mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
469 lines
9.1 KiB
Lua
469 lines
9.1 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile()
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DEFINE_BASECLASS( "base_light" )
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ENT.Spawnable = true
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ENT.AdminOnly = true
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ENT.PrintName = "Expensive Light (new)"
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ENT.Category = "Render"
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function ENT:SetupDataTables()
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self:NetworkVar( "Bool", 0, "ActiveState", { KeyName = "activestate", Edit = { type = "Boolean", title = "Enable", order = 1, category = "Main" } } )
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self:NetworkVar( "Bool", 1, "DrawHelper", { KeyName = "drawhelper", Edit = { type = "Boolean", title = "Draw Helper", order = 8, category = "Render" } } )
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self:NetworkVar( "Bool", 2, "DrawSprite", { KeyName = "drawsprite", Edit = { type = "Boolean", title = "Draw Sprite", order = 7, category = "Render" } } )
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self:NetworkVar( "Bool", 3, "Shadows", { KeyName = "shadows", Edit = { type = "Boolean", title = "Shadows", order = 6, category = "Effect" } } )
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self:NetworkVar( "Float", 0, "Brightness", { KeyName = "brightness", Edit = { type = "Float", min = 0.01, max = 15, title = "Brightness", order = 3, category = "Light" } } )
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self:NetworkVar( "Float", 1, "FarZ", { KeyName = "farz", Edit = { type = "Float", min = 32, max = 2048, title = "Size", order = 5, category = "Light" } } )
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self:NetworkVar( "Float", 2, "NearZ", { KeyName = "nearz", Edit = { type = "Float", min = 2, max = 16, title = "Near Z", order = 4, category = "Light" } } )
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self:NetworkVar( "Vector", 0, "LightColor", { KeyName = "lightcolor", Edit = { type = "RGBColor", title = "Color", order = 2, category = "Light" } } )
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if ( SERVER ) then
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self:SetActiveState( true )
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self:SetDrawHelper( true )
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self:SetDrawSprite( true )
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self:SetShadows( true )
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self:SetBrightness( 0.25 )
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self:SetFarZ( 512 )
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self:SetNearZ( 4 )
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self:SetLightColor( Vector( 255, 255, 255 ) )
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end
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end
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if ( SERVER ) then
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function ENT:Initialize()
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BaseClass.Initialize( self )
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end
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function ENT:SpawnedInSandbox( ply )
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ply:AddCleanup( "advlights_expensive_lights", self )
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end
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function ENT:SpawnFunction( ply, tr, ClassName )
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if ( not tr.Hit ) then return end
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local ent = ents.Create( ClassName )
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ent:SetPos( tr.HitPos + ( tr.HitNormal * 32 ) )
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ent:Spawn()
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ent:Activate()
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ent:SpawnedInSandbox( ply )
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return ent
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end
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duplicator.RegisterEntityClass( "expensive_light_new", function( ply, data )
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local ent = duplicator.GenericDuplicatorFunction( ply, data )
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if ( not IsValid( ent ) ) then return end
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ent:SpawnedInSandbox( ply )
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return ent
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end, "Data" )
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function ENT:CanTool( ply, trace, name )
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if ( name == "colour" ) then
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self:colour_tool( ply, trace )
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return false
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elseif ( name == "light" ) then
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self:light_tool( ply, trace )
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return false
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end
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return true
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end
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end
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if ( CLIENT ) then
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local fov = math.deg( math.atan( 512 / 511 ) ) * 2
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local lx = "effects/lx"
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function ENT:UpdateProjectedTexture( L, pos, ang, Shadows, FarZ, NearZ, LightColor, Brightness )
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L:SetPos( pos )
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L:SetAngles( ang )
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L:SetEnableShadows( Shadows )
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L:SetFarZ( FarZ )
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L:SetNearZ( NearZ )
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L:SetFOV( fov )
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L:SetOrthographic( false )
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L:SetColor( LightColor )
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L:SetBrightness( Brightness )
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L:SetTexture( lx )
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L:Update()
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end
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local EMPTY_ANG = Angle( 0, 0, 0 )
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function ENT:CreateAllProjectedTextures()
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local Shadows = self:BoolToString( self:GetShadows() )
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local FarZ = self:GetFarZ()
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local NearZ = self:GetNearZ()
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local LightColor = self:VectorToColor( self:GetLightColor() )
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local Brightness = self:GetBrightness()
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local pos = self:GetPos()
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local ang = self:GetAngles()
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local L = ProjectedTexture()
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if ( IsValid( L ) ) then
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self.FR = L
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self:UpdateProjectedTexture( L, pos, ang, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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local up = ang:Up()
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EMPTY_ANG:Set( ang )
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EMPTY_ANG:RotateAroundAxis( up, 180 )
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L = ProjectedTexture()
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if ( IsValid( L ) ) then
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self.BK = L
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self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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EMPTY_ANG:Set( ang )
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EMPTY_ANG:RotateAroundAxis( up, 90 )
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L = ProjectedTexture()
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if ( IsValid( L ) ) then
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self.RI = L
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self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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EMPTY_ANG:Set( ang )
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EMPTY_ANG:RotateAroundAxis( up, 270 )
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L = ProjectedTexture()
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if ( IsValid( L ) ) then
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self.LF = L
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self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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local ri = ang:Right()
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EMPTY_ANG:Set( ang )
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EMPTY_ANG:RotateAroundAxis( ri, 90 )
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L = ProjectedTexture()
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if ( IsValid( L ) ) then
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self.UP = L
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self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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EMPTY_ANG:Set( ang )
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EMPTY_ANG:RotateAroundAxis( ri, 270 )
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L = ProjectedTexture()
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if ( IsValid( L ) ) then
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self.DN = L
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self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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end
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function ENT:UpdateAllProjectedTextures()
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local Shadows = self:GetShadows()
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local FarZ = self:GetFarZ()
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local NearZ = self:GetNearZ()
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local LightColor = self:VectorToColor( self:GetLightColor() )
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local Brightness = self:GetBrightness()
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local pos = self:GetPos()
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local ang = self:GetAngles()
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local L = self.FR
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if ( IsValid( L ) ) then
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self:UpdateProjectedTexture( L, pos, ang, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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local up = ang:Up()
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EMPTY_ANG:Set( ang )
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EMPTY_ANG:RotateAroundAxis( up, 180 )
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L = self.BK
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if ( IsValid( L ) ) then
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self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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EMPTY_ANG:Set( ang )
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EMPTY_ANG:RotateAroundAxis( up, 90 )
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L = self.RI
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if ( IsValid( L ) ) then
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self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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EMPTY_ANG:Set( ang )
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EMPTY_ANG:RotateAroundAxis( up, 270 )
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L = self.LF
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if ( IsValid( L ) ) then
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self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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local ri = ang:Right()
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EMPTY_ANG:Set( ang )
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EMPTY_ANG:RotateAroundAxis( ri, 90 )
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L = self.UP
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if ( IsValid( L ) ) then
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self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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EMPTY_ANG:Set( ang )
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EMPTY_ANG:RotateAroundAxis( ri, 270 )
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L = self.DN
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if ( IsValid( L ) ) then
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self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness )
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end
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end
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function ENT:RemoveAllProjectedTextures()
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local L = self.FR
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if ( IsValid( L ) ) then
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L:Remove()
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self.FR = NULL
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end
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L = self.BK
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if ( IsValid( L ) ) then
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L:Remove()
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self.BK = NULL
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end
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L = self.RI
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if ( IsValid( L ) ) then
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L:Remove()
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self.RI = NULL
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end
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L = self.LF
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if ( IsValid( L ) ) then
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L:Remove()
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self.LF = NULL
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end
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L = self.UP
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if ( IsValid( L ) ) then
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L:Remove()
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self.UP = NULL
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end
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L = self.DN
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if ( IsValid( L ) ) then
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L:Remove()
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self.DN = NULL
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end
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end
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function ENT:Initialize()
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self.PixVis = util.GetPixelVisibleHandle()
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if ( self:GetActiveState() ) then
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self.WasActive = true
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self:CreateAllProjectedTextures()
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else
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self.WasActive = false
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end
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end
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function ENT:Think()
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if ( self:GetActiveState() ) then
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if ( self.WasActive ) then
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self:UpdateAllProjectedTextures()
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else
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self.WasActive = true
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self:CreateAllProjectedTextures()
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end
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elseif ( self.WasActive ) then
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self.WasActive = false
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self:RemoveAllProjectedTextures()
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end
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end
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function ENT:OnRemove()
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self:RemoveAllProjectedTextures()
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end
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local spritemat = Material( "sprites/light_ignorez" )
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local helpermat = Material( "sprites/helper_tri" )
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function ENT:Draw()
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if ( ( halo.RenderedEntity() ~= self ) and self:GetActiveState() and self:GetDrawSprite() ) then
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local pos = self:GetPos()
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local Visible = util.PixelVisible( pos, 4, self.PixVis )
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if ( ( Visible ) and ( Visible > 0.1 ) ) then
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local c = self:GetLightColor()
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local i = self:GetBrightness()
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local s = ( i / 0.25 ) ^ 0.5 * 32
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s = s * Visible
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render.SetMaterial( spritemat )
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render.DrawSprite( pos, s, s, Color( self:ColorC( c.x ), self:ColorC( c.y ), self:ColorC( c.z ), math.Round( Visible * 255 ) ) )
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end
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end
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if ( ( not self:Camera() ) and self:GetDrawHelper() ) then
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local pos = self:GetPos()
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local ang = self:GetAngles()
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local fw = ang:Forward()
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local ri = ang:Right()
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local up = ang:Up()
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render.SetMaterial( helpermat )
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render.DrawBeam( pos + ( fw * 2 ), pos + ( fw * 4 ), 0.5, 1, 0, self.c_r )
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render.DrawBeam( pos + ( fw * -2 ), pos + ( fw * -4 ), 0.5, 1, 0, self.c_c )
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render.DrawBeam( pos + ( ri * 2 ), pos + ( ri * 4 ), 0.5, 1, 0, self.c_g )
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render.DrawBeam( pos + ( ri * -2 ), pos + ( ri * -4 ), 0.5, 1, 0, self.c_m )
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render.DrawBeam( pos + ( up * 2 ), pos + ( up * 4 ), 0.5, 1, 0, self.c_b )
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render.DrawBeam( pos + ( up * -2 ), pos + ( up * -4 ), 0.5, 1, 0, self.c_y )
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end
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end
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end
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