mirror of
https://github.com/celisej567/Fake-CSM-Mapbase.git
synced 2025-12-31 21:48:38 +03:00
Fixed some Color problems
Fixed color problems. Added csm_color_r, csm_color_g, csm_color_b and csm_color_a ConVars. (Alpha actually works now)
This commit is contained in:
@@ -25,6 +25,10 @@ ConVar csm_intensity("csm_intensity", "200");
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ConVar csm_second_intensity("csm_second_intensity", "200");
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ConVar csm_third_intensity("csm_third_intensity", "200");
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ConVar csm_brightness_general("csm_brightness_general", "1");
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ConVar csm_color_r("csm_color_r", "255");
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ConVar csm_color_g("csm_color_g", "255");
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ConVar csm_color_b("csm_color_b", "255");
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ConVar csm_color_a("csm_color_a", "255");
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ConVar csm_filter("csm_filter", "1");
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@@ -94,7 +98,7 @@ private:
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ClientShadowHandle_t m_LightHandle;
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EHANDLE m_hTargetEntity;
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color32 m_LightColor;
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//color32 m_LightColor;
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#ifdef MAPBASE
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float m_flBrightnessScale;
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@@ -109,7 +113,7 @@ private:
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bool m_bLightOnlyTarget;
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bool m_bLightWorld;
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bool m_bCameraSpace;
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Vector m_LinearFloatLightColor;
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//Vector m_LinearFloatLightColor;
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float m_flAmbient;
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float m_flNearZ;
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float m_flFarZ;
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@@ -124,10 +128,10 @@ IMPLEMENT_CLIENTCLASS_DT(C_EnvCascadeLight, DT_EnvCascadeLight, CEnvCascadeLight
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RecvPropFloat( RECVINFO( m_flLightFOV ) ),
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RecvPropBool( RECVINFO( m_bEnableShadows ) ),
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RecvPropBool( RECVINFO( m_bLightOnlyTarget ) ),
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RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
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//RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
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RecvPropBool( RECVINFO( m_bLightWorld ) ),
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RecvPropBool( RECVINFO( m_bCameraSpace ) ),
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RecvPropVector( RECVINFO( m_LinearFloatLightColor ) ),
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//RecvPropVector( RECVINFO( m_LinearFloatLightColor ) ),
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RecvPropFloat( RECVINFO( m_flAmbient ) ),
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RecvPropString( RECVINFO( m_SpotlightTextureName ) ),
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RecvPropInt( RECVINFO( m_nSpotlightTextureFrame ) ),
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@@ -226,10 +230,10 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
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{
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AngleVectors(GetAbsAngles(), &vForward, &vRight, &vUp);
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}
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Vector vLinearFloatLightColor(m_LightColor.r, m_LightColor.g, m_LightColor.b);
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float flLinearFloatLightAlpha = m_LightColor.a;
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Vector vLinearFloatLightColor(csm_color_r.GetInt(), csm_color_g.GetInt(), csm_color_b.GetInt());
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float flLinearFloatLightAlpha = csm_color_a.GetInt();
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#ifdef MAPBASE
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if (m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha)
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@@ -367,7 +371,7 @@ private:
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ClientShadowHandle_t m_LightHandle;
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color32 m_LightColor;
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//color32 m_LightColor;
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#ifdef MAPBASE
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float m_flBrightnessScale;
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@@ -386,7 +390,7 @@ private:
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bool m_bLightOnlyTarget;
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bool m_bLightWorld;
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bool m_bCameraSpace;
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Vector m_LinearFloatLightColor;
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//Vector m_LinearFloatLightColor;
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float m_flAmbient;
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float m_flNearZ;
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float m_flFarZ;
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@@ -396,7 +400,7 @@ private:
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};
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IMPLEMENT_CLIENTCLASS_DT(C_EnvCascadeLightSecond, DT_EnvCascadeLightSecond, CEnvCascadeLightSecond)
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RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
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//RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
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RecvPropEHandle(RECVINFO(m_hTargetEntity)),
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RecvPropBool(RECVINFO(m_bState)),
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RecvPropFloat(RECVINFO(m_flLightFOV)),
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@@ -404,7 +408,7 @@ RecvPropBool(RECVINFO(m_bEnableShadows)),
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RecvPropBool(RECVINFO(m_bLightOnlyTarget)),
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RecvPropBool(RECVINFO(m_bLightWorld)),
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RecvPropBool(RECVINFO(m_bCameraSpace)),
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RecvPropVector(RECVINFO(m_LinearFloatLightColor)),
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//RecvPropVector(RECVINFO(m_LinearFloatLightColor)),
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RecvPropFloat(RECVINFO(m_flAmbient)),
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RecvPropString(RECVINFO(m_SpotlightTextureName)),
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RecvPropInt(RECVINFO(m_nSpotlightTextureFrame)),
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@@ -497,8 +501,8 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
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AngleVectors(GetAbsAngles(), &vForward, &vRight, &vUp);
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}
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Vector vLinearFloatLightColor(m_LightColor.r, m_LightColor.g, m_LightColor.b);
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float flLinearFloatLightAlpha = m_LightColor.a;
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Vector vLinearFloatLightColor(csm_color_r.GetInt(), csm_color_g.GetInt(), csm_color_b.GetInt());
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float flLinearFloatLightAlpha = csm_color_a.GetInt();
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#ifdef MAPBASE
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if (m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha)
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@@ -631,7 +635,7 @@ private:
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ClientShadowHandle_t m_LightHandle;
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color32 m_LightColor;
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//color32 m_LightColor;
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#ifdef MAPBASE
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float m_flBrightnessScale;
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@@ -650,7 +654,7 @@ private:
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bool m_bLightOnlyTarget;
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bool m_bLightWorld;
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bool m_bCameraSpace;
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Vector m_LinearFloatLightColor;
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//Vector m_LinearFloatLightColor;
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float m_flAmbient;
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float m_flNearZ;
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float m_flFarZ;
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@@ -660,7 +664,7 @@ private:
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};
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IMPLEMENT_CLIENTCLASS_DT(C_EnvCascadeLightThird, DT_EnvCascadeLightThird, CEnvCascadeLightThird)
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RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
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//RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
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RecvPropEHandle(RECVINFO(m_hTargetEntity)),
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RecvPropBool(RECVINFO(m_bState)),
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RecvPropFloat(RECVINFO(m_flLightFOV)),
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@@ -668,7 +672,7 @@ RecvPropBool(RECVINFO(m_bEnableShadows)),
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RecvPropBool(RECVINFO(m_bLightOnlyTarget)),
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RecvPropBool(RECVINFO(m_bLightWorld)),
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RecvPropBool(RECVINFO(m_bCameraSpace)),
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RecvPropVector(RECVINFO(m_LinearFloatLightColor)),
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//RecvPropVector(RECVINFO(m_LinearFloatLightColor)),
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RecvPropFloat(RECVINFO(m_flAmbient)),
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RecvPropString(RECVINFO(m_SpotlightTextureName)),
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RecvPropInt(RECVINFO(m_nSpotlightTextureFrame)),
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@@ -758,8 +762,8 @@ void C_EnvCascadeLightThird::UpdateLight(bool bForceUpdate)
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AngleVectors(GetAbsAngles(), &vForward, &vRight, &vUp);
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}
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Vector vLinearFloatLightColor(m_LightColor.r, m_LightColor.g, m_LightColor.b);
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float flLinearFloatLightAlpha = m_LightColor.a;
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Vector vLinearFloatLightColor(csm_color_r.GetInt(), csm_color_g.GetInt(), csm_color_b.GetInt());
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float flLinearFloatLightAlpha = csm_color_a.GetInt();
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#ifdef MAPBASE
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if (m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha)
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@@ -115,8 +115,6 @@ public:
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void InitialThink(void);
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CNetworkHandle(CBaseEntity, m_hTargetEntity);
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CNetworkVector(m_LinearFloatLightColor);
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CNetworkColor32(m_LightColor);
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CNetworkVar(float, m_flNearZ);
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CNetworkVar(float, m_flFarZ);
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@@ -152,12 +150,10 @@ DEFINE_KEYFIELD(m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe"),
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DEFINE_KEYFIELD(m_flNearZ, FIELD_FLOAT, "nearz"),
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DEFINE_KEYFIELD(m_flFarZ, FIELD_FLOAT, "farz"),
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DEFINE_KEYFIELD(m_nShadowQuality, FIELD_INTEGER, "shadowquality"),
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DEFINE_FIELD(m_LinearFloatLightColor, FIELD_VECTOR),
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DEFINE_THINKFUNC(InitialThink),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CEnvCascadeLightThird, DT_EnvCascadeLightThird)
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SendPropInt(SENDINFO(m_LightColor), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt),
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SendPropEHandle(SENDINFO(m_hTargetEntity)),
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SendPropBool(SENDINFO(m_bState)),
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SendPropFloat(SENDINFO(m_flLightFOV)),
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@@ -165,7 +161,6 @@ SendPropBool(SENDINFO(m_bEnableShadows)),
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SendPropBool(SENDINFO(m_bLightOnlyTarget)),
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SendPropBool(SENDINFO(m_bLightWorld)),
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SendPropBool(SENDINFO(m_bCameraSpace)),
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SendPropVector(SENDINFO(m_LinearFloatLightColor)),
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SendPropFloat(SENDINFO(m_flAmbient)),
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SendPropString(SENDINFO(m_SpotlightTextureName)),
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SendPropInt(SENDINFO(m_nSpotlightTextureFrame)),
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@@ -179,11 +174,6 @@ END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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CEnvCascadeLightThird::CEnvCascadeLightThird(void)
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{
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#ifdef MAPBASE
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m_LightColor.Init(255, 255, 255, 255);
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#else
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m_LightColor.Init(255, 255, 255, 1);
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#endif
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m_bState = true;
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m_flLightFOV = 45.0f;
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m_bEnableShadows = true;
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@@ -193,7 +183,6 @@ CEnvCascadeLightThird::CEnvCascadeLightThird(void)
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Q_strcpy(m_SpotlightTextureName.GetForModify(), "tools\\fakecsm\\mask_ring");
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m_nSpotlightTextureFrame = 0;
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m_LinearFloatLightColor.Init(1.0f, 1.0f, 1.0f);
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m_flAmbient = 0.0f;
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m_flNearZ = csm_nearz.GetFloat();
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m_flFarZ = csm_farz.GetFloat();
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@@ -268,8 +257,6 @@ public:
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void InitialThink(void);
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CNetworkHandle(CBaseEntity, m_hTargetEntity);
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CNetworkVector(m_LinearFloatLightColor);
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CNetworkColor32(m_LightColor);
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CNetworkVar(float, m_flNearZ);
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CNetworkVar(float, m_flFarZ);
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@@ -305,12 +292,10 @@ DEFINE_KEYFIELD(m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe"),
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DEFINE_KEYFIELD(m_flNearZ, FIELD_FLOAT, "nearz"),
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DEFINE_KEYFIELD(m_flFarZ, FIELD_FLOAT, "farz"),
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DEFINE_KEYFIELD(m_nShadowQuality, FIELD_INTEGER, "shadowquality"),
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DEFINE_FIELD(m_LinearFloatLightColor, FIELD_VECTOR),
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DEFINE_THINKFUNC(InitialThink),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CEnvCascadeLightSecond, DT_EnvCascadeLightSecond)
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SendPropInt(SENDINFO(m_LightColor), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt),
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SendPropEHandle(SENDINFO(m_hTargetEntity)),
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SendPropBool(SENDINFO(m_bState)),
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SendPropFloat(SENDINFO(m_flLightFOV)),
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@@ -318,7 +303,6 @@ SendPropBool(SENDINFO(m_bEnableShadows)),
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SendPropBool(SENDINFO(m_bLightOnlyTarget)),
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SendPropBool(SENDINFO(m_bLightWorld)),
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SendPropBool(SENDINFO(m_bCameraSpace)),
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SendPropVector(SENDINFO(m_LinearFloatLightColor)),
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SendPropFloat(SENDINFO(m_flAmbient)),
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SendPropString(SENDINFO(m_SpotlightTextureName)),
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SendPropInt(SENDINFO(m_nSpotlightTextureFrame)),
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@@ -332,11 +316,6 @@ END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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CEnvCascadeLightSecond::CEnvCascadeLightSecond(void)
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{
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#ifdef MAPBASE
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m_LightColor.Init(255, 255, 255, 255);
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#else
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m_LightColor.Init(255, 255, 255, 1);
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#endif
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m_bState = true;
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m_flLightFOV = 45.0f;
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m_bEnableShadows = true;
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@@ -346,7 +325,6 @@ CEnvCascadeLightSecond::CEnvCascadeLightSecond(void)
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Q_strcpy(m_SpotlightTextureName.GetForModify(), "tools\\fakecsm\\mask_ring");
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m_nSpotlightTextureFrame = 0;
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m_LinearFloatLightColor.Init(1.0f, 1.0f, 1.0f);
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m_flAmbient = 0.0f;
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m_flNearZ = csm_nearz.GetFloat();
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m_flFarZ = csm_farz.GetFloat();
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@@ -436,7 +414,6 @@ public:
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CNetworkHandle(CBaseEntity, m_hTargetEntity);
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private:
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CNetworkColor32(m_LightColor);
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CLightOrigin* csm_origin;
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CEnvCascadeLightSecond* SecondCSM;
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CEnvCascadeLightThird* ThirdCSM;
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@@ -447,7 +424,6 @@ private:
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CNetworkVar(bool, m_bLightOnlyTarget);
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CNetworkVar(bool, m_bLightWorld);
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CNetworkVar(bool, m_bCameraSpace);
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CNetworkVector(m_LinearFloatLightColor);
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CNetworkVar(float, m_flAmbient);
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CNetworkString(m_SpotlightTextureName, MAX_PATH);
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CNetworkVar(int, m_nSpotlightTextureFrame);
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@@ -478,7 +454,6 @@ DEFINE_KEYFIELD(m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe"),
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DEFINE_KEYFIELD(m_flNearZ, FIELD_FLOAT, "nearz"),
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DEFINE_KEYFIELD(m_flFarZ, FIELD_FLOAT, "farz"),
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DEFINE_KEYFIELD(m_nShadowQuality, FIELD_INTEGER, "shadowquality"),
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DEFINE_FIELD(m_LinearFloatLightColor, FIELD_VECTOR),
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DEFINE_KEYFIELD(m_bEnableAngleFromEnv, FIELD_BOOLEAN, "uselightenvangles"),
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DEFINE_KEYFIELD(m_flBrightnessScale, FIELD_FLOAT, "brightnessscale"),
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@@ -497,8 +472,6 @@ END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CEnvCascadeLight, DT_EnvCascadeLight)
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SendPropInt(SENDINFO(m_LightColor), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt),
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SendPropEHandle(SENDINFO(m_hTargetEntity)),
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SendPropBool(SENDINFO(m_bState)),
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SendPropFloat(SENDINFO(m_flLightFOV)),
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@@ -506,7 +479,6 @@ IMPLEMENT_SERVERCLASS_ST(CEnvCascadeLight, DT_EnvCascadeLight)
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SendPropBool(SENDINFO(m_bLightOnlyTarget)),
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SendPropBool(SENDINFO(m_bLightWorld)),
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SendPropBool(SENDINFO(m_bCameraSpace)),
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SendPropVector(SENDINFO(m_LinearFloatLightColor)),
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SendPropFloat(SENDINFO(m_flAmbient)),
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SendPropString(SENDINFO(m_SpotlightTextureName)),
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SendPropInt(SENDINFO(m_nSpotlightTextureFrame)),
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@@ -520,11 +492,6 @@ END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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CEnvCascadeLight::CEnvCascadeLight(void)
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{
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#ifdef MAPBASE
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m_LightColor.Init(255, 255, 255, 255);
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#else
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m_LightColor.Init(255, 255, 255, 1);
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#endif
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m_bState = true;
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m_flLightFOV = 45.0f;
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m_bEnableShadows = true;
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@@ -536,7 +503,6 @@ CEnvCascadeLight::CEnvCascadeLight(void)
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Q_strcpy(m_SpotlightTextureName.GetForModify(), "tools\\fakecsm\\mask_center");
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m_nSpotlightTextureFrame = 0;
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m_LinearFloatLightColor.Init(1.0f, 1.0f, 1.0f);
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m_flAmbient = 0.0f;
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m_flNearZ = csm_nearz.GetFloat();
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m_flFarZ = csm_farz.GetFloat();
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@@ -571,11 +537,6 @@ void CEnvCascadeLight::Preparation()
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SecondCSM->SetAbsOrigin(GetAbsOrigin());
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SecondCSM->SetParent(GetBaseEntity());
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SecondCSM->m_LightColor.SetR(GammaToLinear(m_LightColor.GetR()) * ConVarRef("csm_second_intensity").GetFloat());
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SecondCSM->m_LightColor.SetG(GammaToLinear(m_LightColor.GetG()) * ConVarRef("csm_second_intensity").GetFloat());
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SecondCSM->m_LightColor.SetB(GammaToLinear(m_LightColor.GetB()) * ConVarRef("csm_second_intensity").GetFloat());
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SecondCSM->m_LightColor.SetA(GammaToLinear(m_LightColor.GetA()) * ConVarRef("csm_second_intensity").GetFloat());
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DispatchSpawn(SecondCSM);
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}
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@@ -595,11 +556,6 @@ void CEnvCascadeLight::Preparation()
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ThirdCSM->SetAbsOrigin(GetAbsOrigin());
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ThirdCSM->SetParent(GetBaseEntity());
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ThirdCSM->m_LightColor.SetR(GammaToLinear(m_LightColor.GetR()) * ConVarRef("csm_third_intensity").GetFloat());
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ThirdCSM->m_LightColor.SetG(GammaToLinear(m_LightColor.GetG()) * ConVarRef("csm_third_intensity").GetFloat());
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ThirdCSM->m_LightColor.SetB(GammaToLinear(m_LightColor.GetB()) * ConVarRef("csm_third_intensity").GetFloat());
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ThirdCSM->m_LightColor.SetA(GammaToLinear(m_LightColor.GetA()) * ConVarRef("csm_third_intensity").GetFloat());
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DispatchSpawn(ThirdCSM);
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}
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}
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@@ -661,10 +617,11 @@ bool CEnvCascadeLight::KeyValue(const char* szKeyName, const char* szValue)
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float tmp[4];
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UTIL_StringToFloatArray(tmp, 4, szValue);
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m_LightColor.SetR(tmp[0]);
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m_LightColor.SetG(tmp[1]);
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m_LightColor.SetB(tmp[2]);
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m_LightColor.SetA(tmp[3]);
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ConVarRef("csm_color_r").SetValue(tmp[0]);
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ConVarRef("csm_color_g").SetValue(tmp[1]);
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ConVarRef("csm_color_b").SetValue(tmp[2]);
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ConVarRef("csm_color_a").SetValue(tmp[3]);
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}
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else
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@@ -694,10 +651,6 @@ void CEnvCascadeLight::InputSetSpotlightTexture(inputdata_t& inputdata)
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void CEnvCascadeLight::Activate(void)
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{
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/*if (GetSpawnFlags() & ENV_CASCADE_STARTON)
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{
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m_bState = true;
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}*/
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SetThink(&CEnvCascadeLight::InitialThink);
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SetNextThink(gpGlobals->curtime + 0.1f);
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@@ -710,26 +663,6 @@ void CEnvCascadeLight::InitialThink(void)
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float bibigon = defdist.GetFloat() / curdist.GetFloat();
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curFOV.SetValue(defFOV.GetFloat() * bibigon);
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m_flLightFOV = curFOV.GetFloat();
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if (SecondCSM)
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{
|
||||
SecondCSM->m_LightColor.SetR(GammaToLinear(m_LightColor.GetR()) * ConVarRef("csm_second_intensity").GetFloat());
|
||||
SecondCSM->m_LightColor.SetG(GammaToLinear(m_LightColor.GetG()) * ConVarRef("csm_second_intensity").GetFloat());
|
||||
SecondCSM->m_LightColor.SetB(GammaToLinear(m_LightColor.GetB()) * ConVarRef("csm_second_intensity").GetFloat());
|
||||
SecondCSM->m_LightColor.SetA(GammaToLinear(m_LightColor.GetA()) * ConVarRef("csm_second_intensity").GetFloat());
|
||||
}
|
||||
|
||||
if (m_bEnableThird)
|
||||
{
|
||||
if (ThirdCSM)
|
||||
{
|
||||
ThirdCSM->m_LightColor.SetR(GammaToLinear(m_LightColor.GetR()) * ConVarRef("csm_third_intensity").GetFloat());
|
||||
ThirdCSM->m_LightColor.SetG(GammaToLinear(m_LightColor.GetG()) * ConVarRef("csm_third_intensity").GetFloat());
|
||||
ThirdCSM->m_LightColor.SetB(GammaToLinear(m_LightColor.GetB()) * ConVarRef("csm_third_intensity").GetFloat());
|
||||
ThirdCSM->m_LightColor.SetA(GammaToLinear(m_LightColor.GetA()) * ConVarRef("csm_third_intensity").GetFloat());
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -764,13 +697,13 @@ void CEnvCascadeLight::InputResetAngles(inputdata_t& inputdata)
|
||||
|
||||
void CEnvCascadeLight::InputSetLightColor(inputdata_t& inputdata)
|
||||
{
|
||||
m_LightColor = inputdata.value.Color32();
|
||||
SecondCSM->m_LightColor = inputdata.value.Color32();
|
||||
|
||||
if (m_bEnableThird)
|
||||
{
|
||||
ThirdCSM->m_LightColor = inputdata.value.Color32();
|
||||
}
|
||||
|
||||
color32 color = inputdata.value.Color32();
|
||||
|
||||
ConVarRef("csm_color_r").SetValue(color.r);
|
||||
ConVarRef("csm_color_g").SetValue(color.g);
|
||||
ConVarRef("csm_color_b").SetValue(color.b);
|
||||
ConVarRef("csm_color_a").SetValue(color.a);
|
||||
}
|
||||
|
||||
int CEnvCascadeLight::UpdateTransmitState()
|
||||
|
||||
Reference in New Issue
Block a user