mirror of
https://github.com/celisej567/Fake-CSM-Mapbase.git
synced 2025-12-31 21:48:38 +03:00
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:
@@ -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");
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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 );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user