diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/flashlighteffect.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/flashlighteffect.cpp')
| -rw-r--r-- | mp/src/game/client/flashlighteffect.cpp | 1080 |
1 files changed, 540 insertions, 540 deletions
diff --git a/mp/src/game/client/flashlighteffect.cpp b/mp/src/game/client/flashlighteffect.cpp index 671cb9af..6385ad30 100644 --- a/mp/src/game/client/flashlighteffect.cpp +++ b/mp/src/game/client/flashlighteffect.cpp @@ -1,540 +1,540 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//===========================================================================//
-
-#include "cbase.h"
-#include "flashlighteffect.h"
-#include "dlight.h"
-#include "iefx.h"
-#include "iviewrender.h"
-#include "view.h"
-#include "engine/ivdebugoverlay.h"
-#include "tier0/vprof.h"
-#include "tier1/KeyValues.h"
-#include "toolframework_client.h"
-
-#ifdef HL2_CLIENT_DLL
-#include "c_basehlplayer.h"
-#endif // HL2_CLIENT_DLL
-
-#if defined( _X360 )
-extern ConVar r_flashlightdepthres;
-#else
-extern ConVar r_flashlightdepthres;
-#endif
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-extern ConVar r_flashlightdepthtexture;
-
-void r_newflashlightCallback_f( IConVar *pConVar, const char *pOldString, float flOldValue );
-
-static ConVar r_newflashlight( "r_newflashlight", "1", FCVAR_CHEAT, "", r_newflashlightCallback_f );
-static ConVar r_swingflashlight( "r_swingflashlight", "1", FCVAR_CHEAT );
-static ConVar r_flashlightlockposition( "r_flashlightlockposition", "0", FCVAR_CHEAT );
-static ConVar r_flashlightfov( "r_flashlightfov", "45.0", FCVAR_CHEAT );
-static ConVar r_flashlightoffsetx( "r_flashlightoffsetx", "10.0", FCVAR_CHEAT );
-static ConVar r_flashlightoffsety( "r_flashlightoffsety", "-20.0", FCVAR_CHEAT );
-static ConVar r_flashlightoffsetz( "r_flashlightoffsetz", "24.0", FCVAR_CHEAT );
-static ConVar r_flashlightnear( "r_flashlightnear", "4.0", FCVAR_CHEAT );
-static ConVar r_flashlightfar( "r_flashlightfar", "750.0", FCVAR_CHEAT );
-static ConVar r_flashlightconstant( "r_flashlightconstant", "0.0", FCVAR_CHEAT );
-static ConVar r_flashlightlinear( "r_flashlightlinear", "100.0", FCVAR_CHEAT );
-static ConVar r_flashlightquadratic( "r_flashlightquadratic", "0.0", FCVAR_CHEAT );
-static ConVar r_flashlightvisualizetrace( "r_flashlightvisualizetrace", "0", FCVAR_CHEAT );
-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 );
-static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
-static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT );
-
-
-void r_newflashlightCallback_f( IConVar *pConVar, const char *pOldString, float flOldValue )
-{
- if( engine->GetDXSupportLevel() < 70 )
- {
- r_newflashlight.SetValue( 0 );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : nEntIndex - The m_nEntIndex of the client entity that is creating us.
-// vecPos - The position of the light emitter.
-// vecDir - The direction of the light emission.
-//-----------------------------------------------------------------------------
-CFlashlightEffect::CFlashlightEffect(int nEntIndex)
-{
- m_FlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
- m_nEntIndex = nEntIndex;
-
- m_bIsOn = false;
- m_pPointLight = NULL;
- if( engine->GetDXSupportLevel() < 70 )
- {
- r_newflashlight.SetValue( 0 );
- }
-
- if ( g_pMaterialSystemHardwareConfig->SupportsBorderColor() )
- {
- m_FlashlightTexture.Init( "effects/flashlight_border", TEXTURE_GROUP_OTHER, true );
- }
- else
- {
- m_FlashlightTexture.Init( "effects/flashlight001", TEXTURE_GROUP_OTHER, true );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CFlashlightEffect::~CFlashlightEffect()
-{
- LightOff();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlashlightEffect::TurnOn()
-{
- m_bIsOn = true;
- m_flDistMod = 1.0f;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlashlightEffect::TurnOff()
-{
- if (m_bIsOn)
- {
- m_bIsOn = false;
- LightOff();
- }
-}
-
-// Custom trace filter that skips the player and the view model.
-// If we don't do this, we'll end up having the light right in front of us all
-// the time.
-class CTraceFilterSkipPlayerAndViewModel : public CTraceFilter
-{
-public:
- virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
- {
- // Test against the vehicle too?
- // FLASHLIGHTFIXME: how do you know that you are actually inside of the vehicle?
- C_BaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
- if ( !pEntity )
- return true;
-
- if ( ( dynamic_cast<C_BaseViewModel *>( pEntity ) != NULL ) ||
- ( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL ) ||
- pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ||
- pEntity->GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS )
- {
- return false;
- }
-
- return true;
- }
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: Do the headlight
-//-----------------------------------------------------------------------------
-void CFlashlightEffect::UpdateLightNew(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp )
-{
- VPROF_BUDGET( "CFlashlightEffect::UpdateLightNew", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
-
- FlashlightState_t state;
-
- // We will lock some of the flashlight params if player is on a ladder, to prevent oscillations due to the trace-rays
- bool bPlayerOnLadder = ( C_BasePlayer::GetLocalPlayer()->GetMoveType() == MOVETYPE_LADDER );
-
- const float flEpsilon = 0.1f; // Offset flashlight position along vecUp
- const float flDistCutoff = 128.0f;
- const float flDistDrag = 0.2;
-
- CTraceFilterSkipPlayerAndViewModel traceFilter;
- float flOffsetY = r_flashlightoffsety.GetFloat();
-
- if( r_swingflashlight.GetBool() )
- {
- // This projects the view direction backwards, attempting to raise the vertical
- // offset of the flashlight, but only when the player is looking down.
- Vector vecSwingLight = vecPos + vecForward * -12.0f;
- if( vecSwingLight.z > vecPos.z )
- {
- flOffsetY += (vecSwingLight.z - vecPos.z);
- }
- }
-
- Vector vOrigin = vecPos + flOffsetY * vecUp;
-
- // Not on ladder...trace a hull
- if ( !bPlayerOnLadder )
- {
- trace_t pmOriginTrace;
- UTIL_TraceHull( vecPos, vOrigin, Vector(-4, -4, -4), Vector(4, 4, 4), MASK_SOLID & ~(CONTENTS_HITBOX), &traceFilter, &pmOriginTrace );
-
- if ( pmOriginTrace.DidHit() )
- {
- vOrigin = vecPos;
- }
- }
- else // on ladder...skip the above hull trace
- {
- vOrigin = vecPos;
- }
-
- // Now do a trace along the flashlight direction to ensure there is nothing within range to pull back from
- int iMask = MASK_OPAQUE_AND_NPCS;
- iMask &= ~CONTENTS_HITBOX;
- iMask |= CONTENTS_WINDOW;
-
- Vector vTarget = vecPos + vecForward * r_flashlightfar.GetFloat();
-
- // Work with these local copies of the basis for the rest of the function
- Vector vDir = vTarget - vOrigin;
- Vector vRight = vecRight;
- Vector vUp = vecUp;
- VectorNormalize( vDir );
- VectorNormalize( vRight );
- VectorNormalize( vUp );
-
- // Orthonormalize the basis, since the flashlight texture projection will require this later...
- vUp -= DotProduct( vDir, vUp ) * vDir;
- VectorNormalize( vUp );
- vRight -= DotProduct( vDir, vRight ) * vDir;
- VectorNormalize( vRight );
- vRight -= DotProduct( vUp, vRight ) * vUp;
- VectorNormalize( vRight );
-
- AssertFloatEquals( DotProduct( vDir, vRight ), 0.0f, 1e-3 );
- AssertFloatEquals( DotProduct( vDir, vUp ), 0.0f, 1e-3 );
- AssertFloatEquals( DotProduct( vRight, vUp ), 0.0f, 1e-3 );
-
- trace_t pmDirectionTrace;
- UTIL_TraceHull( vOrigin, vTarget, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), iMask, &traceFilter, &pmDirectionTrace );
-
- if ( r_flashlightvisualizetrace.GetBool() == true )
- {
- debugoverlay->AddBoxOverlay( pmDirectionTrace.endpos, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), QAngle( 0, 0, 0 ), 0, 0, 255, 16, 0 );
- debugoverlay->AddLineOverlay( vOrigin, pmDirectionTrace.endpos, 255, 0, 0, false, 0 );
- }
-
- float flDist = (pmDirectionTrace.endpos - vOrigin).Length();
- if ( flDist < flDistCutoff )
- {
- // We have an intersection with our cutoff range
- // Determine how far to pull back, then trace to see if we are clear
- float flPullBackDist = bPlayerOnLadder ? r_flashlightladderdist.GetFloat() : flDistCutoff - flDist; // Fixed pull-back distance if on ladder
- m_flDistMod = Lerp( flDistDrag, m_flDistMod, flPullBackDist );
-
- if ( !bPlayerOnLadder )
- {
- trace_t pmBackTrace;
- UTIL_TraceHull( vOrigin, vOrigin - vDir*(flPullBackDist-flEpsilon), Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), iMask, &traceFilter, &pmBackTrace );
- if( pmBackTrace.DidHit() )
- {
- // We have an intersection behind us as well, so limit our m_flDistMod
- float flMaxDist = (pmBackTrace.endpos - vOrigin).Length() - flEpsilon;
- if( m_flDistMod > flMaxDist )
- m_flDistMod = flMaxDist;
- }
- }
- }
- else
- {
- m_flDistMod = Lerp( flDistDrag, m_flDistMod, 0.0f );
- }
- vOrigin = vOrigin - vDir * m_flDistMod;
-
- state.m_vecLightOrigin = vOrigin;
-
- BasisToQuaternion( vDir, vRight, vUp, state.m_quatOrientation );
-
- state.m_fQuadraticAtten = r_flashlightquadratic.GetFloat();
-
- bool bFlicker = false;
-
-#ifdef HL2_EPISODIC
- C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
- if ( pPlayer )
- {
- float flBatteryPower = ( pPlayer->m_HL2Local.m_flFlashBattery >= 0.0f ) ? ( pPlayer->m_HL2Local.m_flFlashBattery ) : pPlayer->m_HL2Local.m_flSuitPower;
- if ( flBatteryPower <= 10.0f )
- {
- float flScale;
- if ( flBatteryPower >= 0.0f )
- {
- flScale = ( flBatteryPower <= 4.5f ) ? SimpleSplineRemapVal( flBatteryPower, 4.5f, 0.0f, 1.0f, 0.0f ) : 1.0f;
- }
- else
- {
- flScale = SimpleSplineRemapVal( flBatteryPower, 10.0f, 4.8f, 1.0f, 0.0f );
- }
-
- flScale = clamp( flScale, 0.0f, 1.0f );
-
- if ( flScale < 0.35f )
- {
- float flFlicker = cosf( gpGlobals->curtime * 6.0f ) * sinf( gpGlobals->curtime * 15.0f );
-
- if ( flFlicker > 0.25f && flFlicker < 0.75f )
- {
- // On
- state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale;
- }
- else
- {
- // Off
- state.m_fLinearAtten = 0.0f;
- }
- }
- else
- {
- float flNoise = cosf( gpGlobals->curtime * 7.0f ) * sinf( gpGlobals->curtime * 25.0f );
- state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale + 1.5f * flNoise;
- }
-
- state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) );
- state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) );
-
- bFlicker = true;
- }
- }
-#endif // HL2_EPISODIC
-
- if ( bFlicker == false )
- {
- state.m_fLinearAtten = r_flashlightlinear.GetFloat();
- state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat();
- state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat();
- }
-
- state.m_fConstantAtten = r_flashlightconstant.GetFloat();
- state.m_Color[0] = 1.0f;
- state.m_Color[1] = 1.0f;
- state.m_Color[2] = 1.0f;
- state.m_Color[3] = r_flashlightambient.GetFloat();
- state.m_NearZ = r_flashlightnear.GetFloat() + m_flDistMod; // Push near plane out so that we don't clip the world when the flashlight pulls back
- state.m_FarZ = r_flashlightfar.GetFloat();
- state.m_bEnableShadows = r_flashlightdepthtexture.GetBool();
- state.m_flShadowMapResolution = r_flashlightdepthres.GetInt();
-
- state.m_pSpotlightTexture = m_FlashlightTexture;
- state.m_nSpotlightTextureFrame = 0;
-
- state.m_flShadowAtten = r_flashlightshadowatten.GetFloat();
- state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
- state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
-
- if( m_FlashlightHandle == CLIENTSHADOW_INVALID_HANDLE )
- {
- m_FlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state );
- }
- else
- {
- if( !r_flashlightlockposition.GetBool() )
- {
- g_pClientShadowMgr->UpdateFlashlightState( m_FlashlightHandle, state );
- }
- }
-
- g_pClientShadowMgr->UpdateProjectedTexture( m_FlashlightHandle, true );
-
- // Kill the old flashlight method if we have one.
- LightOffOld();
-
-#ifndef NO_TOOLFRAMEWORK
- if ( clienttools->IsInRecordingMode() )
- {
- KeyValues *msg = new KeyValues( "FlashlightState" );
- msg->SetFloat( "time", gpGlobals->curtime );
- msg->SetInt( "entindex", m_nEntIndex );
- msg->SetInt( "flashlightHandle", m_FlashlightHandle );
- msg->SetPtr( "flashlightState", &state );
- ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
- msg->deleteThis();
- }
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Do the headlight
-//-----------------------------------------------------------------------------
-void CFlashlightEffect::UpdateLightOld(const Vector &vecPos, const Vector &vecDir, int nDistance)
-{
- if ( !m_pPointLight || ( m_pPointLight->key != m_nEntIndex ))
- {
- // Set up the environment light
- m_pPointLight = effects->CL_AllocDlight(m_nEntIndex);
- m_pPointLight->flags = 0.0f;
- m_pPointLight->radius = 80;
- }
-
- // For bumped lighting
- VectorCopy(vecDir, m_pPointLight->m_Direction);
-
- Vector end;
- end = vecPos + nDistance * vecDir;
-
- // Trace a line outward, skipping the player model and the view model.
- trace_t pm;
- CTraceFilterSkipPlayerAndViewModel traceFilter;
- UTIL_TraceLine( vecPos, end, MASK_ALL, &traceFilter, &pm );
- VectorCopy( pm.endpos, m_pPointLight->origin );
-
- float falloff = pm.fraction * nDistance;
-
- if ( falloff < 500 )
- falloff = 1.0;
- else
- falloff = 500.0 / falloff;
-
- falloff *= falloff;
-
- m_pPointLight->radius = 80;
- m_pPointLight->color.r = m_pPointLight->color.g = m_pPointLight->color.b = 255 * falloff;
- m_pPointLight->color.exponent = 0;
-
- // Make it live for a bit
- m_pPointLight->die = gpGlobals->curtime + 0.2f;
-
- // Update list of surfaces we influence
- render->TouchLight( m_pPointLight );
-
- // kill the new flashlight if we have one
- LightOffNew();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Do the headlight
-//-----------------------------------------------------------------------------
-void CFlashlightEffect::UpdateLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance)
-{
- if ( !m_bIsOn )
- {
- return;
- }
- if( r_newflashlight.GetBool() )
- {
- UpdateLightNew( vecPos, vecDir, vecRight, vecUp );
- }
- else
- {
- UpdateLightOld( vecPos, vecDir, nDistance );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlashlightEffect::LightOffNew()
-{
-#ifndef NO_TOOLFRAMEWORK
- if ( clienttools->IsInRecordingMode() )
- {
- KeyValues *msg = new KeyValues( "FlashlightState" );
- msg->SetFloat( "time", gpGlobals->curtime );
- msg->SetInt( "entindex", m_nEntIndex );
- msg->SetInt( "flashlightHandle", m_FlashlightHandle );
- msg->SetPtr( "flashlightState", NULL );
- ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
- msg->deleteThis();
- }
-#endif
-
- // Clear out the light
- if( m_FlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
- {
- g_pClientShadowMgr->DestroyFlashlight( m_FlashlightHandle );
- m_FlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlashlightEffect::LightOffOld()
-{
- if ( m_pPointLight && ( m_pPointLight->key == m_nEntIndex ) )
- {
- m_pPointLight->die = gpGlobals->curtime;
- m_pPointLight = NULL;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlashlightEffect::LightOff()
-{
- LightOffOld();
- LightOffNew();
-}
-
-CHeadlightEffect::CHeadlightEffect()
-{
-
-}
-
-CHeadlightEffect::~CHeadlightEffect()
-{
-
-}
-
-void CHeadlightEffect::UpdateLight( const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance )
-{
- if ( IsOn() == false )
- return;
-
- FlashlightState_t state;
- Vector basisX, basisY, basisZ;
- basisX = vecDir;
- basisY = vecRight;
- basisZ = vecUp;
- VectorNormalize(basisX);
- VectorNormalize(basisY);
- VectorNormalize(basisZ);
-
- BasisToQuaternion( basisX, basisY, basisZ, state.m_quatOrientation );
-
- state.m_vecLightOrigin = vecPos;
-
- state.m_fHorizontalFOVDegrees = 45.0f;
- state.m_fVerticalFOVDegrees = 30.0f;
- state.m_fQuadraticAtten = r_flashlightquadratic.GetFloat();
- state.m_fLinearAtten = r_flashlightlinear.GetFloat();
- state.m_fConstantAtten = r_flashlightconstant.GetFloat();
- state.m_Color[0] = 1.0f;
- state.m_Color[1] = 1.0f;
- state.m_Color[2] = 1.0f;
- state.m_Color[3] = r_flashlightambient.GetFloat();
- state.m_NearZ = r_flashlightnear.GetFloat();
- state.m_FarZ = r_flashlightfar.GetFloat();
- state.m_bEnableShadows = true;
- state.m_pSpotlightTexture = m_FlashlightTexture;
- state.m_nSpotlightTextureFrame = 0;
-
- if( GetFlashlightHandle() == CLIENTSHADOW_INVALID_HANDLE )
- {
- SetFlashlightHandle( g_pClientShadowMgr->CreateFlashlight( state ) );
- }
- else
- {
- g_pClientShadowMgr->UpdateFlashlightState( GetFlashlightHandle(), state );
- }
-
- g_pClientShadowMgr->UpdateProjectedTexture( GetFlashlightHandle(), true );
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// + +#include "cbase.h" +#include "flashlighteffect.h" +#include "dlight.h" +#include "iefx.h" +#include "iviewrender.h" +#include "view.h" +#include "engine/ivdebugoverlay.h" +#include "tier0/vprof.h" +#include "tier1/KeyValues.h" +#include "toolframework_client.h" + +#ifdef HL2_CLIENT_DLL +#include "c_basehlplayer.h" +#endif // HL2_CLIENT_DLL + +#if defined( _X360 ) +extern ConVar r_flashlightdepthres; +#else +extern ConVar r_flashlightdepthres; +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +extern ConVar r_flashlightdepthtexture; + +void r_newflashlightCallback_f( IConVar *pConVar, const char *pOldString, float flOldValue ); + +static ConVar r_newflashlight( "r_newflashlight", "1", FCVAR_CHEAT, "", r_newflashlightCallback_f ); +static ConVar r_swingflashlight( "r_swingflashlight", "1", FCVAR_CHEAT ); +static ConVar r_flashlightlockposition( "r_flashlightlockposition", "0", FCVAR_CHEAT ); +static ConVar r_flashlightfov( "r_flashlightfov", "45.0", FCVAR_CHEAT ); +static ConVar r_flashlightoffsetx( "r_flashlightoffsetx", "10.0", FCVAR_CHEAT ); +static ConVar r_flashlightoffsety( "r_flashlightoffsety", "-20.0", FCVAR_CHEAT ); +static ConVar r_flashlightoffsetz( "r_flashlightoffsetz", "24.0", FCVAR_CHEAT ); +static ConVar r_flashlightnear( "r_flashlightnear", "4.0", FCVAR_CHEAT ); +static ConVar r_flashlightfar( "r_flashlightfar", "750.0", FCVAR_CHEAT ); +static ConVar r_flashlightconstant( "r_flashlightconstant", "0.0", FCVAR_CHEAT ); +static ConVar r_flashlightlinear( "r_flashlightlinear", "100.0", FCVAR_CHEAT ); +static ConVar r_flashlightquadratic( "r_flashlightquadratic", "0.0", FCVAR_CHEAT ); +static ConVar r_flashlightvisualizetrace( "r_flashlightvisualizetrace", "0", FCVAR_CHEAT ); +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 ); +static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT ); +static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT ); + + +void r_newflashlightCallback_f( IConVar *pConVar, const char *pOldString, float flOldValue ) +{ + if( engine->GetDXSupportLevel() < 70 ) + { + r_newflashlight.SetValue( 0 ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : nEntIndex - The m_nEntIndex of the client entity that is creating us. +// vecPos - The position of the light emitter. +// vecDir - The direction of the light emission. +//----------------------------------------------------------------------------- +CFlashlightEffect::CFlashlightEffect(int nEntIndex) +{ + m_FlashlightHandle = CLIENTSHADOW_INVALID_HANDLE; + m_nEntIndex = nEntIndex; + + m_bIsOn = false; + m_pPointLight = NULL; + if( engine->GetDXSupportLevel() < 70 ) + { + r_newflashlight.SetValue( 0 ); + } + + if ( g_pMaterialSystemHardwareConfig->SupportsBorderColor() ) + { + m_FlashlightTexture.Init( "effects/flashlight_border", TEXTURE_GROUP_OTHER, true ); + } + else + { + m_FlashlightTexture.Init( "effects/flashlight001", TEXTURE_GROUP_OTHER, true ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CFlashlightEffect::~CFlashlightEffect() +{ + LightOff(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlashlightEffect::TurnOn() +{ + m_bIsOn = true; + m_flDistMod = 1.0f; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlashlightEffect::TurnOff() +{ + if (m_bIsOn) + { + m_bIsOn = false; + LightOff(); + } +} + +// Custom trace filter that skips the player and the view model. +// If we don't do this, we'll end up having the light right in front of us all +// the time. +class CTraceFilterSkipPlayerAndViewModel : public CTraceFilter +{ +public: + virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) + { + // Test against the vehicle too? + // FLASHLIGHTFIXME: how do you know that you are actually inside of the vehicle? + C_BaseEntity *pEntity = EntityFromEntityHandle( pServerEntity ); + if ( !pEntity ) + return true; + + if ( ( dynamic_cast<C_BaseViewModel *>( pEntity ) != NULL ) || + ( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL ) || + pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS || + pEntity->GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS ) + { + return false; + } + + return true; + } +}; + +//----------------------------------------------------------------------------- +// Purpose: Do the headlight +//----------------------------------------------------------------------------- +void CFlashlightEffect::UpdateLightNew(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp ) +{ + VPROF_BUDGET( "CFlashlightEffect::UpdateLightNew", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); + + FlashlightState_t state; + + // We will lock some of the flashlight params if player is on a ladder, to prevent oscillations due to the trace-rays + bool bPlayerOnLadder = ( C_BasePlayer::GetLocalPlayer()->GetMoveType() == MOVETYPE_LADDER ); + + const float flEpsilon = 0.1f; // Offset flashlight position along vecUp + const float flDistCutoff = 128.0f; + const float flDistDrag = 0.2; + + CTraceFilterSkipPlayerAndViewModel traceFilter; + float flOffsetY = r_flashlightoffsety.GetFloat(); + + if( r_swingflashlight.GetBool() ) + { + // This projects the view direction backwards, attempting to raise the vertical + // offset of the flashlight, but only when the player is looking down. + Vector vecSwingLight = vecPos + vecForward * -12.0f; + if( vecSwingLight.z > vecPos.z ) + { + flOffsetY += (vecSwingLight.z - vecPos.z); + } + } + + Vector vOrigin = vecPos + flOffsetY * vecUp; + + // Not on ladder...trace a hull + if ( !bPlayerOnLadder ) + { + trace_t pmOriginTrace; + UTIL_TraceHull( vecPos, vOrigin, Vector(-4, -4, -4), Vector(4, 4, 4), MASK_SOLID & ~(CONTENTS_HITBOX), &traceFilter, &pmOriginTrace ); + + if ( pmOriginTrace.DidHit() ) + { + vOrigin = vecPos; + } + } + else // on ladder...skip the above hull trace + { + vOrigin = vecPos; + } + + // Now do a trace along the flashlight direction to ensure there is nothing within range to pull back from + int iMask = MASK_OPAQUE_AND_NPCS; + iMask &= ~CONTENTS_HITBOX; + iMask |= CONTENTS_WINDOW; + + Vector vTarget = vecPos + vecForward * r_flashlightfar.GetFloat(); + + // Work with these local copies of the basis for the rest of the function + Vector vDir = vTarget - vOrigin; + Vector vRight = vecRight; + Vector vUp = vecUp; + VectorNormalize( vDir ); + VectorNormalize( vRight ); + VectorNormalize( vUp ); + + // Orthonormalize the basis, since the flashlight texture projection will require this later... + vUp -= DotProduct( vDir, vUp ) * vDir; + VectorNormalize( vUp ); + vRight -= DotProduct( vDir, vRight ) * vDir; + VectorNormalize( vRight ); + vRight -= DotProduct( vUp, vRight ) * vUp; + VectorNormalize( vRight ); + + AssertFloatEquals( DotProduct( vDir, vRight ), 0.0f, 1e-3 ); + AssertFloatEquals( DotProduct( vDir, vUp ), 0.0f, 1e-3 ); + AssertFloatEquals( DotProduct( vRight, vUp ), 0.0f, 1e-3 ); + + trace_t pmDirectionTrace; + UTIL_TraceHull( vOrigin, vTarget, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), iMask, &traceFilter, &pmDirectionTrace ); + + if ( r_flashlightvisualizetrace.GetBool() == true ) + { + debugoverlay->AddBoxOverlay( pmDirectionTrace.endpos, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), QAngle( 0, 0, 0 ), 0, 0, 255, 16, 0 ); + debugoverlay->AddLineOverlay( vOrigin, pmDirectionTrace.endpos, 255, 0, 0, false, 0 ); + } + + float flDist = (pmDirectionTrace.endpos - vOrigin).Length(); + if ( flDist < flDistCutoff ) + { + // We have an intersection with our cutoff range + // Determine how far to pull back, then trace to see if we are clear + float flPullBackDist = bPlayerOnLadder ? r_flashlightladderdist.GetFloat() : flDistCutoff - flDist; // Fixed pull-back distance if on ladder + m_flDistMod = Lerp( flDistDrag, m_flDistMod, flPullBackDist ); + + if ( !bPlayerOnLadder ) + { + trace_t pmBackTrace; + UTIL_TraceHull( vOrigin, vOrigin - vDir*(flPullBackDist-flEpsilon), Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), iMask, &traceFilter, &pmBackTrace ); + if( pmBackTrace.DidHit() ) + { + // We have an intersection behind us as well, so limit our m_flDistMod + float flMaxDist = (pmBackTrace.endpos - vOrigin).Length() - flEpsilon; + if( m_flDistMod > flMaxDist ) + m_flDistMod = flMaxDist; + } + } + } + else + { + m_flDistMod = Lerp( flDistDrag, m_flDistMod, 0.0f ); + } + vOrigin = vOrigin - vDir * m_flDistMod; + + state.m_vecLightOrigin = vOrigin; + + BasisToQuaternion( vDir, vRight, vUp, state.m_quatOrientation ); + + state.m_fQuadraticAtten = r_flashlightquadratic.GetFloat(); + + bool bFlicker = false; + +#ifdef HL2_EPISODIC + C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer(); + if ( pPlayer ) + { + float flBatteryPower = ( pPlayer->m_HL2Local.m_flFlashBattery >= 0.0f ) ? ( pPlayer->m_HL2Local.m_flFlashBattery ) : pPlayer->m_HL2Local.m_flSuitPower; + if ( flBatteryPower <= 10.0f ) + { + float flScale; + if ( flBatteryPower >= 0.0f ) + { + flScale = ( flBatteryPower <= 4.5f ) ? SimpleSplineRemapVal( flBatteryPower, 4.5f, 0.0f, 1.0f, 0.0f ) : 1.0f; + } + else + { + flScale = SimpleSplineRemapVal( flBatteryPower, 10.0f, 4.8f, 1.0f, 0.0f ); + } + + flScale = clamp( flScale, 0.0f, 1.0f ); + + if ( flScale < 0.35f ) + { + float flFlicker = cosf( gpGlobals->curtime * 6.0f ) * sinf( gpGlobals->curtime * 15.0f ); + + if ( flFlicker > 0.25f && flFlicker < 0.75f ) + { + // On + state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale; + } + else + { + // Off + state.m_fLinearAtten = 0.0f; + } + } + else + { + float flNoise = cosf( gpGlobals->curtime * 7.0f ) * sinf( gpGlobals->curtime * 25.0f ); + state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale + 1.5f * flNoise; + } + + state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) ); + state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) ); + + bFlicker = true; + } + } +#endif // HL2_EPISODIC + + if ( bFlicker == false ) + { + state.m_fLinearAtten = r_flashlightlinear.GetFloat(); + state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat(); + state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat(); + } + + state.m_fConstantAtten = r_flashlightconstant.GetFloat(); + state.m_Color[0] = 1.0f; + state.m_Color[1] = 1.0f; + state.m_Color[2] = 1.0f; + state.m_Color[3] = r_flashlightambient.GetFloat(); + state.m_NearZ = r_flashlightnear.GetFloat() + m_flDistMod; // Push near plane out so that we don't clip the world when the flashlight pulls back + state.m_FarZ = r_flashlightfar.GetFloat(); + state.m_bEnableShadows = r_flashlightdepthtexture.GetBool(); + state.m_flShadowMapResolution = r_flashlightdepthres.GetInt(); + + state.m_pSpotlightTexture = m_FlashlightTexture; + state.m_nSpotlightTextureFrame = 0; + + state.m_flShadowAtten = r_flashlightshadowatten.GetFloat(); + state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat(); + state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat(); + + if( m_FlashlightHandle == CLIENTSHADOW_INVALID_HANDLE ) + { + m_FlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state ); + } + else + { + if( !r_flashlightlockposition.GetBool() ) + { + g_pClientShadowMgr->UpdateFlashlightState( m_FlashlightHandle, state ); + } + } + + g_pClientShadowMgr->UpdateProjectedTexture( m_FlashlightHandle, true ); + + // Kill the old flashlight method if we have one. + LightOffOld(); + +#ifndef NO_TOOLFRAMEWORK + if ( clienttools->IsInRecordingMode() ) + { + KeyValues *msg = new KeyValues( "FlashlightState" ); + msg->SetFloat( "time", gpGlobals->curtime ); + msg->SetInt( "entindex", m_nEntIndex ); + msg->SetInt( "flashlightHandle", m_FlashlightHandle ); + msg->SetPtr( "flashlightState", &state ); + ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); + msg->deleteThis(); + } +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: Do the headlight +//----------------------------------------------------------------------------- +void CFlashlightEffect::UpdateLightOld(const Vector &vecPos, const Vector &vecDir, int nDistance) +{ + if ( !m_pPointLight || ( m_pPointLight->key != m_nEntIndex )) + { + // Set up the environment light + m_pPointLight = effects->CL_AllocDlight(m_nEntIndex); + m_pPointLight->flags = 0.0f; + m_pPointLight->radius = 80; + } + + // For bumped lighting + VectorCopy(vecDir, m_pPointLight->m_Direction); + + Vector end; + end = vecPos + nDistance * vecDir; + + // Trace a line outward, skipping the player model and the view model. + trace_t pm; + CTraceFilterSkipPlayerAndViewModel traceFilter; + UTIL_TraceLine( vecPos, end, MASK_ALL, &traceFilter, &pm ); + VectorCopy( pm.endpos, m_pPointLight->origin ); + + float falloff = pm.fraction * nDistance; + + if ( falloff < 500 ) + falloff = 1.0; + else + falloff = 500.0 / falloff; + + falloff *= falloff; + + m_pPointLight->radius = 80; + m_pPointLight->color.r = m_pPointLight->color.g = m_pPointLight->color.b = 255 * falloff; + m_pPointLight->color.exponent = 0; + + // Make it live for a bit + m_pPointLight->die = gpGlobals->curtime + 0.2f; + + // Update list of surfaces we influence + render->TouchLight( m_pPointLight ); + + // kill the new flashlight if we have one + LightOffNew(); +} + +//----------------------------------------------------------------------------- +// Purpose: Do the headlight +//----------------------------------------------------------------------------- +void CFlashlightEffect::UpdateLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance) +{ + if ( !m_bIsOn ) + { + return; + } + if( r_newflashlight.GetBool() ) + { + UpdateLightNew( vecPos, vecDir, vecRight, vecUp ); + } + else + { + UpdateLightOld( vecPos, vecDir, nDistance ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlashlightEffect::LightOffNew() +{ +#ifndef NO_TOOLFRAMEWORK + if ( clienttools->IsInRecordingMode() ) + { + KeyValues *msg = new KeyValues( "FlashlightState" ); + msg->SetFloat( "time", gpGlobals->curtime ); + msg->SetInt( "entindex", m_nEntIndex ); + msg->SetInt( "flashlightHandle", m_FlashlightHandle ); + msg->SetPtr( "flashlightState", NULL ); + ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); + msg->deleteThis(); + } +#endif + + // Clear out the light + if( m_FlashlightHandle != CLIENTSHADOW_INVALID_HANDLE ) + { + g_pClientShadowMgr->DestroyFlashlight( m_FlashlightHandle ); + m_FlashlightHandle = CLIENTSHADOW_INVALID_HANDLE; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlashlightEffect::LightOffOld() +{ + if ( m_pPointLight && ( m_pPointLight->key == m_nEntIndex ) ) + { + m_pPointLight->die = gpGlobals->curtime; + m_pPointLight = NULL; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlashlightEffect::LightOff() +{ + LightOffOld(); + LightOffNew(); +} + +CHeadlightEffect::CHeadlightEffect() +{ + +} + +CHeadlightEffect::~CHeadlightEffect() +{ + +} + +void CHeadlightEffect::UpdateLight( const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance ) +{ + if ( IsOn() == false ) + return; + + FlashlightState_t state; + Vector basisX, basisY, basisZ; + basisX = vecDir; + basisY = vecRight; + basisZ = vecUp; + VectorNormalize(basisX); + VectorNormalize(basisY); + VectorNormalize(basisZ); + + BasisToQuaternion( basisX, basisY, basisZ, state.m_quatOrientation ); + + state.m_vecLightOrigin = vecPos; + + state.m_fHorizontalFOVDegrees = 45.0f; + state.m_fVerticalFOVDegrees = 30.0f; + state.m_fQuadraticAtten = r_flashlightquadratic.GetFloat(); + state.m_fLinearAtten = r_flashlightlinear.GetFloat(); + state.m_fConstantAtten = r_flashlightconstant.GetFloat(); + state.m_Color[0] = 1.0f; + state.m_Color[1] = 1.0f; + state.m_Color[2] = 1.0f; + state.m_Color[3] = r_flashlightambient.GetFloat(); + state.m_NearZ = r_flashlightnear.GetFloat(); + state.m_FarZ = r_flashlightfar.GetFloat(); + state.m_bEnableShadows = true; + state.m_pSpotlightTexture = m_FlashlightTexture; + state.m_nSpotlightTextureFrame = 0; + + if( GetFlashlightHandle() == CLIENTSHADOW_INVALID_HANDLE ) + { + SetFlashlightHandle( g_pClientShadowMgr->CreateFlashlight( state ) ); + } + else + { + g_pClientShadowMgr->UpdateFlashlightState( GetFlashlightHandle(), state ); + } + + g_pClientShadowMgr->UpdateProjectedTexture( GetFlashlightHandle(), true ); +} + |