Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ISCRATCHPAD3D_H
#define ISCRATCHPAD3D_H
#ifdef _WIN32
#pragma once
#endif
// IScratchPad3D will store drawing commands in a file to be viewed by ScratchPad3DViewer.
// It can be used while stepping through geometry code to visualize what is going on as
// drawing commands will be immediately visible in ScratchPad3DViewer even while you're stuck
// in the debugger
// ScratchPad3DViewer initially orbits 100 inches from the origin, so it can be useful
// to call SetMapping to map what you're drawing input into this cube.
#include "mathlib/vector.h"
#include "mathlib/vector2d.h"
#include "utlvector.h"
class IFileSystem;
class CSPColor
{
public:
CSPColor()
{
m_flAlpha = 1;
}
CSPColor( const Vector &vColor, float flAlpha=1 )
{
m_vColor = vColor;
m_flAlpha = flAlpha;
}
CSPColor( float r, float g, float b, float a=1 )
{
m_vColor.Init( r, g, b );
m_flAlpha = a;
}
Vector m_vColor;
float m_flAlpha;
};
class CSPVert
{
public:
CSPVert();
CSPVert( Vector const &vPos, const CSPColor &vColor=CSPColor( Vector(1, 1, 1), 1 ) );
void Init( Vector const &vPos, const CSPColor &vColor=CSPColor( Vector(1, 1, 1), 1 ) );
public:
Vector m_vPos;
CSPColor m_vColor;
};
class CSPVertList
{
public:
CSPVertList( int nVerts = 0 );
CSPVertList(CSPVert const *pVerts, int nVerts);
CSPVertList(Vector const *pVerts, int nVerts, CSPColor vColor=CSPColor(1,1,1) );
CSPVertList(Vector const *pVerts, Vector const *pColors, int nVerts);
CSPVertList(Vector const *pVerts, CSPColor const *pColors, int nVerts);
CSPVertList(Vector const &vert1, CSPColor const &color1,
Vector const &vert2, CSPColor const &color2,
Vector const &vert3, CSPColor const &color3);
CUtlVector<CSPVert> m_Verts;
};
class SPRGBA
{
public:
unsigned char r,g,b,a;
};
class CTextParams
{
public:
CTextParams();
Vector m_vColor; // Color of the string (starting color.. at some point,
// we can embed commands in the text itself to change the color).
float m_flAlpha; // Alpha of the whole thing.
bool m_bSolidBackground; // Should the background be solid or alpha'd?
// Draw an outline around the text?
bool m_bOutline;
Vector m_vPos; // Where to render the text.
bool m_bCentered; // Centered on m_vPos, or is m_vPos the upper-left corner?
QAngle m_vAngles; // Orientation of the text.
bool m_bTwoSided; // Render the text from both sides?
float m_flLetterWidth; // Letter width in world space.
};
abstract_class IScratchPad3D
{
protected:
virtual ~IScratchPad3D() {}
// Types.
public:
enum RenderState
{
RS_FillMode=0, // val = one of the FillMode enums
RS_ZRead,
RS_ZBias // val = 0 - 16 to push Z towards viewer
};
enum FillMode
{
FillMode_Wireframe=0,
FillMode_Solid
};
public:
virtual void Release() = 0;
// This sets up a mapping between input coordinates and output coordinates.
// This can be used to zoom into an area of interest where you'll be drawing things.
// An alternative is to press Z while in VisLibViewer to have it center and zoom on
// everything that has been drawn.
virtual void SetMapping(
Vector const &vInputMin,
Vector const &vInputMax,
Vector const &vOutputMin,
Vector const &vOutputMax ) = 0;
// Enable/disable auto flush. When set to true (the default), all drawing commands
// are immediately written to the file and will show up in VisLibViewer right away.
// If you want to draw a lot of things, you can set this to false and call Flush()
// manually when you want the file written out.
// When you set auto flush to true, it calls Flush().
virtual bool GetAutoFlush() = 0;
virtual void SetAutoFlush( bool bAutoFlush ) = 0;
// Draw a point. Point size is (roughly) in world coordinates, so points
// get smaller as the viewer moves away.
virtual void DrawPoint( CSPVert const &v, float flPointSize ) = 0;
// Draw a line.
virtual void DrawLine( CSPVert const &v1, CSPVert const &v2 ) = 0;
// Draw a polygon.
virtual void DrawPolygon( CSPVertList const &verts ) = 0;
// Draw 2D rectangles.
virtual void DrawRectYZ( float xPos, Vector2D const &vMin, Vector2D const &vMax, const CSPColor &vColor ) = 0;
virtual void DrawRectXZ( float yPos, Vector2D const &vMin, Vector2D const &vMax, const CSPColor &vColor ) = 0;
virtual void DrawRectXY( float zPos, Vector2D const &vMin, Vector2D const &vMax, const CSPColor &vColor ) = 0;
// Draw a wireframe box.
virtual void DrawWireframeBox( Vector const &vMin, Vector const &vMax, Vector const &vColor ) = 0;
// Draw some text.
virtual void DrawText( const char *pStr, const CTextParams &params ) = 0;
// Wireframe on/off.
virtual void SetRenderState( RenderState state, unsigned long val ) = 0;
// Clear all the drawing commands.
virtual void Clear() = 0;
// Calling this writes all the commands to the file. If AutoFlush is true, this is called
// automatically in all the drawing commands.
virtual void Flush() = 0;
// Primitives that build on the atomic primitives.
public:
// Draw a black and white image.
// Corners are in this order: bottom-left, top-left, top-right, bottom-right.
// If the corners are NULL, then the image is drawn in the XY plane from (-100,-100) to (100,100).
virtual void DrawImageBW(
unsigned char const *pData,
int width,
int height,
int pitchInBytes,
bool bOutlinePixels=true,
bool bOutlineImage=false,
Vector *vCorners=NULL ) = 0;
// Draw an RGBA image.
// Corners are in this order: bottom-left, top-left, top-right, bottom-right.
virtual void DrawImageRGBA(
SPRGBA *pData,
int width,
int height,
int pitchInBytes,
bool bOutlinePixels=true,
bool bOutlineImage=false,
Vector *vCorners=NULL ) = 0;
};
// Just a helper for functions where you want to have a CScratchPad3D around
// and release it automatically when the function exits.
class CScratchPadAutoRelease
{
public:
CScratchPadAutoRelease( IScratchPad3D *pPad ) { m_pPad = pPad; }
~CScratchPadAutoRelease() { if( m_pPad ) m_pPad->Release(); }
IScratchPad3D *m_pPad;
};
IScratchPad3D* ScratchPad3D_Create( char const *pFilename = "scratch.pad" );
// ------------------------------------------------------------------------------------ //
// Inlines.
// ------------------------------------------------------------------------------------ //
inline CTextParams::CTextParams()
{
m_vColor.Init( 1, 1, 1 );
m_flAlpha = 1;
m_bSolidBackground = true;
m_bOutline = true;
m_vPos.Init();
m_bCentered = true;
m_vAngles.Init();
m_bTwoSided = true;
m_flLetterWidth = 3;
}
inline CSPVert::CSPVert()
{
}
inline CSPVert::CSPVert( Vector const &vPos, const CSPColor &vColor )
{
Init( vPos, vColor );
}
inline void CSPVert::Init( Vector const &vPos, const CSPColor &vColor )
{
m_vPos = vPos;
m_vColor = vColor;
}
inline CSPVertList::CSPVertList( int nVerts )
{
if( nVerts )
m_Verts.AddMultipleToTail( nVerts );
}
inline CSPVertList::CSPVertList(CSPVert const *pVerts, int nVerts )
{
m_Verts.CopyArray( pVerts, nVerts );
}
inline CSPVertList::CSPVertList(Vector const *pVerts, int nVerts, CSPColor vColor )
{
m_Verts.AddMultipleToTail( nVerts );
for( int i=0; i < nVerts; i++ )
{
m_Verts[i].m_vPos = pVerts[i];
m_Verts[i].m_vColor = vColor;
}
}
inline CSPVertList::CSPVertList( Vector const *pVerts, Vector const *pColors, int nVerts )
{
m_Verts.AddMultipleToTail( nVerts );
for( int i=0; i < nVerts; i++ )
{
m_Verts[i].m_vPos = pVerts[i];
m_Verts[i].m_vColor = pColors[i];
}
}
inline CSPVertList::CSPVertList( Vector const *pVerts, CSPColor const *pColors, int nVerts )
{
m_Verts.AddMultipleToTail( nVerts );
for( int i=0; i < nVerts; i++ )
{
m_Verts[i].m_vPos = pVerts[i];
m_Verts[i].m_vColor = pColors[i];
}
}
inline CSPVertList::CSPVertList(
Vector const &vert1, CSPColor const &color1,
Vector const &vert2, CSPColor const &color2,
Vector const &vert3, CSPColor const &color3 )
{
m_Verts.AddMultipleToTail( 3 );
m_Verts[0].Init( vert1, color1 );
m_Verts[1].Init( vert2, color2 );
m_Verts[2].Init( vert3, color3 );
}
#endif // ISCRATCHPAD3D_H