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2366 lines
71 KiB
2366 lines
71 KiB
//========= 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 dheader_t s_MapHeader; |
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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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//----------------------------------------------------------------------------- |
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// Initialization |
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//----------------------------------------------------------------------------- |
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bool CStaticProp::Init( int index, StaticPropLump_t &lump, model_t *pModel ) |
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{ |
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m_EntHandle.Init(index, STATICPROP_EHANDLE_MASK >> NUM_ENT_ENTRY_BITS); |
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m_Partition = PARTITION_INVALID_HANDLE; |
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m_flForcedFadeScale = lump.m_flForcedFadeScale; |
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VectorCopy( lump.m_Origin, m_Origin ); |
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VectorCopy( lump.m_Angles, m_Angles ); |
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m_pModel = pModel; |
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m_FirstLeaf = lump.m_FirstLeaf; |
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m_LeafCount = lump.m_LeafCount; |
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m_nSolidType = lump.m_Solid; |
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m_FadeIndex = INVALID_FADE_INDEX; |
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MDLCACHE_CRITICAL_SECTION_( g_pMDLCache ); |
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studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( m_pModel ); |
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if ( pStudioHdr ) |
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{ |
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if ( !( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) ) |
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{ |
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static int nBitchCount = 0; |
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if( nBitchCount < 100 ) |
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{ |
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Warning( "model %s used as a static prop, but not compiled as a static prop\n", pStudioHdr->pszName() ); |
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nBitchCount++; |
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} |
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} |
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if ( pStudioHdr->flags & STUDIOHDR_FLAGS_NO_FORCED_FADE ) |
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{ |
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m_flForcedFadeScale = 0.0f; |
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} |
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} |
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switch ( m_nSolidType ) |
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{ |
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// These are valid |
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case SOLID_VPHYSICS: |
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case SOLID_BBOX: |
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case SOLID_NONE: |
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break; |
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default: |
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{ |
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char szModel[MAX_PATH]; |
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Q_strncpy( szModel, m_pModel ? modelloader->GetName( m_pModel ) : "unknown model", sizeof( szModel ) ); |
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Warning( "CStaticProp::Init: Map error, static_prop with bogus SOLID_ flag (%d)! (%s)\n", m_nSolidType, szModel ); |
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m_nSolidType = SOLID_NONE; |
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} |
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break; |
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} |
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|
|
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 9: UnserializeLump<StaticPropLumpV9_t>(&lump, buf); break; |
|
case 10: |
|
{ |
|
if( s_MapHeader.version == 21 ) |
|
UnserializeLump<StaticPropLumpV10_21_t>(&lump, buf); |
|
else |
|
UnserializeLump<StaticPropLumpV10_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 ); |
|
|
|
|