Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Sunlight shadow control entity.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_baseplayer.h"
#ifdef INFESTED_DLL
#include "c_asw_marine.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar cl_sunlight_ortho_size("cl_sunlight_ortho_size", "0.0", FCVAR_CHEAT, "Set to values greater than 0 for ortho view render projections.");
ConVar cl_sunlight_depthbias( "cl_sunlight_depthbias", "0.02" );
//------------------------------------------------------------------------------
// Purpose : Sunlights shadow control entity
//------------------------------------------------------------------------------
class C_SunlightShadowControl : public C_BaseEntity
{
public:
DECLARE_CLASS( C_SunlightShadowControl, C_BaseEntity );
DECLARE_CLIENTCLASS();
virtual ~C_SunlightShadowControl();
void OnDataChanged( DataUpdateType_t updateType );
void Spawn();
bool ShouldDraw();
void ClientThink();
private:
Vector m_shadowDirection;
bool m_bEnabled;
char m_TextureName[ MAX_PATH ];
CTextureReference m_SpotlightTexture;
color32 m_LightColor;
Vector m_CurrentLinearFloatLightColor;
float m_flCurrentLinearFloatLightAlpha;
float m_flColorTransitionTime;
float m_flSunDistance;
float m_flFOV;
float m_flNearZ;
float m_flNorthOffset;
bool m_bEnableShadows;
bool m_bOldEnableShadows;
static ClientShadowHandle_t m_LocalFlashlightHandle;
};
ClientShadowHandle_t C_SunlightShadowControl::m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
IMPLEMENT_CLIENTCLASS_DT(C_SunlightShadowControl, DT_SunlightShadowControl, CSunlightShadowControl)
RecvPropVector(RECVINFO(m_shadowDirection)),
RecvPropBool(RECVINFO(m_bEnabled)),
RecvPropString(RECVINFO(m_TextureName)),
RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_Int32ToColor32),
RecvPropFloat(RECVINFO(m_flColorTransitionTime)),
RecvPropFloat(RECVINFO(m_flSunDistance)),
RecvPropFloat(RECVINFO(m_flFOV)),
RecvPropFloat(RECVINFO(m_flNearZ)),
RecvPropFloat(RECVINFO(m_flNorthOffset)),
RecvPropBool(RECVINFO(m_bEnableShadows)),
END_RECV_TABLE()
C_SunlightShadowControl::~C_SunlightShadowControl()
{
if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
{
g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
}
void C_SunlightShadowControl::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
m_SpotlightTexture.Init( m_TextureName, TEXTURE_GROUP_OTHER, true );
}
BaseClass::OnDataChanged( updateType );
}
void C_SunlightShadowControl::Spawn()
{
BaseClass::Spawn();
m_bOldEnableShadows = m_bEnableShadows;
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
//------------------------------------------------------------------------------
// We don't draw...
//------------------------------------------------------------------------------
bool C_SunlightShadowControl::ShouldDraw()
{
return false;
}
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;
extern ConVar r_flashlightdepthres;
state.m_flShadowMapResolution = r_flashlightdepthres.GetFloat();
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
#ifndef LINUX
#pragma message("TODO: rebuild sunlight projected texture after sunlight control changes.")
#endif
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();
}