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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "scratchpad_helpers.h"
#include "bspfile.h"
#include "bsplib.h"
void ScratchPad_DrawWinding( IScratchPad3D *pPad, int nPoints, Vector *pPoints, Vector vColor, Vector vOffset ) { for ( int i=0; i < nPoints; i++ ) { pPad->DrawLine( CSPVert( pPoints[i]+vOffset, vColor ), CSPVert( pPoints[(i+1)%nPoints]+vOffset, vColor ) ); } }
void ScratchPad_DrawFace( IScratchPad3D *pPad, dface_t *f, int iFaceNumber, const CSPColor &faceColor, const Vector &vOffset ) { // Draw the face's outline, then put text for its face index on it too.
CUtlVector<Vector> points; for ( int iEdge = 0; iEdge < f->numedges; iEdge++ ) { int v; int se = dsurfedges[f->firstedge + iEdge]; if ( se < 0 ) v = dedges[-se].v[1]; else v = dedges[se].v[0]; dvertex_t *dv = &dvertexes[v]; points.AddToTail( dv->point ); }
// Draw the outline.
Vector vCenter( 0, 0, 0 ); for ( int iEdge=0; iEdge < points.Count(); iEdge++ ) { pPad->DrawLine( CSPVert( points[iEdge]+vOffset, faceColor ), CSPVert( points[(iEdge+1)%points.Count()]+vOffset, faceColor ) ); vCenter += points[iEdge]; } vCenter /= points.Count(); vCenter += vOffset;
// Draw the text.
if ( iFaceNumber != -1 ) { char str[64]; Q_snprintf( str, sizeof( str ), "%d", iFaceNumber );
CTextParams params;
params.m_bCentered = true; params.m_bOutline = true; params.m_flLetterWidth = 2; params.m_vColor.Init( 1, 0, 0 ); VectorAngles( dplanes[f->planenum].normal, params.m_vAngles ); params.m_bTwoSided = true;
params.m_vPos = vCenter; pPad->DrawText( str, params ); } }
void ScratchPad_DrawWorld( IScratchPad3D *pPad, bool bDrawFaceNumbers, const CSPColor &faceColor ) { bool bAutoFlush = pPad->GetAutoFlush(); pPad->SetAutoFlush( false );
for ( int i=0; i < numleafs; i++ ) { dleaf_t *l = &dleafs[i]; if ( l->contents & CONTENTS_DETAIL ) continue; for ( int z=0; z < l->numleaffaces; z++ ) { int iFace = dleaffaces[l->firstleafface+z]; dface_t *f = &dfaces[iFace]; ScratchPad_DrawFace( pPad, f, bDrawFaceNumbers ? i : -1 ); } }
pPad->SetAutoFlush( bAutoFlush ); }
void ScratchPad_DrawWorld( bool bDrawFaceNumbers, const CSPColor &faceColor ) { IScratchPad3D *pPad = ScratchPad3D_Create(); ScratchPad_DrawWorld( pPad, bDrawFaceNumbers ); }
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