Env projectedtexture: Difference between revisions
TomEdwards (talk | contribs) (→Fixing visleaf interaction: I wouldn't call a u-turn "rare"...also removed the fraction check, since the light may be shining obliquely on something) |
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{{bug|This can cause the light to not draw under certain visleaf conditions. A better solution might be to test the entity's PVS?}} | {{bug|This can cause the light to not draw under certain visleaf conditions. A better solution might be to test the entity's PVS?}} | ||
=== Enabling shadow receiving on the view model === | |||
Shadow receiving is disabled on various types of renderables. If you want to have shadows cast upon the view model then head into baseviewmodel_shared.h, find the <code>ShouldReceiveProjectedTextures</code> function and make it return <code>true</code>. | |||
For example: | |||
<source lang=cpp>virtual bool ShouldReceiveProjectedTextures( int flags ) | |||
{ | |||
return true; | |||
}</source> | |||
This change also works for other renderables like detail models. Just search the solution for <code>ShouldReceiveProjectedTextures</code>. | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 06:02, 31 October 2009

Template:Base point ep2 It creates a dynamic shadow-mapping light that affects all objects in the world. It is used to create the Episode Two flashlight.

Bug fixes
Enabling multiple shadow maps
Valve's games only allow one projected texture to cast shadows at a time - including the player's flashlight! To surmount this, shadow casting can be disabled on each entity with the enableshadows
KV, or for a proper solution a programmer can perform this C++ fix:
In CClientShadowMgr::Init() (Clientshadowmgr.cpp around line 1293), replace:
bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
m_nMaxDepthTextureShadows = bTools ? 4 : 1; // Just one shadow depth texture in games, more in tools
With:
m_nMaxDepthTextureShadows = YOUR_CHOSEN_MAX; //with your number

Fixing targeting
Because the targeting code isn't finished in the SDK, A projected texture will flicker when bound to a target. To fix this, open c_env_projectedtexture.cpp and around line 174 there is an else
block containing an assert and some commented code. Replace the whole block with this:
else
{
Vector vecToTarget = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin();
QAngle vecAngles;
VectorAngles( vecToTarget, vecAngles );
AngleVectors( vecAngles, &vForward, &vRight, &vUp );
}
The server needs code to update the entity with angles on a target as well. Open env_projectedtexture.cpp and around line 245 edit the InitialThink()
function to recalculate angles towards the target:
void CEnvProjectedTexture::InitialThink( void )
{
if ( m_hTargetEntity == NULL && m_target != NULL_STRING )
m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
if ( m_hTargetEntity == NULL )
return;
Vector vecToTarget = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin());
QAngle vecAngles;
VectorAngles( vecToTarget, vecAngles );
SetAbsAngles( vecAngles );
SetNextThink( gpGlobals->curtime + 0.1 );
}
Fixing cuts in projected texture

When using multiple env_projectedtexture, projected textures might be cut at certain viewing angles. To fix this, force r_flashlightscissor 0 for your mod or map.
You can do this by adding the following code block into the constructor of c_basehlplayer.cpp
ConVar *r_flashlightscissor = cvar->FindVar( "r_flashlightscissor" );
if ( r_flashlightscissor->GetBool() )
{
r_flashlightscissor->SetValue( 0 );
}
Enabling visibility tests
Projected textures are not tested for visibility. Being constantly enabled creates issues like shadows bleeding through walls. To fix them, head into c_env_projectedtexture.cpp, and make these changes:
Add a new function (remember to declare it in the header):
bool C_EnvProjectedTexture::ShouldDraw()
{
//No need to check the flashlight for visibility.
if( m_bCameraSpace )
return true;
//Trace forward to the nearest brush face to get a good leaf test vector.
Vector vForward;
GetVectors( &vForward, NULL, NULL );
Vector vTraceStart = GetAbsOrigin();
Vector vTraceEnd = GetAbsOrigin() + vForward * m_flFarZ;
trace_t tr;
CTraceFilterWorldOnly filter;
UTIL_TraceLine( vTraceStart, vTraceEnd, CONTENTS_SOLID && CONTENTS_OPAQUE, &filter, &tr );
//Check to see if our end vector is in a visible leaf.
int LeafNum = enginetrace->GetLeafContainingPoint( tr.endpos );
return render->AreAnyLeavesVisible( &LeafNum,1 );
}
In C_EnvProjectedTexture::UpdateLight
, change the first line to read:
if ( m_bState == false || !ShouldDraw() )

Enabling shadow receiving on the view model
Shadow receiving is disabled on various types of renderables. If you want to have shadows cast upon the view model then head into baseviewmodel_shared.h, find the ShouldReceiveProjectedTextures
function and make it return true
.
For example:
virtual bool ShouldReceiveProjectedTextures( int flags )
{
return true;
}
This change also works for other renderables like detail models. Just search the solution for ShouldReceiveProjectedTextures
.
Keyvalues
- target
<string>
- The entity will rotate to point at its target, no matter where it is in the world. See also
lightonlytarget
.Bug:Does not work with stock SDK code. See #Fixing targeting. [todo tested in ?]
- FOV
<float>
- The angle at which the texture is projected. The projection is square, but the texture can make it appear of any shape.
- Remember the default Player FOV is 75°.
- NearZ
<float>
- Near Z for projected texture. Default value is 4.0.
- Objects closer than this will not receive the projection.
- FarZ
<float>
- Far Z for projected texture. Default value is 750.0.
- Objects beyond this distance will not receive the projection. Think of it as the range limit.
- Enable Shadows
<bool>
- Should I cast shadows?
- Shadow Quality
<bool>
- Quality of shadows (Todo: what's the difference?)
- Light Only Target
<bool>
- Should I light only the entity that is my
target
? The world will still be lit. - Light World
<bool>
- Should I light the world?
- Camera Space
<bool>
- Display relative to player's view. Breaks things horribly unless the entity moves with the player.
- Light Color
⇆#000000rgb(0,0,0)⇆
- Tint of projected texture.
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Bug:Does not work with stock SDK code. See #Fixing targeting. [todo tested in ?]
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- Enabled
Inputs
TurnOn
TurnOff
- Enable or disable the light.
FOV <float>
- See lightfov keyvalue above.
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Inputs not in FGD
These inputs are accepted by the entity but not known to Hammer:
target <string>
- Specify a new target entity to point at.
cameraspace <bool>
- See above keyvalues.
LightOnlyTarget <bool>
- See above keyvalues.
Bug:Non-functional. [todo tested in ?]
LightWorld <bool>
- See above keyvalues.
Bug:Cannot be re-enabled. [todo tested in ?]
EnableShadows <bool>
- See above keyvalues.
Ambient <float>
- Allows for an ambiance light, much like the shadow color for it.
SpotlightTexture <VTF/string>
- A VTF file (not VMT), relative to
/materials
.