Files
HL2Overcharged/game/server/overcharged/RTT/env_global_light.cpp
2025-05-21 21:20:08 +03:00

548 lines
16 KiB
C++

//========= Copyright 1996-2010, Valve Corporation, All rights reserved. ============//
//
// Purpose: global dynamic light. Ported from Insolence's port of Alien Swarm's env_global_light.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "OverCharged/RTT/env_global_light.h"
#include "datamap.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//------------------------------------------------------------------------------
// FIXME: This really should inherit from something more lightweight
//------------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS(global_lightning, CGlobalLight);
BEGIN_DATADESC(CGlobalLight)
DEFINE_KEYFIELD(m_bEnabled, FIELD_BOOLEAN, "enabled"),
DEFINE_KEYFIELD(m_bStartDisabled, FIELD_BOOLEAN, "StartDisabled"),
DEFINE_AUTO_ARRAY_KEYFIELD(m_TextureName, FIELD_CHARACTER, "texturename"),
#ifdef MAPBASE
DEFINE_KEYFIELD(m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe"),
#endif
DEFINE_KEYFIELD(m_flSunDistance, FIELD_FLOAT, "distance"),
DEFINE_KEYFIELD(m_flFOV, FIELD_FLOAT, "fov"),
DEFINE_KEYFIELD(m_flNearZ, FIELD_FLOAT, "nearz"),
DEFINE_KEYFIELD(m_flNorthOffset, FIELD_FLOAT, "northoffset"),
#ifdef MAPBASE
DEFINE_KEYFIELD(m_flEastOffset, FIELD_FLOAT, "eastoffset"),
DEFINE_KEYFIELD(m_flForwardOffset, FIELD_FLOAT, "forwardoffset"),
DEFINE_KEYFIELD(m_flOrthoSize, FIELD_FLOAT, "orthosize"),
#endif
DEFINE_KEYFIELD(m_bEnableShadows, FIELD_BOOLEAN, "enableshadows"),
DEFINE_FIELD(m_LightColor, FIELD_COLOR32),
DEFINE_FIELD(m_shadowDirection, FIELD_VECTOR),
#ifdef MAPBASE
DEFINE_KEYFIELD(m_flBrightnessScale, FIELD_FLOAT, "brightnessscale"),
#endif
DEFINE_KEYFIELD(m_flColorTransitionTime, FIELD_FLOAT, "colortransitiontime"),
// Inputs
#ifdef MAPBASE
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetXOffset", InputSetXOffset),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetYOffset", InputSetYOffset),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetOrthoSize", InputSetOrthoSize),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetDistance", InputSetDistance),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetFOV", InputSetFOV),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetNearZDistance", InputSetNearZDistance),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetNorthOffset", InputSetNorthOffset),
#else
DEFINE_INPUT( m_flSunDistance, FIELD_FLOAT, "SetDistance" ),
DEFINE_INPUT( m_flFOV, FIELD_FLOAT, "SetFOV" ),
DEFINE_INPUT( m_flNearZ, FIELD_FLOAT, "SetNearZDistance" ),
DEFINE_INPUT( m_flNorthOffset, FIELD_FLOAT, "SetNorthOffset" ),
#endif
DEFINE_INPUTFUNC(FIELD_COLOR32, "LightColor", InputSetLightColor),
DEFINE_INPUTFUNC(FIELD_STRING, "SetAngles", InputSetAngles),
DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
DEFINE_INPUTFUNC(FIELD_STRING, "SetTexture", InputSetTexture),
//DEFINE_INPUTFUNC(FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows),
#ifdef MAPBASE
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetBrightness", InputSetBrightness),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetColorTransitionTime", InputSetColorTransitionTime),
#endif
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST_NOBASE(CGlobalLight, DT_GlobalLight)
SendPropVector(SENDINFO(m_shadowDirection), -1, SPROP_NOSCALE),
SendPropBool(SENDINFO(m_bEnabled)),
SendPropString(SENDINFO(m_TextureName)),
#ifdef MAPBASE
SendPropInt(SENDINFO(m_nSpotlightTextureFrame)),
#endif
/*SendPropInt(SENDINFO (m_LightColor ), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt32 ),*/
SendPropInt(SENDINFO(m_LightColor), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt),
#ifdef MAPBASE
SendPropFloat(SENDINFO(m_flBrightnessScale)),
#endif
SendPropFloat(SENDINFO(m_flColorTransitionTime)),
SendPropFloat(SENDINFO(m_flSunDistance), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_flFOV), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_flNearZ), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_flNorthOffset), 0, SPROP_NOSCALE),
#ifdef MAPBASE
SendPropFloat(SENDINFO(m_flEastOffset), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_flForwardOffset), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_flOrthoSize), 0, SPROP_NOSCALE),
#endif
SendPropBool(SENDINFO(m_bEnableShadows)),
END_SEND_TABLE()
static CGlobalLight *g_GlobalLightning = NULL;
void UpdateGlobalLight();
void UpdateGlobalLightShadows();
void UpdateGlobalLightFreq();
void UpdateGlobalLightFov();
void UpdateGlobalLightNearZ();
void UpdateGlobalLightOrthoSize();
void UpdateGlobalLightDist();
void UpdateGlobalLightBrightness();
void UpdateGlobalLightOffsets();
void UpdateGlobalLightAngles();
ConVar oc_global_lightning_enabled("oc_global_lightning_enabled", "1", FCVAR_ARCHIVE, "", (FnChangeCallback_t)UpdateGlobalLight);
ConVar oc_global_lightning_update_freq("oc_global_lightning_update_freq", "0", FCVAR_ARCHIVE, "", (FnChangeCallback_t)UpdateGlobalLightFreq);
ConVar oc_global_lightning_shadows("oc_global_lightning_shadows", "1", FCVAR_NONE, "", (FnChangeCallback_t)UpdateGlobalLightShadows);
ConVar oc_global_lightning_shadows_quality("oc_global_lightning_shadows_quality", "1", FCVAR_NONE, "", (FnChangeCallback_t)UpdateGlobalLightShadows);
ConVar oc_global_lightning_fov("oc_global_lightning_fov", "180", FCVAR_NONE, "", (FnChangeCallback_t)UpdateGlobalLightFov);
ConVar oc_global_lightning_brightness("oc_global_lightning_brightness", "2", FCVAR_NONE, "", (FnChangeCallback_t)UpdateGlobalLightBrightness);
ConVar oc_global_lightning_nearz("oc_global_lightning_nearz", "10", FCVAR_NONE, "", (FnChangeCallback_t)UpdateGlobalLightNearZ);
ConVar oc_global_lightning_northoffset("oc_global_lightning_northoffset", "0", FCVAR_NONE, "", (FnChangeCallback_t)UpdateGlobalLightOffsets);
ConVar oc_global_lightning_eastoffset("oc_global_lightning_eastoffset", "0", FCVAR_NONE, "", (FnChangeCallback_t)UpdateGlobalLightOffsets);
ConVar oc_global_lightning_forwardoffset("oc_global_lightning_forwardoffset", "0", FCVAR_NONE, "", (FnChangeCallback_t)UpdateGlobalLightOffsets);
ConVar oc_global_lightning_orthosize("oc_global_lightning_orthosize", "1000", FCVAR_NONE, "", (FnChangeCallback_t)UpdateGlobalLightOrthoSize);
ConVar oc_global_lightning_spawnangles("oc_global_lightning_spawnangles", "0 0 90", FCVAR_NONE, "", (FnChangeCallback_t)UpdateGlobalLightAngles);
ConVar oc_global_lightning_sun_distance("oc_global_lightning_sun_distance", "10000", FCVAR_NONE, "", (FnChangeCallback_t)UpdateGlobalLightDist);
CGlobalLight* GetGlobalLightEntity();
CGlobalLight* GetGlobalLightEntity()
{
return g_GlobalLightning;
}
void UpdateGlobalLight()
{
CGlobalLight *glEnt = GetGlobalLightEntity();
if (glEnt)
{
//cvar->FindVar("r_shadows_gamecontrol")->SetValue(oc_global_lightning_enabled.GetBool() ? 0 : -1);
glEnt->KeyValue("enabled", oc_global_lightning_enabled.GetString());
}
}
void UpdateGlobalLightShadows()
{
CGlobalLight *glEnt = GetGlobalLightEntity();
if (glEnt)
{
glEnt->KeyValue("enableshadows", oc_global_lightning_shadows.GetString());
glEnt->KeyValue("shadows_quality", oc_global_lightning_shadows_quality.GetString());
}
}
void UpdateGlobalLightFreq()
{
CGlobalLight *glEnt = GetGlobalLightEntity();
if (glEnt)
{
glEnt->KeyValue("update_freq", oc_global_lightning_update_freq.GetString());
}
}
void UpdateGlobalLightAngles()
{
CGlobalLight *glEnt = GetGlobalLightEntity();
if (glEnt)
{
glEnt->KeyValue("angles", oc_global_lightning_spawnangles.GetString());
}
}
void UpdateGlobalLightBrightness()
{
CGlobalLight *glEnt = GetGlobalLightEntity();
if (glEnt)
{
glEnt->InputSetBrightness(oc_global_lightning_brightness.GetFloat());
}
}
void UpdateGlobalLightDist()
{
CGlobalLight *glEnt = GetGlobalLightEntity();
if (glEnt)
{
glEnt->KeyValue("distance", oc_global_lightning_sun_distance.GetString());
/*glEnt->KeyValue("fov", oc_global_lightning_fov.GetString());
glEnt->KeyValue("nearz", oc_global_lightning_nearz.GetString());
glEnt->KeyValue("orthosize", oc_global_lightning_orthosize.GetString());*/
}
}
void UpdateGlobalLightFov()
{
CGlobalLight *glEnt = GetGlobalLightEntity();
if (glEnt)
{
glEnt->KeyValue("fov", oc_global_lightning_fov.GetString());
}
}
void UpdateGlobalLightNearZ()
{
CGlobalLight *glEnt = GetGlobalLightEntity();
if (glEnt)
{
glEnt->KeyValue("nearz", oc_global_lightning_nearz.GetString());
}
}
void UpdateGlobalLightOrthoSize()
{
CGlobalLight *glEnt = GetGlobalLightEntity();
if (glEnt)
{
glEnt->KeyValue("orthosize", oc_global_lightning_orthosize.GetString());
}
}
void UpdateGlobalLightOffsets()
{
CGlobalLight *glEnt = GetGlobalLightEntity();
if (glEnt)
{
glEnt->KeyValue("northoffset", oc_global_lightning_northoffset.GetString());
glEnt->KeyValue("eastoffset", oc_global_lightning_eastoffset.GetString());
glEnt->KeyValue("forwardoffset", oc_global_lightning_forwardoffset.GetString());
}
}
int CGlobalLight::Restore(IRestore &restore)
{
int status = BaseClass::Restore(restore);
if (!status)
return 0;
//UpdateGlobalLight();
// success
return 1;
}
CGlobalLight::CGlobalLight()
{
#if defined( _X360 )
Q_strcpy( m_TextureName.GetForModify(), "effects/flashlight_border" );
#else
Q_strcpy( m_TextureName.GetForModify(), "effects/flashlight001" );
#endif
if (m_LightColor.GetR() == 0 && m_LightColor.GetG() == 0 && m_LightColor.GetB() == 0 && m_LightColor.GetA() == 0)
{
#ifdef MAPBASE
m_LightColor.Init(255, 255, 255, 255);
#else
m_LightColor.Init( 255, 255, 255, 1 );
#endif
}
m_flColorTransitionTime = 0.5f;
m_nSpotlightTextureFrame = 0;
/*m_flSunDistance = 10000.0f;
m_flFOV = 5.0f;
m_bEnableShadows = false;
#ifdef MAPBASE
m_nSpotlightTextureFrame = 0;
m_flBrightnessScale = 1.0f;
m_flOrthoSize = 1000.0f;
#endif*/
//cvar->FindVar("r_simpleshadows_disabled")->SetValue(0);
//m_bEnabled = m_bEnableShadows = true;
m_nSpotlightTextureFrame = oc_global_lightning_update_freq.GetInt();
m_iShadowQuality = oc_global_lightning_shadows_quality.GetInt();
m_flFOV = oc_global_lightning_fov.GetInt();
m_flNearZ = oc_global_lightning_nearz.GetInt();
m_flForwardOffset = oc_global_lightning_forwardoffset.GetInt();
m_flSunDistance = oc_global_lightning_sun_distance.GetInt();
m_flOrthoSize = oc_global_lightning_orthosize.GetInt();
g_GlobalLightning = this;
m_bEnableShadows = true;
}
void CGlobalLight::Activate()
{
BaseClass::Activate();
}
void CGlobalLight::EnableFromMapAdd()
{
UpdateGlobalLight();
UpdateGlobalLightShadows();
}
//------------------------------------------------------------------------------
// Purpose : Send even though we don't have a model
//------------------------------------------------------------------------------
int CGlobalLight::UpdateTransmitState()
{
// ALWAYS transmit to all clients.
return SetTransmitState( FL_EDICT_ALWAYS );
}
void CGlobalLight::SetDirection(const QAngle &angle)
{
Vector vForward;
AngleVectors(angle, &vForward);
m_shadowDirection = vForward;
}
bool CGlobalLight::KeyValue( const char *szKeyName, const char *szValue )
{
#ifdef MAPBASE
if ( FStrEq( szKeyName, "lightcolor" ) || FStrEq( szKeyName, "color" ) )
#else
if ( FStrEq( szKeyName, "color" ) )
#endif
{
float tmp[4];
UTIL_StringToFloatArray( tmp, 4, szValue );
m_LightColor.SetR( tmp[0] );
m_LightColor.SetG( tmp[1] );
m_LightColor.SetB( tmp[2] );
m_LightColor.SetA( tmp[3] );
}
else if (FStrEq(szKeyName, "enabled"))
{
int ival = Q_atoi(szValue);
m_bEnabled = ival > 0;
cvar->FindVar("r_shadows_gamecontrol")->SetValue(m_bEnabled ? 0 : -1);
}
else if (FStrEq(szKeyName, "enableshadows"))
{
int ival = Q_atoi(szValue);
m_bEnableShadows = ival > 0;
}
else if ( FStrEq( szKeyName, "angles" ) )
{
QAngle angles;
UTIL_StringToVector( angles.Base(), szValue );
if (angles == vec3_angle)
{
angles.Init( 80, 30, 0 );
}
Vector vForward;
AngleVectors( angles, &vForward );
m_shadowDirectionInternal = vForward;
m_shadowDirection = m_shadowDirectionInternal;
return true;
}
else if (FStrEq(szKeyName, "orthosize"))
{
int tmp[1];
UTIL_StringToIntArray(tmp, 1, szValue);
m_flOrthoSize = Clamp((float)tmp[0], 2000.f, 50000.f);//oc_global_lightning_orthosize.GetInt();
}
else if (FStrEq(szKeyName, "distance"))
{
int tmp[1];
UTIL_StringToIntArray(tmp, 1, szValue);
m_flSunDistance = tmp[0];//oc_global_lightning_sun_distance.GetInt();
}
else if (FStrEq(szKeyName, "fov"))
{
int tmp[1];
UTIL_StringToIntArray(tmp, 1, szValue);
m_flFOV = tmp[0];//oc_global_lightning_fov.GetInt();
}
else if (FStrEq(szKeyName, "nearz"))
{
int tmp[1];
UTIL_StringToIntArray(tmp, 1, szValue);
m_flNearZ = tmp[0];//oc_global_lightning_nearz.GetInt();
}
else if (FStrEq(szKeyName, "forwardoffset"))
{
int tmp[1];
UTIL_StringToIntArray(tmp, 1, szValue);
m_flForwardOffset = tmp[0];//oc_global_lightning_forwardoffset.GetInt();
}
else if (FStrEq(szKeyName, "northoffset"))
{
int tmp[1];
UTIL_StringToIntArray(tmp, 1, szValue);
m_flNorthOffset = tmp[0];//oc_global_lightning_northoffset.GetInt();
}
else if (FStrEq(szKeyName, "eastoffset"))
{
int tmp[1];
UTIL_StringToIntArray(tmp, 1, szValue);
m_flEastOffset = tmp[0];//oc_global_lightning_eastoffset.GetInt();
}
else if (FStrEq(szKeyName, "shadows_quality"))
{
int tmp[1];
UTIL_StringToIntArray(tmp, 1, szValue);
m_iShadowQuality = tmp[0];//oc_global_lightning_shadows_quality.GetInt();
}
else if (FStrEq(szKeyName, "update_freq"))
{
int tmp[1];
UTIL_StringToIntArray(tmp, 1, szValue);
m_nSpotlightTextureFrame = tmp[0];
}
/*else if (FStrEq(szKeyName, "enableshadows"))
{
switch (szValue[0])
{
case '1':
cvar->FindVar("r_draw_simpleshadows")->SetValue(1);
break;
case '0':
cvar->FindVar("r_draw_simpleshadows")->SetValue(0);
break;
}
}*/
else if ( FStrEq( szKeyName, "texturename" ) )
{
#if defined( _X360 )
if ( Q_strcmp( szValue, "effects/flashlight001" ) == 0 )
{
// Use this as the default for Xbox
Q_strcpy( m_TextureName.GetForModify(), "effects/flashlight_border" );
}
else
{
Q_strcpy( m_TextureName.GetForModify(), szValue );
}
#else
Q_strcpy( m_TextureName.GetForModify(), szValue );
#endif
}
return BaseClass::KeyValue( szKeyName, szValue );
}
bool CGlobalLight::GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen )
{
if ( FStrEq( szKeyName, "color" ) )
{
Q_snprintf( szValue, iMaxLen, "%d %d %d %d", m_LightColor.GetR(), m_LightColor.GetG(), m_LightColor.GetB(), m_LightColor.GetA() );
return true;
}
else if ( FStrEq( szKeyName, "texturename" ) )
{
Q_snprintf( szValue, iMaxLen, "%s", m_TextureName.Get() );
return true;
}
return BaseClass::GetKeyValue( szKeyName, szValue, iMaxLen );
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CGlobalLight::Spawn( void )
{
Precache();
SetSolid( SOLID_NONE );
if( m_bStartDisabled )
{
m_bEnabled = false;
}
else
{
m_bEnabled = true;
}
}
//------------------------------------------------------------------------------
// Input values
//------------------------------------------------------------------------------
void CGlobalLight::InputSetAngles( inputdata_t &inputdata )
{
const char *pAngles = inputdata.value.String();
QAngle angles;
UTIL_StringToVector( angles.Base(), pAngles );
Vector vTemp;
AngleVectors( angles, &vTemp );
m_shadowDirection = vTemp;
}
//------------------------------------------------------------------------------
// Purpose : Input handlers
//------------------------------------------------------------------------------
void CGlobalLight::InputEnable( inputdata_t &inputdata )
{
m_bEnabled = true;
}
void CGlobalLight::InputDisable( inputdata_t &inputdata )
{
m_bEnabled = false;
}
void CGlobalLight::InputSetTexture( inputdata_t &inputdata )
{
Q_strcpy( m_TextureName.GetForModify(), inputdata.value.String() );
}
void CGlobalLight::InputSetEnableShadows( inputdata_t &inputdata )
{
m_bEnableShadows = inputdata.value.Bool();
}
void CGlobalLight::InputSetLightColor( inputdata_t &inputdata )
{
m_LightColor = inputdata.value.Color32();
}
#ifdef MAPBASE
void CGlobalLight::InputSetBrightness( inputdata_t &inputdata )
{
m_flBrightnessScale = inputdata.value.Float();
}
void CGlobalLight::InputSetBrightness(float value)
{
m_flBrightnessScale = value;
}
void CGlobalLight::InputSetColorTransitionTime( inputdata_t &inputdata )
{
m_flColorTransitionTime = inputdata.value.Float();
}
#endif