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

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*/)