Added Third CSM Level

-Added csm_third_intensity ConVar
-Added enablethird Hammer option
-Changed csm_current_distance ConVar
-Added csm_third_fov ConVar
-Added csm_nearz and csm_farz ConVars
-Entity-helpers was renamed

-Now r_farz will be 210000 all the time, so fog's one will not work
This commit is contained in:
2022-12-15 17:10:27 +03:00
parent 4f9f455454
commit 87020dcb97
4 changed files with 561 additions and 96 deletions

View File

@@ -18,23 +18,16 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//ConVar csm_slopescaledepthbias_shadowmap("csm_slopescaledepthbias_shadowmap", "0.00005");
//ConVar csm_depthbias_shadowmap("csm_depthbias_shadowmap", "4");
static ConVar scissor("r_flashlightscissor", "0");
ConVar csm_enable("csm_enable", "1");
//ConVarRef csm_second_intensity("csm_second_intensity");
ConVar csm_intensity("csm_intensity", "1000");
#ifdef MAPBASE
//static ConVar csm_ortho("csm_ortho","0", 0, "Turn light into ortho. Im lazy right now to make this works fine");
//ConVar csm_ortho_nearz("csm_ortho_nearz", "512");
//ConVar csm_ortho_left("csm_ortho_left", "-1000");
//ConVar csm_ortho_top("csm_ortho_top", "-1000");
//ConVar csm_ortho_bottom("csm_ortho_bottom", "1000");
//ConVar csm_ortho_right("csm_ortho_right", "1000");
//ConVar csm_test_color_interpolation("csm_test_color_interpolation","0"); //<2F> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#endif
//intensity
ConVar csm_intensity("csm_intensity", "200");
ConVar csm_second_intensity("csm_second_intensity", "200");
ConVar csm_third_intensity("csm_third_intensity", "200");
ConVar csm_filter("csm_filter", "1");
ConVar csm_enable("csm_enable", "1");
//-----------------------------------------------------------------------------
// Purpose: main point for change angle of the light
@@ -70,10 +63,9 @@ void C_LightOrigin::Simulate()
{
Update();
BaseClass::Simulate();
ConVarRef("r_farz").SetValue("210000");
}
ConVar bebra("csm_filter", "1"); //if you have r_flashlightdepthres 4096 then better to change this value to 0.5
//-----------------------------------------------------------------------------
// Purpose: main csm code
@@ -188,7 +180,7 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
FlashlightState_t state;
state.m_flShadowFilterSize = bebra.GetFloat();
state.m_flShadowFilterSize = csm_filter.GetFloat();
if (m_hTargetEntity != NULL)
@@ -370,9 +362,6 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
g_pClientShadowMgr->UpdateProjectedTexture(m_LightHandle, true);
//mat_slopescaledepthbias_shadowmap.SetValue("4");
//mat_depthbias_shadowmap.SetValue("0.00001");
scissor.SetValue("0");
}
@@ -458,7 +447,6 @@ END_RECV_TABLE()
C_EnvCascadeLightSecond::C_EnvCascadeLightSecond(void)
{
m_LightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
@@ -498,7 +486,274 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
FlashlightState_t state;
state.m_flShadowFilterSize = bebra.GetFloat();
state.m_flShadowFilterSize = csm_filter.GetFloat();
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);
Assert(0);
}
}
else
{
AngleVectors(GetAbsAngles(), &vForward, &vRight, &vUp);
}
Vector vLinearFloatLightColor(m_LightColor.r, m_LightColor.g, m_LightColor.b);
float flLinearFloatLightAlpha = m_LightColor.a;
#ifdef MAPBASE
if (m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha)
{
if (m_flColorTransitionTime != 0.0f)
{
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);
//m_flCurrentBrightnessScale = Approach(m_flBrightnessScale, m_flCurrentBrightnessScale, flColorTransitionSpeed);
}
else
{
// Just do it instantly
m_CurrentLinearFloatLightColor.x = vLinearFloatLightColor.x;
m_CurrentLinearFloatLightColor.y = vLinearFloatLightColor.y;
m_CurrentLinearFloatLightColor.z = vLinearFloatLightColor.z;
m_flCurrentLinearFloatLightAlpha = flLinearFloatLightAlpha;
//m_flCurrentBrightnessScale = m_flBrightnessScale;
}
}
#else
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);
}
#endif
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;
#ifdef MAPBASE
float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);
state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * flAlpha) * csm_second_intensity.GetFloat();
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * csm_second_intensity.GetFloat();
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * csm_second_intensity.GetFloat();
#else
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * csm_second_intensity.GetFloat();
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * csm_second_intensity.GetFloat();
state.m_Color[2] = m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * csm_second_intensity.GetFloat();
#endif
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 = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();//csm_slopescaledepthbias_shadowmap.GetFloat();
state.m_flShadowDepthBias = ConVarRef("mat_depthbias_shadowmap").GetFloat();//csm_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);
g_pClientShadowMgr->UpdateProjectedTexture(m_LightHandle, true);
scissor.SetValue("0");
}
void C_EnvCascadeLightSecond::Simulate(void)
{
m_bState = csm_enable.GetBool();
UpdateLight(true);
BaseClass::Simulate();
}
//-----------------------------------------------------------------------------
// Purpose: second csm
//-----------------------------------------------------------------------------
class C_EnvCascadeLightThird : public C_BaseEntity
{
DECLARE_CLASS(C_EnvCascadeLightThird, C_BaseEntity);
public:
DECLARE_CLIENTCLASS();
virtual void OnDataChanged(DataUpdateType_t updateType);
void ShutDownLightHandle(void);
virtual void Simulate();
void UpdateLight(bool bForceUpdate);
void updatePos();
C_EnvCascadeLightThird();
~C_EnvCascadeLightThird();
private:
ClientShadowHandle_t m_LightHandle;
color32 m_LightColor;
#ifdef MAPBASE
float m_flBrightnessScale;
float m_flCurrentBrightnessScale;
#endif
Vector m_CurrentLinearFloatLightColor;
float m_flCurrentLinearFloatLightAlpha;
float m_flColorTransitionTime;
EHANDLE m_hTargetEntity;
CBaseEntity* pEntity = NULL;
bool firstUpdate = true;
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_EnvCascadeLightThird, DT_EnvCascadeLightThird, CEnvCascadeLightThird)
RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
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_EnvCascadeLightThird::C_EnvCascadeLightThird(void)
{
m_LightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
C_EnvCascadeLightThird::~C_EnvCascadeLightThird(void)
{
ShutDownLightHandle();
}
void C_EnvCascadeLightThird::ShutDownLightHandle(void)
{
if (m_LightHandle != CLIENTSHADOW_INVALID_HANDLE)
{
g_pClientShadowMgr->DestroyFlashlight(m_LightHandle);
m_LightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
}
void C_EnvCascadeLightThird::OnDataChanged(DataUpdateType_t updateType)
{
UpdateLight(true);
BaseClass::OnDataChanged(updateType);
}
void C_EnvCascadeLightThird::UpdateLight(bool bForceUpdate)
{
if (m_bState == false)
{
if (m_LightHandle != CLIENTSHADOW_INVALID_HANDLE)
ShutDownLightHandle();
return;
}
Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
FlashlightState_t state;
state.m_flShadowFilterSize = csm_filter.GetFloat();
if (m_hTargetEntity != NULL)
{
@@ -596,18 +851,16 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
#ifdef MAPBASE
float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);
state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * flAlpha) * ConVarRef("csm_second_intensity").GetFloat();
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * ConVarRef("csm_second_intensity").GetFloat();
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * ConVarRef("csm_second_intensity").GetFloat();
state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * flAlpha) * csm_third_intensity.GetFloat();
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * csm_third_intensity.GetFloat();
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * csm_third_intensity.GetFloat();
#else
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * ConVarRef("csm_second_intensity").GetFloat();
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * ConVarRef("csm_second_intensity").GetFloat();
state.m_Color[2] = m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * ConVarRef("csm_second_intensity").GetFloat();
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * csm_third_intensity.GetFloat();
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * csm_third_intensity.GetFloat();
state.m_Color[2] = m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * csm_third_intensity.GetFloat();
#endif
state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
m_flNearZ = 5000;
m_flFarZ = 16000;
state.m_NearZ = m_flNearZ;
state.m_FarZ = m_flFarZ;
state.m_flShadowSlopeScaleDepthBias = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();//csm_slopescaledepthbias_shadowmap.GetFloat();
@@ -617,25 +870,6 @@ void C_EnvCascadeLightSecond::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)
{
float flOrthoSize = 1000.0f;
state.m_fOrthoLeft = -flOrthoSize;
state.m_fOrthoTop = -flOrthoSize;
state.m_fOrthoRight = flOrthoSize;
state.m_fOrthoBottom = flOrthoSize;
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)
{
@@ -673,13 +907,11 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
g_pClientShadowMgr->UpdateProjectedTexture(m_LightHandle, true);
m_flLightFOV = ConVarRef("csm_second_fov").GetFloat();
scissor.SetValue("0");
}
void C_EnvCascadeLightSecond::Simulate(void)
void C_EnvCascadeLightThird::Simulate(void)
{
m_bState = csm_enable.GetBool();
UpdateLight(true);