Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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 "clienteffectprecachesystem.h"
#include "c_physicsprop.h"
#include "tier0/vprof.h"
#include "ivrenderview.h"
// 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 ) ),
END_RECV_TABLE()
ConVar r_PhysPropStaticLighting( "r_PhysPropStaticLighting", "1" );
//-----------------------------------------------------------------------------
// 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;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PhysicsProp::~C_PhysicsProp( void )
{
}
// @MULTICORE (toml 9/18/2006): this visualization will need to be implemented elsewhere
ConVar r_visualizeproplightcaching( "r_visualizeproplightcaching", "0" );
//-----------------------------------------------------------------------------
// Purpose: Draws the object
// Input : flags -
//-----------------------------------------------------------------------------
bool C_PhysicsProp::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
{
CreateModelInstance();
if ( r_PhysPropStaticLighting.GetBool() && 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 && r_PhysPropStaticLighting.GetBool() )
{
// going to sleep, have static lighting
pInfo->flags |= STUDIO_STATIC_LIGHTING;
}
// track state
m_bAwakeLastTime = m_bAwake;
return true;
}