Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Decorator class to make a DME renderable as a MDL
//
//===========================================================================//
#ifndef DMEMDLRENDERABLE_H
#define DMEMDLRENDERABLE_H
#ifdef _WIN32
#pragma once
#endif
#include "toolutils/dmerenderable.h"
#include "movieobjects/dmemdl.h"
#include "movieobjects/dmetransform.h"
#include "datacache/imdlcache.h"
#include "mathlib/mathlib.h"
#include "datamodel/dmehandle.h"
#include "toolutils/enginetools_int.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "tier3/tier3.h"
//-----------------------------------------------------------------------------
// Deals with the base implementation for turning a Dme into a renderable
//-----------------------------------------------------------------------------
template < class T > class CDmeMdlRenderable : public CDmeRenderable< T > { DEFINE_UNINSTANCEABLE_ELEMENT( CDmeMdlRenderable, CDmeRenderable< T > );
// IClientUnknown implementation.
public: virtual int GetBody(); virtual int GetSkin(); virtual int DrawModel( int flags ); virtual void GetRenderBounds( Vector& mins, Vector& maxs );
void SetModelName( const char *pMDLName );
protected: CDmeMDL *GetMDL() { return m_hMDL; }
private: void SetUpLighting( const Vector &vecCenter );
CDmeHandle<CDmeMDL> m_hMDL; CDmeHandle<CDmeTransform> m_hTransform; };
//-----------------------------------------------------------------------------
// Construction, destruction
//-----------------------------------------------------------------------------
template < class T > void CDmeMdlRenderable<T>::OnConstruction() { m_hMDL = CreateElement<CDmeMDL>( "MDLRenderable", GetFileId() ); m_hTransform = CreateElement<CDmeTransform>( "MDLTransform", GetFileId() ); }
template < class T > void CDmeMdlRenderable<T>::OnDestruction() { g_pDataModel->DestroyElement( m_hMDL ); g_pDataModel->DestroyElement( m_hTransform ); }
template < class T > int CDmeMdlRenderable<T>::GetBody() { return m_hMDL->m_nBody; }
template < class T > int CDmeMdlRenderable<T>::GetSkin() { return m_hMDL->m_nSkin; }
template < class T > int CDmeMdlRenderable<T>::DrawModel( int flags ) { matrix3x4_t mat; AngleMatrix( GetRenderAngles(), GetRenderOrigin(), mat ); m_hTransform->SetTransform( mat ); m_hMDL->m_flTime = Plat_FloatTime(); SetUpLighting( GetRenderOrigin() ); bool bIsDrawingInEngine = m_hMDL->IsDrawingInEngine(); m_hMDL->DrawInEngine( true ); m_hMDL->Draw( mat ); m_hMDL->DrawInEngine( bIsDrawingInEngine ); return 1; }
template < class T > void CDmeMdlRenderable<T>::GetRenderBounds( Vector& mins, Vector& maxs ) { m_hMDL->GetBoundingBox( &mins, &maxs ); }
template < class T > void CDmeMdlRenderable<T>::SetModelName( const char *pMDLRelativePath ) { if ( pMDLRelativePath ) { MDLHandle_t hMdl = g_pMDLCache->FindMDL( pMDLRelativePath ); m_hMDL->SetMDL( hMdl ); } else { m_hMDL->SetMDL( MDLHANDLE_INVALID ); } }
//-----------------------------------------------------------------------------
// Set up lighting conditions
//-----------------------------------------------------------------------------
template < class T > void CDmeMdlRenderable<T>::SetUpLighting( const Vector &vecCenter ) { // Set up lighting conditions
Vector vecAmbient[6]; Vector4D vecAmbient4D[6]; LightDesc_t desc[2]; int nLightCount = enginetools->GetLightingConditions( vecCenter, vecAmbient, 2, desc ); int nMaxLights = g_pMaterialSystemHardwareConfig->MaxNumLights(); if( nLightCount > nMaxLights ) { nLightCount = nMaxLights; }
int i; for( i = 0; i < 6; i++ ) { VectorCopy( vecAmbient[i], vecAmbient4D[i].AsVector3D() ); vecAmbient4D[i][3] = 1.0f; } CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->SetAmbientLightCube( vecAmbient4D );
for( i = 0; i < nLightCount; i++ ) { LightDesc_t *pLight = &desc[i]; pLight->m_Flags = 0; if( pLight->m_Attenuation0 != 0.0f ) { pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0; } if( pLight->m_Attenuation1 != 0.0f ) { pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1; } if( pLight->m_Attenuation2 != 0.0f ) { pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2; }
pRenderContext->SetLight( i, desc[i] ); }
for( ; i < nMaxLights; i++ ) { LightDesc_t disableDesc; disableDesc.m_Type = MATERIAL_LIGHT_DISABLE; pRenderContext->SetLight( i, disableDesc ); } }
#endif // DMEMDLRENDERABLE_H
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