Counter Strike : Global Offensive Source Code
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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;
}