mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-09-21 20:15:06 +03:00
Init commit
This commit is contained in:
249
game/client/c_func_reflective_glass.cpp
Normal file
249
game/client/c_func_reflective_glass.cpp
Normal file
@@ -0,0 +1,249 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//===========================================================================//
|
||||
#include "cbase.h"
|
||||
#include "view_shared.h"
|
||||
#ifdef MAPBASE
|
||||
#include "viewrender.h"
|
||||
#endif
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
class C_FuncReflectiveGlass : public C_BaseEntity
|
||||
{
|
||||
public:
|
||||
DECLARE_CLASS( C_FuncReflectiveGlass, C_BaseEntity );
|
||||
DECLARE_CLIENTCLASS();
|
||||
|
||||
// C_BaseEntity.
|
||||
public:
|
||||
C_FuncReflectiveGlass();
|
||||
virtual ~C_FuncReflectiveGlass();
|
||||
|
||||
virtual bool ShouldDraw();
|
||||
|
||||
#ifdef MAPBASE
|
||||
virtual void OnDataChanged( DataUpdateType_t type );
|
||||
ITexture *ReflectionRenderTarget();
|
||||
ITexture *RefractionRenderTarget();
|
||||
|
||||
char m_iszReflectRenderTarget[64];
|
||||
char m_iszRefractRenderTarget[64];
|
||||
ITexture *m_pReflectRenderTarget;
|
||||
ITexture *m_pRefractRenderTarget;
|
||||
#endif
|
||||
|
||||
C_FuncReflectiveGlass *m_pNext;
|
||||
};
|
||||
|
||||
IMPLEMENT_CLIENTCLASS_DT( C_FuncReflectiveGlass, DT_FuncReflectiveGlass, CFuncReflectiveGlass )
|
||||
|
||||
#ifdef MAPBASE
|
||||
RecvPropString( RECVINFO( m_iszReflectRenderTarget ) ),
|
||||
RecvPropString( RECVINFO( m_iszRefractRenderTarget ) ),
|
||||
#endif
|
||||
|
||||
END_RECV_TABLE()
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Globals
|
||||
//-----------------------------------------------------------------------------
|
||||
C_EntityClassList<C_FuncReflectiveGlass> g_ReflectiveGlassList;
|
||||
template<> C_FuncReflectiveGlass *C_EntityClassList<C_FuncReflectiveGlass>::m_pClassList = NULL;
|
||||
|
||||
C_FuncReflectiveGlass* GetReflectiveGlassList()
|
||||
{
|
||||
return g_ReflectiveGlassList.m_pClassList;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Constructor, destructor
|
||||
//-----------------------------------------------------------------------------
|
||||
C_FuncReflectiveGlass::C_FuncReflectiveGlass()
|
||||
{
|
||||
#ifdef MAPBASE
|
||||
m_iszReflectRenderTarget[0] = '\0';
|
||||
m_iszRefractRenderTarget[0] = '\0';
|
||||
#endif
|
||||
|
||||
g_ReflectiveGlassList.Insert( this );
|
||||
}
|
||||
|
||||
C_FuncReflectiveGlass::~C_FuncReflectiveGlass()
|
||||
{
|
||||
g_ReflectiveGlassList.Remove( this );
|
||||
}
|
||||
|
||||
|
||||
bool C_FuncReflectiveGlass::ShouldDraw()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Do we have reflective glass in view?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool IsReflectiveGlassInView( const CViewSetup& view, cplane_t &plane )
|
||||
{
|
||||
// Early out if no cameras
|
||||
C_FuncReflectiveGlass *pReflectiveGlass = GetReflectiveGlassList();
|
||||
if ( !pReflectiveGlass )
|
||||
return false;
|
||||
|
||||
Frustum_t frustum;
|
||||
GeneratePerspectiveFrustum( view.origin, view.angles, view.zNear, view.zFar, view.fov, view.m_flAspectRatio, frustum );
|
||||
|
||||
cplane_t localPlane;
|
||||
Vector vecOrigin, vecWorld, vecDelta, vecForward;
|
||||
AngleVectors( view.angles, &vecForward, NULL, NULL );
|
||||
|
||||
for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
|
||||
{
|
||||
if ( pReflectiveGlass->IsDormant() )
|
||||
continue;
|
||||
|
||||
Vector vecMins, vecMaxs;
|
||||
pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
|
||||
if ( R_CullBox( vecMins, vecMaxs, frustum ) )
|
||||
continue;
|
||||
|
||||
const model_t *pModel = pReflectiveGlass->GetModel();
|
||||
const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
|
||||
|
||||
int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
|
||||
for ( int i = 0; i < nCount; ++i )
|
||||
{
|
||||
modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
|
||||
|
||||
MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
|
||||
VectorTransform( vecOrigin, mat, vecWorld );
|
||||
|
||||
if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
|
||||
continue;
|
||||
|
||||
VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
|
||||
if ( vecDelta.Dot( plane.normal ) >= 0 )
|
||||
continue;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef MAPBASE
|
||||
//-----------------------------------------------------------------------------
|
||||
// Iterates through reflective glass instead of just picking one
|
||||
//-----------------------------------------------------------------------------
|
||||
C_BaseEntity *NextReflectiveGlass( C_BaseEntity *pStart, const CViewSetup& view, cplane_t &plane,
|
||||
const Frustum_t &frustum, ITexture **pRenderTargets )
|
||||
{
|
||||
// Early out if no cameras
|
||||
C_FuncReflectiveGlass *pReflectiveGlass = NULL;
|
||||
if (!pStart)
|
||||
pReflectiveGlass = GetReflectiveGlassList();
|
||||
else
|
||||
pReflectiveGlass = ((C_FuncReflectiveGlass*)pStart)->m_pNext;
|
||||
|
||||
cplane_t localPlane;
|
||||
Vector vecOrigin, vecWorld, vecDelta;
|
||||
for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
|
||||
{
|
||||
if ( pReflectiveGlass->IsDormant() )
|
||||
continue;
|
||||
|
||||
/*if ( pReflectiveGlass->m_iViewHideFlags & (1 << CurrentViewID()) )
|
||||
continue;*/
|
||||
|
||||
Vector vecMins, vecMaxs;
|
||||
pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
|
||||
if ( R_CullBox( vecMins, vecMaxs, frustum ) )
|
||||
continue;
|
||||
|
||||
const model_t *pModel = pReflectiveGlass->GetModel();
|
||||
const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
|
||||
|
||||
int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
|
||||
for ( int i = 0; i < nCount; ++i )
|
||||
{
|
||||
modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
|
||||
|
||||
MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
|
||||
VectorTransform( vecOrigin, mat, vecWorld );
|
||||
|
||||
if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
|
||||
continue;
|
||||
|
||||
VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
|
||||
if ( vecDelta.Dot( plane.normal ) >= 0 )
|
||||
continue;
|
||||
|
||||
if (pRenderTargets != NULL)
|
||||
{
|
||||
pRenderTargets[0] = pReflectiveGlass->ReflectionRenderTarget();
|
||||
pRenderTargets[1] = pReflectiveGlass->RefractionRenderTarget();
|
||||
}
|
||||
|
||||
return pReflectiveGlass;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void C_FuncReflectiveGlass::OnDataChanged( DataUpdateType_t type )
|
||||
{
|
||||
// Reset render textures
|
||||
m_pReflectRenderTarget = NULL;
|
||||
m_pRefractRenderTarget = NULL;
|
||||
|
||||
return BaseClass::OnDataChanged( type );
|
||||
}
|
||||
|
||||
ITexture *C_FuncReflectiveGlass::ReflectionRenderTarget()
|
||||
{
|
||||
if (m_iszReflectRenderTarget[0] != '\0')
|
||||
{
|
||||
if (!m_pReflectRenderTarget)
|
||||
{
|
||||
// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
|
||||
m_pReflectRenderTarget = materials->FindTexture( m_iszReflectRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
|
||||
}
|
||||
|
||||
if (m_pReflectRenderTarget)
|
||||
return m_pReflectRenderTarget;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
//return GetWaterReflectionTexture();
|
||||
}
|
||||
|
||||
ITexture *C_FuncReflectiveGlass::RefractionRenderTarget()
|
||||
{
|
||||
if (m_iszRefractRenderTarget[0] != '\0')
|
||||
{
|
||||
if (!m_pRefractRenderTarget)
|
||||
{
|
||||
// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
|
||||
m_pRefractRenderTarget = materials->FindTexture( m_iszRefractRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
|
||||
}
|
||||
|
||||
if (m_pRefractRenderTarget)
|
||||
return m_pRefractRenderTarget;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
//return GetWaterRefractionTexture();
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user