|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
glapp.c - Simple OpenGL shell There are several options allowed on the command line. They are: -height : what window/screen height do you want to use? -width : what window/screen width do you want to use? -bpp : what color depth do you want to use? -window : create a rendering window rather than full-screen -fov : use a field of view other than 90 degrees */
//
// Half-Life Model Viewer (c) 1999 by Mete Ciragan
//
// file: MatSysWindow.cpp
// last modified: May 04 1999, Mete Ciragan
// copyright: The programs and associated files contained in this
// distribution were developed by Mete Ciragan. The programs
// are not in the public domain, but they are freely
// distributable without licensing fees. These programs are
// provided without guarantee or warrantee expressed or
// implied.
//
// version: 1.2
//
// email: [email protected]
// web: http://www.swissquake.ch/chumbalum-soft/
//
#include <mxtk/mx.h>
#include <mxtk/mxMessageBox.h>
#include <mxtk/mxTga.h>
#include <mxtk/mxPcx.h>
#include <mxtk/mxBmp.h>
#include <mxtk/mxMatSysWindow.h>
// #include "gl.h"
// #include <GL/glu.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "tier1/convar.h"
#include <string.h>
#include "MatSysWin.h"
#include "MDLViewer.h"
#include "StudioModel.h"
#include "ControlPanel.h"
#include "ViewerSettings.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterialproxyfactory.h"
#include "FileSystem.h"
#include <KeyValues.h>
#include "materialsystem/IMesh.h"
#include "materialsystem/IMaterialSystemHardwareConfig.h"
#include "materialsystem/ITexture.h"
#include "materialsystem/MaterialSystem_Config.h"
#include "tier0/dbg.h"
#include "istudiorender.h"
#include "tier0/icommandline.h"
#include "mathlib/vmatrix.h"
#include "studio_render.h"
#include "vstdlib/cvar.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "soundsystem/isoundsystem.h"
#include "soundchars.h"
#include "mathlib/softbodyenvironment.h"
#include "valve_ipc_win32.h"
extern char g_appTitle[]; extern bool g_bInError; extern int g_dxlevel;
extern ISoundEmitterSystemBase *g_pSoundEmitterBase;
extern CValveIpcClientUtl g_HlmvIpcClient; extern bool g_bHlmvMaster;
extern CSoftbodyEnvironment g_SoftbodyEnvironment;
void UpdateSounds() { static double prev = 0; double curr = (double) mx::getTickCount () / 1000.0; if ( prev != 0 ) { double dt = (curr - prev); g_pSoundSystem->Update( dt * g_viewerSettings.speedScale ); } prev = curr; }
// FIXME: move all this to mxMatSysWin
class DummyMaterialProxyFactory : public IMaterialProxyFactory { public: virtual IMaterialProxy *CreateProxy( const char *proxyName ) {return NULL;} virtual void DeleteProxy( IMaterialProxy *pProxy ) {} virtual CreateInterfaceFn GetFactory() {return NULL;} }; DummyMaterialProxyFactory g_DummyMaterialProxyFactory;
static void ReleaseMaterialSystemObjects( int nChangeFlags ) { StudioModel::ReleaseStudioModel(); }
static void RestoreMaterialSystemObjects( int nChangeFlags ) { StudioModel::RestoreStudioModel(); g_ControlPanel->OnLoadModel(); }
static ConVar mat_bumpmap( "mat_bumpmap", "1" ); static ConVar mat_specular( "mat_specular", "1" ); static ConVar mat_parallaxmap( "mat_parallaxmap", "0" ); static ConVar mat_displacementmap( "mat_displacementmap", "1" );
void InitMaterialSystemConfig(MaterialSystem_Config_t *pConfig) { mat_bumpmap.SetValue( g_viewerSettings.enableNormalMapping ); mat_displacementmap.SetValue( g_viewerSettings.enableDisplacementMapping ); mat_specular.SetValue( g_viewerSettings.enableSpecular ); mat_parallaxmap.SetValue( g_viewerSettings.enableParallaxMapping ); }
MatSysWindow *g_MatSysWindow = 0;
Vector g_vright( 50, 50, 0 ); // needs to be set to viewer's right in order for chrome to work
IMaterial *g_materialBackground = NULL; IMaterial *g_materialWireframe = NULL; IMaterial *g_materialWireframeVertexColor = NULL; IMaterial *g_materialWireframeVertexColorNoCull = NULL; IMaterial *g_materialDebugCopyBaseTexture = NULL; IMaterial *g_materialFlatshaded = NULL; IMaterial *g_materialSmoothshaded = NULL; IMaterial *g_materialBones = NULL; IMaterial *g_materialLines = NULL; IMaterial *g_materialFloor = NULL; IMaterial *g_materialVertexColor = NULL; IMaterial *g_materialShadow = NULL; IMaterial *g_materialArcActive = NULL; IMaterial *g_materialArcInActive = NULL; IMaterial *g_materialDebugText = NULL;
MatSysWindow::MatSysWindow (mxWindow *parent, int x, int y, int w, int h, const char *label, int style) : mxMatSysWindow (parent, x, y, w, h, label, style) { g_pMaterialSystem->SetMaterialProxyFactory( &g_DummyMaterialProxyFactory );
m_pCubemapTexture = NULL; m_hWnd = (HWND)getHandle();
MaterialSystem_Config_t config; config = g_pMaterialSystem->GetCurrentConfigForVideoCard(); InitMaterialSystemConfig(&config); if ( g_dxlevel != 0 ) { config.dxSupportLevel = g_dxlevel; } // config.m_VideoMode.m_Width = config.m_VideoMode.m_Height = 0;
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true ); config.SetFlag( MATSYS_VIDCFG_FLAGS_RESIZING, true );
if (!g_pMaterialSystem->SetMode( ( void * )m_hWnd, config ) ) { return; } g_pMaterialSystem->OverrideConfig( config, false );
g_pMaterialSystem->AddReleaseFunc( ReleaseMaterialSystemObjects ); g_pMaterialSystem->AddRestoreFunc( RestoreMaterialSystemObjects );
m_pCubemapTexture = g_pMaterialSystem->FindTexture( "hlmv/cubemap", NULL, true ); m_pCubemapTexture->IncrementReferenceCount(); CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->BindLocalCubemap( m_pCubemapTexture );
g_materialBackground = g_pMaterialSystem->FindMaterial("hlmv/background", TEXTURE_GROUP_OTHER, true); g_materialWireframe = g_pMaterialSystem->FindMaterial("debug/debugmrmwireframe", TEXTURE_GROUP_OTHER, true); g_materialWireframeVertexColor = g_pMaterialSystem->FindMaterial("debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER, true);
// test: create this from code - you need a vmt to make $nocull 1 happen, can't do it from the render context
{ KeyValues *pVMTKeyValues = new KeyValues( "Wireframe" ); pVMTKeyValues->SetInt("$ignorez", 1); pVMTKeyValues->SetInt("$nocull", 1); pVMTKeyValues->SetInt("$vertexcolor", 1); pVMTKeyValues->SetInt("$decal", 1); g_materialWireframeVertexColorNoCull = g_pMaterialSystem->CreateMaterial( "debug/wireframenocull", pVMTKeyValues ); } { KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); pVMTKeyValues->SetString("$basetexture", "vgui/white" ); g_materialDebugCopyBaseTexture = g_pMaterialSystem->CreateMaterial( "debug/copybasetexture", pVMTKeyValues );
}
g_materialFlatshaded = g_pMaterialSystem->FindMaterial("debug/debugdrawflatpolygons", TEXTURE_GROUP_OTHER, true); g_materialSmoothshaded = g_pMaterialSystem->FindMaterial("debug/debugmrmfullbright2", TEXTURE_GROUP_OTHER, true); g_materialBones = g_pMaterialSystem->FindMaterial("debug/debugskeleton", TEXTURE_GROUP_OTHER, true); g_materialLines = g_pMaterialSystem->FindMaterial("debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER, true); g_materialFloor = g_pMaterialSystem->FindMaterial("hlmv/floor", TEXTURE_GROUP_OTHER, true); g_materialVertexColor = g_pMaterialSystem->FindMaterial("debug/debugvertexcolor", TEXTURE_GROUP_OTHER, true); g_materialShadow = g_pMaterialSystem->FindMaterial("hlmv/shadow", TEXTURE_GROUP_OTHER, true); g_materialDebugText = g_pMaterialSystem->FindMaterial("hlmv/debugtext", TEXTURE_GROUP_OTHER, true);
{ KeyValues *pVMTKeyValues = new KeyValues( "UnLitGeneric" ); pVMTKeyValues->SetInt("$nocull", 1); pVMTKeyValues->SetInt("$vertexcolor", 1); pVMTKeyValues->SetFloat("$alpha", 0.5f); g_materialArcActive = g_pMaterialSystem->CreateMaterial( "hlmv/arc_active", pVMTKeyValues ); }
{ KeyValues *pVMTKeyValues = new KeyValues( "UnLitGeneric" ); pVMTKeyValues->SetInt("$nocull", 1); pVMTKeyValues->SetInt("$vertexcolor", 1); pVMTKeyValues->SetFloat("$alpha", 0.2f); g_materialArcInActive = g_pMaterialSystem->CreateMaterial( "hlmv/arc_inactive", pVMTKeyValues ); }
if (!parent) setVisible (true); else mx::setIdleWindow (this); }
MatSysWindow::~MatSysWindow () { if (m_pCubemapTexture) { m_pCubemapTexture->DecrementReferenceCount(); } mx::setIdleWindow (0); }
int MatSysWindow::handleEvent (mxEvent *event) { MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
static float oldrx = 0, oldry = 0, oldtz = 50, oldtx = 0, oldty = 0; static float oldlrx = 0, oldlry = 0; static int oldx, oldy;
switch (event->event) {
case mxEvent::Idle: { static double prev; double curr = (double) mx::getTickCount () / 1000.0; double dt = (curr - prev);
// clamp to 100fps
if (dt >= 0.0 && dt < 0.01) { Sleep( 10 - dt * 1000.0 ); return 1; }
if ( prev != 0.0 ) { // dt = 0.001;
g_pStudioModel->AdvanceFrame ( dt * g_viewerSettings.speedScale ); if ( g_viewerSettings.animateWeapons ) { const char *pszMainSequenceName = g_pStudioModel->GetSequenceName( g_pStudioModel->GetSequence() ); if ( pszMainSequenceName ) { for ( int i = 0; i < HLMV_MAX_MERGED_MODELS; i++ ) { if ( !g_pStudioExtraModel[ i ] ) continue;
// match weapon sequence and frame to marine
int iSequence = g_pStudioExtraModel[ i ]->LookupSequence( pszMainSequenceName ); if ( iSequence == -1 ) { g_pStudioExtraModel[ i ]->SetFrame( 0 ); } else { g_pStudioExtraModel[ i ]->SetSequence( iSequence ); g_pStudioExtraModel[ i ]->SetFrame( g_pStudioModel->GetCycle() * g_pStudioExtraModel[ i ]->GetMaxFrame() ); } } } } g_ControlPanel->updateFrameSlider( ); g_ControlPanel->updateGroundSpeed( ); } prev = curr; g_pStudioModel->SetSoftbodyOrientation(); for ( int i = 0; i < HLMV_MAX_MERGED_MODELS; i++ ) { if ( g_pStudioExtraModel[ i ] != NULL ) { g_pStudioExtraModel[ i ]->SetSoftbodyOrientation(); } } if ( g_viewerSettings.simulateSoftbodies ) { g_SoftbodyEnvironment.Step( dt * g_viewerSettings.speedScale ); }
if (!g_viewerSettings.pause) redraw ();
g_ControlPanel->updateTransitionAmount();
UpdateSounds();
return 1; } break;
case mxEvent::MouseUp: { g_viewerSettings.mousedown = false;
if ( g_pWidgetControl ) g_pWidgetControl->m_WidgetState = WIDGET_STATE_NONE; } break;
case mxEvent::MouseDown: { g_viewerSettings.mousedown = true;
if ( g_pWidgetControl != NULL && g_viewerSettings.highlightHitbox >= 0 ) { g_pWidgetControl->WidgetMouseDown( event->x, event->y ); g_pWidgetControl->SetStateUsingInputColor( getViewportPixelColor( event->x, event->y ) ); if ( g_pWidgetControl->m_WidgetState != WIDGET_STATE_NONE ) return 1; }
oldrx = g_pStudioModel->m_angles[0]; oldry = g_pStudioModel->m_angles[1]; oldtx = g_pStudioModel->m_origin[0]; oldty = g_pStudioModel->m_origin[1]; oldtz = g_pStudioModel->m_origin[2]; oldx = event->x; oldy = event->y; oldlrx = g_viewerSettings.lightrot[1]; oldlry = g_viewerSettings.lightrot[0]; g_viewerSettings.pause = false;
float r = 1.0/3.0 * min( w(), h() );
float d = sqrt( ( float )( (event->x - w()/2) * (event->x - w()/2) + (event->y - h()/2) * (event->y - h()/2) ) );
if ( d < r || !g_viewerSettings.allowOrbitYaw ) g_viewerSettings.rotating = false; else g_viewerSettings.rotating = true;
return 1; } break;
case mxEvent::MouseDrag: { if (event->buttons & mxEvent::MouseLeftButton) {
if ( g_pWidgetControl && g_pWidgetControl->m_WidgetState != WIDGET_STATE_NONE ) { g_pWidgetControl->WidgetMouseDrag( event->x, event->y ); break; }
if ( g_viewerSettings.dotaMode ) { if (event->modifiers & mxEvent::KeyShift) { g_pStudioModel->m_origin[1] = oldty - (float) (event->x - oldx); g_pStudioModel->m_origin[2] = oldtz + (float) (event->y - oldy); } else { float rx = (float) (event->x - oldx); oldx = event->x;
QAngle movement; matrix3x4_t tmp1, tmp2, tmp3;
movement = QAngle( 0, rx, 0 ); AngleMatrix( g_pStudioModel->m_angles, tmp1 ); AngleMatrix( movement, tmp2 ); ConcatTransforms( tmp1, tmp2, tmp3 ); MatrixAngles( tmp3, g_pStudioModel->m_angles ); } } else if (event->modifiers & mxEvent::KeyShift) { g_pStudioModel->m_origin[1] = oldty - (float) (event->x - oldx) / 8.0; g_pStudioModel->m_origin[2] = oldtz + (float) (event->y - oldy) / 8.0; } else if (event->modifiers & mxEvent::KeyCtrl) { float ry = (float) (event->y - oldy); float rx = (float) (event->x - oldx); oldx = event->x; oldy = event->y;
QAngle movement = QAngle( ry, rx, 0 );
matrix3x4_t tmp1, tmp2, tmp3; AngleMatrix( g_viewerSettings.lightrot, tmp1 ); AngleMatrix( movement, tmp2 ); ConcatTransforms( tmp2, tmp1, tmp3 ); MatrixAngles( tmp3, g_viewerSettings.lightrot );
// g_viewerSettings.lightrot[0] = oldlrx + (float) (event->y - oldy);
// g_viewerSettings.lightrot[1] = oldlry + (float) (event->x - oldx);
} else { if (!g_viewerSettings.rotating) { float ry = (float) (event->y - oldy); float rx = (float) (event->x - oldx); oldx = event->x; oldy = event->y;
QAngle movement; matrix3x4_t tmp1, tmp2, tmp3;
movement = QAngle( 0, rx, 0 ); AngleMatrix( g_pStudioModel->m_angles, tmp1 ); AngleMatrix( movement, tmp2 ); ConcatTransforms( tmp1, tmp2, tmp3 ); MatrixAngles( tmp3, g_pStudioModel->m_angles );
movement = QAngle( ry, 0, 0 ); AngleMatrix( g_pStudioModel->m_angles, tmp1 ); AngleMatrix( movement, tmp2 ); ConcatTransforms( tmp2, tmp1, tmp3 ); MatrixAngles( tmp3, g_pStudioModel->m_angles ); } else { float ang1 = (180 / 3.1415) * atan2( oldx - w()/2.0, oldy - h()/2.0 ); float ang2 = (180 / 3.1415) * atan2( event->x - w()/2.0, event->y - h()/2.0 ); oldx = event->x; oldy = event->y;
QAngle movement = QAngle( 0, 0, ang2 - ang1 );
matrix3x4_t tmp1, tmp2, tmp3; AngleMatrix( g_pStudioModel->m_angles, tmp1 ); AngleMatrix( movement, tmp2 ); ConcatTransforms( tmp2, tmp1, tmp3 ); MatrixAngles( tmp3, g_pStudioModel->m_angles ); } } } else if (event->buttons & mxEvent::MouseRightButton) { if ( !g_viewerSettings.dotaMode ) { g_pStudioModel->m_origin[0] = oldtx + (float) (event->y - oldy); } }
if ( g_bHlmvMaster && g_HlmvIpcClient.Connect() ) { CUtlBuffer cmd; CUtlBuffer res;
matrix3x4_t m; g_pStudioModel->GetModelTransform( m );
cmd.Printf( "%s %f %f %f %f %f %f %f %f %f %f %f %f", "hlmvModelTransform", m.m_flMatVal[0][0], m.m_flMatVal[0][1], m.m_flMatVal[0][2], m.m_flMatVal[0][3], m.m_flMatVal[1][0], m.m_flMatVal[1][1], m.m_flMatVal[1][2], m.m_flMatVal[1][3], m.m_flMatVal[2][0], m.m_flMatVal[2][1], m.m_flMatVal[2][2], m.m_flMatVal[2][3] );
g_HlmvIpcClient.ExecuteCommand( cmd, res ); g_HlmvIpcClient.Disconnect(); }
redraw ();
return 1; } break;
case mxEvent::KeyDown: { switch (event->key) { case VK_SPACE: { int iSeq = g_pStudioModel->GetSequence (); if (iSeq == g_pStudioModel->SetSequence (iSeq + 1)) { g_pStudioModel->SetSequence (0); } } break; } } break;
case mxEvent::DropFile: { V_strlower( event->szChars ); g_ControlPanel->AddQCRecordPath( event->szChars ); break; } break;
} // switch (event->event)
return 1; }
void DrawBackground() { if (!g_viewerSettings.showBackground) return;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->Bind(g_materialBackground); pRenderContext->MatrixMode(MATERIAL_MODEL); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode(MATERIAL_VIEW); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); { IMesh* pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
float dist=-15000.0f; float tMin=0, tMax=1; meshBuilder.Position3f(-dist, dist, dist); meshBuilder.TexCoord2f( 0, tMin,tMax ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( dist, dist, dist); meshBuilder.TexCoord2f( 0, tMax,tMax ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( dist,-dist, dist); meshBuilder.TexCoord2f( 0, tMax,tMin ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f(-dist,-dist, dist); meshBuilder.TexCoord2f( 0, tMin,tMin ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); } }
void DrawHelpers() { if (g_viewerSettings.mousedown && g_viewerSettings.showOrbitCircle ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->Bind( g_materialBones );
pRenderContext->MatrixMode(MATERIAL_MODEL); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode(MATERIAL_VIEW); pRenderContext->LoadIdentity();
IMesh* pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_LINES, 360 / 5 );
if (g_viewerSettings.rotating) meshBuilder.Color3ub( 255, 255, 0 ); else meshBuilder.Color3ub( 0, 255, 0 );
for (int i = 0; i < 360; i += 5) { float a = i * (3.151492653/180.0f);
if (g_viewerSettings.rotating) meshBuilder.Color3ub( 255, 255, 0 ); else meshBuilder.Color3ub( 0, 255, 0 );
meshBuilder.Position3f( sin( a ), cos( a ), -3.0f ); meshBuilder.AdvanceVertex(); } meshBuilder.End(); pMesh->Draw(); } }
void DrawGroundPlane() { if (!g_viewerSettings.showGround) return;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->Bind(g_materialFloor); pRenderContext->MatrixMode(MATERIAL_MODEL); pRenderContext->PushMatrix();; pRenderContext->LoadIdentity(); pRenderContext->MatrixMode(MATERIAL_VIEW); pRenderContext->PushMatrix();; pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->LoadIdentity( );
pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
pRenderContext->Rotate( -90, 0, 0, 1 );
pRenderContext->Translate( -g_pStudioModel->m_origin[0], -g_pStudioModel->m_origin[1], -g_pStudioModel->m_origin[2] );
pRenderContext->Rotate( g_pStudioModel->m_angles[1], 0, 0, 1 ); pRenderContext->Rotate( g_pStudioModel->m_angles[0], 0, 1, 0 ); pRenderContext->Rotate( g_pStudioModel->m_angles[2], 1, 0, 0 );
static Vector tMap( 0, 0, 0 ); static Vector dxMap( 1, 0, 0 ); static Vector dyMap( 0, 1, 0 );
Vector deltaPos; QAngle deltaAngles;
g_pStudioModel->GetMovement( g_pStudioModel->m_prevGroundCycles, deltaPos, deltaAngles );
IMesh* pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
float scale = 10.0; float dist=-100.0f;
float dpdd = scale / dist;
tMap.x = tMap.x + dxMap.x * deltaPos.x * dpdd + dxMap.y * deltaPos.y * dpdd; tMap.y = tMap.y + dyMap.x * deltaPos.x * dpdd + dyMap.y * deltaPos.y * dpdd;
while (tMap.x < 0.0) tMap.x += 1.0; while (tMap.x > 1.0) tMap.x += -1.0; while (tMap.y < 0.0) tMap.y += 1.0; while (tMap.y > 1.0) tMap.y += -1.0;
VectorYawRotate( dxMap, -deltaAngles.y, dxMap ); VectorYawRotate( dyMap, -deltaAngles.y, dyMap );
// ARRGHHH, this is right but I don't know what I've done
meshBuilder.Position3f( -dist, dist, 0 ); meshBuilder.TexCoord2f( 0, tMap.x + (-dxMap.x - dyMap.x) * scale, tMap.y + (dxMap.y + dyMap.y) * scale ); meshBuilder.Color4ub( 128, 128, 128, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( dist, dist, 0 ); meshBuilder.TexCoord2f( 0, tMap.x + (dxMap.x - dyMap.x) * scale, tMap.y + (-dxMap.y + dyMap.y) * scale ); meshBuilder.Color4ub( 128, 128, 128, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( dist, -dist, 0 ); meshBuilder.TexCoord2f( 0, tMap.x + (dxMap.x + dyMap.x) * scale, tMap.y + (-dxMap.y - dyMap.y) * scale ); meshBuilder.Color4ub( 128, 128, 128, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( -dist, -dist, 0 ); meshBuilder.TexCoord2f( 0, tMap.x - (dxMap.x - dyMap.x) * scale, tMap.y - (-dxMap.y + dyMap.y) * scale ); meshBuilder.Color4ub( 128, 128, 128, 255 ); meshBuilder.AdvanceVertex();
// draw underside
meshBuilder.Position3f( -dist, dist, 0 ); meshBuilder.TexCoord2f( 0, tMap.x + (-dxMap.x - dyMap.x) * scale, tMap.y + (dxMap.y + dyMap.y) * scale ); meshBuilder.Color4ub( 128, 128, 128, 128 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( -dist, -dist, 0 ); meshBuilder.TexCoord2f( 0, tMap.x - (dxMap.x - dyMap.x) * scale, tMap.y - (-dxMap.y + dyMap.y) * scale ); meshBuilder.Color4ub( 128, 128, 128, 128 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( dist, -dist, 0 ); meshBuilder.TexCoord2f( 0, tMap.x + (dxMap.x + dyMap.x) * scale, tMap.y + (-dxMap.y - dyMap.y) * scale ); meshBuilder.Color4ub( 128, 128, 128, 128 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( dist, dist, 0 ); meshBuilder.TexCoord2f( 0, tMap.x + (dxMap.x - dyMap.x) * scale, tMap.y + (-dxMap.y + dyMap.y) * scale ); meshBuilder.Color4ub( 128, 128, 128, 128 ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw();
pRenderContext->MatrixMode(MATERIAL_MODEL); pRenderContext->PopMatrix(); pRenderContext->MatrixMode(MATERIAL_VIEW); pRenderContext->PopMatrix(); }
void DrawMovementBoxes() { if (!g_viewerSettings.showMovement) return;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->Bind(g_materialFloor); pRenderContext->MatrixMode(MATERIAL_MODEL); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode(MATERIAL_VIEW); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->LoadIdentity( );
pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
pRenderContext->Rotate( -90, 0, 0, 1 );
pRenderContext->Translate( -g_pStudioModel->m_origin[0], -g_pStudioModel->m_origin[1], -g_pStudioModel->m_origin[2] );
pRenderContext->Rotate( g_pStudioModel->m_angles[1], 0, 0, 1 ); pRenderContext->Rotate( g_pStudioModel->m_angles[0], 0, 1, 0 ); pRenderContext->Rotate( g_pStudioModel->m_angles[2], 1, 0, 0 );
static matrix3x4_t mStart( 1, 0, 0, 0 , 0, 1, 0, 0 , 0, 0, 1, 0 ); matrix3x4_t mTemp; static float prevframes[5];
Vector deltaPos; QAngle deltaAngles;
g_pStudioModel->GetMovement( prevframes, deltaPos, deltaAngles );
AngleMatrix( deltaAngles, deltaPos, mTemp ); MatrixInvert( mTemp, mTemp ); ConcatTransforms( mTemp, mStart, mStart );
Vector bboxMin, bboxMax; g_pStudioModel->ExtractBbox( bboxMin, bboxMax );
static float prevCycle = 0.0;
if (fabs( g_pStudioModel->GetFrame( 0 ) - prevCycle) > 0.5) { SetIdentityMatrix( mStart ); } prevCycle = g_pStudioModel->GetFrame( 0 );
// starting position
{ float color[] = { 0.7, 1, 0, 0.5 }; float wirecolor[] = { 1, 1, 0, 1.0 }; g_pStudioModel->drawTransparentBox( bboxMin, bboxMax, mStart, color, wirecolor ); }
// current position
{ float color[] = { 1, 0.7, 0, 0.5 }; float wirecolor[] = { 1, 0, 0, 1.0 }; SetIdentityMatrix( mTemp ); g_pStudioModel->drawTransparentBox( bboxMin, bboxMax, mTemp, color, wirecolor ); }
pRenderContext->MatrixMode(MATERIAL_MODEL); pRenderContext->PopMatrix(); pRenderContext->MatrixMode(MATERIAL_VIEW); pRenderContext->PopMatrix(); }
char const *HLMV_TranslateSoundName( char const *soundname, StudioModel *model ) { if ( Q_stristr( soundname, ".wav" ) ) return PSkipSoundChars( soundname );
if ( model ) { return PSkipSoundChars( g_pSoundEmitterBase->GetWavFileForSound( soundname, model->GetFileName() ) ); }
return PSkipSoundChars( g_pSoundEmitterBase->GetWavFileForSound( soundname, NULL ) ); }
void PlaySound( const char *pSoundName, StudioModel *pStudioModel ) { // Play Sound
if (!g_viewerSettings.playSounds) return; if ( pSoundName == NULL || pSoundName[ 0 ] == '\0' ) return;
const char *pSoundFileName = HLMV_TranslateSoundName( pSoundName, pStudioModel );
char filename[ 256 ]; sprintf( filename, "sound/%s", pSoundFileName ); CAudioSource *pAudioSource = g_pSoundSystem->FindOrAddSound( filename ); if ( pAudioSource == NULL ) return;
float volume = VOL_NORM; gender_t gender = GENDER_NONE; if ( pStudioModel ) { gender = g_pSoundEmitterBase->GetActorGender( pStudioModel->GetFileName() ); }
CSoundParameters params; if ( !Q_stristr( pSoundName, ".wav" ) && g_pSoundEmitterBase->GetParametersForSound( pSoundName, params, gender ) ) { volume = params.volume; }
g_pSoundSystem->PlaySound( pAudioSource, volume, NULL ); }
// copied from baseentity.cpp
// HACK: This must match the #define in cl_animevent.h in the client .dll code!!!
#define CL_EVENT_SOUND 5004
#define CL_EVENT_FOOTSTEP_LEFT 6004
#define CL_EVENT_FOOTSTEP_RIGHT 6005
#define CL_EVENT_MFOOTSTEP_LEFT 6006
#define CL_EVENT_MFOOTSTEP_RIGHT 6007
// copied from scriptevent.h
#define SCRIPT_EVENT_SOUND 1004 // Play named wave file (on CHAN_BODY)
#define SCRIPT_EVENT_SOUND_VOICE 1008 // Play named wave file (on CHAN_VOICE)
void PlaySounds( StudioModel *pStudioModel ) { if ( pStudioModel == NULL ) return;
int iLayer = g_ControlPanel->getFrameSelection(); float flFrame = pStudioModel->GetFrame( iLayer ); float flTime = flFrame / 30.0f; // pStudioModel->GetSequenceTime()
float prevtime = flTime - pStudioModel->GetTimeDelta(); float currtime = flTime;
float duration = pStudioModel->GetDuration();
prevtime = fmod( prevtime, duration ); currtime = fmod( currtime, duration );
float prevcycle = prevtime / duration; float currcycle = currtime / duration;
CStudioHdr *pStudioHdr = pStudioModel->GetStudioHdr(); if ( pStudioHdr == NULL ) return;
int seq = pStudioModel->GetSequence(); mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( seq );
for ( int i = 0; i < (int)seqdesc.numevents; ++i ) { mstudioevent_t *pEvent = seqdesc.pEvent( i ); #if defined( _DEBUG )
const char *pEventName = pEvent->pszEventName(); NOTE_UNUSED( pEventName ); #endif
if ( pEvent->cycle <= prevcycle || pEvent->cycle > currcycle ) continue;
// largely copied from BuildAnimationEventSoundList in baseentity.cpp
switch ( pEvent->event ) { case 0: if ( Q_strcmp( pEvent->pszEventName(), "AE_CL_PLAYSOUND" ) == 0 ) { PlaySound( pEvent->pszOptions(), pStudioModel ); continue; } break;
case CL_EVENT_SOUND: // Old-style client .dll animation event
// fall-through intentional
case SCRIPT_EVENT_SOUND: // fall-through intentional
case SCRIPT_EVENT_SOUND_VOICE: PlaySound( pEvent->pszOptions(), pStudioModel ); break;
case CL_EVENT_FOOTSTEP_LEFT: case CL_EVENT_FOOTSTEP_RIGHT: { char soundname[256]; char const *options = pEvent->pszOptions(); if ( !options || !options[0] ) { options = "NPC_CombineS"; }
Q_snprintf( soundname, 256, "%s.RunFootstepLeft", options ); PlaySound( soundname, pStudioModel ); Q_snprintf( soundname, 256, "%s.RunFootstepRight", options ); PlaySound( soundname, pStudioModel ); Q_snprintf( soundname, 256, "%s.FootstepLeft", options ); PlaySound( soundname, pStudioModel ); Q_snprintf( soundname, 256, "%s.FootstepRight", options ); PlaySound( soundname, pStudioModel ); } break; /*
case AE_CL_PLAYSOUND: if ( !( pEvent->type & AE_TYPE_CLIENT ) ) break;
if ( pEvent->options[0] ) { PlaySound( pEvent->options, pStudioModel ); } else { Warning( "-- Error --: empty soundname, .qc error on AE_CL_PLAYSOUND in model %s, sequence %s, animevent # %i\n", pStudioHdr->name(), seqdesc.pszLabel(), i + 1 ); } break; */ default: break; } } }
void MatSysWindow::draw () { MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
if ( g_bInError || !g_pStudioModel->GetStudioRender() ) return;
static bool bInDraw = false; if (bInDraw) return;
bInDraw = true;
UpdateSounds(); // need to call this multiple times per frame to avoid audio stuttering
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); g_pMaterialSystem->BeginFrame( 0 ); g_pStudioModel->GetStudioRender()->BeginFrame();
pRenderContext->ClearColor3ub(g_viewerSettings.bgColor[0] * 255, g_viewerSettings.bgColor[1] * 255, g_viewerSettings.bgColor[2] * 255); // pRenderContext->ClearColor3ub(0, 0, 0 );
pRenderContext->ClearBuffers(true, true);
pRenderContext->Viewport( 0, 0, w(), h() );
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->LoadIdentity( ); pRenderContext->PerspectiveX(g_viewerSettings.fov, (float)w() / (float)h(), 1.0f, 20000.0f); DrawBackground(); DrawGroundPlane(); DrawMovementBoxes(); DrawHelpers();
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->LoadIdentity( ); // FIXME: why is this needed? Doesn't SetView() override this?
pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
pRenderContext->Rotate( -90, 0, 0, 1 );
g_pStudioModel->ClearLookTargets(); g_pStudioModel->AddLookTarget( Vector( 0, 0, 0 ), g_pStudioModel->GetSolveHeadTurn() ? 1.0f : 0.0f ); int polycount = g_pStudioModel->DrawModel( false, PASS_MODELONLY );
g_pStudioModel->GetStudioRender()->EndFrame();
UpdateSounds(); // need to call this multiple times per frame to avoid audio stuttering
g_ControlPanel->setModelInfo();
int lod; float metric; metric = g_pStudioModel->GetLodMetric(); lod = g_pStudioModel->GetLodUsed(); g_ControlPanel->setLOD( lod, true, false ); g_ControlPanel->setLODMetric( metric );
g_ControlPanel->setPolycount( polycount ); g_ControlPanel->setTransparent( g_pStudioModel->m_bIsTransparent );
g_ControlPanel->updatePoseParameters( ); // draw what ever else is loaded
int i; for (i = 0; i < HLMV_MAX_MERGED_MODELS; i++) { if (g_pStudioExtraModel[i] != NULL) { g_pStudioModel->GetStudioRender()->BeginFrame(); g_pStudioExtraModel[i]->DrawModel( true ); g_pStudioModel->GetStudioRender()->EndFrame(); } }
g_pStudioModel->GetStudioRender()->BeginFrame(); g_pStudioModel->DrawModel( false, PASS_EXTRASONLY ); g_pStudioModel->GetStudioRender()->EndFrame();
g_pStudioModel->IncrementFramecounter();
PlaySounds( g_pStudioModel ); UpdateSounds(); // need to call this multiple times per frame to avoid audio stuttering
g_pMaterialSystem->SwapBuffers(); g_pMaterialSystem->EndFrame();
bInDraw = false; }
/*
int MatSysWindow::loadTexture (const char *filename, int name) { if (!filename || !strlen (filename)) { if (d_textureNames[name]) { glDeleteTextures (1, (const GLuint *) &d_textureNames[name]); d_textureNames[name] = 0;
if (name == 0) strcpy (g_viewerSettings.backgroundTexFile, ""); else strcpy (g_viewerSettings.groundTexFile, ""); }
return 0; }
mxImage *image = 0;
char ext[16]; strcpy (ext, mx_getextension (filename));
if (!mx_strcasecmp (ext, ".tga")) image = mxTgaRead (filename); else if (!mx_strcasecmp (ext, ".pcx")) image = mxPcxRead (filename); else if (!mx_strcasecmp (ext, ".bmp")) image = mxBmpRead (filename);
if (image) { if (name == 0) strcpy (g_viewerSettings.backgroundTexFile, filename); else strcpy (g_viewerSettings.groundTexFile, filename);
d_textureNames[name] = name + 1;
if (image->bpp == 8) { mstudiotexture_t texture; texture.width = image->width; texture.height = image->height;
g_pStudioModel->UploadTexture (&texture, (byte *) image->data, (byte *) image->palette, name + 1); } else { glBindTexture (GL_TEXTURE_2D, d_textureNames[name]); glTexImage2D (GL_TEXTURE_2D, 0, 3, image->width, image->height, 0, GL_RGB, GL_UNSIGNED_BYTE, image->data); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); }
delete image;
return name + 1; }
return 0; } */
void MatSysWindow::dumpViewport (const char *filename) { dumpViewportWithLabel( filename, "" ); }
Color MatSysWindow::getViewportPixelColor( int x, int y ) { redraw ();
HDC hDC = GetDC ((HWND) getHandle ()); COLORREF color = GetPixel(hDC, x, y); ReleaseDC ((HWND) getHandle (), hDC); Color temp;
temp.SetColor( GetRValue( color ), GetGValue( color ), GetBValue( color ), 255 );
return temp; }
// Save HDC as a bitmap:
void MatSysWindow::dumpViewportWithLabel(const char *filename, const char *label) {
redraw (); //int w = w2 ();
//int h = h2 ();
RECT client; HDC hDC = GetDC ((HWND) getHandle ()); RECT rcClient; bool bOk = false; HBITMAP hImage = NULL;
GetClientRect ((HWND) getHandle (), &rcClient); client = rcClient;
if ((hImage = CreateCompatibleBitmap (hDC, rcClient.right, rcClient.bottom)) != NULL) { HDC hMemDC; HBITMAP hDCBmp;
if ((hMemDC = CreateCompatibleDC (hDC)) != NULL) { hDCBmp = (HBITMAP) SelectObject (hMemDC, hImage); BitBlt (hMemDC, 0, 0, rcClient.right, rcClient.bottom, hDC, 0, 0, SRCCOPY);
if ( strlen(label) > 0 ) { HFONT font = CreateFont( 24, 0, 0, 0, 700, false, false, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "Arial" ); SetBkColor(hMemDC, RGB(60,60,60) ); SetTextColor(hMemDC, RGB(255,255,255) ); HFONT hFontOld = (HFONT)SelectObject( hMemDC, font ); DrawText( hMemDC, label, strlen(label), &rcClient, DT_TOP|DT_CENTER); SelectObject( hMemDC, hFontOld ); }
SelectObject (hMemDC, hDCBmp); DeleteDC (hMemDC); bOk = true; } }
ReleaseDC ((HWND) getHandle (), hDC);
if (! bOk) { if (hImage) { DeleteObject (hImage); hImage = NULL; } }
if ( !hImage ) { mxMessageBox (this, "Screenshot failure: Couldn't capture the model window.", g_appTitle, MX_MB_OK | MX_MB_ERROR); return; }
if ( hImage != NULL) { UINT uiBytesPerRow = 3 * client.right; // RGB takes 24 bits
UINT uiRemainderForPadding;
if ((uiRemainderForPadding = uiBytesPerRow % sizeof (DWORD)) > 0) { uiBytesPerRow += (sizeof (DWORD) - uiRemainderForPadding); }
UINT uiBytesPerAllRows = uiBytesPerRow * client.bottom; PBYTE pDataBits;
if ((pDataBits = new BYTE [uiBytesPerAllRows]) != NULL) { BITMAPINFOHEADER bmi = {0}; BITMAPFILEHEADER bmf = {0}; HDC hDC = GetDC ((HWND) getHandle ());
// Prepare to get the data out of HBITMAP:
bmi.biSize = sizeof (bmi); bmi.biPlanes = 1; bmi.biBitCount = 24; bmi.biHeight = client.bottom; bmi.biWidth = client.right;
GetDIBits (hDC, hImage, 0, client.bottom, pDataBits, (BITMAPINFO*) &bmi, DIB_RGB_COLORS);
ReleaseDC ((HWND) getHandle (), hDC);
// Fill the file header:
bmf.bfOffBits = sizeof (bmf) + sizeof (bmi); bmf.bfSize = bmf.bfOffBits + uiBytesPerAllRows; bmf.bfType = 0x4D42;
FILE* pFile; if ((pFile = fopen (filename, "wb")) != NULL) { fwrite (&bmf, sizeof (bmf), 1, pFile); fwrite (&bmi, sizeof (bmi), 1, pFile); fwrite (pDataBits, sizeof (BYTE), uiBytesPerAllRows, pFile); fclose (pFile); } delete [] pDataBits; } DeleteObject (hImage); }
}
|