dobrograd-13-06-2022/garrysmod/addons/feature-cars/lua/simfphys/client/lighting.lua
Jonny_Bro (Nikita) e4d5311906 first commit
2023-11-16 15:01:19 +05:00

1094 lines
30 KiB
Lua

local checkinterval = 2
local maxLampDist = 3000 * 3000
local maxLightSpriteDist = 3000 * 3000
local NextCheck = CurTime() + checkinterval
local hdr = GetConVar('mat_hdr_level')
local mat = Material('sprites/light_ignorez')
local mat2 = Material('sprites/light_glow02_add_noz')
if file.Exists('materials/sprites/glow_headlight_ignorez.vmt', 'GAME') then
mat2 = Material('sprites/glow_headlight_ignorez')
end
local SpritesDisabled = false
local AllowVisualDamage = true
local FrontProjectedLights = true
local RearProjectedLights = true
local Shadows = false
cvars.AddChangeCallback('cl_simfphys_hidesprites', function(convar, oldValue, newValue) SpritesDisabled = (tonumber(newValue) ~= 0) end)
cvars.AddChangeCallback('cl_simfphys_spritedamage', function(convar, oldValue, newValue) AllowVisualDamage = (tonumber(newValue) ~= 0) end)
cvars.AddChangeCallback('cl_simfphys_frontlamps', function(convar, oldValue, newValue) FrontProjectedLights = (tonumber(newValue) ~= 0) end)
cvars.AddChangeCallback('cl_simfphys_rearlamps', function(convar, oldValue, newValue) RearProjectedLights = (tonumber(newValue) ~= 0) end)
cvars.AddChangeCallback('cl_simfphys_shadows', function(convar, oldValue, newValue) Shadows = (tonumber(newValue) ~= 0) end)
SpritesDisabled = GetConVar('cl_simfphys_hidesprites'):GetBool()
AllowVisualDamage = GetConVar('cl_simfphys_spritedamage'):GetBool()
FrontProjectedLights = GetConVar('cl_simfphys_frontlamps'):GetBool()
RearProjectedLights = GetConVar('cl_simfphys_rearlamps'):GetBool()
Shadows = GetConVar('cl_simfphys_shadows'):GetBool()
if not istable(vtable) then
vtable = {}
end
local function BodyGroupIsValid(bodygroups, entity)
for index, groups in pairs(bodygroups) do
local mygroup = entity:GetBodygroup(index)
for g_index = 1, table.Count(groups) do
if (mygroup == groups[g_index]) then return true end
end
end
return false
end
local function UpdateSubMats(ent, Lowbeam, Highbeam, IsBraking, IsReversing)
if not istable(ent.SubMaterials) then return end
if ent.SubMaterials.turnsignals then
local IsTurningLeft = ent.signal_left
local IsTurningRight = ent.signal_right
local IsFlashing = ent:GetFlasher() == 1
if ent.WasTurningLeft ~= IsTurningLeft or ent.WasTurningRight ~= IsTurningRight or ent.WasFlashing ~= IsFlashing then
if ent.SubMaterials.turnsignals.left then
for k,v in pairs(ent.SubMaterials.turnsignals.left) do
local mat = (IsFlashing and IsTurningLeft) and v or ''
ent:SetSubMaterial(k, mat)
end
end
if ent.SubMaterials.turnsignals.right then
for k,v in pairs(ent.SubMaterials.turnsignals.right) do
local mat = (IsFlashing and IsTurningRight) and v or ''
ent:SetSubMaterial(k, mat)
end
end
ent.WasTurningLeft = IsTurningLeft
ent.WasTurningRight = IsTurningRight
ent.WasFlashing = IsFlashing
end
end
if ent.WasReversing == IsReversing and ent.WasBraking == IsBraking and ent.WasLowbeam == Lowbeam and ent.WasHighbeam == Highbeam then return end
if Lowbeam then
if Highbeam then
if ent.SubMaterials.on_highbeam then
if not IsReversing and not IsBraking then
if ent.SubMaterials.on_highbeam.Base then
for k,v in pairs(ent.SubMaterials.on_highbeam.Base) do
ent:SetSubMaterial(k, v)
end
end
elseif IsBraking then
if IsReversing then
if ent.SubMaterials.on_highbeam.Brake_Reverse then
for k,v in pairs(ent.SubMaterials.on_highbeam.Brake_Reverse) do
ent:SetSubMaterial(k, v)
end
end
else
if ent.SubMaterials.on_highbeam.Brake then
for k,v in pairs(ent.SubMaterials.on_highbeam.Brake) do
ent:SetSubMaterial(k, v)
end
end
end
else
if ent.SubMaterials.on_highbeam.Reverse then
for k,v in pairs(ent.SubMaterials.on_highbeam.Reverse) do
ent:SetSubMaterial(k, v)
end
end
end
end
else
if ent.SubMaterials.on_lowbeam then
if not IsReversing and not IsBraking then
if ent.SubMaterials.on_lowbeam.Base then
for k,v in pairs(ent.SubMaterials.on_lowbeam.Base) do
ent:SetSubMaterial(k, v)
end
end
elseif IsBraking then
if IsReversing then
if ent.SubMaterials.on_lowbeam.Brake_Reverse then
for k,v in pairs(ent.SubMaterials.on_lowbeam.Brake_Reverse) do
ent:SetSubMaterial(k, v)
end
end
else
if ent.SubMaterials.on_lowbeam.Brake then
for k,v in pairs(ent.SubMaterials.on_lowbeam.Brake) do
ent:SetSubMaterial(k, v)
end
end
end
else
if ent.SubMaterials.on_lowbeam.Reverse then
for k,v in pairs(ent.SubMaterials.on_lowbeam.Reverse) do
ent:SetSubMaterial(k, v)
end
end
end
end
end
else
if ent.SubMaterials.off then
if not IsReversing and not IsBraking then
if ent.SubMaterials.off.Base then
for k,v in pairs(ent.SubMaterials.off.Base) do
ent:SetSubMaterial(k, v)
end
end
elseif IsBraking then
if IsReversing then
if ent.SubMaterials.off.Brake_Reverse then
for k,v in pairs(ent.SubMaterials.off.Brake_Reverse) do
ent:SetSubMaterial(k, v)
end
end
else
if ent.SubMaterials.off.Brake then
for k,v in pairs(ent.SubMaterials.off.Brake) do
ent:SetSubMaterial(k, v)
end
end
end
else
if ent.SubMaterials.off.Reverse then
for k,v in pairs(ent.SubMaterials.off.Reverse) do
ent:SetSubMaterial(k, v)
end
end
end
end
end
ent.WasReversing = IsReversing
ent.WasBraking = IsBraking
ent.WasLowbeam = Lowbeam
ent.WasHighbeam = Highbeam
end
local function ManageProjTextures()
if not vtable then return end
local eyePos = LocalPlayer():GetShootPos()
for i, ent in pairs(vtable) do
if IsValid(ent) then
if ent:GetPos():DistToSqr(eyePos) > maxLampDist then
if ent.checkProjectors then
for _, proj in pairs(ent.Projtexts) do
if IsValid(proj.projector) then
proj.projector:Remove()
proj.projector = nil
proj.LampsActive = nil
end
end
ent.checkProjectors = nil
end
continue
end
ent.checkProjectors = true
local vel = ent:GetVelocity() * RealFrameTime()
ent.triggers = {
[1] = ent:GetLightsEnabled(),
[2] = ent:GetLampsEnabled(),
[4] = ent:GetIsBraking(),
[5] = ent:GetGear() == 1,
[6] = ent.signal_left,
[7] = ent.signal_right,
[8] = ent:GetIsBraking(),
[9] = ent:GetIsBraking(),
}
UpdateSubMats(ent, ent.triggers[1], ent.triggers[2], ent.triggers[4], ent.triggers[5])
local mul = StormFox2.Time.IsNight() and 1 or 0.2
for _, proj in pairs(ent.Projtexts) do
local trigger = ent.triggers[proj.trigger]
local enable = ent.triggers[1] or trigger
if proj.Damaged or (proj.trigger == 2 and not FrontProjectedLights) or (proj.trigger == 4 and not RearProjectedLights) then
trigger = false
enable = false
end
if ent.HasSpecialTurnSignals and proj.trigger == 4 and (ent.triggers[6] or ent.triggers[7]) then
trigger = false
end
if proj.LampsActive ~= trigger then
proj.LampsActive = trigger
if enable then
proj.istriggered = trigger
local brightness = trigger and proj.ontrigger.brightness or proj.brightness
local mat = trigger and proj.ontrigger.mat or proj.mat
local col = trigger and proj.ontrigger.col or proj.col
local FarZ = trigger and proj.ontrigger.FarZ or proj.FarZ
if trigger and brightness > 0 then
local thelamp = ProjectedTexture()
thelamp:SetBrightness(brightness * mul)
thelamp:SetTexture(mat)
thelamp:SetColor(col)
thelamp:SetEnableShadows(Shadows)
thelamp:SetFarZ(FarZ)
thelamp:SetNearZ(proj.NearZ)
thelamp:SetFOV(proj.Fov)
if FarZ > 500 then
thelamp:SetConstantAttenuation(0.5)
end
proj.projector = thelamp
elseif IsValid(proj.projector) then
proj.projector:Remove()
proj.projector = nil
end
elseif IsValid(proj.projector) then
proj.projector:Remove()
proj.projector = nil
end
end
if IsValid(proj.projector) then
local pos = ent:LocalToWorld(proj.pos)
local ang = ent:LocalToWorldAngles(proj.ang)
if proj.istriggered ~= trigger then
proj.istriggered = trigger
if proj.ontrigger.brightness then
local brightness = trigger and proj.ontrigger.brightness or proj.brightness
proj.projector:SetBrightness(brightness * mul)
end
if proj.ontrigger.mat then
local mat = trigger and proj.ontrigger.mat or proj.mat
proj.projector:SetTexture(mat)
end
if proj.ontrigger.FarZ then
local FarZ = trigger and proj.ontrigger.FarZ or proj.FarZ
proj.projector:SetFarZ(FarZ)
end
end
proj.projector:SetPos(pos + vel)
proj.projector:SetAngles(ang)
proj.projector:Update()
end
end
else
vtable[i] = nil
end
end
end
local function SetupProjectedTextures(ent , vehiclelist)
ent.Projtexts = {}
local proj_col = vehiclelist.ModernLights and Color(215,240,255) or Color(220,205,160)
if isvector(vehiclelist.L_HeadLampPos) and isangle(vehiclelist.L_HeadLampAng) then
ent.Projtexts['FL'] = {
trigger = 2,
ontrigger = {
mat = 'effects/flashlight/headlight_highbeam',
FarZ = 2000,
brightness = hdr:GetBool() and 8 or 0.5,
},
pos = vehiclelist.L_HeadLampPos,
ang = vehiclelist.L_HeadLampAng,
mat = 'effects/flashlight/headlight_lowbeam',
col = proj_col,
brightness = 0.5,
FarZ = 1000,
NearZ = 75,
Fov = 80,
}
end
if isvector(vehiclelist.R_HeadLampPos) and isangle(vehiclelist.R_HeadLampAng) then
ent.Projtexts['FR'] = {
trigger = 2,
ontrigger = {
mat = 'effects/flashlight/headlight_highbeam',
FarZ = 2000,
brightness = hdr:GetBool() and 8 or 0.5,
},
pos = vehiclelist.R_HeadLampPos,
ang = vehiclelist.R_HeadLampAng,
mat = 'effects/flashlight/headlight_lowbeam',
col = proj_col,
brightness = 0.5,
FarZ = 1000,
NearZ = 75,
Fov = 80,
}
end
if isvector(vehiclelist.L_RearLampPos) and isangle(vehiclelist.L_RearLampAng) then
ent.Projtexts['RL'] = {
trigger = 4,
ontrigger = {
brightness = hdr:GetBool() and 5 or 0.3,
},
pos = vehiclelist.L_RearLampPos,
ang = vehiclelist.L_RearLampAng,
mat = 'effects/flashlight/soft',
col = Color(30,0,0),
brightness = 0,
FarZ = 200,
NearZ = 45,
Fov = 140,
}
ent.Projtexts['RL2'] = {
trigger = 5,
ontrigger = {
brightness = hdr:GetBool() and 5 or 0.3,
},
pos = vehiclelist.L_RearLampPos,
ang = vehiclelist.L_RearLampAng,
mat = 'effects/flashlight/soft',
col = Color(50,50,50),
brightness = 0,
FarZ = 200,
NearZ = 45,
Fov = 140,
}
end
if isvector(vehiclelist.R_RearLampPos) and isangle(vehiclelist.R_RearLampAng) then
ent.Projtexts['RR'] = {
trigger = 4,
ontrigger = {
brightness = hdr:GetBool() and 5 or 0.3,
},
pos = vehiclelist.R_RearLampPos,
ang = vehiclelist.R_RearLampAng,
mat = 'effects/flashlight/soft',
col = Color(30,0,0),
brightness = 0,
FarZ = 200,
NearZ = 45,
Fov = 140,
}
ent.Projtexts['RR2'] = {
trigger = 5,
ontrigger = {
brightness = hdr:GetBool() and 5 or 0.3,
},
pos = vehiclelist.R_RearLampPos,
ang = vehiclelist.R_RearLampAng,
mat = 'effects/flashlight/soft',
col = Color(50,50,50),
brightness = 0,
FarZ = 200,
NearZ = 45,
Fov = 140,
}
end
ent:CallOnRemove('remove_projected_textures', function(vehicle)
for _, proj in pairs(ent.Projtexts) do
local thelamp = proj.projector
if IsValid(thelamp) then
thelamp:Remove()
end
end
end)
end
local function SetUpLights(vname , ent)
ent.Sprites = {}
local vehiclelist = list.Get('simfphys_lights')[vname]
if not vehiclelist then ent.SubMaterials = false return end
ent.LightsEMS = vehiclelist.ems_sprites or false
local hl_col = vehiclelist.ModernLights and {215,240,255} or {220,205,160}
SetupProjectedTextures(ent , vehiclelist)
if not vehiclelist or not vehiclelist.SubMaterials then
ent.SubMaterials = false
else
ent.SubMaterials = vehiclelist.SubMaterials
end
if istable(vehiclelist.ems_sprites) then
ent.PixVisEMS = {}
for i = 1, table.Count(vehiclelist.ems_sprites) do
ent.PixVisEMS[i] = util.GetPixelVisibleHandle()
ent.LightsEMS[i].material = ent.LightsEMS[i].material and Material(ent.LightsEMS[i].material) or mat2
end
end
if istable(vehiclelist.Headlight_sprites) then
for _, data in pairs(vehiclelist.Headlight_sprites) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 1
if not isvector(data) then
s.color = data.color and data.color or Color(hl_col[1], hl_col[2], hl_col[3], 255)
s.material = data.material and Material(data.material) or mat2
s.size = data.size and data.size or 16
s.pos = data.pos
if (data.OnBodyGroups) then s.bodygroups = data.OnBodyGroups end
table.insert(ent.Sprites, s)
else
s.pos = data
s.color = Color(hl_col[1], hl_col[2], hl_col[3], 255)
s.material = mat
s.size = 16
table.insert(ent.Sprites, s)
local s2 = {}
s2.PixVis = util.GetPixelVisibleHandle()
s2.trigger = s.trigger
s2.pos = data
s2.color = Color(hl_col[1], hl_col[2], hl_col[3], 150)
s2.material = mat2
s2.size = 64
table.insert(ent.Sprites, s2)
end
end
end
if istable(vehiclelist.Rearlight_sprites) then
for _, data in pairs(vehiclelist.Rearlight_sprites) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 1
if not isvector(data) then
s.color = data.color and data.color or Color(255, 0, 0, 125)
s.material = data.material and Material(data.material) or mat2
s.size = data.size and data.size or 16
s.pos = data.pos
if (data.OnBodyGroups) then s.bodygroups = data.OnBodyGroups end
table.insert(ent.Sprites, s)
else
local s2 = {}
s2.PixVis = util.GetPixelVisibleHandle()
s2.trigger = s.trigger
s2.pos = data
s2.color = Color(255, 120, 0, 125)
s2.material = mat2
s2.size = 12
table.insert(ent.Sprites, s2)
s.pos = data
s.color = Color(255, 0, 0, 90)
s.material = mat
s.size = 32
table.insert(ent.Sprites, s)
end
end
end
if istable(vehiclelist.Brakelight_sprites) then
for _, data in pairs(vehiclelist.Brakelight_sprites) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 4
if not isvector(data) then
s.color = data.color and data.color or Color(255, 0, 0, 125)
s.material = data.material and Material(data.material) or mat2
s.size = data.size and data.size or 16
s.pos = data.pos
if (data.OnBodyGroups) then s.bodygroups = data.OnBodyGroups end
table.insert(ent.Sprites, s)
else
s.pos = data
s.color = Color(255, 0, 0, 90)
s.material = mat
s.size = 32
table.insert(ent.Sprites, s)
local s2 = {}
s2.PixVis = util.GetPixelVisibleHandle()
s2.trigger = s.trigger
s2.pos = data
s2.color = Color(255, 120, 0, 125)
s2.material = mat2
s2.size = 12
table.insert(ent.Sprites, s2)
end
end
end
if istable(vehiclelist.Reverselight_sprites) then
for _, data in pairs(vehiclelist.Reverselight_sprites) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 5
if not isvector(data) then
s.color = data.color and data.color or Color(255, 255, 255, 255)
s.material = data.material and Material(data.material) or mat2
s.size = data.size and data.size or 16
s.pos = data.pos
if (data.OnBodyGroups) then s.bodygroups = data.OnBodyGroups end
table.insert(ent.Sprites, s)
else
s.pos = data
s.color = Color(255, 255, 255, 150)
s.material = mat
s.size = 12
table.insert(ent.Sprites, s)
local s2 = {}
s2.PixVis = util.GetPixelVisibleHandle()
s2.trigger = s.trigger
s2.pos = data
s2.color = Color(255, 255, 255, 80)
s2.material = mat2
s2.size = 25
table.insert(ent.Sprites, s2)
end
end
end
if istable(vehiclelist.FrontMarker_sprites) then
for _, data in pairs(vehiclelist.FrontMarker_sprites) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 1
if isvector(data) then
s.pos = data
s.color = Color(200, 100, 0, 150)
s.material = mat
s.size = 12
table.insert(ent.Sprites, s)
end
end
end
if istable(vehiclelist.RearMarker_sprites) then
for _, data in pairs(vehiclelist.RearMarker_sprites) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 1
if isvector(data) then
s.pos = data
s.color = Color(205, 0, 0, 150)
s.material = mat
s.size = 12
table.insert(ent.Sprites, s)
end
end
end
if istable(vehiclelist.Headlamp_sprites) then
for _, data in pairs(vehiclelist.Headlamp_sprites) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 2
if not isvector(data) then
s.color = data.color and data.color or Color(hl_col[1], hl_col[2], hl_col[3], 255)
s.material = data.material and Material(data.material) or mat2
s.size = data.size and data.size or 16
s.pos = data.pos
if (data.OnBodyGroups) then s.bodygroups = data.OnBodyGroups end
table.insert(ent.Sprites, s)
else
s.pos = data
s.color = Color(hl_col[1], hl_col[2], hl_col[3], 255)
s.material = mat
s.size = 16
table.insert(ent.Sprites, s)
local s2 = {}
s2.PixVis = util.GetPixelVisibleHandle()
s2.trigger = s.trigger
s2.pos = data
s2.color = Color(hl_col[1], hl_col[2], hl_col[3], 150)
s2.material = mat2
s2.size = 64
table.insert(ent.Sprites, s2)
end
end
end
if istable(vehiclelist.FogLight_sprites) then
for _, data in pairs(vehiclelist.FogLight_sprites) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 3
if not isvector(data) then
s.color = data.color and data.color or Color(hl_col[1], hl_col[2], hl_col[3], 255)
s.material = data.material and Material(data.material) or mat2
s.size = data.size and data.size or 32
s.pos = data.pos
if (data.OnBodyGroups) then s.bodygroups = data.OnBodyGroups end
table.insert(ent.Sprites, s)
else
s.pos = data
s.color = Color(hl_col[1], hl_col[2], hl_col[3], 200)
s.material = mat2
s.size = 32
table.insert(ent.Sprites, s)
end
end
end
if istable(vehiclelist.Turnsignal_sprites) then
ent.HasTurnSignals = true
if istable(vehiclelist.Turnsignal_sprites.Left) then
for _, data in pairs(vehiclelist.Turnsignal_sprites.Left) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 6
if not isvector(data) then
s.color = data.color and data.color or Color(200, 100, 0, 255)
s.material = data.material and Material(data.material) or mat2
s.size = data.size and data.size or 24
s.pos = data.pos
if (data.OnBodyGroups) then s.bodygroups = data.OnBodyGroups end
table.insert(ent.Sprites, s)
else
s.pos = data
s.color = Color(255, 150, 0, 150)
s.material = mat
s.size = 20
table.insert(ent.Sprites, s)
local s2 = {}
s2.PixVis = util.GetPixelVisibleHandle()
s2.trigger = s.trigger
s2.pos = data
s2.color = Color(200, 100, 0, 80)
s2.material = mat2
s2.size = 70
table.insert(ent.Sprites, s2)
end
end
end
if istable(vehiclelist.Turnsignal_sprites.Right) then
for _, data in pairs(vehiclelist.Turnsignal_sprites.Right) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 7
if not isvector(data) then
s.color = data.color and data.color or Color(200, 100, 0, 255)
s.material = data.material and Material(data.material) or mat2
s.size = data.size and data.size or 24
s.pos = data.pos
if (data.OnBodyGroups) then s.bodygroups = data.OnBodyGroups end
table.insert(ent.Sprites, s)
else
s.pos = data
s.color = Color(255, 150, 0, 150)
s.material = mat
s.size = 20
table.insert(ent.Sprites, s)
local s2 = {}
s2.PixVis = util.GetPixelVisibleHandle()
s2.trigger = s.trigger
s2.pos = data
s2.color = Color(200, 100, 0, 80)
s2.material = mat2
s2.size = 70
table.insert(ent.Sprites, s2)
end
end
end
if istable(vehiclelist.Turnsignal_sprites.TurnBrakeLeft) then
ent.HasSpecialTurnSignals = true
for _, data in pairs(vehiclelist.Turnsignal_sprites.TurnBrakeLeft) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 8
if not isvector(data) then
s.color = data.color and data.color or Color(255, 0, 0, 125)
s.material = data.material and Material(data.material) or mat2
s.size = data.size and data.size or 16
s.pos = data.pos
if (data.OnBodyGroups) then s.bodygroups = data.OnBodyGroups end
table.insert(ent.Sprites, s)
else
s.pos = data
s.color = Color(255, 60, 0, 90)
s.material = mat
s.size = 40
table.insert(ent.Sprites, s)
local s2 = {}
s2.PixVis = util.GetPixelVisibleHandle()
s2.trigger = s.trigger
s2.pos = data
s2.color = Color(255, 120, 0, 125)
s2.material = mat2
s2.size = 16
table.insert(ent.Sprites, s2)
end
end
end
if istable(vehiclelist.Turnsignal_sprites.TurnBrakeRight) then
ent.HasSpecialTurnSignals = true
for _, data in pairs(vehiclelist.Turnsignal_sprites.TurnBrakeRight) do
local s = {}
s.PixVis = util.GetPixelVisibleHandle()
s.trigger = 9
if not isvector(data) then
s.color = data.color and data.color or Color(255, 0, 0, 125)
s.material = data.material and Material(data.material) or mat2
s.size = data.size and data.size or 16
s.pos = data.pos
if (data.OnBodyGroups) then s.bodygroups = data.OnBodyGroups end
table.insert(ent.Sprites, s)
else
s.pos = data
s.color = Color(255, 60, 0, 90)
s.material = mat
s.size = 40
table.insert(ent.Sprites, s)
local s2 = {}
s2.PixVis = util.GetPixelVisibleHandle()
s2.trigger = s.trigger
s2.pos = data
s2.color = Color(255, 120, 0, 125)
s2.material = mat2
s2.size = 16
table.insert(ent.Sprites, s2)
end
end
end
end
ent.EnableLights = true
table.insert(vtable, ent)
end
local function DrawEMSLights(ent)
local Time = CurTime()
if ent.LightsEMS then
for i = 1, table.Count(ent.LightsEMS) do
if not ent.LightsEMS[i].Damaged then
local size = ent.LightsEMS[i].size
local LightPos = ent:LocalToWorld(ent.LightsEMS[i].pos)
local Visible = util.PixelVisible(LightPos, 4, ent.PixVisEMS[i])
local mat = ent.LightsEMS[i].material
local numcolors = table.Count(ent.LightsEMS[i].Colors)
ent.LightsEMS[i].Timer = ent.LightsEMS[i].Timer or 0
ent.LightsEMS[i].Index = ent.LightsEMS[i].Index or 0
if numcolors > 1 and ent.LightsEMS[i].Timer < Time then
ent.LightsEMS[i].Timer = Time + ent.LightsEMS[i].Speed
ent.LightsEMS[i].Index = ent.LightsEMS[i].Index + 1
if ent.LightsEMS[i].Index > numcolors then
ent.LightsEMS[i].Index = 1
end
end
local col = ent.LightsEMS[i].Colors[ent.LightsEMS[i].Index]
if ent.LightsEMS[i].OnBodyGroups then
Visible = ent:BodyGroupIsValid(ent.LightsEMS[i].OnBodyGroups) and Visible or 0
end
if Visible and Visible >= 0.6 and col ~= Color(0,0,0,0) then
Visible = (Visible - 0.6) / 0.4
render.SetMaterial(mat)
-- they are way too dim by default
-- TODO: render specific 3d sprites from photon along with halos
for _ = 1, 5 do
render.DrawSprite(LightPos, size, size, Color(col['r'], col['g'], col['b'], col['a'] * Visible))
end
end
end
end
end
end
hook.Add('Think', 'simfphys_lights_managment', function()
local curtime = CurTime()
ManageProjTextures()
if NextCheck < curtime then
NextCheck = curtime + checkinterval
for _, ent in pairs(ents.FindByClass('gmod_sent_vehicle_fphysics_base')) do
if ent.EnableLights ~= true then
local listname = ent:GetLights_List()
if listname then
if listname ~= 'no_lights' then
SetUpLights(listname, ent)
else
ent.EnableLights = true
end
end
end
end
end
end)
hook.Add('PostDrawTranslucentRenderables', 'simfphys_draw_sprites', function()
if SpritesDisabled then return end
if vtable then
for _, ent in pairs(vtable) do
if IsValid(ent) and istable(ent.triggers) and ent:GetPos():DistToSqr(EyePos()) < maxLightSpriteDist then
if ent:GetEMSEnabled() then
DrawEMSLights(ent)
end
for _, sprite in pairs(ent.Sprites) do
if not sprite.Damaged then
local regTrigger = ent.triggers[ sprite.trigger ]
local typeSpecial = (sprite.trigger == 8 and ent.triggers[ 6 ]) or (sprite.trigger == 9 and ent.triggers[7])
if typeSpecial then regTrigger = false end
if regTrigger or typeSpecial then
local LightPos = ent:LocalToWorld(sprite.pos)
local Visible = util.PixelVisible(LightPos, 4, sprite.PixVis)
local s_col = sprite.color
local s_mat = sprite.material
local s_size = sprite.size
if sprite.bodygroups then
Visible = BodyGroupIsValid(sprite.bodygroups, ent) and Visible or 0
end
if Visible and Visible >= 0.6 then
Visible = (Visible - 0.6) / 0.4
render.SetMaterial(s_mat)
local c_Alpha = s_col['a'] * Visible
if (sprite.trigger == 6 or sprite.trigger == 7 or typeSpecial) and not ent.forceFlasher then
c_Alpha = c_Alpha * (ent:GetFlasher() ^ 7)
end
render.DrawSprite(LightPos, s_size, s_size, Color(s_col['r'], s_col['g'], s_col['b'], c_Alpha))
end
end
end
end
end
end
end
end)
local glassimpact = Sound('Glass.BulletImpact')
local function spritedamage(length)
if not AllowVisualDamage then return end
local veh = net.ReadEntity()
if not IsValid(veh) then return end
local pos = veh:LocalToWorld(net.ReadVector())
local Rad = net.ReadBool() and 26 or 8
local curtime = CurTime()
veh.NextImpactsnd = veh.NextImpactsnd or 0
if istable(veh.Sprites) then
for i, sprite in pairs(veh.Sprites) do
if not sprite.Damaged then
local spritepos = veh:LocalToWorld(sprite.pos)
local Dist = (spritepos - pos):Length()
if Dist < Rad then
veh.Sprites[i].Damaged = true
if sprite.trigger >= 6 then
veh.turnsignals_damaged = true
end
local effectdata = EffectData()
effectdata:SetOrigin(spritepos)
util.Effect('GlassImpact', effectdata, true, true)
if veh.NextImpactsnd < curtime then
veh.NextImpactsnd = curtime + 0.05
sound.Play(glassimpact, spritepos, 75)
end
end
end
end
end
if istable(veh.Projtexts) then
for i, proj in pairs(veh.Projtexts) do
if not proj.Damaged then
local lamppos = veh:LocalToWorld(proj.pos)
local Dist = (lamppos - pos):Length()
if Dist < Rad * 2 then
veh.Projtexts[i].Damaged = true
end
end
end
end
if istable(veh.LightsEMS) then
for i = 1, table.Count(veh.LightsEMS) do
if not veh.LightsEMS[i].Damaged then
local spritepos = veh:LocalToWorld(veh.LightsEMS[i].pos)
local Dist = (spritepos - pos):Length()
if Dist < Rad then
veh.LightsEMS[i].Damaged = true
local effectdata = EffectData()
effectdata:SetOrigin(spritepos)
util.Effect('GlassImpact', effectdata, true, true)
if veh.NextImpactsnd < curtime then
veh.NextImpactsnd = curtime + 0.05
sound.Play(glassimpact, spritepos, 75)
end
end
end
end
end
end
net.Receive('simfphys_spritedamage', spritedamage)
local function spriterepair(length)
local veh = net.ReadEntity()
if not IsValid(veh) then return end
veh.turnsignals_damaged = nil
if istable(veh.Sprites) then
for i in pairs(veh.Sprites) do
veh.Sprites[i].Damaged = false
end
end
if istable(veh.Projtexts) then
for i in pairs(veh.Projtexts) do
veh.Projtexts[i].Damaged = false
end
end
if istable(veh.LightsEMS) then
for i = 1, table.Count(veh.LightsEMS) do
veh.LightsEMS[i].Damaged = false
end
end
end
net.Receive('simfphys_lightsfixall', spriterepair)
local function turnSignal(ent, turnmode)
if not IsValid(ent) then return end
ent.lastTurnMode = turnmode
if turnmode == 0 then
ent.signal_left = false
ent.signal_right = false
local vehicle = LocalPlayer():GetVehicle()
if IsValid(vehicle) and IsValid(vehicle.vehiclebase) and vehicle.vehiclebase == ent then
vehicle.vehiclebase:EmitSound('simulated_vehicles/sfx/turnsignal_end.ogg')
end
end
if turnmode == 1 then
ent.signal_left = true
ent.signal_right = true
end
if turnmode == 2 then
ent.signal_left = true
ent.signal_right = false
end
if turnmode == 3 then
ent.signal_left = false
ent.signal_right = true
end
end
net.Receive('simfphys_turnsignal', function()
turnSignal(net.ReadEntity(), net.ReadInt(32))
end)
local wasNight = false
timer.Create('simfphys.updateProjectorsAtNight', 5, 0, function()
local isNight = StormFox2.Time.IsNight()
if isNight == wasNight then return end
wasNight = isNight
for i, ent in pairs(vtable) do
if IsValid(ent) then
for _, proj in pairs(ent.Projtexts) do
if IsValid(proj.projector) then
proj.projector:Remove()
proj.projector = nil
proj.LampsActive = nil
end
end
end
end
end)
hook.Add('NotifyShouldTransmit', 'simfphys.lighting', function(ent, transmit)
if not transmit or not ent.SubMaterials then return end
timer.Simple(0, function()
UpdateSubMats(ent)
end)
end)
-- local function setFlasher(veh, on)
-- if not IsValid(veh) then return end
-- veh.signal_left = on
-- veh.signal_right = on
-- veh.forceFlasher = on
-- end
-- netstream.Hook('simfphys.flash', function(veh, times)
-- for i = 0, times - 1 do
-- timer.Simple(i * 0.25, function() setFlasher(veh, true) end)
-- timer.Simple(i * 0.25 + 0.15, function() setFlasher(veh, false) end)
-- end
-- timer.Simple(times * 0.25 + 0.15, function()
-- turnSignal(veh, veh.lastTurnMode or 0)
-- end)
-- end)