mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-22 12:41:48 +00:00
afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
1155 lines
30 KiB
C++
1155 lines
30 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "renderer/ModelManager.h"
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#include "gamesys/SysCvar.h"
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#include "script/Script_Thread.h"
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#include "Light.h"
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/*
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===============================================================================
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idLight
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===============================================================================
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*/
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const idEventDef EV_Light_SetShader( "setShader", "s" );
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const idEventDef EV_Light_GetLightParm( "getLightParm", "d", 'f' );
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const idEventDef EV_Light_SetLightParm( "setLightParm", "df" );
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const idEventDef EV_Light_SetLightParms( "setLightParms", "ffff" );
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const idEventDef EV_Light_SetRadiusXYZ( "setRadiusXYZ", "fff" );
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const idEventDef EV_Light_SetRadius( "setRadius", "f" );
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const idEventDef EV_Light_On( "On", NULL );
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const idEventDef EV_Light_Off( "Off", NULL );
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const idEventDef EV_Light_FadeOut( "fadeOutLight", "f" );
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const idEventDef EV_Light_FadeIn( "fadeInLight", "f" );
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CLASS_DECLARATION( idEntity, idLight )
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EVENT( EV_Light_SetShader, idLight::Event_SetShader )
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EVENT( EV_Light_GetLightParm, idLight::Event_GetLightParm )
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EVENT( EV_Light_SetLightParm, idLight::Event_SetLightParm )
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EVENT( EV_Light_SetLightParms, idLight::Event_SetLightParms )
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EVENT( EV_Light_SetRadiusXYZ, idLight::Event_SetRadiusXYZ )
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EVENT( EV_Light_SetRadius, idLight::Event_SetRadius )
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EVENT( EV_Hide, idLight::Event_Hide )
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EVENT( EV_Show, idLight::Event_Show )
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EVENT( EV_Light_On, idLight::Event_On )
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EVENT( EV_Light_Off, idLight::Event_Off )
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EVENT( EV_Activate, idLight::Event_ToggleOnOff )
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EVENT( EV_PostSpawn, idLight::Event_SetSoundHandles )
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EVENT( EV_Light_FadeOut, idLight::Event_FadeOut )
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EVENT( EV_Light_FadeIn, idLight::Event_FadeIn )
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END_CLASS
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/*
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================
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idGameEdit::ParseSpawnArgsToRenderLight
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parse the light parameters
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this is the canonical renderLight parm parsing,
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which should be used by dmap and the editor
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================
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*/
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void idGameEdit::ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t *renderLight ) {
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bool gotTarget, gotUp, gotRight;
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const char *texture;
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idVec3 color;
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memset( renderLight, 0, sizeof( *renderLight ) );
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if (!args->GetVector("light_origin", "", renderLight->origin)) {
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args->GetVector( "origin", "", renderLight->origin );
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}
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gotTarget = args->GetVector( "light_target", "", renderLight->target );
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gotUp = args->GetVector( "light_up", "", renderLight->up );
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gotRight = args->GetVector( "light_right", "", renderLight->right );
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args->GetVector( "light_start", "0 0 0", renderLight->start );
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if ( !args->GetVector( "light_end", "", renderLight->end ) ) {
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renderLight->end = renderLight->target;
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}
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// we should have all of the target/right/up or none of them
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if ( ( gotTarget || gotUp || gotRight ) != ( gotTarget && gotUp && gotRight ) ) {
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gameLocal.Printf( "Light at (%f,%f,%f) has bad target info\n",
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renderLight->origin[0], renderLight->origin[1], renderLight->origin[2] );
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return;
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}
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if ( !gotTarget ) {
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renderLight->pointLight = true;
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// allow an optional relative center of light and shadow offset
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args->GetVector( "light_center", "0 0 0", renderLight->lightCenter );
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// create a point light
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if (!args->GetVector( "light_radius", "300 300 300", renderLight->lightRadius ) ) {
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float radius;
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args->GetFloat( "light", "300", radius );
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renderLight->lightRadius[0] = renderLight->lightRadius[1] = renderLight->lightRadius[2] = radius;
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}
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}
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// get the rotation matrix in either full form, or single angle form
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idAngles angles;
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idMat3 mat;
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if ( !args->GetMatrix( "light_rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
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if ( !args->GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
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args->GetFloat( "angle", "0", angles[ 1 ] );
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angles[ 0 ] = 0;
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angles[ 1 ] = idMath::AngleNormalize360( angles[ 1 ] );
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angles[ 2 ] = 0;
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mat = angles.ToMat3();
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}
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}
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// fix degenerate identity matrices
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mat[0].FixDegenerateNormal();
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mat[1].FixDegenerateNormal();
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mat[2].FixDegenerateNormal();
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renderLight->axis = mat;
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// check for other attributes
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args->GetVector( "_color", "1 1 1", color );
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renderLight->shaderParms[ SHADERPARM_RED ] = color[0];
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renderLight->shaderParms[ SHADERPARM_GREEN ] = color[1];
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renderLight->shaderParms[ SHADERPARM_BLUE ] = color[2];
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args->GetFloat( "shaderParm3", "1", renderLight->shaderParms[ SHADERPARM_TIMESCALE ] );
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if ( !args->GetFloat( "shaderParm4", "0", renderLight->shaderParms[ SHADERPARM_TIMEOFFSET ] ) ) {
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// offset the start time of the shader to sync it to the game time
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renderLight->shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
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}
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args->GetFloat( "shaderParm5", "0", renderLight->shaderParms[5] );
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args->GetFloat( "shaderParm6", "0", renderLight->shaderParms[6] );
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args->GetFloat( "shaderParm7", "0", renderLight->shaderParms[ SHADERPARM_MODE ] );
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args->GetBool( "noshadows", "0", renderLight->noShadows );
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args->GetBool( "nospecular", "0", renderLight->noSpecular );
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args->GetBool( "parallel", "0", renderLight->parallel );
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args->GetString( "texture", "lights/squarelight1", &texture );
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// allow this to be NULL
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renderLight->shader = declManager->FindMaterial( texture, false );
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}
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/*
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================
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idLight::UpdateChangeableSpawnArgs
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================
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*/
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void idLight::UpdateChangeableSpawnArgs( const idDict *source ) {
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idEntity::UpdateChangeableSpawnArgs( source );
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if ( source ) {
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source->Print();
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}
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FreeSoundEmitter( true );
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gameEdit->ParseSpawnArgsToRefSound( source ? source : &spawnArgs, &refSound );
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if ( refSound.shader && !refSound.waitfortrigger ) {
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StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
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}
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gameEdit->ParseSpawnArgsToRenderLight( source ? source : &spawnArgs, &renderLight );
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UpdateVisuals();
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}
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/*
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================
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idLight::idLight
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================
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*/
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idLight::idLight() {
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memset( &renderLight, 0, sizeof( renderLight ) );
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localLightOrigin = vec3_zero;
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localLightAxis = mat3_identity;
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lightDefHandle = -1;
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levels = 0;
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currentLevel = 0;
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baseColor = vec3_zero;
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breakOnTrigger = false;
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count = 0;
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triggercount = 0;
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lightParent = NULL;
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fadeFrom.Set( 1, 1, 1, 1 );
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fadeTo.Set( 1, 1, 1, 1 );
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fadeStart = 0;
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fadeEnd = 0;
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soundWasPlaying = false;
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}
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/*
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================
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idLight::~idLight
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================
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*/
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idLight::~idLight() {
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if ( lightDefHandle != -1 ) {
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gameRenderWorld->FreeLightDef( lightDefHandle );
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}
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}
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/*
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================
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idLight::Save
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archives object for save game file
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================
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*/
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void idLight::Save( idSaveGame *savefile ) const {
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savefile->WriteRenderLight( renderLight );
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savefile->WriteBool( renderLight.prelightModel != NULL );
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savefile->WriteVec3( localLightOrigin );
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savefile->WriteMat3( localLightAxis );
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savefile->WriteString( brokenModel );
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savefile->WriteInt( levels );
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savefile->WriteInt( currentLevel );
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savefile->WriteVec3( baseColor );
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savefile->WriteBool( breakOnTrigger );
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savefile->WriteInt( count );
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savefile->WriteInt( triggercount );
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savefile->WriteObject( lightParent );
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savefile->WriteVec4( fadeFrom );
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savefile->WriteVec4( fadeTo );
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savefile->WriteInt( fadeStart );
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savefile->WriteInt( fadeEnd );
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savefile->WriteBool( soundWasPlaying );
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}
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/*
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================
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idLight::Restore
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unarchives object from save game file
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================
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*/
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void idLight::Restore( idRestoreGame *savefile ) {
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bool hadPrelightModel;
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savefile->ReadRenderLight( renderLight );
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savefile->ReadBool( hadPrelightModel );
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renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
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if ( ( renderLight.prelightModel == NULL ) && hadPrelightModel ) {
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assert( 0 );
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if ( developer.GetBool() ) {
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// we really want to know if this happens
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gameLocal.Error( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
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} else {
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// but let it slide after release
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gameLocal.Warning( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
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}
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}
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savefile->ReadVec3( localLightOrigin );
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savefile->ReadMat3( localLightAxis );
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savefile->ReadString( brokenModel );
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savefile->ReadInt( levels );
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savefile->ReadInt( currentLevel );
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savefile->ReadVec3( baseColor );
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savefile->ReadBool( breakOnTrigger );
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savefile->ReadInt( count );
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savefile->ReadInt( triggercount );
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savefile->ReadObject( reinterpret_cast<idClass *&>( lightParent ) );
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savefile->ReadVec4( fadeFrom );
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savefile->ReadVec4( fadeTo );
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savefile->ReadInt( fadeStart );
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savefile->ReadInt( fadeEnd );
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savefile->ReadBool( soundWasPlaying );
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lightDefHandle = -1;
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SetLightLevel();
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}
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/*
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================
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idLight::Spawn
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================
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*/
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void idLight::Spawn( void ) {
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bool start_off;
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bool needBroken;
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const char *demonic_shader;
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// do the parsing the same way dmap and the editor do
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gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &renderLight );
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// we need the origin and axis relative to the physics origin/axis
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localLightOrigin = ( renderLight.origin - GetPhysics()->GetOrigin() ) * GetPhysics()->GetAxis().Transpose();
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localLightAxis = renderLight.axis * GetPhysics()->GetAxis().Transpose();
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// set the base color from the shader parms
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baseColor.Set( renderLight.shaderParms[ SHADERPARM_RED ], renderLight.shaderParms[ SHADERPARM_GREEN ], renderLight.shaderParms[ SHADERPARM_BLUE ] );
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// set the number of light levels
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spawnArgs.GetInt( "levels", "1", levels );
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currentLevel = levels;
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if ( levels <= 0 ) {
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gameLocal.Error( "Invalid light level set on entity #%d(%s)", entityNumber, name.c_str() );
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}
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// make sure the demonic shader is cached
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if ( spawnArgs.GetString( "mat_demonic", NULL, &demonic_shader ) ) {
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declManager->FindType( DECL_MATERIAL, demonic_shader );
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}
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// game specific functionality, not mirrored in
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// editor or dmap light parsing
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// also put the light texture on the model, so light flares
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// can get the current intensity of the light
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renderEntity.referenceShader = renderLight.shader;
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lightDefHandle = -1; // no static version yet
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// see if an optimized shadow volume exists
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// the renderer will ignore this value after a light has been moved,
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// but there may still be a chance to get it wrong if the game moves
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// a light before the first present, and doesn't clear the prelight
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renderLight.prelightModel = 0;
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if ( name[ 0 ] ) {
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// this will return 0 if not found
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renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
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}
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spawnArgs.GetBool( "start_off", "0", start_off );
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if ( start_off ) {
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Off();
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}
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#ifdef CTF
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// Midnight CTF
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if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") && !spawnArgs.GetBool("midnight_override") ) {
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Off();
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}
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#endif
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health = spawnArgs.GetInt( "health", "0" );
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spawnArgs.GetString( "broken", "", brokenModel );
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spawnArgs.GetBool( "break", "0", breakOnTrigger );
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spawnArgs.GetInt( "count", "1", count );
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triggercount = 0;
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fadeFrom.Set( 1, 1, 1, 1 );
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fadeTo.Set( 1, 1, 1, 1 );
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fadeStart = 0;
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fadeEnd = 0;
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// if we have a health make light breakable
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if ( health ) {
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idStr model = spawnArgs.GetString( "model" ); // get the visual model
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if ( !model.Length() ) {
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gameLocal.Error( "Breakable light without a model set on entity #%d(%s)", entityNumber, name.c_str() );
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}
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fl.takedamage = true;
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// see if we need to create a broken model name
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needBroken = true;
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if ( model.Length() && !brokenModel.Length() ) {
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int pos;
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needBroken = false;
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pos = model.Find( "." );
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if ( pos < 0 ) {
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pos = model.Length();
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}
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if ( pos > 0 ) {
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model.Left( pos, brokenModel );
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}
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brokenModel += "_broken";
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if ( pos > 0 ) {
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brokenModel += &model[ pos ];
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}
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}
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// make sure the model gets cached
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if ( !renderModelManager->CheckModel( brokenModel ) ) {
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if ( needBroken ) {
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gameLocal.Error( "Model '%s' not found for entity %d(%s)", brokenModel.c_str(), entityNumber, name.c_str() );
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} else {
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brokenModel = "";
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}
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}
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GetPhysics()->SetContents( spawnArgs.GetBool( "nonsolid" ) ? 0 : CONTENTS_SOLID );
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// make sure the collision model gets cached
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idClipModel::CheckModel( brokenModel );
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}
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PostEventMS( &EV_PostSpawn, 0 );
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UpdateVisuals();
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}
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/*
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================
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idLight::SetLightLevel
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================
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*/
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void idLight::SetLightLevel( void ) {
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idVec3 color;
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float intensity;
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intensity = ( float )currentLevel / ( float )levels;
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color = baseColor * intensity;
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renderLight.shaderParms[ SHADERPARM_RED ] = color[ 0 ];
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renderLight.shaderParms[ SHADERPARM_GREEN ] = color[ 1 ];
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renderLight.shaderParms[ SHADERPARM_BLUE ] = color[ 2 ];
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renderEntity.shaderParms[ SHADERPARM_RED ] = color[ 0 ];
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renderEntity.shaderParms[ SHADERPARM_GREEN ]= color[ 1 ];
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renderEntity.shaderParms[ SHADERPARM_BLUE ] = color[ 2 ];
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PresentLightDefChange();
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PresentModelDefChange();
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}
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/*
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================
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idLight::GetColor
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================
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*/
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void idLight::GetColor( idVec3 &out ) const {
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out[ 0 ] = renderLight.shaderParms[ SHADERPARM_RED ];
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out[ 1 ] = renderLight.shaderParms[ SHADERPARM_GREEN ];
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out[ 2 ] = renderLight.shaderParms[ SHADERPARM_BLUE ];
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}
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/*
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================
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idLight::GetColor
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================
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*/
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void idLight::GetColor( idVec4 &out ) const {
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out[ 0 ] = renderLight.shaderParms[ SHADERPARM_RED ];
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out[ 1 ] = renderLight.shaderParms[ SHADERPARM_GREEN ];
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out[ 2 ] = renderLight.shaderParms[ SHADERPARM_BLUE ];
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out[ 3 ] = renderLight.shaderParms[ SHADERPARM_ALPHA ];
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}
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/*
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================
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idLight::SetColor
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================
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*/
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void idLight::SetColor( float red, float green, float blue ) {
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baseColor.Set( red, green, blue );
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SetLightLevel();
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}
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/*
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================
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idLight::SetColor
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================
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*/
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void idLight::SetColor( const idVec4 &color ) {
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baseColor = color.ToVec3();
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renderLight.shaderParms[ SHADERPARM_ALPHA ] = color[ 3 ];
|
|
renderEntity.shaderParms[ SHADERPARM_ALPHA ] = color[ 3 ];
|
|
SetLightLevel();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::SetShader
|
|
================
|
|
*/
|
|
void idLight::SetShader( const char *shadername ) {
|
|
// allow this to be NULL
|
|
renderLight.shader = declManager->FindMaterial( shadername, false );
|
|
PresentLightDefChange();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::SetLightParm
|
|
================
|
|
*/
|
|
void idLight::SetLightParm( int parmnum, float value ) {
|
|
if ( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
|
|
gameLocal.Error( "shader parm index (%d) out of range", parmnum );
|
|
}
|
|
|
|
renderLight.shaderParms[ parmnum ] = value;
|
|
PresentLightDefChange();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::SetLightParms
|
|
================
|
|
*/
|
|
void idLight::SetLightParms( float parm0, float parm1, float parm2, float parm3 ) {
|
|
renderLight.shaderParms[ SHADERPARM_RED ] = parm0;
|
|
renderLight.shaderParms[ SHADERPARM_GREEN ] = parm1;
|
|
renderLight.shaderParms[ SHADERPARM_BLUE ] = parm2;
|
|
renderLight.shaderParms[ SHADERPARM_ALPHA ] = parm3;
|
|
renderEntity.shaderParms[ SHADERPARM_RED ] = parm0;
|
|
renderEntity.shaderParms[ SHADERPARM_GREEN ] = parm1;
|
|
renderEntity.shaderParms[ SHADERPARM_BLUE ] = parm2;
|
|
renderEntity.shaderParms[ SHADERPARM_ALPHA ] = parm3;
|
|
PresentLightDefChange();
|
|
PresentModelDefChange();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::SetRadiusXYZ
|
|
================
|
|
*/
|
|
void idLight::SetRadiusXYZ( float x, float y, float z ) {
|
|
renderLight.lightRadius[0] = x;
|
|
renderLight.lightRadius[1] = y;
|
|
renderLight.lightRadius[2] = z;
|
|
PresentLightDefChange();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::SetRadius
|
|
================
|
|
*/
|
|
void idLight::SetRadius( float radius ) {
|
|
renderLight.lightRadius[0] = renderLight.lightRadius[1] = renderLight.lightRadius[2] = radius;
|
|
PresentLightDefChange();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::On
|
|
================
|
|
*/
|
|
void idLight::On( void ) {
|
|
currentLevel = levels;
|
|
// offset the start time of the shader to sync it to the game time
|
|
renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
|
if ( ( soundWasPlaying || refSound.waitfortrigger ) && refSound.shader ) {
|
|
StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
|
|
soundWasPlaying = false;
|
|
}
|
|
SetLightLevel();
|
|
BecomeActive( TH_UPDATEVISUALS );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Off
|
|
================
|
|
*/
|
|
void idLight::Off( void ) {
|
|
currentLevel = 0;
|
|
// kill any sound it was making
|
|
if ( refSound.referenceSound && refSound.referenceSound->CurrentlyPlaying() ) {
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
soundWasPlaying = true;
|
|
}
|
|
SetLightLevel();
|
|
BecomeActive( TH_UPDATEVISUALS );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Fade
|
|
================
|
|
*/
|
|
void idLight::Fade( const idVec4 &to, float fadeTime ) {
|
|
GetColor( fadeFrom );
|
|
fadeTo = to;
|
|
fadeStart = gameLocal.time;
|
|
fadeEnd = gameLocal.time + SEC2MS( fadeTime );
|
|
BecomeActive( TH_THINK );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::FadeOut
|
|
================
|
|
*/
|
|
void idLight::FadeOut( float time ) {
|
|
Fade( colorBlack, time );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::FadeIn
|
|
================
|
|
*/
|
|
void idLight::FadeIn( float time ) {
|
|
idVec3 color;
|
|
idVec4 color4;
|
|
|
|
currentLevel = levels;
|
|
spawnArgs.GetVector( "_color", "1 1 1", color );
|
|
color4.Set( color.x, color.y, color.z, 1.0f );
|
|
Fade( color4, time );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Killed
|
|
================
|
|
*/
|
|
void idLight::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
|
BecomeBroken( attacker );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::BecomeBroken
|
|
================
|
|
*/
|
|
void idLight::BecomeBroken( idEntity *activator ) {
|
|
const char *damageDefName;
|
|
|
|
fl.takedamage = false;
|
|
|
|
if ( brokenModel.Length() ) {
|
|
SetModel( brokenModel );
|
|
|
|
if ( !spawnArgs.GetBool( "nonsolid" ) ) {
|
|
GetPhysics()->SetClipModel( new idClipModel( brokenModel.c_str() ), 1.0f );
|
|
GetPhysics()->SetContents( CONTENTS_SOLID );
|
|
}
|
|
} else if ( spawnArgs.GetBool( "hideModelOnBreak" ) ) {
|
|
SetModel( "" );
|
|
GetPhysics()->SetContents( 0 );
|
|
}
|
|
|
|
if ( gameLocal.isServer ) {
|
|
|
|
ServerSendEvent( EVENT_BECOMEBROKEN, NULL, true, -1 );
|
|
|
|
if ( spawnArgs.GetString( "def_damage", "", &damageDefName ) ) {
|
|
idVec3 origin = renderEntity.origin + renderEntity.bounds.GetCenter() * renderEntity.axis;
|
|
gameLocal.RadiusDamage( origin, activator, activator, this, this, damageDefName );
|
|
}
|
|
|
|
}
|
|
|
|
ActivateTargets( activator );
|
|
|
|
// offset the start time of the shader to sync it to the game time
|
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
|
renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
|
|
|
// set the state parm
|
|
renderEntity.shaderParms[ SHADERPARM_MODE ] = 1;
|
|
renderLight.shaderParms[ SHADERPARM_MODE ] = 1;
|
|
|
|
// if the light has a sound, either start the alternate (broken) sound, or stop the sound
|
|
const char *parm = spawnArgs.GetString( "snd_broken" );
|
|
if ( refSound.shader || ( parm && *parm ) ) {
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
const idSoundShader *alternate = refSound.shader ? refSound.shader->GetAltSound() : declManager->FindSound( parm );
|
|
if ( alternate ) {
|
|
// start it with no diversity, so the leadin break sound plays
|
|
refSound.referenceSound->StartSound( alternate, SND_CHANNEL_ANY, 0.0, 0 );
|
|
}
|
|
}
|
|
|
|
parm = spawnArgs.GetString( "mtr_broken" );
|
|
if ( parm && *parm ) {
|
|
SetShader( parm );
|
|
}
|
|
|
|
UpdateVisuals();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::PresentLightDefChange
|
|
================
|
|
*/
|
|
void idLight::PresentLightDefChange( void ) {
|
|
// let the renderer apply it to the world
|
|
if ( ( lightDefHandle != -1 ) ) {
|
|
gameRenderWorld->UpdateLightDef( lightDefHandle, &renderLight );
|
|
} else {
|
|
lightDefHandle = gameRenderWorld->AddLightDef( &renderLight );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::PresentModelDefChange
|
|
================
|
|
*/
|
|
void idLight::PresentModelDefChange( void ) {
|
|
|
|
if ( !renderEntity.hModel || IsHidden() ) {
|
|
return;
|
|
}
|
|
|
|
// add to refresh list
|
|
if ( modelDefHandle == -1 ) {
|
|
modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
|
|
} else {
|
|
gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Present
|
|
================
|
|
*/
|
|
void idLight::Present( void ) {
|
|
// don't present to the renderer if the entity hasn't changed
|
|
if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
|
|
return;
|
|
}
|
|
|
|
// add the model
|
|
idEntity::Present();
|
|
|
|
// current transformation
|
|
renderLight.axis = localLightAxis * GetPhysics()->GetAxis();
|
|
renderLight.origin = GetPhysics()->GetOrigin() + GetPhysics()->GetAxis() * localLightOrigin;
|
|
|
|
// reference the sound for shader synced effects
|
|
if ( lightParent ) {
|
|
renderLight.referenceSound = lightParent->GetSoundEmitter();
|
|
renderEntity.referenceSound = lightParent->GetSoundEmitter();
|
|
}
|
|
else {
|
|
renderLight.referenceSound = refSound.referenceSound;
|
|
renderEntity.referenceSound = refSound.referenceSound;
|
|
}
|
|
|
|
// update the renderLight and renderEntity to render the light and flare
|
|
PresentLightDefChange();
|
|
PresentModelDefChange();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Think
|
|
================
|
|
*/
|
|
void idLight::Think( void ) {
|
|
idVec4 color;
|
|
|
|
if ( thinkFlags & TH_THINK ) {
|
|
if ( fadeEnd > 0 ) {
|
|
if ( gameLocal.time < fadeEnd ) {
|
|
color.Lerp( fadeFrom, fadeTo, ( float )( gameLocal.time - fadeStart ) / ( float )( fadeEnd - fadeStart ) );
|
|
} else {
|
|
color = fadeTo;
|
|
fadeEnd = 0;
|
|
BecomeInactive( TH_THINK );
|
|
}
|
|
SetColor( color );
|
|
}
|
|
}
|
|
|
|
RunPhysics();
|
|
Present();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::GetPhysicsToSoundTransform
|
|
================
|
|
*/
|
|
bool idLight::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
|
|
origin = localLightOrigin + renderLight.lightCenter;
|
|
axis = localLightAxis * GetPhysics()->GetAxis();
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::FreeLightDef
|
|
================
|
|
*/
|
|
void idLight::FreeLightDef( void ) {
|
|
if ( lightDefHandle != -1 ) {
|
|
gameRenderWorld->FreeLightDef( lightDefHandle );
|
|
lightDefHandle = -1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::SaveState
|
|
================
|
|
*/
|
|
void idLight::SaveState( idDict *args ) {
|
|
int i, c = spawnArgs.GetNumKeyVals();
|
|
for ( i = 0; i < c; i++ ) {
|
|
const idKeyValue *pv = spawnArgs.GetKeyVal(i);
|
|
if ( pv->GetKey().Find( "editor_", false ) >= 0 || pv->GetKey().Find( "parse_", false ) >= 0 ) {
|
|
continue;
|
|
}
|
|
args->Set( pv->GetKey(), pv->GetValue() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idLight::ShowEditingDialog
|
|
===============
|
|
*/
|
|
void idLight::ShowEditingDialog( void ) {
|
|
if ( g_editEntityMode.GetInteger() == 1 ) {
|
|
common->InitTool( EDITOR_LIGHT, &spawnArgs );
|
|
} else {
|
|
common->InitTool( EDITOR_SOUND, &spawnArgs );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_SetShader
|
|
================
|
|
*/
|
|
void idLight::Event_SetShader( const char *shadername ) {
|
|
SetShader( shadername );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_GetLightParm
|
|
================
|
|
*/
|
|
void idLight::Event_GetLightParm( int parmnum ) {
|
|
if ( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
|
|
gameLocal.Error( "shader parm index (%d) out of range", parmnum );
|
|
}
|
|
|
|
idThread::ReturnFloat( renderLight.shaderParms[ parmnum ] );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_SetLightParm
|
|
================
|
|
*/
|
|
void idLight::Event_SetLightParm( int parmnum, float value ) {
|
|
SetLightParm( parmnum, value );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_SetLightParms
|
|
================
|
|
*/
|
|
void idLight::Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 ) {
|
|
SetLightParms( parm0, parm1, parm2, parm3 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_SetRadiusXYZ
|
|
================
|
|
*/
|
|
void idLight::Event_SetRadiusXYZ( float x, float y, float z ) {
|
|
SetRadiusXYZ( x, y, z );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_SetRadius
|
|
================
|
|
*/
|
|
void idLight::Event_SetRadius( float radius ) {
|
|
SetRadius( radius );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_Hide
|
|
================
|
|
*/
|
|
void idLight::Event_Hide( void ) {
|
|
Hide();
|
|
PresentModelDefChange();
|
|
Off();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_Show
|
|
================
|
|
*/
|
|
void idLight::Event_Show( void ) {
|
|
Show();
|
|
PresentModelDefChange();
|
|
On();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_On
|
|
================
|
|
*/
|
|
void idLight::Event_On( void ) {
|
|
On();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_Off
|
|
================
|
|
*/
|
|
void idLight::Event_Off( void ) {
|
|
Off();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_ToggleOnOff
|
|
================
|
|
*/
|
|
void idLight::Event_ToggleOnOff( idEntity *activator ) {
|
|
triggercount++;
|
|
if ( triggercount < count ) {
|
|
return;
|
|
}
|
|
|
|
// reset trigger count
|
|
triggercount = 0;
|
|
|
|
if ( breakOnTrigger ) {
|
|
BecomeBroken( activator );
|
|
breakOnTrigger = false;
|
|
return;
|
|
}
|
|
|
|
if ( !currentLevel ) {
|
|
On();
|
|
}
|
|
else {
|
|
currentLevel--;
|
|
if ( !currentLevel ) {
|
|
Off();
|
|
}
|
|
else {
|
|
SetLightLevel();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_SetSoundHandles
|
|
|
|
set the same sound def handle on all targeted lights
|
|
================
|
|
*/
|
|
void idLight::Event_SetSoundHandles( void ) {
|
|
int i;
|
|
idEntity *targetEnt;
|
|
|
|
if ( !refSound.referenceSound ) {
|
|
return;
|
|
}
|
|
|
|
for ( i = 0; i < targets.Num(); i++ ) {
|
|
targetEnt = targets[ i ].GetEntity();
|
|
if ( targetEnt && targetEnt->IsType( idLight::Type ) ) {
|
|
idLight *light = static_cast<idLight*>(targetEnt);
|
|
light->lightParent = this;
|
|
|
|
// explicitly delete any sounds on the entity
|
|
light->FreeSoundEmitter( true );
|
|
|
|
// manually set the refSound to this light's refSound
|
|
light->renderEntity.referenceSound = renderEntity.referenceSound;
|
|
|
|
// update the renderEntity to the renderer
|
|
light->UpdateVisuals();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_FadeOut
|
|
================
|
|
*/
|
|
void idLight::Event_FadeOut( float time ) {
|
|
FadeOut( time );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_FadeIn
|
|
================
|
|
*/
|
|
void idLight::Event_FadeIn( float time ) {
|
|
FadeIn( time );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::ClientPredictionThink
|
|
================
|
|
*/
|
|
void idLight::ClientPredictionThink( void ) {
|
|
Think();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::WriteToSnapshot
|
|
================
|
|
*/
|
|
void idLight::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|
|
|
GetPhysics()->WriteToSnapshot( msg );
|
|
WriteBindToSnapshot( msg );
|
|
|
|
msg.WriteByte( currentLevel );
|
|
msg.WriteLong( PackColor( baseColor ) );
|
|
// msg.WriteBits( lightParent.GetEntityNum(), GENTITYNUM_BITS );
|
|
|
|
/* // only helps prediction
|
|
msg.WriteLong( PackColor( fadeFrom ) );
|
|
msg.WriteLong( PackColor( fadeTo ) );
|
|
msg.WriteLong( fadeStart );
|
|
msg.WriteLong( fadeEnd );
|
|
*/
|
|
|
|
// FIXME: send renderLight.shader
|
|
msg.WriteFloat( renderLight.lightRadius[0], 5, 10 );
|
|
msg.WriteFloat( renderLight.lightRadius[1], 5, 10 );
|
|
msg.WriteFloat( renderLight.lightRadius[2], 5, 10 );
|
|
|
|
msg.WriteLong( PackColor( idVec4( renderLight.shaderParms[SHADERPARM_RED],
|
|
renderLight.shaderParms[SHADERPARM_GREEN],
|
|
renderLight.shaderParms[SHADERPARM_BLUE],
|
|
renderLight.shaderParms[SHADERPARM_ALPHA] ) ) );
|
|
|
|
msg.WriteFloat( renderLight.shaderParms[SHADERPARM_TIMESCALE], 5, 10 );
|
|
msg.WriteLong( renderLight.shaderParms[SHADERPARM_TIMEOFFSET] );
|
|
//msg.WriteByte( renderLight.shaderParms[SHADERPARM_DIVERSITY] );
|
|
msg.WriteShort( renderLight.shaderParms[SHADERPARM_MODE] );
|
|
|
|
WriteColorToSnapshot( msg );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::ReadFromSnapshot
|
|
================
|
|
*/
|
|
void idLight::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|
idVec4 shaderColor;
|
|
int oldCurrentLevel = currentLevel;
|
|
idVec3 oldBaseColor = baseColor;
|
|
|
|
GetPhysics()->ReadFromSnapshot( msg );
|
|
ReadBindFromSnapshot( msg );
|
|
|
|
currentLevel = msg.ReadByte();
|
|
if ( currentLevel != oldCurrentLevel ) {
|
|
// need to call On/Off for flickering lights to start/stop the sound
|
|
// while doing it this way rather than through events, the flickering is out of sync between clients
|
|
// but at least there is no question about saving the event and having them happening globally in the world
|
|
if ( currentLevel ) {
|
|
On();
|
|
} else {
|
|
Off();
|
|
}
|
|
}
|
|
UnpackColor( msg.ReadLong(), baseColor );
|
|
// lightParentEntityNum = msg.ReadBits( GENTITYNUM_BITS );
|
|
|
|
/* // only helps prediction
|
|
UnpackColor( msg.ReadLong(), fadeFrom );
|
|
UnpackColor( msg.ReadLong(), fadeTo );
|
|
fadeStart = msg.ReadLong();
|
|
fadeEnd = msg.ReadLong();
|
|
*/
|
|
|
|
// FIXME: read renderLight.shader
|
|
renderLight.lightRadius[0] = msg.ReadFloat( 5, 10 );
|
|
renderLight.lightRadius[1] = msg.ReadFloat( 5, 10 );
|
|
renderLight.lightRadius[2] = msg.ReadFloat( 5, 10 );
|
|
|
|
UnpackColor( msg.ReadLong(), shaderColor );
|
|
renderLight.shaderParms[SHADERPARM_RED] = shaderColor[0];
|
|
renderLight.shaderParms[SHADERPARM_GREEN] = shaderColor[1];
|
|
renderLight.shaderParms[SHADERPARM_BLUE] = shaderColor[2];
|
|
renderLight.shaderParms[SHADERPARM_ALPHA] = shaderColor[3];
|
|
|
|
renderLight.shaderParms[SHADERPARM_TIMESCALE] = msg.ReadFloat( 5, 10 );
|
|
renderLight.shaderParms[SHADERPARM_TIMEOFFSET] = msg.ReadLong();
|
|
//renderLight.shaderParms[SHADERPARM_DIVERSITY] = msg.ReadFloat();
|
|
renderLight.shaderParms[SHADERPARM_MODE] = msg.ReadShort();
|
|
|
|
ReadColorFromSnapshot( msg );
|
|
|
|
if ( msg.HasChanged() ) {
|
|
if ( ( currentLevel != oldCurrentLevel ) || ( baseColor != oldBaseColor ) ) {
|
|
SetLightLevel();
|
|
} else {
|
|
PresentLightDefChange();
|
|
PresentModelDefChange();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::ClientReceiveEvent
|
|
================
|
|
*/
|
|
bool idLight::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
|
|
|
switch( event ) {
|
|
case EVENT_BECOMEBROKEN: {
|
|
BecomeBroken( NULL );
|
|
return true;
|
|
}
|
|
default: {
|
|
return idEntity::ClientReceiveEvent( event, time, msg );
|
|
}
|
|
}
|
|
return false;
|
|
}
|