mirror of
https://github.com/nillerusr/source-engine.git
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903 lines
29 KiB
C++
903 lines
29 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/mdlpanel.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/imesh.h"
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#include "vgui/IVGui.h"
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#include "tier1/KeyValues.h"
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#include "vgui_controls/Frame.h"
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#include "tier1/convar.h"
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#include "tier0/dbg.h"
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#include "tier1/fmtstr.h"
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#include "istudiorender.h"
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#include "matsys_controls/matsyscontrols.h"
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#include "vcollide.h"
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#include "vcollide_parse.h"
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#include "bone_setup.h"
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#include "vphysics_interface.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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DECLARE_BUILD_FACTORY( CMDLPanel );
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static const int THUMBNAIL_SAFE_ZONE_SIZE = 512;
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static const int THUMBNAIL_SAFE_ZONE_HEIGHT = 92;
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static const float THUMBNAIL_SAFE_ZONE_HEIGHT_SCALE = (float)THUMBNAIL_SAFE_ZONE_HEIGHT / THUMBNAIL_SAFE_ZONE_SIZE;
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//-----------------------------------------------------------------------------
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// Purpose: Keeps a global clock to autoplay sequences to run from
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// Also deals with speedScale changes
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//-----------------------------------------------------------------------------
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float GetAutoPlayTime( void )
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{
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static int g_prevTicks;
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static float g_time;
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int ticks = Plat_MSTime();
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// limit delta so that float time doesn't overflow
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if (g_prevTicks == 0)
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{
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g_prevTicks = ticks;
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}
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g_time += ( ticks - g_prevTicks ) / 1000.0f;
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g_prevTicks = ticks;
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return g_time;
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}
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CMDLPanel::CMDLPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName )
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{
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SetVisible( true );
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// Used to poll input
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vgui::ivgui()->AddTickSignal( GetVPanel() );
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// Deal with the default cubemap
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ITexture *pCubemapTexture = vgui::MaterialSystem()->FindTexture( "editor/cubemap", NULL, true );
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m_DefaultEnvCubemap.Init( pCubemapTexture );
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pCubemapTexture = vgui::MaterialSystem()->FindTexture( "editor/cubemap.hdr", NULL, true );
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m_DefaultHDREnvCubemap.Init( pCubemapTexture );
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SetIdentityMatrix( m_RootMDL.m_MDLToWorld );
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m_bDrawCollisionModel = false;
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m_bWireFrame = false;
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m_bGroundGrid = false;
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m_bLockView = false;
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m_bLookAtCamera = true;
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m_bThumbnailSafeZone = false;
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m_nNumSequenceLayers = 0;
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ResetAnimationEventState( &m_EventState );
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}
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CMDLPanel::~CMDLPanel()
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{
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m_aMergeMDLs.Purge();
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m_DefaultEnvCubemap.Shutdown( );
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m_DefaultHDREnvCubemap.Shutdown();
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}
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//-----------------------------------------------------------------------------
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// Scheme settings
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//-----------------------------------------------------------------------------
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void CMDLPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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SetBackgroundColor( GetBgColor() );
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SetBorder( pScheme->GetBorder( "MenuBorder") );
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}
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//-----------------------------------------------------------------------------
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// Rendering options
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//-----------------------------------------------------------------------------
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void CMDLPanel::SetCollsionModel( bool bVisible )
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{
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m_bDrawCollisionModel = bVisible;
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}
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void CMDLPanel::SetGroundGrid( bool bVisible )
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{
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m_bGroundGrid = bVisible;
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}
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void CMDLPanel::SetWireFrame( bool bVisible )
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{
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m_bWireFrame = bVisible;
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}
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void CMDLPanel::SetLockView( bool bLocked )
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{
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m_bLockView = bLocked;
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}
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void CMDLPanel::SetLookAtCamera( bool bLookAtCamera )
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{
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m_bLookAtCamera = bLookAtCamera;
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}
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void CMDLPanel::SetIgnoreDoubleClick( bool bState )
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{
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m_bIgnoreDoubleClick = bState;
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}
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void CMDLPanel::SetThumbnailSafeZone( bool bVisible )
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{
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m_bThumbnailSafeZone = bVisible;
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}
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//-----------------------------------------------------------------------------
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// Stores the clip
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//-----------------------------------------------------------------------------
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void CMDLPanel::SetMDL( MDLHandle_t handle, void *pProxyData )
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{
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m_RootMDL.m_MDL.SetMDL( handle );
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m_RootMDL.m_MDL.m_pProxyData = pProxyData;
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Vector vecMins, vecMaxs;
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GetMDLBoundingBox( &vecMins, &vecMaxs, handle, m_RootMDL.m_MDL.m_nSequence );
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m_RootMDL.m_MDL.m_bWorldSpaceViewTarget = false;
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m_RootMDL.m_MDL.m_vecViewTarget.Init( 100.0f, 0.0f, vecMaxs.z );
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m_RootMDL.m_flCycleStartTime = 0.f;
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// Set the pose parameters to the default for the mdl
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SetPoseParameters( NULL, 0 );
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// Clear any sequence layers
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SetSequenceLayers( NULL, 0 );
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ResetAnimationEventState( &m_EventState );
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}
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//-----------------------------------------------------------------------------
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// An MDL was selected
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//-----------------------------------------------------------------------------
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void CMDLPanel::SetMDL( const char *pMDLName, void *pProxyData )
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{
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MDLHandle_t hMDLFindResult = vgui::MDLCache()->FindMDL( pMDLName );
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MDLHandle_t hMDL = pMDLName ? hMDLFindResult : MDLHANDLE_INVALID;
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if ( vgui::MDLCache()->IsErrorModel( hMDL ) )
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{
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hMDL = MDLHANDLE_INVALID;
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}
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SetMDL( hMDL, pProxyData );
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// FindMDL takes a reference and the the CMDL will also hold a reference for as long as it sticks around. Release the FindMDL reference.
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int nRef = vgui::MDLCache()->Release( hMDLFindResult );
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(void)nRef; // Avoid unreferenced variable warning
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AssertMsg( hMDL == MDLHANDLE_INVALID || nRef > 0, "CMDLPanel::SetMDL referenced a model that has a zero ref count." );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a model bounding box.
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//-----------------------------------------------------------------------------
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bool CMDLPanel::GetBoundingBox( Vector &vecBoundsMin, Vector &vecBoundsMax )
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{
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// Check to see if we have a valid model to look at.
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if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID )
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return false;
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GetMDLBoundingBox( &vecBoundsMin, &vecBoundsMax, m_RootMDL.m_MDL.GetMDL(), m_RootMDL.m_MDL.m_nSequence );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a more accurate bounding sphere
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//-----------------------------------------------------------------------------
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bool CMDLPanel::GetBoundingSphere( Vector &vecCenter, float &flRadius )
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{
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// Check to see if we have a valid model to look at.
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if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID )
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return false;
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Vector vecEngineCenter;
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GetMDLBoundingSphere( &vecEngineCenter, &flRadius, m_RootMDL.m_MDL.GetMDL(), m_RootMDL.m_MDL.m_nSequence );
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VectorTransform( vecEngineCenter, m_RootMDL.m_MDLToWorld, vecCenter );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMDLPanel::SetModelAnglesAndPosition( const QAngle &angRot, const Vector &vecPos )
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{
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SetIdentityMatrix( m_RootMDL.m_MDLToWorld );
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AngleMatrix( angRot, vecPos, m_RootMDL.m_MDLToWorld );
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}
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//-----------------------------------------------------------------------------
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// Sets the camera to look at the model
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//-----------------------------------------------------------------------------
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void CMDLPanel::LookAtMDL()
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{
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// Check to see if we have a valid model to look at.
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if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID )
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return;
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if ( m_bLockView )
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return;
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float flRadius;
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Vector vecCenter;
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GetBoundingSphere( vecCenter, flRadius );
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LookAt( vecCenter, flRadius );
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}
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//-----------------------------------------------------------------------------
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// FIXME: This should be moved into studiorender
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//-----------------------------------------------------------------------------
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static ConVar r_showenvcubemap( "r_showenvcubemap", "0", FCVAR_CHEAT );
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static ConVar r_eyegloss ( "r_eyegloss", "1", FCVAR_ARCHIVE ); // wet eyes
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static ConVar r_eyemove ( "r_eyemove", "1", FCVAR_ARCHIVE ); // look around
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static ConVar r_eyeshift_x ( "r_eyeshift_x", "0", FCVAR_ARCHIVE ); // eye X position
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static ConVar r_eyeshift_y ( "r_eyeshift_y", "0", FCVAR_ARCHIVE ); // eye Y position
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static ConVar r_eyeshift_z ( "r_eyeshift_z", "0", FCVAR_ARCHIVE ); // eye Z position
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static ConVar r_eyesize ( "r_eyesize", "0", FCVAR_ARCHIVE ); // adjustment to iris textures
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static ConVar mat_softwareskin( "mat_softwareskin", "0", FCVAR_CHEAT );
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static ConVar r_nohw ( "r_nohw", "0", FCVAR_CHEAT );
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static ConVar r_nosw ( "r_nosw", "0", FCVAR_CHEAT );
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static ConVar r_teeth ( "r_teeth", "1" );
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static ConVar r_drawentities ( "r_drawentities", "1", FCVAR_CHEAT );
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static ConVar r_flex ( "r_flex", "1" );
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static ConVar r_eyes ( "r_eyes", "1" );
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static ConVar r_skin ( "r_skin","0", FCVAR_CHEAT );
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static ConVar r_maxmodeldecal ( "r_maxmodeldecal", "50" );
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static ConVar r_modelwireframedecal ( "r_modelwireframedecal", "0", FCVAR_CHEAT );
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static ConVar mat_normals ( "mat_normals", "0", FCVAR_CHEAT );
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static ConVar r_eyeglintlodpixels ( "r_eyeglintlodpixels", "0", FCVAR_CHEAT );
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static ConVar r_rootlod ( "r_rootlod", "0" );
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static StudioRenderConfig_t s_StudioRenderConfig;
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void CMDLPanel::UpdateStudioRenderConfig( void )
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{
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memset( &s_StudioRenderConfig, 0, sizeof(s_StudioRenderConfig) );
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s_StudioRenderConfig.bEyeMove = !!r_eyemove.GetInt();
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s_StudioRenderConfig.fEyeShiftX = r_eyeshift_x.GetFloat();
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s_StudioRenderConfig.fEyeShiftY = r_eyeshift_y.GetFloat();
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s_StudioRenderConfig.fEyeShiftZ = r_eyeshift_z.GetFloat();
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s_StudioRenderConfig.fEyeSize = r_eyesize.GetFloat();
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if( mat_softwareskin.GetInt() || m_bWireFrame )
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{
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s_StudioRenderConfig.bSoftwareSkin = true;
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}
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else
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{
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s_StudioRenderConfig.bSoftwareSkin = false;
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}
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s_StudioRenderConfig.bNoHardware = !!r_nohw.GetInt();
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s_StudioRenderConfig.bNoSoftware = !!r_nosw.GetInt();
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s_StudioRenderConfig.bTeeth = !!r_teeth.GetInt();
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s_StudioRenderConfig.drawEntities = r_drawentities.GetInt();
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s_StudioRenderConfig.bFlex = !!r_flex.GetInt();
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s_StudioRenderConfig.bEyes = !!r_eyes.GetInt();
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s_StudioRenderConfig.bWireframe = m_bWireFrame;
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s_StudioRenderConfig.bDrawNormals = mat_normals.GetBool();
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s_StudioRenderConfig.skin = r_skin.GetInt();
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s_StudioRenderConfig.maxDecalsPerModel = r_maxmodeldecal.GetInt();
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s_StudioRenderConfig.bWireframeDecals = r_modelwireframedecal.GetInt() != 0;
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s_StudioRenderConfig.fullbright = false;
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s_StudioRenderConfig.bSoftwareLighting = false;
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s_StudioRenderConfig.bShowEnvCubemapOnly = r_showenvcubemap.GetInt() ? true : false;
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s_StudioRenderConfig.fEyeGlintPixelWidthLODThreshold = r_eyeglintlodpixels.GetFloat();
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StudioRender()->UpdateConfig( s_StudioRenderConfig );
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}
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void CMDLPanel::DrawCollisionModel()
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{
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vcollide_t *pCollide = MDLCache()->GetVCollide( m_RootMDL.m_MDL.GetMDL() );
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if ( !pCollide || pCollide->solidCount <= 0 )
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return;
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static color32 color = {255,0,0,0};
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IVPhysicsKeyParser *pParser = g_pPhysicsCollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
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CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache );
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matrix3x4_t pBoneToWorld[MAXSTUDIOBONES];
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m_RootMDL.m_MDL.SetUpBones( m_RootMDL.m_MDLToWorld, MAXSTUDIOBONES, pBoneToWorld );
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// PERFORMANCE: Just parse the script each frame. It's fast enough for tools. If you need
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// this to go faster then cache off the bone index mapping in an array like HLMV does
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while ( !pParser->Finished() )
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{
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const char *pBlock = pParser->GetCurrentBlockName();
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if ( !stricmp( pBlock, "solid" ) )
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{
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solid_t solid;
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pParser->ParseSolid( &solid, NULL );
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int boneIndex = Studio_BoneIndexByName( &studioHdr, solid.name );
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Vector *outVerts;
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int vertCount = g_pPhysicsCollision->CreateDebugMesh( pCollide->solids[solid.index], &outVerts );
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if ( vertCount )
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{
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
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// NOTE: assumes these have been set up already by the model render code
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// So this is a little bit of a back door to a cache of the bones
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// this code wouldn't work unless you draw the model this frame before calling
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// this routine. CMDLPanel always does this, but it's worth noting.
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// A better solution would be to move the ragdoll visulization into the CDmeMdl
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// and either draw it there or make it queryable and query/draw here.
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matrix3x4_t xform;
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SetIdentityMatrix( xform );
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if ( boneIndex >= 0 )
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{
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MatrixCopy( pBoneToWorld[ boneIndex ], xform );
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}
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IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_Wireframe );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, vertCount/3 );
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for ( int j = 0; j < vertCount; j++ )
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{
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Vector out;
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VectorTransform( outVerts[j].Base(), xform, out.Base() );
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meshBuilder.Position3fv( out.Base() );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.TexCoord2f( 0, 0, 0 );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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g_pPhysicsCollision->DestroyDebugMesh( vertCount, outVerts );
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}
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else
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{
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pParser->SkipBlock();
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}
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}
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g_pPhysicsCollision->VPhysicsKeyParserDestroy( pParser );
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}
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void CMDLPanel::SetupRenderState( int nDisplayWidth, int nDisplayHeight )
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{
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int iWidth = nDisplayWidth;
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int iHeight = nDisplayHeight;
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if ( m_bThumbnailSafeZone )
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{
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iWidth = THUMBNAIL_SAFE_ZONE_SIZE;
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iHeight = THUMBNAIL_SAFE_ZONE_SIZE;
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}
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BaseClass::SetupRenderState( iWidth, iHeight );
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}
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//-----------------------------------------------------------------------------
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// paint it!
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//-----------------------------------------------------------------------------
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void CMDLPanel::OnPaint3D()
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{
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if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID )
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return;
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// FIXME: Move this call into DrawModel in StudioRender
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StudioRenderConfig_t oldStudioRenderConfig;
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StudioRender()->GetCurrentConfig( oldStudioRenderConfig );
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UpdateStudioRenderConfig();
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CMatRenderContextPtr pRenderContext( vgui::MaterialSystem() );
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if ( vgui::MaterialSystemHardwareConfig()->GetHDRType() == HDR_TYPE_NONE )
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{
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ITexture *pMyCube = HasLightProbe() ? GetLightProbeCubemap( false ) : m_DefaultEnvCubemap;
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pRenderContext->BindLocalCubemap( pMyCube );
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}
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else
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{
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ITexture *pMyCube = HasLightProbe() ? GetLightProbeCubemap( true ) : m_DefaultHDREnvCubemap;
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pRenderContext->BindLocalCubemap( pMyCube );
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}
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PrePaint3D( pRenderContext );
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if ( m_bGroundGrid )
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{
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DrawGrid();
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}
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if ( m_bLookAtCamera )
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{
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matrix3x4_t worldToCamera;
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ComputeCameraTransform( &worldToCamera );
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Vector vecPosition;
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MatrixGetColumn( worldToCamera, 3, vecPosition );
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m_RootMDL.m_MDL.m_bWorldSpaceViewTarget = true;
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m_RootMDL.m_MDL.m_vecViewTarget = vecPosition;
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}
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// Draw the MDL
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CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache );
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SetupFlexWeights();
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matrix3x4_t *pBoneToWorld = g_pStudioRender->LockBoneMatrices( studioHdr.numbones() );
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m_RootMDL.m_MDL.SetUpBones( m_RootMDL.m_MDLToWorld, studioHdr.numbones(), pBoneToWorld, m_PoseParameters, m_SequenceLayers, m_nNumSequenceLayers );
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g_pStudioRender->UnlockBoneMatrices();
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IMaterial* pOverrideMaterial = GetOverrideMaterial( m_RootMDL.m_MDL.GetMDL() );
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if ( pOverrideMaterial != NULL )
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g_pStudioRender->ForcedMaterialOverride( pOverrideMaterial );
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m_RootMDL.m_MDL.Draw( m_RootMDL.m_MDLToWorld, pBoneToWorld );
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if ( pOverrideMaterial != NULL )
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g_pStudioRender->ForcedMaterialOverride( NULL );
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pOverrideMaterial = NULL;
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// Draw the merge MDLs.
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matrix3x4_t matMergeBoneToWorld[MAXSTUDIOBONES];
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int nMergeCount = m_aMergeMDLs.Count();
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for ( int iMerge = 0; iMerge < nMergeCount; ++iMerge )
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{
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if ( m_aMergeMDLs[iMerge].m_bDisabled )
|
|
continue;
|
|
|
|
// Get the merge studio header.
|
|
studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( m_aMergeMDLs[iMerge].m_MDL.GetMDL() );
|
|
matrix3x4_t *pMergeBoneToWorld = &matMergeBoneToWorld[0];
|
|
|
|
// If we have a valid mesh, bonemerge it. If we have an invalid mesh we can't bonemerge because
|
|
// it'll crash trying to pull data from the missing header.
|
|
if ( pStudioHdr != NULL )
|
|
{
|
|
CStudioHdr mergeHdr( pStudioHdr, g_pMDLCache );
|
|
m_aMergeMDLs[iMerge].m_MDL.SetupBonesWithBoneMerge( &mergeHdr, pMergeBoneToWorld, &studioHdr, pBoneToWorld, m_RootMDL.m_MDLToWorld );
|
|
|
|
pOverrideMaterial = GetOverrideMaterial( m_aMergeMDLs[iMerge].m_MDL.GetMDL() );
|
|
if ( pOverrideMaterial != NULL )
|
|
g_pStudioRender->ForcedMaterialOverride( pOverrideMaterial );
|
|
|
|
m_aMergeMDLs[iMerge].m_MDL.Draw( m_aMergeMDLs[iMerge].m_MDLToWorld, pMergeBoneToWorld );
|
|
|
|
if ( pOverrideMaterial != NULL )
|
|
g_pStudioRender->ForcedMaterialOverride( NULL );
|
|
|
|
// Notify of model render
|
|
RenderingMergedModel( pRenderContext, &mergeHdr, m_aMergeMDLs[iMerge].m_MDL.GetMDL(), pMergeBoneToWorld );
|
|
}
|
|
}
|
|
|
|
RenderingRootModel( pRenderContext, &studioHdr, m_RootMDL.m_MDL.GetMDL(), pBoneToWorld );
|
|
|
|
PostPaint3D( pRenderContext );
|
|
|
|
if ( m_bDrawCollisionModel )
|
|
{
|
|
DrawCollisionModel();
|
|
}
|
|
|
|
pRenderContext->Flush();
|
|
StudioRender()->UpdateConfig( oldStudioRenderConfig );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the current LOD
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::SetLOD( int nLOD )
|
|
{
|
|
m_RootMDL.m_MDL.m_nLOD = nLOD;
|
|
|
|
int nMergeCount = m_aMergeMDLs.Count();
|
|
for ( int iMerge = 0; iMerge < nMergeCount; ++iMerge )
|
|
{
|
|
m_aMergeMDLs[iMerge].m_MDL.m_nLOD = nLOD;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the current sequence
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::SetSequence( int nSequence, bool bResetSequence )
|
|
{
|
|
m_RootMDL.m_MDL.m_nSequence = nSequence;
|
|
|
|
if ( bResetSequence )
|
|
{
|
|
m_RootMDL.m_flCycleStartTime = GetAutoPlayTime();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set the current pose parameters. If NULL the pose parameters will be reset
|
|
// to the default values.
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::SetPoseParameters( const float *pPoseParameters, int nCount )
|
|
{
|
|
if ( pPoseParameters )
|
|
{
|
|
int nParameters = MIN( MAXSTUDIOPOSEPARAM, nCount );
|
|
for ( int iParam = 0; iParam < nParameters; ++iParam )
|
|
{
|
|
m_PoseParameters[ iParam ] = pPoseParameters[ iParam ];
|
|
}
|
|
}
|
|
else if ( m_RootMDL.m_MDL.GetMDL() != MDLHANDLE_INVALID )
|
|
{
|
|
CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache );
|
|
Studio_CalcDefaultPoseParameters( &studioHdr, m_PoseParameters, MAXSTUDIOPOSEPARAM );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set a pose parameter by name
|
|
//-----------------------------------------------------------------------------
|
|
bool CMDLPanel::SetPoseParameterByName( const char *pszName, float fValue )
|
|
{
|
|
CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache );
|
|
int nPoseCount = studioHdr.GetNumPoseParameters();
|
|
|
|
for ( int i = 0; i < nPoseCount; ++i )
|
|
{
|
|
const mstudioposeparamdesc_t &Pose = studioHdr.pPoseParameter( i );
|
|
if ( V_strcasecmp( pszName, Pose.pszName() ) == 0 )
|
|
{
|
|
m_PoseParameters[ i ] = fValue;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set the overlay sequence layers
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::SetSequenceLayers( const MDLSquenceLayer_t *pSequenceLayers, int nCount )
|
|
{
|
|
if ( pSequenceLayers )
|
|
{
|
|
m_nNumSequenceLayers = MIN( MAX_SEQUENCE_LAYERS, nCount );
|
|
for ( int iLayer = 0; iLayer < m_nNumSequenceLayers; ++iLayer )
|
|
{
|
|
m_SequenceLayers[ iLayer ] = pSequenceLayers[ iLayer ];
|
|
ResetAnimationEventState( &m_SequenceLayerEventState[ iLayer ] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_nNumSequenceLayers = 0;
|
|
V_memset( m_SequenceLayers, 0, sizeof( m_SequenceLayers ) );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set the current skin
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::SetSkin( int nSkin )
|
|
{
|
|
m_RootMDL.m_MDL.m_nSkin = nSkin;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// called when we're ticked...
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::OnTick()
|
|
{
|
|
BaseClass::OnTick();
|
|
if ( m_RootMDL.m_MDL.GetMDL() != MDLHANDLE_INVALID )
|
|
{
|
|
m_RootMDL.m_MDL.m_flTime = ( GetAutoPlayTime() - m_RootMDL.m_flCycleStartTime );
|
|
|
|
DoAnimationEvents();
|
|
}
|
|
}
|
|
|
|
void CMDLPanel::Paint()
|
|
{
|
|
BaseClass::Paint();
|
|
|
|
if ( m_bThumbnailSafeZone )
|
|
{
|
|
int iWidth, iHeight;
|
|
GetSize( iWidth, iHeight );
|
|
|
|
CMatRenderContextPtr pRenderContext( vgui::MaterialSystem() );
|
|
|
|
IMaterial *safezone = materials->FindMaterial( "vgui/thumbnails_safezone", TEXTURE_GROUP_VGUI, true );
|
|
if ( safezone )
|
|
{
|
|
safezone->IncrementReferenceCount();
|
|
}
|
|
|
|
int screenposx = 0;
|
|
int screenposy = 0;
|
|
LocalToScreen( screenposx, screenposy );
|
|
|
|
int iScaledHeight = THUMBNAIL_SAFE_ZONE_HEIGHT_SCALE * iHeight;
|
|
int iRemappedHeight = RemapVal( iScaledHeight, 0, THUMBNAIL_SAFE_ZONE_HEIGHT, 0, iScaledHeight );
|
|
|
|
pRenderContext->DrawScreenSpaceRectangle( safezone, screenposx, screenposy, iWidth, iRemappedHeight,
|
|
0, 0,
|
|
THUMBNAIL_SAFE_ZONE_SIZE, THUMBNAIL_SAFE_ZONE_HEIGHT,
|
|
THUMBNAIL_SAFE_ZONE_SIZE, THUMBNAIL_SAFE_ZONE_SIZE );
|
|
|
|
screenposx = 0;
|
|
screenposy = iHeight - iRemappedHeight;
|
|
LocalToScreen( screenposx, screenposy );
|
|
pRenderContext->DrawScreenSpaceRectangle( safezone, screenposx, screenposy, iWidth, iRemappedHeight,
|
|
0, 0,
|
|
THUMBNAIL_SAFE_ZONE_SIZE, THUMBNAIL_SAFE_ZONE_HEIGHT,
|
|
THUMBNAIL_SAFE_ZONE_SIZE, THUMBNAIL_SAFE_ZONE_SIZE );
|
|
|
|
if ( safezone )
|
|
{
|
|
safezone->DecrementReferenceCount();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::DoAnimationEvents()
|
|
{
|
|
CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache );
|
|
|
|
// If we don't have any sequences, don't do anything
|
|
if ( studioHdr.GetNumSeq() < 1 )
|
|
{
|
|
Assert( studioHdr.GetNumSeq() >= 1 );
|
|
return;
|
|
}
|
|
|
|
DoAnimationEvents( &studioHdr, m_RootMDL.m_MDL.m_nSequence, m_RootMDL.m_MDL.m_flTime, false, &m_EventState );
|
|
|
|
for ( int i = 0; i < m_nNumSequenceLayers; ++i )
|
|
{
|
|
float flTime = m_RootMDL.m_MDL.m_flTime - m_SequenceLayers[ i ].m_flCycleBeganAt;
|
|
//Plat_DebugString( CFmtStr("Animation: time = %f, started = %f, delta = %f\n",m_RootMDL.m_MDL.m_flTime,m_SequenceLayers[ i ].m_flCycleBeganAt,flTime ) );
|
|
DoAnimationEvents( &studioHdr, m_SequenceLayers[ i ].m_nSequenceIndex, flTime, m_SequenceLayers[ i ].m_bNoLoop, &m_SequenceLayerEventState[ i ] );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::DoAnimationEvents( CStudioHdr *pStudioHdr, int nSeqNum, float flTime, bool bNoLoop, MDLAnimEventState_t *pEventState )
|
|
{
|
|
if ( nSeqNum < 0 || nSeqNum >= pStudioHdr->GetNumSeq() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( nSeqNum );
|
|
if ( seqdesc.numevents == 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
mstudioevent_t *pevent = seqdesc.pEvent( 0 );
|
|
|
|
int nFrameCount = Studio_MaxFrame( pStudioHdr, nSeqNum, m_PoseParameters );
|
|
if ( nFrameCount == 0 )
|
|
{
|
|
nFrameCount = 1;
|
|
}
|
|
float flEventCycle = ( flTime * m_RootMDL.m_MDL.m_flPlaybackRate ) / nFrameCount;
|
|
//Plat_DebugString( CFmtStr("Event cycle: %f, playback rate: %f, frame count: %d\n", flEventCycle, m_RootMDL.m_MDL.m_flPlaybackRate, nFrameCount ) );
|
|
if ( bNoLoop )
|
|
{
|
|
flEventCycle = MIN(flEventCycle, 1.0f);
|
|
}
|
|
else
|
|
{
|
|
flEventCycle -= (int)(flEventCycle);
|
|
}
|
|
|
|
if ( pEventState->m_nEventSequence != nSeqNum )
|
|
{
|
|
pEventState->m_nEventSequence = nSeqNum;
|
|
flEventCycle = 0.0f;
|
|
pEventState->m_flPrevEventCycle = -0.01f; // back up to get 0'th frame animations
|
|
}
|
|
|
|
if ( flEventCycle == pEventState->m_flPrevEventCycle )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// check for looping
|
|
BOOL bLooped = (flEventCycle < pEventState->m_flPrevEventCycle);
|
|
|
|
// This makes sure events that occur at the end of a sequence occur are
|
|
// sent before events that occur at the beginning of a sequence.
|
|
if (bLooped)
|
|
{
|
|
for (int i = 0; i < (int)seqdesc.numevents; i++)
|
|
{
|
|
if ( pevent[i].cycle <= pEventState->m_flPrevEventCycle )
|
|
continue;
|
|
|
|
FireEvent( pevent[ i ].pszEventName(), pevent[ i ].pszOptions() );
|
|
}
|
|
|
|
// Necessary to get the next loop working
|
|
pEventState->m_flPrevEventCycle = -0.01f;
|
|
}
|
|
|
|
for (int i = 0; i < (int)seqdesc.numevents; i++)
|
|
{
|
|
if ( (pevent[i].cycle > pEventState->m_flPrevEventCycle && pevent[i].cycle <= flEventCycle) )
|
|
{
|
|
FireEvent( pevent[ i ].pszEventName(), pevent[ i ].pszOptions() );
|
|
}
|
|
}
|
|
|
|
pEventState->m_flPrevEventCycle = flEventCycle;
|
|
}
|
|
|
|
void CMDLPanel::FireEvent( const char *pszEventName, const char *pszEventOptions )
|
|
{
|
|
KeyValues* pKVEvent = new KeyValues( "AnimEvent" );
|
|
pKVEvent->SetString( "name", pszEventName );
|
|
pKVEvent->SetString( "options", pszEventOptions );
|
|
PostActionSignal( pKVEvent );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::ResetAnimationEventState( MDLAnimEventState_t *pEventState )
|
|
{
|
|
pEventState->m_nEventSequence = -1;
|
|
pEventState->m_flPrevEventCycle = -0.01f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// input
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::OnMouseDoublePressed( vgui::MouseCode code )
|
|
{
|
|
if ( m_bIgnoreDoubleClick )
|
|
return;
|
|
|
|
float flRadius;
|
|
Vector vecCenter;
|
|
GetBoundingSphere( vecCenter, flRadius );
|
|
LookAt( vecCenter, flRadius );
|
|
|
|
BaseClass::OnMouseDoublePressed( code );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::SetMergeMDL( MDLHandle_t handle, void *pProxyData, int nSkin /*= -1 */ )
|
|
{
|
|
// Verify that we have a root model to merge to.
|
|
if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID )
|
|
return;
|
|
|
|
int iIndex = m_aMergeMDLs.AddToTail();
|
|
if ( !m_aMergeMDLs.IsValidIndex( iIndex ) )
|
|
return;
|
|
|
|
m_aMergeMDLs[iIndex].m_MDL.SetMDL( handle );
|
|
|
|
if ( nSkin != -1 )
|
|
{
|
|
m_aMergeMDLs[iIndex].m_MDL.m_nSkin = nSkin;
|
|
}
|
|
|
|
m_aMergeMDLs[iIndex].m_MDL.m_nLOD = m_RootMDL.m_MDL.m_nLOD;
|
|
|
|
m_aMergeMDLs[iIndex].m_MDL.m_pProxyData = pProxyData;
|
|
SetIdentityMatrix( m_aMergeMDLs[iIndex].m_MDLToWorld );
|
|
|
|
m_aMergeMDLs[iIndex].m_bDisabled = false;
|
|
|
|
// Need to invalidate the layout so the panel will adjust is LookAt for the new model.
|
|
InvalidateLayout();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
MDLHandle_t CMDLPanel::SetMergeMDL( const char *pMDLName, void *pProxyData, int nSkin /*= -1 */ )
|
|
{
|
|
MDLHandle_t hMDLFindResult = vgui::MDLCache()->FindMDL( pMDLName );
|
|
MDLHandle_t hMDL = pMDLName ? hMDLFindResult : MDLHANDLE_INVALID;
|
|
if ( vgui::MDLCache()->IsErrorModel( hMDL ) )
|
|
{
|
|
hMDL = MDLHANDLE_INVALID;
|
|
}
|
|
|
|
SetMergeMDL( hMDL, pProxyData, nSkin );
|
|
|
|
// FindMDL takes a reference and the the CMDL will also hold a reference for as long as it sticks around. Release the FindMDL reference.
|
|
int nRef = vgui::MDLCache()->Release( hMDLFindResult );
|
|
(void)nRef; // Avoid unreferenced variable warning
|
|
AssertMsg( hMDL == MDLHANDLE_INVALID || nRef > 0, "CMDLPanel::SetMergeMDL referenced a model that has a zero ref count." );
|
|
|
|
return hMDL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CMDLPanel::GetMergeMDLIndex( void *pProxyData )
|
|
{
|
|
int nMergeCount = m_aMergeMDLs.Count();
|
|
for ( int iMerge = 0; iMerge < nMergeCount; ++iMerge )
|
|
{
|
|
if ( m_aMergeMDLs[iMerge].m_MDL.m_pProxyData == pProxyData )
|
|
return iMerge;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CMDLPanel::GetMergeMDLIndex( MDLHandle_t handle )
|
|
{
|
|
int nMergeCount = m_aMergeMDLs.Count();
|
|
for ( int iMerge = 0; iMerge < nMergeCount; ++iMerge )
|
|
{
|
|
if ( m_aMergeMDLs[iMerge].m_MDL.GetMDL() == handle )
|
|
return iMerge;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CMDL *CMDLPanel::GetMergeMDL( MDLHandle_t handle )
|
|
{
|
|
int nMergeCount = m_aMergeMDLs.Count();
|
|
for ( int iMerge = 0; iMerge < nMergeCount; ++iMerge )
|
|
{
|
|
if ( m_aMergeMDLs[iMerge].m_MDL.GetMDL() == handle )
|
|
return (&m_aMergeMDLs[iMerge].m_MDL);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMDLPanel::ClearMergeMDLs( void )
|
|
{
|
|
m_aMergeMDLs.Purge();
|
|
}
|