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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "matsys_controls/potterywheelpanel.h"
#include "matsys_controls/manipulator.h"
#include "vgui/ISystem.h"
#include "vgui/Cursor.h"
#include "vgui/IVGui.h"
#include "vgui/ISurface.h"
#include "vgui/IInput.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "dmxloader/dmxelement.h"
#include "vgui_controls/Frame.h"
#include "convar.h"
#include "tier0/dbg.h"
#include "matsys_controls/matsyscontrols.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystem.h"
#include "istudiorender.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "tier2/renderutils.h"
#include "tier1/keyvalues.h"
#include "materialsystem/imesh.h"
#include "shaderapi/ishaderapi.h"
#include "view_shared.h"
#include "ivrenderview.h"
#include "game/client/irendercaptureconfiguration.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Translation manipulator
//-----------------------------------------------------------------------------
class CTranslationManipulator : public CTransformManipulator { public: CTranslationManipulator( matrix3x4_t *pTransform );
// Methods of IManipulator
virtual void OnMousePressed( vgui::MouseCode code, int x, int y ); virtual void OnCursorMoved( int x, int y );
protected: int m_lastx, m_lasty; };
CTranslationManipulator::CTranslationManipulator( matrix3x4_t *pTransform ) : CTransformManipulator( pTransform ) { m_lastx = m_lasty = 0; }
void CTranslationManipulator::OnMousePressed( vgui::MouseCode code, int x, int y ) { m_lasty = y; m_lastx = x; }
void CTranslationManipulator::OnCursorMoved( int x, int y ) { if ( !m_pTransform ) return;
Vector vPosition; QAngle quakeEuler; MatrixAngles( *m_pTransform, quakeEuler, vPosition );
Vector forward, right, up; AngleVectors( quakeEuler, &forward, &right, &up );
int dy = y - m_lasty; int dx = x - m_lastx;
right *= -0.2f * dx; up *= 0.2f * dy; vPosition += up + right;
m_lastx = x; m_lasty = y;
PositionMatrix( vPosition, *m_pTransform ); }
//-----------------------------------------------------------------------------
// Zoom manipulator
//-----------------------------------------------------------------------------
class CZoomManipulator : public CBaseManipulator { public: CZoomManipulator( float *pDistance );
// Methods of IManipulator
virtual void OnMousePressed( vgui::MouseCode code, int x, int y ); virtual void OnCursorMoved( int x, int y );
protected: int m_lasty; float *m_pDistance; };
CZoomManipulator::CZoomManipulator( float *pDistance ) { m_lasty = 0; m_pDistance = pDistance; }
void CZoomManipulator::OnMousePressed( vgui::MouseCode code, int x, int y ) { m_lasty = y; }
void CZoomManipulator::OnCursorMoved( int x, int y ) { float delta = 0.2f * ( y - m_lasty ); m_lasty = y; *m_pDistance *= pow( 1.01f, delta ); }
//-----------------------------------------------------------------------------
// Rotation manipulator
//-----------------------------------------------------------------------------
class CRotationManipulator : public CTransformManipulator { public: CRotationManipulator( matrix3x4_t *pTransform );
// Inherited from IManipulator
virtual void OnMousePressed( vgui::MouseCode code, int x, int y ); virtual void OnCursorMoved( int x, int y ); virtual void UpdateTransform();
void SetDefaultValues();
private: int m_lastx, m_lasty; float m_altitude, m_azimuth; };
CRotationManipulator::CRotationManipulator( matrix3x4_t *pTransform ) : CTransformManipulator( pTransform ) { SetDefaultValues(); }
void CRotationManipulator::SetDefaultValues() { m_lastx = m_lasty = 0; m_altitude = M_PI/6; m_azimuth = -3*M_PI/4; UpdateTransform(); }
void CRotationManipulator::OnMousePressed( vgui::MouseCode code, int x, int y ) { m_lasty = y; m_lastx = x; }
void CRotationManipulator::OnCursorMoved( int x, int y ) { m_azimuth += 0.002f * ( m_lastx - x ); m_altitude -= 0.002f * ( m_lasty - y ); m_altitude = MAX( -M_PI/2, MIN( M_PI/2, m_altitude ) );
m_lastx = x; m_lasty = y;
UpdateTransform(); }
void CRotationManipulator::UpdateTransform() { if ( !m_pTransform ) return;
QAngle angles( RAD2DEG( m_altitude ), RAD2DEG( m_azimuth ), 0 ); Vector vecPosition; MatrixGetColumn( *m_pTransform, 3, vecPosition ); AngleMatrix( angles, vecPosition, *m_pTransform ); }
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CPotteryWheelPanel::CPotteryWheelPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName ), m_pCameraRotate( NULL ), m_pCameraTranslate( NULL ), m_pCameraZoom( NULL ), m_pLightManip( NULL ), m_pCurrentManip( NULL ), m_nCaptureMouseCode( vgui::MouseCode( -1 ) ), m_xoffset( 0 ), m_yoffset( 0 ), m_bParentMouseNotify( false ) { m_bHasLightProbe = false; m_bSetupRenderStateDelayed = false; m_bRender3DSupersampled = false; m_bInRender3dForRenderCapture = false; m_pvRenderingWithFlashlightConfiguration = NULL;
SetPaintBackgroundEnabled( false ); SetPaintBorderEnabled( false ); m_ClearColor.SetColor( 76, 88, 68, 255 ); m_GridColor.SetColor( 255, 255, 255, 255 );
SetIdentityMatrix( m_CameraPivot );
CreateDefaultLights();
m_nManipStartX = m_nManipStartY = 0;
m_vecCameraOffset.Init( 100.0f, 0.0f, 0.0f ); m_Camera.Init( Vector( 0, 0, 0 ), QAngle( 0, 0, 0 ), 3.0f, 16384.0f * 1.73205080757f, 30.0f, 1.0f ); m_pCameraRotate = new CRotationManipulator( &m_CameraPivot ); m_pCameraRotate->SetDefaultValues(); m_pCameraTranslate = new CTranslationManipulator( &m_CameraPivot ); m_pCameraZoom = new CZoomManipulator( &m_vecCameraOffset.x );
SetKeyBoardInputEnabled( true ); UpdateCameraTransform();
// Used to poll input
vgui::ivgui()->AddTickSignal( GetVPanel() ); }
CPotteryWheelPanel::~CPotteryWheelPanel() { delete m_pCameraRotate; delete m_pCameraZoom; delete m_pCameraTranslate; DestroyLights(); }
void CPotteryWheelPanel::CreateDefaultLights() { memset( &m_LightingState, 0, sizeof(MaterialLightingState_t) ); for ( int i = 0; i < 6; ++i ) { m_LightingState.m_vecAmbientCube[i].Init( 0.4f, 0.4f, 0.4f ); }
SetIdentityMatrix( m_LightToWorld[0] ); m_LightingState.m_pLocalLightDesc[0].m_Type = MATERIAL_LIGHT_DIRECTIONAL; m_LightingState.m_pLocalLightDesc[0].m_Color.Init( 1.0f, 1.0f, 1.0f ); m_LightingState.m_pLocalLightDesc[0].m_Direction.Init( 0.0f, 0.0f, -1.0f ); m_LightingState.m_pLocalLightDesc[0].m_Range=0.0; m_LightingState.m_pLocalLightDesc[0].m_Attenuation0 = 1.0; m_LightingState.m_pLocalLightDesc[0].m_Attenuation1 = 0; m_LightingState.m_pLocalLightDesc[0].m_Attenuation2 = 0; m_LightingState.m_pLocalLightDesc[0].RecalculateDerivedValues(); m_LightingState.m_nLocalLightCount = 1;
m_pLightManip = new CPotteryWheelManip( &m_LightToWorld[0] ); }
void CPotteryWheelPanel::UpdateDirectionalLight( int idx, const Color& color, const Vector& direction ) { if ( idx >= 0 && idx < m_LightingState.m_nLocalLightCount ) { // Update the existing light
SetIdentityMatrix( m_LightToWorld[idx] ); m_LightingState.m_pLocalLightDesc[idx].m_Type = MATERIAL_LIGHT_DIRECTIONAL; m_LightingState.m_pLocalLightDesc[idx].m_Color.Init( color.r() / 255.0f, color.g() / 255.0f, color.b() / 255.0f ); m_LightingState.m_pLocalLightDesc[idx].m_Direction.Init( direction.x, direction.y, direction.z ); m_LightingState.m_pLocalLightDesc[idx].m_Range=0.0; m_LightingState.m_pLocalLightDesc[idx].m_Attenuation0 = 1.0; m_LightingState.m_pLocalLightDesc[idx].m_Attenuation1 = 0; m_LightingState.m_pLocalLightDesc[idx].m_Attenuation2 = 0; m_LightingState.m_pLocalLightDesc[idx].RecalculateDerivedValues(); } else { AddDirectionalLight( color, direction ); } }
void CPotteryWheelPanel::ClearDirectionalLights() { m_LightingState.m_nLocalLightCount = 0; }
void CPotteryWheelPanel::AddDirectionalLight( const Color& color, const Vector& direction ) { if ( m_LightingState.m_nLocalLightCount < MATERIAL_MAX_LIGHT_COUNT ) { SetIdentityMatrix( m_LightToWorld[m_LightingState.m_nLocalLightCount] ); m_LightingState.m_pLocalLightDesc[m_LightingState.m_nLocalLightCount].m_Type = MATERIAL_LIGHT_DIRECTIONAL; m_LightingState.m_pLocalLightDesc[m_LightingState.m_nLocalLightCount].m_Color.Init( color.r() / 255.0f, color.g() / 255.0f, color.b() / 255.0f ); m_LightingState.m_pLocalLightDesc[m_LightingState.m_nLocalLightCount].m_Direction.Init( direction.x, direction.y, direction.z ); m_LightingState.m_pLocalLightDesc[m_LightingState.m_nLocalLightCount].m_Range=0.0; m_LightingState.m_pLocalLightDesc[m_LightingState.m_nLocalLightCount].m_Attenuation0 = 1.0; m_LightingState.m_pLocalLightDesc[m_LightingState.m_nLocalLightCount].m_Attenuation1 = 0; m_LightingState.m_pLocalLightDesc[m_LightingState.m_nLocalLightCount].m_Attenuation2 = 0; m_LightingState.m_pLocalLightDesc[m_LightingState.m_nLocalLightCount].RecalculateDerivedValues(); m_LightingState.m_nLocalLightCount++; } }
void CPotteryWheelPanel::SetLightAmbient( const Vector& ambient ) { for ( int i = 0; i < 6; ++i ) { m_LightingState.m_vecAmbientCube[i].Init( ambient.x, ambient.y, ambient.z ); } }
void CPotteryWheelPanel::DestroyLights() { if ( m_pLightManip ) { delete m_pLightManip; m_pLightManip = NULL; }
m_LightingState.m_nLocalLightCount = 0; }
//-----------------------------------------------------------------------------
// Sets the background color
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetBackgroundColor( int r, int g, int b ) { m_ClearColor.SetColor( r, g, b, 255 ); }
void CPotteryWheelPanel::SetBackgroundColor( const Color& c ) { m_ClearColor = c; }
const Color& CPotteryWheelPanel::GetBackgroundColor() const { return m_ClearColor; }
void CPotteryWheelPanel::SetGridColor( int r, int g, int b ) { m_GridColor.SetColor( r, g, b, 255 ); }
//-----------------------------------------------------------------------------
// Light probe
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetLightProbe( CDmxElement *pLightProbe ) { m_LightProbeBackground.Shutdown(); m_LightProbeHDRBackground.Shutdown(); m_LightProbeCubemap.Shutdown(); m_LightProbeHDRCubemap.Shutdown(); DestroyLights();
m_bHasLightProbe = ( pLightProbe != NULL ); if ( !m_bHasLightProbe ) { CreateDefaultLights(); return; }
const char *pCubemap = pLightProbe->GetValueString( "cubemap" ); m_LightProbeCubemap.Init( pCubemap, TEXTURE_GROUP_OTHER );
const char *pCubemapHDR = pLightProbe->HasAttribute( "cubemapHdr" ) ? pLightProbe->GetValueString( "cubemapHdr" ) : pCubemap; m_LightProbeHDRCubemap.Init( pCubemapHDR, TEXTURE_GROUP_OTHER );
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); pVMTKeyValues->SetInt( "$ignorez", 1 ); pVMTKeyValues->SetString( "$envmap", pCubemap ); pVMTKeyValues->SetInt( "$no_fullbright", 1 ); pVMTKeyValues->SetInt( "$nocull", 1 ); m_LightProbeBackground.Init( "SPWP_LightProbeBackground", pVMTKeyValues ); m_LightProbeBackground->Refresh();
pVMTKeyValues = new KeyValues( "UnlitGeneric" ); pVMTKeyValues->SetInt( "$ignorez", 1 ); pVMTKeyValues->SetString( "$envmap", pCubemapHDR ); pVMTKeyValues->SetInt( "$no_fullbright", 1 ); pVMTKeyValues->SetInt( "$nocull", 1 ); m_LightProbeHDRBackground.Init( "SPWP_LightProbeBackground_HDR", pVMTKeyValues ); m_LightProbeHDRBackground->Refresh();
const CUtlVector< Vector >& ambientCube = pLightProbe->GetArray<Vector>( "ambientCube" ); if ( ambientCube.Count() == 6 ) { for ( int i = 0; i < 6; ++i ) { m_LightingState.m_vecAmbientCube[i].Init( ambientCube[i].x, ambientCube[i].y, ambientCube[i].z ); } }
const CUtlVector< CDmxElement* >& localLights = pLightProbe->GetArray< CDmxElement* >( "localLights" ); int nLightCount = localLights.Count(); for ( int i = 0; i < nLightCount; ++i ) { if ( m_LightingState.m_nLocalLightCount == MATERIAL_MAX_LIGHT_COUNT ) break;
LightDesc_t *pDesc = &m_LightingState.m_pLocalLightDesc[m_LightingState.m_nLocalLightCount]; CDmxElement *pLocalLight = localLights[ i ]; const char *pType = pLocalLight->GetValueString( "name" ); const Vector& vecColor = pLocalLight->GetValue<Vector>( "color" );
if ( !Q_stricmp( pType, "directional" ) ) { pDesc->InitDirectional( pLocalLight->GetValue<Vector>( "direction" ), vecColor ); ++m_LightingState.m_nLocalLightCount; continue; }
if ( !Q_stricmp( pType, "point" ) ) { const Vector& vecAtten = pLocalLight->GetValue<Vector>( "attenuation" ); pDesc->InitPoint( pLocalLight->GetValue<Vector>( "origin" ), vecColor ); pDesc->m_Attenuation0 = vecAtten.x; pDesc->m_Attenuation1 = vecAtten.y; pDesc->m_Attenuation2 = vecAtten.z; pDesc->m_Range = pLocalLight->GetValue<float>( "maxDistance" ); pDesc->RecalculateDerivedValues(); ++m_LightingState.m_nLocalLightCount; continue; }
if ( !Q_stricmp( pType, "spot" ) ) { const Vector& vecAtten = pLocalLight->GetValue<Vector>( "attenuation" ); pDesc->InitSpot( pLocalLight->GetValue<Vector>( "origin" ), vecColor, vec3_origin, 0.5f * RAD2DEG ( pLocalLight->GetValue<float>( "theta" ) ), 0.5f * RAD2DEG ( pLocalLight->GetValue<float>( "phi" ) ) );
pDesc->m_Direction = pLocalLight->GetValue<Vector>( "direction" ); pDesc->m_Attenuation0 = vecAtten.x; pDesc->m_Attenuation1 = vecAtten.y; pDesc->m_Attenuation2 = vecAtten.z; pDesc->m_Range = pLocalLight->GetValue<float>( "maxDistance" ); pDesc->m_Falloff = pLocalLight->GetValue<float>( "exponent" ); pDesc->RecalculateDerivedValues(); ++m_LightingState.m_nLocalLightCount; continue; } }
if ( nLightCount > 0 ) { m_pLightManip = new CPotteryWheelManip( &m_LightToWorld[0] ); } }
bool CPotteryWheelPanel::HasLightProbe() const { return m_bHasLightProbe; }
ITexture *CPotteryWheelPanel::GetLightProbeCubemap( bool bHDR ) { if ( !m_bHasLightProbe ) return NULL;
return bHDR ? m_LightProbeHDRCubemap : m_LightProbeCubemap; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPotteryWheelPanel::GetCameraFOV( void ) { return m_Camera.m_flFOVX; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetCameraFOV( float flFOV ) { m_Camera.m_flFOVX = flFOV; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetCameraOffset( const Vector &vecOffset ) { m_vecCameraOffset = vecOffset; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::GetCameraOffset( Vector &vecOffset ) { vecOffset = m_vecCameraOffset; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetCameraPositionAndAngles( const Vector &vecPos, const QAngle &angDir ) { m_Camera.m_origin = vecPos; m_Camera.m_angles = angDir; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::GetCameraPositionAndAngles( Vector &vecPos, QAngle &angDir ) { MatrixAngles( m_CameraPivot, angDir, vecPos ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::ResetCameraPivot( void ) { SetIdentityMatrix( m_CameraPivot ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::ResetView( void ) { SetIdentityMatrix( m_CameraPivot ); m_vecCameraOffset.Init( 100.0f, 0.0f, 0.0f ); m_pCameraRotate->SetDefaultValues(); UpdateCameraTransform(); }
//-----------------------------------------------------------------------------
// Sets the camera to look at the the thing we're spinning around
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::LookAt( float flRadius ) { // Compute the distance to the camera for the object based on its
// radius and fov.
// since tan( fov/2 ) = f/d
// cos( fov/2 ) = r / r' where r = sphere radius, r' = perp distance from sphere center to max extent of camera
// d/f = r'/d' where d' is distance of camera to sphere
// d' = r' / tan( fov/2 ) * r' = r / ( cos (fov/2) * tan( fov/2 ) ) = r / sin( fov/2 )
float flFOVx = m_Camera.m_flFOVX;
// Compute fov/2 in radians
flFOVx *= M_PI / 360.0f;
// Compute an effective fov based on the aspect ratio
// if the height is smaller than the width
int w, h; GetSize( w, h ); if ( h < w ) { flFOVx = atan( h * tan( flFOVx ) / w ); }
m_vecCameraOffset.x = -( flRadius / sin( flFOVx ) ); UpdateCameraTransform(); }
void CPotteryWheelPanel::LookAt( const Vector &vecCenter, float flRadius ) { MatrixSetColumn( vecCenter, 3, m_CameraPivot ); LookAt( flRadius ); }
//-----------------------------------------------------------------------------
// Sets up render state in the material system for rendering
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetupRenderState( int nDisplayWidth, int nDisplayHeight ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
VMatrix view, projection; ComputeViewMatrix( &view, m_Camera ); ComputeProjectionMatrix( &projection, m_Camera, nDisplayWidth, nDisplayHeight );
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->LoadIdentity( );
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->LoadMatrix( view );
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->LoadMatrix( projection );
// Transform light based on manipulator
MaterialLightingState_t state = m_LightingState; for ( int i = 0; i < state.m_nLocalLightCount; ++i ) { const LightDesc_t &srcDesc = m_LightingState.m_pLocalLightDesc[ i ]; LightDesc_t &destDesc = state.m_pLocalLightDesc[ i ]; VectorTransform( srcDesc.m_Position, m_LightToWorld[i], destDesc.m_Position ); VectorRotate( srcDesc.m_Direction, m_LightToWorld[i], destDesc.m_Direction ); VectorNormalize( destDesc.m_Direction ); }
pRenderContext->SetLightingState( state );
// FIXME: Remove this! This should automatically happen in DrawModel
// in studiorender.
if ( !g_pStudioRender ) return;
VMatrix worldToCamera; MatrixInverseTR( view, worldToCamera ); Vector vecOrigin, vecRight, vecUp, vecForward; MatrixGetColumn( worldToCamera, 0, &vecRight ); MatrixGetColumn( worldToCamera, 1, &vecUp ); MatrixGetColumn( worldToCamera, 2, &vecForward ); MatrixGetColumn( worldToCamera, 3, &vecOrigin ); g_pStudioRender->SetViewState( vecOrigin, vecRight, vecUp, vecForward );
g_pStudioRender->SetLocalLights( state.m_nLocalLightCount, state.m_pLocalLightDesc ); g_pStudioRender->SetAmbientLightColors( state.m_vecAmbientCube ); }
//-----------------------------------------------------------------------------
// Compute the camera world position
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::UpdateCameraTransform( ) { // Set up the render state for the camera + light
matrix3x4_t offset, worldToCamera; SetIdentityMatrix( offset ); MatrixSetColumn( m_vecCameraOffset, 3, offset ); ConcatTransforms( m_CameraPivot, offset, worldToCamera ); MatrixAngles( worldToCamera, m_Camera.m_angles, m_Camera.m_origin ); }
void CPotteryWheelPanel::ComputeCameraTransform( matrix3x4_t *pWorldToCamera ) { AngleMatrix( m_Camera.m_angles, m_Camera.m_origin, *pWorldToCamera ); }
//-----------------------------------------------------------------------------
// Computes the position in the panel of a particular 3D point
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::ComputePanelPosition( const Vector &vecPosition, Vector2D *pPanelPos ) { int w, h; GetSize( w, h );
matrix3x4_t worldToCamera; ComputeCameraTransform( &worldToCamera ); MatrixAngles( worldToCamera, m_Camera.m_angles, m_Camera.m_origin ); ComputeScreenSpacePosition( pPanelPos, vecPosition, m_Camera, w, h ); }
IMaterial * CPotteryWheelPanel::GetWireframeMaterial() { if ( !m_Wireframe.IsValid() ) { KeyValues *pMaterialKeys = new KeyValues( "Wireframe", "$model", "1" ); pMaterialKeys->SetString( "$vertexcolor", "1" ); m_Wireframe.Init( "potterywheelpanelwireframe", pMaterialKeys ); } return m_Wireframe; }
//-----------------------------------------------------------------------------
// Utility method to draw a grid at the 'ground'
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::DrawGrid() { matrix3x4_t transform; CMatRenderContextPtr pRenderContext( MaterialSystem() ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->LoadIdentity( );
pRenderContext->Bind( GetWireframeMaterial() );
IMesh *pMesh = pRenderContext->GetDynamicMesh();
int nGridDim = 10; CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_LINES, 2 * nGridDim + 2 );
float bounds = 100.0f; float delta = 2 * bounds / nGridDim; for ( int i = 0; i < nGridDim + 1; ++i ) { float xy = -bounds + delta * i;
meshBuilder.Position3f( xy, -bounds, 0 ); meshBuilder.Color4ub( m_GridColor.r(), m_GridColor.g(), m_GridColor.b(), m_GridColor.a()); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( xy, bounds, 0 ); meshBuilder.Color4ub( m_GridColor.r(), m_GridColor.g(), m_GridColor.b(), m_GridColor.a()); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( -bounds, xy, 0 ); meshBuilder.Color4ub( m_GridColor.r(), m_GridColor.g(), m_GridColor.b(), m_GridColor.a()); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( bounds, xy, 0 ); meshBuilder.Color4ub( m_GridColor.r(), m_GridColor.g(), m_GridColor.b(), m_GridColor.a()); meshBuilder.AdvanceVertex(); }
meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// paint it!
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::Paint() { int iWidth, iHeight; GetSize( iWidth, iHeight );
int screenw, screenh; vgui::surface()->GetScreenSize( screenw, screenh );
int windowposx = 0, windowposy = 0; GetPos( windowposx, windowposy );
int windowposright = windowposx + iWidth; int windowposbottom = windowposy + iHeight;
if ( windowposright >= screenw ) { iWidth -= ( windowposright - screenw ); } if ( windowposbottom >= screenh ) { iHeight -= ( windowposbottom - screenh ); }
int startx = 0, starty = 0; if( windowposx < 0 ) { startx = -windowposx; iWidth -= startx; } if ( windowposy < 0 ) { starty = -windowposy; iHeight -= starty; }
if( iWidth < 0 || iHeight < 0 ) { return; }
if ( GetRenderingWithFlashlightConfiguration() ) { RenderCapture(); }
int w, h; GetSize( w, h ); vgui::MatSystemSurface()->Begin3DPaint( 0, 0, w, h, m_bRender3DSupersampled );
if ( m_pCurrentManip ) { m_pCurrentManip->SetViewportSize( iWidth, iHeight ); }
// Set up the render state for the camera + light
m_nRenderWidth = iWidth; m_nRenderHeight = iHeight; if ( !m_bSetupRenderStateDelayed ) SetupRenderState( iWidth, iHeight );
CMatRenderContextPtr pRenderContext( vgui::MaterialSystem() ); PIXEVENT( pRenderContext, "CPotteryWheelPanel::Paint" );
if ( m_bUseParentBG && GetParent() ) { Color bgCol = GetParent()->GetBgColor(); pRenderContext->ClearColor4ub( bgCol.r(), bgCol.g(), bgCol.b(), bgCol.a() ); } else { pRenderContext->ClearColor4ub( m_ClearColor.r(), m_ClearColor.g(), m_ClearColor.b(), m_ClearColor.a() ); } pRenderContext->ClearBuffers( true, true );
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
if ( HasLightProbe() ) { IMaterial *pMaterial = ( vgui::MaterialSystemHardwareConfig()->GetHDRType() == HDR_TYPE_NONE ) ? m_LightProbeBackground : m_LightProbeHDRBackground;
RenderBox( m_Camera.m_origin, vec3_angle, Vector( -100, -100, -100 ), Vector( 100, 100, 100 ), Color( 255, 255, 255, 255 ), pMaterial, true ); }
OnPaint3D();
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
vgui::MatSystemSurface()->End3DPaint( ); }
void CPotteryWheelPanel::EnableRenderingWithFlashlight( void *pvConfiguration ) { m_pvRenderingWithFlashlightConfiguration = pvConfiguration; }
void CPotteryWheelPanel::RenderCapture() { if ( !GetRenderingWithFlashlightConfiguration() ) return;
CRenderCaptureConfigurationState *pCfg = reinterpret_cast< CRenderCaptureConfigurationState * >( GetRenderingWithFlashlightConfiguration() );
m_nRenderWidth = pCfg->m_pFlashlightDepthTexture->GetActualWidth(); m_nRenderHeight = pCfg->m_pFlashlightDepthTexture->GetActualHeight(); if ( !m_bSetupRenderStateDelayed ) SetupRenderState( m_nRenderWidth, m_nRenderHeight );
CMatRenderContextPtr pRenderContext( vgui::MaterialSystem() ); PIXEVENT( pRenderContext, "CPotteryWheelPanel::RenderCapture" );
CViewSetup view2d; view2d.x = 0; view2d.y = 0; view2d.width = m_nRenderWidth; view2d.height = m_nRenderHeight; pCfg->m_pIVRenderView->Push3DView( pRenderContext, view2d, VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH, pCfg->m_pDummyColorBufferTexture, NULL, pCfg->m_pFlashlightDepthTexture );
pRenderContext->ClearColor4ub( 0, 0, 0, 0 ); pRenderContext->ClearBuffers( true, true, false );
m_bInRender3dForRenderCapture = true; pRenderContext->CullMode(MATERIAL_CULLMODE_CW); g_pStudioRender->ForcedMaterialOverride( NULL, OVERRIDE_DEPTH_WRITE );
// Don't draw the 3D scene w/ stencil
ShaderStencilState_t state; pRenderContext->SetStencilState( state );
OnPaint3D();
g_pStudioRender->ForcedMaterialOverride( NULL ); pRenderContext->CullMode(MATERIAL_CULLMODE_CCW); m_bInRender3dForRenderCapture = false;
pCfg->m_pIVRenderView->PopView( pRenderContext, NULL ); pRenderContext->Flush(); }
//-----------------------------------------------------------------------------
// called when we're ticked...
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::OnTick() { BaseClass::OnTick(); if ( m_pCurrentManip ) { m_pCurrentManip->OnTick(); UpdateCameraTransform(); } }
//-----------------------------------------------------------------------------
// input
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::OnKeyCodePressed(KeyCode code) { if ( m_pCurrentManip ) { switch( code ) { case KEY_RSHIFT: case KEY_LSHIFT: // start translate mode
AcceptManipulation( false ); EnterManipulationMode( CAMERA_TRANSLATE, false ); break;
case KEY_RCONTROL: case KEY_LCONTROL: // start light mode
AcceptManipulation( false ); EnterManipulationMode( LIGHT_MODE, false ); break; } }
BaseClass::OnKeyCodePressed( code ); }
//-----------------------------------------------------------------------------
// Set whether the parent panel should be notified of mouse actions
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetParentMouseNotify( bool bParentMouseNotify ) { m_bParentMouseNotify = bParentMouseNotify; }
//-----------------------------------------------------------------------------
// Purpose: soaks up any remaining messages
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::OnKeyCodeReleased(KeyCode code) { if ( m_pCurrentManip ) { switch( code ) { case KEY_RSHIFT: case KEY_LSHIFT: case KEY_RCONTROL: case KEY_LCONTROL: { // stop manipulation mode
AcceptManipulation( false ); switch ( m_nCaptureMouseCode ) { default: case MOUSE_LEFT: EnterManipulationMode( CAMERA_ROTATE, false ); break;
case MOUSE_MIDDLE: EnterManipulationMode( CAMERA_TRANSLATE, false ); break;
case MOUSE_RIGHT: EnterManipulationMode( CAMERA_ZOOM, false ); break; } } break; } } BaseClass::OnKeyCodeReleased( code ); }
void CPotteryWheelPanel::OnMouseDoublePressed( vgui::MouseCode code ) { BaseClass::OnMouseDoublePressed( code );
if( m_bParentMouseNotify && GetParent() ) { GetParent()->OnMouseDoublePressed(code); } }
void CPotteryWheelPanel::OnMousePressed( vgui::MouseCode code ) { if ( m_pCurrentManip ) return;
RequestFocus();
if ( input()->IsKeyDown( KEY_RSHIFT ) || input()->IsKeyDown( KEY_LSHIFT ) ) { EnterManipulationMode( CAMERA_TRANSLATE, true, code ); } else if ( input()->IsKeyDown( KEY_RCONTROL ) || input()->IsKeyDown( KEY_LCONTROL ) ) { EnterManipulationMode( LIGHT_MODE, true, code ); } else { switch ( code ) { case MOUSE_LEFT: EnterManipulationMode( CAMERA_ROTATE, true, code ); break;
case MOUSE_MIDDLE: EnterManipulationMode( CAMERA_TRANSLATE, true, code ); break;
case MOUSE_RIGHT: EnterManipulationMode( CAMERA_ZOOM, true, code ); break; } }
BaseClass::OnMousePressed( code );
if( m_bParentMouseNotify && GetParent() ) { GetParent()->OnMousePressed(code); } }
void CPotteryWheelPanel::OnMouseReleased( vgui::MouseCode code ) { int x, y; input()->GetCursorPos( x, y ); ScreenToLocal( x, y );
AcceptManipulation(); BaseClass::OnMouseReleased( code );
if( m_bParentMouseNotify && GetParent() ) { GetParent()->OnMouseReleased(code); } }
void CPotteryWheelPanel::OnCursorMoved( int x, int y ) { if ( m_pCurrentManip ) { if ( WarpMouse( x, y ) ) { m_pCurrentManip->OnCursorMoved( x, y ); } }
BaseClass::OnCursorMoved( x, y );
if( m_bParentMouseNotify && GetParent() ) { GetParent()->OnCursorMoved(x,y); } }
void CPotteryWheelPanel::OnMouseWheeled( int delta ) { if ( m_pCurrentManip ) { m_pCurrentManip->OnMouseWheeled( delta ); }
BaseClass::OnMouseWheeled( delta );
if( m_bParentMouseNotify && GetParent() ) { GetParent()->OnMouseWheeled(delta); } }
void CPotteryWheelPanel::EnterManipulationMode( ManipulationMode_t manipMode, bool bMouseCapture, vgui::MouseCode mouseCode /* = -1 */ ) { switch ( manipMode ) { case CAMERA_ROTATE: m_pCurrentManip = m_pCameraRotate; break;
case CAMERA_TRANSLATE: m_pCurrentManip = m_pCameraTranslate; break;
case CAMERA_ZOOM: m_pCurrentManip = m_pCameraZoom; break;
case LIGHT_MODE: m_pCurrentManip = m_pLightManip; break; }
if ( !m_pCurrentManip ) return;
m_pCurrentManip->OnBeginManipulation();
m_xoffset = m_yoffset = 0;
// Warp the mouse to the center of the screen
int width, height; GetSize( width, height ); int x = width / 2; int y = height / 2;
if ( bMouseCapture ) { input()->GetCursorPos( m_nManipStartX, m_nManipStartY ); EnableMouseCapture( true, mouseCode );
int xpos = x; int ypos = y; LocalToScreen( xpos, ypos ); input()->SetCursorPos( xpos, ypos ); }
m_pCurrentManip->OnMousePressed( mouseCode, x, y ); }
void CPotteryWheelPanel::AcceptManipulation( bool bReleaseMouseCapture ) { if ( m_pCurrentManip ) { m_pCurrentManip->OnAcceptManipulation();
if ( bReleaseMouseCapture ) { EnableMouseCapture( false ); input()->SetCursorPos( m_nManipStartX, m_nManipStartY ); }
m_pCurrentManip = NULL; } }
void CPotteryWheelPanel::CancelManipulation() { if ( m_pCurrentManip ) { m_pCurrentManip->OnCancelManipulation();
EnableMouseCapture( false ); input()->SetCursorPos( m_nManipStartX, m_nManipStartY );
m_pCurrentManip = NULL; } }
void CPotteryWheelPanel::OnMouseCaptureLost() { SetCursor( vgui::dc_arrow ); m_nCaptureMouseCode = vgui::MouseCode( -1 ); }
void CPotteryWheelPanel::EnableMouseCapture( bool enable, vgui::MouseCode mouseCode /* = -1 */ ) { if ( enable ) { m_nCaptureMouseCode = mouseCode; SetCursor( vgui::dc_none ); input()->SetMouseCaptureEx( GetVPanel(), m_nCaptureMouseCode ); } else { m_nCaptureMouseCode = vgui::MouseCode( -1 ); input()->SetMouseCapture( NULL ); SetCursor( vgui::dc_arrow ); } }
bool CPotteryWheelPanel::WarpMouse( int &x, int &y ) { // Re-force capture if it was lost...
if ( input()->GetMouseCapture() != GetVPanel() ) { input()->GetCursorPos( m_nManipStartX, m_nManipStartY ); EnableMouseCapture( true, m_nCaptureMouseCode ); }
int width, height; GetSize( width, height );
int centerx = width / 2; int centery = height / 2;
// skip this event
if ( x == centerx && y == centery ) return false;
int xpos = centerx; int ypos = centery; LocalToScreen( xpos, ypos ); input()->SetCursorPos( xpos, ypos );
int dx = x - centerx; int dy = y - centery;
x += m_xoffset; y += m_yoffset;
m_xoffset += dx; m_yoffset += dy;
return true; }
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