Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "cbase.h"
#include "materialsystem/imaterial.h"
#include "imaterialproxydict.h"
#include "particles_simple.h"
#include "proxyentity.h"
#include "materialsystem/imaterialvar.h"
#include "model_types.h"
#include "engine/ivmodelinfo.h"
#include "c_physbox.h"
#include "c_func_breakablesurf.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//==================================================
// C_BreakableSurface
//==================================================
// Bits for m_nPanelBits
#define BITS_PANEL_IS_SOLID (1<<0)
#define BITS_PANEL_IS_STALE (1<<1)
BEGIN_DATADESC( C_BreakableSurface )
DEFINE_ARRAY( m_nPanelBits, FIELD_CHARACTER, MAX_NUM_PANELS * MAX_NUM_PANELS ),
// DEFINE_FIELD( m_nNumWide, FIELD_INTEGER ),
// DEFINE_FIELD( m_nNumHigh, FIELD_INTEGER ),
// DEFINE_FIELD( m_flPanelWidth, FIELD_FLOAT ),
// DEFINE_FIELD( m_flPanelHeight, FIELD_FLOAT ),
// DEFINE_FIELD( m_vNormal, FIELD_VECTOR ),
// DEFINE_FIELD( m_vCorner, FIELD_VECTOR ),
// DEFINE_FIELD( m_bIsBroken, FIELD_BOOLEAN ),
// DEFINE_FIELD( m_nSurfaceType, FIELD_INTEGER ),
// DEFINE_FIELD( m_pCurrentDetailTexture, ITexture* ),
// DEFINE_FIELD( m_RenderList, CUtlLinkedList < Panel_t , unsigned short > ),
// DEFINE_FIELD( m_pMaterialBox, CMaterialReference ),
// DEFINE_FIELD( m_pSolid, EdgeTexture_t ),
// DEFINE_ARRAY( m_pEdge, EdgeTexture_t, NUM_EDGE_TYPES][NUM_EDGE_STYLES ),
// DEFINE_FIELD( m_pCrackedMaterial, CMaterialReference ),
// DEFINE_FIELD( m_pMaterialBoxTexture, CTextureReference ),
END_DATADESC()
bool C_BreakableSurface::InLegalRange(int nWidth, int nHeight)
{
return (nWidth < m_nNumWide && nHeight < m_nNumHigh &&
nWidth >=0 && nHeight >= 0 );
}
bool C_BreakableSurface::IsPanelSolid(int nWidth, int nHeight)
{
return ( BITS_PANEL_IS_SOLID & m_nPanelBits[nWidth][nHeight] )!=0 ;
}
bool C_BreakableSurface::IsPanelStale(int nWidth, int nHeight)
{
return ( BITS_PANEL_IS_STALE & m_nPanelBits[nWidth][nHeight] )!=0 ;
}
void C_BreakableSurface::SetPanelSolid(int nWidth, int nHeight, bool value)
{
if ( !InLegalRange( nWidth, nHeight ) )
return;
if ( value )
{
m_nPanelBits[nWidth][nHeight] |= BITS_PANEL_IS_SOLID;
}
else
{
m_nPanelBits[nWidth][nHeight] &= ~BITS_PANEL_IS_SOLID;
}
}
void C_BreakableSurface::SetPanelStale(int nWidth, int nHeight, bool value)
{
if ( !InLegalRange( nWidth, nHeight) )
return;
if ( value )
{
m_nPanelBits[nWidth][nHeight] |= BITS_PANEL_IS_STALE;
}
else
{
m_nPanelBits[nWidth][nHeight] &= ~BITS_PANEL_IS_STALE;
}
}
void C_BreakableSurface::OnRestore()
{
BaseClass::OnRestore();
// FIXME: This restores the general state, but not the random edge bits
// those would need to be serialized separately...
// traverse everthing and restore bits
// Initialize panels
for (int w=0;w<m_nNumWide;w++)
{
for (int h=0;h<m_nNumHigh;h++)
{
// Force recomputation
SetPanelSolid(w,h,IsPanelSolid(w,h));
SetPanelStale(w,h,true);
UpdateEdgeType( w, h, GetStyleType(w,h ) );
}
}
}
//Receive datatable
IMPLEMENT_CLIENTCLASS_DT( C_BreakableSurface, DT_BreakableSurface, CBreakableSurface )
RecvPropInt( RECVINFO( m_nNumWide ) ),
RecvPropInt( RECVINFO( m_nNumHigh ) ),
RecvPropFloat( RECVINFO( m_flPanelWidth) ),
RecvPropFloat( RECVINFO( m_flPanelHeight) ),
RecvPropVector( RECVINFO( m_vNormal ) ),
RecvPropVector( RECVINFO( m_vCorner ) ),
RecvPropInt( RECVINFO( m_bIsBroken )),
RecvPropInt( RECVINFO( m_nSurfaceType )),
RecvPropArray3( RECVINFO_ARRAY(m_RawPanelBitVec), RecvPropInt( RECVINFO( m_RawPanelBitVec[ 0 ] ))),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Gets at the cracked version of the material
//-----------------------------------------------------------------------------
void C_BreakableSurface::FindCrackedMaterial()
{
m_pCrackedMaterial.Init( NULL );
// First time we've seen it, get the material on the brush model
int materialCount = modelinfo->GetModelMaterialCount( const_cast<model_t*>(GetModel()) );
if( materialCount != 1 )
{
Warning( "Encountered func_breakablesurf that has a material applied to more than one surface!\n" );
m_pCrackedMaterial.Init( "debug/debugempty", TEXTURE_GROUP_OTHER );
return;
}
// Get at the first material; even if there are more than one.
IMaterial* pMaterial;
modelinfo->GetModelMaterials( const_cast<model_t*>(GetModel()), 1, &pMaterial );
// The material should point to a cracked version of itself
bool foundVar;
IMaterialVar* pCrackName = pMaterial->FindVar( "$crackmaterial", &foundVar, false );
if (foundVar)
{
m_pCrackedMaterial.Init( pCrackName->GetStringValue(), TEXTURE_GROUP_CLIENT_EFFECTS );
}
else
{
m_pCrackedMaterial.Init( pMaterial );
}
}
//-----------------------------------------------------------------------------
// Gets at the base texture
//-----------------------------------------------------------------------------
static ITexture* GetBaseTexture( IMaterial* pMaterial )
{
bool foundVar;
IMaterialVar* pTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
if (!foundVar)
return 0;
return pTextureVar->GetTextureValue();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void C_BreakableSurface::InitMaterial(WinEdge_t nEdgeType, int nEdgeStyle, char const* pMaterialName)
{
m_pEdge[nEdgeType][nEdgeStyle].m_nRenderIndex = m_RenderList.InvalidIndex();
m_pEdge[nEdgeType][nEdgeStyle].m_nStyle = nEdgeStyle;
m_pEdge[nEdgeType][nEdgeStyle].m_pMaterialEdge.Init(pMaterialName, TEXTURE_GROUP_CLIENT_EFFECTS);
m_pEdge[nEdgeType][nEdgeStyle].m_pMaterialEdgeTexture.Init( GetBaseTexture( m_pEdge[nEdgeType][nEdgeStyle].m_pMaterialEdge ) );
}
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
C_BreakableSurface::C_BreakableSurface()
{
m_vNormal.Init();
m_vCorner.Init();
m_bIsBroken = false;
m_pCurrentDetailTexture = NULL;
Q_memset( m_PrevRawPanelBitVec, 0xff, sizeof( m_PrevRawPanelBitVec ) );
}
C_BreakableSurface::~C_BreakableSurface()
{
}
void C_BreakableSurface::OnPreDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnPreDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
// Initialize panels
m_nNumWide = MAX_NUM_PANELS;
m_nNumHigh = MAX_NUM_PANELS;
for (int w=0;w<MAX_NUM_PANELS;w++)
{
for (int h=0;h<MAX_NUM_PANELS;h++)
{
SetPanelSolid(w,h,true);
SetPanelStale(w,h,false);
m_RawPanelBitVec.Set( w + h * MAX_NUM_PANELS, true );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_BreakableSurface::OnDataChanged( DataUpdateType_t updateType )
{
C_BaseEntity::OnDataChanged( updateType );
// FIXME: Slightly bogus, recomputation only necessary when m_bBroken changed
OnTranslucencyTypeChanged();
if ( updateType == DATA_UPDATE_CREATED )
{
// Get at the cracked material
FindCrackedMaterial();
// Use same solid box for all breakable surfaces
m_pMaterialBox.Init( "models/brokenglass/glassbroken_solid", TEXTURE_GROUP_MODEL );
m_pMaterialBoxTexture.Init( GetBaseTexture( m_pMaterialBox ) );
// NOTE: If you add or change this list of materials, change
// the precache list on func_breakablesurf.cpp on the server.
// Load the edge types and styles for the specific surface type
if (m_nSurfaceType == SHATTERSURFACE_TILE)
{
InitMaterial(EDGE_NONE, 0,"models/brokentile/tilebroken_03a");
InitMaterial(EDGE_FULL, 0,"models/brokentile/tilebroken_03b");
InitMaterial(EDGE_LEFT, 0,"models/brokentile/tilebroken_03c");
InitMaterial(EDGE_RIGHT,0,"models/brokentile/tilebroken_03d");
InitMaterial(EDGE_NONE, 1,"models/brokentile/tilebroken_02a");
InitMaterial(EDGE_FULL, 1,"models/brokentile/tilebroken_02b");
InitMaterial(EDGE_LEFT, 1,"models/brokentile/tilebroken_02c");
InitMaterial(EDGE_RIGHT,1,"models/brokentile/tilebroken_02d");
InitMaterial(EDGE_NONE, 2,"models/brokentile/tilebroken_01a");
InitMaterial(EDGE_FULL, 2,"models/brokentile/tilebroken_01b");
InitMaterial(EDGE_LEFT, 2,"models/brokentile/tilebroken_01c");
InitMaterial(EDGE_RIGHT,2,"models/brokentile/tilebroken_01d");
}
else
{
InitMaterial(EDGE_NONE, 0,"models/brokenglass/glassbroken_03a");
InitMaterial(EDGE_FULL, 0,"models/brokenglass/glassbroken_03b");
InitMaterial(EDGE_LEFT, 0,"models/brokenglass/glassbroken_03c");
InitMaterial(EDGE_RIGHT,0,"models/brokenglass/glassbroken_03d");
InitMaterial(EDGE_NONE, 1,"models/brokenglass/glassbroken_02a");
InitMaterial(EDGE_FULL, 1,"models/brokenglass/glassbroken_02b");
InitMaterial(EDGE_LEFT, 1,"models/brokenglass/glassbroken_02c");
InitMaterial(EDGE_RIGHT,1,"models/brokenglass/glassbroken_02d");
InitMaterial(EDGE_NONE, 2,"models/brokenglass/glassbroken_01a");
InitMaterial(EDGE_FULL, 2,"models/brokenglass/glassbroken_01b");
InitMaterial(EDGE_LEFT, 2,"models/brokenglass/glassbroken_01c");
InitMaterial(EDGE_RIGHT,2,"models/brokenglass/glassbroken_01d");
}
}
bool changed = false;
for ( int j = 0; j < m_nNumHigh; j++ )
{
for ( int i = 0; i < m_nNumWide; i++ )
{
int offset = i + j * m_nNumWide;
bool newVal = m_RawPanelBitVec[ offset ];
bool oldVal = m_PrevRawPanelBitVec[ offset ];
if ( newVal != oldVal )
{
changed = true;
}
SetPanelSolid(i,j,newVal);
if ( !newVal && changed )
{
// Mark these panels and being stale (need edge type updated)
// We update them in one fell swoop rather than as each panel
// is updated, so we don't have to do duplicate operations
SetPanelStale(i, j ,true);
SetPanelStale(i, j+1,true);
SetPanelStale(i, j-1,true);
SetPanelStale(i-1, j ,true);
SetPanelStale(i+1, j ,true);
SetPanelStale(i+1, j+1,true);
SetPanelStale(i-1, j+1,true);
SetPanelStale(i+1, j-1,true);
SetPanelStale(i-1, j-1,true);
}
}
}
if ( changed )
{
for (int width=0;width<m_nNumWide;width++)
{
for (int height=0;height<m_nNumHigh;height++)
{
if ( IsPanelStale(width,height) )
{
UpdateEdgeType( width, height );
}
}
}
}
Q_memcpy( m_PrevRawPanelBitVec, m_RawPanelBitVec.Base(), sizeof( m_PrevRawPanelBitVec ) );
}
RenderableTranslucencyType_t C_BreakableSurface::ComputeTranslucencyType( void )
{
// Not an identity brush if it's broken
if ( m_bIsBroken )
return RENDERABLE_IS_TRANSLUCENT;
return BaseClass::ComputeTranslucencyType();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
int C_BreakableSurface::DrawModel( int flags, const RenderableInstance_t &instance )
{
if ( !m_bReadyToDraw )
return 0;
// If I'm not broken draw normally
if (m_bIsBroken)
render->InstallBrushSurfaceRenderer( this );
// If it's broken, always draw it translucent
BaseClass::DrawModel( m_bIsBroken ? flags | STUDIO_TRANSPARENCY : flags, instance );
// Remove our nonstandard brush surface renderer...
render->InstallBrushSurfaceRenderer( 0 );
return 0;
}
bool C_BreakableSurface::RenderBrushModelSurface( IClientEntity* pBaseEntity, IBrushSurface* pBrushSurface )
{
// If tile draw highlight for grout
if (m_nSurfaceType == SHATTERSURFACE_TILE)
{
DrawRenderListHighlights(pBrushSurface);
}
DrawSolidBlocks(pBrushSurface);
DrawRenderList(pBrushSurface);
// Don't draw decals
return false;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void C_BreakableSurface::DrawRenderList(IBrushSurface* pBrushSurface)
{
// Get width and height steps
QAngle vAngles;
VectorAngles(-1*m_vNormal,vAngles);
Vector vWidthStep,vHeightStep;
AngleVectors(vAngles,NULL,&vWidthStep,&vHeightStep);
vWidthStep *= m_flPanelWidth;
vHeightStep *= m_flPanelHeight;
CMeshBuilder pMeshBuilder;
int nCurStyle = -1;
int nCurEdgeType = -1;
CMatRenderContextPtr pRenderContext( materials );
for( unsigned short i = m_RenderList.Head(); i != m_RenderList.InvalidIndex(); i = m_RenderList.Next(i) )
{
if (nCurStyle != m_RenderList[i].m_nStyle ||
nCurEdgeType != m_RenderList[i].m_nEdgeType )
{
nCurStyle = m_RenderList[i].m_nStyle;
nCurEdgeType = m_RenderList[i].m_nEdgeType;
m_pCurrentDetailTexture = m_pEdge[nCurEdgeType][nCurStyle].m_pMaterialEdgeTexture;
pRenderContext->Flush(false);
pRenderContext->Bind(m_pCrackedMaterial, (IClientRenderable*)this);
}
Vector vRenderPos = m_vCorner +
(m_RenderList[i].m_nWidth*vWidthStep) +
(m_RenderList[i].m_nHeight*vHeightStep);
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
DrawOneEdge(pBrushSurface, pMesh,&pMeshBuilder,vRenderPos,vWidthStep,vHeightStep,(WinSide_t)m_RenderList[i].m_nSide);
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void C_BreakableSurface::DrawRenderListHighlights(IBrushSurface* pBrushSurface)
{
// Get width and height steps
QAngle vAngles;
VectorAngles(-1*m_vNormal,vAngles);
Vector vWidthStep,vHeightStep;
AngleVectors(vAngles,NULL,&vWidthStep,&vHeightStep);
vWidthStep *= m_flPanelWidth;
vHeightStep *= m_flPanelHeight;
CMeshBuilder pMeshBuilder;
int nCurStyle = -1;
int nCurEdgeType = -1;
CMatRenderContextPtr pRenderContext( materials );
for( unsigned short i = m_RenderList.Head(); i != m_RenderList.InvalidIndex(); i = m_RenderList.Next(i) )
{
nCurStyle = m_RenderList[i].m_nStyle;
nCurEdgeType = m_RenderList[i].m_nEdgeType;
IMaterial *pMat = m_pEdge[nCurEdgeType][nCurStyle].m_pMaterialEdge;
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMat );
Vector vRenderPos = m_vCorner +
(m_RenderList[i].m_nWidth*vWidthStep) +
(m_RenderList[i].m_nHeight*vHeightStep) +
(0.30*m_vNormal);
DrawOneHighlight(pBrushSurface, pMesh,&pMeshBuilder,vRenderPos,vWidthStep,vHeightStep,(WinSide_t)m_RenderList[i].m_nSide);
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
bool C_BreakableSurface::HavePanel(int nWidth, int nHeight)
{
// If I'm off the edge, always give support
if (!InLegalRange(nWidth,nHeight))
{
return true;
}
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 );