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

799 lines
25 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "lasereffect.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 "shareddefs.h"
#ifdef HL2_CLIENT_DLL
#include "c_basehlplayer.h"
#include "convar.h"
#include "c_baseentity.h"
#include "prediction.h"
#include "model_types.h"
#include "iviewrender_beams.h"
#include "dlight.h"
#include "iviewrender.h"
#include "beam_shared.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;
/*extern ConVar R;
extern ConVar G;
extern ConVar B;
*/
#define LSPRITE "sprites/redglow1.vmt"
void r_newlaserCallback_f(IConVar *pConVar, const char *pOldString, float flOldValue);
ConVar r_laser_exp_offsets("r_laser_exp_offsets", "0", FCVAR_CHEAT);
ConVar r_laser_exp_offset_x("r_laser_exp_offset_x", "0", FCVAR_CHEAT);
ConVar r_laser_exp_offset_y("r_laser_exp_offset_y", "0", FCVAR_CHEAT);
ConVar r_laser_exp_offset_z("r_laser_exp_offset_z", "0", FCVAR_CHEAT);
ConVar r_newlaser("r_newlaser", "1", FCVAR_CHEAT, "", r_newlaserCallback_f);
ConVar r_swinglaser("r_swinglaser", "1", FCVAR_CHEAT);
ConVar r_laserlight("r_laserlight", "0", FCVAR_CHEAT);
ConVar r_laserlockposition("r_laserlockposition", "0", FCVAR_CHEAT);
ConVar r_laserfov("r_laserfov", "17.0", FCVAR_CHEAT);
ConVar r_laseroffsetx("r_laseroffsetx", "0.0", FCVAR_CHEAT);
ConVar r_laseroffsety("r_laseroffsety", "0.55", FCVAR_CHEAT);
ConVar r_laseroffsetz("r_laseroffsetz", "-17.0", FCVAR_CHEAT);
/*
ConVar r_laseroffsetx( "r_laseroffsetx", "10.0", FCVAR_CHEAT );
ConVar r_laseroffsety( "r_laseroffsety", "-20.0", FCVAR_CHEAT );
ConVar r_laseroffsetz( "r_laseroffsetz", "24.0", FCVAR_CHEAT );
*/
ConVar r_lasernear("r_lasernear", "0.1", FCVAR_CHEAT);
ConVar r_laserfar("r_laserfar", "30000.0", FCVAR_CHEAT);
ConVar r_laserconstant("r_laserconstant", "10000.0", FCVAR_CHEAT);
ConVar r_laserlinear("r_laserlinear", "10000.0", FCVAR_CHEAT);
ConVar r_laserquadratic("r_laserquadratic", "0.0", FCVAR_CHEAT);
ConVar r_laservisualizetrace("r_laservisualizetrace", "0", FCVAR_CHEAT);
ConVar r_laserambient("r_laserambient", "1000.0", FCVAR_CHEAT);
ConVar r_lasershadowatten("r_lasershadowatten", "50.35", FCVAR_CHEAT);
ConVar r_laserladderdist("r_laserladderdist", "0.6", FCVAR_CHEAT);
ConVar mat_slopescaledepthbias_shadowmap_laser("mat_slopescaledepthbias_shadowmap_laser", "16", FCVAR_CHEAT);
ConVar mat_depthbias_shadowmap_laser("mat_depthbias_shadowmap_laser", "0.0005", FCVAR_CHEAT);
ConVar r_laser_color("r_laser_color", "2", FCVAR_CHEAT);
// GSTRINGMIGRATION
ClientShadowHandle_t g_hlaserHandle = CLIENTSHADOW_INVALID_HANDLE;
// END GSTRINGMIGRATION
void r_newlaserCallback_f(IConVar *pConVar, const char *pOldString, float flOldValue)
{
if (engine->GetDXSupportLevel() < 70)
{
r_newlaser.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.
//-----------------------------------------------------------------------------
CLaserEffect::CLaserEffect(int nEntIndex)
{
m_laserHandle = CLIENTSHADOW_INVALID_HANDLE;
m_nEntIndexlaser = nEntIndex;
m_IsOnlaser = false;
m_pPointLightlaser = NULL;
if (engine->GetDXSupportLevel() < 70)
{
r_newlaser.SetValue(0);
}
if (g_pMaterialSystemHardwareConfig->SupportsBorderColor())
{
// m_laserTexture.Init( "effects/flashlight_border", TEXTURE_GROUP_OTHER, true );
if (r_laser_color.GetInt() == 1)
{
m_laserTexture.Init(materials->FindTexture("effects/greenglow1", TEXTURE_GROUP_MODEL));
} //m_laserTexture.Init("effects/greenglow1", TEXTURE_GROUP_OTHER, true);//effects/laser_dot
if (r_laser_color.GetInt() == 2)
{
m_laserTexture.Init("effects/redglow1", TEXTURE_GROUP_MODEL, true);//effects/laser_dot
/*m_laserTexture.Init("effects/redglow1", TEXTURE_GROUP_MODEL, true);//effects/laser_dot
m_laserTexture.Init("effects/redglow1", TEXTURE_GROUP_MODEL, true);//effects/laser_dot
m_laserTexture.Init("effects/redglow1", TEXTURE_GROUP_MODEL, true);//effects/laser_dot
m_laserTexture.Init("effects/redglow1", TEXTURE_GROUP_OTHER, true);//effects/laser_dot*/
}
}
else
{
// m_laserTexture.Init( "effects/flashlight001", TEXTURE_GROUP_OTHER, true );
// if ( (EF_LASER ))
if (r_laser_color.GetInt() == 1)
m_laserTexture.Init("effects/greenglow1", TEXTURE_GROUP_MODEL, true);//sprites/greenglow1
if (r_laser_color.GetInt() == 2)
{
m_laserTexture.Init("effects/redglow1", TEXTURE_GROUP_MODEL, true);//effects/laser_dot
/*m_laserTexture.Init("sprites/redglow1", TEXTURE_GROUP_MODEL, true);//effects/laser_dot
m_laserTexture.Init("sprites/redglow1", TEXTURE_GROUP_MODEL, true);//effects/laser_dot
m_laserTexture.Init("sprites/redglow1", TEXTURE_GROUP_MODEL, true);//effects/laser_dot
m_laserTexture.Init("sprites/redglow1", TEXTURE_GROUP_OTHER, true);//effects/laser_dot*/
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CLaserEffect::~CLaserEffect()
{
LightOffLaser();
g_hlaserHandle = CLIENTSHADOW_INVALID_HANDLE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserEffect::TurnOnLaser()
{
m_IsOnlaser = true;
m_flDistModlaser = 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserEffect::TurnOffLaser()
{
if (m_IsOnlaser)
{
m_IsOnlaser = false;
LightOffLaser();
if (r_laserlight.GetFloat() == 1.0)
{
dlight_t *dl;
dl = effects->CL_AllocDlight(1);
// dl->origin = pmDirectionTrace.endpos;
// dl->origin[2] += 1;
dl->color.r = 0;
dl->color.g = 0;
dl->color.b = 0;
dl->radius = 0;
dl->die = gpGlobals->curtime + 0;
}
/*
if ( r_laserlight.GetFloat() == 0 )
{
dlight_t *dl;
dl = NULL;
}
*/
}
}
// 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 CTraceFilterSkipPlayerAndViewModel : 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 CLaserEffect::UpdateLightNewLaser(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp)
{
VPROF_BUDGET("CLaserEffect::UpdateLightNewLaser", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING);
// laserState_t state;
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 = 0.05;
CTraceFilterSkipPlayerAndViewModel traceFilter;
//C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
// CBaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
float flOffsetX = r_laser_exp_offset_x.GetFloat();// == 1) ? r_laser_exp_offset_x.GetFloat() : pWeapon->GetWpnData().LaserSightPosition.x;
float flOffsetY = r_laser_exp_offset_y.GetFloat();// == 1) ? r_laser_exp_offset_y.GetFloat() : pWeapon->GetWpnData().LaserSightPosition.y;
float flOffsetZ = r_laser_exp_offset_z.GetFloat();// == 1) ? r_laser_exp_offset_z.GetFloat() : pWeapon->GetWpnData().LaserSightPosition.z;
if (r_swinglaser.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 = offset - flOffsetZ * vecForward/1 - flOffsetY * vecRight/1; /*+ flOffsetX * vecUp /8*///- flOffsetY * vecRight/18 - flOffsetZ * vecForward/1;
//Vector vOrigin = vecPos + flOffsetX * vecForward;
Vector vOrigin = vecPos + ((flOffsetZ * vecForward) + flOffsetX * vecUp + (flOffsetY * vecRight));
// vOrigin2 += flOffsetZ *vecForward*15;
// vOrigin2 += flOffsetY *vecRight;
// vOrigin2 += flOffsetX *vecUp;
// Vector vOrigin = vecPos + (flOffsetZ * vecForward);
// Vector vOrigin2 = vecPos + (flOffsetY * 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;
}
// const FileWeaponInfo_t *pWpnInfo = gWR.GetWeaponFromAmmo( m_PickupHistory[i].iId );
// if ( pWpnInfo && ( pWpnInfo->iMaxClip1 >= 0 || pWpnInfo->iMaxClip2 >= 0 ) )
// {
// }
// 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;
// int type;
Vector vTarget = vecPos + vecForward * r_laserfar.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), 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);
// DispatchParticleEffect( "muzzle2", pmDirectionTrace.endpos, QAngle(vecForward,vRight,vUp));
/*
// VPROF_BUDGET( "MuzzleFlash_357_Player", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "Sprite" );
SimpleParticle *pParticle;
// pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_MuzzleFlash_Player[random->RandomInt(0,3)], pmDirectionTrace.endpos );
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/ar2_muzzle1" ), pmDirectionTrace.endpos );
if ( pParticle == NULL )
return;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.06f;
pParticle->m_vecVelocity.Init();
pParticle->m_uchColor[0] = 255;
pParticle->m_uchColor[1] = 255;
pParticle->m_uchColor[2] = 200+random->RandomInt(0,55);
pParticle->m_uchStartAlpha = 255;
pParticle->m_uchEndAlpha = 255;
// pParticle->m_uchStartSize = ( (random->RandomFloat( 6.0f, 8.0f ) * (10-(i))/6) * flScale2 );
pParticle->m_uchStartSize = ( (random->RandomFloat( 1.4f, 1.6f ) * (8-(1))/6) * 1.65 );
pParticle->m_uchEndSize = pParticle->m_uchStartSize;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = 0.0f;
*/
//////////////////////////////////////////////////////
if (r_laservisualizetrace.GetBool() == true)
{
// debugoverlay->AddBoxOverlay( pmDirectionTrace.endpos, Vector( -4, -4, -4 ), Vector( -4, -4, -4 ), QAngle( 0, 0, 0 ), 0, 0, 255, 16, 0 );
/* switch( type )
{
case MUZZLEFLASH_COMBINE:
debugoverlay->AddLineOverlay( vOrigin, pmDirectionTrace.endpos, 255, 255, 0, false, 0 );
break;
case MUZZLEFLASH_SMG1:
debugoverlay->AddLineOverlay( vOrigin, pmDirectionTrace.endpos, 0, 255, 0, false, 0 );
break;
case MUZZLEFLASH_PISTOL:
debugoverlay->AddLineOverlay( vOrigin, pmDirectionTrace.endpos, 0, 255, 0, false, 0 );
break;
case MUZZLEFLASH_SHOTGUN:
debugoverlay->AddLineOverlay( vOrigin, pmDirectionTrace.endpos, 255, 0, 0, false, 0 );
break;
case MUZZLEFLASH_357:
debugoverlay->AddLineOverlay( vOrigin, pmDirectionTrace.endpos, 0, 255, 0, false, 0 );
break;
// default:
// break;
}*/
debugoverlay->AddLineOverlay(vOrigin, pmDirectionTrace.endpos, 0, 255, 0, false, 0);
/*float width = 0.01f;
CBeam *pBeam = CBeam::BeamCreate( BEAM_SPRITE, width );
// pBeam->PointEntInit( endPos, m_hViewModel );
// pBeam->SetEndAttachment( 1 );
// pBeam->SetWidth( width / 8.0f );
// pBeam->SetEndWidth( width );
pBeam->SetStartPos( vOrigin );
pBeam->SetEndPos( pmDirectionTrace.endpos );
pBeam->SetWidth( width );
pBeam->SetEndWidth( width / 8.0f );
pBeam->SetBrightness( 3255 );
pBeam->SetColor( 255, 145+random->RandomInt( -16, 16 ), 0 );
// pBeam->RelinkBeam();
pBeam->LiveForTime( 1.0f );
*/
}
// if (IsEffectActive(EF_LASERLIGHT))
// {
if (r_laserlight.GetFloat() == 1.0)
{
if (r_laser_color.GetInt() == 1)
{
CPASFilter filter(pmDirectionTrace.endpos);
te->DynamicLight(filter, 0.0, &pmDirectionTrace.endpos, 0, 255, 0, 7, 10, 0.1, 0);
}
if (r_laser_color.GetInt() == 2)
{
CPASFilter filter(pmDirectionTrace.endpos);
te->DynamicLight(filter, 0.0, &pmDirectionTrace.endpos, 255, 0, 0, 7, 10, 0.1, 0);
}
}
/* dlight_t *dl;
dl = effects->CL_AllocDlight ( 1 );
dl->origin = pmDirectionTrace.endpos;
dl->origin[2] += 1;
dl->color.r = 0;
dl->color.g = 250;
dl->color.b = 0;
dl->radius = random->RandomFloat(40,51);
dl->die = gpGlobals->curtime + 15.005;*/
// }
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_laserladderdist.GetFloat() : flDistCutoff - flDist; // Fixed pull-back distance if on ladder
m_flDistModlaser = Lerp(flDistDrag, m_flDistModlaser, 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//////çàâòðà â 19.00 îò ìåòðî ïàðê ïîáåäû (2.5 ÷àñà) Êóòóçîâñêèé ïðîñïåêò 36 ñò3 îôèñ 472.
float flMaxDist = (pmBackTrace.endpos - vOrigin).Length() - flEpsilon;
if (m_flDistModlaser > flMaxDist)
m_flDistModlaser = flMaxDist;
}
}
}
else
{
m_flDistModlaser = Lerp(flDistDrag, m_flDistModlaser, 0.0f);
}
vOrigin = vOrigin - vDir * m_flDistModlaser;
state.m_vecLightOrigin = vOrigin;
BasisToQuaternion(vDir, vRight, vUp, state.m_quatOrientation);
state.m_fQuadraticAtten = r_laserquadratic.GetFloat();
bool bFlicker = false;
#ifdef HL2_EPISODIC
//C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if (pPlayer)
{
float flBatteryPower = (pPlayer->m_HL2Local.m_flFlashBattery >= 0.0f) ? (pPlayer->m_HL2Local.m_flFlashBattery) : pPlayer->m_HL2Local.m_flSuitPower;
if (flBatteryPower <= 10.0f)
{
float flScale;
if (flBatteryPower >= 0.0f)
{
flScale = (flBatteryPower <= 4.5f) ? SimpleSplineRemapVal(flBatteryPower, 4.5f, 0.0f, 1.0f, 0.0f) : 1.0f;
}
else
{
flScale = SimpleSplineRemapVal(flBatteryPower, 10.0f, 4.8f, 1.0f, 0.0f);
}
flScale = clamp(flScale, 0.0f, 1.0f);
if (flScale < 0.35f)
{
float flFlicker = cosf(gpGlobals->curtime * 6.0f) * sinf(gpGlobals->curtime * 15.0f);
if (flFlicker > 0.25f && flFlicker < 0.75f)
{
// On
state.m_fLinearAtten = r_laserlinear.GetFloat() * flScale;
}
else
{
// Off
state.m_fLinearAtten = 0.0f;
}
}
else
{
float flNoise = cosf(gpGlobals->curtime * 7.0f) * sinf(gpGlobals->curtime * 25.0f);
state.m_fLinearAtten = r_laserlinear.GetFloat() * flScale + 1.5f * flNoise;
}
state.m_fHorizontalFOVDegrees = r_laserfov.GetFloat() - (16.0f * (1.0f - flScale));
state.m_fVerticalFOVDegrees = r_laserfov.GetFloat() - (16.0f * (1.0f - flScale));
bFlicker = true;
}
}
#endif // HL2_EPISODIC
if (bFlicker == false)
{
state.m_fLinearAtten = r_laserlinear.GetFloat();
state.m_fHorizontalFOVDegrees = r_laserfov.GetFloat();
state.m_fVerticalFOVDegrees = r_laserfov.GetFloat();
}
state.m_fConstantAtten = r_laserconstant.GetFloat();
state.m_Color[0] = 1.0f;
state.m_Color[1] = 1.0f;
state.m_Color[2] = 1.0f;
state.m_Color[3] = r_laserambient.GetFloat();
state.m_NearZ = r_lasernear.GetFloat() + m_flDistModlaser; // Push near plane out so that we don't clip the world when the flashlight pulls back
state.m_FarZ = r_laserfar.GetFloat();
state.m_bEnableShadows = r_flashlightdepthtexture.GetBool();
state.m_flShadowMapResolution = r_flashlightdepthres.GetInt();
state.m_pSpotlightTexture = m_laserTexture;
state.m_nSpotlightTextureFrame = 0;
state.m_flShadowAtten = r_lasershadowatten.GetFloat();
state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap_laser.GetFloat();
state.m_flShadowDepthBias = mat_depthbias_shadowmap_laser.GetFloat();
if (m_laserHandle == CLIENTSHADOW_INVALID_HANDLE)
{
m_laserHandle = g_pClientShadowMgr->CreateFlashlight(state);
}
else
{
if (!r_laserlockposition.GetBool())
{
g_pClientShadowMgr->UpdateFlashlightState(m_laserHandle, state);
}
}
g_pClientShadowMgr->UpdateProjectedTexture(m_laserHandle, true);
// GSTRINGMIGRATION
g_hlaserHandle = m_laserHandle;
// END GSTRINGMIGRATION
// Kill the old flashlight method if we have one.
LightOffOldLaser();
#ifndef NO_TOOLFRAMEWORK
if (clienttools->IsInRecordingMode())
{
KeyValues *msg = new KeyValues("laserState");
msg->SetFloat("time", gpGlobals->curtime);
msg->SetInt("entindex", m_nEntIndexlaser);
msg->SetInt("laserHandle", m_laserHandle);
msg->SetPtr("laserState", &state);
ToolFramework_PostToolMessage(HTOOLHANDLE_INVALID, msg);
msg->deleteThis();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void CLaserEffect::UpdateLightOldLaser(const Vector &vecPos, const Vector &vecDir, int nDistance)
{
if (!m_pPointLightlaser || (m_pPointLightlaser->key != m_nEntIndexlaser))
{
// Set up the environment light
m_pPointLightlaser = effects->CL_AllocDlight(m_nEntIndexlaser);
m_pPointLightlaser->flags = 0.0f;
m_pPointLightlaser->radius = 80;
}
// For bumped lighting
VectorCopy(vecDir, m_pPointLightlaser->m_Direction);
Vector end;
end = vecPos + nDistance * vecDir;
// Trace a line outward, skipping the player model and the view model.
trace_t pm;
CTraceFilterSkipPlayerAndViewModel traceFilter;
UTIL_TraceLine(vecPos, end, MASK_ALL, &traceFilter, &pm);
VectorCopy(pm.endpos, m_pPointLightlaser->origin);
float falloff = pm.fraction * nDistance;
if (falloff < 500)
falloff = 1.0;
else
falloff = 500.0 / falloff;
falloff *= falloff;
m_pPointLightlaser->radius = 80;
m_pPointLightlaser->color.r = m_pPointLightlaser->color.g = m_pPointLightlaser->color.b = 255 * falloff;
m_pPointLightlaser->color.exponent = 0;
// Make it live for a bit
m_pPointLightlaser->die = gpGlobals->curtime + 0.2f;
// Update list of surfaces we influence
render->TouchLight(m_pPointLightlaser);
// kill the new flashlight if we have one
LightOffNewLaser();
}
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void CLaserEffect::UpdateLightLaser(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance)
{
if (!m_IsOnlaser)
{
return;
}
if (r_newlaser.GetBool())
{
UpdateLightNewLaser(vecPos, vecDir, vecRight, vecUp);
}
else
{
UpdateLightOldLaser(vecPos, vecDir, nDistance);
}
}
void CLaserEffect::UpdateLightProjectionLaser(FlashlightState_t& state)
{
if (m_laserHandle == CLIENTSHADOW_INVALID_HANDLE)
{
m_laserHandle = g_pClientShadowMgr->CreateFlashlight(state);
}
else
{
if (!r_laserlockposition.GetBool())
{
g_pClientShadowMgr->UpdateFlashlightState(m_laserHandle, state);
}
}
g_pClientShadowMgr->UpdateProjectedTexture(m_laserHandle, true);
g_hlaserHandle = m_laserHandle;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserEffect::LightOffNewLaser()
{
#ifndef NO_TOOLFRAMEWORK
if (clienttools->IsInRecordingMode())
{
KeyValues *msg = new KeyValues("laserState");
msg->SetFloat("time", gpGlobals->curtime);
msg->SetInt("entindex", m_nEntIndexlaser);
msg->SetInt("laserHandle", m_laserHandle);
msg->SetPtr("laserState", NULL);
ToolFramework_PostToolMessage(HTOOLHANDLE_INVALID, msg);
msg->deleteThis();
}
#endif
// Clear out the light
if (m_laserHandle != CLIENTSHADOW_INVALID_HANDLE)
{
g_pClientShadowMgr->DestroyFlashlight(m_laserHandle);
m_laserHandle = CLIENTSHADOW_INVALID_HANDLE;
}
// GSTRINGMIGRATION
g_hlaserHandle = CLIENTSHADOW_INVALID_HANDLE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserEffect::LightOffOldLaser()
{
if (m_pPointLightlaser && (m_pPointLightlaser->key == m_nEntIndexlaser))
{
m_pPointLightlaser->die = gpGlobals->curtime;
m_pPointLightlaser = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserEffect::LightOffLaser()
{
LightOffOldLaser();
LightOffNewLaser();
dlight_t *dl;
dl = effects->CL_AllocDlight(1);
// dl->origin = pmDirectionTrace.endpos;
// dl->origin[2] += 1;
dl->color.r = 0;
dl->color.g = 0;
dl->color.b = 0;
dl->radius = 0;
dl->die = gpGlobals->curtime + 0;
}
/*
CHeadlightlaserEffect::CHeadlightlaserEffect()
{
}
CHeadlightlaserEffect::~CHeadlightlaserEffect()
{
}
void CHeadlightlaserEffect::UpdateLightLaser( const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance )
{
if ( IsOnLaser() == false )
return;
// laserState_t state;
FlashlightState_t state;
Vector basisX, basisY, basisZ;
basisX = vecDir;
basisY = vecRight;
basisZ = vecUp;
VectorNormalize(basisX);
VectorNormalize(basisY);
VectorNormalize(basisZ);
BasisToQuaternion( basisX, basisY, basisZ, state.m_quatOrientation );
state.m_vecLightOrigin = vecPos;
state.m_fHorizontalFOVDegrees = 45.0f;
state.m_fVerticalFOVDegrees = 30.0f;
state.m_fQuadraticAtten = r_laserquadratic.GetFloat();
state.m_fLinearAtten = r_laserlinear.GetFloat();
state.m_fConstantAtten = r_laserconstant.GetFloat();
state.m_Color[0] = 1.0f;
state.m_Color[1] = 1.0f;
state.m_Color[2] = 1.0f;
state.m_Color[3] = r_laserambient.GetFloat();
state.m_NearZ = r_lasernear.GetFloat();
state.m_FarZ = r_laserfar.GetFloat();
state.m_bEnableShadows = true;
state.m_pSpotlightTexture = m_laserTexture;
state.m_nSpotlightTextureFrame = 0;
if( laserHandle() == CLIENTSHADOW_INVALID_HANDLE )
{
SetlaserHandle( g_pClientShadowMgr->CreateFlashlight( state ) );
}
else
{
g_pClientShadowMgr->UpdateFlashlightState( laserHandle(), state );
}
g_pClientShadowMgr->UpdateProjectedTexture( laserHandle(), true );
}
*/