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//====== Copyright � 1996-2009, Valve Corporation, All rights reserved. =======
//
// Purpose: Projects a texture into the world (like the flashlight)
//
//=============================================================================
#include "cbase.h"
#include "shareddefs.h"
#include "env_projectedtexture.h"
#include "world.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( env_projectedtexture, CEnvProjectedTexture );
BEGIN_DATADESC( CEnvProjectedTexture ) DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ), DEFINE_FIELD( m_bState, FIELD_BOOLEAN ), DEFINE_FIELD( m_bAlwaysUpdate, FIELD_BOOLEAN ), DEFINE_FIELD( m_bSimpleProjection, FIELD_BOOLEAN ), DEFINE_KEYFIELD( m_flLightFOV, FIELD_FLOAT, "lightfov" ), DEFINE_KEYFIELD( m_bEnableShadows, FIELD_BOOLEAN, "enableshadows" ), DEFINE_KEYFIELD( m_bSimpleProjection, FIELD_BOOLEAN, "simpleprojection" ), DEFINE_KEYFIELD( m_bLightOnlyTarget, FIELD_BOOLEAN, "lightonlytarget" ), DEFINE_KEYFIELD( m_bLightWorld, FIELD_BOOLEAN, "lightworld" ), DEFINE_KEYFIELD( m_bCameraSpace, FIELD_BOOLEAN, "cameraspace" ), DEFINE_KEYFIELD( m_flAmbient, FIELD_FLOAT, "ambient" ), DEFINE_AUTO_ARRAY_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER, "texturename" ), DEFINE_KEYFIELD( m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe" ), DEFINE_KEYFIELD( m_flNearZ, FIELD_FLOAT, "nearz" ), DEFINE_KEYFIELD( m_flFarZ, FIELD_FLOAT, "farz" ), DEFINE_KEYFIELD( m_nShadowQuality, FIELD_INTEGER, "shadowquality" ), DEFINE_KEYFIELD( m_flBrightnessScale, FIELD_FLOAT, "brightnessscale" ), DEFINE_FIELD( m_LightColor, FIELD_COLOR32 ), DEFINE_KEYFIELD( m_flColorTransitionTime, FIELD_FLOAT, "colortransitiontime" ), DEFINE_KEYFIELD( m_flProjectionSize, FIELD_FLOAT, "projection_size" ), DEFINE_KEYFIELD( m_flRotation, FIELD_FLOAT, "projection_rotation" ),
DEFINE_KEYFIELD( m_iStyle, FIELD_INTEGER, "style" ), DEFINE_KEYFIELD( m_iDefaultStyle, FIELD_INTEGER, "defaultstyle" ), DEFINE_KEYFIELD( m_iszPattern, FIELD_STRING, "pattern" ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOn", InputAlwaysUpdateOn ), DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOff", InputAlwaysUpdateOff ), DEFINE_INPUTFUNC( FIELD_FLOAT, "FOV", InputSetFOV ), DEFINE_INPUTFUNC( FIELD_EHANDLE, "Target", InputSetTarget ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "CameraSpace", InputSetCameraSpace ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightOnlyTarget", InputSetLightOnlyTarget ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightWorld", InputSetLightWorld ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows ), DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ), DEFINE_INPUTFUNC( FIELD_FLOAT, "Ambient", InputSetAmbient ), DEFINE_INPUTFUNC( FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetLightStyle", InputSetLightStyle ), DEFINE_INPUTFUNC( FIELD_STRING, "SetPattern", InputSetPattern ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearZ", InputSetNearZ ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarZ", InputSetFarZ ), DEFINE_THINKFUNC( InitialThink ), END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture ) SendPropEHandle( SENDINFO( m_hTargetEntity ) ), SendPropBool( SENDINFO( m_bState ) ), SendPropBool( SENDINFO( m_bAlwaysUpdate ) ), SendPropFloat( SENDINFO( m_flLightFOV ) ), SendPropBool( SENDINFO( m_bEnableShadows ) ), SendPropBool( SENDINFO( m_bSimpleProjection ) ), SendPropBool( SENDINFO( m_bLightOnlyTarget ) ), SendPropBool( SENDINFO( m_bLightWorld ) ), SendPropBool( SENDINFO( m_bCameraSpace ) ), SendPropFloat( SENDINFO( m_flBrightnessScale ) ), SendPropInt( SENDINFO ( m_LightColor ), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt32 ), SendPropFloat( SENDINFO( m_flColorTransitionTime ) ), SendPropFloat( SENDINFO( m_flAmbient ) ), SendPropString( SENDINFO( m_SpotlightTextureName ) ), SendPropInt( SENDINFO( m_nSpotlightTextureFrame ) ), SendPropFloat( SENDINFO( m_flNearZ ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f ), SendPropFloat( SENDINFO( m_flFarZ ), 18, SPROP_ROUNDDOWN, 0.0f, 2500.0f ), SendPropInt( SENDINFO( m_nShadowQuality ), 1, SPROP_UNSIGNED ), // Just one bit for now
SendPropFloat( SENDINFO( m_flProjectionSize ) ), SendPropFloat( SENDINFO( m_flRotation ) ), SendPropInt( SENDINFO( m_iStyle ) ), END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEnvProjectedTexture::CEnvProjectedTexture( void ) { m_bState = true; m_bAlwaysUpdate = false; m_flLightFOV = 45.0f; m_bEnableShadows = false; m_bSimpleProjection = false; m_bLightOnlyTarget = false; m_bLightWorld = true; m_bCameraSpace = false;
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" ); Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" );
m_nSpotlightTextureFrame = 0; m_flBrightnessScale = 1.0f; m_LightColor.Init( 255, 255, 255, 255 ); m_flColorTransitionTime = 0.5f; m_flAmbient = 0.0f; m_flNearZ = 4.0f; m_flFarZ = 750.0f; m_nShadowQuality = 0; m_flProjectionSize = 500.0f; m_flRotation = 0.0f; }
void UTIL_ColorStringToLinearFloatColor( Vector &color, const char *pString ) { float tmp[4]; UTIL_StringToFloatArray( tmp, 4, pString ); if( tmp[3] <= 0.0f ) { tmp[3] = 255.0f; } tmp[3] *= ( 1.0f / 255.0f ); color.x = tmp[0] * ( 1.0f / 255.0f ) * tmp[3]; color.y = tmp[1] * ( 1.0f / 255.0f ) * tmp[3]; color.z = tmp[2] * ( 1.0f / 255.0f ) * tmp[3]; }
bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue ) { if ( FStrEq( szKeyName, "lightcolor" ) ) { 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, "texturename" ) ) { #if defined( _GAMECONSOLE )
if ( Q_strcmp( szValue, "effects/flashlight001" ) == 0 ) { // Use this as the default for Xbox
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" ); } else { Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue ); } #else
Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue ); #endif
} else { return BaseClass::KeyValue( szKeyName, szValue ); }
return true; }
bool CEnvProjectedTexture::GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen ) { if ( FStrEq( szKeyName, "lightcolor" ) ) { 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_SpotlightTextureName.Get() ); return true; } return BaseClass::GetKeyValue( szKeyName, szValue, iMaxLen ); }
void CEnvProjectedTexture::InputTurnOn( inputdata_t &inputdata ) { // Force all other projected textures off
EnforceSingleProjectionRules();
m_bState = true; }
void CEnvProjectedTexture::InputTurnOff( inputdata_t &inputdata ) { m_bState = false; }
void CEnvProjectedTexture::InputAlwaysUpdateOn( inputdata_t &inputdata ) { m_bAlwaysUpdate = true; }
void CEnvProjectedTexture::InputAlwaysUpdateOff( inputdata_t &inputdata ) { m_bAlwaysUpdate = false; }
void CEnvProjectedTexture::InputSetFOV( inputdata_t &inputdata ) { m_flLightFOV = inputdata.value.Float(); }
void CEnvProjectedTexture::InputSetTarget( inputdata_t &inputdata ) { m_hTargetEntity = inputdata.value.Entity(); }
void CEnvProjectedTexture::InputSetCameraSpace( inputdata_t &inputdata ) { m_bCameraSpace = inputdata.value.Bool(); }
void CEnvProjectedTexture::InputSetLightOnlyTarget( inputdata_t &inputdata ) { m_bLightOnlyTarget = inputdata.value.Bool(); }
void CEnvProjectedTexture::InputSetLightWorld( inputdata_t &inputdata ) { m_bLightWorld = inputdata.value.Bool(); }
void CEnvProjectedTexture::InputSetEnableShadows( inputdata_t &inputdata ) { m_bEnableShadows = inputdata.value.Bool(); }
void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata ) { m_LightColor = inputdata.value.Color32(); }
void CEnvProjectedTexture::InputSetAmbient( inputdata_t &inputdata ) { m_flAmbient = inputdata.value.Float(); }
void CEnvProjectedTexture::InputSetLightStyle( inputdata_t &inputdata ) { m_iStyle = inputdata.value.Int(); }
void CEnvProjectedTexture::InputSetPattern( inputdata_t &inputdata ) { m_iszPattern = inputdata.value.StringID(); engine->LightStyle( m_iStyle, (char *) STRING( m_iszPattern ) ); }
void CEnvProjectedTexture::InputSetNearZ( inputdata_t &inputdata ) { m_flNearZ = inputdata.value.Float(); }
void CEnvProjectedTexture::InputSetFarZ( inputdata_t &inputdata ) { m_flFarZ = inputdata.value.Float(); }
void CEnvProjectedTexture::InputSetSpotlightTexture( inputdata_t &inputdata ) { Assert( 0 ); Warning( "SetSpotlightTexture is disabled. If you need this feature reimplemented, tell a programmer.\n" ); //Q_strcpy( m_SpotlightTextureName.GetForModify(), inputdata.value.String() );
}
void CEnvProjectedTexture::Spawn( void ) { m_bState = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON ) != 0 ); m_bAlwaysUpdate = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_ALWAYSUPDATE ) != 0 );
// Update light styles
if ( m_iStyle >= 32 ) { if ( m_iszPattern == NULL_STRING && m_iDefaultStyle > 0 ) { m_iszPattern = MAKE_STRING( GetDefaultLightstyleString( m_iDefaultStyle ) ); }
if ( m_bState == false ) engine->LightStyle( m_iStyle, "a" ); else if ( m_iszPattern != NULL_STRING ) engine->LightStyle( m_iStyle, (char *) STRING( m_iszPattern ) ); else engine->LightStyle( m_iStyle, "m" ); }
BaseClass::Spawn(); }
void CEnvProjectedTexture::EnforceSingleProjectionRules( bool bWarnOnEnforcement ) { // Once a light is turned on, turn off all other possible lights in the level
CBaseEntity *pFlashlight = NULL; while ( ( pFlashlight = gEntList.FindEntityByClassname( pFlashlight, "env_projectedtexture" ) ) != NULL ) { // Obviously, don't turn yourself off
if ( pFlashlight == this ) continue;
if ( bWarnOnEnforcement ) { CEnvProjectedTexture *pProjTex = static_cast<CEnvProjectedTexture *>(pFlashlight); if ( pProjTex && pProjTex->m_bState ) { Warning( "Warning: env_projected_texture (%s) forced off by (%s)\n", pProjTex->GetEntityNameAsCStr(), GetEntityNameAsCStr() ); } }
variant_t emptyVariant; pFlashlight->AcceptInput( "TurnOff", this, this, emptyVariant, 0 ); } }
void CEnvProjectedTexture::Activate( void ) { SetThink( &CEnvProjectedTexture::InitialThink ); SetNextThink( gpGlobals->curtime + 0.1f );
BaseClass::Activate();
if ( m_bState ) { // Make sure that we stomp any other active projected texture off when we activate
EnforceSingleProjectionRules( true ); } }
void CEnvProjectedTexture::InitialThink( void ) { m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target ); }
int CEnvProjectedTexture::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
// Console command for creating env_projectedtexture entities
void CC_CreateFlashlight( const CCommand &args ) { CBasePlayer *pPlayer = UTIL_GetCommandClient(); if( !pPlayer ) return;
QAngle angles = pPlayer->EyeAngles(); Vector origin = pPlayer->EyePosition();
CEnvProjectedTexture *pFlashlight = dynamic_cast< CEnvProjectedTexture * >( CreateEntityByName("env_projectedtexture") ); if( args.ArgC() > 1 ) { pFlashlight->SetName( AllocPooledString( args[1] ) ); }
pFlashlight->Teleport( &origin, &angles, NULL );
} static ConCommand create_flashlight("create_flashlight", CC_CreateFlashlight, 0, FCVAR_CHEAT);
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