diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/c_func_breakablesurf.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/c_func_breakablesurf.cpp')
| -rw-r--r-- | mp/src/game/client/c_func_breakablesurf.cpp | 2672 |
1 files changed, 1336 insertions, 1336 deletions
diff --git a/mp/src/game/client/c_func_breakablesurf.cpp b/mp/src/game/client/c_func_breakablesurf.cpp index a253ba52..03176315 100644 --- a/mp/src/game/client/c_func_breakablesurf.cpp +++ b/mp/src/game/client/c_func_breakablesurf.cpp @@ -1,1336 +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 );
+//========= 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 ); |