mirror of
https://github.com/nillerusr/source-engine.git
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405 lines
13 KiB
C++
405 lines
13 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "weapon_ifmbasecamera.h"
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#ifdef CLIENT_DLL
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#include "view_shared.h"
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#include "iviewrender.h"
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#include "vgui_controls/Controls.h"
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#include "vgui/ISurface.h"
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bool ToolFramework_SetupEngineView( Vector &origin, QAngle &angles, float &fov );
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#endif
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#define INSET_VIEW_FACTOR 0.3f
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//-----------------------------------------------------------------------------
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// CWeaponIFMBaseCamera tables.
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//-----------------------------------------------------------------------------
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponIFMBaseCamera, DT_WeaponIFMBaseCamera )
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LINK_ENTITY_TO_CLASS( weapon_ifm_base_camera, CWeaponIFMBaseCamera );
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BEGIN_NETWORK_TABLE( CWeaponIFMBaseCamera, DT_WeaponIFMBaseCamera )
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#if !defined( CLIENT_DLL )
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SendPropFloat( SENDINFO( m_flRenderAspectRatio ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flRenderFOV ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flRenderArmLength ), 0, SPROP_NOSCALE ),
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SendPropVector( SENDINFO( m_vecRenderPosition ), 0, SPROP_NOSCALE ),
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SendPropQAngles( SENDINFO( m_angRenderAngles ), 0, SPROP_NOSCALE ),
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#else
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RecvPropFloat( RECVINFO( m_flRenderAspectRatio ) ),
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RecvPropFloat( RECVINFO( m_flRenderFOV ) ),
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RecvPropFloat( RECVINFO( m_flRenderArmLength ) ),
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RecvPropVector( RECVINFO( m_vecRenderPosition ) ),
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RecvPropQAngles( RECVINFO( m_angRenderAngles ) ),
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#endif
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CWeaponIFMBaseCamera )
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DEFINE_PRED_FIELD( m_flFOV, FIELD_FLOAT, 0 ),
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DEFINE_PRED_FIELD( m_flArmLength, FIELD_FLOAT, 0 ),
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DEFINE_PRED_FIELD( m_vecRelativePosition, FIELD_VECTOR, 0 ),
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DEFINE_PRED_FIELD( m_angRelativeAngles, FIELD_VECTOR, 0 ),
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DEFINE_PRED_FIELD( m_bFullScreen, FIELD_BOOLEAN, 0 ),
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END_PREDICTION_DATA()
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#endif
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#ifdef GAME_DLL
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BEGIN_DATADESC( CWeaponIFMBaseCamera )
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DEFINE_FIELD( m_flRenderAspectRatio, FIELD_FLOAT ),
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DEFINE_FIELD( m_flRenderFOV, FIELD_FLOAT ),
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DEFINE_FIELD( m_flRenderArmLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecRenderPosition, FIELD_VECTOR ),
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DEFINE_FIELD( m_angRenderAngles, FIELD_VECTOR ),
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END_DATADESC()
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#endif
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//-----------------------------------------------------------------------------
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// CWeaponIFMBaseCamera implementation.
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//-----------------------------------------------------------------------------
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CWeaponIFMBaseCamera::CWeaponIFMBaseCamera()
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{
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#ifdef CLIENT_DLL
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m_flFOV = 75.0f;
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m_flArmLength = 4;
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m_vecRelativePosition.Init();
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m_angRelativeAngles.Init();
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m_bFullScreen = false;
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m_nScreenWidth = 0;
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m_nScreenHeight = 0;
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#endif
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}
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//-----------------------------------------------------------------------------
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//
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// Specific methods on the server
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//
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//-----------------------------------------------------------------------------
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#ifdef GAME_DLL
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void CWeaponIFMBaseCamera::SetRenderInfo( float flAspectRatio, float flFOV, float flArmLength, const Vector &vecPosition, const QAngle &angles )
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{
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m_flRenderAspectRatio = flAspectRatio;
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m_flRenderFOV = flFOV;
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m_flRenderArmLength = flArmLength;
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m_vecRenderPosition = vecPosition;
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m_angRenderAngles = angles;
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}
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CON_COMMAND( ifm_basecamera_camerastate, "Set camera state" )
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{
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CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
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if ( !pPlayer )
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return;
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if ( args.ArgC() != 10 )
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return;
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Vector vecPosition;
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QAngle angAngles;
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float flAspectRatio = atof( args[1] );
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float flFOV = atof( args[2] );
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float flArmLength = atof( args[3] );
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vecPosition.x = atof( args[4] );
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vecPosition.y = atof( args[5] );
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vecPosition.z = atof( args[6] );
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angAngles.x = atof( args[7] );
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angAngles.y = atof( args[8] );
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angAngles.z = atof( args[9] );
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int nCount = pPlayer->WeaponCount();
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for ( int i = 0; i < nCount; ++i )
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{
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CWeaponIFMBaseCamera *pCamera = dynamic_cast<CWeaponIFMBaseCamera*>( pPlayer->GetWeapon( i ) );
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if ( !pCamera )
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continue;
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pCamera->SetRenderInfo( flAspectRatio, flFOV, flArmLength, vecPosition, angAngles );
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}
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}
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#endif // GAME_DLL
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//-----------------------------------------------------------------------------
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//
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// Specific methods on the client
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//
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Sets up the material to draw with
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//-----------------------------------------------------------------------------
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void CWeaponIFMBaseCamera::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if (updateType == DATA_UPDATE_CREATED)
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{
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m_FrustumMaterial.Init( "effects/steadycamfrustum", TEXTURE_GROUP_OTHER );
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m_FrustumWireframeMaterial.Init( "shadertest/wireframevertexcolor", TEXTURE_GROUP_OTHER );
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}
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}
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//-----------------------------------------------------------------------------
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// Transmits render information
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//-----------------------------------------------------------------------------
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void CWeaponIFMBaseCamera::TransmitRenderInfo()
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{
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float flAspectRatio = (m_nScreenHeight != 0) ? (float)m_nScreenWidth / (float)m_nScreenHeight : 1.0f;
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float flFOV = m_flFOV;
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Vector position;
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QAngle angles;
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ComputeAbsCameraTransform( position, angles );
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// give the toolsystem a chance to override the view
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ToolFramework_SetupEngineView( position, angles, flFOV );
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char pBuf[256];
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Q_snprintf( pBuf, sizeof(pBuf), "ifm_basecamera_camerastate %.2f %.2f %.2f %.2f %.2f %.2f %.2f %.2f %.2f",
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flAspectRatio, flFOV, m_flArmLength, position.x, position.y, position.z,
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angles.x, angles.y, angles.z );
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engine->ClientCmd( pBuf );
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}
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//-----------------------------------------------------------------------------
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// Purpose: In 3rd person, draws the cone of the steadycam
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//-----------------------------------------------------------------------------
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#define FRUSTUM_SIZE 1000
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int CWeaponIFMBaseCamera::DrawModel( int flags )
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{
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int nRetVal = BaseClass::DrawModel( flags );
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer && !pPlayer->IsLocalPlayer() )
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{
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// Compute endpoints
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float flMaxD = 1.0f / tan( M_PI * m_flFOV / 360.0f );
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float ex = flMaxD * FRUSTUM_SIZE;
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float ey = flMaxD * FRUSTUM_SIZE / m_flRenderAspectRatio;
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// Compute basis
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Vector vecForward, vecUp, vecRight;
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AngleVectors( m_angRenderAngles, &vecForward, &vecRight, &vecUp );
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Vector vecCenter;
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VectorMA( m_vecRenderPosition, FRUSTUM_SIZE, vecForward, vecCenter );
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Vector vecEndPoint[4];
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VectorMA( vecCenter, ex, vecRight, vecEndPoint[0] );
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VectorMA( vecEndPoint[0], ey, vecUp, vecEndPoint[0] );
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VectorMA( vecEndPoint[0], -2.0f * ex, vecRight, vecEndPoint[1] );
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VectorMA( vecEndPoint[1], -2.0f * ey, vecUp, vecEndPoint[2] );
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VectorMA( vecEndPoint[2], 2.0f * ex, vecRight, vecEndPoint[3] );
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( m_FrustumMaterial );
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 4 );
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for ( int i = 0; i < 4; ++i )
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{
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meshBuilder.Position3fv( m_vecRenderPosition.Get().Base() );
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meshBuilder.Color4ub( 128, 0, 0, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( vecEndPoint[i].Base() );
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meshBuilder.Color4ub( 128, 0, 0, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( vecEndPoint[(i+1)%4].Base() );
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meshBuilder.Color4ub( 128, 0, 0, 255 );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pMesh->Draw();
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pRenderContext->Bind( m_FrustumWireframeMaterial );
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pMesh = pRenderContext->GetDynamicMesh( true );
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meshBuilder.Begin( pMesh, MATERIAL_LINES, 8 );
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for ( int i = 0; i < 4; ++i )
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{
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meshBuilder.Position3fv( m_vecRenderPosition.Get().Base() );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( vecEndPoint[i].Base() );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( vecEndPoint[i].Base() );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( vecEndPoint[(i+1)%4].Base() );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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return nRetVal;
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}
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//-----------------------------------------------------------------------------
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// Gets the size of the overlay to draw
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//-----------------------------------------------------------------------------
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void CWeaponIFMBaseCamera::GetViewportSize( int &w, int &h )
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{
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if ( !m_bFullScreen )
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{
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w = m_nScreenWidth * INSET_VIEW_FACTOR;
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h = m_nScreenHeight * INSET_VIEW_FACTOR;
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}
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else
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{
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w = m_nScreenWidth;
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h = m_nScreenHeight;
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}
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}
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//-----------------------------------------------------------------------------
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// Gets the abs orientation of the camera
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//-----------------------------------------------------------------------------
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void CWeaponIFMBaseCamera::ComputeAbsCameraTransform( Vector &vecAbsOrigin, QAngle &angAbsRotation )
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{
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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{
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vecAbsOrigin.Init();
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angAbsRotation.Init();
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return;
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}
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float flFOV = m_flFOV;
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float flZNear = view->GetZNear();
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float flZFar = view->GetZFar();
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Vector viewOrigin;
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QAngle viewAngles;
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pPlayer->CalcView( viewOrigin, viewAngles, flZNear, flZFar, flFOV );
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// Offset the view along the forward direction vector by the arm length
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Vector vecForward;
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AngleVectors( viewAngles, &vecForward );
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VectorMA( viewOrigin, m_flArmLength, vecForward, viewOrigin );
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// Use player roll
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QAngle angles = m_angRelativeAngles;
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angles.z = viewAngles.z;
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// Compute the actual orientation of the view
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matrix3x4_t cameraToWorld, overlayToCamera, overlayToWorld;
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AngleMatrix( vec3_angle, viewOrigin, cameraToWorld );
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AngleMatrix( angles, m_vecRelativePosition, overlayToCamera );
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ConcatTransforms( cameraToWorld, overlayToCamera, overlayToWorld );
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MatrixAngles( overlayToWorld, angAbsRotation, vecAbsOrigin );
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// give the toolsystem a chance to override the view
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ToolFramework_SetupEngineView( vecAbsOrigin, angAbsRotation, flFOV );
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}
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//-----------------------------------------------------------------------------
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// Gets the bounds of the overlay to draw
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//-----------------------------------------------------------------------------
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void CWeaponIFMBaseCamera::GetOverlayBounds( int &x, int &y, int &w, int &h )
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{
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const CViewSetup *pViewSetup = view->GetViewSetup();
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if ( !m_bFullScreen )
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{
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w = pViewSetup->width * INSET_VIEW_FACTOR;
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h = pViewSetup->height * INSET_VIEW_FACTOR;
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x = pViewSetup->x + ( pViewSetup->width - w ) / 2;
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y = pViewSetup->height - h;
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}
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else
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{
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w = pViewSetup->width;
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h = pViewSetup->height;
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x = pViewSetup->x;
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y = pViewSetup->y;
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}
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}
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//-----------------------------------------------------------------------------
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// When drawing the model, if drawing the viewmodel, draw an overlay of what's being rendered
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//-----------------------------------------------------------------------------
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void CWeaponIFMBaseCamera::ViewModelDrawn( CBaseViewModel *pBaseViewModel )
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{
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// NOTE: This is not recursively called because we do not draw viewmodels in the overlay
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CViewSetup overlayView = *view->GetViewSetup();
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m_nScreenWidth = overlayView.width;
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m_nScreenHeight = overlayView.height;
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GetOverlayBounds( overlayView.x, overlayView.y, overlayView.width, overlayView.height );
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overlayView.m_bRenderToSubrectOfLargerScreen = true;
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overlayView.fov = m_flFOV;
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// Compute the location of the camera
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ComputeAbsCameraTransform( overlayView.origin, overlayView.angles );
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// give the toolsystem a chance to override the view
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ToolFramework_SetupEngineView( overlayView.origin, overlayView.angles, overlayView.fov );
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view->QueueOverlayRenderView( overlayView, VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH, RENDERVIEW_UNSPECIFIED );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw the weapon's crosshair
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//-----------------------------------------------------------------------------
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void CWeaponIFMBaseCamera::DrawCrosshair( void )
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{
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BaseClass::DrawCrosshair();
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int x, y, w, h;
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GetOverlayBounds( x, y, w, h );
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// Draw the targeting zone around the crosshair
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int r, g, b, a;
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gHUD.m_clrYellowish.GetColor( r, g, b, a );
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Color light( r, g, b, 160 );
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int nBorderSize = 4;
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vgui::surface()->DrawSetColor( light );
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vgui::surface()->DrawFilledRect( x-nBorderSize, y-nBorderSize, x+w+nBorderSize, y );
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vgui::surface()->DrawFilledRect( x-nBorderSize, y+h, x+w+nBorderSize, y+h+nBorderSize );
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vgui::surface()->DrawFilledRect( x-nBorderSize, y, x, y+h );
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vgui::surface()->DrawFilledRect( x+w, y, x+w+nBorderSize, y+h );
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}
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#endif // CLIENT_DLL
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