//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Sunlight shadow control entity. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "c_baseplayer.h" #ifdef INFESTED_DLL #include "c_asw_marine.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar cl_sunlight_ortho_size("cl_sunlight_ortho_size", "0.0", FCVAR_CHEAT, "Set to values greater than 0 for ortho view render projections."); ConVar cl_sunlight_depthbias( "cl_sunlight_depthbias", "0.02" ); //------------------------------------------------------------------------------ // Purpose : Sunlights shadow control entity //------------------------------------------------------------------------------ class C_SunlightShadowControl : public C_BaseEntity { public: DECLARE_CLASS( C_SunlightShadowControl, C_BaseEntity ); DECLARE_CLIENTCLASS(); virtual ~C_SunlightShadowControl(); void OnDataChanged( DataUpdateType_t updateType ); void Spawn(); bool ShouldDraw(); void ClientThink(); private: Vector m_shadowDirection; bool m_bEnabled; char m_TextureName[ MAX_PATH ]; CTextureReference m_SpotlightTexture; color32 m_LightColor; Vector m_CurrentLinearFloatLightColor; float m_flCurrentLinearFloatLightAlpha; float m_flColorTransitionTime; float m_flSunDistance; float m_flFOV; float m_flNearZ; float m_flNorthOffset; bool m_bEnableShadows; bool m_bOldEnableShadows; static ClientShadowHandle_t m_LocalFlashlightHandle; }; ClientShadowHandle_t C_SunlightShadowControl::m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE; IMPLEMENT_CLIENTCLASS_DT(C_SunlightShadowControl, DT_SunlightShadowControl, CSunlightShadowControl) RecvPropVector(RECVINFO(m_shadowDirection)), RecvPropBool(RECVINFO(m_bEnabled)), RecvPropString(RECVINFO(m_TextureName)), RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_Int32ToColor32), RecvPropFloat(RECVINFO(m_flColorTransitionTime)), RecvPropFloat(RECVINFO(m_flSunDistance)), RecvPropFloat(RECVINFO(m_flFOV)), RecvPropFloat(RECVINFO(m_flNearZ)), RecvPropFloat(RECVINFO(m_flNorthOffset)), RecvPropBool(RECVINFO(m_bEnableShadows)), END_RECV_TABLE() C_SunlightShadowControl::~C_SunlightShadowControl() { if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE ) { g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle ); m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE; } } void C_SunlightShadowControl::OnDataChanged( DataUpdateType_t updateType ) { if ( updateType == DATA_UPDATE_CREATED ) { m_SpotlightTexture.Init( m_TextureName, TEXTURE_GROUP_OTHER, true ); } BaseClass::OnDataChanged( updateType ); } void C_SunlightShadowControl::Spawn() { BaseClass::Spawn(); m_bOldEnableShadows = m_bEnableShadows; SetNextClientThink( CLIENT_THINK_ALWAYS ); } //------------------------------------------------------------------------------ // We don't draw... //------------------------------------------------------------------------------ bool C_SunlightShadowControl::ShouldDraw() { return false; } void C_SunlightShadowControl::ClientThink() { VPROF("C_SunlightShadowControl::ClientThink"); if ( m_bEnabled ) { Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b ); float flLinearFloatLightAlpha = m_LightColor.a; 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 ); } FlashlightState_t state; Vector vDirection = m_shadowDirection; VectorNormalize( vDirection ); QAngle angView; engine->GetViewAngles( angView ); //Vector vViewUp = Vector( 0.0f, 1.0f, 0.0f ); Vector vSunDirection2D = vDirection; vSunDirection2D.z = 0.0f; HACK_GETLOCALPLAYER_GUARD( "C_SunlightShadowControl::ClientThink" ); #ifdef INFESTED_DLL // shine sun on your current marine, rather than the player entity C_ASW_Marine *pMarine = C_ASW_Marine::GetLocalMarine(); if ( !pMarine ) return; Vector vPos = ( pMarine->GetAbsOrigin() + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance; #else if ( !C_BasePlayer::GetLocalPlayer() ) return; Vector vPos = ( C_BasePlayer::GetLocalPlayer()->GetAbsOrigin() + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance; #endif QAngle angAngles; VectorAngles( vDirection, angAngles ); Vector vForward, vRight, vUp; AngleVectors( angAngles, &vForward, &vRight, &vUp ); state.m_fHorizontalFOVDegrees = m_flFOV; state.m_fVerticalFOVDegrees = m_flFOV; state.m_vecLightOrigin = vPos; BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation ); state.m_fQuadraticAtten = 0.0f; state.m_fLinearAtten = m_flSunDistance / 2.0f; state.m_fConstantAtten = 0.0f; state.m_FarZAtten = m_flSunDistance + 300.0f; state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha; state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha; state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha; state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient; state.m_NearZ = fpmax( 4.0f, m_flSunDistance - m_flNearZ ); state.m_FarZ = m_flSunDistance + 300.0f; float flOrthoSize = cl_sunlight_ortho_size.GetFloat(); if ( flOrthoSize > 0 ) { state.m_bOrtho = true; state.m_fOrthoLeft = -flOrthoSize; state.m_fOrthoTop = -flOrthoSize; state.m_fOrthoRight = flOrthoSize; state.m_fOrthoBottom = flOrthoSize; } else { state.m_bOrtho = false; } state.m_flShadowSlopeScaleDepthBias = 2; state.m_flShadowDepthBias = cl_sunlight_depthbias.GetFloat(); state.m_bEnableShadows = m_bEnableShadows; state.m_pSpotlightTexture = m_SpotlightTexture; state.m_pProjectedMaterial = NULL; state.m_nSpotlightTextureFrame = 0; state.m_nShadowQuality = 1; // Allow entity to affect shadow quality state.m_bShadowHighRes = true; if ( m_bOldEnableShadows != m_bEnableShadows ) { // If they change the shadow enable/disable, we need to make a new handle if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE ) { g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle ); m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE; } m_bOldEnableShadows = m_bEnableShadows; } if( m_LocalFlashlightHandle == CLIENTSHADOW_INVALID_HANDLE ) { m_LocalFlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state ); } else { g_pClientShadowMgr->UpdateFlashlightState( m_LocalFlashlightHandle, state ); #ifndef INFESTED_DLL #pragma message("TODO: rebuild sunlight projected texture after sunlight control changes.") g_pClientShadowMgr->UpdateProjectedTexture( m_LocalFlashlightHandle, true ); #endif } } else if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE ) { g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle ); m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE; } BaseClass::ClientThink(); }