1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158
|
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/ModelManager.h"
#include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "Light.h"
/*
===============================================================================
idLight
===============================================================================
*/
const idEventDef EV_Light_SetShader( "setShader", "s" );
const idEventDef EV_Light_GetLightParm( "getLightParm", "d", 'f' );
const idEventDef EV_Light_SetLightParm( "setLightParm", "df" );
const idEventDef EV_Light_SetLightParms( "setLightParms", "ffff" );
const idEventDef EV_Light_SetRadiusXYZ( "setRadiusXYZ", "fff" );
const idEventDef EV_Light_SetRadius( "setRadius", "f" );
const idEventDef EV_Light_On( "On", NULL );
const idEventDef EV_Light_Off( "Off", NULL );
const idEventDef EV_Light_FadeOut( "fadeOutLight", "f" );
const idEventDef EV_Light_FadeIn( "fadeInLight", "f" );
CLASS_DECLARATION( idEntity, idLight )
EVENT( EV_Light_SetShader, idLight::Event_SetShader )
EVENT( EV_Light_GetLightParm, idLight::Event_GetLightParm )
EVENT( EV_Light_SetLightParm, idLight::Event_SetLightParm )
EVENT( EV_Light_SetLightParms, idLight::Event_SetLightParms )
EVENT( EV_Light_SetRadiusXYZ, idLight::Event_SetRadiusXYZ )
EVENT( EV_Light_SetRadius, idLight::Event_SetRadius )
EVENT( EV_Hide, idLight::Event_Hide )
EVENT( EV_Show, idLight::Event_Show )
EVENT( EV_Light_On, idLight::Event_On )
EVENT( EV_Light_Off, idLight::Event_Off )
EVENT( EV_Activate, idLight::Event_ToggleOnOff )
EVENT( EV_PostSpawn, idLight::Event_SetSoundHandles )
EVENT( EV_Light_FadeOut, idLight::Event_FadeOut )
EVENT( EV_Light_FadeIn, idLight::Event_FadeIn )
END_CLASS
/*
================
idGameEdit::ParseSpawnArgsToRenderLight
parse the light parameters
this is the canonical renderLight parm parsing,
which should be used by dmap and the editor
================
*/
void idGameEdit::ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t *renderLight ) {
bool gotTarget, gotUp, gotRight;
const char *texture;
idVec3 color;
memset( renderLight, 0, sizeof( *renderLight ) );
if (!args->GetVector("light_origin", "", renderLight->origin)) {
args->GetVector( "origin", "", renderLight->origin );
}
gotTarget = args->GetVector( "light_target", "", renderLight->target );
gotUp = args->GetVector( "light_up", "", renderLight->up );
gotRight = args->GetVector( "light_right", "", renderLight->right );
args->GetVector( "light_start", "0 0 0", renderLight->start );
if ( !args->GetVector( "light_end", "", renderLight->end ) ) {
renderLight->end = renderLight->target;
}
// we should have all of the target/right/up or none of them
if ( ( gotTarget || gotUp || gotRight ) != ( gotTarget && gotUp && gotRight ) ) {
gameLocal.Printf( "Light at (%f,%f,%f) has bad target info\n",
renderLight->origin[0], renderLight->origin[1], renderLight->origin[2] );
return;
}
if ( !gotTarget ) {
renderLight->pointLight = true;
// allow an optional relative center of light and shadow offset
args->GetVector( "light_center", "0 0 0", renderLight->lightCenter );
// create a point light
if (!args->GetVector( "light_radius", "300 300 300", renderLight->lightRadius ) ) {
float radius;
args->GetFloat( "light", "300", radius );
renderLight->lightRadius[0] = renderLight->lightRadius[1] = renderLight->lightRadius[2] = radius;
}
}
// get the rotation matrix in either full form, or single angle form
idAngles angles;
idMat3 mat;
if ( !args->GetMatrix( "light_rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
if ( !args->GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
args->GetFloat( "angle", "0", angles[ 1 ] );
angles[ 0 ] = 0;
angles[ 1 ] = idMath::AngleNormalize360( angles[ 1 ] );
angles[ 2 ] = 0;
mat = angles.ToMat3();
}
}
// fix degenerate identity matrices
mat[0].FixDegenerateNormal();
mat[1].FixDegenerateNormal();
mat[2].FixDegenerateNormal();
renderLight->axis = mat;
// check for other attributes
args->GetVector( "_color", "1 1 1", color );
renderLight->shaderParms[ SHADERPARM_RED ] = color[0];
renderLight->shaderParms[ SHADERPARM_GREEN ] = color[1];
renderLight->shaderParms[ SHADERPARM_BLUE ] = color[2];
args->GetFloat( "shaderParm3", "1", renderLight->shaderParms[ SHADERPARM_TIMESCALE ] );
if ( !args->GetFloat( "shaderParm4", "0", renderLight->shaderParms[ SHADERPARM_TIMEOFFSET ] ) ) {
// offset the start time of the shader to sync it to the game time
renderLight->shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
}
args->GetFloat( "shaderParm5", "0", renderLight->shaderParms[5] );
args->GetFloat( "shaderParm6", "0", renderLight->shaderParms[6] );
args->GetFloat( "shaderParm7", "0", renderLight->shaderParms[ SHADERPARM_MODE ] );
args->GetBool( "noshadows", "0", renderLight->noShadows );
args->GetBool( "nospecular", "0", renderLight->noSpecular );
args->GetBool( "parallel", "0", renderLight->parallel );
args->GetString( "texture", "lights/squarelight1", &texture );
// allow this to be NULL
renderLight->shader = declManager->FindMaterial( texture, false );
}
/*
================
idLight::UpdateChangeableSpawnArgs
================
*/
void idLight::UpdateChangeableSpawnArgs( const idDict *source ) {
idEntity::UpdateChangeableSpawnArgs( source );
if ( source ) {
source->Print();
}
FreeSoundEmitter( true );
gameEdit->ParseSpawnArgsToRefSound( source ? source : &spawnArgs, &refSound );
if ( refSound.shader && !refSound.waitfortrigger ) {
StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
}
gameEdit->ParseSpawnArgsToRenderLight( source ? source : &spawnArgs, &renderLight );
UpdateVisuals();
}
/*
================
idLight::idLight
================
*/
idLight::idLight() {
memset( &renderLight, 0, sizeof( renderLight ) );
localLightOrigin = vec3_zero;
localLightAxis = mat3_identity;
lightDefHandle = -1;
levels = 0;
currentLevel = 0;
baseColor = vec3_zero;
breakOnTrigger = false;
count = 0;
triggercount = 0;
lightParent = NULL;
fadeFrom.Set( 1, 1, 1, 1 );
fadeTo.Set( 1, 1, 1, 1 );
fadeStart = 0;
fadeEnd = 0;
soundWasPlaying = false;
}
/*
================
idLight::~idLight
================
*/
idLight::~idLight() {
if ( lightDefHandle != -1 ) {
gameRenderWorld->FreeLightDef( lightDefHandle );
}
}
/*
================
idLight::Save
archives object for save game file
================
*/
void idLight::Save( idSaveGame *savefile ) const {
savefile->WriteRenderLight( renderLight );
savefile->WriteBool( renderLight.prelightModel != NULL );
savefile->WriteVec3( localLightOrigin );
savefile->WriteMat3( localLightAxis );
savefile->WriteString( brokenModel );
savefile->WriteInt( levels );
savefile->WriteInt( currentLevel );
savefile->WriteVec3( baseColor );
savefile->WriteBool( breakOnTrigger );
savefile->WriteInt( count );
savefile->WriteInt( triggercount );
savefile->WriteObject( lightParent );
savefile->WriteVec4( fadeFrom );
savefile->WriteVec4( fadeTo );
savefile->WriteInt( fadeStart );
savefile->WriteInt( fadeEnd );
savefile->WriteBool( soundWasPlaying );
}
/*
================
idLight::Restore
unarchives object from save game file
================
*/
void idLight::Restore( idRestoreGame *savefile ) {
bool hadPrelightModel;
savefile->ReadRenderLight( renderLight );
savefile->ReadBool( hadPrelightModel );
renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
if ( ( renderLight.prelightModel == NULL ) && hadPrelightModel ) {
assert( 0 );
if ( developer.GetBool() ) {
// we really want to know if this happens
gameLocal.Error( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
} else {
// but let it slide after release
gameLocal.Warning( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
}
}
savefile->ReadVec3( localLightOrigin );
savefile->ReadMat3( localLightAxis );
savefile->ReadString( brokenModel );
savefile->ReadInt( levels );
savefile->ReadInt( currentLevel );
savefile->ReadVec3( baseColor );
savefile->ReadBool( breakOnTrigger );
savefile->ReadInt( count );
savefile->ReadInt( triggercount );
savefile->ReadObject( reinterpret_cast<idClass *&>( lightParent ) );
savefile->ReadVec4( fadeFrom );
savefile->ReadVec4( fadeTo );
savefile->ReadInt( fadeStart );
savefile->ReadInt( fadeEnd );
savefile->ReadBool( soundWasPlaying );
lightDefHandle = -1;
SetLightLevel();
}
/*
================
idLight::Spawn
================
*/
void idLight::Spawn( void ) {
bool start_off;
bool needBroken;
const char *demonic_shader;
// do the parsing the same way dmap and the editor do
gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &renderLight );
// we need the origin and axis relative to the physics origin/axis
localLightOrigin = ( renderLight.origin - GetPhysics()->GetOrigin() ) * GetPhysics()->GetAxis().Transpose();
localLightAxis = renderLight.axis * GetPhysics()->GetAxis().Transpose();
// set the base color from the shader parms
baseColor.Set( renderLight.shaderParms[ SHADERPARM_RED ], renderLight.shaderParms[ SHADERPARM_GREEN ], renderLight.shaderParms[ SHADERPARM_BLUE ] );
// set the number of light levels
spawnArgs.GetInt( "levels", "1", levels );
currentLevel = levels;
if ( levels <= 0 ) {
gameLocal.Error( "Invalid light level set on entity #%d(%s)", entityNumber, name.c_str() );
}
// make sure the demonic shader is cached
if ( spawnArgs.GetString( "mat_demonic", NULL, &demonic_shader ) ) {
declManager->FindType( DECL_MATERIAL, demonic_shader );
}
// game specific functionality, not mirrored in
// editor or dmap light parsing
// also put the light texture on the model, so light flares
// can get the current intensity of the light
renderEntity.referenceShader = renderLight.shader;
lightDefHandle = -1; // no static version yet
// see if an optimized shadow volume exists
// the renderer will ignore this value after a light has been moved,
// but there may still be a chance to get it wrong if the game moves
// a light before the first present, and doesn't clear the prelight
renderLight.prelightModel = 0;
if ( name[ 0 ] ) {
// this will return 0 if not found
renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
}
spawnArgs.GetBool( "start_off", "0", start_off );
if ( start_off ) {
Off();
}
health = spawnArgs.GetInt( "health", "0" );
spawnArgs.GetString( "broken", "", brokenModel );
spawnArgs.GetBool( "break", "0", breakOnTrigger );
spawnArgs.GetInt( "count", "1", count );
triggercount = 0;
fadeFrom.Set( 1, 1, 1, 1 );
fadeTo.Set( 1, 1, 1, 1 );
fadeStart = 0;
fadeEnd = 0;
// if we have a health make light breakable
if ( health ) {
idStr model = spawnArgs.GetString( "model" ); // get the visual model
if ( !model.Length() ) {
gameLocal.Error( "Breakable light without a model set on entity #%d(%s)", entityNumber, name.c_str() );
}
fl.takedamage = true;
// see if we need to create a broken model name
needBroken = true;
if ( model.Length() && !brokenModel.Length() ) {
int pos;
needBroken = false;
pos = model.Find( "." );
if ( pos < 0 ) {
pos = model.Length();
}
if ( pos > 0 ) {
model.Left( pos, brokenModel );
}
brokenModel += "_broken";
if ( pos > 0 ) {
brokenModel += &model[ pos ];
}
}
// make sure the model gets cached
if ( !renderModelManager->CheckModel( brokenModel ) ) {
if ( needBroken ) {
gameLocal.Error( "Model '%s' not found for entity %d(%s)", brokenModel.c_str(), entityNumber, name.c_str() );
} else {
brokenModel = "";
}
}
GetPhysics()->SetContents( spawnArgs.GetBool( "nonsolid" ) ? 0 : CONTENTS_SOLID );
// make sure the collision model gets cached
idClipModel::CheckModel( brokenModel );
}
PostEventMS( &EV_PostSpawn, 0 );
UpdateVisuals();
}
/*
================
idLight::SetLightLevel
================
*/
void idLight::SetLightLevel( void ) {
idVec3 color;
float intensity;
intensity = ( float )currentLevel / ( float )levels;
color = baseColor * intensity;
renderLight.shaderParms[ SHADERPARM_RED ] = color[ 0 ];
renderLight.shaderParms[ SHADERPARM_GREEN ] = color[ 1 ];
renderLight.shaderParms[ SHADERPARM_BLUE ] = color[ 2 ];
renderEntity.shaderParms[ SHADERPARM_RED ] = color[ 0 ];
renderEntity.shaderParms[ SHADERPARM_GREEN ]= color[ 1 ];
renderEntity.shaderParms[ SHADERPARM_BLUE ] = color[ 2 ];
PresentLightDefChange();
PresentModelDefChange();
}
/*
================
idLight::GetColor
================
*/
void idLight::GetColor( idVec3 &out ) const {
out[ 0 ] = renderLight.shaderParms[ SHADERPARM_RED ];
out[ 1 ] = renderLight.shaderParms[ SHADERPARM_GREEN ];
out[ 2 ] = renderLight.shaderParms[ SHADERPARM_BLUE ];
}
/*
================
idLight::GetColor
================
*/
void idLight::GetColor( idVec4 &out ) const {
out[ 0 ] = renderLight.shaderParms[ SHADERPARM_RED ];
out[ 1 ] = renderLight.shaderParms[ SHADERPARM_GREEN ];
out[ 2 ] = renderLight.shaderParms[ SHADERPARM_BLUE ];
out[ 3 ] = renderLight.shaderParms[ SHADERPARM_ALPHA ];
}
/*
================
idLight::SetColor
================
*/
void idLight::SetColor( float red, float green, float blue ) {
baseColor.Set( red, green, blue );
SetLightLevel();
}
/*
================
idLight::SetColor
================
*/
void idLight::SetColor( const idVec3 &color ) {
baseColor = color;
SetLightLevel();
}
/*
================
idLight::SetColor
================
*/
void idLight::SetColor( const idVec4 &color ) {
baseColor = color.ToVec3();
renderLight.shaderParms[ SHADERPARM_ALPHA ] = color[ 3 ];
renderEntity.shaderParms[ SHADERPARM_ALPHA ] = color[ 3 ];
SetLightLevel();
}
/*
================
idLight::SetShader
================
*/
void idLight::SetShader( const char *shadername ) {
// allow this to be NULL
renderLight.shader = declManager->FindMaterial( shadername, false );
PresentLightDefChange();
}
/*
================
idLight::SetLightParm
================
*/
void idLight::SetLightParm( int parmnum, float value ) {
if ( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
gameLocal.Error( "shader parm index (%d) out of range", parmnum );
}
renderLight.shaderParms[ parmnum ] = value;
PresentLightDefChange();
}
/*
================
idLight::SetLightParms
================
*/
void idLight::SetLightParms( float parm0, float parm1, float parm2, float parm3 ) {
renderLight.shaderParms[ SHADERPARM_RED ] = parm0;
renderLight.shaderParms[ SHADERPARM_GREEN ] = parm1;
renderLight.shaderParms[ SHADERPARM_BLUE ] = parm2;
renderLight.shaderParms[ SHADERPARM_ALPHA ] = parm3;
renderEntity.shaderParms[ SHADERPARM_RED ] = parm0;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = parm1;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = parm2;
renderEntity.shaderParms[ SHADERPARM_ALPHA ] = parm3;
PresentLightDefChange();
PresentModelDefChange();
}
/*
================
idLight::SetRadiusXYZ
================
*/
void idLight::SetRadiusXYZ( float x, float y, float z ) {
renderLight.lightRadius[0] = x;
renderLight.lightRadius[1] = y;
renderLight.lightRadius[2] = z;
PresentLightDefChange();
}
/*
================
idLight::SetRadius
================
*/
void idLight::SetRadius( float radius ) {
renderLight.lightRadius[0] = renderLight.lightRadius[1] = renderLight.lightRadius[2] = radius;
PresentLightDefChange();
}
/*
================
idLight::On
================
*/
void idLight::On( void ) {
currentLevel = levels;
// offset the start time of the shader to sync it to the game time
renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
if ( ( soundWasPlaying || refSound.waitfortrigger ) && refSound.shader ) {
StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
soundWasPlaying = false;
}
SetLightLevel();
BecomeActive( TH_UPDATEVISUALS );
}
/*
================
idLight::Off
================
*/
void idLight::Off( void ) {
currentLevel = 0;
// kill any sound it was making
if ( refSound.referenceSound && refSound.referenceSound->CurrentlyPlaying() ) {
StopSound( SND_CHANNEL_ANY, false );
soundWasPlaying = true;
}
SetLightLevel();
BecomeActive( TH_UPDATEVISUALS );
}
/*
================
idLight::Fade
================
*/
void idLight::Fade( const idVec4 &to, float fadeTime ) {
GetColor( fadeFrom );
fadeTo = to;
fadeStart = gameLocal.time;
fadeEnd = gameLocal.time + SEC2MS( fadeTime );
BecomeActive( TH_THINK );
}
/*
================
idLight::FadeOut
================
*/
void idLight::FadeOut( float time ) {
Fade( colorBlack, time );
}
/*
================
idLight::FadeIn
================
*/
void idLight::FadeIn( float time ) {
idVec3 color;
idVec4 color4;
currentLevel = levels;
spawnArgs.GetVector( "_color", "1 1 1", color );
color4.Set( color.x, color.y, color.z, 1.0f );
Fade( color4, time );
}
/*
================
idLight::Killed
================
*/
void idLight::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
BecomeBroken( attacker );
}
/*
================
idLight::BecomeBroken
================
*/
void idLight::BecomeBroken( idEntity *activator ) {
const char *damageDefName;
fl.takedamage = false;
if ( brokenModel.Length() ) {
SetModel( brokenModel );
if ( !spawnArgs.GetBool( "nonsolid" ) ) {
GetPhysics()->SetClipModel( new idClipModel( brokenModel.c_str() ), 1.0f );
GetPhysics()->SetContents( CONTENTS_SOLID );
}
} else if ( spawnArgs.GetBool( "hideModelOnBreak" ) ) {
SetModel( "" );
GetPhysics()->SetContents( 0 );
}
if ( gameLocal.isServer ) {
ServerSendEvent( EVENT_BECOMEBROKEN, NULL, true, -1 );
if ( spawnArgs.GetString( "def_damage", "", &damageDefName ) ) {
idVec3 origin = renderEntity.origin + renderEntity.bounds.GetCenter() * renderEntity.axis;
gameLocal.RadiusDamage( origin, activator, activator, this, this, damageDefName );
}
}
ActivateTargets( activator );
// offset the start time of the shader to sync it to the game time
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
// set the state parm
renderEntity.shaderParms[ SHADERPARM_MODE ] = 1;
renderLight.shaderParms[ SHADERPARM_MODE ] = 1;
// if the light has a sound, either start the alternate (broken) sound, or stop the sound
const char *parm = spawnArgs.GetString( "snd_broken" );
if ( refSound.shader || ( parm && *parm ) ) {
StopSound( SND_CHANNEL_ANY, false );
const idSoundShader *alternate = refSound.shader ? refSound.shader->GetAltSound() : declManager->FindSound( parm );
if ( alternate ) {
// start it with no diversity, so the leadin break sound plays
refSound.referenceSound->StartSound( alternate, SND_CHANNEL_ANY, 0.0, 0 );
}
}
parm = spawnArgs.GetString( "mtr_broken" );
if ( parm && *parm ) {
SetShader( parm );
}
UpdateVisuals();
}
/*
================
idLight::PresentLightDefChange
================
*/
void idLight::PresentLightDefChange( void ) {
// let the renderer apply it to the world
if ( ( lightDefHandle != -1 ) ) {
gameRenderWorld->UpdateLightDef( lightDefHandle, &renderLight );
} else {
lightDefHandle = gameRenderWorld->AddLightDef( &renderLight );
}
}
/*
================
idLight::PresentModelDefChange
================
*/
void idLight::PresentModelDefChange( void ) {
if ( !renderEntity.hModel || IsHidden() ) {
return;
}
// add to refresh list
if ( modelDefHandle == -1 ) {
modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
} else {
gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
}
}
/*
================
idLight::Present
================
*/
void idLight::Present( void ) {
// don't present to the renderer if the entity hasn't changed
if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
return;
}
// add the model
idEntity::Present();
// current transformation
renderLight.axis = localLightAxis * GetPhysics()->GetAxis();
renderLight.origin = GetPhysics()->GetOrigin() + GetPhysics()->GetAxis() * localLightOrigin;
// reference the sound for shader synced effects
if ( lightParent ) {
renderLight.referenceSound = lightParent->GetSoundEmitter();
renderEntity.referenceSound = lightParent->GetSoundEmitter();
}
else {
renderLight.referenceSound = refSound.referenceSound;
renderEntity.referenceSound = refSound.referenceSound;
}
// update the renderLight and renderEntity to render the light and flare
PresentLightDefChange();
PresentModelDefChange();
}
/*
================
idLight::Think
================
*/
void idLight::Think( void ) {
idVec4 color;
if ( thinkFlags & TH_THINK ) {
if ( fadeEnd > 0 ) {
if ( gameLocal.time < fadeEnd ) {
color.Lerp( fadeFrom, fadeTo, ( float )( gameLocal.time - fadeStart ) / ( float )( fadeEnd - fadeStart ) );
} else {
color = fadeTo;
fadeEnd = 0;
BecomeInactive( TH_THINK );
}
SetColor( color );
}
}
RunPhysics();
Present();
}
/*
================
idLight::GetPhysicsToSoundTransform
================
*/
bool idLight::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
origin = localLightOrigin + renderLight.lightCenter;
axis = localLightAxis * GetPhysics()->GetAxis();
return true;
}
/*
================
idLight::FreeLightDef
================
*/
void idLight::FreeLightDef( void ) {
if ( lightDefHandle != -1 ) {
gameRenderWorld->FreeLightDef( lightDefHandle );
lightDefHandle = -1;
}
}
/*
================
idLight::SaveState
================
*/
void idLight::SaveState( idDict *args ) {
int i, c = spawnArgs.GetNumKeyVals();
for ( i = 0; i < c; i++ ) {
const idKeyValue *pv = spawnArgs.GetKeyVal(i);
if ( pv->GetKey().Find( "editor_", false ) >= 0 || pv->GetKey().Find( "parse_", false ) >= 0 ) {
continue;
}
args->Set( pv->GetKey(), pv->GetValue() );
}
}
/*
===============
idLight::ShowEditingDialog
===============
*/
void idLight::ShowEditingDialog( void ) {
if ( g_editEntityMode.GetInteger() == 1 ) {
common->InitTool( EDITOR_LIGHT, &spawnArgs );
} else {
common->InitTool( EDITOR_SOUND, &spawnArgs );
}
}
/*
================
idLight::Event_SetShader
================
*/
void idLight::Event_SetShader( const char *shadername ) {
SetShader( shadername );
}
/*
================
idLight::Event_GetLightParm
================
*/
void idLight::Event_GetLightParm( int parmnum ) {
if ( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
gameLocal.Error( "shader parm index (%d) out of range", parmnum );
}
idThread::ReturnFloat( renderLight.shaderParms[ parmnum ] );
}
/*
================
idLight::Event_SetLightParm
================
*/
void idLight::Event_SetLightParm( int parmnum, float value ) {
SetLightParm( parmnum, value );
}
/*
================
idLight::Event_SetLightParms
================
*/
void idLight::Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 ) {
SetLightParms( parm0, parm1, parm2, parm3 );
}
/*
================
idLight::Event_SetRadiusXYZ
================
*/
void idLight::Event_SetRadiusXYZ( float x, float y, float z ) {
SetRadiusXYZ( x, y, z );
}
/*
================
idLight::Event_SetRadius
================
*/
void idLight::Event_SetRadius( float radius ) {
SetRadius( radius );
}
/*
================
idLight::Event_Hide
================
*/
void idLight::Event_Hide( void ) {
Hide();
PresentModelDefChange();
Off();
}
/*
================
idLight::Event_Show
================
*/
void idLight::Event_Show( void ) {
Show();
PresentModelDefChange();
On();
}
/*
================
idLight::Event_On
================
*/
void idLight::Event_On( void ) {
On();
}
/*
================
idLight::Event_Off
================
*/
void idLight::Event_Off( void ) {
Off();
}
/*
================
idLight::Event_ToggleOnOff
================
*/
void idLight::Event_ToggleOnOff( idEntity *activator ) {
triggercount++;
if ( triggercount < count ) {
return;
}
// reset trigger count
triggercount = 0;
if ( breakOnTrigger ) {
BecomeBroken( activator );
breakOnTrigger = false;
return;
}
if ( !currentLevel ) {
On();
}
else {
currentLevel--;
if ( !currentLevel ) {
Off();
}
else {
SetLightLevel();
}
}
}
/*
================
idLight::Event_SetSoundHandles
set the same sound def handle on all targeted lights
================
*/
void idLight::Event_SetSoundHandles( void ) {
int i;
idEntity *targetEnt;
if ( !refSound.referenceSound ) {
return;
}
for ( i = 0; i < targets.Num(); i++ ) {
targetEnt = targets[ i ].GetEntity();
if ( targetEnt && targetEnt->IsType( idLight::Type ) ) {
idLight *light = static_cast<idLight*>(targetEnt);
light->lightParent = this;
// explicitly delete any sounds on the entity
light->FreeSoundEmitter( true );
// manually set the refSound to this light's refSound
light->renderEntity.referenceSound = renderEntity.referenceSound;
// update the renderEntity to the renderer
light->UpdateVisuals();
}
}
}
/*
================
idLight::Event_FadeOut
================
*/
void idLight::Event_FadeOut( float time ) {
FadeOut( time );
}
/*
================
idLight::Event_FadeIn
================
*/
void idLight::Event_FadeIn( float time ) {
FadeIn( time );
}
/*
================
idLight::ClientPredictionThink
================
*/
void idLight::ClientPredictionThink( void ) {
Think();
}
/*
================
idLight::WriteToSnapshot
================
*/
void idLight::WriteToSnapshot( idBitMsgDelta &msg ) const {
GetPhysics()->WriteToSnapshot( msg );
WriteBindToSnapshot( msg );
msg.WriteByte( currentLevel );
msg.WriteInt( PackColor( baseColor ) );
// msg.WriteBits( lightParent.GetEntityNum(), GENTITYNUM_BITS );
/* // only helps prediction
msg.WriteInt( PackColor( fadeFrom ) );
msg.WriteInt( PackColor( fadeTo ) );
msg.WriteInt( fadeStart );
msg.WriteInt( 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.WriteInt( 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.WriteInt( renderLight.shaderParms[SHADERPARM_TIMEOFFSET] );
//msg.WriteByte( renderLight.shaderParms[SHADERPARM_DIVERSITY] );
msg.WriteShort( renderLight.shaderParms[SHADERPARM_MODE] );
WriteColorToSnapshot( msg );
}
/*
================
idLight::ReadFromSnapshot
================
*/
void idLight::ReadFromSnapshot( const idBitMsgDelta &msg ) {
idVec4 shaderColor;
int oldCurrentLevel = currentLevel;
idVec3 oldBaseColor = baseColor;
GetPhysics()->ReadFromSnapshot( msg );
ReadBindFromSnapshot( msg );
currentLevel = msg.ReadByte();
if ( currentLevel != oldCurrentLevel ) {
// need to call On/Off for flickering lights to start/stop the sound
// while doing it this way rather than through events, the flickering is out of sync between clients
// but at least there is no question about saving the event and having them happening globally in the world
if ( currentLevel ) {
On();
} else {
Off();
}
}
UnpackColor( msg.ReadInt(), baseColor );
// lightParentEntityNum = msg.ReadBits( GENTITYNUM_BITS );
/* // only helps prediction
UnpackColor( msg.ReadInt(), fadeFrom );
UnpackColor( msg.ReadInt(), fadeTo );
fadeStart = msg.ReadInt();
fadeEnd = msg.ReadInt();
*/
// 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.ReadInt(), 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.ReadInt();
//renderLight.shaderParms[SHADERPARM_DIVERSITY] = msg.ReadFloat();
renderLight.shaderParms[SHADERPARM_MODE] = msg.ReadShort();
ReadColorFromSnapshot( msg );
if ( msg.HasChanged() ) {
if ( ( currentLevel != oldCurrentLevel ) || ( baseColor != oldBaseColor ) ) {
SetLightLevel();
} else {
PresentLightDefChange();
PresentModelDefChange();
}
}
}
/*
================
idLight::ClientReceiveEvent
================
*/
bool idLight::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
switch( event ) {
case EVENT_BECOMEBROKEN: {
BecomeBroken( NULL );
return true;
}
default:
break;
}
return idEntity::ClientReceiveEvent( event, time, msg );
}
|