mirror of
https://github.com/nillerusr/source-engine.git
synced 2025-01-26 06:44:18 +00:00
some things
This commit is contained in:
parent
403b060ef9
commit
faa452222e
@ -4,10 +4,8 @@
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//
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//===========================================================================//
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#include <windows.h>
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#include <eh.h>
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#include "appframework/AppFramework.h"
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#include "ihammer.h"
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#include "IHammer.h"
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#include "tier0/dbg.h"
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#include "vstdlib/cvar.h"
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#include "filesystem.h"
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@ -17,12 +15,21 @@
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#include "datacache/idatacache.h"
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#include "datacache/imdlcache.h"
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#include "vphysics_interface.h"
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#include "vgui/ivgui.h"
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#include "vgui/IVGui.h"
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#include "vgui/ISurface.h"
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#include "inputsystem/iinputsystem.h"
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#include "tier0/icommandline.h"
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#include "p4lib/ip4.h"
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#ifdef USE_SDL
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# include <SDL.h>
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# include <SDL_version.h>
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# ifndef _WIN32
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# define MB_OK 0
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# define MB_ICONSTOP 0
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# endif
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#endif
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//-----------------------------------------------------------------------------
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// Global systems
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//-----------------------------------------------------------------------------
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@ -129,6 +136,16 @@ void CHammerApp::Destroy()
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}
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#if defined( USE_SDL ) && !defined( _WIN32 )
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int MessageBox( HWND hWnd, const char *message, const char *header, unsigned uType )
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{
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SDL_ShowSimpleMessageBox( 0, header, message, GetAssertDialogParent() );
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return 0;
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}
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#endif
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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SpewRetval_t HammerSpewFunc( SpewType_t type, tchar const *pMsg )
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49
hammer_launcher/wscript
Normal file
49
hammer_launcher/wscript
Normal file
@ -0,0 +1,49 @@
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#! /usr/bin/env python
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# encoding: utf-8
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from waflib import Utils
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import os
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top = '.'
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PROJECT_NAME = 'hammer_launcher'
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def options(opt):
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# stub
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return
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def configure(conf):
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return
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def build(bld):
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if bld.env.DEST_OS == 'android':
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return
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source = ['main.cpp']
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includes = [
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'../public',
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'../public/tier0',
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'../public/tier1',
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] + bld.env.INCLUDES_SDL2
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defines = []
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libs = ['tier0', 'appframework', 'tier1', 'vstdlib', 'SDL2']
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if bld.env.DEST_OS != 'win32':
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libs += [ 'DL', 'LOG' ]
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else:
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libs += ['USER32', 'SHELL32']
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source += ['hammer_launcher.rc']
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install_path = bld.env.BINDIR
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bld(
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source = source,
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target = PROJECT_NAME,
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name = PROJECT_NAME,
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features = 'c cxx cxxprogram',
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includes = includes,
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defines = defines,
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use = libs,
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install_path = install_path,
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subsystem = bld.env.MSVC_SUBSYSTEM,
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idx = bld.get_taskgen_count()
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)
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@ -112,7 +112,7 @@ void CDbgLogger::Init(const char *logfile)
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#ifdef GIT_COMMIT_HASH
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fprintf(file, ">>> Engine(arch:%s commit:" GIT_COMMIT_HASH ") started at %s\n", GetProcessorArchName(), szTime);
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#else
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fprintf(file, ">>> Engine(arch:%s) started at %s\n", GetProcessorArchName(), szTime);
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fprintf(file, ">>> Engine(arch:%s version:" REL_VERSION ") started at %s\n", GetProcessorArchName(), szTime);
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#endif
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#ifdef GNUC
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@ -16,6 +16,8 @@ def configure(conf):
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conf.define('WAF_LDFLAGS', conf.env.LINKFLAGS)
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conf.define('TIER0_DLL_EXPORT',1)
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# conf.define('NO_HOOK_MALLOC',1)
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conf.define('GIT_COMMIT_HASH', conf.env.GIT_VERSION)
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conf.define('REL_VERSION', conf.env.REL_VERSION)
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def build(bld):
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source = [
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@ -49,7 +49,7 @@ void LoadMaterialSystemInterface( CreateInterfaceFn fileSystemFactory )
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if (!g_pMaterialSystem->Init( "shaderapiempty" DLL_EXT_STRING, 0, fileSystemFactory ))
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{
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Error( "Could not start the empty shader (shaderapiempty)!" );
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Error( "Could not start the empty shader (shaderapiempty)!\n" );
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}
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}
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346
utils/vbsp/disp_ivp.cpp
Normal file
346
utils/vbsp/disp_ivp.cpp
Normal file
@ -0,0 +1,346 @@
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "vbsp.h"
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#include "disp_vbsp.h"
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#include "builddisp.h"
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#include "disp_common.h"
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#include "ivp.h"
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#include "disp_vbsp.h"
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#include "vphysics_interface.h"
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#include "vphysics/virtualmesh.h"
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#include "utlrbtree.h"
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#include "tier1/utlbuffer.h"
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#include "materialpatch.h"
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struct disp_grid_t
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{
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int gridIndex;
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CUtlVector<int> dispList;
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};
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static CUtlVector<disp_grid_t> gDispGridList;
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disp_grid_t &FindOrInsertGrid( int gridIndex )
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{
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// linear search is slow, but only a few grids will be present
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for ( int i = gDispGridList.Count()-1; i >= 0; i-- )
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{
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if ( gDispGridList[i].gridIndex == gridIndex )
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{
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return gDispGridList[i];
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}
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}
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int index = gDispGridList.AddToTail();
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gDispGridList[index].gridIndex = gridIndex;
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// must be empty
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Assert( gDispGridList[index].dispList.Count() == 0 );
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return gDispGridList[index];
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}
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// UNDONE: Tune these or adapt them to map size or triangle count?
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#define DISP_GRID_SIZEX 4096
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#define DISP_GRID_SIZEY 4096
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#define DISP_GRID_SIZEZ 8192
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int Disp_GridIndex( CCoreDispInfo *pDispInfo )
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{
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// quick hash the center into the grid and put the whole terrain in that grid
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Vector mins, maxs;
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pDispInfo->GetNode(0)->GetBoundingBox( mins, maxs );
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Vector center;
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center = 0.5 * (mins + maxs);
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// make sure it's positive
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center += Vector(MAX_COORD_INTEGER,MAX_COORD_INTEGER,MAX_COORD_INTEGER);
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int gridX = center.x / DISP_GRID_SIZEX;
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int gridY = center.y / DISP_GRID_SIZEY;
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int gridZ = center.z / DISP_GRID_SIZEZ;
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gridX &= 0xFF;
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gridY &= 0xFF;
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gridZ &= 0xFF;
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return MAKEID( gridX, gridY, gridZ, 0 );
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}
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void AddToGrid( int gridIndex, int dispIndex )
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{
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disp_grid_t &grid = FindOrInsertGrid( gridIndex );
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grid.dispList.AddToTail( dispIndex );
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}
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MaterialSystemMaterial_t GetMatIDFromDisp( mapdispinfo_t *pMapDisp )
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{
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texinfo_t *pTexInfo = &texinfo[pMapDisp->face.texinfo];
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dtexdata_t *pTexData = GetTexData( pTexInfo->texdata );
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MaterialSystemMaterial_t matID = FindOriginalMaterial( TexDataStringTable_GetString( pTexData->nameStringTableID ), NULL, true );
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return matID;
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}
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// adds all displacement faces as a series of convex objects
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// UNDONE: Only add the displacements for this model?
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void Disp_AddCollisionModels( CUtlVector<CPhysCollisionEntry *> &collisionList, dmodel_t *pModel, int contentsMask)
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{
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int dispIndex;
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// Add each displacement to the grid hash
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for ( dispIndex = 0; dispIndex < g_CoreDispInfos.Count(); dispIndex++ )
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{
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CCoreDispInfo *pDispInfo = g_CoreDispInfos[ dispIndex ];
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mapdispinfo_t *pMapDisp = &mapdispinfo[ dispIndex ];
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// not solid for this pass
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if ( !(pMapDisp->contents & contentsMask) )
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continue;
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int gridIndex = Disp_GridIndex( pDispInfo );
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AddToGrid( gridIndex, dispIndex );
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}
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// now make a polysoup for the terrain in each grid
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for ( int grid = 0; grid < gDispGridList.Count(); grid++ )
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{
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int triCount = 0;
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CPhysPolysoup *pTerrainPhysics = physcollision->PolysoupCreate();
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// iterate the displacements in this grid
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for ( int listIndex = 0; listIndex < gDispGridList[grid].dispList.Count(); listIndex++ )
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{
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dispIndex = gDispGridList[grid].dispList[listIndex];
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CCoreDispInfo *pDispInfo = g_CoreDispInfos[ dispIndex ];
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mapdispinfo_t *pMapDisp = &mapdispinfo[ dispIndex ];
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// Get the material id.
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MaterialSystemMaterial_t matID = GetMatIDFromDisp( pMapDisp );
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// Build a triangle list. This shares the tesselation code with the engine.
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CUtlVector<unsigned short> indices;
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CVBSPTesselateHelper helper;
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helper.m_pIndices = &indices;
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helper.m_pActiveVerts = pDispInfo->GetAllowedVerts().Base();
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helper.m_pPowerInfo = pDispInfo->GetPowerInfo();
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::TesselateDisplacement( &helper );
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Assert( indices.Count() > 0 );
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Assert( indices.Count() % 3 == 0 ); // Make sure indices are a multiple of 3.
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int nTriCount = indices.Count() / 3;
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triCount += nTriCount;
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if ( triCount >= 65536 )
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{
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// don't put more than 64K tris in any single collision model
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CPhysCollide *pCollide = physcollision->ConvertPolysoupToCollide( pTerrainPhysics, false );
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if ( pCollide )
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{
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collisionList.AddToTail( new CPhysCollisionEntryStaticMesh( pCollide, NULL ) );
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}
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// Throw this polysoup away and start over for the remaining triangles
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physcollision->PolysoupDestroy( pTerrainPhysics );
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pTerrainPhysics = physcollision->PolysoupCreate();
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triCount = nTriCount;
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}
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Vector tmpVerts[3];
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for ( int iTri = 0; iTri < nTriCount; ++iTri )
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{
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float flAlphaTotal = 0.0f;
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for ( int iTriVert = 0; iTriVert < 3; ++iTriVert )
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{
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pDispInfo->GetVert( indices[iTri*3+iTriVert], tmpVerts[iTriVert] );
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flAlphaTotal += pDispInfo->GetAlpha( indices[iTri*3+iTriVert] );
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}
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int nProp = g_SurfaceProperties[texinfo[pMapDisp->face.texinfo].texdata];
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if ( flAlphaTotal > DISP_ALPHA_PROP_DELTA )
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{
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int nProp2 = GetSurfaceProperties2( matID, "surfaceprop2" );
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if ( nProp2 != -1 )
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{
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nProp = nProp2;
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}
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}
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int nMaterialIndex = RemapWorldMaterial( nProp );
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physcollision->PolysoupAddTriangle( pTerrainPhysics, tmpVerts[0], tmpVerts[1], tmpVerts[2], nMaterialIndex );
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}
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}
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// convert the whole grid's polysoup to a collide and store in the collision list
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CPhysCollide *pCollide = physcollision->ConvertPolysoupToCollide( pTerrainPhysics, false );
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if ( pCollide )
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{
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collisionList.AddToTail( new CPhysCollisionEntryStaticMesh( pCollide, NULL ) );
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}
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// now that we have the collide, we're done with the soup
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physcollision->PolysoupDestroy( pTerrainPhysics );
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}
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}
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class CDispMeshEvent : public IVirtualMeshEvent
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{
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public:
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CDispMeshEvent( unsigned short *pIndices, int indexCount, CCoreDispInfo *pDispInfo );
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virtual void GetVirtualMesh( void *userData, virtualmeshlist_t *pList );
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virtual void GetWorldspaceBounds( void *userData, Vector *pMins, Vector *pMaxs );
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virtual void GetTrianglesInSphere( void *userData, const Vector ¢er, float radius, virtualmeshtrianglelist_t *pList );
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CUtlVector<Vector> m_verts;
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unsigned short *m_pIndices;
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int m_indexCount;
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};
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CDispMeshEvent::CDispMeshEvent( unsigned short *pIndices, int indexCount, CCoreDispInfo *pDispInfo )
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{
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m_pIndices = pIndices;
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m_indexCount = indexCount;
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int maxIndex = 0;
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for ( int i = 0; i < indexCount; i++ )
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{
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if ( pIndices[i] > maxIndex )
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{
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maxIndex = pIndices[i];
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}
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}
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for ( int i = 0; i < indexCount/2; i++ )
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{
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V_swap( pIndices[i], pIndices[(indexCount-i)-1] );
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}
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int count = maxIndex + 1;
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m_verts.SetCount( count );
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for ( int i = 0; i < count; i++ )
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{
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m_verts[i] = pDispInfo->GetVert(i);
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}
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}
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void CDispMeshEvent::GetVirtualMesh( void *userData, virtualmeshlist_t *pList )
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{
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Assert(userData==((void *)this));
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pList->pVerts = m_verts.Base();
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pList->indexCount = m_indexCount;
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pList->triangleCount = m_indexCount/3;
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pList->vertexCount = m_verts.Count();
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pList->surfacePropsIndex = 0; // doesn't matter here, reset at runtime
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pList->pHull = NULL;
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int indexMax = ARRAYSIZE(pList->indices);
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int indexCount = min(m_indexCount, indexMax);
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Assert(m_indexCount < indexMax);
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Q_memcpy( pList->indices, m_pIndices, sizeof(*m_pIndices) * indexCount );
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}
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void CDispMeshEvent::GetWorldspaceBounds( void *userData, Vector *pMins, Vector *pMaxs )
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{
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Assert(userData==((void *)this));
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ClearBounds( *pMins, *pMaxs );
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for ( int i = 0; i < m_verts.Count(); i++ )
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{
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AddPointToBounds( m_verts[i], *pMins, *pMaxs );
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}
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}
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void CDispMeshEvent::GetTrianglesInSphere( void *userData, const Vector ¢er, float radius, virtualmeshtrianglelist_t *pList )
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{
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Assert(userData==((void *)this));
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pList->triangleCount = m_indexCount/3;
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int indexMax = ARRAYSIZE(pList->triangleIndices);
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int indexCount = min(m_indexCount, indexMax);
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Assert(m_indexCount < MAX_VIRTUAL_TRIANGLES*3);
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Q_memcpy( pList->triangleIndices, m_pIndices, sizeof(*m_pIndices) * indexCount );
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}
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void Disp_BuildVirtualMesh( int contentsMask )
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{
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CUtlVector<CPhysCollide *> virtualMeshes;
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virtualMeshes.EnsureCount( g_CoreDispInfos.Count() );
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for ( int i = 0; i < g_CoreDispInfos.Count(); i++ )
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{
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CCoreDispInfo *pDispInfo = g_CoreDispInfos[ i ];
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mapdispinfo_t *pMapDisp = &mapdispinfo[ i ];
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virtualMeshes[i] = NULL;
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// not solid for this pass
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if ( !(pMapDisp->contents & contentsMask) )
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continue;
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// Build a triangle list. This shares the tesselation code with the engine.
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CUtlVector<unsigned short> indices;
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CVBSPTesselateHelper helper;
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helper.m_pIndices = &indices;
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helper.m_pActiveVerts = pDispInfo->GetAllowedVerts().Base();
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helper.m_pPowerInfo = pDispInfo->GetPowerInfo();
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::TesselateDisplacement( &helper );
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// validate the collision data
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if ( 1 )
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{
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int triCount = indices.Count() / 3;
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for ( int j = 0; j < triCount; j++ )
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{
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int index = j * 3;
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Vector v0 = pDispInfo->GetVert( indices[index+0] );
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Vector v1 = pDispInfo->GetVert( indices[index+1] );
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Vector v2 = pDispInfo->GetVert( indices[index+2] );
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if ( v0 == v1 || v1 == v2 || v2 == v0 )
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{
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Warning( "Displacement %d has bad geometry near %.2f %.2f %.2f\n", i, v0.x, v0.y, v0.z );
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texinfo_t *pTexInfo = &texinfo[pMapDisp->face.texinfo];
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dtexdata_t *pTexData = GetTexData( pTexInfo->texdata );
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const char *pMatName = TexDataStringTable_GetString( pTexData->nameStringTableID );
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Error( "Can't compile displacement physics, exiting. Texture is %s\n", pMatName );
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}
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}
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}
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CDispMeshEvent meshHandler( indices.Base(), indices.Count(), pDispInfo );
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virtualmeshparams_t params;
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params.buildOuterHull = true;
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params.pMeshEventHandler = &meshHandler;
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params.userData = &meshHandler;
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virtualMeshes[i] = physcollision->CreateVirtualMesh( params );
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}
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unsigned int totalSize = 0;
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CUtlBuffer buf;
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dphysdisp_t header;
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header.numDisplacements = g_CoreDispInfos.Count();
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buf.PutObjects( &header );
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CUtlVector<char> dispBuf;
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for ( int i = 0; i < header.numDisplacements; i++ )
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{
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if ( virtualMeshes[i] )
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||||
{
|
||||
unsigned int testSize = physcollision->CollideSize( virtualMeshes[i] );
|
||||
totalSize += testSize;
|
||||
buf.PutShort( testSize );
|
||||
}
|
||||
else
|
||||
{
|
||||
buf.PutShort( -1 );
|
||||
}
|
||||
}
|
||||
for ( int i = 0; i < header.numDisplacements; i++ )
|
||||
{
|
||||
if ( virtualMeshes[i] )
|
||||
{
|
||||
unsigned int testSize = physcollision->CollideSize( virtualMeshes[i] );
|
||||
dispBuf.RemoveAll();
|
||||
dispBuf.EnsureCount(testSize);
|
||||
|
||||
unsigned int outSize = physcollision->CollideWrite( dispBuf.Base(), virtualMeshes[i], false );
|
||||
Assert( outSize == testSize );
|
||||
buf.Put( dispBuf.Base(), outSize );
|
||||
}
|
||||
}
|
||||
g_PhysDispSize = totalSize + sizeof(dphysdisp_t) + (sizeof(unsigned short) * header.numDisplacements);
|
||||
Assert( buf.TellMaxPut() == g_PhysDispSize );
|
||||
g_PhysDispSize = buf.TellMaxPut();
|
||||
g_pPhysDisp = new byte[g_PhysDispSize];
|
||||
Q_memcpy( g_pPhysDisp, buf.Base(), g_PhysDispSize );
|
||||
}
|
||||
|
@ -67,4 +67,6 @@ bool HasDispInfo( mapbrush_t *pBrush );
|
||||
// Computes the bounds for a disp info
|
||||
void ComputeDispInfoBounds( int dispinfo, Vector& mins, Vector& maxs );
|
||||
|
||||
extern void Disp_AddCollisionModels( CUtlVector<CPhysCollisionEntry *> &collisionList, dmodel_t *pModel, int contentsMask );
|
||||
extern void Disp_BuildVirtualMesh( int contentsMask );
|
||||
#endif // VBSP_DISPINFO_H
|
||||
|
1652
utils/vbsp/ivp.cpp
Normal file
1652
utils/vbsp/ivp.cpp
Normal file
File diff suppressed because it is too large
Load Diff
75
utils/vbsp/ivp.h
Normal file
75
utils/vbsp/ivp.h
Normal file
@ -0,0 +1,75 @@
|
||||
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================//
|
||||
|
||||
#ifndef IVP_H
|
||||
#define IVP_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "utlvector.h"
|
||||
|
||||
class CPhysCollide;
|
||||
class CTextBuffer;
|
||||
class IPhysicsCollision;
|
||||
extern IPhysicsCollision *physcollision;
|
||||
|
||||
// a list of all of the materials in the world model
|
||||
extern int RemapWorldMaterial( int materialIndexIn );
|
||||
|
||||
class CPhysCollisionEntry
|
||||
{
|
||||
public:
|
||||
CPhysCollisionEntry( CPhysCollide *pCollide );
|
||||
|
||||
virtual void WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) = 0;
|
||||
virtual void DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) = 0;
|
||||
|
||||
unsigned int GetCollisionBinarySize();
|
||||
unsigned int WriteCollisionBinary( char *pDest );
|
||||
|
||||
protected:
|
||||
void DumpCollideFileName( const char *pName, int modelIndex, CTextBuffer *pTextBuffer );
|
||||
|
||||
protected:
|
||||
CPhysCollide *m_pCollide;
|
||||
};
|
||||
|
||||
class CPhysCollisionEntryStaticMesh : public CPhysCollisionEntry
|
||||
{
|
||||
public:
|
||||
CPhysCollisionEntryStaticMesh( CPhysCollide *pCollide, const char *pMaterialName );
|
||||
|
||||
virtual void WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex );
|
||||
virtual void DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex );
|
||||
|
||||
private:
|
||||
const char *m_pMaterial;
|
||||
};
|
||||
|
||||
|
||||
class CTextBuffer
|
||||
{
|
||||
public:
|
||||
CTextBuffer( void );
|
||||
~CTextBuffer( void );
|
||||
inline int GetSize( void ) { return m_buffer.Count(); }
|
||||
inline char *GetData( void ) { return m_buffer.Base(); }
|
||||
|
||||
void WriteText( const char *pText );
|
||||
void WriteIntKey( const char *pKeyName, int outputData );
|
||||
void WriteStringKey( const char *pKeyName, const char *outputData );
|
||||
void WriteFloatKey( const char *pKeyName, float outputData );
|
||||
void WriteFloatArrayKey( const char *pKeyName, const float *outputData, int count );
|
||||
|
||||
void CopyStringQuotes( const char *pString );
|
||||
void Terminate( void );
|
||||
private:
|
||||
void CopyData( const char *pData, int len );
|
||||
CUtlVector<char> m_buffer;
|
||||
};
|
||||
|
||||
#endif // IVP_H
|
@ -931,7 +931,7 @@ void WriteBSP (node_t *headnode, face_t *pLeafFaceList )
|
||||
}
|
||||
}
|
||||
|
||||
// EmitWaterVolumesForBSP( &dmodels[nummodels], headnode );
|
||||
EmitWaterVolumesForBSP( &dmodels[nummodels], headnode );
|
||||
qprintf ("%5i nodes with faces\n", c_facenodes);
|
||||
qprintf ("%5i nodes without faces\n", c_nofaces);
|
||||
qprintf ("%5i faces\n", numfaces-oldfaces);
|
||||
@ -1257,7 +1257,7 @@ void EndBSPFile (void)
|
||||
OverlayTransition_EmitOverlayFaces();
|
||||
|
||||
// phys collision needs dispinfo to operate (needs to generate phys collision for displacement surfs)
|
||||
// EmitPhysCollision();
|
||||
EmitPhysCollision();
|
||||
|
||||
// We can't calculate this properly until vvis (since we need vis to do this), so we set
|
||||
// to zero everywhere by default.
|
||||
|
@ -24,8 +24,10 @@ def build(bld):
|
||||
'detail.cpp',
|
||||
'detailobjects.cpp',
|
||||
'disp_vbsp.cpp',
|
||||
'disp_ivp.cpp',
|
||||
'faces.cpp',
|
||||
'glfile.cpp',
|
||||
'ivp.cpp',
|
||||
'leakfile.cpp',
|
||||
'map.cpp',
|
||||
'manifest.cpp',
|
||||
|
33
wscript
33
wscript
@ -8,7 +8,7 @@ from waflib import Logs, Context, Configure
|
||||
import sys
|
||||
import os
|
||||
|
||||
VERSION = '1.0'
|
||||
VERSION = '1.17'
|
||||
APPNAME = 'source-engine'
|
||||
top = '.'
|
||||
|
||||
@ -174,29 +174,26 @@ def define_platform(conf):
|
||||
if conf.options.ALLOW64:
|
||||
conf.define('PLATFORM_64BITS', 1)
|
||||
|
||||
conf.env.projects = ['base']
|
||||
conf.env.targets = []
|
||||
conf.env.targets = projects['base']
|
||||
if conf.options.DEDICATED:
|
||||
conf.env.DEDICATED = True
|
||||
conf.env.projects += ['dedicated']
|
||||
conf.env.targets += projects['dedicated']
|
||||
conf.options.SDL = False
|
||||
conf.define('DEDICATED', 1)
|
||||
|
||||
if conf.options.LAUNCHER:
|
||||
conf.env.projects += ['main']
|
||||
conf.env.targets += projects['main']
|
||||
conf.env.GL = conf.options.GL or conf.options.TOGLES
|
||||
if conf.options.TOGLES:
|
||||
conf.env.TOGLES = True
|
||||
conf.env.targets += ['togles']
|
||||
conf.env.append_unique('DEFINES', ['TOGLES'])
|
||||
if conf.env.GL:
|
||||
if not conf.env.TOGLES:
|
||||
conf.env.targets += ['togl']
|
||||
conf.env.append_unique('DEFINES', [
|
||||
'DX_TO_GL_ABSTRACTION',
|
||||
'GL_GLEXT_PROTOTYPES',
|
||||
'BINK_VIDEO'
|
||||
])
|
||||
conf.env.targets += ['togles' if conf.env.TOGLES else 'togl']
|
||||
|
||||
if conf.options.SDL:
|
||||
conf.env.SDL = True
|
||||
@ -204,11 +201,11 @@ def define_platform(conf):
|
||||
|
||||
if conf.options.TESTS:
|
||||
conf.env.TESTS = True
|
||||
conf.env.projects += ['tests']
|
||||
conf.env.targets += projects['tests']
|
||||
conf.define('UNITTESTS', 1)
|
||||
|
||||
if conf.options.UTILS:
|
||||
conf.env.projects += ['utils']
|
||||
conf.env.targets += projects['utils']
|
||||
|
||||
if conf.env.DEST_OS == 'win32' and not conf.env.TESTS:
|
||||
conf.env.targets += ['utils/bzip2']
|
||||
@ -458,7 +455,8 @@ def configure(conf):
|
||||
conf.load('mm_hook')
|
||||
|
||||
define_platform(conf)
|
||||
conf.define('GIT_COMMIT_HASH', conf.env.GIT_VERSION)
|
||||
conf.env.targets = set(conf.env.targets)
|
||||
conf.env.REL_VERSION = VERSION
|
||||
|
||||
conf.env.BIT32_MANDATORY = not conf.options.ALLOW64
|
||||
if conf.env.BIT32_MANDATORY:
|
||||
@ -612,21 +610,16 @@ def configure(conf):
|
||||
conf.env.CC.insert(0, 'ccache')
|
||||
conf.env.CXX.insert(0, 'ccache')
|
||||
|
||||
for proj in conf.env.projects:
|
||||
conf.add_subproject(projects[proj])
|
||||
for targ in conf.env.targets:
|
||||
conf.add_subproject(targ)
|
||||
conf.add_subproject(conf.env.targets)
|
||||
|
||||
def build(bld):
|
||||
os.environ["CCACHE_DIR"] = os.path.abspath('.ccache/'+bld.env.COMPILER_CC+'/'+bld.env.DEST_OS+'/'+bld.env.DEST_CPU)
|
||||
if not os.environ.get('CCACHE_DIR'):
|
||||
os.environ['CCACHE_DIR'] = os.path.abspath('.ccache/'+bld.env.COMPILER_CC+'/'+bld.env.DEST_OS+'/'+bld.env.DEST_CPU)
|
||||
|
||||
if bld.env.DEST_OS in ['win32', 'android']:
|
||||
sdl_name = 'SDL2.dll' if bld.env.DEST_OS == 'win32' else 'libSDL2.so'
|
||||
sdl_path = os.path.join('lib', bld.env.DEST_OS, bld.env.DEST_CPU, sdl_name)
|
||||
bld.install_files(bld.env.LIBDIR, [sdl_path])
|
||||
|
||||
for proj in bld.env.projects:
|
||||
bld.add_subproject(projects[proj])
|
||||
for targ in bld.env.targets:
|
||||
bld.add_subproject(targ)
|
||||
bld.add_subproject(bld.env.targets)
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user