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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/c_func_breakablesurf.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/c_func_breakablesurf.cpp')
| -rw-r--r-- | game/client/c_func_breakablesurf.cpp | 1336 |
1 files changed, 1336 insertions, 0 deletions
diff --git a/game/client/c_func_breakablesurf.cpp b/game/client/c_func_breakablesurf.cpp new file mode 100644 index 0000000..3118cd5 --- /dev/null +++ b/game/client/c_func_breakablesurf.cpp @@ -0,0 +1,1336 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#include "cbase.h" +#include "particles_simple.h" +#include "iviewrender.h" +#include "proxyentity.h" +#include "materialsystem/imaterialvar.h" +#include "model_types.h" +#include "engine/ivmodelinfo.h" +#include "clienteffectprecachesystem.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define MAX_NUM_PANELS 16 + +extern IVDebugOverlay *debugoverlay; + + +enum WinSide_t +{ + WIN_SIDE_BOTTOM, + WIN_SIDE_RIGHT, + WIN_SIDE_TOP, + WIN_SIDE_LEFT, +}; + +enum WinEdge_t +{ + EDGE_NOT = -1, // No edge + EDGE_NONE, /* No edge on both sides /##\ */ + EDGE_FULL, // Edge on both sides |##| + EDGE_LEFT, /* Edge is on left only |##\ */ + EDGE_RIGHT, // Edge is on right only /##| +}; + +#define STYLE_HIGHLIGHT = -1; + +#define NUM_EDGE_TYPES 4 +#define NUM_EDGE_STYLES 3 + + +//================================================== +// C_BreakableSurface +//================================================== + +//----------------------------------------------------------------------------- +// All the information associated with a particular handle +//----------------------------------------------------------------------------- +struct Panel_t +{ + char m_nWidth; + char m_nHeight; + char m_nSide; + char m_nEdgeType; + char m_nStyle; +}; + +struct EdgeTexture_t +{ + int m_nRenderIndex; + int m_nStyle; + CMaterialReference m_pMaterialEdge; + CTextureReference m_pMaterialEdgeTexture; +}; + +// Bits for m_nPanelBits +#define BITS_PANEL_IS_SOLID (1<<0) +#define BITS_PANEL_IS_STALE (1<<1) + + +class C_BreakableSurface : public C_BaseEntity, public IBrushRenderer +{ +public: + DECLARE_CLIENTCLASS(); + DECLARE_CLASS( C_BreakableSurface, C_BaseEntity ); + DECLARE_DATADESC(); + + int m_nNumWide; + int m_nNumHigh; + float m_flPanelWidth; + float m_flPanelHeight; + Vector m_vNormal; + Vector m_vCorner; + bool m_bIsBroken; + int m_nSurfaceType; + + + // This is the texture we're going to use to multiply by the cracked base texture + ITexture* m_pCurrentDetailTexture; + + // Stores linked list of edges to render + CUtlLinkedList< Panel_t, unsigned short > m_RenderList; + + + C_BreakableSurface(); + ~C_BreakableSurface(); + +public: + void InitMaterial(WinEdge_t nEdgeType, int nEdgeStyle, char const* pMaterialName); + virtual void OnDataChanged( DataUpdateType_t updateType ); + virtual void OnPreDataChanged( DataUpdateType_t updateType ); + + bool IsTransparent( void ); + bool HavePanel(int nWidth, int nHeight); + bool RenderBrushModelSurface( IClientEntity* pBaseEntity, IBrushSurface* pBrushSurface ); + int DrawModel( int flags ); + void DrawSolidBlocks( IBrushSurface* pBrushSurface ); + + virtual void OnRestore(); + + virtual bool ShouldReceiveProjectedTextures( int flags ); + +private: + // One bit per pane + CNetworkArray( bool, m_RawPanelBitVec, MAX_NUM_PANELS * MAX_NUM_PANELS ); + bool m_PrevRawPanelBitVec[ MAX_NUM_PANELS * MAX_NUM_PANELS ]; + + // 2 bits of flags and 2 bits of edge type + byte m_nPanelBits[MAX_NUM_PANELS][MAX_NUM_PANELS]; //UNDONE: allocate this dynamically? + CMaterialReference m_pMaterialBox; + EdgeTexture_t m_pSolid; + EdgeTexture_t m_pEdge[NUM_EDGE_TYPES][NUM_EDGE_STYLES]; + + inline bool InLegalRange(int nWidth, int nHeight); + inline bool IsPanelSolid(int nWidth, int nHeight); + inline bool IsPanelStale(int nWidth, int nHeight); + inline void SetPanelSolid(int nWidth, int nHeight, bool value); + inline void SetPanelStale(int nWidth, int nHeight, bool value); + + void DrawOneEdge( IBrushSurface* pBrushSurface, IMesh* pMesh, + CMeshBuilder *pMeshBuilder, const Vector &vStartPos, + const Vector &vWStep, const Vector &vHstep, WinSide_t nEdge); + void DrawOneHighlight( IBrushSurface* pBrushSurface, IMesh* pMesh, + CMeshBuilder *pMeshBuilder, const Vector &vStartPos, + const Vector &vWStep, const Vector &vHstep, WinSide_t nEdge); + void DrawOneBlock(IBrushSurface* pBrushSurface, IMesh* pMesh, + CMeshBuilder *pMeshBuilder, const Vector &vPosition, + const Vector &vWidth, const Vector &vHeight); + + void DrawRenderList( IBrushSurface* pBrushSurface); + void DrawRenderListHighlights( IBrushSurface* pBrushSurface ); + int FindRenderPanel(int nWidth, int nHeight, WinSide_t nSide); + void AddToRenderList(int nWidth, int nHeight, WinSide_t nSide, WinEdge_t nEdgeType, int forceStyle); + int FindFirstRenderTexture(WinEdge_t nEdgeType, int nStyle); + + inline void SetStyleType( int w, int h, int type ) + { + Assert( type < NUM_EDGE_STYLES ); + Assert( type >= 0 ); + // Clear old value + m_nPanelBits[ w ][ h ] &= 0xF0; // ( ~0x03 << 2 ); Left shifting a negative value has undefined behavior. Use the constant 0xF0 instead. + // Insert new value + m_nPanelBits[ w ][ h ] |= ( type << 2 ); + } + + inline int GetStyleType( int w, int h ) + { + int value = m_nPanelBits[ w ][ h ]; + value = ( value >> 2 ) & 0x03; + Assert( value < NUM_EDGE_STYLES ); + return value; + } + + // Gets at the cracked version of the material + void FindCrackedMaterial(); + + CMaterialReference m_pCrackedMaterial; + CTextureReference m_pMaterialBoxTexture; + + + void UpdateEdgeType(int nWidth, int nHeight, int forceStyle = -1 ); +}; + +BEGIN_DATADESC( C_BreakableSurface ) + + DEFINE_ARRAY( m_nPanelBits, FIELD_CHARACTER, MAX_NUM_PANELS * MAX_NUM_PANELS ), + +// DEFINE_FIELD( m_nNumWide, FIELD_INTEGER ), +// DEFINE_FIELD( m_nNumHigh, FIELD_INTEGER ), +// DEFINE_FIELD( m_flPanelWidth, FIELD_FLOAT ), +// DEFINE_FIELD( m_flPanelHeight, FIELD_FLOAT ), +// DEFINE_FIELD( m_vNormal, FIELD_VECTOR ), +// DEFINE_FIELD( m_vCorner, FIELD_VECTOR ), +// DEFINE_FIELD( m_bIsBroken, FIELD_BOOLEAN ), +// DEFINE_FIELD( m_nSurfaceType, FIELD_INTEGER ), + // DEFINE_FIELD( m_pCurrentDetailTexture, ITexture* ), + // DEFINE_FIELD( m_RenderList, CUtlLinkedList < Panel_t , unsigned short > ), + // DEFINE_FIELD( m_pMaterialBox, CMaterialReference ), + // DEFINE_FIELD( m_pSolid, EdgeTexture_t ), + // DEFINE_ARRAY( m_pEdge, EdgeTexture_t, NUM_EDGE_TYPES][NUM_EDGE_STYLES ), + // DEFINE_FIELD( m_pCrackedMaterial, CMaterialReference ), + // DEFINE_FIELD( m_pMaterialBoxTexture, CTextureReference ), + +END_DATADESC() + +bool C_BreakableSurface::InLegalRange(int nWidth, int nHeight) +{ + return (nWidth < m_nNumWide && nHeight < m_nNumHigh && + nWidth >=0 && nHeight >= 0 ); +} + +bool C_BreakableSurface::IsPanelSolid(int nWidth, int nHeight) +{ + return ( BITS_PANEL_IS_SOLID & m_nPanelBits[nWidth][nHeight] )!=0 ; +} + +bool C_BreakableSurface::IsPanelStale(int nWidth, int nHeight) +{ + return ( BITS_PANEL_IS_STALE & m_nPanelBits[nWidth][nHeight] )!=0 ; +} + +void C_BreakableSurface::SetPanelSolid(int nWidth, int nHeight, bool value) +{ + if ( !InLegalRange( nWidth, nHeight ) ) + return; + + if ( value ) + { + m_nPanelBits[nWidth][nHeight] |= BITS_PANEL_IS_SOLID; + } + else + { + m_nPanelBits[nWidth][nHeight] &= ~BITS_PANEL_IS_SOLID; + } +} + +void C_BreakableSurface::SetPanelStale(int nWidth, int nHeight, bool value) +{ + if ( !InLegalRange( nWidth, nHeight) ) + return; + + if ( value ) + { + m_nPanelBits[nWidth][nHeight] |= BITS_PANEL_IS_STALE; + } + else + { + m_nPanelBits[nWidth][nHeight] &= ~BITS_PANEL_IS_STALE; + } +} + +void C_BreakableSurface::OnRestore() +{ + BaseClass::OnRestore(); + + // FIXME: This restores the general state, but not the random edge bits + // those would need to be serialized separately... + // traverse everthing and restore bits + // Initialize panels + for (int w=0;w<m_nNumWide;w++) + { + for (int h=0;h<m_nNumHigh;h++) + { + // Force recomputation + SetPanelSolid(w,h,IsPanelSolid(w,h)); + SetPanelStale(w,h,true); + UpdateEdgeType( w, h, GetStyleType(w,h ) ); + } + } +} + + +//Receive datatable +IMPLEMENT_CLIENTCLASS_DT( C_BreakableSurface, DT_BreakableSurface, CBreakableSurface ) + RecvPropInt( RECVINFO( m_nNumWide ) ), + RecvPropInt( RECVINFO( m_nNumHigh ) ), + RecvPropFloat( RECVINFO( m_flPanelWidth) ), + RecvPropFloat( RECVINFO( m_flPanelHeight) ), + RecvPropVector( RECVINFO( m_vNormal ) ), + RecvPropVector( RECVINFO( m_vCorner ) ), + RecvPropInt( RECVINFO( m_bIsBroken )), + RecvPropInt( RECVINFO( m_nSurfaceType )), + RecvPropArray3( RECVINFO_ARRAY(m_RawPanelBitVec), RecvPropInt( RECVINFO( m_RawPanelBitVec[ 0 ] ))), + +END_RECV_TABLE() + +//----------------------------------------------------------------------------- +// Gets at the cracked version of the material +//----------------------------------------------------------------------------- +void C_BreakableSurface::FindCrackedMaterial() +{ + m_pCrackedMaterial = 0; + + // First time we've seen it, get the material on the brush model + int materialCount = modelinfo->GetModelMaterialCount( const_cast<model_t*>(GetModel()) ); + if( materialCount != 1 ) + { + Warning( "Encountered func_breakablesurf that has a material applied to more than one surface!\n" ); + m_pCrackedMaterial.Init( "debug/debugempty", TEXTURE_GROUP_OTHER ); + return; + } + + // Get at the first material; even if there are more than one. + IMaterial* pMaterial; + modelinfo->GetModelMaterials( const_cast<model_t*>(GetModel()), 1, &pMaterial ); + + // The material should point to a cracked version of itself + bool foundVar; + IMaterialVar* pCrackName = pMaterial->FindVar( "$crackmaterial", &foundVar, false ); + if (foundVar) + { + m_pCrackedMaterial.Init( pCrackName->GetStringValue(), TEXTURE_GROUP_CLIENT_EFFECTS ); + } + else + { + m_pCrackedMaterial.Init( pMaterial ); + } +} + + +//----------------------------------------------------------------------------- +// Gets at the base texture +//----------------------------------------------------------------------------- + +static ITexture* GetBaseTexture( IMaterial* pMaterial ) +{ + bool foundVar; + IMaterialVar* pTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false ); + if (!foundVar) + return 0; + + return pTextureVar->GetTextureValue(); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void C_BreakableSurface::InitMaterial(WinEdge_t nEdgeType, int nEdgeStyle, char const* pMaterialName) +{ + m_pEdge[nEdgeType][nEdgeStyle].m_nRenderIndex = m_RenderList.InvalidIndex(); + m_pEdge[nEdgeType][nEdgeStyle].m_nStyle = nEdgeStyle; + m_pEdge[nEdgeType][nEdgeStyle].m_pMaterialEdge.Init(pMaterialName, TEXTURE_GROUP_CLIENT_EFFECTS); + m_pEdge[nEdgeType][nEdgeStyle].m_pMaterialEdgeTexture.Init( GetBaseTexture( m_pEdge[nEdgeType][nEdgeStyle].m_pMaterialEdge ) ); +} + +//----------------------------------------------------------------------------- +// constructor, destructor +//----------------------------------------------------------------------------- + +C_BreakableSurface::C_BreakableSurface() +{ + m_vNormal.Init(); + m_vCorner.Init(); + m_bIsBroken = false; + + m_pCurrentDetailTexture = NULL; + + Q_memset( m_PrevRawPanelBitVec, 0xff, sizeof( m_PrevRawPanelBitVec ) ); +} + +C_BreakableSurface::~C_BreakableSurface() +{ +} + +void C_BreakableSurface::OnPreDataChanged( DataUpdateType_t updateType ) +{ + BaseClass::OnPreDataChanged( updateType ); + + if ( updateType == DATA_UPDATE_CREATED ) + { + // Initialize panels + m_nNumWide = MAX_NUM_PANELS; + m_nNumHigh = MAX_NUM_PANELS; + for (int w=0;w<MAX_NUM_PANELS;w++) + { + for (int h=0;h<MAX_NUM_PANELS;h++) + { + SetPanelSolid(w,h,true); + SetPanelStale(w,h,false); + + m_RawPanelBitVec.Set( w + h * MAX_NUM_PANELS, true ); + } + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : bnewentity - +//----------------------------------------------------------------------------- +void C_BreakableSurface::OnDataChanged( DataUpdateType_t updateType ) +{ + C_BaseEntity::OnDataChanged( updateType ); + + if ( updateType == DATA_UPDATE_CREATED ) + { + // Get at the cracked material + FindCrackedMaterial(); + + // Use same solid box for all breakable surfaces + m_pMaterialBox.Init( "models/brokenglass/glassbroken_solid", TEXTURE_GROUP_MODEL ); + m_pMaterialBoxTexture.Init( GetBaseTexture( m_pMaterialBox ) ); + + // NOTE: If you add or change this list of materials, change + // the precache list on func_breakablesurf.cpp on the server. + + // Load the edge types and styles for the specific surface type + if (m_nSurfaceType == SHATTERSURFACE_TILE) + { + InitMaterial(EDGE_NONE, 0,"models/brokentile/tilebroken_03a"); + InitMaterial(EDGE_FULL, 0,"models/brokentile/tilebroken_03b"); + InitMaterial(EDGE_LEFT, 0,"models/brokentile/tilebroken_03c"); + InitMaterial(EDGE_RIGHT,0,"models/brokentile/tilebroken_03d"); + + InitMaterial(EDGE_NONE, 1,"models/brokentile/tilebroken_02a"); + InitMaterial(EDGE_FULL, 1,"models/brokentile/tilebroken_02b"); + InitMaterial(EDGE_LEFT, 1,"models/brokentile/tilebroken_02c"); + InitMaterial(EDGE_RIGHT,1,"models/brokentile/tilebroken_02d"); + + InitMaterial(EDGE_NONE, 2,"models/brokentile/tilebroken_01a"); + InitMaterial(EDGE_FULL, 2,"models/brokentile/tilebroken_01b"); + InitMaterial(EDGE_LEFT, 2,"models/brokentile/tilebroken_01c"); + InitMaterial(EDGE_RIGHT,2,"models/brokentile/tilebroken_01d"); + } + else + { + InitMaterial(EDGE_NONE, 0,"models/brokenglass/glassbroken_03a"); + InitMaterial(EDGE_FULL, 0,"models/brokenglass/glassbroken_03b"); + InitMaterial(EDGE_LEFT, 0,"models/brokenglass/glassbroken_03c"); + InitMaterial(EDGE_RIGHT,0,"models/brokenglass/glassbroken_03d"); + + InitMaterial(EDGE_NONE, 1,"models/brokenglass/glassbroken_02a"); + InitMaterial(EDGE_FULL, 1,"models/brokenglass/glassbroken_02b"); + InitMaterial(EDGE_LEFT, 1,"models/brokenglass/glassbroken_02c"); + InitMaterial(EDGE_RIGHT,1,"models/brokenglass/glassbroken_02d"); + + InitMaterial(EDGE_NONE, 2,"models/brokenglass/glassbroken_01a"); + InitMaterial(EDGE_FULL, 2,"models/brokenglass/glassbroken_01b"); + InitMaterial(EDGE_LEFT, 2,"models/brokenglass/glassbroken_01c"); + InitMaterial(EDGE_RIGHT,2,"models/brokenglass/glassbroken_01d"); + } + } + + bool changed = false; + + for ( int j = 0; j < m_nNumHigh; j++ ) + { + for ( int i = 0; i < m_nNumWide; i++ ) + { + int offset = i + j * m_nNumWide; + + bool newVal = m_RawPanelBitVec[ offset ]; + bool oldVal = m_PrevRawPanelBitVec[ offset ]; + + if ( newVal != oldVal ) + { + changed = true; + } + + SetPanelSolid(i,j,newVal); + + if ( !newVal && changed ) + { + + // Mark these panels and being stale (need edge type updated) + // We update them in one fell swoop rather than as each panel + // is updated, so we don't have to do duplicate operations + SetPanelStale(i, j ,true); + SetPanelStale(i, j+1,true); + SetPanelStale(i, j-1,true); + SetPanelStale(i-1, j ,true); + SetPanelStale(i+1, j ,true); + SetPanelStale(i+1, j+1,true); + SetPanelStale(i-1, j+1,true); + SetPanelStale(i+1, j-1,true); + SetPanelStale(i-1, j-1,true); + } + } + } + + if ( changed ) + { + for (int width=0;width<m_nNumWide;width++) + { + for (int height=0;height<m_nNumHigh;height++) + { + if ( IsPanelStale(width,height) ) + { + UpdateEdgeType( width, height ); + } + } + } + } + + Q_memcpy( m_PrevRawPanelBitVec, m_RawPanelBitVec.Base(), sizeof( m_PrevRawPanelBitVec ) ); +} + +bool C_BreakableSurface::IsTransparent( void ) +{ + // Not an identity brush if it's broken + if (m_bIsBroken) + return true; + + return C_BaseEntity::IsTransparent(); +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +int C_BreakableSurface::DrawModel( int flags ) +{ + if ( !m_bReadyToDraw ) + return 0; + + // If I'm not broken draw normally + if (m_bIsBroken) + render->InstallBrushSurfaceRenderer( this ); + + // If it's broken, always draw it translucent + BaseClass::DrawModel( m_bIsBroken ? flags | STUDIO_TRANSPARENCY : flags ); + + // Remove our nonstandard brush surface renderer... + render->InstallBrushSurfaceRenderer( 0 ); + + return 0; +} + +bool C_BreakableSurface::RenderBrushModelSurface( IClientEntity* pBaseEntity, IBrushSurface* pBrushSurface ) +{ + // If tile draw highlight for grout + if (m_nSurfaceType == SHATTERSURFACE_TILE) + { + DrawRenderListHighlights(pBrushSurface); + } + DrawSolidBlocks(pBrushSurface); + DrawRenderList(pBrushSurface); + + // Don't draw decals + return false; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void C_BreakableSurface::DrawRenderList(IBrushSurface* pBrushSurface) +{ + // Get width and height steps + QAngle vAngles; + VectorAngles(-1*m_vNormal,vAngles); + Vector vWidthStep,vHeightStep; + AngleVectors(vAngles,NULL,&vWidthStep,&vHeightStep); + vWidthStep *= m_flPanelWidth; + vHeightStep *= m_flPanelHeight; + + CMeshBuilder pMeshBuilder; + IMesh* pMesh = NULL; + int nCurStyle = -1; + int nCurEdgeType = -1; + CMatRenderContextPtr pRenderContext( materials ); + for( unsigned short i = m_RenderList.Head(); i != m_RenderList.InvalidIndex(); i = m_RenderList.Next(i) ) + { + + if (nCurStyle != m_RenderList[i].m_nStyle || + nCurEdgeType != m_RenderList[i].m_nEdgeType ) + { + nCurStyle = m_RenderList[i].m_nStyle; + nCurEdgeType = m_RenderList[i].m_nEdgeType; + + m_pCurrentDetailTexture = m_pEdge[nCurEdgeType][nCurStyle].m_pMaterialEdgeTexture; + pRenderContext->Flush(false); + pRenderContext->Bind(m_pCrackedMaterial, (IClientRenderable*)this); + pMesh = pRenderContext->GetDynamicMesh( ); + } + + Vector vRenderPos = m_vCorner + + (m_RenderList[i].m_nWidth*vWidthStep) + + (m_RenderList[i].m_nHeight*vHeightStep); + + DrawOneEdge(pBrushSurface, pMesh,&pMeshBuilder,vRenderPos,vWidthStep,vHeightStep,(WinSide_t)m_RenderList[i].m_nSide); + } +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void C_BreakableSurface::DrawRenderListHighlights(IBrushSurface* pBrushSurface) +{ + // Get width and height steps + QAngle vAngles; + VectorAngles(-1*m_vNormal,vAngles); + Vector vWidthStep,vHeightStep; + AngleVectors(vAngles,NULL,&vWidthStep,&vHeightStep); + vWidthStep *= m_flPanelWidth; + vHeightStep *= m_flPanelHeight; + + + CMeshBuilder pMeshBuilder; + IMesh* pMesh = NULL; + int nCurStyle = -1; + int nCurEdgeType = -1; + CMatRenderContextPtr pRenderContext( materials ); + for( unsigned short i = m_RenderList.Head(); i != m_RenderList.InvalidIndex(); i = m_RenderList.Next(i) ) + { + + if (nCurStyle != m_RenderList[i].m_nStyle || + nCurEdgeType != m_RenderList[i].m_nEdgeType ) + { + nCurStyle = m_RenderList[i].m_nStyle; + nCurEdgeType = m_RenderList[i].m_nEdgeType; + + IMaterial *pMat = m_pEdge[nCurEdgeType][nCurStyle].m_pMaterialEdge; + pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMat ); + } + + Vector vRenderPos = m_vCorner + + (m_RenderList[i].m_nWidth*vWidthStep) + + (m_RenderList[i].m_nHeight*vHeightStep) + + (0.30*m_vNormal); + + DrawOneHighlight(pBrushSurface, pMesh,&pMeshBuilder,vRenderPos,vWidthStep,vHeightStep,(WinSide_t)m_RenderList[i].m_nSide); + } +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +bool C_BreakableSurface::HavePanel(int nWidth, int nHeight) +{ + // If I'm off the edge, always give support + if (!InLegalRange(nWidth,nHeight)) + { + return true; + } + return (IsPanelSolid(nWidth,nHeight)); +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void C_BreakableSurface::UpdateEdgeType(int nWidth, int nHeight, int forceStyle /*=-1*/ ) +{ + Assert( forceStyle < NUM_EDGE_STYLES ); + + // ----------------------------------- + // Check edge conditions + // ----------------------------------- + if (!InLegalRange(nWidth,nHeight)) + { + return; + } + + // ---------------------------------- + // If solid has no edges + // ---------------------------------- + if (IsPanelSolid(nWidth,nHeight)) + { + return; + } + + // Panel is no longer stale + SetPanelStale(nWidth, nHeight,false); + + // ---------------------------------- + // Set edge type base on neighbors + // ---------------------------------- + bool bUp = HavePanel(nWidth, nHeight+1); + bool bDown = HavePanel(nWidth, nHeight-1); + bool bLeft = HavePanel(nWidth-1, nHeight ); + bool bRight = HavePanel(nWidth+1, nHeight ); + + bool bUpLeft = HavePanel(nWidth-1, nHeight+1); + bool bUpRight = HavePanel(nWidth+1, nHeight+1); + bool bDownLeft = HavePanel(nWidth-1, nHeight-1); + bool bDownRight = HavePanel(nWidth+1, nHeight-1); + + //------------- + // Top + //------------- + if (bUp) + { + bool bLeftEdge = !bLeft && bUpLeft; + bool bRightEdge = !bRight && bUpRight; + + if (bLeftEdge && bRightEdge) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_TOP, EDGE_FULL, forceStyle ); + } + else if (bLeftEdge) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_TOP, EDGE_LEFT, forceStyle ); + } + else if (bRightEdge) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_TOP, EDGE_RIGHT, forceStyle ); + } + else + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_TOP, EDGE_NONE, forceStyle ); + } + } + else + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_TOP, EDGE_NOT, forceStyle ); + } + //------------- + // Bottom + //------------- + if (bDown) + { + bool bLeftEdge = !bLeft && bDownLeft; + bool bRightEdge = !bRight && bDownRight; + + if (bLeftEdge && bRightEdge) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_BOTTOM, EDGE_FULL, forceStyle ); + } + else if (bLeftEdge) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_BOTTOM, EDGE_RIGHT, forceStyle ); + } + else if (bRightEdge) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_BOTTOM, EDGE_LEFT, forceStyle ); + } + else + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_BOTTOM, EDGE_NONE, forceStyle ); + } + } + else + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_BOTTOM, EDGE_NOT, forceStyle ); + } + //------------- + // Left + //------------- + if (bLeft) + { + bool bTop = !bUp && bUpLeft; + bool bBottom = !bDown && bDownLeft; + + if (bTop && bBottom) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_LEFT, EDGE_FULL, forceStyle ); + } + else if (bTop) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_LEFT, EDGE_RIGHT, forceStyle ); + } + else if (bBottom) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_LEFT, EDGE_LEFT, forceStyle ); + } + else + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_LEFT, EDGE_NONE, forceStyle ); + } + } + else + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_LEFT, EDGE_NOT, forceStyle ); + } + //------------- + // Right + //------------- + if (bRight) + { + bool bTop = !bUp && bUpRight; + bool bBottom = !bDown && bDownRight; + + if (bTop && bBottom) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_RIGHT, EDGE_FULL, forceStyle ); + } + else if (bTop) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_RIGHT, EDGE_LEFT, forceStyle ); + } + else if (bBottom) + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_RIGHT, EDGE_RIGHT, forceStyle ); + } + else + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_RIGHT, EDGE_NONE, forceStyle ); + } + } + else + { + AddToRenderList(nWidth, nHeight, WIN_SIDE_RIGHT, EDGE_NOT, forceStyle ); + } +} + +//-------------------------------------------------------------------------------- +// Purpose : Return index to panel in render list that meets these qualifications +// Input : +// Output : +//-------------------------------------------------------------------------------- +int C_BreakableSurface::FindRenderPanel(int nWidth, int nHeight, WinSide_t nWinSide) +{ + for( unsigned short i = m_RenderList.Head(); i != m_RenderList.InvalidIndex(); i = m_RenderList.Next(i) ) + { + if (m_RenderList[i].m_nSide == nWinSide && + m_RenderList[i].m_nWidth == nWidth && + m_RenderList[i].m_nHeight == nHeight) + { + return i; + } + } + return m_RenderList.InvalidIndex(); +} + +//---------------------------------------------------------------------------------- +// Purpose : Returns first element in render list with the same edge type and style +// Input : +// Output : +//---------------------------------------------------------------------------------- +int C_BreakableSurface::FindFirstRenderTexture(WinEdge_t nEdgeType, int nStyle) +{ + for( unsigned short i = m_RenderList.Head(); i != m_RenderList.InvalidIndex(); i = m_RenderList.Next(i) ) + { + if (m_RenderList[i].m_nStyle == nStyle && + m_RenderList[i].m_nEdgeType == nEdgeType ) + { + return i; + } + } + return m_RenderList.InvalidIndex(); +} + +//------------------------------------------------------------------------------ +// Purpose : Add a edge to be rendered to the render list +// Input : +// Output : +//------------------------------------------------------------------------------ +void C_BreakableSurface::AddToRenderList(int nWidth, int nHeight, WinSide_t nSide, WinEdge_t nEdgeType, int forceStyle ) +{ + // ----------------------------------------------------- + // Try to find old panel + int nOldPanelIndex = FindRenderPanel(nWidth,nHeight,nSide); + + // ----------------------------------------------------- + // If I have an old panel, get it's style and remove it + // otherwise randomly chose a style + int nStyle; + if (m_RenderList.IsValidIndex(nOldPanelIndex) ) + { + nStyle = m_RenderList[nOldPanelIndex].m_nStyle; + m_RenderList.Remove(nOldPanelIndex); + } + else + { + nStyle = random->RandomInt(0,NUM_EDGE_STYLES-1); + } + + if ( forceStyle != -1 ) + { + nStyle = forceStyle; + } + + // ----------------------------------------------------- + // If my new panel has an edge, add it to render list + if (nEdgeType != EDGE_NOT) + { + // Renderlist is sorted by texture type. Find first element + // that shares the same texture as the new panel + unsigned short nTexIndex = FindFirstRenderTexture(nEdgeType, nStyle); + + // If texture was already in list, add after last use + unsigned short nNewIndex; + if (m_RenderList.IsValidIndex(nTexIndex)) + { + nNewIndex = m_RenderList.InsertAfter(nTexIndex); + } + // Otherwise add to send of render list + else + { + nNewIndex = m_RenderList.AddToTail(); + } + + // Now fill out my data + m_RenderList[nNewIndex].m_nHeight = nHeight; + m_RenderList[nNewIndex].m_nWidth = nWidth; + m_RenderList[nNewIndex].m_nEdgeType = nEdgeType; + m_RenderList[nNewIndex].m_nSide = nSide; + m_RenderList[nNewIndex].m_nStyle = nStyle; + + Assert( nStyle < NUM_EDGE_STYLES ); + SetStyleType( nWidth, nHeight, nStyle ); + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void C_BreakableSurface::DrawSolidBlocks(IBrushSurface* pBrushSurface) +{ + CMatRenderContextPtr pRenderContext( materials ); + + m_pCurrentDetailTexture = m_pMaterialBoxTexture; + + // Gotta flush (in a non-stalling way) because we effectively + // have a new material due to the new base texture + pRenderContext->Flush(false); + pRenderContext->Bind(m_pCrackedMaterial, (IClientRenderable*)this); + IMesh* pMesh = pRenderContext->GetDynamicMesh( ); + CMeshBuilder pMeshBuilder; + + // --------------- + // Create panels + // --------------- + QAngle vAngles; + VectorAngles(-1*m_vNormal,vAngles); + Vector vWidthStep,vHeightStep; + AngleVectors(vAngles,NULL,&vWidthStep,&vHeightStep); + vWidthStep *= m_flPanelWidth; + vHeightStep *= m_flPanelHeight; + + Vector vCurPos = m_vCorner; + for (int width=0;width<m_nNumWide;width++) + { + int height; + int nHCount = 0; + for (height=0;height<m_nNumHigh;height++) + { + // Keep count of how many panes there are in a row + if (IsPanelSolid(width,height)) + { + nHCount++; + } + + // Drow the strip and start counting again + else if (nHCount > 0) + { + vCurPos = m_vCorner + vWidthStep*width + vHeightStep*(height-nHCount); + DrawOneBlock(pBrushSurface, pMesh, &pMeshBuilder, vCurPos,vWidthStep,vHeightStep*nHCount); + nHCount = 0; + } + } + if (nHCount) + { + vCurPos = m_vCorner + vWidthStep*width + vHeightStep*(height-nHCount); + DrawOneBlock(pBrushSurface, pMesh, &pMeshBuilder, vCurPos,vWidthStep,vHeightStep*nHCount); + } + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void C_BreakableSurface::DrawOneBlock(IBrushSurface* pBrushSurface, IMesh* pMesh, + CMeshBuilder *pMeshBuilder, const Vector &vCurPos, const Vector &vWidthStep, + const Vector &vHeightStep) +{ + pMeshBuilder->Begin( pMesh, MATERIAL_QUADS, 1 ); + + Vector2D texCoord, lightCoord; + pBrushSurface->ComputeTextureCoordinate( vCurPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vCurPos, lightCoord ); + + pMeshBuilder->Position3f( vCurPos.x, vCurPos.y, vCurPos.z ); + pMeshBuilder->Color4ub( 255, 255, 255, 255 ); + pMeshBuilder->TexCoord2f( 0, 0, 1 ); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + pMeshBuilder->TexCoord2fv( 2, texCoord.Base() ); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->AdvanceVertex(); + + Vector vNextPos = vCurPos + vWidthStep; + + pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord ); + + pMeshBuilder->Position3f( vNextPos.x, vNextPos.y, vNextPos.z ); + pMeshBuilder->Color4ub( 255, 255, 255, 255 ); + pMeshBuilder->TexCoord2f( 0, 0, 0 ); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + pMeshBuilder->TexCoord2fv( 2, texCoord.Base() ); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->AdvanceVertex(); + + vNextPos = vNextPos + vHeightStep; + + pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord ); + + pMeshBuilder->Position3f( vNextPos.x , vNextPos.y, vNextPos.z ); + pMeshBuilder->Color4ub( 255, 255, 255, 255 ); + pMeshBuilder->TexCoord2f( 0, 1, 0 ); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + pMeshBuilder->TexCoord2fv( 2, texCoord.Base() ); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->AdvanceVertex(); + + vNextPos = vNextPos - vWidthStep; + + pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord ); + + pMeshBuilder->Position3f( vNextPos.x, vNextPos.y , vNextPos.z); + pMeshBuilder->Color4ub( 255, 255, 255, 255 ); + pMeshBuilder->TexCoord2f( 0, 1, 1 ); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + pMeshBuilder->TexCoord2fv( 2, texCoord.Base() ); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->AdvanceVertex(); + + pMeshBuilder->End(); + pMesh->Draw(); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void C_BreakableSurface::DrawOneEdge( IBrushSurface* pBrushSurface, IMesh* pMesh, + CMeshBuilder *pMeshBuilder, const Vector &vStartPos, const Vector &vWStep, + const Vector &vHStep, WinSide_t nEdge ) +{ + pMeshBuilder->Begin( pMesh, MATERIAL_QUADS, 1 ); + + Vector2D texCoord, lightCoord; + pBrushSurface->ComputeTextureCoordinate( vStartPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vStartPos, lightCoord ); + + pMeshBuilder->Position3f( vStartPos.x, vStartPos.y, vStartPos.z); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->Color4ub( 255, 255, 255, 255 ); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + pMeshBuilder->TexCoord2fv( 2, texCoord.Base() ); + switch (nEdge) + { + case WIN_SIDE_RIGHT: + pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f ); + break; + case WIN_SIDE_BOTTOM: + pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f ); + break; + case WIN_SIDE_LEFT: + pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f ); + break; + case WIN_SIDE_TOP: + pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f ); + break; + } + pMeshBuilder->AdvanceVertex(); + + Vector vNextPos = vStartPos + vWStep; + + pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord ); + + pMeshBuilder->Position3f( vNextPos.x , vNextPos.y , vNextPos.z); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->Color4ub( 255, 255, 255, 255 ); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + pMeshBuilder->TexCoord2fv( 2, texCoord.Base() ); + switch (nEdge) + { + case WIN_SIDE_RIGHT: + pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f ); + break; + case WIN_SIDE_BOTTOM: + pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f ); + break; + case WIN_SIDE_LEFT: + pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f ); + break; + case WIN_SIDE_TOP: + pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f ); + break; + } + pMeshBuilder->AdvanceVertex(); + + vNextPos = vNextPos + vHStep; + + pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord ); + + pMeshBuilder->Position3f( vNextPos.x, vNextPos.y, vNextPos.z ); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->Color4ub( 255, 255, 255, 255 ); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + pMeshBuilder->TexCoord2fv( 2, texCoord.Base() ); + switch (nEdge) + { + case WIN_SIDE_RIGHT: + pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f ); + break; + case WIN_SIDE_BOTTOM: + pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f ); + break; + case WIN_SIDE_LEFT: + pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f ); + break; + case WIN_SIDE_TOP: + pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f ); + break; + } + pMeshBuilder->AdvanceVertex(); + + vNextPos = vNextPos - vWStep; + + pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord ); + + pMeshBuilder->Position3f( vNextPos.x, vNextPos.y, vNextPos.z ); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->Color4ub( 255, 255, 255, 255 ); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + pMeshBuilder->TexCoord2fv( 2, texCoord.Base() ); + switch (nEdge) + { + case WIN_SIDE_RIGHT: + pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f ); + break; + case WIN_SIDE_BOTTOM: + pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f ); + break; + case WIN_SIDE_LEFT: + pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f ); + break; + case WIN_SIDE_TOP: + pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f ); + break; + } + pMeshBuilder->AdvanceVertex(); + + pMeshBuilder->End(); + pMesh->Draw(); +} + + + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void C_BreakableSurface::DrawOneHighlight( IBrushSurface* pBrushSurface, IMesh* pMesh, + CMeshBuilder *pMeshBuilder, const Vector &vStartPos, const Vector &vWStep, + const Vector &vHStep, WinSide_t nEdge ) +{ + Vector vColor = Vector(0.41,0.35,0.24); + + pMeshBuilder->Begin( pMesh, MATERIAL_QUADS, 1 ); + + Vector2D texCoord, lightCoord; + pBrushSurface->ComputeTextureCoordinate( vStartPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vStartPos, lightCoord ); + + pMeshBuilder->Position3f( vStartPos.x, vStartPos.y, vStartPos.z); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->Color4f( vColor[0], vColor[1], vColor[2], 1.0); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + switch (nEdge) + { + case WIN_SIDE_RIGHT: + pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f ); + break; + case WIN_SIDE_BOTTOM: + pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f ); + break; + case WIN_SIDE_LEFT: + pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f ); + break; + case WIN_SIDE_TOP: + pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f ); + break; + } + pMeshBuilder->AdvanceVertex(); + + Vector vNextPos = vStartPos + vWStep; + + pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord ); + + pMeshBuilder->Position3f( vNextPos.x , vNextPos.y , vNextPos.z); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->Color4f( vColor[0], vColor[1], vColor[2], 1.0); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + switch (nEdge) + { + case WIN_SIDE_RIGHT: + pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f ); + break; + case WIN_SIDE_BOTTOM: + pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f ); + break; + case WIN_SIDE_LEFT: + pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f ); + break; + case WIN_SIDE_TOP: + pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f ); + break; + } + pMeshBuilder->AdvanceVertex(); + + vNextPos = vNextPos + vHStep; + + pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord ); + + pMeshBuilder->Position3f( vNextPos.x, vNextPos.y, vNextPos.z ); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->Color4f( vColor[0], vColor[1], vColor[2], 1.0); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + switch (nEdge) + { + case WIN_SIDE_RIGHT: + pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f ); + break; + case WIN_SIDE_BOTTOM: + pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f ); + break; + case WIN_SIDE_LEFT: + pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f ); + break; + case WIN_SIDE_TOP: + pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f ); + break; + } + pMeshBuilder->AdvanceVertex(); + + vNextPos = vNextPos - vWStep; + + pBrushSurface->ComputeTextureCoordinate( vNextPos, texCoord ); + pBrushSurface->ComputeLightmapCoordinate( vNextPos, lightCoord ); + + pMeshBuilder->Position3f( vNextPos.x, vNextPos.y, vNextPos.z ); + pMeshBuilder->Normal3fv( m_vNormal.Base() ); + pMeshBuilder->Color4f( vColor[0], vColor[1], vColor[2], 1.0); + pMeshBuilder->TexCoord2fv( 1, lightCoord.Base() ); + switch (nEdge) + { + case WIN_SIDE_RIGHT: + pMeshBuilder->TexCoord2f( 0, 0.0f, 0.0f ); + break; + case WIN_SIDE_BOTTOM: + pMeshBuilder->TexCoord2f( 0, 1.0f, 0.0f ); + break; + case WIN_SIDE_LEFT: + pMeshBuilder->TexCoord2f( 0, 1.0f, 1.0f ); + break; + case WIN_SIDE_TOP: + pMeshBuilder->TexCoord2f( 0, 0.0f, 1.0f ); + break; + } + pMeshBuilder->AdvanceVertex(); + + pMeshBuilder->End(); + pMesh->Draw(); +} + +bool C_BreakableSurface::ShouldReceiveProjectedTextures( int flags ) +{ + return false; +} + + +//------------------------------------------------------------------------------ +// A material proxy that resets the texture to use the original surface texture +//------------------------------------------------------------------------------ +class CBreakableSurfaceProxy : public CEntityMaterialProxy +{ +public: + CBreakableSurfaceProxy(); + virtual ~CBreakableSurfaceProxy(); + virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues ); + virtual void OnBind( C_BaseEntity *pC_BaseEntity ); + virtual IMaterial *GetMaterial(); + +private: + // get at the material whose texture we're going to steal + void AcquireSourceMaterial( C_BaseEntity* pEnt ); + + IMaterialVar* m_BaseTextureVar; +}; + +CBreakableSurfaceProxy::CBreakableSurfaceProxy() +{ + m_BaseTextureVar = NULL; +} + +CBreakableSurfaceProxy::~CBreakableSurfaceProxy() +{ +} + + +bool CBreakableSurfaceProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues ) +{ + bool foundVar; + m_BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false ); + return foundVar; +} + +void CBreakableSurfaceProxy::OnBind( C_BaseEntity *pC_BaseEntity ) +{ + C_BreakableSurface *pEnt = dynamic_cast< C_BreakableSurface * >(pC_BaseEntity); + if( !pEnt ) + { + return; + } + + // Use the current base texture specified by the suface + m_BaseTextureVar->SetTextureValue( pEnt->m_pCurrentDetailTexture ); +} + +IMaterial *CBreakableSurfaceProxy::GetMaterial() +{ + if ( !m_BaseTextureVar ) + return NULL; + + return m_BaseTextureVar->GetOwningMaterial(); +} + +EXPOSE_INTERFACE( CBreakableSurfaceProxy, IMaterialProxy, "BreakableSurface" IMATERIAL_PROXY_INTERFACE_VERSION ); |