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// // ShadowProjector // class ShadowProjector extends Projector native; var() Actor ShadowActor; var() vector LightDirection; var() float LightDistance; var() bool RootMotion; var() bool bBlobShadow; var() bool bShadowActive; var ShadowBitmapMaterial ShadowTexture; #if IG_DYNAMIC_SHADOW_DETAIL var() int Resolution; native final function UpdateDetailSetting(); #endif // // PostBeginPlay // event PostBeginPlay() { Super(Actor).PostBeginPlay(); } // // Destroyed // event Destroyed() { if(ShadowTexture != None) { ShadowTexture.ShadowActor = None; if(!ShadowTexture.Invalid) Level.ObjectPool.FreeObject(ShadowTexture); ShadowTexture = None; ProjTexture = None; } Super.Destroyed(); } // // InitShadow // function InitShadow() { // initialise with blob texture. we will switch to actual projector first time we are renderer ProjTexture = class'ShadowBitmapMaterial'.default.BlobShadow; AttachProjector(); } function CreateShadowBitmap() { local Plane BoundingSphere; if(ShadowActor != None && ShadowTexture == None) { BoundingSphere = ShadowActor.GetRenderBoundingSphere(); FOV = Atan(BoundingSphere.W * 2 + 160, LightDistance) * 180 / Pi; ShadowTexture = ShadowBitmapMaterial(Level.ObjectPool.AllocateObject(class'ShadowBitmapMaterial')); // log("ALLOCATING SHADOW FOR "$ShadowActor); ProjTexture = ShadowTexture; if(ShadowTexture != None) { #if IG_DYNAMIC_SHADOW_DETAIL // rowan: variable resolution ShadowTexture.SetResolution(Resolution); #endif SetDrawScale(LightDistance * Tan(0.5 * FOV * Pi / 180) / (0.5 * ShadowTexture.USize)); ShadowTexture.Invalid = False; ShadowTexture.bBlobShadow = bBlobShadow; ShadowTexture.ShadowActor = ShadowActor; ShadowTexture.LightDirection = Normal(LightDirection); ShadowTexture.LightDistance = LightDistance; ShadowTexture.LightFOV = FOV; ShadowTexture.CullDistance = CullDistance; Enable('Tick'); } else Log(Name$".InitShadow: Failed to allocate texture"); } else Log(Name$".InitShadow: No actor"); } // // UpdateShadow // native final function UpdateShadow(); // // Tick // function Tick(float DeltaTime) { super.Tick(DeltaTime); if (ShadowTexture != None) UpdateShadow(); } simulated event PreRenderCallback() { // on demand initialisation if (ShadowTexture == None && !bBlobShadow) CreateShadowBitmap(); // update root motion position now if (ShadowTexture != None) SetLocation(ShadowTexture.GetShadowLocation()); SetRotation(Rotator(Normal(-LightDirection))); // must call this after setting location/rotation UpdateMatrix(); #if IG_DYNAMIC_SHADOW_DETAIL // rowan: handle dynamic detail changes UpdateDetailSetting(); #endif } #if IG_SHARED // ckline: selectively prevent actors from receiving ShadowProjector shadows simulated event Touch( Actor Other ) { if(Other==None || !Other.bAcceptsShadowProjectors) return; Super.Touch(Other); } #endif // // Default properties // defaultproperties { bShadowActive=True bProjectActor=False bProjectOnParallelBSP=True bProjectOnAlpha=True bClipBSP=True bGradient=True bStatic=False bOwnerNoSee=True bBlobShadow=False RemoteRole=ROLE_None CullDistance=4800.0 bDynamicAttach=True bCollideActors=False bCollideWorld=False #if IG_DYNAMIC_SHADOW_DETAIL // rowan: variable resolution Resolution = 128 #endif #if IG_TRIBES3 // rowan: we never use this...small speedup bProjectParticles=False #endif } |
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