//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // //===========================================================================// #include "matsys_controls/vtfpreviewpanel.h" #include "matsys_controls/matsyscontrols.h" #include "VGuiMatSurface/IMatSystemSurface.h" #include "materialsystem/MaterialSystemUtil.h" #include "materialsystem/imaterialsystem.h" #include "materialsystem/itexture.h" #include "materialsystem/imesh.h" #include "tier1/keyvalues.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" using namespace vgui; #define FOV 90.0f #define ZNEAR 0.1f #define ZFAR 2000.0f #define ROTATION_SPEED 120.0f // degrees/sec //----------------------------------------------------------------------------- // // VTF Preview panel // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // constructor //----------------------------------------------------------------------------- CVTFPreviewPanel::CVTFPreviewPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName ) { SetVTF( "//platform/materials/vgui/vtfnotloaded", true ); m_nTextureID = MatSystemSurface()->CreateNewTextureID( false ); } //----------------------------------------------------------------------------- // Sets the current VTF //----------------------------------------------------------------------------- void CVTFPreviewPanel::SetVTF( const char *pFullPath, bool bLoadImmediately ) { m_PreviewTexture.Init( pFullPath, "editor texture" ); m_VTFName = pFullPath; KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); if ( m_PreviewTexture->IsCubeMap() ) { pVMTKeyValues->SetString( "$envmap", pFullPath ); } else if ( m_PreviewTexture->IsNormalMap() ) { pVMTKeyValues->SetString( "$bumpmap", pFullPath ); } else { pVMTKeyValues->SetString( "$basetexture", pFullPath ); } pVMTKeyValues->SetInt( "$nocull", 1 ); pVMTKeyValues->SetInt( "$nodebug", 1 ); m_PreviewMaterial.Init( MaterialSystem()->CreateMaterial( pFullPath, pVMTKeyValues )); MatSystemSurface()->DrawSetTextureMaterial( m_nTextureID, m_PreviewMaterial ); // Reset the camera direction m_vecCameraDirection.Init( 1.0f, 0.0f, 0.0f ); m_flLastRotationTime = Plat_FloatTime(); } void CVTFPreviewPanel::SetTwoVTFs( const char *pFullPath, const char *pSecondFullPath ) { m_PreviewTexture.Init( pFullPath, "editor texture" ); m_VTFName = pFullPath; m_SecondPreviewTexture.Init( pSecondFullPath, "editor texture" ); m_SecondVTFName = pSecondFullPath; KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); if ( m_PreviewTexture->IsCubeMap() ) { pVMTKeyValues->SetString( "$envmap", pFullPath ); } else if ( m_PreviewTexture->IsNormalMap() ) { pVMTKeyValues->SetString( "$bumpmap", pFullPath ); } else { pVMTKeyValues->SetString( "$basetexture", pFullPath ); } pVMTKeyValues->SetString( "$detail", pSecondFullPath ); pVMTKeyValues->SetInt( "$detailscale", 1 ); pVMTKeyValues->SetInt( "$detailblendmode", 1 ); // additive pVMTKeyValues->SetInt( "$nocull", 1 ); pVMTKeyValues->SetInt( "$nodebug", 1 ); m_PreviewMaterial.Init( MaterialSystem()->CreateMaterial( pFullPath, pVMTKeyValues )); MatSystemSurface()->DrawSetTextureMaterial( m_nTextureID, m_PreviewMaterial ); // Reset the camera direction m_vecCameraDirection.Init( 1.0f, 0.0f, 0.0f ); m_flLastRotationTime = Plat_FloatTime(); } //----------------------------------------------------------------------------- // Gets the current VTF //----------------------------------------------------------------------------- const char *CVTFPreviewPanel::GetVTF() const { return m_VTFName; } const char *CVTFPreviewPanel::GetSecondVTF() const { return m_SecondVTFName; } //----------------------------------------------------------------------------- // Draw a sphere //----------------------------------------------------------------------------- void CVTFPreviewPanel::RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi ) { CMatRenderContextPtr pRenderContext( MaterialSystem() ); int nVertices = nTheta * nPhi; int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 ); pRenderContext->FogMode( MATERIAL_FOG_NONE ); pRenderContext->SetNumBoneWeights( 0 ); pRenderContext->Bind( m_PreviewMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices ); // // Build the index buffer. // int i, j; for ( i = 0; i < nPhi; ++i ) { for ( j = 0; j < nTheta; ++j ) { float u = j / ( float )(nTheta - 1); float v = i / ( float )(nPhi - 1); float theta = ( j != nTheta-1 ) ? 2.0f * M_PI * u : 0.0f; float phi = M_PI * v; Vector vecPos; vecPos.x = flRadius * sin(phi) * cos(theta); vecPos.y = flRadius * cos(phi); vecPos.z = -flRadius * sin(phi) * sin(theta); Vector vecNormal = vecPos; VectorNormalize( vecNormal ); Vector4D vecTangentS; Vector vecTangentT; vecTangentS.Init( vecPos.z, -vecPos.x, 0.0f, 1.0f ); if ( VectorNormalize( vecTangentS.AsVector3D() ) == 0.0f ) { vecTangentS.Init( 1.0f, 0.0f, 0.0f, 1.0f ); } CrossProduct( vecNormal, vecTangentS.AsVector3D(), vecTangentT ); unsigned char red = (int)( u * 255.0f ); unsigned char green = (int)( v * 255.0f ); unsigned char blue = (int)( v * 255.0f ); unsigned char alpha = (int)( v * 255.0f ); vecPos += vCenter; float u1, u2, v1, v2; u1 = u2 = u; v1 = v2 = v; meshBuilder.Position3fv( vecPos.Base() ); meshBuilder.Normal3fv( vecNormal.Base() ); meshBuilder.Color4ub( red, green, blue, alpha ); meshBuilder.TexCoord2f( 0, u, v ); meshBuilder.TexCoord2f( 1, u1, v1 ); meshBuilder.TexCoord2f( 2, u2, v2 ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.UserData( vecTangentS.Base() ); meshBuilder.AdvanceVertex(); } } // // Emit the triangle strips. // int idx = 0; for ( i = 0; i < nPhi - 1; ++i ) { for ( j = 0; j < nTheta; ++j ) { idx = nTheta * i + j; meshBuilder.FastIndex( idx ); meshBuilder.FastIndex( idx + nTheta ); } // // Emit a degenerate triangle to skip to the next row without // a connecting triangle. // if ( i < nPhi - 2 ) { meshBuilder.FastIndex( idx + 1 ); meshBuilder.FastIndex( idx + 1 + nTheta ); } } meshBuilder.End(); pMesh->Draw(); } //----------------------------------------------------------------------------- // Paints a regular texture //----------------------------------------------------------------------------- void CVTFPreviewPanel::PaintStandardTexture( void ) { int x, y, w, h; x = y = 0; GetSize( w, h ); vgui::surface()->DrawSetTexture( m_nTextureID ); vgui::surface()->DrawSetColor( 255, 255, 255, 255 ); // Get the aspect ratio of the texture int tw = m_PreviewTexture->GetActualWidth(); int th = m_PreviewTexture->GetActualHeight(); if ( th > 0 && h > 0 ) { float screenaspect = (float)tw / (float)th; float aspect = (float)w / (float)h; float ratio = screenaspect / aspect; // Screen is wider, need bars at top and bottom if ( ratio > 1.0f ) { int usetall = (float)w / screenaspect; y = ( h - usetall ) / 2; h = usetall; } // Screen is narrower, need bars at left/right else { int usewide = (float)h * screenaspect; x = ( w - usewide ) / 2; w = usewide; } } vgui::surface()->DrawTexturedRect( x, y, x+w, y+h ); } //----------------------------------------------------------------------------- // Paints a normalmap texture //----------------------------------------------------------------------------- void CVTFPreviewPanel::PaintNormalMapTexture( void ) { } //----------------------------------------------------------------------------- // Paints a volume texture //----------------------------------------------------------------------------- void CVTFPreviewPanel::PaintVolumeTexture( void ) { } //----------------------------------------------------------------------------- // Paints a cubemap texture //----------------------------------------------------------------------------- void CVTFPreviewPanel::PaintCubeTexture( void ) { float flNewTime = Plat_FloatTime(); // Circle the camera around the origin VMatrix rot; MatrixBuildRotateZ( rot, ROTATION_SPEED * (flNewTime - m_flLastRotationTime ) ); Vector vecTemp; Vector3DMultiply( rot, m_vecCameraDirection, vecTemp ); m_vecCameraDirection = vecTemp; m_flLastRotationTime = flNewTime; LookAt( vec3_origin, 12.0f ); // Draw a sphere at the origin RenderSphere( vec3_origin, 10.0f, 20, 20 ); } //----------------------------------------------------------------------------- // Sets the camera to look at the the thing we're spinning around //----------------------------------------------------------------------------- void CVTFPreviewPanel::LookAt( const Vector &vecLookAt, 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 = FOV; // 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 ); } float flDistance = flRadius / sin( flFOVx ); Vector vecMDLOrigin = vecLookAt; Vector vecCameraOrigin; VectorMA( vecMDLOrigin, -flDistance, m_vecCameraDirection, vecCameraOrigin ); CMatRenderContextPtr pRenderContext( MaterialSystem() ); QAngle angles; VectorAngles( m_vecCameraDirection, angles ); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->LoadIdentity(); // convert from a right handed system to a left handed system // since dx for wants it that way. // pRenderContext->Scale( 1.0f, 1.0f, -1.0f ); pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up pRenderContext->Rotate( 90, 0, 0, 1 ); // put Z going up pRenderContext->Rotate( -angles[2], 1, 0, 0 ); pRenderContext->Rotate( -angles[0], 0, 1, 0 ); pRenderContext->Rotate( -angles[1], 0, 0, 1 ); pRenderContext->Translate( -vecCameraOrigin[0], -vecCameraOrigin[1], -vecCameraOrigin[2] ); } //----------------------------------------------------------------------------- // Set up a projection matrix for a 90 degree fov //----------------------------------------------------------------------------- void CVTFPreviewPanel::SetupProjectionMatrix( int nWidth, int nHeight ) { CMatRenderContextPtr pRenderContext( MaterialSystem() ); VMatrix proj; float flFOV = FOV; float flZNear = ZNEAR; float flZFar = ZFAR; float flApsectRatio = (nHeight != 0.0f) ? (float)nWidth / (float)nHeight : 100.0f; #if 1 float halfWidth = tan( flFOV * M_PI / 360.0 ); float halfHeight = halfWidth / flApsectRatio; #else float halfHeight = tan( flFOV * M_PI / 360.0 ); float halfWidth = flApsectRatio * halfHeight; #endif memset( proj.Base(), 0, sizeof( proj ) ); proj[0][0] = 1.0f / halfWidth; proj[1][1] = 1.0f / halfHeight; proj[2][2] = flZFar / ( flZNear - flZFar ); proj[3][2] = -1.0f; proj[2][3] = flZNear * flZFar / ( flZNear - flZFar ); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->LoadMatrix( proj ); } //----------------------------------------------------------------------------- // Paints the texture //----------------------------------------------------------------------------- void CVTFPreviewPanel::Paint( void ) { if ( !m_PreviewTexture->IsCubeMap() && /*!m_PreviewTexture->IsNormalMap() &&*/ !m_PreviewTexture->IsVolumeTexture() ) { PaintStandardTexture(); return; } CMatRenderContextPtr pRenderContext( MaterialSystem() ); int w, h; GetSize( w, h ); vgui::MatSystemSurface()->Begin3DPaint( 0, 0, w, h ); pRenderContext->ClearColor4ub( 76, 88, 68, 255 ); pRenderContext->ClearBuffers( true, true ); SetupProjectionMatrix( w, h ); if ( m_PreviewTexture->IsCubeMap() ) { PaintCubeTexture(); } else if ( m_PreviewTexture->IsNormalMap() ) { PaintNormalMapTexture(); } else if ( m_PreviewTexture->IsVolumeTexture() ) { PaintVolumeTexture(); } vgui::MatSystemSurface()->End3DPaint( ); }