Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//
// This file contains code to allow us to associate client data with bsp leaves.
//
//===========================================================================//
#include "staticpropmgr.h"
#include "convar.h"
#include "vcollide_parse.h"
#include "engine/ICollideable.h"
#include "iclientunknown.h"
#include "iclientrenderable.h"
#include "gamebspfile.h"
#include "engine/ivmodelrender.h"
#include "engine/IClientLeafSystem.h"
#include "ispatialpartitioninternal.h"
#include "utlbuffer.h"
#include "utlvector.h"
#include "filesystem.h"
#include "gl_model_private.h"
#include "gl_matsysiface.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/ivballoctracker.h"
#include "materialsystem/imesh.h"
#include "lightcache.h"
#include "tier0/vprof.h"
#include "render.h"
#include "cmodel_engine.h"
#include "datacache/imdlcache.h"
#include "ModelInfo.h"
#include "cdll_engine_int.h"
#include "tier0/dbg.h"
#include "debugoverlay.h"
#include "draw.h"
#include "client.h"
#include "server.h"
#include "l_studio.h"
#include "tier0/icommandline.h"
#include "sys_dll.h"
#include "generichash.h"
#include "tier2/renderutils.h"
#include "ipooledvballocator.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Convars!
//-----------------------------------------------------------------------------
static ConVar r_DrawSpecificStaticProp( "r_DrawSpecificStaticProp", "-1" );
static ConVar r_drawstaticprops( "r_drawstaticprops", "1", FCVAR_CHEAT, "0=Off, 1=Normal, 2=Wireframe" );
static ConVar r_colorstaticprops( "r_colorstaticprops", "0", FCVAR_CHEAT );
ConVar r_staticpropinfo( "r_staticpropinfo", "0" );
ConVar r_drawmodeldecals( "r_drawmodeldecals", "1" );
extern ConVar mat_fullbright;
static bool g_MakingDevShots = false;
//-----------------------------------------------------------------------------
// Index into the fade list
//-----------------------------------------------------------------------------
enum
{
INVALID_FADE_INDEX = (unsigned short)~0
};
//-----------------------------------------------------------------------------
// All static props have these bits set (to differentiate them from edict indices)
//-----------------------------------------------------------------------------
enum
{
// This bit will be set in GetRefEHandle for all static props
STATICPROP_EHANDLE_MASK = 0x40000000
};
//-----------------------------------------------------------------------------
// A default physics property for non-vphysics static props
//-----------------------------------------------------------------------------
static const objectparams_t g_PhysDefaultObjectParams =
{
NULL,
1.0, //mass
1.0, // inertia
0.1f, // damping
0.1f, // rotdamping
0.05f, // rotIntertiaLimit
"DEFAULT",
NULL,// game data
0.f, // volume (leave 0 if you don't have one or call physcollision->CollideVolume() to compute it)
1.0f, // drag coefficient
true,// enable collisions?
};
// return true if the renderer should use the slow path that supports the various debug modes
inline bool IsUsingStaticPropDebugModes()
{
if ( r_drawstaticprops.GetInt() != 1 ||
r_DrawSpecificStaticProp.GetInt() >= 0 ||
r_colorstaticprops.GetBool() ||
r_staticpropinfo.GetInt() ||
mat_fullbright.GetInt() ||
r_drawmodellightorigin.GetBool() ||
r_drawmodelstatsoverlay.GetBool() )
return true;
return false;
}
//-----------------------------------------------------------------------------
// A static prop
//-----------------------------------------------------------------------------
class CStaticProp : public IClientUnknown, public IClientRenderable, public ICollideable
{
public:
CStaticProp();
~CStaticProp();
// IHandleEntity overrides
public:
virtual void SetRefEHandle( const CBaseHandle &handle );
virtual const CBaseHandle& GetRefEHandle() const;
// IClientUnknown overrides.
public:
virtual IClientUnknown* GetIClientUnknown() { return this; }
virtual ICollideable* GetCollideable() { return this; }
virtual IClientNetworkable* GetClientNetworkable() { return NULL; }
virtual IClientRenderable* GetClientRenderable() { return this; }
virtual IClientEntity* GetIClientEntity() { return NULL; }
virtual C_BaseEntity* GetBaseEntity() { return NULL; }
virtual IClientThinkable* GetClientThinkable() { return NULL; }
public:
// These methods return a box defined in the space of the entity
virtual const Vector& OBBMinsPreScaled() const { return OBBMins(); }
virtual const Vector& OBBMaxsPreScaled() const { return OBBMaxs(); }
virtual const Vector& OBBMins() const;
virtual const Vector& OBBMaxs() const;
// custom collision test
virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
// Perform hitbox test, returns true *if hitboxes were tested at all*!!
virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
// Returns the BRUSH model index if this is a brush model. Otherwise, returns -1.
virtual int GetCollisionModelIndex();
// Return the model, if it's a studio model.
virtual const model_t* GetCollisionModel();
// Get angles and origin.
virtual const Vector& GetCollisionOrigin() const;
virtual const QAngle& GetCollisionAngles() const;
virtual const matrix3x4_t& CollisionToWorldTransform() const;
// Return a SOLID_ define.
virtual SolidType_t GetSolid() const;
virtual int GetSolidFlags() const;
// Gets at the entity handle associated with the collideable
virtual IHandleEntity *GetEntityHandle() { return this; }
virtual int GetCollisionGroup() const { return COLLISION_GROUP_NONE; }
virtual void WorldSpaceTriggerBounds( Vector* pVecWorldMins, Vector *pVecWorldMaxs ) const;
virtual void WorldSpaceSurroundingBounds( Vector* pVecWorldMins, Vector *pVecWorldMaxs );
virtual bool ShouldTouchTrigger( int triggerSolidFlags ) const { return false; }
virtual const matrix3x4_t *GetRootParentToWorldTransform() const { return NULL; }
// IClientRenderable overrides.
public:
virtual int GetBody() { return 0; }
virtual int GetSkin() { return 0; }
virtual const Vector& GetRenderOrigin( );
virtual const QAngle& GetRenderAngles( );
virtual bool ShouldDraw();
virtual bool IsTransparent( void );
virtual bool IsTwoPass( void );
virtual void OnThreadedDrawSetup() {}
virtual const model_t* GetModel( ) const;
virtual int DrawModel( int flags );
virtual void ComputeFxBlend( );
virtual int GetFxBlend( );
virtual void GetColorModulation( float* color );
virtual bool LODTest() { return true; } // NOTE: UNUSED
virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
virtual bool UsesFlexDelayedWeights() { return false; }
virtual void DoAnimationEvents( void );
virtual IPVSNotify* GetPVSNotifyInterface();
virtual void GetRenderBounds( Vector& mins, Vector& maxs );
virtual void GetRenderBoundsWorldspace( Vector& mins, Vector& maxs );
virtual bool ShouldCacheRenderInfo();
virtual bool ShouldReceiveProjectedTextures( int flags );
virtual bool GetShadowCastDistance( float *pDist, ShadowType_t shadowType ) const { return false; }
virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const { return false; }
virtual bool UsesPowerOfTwoFrameBufferTexture();
virtual bool UsesFullFrameBufferTexture();
virtual ClientShadowHandle_t GetShadowHandle() const { return CLIENTSHADOW_INVALID_HANDLE; }
virtual ClientRenderHandle_t& RenderHandle();
virtual void RecordToolMessage() {}
// These normally call through to GetRenderAngles/GetRenderBounds, but some entities custom implement them.
virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType )
{
GetRenderBounds( mins, maxs );
}
// Other methods related to shadow rendering
virtual bool IsShadowDirty( ) { return false; }
virtual void MarkShadowDirty( bool bDirty ) {}
// Iteration over shadow hierarchy
virtual IClientRenderable *GetShadowParent() { return NULL; }
virtual IClientRenderable *FirstShadowChild() { return NULL; }
virtual IClientRenderable *NextShadowPeer() { return NULL; }
// Returns the shadow cast type
virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
// Create/get/destroy model instance
virtual void CreateModelInstance() { Assert(0); }
virtual ModelInstanceHandle_t GetModelInstance();
// Attachments
virtual int LookupAttachment( const char *pAttachmentName ) { return -1; }
virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
virtual bool GetAttachment( int number, matrix3x4_t &matrix );
virtual bool IgnoresZBuffer( void ) const { return false; }
// Rendering clip plane, should be 4 floats, return value of NULL indicates a disabled render clip plane
virtual float *GetRenderClipPlane( void ) { return NULL; }
// Returns the transform from RenderOrigin/RenderAngles to world
virtual const matrix3x4_t &RenderableToWorldTransform()
{
return m_ModelToWorld;
}
public:
bool Init( int index, StaticPropLump_t &lump, model_t *pModel );
// KD Tree
void InsertPropIntoKDTree();
void RemovePropFromKDTree();
void PrecacheLighting();
void RecomputeStaticLighting();
int LeafCount() const;
int FirstLeaf() const;
LightCacheHandle_t GetLightCacheHandle() const;
void SetModelInstance( ModelInstanceHandle_t handle );
void SetRenderHandle( ClientRenderHandle_t handle );
void CleanUpRenderHandle( );
ClientRenderHandle_t GetRenderHandle() const;
void SetAlpha( unsigned char alpha );
// Create VPhysics representation
void CreateVPhysics( IPhysicsEnvironment *physenv, IVPhysicsKeyHandler *pDefaults, void *pGameData );
float Radius() const { return m_flRadius; }
int Flags() const { return m_Flags; }
void SetFadeIndex( unsigned short nIndex ) { m_FadeIndex = nIndex; }
unsigned short FadeIndex() const { return m_FadeIndex; }
float ForcedFadeScale() const { return m_flForcedFadeScale; }
int DrawModelSlow( int flags );
private:
// Diagnostic information for static props
void DisplayStaticPropInfo( int nInfoType );
inline void InitModelRenderInfo( ModelRenderInfo_t &sInfo, int flags )
{
sInfo.origin = m_Origin;
sInfo.angles = m_Angles;
sInfo.pRenderable = this;
sInfo.pModel = m_pModel;
sInfo.pModelToWorld = &m_ModelToWorld;
sInfo.pLightingOffset = NULL;
sInfo.pLightingOrigin = &m_LightingOrigin;
sInfo.flags = flags;
sInfo.entity_index = -1;
sInfo.skin = m_Skin;
sInfo.body = 0;
sInfo.hitboxset = 0;
sInfo.instance = m_ModelInstance;
}
private:
friend class CStaticPropMgr;
Vector m_Origin;
QAngle m_Angles;
model_t* m_pModel;
SpatialPartitionHandle_t m_Partition;
ModelInstanceHandle_t m_ModelInstance;
unsigned char m_Alpha;
unsigned char m_nSolidType;
unsigned char m_Skin;
unsigned char m_Flags;
unsigned short m_FirstLeaf;
unsigned short m_LeafCount;
CBaseHandle m_EntHandle; // FIXME: Do I need client + server handles?
ClientRenderHandle_t m_RenderHandle;
unsigned short m_FadeIndex; // Index into the m_StaticPropFade dictionary
float m_flForcedFadeScale;
// bbox is the same for both GetBounds and GetRenderBounds since static props never move.
// GetRenderBounds is interpolated data, and GetBounds is last networked.
Vector m_RenderBBoxMin;
Vector m_RenderBBoxMax;
matrix3x4_t m_ModelToWorld;
float m_flRadius;
Vector m_WorldRenderBBoxMin;
Vector m_WorldRenderBBoxMax;
// FIXME: This sucks. Need to store the lighting origin off
// because the time at which the static props are unserialized
// doesn't necessarily match the time at which we can initialize the light cache
Vector m_LightingOrigin;
};
//-----------------------------------------------------------------------------
// The engine's static prop manager
//-----------------------------------------------------------------------------
class CStaticPropMgr : public IStaticPropMgrEngine, public IStaticPropMgrClient, public IStaticPropMgrServer
{
public:
// constructor, destructor
CStaticPropMgr();
virtual ~CStaticPropMgr();
// methods of IStaticPropMgrEngine
virtual bool Init();
virtual void Shutdown();
virtual void LevelInit();
virtual void LevelInitClient();
virtual void LevelShutdown();
virtual void LevelShutdownClient();
virtual bool IsPropInPVS( IHandleEntity *pHandleEntity, const byte *pVis ) const;
virtual ICollideable *GetStaticProp( IHandleEntity *pHandleEntity );
virtual void RecomputeStaticLighting( );
virtual LightCacheHandle_t GetLightCacheHandleForStaticProp( IHandleEntity *pHandleEntity );
virtual bool IsStaticProp( IHandleEntity *pHandleEntity ) const;
virtual bool IsStaticProp( CBaseHandle handle ) const;
virtual int GetStaticPropIndex( IHandleEntity *pHandleEntity ) const;
virtual ICollideable *GetStaticPropByIndex( int propIndex );
// methods of IStaticPropMgrClient
virtual void ComputePropOpacity( const Vector &viewOrigin, float factor );
virtual void TraceRayAgainstStaticProp( const Ray_t& ray, int staticPropIndex, trace_t& tr );
virtual void AddDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr );
virtual void AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor );
virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable );
virtual void RemoveAllShadowsFromStaticProp( IClientRenderable* pRenderable );
virtual void GetStaticPropMaterialColorAndLighting( trace_t* pTrace,
int staticPropIndex, Vector& lighting, Vector& matColor );
virtual void CreateVPhysicsRepresentations( IPhysicsEnvironment *physenv, IVPhysicsKeyHandler *pDefaults, void *pGameData );
// methods of IStaticPropMgrServer
//Changes made specifically to support the Portal mod (smack Dave Kircher if something breaks)
//===================================================================
virtual void GetAllStaticProps( CUtlVector<ICollideable *> *pOutput );
virtual void GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<ICollideable *> *pOutput );
virtual void GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector<ICollideable *> *pOutput );
//===================================================================
virtual bool PropHasBakedLightingDisabled( IHandleEntity *pHandleEntity) const;
// Internal methods
const Vector &ViewOrigin() const { return m_vecLastViewOrigin; }
// Computes the opacity for a single static prop
void ComputePropOpacity( CStaticProp &prop );
void DrawStaticProps( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe );
void DrawStaticProps_Slow( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe );
void DrawStaticProps_Fast( IClientRenderable **pProps, int count, bool bShadowDepth );
void DrawStaticProps_FastPipeline( IClientRenderable **pProps, int count, bool bShadowDepth );
private:
void OutputLevelStats( void );
void PrecacheLighting();
// Methods associated with unserializing static props
void UnserializeModelDict( CUtlBuffer& buf );
void UnserializeLeafList( CUtlBuffer& buf );
void UnserializeModels( CUtlBuffer& buf );
void UnserializeStaticProps();
int HandleEntityToIndex( IHandleEntity *pHandleEntity ) const;
// Computes fade from screen-space fading
unsigned char ComputeScreenFade( CStaticProp &prop, float flMinSize, float flMaxSize, float flFalloffFactor );
void ChangeRenderGroup( CStaticProp &prop );
private:
// Unique static prop models
struct StaticPropDict_t
{
model_t* m_pModel;
MDLHandle_t m_hMDL;
};
// Static props that fade use this data to fade
struct StaticPropFade_t
{
int m_Model;
union
{
float m_MinDistSq;
float m_MaxScreenWidth;
};
union
{
float m_MaxDistSq;
float m_MinScreenWidth;
};
float m_FalloffFactor;
};
// The list of all static props
CUtlVector <StaticPropDict_t> m_StaticPropDict;
CUtlVector <CStaticProp> m_StaticProps;
CUtlVector <StaticPropLeafLump_t> m_StaticPropLeaves;
// Static props that fade...
CUtlVector<StaticPropFade_t> m_StaticPropFade;
bool m_bLevelInitialized;
bool m_bClientInitialized;
Vector m_vecLastViewOrigin;
float m_flLastViewFactor;
};
//-----------------------------------------------------------------------------
// Expose Interface to the game + client DLLs.
//-----------------------------------------------------------------------------
static CStaticPropMgr s_StaticPropMgr;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CStaticPropMgr, IStaticPropMgrClient, INTERFACEVERSION_STATICPROPMGR_CLIENT, s_StaticPropMgr);
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CStaticPropMgr, IStaticPropMgrServer, INTERFACEVERSION_STATICPROPMGR_SERVER, s_StaticPropMgr);
//-----------------------------------------------------------------------------
//
// Static prop
//
//-----------------------------------------------------------------------------
CStaticProp::CStaticProp() : m_pModel(0), m_Alpha(255)
{
m_ModelInstance = MODEL_INSTANCE_INVALID;
m_Partition = PARTITION_INVALID_HANDLE;
m_EntHandle = INVALID_EHANDLE_INDEX;
m_RenderHandle = INVALID_CLIENT_RENDER_HANDLE;
}
CStaticProp::~CStaticProp()
{
RemovePropFromKDTree( );
if (m_ModelInstance != MODEL_INSTANCE_INVALID)
{
modelrender->DestroyInstance( m_ModelInstance );
}
}
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
bool CStaticProp::Init( int index, StaticPropLump_t &lump, model_t *pModel )
{
m_EntHandle.Init(index, STATICPROP_EHANDLE_MASK >> NUM_ENT_ENTRY_BITS);
m_Partition = PARTITION_INVALID_HANDLE;
m_flForcedFadeScale = lump.m_flForcedFadeScale;
VectorCopy( lump.m_Origin, m_Origin );
VectorCopy( lump.m_Angles, m_Angles );
m_pModel = pModel;
m_FirstLeaf = lump.m_FirstLeaf;
m_LeafCount = lump.m_LeafCount;
m_nSolidType = lump.m_Solid;
m_FadeIndex = INVALID_FADE_INDEX;
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( m_pModel );
if ( pStudioHdr )
{
if ( !( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) )
{
static int nBitchCount = 0;
if( nBitchCount < 100 )
{
Warning( "model %s used as a static prop, but not compiled as a static prop\n", pStudioHdr->pszName() );
nBitchCount++;
}
}
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_NO_FORCED_FADE )
{
m_flForcedFadeScale = 0.0f;
}
}
switch ( m_nSolidType )
{
// These are valid
case SOLID_VPHYSICS:
case SOLID_BBOX:
case SOLID_NONE:
break;
default:
{
char szModel[MAX_PATH];
Q_strncpy( szModel, m_pModel ? modelloader->GetName( m_pModel ) : "unknown model", sizeof( szModel ) );
Warning( "CStaticProp::Init: Map error, static_prop with bogus SOLID_ flag (%d)! (%s)\n", m_nSolidType, szModel );
m_nSolidType = SOLID_NONE;
}
break;
}
m_Alpha = 255;
m_Skin = (unsigned char)lump.m_Skin;
m_Flags = ( lump.m_Flags & (STATIC_PROP_SCREEN_SPACE_FADE | STATIC_PROP_FLAG_FADES | STATIC_PROP_NO_PER_VERTEX_LIGHTING) );
int nCurrentDXLevel = g_pMaterialSystemHardwareConfig->GetDXSupportLevel();
bool bNoDraw = ( lump.m_nMinDXLevel && lump.m_nMinDXLevel > nCurrentDXLevel );
bNoDraw = bNoDraw || ( lump.m_nMaxDXLevel && lump.m_nMaxDXLevel < nCurrentDXLevel );
if ( bNoDraw )
{
m_Flags |= STATIC_PROP_NO_DRAW;
}
// Cache the model to world matrix since it never changes.
AngleMatrix( lump.m_Angles, lump.m_Origin, m_ModelToWorld );
// Cache the collision bounding box since it'll never change.
modelinfo->GetModelRenderBounds( m_pModel, m_RenderBBoxMin, m_RenderBBoxMax );
m_flRadius = m_RenderBBoxMin.DistTo( m_RenderBBoxMax ) * 0.5f;
TransformAABB( m_ModelToWorld, m_RenderBBoxMin, m_RenderBBoxMax, m_WorldRenderBBoxMin, m_WorldRenderBBoxMax );
// FIXME: Sucky, but unless we want to re-read the static prop lump when the client is
// initialized (possible, but also gross), we need to cache off the illum center now
if (lump.m_Flags & STATIC_PROP_USE_LIGHTING_ORIGIN)
{
m_LightingOrigin = lump.m_LightingOrigin;
}
else
{
modelinfo->GetIlluminationPoint( m_pModel, this, m_Origin, m_Angles, &m_LightingOrigin );
}
g_MakingDevShots = CommandLine()->FindParm( "-makedevshots" ) ? true : false;
// If we do Mod_SetMaterialVarFlag() while running with the dedicated server, we crash.
// RJ said he'd save my butt and look into this. (Hip hip horray! We love RJ!)
if ( !sv.IsDedicated() && m_pModel )
{
Mod_SetMaterialVarFlag( pModel, MATERIAL_VAR_IGNORE_ALPHA_MODULATION, true );
}
return true;
}
//-----------------------------------------------------------------------------
// EHandle
//-----------------------------------------------------------------------------
void CStaticProp::SetRefEHandle( const CBaseHandle &handle )
{
// Only the static prop mgr should be setting this...
Assert( 0 );
}
const CBaseHandle& CStaticProp::GetRefEHandle() const
{
return m_EntHandle;
}
//-----------------------------------------------------------------------------
// These methods return a box defined in the space of the entity
//-----------------------------------------------------------------------------
const Vector& CStaticProp::OBBMins( ) const
{
if ( GetSolid() == SOLID_VPHYSICS )
{
return m_pModel->mins;
}
Vector& tv = AllocTempVector();
// FIXME: why doesn't this just return m_RenderBBoxMin?
VectorSubtract( m_WorldRenderBBoxMin, GetCollisionOrigin(), tv );
return tv;
}
const Vector& CStaticProp::OBBMaxs( ) const
{
if ( GetSolid() == SOLID_VPHYSICS )
{
return m_pModel->maxs;
}
Vector& tv = AllocTempVector();
// FIXME: why doesn't this just return m_RenderBBoxMax?
VectorSubtract( m_WorldRenderBBoxMax, GetCollisionOrigin(), tv );
return tv;
}
void CStaticProp::WorldSpaceTriggerBounds( Vector* pVecWorldMins, Vector *pVecWorldMaxs ) const
{
// This should never be called..
Assert(0);
}
//-----------------------------------------------------------------------------
// Surrounding box
//-----------------------------------------------------------------------------
void CStaticProp::WorldSpaceSurroundingBounds( Vector* pVecWorldMins, Vector *pVecWorldMaxs )
{
*pVecWorldMins = m_WorldRenderBBoxMin;
*pVecWorldMaxs = m_WorldRenderBBoxMax;
}
//-----------------------------------------------------------------------------
// Data accessors
//-----------------------------------------------------------------------------
const Vector& CStaticProp::GetRenderOrigin( void )
{
return m_Origin;
}
const QAngle& CStaticProp::GetRenderAngles( void )
{
return m_Angles;
}
bool CStaticProp::GetAttachment( int number, Vector &origin, QAngle &angles )
{
origin = m_Origin;
angles = m_Angles;
return true;
}
bool CStaticProp::GetAttachment( int number, matrix3x4_t &matrix )
{
MatrixCopy( RenderableToWorldTransform(), matrix );
return true;
}
bool CStaticProp::IsTransparent( void )
{
return (m_Alpha < 255) || modelinfo->IsTranslucent(m_pModel);
}
bool CStaticProp::IsTwoPass( void )
{
return modelinfo->IsTranslucentTwoPass(m_pModel);
}
bool CStaticProp::ShouldDraw()
{
return ( m_Flags & STATIC_PROP_NO_DRAW ) == 0;
}
//-----------------------------------------------------------------------------
// Render setup
//-----------------------------------------------------------------------------
bool CStaticProp::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime )
{
if (!m_pModel)
return false;
MatrixCopy( m_ModelToWorld, pBoneToWorldOut[0] );
return true;
}
void CStaticProp::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights )
{
}
void CStaticProp::DoAnimationEvents( void )
{
}
//-----------------------------------------------------------------------------
// Render baby!
//-----------------------------------------------------------------------------
const model_t* CStaticProp::GetModel( ) const
{
return m_pModel;
}
//-----------------------------------------------------------------------------
// Accessors
//-----------------------------------------------------------------------------
inline int CStaticProp::LeafCount() const
{
return m_LeafCount;
}
inline int CStaticProp::FirstLeaf() const
{
return m_FirstLeaf;
}
inline ModelInstanceHandle_t CStaticProp::GetModelInstance()
{
return m_ModelInstance;
}
inline void CStaticProp::SetModelInstance( ModelInstanceHandle_t handle )
{
m_ModelInstance = handle;
}
inline void CStaticProp::SetRenderHandle( ClientRenderHandle_t handle )
{
m_RenderHandle = handle;
}
inline ClientRenderHandle_t CStaticProp::GetRenderHandle() const
{
return m_RenderHandle;
}
void CStaticProp::CleanUpRenderHandle( )
{
if ( m_RenderHandle != INVALID_CLIENT_RENDER_HANDLE )
{
#ifndef SWDS
clientleafsystem->RemoveRenderable( m_RenderHandle );
#endif
m_RenderHandle = INVALID_CLIENT_RENDER_HANDLE;
}
}
//-----------------------------------------------------------------------------
// Determine alpha and blend amount for transparent objects based on render state info
//-----------------------------------------------------------------------------
inline void CStaticProp::SetAlpha( unsigned char alpha )
{
m_Alpha = alpha;
}
void CStaticProp::ComputeFxBlend( )
{
s_StaticPropMgr.ComputePropOpacity( *this );
}
int CStaticProp::GetFxBlend( )
{
return m_Alpha;
}
void CStaticProp::GetColorModulation( float* color )
{
color[0] = color[1] = color[2] = 1.0f;
}
//-----------------------------------------------------------------------------
// custom collision test
//-----------------------------------------------------------------------------
bool CStaticProp::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
Assert(0);
return false;
}
//-----------------------------------------------------------------------------
// Perform hitbox test, returns true *if hitboxes were tested at all*!!
//-----------------------------------------------------------------------------
bool CStaticProp::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
return false;
}
//-----------------------------------------------------------------------------
// Returns the BRUSH model index if this is a brush model. Otherwise, returns -1.
//-----------------------------------------------------------------------------
int CStaticProp::GetCollisionModelIndex()
{
return -1;
}
//-----------------------------------------------------------------------------
// Return the model, if it's a studio model.
//-----------------------------------------------------------------------------
const model_t* CStaticProp::GetCollisionModel()
{
return m_pModel;
}
//-----------------------------------------------------------------------------
// Get angles and origin.
//-----------------------------------------------------------------------------
const Vector& CStaticProp::GetCollisionOrigin() const
{
return m_Origin;
}
const QAngle& CStaticProp::GetCollisionAngles() const
{
if ( GetSolid() == SOLID_VPHYSICS )
{
return m_Angles;
}
return vec3_angle;
}
const matrix3x4_t& CStaticProp::CollisionToWorldTransform() const
{
return m_ModelToWorld;
}
//-----------------------------------------------------------------------------
// Return a SOLID_ define.
//-----------------------------------------------------------------------------
SolidType_t CStaticProp::GetSolid() const
{
return (SolidType_t)m_nSolidType;
}
int CStaticProp::GetSolidFlags() const
{
return 0;
}
bool CStaticProp::UsesPowerOfTwoFrameBufferTexture( void )
{
if ( !m_pModel )
return false;
return ( m_pModel->flags & MODELFLAG_STUDIOHDR_USES_FB_TEXTURE ) ? true : false;
}
bool CStaticProp::UsesFullFrameBufferTexture( void )
{
return false;
}
ClientRenderHandle_t& CStaticProp::RenderHandle()
{
return m_RenderHandle;
}
IPVSNotify* CStaticProp::GetPVSNotifyInterface()
{
return NULL;
}
void CStaticProp::GetRenderBounds( Vector& mins, Vector& maxs )
{
mins = m_RenderBBoxMin;
maxs = m_RenderBBoxMax;
}
void CStaticProp::GetRenderBoundsWorldspace( Vector& mins, Vector& maxs )
{
mins = m_WorldRenderBBoxMin;
maxs = m_WorldRenderBBoxMax;
}
bool CStaticProp::ShouldReceiveProjectedTextures( int flags )
{
if( flags & SHADOW_FLAGS_FLASHLIGHT )
{
return true;
}
else
{
return false;
}
}
bool CStaticProp::ShouldCacheRenderInfo()
{
return true;
}
void CStaticProp::PrecacheLighting()
{
#ifndef SWDS
if ( m_ModelInstance == MODEL_INSTANCE_INVALID )
{
LightCacheHandle_t lightCacheHandle = CreateStaticLightingCache( m_LightingOrigin, m_WorldRenderBBoxMin, m_WorldRenderBBoxMax );
m_ModelInstance = modelrender->CreateInstance( this, &lightCacheHandle );
}
#endif
}
void CStaticProp::RecomputeStaticLighting( void )
{
#ifndef SWDS
modelrender->RecomputeStaticLighting( m_ModelInstance );
#endif
}
//-----------------------------------------------------------------------------
// Diagnostic information for static props
//-----------------------------------------------------------------------------
void CStaticProp::DisplayStaticPropInfo( int nInfoType )
{
#ifndef SWDS
char buf[512];
switch( nInfoType )
{
case 1:
Q_snprintf( buf, sizeof( buf ), "%s", modelloader->GetName( m_pModel ) );
break;
case 2:
Q_snprintf(buf, sizeof( buf ), "%d", (m_EntHandle.ToInt() & (~STATICPROP_EHANDLE_MASK)) );
break;
case 3:
{
float flDist = GetRenderOrigin().DistTo( s_StaticPropMgr.ViewOrigin() );
Q_snprintf(buf, sizeof( buf ), "%.1f", flDist );
}
break;
case 4:
{
CMatRenderContextPtr pRenderContext( materials );
float flPixelWidth = pRenderContext->ComputePixelWidthOfSphere( GetRenderOrigin(), Radius() );
Q_snprintf(buf, sizeof( buf ), "%.1f", flPixelWidth );
}
break;
}
Vector vecTextBox = ( m_WorldRenderBBoxMax + m_WorldRenderBBoxMin ) * 0.5f;
vecTextBox.z = m_WorldRenderBBoxMax.z + 10;
CDebugOverlay::AddTextOverlay( vecTextBox, 0.0f, buf );
#endif
}
//-----------------------------------------------------------------------------
// Draws the model
//-----------------------------------------------------------------------------
int CStaticProp::DrawModelSlow( int flags )
{
#ifndef SWDS
VPROF_BUDGET( "CStaticProp::DrawModel", VPROF_BUDGETGROUP_STATICPROP_RENDERING );
if ( !r_drawstaticprops.GetBool() )
return 0;
if ( r_drawstaticprops.GetInt() == 2 )
{
flags |= STUDIO_WIREFRAME;
}
#ifdef _DEBUG
if ( r_DrawSpecificStaticProp.GetInt() >= 0 )
{
if ( (m_EntHandle.ToInt() & (~STATICPROP_EHANDLE_MASK) ) != r_DrawSpecificStaticProp.GetInt() )
return 0;
}
#endif
if ( (m_Alpha == 0) || !m_pModel )
return 0;
#ifdef _DEBUG
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( m_pModel );
Assert( pStudioHdr );
if ( !( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) )
{
return 0;
}
#endif
if ( r_colorstaticprops.GetBool() )
{
// deterministic random sequence
unsigned short hash[3];
hash[0] = HashItem( m_ModelInstance );
hash[1] = HashItem( hash[0] );
hash[2] = HashItem( hash[1] );
r_colormod[0] = (float)hash[0] * 1.0f/65535.0f;
r_colormod[1] = (float)hash[1] * 1.0f/65535.0f;
r_colormod[2] = (float)hash[2] * 1.0f/65535.0f;
VectorNormalize( r_colormod );
}
flags |= STUDIO_STATIC_LIGHTING;
int nInfoType = r_staticpropinfo.GetInt();
if ( nInfoType )
{
DisplayStaticPropInfo( nInfoType );
}
// CDebugOverlay::AddBoxOverlay( vec3_origin, m_WorldRenderBBoxMin, m_WorldRenderBBoxMax, vec3_angle, 255, 0, 0, 32, 0.01 );
// CDebugOverlay::AddBoxOverlay( GetRenderOrigin(), m_RenderBBoxMin, m_RenderBBoxMax, GetRenderAngles(), 0, 255, 0, 32, 0.01 );
ModelRenderInfo_t sInfo;
InitModelRenderInfo( sInfo, flags );
g_pStudioRender->SetColorModulation( r_colormod );
g_pStudioRender->SetAlphaModulation( r_blend );
// Restore the matrices if we're skinning
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
int drawn = modelrender->DrawModelEx( sInfo );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
if ( m_pModel && (flags & STUDIO_WIREFRAME_VCOLLIDE) )
{
if ( m_nSolidType == SOLID_VPHYSICS )
{
// This works because VCollideForModel only uses modelindex for mod_brush
// and props are always mod_Studio.
vcollide_t * pCollide = CM_VCollideForModel( -1, m_pModel );
if ( pCollide && pCollide->solidCount == 1 )
{
static color32 debugColor = {0,255,255,0};
DebugDrawPhysCollide( pCollide->solids[0], NULL, m_ModelToWorld, debugColor, false );
}
}
else if ( m_nSolidType == SOLID_BBOX )
{
static Color debugColor( 0, 255, 255, 255 );
RenderWireframeBox( m_Origin, vec3_angle, m_pModel->mins, m_pModel->maxs, debugColor, true );
}
}
return drawn;
#else
return 0;
#endif
}
int CStaticProp::DrawModel( int flags )
{
#ifndef SWDS
VPROF_BUDGET( "CStaticProp::DrawModel", VPROF_BUDGETGROUP_STATICPROP_RENDERING );
if ( (m_Alpha == 0) || !m_pModel )
return 0;
if ( IsUsingStaticPropDebugModes() || (flags & STUDIO_WIREFRAME_VCOLLIDE) )
return DrawModelSlow(flags);
flags |= STUDIO_STATIC_LIGHTING;
ModelRenderInfo_t sInfo;
InitModelRenderInfo( sInfo, flags );
g_pStudioRender->SetColorModulation( r_colormod );
g_pStudioRender->SetAlphaModulation( r_blend );
// Restore the matrices if we're skinning
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
int drawn = modelrender->DrawModelExStaticProp( sInfo );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
return drawn;
#else
return 0;
#endif
}
//-----------------------------------------------------------------------------
// KD Tree
//-----------------------------------------------------------------------------
void CStaticProp::InsertPropIntoKDTree()
{
Assert( m_Partition == PARTITION_INVALID_HANDLE );
if ( m_nSolidType == SOLID_NONE )
return;
// Compute the bbox of the prop
Vector mins, maxs;
matrix3x4_t propToWorld;
AngleMatrix( m_Angles, m_Origin, propToWorld );
TransformAABB( propToWorld, m_pModel->mins, m_pModel->maxs, mins, maxs );
// If it's using vphysics, get a good AABB
if ( m_nSolidType == SOLID_VPHYSICS )
{
vcollide_t *pCollide = CM_VCollideForModel( -1, m_pModel );
if ( pCollide && pCollide->solidCount )
{
physcollision->CollideGetAABB( &mins, &maxs, pCollide->solids[0], m_Origin, m_Angles );
}
else
{
char szModel[MAX_PATH];
Q_strncpy( szModel, m_pModel ? modelloader->GetName( m_pModel ) : "unknown model", sizeof( szModel ) );
Warning( "SOLID_VPHYSICS static prop with no vphysics model! (%s)\n", szModel );
m_nSolidType = SOLID_NONE;
return;
}
}
// add the entity to the KD tree so we will collide against it
m_Partition = SpatialPartition()->CreateHandle( this,
PARTITION_CLIENT_SOLID_EDICTS | PARTITION_CLIENT_STATIC_PROPS |
PARTITION_ENGINE_SOLID_EDICTS | PARTITION_ENGINE_STATIC_PROPS,
mins, maxs );
Assert( m_Partition != PARTITION_INVALID_HANDLE );
}
void CStaticProp::RemovePropFromKDTree()
{
// Release the spatial partition handle
if ( m_Partition != PARTITION_INVALID_HANDLE )
{
SpatialPartition()->DestroyHandle( m_Partition );
m_Partition = PARTITION_INVALID_HANDLE;
}
}
//-----------------------------------------------------------------------------
// Create VPhysics representation
//-----------------------------------------------------------------------------
void CStaticProp::CreateVPhysics( IPhysicsEnvironment *pPhysEnv, IVPhysicsKeyHandler *pDefaults, void *pGameData )
{
if ( m_nSolidType == SOLID_NONE )
return;
vcollide_t *pVCollide = NULL;
solid_t solid;
CPhysCollide* pPhysCollide = NULL;
if ( m_pModel && m_nSolidType == SOLID_VPHYSICS )
{
// This works because VCollideForModel only uses modelindex for mod_brush
// and props are always mod_Studio.
pVCollide = CM_VCollideForModel( -1, m_pModel );
}
if (pVCollide)
{
pPhysCollide = pVCollide->solids[0];
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pVCollide->pKeyValues );
while ( !pParse->Finished() )
{
const char *pBlock = pParse->GetCurrentBlockName();
if ( !strcmpi( pBlock, "solid" ) )
{
pParse->ParseSolid( &solid, pDefaults );
break;
}
else
{
pParse->SkipBlock();
}
}
physcollision->VPhysicsKeyParserDestroy( pParse );
}
else
{
if ( m_nSolidType != SOLID_BBOX )
{
char szModel[MAX_PATH];
Q_strncpy( szModel, m_pModel ? modelloader->GetName( m_pModel ) : "unknown model", sizeof( szModel ) );
Warning( "Map Error: Static prop with bogus solid type %d! (%s)\n", m_nSolidType, szModel );
m_nSolidType = SOLID_NONE;
return;
}
#ifdef _XBOX
else
solid.surfaceprop[0] = '\0';
#endif
// If there's no collide, we need a bbox...
pPhysCollide = physcollision->BBoxToCollide( m_pModel->mins, m_pModel->maxs );
solid.params = g_PhysDefaultObjectParams;
}
Assert(pPhysCollide);
solid.params.enableCollisions = true;
solid.params.pGameData = pGameData;
solid.params.pName = "prop_static";
int surfaceData = physprop->GetSurfaceIndex( solid.surfaceprop );
pPhysEnv->CreatePolyObjectStatic( pPhysCollide,
surfaceData, m_Origin, m_Angles, &solid.params );
//PhysCheckAdd( pPhys, "Static" );
}
//-----------------------------------------------------------------------------
// Expose IStaticPropMgr to the engine
//-----------------------------------------------------------------------------
IStaticPropMgrEngine* StaticPropMgr()
{
return &s_StaticPropMgr;
}
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CStaticPropMgr::CStaticPropMgr()
{
m_bLevelInitialized = false;
m_bClientInitialized = false;
}
CStaticPropMgr::~CStaticPropMgr()
{
Assert( !m_bLevelInitialized );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CStaticPropMgr::Init()
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CStaticPropMgr::Shutdown()
{
if ( !m_bLevelInitialized )
return;
LevelShutdown();
}
//-----------------------------------------------------------------------------
// Unserialize static prop model dictionary
//-----------------------------------------------------------------------------
void CStaticPropMgr::UnserializeModelDict( CUtlBuffer& buf )
{
int count = buf.GetInt();
m_StaticPropDict.AddMultipleToTail( count );
for ( int i=0; i < count; i++ )
{
StaticPropDictLump_t lump;
buf.Get( &lump, sizeof(StaticPropDictLump_t) );
StaticPropDict_t &dict = m_StaticPropDict[i];
dict.m_pModel = (model_t *)modelloader->GetModelForName(
lump.m_Name, IModelLoader::FMODELLOADER_STATICPROP );
dict.m_hMDL = modelinfo->GetCacheHandle( dict.m_pModel );
g_pMDLCache->LockStudioHdr( dict.m_hMDL );
}
}
void CStaticPropMgr::UnserializeLeafList( CUtlBuffer& buf )
{
int nCount = buf.GetInt();
m_StaticPropLeaves.Purge();
if ( nCount > 0 )
{
m_StaticPropLeaves.AddMultipleToTail( nCount );
buf.Get( m_StaticPropLeaves.Base(), nCount * sizeof(StaticPropLeafLump_t) );
}
}
template <typename SerializedLumpType>
void UnserializeLump( StaticPropLump_t* _output, CUtlBuffer& buf )
{
Assert(_output != NULL);
SerializedLumpType srcLump;
buf.Get( &srcLump, sizeof(SerializedLumpType) );
(*_output) = srcLump;
}
// Specialization for current version.
template <>
void UnserializeLump<StaticPropLump_t>(StaticPropLump_t* _output, CUtlBuffer& buf)
{
Assert(_output != NULL);
buf.Get(_output, sizeof(StaticPropLump_t));
}
void CStaticPropMgr::UnserializeModels( CUtlBuffer& buf )
{
// Version check
int nLumpVersion = Mod_GameLumpVersion( GAMELUMP_STATIC_PROPS );
if ( nLumpVersion < 4 )
{
Warning("Really old map format! Static props can't be loaded...\n");
return;
}
int count = buf.GetInt();
// Gotta preallocate the static props here so no rellocations take place
// the leaf list stores pointers to these tricky little guys.
m_StaticProps.AddMultipleToTail(count);
for ( int i = 0; i < count; ++i )
{
StaticPropLump_t lump;
switch ( nLumpVersion )
{
case 4: UnserializeLump<StaticPropLumpV4_t>(&lump, buf); break;
case 5: UnserializeLump<StaticPropLumpV5_t>(&lump, buf); break;
case 6: UnserializeLump<StaticPropLumpV6_t>(&lump, buf); break;
case 7: // Falls down to version 10. We promoted TF to version 10 to deal with SFM.
case 10: UnserializeLump<StaticPropLump_t>(&lump, buf); break;
break;
default:
Assert("Unexpected version while deserializing lumps.");
}
m_StaticProps[i].Init( i, lump, m_StaticPropDict[lump.m_PropType].m_pModel );
// For distance-based fading, keep a list of the things that need
// to be faded out. Not sure if this is the optimal way of doing it
// but it's easy for now; we'll have to test later how large this list gets.
// If it's <100 or so, we should be fine
if (lump.m_Flags & STATIC_PROP_FLAG_FADES)
{
int idx = m_StaticPropFade.AddToTail();
m_StaticProps[i].SetFadeIndex( (unsigned short)idx );
StaticPropFade_t& fade = m_StaticPropFade[idx];
fade.m_Model = i;
fade.m_MinDistSq = lump.m_FadeMinDist;
fade.m_MaxDistSq = lump.m_FadeMaxDist;
if ( (lump.m_Flags & STATIC_PROP_SCREEN_SPACE_FADE) == 0 )
{
fade.m_MinDistSq *= fade.m_MinDistSq;
fade.m_MaxDistSq *= fade.m_MaxDistSq;
}
if (fade.m_MaxDistSq != fade.m_MinDistSq)
{
if (lump.m_Flags & STATIC_PROP_SCREEN_SPACE_FADE)
{
fade.m_FalloffFactor = 255.0f / (fade.m_MaxScreenWidth - fade.m_MinScreenWidth);
}
else
{
fade.m_FalloffFactor = 255.0f / (fade.m_MaxDistSq - fade.m_MinDistSq);
}
}
else
{
fade.m_FalloffFactor = 255.0f;
}
}
// Add the prop to the K-D tree for collision
m_StaticProps[i].InsertPropIntoKDTree( );
}
}
void CStaticPropMgr::OutputLevelStats( void )
{
// STATS
int i;
int totalVerts = 0;
for( i = 0; i < m_StaticProps.Count(); i++ )
{
CStaticProp *pStaticProp = &m_StaticProps[i];
model_t *pModel = (model_t*)pStaticProp->GetModel();
if( !pModel )
{
continue;
}
Assert( pModel->type == mod_studio );
studiohdr_t *pStudioHdr = ( studiohdr_t * )modelloader->GetExtraData( pModel );
int bodyPart;
for( bodyPart = 0; bodyPart < pStudioHdr->numbodyparts; bodyPart++ )
{
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyPart );
int model;
for( model = 0; model < pBodyPart->nummodels; model++ )
{
mstudiomodel_t *pStudioModel = pBodyPart->pModel( model );
totalVerts += pStudioModel->numvertices;
}
}
}
Warning( "%d static prop instances in map\n", ( int )m_StaticProps.Count() );
Warning( "%d static prop models in map\n", ( int )m_StaticPropDict.Count() );
Warning( "%d static prop verts in map\n", ( int )totalVerts );
}
//-----------------------------------------------------------------------------
// Unserialize static props
//-----------------------------------------------------------------------------
void CStaticPropMgr::UnserializeStaticProps()
{
// Unserialize static props, insert them into the appropriate leaves
int size = Mod_GameLumpSize( GAMELUMP_STATIC_PROPS );
if (!size)
return;
COM_TimestampedLog( "UnserializeStaticProps - start");
MEM_ALLOC_CREDIT();
CUtlBuffer buf( 0, size );
if ( Mod_LoadGameLump( GAMELUMP_STATIC_PROPS, buf.PeekPut(), size ))
{
buf.SeekPut( CUtlBuffer::SEEK_HEAD, size );
COM_TimestampedLog( "UnserializeModelDict" );
UnserializeModelDict( buf );
COM_TimestampedLog( "UnserializeLeafList" );
UnserializeLeafList( buf );
COM_TimestampedLog( "UnserializeModels" );
UnserializeModels( buf );
}
COM_TimestampedLog( "UnserializeStaticProps - end");
}
//-----------------------------------------------------------------------------
// Level init, shutdown
//-----------------------------------------------------------------------------
void CStaticPropMgr::LevelInit()
{
if ( m_bLevelInitialized )
return;
Assert( !m_bClientInitialized );
m_bLevelInitialized = true;
// Read in static props that have been compiled into the bsp file
UnserializeStaticProps();
// OutputLevelStats();
}
void CStaticPropMgr::LevelShutdown()
{
if ( !m_bLevelInitialized )
return;
// Deal with client-side stuff, if appropriate
if ( m_bClientInitialized )
{
LevelShutdownClient();
}
m_bLevelInitialized = false;
FOR_EACH_VEC( m_StaticPropDict, i )
{
g_pMDLCache->UnlockStudioHdr( m_StaticPropDict[i].m_hMDL );
}
m_StaticProps.Purge();
m_StaticPropDict.Purge();
m_StaticPropFade.Purge();
}
void CStaticPropMgr::LevelInitClient()
{
#ifndef SWDS
if ( sv.IsDedicated() )
return;
extern ConVar r_proplightingfromdisk;
bool bNeedsMapAccess = r_proplightingfromdisk.GetBool();
if ( bNeedsMapAccess )
{
g_pFileSystem->BeginMapAccess();
}
Assert( m_bLevelInitialized );
Assert( !m_bClientInitialized );
// Since the client will be ready at a later time than the server
// to set up its data, we need a separate call to handle that
int nCount = m_StaticProps.Count();
for ( int i = 0; i < nCount; ++i )
{
CStaticProp &prop = m_StaticProps[i];
clientleafsystem->CreateRenderableHandle( &m_StaticProps[i], true );
if ( !prop.ShouldDraw() )
continue;
ClientRenderHandle_t handle = m_StaticProps[i].RenderHandle();
if ( prop.LeafCount() > 0 )
{
// Add the prop to all the leaves it lies in
clientleafsystem->AddRenderableToLeaves( handle, prop.LeafCount(), (unsigned short*)&m_StaticPropLeaves[prop.FirstLeaf()] );
}
else
{
Vector origin = prop.GetCollisionOrigin();
Vector mins = prop.OBBMins();
Vector maxs = prop.OBBMaxs();
DevMsg( 1, "Static prop in 0 leaves! %s, @ %.1f, %.1f, %.1f\n", modelloader->GetName( prop.GetModel() ), origin.x, origin.y, origin.z );
}
}
PrecacheLighting();
m_bClientInitialized = true;
if ( bNeedsMapAccess )
{
g_pFileSystem->EndMapAccess();
}
#endif
}
void CStaticPropMgr::LevelShutdownClient()
{
if ( !m_bClientInitialized )
return;
Assert( m_bLevelInitialized );
for (int i = m_StaticProps.Count(); --i >= 0; )
{
m_StaticProps[i].CleanUpRenderHandle( );
modelrender->SetStaticLighting( m_StaticProps[i].GetModelInstance(), NULL );
}
#ifndef SWDS
// Make sure static prop lightcache is reset
ClearStaticLightingCache();
#endif
m_bClientInitialized = false;
}
//-----------------------------------------------------------------------------
// Create physics representations of props
//-----------------------------------------------------------------------------
void CStaticPropMgr::CreateVPhysicsRepresentations( IPhysicsEnvironment *pPhysEnv, IVPhysicsKeyHandler *pDefaults, void *pGameData )
{
// Walk through the static props + make collideable thingies for them.
int nCount = m_StaticProps.Count();
for ( int i = nCount; --i >= 0; )
{
m_StaticProps[i].CreateVPhysics( pPhysEnv, pDefaults, pGameData );
}
}
//-----------------------------------------------------------------------------
// Handles to props
//-----------------------------------------------------------------------------
inline int CStaticPropMgr::HandleEntityToIndex( IHandleEntity *pHandleEntity ) const
{
Assert( IsStaticProp( pHandleEntity ) );
return pHandleEntity->GetRefEHandle().GetEntryIndex();
}
ICollideable *CStaticPropMgr::GetStaticProp( IHandleEntity *pHandleEntity )
{
if ( !IsStaticProp( pHandleEntity ) )
{
return NULL;
}
int nIndex = pHandleEntity ? pHandleEntity->GetRefEHandle().GetEntryIndex() : -1;
if ( nIndex < 0 || nIndex > m_StaticProps.Count() )
{
return NULL;
}
return &m_StaticProps[nIndex];
}
ICollideable *CStaticPropMgr::GetStaticPropByIndex( int propIndex )
{
if ( propIndex < m_StaticProps.Count() )
{
return &m_StaticProps[propIndex];
}
Assert(0);
return NULL;
}
//-----------------------------------------------------------------------------
// Get large amounts of handles to static props
//-----------------------------------------------------------------------------
void CStaticPropMgr::GetAllStaticProps( CUtlVector<ICollideable *> *pOutput )
{
if ( pOutput == NULL ) return;
int iPropVectorSize = m_StaticProps.Count();
int counter;
for ( counter = 0; counter != iPropVectorSize; ++counter )
{
pOutput->AddToTail( &m_StaticProps[counter] );
}
}
void CStaticPropMgr::GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<ICollideable *> *pOutput )
{
if ( pOutput == NULL ) return;
int iPropVectorSize = m_StaticProps.Count();
int counter;
for ( counter = 0; counter != iPropVectorSize; ++counter )
{
CStaticProp *pProp = &m_StaticProps[counter];
Vector vPropMins, vPropMaxs;
pProp->WorldSpaceSurroundingBounds( &vPropMins, &vPropMaxs );
if( vPropMaxs.x < vMins.x ) continue;
if( vPropMaxs.y < vMins.y ) continue;
if( vPropMaxs.z < vMins.z ) continue;
if( vPropMins.x > vMaxs.x ) continue;
if( vPropMins.y > vMaxs.y ) continue;
if( vPropMins.z > vMaxs.z ) continue;
pOutput->AddToTail( pProp );
}
}
void CStaticPropMgr::GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector<ICollideable *> *pOutput )
{
if ( pOutput == NULL ) return;
int counter;
Vector vAABBMins, vAABBMaxs;
vAABBMins = ptOrigin;
vAABBMaxs = ptOrigin;
Vector ptAABBExtents[8];
Vector ptOBBExtents[8];
for( counter = 0; counter != 8; ++counter )
{
ptOBBExtents[counter] = ptOrigin;
if( counter & (1<<0) ) ptOBBExtents[counter] += vExtent1;
if( counter & (1<<1) ) ptOBBExtents[counter] += vExtent2;
if( counter & (1<<2) ) ptOBBExtents[counter] += vExtent3;
//expand AABB extents
if( ptOBBExtents[counter].x < vAABBMins.x ) vAABBMins.x = ptOBBExtents[counter].x;
if( ptOBBExtents[counter].x > vAABBMaxs.x ) vAABBMaxs.x = ptOBBExtents[counter].x;
if( ptOBBExtents[counter].y < vAABBMins.y ) vAABBMins.y = ptOBBExtents[counter].y;
if( ptOBBExtents[counter].y > vAABBMaxs.y ) vAABBMaxs.y = ptOBBExtents[counter].y;
if( ptOBBExtents[counter].z < vAABBMins.z ) vAABBMins.z = ptOBBExtents[counter].z;
if( ptOBBExtents[counter].z > vAABBMaxs.z ) vAABBMaxs.z = ptOBBExtents[counter].z;
}
//generate planes for the obb so we can use halfspace elimination
Vector vOBBPlaneNormals[6];
float fOBBPlaneDists[6];
vOBBPlaneNormals[0] = vExtent1;
vOBBPlaneNormals[0].NormalizeInPlace();
fOBBPlaneDists[0] = vOBBPlaneNormals[0].Dot( ptOrigin + vExtent1 );
vOBBPlaneNormals[1] = -vOBBPlaneNormals[0];
fOBBPlaneDists[1] = vOBBPlaneNormals[1].Dot( ptOrigin );
vOBBPlaneNormals[2] = vExtent2;
vOBBPlaneNormals[2].NormalizeInPlace();
fOBBPlaneDists[2] = vOBBPlaneNormals[2].Dot( ptOrigin + vExtent2 );
vOBBPlaneNormals[3] = -vOBBPlaneNormals[2];
fOBBPlaneDists[3] = vOBBPlaneNormals[3].Dot( ptOrigin );
vOBBPlaneNormals[4] = vExtent3;
vOBBPlaneNormals[4].NormalizeInPlace();
fOBBPlaneDists[4] = vOBBPlaneNormals[4].Dot( ptOrigin + vExtent3 );
vOBBPlaneNormals[5] = -vOBBPlaneNormals[4];
fOBBPlaneDists[5] = vOBBPlaneNormals[5].Dot( ptOrigin );
int iPropVectorSize = m_StaticProps.Count();
for ( counter = 0; counter != iPropVectorSize; ++counter )
{
CStaticProp *pProp = &m_StaticProps[counter];
Vector vPropMins, vPropMaxs;
pProp->WorldSpaceSurroundingBounds( &vPropMins, &vPropMaxs );
if( vPropMaxs.x < vAABBMins.x ) continue;
if( vPropMaxs.y < vAABBMins.y ) continue;
if( vPropMaxs.z < vAABBMins.z ) continue;
if( vPropMins.x > vAABBMaxs.x ) continue;
if( vPropMins.y > vAABBMaxs.y ) continue;
if( vPropMins.z > vAABBMaxs.z ) continue;
//static prop AABB and desired AABB intersect, do OBB tests
Vector vPropOBBMins = pProp->OBBMins();
Vector vPropOBBMaxs = pProp->OBBMaxs();
Vector ptPropExtents[8];
matrix3x4_t matPropWorld;
AngleMatrix( pProp->GetCollisionAngles(), pProp->GetCollisionOrigin(), matPropWorld );
int counter2, counter3;
//generate prop extents, TODO: update these to handle props with OBB's since it should be nearly trivial
for( counter2 = 0; counter2 != 8; ++counter2 )
{
/*ptPropExtents[counter2].x = (counter2 & (1<<0))?(vPropMaxs.x):(vPropMins.x);
ptPropExtents[counter2].y = (counter2 & (1<<1))?(vPropMaxs.y):(vPropMins.y);
ptPropExtents[counter2].z = (counter2 & (1<<2))?(vPropMaxs.z):(vPropMins.z);*/
Vector ptTemp;
ptTemp.x = (counter2 & (1<<0))?(vPropOBBMaxs.x):(vPropOBBMins.x);
ptTemp.y = (counter2 & (1<<1))?(vPropOBBMaxs.y):(vPropOBBMins.y);
ptTemp.z = (counter2 & (1<<2))?(vPropOBBMaxs.z):(vPropOBBMins.z);
VectorTransform( ptTemp, matPropWorld, ptPropExtents[counter2] );
}
for( counter2 = 0; counter2 != 6; ++counter2 ) //loop over OBB planes
{
for( counter3 = 0; counter3 != 8; ++counter3 ) //loop over prop extents
{
if( (ptPropExtents[counter3].Dot( vOBBPlaneNormals[counter2] ) - fOBBPlaneDists[counter2]) < 0.0f )
{
//an extent of the prop is within the OBB halfspace, this halfspace does not eliminate our prop, move to the next halfspace
break;
}
}
if( counter3 == 8 ) break; //if all 8 extents lie outside the halfspace, then the prop is not in the OBB
}
if( counter2 == 6 )
{
//if all 6 planes failed to eliminate the extents, the OBB and prop intersect
//FIXME: Halfspace elimination will never remove props that do intersect, but leaves some false positives in some cases.
pOutput->AddToTail( pProp );
}
}
}
//-----------------------------------------------------------------------------
// Are we a static prop?
//-----------------------------------------------------------------------------
bool CStaticPropMgr::IsStaticProp( IHandleEntity *pHandleEntity ) const
{
return (!pHandleEntity) || ( (pHandleEntity->GetRefEHandle().GetSerialNumber() == (STATICPROP_EHANDLE_MASK >> NUM_ENT_ENTRY_BITS) ) != 0 );
}
bool CStaticPropMgr::IsStaticProp( CBaseHandle handle ) const
{
return (handle.GetSerialNumber() == (STATICPROP_EHANDLE_MASK >> NUM_ENT_ENTRY_BITS));
}
int CStaticPropMgr::GetStaticPropIndex( IHandleEntity *pHandleEntity ) const
{
return HandleEntityToIndex( pHandleEntity );
}
bool CStaticPropMgr::PropHasBakedLightingDisabled( IHandleEntity *pHandleEntity ) const
{
// Strip off the bits
int nIndex = HandleEntityToIndex( pHandleEntity );
// Get the prop
const CStaticProp &prop = m_StaticProps[nIndex];
return ( (prop.Flags() & STATIC_PROP_NO_PER_VERTEX_LIGHTING ) != 0 );
}
//-----------------------------------------------------------------------------
// Compute static lighting
//-----------------------------------------------------------------------------
void CStaticPropMgr::PrecacheLighting()
{
COM_TimestampedLog( "CStaticPropMgr::PrecacheLighting - start");
int numVerts = 0;
if ( IsX360() )
{
if ( g_bLoadedMapHasBakedPropLighting && g_pMaterialSystemHardwareConfig->SupportsStreamOffset() )
{
// total the static prop verts
int i = m_StaticProps.Count();
while ( --i >= 0 )
{
if ( PropHasBakedLightingDisabled( m_StaticProps[i].GetEntityHandle() ) )
{
continue;
}
studiohwdata_t *pStudioHWData = g_pMDLCache->GetHardwareData( ( (model_t*)m_StaticProps[i].GetModel() )->studio );
for ( int lodID = pStudioHWData->m_RootLOD; lodID < pStudioHWData->m_NumLODs; lodID++ )
{
studioloddata_t *pLOD = &pStudioHWData->m_pLODs[lodID];
for ( int meshID = 0; meshID < pStudioHWData->m_NumStudioMeshes; meshID++ )
{
studiomeshdata_t *pMesh = &pLOD->m_pMeshData[meshID];
for ( int groupID = 0; groupID < pMesh->m_NumGroup; groupID++ )
{
numVerts += pMesh->m_pMeshGroup[groupID].m_NumVertices;
}
}
}
}
}
modelrender->SetupColorMeshes( numVerts );
}
int i = m_StaticProps.Count();
while ( --i >= 0 )
{
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
if ( !m_StaticProps[i].ShouldDraw() )
continue;
m_StaticProps[i].PrecacheLighting();
}
COM_TimestampedLog( "CStaticPropMgr::PrecacheLighting - end");
}
void CStaticPropMgr::RecomputeStaticLighting( )
{
int i = m_StaticProps.Count();
while ( --i >= 0 )
{
if ( !m_StaticProps[i].ShouldDraw() )
continue;
m_StaticProps[i].RecomputeStaticLighting();
}
}
//-----------------------------------------------------------------------------
// Is the prop in the PVS?
//-----------------------------------------------------------------------------
bool CStaticPropMgr::IsPropInPVS( IHandleEntity *pHandleEntity, const byte *pVis ) const
{
// Strip off the bits
int nIndex = HandleEntityToIndex( pHandleEntity );
// Get the prop
const CStaticProp &prop = m_StaticProps[nIndex];
int i;
int end = prop.FirstLeaf() + prop.LeafCount();
for( i = prop.FirstLeaf(); i < end; i++ )
{
Assert( i >= 0 && i < m_StaticPropLeaves.Count() );
int clusterID = CM_LeafCluster( m_StaticPropLeaves[i].m_Leaf );
if( pVis[ clusterID >> 3 ] & ( 1 << ( clusterID & 7 ) ) )
{
return true;
}
}
return false;
}
void CStaticPropMgr::DrawStaticProps_Slow( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe )
{
// slow mode
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
int flags = STUDIO_RENDER;
if (bShadowDepth)
flags |= STUDIO_SHADOWDEPTHTEXTURE;
if ( drawVCollideWireframe )
flags |= STUDIO_WIREFRAME_VCOLLIDE;
for ( int i = 0; i < count; i++ )
{
CStaticProp *pProp = (CStaticProp *)(pProps[i]);
pProp->DrawModelSlow( flags );
}
}
void CStaticPropMgr::DrawStaticProps_Fast( IClientRenderable **pProps, int count, bool bShadowDepth )
{
#ifndef SWDS
float color[3];
color[0] = color[1] = color[2] = 1.0f;
g_pStudioRender->SetColorModulation(color);
g_pStudioRender->SetAlphaModulation(1.0f);
g_pStudioRender->SetViewState( CurrentViewOrigin(), CurrentViewRight(), CurrentViewUp(), CurrentViewForward() );
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
ModelRenderInfo_t sInfo;
sInfo.flags = STUDIO_RENDER | STUDIO_STATIC_LIGHTING;
if (bShadowDepth)
sInfo.flags |= STUDIO_SHADOWDEPTHTEXTURE;
sInfo.entity_index = -1;
sInfo.body = 0;
sInfo.hitboxset = 0;
sInfo.pLightingOffset = NULL;
for ( int i = 0; i < count; i++ )
{
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
CStaticProp *pProp = (CStaticProp *)(pProps[i]);
if ( !pProp->m_pModel )
continue;
sInfo.instance = pProp->m_ModelInstance;
sInfo.pModel = pProp->m_pModel;
sInfo.origin = pProp->m_Origin;
sInfo.angles = pProp->m_Angles;
sInfo.skin = pProp->m_Skin;
sInfo.pLightingOrigin = &pProp->m_LightingOrigin;
sInfo.pModelToWorld = &pProp->m_ModelToWorld;
sInfo.pRenderable = pProps[i];
modelrender->DrawModelExStaticProp( sInfo );
}
// Restore the matrices if we're skinning
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
#endif
}
// NOTE: This is a work in progress for a new static prop (eventually new model) rendering pipeline
void CStaticPropMgr::DrawStaticProps_FastPipeline( IClientRenderable **pProps, int count, bool bShadowDepth )
{
const int MAX_OBJECTS = 2048;
StaticPropRenderInfo_t propList[MAX_OBJECTS];
int listCount = 0;
if ( count > MAX_OBJECTS )
{
DrawStaticProps_FastPipeline( pProps + MAX_OBJECTS, count - MAX_OBJECTS, bShadowDepth );
}
for ( int i = 0; i < count; i++ )
{
CStaticProp *pProp = (CStaticProp *)(pProps[i]);
if ( !pProp->m_pModel )
continue;
propList[listCount].pModelToWorld = &pProp->m_ModelToWorld;
propList[listCount].pModel = pProp->m_pModel;
propList[listCount].instance = pProp->m_ModelInstance;
propList[listCount].skin = pProp->m_Skin;
propList[listCount].pRenderable = pProp;
propList[listCount].pLightingOrigin = &pProp->m_LightingOrigin;
listCount++;
}
modelrender->DrawStaticPropArrayFast( propList, listCount, bShadowDepth );
}
// NOTE: Set this to zero to revert to the previous static prop lighting behavior
ConVar pipeline_static_props("pipeline_static_props", "1");
void CStaticPropMgr::DrawStaticProps( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe )
{
VPROF_BUDGET( "CStaticPropMgr::DrawStaticProps", VPROF_BUDGETGROUP_STATICPROP_RENDERING );
if ( !r_drawstaticprops.GetBool() )
return;
if ( IsUsingStaticPropDebugModes() || drawVCollideWireframe )
{
DrawStaticProps_Slow( pProps, count, bShadowDepth, drawVCollideWireframe );
}
else
{
// the fast pipeline is only supported on dx8+
if ( pipeline_static_props.GetBool() &&
g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 &&
g_pMaterialSystemHardwareConfig->SupportsColorOnSecondStream() &&
g_pMaterialSystemHardwareConfig->SupportsStaticPlusDynamicLighting() )
{
DrawStaticProps_FastPipeline( pProps, count, bShadowDepth );
}
else
{
DrawStaticProps_Fast( pProps, count, bShadowDepth );
}
}
}
//-----------------------------------------------------------------------------
// Returns the lightcache handle
//-----------------------------------------------------------------------------
LightCacheHandle_t CStaticPropMgr::GetLightCacheHandleForStaticProp( IHandleEntity *pHandleEntity )
{
int nIndex = HandleEntityToIndex(pHandleEntity);
return modelrender->GetStaticLighting( m_StaticProps[ nIndex ].GetModelInstance() );
}
//-----------------------------------------------------------------------------
// Computes fade from screen-space fading
//-----------------------------------------------------------------------------
unsigned char CStaticPropMgr::ComputeScreenFade( CStaticProp &prop, float flMinSize, float flMaxSize, float flFalloffFactor )
{
CMatRenderContextPtr pRenderContext( materials );
float flPixelWidth = pRenderContext->ComputePixelWidthOfSphere( prop.GetRenderOrigin(), prop.Radius() );
unsigned char alpha = 0;
if ( flPixelWidth > flMinSize )
{
if ( (flMaxSize >= 0) && (flPixelWidth < flMaxSize) )
{
int nAlpha = flFalloffFactor * (flPixelWidth - flMinSize);
alpha = clamp( nAlpha, 0, 255 );
}
else
{
alpha = 255;
}
}
return alpha;
}
//-----------------------------------------------------------------------------
// Changes the render group based on alpha
//-----------------------------------------------------------------------------
void CStaticPropMgr::ChangeRenderGroup( CStaticProp &prop )
{
#ifndef SWDS
static RenderGroup_t opaqueRenderGroup = ( g_bClientLeafSystemV1 ) ? RENDER_GROUP_OPAQUE_ENTITY : RENDER_GROUP_OPAQUE_STATIC;
ClientRenderHandle_t renderHandle = prop.GetRenderHandle();
Assert( renderHandle != INVALID_CLIENT_RENDER_HANDLE );
if ( prop.GetFxBlend() == 0 )
{
clientleafsystem->ChangeRenderableRenderGroup( renderHandle, opaqueRenderGroup );
}
else if ( prop.GetFxBlend() == 255 )
{
RenderGroup_t nRenderGroup = prop.IsTransparent() ? RENDER_GROUP_TRANSLUCENT_ENTITY : opaqueRenderGroup;
clientleafsystem->ChangeRenderableRenderGroup( renderHandle, nRenderGroup );
}
else
{
clientleafsystem->ChangeRenderableRenderGroup( renderHandle, RENDER_GROUP_TRANSLUCENT_ENTITY );
}
#endif
}
//-----------------------------------------------------------------------------
// System to update prop opacity
//-----------------------------------------------------------------------------
void CStaticPropMgr::ComputePropOpacity( CStaticProp &prop )
{
#ifndef SWDS
if (modelinfoclient->ModelHasMaterialProxy( prop.GetModel() ))
{
modelinfoclient->RecomputeTranslucency( prop.GetModel(), prop.GetSkin(), prop.GetBody(), prop.GetClientRenderable(), (float)(prop.GetFxBlend()) / 255.0f );
}
#endif
#ifdef LINUX
bool bVisionOverride = false;
#else
static ConVarRef localplayer_visionflags( "localplayer_visionflags" );
bool bVisionOverride = ( localplayer_visionflags.IsValid() && ( localplayer_visionflags.GetInt() & ( 0x01 ) ) ); // Pyro-vision Goggles
if ( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_0() )
{
bVisionOverride = false;
}
#endif
// If we're taking devshots, don't fade anything
if ( g_MakingDevShots || m_flLastViewFactor < 0 || bVisionOverride )
{
prop.SetAlpha( 255 );
ChangeRenderGroup( prop );
return;
}
if ( (prop.Flags() & STATIC_PROP_FLAG_FADES) != 0 )
{
// Distance-based fading.
// Step over the list of all things that want to be faded out and recompute alpha
// Not sure if this is a fast enough way of doing it
// but it's easy for now; we'll have to test later how large this list gets.
// If it's <100 or so, we should be fine
Assert( prop.FadeIndex() != INVALID_FADE_INDEX );
Vector v;
StaticPropFade_t& fade = m_StaticPropFade[prop.FadeIndex()];
unsigned char alpha;
// Calculate distance (badly)
if ( (prop.Flags() & STATIC_PROP_SCREEN_SPACE_FADE) == 0 )
{
VectorSubtract( prop.GetRenderOrigin(), m_vecLastViewOrigin, v );
VectorScale( v, m_flLastViewFactor, v );
alpha = 0;
float sqDist = v.LengthSqr();
if ( sqDist < fade.m_MaxDistSq )
{
if ( (fade.m_MinDistSq >= 0) && (sqDist > fade.m_MinDistSq) )
{
int nAlpha = fade.m_FalloffFactor * (fade.m_MaxDistSq - sqDist);
alpha = clamp( nAlpha, 0, 255 );
}
else
{
alpha = 255;
}
}
}
else
{
alpha = ComputeScreenFade( prop, fade.m_MinScreenWidth, fade.m_MaxScreenWidth, fade.m_FalloffFactor );
}
prop.SetAlpha( alpha );
ChangeRenderGroup( prop );
}
else
{
prop.SetAlpha( 255 );
ChangeRenderGroup( prop );
}
#ifndef SWDS
if ( !IsXbox() )
{
// Fade all props, if we have a default level setting
// But only change the fade if it's more translucent than any other fades we might have
unsigned char alpha = modelinfoclient->ComputeLevelScreenFade( prop.GetRenderOrigin(), prop.Radius(), prop.ForcedFadeScale() );
unsigned char nViewAlpha = modelinfoclient->ComputeViewScreenFade( prop.GetRenderOrigin(), prop.Radius(), prop.ForcedFadeScale() );
if ( nViewAlpha < alpha )
{
alpha = nViewAlpha;
}
if ( alpha < prop.GetFxBlend() )
{
prop.SetAlpha( alpha );
ChangeRenderGroup( prop );
}
}
#endif
}
//-----------------------------------------------------------------------------
// System to update prop opacity
//-----------------------------------------------------------------------------
void CStaticPropMgr::ComputePropOpacity( const Vector &viewOrigin, float factor )
{
// Cache these off for the call to ComputeFX blend which is compute later
m_vecLastViewOrigin = viewOrigin;
m_flLastViewFactor = factor;
}
//-----------------------------------------------------------------------------
// Purpose: Trace a ray against the specified static Prop. Returns point of intersection in trace_t
//-----------------------------------------------------------------------------
void CStaticPropMgr::TraceRayAgainstStaticProp( const Ray_t& ray, int staticPropIndex, trace_t& tr )
{
#ifndef SWDS
// Get the prop
CStaticProp& prop = m_StaticProps[staticPropIndex];
if (prop.GetSolid() != SOLID_NONE)
{
// FIXME: Better bloat?
// Bloat a little bit so we get the intersection
Ray_t temp = ray;
temp.m_Delta *= 1.1f;
g_pEngineTraceClient->ClipRayToEntity( temp, MASK_ALL, &prop, &tr );
}
else
{
// no collision
tr.fraction = 1.0f;
}
#endif
}
//-----------------------------------------------------------------------------
// Adds decals to static props, returns point of decal in trace_t
//-----------------------------------------------------------------------------
void CStaticPropMgr::AddDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr )
{
Color tempColor( 255, 255, 255 );
AddColorDecalToStaticProp( rayStart, rayEnd, staticPropIndex, decalIndex, doTrace, tr, false, tempColor );
}
//-----------------------------------------------------------------------------
void CStaticPropMgr::AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor )
{
#ifndef SWDS
// Invalid static prop? Blow it off!
if (staticPropIndex >= m_StaticProps.Size())
{
memset( &tr, 0, sizeof(trace_t) );
tr.fraction = 1.0f;
return;
}
Ray_t ray;
ray.Init( rayStart, rayEnd );
if (doTrace)
{
// Trace the ray against the prop
TraceRayAgainstStaticProp( ray, staticPropIndex, tr );
if (tr.fraction == 1.0f)
return;
}
if ( !r_drawmodeldecals.GetInt() )
return;
// Get the prop
CStaticProp& prop = m_StaticProps[staticPropIndex];
// Found the point, now lets apply the decals
Assert( prop.GetModelInstance() != MODEL_INSTANCE_INVALID );
// Choose a new ray along which to project the decal based on
// surface normal. This prevents decal skewing
bool noPokethru = false;
if (doTrace && (prop.GetSolid() == SOLID_VPHYSICS) && !tr.startsolid && !tr.allsolid)
{
Vector temp;
VectorSubtract( tr.endpos, tr.plane.normal, temp );
ray.Init( tr.endpos, temp );
noPokethru = true;
}
// FIXME: Pass in decal up?
// FIXME: What to do about the body parameter?
Vector up(0, 0, 1);
if ( bUseColor )
{
modelrender->AddColoredDecal( prop.GetModelInstance(), ray, up, decalIndex, 0, cColor, noPokethru );
}
else
{
modelrender->AddDecal( prop.GetModelInstance(), ray, up, decalIndex, 0, noPokethru );
}
#endif
}
//-----------------------------------------------------------------------------
// Adds/removes shadows from static props
//-----------------------------------------------------------------------------
void CStaticPropMgr::AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable )
{
#ifndef SWDS
Assert( dynamic_cast<CStaticProp*>(pRenderable) != 0 );
CStaticProp* pProp = static_cast<CStaticProp*>(pRenderable);
g_pShadowMgr->AddShadowToModel( shadowHandle, pProp->GetModelInstance() );
#endif
}
void CStaticPropMgr::RemoveAllShadowsFromStaticProp( IClientRenderable* pRenderable )
{
#ifndef SWDS
Assert( dynamic_cast<CStaticProp*>(pRenderable) != 0 );
CStaticProp* pProp = static_cast<CStaticProp*>(pRenderable);
if (pProp->GetModelInstance() != MODEL_INSTANCE_INVALID)
{
g_pShadowMgr->RemoveAllShadowsFromModel( pProp->GetModelInstance() );
}
#endif
}
//-----------------------------------------------------------------------------
// Gets the lighting + material color of a static prop
//-----------------------------------------------------------------------------
void CStaticPropMgr::GetStaticPropMaterialColorAndLighting( trace_t* pTrace,
int staticPropIndex, Vector& lighting, Vector& matColor )
{
#ifndef SWDS
// Invalid static prop? Blow it off!
if (staticPropIndex >= m_StaticProps.Size())
{
lighting.Init( 0, 0, 0 );
matColor.Init( 1, 1, 1 );
return;
}
// Get the prop
CStaticProp& prop = m_StaticProps[staticPropIndex];
// Ask the model info about what we need to know
modelinfoclient->GetModelMaterialColorAndLighting( (model_t*)prop.GetModel(),
prop.GetRenderOrigin(), prop.GetRenderAngles(), pTrace, lighting, matColor );
#endif
}
//-----------------------------------------------------------------------------
// Little debugger tool to report which prop we're looking at
//-----------------------------------------------------------------------------
void Cmd_PropCrosshair_f (void)
{
Vector endPoint;
VectorMA( MainViewOrigin(), COORD_EXTENT * 1.74f, MainViewForward(), endPoint );
Ray_t ray;
ray.Init( MainViewOrigin(), endPoint );
trace_t tr;
CTraceFilterWorldAndPropsOnly traceFilter;
g_pEngineTraceServer->TraceRay( ray, MASK_ALL, &traceFilter, &tr );
if ( tr.hitbox > 0 )
Msg( "hit prop %d\n", tr.hitbox - 1 );
else
Msg( "didn't hit a prop\n" );
}
static ConCommand prop_crosshair( "prop_crosshair", Cmd_PropCrosshair_f, "Shows name for prop looking at", FCVAR_CHEAT );