Counter Strike : Global Offensive Source Code
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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();
}