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