hl2_src-leak-2017/src/game/client/c_func_reflective_glass.cpp

119 lines
3.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "view_shared.h"
// 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();
C_FuncReflectiveGlass *m_pNext;
};
IMPLEMENT_CLIENTCLASS_DT( C_FuncReflectiveGlass, DT_FuncReflectiveGlass, CFuncReflectiveGlass )
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()
{
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;
}