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1168 lines
34 KiB
1168 lines
34 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#include "cbase.h"
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#include "materialsystem/imaterial.h"
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#include "imaterialproxydict.h"
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#include "particles_simple.h"
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#include "proxyentity.h"
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#include "materialsystem/imaterialvar.h"
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#include "model_types.h"
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#include "engine/ivmodelinfo.h"
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#include "c_physbox.h"
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#include "c_func_breakablesurf.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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// C_BreakableSurface
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//==================================================
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// Bits for m_nPanelBits
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#define BITS_PANEL_IS_SOLID (1<<0)
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#define BITS_PANEL_IS_STALE (1<<1)
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BEGIN_DATADESC( C_BreakableSurface )
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DEFINE_ARRAY( m_nPanelBits, FIELD_CHARACTER, MAX_NUM_PANELS * MAX_NUM_PANELS ),
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// DEFINE_FIELD( m_nNumWide, FIELD_INTEGER ),
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// DEFINE_FIELD( m_nNumHigh, FIELD_INTEGER ),
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// DEFINE_FIELD( m_flPanelWidth, FIELD_FLOAT ),
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// DEFINE_FIELD( m_flPanelHeight, FIELD_FLOAT ),
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// DEFINE_FIELD( m_vNormal, FIELD_VECTOR ),
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// DEFINE_FIELD( m_vCorner, FIELD_VECTOR ),
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// DEFINE_FIELD( m_bIsBroken, FIELD_BOOLEAN ),
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// DEFINE_FIELD( m_nSurfaceType, FIELD_INTEGER ),
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// DEFINE_FIELD( m_pCurrentDetailTexture, ITexture* ),
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// DEFINE_FIELD( m_RenderList, CUtlLinkedList < Panel_t , unsigned short > ),
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// DEFINE_FIELD( m_pMaterialBox, CMaterialReference ),
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// DEFINE_FIELD( m_pSolid, EdgeTexture_t ),
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// DEFINE_ARRAY( m_pEdge, EdgeTexture_t, NUM_EDGE_TYPES][NUM_EDGE_STYLES ),
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// DEFINE_FIELD( m_pCrackedMaterial, CMaterialReference ),
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// DEFINE_FIELD( m_pMaterialBoxTexture, CTextureReference ),
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END_DATADESC()
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bool C_BreakableSurface::InLegalRange(int nWidth, int nHeight)
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{
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return (nWidth < m_nNumWide && nHeight < m_nNumHigh &&
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nWidth >=0 && nHeight >= 0 );
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}
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bool C_BreakableSurface::IsPanelSolid(int nWidth, int nHeight)
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{
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return ( BITS_PANEL_IS_SOLID & m_nPanelBits[nWidth][nHeight] )!=0 ;
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}
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bool C_BreakableSurface::IsPanelStale(int nWidth, int nHeight)
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{
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return ( BITS_PANEL_IS_STALE & m_nPanelBits[nWidth][nHeight] )!=0 ;
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}
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void C_BreakableSurface::SetPanelSolid(int nWidth, int nHeight, bool value)
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{
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if ( !InLegalRange( nWidth, nHeight ) )
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return;
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if ( value )
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{
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m_nPanelBits[nWidth][nHeight] |= BITS_PANEL_IS_SOLID;
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}
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else
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{
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m_nPanelBits[nWidth][nHeight] &= ~BITS_PANEL_IS_SOLID;
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}
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}
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void C_BreakableSurface::SetPanelStale(int nWidth, int nHeight, bool value)
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{
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if ( !InLegalRange( nWidth, nHeight) )
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return;
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if ( value )
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{
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m_nPanelBits[nWidth][nHeight] |= BITS_PANEL_IS_STALE;
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}
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else
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{
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m_nPanelBits[nWidth][nHeight] &= ~BITS_PANEL_IS_STALE;
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}
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}
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void C_BreakableSurface::OnRestore()
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{
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BaseClass::OnRestore();
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// FIXME: This restores the general state, but not the random edge bits
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// those would need to be serialized separately...
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// traverse everthing and restore bits
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// Initialize panels
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for (int w=0;w<m_nNumWide;w++)
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{
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for (int h=0;h<m_nNumHigh;h++)
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{
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// Force recomputation
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SetPanelSolid(w,h,IsPanelSolid(w,h));
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SetPanelStale(w,h,true);
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UpdateEdgeType( w, h, GetStyleType(w,h ) );
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}
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}
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}
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//Receive datatable
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IMPLEMENT_CLIENTCLASS_DT( C_BreakableSurface, DT_BreakableSurface, CBreakableSurface )
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RecvPropInt( RECVINFO( m_nNumWide ) ),
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RecvPropInt( RECVINFO( m_nNumHigh ) ),
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RecvPropFloat( RECVINFO( m_flPanelWidth) ),
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RecvPropFloat( RECVINFO( m_flPanelHeight) ),
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RecvPropVector( RECVINFO( m_vNormal ) ),
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RecvPropVector( RECVINFO( m_vCorner ) ),
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RecvPropInt( RECVINFO( m_bIsBroken )),
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RecvPropInt( RECVINFO( m_nSurfaceType )),
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RecvPropArray3( RECVINFO_ARRAY(m_RawPanelBitVec), RecvPropInt( RECVINFO( m_RawPanelBitVec[ 0 ] ))),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Gets at the cracked version of the material
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//-----------------------------------------------------------------------------
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void C_BreakableSurface::FindCrackedMaterial()
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{
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m_pCrackedMaterial.Init( NULL );
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// First time we've seen it, get the material on the brush model
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int materialCount = modelinfo->GetModelMaterialCount( const_cast<model_t*>(GetModel()) );
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if( materialCount != 1 )
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{
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Warning( "Encountered func_breakablesurf that has a material applied to more than one surface!\n" );
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m_pCrackedMaterial.Init( "debug/debugempty", TEXTURE_GROUP_OTHER );
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return;
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}
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// Get at the first material; even if there are more than one.
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IMaterial* pMaterial;
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modelinfo->GetModelMaterials( const_cast<model_t*>(GetModel()), 1, &pMaterial );
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// The material should point to a cracked version of itself
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bool foundVar;
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IMaterialVar* pCrackName = pMaterial->FindVar( "$crackmaterial", &foundVar, false );
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if (foundVar)
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{
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m_pCrackedMaterial.Init( pCrackName->GetStringValue(), TEXTURE_GROUP_CLIENT_EFFECTS );
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}
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else
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{
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m_pCrackedMaterial.Init( pMaterial );
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}
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}
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//-----------------------------------------------------------------------------
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// Gets at the base texture
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//-----------------------------------------------------------------------------
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static ITexture* GetBaseTexture( IMaterial* pMaterial )
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{
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bool foundVar;
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IMaterialVar* pTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
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if (!foundVar)
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return 0;
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return pTextureVar->GetTextureValue();
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void C_BreakableSurface::InitMaterial(WinEdge_t nEdgeType, int nEdgeStyle, char const* pMaterialName)
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{
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m_pEdge[nEdgeType][nEdgeStyle].m_nRenderIndex = m_RenderList.InvalidIndex();
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m_pEdge[nEdgeType][nEdgeStyle].m_nStyle = nEdgeStyle;
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m_pEdge[nEdgeType][nEdgeStyle].m_pMaterialEdge.Init(pMaterialName, TEXTURE_GROUP_CLIENT_EFFECTS);
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m_pEdge[nEdgeType][nEdgeStyle].m_pMaterialEdgeTexture.Init( GetBaseTexture( m_pEdge[nEdgeType][nEdgeStyle].m_pMaterialEdge ) );
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}
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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C_BreakableSurface::C_BreakableSurface()
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{
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m_vNormal.Init();
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m_vCorner.Init();
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m_bIsBroken = false;
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m_pCurrentDetailTexture = NULL;
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Q_memset( m_PrevRawPanelBitVec, 0xff, sizeof( m_PrevRawPanelBitVec ) );
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}
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C_BreakableSurface::~C_BreakableSurface()
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{
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}
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void C_BreakableSurface::OnPreDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnPreDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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// Initialize panels
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m_nNumWide = MAX_NUM_PANELS;
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m_nNumHigh = MAX_NUM_PANELS;
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for (int w=0;w<MAX_NUM_PANELS;w++)
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{
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for (int h=0;h<MAX_NUM_PANELS;h++)
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{
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SetPanelSolid(w,h,true);
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SetPanelStale(w,h,false);
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m_RawPanelBitVec.Set( w + h * MAX_NUM_PANELS, true );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bnewentity -
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//-----------------------------------------------------------------------------
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void C_BreakableSurface::OnDataChanged( DataUpdateType_t updateType )
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{
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C_BaseEntity::OnDataChanged( updateType );
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// FIXME: Slightly bogus, recomputation only necessary when m_bBroken changed
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OnTranslucencyTypeChanged();
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if ( updateType == DATA_UPDATE_CREATED )
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{
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// Get at the cracked material
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FindCrackedMaterial();
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// Use same solid box for all breakable surfaces
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m_pMaterialBox.Init( "models/brokenglass/glassbroken_solid", TEXTURE_GROUP_MODEL );
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m_pMaterialBoxTexture.Init( GetBaseTexture( m_pMaterialBox ) );
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// NOTE: If you add or change this list of materials, change
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// the precache list on func_breakablesurf.cpp on the server.
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// Load the edge types and styles for the specific surface type
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if (m_nSurfaceType == SHATTERSURFACE_TILE)
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{
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InitMaterial(EDGE_NONE, 0,"models/brokentile/tilebroken_03a");
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InitMaterial(EDGE_FULL, 0,"models/brokentile/tilebroken_03b");
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InitMaterial(EDGE_LEFT, 0,"models/brokentile/tilebroken_03c");
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InitMaterial(EDGE_RIGHT,0,"models/brokentile/tilebroken_03d");
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InitMaterial(EDGE_NONE, 1,"models/brokentile/tilebroken_02a");
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InitMaterial(EDGE_FULL, 1,"models/brokentile/tilebroken_02b");
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InitMaterial(EDGE_LEFT, 1,"models/brokentile/tilebroken_02c");
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InitMaterial(EDGE_RIGHT,1,"models/brokentile/tilebroken_02d");
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InitMaterial(EDGE_NONE, 2,"models/brokentile/tilebroken_01a");
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InitMaterial(EDGE_FULL, 2,"models/brokentile/tilebroken_01b");
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InitMaterial(EDGE_LEFT, 2,"models/brokentile/tilebroken_01c");
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InitMaterial(EDGE_RIGHT,2,"models/brokentile/tilebroken_01d");
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}
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else
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{
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InitMaterial(EDGE_NONE, 0,"models/brokenglass/glassbroken_03a");
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InitMaterial(EDGE_FULL, 0,"models/brokenglass/glassbroken_03b");
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InitMaterial(EDGE_LEFT, 0,"models/brokenglass/glassbroken_03c");
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InitMaterial(EDGE_RIGHT,0,"models/brokenglass/glassbroken_03d");
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InitMaterial(EDGE_NONE, 1,"models/brokenglass/glassbroken_02a");
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InitMaterial(EDGE_FULL, 1,"models/brokenglass/glassbroken_02b");
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InitMaterial(EDGE_LEFT, 1,"models/brokenglass/glassbroken_02c");
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InitMaterial(EDGE_RIGHT,1,"models/brokenglass/glassbroken_02d");
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InitMaterial(EDGE_NONE, 2,"models/brokenglass/glassbroken_01a");
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InitMaterial(EDGE_FULL, 2,"models/brokenglass/glassbroken_01b");
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InitMaterial(EDGE_LEFT, 2,"models/brokenglass/glassbroken_01c");
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InitMaterial(EDGE_RIGHT,2,"models/brokenglass/glassbroken_01d");
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}
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}
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bool changed = false;
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for ( int j = 0; j < m_nNumHigh; j++ )
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{
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for ( int i = 0; i < m_nNumWide; i++ )
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{
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int offset = i + j * m_nNumWide;
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bool newVal = m_RawPanelBitVec[ offset ];
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bool oldVal = m_PrevRawPanelBitVec[ offset ];
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if ( newVal != oldVal )
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{
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changed = true;
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}
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SetPanelSolid(i,j,newVal);
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if ( !newVal && changed )
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{
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// Mark these panels and being stale (need edge type updated)
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// We update them in one fell swoop rather than as each panel
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// is updated, so we don't have to do duplicate operations
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SetPanelStale(i, j ,true);
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SetPanelStale(i, j+1,true);
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SetPanelStale(i, j-1,true);
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SetPanelStale(i-1, j ,true);
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SetPanelStale(i+1, j ,true);
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SetPanelStale(i+1, j+1,true);
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SetPanelStale(i-1, j+1,true);
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SetPanelStale(i+1, j-1,true);
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SetPanelStale(i-1, j-1,true);
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}
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}
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}
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if ( changed )
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{
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for (int width=0;width<m_nNumWide;width++)
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{
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for (int height=0;height<m_nNumHigh;height++)
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{
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if ( IsPanelStale(width,height) )
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{
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UpdateEdgeType( width, height );
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}
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}
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}
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}
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Q_memcpy( m_PrevRawPanelBitVec, m_RawPanelBitVec.Base(), sizeof( m_PrevRawPanelBitVec ) );
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}
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RenderableTranslucencyType_t C_BreakableSurface::ComputeTranslucencyType( void )
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{
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// Not an identity brush if it's broken
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if ( m_bIsBroken )
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return RENDERABLE_IS_TRANSLUCENT;
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return BaseClass::ComputeTranslucencyType();
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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int C_BreakableSurface::DrawModel( int flags, const RenderableInstance_t &instance )
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{
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if ( !m_bReadyToDraw )
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return 0;
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// If I'm not broken draw normally
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if (m_bIsBroken)
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render->InstallBrushSurfaceRenderer( this );
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// If it's broken, always draw it translucent
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BaseClass::DrawModel( m_bIsBroken ? flags | STUDIO_TRANSPARENCY : flags, instance );
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// Remove our nonstandard brush surface renderer...
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render->InstallBrushSurfaceRenderer( 0 );
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return 0;
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}
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bool C_BreakableSurface::RenderBrushModelSurface( IClientEntity* pBaseEntity, IBrushSurface* pBrushSurface )
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{
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// If tile draw highlight for grout
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if (m_nSurfaceType == SHATTERSURFACE_TILE)
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{
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DrawRenderListHighlights(pBrushSurface);
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}
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DrawSolidBlocks(pBrushSurface);
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DrawRenderList(pBrushSurface);
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// Don't draw decals
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return false;
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void C_BreakableSurface::DrawRenderList(IBrushSurface* pBrushSurface)
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{
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// Get width and height steps
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QAngle vAngles;
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VectorAngles(-1*m_vNormal,vAngles);
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Vector vWidthStep,vHeightStep;
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AngleVectors(vAngles,NULL,&vWidthStep,&vHeightStep);
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vWidthStep *= m_flPanelWidth;
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vHeightStep *= m_flPanelHeight;
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CMeshBuilder pMeshBuilder;
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int nCurStyle = -1;
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int nCurEdgeType = -1;
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CMatRenderContextPtr pRenderContext( materials );
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for( unsigned short i = m_RenderList.Head(); i != m_RenderList.InvalidIndex(); i = m_RenderList.Next(i) )
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{
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if (nCurStyle != m_RenderList[i].m_nStyle ||
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nCurEdgeType != m_RenderList[i].m_nEdgeType )
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{
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nCurStyle = m_RenderList[i].m_nStyle;
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nCurEdgeType = m_RenderList[i].m_nEdgeType;
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m_pCurrentDetailTexture = m_pEdge[nCurEdgeType][nCurStyle].m_pMaterialEdgeTexture;
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pRenderContext->Flush(false);
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pRenderContext->Bind(m_pCrackedMaterial, (IClientRenderable*)this);
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}
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Vector vRenderPos = m_vCorner +
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(m_RenderList[i].m_nWidth*vWidthStep) +
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(m_RenderList[i].m_nHeight*vHeightStep);
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IMesh* pMesh = pRenderContext->GetDynamicMesh( );
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DrawOneEdge(pBrushSurface, pMesh,&pMeshBuilder,vRenderPos,vWidthStep,vHeightStep,(WinSide_t)m_RenderList[i].m_nSide);
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}
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void C_BreakableSurface::DrawRenderListHighlights(IBrushSurface* pBrushSurface)
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{
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// Get width and height steps
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QAngle vAngles;
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VectorAngles(-1*m_vNormal,vAngles);
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Vector vWidthStep,vHeightStep;
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AngleVectors(vAngles,NULL,&vWidthStep,&vHeightStep);
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vWidthStep *= m_flPanelWidth;
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vHeightStep *= m_flPanelHeight;
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CMeshBuilder pMeshBuilder;
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int nCurStyle = -1;
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int nCurEdgeType = -1;
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CMatRenderContextPtr pRenderContext( materials );
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for( unsigned short i = m_RenderList.Head(); i != m_RenderList.InvalidIndex(); i = m_RenderList.Next(i) )
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{
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nCurStyle = m_RenderList[i].m_nStyle;
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nCurEdgeType = m_RenderList[i].m_nEdgeType;
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IMaterial *pMat = m_pEdge[nCurEdgeType][nCurStyle].m_pMaterialEdge;
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IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMat );
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Vector vRenderPos = m_vCorner +
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(m_RenderList[i].m_nWidth*vWidthStep) +
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(m_RenderList[i].m_nHeight*vHeightStep) +
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(0.30*m_vNormal);
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DrawOneHighlight(pBrushSurface, pMesh,&pMeshBuilder,vRenderPos,vWidthStep,vHeightStep,(WinSide_t)m_RenderList[i].m_nSide);
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}
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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bool C_BreakableSurface::HavePanel(int nWidth, int nHeight)
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{
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// If I'm off the edge, always give support
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if (!InLegalRange(nWidth,nHeight))
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{
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return true;
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}
|
|
return (IsPanelSolid(nWidth,nHeight));
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void C_BreakableSurface::UpdateEdgeType(int nWidth, int nHeight, int forceStyle /*=-1*/ )
|
|
{
|
|
Assert( forceStyle < NUM_EDGE_STYLES );
|
|
|
|
// -----------------------------------
|
|
// Check edge conditions
|
|
// -----------------------------------
|
|
if (!InLegalRange(nWidth,nHeight))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// ----------------------------------
|
|
// If solid has no edges
|
|
// ----------------------------------
|
|
if (IsPanelSolid(nWidth,nHeight))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Panel is no longer stale
|
|
SetPanelStale(nWidth, nHeight,false);
|
|
|
|
// ----------------------------------
|
|
// Set edge type base on neighbors
|
|
// ----------------------------------
|
|
bool bUp = HavePanel(nWidth, nHeight+1);
|
|
bool bDown = HavePanel(nWidth, nHeight-1);
|
|
bool bLeft = HavePanel(nWidth-1, nHeight );
|
|
bool bRight = HavePanel(nWidth+1, nHeight );
|
|
|
|
bool bUpLeft = HavePanel(nWidth-1, nHeight+1);
|
|
bool bUpRight = HavePanel(nWidth+1, nHeight+1);
|
|
bool bDownLeft = HavePanel(nWidth-1, nHeight-1);
|
|
bool bDownRight = HavePanel(nWidth+1, nHeight-1);
|
|
|
|
//-------------
|
|
// Top
|
|
//-------------
|
|
if (bUp)
|
|
{
|
|
bool bLeftEdge = !bLeft && bUpLeft;
|
|
bool bRightEdge = !bRight && bUpRight;
|
|
|
|
if (bLeftEdge && bRightEdge)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_TOP, EDGE_FULL, forceStyle );
|
|
}
|
|
else if (bLeftEdge)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_TOP, EDGE_LEFT, forceStyle );
|
|
}
|
|
else if (bRightEdge)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_TOP, EDGE_RIGHT, forceStyle );
|
|
}
|
|
else
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_TOP, EDGE_NONE, forceStyle );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_TOP, EDGE_NOT, forceStyle );
|
|
}
|
|
//-------------
|
|
// Bottom
|
|
//-------------
|
|
if (bDown)
|
|
{
|
|
bool bLeftEdge = !bLeft && bDownLeft;
|
|
bool bRightEdge = !bRight && bDownRight;
|
|
|
|
if (bLeftEdge && bRightEdge)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_BOTTOM, EDGE_FULL, forceStyle );
|
|
}
|
|
else if (bLeftEdge)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_BOTTOM, EDGE_RIGHT, forceStyle );
|
|
}
|
|
else if (bRightEdge)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_BOTTOM, EDGE_LEFT, forceStyle );
|
|
}
|
|
else
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_BOTTOM, EDGE_NONE, forceStyle );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_BOTTOM, EDGE_NOT, forceStyle );
|
|
}
|
|
//-------------
|
|
// Left
|
|
//-------------
|
|
if (bLeft)
|
|
{
|
|
bool bTop = !bUp && bUpLeft;
|
|
bool bBottom = !bDown && bDownLeft;
|
|
|
|
if (bTop && bBottom)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_LEFT, EDGE_FULL, forceStyle );
|
|
}
|
|
else if (bTop)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_LEFT, EDGE_RIGHT, forceStyle );
|
|
}
|
|
else if (bBottom)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_LEFT, EDGE_LEFT, forceStyle );
|
|
}
|
|
else
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_LEFT, EDGE_NONE, forceStyle );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_LEFT, EDGE_NOT, forceStyle );
|
|
}
|
|
//-------------
|
|
// Right
|
|
//-------------
|
|
if (bRight)
|
|
{
|
|
bool bTop = !bUp && bUpRight;
|
|
bool bBottom = !bDown && bDownRight;
|
|
|
|
if (bTop && bBottom)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_RIGHT, EDGE_FULL, forceStyle );
|
|
}
|
|
else if (bTop)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_RIGHT, EDGE_LEFT, forceStyle );
|
|
}
|
|
else if (bBottom)
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_RIGHT, EDGE_RIGHT, forceStyle );
|
|
}
|
|
else
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_RIGHT, EDGE_NONE, forceStyle );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AddToRenderList(nWidth, nHeight, WIN_SIDE_RIGHT, EDGE_NOT, forceStyle );
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------
|
|
// Purpose : Return index to panel in render list that meets these qualifications
|
|
// Input :
|
|
// Output :
|
|
//--------------------------------------------------------------------------------
|
|
int C_BreakableSurface::FindRenderPanel(int nWidth, int nHeight, WinSide_t nWinSide)
|
|
{
|
|
for( unsigned short i = m_RenderList.Head(); i != m_RenderList.InvalidIndex(); i = m_RenderList.Next(i) )
|
|
{
|
|
if (m_RenderList[i].m_nSide == nWinSide &&
|
|
m_RenderList[i].m_nWidth == nWidth &&
|
|
m_RenderList[i].m_nHeight == nHeight)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return m_RenderList.InvalidIndex();
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Purpose : Returns first element in render list with the same edge type and style
|
|
// Input :
|
|
// Output :
|
|
//----------------------------------------------------------------------------------
|
|
int C_BreakableSurface::FindFirstRenderTexture(WinEdge_t nEdgeType, int nStyle)
|
|
{
|
|
for( unsigned short i = m_RenderList.Head(); i != m_RenderList.InvalidIndex(); i = m_RenderList.Next(i) )
|
|
{
|
|
if (m_RenderList[i].m_nStyle == nStyle &&
|
|
m_RenderList[i].m_nEdgeType == nEdgeType )
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return m_RenderList.InvalidIndex();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Add a edge to be rendered to the render list
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void C_BreakableSurface::AddToRenderList(int nWidth, int nHeight, WinSide_t nSide, WinEdge_t nEdgeType, int forceStyle )
|
|
{
|
|
// -----------------------------------------------------
|
|
// Try to find old panel
|
|
int nOldPanelIndex = FindRenderPanel(nWidth,nHeight,nSide);
|
|
|
|
// -----------------------------------------------------
|
|
// If I have an old panel, get it's style and remove it
|
|
// otherwise randomly chose a style
|
|
int nStyle;
|
|
if (m_RenderList.IsValidIndex(nOldPanelIndex) )
|
|
{
|
|
nStyle = m_RenderList[nOldPanelIndex].m_nStyle;
|
|
m_RenderList.Remove(nOldPanelIndex);
|
|
}
|
|
else
|
|
{
|
|
nStyle = random->RandomInt(0,NUM_EDGE_STYLES-1);
|
|
}
|
|
|
|
if ( forceStyle != -1 )
|
|
{
|
|
nStyle = forceStyle;
|
|
}
|
|
|
|
// -----------------------------------------------------
|
|
// If my new panel has an edge, add it to render list
|
|
if (nEdgeType != EDGE_NOT)
|
|
{
|
|
// Renderlist is sorted by texture type. Find first element
|
|
// that shares the same texture as the new panel
|
|
unsigned short nTexIndex = FindFirstRenderTexture(nEdgeType, nStyle);
|
|
|
|
// If texture was already in list, add after last use
|
|
unsigned short nNewIndex;
|
|
if (m_RenderList.IsValidIndex(nTexIndex))
|
|
{
|
|
nNewIndex = m_RenderList.InsertAfter(nTexIndex);
|
|
}
|
|
// Otherwise add to send of render list
|
|
else
|
|
{
|
|
nNewIndex = m_RenderList.AddToTail();
|
|
}
|
|
|
|
// Now fill out my data
|
|
m_RenderList[nNewIndex].m_nHeight = nHeight;
|
|
m_RenderList[nNewIndex].m_nWidth = nWidth;
|
|
m_RenderList[nNewIndex].m_nEdgeType = nEdgeType;
|
|
m_RenderList[nNewIndex].m_nSide = nSide;
|
|
m_RenderList[nNewIndex].m_nStyle = nStyle;
|
|
|
|
Assert( nStyle < NUM_EDGE_STYLES );
|
|
SetStyleType( nWidth, nHeight, nStyle );
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void C_BreakableSurface::DrawSolidBlocks(IBrushSurface* pBrushSurface)
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
m_pCurrentDetailTexture = m_pMaterialBoxTexture;
|
|
|
|
// Gotta flush (in a non-stalling way) because we effectively
|
|
// have a new material due to the new base texture
|
|
pRenderContext->Flush(false);
|
|
pRenderContext->Bind(m_pCrackedMaterial, (IClientRenderable*)this);
|
|
CMeshBuilder pMeshBuilder;
|
|
|
|
// ---------------
|
|
// Create panels
|
|
// ---------------
|
|
QAngle vAngles;
|
|
VectorAngles(-1*m_vNormal,vAngles);
|
|
Vector vWidthStep,vHeightStep;
|
|
AngleVectors(vAngles,NULL,&vWidthStep,&vHeightStep);
|
|
vWidthStep *= m_flPanelWidth;
|
|
vHeightStep *= m_flPanelHeight;
|
|
|
|
Vector vCurPos = m_vCorner;
|
|
for (int width=0;width<m_nNumWide;width++)
|
|
{
|
|
int height;
|
|
int nHCount = 0;
|
|
for (height=0;height<m_nNumHigh;height++)
|
|
{
|
|
// Keep count of how many panes there are in a row
|
|
if (IsPanelSolid(width,height))
|
|
{
|
|
nHCount++;
|
|
}
|
|
|
|
// Drow the strip and start counting again
|
|
else if (nHCount > 0)
|
|
{
|
|
vCurPos = m_vCorner + vWidthStep*width + vHeightStep*(height-nHCount);
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
|
|
DrawOneBlock(pBrushSurface, pMesh, &pMeshBuilder, vCurPos,vWidthStep,vHeightStep*nHCount);
|
|
nHCount = 0;
|
|
}
|
|
}
|
|
if (nHCount)
|
|
{
|
|
vCurPos = m_vCorner + vWidthStep*width + vHeightStep*(height-nHCount);
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
|
|
DrawOneBlock(pBrushSurface, pMesh, &pMeshBuilder, vCurPos,vWidthStep,vHeightStep*nHCount);
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void C_BreakableSurface::DrawOneBlock(IBrushSurface* pBrushSurface, IMesh* pMesh,
|
|
CMeshBuilder *pMeshBuilder, const Vector &vCurPos, const Vector &vWidthStep,
|
|
const Vector &vHeightStep)
|
|
{
|
|
pMeshBuilder->Begin( pMesh, MATERIAL_QUADS, 1 );
|
|
|
|
Vector2D texCoord, lightCoord;
|
|
pBrushSurface->ComputeTextureCoordinate( vCurPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vCurPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vCurPos.x, vCurPos.y, vCurPos.z );
|
|
pMeshBuilder->Color4ub( 255, 255, 255, 255 );
|
|
pMeshBuilder->TexCoord2f( 0, 0, 1 );
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
pMeshBuilder->TexCoord2fv( 2, texCoord.Base() );
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
Vector vNextPos = vCurPos + vWidthStep;
|
|
|
|
pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vNextPos.x, vNextPos.y, vNextPos.z );
|
|
pMeshBuilder->Color4ub( 255, 255, 255, 255 );
|
|
pMeshBuilder->TexCoord2f( 0, 0, 0 );
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
pMeshBuilder->TexCoord2fv( 2, texCoord.Base() );
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
vNextPos = vNextPos + vHeightStep;
|
|
|
|
pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vNextPos.x , vNextPos.y, vNextPos.z );
|
|
pMeshBuilder->Color4ub( 255, 255, 255, 255 );
|
|
pMeshBuilder->TexCoord2f( 0, 1, 0 );
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
pMeshBuilder->TexCoord2fv( 2, texCoord.Base() );
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
vNextPos = vNextPos - vWidthStep;
|
|
|
|
pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vNextPos.x, vNextPos.y , vNextPos.z);
|
|
pMeshBuilder->Color4ub( 255, 255, 255, 255 );
|
|
pMeshBuilder->TexCoord2f( 0, 1, 1 );
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
pMeshBuilder->TexCoord2fv( 2, texCoord.Base() );
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
pMeshBuilder->End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void C_BreakableSurface::DrawOneEdge( IBrushSurface* pBrushSurface, IMesh* pMesh,
|
|
CMeshBuilder *pMeshBuilder, const Vector &vStartPos, const Vector &vWStep,
|
|
const Vector &vHStep, WinSide_t nEdge )
|
|
{
|
|
pMeshBuilder->Begin( pMesh, MATERIAL_QUADS, 1 );
|
|
|
|
Vector2D texCoord, lightCoord;
|
|
pBrushSurface->ComputeTextureCoordinate( vStartPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vStartPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vStartPos.x, vStartPos.y, vStartPos.z);
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->Color4ub( 255, 255, 255, 255 );
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
pMeshBuilder->TexCoord2fv( 2, texCoord.Base() );
|
|
switch (nEdge)
|
|
{
|
|
case WIN_SIDE_RIGHT:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_BOTTOM:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_LEFT:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_TOP:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f );
|
|
break;
|
|
}
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
Vector vNextPos = vStartPos + vWStep;
|
|
|
|
pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vNextPos.x , vNextPos.y , vNextPos.z);
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->Color4ub( 255, 255, 255, 255 );
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
pMeshBuilder->TexCoord2fv( 2, texCoord.Base() );
|
|
switch (nEdge)
|
|
{
|
|
case WIN_SIDE_RIGHT:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_BOTTOM:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_LEFT:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_TOP:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f );
|
|
break;
|
|
}
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
vNextPos = vNextPos + vHStep;
|
|
|
|
pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vNextPos.x, vNextPos.y, vNextPos.z );
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->Color4ub( 255, 255, 255, 255 );
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
pMeshBuilder->TexCoord2fv( 2, texCoord.Base() );
|
|
switch (nEdge)
|
|
{
|
|
case WIN_SIDE_RIGHT:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_BOTTOM:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_LEFT:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_TOP:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f );
|
|
break;
|
|
}
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
vNextPos = vNextPos - vWStep;
|
|
|
|
pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vNextPos.x, vNextPos.y, vNextPos.z );
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->Color4ub( 255, 255, 255, 255 );
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
pMeshBuilder->TexCoord2fv( 2, texCoord.Base() );
|
|
switch (nEdge)
|
|
{
|
|
case WIN_SIDE_RIGHT:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_BOTTOM:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_LEFT:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_TOP:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f );
|
|
break;
|
|
}
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
pMeshBuilder->End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void C_BreakableSurface::DrawOneHighlight( IBrushSurface* pBrushSurface, IMesh* pMesh,
|
|
CMeshBuilder *pMeshBuilder, const Vector &vStartPos, const Vector &vWStep,
|
|
const Vector &vHStep, WinSide_t nEdge )
|
|
{
|
|
Vector vColor = Vector(0.41,0.35,0.24);
|
|
|
|
pMeshBuilder->Begin( pMesh, MATERIAL_QUADS, 1 );
|
|
|
|
Vector2D texCoord, lightCoord;
|
|
pBrushSurface->ComputeTextureCoordinate( vStartPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vStartPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vStartPos.x, vStartPos.y, vStartPos.z);
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->Color4f( vColor[0], vColor[1], vColor[2], 1.0);
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
switch (nEdge)
|
|
{
|
|
case WIN_SIDE_RIGHT:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_BOTTOM:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_LEFT:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_TOP:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f );
|
|
break;
|
|
}
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
Vector vNextPos = vStartPos + vWStep;
|
|
|
|
pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vNextPos.x , vNextPos.y , vNextPos.z);
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->Color4f( vColor[0], vColor[1], vColor[2], 1.0);
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
switch (nEdge)
|
|
{
|
|
case WIN_SIDE_RIGHT:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_BOTTOM:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_LEFT:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_TOP:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f );
|
|
break;
|
|
}
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
vNextPos = vNextPos + vHStep;
|
|
|
|
pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vNextPos.x, vNextPos.y, vNextPos.z );
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->Color4f( vColor[0], vColor[1], vColor[2], 1.0);
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
switch (nEdge)
|
|
{
|
|
case WIN_SIDE_RIGHT:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_BOTTOM:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_LEFT:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_TOP:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f );
|
|
break;
|
|
}
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
vNextPos = vNextPos - vWStep;
|
|
|
|
pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord );
|
|
pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord );
|
|
|
|
pMeshBuilder->Position3f( vNextPos.x, vNextPos.y, vNextPos.z );
|
|
pMeshBuilder->Normal3fv( m_vNormal.Base() );
|
|
pMeshBuilder->Color4f( vColor[0], vColor[1], vColor[2], 1.0);
|
|
pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() );
|
|
switch (nEdge)
|
|
{
|
|
case WIN_SIDE_RIGHT:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_BOTTOM:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f );
|
|
break;
|
|
case WIN_SIDE_LEFT:
|
|
pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f );
|
|
break;
|
|
case WIN_SIDE_TOP:
|
|
pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f );
|
|
break;
|
|
}
|
|
pMeshBuilder->AdvanceVertex();
|
|
|
|
pMeshBuilder->End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
bool C_BreakableSurface::ShouldReceiveProjectedTextures( int flags )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// A material proxy that resets the texture to use the original surface texture
|
|
//------------------------------------------------------------------------------
|
|
|
|
CBreakableSurfaceProxy::CBreakableSurfaceProxy()
|
|
{
|
|
m_BaseTextureVar = NULL;
|
|
}
|
|
|
|
CBreakableSurfaceProxy::~CBreakableSurfaceProxy()
|
|
{
|
|
}
|
|
|
|
|
|
bool CBreakableSurfaceProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
|
|
{
|
|
bool foundVar;
|
|
m_BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
|
|
return foundVar;
|
|
}
|
|
|
|
void CBreakableSurfaceProxy::OnBind( C_BaseEntity *pC_BaseEntity )
|
|
{
|
|
C_BreakableSurface *pEnt = dynamic_cast< C_BreakableSurface * >(pC_BaseEntity);
|
|
if( !pEnt )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Use the current base texture specified by the suface
|
|
m_BaseTextureVar->SetTextureValue( pEnt->m_pCurrentDetailTexture );
|
|
}
|
|
|
|
IMaterial *CBreakableSurfaceProxy::GetMaterial()
|
|
{
|
|
if ( !m_BaseTextureVar )
|
|
return NULL;
|
|
|
|
return m_BaseTextureVar->GetOwningMaterial();
|
|
}
|
|
|
|
EXPOSE_MATERIAL_PROXY( CBreakableSurfaceProxy, BreakableSurface );
|