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hl2sdk/game/client/c_dynamiclight.cpp
2013-06-26 15:22:04 -07:00

238 lines
6.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Dynamic light
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "dlight.h"
#include "iefx.h"
#include "iviewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if HL2_EPISODIC
// In Episodic we unify the NO_WORLD_ILLUMINATION lights to use
// the more efficient elight structure instead. This should theoretically
// be extended to other projects but may have unintended consequences
// and bears more thorough testing.
//
// For an earlier iteration on this technique see changelist 214433,
// which had a specific flag for use of elights.
#define DLIGHT_NO_WORLD_USES_ELIGHT 1
#endif
//-----------------------------------------------------------------------------
// A dynamic light, with the goofy hack needed for spotlights
//-----------------------------------------------------------------------------
class C_DynamicLight : public C_BaseEntity
{
public:
DECLARE_CLASS( C_DynamicLight, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_DynamicLight();
public:
void OnDataChanged(DataUpdateType_t updateType);
bool ShouldDraw();
void ClientThink( void );
void Release( void );
unsigned char m_Flags;
unsigned char m_LightStyle;
float m_Radius;
int m_Exponent;
float m_InnerAngle;
float m_OuterAngle;
float m_SpotRadius;
private:
dlight_t* m_pDynamicLight;
dlight_t* m_pSpotlightEnd;
inline bool ShouldBeElight() { return (m_Flags & DLIGHT_NO_WORLD_ILLUMINATION); }
};
IMPLEMENT_CLIENTCLASS_DT(C_DynamicLight, DT_DynamicLight, CDynamicLight)
RecvPropInt (RECVINFO(m_Flags)),
RecvPropInt (RECVINFO(m_LightStyle)),
RecvPropFloat (RECVINFO(m_Radius)),
RecvPropInt (RECVINFO(m_Exponent)),
RecvPropFloat (RECVINFO(m_InnerAngle)),
RecvPropFloat (RECVINFO(m_OuterAngle)),
RecvPropFloat (RECVINFO(m_SpotRadius)),
END_RECV_TABLE()
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
C_DynamicLight::C_DynamicLight(void) : m_pSpotlightEnd(0), m_pDynamicLight(0)
{
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void C_DynamicLight::OnDataChanged(DataUpdateType_t updateType)
{
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink(gpGlobals->curtime + 0.05);
}
BaseClass::OnDataChanged( updateType );
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
bool C_DynamicLight::ShouldDraw()
{
return false;
}
//------------------------------------------------------------------------------
// Purpose : Disable drawing of this light when entity perishes
//------------------------------------------------------------------------------
void C_DynamicLight::Release()
{
if (m_pDynamicLight)
{
m_pDynamicLight->die = gpGlobals->curtime;
m_pDynamicLight = 0;
}
if (m_pSpotlightEnd)
{
m_pSpotlightEnd->die = gpGlobals->curtime;
m_pSpotlightEnd = 0;
}
BaseClass::Release();
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void C_DynamicLight::ClientThink(void)
{
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
if ( (m_Flags & DLIGHT_NO_MODEL_ILLUMINATION) == 0 )
{
// Deal with the model light
if ( !m_pDynamicLight || (m_pDynamicLight->key != index) )
{
#if DLIGHT_NO_WORLD_USES_ELIGHT
m_pDynamicLight = ShouldBeElight() != 0
? effects->CL_AllocElight( index )
: effects->CL_AllocDlight( index );
#else
m_pDynamicLight = effects->CL_AllocDlight( index );
#endif
Assert (m_pDynamicLight);
m_pDynamicLight->minlight = 0;
}
m_pDynamicLight->style = m_LightStyle;
m_pDynamicLight->radius = m_Radius;
m_pDynamicLight->flags = m_Flags;
if ( m_OuterAngle > 0 )
m_pDynamicLight->flags |= DLIGHT_NO_WORLD_ILLUMINATION;
m_pDynamicLight->color.r = m_clrRender->r;
m_pDynamicLight->color.g = m_clrRender->g;
m_pDynamicLight->color.b = m_clrRender->b;
m_pDynamicLight->color.exponent = m_Exponent; // this makes it match the world
m_pDynamicLight->origin = GetAbsOrigin();
m_pDynamicLight->m_InnerAngle = m_InnerAngle;
m_pDynamicLight->m_OuterAngle = m_OuterAngle;
m_pDynamicLight->die = gpGlobals->curtime + 1e6;
m_pDynamicLight->m_Direction = forward;
}
else
{
// In this case, the m_Flags could have changed; which is how we turn the light off
if (m_pDynamicLight)
{
m_pDynamicLight->die = gpGlobals->curtime;
m_pDynamicLight = 0;
}
}
#if DLIGHT_NO_WORLD_USES_ELIGHT
if (( m_OuterAngle > 0 ) && !ShouldBeElight())
#else
if (( m_OuterAngle > 0 ) && ((m_Flags & DLIGHT_NO_WORLD_ILLUMINATION) == 0))
#endif
{
// Raycast to where the endpoint goes
// Deal with the environment light
if ( !m_pSpotlightEnd || (m_pSpotlightEnd->key != -index) )
{
m_pSpotlightEnd = effects->CL_AllocDlight( -index );
Assert (m_pSpotlightEnd);
}
// Trace a line outward, don't use hitboxes (too slow)
Vector end;
VectorMA( GetAbsOrigin(), m_Radius, forward, end );
trace_t pm;
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceLine( GetAbsOrigin(), end, MASK_NPCWORLDSTATIC, NULL, COLLISION_GROUP_NONE, &pm );
C_BaseEntity::PopEnableAbsRecomputations();
VectorCopy( pm.endpos, m_pSpotlightEnd->origin );
if (pm.fraction == 1.0f)
{
m_pSpotlightEnd->die = gpGlobals->curtime;
m_pSpotlightEnd = 0;
}
else
{
float falloff = 1.0 - pm.fraction;
falloff *= falloff;
m_pSpotlightEnd->style = m_LightStyle;
m_pSpotlightEnd->flags = DLIGHT_NO_MODEL_ILLUMINATION | (m_Flags & DLIGHT_DISPLACEMENT_MASK);
m_pSpotlightEnd->radius = m_SpotRadius; // * falloff;
m_pSpotlightEnd->die = gpGlobals->curtime + 1e6;
m_pSpotlightEnd->color.r = m_clrRender->r * falloff;
m_pSpotlightEnd->color.g = m_clrRender->g * falloff;
m_pSpotlightEnd->color.b = m_clrRender->b * falloff;
m_pSpotlightEnd->color.exponent = m_Exponent;
// For bumped lighting
m_pSpotlightEnd->m_Direction = forward;
// Update list of surfaces we influence
render->TouchLight( m_pSpotlightEnd );
}
}
else
{
// In this case, the m_Flags could have changed; which is how we turn the light off
if (m_pSpotlightEnd)
{
m_pSpotlightEnd->die = gpGlobals->curtime;
m_pSpotlightEnd = 0;
}
}
SetNextClientThink(gpGlobals->curtime + 0.001);
}