|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Entity to control screen overlays on a player
//
//=============================================================================
#include "cbase.h"
#include "shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ENV_PROJECTEDTEXTURE_STARTON (1<<0)
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEnvProjectedTexture : public CPointEntity { DECLARE_CLASS( CEnvProjectedTexture, CPointEntity ); public: DECLARE_DATADESC(); DECLARE_SERVERCLASS();
CEnvProjectedTexture(); bool KeyValue( const char *szKeyName, const char *szValue );
// Always transmit to clients
virtual int UpdateTransmitState(); virtual void Activate( void );
void InputTurnOn( inputdata_t &inputdata ); void InputTurnOff( inputdata_t &inputdata ); void InputSetFOV( inputdata_t &inputdata ); void InputSetTarget( inputdata_t &inputdata ); void InputSetCameraSpace( inputdata_t &inputdata ); void InputSetLightOnlyTarget( inputdata_t &inputdata ); void InputSetLightWorld( inputdata_t &inputdata ); void InputSetEnableShadows( inputdata_t &inputdata ); // void InputSetLightColor( inputdata_t &inputdata );
void InputSetSpotlightTexture( inputdata_t &inputdata ); void InputSetAmbient( inputdata_t &inputdata );
void InitialThink( void );
CNetworkHandle( CBaseEntity, m_hTargetEntity );
private:
CNetworkVar( bool, m_bState ); CNetworkVar( float, m_flLightFOV ); CNetworkVar( bool, m_bEnableShadows ); CNetworkVar( bool, m_bLightOnlyTarget ); CNetworkVar( bool, m_bLightWorld ); CNetworkVar( bool, m_bCameraSpace ); CNetworkVector( m_LinearFloatLightColor ); CNetworkVar( float, m_flAmbient ); CNetworkString( m_SpotlightTextureName, MAX_PATH ); CNetworkVar( int, m_nSpotlightTextureFrame ); CNetworkVar( float, m_flNearZ ); CNetworkVar( float, m_flFarZ ); CNetworkVar( int, m_nShadowQuality ); };
LINK_ENTITY_TO_CLASS( env_projectedtexture, CEnvProjectedTexture );
BEGIN_DATADESC( CEnvProjectedTexture ) DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ), DEFINE_FIELD( m_bState, FIELD_BOOLEAN ), DEFINE_KEYFIELD( m_flLightFOV, FIELD_FLOAT, "lightfov" ), DEFINE_KEYFIELD( m_bEnableShadows, FIELD_BOOLEAN, "enableshadows" ), 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_FIELD( m_LinearFloatLightColor, FIELD_VECTOR ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), 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 ), // this is broken . . need to be able to set color and intensity like light_dynamic
// DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "Ambient", InputSetAmbient ), DEFINE_INPUTFUNC( FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture ), DEFINE_THINKFUNC( InitialThink ), END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture ) SendPropEHandle( SENDINFO( m_hTargetEntity ) ), SendPropBool( SENDINFO( m_bState ) ), SendPropFloat( SENDINFO( m_flLightFOV ) ), SendPropBool( SENDINFO( m_bEnableShadows ) ), SendPropBool( SENDINFO( m_bLightOnlyTarget ) ), SendPropBool( SENDINFO( m_bLightWorld ) ), SendPropBool( SENDINFO( m_bCameraSpace ) ), SendPropVector( SENDINFO( m_LinearFloatLightColor ) ), 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, 1500.0f ), SendPropInt( SENDINFO( m_nShadowQuality ), 1, SPROP_UNSIGNED ), // Just one bit for now
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEnvProjectedTexture::CEnvProjectedTexture( void ) { m_bState = true; m_flLightFOV = 45.0f; m_bEnableShadows = false; m_bLightOnlyTarget = false; m_bLightWorld = true; m_bCameraSpace = false;
// if ( g_pHardwareConfig->SupportsBorderColor() )
#if defined( _X360 )
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" ); #else
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" ); #endif
m_nSpotlightTextureFrame = 0; m_LinearFloatLightColor.Init( 1.0f, 1.0f, 1.0f ); m_flAmbient = 0.0f; m_flNearZ = 4.0f; m_flFarZ = 750.0f; m_nShadowQuality = 0; }
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 = GammaToLinear( tmp[0] * ( 1.0f / 255.0f ) ) * tmp[3]; color.y = GammaToLinear( tmp[1] * ( 1.0f / 255.0f ) ) * tmp[3]; color.z = GammaToLinear( tmp[2] * ( 1.0f / 255.0f ) ) * tmp[3]; }
bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue ) { if ( FStrEq( szKeyName, "lightcolor" ) ) { Vector tmp; UTIL_ColorStringToLinearFloatColor( tmp, szValue ); m_LinearFloatLightColor = tmp; } else { return BaseClass::KeyValue( szKeyName, szValue ); }
return true; }
void CEnvProjectedTexture::InputTurnOn( inputdata_t &inputdata ) { m_bState = true; }
void CEnvProjectedTexture::InputTurnOff( inputdata_t &inputdata ) { m_bState = 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_cLightColor = inputdata.value.Color32();
//}
void CEnvProjectedTexture::InputSetAmbient( inputdata_t &inputdata ) { m_flAmbient = inputdata.value.Float(); }
void CEnvProjectedTexture::InputSetSpotlightTexture( inputdata_t &inputdata ) { Q_strcpy( m_SpotlightTextureName.GetForModify(), inputdata.value.String() ); }
void CEnvProjectedTexture::Activate( void ) { if ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON ) { m_bState = true; }
SetThink( &CEnvProjectedTexture::InitialThink ); SetNextThink( gpGlobals->curtime + 0.1f );
BaseClass::Activate(); }
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);
|