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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Supports sprite preview and sprite icons for entities.
//
//===========================================================================//
#include "stdafx.h"
#include "hammer_mathlib.h"
#include "Box3D.h"
#include "BSPFile.h"
#include "const.h"
#include "MapDefs.h" // dvs: For COORD_NOTINIT
#include "MapDoc.h"
#include "MapEntity.h"
#include "MapSprite.h"
#include "Render2D.h"
#include "Render3D.h"
#include "hammer.h"
#include "Texture.h"
#include "TextureSystem.h"
#include "materialsystem/IMesh.h"
#include "Material.h"
#include "Options.h"
#include "camera.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
IMPLEMENT_MAPCLASS(CMapSprite)
//-----------------------------------------------------------------------------
// Purpose: Factory function. Used for creating a CMapSprite from a set
// of string parameters from the FGD file.
// Input : *pInfo - Pointer to helper info class which gives us information
// about how to create the class.
// Output : Returns a pointer to the class, NULL if an error occurs.
//-----------------------------------------------------------------------------
CMapClass *CMapSprite::CreateMapSprite(CHelperInfo *pHelperInfo, CMapEntity *pParent) { const char *pszSprite = pHelperInfo->GetParameter(0);
//
// If we weren't passed a sprite name as an argument, get it from our parent
// entity's "model" key.
//
if (pszSprite == NULL) { pszSprite = pParent->GetKeyValue("model"); }
// HACK?
// When loading sprites, it can be the case that 'materials' is prepended
// This is because we have to look in the materials directory for sprites
// Remove the materials prefix...
if (pszSprite) { if (!strnicmp(pszSprite, "materials", 9) && ((pszSprite[9] == '/') || (pszSprite[9] == '\\')) ) { pszSprite += 10; } }
//
// If we have a sprite name, create a sprite object.
//
CMapSprite *pSprite = NULL;
if (pszSprite != NULL) { pSprite = CreateMapSprite(pszSprite); if (pSprite != NULL) { //
// Icons are alpha tested.
//
if (!stricmp(pHelperInfo->GetName(), "iconsprite")) { pSprite->SetRenderMode( kRenderTransAlpha ); pSprite->m_bIsIcon = true; } else { // FIXME: Gotta do this a little better
// This initializes the render mode in the sprite
pSprite->SetRenderMode( pSprite->m_eRenderMode ); } } }
return(pSprite); }
//-----------------------------------------------------------------------------
// Purpose: Factory. Use this to construct CMapSprite objects, since the
// constructor is protected.
//-----------------------------------------------------------------------------
CMapSprite *CMapSprite::CreateMapSprite(const char *pszSpritePath) { CMapSprite *pSprite = new CMapSprite;
if (pSprite != NULL) { char szPath[MAX_PATH];
pSprite->Initialize();
// HACK: Remove the extension, this is for backward compatability
// It's trying to load a .spr, but we're giving it a .vmt.
strcpy( szPath, pszSpritePath ); char* pDot = strrchr( szPath, '.' ); if (pDot) *pDot = 0;
pSprite->m_pSpriteInfo = CSpriteCache::CreateSprite(szPath); if (pSprite->m_pSpriteInfo) { pSprite->CalcBounds(); } }
return(pSprite); }
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CMapSprite::CMapSprite(void) { Initialize(); }
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CMapSprite::~CMapSprite(void) { CSpriteCache::Release(m_pSpriteInfo); }
//-----------------------------------------------------------------------------
// Sets the render mode
//-----------------------------------------------------------------------------
void CMapSprite::SetRenderMode( int eRenderMode ) { m_eRenderMode = eRenderMode; if (m_pSpriteInfo) m_pSpriteInfo->SetRenderMode( m_eRenderMode ); }
//-----------------------------------------------------------------------------
// Purpose: Calculates our bounding box based on the sprite dimensions.
// Input : bFullUpdate - Whether we should recalculate our childrens' bounds.
//-----------------------------------------------------------------------------
void CMapSprite::CalcBounds(BOOL bFullUpdate) { CMapClass::CalcBounds(bFullUpdate);
float fRadius = 8; if (m_pSpriteInfo) { fRadius = max(m_pSpriteInfo->GetWidth(), m_pSpriteInfo->GetHeight()) * m_fScale / 2.0; if (fRadius == 0) { fRadius = 8; } }
//
// Build our bounds for frustum culling in the 3D view.
//
Vector Mins = m_Origin - Vector(fRadius, fRadius, fRadius); Vector Maxs = m_Origin + Vector(fRadius, fRadius, fRadius); m_CullBox.UpdateBounds(Mins, Maxs);
m_BoundingBox = m_CullBox;
//
// Build our bounds for 2D rendering. We keep sprites small in the 2D views no
// matter how large they are scaled.
//
if (!m_bIsIcon) { fRadius = 2; }
Mins = m_Origin - Vector(fRadius, fRadius, fRadius); Maxs = m_Origin + Vector(fRadius, fRadius, fRadius); m_Render2DBox.UpdateBounds(Mins, Maxs); }
//-----------------------------------------------------------------------------
// Purpose: Returns a copy of this object.
// Output : Pointer to the new object.
//-----------------------------------------------------------------------------
CMapClass *CMapSprite::Copy(bool bUpdateDependencies) { CMapSprite *pCopy = new CMapSprite;
if (pCopy != NULL) { pCopy->CopyFrom(this, bUpdateDependencies); }
return(pCopy); }
//-----------------------------------------------------------------------------
// Purpose: Turns this into a duplicate of the given object.
// Input : pObject - Pointer to the object to copy from.
// Output : Returns a pointer to this object.
//-----------------------------------------------------------------------------
CMapClass *CMapSprite::CopyFrom(CMapClass *pObject, bool bUpdateDependencies) { CMapSprite *pFrom = dynamic_cast<CMapSprite *>(pObject); Assert(pObject != NULL);
if (pObject != NULL) { CMapClass::CopyFrom(pObject, bUpdateDependencies);
m_Angles = pFrom->m_Angles;
m_pSpriteInfo = pFrom->m_pSpriteInfo; CSpriteCache::AddRef(pFrom->m_pSpriteInfo);
m_nCurrentFrame = pFrom->m_nCurrentFrame; m_fSecondsPerFrame = pFrom->m_fSecondsPerFrame; m_fElapsedTimeThisFrame = pFrom->m_fElapsedTimeThisFrame; m_fScale = pFrom->m_fScale; SetRenderMode( pFrom->m_eRenderMode ); m_RenderColor = pFrom->m_RenderColor; m_bIsIcon = pFrom->m_bIsIcon; }
return(this); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : bEnable -
//-----------------------------------------------------------------------------
void CMapSprite::EnableAnimation(BOOL bEnable) { //m_bAnimateModels = bEnable;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : Angles -
//-----------------------------------------------------------------------------
void CMapSprite::GetAngles(QAngle &Angles) { Angles = m_Angles; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapSprite::Initialize(void) { m_Angles.Init();
m_eRenderMode = kRenderNormal;
m_RenderColor.r = 255; m_RenderColor.g = 255; m_RenderColor.b = 255;
m_fSecondsPerFrame = 1; m_fElapsedTimeThisFrame = 0; m_nCurrentFrame = 0;
m_fScale = 0.25;
m_bIsIcon = false; }
//-----------------------------------------------------------------------------
// Updates time and returns the next frame
//-----------------------------------------------------------------------------
int CMapSprite::GetNextSpriteFrame( CRender3D* pRender ) { //
// Determine whether we need to advance to the next frame based on our
// sprite framerate and the elapsed time.
//
int nNumFrames = m_pSpriteInfo->GetFrameCount(); if (nNumFrames > 1) { float fElapsedTime = pRender->GetElapsedTime(); m_fElapsedTimeThisFrame += fElapsedTime;
while (m_fElapsedTimeThisFrame > m_fSecondsPerFrame) { m_nCurrentFrame++; m_fElapsedTimeThisFrame -= m_fSecondsPerFrame; }
m_nCurrentFrame %= nNumFrames; }
return m_nCurrentFrame; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pRender -
//-----------------------------------------------------------------------------
void CMapSprite::Render3D(CRender3D *pRender) { int nPasses; if ((GetSelectionState() != SELECT_NONE) && (!m_bIsIcon)) { if (pRender->NeedsOverlay()) nPasses = 3; else nPasses = 2; } else { nPasses = 1; }
//
// If we have a sprite, render it.
//
if (m_pSpriteInfo) { //
// Only sprite icons can be clicked on, sprite preview objects cannot.
//
if (m_bIsIcon) { pRender->BeginRenderHitTarget(this); }
m_pSpriteInfo->SetOrigin(m_Origin); m_pSpriteInfo->SetAngles(m_Angles);
m_pSpriteInfo->Bind(pRender, GetNextSpriteFrame(pRender)); for (int nPass = 0; nPass < nPasses; nPass++) { if (nPass == 0) { // First pass uses the default rendering mode.
// unless that mode is texture
if (pRender->GetCurrentRenderMode() == RENDER_MODE_LIGHTMAP_GRID) pRender->PushRenderMode( RENDER_MODE_TEXTURED); else pRender->PushRenderMode( RENDER_MODE_CURRENT ); } else { if (nPass == nPasses - 1) { // last pass uses wireframe rendering mode.
pRender->PushRenderMode( RENDER_MODE_WIREFRAME); } else { pRender->PushRenderMode( RENDER_MODE_SELECTION_OVERLAY ); } }
m_pSpriteInfo->SetScale(m_fScale > 0 ? m_fScale : 1.0 );
float fBlend; // dvs: lots of things contribute to blend factor. See r_blend in engine.
//if (m_eRenderMode == kRenderNormal)
{ fBlend = 1.0; }
unsigned char color[4]; SpriteColor( color, m_eRenderMode, m_RenderColor, fBlend * 255);
//
// If selected, render a yellow wireframe box.
//
if (GetSelectionState() != SELECT_NONE) { if (m_bIsIcon) { pRender->RenderWireframeBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, 255, 255, 0); } else { color[0] = 255; color[1] = color[2] = 0; }
//
// If selected, render the sprite with a yellow wireframe around it.
//
if ( nPass > 0 ) { color[0] = color[1] = 255; color[2] = 0; } }
MaterialPrimitiveType_t type = (nPass > 0) ? MATERIAL_LINE_LOOP : MATERIAL_POLYGON; m_pSpriteInfo->SetMaterialPrimitiveType( type );
m_pSpriteInfo->DrawSprite3D( pRender, color );
pRender->PopRenderMode(); }
//
// Only sprite icons can be clicked on, sprite preview objects cannot.
//
if (m_bIsIcon) { pRender->EndRenderHitTarget(); } } //
// Else no sprite, render as a bounding box.
//
else if (m_bIsIcon) { pRender->BeginRenderHitTarget(this); pRender->RenderBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, r, g, b, GetSelectionState()); pRender->EndRenderHitTarget(); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &File -
// bRMF -
// Output : int
//-----------------------------------------------------------------------------
int CMapSprite::SerializeRMF(std::fstream &File, BOOL bRMF) { return(0); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &File -
// bRMF -
// Output : int
//-----------------------------------------------------------------------------
int CMapSprite::SerializeMAP(std::fstream &File, BOOL bRMF) { return(0); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTransBox -
//-----------------------------------------------------------------------------
void CMapSprite::DoTransform(const VMatrix &matrix) { BaseClass::DoTransform(matrix);
matrix3x4_t fCurrentMatrix,fMatrixNew; AngleMatrix(m_Angles, fCurrentMatrix); ConcatTransforms(matrix.As3x4(), fCurrentMatrix, fMatrixNew); MatrixAngles(fMatrixNew, m_Angles); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pColor -
// pEntity -
// alpha -
//-----------------------------------------------------------------------------
void CMapSprite::SpriteColor(unsigned char *pColor, int eRenderMode, colorVec RenderColor, int alpha) { int a;
if ((eRenderMode == kRenderTransAdd) || (eRenderMode == kRenderGlow) || (eRenderMode == kRenderWorldGlow)) { a = alpha; } else { a = 256; } if ((RenderColor.r == 0) && (RenderColor.g == 0) && (RenderColor.b == 0)) { pColor[0] = pColor[1] = pColor[2] = (255 * a) >> 8; } else { pColor[0] = ((int)RenderColor.r * a)>>8; pColor[1] = ((int)RenderColor.g * a)>>8; pColor[2] = ((int)RenderColor.b * a)>>8; } }
//-----------------------------------------------------------------------------
// Purpose: Notifies that this object's parent entity has had a key value change.
// Input : szKey - The key that changed.
// szValue - The new value of the key.
//-----------------------------------------------------------------------------
void CMapSprite::OnParentKeyChanged(const char* szKey, const char* szValue) { if (!stricmp(szKey, "framerate")) { float fFramesPerSecond = atof(szValue); if (fabs(fFramesPerSecond) > 0.001) { m_fSecondsPerFrame = 1 / fFramesPerSecond; } } else if (!stricmp(szKey, "scale")) { m_fScale = atof(szValue); if (m_fScale == 0) { m_fScale = 1; } m_pSpriteInfo->SetScale(m_fScale);
PostUpdate(Notify_Changed); } else if (!stricmp(szKey, "rendermode")) { switch (atoi(szValue)) { case 0: // "Normal"
{ SetRenderMode( kRenderNormal ); break; }
case 1: // "Color"
{ SetRenderMode( kRenderTransColor ); break; }
case 2: // "Texture"
{ SetRenderMode( kRenderNormal ); break; }
case 3: // "Glow"
{ SetRenderMode( kRenderGlow ); break; }
case 4: // "Solid"
{ SetRenderMode( kRenderNormal ); break; }
case 5: // "Additive"
{ SetRenderMode( kRenderTransAdd ); break; }
case 7: // "Additive Fractional Frame"
{ SetRenderMode( kRenderTransAddFrameBlend ); break; }
case 9: // "World Space Glow"
{ SetRenderMode( kRenderWorldGlow ); break; } } } //
// If we are the child of a light entity and its color is changing, change our render color.
//
else if (!stricmp(szKey, "_light")) { sscanf(szValue, "%d %d %d", &m_RenderColor.r, &m_RenderColor.g, &m_RenderColor.b); } else if (!stricmp(szKey, "angles")) { sscanf(szValue, "%f %f %f", &m_Angles[PITCH], &m_Angles[YAW], &m_Angles[ROLL]); PostUpdate(Notify_Changed); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMapSprite::ShouldRenderLast(void) { return(true); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapSprite::Render2D(CRender2D *pRender) { Vector vecMins; Vector vecMaxs; GetRender2DBox(vecMins, vecMaxs);
Vector2D pt,pt2; pRender->TransformPoint(pt, vecMins); pRender->TransformPoint(pt2, vecMaxs);
if ( !IsSelected() ) { pRender->SetDrawColor( r, g, b ); pRender->SetHandleColor( r, g, b ); } else { pRender->SetDrawColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) ); pRender->SetHandleColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) ); }
// Draw the bounding box.
pRender->DrawBox( vecMins, vecMaxs );
//
// Draw center handle.
//
if ( pRender->IsActiveView() ) { int sizex = abs(pt.x - pt2.x)+1; int sizey = abs(pt.y - pt2.y)+1;
// dont draw handle if object is too small
if ( sizex > 6 && sizey > 6 ) { pRender->SetHandleStyle( HANDLE_RADIUS, CRender::HANDLE_CROSS ); pRender->DrawHandle( (vecMins+vecMaxs)/2 ); } } }
//-----------------------------------------------------------------------------
// Called by entity code to render sprites
//-----------------------------------------------------------------------------
void CMapSprite::RenderLogicalAt(CRender2D *pRender, const Vector2D &vecMins, const Vector2D &vecMaxs ) { // If we have a sprite, render it.
if (!m_pSpriteInfo) return;
m_pSpriteInfo->Bind( pRender, 0 ); pRender->PushRenderMode( RENDER_MODE_TEXTURED);
unsigned char color[4] = { 255, 255, 255, 255 };
SpriteColor( color, m_eRenderMode, m_RenderColor, 255);
// If selected, render a yellow wireframe box.
if ( GetSelectionState() != SELECT_NONE ) { color[0] = 255; color[1] = color[2] = 0; }
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() ); IMesh* pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_POLYGON, 4 );
meshBuilder.Position3f( vecMins.x, vecMins.y, 0.0f ); meshBuilder.TexCoord2f(0, 0, 1); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vecMins.x, vecMaxs.y, 0.0f ); meshBuilder.TexCoord2f(0, 0, 0); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vecMaxs.x, vecMaxs.y, 0.0f ); meshBuilder.TexCoord2f(0, 1, 0); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vecMaxs.x, vecMins.y, 0.0f ); meshBuilder.TexCoord2f(0, 1, 1); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw();
pRender->PopRenderMode(); }
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