source-sdk-2013-mapbase/sp/src/game/client/c_func_reflective_glass.cpp
Blixibon c448f194ae Mapbase v5.0
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer
- Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix)
- Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow
- Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary)
- Fixed env_projectedtextures not updating on save/load
- Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates)
- Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time
- Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param
- Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago)
- Fixed map-specific localization files, cleaned up map-specific file code
- Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters
- Fixed math_lightpattern corruption when setting pattern/style while active
- Fixed the "Touch" input crashing when given no entity
- Added a way to add EFlags via keyvalue (suggested by Niker107)
- Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam)
- Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon)
- Added "Mapbase" header to Mapbase-specific code files
- Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox
- Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller
- Added "SetScale" input to sky_camera for live scale changing
- Added convar to control player crouch speed multiplier (suggested by ArtyIF)
- Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2)
- Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.)
- Added limited support for Valve's Quaternion class in VScript
- Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library
- Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought
- Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it
- Added various functions and hooks for VPhysics integration in VScript
- Added VScript-based custom suit devices
- Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell)
- Added ability to insert localization strings through VScript
- Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc.
- Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
2020-08-14 21:21:25 +00:00

250 lines
6.8 KiB
C++

//========= 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