Team Fortress 2 Source Code as on 22/4/2020
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.
 
 
 
 
 
 

2950 lines
80 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include <math.h>
#include <mmsystem.h>
#include "Camera.h"
#include "CullTreeNode.h"
#include "MapDefs.h"
#include "MapDoc.h"
#include "MapEntity.h"
#include "MapInstance.h"
#include "MapWorld.h"
#include "Render3DMS.h"
#include "SSolid.h"
#include "MapStudioModel.h"
#include "Material.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imesh.h"
#include "TextureSystem.h"
#include "ToolInterface.h"
#include "StudioModel.h"
#include "ibsplighting.h"
#include "MapDisp.h"
#include "ToolManager.h"
#include "mapview.h"
#include "hammer.h"
#include "IStudioRender.h"
#include <renderparm.h>
#include "materialsystem/itexture.h"
#include "maplightcone.h"
#include "map_utils.h"
#include "bitmap/float_bm.h"
#include "lpreview_thread.h"
#include "hammer.h"
#include "mainfrm.h"
#include "mathlib/halton.h"
#include "Manifest.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#define NUM_MIPLEVELS 4
#define CROSSHAIR_DIST_HORIZONTAL 5
#define CROSSHAIR_DIST_VERTICAL 6
#define TEXTURE_AXIS_LENGTH 10 // Texture axis length in world units
// dvs: experiment!
//extern int g_nClipPoints;
//extern Vector g_ClipPoints[4];
//
// Debugging / diagnostic stuff.
//
static bool g_bDrawWireFrameSelection = true;
static bool g_bShowStatistics = false;
static bool g_bUseCullTree = true;
static bool g_bRenderCullBoxes = false;
int g_nBitmapGenerationCounter = 1;
//-----------------------------------------------------------------------------
// Purpose: Callback comparison function for sorting objects clicked on while
// in selection mode.
// Input : pHit1 - First hit to compare.
// pHit2 - Second hit to compare.
// Output : Sorts by increasing depth value. Returns -1, 0, or 1 per qsort spec.
//-----------------------------------------------------------------------------
static int _CompareHits(const void *pHit1, const void *pHit2)
{
if (((HitInfo_t *)pHit1)->nDepth < ((HitInfo_t *)pHit2)->nDepth)
{
return(-1);
}
if (((HitInfo_t *)pHit1)->nDepth > ((HitInfo_t *)pHit2)->nDepth)
{
return(1);
}
return(0);
}
//-----------------------------------------------------------------------------
// Purpose: Callback comparison function for sorting objects clicked on while
// in selection mode. The reverse sort is used for cards that return
// depth values in reverse (larger numbers are closer to the camera).
// Input : pHit1 - First hit to compare.
// pHit2 - Second hit to compare.
// Output : Sorts by decreasing depth value. Returns -1, 0, or 1 per qsort spec.
//-----------------------------------------------------------------------------
static int _CompareHitsReverse(const void *pHit1, const void *pHit2)
{
if (((HitInfo_t *)pHit1)->nDepth > ((HitInfo_t *)pHit2)->nDepth)
{
return(-1);
}
if (((HitInfo_t *)pHit1)->nDepth < ((HitInfo_t *)pHit2)->nDepth)
{
return(1);
}
return(0);
}
static bool TranslucentObjectsLessFunc( TranslucentObjects_t const&a, TranslucentObjects_t const&b )
{
return (a.depth < b.depth);
}
bool GetRequiredMaterial( const char *pName, IMaterial* &pMaterial )
{
pMaterial = NULL;
IEditorTexture *pTex = g_Textures.FindActiveTexture( pName );
if ( pTex )
pMaterial = pTex->GetMaterial();
if ( pMaterial )
{
return true;
}
else
{
char str[512];
Q_snprintf( str, sizeof( str ), "Missing material '%s'. Go to Tools | Options | Game Configurations and verify that your game directory is correct.", pName );
MessageBox( NULL, str, "FATAL ERROR", MB_OK );
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Calculates lighting for a given face.
// Input : Normal - vector that is normal to the face being lit.
// Output : Returns a number from [0.2, 1.0]
//-----------------------------------------------------------------------------
float CRender3D::LightPlane(Vector& Normal)
{
static Vector Light( 1.0f, 2.0f, 3.0f );
static bool bFirst = true;
if (bFirst)
{
VectorNormalize(Light);
bFirst = false;
}
float fShade = 0.65f + (0.35f * DotProduct(Normal, Light));
return(fShade);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CRender3D::CRender3D(void) :
CRender()
{
memset(&m_WinData, 0, sizeof(m_WinData));
m_WinData.bAllowSoft = true;
memset(m_FrustumPlanes, 0, sizeof(m_FrustumPlanes));
m_pDropCamera = new CCamera;
m_bDroppedCamera = false;
m_DeferRendering = false;
m_TranslucentSortRendering = false;
m_fFrameRate = 0;
m_nFramesThisSample = 0;
m_dwTimeLastSample = 0;
m_dwTimeLastFrame = 0;
m_fTimeElapsed = 0;
m_LastLPreviewCameraPos = Vector(1.0e22,1.0e22,1.0e22);
m_nLastLPreviewWidth = -1;
m_nLastLPreviewHeight = -1;
memset(&m_Pick, 0, sizeof(m_Pick));
m_Pick.bPicking = false;
memset(&m_RenderState, 0, sizeof(m_RenderState));
for (int i = 0; i < 2; ++i)
{
m_pVertexColor[i] = 0;
}
m_bLightingPreview = false;
m_TranslucentRenderObjects.SetLessFunc( TranslucentObjectsLessFunc );
#ifdef _DEBUG
m_bRenderFrustum = false;
m_bRecomputeFrustumRenderGeometry = false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CRender3D::~CRender3D(void)
{
if (m_pDropCamera != NULL)
{
delete m_pDropCamera;
}
}
//-----------------------------------------------------------------------------
// Purpose: Called before rendering an object that should be hit tested when
// rendering in selection mode.
// Input : pObject - Map atom pointer that will be returned from the ObjectsAt
// routine if this rendered object is positively hit tested.
//-----------------------------------------------------------------------------
void CRender3D::BeginRenderHitTarget(CMapAtom *pObject, unsigned int uHandle)
{
if ( m_Pick.bPicking == false )
{
return;
}
if ( ( m_Pick.m_nFlags & FLAG_OBJECTS_AT_RESOLVE_INSTANCES ) == 0 && m_bInstanceRendering && !GetInstanceClass()->IsEditable() )
{
pObject = m_CurrentInstanceState.m_pTopInstanceClass; // GetInstanceClass();
uHandle = 0;
}
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
pRenderContext->PushSelectionName((unsigned int)pObject);
pRenderContext->PushSelectionName(uHandle);
}
//-----------------------------------------------------------------------------
// Purpose: Called after rendering an object that should be hit tested when
// rendering in selection mode.
// Input : pObject - Map atom pointer that will be returned from the ObjectsAt
// routine if this rendered object is positively hit tested.
// Input : pObject -
//-----------------------------------------------------------------------------
void CRender3D::EndRenderHitTarget(void)
{
if ( m_Pick.bPicking )
{
//
// Pop the name and the handle from the stack.
//
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
pRenderContext->PopSelectionName();
pRenderContext->PopSelectionName();
if ((pRenderContext->SelectionMode(true) != 0) && (m_Pick.nNumHits < MAX_PICK_HITS))
{
if (m_Pick.uSelectionBuffer[0] == 2)
{
m_Pick.Hits[m_Pick.nNumHits].pObject = (CMapClass *)m_Pick.uSelectionBuffer[3];
m_Pick.Hits[m_Pick.nNumHits].uData = m_Pick.uSelectionBuffer[4];
m_Pick.Hits[m_Pick.nNumHits].nDepth = m_Pick.uSelectionBuffer[1];
m_Pick.Hits[m_Pick.nNumHits].m_LocalMatrix = m_LocalMatrix.Head();
m_Pick.nNumHits++;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
void CRender3D::AddTranslucentDeferredRendering( CMapPoint *pMapPoint )
{
// object is translucent, render in 2nd batch
Vector direction = m_pView->GetViewAxis();
Vector center;
pMapPoint->GetOrigin(center);
TranslucentObjects_t entry;
if ( m_bInstanceRendering )
{
center += GetInstanceOrigin();
entry.m_InstanceState = m_CurrentInstanceState;
entry.m_bInstanceSelected = ( m_InstanceSelectionDepth != 0 );
}
else
{
entry.m_InstanceState.m_pInstanceClass = NULL;
}
entry.object = pMapPoint;
entry.depth = center.Dot( direction );
m_TranslucentRenderObjects.Insert(entry);
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
float CRender3D::GetElapsedTime(void)
{
return(m_fTimeElapsed);
}
//-----------------------------------------------------------------------------
// Computes us some geometry to render the frustum planes
//-----------------------------------------------------------------------------
void CRender3D::ComputeFrustumRenderGeometry(CCamera *pCamera)
{
#ifdef _DEBUG
Vector viewPoint;
pCamera->GetViewPoint(viewPoint);
// Find lines along each of the plane intersections.
// We know these lines are perpendicular to both plane normals,
// so we can take the cross product to find them.
static int edgeIdx[4][2] =
{
{ 0, 2 }, { 0, 3 }, { 1, 3 }, { 1, 2 }
};
int i;
Vector edges[4];
for ( i = 0; i < 4; ++i)
{
CrossProduct( m_FrustumPlanes[edgeIdx[i][0]].AsVector3D(),
m_FrustumPlanes[edgeIdx[i][1]].AsVector3D(), edges[i] );
VectorNormalize( edges[i] );
}
// Figure out four near points by intersection lines with the near plane
// Figure out four far points by intersection with lines against far plane
for (i = 0; i < 4; ++i)
{
float t = (m_FrustumPlanes[4][3] - DotProduct(m_FrustumPlanes[4].AsVector3D(), viewPoint)) /
DotProduct(m_FrustumPlanes[4].AsVector3D(), edges[i]);
VectorMA( viewPoint, t, edges[i], m_FrustumRenderPoint[i] );
/*
t = (m_FrustumPlanes[5][3] - DotProduct(m_FrustumPlanes[5], viewPoint)) /
DotProduct(m_FrustumPlanes[5], edges[i]);
VectorMA( viewPoint, t, edges[i], m_FrustumRenderPoint[i + 4] );
*/
if (t < 0)
{
edges[i] *= -1;
}
VectorMA( m_FrustumRenderPoint[i], 200.0, edges[i], m_FrustumRenderPoint[i + 4] );
}
#endif
}
//-----------------------------------------------------------------------------
// renders the frustum
//-----------------------------------------------------------------------------
void CRender3D::RenderFrustum( )
{
#ifdef _DEBUG
static int indices[] =
{
0, 1, 1, 2, 2, 3, 3, 0, // near square
4, 5, 5, 6, 6, 7, 7, 4, // far square
0, 4, 1, 5, 2, 6, 3, 7 // connections between them
};
PushRenderMode( RENDER_MODE_WIREFRAME );
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
IMesh* pMesh = pRenderContext->GetDynamicMesh();
int numIndices = sizeof(indices) / sizeof(int);
CMeshBuilder meshBuilder3D;
meshBuilder3D.Begin( pMesh, MATERIAL_LINES, 8, numIndices );
for ( int i = 0; i < 8; ++i )
{
meshBuilder3D.Position3fv( m_FrustumRenderPoint[i].Base() );
meshBuilder3D.Color4ub( 255, 255, 255, 255 );
meshBuilder3D.AdvanceVertex();
}
for ( int i = 0; i < numIndices; ++i )
{
meshBuilder3D.Index( indices[i] );
meshBuilder3D.AdvanceIndex();
}
meshBuilder3D.End();
pMesh->Draw();
PopRenderMode();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Returns the 3D grid spacing, in world units.
//-----------------------------------------------------------------------------
float CRender3D::GetGridDistance(void)
{
return(m_RenderState.fGridDistance);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the 3D grid spacing, in world units.
//-----------------------------------------------------------------------------
float CRender3D::GetGridSize(void)
{
return(m_RenderState.fGridSpacing);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : hwnd -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CRender3D::SetView( CMapView *pView )
{
if ( !CRender::SetView( pView ) )
return false;
HWND hwnd = pView->GetViewWnd()->GetSafeHwnd();
CMapDoc *pDoc = pView->GetMapDoc();
Assert(hwnd != NULL);
Assert(pDoc != NULL);
Assert(pDoc->GetMapWorld() != NULL);
if (!MaterialSystemInterface()->AddView( hwnd ))
{
return false;
}
MaterialSystemInterface()->SetView( hwnd );
m_WinData.hWnd = hwnd;
if ((m_WinData.hDC = GetDCEx(m_WinData.hWnd, NULL, DCX_CACHE | DCX_CLIPSIBLINGS)) == NULL)
{
ChangeDisplaySettings(NULL, 0);
MessageBox(NULL, "GetDC on main window failed", "FATAL ERROR", MB_OK);
return(false);
}
// Preload all our stuff (textures, etc) for rendering.
Preload( pDoc->GetMapWorld() );
// Store off the three materials we use most often...
if ( !GetRequiredMaterial( "editor/vertexcolor", m_pVertexColor[0] ) )
{
return false;
}
m_pVertexColor[1] = m_pVertexColor[0];
return(true);
}
//-----------------------------------------------------------------------------
// Purpose: Determines the visibility of the given axis-aligned bounding box.
// Input : pBox - Bounding box to evaluate.
// Output : VIS_TOTAL if the box is entirely within the view frustum.
// VIS_PARTIAL if the box is partially within the view frustum.
// VIS_NONE if the box is entirely outside the view frustum.
//-----------------------------------------------------------------------------
Visibility_t CRender3D::IsBoxVisible(Vector const &BoxMins, Vector const &BoxMaxs)
{
Vector NearVertex;
Vector FarVertex;
//
// Build the near and far vertices based on the octant of the plane normal.
//
int nInPlanes = 0;
for ( int i = 0; i < 6; i++ )
{
if (m_FrustumPlanes[i][0] > 0)
{
NearVertex[0] = BoxMins[0];
FarVertex[0] = BoxMaxs[0];
}
else
{
NearVertex[0] = BoxMaxs[0];
FarVertex[0] = BoxMins[0];
}
if (m_FrustumPlanes[i][1] > 0)
{
NearVertex[1] = BoxMins[1];
FarVertex[1] = BoxMaxs[1];
}
else
{
NearVertex[1] = BoxMaxs[1];
FarVertex[1] = BoxMins[1];
}
if (m_FrustumPlanes[i][2] > 0)
{
NearVertex[2] = BoxMins[2];
FarVertex[2] = BoxMaxs[2];
}
else
{
NearVertex[2] = BoxMaxs[2];
FarVertex[2] = BoxMins[2];
}
if (DotProduct(m_FrustumPlanes[i].AsVector3D(), NearVertex) >= m_FrustumPlanes[i][3])
{
return(VIS_NONE);
}
if (DotProduct(m_FrustumPlanes[i].AsVector3D(), FarVertex) < m_FrustumPlanes[i][3])
{
nInPlanes++;
}
}
if (nInPlanes == 6)
{
return(VIS_TOTAL);
}
return(VIS_PARTIAL);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : eRenderState -
// Output : Returns true if the render state is enabled, false if it is disabled.
//-----------------------------------------------------------------------------
bool CRender3D::IsEnabled(RenderState_t eRenderState)
{
switch (eRenderState)
{
case RENDER_CENTER_CROSSHAIR:
{
return(m_RenderState.bCenterCrosshair);
}
case RENDER_GRID:
{
return(m_RenderState.bDrawGrid);
}
case RENDER_REVERSE_SELECTION:
{
return(m_RenderState.bReverseSelection);
}
}
return(false);
}
//-----------------------------------------------------------------------------
// Purpose: Determines whether we are rendering for for selection or not.
// Output : Returns true if we are rendering for selection, false if rendering normally.
//-----------------------------------------------------------------------------
bool CRender3D::IsPicking(void)
{
return(m_Pick.bPicking);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the map objects within the rectangle whose upper left corner
// is at the client coordinates (x, y) and whose width and height are
// fWidth and fHeight.
// Input : x - Leftmost point in the rectangle, in client coordinates.
// y - Topmost point in the rectangle, in client coordinates.
// fWidth - Width of rectangle, in client coordinates.
// fHeight - Height of rectangle, in client coordinates.
// pObjects - Pointer to buffer to receive objects intersecting the rectangle.
// nMaxObjects - Maximum number of object pointers to place in the buffer.
// Output : Returns the number of object pointers placed in the buffer pointed to
// by 'pObjects'.
//-----------------------------------------------------------------------------
int CRender3D::ObjectsAt( float x, float y, float fWidth, float fHeight, HitInfo_t *pObjects, int nMaxObjects, unsigned int nFlags )
{
int width, height;
GetCamera()->GetViewPort(width,height);
m_Pick.fX = x;
m_Pick.fY = height - (y + 1);
m_Pick.fWidth = fWidth;
m_Pick.fHeight = fHeight;
m_Pick.pHitsDest = pObjects;
m_Pick.nMaxHits = min(nMaxObjects, MAX_PICK_HITS);
m_Pick.nNumHits = 0;
if (!m_RenderState.bReverseSelection)
{
m_Pick.uLastZ = 0xFFFFFFFF;
}
else
{
m_Pick.uLastZ = 0;
}
m_Pick.m_nFlags = nFlags;
m_Pick.bPicking = true;
EditorRenderMode_t eOldMode = GetDefaultRenderMode();
SetDefaultRenderMode( RENDER_MODE_TEXTURED );
bool bOldLightPreview = IsInLightingPreview();
SetInLightingPreview( false );
Render();
SetDefaultRenderMode( eOldMode );
SetInLightingPreview( bOldLightPreview );
m_Pick.bPicking = false;
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
pRenderContext->SelectionMode(false);
return(m_Pick.nNumHits);
}
static ITexture *SetRenderTargetNamed(int nWhichTarget, char const *pRtName)
{
CMatRenderContextPtr pRenderContext( materials );
ITexture *dest_rt=materials->FindTexture(pRtName, TEXTURE_GROUP_RENDER_TARGET );
pRenderContext->SetRenderTargetEx(nWhichTarget,dest_rt);
return dest_rt;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRender3D::StartRenderFrame(void)
{
CRender::StartRenderFrame();
CCamera *pCamera = GetCamera();
//
// Determine the elapsed time since the last frame was rendered.
//
DWORD dwTimeNow = timeGetTime();
if (m_dwTimeLastFrame == 0)
{
m_dwTimeLastFrame = dwTimeNow;
}
DWORD dwTimeElapsed = dwTimeNow - m_dwTimeLastFrame;
m_fTimeElapsed = (float)dwTimeElapsed / 1000.0;
m_dwTimeLastFrame = dwTimeNow;
//
// Animate the models based on elapsed time.
//
CMapStudioModel::AdvanceAnimation( GetElapsedTime() );
// We're drawing to this view now
MaterialSystemInterface()->SetView( m_WinData.hWnd );
// view materialsystem viewport
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
int width, height;
pCamera->GetViewPort( width, height );
if (
(m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW2) ||
(m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED)
)
{
AllocateLightingPreviewtextures();
ITexture *first_rt=SetRenderTargetNamed(0,"_rt_albedo");
SetRenderTargetNamed(1,"_rt_normal");
SetRenderTargetNamed(2,"_rt_position");
SetRenderTargetNamed(3,"_rt_flags");
int nTargetWidth = min( width, first_rt->GetActualWidth() );
int nTargetHeight = min( height, first_rt->GetActualHeight() );
pRenderContext->
Viewport(0, 0, nTargetWidth, nTargetHeight );
pRenderContext->ClearColor3ub(0,1,0);
pRenderContext->ClearBuffers( true, true );
}
else
pRenderContext->Viewport(0, 0, width, height);
//
// Setup the camera position, orientation, and FOV.
//
//
// Set up our perspective transformation.
//
// if picking, setup extra perspective matrix
if ( m_Pick.bPicking )
{
pRenderContext->MatrixMode(MATERIAL_PROJECTION);
pRenderContext->LoadIdentity();
pRenderContext->PickMatrix(m_Pick.fX, m_Pick.fY, m_Pick.fWidth, m_Pick.fHeight);
pRenderContext->SelectionBuffer(m_Pick.uSelectionBuffer, sizeof(m_Pick.uSelectionBuffer));
pRenderContext->SelectionMode(true);
pRenderContext->ClearSelectionNames();
float aspect = (float)width / (float)height;
pRenderContext->PerspectiveX( pCamera->GetFOV(),
aspect, pCamera->GetNearClip(), pCamera->GetFarClip() );
}
else
{
//
// Clear the frame buffer and Z buffer.
//
pRenderContext->ClearColor3ub( 0,0,0 );
pRenderContext->ClearBuffers( true, true, true );
}
//
// Build the frustum planes for view volume culling.
//
CCamera *pTempCamera = NULL;
if (m_bDroppedCamera)
{
pTempCamera = pCamera;
pCamera = m_pDropCamera;
}
pCamera->GetFrustumPlanes( m_FrustumPlanes);
// For debugging frustum planes
#ifdef _DEBUG
if (m_bRecomputeFrustumRenderGeometry)
{
ComputeFrustumRenderGeometry( pCamera );
m_bRecomputeFrustumRenderGeometry = false;
}
#endif
if (m_bDroppedCamera)
{
pCamera = pTempCamera;
}
//
// Cache per-frame information from the doc.
//
m_RenderState.fGridSpacing = m_pView->GetMapDoc()->GetGridSpacing();
m_RenderState.fGridDistance = m_RenderState.fGridSpacing * 10;
if (m_RenderState.fGridDistance > 2048)
{
m_RenderState.fGridDistance = 2048;
}
else if (m_RenderState.fGridDistance < 64)
{
m_RenderState.fGridDistance = 64;
}
// We do bizarro reverse culling in WC
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
Assert( m_TranslucentRenderObjects.Count() == 0 );
}
static void SetNamedMaterialVar(IMaterial *pMat, char const *pVName, float fValue)
{
IMaterialVar *pVar = pMat->FindVar( pVName, NULL );
pVar->SetFloatValue( fValue );
}
class CLightPreview_Light
{
public:
LightDesc_t m_Light;
float m_flDistanceToEye;
};
bool CompareLightPreview_Lights(CLightPreview_Light const &a, CLightPreview_Light const &b)
{
return (a.m_flDistanceToEye > b.m_flDistanceToEye);
}
#define MAX_PREVIEW_LIGHTS 10 // max # of lights to process.
void CRender3D::SendShadowTriangles( void )
{
static int LastSendTimeStamp=-1;
if ( GetUpdateCounter( EVTYPE_FACE_CHANGED ) != LastSendTimeStamp )
{
LastSendTimeStamp = GetUpdateCounter( EVTYPE_FACE_CHANGED );
CUtlVector<Vector> *tri_list=new CUtlVector<Vector>;
CMapDoc *pDoc = m_pView->GetMapDoc();
CMapWorld *pWorld = pDoc->GetMapWorld();
if ( !pWorld )
return;
if (g_pLPreviewOutputBitmap)
delete g_pLPreviewOutputBitmap;
g_pLPreviewOutputBitmap = NULL;
EnumChildrenPos_t pos;
CMapClass *pChild = pWorld->GetFirstDescendent( pos );
while ( pChild )
{
if (pChild->IsVisible())
pChild->AddShadowingTriangles( *tri_list );
pChild = pWorld->GetNextDescendent( pos );
}
if ( tri_list->Count() )
{
MessageToLPreview msg( LPREVIEW_MSG_GEOM_DATA );
msg.m_pShadowTriangleList = tri_list;
g_HammerToLPreviewMsgQueue.QueueMessage( msg );
}
else
delete tri_list;
}
}
static bool LightForString( char const *pLight, Vector& intensity )
{
double r, g, b, scaler;
VectorFill( intensity, 0 );
// scanf into doubles, then assign, so it is vec_t size independent
r = g = b = scaler = 0;
double r_hdr,g_hdr,b_hdr,scaler_hdr;
int argCnt = sscanf ( pLight, "%lf %lf %lf %lf %lf %lf %lf %lf",
&r, &g, &b, &scaler, &r_hdr,&g_hdr,&b_hdr,&scaler_hdr );
// This is a special case for HDR lights. If we have a vector of [-1, -1, -1, 1], then we
// need to fall back to the non-HDR lighting since the HDR lighting hasn't been defined
// for this light source.
if( ( argCnt == 3 && r == -1.0f && g == -1.0f && b == -1.0f ) ||
( argCnt == 4 && r == -1.0f && g == -1.0f && b == -1.0f && scaler == 1.0f ) )
{
intensity.Init( -1.0f, -1.0f, -1.0f );
return true;
}
if (argCnt==8) // 2 4-tuples
{
if (g_bHDR)
{
r=r_hdr;
g=g_hdr;
b=b_hdr;
scaler=scaler_hdr;
}
argCnt=4;
}
intensity[0] = pow( r / 255.0, 2.2 ) * 255; // convert to linear
switch( argCnt)
{
case 1:
// The R,G,B values are all equal.
intensity[1] = intensity[2] = intensity[0];
break;
case 3:
case 4:
// Save the other two G,B values.
intensity[1] = pow( g / 255.0, 2.2 ) * 255;
intensity[2] = pow( b / 255.0, 2.2 ) * 255;
// Did we also get an "intensity" scaler value too?
if ( argCnt == 4 )
{
// Scale the normalized 0-255 R,G,B values by the intensity scaler
VectorScale( intensity, scaler / 255.0, intensity );
}
break;
default:
printf("unknown light specifier type - %s\n",pLight);
return false;
}
// change light to 0..1
intensity *= (1.0/255);
return true;
}
// ugly code copied from vrad and munged. Should move into a lib
static bool LightForKey (CMapEntity *ent, char *key, Vector& intensity )
{
char const *pLight = ent->GetKeyValue( key );
return LightForString( pLight, intensity );
}
static void GetVectorForKey( CMapEntity *e, char const *kname, Vector *out )
{
Vector ret(-1,-1,-1);
char const *pk = e->GetKeyValue( kname );
if ( pk )
{
sscanf( pk, "%f %f %f", &(ret.x), &(ret.y), &(ret.z) );
}
*out=ret;
}
static float GetFloatForKey( CMapEntity *e, char const *kname)
{
char const *pk = e->GetKeyValue( kname );
if ( pk )
return atof( pk );
else
return 0.0;
}
static void SetLightFalloffParams( CMapEntity *e, CLightingPreviewLightDescription &l)
{
float d50=GetFloatForKey(e,"_fifty_percent_distance");
if (d50)
{
float d0=GetFloatForKey(e,"_zero_percent_distance");
l.SetupNewStyleAttenuation( d50, d0 );
}
else
{
float c = GetFloatForKey (e, "_constant_attn");
float b = GetFloatForKey (e, "_linear_attn");
float a = GetFloatForKey (e, "_quadratic_attn");
l.SetupOldStyleAttenuation( a, b, c );
}
}
static bool ParseLightAmbient( CMapEntity *e, CLightingPreviewLightDescription &out )
{
if( LightForKey( e, "_ambient", out.m_Color ) == 0 )
return false;
return true;
}
static bool ParseLightGeneric( CMapEntity *e, CLightingPreviewLightDescription &out )
{
// returns false if it doesn't like the light
// get intensity
if( g_bHDR )
{
if( LightForKey( e, "_lightHDR", out.m_Color ) == 0 ||
( out.m_Color.x == -1.0f &&
out.m_Color.y == -1.0f &&
out.m_Color.z == -1.0f ) )
{
LightForKey( e, "_light", out.m_Color );
}
}
else
{
LightForKey( e, "_light", out.m_Color );
}
// handle spot falloffs
if ( out.m_Type == MATERIAL_LIGHT_SPOT )
{
out.m_Theta=GetFloatForKey(e, "_inner_cone");
out.m_Theta *= (M_PI/180.0);
out.m_Phi=GetFloatForKey(e,"_cone");
out.m_Phi *= (M_PI/180.0);
out.m_Falloff=GetFloatForKey(e,"_exponent");
}
// check angle, targets
#if 0 // !!bug!!
target = e->m_KeyValues.GetValue( "target");
if (target[0])
{ // point towards target
entity_t *e2;
char *target;
e2 = FindTargetEntity (target);
if (!e2)
Warning("WARNING: light at (%i %i %i) has missing target\n",
(int)dl->light.origin[0], (int)dl->light.origin[1], (int)dl->light.origin[2]);
else
{
Vector dest;
GetVectorForKey (e2, "origin", &dest);
VectorSubtract (dest, dl->light.origin, dl->light.normal);
VectorNormalize (dl->light.normal);
}
}
else
#endif
{
// point down angle
Vector angles;
GetVectorForKey( e, "angles", &angles );
float pitch = GetFloatForKey( e,"pitch");
float angle = GetFloatForKey( e,"angle" );
SetupLightNormalFromProps( QAngle( angles.x, angles.y, angles.z ), angle, pitch,
out.m_Direction );
}
if ( out.m_Type == MATERIAL_LIGHT_DIRECTIONAL )
{
out.m_Range = 0;
out.m_Attenuation2 = out.m_Attenuation1 = out.m_Attenuation0 = 0;
out.m_Direction *= -1;
}
else
SetLightFalloffParams( e, out );
return true;
}
// when there are multiple lighting environments, we are supposed to ignore but the first
static bool s_bAddedLightEnvironmentAlready;
static void AddEntityLightToLightList(
CMapEntity *e,
CUtlVector<CLightingPreviewLightDescription> &listout )
{
char const *pszClassName=e->GetClassName();
if (pszClassName)
{
CLightingPreviewLightDescription new_l;
new_l.Init( e->m_nObjectID );
e->GetOrigin( new_l.m_Position );
new_l.m_Range = 0;
if ( (! s_bAddedLightEnvironmentAlready ) &&
(! stricmp( pszClassName, "light_environment" ) ))
{
// lets add the sun to the list!
new_l.m_Type = MATERIAL_LIGHT_DIRECTIONAL;
if ( ParseLightGeneric(e,new_l) )
{
new_l.m_Position = new_l.m_Direction * 100000;
new_l.RecalculateDerivedValues();
listout.AddToTail( new_l );
s_bAddedLightEnvironmentAlready = true;
}
// now, add the ambient sphere. We will approximate as "N" directional lights
if ( ParseLightAmbient( e, new_l ) )
{
DirectionalSampler_t sampler;
Vector color = new_l.m_Color;
for( int i = 0; i < 160; i++)
{
new_l.Init( 0x80000000 | i ); // special id for ambient
new_l.m_Type = MATERIAL_LIGHT_DIRECTIONAL;
Vector dir = sampler.NextValue();
new_l.m_Direction = dir;
new_l.m_Position = new_l.m_Direction * 100000;
new_l.m_Color = color * ( 1.0 / 160.0 );
new_l.RecalculateDerivedValues();
listout.AddToTail( new_l );
}
}
}
else if ( (! stricmp( pszClassName, "light" ) ))
{
// add point light to list
new_l.m_Type = MATERIAL_LIGHT_POINT;
if ( ParseLightGeneric(e,new_l) )
{
new_l.RecalculateDerivedValues();
listout.AddToTail( new_l );
}
}
else if ( (! stricmp( pszClassName, "light_spot" ) ))
{
// add point light to list
new_l.m_Type = MATERIAL_LIGHT_SPOT;
if ( ParseLightGeneric(e,new_l) )
{
new_l.RecalculateDerivedValues();
listout.AddToTail( new_l );
}
}
}
}
void CRender3D::BuildLightList( CUtlVector<CLightingPreviewLightDescription> *pList ) const
{
CMapDoc *pDoc = m_pView->GetMapDoc();
CMapWorld *pWorld = pDoc->GetMapWorld();
if ( !pWorld )
return;
EnumChildrenPos_t pos;
CMapClass *pChild = pWorld->GetFirstDescendent( pos );
while ( pChild )
{
CMapEntity *pLightEntity=dynamic_cast<CMapEntity*>( pChild );
if (pLightEntity && (pLightEntity->m_EntityTypeFlags & ENTITY_FLAG_IS_LIGHT ) &&
(pLightEntity->IsVisible()) )
AddEntityLightToLightList( pLightEntity, *pList );
pChild = pWorld->GetNextDescendent( pos );
}
}
void CRender3D::SendLightList( void )
{
// send light list to lighting preview thread in priority order
static int LastSendTimeStamp=-1;
s_bAddedLightEnvironmentAlready = false;
if ( GetUpdateCounter( EVTYPE_LIGHTING_CHANGED ) != LastSendTimeStamp )
{
LastSendTimeStamp = GetUpdateCounter( EVTYPE_LIGHTING_CHANGED );
if (g_pLPreviewOutputBitmap)
delete g_pLPreviewOutputBitmap;
g_pLPreviewOutputBitmap = NULL;
// now, get list of lights
CUtlVector<CLightingPreviewLightDescription> *pList=new CUtlVector<CLightingPreviewLightDescription>;
BuildLightList( pList );
MessageToLPreview Msg( LPREVIEW_MSG_LIGHT_DATA );
Msg.m_pLightList = pList; // thread deletes
CCamera *pCamera = GetCamera();
pCamera->GetViewPoint( Msg.m_EyePosition );
g_HammerToLPreviewMsgQueue.QueueMessage( Msg );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRender3D::EndRenderFrame(void)
{
CRender::EndRenderFrame();
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
if (m_Pick.bPicking)
{
pRenderContext->Flush();
//
// Some OpenGL drivers, such as the ATI Rage Fury Max, return selection buffer Z values
// in reverse order. For these cards, we must reverse the selection order.
//
if (m_Pick.nNumHits > 1)
{
if (!m_RenderState.bReverseSelection)
{
qsort(m_Pick.Hits, m_Pick.nNumHits, sizeof(m_Pick.Hits[0]), _CompareHits);
}
else
{
qsort(m_Pick.Hits, m_Pick.nNumHits, sizeof(m_Pick.Hits[0]), _CompareHitsReverse);
}
}
//
// Copy the requested number of nearest hits into the destination buffer.
//
int nHitsToCopy = min(m_Pick.nNumHits, m_Pick.nMaxHits);
if (nHitsToCopy != 0)
{
memcpy(m_Pick.pHitsDest, m_Pick.Hits, sizeof(m_Pick.Hits[0]) * nHitsToCopy);
}
}
//
// Copy the GL buffer contents to our window's device context unless we're in pick mode.
//
if (!m_Pick.bPicking)
{
if (
(m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW2) ||
(m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED)
)
{
pRenderContext->Flush();
pRenderContext->SetRenderTarget( NULL );
pRenderContext->SetRenderTargetEx( 1,NULL );
pRenderContext->SetRenderTargetEx( 2,NULL );
pRenderContext->SetRenderTargetEx( 3,NULL );
ITexture *pRT = SetRenderTargetNamed(0,"_rt_accbuf_0");
pRenderContext->ClearColor3ub(0,0,0);
pRenderContext->ClearBuffers( true, true );
CCamera *pCamera = GetCamera();
int width, height;
pCamera->GetViewPort( width, height );
int nTargetWidth = min( width, pRT->GetActualWidth() );
int nTargetHeight = min( height, pRT->GetActualHeight() );
bool view_changed = false;
Vector new_vp;
pCamera->GetViewPoint( new_vp );
if ( (pCamera->GetYaw() != m_fLastLPreviewAngles[0] ) ||
(pCamera->GetPitch() != m_fLastLPreviewAngles[1] ) ||
(pCamera->GetRoll() != m_fLastLPreviewAngles[2] ) ||
(m_nLastLPreviewHeight != height ) ||
(m_nLastLPreviewWidth != width ) ||
( new_vp != m_LastLPreviewCameraPos ) ||
(pCamera->GetZoom() != m_fLastLPreviewZoom ) )
view_changed = true;
if (m_pView->m_bUpdateView && (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED))
{
static bool did_dump=false;
static float Last_SendTime=0;
// now, lets create floatbms with the deferred rendering data, so we can pass it to the lpreview thread
float newtime=Plat_FloatTime();
if (( n_gbufs_queued < 1 ) && ( newtime-Last_SendTime > 1.0) )
{
SendShadowTriangles();
SendLightList(); // send light list to render thread
if ( view_changed )
{
m_fLastLPreviewAngles[0] = pCamera->GetYaw();
m_fLastLPreviewAngles[1] = pCamera->GetPitch();
m_fLastLPreviewAngles[2] = pCamera->GetRoll();
m_LastLPreviewCameraPos = new_vp;
m_fLastLPreviewZoom = pCamera->GetZoom();
m_nLastLPreviewHeight = height;
m_nLastLPreviewWidth = width;
g_nBitmapGenerationCounter++;
Last_SendTime=newtime;
if (g_pLPreviewOutputBitmap)
delete g_pLPreviewOutputBitmap;
g_pLPreviewOutputBitmap = NULL;
static char const *rts_to_transmit[]={"_rt_albedo","_rt_normal","_rt_position",
"_rt_flags" };
MessageToLPreview Msg(LPREVIEW_MSG_G_BUFFERS);
for(int i=0; i < NELEMS( rts_to_transmit ); i++)
{
SetRenderTargetNamed(0,rts_to_transmit[i]);
FloatBitMap_t *fbm = new FloatBitMap_t( nTargetWidth, nTargetHeight );
Msg.m_pDefferedRenderingBMs[i]=fbm;
pRenderContext->ReadPixels(0, 0, nTargetWidth, nTargetHeight, (uint8 *) &(fbm->Pixel(0,0,0)),
IMAGE_FORMAT_RGBA32323232F);
if ( (i==0) && (! did_dump) )
{
fbm->WriteTGAFile("albedo.tga");
}
if ( (i==1) && (! did_dump) )
{
fbm->WriteTGAFile("normal.tga");
}
}
pRenderContext->SetRenderTarget( NULL );
did_dump = true;
n_gbufs_queued++;
pCamera->GetViewPoint( Msg.m_EyePosition );
Msg.m_nBitmapGenerationCounter=g_nBitmapGenerationCounter;
g_HammerToLPreviewMsgQueue.QueueMessage( Msg );
}
}
}
// only update non-ray traced lpreview if we have no ray traced one or if the scene has changed
if (m_pView->m_bUpdateView || (m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) ||
(! g_pLPreviewOutputBitmap) )
{
SetRenderTargetNamed(0,"_rt_accbuf_0");
pRenderContext->ClearColor3ub(0,0,0);
MaterialSystemInterface()->ClearBuffers( true, true );
pRenderContext->Viewport(0, 0, nTargetWidth, nTargetHeight );
pRenderContext->ClearColor3ub(0,0,0);
pRenderContext->ClearBuffers( true, true );
// now, copy albedo to screen
ITexture *dest_rt=materials->FindTexture("_rt_albedo", TEXTURE_GROUP_RENDER_TARGET );
int xl,yl,dest_width,dest_height;
pRenderContext->GetViewport( xl,yl,dest_width,dest_height);
CMapDoc *pDoc = m_pView->GetMapDoc();
CMapWorld *pWorld = pDoc->GetMapWorld();
if ( !pWorld )
return;
// now, get list of lights
CUtlVector<CLightingPreviewLightDescription> lightList;
BuildLightList( &lightList );
CUtlPriorityQueue<CLightPreview_Light> light_queue( 0, 0, CompareLightPreview_Lights);
Vector eye_pnt;
pCamera->GetViewPoint(eye_pnt);
// now, add lights in priority order
for( int i = 0; i < lightList.Count(); i++ )
{
LightDesc_t *pLight = &lightList[i];
if (
( pLight->m_Type == MATERIAL_LIGHT_SPOT ) ||
( pLight->m_Type == MATERIAL_LIGHT_POINT ) )
{
Vector lpnt;
CLightPreview_Light tmplight;
tmplight.m_Light = *pLight;
tmplight.m_flDistanceToEye = pLight->m_Position.DistTo( eye_pnt );
light_queue.Insert(tmplight);
}
}
if ( light_queue.Count() == 0 )
{
// no lights for gpu preview? lets add a fake one
CLightPreview_Light tmplight;
tmplight.m_Light.m_Type = MATERIAL_LIGHT_POINT;
tmplight.m_Light.m_Color = Vector( 10, 10, 10 );
tmplight.m_Light.m_Position = Vector( 0, 0, 30000 );
tmplight.m_Light.m_Range = 1.0e20;
tmplight.m_Light.m_Attenuation0 = 1.0;
tmplight.m_Light.m_Attenuation1 = 0.0;
tmplight.m_Light.m_Attenuation2 = 0.0;
tmplight.m_flDistanceToEye = 1;
light_queue.Insert(tmplight);
}
// because of no blend support on ati, we have to ping pong. This needs an nvidia-specifc
// path for perf
IMaterial *add_0_to_1=materials->FindMaterial("editor/addlight0",
TEXTURE_GROUP_OTHER,true);
IMaterial *add_1_to_0=materials->FindMaterial("editor/addlight1",
TEXTURE_GROUP_OTHER,true);
IMaterial *sample_last=materials->FindMaterial("editor/sample_result_0",
TEXTURE_GROUP_OTHER,true);
IMaterial *sample_other=materials->FindMaterial("editor/sample_result_1",
TEXTURE_GROUP_OTHER,true);
ITexture *dest_rt_current=materials->FindTexture("_rt_accbuf_1", TEXTURE_GROUP_RENDER_TARGET );
ITexture *dest_rt_other=materials->FindTexture("_rt_accbuf_0", TEXTURE_GROUP_RENDER_TARGET );
pRenderContext->SetRenderTarget(dest_rt_other);
pRenderContext->ClearColor3ub(0,0,0);
pRenderContext->ClearBuffers( true, true );
int nlights=min(MAX_PREVIEW_LIGHTS,light_queue.Count());
for(int i=0;i<nlights;i++)
{
IMaterial *src_mat=add_0_to_1;
LightDesc_t light = light_queue.ElementAtHead().m_Light;
light.RecalculateDerivedValues();
light_queue.RemoveAtHead();
Vector lpnt = light.m_Position;
SetNamedMaterialVar(src_mat,"$C0_X", lpnt.x);
SetNamedMaterialVar(src_mat,"$C0_Y", lpnt.y );
SetNamedMaterialVar(src_mat,"$C0_Z", lpnt.z );
// now, get the facing direction.
Vector spot_dir = light.m_Direction;
SetNamedMaterialVar(src_mat,"$C1_X", spot_dir.x );
SetNamedMaterialVar(src_mat,"$C1_Y", spot_dir.y );
SetNamedMaterialVar(src_mat,"$C1_Z", spot_dir.z );
// now, handle cone angle
if ( light.m_Type == MATERIAL_LIGHT_POINT )
{
// model point as a spot with infinite inner radius
SetNamedMaterialVar(src_mat, "$C0_W", 0.5 );
SetNamedMaterialVar(src_mat, "$C1_W", 1.0e10 );
}
else
{
SetNamedMaterialVar(src_mat, "$C0_W", light.m_ThetaDot );
SetNamedMaterialVar(src_mat, "$C1_W", light.m_PhiDot );
}
SetNamedMaterialVar( src_mat, "$C2_X", light.m_Attenuation2 );
SetNamedMaterialVar( src_mat, "$C2_Y", light.m_Attenuation1 );
SetNamedMaterialVar( src_mat, "$C2_Z", light.m_Attenuation0 );
SetNamedMaterialVar( src_mat, "$C2_W", 1.0 );
Vector color_intens = light.m_Color;
SetNamedMaterialVar(src_mat, "$C3_X", color_intens.x);
SetNamedMaterialVar(src_mat, "$C3_Y", color_intens.y);
SetNamedMaterialVar(src_mat, "$C3_Z", color_intens.z);
pRenderContext->SetRenderTarget(dest_rt_current);
pRenderContext->DrawScreenSpaceRectangle(
src_mat, 0, 0, nTargetWidth, nTargetHeight,
0,0,
nTargetWidth - 1, nTargetHeight -1,
dest_rt->GetActualWidth(),
dest_rt->GetActualHeight());
V_swap(dest_rt_current,dest_rt_other);
V_swap(sample_last,sample_other);
V_swap(add_0_to_1,add_1_to_0);
}
pRenderContext->SetRenderTarget(NULL);
pRenderContext->DrawScreenSpaceRectangle(
sample_last, xl, yl, dest_width, dest_height,
0,0,
nTargetWidth, nTargetHeight,
dest_rt->GetActualWidth(),
dest_rt->GetActualHeight());
}
}
MaterialSystemInterface()->SwapBuffers();
if ( (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) &&
g_pLPreviewOutputBitmap )
{
// blit it
BITMAPINFOHEADER mybmh;
mybmh.biHeight=-g_pLPreviewOutputBitmap->Height();
mybmh.biSize=sizeof(BITMAPINFOHEADER);
// now, set up bitmapheader struct for StretchDIB
mybmh.biWidth=g_pLPreviewOutputBitmap->Width();
mybmh.biPlanes=1;
mybmh.biBitCount=32;
mybmh.biCompression=BI_RGB;
mybmh.biSizeImage=g_pLPreviewOutputBitmap->Width()*g_pLPreviewOutputBitmap->Height();
RECT wrect;
memset(&wrect,0,sizeof(wrect));
CCamera *pCamera = GetCamera();
int width, height;
pCamera->GetViewPort( width, height );
// StretchDIBits(
// m_WinData.hDC,0,0,width,height,
// 0,0,g_pLPreviewOutputBitmap->m_nWidth, g_pLPreviewOutputBitmap->m_nHeight,
// g_pLPreviewOutputBitmap->m_pBits, (BITMAPINFO *) &mybmh,
// DIB_RGB_COLORS, SRCCOPY);
// remember that we blitted it
m_pView->m_nLastRaytracedBitmapRenderTimeStamp =
GetUpdateCounter( EVTYPE_BITMAP_RECEIVED_FROM_LPREVIEW );
}
if (g_bShowStatistics)
{
//
// Calculate frame rate.
//
if (m_dwTimeLastSample != 0)
{
DWORD dwTimeNow = timeGetTime();
DWORD dwTimeElapsed = dwTimeNow - m_dwTimeLastSample;
if ((dwTimeElapsed > 1000) && (m_nFramesThisSample > 0))
{
float fTimeElapsed = (float)dwTimeElapsed / 1000.0;
m_fFrameRate = m_nFramesThisSample / fTimeElapsed;
m_nFramesThisSample = 0;
m_dwTimeLastSample = dwTimeNow;
}
}
else
{
m_dwTimeLastSample = timeGetTime();
}
m_nFramesThisSample++;
//
// Display the frame rate and camera position.
//
char szText[100];
Vector ViewPoint;
GetCamera()->GetViewPoint(ViewPoint);
int nLen = sprintf(szText, "FPS=%3.2f Pos=[%.f %.f %.f]", m_fFrameRate, ViewPoint[0], ViewPoint[1], ViewPoint[2]);
TextOut(m_WinData.hDC, 2, 18, szText, nLen);
}
}
}
void CRender3D::PushInstanceData( CMapInstance *pInstanceClass, Vector &InstanceOrigin, QAngle &InstanceAngles )
{
__super::PushInstanceData( pInstanceClass, InstanceOrigin, InstanceAngles );
if ( m_bInstanceRendering )
{
CMapFace::PushFaceQueue();
}
}
void CRender3D::PopInstanceData( void )
{
if ( m_bInstanceRendering )
{
CMapFace::PopFaceQueue();
}
__super::PopInstanceData();
}
//-----------------------------------------------------------------------------
// Renders the world axes
//-----------------------------------------------------------------------------
void CRender3D::RenderWorldAxes()
{
// Render the world axes.
PushRenderMode( RENDER_MODE_WIREFRAME );
CMeshBuilder meshBuilder3D;
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
meshBuilder3D.Begin( pMesh, MATERIAL_LINES, 3 );
meshBuilder3D.Color3ub(255, 0, 0);
meshBuilder3D.Position3f(0, 0, 0);
meshBuilder3D.AdvanceVertex();
meshBuilder3D.Color3ub(255, 0, 0);
meshBuilder3D.Position3f(100, 0, 0);
meshBuilder3D.AdvanceVertex();
meshBuilder3D.Color3ub(0, 255, 0);
meshBuilder3D.Position3f(0, 0, 0);
meshBuilder3D.AdvanceVertex();
meshBuilder3D.Color3ub(0, 255, 0);
meshBuilder3D.Position3f(0, 100, 0);
meshBuilder3D.AdvanceVertex();
meshBuilder3D.Color3ub(0, 0, 255);
meshBuilder3D.Position3f(0, 0, 0);
meshBuilder3D.AdvanceVertex();
meshBuilder3D.Color3ub(0, 0, 255);
meshBuilder3D.Position3f(0, 0, 100);
meshBuilder3D.AdvanceVertex();
meshBuilder3D.End();
pMesh->Draw();
PopRenderMode();
}
//-----------------------------------------------------------------------------
// Purpose: this will handle all translucent rendering, including local transforms for instance items
// Input : none
// Output : none
//-----------------------------------------------------------------------------
void CRender3D::RenderTranslucentObjects( void )
{
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
bool bAddedTransform = false;
CMapInstance *pInstanceClass = NULL;
TInstanceState SaveInstanceState = m_CurrentInstanceState;
m_bInstanceRendering = false;
// render translucent objects after all opaque objects
while ( m_TranslucentRenderObjects.Count() > 0 )
{
TranslucentObjects_t current = m_TranslucentRenderObjects.ElementAtHead();
m_TranslucentRenderObjects.RemoveAtHead();
if ( current.m_InstanceState.m_pInstanceClass )
{
if ( pInstanceClass != current.m_InstanceState.m_pInstanceClass || !m_bInstanceRendering || current.m_InstanceState.m_InstanceMatrix != m_CurrentInstanceState.m_InstanceMatrix )
{
if ( bAddedTransform )
{
EndLocalTransfrom();
}
bAddedTransform = true;
BeginLocalTransfrom( current.m_InstanceState.m_InstanceRenderMatrix, false );
m_CurrentInstanceState = current.m_InstanceState;
pInstanceClass = m_CurrentInstanceState.m_pInstanceClass;
m_bInstanceRendering = true;
if ( pInstanceClass->IsEditable() )
{
SetInstanceRendering( INSTANCE_STATE_OFF );
}
else
{
SetInstanceRendering( current.m_bInstanceSelected ? INSTANCE_STACE_SELECTED : INSTANCE_STATE_ON );
}
}
}
else
{
if ( m_bInstanceRendering )
{
if ( bAddedTransform )
{
EndLocalTransfrom();
bAddedTransform = false;
}
SetInstanceRendering( INSTANCE_STATE_OFF );
m_bInstanceRendering = false;
}
}
current.object->Render3D( this );
}
m_bInstanceRendering = false;
if ( bAddedTransform )
{
EndLocalTransfrom();
}
m_CurrentInstanceState = SaveInstanceState;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRender3D::Render(void)
{
CMapDoc *pDoc = m_pView->GetMapDoc();
CMapWorld *pMapWorld = pDoc->GetMapWorld();
CManifest *pManifest = pDoc->GetManifest();
bool view_changed = false;
CCamera *pCamera = GetCamera();
Vector new_vp;
pCamera->GetViewPoint( new_vp );
int width, height;
pCamera->GetViewPort( width, height );
if ( GetMainWnd()->m_pLightingPreviewOutputWindow)
{
SendLightList(); // nop if nothing changed
SendShadowTriangles(); // nop if nothing changed
}
if ( (pCamera->GetYaw() != m_fLastLPreviewAngles[0] ) ||
(pCamera->GetPitch() != m_fLastLPreviewAngles[1] ) ||
(pCamera->GetRoll() != m_fLastLPreviewAngles[2] ) ||
(m_nLastLPreviewHeight != height ) ||
(m_nLastLPreviewWidth != width ) ||
( new_vp != m_LastLPreviewCameraPos ) ||
(pCamera->GetZoom() != m_fLastLPreviewZoom ) )
view_changed = true;
if ( (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) &&
g_pLPreviewOutputBitmap &&
(! view_changed ) )
{
// blit it
BITMAPINFOHEADER mybmh;
mybmh.biHeight=-g_pLPreviewOutputBitmap->Height();
mybmh.biSize=sizeof(BITMAPINFOHEADER);
// now, set up bitmapheader struct for StretchDIB
mybmh.biWidth=g_pLPreviewOutputBitmap->Width();
mybmh.biPlanes=1;
mybmh.biBitCount=32;
mybmh.biCompression=BI_RGB;
mybmh.biSizeImage=g_pLPreviewOutputBitmap->Width()*g_pLPreviewOutputBitmap->Height();
RECT wrect;
memset(&wrect,0,sizeof(wrect));
pCamera->GetViewPort( width, height );
// StretchDIBits(
// m_WinData.hDC,0,0,width,height,
// 0,0,g_pLPreviewOutputBitmap->m_nWidth, g_pLPreviewOutputBitmap->m_nHeight,
// g_pLPreviewOutputBitmap->m_pBits, (BITMAPINFO *) &mybmh,
// DIB_RGB_COLORS, SRCCOPY);
m_pView->m_nLastRaytracedBitmapRenderTimeStamp =
GetUpdateCounter( EVTYPE_BITMAP_RECEIVED_FROM_LPREVIEW );
// return;
}
StartRenderFrame();
if (
( m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW2 ) &&
( m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED )
)
RenderWorldAxes();
//
// Deferred rendering lets us sort everything here by material.
//
if (!IsPicking())
{
m_DeferRendering = true;
}
m_TranslucentSortRendering = true;
// if (IsInLightingPreview())
// {
// // Lighting preview?
// IBSPLighting *pBSPLighting = pDoc->GetBSPLighting();
// if (pBSPLighting)
// {
// pBSPLighting->Draw();
// }
// }
//
// Render the world using octree culling.
//
PrepareInstanceStencil();
if ( pManifest )
{
pMapWorld = pManifest->GetManifestWorld();
}
if (g_bUseCullTree)
{
RenderTree( pMapWorld );
}
//
// Render the world without octree culling.
//
else
{
RenderMapClass( pMapWorld );
}
if ( m_DeferRendering )
{
m_DeferRendering = false;
// An optimization... render tree doesn't actually render anythung
// This here will do the rendering, sorted by material by pass
CMapFace::RenderOpaqueFaces(this);
}
RenderTranslucentObjects();
DrawInstanceStencil();
m_TranslucentSortRendering = false;
pDoc->RenderDocument( this );
RenderTool();
RenderPointsAndPortals();
#ifdef _DEBUG
if (m_bRenderFrustum)
{
RenderFrustum();
}
#endif
//
// Render any 2D elements that overlay the 3D view, like a center crosshair.
//
RenderOverlayElements();
EndRenderFrame();
// Purge any translucent detail objects that were added AFTER the translucent rendering loop
if ( m_TranslucentRenderObjects.Count() )
m_TranslucentRenderObjects.Purge();
}
//-----------------------------------------------------------------------------
// Purpose: render an arrow of a given color at a given position (start and end)
// in world space
// Input : vStartPt - the arrow starting point
// vEndPt - the arrow ending point (the head of the arrow)
// chRed, chGree, chBlue - the arrow color
//-----------------------------------------------------------------------------
void CRender3D::RenderArrow( Vector const &vStartPt, Vector const &vEndPt,
unsigned char chRed, unsigned char chGreen, unsigned char chBlue )
{
//
// render the stick portion of the arrow
//
// set to a flat shaded render mode
PushRenderMode( RENDER_MODE_FLAT );
SetDrawColor( chRed, chGreen, chBlue );
DrawLine( vStartPt, vEndPt );
PopRenderMode();
//
// render the tip of the arrow
//
Vector coneAxis = vEndPt - vStartPt;
float length = VectorNormalize( coneAxis );
float length8 = length * 0.125;
length -= length8;
Vector vBasePt;
vBasePt = vStartPt + coneAxis * length;
RenderCone( vBasePt, vEndPt, ( length8 * 0.333 ), 6, chRed, chGreen, chBlue );
}
//-----------------------------------------------------------------------------
// Purpose: Renders a box in flat shaded or wireframe depending on our render mode.
// Input : chRed -
// chGreen -
// chBlue -
//-----------------------------------------------------------------------------
void CRender3D::RenderBox(const Vector &Mins, const Vector &Maxs,
unsigned char chRed, unsigned char chGreen, unsigned char chBlue, SelectionState_t eBoxSelectionState)
{
Vector FacePoints[8];
PointsFromBox( Mins, Maxs, FacePoints );
int nFaces[6][4] =
{
{ 0, 2, 3, 1 },
{ 0, 1, 5, 4 },
{ 4, 5, 7, 6 },
{ 2, 6, 7, 3 },
{ 1, 3, 7, 5 },
{ 0, 4, 6, 2 }
};
EditorRenderMode_t eRenderModeThisPass;
int nPasses;
if ((eBoxSelectionState != SELECT_NONE) && (GetDefaultRenderMode() != RENDER_MODE_WIREFRAME))
{
nPasses = 2;
}
else
{
nPasses = 1;
}
for (int nPass = 1; nPass <= nPasses; nPass++)
{
if (nPass == 1)
{
eRenderModeThisPass = GetDefaultRenderMode();
// There's no texture for a bounding box.
if ((eRenderModeThisPass == RENDER_MODE_TEXTURED) ||
(eRenderModeThisPass == RENDER_MODE_TEXTURED_SHADED) ||
(eRenderModeThisPass == RENDER_MODE_LIGHT_PREVIEW2) ||
(eRenderModeThisPass == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) ||
(eRenderModeThisPass == RENDER_MODE_LIGHTMAP_GRID))
{
eRenderModeThisPass = RENDER_MODE_FLAT;
}
PushRenderMode(eRenderModeThisPass);
}
else
{
eRenderModeThisPass = RENDER_MODE_WIREFRAME;
PushRenderMode(eRenderModeThisPass);
}
for (int nFace = 0; nFace < 6; nFace++)
{
Vector Edge1, Edge2, Normal;
int nP1, nP2, nP3, nP4;
nP1 = nFaces[nFace][0];
nP2 = nFaces[nFace][1];
nP3 = nFaces[nFace][2];
nP4 = nFaces[nFace][3];
VectorSubtract(FacePoints[nP4], FacePoints[nP1], Edge1);
VectorSubtract(FacePoints[nP2], FacePoints[nP1], Edge2);
CrossProduct(Edge1, Edge2, Normal);
VectorNormalize(Normal);
//
// If we are rendering using one of the lit modes, calculate lighting.
//
unsigned char color[3];
assert( (eRenderModeThisPass != RENDER_MODE_TEXTURED) &&
(eRenderModeThisPass != RENDER_MODE_TEXTURED_SHADED) &&
(eRenderModeThisPass != RENDER_MODE_LIGHT_PREVIEW2) &&
(eRenderModeThisPass != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) &&
(eRenderModeThisPass != RENDER_MODE_LIGHTMAP_GRID) );
if ((eRenderModeThisPass == RENDER_MODE_FLAT))
{
float fShade = LightPlane(Normal);
//
// For flat and textured mode use the face color with lighting.
//
if (eBoxSelectionState != SELECT_NONE)
{
color[0] = SELECT_FACE_RED * fShade;
color[1] = SELECT_FACE_GREEN * fShade;
color[2] = SELECT_FACE_BLUE * fShade;
}
else
{
color[0] = chRed * fShade;
color[1] = chGreen * fShade;
color[2] = chBlue * fShade;
}
}
//
// For wireframe mode use the face color without lighting.
//
else
{
if (eBoxSelectionState != SELECT_NONE)
{
color[0] = SELECT_FACE_RED;
color[1] = SELECT_FACE_GREEN;
color[2] = SELECT_FACE_BLUE;
}
else
{
color[0] = chRed;
color[1] = chGreen;
color[2] = chBlue;
}
}
//
// Draw the face.
//
bool wireframe = (eRenderModeThisPass == RENDER_MODE_WIREFRAME);
CMeshBuilder meshBuilder3D;
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
IMesh* pMesh = pRenderContext->GetDynamicMesh();
meshBuilder3D.DrawQuad( pMesh, FacePoints[nP1].Base(), FacePoints[nP2].Base(),
FacePoints[nP3].Base(), FacePoints[nP4].Base(), color, wireframe );
}
PopRenderMode();
}
}
//-----------------------------------------------------------------------------
// Purpose: render a cone of a given color at a given position in world space
// Intput : vBasePt - the start point of the cone (the base point)
// vTipPt - the end point of the cone (the peak)
// fRadius - the radius (at the base) of the cone
// nSlices - the number of slices (segments) making up the cone
// chRed, chGreen, chBlue - the cone color
//-----------------------------------------------------------------------------
void CRender3D::RenderCone( Vector const &vBasePt, Vector const &vTipPt, float fRadius, int nSlices,
unsigned char chRed, unsigned char chGreen, unsigned char chBlue )
{
// get the angle between slices (in radians)
float sliceAngle = ( 2 * M_PI ) / ( float )nSlices;
//
// allocate ALIGNED!!!!!!! vectors for cone base
//
int size = nSlices * sizeof( Vector );
size += 16 + sizeof( Vector* );
byte *ptr = ( byte* )_alloca( size );
long data = ( long )ptr;
data += 16 + sizeof( Vector* ) - 1;
data &= -16;
(( void** )data)[-1] = ptr;
Vector *pPts = ( Vector* )data;
if( !pPts )
return;
//
// calculate the cone's base points in a local space (x,y plane)
//
for( int i = 0; i < nSlices; i++ )
{
pPts[i].x = fRadius * cos( ( sliceAngle * -i ) );
pPts[i].y = fRadius * sin( ( sliceAngle * -i ) );
pPts[i].z = 0.0f;
}
//
// get cone tip in local space
//
Vector coneAxis = vTipPt - vBasePt;
float length = coneAxis.Length();
Vector tipPt( 0.0f, 0.0f, length );
//
// create cone faces
//
CMapFaceList m_Faces;
Vector ptList[3];
// triangulate the base
for( int i = 0; i < ( nSlices - 2 ); i++ )
{
ptList[0] = pPts[0];
ptList[1] = pPts[i+1];
ptList[2] = pPts[i+2];
// add face to list
CMapFace *pFace = new CMapFace;
if( !pFace )
return;
pFace->SetRenderColor( chRed, chGreen, chBlue );
pFace->CreateFace( ptList, 3 );
pFace->RenderUnlit( true );
m_Faces.AddToTail( pFace );
}
// triangulate the sides
for( int i = 0; i < nSlices; i++ )
{
ptList[0] = pPts[i];
ptList[1] = tipPt;
ptList[2] = pPts[(i+1)%nSlices];
// add face to list
CMapFace *pFace = new CMapFace;
if( !pFace )
return;
pFace->SetRenderColor( chRed, chGreen, chBlue );
pFace->CreateFace( ptList, 3 );
pFace->RenderUnlit( true );
m_Faces.AddToTail( pFace );
}
//
// rotate base points into world space as they are being rendered
//
VectorNormalize( coneAxis );
QAngle rotAngles;
VectorAngles( coneAxis, rotAngles );
rotAngles[PITCH] += 90;
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->Translate( vBasePt.x, vBasePt.y, vBasePt.z );
pRenderContext->Rotate( rotAngles[YAW], 0, 0, 1 );
pRenderContext->Rotate( rotAngles[PITCH], 0, 1, 0 );
pRenderContext->Rotate( rotAngles[ROLL], 1, 0, 0 );
// set to a flat shaded render mode
PushRenderMode( RENDER_MODE_FLAT );
for ( int i = 0; i < m_Faces.Count(); i++ )
{
CMapFace *pFace = m_Faces.Element( i );
if( !pFace )
continue;
pFace->Render3D( this );
}
pRenderContext->PopMatrix();
// set back to default render mode
PopRenderMode();
//
// delete the faces in the list
//
for ( int i = 0; i < m_Faces.Count(); i++ )
{
CMapFace *pFace = m_Faces.Element( i );
delete pFace;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : vCenter -
// flRadius -
// nTheta - Number of vertical slices in the sphere.
// nPhi - Number of horizontal slices in the sphere.
// chRed -
// chGreen -
// chBlue -
//-----------------------------------------------------------------------------
void CRender3D::RenderSphere(Vector const &vCenter, float flRadius, int nTheta, int nPhi,
unsigned char chRed, unsigned char chGreen, unsigned char chBlue )
{
PushRenderMode( RENDER_MODE_EXTERN );
int nTriangles = 2 * nTheta * ( nPhi - 1 ); // Two extra degenerate triangles per row (except the last one)
int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
pRenderContext->Bind( m_pVertexColor[0] );
CMeshBuilder meshBuilder3D;
IMesh* pMesh = pRenderContext->GetDynamicMesh();
meshBuilder3D.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nTriangles, nIndices );
//
// 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 = 2.0f * M_PI * u;
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);
float flScale = LightPlane(vecNormal);
unsigned char red = chRed * flScale;
unsigned char green = chGreen * flScale;
unsigned char blue = chBlue * flScale;
vecPos += vCenter;
meshBuilder3D.Position3f( vecPos.x, vecPos.y, vecPos.z );
meshBuilder3D.Color3ub( red, green, blue );
meshBuilder3D.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;
meshBuilder3D.Index( idx + nTheta );
meshBuilder3D.AdvanceIndex();
meshBuilder3D.Index( idx );
meshBuilder3D.AdvanceIndex();
}
//
// Emit a degenerate triangle to skip to the next row without
// a connecting triangle.
//
if ( i < nPhi - 2 )
{
meshBuilder3D.Index( idx );
meshBuilder3D.AdvanceIndex();
meshBuilder3D.Index( idx + nTheta + 1 );
meshBuilder3D.AdvanceIndex();
}
}
meshBuilder3D.End();
pMesh->Draw();
PopRenderMode();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRender3D::RenderWireframeSphere(Vector const &vCenter, float flRadius, int nTheta, int nPhi,
unsigned char chRed, unsigned char chGreen, unsigned char chBlue )
{
PushRenderMode(RENDER_MODE_WIREFRAME);
// Make one more coordinate because (u,v) is discontinuous.
++nTheta;
int nVertices = nPhi * nTheta;
int nIndices = ( nTheta - 1 ) * 4 * ( nPhi - 1 );
CMeshBuilder meshBuilder3D;
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
IMesh* pMesh = pRenderContext->GetDynamicMesh();
meshBuilder3D.Begin( pMesh, MATERIAL_LINES, nVertices, nIndices );
for ( int i = 0; i < nPhi; ++i )
{
for ( int j = 0; j < nTheta; ++j )
{
float u = j / ( float )( nTheta - 1 );
float v = i / ( float )( nPhi - 1 );
float theta = 2.0f * M_PI * u;
float phi = M_PI * v;
meshBuilder3D.Position3f( vCenter.x + ( flRadius * sin(phi) * cos(theta) ),
vCenter.y + ( flRadius * sin(phi) * sin(theta) ),
vCenter.z + ( flRadius * cos(phi) ) );
meshBuilder3D.Color3ub( chRed, chGreen, chBlue );
meshBuilder3D.AdvanceVertex();
}
}
for ( int i = 0; i < nPhi - 1; ++i )
{
for ( int j = 0; j < nTheta - 1; ++j )
{
int idx = nTheta * i + j;
meshBuilder3D.Index( idx );
meshBuilder3D.AdvanceIndex();
meshBuilder3D.Index( idx + nTheta );
meshBuilder3D.AdvanceIndex();
meshBuilder3D.Index( idx );
meshBuilder3D.AdvanceIndex();
meshBuilder3D.Index( idx + 1 );
meshBuilder3D.AdvanceIndex();
}
}
meshBuilder3D.End();
pMesh->Draw();
PopRenderMode();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pDrawDC -
//-----------------------------------------------------------------------------
void CRender3D::RenderPointsAndPortals(void)
{
CMapDoc *pDoc = m_pView->GetMapDoc();
if ( pDoc->m_PFPoints.Count() )
{
PushRenderMode(RENDER_MODE_WIREFRAME);
int nPFPoints = pDoc->m_PFPoints.Count();
Vector* pPFPoints = pDoc->m_PFPoints.Base();
CMeshBuilder meshBuilder3D;
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
meshBuilder3D.Begin( pMesh, MATERIAL_LINE_STRIP, nPFPoints - 1 );
for (int i = 0; i < nPFPoints; i++)
{
meshBuilder3D.Position3f(pPFPoints[i][0], pPFPoints[i][1], pPFPoints[i][2]);
meshBuilder3D.Color3ub(255, 0, 0);
meshBuilder3D.AdvanceVertex();
}
meshBuilder3D.End();
pMesh->Draw();
PopRenderMode();
}
// draw any portal file that was loaded
if ( pDoc->m_pPortalFile )
{
PushRenderMode(RENDER_MODE_FLAT_NOCULL);
// each vert makes and edge and thus a quad
int totalQuads = pDoc->m_pPortalFile->totalVerts;
int nMaxVerts;
int nMaxIndices;
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
pRenderContext->GetMaxToRender( pRenderContext->GetDynamicMesh( ), false, &nMaxVerts, &nMaxIndices );
int portalIndex = 0;
int baseVert = 0;
while ( totalQuads > 0 )
{
int quadLimit = totalQuads;
int quadOut = 0;
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
if ( (quadLimit * 4) > nMaxVerts )
{
quadLimit = nMaxVerts / 4;
}
if ( (quadLimit * 6) > nMaxIndices )
{
quadLimit = nMaxIndices / 6;
}
CMeshBuilder meshBuilder3D;
meshBuilder3D.Begin( pMesh, MATERIAL_QUADS, quadLimit );
const float edgeWidth = 2.0f;
for (; portalIndex < pDoc->m_pPortalFile->vertCount.Count(); portalIndex++)
{
int vertCount = pDoc->m_pPortalFile->vertCount[portalIndex];
if ( (quadOut + vertCount) > quadLimit )
break;
quadOut += vertCount;
// compute a face normal
Vector e0 = pDoc->m_pPortalFile->verts[baseVert+1] - pDoc->m_pPortalFile->verts[baseVert];
Vector e1 = pDoc->m_pPortalFile->verts[baseVert+2] - pDoc->m_pPortalFile->verts[baseVert];
Vector normal = CrossProduct( e1, e0 );
VectorNormalize(normal);
for ( int j = 0; j < vertCount; j++ )
{
int v0 = baseVert + j;
int v1 = baseVert + ((j+1) % vertCount);
// compute the direction in the plane of the face to extrude the edge toward the
// face interior, use that to make a wide line with a quad
e0 = pDoc->m_pPortalFile->verts[v1] - pDoc->m_pPortalFile->verts[v0];
Vector dir = CrossProduct( e0, normal );
VectorNormalize(dir);
dir *= edgeWidth;
meshBuilder3D.Position3fv( pDoc->m_pPortalFile->verts[v0].Base() );
meshBuilder3D.Color3ub(0, 0, 255);
meshBuilder3D.AdvanceVertex();
meshBuilder3D.Position3fv( pDoc->m_pPortalFile->verts[v1].Base() );
meshBuilder3D.Color3ub(0, 0, 255);
meshBuilder3D.AdvanceVertex();
meshBuilder3D.Position3fv( (pDoc->m_pPortalFile->verts[v1] + dir).Base() );
meshBuilder3D.Color3ub(0, 0, 255);
meshBuilder3D.AdvanceVertex();
meshBuilder3D.Position3fv( (pDoc->m_pPortalFile->verts[v0] + dir).Base() );
meshBuilder3D.Color3ub(0, 0, 255);
meshBuilder3D.AdvanceVertex();
}
baseVert += vertCount;
}
meshBuilder3D.End();
pMesh->Draw();
totalQuads -= quadOut;
}
PopRenderMode();
}
}
//-----------------------------------------------------------------------------
// Purpose: Draws a wireframe box using the given color.
// Input : pfMins - Pointer to the box minima in all 3 dimensions.
// pfMins - Pointer to the box maxima in all 3 dimensions.
// chRed, chGreen, chBlue - Red, green, and blue color compnents for the box.
//-----------------------------------------------------------------------------
void CRender3D::RenderWireframeBox(const Vector &Mins, const Vector &Maxs,
unsigned char chRed, unsigned char chGreen, unsigned char chBlue)
{
//
// Draw the box bottom, top, and one corner edge.
//
PushRenderMode( RENDER_MODE_WIREFRAME );
SetDrawColor( chRed, chGreen, chBlue );
DrawBox( Mins, Maxs );
PopRenderMode();
}
//-----------------------------------------------------------------------------
// Purpose: Renders this object (and all of its children) if it is visible and
// has not already been rendered this frame.
// Input : pMapClass - Pointer to the object to be rendered.
//-----------------------------------------------------------------------------
void CRender3D::RenderMapClass(CMapClass *pMapClass)
{
Assert(pMapClass != NULL);
if ((pMapClass != NULL) && (pMapClass->GetRenderFrame() != m_nFrameCount))
{
if (pMapClass->IsVisible())
{
//
// Render this object's culling box if it is enabled.
//
if (g_bRenderCullBoxes)
{
Vector mins,maxs;
pMapClass->GetCullBox(mins, maxs);
RenderWireframeBox(mins, maxs, 255, 0, 0);
}
bool should_appear=true;
if (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW2)
should_appear &= pMapClass->ShouldAppearInLightingPreview();
if (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED)
should_appear &= pMapClass->ShouldAppearInLightingPreview();
// should_appear &= pMapClass->ShouldAppearInRaytracedLightingPreview();
if ( should_appear == true && m_Pick.bPicking == true && ( m_Pick.m_nFlags & FLAG_OBJECTS_AT_ONLY_SOLIDS ) != 0 )
{
if ( pMapClass->IsSolid() == false )
{
should_appear = false;
}
}
if ( should_appear )
{
//
// If we should render this object after all the other objects,
// just add it to a list of objects to render last. Otherwise, render it now.
//
if (!pMapClass->ShouldRenderLast())
{
pMapClass->Render3D(this);
}
else
{
if (
(m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW2) &&
(m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) )
{
AddTranslucentDeferredRendering( pMapClass );
}
}
}
//
// Render this object's children.
//
const CMapObjectList *pChildren = pMapClass->GetChildren();
FOR_EACH_OBJ( *pChildren, pos )
{
Vector vecMins,vecMaxs;
CMapClass *pChild = pChildren->Element(pos);
pChild->GetCullBox(vecMins, vecMaxs);
if (IsBoxVisible(vecMins, vecMaxs) != VIS_NONE )
{
RenderMapClass(pChild);
}
}
}
//
// Consider this object as handled for this frame.
//
pMapClass->SetRenderFrame(m_nFrameCount);
}
}
//-----------------------------------------------------------------------------
// Purpose: this function will render an instance map at the specific offset and rotation
// Input : pInstanceClass - the map class of the func_instance
// pMapClass - the map class of the world spawn of the instance
// InstanceOrigin - the translation offset
// InstanceAngles - the axis rotation
// Output : none
//-----------------------------------------------------------------------------
void CRender3D::RenderInstanceMapClass( CMapInstance *pInstanceClass, CMapClass *pMapClass, Vector &InstanceOrigin, QAngle &InstanceAngles )
{
if ( !pInstanceClass->IsInstanceVisible() )
{
return;
}
PushInstanceData( pInstanceClass, InstanceOrigin, InstanceAngles );
m_nInstanceCount++;
RenderInstanceMapClass_r( pMapClass );
if ( m_DeferRendering )
{
CMapFace::RenderOpaqueFaces(this);
}
if ( m_TranslucentSortRendering == false )
{ // translucent objects will do their own transforms
RenderTranslucentObjects();
}
PopInstanceData();
}
//-----------------------------------------------------------------------------
// Purpose: this function will recursively render an instance and all of its children
// Input : pObject - the object to be rendered
// Output : none
//-----------------------------------------------------------------------------
void CRender3D::RenderInstanceMapClass_r(CMapClass *pMapClass)
{
Assert(pMapClass != NULL);
if ( ( pMapClass != NULL ) && ( pMapClass->GetRenderFrame() != m_nInstanceCount ) )
{
if (pMapClass->IsVisible())
{
//
// Render this object's culling box if it is enabled.
//
if (g_bRenderCullBoxes)
{
Vector vecMins, vecMaxs, vecExpandedMins, vecExpandedMaxs;
pMapClass->GetCullBox( vecMins, vecMaxs );
TransformInstanceAABB( vecMins, vecMaxs, vecExpandedMins, vecExpandedMaxs );
RenderWireframeBox( vecExpandedMins, vecExpandedMaxs, 255, 0, 0 );
}
bool should_appear=true;
if (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW2)
should_appear &= pMapClass->ShouldAppearInLightingPreview();
if (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED)
should_appear &= pMapClass->ShouldAppearInLightingPreview();
// should_appear &= pMapClass->ShouldAppearInRaytracedLightingPreview();
if ( should_appear )
{
//
// If we should render this object after all the other objects,
// just add it to a list of objects to render last. Otherwise, render it now.
//
if (!pMapClass->ShouldRenderLast())
{
pMapClass->Render3D(this);
}
else
{
if (
(m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW2) &&
(m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) )
{
AddTranslucentDeferredRendering( pMapClass );
}
}
}
//
// Render this object's children.
//
const CMapObjectList *pChildren = pMapClass->GetChildren();
FOR_EACH_OBJ( *pChildren, pos )
{
Vector vecMins, vecMaxs, vecExpandedMins, vecExpandedMaxs;
CMapClass *pChild = pChildren->Element( pos );
pChild->GetCullBox( vecMins, vecMaxs );
TransformInstanceAABB( vecMins, vecMaxs, vecExpandedMins, vecExpandedMaxs );
if (IsBoxVisible( vecExpandedMins, vecExpandedMaxs ) != VIS_NONE )
{
RenderInstanceMapClass_r( pChild );
}
}
}
//
// Consider this object as handled for this instance frame.
//
pMapClass->SetRenderFrame( m_nInstanceCount );
}
}
//-----------------------------------------------------------------------------
// Purpose: Prepares all objects in this node for rendering.
// Input : pParent -
//-----------------------------------------------------------------------------
void CRender3D::Preload(CMapClass *pParent)
{
Assert(pParent != NULL);
if (pParent != NULL)
{
//
// Preload this object's children.
//
const CMapObjectList *pChildren = pParent->GetChildren();
FOR_EACH_OBJ( *pChildren, pos )
{
pChildren->Element(pos)->RenderPreload(this, true);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Renders all objects in this node if this node is visible.
// Input : pNode - The node to render.
// bForce - If true, don't check for visibility, just render the node
// and all of its children.
//-----------------------------------------------------------------------------
void CRender3D::RenderNode(CCullTreeNode *pNode, bool bForce )
{
//
// Render all child nodes first.
//
CCullTreeNode *pChild;
int nChildren = pNode->GetChildCount();
if (nChildren != 0)
{
for (int nChild = 0; nChild < nChildren; nChild++)
{
pChild = pNode->GetCullTreeChild(nChild);
Assert(pChild != NULL);
if (pChild != NULL)
{
//
// Only bother checking nodes with children or objects.
//
if ((pChild->GetChildCount() != 0) || (pChild->GetObjectCount() != 0))
{
bool bForceThisChild = bForce;
Visibility_t eVis = VIS_NONE;
if (!bForceThisChild)
{
Vector vecMins;
Vector vecMaxs;
pChild->GetBounds(vecMins, vecMaxs);
eVis = IsBoxVisible(vecMins, vecMaxs);
if (eVis == VIS_TOTAL)
{
bForceThisChild = true;
}
}
if ((bForceThisChild) || (eVis != VIS_NONE))
{
RenderNode(pChild, bForceThisChild);
}
}
}
}
}
else
{
//
// Now render the contents of this node.
//
CMapClass *pObject;
int nObjects = pNode->GetObjectCount();
for (int nObject = 0; nObject < nObjects; nObject++)
{
pObject = pNode->GetCullTreeObject(nObject);
Assert(pObject != NULL);
Vector vecMins;
Vector vecMaxs;
pObject->GetCullBox(vecMins, vecMaxs);
if (IsBoxVisible(vecMins, vecMaxs) != VIS_NONE)
{
RenderMapClass(pObject);
}
}
}
}
void CRender3D::RenderCrossHair()
{
int width, height;
GetCamera()->GetViewPort( width, height );
int nCenterX = width / 2;
int nCenterY = height / 2;
Assert( IsInClientSpace() );
// Render the world axes
PushRenderMode( RENDER_MODE_FLAT_NOZ );
SetDrawColor(0,0,0);
DrawLine( Vector(nCenterX - CROSSHAIR_DIST_HORIZONTAL, nCenterY - 1, 0),
Vector(nCenterX + CROSSHAIR_DIST_HORIZONTAL + 1, nCenterY - 1, 0) );
DrawLine( Vector(nCenterX - CROSSHAIR_DIST_HORIZONTAL, nCenterY + 1, 0),
Vector(nCenterX + CROSSHAIR_DIST_HORIZONTAL + 1, nCenterY + 1, 0) );
DrawLine( Vector(nCenterX - 1, nCenterY - CROSSHAIR_DIST_VERTICAL, 0),
Vector(nCenterX - 1, nCenterY + CROSSHAIR_DIST_VERTICAL, 0) );
DrawLine( Vector(nCenterX + 1, nCenterY - CROSSHAIR_DIST_VERTICAL, 0),
Vector(nCenterX + 1, nCenterY + CROSSHAIR_DIST_VERTICAL, 0) );
SetDrawColor(255,255,255);
DrawLine( Vector(nCenterX - CROSSHAIR_DIST_HORIZONTAL, nCenterY, 0),
Vector(nCenterX + CROSSHAIR_DIST_HORIZONTAL + 1, nCenterY, 0) );
DrawLine( Vector(nCenterX, nCenterY - CROSSHAIR_DIST_VERTICAL, 0),
Vector(nCenterX, nCenterY + CROSSHAIR_DIST_VERTICAL, 0) );
PopRenderMode();
}
//-----------------------------------------------------------------------------
// Purpose: Renders 2D elements that overlay the 3D objects.
//-----------------------------------------------------------------------------
void CRender3D::RenderOverlayElements(void)
{
bool bPopMode = BeginClientSpace();
if (m_RenderState.bCenterCrosshair)
RenderCrossHair();
if ( bPopMode )
EndClientSpace();
}
//-----------------------------------------------------------------------------
// Purpose: Gives all the tools a chance to render themselves.
//-----------------------------------------------------------------------------
void CRender3D::RenderTool(void)
{
CMapDoc *pDoc = m_pView->GetMapDoc();
CBaseTool *pTool = pDoc->GetTools()->GetActiveTool();
if ( pTool )
{
pTool->RenderTool3D(this);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRender3D::RenderTree( CMapWorld *pWorld )
{
if (pWorld == NULL)
{
return;
}
//
// Recursively traverse the culling tree, rendering visible nodes.
//
CCullTreeNode *pTree = pWorld->CullTree_GetCullTree();
if (pTree != NULL)
{
Vector vecMins;
Vector vecMaxs;
pTree->GetBounds(vecMins, vecMaxs);
Visibility_t eVis = IsBoxVisible(vecMins, vecMaxs);
if (eVis != VIS_NONE)
{
RenderNode(pTree, eVis == VIS_TOTAL);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether we are in lighting preview mode or not.
//-----------------------------------------------------------------------------
bool CRender3D::IsInLightingPreview()
{
return false; //m_bLightingPreview;
}
//-----------------------------------------------------------------------------
// Purpose: Enables/disables lighting preview mode.
//-----------------------------------------------------------------------------
void CRender3D::SetInLightingPreview( bool bLightingPreview )
{
m_bLightingPreview = false; //bLightingPreview;
}
void CRender3D::ResetFocus()
{
// A bizarre workaround; the drop-down menu somehow
// sets some wierd state that causes the whole screen to not be updated
InvalidateRect( m_WinData.hWnd, 0, false );
}
//-----------------------------------------------------------------------------
// indicates we need to render an overlay pass...
//-----------------------------------------------------------------------------
bool CRender3D::NeedsOverlay() const
{
return (m_eCurrentRenderMode == RENDER_MODE_LIGHTMAP_GRID) ||
(m_eCurrentRenderMode == RENDER_MODE_TEXTURED_SHADED) ||
(m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW2) ||
(m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) ||
(m_eCurrentRenderMode == RENDER_MODE_TEXTURED);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRender3D::ShutDown(void)
{
MaterialSystemInterface()->RemoveView( m_WinData.hWnd );
if (m_WinData.hDC)
{
m_WinData.hDC = NULL;
}
if (m_WinData.bFullScreen)
{
ChangeDisplaySettings(NULL, 0);
}
}
//-----------------------------------------------------------------------------
// Purpose: Uncaches all cached textures
//-----------------------------------------------------------------------------
void CRender3D::UncacheAllTextures()
{
}
//-----------------------------------------------------------------------------
// Purpose: Enables and disables various rendering parameters.
// Input : eRenderState - Parameter to enable or disable. See RenderState_t.
// bEnable - true to enable, false to disable the specified render state.
//-----------------------------------------------------------------------------
void CRender3D::RenderEnable(RenderState_t eRenderState, bool bEnable)
{
switch (eRenderState)
{
case RENDER_POLYGON_OFFSET_FILL:
{
m_nDecalMode = bEnable?1:0;
SetRenderMode( RENDER_MODE_CURRENT, true );
}
break;
case RENDER_POLYGON_OFFSET_LINE:
{
assert(0);
/* FIXME:
Think we'll need to have two versions of the wireframe material
one which ztests with offset + culling, the other which doesn't
ztest, doesn't offect, and doesn't cull??!?
m_pWireframeIgnoreZ->SetIntValue( bEnable );
m_pWireframe->GetMaterial()->InitializeStateSnapshots();
/*
if (bEnable)
{
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(-1, -1);
}
else
{
glDisable(GL_POLYGON_OFFSET_LINE);
}
*/
break;
}
case RENDER_CENTER_CROSSHAIR:
{
m_RenderState.bCenterCrosshair = bEnable;
break;
}
case RENDER_GRID:
{
m_RenderState.bDrawGrid = bEnable;
break;
}
case RENDER_FILTER_TEXTURES:
{
m_RenderState.bFilterTextures = bEnable;
break;
}
case RENDER_REVERSE_SELECTION:
{
m_RenderState.bReverseSelection = bEnable;
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Groovy little debug hook; can be whatever I want or need.
// Input : pData -
//-----------------------------------------------------------------------------
void CRender3D::DebugHook1(void *pData)
{
g_bShowStatistics = !g_bShowStatistics;
#ifdef _DEBUG
m_bRecomputeFrustumRenderGeometry = true;
m_bRenderFrustum = true;
#endif
//if (!m_bDroppedCamera)
//{
// *m_pDropCamera = *m_pCamera;
// m_bDroppedCamera = true;
//}
//else
//{
// m_bDroppedCamera = false;
//}
}
//-----------------------------------------------------------------------------
// Purpose: Another groovy little debug hook; can be whatever I want or need.
// Input : pData -
//-----------------------------------------------------------------------------
void CRender3D::DebugHook2(void *pData)
{
g_bRenderCullBoxes = !g_bRenderCullBoxes;
}