Files
HL2Overcharged/game/client/c_scope_light.cpp
2025-05-21 21:09:22 +03:00

480 lines
16 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "c_Scope_Light.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_newScopeLightCallback_f(IConVar *pConVar, const char *pOldString, float flOldValue);
static ConVar r_newScopeLight("r_newScopeLight", "1", FCVAR_CHEAT, "", r_newScopeLightCallback_f);
static ConVar r_swingScopeLight("r_swingScopeLight", "1", FCVAR_CHEAT);
static ConVar r_ScopeLightlockposition("r_ScopeLightlockposition", "0", FCVAR_CHEAT);
static ConVar r_ScopeLightDynamicFov("r_ScopeLightDynamicFov", "1", FCVAR_CHEAT);//Äèíàìè÷åñêèé óãîë îáçîðà
static ConVar r_ScopeLightfov("r_ScopeLightfov", "130.0", FCVAR_CHEAT);//Óãîë îáçîðà
static ConVar r_ScopeLightfov_adjust("r_ScopeLightfov_adjust", "0", FCVAR_CHEAT);//Óãîë îáçîðà
static ConVar r_ScopeLightoffsetx("r_ScopeLightoffsetx", "0.0", FCVAR_CHEAT);//Ïîëîæåíèå ïî õ
static ConVar r_ScopeLightoffsety("r_ScopeLightoffsety", "0.55", FCVAR_CHEAT);//Ïîëîæåíèå ïî ó
static ConVar r_ScopeLightoffsetz("r_ScopeLightoffsetz", "-17.0", FCVAR_CHEAT);//Ïîëîæåíèå ïî z
static ConVar r_ScopeLightnear("r_ScopeLightnear", "4.0", FCVAR_CHEAT);
static ConVar r_ScopeLightfar("r_ScopeLightfar", "300.0", FCVAR_CHEAT);//Äàëüíîñòü
static ConVar r_ScopeLightconstant("r_ScopeLightconstant", "0.0", FCVAR_CHEAT);
static ConVar r_ScopeLightlinear("r_ScopeLightlinear", "100.0", FCVAR_CHEAT);//ßðêîñòü
static ConVar r_ScopeLightDynamiclinear("r_ScopeLightDynamiclinear", "0", FCVAR_CHEAT);//Äèíàìè÷åñêàÿ ÿðêîñòü
static ConVar r_ScopeLightquadratic("r_ScopeLightquadratic", "0.0", FCVAR_CHEAT);
static ConVar r_ScopeLightvisualizetrace("r_ScopeLightvisualizetrace", "0", FCVAR_CHEAT);
static ConVar r_ScopeLightambient("r_ScopeLightambient", "0.0", FCVAR_CHEAT);
static ConVar r_ScopeLightshadowatten("r_ScopeLightshadowatten", "0.35", FCVAR_CHEAT);
static ConVar r_ScopeLightladderdist("r_ScopeLightladderdist", "40.0", FCVAR_CHEAT);
static ConVar mat_slopescaledepthbias_shadowmap_ScopeLight("mat_slopescaledepthbias_shadowmap_ScopeLight", "16", FCVAR_CHEAT);
static ConVar mat_depthbias_shadowmap_ScopeLight("mat_depthbias_shadowmap_ScopeLight", "0.0005", FCVAR_CHEAT);
void r_newScopeLightCallback_f(IConVar *pConVar, const char *pOldString, float flOldValue)
{
if (engine->GetDXSupportLevel() < 70)
{
r_newScopeLight.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_ScopeLight::C_ScopeLight(int ScopeLightnEntIndex, float _lightLinear, float constLight, float _lightFov, float _lightFar)
{
m_ScopeLightHandle = CLIENTSHADOW_INVALID_HANDLE;
m_nEntIndexScopeLight = ScopeLightnEntIndex;
lightConstant = constLight;
lightFov = _lightFov;
lightFar = _lightFar;
lightLinear = _lightLinear;
m_ScopeLight = false;
m_pPointLightScopeLight = NULL;
if (engine->GetDXSupportLevel() < 70)
{
r_newScopeLight.SetValue(0);
}
if (g_pMaterialSystemHardwareConfig->SupportsBorderColor())
{
m_ScopeLightTexture.Init("effects/flashlight_border", TEXTURE_GROUP_OTHER, true);
}
else
{
m_ScopeLightTexture.Init("effects/flashlight001", TEXTURE_GROUP_OTHER, true);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_ScopeLight::~C_ScopeLight()
{
LightOffScopeLight();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ScopeLight::TurnOnScopeLight()
{
m_ScopeLight = true;
m_flDistModScopeLight = 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ScopeLight::TurnOffScopeLight()
{
if (m_ScopeLight)
{
m_ScopeLight = false;
LightOffScopeLight();
}
}
// 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 CTraceFilterSkipPlayerAndViewModelSMG : 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<C_BaseViewModel *>(pEntity) != NULL) ||
(dynamic_cast<C_BasePlayer *>(pEntity) != NULL) ||
pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ||
pEntity->GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS)
{
return false;
}
return true;
}
};
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void C_ScopeLight::UpdateLightNewScopeLight(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp)
{
VPROF_BUDGET("C_ScopeLight::UpdateLightNewScopeLight", 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 flEpsilon = 0.1f; // Offset flashlight position along vecUp
const float flDistCutoff = 128.0f;
const float flDistDrag = 0.2;
CTraceFilterSkipPlayerAndViewModelSMG traceFilter;
float MflOffsetY = r_ScopeLightoffsety.GetFloat();
float MflOffsetZ = r_ScopeLightoffsetz.GetFloat();
float MflOffsetX = r_ScopeLightoffsetx.GetFloat();
// m_flMuzzleFlashRoll = RandomFloat( 0, 360.0f );
if (r_swingScopeLight.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);//Âîò îíî////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
}
Vector vOrigin = vecPos + ((MflOffsetZ * vecForward) + MflOffsetX * vecUp + (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;
if (r_ScopeLightfar.GetFloat() > 0)
vTarget = vecPos + vecForward * r_ScopeLightfar.GetFloat();
else
vTarget = vecPos + vecForward * lightFar;
// 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), 2.5f, 1e-3);
AssertFloatEquals(DotProduct(vDir, vUp), 0.3f, 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);
// UTIL_Tracer( vOrigin, pmDirectionTrace.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "GaussTracer" );
if (r_ScopeLightvisualizetrace.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);
// UTIL_Tracer( vOrigin, pmDirectionTrace.endpos, 0, TRACER_FLAG_USEATTACHMENT, 4000, false, "CguardTracer" );
}
float flDist = (pmDirectionTrace.endpos - vOrigin).Length();
if (flDist < flDistCutoff)
{
// 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_ScopeLightladderdist.GetFloat() : flDistCutoff - flDist; // Fixed pull-back distance if on ladder
m_flDistModScopeLight = Lerp(flDistDrag, m_flDistModScopeLight, flPullBackDist);
if (!bPlayerOnLadder)
{
trace_t pmBackTrace;
UTIL_TraceHull(vOrigin, vOrigin - vDir*(flPullBackDist - flEpsilon), 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() - flEpsilon;
if (m_flDistModScopeLight > flMaxDist)
m_flDistModScopeLight = flMaxDist;
}
}
}
else
{
m_flDistModScopeLight = Lerp(flDistDrag, m_flDistModScopeLight, 0.0f);
}
vOrigin = vOrigin - vDir * m_flDistModScopeLight;
state.m_vecLightOrigin = vOrigin;
BasisToQuaternion(vDir, vRight, vUp, state.m_quatOrientation);
state.m_fQuadraticAtten = r_ScopeLightquadratic.GetFloat();
//bool bFlicker = false;
if (r_ScopeLightfov_adjust.GetInt())
{
state.m_fHorizontalFOVDegrees = r_ScopeLightfov.GetInt();
state.m_fVerticalFOVDegrees = r_ScopeLightfov.GetInt();
}
else
{
state.m_fHorizontalFOVDegrees = lightFov;
state.m_fVerticalFOVDegrees = lightFov;
}
/*if (r_ScopeLightlinear.GetFloat() > 0)
state.m_fLinearAtten = r_ScopeLightlinear.GetFloat();
else*/
state.m_fLinearAtten = lightLinear;
/*if (r_ScopeLightconstant.GetFloat() > 0)
state.m_fConstantAtten = r_ScopeLightconstant.GetFloat();
else*/
state.m_fConstantAtten = lightConstant;
state.m_Color[0] = 1.0f;
state.m_Color[1] = 1.0f;
state.m_Color[2] = 1.0f;
state.m_Color[3] = r_ScopeLightambient.GetFloat();
state.m_NearZ = r_ScopeLightnear.GetFloat() + m_flDistModScopeLight; // Push near plane out so that we don't clip the world when the flashlight pulls back
/*if (r_ScopeLightfar.GetFloat() > 0)
state.m_FarZ = r_ScopeLightfar.GetFloat();
else*/
state.m_FarZ = lightFar;
state.m_bEnableShadows = false;//r_flashlightdepthtexture.GetBool();
state.m_flShadowMapResolution = r_flashlightdepthres.GetInt();
state.m_pSpotlightTexture = m_ScopeLightTexture;
// state.m_pLaserTexture = m_LaserTexture;
state.m_nSpotlightTextureFrame = 0;
state.m_flShadowAtten = r_ScopeLightshadowatten.GetFloat();
state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap_ScopeLight.GetFloat();
state.m_flShadowDepthBias = mat_depthbias_shadowmap_ScopeLight.GetFloat();
if (m_ScopeLightHandle == CLIENTSHADOW_INVALID_HANDLE)
{
m_ScopeLightHandle = g_pClientShadowMgr->CreateFlashlight(state);
}
else
{
if (!r_ScopeLightlockposition.GetBool())
{
g_pClientShadowMgr->UpdateFlashlightState(m_ScopeLightHandle, state);
}
}
g_pClientShadowMgr->UpdateProjectedTexture(m_ScopeLightHandle, true);
// Kill the old flashlight method if we have one.
LightOffOldScopeLight();
#ifndef NO_TOOLFRAMEWORK
if (clienttools->IsInRecordingMode())
{
KeyValues *msg = new KeyValues("MState");
msg->SetFloat("time", gpGlobals->curtime);
msg->SetInt("Mentindex", m_nEntIndexScopeLight);
msg->SetInt("MHandle", m_ScopeLightHandle);
msg->SetPtr("MState", &state);
ToolFramework_PostToolMessage(HTOOLHANDLE_INVALID, msg);
msg->deleteThis();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void C_ScopeLight::UpdateLightOldScopeLight(const Vector &vecPos, const Vector &vecDir, int nDistance)
{
if (!m_pPointLightScopeLight || (m_pPointLightScopeLight->key != m_nEntIndexScopeLight))
{
// Set up the environment light
m_pPointLightScopeLight = effects->CL_AllocDlight(m_nEntIndexScopeLight);
m_pPointLightScopeLight->flags = 0.0f;
m_pPointLightScopeLight->radius = 80;
}
// For bumped lighting
VectorCopy(vecDir, m_pPointLightScopeLight->m_Direction);
Vector end;
end = vecPos + nDistance * vecDir;
// Trace a line outward, skipping the player model and the view model.
trace_t pm;
CTraceFilterSkipPlayerAndViewModelSMG traceFilter;
UTIL_TraceLine(vecPos, end, MASK_ALL, &traceFilter, &pm);
VectorCopy(pm.endpos, m_pPointLightScopeLight->origin);
float Mfalloff = pm.fraction * nDistance;
if (Mfalloff < 500)
Mfalloff = 1.0;
else
Mfalloff = 500.0 / Mfalloff;
Mfalloff *= Mfalloff;
m_pPointLightScopeLight->radius = 80;
m_pPointLightScopeLight->color.r = m_pPointLightScopeLight->color.g = m_pPointLightScopeLight->color.b = 255 * Mfalloff;
m_pPointLightScopeLight->color.exponent = 0;
// Make it live for a bit
m_pPointLightScopeLight->die = gpGlobals->curtime + 0.2f;
// Update list of surfaces we influence
render->TouchLight(m_pPointLightScopeLight);
// kill the new flashlight if we have one
LightOffNewScopeLight();
}
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void C_ScopeLight::UpdateLightScopeLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance)
{
if (!m_ScopeLight)
{
return;
}
if (r_newScopeLight.GetBool())
{
UpdateLightNewScopeLight(vecPos, vecDir, vecRight, vecUp);
}
else
{
UpdateLightOldScopeLight(vecPos, vecDir, nDistance);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ScopeLight::LightOffNewScopeLight()
{
#ifndef NO_TOOLFRAMEWORK
if (clienttools->IsInRecordingMode())
{
KeyValues *msg = new KeyValues("MState");
msg->SetFloat("time", gpGlobals->curtime);
msg->SetInt("Mentindex", m_nEntIndexScopeLight);
msg->SetInt("MHandle", m_ScopeLightHandle);
msg->SetPtr("MState", NULL);
ToolFramework_PostToolMessage(HTOOLHANDLE_INVALID, msg);
msg->deleteThis();
}
#endif
// Clear out the light
if (m_ScopeLightHandle != CLIENTSHADOW_INVALID_HANDLE)
{
g_pClientShadowMgr->DestroyFlashlight(m_ScopeLightHandle);
m_ScopeLightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ScopeLight::LightOffOldScopeLight()
{
if (m_pPointLightScopeLight && (m_pPointLightScopeLight->key == m_nEntIndexScopeLight))
{
m_pPointLightScopeLight->die = gpGlobals->curtime;
m_pPointLightScopeLight = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ScopeLight::LightOffScopeLight()
{
LightOffOldScopeLight();
LightOffNewScopeLight();
}