source-engine/vgui2/matsys_controls/vmtpreviewpanel.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "matsys_controls/vmtpreviewpanel.h"
#include "matsys_controls/matsyscontrols.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/itexture.h"
#include "materialsystem/imesh.h"
#include "tier1/KeyValues.h"
using namespace vgui;
#define FOV 90.0f
#define ZNEAR 0.1f
#define ZFAR 2000.0f
#define ROTATION_SPEED 40.0f // degrees/sec
#define VIEW_DISTANCE 12.0f
//-----------------------------------------------------------------------------
//
// VMT Preview panel
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// constructor
//-----------------------------------------------------------------------------
CVMTPreviewPanel::CVMTPreviewPanel( vgui::Panel *pParent, const char *pName ) :
BaseClass( pParent, pName )
{
SetVMT( "//platform/materials/vgui/vtfnotloaded" );
m_pLightmapTexture.Init( "//platform/materials/debug/defaultlightmap", "editor" );
m_DefaultEnvCubemap.Init( "editor/cubemap", "editor", true );
m_LightDirection.Init( 0.0f, 1.0f, -1.0f );
m_LightColor.SetColor( 255, 255, 255, 255 );
m_flLightIntensity = 2.0f;
m_bDrawIn3DMode = false;
// Reset the camera direction
m_vecCameraDirection.Init( 1.0f, 0.0f, 0.0f );
m_flLastRotationTime = Plat_FloatTime();
}
//-----------------------------------------------------------------------------
// Sets the current VMT
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::SetVMT( const char *pMaterialName )
{
m_Material.Init( pMaterialName, "editor material" );
m_VMTName = pMaterialName;
}
//-----------------------------------------------------------------------------
// Gets the current VMT
//-----------------------------------------------------------------------------
const char *CVMTPreviewPanel::GetVMT() const
{
return m_VMTName;
}
//-----------------------------------------------------------------------------
// View it in 3D or 2D mode
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::DrawIn3DMode( bool b3DMode )
{
m_bDrawIn3DMode = b3DMode;
}
//-----------------------------------------------------------------------------
// Sets up lighting state
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::SetupLightingState()
{
LightDesc_t desc;
memset( &desc, 0, sizeof(desc) );
desc.m_Type = MATERIAL_LIGHT_DIRECTIONAL;
desc.m_Color[0] = m_LightColor.r();
desc.m_Color[1] = m_LightColor.g();
desc.m_Color[2] = m_LightColor.b();
desc.m_Color *= m_flLightIntensity / 255.0f;
desc.m_Attenuation0 = 1.0f;
desc.m_Attenuation1 = 0.0f;
desc.m_Attenuation2 = 0.0f;
desc.m_Flags = LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0;
desc.m_Direction = m_LightDirection;
VectorNormalize( desc.m_Direction );
desc.m_Theta = 0.0f;
desc.m_Phi = 0.0f;
desc.m_Falloff = 1.0f;
CMatRenderContextPtr pRenderContext( MaterialSystem() );
pRenderContext->SetLight( 0, desc );
}
//-----------------------------------------------------------------------------
// Draw a sphere
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi )
{
int nVertices = nTheta * nPhi;
int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
CMatRenderContextPtr pRenderContext( MaterialSystem() );
IMesh* pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices );
bool bIsUsingLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP );
bool bIsUsingBumpedLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
int nLightmapWidth = m_pLightmapTexture->GetActualWidth();
float flHalfLuxel = 0.5f / nLightmapWidth;
//
// Build the index buffer.
//
int i, j;
for ( i = 0; i < nPhi; ++i )
{
for ( j = 0; j < nTheta; ++j )
{
float u = j / ( float )(nTheta - 1);
float v = i / ( float )(nPhi - 1);
float theta = ( j != nTheta-1 ) ? 2.0f * M_PI * u : 0.0f;
float phi = M_PI * v;
Vector vecPos;
vecPos.x = flRadius * sin(phi) * cos(theta);
vecPos.y = flRadius * sin(phi) * sin(theta);
vecPos.z = flRadius * cos(phi);
Vector vecNormal = vecPos;
VectorNormalize( vecNormal );
Vector4D vecTangentS;
Vector vecTangentT;
vecTangentS.Init( vecPos.z, -vecPos.x, 0.0f, 1.0f );
if ( VectorNormalize( vecTangentS.AsVector3D() ) == 0.0f )
{
vecTangentS.Init( 1.0f, 0.0f, 0.0f, 1.0f );
}
CrossProduct( vecNormal, vecTangentS.AsVector3D(), vecTangentT );
unsigned char red = (int)( u * 255.0f );
unsigned char green = (int)( v * 255.0f );
unsigned char blue = (int)( v * 255.0f );
unsigned char alpha = (int)( v * 255.0f );
vecPos += vCenter;
float u1, u2, v1, v2;
u1 = u2 = u;
v1 = v2 = v;
if ( bIsUsingLightmap )
{
u1 = RemapVal( u1, 0.0f, 1.0f, flHalfLuxel, 0.25 - flHalfLuxel );
if ( bIsUsingBumpedLightmap )
{
u2 = 0.25f;
v2 = 0.0f;
}
}
meshBuilder.Position3fv( vecPos.Base() );
meshBuilder.Normal3fv( vecNormal.Base() );
meshBuilder.Color4ub( red, green, blue, alpha );
meshBuilder.TexCoord2f( 0, 2.0f * u, v );
meshBuilder.TexCoord2f( 1, u1, v1 );
meshBuilder.TexCoord2f( 2, u2, v2 );
meshBuilder.TangentS3fv( vecTangentS.Base() );
meshBuilder.TangentT3fv( vecTangentT.Base() );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.UserData( vecTangentS.Base() );
meshBuilder.AdvanceVertex();
}
}
//
// Emit the triangle strips.
//
int idx = 0;
for ( i = 0; i < nPhi - 1; ++i )
{
for ( j = 0; j < nTheta; ++j )
{
idx = nTheta * i + j;
meshBuilder.FastIndex( idx );
meshBuilder.FastIndex( idx + nTheta );
}
//
// Emit a degenerate triangle to skip to the next row without
// a connecting triangle.
//
if ( i < nPhi - 2 )
{
meshBuilder.FastIndex( idx + 1 );
meshBuilder.FastIndex( idx + 1 + nTheta );
}
}
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Draw sprite-card based materials
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::RenderSpriteCard( const Vector &vCenter, float flRadius )
{
CMatRenderContextPtr pRenderContext( MaterialSystem() );
IMesh *pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
// Draw a polygon the size of the panel
meshBuilder.Position3fv( vCenter.Base() );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f );
meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f );
meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f );
meshBuilder.TexCoord2f( 3, 0, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( vCenter.Base() );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f );
meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f );
meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f );
meshBuilder.TexCoord2f( 3, 0, 1 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( vCenter.Base() );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f );
meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f );
meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f );
meshBuilder.TexCoord2f( 3, 1, 1 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( vCenter.Base() );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f );
meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f );
meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f );
meshBuilder.TexCoord2f( 3, 1, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Paints a regular texture
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::DrawRectangle( void )
{
// Get the aspect ratio of the material
int tw = m_Material->GetMappingWidth();
int th = m_Material->GetMappingHeight();
if ( tw <= 0 || th <= 0 )
return;
int w, h;
GetSize( w, h );
if ( w == 0 || h == 0 )
return;
SetupOrthoMatrix( w, h );
SetupLightingState();
CMatRenderContextPtr pRenderContext( MaterialSystem() );
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->LoadIdentity();
IMesh* pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 4, 4 );
bool bIsUsingLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP );
bool bIsUsingBumpedLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
int nLightmapWidth = m_pLightmapTexture->GetActualWidth();
float flHalfLuxel = 0.5f / nLightmapWidth;
Vector2D halfTexel( 0.5f / tw, 0.5f / th );
Vector vecNormal( 0.0f, 0.0f, 1.0f );
Vector4D vecTangentS( 1.0f, 0.0f, 0.0f, 1.0f );
Vector vecTangentT;
CrossProduct( vecNormal, vecTangentS.AsVector3D(), vecTangentT );
float screenaspect = (float)tw / (float)th;
float aspect = (float)w / (float)h;
float ratio = screenaspect / aspect;
// Screen is wider, need bars at top and bottom
int x2, y2;
int x, y;
x = y = 0;
int nXBorder = w > 15 ? 5 : w / 3;
int nYBorder = h > 15 ? 5 : h / 3;
w -= 2 * nXBorder;
h -= 2 * nYBorder;
if ( ratio > 1.0f )
{
int usetall = (float)w / screenaspect;
y = ( h - usetall ) / 2;
h = usetall;
}
// Screen is narrower, need bars at left/right
else
{
int usewide = (float)h * screenaspect;
x = ( w - usewide ) / 2;
w = usewide;
}
x += nXBorder;
y += nYBorder;
x2 = x+w; y2 = y+h;
float u = halfTexel.x;
float v = halfTexel.y;
float u1_l, u1_r, v1_t, v1_b;
float u2_l, u2_r, v2_t, v2_b;
u1_l = u2_l = u;
u1_r = u2_r = 1.0f - u;
v1_t = v2_t = v;
v1_b = v2_b = 1.0f - v;
if ( bIsUsingLightmap )
{
u1_l = v1_t = flHalfLuxel;
u1_r = v1_b = 0.25 - flHalfLuxel;
if ( bIsUsingBumpedLightmap )
{
u2_l = u2_r = 0.25f;
v2_t = v2_b = 0.0f;
}
}
meshBuilder.Position3f( x, y2, 0.0f );
meshBuilder.Normal3fv( vecNormal.Base() );
meshBuilder.Color4ub( 255, 0, 0, 255 );
meshBuilder.TexCoord2f( 0, u, v );
meshBuilder.TexCoord2f( 1, u1_l, v1_t );
meshBuilder.TexCoord2f( 2, u2_l, v2_t );
meshBuilder.TangentS3fv( vecTangentS.Base() );
meshBuilder.TangentT3fv( vecTangentT.Base() );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.UserData( vecTangentS.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x, y, 0.0f );
meshBuilder.Normal3fv( vecNormal.Base() );
meshBuilder.Color4ub( 255, 255, 255, 64 );
meshBuilder.TexCoord2f( 0, u, 1.0f - v );
meshBuilder.TexCoord2f( 1, u1_l, v1_b );
meshBuilder.TexCoord2f( 2, u2_l, v2_b );
meshBuilder.TangentS3fv( vecTangentS.Base() );
meshBuilder.TangentT3fv( vecTangentT.Base() );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.UserData( vecTangentS.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x2, y2, 0.0f );
meshBuilder.Normal3fv( vecNormal.Base() );
meshBuilder.Color4ub( 0, 0, 255, 255 );
meshBuilder.TexCoord2f( 0, 1.0f - u, v );
meshBuilder.TexCoord2f( 1, u1_r, v1_t );
meshBuilder.TexCoord2f( 2, u2_r, v2_t );
meshBuilder.TangentS3fv( vecTangentS.Base() );
meshBuilder.TangentT3fv( vecTangentT.Base() );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.UserData( vecTangentS.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x2, y, 0.0f );
meshBuilder.Normal3fv( vecNormal.Base() );
meshBuilder.Color4ub( 0, 255, 0, 64 );
meshBuilder.TexCoord2f( 0, 1.0f - u, 1.0f - v );
meshBuilder.TexCoord2f( 1, u1_r, v1_b );
meshBuilder.TexCoord2f( 2, u2_r, v2_b );
meshBuilder.TangentS3fv( vecTangentS.Base() );
meshBuilder.TangentT3fv( vecTangentT.Base() );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.UserData( vecTangentS.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.FastIndex( 0 );
meshBuilder.FastIndex( 1 );
meshBuilder.FastIndex( 2 );
meshBuilder.FastIndex( 3 );
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Paints a cubemap texture
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::DrawSphere( void )
{
float flNewTime = Plat_FloatTime();
// Circle the camera around the origin
VMatrix rot;
MatrixBuildRotateZ( rot, ROTATION_SPEED * (flNewTime - m_flLastRotationTime ) );
Vector vecTemp;
Vector3DMultiply( rot, m_vecCameraDirection, vecTemp );
m_vecCameraDirection = vecTemp;
m_flLastRotationTime = flNewTime;
int w, h;
GetSize( w, h );
SetupProjectionMatrix( w, h );
SetupLightingState();
LookAt( vec3_origin, VIEW_DISTANCE );
// Draw a sphere at the origin
if ( !m_Material->IsSpriteCard() )
{
RenderSphere( vec3_origin, 10.0f, 20, 20 );
}
else
{
RenderSpriteCard( vec3_origin, 10.0f );
}
}
//-----------------------------------------------------------------------------
// Sets the camera to look at the the thing we're spinning around
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::LookAt( const Vector &vecLookAt, float flRadius )
{
// Compute the distance to the camera for the object based on its
// radius and fov.
// since tan( fov/2 ) = f/d
// cos( fov/2 ) = r / r' where r = sphere radius, r' = perp distance from sphere center to max extent of camera
// d/f = r'/d' where d' is distance of camera to sphere
// d' = r' / tan( fov/2 ) * r' = r / ( cos (fov/2) * tan( fov/2 ) ) = r / sin( fov/2 )
float flFOVx = FOV;
// Compute fov/2 in radians
flFOVx *= M_PI / 360.0f;
// Compute an effective fov based on the aspect ratio
// if the height is smaller than the width
int w, h;
GetSize( w, h );
if ( h < w )
{
flFOVx = atan( h * tan( flFOVx ) / w );
}
float flDistance = flRadius / sin( flFOVx );
Vector vecMDLOrigin = vecLookAt;
Vector vecCameraOrigin;
VectorMA( vecMDLOrigin, -flDistance, m_vecCameraDirection, vecCameraOrigin );
CMatRenderContextPtr pRenderContext( MaterialSystem() );
QAngle angles;
VectorAngles( m_vecCameraDirection, angles );
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->LoadIdentity();
// convert from a right handed system to a left handed system
// since dx for wants it that way.
// pRenderContext->Scale( 1.0f, 1.0f, -1.0f );
pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
pRenderContext->Rotate( 90, 0, 0, 1 ); // put Z going up
pRenderContext->Rotate( -angles[2], 1, 0, 0 );
pRenderContext->Rotate( -angles[0], 0, 1, 0 );
pRenderContext->Rotate( -angles[1], 0, 0, 1 );
pRenderContext->Translate( -vecCameraOrigin[0], -vecCameraOrigin[1], -vecCameraOrigin[2] );
}
//-----------------------------------------------------------------------------
// Set up a projection matrix for a 90 degree fov
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::SetupProjectionMatrix( int nWidth, int nHeight )
{
VMatrix proj;
float flFOV = FOV;
float flZNear = ZNEAR;
float flZFar = ZFAR;
float flApsectRatio = (nHeight != 0.0f) ? (float)nWidth / (float)nHeight : 100.0f;
float halfWidth = tan( flFOV * M_PI / 360.0 );
float halfHeight = halfWidth / flApsectRatio;
memset( proj.Base(), 0, sizeof( proj ) );
proj[0][0] = 1.0f / halfWidth;
proj[1][1] = 1.0f / halfHeight;
proj[2][2] = flZFar / ( flZNear - flZFar );
proj[3][2] = -1.0f;
proj[2][3] = flZNear * flZFar / ( flZNear - flZFar );
CMatRenderContextPtr pRenderContext( MaterialSystem() );
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->LoadMatrix( proj );
}
//-----------------------------------------------------------------------------
// Set up a orthographic projection matrix
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::SetupOrthoMatrix( int nWidth, int nHeight )
{
CMatRenderContextPtr pRenderContext( MaterialSystem() );
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->LoadIdentity();
pRenderContext->Ortho( 0, 0, nWidth, nHeight, -1.0f, 1.0f );
}
//-----------------------------------------------------------------------------
// Power of two FB texture
//-----------------------------------------------------------------------------
static CTextureReference s_pPowerOfTwoFrameBufferTexture;
static ITexture *GetPowerOfTwoFrameBufferTexture( void )
{
if( !s_pPowerOfTwoFrameBufferTexture )
{
s_pPowerOfTwoFrameBufferTexture.Init( vgui::MaterialSystem()->FindTexture( "_rt_PowerOfTwoFB", TEXTURE_GROUP_RENDER_TARGET ) );
}
return s_pPowerOfTwoFrameBufferTexture;
}
//-----------------------------------------------------------------------------
// Paints the texture
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::Paint( void )
{
CMatRenderContextPtr pRenderContext( MaterialSystem() );
int w, h;
GetSize( w, h );
vgui::MatSystemSurface()->Begin3DPaint( 0, 0, w, h );
// Deal with refraction
if ( m_Material->NeedsPowerOfTwoFrameBufferTexture() )
{
ITexture *pTexture = GetPowerOfTwoFrameBufferTexture();
if ( pTexture && !pTexture->IsError() )
{
pRenderContext->CopyRenderTargetToTexture( pTexture );
pRenderContext->SetFrameBufferCopyTexture( pTexture );
}
}
pRenderContext->ClearColor4ub( 76, 88, 68, 255 );
pRenderContext->ClearBuffers( true, true );
pRenderContext->FogMode( MATERIAL_FOG_NONE );
pRenderContext->SetNumBoneWeights( 0 );
pRenderContext->Bind( m_Material );
pRenderContext->BindLightmapTexture( m_pLightmapTexture );
pRenderContext->BindLocalCubemap( m_DefaultEnvCubemap );
if ( m_bDrawIn3DMode || m_Material->IsSpriteCard() )
{
DrawSphere();
}
else
{
DrawRectangle();
}
vgui::MatSystemSurface()->End3DPaint( );
}