mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
458 lines
13 KiB
C++
458 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//===========================================================================//
|
|
|
|
#include "matsys_controls/vmtpanel.h"
|
|
#include "materialsystem/imesh.h"
|
|
#include "materialsystem/imaterial.h"
|
|
#include "materialsystem/itexture.h"
|
|
#include "VGuiMatSurface/IMatSystemSurface.h"
|
|
#include "vgui_controls/ScrollBar.h"
|
|
#include "matsys_controls/matsyscontrols.h"
|
|
#include "vgui/IVGui.h"
|
|
#include "vgui_controls/ToolWindow.h"
|
|
#include "tier2/renderutils.h"
|
|
|
|
using namespace vgui;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Enums
|
|
//-----------------------------------------------------------------------------
|
|
enum
|
|
{
|
|
SCROLLBAR_SIZE=18, // the width of a scrollbar
|
|
WINDOW_BORDER_WIDTH=2 // the width of the window's border
|
|
};
|
|
|
|
#define SPHERE_RADIUS 10.0f
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor, destructor
|
|
//-----------------------------------------------------------------------------
|
|
CVMTPanel::CVMTPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName )
|
|
{
|
|
m_bUseActualSize = true;
|
|
m_pMaterial = NULL;
|
|
|
|
m_pHorizontalBar = new ScrollBar( this, "HorizScrollBar", false );
|
|
m_pHorizontalBar->AddActionSignalTarget(this);
|
|
m_pHorizontalBar->SetVisible(false);
|
|
|
|
m_pVerticalBar = new ScrollBar( this, "VertScrollBar", true );
|
|
m_pVerticalBar->AddActionSignalTarget(this);
|
|
m_pVerticalBar->SetVisible(false);
|
|
|
|
LookAt( SPHERE_RADIUS );
|
|
|
|
m_pLightmapTexture.Init( "//platform/materials/debug/defaultlightmap", "editor" );
|
|
m_DefaultEnvCubemap.Init( "editor/cubemap", "editor", true );
|
|
}
|
|
|
|
CVMTPanel::~CVMTPanel()
|
|
{
|
|
m_pLightmapTexture.Shutdown();
|
|
m_DefaultEnvCubemap.Shutdown();
|
|
if (m_pMaterial)
|
|
{
|
|
m_pMaterial->DecrementReferenceCount();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Scheme
|
|
//-----------------------------------------------------------------------------
|
|
void CVMTPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
|
|
{
|
|
BaseClass::ApplySchemeSettings( pScheme );
|
|
SetBorder( pScheme->GetBorder( "MenuBorder") );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set the material to draw
|
|
//-----------------------------------------------------------------------------
|
|
void CVMTPanel::SetMaterial( IMaterial *pMaterial )
|
|
{
|
|
if (pMaterial)
|
|
{
|
|
pMaterial->IncrementReferenceCount();
|
|
}
|
|
if (m_pMaterial)
|
|
{
|
|
m_pMaterial->DecrementReferenceCount();
|
|
}
|
|
m_pMaterial = pMaterial;
|
|
InvalidateLayout();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set rendering mode (stretch to full screen, or use actual size)
|
|
//-----------------------------------------------------------------------------
|
|
void CVMTPanel::RenderUsingActualSize( bool bEnable )
|
|
{
|
|
m_bUseActualSize = bEnable;
|
|
InvalidateLayout();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: relayouts out the panel after any internal changes
|
|
//-----------------------------------------------------------------------------
|
|
void CVMTPanel::PerformLayout()
|
|
{
|
|
BaseClass::PerformLayout();
|
|
return;
|
|
|
|
// Get the current size, see if it's big enough to view the entire thing
|
|
int iWidth, iHeight;
|
|
GetSize( iWidth, iHeight );
|
|
|
|
// In the case of stretching, just stretch to the size and blow off
|
|
// the scrollbars. Same holds true if there's no material
|
|
if (!m_bUseActualSize || !m_pMaterial)
|
|
{
|
|
m_iViewableWidth = iWidth;
|
|
m_iViewableHeight = iHeight;
|
|
m_pHorizontalBar->SetVisible(false);
|
|
m_pVerticalBar->SetVisible(false);
|
|
return;
|
|
}
|
|
|
|
// Check the size of the material...
|
|
int iMaterialWidth = m_pMaterial->GetMappingWidth();
|
|
int iMaterialHeight = m_pMaterial->GetMappingHeight();
|
|
|
|
// Check if the scroll bars are visible
|
|
bool bHorizScrollVisible = (iMaterialWidth > iWidth);
|
|
bool bVertScrollVisible = (iMaterialHeight > iHeight);
|
|
|
|
m_pHorizontalBar->SetVisible(bHorizScrollVisible);
|
|
m_pVerticalBar->SetVisible(bVertScrollVisible);
|
|
|
|
// Shrink the bars if both are visible
|
|
m_iViewableWidth = bVertScrollVisible ? iWidth - SCROLLBAR_SIZE - WINDOW_BORDER_WIDTH : iWidth;
|
|
m_iViewableHeight = bHorizScrollVisible ? iHeight - SCROLLBAR_SIZE - WINDOW_BORDER_WIDTH : iHeight;
|
|
|
|
// Set the position of the horizontal bar...
|
|
if (bHorizScrollVisible)
|
|
{
|
|
m_pHorizontalBar->SetPos(0, iHeight - SCROLLBAR_SIZE);
|
|
m_pHorizontalBar->SetSize( m_iViewableWidth, SCROLLBAR_SIZE );
|
|
|
|
m_pHorizontalBar->SetRangeWindow( m_iViewableWidth );
|
|
m_pHorizontalBar->SetRange( 0, iMaterialWidth );
|
|
|
|
// FIXME: Change scroll amount based on how much is not visible?
|
|
m_pHorizontalBar->SetButtonPressedScrollValue( 5 );
|
|
}
|
|
|
|
// Set the position of the vertical bar...
|
|
if (bVertScrollVisible)
|
|
{
|
|
m_pVerticalBar->SetPos(iWidth - SCROLLBAR_SIZE, 0);
|
|
m_pVerticalBar->SetSize(SCROLLBAR_SIZE, m_iViewableHeight);
|
|
|
|
m_pVerticalBar->SetRangeWindow( m_iViewableHeight );
|
|
m_pVerticalBar->SetRange( 0, iMaterialHeight);
|
|
m_pVerticalBar->SetButtonPressedScrollValue( 5 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// paint it stretched to the window size
|
|
//-----------------------------------------------------------------------------
|
|
void CVMTPanel::DrawStretchedToPanel( CMeshBuilder &meshBuilder )
|
|
{
|
|
// Draw a polygon the size of the panel
|
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
|
meshBuilder.Position3f( 0, 0, 0 );
|
|
meshBuilder.TexCoord2f( 0, 0, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
|
meshBuilder.Position3f( 0, m_iViewableHeight, 0 );
|
|
meshBuilder.TexCoord2f( 0, 0, 1 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
|
meshBuilder.Position3f( m_iViewableWidth, m_iViewableHeight, 0 );
|
|
meshBuilder.TexCoord2f( 0, 1, 1 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
|
meshBuilder.Position3f( m_iViewableWidth, 0, 0 );
|
|
meshBuilder.TexCoord2f( 0, 0, 1 );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// paint it actual size
|
|
//-----------------------------------------------------------------------------
|
|
void CVMTPanel::DrawActualSize( CMeshBuilder &meshBuilder )
|
|
{
|
|
// Check the size of the material...
|
|
int iMaterialWidth = m_pMaterial->GetMappingWidth();
|
|
int iMaterialHeight = m_pMaterial->GetMappingHeight();
|
|
|
|
Vector2D ul;
|
|
Vector2D lr;
|
|
Vector2D tul;
|
|
Vector2D tlr;
|
|
|
|
if (m_iViewableWidth >= iMaterialWidth)
|
|
{
|
|
// Center the material if we've got enough horizontal space
|
|
ul.x = (m_iViewableWidth - iMaterialWidth) * 0.5f;
|
|
lr.x = ul.x + iMaterialWidth;
|
|
tul.x = 0.0f; tlr.x = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
// Use the scrollbars here...
|
|
int val = m_pHorizontalBar->GetValue();
|
|
tul.x = (float)val / (float)iMaterialWidth;
|
|
tlr.x = tul.x + (float)m_iViewableWidth / (float)iMaterialWidth;
|
|
|
|
ul.x = 0;
|
|
lr.x = m_iViewableWidth;
|
|
}
|
|
|
|
if (m_iViewableHeight >= iMaterialHeight)
|
|
{
|
|
// Center the material if we've got enough vertical space
|
|
ul.y = (m_iViewableHeight - iMaterialHeight) * 0.5f;
|
|
lr.y = ul.y + iMaterialHeight;
|
|
tul.y = 0.0f; tlr.y = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
// Use the scrollbars here...
|
|
int val = m_pVerticalBar->GetValue();
|
|
|
|
tul.y = (float)val / (float)iMaterialHeight;
|
|
tlr.y = tul.y + (float)m_iViewableHeight / (float)iMaterialHeight;
|
|
|
|
ul.y = 0;
|
|
lr.y = m_iViewableHeight;
|
|
}
|
|
|
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
|
meshBuilder.Position3f( ul.x, ul.y, 0 );
|
|
meshBuilder.TexCoord2f( 0, tul.x, tul.y );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
|
meshBuilder.Position3f( lr.x, ul.y, 0 );
|
|
meshBuilder.TexCoord2f( 0, tlr.x, tul.y );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
|
meshBuilder.Position3f( lr.x, lr.y, 0 );
|
|
meshBuilder.TexCoord2f( 0, tlr.x, tlr.y );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
|
meshBuilder.Position3f( ul.x, lr.y, 0 );
|
|
meshBuilder.TexCoord2f( 0, tul.x, tlr.y );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draw it on a sphere
|
|
//-----------------------------------------------------------------------------
|
|
void CVMTPanel::RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi )
|
|
{
|
|
int nVertices = nTheta * nPhi;
|
|
int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
|
|
|
|
CMatRenderContextPtr pRenderContext( MaterialSystem() );
|
|
pRenderContext->FogMode( MATERIAL_FOG_NONE );
|
|
pRenderContext->SetNumBoneWeights( 0 );
|
|
pRenderContext->Bind( m_pMaterial );
|
|
pRenderContext->BindLightmapTexture( m_pLightmapTexture );
|
|
pRenderContext->BindLocalCubemap( m_DefaultEnvCubemap );
|
|
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh();
|
|
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices );
|
|
|
|
bool bIsUsingLightmap = m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP );
|
|
bool bIsUsingBumpedLightmap = m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
|
|
|
|
int nLightmapWidth = m_pLightmapTexture->GetActualWidth();
|
|
float flHalfLuxel = 0.5f / nLightmapWidth;
|
|
|
|
//
|
|
// Build the index buffer.
|
|
//
|
|
int i, j;
|
|
for ( i = 0; i < nPhi; ++i )
|
|
{
|
|
for ( j = 0; j < nTheta; ++j )
|
|
{
|
|
float u = j / ( float )(nTheta - 1);
|
|
float v = i / ( float )(nPhi - 1);
|
|
float theta = ( j != nTheta-1 ) ? 2.0f * M_PI * u : 0.0f;
|
|
float phi = M_PI * v;
|
|
|
|
Vector vecPos;
|
|
vecPos.x = flRadius * sin(phi) * cos(theta);
|
|
vecPos.y = flRadius * sin(phi) * sin(theta);
|
|
vecPos.z = flRadius * cos(phi);
|
|
|
|
Vector vecNormal = vecPos;
|
|
VectorNormalize( vecNormal );
|
|
|
|
Vector4D vecTangentS;
|
|
Vector vecTangentT;
|
|
vecTangentS.Init( -vecPos.y, vecPos.x, 0.0f, 1.0f );
|
|
if ( VectorNormalize( vecTangentS.AsVector3D() ) == 0.0f )
|
|
{
|
|
vecTangentS.Init( 1.0f, 0.0f, 0.0f, 1.0f );
|
|
}
|
|
|
|
CrossProduct( vecNormal, vecTangentS.AsVector3D(), vecTangentT );
|
|
|
|
unsigned char red = (int)( u * 255.0f );
|
|
unsigned char green = (int)( v * 255.0f );
|
|
unsigned char blue = (int)( v * 255.0f );
|
|
unsigned char alpha = (int)( v * 255.0f );
|
|
|
|
vecPos += vCenter;
|
|
|
|
float u1, u2, v1, v2;
|
|
u1 = u2 = u;
|
|
v1 = v2 = v;
|
|
|
|
if ( bIsUsingLightmap )
|
|
{
|
|
u1 = RemapVal( u1, 0.0f, 1.0f, flHalfLuxel, 0.25 - flHalfLuxel );
|
|
|
|
if ( bIsUsingBumpedLightmap )
|
|
{
|
|
u2 = 0.25f;
|
|
v2 = 0.0f;
|
|
}
|
|
}
|
|
|
|
meshBuilder.Position3fv( vecPos.Base() );
|
|
meshBuilder.Normal3fv( vecNormal.Base() );
|
|
meshBuilder.Color4ub( red, green, blue, alpha );
|
|
meshBuilder.TexCoord2f( 0, u, v );
|
|
meshBuilder.TexCoord2f( 1, u1, v1 );
|
|
meshBuilder.TexCoord2f( 2, u2, v2 );
|
|
meshBuilder.TangentS3fv( vecTangentS.Base() );
|
|
meshBuilder.TangentT3fv( vecTangentT.Base() );
|
|
meshBuilder.UserData( vecTangentS.Base() );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
}
|
|
|
|
//
|
|
// Emit the triangle strips.
|
|
//
|
|
int idx = 0;
|
|
for ( i = 0; i < nPhi - 1; ++i )
|
|
{
|
|
for ( j = 0; j < nTheta; ++j )
|
|
{
|
|
idx = nTheta * i + j;
|
|
|
|
meshBuilder.FastIndex( idx );
|
|
meshBuilder.FastIndex( idx + nTheta );
|
|
}
|
|
|
|
//
|
|
// Emit a degenerate triangle to skip to the next row without
|
|
// a connecting triangle.
|
|
//
|
|
if ( i < nPhi - 2 )
|
|
{
|
|
meshBuilder.FastIndex( idx + 1 );
|
|
meshBuilder.FastIndex( idx + 1 + nTheta );
|
|
}
|
|
}
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Power of two FB texture
|
|
//-----------------------------------------------------------------------------
|
|
static CTextureReference s_pPowerOfTwoFrameBufferTexture;
|
|
|
|
static ITexture *GetPowerOfTwoFrameBufferTexture( void )
|
|
{
|
|
if( !s_pPowerOfTwoFrameBufferTexture )
|
|
{
|
|
s_pPowerOfTwoFrameBufferTexture.Init( materials->FindTexture( "_rt_PowerOfTwoFB", TEXTURE_GROUP_RENDER_TARGET ) );
|
|
}
|
|
|
|
return s_pPowerOfTwoFrameBufferTexture;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// paint it!
|
|
//-----------------------------------------------------------------------------
|
|
void CVMTPanel::OnPaint3D()
|
|
{
|
|
if (!m_pMaterial)
|
|
return;
|
|
|
|
// Deal with refraction
|
|
CMatRenderContextPtr pRenderContext( MaterialSystem() );
|
|
if ( m_pMaterial->NeedsPowerOfTwoFrameBufferTexture() )
|
|
{
|
|
ITexture *pTexture = GetPowerOfTwoFrameBufferTexture();
|
|
if ( pTexture && !pTexture->IsError() )
|
|
{
|
|
pRenderContext->CopyRenderTargetToTexture( pTexture );
|
|
pRenderContext->SetFrameBufferCopyTexture( pTexture );
|
|
}
|
|
}
|
|
|
|
// Draw a background (translucent objects will appear that way)
|
|
|
|
// FIXME: Draw the outline of this panel?
|
|
|
|
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
|
|
|
|
RenderSphere( vec3_origin, SPHERE_RADIUS, 20, 20 );
|
|
/*
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->LoadIdentity();
|
|
pRenderContext->Ortho( 0, 0, m_iViewableWidth, m_iViewableHeight, 0, 1 );
|
|
|
|
pRenderContext->Bind( m_pMaterial );
|
|
IMesh *pMesh = pRenderContext->GetDynamicMesh();
|
|
CMeshBuilder meshBuilder;
|
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
|
|
|
if (!m_bUseActualSize)
|
|
{
|
|
DrawStretchedToPanel( meshBuilder );
|
|
}
|
|
else
|
|
{
|
|
DrawActualSize( meshBuilder );
|
|
}
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
*/
|
|
}
|
|
|