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https://github.com/mapbase-source/source-sdk-2013.git
synced 2024-12-25 22:35:31 +03:00
Added shadow filter keyvalue to env_projectedtexture
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@ -92,6 +92,7 @@ private:
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float m_flLinearAtten;
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float m_flQuadraticAtten;
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float m_flShadowAtten;
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float m_flShadowFilter;
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bool m_bAlwaysDraw;
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//bool m_bProjectedTextureVersion;
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@ -60,6 +60,7 @@ IMPLEMENT_CLIENTCLASS_DT( C_EnvProjectedTexture, DT_EnvProjectedTexture, CEnvPro
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RecvPropFloat( RECVINFO( m_flLinearAtten ) ),
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RecvPropFloat( RECVINFO( m_flQuadraticAtten ) ),
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RecvPropFloat( RECVINFO( m_flShadowAtten ) ),
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RecvPropFloat( RECVINFO( m_flShadowFilter ) ),
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RecvPropBool( RECVINFO( m_bAlwaysDraw ) ),
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// Not needed on the client right now, change when it actually is needed
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@ -97,6 +98,7 @@ C_EnvProjectedTexture *C_EnvProjectedTexture::Create( )
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pEnt->m_flLinearAtten = 100.0f;
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pEnt->m_flQuadraticAtten = 0.0f;
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pEnt->m_flShadowAtten = 0.0f;
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pEnt->m_flShadowFilter = 0.5f;
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//pEnt->m_bProjectedTextureVersion = 1;
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#endif
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@ -403,6 +405,7 @@ void C_EnvProjectedTexture::UpdateLight( void )
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state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
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state.m_flShadowAtten = m_flShadowAtten;
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state.m_flShadowFilterSize = m_flShadowFilter;
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#else
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state.m_fQuadraticAtten = 0.0;
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state.m_fLinearAtten = 100;
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@ -50,6 +50,7 @@ BEGIN_DATADESC( CEnvProjectedTexture )
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DEFINE_FIELD( m_flLinearAtten, FIELD_FLOAT ),
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DEFINE_FIELD( m_flQuadraticAtten, FIELD_FLOAT ),
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DEFINE_KEYFIELD( m_flShadowAtten, FIELD_FLOAT, "shadowatten" ),
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DEFINE_KEYFIELD( m_flShadowFilter, FIELD_FLOAT, "shadowfilter" ),
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#endif
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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@ -77,6 +78,7 @@ BEGIN_DATADESC( CEnvProjectedTexture )
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetLinear", InputSetLinear ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetConstant", InputSetConstant ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetShadowAtten", InputSetShadowAtten ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFilter", InputSetFilter ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearZ", InputSetNearZ ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarZ", InputSetFarZ ),
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DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysDrawOn", InputAlwaysDrawOn ),
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@ -116,6 +118,7 @@ IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture )
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SendPropFloat( SENDINFO( m_flLinearAtten ) ),
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SendPropFloat( SENDINFO( m_flQuadraticAtten ) ),
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SendPropFloat( SENDINFO( m_flShadowAtten ) ),
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SendPropFloat( SENDINFO( m_flShadowFilter ) ),
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SendPropBool( SENDINFO( m_bAlwaysDraw ) ),
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// Not needed on the client right now, change when it actually is needed
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@ -158,6 +161,7 @@ CEnvProjectedTexture::CEnvProjectedTexture( void )
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m_flLinearAtten = 100.0f;
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m_flConstantAtten = 0.0f;
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m_flShadowAtten = 0.0f;
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m_flShadowFilter = 0.5f;
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#endif
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}
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@ -316,6 +320,11 @@ void CEnvProjectedTexture::InputSetHorFOV( inputdata_t &inputdata )
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{
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m_flLightHorFOV = inputdata.value.Float();
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}
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void CEnvProjectedTexture::InputSetFilter( inputdata_t &inputdata )
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{
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m_flShadowFilter = inputdata.value.Float();
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}
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#endif
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void CEnvProjectedTexture::InputSetTarget( inputdata_t &inputdata )
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@ -64,6 +64,7 @@ public:
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void InputAlwaysDrawOff( inputdata_t &inputdata ) { m_bAlwaysDraw = false; }
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void InputStopFollowingTarget( inputdata_t &inputdata ) { m_bDontFollowTarget = true; }
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void InputStartFollowingTarget( inputdata_t &inputdata ) { m_bDontFollowTarget = false; }
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void InputSetFilter( inputdata_t &inputdata );
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// Corrects keyvalue/input attenuation for internal FlashlightEffect_t attenuation.
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float CorrectConstantAtten( float fl ) { return fl * 0.5f; }
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@ -105,6 +106,8 @@ private:
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CNetworkVar( float, m_flQuadraticAtten );
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CNetworkVar( float, m_flShadowAtten );
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CNetworkVar( float, m_flShadowFilter );
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CNetworkVar( bool, m_bAlwaysDraw );
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// 1 = New projected texture
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