mirror of
https://github.com/celisej567/Fake-CSM-Mapbase.git
synced 2026-09-21 20:09:02 +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)
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@@ -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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