mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-02 17:48:11 +03:00
451 lines
15 KiB
C++
451 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "cbase.h"
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#include "c_nv_light.h"
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#include "dlight.h"
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#include "iefx.h"
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#include "iviewrender.h"
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#include "view.h"
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#include "engine/ivdebugoverlay.h"
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#include "tier0/vprof.h"
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#include "tier1/KeyValues.h"
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#include "toolframework_client.h"
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#ifdef HL2_CLIENT_DLL
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#include "c_basehlplayer.h"
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#endif // HL2_CLIENT_DLL
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#if defined( _X360 )
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extern ConVar r_flashlightdepthres;
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#else
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extern ConVar r_flashlightdepthres;
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar r_flashlightdepthtexture;
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void r_newnightvisionCallback_f(IConVar *pConVar, const char *pOldString, float flOldValue);
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static ConVar r_nightvisionShadows("r_nightvisionShadows", "0", FCVAR_ARCHIVE);
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static ConVar r_newnightvision("r_newnightvision", "0", FCVAR_ARCHIVE, "", r_newnightvisionCallback_f);
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static ConVar r_swingnightvision("r_swingnightvision", "1", FCVAR_CHEAT);
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static ConVar r_nightvisionlockposition("r_nightvisionlockposition", "0", FCVAR_CHEAT);
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static ConVar r_nightvisionfov("r_nightvisionfov", "200.0", FCVAR_ARCHIVE);
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static ConVar r_nightvisionoffsetx("r_nightvisionoffsetx", "10.0", FCVAR_CHEAT);
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static ConVar r_nightvisionoffsety("r_nightvisionoffsety", "-20.0", FCVAR_CHEAT);
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static ConVar r_nightvisionoffsetz("r_nightvisionoffsetz", "24.0", FCVAR_CHEAT);
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static ConVar r_nightvisionnear("r_nightvisionnear", "4.0", FCVAR_CHEAT);
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static ConVar r_nightvisionfar("r_nightvisionfar", "50.0", FCVAR_CHEAT);
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static ConVar r_nightvisionconstant("r_nightvisionconstant", "0.0", FCVAR_CHEAT);
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static ConVar r_nightvisionlinear("r_nightvisionlinear", "0.5", FCVAR_CHEAT);
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static ConVar r_nightvisionquadratic("r_nightvisionquadratic", "0.0", FCVAR_CHEAT);
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static ConVar r_nightvisionvisualizetrace("r_nightvisionvisualizetrace", "0", FCVAR_CHEAT);
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static ConVar r_nightvisionambient("r_nightvisionambient", "0.0", FCVAR_CHEAT);
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static ConVar r_nightvisionshadowatten("r_nightvisionshadowatten", "0.35", FCVAR_CHEAT);
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static ConVar r_nightvisionladderdist("r_nightvisionladderdist", "40.0", FCVAR_CHEAT);
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#ifndef MAPBASE
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static ConVar mat_slopescaledepthbias_shadowmap("mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT);
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static ConVar mat_depthbias_shadowmap("mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT);
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#else
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static ConVar mat_nightvision_slopescaledepthbias_shadowmap("mat_nightvision_slopescaledepthbias_shadowmap", "4", FCVAR_CHEAT);
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static ConVar mat_nightvision_depthbias_shadowmap("mat_nightvision_depthbias_shadowmap", "0.00001", FCVAR_CHEAT);
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#endif
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/*#ifdef MAPBASE
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static ConVar r_nightvisiontextureoverride( "r_nightvisiontextureoverride", "effects/flashlight_border", FCVAR_ARCHIVE );
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#endif*/
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static ConVar r_nightvisiontextureoverride("r_nightvisiontextureoverride", "effects/flashlight_border", FCVAR_NONE);
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void r_newnightvisionCallback_f(IConVar *pConVar, const char *pOldString, float flOldValue)
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{
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if (engine->GetDXSupportLevel() < 70)
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{
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r_newnightvision.SetValue(0);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : nEntIndex - The m_nEntIndex of the client entity that is creating us.
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// vecPos - The position of the light emitter.
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// vecDir - The direction of the light emission.
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//-----------------------------------------------------------------------------
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C_NVLight::C_NVLight(int nEntIndex)
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{
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m_FlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
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m_nEntIndex = nEntIndex;
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m_bIsOn = false;
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m_pPointLight = NULL;
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//if (engine->GetDXSupportLevel() < 70)
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{
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r_newnightvision.SetValue(1);
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}
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#ifdef MAPBASE
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if (r_nightvisiontextureoverride.GetString()[0] != '\0')
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{
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m_FlashlightTexture.Init(r_nightvisiontextureoverride.GetString(), TEXTURE_GROUP_OTHER, true);
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}
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else
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#endif
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//if ( g_pMaterialSystemHardwareConfig->SupportsBorderColor() )
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{
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m_FlashlightTexture.Init("effects/flashlight_border", TEXTURE_GROUP_OTHER, true);
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}
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/*else
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{
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m_FlashlightTexture.Init( "effects/flashlight001", TEXTURE_GROUP_OTHER, true );
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}*/
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_NVLight::~C_NVLight()
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{
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LightOff();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_NVLight::TurnOn()
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{
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m_bIsOn = true;
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m_flDistMod = 1.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_NVLight::TurnOff()
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{
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if (m_bIsOn)
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{
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m_bIsOn = false;
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LightOff();
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}
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}
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// Custom trace filter that skips the player and the view model.
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// If we don't do this, we'll end up having the light right in front of us all
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// the time.
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class CTraceFilterSkipPlayerAndViewModel : public CTraceFilter
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{
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public:
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virtual bool ShouldHitEntity(IHandleEntity *pServerEntity, int contentsMask)
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{
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// Test against the vehicle too?
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// FLASHLIGHTFIXME: how do you know that you are actually inside of the vehicle?
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C_BaseEntity *pEntity = EntityFromEntityHandle(pServerEntity);
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if (!pEntity)
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return true;
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if ((dynamic_cast<C_BaseViewModel *>(pEntity) != NULL) ||
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(dynamic_cast<C_BasePlayer *>(pEntity) != NULL) ||
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pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ||
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pEntity->GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS)
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{
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return false;
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}
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return true;
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}
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};
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//-----------------------------------------------------------------------------
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// Purpose: Do the headlight
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//-----------------------------------------------------------------------------
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void C_NVLight::UpdateLightNew(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp)
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{
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VPROF_BUDGET("C_NVLight::UpdateLightNew", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING);
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FlashlightState_t state;
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// We will lock some of the flashlight params if player is on a ladder, to prevent oscillations due to the trace-rays
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bool bPlayerOnLadder = (C_BasePlayer::GetLocalPlayer()->GetMoveType() == MOVETYPE_LADDER);
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const float flEpsilon = 0.1f; // Offset flashlight position along vecUp
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const float flDistCutoff = 128.0f;
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const float flDistDrag = 0.2;
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CTraceFilterSkipPlayerAndViewModel traceFilter;
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float flOffsetY = r_nightvisionoffsety.GetFloat();
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if (r_swingnightvision.GetBool())
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{
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// This projects the view direction backwards, attempting to raise the vertical
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// offset of the flashlight, but only when the player is looking down.
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Vector vecSwingLight = vecPos + vecForward * -12.0f;
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if (vecSwingLight.z > vecPos.z)
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{
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flOffsetY += (vecSwingLight.z - vecPos.z);
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}
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}
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Vector vOrigin = vecPos + flOffsetY * vecUp;
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// Not on ladder...trace a hull
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if (!bPlayerOnLadder)
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{
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trace_t pmOriginTrace;
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UTIL_TraceHull(vecPos, vOrigin, Vector(-4, -4, -4), Vector(4, 4, 4), MASK_SOLID & ~(CONTENTS_HITBOX), &traceFilter, &pmOriginTrace);
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if (pmOriginTrace.DidHit())
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{
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vOrigin = vecPos;
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}
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}
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else // on ladder...skip the above hull trace
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{
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vOrigin = vecPos;
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}
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// Now do a trace along the flashlight direction to ensure there is nothing within range to pull back from
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int iMask = MASK_OPAQUE_AND_NPCS;
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iMask &= ~CONTENTS_HITBOX;
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iMask |= CONTENTS_WINDOW;
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Vector vTarget = vecPos + vecForward * r_nightvisionfar.GetFloat();
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// Work with these local copies of the basis for the rest of the function
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Vector vDir = vTarget - vOrigin;
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Vector vRight = vecRight;
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Vector vUp = vecUp;
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VectorNormalize(vDir);
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VectorNormalize(vRight);
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VectorNormalize(vUp);
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// Orthonormalize the basis, since the flashlight texture projection will require this later...
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vUp -= DotProduct(vDir, vUp) * vDir;
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VectorNormalize(vUp);
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vRight -= DotProduct(vDir, vRight) * vDir;
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VectorNormalize(vRight);
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vRight -= DotProduct(vUp, vRight) * vUp;
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VectorNormalize(vRight);
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AssertFloatEquals(DotProduct(vDir, vRight), 0.0f, 1e-3);
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AssertFloatEquals(DotProduct(vDir, vUp), 0.0f, 1e-3);
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AssertFloatEquals(DotProduct(vRight, vUp), 0.0f, 1e-3);
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trace_t pmDirectionTrace;
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UTIL_TraceHull(vOrigin, vTarget, Vector(-4, -4, -4), Vector(4, 4, 4), iMask, &traceFilter, &pmDirectionTrace);
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if (r_nightvisionvisualizetrace.GetBool() == true)
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{
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debugoverlay->AddBoxOverlay(pmDirectionTrace.endpos, Vector(-4, -4, -4), Vector(4, 4, 4), QAngle(0, 0, 0), 0, 0, 255, 16, 0);
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debugoverlay->AddLineOverlay(vOrigin, pmDirectionTrace.endpos, 255, 0, 0, false, 0);
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}
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float flDist = (pmDirectionTrace.endpos - vOrigin).Length();
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if (flDist < flDistCutoff)
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{
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// We have an intersection with our cutoff range
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// Determine how far to pull back, then trace to see if we are clear
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float flPullBackDist = bPlayerOnLadder ? r_nightvisionladderdist.GetFloat() : flDistCutoff - flDist; // Fixed pull-back distance if on ladder
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m_flDistMod = Lerp(flDistDrag, m_flDistMod, flPullBackDist);
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if (!bPlayerOnLadder)
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{
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trace_t pmBackTrace;
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UTIL_TraceHull(vOrigin, vOrigin - vDir*(flPullBackDist - flEpsilon), Vector(-4, -4, -4), Vector(4, 4, 4), iMask, &traceFilter, &pmBackTrace);
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if (pmBackTrace.DidHit())
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{
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// We have an intersection behind us as well, so limit our m_flDistMod
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float flMaxDist = (pmBackTrace.endpos - vOrigin).Length() - flEpsilon;
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if (m_flDistMod > flMaxDist)
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m_flDistMod = flMaxDist;
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}
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}
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}
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else
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{
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m_flDistMod = Lerp(flDistDrag, m_flDistMod, 0.0f);
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}
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vOrigin = vOrigin - vDir * m_flDistMod;
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state.m_vecLightOrigin = vOrigin;
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BasisToQuaternion(vDir, vRight, vUp, state.m_quatOrientation);
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state.m_fQuadraticAtten = r_nightvisionquadratic.GetFloat();
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state.m_fHorizontalFOVDegrees = r_nightvisionfov.GetFloat() - (16.0f * (1.0f));
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state.m_fVerticalFOVDegrees = r_nightvisionfov.GetFloat() - (16.0f * (1.0f));
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state.m_fLinearAtten = r_nightvisionlinear.GetFloat();
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state.m_fHorizontalFOVDegrees = r_nightvisionfov.GetFloat();
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state.m_fVerticalFOVDegrees = r_nightvisionfov.GetFloat();
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state.m_fConstantAtten = r_nightvisionconstant.GetFloat();
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state.m_Color[0] = 1.0f;
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state.m_Color[1] = 1.0f;
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state.m_Color[2] = 1.0f;
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state.m_Color[3] = r_nightvisionambient.GetFloat();
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state.m_NearZ = r_nightvisionnear.GetFloat() + m_flDistMod; // Push near plane out so that we don't clip the world when the flashlight pulls back
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state.m_FarZ = r_nightvisionfar.GetFloat();
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state.m_bEnableShadows = false;//r_flashlightdepthtexture.GetBool();
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state.m_flShadowMapResolution = r_flashlightdepthres.GetInt();
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state.m_pSpotlightTexture = m_FlashlightTexture;
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state.m_nSpotlightTextureFrame = 0;
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state.m_flShadowAtten = r_nightvisionshadowatten.GetFloat();
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state.m_flShadowSlopeScaleDepthBias = mat_nightvision_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = mat_nightvision_depthbias_shadowmap.GetFloat();
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if (m_FlashlightHandle == CLIENTSHADOW_INVALID_HANDLE)
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{
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m_FlashlightHandle = g_pClientShadowMgr->CreateFlashlight(state);
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}
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else
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{
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if (!r_nightvisionlockposition.GetBool())
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{
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g_pClientShadowMgr->UpdateFlashlightState(m_FlashlightHandle, state);
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}
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}
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g_pClientShadowMgr->UpdateProjectedTexture(m_FlashlightHandle, true);
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// Kill the old flashlight method if we have one.
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LightOffOld();
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#ifndef NO_TOOLFRAMEWORK
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if (clienttools->IsInRecordingMode())
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{
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KeyValues *msg = new KeyValues("FlashlightState");
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msg->SetFloat("time", gpGlobals->curtime);
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msg->SetInt("entindex", m_nEntIndex);
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msg->SetInt("flashlightHandle", m_FlashlightHandle);
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msg->SetPtr("flashlightState", &state);
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ToolFramework_PostToolMessage(HTOOLHANDLE_INVALID, msg);
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msg->deleteThis();
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Do the headlight
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//-----------------------------------------------------------------------------
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void C_NVLight::UpdateLightOld(const Vector &vecPos, const Vector &vecDir, int nDistance)
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{
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if (!m_pPointLight || (m_pPointLight->key != m_nEntIndex))
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{
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// Set up the environment light
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m_pPointLight = effects->CL_AllocDlight(m_nEntIndex);
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m_pPointLight->flags = 0.0f;
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m_pPointLight->radius = 80;
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}
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// For bumped lighting
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VectorCopy(vecDir, m_pPointLight->m_Direction);
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float dist = r_nightvisionfar.GetFloat();
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Vector end;
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end = vecPos + /*nDistance*/dist * vecDir;
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// Trace a line outward, skipping the player model and the view model.
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trace_t pm;
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CTraceFilterSkipPlayerAndViewModel traceFilter;
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UTIL_TraceLine(vecPos, end, MASK_ALL, &traceFilter, &pm);
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VectorCopy(pm.endpos, m_pPointLight->origin);
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float falloff = r_nightvisionlinear.GetFloat();//pm.fraction * /*nDistance*/dist;
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/*if (falloff < 500)
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falloff = 1.0;
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else
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falloff = 500.0 / falloff;
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falloff *= falloff;*/
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m_pPointLight->radius = r_nightvisionfov.GetFloat()*3;
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m_pPointLight->color.r = m_pPointLight->color.g = m_pPointLight->color.b = 255 * falloff;
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m_pPointLight->color.exponent = 0;
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// Make it live for a bit
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m_pPointLight->die = gpGlobals->curtime + 0.2f;
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// Update list of surfaces we influence
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render->TouchLight(m_pPointLight);
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// kill the new flashlight if we have one
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LightOffNew();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Do the headlight
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//-----------------------------------------------------------------------------
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void C_NVLight::UpdateLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance)
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{
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if (!m_bIsOn)
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{
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return;
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}
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if (false)//(r_newnightvision.GetBool())
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{
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UpdateLightNew(vecPos, vecDir, vecRight, vecUp);
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}
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else
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{
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UpdateLightOld(vecPos, vecDir, nDistance);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_NVLight::LightOffNew()
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{
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#ifndef NO_TOOLFRAMEWORK
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if (clienttools->IsInRecordingMode())
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{
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KeyValues *msg = new KeyValues("FlashlightState");
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msg->SetFloat("time", gpGlobals->curtime);
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msg->SetInt("entindex", m_nEntIndex);
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msg->SetInt("flashlightHandle", m_FlashlightHandle);
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msg->SetPtr("flashlightState", NULL);
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ToolFramework_PostToolMessage(HTOOLHANDLE_INVALID, msg);
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msg->deleteThis();
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}
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#endif
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// Clear out the light
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if (m_FlashlightHandle != CLIENTSHADOW_INVALID_HANDLE)
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{
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g_pClientShadowMgr->DestroyFlashlight(m_FlashlightHandle);
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m_FlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_NVLight::LightOffOld()
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{
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if (m_pPointLight && (m_pPointLight->key == m_nEntIndex))
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{
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m_pPointLight->die = gpGlobals->curtime;
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m_pPointLight = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_NVLight::LightOff()
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{
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LightOffOld();
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LightOffNew();
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}
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