//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // //===========================================================================// #include "cbase.h" #include "c_ar2_middle_muzzleflash_effect.h" #include "dlight.h" #include "iefx.h" #include "iviewrender.h" #include "view.h" #include "engine/ivdebugoverlay.h" #include "tier0/vprof.h" #include "tier1/KeyValues.h" #include "toolframework_client.h" #include "c_basehlplayer.h" //#include "tempent.h" #ifdef HL2_CLIENT_DLL #include "c_basehlplayer.h" #include "convar.h" #endif // HL2_CLIENT_DLL #if defined( _X360 ) extern ConVar r_flashlightdepthres; #else extern ConVar r_flashlightdepthres; #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern ConVar r_flashlightdepthtexture; void r_MnewMCallback_f(IConVar *pConVar, const char *pOldString, float flOldValue); //ConVar weapon_muzzleflash_effect("weapon_muzzleflash_effect", "0"); static ConVar r_MMnew("r_MMnew", "1", FCVAR_CHEAT, "", r_MnewMCallback_f); static ConVar r_MMswing("r_MMswing", "1", FCVAR_CHEAT); static ConVar r_MMlockposition("r_MMlockposition", "0", FCVAR_CHEAT); static ConVar r_MMDynamicFov("r_MMDynamicFov", "1"); static ConVar r_MMfov("r_MMfov", "150.0"); static ConVar r_MMfovTimer("r_MMfovTimer", "10.0"); static ConVar r_MMfovTimerBorder("r_MMfovTimerBorder", "80.0"); static ConVar r_MMoffsetx("r_MMoffsetx", "0.0", FCVAR_CHEAT); static ConVar r_MMoffsety("r_MMoffsety", "0.55", FCVAR_CHEAT); static ConVar r_MMoffsetz("r_MMoffsetz", "-17.0", FCVAR_CHEAT); static ConVar r_MMnear("r_MMnear", "4.0", FCVAR_CHEAT); static ConVar r_MMfar("r_MMfar", "300.0"); static ConVar r_MMconstant("r_MMconstant", "0.0", FCVAR_CHEAT); static ConVar r_MMlinear("r_MMlinear", "10"); static ConVar r_MMDynamiclinear("r_MMDynamiclinear", "0", FCVAR_CHEAT); static ConVar r_MMquadratic("r_MMquadratic", "0.0", FCVAR_CHEAT); static ConVar r_MMvisualizetrace("r_MMvisualizetrace", "0", FCVAR_CHEAT); static ConVar r_MMambient("r_MMambient", "0.0", FCVAR_CHEAT); static ConVar r_MMshadowatten("r_MMshadowatten", "0.35", FCVAR_CHEAT); static ConVar r_MMladderdist("r_MMladderdist", "40.0", FCVAR_CHEAT); static ConVar mat_slopescaledepthbias_shadowmap_MM("mat_slopescaledepthbias_shadowmap_MM", "16", FCVAR_CHEAT); static ConVar mat_depthbias_shadowmap_MM("mat_depthbias_shadowmap_MM", "0.0005", FCVAR_CHEAT); void r_MnewMCallback_f(IConVar *pConVar, const char *pOldString, float flOldValue) { if (engine->GetDXSupportLevel() < 70) { r_MMnew.SetValue(0); } } //----------------------------------------------------------------------------- // Purpose: // Input : nEntIndex - The m_nEntIndex of the client entity that is creating us. // vecPos - The position of the light emitter. // vecDir - The direction of the light emission. //----------------------------------------------------------------------------- C_Ar2_Middle_MuzzleflashEffect::C_Ar2_Middle_MuzzleflashEffect(int AR2_MnEntIndex) { m_Ar2_MMHandle = CLIENTSHADOW_INVALID_HANDLE; m_Ar2_MnEntIndexM = AR2_MnEntIndex; m_Ar2_MM = false; m_Ar2_MpPointLightM = NULL; if (engine->GetDXSupportLevel() < 70) { r_MMnew.SetValue(0); } //CBasePlayer *pPlayer = UTIL_PlayerByIndex(engine->GetLocalPlayer()); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if (!pPlayer) return; if (pPlayer) { //m_Ar2_MMTexture = new CTextureReference(); int indexL = random->RandomInt(0, pPlayer->GetActiveWeapon()->MuzzleSecondaryFlashTypeIndex()); if (pPlayer->GetActiveWeapon()->MuzzleFlashType(indexL) != NULL) nameL = pPlayer->GetActiveWeapon()->MuzzleSecondaryFlashType(indexL); if (nameL) { m_Ar2_MMTexture.Init(nameL, TEXTURE_GROUP_OTHER, true); } else { m_Ar2_MMTexture.Init("effects/ar2muzzleflash_light2", TEXTURE_GROUP_OTHER, true); } //SpeedOfTime = cvar->FindVar("oc_ProjectedMuzzleFlash_SpeedOfTime")->GetFloat(); if (cvar->FindVar("oc_ProjectedMuzzleFlash_test")->GetInt()) MaxTime = cvar->FindVar("oc_ProjectedMuzzleFlash_LifeTime")->GetFloat(); else { if (pPlayer->GetActiveWeapon()->FlashLifeTime() == NULL) MaxTime = cvar->FindVar("oc_ProjectedMuzzleFlash_LifeTime")->GetFloat(); else MaxTime = pPlayer->GetActiveWeapon()->FlashLifeTime(); } } } void C_Ar2_Middle_MuzzleflashEffect::SetupTexture(C_BasePlayer *pPlayer) { if (pPlayer) { /*m_Ar2_MMTexture->Shutdown(); delete m_Ar2_MMTexture; m_Ar2_MMTexture = NULL; m_Ar2_MMTexture = new CTextureReference();*/ int indexL = random->RandomInt(0, pPlayer->GetActiveWeapon()->MuzzleFlashTypeIndex()); nameL = pPlayer->GetActiveWeapon()->MuzzleFlashType(indexL); if (nameL) { m_Ar2_MMTexture.Init(nameL, TEXTURE_GROUP_OTHER, true); } else { m_Ar2_MMTexture.Init("effects/muzzleflash_light1", TEXTURE_GROUP_OTHER, true); } //SpeedOfTime = cvar->FindVar("oc_ProjectedMuzzleFlash_SpeedOfTime")->GetFloat(); if (cvar->FindVar("oc_ProjectedMuzzleFlash_test")->GetInt()) MaxTime = cvar->FindVar("oc_ProjectedMuzzleFlash_LifeTime")->GetFloat(); else { if (pPlayer->GetActiveWeapon()->FlashLifeTime() == NULL) MaxTime = cvar->FindVar("oc_ProjectedMuzzleFlash_LifeTime")->GetFloat(); else MaxTime = pPlayer->GetActiveWeapon()->FlashLifeTime(); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_Ar2_Middle_MuzzleflashEffect::~C_Ar2_Middle_MuzzleflashEffect() { Ar2_Middle_LightOffM(); /*if (m_Ar2_MMTexture) { delete m_Ar2_MMTexture; m_Ar2_MMTexture = NULL; }*/ } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_TurnOnM() { m_Ar2_MM = true; m_Ar2_MflDistModM = 1.0f; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_TurnOffM() { /*if (m_Ar2_MM) { m_Ar2_MM = false; Ar2_Middle_LightOffM(); }*/ } // Custom trace filter that skips the player and the view model. // If we don't do this, we'll end up having the light right in front of us all // the time. class CTraceFilterSkipPlayerAndViewModelAR2 : public CTraceFilter { public: virtual bool ShouldHitEntity(IHandleEntity *pServerEntity, int contentsMask) { // Test against the vehicle too? // FLASHLIGHTFIXME: how do you know that you are actually inside of the vehicle? C_BaseEntity *pEntity = EntityFromEntityHandle(pServerEntity); if (!pEntity) return true; if ((dynamic_cast(pEntity) != NULL) || (dynamic_cast(pEntity) != NULL) || pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS || pEntity->GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS) { return false; } return true; } }; //----------------------------------------------------------------------------- // Purpose: Do the headlight //----------------------------------------------------------------------------- void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_UpdateLightNewM(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, float lKoef) { VPROF_BUDGET("C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_UpdateLightNewM", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING); FlashlightState_t state; // We will lock some of the flashlight params if player is on a ladder, to prevent oscillations due to the trace-rays bool bPlayerOnLadder = (C_BasePlayer::GetLocalPlayer()->GetMoveType() == MOVETYPE_LADDER); const float Ar2_MflEpsilon = 0.1f; // Offset flashlight position along vecUp const float Ar2_MflDistCutoff = 128.0f; const float Ar2_MflDistDrag = 0.2; CTraceFilterSkipPlayerAndViewModelAR2 traceFilter; float Ar2_MflOffsetY = r_MMoffsety.GetFloat(); float Ar2_MflOffsetZ = r_MMoffsetz.GetFloat(); float Ar2_MflOffsetX = r_MMoffsetx.GetFloat(); // m_flMuzzleFlashRoll = RandomFloat( 0, 360.0f ); if (r_MMswing.GetBool()) { // This projects the view direction backwards, attempting to raise the vertical // offset of the flashlight, but only when the player is looking down. Vector vecSwingLight = vecPos + vecForward * -12.0f; if (vecSwingLight.z > vecPos.z) { // flOffsetY += (vecSwingLight.z - vecPos.z);//Вот оно//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// } } Vector vOrigin = vecPos + ((Ar2_MflOffsetZ * vecForward) + Ar2_MflOffsetX * vecUp + (Ar2_MflOffsetY * vecRight)); // Not on ladder...trace a hull if (!bPlayerOnLadder) { trace_t pmOriginTrace; UTIL_TraceHull(vecPos, vOrigin, Vector(-4, -4, -4), Vector(4, 4, 4), MASK_SOLID & ~(CONTENTS_HITBOX), &traceFilter, &pmOriginTrace); if (pmOriginTrace.DidHit()) { vOrigin = vecPos; } } else // on ladder...skip the above hull trace { vOrigin = vecPos; } // Now do a trace along the flashlight direction to ensure there is nothing within range to pull back from int iMask = MASK_OPAQUE_AND_NPCS; iMask &= ~CONTENTS_HITBOX; iMask |= CONTENTS_WINDOW; Vector vTarget = vecPos + vecForward * r_MMfar.GetFloat(); // Work with these local copies of the basis for the rest of the function Vector vDir = vTarget - vOrigin; Vector vRight = vecRight; Vector vUp = vecUp; VectorNormalize(vDir); VectorNormalize(vRight); VectorNormalize(vUp); // Orthonormalize the basis, since the flashlight texture projection will require this later... vUp -= DotProduct(vDir, vUp) * vDir; VectorNormalize(vUp); vRight -= DotProduct(vDir, vRight) * vDir; VectorNormalize(vRight); vRight -= DotProduct(vUp, vRight) * vUp; VectorNormalize(vRight); AssertFloatEquals(DotProduct(vDir, vRight), 0.0f, 1e-3); AssertFloatEquals(DotProduct(vDir, vUp), 0.0f, 1e-3); AssertFloatEquals(DotProduct(vRight, vUp), 0.0f, 1e-3); trace_t pmDirectionTrace; UTIL_TraceHull(vOrigin, vTarget, Vector(-4, -4, -4), Vector(4, 4, 4), iMask, &traceFilter, &pmDirectionTrace); if (r_MMvisualizetrace.GetBool() == true) { debugoverlay->AddBoxOverlay(pmDirectionTrace.endpos, Vector(-4, -4, -4), Vector(4, 4, 4), QAngle(0, 0, 0), 0, 0, 255, 16, 0); debugoverlay->AddLineOverlay(vOrigin, pmDirectionTrace.endpos, 255, 0, 0, false, 0); } float Ar2_flDist = (pmDirectionTrace.endpos - vOrigin).Length(); if (Ar2_flDist < Ar2_MflDistCutoff) { // We have an intersection with our cutoff range // Determine how far to pull back, then trace to see if we are clear float flPullBackDist = bPlayerOnLadder ? r_MMladderdist.GetFloat() : Ar2_MflDistCutoff - Ar2_flDist; // Fixed pull-back distance if on ladder m_Ar2_MflDistModM = Lerp(Ar2_MflDistDrag, m_Ar2_MflDistModM, flPullBackDist); if (!bPlayerOnLadder) { trace_t pmBackTrace; UTIL_TraceHull(vOrigin, vOrigin - vDir*(flPullBackDist - Ar2_MflEpsilon), Vector(-4, -4, -4), Vector(4, 4, 4), iMask, &traceFilter, &pmBackTrace); if (pmBackTrace.DidHit()) { // We have an intersection behind us as well, so limit our m_flDistMod float flMaxDist = (pmBackTrace.endpos - vOrigin).Length() - Ar2_MflEpsilon; if (m_Ar2_MflDistModM > flMaxDist) m_Ar2_MflDistModM = flMaxDist; } } } else { m_Ar2_MflDistModM = Lerp(Ar2_MflDistDrag, m_Ar2_MflDistModM, 0.0f); } vOrigin = vOrigin - vDir * m_Ar2_MflDistModM; state.m_vecLightOrigin = vOrigin; BasisToQuaternion(vDir, vRight, vUp, state.m_quatOrientation); state.m_fQuadraticAtten = r_MMquadratic.GetFloat(); bool bFlicker = false; //CBasePlayer *pPlayer = UTIL_PlayerByIndex(engine->GetLocalPlayer()); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if (!pPlayer) return; //if (pPlayer->GetActiveWeapon()->FlashType() != 3 || pPlayer->GetActiveWeapon()->FlashType() != 4) { if (r_MMDynamicFov.GetInt()) { float Timeing = RandomFloat(-10.0f, 10.0f); mFov = mFov + r_MMfovTimer.GetFloat(); if (mFov >= (r_MMfovTimerBorder.GetFloat() + Timeing)) mFov = 0.0f; if (bFlicker == false) { if (r_MMDynamiclinear.GetInt()) { int Rl1 = RandomFloat(0.1f, 8.0f); state.m_fLinearAtten = (lKoef * r_MMlinear.GetFloat() * Rl1); } if (!(r_MMDynamiclinear.GetInt())) state.m_fLinearAtten = lKoef * r_MMlinear.GetFloat(); state.m_fHorizontalFOVDegrees = (r_MMfov.GetFloat() - mFov); state.m_fVerticalFOVDegrees = (r_MMfov.GetFloat() - mFov); } } if (!(r_MMDynamicFov.GetInt())) { int R = RandomFloat(-8, 8); if (bFlicker == false) { if (r_MMDynamiclinear.GetInt()) { int Rl2 = RandomFloat(0.1f, 8.0f); state.m_fLinearAtten = (lKoef * r_MMlinear.GetFloat() * Rl2); } if (!(r_MMDynamiclinear.GetInt())) state.m_fLinearAtten = lKoef * r_MMlinear.GetFloat(); state.m_fHorizontalFOVDegrees = (r_MMfov.GetFloat() - R); state.m_fVerticalFOVDegrees = (r_MMfov.GetFloat() - R); } } } state.m_fConstantAtten = r_MMconstant.GetFloat(); state.m_Color[0] = 1.0f; state.m_Color[1] = 1.0f; state.m_Color[2] = 1.0f; state.m_Color[3] = r_MMambient.GetFloat(); state.m_NearZ = r_MMnear.GetFloat() + m_Ar2_MflDistModM; // Push near plane out so that we don't clip the world when the flashlight pulls back state.m_FarZ = r_MMfar.GetFloat(); state.m_bEnableShadows = cvar->FindVar("r_flashlightShadows")->GetBool();//r_flashlightdepthtexture.GetBool(); state.m_flShadowMapResolution = r_flashlightdepthres.GetInt(); state.m_pSpotlightTexture = m_Ar2_MMTexture; // state.m_pLaserTexture = m_LaserTexture; state.m_nSpotlightTextureFrame = 0; // state.m_nSpotLaserTextureFrame = 0; state.m_flShadowAtten = r_MMshadowatten.GetFloat(); state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap_MM.GetFloat(); state.m_flShadowDepthBias = mat_depthbias_shadowmap_MM.GetFloat(); if (m_Ar2_MMHandle == CLIENTSHADOW_INVALID_HANDLE) { m_Ar2_MMHandle = g_pClientShadowMgr->CreateFlashlight(state); } else { if (!r_MMlockposition.GetBool()) { g_pClientShadowMgr->UpdateFlashlightState(m_Ar2_MMHandle, state); } } g_pClientShadowMgr->UpdateProjectedTexture(m_Ar2_MMHandle, true); // Kill the old flashlight method if we have one. Ar2_Middle_LightOffOldM(); #ifndef NO_TOOLFRAMEWORK if (clienttools->IsInRecordingMode()) { KeyValues *msg = new KeyValues("Ar2_MState"); msg->SetFloat("time", gpGlobals->curtime); msg->SetInt("Ar2_entindex", m_Ar2_MnEntIndexM); msg->SetInt("Ar2_MHandle", m_Ar2_MMHandle); msg->SetPtr("Ar2_MState", &state); ToolFramework_PostToolMessage(HTOOLHANDLE_INVALID, msg); msg->deleteThis(); } #endif /*if (pPlayer->IsInAVehicle()) pPlayer->RemoveEffects(EF_M); if (TimeTick < MaxTime) { TimeTick = TimeTick + SpeedOfTime *gpGlobals->frametime; } else if (TimeTick >= MaxTime) { pPlayer->RemoveEffects(EF_M); TimeTick = 0.0f; }*/ } //----------------------------------------------------------------------------- // Purpose: Do the headlight //----------------------------------------------------------------------------- void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_UpdateLightOldM(const Vector &vecPos, const Vector &vecDir, int nDistance, float lKoef) { if (!m_Ar2_MpPointLightM || (m_Ar2_MpPointLightM->key != m_Ar2_MnEntIndexM)) { // Set up the environment light m_Ar2_MpPointLightM = effects->CL_AllocDlight(m_Ar2_MnEntIndexM); m_Ar2_MpPointLightM->flags = 0.0f; m_Ar2_MpPointLightM->radius = 80; } // For bumped lighting VectorCopy(vecDir, m_Ar2_MpPointLightM->m_Direction); Vector end; end = vecPos + nDistance * vecDir; // Trace a line outward, skipping the player model and the view model. trace_t pm; CTraceFilterSkipPlayerAndViewModelAR2 traceFilter; UTIL_TraceLine(vecPos, end, MASK_ALL, &traceFilter, &pm); VectorCopy(pm.endpos, m_Ar2_MpPointLightM->origin); float Ar2_falloff = pm.fraction * nDistance; if (Ar2_falloff < 500) Ar2_falloff = 1.0; else Ar2_falloff = 500.0 / Ar2_falloff; Ar2_falloff *= Ar2_falloff; m_Ar2_MpPointLightM->radius = 80; m_Ar2_MpPointLightM->color.r = m_Ar2_MpPointLightM->color.g = m_Ar2_MpPointLightM->color.b = 255 * Ar2_falloff; m_Ar2_MpPointLightM->color.exponent = 0; // Make it live for a bit m_Ar2_MpPointLightM->die = gpGlobals->curtime + 0.2f; // Update list of surfaces we influence render->TouchLight(m_Ar2_MpPointLightM); // kill the new flashlight if we have one Ar2_Middle_LightOffNewM(); } //----------------------------------------------------------------------------- // Purpose: Do the headlight //----------------------------------------------------------------------------- void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_UpdateLightM(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance, float lKoef) { if (!m_Ar2_MM) { return; } if (r_MMnew.GetBool()) { Ar2_Middle_UpdateLightNewM(vecPos, vecDir, vecRight, vecUp, lKoef); } else { Ar2_Middle_UpdateLightOldM(vecPos, vecDir, nDistance, lKoef); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_LightOffNewM() { #ifndef NO_TOOLFRAMEWORK if (clienttools->IsInRecordingMode()) { KeyValues *msg = new KeyValues("Ar2_MState"); msg->SetFloat("time", gpGlobals->curtime); msg->SetInt("Ar2_Mentindex", m_Ar2_MnEntIndexM); msg->SetInt("Ar2_MMHandle", m_Ar2_MMHandle); msg->SetPtr("Ar2_MState", NULL); ToolFramework_PostToolMessage(HTOOLHANDLE_INVALID, msg); msg->deleteThis(); } #endif // Clear out the light if (m_Ar2_MMHandle != CLIENTSHADOW_INVALID_HANDLE) { g_pClientShadowMgr->DestroyFlashlight(m_Ar2_MMHandle); m_Ar2_MMHandle = CLIENTSHADOW_INVALID_HANDLE; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_LightOffOldM() { if (m_Ar2_MpPointLightM && (m_Ar2_MpPointLightM->key == m_Ar2_MnEntIndexM)) { m_Ar2_MpPointLightM->die = gpGlobals->curtime; m_Ar2_MpPointLightM = NULL; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_Ar2_Middle_MuzzleflashEffect::Ar2_Middle_LightOffM() { Ar2_Middle_LightOffOldM(); Ar2_Middle_LightOffNewM(); }