mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
468 lines
12 KiB
C++
468 lines
12 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB)
|
||
|
|
||
|
#include "iscratchpad3d.h"
|
||
|
#include "mathlib/mathlib.h"
|
||
|
#include "ScratchPadUtils.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
|
||
|
// --------------------------------------------------------------------------------------------------------------------- //
|
||
|
// CScratchPadGraph implementation.
|
||
|
// --------------------------------------------------------------------------------------------------------------------- //
|
||
|
|
||
|
CScratchPadGraph::CScratchPadGraph()
|
||
|
{
|
||
|
m_pPad = NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CScratchPadGraph::Init(
|
||
|
IScratchPad3D *pPad,
|
||
|
|
||
|
Vector vTimeAxis,
|
||
|
float flInchesPerSecond,
|
||
|
Vector vTimeLineColor,
|
||
|
float flTimeOrigin,
|
||
|
|
||
|
float flTimeLabelEveryNSeconds,
|
||
|
|
||
|
Vector vValueAxis,
|
||
|
float flInchesPerValue,
|
||
|
Vector vValueLineColor,
|
||
|
float flValueOrigin
|
||
|
|
||
|
)
|
||
|
{
|
||
|
m_pPad = pPad;
|
||
|
m_vTimeAxis = vTimeAxis;
|
||
|
m_flInchesPerSecond = flInchesPerSecond;
|
||
|
m_vValueAxis = vValueAxis;
|
||
|
m_flInchesPerValue = flInchesPerValue;
|
||
|
m_flTimeLabelEveryNSeconds = flTimeLabelEveryNSeconds;
|
||
|
|
||
|
m_vTimeLineColor = vTimeLineColor;
|
||
|
m_vValueLineColor = vValueLineColor;
|
||
|
|
||
|
m_flTimeOrigin = flTimeOrigin;
|
||
|
m_flValueOrigin = flValueOrigin;
|
||
|
|
||
|
m_nTimeLabelsDrawn = 0;
|
||
|
m_flHighestTime = flTimeOrigin;
|
||
|
m_flHighestValue = flValueOrigin;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CScratchPadGraph::IsInitted() const
|
||
|
{
|
||
|
return m_pPad != NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
CScratchPadGraph::LineID CScratchPadGraph::AddLine( Vector vColor )
|
||
|
{
|
||
|
CScratchPadGraph::CLineInfo info;
|
||
|
info.m_bFirst = true;
|
||
|
info.m_vColor = vColor;
|
||
|
return m_LineInfos.AddToTail( info );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CScratchPadGraph::AddSample( LineID iLine, float flTime, float flValue )
|
||
|
{
|
||
|
CScratchPadGraph::CLineInfo *pInfo = &m_LineInfos[iLine];
|
||
|
|
||
|
UpdateTicksAndStuff( flTime, flValue );
|
||
|
|
||
|
if ( !pInfo->m_bFirst )
|
||
|
{
|
||
|
// Draw a line from the last value to the current one.
|
||
|
Vector vStart = GetSamplePosition( pInfo->m_flLastTime, pInfo->m_flLastValue );
|
||
|
Vector vEnd = GetSamplePosition( flTime, flValue );
|
||
|
|
||
|
m_pPad->DrawLine(
|
||
|
CSPVert( vStart, pInfo->m_vColor ),
|
||
|
CSPVert( vEnd, pInfo->m_vColor )
|
||
|
);
|
||
|
}
|
||
|
|
||
|
pInfo->m_flLastTime = flTime;
|
||
|
pInfo->m_flLastValue = flValue;
|
||
|
pInfo->m_bFirst = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CScratchPadGraph::AddVerticalLine( float flTime, float flMinValue, float flMaxValue, const CSPColor &vColor )
|
||
|
{
|
||
|
Vector v1 = GetSamplePosition( flTime, flMinValue );
|
||
|
Vector v2 = GetSamplePosition( flTime, flMaxValue );
|
||
|
m_pPad->DrawLine(
|
||
|
CSPVert( v1, vColor ),
|
||
|
CSPVert( v2, vColor ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CScratchPadGraph::UpdateTicksAndStuff( float flTime, float flValue )
|
||
|
{
|
||
|
if ( flTime > m_flHighestTime )
|
||
|
{
|
||
|
// Update the left part of the time axis.
|
||
|
Vector vStart = GetSamplePosition( m_flHighestTime, m_flValueOrigin );
|
||
|
Vector vEnd = GetSamplePosition( flTime, m_flValueOrigin );
|
||
|
|
||
|
m_pPad->DrawLine(
|
||
|
CSPVert( vStart, m_vTimeLineColor ),
|
||
|
CSPVert( vEnd, m_vTimeLineColor )
|
||
|
);
|
||
|
|
||
|
m_flHighestTime = flTime;
|
||
|
}
|
||
|
|
||
|
if ( flValue > m_flHighestValue )
|
||
|
{
|
||
|
// Update the left part of the time axis.
|
||
|
Vector vStart = GetSamplePosition( m_flTimeOrigin, m_flHighestValue );
|
||
|
Vector vEnd = GetSamplePosition( m_flTimeOrigin, flValue );
|
||
|
|
||
|
m_pPad->DrawLine(
|
||
|
CSPVert( vStart, m_vValueLineColor ),
|
||
|
CSPVert( vEnd, m_vValueLineColor )
|
||
|
);
|
||
|
|
||
|
// Extend the lines attached to the time labels.
|
||
|
for ( int i=0; i < m_nTimeLabelsDrawn; i++ )
|
||
|
{
|
||
|
float flTimeLabel = m_flTimeOrigin + m_nTimeLabelsDrawn * m_flTimeLabelEveryNSeconds;
|
||
|
|
||
|
m_pPad->DrawLine(
|
||
|
CSPVert((const Vector&) GetSamplePosition( flTimeLabel, m_flHighestValue )),
|
||
|
CSPVert((const Vector&) GetSamplePosition( flTimeLabel, flValue ) )
|
||
|
);
|
||
|
}
|
||
|
|
||
|
m_flHighestValue = flValue;
|
||
|
}
|
||
|
|
||
|
// More text labels?
|
||
|
int iHighestTextLabel = (int)ceil( (flTime - m_flTimeOrigin) / m_flTimeLabelEveryNSeconds + 0.5f );
|
||
|
while ( m_nTimeLabelsDrawn < iHighestTextLabel )
|
||
|
{
|
||
|
CTextParams params;
|
||
|
|
||
|
float flTimeLabel = m_flTimeOrigin + m_nTimeLabelsDrawn * m_flTimeLabelEveryNSeconds;
|
||
|
|
||
|
params.m_bSolidBackground = true;
|
||
|
params.m_vPos = GetSamplePosition( flTimeLabel, m_flValueOrigin-5 );
|
||
|
params.m_bTwoSided = true;
|
||
|
|
||
|
char str[512];
|
||
|
Q_snprintf( str, sizeof( str ), "time: %.2f", flTimeLabel );
|
||
|
m_pPad->DrawText( str, params );
|
||
|
|
||
|
|
||
|
// Now draw the vertical line for the value..
|
||
|
m_pPad->DrawLine(
|
||
|
CSPVert( (const Vector&)GetSamplePosition( flTimeLabel, m_flValueOrigin ) ),
|
||
|
CSPVert( (const Vector&)GetSamplePosition( flTimeLabel, m_flHighestValue ) )
|
||
|
);
|
||
|
|
||
|
|
||
|
m_nTimeLabelsDrawn++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
Vector CScratchPadGraph::GetSamplePosition( float flTime, float flValue )
|
||
|
{
|
||
|
Vector vRet =
|
||
|
m_vTimeAxis * ((flTime - m_flTimeOrigin) * m_flInchesPerSecond) +
|
||
|
m_vValueAxis * ((flValue - m_flValueOrigin) * m_flInchesPerValue);
|
||
|
|
||
|
return vRet;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// --------------------------------------------------------------------------------------------------------------------- //
|
||
|
// Global functions.
|
||
|
// --------------------------------------------------------------------------------------------------------------------- //
|
||
|
|
||
|
void ScratchPad_DrawLitCone(
|
||
|
IScratchPad3D *pPad,
|
||
|
const Vector &vBaseCenter,
|
||
|
const Vector &vTip,
|
||
|
const Vector &vBrightColor,
|
||
|
const Vector &vDarkColor,
|
||
|
const Vector &vLightDir,
|
||
|
float baseWidth,
|
||
|
int nSegments )
|
||
|
{
|
||
|
// Make orthogonal vectors.
|
||
|
Vector vDir = vTip - vBaseCenter;
|
||
|
VectorNormalize( vDir );
|
||
|
|
||
|
Vector vRight, vUp;
|
||
|
VectorVectors( vDir, vRight, vUp );
|
||
|
vRight *= baseWidth;
|
||
|
vUp *= baseWidth;
|
||
|
|
||
|
// Setup the top and bottom caps.
|
||
|
CSPVertList bottomCap, tri;
|
||
|
bottomCap.m_Verts.SetSize( nSegments );
|
||
|
tri.m_Verts.SetSize( 3 );
|
||
|
|
||
|
float flDot = -vLightDir.Dot( vDir );
|
||
|
Vector topColor, bottomColor;
|
||
|
VectorLerp( vDarkColor, vBrightColor, RemapVal( -flDot, -1, 1, 0, 1 ), bottomColor );
|
||
|
|
||
|
|
||
|
// Draw each quad.
|
||
|
Vector vPrevBottom = vBaseCenter + vRight;
|
||
|
|
||
|
for ( int i=0; i < nSegments; i++ )
|
||
|
{
|
||
|
float flAngle = (float)(i+1) * M_PI * 2.0 / nSegments;
|
||
|
Vector vOffset = vRight * cos( flAngle ) + vUp * sin( flAngle );
|
||
|
Vector vCurBottom = vBaseCenter + vOffset;
|
||
|
|
||
|
const Vector &v1 = vTip;
|
||
|
const Vector &v2 = vPrevBottom;
|
||
|
const Vector &v3 = vCurBottom;
|
||
|
Vector vFaceNormal = (v2 - v1).Cross( v3 - v1 );
|
||
|
VectorNormalize( vFaceNormal );
|
||
|
|
||
|
// Now light it.
|
||
|
flDot = -vLightDir.Dot( vFaceNormal );
|
||
|
Vector vColor;
|
||
|
VectorLerp( vDarkColor, vBrightColor, RemapVal( flDot, -1, 1, 0, 1 ), vColor );
|
||
|
|
||
|
// Draw the quad.
|
||
|
tri.m_Verts[0] = CSPVert( v1, vColor );
|
||
|
tri.m_Verts[1] = CSPVert( v2, vColor );
|
||
|
tri.m_Verts[2] = CSPVert( v3, vColor );
|
||
|
pPad->DrawPolygon( tri );
|
||
|
|
||
|
bottomCap.m_Verts[i] = CSPVert( vCurBottom, bottomColor );
|
||
|
}
|
||
|
|
||
|
pPad->DrawPolygon( bottomCap );
|
||
|
}
|
||
|
|
||
|
|
||
|
void ScratchPad_DrawLitCylinder(
|
||
|
IScratchPad3D *pPad,
|
||
|
const Vector &v1,
|
||
|
const Vector &v2,
|
||
|
const Vector &vBrightColor,
|
||
|
const Vector &vDarkColor,
|
||
|
const Vector &vLightDir,
|
||
|
float width,
|
||
|
int nSegments )
|
||
|
{
|
||
|
// Make orthogonal vectors.
|
||
|
Vector vDir = v2 - v1;
|
||
|
VectorNormalize( vDir );
|
||
|
|
||
|
Vector vRight, vUp;
|
||
|
VectorVectors( vDir, vRight, vUp );
|
||
|
vRight *= width;
|
||
|
vUp *= width;
|
||
|
|
||
|
// Setup the top and bottom caps.
|
||
|
CSPVertList topCap, bottomCap, quad;
|
||
|
|
||
|
topCap.m_Verts.SetSize( nSegments );
|
||
|
bottomCap.m_Verts.SetSize( nSegments );
|
||
|
quad.m_Verts.SetSize( 4 );
|
||
|
|
||
|
float flDot = -vLightDir.Dot( vDir );
|
||
|
Vector topColor, bottomColor;
|
||
|
|
||
|
VectorLerp( vDarkColor, vBrightColor, RemapVal( flDot, -1, 1, 0, 1 ), topColor );
|
||
|
VectorLerp( vDarkColor, vBrightColor, RemapVal( -flDot, -1, 1, 0, 1 ), bottomColor );
|
||
|
|
||
|
|
||
|
// Draw each quad.
|
||
|
Vector vPrevTop = v1 + vRight;
|
||
|
Vector vPrevBottom = v2 + vRight;
|
||
|
|
||
|
for ( int i=0; i < nSegments; i++ )
|
||
|
{
|
||
|
float flAngle = (float)(i+1) * M_PI * 2.0 / nSegments;
|
||
|
Vector vOffset = vRight * cos( flAngle ) + vUp * sin( flAngle );
|
||
|
Vector vCurTop = v1 + vOffset;
|
||
|
Vector vCurBottom = v2 + vOffset;
|
||
|
|
||
|
// Now light it.
|
||
|
VectorNormalize( vOffset );
|
||
|
flDot = -vLightDir.Dot( vOffset );
|
||
|
Vector vColor;
|
||
|
VectorLerp( vDarkColor, vBrightColor, RemapVal( flDot, -1, 1, 0, 1 ), vColor );
|
||
|
|
||
|
// Draw the quad.
|
||
|
quad.m_Verts[0] = CSPVert( vPrevTop, vColor );
|
||
|
quad.m_Verts[1] = CSPVert( vPrevBottom, vColor );
|
||
|
quad.m_Verts[2] = CSPVert( vCurBottom, vColor );
|
||
|
quad.m_Verts[3] = CSPVert( vCurTop, vColor );
|
||
|
pPad->DrawPolygon( quad );
|
||
|
|
||
|
topCap.m_Verts[i] = CSPVert( vCurTop, topColor );
|
||
|
bottomCap.m_Verts[i] = CSPVert( vCurBottom, bottomColor );
|
||
|
}
|
||
|
|
||
|
pPad->DrawPolygon( topCap );
|
||
|
pPad->DrawPolygon( bottomCap );
|
||
|
}
|
||
|
|
||
|
|
||
|
void ScratchPad_DrawArrow(
|
||
|
IScratchPad3D *pPad,
|
||
|
const Vector &vPos,
|
||
|
const Vector &vDirection,
|
||
|
const Vector &vColor,
|
||
|
float flLength,
|
||
|
float flLineWidth,
|
||
|
float flHeadWidth,
|
||
|
int nCylinderSegments,
|
||
|
int nHeadSegments,
|
||
|
float flArrowHeadPercentage
|
||
|
)
|
||
|
{
|
||
|
Vector vNormDir = vDirection;
|
||
|
VectorNormalize( vNormDir );
|
||
|
|
||
|
Vector vConeBase = vPos + vNormDir * (flLength * ( 1 - flArrowHeadPercentage ) );
|
||
|
Vector vConeEnd = vPos + vNormDir * flLength;
|
||
|
|
||
|
Vector vLightDir( -1, -1, -1 );
|
||
|
VectorNormalize( vLightDir ); // could precalculate this
|
||
|
|
||
|
pPad->SetRenderState( IScratchPad3D::RS_FillMode, IScratchPad3D::FillMode_Solid );
|
||
|
pPad->SetRenderState( IScratchPad3D::RS_ZRead, true );
|
||
|
|
||
|
ScratchPad_DrawLitCylinder( pPad, vPos, vConeBase, vColor, vColor*0.25f, vLightDir, flLineWidth, nCylinderSegments );
|
||
|
ScratchPad_DrawLitCone( pPad, vConeBase, vConeEnd, vColor, vColor*0.25f, vLightDir, flHeadWidth, nHeadSegments );
|
||
|
}
|
||
|
|
||
|
|
||
|
void ScratchPad_DrawArrowSimple(
|
||
|
IScratchPad3D *pPad,
|
||
|
const Vector &vPos,
|
||
|
const Vector &vDirection,
|
||
|
const Vector &vColor,
|
||
|
float flLength )
|
||
|
{
|
||
|
ScratchPad_DrawArrow(
|
||
|
pPad,
|
||
|
vPos,
|
||
|
vDirection,
|
||
|
vColor,
|
||
|
flLength,
|
||
|
flLength * 1.0/15,
|
||
|
flLength * 3.0/15,
|
||
|
4,
|
||
|
4 );
|
||
|
}
|
||
|
|
||
|
|
||
|
void ScratchPad_DrawSphere(
|
||
|
IScratchPad3D *pPad,
|
||
|
const Vector &vCenter,
|
||
|
float flRadius,
|
||
|
const Vector &vColor,
|
||
|
int nSubDivs )
|
||
|
{
|
||
|
CUtlVector<Vector> prevPoints;
|
||
|
prevPoints.SetSize( nSubDivs );
|
||
|
|
||
|
// For each vertical slice.. (the top and bottom ones are just a single point).
|
||
|
for ( int iSlice=0; iSlice < nSubDivs; iSlice++ )
|
||
|
{
|
||
|
float flHalfSliceAngle = M_PI * (float)iSlice / (nSubDivs - 1);
|
||
|
|
||
|
if ( iSlice == 0 )
|
||
|
{
|
||
|
prevPoints[0] = vCenter + Vector( 0, 0, flRadius );
|
||
|
for ( int z=1; z < prevPoints.Count(); z++ )
|
||
|
prevPoints[z] = prevPoints[0];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for ( int iSubPt=0; iSubPt < nSubDivs; iSubPt++ )
|
||
|
{
|
||
|
float flHalfAngle = M_PI * (float)iSubPt / (nSubDivs - 1);
|
||
|
float flAngle = flHalfAngle * 2;
|
||
|
|
||
|
Vector pt;
|
||
|
if ( iSlice == (nSubDivs - 1) )
|
||
|
{
|
||
|
pt = vCenter - Vector( 0, 0, flRadius );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pt.x = cos( flAngle ) * sin( flHalfSliceAngle );
|
||
|
pt.y = sin( flAngle ) * sin( flHalfSliceAngle );
|
||
|
pt.z = cos( flHalfSliceAngle );
|
||
|
|
||
|
pt *= flRadius;
|
||
|
pt += vCenter;
|
||
|
}
|
||
|
|
||
|
pPad->DrawLine( CSPVert( pt, vColor ), CSPVert( prevPoints[iSubPt], vColor ) );
|
||
|
prevPoints[iSubPt] = pt;
|
||
|
}
|
||
|
|
||
|
if ( iSlice != (nSubDivs - 1) )
|
||
|
{
|
||
|
for ( int i=0; i < nSubDivs; i++ )
|
||
|
pPad->DrawLine( CSPVert( prevPoints[i], vColor ), CSPVert( prevPoints[(i+1)%nSubDivs], vColor ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void ScratchPad_DrawAABB(
|
||
|
IScratchPad3D *pPad,
|
||
|
const Vector &vMins,
|
||
|
const Vector &vMaxs,
|
||
|
const Vector &vColor )
|
||
|
{
|
||
|
int vertOrder[4][2] = {{0,0},{1,0},{1,1},{0,1}};
|
||
|
const Vector *vecs[2] = {&vMins, &vMaxs};
|
||
|
|
||
|
Vector vTop, vBottom, vPrevTop, vPrevBottom;
|
||
|
vTop.z = vPrevTop.z = vMaxs.z;
|
||
|
vBottom.z = vPrevBottom.z = vMins.z;
|
||
|
|
||
|
vPrevTop.x = vPrevBottom.x = vecs[vertOrder[3][0]]->x;
|
||
|
vPrevTop.y = vPrevBottom.y = vecs[vertOrder[3][1]]->y;
|
||
|
|
||
|
for ( int i=0; i < 4; i++ )
|
||
|
{
|
||
|
vTop.x = vBottom.x = vecs[vertOrder[i][0]]->x;
|
||
|
vTop.y = vBottom.y = vecs[vertOrder[i][1]]->y;
|
||
|
|
||
|
// Draw the top line.
|
||
|
pPad->DrawLine( CSPVert( vPrevTop, vColor ), CSPVert( vTop, vColor ) );
|
||
|
pPad->DrawLine( CSPVert( vPrevBottom, vColor ), CSPVert( vBottom, vColor ) );
|
||
|
pPad->DrawLine( CSPVert( vTop, vColor ), CSPVert( vBottom, vColor ) );
|
||
|
|
||
|
vPrevTop = vTop;
|
||
|
vPrevBottom = vBottom;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
#endif // !_STATIC_LINKED || _SHARED_LIB
|
||
|
|