mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-13 05:50:51 +00:00
1316 lines
31 KiB
C++
1316 lines
31 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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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
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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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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 "precompiled.h"
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#pragma hdrstop
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#include "Game_local.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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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if( !args->GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", mat ) )
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{
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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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{
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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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{
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idEntity::UpdateChangeableSpawnArgs( source );
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if( source )
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{
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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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{
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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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previousBaseColor( vec3_zero ) ,
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nextBaseColor( vec3_zero )
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{
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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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{
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if( lightDefHandle != -1 )
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{
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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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{
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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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{
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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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{
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assert( 0 );
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if( developer.GetBool() )
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{
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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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}
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else
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{
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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()
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{
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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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previousBaseColor.Set( renderLight.shaderParms[ SHADERPARM_RED ], renderLight.shaderParms[ SHADERPARM_GREEN ], renderLight.shaderParms[ SHADERPARM_BLUE ] );
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nextBaseColor.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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{
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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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{
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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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{
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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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{
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Off();
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}
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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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{
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Off();
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}
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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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{
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idStr model = spawnArgs.GetString( "model" ); // get the visual model
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if( !model.Length() )
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{
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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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{
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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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{
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pos = model.Length();
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}
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if( pos > 0 )
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{
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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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{
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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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{
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if( needBroken )
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{
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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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}
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else
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{
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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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|
================
|
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idLight::SetLightLevel
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================
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*/
|
|
void idLight::SetLightLevel()
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{
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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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================
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idLight::GetColor
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================
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*/
|
|
void idLight::GetColor( idVec3& out ) const
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{
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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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*/
|
|
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 )
|
|
{
|
|
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::SetColor
|
|
================
|
|
*/
|
|
void idLight::SetColor( const idVec3& color )
|
|
{
|
|
baseColor = color;
|
|
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 );
|
|
return;
|
|
}
|
|
|
|
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()
|
|
{
|
|
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()
|
|
{
|
|
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( TAG_PHYSICS_CLIP_ENTITY ) idClipModel( brokenModel.c_str() ), 1.0f );
|
|
GetPhysics()->SetContents( CONTENTS_SOLID );
|
|
}
|
|
}
|
|
else if( spawnArgs.GetBool( "hideModelOnBreak" ) )
|
|
{
|
|
SetModel( "" );
|
|
GetPhysics()->SetContents( 0 );
|
|
}
|
|
|
|
if( common->IsServer() )
|
|
{
|
|
|
|
ServerSendEvent( EVENT_BECOMEBROKEN, NULL, true );
|
|
|
|
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 != NULL && *parm != '\0' ) )
|
|
{
|
|
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 != NULL && *parm != '\0' )
|
|
{
|
|
SetShader( parm );
|
|
}
|
|
|
|
UpdateVisuals();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::PresentLightDefChange
|
|
================
|
|
*/
|
|
void idLight::PresentLightDefChange()
|
|
{
|
|
// 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()
|
|
{
|
|
|
|
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()
|
|
{
|
|
// 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()
|
|
{
|
|
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::ClientThink
|
|
================
|
|
*/
|
|
void idLight::ClientThink( const int curTime, const float fraction, const bool predict )
|
|
{
|
|
|
|
InterpolatePhysics( fraction );
|
|
|
|
if( baseColor != nextBaseColor )
|
|
{
|
|
baseColor = Lerp( previousBaseColor, nextBaseColor, fraction );
|
|
SetColor( baseColor );
|
|
BecomeActive( TH_UPDATEVISUALS );
|
|
}
|
|
|
|
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()
|
|
{
|
|
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()
|
|
{
|
|
}
|
|
|
|
/*
|
|
================
|
|
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 );
|
|
return;
|
|
}
|
|
|
|
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()
|
|
{
|
|
Hide();
|
|
PresentModelDefChange();
|
|
Off();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_Show
|
|
================
|
|
*/
|
|
void idLight::Event_Show()
|
|
{
|
|
Show();
|
|
PresentModelDefChange();
|
|
On();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_On
|
|
================
|
|
*/
|
|
void idLight::Event_On()
|
|
{
|
|
On();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Event_Off
|
|
================
|
|
*/
|
|
void idLight::Event_Off()
|
|
{
|
|
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()
|
|
{
|
|
int i;
|
|
idEntity* targetEnt;
|
|
|
|
if( !refSound.referenceSound )
|
|
{
|
|
return;
|
|
}
|
|
|
|
for( i = 0; i < targets.Num(); i++ )
|
|
{
|
|
targetEnt = targets[ i ].GetEntity();
|
|
if( targetEnt != NULL && 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()
|
|
{
|
|
Think();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::WriteToSnapshot
|
|
================
|
|
*/
|
|
void idLight::WriteToSnapshot( idBitMsg& 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 idBitMsg& msg )
|
|
{
|
|
idVec4 shaderColor;
|
|
int oldCurrentLevel = currentLevel;
|
|
idVec3 oldBaseColor = baseColor;
|
|
|
|
previousBaseColor = nextBaseColor;
|
|
|
|
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(), nextBaseColor );
|
|
|
|
// 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 ) || ( previousBaseColor != nextBaseColor ) )
|
|
{
|
|
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 );
|
|
}
|
|
}
|
|
}
|