doom3-bfg/neo/d3xp/Light.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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 "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.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 )
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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 )
{
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bool gotTarget, gotUp, gotRight;
const char* texture;
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idVec3 color;
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memset( renderLight, 0, sizeof( *renderLight ) );
if( !args->GetVector( "light_origin", "", renderLight->origin ) )
{
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args->GetVector( "origin", "", renderLight->origin );
}
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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 ) )
{
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renderLight->end = renderLight->target;
}
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// we should have all of the target/right/up or none of them
if( ( gotTarget || gotUp || gotRight ) != ( gotTarget && gotUp && gotRight ) )
{
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gameLocal.Printf( "Light at (%f,%f,%f) has bad target info\n",
renderLight->origin[0], renderLight->origin[1], renderLight->origin[2] );
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return;
}
if( !gotTarget )
{
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renderLight->pointLight = true;
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// allow an optional relative center of light and shadow offset
args->GetVector( "light_center", "0 0 0", renderLight->lightCenter );
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// create a point light
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 );
renderLight->lightRadius[0] = renderLight->lightRadius[1] = renderLight->lightRadius[2] = radius;
}
}
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// 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;
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angles[ 1 ] = idMath::AngleNormalize360( angles[ 1 ] );
angles[ 2 ] = 0;
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mat = angles.ToMat3();
}
}
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// fix degenerate identity matrices
mat[0].FixDegenerateNormal();
mat[1].FixDegenerateNormal();
mat[2].FixDegenerateNormal();
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renderLight->axis = mat;
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// 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 ] ) )
{
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// offset the start time of the shader to sync it to the game time
renderLight->shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
}
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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 );
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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 )
{
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idEntity::UpdateChangeableSpawnArgs( source );
if( source )
{
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source->Print();
}
FreeSoundEmitter( true );
gameEdit->ParseSpawnArgsToRefSound( source ? source : &spawnArgs, &refSound );
if( refSound.shader && !refSound.waitfortrigger )
{
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StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
}
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gameEdit->ParseSpawnArgsToRenderLight( source ? source : &spawnArgs, &renderLight );
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UpdateVisuals();
}
/*
================
idLight::idLight
================
*/
idLight::idLight():
previousBaseColor( vec3_zero ) ,
nextBaseColor( vec3_zero )
{
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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 )
{
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gameRenderWorld->FreeLightDef( lightDefHandle );
}
}
/*
================
idLight::Save
archives object for save game file
================
*/
void idLight::Save( idSaveGame* savefile ) const
{
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savefile->WriteRenderLight( renderLight );
savefile->WriteBool( renderLight.prelightModel != NULL );
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savefile->WriteVec3( localLightOrigin );
savefile->WriteMat3( localLightAxis );
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savefile->WriteString( brokenModel );
savefile->WriteInt( levels );
savefile->WriteInt( currentLevel );
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savefile->WriteVec3( baseColor );
savefile->WriteBool( breakOnTrigger );
savefile->WriteInt( count );
savefile->WriteInt( triggercount );
savefile->WriteObject( lightParent );
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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 )
{
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bool hadPrelightModel;
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savefile->ReadRenderLight( renderLight );
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savefile->ReadBool( hadPrelightModel );
renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
if( ( renderLight.prelightModel == NULL ) && hadPrelightModel )
{
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assert( 0 );
if( developer.GetBool() )
{
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// we really want to know if this happens
gameLocal.Error( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
}
else
{
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// but let it slide after release
gameLocal.Warning( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
}
}
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savefile->ReadVec3( localLightOrigin );
savefile->ReadMat3( localLightAxis );
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savefile->ReadString( brokenModel );
savefile->ReadInt( levels );
savefile->ReadInt( currentLevel );
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savefile->ReadVec3( baseColor );
savefile->ReadBool( breakOnTrigger );
savefile->ReadInt( count );
savefile->ReadInt( triggercount );
savefile->ReadObject( reinterpret_cast<idClass*&>( lightParent ) );
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savefile->ReadVec4( fadeFrom );
savefile->ReadVec4( fadeTo );
savefile->ReadInt( fadeStart );
savefile->ReadInt( fadeEnd );
savefile->ReadBool( soundWasPlaying );
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lightDefHandle = -1;
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SetLightLevel();
}
/*
================
idLight::Spawn
================
*/
void idLight::Spawn()
{
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bool start_off;
bool needBroken;
const char* demonic_shader;
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// do the parsing the same way dmap and the editor do
gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &renderLight );
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// 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();
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// set the base color from the shader parms
baseColor.Set( renderLight.shaderParms[ SHADERPARM_RED ], renderLight.shaderParms[ SHADERPARM_GREEN ], renderLight.shaderParms[ SHADERPARM_BLUE ] );
previousBaseColor.Set( renderLight.shaderParms[ SHADERPARM_RED ], renderLight.shaderParms[ SHADERPARM_GREEN ], renderLight.shaderParms[ SHADERPARM_BLUE ] );
nextBaseColor.Set( renderLight.shaderParms[ SHADERPARM_RED ], renderLight.shaderParms[ SHADERPARM_GREEN ], renderLight.shaderParms[ SHADERPARM_BLUE ] );
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// set the number of light levels
spawnArgs.GetInt( "levels", "1", levels );
currentLevel = levels;
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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// make sure the demonic shader is cached
if( spawnArgs.GetString( "mat_demonic", NULL, &demonic_shader ) )
{
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declManager->FindType( DECL_MATERIAL, demonic_shader );
}
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// game specific functionality, not mirrored in
// editor or dmap light parsing
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// also put the light texture on the model, so light flares
// can get the current intensity of the light
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
// 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 ] )
{
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// this will return 0 if not found
renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
}
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spawnArgs.GetBool( "start_off", "0", start_off );
if( start_off )
{
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Off();
}
// Midnight CTF
if( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool( "si_midnight" ) && !spawnArgs.GetBool( "midnight_override" ) )
{
Off();
}
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health = spawnArgs.GetInt( "health", "0" );
spawnArgs.GetString( "broken", "", brokenModel );
spawnArgs.GetBool( "break", "0", breakOnTrigger );
spawnArgs.GetInt( "count", "1", count );
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triggercount = 0;
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fadeFrom.Set( 1, 1, 1, 1 );
fadeTo.Set( 1, 1, 1, 1 );
fadeStart = 0;
fadeEnd = 0;
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// if we have a health make light breakable
if( health )
{
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idStr model = spawnArgs.GetString( "model" ); // get the visual model
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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fl.takedamage = true;
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// see if we need to create a broken model name
needBroken = true;
if( model.Length() && !brokenModel.Length() )
{
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int pos;
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needBroken = false;
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pos = model.Find( "." );
if( pos < 0 )
{
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pos = model.Length();
}
if( pos > 0 )
{
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model.Left( pos, brokenModel );
}
brokenModel += "_broken";
if( pos > 0 )
{
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brokenModel += &model[ pos ];
}
}
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// make sure the model gets cached
if( !renderModelManager->CheckModel( brokenModel ) )
{
if( needBroken )
{
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gameLocal.Error( "Model '%s' not found for entity %d(%s)", brokenModel.c_str(), entityNumber, name.c_str() );
}
else
{
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brokenModel = "";
}
}
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GetPhysics()->SetContents( spawnArgs.GetBool( "nonsolid" ) ? 0 : CONTENTS_SOLID );
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// make sure the collision model gets cached
idClipModel::CheckModel( brokenModel );
}
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PostEventMS( &EV_PostSpawn, 0 );
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UpdateVisuals();
}
/*
================
idLight::SetLightLevel
================
*/
void idLight::SetLightLevel()
{
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idVec3 color;
float intensity;
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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 ];
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renderEntity.shaderParms[ SHADERPARM_BLUE ] = color[ 2 ];
PresentLightDefChange();
PresentModelDefChange();
}
/*
================
idLight::GetColor
================
*/
void idLight::GetColor( idVec3& out ) const
{
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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
{
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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 )
{
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baseColor.Set( red, green, blue );
SetLightLevel();
}
/*
================
idLight::SetColor
================
*/
void idLight::SetColor( const idVec4& color )
{
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baseColor = color.ToVec3();
renderLight.shaderParms[ SHADERPARM_ALPHA ] = color[ 3 ];
renderEntity.shaderParms[ SHADERPARM_ALPHA ] = color[ 3 ];
SetLightLevel();
}
/*
================
idLight::SetColor
================
*/
void idLight::SetColor( const idVec3& color )
{
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baseColor = color;
SetLightLevel();
}
/*
================
idLight::SetShader
================
*/
void idLight::SetShader( const char* shadername )
{
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// 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 ) )
{
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gameLocal.Error( "shader parm index (%d) out of range", parmnum );
return;
}
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renderLight.shaderParms[ parmnum ] = value;
PresentLightDefChange();
}
/*
================
idLight::SetLightParms
================
*/
void idLight::SetLightParms( float parm0, float parm1, float parm2, float parm3 )
{
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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 )
{
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renderLight.lightRadius[0] = x;
renderLight.lightRadius[1] = y;
renderLight.lightRadius[2] = z;
PresentLightDefChange();
}
/*
================
idLight::SetRadius
================
*/
void idLight::SetRadius( float radius )
{
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renderLight.lightRadius[0] = renderLight.lightRadius[1] = renderLight.lightRadius[2] = radius;
PresentLightDefChange();
}
/*
================
idLight::On
================
*/
void idLight::On()
{
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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 )
{
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StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
soundWasPlaying = false;
}
SetLightLevel();
BecomeActive( TH_UPDATEVISUALS );
}
/*
================
idLight::Off
================
*/
void idLight::Off()
{
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currentLevel = 0;
// kill any sound it was making
if( refSound.referenceSound && refSound.referenceSound->CurrentlyPlaying() )
{
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StopSound( SND_CHANNEL_ANY, false );
soundWasPlaying = true;
}
SetLightLevel();
BecomeActive( TH_UPDATEVISUALS );
}
/*
================
idLight::Fade
================
*/
void idLight::Fade( const idVec4& to, float fadeTime )
{
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GetColor( fadeFrom );
fadeTo = to;
fadeStart = gameLocal.time;
fadeEnd = gameLocal.time + SEC2MS( fadeTime );
BecomeActive( TH_THINK );
}
/*
================
idLight::FadeOut
================
*/
void idLight::FadeOut( float time )
{
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Fade( colorBlack, time );
}
/*
================
idLight::FadeIn
================
*/
void idLight::FadeIn( float time )
{
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idVec3 color;
idVec4 color4;
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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 )
{
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BecomeBroken( attacker );
}
/*
================
idLight::BecomeBroken
================
*/
void idLight::BecomeBroken( idEntity* activator )
{
const char* damageDefName;
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fl.takedamage = false;
if( brokenModel.Length() )
{
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SetModel( brokenModel );
if( !spawnArgs.GetBool( "nonsolid" ) )
{
GetPhysics()->SetClipModel( new( TAG_PHYSICS_CLIP_ENTITY ) idClipModel( brokenModel.c_str() ), 1.0f );
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GetPhysics()->SetContents( CONTENTS_SOLID );
}
}
else if( spawnArgs.GetBool( "hideModelOnBreak" ) )
{
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SetModel( "" );
GetPhysics()->SetContents( 0 );
}
if( common->IsServer() )
{
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ServerSendEvent( EVENT_BECOMEBROKEN, NULL, true );
if( spawnArgs.GetString( "def_damage", "", &damageDefName ) )
{
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idVec3 origin = renderEntity.origin + renderEntity.bounds.GetCenter() * renderEntity.axis;
gameLocal.RadiusDamage( origin, activator, activator, this, this, damageDefName );
}
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}
ActivateTargets( activator );
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// 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 );
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// set the state parm
renderEntity.shaderParms[ SHADERPARM_MODE ] = 1;
renderLight.shaderParms[ SHADERPARM_MODE ] = 1;
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// 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 != NULL && *parm != NULL ) )
{
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StopSound( SND_CHANNEL_ANY, false );
const idSoundShader* alternate = refSound.shader ? refSound.shader->GetAltSound() : declManager->FindSound( parm );
if( alternate )
{
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// start it with no diversity, so the leadin break sound plays
refSound.referenceSound->StartSound( alternate, SND_CHANNEL_ANY, 0.0, 0 );
}
}
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parm = spawnArgs.GetString( "mtr_broken" );
if( parm != NULL && *parm != NULL )
{
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SetShader( parm );
}
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UpdateVisuals();
}
/*
================
idLight::PresentLightDefChange
================
*/
void idLight::PresentLightDefChange()
{
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// let the renderer apply it to the world
if( ( lightDefHandle != -1 ) )
{
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gameRenderWorld->UpdateLightDef( lightDefHandle, &renderLight );
}
else
{
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lightDefHandle = gameRenderWorld->AddLightDef( &renderLight );
}
}
/*
================
idLight::PresentModelDefChange
================
*/
void idLight::PresentModelDefChange()
{
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if( !renderEntity.hModel || IsHidden() )
{
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return;
}
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// add to refresh list
if( modelDefHandle == -1 )
{
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modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
}
else
{
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gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
}
}
/*
================
idLight::Present
================
*/
void idLight::Present()
{
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// don't present to the renderer if the entity hasn't changed
if( !( thinkFlags & TH_UPDATEVISUALS ) )
{
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return;
}
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// add the model
idEntity::Present();
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// current transformation
renderLight.axis = localLightAxis * GetPhysics()->GetAxis();
renderLight.origin = GetPhysics()->GetOrigin() + GetPhysics()->GetAxis() * localLightOrigin;
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// reference the sound for shader synced effects
if( lightParent )
{
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renderLight.referenceSound = lightParent->GetSoundEmitter();
renderEntity.referenceSound = lightParent->GetSoundEmitter();
}
else
{
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renderLight.referenceSound = refSound.referenceSound;
renderEntity.referenceSound = refSound.referenceSound;
}
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// update the renderLight and renderEntity to render the light and flare
PresentLightDefChange();
PresentModelDefChange();
}
/*
================
idLight::Think
================
*/
void idLight::Think()
{
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idVec4 color;
if( thinkFlags & TH_THINK )
{
if( fadeEnd > 0 )
{
if( gameLocal.time < fadeEnd )
{
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color.Lerp( fadeFrom, fadeTo, ( float )( gameLocal.time - fadeStart ) / ( float )( fadeEnd - fadeStart ) );
}
else
{
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color = fadeTo;
fadeEnd = 0;
BecomeInactive( TH_THINK );
}
SetColor( color );
}
}
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RunPhysics();
Present();
}
/*
================
idLight::ClientThink
================
*/
void idLight::ClientThink( const int curTime, const float fraction, const bool predict )
{
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InterpolatePhysics( fraction );
if( baseColor != nextBaseColor )
{
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baseColor = Lerp( previousBaseColor, nextBaseColor, fraction );
SetColor( baseColor );
BecomeActive( TH_UPDATEVISUALS );
}
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Present();
}
/*
================
idLight::GetPhysicsToSoundTransform
================
*/
bool idLight::GetPhysicsToSoundTransform( idVec3& origin, idMat3& axis )
{
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origin = localLightOrigin + renderLight.lightCenter;
axis = localLightAxis * GetPhysics()->GetAxis();
return true;
}
/*
================
idLight::FreeLightDef
================
*/
void idLight::FreeLightDef()
{
if( lightDefHandle != -1 )
{
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gameRenderWorld->FreeLightDef( lightDefHandle );
lightDefHandle = -1;
}
}
/*
================
idLight::SaveState
================
*/
void idLight::SaveState( idDict* args )
{
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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 )
{
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continue;
}
args->Set( pv->GetKey(), pv->GetValue() );
}
}
/*
===============
idLight::ShowEditingDialog
===============
*/
void idLight::ShowEditingDialog()
{
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}
/*
================
idLight::Event_SetShader
================
*/
void idLight::Event_SetShader( const char* shadername )
{
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SetShader( shadername );
}
/*
================
idLight::Event_GetLightParm
================
*/
void idLight::Event_GetLightParm( int parmnum )
{
if( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) )
{
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gameLocal.Error( "shader parm index (%d) out of range", parmnum );
return;
}
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idThread::ReturnFloat( renderLight.shaderParms[ parmnum ] );
}
/*
================
idLight::Event_SetLightParm
================
*/
void idLight::Event_SetLightParm( int parmnum, float value )
{
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SetLightParm( parmnum, value );
}
/*
================
idLight::Event_SetLightParms
================
*/
void idLight::Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 )
{
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SetLightParms( parm0, parm1, parm2, parm3 );
}
/*
================
idLight::Event_SetRadiusXYZ
================
*/
void idLight::Event_SetRadiusXYZ( float x, float y, float z )
{
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SetRadiusXYZ( x, y, z );
}
/*
================
idLight::Event_SetRadius
================
*/
void idLight::Event_SetRadius( float radius )
{
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SetRadius( radius );
}
/*
================
idLight::Event_Hide
================
*/
void idLight::Event_Hide()
{
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Hide();
PresentModelDefChange();
Off();
}
/*
================
idLight::Event_Show
================
*/
void idLight::Event_Show()
{
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Show();
PresentModelDefChange();
On();
}
/*
================
idLight::Event_On
================
*/
void idLight::Event_On()
{
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On();
}
/*
================
idLight::Event_Off
================
*/
void idLight::Event_Off()
{
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Off();
}
/*
================
idLight::Event_ToggleOnOff
================
*/
void idLight::Event_ToggleOnOff( idEntity* activator )
{
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triggercount++;
if( triggercount < count )
{
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return;
}
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// reset trigger count
triggercount = 0;
if( breakOnTrigger )
{
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BecomeBroken( activator );
breakOnTrigger = false;
return;
}
if( !currentLevel )
{
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On();
}
else
{
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currentLevel--;
if( !currentLevel )
{
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Off();
}
else
{
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SetLightLevel();
}
}
}
/*
================
idLight::Event_SetSoundHandles
set the same sound def handle on all targeted lights
================
*/
void idLight::Event_SetSoundHandles()
{
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int i;
idEntity* targetEnt;
if( !refSound.referenceSound )
{
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return;
}
for( i = 0; i < targets.Num(); i++ )
{
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targetEnt = targets[ i ].GetEntity();
if( targetEnt != NULL && targetEnt->IsType( idLight::Type ) )
{
idLight* light = static_cast<idLight*>( targetEnt );
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light->lightParent = this;
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// explicitly delete any sounds on the entity
light->FreeSoundEmitter( true );
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// manually set the refSound to this light's refSound
light->renderEntity.referenceSound = renderEntity.referenceSound;
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// update the renderEntity to the renderer
light->UpdateVisuals();
}
}
}
/*
================
idLight::Event_FadeOut
================
*/
void idLight::Event_FadeOut( float time )
{
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FadeOut( time );
}
/*
================
idLight::Event_FadeIn
================
*/
void idLight::Event_FadeIn( float time )
{
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FadeIn( time );
}
/*
================
idLight::ClientPredictionThink
================
*/
void idLight::ClientPredictionThink()
{
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Think();
}
/*
================
idLight::WriteToSnapshot
================
*/
void idLight::WriteToSnapshot( idBitMsg& msg ) const
{
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GetPhysics()->WriteToSnapshot( msg );
WriteBindToSnapshot( msg );
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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 );
*/
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// 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 );
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msg.WriteLong( PackColor( idVec4( renderLight.shaderParms[SHADERPARM_RED],
renderLight.shaderParms[SHADERPARM_GREEN],
renderLight.shaderParms[SHADERPARM_BLUE],
renderLight.shaderParms[SHADERPARM_ALPHA] ) ) );
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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] );
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WriteColorToSnapshot( msg );
}
/*
================
idLight::ReadFromSnapshot
================
*/
void idLight::ReadFromSnapshot( const idBitMsg& msg )
{
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idVec4 shaderColor;
int oldCurrentLevel = currentLevel;
idVec3 oldBaseColor = baseColor;
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previousBaseColor = nextBaseColor;
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GetPhysics()->ReadFromSnapshot( msg );
ReadBindFromSnapshot( msg );
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currentLevel = msg.ReadByte();
if( currentLevel != oldCurrentLevel )
{
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// 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 )
{
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On();
}
else
{
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Off();
}
}
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UnpackColor( msg.ReadLong(), nextBaseColor );
// lightParentEntityNum = msg.ReadBits( GENTITYNUM_BITS );
/* // only helps prediction
UnpackColor( msg.ReadLong(), fadeFrom );
UnpackColor( msg.ReadLong(), fadeTo );
fadeStart = msg.ReadLong();
fadeEnd = msg.ReadLong();
*/
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// 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 );
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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];
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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();
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ReadColorFromSnapshot( msg );
if( msg.HasChanged() )
{
if( ( currentLevel != oldCurrentLevel ) || ( previousBaseColor != nextBaseColor ) )
{
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SetLightLevel();
}
else
{
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PresentLightDefChange();
PresentModelDefChange();
}
}
}
/*
================
idLight::ClientReceiveEvent
================
*/
bool idLight::ClientReceiveEvent( int event, int time, const idBitMsg& msg )
{
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switch( event )
{
case EVENT_BECOMEBROKEN:
{
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BecomeBroken( NULL );
return true;
}
default:
{
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return idEntity::ClientReceiveEvent( event, time, msg );
}
}
}