Serious-Engine/Sources/EntitiesMP/Light.es
2016-04-01 14:04:24 -04:00

472 lines
16 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
200
%{
#include "EntitiesMP/StdH/StdH.h"
%}
uses "EntitiesMP/ModelDestruction";
uses "EntitiesMP/AnimationChanger";
enum LightType {
0 LT_POINT "Point light",
1 LT_AMBIENT "Ambient light",
2 LT_STRONG_AMBIENT "Strong ambient light",
3 LT_DIRECTIONAL "Directional light",
4 LT_STRONG_POINT "Strong point light",
};
enum LensFlareType {
0 LFT_NONE "None",
1 LFT_STANDARD "Standard",
2 LFT_STANDARD_REFLECTIONS "Standard reflections",
3 LFT_YELLOW_STAR_RED_RING "Yellow star with red ring",
4 LFT_WHITE_GLOW_STAR_RED_RING "White glow star with red ring",
5 LFT_WHITE_GLOW_STAR "White glow star",
6 LFT_WHITE_STAR_RED_RING_STREAKS "White star with red ring and streaks",
7 LFT_WHITE_STAR_RED_REFLECTIONS "White star with red reflections",
8 LFT_BLUE_STAR_BLUE_REFLECTIONS "Blue star with blue reflections",
9 LFT_PV_SPACE_SHIP_WINDOW_FLARE "Pyramid valley space ship window flare",
10 LFT_WHITE_GLOW_STAR_RED_RING_FAR "Yellow star with red ring far",
11 LFT_WHITE_GLOW_FAR "White glow far",
12 LFT_WHITE_GLOW_STAR_NG "White glow star no glare",
};
%{
void CLight_OnInitClass(void)
{
// init lens flares effects
InitLensFlares();
}
void CLight_OnEndClass(void)
{
// close lens flares effects
CloseLensFlares();
}
%}
class CLight : CEntity {
name "Light";
thumbnail "Thumbnails\\Light.tbn";
features "HasName", "HasDescription", "ImplementsOnInitClass", "ImplementsOnEndClass";
properties:
2 COLOR m_colColor "Color" 'C' =C_GRAY,
9 COLOR m_colAmbient "Directional ambient" 'E' =C_BLACK,
1 RANGE m_rFallOffRange "Fall-off" 'F' =8.0f features(EPROPF_HIDEINPERSPECTIVE),
4 RANGE m_rHotSpotRange "Hot-spot" 'H' =0.0f features(EPROPF_HIDEINPERSPECTIVE),
7 ILLUMINATIONTYPE m_itIllumination "Polygon illumination" 'I' =0,
8 enum LightType m_ltType "Type" 'Y' =LT_POINT,
10 CTString m_strDescription = "",
11 CTString m_strName "Name" 'N' = "Light",
12 BOOL m_bDarkLight "Dark light" 'A' = FALSE,
13 FLOAT m_fNearClip "Clip near" = 0.1f,
14 FLOAT m_fFarClip "Clip far" = 0.01f,
15 BOOL m_bSubstractSectorAmbient "Substract sector ambient" 'S' = FALSE,
16 BOOL m_bRenderAsSmallLight "Render as small" 'R' = FALSE,
17 enum LensFlareType m_lftLensFlare "Lens flare" 'L' = LFT_NONE,
18 BOOL m_bBackground "Background" 'B' = FALSE,
19 BOOL m_bLensFlareOnly "Lens flare only" 'O' = FALSE,
20 CTFileName m_fnmLightAnimation "Light animation file" = CTString(""),
21 ANIMATION m_iLightAnimation "Light animation" = 0,
25 FLOAT m_tmOffsetPhase "Light animation offset" = 0.0f,
22 CAnimObject m_aoLightAnimation,
24 BOOL m_bTargetable "Targetable" = FALSE,
26 BOOL m_bDynamic "Dynamic" = FALSE,
27 BOOL m_bDiffusion "Diffusion" 'D' = TRUE,
30 CTFileName m_fnmAmbientLightAnimation "Ambient light animation file" = CTString(""),
31 ANIMATION m_iAmbientLightAnimation "Ambient light animation" = 0,
32 CAnimObject m_aoAmbientLightAnimation,
{
CLightSource m_lsLightSource;
CBoolDefaultFalse m_bdfInitialized; // set if already initialized once
}
components:
1 model MODEL_LIGHT_SOURCE "Models\\Editor\\LightSource.mdl",
2 texture TEXTURE_POINT_LIGHT "Models\\Editor\\PointLight.tex",
3 texture TEXTURE_AMBIENT_LIGHT "Models\\Editor\\AmbientLight.tex",
4 texture TEXTURE_REAL_AMBIENT_LIGHT "Models\\Editor\\RealAmbientLight.tex",
5 model MODEL_SPOT_LIGHT "Models\\Editor\\SpotLight.mdl",
6 texture TEXTURE_SPOT_LIGHT "Models\\Editor\\SpotLight.tex",
functions:
/* Get anim data for given animation property - return NULL for none. */
CAnimData *GetAnimData(SLONG slPropertyOffset)
{
if (slPropertyOffset==_offsetof(CLight, m_iLightAnimation))
{
return m_aoLightAnimation.GetData();
}
else if (slPropertyOffset==_offsetof(CLight, m_iAmbientLightAnimation))
{
return m_aoAmbientLightAnimation.GetData();
}
else
{
return CEntity::GetAnimData(slPropertyOffset);
}
};
BOOL IsTargetable(void) const
{
return m_bTargetable;
}
BOOL IsImportant(void) const
{
return(m_ltType==LT_DIRECTIONAL);
}
/* Handle an event, return false if the event is not handled. */
BOOL HandleEvent(const CEntityEvent &ee)
{
// when someone in range is destroyed
if (ee.ee_slEvent==EVENTCODE_ERangeModelDestruction)
{
// fade out completely
m_colColor = C_BLACK;
m_colAmbient = C_BLACK;
CLightSource lsNew;
SetupLightSource(lsNew);
m_lsLightSource.SetLightSource(lsNew);
return TRUE;
// when animation should be changed
}
else if (ee.ee_slEvent==EVENTCODE_EChangeAnim)
{
EChangeAnim &eChange = (EChangeAnim &)ee;
// for diffuse component of light
m_iLightAnimation = eChange.iLightAnim;
if (m_aoLightAnimation.GetData()!=NULL)
{
m_aoLightAnimation.PlayAnim(m_iLightAnimation, eChange.bLightLoop?AOF_LOOPING:0);
}
// for ambient component of light
m_iAmbientLightAnimation = eChange.iAmbientLightAnim;
if (m_aoAmbientLightAnimation.GetData()!=NULL)
{
m_aoAmbientLightAnimation.PlayAnim(m_iAmbientLightAnimation, eChange.bAmbientLightLoop?AOF_LOOPING:0);
}
// if neither ambient nor difuse animation is set, apply direct color change
if( (m_aoLightAnimation.GetData()==NULL) && (m_aoAmbientLightAnimation.GetData()==NULL) )
{
m_colColor = eChange.colDiffuse;
m_colAmbient = eChange.colAmbient;
CLightSource lsNew;
SetupLightSource(lsNew);
m_lsLightSource.SetLightSource(lsNew);
return TRUE;
}
}
return FALSE;
}
// apply mirror and stretch to the entity
void MirrorAndStretch(FLOAT fStretch, BOOL bMirrorX)
{
// stretch its ranges
m_rFallOffRange*=fStretch;
m_rHotSpotRange*=fStretch;
m_fNearClip *=fStretch;
m_fFarClip *=fStretch;
//(void)bMirrorX; // no mirror for lights
}
/* Get static light source information. */
CLightSource *GetLightSource(void)
{
// if never initialized before (happens after loading)
if (!m_bdfInitialized.bdf_bValue) {
// initialize now
CLightSource lsNew;
SetupLightSource(lsNew);
m_lsLightSource.SetLightSourceWithNoDiscarding(lsNew);
m_bdfInitialized.bdf_bValue = TRUE;
}
if (!IsPredictor()) {
return &m_lsLightSource;
} else {
return NULL;
}
}
// prepare and transfer light source variables
void SetupLightSource( CLightSource &lsNew)
{
switch( m_ltType) {
case LT_POINT:
case LT_STRONG_POINT:
lsNew.ls_ulFlags = LSF_CASTSHADOWS;
break;
case LT_DIRECTIONAL:
lsNew.ls_ulFlags = LSF_DIRECTIONAL|LSF_CASTSHADOWS;
break;
case LT_STRONG_AMBIENT:
case LT_AMBIENT:
lsNew.ls_ulFlags = 0;
break;
}
if( m_bSubstractSectorAmbient) { lsNew.ls_ulFlags |= LSF_SUBSTRACTSECTORAMBIENT; }
if( m_bLensFlareOnly) { lsNew.ls_ulFlags |= LSF_LENSFLAREONLY; }
if( m_bDynamic) { lsNew.ls_ulFlags |= LSF_DYNAMIC; }
// directional light cannot be dark
if( m_bDarkLight) {
if( m_ltType==LT_DIRECTIONAL) {
lsNew.ls_ulFlags &= ~LSF_DARKLIGHT;
m_bDarkLight = FALSE;
} else {
lsNew.ls_ulFlags |= LSF_DARKLIGHT;
}
}
// ambient and directional lights doesn't support diffusion
if( m_bDiffusion) {
if( m_bDynamic || m_ltType==LT_AMBIENT || m_ltType==LT_STRONG_AMBIENT) {
lsNew.ls_ulFlags &= ~LSF_DIFFUSION;
m_bDiffusion = FALSE;
} else {
lsNew.ls_ulFlags |= LSF_DIFFUSION;
}
}
lsNew.ls_rHotSpot = m_rHotSpotRange;
lsNew.ls_rFallOff = m_rFallOffRange;
lsNew.ls_fNearClipDistance = m_fNearClip;
lsNew.ls_fFarClipDistance = m_fFarClip;
// hot spot for strong lights is 90% of light range
if( m_ltType == LT_STRONG_AMBIENT || m_ltType == LT_STRONG_POINT) {
lsNew.ls_rHotSpot = lsNew.ls_rFallOff*0.9f;
}
lsNew.ls_colColor = m_colColor;
lsNew.ls_colAmbient = C_BLACK; // only directional lights are allowed to have ambient component
if( lsNew.ls_ulFlags&LSF_DIRECTIONAL) { lsNew.ls_colAmbient = m_colAmbient; }
lsNew.ls_ubPolygonalMask = (UBYTE) m_itIllumination;
switch(m_lftLensFlare)
{
case LFT_NONE:
lsNew.ls_plftLensFlare = NULL;
break;
case LFT_STANDARD:
lsNew.ls_plftLensFlare = &_lftStandard;
break;
case LFT_STANDARD_REFLECTIONS:
lsNew.ls_plftLensFlare = &_lftStandardReflections;
break;
case LFT_YELLOW_STAR_RED_RING:
lsNew.ls_plftLensFlare = &_lftYellowStarRedRing;
break;
case LFT_WHITE_GLOW_STAR_RED_RING:
lsNew.ls_plftLensFlare = &_lftWhiteGlowStarRedRing;
break;
case LFT_WHITE_GLOW_STAR:
lsNew.ls_plftLensFlare = &_lftWhiteGlowStar;
break;
case LFT_WHITE_STAR_RED_RING_STREAKS:
lsNew.ls_plftLensFlare = &_lftWhiteStarRedRingStreaks;
break;
case LFT_WHITE_STAR_RED_REFLECTIONS:
lsNew.ls_plftLensFlare = &_lftWhiteStarRedReflections;
break;
case LFT_BLUE_STAR_BLUE_REFLECTIONS:
lsNew.ls_plftLensFlare = &_lftBlueStarBlueReflections;
break;
case LFT_PV_SPACE_SHIP_WINDOW_FLARE:
lsNew.ls_plftLensFlare = &_lftPVSpaceShipWindowFlare;
break;
case LFT_WHITE_GLOW_STAR_RED_RING_FAR:
lsNew.ls_plftLensFlare = &_lftYellowStarRedRingFar;
break;
case LFT_WHITE_GLOW_FAR:
lsNew.ls_plftLensFlare = &_lftWhiteGlowFar;
break;
case LFT_WHITE_GLOW_STAR_NG:
lsNew.ls_plftLensFlare = &_lftWhiteGlowStarNG;
break;
}
// --------- Setup light animations
// diffuse
lsNew.ls_paoLightAnimation = NULL;
if (m_aoLightAnimation.GetData()!=NULL) {
lsNew.ls_paoLightAnimation = &m_aoLightAnimation;
}
// ambient
lsNew.ls_paoAmbientLightAnimation = NULL;
if (m_aoAmbientLightAnimation.GetData()!=NULL) {
lsNew.ls_paoAmbientLightAnimation = &m_aoAmbientLightAnimation;
}
}
// returns bytes of memory used by this object
SLONG GetUsedMemory(void)
{
// initial
SLONG slUsedMemory = sizeof(CLight) - sizeof(CEntity) + CEntity::GetUsedMemory();
// add some more
slUsedMemory += m_strDescription.Length();
slUsedMemory += m_strName.Length();
slUsedMemory += m_fnmLightAnimation.Length();
slUsedMemory += m_fnmAmbientLightAnimation.Length();
slUsedMemory += 2* sizeof(CAnimObject); // 2 of them
return slUsedMemory;
}
procedures:
Main()
{
// fall off and hot spot must be positive values
if (m_rFallOffRange<0) {
m_rFallOffRange = 0.0f;
}
if (m_rHotSpotRange<0) {
m_rHotSpotRange = 0.0f;
}
// hot spot must be less or equal falloff
if (m_rHotSpotRange>m_rFallOffRange) {
m_rHotSpotRange = m_rFallOffRange;
}
// near clip must not be too small relatively to falloff
// (crashes on shadow rendering otherwise!)
//if (m_fNearClip<m_rFallOffRange*1E-4f) {
// m_fNearClip = m_rFallOffRange*1E-4f;
//}
// near clip must not be too small
if (m_fNearClip<=0.01f) {
m_fNearClip = 0.01f;
}
// far clip distance must be positive values
if (m_fFarClip<=0) {
m_fFarClip = 0.0f;//0.01f;
}
// only directional lights are allowed to have ambient component
if( m_ltType!=LT_DIRECTIONAL) {
m_colAmbient = C_BLACK;
}
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
// set model stretch -- MUST BE DONE BEFORE SETTING MODEL!
if( m_bRenderAsSmallLight)
{
GetModelObject()->mo_Stretch = FLOAT3D( 0.25f, 0.25f, 0.25f);
}
else
{
// set stretch factor of the light (directional lights don't have stretch)
if ( m_ltType != LT_DIRECTIONAL) {
const float LIGHT_MINSIZE=0.5f;
FLOAT fFactor = Log2(m_rFallOffRange)*LIGHT_MINSIZE;
if (fFactor<LIGHT_MINSIZE) {
fFactor=LIGHT_MINSIZE;
}
GetModelObject()->mo_Stretch = FLOAT3D( fFactor, fFactor, fFactor);
}
}
CTString strType;
if( m_ltType == LT_POINT || m_ltType == LT_STRONG_POINT)
{
strType = "point";
// set model to light source
SetModel(MODEL_LIGHT_SOURCE);
// set texture of point light model
SetModelMainTexture(TEXTURE_POINT_LIGHT);
}
// initialize ambient light
else if( m_ltType == LT_AMBIENT)
{
strType = "ambient";
// set model to light source
SetModel(MODEL_LIGHT_SOURCE);
// set texture of ambient light model
SetModelMainTexture(TEXTURE_AMBIENT_LIGHT);
}
// initialize real ambient light
else if( m_ltType == LT_STRONG_AMBIENT)
{
strType = "ambient";
// set model to light source
SetModel(MODEL_LIGHT_SOURCE);
// set texture of real ambient light model
SetModelMainTexture(TEXTURE_REAL_AMBIENT_LIGHT);
}
// initialize spot light
else if( m_ltType == LT_DIRECTIONAL)
{
strType = "directional";
// set model to spot light
SetModel(MODEL_SPOT_LIGHT);
// set texture of spot light model
SetModelMainTexture(TEXTURE_SPOT_LIGHT);
}
if( m_bDarkLight)
{
strType = strType+", dark";
}
// set diffuse light animation if available
try {
m_aoLightAnimation.SetData_t(m_fnmLightAnimation);
} catch (char *strError) {
WarningMessage(TRANS("Cannot load '%s': %s"), (const char *) (CTString&)m_fnmLightAnimation, strError);
m_fnmLightAnimation = "";
}
if (m_aoLightAnimation.GetData()!=NULL) {
m_aoLightAnimation.PlayAnim(m_iLightAnimation, AOF_LOOPING);
m_aoLightAnimation.OffsetPhase(m_tmOffsetPhase*m_aoLightAnimation.GetCurrentAnimLength());
}
// set ambient light animation if available
try {
m_aoAmbientLightAnimation.SetData_t(m_fnmAmbientLightAnimation);
} catch (char *strError) {
WarningMessage(TRANS("Cannot load '%s': %s"), (const char *) (CTString&)m_fnmAmbientLightAnimation, strError);
m_fnmAmbientLightAnimation = "";
}
if (m_aoAmbientLightAnimation.GetData()!=NULL) {
m_aoAmbientLightAnimation.PlayAnim(m_iAmbientLightAnimation, AOF_LOOPING);
m_aoAmbientLightAnimation.OffsetPhase(m_tmOffsetPhase*m_aoAmbientLightAnimation.GetCurrentAnimLength());
}
// set a new light source with light properties
CLightSource lsNew;
SetupLightSource(lsNew);
// setup background rendering flag
if (m_bBackground) {
SetFlags(GetFlags()|ENF_BACKGROUND);
} else {
SetFlags(GetFlags()&~ENF_BACKGROUND);
}
// set up this light source from the new properties
m_lsLightSource.ls_penEntity = this;
if (!m_bdfInitialized.bdf_bValue) {
m_lsLightSource.SetLightSourceWithNoDiscarding(lsNew);
m_bdfInitialized.bdf_bValue = TRUE;
} else {
m_lsLightSource.SetLightSource(lsNew);
}
m_strDescription.PrintF("%s:%g-%g",
(const char *) strType, m_rHotSpotRange, m_rFallOffRange);
return;
};
};