mirror of
https://github.com/nillerusr/source-engine.git
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1544 lines
42 KiB
C++
1544 lines
42 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base rendering utilities for all views
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "stdafx.h"
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#include "MapDoc.h"
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#include <VGuiMatSurface/IMatSystemSurface.h>
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#include "mathlib/vmatrix.h"
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#include "Render.h"
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#include "Camera.h"
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#include "Material.h"
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#include "materialsystem/imesh.h"
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#include "datacache\imdlcache.h"
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#include "hammer.h"
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#include "hammer_mathlib.h"
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#include "vgui_controls/Controls.h"
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#include "vgui/IScheme.h"
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#include "texturesystem.h"
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#include "IStudioRender.h"
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#include "builddisp.h"
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#include "mapview.h"
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#include "material.h"
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#include <renderparm.h>
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#include "materialsystem/IMaterialSystemHardwareConfig.h"
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#include "vphysics_interface.h"
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#include "materialsystem/MaterialSystem_Config.h"
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#include "VGuiWnd.h"
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#include "Box3D.h"
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#include "MapInstance.h"
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extern IMatSystemSurface *g_pMatSystemSurface;
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static float s_fOneUnitLength = 1;
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CRender::CRender(void)
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{
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m_pView = NULL;
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// returns a handle to the default (first loaded) scheme
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vgui::IScheme * pScheme = vgui::scheme()->GetIScheme( vgui::scheme()->GetDefaultScheme() );
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if ( pScheme )
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{
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m_DefaultFont = pScheme->GetFont( "Default" );
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}
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else
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{
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m_DefaultFont = vgui::INVALID_FONT;
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static bool s_bOnce = false;
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if ( !s_bOnce )
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{
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s_bOnce = true;
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MessageBox( NULL, "Failed to load the default scheme file. The map views may be missing some visual elements.", "Error", MB_OK | MB_ICONEXCLAMATION );
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}
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}
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for (int i = 0; i < 2; ++i)
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{
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m_pFlat[i] = NULL;
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m_pWireframe[i] = NULL;
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m_pTranslucentFlat[i] = NULL;
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m_pLightmapGrid[i] = NULL;
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m_pSelectionOverlay[i] = NULL;
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m_pDotted[i] = NULL;
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m_pFlatNoZ[i] = NULL;
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m_pFlatNoCull[i] = NULL;
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}
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m_pCurrentMaterial = NULL;
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m_pBoundMaterial = NULL;
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m_nDecalMode = 0;
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m_bIsRendering = false;
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m_bIsClientSpace = false;
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m_bIsLocalTransform = false;
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m_bIsRenderingIntoVGUI = false;
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VMatrix IdentityMatrix;
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IdentityMatrix.Identity();
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m_LocalMatrix.AddToHead( IdentityMatrix );
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m_OrthoMatrix.Identity();
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m_eCurrentRenderMode = m_eDefaultRenderMode = RENDER_MODE_FLAT;
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m_bInstanceRendering = false;
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m_nInstanceCount = 0;
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m_InstanceSelectionDepth = 0;
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PushInstanceData( NULL, Vector( 0.0f, 0.0f, 0.0f ), QAngle( 0.0f, 0.0f, 0.0f ) ); // always add a default state
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UpdateStudioRenderConfig( false, false );
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}
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CRender::~CRender(void)
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: this function will push all of the instance data
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// Input : pInstanceClass - the func_instance entity
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// InstanceOrigin - the translation of the instance
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// InstanceAngles - the rotation of the instance
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// Output : none
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//-----------------------------------------------------------------------------
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void CRender::PushInstanceData( CMapInstance *pInstanceClass, Vector &InstanceOrigin, QAngle &InstanceAngles )
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{
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TInstanceState InstanceState;
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matrix3x4_t Instance3x4Matrix;
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InstanceState.m_InstanceOrigin = InstanceOrigin;
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InstanceState.m_InstanceAngles = InstanceAngles;
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InstanceState.m_pInstanceClass = pInstanceClass;
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InstanceState.m_pTopInstanceClass = NULL;
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AngleMatrix( InstanceState.m_InstanceAngles, InstanceState.m_InstanceOrigin, Instance3x4Matrix );
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InstanceState.m_InstanceMatrix.Init( Instance3x4Matrix );
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Vector vecTransformedOrigin;
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TransformInstanceVector( InstanceState.m_InstanceOrigin, vecTransformedOrigin );
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m_CurrentInstanceState.m_InstanceOrigin = vecTransformedOrigin;
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// RotateInstanceVector( ( Vector )InstanceState.m_InstanceAngles, m_CurrentInstanceState.m_InstanceAngles ); no one uses this right now make sure to store it in the same fashion as vecTransformedOrigin
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if ( m_InstanceState.Count() > 0 )
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{ // first push is just a default state
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m_bInstanceRendering = true;
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BeginLocalTransfrom( InstanceState.m_InstanceMatrix, true );
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if ( m_CurrentInstanceState.m_pTopInstanceClass == NULL )
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{
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if ( pInstanceClass->IsEditable() == false )
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{
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InstanceState.m_pTopInstanceClass = pInstanceClass;
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}
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}
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else
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{
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InstanceState.m_pTopInstanceClass = m_CurrentInstanceState.m_pTopInstanceClass;
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}
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if ( pInstanceClass->IsSelected() || m_InstanceSelectionDepth )
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{
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m_InstanceSelectionDepth++;
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}
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InstanceState.m_InstanceMatrix = m_CurrentInstanceState.m_InstanceMatrix * InstanceState.m_InstanceMatrix;
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InstanceState.m_bIsEditable = pInstanceClass->IsEditable();
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}
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else
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{
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m_bInstanceRendering = false;
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InstanceState.m_bIsEditable = true;
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}
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InstanceState.m_InstanceRenderMatrix = m_LocalMatrix.Head();
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m_InstanceState.AddToHead( InstanceState );
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m_CurrentInstanceState = InstanceState;
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if ( !pInstanceClass )
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{
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}
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else if ( m_InstanceSelectionDepth > 0 )
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{
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PushInstanceRendering( INSTANCE_STACE_SELECTED );
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}
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else if ( pInstanceClass->IsEditable() || CMapDoc::GetActiveMapDoc()->GetShowInstance() == INSTANCES_SHOW_NORMAL )
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{
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PushInstanceRendering( INSTANCE_STATE_OFF );
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}
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else
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{
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PushInstanceRendering( GetInstanceClass()->IsSelected() ? INSTANCE_STACE_SELECTED : INSTANCE_STATE_ON );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: this function will pop off the top most instance data
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//-----------------------------------------------------------------------------
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void CRender::PopInstanceData( void )
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{
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if ( m_CurrentInstanceState.m_pInstanceClass )
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{
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PopInstanceRendering();
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}
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m_InstanceState.Remove( 0 );
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m_CurrentInstanceState = m_InstanceState.Head();
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if ( m_InstanceState.Count() > 1 )
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{ // first push is just a default state
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m_bInstanceRendering = true;
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}
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else
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{
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m_bInstanceRendering = false;
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}
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if ( m_InstanceSelectionDepth > 0 )
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{
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m_InstanceSelectionDepth--;
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}
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EndLocalTransfrom();
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// m_CurrentInstanceState.m_InstanceRenderMatrix = m_LocalMatrix.Head();
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}
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//-----------------------------------------------------------------------------
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// Purpose: this function initializes the stencil buffer for instance rendering
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//-----------------------------------------------------------------------------
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void CRender::PrepareInstanceStencil( void )
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{
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CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
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#if STENCIL_AS_CALLS
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pRenderContext->SetStencilEnable( true );
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pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_ALWAYS );
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pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
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pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
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pRenderContext->SetStencilWriteMask( 0xff );
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pRenderContext->SetStencilTestMask( 0xff );
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pRenderContext->SetStencilReferenceValue( 0x01 );
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pRenderContext->SetStencilPassOperation( STENCILOPERATION_ZERO);
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#else
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m_ShaderStencilState.m_bEnable = true;
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m_ShaderStencilState.m_CompareFunc = SHADER_STENCILFUNC_ALWAYS;
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m_ShaderStencilState.m_FailOp = SHADER_STENCILOP_KEEP;
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m_ShaderStencilState.m_ZFailOp = SHADER_STENCILOP_KEEP;
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m_ShaderStencilState.m_nWriteMask = 0xff;
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m_ShaderStencilState.m_nTestMask = 0xff;
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m_ShaderStencilState.m_nReferenceValue = 0x01;
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m_ShaderStencilState.m_PassOp = SHADER_STENCILOP_ZERO;
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pRenderContext->SetStencilState( m_ShaderStencilState );
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#endif // STENCIL_AS_CALLS
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}
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//-----------------------------------------------------------------------------
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// Purpose: this function will draw the various alpha color 2d rectangles for the instance states
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//-----------------------------------------------------------------------------
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void CRender::DrawInstanceStencil( void )
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{
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CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
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CCamera *pCamera = GetCamera();
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if ( m_nNumInstancesRendered > 0 )
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{
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#if STENCIL_AS_CALLS
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pRenderContext->SetStencilPassOperation( STENCILOPERATION_KEEP );
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pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL );
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#else
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m_ShaderStencilState.m_PassOp = SHADER_STENCILOP_KEEP;
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m_ShaderStencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL;
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#endif // STENCIL_AS_CALLS
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Color InstanceColoring;
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int width, height;
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pCamera->GetViewPort( width, height );
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PushRenderMode( RENDER_MODE_INSTANCE_OVERLAY );
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BeginClientSpace();
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InstanceColor( InstanceColoring, false );
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#if STENCIL_AS_CALLS
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pRenderContext->SetStencilReferenceValue( 0x01 );
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#else
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m_ShaderStencilState.m_nReferenceValue = 0x01;
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pRenderContext->SetStencilState( m_ShaderStencilState );
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#endif // STENCIL_AS_CALLS
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DrawFilledRect( Vector2D( 0.0f, 0.0f ), Vector2D( width, height ), ( byte * )&InstanceColoring, false );
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InstanceColor( InstanceColoring, true );
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#if STENCIL_AS_CALLS
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pRenderContext->SetStencilTestMask( 0xff );
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pRenderContext->SetStencilReferenceValue( 0x02 );
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#else
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m_ShaderStencilState.m_nReferenceValue = 0x02;
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pRenderContext->SetStencilState( m_ShaderStencilState );
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#endif // STENCIL_AS_CALLS
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DrawFilledRect( Vector2D( 0.0f, 0.0f ), Vector2D( width, height ), ( byte * )&InstanceColoring, false );
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EndClientSpace();
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PopRenderMode();
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}
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#if STENCIL_AS_CALLS
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pRenderContext->SetStencilEnable( false );
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#else
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m_ShaderStencilState.m_bEnable = false;
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pRenderContext->SetStencilState( m_ShaderStencilState );
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#endif // STENCIL_AS_CALLS
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}
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//-----------------------------------------------------------------------------
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// Purpose: this function will push all of the instance data
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// Input : pInstanceClass - the func_instance entity
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// InstanceOrigin - the translation of the instance
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// InstanceAngles - the rotation of the instance
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// Output : none
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//-----------------------------------------------------------------------------
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void CRender::PushInstanceRendering( InstanceRenderingState_t State )
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{
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SetInstanceRendering( State );
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m_InstanceRenderingState.AddToHead( State );
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if ( State != INSTANCE_STATE_OFF )
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{
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m_nNumInstancesRendered++;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: this function will pop off the top most instance data
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//-----------------------------------------------------------------------------
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void CRender::PopInstanceRendering( void )
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{
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m_InstanceRenderingState.Remove( 0 );
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if ( m_InstanceRenderingState.Count() > 0 )
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{
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SetInstanceRendering( m_InstanceRenderingState.Head() );
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}
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else
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{
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SetInstanceRendering( INSTANCE_STATE_OFF );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the instance rendering state for stencil buffer operations.
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// 0 in stencil buffer = normal drawing
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// 1 in stencil buffer = instance shaded pass
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// 2 in stencil buffer = instance selected shaded pass
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// Input : State - the state at which the next drawing operations should impact
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// the stencil buffer
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//-----------------------------------------------------------------------------
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void CRender::SetInstanceRendering( InstanceRenderingState_t State )
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{
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CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
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switch( State )
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{
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case INSTANCE_STATE_OFF:
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#ifdef STENCIL_AS_CALLS
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pRenderContext->SetStencilPassOperation( STENCILOPERATION_ZERO );
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#else
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m_ShaderStencilState.m_PassOp = SHADER_STENCILOP_ZERO;
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#endif // STENCIL_AS_CALLS
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break;
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case INSTANCE_STATE_ON:
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#if STENCIL_AS_CALLS
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pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE );
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pRenderContext->SetStencilReferenceValue( 0x01 );
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#else
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m_ShaderStencilState.m_PassOp = SHADER_STENCILOP_SET_TO_REFERENCE;
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m_ShaderStencilState.m_nReferenceValue = 0x01;
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#endif // STENCIL_AS_CALLS
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break;
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case INSTANCE_STACE_SELECTED:
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#if STENCIL_AS_CALLS
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pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE );
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pRenderContext->SetStencilReferenceValue( 0x02 );
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#else
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m_ShaderStencilState.m_PassOp = SHADER_STENCILOP_SET_TO_REFERENCE;
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m_ShaderStencilState.m_nReferenceValue = 0x02;
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#endif // STENCIL_AS_CALLS
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break;
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}
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#ifndef STENCIL_AS_CALLS
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pRenderContext->SetStencilState( m_ShaderStencilState );
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#endif // STENCIL_AS_CALLS
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}
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//-----------------------------------------------------------------------------
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// Purpose: This function renders a text string at the given position, width,
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// height, and format
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// Input: text - the string to print
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// pos - the screen space position of the text (the is the top-left of
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// a screen space rect)
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// width - the width to render the text into
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// height - the height to render the text into
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// nFlags - define the text format -- see SetTextFormat
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//-----------------------------------------------------------------------------
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void CRender::DrawText( const char *text, int x, int y, int nFlags )
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{
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wchar_t unicode[ 128 ];
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mbstowcs( unicode, text, ARRAYSIZE(unicode) );
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int len = min( 127, Q_strlen( text ) );
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Assert( m_DefaultFont != vgui::INVALID_FONT );
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bool bJustifyText = nFlags & ( TEXT_JUSTIFY_LEFT | TEXT_JUSTIFY_TOP | TEXT_JUSTIFY_HORZ_CENTER | TEXT_JUSTIFY_VERT_CENTER );
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if ( bJustifyText && m_DefaultFont != vgui::INVALID_FONT )
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{
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int wide,tall;
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g_pMatSystemSurface->GetTextSize( m_DefaultFont, unicode, wide, tall );
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if ( nFlags & TEXT_JUSTIFY_LEFT )
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x -= wide;
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if ( nFlags & TEXT_JUSTIFY_TOP )
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y -= tall;
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if ( nFlags & TEXT_JUSTIFY_HORZ_CENTER )
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x -= wide/2;
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if ( nFlags & TEXT_JUSTIFY_VERT_CENTER )
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y -= tall/2;
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}
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PushRenderMode( RENDER_MODE_EXTERN );
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bool bPopMode = BeginClientSpace();
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g_pMatSystemSurface->DrawSetTextPos( x, y );
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g_pMatSystemSurface->DrawPrintText( unicode, len );
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if ( bPopMode )
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EndClientSpace();
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PopRenderMode();
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}
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//-----------------------------------------------------------------------------
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// Uses "world" coordinates
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//-----------------------------------------------------------------------------
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void CRender::DrawText( const char *text, const Vector2D &vPos, int nOffsetX, int nOffsetY, int nFlags )
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{
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Vector vecActualPos( vPos.x, vPos.y, 0.0f );
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if ( IsInLocalTransformMode() )
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{
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VMatrix matrix;
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GetLocalTranform( matrix );
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Vector vWorld = vecActualPos;
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Vector3DMultiplyPosition( matrix, vWorld, vecActualPos );
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}
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Vector2D pt;
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m_pView->WorldToClient( pt, vecActualPos );
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DrawText( text, (int)pt.x + nOffsetX, (int)pt.y + nOffsetY, nFlags );
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}
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//-----------------------------------------------------------------------------
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// Purpose: set the text and background (behind text) colors
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// Input: tR, tG, tB - text red, green, and blue values : [0...255]
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// bkR, bkG, bkB - background red, green, blue values : [0...255]
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//-----------------------------------------------------------------------------
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void CRender::SetTextColor( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
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{
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m_TextColor.SetColor( r,g,b,a );
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if ( m_bIsRenderingIntoVGUI )
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{
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g_pMatSystemSurface->DrawSetTextColor( m_TextColor );
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}
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}
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void CRender::SetHandleColor( unsigned char r, unsigned char g, unsigned char b )
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{
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m_HandleColor.SetColor( r, g, b, 255 );
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}
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void CRender::UpdateStudioRenderConfig( bool bFlat, bool bWireframe )
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{
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StudioRenderConfig_t config;
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memset( &config, 0, sizeof( config ) );
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config.fEyeShiftX = 0.0f;
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config.fEyeShiftY = 0.0f;
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config.fEyeShiftZ = 0.0f;
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config.fEyeSize = 0;
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config.drawEntities = 1;
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config.skin = 0;
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config.fullbright = MaterialSystemConfig().nFullbright;
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config.bEyeMove = true;
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config.bSoftwareSkin = bWireframe;
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config.bNoHardware = false;
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config.bNoSoftware = false;
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config.bTeeth = false;
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config.bEyes = true;
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config.bFlex = true;
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config.bSoftwareLighting = true;
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config.bWireframe = bWireframe;
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config.bDrawNormals = false;
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config.bShowEnvCubemapOnly = false;
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g_pStudioRender->UpdateConfig( config );
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}
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void CRender::StartRenderFrame()
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{
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Assert( !m_bIsRendering );
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m_nNumInstancesRendered = 0;
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m_bIsRenderingIntoVGUI = dynamic_cast<CVGuiWnd*>( GetView() );
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if ( m_bIsRenderingIntoVGUI )
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{
|
|
g_pMatSystemSurface->DrawSetTextFont( m_DefaultFont );
|
|
g_pMatSystemSurface->DrawSetTextColor( m_TextColor );
|
|
g_pMatSystemSurface->DrawSetColor( m_DrawColor );
|
|
}
|
|
|
|
int width, height;
|
|
VMatrix matrix;
|
|
CCamera *pCamera = GetCamera();
|
|
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
|
|
// build ortho matrix for client space mode
|
|
pCamera->GetViewPort( width, height );
|
|
pRenderContext->MatrixMode(MATERIAL_PROJECTION);
|
|
pRenderContext->LoadIdentity();
|
|
pRenderContext->Scale( 1, -1, 1 );
|
|
pRenderContext->Ortho(0, 0, width, height, -99999, 99999 );
|
|
pRenderContext->GetMatrix( MATERIAL_PROJECTION, &m_OrthoMatrix );
|
|
|
|
// setup world camera
|
|
pCamera->GetProjMatrix(matrix);
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->LoadMatrix( matrix );
|
|
|
|
pCamera->GetViewMatrix(matrix);
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
|
pRenderContext->LoadMatrix( matrix );
|
|
|
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
|
pRenderContext->LoadIdentity();
|
|
|
|
pRenderContext->SetAmbientLight( 1.0, 1.0, 1.0 );
|
|
|
|
pCamera->GetViewMatrix( m_CurrentMatrix );
|
|
|
|
// Disable all the lights..
|
|
for( int i = 0; i < MaterialSystemHardwareConfig()->MaxNumLights(); ++i)
|
|
{
|
|
LightDesc_t desc;
|
|
desc.m_Type = MATERIAL_LIGHT_DISABLE;
|
|
pRenderContext->SetLight( i, desc );
|
|
}
|
|
|
|
m_bIsClientSpace = false;
|
|
|
|
// reset render mode
|
|
m_RenderModeStack.Clear();
|
|
SetRenderMode( m_eDefaultRenderMode, true );
|
|
|
|
// reset colors
|
|
m_DrawColor.SetColor( 255,255,255,255 );
|
|
m_TextColor.SetColor( 255,255,255,255 );
|
|
m_HandleColor.SetColor( 255,255,255,255 );
|
|
|
|
s_fOneUnitLength = 1/pCamera->GetZoom();
|
|
|
|
// tell studiorender that we've updated the camera.
|
|
if( g_pStudioRender )
|
|
{
|
|
g_pStudioRender->BeginFrame();
|
|
|
|
Vector viewOrigin, viewRight, viewUp, viewForward;
|
|
pCamera->GetViewPoint( viewOrigin );
|
|
pCamera->GetViewRight( viewRight );
|
|
pCamera->GetViewUp( viewUp );
|
|
pCamera->GetViewForward( viewForward );
|
|
|
|
g_pStudioRender->SetViewState( viewOrigin, viewRight, viewUp, viewForward );
|
|
|
|
static Vector white[6] =
|
|
{
|
|
Vector( 1.0, 1.0, 1.0 ),
|
|
Vector( 1.0, 1.0, 1.0 ),
|
|
Vector( 1.0, 1.0, 1.0 ),
|
|
Vector( 1.0, 1.0, 1.0 ),
|
|
Vector( 1.0, 1.0, 1.0 ),
|
|
Vector( 1.0, 1.0, 1.0 ),
|
|
};
|
|
|
|
g_pStudioRender->SetAmbientLightColors( white );
|
|
}
|
|
|
|
m_bIsRendering = true;
|
|
}
|
|
|
|
void CRender::EndRenderFrame()
|
|
{
|
|
Assert( m_bIsRendering );
|
|
Assert( !m_bIsClientSpace );
|
|
Assert( m_RenderModeStack.Count() == 0 );
|
|
Assert( !m_bIsLocalTransform );
|
|
|
|
if ( g_pStudioRender )
|
|
{
|
|
g_pStudioRender->BeginFrame();
|
|
}
|
|
|
|
// turn off lighting preview shader state
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
pRenderContext->SetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING,0);
|
|
|
|
m_nFrameCount++;
|
|
m_bIsRendering = false;
|
|
m_bIsRenderingIntoVGUI = false;
|
|
}
|
|
|
|
void CRender::DrawLine( const Vector &vStart, const Vector &vEnd )
|
|
{
|
|
float scale = VectorLength( vEnd-vStart ) / ( s_fOneUnitLength * 16 );
|
|
|
|
meshBuilder.Begin(m_pMesh, MATERIAL_LINES, 1);
|
|
|
|
meshBuilder.Position3fv(vStart.Base());
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.TexCoord2f(0, 0, 0);
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv(vEnd.Base());
|
|
meshBuilder.Color4ubv((byte*)&m_DrawColor);
|
|
meshBuilder.TexCoord2f(0, scale, scale);
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
}
|
|
|
|
void CRender::BeginLocalTransfrom( const VMatrix &matrix, bool MultiplyCurrent )
|
|
{
|
|
Assert( !m_bIsClientSpace );
|
|
|
|
VMatrix LocalCopy = matrix;
|
|
|
|
if ( MultiplyCurrent )
|
|
{
|
|
LocalCopy = m_LocalMatrix.Head() * LocalCopy;
|
|
}
|
|
m_LocalMatrix.AddToHead( LocalCopy );
|
|
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadMatrix( m_LocalMatrix.Head() );
|
|
|
|
CCamera *pCamera = GetCamera();
|
|
pCamera->GetViewMatrix( m_CurrentMatrix );
|
|
m_CurrentMatrix = m_CurrentMatrix * LocalCopy;
|
|
|
|
m_bIsLocalTransform = true;
|
|
}
|
|
|
|
void CRender::EndLocalTransfrom()
|
|
{
|
|
Assert( m_bIsLocalTransform );
|
|
Assert( !m_bIsClientSpace );
|
|
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
|
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
|
pRenderContext->PopMatrix();
|
|
|
|
m_LocalMatrix.Remove( 0 );
|
|
|
|
CCamera *pCamera = GetCamera();
|
|
pCamera->GetViewMatrix( m_CurrentMatrix );
|
|
if ( m_LocalMatrix.Count() > 1 )
|
|
{
|
|
m_CurrentMatrix = m_CurrentMatrix * m_LocalMatrix.Head();
|
|
m_bIsLocalTransform = true;
|
|
}
|
|
else
|
|
{
|
|
m_bIsLocalTransform = false;
|
|
}
|
|
}
|
|
|
|
bool CRender::IsInLocalTransformMode()
|
|
{
|
|
return m_bIsLocalTransform;
|
|
}
|
|
|
|
void CRender::GetLocalTranform( VMatrix &matrix )
|
|
{
|
|
matrix = m_LocalMatrix.Head();
|
|
}
|
|
|
|
bool CRender::BeginClientSpace(void)
|
|
{
|
|
if ( m_bIsClientSpace )
|
|
return false;
|
|
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadMatrix( m_OrthoMatrix );
|
|
|
|
pRenderContext->MatrixMode(MATERIAL_VIEW);
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity();
|
|
|
|
if ( m_bIsLocalTransform )
|
|
{
|
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity();
|
|
}
|
|
|
|
m_bIsClientSpace = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CRender::EndClientSpace(void)
|
|
{
|
|
Assert( m_bIsClientSpace );
|
|
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
|
|
pRenderContext->MatrixMode(MATERIAL_VIEW);
|
|
pRenderContext->PopMatrix();
|
|
|
|
pRenderContext->MatrixMode(MATERIAL_PROJECTION);
|
|
pRenderContext->PopMatrix();
|
|
|
|
if ( m_bIsLocalTransform )
|
|
{
|
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
|
pRenderContext->PopMatrix();
|
|
}
|
|
|
|
m_bIsClientSpace = false;
|
|
}
|
|
|
|
void CRender::TransformPoint( Vector2D &vClient, const Vector& vWorld )
|
|
{
|
|
Vector vecActualPos;
|
|
|
|
if ( !m_bIsLocalTransform )
|
|
{
|
|
vecActualPos = vWorld;
|
|
}
|
|
else
|
|
{
|
|
m_LocalMatrix.Head().V3Mul( vWorld, vecActualPos );
|
|
}
|
|
|
|
m_pView->WorldToClient( vClient, vecActualPos );
|
|
}
|
|
|
|
|
|
void CRender::TransformNormal( Vector2D &vClient, const Vector& vWorld )
|
|
{
|
|
Vector2D originClient, normalClient;
|
|
TransformPoint( originClient, vec3_origin );
|
|
TransformPoint( normalClient, vWorld );
|
|
vClient = normalClient- originClient;
|
|
}
|
|
|
|
void CRender::DrawCircle( const Vector &vCenter, const Vector &vNormal, float flRadius, int nSegments)
|
|
{
|
|
Vector vx,vy;
|
|
|
|
if ( !BuildAxesFromNormal( vNormal, vx, vy ) )
|
|
return;
|
|
|
|
vx *= flRadius;
|
|
vy *= flRadius;
|
|
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_LINE_LOOP, nSegments );
|
|
|
|
float invDelta = 2.0f * M_PI / nSegments;
|
|
for ( int i = 0; i < nSegments; ++i )
|
|
{
|
|
float flRadians = i * invDelta;
|
|
float ca = cos( flRadians );
|
|
float sa = sin( flRadians );
|
|
|
|
// Rotate it around the circle
|
|
Vector vertex = vCenter + (ca*vx) + (sa*vy);
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.Position3fv( &vertex.x );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
}
|
|
|
|
void CRender::DrawCircle( Vector2D &vCenter, float fRadius, int nSegments, unsigned char *pColor )
|
|
{
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_LINE_LOOP, nSegments );
|
|
|
|
float invDelta = 2.0f * M_PI / nSegments;
|
|
for ( int i = 0; i < nSegments; ++i )
|
|
{
|
|
float flRadians = i * invDelta;
|
|
float ca = cos( flRadians );
|
|
float sa = sin( flRadians );
|
|
|
|
// Rotate it around the circle
|
|
float x = vCenter.x + (fRadius * ca);
|
|
float y = vCenter.y + (fRadius * sa);
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( x, y, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
}
|
|
|
|
void CRender::DrawCross( Vector2D& ul, Vector2D& lr, unsigned char *pColor )
|
|
{
|
|
// just sizes
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_LINES, 2 );
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( ul.x, ul.y, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( lr.x, lr.y, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( ul.x, lr.y-1, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( lr.x, ul.y-1, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
}
|
|
|
|
void CRender::DrawRect( Vector2D& ul, Vector2D& lr, unsigned char *pColor )
|
|
{
|
|
Vector2D vScale = (lr-ul)/16;
|
|
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_LINE_LOOP, 4 );
|
|
|
|
Vector2D tex(0,0);
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( ul.x, ul.y, 0 );
|
|
meshBuilder.TexCoord2f(0, tex.x, tex.y );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
tex.x += vScale.x;
|
|
tex.y += vScale.x;
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( lr.x, ul.y, 0 );
|
|
meshBuilder.TexCoord2f(0, tex.x, tex.y );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
tex.x += vScale.y;
|
|
tex.y -= vScale.y;
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( lr.x, lr.y, 0 );
|
|
meshBuilder.TexCoord2f(0, tex.x, tex.y );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
tex.x -= vScale.x;
|
|
tex.y -= vScale.x;
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( ul.x, lr.y, 0 );
|
|
meshBuilder.TexCoord2f(0, tex.x, tex.y );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
}
|
|
|
|
void CRender::DrawPlane( const Vector &p0, const Vector &p1, const Vector &p2, const Vector &p3, bool bFill )
|
|
{
|
|
if ( bFill )
|
|
{
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_QUADS, 1 );
|
|
}
|
|
else
|
|
{
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_LINE_LOOP, 4 );
|
|
}
|
|
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.Position3fv( &p0.x );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.Position3fv( &p1.x );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.Position3fv( &p2.x );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.Position3fv( &p3.x );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
}
|
|
|
|
void CRender::DrawFilledRect( Vector2D& ul, Vector2D& lr, unsigned char *pColor, bool bBorder )
|
|
{
|
|
static Color black(0,0,0,255);
|
|
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_QUADS, bBorder?2:1 );
|
|
|
|
if ( bBorder )
|
|
{
|
|
meshBuilder.Color4ubv( (byte*)&black );
|
|
meshBuilder.Position3f( ul.x, ul.y, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( (byte*)&black );
|
|
meshBuilder.Position3f( lr.x, ul.y, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( (byte*)&black );
|
|
meshBuilder.Position3f( lr.x, lr.y, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( (byte*)&black );
|
|
meshBuilder.Position3f( ul.x, lr.y, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
|
|
ul.x+=1;
|
|
ul.y+=1;
|
|
lr.x-=1;
|
|
lr.y-=1;
|
|
}
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( ul.x, ul.y, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( lr.x, ul.y, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( lr.x, lr.y, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.Position3f( ul.x, lr.y, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
}
|
|
|
|
void CRender::DrawHandle( const Vector &vCenter, const Vector2D *vOffset )
|
|
{
|
|
if ( !m_CurrentInstanceState.m_bIsEditable )
|
|
{
|
|
return;
|
|
}
|
|
|
|
int size = m_nHandleSize;
|
|
|
|
bool bPopMode = BeginClientSpace();
|
|
|
|
Vector2D vCenter2D;
|
|
|
|
TransformPoint( vCenter2D, vCenter );
|
|
|
|
if ( vOffset )
|
|
{
|
|
vCenter2D += *vOffset;
|
|
}
|
|
|
|
RoundVector( vCenter2D );
|
|
|
|
if ( m_nHandleType == HANDLE_CROSS )
|
|
size--;
|
|
|
|
Vector2D ul( vCenter2D.x-size, vCenter2D.y-size );
|
|
Vector2D lr( vCenter2D.x+size+1, vCenter2D.y+size+1 );
|
|
|
|
switch ( m_nHandleType )
|
|
{
|
|
case HANDLE_SQUARE : DrawFilledRect( ul, lr, (byte*)&m_HandleColor, true );break;
|
|
case HANDLE_CIRCLE : DrawCircle( vCenter2D, size, 16, (byte*)&m_HandleColor ); break;
|
|
case HANDLE_DIAMOND : break;
|
|
case HANDLE_CROSS : DrawCross( ul, lr, (byte*)&m_HandleColor );break;
|
|
}
|
|
|
|
if ( bPopMode )
|
|
EndClientSpace();
|
|
}
|
|
|
|
CCamera *CRender::GetCamera()
|
|
{
|
|
return m_pView->GetCamera();
|
|
}
|
|
|
|
bool CRender::SetView( CMapView * pView )
|
|
{
|
|
Assert( pView );
|
|
|
|
m_pView = pView;
|
|
|
|
// Store off the three materials we use most often...
|
|
if ( !GetRequiredMaterial( "editor/wireframe", m_pWireframe[0] ) ||
|
|
!GetRequiredMaterial( "editor/flat", m_pFlat[0] ) ||
|
|
!GetRequiredMaterial( "editor/flatdecal", m_pFlat[1] ) ||
|
|
!GetRequiredMaterial( "editor/translucentflat", m_pTranslucentFlat[0] ) ||
|
|
!GetRequiredMaterial( "editor/translucentflatdecal", m_pTranslucentFlat[1] ) ||
|
|
!GetRequiredMaterial( "editor/lightmapgrid", m_pLightmapGrid[0] ) ||
|
|
!GetRequiredMaterial( "editor/lightmapgriddecal", m_pLightmapGrid[1] ) ||
|
|
!GetRequiredMaterial( "editor/selectionoverlay", m_pSelectionOverlay[0] ) ||
|
|
!GetRequiredMaterial( "editor/flatignorez", m_pFlatNoZ[0] ) ||
|
|
!GetRequiredMaterial( "editor/flatnocull", m_pFlatNoCull[0] ) ||
|
|
!GetRequiredMaterial( "editor/dotted", m_pDotted[0] )
|
|
)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Some materials don't have a separate decal version.
|
|
m_pFlatNoZ[1] = m_pFlatNoZ[0];
|
|
m_pFlatNoCull[1] = m_pFlatNoCull[0];
|
|
m_pWireframe[1] = m_pWireframe[0];
|
|
m_pDotted[1] = m_pDotted[0];
|
|
m_pSelectionOverlay[1] = m_pSelectionOverlay[0];
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
bool CRender::IsActiveView()
|
|
{
|
|
return m_pView->IsActive();
|
|
}
|
|
|
|
void CRender::SetDrawColor( const Color &color )
|
|
{
|
|
m_DrawColor = color;
|
|
if ( m_bIsRenderingIntoVGUI )
|
|
{
|
|
g_pMatSystemSurface->DrawSetColor( m_DrawColor );
|
|
}
|
|
}
|
|
|
|
void CRender::GetDrawColor( Color &color )
|
|
{
|
|
color = m_DrawColor;
|
|
}
|
|
|
|
void CRender::SetDrawColor( unsigned char r, unsigned char g, unsigned char b )
|
|
{
|
|
// current draw color, keep the alpha value
|
|
m_DrawColor.SetColor( r, g, b, m_DrawColor.a() );
|
|
if ( m_bIsRenderingIntoVGUI )
|
|
{
|
|
g_pMatSystemSurface->DrawSetColor( m_DrawColor );
|
|
}
|
|
}
|
|
|
|
void CRender::SetHandleStyle( int size, int type )
|
|
{
|
|
m_nHandleType = type;
|
|
m_nHandleSize = size;
|
|
}
|
|
|
|
void CRender::DrawArrow( Vector const &vStart, Vector const &vEnd )
|
|
{
|
|
Assert(0);
|
|
}
|
|
|
|
void CRender::DrawPolyLine( int nPoints, const Vector *Points )
|
|
{
|
|
// Draw the box bottom, top, and one corner edge.
|
|
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_LINE_LOOP, nPoints );
|
|
|
|
for (int i= 0; i<nPoints;i++ )
|
|
{
|
|
meshBuilder.Position3fv( &Points[i].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
}
|
|
|
|
void CRender::DrawDisplacement( CCoreDispInfo *pMapDisp )
|
|
{
|
|
int numVerts = pMapDisp->GetSize();
|
|
int numIndices = pMapDisp->GetRenderIndexCount();
|
|
bool bWireFrame = m_eCurrentRenderMode == RENDER_MODE_WIREFRAME;
|
|
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_TRIANGLES, numVerts, numIndices );
|
|
|
|
Color color = m_DrawColor;
|
|
|
|
CoreDispVert_t *pVert = pMapDisp->GetDispVertList();
|
|
for (int i = 0; i < numVerts; ++i )
|
|
{
|
|
if ( bWireFrame )
|
|
{
|
|
meshBuilder.Position3fv( pVert[i].m_Vert.Base() );
|
|
meshBuilder.Color4ubv( (byte*)&color );
|
|
meshBuilder.TexCoord2fv( 0, pVert[i].m_TexCoord.Base() );
|
|
meshBuilder.TexCoord2fv( 1, pVert[i].m_LuxelCoords[0].Base() );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
else
|
|
{
|
|
meshBuilder.Position3fv( pVert[i].m_Vert.Base() );
|
|
meshBuilder.Color4ub( color[0], color[1], color[2], 255 - ( unsigned char )( pVert[i].m_Alpha ) );
|
|
meshBuilder.Normal3fv( pVert[i].m_Normal.Base() );
|
|
meshBuilder.TangentS3fv( pVert[i].m_TangentS.Base() );
|
|
meshBuilder.TangentT3fv( pVert[i].m_TangentT.Base() );
|
|
meshBuilder.TexCoord2fv( 0, pVert[i].m_TexCoord.Base() );
|
|
meshBuilder.TexCoord2fv( 1, pVert[i].m_LuxelCoords[0].Base() );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
}
|
|
|
|
unsigned short *pIndex = pMapDisp->GetRenderIndexList();
|
|
for ( int i = 0; i < numIndices; ++i )
|
|
{
|
|
meshBuilder.Index( pIndex[i] );
|
|
meshBuilder.AdvanceIndex();
|
|
}
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
}
|
|
|
|
void CRender::DrawModel( DrawModelInfo_t* pInfo, matrix3x4_t *pBoneToWorld, const Vector &vOrigin, float fAlpha, bool bWireFrame )
|
|
{
|
|
UpdateStudioRenderConfig( true, bWireFrame );
|
|
|
|
g_pStudioRender->SetAlphaModulation( fAlpha );
|
|
|
|
Vector viewOrigin;
|
|
GetCamera()->GetViewPoint( viewOrigin );
|
|
|
|
g_pStudioRender->SetEyeViewTarget( pInfo->m_pStudioHdr, pInfo->m_Body, viewOrigin );
|
|
|
|
g_pStudioRender->DrawModel( NULL, *pInfo, pBoneToWorld, NULL, NULL, vOrigin, STUDIORENDER_DRAW_ENTIRE_MODEL );
|
|
|
|
g_pStudioRender->SetAlphaModulation( 1.0f );
|
|
|
|
// force rendermode reset
|
|
SetRenderMode( RENDER_MODE_CURRENT, true );
|
|
}
|
|
|
|
void CRender::DrawCollisionModel( MDLHandle_t mdlHandle, const VMatrix &mViewMatrix )
|
|
{
|
|
vcollide_t *pCollide =g_pMDLCache->GetVCollide( mdlHandle );
|
|
|
|
if ( !pCollide || pCollide->solidCount <= 0 )
|
|
return;
|
|
|
|
Vector *outVerts;
|
|
int vertCount = g_pPhysicsCollision->CreateDebugMesh( pCollide->solids[0], &outVerts );
|
|
|
|
if ( vertCount )
|
|
{
|
|
PushRenderMode( RENDER_MODE_WIREFRAME );
|
|
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_TRIANGLES, vertCount/3 );
|
|
|
|
for ( int j = 0; j < vertCount; j++ )
|
|
{
|
|
Vector out;
|
|
mViewMatrix.V3Mul( outVerts[j], out );
|
|
meshBuilder.Position3fv( out.Base() );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.TexCoord2f( 0, 0, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
|
|
PopRenderMode();
|
|
}
|
|
|
|
g_pPhysicsCollision->DestroyDebugMesh( vertCount, outVerts );
|
|
}
|
|
|
|
void CRender::DrawSphere( const Vector &vCenter, int nRadius )
|
|
{
|
|
Assert(0);
|
|
}
|
|
|
|
void CRender::DrawBoxExt( const Vector &vCenter, float extend, bool bFill)
|
|
{
|
|
Vector vExtent( extend, extend, extend );
|
|
Vector vMins = vCenter - vExtent;
|
|
Vector vMax = vCenter + vExtent;
|
|
|
|
DrawBox( vMins, vMax, bFill );
|
|
}
|
|
|
|
void CRender::DrawHandles( int nPoints, const Vector *Points )
|
|
{
|
|
Assert(0);
|
|
}
|
|
|
|
void CRender::DrawBox( const Vector &vMins, const Vector &vMaxs, bool bFill)
|
|
{
|
|
Vector points[8];
|
|
PointsFromBox( vMins, vMaxs, points );
|
|
|
|
if ( bFill )
|
|
{
|
|
Assert(0);
|
|
}
|
|
else
|
|
{
|
|
// Draw the box bottom, top, and one corner edge.
|
|
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_LINE_STRIP, 9 );
|
|
|
|
meshBuilder.Position3fv( &points[0].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[1].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[3].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[2].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[6].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[7].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[5].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[4].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[0].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[2].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
|
|
// Draw the three missing edges.
|
|
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_LINES, 3 );
|
|
|
|
meshBuilder.Position3fv( &points[4].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[6].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[1].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[5].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[3].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( &points[7].x );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
}
|
|
}
|
|
|
|
void CRender::DrawPoint( const Vector &vPoint )
|
|
{
|
|
// HACK HACK, MATERIAL_POINTS doesnt work somehow
|
|
|
|
meshBuilder.Begin( m_pMesh, MATERIAL_LINES, 1 );
|
|
|
|
meshBuilder.Position3f( vPoint.x, vPoint.y, vPoint.z );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( vPoint.x+1, vPoint.y+1, vPoint.z );
|
|
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
m_pMesh->Draw();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Binds a texture for rendering. If the texture has never been bound
|
|
// to this rendering context, it is uploaded to the driver.
|
|
// Input : pTexture - Pointer to the texture object being bound.
|
|
//-----------------------------------------------------------------------------
|
|
void CRender::BindTexture(IEditorTexture *pTexture)
|
|
{
|
|
// These textures must be CMaterials....
|
|
BindMaterial( pTexture->GetMaterial() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Binds a material for rendering. If the material has never been bound
|
|
// to this rendering context, it is uploaded to the driver.
|
|
// Input : pMaterial - Pointer to the material object being bound.
|
|
//-----------------------------------------------------------------------------
|
|
void CRender::BindMaterial( IMaterial *pMaterial )
|
|
{
|
|
if ( m_pBoundMaterial != pMaterial )
|
|
{
|
|
m_pBoundMaterial = pMaterial;
|
|
SetRenderMode( RENDER_MODE_CURRENT, true );
|
|
}
|
|
}
|
|
|
|
|
|
bool CRender::GetRequiredMaterial( const char *pName, IMaterial* &pMaterial )
|
|
{
|
|
pMaterial = NULL;
|
|
IEditorTexture *pTex = g_Textures.FindActiveTexture( pName );
|
|
if ( pTex )
|
|
pMaterial = pTex->GetMaterial();
|
|
|
|
if ( pMaterial )
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
char str[512];
|
|
Q_snprintf( str, sizeof( str ), "Missing material '%s'. Go to Tools | Options | Game Configurations and verify that your game directory is correct.", pName );
|
|
MessageBox( NULL, str, "FATAL ERROR", MB_OK );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : eRenderMode -
|
|
//-----------------------------------------------------------------------------
|
|
void CRender::SetRenderMode(EditorRenderMode_t eRenderMode, bool bForce)
|
|
{
|
|
if (eRenderMode == RENDER_MODE_DEFAULT)
|
|
{
|
|
eRenderMode = m_eDefaultRenderMode;
|
|
}
|
|
|
|
if ( eRenderMode == RENDER_MODE_CURRENT )
|
|
{
|
|
eRenderMode = m_eCurrentRenderMode;
|
|
}
|
|
|
|
if (m_eCurrentRenderMode == eRenderMode && !bForce)
|
|
return;
|
|
|
|
// Bind the appropriate material based on our mode
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
switch(eRenderMode)
|
|
{
|
|
case RENDER_MODE_DOTTED:
|
|
m_pCurrentMaterial = m_pDotted[m_nDecalMode];
|
|
break;
|
|
|
|
case RENDER_MODE_FLAT:
|
|
// Ensures we get red even for decals
|
|
m_pCurrentMaterial = m_pFlat[m_nDecalMode];
|
|
break;
|
|
|
|
case RENDER_MODE_TRANSLUCENT_FLAT:
|
|
m_pCurrentMaterial = m_pTranslucentFlat[m_nDecalMode];
|
|
break;
|
|
|
|
case RENDER_MODE_FLAT_NOZ:
|
|
// flat mode but not depth check
|
|
m_pCurrentMaterial = m_pFlatNoZ[m_nDecalMode];
|
|
break;
|
|
case RENDER_MODE_FLAT_NOCULL:
|
|
// flat mode but not depth check
|
|
m_pCurrentMaterial = m_pFlatNoCull[m_nDecalMode];
|
|
break;
|
|
|
|
case RENDER_MODE_WIREFRAME:
|
|
m_pCurrentMaterial = m_pWireframe[m_nDecalMode];
|
|
break;
|
|
|
|
case RENDER_MODE_SMOOTHING_GROUP:
|
|
m_pCurrentMaterial = m_pFlat[m_nDecalMode];
|
|
break;
|
|
|
|
case RENDER_MODE_LIGHTMAP_GRID:
|
|
m_pCurrentMaterial = m_pLightmapGrid[m_nDecalMode];
|
|
break;
|
|
|
|
case RENDER_MODE_SELECTION_OVERLAY:
|
|
case RENDER_MODE_INSTANCE_OVERLAY:
|
|
// Ensures we get red even for decals
|
|
m_pCurrentMaterial = m_pSelectionOverlay[m_nDecalMode];
|
|
break;
|
|
|
|
case RENDER_MODE_TEXTURED:
|
|
case RENDER_MODE_TEXTURED_SHADED:
|
|
case RENDER_MODE_LIGHT_PREVIEW2:
|
|
case RENDER_MODE_LIGHT_PREVIEW_RAYTRACED:
|
|
if (m_pBoundMaterial)
|
|
{
|
|
if( m_pBoundMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ) )
|
|
{
|
|
pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP );
|
|
}
|
|
else
|
|
{
|
|
pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE );
|
|
}
|
|
|
|
m_pCurrentMaterial = m_pBoundMaterial;
|
|
}
|
|
else
|
|
{
|
|
m_pCurrentMaterial = m_pFlat[m_nDecalMode];
|
|
}
|
|
break;
|
|
}
|
|
|
|
Assert( m_pCurrentMaterial != NULL );
|
|
|
|
pRenderContext->Bind( m_pCurrentMaterial );
|
|
|
|
pRenderContext->SetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING,0);
|
|
if (eRenderMode==RENDER_MODE_TEXTURED_SHADED)
|
|
pRenderContext->SetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING,1);
|
|
|
|
if (
|
|
(eRenderMode==RENDER_MODE_LIGHT_PREVIEW2) ||
|
|
(eRenderMode==RENDER_MODE_LIGHT_PREVIEW_RAYTRACED)
|
|
)
|
|
pRenderContext->SetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING,2);
|
|
|
|
m_pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_pCurrentMaterial );
|
|
|
|
Assert( m_pMesh );
|
|
|
|
m_eCurrentRenderMode = eRenderMode;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : eRenderMode -
|
|
//-----------------------------------------------------------------------------
|
|
void CRender::SetDefaultRenderMode(EditorRenderMode_t eRenderMode)
|
|
{
|
|
Assert( eRenderMode != RENDER_MODE_DEFAULT );
|
|
m_eDefaultRenderMode = eRenderMode;
|
|
}
|
|
|
|
void CRender::PushRenderMode( EditorRenderMode_t eRenderMode )
|
|
{
|
|
m_RenderModeStack.Push( m_eCurrentRenderMode );
|
|
SetRenderMode( eRenderMode );
|
|
}
|
|
|
|
void CRender::PopRenderMode()
|
|
{
|
|
SetRenderMode( m_RenderModeStack.Top() );
|
|
m_RenderModeStack.Pop();
|
|
}
|
|
|
|
#define CAMERA_RIGHT 0
|
|
#define CAMERA_UP 1
|
|
#define CAMERA_FORWARD 2
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns a vector indicating the camera's forward axis.
|
|
//-----------------------------------------------------------------------------
|
|
void CRender::GetViewForward( Vector &ViewForward ) const
|
|
{
|
|
ViewForward[ 0 ] = -m_CurrentMatrix[ CAMERA_FORWARD ][ 0 ];
|
|
ViewForward[ 1 ] = -m_CurrentMatrix[ CAMERA_FORWARD ][ 1 ];
|
|
ViewForward[ 2 ] = -m_CurrentMatrix[ CAMERA_FORWARD ][ 2 ];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns a vector indicating the camera's up axis.
|
|
//-----------------------------------------------------------------------------
|
|
void CRender::GetViewUp(Vector& ViewUp) const
|
|
{
|
|
ViewUp[ 0 ] = m_CurrentMatrix[ CAMERA_UP ][ 0 ];
|
|
ViewUp[ 1 ] = m_CurrentMatrix[ CAMERA_UP ][ 1 ];
|
|
ViewUp[ 2 ] = m_CurrentMatrix[ CAMERA_UP ][ 2 ];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns a vector indicating the camera's right axis.
|
|
//-----------------------------------------------------------------------------
|
|
void CRender::GetViewRight(Vector& ViewRight) const
|
|
{
|
|
ViewRight[ 0 ] = m_CurrentMatrix[ CAMERA_RIGHT ][ 0 ];
|
|
ViewRight[ 1 ] = m_CurrentMatrix[ CAMERA_RIGHT ][ 1 ];
|
|
ViewRight[ 2 ] = m_CurrentMatrix[ CAMERA_RIGHT ][ 2 ];
|
|
}
|