Пример #1
0
/*
================
idLight::Present
================
*/
void idLight::Present( void ) {
	// don't present to the renderer if the entity hasn't changed
	if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
		return;
	}

	// add the model
	idEntity::Present();

	// current transformation
	renderLight.axis	= localLightAxis * GetPhysics()->GetAxis();
	renderLight.origin  = GetPhysics()->GetOrigin() + GetPhysics()->GetAxis() * localLightOrigin;

	// reference the sound for shader synced effects
	if ( lightParent ) {
		renderLight.referenceSound = lightParent->GetSoundEmitter();
		renderEntity.referenceSound = lightParent->GetSoundEmitter();
	}
	else {
		renderLight.referenceSound = refSound.referenceSound;
		renderEntity.referenceSound = refSound.referenceSound;
	}

	// update the renderLight and renderEntity to render the light and flare
	PresentLightDefChange();
	PresentModelDefChange();
}
Пример #2
0
/*
================
idLight::SetLightParm
================
*/
void idLight::SetLightParm( int parmnum, float value ) {
	if( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
		gameLocal.Error( "shader parm index (%d) out of range", parmnum );
	}
	renderLight.shaderParms[ parmnum ] = value;
	PresentLightDefChange();
}
Пример #3
0
/*
================
idLight::SetRadiusXYZ
================
*/
void idLight::SetRadiusXYZ( float x, float y, float z )
{
    renderLight.lightRadius[0] = x;
    renderLight.lightRadius[1] = y;
    renderLight.lightRadius[2] = z;
    PresentLightDefChange();
}
Пример #4
0
/*
================
idLight::ReadFromSnapshot
================
*/
void idLight::ReadFromSnapshot( const idBitMsgDelta &msg ) {
	idVec4	shaderColor;
	int		oldCurrentLevel = currentLevel;
	idVec3	oldBaseColor = baseColor;

	GetPhysics()->ReadFromSnapshot( msg );
	ReadBindFromSnapshot( msg );

	currentLevel = msg.ReadByte();
	if ( currentLevel != oldCurrentLevel ) {
		// need to call On/Off for flickering lights to start/stop the sound
		// while doing it this way rather than through events, the flickering is out of sync between clients
		// but at least there is no question about saving the event and having them happening globally in the world
		if ( currentLevel ) {
			On();
		} else {
			Off();
		}
	}
	UnpackColor( msg.ReadLong(), baseColor );
	// lightParentEntityNum = msg.ReadBits( GENTITYNUM_BITS );

/*	// only helps prediction
	UnpackColor( msg.ReadLong(), fadeFrom );
	UnpackColor( msg.ReadLong(), fadeTo );
	fadeStart = msg.ReadLong();
	fadeEnd = msg.ReadLong();
*/

	// FIXME: read renderLight.shader
	renderLight.lightRadius[0] = msg.ReadFloat( 5, 10 );
	renderLight.lightRadius[1] = msg.ReadFloat( 5, 10 );
	renderLight.lightRadius[2] = msg.ReadFloat( 5, 10 );

	UnpackColor( msg.ReadLong(), shaderColor );
	renderLight.shaderParms[SHADERPARM_RED] = shaderColor[0];
	renderLight.shaderParms[SHADERPARM_GREEN] = shaderColor[1];
	renderLight.shaderParms[SHADERPARM_BLUE] = shaderColor[2];
	renderLight.shaderParms[SHADERPARM_ALPHA] = shaderColor[3];

	renderLight.shaderParms[SHADERPARM_TIMESCALE] = msg.ReadFloat( 5, 10 );
	renderLight.shaderParms[SHADERPARM_TIMEOFFSET] = msg.ReadLong();
	//renderLight.shaderParms[SHADERPARM_DIVERSITY] = msg.ReadFloat();
	renderLight.shaderParms[SHADERPARM_MODE] = msg.ReadShort();

	ReadColorFromSnapshot( msg );

	if ( msg.HasChanged() ) {
		if ( ( currentLevel != oldCurrentLevel ) || ( baseColor != oldBaseColor ) ) {
			SetLightLevel();
		} else {
			PresentLightDefChange();
			PresentModelDefChange();
		}
	}
}
Пример #5
0
/*
================
idLight::SetLightParms
================
*/
void idLight::SetLightParms( float parm0, float parm1, float parm2, float parm3 ) {
	renderLight.shaderParms[ SHADERPARM_RED ]		= parm0;
	renderLight.shaderParms[ SHADERPARM_GREEN ]		= parm1;
	renderLight.shaderParms[ SHADERPARM_BLUE ]		= parm2;
	renderLight.shaderParms[ SHADERPARM_ALPHA ]		= parm3;
	renderEntity.shaderParms[ SHADERPARM_RED ]		= parm0;
	renderEntity.shaderParms[ SHADERPARM_GREEN ]	= parm1;
	renderEntity.shaderParms[ SHADERPARM_BLUE ]		= parm2;
	renderEntity.shaderParms[ SHADERPARM_ALPHA ]	= parm3;
	PresentLightDefChange();
	PresentModelDefChange();
}
Пример #6
0
/*
================
idLight::SetLightLevel
================
*/
void idLight::SetLightLevel( void ) {
	idVec3	color;
	float	intensity;
	intensity = ( float )currentLevel / ( float )levels;
	color = baseColor * intensity;
	renderLight.shaderParms[ SHADERPARM_RED ]	= color[ 0 ];
	renderLight.shaderParms[ SHADERPARM_GREEN ]	= color[ 1 ];
	renderLight.shaderParms[ SHADERPARM_BLUE ]	= color[ 2 ];
	renderEntity.shaderParms[ SHADERPARM_RED ]	= color[ 0 ];
	renderEntity.shaderParms[ SHADERPARM_GREEN ] = color[ 1 ];
	renderEntity.shaderParms[ SHADERPARM_BLUE ]	= color[ 2 ];
	PresentLightDefChange();
	PresentModelDefChange();
}
Пример #7
0
/*
================
idLight::SetRadius
================
*/
void idLight::SetRadius( float radius ) {
	renderLight.lightRadius[0] = renderLight.lightRadius[1] = renderLight.lightRadius[2] = radius;
	PresentLightDefChange();
}
Пример #8
0
/*
================
idLight::SetShader
================
*/
void idLight::SetShader( const char *shadername ) {
	// allow this to be NULL
	renderLight.shader = declManager->FindMaterial( shadername, false );
	PresentLightDefChange();
}