new inputs

-new input LightColor that changes a color.
-new input SetAngles that changes angles
-added csm_intensity convar

-now TurnOn and TurnOff its Enable and Disable
This commit is contained in:
2022-09-05 21:54:11 +03:00
parent 118c2dcb1f
commit bcd7cfad25
4 changed files with 203 additions and 44 deletions

View File

@@ -96,6 +96,15 @@ private:
ClientShadowHandle_t m_LightHandle;
EHANDLE m_hTargetEntity;
color32 m_LightColor;
#ifdef MAPBASE
float m_flBrightnessScale;
float m_flCurrentBrightnessScale;
#endif
Vector m_CurrentLinearFloatLightColor;
float m_flCurrentLinearFloatLightAlpha;
float m_flColorTransitionTime;
void updatePos();
CBaseEntity* pEntity = NULL;
@@ -121,6 +130,7 @@ IMPLEMENT_CLIENTCLASS_DT(C_EnvCascadeLight, DT_EnvCascadeLight, CEnvCascadeLight
RecvPropFloat( RECVINFO( m_flLightFOV ) ),
RecvPropBool( RECVINFO( m_bEnableShadows ) ),
RecvPropBool( RECVINFO( m_bLightOnlyTarget ) ),
RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32), //i have fukin lighting
RecvPropBool( RECVINFO( m_bLightWorld ) ),
RecvPropBool( RECVINFO( m_bCameraSpace ) ),
RecvPropVector( RECVINFO( m_LinearFloatLightColor ) ),
@@ -134,7 +144,6 @@ END_RECV_TABLE()
C_EnvCascadeLight::C_EnvCascadeLight( void )
{
m_LightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
@@ -158,7 +167,7 @@ void C_EnvCascadeLight::updatePos()
{
if (firstUpdate)
{
m_flNearZ = 4000;
m_flNearZ = 5000;
m_flFarZ = 16000;
}
}
@@ -170,10 +179,11 @@ void C_EnvCascadeLight::updatePos()
void C_EnvCascadeLight::OnDataChanged( DataUpdateType_t updateType )
{
UpdateLight( true );
BaseClass::OnDataChanged( updateType );
}
ConVar csm_intensity("csm_intensity","1");
void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
{
@@ -237,6 +247,46 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
}
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;
@@ -246,12 +296,23 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
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;
//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_intensity.GetFloat();
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * csm_intensity.GetFloat();
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * csm_intensity.GetFloat();
#else
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * csm_intensity.GetFloat();
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * csm_intensity.GetFloat();
state.m_Color[2] = m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * csm_intensity.GetFloat();
#endif
state.m_Color[3] = m_flAmbient; // fixme: need to make ambient work m_flAmbient;
state.m_NearZ = m_flNearZ;
state.m_FarZ = m_flFarZ;
state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
@@ -342,6 +403,16 @@ 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;
@@ -361,6 +432,7 @@ private:
};
IMPLEMENT_CLIENTCLASS_DT(C_EnvCascadeLightSecond, DT_EnvCascadeLightSecond, CEnvCascadeLightSecond)
RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
RecvPropEHandle(RECVINFO(m_hTargetEntity)),
RecvPropBool(RECVINFO(m_bState)),
RecvPropFloat(RECVINFO(m_flLightFOV)),
@@ -463,6 +535,45 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
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;
@@ -473,10 +584,24 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
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;
//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) * 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();
#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();
#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 = mat_slopescaledepthbias_shadowmap.GetFloat();
@@ -547,6 +672,8 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
//mat_depthbias_shadowmap.SetValue("0.00001");
scissor.SetValue("0");
}

View File

@@ -1396,13 +1396,7 @@ bool CClientShadowMgr::Init()
SetShadowBlobbyCutoffArea( 0.005 );
#ifndef MAPBASE
bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
m_nMaxDepthTextureShadows = bTools ? 4 : 1; // Just one shadow depth texture in games, more in tools
#else
// 5 lets mappers use up to 4 shadow-casting projected textures, which is better than 3.
m_nMaxDepthTextureShadows = pr_max.GetInt();
#endif
bool bLowEnd = ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 );

View File

@@ -19,8 +19,10 @@
ambient(integer) :"Ambient" : 0 : "idk"
input TurnOn(void) : "Turn on the texture"
input TurnOff(void) : "Turn off the texture"
input Enable(void) : "Turn on the texture"
input Disable(void) : "Turn off the texture"
input EnableShadows(bool) : "Turn off the shadows"
input SpotlightTexture(string) : "Change texture"
input LightColor(color255) : "Set the light color."
input SetAngles(string) : "Set the sun direction."
]

View File

@@ -105,8 +105,10 @@ public:
CNetworkHandle(CBaseEntity, m_hTargetEntity);
CNetworkVector(m_LinearFloatLightColor);
CNetworkColor32(m_LightColor);
private:
CNetworkVar(bool, m_bState);
CNetworkVar(float, m_flLightFOV);
CNetworkVar(bool, m_bEnableShadows);
@@ -142,6 +144,7 @@ DEFINE_THINKFUNC(InitialThink),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CEnvCascadeLightSecond, DT_EnvCascadeLightSecond)
SendPropInt(SENDINFO(m_LightColor), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt),
SendPropEHandle(SENDINFO(m_hTargetEntity)),
SendPropBool(SENDINFO(m_bState)),
SendPropFloat(SENDINFO(m_flLightFOV)),
@@ -163,6 +166,11 @@ END_SEND_TABLE()
//-----------------------------------------------------------------------------
CEnvCascadeLightSecond::CEnvCascadeLightSecond(void)
{
#ifdef MAPBASE
m_LightColor.Init(255, 255, 255, 255);
#else
m_LightColor.Init(255, 255, 255, 1);
#endif
m_bState = true;
m_flLightFOV = 45.0f;
m_bEnableShadows = true;
@@ -262,12 +270,15 @@ public:
void InputSetSpotlightTexture(inputdata_t& inputdata);
void InputSetAmbient(inputdata_t& inputdata);
void InputSetAngles(inputdata_t& inputdata);
void InitialThink(void);
CNetworkHandle(CBaseEntity, m_hTargetEntity);
private:
CNetworkColor32(m_LightColor);
CLightOrigin* pEnv;
CEnvCascadeLightSecond* SecondCSM;
CNetworkVar(bool, m_bState);
CNetworkVar(float, m_flLightFOV);
CNetworkVar(bool, EnableAngleFromEnv);
@@ -282,6 +293,7 @@ private:
CNetworkVar(float, m_flNearZ);
CNetworkVar(float, m_flFarZ);
CNetworkVar(int, m_nShadowQuality);
};
LINK_ENTITY_TO_CLASS(env_cascade_light, CEnvCascadeLight);
@@ -302,31 +314,37 @@ DEFINE_KEYFIELD(m_nShadowQuality, FIELD_INTEGER, "shadowquality"),
DEFINE_FIELD(m_LinearFloatLightColor, FIELD_VECTOR),
DEFINE_KEYFIELD(EnableAngleFromEnv, FIELD_BOOLEAN, "uselightenvangles"),
DEFINE_INPUTFUNC(FIELD_VOID, "TurnOn", InputTurnOn),
DEFINE_INPUTFUNC(FIELD_VOID, "TurnOff", InputTurnOff),
DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputTurnOn),
DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputTurnOff),
DEFINE_INPUTFUNC(FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows),
// this is broken . . need to be able to set color and intensity like light_dynamic
// DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
DEFINE_INPUTFUNC(FIELD_COLOR32, "LightColor", InputSetLightColor),
DEFINE_INPUTFUNC(FIELD_FLOAT, "Ambient", InputSetAmbient),
DEFINE_INPUTFUNC(FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture),
DEFINE_INPUTFUNC(FIELD_STRING, "Texture", InputSetSpotlightTexture),
DEFINE_INPUTFUNC(FIELD_STRING, "SetAngles", InputSetAngles),
DEFINE_THINKFUNC(InitialThink),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CEnvCascadeLight, DT_EnvCascadeLight)
SendPropEHandle(SENDINFO(m_hTargetEntity)),
SendPropBool(SENDINFO(m_bState)),
SendPropFloat(SENDINFO(m_flLightFOV)),
SendPropBool(SENDINFO(m_bEnableShadows)),
SendPropBool(SENDINFO(m_bLightOnlyTarget)),
SendPropBool(SENDINFO(m_bLightWorld)),
SendPropBool(SENDINFO(m_bCameraSpace)),
SendPropVector(SENDINFO(m_LinearFloatLightColor)),
SendPropFloat(SENDINFO(m_flAmbient)),
SendPropString(SENDINFO(m_SpotlightTextureName)),
SendPropInt(SENDINFO(m_nSpotlightTextureFrame)),
SendPropFloat(SENDINFO(m_flNearZ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f),
SendPropFloat(SENDINFO(m_flFarZ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f),
SendPropInt(SENDINFO(m_nShadowQuality), 1, SPROP_UNSIGNED) // Just one bit for now
SendPropInt(SENDINFO(m_LightColor), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt),
SendPropEHandle(SENDINFO(m_hTargetEntity)),
SendPropBool(SENDINFO(m_bState)),
SendPropFloat(SENDINFO(m_flLightFOV)),
SendPropBool(SENDINFO(m_bEnableShadows)),
SendPropBool(SENDINFO(m_bLightOnlyTarget)),
SendPropBool(SENDINFO(m_bLightWorld)),
SendPropBool(SENDINFO(m_bCameraSpace)),
SendPropVector(SENDINFO(m_LinearFloatLightColor)),
SendPropFloat(SENDINFO(m_flAmbient)),
SendPropString(SENDINFO(m_SpotlightTextureName)),
SendPropInt(SENDINFO(m_nSpotlightTextureFrame)),
SendPropFloat(SENDINFO(m_flNearZ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f),
SendPropFloat(SENDINFO(m_flFarZ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f),
SendPropInt(SENDINFO(m_nShadowQuality), 1, SPROP_UNSIGNED) // Just one bit for now
END_SEND_TABLE()
//-----------------------------------------------------------------------------
@@ -334,6 +352,11 @@ END_SEND_TABLE()
//-----------------------------------------------------------------------------
CEnvCascadeLight::CEnvCascadeLight(void)
{
#ifdef MAPBASE
m_LightColor.Init(255, 255, 255, 255);
#else
m_LightColor.Init(255, 255, 255, 1);
#endif
m_bState = true;
m_flLightFOV = 45.0f;
m_bEnableShadows = true;
@@ -371,7 +394,7 @@ void CEnvCascadeLight::Preparation()
//if second csm is exist
if (CSMSecond)
{
CEnvCascadeLightSecond* SecondCSM = dynamic_cast<CEnvCascadeLightSecond*>(CSMSecond);
SecondCSM = dynamic_cast<CEnvCascadeLightSecond*>(CSMSecond);
SecondCSM->SetAbsAngles(GetAbsAngles());
SecondCSM->SetAbsOrigin(GetAbsOrigin());
SecondCSM->SetParent(GetBaseEntity());
@@ -430,7 +453,9 @@ void UTIL_ColorStringToLinearFloatColorCSMFake(Vector& color, const char* pStrin
bool CEnvCascadeLight::KeyValue(const char* szKeyName, const char* szValue)
{
if (FStrEq(szKeyName, "lightcolor"))
if (FStrEq(szKeyName, "lightcolor") || FStrEq(szKeyName, "color"))
{
Vector tmp;
UTIL_ColorStringToLinearFloatColorCSMFake(tmp, szValue);
@@ -460,10 +485,6 @@ void CEnvCascadeLight::InputSetEnableShadows(inputdata_t& inputdata)
m_bEnableShadows = inputdata.value.Bool();
}
//void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata )
//{
//m_cLightColor = inputdata.value.Color32();
//}
void CEnvCascadeLight::InputSetAmbient(inputdata_t& inputdata)
{
@@ -491,12 +512,27 @@ void CEnvCascadeLight::Activate(void)
void CEnvCascadeLight::InitialThink(void)
{
m_hTargetEntity = gEntList.FindEntityByName(NULL, m_target);
float bibigon = defdist.GetFloat() / curdist.GetFloat();
curFOV.SetValue(defFOV.GetFloat() * bibigon);
m_flLightFOV = curFOV.GetFloat();
//if(pEnv != NULL)
//SetAbsOrigin(Vector(pEnv->GetAbsOrigin().x, pEnv->GetAbsOrigin().y, pEnv->GetAbsOrigin().z + curdist.GetInt()));
}
void CEnvCascadeLight::InputSetAngles(inputdata_t& inputdata)
{
const char* pAngles = inputdata.value.String();
QAngle angles;
UTIL_StringToVector(angles.Base(), pAngles);
pEnv->SetAbsAngles(angles);
}
void CEnvCascadeLight::InputSetLightColor(inputdata_t& inputdata)
{
m_LightColor = inputdata.value.Color32();
SecondCSM->m_LightColor = inputdata.value.Color32();
//m_LinearFloatLightColor.Init(1.0f, 1.0f, 1.0f);
}
int CEnvCascadeLight::UpdateTransmitState()