void CHeadlightEffect::UpdateLight( const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance ) { if ( IsOn() == false ) return; 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; //[JL FIX ? //state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat(); //state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat(); IMaterial *test; //JL] state.m_fQuadraticAtten = r_flashlightquadratic.GetFloat(); state.m_fLinearAtten = r_flashlightlinear.GetFloat(); state.m_fConstantAtten = r_flashlightconstant.GetFloat(); state.m_Color[0] = 1.0f; state.m_Color[1] = 1.0f; state.m_Color[2] = 1.0f; state.m_Color[3] = r_flashlightambient.GetFloat(); state.m_NearZ = r_flashlightnear.GetFloat(); state.m_FarZ = r_flashlightfar.GetFloat(); state.m_bEnableShadows = true; state.m_pSpotlightTexture = m_FlashlightTexture; state.m_nSpotlightTextureFrame = 0; if( GetFlashlightHandle() == CLIENTSHADOW_INVALID_HANDLE ) { SetFlashlightHandle( g_pClientShadowMgr->CreateFlashlight( state ) ); } else { g_pClientShadowMgr->UpdateFlashlightState( GetFlashlightHandle(), state ); } g_pClientShadowMgr->UpdateProjectedTexture( GetFlashlightHandle(), true ); }
Quaternion CImportSFMV6::DirectionToOrientation( const Vector &dir ) { Vector up( 0, 0, 1 ); Vector right = CrossProduct( dir, up ); if ( right.IsLengthLessThan( 0.001f ) ) { up.Init( 1, 0, 0 ); right = CrossProduct( dir, up ); } right.NormalizeInPlace(); up = CrossProduct( right, dir ); Quaternion q; BasisToQuaternion( dir, right, up, q ); return q; }
bool CFlashlightEffect::ComputeLightPosAndOrientation( const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, Vector& vecFinalPos, Quaternion& quatOrientation, bool bTracePlayers ) { const float flEpsilon = 0.1f; // Offset flashlight position along vecUp float flDistCutoff = r_flashlighttracedistcutoff.GetFloat(); const float flDistDrag = 0.2; bool bDebugVis = r_flashlightvisualizetrace.GetBool(); C_BasePlayer *pPlayer = UTIL_PlayerByIndex( m_nEntIndex ); if ( !pPlayer ) { pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { Assert( false ); return false; } } // We will lock some of the flashlight params if player is on a ladder, to prevent oscillations due to the trace-rays bool bPlayerOnLadder = ( pPlayer->GetMoveType() == MOVETYPE_LADDER ); CTraceFilterSkipPlayerAndViewModel traceFilter( pPlayer, bTracePlayers ); // Vector vOrigin = vecPos + r_flashlightoffsety.GetFloat() * vecUp; Vector vecOffset; pPlayer->GetFlashlightOffset( vecForward, vecRight, vecUp, &vecOffset ); Vector vOrigin = vecPos + vecOffset; // Not on ladder...trace a hull if ( !bPlayerOnLadder ) { Vector vecPlayerEyePos = pPlayer->GetRenderOrigin() + pPlayer->GetViewOffset(); trace_t pmOriginTrace; UTIL_TraceHull( vecPlayerEyePos, vOrigin, Vector(-2, -2, -2), Vector(2, 2, 2), ( MASK_SOLID & ~(CONTENTS_HITBOX) ) | CONTENTS_WINDOW | CONTENTS_GRATE, &traceFilter, &pmOriginTrace );//1 if ( bDebugVis ) { debugoverlay->AddBoxOverlay( pmOriginTrace.endpos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), QAngle( 0, 0, 0 ), 0, 255, 0, 16, 0 ); if ( pmOriginTrace.DidHit() || pmOriginTrace.startsolid ) { debugoverlay->AddLineOverlay( pmOriginTrace.startpos, pmOriginTrace.endpos, 255, 128, 128, true, 0 ); } else { debugoverlay->AddLineOverlay( pmOriginTrace.startpos, pmOriginTrace.endpos, 255, 0, 0, true, 0 ); } } if ( pmOriginTrace.DidHit() || pmOriginTrace.startsolid ) { vOrigin = pmOriginTrace.endpos; } else { if ( pPlayer->m_vecFlashlightOrigin != vecPlayerEyePos ) { 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 | CONTENTS_GRATE | CONTENTS_IGNORE_NODRAW_OPAQUE; Vector vTarget = vOrigin + vecForward * r_flashlightfar.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( -1.5, -1.5, -1.5 ), Vector( 1.5, 1.5, 1.5 ), iMask, &traceFilter, &pmDirectionTrace );//.5 if ( bDebugVis ) { 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 flTargetPullBackDist = 0.0f; 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_flashlightladderdist.GetFloat() : flDistCutoff - flDist; // Fixed pull-back distance if on ladder flTargetPullBackDist = flPullBackDist; if ( !bPlayerOnLadder ) { trace_t pmBackTrace; // start the trace away from the actual trace origin a bit, to avoid getting stuck on small, close "lips" UTIL_TraceHull( vOrigin - vDir * ( flDistCutoff * r_flashlightbacktraceoffset.GetFloat() ), vOrigin - vDir * ( flPullBackDist - flEpsilon ), Vector( -1.5f, -1.5f, -1.5f ), Vector( 1.5f, 1.5f, 1.5f ), iMask, &traceFilter, &pmBackTrace ); if ( bDebugVis ) { debugoverlay->AddLineOverlay( pmBackTrace.startpos, pmBackTrace.endpos, 255, 0, 255, true, 0 ); } if( pmBackTrace.DidHit() ) { // We have an intersection behind us as well, so limit our flTargetPullBackDist float flMaxDist = (pmBackTrace.endpos - vOrigin).Length() - flEpsilon; flTargetPullBackDist = MIN( flMaxDist, flTargetPullBackDist ); //m_flCurrentPullBackDist = MIN( flMaxDist, m_flCurrentPullBackDist ); // possible pop } } } if ( bDebugVis ) { // visualize pullback debugoverlay->AddBoxOverlay( vOrigin - vDir * m_flCurrentPullBackDist, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), QAngle( 0, 0, 0 ), 255, 255, 0, 16, 0 ); debugoverlay->AddBoxOverlay( vOrigin - vDir * flTargetPullBackDist, Vector( -1, -1, -1 ), Vector( 1, 1, 1 ), QAngle( 0, 0, 0 ), 128, 128, 0, 16, 0 ); } m_flCurrentPullBackDist = Lerp( flDistDrag, m_flCurrentPullBackDist, flTargetPullBackDist ); m_flCurrentPullBackDist = MIN( m_flCurrentPullBackDist, flDistCutoff ); // clamp to max pullback dist vOrigin = vOrigin - vDir * m_flCurrentPullBackDist; vecFinalPos = vOrigin; BasisToQuaternion( vDir, vRight, vUp, quatOrientation ); return true; }
//----------------------------------------------------------------------------- // Purpose: Do the headlight //----------------------------------------------------------------------------- void CFlashlightEffect::UpdateLightNew(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp ) { VPROF_BUDGET( "CFlashlightEffect::UpdateLightNew", 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; CTraceFilterSkipPlayerAndViewModel traceFilter; float flOffsetY = r_flashlightoffsety.GetFloat(); if( r_swingflashlight.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); } } Vector vOrigin = vecPos + flOffsetY * vecUp; // 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; // VR SOURCE - Use weap angle forward vector here Vector vTarget; /*if ( VR_Controller()->initialized() && VR_Controller()->hasWeaponTracking() ) { vTarget = vecPos + } else {*/ vTarget = vecPos + vecForward * r_flashlightfar.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_flashlightvisualizetrace.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 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_flashlightladderdist.GetFloat() : flDistCutoff - flDist; // Fixed pull-back distance if on ladder m_flDistMod = Lerp( flDistDrag, m_flDistMod, 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_flDistMod > flMaxDist ) m_flDistMod = flMaxDist; } } } else { m_flDistMod = Lerp( flDistDrag, m_flDistMod, 0.0f ); } vOrigin = vOrigin - vDir * m_flDistMod; state.m_vecLightOrigin = vOrigin; BasisToQuaternion( vDir, vRight, vUp, state.m_quatOrientation ); state.m_fQuadraticAtten = r_flashlightquadratic.GetFloat(); bool bFlicker = false; #ifdef HL2_EPISODIC 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_flashlightlinear.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_flashlightlinear.GetFloat() * flScale + 1.5f * flNoise; } state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) ); state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) ); bFlicker = true; } } #endif // HL2_EPISODIC if ( bFlicker == false ) { state.m_fLinearAtten = r_flashlightlinear.GetFloat(); state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat(); state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat(); } state.m_fConstantAtten = r_flashlightconstant.GetFloat(); state.m_Color[0] = 1.0f; state.m_Color[1] = 1.0f; state.m_Color[2] = 1.0f; state.m_Color[3] = r_flashlightambient.GetFloat(); state.m_NearZ = r_flashlightnear.GetFloat() + m_flDistMod; // Push near plane out so that we don't clip the world when the flashlight pulls back state.m_FarZ = r_flashlightfar.GetFloat(); state.m_bEnableShadows = r_flashlightdepthtexture.GetBool(); state.m_flShadowMapResolution = r_flashlightdepthres.GetInt(); state.m_pSpotlightTexture = m_FlashlightTexture; state.m_nSpotlightTextureFrame = 0; state.m_flShadowAtten = r_flashlightshadowatten.GetFloat(); state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat(); state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat(); if( m_FlashlightHandle == CLIENTSHADOW_INVALID_HANDLE ) { m_FlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state ); } else { if( !r_flashlightlockposition.GetBool() ) { g_pClientShadowMgr->UpdateFlashlightState( m_FlashlightHandle, state ); } } g_pClientShadowMgr->UpdateProjectedTexture( m_FlashlightHandle, true ); // Kill the old flashlight method if we have one. LightOffOld(); #ifndef NO_TOOLFRAMEWORK if ( clienttools->IsInRecordingMode() ) { KeyValues *msg = new KeyValues( "FlashlightState" ); msg->SetFloat( "time", gpGlobals->curtime ); msg->SetInt( "entindex", m_nEntIndex ); msg->SetInt( "flashlightHandle", m_FlashlightHandle ); msg->SetPtr( "flashlightState", &state ); ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); msg->deleteThis(); } #endif }
void C_GlobalLight::ClientThink() { VPROF("C_GlobalLight::ClientThink"); bool bSupressWorldLights = false; if ( cl_globallight_freeze.GetBool() == true ) { return; } //let us turn this shit on and off ingame m_bEnabled = cl_globallight_enabled.GetBool(); if ( m_bEnabled ) { Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b ); float flLinearFloatLightAlpha = m_LightColor.a; if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha ) { float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f; m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed ); m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed ); m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed ); m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed ); } FlashlightState_t state; Vector vDirection = m_shadowDirection; VectorNormalize( vDirection ); //Vector vViewUp = Vector( 0.0f, 1.0f, 0.0f ); Vector vSunDirection2D = vDirection; vSunDirection2D.z = 0.0f; HACK_GETLOCALPLAYER_GUARD( "C_GlobalLight::ClientThink" ); if ( !C_BasePlayer::GetLocalPlayer() ) return; Vector vPos; QAngle EyeAngles; float flZNear, flZFar, flFov; C_BasePlayer::GetLocalPlayer()->CalcView( vPos, EyeAngles, flZNear, flZFar, flFov ); // Vector vPos = C_BasePlayer::GetLocalPlayer()->GetAbsOrigin(); // vPos = Vector( 0.0f, 0.0f, 500.0f ); vPos = ( vPos + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance; vPos += Vector( cl_globallight_xoffset.GetFloat(), cl_globallight_yoffset.GetFloat(), 0.0f ); if (cl_globallight_showpos.GetBool() == true) { //ËÀË ß ÒÓÒÀ ÍÅÌÍÎÃÎ ÍÀØÊÎÄÈË, ÍÅ ÐÓÃÀÉÒÈÑ ÏËÇ ËÀÍÑÏÑ if (cl_globallight_xpos.GetFloat() !=0 && cl_globallight_ypos.GetFloat() !=0) { DevMsg("X = %3.0f\n Y = %3.0f\n", cl_globallight_xpos.GetFloat(), cl_globallight_ypos.GetFloat()); } else DevMsg("X = %3.0f\n Y = %3.0f\n", vPos.x, vPos.y); } if (cl_globallight_xpos.GetFloat() !=0 && cl_globallight_ypos.GetFloat() !=0) { vPos.x = cl_globallight_xpos.GetFloat(); vPos.y = cl_globallight_ypos.GetFloat(); } QAngle angAngles; VectorAngles( vDirection, angAngles ); Vector vForward, vRight, vUp; AngleVectors( angAngles, &vForward, &vRight, &vUp ); state.m_fHorizontalFOVDegrees = m_flFOV; state.m_fVerticalFOVDegrees = m_flFOV; state.m_vecLightOrigin = vPos; BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation ); state.m_fQuadraticAtten = 0.0f; state.m_fLinearAtten = m_flSunDistance * 2.0f; state.m_fConstantAtten = 0.0f; state.m_FarZAtten = m_flSunDistance * 2.0f; state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha; state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha; state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha; state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient; state.m_NearZ = 4.0f; state.m_FarZ = m_flSunDistance * 2.0f; state.m_fBrightnessScale = 1.0f; state.m_bGlobalLight = true; float flOrthoSize = cl_globallight_orthosize.GetFloat(); if ( flOrthoSize > 0 ) { state.m_bOrtho = true; state.m_fOrthoLeft = -flOrthoSize; state.m_fOrthoTop = -flOrthoSize; state.m_fOrthoRight = flOrthoSize; state.m_fOrthoBottom = flOrthoSize; } else { state.m_bOrtho = false; } state.m_bDrawShadowFrustum = cl_globallight_drawfrustum.GetBool(); state.m_flShadowSlopeScaleDepthBias = 1.0f; state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias(); state.m_bEnableShadows = m_bEnableShadows; state.m_pSpotlightTexture = m_SpotlightTexture; state.m_pProjectedMaterial = NULL; // don't complain cause we aren't using simple projection in this class state.m_nSpotlightTextureFrame = 0; state.m_flShadowFilterSize = 0.2f; //state.m_nShadowQuality = 1; // Allow entity to affect shadow quality state.m_bShadowHighRes = true; if ( m_bOldEnableShadows != m_bEnableShadows ) { // If they change the shadow enable/disable, we need to make a new handle if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE ) { g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle ); m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE; } m_bOldEnableShadows = m_bEnableShadows; } if( m_LocalFlashlightHandle == CLIENTSHADOW_INVALID_HANDLE ) { m_LocalFlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state ); } else { g_pClientShadowMgr->UpdateFlashlightState( m_LocalFlashlightHandle, state ); g_pClientShadowMgr->UpdateProjectedTexture( m_LocalFlashlightHandle, true ); } bSupressWorldLights = m_bEnableShadows; } else if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE ) { g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle ); m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE; } BaseClass::ClientThink(); }
void C_EnvProjectedTexture::UpdateLight( void ) { VPROF("C_EnvProjectedTexture::UpdateLight"); bool bVisible = true; Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b ); float flLinearFloatLightAlpha = m_LightColor.a; if ( m_bAlwaysUpdate ) { m_bForceUpdate = true; } if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha ) { float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f; m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed ); m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed ); m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed ); m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed ); m_bForceUpdate = true; } if ( !m_bForceUpdate ) { bVisible = IsBBoxVisible(); } if ( m_bState == false || !bVisible ) { // Spotlight's extents aren't in view ShutDownLightHandle(); return; } if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL || m_bForceUpdate ) { Vector vForward, vRight, vUp, vPos = GetAbsOrigin(); FlashlightState_t state; if ( m_hTargetEntity != NULL ) { if ( m_bCameraSpace ) { const QAngle &angles = GetLocalAngles(); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if( pPlayer ) { const QAngle playerAngles = pPlayer->GetAbsAngles(); Vector vPlayerForward, vPlayerRight, vPlayerUp; AngleVectors( playerAngles, &vPlayerForward, &vPlayerRight, &vPlayerUp ); matrix3x4_t mRotMatrix; AngleMatrix( angles, mRotMatrix ); VectorITransform( vPlayerForward, mRotMatrix, vForward ); VectorITransform( vPlayerRight, mRotMatrix, vRight ); VectorITransform( vPlayerUp, mRotMatrix, vUp ); float dist = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin()).Length(); vPos = m_hTargetEntity->GetAbsOrigin() - vForward*dist; VectorNormalize( vForward ); VectorNormalize( vRight ); VectorNormalize( vUp ); } } else { vForward = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize( vForward ); // JasonM - unimplemented Assert (0); //Quaternion q = DirectionToOrientation( dir ); // // JasonM - set up vRight, vUp // // VectorNormalize( vRight ); // VectorNormalize( vUp ); } } else { AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp ); } state.m_fHorizontalFOVDegrees = m_flLightFOV; state.m_fVerticalFOVDegrees = m_flLightFOV; state.m_vecLightOrigin = vPos; BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation ); state.m_NearZ = m_flNearZ; state.m_FarZ = m_flFarZ; // quickly check the proposed light's bbox against the view frustum to determine whether we // should bother to create it, if it doesn't exist, or cull it, if it does. if ( m_bSimpleProjection == false ) { #pragma message("OPTIMIZATION: this should be made SIMD") // get the half-widths of the near and far planes, // based on the FOV which is in degrees. Remember that // on planet Valve, x is forward, y left, and z up. const float tanHalfAngle = tan( m_flLightFOV * ( M_PI/180.0f ) * 0.5f ); const float halfWidthNear = tanHalfAngle * m_flNearZ; const float halfWidthFar = tanHalfAngle * m_flFarZ; // now we can build coordinates in local space: the near rectangle is eg // (0, -halfWidthNear, -halfWidthNear), (0, halfWidthNear, -halfWidthNear), // (0, halfWidthNear, halfWidthNear), (0, -halfWidthNear, halfWidthNear) VectorAligned vNearRect[4] = { VectorAligned( m_flNearZ, -halfWidthNear, -halfWidthNear), VectorAligned( m_flNearZ, halfWidthNear, -halfWidthNear), VectorAligned( m_flNearZ, halfWidthNear, halfWidthNear), VectorAligned( m_flNearZ, -halfWidthNear, halfWidthNear) }; VectorAligned vFarRect[4] = { VectorAligned( m_flFarZ, -halfWidthFar, -halfWidthFar), VectorAligned( m_flFarZ, halfWidthFar, -halfWidthFar), VectorAligned( m_flFarZ, halfWidthFar, halfWidthFar), VectorAligned( m_flFarZ, -halfWidthFar, halfWidthFar) }; matrix3x4_t matOrientation( vForward, -vRight, vUp, vPos ); enum { kNEAR = 0, kFAR = 1, }; VectorAligned vOutRects[2][4]; for ( int i = 0 ; i < 4 ; ++i ) { VectorTransform( vNearRect[i].Base(), matOrientation, vOutRects[0][i].Base() ); } for ( int i = 0 ; i < 4 ; ++i ) { VectorTransform( vFarRect[i].Base(), matOrientation, vOutRects[1][i].Base() ); } // now take the MIN and MAX extents for the bbox, and see if it is visible. Vector mins = **vOutRects; Vector maxs = **vOutRects; for ( int i = 1; i < 8 ; ++i ) { VectorMin( mins, *(*vOutRects+i), mins ); VectorMax( maxs, *(*vOutRects+i), maxs ); } #if 0 //for debugging the visibility frustum we just calculated NDebugOverlay::Triangle( vOutRects[0][0], vOutRects[0][1], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f ); //first tri NDebugOverlay::Triangle( vOutRects[0][2], vOutRects[0][1], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f ); //make it double sided NDebugOverlay::Triangle( vOutRects[0][2], vOutRects[0][3], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f ); //second tri NDebugOverlay::Triangle( vOutRects[0][0], vOutRects[0][3], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f ); //make it double sided NDebugOverlay::Triangle( vOutRects[1][0], vOutRects[1][1], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f ); //first tri NDebugOverlay::Triangle( vOutRects[1][2], vOutRects[1][1], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f ); //make it double sided NDebugOverlay::Triangle( vOutRects[1][2], vOutRects[1][3], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f ); //second tri NDebugOverlay::Triangle( vOutRects[1][0], vOutRects[1][3], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f ); //make it double sided NDebugOverlay::Box( vec3_origin, mins, maxs, 0, 255, 0, 100, 0.0f ); #endif bool bVisible = IsBBoxVisible( mins, maxs ); if (!bVisible) { // Spotlight's extents aren't in view if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE ) { ShutDownLightHandle(); } return; } } float flAlpha = m_flCurrentLinearFloatLightAlpha * ( 1.0f / 255.0f ); state.m_fQuadraticAtten = 0.0; state.m_fLinearAtten = 100; state.m_fConstantAtten = 0.0f; state.m_FarZAtten = m_flFarZ; state.m_fBrightnessScale = m_flBrightnessScale; state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * flAlpha; state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * flAlpha; state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * flAlpha; state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient; state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias(); state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias(); state.m_bEnableShadows = m_bEnableShadows; state.m_pSpotlightTexture = m_SpotlightTexture; state.m_pProjectedMaterial = NULL; // only complain if we're using material projection state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame; state.m_flProjectionSize = m_flProjectionSize; state.m_flProjectionRotation = m_flRotation; state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality if ( m_bSimpleProjection == true ) { state.m_bSimpleProjection = true; state.m_bOrtho = true; state.m_fOrthoLeft = -m_flProjectionSize; state.m_fOrthoTop = -m_flProjectionSize; state.m_fOrthoRight = m_flProjectionSize; state.m_fOrthoBottom = m_flProjectionSize; } if( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE ) { // Hack: env projected textures don't work like normal flashlights; they're not assigned to a given splitscreen slot, // but the flashlight code requires this HACK_GETLOCALPLAYER_GUARD( "Env projected texture" ); if ( m_bSimpleProjection == true ) { m_LightHandle = g_pClientShadowMgr->CreateProjection( state ); } else { m_LightHandle = g_pClientShadowMgr->CreateFlashlight( state ); } if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE ) { m_bForceUpdate = false; } } else { if ( m_bSimpleProjection == true ) { g_pClientShadowMgr->UpdateProjectionState( m_LightHandle, state ); } else { g_pClientShadowMgr->UpdateFlashlightState( m_LightHandle, state ); } m_bForceUpdate = false; } g_pClientShadowMgr->GetFrustumExtents( m_LightHandle, m_vecExtentsMin, m_vecExtentsMax ); m_vecExtentsMin = m_vecExtentsMin - GetAbsOrigin(); m_vecExtentsMax = m_vecExtentsMax - GetAbsOrigin(); } if( m_bLightOnlyTarget ) { g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, m_hTargetEntity ); } else { g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, NULL ); } g_pClientShadowMgr->SetFlashlightLightWorld( m_LightHandle, m_bLightWorld ); if ( !asw_perf_wtf.GetBool() && !m_bForceUpdate ) { g_pClientShadowMgr->UpdateProjectedTexture( m_LightHandle, true ); } }
void C_EnvProjectedTexture::UpdateLight( bool bForceUpdate ) { if ( m_bState == false ) { if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE ) { ShutDownLightHandle(); } return; } Vector vForward, vRight, vUp, vPos = GetAbsOrigin(); FlashlightState_t state; if ( m_hTargetEntity != NULL ) { if ( m_bCameraSpace ) { const QAngle &angles = GetLocalAngles(); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if( pPlayer ) { const QAngle playerAngles = pPlayer->GetAbsAngles(); Vector vPlayerForward, vPlayerRight, vPlayerUp; AngleVectors( playerAngles, &vPlayerForward, &vPlayerRight, &vPlayerUp ); matrix3x4_t mRotMatrix; AngleMatrix( angles, mRotMatrix ); VectorITransform( vPlayerForward, mRotMatrix, vForward ); VectorITransform( vPlayerRight, mRotMatrix, vRight ); VectorITransform( vPlayerUp, mRotMatrix, vUp ); float dist = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin()).Length(); vPos = m_hTargetEntity->GetAbsOrigin() - vForward*dist; VectorNormalize( vForward ); VectorNormalize( vRight ); VectorNormalize( vUp ); } } else { // VXP: Fixing targeting Vector vecToTarget; QAngle vecAngles; if ( m_hTargetEntity == NULL ) { vecAngles = GetAbsAngles(); } else { vecToTarget = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin(); VectorAngles( vecToTarget, vecAngles ); } AngleVectors( vecAngles, &vForward, &vRight, &vUp ); } } else { AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp ); } state.m_fHorizontalFOVDegrees = m_flLightFOV; state.m_fVerticalFOVDegrees = m_flLightFOV; state.m_vecLightOrigin = vPos; BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation ); state.m_fQuadraticAtten = 0.0; state.m_fLinearAtten = 100; state.m_fConstantAtten = 0.0f; state.m_Color[0] = m_LinearFloatLightColor.x; state.m_Color[1] = m_LinearFloatLightColor.y; state.m_Color[2] = m_LinearFloatLightColor.z; state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient; state.m_NearZ = m_flNearZ; state.m_FarZ = m_flFarZ; state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat(); state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat(); state.m_bEnableShadows = m_bEnableShadows; state.m_pSpotlightTexture = materials->FindTexture( m_SpotlightTextureName, TEXTURE_GROUP_OTHER, false ); state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame; state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality if( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE ) { m_LightHandle = g_pClientShadowMgr->CreateFlashlight( state ); } else { if ( m_hTargetEntity != NULL || bForceUpdate == true ) { g_pClientShadowMgr->UpdateFlashlightState( m_LightHandle, state ); } } if( m_bLightOnlyTarget ) { g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, m_hTargetEntity ); } else { g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, NULL ); } g_pClientShadowMgr->SetFlashlightLightWorld( m_LightHandle, m_bLightWorld ); //if ( bForceUpdate == false ) //{ g_pClientShadowMgr->UpdateProjectedTexture( m_LightHandle, true ); //} }
void C_EnvProjectedTexture::UpdateLight(void) { VPROF_BUDGET("C_EnvProjectedTexture::UpdateLight", "Projected Textures"); if (CurrentViewID() == VIEW_SHADOW_DEPTH_TEXTURE /*|| CurrentViewID() == VIEW_SUN_SHAFTS*/) return; bool bVisible = true; if (m_bAlwaysUpdate) { m_bForceUpdate = true; } float fHighFOV; if (m_flLightFOV > m_flLightHorFOV) fHighFOV = m_flLightFOV; else fHighFOV = m_flLightHorFOV; if (m_bState == false || !IsWithinFarZ(fHighFOV) || !IsBBoxVisible()) { // Spotlight's extents aren't in view ShutDownLightHandle(); return; } else { bVisible = true; } Vector vLinearFloatLightColor(m_LightColor.r, m_LightColor.g, m_LightColor.b); float flLinearFloatLightAlpha = m_LightColor.a; if (m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha) { float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f; m_CurrentLinearFloatLightColor.x = Approach(vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed); m_CurrentLinearFloatLightColor.y = Approach(vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed); m_CurrentLinearFloatLightColor.z = Approach(vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed); m_flCurrentLinearFloatLightAlpha = Approach(flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed); m_bForceUpdate = true; } if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL || GetRootMoveParent() != NULL || m_bForceUpdate) { Vector vForward, vRight, vUp, vPos = GetAbsOrigin(); FlashlightState_t state; if (m_hTargetEntity != NULL) { if (m_bCameraSpace) { const QAngle &angles = GetLocalAngles(); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if (pPlayer) { const QAngle playerAngles = pPlayer->GetAbsAngles(); Vector vPlayerForward, vPlayerRight, vPlayerUp; AngleVectors(playerAngles, &vPlayerForward, &vPlayerRight, &vPlayerUp); matrix3x4_t mRotMatrix; AngleMatrix(angles, mRotMatrix); VectorITransform(vPlayerForward, mRotMatrix, vForward); VectorITransform(vPlayerRight, mRotMatrix, vRight); VectorITransform(vPlayerUp, mRotMatrix, vUp); float dist = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin()).Length(); vPos = m_hTargetEntity->GetAbsOrigin() - vForward*dist; VectorNormalize(vForward); VectorNormalize(vRight); VectorNormalize(vUp); } } else { Vector vecToTarget = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin(); QAngle vecAngles; VectorAngles(vecToTarget, vecAngles); AngleVectors(vecAngles, &vForward, &vRight, &vUp); } } else { AngleVectors(GetAbsAngles(), &vForward, &vRight, &vUp); } state.m_fHorizontalFOVDegrees = abs(m_flLightHorFOV); state.m_fVerticalFOVDegrees = abs(m_flLightFOV); state.m_vecLightOrigin = vPos; BasisToQuaternion(vForward, vRight, vUp, state.m_quatOrientation); state.m_NearZ = m_flNearZ; state.m_FarZ = m_flFarZ; // quickly check the proposed light's bbox against the view frustum to determine whether we // should bother to create it, if it doesn't exist, or cull it, if it does. // get the half-widths of the near and far planes, // based on the FOV which is in degrees. Remember that // on planet Valve, x is forward, y left, and z up. const float tanHalfAngle = tan(fHighFOV * (M_PI / 180.0f) * 0.5f); const float halfWidthNear = tanHalfAngle * m_flNearZ; const float halfWidthFar = tanHalfAngle * m_flFarZ; // now we can build coordinates in local space: the near rectangle is eg // (0, -halfWidthNear, -halfWidthNear), (0, halfWidthNear, -halfWidthNear), // (0, halfWidthNear, halfWidthNear), (0, -halfWidthNear, halfWidthNear) VectorAligned vNearRect[4] = { VectorAligned(m_flNearZ, -halfWidthNear, -halfWidthNear), VectorAligned(m_flNearZ, halfWidthNear, -halfWidthNear), VectorAligned(m_flNearZ, halfWidthNear, halfWidthNear), VectorAligned(m_flNearZ, -halfWidthNear, halfWidthNear) }; VectorAligned vFarRect[4] = { VectorAligned(m_flFarZ, -halfWidthFar, -halfWidthFar), VectorAligned(m_flFarZ, halfWidthFar, -halfWidthFar), VectorAligned(m_flFarZ, halfWidthFar, halfWidthFar), VectorAligned(m_flFarZ, -halfWidthFar, halfWidthFar) }; matrix3x4_t matOrientation(vForward, -vRight, vUp, vPos); enum { kNEAR = 0, kFAR = 1, }; VectorAligned vOutRects[2][4]; for (int i = 0; i < 4; ++i) { VectorTransform(vNearRect[i].Base(), matOrientation, vOutRects[0][i].Base()); } for (int i = 0; i < 4; ++i) { VectorTransform(vFarRect[i].Base(), matOrientation, vOutRects[1][i].Base()); } // now take the min and max extents for the bbox, and see if it is visible. Vector mins = **vOutRects; Vector maxs = **vOutRects; for (int i = 1; i < 8; ++i) { VectorMin(mins, *(*vOutRects + i), mins); VectorMax(maxs, *(*vOutRects + i), maxs); } #if 0 //for debugging the visibility frustum we just calculated NDebugOverlay::Triangle(vOutRects[0][0], vOutRects[0][1], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f); //first tri NDebugOverlay::Triangle(vOutRects[0][2], vOutRects[0][1], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f); //make it double sided NDebugOverlay::Triangle(vOutRects[0][2], vOutRects[0][3], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f); //second tri NDebugOverlay::Triangle(vOutRects[0][0], vOutRects[0][3], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f); //make it double sided NDebugOverlay::Triangle(vOutRects[1][0], vOutRects[1][1], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f); //first tri NDebugOverlay::Triangle(vOutRects[1][2], vOutRects[1][1], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f); //make it double sided NDebugOverlay::Triangle(vOutRects[1][2], vOutRects[1][3], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f); //second tri NDebugOverlay::Triangle(vOutRects[1][0], vOutRects[1][3], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f); //make it double sided NDebugOverlay::Box(vec3_origin, mins, maxs, 0, 255, 0, 100, 0.0f); #endif bool bVisible = IsBBoxVisible(mins, maxs); if (!bVisible) { // Spotlight's extents aren't in view if (m_LightHandle != CLIENTSHADOW_INVALID_HANDLE) { ShutDownLightHandle(); } return; } float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f); state.m_fQuadraticAtten = m_flQuadratic; state.m_fLinearAtten = 100; if (m_bAtten) { state.m_fConstantAtten = 0.0f; } else { state.m_fConstantAtten = 1.0f; } state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * flAlpha) * m_fBrightness; state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * m_fBrightness; state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * m_fBrightness; state.m_Color[3] = m_flAmbient; state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat(); state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat(); if (m_bEnableShadows && r_flashlightdepthtexture.GetBool() && m_bClientWantsShadows) { state.m_bEnableShadows = true; } else { state.m_bEnableShadows = false; } state.m_pSpotlightTexture = m_SpotlightTexture; state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame; if (r_dynamicshadows_use_c17_improvements.GetBool()) { //state.m_flShadowFilterSize = m_flBlur; if (r_flashlightdepthres.GetInt() == 512) { state.m_flShadowFilterSize = 0.8f; } else if (r_flashlightdepthres.GetInt() == 1024) { state.m_flShadowFilterSize = 0.3f; } else if (r_flashlightdepthres.GetInt() == 2048) { state.m_flShadowFilterSize = 0.2f; } else if (r_flashlightdepthres.GetInt() == 4096) { state.m_flShadowFilterSize = 0.08f; } else { state.m_flShadowFilterSize = 1.0f; } state.m_flShadowAtten = m_flAtten; } else { state.m_flShadowFilterSize = 3.0f; state.m_flShadowAtten = 0.35f; } state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE) { // Hack: env projected textures don't work like normal flashlights; they're not assigned to a given splitscreen slot, // but the flashlight code requires this m_LightHandle = g_pClientShadowMgr->CreateFlashlight(state); if (m_LightHandle != CLIENTSHADOW_INVALID_HANDLE) { m_bForceUpdate = false; } } else { g_pClientShadowMgr->UpdateFlashlightState(m_LightHandle, state); m_bForceUpdate = false; } g_pClientShadowMgr->GetFrustumExtents(m_LightHandle, m_vecExtentsMin, m_vecExtentsMax); m_vecExtentsMin = m_vecExtentsMin - GetAbsOrigin(); m_vecExtentsMax = m_vecExtentsMax - GetAbsOrigin(); } if (m_bLightOnlyTarget) { g_pClientShadowMgr->SetFlashlightTarget(m_LightHandle, m_hTargetEntity); } else { g_pClientShadowMgr->SetFlashlightTarget(m_LightHandle, NULL); } g_pClientShadowMgr->SetFlashlightLightWorld(m_LightHandle, m_bLightWorld); if (!m_bForceUpdate) { g_pClientShadowMgr->UpdateProjectedTexture(m_LightHandle, true); } }
void C_SunlightShadowControl::ClientThink() { VPROF("C_SunlightShadowControl::ClientThink"); if ( m_bEnabled ) { Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b ); float flLinearFloatLightAlpha = m_LightColor.a; if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha ) { float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f; m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed ); m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed ); m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed ); m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed ); } FlashlightState_t state; Vector vDirection = m_shadowDirection; VectorNormalize( vDirection ); QAngle angView; engine->GetViewAngles( angView ); //Vector vViewUp = Vector( 0.0f, 1.0f, 0.0f ); Vector vSunDirection2D = vDirection; vSunDirection2D.z = 0.0f; HACK_GETLOCALPLAYER_GUARD( "C_SunlightShadowControl::ClientThink" ); #ifdef INFESTED_DLL // shine sun on your current marine, rather than the player entity C_ASW_Marine *pMarine = C_ASW_Marine::GetLocalMarine(); if ( !pMarine ) return; Vector vPos = ( pMarine->GetAbsOrigin() + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance; #else if ( !C_BasePlayer::GetLocalPlayer() ) return; Vector vPos = ( C_BasePlayer::GetLocalPlayer()->GetAbsOrigin() + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance; #endif QAngle angAngles; VectorAngles( vDirection, angAngles ); Vector vForward, vRight, vUp; AngleVectors( angAngles, &vForward, &vRight, &vUp ); state.m_fHorizontalFOVDegrees = m_flFOV; state.m_fVerticalFOVDegrees = m_flFOV; state.m_vecLightOrigin = vPos; BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation ); state.m_fQuadraticAtten = 0.0f; state.m_fLinearAtten = m_flSunDistance / 2.0f; state.m_fConstantAtten = 0.0f; state.m_FarZAtten = m_flSunDistance + 300.0f; state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha; state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha; state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha; state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient; state.m_NearZ = fpmax( 4.0f, m_flSunDistance - m_flNearZ ); state.m_FarZ = m_flSunDistance + 300.0f; float flOrthoSize = cl_sunlight_ortho_size.GetFloat(); if ( flOrthoSize > 0 ) { state.m_bOrtho = true; state.m_fOrthoLeft = -flOrthoSize; state.m_fOrthoTop = -flOrthoSize; state.m_fOrthoRight = flOrthoSize; state.m_fOrthoBottom = flOrthoSize; } else { state.m_bOrtho = false; } state.m_flShadowSlopeScaleDepthBias = 2; state.m_flShadowDepthBias = cl_sunlight_depthbias.GetFloat(); state.m_bEnableShadows = m_bEnableShadows; state.m_pSpotlightTexture = m_SpotlightTexture; state.m_pProjectedMaterial = NULL; state.m_nSpotlightTextureFrame = 0; state.m_nShadowQuality = 1; // Allow entity to affect shadow quality state.m_bShadowHighRes = true; if ( m_bOldEnableShadows != m_bEnableShadows ) { // If they change the shadow enable/disable, we need to make a new handle if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE ) { g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle ); m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE; } m_bOldEnableShadows = m_bEnableShadows; } if( m_LocalFlashlightHandle == CLIENTSHADOW_INVALID_HANDLE ) { m_LocalFlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state ); } else { g_pClientShadowMgr->UpdateFlashlightState( m_LocalFlashlightHandle, state ); #ifndef INFESTED_DLL #pragma message("TODO: rebuild sunlight projected texture after sunlight control changes.") g_pClientShadowMgr->UpdateProjectedTexture( m_LocalFlashlightHandle, true ); #endif } } else if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE ) { g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle ); m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE; } BaseClass::ClientThink(); }
//=============================================================================== //=============================================================================== void CInternalLight::UpdateLightTopDown( const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp ) { VPROF_BUDGET( __FUNCTION__, VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); FlashlightState_t state; state.m_vecLightOrigin = vecPos; Vector vTarget = vecPos + vecForward * m_nState.m_FarZ; // Work with these local copies of the basis for the rest of the function Vector vDir = vTarget - vecPos; 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 ); BasisToQuaternion( vDir, vRight, vUp, state.m_quatOrientation ); // state.m_fQuadraticAtten = m_nState.m_fQuadraticAtten; state.m_fConstantAtten = m_nState.m_fConstantAtten; // Color de la luz state.m_Color[0] = m_nState.m_Color[0]; state.m_Color[1] = m_nState.m_Color[1]; state.m_Color[2] = m_nState.m_Color[2]; state.m_Color[3] = m_nState.m_Color[3]; // Distancia y FOV state.m_NearZ = m_nState.m_NearZ + r_projectedtexture_nearoffsetscale.GetFloat() * m_flCurrentPullBackDist; state.m_FarZ = m_nState.m_FarZ; state.m_FarZAtten = m_nState.m_FarZAtten; state.m_fHorizontalFOVDegrees = m_nState.m_fHorizontalFOVDegrees; state.m_fVerticalFOVDegrees = m_nState.m_fVerticalFOVDegrees; state.m_pSpotlightTexture = m_nLightTexture; state.m_nSpotlightTextureFrame = 0; state.m_fLinearAtten = m_nState.m_fLinearAtten; // Propiedades de las sombras generadas state.m_bShadowHighRes = m_nState.m_bShadowHighRes; state.m_nShadowQuality = m_nState.m_nShadowQuality; state.m_flShadowFilterSize = r_projectedtexture_filter.GetFloat(); // Propiedades de las sombras generadas state.m_bEnableShadows = m_nState.m_bEnableShadows; state.m_flShadowAtten = r_projectedtexture_shadowatten.GetFloat(); state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias(); state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias(); // UpdateLightProjection( state ); #ifndef NO_TOOLFRAMEWORK if ( clienttools->IsInRecordingMode() ) { KeyValues *msg = new KeyValues( "FlashlightState" ); msg->SetFloat( "time", gpGlobals->curtime ); msg->SetInt( "entindex", m_iEntIndex ); msg->SetInt( "flashlightHandle", m_nLightHandle ); msg->SetPtr( "flashlightState", &state ); ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); msg->deleteThis(); } #endif }