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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/c_func_breakablesurf.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/c_func_breakablesurf.cpp')
-rw-r--r--mp/src/game/client/c_func_breakablesurf.cpp1336
1 files changed, 1336 insertions, 0 deletions
diff --git a/mp/src/game/client/c_func_breakablesurf.cpp b/mp/src/game/client/c_func_breakablesurf.cpp
new file mode 100644
index 00000000..a253ba52
--- /dev/null
+++ b/mp/src/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 ] &= ( ~0x03 << 2 );
+ // 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 );