Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

462 lines
13 KiB

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "matsys_controls/vmtpanel.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/itexture.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "vgui_controls/ScrollBar.h"
#include "matsys_controls/matsyscontrols.h"
#include "vgui/IVGui.h"
#include "vgui_controls/ToolWindow.h"
#include "tier2/renderutils.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Enums
//-----------------------------------------------------------------------------
enum
{
SCROLLBAR_SIZE=18, // the width of a scrollbar
WINDOW_BORDER_WIDTH=2 // the width of the window's border
};
#define SPHERE_RADIUS 10.0f
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CVMTPanel::CVMTPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName )
{
m_bUseActualSize = true;
m_pMaterial = NULL;
m_pHorizontalBar = new ScrollBar( this, "HorizScrollBar", false );
m_pHorizontalBar->AddActionSignalTarget(this);
m_pHorizontalBar->SetVisible(false);
m_pVerticalBar = new ScrollBar( this, "VertScrollBar", true );
m_pVerticalBar->AddActionSignalTarget(this);
m_pVerticalBar->SetVisible(false);
LookAt( SPHERE_RADIUS );
m_pLightmapTexture.Init( "//platform/materials/debug/defaultlightmap", "editor" );
m_DefaultEnvCubemap.Init( "editor/cubemap", "editor", true );
}
CVMTPanel::~CVMTPanel()
{
m_pLightmapTexture.Shutdown();
m_DefaultEnvCubemap.Shutdown();
if (m_pMaterial)
{
m_pMaterial->DecrementReferenceCount();
}
}
//-----------------------------------------------------------------------------
// Scheme
//-----------------------------------------------------------------------------
void CVMTPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
SetBorder( pScheme->GetBorder( "MenuBorder") );
}
//-----------------------------------------------------------------------------
// Set the material to draw
//-----------------------------------------------------------------------------
void CVMTPanel::SetMaterial( IMaterial *pMaterial )
{
if (pMaterial)
{
pMaterial->IncrementReferenceCount();
}
if (m_pMaterial)
{
m_pMaterial->DecrementReferenceCount();
}
m_pMaterial = pMaterial;
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Set rendering mode (stretch to full screen, or use actual size)
//-----------------------------------------------------------------------------
void CVMTPanel::RenderUsingActualSize( bool bEnable )
{
m_bUseActualSize = bEnable;
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose: relayouts out the panel after any internal changes
//-----------------------------------------------------------------------------
void CVMTPanel::PerformLayout()
{
BaseClass::PerformLayout();
return;
// Get the current size, see if it's big enough to view the entire thing
int iWidth, iHeight;
GetSize( iWidth, iHeight );
// In the case of stretching, just stretch to the size and blow off
// the scrollbars. Same holds true if there's no material
if (!m_bUseActualSize || !m_pMaterial)
{
m_iViewableWidth = iWidth;
m_iViewableHeight = iHeight;
m_pHorizontalBar->SetVisible(false);
m_pVerticalBar->SetVisible(false);
return;
}
// Check the size of the material...
int iMaterialWidth = m_pMaterial->GetMappingWidth();
int iMaterialHeight = m_pMaterial->GetMappingHeight();
// Check if the scroll bars are visible
bool bHorizScrollVisible = (iMaterialWidth > iWidth);
bool bVertScrollVisible = (iMaterialHeight > iHeight);
m_pHorizontalBar->SetVisible(bHorizScrollVisible);
m_pVerticalBar->SetVisible(bVertScrollVisible);
// Shrink the bars if both are visible
m_iViewableWidth = bVertScrollVisible ? iWidth - SCROLLBAR_SIZE - WINDOW_BORDER_WIDTH : iWidth;
m_iViewableHeight = bHorizScrollVisible ? iHeight - SCROLLBAR_SIZE - WINDOW_BORDER_WIDTH : iHeight;
// Set the position of the horizontal bar...
if (bHorizScrollVisible)
{
m_pHorizontalBar->SetPos(0, iHeight - SCROLLBAR_SIZE);
m_pHorizontalBar->SetSize( m_iViewableWidth, SCROLLBAR_SIZE );
m_pHorizontalBar->SetRangeWindow( m_iViewableWidth );
m_pHorizontalBar->SetRange( 0, iMaterialWidth );
// FIXME: Change scroll amount based on how much is not visible?
m_pHorizontalBar->SetButtonPressedScrollValue( 5 );
}
// Set the position of the vertical bar...
if (bVertScrollVisible)
{
m_pVerticalBar->SetPos(iWidth - SCROLLBAR_SIZE, 0);
m_pVerticalBar->SetSize(SCROLLBAR_SIZE, m_iViewableHeight);
m_pVerticalBar->SetRangeWindow( m_iViewableHeight );
m_pVerticalBar->SetRange( 0, iMaterialHeight);
m_pVerticalBar->SetButtonPressedScrollValue( 5 );
}
}
//-----------------------------------------------------------------------------
// paint it stretched to the window size
//-----------------------------------------------------------------------------
void CVMTPanel::DrawStretchedToPanel( CMeshBuilder &meshBuilder )
{
// Draw a polygon the size of the panel
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Position3f( 0, 0, 0 );
meshBuilder.TexCoord2f( 0, 0, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Position3f( 0, m_iViewableHeight, 0 );
meshBuilder.TexCoord2f( 0, 0, 1 );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Position3f( m_iViewableWidth, m_iViewableHeight, 0 );
meshBuilder.TexCoord2f( 0, 1, 1 );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Position3f( m_iViewableWidth, 0, 0 );
meshBuilder.TexCoord2f( 0, 0, 1 );
meshBuilder.AdvanceVertex();
}
//-----------------------------------------------------------------------------
// paint it actual size
//-----------------------------------------------------------------------------
void CVMTPanel::DrawActualSize( CMeshBuilder &meshBuilder )
{
// Check the size of the material...
int iMaterialWidth = m_pMaterial->GetMappingWidth();
int iMaterialHeight = m_pMaterial->GetMappingHeight();
Vector2D ul;
Vector2D lr;
Vector2D tul;
Vector2D tlr;
if (m_iViewableWidth >= iMaterialWidth)
{
// Center the material if we've got enough horizontal space
ul.x = (m_iViewableWidth - iMaterialWidth) * 0.5f;
lr.x = ul.x + iMaterialWidth;
tul.x = 0.0f; tlr.x = 1.0f;
}
else
{
// Use the scrollbars here...
int val = m_pHorizontalBar->GetValue();
tul.x = (float)val / (float)iMaterialWidth;
tlr.x = tul.x + (float)m_iViewableWidth / (float)iMaterialWidth;
ul.x = 0;
lr.x = m_iViewableWidth;
}
if (m_iViewableHeight >= iMaterialHeight)
{
// Center the material if we've got enough vertical space
ul.y = (m_iViewableHeight - iMaterialHeight) * 0.5f;
lr.y = ul.y + iMaterialHeight;
tul.y = 0.0f; tlr.y = 1.0f;
}
else
{
// Use the scrollbars here...
int val = m_pVerticalBar->GetValue();
tul.y = (float)val / (float)iMaterialHeight;
tlr.y = tul.y + (float)m_iViewableHeight / (float)iMaterialHeight;
ul.y = 0;
lr.y = m_iViewableHeight;
}
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Position3f( ul.x, ul.y, 0 );
meshBuilder.TexCoord2f( 0, tul.x, tul.y );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Position3f( lr.x, ul.y, 0 );
meshBuilder.TexCoord2f( 0, tlr.x, tul.y );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Position3f( lr.x, lr.y, 0 );
meshBuilder.TexCoord2f( 0, tlr.x, tlr.y );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Position3f( ul.x, lr.y, 0 );
meshBuilder.TexCoord2f( 0, tul.x, tlr.y );
meshBuilder.AdvanceVertex();
}
//-----------------------------------------------------------------------------
// Draw it on a sphere
//-----------------------------------------------------------------------------
void CVMTPanel::RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi )
{
int nVertices = nTheta * nPhi;
int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
CMatRenderContextPtr pRenderContext( MaterialSystem() );
pRenderContext->FogMode( MATERIAL_FOG_NONE );
pRenderContext->SetNumBoneWeights( 0 );
pRenderContext->Bind( m_pMaterial );
pRenderContext->BindLightmapTexture( m_pLightmapTexture );
pRenderContext->BindLocalCubemap( m_DefaultEnvCubemap );
IMesh* pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices );
bool bIsUsingLightmap = m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP );
bool bIsUsingBumpedLightmap = m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
int nLightmapWidth = m_pLightmapTexture->GetActualWidth();
float flHalfLuxel = 0.5f / nLightmapWidth;
//
// 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 * sin(phi) * sin(theta);
vecPos.z = flRadius * cos(phi);
Vector vecNormal = vecPos;
VectorNormalize( vecNormal );
Vector4D vecTangentS;
Vector vecTangentT;
vecTangentS.Init( -vecPos.y, 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;
if ( bIsUsingLightmap )
{
u1 = RemapVal( u1, 0.0f, 1.0f, flHalfLuxel, 0.25 - flHalfLuxel );
if ( bIsUsingBumpedLightmap )
{
u2 = 0.25f;
v2 = 0.0f;
}
}
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.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();
}
//-----------------------------------------------------------------------------
// Power of two FB texture
//-----------------------------------------------------------------------------
static CTextureReference s_pPowerOfTwoFrameBufferTexture;
static ITexture *GetPowerOfTwoFrameBufferTexture( void )
{
if( !s_pPowerOfTwoFrameBufferTexture )
{
s_pPowerOfTwoFrameBufferTexture.Init( materials->FindTexture( "_rt_PowerOfTwoFB", TEXTURE_GROUP_RENDER_TARGET ) );
}
return s_pPowerOfTwoFrameBufferTexture;
}
//-----------------------------------------------------------------------------
// paint it!
//-----------------------------------------------------------------------------
void CVMTPanel::OnPaint3D()
{
if (!m_pMaterial)
return;
// Deal with refraction
CMatRenderContextPtr pRenderContext( MaterialSystem() );
if ( m_pMaterial->NeedsPowerOfTwoFrameBufferTexture() )
{
ITexture *pTexture = GetPowerOfTwoFrameBufferTexture();
if ( pTexture && !pTexture->IsError() )
{
pRenderContext->CopyRenderTargetToTexture( pTexture );
pRenderContext->SetFrameBufferCopyTexture( pTexture );
}
}
// Draw a background (translucent objects will appear that way)
// FIXME: Draw the outline of this panel?
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
RenderSphere( vec3_origin, SPHERE_RADIUS, 20, 20 );
/*
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->LoadIdentity();
pRenderContext->Ortho( 0, 0, m_iViewableWidth, m_iViewableHeight, 0, 1 );
pRenderContext->Bind( m_pMaterial );
IMesh *pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
if (!m_bUseActualSize)
{
DrawStretchedToPanel( meshBuilder );
}
else
{
DrawActualSize( meshBuilder );
}
meshBuilder.End();
pMesh->Draw();
*/
}