mirror of
https://github.com/nillerusr/source-engine.git
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2368 lines
71 KiB
C++
2368 lines
71 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Revision: $
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// $NoKeywords: $
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//
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// This file contains code to allow us to associate client data with bsp leaves.
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//
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//===========================================================================//
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#include "staticpropmgr.h"
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#include "convar.h"
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#include "vcollide_parse.h"
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#include "engine/ICollideable.h"
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#include "iclientunknown.h"
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#include "iclientrenderable.h"
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#include "gamebspfile.h"
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#include "engine/ivmodelrender.h"
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#include "engine/IClientLeafSystem.h"
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#include "ispatialpartitioninternal.h"
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#include "utlbuffer.h"
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#include "utlvector.h"
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#include "filesystem.h"
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#include "gl_model_private.h"
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#include "gl_matsysiface.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/ivballoctracker.h"
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#include "materialsystem/imesh.h"
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#include "lightcache.h"
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#include "tier0/vprof.h"
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#include "render.h"
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#include "cmodel_engine.h"
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#include "datacache/imdlcache.h"
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#include "ModelInfo.h"
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#include "cdll_engine_int.h"
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#include "tier0/dbg.h"
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#include "debugoverlay.h"
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#include "draw.h"
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#include "client.h"
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#include "server.h"
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#include "l_studio.h"
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#include "tier0/icommandline.h"
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#include "sys_dll.h"
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#include "generichash.h"
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#include "tier2/renderutils.h"
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#include "ipooledvballocator.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Convars!
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//-----------------------------------------------------------------------------
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static ConVar r_DrawSpecificStaticProp( "r_DrawSpecificStaticProp", "-1" );
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static ConVar r_drawstaticprops( "r_drawstaticprops", "1", FCVAR_CHEAT, "0=Off, 1=Normal, 2=Wireframe" );
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static ConVar r_colorstaticprops( "r_colorstaticprops", "0", FCVAR_CHEAT );
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ConVar r_staticpropinfo( "r_staticpropinfo", "0" );
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ConVar r_drawmodeldecals( "r_drawmodeldecals", "1" );
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extern ConVar mat_fullbright;
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static bool g_MakingDevShots = false;
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extern int s_MapVersion;
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//-----------------------------------------------------------------------------
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// Index into the fade list
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//-----------------------------------------------------------------------------
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enum
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{
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INVALID_FADE_INDEX = (unsigned short)~0
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};
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//-----------------------------------------------------------------------------
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// All static props have these bits set (to differentiate them from edict indices)
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//-----------------------------------------------------------------------------
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enum
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{
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// This bit will be set in GetRefEHandle for all static props
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STATICPROP_EHANDLE_MASK = 0x40000000
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};
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//-----------------------------------------------------------------------------
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// A default physics property for non-vphysics static props
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//-----------------------------------------------------------------------------
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static const objectparams_t g_PhysDefaultObjectParams =
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{
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NULL,
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1.0, //mass
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1.0, // inertia
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0.1f, // damping
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0.1f, // rotdamping
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0.05f, // rotIntertiaLimit
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"DEFAULT",
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NULL,// game data
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0.f, // volume (leave 0 if you don't have one or call physcollision->CollideVolume() to compute it)
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1.0f, // drag coefficient
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true,// enable collisions?
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};
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// return true if the renderer should use the slow path that supports the various debug modes
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inline bool IsUsingStaticPropDebugModes()
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{
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if ( r_drawstaticprops.GetInt() != 1 ||
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r_DrawSpecificStaticProp.GetInt() >= 0 ||
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r_colorstaticprops.GetBool() ||
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r_staticpropinfo.GetInt() ||
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mat_fullbright.GetInt() ||
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r_drawmodellightorigin.GetBool() ||
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r_drawmodelstatsoverlay.GetBool() )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// A static prop
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//-----------------------------------------------------------------------------
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class CStaticProp : public IClientUnknown, public IClientRenderable, public ICollideable
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{
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public:
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CStaticProp();
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~CStaticProp();
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// IHandleEntity overrides
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public:
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virtual void SetRefEHandle( const CBaseHandle &handle );
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virtual const CBaseHandle& GetRefEHandle() const;
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// IClientUnknown overrides.
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public:
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virtual IClientUnknown* GetIClientUnknown() { return this; }
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virtual ICollideable* GetCollideable() { return this; }
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virtual IClientNetworkable* GetClientNetworkable() { return NULL; }
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virtual IClientRenderable* GetClientRenderable() { return this; }
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virtual IClientEntity* GetIClientEntity() { return NULL; }
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virtual C_BaseEntity* GetBaseEntity() { return NULL; }
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virtual IClientThinkable* GetClientThinkable() { return NULL; }
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public:
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// These methods return a box defined in the space of the entity
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virtual const Vector& OBBMinsPreScaled() const { return OBBMins(); }
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virtual const Vector& OBBMaxsPreScaled() const { return OBBMaxs(); }
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virtual const Vector& OBBMins() const;
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virtual const Vector& OBBMaxs() const;
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// custom collision test
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virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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// Perform hitbox test, returns true *if hitboxes were tested at all*!!
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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// Returns the BRUSH model index if this is a brush model. Otherwise, returns -1.
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virtual int GetCollisionModelIndex();
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// Return the model, if it's a studio model.
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virtual const model_t* GetCollisionModel();
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// Get angles and origin.
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virtual const Vector& GetCollisionOrigin() const;
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virtual const QAngle& GetCollisionAngles() const;
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virtual const matrix3x4_t& CollisionToWorldTransform() const;
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// Return a SOLID_ define.
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virtual SolidType_t GetSolid() const;
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virtual int GetSolidFlags() const;
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// Gets at the entity handle associated with the collideable
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virtual IHandleEntity *GetEntityHandle() { return this; }
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virtual int GetCollisionGroup() const { return COLLISION_GROUP_NONE; }
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virtual void WorldSpaceTriggerBounds( Vector* pVecWorldMins, Vector *pVecWorldMaxs ) const;
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virtual void WorldSpaceSurroundingBounds( Vector* pVecWorldMins, Vector *pVecWorldMaxs );
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virtual bool ShouldTouchTrigger( int triggerSolidFlags ) const { return false; }
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virtual const matrix3x4_t *GetRootParentToWorldTransform() const { return NULL; }
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// IClientRenderable overrides.
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public:
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virtual int GetBody() { return 0; }
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virtual int GetSkin() { return 0; }
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virtual const Vector& GetRenderOrigin( );
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virtual const QAngle& GetRenderAngles( );
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virtual bool ShouldDraw();
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virtual bool IsTransparent( void );
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virtual bool IsTwoPass( void );
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virtual void OnThreadedDrawSetup() {}
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virtual const model_t* GetModel( ) const;
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virtual int DrawModel( int flags );
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virtual void ComputeFxBlend( );
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virtual int GetFxBlend( );
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virtual void GetColorModulation( float* color );
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virtual bool LODTest() { return true; } // NOTE: UNUSED
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virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
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virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
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virtual bool UsesFlexDelayedWeights() { return false; }
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virtual void DoAnimationEvents( void );
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virtual IPVSNotify* GetPVSNotifyInterface();
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virtual void GetRenderBounds( Vector& mins, Vector& maxs );
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virtual void GetRenderBoundsWorldspace( Vector& mins, Vector& maxs );
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virtual bool ShouldCacheRenderInfo();
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virtual bool ShouldReceiveProjectedTextures( int flags );
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virtual bool GetShadowCastDistance( float *pDist, ShadowType_t shadowType ) const { return false; }
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virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const { return false; }
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virtual bool UsesPowerOfTwoFrameBufferTexture();
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virtual bool UsesFullFrameBufferTexture();
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virtual ClientShadowHandle_t GetShadowHandle() const { return CLIENTSHADOW_INVALID_HANDLE; }
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virtual ClientRenderHandle_t& RenderHandle();
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virtual void RecordToolMessage() {}
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// These normally call through to GetRenderAngles/GetRenderBounds, but some entities custom implement them.
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virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType )
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{
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GetRenderBounds( mins, maxs );
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}
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// Other methods related to shadow rendering
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virtual bool IsShadowDirty( ) { return false; }
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virtual void MarkShadowDirty( bool bDirty ) {}
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// Iteration over shadow hierarchy
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virtual IClientRenderable *GetShadowParent() { return NULL; }
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virtual IClientRenderable *FirstShadowChild() { return NULL; }
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virtual IClientRenderable *NextShadowPeer() { return NULL; }
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// Returns the shadow cast type
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virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
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// Create/get/destroy model instance
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virtual void CreateModelInstance() { Assert(0); }
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virtual ModelInstanceHandle_t GetModelInstance();
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// Attachments
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virtual int LookupAttachment( const char *pAttachmentName ) { return -1; }
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
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virtual bool GetAttachment( int number, matrix3x4_t &matrix );
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virtual bool IgnoresZBuffer( void ) const { return false; }
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// Rendering clip plane, should be 4 floats, return value of NULL indicates a disabled render clip plane
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virtual float *GetRenderClipPlane( void ) { return NULL; }
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// Returns the transform from RenderOrigin/RenderAngles to world
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virtual const matrix3x4_t &RenderableToWorldTransform()
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{
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return m_ModelToWorld;
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}
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public:
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bool Init( int index, StaticPropLump_t &lump, model_t *pModel );
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// KD Tree
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void InsertPropIntoKDTree();
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void RemovePropFromKDTree();
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void PrecacheLighting();
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void RecomputeStaticLighting();
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int LeafCount() const;
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int FirstLeaf() const;
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LightCacheHandle_t GetLightCacheHandle() const;
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void SetModelInstance( ModelInstanceHandle_t handle );
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void SetRenderHandle( ClientRenderHandle_t handle );
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void CleanUpRenderHandle( );
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ClientRenderHandle_t GetRenderHandle() const;
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void SetAlpha( unsigned char alpha );
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// Create VPhysics representation
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void CreateVPhysics( IPhysicsEnvironment *physenv, IVPhysicsKeyHandler *pDefaults, void *pGameData );
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float Radius() const { return m_flRadius; }
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int Flags() const { return m_Flags; }
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void SetFadeIndex( unsigned short nIndex ) { m_FadeIndex = nIndex; }
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unsigned short FadeIndex() const { return m_FadeIndex; }
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float ForcedFadeScale() const { return m_flForcedFadeScale; }
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int DrawModelSlow( int flags );
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private:
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// Diagnostic information for static props
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void DisplayStaticPropInfo( int nInfoType );
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inline void InitModelRenderInfo( ModelRenderInfo_t &sInfo, int flags )
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{
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sInfo.origin = m_Origin;
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sInfo.angles = m_Angles;
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sInfo.pRenderable = this;
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sInfo.pModel = m_pModel;
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sInfo.pModelToWorld = &m_ModelToWorld;
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sInfo.pLightingOffset = NULL;
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sInfo.pLightingOrigin = &m_LightingOrigin;
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sInfo.flags = flags;
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sInfo.entity_index = -1;
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sInfo.skin = m_Skin;
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sInfo.body = 0;
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sInfo.hitboxset = 0;
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sInfo.instance = m_ModelInstance;
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}
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private:
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friend class CStaticPropMgr;
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Vector m_Origin;
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QAngle m_Angles;
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model_t* m_pModel;
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SpatialPartitionHandle_t m_Partition;
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ModelInstanceHandle_t m_ModelInstance;
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unsigned char m_Alpha;
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unsigned char m_nSolidType;
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unsigned char m_Skin;
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unsigned char m_Flags;
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unsigned short m_FirstLeaf;
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unsigned short m_LeafCount;
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CBaseHandle m_EntHandle; // FIXME: Do I need client + server handles?
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ClientRenderHandle_t m_RenderHandle;
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unsigned short m_FadeIndex; // Index into the m_StaticPropFade dictionary
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float m_flForcedFadeScale;
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// bbox is the same for both GetBounds and GetRenderBounds since static props never move.
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// GetRenderBounds is interpolated data, and GetBounds is last networked.
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Vector m_RenderBBoxMin;
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Vector m_RenderBBoxMax;
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matrix3x4_t m_ModelToWorld;
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float m_flRadius;
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Vector m_WorldRenderBBoxMin;
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Vector m_WorldRenderBBoxMax;
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// FIXME: This sucks. Need to store the lighting origin off
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// because the time at which the static props are unserialized
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// doesn't necessarily match the time at which we can initialize the light cache
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Vector m_LightingOrigin;
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};
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//-----------------------------------------------------------------------------
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// The engine's static prop manager
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//-----------------------------------------------------------------------------
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class CStaticPropMgr : public IStaticPropMgrEngine, public IStaticPropMgrClient, public IStaticPropMgrServer
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{
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public:
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// constructor, destructor
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CStaticPropMgr();
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virtual ~CStaticPropMgr();
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// methods of IStaticPropMgrEngine
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virtual bool Init();
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virtual void Shutdown();
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virtual void LevelInit();
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virtual void LevelInitClient();
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virtual void LevelShutdown();
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virtual void LevelShutdownClient();
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virtual bool IsPropInPVS( IHandleEntity *pHandleEntity, const byte *pVis ) const;
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virtual ICollideable *GetStaticProp( IHandleEntity *pHandleEntity );
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virtual void RecomputeStaticLighting( );
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virtual LightCacheHandle_t GetLightCacheHandleForStaticProp( IHandleEntity *pHandleEntity );
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virtual bool IsStaticProp( IHandleEntity *pHandleEntity ) const;
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virtual bool IsStaticProp( CBaseHandle handle ) const;
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virtual int GetStaticPropIndex( IHandleEntity *pHandleEntity ) const;
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virtual ICollideable *GetStaticPropByIndex( int propIndex );
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// methods of IStaticPropMgrClient
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virtual void ComputePropOpacity( const Vector &viewOrigin, float factor );
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virtual void TraceRayAgainstStaticProp( const Ray_t& ray, int staticPropIndex, trace_t& tr );
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virtual void AddDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
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int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr );
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virtual void AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
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int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor );
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virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable );
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virtual void RemoveAllShadowsFromStaticProp( IClientRenderable* pRenderable );
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virtual void GetStaticPropMaterialColorAndLighting( trace_t* pTrace,
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int staticPropIndex, Vector& lighting, Vector& matColor );
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virtual void CreateVPhysicsRepresentations( IPhysicsEnvironment *physenv, IVPhysicsKeyHandler *pDefaults, void *pGameData );
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// methods of IStaticPropMgrServer
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//Changes made specifically to support the Portal mod (smack Dave Kircher if something breaks)
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//===================================================================
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virtual void GetAllStaticProps( CUtlVector<ICollideable *> *pOutput );
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virtual void GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<ICollideable *> *pOutput );
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virtual void GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector<ICollideable *> *pOutput );
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//===================================================================
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virtual bool PropHasBakedLightingDisabled( IHandleEntity *pHandleEntity) const;
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// Internal methods
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const Vector &ViewOrigin() const { return m_vecLastViewOrigin; }
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// Computes the opacity for a single static prop
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void ComputePropOpacity( CStaticProp &prop );
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void DrawStaticProps( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe );
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void DrawStaticProps_Slow( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe );
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void DrawStaticProps_Fast( IClientRenderable **pProps, int count, bool bShadowDepth );
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void DrawStaticProps_FastPipeline( IClientRenderable **pProps, int count, bool bShadowDepth );
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private:
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void OutputLevelStats( void );
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void PrecacheLighting();
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// Methods associated with unserializing static props
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void UnserializeModelDict( CUtlBuffer& buf );
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void UnserializeLeafList( CUtlBuffer& buf );
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void UnserializeModels( CUtlBuffer& buf );
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void UnserializeStaticProps();
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int HandleEntityToIndex( IHandleEntity *pHandleEntity ) const;
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// Computes fade from screen-space fading
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unsigned char ComputeScreenFade( CStaticProp &prop, float flMinSize, float flMaxSize, float flFalloffFactor );
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void ChangeRenderGroup( CStaticProp &prop );
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private:
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// Unique static prop models
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struct StaticPropDict_t
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{
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model_t* m_pModel;
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MDLHandle_t m_hMDL;
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};
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// Static props that fade use this data to fade
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struct StaticPropFade_t
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{
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int m_Model;
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union
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{
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float m_MinDistSq;
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float m_MaxScreenWidth;
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};
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union
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{
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float m_MaxDistSq;
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float m_MinScreenWidth;
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};
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float m_FalloffFactor;
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};
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// The list of all static props
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CUtlVector <StaticPropDict_t> m_StaticPropDict;
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CUtlVector <CStaticProp> m_StaticProps;
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CUtlVector <StaticPropLeafLump_t> m_StaticPropLeaves;
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// Static props that fade...
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CUtlVector<StaticPropFade_t> m_StaticPropFade;
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bool m_bLevelInitialized;
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bool m_bClientInitialized;
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Vector m_vecLastViewOrigin;
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float m_flLastViewFactor;
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};
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//-----------------------------------------------------------------------------
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// Expose Interface to the game + client DLLs.
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//-----------------------------------------------------------------------------
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static CStaticPropMgr s_StaticPropMgr;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CStaticPropMgr, IStaticPropMgrClient, INTERFACEVERSION_STATICPROPMGR_CLIENT, s_StaticPropMgr);
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CStaticPropMgr, IStaticPropMgrServer, INTERFACEVERSION_STATICPROPMGR_SERVER, s_StaticPropMgr);
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//-----------------------------------------------------------------------------
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//
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// Static prop
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//
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//-----------------------------------------------------------------------------
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CStaticProp::CStaticProp() : m_pModel(0), m_Alpha(255)
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{
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m_ModelInstance = MODEL_INSTANCE_INVALID;
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m_Partition = PARTITION_INVALID_HANDLE;
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m_EntHandle = INVALID_EHANDLE_INDEX;
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m_RenderHandle = INVALID_CLIENT_RENDER_HANDLE;
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}
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CStaticProp::~CStaticProp()
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{
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RemovePropFromKDTree( );
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if (m_ModelInstance != MODEL_INSTANCE_INVALID)
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{
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modelrender->DestroyInstance( m_ModelInstance );
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}
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}
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//-----------------------------------------------------------------------------
|
|
// Initialization
|
|
//-----------------------------------------------------------------------------
|
|
bool CStaticProp::Init( int index, StaticPropLump_t &lump, model_t *pModel )
|
|
{
|
|
m_EntHandle.Init(index, STATICPROP_EHANDLE_MASK >> NUM_ENT_ENTRY_BITS);
|
|
m_Partition = PARTITION_INVALID_HANDLE;
|
|
m_flForcedFadeScale = lump.m_flForcedFadeScale;
|
|
VectorCopy( lump.m_Origin, m_Origin );
|
|
VectorCopy( lump.m_Angles, m_Angles );
|
|
m_pModel = pModel;
|
|
m_FirstLeaf = lump.m_FirstLeaf;
|
|
m_LeafCount = lump.m_LeafCount;
|
|
m_nSolidType = lump.m_Solid;
|
|
m_FadeIndex = INVALID_FADE_INDEX;
|
|
|
|
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
|
|
|
|
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( m_pModel );
|
|
|
|
if ( pStudioHdr )
|
|
{
|
|
if ( !( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) )
|
|
{
|
|
static int nBitchCount = 0;
|
|
if( nBitchCount < 100 )
|
|
{
|
|
Warning( "model %s used as a static prop, but not compiled as a static prop\n", pStudioHdr->pszName() );
|
|
nBitchCount++;
|
|
}
|
|
}
|
|
|
|
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_NO_FORCED_FADE )
|
|
{
|
|
m_flForcedFadeScale = 0.0f;
|
|
}
|
|
}
|
|
|
|
switch ( m_nSolidType )
|
|
{
|
|
// These are valid
|
|
case SOLID_VPHYSICS:
|
|
case SOLID_BBOX:
|
|
case SOLID_NONE:
|
|
break;
|
|
|
|
default:
|
|
{
|
|
char szModel[MAX_PATH];
|
|
Q_strncpy( szModel, m_pModel ? modelloader->GetName( m_pModel ) : "unknown model", sizeof( szModel ) );
|
|
Warning( "CStaticProp::Init: Map error, static_prop with bogus SOLID_ flag (%d)! (%s)\n", m_nSolidType, szModel );
|
|
m_nSolidType = SOLID_NONE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
m_Alpha = 255;
|
|
m_Skin = (unsigned char)lump.m_Skin;
|
|
m_Flags = ( lump.m_Flags & (STATIC_PROP_SCREEN_SPACE_FADE | STATIC_PROP_FLAG_FADES | STATIC_PROP_NO_PER_VERTEX_LIGHTING) );
|
|
|
|
int nCurrentDXLevel = g_pMaterialSystemHardwareConfig->GetDXSupportLevel();
|
|
bool bNoDraw = ( lump.m_nMinDXLevel && lump.m_nMinDXLevel > nCurrentDXLevel );
|
|
bNoDraw = bNoDraw || ( lump.m_nMaxDXLevel && lump.m_nMaxDXLevel < nCurrentDXLevel );
|
|
if ( bNoDraw )
|
|
{
|
|
m_Flags |= STATIC_PROP_NO_DRAW;
|
|
}
|
|
|
|
// Cache the model to world matrix since it never changes.
|
|
AngleMatrix( lump.m_Angles, lump.m_Origin, m_ModelToWorld );
|
|
|
|
// Cache the collision bounding box since it'll never change.
|
|
modelinfo->GetModelRenderBounds( m_pModel, m_RenderBBoxMin, m_RenderBBoxMax );
|
|
m_flRadius = m_RenderBBoxMin.DistTo( m_RenderBBoxMax ) * 0.5f;
|
|
TransformAABB( m_ModelToWorld, m_RenderBBoxMin, m_RenderBBoxMax, m_WorldRenderBBoxMin, m_WorldRenderBBoxMax );
|
|
|
|
// FIXME: Sucky, but unless we want to re-read the static prop lump when the client is
|
|
// initialized (possible, but also gross), we need to cache off the illum center now
|
|
if (lump.m_Flags & STATIC_PROP_USE_LIGHTING_ORIGIN)
|
|
{
|
|
m_LightingOrigin = lump.m_LightingOrigin;
|
|
}
|
|
else
|
|
{
|
|
modelinfo->GetIlluminationPoint( m_pModel, this, m_Origin, m_Angles, &m_LightingOrigin );
|
|
}
|
|
g_MakingDevShots = CommandLine()->FindParm( "-makedevshots" ) ? true : false;
|
|
|
|
// If we do Mod_SetMaterialVarFlag() while running with the dedicated server, we crash.
|
|
// RJ said he'd save my butt and look into this. (Hip hip horray! We love RJ!)
|
|
if ( !sv.IsDedicated() && m_pModel )
|
|
{
|
|
Mod_SetMaterialVarFlag( pModel, MATERIAL_VAR_IGNORE_ALPHA_MODULATION, true );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// EHandle
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticProp::SetRefEHandle( const CBaseHandle &handle )
|
|
{
|
|
// Only the static prop mgr should be setting this...
|
|
Assert( 0 );
|
|
}
|
|
|
|
|
|
const CBaseHandle& CStaticProp::GetRefEHandle() const
|
|
{
|
|
return m_EntHandle;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// These methods return a box defined in the space of the entity
|
|
//-----------------------------------------------------------------------------
|
|
const Vector& CStaticProp::OBBMins( ) const
|
|
{
|
|
if ( GetSolid() == SOLID_VPHYSICS )
|
|
{
|
|
return m_pModel->mins;
|
|
}
|
|
Vector& tv = AllocTempVector();
|
|
// FIXME: why doesn't this just return m_RenderBBoxMin?
|
|
VectorSubtract( m_WorldRenderBBoxMin, GetCollisionOrigin(), tv );
|
|
return tv;
|
|
}
|
|
|
|
const Vector& CStaticProp::OBBMaxs( ) const
|
|
{
|
|
if ( GetSolid() == SOLID_VPHYSICS )
|
|
{
|
|
return m_pModel->maxs;
|
|
}
|
|
Vector& tv = AllocTempVector();
|
|
// FIXME: why doesn't this just return m_RenderBBoxMax?
|
|
VectorSubtract( m_WorldRenderBBoxMax, GetCollisionOrigin(), tv );
|
|
return tv;
|
|
}
|
|
|
|
void CStaticProp::WorldSpaceTriggerBounds( Vector* pVecWorldMins, Vector *pVecWorldMaxs ) const
|
|
{
|
|
// This should never be called..
|
|
Assert(0);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Surrounding box
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticProp::WorldSpaceSurroundingBounds( Vector* pVecWorldMins, Vector *pVecWorldMaxs )
|
|
{
|
|
*pVecWorldMins = m_WorldRenderBBoxMin;
|
|
*pVecWorldMaxs = m_WorldRenderBBoxMax;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Data accessors
|
|
//-----------------------------------------------------------------------------
|
|
const Vector& CStaticProp::GetRenderOrigin( void )
|
|
{
|
|
return m_Origin;
|
|
}
|
|
|
|
const QAngle& CStaticProp::GetRenderAngles( void )
|
|
{
|
|
return m_Angles;
|
|
}
|
|
|
|
bool CStaticProp::GetAttachment( int number, Vector &origin, QAngle &angles )
|
|
{
|
|
origin = m_Origin;
|
|
angles = m_Angles;
|
|
return true;
|
|
}
|
|
|
|
bool CStaticProp::GetAttachment( int number, matrix3x4_t &matrix )
|
|
{
|
|
MatrixCopy( RenderableToWorldTransform(), matrix );
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CStaticProp::IsTransparent( void )
|
|
{
|
|
return (m_Alpha < 255) || modelinfo->IsTranslucent(m_pModel);
|
|
}
|
|
|
|
bool CStaticProp::IsTwoPass( void )
|
|
{
|
|
return modelinfo->IsTranslucentTwoPass(m_pModel);
|
|
}
|
|
|
|
bool CStaticProp::ShouldDraw()
|
|
{
|
|
return ( m_Flags & STATIC_PROP_NO_DRAW ) == 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Render setup
|
|
//-----------------------------------------------------------------------------
|
|
bool CStaticProp::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime )
|
|
{
|
|
if (!m_pModel)
|
|
return false;
|
|
|
|
MatrixCopy( m_ModelToWorld, pBoneToWorldOut[0] );
|
|
return true;
|
|
}
|
|
|
|
void CStaticProp::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights )
|
|
{
|
|
}
|
|
|
|
void CStaticProp::DoAnimationEvents( void )
|
|
{
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Render baby!
|
|
//-----------------------------------------------------------------------------
|
|
const model_t* CStaticProp::GetModel( ) const
|
|
{
|
|
return m_pModel;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Accessors
|
|
//-----------------------------------------------------------------------------
|
|
inline int CStaticProp::LeafCount() const
|
|
{
|
|
return m_LeafCount;
|
|
}
|
|
|
|
inline int CStaticProp::FirstLeaf() const
|
|
{
|
|
return m_FirstLeaf;
|
|
}
|
|
|
|
inline ModelInstanceHandle_t CStaticProp::GetModelInstance()
|
|
{
|
|
return m_ModelInstance;
|
|
}
|
|
|
|
inline void CStaticProp::SetModelInstance( ModelInstanceHandle_t handle )
|
|
{
|
|
m_ModelInstance = handle;
|
|
}
|
|
|
|
inline void CStaticProp::SetRenderHandle( ClientRenderHandle_t handle )
|
|
{
|
|
m_RenderHandle = handle;
|
|
}
|
|
|
|
inline ClientRenderHandle_t CStaticProp::GetRenderHandle() const
|
|
{
|
|
return m_RenderHandle;
|
|
}
|
|
|
|
void CStaticProp::CleanUpRenderHandle( )
|
|
{
|
|
if ( m_RenderHandle != INVALID_CLIENT_RENDER_HANDLE )
|
|
{
|
|
#ifndef SWDS
|
|
clientleafsystem->RemoveRenderable( m_RenderHandle );
|
|
#endif
|
|
m_RenderHandle = INVALID_CLIENT_RENDER_HANDLE;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Determine alpha and blend amount for transparent objects based on render state info
|
|
//-----------------------------------------------------------------------------
|
|
inline void CStaticProp::SetAlpha( unsigned char alpha )
|
|
{
|
|
m_Alpha = alpha;
|
|
}
|
|
|
|
void CStaticProp::ComputeFxBlend( )
|
|
{
|
|
s_StaticPropMgr.ComputePropOpacity( *this );
|
|
}
|
|
|
|
int CStaticProp::GetFxBlend( )
|
|
{
|
|
return m_Alpha;
|
|
}
|
|
|
|
void CStaticProp::GetColorModulation( float* color )
|
|
{
|
|
color[0] = color[1] = color[2] = 1.0f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// custom collision test
|
|
//-----------------------------------------------------------------------------
|
|
bool CStaticProp::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
|
|
{
|
|
Assert(0);
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Perform hitbox test, returns true *if hitboxes were tested at all*!!
|
|
//-----------------------------------------------------------------------------
|
|
bool CStaticProp::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the BRUSH model index if this is a brush model. Otherwise, returns -1.
|
|
//-----------------------------------------------------------------------------
|
|
int CStaticProp::GetCollisionModelIndex()
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Return the model, if it's a studio model.
|
|
//-----------------------------------------------------------------------------
|
|
const model_t* CStaticProp::GetCollisionModel()
|
|
{
|
|
return m_pModel;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Get angles and origin.
|
|
//-----------------------------------------------------------------------------
|
|
const Vector& CStaticProp::GetCollisionOrigin() const
|
|
{
|
|
return m_Origin;
|
|
}
|
|
|
|
const QAngle& CStaticProp::GetCollisionAngles() const
|
|
{
|
|
if ( GetSolid() == SOLID_VPHYSICS )
|
|
{
|
|
return m_Angles;
|
|
}
|
|
|
|
return vec3_angle;
|
|
}
|
|
|
|
const matrix3x4_t& CStaticProp::CollisionToWorldTransform() const
|
|
{
|
|
return m_ModelToWorld;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Return a SOLID_ define.
|
|
//-----------------------------------------------------------------------------
|
|
SolidType_t CStaticProp::GetSolid() const
|
|
{
|
|
return (SolidType_t)m_nSolidType;
|
|
}
|
|
|
|
int CStaticProp::GetSolidFlags() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
bool CStaticProp::UsesPowerOfTwoFrameBufferTexture( void )
|
|
{
|
|
if ( !m_pModel )
|
|
return false;
|
|
|
|
return ( m_pModel->flags & MODELFLAG_STUDIOHDR_USES_FB_TEXTURE ) ? true : false;
|
|
}
|
|
|
|
bool CStaticProp::UsesFullFrameBufferTexture( void )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
ClientRenderHandle_t& CStaticProp::RenderHandle()
|
|
{
|
|
return m_RenderHandle;
|
|
}
|
|
|
|
IPVSNotify* CStaticProp::GetPVSNotifyInterface()
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void CStaticProp::GetRenderBounds( Vector& mins, Vector& maxs )
|
|
{
|
|
mins = m_RenderBBoxMin;
|
|
maxs = m_RenderBBoxMax;
|
|
}
|
|
|
|
void CStaticProp::GetRenderBoundsWorldspace( Vector& mins, Vector& maxs )
|
|
{
|
|
mins = m_WorldRenderBBoxMin;
|
|
maxs = m_WorldRenderBBoxMax;
|
|
}
|
|
|
|
bool CStaticProp::ShouldReceiveProjectedTextures( int flags )
|
|
{
|
|
if( flags & SHADOW_FLAGS_FLASHLIGHT )
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool CStaticProp::ShouldCacheRenderInfo()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
|
|
void CStaticProp::PrecacheLighting()
|
|
{
|
|
#ifndef SWDS
|
|
if ( m_ModelInstance == MODEL_INSTANCE_INVALID )
|
|
{
|
|
LightCacheHandle_t lightCacheHandle = CreateStaticLightingCache( m_LightingOrigin, m_WorldRenderBBoxMin, m_WorldRenderBBoxMax );
|
|
m_ModelInstance = modelrender->CreateInstance( this, &lightCacheHandle );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
void CStaticProp::RecomputeStaticLighting( void )
|
|
{
|
|
#ifndef SWDS
|
|
modelrender->RecomputeStaticLighting( m_ModelInstance );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Diagnostic information for static props
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticProp::DisplayStaticPropInfo( int nInfoType )
|
|
{
|
|
#ifndef SWDS
|
|
char buf[512];
|
|
switch( nInfoType )
|
|
{
|
|
case 1:
|
|
Q_snprintf( buf, sizeof( buf ), "%s", modelloader->GetName( m_pModel ) );
|
|
break;
|
|
|
|
case 2:
|
|
Q_snprintf(buf, sizeof( buf ), "%d", (m_EntHandle.ToInt() & (~STATICPROP_EHANDLE_MASK)) );
|
|
break;
|
|
|
|
case 3:
|
|
{
|
|
float flDist = GetRenderOrigin().DistTo( s_StaticPropMgr.ViewOrigin() );
|
|
Q_snprintf(buf, sizeof( buf ), "%.1f", flDist );
|
|
}
|
|
break;
|
|
|
|
case 4:
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
float flPixelWidth = pRenderContext->ComputePixelWidthOfSphere( GetRenderOrigin(), Radius() );
|
|
Q_snprintf(buf, sizeof( buf ), "%.1f", flPixelWidth );
|
|
}
|
|
break;
|
|
}
|
|
|
|
Vector vecTextBox = ( m_WorldRenderBBoxMax + m_WorldRenderBBoxMin ) * 0.5f;
|
|
vecTextBox.z = m_WorldRenderBBoxMax.z + 10;
|
|
CDebugOverlay::AddTextOverlay( vecTextBox, 0.0f, buf );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the model
|
|
//-----------------------------------------------------------------------------
|
|
int CStaticProp::DrawModelSlow( int flags )
|
|
{
|
|
#ifndef SWDS
|
|
VPROF_BUDGET( "CStaticProp::DrawModel", VPROF_BUDGETGROUP_STATICPROP_RENDERING );
|
|
|
|
if ( !r_drawstaticprops.GetBool() )
|
|
return 0;
|
|
|
|
if ( r_drawstaticprops.GetInt() == 2 )
|
|
{
|
|
flags |= STUDIO_WIREFRAME;
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
if ( r_DrawSpecificStaticProp.GetInt() >= 0 )
|
|
{
|
|
if ( (m_EntHandle.ToInt() & (~STATICPROP_EHANDLE_MASK) ) != r_DrawSpecificStaticProp.GetInt() )
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
if ( (m_Alpha == 0) || !m_pModel )
|
|
return 0;
|
|
|
|
#ifdef _DEBUG
|
|
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( m_pModel );
|
|
Assert( pStudioHdr );
|
|
if ( !( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) )
|
|
{
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
if ( r_colorstaticprops.GetBool() )
|
|
{
|
|
// deterministic random sequence
|
|
unsigned short hash[3];
|
|
hash[0] = HashItem( m_ModelInstance );
|
|
hash[1] = HashItem( hash[0] );
|
|
hash[2] = HashItem( hash[1] );
|
|
r_colormod[0] = (float)hash[0] * 1.0f/65535.0f;
|
|
r_colormod[1] = (float)hash[1] * 1.0f/65535.0f;
|
|
r_colormod[2] = (float)hash[2] * 1.0f/65535.0f;
|
|
VectorNormalize( r_colormod );
|
|
}
|
|
|
|
flags |= STUDIO_STATIC_LIGHTING;
|
|
|
|
int nInfoType = r_staticpropinfo.GetInt();
|
|
if ( nInfoType )
|
|
{
|
|
DisplayStaticPropInfo( nInfoType );
|
|
}
|
|
|
|
// CDebugOverlay::AddBoxOverlay( vec3_origin, m_WorldRenderBBoxMin, m_WorldRenderBBoxMax, vec3_angle, 255, 0, 0, 32, 0.01 );
|
|
// CDebugOverlay::AddBoxOverlay( GetRenderOrigin(), m_RenderBBoxMin, m_RenderBBoxMax, GetRenderAngles(), 0, 255, 0, 32, 0.01 );
|
|
|
|
ModelRenderInfo_t sInfo;
|
|
InitModelRenderInfo( sInfo, flags );
|
|
g_pStudioRender->SetColorModulation( r_colormod );
|
|
g_pStudioRender->SetAlphaModulation( r_blend );
|
|
// Restore the matrices if we're skinning
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity();
|
|
int drawn = modelrender->DrawModelEx( sInfo );
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PopMatrix();
|
|
|
|
if ( m_pModel && (flags & STUDIO_WIREFRAME_VCOLLIDE) )
|
|
{
|
|
if ( m_nSolidType == SOLID_VPHYSICS )
|
|
{
|
|
// This works because VCollideForModel only uses modelindex for mod_brush
|
|
// and props are always mod_Studio.
|
|
vcollide_t * pCollide = CM_VCollideForModel( -1, m_pModel );
|
|
if ( pCollide && pCollide->solidCount == 1 )
|
|
{
|
|
static color32 debugColor = {0,255,255,0};
|
|
DebugDrawPhysCollide( pCollide->solids[0], NULL, m_ModelToWorld, debugColor, false );
|
|
}
|
|
}
|
|
else if ( m_nSolidType == SOLID_BBOX )
|
|
{
|
|
static Color debugColor( 0, 255, 255, 255 );
|
|
RenderWireframeBox( m_Origin, vec3_angle, m_pModel->mins, m_pModel->maxs, debugColor, true );
|
|
}
|
|
}
|
|
|
|
return drawn;
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
int CStaticProp::DrawModel( int flags )
|
|
{
|
|
#ifndef SWDS
|
|
VPROF_BUDGET( "CStaticProp::DrawModel", VPROF_BUDGETGROUP_STATICPROP_RENDERING );
|
|
|
|
if ( (m_Alpha == 0) || !m_pModel )
|
|
return 0;
|
|
|
|
if ( IsUsingStaticPropDebugModes() || (flags & STUDIO_WIREFRAME_VCOLLIDE) )
|
|
return DrawModelSlow(flags);
|
|
|
|
flags |= STUDIO_STATIC_LIGHTING;
|
|
|
|
ModelRenderInfo_t sInfo;
|
|
InitModelRenderInfo( sInfo, flags );
|
|
g_pStudioRender->SetColorModulation( r_colormod );
|
|
g_pStudioRender->SetAlphaModulation( r_blend );
|
|
// Restore the matrices if we're skinning
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity();
|
|
int drawn = modelrender->DrawModelExStaticProp( sInfo );
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PopMatrix();
|
|
|
|
return drawn;
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// KD Tree
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticProp::InsertPropIntoKDTree()
|
|
{
|
|
Assert( m_Partition == PARTITION_INVALID_HANDLE );
|
|
if ( m_nSolidType == SOLID_NONE )
|
|
return;
|
|
|
|
// Compute the bbox of the prop
|
|
Vector mins, maxs;
|
|
matrix3x4_t propToWorld;
|
|
AngleMatrix( m_Angles, m_Origin, propToWorld );
|
|
TransformAABB( propToWorld, m_pModel->mins, m_pModel->maxs, mins, maxs );
|
|
|
|
// If it's using vphysics, get a good AABB
|
|
if ( m_nSolidType == SOLID_VPHYSICS )
|
|
{
|
|
vcollide_t *pCollide = CM_VCollideForModel( -1, m_pModel );
|
|
if ( pCollide && pCollide->solidCount )
|
|
{
|
|
physcollision->CollideGetAABB( &mins, &maxs, pCollide->solids[0], m_Origin, m_Angles );
|
|
}
|
|
else
|
|
{
|
|
char szModel[MAX_PATH];
|
|
Q_strncpy( szModel, m_pModel ? modelloader->GetName( m_pModel ) : "unknown model", sizeof( szModel ) );
|
|
Warning( "SOLID_VPHYSICS static prop with no vphysics model! (%s)\n", szModel );
|
|
m_nSolidType = SOLID_NONE;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// add the entity to the KD tree so we will collide against it
|
|
m_Partition = SpatialPartition()->CreateHandle( this,
|
|
PARTITION_CLIENT_SOLID_EDICTS | PARTITION_CLIENT_STATIC_PROPS |
|
|
PARTITION_ENGINE_SOLID_EDICTS | PARTITION_ENGINE_STATIC_PROPS,
|
|
mins, maxs );
|
|
|
|
Assert( m_Partition != PARTITION_INVALID_HANDLE );
|
|
}
|
|
|
|
void CStaticProp::RemovePropFromKDTree()
|
|
{
|
|
// Release the spatial partition handle
|
|
if ( m_Partition != PARTITION_INVALID_HANDLE )
|
|
{
|
|
SpatialPartition()->DestroyHandle( m_Partition );
|
|
m_Partition = PARTITION_INVALID_HANDLE;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Create VPhysics representation
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticProp::CreateVPhysics( IPhysicsEnvironment *pPhysEnv, IVPhysicsKeyHandler *pDefaults, void *pGameData )
|
|
{
|
|
if ( m_nSolidType == SOLID_NONE )
|
|
return;
|
|
|
|
vcollide_t *pVCollide = NULL;
|
|
solid_t solid;
|
|
CPhysCollide* pPhysCollide = NULL;
|
|
|
|
if ( m_pModel && m_nSolidType == SOLID_VPHYSICS )
|
|
{
|
|
// This works because VCollideForModel only uses modelindex for mod_brush
|
|
// and props are always mod_Studio.
|
|
pVCollide = CM_VCollideForModel( -1, m_pModel );
|
|
}
|
|
|
|
if (pVCollide)
|
|
{
|
|
pPhysCollide = pVCollide->solids[0];
|
|
|
|
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pVCollide->pKeyValues );
|
|
while ( !pParse->Finished() )
|
|
{
|
|
const char *pBlock = pParse->GetCurrentBlockName();
|
|
if ( !strcmpi( pBlock, "solid" ) )
|
|
{
|
|
pParse->ParseSolid( &solid, pDefaults );
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
pParse->SkipBlock();
|
|
}
|
|
}
|
|
physcollision->VPhysicsKeyParserDestroy( pParse );
|
|
}
|
|
else
|
|
{
|
|
if ( m_nSolidType != SOLID_BBOX )
|
|
{
|
|
char szModel[MAX_PATH];
|
|
Q_strncpy( szModel, m_pModel ? modelloader->GetName( m_pModel ) : "unknown model", sizeof( szModel ) );
|
|
Warning( "Map Error: Static prop with bogus solid type %d! (%s)\n", m_nSolidType, szModel );
|
|
m_nSolidType = SOLID_NONE;
|
|
return;
|
|
}
|
|
#ifdef _XBOX
|
|
else
|
|
solid.surfaceprop[0] = '\0';
|
|
#endif
|
|
|
|
// If there's no collide, we need a bbox...
|
|
pPhysCollide = physcollision->BBoxToCollide( m_pModel->mins, m_pModel->maxs );
|
|
solid.params = g_PhysDefaultObjectParams;
|
|
}
|
|
|
|
Assert(pPhysCollide);
|
|
solid.params.enableCollisions = true;
|
|
solid.params.pGameData = pGameData;
|
|
solid.params.pName = "prop_static";
|
|
|
|
int surfaceData = physprop->GetSurfaceIndex( solid.surfaceprop );
|
|
pPhysEnv->CreatePolyObjectStatic( pPhysCollide,
|
|
surfaceData, m_Origin, m_Angles, &solid.params );
|
|
//PhysCheckAdd( pPhys, "Static" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Expose IStaticPropMgr to the engine
|
|
//-----------------------------------------------------------------------------
|
|
IStaticPropMgrEngine* StaticPropMgr()
|
|
{
|
|
return &s_StaticPropMgr;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// constructor, destructor
|
|
//-----------------------------------------------------------------------------
|
|
CStaticPropMgr::CStaticPropMgr()
|
|
{
|
|
m_bLevelInitialized = false;
|
|
m_bClientInitialized = false;
|
|
}
|
|
|
|
CStaticPropMgr::~CStaticPropMgr()
|
|
{
|
|
Assert( !m_bLevelInitialized );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CStaticPropMgr::Init()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::Shutdown()
|
|
{
|
|
if ( !m_bLevelInitialized )
|
|
return;
|
|
|
|
LevelShutdown();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Unserialize static prop model dictionary
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::UnserializeModelDict( CUtlBuffer& buf )
|
|
{
|
|
int count = buf.GetInt();
|
|
m_StaticPropDict.AddMultipleToTail( count );
|
|
|
|
for ( int i=0; i < count; i++ )
|
|
{
|
|
StaticPropDictLump_t lump;
|
|
buf.Get( &lump, sizeof(StaticPropDictLump_t) );
|
|
|
|
StaticPropDict_t &dict = m_StaticPropDict[i];
|
|
|
|
dict.m_pModel = (model_t *)modelloader->GetModelForName(
|
|
lump.m_Name, IModelLoader::FMODELLOADER_STATICPROP );
|
|
dict.m_hMDL = modelinfo->GetCacheHandle( dict.m_pModel );
|
|
g_pMDLCache->LockStudioHdr( dict.m_hMDL );
|
|
}
|
|
}
|
|
|
|
void CStaticPropMgr::UnserializeLeafList( CUtlBuffer& buf )
|
|
{
|
|
int nCount = buf.GetInt();
|
|
m_StaticPropLeaves.Purge();
|
|
if ( nCount > 0 )
|
|
{
|
|
m_StaticPropLeaves.AddMultipleToTail( nCount );
|
|
buf.Get( m_StaticPropLeaves.Base(), nCount * sizeof(StaticPropLeafLump_t) );
|
|
}
|
|
}
|
|
|
|
template <typename SerializedLumpType>
|
|
void UnserializeLump( StaticPropLump_t* _output, CUtlBuffer& buf )
|
|
{
|
|
Assert(_output != NULL);
|
|
|
|
SerializedLumpType srcLump;
|
|
buf.Get( &srcLump, sizeof(SerializedLumpType) );
|
|
|
|
(*_output) = srcLump;
|
|
}
|
|
|
|
// Specialization for current version.
|
|
template <>
|
|
void UnserializeLump<StaticPropLump_t>(StaticPropLump_t* _output, CUtlBuffer& buf)
|
|
{
|
|
Assert(_output != NULL);
|
|
|
|
buf.Get(_output, sizeof(StaticPropLump_t));
|
|
}
|
|
|
|
void CStaticPropMgr::UnserializeModels( CUtlBuffer& buf )
|
|
{
|
|
// Version check
|
|
int nLumpVersion = Mod_GameLumpVersion( GAMELUMP_STATIC_PROPS );
|
|
if ( nLumpVersion < 4 )
|
|
{
|
|
Warning("Really old map format! Static props can't be loaded...\n");
|
|
return;
|
|
}
|
|
|
|
int count = buf.GetInt();
|
|
|
|
// Gotta preallocate the static props here so no rellocations take place
|
|
// the leaf list stores pointers to these tricky little guys.
|
|
m_StaticProps.AddMultipleToTail(count);
|
|
for ( int i = 0; i < count; ++i )
|
|
{
|
|
StaticPropLump_t lump;
|
|
switch ( nLumpVersion )
|
|
{
|
|
case 4: UnserializeLump<StaticPropLumpV4_t>(&lump, buf); break;
|
|
case 5: UnserializeLump<StaticPropLumpV5_t>(&lump, buf); break;
|
|
case 6: UnserializeLump<StaticPropLumpV6_t>(&lump, buf); break;
|
|
case 7: // Falls down to version 10. We promoted TF to version 10 to deal with SFM.
|
|
case 10:
|
|
{
|
|
if( s_MapVersion == 21 )
|
|
UnserializeLump<StaticPropLumpV10_21_t>(&lump, buf);
|
|
else
|
|
UnserializeLump<StaticPropLumpV10_t>(&lump, buf);
|
|
break;
|
|
}
|
|
case 9: UnserializeLump<StaticPropLumpV9_t>(&lump, buf); break;
|
|
case 11: UnserializeLump<StaticPropLumpV11_t>(&lump, buf); break;
|
|
default:
|
|
Assert("Unexpected version while deserializing lumps.");
|
|
}
|
|
|
|
m_StaticProps[i].Init( i, lump, m_StaticPropDict[lump.m_PropType].m_pModel );
|
|
|
|
// For distance-based fading, keep a list of the things that need
|
|
// to be faded out. Not sure if this is the optimal way of doing it
|
|
// but it's easy for now; we'll have to test later how large this list gets.
|
|
// If it's <100 or so, we should be fine
|
|
if (lump.m_Flags & STATIC_PROP_FLAG_FADES)
|
|
{
|
|
int idx = m_StaticPropFade.AddToTail();
|
|
m_StaticProps[i].SetFadeIndex( (unsigned short)idx );
|
|
StaticPropFade_t& fade = m_StaticPropFade[idx];
|
|
fade.m_Model = i;
|
|
fade.m_MinDistSq = lump.m_FadeMinDist;
|
|
fade.m_MaxDistSq = lump.m_FadeMaxDist;
|
|
|
|
if ( (lump.m_Flags & STATIC_PROP_SCREEN_SPACE_FADE) == 0 )
|
|
{
|
|
fade.m_MinDistSq *= fade.m_MinDistSq;
|
|
fade.m_MaxDistSq *= fade.m_MaxDistSq;
|
|
}
|
|
|
|
if (fade.m_MaxDistSq != fade.m_MinDistSq)
|
|
{
|
|
if (lump.m_Flags & STATIC_PROP_SCREEN_SPACE_FADE)
|
|
{
|
|
fade.m_FalloffFactor = 255.0f / (fade.m_MaxScreenWidth - fade.m_MinScreenWidth);
|
|
}
|
|
else
|
|
{
|
|
fade.m_FalloffFactor = 255.0f / (fade.m_MaxDistSq - fade.m_MinDistSq);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fade.m_FalloffFactor = 255.0f;
|
|
}
|
|
}
|
|
|
|
// Add the prop to the K-D tree for collision
|
|
m_StaticProps[i].InsertPropIntoKDTree( );
|
|
}
|
|
}
|
|
|
|
void CStaticPropMgr::OutputLevelStats( void )
|
|
{
|
|
// STATS
|
|
int i;
|
|
int totalVerts = 0;
|
|
for( i = 0; i < m_StaticProps.Count(); i++ )
|
|
{
|
|
CStaticProp *pStaticProp = &m_StaticProps[i];
|
|
model_t *pModel = (model_t*)pStaticProp->GetModel();
|
|
if( !pModel )
|
|
{
|
|
continue;
|
|
}
|
|
Assert( pModel->type == mod_studio );
|
|
studiohdr_t *pStudioHdr = ( studiohdr_t * )modelloader->GetExtraData( pModel );
|
|
int bodyPart;
|
|
for( bodyPart = 0; bodyPart < pStudioHdr->numbodyparts; bodyPart++ )
|
|
{
|
|
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyPart );
|
|
int model;
|
|
for( model = 0; model < pBodyPart->nummodels; model++ )
|
|
{
|
|
mstudiomodel_t *pStudioModel = pBodyPart->pModel( model );
|
|
totalVerts += pStudioModel->numvertices;
|
|
}
|
|
}
|
|
}
|
|
Warning( "%d static prop instances in map\n", ( int )m_StaticProps.Count() );
|
|
Warning( "%d static prop models in map\n", ( int )m_StaticPropDict.Count() );
|
|
Warning( "%d static prop verts in map\n", ( int )totalVerts );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Unserialize static props
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::UnserializeStaticProps()
|
|
{
|
|
// Unserialize static props, insert them into the appropriate leaves
|
|
int size = Mod_GameLumpSize( GAMELUMP_STATIC_PROPS );
|
|
if (!size)
|
|
return;
|
|
|
|
COM_TimestampedLog( "UnserializeStaticProps - start");
|
|
|
|
MEM_ALLOC_CREDIT();
|
|
CUtlBuffer buf( 0, size );
|
|
if ( Mod_LoadGameLump( GAMELUMP_STATIC_PROPS, buf.PeekPut(), size ))
|
|
{
|
|
buf.SeekPut( CUtlBuffer::SEEK_HEAD, size );
|
|
COM_TimestampedLog( "UnserializeModelDict" );
|
|
UnserializeModelDict( buf );
|
|
COM_TimestampedLog( "UnserializeLeafList" );
|
|
UnserializeLeafList( buf );
|
|
COM_TimestampedLog( "UnserializeModels" );
|
|
UnserializeModels( buf );
|
|
}
|
|
|
|
COM_TimestampedLog( "UnserializeStaticProps - end");
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Level init, shutdown
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::LevelInit()
|
|
{
|
|
if ( m_bLevelInitialized )
|
|
return;
|
|
|
|
Assert( !m_bClientInitialized );
|
|
m_bLevelInitialized = true;
|
|
|
|
// Read in static props that have been compiled into the bsp file
|
|
UnserializeStaticProps();
|
|
|
|
// OutputLevelStats();
|
|
}
|
|
|
|
void CStaticPropMgr::LevelShutdown()
|
|
{
|
|
if ( !m_bLevelInitialized )
|
|
return;
|
|
|
|
// Deal with client-side stuff, if appropriate
|
|
if ( m_bClientInitialized )
|
|
{
|
|
LevelShutdownClient();
|
|
}
|
|
|
|
m_bLevelInitialized = false;
|
|
|
|
FOR_EACH_VEC( m_StaticPropDict, i )
|
|
{
|
|
g_pMDLCache->UnlockStudioHdr( m_StaticPropDict[i].m_hMDL );
|
|
}
|
|
|
|
m_StaticProps.Purge();
|
|
m_StaticPropDict.Purge();
|
|
m_StaticPropFade.Purge();
|
|
}
|
|
|
|
void CStaticPropMgr::LevelInitClient()
|
|
{
|
|
#ifndef SWDS
|
|
if ( sv.IsDedicated() )
|
|
return;
|
|
|
|
extern ConVar r_proplightingfromdisk;
|
|
|
|
bool bNeedsMapAccess = r_proplightingfromdisk.GetBool();
|
|
if ( bNeedsMapAccess )
|
|
{
|
|
g_pFileSystem->BeginMapAccess();
|
|
}
|
|
|
|
Assert( m_bLevelInitialized );
|
|
Assert( !m_bClientInitialized );
|
|
|
|
// Since the client will be ready at a later time than the server
|
|
// to set up its data, we need a separate call to handle that
|
|
int nCount = m_StaticProps.Count();
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
CStaticProp &prop = m_StaticProps[i];
|
|
clientleafsystem->CreateRenderableHandle( &m_StaticProps[i], true );
|
|
if ( !prop.ShouldDraw() )
|
|
continue;
|
|
|
|
ClientRenderHandle_t handle = m_StaticProps[i].RenderHandle();
|
|
if ( prop.LeafCount() > 0 )
|
|
{
|
|
// Add the prop to all the leaves it lies in
|
|
clientleafsystem->AddRenderableToLeaves( handle, prop.LeafCount(), (unsigned short*)&m_StaticPropLeaves[prop.FirstLeaf()] );
|
|
}
|
|
else
|
|
{
|
|
Vector origin = prop.GetCollisionOrigin();
|
|
Vector mins = prop.OBBMins();
|
|
Vector maxs = prop.OBBMaxs();
|
|
DevMsg( 1, "Static prop in 0 leaves! %s, @ %.1f, %.1f, %.1f\n", modelloader->GetName( prop.GetModel() ), origin.x, origin.y, origin.z );
|
|
}
|
|
}
|
|
|
|
PrecacheLighting();
|
|
|
|
m_bClientInitialized = true;
|
|
|
|
if ( bNeedsMapAccess )
|
|
{
|
|
g_pFileSystem->EndMapAccess();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CStaticPropMgr::LevelShutdownClient()
|
|
{
|
|
if ( !m_bClientInitialized )
|
|
return;
|
|
|
|
Assert( m_bLevelInitialized );
|
|
|
|
for (int i = m_StaticProps.Count(); --i >= 0; )
|
|
{
|
|
m_StaticProps[i].CleanUpRenderHandle( );
|
|
modelrender->SetStaticLighting( m_StaticProps[i].GetModelInstance(), NULL );
|
|
}
|
|
|
|
#ifndef SWDS
|
|
// Make sure static prop lightcache is reset
|
|
ClearStaticLightingCache();
|
|
#endif
|
|
|
|
m_bClientInitialized = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Create physics representations of props
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::CreateVPhysicsRepresentations( IPhysicsEnvironment *pPhysEnv, IVPhysicsKeyHandler *pDefaults, void *pGameData )
|
|
{
|
|
// Walk through the static props + make collideable thingies for them.
|
|
int nCount = m_StaticProps.Count();
|
|
for ( int i = nCount; --i >= 0; )
|
|
{
|
|
m_StaticProps[i].CreateVPhysics( pPhysEnv, pDefaults, pGameData );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Handles to props
|
|
//-----------------------------------------------------------------------------
|
|
inline int CStaticPropMgr::HandleEntityToIndex( IHandleEntity *pHandleEntity ) const
|
|
{
|
|
Assert( IsStaticProp( pHandleEntity ) );
|
|
return pHandleEntity->GetRefEHandle().GetEntryIndex();
|
|
}
|
|
|
|
ICollideable *CStaticPropMgr::GetStaticProp( IHandleEntity *pHandleEntity )
|
|
{
|
|
if ( !IsStaticProp( pHandleEntity ) )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
int nIndex = pHandleEntity ? pHandleEntity->GetRefEHandle().GetEntryIndex() : -1;
|
|
if ( nIndex < 0 || nIndex > m_StaticProps.Count() )
|
|
{
|
|
return NULL;
|
|
}
|
|
return &m_StaticProps[nIndex];
|
|
}
|
|
|
|
|
|
ICollideable *CStaticPropMgr::GetStaticPropByIndex( int propIndex )
|
|
{
|
|
if ( propIndex < m_StaticProps.Count() )
|
|
{
|
|
return &m_StaticProps[propIndex];
|
|
}
|
|
Assert(0);
|
|
return NULL;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Get large amounts of handles to static props
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CStaticPropMgr::GetAllStaticProps( CUtlVector<ICollideable *> *pOutput )
|
|
{
|
|
if ( pOutput == NULL ) return;
|
|
int iPropVectorSize = m_StaticProps.Count();
|
|
|
|
int counter;
|
|
for ( counter = 0; counter != iPropVectorSize; ++counter )
|
|
{
|
|
pOutput->AddToTail( &m_StaticProps[counter] );
|
|
}
|
|
}
|
|
|
|
void CStaticPropMgr::GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<ICollideable *> *pOutput )
|
|
{
|
|
if ( pOutput == NULL ) return;
|
|
int iPropVectorSize = m_StaticProps.Count();
|
|
|
|
int counter;
|
|
for ( counter = 0; counter != iPropVectorSize; ++counter )
|
|
{
|
|
CStaticProp *pProp = &m_StaticProps[counter];
|
|
|
|
Vector vPropMins, vPropMaxs;
|
|
pProp->WorldSpaceSurroundingBounds( &vPropMins, &vPropMaxs );
|
|
|
|
if( vPropMaxs.x < vMins.x ) continue;
|
|
if( vPropMaxs.y < vMins.y ) continue;
|
|
if( vPropMaxs.z < vMins.z ) continue;
|
|
|
|
if( vPropMins.x > vMaxs.x ) continue;
|
|
if( vPropMins.y > vMaxs.y ) continue;
|
|
if( vPropMins.z > vMaxs.z ) continue;
|
|
|
|
pOutput->AddToTail( pProp );
|
|
}
|
|
}
|
|
|
|
void CStaticPropMgr::GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector<ICollideable *> *pOutput )
|
|
{
|
|
if ( pOutput == NULL ) return;
|
|
int counter;
|
|
|
|
Vector vAABBMins, vAABBMaxs;
|
|
vAABBMins = ptOrigin;
|
|
vAABBMaxs = ptOrigin;
|
|
Vector ptAABBExtents[8];
|
|
|
|
Vector ptOBBExtents[8];
|
|
for( counter = 0; counter != 8; ++counter )
|
|
{
|
|
ptOBBExtents[counter] = ptOrigin;
|
|
if( counter & (1<<0) ) ptOBBExtents[counter] += vExtent1;
|
|
if( counter & (1<<1) ) ptOBBExtents[counter] += vExtent2;
|
|
if( counter & (1<<2) ) ptOBBExtents[counter] += vExtent3;
|
|
|
|
//expand AABB extents
|
|
if( ptOBBExtents[counter].x < vAABBMins.x ) vAABBMins.x = ptOBBExtents[counter].x;
|
|
if( ptOBBExtents[counter].x > vAABBMaxs.x ) vAABBMaxs.x = ptOBBExtents[counter].x;
|
|
if( ptOBBExtents[counter].y < vAABBMins.y ) vAABBMins.y = ptOBBExtents[counter].y;
|
|
if( ptOBBExtents[counter].y > vAABBMaxs.y ) vAABBMaxs.y = ptOBBExtents[counter].y;
|
|
if( ptOBBExtents[counter].z < vAABBMins.z ) vAABBMins.z = ptOBBExtents[counter].z;
|
|
if( ptOBBExtents[counter].z > vAABBMaxs.z ) vAABBMaxs.z = ptOBBExtents[counter].z;
|
|
}
|
|
|
|
//generate planes for the obb so we can use halfspace elimination
|
|
Vector vOBBPlaneNormals[6];
|
|
float fOBBPlaneDists[6];
|
|
|
|
vOBBPlaneNormals[0] = vExtent1;
|
|
vOBBPlaneNormals[0].NormalizeInPlace();
|
|
fOBBPlaneDists[0] = vOBBPlaneNormals[0].Dot( ptOrigin + vExtent1 );
|
|
vOBBPlaneNormals[1] = -vOBBPlaneNormals[0];
|
|
fOBBPlaneDists[1] = vOBBPlaneNormals[1].Dot( ptOrigin );
|
|
|
|
vOBBPlaneNormals[2] = vExtent2;
|
|
vOBBPlaneNormals[2].NormalizeInPlace();
|
|
fOBBPlaneDists[2] = vOBBPlaneNormals[2].Dot( ptOrigin + vExtent2 );
|
|
vOBBPlaneNormals[3] = -vOBBPlaneNormals[2];
|
|
fOBBPlaneDists[3] = vOBBPlaneNormals[3].Dot( ptOrigin );
|
|
|
|
vOBBPlaneNormals[4] = vExtent3;
|
|
vOBBPlaneNormals[4].NormalizeInPlace();
|
|
fOBBPlaneDists[4] = vOBBPlaneNormals[4].Dot( ptOrigin + vExtent3 );
|
|
vOBBPlaneNormals[5] = -vOBBPlaneNormals[4];
|
|
fOBBPlaneDists[5] = vOBBPlaneNormals[5].Dot( ptOrigin );
|
|
|
|
int iPropVectorSize = m_StaticProps.Count();
|
|
|
|
for ( counter = 0; counter != iPropVectorSize; ++counter )
|
|
{
|
|
CStaticProp *pProp = &m_StaticProps[counter];
|
|
|
|
Vector vPropMins, vPropMaxs;
|
|
pProp->WorldSpaceSurroundingBounds( &vPropMins, &vPropMaxs );
|
|
|
|
if( vPropMaxs.x < vAABBMins.x ) continue;
|
|
if( vPropMaxs.y < vAABBMins.y ) continue;
|
|
if( vPropMaxs.z < vAABBMins.z ) continue;
|
|
|
|
if( vPropMins.x > vAABBMaxs.x ) continue;
|
|
if( vPropMins.y > vAABBMaxs.y ) continue;
|
|
if( vPropMins.z > vAABBMaxs.z ) continue;
|
|
|
|
|
|
|
|
//static prop AABB and desired AABB intersect, do OBB tests
|
|
|
|
Vector vPropOBBMins = pProp->OBBMins();
|
|
Vector vPropOBBMaxs = pProp->OBBMaxs();
|
|
|
|
Vector ptPropExtents[8];
|
|
|
|
matrix3x4_t matPropWorld;
|
|
AngleMatrix( pProp->GetCollisionAngles(), pProp->GetCollisionOrigin(), matPropWorld );
|
|
|
|
int counter2, counter3;
|
|
//generate prop extents, TODO: update these to handle props with OBB's since it should be nearly trivial
|
|
for( counter2 = 0; counter2 != 8; ++counter2 )
|
|
{
|
|
/*ptPropExtents[counter2].x = (counter2 & (1<<0))?(vPropMaxs.x):(vPropMins.x);
|
|
ptPropExtents[counter2].y = (counter2 & (1<<1))?(vPropMaxs.y):(vPropMins.y);
|
|
ptPropExtents[counter2].z = (counter2 & (1<<2))?(vPropMaxs.z):(vPropMins.z);*/
|
|
|
|
Vector ptTemp;
|
|
ptTemp.x = (counter2 & (1<<0))?(vPropOBBMaxs.x):(vPropOBBMins.x);
|
|
ptTemp.y = (counter2 & (1<<1))?(vPropOBBMaxs.y):(vPropOBBMins.y);
|
|
ptTemp.z = (counter2 & (1<<2))?(vPropOBBMaxs.z):(vPropOBBMins.z);
|
|
|
|
VectorTransform( ptTemp, matPropWorld, ptPropExtents[counter2] );
|
|
}
|
|
|
|
|
|
|
|
for( counter2 = 0; counter2 != 6; ++counter2 ) //loop over OBB planes
|
|
{
|
|
for( counter3 = 0; counter3 != 8; ++counter3 ) //loop over prop extents
|
|
{
|
|
if( (ptPropExtents[counter3].Dot( vOBBPlaneNormals[counter2] ) - fOBBPlaneDists[counter2]) < 0.0f )
|
|
{
|
|
//an extent of the prop is within the OBB halfspace, this halfspace does not eliminate our prop, move to the next halfspace
|
|
break;
|
|
}
|
|
}
|
|
if( counter3 == 8 ) break; //if all 8 extents lie outside the halfspace, then the prop is not in the OBB
|
|
}
|
|
if( counter2 == 6 )
|
|
{
|
|
//if all 6 planes failed to eliminate the extents, the OBB and prop intersect
|
|
|
|
//FIXME: Halfspace elimination will never remove props that do intersect, but leaves some false positives in some cases.
|
|
|
|
pOutput->AddToTail( pProp );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we a static prop?
|
|
//-----------------------------------------------------------------------------
|
|
bool CStaticPropMgr::IsStaticProp( IHandleEntity *pHandleEntity ) const
|
|
{
|
|
return (!pHandleEntity) || ( (pHandleEntity->GetRefEHandle().GetSerialNumber() == (STATICPROP_EHANDLE_MASK >> NUM_ENT_ENTRY_BITS) ) != 0 );
|
|
}
|
|
|
|
bool CStaticPropMgr::IsStaticProp( CBaseHandle handle ) const
|
|
{
|
|
return (handle.GetSerialNumber() == (STATICPROP_EHANDLE_MASK >> NUM_ENT_ENTRY_BITS));
|
|
}
|
|
|
|
int CStaticPropMgr::GetStaticPropIndex( IHandleEntity *pHandleEntity ) const
|
|
{
|
|
return HandleEntityToIndex( pHandleEntity );
|
|
}
|
|
|
|
bool CStaticPropMgr::PropHasBakedLightingDisabled( IHandleEntity *pHandleEntity ) const
|
|
{
|
|
// Strip off the bits
|
|
int nIndex = HandleEntityToIndex( pHandleEntity );
|
|
|
|
// Get the prop
|
|
const CStaticProp &prop = m_StaticProps[nIndex];
|
|
|
|
return ( (prop.Flags() & STATIC_PROP_NO_PER_VERTEX_LIGHTING ) != 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Compute static lighting
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::PrecacheLighting()
|
|
{
|
|
COM_TimestampedLog( "CStaticPropMgr::PrecacheLighting - start");
|
|
|
|
int numVerts = 0;
|
|
if ( IsX360() )
|
|
{
|
|
if ( g_bLoadedMapHasBakedPropLighting && g_pMaterialSystemHardwareConfig->SupportsStreamOffset() )
|
|
{
|
|
// total the static prop verts
|
|
int i = m_StaticProps.Count();
|
|
while ( --i >= 0 )
|
|
{
|
|
if ( PropHasBakedLightingDisabled( m_StaticProps[i].GetEntityHandle() ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
studiohwdata_t *pStudioHWData = g_pMDLCache->GetHardwareData( ( (model_t*)m_StaticProps[i].GetModel() )->studio );
|
|
for ( int lodID = pStudioHWData->m_RootLOD; lodID < pStudioHWData->m_NumLODs; lodID++ )
|
|
{
|
|
studioloddata_t *pLOD = &pStudioHWData->m_pLODs[lodID];
|
|
for ( int meshID = 0; meshID < pStudioHWData->m_NumStudioMeshes; meshID++ )
|
|
{
|
|
studiomeshdata_t *pMesh = &pLOD->m_pMeshData[meshID];
|
|
for ( int groupID = 0; groupID < pMesh->m_NumGroup; groupID++ )
|
|
{
|
|
numVerts += pMesh->m_pMeshGroup[groupID].m_NumVertices;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
modelrender->SetupColorMeshes( numVerts );
|
|
}
|
|
|
|
int i = m_StaticProps.Count();
|
|
while ( --i >= 0 )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
|
|
if ( !m_StaticProps[i].ShouldDraw() )
|
|
continue;
|
|
m_StaticProps[i].PrecacheLighting();
|
|
}
|
|
|
|
COM_TimestampedLog( "CStaticPropMgr::PrecacheLighting - end");
|
|
}
|
|
|
|
void CStaticPropMgr::RecomputeStaticLighting( )
|
|
{
|
|
int i = m_StaticProps.Count();
|
|
while ( --i >= 0 )
|
|
{
|
|
if ( !m_StaticProps[i].ShouldDraw() )
|
|
continue;
|
|
m_StaticProps[i].RecomputeStaticLighting();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Is the prop in the PVS?
|
|
//-----------------------------------------------------------------------------
|
|
bool CStaticPropMgr::IsPropInPVS( IHandleEntity *pHandleEntity, const byte *pVis ) const
|
|
{
|
|
// Strip off the bits
|
|
int nIndex = HandleEntityToIndex( pHandleEntity );
|
|
|
|
// Get the prop
|
|
const CStaticProp &prop = m_StaticProps[nIndex];
|
|
|
|
int i;
|
|
int end = prop.FirstLeaf() + prop.LeafCount();
|
|
for( i = prop.FirstLeaf(); i < end; i++ )
|
|
{
|
|
Assert( i >= 0 && i < m_StaticPropLeaves.Count() );
|
|
int clusterID = CM_LeafCluster( m_StaticPropLeaves[i].m_Leaf );
|
|
if( pVis[ clusterID >> 3 ] & ( 1 << ( clusterID & 7 ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
void CStaticPropMgr::DrawStaticProps_Slow( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe )
|
|
{
|
|
// slow mode
|
|
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
|
|
int flags = STUDIO_RENDER;
|
|
if (bShadowDepth)
|
|
flags |= STUDIO_SHADOWDEPTHTEXTURE;
|
|
if ( drawVCollideWireframe )
|
|
flags |= STUDIO_WIREFRAME_VCOLLIDE;
|
|
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
CStaticProp *pProp = (CStaticProp *)(pProps[i]);
|
|
pProp->DrawModelSlow( flags );
|
|
}
|
|
}
|
|
|
|
void CStaticPropMgr::DrawStaticProps_Fast( IClientRenderable **pProps, int count, bool bShadowDepth )
|
|
{
|
|
#ifndef SWDS
|
|
float color[3];
|
|
color[0] = color[1] = color[2] = 1.0f;
|
|
g_pStudioRender->SetColorModulation(color);
|
|
g_pStudioRender->SetAlphaModulation(1.0f);
|
|
g_pStudioRender->SetViewState( CurrentViewOrigin(), CurrentViewRight(), CurrentViewUp(), CurrentViewForward() );
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity();
|
|
ModelRenderInfo_t sInfo;
|
|
sInfo.flags = STUDIO_RENDER | STUDIO_STATIC_LIGHTING;
|
|
if (bShadowDepth)
|
|
sInfo.flags |= STUDIO_SHADOWDEPTHTEXTURE;
|
|
|
|
sInfo.entity_index = -1;
|
|
sInfo.body = 0;
|
|
sInfo.hitboxset = 0;
|
|
sInfo.pLightingOffset = NULL;
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
|
|
CStaticProp *pProp = (CStaticProp *)(pProps[i]);
|
|
if ( !pProp->m_pModel )
|
|
continue;
|
|
sInfo.instance = pProp->m_ModelInstance;
|
|
sInfo.pModel = pProp->m_pModel;
|
|
sInfo.origin = pProp->m_Origin;
|
|
sInfo.angles = pProp->m_Angles;
|
|
sInfo.skin = pProp->m_Skin;
|
|
sInfo.pLightingOrigin = &pProp->m_LightingOrigin;
|
|
sInfo.pModelToWorld = &pProp->m_ModelToWorld;
|
|
sInfo.pRenderable = pProps[i];
|
|
modelrender->DrawModelExStaticProp( sInfo );
|
|
}
|
|
// Restore the matrices if we're skinning
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PopMatrix();
|
|
#endif
|
|
}
|
|
|
|
|
|
// NOTE: This is a work in progress for a new static prop (eventually new model) rendering pipeline
|
|
void CStaticPropMgr::DrawStaticProps_FastPipeline( IClientRenderable **pProps, int count, bool bShadowDepth )
|
|
{
|
|
const int MAX_OBJECTS = 2048;
|
|
StaticPropRenderInfo_t propList[MAX_OBJECTS];
|
|
int listCount = 0;
|
|
if ( count > MAX_OBJECTS )
|
|
{
|
|
DrawStaticProps_FastPipeline( pProps + MAX_OBJECTS, count - MAX_OBJECTS, bShadowDepth );
|
|
}
|
|
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
CStaticProp *pProp = (CStaticProp *)(pProps[i]);
|
|
if ( !pProp->m_pModel )
|
|
continue;
|
|
propList[listCount].pModelToWorld = &pProp->m_ModelToWorld;
|
|
propList[listCount].pModel = pProp->m_pModel;
|
|
propList[listCount].instance = pProp->m_ModelInstance;
|
|
propList[listCount].skin = pProp->m_Skin;
|
|
propList[listCount].pRenderable = pProp;
|
|
propList[listCount].pLightingOrigin = &pProp->m_LightingOrigin;
|
|
listCount++;
|
|
}
|
|
modelrender->DrawStaticPropArrayFast( propList, listCount, bShadowDepth );
|
|
}
|
|
|
|
// NOTE: Set this to zero to revert to the previous static prop lighting behavior
|
|
ConVar pipeline_static_props("pipeline_static_props", "1");
|
|
void CStaticPropMgr::DrawStaticProps( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe )
|
|
{
|
|
VPROF_BUDGET( "CStaticPropMgr::DrawStaticProps", VPROF_BUDGETGROUP_STATICPROP_RENDERING );
|
|
|
|
if ( !r_drawstaticprops.GetBool() )
|
|
return;
|
|
|
|
if ( IsUsingStaticPropDebugModes() || drawVCollideWireframe )
|
|
{
|
|
DrawStaticProps_Slow( pProps, count, bShadowDepth, drawVCollideWireframe );
|
|
}
|
|
else
|
|
{
|
|
// the fast pipeline is only supported on dx8+
|
|
if ( pipeline_static_props.GetBool() &&
|
|
g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 &&
|
|
g_pMaterialSystemHardwareConfig->SupportsColorOnSecondStream() &&
|
|
g_pMaterialSystemHardwareConfig->SupportsStaticPlusDynamicLighting() )
|
|
{
|
|
DrawStaticProps_FastPipeline( pProps, count, bShadowDepth );
|
|
}
|
|
else
|
|
{
|
|
DrawStaticProps_Fast( pProps, count, bShadowDepth );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the lightcache handle
|
|
//-----------------------------------------------------------------------------
|
|
LightCacheHandle_t CStaticPropMgr::GetLightCacheHandleForStaticProp( IHandleEntity *pHandleEntity )
|
|
{
|
|
int nIndex = HandleEntityToIndex(pHandleEntity);
|
|
return modelrender->GetStaticLighting( m_StaticProps[ nIndex ].GetModelInstance() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes fade from screen-space fading
|
|
//-----------------------------------------------------------------------------
|
|
unsigned char CStaticPropMgr::ComputeScreenFade( CStaticProp &prop, float flMinSize, float flMaxSize, float flFalloffFactor )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
float flPixelWidth = pRenderContext->ComputePixelWidthOfSphere( prop.GetRenderOrigin(), prop.Radius() );
|
|
|
|
unsigned char alpha = 0;
|
|
if ( flPixelWidth > flMinSize )
|
|
{
|
|
if ( (flMaxSize >= 0) && (flPixelWidth < flMaxSize) )
|
|
{
|
|
int nAlpha = flFalloffFactor * (flPixelWidth - flMinSize);
|
|
alpha = clamp( nAlpha, 0, 255 );
|
|
}
|
|
else
|
|
{
|
|
alpha = 255;
|
|
}
|
|
}
|
|
|
|
return alpha;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Changes the render group based on alpha
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::ChangeRenderGroup( CStaticProp &prop )
|
|
{
|
|
#ifndef SWDS
|
|
static RenderGroup_t opaqueRenderGroup = ( g_bClientLeafSystemV1 ) ? RENDER_GROUP_OPAQUE_ENTITY : RENDER_GROUP_OPAQUE_STATIC;
|
|
ClientRenderHandle_t renderHandle = prop.GetRenderHandle();
|
|
Assert( renderHandle != INVALID_CLIENT_RENDER_HANDLE );
|
|
if ( prop.GetFxBlend() == 0 )
|
|
{
|
|
clientleafsystem->ChangeRenderableRenderGroup( renderHandle, opaqueRenderGroup );
|
|
}
|
|
else if ( prop.GetFxBlend() == 255 )
|
|
{
|
|
RenderGroup_t nRenderGroup = prop.IsTransparent() ? RENDER_GROUP_TRANSLUCENT_ENTITY : opaqueRenderGroup;
|
|
clientleafsystem->ChangeRenderableRenderGroup( renderHandle, nRenderGroup );
|
|
}
|
|
else
|
|
{
|
|
clientleafsystem->ChangeRenderableRenderGroup( renderHandle, RENDER_GROUP_TRANSLUCENT_ENTITY );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// System to update prop opacity
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::ComputePropOpacity( CStaticProp &prop )
|
|
{
|
|
#ifndef SWDS
|
|
if (modelinfoclient->ModelHasMaterialProxy( prop.GetModel() ))
|
|
{
|
|
modelinfoclient->RecomputeTranslucency( prop.GetModel(), prop.GetSkin(), prop.GetBody(), prop.GetClientRenderable(), (float)(prop.GetFxBlend()) / 255.0f );
|
|
}
|
|
#endif
|
|
|
|
#ifdef LINUX
|
|
bool bVisionOverride = false;
|
|
#else
|
|
static ConVarRef localplayer_visionflags( "localplayer_visionflags" );
|
|
bool bVisionOverride = ( localplayer_visionflags.IsValid() && ( localplayer_visionflags.GetInt() & ( 0x01 ) ) ); // Pyro-vision Goggles
|
|
if ( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_0() )
|
|
{
|
|
bVisionOverride = false;
|
|
}
|
|
#endif
|
|
|
|
// If we're taking devshots, don't fade anything
|
|
if ( g_MakingDevShots || m_flLastViewFactor < 0 || bVisionOverride )
|
|
{
|
|
prop.SetAlpha( 255 );
|
|
ChangeRenderGroup( prop );
|
|
return;
|
|
}
|
|
|
|
if ( (prop.Flags() & STATIC_PROP_FLAG_FADES) != 0 )
|
|
{
|
|
// Distance-based fading.
|
|
// Step over the list of all things that want to be faded out and recompute alpha
|
|
|
|
// Not sure if this is a fast enough way of doing it
|
|
// but it's easy for now; we'll have to test later how large this list gets.
|
|
// If it's <100 or so, we should be fine
|
|
Assert( prop.FadeIndex() != INVALID_FADE_INDEX );
|
|
|
|
Vector v;
|
|
|
|
StaticPropFade_t& fade = m_StaticPropFade[prop.FadeIndex()];
|
|
|
|
unsigned char alpha;
|
|
|
|
// Calculate distance (badly)
|
|
if ( (prop.Flags() & STATIC_PROP_SCREEN_SPACE_FADE) == 0 )
|
|
{
|
|
VectorSubtract( prop.GetRenderOrigin(), m_vecLastViewOrigin, v );
|
|
VectorScale( v, m_flLastViewFactor, v );
|
|
|
|
alpha = 0;
|
|
float sqDist = v.LengthSqr();
|
|
if ( sqDist < fade.m_MaxDistSq )
|
|
{
|
|
if ( (fade.m_MinDistSq >= 0) && (sqDist > fade.m_MinDistSq) )
|
|
{
|
|
int nAlpha = fade.m_FalloffFactor * (fade.m_MaxDistSq - sqDist);
|
|
alpha = clamp( nAlpha, 0, 255 );
|
|
}
|
|
else
|
|
{
|
|
alpha = 255;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
alpha = ComputeScreenFade( prop, fade.m_MinScreenWidth, fade.m_MaxScreenWidth, fade.m_FalloffFactor );
|
|
}
|
|
|
|
prop.SetAlpha( alpha );
|
|
ChangeRenderGroup( prop );
|
|
}
|
|
else
|
|
{
|
|
prop.SetAlpha( 255 );
|
|
ChangeRenderGroup( prop );
|
|
}
|
|
|
|
#ifndef SWDS
|
|
if ( !IsXbox() )
|
|
{
|
|
// Fade all props, if we have a default level setting
|
|
// But only change the fade if it's more translucent than any other fades we might have
|
|
unsigned char alpha = modelinfoclient->ComputeLevelScreenFade( prop.GetRenderOrigin(), prop.Radius(), prop.ForcedFadeScale() );
|
|
unsigned char nViewAlpha = modelinfoclient->ComputeViewScreenFade( prop.GetRenderOrigin(), prop.Radius(), prop.ForcedFadeScale() );
|
|
if ( nViewAlpha < alpha )
|
|
{
|
|
alpha = nViewAlpha;
|
|
}
|
|
|
|
if ( alpha < prop.GetFxBlend() )
|
|
{
|
|
prop.SetAlpha( alpha );
|
|
ChangeRenderGroup( prop );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// System to update prop opacity
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::ComputePropOpacity( const Vector &viewOrigin, float factor )
|
|
{
|
|
// Cache these off for the call to ComputeFX blend which is compute later
|
|
m_vecLastViewOrigin = viewOrigin;
|
|
m_flLastViewFactor = factor;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Trace a ray against the specified static Prop. Returns point of intersection in trace_t
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::TraceRayAgainstStaticProp( const Ray_t& ray, int staticPropIndex, trace_t& tr )
|
|
{
|
|
#ifndef SWDS
|
|
// Get the prop
|
|
CStaticProp& prop = m_StaticProps[staticPropIndex];
|
|
|
|
if (prop.GetSolid() != SOLID_NONE)
|
|
{
|
|
// FIXME: Better bloat?
|
|
// Bloat a little bit so we get the intersection
|
|
Ray_t temp = ray;
|
|
temp.m_Delta *= 1.1f;
|
|
g_pEngineTraceClient->ClipRayToEntity( temp, MASK_ALL, &prop, &tr );
|
|
}
|
|
else
|
|
{
|
|
// no collision
|
|
tr.fraction = 1.0f;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Adds decals to static props, returns point of decal in trace_t
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::AddDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
|
|
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr )
|
|
{
|
|
Color tempColor( 255, 255, 255 );
|
|
AddColorDecalToStaticProp( rayStart, rayEnd, staticPropIndex, decalIndex, doTrace, tr, false, tempColor );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
|
|
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor )
|
|
{
|
|
#ifndef SWDS
|
|
// Invalid static prop? Blow it off!
|
|
if (staticPropIndex >= m_StaticProps.Size())
|
|
{
|
|
memset( &tr, 0, sizeof(trace_t) );
|
|
tr.fraction = 1.0f;
|
|
return;
|
|
}
|
|
|
|
Ray_t ray;
|
|
ray.Init( rayStart, rayEnd );
|
|
if (doTrace)
|
|
{
|
|
// Trace the ray against the prop
|
|
TraceRayAgainstStaticProp( ray, staticPropIndex, tr );
|
|
if (tr.fraction == 1.0f)
|
|
return;
|
|
}
|
|
|
|
if ( !r_drawmodeldecals.GetInt() )
|
|
return;
|
|
|
|
// Get the prop
|
|
CStaticProp& prop = m_StaticProps[staticPropIndex];
|
|
|
|
// Found the point, now lets apply the decals
|
|
Assert( prop.GetModelInstance() != MODEL_INSTANCE_INVALID );
|
|
|
|
// Choose a new ray along which to project the decal based on
|
|
// surface normal. This prevents decal skewing
|
|
bool noPokethru = false;
|
|
if (doTrace && (prop.GetSolid() == SOLID_VPHYSICS) && !tr.startsolid && !tr.allsolid)
|
|
{
|
|
Vector temp;
|
|
VectorSubtract( tr.endpos, tr.plane.normal, temp );
|
|
ray.Init( tr.endpos, temp );
|
|
noPokethru = true;
|
|
}
|
|
|
|
// FIXME: Pass in decal up?
|
|
// FIXME: What to do about the body parameter?
|
|
Vector up(0, 0, 1);
|
|
if ( bUseColor )
|
|
{
|
|
modelrender->AddColoredDecal( prop.GetModelInstance(), ray, up, decalIndex, 0, cColor, noPokethru );
|
|
}
|
|
else
|
|
{
|
|
modelrender->AddDecal( prop.GetModelInstance(), ray, up, decalIndex, 0, noPokethru );
|
|
}
|
|
|
|
#endif
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Adds/removes shadows from static props
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable )
|
|
{
|
|
#ifndef SWDS
|
|
Assert( dynamic_cast<CStaticProp*>(pRenderable) != 0 );
|
|
|
|
CStaticProp* pProp = static_cast<CStaticProp*>(pRenderable);
|
|
|
|
g_pShadowMgr->AddShadowToModel( shadowHandle, pProp->GetModelInstance() );
|
|
#endif
|
|
}
|
|
|
|
void CStaticPropMgr::RemoveAllShadowsFromStaticProp( IClientRenderable* pRenderable )
|
|
{
|
|
#ifndef SWDS
|
|
Assert( dynamic_cast<CStaticProp*>(pRenderable) != 0 );
|
|
CStaticProp* pProp = static_cast<CStaticProp*>(pRenderable);
|
|
if (pProp->GetModelInstance() != MODEL_INSTANCE_INVALID)
|
|
{
|
|
g_pShadowMgr->RemoveAllShadowsFromModel( pProp->GetModelInstance() );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets the lighting + material color of a static prop
|
|
//-----------------------------------------------------------------------------
|
|
void CStaticPropMgr::GetStaticPropMaterialColorAndLighting( trace_t* pTrace,
|
|
int staticPropIndex, Vector& lighting, Vector& matColor )
|
|
{
|
|
#ifndef SWDS
|
|
// Invalid static prop? Blow it off!
|
|
if (staticPropIndex >= m_StaticProps.Size())
|
|
{
|
|
lighting.Init( 0, 0, 0 );
|
|
matColor.Init( 1, 1, 1 );
|
|
return;
|
|
}
|
|
|
|
// Get the prop
|
|
CStaticProp& prop = m_StaticProps[staticPropIndex];
|
|
|
|
// Ask the model info about what we need to know
|
|
modelinfoclient->GetModelMaterialColorAndLighting( (model_t*)prop.GetModel(),
|
|
prop.GetRenderOrigin(), prop.GetRenderAngles(), pTrace, lighting, matColor );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Little debugger tool to report which prop we're looking at
|
|
//-----------------------------------------------------------------------------
|
|
void Cmd_PropCrosshair_f (void)
|
|
{
|
|
Vector endPoint;
|
|
VectorMA( MainViewOrigin(), COORD_EXTENT * 1.74f, MainViewForward(), endPoint );
|
|
|
|
Ray_t ray;
|
|
ray.Init( MainViewOrigin(), endPoint );
|
|
|
|
trace_t tr;
|
|
CTraceFilterWorldAndPropsOnly traceFilter;
|
|
g_pEngineTraceServer->TraceRay( ray, MASK_ALL, &traceFilter, &tr );
|
|
|
|
if ( tr.hitbox > 0 )
|
|
Msg( "hit prop %d\n", tr.hitbox - 1 );
|
|
else
|
|
Msg( "didn't hit a prop\n" );
|
|
}
|
|
|
|
static ConCommand prop_crosshair( "prop_crosshair", Cmd_PropCrosshair_f, "Shows name for prop looking at", FCVAR_CHEAT );
|
|
|