mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
948 lines
27 KiB
C++
948 lines
27 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 "cbase.h"
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#include <KeyValues.h>
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#include <vgui/ISurface.h>
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#include <vgui/ISystem.h>
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#include <vgui/IScheme.h>
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#include <vgui_controls/AnimationController.h>
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/ImagePanel.h>
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#include <vgui/ISurface.h>
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#include <vgui/IImage.h>
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#include <vgui_controls/Label.h>
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#include "materialsystem/imaterialsystem.h"
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#include "engine/ivmodelinfo.h"
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#include "c_sceneentity.h"
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#include "gamestringpool.h"
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#include "model_types.h"
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#include "view_shared.h"
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#include "view.h"
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#include "ivrenderview.h"
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#include "iefx.h"
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#include "dlight.h"
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#include "activitylist.h"
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#include "basemodelpanel.h"
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bool UseHWMorphModels();
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using namespace vgui;
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DECLARE_BUILD_FACTORY( CModelPanel );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CModelPanel::CModelPanel( vgui::Panel *pParent, const char *pName ) : vgui::EditablePanel( pParent, pName )
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{
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m_nFOV = 54;
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m_hModel = NULL;
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m_pModelInfo = NULL;
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m_hScene = NULL;
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m_iDefaultAnimation = 0;
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m_bPanelDirty = true;
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m_bStartFramed = false;
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m_bAllowOffscreen = false;
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ListenForGameEvent( "game_newmap" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CModelPanel::~CModelPanel()
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{
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if ( m_pModelInfo )
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{
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delete m_pModelInfo;
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m_pModelInfo = NULL;
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}
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DeleteVCDData();
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DeleteModelData();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::ApplySettings( KeyValues *inResourceData )
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{
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BaseClass::ApplySettings( inResourceData );
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m_nFOV = inResourceData->GetInt( "fov", 54 );
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m_bStartFramed = inResourceData->GetInt( "start_framed", false );
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m_bAllowOffscreen = inResourceData->GetInt( "allow_offscreen", false );
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// do we have a valid "model" section in the .res file?
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for ( KeyValues *pData = inResourceData->GetFirstSubKey() ; pData != NULL ; pData = pData->GetNextKey() )
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{
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if ( !Q_stricmp( pData->GetName(), "model" ) )
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{
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ParseModelInfo( pData );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::OnCommand( const char *command )
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{
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if (!Q_strnicmp("animation", command, 9))
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{
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UpdateModel();
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SetSequence( command + 9 + 1 );
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return;
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}
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BaseClass::OnCommand(command);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::ParseModelInfo( KeyValues *inResourceData )
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{
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// delete any current info
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if ( m_pModelInfo )
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{
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delete m_pModelInfo;
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m_pModelInfo = NULL;
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}
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m_pModelInfo = new CModelPanelModelInfo;
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if ( !m_pModelInfo )
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return;
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m_pModelInfo->m_pszModelName = ReadAndAllocStringValue( inResourceData, "modelname" );
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m_pModelInfo->m_pszModelName_HWM = ReadAndAllocStringValue( inResourceData, "modelname_hwm" );
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m_pModelInfo->m_nSkin = inResourceData->GetInt( "skin", -1 );
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m_pModelInfo->m_vecAbsAngles.Init( inResourceData->GetFloat( "angles_x", 0.0 ), inResourceData->GetFloat( "angles_y", 0.0 ), inResourceData->GetFloat( "angles_z", 0.0 ) );
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m_pModelInfo->m_vecOriginOffset.Init( inResourceData->GetFloat( "origin_x", 110.0 ), inResourceData->GetFloat( "origin_y", 5.0 ), inResourceData->GetFloat( "origin_z", 5.0 ) );
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m_pModelInfo->m_vecFramedOriginOffset.Init( inResourceData->GetFloat( "frame_origin_x", 110.0 ), inResourceData->GetFloat( "frame_origin_y", 5.0 ), inResourceData->GetFloat( "frame_origin_z", 5.0 ) );
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m_pModelInfo->m_pszVCD = ReadAndAllocStringValue( inResourceData, "vcd" );
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m_pModelInfo->m_bUseSpotlight = ( inResourceData->GetInt( "spotlight", 0 ) == 1 );
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m_pModelInfo->m_vecViewportOffset.Init();
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for ( KeyValues *pData = inResourceData->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() )
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{
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if ( !Q_stricmp( pData->GetName(), "animation" ) )
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{
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OnAddAnimation( pData );
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}
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else if ( !Q_stricmp( pData->GetName(), "attached_model" ) )
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{
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CModelPanelAttachedModelInfo *pAttachedModelInfo = new CModelPanelAttachedModelInfo;
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if ( pAttachedModelInfo )
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{
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pAttachedModelInfo->m_pszModelName = ReadAndAllocStringValue( pData, "modelname" );
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pAttachedModelInfo->m_nSkin = pData->GetInt( "skin", -1 );
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m_pModelInfo->m_AttachedModelsInfo.AddToTail( pAttachedModelInfo );
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}
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}
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}
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m_bPanelDirty = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::OnAddAnimation( KeyValues *pData )
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{
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if ( !pData )
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return;
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CModelPanelModelAnimation *pAnimation = new CModelPanelModelAnimation;
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if ( pAnimation )
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{
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pAnimation->m_pszName = ReadAndAllocStringValue( pData, "name" );
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pAnimation->m_pszSequence = ReadAndAllocStringValue( pData, "sequence" );
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pAnimation->m_pszActivity = ReadAndAllocStringValue( pData, "activity" );
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pAnimation->m_bDefault = ( pData->GetInt( "default", 0 ) == 1 );
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for ( KeyValues *pAnimData = pData->GetFirstSubKey(); pAnimData != NULL; pAnimData = pAnimData->GetNextKey() )
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{
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if ( !Q_stricmp( pAnimData->GetName(), "pose_parameters" ) )
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{
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pAnimation->m_pPoseParameters = pAnimData->MakeCopy();
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}
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}
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m_pModelInfo->m_Animations.AddToTail( pAnimation );
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if ( pAnimation->m_bDefault )
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{
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m_iDefaultAnimation = m_pModelInfo->m_Animations.Find( pAnimation );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::FireGameEvent( IGameEvent * event )
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{
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const char *type = event->GetName();
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if ( Q_strcmp( type, "game_newmap" ) == 0 )
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{
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// force the models to re-setup themselves
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m_bPanelDirty = true;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::SetDefaultAnimation( const char *pszName )
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{
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if ( m_pModelInfo )
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{
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for ( int i = 0; i < m_pModelInfo->m_Animations.Count(); i++ )
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{
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if ( m_pModelInfo->m_Animations[i] && m_pModelInfo->m_Animations[i]->m_pszName )
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{
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if ( !Q_stricmp( m_pModelInfo->m_Animations[i]->m_pszName, pszName ) )
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{
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m_iDefaultAnimation = i;
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return;
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}
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}
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}
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}
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Assert( 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Replaces the current model with a new one, without changing the camera settings
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//-----------------------------------------------------------------------------
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void CModelPanel::SwapModel( const char *pszName, const char *pszAttached )
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{
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if ( !m_pModelInfo || !pszName || !pszName[0] )
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return;
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int len = Q_strlen( pszName ) + 1;
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char *pAlloced = new char[ len ];
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Assert( pAlloced );
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Q_strncpy( pAlloced, pszName, len );
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m_pModelInfo->m_pszModelName = pAlloced;
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ClearAttachedModelInfos();
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if ( pszAttached )
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{
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CModelPanelAttachedModelInfo *pAttachedModelInfo = new CModelPanelAttachedModelInfo;
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if ( pAttachedModelInfo )
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{
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len = Q_strlen( pszAttached ) + 1;
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pAlloced = new char[ len ];
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Assert( pAlloced );
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Q_strncpy( pAlloced, pszAttached, len );
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pAttachedModelInfo->m_pszModelName = pAlloced;
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pAttachedModelInfo->m_nSkin = 0;
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m_pModelInfo->m_AttachedModelsInfo.AddToTail( pAttachedModelInfo );
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}
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}
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m_bPanelDirty = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::DeleteVCDData( void )
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{
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if ( m_hScene.Get() )
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{
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m_hScene->StopClientOnlyScene();
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m_hScene->Remove();
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m_hScene = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::SetupVCD( void )
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{
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if ( !m_pModelInfo )
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return;
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DeleteVCDData();
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C_SceneEntity *pEnt = new class C_SceneEntity;
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if ( !pEnt )
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return;
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if ( pEnt->InitializeAsClientEntity( "", RENDER_GROUP_OTHER ) == false )
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{
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// we failed to initialize this entity so just return gracefully
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pEnt->Remove();
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return;
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}
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// setup the handle
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m_hScene = pEnt;
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// setup the scene
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pEnt->SetupClientOnlyScene( m_pModelInfo->m_pszVCD, m_hModel, true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::ClearAttachedModelInfos( void )
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{
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if ( m_pModelInfo )
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{
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m_pModelInfo->m_AttachedModelsInfo.PurgeAndDeleteElements();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::DeleteModelData( void )
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{
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if ( m_hModel.Get() )
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{
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m_hModel->Remove();
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m_hModel = NULL;
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m_flFrameDistance = 0;
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}
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for ( int i = 0 ; i < m_AttachedModels.Count() ; i++ )
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{
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if ( m_AttachedModels[i].Get() )
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{
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m_AttachedModels[i]->Remove();
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}
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m_AttachedModels.Remove( i );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CModelPanel::GetModelName( void )
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{
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if ( !m_pModelInfo )
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return NULL;
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// check to see if we want to use a HWM model
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if ( UseHWMorphModels() )
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{
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// do we have a valid HWM model filename
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if ( m_pModelInfo->m_pszModelName_HWM && ( Q_strlen( m_pModelInfo->m_pszModelName_HWM ) > 0 ) )
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{
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// does the file exist
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model_t *pModel = (model_t *)engine->LoadModel( m_pModelInfo->m_pszModelName_HWM );
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if ( pModel )
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{
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return m_pModelInfo->m_pszModelName_HWM;
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}
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}
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}
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return m_pModelInfo->m_pszModelName;
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}
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void CModelPanel::SetBodyGroup( const char* pszBodyGroupName, int nGroup )
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{
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if ( !m_pModelInfo )
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return;
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if ( !m_hModel.Get() )
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return;
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int nBodyGroupNum = m_hModel->FindBodygroupByName( pszBodyGroupName );
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if ( nBodyGroupNum == -1 )
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return;
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m_pModelInfo->m_mapBodygroupValues.InsertOrReplace( nBodyGroupNum, nGroup );
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m_bPanelDirty = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::SetupModel( void )
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{
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if ( !m_pModelInfo )
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return;
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MDLCACHE_CRITICAL_SECTION();
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// remove any current models we're using
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DeleteModelData();
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const char *pszModelName = GetModelName();
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if ( !pszModelName || !pszModelName[0] )
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return;
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// create the new model
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CModelPanelModel *pEnt = new CModelPanelModel;
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if ( !pEnt )
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return;
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if ( pEnt->InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
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{
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// we failed to initialize this entity so just return gracefully
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pEnt->Remove();
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return;
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}
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// setup the handle
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m_hModel = pEnt;
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pEnt->DontRecordInTools();
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pEnt->AddEffects( EF_NODRAW ); // don't let the renderer draw the model normally
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if ( m_pModelInfo->m_nSkin >= 0 )
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{
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pEnt->m_nSkin = m_pModelInfo->m_nSkin;
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}
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FOR_EACH_MAP_FAST( m_pModelInfo->m_mapBodygroupValues, i )
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{
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pEnt->SetBodygroup( m_pModelInfo->m_mapBodygroupValues.Key( i ), m_pModelInfo->m_mapBodygroupValues[ i ] );
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}
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// do we have any animation information?
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if ( m_pModelInfo->m_Animations.Count() > 0 && m_pModelInfo->m_Animations.IsValidIndex( m_iDefaultAnimation ) )
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{
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CModelPanelModelAnimation *pAnim = m_pModelInfo->m_Animations[ m_iDefaultAnimation ];
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int sequence = ACT_INVALID;
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if ( pAnim->m_pszActivity && pAnim->m_pszActivity[0] )
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{
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Activity activity = (Activity)ActivityList_IndexForName( pAnim->m_pszActivity );
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sequence = pEnt->SelectWeightedSequence( activity );
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}
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else if ( pAnim->m_pszSequence && pAnim->m_pszSequence[0] )
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{
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sequence = pEnt->LookupSequence( pAnim->m_pszSequence );
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}
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if ( sequence != ACT_INVALID )
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{
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pEnt->ResetSequence( sequence );
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pEnt->SetCycle( 0 );
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if ( pAnim->m_pPoseParameters )
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{
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for ( KeyValues *pData = pAnim->m_pPoseParameters->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() )
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{
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const char *pName = pData->GetName();
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float flValue = pData->GetFloat();
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pEnt->SetPoseParameter( pName, flValue );
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}
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}
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pEnt->m_flAnimTime = gpGlobals->curtime;
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}
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}
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// setup any attached models
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for ( int i = 0 ; i < m_pModelInfo->m_AttachedModelsInfo.Count() ; i++ )
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{
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CModelPanelAttachedModelInfo *pInfo = m_pModelInfo->m_AttachedModelsInfo[i];
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C_BaseAnimating *pTemp = new C_BaseAnimating;
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if ( pTemp )
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{
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if ( pTemp->InitializeAsClientEntity( pInfo->m_pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
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{
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// we failed to initialize this model so just skip it
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pTemp->Remove();
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continue;
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}
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pTemp->DontRecordInTools();
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pTemp->AddEffects( EF_NODRAW ); // don't let the renderer draw the model normally
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pTemp->FollowEntity( m_hModel.Get() ); // attach to parent model
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if ( pInfo->m_nSkin >= 0 )
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{
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pTemp->m_nSkin = pInfo->m_nSkin;
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}
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pTemp->m_flAnimTime = gpGlobals->curtime;
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m_AttachedModels.AddToTail( pTemp );
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}
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}
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CalculateFrameDistance();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::InitCubeMaps()
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{
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ITexture *pCubemapTexture;
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// Deal with the default cubemap
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if ( g_pMaterialSystemHardwareConfig->GetHDREnabled() )
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{
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pCubemapTexture = materials->FindTexture( "editor/cubemap.hdr", NULL, true );
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m_DefaultHDREnvCubemap.Init( pCubemapTexture );
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}
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else
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{
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pCubemapTexture = materials->FindTexture( "editor/cubemap", NULL, true );
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m_DefaultEnvCubemap.Init( pCubemapTexture );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: If the panel is marked as dirty, update it and mark it as clean
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//-----------------------------------------------------------------------------
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void CModelPanel::UpdateModel()
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{
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if ( m_bPanelDirty )
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{
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InitCubeMaps();
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SetupModel();
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// are we trying to play a VCD?
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if ( Q_strlen( m_pModelInfo->m_pszVCD ) > 0 )
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{
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SetupVCD();
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}
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m_bPanelDirty = false;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CModelPanel::Paint()
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|
{
|
|
BaseClass::Paint();
|
|
|
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
|
|
|
if ( !pLocalPlayer || !m_pModelInfo )
|
|
return;
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
UpdateModel();
|
|
|
|
if ( !m_hModel.Get() )
|
|
return;
|
|
|
|
int i = 0;
|
|
int x, y, w, h;
|
|
|
|
GetBounds( x, y, w, h );
|
|
ParentLocalToScreen( x, y );
|
|
|
|
if ( !m_bAllowOffscreen && x < 0 )
|
|
{
|
|
// prevent x from being pushed off the left side of the screen
|
|
// for modes like 1280 x 1024 (prevents model from being drawn in the panel)
|
|
x = 0;
|
|
}
|
|
|
|
Vector vecExtraModelOffset( 0, 0, 0 );
|
|
float flWidthRatio = ((float)w / (float)h ) / ( 4.0f / 3.0f );
|
|
|
|
// is this a player model?
|
|
if ( Q_strstr( GetModelName(), "models/player/" ) )
|
|
{
|
|
// need to know if the ratio is not 4/3
|
|
// HACK! HACK! to get our player models to appear the way they do in 4/3 if we're using other aspect ratios
|
|
if ( flWidthRatio > 1.05f )
|
|
{
|
|
vecExtraModelOffset.Init( -60, 0, 0 );
|
|
}
|
|
else if ( flWidthRatio < 0.95f )
|
|
{
|
|
vecExtraModelOffset.Init( 15, 0, 0 );
|
|
}
|
|
}
|
|
|
|
m_hModel->SetAbsOrigin( m_pModelInfo->m_vecOriginOffset + vecExtraModelOffset );
|
|
m_hModel->SetAbsAngles( QAngle( m_pModelInfo->m_vecAbsAngles.x, m_pModelInfo->m_vecAbsAngles.y, m_pModelInfo->m_vecAbsAngles.z ) );
|
|
|
|
// do we have a valid sequence?
|
|
if ( m_hModel->GetSequence() != -1 )
|
|
{
|
|
m_hModel->FrameAdvance( gpGlobals->frametime );
|
|
}
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
// figure out what our viewport is right now
|
|
int viewportX, viewportY, viewportWidth, viewportHeight;
|
|
pRenderContext->GetViewport( viewportX, viewportY, viewportWidth, viewportHeight );
|
|
|
|
// Now draw it.
|
|
CViewSetup view;
|
|
view.x = x + m_pModelInfo->m_vecViewportOffset.x + viewportX; // we actually want to offset by the
|
|
view.y = y + m_pModelInfo->m_vecViewportOffset.y + viewportY; // viewport origin here because Push3DView expects global coords below
|
|
view.width = w;
|
|
view.height = h;
|
|
|
|
view.m_bOrtho = false;
|
|
|
|
// scale the FOV for aspect ratios other than 4/3
|
|
view.fov = ScaleFOVByWidthRatio( m_nFOV, flWidthRatio );
|
|
|
|
view.origin = vec3_origin;
|
|
view.angles.Init();
|
|
view.zNear = VIEW_NEARZ;
|
|
view.zFar = 1000;
|
|
|
|
|
|
|
|
// Not supported by queued material system - doesn't appear to be necessary
|
|
// ITexture *pLocalCube = pRenderContext->GetLocalCubemap();
|
|
|
|
if ( g_pMaterialSystemHardwareConfig->GetHDREnabled() )
|
|
{
|
|
pRenderContext->BindLocalCubemap( m_DefaultHDREnvCubemap );
|
|
}
|
|
else
|
|
{
|
|
pRenderContext->BindLocalCubemap( m_DefaultEnvCubemap );
|
|
}
|
|
|
|
pRenderContext->SetLightingOrigin( vec3_origin );
|
|
pRenderContext->SetAmbientLight( 0.4, 0.4, 0.4 );
|
|
|
|
static Vector white[6] =
|
|
{
|
|
Vector( 0.4, 0.4, 0.4 ),
|
|
Vector( 0.4, 0.4, 0.4 ),
|
|
Vector( 0.4, 0.4, 0.4 ),
|
|
Vector( 0.4, 0.4, 0.4 ),
|
|
Vector( 0.4, 0.4, 0.4 ),
|
|
Vector( 0.4, 0.4, 0.4 ),
|
|
};
|
|
|
|
g_pStudioRender->SetAmbientLightColors( white );
|
|
g_pStudioRender->SetLocalLights( 0, NULL );
|
|
|
|
if ( m_pModelInfo->m_bUseSpotlight )
|
|
{
|
|
Vector vecMins, vecMaxs;
|
|
m_hModel->GetRenderBounds( vecMins, vecMaxs );
|
|
LightDesc_t spotLight( vec3_origin + Vector( 0, 0, 200 ), Vector( 1, 1, 1 ), m_hModel->GetAbsOrigin() + Vector( 0, 0, ( vecMaxs.z - vecMins.z ) * 0.75 ), 0.035, 0.873 );
|
|
g_pStudioRender->SetLocalLights( 1, &spotLight );
|
|
}
|
|
|
|
Frustum dummyFrustum;
|
|
render->Push3DView( view, 0, NULL, dummyFrustum );
|
|
|
|
modelrender->SuppressEngineLighting( true );
|
|
float color[3] = { 1.0f, 1.0f, 1.0f };
|
|
render->SetColorModulation( color );
|
|
render->SetBlend( 1.0f );
|
|
m_hModel->DrawModel( STUDIO_RENDER );
|
|
|
|
for ( i = 0 ; i < m_AttachedModels.Count() ; i++ )
|
|
{
|
|
if ( m_AttachedModels[i].Get() )
|
|
{
|
|
m_AttachedModels[i]->DrawModel( STUDIO_RENDER );
|
|
}
|
|
}
|
|
|
|
modelrender->SuppressEngineLighting( false );
|
|
|
|
render->PopView( dummyFrustum );
|
|
|
|
pRenderContext->BindLocalCubemap( NULL );
|
|
|
|
/*
|
|
vgui::surface()->DrawSetColor( Color(0,0,0,255) );
|
|
vgui::surface()->DrawOutlinedRect( 0,0, GetWide(), GetTall() );
|
|
*/
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CModelPanel::FindAnimByName( const char *pszName )
|
|
{
|
|
// first try to find the sequence using pszName as the friendly name
|
|
for ( int iIndex = 0 ; iIndex < m_pModelInfo->m_Animations.Count() ; iIndex++ )
|
|
{
|
|
CModelPanelModelAnimation *pAnimation = m_pModelInfo->m_Animations[ iIndex ];
|
|
if ( FStrEq( pAnimation->m_pszName, pszName ) )
|
|
return iIndex;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CModelPanel::SetSequence( const char *pszName )
|
|
{
|
|
bool bRetVal = false;
|
|
const char *pszAnim = NULL;
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
if ( m_pModelInfo )
|
|
{
|
|
int iIndex = FindAnimByName(pszName);
|
|
if ( iIndex != -1 )
|
|
{
|
|
pszAnim = m_pModelInfo->m_Animations[iIndex]->m_pszSequence;
|
|
}
|
|
else
|
|
{
|
|
// if not, just use the passed name as the sequence
|
|
pszAnim = pszName;
|
|
}
|
|
|
|
if ( m_hModel.Get() )
|
|
{
|
|
int sequence = m_hModel->LookupSequence( pszAnim );
|
|
if ( sequence != ACT_INVALID )
|
|
{
|
|
m_hModel->ResetSequence( sequence );
|
|
m_hModel->SetCycle( 0 );
|
|
|
|
bRetVal = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return bRetVal;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CModelPanel::SetSkin( int nSkin )
|
|
{
|
|
if ( m_pModelInfo )
|
|
{
|
|
m_pModelInfo->m_nSkin = nSkin;
|
|
m_bPanelDirty = true;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CModelPanel::OnSetAnimation( KeyValues *data )
|
|
{
|
|
UpdateModel();
|
|
|
|
// If there's no model, these commands will be ignored.
|
|
Assert(m_hModel);
|
|
|
|
if ( data )
|
|
{
|
|
const char *pszAnimation = data->GetString( "animation", "" );
|
|
const char *pszActivity = data->GetString( "activity", "" );
|
|
if ( pszActivity && pszActivity[0] )
|
|
{
|
|
if ( m_hModel )
|
|
{
|
|
int iIndex = FindAnimByName(pszActivity);
|
|
if ( iIndex != -1 )
|
|
{
|
|
pszActivity = m_pModelInfo->m_Animations[iIndex]->m_pszActivity;
|
|
}
|
|
|
|
Activity activity = (Activity)ActivityList_IndexForName( pszActivity );
|
|
int sequence = m_hModel->SelectWeightedSequence( activity );
|
|
if ( sequence != ACT_INVALID )
|
|
{
|
|
m_hModel->ResetSequence( sequence );
|
|
m_hModel->SetCycle( 0 );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetSequence( pszAnimation );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CModelPanel::CalculateFrameDistanceInternal( const model_t *pModel )
|
|
{
|
|
// Get the model space render bounds.
|
|
Vector vecMin, vecMax;
|
|
modelinfo->GetModelRenderBounds( pModel, vecMin, vecMax );
|
|
Vector vecCenter = ( vecMax + vecMin ) * 0.5f;
|
|
vecMin -= vecCenter;
|
|
vecMax -= vecCenter;
|
|
|
|
// Get the bounds points and transform them by the desired model panel rotation.
|
|
Vector aBoundsPoints[8];
|
|
aBoundsPoints[0].Init( vecMax.x, vecMax.y, vecMax.z );
|
|
aBoundsPoints[1].Init( vecMin.x, vecMax.y, vecMax.z );
|
|
aBoundsPoints[2].Init( vecMax.x, vecMin.y, vecMax.z );
|
|
aBoundsPoints[3].Init( vecMin.x, vecMin.y, vecMax.z );
|
|
aBoundsPoints[4].Init( vecMax.x, vecMax.y, vecMin.z );
|
|
aBoundsPoints[5].Init( vecMin.x, vecMax.y, vecMin.z );
|
|
aBoundsPoints[6].Init( vecMax.x, vecMin.y, vecMin.z );
|
|
aBoundsPoints[7].Init( vecMin.x, vecMin.y, vecMin.z );
|
|
|
|
// Translated center point (offset from camera center).
|
|
Vector vecTranslateCenter = -vecCenter;
|
|
|
|
// Build the rotation matrix.
|
|
QAngle angPanelAngles( m_pModelInfo->m_vecAbsAngles.x, m_pModelInfo->m_vecAbsAngles.y, m_pModelInfo->m_vecAbsAngles.z );
|
|
matrix3x4_t matRotation;
|
|
AngleMatrix( angPanelAngles, matRotation );
|
|
|
|
Vector aXFormPoints[8];
|
|
for ( int iPoint = 0; iPoint < 8; ++iPoint )
|
|
{
|
|
VectorTransform( aBoundsPoints[iPoint], matRotation, aXFormPoints[iPoint] );
|
|
}
|
|
|
|
Vector vecXFormCenter;
|
|
VectorTransform( -vecTranslateCenter, matRotation, vecXFormCenter );
|
|
|
|
int w, h;
|
|
GetSize( w, h );
|
|
float flW = (float)w;
|
|
float flH = (float)h;
|
|
|
|
float flFOVx = DEG2RAD( m_nFOV * 0.5f );
|
|
float flFOVy = CalcFovY( ( m_nFOV * 0.5f ), flW/flH );
|
|
flFOVy = DEG2RAD( flFOVy );
|
|
|
|
float flTanFOVx = tan( flFOVx );
|
|
float flTanFOVy = tan( flFOVy );
|
|
|
|
// Find the max value of x, y, or z
|
|
float flDist = 0.0f;
|
|
for ( int iPoint = 0; iPoint < 8; ++iPoint )
|
|
{
|
|
float flDistZ = fabs( aXFormPoints[iPoint].z / flTanFOVy - aXFormPoints[iPoint].x );
|
|
float flDistY = fabs( aXFormPoints[iPoint].y / flTanFOVx - aXFormPoints[iPoint].x );
|
|
float flTestDist = MAX( flDistZ, flDistY );
|
|
flDist = MAX( flDist, flTestDist );
|
|
}
|
|
|
|
// Scale the object down by 10%.
|
|
flDist *= 1.10f;
|
|
|
|
// Add the framing offset.
|
|
vecXFormCenter += m_pModelInfo->m_vecFramedOriginOffset;
|
|
|
|
// Zoom to the frame distance
|
|
m_pModelInfo->m_vecOriginOffset.x = flDist - vecXFormCenter.x;
|
|
m_pModelInfo->m_vecOriginOffset.y = -vecXFormCenter.y;
|
|
m_pModelInfo->m_vecOriginOffset.z = -vecXFormCenter.z;
|
|
|
|
// Screen space points.
|
|
Vector2D aScreenPoints[8];
|
|
Vector aCameraPoints[8];
|
|
for ( int iPoint = 0; iPoint < 8; ++iPoint )
|
|
{
|
|
aCameraPoints[iPoint] = aXFormPoints[iPoint];
|
|
aCameraPoints[iPoint].x += flDist;
|
|
|
|
aScreenPoints[iPoint].x = aCameraPoints[iPoint].y / ( flTanFOVx * aCameraPoints[iPoint].x );
|
|
aScreenPoints[iPoint].y = aCameraPoints[iPoint].z / ( flTanFOVy * aCameraPoints[iPoint].x );
|
|
|
|
aScreenPoints[iPoint].x = ( aScreenPoints[iPoint].x * 0.5f + 0.5f ) * flW;
|
|
aScreenPoints[iPoint].y = ( aScreenPoints[iPoint].y * 0.5f + 0.5f ) * flH;
|
|
}
|
|
|
|
// Find the min/max and center of the 2D bounding box of the object.
|
|
Vector2D vecScreenMin( 99999.0f, 99999.0f ), vecScreenMax( -99999.0f, -99999.0f );
|
|
for ( int iPoint = 0; iPoint < 8; ++iPoint )
|
|
{
|
|
vecScreenMin.x = MIN( vecScreenMin.x, aScreenPoints[iPoint].x );
|
|
vecScreenMin.y = MIN( vecScreenMin.y, aScreenPoints[iPoint].y );
|
|
vecScreenMax.x = MAX( vecScreenMax.x, aScreenPoints[iPoint].x );
|
|
vecScreenMax.y = MAX( vecScreenMax.y, aScreenPoints[iPoint].y );
|
|
}
|
|
|
|
vecScreenMin.x = clamp( vecScreenMin.x, 0.0f, flW );
|
|
vecScreenMin.y = clamp( vecScreenMin.y, 0.0f, flH );
|
|
vecScreenMax.x = clamp( vecScreenMax.x, 0.0f, flW );
|
|
vecScreenMax.y = clamp( vecScreenMax.y, 0.0f, flH );
|
|
|
|
// Offset the view port based on the calculated model 2D center and the center of the viewport.
|
|
Vector2D vecScreenCenter = ( vecScreenMax + vecScreenMin ) * 0.5f;
|
|
m_pModelInfo->m_vecViewportOffset.x = -( ( flW * 0.5f ) - vecScreenCenter.x );
|
|
m_pModelInfo->m_vecViewportOffset.y = -( ( flH * 0.5f ) - vecScreenCenter.y );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Calculates the distance the camera should be at to frame the model on the screen.
|
|
//-----------------------------------------------------------------------------
|
|
void CModelPanel::CalculateFrameDistance( void )
|
|
{
|
|
m_flFrameDistance = 0;
|
|
if ( !m_hModel )
|
|
return;
|
|
|
|
// Compute a bounding radius for the model
|
|
const model_t *mod = modelinfo->GetModel( m_hModel->GetModelIndex() );
|
|
if ( !mod )
|
|
return;
|
|
|
|
if ( m_bStartFramed )
|
|
{
|
|
CalculateFrameDistanceInternal( mod );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Moves the camera forward/backward along the current view angle to
|
|
// frame the model on the screen.
|
|
//-----------------------------------------------------------------------------
|
|
void CModelPanel::ZoomToFrameDistance( void )
|
|
{
|
|
if ( !m_flFrameDistance || !m_hModel )
|
|
return;
|
|
|
|
const model_t *mod = modelinfo->GetModel( m_hModel->GetModelIndex() );
|
|
if ( !mod )
|
|
return;
|
|
|
|
// Move the model to the midpoint
|
|
Vector mins, maxs, vecModelCenter;
|
|
modelinfo->GetModelRenderBounds( mod, mins, maxs );
|
|
VectorLerp( mins, maxs, 0.5f, vecModelCenter );
|
|
|
|
vecModelCenter += m_pModelInfo->m_vecFramedOriginOffset;
|
|
|
|
// Zoom to the frame distance
|
|
m_pModelInfo->m_vecOriginOffset.x = m_flFrameDistance;
|
|
m_pModelInfo->m_vecOriginOffset.y = -vecModelCenter.y;
|
|
m_pModelInfo->m_vecOriginOffset.z = -vecModelCenter.z;
|
|
}
|
|
|