dhewm3-sdk/d3xp/Light.cpp
dhewg afebd7e1e5 Untangle the epic precompiled.h mess
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.
2018-08-20 01:46:28 +02:00

1155 lines
30 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/ModelManager.h"
#include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "Light.h"
/*
===============================================================================
idLight
===============================================================================
*/
const idEventDef EV_Light_SetShader( "setShader", "s" );
const idEventDef EV_Light_GetLightParm( "getLightParm", "d", 'f' );
const idEventDef EV_Light_SetLightParm( "setLightParm", "df" );
const idEventDef EV_Light_SetLightParms( "setLightParms", "ffff" );
const idEventDef EV_Light_SetRadiusXYZ( "setRadiusXYZ", "fff" );
const idEventDef EV_Light_SetRadius( "setRadius", "f" );
const idEventDef EV_Light_On( "On", NULL );
const idEventDef EV_Light_Off( "Off", NULL );
const idEventDef EV_Light_FadeOut( "fadeOutLight", "f" );
const idEventDef EV_Light_FadeIn( "fadeInLight", "f" );
CLASS_DECLARATION( idEntity, idLight )
EVENT( EV_Light_SetShader, idLight::Event_SetShader )
EVENT( EV_Light_GetLightParm, idLight::Event_GetLightParm )
EVENT( EV_Light_SetLightParm, idLight::Event_SetLightParm )
EVENT( EV_Light_SetLightParms, idLight::Event_SetLightParms )
EVENT( EV_Light_SetRadiusXYZ, idLight::Event_SetRadiusXYZ )
EVENT( EV_Light_SetRadius, idLight::Event_SetRadius )
EVENT( EV_Hide, idLight::Event_Hide )
EVENT( EV_Show, idLight::Event_Show )
EVENT( EV_Light_On, idLight::Event_On )
EVENT( EV_Light_Off, idLight::Event_Off )
EVENT( EV_Activate, idLight::Event_ToggleOnOff )
EVENT( EV_PostSpawn, idLight::Event_SetSoundHandles )
EVENT( EV_Light_FadeOut, idLight::Event_FadeOut )
EVENT( EV_Light_FadeIn, idLight::Event_FadeIn )
END_CLASS
/*
================
idGameEdit::ParseSpawnArgsToRenderLight
parse the light parameters
this is the canonical renderLight parm parsing,
which should be used by dmap and the editor
================
*/
void idGameEdit::ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t *renderLight ) {
bool gotTarget, gotUp, gotRight;
const char *texture;
idVec3 color;
memset( renderLight, 0, sizeof( *renderLight ) );
if (!args->GetVector("light_origin", "", renderLight->origin)) {
args->GetVector( "origin", "", renderLight->origin );
}
gotTarget = args->GetVector( "light_target", "", renderLight->target );
gotUp = args->GetVector( "light_up", "", renderLight->up );
gotRight = args->GetVector( "light_right", "", renderLight->right );
args->GetVector( "light_start", "0 0 0", renderLight->start );
if ( !args->GetVector( "light_end", "", renderLight->end ) ) {
renderLight->end = renderLight->target;
}
// we should have all of the target/right/up or none of them
if ( ( gotTarget || gotUp || gotRight ) != ( gotTarget && gotUp && gotRight ) ) {
gameLocal.Printf( "Light at (%f,%f,%f) has bad target info\n",
renderLight->origin[0], renderLight->origin[1], renderLight->origin[2] );
return;
}
if ( !gotTarget ) {
renderLight->pointLight = true;
// allow an optional relative center of light and shadow offset
args->GetVector( "light_center", "0 0 0", renderLight->lightCenter );
// create a point light
if (!args->GetVector( "light_radius", "300 300 300", renderLight->lightRadius ) ) {
float radius;
args->GetFloat( "light", "300", radius );
renderLight->lightRadius[0] = renderLight->lightRadius[1] = renderLight->lightRadius[2] = radius;
}
}
// get the rotation matrix in either full form, or single angle form
idAngles angles;
idMat3 mat;
if ( !args->GetMatrix( "light_rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
if ( !args->GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
args->GetFloat( "angle", "0", angles[ 1 ] );
angles[ 0 ] = 0;
angles[ 1 ] = idMath::AngleNormalize360( angles[ 1 ] );
angles[ 2 ] = 0;
mat = angles.ToMat3();
}
}
// fix degenerate identity matrices
mat[0].FixDegenerateNormal();
mat[1].FixDegenerateNormal();
mat[2].FixDegenerateNormal();
renderLight->axis = mat;
// check for other attributes
args->GetVector( "_color", "1 1 1", color );
renderLight->shaderParms[ SHADERPARM_RED ] = color[0];
renderLight->shaderParms[ SHADERPARM_GREEN ] = color[1];
renderLight->shaderParms[ SHADERPARM_BLUE ] = color[2];
args->GetFloat( "shaderParm3", "1", renderLight->shaderParms[ SHADERPARM_TIMESCALE ] );
if ( !args->GetFloat( "shaderParm4", "0", renderLight->shaderParms[ SHADERPARM_TIMEOFFSET ] ) ) {
// offset the start time of the shader to sync it to the game time
renderLight->shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
}
args->GetFloat( "shaderParm5", "0", renderLight->shaderParms[5] );
args->GetFloat( "shaderParm6", "0", renderLight->shaderParms[6] );
args->GetFloat( "shaderParm7", "0", renderLight->shaderParms[ SHADERPARM_MODE ] );
args->GetBool( "noshadows", "0", renderLight->noShadows );
args->GetBool( "nospecular", "0", renderLight->noSpecular );
args->GetBool( "parallel", "0", renderLight->parallel );
args->GetString( "texture", "lights/squarelight1", &texture );
// allow this to be NULL
renderLight->shader = declManager->FindMaterial( texture, false );
}
/*
================
idLight::UpdateChangeableSpawnArgs
================
*/
void idLight::UpdateChangeableSpawnArgs( const idDict *source ) {
idEntity::UpdateChangeableSpawnArgs( source );
if ( source ) {
source->Print();
}
FreeSoundEmitter( true );
gameEdit->ParseSpawnArgsToRefSound( source ? source : &spawnArgs, &refSound );
if ( refSound.shader && !refSound.waitfortrigger ) {
StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
}
gameEdit->ParseSpawnArgsToRenderLight( source ? source : &spawnArgs, &renderLight );
UpdateVisuals();
}
/*
================
idLight::idLight
================
*/
idLight::idLight() {
memset( &renderLight, 0, sizeof( renderLight ) );
localLightOrigin = vec3_zero;
localLightAxis = mat3_identity;
lightDefHandle = -1;
levels = 0;
currentLevel = 0;
baseColor = vec3_zero;
breakOnTrigger = false;
count = 0;
triggercount = 0;
lightParent = NULL;
fadeFrom.Set( 1, 1, 1, 1 );
fadeTo.Set( 1, 1, 1, 1 );
fadeStart = 0;
fadeEnd = 0;
soundWasPlaying = false;
}
/*
================
idLight::~idLight
================
*/
idLight::~idLight() {
if ( lightDefHandle != -1 ) {
gameRenderWorld->FreeLightDef( lightDefHandle );
}
}
/*
================
idLight::Save
archives object for save game file
================
*/
void idLight::Save( idSaveGame *savefile ) const {
savefile->WriteRenderLight( renderLight );
savefile->WriteBool( renderLight.prelightModel != NULL );
savefile->WriteVec3( localLightOrigin );
savefile->WriteMat3( localLightAxis );
savefile->WriteString( brokenModel );
savefile->WriteInt( levels );
savefile->WriteInt( currentLevel );
savefile->WriteVec3( baseColor );
savefile->WriteBool( breakOnTrigger );
savefile->WriteInt( count );
savefile->WriteInt( triggercount );
savefile->WriteObject( lightParent );
savefile->WriteVec4( fadeFrom );
savefile->WriteVec4( fadeTo );
savefile->WriteInt( fadeStart );
savefile->WriteInt( fadeEnd );
savefile->WriteBool( soundWasPlaying );
}
/*
================
idLight::Restore
unarchives object from save game file
================
*/
void idLight::Restore( idRestoreGame *savefile ) {
bool hadPrelightModel;
savefile->ReadRenderLight( renderLight );
savefile->ReadBool( hadPrelightModel );
renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
if ( ( renderLight.prelightModel == NULL ) && hadPrelightModel ) {
assert( 0 );
if ( developer.GetBool() ) {
// we really want to know if this happens
gameLocal.Error( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
} else {
// but let it slide after release
gameLocal.Warning( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
}
}
savefile->ReadVec3( localLightOrigin );
savefile->ReadMat3( localLightAxis );
savefile->ReadString( brokenModel );
savefile->ReadInt( levels );
savefile->ReadInt( currentLevel );
savefile->ReadVec3( baseColor );
savefile->ReadBool( breakOnTrigger );
savefile->ReadInt( count );
savefile->ReadInt( triggercount );
savefile->ReadObject( reinterpret_cast<idClass *&>( lightParent ) );
savefile->ReadVec4( fadeFrom );
savefile->ReadVec4( fadeTo );
savefile->ReadInt( fadeStart );
savefile->ReadInt( fadeEnd );
savefile->ReadBool( soundWasPlaying );
lightDefHandle = -1;
SetLightLevel();
}
/*
================
idLight::Spawn
================
*/
void idLight::Spawn( void ) {
bool start_off;
bool needBroken;
const char *demonic_shader;
// do the parsing the same way dmap and the editor do
gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &renderLight );
// we need the origin and axis relative to the physics origin/axis
localLightOrigin = ( renderLight.origin - GetPhysics()->GetOrigin() ) * GetPhysics()->GetAxis().Transpose();
localLightAxis = renderLight.axis * GetPhysics()->GetAxis().Transpose();
// set the base color from the shader parms
baseColor.Set( renderLight.shaderParms[ SHADERPARM_RED ], renderLight.shaderParms[ SHADERPARM_GREEN ], renderLight.shaderParms[ SHADERPARM_BLUE ] );
// set the number of light levels
spawnArgs.GetInt( "levels", "1", levels );
currentLevel = levels;
if ( levels <= 0 ) {
gameLocal.Error( "Invalid light level set on entity #%d(%s)", entityNumber, name.c_str() );
}
// make sure the demonic shader is cached
if ( spawnArgs.GetString( "mat_demonic", NULL, &demonic_shader ) ) {
declManager->FindType( DECL_MATERIAL, demonic_shader );
}
// game specific functionality, not mirrored in
// editor or dmap light parsing
// also put the light texture on the model, so light flares
// can get the current intensity of the light
renderEntity.referenceShader = renderLight.shader;
lightDefHandle = -1; // no static version yet
// see if an optimized shadow volume exists
// the renderer will ignore this value after a light has been moved,
// but there may still be a chance to get it wrong if the game moves
// a light before the first present, and doesn't clear the prelight
renderLight.prelightModel = 0;
if ( name[ 0 ] ) {
// this will return 0 if not found
renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
}
spawnArgs.GetBool( "start_off", "0", start_off );
if ( start_off ) {
Off();
}
#ifdef CTF
// Midnight CTF
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") && !spawnArgs.GetBool("midnight_override") ) {
Off();
}
#endif
health = spawnArgs.GetInt( "health", "0" );
spawnArgs.GetString( "broken", "", brokenModel );
spawnArgs.GetBool( "break", "0", breakOnTrigger );
spawnArgs.GetInt( "count", "1", count );
triggercount = 0;
fadeFrom.Set( 1, 1, 1, 1 );
fadeTo.Set( 1, 1, 1, 1 );
fadeStart = 0;
fadeEnd = 0;
// if we have a health make light breakable
if ( health ) {
idStr model = spawnArgs.GetString( "model" ); // get the visual model
if ( !model.Length() ) {
gameLocal.Error( "Breakable light without a model set on entity #%d(%s)", entityNumber, name.c_str() );
}
fl.takedamage = true;
// see if we need to create a broken model name
needBroken = true;
if ( model.Length() && !brokenModel.Length() ) {
int pos;
needBroken = false;
pos = model.Find( "." );
if ( pos < 0 ) {
pos = model.Length();
}
if ( pos > 0 ) {
model.Left( pos, brokenModel );
}
brokenModel += "_broken";
if ( pos > 0 ) {
brokenModel += &model[ pos ];
}
}
// make sure the model gets cached
if ( !renderModelManager->CheckModel( brokenModel ) ) {
if ( needBroken ) {
gameLocal.Error( "Model '%s' not found for entity %d(%s)", brokenModel.c_str(), entityNumber, name.c_str() );
} else {
brokenModel = "";
}
}
GetPhysics()->SetContents( spawnArgs.GetBool( "nonsolid" ) ? 0 : CONTENTS_SOLID );
// make sure the collision model gets cached
idClipModel::CheckModel( brokenModel );
}
PostEventMS( &EV_PostSpawn, 0 );
UpdateVisuals();
}
/*
================
idLight::SetLightLevel
================
*/
void idLight::SetLightLevel( void ) {
idVec3 color;
float intensity;
intensity = ( float )currentLevel / ( float )levels;
color = baseColor * intensity;
renderLight.shaderParms[ SHADERPARM_RED ] = color[ 0 ];
renderLight.shaderParms[ SHADERPARM_GREEN ] = color[ 1 ];
renderLight.shaderParms[ SHADERPARM_BLUE ] = color[ 2 ];
renderEntity.shaderParms[ SHADERPARM_RED ] = color[ 0 ];
renderEntity.shaderParms[ SHADERPARM_GREEN ]= color[ 1 ];
renderEntity.shaderParms[ SHADERPARM_BLUE ] = color[ 2 ];
PresentLightDefChange();
PresentModelDefChange();
}
/*
================
idLight::GetColor
================
*/
void idLight::GetColor( idVec3 &out ) const {
out[ 0 ] = renderLight.shaderParms[ SHADERPARM_RED ];
out[ 1 ] = renderLight.shaderParms[ SHADERPARM_GREEN ];
out[ 2 ] = renderLight.shaderParms[ SHADERPARM_BLUE ];
}
/*
================
idLight::GetColor
================
*/
void idLight::GetColor( idVec4 &out ) const {
out[ 0 ] = renderLight.shaderParms[ SHADERPARM_RED ];
out[ 1 ] = renderLight.shaderParms[ SHADERPARM_GREEN ];
out[ 2 ] = renderLight.shaderParms[ SHADERPARM_BLUE ];
out[ 3 ] = renderLight.shaderParms[ SHADERPARM_ALPHA ];
}
/*
================
idLight::SetColor
================
*/
void idLight::SetColor( float red, float green, float blue ) {
baseColor.Set( red, green, blue );
SetLightLevel();
}
/*
================
idLight::SetColor
================
*/
void idLight::SetColor( const idVec4 &color ) {
baseColor = color.ToVec3();
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;
}