Set up game-neutral collision materials; Jump Not Allowed flag now flags that surface as unstandable; other minor fixes

This commit is contained in:
parax0
2017-01-11 06:29:30 -07:00
parent be40dfdf02
commit 08dee84367
13 changed files with 255 additions and 85 deletions

View File

@@ -37,6 +37,13 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
// Turn off backface culling
EGame CollisionGame = mpCollision->Game();
bool ForceDisableBackfaceCull = (rkViewInfo.CollisionSettings.DrawBackfaces || CollisionGame == eReturns) && glIsEnabled(GL_CULL_FACE);
if (ForceDisableBackfaceCull)
glDisable(GL_CULL_FACE);
CColor BaseTint = TintColor(rkViewInfo);
for (u32 iMesh = 0; iMesh < mpCollision->NumMeshes(); iMesh++)
@@ -45,63 +52,22 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
for (u32 iMat = 0; iMat < pMesh->NumMaterials(); iMat++)
{
SCollisionMaterial& rMat = pMesh->GetMaterial(iMat);
CCollisionMaterial& rMat = pMesh->GetMaterial(iMat);
if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags & rkViewInfo.CollisionSettings.HideMask) == rkViewInfo.CollisionSettings.HideMask)
if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HideMask) == rkViewInfo.CollisionSettings.HideMask)
continue;
CColor Tint = BaseTint;
if (rkViewInfo.CollisionSettings.HighlightMask != 0 && (rMat.RawFlags & rkViewInfo.CollisionSettings.HighlightMask) == rkViewInfo.CollisionSettings.HighlightMask)
if (rkViewInfo.CollisionSettings.HighlightMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HighlightMask) == rkViewInfo.CollisionSettings.HighlightMask)
Tint *= CColor::skRed;
else if (mpCollision->Game() <= ePrime && rkViewInfo.CollisionSettings.DrawMode == eCDM_TintSurfaceType)
{
// Organic
if (rMat.RawFlags & 0x00800000)
Tint *= CColor::Integral(130, 130, 250); // Purple
// Wood
else if (rMat.RawFlags & 0x00400000)
Tint *= CColor::Integral(190, 140, 105); // Brown
// Sand
else if (rMat.RawFlags & 0x00020000)
Tint *= CColor::Integral(230, 200, 170); // Light Brown
// Shield
else if (rMat.RawFlags & 0x00010000)
Tint *= CColor::Integral(250, 230, 60); // Yellow
// Glass
else if (rMat.RawFlags & 0x00008000)
Tint *= CColor::Integral(20, 255, 190); // Greenish/Bluish
// Snow
else if (rMat.RawFlags & 0x00000800)
Tint *= CColor::Integral(230, 255, 255); // *Very* light blue
// Lava
else if (rMat.RawFlags & 0x00000200)
Tint *= CColor::Integral(200, 30, 30); // Red
// Rock
else if (rMat.RawFlags & 0x00000100)
Tint *= CColor::Integral(150, 130, 120); // Brownish-gray
// Phazon
else if (rMat.RawFlags & 0x00000080)
Tint *= CColor::Integral(0, 128, 255); // Blue
// Metal Grating
else if (rMat.RawFlags & 0x00000040)
Tint *= CColor::Integral(170, 170, 170); // Gray
// Ice
else if (rMat.RawFlags & 0x00000010)
Tint *= CColor::Integral(200, 255, 255); // Light blue
// Grass
else if (rMat.RawFlags & 0x00000008)
Tint *= CColor::Integral(90, 150, 70); // Green
// Metal
else if (rMat.RawFlags & 0x00000004)
Tint *= CColor::Integral(110, 110, 110); // Dark gray
// Stone
else if (rMat.RawFlags & 0x00000002)
Tint *= CColor::Integral(220, 215, 160); // Brown/green ish
}
else if (CollisionGame != eReturns && rkViewInfo.CollisionSettings.TintWithSurfaceColor)
Tint *= rMat.SurfaceColor(CollisionGame);
CDrawUtil::UseCollisionShader(Tint);
bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_Floor) : true);
bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_JumpNotAllowed) : false);
CDrawUtil::UseCollisionShader(IsFloor, IsUnstandable, Tint);
pMesh->DrawMaterial(iMat);
}
}
@@ -111,6 +77,16 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
CDrawUtil::UseColorShader(CColor::skTransparentBlack);
mpCollision->DrawWireframe();
}
// Restore backface culling setting
if (ForceDisableBackfaceCull)
glEnable(GL_CULL_FACE);
// Draw collision bounds for area collision
// note: right now checking parent is the best way to check whether this node is area collision instead of actor collision
// actor collision will have a script node parent whereas area collision will have a root node parent
if (rkViewInfo.CollisionSettings.DrawAreaCollisionBounds && Parent()->NodeType() == eRootNode)
CDrawUtil::DrawWireCube( mpCollision->MeshByIndex(0)->BoundingBox(), CColor::skRed );
}
SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)