mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-06 04:05:32 +03:00
c448f194ae
- 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
250 lines
6.8 KiB
C++
250 lines
6.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "view_shared.h"
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#ifdef MAPBASE
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#include "viewrender.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class C_FuncReflectiveGlass : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_FuncReflectiveGlass, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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// C_BaseEntity.
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public:
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C_FuncReflectiveGlass();
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virtual ~C_FuncReflectiveGlass();
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virtual bool ShouldDraw();
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#ifdef MAPBASE
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virtual void OnDataChanged( DataUpdateType_t type );
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ITexture *ReflectionRenderTarget();
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ITexture *RefractionRenderTarget();
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char m_iszReflectRenderTarget[64];
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char m_iszRefractRenderTarget[64];
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ITexture *m_pReflectRenderTarget;
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ITexture *m_pRefractRenderTarget;
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#endif
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C_FuncReflectiveGlass *m_pNext;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_FuncReflectiveGlass, DT_FuncReflectiveGlass, CFuncReflectiveGlass )
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#ifdef MAPBASE
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RecvPropString( RECVINFO( m_iszReflectRenderTarget ) ),
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RecvPropString( RECVINFO( m_iszRefractRenderTarget ) ),
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#endif
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Globals
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//-----------------------------------------------------------------------------
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C_EntityClassList<C_FuncReflectiveGlass> g_ReflectiveGlassList;
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template<> C_FuncReflectiveGlass *C_EntityClassList<C_FuncReflectiveGlass>::m_pClassList = NULL;
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C_FuncReflectiveGlass* GetReflectiveGlassList()
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{
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return g_ReflectiveGlassList.m_pClassList;
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}
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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C_FuncReflectiveGlass::C_FuncReflectiveGlass()
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{
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#ifdef MAPBASE
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m_iszReflectRenderTarget[0] = '\0';
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m_iszRefractRenderTarget[0] = '\0';
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#endif
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g_ReflectiveGlassList.Insert( this );
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}
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C_FuncReflectiveGlass::~C_FuncReflectiveGlass()
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{
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g_ReflectiveGlassList.Remove( this );
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}
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bool C_FuncReflectiveGlass::ShouldDraw()
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{
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return true;
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}
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//-----------------------------------------------------------------------------
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// Do we have reflective glass in view?
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//-----------------------------------------------------------------------------
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bool IsReflectiveGlassInView( const CViewSetup& view, cplane_t &plane )
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{
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// Early out if no cameras
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C_FuncReflectiveGlass *pReflectiveGlass = GetReflectiveGlassList();
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if ( !pReflectiveGlass )
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return false;
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Frustum_t frustum;
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GeneratePerspectiveFrustum( view.origin, view.angles, view.zNear, view.zFar, view.fov, view.m_flAspectRatio, frustum );
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cplane_t localPlane;
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Vector vecOrigin, vecWorld, vecDelta, vecForward;
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AngleVectors( view.angles, &vecForward, NULL, NULL );
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for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
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{
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if ( pReflectiveGlass->IsDormant() )
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continue;
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Vector vecMins, vecMaxs;
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pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
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if ( R_CullBox( vecMins, vecMaxs, frustum ) )
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continue;
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const model_t *pModel = pReflectiveGlass->GetModel();
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const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
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int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
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for ( int i = 0; i < nCount; ++i )
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{
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modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
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MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
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VectorTransform( vecOrigin, mat, vecWorld );
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if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
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continue;
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VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
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if ( vecDelta.Dot( plane.normal ) >= 0 )
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continue;
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return true;
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}
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}
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return false;
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Iterates through reflective glass instead of just picking one
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//-----------------------------------------------------------------------------
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C_BaseEntity *NextReflectiveGlass( C_BaseEntity *pStart, const CViewSetup& view, cplane_t &plane,
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const Frustum_t &frustum, ITexture **pRenderTargets )
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{
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// Early out if no cameras
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C_FuncReflectiveGlass *pReflectiveGlass = NULL;
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if (!pStart)
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pReflectiveGlass = GetReflectiveGlassList();
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else
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pReflectiveGlass = ((C_FuncReflectiveGlass*)pStart)->m_pNext;
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cplane_t localPlane;
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Vector vecOrigin, vecWorld, vecDelta;
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for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
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{
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if ( pReflectiveGlass->IsDormant() )
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continue;
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if ( pReflectiveGlass->m_iViewHideFlags & (1 << CurrentViewID()) )
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continue;
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Vector vecMins, vecMaxs;
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pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
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if ( R_CullBox( vecMins, vecMaxs, frustum ) )
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continue;
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const model_t *pModel = pReflectiveGlass->GetModel();
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const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
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int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
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for ( int i = 0; i < nCount; ++i )
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{
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modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
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MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
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VectorTransform( vecOrigin, mat, vecWorld );
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if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
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continue;
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VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
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if ( vecDelta.Dot( plane.normal ) >= 0 )
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continue;
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if (pRenderTargets != NULL)
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{
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pRenderTargets[0] = pReflectiveGlass->ReflectionRenderTarget();
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pRenderTargets[1] = pReflectiveGlass->RefractionRenderTarget();
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}
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return pReflectiveGlass;
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}
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}
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return NULL;
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}
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void C_FuncReflectiveGlass::OnDataChanged( DataUpdateType_t type )
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{
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// Reset render textures
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m_pReflectRenderTarget = NULL;
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m_pRefractRenderTarget = NULL;
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return BaseClass::OnDataChanged( type );
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}
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ITexture *C_FuncReflectiveGlass::ReflectionRenderTarget()
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{
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if (m_iszReflectRenderTarget[0] != '\0')
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{
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if (!m_pReflectRenderTarget)
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{
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// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
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m_pReflectRenderTarget = materials->FindTexture( m_iszReflectRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
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}
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if (m_pReflectRenderTarget)
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return m_pReflectRenderTarget;
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}
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return NULL;
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//return GetWaterReflectionTexture();
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}
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ITexture *C_FuncReflectiveGlass::RefractionRenderTarget()
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{
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if (m_iszRefractRenderTarget[0] != '\0')
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{
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if (!m_pRefractRenderTarget)
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{
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// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
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m_pRefractRenderTarget = materials->FindTexture( m_iszRefractRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
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}
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if (m_pRefractRenderTarget)
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return m_pRefractRenderTarget;
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}
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return NULL;
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//return GetWaterRefractionTexture();
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}
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#endif
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