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203 lines
6.1 KiB
203 lines
6.1 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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//===========================================================================//
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#include "cbase.h"
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#include "model_types.h"
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#include "vcollide.h"
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#include "vcollide_parse.h"
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#include "solidsetdefaults.h"
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#include "bone_setup.h"
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#include "engine/ivmodelinfo.h"
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#include "physics.h"
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#include "view.h"
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#include "c_physicsprop.h"
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#include "tier0/vprof.h"
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#include "ivrenderview.h"
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#if defined ( PORTAL2 )
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#include "portal2/portal_grabcontroller_shared.h"
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#endif
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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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IMPLEMENT_CLIENTCLASS_DT(C_PhysicsProp, DT_PhysicsProp, CPhysicsProp)
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RecvPropBool( RECVINFO( m_bAwake ) ),
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RecvPropInt( RECVINFO( m_spawnflags ) ),
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END_RECV_TABLE()
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// We discard VVD data on consoles to save memory, so we cannot compute static lighting for models at run-time:
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#if defined( _GAMECONSOLE )
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ConVar r_PhysPropStaticLighting( "r_PhysPropStaticLighting", "0" );
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#else
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ConVar r_PhysPropStaticLighting( "r_PhysPropStaticLighting", "0" ); // Disabled for CS:GO on the PC
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#endif // _GAMECONSOLE
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// @MULTICORE (toml 9/18/2006): this visualization will need to be implemented elsewhere
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ConVar r_visualizeproplightcaching( "r_visualizeproplightcaching", "0" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PhysicsProp::C_PhysicsProp( void )
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{
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m_pPhysicsObject = NULL;
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m_takedamage = DAMAGE_YES;
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// default true so static lighting will get recomputed when we go to sleep
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m_bAwakeLastTime = true;
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m_bCanUseStaticLighting = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PhysicsProp::~C_PhysicsProp( void )
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{
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}
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void C_PhysicsProp::OnPreDataChanged( DataUpdateType_t updateType )
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{
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#ifdef PORTAL2
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// UNDONE: This was supposed to do something when the player had m_pHeldEntityClone set?
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// It was causing problems in single player where the cube would freeze in place whenever this was true
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/*
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C_Portal_Player *pPlayer = static_cast<C_Portal_Player *>( GetPlayerHoldingEntity( this ) );
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if ( pPlayer && pPlayer->IsUsingVMGrab() )
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{
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m_vecClientOrigin = GetAbsOrigin();
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m_vecClientAngles = GetAbsAngles();
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}
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*/
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#endif
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}
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// Used to indicate if we can use the static lighting baking
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//-----------------------------------------------------------------------------
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void C_PhysicsProp::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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m_bCanUseStaticLighting = modelinfo->UsesStaticLighting( GetModel() );
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if ( m_bCanUseStaticLighting )
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{
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CreateModelInstance();
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}
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#ifdef PORTAL2
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// UNDONE: This was supposed to do something when the player had m_pHeldEntityClone set?
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// It was causing problems in single player where the cube would freeze in place whenever this was true
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/*
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// Put these values back to the client simulated ones if we're player held
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C_Portal_Player *pPlayer = static_cast<C_Portal_Player *>( GetPlayerHoldingEntity( this ) );
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if ( pPlayer && pPlayer->IsUsingVMGrab() )
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{
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SetAbsOrigin( m_vecClientOrigin );
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SetAbsAngles( m_vecClientAngles );
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}
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*/
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#endif
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}
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//-----------------------------------------------------------------------------
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// Hooks for the fast model rendering path
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//-----------------------------------------------------------------------------
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IClientModelRenderable* C_PhysicsProp::GetClientModelRenderable()
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{
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// Can't do this debug mode through the fast path since it uses
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// color modulation, which we don't support yet.
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if ( !BaseClass::GetClientModelRenderable() )
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return NULL;
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if ( ( m_bAwakeLastTime != m_bAwake ) && r_visualizeproplightcaching.GetBool() )
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return NULL;
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// NOTE: This works because GetClientModelRenderable() is only queried
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// if the prop is known by the viewrender system to be opaque already
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// so we need no other opacity checks here.
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return this;
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}
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bool C_PhysicsProp::GetRenderData( void *pData, ModelDataCategory_t nCategory )
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{
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switch ( nCategory )
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{
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case MODEL_DATA_LIGHTING_MODEL:
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{
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// FIXME: Cache bCanBeStaticLit off in OnDataChanged?
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if ( !m_bCanUseStaticLighting || !r_PhysPropStaticLighting.GetBool() )
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{
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*(RenderableLightingModel_t*)pData = LIGHTING_MODEL_STANDARD;
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return true;
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}
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if ( m_bAwakeLastTime && !m_bAwake )
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{
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// transition to sleep, bake lighting now, once
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if ( !modelrender->RecomputeStaticLighting( GetModelInstance() ) )
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{
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// Failed to bake, don't indicate it's asleep yet, use normal model
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*(RenderableLightingModel_t*)pData = LIGHTING_MODEL_STANDARD;
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return true;
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}
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}
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*(RenderableLightingModel_t*)pData = m_bAwake ? LIGHTING_MODEL_STANDARD : LIGHTING_MODEL_PHYSICS_PROP;
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m_bAwakeLastTime = m_bAwake;
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}
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return true;
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default:
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return BaseClass::GetRenderData( pData, nCategory );
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose: Draws the object
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// Input : flags -
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//-----------------------------------------------------------------------------
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bool C_PhysicsProp::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
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{
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if ( !m_bCanUseStaticLighting || !r_PhysPropStaticLighting.GetBool() )
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return true;
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if ( m_bAwakeLastTime != m_bAwake )
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{
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if ( m_bAwakeLastTime && !m_bAwake )
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{
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// transition to sleep, bake lighting now, once
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if ( !modelrender->RecomputeStaticLighting( GetModelInstance() ) )
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{
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// not valid for drawing
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return false;
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}
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if ( r_visualizeproplightcaching.GetBool() )
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{
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float color[] = { 0.0f, 1.0f, 0.0f, 1.0f };
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render->SetColorModulation( color );
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}
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}
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else if ( r_visualizeproplightcaching.GetBool() )
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{
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float color[] = { 1.0f, 0.0f, 0.0f, 1.0f };
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render->SetColorModulation( color );
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}
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}
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if ( !m_bAwake )
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{
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// going to sleep, have static lighting
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pInfo->flags |= STUDIO_STATIC_LIGHTING;
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}
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// track state
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m_bAwakeLastTime = m_bAwake;
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return true;
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}
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