//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "cbase.h" #include "shareddefs.h" #include "materialsystem/imesh.h" #include "materialsystem/imaterial.h" #include "view.h" #include "iviewrender.h" #include "view_shared.h" #include "texture_group_names.h" #include "tier0/icommandline.h" #include "vguicenterprint.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static ConVarRef mat_slopescaledepthbias_shadowmap("mat_slopescaledepthbias_shadowmap"); static ConVarRef mat_depthbias_shadowmap("mat_depthbias_shadowmap"); static ConVar scissor("r_flashlightscissor", "0"); static ConVar csm_ortho("csm_ortho","0"); 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"); //----------------------------------------------------------------------------- // Purpose: main point for change angle of the light //----------------------------------------------------------------------------- class C_LightOrigin : public C_BaseEntity { DECLARE_CLASS(C_LightOrigin, C_BaseEntity); public: DECLARE_CLIENTCLASS(); void Update(); virtual void Simulate(); private: Vector LightEnvVector; QAngle LightEnvAngle; }; IMPLEMENT_CLIENTCLASS_DT(C_LightOrigin, DT_LightOrigin, CLightOrigin) RecvPropVector(RECVINFO(LightEnvVector)) END_RECV_TABLE() void C_LightOrigin::Update() { SetAbsOrigin(C_BasePlayer::GetLocalPlayer()->GetAbsOrigin()); } void C_LightOrigin::Simulate() { Update(); BaseClass::Simulate(); } const char* filter = CommandLine()->ParmValue("-ptfilter", "0.5"); ConVar bebra("csm_filter", filter); //----------------------------------------------------------------------------- // Purpose: main csm code //----------------------------------------------------------------------------- class C_EnvCascadeLight : public C_BaseEntity { DECLARE_CLASS(C_EnvCascadeLight, C_BaseEntity); public: DECLARE_CLIENTCLASS(); virtual void OnDataChanged(DataUpdateType_t updateType); void ShutDownLightHandle(void); virtual void Simulate(); void UpdateLight(bool bForceUpdate); C_EnvCascadeLight(); ~C_EnvCascadeLight(); private: ClientShadowHandle_t m_LightHandle; EHANDLE m_hTargetEntity; void updatePos(); 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_EnvCascadeLight, DT_EnvCascadeLight, CEnvCascadeLight) 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_EnvCascadeLight::C_EnvCascadeLight( void ) { m_LightHandle = CLIENTSHADOW_INVALID_HANDLE; } C_EnvCascadeLight::~C_EnvCascadeLight( void ) { ShutDownLightHandle(); } void C_EnvCascadeLight::ShutDownLightHandle( void ) { // Clear out the light if( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE ) { g_pClientShadowMgr->DestroyFlashlight( m_LightHandle ); m_LightHandle = CLIENTSHADOW_INVALID_HANDLE; } } void C_EnvCascadeLight::updatePos() { if (firstUpdate) { m_flNearZ = 4000; m_flFarZ = 16000; } } //----------------------------------------------------------------------------- // Purpose: // Input : updateType - how do you increase the light's height? //----------------------------------------------------------------------------- void C_EnvCascadeLight::OnDataChanged( DataUpdateType_t updateType ) { UpdateLight( true ); BaseClass::OnDataChanged( updateType ); } void C_EnvCascadeLight::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 = bebra.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); } 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; 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(); 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); //mat_slopescaledepthbias_shadowmap.SetValue("4"); //mat_depthbias_shadowmap.SetValue("0.000001"); scissor.SetValue("0"); } void C_EnvCascadeLight::Simulate( void ) { UpdateLight( true ); updatePos(); firstUpdate = false; BaseClass::Simulate(); } //----------------------------------------------------------------------------- // Purpose: second csm //----------------------------------------------------------------------------- class C_EnvCascadeLightSecond : public C_BaseEntity { DECLARE_CLASS(C_EnvCascadeLightSecond, C_BaseEntity); public: DECLARE_CLIENTCLASS(); virtual void OnDataChanged(DataUpdateType_t updateType); void ShutDownLightHandle(void); virtual void Simulate(); void UpdateLight(bool bForceUpdate); void updatePos(); C_EnvCascadeLightSecond(); ~C_EnvCascadeLightSecond(); private: ClientShadowHandle_t m_LightHandle; 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_EnvCascadeLightSecond, DT_EnvCascadeLightSecond, CEnvCascadeLightSecond) 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_EnvCascadeLightSecond::C_EnvCascadeLightSecond(void) { m_LightHandle = CLIENTSHADOW_INVALID_HANDLE; } C_EnvCascadeLightSecond::~C_EnvCascadeLightSecond(void) { ShutDownLightHandle(); } void C_EnvCascadeLightSecond::ShutDownLightHandle(void) { // Clear out the light if (m_LightHandle != CLIENTSHADOW_INVALID_HANDLE) { g_pClientShadowMgr->DestroyFlashlight(m_LightHandle); m_LightHandle = CLIENTSHADOW_INVALID_HANDLE; } } void C_EnvCascadeLightSecond::OnDataChanged(DataUpdateType_t updateType) { UpdateLight(true); BaseClass::OnDataChanged(updateType); } void C_EnvCascadeLightSecond::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 = bebra.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); } 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; 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 = mat_slopescaledepthbias_shadowmap.GetFloat(); state.m_flShadowDepthBias = mat_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); if (state.m_bOrtho) { bool bSupressWorldLights = false; bSupressWorldLights = m_bEnableShadows; g_pClientShadowMgr->SetShadowFromWorldLightsEnabled(!bSupressWorldLights); } g_pClientShadowMgr->UpdateProjectedTexture(m_LightHandle, true); m_flLightFOV = ConVarRef("csm_second_fov").GetFloat(); //mat_slopescaledepthbias_shadowmap.SetValue("4"); scissor.SetValue("0"); } void C_EnvCascadeLightSecond::Simulate(void) { UpdateLight(true); BaseClass::Simulate(); }