Counter Strike : Global Offensive Source Code
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =====//
//
// Purpose: Decorator class to make a DME renderable as a MDL
//
//===========================================================================//
#ifndef DMEMDLRENDERABLE_H
#define DMEMDLRENDERABLE_H
#ifdef _WIN32
#pragma once
#endif
#include "toolutils/dmerenderable.h"
#include "movieobjects/dmemdl.h"
#include "movieobjects/dmetransform.h"
#include "datacache/imdlcache.h"
#include "mathlib/mathlib.h"
#include "datamodel/dmehandle.h"
#include "toolutils/enginetools_int.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "tier3/tier3.h"
//-----------------------------------------------------------------------------
// Deals with the base implementation for turning a Dme into a renderable
//-----------------------------------------------------------------------------
template < class T > class CDmeMdlRenderable : public CDmeRenderable< T > { DEFINE_UNINSTANCEABLE_ELEMENT( CDmeMdlRenderable, CDmeRenderable< T > );
// IClientUnknown implementation.
public: virtual int GetBody(); virtual int GetSkin(); virtual int DrawModel( int flags, const RenderableInstance_t &instance ); virtual void GetRenderBounds( Vector& mins, Vector& maxs );
void SetModelName( const char *pMDLName );
protected: CDmeMDL *GetMDL() { return m_hMDL; }
private: void SetUpLighting( const Vector &vecCenter );
CDmeHandle<CDmeMDL> m_hMDL; CDmeHandle<CDmeTransform> m_hTransform; };
//-----------------------------------------------------------------------------
// Construction, destruction
//-----------------------------------------------------------------------------
template < class T > void CDmeMdlRenderable<T>::OnConstruction() { m_hMDL = CreateElement<CDmeMDL>( "MDLRenderable", GetFileId() ); m_hTransform = CreateElement<CDmeTransform>( "MDLTransform", GetFileId() ); }
template < class T > void CDmeMdlRenderable<T>::OnDestruction() { g_pDataModel->DestroyElement( m_hMDL ); g_pDataModel->DestroyElement( m_hTransform ); }
template < class T > int CDmeMdlRenderable<T>::GetBody() { return m_hMDL->m_nBody; }
template < class T > int CDmeMdlRenderable<T>::GetSkin() { return m_hMDL->m_nSkin; }
template < class T > int CDmeMdlRenderable<T>::DrawModel( int flags, const RenderableInstance_t &instance ) { matrix3x4_t mat; AngleMatrix( GetRenderAngles(), GetRenderOrigin(), mat ); m_hTransform->SetTransform( mat ); m_hMDL->m_flTime = Plat_FloatTime(); SetUpLighting( GetRenderOrigin() ); bool bIsDrawingInEngine = m_hMDL->IsDrawingInEngine(); m_hMDL->DrawInEngine( true ); m_hMDL->Draw( mat ); m_hMDL->DrawInEngine( bIsDrawingInEngine ); return 1; }
template < class T > void CDmeMdlRenderable<T>::GetRenderBounds( Vector& mins, Vector& maxs ) { m_hMDL->GetBoundingBox( &mins, &maxs ); }
template < class T > void CDmeMdlRenderable<T>::SetModelName( const char *pMDLRelativePath ) { if ( pMDLRelativePath ) { MDLHandle_t hMdl = g_pMDLCache->FindMDL( pMDLRelativePath ); m_hMDL->SetMDL( hMdl ); } else { m_hMDL->SetMDL( MDLHANDLE_INVALID ); } }
//-----------------------------------------------------------------------------
// Set up lighting conditions
//-----------------------------------------------------------------------------
template < class T > void CDmeMdlRenderable<T>::SetUpLighting( const Vector &vecCenter ) { // Set up lighting conditions
MaterialLightingState_t state; state.m_vecLightingOrigin = vecCenter; state.m_nLocalLightCount = enginetools->GetLightingConditions( vecCenter, state.m_vecAmbientCube, MATERIAL_MAX_LIGHT_COUNT, state.m_pLocalLightDesc );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->SetLightingState( state ); }
#endif // DMEMDLRENDERABLE_H
|