From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/client/c_env_projectedtexture.cpp | 236 ++++++++++++++++++++++++++ 1 file changed, 236 insertions(+) create mode 100644 mp/src/game/client/c_env_projectedtexture.cpp (limited to 'mp/src/game/client/c_env_projectedtexture.cpp') diff --git a/mp/src/game/client/c_env_projectedtexture.cpp b/mp/src/game/client/c_env_projectedtexture.cpp new file mode 100644 index 00000000..75da220f --- /dev/null +++ b/mp/src/game/client/c_env_projectedtexture.cpp @@ -0,0 +1,236 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#include "cbase.h" +#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" + +static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT ); +static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT ); + +//----------------------------------------------------------------------------- +// 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(); + + void UpdateLight( bool bForceUpdate ); + + C_EnvProjectedTexture(); + ~C_EnvProjectedTexture(); + +private: + + ClientShadowHandle_t m_LightHandle; + + EHANDLE m_hTargetEntity; + + bool m_bState; + 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 ) ), + 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 ) +{ + UpdateLight( true ); + BaseClass::OnDataChanged( updateType ); +} + +void C_EnvProjectedTexture::UpdateLight( bool bForceUpdate ) +{ + if ( m_bState == false ) + { + if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE ) + { + ShutDownLightHandle(); + } + + return; + } + + 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 + { + 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 ); + } + + 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 + { + if ( m_hTargetEntity != NULL || bForceUpdate == true ) + { + g_pClientShadowMgr->UpdateFlashlightState( m_LightHandle, state ); + } + } + + 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 ( bForceUpdate == false ) + { + g_pClientShadowMgr->UpdateProjectedTexture( m_LightHandle, true ); + } +} + +void C_EnvProjectedTexture::Simulate( void ) +{ + UpdateLight( false ); + + BaseClass::Simulate(); +} + -- cgit v1.2.3