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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include "d3dapp.h"
#include "d3dx8math.h"
#include "mathlib/mathlib.h"
#include "ScratchPad3D.h"
#include "tier1/strtools.h"
#define SPColorExpand( c ) (c).m_vColor.x, (c).m_vColor.y, (c).m_vColor.z, (c).m_flAlpha
class VertPosDiffuse { public: inline void Init(Vector const &vPos, float r, float g, float b, float a) { m_Pos = vPos; SetDiffuse( r, g, b, a ); }
inline void SetDiffuse( float r, float g, float b, float a ) { m_Diffuse[0] = (unsigned char)(b * 255.9f); m_Diffuse[1] = (unsigned char)(g * 255.9f); m_Diffuse[2] = (unsigned char)(r * 255.9f); m_Diffuse[3] = (unsigned char)(a * 255.9f); }
inline void SetDiffuse( Vector const &vColor ) { SetDiffuse( vColor.x, vColor.y, vColor.z, 1 ); }
inline void SetTexCoords( const Vector2D &tCoords ) { m_tCoords = tCoords; }
static inline DWORD GetFVF() {return D3DFVF_DIFFUSE | D3DFVF_XYZ | D3DFVF_TEX1;}
Vector m_Pos; unsigned char m_Diffuse[4]; Vector2D m_tCoords; };
class PosController { public: Vector m_vPos; QAngle m_vAngles; };
int g_nLines, g_nPolygons;
PosController g_ViewController; Vector g_IdentityBasis[3] = {Vector(1,0,0), Vector(0,1,0), Vector(0,0,1)}; Vector g_ViewerPos; Vector g_ViewerBasis[3]; VMatrix g_mModelView; CScratchPad3D *g_pScratchPad = NULL; FILETIME g_LastWriteTime; char g_Filename[256];
// ------------------------------------------------------------------------------------------ //
// Helper functions.
// ------------------------------------------------------------------------------------------ //
inline float FClamp(float val, float min, float max) { return (val < min) ? min : (val > max ? max : val); }
inline float FMin(float val1, float val2) { return (val1 < val2) ? val1 : val2; }
inline float FMax(float val1, float val2) { return (val1 > val2) ? val1 : val2; }
inline float CosDegrees(float angle) { return (float)cos(DEG2RAD(angle)); }
inline float SinDegrees(float angle) { return (float)sin(DEG2RAD(angle)); }
inline float FRand(float a, float b) { return a + (b - a) * ((float)rand() / VALVE_RAND_MAX); }
void CheckResult( HRESULT hr ) { if ( FAILED( hr ) ) { Assert( 0 ); } }
void DrawLine2(const Vector &vFrom, const Vector &vTo, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2) { VertPosDiffuse verts[2]; verts[0].Init( vFrom, r1, g1, b1, 1 ); verts[1].Init( vTo, r2, g2, b2, 1 );
CheckResult ( g_pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE ) ); CheckResult( g_pDevice->SetTexture( 0, NULL ) ); CheckResult( g_pDevice->DrawPrimitiveUP( D3DPT_LINELIST, 1, verts, sizeof(verts[0]) ) );
++g_nLines; }
void DrawLine(const Vector &vFrom, const Vector &vTo, float r, float g, float b, float a) { DrawLine2(vFrom, vTo, r,g,b,a, r,g,b,a); }
// zAngle's range is [-90,90].
// When zAngle is 0, the position is in the middle of the sphere (vertically).
// When zAngle is 90, the position is at the top of the sphere.
// When zAngle is -90, the position is at the bottom of the sphere.
Vector CalcSphereVecAngles(float xyAngle, float zAngle, float fRadius) { Vector vec;
vec.x = CosDegrees(xyAngle) * CosDegrees(zAngle); vec.y = SinDegrees(xyAngle) * CosDegrees(zAngle); vec.z = SinDegrees(zAngle);
return vec * fRadius; }
// Figure out the rotation to look from vEye to vDest.
void SetupLookAt( const Vector &vEye, const Vector &vDest, Vector basis[3] ) { basis[0] = (vDest - vEye); // Forward.
VectorNormalize( basis[0] ); basis[2].Init(0.0f, 0.0f, 1.0f); // Up.
basis[1] = basis[2].Cross(basis[0]); // Left.
VectorNormalize( basis[1] ); basis[2] = basis[0].Cross(basis[1]); // Regenerate up.
VectorNormalize( basis[2] ); }
D3DMATRIX* VEngineToTempD3DMatrix( VMatrix const &mat ) { static VMatrix ret; ret = mat.Transpose(); return (D3DMATRIX*)&ret; }
void UpdateView(float mouseDeltaX, float mouseDeltaY) { VMatrix mRot; PosController *pController;
pController = &g_ViewController;
// WorldCraft-like interface..
if( Sys_HasFocus() ) { Vector vForward, vUp, vRight; AngleVectors( pController->m_vAngles, &vForward, &vRight, &vUp );
static float fAngleScale = 0.4f; static float fDistScale = 0.5f;
if( Sys_GetKeyState( APPKEY_LBUTTON ) ) { if( Sys_GetKeyState( APPKEY_RBUTTON ) ) { // Ok, move forward and backwards.
pController->m_vPos += vForward * -mouseDeltaY * fDistScale; pController->m_vPos += vRight * mouseDeltaX * fDistScale; } else { pController->m_vAngles.y += -mouseDeltaX * fAngleScale; pController->m_vAngles.x += mouseDeltaY * fAngleScale; } } else if( Sys_GetKeyState( APPKEY_RBUTTON ) ) { pController->m_vPos += vUp * -mouseDeltaY * fDistScale; pController->m_vPos += vRight * mouseDeltaX * fDistScale; } }
// Set the projection matrix to 90 degrees.
D3DXMATRIX matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, Sys_ScreenWidth() / (float)Sys_ScreenHeight(), 1.0f, 10000.0f ); g_pDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// This matrix converts from D3D coordinates (X=right, Y=up, Z=forward)
// to VEngine coordinates (X=forward, Y=left, Z=up).
VMatrix mD3DToVEngine( 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); g_ViewerPos = pController->m_vPos; mRot = SetupMatrixAngles( pController->m_vAngles );
g_mModelView = ~mD3DToVEngine * mRot.Transpose3x3() * SetupMatrixTranslation(-g_ViewerPos);
CheckResult( g_pDevice->SetTransform( D3DTS_VIEW, VEngineToTempD3DMatrix(g_mModelView) ) );
// World matrix is identity..
VMatrix mIdentity = SetupMatrixIdentity(); CheckResult( g_pDevice->SetTransform( D3DTS_WORLD, (D3DMATRIX*)&mIdentity ) ); }
// ------------------------------------------------------------------------------------------ //
// ScratchPad3D command implementation.
// ------------------------------------------------------------------------------------------ //
void CommandRender_Point( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice ) { CScratchPad3D::CCommand_Point *pCmd = (CScratchPad3D::CCommand_Point*)pInCmd; g_pDevice->SetRenderState( D3DRS_POINTSIZE, *((DWORD*)&pCmd->m_flPointSize) );
VertPosDiffuse vert; vert.Init( pCmd->m_Vert.m_vPos, SPColorExpand(pCmd->m_Vert.m_vColor) );
g_pDevice->DrawPrimitiveUP( D3DPT_POINTLIST, 1, &vert, sizeof(vert) ); }
VertPosDiffuse g_LineBatchVerts[1024]; int g_nLineBatchVerts = 0;
void CommandRender_LinesStart( IDirect3DDevice8 *pDevice ) { // Set states for line drawing.
CheckResult( g_pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ) ); CheckResult( g_pDevice->SetTexture( 0, NULL ) ); }
void CommandRender_LinesStop( IDirect3DDevice8 *pDevice ) { CheckResult( g_pDevice->DrawPrimitiveUP( D3DPT_LINELIST, g_nLineBatchVerts / 2, g_LineBatchVerts, sizeof(g_LineBatchVerts[0]) ) ); g_nLines += g_nLineBatchVerts / 2; g_nLineBatchVerts = 0; }
void CommandRender_Line( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice ) { CScratchPad3D::CCommand_Line *pCmd = (CScratchPad3D::CCommand_Line*)pInCmd;
// Flush out the line cache?
if ( g_nLineBatchVerts == sizeof( g_LineBatchVerts ) / sizeof( g_LineBatchVerts[0] ) ) { CommandRender_LinesStop( pDevice ); }
g_LineBatchVerts[g_nLineBatchVerts].m_Pos = pCmd->m_Verts[0].m_vPos; g_LineBatchVerts[g_nLineBatchVerts].SetDiffuse( SPColorExpand( pCmd->m_Verts[0].m_vColor ) ); ++g_nLineBatchVerts;
g_LineBatchVerts[g_nLineBatchVerts].m_Pos = pCmd->m_Verts[1].m_vPos; g_LineBatchVerts[g_nLineBatchVerts].SetDiffuse( SPColorExpand( pCmd->m_Verts[1].m_vColor ) ); ++g_nLineBatchVerts; }
void CommandRender_Polygon( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice ) { VertPosDiffuse verts[65]; CScratchPad3D::CCommand_Polygon *pCmd = (CScratchPad3D::CCommand_Polygon*)pInCmd;
int nVerts = min( 64, pCmd->m_Verts.Size() ); for( int i=0; i < nVerts; i++ ) { verts[i].m_Pos[0] = pCmd->m_Verts[i].m_vPos.x; verts[i].m_Pos[1] = pCmd->m_Verts[i].m_vPos.y; verts[i].m_Pos[2] = pCmd->m_Verts[i].m_vPos.z; verts[i].SetDiffuse( SPColorExpand( pCmd->m_Verts[i].m_vColor ) ); }
// Draw wireframe manually since D3D draws internal edges of the triangle fan.
DWORD dwFillMode; g_pDevice->GetRenderState( D3DRS_FILLMODE, &dwFillMode ); if( dwFillMode == D3DFILL_WIREFRAME ) { if( nVerts >= 2 ) { g_pDevice->DrawPrimitiveUP( D3DPT_LINESTRIP, nVerts-1, verts, sizeof(verts[0]) ); verts[nVerts] = verts[0]; g_pDevice->DrawPrimitiveUP( D3DPT_LINESTRIP, 1, &verts[nVerts-1], sizeof(verts[0]) ); } } else { CheckResult( g_pDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, nVerts - 2, verts, sizeof(verts[0]) ) ); }
++g_nPolygons; }
void CommandRender_Matrix( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice ) { CScratchPad3D::CCommand_Matrix *pCmd = (CScratchPad3D::CCommand_Matrix*)pInCmd;
VMatrix mTransposed = pCmd->m_mMatrix.Transpose(); CheckResult( g_pDevice->SetTransform( D3DTS_WORLD, (D3DMATRIX*)mTransposed.m ) ); }
void CommandRender_RenderState( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice ) { CScratchPad3D::CCommand_RenderState *pCmd = (CScratchPad3D::CCommand_RenderState*)pInCmd;
switch( pCmd->m_State ) { case IScratchPad3D::RS_FillMode: { if( pCmd->m_Val == IScratchPad3D::FillMode_Wireframe ) g_pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME ); else g_pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID ); } break;
case IScratchPad3D::RS_ZRead: { g_pDevice->SetRenderState( D3DRS_ZENABLE, pCmd->m_Val ); } break;
case IScratchPad3D::RS_ZBias: { g_pDevice->SetRenderState( D3DRS_ZBIAS, pCmd->m_Val ); } break; } }
class CCachedTextData : public CScratchPad3D::ICachedRenderData { public: CCachedTextData() { m_pTexture = NULL; }
~CCachedTextData() { if ( m_pTexture ) m_pTexture->Release(); }
virtual void Release() { delete this; }
IDirect3DTexture8 *m_pTexture; int m_BitmapWidth; int m_BitmapHeight; int m_nChars; };
void GenerateTextGreyscaleBitmap( const char *pText, CUtlVector<unsigned char> &bitmap, int *pWidth, int *pHeight ) { *pWidth = *pHeight = 0;
// Create a bitmap, font, and HDC.
HDC hDC = CreateCompatibleDC( NULL ); Assert( hDC );
HFONT hFont = ::CreateFontA( 18, // font height
0, 0, 0, FW_MEDIUM, false, false, false, ANSI_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial" ); Assert( hDC ); if ( !hFont ) { DeleteDC( hDC ); return; }
// Create a bitmap. Allow for width of 512. Hopefully, that can fit all the text we need.
int bigImageWidth = 512; int bigImageHeight = 64;
BITMAPINFOHEADER bmi; memset( &bmi, 0, sizeof( bmi ) );
bmi.biSize = sizeof(BITMAPINFOHEADER); bmi.biWidth = bigImageWidth; bmi.biHeight = -bigImageHeight; bmi.biBitCount = 24; bmi.biPlanes = 1; bmi.biCompression = BI_RGB; void *pBits = NULL; HBITMAP hBitmap = CreateDIBSection( hDC, (BITMAPINFO*)&bmi, DIB_RGB_COLORS, (void**)&pBits, NULL, 0 ); Assert( hBitmap && pBits );
if ( !hBitmap ) { DeleteObject( hFont ); DeleteDC( hDC ); return; }
// Select the font and bitmap into the DC.
HFONT hOldFont = (HFONT)SelectObject( hDC, hFont ); HBITMAP hOldBitmap = (HBITMAP)SelectObject( hDC, hBitmap );
// Draw the text into the DC.
SIZE size; int textLen = strlen( pText ); GetTextExtentPoint32( hDC, pText, textLen, &size ); TextOut( hDC, 0, 0, pText, textLen );
// Now copy the bits out.
const unsigned char *pSrcBase = (const unsigned char*)pBits; *pWidth = size.cx; *pHeight = size.cy; bitmap.SetSize( size.cy * size.cx ); for ( int y=0; y < size.cy; y++ ) { for ( int x=0; x < size.cx; x++ ) { const unsigned char *pSrc = &pSrcBase[ (y*bigImageWidth+x) * 3 ]; unsigned char *pDest = &bitmap[y * size.cx + x];
int avg = (pSrc[0] + pSrc[1] + pSrc[2]) / 3; *pDest = 0xFF - (unsigned char)avg; } }
// Unselect the objects from the DC and cleanup everything.
SelectObject( hDC, hOldFont ); DeleteObject( hFont );
SelectObject( hDC, hOldBitmap ); DeleteObject( hBitmap );
DeleteDC( hDC ); }
IDirect3DTexture8* MakeD3DTextureFromBitmap( CUtlVector<unsigned char> &bitmap, int width, int height, bool bSolidBackground ) { IDirect3DTexture8 *pRet = NULL; HRESULT hr = g_pDevice->CreateTexture( width, height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pRet );
if ( !pRet || FAILED( hr ) ) return NULL;
// Lock the texture and fill it up.
D3DLOCKED_RECT lockedRect; hr = pRet->LockRect( 0, &lockedRect, NULL, 0 ); if ( FAILED( hr ) ) { Assert( false ); pRet->Release(); return NULL; }
// Now fill it up.
unsigned char *pDestData = (unsigned char*)lockedRect.pBits; for ( int y=0; y < height; y++ ) { for ( int x=0; x < width; x++ ) { unsigned char *pDestPixel = &pDestData[ (y*lockedRect.Pitch + x*4) ]; unsigned char cSrcColor = bitmap[y*width+x]; if ( bSolidBackground ) { pDestPixel[3] = 0xFF; pDestPixel[0] = pDestPixel[1] = pDestPixel[2] = cSrcColor; } else { pDestPixel[0] = pDestPixel[1] = pDestPixel[2] = pDestPixel[3] = 0xFF; pDestPixel[3] = cSrcColor; } } }
pRet->UnlockRect( 0 ); return pRet; }
void CommandRender_Text( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice ) { CScratchPad3D::CCommand_Text *pCmd = (CScratchPad3D::CCommand_Text*)pInCmd; CTextParams *pParams = &pCmd->m_TextParams;
// First, see if we've already generated the texture for this string.
CCachedTextData *pCached = (CCachedTextData*)pCmd->m_pCachedRenderData; if ( !pCached ) { // Generate a bitmap for this text string.
CUtlVector<unsigned char> bitmap; int width, height; GenerateTextGreyscaleBitmap( pCmd->m_String.Base(), bitmap, &width, &height );
// Convert the bitmap into a D3D texture.
pCached = new CCachedTextData; pCached->m_pTexture = MakeD3DTextureFromBitmap( bitmap, width, height, pParams->m_bSolidBackground ); pCached->m_BitmapWidth = width; pCached->m_BitmapHeight = height; pCached->m_nChars = strlen( pCmd->m_String.Base() );
// Cache it.
pCmd->m_pCachedRenderData = pCached; }
// Figure out its orientation vectors.
Vector vForward, vRight, vUp; AngleVectors( pParams->m_vAngles, &vForward, &vRight, &vUp );
// Backface removal?
bool bFlip = true; if ( vForward.Dot( g_ViewerPos - pParams->m_vPos ) < 0 ) { if ( pParams->m_bTwoSided ) bFlip = false; else return; }
// This is really kludgy, but it's the best info we have here.
float flTotalWidth = pParams->m_flLetterWidth * pCached->m_nChars;
float flAvgCharWidth = (float)flTotalWidth / pCached->m_nChars; float flTotalHeight = flAvgCharWidth * 3; Vector vShift( 0, 0, 0 ); if ( pParams->m_bCentered ) vShift = vRight * ( -flTotalWidth/2 ) + vUp * ( flTotalHeight/2 );
// Now draw the quad with the texture in it.
VertPosDiffuse quad[5]; // Leave space for 1 more for the line strip for the border.
quad[0].m_Pos = pParams->m_vPos; quad[1].m_Pos = pParams->m_vPos + vRight * flTotalWidth; quad[2].m_Pos = quad[1].m_Pos - vUp * flTotalHeight; quad[3].m_Pos = pParams->m_vPos - vUp * flTotalHeight; // Set tex coords.
if ( bFlip ) { quad[0].m_tCoords.Init( 1, 0 ); quad[1].m_tCoords.Init( 0, 0 ); quad[2].m_tCoords.Init( 0, 1 ); quad[3].m_tCoords.Init( 1, 1 ); } else { quad[0].m_tCoords.Init( 0, 0 ); quad[1].m_tCoords.Init( 1, 0 ); quad[2].m_tCoords.Init( 1, 1 ); quad[3].m_tCoords.Init( 0, 1 ); }
for ( int i=0; i < 4; i++ ) { quad[i].m_Pos += vShift; quad[i].SetDiffuse( pParams->m_vColor.x, pParams->m_vColor.y, pParams->m_vColor.z, pParams->m_flAlpha ); }
// Draw.
// Backup render states.
DWORD tss[][3] = { { D3DTSS_COLOROP, D3DTOP_MODULATE, 0 }, { D3DTSS_COLORARG1, D3DTA_DIFFUSE, 0 }, { D3DTSS_COLORARG2, D3DTA_TEXTURE, 0 }, { D3DTSS_ALPHAOP, D3DTOP_MODULATE, 0 }, { D3DTSS_ALPHAARG1, D3DTA_DIFFUSE, 0 }, { D3DTSS_ALPHAARG2, D3DTA_TEXTURE, 0 } }; #define NUM_TSS ( sizeof( tss ) / sizeof( tss[0] ) )
DWORD rss[][3] = { { D3DRS_ALPHABLENDENABLE, TRUE, 0 }, { D3DRS_FILLMODE, D3DFILL_SOLID, 0 }, { D3DRS_SRCBLEND, D3DBLEND_SRCALPHA, 0 }, { D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA, 0 }, { D3DRS_FILLMODE, D3DFILL_SOLID, 0 } }; #define NUM_RSS ( sizeof( rss ) / sizeof( rss[0] ) )
for ( int i=0; i < NUM_TSS; i++ ) { g_pDevice->GetTextureStageState( 0, (D3DTEXTURESTAGESTATETYPE)tss[i][0], &tss[i][2] ); g_pDevice->SetTextureStageState( 0, (D3DTEXTURESTAGESTATETYPE)tss[i][0], tss[i][1] ); } for ( int i=0; i < NUM_RSS; i++ ) { g_pDevice->GetRenderState( (D3DRENDERSTATETYPE)rss[i][0], &rss[i][2] ); g_pDevice->SetRenderState( (D3DRENDERSTATETYPE)rss[i][0], rss[i][1] ); }
g_pDevice->SetTexture( 0, pCached->m_pTexture ); CheckResult( g_pDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, 2, quad, sizeof(quad[0]) ) ); g_pDevice->SetTexture( 0, NULL );
++g_nPolygons;
// Restore render states.
for ( int i=0; i < NUM_TSS; i++ ) g_pDevice->SetTextureStageState( 0, (D3DTEXTURESTAGESTATETYPE)tss[i][0], tss[i][2] );
for ( int i=0; i < NUM_RSS; i++ ) g_pDevice->SetRenderState( (D3DRENDERSTATETYPE)rss[i][0], rss[i][2] );
// Draw wireframe outline..
if ( pParams->m_bOutline ) { DWORD fillMode; g_pDevice->GetRenderState( D3DRS_FILLMODE, &fillMode ); g_pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME ); quad[4] = quad[0]; g_pDevice->DrawPrimitiveUP( D3DPT_LINESTRIP, 4, quad, sizeof(quad[0]) ); g_pDevice->SetRenderState( D3DRS_FILLMODE, fillMode ); } }
typedef void (*CommandRenderFunction_Start)( IDirect3DDevice8 *pDevice ); typedef void (*CommandRenderFunction_Stop)( IDirect3DDevice8 *pDevice ); typedef void (*CommandRenderFunction)( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice );
class CCommandRenderFunctions { public: CommandRenderFunction_Start m_StartFn; CommandRenderFunction_Start m_StopFn; CommandRenderFunction m_RenderFn; };
CCommandRenderFunctions g_CommandRenderFunctions[CScratchPad3D::COMMAND_NUMCOMMANDS] = { { NULL, NULL, CommandRender_Point }, { CommandRender_LinesStart, CommandRender_LinesStop, CommandRender_Line }, { NULL, NULL, CommandRender_Polygon }, { NULL, NULL, CommandRender_Matrix }, { NULL, NULL, CommandRender_RenderState }, { NULL, NULL, CommandRender_Text } };
void RunCommands( ) { // Set all the initial states.
g_pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID ); g_pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
VMatrix mIdentity = SetupMatrixIdentity(); g_pDevice->SetTransform( D3DTS_WORLD, (D3DMATRIX*)&mIdentity );
int iLastCmd = -1; for( int i=0; i < g_pScratchPad->m_Commands.Size(); i++ ) { CScratchPad3D::CBaseCommand *pCmd = g_pScratchPad->m_Commands[i];
if( pCmd->m_iCommand >= 0 && pCmd->m_iCommand < CScratchPad3D::COMMAND_NUMCOMMANDS ) { // Call the start/stop handlers for this command type if they exist.
// These can be used to batch primitives.
if ( pCmd->m_iCommand != iLastCmd ) { if ( iLastCmd != -1 ) { if ( g_CommandRenderFunctions[iLastCmd].m_StopFn ) g_CommandRenderFunctions[iLastCmd].m_StopFn( g_pDevice ); }
iLastCmd = pCmd->m_iCommand;
if ( g_CommandRenderFunctions[pCmd->m_iCommand].m_StartFn ) g_CommandRenderFunctions[pCmd->m_iCommand].m_StartFn( g_pDevice ); }
g_CommandRenderFunctions[pCmd->m_iCommand].m_RenderFn( pCmd, g_pDevice ); } }
// Call the final stop function.
if ( iLastCmd != -1 ) { if ( g_CommandRenderFunctions[iLastCmd].m_StopFn ) g_CommandRenderFunctions[iLastCmd].m_StopFn( g_pDevice ); } }
bool CheckForNewFile( bool bForce ) { // See if the file has changed..
HANDLE hFile = CreateFile( g_pScratchPad->m_pFilename, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, 0, NULL );
if( !hFile ) return false;
FILETIME createTime, accessTime, writeTime; if( !GetFileTime( hFile, &createTime, &accessTime, &writeTime ) ) { CloseHandle( hFile ); return false; }
bool bChange = false; if( memcmp(&writeTime, &g_LastWriteTime, sizeof(writeTime)) != 0 || bForce ) { bChange = g_pScratchPad->LoadCommandsFromFile(); if( bChange ) { memcpy( &g_LastWriteTime, &writeTime, sizeof(writeTime) ); } }
CloseHandle( hFile ); return bChange; }
// ------------------------------------------------------------------------------------------ //
// App callbacks.
// ------------------------------------------------------------------------------------------ //
void UpdateWindowText() { char str[512]; sprintf( str, "ScratchPad3DViewer: <%s> lines: %d, polygons: %d", g_Filename, g_nLines, g_nPolygons ); Sys_SetWindowText( str ); }
void AppInit() { // Viewer info.
g_ViewController.m_vPos.Init( -200, 0, 0 ); g_ViewController.m_vAngles.Init( 0, 0, 0 );
char const *pFilename = Sys_FindArg( "-file", "scratch.pad" ); Q_strncpy( g_Filename, pFilename, sizeof( g_Filename ) );
IFileSystem *pFileSystem = ScratchPad3D_SetupFileSystem(); if( !pFileSystem || pFileSystem->Init() != INIT_OK ) { Sys_Quit(); }
// FIXME: I took this out of scratchpad 3d, not sure if this is even necessary any more
pFileSystem->AddSearchPath( ".", "PLATFORM" );
g_pScratchPad = new CScratchPad3D( pFilename, pFileSystem, false );
g_nLines = g_nPolygons = 0; UpdateWindowText();
g_pDevice->SetRenderState( D3DRS_EDGEANTIALIAS, FALSE ); g_pDevice->SetRenderState( D3DRS_LIGHTING, FALSE ); g_pDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); g_pDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE ); g_pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE ); g_pDevice->SetTexture( 0, NULL );
// Setup point scaling parameters.
float flOne=1; float flZero=0; g_pDevice->SetRenderState( D3DRS_POINTSCALEENABLE, TRUE ); g_pDevice->SetRenderState( D3DRS_POINTSCALE_A, *((DWORD*)&flZero) ); g_pDevice->SetRenderState( D3DRS_POINTSCALE_B, *((DWORD*)&flZero) ); g_pDevice->SetRenderState( D3DRS_POINTSCALE_C, *((DWORD*)&flOne) );
memset( &g_LastWriteTime, 0, sizeof(g_LastWriteTime) ); }
void AppRender( float frametime, float mouseDeltaX, float mouseDeltaY, bool bInvalidRect ) { g_nLines = 0; g_nPolygons = 0;
g_pDevice->SetVertexShader( VertPosDiffuse::GetFVF() ); if( !bInvalidRect && !Sys_GetKeyState( APPKEY_LBUTTON ) && !Sys_GetKeyState( APPKEY_RBUTTON ) && !CheckForNewFile(false) ) { Sys_Sleep( 100 ); return; }
g_pDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 1, 0 );
g_pDevice->BeginScene();
UpdateView( mouseDeltaX, mouseDeltaY ); RunCommands();
g_pDevice->EndScene();
g_pDevice->Present( NULL, NULL, NULL, NULL );
UpdateWindowText(); }
void AppPreResize() { for( int i=0; i < g_pScratchPad->m_Commands.Size(); i++ ) { CScratchPad3D::CBaseCommand *pCmd = g_pScratchPad->m_Commands[i];
if ( pCmd->m_iCommand == CScratchPad3D::COMMAND_TEXT ) { // Delete the cached data if there is any.
pCmd->ReleaseCachedRenderData(); } } }
void AppPostResize() { }
void AppExit( ) { }
void AppKey( int key, int down ) { if( key == 27 ) { Sys_Quit(); } else if( toupper(key) == 'U' ) { CheckForNewFile( true ); AppRender( 0.1f, 0, 0, true ); } }
void AppChar( int key ) { }
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