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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "model_types.h"
#include "vcollide.h"
#include "vcollide_parse.h"
#include "solidsetdefaults.h"
#include "bone_setup.h"
#include "engine/ivmodelinfo.h"
#include "physics.h"
#include "view.h"
#include "c_physicsprop.h"
#include "tier0/vprof.h"
#include "ivrenderview.h"
#if defined ( PORTAL2 )
#include "portal2/portal_grabcontroller_shared.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT(C_PhysicsProp, DT_PhysicsProp, CPhysicsProp) RecvPropBool( RECVINFO( m_bAwake ) ), RecvPropInt( RECVINFO( m_spawnflags ) ), END_RECV_TABLE()
// We discard VVD data on consoles to save memory, so we cannot compute static lighting for models at run-time:
#if defined( _GAMECONSOLE )
ConVar r_PhysPropStaticLighting( "r_PhysPropStaticLighting", "0" ); #else
ConVar r_PhysPropStaticLighting( "r_PhysPropStaticLighting", "0" ); // Disabled for CS:GO on the PC
#endif // _GAMECONSOLE
// @MULTICORE (toml 9/18/2006): this visualization will need to be implemented elsewhere
ConVar r_visualizeproplightcaching( "r_visualizeproplightcaching", "0" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PhysicsProp::C_PhysicsProp( void ) { m_pPhysicsObject = NULL; m_takedamage = DAMAGE_YES;
// default true so static lighting will get recomputed when we go to sleep
m_bAwakeLastTime = true;
m_bCanUseStaticLighting = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PhysicsProp::~C_PhysicsProp( void ) { }
void C_PhysicsProp::OnPreDataChanged( DataUpdateType_t updateType ) { #ifdef PORTAL2
// UNDONE: This was supposed to do something when the player had m_pHeldEntityClone set?
// It was causing problems in single player where the cube would freeze in place whenever this was true
/*
C_Portal_Player *pPlayer = static_cast<C_Portal_Player *>( GetPlayerHoldingEntity( this ) ); if ( pPlayer && pPlayer->IsUsingVMGrab() ) { m_vecClientOrigin = GetAbsOrigin(); m_vecClientAngles = GetAbsAngles(); } */ #endif
}
// Used to indicate if we can use the static lighting baking
//-----------------------------------------------------------------------------
void C_PhysicsProp::OnDataChanged( DataUpdateType_t type ) { BaseClass::OnDataChanged( type );
m_bCanUseStaticLighting = modelinfo->UsesStaticLighting( GetModel() ); if ( m_bCanUseStaticLighting ) { CreateModelInstance(); }
#ifdef PORTAL2
// UNDONE: This was supposed to do something when the player had m_pHeldEntityClone set?
// It was causing problems in single player where the cube would freeze in place whenever this was true
/*
// Put these values back to the client simulated ones if we're player held
C_Portal_Player *pPlayer = static_cast<C_Portal_Player *>( GetPlayerHoldingEntity( this ) ); if ( pPlayer && pPlayer->IsUsingVMGrab() ) { SetAbsOrigin( m_vecClientOrigin ); SetAbsAngles( m_vecClientAngles ); } */ #endif
}
//-----------------------------------------------------------------------------
// Hooks for the fast model rendering path
//-----------------------------------------------------------------------------
IClientModelRenderable* C_PhysicsProp::GetClientModelRenderable() { // Can't do this debug mode through the fast path since it uses
// color modulation, which we don't support yet.
if ( !BaseClass::GetClientModelRenderable() ) return NULL;
if ( ( m_bAwakeLastTime != m_bAwake ) && r_visualizeproplightcaching.GetBool() ) return NULL;
// NOTE: This works because GetClientModelRenderable() is only queried
// if the prop is known by the viewrender system to be opaque already
// so we need no other opacity checks here.
return this; }
bool C_PhysicsProp::GetRenderData( void *pData, ModelDataCategory_t nCategory ) { switch ( nCategory ) { case MODEL_DATA_LIGHTING_MODEL: { // FIXME: Cache bCanBeStaticLit off in OnDataChanged?
if ( !m_bCanUseStaticLighting || !r_PhysPropStaticLighting.GetBool() ) { *(RenderableLightingModel_t*)pData = LIGHTING_MODEL_STANDARD; return true; }
if ( m_bAwakeLastTime && !m_bAwake ) { // transition to sleep, bake lighting now, once
if ( !modelrender->RecomputeStaticLighting( GetModelInstance() ) ) { // Failed to bake, don't indicate it's asleep yet, use normal model
*(RenderableLightingModel_t*)pData = LIGHTING_MODEL_STANDARD; return true; } }
*(RenderableLightingModel_t*)pData = m_bAwake ? LIGHTING_MODEL_STANDARD : LIGHTING_MODEL_PHYSICS_PROP; m_bAwakeLastTime = m_bAwake; } return true;
default: return BaseClass::GetRenderData( pData, nCategory ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Draws the object
// Input : flags -
//-----------------------------------------------------------------------------
bool C_PhysicsProp::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo ) { if ( !m_bCanUseStaticLighting || !r_PhysPropStaticLighting.GetBool() ) return true;
if ( m_bAwakeLastTime != m_bAwake ) { if ( m_bAwakeLastTime && !m_bAwake ) { // transition to sleep, bake lighting now, once
if ( !modelrender->RecomputeStaticLighting( GetModelInstance() ) ) { // not valid for drawing
return false; }
if ( r_visualizeproplightcaching.GetBool() ) { float color[] = { 0.0f, 1.0f, 0.0f, 1.0f }; render->SetColorModulation( color ); } } else if ( r_visualizeproplightcaching.GetBool() ) { float color[] = { 1.0f, 0.0f, 0.0f, 1.0f }; render->SetColorModulation( color ); } }
if ( !m_bAwake ) { // going to sleep, have static lighting
pInfo->flags |= STUDIO_STATIC_LIGHTING; } // track state
m_bAwakeLastTime = m_bAwake; return true; }
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