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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Decorator class to make a DME renderable as a MDL
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//
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//===========================================================================//
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#ifndef DMEMDLRENDERABLE_H
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#define DMEMDLRENDERABLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "toolutils/dmerenderable.h"
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#include "movieobjects/dmemdl.h"
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#include "movieobjects/dmetransform.h"
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#include "datacache/imdlcache.h"
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#include "mathlib/mathlib.h"
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#include "datamodel/dmehandle.h"
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#include "toolutils/enginetools_int.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "tier3/tier3.h"
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//-----------------------------------------------------------------------------
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// Deals with the base implementation for turning a Dme into a renderable
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//-----------------------------------------------------------------------------
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template < class T >
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class CDmeMdlRenderable : public CDmeRenderable< T >
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{
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DEFINE_UNINSTANCEABLE_ELEMENT( CDmeMdlRenderable, CDmeRenderable< T > );
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// IClientUnknown implementation.
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public:
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virtual int GetBody();
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virtual int GetSkin();
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virtual int DrawModel( int flags );
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virtual void GetRenderBounds( Vector& mins, Vector& maxs );
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void SetModelName( const char *pMDLName );
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protected:
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CDmeMDL *GetMDL() { return m_hMDL; }
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private:
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void SetUpLighting( const Vector &vecCenter );
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CDmeHandle<CDmeMDL> m_hMDL;
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CDmeHandle<CDmeTransform> m_hTransform;
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};
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//-----------------------------------------------------------------------------
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// Construction, destruction
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//-----------------------------------------------------------------------------
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template < class T >
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void CDmeMdlRenderable<T>::OnConstruction()
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{
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m_hMDL = CreateElement<CDmeMDL>( "MDLRenderable", GetFileId() );
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m_hTransform = CreateElement<CDmeTransform>( "MDLTransform", GetFileId() );
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}
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template < class T >
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void CDmeMdlRenderable<T>::OnDestruction()
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{
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g_pDataModel->DestroyElement( m_hMDL );
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g_pDataModel->DestroyElement( m_hTransform );
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}
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template < class T >
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int CDmeMdlRenderable<T>::GetBody()
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{
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return m_hMDL->m_nBody;
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}
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template < class T >
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int CDmeMdlRenderable<T>::GetSkin()
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{
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return m_hMDL->m_nSkin;
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}
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template < class T >
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int CDmeMdlRenderable<T>::DrawModel( int flags )
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{
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matrix3x4_t mat;
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AngleMatrix( GetRenderAngles(), GetRenderOrigin(), mat );
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m_hTransform->SetTransform( mat );
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m_hMDL->m_flTime = Plat_FloatTime();
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SetUpLighting( GetRenderOrigin() );
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bool bIsDrawingInEngine = m_hMDL->IsDrawingInEngine();
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m_hMDL->DrawInEngine( true );
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m_hMDL->Draw( mat );
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m_hMDL->DrawInEngine( bIsDrawingInEngine );
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return 1;
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}
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template < class T >
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void CDmeMdlRenderable<T>::GetRenderBounds( Vector& mins, Vector& maxs )
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{
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m_hMDL->GetBoundingBox( &mins, &maxs );
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}
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template < class T >
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void CDmeMdlRenderable<T>::SetModelName( const char *pMDLRelativePath )
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{
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if ( pMDLRelativePath )
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{
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MDLHandle_t hMdl = g_pMDLCache->FindMDL( pMDLRelativePath );
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m_hMDL->SetMDL( hMdl );
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}
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else
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{
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m_hMDL->SetMDL( MDLHANDLE_INVALID );
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}
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}
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//-----------------------------------------------------------------------------
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// Set up lighting conditions
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//-----------------------------------------------------------------------------
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template < class T >
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void CDmeMdlRenderable<T>::SetUpLighting( const Vector &vecCenter )
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{
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// Set up lighting conditions
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Vector vecAmbient[6];
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Vector4D vecAmbient4D[6];
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LightDesc_t desc[2];
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int nLightCount = enginetools->GetLightingConditions( vecCenter, vecAmbient, 2, desc );
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int nMaxLights = g_pMaterialSystemHardwareConfig->MaxNumLights();
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if( nLightCount > nMaxLights )
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{
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nLightCount = nMaxLights;
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}
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int i;
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for( i = 0; i < 6; i++ )
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{
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VectorCopy( vecAmbient[i], vecAmbient4D[i].AsVector3D() );
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vecAmbient4D[i][3] = 1.0f;
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}
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->SetAmbientLightCube( vecAmbient4D );
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for( i = 0; i < nLightCount; i++ )
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{
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LightDesc_t *pLight = &desc[i];
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pLight->m_Flags = 0;
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if( pLight->m_Attenuation0 != 0.0f )
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{
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pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0;
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}
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if( pLight->m_Attenuation1 != 0.0f )
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{
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pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1;
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}
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if( pLight->m_Attenuation2 != 0.0f )
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{
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pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2;
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}
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pRenderContext->SetLight( i, desc[i] );
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}
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for( ; i < nMaxLights; i++ )
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{
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LightDesc_t disableDesc;
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disableDesc.m_Type = MATERIAL_LIGHT_DISABLE;
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pRenderContext->SetLight( i, disableDesc );
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}
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}
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#endif // DMEMDLRENDERABLE_H
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