mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 06:51:22 +00:00
1316 lines
31 KiB
C++
1316 lines
31 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
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 "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 )
|
|
END_CLASS
|
|
|
|
|
|
/*
|
|
================
|
|
idGameEdit::ParseSpawnArgsToRenderLight
|
|
|
|
parse the light parameters
|
|
this is the canonical renderLight parm parsing,
|
|
which should be used by dmap and the editor
|
|
================
|
|
*/
|
|
void idGameEdit::ParseSpawnArgsToRenderLight( const idDict* args, renderLight_t* renderLight )
|
|
{
|
|
bool gotTarget, gotUp, gotRight;
|
|
const char* texture;
|
|
idVec3 color;
|
|
|
|
memset( renderLight, 0, sizeof( *renderLight ) );
|
|
|
|
if( !args->GetVector( "light_origin", "", renderLight->origin ) )
|
|
{
|
|
args->GetVector( "origin", "", renderLight->origin );
|
|
}
|
|
|
|
gotTarget = args->GetVector( "light_target", "", renderLight->target );
|
|
gotUp = args->GetVector( "light_up", "", renderLight->up );
|
|
gotRight = args->GetVector( "light_right", "", renderLight->right );
|
|
args->GetVector( "light_start", "0 0 0", renderLight->start );
|
|
if( !args->GetVector( "light_end", "", renderLight->end ) )
|
|
{
|
|
renderLight->end = renderLight->target;
|
|
}
|
|
|
|
// we should have all of the target/right/up or none of them
|
|
if( ( gotTarget || gotUp || gotRight ) != ( gotTarget && gotUp && gotRight ) )
|
|
{
|
|
gameLocal.Printf( "Light at (%f,%f,%f) has bad target info\n",
|
|
renderLight->origin[0], renderLight->origin[1], renderLight->origin[2] );
|
|
return;
|
|
}
|
|
|
|
if( !gotTarget )
|
|
{
|
|
renderLight->pointLight = true;
|
|
|
|
// allow an optional relative center of light and shadow offset
|
|
args->GetVector( "light_center", "0 0 0", renderLight->lightCenter );
|
|
|
|
// create a point light
|
|
if( !args->GetVector( "light_radius", "300 300 300", renderLight->lightRadius ) )
|
|
{
|
|
float radius;
|
|
|
|
args->GetFloat( "light", "300", radius );
|
|
renderLight->lightRadius[0] = renderLight->lightRadius[1] = renderLight->lightRadius[2] = radius;
|
|
}
|
|
}
|
|
|
|
// get the rotation matrix in either full form, or single angle form
|
|
idAngles angles;
|
|
idMat3 mat;
|
|
if( !args->GetMatrix( "light_rotation", "1 0 0 0 1 0 0 0 1", mat ) )
|
|
{
|
|
if( !args->GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", mat ) )
|
|
{
|
|
args->GetFloat( "angle", "0", angles[ 1 ] );
|
|
angles[ 0 ] = 0;
|
|
angles[ 1 ] = idMath::AngleNormalize360( angles[ 1 ] );
|
|
angles[ 2 ] = 0;
|
|
mat = angles.ToMat3();
|
|
}
|
|
}
|
|
|
|
// fix degenerate identity matrices
|
|
mat[0].FixDegenerateNormal();
|
|
mat[1].FixDegenerateNormal();
|
|
mat[2].FixDegenerateNormal();
|
|
|
|
renderLight->axis = mat;
|
|
|
|
// check for other attributes
|
|
args->GetVector( "_color", "1 1 1", color );
|
|
renderLight->shaderParms[ SHADERPARM_RED ] = color[0];
|
|
renderLight->shaderParms[ SHADERPARM_GREEN ] = color[1];
|
|
renderLight->shaderParms[ SHADERPARM_BLUE ] = color[2];
|
|
args->GetFloat( "shaderParm3", "1", renderLight->shaderParms[ SHADERPARM_TIMESCALE ] );
|
|
if( !args->GetFloat( "shaderParm4", "0", renderLight->shaderParms[ SHADERPARM_TIMEOFFSET ] ) )
|
|
{
|
|
// offset the start time of the shader to sync it to the game time
|
|
renderLight->shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
|
}
|
|
|
|
args->GetFloat( "shaderParm5", "0", renderLight->shaderParms[5] );
|
|
args->GetFloat( "shaderParm6", "0", renderLight->shaderParms[6] );
|
|
args->GetFloat( "shaderParm7", "0", renderLight->shaderParms[ SHADERPARM_MODE ] );
|
|
args->GetBool( "noshadows", "0", renderLight->noShadows );
|
|
args->GetBool( "nospecular", "0", renderLight->noSpecular );
|
|
args->GetBool( "parallel", "0", renderLight->parallel );
|
|
|
|
args->GetString( "texture", "lights/squarelight1", &texture );
|
|
// allow this to be NULL
|
|
renderLight->shader = declManager->FindMaterial( texture, false );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::UpdateChangeableSpawnArgs
|
|
================
|
|
*/
|
|
void idLight::UpdateChangeableSpawnArgs( const idDict* source )
|
|
{
|
|
|
|
idEntity::UpdateChangeableSpawnArgs( source );
|
|
|
|
if( source )
|
|
{
|
|
source->Print();
|
|
}
|
|
FreeSoundEmitter( true );
|
|
gameEdit->ParseSpawnArgsToRefSound( source ? source : &spawnArgs, &refSound );
|
|
if( refSound.shader && !refSound.waitfortrigger )
|
|
{
|
|
StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
|
|
}
|
|
|
|
gameEdit->ParseSpawnArgsToRenderLight( source ? source : &spawnArgs, &renderLight );
|
|
|
|
UpdateVisuals();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::idLight
|
|
================
|
|
*/
|
|
idLight::idLight():
|
|
previousBaseColor( vec3_zero ) ,
|
|
nextBaseColor( vec3_zero )
|
|
{
|
|
memset( &renderLight, 0, sizeof( renderLight ) );
|
|
localLightOrigin = vec3_zero;
|
|
localLightAxis = mat3_identity;
|
|
lightDefHandle = -1;
|
|
levels = 0;
|
|
currentLevel = 0;
|
|
baseColor = vec3_zero;
|
|
breakOnTrigger = false;
|
|
count = 0;
|
|
triggercount = 0;
|
|
lightParent = NULL;
|
|
fadeFrom.Set( 1, 1, 1, 1 );
|
|
fadeTo.Set( 1, 1, 1, 1 );
|
|
fadeStart = 0;
|
|
fadeEnd = 0;
|
|
soundWasPlaying = false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::~idLight
|
|
================
|
|
*/
|
|
idLight::~idLight()
|
|
{
|
|
if( lightDefHandle != -1 )
|
|
{
|
|
gameRenderWorld->FreeLightDef( lightDefHandle );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Save
|
|
|
|
archives object for save game file
|
|
================
|
|
*/
|
|
void idLight::Save( idSaveGame* savefile ) const
|
|
{
|
|
savefile->WriteRenderLight( renderLight );
|
|
|
|
savefile->WriteBool( renderLight.prelightModel != NULL );
|
|
|
|
savefile->WriteVec3( localLightOrigin );
|
|
savefile->WriteMat3( localLightAxis );
|
|
|
|
savefile->WriteString( brokenModel );
|
|
savefile->WriteInt( levels );
|
|
savefile->WriteInt( currentLevel );
|
|
|
|
savefile->WriteVec3( baseColor );
|
|
savefile->WriteBool( breakOnTrigger );
|
|
savefile->WriteInt( count );
|
|
savefile->WriteInt( triggercount );
|
|
savefile->WriteObject( lightParent );
|
|
|
|
savefile->WriteVec4( fadeFrom );
|
|
savefile->WriteVec4( fadeTo );
|
|
savefile->WriteInt( fadeStart );
|
|
savefile->WriteInt( fadeEnd );
|
|
savefile->WriteBool( soundWasPlaying );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Restore
|
|
|
|
unarchives object from save game file
|
|
================
|
|
*/
|
|
void idLight::Restore( idRestoreGame* savefile )
|
|
{
|
|
bool hadPrelightModel;
|
|
|
|
savefile->ReadRenderLight( renderLight );
|
|
|
|
savefile->ReadBool( hadPrelightModel );
|
|
renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
|
|
if( ( renderLight.prelightModel == NULL ) && hadPrelightModel )
|
|
{
|
|
assert( 0 );
|
|
if( developer.GetBool() )
|
|
{
|
|
// we really want to know if this happens
|
|
gameLocal.Error( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
|
|
}
|
|
else
|
|
{
|
|
// but let it slide after release
|
|
gameLocal.Warning( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
|
|
}
|
|
}
|
|
|
|
savefile->ReadVec3( localLightOrigin );
|
|
savefile->ReadMat3( localLightAxis );
|
|
|
|
savefile->ReadString( brokenModel );
|
|
savefile->ReadInt( levels );
|
|
savefile->ReadInt( currentLevel );
|
|
|
|
savefile->ReadVec3( baseColor );
|
|
savefile->ReadBool( breakOnTrigger );
|
|
savefile->ReadInt( count );
|
|
savefile->ReadInt( triggercount );
|
|
savefile->ReadObject( reinterpret_cast<idClass*&>( lightParent ) );
|
|
|
|
savefile->ReadVec4( fadeFrom );
|
|
savefile->ReadVec4( fadeTo );
|
|
savefile->ReadInt( fadeStart );
|
|
savefile->ReadInt( fadeEnd );
|
|
savefile->ReadBool( soundWasPlaying );
|
|
|
|
lightDefHandle = -1;
|
|
|
|
SetLightLevel();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::Spawn
|
|
================
|
|
*/
|
|
void idLight::Spawn()
|
|
{
|
|
bool start_off;
|
|
bool needBroken;
|
|
const char* demonic_shader;
|
|
|
|
// do the parsing the same way dmap and the editor do
|
|
gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &renderLight );
|
|
|
|
// we need the origin and axis relative to the physics origin/axis
|
|
localLightOrigin = ( renderLight.origin - GetPhysics()->GetOrigin() ) * GetPhysics()->GetAxis().Transpose();
|
|
localLightAxis = renderLight.axis * GetPhysics()->GetAxis().Transpose();
|
|
|
|
// set the base color from the shader parms
|
|
baseColor.Set( renderLight.shaderParms[ SHADERPARM_RED ], renderLight.shaderParms[ SHADERPARM_GREEN ], renderLight.shaderParms[ SHADERPARM_BLUE ] );
|
|
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 ] );
|
|
|
|
// set the number of light levels
|
|
spawnArgs.GetInt( "levels", "1", levels );
|
|
currentLevel = levels;
|
|
if( levels <= 0 )
|
|
{
|
|
gameLocal.Error( "Invalid light level set on entity #%d(%s)", entityNumber, name.c_str() );
|
|
}
|
|
|
|
// make sure the demonic shader is cached
|
|
if( spawnArgs.GetString( "mat_demonic", NULL, &demonic_shader ) )
|
|
{
|
|
declManager->FindType( DECL_MATERIAL, demonic_shader );
|
|
}
|
|
|
|
// game specific functionality, not mirrored in
|
|
// editor or dmap light parsing
|
|
|
|
// also put the light texture on the model, so light flares
|
|
// can get the current intensity of the light
|
|
renderEntity.referenceShader = renderLight.shader;
|
|
|
|
lightDefHandle = -1; // no static version yet
|
|
|
|
// see if an optimized shadow volume exists
|
|
// the renderer will ignore this value after a light has been moved,
|
|
// but there may still be a chance to get it wrong if the game moves
|
|
// a light before the first present, and doesn't clear the prelight
|
|
renderLight.prelightModel = 0;
|
|
if( name[ 0 ] )
|
|
{
|
|
// this will return 0 if not found
|
|
renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
|
|
}
|
|
|
|
spawnArgs.GetBool( "start_off", "0", start_off );
|
|
if( start_off )
|
|
{
|
|
Off();
|
|
}
|
|
|
|
// Midnight CTF
|
|
if( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool( "si_midnight" ) && !spawnArgs.GetBool( "midnight_override" ) )
|
|
{
|
|
Off();
|
|
}
|
|
|
|
health = spawnArgs.GetInt( "health", "0" );
|
|
spawnArgs.GetString( "broken", "", brokenModel );
|
|
spawnArgs.GetBool( "break", "0", breakOnTrigger );
|
|
spawnArgs.GetInt( "count", "1", count );
|
|
|
|
triggercount = 0;
|
|
|
|
fadeFrom.Set( 1, 1, 1, 1 );
|
|
fadeTo.Set( 1, 1, 1, 1 );
|
|
fadeStart = 0;
|
|
fadeEnd = 0;
|
|
|
|
// if we have a health make light breakable
|
|
if( health )
|
|
{
|
|
idStr model = spawnArgs.GetString( "model" ); // get the visual model
|
|
if( !model.Length() )
|
|
{
|
|
gameLocal.Error( "Breakable light without a model set on entity #%d(%s)", entityNumber, name.c_str() );
|
|
}
|
|
|
|
fl.takedamage = true;
|
|
|
|
// see if we need to create a broken model name
|
|
needBroken = true;
|
|
if( model.Length() && !brokenModel.Length() )
|
|
{
|
|
int pos;
|
|
|
|
needBroken = false;
|
|
|
|
pos = model.Find( "." );
|
|
if( pos < 0 )
|
|
{
|
|
pos = model.Length();
|
|
}
|
|
if( pos > 0 )
|
|
{
|
|
model.Left( pos, brokenModel );
|
|
}
|
|
brokenModel += "_broken";
|
|
if( pos > 0 )
|
|
{
|
|
brokenModel += &model[ pos ];
|
|
}
|
|
}
|
|
|
|
// make sure the model gets cached
|
|
if( !renderModelManager->CheckModel( brokenModel ) )
|
|
{
|
|
if( needBroken )
|
|
{
|
|
gameLocal.Error( "Model '%s' not found for entity %d(%s)", brokenModel.c_str(), entityNumber, name.c_str() );
|
|
}
|
|
else
|
|
{
|
|
brokenModel = "";
|
|
}
|
|
}
|
|
|
|
GetPhysics()->SetContents( spawnArgs.GetBool( "nonsolid" ) ? 0 : CONTENTS_SOLID );
|
|
|
|
// make sure the collision model gets cached
|
|
idClipModel::CheckModel( brokenModel );
|
|
}
|
|
|
|
PostEventMS( &EV_PostSpawn, 0 );
|
|
|
|
UpdateVisuals();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::SetLightLevel
|
|
================
|
|
*/
|
|
void idLight::SetLightLevel()
|
|
{
|
|
idVec3 color;
|
|
float intensity;
|
|
|
|
intensity = ( float )currentLevel / ( float )levels;
|
|
color = baseColor * intensity;
|
|
renderLight.shaderParms[ SHADERPARM_RED ] = color[ 0 ];
|
|
renderLight.shaderParms[ SHADERPARM_GREEN ] = color[ 1 ];
|
|
renderLight.shaderParms[ SHADERPARM_BLUE ] = color[ 2 ];
|
|
renderEntity.shaderParms[ SHADERPARM_RED ] = color[ 0 ];
|
|
renderEntity.shaderParms[ SHADERPARM_GREEN ] = color[ 1 ];
|
|
renderEntity.shaderParms[ SHADERPARM_BLUE ] = color[ 2 ];
|
|
PresentLightDefChange();
|
|
PresentModelDefChange();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::GetColor
|
|
================
|
|
*/
|
|
void idLight::GetColor( idVec3& out ) const
|
|
{
|
|
out[ 0 ] = renderLight.shaderParms[ SHADERPARM_RED ];
|
|
out[ 1 ] = renderLight.shaderParms[ SHADERPARM_GREEN ];
|
|
out[ 2 ] = renderLight.shaderParms[ SHADERPARM_BLUE ];
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::GetColor
|
|
================
|
|
*/
|
|
void idLight::GetColor( idVec4& out ) const
|
|
{
|
|
out[ 0 ] = renderLight.shaderParms[ SHADERPARM_RED ];
|
|
out[ 1 ] = renderLight.shaderParms[ SHADERPARM_GREEN ];
|
|
out[ 2 ] = renderLight.shaderParms[ SHADERPARM_BLUE ];
|
|
out[ 3 ] = renderLight.shaderParms[ SHADERPARM_ALPHA ];
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::SetColor
|
|
================
|
|
*/
|
|
void idLight::SetColor( float red, float green, float blue )
|
|
{
|
|
baseColor.Set( red, green, blue );
|
|
SetLightLevel();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::SetColor
|
|
================
|
|
*/
|
|
void idLight::SetColor( const idVec4& color )
|
|
{
|
|
baseColor = color.ToVec3();
|
|
renderLight.shaderParms[ SHADERPARM_ALPHA ] = color[ 3 ];
|
|
renderEntity.shaderParms[ SHADERPARM_ALPHA ] = color[ 3 ];
|
|
SetLightLevel();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idLight::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 );
|
|
}
|
|
}
|
|
}
|