Merge branch 'master' into ContentExporting

This commit is contained in:
parax0
2017-01-29 07:33:14 -07:00
29 changed files with 895 additions and 187 deletions

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@@ -183,6 +183,7 @@ HEADERS += \
Render/EDepthGroup.h \
Scene/CScriptAttachNode.h \
ScriptExtra/CSandwormExtra.h \
Resource/CCollisionMaterial.h \
GameProject/CGameProject.h \
GameProject/CPackage.h \
GameProject/CGameExporter.h \
@@ -298,6 +299,7 @@ SOURCES += \
Resource/Model/EVertexAttribute.cpp \
Scene/CScriptAttachNode.cpp \
ScriptExtra/CSandwormExtra.cpp \
Resource/CCollisionMaterial.cpp \
GameProject/CGameProject.cpp \
GameProject/CGameExporter.cpp \
GameProject/CResourceStore.cpp \

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@@ -329,15 +329,23 @@ void CDrawUtil::UseTextureShader(const CColor& TintColor)
CMaterial::KillCachedMaterial();
}
void CDrawUtil::UseCollisionShader(const CColor& TintColor /*= CColor::skWhite*/)
void CDrawUtil::UseCollisionShader(bool IsFloor, bool IsUnstandable, const CColor& TintColor /*= CColor::skWhite*/)
{
Init();
mpCollisionShader->SetCurrent();
LoadCheckerboardTexture(0);
// Force blend mode to opaque + set alpha to 0 to ensure collision geometry isn't bloomed
glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ZERO);
static GLuint TintColorLoc = mpCollisionShader->GetUniformLocation("TintColor");
glUniform4f(TintColorLoc, TintColor.R, TintColor.G, TintColor.B, TintColor.A);
static GLuint IsFloorLoc = mpCollisionShader->GetUniformLocation("IsFloor");
glUniform1i(IsFloorLoc, IsFloor ? 1 : 0);
static GLuint IsUnstandableLoc = mpCollisionShader->GetUniformLocation("IsUnstandable");
glUniform1i(IsUnstandableLoc, IsUnstandable ? 1 : 0);
CMaterial::KillCachedMaterial();
}

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@@ -89,7 +89,7 @@ public:
static void UseColorShaderLighting(const CColor& Color);
static void UseTextureShader();
static void UseTextureShader(const CColor& TintColor);
static void UseCollisionShader(const CColor& TintColor = CColor::skWhite);
static void UseCollisionShader(bool IsFloor, bool IsUnstandable, const CColor& TintColor = CColor::skWhite);
static CShader* GetTextShader();
static void LoadCheckerboardTexture(u32 GLTextureUnit);

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@@ -1,11 +1,34 @@
#ifndef SVIEWINFO
#define SVIEWINFO
#include "Core/Resource/CCollisionMaterial.h"
#include "Core/Scene/FShowFlags.h"
#include <Math/CFrustumPlanes.h>
#include <Math/CMatrix4f.h>
#include <Math/CRay.h>
struct SCollisionRenderSettings
{
u64 HighlightMask;
u64 HideMask;
CCollisionMaterial HideMaterial;
bool DrawWireframe;
bool DrawBackfaces;
bool DrawAreaCollisionBounds;
bool TintWithSurfaceColor;
bool TintUnwalkableTris;
SCollisionRenderSettings()
: HighlightMask(0)
, HideMask(0)
, DrawWireframe(true)
, DrawBackfaces(false)
, DrawAreaCollisionBounds(true)
, TintWithSurfaceColor(true)
, TintUnwalkableTris(true) {}
};
struct SViewInfo
{
class CScene *pScene;
@@ -14,6 +37,7 @@ struct SViewInfo
bool GameMode;
FShowFlags ShowFlags;
SCollisionRenderSettings CollisionSettings;
CFrustumPlanes ViewFrustum;
CMatrix4f RotationOnlyViewMatrix;
};

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@@ -0,0 +1,83 @@
#include "CCollisionMaterial.h"
#include <Common/AssertMacro.h>
#include <unordered_map>
ECollisionFlag CCollisionMaterial::SurfaceType(EGame Game) const
{
// Arrays determining the type hierarchy for each game.
// Flags earlier in the list take priority over flags later in the list.
static const ECollisionFlag skPrimeTypeHierarchy[] = {
eCF_Organic, eCF_Wood, eCF_Sand, eCF_Shield, eCF_Glass, eCF_Mud, eCF_SlowMud,
eCF_Snow, eCF_Lava, eCF_Dirt, eCF_Phazon, eCF_MetalGrating, eCF_Ice, eCF_Grass,
eCF_Metal, eCF_Stone
};
static const ECollisionFlag skEchoesTypeHierarchy[] = {
eCF_Rubber, eCF_Organic, eCF_Wood, eCF_Web, eCF_MothSeedOrganics, eCF_Sand,
eCF_Shield, eCF_Fabric, eCF_Snow, eCF_Glass, eCF_AltMetal, eCF_Dirt, eCF_Phazon,
eCF_MetalGrating, eCF_Ice, eCF_Grass, eCF_Metal, eCF_Stone
};
// Determine which list we should use.
const ECollisionFlag* pkFlagArray;
u32 Num;
if (Game <= ePrime)
{
pkFlagArray = skPrimeTypeHierarchy;
Num = sizeof(skPrimeTypeHierarchy) / sizeof(ECollisionFlag);
}
else
{
pkFlagArray = skEchoesTypeHierarchy;
Num = sizeof(skEchoesTypeHierarchy) / sizeof(ECollisionFlag);
}
// Locate type.
for (u32 iType = 0; iType < Num; iType++)
{
if (*this & pkFlagArray[iType])
return pkFlagArray[iType];
}
return eCF_Unknown;
}
// Type-to-color mappings
const std::unordered_map<ECollisionFlag, CColor> gkTypeToColor = {
{ eCF_Stone, CColor::Integral(220, 215, 160) }, // Brownish/greenish
{ eCF_Metal, CColor::Integral(143, 143, 143) }, // Gray
{ eCF_Grass, CColor::Integral( 90, 150, 70) }, // Green
{ eCF_Ice, CColor::Integral(200, 255, 255) }, // Light blue
{ eCF_MetalGrating, CColor::Integral(180, 180, 180) }, // Gray
{ eCF_Phazon, CColor::Integral( 0, 128, 255) }, // Blue
{ eCF_Dirt, CColor::Integral(107, 84, 40) }, // Brown
{ eCF_Lava, CColor::Integral(200, 30, 30) }, // Red
{ eCF_AltMetal, CColor::Integral(100, 100, 100) }, // Gray
{ eCF_Snow, CColor::Integral(230, 255, 255) }, // *Very* light blue
{ eCF_Fabric, CColor::Integral( 64, 133, 236) }, // Blue
{ eCF_SlowMud, CColor::Integral(109, 91, 66) }, // Brown
{ eCF_Mud, CColor::Integral(121, 106, 84) }, // Brown
{ eCF_Glass, CColor::Integral(172, 209, 254) }, // Greenish blue
{ eCF_Shield, CColor::Integral(230, 250, 60) }, // Yellow
{ eCF_Sand, CColor::Integral(225, 188, 133) }, // Light brown
{ eCF_MothSeedOrganics, CColor::Integral(172, 170, 202) }, // Light purple
{ eCF_Web, CColor::Integral(191, 176, 162) }, // Light grayish/brown
{ eCF_Wood, CColor::Integral(139, 90, 43) }, // Brown
{ eCF_Organic, CColor::Integral(130, 130, 250) }, // Purple
{ eCF_Rubber, CColor::Integral( 58, 58, 58) } // Black
};
CColor CCollisionMaterial::SurfaceColor(EGame Game) const
{
ECollisionFlag SurfType = SurfaceType(Game);
auto FindColor = gkTypeToColor.find(SurfType);
return (FindColor == gkTypeToColor.end() ? CColor::skWhite : FindColor->second);
}
bool CCollisionMaterial::IsFloor() const
{
return HasFlag(eCF_Floor) && !HasFlag(eCF_JumpNotAllowed);
}
bool CCollisionMaterial::IsUnstandable(EGame Game) const
{
return HasFlag(eCF_JumpNotAllowed) || (Game >= eEchoesDemo && !HasFlag(eCF_Floor) && HasAnyFlags(eCF_Wall | eCF_Ceiling));
}

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@@ -0,0 +1,66 @@
#ifndef CCOLLISIONMATERIAL
#define CCOLLISIONMATERIAL
#include <Common/CColor.h>
#include <Common/EGame.h>
#include <Common/Flags.h>
// Game-neutral collision property flags.
// IMPORTANT: This is an incomplete list. Keep in mind that MP2, MP3, and DKCR store
// collision materials via a 64-bit flag where every bit is used, and some flags differ
// between games. Therefore a single enum doesn't have the resolution to represent EVERY
// flag from EVERY game. In the future, the storage medium needs to be changed to a struct,
// OR we need to be okay with excluding certain flags (which we probably are, because a
// lot of them aren't meant to be used by collision geometry, such as the "Player" flag).
enum ECollisionFlag
{
eCF_Unknown = 0x00000001,
eCF_Stone = 0x00000002,
eCF_Metal = 0x00000004,
eCF_Grass = 0x00000008,
eCF_Ice = 0x00000010,
eCF_MetalGrating = 0x00000020,
eCF_Phazon = 0x00000040,
eCF_Dirt = 0x00000080,
eCF_Lava = 0x00000100,
eCF_AltMetal = 0x00000200,
eCF_Snow = 0x00000400,
eCF_Fabric = 0x00000800,
eCF_SlowMud = 0x00001000,
eCF_Mud = 0x00002000,
eCF_Glass = 0x00004000,
eCF_Shield = 0x00008000,
eCF_Sand = 0x00010000,
eCF_MothSeedOrganics = 0x00020000,
eCF_Web = 0x00040000,
eCF_Wood = 0x00080000,
eCF_Organic = 0x00100000,
eCF_Rubber = 0x00200000,
eCF_ShootThru = 0x00400000,
eCF_CameraThru = 0x00800000,
eCF_ScanThru = 0x01000000,
eCF_AiWalkThru = 0x02000000,
eCF_FlippedTri = 0x04000000,
eCF_Ceiling = 0x08000000,
eCF_Wall = 0x10000000,
eCF_Floor = 0x20000000,
eCF_AiBlock = 0x40000000,
eCF_JumpNotAllowed = 0x80000000
};
class CCollisionMaterial : public TFlags<ECollisionFlag>
{
friend class CCollisionLoader;
u64 mRawFlags;
public:
ECollisionFlag SurfaceType(EGame Game) const;
CColor SurfaceColor(EGame Game) const;
bool IsFloor() const;
bool IsUnstandable(EGame Game) const;
inline u64 RawFlags() const { return mRawFlags; }
};
#endif // CCOLLISIONMATERIAL

View File

@@ -1,10 +1,11 @@
#include "CCollisionMesh.h"
#include "Core/Render/CRenderer.h"
#include "Core/Render/CDrawUtil.h"
#include <Common/AssertMacro.h>
CCollisionMesh::CCollisionMesh()
{
mVBO.SetVertexDesc(ePosition);
mVBO.SetVertexDesc(ePosition | eNormal);
mVertexCount = 0;
mLineCount = 0;
mFaceCount = 0;
@@ -31,23 +32,39 @@ void CCollisionMesh::BufferGL()
mBuffered = false;
}
// Add all the verts to our VBO, first...
mVBO.Reserve(mCollisionVertices.size());
for (u16 iVtx = 0; iVtx < mCollisionVertices.size(); iVtx++)
mVBO.AddVertex(CVertex(mCollisionVertices[iVtx].Pos));
// Create new list of collision faces sorted by material index
std::vector<CCollisionFace> SortedTris = mCollisionFaces;
std::sort(SortedTris.begin(), SortedTris.end(), [](CCollisionFace& rLeft, CCollisionFace& rRight) -> bool {
return rLeft.MaterialIdx < rRight.MaterialIdx;
});
// Then add all the relevant indices to the IBO
mIBO.Reserve(mCollisionFaces.size() * 3);
for (u32 iVtx = 0; iVtx < mCollisionFaces.size(); iVtx++)
// Add all the relevant indices to the IBO
mVBO.Reserve(SortedTris.size() * 3);
mIBO.Reserve(SortedTris.size() * 3);
mMaterialOffsets.reserve(mMaterials.size());
u32 CurMat = 0;
for (u32 iTri = 0; iTri < SortedTris.size(); iTri++)
{
u16 Verts[3];
CCollisionFace *pFace = &mCollisionFaces[iVtx];
CCollisionFace *pFace = &SortedTris[iTri];
CCollisionLine *pLineA = GetLine(pFace->Lines[0]);
CCollisionLine *pLineB = GetLine(pFace->Lines[1]);
Verts[0] = pLineA->Vertices[0];
Verts[1] = pLineA->Vertices[1];
// Check if we've reached a new material
if (pFace->MaterialIdx != CurMat)
{
while (CurMat != pFace->MaterialIdx)
{
mMaterialOffsets.push_back(mIBO.GetSize());
CurMat++;
}
}
// We have two vertex indices; the last one is one of the ones on line B, but we're not sure which one
if ((pLineB->Vertices[0] != Verts[0]) &&
(pLineB->Vertices[0] != Verts[1]))
@@ -56,17 +73,40 @@ void CCollisionMesh::BufferGL()
Verts[2] = pLineB->Vertices[1];
// Some faces have a property that indicates they need to be inverted
if (!pFace->Properties.Invert)
mIBO.AddIndices(&Verts[0], 3);
else
if (GetMaterial(pFace->MaterialIdx) & eCF_FlippedTri)
{
mIBO.AddIndex(Verts[2]);
mIBO.AddIndex(Verts[1]);
mIBO.AddIndex(Verts[0]);
u16 V0 = Verts[0];
Verts[0] = Verts[2];
Verts[2] = V0;
}
// Generate vertices - we don't share vertices between triangles in order to get the generated normals looking correct
CCollisionVertex& rVert0 = mCollisionVertices[Verts[0]];
CCollisionVertex& rVert1 = mCollisionVertices[Verts[1]];
CCollisionVertex& rVert2 = mCollisionVertices[Verts[2]];
CVector3f V0toV1 = (rVert1.Pos - rVert0.Pos).Normalized();
CVector3f V0toV2 = (rVert2.Pos - rVert0.Pos).Normalized();
CVector3f FaceNormal = V0toV1.Cross(V0toV2).Normalized();
for (u32 iVtx = 0; iVtx < 3; iVtx++)
{
CVertex Vtx;
Vtx.Position = mCollisionVertices[ Verts[iVtx] ].Pos;
Vtx.Normal = FaceNormal;
u16 Index = mVBO.AddVertex(Vtx);
mIBO.AddIndex(Index);
}
}
while (CurMat != mMaterials.size())
{
mMaterialOffsets.push_back(mIBO.GetSize());
CurMat++;
}
ASSERT(mMaterialOffsets.size() == mMaterials.size());
// Buffer, and done
mVBO.Buffer();
mIBO.Buffer();
@@ -82,6 +122,29 @@ void CCollisionMesh::Draw()
mVBO.Unbind();
}
void CCollisionMesh::DrawMaterial(u32 MatIdx, bool Wireframe)
{
if (!mBuffered) BufferGL();
ASSERT(MatIdx < mMaterials.size());
mVBO.Bind();
u32 StartIdx = (MatIdx == 0 ? 0 : mMaterialOffsets[MatIdx - 1]);
u32 NumElements = mMaterialOffsets[MatIdx] - StartIdx;
if (Wireframe)
{
CDrawUtil::UseColorShader(CColor::skBlack);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
mIBO.DrawElements(StartIdx, NumElements);
if (Wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
mVBO.Unbind();
}
void CCollisionMesh::DrawWireframe()
{
CDrawUtil::UseColorShader(CColor::skBlack);

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@@ -1,6 +1,7 @@
#ifndef CCOLLISIONMESH_H
#define CCOLLISIONMESH_H
#include "CCollisionMaterial.h"
#include "CResource.h"
#include "Core/OpenGL/CVertexBuffer.h"
#include "Core/OpenGL/CIndexBuffer.h"
@@ -30,30 +31,24 @@ class CCollisionMesh
SOctreeNode* mpRoot;
};
struct SCollisionProperties
{
// todo: figure out what the other properties are
bool Invert;
};
class CCollisionVertex
{
public:
SCollisionProperties Properties;
u32 MaterialIdx;
CVector3f Pos;
};
class CCollisionLine
{
public:
SCollisionProperties Properties;
u32 MaterialIdx;
u16 Vertices[2];
};
class CCollisionFace
{
public:
SCollisionProperties Properties;
u32 MaterialIdx;
u16 Lines[3];
};
@@ -66,10 +61,11 @@ class CCollisionMesh
CAABox mAABox;
CCollisionOctree *mpOctree;
std::vector<u32> mFlags;
std::vector<CCollisionMaterial> mMaterials;
std::vector<CCollisionVertex> mCollisionVertices;
std::vector<CCollisionLine> mCollisionLines;
std::vector<CCollisionFace> mCollisionFaces;
std::vector<u32> mMaterialOffsets;
bool mOctreeLoaded;
CCollisionVertex *GetVertex(u16 Index);
@@ -82,7 +78,12 @@ public:
void BufferGL();
void Draw();
void DrawMaterial(u32 MatIdx, bool Wireframe);
void DrawWireframe();
inline u32 NumMaterials() const { return mMaterials.size(); }
inline CCollisionMaterial& GetMaterial(u32 Index) { return mMaterials[Index]; }
inline const CAABox& BoundingBox() const { return mAABox; }
};
#endif // CCOLLISIONMESH_H

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@@ -38,27 +38,79 @@ void CCollisionLoader::ParseOBBNode(IInputStream& rDCLN)
void CCollisionLoader::ReadPropertyFlags(IInputStream& rSrc)
{
CCollisionMesh::SCollisionProperties Property;
CCollisionMaterial Material;
u64 RawFlags = (mVersion <= ePrime ? rSrc.ReadLong() : rSrc.ReadLongLong());
Material.mRawFlags = RawFlags;
if (mVersion == ePrime)
if (mVersion <= ePrime)
{
u32 Flag = rSrc.ReadLong();
Property.Invert = (Flag >> 25) & 0x1;
if (RawFlags & 0x00000001) Material |= eCF_Unknown;
if (RawFlags & 0x00000002) Material |= eCF_Stone;
if (RawFlags & 0x00000004) Material |= eCF_Metal;
if (RawFlags & 0x00000008) Material |= eCF_Grass;
if (RawFlags & 0x00000010) Material |= eCF_Ice;
if (RawFlags & 0x00000040) Material |= eCF_MetalGrating;
if (RawFlags & 0x00000080) Material |= eCF_Phazon;
if (RawFlags & 0x00000100) Material |= eCF_Dirt;
if (RawFlags & 0x00000200) Material |= eCF_Lava;
if (RawFlags & 0x00000800) Material |= eCF_Snow;
if (RawFlags & 0x00001000) Material |= eCF_SlowMud;
if (RawFlags & 0x00004000) Material |= eCF_Mud;
if (RawFlags & 0x00008000) Material |= eCF_Glass;
if (RawFlags & 0x00010000) Material |= eCF_Shield;
if (RawFlags & 0x00020000) Material |= eCF_Sand;
if (RawFlags & 0x00040000) Material |= eCF_ShootThru;
if (RawFlags & 0x00200000) Material |= eCF_CameraThru;
if (RawFlags & 0x00400000) Material |= eCF_Wood;
if (RawFlags & 0x00800000) Material |= eCF_Organic;
if (RawFlags & 0x02000000) Material |= eCF_FlippedTri;
if (RawFlags & 0x08000000) Material |= eCF_ScanThru;
if (RawFlags & 0x10000000) Material |= eCF_AiWalkThru;
if (RawFlags & 0x20000000) Material |= eCF_Ceiling;
if (RawFlags & 0x40000000) Material |= eCF_Wall;
if (RawFlags & 0x80000000) Material |= eCF_Floor;
}
else if (mVersion == eEchoes)
else if (mVersion <= eCorruption)
{
u64 Flag = rSrc.ReadLongLong();
Property.Invert = (Flag >> 24) & 0x1;
if (RawFlags & 0x00000001) Material |= eCF_Unknown;
if (RawFlags & 0x00000002) Material |= eCF_Stone;
if (RawFlags & 0x00000004) Material |= eCF_Metal;
if (RawFlags & 0x00000008) Material |= eCF_Grass;
if (RawFlags & 0x00000010) Material |= eCF_Ice;
if (RawFlags & 0x00000040) Material |= eCF_MetalGrating;
if (RawFlags & 0x00000080) Material |= eCF_Phazon;
if (RawFlags & 0x00000100) Material |= eCF_Dirt;
if (RawFlags & 0x00000200) Material |= eCF_AltMetal;
if (RawFlags & 0x00000400) Material |= eCF_Glass;
if (RawFlags & 0x00000800) Material |= eCF_Snow;
if (RawFlags & 0x00001000) Material |= eCF_Fabric;
if (RawFlags & 0x00010000) Material |= eCF_Shield;
if (RawFlags & 0x00020000) Material |= eCF_Sand;
if (RawFlags & 0x00040000) Material |= eCF_MothSeedOrganics;
if (RawFlags & 0x00080000) Material |= eCF_Web;
if (RawFlags & 0x00100000) Material |= eCF_ShootThru;
if (RawFlags & 0x00200000) Material |= eCF_CameraThru;
if (RawFlags & 0x00400000) Material |= eCF_Wood;
if (RawFlags & 0x00800000) Material |= eCF_Organic;
if (RawFlags & 0x01000000) Material |= eCF_FlippedTri;
if (RawFlags & 0x02000000) Material |= eCF_Rubber;
if (RawFlags & 0x08000000) Material |= eCF_ScanThru;
if (RawFlags & 0x10000000) Material |= eCF_AiWalkThru;
if (RawFlags & 0x20000000) Material |= eCF_Ceiling;
if (RawFlags & 0x40000000) Material |= eCF_Wall;
if (RawFlags & 0x80000000) Material |= eCF_Floor;
if (RawFlags & 0x0001000000000000) Material |= eCF_AiBlock;
if (RawFlags & 0x0400000000000000) Material |= eCF_JumpNotAllowed;
}
else if (mVersion == eReturns)
{
u64 Flag = rSrc.ReadLongLong();
Property.Invert = (Flag >> 28) & 0x1;
if (RawFlags & 0x10000000) Material |= eCF_FlippedTri;
}
mProperties.push_back(Property);
mpMesh->mMaterials.push_back(Material);
}
void CCollisionLoader::LoadCollisionIndices(IInputStream &rFile, bool BuildAABox)
@@ -89,7 +141,7 @@ void CCollisionLoader::LoadCollisionIndices(IInputStream &rFile, bool BuildAABox
CCollisionMesh::CCollisionLine *pLine = &mpMesh->mCollisionLines[iLine];
pLine->Vertices[0] = rFile.ReadShort();
pLine->Vertices[1] = rFile.ReadShort();
pLine->Properties = mProperties[LineIndices[iLine]];
pLine->MaterialIdx = LineIndices[iLine];
}
// Faces
@@ -102,7 +154,7 @@ void CCollisionLoader::LoadCollisionIndices(IInputStream &rFile, bool BuildAABox
pFace->Lines[0] = rFile.ReadShort();
pFace->Lines[1] = rFile.ReadShort();
pFace->Lines[2] = rFile.ReadShort();
pFace->Properties = mProperties[FaceIndices[iFace]];
pFace->MaterialIdx = FaceIndices[iFace];
}
// Echoes introduces a new data chunk; don't know what it is yet, skipping for now
@@ -121,7 +173,7 @@ void CCollisionLoader::LoadCollisionIndices(IInputStream &rFile, bool BuildAABox
{
CCollisionMesh::CCollisionVertex *pVtx = &mpMesh->mCollisionVertices[iVtx];
pVtx->Pos = CVector3f(rFile);
pVtx->Properties = mProperties[VtxIndices[iVtx]];
pVtx->MaterialIdx = VtxIndices[iVtx];
if (BuildAABox) Bounds.ExpandBounds(pVtx->Pos);
}
if (BuildAABox) mpMesh->mAABox = Bounds;

View File

@@ -10,7 +10,6 @@ class CCollisionLoader
TResPtr<CCollisionMeshGroup> mpGroup;
CCollisionMesh *mpMesh;
EGame mVersion;
std::vector<CCollisionMesh::SCollisionProperties> mProperties;
CCollisionLoader();
CCollisionMesh::CCollisionOctree* ParseOctree(IInputStream& rSrc);

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@@ -160,6 +160,7 @@ CResource* CScriptTemplate::FindDisplayAsset(CPropertyStruct *pProperties, u32&
for (auto it = mAssets.begin(); it != mAssets.end(); it++)
{
if (it->AssetType == SEditorAsset::eCollision) continue;
CResource *pRes = nullptr;
// File

View File

@@ -37,10 +37,56 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
CDrawUtil::UseCollisionShader(TintColor(rkViewInfo));
mpCollision->Draw();
CDrawUtil::UseColorShader(CColor::skTransparentBlack);
mpCollision->DrawWireframe();
// 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++)
{
CCollisionMesh *pMesh = mpCollision->MeshByIndex(iMesh);
for (u32 iMat = 0; iMat < pMesh->NumMaterials(); iMat++)
{
CCollisionMaterial& rMat = pMesh->GetMaterial(iMat);
if (rkViewInfo.CollisionSettings.HideMaterial & rMat)
continue;
if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HideMask) != 0)
continue;
CColor Tint = BaseTint;
if (rkViewInfo.CollisionSettings.HighlightMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HighlightMask) == rkViewInfo.CollisionSettings.HighlightMask)
Tint *= CColor::skRed;
else if (CollisionGame != eReturns && rkViewInfo.CollisionSettings.TintWithSurfaceColor)
Tint *= rMat.SurfaceColor(CollisionGame);
bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.IsFloor() : true) || CollisionGame == eReturns;
bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.IsUnstandable(CollisionGame) : false) && CollisionGame != eReturns;
CDrawUtil::UseCollisionShader(IsFloor, IsUnstandable, Tint);
pMesh->DrawMaterial(iMat, false);
if (rkViewInfo.CollisionSettings.DrawWireframe)
pMesh->DrawMaterial(iMat, true);
}
}
// 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 && CollisionGame != eReturns)
CDrawUtil::DrawWireCube( mpCollision->MeshByIndex(0)->BoundingBox(), CColor::skRed );
}
void CCollisionNode::RayAABoxIntersectTest(CRayCollisionTester& /*rTester*/, const SViewInfo& /*rkViewInfo*/)