//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "model_types.h" #include "vcollide.h" #include "vcollide_parse.h" #include "solidsetdefaults.h" #include "bone_setup.h" #include "engine/ivmodelinfo.h" #include "physics.h" #include "view.h" #include "clienteffectprecachesystem.h" #include "c_physicsprop.h" #include "tier0/vprof.h" #include "ivrenderview.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" IMPLEMENT_CLIENTCLASS_DT(C_PhysicsProp, DT_PhysicsProp, CPhysicsProp) RecvPropBool( RECVINFO( m_bAwake ) ), END_RECV_TABLE() ConVar r_PhysPropStaticLighting( "r_PhysPropStaticLighting", "1" ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_PhysicsProp::C_PhysicsProp( void ) { m_pPhysicsObject = NULL; m_takedamage = DAMAGE_YES; // default true so static lighting will get recomputed when we go to sleep m_bAwakeLastTime = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_PhysicsProp::~C_PhysicsProp( void ) { } // @MULTICORE (toml 9/18/2006): this visualization will need to be implemented elsewhere ConVar r_visualizeproplightcaching( "r_visualizeproplightcaching", "0" ); //----------------------------------------------------------------------------- // Purpose: Draws the object // Input : flags - //----------------------------------------------------------------------------- bool C_PhysicsProp::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo ) { CreateModelInstance(); if ( r_PhysPropStaticLighting.GetBool() && m_bAwakeLastTime != m_bAwake ) { if ( m_bAwakeLastTime && !m_bAwake ) { // transition to sleep, bake lighting now, once if ( !modelrender->RecomputeStaticLighting( GetModelInstance() ) ) { // not valid for drawing return false; } if ( r_visualizeproplightcaching.GetBool() ) { float color[] = { 0.0f, 1.0f, 0.0f, 1.0f }; render->SetColorModulation( color ); } } else if ( r_visualizeproplightcaching.GetBool() ) { float color[] = { 1.0f, 0.0f, 0.0f, 1.0f }; render->SetColorModulation( color ); } } if ( !m_bAwake && r_PhysPropStaticLighting.GetBool() ) { // going to sleep, have static lighting pInfo->flags |= STUDIO_STATIC_LIGHTING; } // track state m_bAwakeLastTime = m_bAwake; return true; }