Files
Fake-CSM-Mapbase/client/c_env_cascade_light.cpp
2022-08-28 18:56:20 +03:00

554 lines
14 KiB
C++

//========= 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
state.m_bOrtho = csm_ortho.GetBool();
if (state.m_bOrtho)
{
state.m_fOrthoLeft = csm_ortho_left.GetInt();
state.m_fOrthoTop = csm_ortho_top.GetInt();
state.m_fOrthoRight = csm_ortho_right.GetInt();
state.m_fOrthoBottom = csm_ortho_bottom.GetInt();
state.m_fLinearAtten = ConVarRef("csm_current_distance").GetInt() * 2;
state.m_FarZAtten = ConVarRef("csm_current_distance").GetInt() * 2;
}
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
state.m_bOrtho = csm_ortho.GetBool();
if(state.m_bOrtho)
{
float flOrthoSize = 1000.0f;
state.m_fOrthoLeft = -flOrthoSize;
state.m_fOrthoTop = -flOrthoSize;
state.m_fOrthoRight = flOrthoSize;
state.m_fOrthoBottom = flOrthoSize;
state.m_fLinearAtten = ConVarRef("csm_current_distance").GetInt() * 2;
state.m_FarZAtten = ConVarRef("csm_current_distance").GetInt() * 2;
}
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");
mat_depthbias_shadowmap.SetValue("0.000001");
scissor.SetValue("0");
}
void C_EnvCascadeLightSecond::Simulate(void)
{
UpdateLight(true);
BaseClass::Simulate();
}