mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
398 lines
11 KiB
C++
398 lines
11 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "matsys_controls/vtfpreviewpanel.h"
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#include "matsys_controls/matsyscontrols.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "materialsystem/MaterialSystemUtil.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/itexture.h"
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#include "materialsystem/imesh.h"
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#include "tier1/KeyValues.h"
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using namespace vgui;
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#define FOV 90.0f
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#define ZNEAR 0.1f
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#define ZFAR 2000.0f
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#define ROTATION_SPEED 120.0f // degrees/sec
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//-----------------------------------------------------------------------------
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//
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// VTF Preview panel
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// constructor
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//-----------------------------------------------------------------------------
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CVTFPreviewPanel::CVTFPreviewPanel( vgui::Panel *pParent, const char *pName ) :
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BaseClass( pParent, pName )
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{
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SetVTF( "//platform/materials/vgui/vtfnotloaded", true );
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m_nTextureID = MatSystemSurface()->CreateNewTextureID( false );
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}
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CVTFPreviewPanel::~CVTFPreviewPanel()
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{
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if ( vgui::surface() && m_nTextureID != -1 )
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{
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vgui::surface()->DestroyTextureID( m_nTextureID );
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m_nTextureID = -1;
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}
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}
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//-----------------------------------------------------------------------------
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// Sets the current VTF
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//-----------------------------------------------------------------------------
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void CVTFPreviewPanel::SetVTF( const char *pFullPath, bool bLoadImmediately )
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{
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m_PreviewTexture.Init( pFullPath, "editor texture" );
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m_VTFName = pFullPath;
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KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
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if ( m_PreviewTexture->IsCubeMap() )
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{
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pVMTKeyValues->SetString( "$envmap", pFullPath );
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}
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else if ( m_PreviewTexture->IsNormalMap() )
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{
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pVMTKeyValues->SetString( "$bumpmap", pFullPath );
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}
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else
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{
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pVMTKeyValues->SetString( "$basetexture", pFullPath );
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}
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pVMTKeyValues->SetInt( "$nocull", 1 );
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pVMTKeyValues->SetInt( "$nodebug", 1 );
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m_PreviewMaterial.Init( MaterialSystem()->CreateMaterial( pFullPath, pVMTKeyValues ));
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MatSystemSurface()->DrawSetTextureMaterial( m_nTextureID, m_PreviewMaterial );
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// Reset the camera direction
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m_vecCameraDirection.Init( 1.0f, 0.0f, 0.0f );
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m_flLastRotationTime = Plat_FloatTime();
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}
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//-----------------------------------------------------------------------------
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// Gets the current VTF
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//-----------------------------------------------------------------------------
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const char *CVTFPreviewPanel::GetVTF() const
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{
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return m_VTFName;
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}
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//-----------------------------------------------------------------------------
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// Draw a sphere
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//-----------------------------------------------------------------------------
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void CVTFPreviewPanel::RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi )
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{
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CMatRenderContextPtr pRenderContext( MaterialSystem() );
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int nVertices = nTheta * nPhi;
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int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
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pRenderContext->FogMode( MATERIAL_FOG_NONE );
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pRenderContext->SetNumBoneWeights( 0 );
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pRenderContext->Bind( m_PreviewMaterial );
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IMesh* pMesh = pRenderContext->GetDynamicMesh();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices );
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//
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// Build the index buffer.
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//
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int i, j;
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for ( i = 0; i < nPhi; ++i )
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{
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for ( j = 0; j < nTheta; ++j )
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{
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float u = j / ( float )(nTheta - 1);
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float v = i / ( float )(nPhi - 1);
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float theta = ( j != nTheta-1 ) ? 2.0f * M_PI * u : 0.0f;
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float phi = M_PI * v;
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Vector vecPos;
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vecPos.x = flRadius * sin(phi) * cos(theta);
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vecPos.y = flRadius * cos(phi);
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vecPos.z = -flRadius * sin(phi) * sin(theta);
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Vector vecNormal = vecPos;
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VectorNormalize( vecNormal );
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Vector4D vecTangentS;
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Vector vecTangentT;
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vecTangentS.Init( vecPos.z, -vecPos.x, 0.0f, 1.0f );
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if ( VectorNormalize( vecTangentS.AsVector3D() ) == 0.0f )
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{
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vecTangentS.Init( 1.0f, 0.0f, 0.0f, 1.0f );
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}
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CrossProduct( vecNormal, vecTangentS.AsVector3D(), vecTangentT );
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unsigned char red = (int)( u * 255.0f );
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unsigned char green = (int)( v * 255.0f );
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unsigned char blue = (int)( v * 255.0f );
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unsigned char alpha = (int)( v * 255.0f );
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vecPos += vCenter;
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float u1, u2, v1, v2;
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u1 = u2 = u;
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v1 = v2 = v;
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meshBuilder.Position3fv( vecPos.Base() );
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meshBuilder.Normal3fv( vecNormal.Base() );
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meshBuilder.Color4ub( red, green, blue, alpha );
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meshBuilder.TexCoord2f( 0, u, v );
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meshBuilder.TexCoord2f( 1, u1, v1 );
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meshBuilder.TexCoord2f( 2, u2, v2 );
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meshBuilder.TangentS3fv( vecTangentS.Base() );
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meshBuilder.TangentT3fv( vecTangentT.Base() );
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meshBuilder.BoneWeight( 0, 1.0f );
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meshBuilder.BoneMatrix( 0, 0 );
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meshBuilder.UserData( vecTangentS.Base() );
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meshBuilder.AdvanceVertex();
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}
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}
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//
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// Emit the triangle strips.
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//
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int idx = 0;
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for ( i = 0; i < nPhi - 1; ++i )
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{
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for ( j = 0; j < nTheta; ++j )
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{
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idx = nTheta * i + j;
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meshBuilder.FastIndex( idx );
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meshBuilder.FastIndex( idx + nTheta );
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}
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//
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// Emit a degenerate triangle to skip to the next row without
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// a connecting triangle.
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//
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if ( i < nPhi - 2 )
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{
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meshBuilder.FastIndex( idx + 1 );
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meshBuilder.FastIndex( idx + 1 + nTheta );
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}
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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//-----------------------------------------------------------------------------
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// Paints a regular texture
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//-----------------------------------------------------------------------------
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void CVTFPreviewPanel::PaintStandardTexture( void )
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{
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int x, y, w, h;
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x = y = 0;
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GetSize( w, h );
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vgui::surface()->DrawSetTexture( m_nTextureID );
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vgui::surface()->DrawSetColor( 255, 255, 255, 255 );
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// Get the aspect ratio of the texture
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int tw = m_PreviewTexture->GetActualWidth();
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int th = m_PreviewTexture->GetActualHeight();
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if ( th > 0 && h > 0 )
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{
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float screenaspect = (float)tw / (float)th;
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float aspect = (float)w / (float)h;
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float ratio = screenaspect / aspect;
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// Screen is wider, need bars at top and bottom
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if ( ratio > 1.0f )
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{
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int usetall = (float)w / screenaspect;
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y = ( h - usetall ) / 2;
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h = usetall;
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}
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// Screen is narrower, need bars at left/right
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else
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{
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int usewide = (float)h * screenaspect;
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x = ( w - usewide ) / 2;
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w = usewide;
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}
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}
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vgui::surface()->DrawTexturedRect( x, y, x+w, y+h );
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}
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//-----------------------------------------------------------------------------
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// Paints a normalmap texture
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//-----------------------------------------------------------------------------
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void CVTFPreviewPanel::PaintNormalMapTexture( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Paints a volume texture
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//-----------------------------------------------------------------------------
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void CVTFPreviewPanel::PaintVolumeTexture( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Paints a cubemap texture
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//-----------------------------------------------------------------------------
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void CVTFPreviewPanel::PaintCubeTexture( void )
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{
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float flNewTime = Plat_FloatTime();
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// Circle the camera around the origin
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VMatrix rot;
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MatrixBuildRotateZ( rot, ROTATION_SPEED * (flNewTime - m_flLastRotationTime ) );
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Vector vecTemp;
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Vector3DMultiply( rot, m_vecCameraDirection, vecTemp );
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m_vecCameraDirection = vecTemp;
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m_flLastRotationTime = flNewTime;
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LookAt( vec3_origin, 12.0f );
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// Draw a sphere at the origin
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RenderSphere( vec3_origin, 10.0f, 20, 20 );
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}
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//-----------------------------------------------------------------------------
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// Sets the camera to look at the the thing we're spinning around
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//-----------------------------------------------------------------------------
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void CVTFPreviewPanel::LookAt( const Vector &vecLookAt, float flRadius )
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{
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// Compute the distance to the camera for the object based on its
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// radius and fov.
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// since tan( fov/2 ) = f/d
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// cos( fov/2 ) = r / r' where r = sphere radius, r' = perp distance from sphere center to max extent of camera
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// d/f = r'/d' where d' is distance of camera to sphere
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// d' = r' / tan( fov/2 ) * r' = r / ( cos (fov/2) * tan( fov/2 ) ) = r / sin( fov/2 )
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float flFOVx = FOV;
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// Compute fov/2 in radians
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flFOVx *= M_PI / 360.0f;
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// Compute an effective fov based on the aspect ratio
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// if the height is smaller than the width
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int w, h;
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GetSize( w, h );
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if ( h < w )
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{
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flFOVx = atan( h * tan( flFOVx ) / w );
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}
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float flDistance = flRadius / sin( flFOVx );
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Vector vecMDLOrigin = vecLookAt;
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Vector vecCameraOrigin;
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VectorMA( vecMDLOrigin, -flDistance, m_vecCameraDirection, vecCameraOrigin );
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CMatRenderContextPtr pRenderContext( MaterialSystem() );
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QAngle angles;
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VectorAngles( m_vecCameraDirection, angles );
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->LoadIdentity();
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// convert from a right handed system to a left handed system
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// since dx for wants it that way.
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// pRenderContext->Scale( 1.0f, 1.0f, -1.0f );
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pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
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pRenderContext->Rotate( 90, 0, 0, 1 ); // put Z going up
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pRenderContext->Rotate( -angles[2], 1, 0, 0 );
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pRenderContext->Rotate( -angles[0], 0, 1, 0 );
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pRenderContext->Rotate( -angles[1], 0, 0, 1 );
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pRenderContext->Translate( -vecCameraOrigin[0], -vecCameraOrigin[1], -vecCameraOrigin[2] );
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}
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//-----------------------------------------------------------------------------
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// Set up a projection matrix for a 90 degree fov
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//-----------------------------------------------------------------------------
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void CVTFPreviewPanel::SetupProjectionMatrix( int nWidth, int nHeight )
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{
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CMatRenderContextPtr pRenderContext( MaterialSystem() );
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VMatrix proj;
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float flFOV = FOV;
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float flZNear = ZNEAR;
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float flZFar = ZFAR;
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float flApsectRatio = (nHeight != 0.0f) ? (float)nWidth / (float)nHeight : 100.0f;
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#if 1
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float halfWidth = tan( flFOV * M_PI / 360.0 );
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float halfHeight = halfWidth / flApsectRatio;
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#else
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float halfHeight = tan( flFOV * M_PI / 360.0 );
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float halfWidth = flApsectRatio * halfHeight;
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#endif
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memset( proj.Base(), 0, sizeof( proj ) );
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proj[0][0] = 1.0f / halfWidth;
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proj[1][1] = 1.0f / halfHeight;
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proj[2][2] = flZFar / ( flZNear - flZFar );
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proj[3][2] = -1.0f;
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proj[2][3] = flZNear * flZFar / ( flZNear - flZFar );
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->LoadMatrix( proj );
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}
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//-----------------------------------------------------------------------------
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// Paints the texture
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//-----------------------------------------------------------------------------
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void CVTFPreviewPanel::Paint( void )
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{
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if ( !m_PreviewTexture->IsCubeMap() && /*!m_PreviewTexture->IsNormalMap() &&*/ !m_PreviewTexture->IsVolumeTexture() )
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{
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PaintStandardTexture();
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return;
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}
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CMatRenderContextPtr pRenderContext( MaterialSystem() );
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int w, h;
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GetSize( w, h );
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vgui::MatSystemSurface()->Begin3DPaint( 0, 0, w, h );
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pRenderContext->ClearColor4ub( 76, 88, 68, 255 );
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pRenderContext->ClearBuffers( true, true );
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SetupProjectionMatrix( w, h );
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if ( m_PreviewTexture->IsCubeMap() )
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{
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PaintCubeTexture();
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}
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else if ( m_PreviewTexture->IsNormalMap() )
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{
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PaintNormalMapTexture();
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}
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else if ( m_PreviewTexture->IsVolumeTexture() )
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{
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PaintVolumeTexture();
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}
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vgui::MatSystemSurface()->End3DPaint( );
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} |