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659 lines
21 KiB
659 lines
21 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "uigeometry.h"
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#include "materialsystem/imaterialsystem.h"
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#include "mathlib/vector.h"
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#include "gamegraphic.h"
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#include "graphicgroup.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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CGeometry::CGeometry()
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{
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m_Center.x = 0;
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m_Center.y = 0;
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m_Scale.x = 1;
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m_Scale.y = 1;
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m_Rotation = 0;
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m_Color.r = 255;
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m_Color.g = 255;
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m_Color.b = 255;
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m_Color.a = 255;
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m_TopColor.r = 255;
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m_TopColor.g = 255;
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m_TopColor.b = 255;
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m_TopColor.a = 255;
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m_BottomColor.r = 255;
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m_BottomColor.g = 255;
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m_BottomColor.b = 255;
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m_BottomColor.a = 255;
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m_bHorizontalGradient = false;
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m_SheetSequenceNumber = 0;
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m_AnimationRate = 1;
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m_Sublayer = -1;
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m_bMaintainAspectRatio = true;
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m_bVisible = true;
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m_AnimStartTime = DMETIME_ZERO;
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m_bAnimate = false;
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m_bDirtyExtents = false;
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}
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//-----------------------------------------------------------------------------
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// Rendering helper
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// Calculate a matrix that will transform the points of the geometry, which are
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// currently relative to the center, into screen coords.
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//-----------------------------------------------------------------------------
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void CGeometry::UpdateRenderTransforms( const StageRenderInfo_t &stageRenderInfo, const CGraphicGroup *pGroup )
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{
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Assert( pGroup );
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if ( !pGroup->IsStageGroup() )
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{
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if ( pGroup->GetVisible() == false )
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{
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Assert( m_bVisible == pGroup->GetVisible() );
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}
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}
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if ( !m_bVisible )
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return;
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// Update positions relative to the center, texture coords, and vertex colors
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// If the group maintains aspect ratio it will already have handled this in its transform update.
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Vector2D center;
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bool bUseMaintainedMatrix = m_bMaintainAspectRatio && !pGroup->MaintainAspectRatio();
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if ( bUseMaintainedMatrix )
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{
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// If this is the case we transform the center to screen coords first.
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// Then take into account any size scaling in the scalemat
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// Note this is not accounting for groups or rotations.
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matrix3x4_t screenScalemat;
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SetScaleMatrix( stageRenderInfo.parentScale.x, stageRenderInfo.parentScale.y, 1, screenScalemat );
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Vector centerVec( m_Center.x, m_Center.y, 0 );
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Vector centerInScreen;
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VectorTransform( centerVec, screenScalemat, centerInScreen );
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// Remove the uniform scale component from the center because it will come back in GetRenderTransform()
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float scaleToUse;
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if ( stageRenderInfo.parentScale.x > stageRenderInfo.parentScale.y )
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{
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scaleToUse = stageRenderInfo.parentScale.y;
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}
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else
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{
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scaleToUse = stageRenderInfo.parentScale.x;
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}
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SetScaleMatrix( 1/scaleToUse, 1/scaleToUse, 1, screenScalemat );
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Vector tempCenter;
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VectorTransform( centerInScreen, screenScalemat, tempCenter );
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center.x = tempCenter.x;
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center.y = tempCenter.y;
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/* old version.
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// If this is the case we transform the center to screen coords first.
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// Then take into account any size scaling in the scalemat
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matrix3x4_t screenScalemat;
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SetScaleMatrix( stageRenderInfo.parentScale.x, stageRenderInfo.parentScale.y, 1, screenScalemat );
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Vector centerVec( m_Center.x, m_Center.y, 0 );
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Vector centerInScreen;
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VectorTransform( centerVec, screenScalemat, centerInScreen );
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center.x = centerInScreen.x;
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center.y = centerInScreen.y;
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*/
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}
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else
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{
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center = m_Center;
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}
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matrix3x4_t transmat;
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Vector position( center.x, center.y, 0 );
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SetIdentityMatrix( transmat );
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PositionMatrix( position, transmat );
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matrix3x4_t scalemat;
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SetScaleMatrix( m_Scale.x, m_Scale.y, 1, scalemat );
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matrix3x4_t rotmat;
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Vector axis( 0, 0, 1 );
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MatrixBuildRotationAboutAxis( axis, m_Rotation, rotmat );
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matrix3x4_t temp;
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MatrixMultiply( rotmat, scalemat, temp );
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matrix3x4_t rawToLocal;
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MatrixMultiply( transmat, temp, rawToLocal );
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matrix3x4_t groupToScreen;
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// Use the matrix that doesn't contain any scale changes if we should
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pGroup->GetRenderTransform( groupToScreen, bUseMaintainedMatrix );
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MatrixMultiply( groupToScreen, rawToLocal, m_RenderToScreen );
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if ( m_bDirtyExtents )
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{
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CalculateExtentsMatrix( stageRenderInfo, pGroup );
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}
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CGeometry::UpdateRenderData( CUtlVector< RenderGeometryList_t > &renderGeometryLists, int firstListIndex )
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{
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if ( !m_bVisible )
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return;
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int i = renderGeometryLists[firstListIndex].AddToTail();
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CRenderGeometry &renderGeometry = renderGeometryLists[firstListIndex][i];
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// Now transform our array of positions into local graphic coord system.
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int nCount = m_RelativePositions.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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// Position
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Vector relativePosition( m_RelativePositions[i].x, m_RelativePositions[i].y, 0 );
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Vector screenpos;
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VectorTransform( relativePosition, m_RenderToScreen, screenpos );
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renderGeometry.m_Positions.AddToTail( Vector2D( screenpos.x, screenpos.y ) );;
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// TexCoord
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renderGeometry.m_TextureCoords.AddToTail( m_TextureCoords[i] );
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// Vertex Color
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renderGeometry.m_VertexColors.AddToTail( m_VertexColors[i] );
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}
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// Triangles
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nCount = m_Triangles.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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renderGeometry.m_Triangles.AddToTail( m_Triangles[i] );
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}
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// Anim Info
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renderGeometry.m_SheetSequenceNumber = m_SheetSequenceNumber;
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renderGeometry.m_AnimationRate = m_AnimationRate;
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renderGeometry.m_bAnimate = m_bAnimate;
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renderGeometry.m_AnimStartTime = m_AnimStartTime;
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renderGeometry.m_pImageAlias = NULL;
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CalculateExtents();
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}
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//-----------------------------------------------------------------------------
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// Calculate the rectangular extents of this graphic.
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//-----------------------------------------------------------------------------
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void CGeometry::CalculateExtentsMatrix( const StageRenderInfo_t &stageRenderInfo, const CGraphicGroup *pGroup )
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{
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Assert( pGroup );
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// Update positions relative to the center, texture coords, and vertex colors
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// If the group maintains aspect ratio it will already have handled this in its transform update.
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Vector2D center;
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bool bUseMaintainedMatrix = m_bMaintainAspectRatio && !pGroup->MaintainAspectRatio();
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if ( bUseMaintainedMatrix )
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{
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// If this is the case we transform the center to screen coords first.
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// Then take into account any size scaling in the scalemat
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matrix3x4_t screenScalemat;
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SetScaleMatrix( stageRenderInfo.parentScale.x, stageRenderInfo.parentScale.y, 1, screenScalemat );
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Vector centerVec( m_Center.x, m_Center.y, 0 );
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Vector centerInScreen;
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VectorTransform( centerVec, screenScalemat, centerInScreen );
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center.x = centerInScreen.x;
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center.y = centerInScreen.y;
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}
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else
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{
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center = m_Center;
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}
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matrix3x4_t transmat;
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Vector position( center.x, center.y, 0 );
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SetIdentityMatrix( transmat );
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PositionMatrix( position, transmat );
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// TODO: account for scaling anims?
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matrix3x4_t scalemat;
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SetScaleMatrix( m_Scale.x, m_Scale.y, 1, scalemat );
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// Rotation is ignored.
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matrix3x4_t rotmat;
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Vector axis( 0, 0, 1 );
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MatrixBuildRotationAboutAxis( axis, 0, rotmat );
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matrix3x4_t temp;
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MatrixMultiply( rotmat, scalemat, temp );
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matrix3x4_t rawToLocal;
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MatrixMultiply( transmat, temp, rawToLocal );
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matrix3x4_t groupToScreen;
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// Use the matrix that doesn't contain any scale changes if we should
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pGroup->GetRenderTransform( groupToScreen, bUseMaintainedMatrix );
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MatrixMultiply( groupToScreen, rawToLocal, m_ExtentsMatrix );
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}
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//-----------------------------------------------------------------------------
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// Calculate the rectangular extents of this graphic.
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//-----------------------------------------------------------------------------
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void CGeometry::CalculateExtents()
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{
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if ( !m_bDirtyExtents )
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return;
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// Now transform our array of positions into local graphic coord system.
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int nCount = m_RelativePositions.Count();
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CUtlVector< Vector2D > screenPositions;
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for ( int i = 0; i < nCount; ++i )
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{
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// Position
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Vector relativePosition( m_RelativePositions[i].x, m_RelativePositions[i].y, 0 );
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Vector screenpos;
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VectorTransform( relativePosition, m_ExtentsMatrix, screenpos );
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screenPositions.AddToTail( Vector2D( screenpos.x, screenpos.y ) );;
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}
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// left most position is x.
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m_Extents.m_TopLeft.x = INT_MAX;
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for ( int i = 0; i < screenPositions.Count(); ++i )
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{
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if ( m_Extents.m_TopLeft.x > screenPositions[i].x )
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m_Extents.m_TopLeft.x = screenPositions[i].x;
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}
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// top most position is y.
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m_Extents.m_TopLeft.y = INT_MAX;
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for ( int i = 0; i < screenPositions.Count(); ++i )
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{
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if ( m_Extents.m_TopLeft.y > screenPositions[i].y )
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m_Extents.m_TopLeft.y = screenPositions[i].y;
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}
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// right most position is x
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m_Extents.m_BottomRight.x = INT_MIN;
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for ( int i = 0; i < screenPositions.Count(); ++i )
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{
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if ( m_Extents.m_BottomRight.x < screenPositions[i].x )
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m_Extents.m_BottomRight.x = screenPositions[i].x;
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}
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// bottom most position is y
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m_Extents.m_BottomRight.y = INT_MIN;
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for ( int i = 0; i < screenPositions.Count(); ++i )
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{
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if ( m_Extents.m_BottomRight.y < screenPositions[i].y )
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m_Extents.m_BottomRight.y = screenPositions[i].y;
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}
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m_bDirtyExtents = false;
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}
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//-----------------------------------------------------------------------------
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// Return the rectangular bounds of this object
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//-----------------------------------------------------------------------------
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void CGeometry::GetBounds( Rect_t &bounds )
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{
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bounds.x = m_Extents.m_TopLeft.x;
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bounds.y = m_Extents.m_TopLeft.x;
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bounds.width = m_Extents.m_BottomRight.x - m_Extents.m_TopLeft.x;
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bounds.height = m_Extents.m_BottomRight.y - m_Extents.m_TopLeft.y;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the vertex colors of the graphic using the base color and the gradient colors.
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//-----------------------------------------------------------------------------
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void CGeometry::SetResultantColor( color32 parentColor )
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{
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SetResultantColor( true, parentColor );
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SetResultantColor( false, parentColor );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the vertex colors of the graphic using the base color and the gradient colors.
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//-----------------------------------------------------------------------------
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void CGeometry::SetResultantColor( bool bTop, color32 parentColor )
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{
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if ( bTop )
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{
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color32 localColor;
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localColor.r = (int)( (float)m_TopColor.r * (float)(m_Color.r/255.0) );
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localColor.g = (int)( (float)m_TopColor.g * (float)(m_Color.g/255.0) );
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localColor.b = (int)( (float)m_TopColor.b * (float)(m_Color.b/255.0) );
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localColor.a = (int)( (float)m_TopColor.a * (float)(m_Color.a/255.0) );
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color32 resultantColor;
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resultantColor.r = (int)( (float)localColor.r * (float)(parentColor.r/255.0) );
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resultantColor.g = (int)( (float)localColor.g * (float)(parentColor.g/255.0) );
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resultantColor.b = (int)( (float)localColor.b * (float)(parentColor.b/255.0) );
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resultantColor.a = (int)( (float)localColor.a * (float)(parentColor.a/255.0) );
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SetTopVerticesColor( resultantColor );
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}
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else
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{
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color32 localColor;
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localColor.r = (int)( (float)m_BottomColor.r * (float)(m_Color.r/255.0) );
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localColor.g = (int)( (float)m_BottomColor.g * (float)(m_Color.g/255.0) );
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localColor.b = (int)( (float)m_BottomColor.b * (float)(m_Color.b/255.0) );
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localColor.a = (int)( (float)m_BottomColor.a * (float)(m_Color.a/255.0) );
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color32 resultantColor;
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resultantColor.r = (int)( (float)localColor.r * (float)(parentColor.r/255.0) );
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resultantColor.g = (int)( (float)localColor.g * (float)(parentColor.g/255.0) );
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resultantColor.b = (int)( (float)localColor.b * (float)(parentColor.b/255.0) );
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resultantColor.a = (int)( (float)localColor.a * (float)(parentColor.a/255.0) );
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SetBottomVerticesColor( resultantColor );
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}
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}
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//-----------------------------------------------------------------------------
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// Note corner colors will be stomped if the base graphic's color changes.
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//-----------------------------------------------------------------------------
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void CGeometry::SetTopVerticesColor( color32 c )
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{
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if ( m_bHorizontalGradient )
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{
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for ( int i = 0; i < m_VertexColors.Count(); i += 4 )
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{
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m_VertexColors[i] = c;
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m_VertexColors[i+3] = c;
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}
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}
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else
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{
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for ( int i = 0; i < m_VertexColors.Count(); i += 4 )
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{
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m_VertexColors[i] = c;
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m_VertexColors[i+1] = c;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Note corner colors will be stomped if the base graphic's color changes.
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//-----------------------------------------------------------------------------
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void CGeometry::SetBottomVerticesColor( color32 c )
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{
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if ( m_bHorizontalGradient )
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{
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for ( int i = 0; i < m_VertexColors.Count(); i += 4 )
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{
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m_VertexColors[i+1] = c;
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m_VertexColors[i+2] = c;
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}
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}
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else
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{
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for ( int i = 0; i < m_VertexColors.Count(); i += 4 )
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{
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m_VertexColors[i + 2] = c;
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m_VertexColors[i + 3] = c;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CGeometry::DrawExtents( CUtlVector< RenderGeometryList_t > &renderGeometryLists, int firstListIndex, color32 extentLineColor )
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{
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if ( !m_bVisible )
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return;
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float lineWidth = 2.0;
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// Time to invent some render data to draw this thing.
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{
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int i = renderGeometryLists[firstListIndex].AddToTail();
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CRenderGeometry &renderGeometry = renderGeometryLists[firstListIndex][i];
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renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_TopLeft.x, m_Extents.m_TopLeft.y ) );
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renderGeometry.m_TextureCoords.AddToTail( Vector2D( 0 , 0) );
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renderGeometry.m_VertexColors.AddToTail( extentLineColor );
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renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_BottomRight.x, m_Extents.m_TopLeft.y ) );
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renderGeometry.m_TextureCoords.AddToTail( Vector2D( 1 , 0) );
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renderGeometry.m_VertexColors.AddToTail( extentLineColor );
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renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_BottomRight.x, m_Extents.m_TopLeft.y + lineWidth ) );
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renderGeometry.m_TextureCoords.AddToTail( Vector2D( 1 , 1) );
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renderGeometry.m_VertexColors.AddToTail( extentLineColor );
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renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_TopLeft.x, m_Extents.m_TopLeft.y + lineWidth ) );
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renderGeometry.m_TextureCoords.AddToTail( Vector2D( 0 , 1) );
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renderGeometry.m_VertexColors.AddToTail( extentLineColor );
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// Triangles
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CTriangle tri;
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tri.m_PointIndex[0] = 0;
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tri.m_PointIndex[1] = 1;
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tri.m_PointIndex[2] = 2;
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renderGeometry.m_Triangles.AddToTail( tri );
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tri.m_PointIndex[0] = 0;
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tri.m_PointIndex[1] = 2;
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tri.m_PointIndex[2] = 3;
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renderGeometry.m_Triangles.AddToTail( tri );
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// Anim Info
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renderGeometry.m_SheetSequenceNumber = 0;
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renderGeometry.m_AnimationRate = m_AnimationRate;
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renderGeometry.m_bAnimate = false;
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renderGeometry.m_AnimStartTime = m_AnimStartTime;
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renderGeometry.m_pImageAlias = NULL;
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}
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{
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// Time to invent some render data to draw this thing.
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int i = renderGeometryLists[firstListIndex].AddToTail();
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CRenderGeometry &renderGeometry = renderGeometryLists[firstListIndex][i];
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renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_BottomRight.x - lineWidth, m_Extents.m_TopLeft.y ) );
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renderGeometry.m_TextureCoords.AddToTail( Vector2D( 0 , 0) );
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renderGeometry.m_VertexColors.AddToTail( extentLineColor );
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renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_BottomRight.x, m_Extents.m_TopLeft.y ) );
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renderGeometry.m_TextureCoords.AddToTail( Vector2D( 1 , 0) );
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renderGeometry.m_VertexColors.AddToTail( extentLineColor );
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renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_BottomRight.x, m_Extents.m_BottomRight.y ) );
|
|
renderGeometry.m_TextureCoords.AddToTail( Vector2D( 1 , 1) );
|
|
renderGeometry.m_VertexColors.AddToTail( extentLineColor );
|
|
|
|
renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_BottomRight.x - lineWidth, m_Extents.m_BottomRight.y ) );
|
|
renderGeometry.m_TextureCoords.AddToTail( Vector2D( 0 , 1) );
|
|
renderGeometry.m_VertexColors.AddToTail( extentLineColor );
|
|
|
|
// Triangles
|
|
CTriangle tri;
|
|
tri.m_PointIndex[0] = 0;
|
|
tri.m_PointIndex[1] = 1;
|
|
tri.m_PointIndex[2] = 2;
|
|
renderGeometry.m_Triangles.AddToTail( tri );
|
|
tri.m_PointIndex[0] = 0;
|
|
tri.m_PointIndex[1] = 2;
|
|
tri.m_PointIndex[2] = 3;
|
|
renderGeometry.m_Triangles.AddToTail( tri );
|
|
|
|
// Anim Info
|
|
renderGeometry.m_SheetSequenceNumber = 0;
|
|
renderGeometry.m_AnimationRate = m_AnimationRate;
|
|
renderGeometry.m_bAnimate = false;
|
|
renderGeometry.m_AnimStartTime = m_AnimStartTime;
|
|
renderGeometry.m_pImageAlias = NULL;
|
|
}
|
|
|
|
{
|
|
int i = renderGeometryLists[firstListIndex].AddToTail();
|
|
CRenderGeometry &renderGeometry = renderGeometryLists[firstListIndex][i];
|
|
|
|
renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_TopLeft.x, m_Extents.m_BottomRight.y - lineWidth ) );
|
|
renderGeometry.m_TextureCoords.AddToTail( Vector2D( 0 , 0) );
|
|
renderGeometry.m_VertexColors.AddToTail( extentLineColor );
|
|
|
|
renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_BottomRight.x, m_Extents.m_BottomRight.y - lineWidth ) );
|
|
renderGeometry.m_TextureCoords.AddToTail( Vector2D( 1 , 0) );
|
|
renderGeometry.m_VertexColors.AddToTail( extentLineColor );
|
|
|
|
|
|
renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_BottomRight.x, m_Extents.m_BottomRight.y ) );
|
|
renderGeometry.m_TextureCoords.AddToTail( Vector2D( 1 , 1) );
|
|
renderGeometry.m_VertexColors.AddToTail( extentLineColor );
|
|
|
|
|
|
renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_TopLeft.x, m_Extents.m_BottomRight.y ) );
|
|
renderGeometry.m_TextureCoords.AddToTail( Vector2D( 0 , 1) );
|
|
renderGeometry.m_VertexColors.AddToTail( extentLineColor );
|
|
|
|
|
|
// Triangles
|
|
CTriangle tri;
|
|
tri.m_PointIndex[0] = 0;
|
|
tri.m_PointIndex[1] = 1;
|
|
tri.m_PointIndex[2] = 2;
|
|
renderGeometry.m_Triangles.AddToTail( tri );
|
|
tri.m_PointIndex[0] = 0;
|
|
tri.m_PointIndex[1] = 2;
|
|
tri.m_PointIndex[2] = 3;
|
|
renderGeometry.m_Triangles.AddToTail( tri );
|
|
|
|
// Anim Info
|
|
renderGeometry.m_SheetSequenceNumber = 0;
|
|
renderGeometry.m_AnimationRate = m_AnimationRate;
|
|
renderGeometry.m_bAnimate = false;
|
|
renderGeometry.m_AnimStartTime = m_AnimStartTime;
|
|
renderGeometry.m_pImageAlias = NULL;
|
|
}
|
|
|
|
{
|
|
// Time to invent some render data to draw this thing.
|
|
int i = renderGeometryLists[firstListIndex].AddToTail();
|
|
CRenderGeometry &renderGeometry = renderGeometryLists[firstListIndex][i];
|
|
|
|
renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_TopLeft.x, m_Extents.m_TopLeft.y ) );
|
|
renderGeometry.m_TextureCoords.AddToTail( Vector2D( 0 , 0) );
|
|
renderGeometry.m_VertexColors.AddToTail( extentLineColor );
|
|
|
|
renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_TopLeft.x + lineWidth, m_Extents.m_TopLeft.y ) );
|
|
renderGeometry.m_TextureCoords.AddToTail( Vector2D( 1 , 0) );
|
|
renderGeometry.m_VertexColors.AddToTail( extentLineColor );
|
|
|
|
renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_TopLeft.x + lineWidth, m_Extents.m_BottomRight.y ) );
|
|
renderGeometry.m_TextureCoords.AddToTail( Vector2D( 1 , 1) );
|
|
renderGeometry.m_VertexColors.AddToTail( extentLineColor );
|
|
|
|
renderGeometry.m_Positions.AddToTail( Vector2D( m_Extents.m_TopLeft.x, m_Extents.m_BottomRight.y ) );
|
|
renderGeometry.m_TextureCoords.AddToTail( Vector2D( 0 , 1) );
|
|
renderGeometry.m_VertexColors.AddToTail( extentLineColor );
|
|
|
|
|
|
// Triangles
|
|
CTriangle tri;
|
|
tri.m_PointIndex[0] = 0;
|
|
tri.m_PointIndex[1] = 1;
|
|
tri.m_PointIndex[2] = 2;
|
|
renderGeometry.m_Triangles.AddToTail( tri );
|
|
tri.m_PointIndex[0] = 0;
|
|
tri.m_PointIndex[1] = 2;
|
|
tri.m_PointIndex[2] = 3;
|
|
renderGeometry.m_Triangles.AddToTail( tri );
|
|
|
|
// Anim Info
|
|
renderGeometry.m_SheetSequenceNumber = 0;
|
|
renderGeometry.m_AnimationRate = m_AnimationRate;
|
|
renderGeometry.m_bAnimate = false;
|
|
renderGeometry.m_AnimStartTime = m_AnimStartTime;
|
|
renderGeometry.m_pImageAlias = NULL;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
int CRenderGeometry::GetTriangleCount()
|
|
{
|
|
return m_Triangles.Count();
|
|
}
|
|
|
|
int CRenderGeometry::GetVertexCount()
|
|
{
|
|
return m_Positions.Count();
|
|
}
|
|
|
|
|
|
DmeTime_t CRenderGeometry::GetAnimStartTime()
|
|
{
|
|
return m_AnimStartTime;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Return true if the point x, y lies inside the triangle.
|
|
// Triangle points should be supplied in clockwise dir.
|
|
//-----------------------------------------------------------------------------
|
|
bool PointTriangleHitTest( Vector2D tringleVert0, Vector2D tringleVert1, Vector2D tringleVert2, Vector2D point )
|
|
{
|
|
// Compute vectors
|
|
Vector2D v0 = tringleVert2 - tringleVert0;
|
|
Vector2D v1 = tringleVert1 - tringleVert0;
|
|
Vector2D v2 = point - tringleVert0;
|
|
|
|
// Compute dot products
|
|
float dot00 = v0.Dot( v0 );
|
|
float dot01 = v0.Dot( v1 );
|
|
float dot02 = v0.Dot( v2 );
|
|
float dot11 = v1.Dot( v1 );
|
|
float dot12 = v1.Dot( v2 );
|
|
|
|
// Compute barycentric coordinates
|
|
float invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
|
|
float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
|
|
float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
|
|
|
|
// Check if point is in triangle
|
|
return ( u > 0 ) && ( v > 0 ) && ( u + v < 1 );
|
|
}
|
|
|
|
|
|
|
|
|
|
|