Update c_env_cascade_light.cpp

im stupid
This commit is contained in:
2022-09-18 22:42:31 +03:00
parent 092614f952
commit 6892d205b8

View File

@@ -49,7 +49,7 @@ public:
private:
Vector LightEnvVector;
QAngle LightEnvAngle;
//QAngle LightEnvAngle;
};
IMPLEMENT_CLIENTCLASS_DT(C_LightOrigin, DT_LightOrigin, CLightOrigin)
@@ -68,7 +68,8 @@ void C_LightOrigin::Simulate()
BaseClass::Simulate();
}
ConVar bebra("csm_filter", "1"); //if you have r_flashlightdepthres 4096 then better to change 0.5
ConVar bebra("csm_filter", "1"); //if you have r_flashlightdepthres 4096 then better to change this value to 0.5
//-----------------------------------------------------------------------------
// Purpose: main csm code
@@ -105,10 +106,6 @@ private:
Vector m_CurrentLinearFloatLightColor;
float m_flCurrentLinearFloatLightAlpha;
float m_flColorTransitionTime;
void updatePos();
CBaseEntity* pEntity = NULL;
bool firstUpdate = true;
bool m_bState;
float m_flLightFOV;
bool m_bEnableShadows;
@@ -163,15 +160,6 @@ void C_EnvCascadeLight::ShutDownLightHandle( void )
}
}
void C_EnvCascadeLight::updatePos()
{
if (firstUpdate)
{
m_flNearZ = 5000;
m_flFarZ = 16000;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType - how do you increase the light's height?
@@ -321,20 +309,6 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality
#ifdef MAPBASE
state.m_bOrtho = csm_ortho.GetBool();
if (state.m_bOrtho)
{
state.m_fOrthoLeft = csm_ortho_left.GetInt();
state.m_fOrthoTop = csm_ortho_top.GetInt();
state.m_fOrthoRight = csm_ortho_right.GetInt();
state.m_fOrthoBottom = csm_ortho_bottom.GetInt();
state.m_fLinearAtten = ConVarRef("csm_current_distance").GetInt() * 2;
state.m_FarZAtten = ConVarRef("csm_current_distance").GetInt() * 2;
}
#endif // MAPBASE
if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE)
{
@@ -371,8 +345,6 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
void C_EnvCascadeLight::Simulate( void )
{
UpdateLight( true );
updatePos();
firstUpdate = false;
BaseClass::Simulate();
}
@@ -613,7 +585,7 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality
#ifdef MAPBASE
/*
state.m_bOrtho = csm_ortho.GetBool();
if(state.m_bOrtho)
{
@@ -627,7 +599,7 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
state.m_fLinearAtten = ConVarRef("csm_current_distance").GetInt() * 2;
state.m_FarZAtten = ConVarRef("csm_current_distance").GetInt() * 2;
}
*/
#endif
if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE)