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/server/point_spotlight.cpp | 511 +++++++++++++++++++++++++++++++++ 1 file changed, 511 insertions(+) create mode 100644 mp/src/game/server/point_spotlight.cpp (limited to 'mp/src/game/server/point_spotlight.cpp') diff --git a/mp/src/game/server/point_spotlight.cpp b/mp/src/game/server/point_spotlight.cpp new file mode 100644 index 00000000..b97ea9fd --- /dev/null +++ b/mp/src/game/server/point_spotlight.cpp @@ -0,0 +1,511 @@ +//========= 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 m_hSpotlight; + CHandle 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 + { + // <> - 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(); + } + } +} -- cgit v1.2.3