Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmelight.h"
#include "tier0/dbg.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "mathlib/vector.h"
#include "movieobjects/dmetransform.h"
#include "materialsystem/imaterialsystem.h"
#include "movieobjects_interfaces.h"
#include "tier2/tier2.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeLight, CDmeLight );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeLight::OnConstruction()
{
m_Color.InitAndSet( this, "color", Color( 255, 255, 255, 255 ), FATTRIB_HAS_CALLBACK );
m_flIntensity.InitAndSet( this, "intensity", 1.0f, FATTRIB_HAS_CALLBACK );
}
void CDmeLight::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Sets the color and intensity
// NOTE: Color is specified 0-255 floating point.
//-----------------------------------------------------------------------------
void CDmeLight::SetColor( const Color &color )
{
m_Color.Set( color );
}
void CDmeLight::SetIntensity( float flIntensity )
{
m_flIntensity = flIntensity;
}
//-----------------------------------------------------------------------------
// Sets up render state in the material system for rendering
//-----------------------------------------------------------------------------
void CDmeLight::SetupRenderStateInternal( LightDesc_t &desc, float flAtten0, float flAtten1, float flAtten2 )
{
desc.m_Color[0] = m_Color.Get().r();
desc.m_Color[1] = m_Color.Get().g();
desc.m_Color[2] = m_Color.Get().b();
desc.m_Color *= m_flIntensity / 255.0f;
desc.m_Attenuation0 = flAtten0;
desc.m_Attenuation1 = flAtten1;
desc.m_Attenuation2 = flAtten2;
desc.m_Flags = 0;
if ( desc.m_Attenuation0 != 0.0f )
{
desc.m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0;
}
if ( desc.m_Attenuation1 != 0.0f )
{
desc.m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1;
}
if ( desc.m_Attenuation2 != 0.0f )
{
desc.m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2;
}
}
//-----------------------------------------------------------------------------
// Sets lighting state
//-----------------------------------------------------------------------------
void CDmeLight::SetupRenderState( int nLightIndex )
{
LightDesc_t desc;
if ( GetLightDesc( &desc ) )
{
// FIXME: Should we pass the light color in?
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->SetLight( nLightIndex, desc );
}
}
//-----------------------------------------------------------------------------
//
// A directional light
//
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeDirectionalLight, CDmeDirectionalLight );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeDirectionalLight::OnConstruction()
{
m_Direction.InitAndSet( this, "direction", Vector( 0.0f, 0.0f, -1.0f ), FATTRIB_HAS_CALLBACK );
}
void CDmeDirectionalLight::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Sets the light direction
//-----------------------------------------------------------------------------
void CDmeDirectionalLight::SetDirection( const Vector &direction )
{
m_Direction.Set( direction );
}
//-----------------------------------------------------------------------------
// Gets a light desc for the light
//-----------------------------------------------------------------------------
bool CDmeDirectionalLight::GetLightDesc( LightDesc_t *pDesc )
{
memset( pDesc, 0, sizeof(LightDesc_t) );
pDesc->m_Type = MATERIAL_LIGHT_DIRECTIONAL;
SetupRenderStateInternal( *pDesc, 1.0f, 0.0f, 0.0f );
matrix3x4_t m;
GetTransform()->GetTransform( m );
VectorRotate( m_Direction.Get(), m, pDesc->m_Direction );
VectorNormalize( pDesc->m_Direction );
pDesc->m_Theta = 0.0f;
pDesc->m_Phi = 0.0f;
pDesc->m_Falloff = 1.0f;
return true;
}
//-----------------------------------------------------------------------------
//
// A point light
//
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmePointLight, CDmePointLight );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmePointLight::OnConstruction()
{
m_Position.InitAndSet( this, "position", Vector( 0, 0, 0 ), FATTRIB_HAS_CALLBACK );
m_flAttenuation0.InitAndSet( this, "constantAttenuation", 1.0f, FATTRIB_HAS_CALLBACK );
m_flAttenuation1.InitAndSet( this, "linearAttenuation", 0.0f, FATTRIB_HAS_CALLBACK );
m_flAttenuation2.InitAndSet( this, "quadraticAttenuation", 0.0f, FATTRIB_HAS_CALLBACK );
m_flMaxDistance.InitAndSet( this, "maxDistance", 0.0f, FATTRIB_HAS_CALLBACK );
}
void CDmePointLight::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Sets the attenuation factors
//-----------------------------------------------------------------------------
void CDmePointLight::SetAttenuation( float flConstant, float flLinear, float flQuadratic )
{
m_flAttenuation0 = flConstant;
m_flAttenuation1 = flLinear;
m_flAttenuation2 = flQuadratic;
}
//-----------------------------------------------------------------------------
// Sets the maximum range
//-----------------------------------------------------------------------------
void CDmePointLight::SetMaxDistance( float flMaxDistance )
{
m_flMaxDistance = flMaxDistance;
}
//-----------------------------------------------------------------------------
// Sets up render state in the material system for rendering
//-----------------------------------------------------------------------------
bool CDmePointLight::GetLightDesc( LightDesc_t *pDesc )
{
memset( pDesc, 0, sizeof(LightDesc_t) );
pDesc->m_Type = MATERIAL_LIGHT_POINT;
SetupRenderStateInternal( *pDesc, m_flAttenuation0, m_flAttenuation1, m_flAttenuation2 );
matrix3x4_t m;
GetTransform()->GetTransform( m );
VectorTransform( m_Position, m, pDesc->m_Position );
pDesc->m_Direction.Init( 0, 0, 1 );
pDesc->m_Range = m_flMaxDistance;
pDesc->m_Theta = 0.0f;
pDesc->m_Phi = 0.0f;
pDesc->m_Falloff = 1.0f;
return true;
}
//-----------------------------------------------------------------------------
//
// A spot light
//
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeSpotLight, CDmeSpotLight );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeSpotLight::OnConstruction()
{
m_Direction.InitAndSet( this, "direction", Vector( 0.0f, 0.0f, -1.0f ) );
m_flSpotInnerAngle.InitAndSet( this, "spotInnerAngle", 60.0f );
m_flSpotOuterAngle.InitAndSet( this, "spotOuterAngle", 90.0f );
m_flSpotAngularFalloff.InitAndSet( this, "spotAngularFalloff", 1.0f );
}
void CDmeSpotLight::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Sets the light direction
//-----------------------------------------------------------------------------
void CDmeSpotLight::SetDirection( const Vector &direction )
{
m_Direction = direction;
}
//-----------------------------------------------------------------------------
// Sets the spotlight angle factors
// Angles are specified in degrees, as full angles (as opposed to half-angles)
//-----------------------------------------------------------------------------
void CDmeSpotLight::SetAngles( float flInnerAngle, float flOuterAngle, float flAngularFalloff )
{
m_flSpotInnerAngle = flInnerAngle;
m_flSpotOuterAngle = flOuterAngle;
m_flSpotAngularFalloff = flAngularFalloff;
}
//-----------------------------------------------------------------------------
// Sets up render state in the material system for rendering
//-----------------------------------------------------------------------------
bool CDmeSpotLight::GetLightDesc( LightDesc_t *pDesc )
{
memset( pDesc, 0, sizeof(LightDesc_t) );
pDesc->m_Type = MATERIAL_LIGHT_SPOT;
SetupRenderStateInternal( *pDesc, m_flAttenuation0, m_flAttenuation1, m_flAttenuation2 );
matrix3x4_t m;
GetTransform()->GetTransform( m );
VectorTransform( m_Position, m, pDesc->m_Position );
VectorRotate( m_Direction.Get(), m, pDesc->m_Direction );
VectorNormalize( pDesc->m_Direction );
pDesc->m_Range = m_flMaxDistance;
// Convert to radians
pDesc->m_Theta = m_flSpotInnerAngle * M_PI / 180.0f;
pDesc->m_Phi = m_flSpotOuterAngle * M_PI / 180.0f;
pDesc->m_Falloff = m_flSpotAngularFalloff;
return true;
}
//-----------------------------------------------------------------------------
//
// An ambient light
//
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeAmbientLight, CDmeAmbientLight );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeAmbientLight::OnConstruction()
{
}
void CDmeAmbientLight::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Sets up render state in the material system for rendering
//-----------------------------------------------------------------------------
void CDmeAmbientLight::SetupRenderState( int nLightIndex )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
Vector4D cube[6];
Vector4D vec4color( m_Color.Get().r(), m_Color.Get().g(), m_Color.Get().b(), m_Color.Get().a() );
Vector4DMultiply( vec4color, m_flIntensity / 255.0f, cube[0] );
cube[1] = cube[0];
cube[2] = cube[0];
cube[3] = cube[0];
cube[4] = cube[0];
cube[5] = cube[0];
pRenderContext->SetAmbientLightCube( cube );
}