Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A set of utilities to render standard shapes
//
//===========================================================================//
#include "tier2/renderutils.h"
#include "tier2/tier2.h"
#include "tier1/KeyValues.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "tier0/vprof.h"
#include "tier0/basetypes.h"
#include "togl/rendermechanism.h"
#if !defined(M_PI)
#define M_PI 3.14159265358979323846
#endif
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
static bool s_bMaterialsInitialized = false;
static IMaterial *s_pWireframe;
static IMaterial *s_pWireframeIgnoreZ;
static IMaterial *s_pVertexColor;
static IMaterial *s_pVertexColorIgnoreZ;
//-----------------------------------------------------------------------------
// Initializes standard materials
//-----------------------------------------------------------------------------
void InitializeStandardMaterials()
{
if ( s_bMaterialsInitialized )
return;
s_bMaterialsInitialized = true;
KeyValues *pVMTKeyValues = new KeyValues( "wireframe" );
pVMTKeyValues->SetInt( "$vertexcolor", 1 );
s_pWireframe = g_pMaterialSystem->CreateMaterial( "__utilWireframe", pVMTKeyValues );
pVMTKeyValues = new KeyValues( "wireframe" );
pVMTKeyValues->SetInt( "$vertexcolor", 1 );
pVMTKeyValues->SetInt( "$vertexalpha", 1 );
pVMTKeyValues->SetInt( "$ignorez", 1 );
s_pWireframeIgnoreZ = g_pMaterialSystem->CreateMaterial( "__utilWireframeIgnoreZ", pVMTKeyValues );
pVMTKeyValues = new KeyValues( "unlitgeneric" );
pVMTKeyValues->SetInt( "$vertexcolor", 1 );
pVMTKeyValues->SetInt( "$vertexalpha", 1 );
s_pVertexColor = g_pMaterialSystem->CreateMaterial( "__utilVertexColor", pVMTKeyValues );
pVMTKeyValues = new KeyValues( "unlitgeneric" );
pVMTKeyValues->SetInt( "$vertexcolor", 1 );
pVMTKeyValues->SetInt( "$vertexalpha", 1 );
pVMTKeyValues->SetInt( "$ignorez", 1 );
s_pVertexColorIgnoreZ = g_pMaterialSystem->CreateMaterial( "__utilVertexColorIgnoreZ", pVMTKeyValues );
}
void ShutdownStandardMaterials()
{
if ( !s_bMaterialsInitialized )
return;
s_bMaterialsInitialized = false;
s_pWireframe->DecrementReferenceCount();
s_pWireframe = NULL;
s_pWireframeIgnoreZ->DecrementReferenceCount();
s_pWireframeIgnoreZ = NULL;
s_pVertexColor->DecrementReferenceCount();
s_pVertexColor = NULL;
s_pVertexColorIgnoreZ->DecrementReferenceCount();
s_pVertexColorIgnoreZ = NULL;
}
//-----------------------------------------------------------------------------
// Renders a wireframe sphere
//-----------------------------------------------------------------------------
void RenderWireframeSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer )
{
InitializeStandardMaterials();
// Make one more coordinate because (u,v) is discontinuous.
++nTheta;
int nVertices = nPhi * nTheta;
int nIndices = ( nTheta - 1 ) * 4 * ( nPhi - 1 );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
CMeshBuilder meshBuilder;
IMesh* pMesh = pRenderContext->GetDynamicMesh();
meshBuilder.Begin( pMesh, MATERIAL_LINES, nVertices, nIndices );
unsigned char chRed = c.r();
unsigned char chGreen = c.g();
unsigned char chBlue = c.b();
unsigned char chAlpha = c.a();
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;
meshBuilder.Position3f( vCenter.x + ( flRadius * sin(phi) * cos(theta) ),
vCenter.y + ( flRadius * sin(phi) * sin(theta) ),
vCenter.z + ( flRadius * cos(phi) ) );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.AdvanceVertex();
}
}
for ( i = 0; i < nPhi - 1; ++i )
{
for ( j = 0; j < nTheta - 1; ++j )
{
int idx = nTheta * i + j;
meshBuilder.Index( idx );
meshBuilder.AdvanceIndex();
meshBuilder.Index( idx + nTheta );
meshBuilder.AdvanceIndex();
meshBuilder.Index( idx );
meshBuilder.AdvanceIndex();
meshBuilder.Index( idx + 1 );
meshBuilder.AdvanceIndex();
}
}
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Draws a sphere
//-----------------------------------------------------------------------------
void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, IMaterial *pMaterial )
{
InitializeStandardMaterials();
CMatRenderContextPtr pRenderContext( materials );
unsigned char chRed = c.r();
unsigned char chGreen = c.g();
unsigned char chBlue = c.b();
unsigned char chAlpha = c.a();
// Two extra degenerate triangles per row (except the last one)
int nTriangles = 2 * nTheta * ( nPhi - 1 );
int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
if ( nTriangles == 0 )
return;
pRenderContext->Bind( pMaterial );
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nTriangles, nIndices );
// Build the index buffer.
float flOONPhi = 1.0f / (nPhi-1);
float flOONTheta = 1.0f / (nTheta-1);
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);
vecPos += vCenter;
meshBuilder.Position3f( vecPos.x, vecPos.y, vecPos.z );
meshBuilder.Normal3f( vecNormal.x, vecNormal.y, vecNormal.z );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.TexCoord2f( 0, j * flOONTheta, i * flOONPhi );
meshBuilder.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;
meshBuilder.Index( idx + nTheta );
meshBuilder.AdvanceIndex();
meshBuilder.Index( idx );
meshBuilder.AdvanceIndex();
}
// Emit a degenerate triangle to skip to the next row without a connecting triangle
if ( i < nPhi - 2 )
{
meshBuilder.Index( idx );
meshBuilder.AdvanceIndex();
meshBuilder.Index( idx + nTheta + 1 );
meshBuilder.AdvanceIndex();
}
}
meshBuilder.End();
pMesh->Draw();
}
void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer )
{
IMaterial *pMaterial = bZBuffer ? s_pVertexColor : s_pVertexColorIgnoreZ;
Color cActual( c.r(), c.g(), c.b(), c.a() );
RenderSphere( vCenter, flRadius, nTheta, nPhi, cActual, pMaterial );
}
//-----------------------------------------------------------------------------
// Box vertices
//-----------------------------------------------------------------------------
static int s_pBoxFaceIndices[6][4] =
{
{ 0, 4, 6, 2 }, // -x
{ 5, 1, 3, 7 }, // +x
{ 0, 1, 5, 4 }, // -y
{ 2, 6, 7, 3 }, // +y
{ 0, 2, 3, 1 }, // -z
{ 4, 5, 7, 6 } // +z
};
static int s_pBoxFaceIndicesInsideOut[6][4] =
{
{ 0, 2, 6, 4 }, // -x
{ 5, 7, 3, 1 }, // +x
{ 0, 4, 5, 1 }, // -y
{ 2, 3, 7, 6 }, // +y
{ 0, 1, 3, 2 }, // -z
{ 4, 6, 7, 5 } // +z
};
static void GenerateBoxVertices( const Vector &vOrigin, const QAngle& angles, const Vector &vMins, const Vector &vMaxs, Vector pVerts[8] )
{
// Build a rotation matrix from orientation
matrix3x4_t fRotateMatrix;
AngleMatrix( angles, fRotateMatrix );
Vector vecPos;
for ( int i = 0; i < 8; ++i )
{
vecPos[0] = ( i & 0x1 ) ? vMaxs[0] : vMins[0];
vecPos[1] = ( i & 0x2 ) ? vMaxs[1] : vMins[1];
vecPos[2] = ( i & 0x4 ) ? vMaxs[2] : vMins[2];
VectorRotate( vecPos, fRotateMatrix, pVerts[i] );
pVerts[i] += vOrigin;
}
}
//-----------------------------------------------------------------------------
// Renders a wireframe box relative to an origin
//-----------------------------------------------------------------------------
void RenderWireframeBox( const Vector &vOrigin, const QAngle& angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer )
{
InitializeStandardMaterials();
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
Vector p[8];
GenerateBoxVertices( vOrigin, angles, vMins, vMaxs, p );
unsigned char chRed = c.r();
unsigned char chGreen = c.g();
unsigned char chBlue = c.b();
unsigned char chAlpha = c.a();
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, 24 );
// Draw the box
for ( int i = 0; i < 6; i++ )
{
int *pFaceIndex = s_pBoxFaceIndices[i];
for ( int j = 0; j < 4; ++j )
{
meshBuilder.Position3fv( p[pFaceIndex[j]].Base() );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( p[pFaceIndex[ (j == 3) ? 0 : j+1 ] ].Base() );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.AdvanceVertex();
}
}
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Renders a solid box
//-----------------------------------------------------------------------------
void RenderBox( const Vector& vOrigin, const QAngle& angles, const Vector& vMins, const Vector& vMaxs, Color c, IMaterial *pMaterial, bool bInsideOut )
{
InitializeStandardMaterials();
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( pMaterial );
Vector p[8];
GenerateBoxVertices( vOrigin, angles, vMins, vMaxs, p );
unsigned char chRed = c.r();
unsigned char chGreen = c.g();
unsigned char chBlue = c.b();
unsigned char chAlpha = c.a();
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 12 );
// Draw the box
Vector vecNormal;
for ( int i = 0; i < 6; i++ )
{
vecNormal.Init();
vecNormal[ i/2 ] = ( i & 0x1 ) ? 1.0f : -1.0f;
int *ppFaceIndices = bInsideOut ? s_pBoxFaceIndicesInsideOut[i] : s_pBoxFaceIndices[i];
for ( int j = 1; j < 3; ++j )
{
int i0 = ppFaceIndices[0];
int i1 = ppFaceIndices[j];
int i2 = ppFaceIndices[j+1];
meshBuilder.Position3fv( p[i0].Base() );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.Normal3fv( vecNormal.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( p[i2].Base() );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.Normal3fv( vecNormal.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, ( j == 1 ) ? 1.0f : 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( p[i1].Base() );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.Normal3fv( vecNormal.Base() );
meshBuilder.TexCoord2f( 0, ( j == 1 ) ? 0.0f : 1.0f, 1.0f );
meshBuilder.AdvanceVertex();
}
}
meshBuilder.End();
pMesh->Draw();
}
void RenderBox( const Vector& vOrigin, const QAngle& angles, const Vector& vMins, const Vector& vMaxs, Color c, bool bZBuffer, bool bInsideOut )
{
IMaterial *pMaterial = bZBuffer ? s_pVertexColor : s_pVertexColorIgnoreZ;
Color cActual( c.r(), c.g(), c.b(), c.a() );
RenderBox( vOrigin, angles, vMins, vMaxs, cActual, pMaterial, bInsideOut );
}
//-----------------------------------------------------------------------------
// Renders axes, red->x, green->y, blue->z
//-----------------------------------------------------------------------------
void RenderAxes( const Vector &vOrigin, float flScale, bool bZBuffer )
{
InitializeStandardMaterials();
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 );
meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z );
meshBuilder.Color4ub( 255, 0, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vOrigin.x + flScale, vOrigin.y, vOrigin.z );
meshBuilder.Color4ub( 255, 0, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z );
meshBuilder.Color4ub( 0, 255, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vOrigin.x, vOrigin.y + flScale, vOrigin.z );
meshBuilder.Color4ub( 0, 255, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z );
meshBuilder.Color4ub( 0, 0, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z + flScale );
meshBuilder.Color4ub( 0, 0, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
void RenderAxes( const matrix3x4_t &transform, float flScale, bool bZBuffer )
{
InitializeStandardMaterials();
Vector xAxis, yAxis, zAxis, vOrigin, temp;
MatrixGetColumn( transform, 0, xAxis );
MatrixGetColumn( transform, 1, yAxis );
MatrixGetColumn( transform, 2, zAxis );
MatrixGetColumn( transform, 3, vOrigin );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 );
meshBuilder.Position3fv( vOrigin.Base() );
meshBuilder.Color4ub( 255, 0, 0, 255 );
meshBuilder.AdvanceVertex();
VectorMA( vOrigin, flScale, xAxis, temp );
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( 255, 0, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z );
meshBuilder.Color4ub( 0, 255, 0, 255 );
meshBuilder.AdvanceVertex();
VectorMA( vOrigin, flScale, yAxis, temp );
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( 0, 255, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z );
meshBuilder.Color4ub( 0, 0, 255, 255 );
meshBuilder.AdvanceVertex();
VectorMA( vOrigin, flScale, zAxis, temp );
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( 0, 0, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Render a line
//-----------------------------------------------------------------------------
void RenderLine( const Vector& v1, const Vector& v2, Color c, bool bZBuffer )
{
InitializeStandardMaterials();
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
unsigned char chRed = c.r();
unsigned char chGreen = c.g();
unsigned char chBlue = c.b();
unsigned char chAlpha = c.a();
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
meshBuilder.Position3fv( v1.Base() );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( v2.Base() );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Draws a triangle
//-----------------------------------------------------------------------------
void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, IMaterial *pMaterial )
{
InitializeStandardMaterials();
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( pMaterial );
unsigned char chRed = c.r();
unsigned char chGreen = c.g();
unsigned char chBlue = c.b();
unsigned char chAlpha = c.a();
Vector vecNormal;
Vector vecDelta1, vecDelta2;
VectorSubtract( p2, p1, vecDelta1 );
VectorSubtract( p3, p1, vecDelta2 );
CrossProduct( vecDelta1, vecDelta2, vecNormal );
VectorNormalize( vecNormal );
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 1 );
meshBuilder.Position3fv( p1.Base() );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.Normal3fv( vecNormal.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( p2.Base() );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.Normal3fv( vecNormal.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( p3.Base() );
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
meshBuilder.Normal3fv( vecNormal.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, bool bZBuffer )
{
IMaterial *pMaterial = bZBuffer ? s_pVertexColor : s_pVertexColorIgnoreZ;
Color cActual( c.r(), c.g(), c.b(), c.a() );
RenderTriangle( p1, p2, p3, cActual, pMaterial );
}
//-----------------------------------------------------------------------------
// Renders an extruded box
//-----------------------------------------------------------------------------
static void DrawAxes( const Vector& origin, Vector* pts, int idx, Color c, CMeshBuilder& meshBuilder )
{
Vector start, temp;
VectorAdd( pts[idx], origin, start );
meshBuilder.Position3fv( start.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
int endidx = (idx & 0x1) ? idx - 1 : idx + 1;
VectorAdd( pts[endidx], origin, temp );
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( start.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
endidx = (idx & 0x2) ? idx - 2 : idx + 2;
VectorAdd( pts[endidx], origin, temp );
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( start.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
endidx = (idx & 0x4) ? idx - 4 : idx + 4;
VectorAdd( pts[endidx], origin, temp );
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
}
static void DrawExtrusionFace( const Vector& start, const Vector& end,
Vector* pts, int idx1, int idx2, Color c, CMeshBuilder& meshBuilder )
{
Vector temp;
VectorAdd( pts[idx1], start, temp );
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
VectorAdd( pts[idx2], start, temp );
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
VectorAdd( pts[idx2], end, temp );
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
VectorAdd( pts[idx1], end, temp );
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
VectorAdd( pts[idx1], start, temp );
meshBuilder.Position3fv( temp.Base() );
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
meshBuilder.AdvanceVertex();
}
void RenderWireframeSweptBox( const Vector &vStart, const Vector &vEnd, const QAngle &angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
Color cActual( c.r(), c.g(), c.b(), c.a() );
// Build a rotation matrix from angles
matrix3x4_t fRotateMatrix;
AngleMatrix( angles, fRotateMatrix );
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, 30 );
Vector vDelta;
VectorSubtract( vEnd, vStart, vDelta );
// Compute the box points, rotated but without the origin added
Vector temp;
Vector pts[8];
float dot[8];
int minidx = 0;
for ( int i = 0; i < 8; ++i )
{
temp.x = (i & 0x1) ? vMaxs[0] : vMins[0];
temp.y = (i & 0x2) ? vMaxs[1] : vMins[1];
temp.z = (i & 0x4) ? vMaxs[2] : vMins[2];
// Rotate the corner point
VectorRotate( temp, fRotateMatrix, pts[i] );
// Find the dot product with dir
dot[i] = DotProduct( pts[i], vDelta );
if ( dot[i] < dot[minidx] )
{
minidx = i;
}
}
// Choose opposite corner
int maxidx = minidx ^ 0x7;
// Draw the start + end axes...
DrawAxes( vStart, pts, minidx, cActual, meshBuilder );
DrawAxes( vEnd, pts, maxidx, cActual, meshBuilder );
// Draw the extrusion faces
for (int j = 0; j < 3; ++j )
{
int dirflag1 = ( 1 << ((j+1)%3) );
int dirflag2 = ( 1 << ((j+2)%3) );
int idx1, idx2, idx3;
idx1 = (minidx & dirflag1) ? minidx - dirflag1 : minidx + dirflag1;
idx2 = (minidx & dirflag2) ? minidx - dirflag2 : minidx + dirflag2;
idx3 = (minidx & dirflag2) ? idx1 - dirflag2 : idx1 + dirflag2;
DrawExtrusionFace( vStart, vEnd, pts, idx1, idx3, cActual, meshBuilder );
DrawExtrusionFace( vStart, vEnd, pts, idx2, idx3, cActual, meshBuilder );
}
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Draws a axis-aligned quad
//-----------------------------------------------------------------------------
void RenderQuad( IMaterial *pMaterial, float x, float y, float w, float h,
float z, float s0, float t0, float s1, float t1, const Color& clr )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a());
meshBuilder.TexCoord2f( 0, s0, t0 );
meshBuilder.Position3f( x, y, z );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a());
meshBuilder.TexCoord2f( 0, s1, t0 );
meshBuilder.Position3f( x + w, y, z );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a());
meshBuilder.TexCoord2f( 0, s1, t1 );
meshBuilder.Position3f( x + w, y + h, z );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a());
meshBuilder.TexCoord2f( 0, s0, t1 );
meshBuilder.Position3f( x, y + h, z );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Renders a screen space quad
//-----------------------------------------------------------------------------
void DrawScreenSpaceRectangle( IMaterial *pMaterial,
int nDestX, int nDestY, int nWidth, int nHeight, // Rect to draw into in screen space
float flSrcTextureX0, float flSrcTextureY0, // which texel you want to appear at destx/y
float flSrcTextureX1, float flSrcTextureY1, // which texel you want to appear at destx+width-1, desty+height-1
int nSrcTextureWidth, int nSrcTextureHeight, // needed for fixup
void *pClientRenderable, // Used to pass to the bind proxies
int nXDice, int nYDice, // Amount to tessellate the mesh
float fDepth ) // what Z value to put in the verts (def 0.0)
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
if ( ( nWidth <= 0 ) || ( nHeight <= 0 ) )
return;
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s", __FUNCTION__ );
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->Bind( pMaterial, pClientRenderable );
int xSegments = max( nXDice, 1);
int ySegments = max( nYDice, 1);
CMeshBuilder meshBuilder;
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
meshBuilder.Begin( pMesh, MATERIAL_QUADS, xSegments * ySegments );
int nScreenWidth, nScreenHeight;
pRenderContext->GetRenderTargetDimensions( nScreenWidth, nScreenHeight );
float flOffset = 0.5f;
float flLeftX = nDestX - flOffset;
float flRightX = nDestX + nWidth - flOffset;
float flTopY = nDestY - flOffset;
float flBottomY = nDestY + nHeight - flOffset;
float flSubrectWidth = flSrcTextureX1 - flSrcTextureX0;
float flSubrectHeight = flSrcTextureY1 - flSrcTextureY0;
float flTexelsPerPixelX = ( nWidth > 1 ) ? flSubrectWidth / ( nWidth - 1 ) : 0.0f;
float flTexelsPerPixelY = ( nHeight > 1 ) ? flSubrectHeight / ( nHeight - 1 ) : 0.0f;
float flLeftU = flSrcTextureX0 + 0.5f - ( 0.5f * flTexelsPerPixelX );
float flRightU = flSrcTextureX1 + 0.5f + ( 0.5f * flTexelsPerPixelX );
float flTopV = flSrcTextureY0 + 0.5f - ( 0.5f * flTexelsPerPixelY );
float flBottomV = flSrcTextureY1 + 0.5f + ( 0.5f * flTexelsPerPixelY );
float flOOTexWidth = 1.0f / nSrcTextureWidth;
float flOOTexHeight = 1.0f / nSrcTextureHeight;
flLeftU *= flOOTexWidth;
flRightU *= flOOTexWidth;
flTopV *= flOOTexHeight;
flBottomV *= flOOTexHeight;
// Get the current viewport size
int vx, vy, vw, vh;
pRenderContext->GetViewport( vx, vy, vw, vh );
// map from screen pixel coords to -1..1
flRightX = FLerp( -1, 1, 0, vw, flRightX );
flLeftX = FLerp( -1, 1, 0, vw, flLeftX );
flTopY = FLerp( 1, -1, 0, vh ,flTopY );
flBottomY = FLerp( 1, -1, 0, vh, flBottomY );
// Dice the quad up...
if ( ( xSegments > 1 ) || ( ySegments > 1 ) )
{
// Screen height and width of a subrect
float flWidth = (flRightX - flLeftX) / (float) xSegments;
float flHeight = (flTopY - flBottomY) / (float) ySegments;
// UV height and width of a subrect
float flUWidth = (flRightU - flLeftU) / (float) xSegments;
float flVHeight = (flBottomV - flTopV) / (float) ySegments;
for ( int x=0; x < xSegments; x++ )
{
for ( int y=0; y < ySegments; y++ )
{
// Top left
meshBuilder.Position3f( flLeftX + (float) x * flWidth, flTopY - (float) y * flHeight, fDepth );
meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
meshBuilder.TexCoord2f( 0, flLeftU + (float) x * flUWidth, flTopV + (float) y * flVHeight);
meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
// Top right (x+1)
meshBuilder.Position3f( flLeftX + (float) (x+1) * flWidth, flTopY - (float) y * flHeight, fDepth );
meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
meshBuilder.TexCoord2f( 0, flLeftU + (float) (x+1) * flUWidth, flTopV + (float) y * flVHeight);
meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
// Bottom right (x+1), (y+1)
meshBuilder.Position3f( flLeftX + (float) (x+1) * flWidth, flTopY - (float) (y+1) * flHeight, fDepth );
meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
meshBuilder.TexCoord2f( 0, flLeftU + (float) (x+1) * flUWidth, flTopV + (float)(y+1) * flVHeight);
meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
// Bottom left (y+1)
meshBuilder.Position3f( flLeftX + (float) x * flWidth, flTopY - (float) (y+1) * flHeight, fDepth );
meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
meshBuilder.TexCoord2f( 0, flLeftU + (float) x * flUWidth, flTopV + (float)(y+1) * flVHeight);
meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
}
}
}
else // just one quad
{
for ( int corner=0; corner<4; corner++ )
{
bool bLeft = (corner==0) || (corner==3);
meshBuilder.Position3f( (bLeft) ? flLeftX : flRightX, (corner & 2) ? flBottomY : flTopY, fDepth );
meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
meshBuilder.TexCoord2f( 0, (bLeft) ? flLeftU : flRightU, (corner & 2) ? flBottomV : flTopV );
meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
}
}
meshBuilder.End();
pMesh->Draw();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PopMatrix();
}