mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
271 lines
8.5 KiB
C++
271 lines
8.5 KiB
C++
//========= 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);
|