source-sdk-2013-mapbase/sp/src/game/client/c_env_projectedtexture.cpp

789 lines
23 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#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"
#include "view.h"
#include "iviewrender.h"
#include "view_shared.h"
#include "texture_group_names.h"
#include "tier0/icommandline.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef ASW_PROJECTED_TEXTURES
extern ConVarRef mat_slopescaledepthbias_shadowmap;
extern ConVarRef mat_depthbias_shadowmap;
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:
//-----------------------------------------------------------------------------
class C_EnvProjectedTexture : public C_BaseEntity
{
DECLARE_CLASS( C_EnvProjectedTexture, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
virtual void OnDataChanged( DataUpdateType_t updateType );
void ShutDownLightHandle( void );
virtual void Simulate();
#ifdef MAPBASE
void UpdateLight();
#else
void UpdateLight( bool bForceUpdate );
#endif
C_EnvProjectedTexture();
~C_EnvProjectedTexture();
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;
bool m_bLightWorld;
bool m_bCameraSpace;
Vector m_LinearFloatLightColor;
float m_flAmbient;
float m_flNearZ;
float m_flFarZ;
char m_SpotlightTextureName[ MAX_PATH ];
int m_nSpotlightTextureFrame;
int m_nShadowQuality;
};
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 ) ),
RecvPropBool( RECVINFO( m_bLightWorld ) ),
RecvPropBool( RECVINFO( m_bCameraSpace ) ),
RecvPropVector( RECVINFO( m_LinearFloatLightColor ) ),
RecvPropFloat( RECVINFO( m_flAmbient ) ),
RecvPropString( RECVINFO( m_SpotlightTextureName ) ),
RecvPropInt( RECVINFO( m_nSpotlightTextureFrame ) ),
RecvPropFloat( RECVINFO( m_flNearZ ) ),
RecvPropFloat( RECVINFO( m_flFarZ ) ),
RecvPropInt( RECVINFO( m_nShadowQuality ) ),
END_RECV_TABLE()
C_EnvProjectedTexture::C_EnvProjectedTexture( void )
{
m_LightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
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;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
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 )
{
ShutDownLightHandle();
}
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;
if ( m_hTargetEntity != NULL )
{
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
{
#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);
//Quaternion q = DirectionToOrientation( dir );
//
// JasonM - set up vRight, vUp
//
// VectorNormalize( vRight );
// VectorNormalize( vUp );
}
}
else
{
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
}
state.m_fHorizontalFOVDegrees = m_flLightFOV;
state.m_fVerticalFOVDegrees = m_flLightFOV;
state.m_vecLightOrigin = vPos;
BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );
state.m_fQuadraticAtten = 0.0;
state.m_fLinearAtten = 100;
state.m_fConstantAtten = 0.0f;
state.m_Color[0] = m_LinearFloatLightColor.x;
state.m_Color[1] = m_LinearFloatLightColor.y;
state.m_Color[2] = m_LinearFloatLightColor.z;
state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
state.m_NearZ = m_flNearZ;
state.m_FarZ = m_flFarZ;
state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
state.m_bEnableShadows = m_bEnableShadows;
state.m_pSpotlightTexture = materials->FindTexture( m_SpotlightTextureName, TEXTURE_GROUP_OTHER, false );
state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality
if( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE )
{
m_LightHandle = g_pClientShadowMgr->CreateFlashlight( state );
}
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 )
{
g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, m_hTargetEntity );
}
else
{
g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, NULL );
}
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