pKey->GetString(), sizeof( m_szFilePath ) );
}
}
return true;
}
bool CScriptMaterialProxy::InitScript()
{
if (!m_ScriptScope.IsInitialized())
{
if (scriptmanager == NULL)
{
ExecuteOnce(DevMsg("Cannot execute script because scripting is disabled (-scripting)\n"));
return false;
}
if (g_pScriptVM == NULL)
{
ExecuteOnce(DevMsg(" Cannot execute script because there is no available VM\n"));
return false;
}
char* iszScriptId = (char*)stackalloc( 1024 );
g_pScriptVM->GenerateUniqueKey("VScriptProxy", iszScriptId, 1024);
m_hScriptInstance = g_pScriptVM->RegisterInstance( GetScriptDescForClass( CScriptMaterialProxy ), this );
g_pScriptVM->SetInstanceUniqeId( m_hScriptInstance, iszScriptId );
bool bResult = m_ScriptScope.Init( iszScriptId );
if (!bResult)
{
CGMsg( 1, CON_GROUP_VSCRIPT, "VScriptProxy couldn't create ScriptScope!\n" );
return false;
}
g_pScriptVM->SetValue( m_ScriptScope, "self", m_hScriptInstance );
}
// Don't init if we can't run the script
if (!VScriptRunScript( m_szFilePath, m_ScriptScope, true ))
return false;
m_hFuncOnBind = m_ScriptScope.LookupFunction( "OnBind" );
if (!m_hFuncOnBind)
{
// Don't init if we can't find our func
Warning("VScript material proxy can't find OnBind function\n");
return false;
}
g_ScriptPersistableList.AddToTail( this );
return true;
}
void CScriptMaterialProxy::TermScript()
{
if ( m_hScriptInstance )
{
g_pScriptVM->RemoveInstance( m_hScriptInstance );
m_hScriptInstance = NULL;
}
m_hFuncOnBind = NULL;
m_ScriptScope.Term();
}
void CScriptMaterialProxy::OnBind( void *pRenderable )
{
if( !pRenderable )
return;
if (m_hFuncOnBind != NULL)
{
IClientRenderable *pRend = ( IClientRenderable* )pRenderable;
C_BaseEntity *pEnt = pRend->GetIClientUnknown()->GetBaseEntity();
if ( pEnt )
{
g_pScriptVM->SetValue( m_ScriptScope, "entity", pEnt->GetScriptInstance() );
}
else
{
// Needs to register as a null value so the script doesn't break if it looks for an entity
g_pScriptVM->SetValue( m_ScriptScope, "entity", SCRIPT_VARIANT_NULL );
}
m_ScriptScope.Call( m_hFuncOnBind, NULL );
g_pScriptVM->ClearValue( m_ScriptScope, "entity" );
}
else
{
// The VM might not exist if we do it from Init(), so we have to do it here.
// TODO: We have no handling for if this fails, how do you cancel a proxy?
if (InitScript())
OnBind( pRenderable );
}
}
const char *CScriptMaterialProxy::GetVarString( int i )
{
if (!ValidateIndex( i ) || !m_MaterialVars[i])
return NULL;
return m_MaterialVars[i]->GetStringValue();
}
int CScriptMaterialProxy::GetVarInt( int i )
{
if (!ValidateIndex( i ) || !m_MaterialVars[i])
return 0;
return m_MaterialVars[i]->GetIntValue();
}
float CScriptMaterialProxy::GetVarFloat( int i )
{
if (!ValidateIndex( i ) || !m_MaterialVars[i])
return 0.0f;
return m_MaterialVars[i]->GetFloatValue();
}
const Vector& CScriptMaterialProxy::GetVarVector( int i )
{
if (!ValidateIndex( i ) || !m_MaterialVars[i])
return vec3_origin;
if (m_MaterialVars[i]->GetType() != MATERIAL_VAR_TYPE_VECTOR)
return vec3_origin;
// This is really bad. Too bad!
return *(reinterpret_cast<const Vector*>(m_MaterialVars[i]->GetVecValue()));
}
void CScriptMaterialProxy::SetVarString( int i, const char *value )
{
if (!ValidateIndex( i ) || !m_MaterialVars[i])
return;
return m_MaterialVars[i]->SetStringValue( value );
}
void CScriptMaterialProxy::SetVarInt( int i, int value )
{
if (!ValidateIndex( i ) || !m_MaterialVars[i])
return;
return m_MaterialVars[i]->SetIntValue( value );
}
void CScriptMaterialProxy::SetVarFloat( int i, float value )
{
if (!ValidateIndex( i ) || !m_MaterialVars[i])
return;
return m_MaterialVars[i]->SetFloatValue( value );
}
void CScriptMaterialProxy::SetVarVector( int i, const Vector &value )
{
if (!ValidateIndex( i ) || !m_MaterialVars[i])
return;
return m_MaterialVars[i]->SetVecValue( value.Base(), 3 );
}
EXPOSE_INTERFACE( CScriptMaterialProxy, IMaterialProxy, "VScriptProxy" IMATERIAL_PROXY_INTERFACE_VERSION );
#endif
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
static float Time()
{
return gpGlobals->curtime;
}
static const char *GetMapName()
{
return engine->GetLevelName();
}
static const char *DoUniqueString( const char *pszBase )
{
static char szBuf[512];
g_pScriptVM->GenerateUniqueKey( pszBase, szBuf, ARRAYSIZE(szBuf) );
return szBuf;
}
bool DoIncludeScript( const char *pszScript, HSCRIPT hScope )
{
if ( !VScriptRunScript( pszScript, hScope, true ) )
{
g_pScriptVM->RaiseException( CFmtStr( "Failed to include script \"%s\"", ( pszScript ) ? pszScript : "unknown" ) );
return false;
}
return true;
}
bool VScriptClientInit()
{
VMPROF_START
if( scriptmanager != NULL )
{
ScriptLanguage_t scriptLanguage = SL_DEFAULT;
char const *pszScriptLanguage;
#ifdef MAPBASE_VSCRIPT
if (GetClientWorldEntity()->GetScriptLanguage() != SL_NONE)
{
// Allow world entity to override script language
scriptLanguage = GetClientWorldEntity()->GetScriptLanguage();
// Less than SL_NONE means the script language should literally be none
if (scriptLanguage < SL_NONE)
scriptLanguage = SL_NONE;
}
else
#endif
if ( CommandLine()->CheckParm( "-scriptlang", &pszScriptLanguage ) )
{
if( !Q_stricmp(pszScriptLanguage, "gamemonkey") )
{
scriptLanguage = SL_GAMEMONKEY;
}
else if( !Q_stricmp(pszScriptLanguage, "squirrel") )
{
scriptLanguage = SL_SQUIRREL;
}
else if( !Q_stricmp(pszScriptLanguage, "python") )
{
scriptLanguage = SL_PYTHON;
}
#ifdef MAPBASE_VSCRIPT
else if( !Q_stricmp(pszScriptLanguage, "lua") )
{
scriptLanguage = SL_LUA;
}
#endif
else
{
CGWarning( 1, CON_GROUP_VSCRIPT, "-scriptlang does not recognize a language named '%s'. virtual machine did NOT start.\n", pszScriptLanguage );
scriptLanguage = SL_NONE;
}
}
if( scriptLanguage != SL_NONE )
{
if ( g_pScriptVM == NULL )
g_pScriptVM = scriptmanager->CreateVM( scriptLanguage );
if( g_pScriptVM )
{
#ifdef MAPBASE_VSCRIPT
CGMsg( 0, CON_GROUP_VSCRIPT, "VSCRIPT CLIENT: Started VScript virtual machine using script language '%s'\n", g_pScriptVM->GetLanguageName() );
#else
Log( "VSCRIPT: Started VScript virtual machine using script language '%s'\n", g_pScriptVM->GetLanguageName() );
#endif
ScriptRegisterFunction( g_pScriptVM, GetMapName, "Get the name of the map.");
ScriptRegisterFunction( g_pScriptVM, Time, "Get the current server time" );
ScriptRegisterFunction( g_pScriptVM, DoIncludeScript, "Execute a script (internal)" );
if ( GameRules() )
{
GameRules()->RegisterScriptFunctions();
}
#ifdef MAPBASE_VSCRIPT
g_pScriptVM->RegisterAllClasses();
g_pScriptVM->RegisterAllEnums();
g_pScriptVM->RegisterInstance( &g_ScriptEntityIterator, "Entities" );
IGameSystem::RegisterVScriptAllSystems();
RegisterSharedScriptConstants();
RegisterSharedScriptFunctions();
#else
//g_pScriptVM->RegisterInstance( &g_ScriptEntityIterator, "Entities" );
#endif
if (scriptLanguage == SL_SQUIRREL)
{
g_pScriptVM->Run( g_Script_vscript_client );
}
VScriptRunScript( "mapspawn", false );
VMPROF_SHOW( pszScriptLanguage, "virtual machine startup" );
return true;
}
else
{
CGWarning( 1, CON_GROUP_VSCRIPT, "VM Did not start!\n" );
}
}
}
else
{
CGWarning( 0, CON_GROUP_VSCRIPT, "\nVSCRIPT: Scripting is disabled.\n" );
}
g_pScriptVM = NULL;
return false;
}
void VScriptClientTerm()
{
if( g_pScriptVM != NULL )
{
#ifdef MAPBASE_VSCRIPT
// Things like proxies can persist across levels, so we have to shut down their scripts manually
for (int i = g_ScriptPersistableList.Count()-1; i >= 0; i--)
{
if (g_ScriptPersistableList[i])
{
g_ScriptPersistableList[i]->TermScript();
g_ScriptPersistableList.FastRemove( i );
}
}
#endif
if( g_pScriptVM )
{
scriptmanager->DestroyVM( g_pScriptVM );
g_pScriptVM = NULL;
}
}
}
class CVScriptGameSystem : public CAutoGameSystemPerFrame
{
public:
// Inherited from IAutoServerSystem
virtual void LevelInitPreEntity( void )
{
m_bAllowEntityCreationInScripts = true;
#ifndef MAPBASE_VSCRIPT // Now initted in C_World
VScriptClientInit();
#endif
}
virtual void LevelInitPostEntity( void )
{
m_bAllowEntityCreationInScripts = false;
#ifdef MAPBASE_VSCRIPT
if (g_pScriptVM)
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer)
{
g_pScriptVM->SetValue( "player", pPlayer->GetScriptInstance() );
}
}
#endif
}
virtual void LevelShutdownPostEntity( void )
{
VScriptClientTerm();
}
virtual void FrameUpdatePostEntityThink()
{
if ( g_pScriptVM )
g_pScriptVM->Frame( gpGlobals->frametime );
}
bool m_bAllowEntityCreationInScripts;
};
CVScriptGameSystem g_VScriptGameSystem;
bool IsEntityCreationAllowedInScripts( void )
{
return g_VScriptGameSystem.m_bAllowEntityCreationInScripts;
}

View File

@ -0,0 +1,26 @@
//========== Copyright © 2008, Valve Corporation, All rights reserved. ========
//
// Purpose:
//
//=============================================================================
#ifndef VSCRIPT_CLIENT_H
#define VSCRIPT_CLIENT_H
#include "vscript/ivscript.h"
#include "vscript_shared.h"
#if defined( _WIN32 )
#pragma once
#endif
extern IScriptVM * g_pScriptVM;
// Only allow scripts to create entities during map initialization
bool IsEntityCreationAllowedInScripts( void );
#ifdef MAPBASE_VSCRIPT
extern IScriptManager * scriptmanager;
#endif
#endif // VSCRIPT_CLIENT_H

View File

@ -0,0 +1,22 @@
static char g_Script_vscript_client[] = R"vscript(
//========== Copyright © 2008, Valve Corporation, All rights reserved. ========
//
// Purpose:
//
//=============================================================================
function UniqueString( string = "" )
{
return DoUniqueString( string.tostring() );
}
function IncludeScript( name, scope = null )
{
if ( scope == null )
{
scope = this;
}
return ::DoIncludeScript( name, scope );
}
)vscript";

View File

@ -252,9 +252,14 @@ int CBaseHudWeaponSelection::KeyInput( int down, ButtonCode_t keynum, const char
return 0;
}
if ( down >= 1 && keynum >= KEY_1 && keynum <= KEY_9 )
//Tony; check 0 as well, otherwise you have to have 0 bound to slot10 no matter what.
if ( down >= 1 && keynum >= KEY_0 && keynum <= KEY_9 )
{
if ( HandleHudMenuInput( keynum - KEY_0 ) )
//Tony; 0 is actually '10' (slot10)
if (keynum == KEY_0)
keynum = KEY_A; //Dealing with button codes, so just use KEY_A, which is equal to 11 anyway.
if ( HandleHudMenuInput( keynum - 1 ) )
return 0;
}

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