//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Renders a cone for spotlight entities. Only renders when the parent // entity is selected. // //=============================================================================// #include "stdafx.h" #include "Box3D.h" #include "fgdlib/HelperInfo.h" #include "MapDefs.h" // dvs: For COORD_NOTINIT #include "MapEntity.h" #include "MapLightCone.h" #include "Render3D.h" #include "Material.h" #include "materialsystem/IMaterialSystem.h" #include "TextureSystem.h" #include "hammer.h" // memdbgon must be the last include file in a .cpp file!!! #include #define NUM_LIGHTCONE_ZONES 5 IMPLEMENT_MAPCLASS(CMapLightCone) //----------------------------------------------------------------------------- // Purpose: Factory function. Used for creating a CMapLightCone helper from a // set of string parameters from the FGD file. // Input : *pInfo - Pointer to helper info class which gives us information // about how to create the helper. // Output : Returns a pointer to the helper, NULL if an error occurs. //----------------------------------------------------------------------------- CMapClass *CMapLightCone::Create(CHelperInfo *pHelperInfo, CMapEntity *pParent) { CMapLightCone *new1=new CMapLightCone; if( new1 != NULL ) { // // The first parameter should be the inner fov key name. If it isn't // there we assume "_inner_cone". // const char *pszKeyName = pHelperInfo->GetParameter(0); if (pszKeyName != NULL) { strcpy(new1->m_szInnerConeKeyName, pszKeyName); } else { strcpy(new1->m_szInnerConeKeyName, "_inner_cone"); } // // The second parameter should be the outer fov key name. If it isn't // there we assume "_cone". // pszKeyName = pHelperInfo->GetParameter(1); if (pszKeyName != NULL) { strcpy(new1->m_szOuterConeKeyName, pszKeyName); } else { strcpy(new1->m_szOuterConeKeyName, "_cone"); } // // The third parameter should be the color of the light. If it isn't // there we assume "_light". // pszKeyName = pHelperInfo->GetParameter(2); if (pszKeyName != NULL) { strcpy(new1->m_szColorKeyName, pszKeyName); } else { strcpy(new1->m_szColorKeyName, "_light"); } pszKeyName = pHelperInfo->GetParameter(3); if (pszKeyName != NULL) { new1->m_flPitchScale = Q_atof( pszKeyName ); } else { new1->m_flPitchScale = 1.0f; } } return new1; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CMapLightCone::CMapLightCone(void) { m_fQuadraticAttn = 1; m_fLinearAttn = 0; m_fConstantAttn = 0; m_bPitchSet = false; m_fPitch = 0; m_fFocus = 1; m_flPitchScale = 1; m_fBrightness = 100; m_fInnerConeAngle = 0; m_fOuterConeAngle = 45; m_fFiftyPercentDistance = -1; // disabled - use attenuation m_Angles.Init(); SignalUpdate( EVTYPE_LIGHTING_CHANGED ); } //----------------------------------------------------------------------------- // Purpose: Destructor. Deletes faces allocated by BuildCone. //----------------------------------------------------------------------------- CMapLightCone::~CMapLightCone(void) { for (int i = 0; i < m_Faces.Count(); i++) { CMapFace *pFace = m_Faces.Element(i); delete pFace; } SignalUpdate( EVTYPE_LIGHTING_CHANGED ); } //----------------------------------------------------------------------------- // Purpose: Builds the light cone faces in local space. Does NOT call CalcBounds, // because that CalcBounds updates the parent, which causes problems // in the undo system. //----------------------------------------------------------------------------- void CMapLightCone::BuildCone(void) { // // Delete the current face list. // for (int i = 0; i < m_Faces.Count(); i++) { CMapFace *pFace = m_Faces.Element(i); delete pFace; } m_Faces.RemoveAll(); // // Make sure at least one of the lighting coefficients is nonzero. // if ((m_fQuadraticAttn == 0) && (m_fLinearAttn == 0) && (m_fConstantAttn == 0)) { m_fConstantAttn = 1; } // // Solve for the lighting scale factor by which the brightness will be multiplied. // float fScaleFactor = m_fQuadraticAttn * 10000 + m_fLinearAttn * 100 + m_fConstantAttn; if (fScaleFactor == 0) { return; } // // Calculate the distances from the light origin to the various zones. // float fOffsetDist = 0; // Constant attenuation factor doesn't actually offset the cone yet. If it does, uncomment this: //SolveQuadratic(fOffsetDist, 0, m_fQuadraticAttn, m_fLinearAttn, -m_fConstantAttn); float fZoneDist[NUM_LIGHTCONE_ZONES]; memset( fZoneDist, 0, sizeof( fZoneDist ) ); fZoneDist[0] = 0; SolveQuadratic(fZoneDist[1], 0.25 * fScaleFactor, m_fQuadraticAttn, m_fLinearAttn, m_fConstantAttn); SolveQuadratic(fZoneDist[2], fScaleFactor, m_fQuadraticAttn, m_fLinearAttn, m_fConstantAttn); SolveQuadratic(fZoneDist[3], 4 * fScaleFactor, m_fQuadraticAttn, m_fLinearAttn, m_fConstantAttn); SolveQuadratic(fZoneDist[4], 10 * fScaleFactor, m_fQuadraticAttn, m_fLinearAttn, m_fConstantAttn); // // there's no cone if it's greater then 90 degrees // if (m_fOuterConeAngle < 90) { // // Calculate the cone radius at each zone. // float fZoneRadius[NUM_LIGHTCONE_ZONES]; for (int i = 0; i < NUM_LIGHTCONE_ZONES; i++) { fZoneRadius[i] = (fOffsetDist + fZoneDist[i]) * tan(DEG2RAD(m_fOuterConeAngle)); } // // Build the new face list using the new parameters. // float fStepSize = 360.0 / 15.0; for (int nZone = 0; nZone < NUM_LIGHTCONE_ZONES - 1; nZone++) { float fSin0 = 0; float fCos0 = 1; float fTopDist = fZoneDist[nZone]; float fBottomDist = fZoneDist[nZone + 1]; float fTopRadius = fZoneRadius[nZone]; float fBottomRadius = fZoneRadius[nZone + 1]; for (int fAngle = fStepSize; fAngle <= 361; fAngle += fStepSize) { float fSin1 = sin(DEG2RAD(fAngle)); float fCos1 = cos(DEG2RAD(fAngle)); Vector Points[4]; Points[0][2] = fBottomRadius * fCos1; Points[0][1] = fBottomRadius * fSin1; Points[0][0] = fBottomDist; Points[1][2] = fBottomRadius * fCos0; Points[1][1] = fBottomRadius * fSin0; Points[1][0] = fBottomDist; Points[2][2] = fTopRadius * fCos0; Points[2][1] = fTopRadius * fSin0; Points[2][0] = fTopDist; int nPoints = 3; if (fTopRadius != 0) { Points[3][2] = fTopRadius * fCos1; Points[3][1] = fTopRadius * fSin1; Points[3][0] = fTopDist; nPoints = 4; } CMapFace *pFace = new CMapFace; pFace->SetRenderColor(r * (1 - nZone / (float)NUM_LIGHTCONE_ZONES), g * (1 - nZone / (float)NUM_LIGHTCONE_ZONES), b * (1 - nZone / (float)NUM_LIGHTCONE_ZONES)); pFace->SetRenderAlpha(180); pFace->CreateFace(Points, nPoints); pFace->RenderUnlit(true); m_Faces.AddToTail(pFace); fSin0 = fSin1; fCos0 = fCos1; } } } // // Lobe's aren't defined for > 90 // if (m_fOuterConeAngle > 90) return; // // Build the a face list that shows light-angle falloff // float fStepSize = 360.0 / 15.0; float fPitchStepSize = 90.0 / 15.0; float fFocusRadius0 = 0; float fFocusDist0 = fZoneDist[1]; float fInnerDot = cos(DEG2RAD(m_fInnerConeAngle)); float fOuterDot = cos(DEG2RAD(m_fOuterConeAngle)); for (float fPitch = fPitchStepSize; fPitch < m_fOuterConeAngle + fPitchStepSize; fPitch += fPitchStepSize) { float fSin0 = 0; float fCos0 = 1; // clamp to edge of cone if (fPitch > m_fOuterConeAngle) fPitch = m_fOuterConeAngle; float fIllumination = 0; if (fPitch <= m_fInnerConeAngle) { fIllumination = 1.0; } else { float fPitchDot = cos(DEG2RAD(fPitch)); fIllumination = (fPitchDot - fOuterDot) / (fInnerDot - fOuterDot); if ((m_fFocus != 1) && (m_fFocus != 0)) { fIllumination = pow( fIllumination, m_fFocus ); } } // cosine falloff ^ exponent // draw as lobe float fFocusDist1 = cos(DEG2RAD(fPitch)) * fIllumination * fZoneDist[1]; float fFocusRadius1 = sin(DEG2RAD(fPitch)) * fIllumination * fZoneDist[1]; // draw as disk // float fFocusDist1 = fZoneDist[1]; // float fFocusRadius1 = sin(DEG2RAD(fPitch)) * fZoneRadius[1] / sin(DEG_RAD * m_fConeAngle); for (int fAngle = fStepSize; fAngle <= 361; fAngle += fStepSize) { float fSin1 = sin(DEG2RAD(fAngle)); float fCos1 = cos(DEG2RAD(fAngle)); Vector Points[4]; Points[0][2] = fFocusRadius1 * fCos0; Points[0][1] = fFocusRadius1 * fSin0; Points[0][0] = fFocusDist1; Points[1][2] = fFocusRadius1 * fCos1; Points[1][1] = fFocusRadius1 * fSin1; Points[1][0] = fFocusDist1; Points[2][2] = fFocusRadius0 * fCos1; Points[2][1] = fFocusRadius0 * fSin1; Points[2][0] = fFocusDist0; int nPoints = 3; if (fFocusRadius0 != 0) { Points[3][2] = fFocusRadius0 * fCos0; Points[3][1] = fFocusRadius0 * fSin0; Points[3][0] = fFocusDist0; nPoints = 4; } CMapFace *pFace = new CMapFace; pFace->SetRenderColor(r * fIllumination, g * fIllumination, b * fIllumination); pFace->SetRenderAlpha(180); pFace->CreateFace(Points, nPoints); pFace->RenderUnlit(true); m_Faces.AddToTail(pFace); fSin0 = fSin1; fCos0 = fCos1; } fFocusRadius0 = fFocusRadius1; fFocusDist0 = fFocusDist1; } } //----------------------------------------------------------------------------- // Purpose: // Input : bFullUpdate - //----------------------------------------------------------------------------- void CMapLightCone::CalcBounds(BOOL bFullUpdate) { CMapClass::CalcBounds(bFullUpdate); // // HACK: Update our origin to stick to our parent. // if (m_pParent != NULL) { GetParent()->GetOrigin(m_Origin); } // // Pretend to be very small for the 2D view. Won't be necessary when 2D // rendering is done in the map classes. // m_Render2DBox.ResetBounds(); m_Render2DBox.UpdateBounds(m_Origin); SetCullBoxFromFaceList( &m_Faces ); } //----------------------------------------------------------------------------- // Purpose: // Input : Angles - //----------------------------------------------------------------------------- void CMapLightCone::GetAngles(QAngle &Angles) { Angles = m_Angles; if (m_bPitchSet) { Angles[PITCH] = m_fPitch; } } //----------------------------------------------------------------------------- // Purpose: // Output : CMapClass //----------------------------------------------------------------------------- CMapClass *CMapLightCone::Copy(bool bUpdateDependencies) { CMapLightCone *pCopy = new CMapLightCone; if (pCopy != NULL) { pCopy->CopyFrom(this, bUpdateDependencies); } return(pCopy); } //----------------------------------------------------------------------------- // Purpose: // Input : pObject - // Output : CMapClass //----------------------------------------------------------------------------- CMapClass *CMapLightCone::CopyFrom(CMapClass *pObject, bool bUpdateDependencies) { Assert(pObject->IsMapClass(MAPCLASS_TYPE(CMapLightCone))); CMapLightCone *pFrom = (CMapLightCone *)pObject; CMapClass::CopyFrom(pObject, bUpdateDependencies); m_fBrightness = pFrom->m_fBrightness; m_fQuadraticAttn = pFrom->m_fQuadraticAttn; m_fLinearAttn = pFrom->m_fLinearAttn; m_fConstantAttn = pFrom->m_fConstantAttn; m_flPitchScale = pFrom->m_flPitchScale; m_fInnerConeAngle = pFrom->m_fInnerConeAngle; m_fOuterConeAngle = pFrom->m_fOuterConeAngle; m_Angles = pFrom->m_Angles; m_bPitchSet = pFrom->m_bPitchSet; m_fPitch = pFrom->m_fPitch; m_fFocus = pFrom->m_fFocus; m_fFiftyPercentDistance = pFrom->m_fFiftyPercentDistance; m_fZeroPercentDistance = pFrom->m_fZeroPercentDistance; m_LightColor = pFrom->m_LightColor; Q_strncpy( m_szColorKeyName, pFrom->m_szColorKeyName, sizeof( m_szColorKeyName ) ); Q_strncpy( m_szInnerConeKeyName, pFrom->m_szInnerConeKeyName, sizeof( m_szInnerConeKeyName ) ); Q_strncpy( m_szOuterConeKeyName, pFrom->m_szOuterConeKeyName, sizeof( m_szOuterConeKeyName ) ); BuildCone(); SignalUpdate( EVTYPE_LIGHTING_CHANGED ); return(this); } //----------------------------------------------------------------------------- // Purpose: Notifies that this object's parent entity has had a key value change. // Input : szKey - The key that changed. // szValue - The new value of the key. //----------------------------------------------------------------------------- void CMapLightCone::OnParentKeyChanged(const char *szKey, const char *szValue) { bool bRebuild = true; if (!stricmp(szKey, "angles")) { sscanf(szValue, "%f %f %f", &m_Angles[PITCH], &m_Angles[YAW], &m_Angles[ROLL]); } else if (!stricmp(szKey, m_szColorKeyName)) { int nRed; int nGreen; int nBlue; int nBrightness; sscanf(szValue, "%d %d %d %d", &nRed, &nGreen, &nBlue, &nBrightness); r = m_LightColor.x = nRed; g = m_LightColor.y = nGreen; b = m_LightColor.z = nBlue; m_fBrightness = nBrightness; } else if (!stricmp(szKey, "pitch")) { // Pitch m_bPitchSet = true; m_fPitch = atof(szValue); } else if (!stricmp(szKey, "_constant_attn")) { // Constant attenuation m_fConstantAttn = atof(szValue); } else if (!stricmp(szKey, "_linear_attn")) { // Linear attenuation m_fLinearAttn = atof(szValue); } else if (!stricmp(szKey, "_quadratic_attn")) { // Quadratic attenuation m_fQuadraticAttn = atof(szValue); } else if (!stricmp(szKey, "_exponent")) { // Focus m_fFocus = atof(szValue); } else if (!stricmp(szKey, "_fifty_percent_distance")) { // Focus m_fFiftyPercentDistance = atof(szValue); } else if (!stricmp(szKey, "_zero_percent_distance")) { // Focus m_fZeroPercentDistance = atof(szValue); } else if (!stricmp(szKey, m_szInnerConeKeyName) || !stricmp(szKey, m_szOuterConeKeyName)) { // check both of these together since they might be the same key. if( !stricmp(szKey, m_szInnerConeKeyName )) { // Inner Cone angle m_fInnerConeAngle = atof(szValue); } if( !stricmp(szKey, m_szOuterConeKeyName )) { // Outer Cone angle m_fOuterConeAngle = atof(szValue); } } else { bRebuild = false; } if (bRebuild) { SignalUpdate( EVTYPE_LIGHTING_CHANGED ); BuildCone(); PostUpdate(Notify_Changed); } } //----------------------------------------------------------------------------- // Purpose: Called after the entire map has been loaded. This allows the object // to perform any linking with other map objects or to do other operations // that require all world objects to be present. // Input : pWorld - The world that we are in. //----------------------------------------------------------------------------- void CMapLightCone::PostloadWorld(CMapWorld *pWorld) { CMapClass::PostloadWorld(pWorld); BuildCone(); SignalUpdate( EVTYPE_LIGHTING_CHANGED ); CalcBounds(); } //----------------------------------------------------------------------------- // Purpose: // Input : pRender - //----------------------------------------------------------------------------- void CMapLightCone::Render3D(CRender3D *pRender) { if (m_pParent->IsSelected()) { CMatRenderContextPtr pRenderContext( MaterialSystemInterface() ); pRenderContext->MatrixMode(MATERIAL_MODEL); pRenderContext->PushMatrix(); pRenderContext->Translate(m_Origin[0], m_Origin[1], m_Origin[2]); QAngle Angles; GetAngles(Angles); pRenderContext->Rotate(Angles[YAW], 0, 0, 1); pRenderContext->Rotate(m_flPitchScale * Angles[PITCH], 0, -1, 0); pRenderContext->Rotate(Angles[ROLL], 1, 0, 0); if ( (pRender->GetCurrentRenderMode() != RENDER_MODE_LIGHT_PREVIEW2) && (pRender->GetCurrentRenderMode() != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) && (GetSelectionState() != SELECT_MODIFY ) ) { // Render the cone faces flatshaded. pRender->PushRenderMode( RENDER_MODE_TRANSLUCENT_FLAT ); for (int i = 0; i < m_Faces.Count(); i++) { CMapFace *pFace = m_Faces.Element(i); pFace->Render3D(pRender); } pRender->PopRenderMode(); } // // Render the cone faces in yellow wireframe (on top) // pRender->PushRenderMode( RENDER_MODE_WIREFRAME ); for (int i = 0; i < m_Faces.Count(); i++) { CMapFace *pFace = m_Faces.Element(i); pFace->Render3D(pRender); } // // Restore the default rendering mode. // pRender->PopRenderMode(); pRenderContext->PopMatrix(); } } //----------------------------------------------------------------------------- // Purpose: // Input : File - // bRMF - // Output : int //----------------------------------------------------------------------------- int CMapLightCone::SerializeRMF(std::fstream &File, BOOL bRMF) { return(0); } //----------------------------------------------------------------------------- // Purpose: // Input : File - // bRMF - // Output : int //----------------------------------------------------------------------------- int CMapLightCone::SerializeMAP(std::fstream &File, BOOL bRMF) { return(0); } //----------------------------------------------------------------------------- // Purpose: Solves a quadratic equation with the given coefficients. // Input : x - Receives solution. // y - Root to solve for. // A, B, C - Quadratic, linear, and constant coefficients. // Output : Returns true if a real solution was found, false if not. //----------------------------------------------------------------------------- bool CMapLightCone::SolveQuadratic(float &x, float y, float A, float B, float C) { C -= y; if (A == 0) { if (B != 0) { x = -C / B; return(true); } } else { float fDeterminant = B * B - 4 * A * C; if (fDeterminant > 0) { x = (-B + sqrt(fDeterminant)) / (2 * A); return(true); } } return(false); } //----------------------------------------------------------------------------- // Purpose: Never select anything because of this helper. //----------------------------------------------------------------------------- CMapClass *CMapLightCone::PrepareSelection(SelectMode_t eSelectMode) { return NULL; }