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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/point_spotlight.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/point_spotlight.cpp')
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diff --git a/mp/src/game/server/point_spotlight.cpp b/mp/src/game/server/point_spotlight.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#include "cbase.h"
+#include "beam_shared.h"
+#include "spotlightend.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// Spawnflags
+#define SF_SPOTLIGHT_START_LIGHT_ON 0x1
+#define SF_SPOTLIGHT_NO_DYNAMIC_LIGHT 0x2
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CPointSpotlight : public CPointEntity
+{
+ DECLARE_CLASS( CPointSpotlight, CPointEntity );
+public:
+ DECLARE_DATADESC();
+
+ CPointSpotlight();
+
+ void Precache(void);
+ void Spawn(void);
+ virtual void Activate();
+
+ virtual void OnEntityEvent( EntityEvent_t event, void *pEventData );
+
+private:
+ int UpdateTransmitState();
+ void SpotlightThink(void);
+ void SpotlightUpdate(void);
+ Vector SpotlightCurrentPos(void);
+ void SpotlightCreate(void);
+ void SpotlightDestroy(void);
+
+ // ------------------------------
+ // Inputs
+ // ------------------------------
+ void InputLightOn( inputdata_t &inputdata );
+ void InputLightOff( inputdata_t &inputdata );
+
+ // Creates the efficient spotlight
+ void CreateEfficientSpotlight();
+
+ // Computes render info for a spotlight
+ void ComputeRenderInfo();
+
+private:
+ bool m_bSpotlightOn;
+ bool m_bEfficientSpotlight;
+ Vector m_vSpotlightTargetPos;
+ Vector m_vSpotlightCurrentPos;
+ Vector m_vSpotlightDir;
+ int m_nHaloSprite;
+ CHandle<CBeam> m_hSpotlight;
+ CHandle<CSpotlightEnd> m_hSpotlightTarget;
+
+ float m_flSpotlightMaxLength;
+ float m_flSpotlightCurLength;
+ float m_flSpotlightGoalWidth;
+ float m_flHDRColorScale;
+ int m_nMinDXLevel;
+
+public:
+ COutputEvent m_OnOn, m_OnOff; ///< output fires when turned on, off
+};
+
+BEGIN_DATADESC( CPointSpotlight )
+ DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ),
+
+ DEFINE_FIELD( m_bSpotlightOn, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bEfficientSpotlight, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ),
+ DEFINE_FIELD( m_vSpotlightCurrentPos, FIELD_POSITION_VECTOR ),
+
+ // Robin: Don't Save, recreated after restore/transition
+ //DEFINE_FIELD( m_hSpotlight, FIELD_EHANDLE ),
+ //DEFINE_FIELD( m_hSpotlightTarget, FIELD_EHANDLE ),
+
+ DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ),
+ DEFINE_FIELD( m_nHaloSprite, FIELD_INTEGER ),
+
+ DEFINE_KEYFIELD( m_flSpotlightMaxLength,FIELD_FLOAT, "SpotlightLength"),
+ DEFINE_KEYFIELD( m_flSpotlightGoalWidth,FIELD_FLOAT, "SpotlightWidth"),
+ DEFINE_KEYFIELD( m_flHDRColorScale, FIELD_FLOAT, "HDRColorScale" ),
+ DEFINE_KEYFIELD( m_nMinDXLevel, FIELD_INTEGER, "mindxlevel" ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "LightOn", InputLightOn ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "LightOff", InputLightOff ),
+ DEFINE_OUTPUT( m_OnOn, "OnLightOn" ),
+ DEFINE_OUTPUT( m_OnOff, "OnLightOff" ),
+
+ DEFINE_THINKFUNC( SpotlightThink ),
+
+END_DATADESC()
+
+
+LINK_ENTITY_TO_CLASS(point_spotlight, CPointSpotlight);
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CPointSpotlight::CPointSpotlight()
+{
+#ifdef _DEBUG
+ m_vSpotlightTargetPos.Init();
+ m_vSpotlightCurrentPos.Init();
+ m_vSpotlightDir.Init();
+#endif
+ m_flHDRColorScale = 1.0f;
+ m_nMinDXLevel = 0;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointSpotlight::Precache(void)
+{
+ BaseClass::Precache();
+
+ // Sprites.
+ m_nHaloSprite = PrecacheModel("sprites/light_glow03.vmt");
+ PrecacheModel( "sprites/glow_test02.vmt" );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointSpotlight::Spawn(void)
+{
+ Precache();
+
+ UTIL_SetSize( this,vec3_origin,vec3_origin );
+ AddSolidFlags( FSOLID_NOT_SOLID );
+ SetMoveType( MOVETYPE_NONE );
+ m_bEfficientSpotlight = true;
+
+ // Check for user error
+ if (m_flSpotlightMaxLength <= 0)
+ {
+ DevMsg("%s (%s) has an invalid spotlight length <= 0, setting to 500\n", GetClassname(), GetDebugName() );
+ m_flSpotlightMaxLength = 500;
+ }
+ if (m_flSpotlightGoalWidth <= 0)
+ {
+ DevMsg("%s (%s) has an invalid spotlight width <= 0, setting to 10\n", GetClassname(), GetDebugName() );
+ m_flSpotlightGoalWidth = 10;
+ }
+
+ if (m_flSpotlightGoalWidth > MAX_BEAM_WIDTH )
+ {
+ DevMsg("%s (%s) has an invalid spotlight width %.1f (max %.1f).\n", GetClassname(), GetDebugName(), m_flSpotlightGoalWidth, MAX_BEAM_WIDTH );
+ m_flSpotlightGoalWidth = MAX_BEAM_WIDTH;
+ }
+
+ // ------------------------------------
+ // Init all class vars
+ // ------------------------------------
+ m_vSpotlightTargetPos = vec3_origin;
+ m_vSpotlightCurrentPos = vec3_origin;
+ m_hSpotlight = NULL;
+ m_hSpotlightTarget = NULL;
+ m_vSpotlightDir = vec3_origin;
+ m_flSpotlightCurLength = m_flSpotlightMaxLength;
+
+ m_bSpotlightOn = HasSpawnFlags( SF_SPOTLIGHT_START_LIGHT_ON );
+
+ SetThink( &CPointSpotlight::SpotlightThink );
+ SetNextThink( gpGlobals->curtime + 0.1f );
+}
+
+
+//-----------------------------------------------------------------------------
+// Computes render info for a spotlight
+//-----------------------------------------------------------------------------
+void CPointSpotlight::ComputeRenderInfo()
+{
+ // Fade out spotlight end if past max length.
+ if ( m_flSpotlightCurLength > 2*m_flSpotlightMaxLength )
+ {
+ m_hSpotlightTarget->SetRenderColorA( 0 );
+ m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength );
+ }
+ else if ( m_flSpotlightCurLength > m_flSpotlightMaxLength )
+ {
+ m_hSpotlightTarget->SetRenderColorA( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) );
+ m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength );
+ }
+ else
+ {
+ m_hSpotlightTarget->SetRenderColorA( 1.0 );
+ m_hSpotlight->SetFadeLength( m_flSpotlightCurLength );
+ }
+
+ // Adjust end width to keep beam width constant
+ float flNewWidth = m_flSpotlightGoalWidth * (m_flSpotlightCurLength / m_flSpotlightMaxLength);
+ flNewWidth = clamp(flNewWidth, 0.f, MAX_BEAM_WIDTH );
+ m_hSpotlight->SetEndWidth(flNewWidth);
+
+ // Adjust width of light on the end.
+ if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) )
+ {
+ m_hSpotlightTarget->m_flLightScale = 0.0;
+ }
+ else
+ {
+ // <<TODO>> - magic number 1.8 depends on sprite size
+ m_hSpotlightTarget->m_flLightScale = 1.8*flNewWidth;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Creates the efficient spotlight
+//-----------------------------------------------------------------------------
+void CPointSpotlight::CreateEfficientSpotlight()
+{
+ if ( m_hSpotlightTarget.Get() != NULL )
+ return;
+
+ SpotlightCreate();
+ m_vSpotlightCurrentPos = SpotlightCurrentPos();
+ m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos );
+ m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin();
+ VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir );
+ m_flSpotlightCurLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir );
+ m_hSpotlightTarget->SetMoveType( MOVETYPE_NONE );
+ ComputeRenderInfo();
+
+ m_OnOn.FireOutput( this, this );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointSpotlight::Activate(void)
+{
+ BaseClass::Activate();
+
+ if ( GetMoveParent() )
+ {
+ m_bEfficientSpotlight = false;
+ }
+
+ if ( m_bEfficientSpotlight )
+ {
+ if ( m_bSpotlightOn )
+ {
+ CreateEfficientSpotlight();
+ }
+
+ // Don't think
+ SetThink( NULL );
+ }
+}
+
+
+//-------------------------------------------------------------------------------------
+// Optimization to deal with spotlights
+//-------------------------------------------------------------------------------------
+void CPointSpotlight::OnEntityEvent( EntityEvent_t event, void *pEventData )
+{
+ if ( event == ENTITY_EVENT_PARENT_CHANGED )
+ {
+ if ( GetMoveParent() )
+ {
+ m_bEfficientSpotlight = false;
+ if ( m_hSpotlightTarget )
+ {
+ m_hSpotlightTarget->SetMoveType( MOVETYPE_FLY );
+ }
+ SetThink( &CPointSpotlight::SpotlightThink );
+ SetNextThink( gpGlobals->curtime + 0.1f );
+ }
+ }
+
+ BaseClass::OnEntityEvent( event, pEventData );
+}
+
+
+//-------------------------------------------------------------------------------------
+// Purpose : Send even though we don't have a model so spotlight gets proper position
+// Input :
+// Output :
+//-------------------------------------------------------------------------------------
+int CPointSpotlight::UpdateTransmitState()
+{
+ if ( m_bEfficientSpotlight )
+ return SetTransmitState( FL_EDICT_DONTSEND );
+
+ return SetTransmitState( FL_EDICT_PVSCHECK );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Plays the engine sound.
+//-----------------------------------------------------------------------------
+void CPointSpotlight::SpotlightThink( void )
+{
+ if ( GetMoveParent() )
+ {
+ SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
+ }
+ else
+ {
+ SetNextThink( gpGlobals->curtime + 0.1f );
+ }
+
+ SpotlightUpdate();
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CPointSpotlight::SpotlightCreate(void)
+{
+ if ( m_hSpotlightTarget.Get() != NULL )
+ return;
+
+ AngleVectors( GetAbsAngles(), &m_vSpotlightDir );
+
+ trace_t tr;
+ UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
+
+ m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" );
+ m_hSpotlightTarget->Spawn();
+ m_hSpotlightTarget->SetAbsOrigin( tr.endpos );
+ m_hSpotlightTarget->SetOwnerEntity( this );
+ m_hSpotlightTarget->m_clrRender = m_clrRender;
+ m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength;
+
+ if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) )
+ {
+ m_hSpotlightTarget->m_flLightScale = 0.0;
+ }
+
+ //m_hSpotlight = CBeam::BeamCreate( "sprites/spotlight.vmt", m_flSpotlightGoalWidth );
+ m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", m_flSpotlightGoalWidth );
+ // Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore)
+ m_hSpotlight->SetHDRColorScale( m_flHDRColorScale );
+ m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY );
+ m_hSpotlight->SetColor( m_clrRender->r, m_clrRender->g, m_clrRender->b );
+ m_hSpotlight->SetHaloTexture(m_nHaloSprite);
+ m_hSpotlight->SetHaloScale(60);
+ m_hSpotlight->SetEndWidth(m_flSpotlightGoalWidth);
+ m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) );
+ m_hSpotlight->SetBrightness( 64 );
+ m_hSpotlight->SetNoise( 0 );
+ m_hSpotlight->SetMinDXLevel( m_nMinDXLevel );
+
+ if ( m_bEfficientSpotlight )
+ {
+ m_hSpotlight->PointsInit( GetAbsOrigin(), m_hSpotlightTarget->GetAbsOrigin() );
+ }
+ else
+ {
+ m_hSpotlight->EntsInit( this, m_hSpotlightTarget );
+ }
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+Vector CPointSpotlight::SpotlightCurrentPos(void)
+{
+ AngleVectors( GetAbsAngles(), &m_vSpotlightDir );
+
+ // Get beam end point. Only collide with solid objects, not npcs
+ trace_t tr;
+ UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
+ return tr.endpos;
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CPointSpotlight::SpotlightDestroy(void)
+{
+ if ( m_hSpotlight )
+ {
+ m_OnOff.FireOutput( this, this );
+
+ UTIL_Remove(m_hSpotlight);
+ UTIL_Remove(m_hSpotlightTarget);
+ }
+}
+
+//------------------------------------------------------------------------------
+// Purpose : Update the direction and position of my spotlight
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CPointSpotlight::SpotlightUpdate(void)
+{
+ // ---------------------------------------------------
+ // If I don't have a spotlight attempt to create one
+ // ---------------------------------------------------
+ if ( !m_hSpotlight )
+ {
+ if ( m_bSpotlightOn )
+ {
+ // Make the spotlight
+ SpotlightCreate();
+ }
+ else
+ {
+ return;
+ }
+ }
+ else if ( !m_bSpotlightOn )
+ {
+ SpotlightDestroy();
+ return;
+ }
+
+ if ( !m_hSpotlightTarget )
+ {
+ DevWarning( "**Attempting to update point_spotlight but target ent is NULL\n" );
+ SpotlightDestroy();
+ SpotlightCreate();
+ if ( !m_hSpotlightTarget )
+ return;
+ }
+
+ m_vSpotlightCurrentPos = SpotlightCurrentPos();
+
+ // Update spotlight target velocity
+ Vector vTargetDir;
+ VectorSubtract( m_vSpotlightCurrentPos, m_hSpotlightTarget->GetAbsOrigin(), vTargetDir );
+ float vTargetDist = vTargetDir.Length();
+
+ // If we haven't moved at all, don't recompute
+ if ( vTargetDist < 1 )
+ {
+ m_hSpotlightTarget->SetAbsVelocity( vec3_origin );
+ return;
+ }
+
+ Vector vecNewVelocity = vTargetDir;
+ VectorNormalize(vecNewVelocity);
+ vecNewVelocity *= (10 * vTargetDist);
+
+ // If a large move is requested, just jump to final spot as we probably hit a discontinuity
+ if (vecNewVelocity.Length() > 200)
+ {
+ VectorNormalize(vecNewVelocity);
+ vecNewVelocity *= 200;
+ VectorNormalize(vTargetDir);
+ m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos );
+ }
+ m_hSpotlightTarget->SetAbsVelocity( vecNewVelocity );
+ m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin();
+
+ // Avoid sudden change in where beam fades out when cross disconinuities
+ VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir );
+ float flBeamLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir );
+ m_flSpotlightCurLength = (0.60*m_flSpotlightCurLength) + (0.4*flBeamLength);
+
+ ComputeRenderInfo();
+
+ //NDebugOverlay::Cross3D(GetAbsOrigin(),Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
+ //NDebugOverlay::Cross3D(m_vSpotlightCurrentPos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
+ //NDebugOverlay::Cross3D(m_vSpotlightTargetPos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointSpotlight::InputLightOn( inputdata_t &inputdata )
+{
+ if ( !m_bSpotlightOn )
+ {
+ m_bSpotlightOn = true;
+ if ( m_bEfficientSpotlight )
+ {
+ CreateEfficientSpotlight();
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointSpotlight::InputLightOff( inputdata_t &inputdata )
+{
+ if ( m_bSpotlightOn )
+ {
+ m_bSpotlightOn = false;
+ if ( m_bEfficientSpotlight )
+ {
+ SpotlightDestroy();
+ }
+ }
+}