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270 lines
8.5 KiB
270 lines
8.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Entity to control screen overlays on a player
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//
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//=============================================================================
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#include "cbase.h"
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#include "shareddefs.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define ENV_PROJECTEDTEXTURE_STARTON (1<<0)
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CEnvProjectedTexture : public CPointEntity
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{
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DECLARE_CLASS( CEnvProjectedTexture, CPointEntity );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CEnvProjectedTexture();
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bool KeyValue( const char *szKeyName, const char *szValue );
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// Always transmit to clients
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virtual int UpdateTransmitState();
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virtual void Activate( void );
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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void InputSetFOV( inputdata_t &inputdata );
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void InputSetTarget( inputdata_t &inputdata );
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void InputSetCameraSpace( inputdata_t &inputdata );
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void InputSetLightOnlyTarget( inputdata_t &inputdata );
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void InputSetLightWorld( inputdata_t &inputdata );
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void InputSetEnableShadows( inputdata_t &inputdata );
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// void InputSetLightColor( inputdata_t &inputdata );
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void InputSetSpotlightTexture( inputdata_t &inputdata );
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void InputSetAmbient( inputdata_t &inputdata );
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void InitialThink( void );
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CNetworkHandle( CBaseEntity, m_hTargetEntity );
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private:
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CNetworkVar( bool, m_bState );
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CNetworkVar( float, m_flLightFOV );
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CNetworkVar( bool, m_bEnableShadows );
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CNetworkVar( bool, m_bLightOnlyTarget );
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CNetworkVar( bool, m_bLightWorld );
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CNetworkVar( bool, m_bCameraSpace );
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CNetworkVector( m_LinearFloatLightColor );
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CNetworkVar( float, m_flAmbient );
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CNetworkString( m_SpotlightTextureName, MAX_PATH );
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CNetworkVar( int, m_nSpotlightTextureFrame );
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CNetworkVar( float, m_flNearZ );
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CNetworkVar( float, m_flFarZ );
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CNetworkVar( int, m_nShadowQuality );
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};
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LINK_ENTITY_TO_CLASS( env_projectedtexture, CEnvProjectedTexture );
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BEGIN_DATADESC( CEnvProjectedTexture )
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DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bState, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_flLightFOV, FIELD_FLOAT, "lightfov" ),
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DEFINE_KEYFIELD( m_bEnableShadows, FIELD_BOOLEAN, "enableshadows" ),
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DEFINE_KEYFIELD( m_bLightOnlyTarget, FIELD_BOOLEAN, "lightonlytarget" ),
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DEFINE_KEYFIELD( m_bLightWorld, FIELD_BOOLEAN, "lightworld" ),
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DEFINE_KEYFIELD( m_bCameraSpace, FIELD_BOOLEAN, "cameraspace" ),
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DEFINE_KEYFIELD( m_flAmbient, FIELD_FLOAT, "ambient" ),
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DEFINE_AUTO_ARRAY_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER, "texturename" ),
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DEFINE_KEYFIELD( m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe" ),
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DEFINE_KEYFIELD( m_flNearZ, FIELD_FLOAT, "nearz" ),
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DEFINE_KEYFIELD( m_flFarZ, FIELD_FLOAT, "farz" ),
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DEFINE_KEYFIELD( m_nShadowQuality, FIELD_INTEGER, "shadowquality" ),
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DEFINE_FIELD( m_LinearFloatLightColor, FIELD_VECTOR ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "FOV", InputSetFOV ),
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "Target", InputSetTarget ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "CameraSpace", InputSetCameraSpace ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightOnlyTarget", InputSetLightOnlyTarget ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightWorld", InputSetLightWorld ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows ),
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// this is broken . . need to be able to set color and intensity like light_dynamic
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// DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Ambient", InputSetAmbient ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture ),
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DEFINE_THINKFUNC( InitialThink ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture )
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SendPropEHandle( SENDINFO( m_hTargetEntity ) ),
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SendPropBool( SENDINFO( m_bState ) ),
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SendPropFloat( SENDINFO( m_flLightFOV ) ),
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SendPropBool( SENDINFO( m_bEnableShadows ) ),
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SendPropBool( SENDINFO( m_bLightOnlyTarget ) ),
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SendPropBool( SENDINFO( m_bLightWorld ) ),
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SendPropBool( SENDINFO( m_bCameraSpace ) ),
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SendPropVector( SENDINFO( m_LinearFloatLightColor ) ),
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SendPropFloat( SENDINFO( m_flAmbient ) ),
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SendPropString( SENDINFO( m_SpotlightTextureName ) ),
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SendPropInt( SENDINFO( m_nSpotlightTextureFrame ) ),
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SendPropFloat( SENDINFO( m_flNearZ ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f ),
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SendPropFloat( SENDINFO( m_flFarZ ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f ),
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SendPropInt( SENDINFO( m_nShadowQuality ), 1, SPROP_UNSIGNED ), // Just one bit for now
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEnvProjectedTexture::CEnvProjectedTexture( void )
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{
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m_bState = true;
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m_flLightFOV = 45.0f;
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m_bEnableShadows = false;
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m_bLightOnlyTarget = false;
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m_bLightWorld = true;
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m_bCameraSpace = false;
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// if ( g_pHardwareConfig->SupportsBorderColor() )
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#if defined( _X360 )
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Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" );
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#else
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Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" );
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#endif
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m_nSpotlightTextureFrame = 0;
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m_LinearFloatLightColor.Init( 1.0f, 1.0f, 1.0f );
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m_flAmbient = 0.0f;
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m_flNearZ = 4.0f;
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m_flFarZ = 750.0f;
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m_nShadowQuality = 0;
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}
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void UTIL_ColorStringToLinearFloatColor( Vector &color, const char *pString )
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{
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float tmp[4];
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UTIL_StringToFloatArray( tmp, 4, pString );
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if( tmp[3] <= 0.0f )
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{
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tmp[3] = 255.0f;
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}
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tmp[3] *= ( 1.0f / 255.0f );
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color.x = GammaToLinear( tmp[0] * ( 1.0f / 255.0f ) ) * tmp[3];
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color.y = GammaToLinear( tmp[1] * ( 1.0f / 255.0f ) ) * tmp[3];
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color.z = GammaToLinear( tmp[2] * ( 1.0f / 255.0f ) ) * tmp[3];
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}
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bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue )
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{
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if ( FStrEq( szKeyName, "lightcolor" ) )
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{
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Vector tmp;
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UTIL_ColorStringToLinearFloatColor( tmp, szValue );
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m_LinearFloatLightColor = tmp;
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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void CEnvProjectedTexture::InputTurnOn( inputdata_t &inputdata )
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{
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m_bState = true;
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}
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void CEnvProjectedTexture::InputTurnOff( inputdata_t &inputdata )
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{
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m_bState = false;
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}
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void CEnvProjectedTexture::InputSetFOV( inputdata_t &inputdata )
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{
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m_flLightFOV = inputdata.value.Float();
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}
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void CEnvProjectedTexture::InputSetTarget( inputdata_t &inputdata )
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{
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m_hTargetEntity = inputdata.value.Entity();
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}
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void CEnvProjectedTexture::InputSetCameraSpace( inputdata_t &inputdata )
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{
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m_bCameraSpace = inputdata.value.Bool();
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}
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void CEnvProjectedTexture::InputSetLightOnlyTarget( inputdata_t &inputdata )
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{
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m_bLightOnlyTarget = inputdata.value.Bool();
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}
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void CEnvProjectedTexture::InputSetLightWorld( inputdata_t &inputdata )
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{
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m_bLightWorld = inputdata.value.Bool();
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}
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void CEnvProjectedTexture::InputSetEnableShadows( inputdata_t &inputdata )
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{
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m_bEnableShadows = inputdata.value.Bool();
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}
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//void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata )
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//{
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// m_cLightColor = inputdata.value.Color32();
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//}
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void CEnvProjectedTexture::InputSetAmbient( inputdata_t &inputdata )
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{
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m_flAmbient = inputdata.value.Float();
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}
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void CEnvProjectedTexture::InputSetSpotlightTexture( inputdata_t &inputdata )
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{
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Q_strcpy( m_SpotlightTextureName.GetForModify(), inputdata.value.String() );
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}
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void CEnvProjectedTexture::Activate( void )
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{
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if ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON )
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{
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m_bState = true;
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}
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SetThink( &CEnvProjectedTexture::InitialThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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BaseClass::Activate();
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}
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void CEnvProjectedTexture::InitialThink( void )
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{
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m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
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}
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int CEnvProjectedTexture::UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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// Console command for creating env_projectedtexture entities
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void CC_CreateFlashlight( const CCommand &args )
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{
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CBasePlayer *pPlayer = UTIL_GetCommandClient();
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if( !pPlayer )
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return;
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QAngle angles = pPlayer->EyeAngles();
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Vector origin = pPlayer->EyePosition();
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CEnvProjectedTexture *pFlashlight = dynamic_cast< CEnvProjectedTexture * >( CreateEntityByName("env_projectedtexture") );
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if( args.ArgC() > 1 )
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{
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pFlashlight->SetName( AllocPooledString( args[1] ) );
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}
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pFlashlight->Teleport( &origin, &angles, NULL );
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}
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static ConCommand create_flashlight("create_flashlight", CC_CreateFlashlight, 0, FCVAR_CHEAT);
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