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https://github.com/w23/xash3d-fwgs
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Merge pull request #315 from 0x4E69676874466F78/fonarik
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commit
7f846eaddd
@ -63,6 +63,7 @@ GNU General Public License for more details.
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#define PARM_TEX_MEMORY 38 // returns total memory of uploaded texture in bytes
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#define PARM_DELUXEDATA 39 // nasty hack, convert int to pointer
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#define PARM_SHADOWDATA 40 // nasty hack, convert int to pointer
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#define PARM_MODERNFLASHLIGHT 41 // new dynamic flashlight, initially for Vulkan render
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// skybox ordering
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enum
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@ -2696,11 +2696,14 @@ void CL_AddEntityEffects( cl_entity_t *ent )
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if( FBitSet( ent->curstate.effects, EF_BRIGHTFIELD ))
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R_EntityParticles( ent );
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if( FBitSet( ent->curstate.effects, EF_DIMLIGHT ))
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if ( FBitSet( ent->curstate.effects, EF_DIMLIGHT ))
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{
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if( ent->player && !Host_IsQuakeCompatible( ))
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if ( ent->player && !Host_IsQuakeCompatible( ))
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{
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CL_UpdateFlashlight( ent );
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if ( !REF_GET_PARM( PARM_MODERNFLASHLIGHT, 1))
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{
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CL_UpdateFlashlight( ent );
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}
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}
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else
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{
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@ -15,6 +15,10 @@
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#include <string.h>
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#include <ctype.h> // isalnum...
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#include "camera.h"
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#include "pm_defs.h"
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#include "pmtrace.h"
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#define PROFILER_SCOPES(X) \
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X(finalize , "VK_LightsFrameFinalize"); \
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X(emissive_surface, "VK_LightsAddEmissiveSurface"); \
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@ -836,6 +840,101 @@ static int addSpotLight( const vk_light_entity_t *le, float radius, int lightsty
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return index;
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}
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void R_LightAddFlashlight(const struct cl_entity_s *ent, qboolean local_player ) {
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// parameters
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const float hack_attenuation = 0.1;
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float radius = 1.0;
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// TODO: better tune it
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const float _cone = 10.0;
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const float _cone2 = 30.0;
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const vec3_t light_color = {255, 255, 192};
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float light_intensity = 300;
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vec3_t color;
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vec3_t origin;
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vec3_t angles;
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vk_light_entity_t le;
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float thirdperson_offset = 25;
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vec3_t forward, view_ofs;
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vec3_t vecSrc, vecEnd;
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pmtrace_t *trace;
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if( local_player )
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{
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// local player case
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// position
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if (gEngine.EngineGetParm(PARM_THIRDPERSON, 0)) { // thirdperson
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AngleVectors( g_camera.viewangles, forward, NULL, NULL );
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view_ofs[0] = view_ofs[1] = 0.0f;
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if( ent->curstate.usehull == 1 ) {
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view_ofs[2] = 12.0f; // VEC_DUCK_VIEW;
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} else {
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view_ofs[2] = 28.0f; // DEFAULT_VIEWHEIGHT
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}
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VectorAdd( ent->origin, view_ofs, vecSrc );
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VectorMA( vecSrc, thirdperson_offset, forward, vecEnd );
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trace = gEngine.EV_VisTraceLine( vecSrc, vecEnd, PM_STUDIO_BOX );
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VectorCopy( trace->endpos, origin );
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VectorCopy( forward, le.dir);
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} else { // firstperson
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// based on https://github.com/SNMetamorph/PrimeXT/blob/0869b1abbddd13c1229769d8cd71941610be0bf3/client/flashlight.cpp#L35
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origin[0] = g_camera.vieworg[0] + (g_camera.vright[0] * (-4.0f)) + (g_camera.vforward[0] * 14.0); // forward-back
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origin[1] = g_camera.vieworg[1] + (g_camera.vright[1] * (-4.0f)) + (g_camera.vforward[1] * 14.0); // left-right
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origin[2] = g_camera.vieworg[2] + (g_camera.vright[2] * (-4.0f)) + (g_camera.vforward[2] * 14.0); // up-down
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origin[2] += 2.0f;
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VectorCopy(g_camera.vforward, le.dir);
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}
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}
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else // non-local player case
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{
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thirdperson_offset = 10;
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radius = 10;
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light_intensity = 60;
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VectorCopy( ent->angles, angles );
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// NOTE: pitch divided by 3.0 twice. So we need apply 3^2 = 9
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angles[PITCH] = ent->curstate.angles[PITCH] * 9.0f;
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angles[YAW] = ent->angles[YAW];
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angles[ROLL] = 0.0f; // roll not used
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AngleVectors( angles, angles, NULL, NULL );
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view_ofs[0] = view_ofs[1] = 0.0f;
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if( ent->curstate.usehull == 1 ) {
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view_ofs[2] = 12.0f; // VEC_DUCK_VIEW;
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} else {
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view_ofs[2] = 28.0f; // DEFAULT_VIEWHEIGHT
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}
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VectorAdd( ent->origin, view_ofs, vecSrc );
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VectorMA( vecSrc, thirdperson_offset, angles, vecEnd );
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trace = gEngine.EV_VisTraceLine( vecSrc, vecEnd, PM_STUDIO_BOX );
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VectorCopy( trace->endpos, origin );
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VectorCopy( angles, le.dir );
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}
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VectorCopy(origin, le.origin);
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// prepare colors by parseEntPropRgbav
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VectorScale(light_color, light_intensity / 255.0f, color);
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// convert colors by weirdGoldsrcLightScaling
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float l1 = Q_max(color[0], Q_max(color[1], color[2]));
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l1 = l1 * l1 / 10;
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VectorScale(color, l1, le.color);
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// convert stopdots by parseStopDot
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le.stopdot = cosf(_cone * M_PI / 180.f);
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le.stopdot2 = cosf(_cone2 * M_PI / 180.f);
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/*
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gEngine.Con_Printf("flashlight: origin=(%f %f %f) color=(%f %f %f) dir=(%f %f %f)\n",
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le.origin[0], le.origin[1], le.origin[2],
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le.color[0], le.color[1], le.color[2],
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le.dir[0], le.dir[1], le.dir[2]);
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*/
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addSpotLight(&le, radius, 0, hack_attenuation, false);
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}
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static float sphereSolidAngleFromDistDiv2Pi(float r, float d) {
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return 1. - sqrt(d*d - r*r)/d;
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}
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@ -92,3 +92,6 @@ void XVK_GetEmissiveForTexture( vec3_t out, int texture_id );
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void VK_LightsFrameFinalize( void );
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int R_LightCellIndex( const int light_cell[3] );
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struct cl_entity_s;
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void R_LightAddFlashlight( const struct cl_entity_s *ent, qboolean local_player );
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@ -1,4 +1,5 @@
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#include "vk_core.h"
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#include "vk_cvar.h"
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#include "vk_common.h"
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#include "vk_textures.h"
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#include "vk_renderstate.h"
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@ -228,6 +229,7 @@ static const char *getParmName(int parm)
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case PARM_TEX_MEMORY: return "PARM_TEX_MEMORY";
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case PARM_DELUXEDATA: return "PARM_DELUXEDATA";
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case PARM_SHADOWDATA: return "PARM_SHADOWDATA";
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case PARM_MODERNFLASHLIGHT: return "PARM_MODERNFLASHLIGHT";
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default: return "UNKNOWN";
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}
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}
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@ -248,6 +250,11 @@ static int VK_RefGetParm( int parm, int arg )
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case PARM_TEX_FLAGS:
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tex = findTexture(arg);
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return tex->flags;
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case PARM_MODERNFLASHLIGHT:
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if (CVAR_TO_BOOL( vk_rtx )) {
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return true;
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}
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return false;
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}
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PRINT_NOT_IMPLEMENTED_ARGS("(%s(%d), %d)", getParmName(parm), parm, arg);
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@ -596,7 +596,7 @@ static void drawEntity( cl_entity_t *ent, int render_mode )
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static float g_frametime = 0;
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void VK_SceneRender( const ref_viewpass_t *rvp ) {
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int current_pipeline_index = kRenderNormal;
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const cl_entity_t* const local_player = gEngine.GetLocalPlayer();
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g_frametime = /*FIXME VK RP_NORMALPASS( )) ? */
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gpGlobals->time - gpGlobals->oldtime
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@ -629,11 +629,23 @@ void VK_SceneRender( const ref_viewpass_t *rvp ) {
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}
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}
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{
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// Draw flashlight for local player
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if( FBitSet( local_player->curstate.effects, EF_DIMLIGHT )) {
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R_LightAddFlashlight(local_player, true);
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}
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}
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// Draw opaque entities
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for (int i = 0; i < g_lists.draw_list->num_solid_entities; ++i)
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{
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cl_entity_t *ent = g_lists.draw_list->solid_entities[i];
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drawEntity(ent, kRenderNormal);
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// Draw flashlight for other players
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if( FBitSet( ent->curstate.effects, EF_DIMLIGHT ) && ent != local_player) {
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R_LightAddFlashlight(ent, false);
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}
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}
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// Draw opaque beams
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