Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "matsys_controls/potterywheelpanel.h"
#include "matsys_controls/manipulator.h"
#include "vgui/ISystem.h"
#include "vgui/Cursor.h"
#include "vgui/IVGui.h"
#include "vgui/ISurface.h"
#include "vgui/IInput.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "dmxloader/dmxelement.h"
#include "vgui_controls/Frame.h"
#include "convar.h"
#include "tier0/dbg.h"
#include "matsys_controls/matsyscontrols.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystem.h"
#include "istudiorender.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "tier2/renderutils.h"
#include "tier1/KeyValues.h"
#include "materialsystem/imesh.h"
#include "inputsystem/iinputsystem.h"
#include "renderparm.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Translation manipulator
//-----------------------------------------------------------------------------
class CTranslationManipulator : public CTransformManipulator
{
public:
CTranslationManipulator( matrix3x4_t *pTransform );
// Methods of IManipulator
virtual void OnMousePressed( vgui::MouseCode code, int x, int y );
virtual void OnCursorMoved( int x, int y );
protected:
int m_lastx, m_lasty;
};
CTranslationManipulator::CTranslationManipulator( matrix3x4_t *pTransform ) : CTransformManipulator( pTransform )
{
m_lastx = m_lasty = 0;
}
void CTranslationManipulator::OnMousePressed( vgui::MouseCode code, int x, int y )
{
m_lasty = y;
m_lastx = x;
}
void CTranslationManipulator::OnCursorMoved( int x, int y )
{
if ( !m_pTransform )
return;
Vector vPosition;
QAngle quakeEuler;
MatrixAngles( *m_pTransform, quakeEuler, vPosition );
Vector forward, right, up;
AngleVectors( quakeEuler, &forward, &right, &up );
int dy = y - m_lasty;
int dx = x - m_lastx;
right *= -0.2f * dx;
up *= 0.2f * dy;
vPosition += up + right;
m_lastx = x;
m_lasty = y;
PositionMatrix( vPosition, *m_pTransform );
}
//-----------------------------------------------------------------------------
// Zoom manipulator
//-----------------------------------------------------------------------------
class CZoomManipulator : public CBaseManipulator
{
public:
CZoomManipulator( float *pDistance );
// Methods of IManipulator
virtual void OnMousePressed( vgui::MouseCode code, int x, int y );
virtual void OnCursorMoved( int x, int y );
protected:
int m_lasty;
float *m_pDistance;
};
CZoomManipulator::CZoomManipulator( float *pDistance )
{
m_lasty = 0;
m_pDistance = pDistance;
}
void CZoomManipulator::OnMousePressed( vgui::MouseCode code, int x, int y )
{
m_lasty = y;
}
void CZoomManipulator::OnCursorMoved( int x, int y )
{
float delta = 0.2f * ( y - m_lasty );
m_lasty = y;
*m_pDistance *= pow( 1.01f, delta );
}
//-----------------------------------------------------------------------------
// Rotation manipulator
//-----------------------------------------------------------------------------
class CRotationManipulator : public CTransformManipulator
{
public:
CRotationManipulator( matrix3x4_t *pTransform );
// Inherited from IManipulator
virtual void OnMousePressed( vgui::MouseCode code, int x, int y );
virtual void OnCursorMoved( int x, int y );
virtual void UpdateTransform();
void UpdateFromMatrix( void );
private:
int m_lastx, m_lasty;
float m_altitude, m_azimuth, m_roll;
bool m_bDoRoll;
};
CRotationManipulator::CRotationManipulator( matrix3x4_t *pTransform ) : CTransformManipulator( pTransform )
{
m_lastx = m_lasty = 0;
m_altitude = M_PI/6;
m_azimuth = -3*M_PI/4;
m_roll = 0.0f;
m_bDoRoll = false;
UpdateTransform();
}
void CRotationManipulator::OnMousePressed( vgui::MouseCode code, int x, int y )
{
if ( input()->IsKeyDown( KEY_LALT ) || input()->IsKeyDown( KEY_RALT ) )
{
m_bDoRoll = true;
}
else
{
m_bDoRoll = false;
}
m_lasty = y;
m_lastx = x;
}
void CRotationManipulator::OnCursorMoved( int x, int y )
{
if ( m_bDoRoll )
{
m_roll += 0.002f * ( m_lastx - x );
}
else
{
m_azimuth += 0.002f * ( m_lastx - x );
m_altitude -= 0.002f * ( m_lasty - y );
m_altitude = max( (float)-M_PI/2, min( (float)M_PI/2, m_altitude ) );
}
m_lastx = x;
m_lasty = y;
UpdateTransform();
}
void CRotationManipulator::UpdateTransform()
{
if ( !m_pTransform )
return;
QAngle angles( RAD2DEG( m_altitude ), RAD2DEG( m_azimuth ), RAD2DEG( m_roll ) );
Vector vecPosition;
MatrixGetColumn( *m_pTransform, 3, vecPosition );
AngleMatrix( angles, vecPosition, *m_pTransform );
}
void CRotationManipulator::UpdateFromMatrix( void )
{
if ( !m_pTransform )
return;
QAngle angDir;
Vector vecPos;
MatrixAngles( *m_pTransform, angDir, vecPos );
m_altitude = DEG2RAD( angDir.x );
m_azimuth = DEG2RAD( angDir.y );
m_roll = DEG2RAD( angDir.z );
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CPotteryWheelPanel::CPotteryWheelPanel( vgui::Panel *pParent, const char *pName ) :
BaseClass( pParent, pName ),
m_pCameraRotate( NULL ),
m_pCameraTranslate( NULL ),
m_pCameraZoom( NULL ),
m_pLightManip( NULL ),
m_pCurrentManip( NULL ),
m_nCaptureMouseCode( vgui::MouseCode( -1 ) ),
m_xoffset( 0 ), m_yoffset( 0 ),
m_bRenderToTexture( true )
{
m_bHasLightProbe = false;
SetPaintBackgroundEnabled( false );
SetPaintBorderEnabled( false );
m_ClearColor.SetColor( 76, 88, 68, 255 );
SetIdentityMatrix( m_CameraPivot );
CreateDefaultLights();
m_nManipStartX = m_nManipStartY = 0;
m_vecCameraOffset.Init( 100.0f, 0.0f, 0.0f );
m_Camera.m_flZNear = 3.0f;
m_Camera.m_flZFar = 16384.0f * 1.73205080757f;
m_Camera.m_flFOV = 30.0f;
m_pCameraRotate = new CRotationManipulator( &m_CameraPivot );
m_pCameraTranslate = new CTranslationManipulator( &m_CameraPivot );
m_pCameraZoom = new CZoomManipulator( &m_vecCameraOffset.x );
KeyValues *pMaterialKeys = new KeyValues( "Wireframe", "$model", "1" );
pMaterialKeys->SetString( "$vertexcolor", "1" );
m_Wireframe.Init( "potterywheelpanelwireframe", pMaterialKeys );
SetKeyBoardInputEnabled( true );
UpdateCameraTransform();
}
void CPotteryWheelPanel::ApplySettings( KeyValues *inResourceData )
{
BaseClass::ApplySettings( inResourceData );
KeyValues *pLights = inResourceData->FindKey( "lights" );
if ( pLights )
{
ParseLightsFromKV( pLights );
}
}
void CPotteryWheelPanel::Init( int x, int y, int wide, int tall )
{
BaseClass::Init( x, y, wide, tall );
// Used to poll input
vgui::ivgui()->AddTickSignal( GetVPanel() );
}
CPotteryWheelPanel::~CPotteryWheelPanel()
{
m_Wireframe.Shutdown();
m_LightProbeBackground.Shutdown();
m_LightProbeHDRBackground.Shutdown();
m_LightProbeCubemap.Shutdown();
m_LightProbeHDRCubemap.Shutdown();
if ( m_pCameraRotate )
{
delete m_pCameraRotate;
m_pCameraRotate = NULL;
}
if ( m_pCameraZoom )
{
delete m_pCameraZoom;
m_pCameraZoom = NULL;
}
if ( m_pCameraTranslate )
{
delete m_pCameraTranslate;
m_pCameraTranslate = NULL;
}
DestroyLights();
}
void CPotteryWheelPanel::CreateDefaultLights()
{
for ( int i = 0; i < 6; ++i )
{
m_vecAmbientCube[i].Init( 0.4f, 0.4f, 0.4f, 1.0f );
}
memset( &m_Lights[0].m_Desc, 0, sizeof(LightDesc_t) );
SetIdentityMatrix( m_Lights[0].m_LightToWorld );
m_Lights[0].m_Desc.m_Type = MATERIAL_LIGHT_DIRECTIONAL;
m_Lights[0].m_Desc.m_Color.Init( 1.0f, 1.0f, 1.0f );
m_Lights[0].m_Desc.m_Direction.Init( 0.0f, 0.0f, -1.0f );
m_Lights[0].m_Desc.m_Range=0.0;
m_Lights[0].m_Desc.m_Attenuation0 = 1.0;
m_Lights[0].m_Desc.m_Attenuation1 = 0;
m_Lights[0].m_Desc.m_Attenuation2 = 0;
m_Lights[0].m_Desc.RecalculateDerivedValues();
m_nLightCount = 1;
m_pLightManip = new CPotteryWheelManip( &m_Lights[0].m_LightToWorld );
}
void CPotteryWheelPanel::DestroyLights()
{
if ( m_pLightManip )
{
delete m_pLightManip;
m_pLightManip = NULL;
}
m_nLightCount = 0;
}
void StringToFloatArray( float *pVector, int count, const char *pString )
{
char *pstr, *pfront, tempString[128];
int j;
Q_strncpy( tempString, pString, sizeof(tempString) );
pstr = pfront = tempString;
for ( j = 0; j < count; j++ ) // lifted from pr_edict.c
{
pVector[j] = atof( pfront );
// skip any leading whitespace
while ( *pstr && *pstr <= ' ' )
pstr++;
// skip to next whitespace
while ( *pstr && *pstr > ' ' )
pstr++;
if (!*pstr)
break;
pstr++;
pfront = pstr;
}
for ( j++; j < count; j++ )
{
pVector[j] = 0;
}
}
void StringToVector( float *pVector, const char *pString )
{
StringToFloatArray( pVector, 3, pString );
}
//-----------------------------------------------------------------------------
// Sets initialize lights from KeyValues
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::ParseLightsFromKV( KeyValues *pLightsKV )
{
int nLightCount = 0;
FOR_EACH_SUBKEY( pLightsKV, pLocalLight )
{
Assert( nLightCount < MAX_LIGHT_COUNT );
if ( nLightCount >= MAX_LIGHT_COUNT )
break;
LightDesc_t *pDesc = &m_Lights[nLightCount].m_Desc;
const char *pType = pLocalLight->GetString( "name" );
Vector vecColor;
StringToVector( vecColor.Base(), pLocalLight->GetString( "color" ) );
if ( !Q_stricmp( pType, "directional" ) )
{
Vector vecDirection;
StringToVector( vecDirection.Base(), pLocalLight->GetString( "direction" ) );
pDesc->InitDirectional( vecDirection.Normalized(), vecColor );
++nLightCount;
continue;
}
if ( !Q_stricmp( pType, "point" ) )
{
Vector vecAtten;
StringToVector( vecAtten.Base(), pLocalLight->GetString( "attenuation" ) );
Vector vecOrigin;
StringToVector( vecOrigin.Base(), pLocalLight->GetString( "origin" ) );
pDesc->InitPoint( vecOrigin, vecColor );
pDesc->m_Attenuation0 = vecAtten.x;
pDesc->m_Attenuation1 = vecAtten.y;
pDesc->m_Attenuation2 = vecAtten.z;
pDesc->m_Range = pLocalLight->GetFloat( "maxDistance" );
pDesc->RecalculateDerivedValues();
++nLightCount;
continue;
}
if ( !Q_stricmp( pType, "spot" ) )
{
Vector vecAtten;
StringToVector( vecAtten.Base(), pLocalLight->GetString( "attenuation" ) );
Vector vecOrigin;
StringToVector( vecOrigin.Base(), pLocalLight->GetString( "origin" ) );
pDesc->InitSpot( vecOrigin, vecColor, vec3_origin,
pLocalLight->GetFloat( "inner_cone_angle" ),
pLocalLight->GetFloat( "outer_cone_angle" ) );
Vector vecDirection;
StringToVector( vecDirection.Base(), pLocalLight->GetString( "direction" ) );
pDesc->m_Direction = vecDirection.Normalized();
pDesc->m_Attenuation0 = vecAtten.x;
pDesc->m_Attenuation1 = vecAtten.y;
pDesc->m_Attenuation2 = vecAtten.z;
pDesc->m_Range = pLocalLight->GetFloat( "maxDistance" );
pDesc->m_Falloff = pLocalLight->GetFloat( "exponent" );
pDesc->RecalculateDerivedValues();
++nLightCount;
continue;
}
AssertMsg1( 0, "Failed to initialize light with type '%s'", pType );
}
AssertMsg( nLightCount > 0, "Must specify at least one valid light" );
m_nLightCount = nLightCount;
}
//-----------------------------------------------------------------------------
// Sets the background color
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetBackgroundColor( int r, int g, int b )
{
m_ClearColor.SetColor( r, g, b, 255 );
}
void CPotteryWheelPanel::SetBackgroundColor( const Color& c )
{
m_ClearColor = c;
}
const Color& CPotteryWheelPanel::GetBackgroundColor() const
{
return m_ClearColor;
}
//-----------------------------------------------------------------------------
// Light probe
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetLightProbe( CDmxElement *pLightProbe )
{
m_LightProbeBackground.Shutdown();
m_LightProbeHDRBackground.Shutdown();
m_LightProbeCubemap.Shutdown();
m_LightProbeHDRCubemap.Shutdown();
DestroyLights();
m_bHasLightProbe = ( pLightProbe != NULL );
if ( !m_bHasLightProbe )
{
CreateDefaultLights();
return;
}
const char *pCubemap = pLightProbe->GetValueString( "cubemap" );
m_LightProbeCubemap.Init( pCubemap, TEXTURE_GROUP_OTHER );
const char *pCubemapHDR = pLightProbe->HasAttribute( "cubemapHdr" ) ? pLightProbe->GetValueString( "cubemapHdr" ) : pCubemap;
m_LightProbeHDRCubemap.Init( pCubemapHDR, TEXTURE_GROUP_OTHER );
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
pVMTKeyValues->SetInt( "$ignorez", 1 );
pVMTKeyValues->SetString( "$envmap", pCubemap );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$nocull", 1 );
m_LightProbeBackground.Init( "SPWP_LightProbeBackground", pVMTKeyValues );
m_LightProbeBackground->Refresh();
pVMTKeyValues = new KeyValues( "UnlitGeneric" );
pVMTKeyValues->SetInt( "$ignorez", 1 );
pVMTKeyValues->SetString( "$envmap", pCubemapHDR );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$nocull", 1 );
m_LightProbeHDRBackground.Init( "SPWP_LightProbeBackground_HDR", pVMTKeyValues );
m_LightProbeHDRBackground->Refresh();
const CUtlVector< Vector >& ambientCube = pLightProbe->GetArray<Vector>( "ambientCube" );
if ( ambientCube.Count() == 6 )
{
for ( int i = 0; i < 6; ++i )
{
m_vecAmbientCube[i].Init( ambientCube[i].x, ambientCube[i].y, ambientCube[i].z, 0.0f );
}
}
const CUtlVector< CDmxElement* >& localLights = pLightProbe->GetArray< CDmxElement* >( "localLights" );
int nLightCount = localLights.Count();
for ( int i = 0; i < nLightCount; ++i )
{
if ( m_nLightCount == MAX_LIGHT_COUNT )
break;
LightDesc_t *pDesc = &m_Lights[m_nLightCount].m_Desc;
CDmxElement *pLocalLight = localLights[ i ];
const char *pType = pLocalLight->GetValueString( "name" );
const Vector& vecColor = pLocalLight->GetValue<Vector>( "color" );
if ( !Q_stricmp( pType, "directional" ) )
{
pDesc->InitDirectional( pLocalLight->GetValue<Vector>( "direction" ), vecColor );
++m_nLightCount;
continue;
}
if ( !Q_stricmp( pType, "point" ) )
{
const Vector& vecAtten = pLocalLight->GetValue<Vector>( "attenuation" );
pDesc->InitPoint( pLocalLight->GetValue<Vector>( "origin" ), vecColor );
pDesc->m_Attenuation0 = vecAtten.x;
pDesc->m_Attenuation1 = vecAtten.y;
pDesc->m_Attenuation2 = vecAtten.z;
pDesc->m_Range = pLocalLight->GetValue<float>( "maxDistance" );
pDesc->RecalculateDerivedValues();
++m_nLightCount;
continue;
}
if ( !Q_stricmp( pType, "spot" ) )
{
const Vector& vecAtten = pLocalLight->GetValue<Vector>( "attenuation" );
pDesc->InitSpot( pLocalLight->GetValue<Vector>( "origin" ), vecColor, vec3_origin,
RAD2DEG ( pLocalLight->GetValue<float>( "theta" ) ),
RAD2DEG ( pLocalLight->GetValue<float>( "phi" ) ) );
pDesc->m_Direction = pLocalLight->GetValue<Vector>( "direction" );
pDesc->m_Attenuation0 = vecAtten.x;
pDesc->m_Attenuation1 = vecAtten.y;
pDesc->m_Attenuation2 = vecAtten.z;
pDesc->m_Range = pLocalLight->GetValue<float>( "maxDistance" );
pDesc->m_Falloff = pLocalLight->GetValue<float>( "exponent" );
pDesc->RecalculateDerivedValues();
++m_nLightCount;
continue;
}
}
if ( nLightCount > 0 )
{
m_pLightManip = new CPotteryWheelManip( &m_Lights[0].m_LightToWorld );
}
}
bool CPotteryWheelPanel::HasLightProbe() const
{
return m_bHasLightProbe;
}
ITexture *CPotteryWheelPanel::GetLightProbeCubemap( bool bHDR )
{
if ( !m_bHasLightProbe )
return NULL;
return bHDR ? m_LightProbeHDRCubemap : m_LightProbeCubemap;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPotteryWheelPanel::GetCameraFOV( void )
{
return m_Camera.m_flFOV;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetCameraFOV( float flFOV )
{
m_Camera.m_flFOV = flFOV;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetCameraOffset( const Vector &vecOffset )
{
m_vecCameraOffset = vecOffset;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::GetCameraOffset( Vector &vecOffset )
{
vecOffset = m_vecCameraOffset;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetCameraPositionAndAngles( const Vector &vecPos, const QAngle &angDir, bool syncManipulators )
{
SetIdentityMatrix( m_CameraPivot );
AngleMatrix( angDir, vecPos, m_CameraPivot );
UpdateCameraTransform();
if ( syncManipulators )
{
SyncManipulation();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::GetCameraPositionAndAngles( Vector &vecPos, QAngle &angDir )
{
MatrixAngles( m_CameraPivot, angDir, vecPos );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::ResetCameraPivot( void )
{
SetIdentityMatrix( m_CameraPivot );
}
//-----------------------------------------------------------------------------
// Sets the camera to look at the the thing we're spinning around
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::LookAt( float flRadius )
{
// Compute the distance to the camera for the object based on its
// radius and fov.
// since tan( fov/2 ) = f/d
// cos( fov/2 ) = r / r' where r = sphere radius, r' = perp distance from sphere center to max extent of camera
// d/f = r'/d' where d' is distance of camera to sphere
// d' = r' / tan( fov/2 ) * r' = r / ( cos (fov/2) * tan( fov/2 ) ) = r / sin( fov/2 )
float flFOVx = m_Camera.m_flFOV;
// Compute fov/2 in radians
flFOVx *= M_PI / 360.0f;
// Compute an effective fov based on the aspect ratio
// if the height is smaller than the width
int w, h;
GetSize( w, h );
if ( h < w )
{
flFOVx = atan( h * tan( flFOVx ) / w );
}
m_vecCameraOffset.x = -( flRadius / sin( flFOVx ) );
UpdateCameraTransform();
}
void CPotteryWheelPanel::LookAt( const Vector &vecCenter, float flRadius )
{
MatrixSetColumn( vecCenter, 3, m_CameraPivot );
LookAt( flRadius );
}
//-----------------------------------------------------------------------------
// Sets up render state in the material system for rendering
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::SetupRenderState( int nDisplayWidth, int nDisplayHeight )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
VMatrix view, projection;
ComputeViewMatrix( &view, m_Camera );
ComputeProjectionMatrix( &projection, m_Camera, nDisplayWidth, nDisplayHeight );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->LoadIdentity( );
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->LoadMatrix( view );
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->LoadMatrix( projection );
LightDesc_t *pDesc = (LightDesc_t*)stackalloc( m_nLightCount * sizeof(LightDesc_t) );
for ( int i = 0; i < m_nLightCount; ++i )
{
pDesc[i] = m_Lights[i].m_Desc;
VectorTransform( m_Lights[i].m_Desc.m_Position, m_Lights[i].m_LightToWorld, pDesc->m_Position );
VectorRotate( m_Lights[i].m_Desc.m_Direction, m_Lights[i].m_LightToWorld, pDesc->m_Direction );
VectorNormalize( pDesc->m_Direction );
pRenderContext->SetLight( i, pDesc[i] );
}
LightDesc_t desc;
desc.m_Type = MATERIAL_LIGHT_DISABLE;
int nMaxLightCount = g_pMaterialSystemHardwareConfig->MaxNumLights();
for ( int i = m_nLightCount; i < nMaxLightCount; ++i )
{
pRenderContext->SetLight( i, desc );
}
pRenderContext->SetAmbientLightCube( m_vecAmbientCube );
// FIXME: Remove this! This should automatically happen in DrawModel
// in studiorender.
if ( !g_pStudioRender )
return;
VMatrix worldToCamera;
MatrixInverseTR( view, worldToCamera );
Vector vecOrigin, vecRight, vecUp, vecForward;
MatrixGetColumn( worldToCamera, 0, &vecRight );
MatrixGetColumn( worldToCamera, 1, &vecUp );
MatrixGetColumn( worldToCamera, 2, &vecForward );
MatrixGetColumn( worldToCamera, 3, &vecOrigin );
g_pStudioRender->SetViewState( vecOrigin, vecRight, vecUp, vecForward );
g_pStudioRender->SetLocalLights( m_nLightCount, pDesc );
g_pStudioRender->SetAmbientLightColors( m_vecAmbientCube );
}
//-----------------------------------------------------------------------------
// Compute the camera world position
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::UpdateCameraTransform( )
{
// Set up the render state for the camera + light
matrix3x4_t offset, worldToCamera;
SetIdentityMatrix( offset );
MatrixSetColumn( m_vecCameraOffset, 3, offset );
ConcatTransforms( m_CameraPivot, offset, worldToCamera );
MatrixAngles( worldToCamera, m_Camera.m_angles, m_Camera.m_origin );
}
void CPotteryWheelPanel::ComputeCameraTransform( matrix3x4_t *pWorldToCamera )
{
AngleMatrix( m_Camera.m_angles, m_Camera.m_origin, *pWorldToCamera );
}
//-----------------------------------------------------------------------------
// Computes the position in the panel of a particular 3D point
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::ComputePanelPosition( const Vector &vecPosition, Vector2D *pPanelPos )
{
int w, h;
GetSize( w, h );
matrix3x4_t worldToCamera;
ComputeCameraTransform( &worldToCamera );
MatrixAngles( worldToCamera, m_Camera.m_angles, m_Camera.m_origin );
ComputeScreenSpacePosition( pPanelPos, vecPosition, m_Camera, w, h );
}
//-----------------------------------------------------------------------------
// Utility method to draw a grid at the 'ground'
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::DrawGrid()
{
matrix3x4_t transform;
CMatRenderContextPtr pRenderContext( MaterialSystem() );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->LoadIdentity( );
pRenderContext->Bind( m_Wireframe );
IMesh *pMesh = pRenderContext->GetDynamicMesh();
int nGridDim = 10;
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, 2 * nGridDim + 2 );
float bounds = 100.0f;
float delta = 2 * bounds / nGridDim;
for ( int i = 0; i < nGridDim + 1; ++i )
{
float xy = -bounds + delta * i;
meshBuilder.Position3f( xy, -bounds, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( xy, bounds, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( -bounds, xy, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( bounds, xy, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// paint it!
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::Paint()
{
int iWidth, iHeight;
GetSize( iWidth, iHeight );
int screenw, screenh;
vgui::surface()->GetScreenSize( screenw, screenh );
int windowposx = 0, windowposy = 0;
GetPos( windowposx, windowposy );
int windowposright = windowposx + iWidth;
int windowposbottom = windowposy + iHeight;
if ( windowposright >= screenw )
{
iWidth -= ( windowposright - screenw );
}
if ( windowposbottom >= screenh )
{
iHeight -= ( windowposbottom - screenh );
}
int startx = 0, starty = 0;
if( windowposx < 0 )
{
startx = -windowposx;
iWidth -= startx;
}
if ( windowposy < 0 )
{
starty = -windowposy;
iHeight -= starty;
}
int w, h;
GetSize( w, h );
vgui::MatSystemSurface()->Begin3DPaint( 0, 0, w, h, m_bRenderToTexture );
if ( m_pCurrentManip )
{
m_pCurrentManip->SetViewportSize( iWidth, iHeight );
}
// Set up the render state for the camera + light
SetupRenderState( iWidth, iHeight );
CMatRenderContextPtr pRenderContext( vgui::MaterialSystem() );
if ( m_bUseParentBG && GetParent() )
{
Color bgCol = GetParent()->GetBgColor();
pRenderContext->ClearColor4ub( bgCol.r(), bgCol.g(), bgCol.b(), bgCol.a() );
}
else
{
pRenderContext->ClearColor4ub( m_ClearColor.r(), m_ClearColor.g(), m_ClearColor.b(), m_ClearColor.a() );
}
pRenderContext->ClearBuffers( m_bRenderToTexture, true );
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_WRITE_DEPTH_TO_DESTALPHA, false );
if ( HasLightProbe() )
{
IMaterial *pMaterial = ( vgui::MaterialSystemHardwareConfig()->GetHDRType() == HDR_TYPE_NONE ) ?
m_LightProbeBackground : m_LightProbeHDRBackground;
RenderBox( m_Camera.m_origin, vec3_angle, Vector( -100, -100, -100 ), Vector( 100, 100, 100 ),
Color( 255, 255, 255, 255 ), pMaterial, true );
}
OnPaint3D();
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
vgui::MatSystemSurface()->End3DPaint( );
}
//-----------------------------------------------------------------------------
// called when we're ticked...
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::OnTick()
{
BaseClass::OnTick();
if ( m_pCurrentManip )
{
m_pCurrentManip->OnTick();
UpdateCameraTransform();
}
}
//-----------------------------------------------------------------------------
// input
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::OnKeyCodePressed(KeyCode code)
{
if ( m_pCurrentManip )
{
switch( code )
{
case KEY_RSHIFT:
case KEY_LSHIFT:
// start translate mode
AcceptManipulation( false );
EnterManipulationMode( CAMERA_TRANSLATE, false );
break;
case KEY_RCONTROL:
case KEY_LCONTROL:
// start light mode
AcceptManipulation( false );
EnterManipulationMode( LIGHT_MODE, false );
break;
}
}
BaseClass::OnKeyCodePressed( code );
}
//-----------------------------------------------------------------------------
// Purpose: soaks up any remaining messages
//-----------------------------------------------------------------------------
void CPotteryWheelPanel::OnKeyCodeReleased(KeyCode code)
{
if ( m_pCurrentManip )
{
switch( code )
{
case KEY_RSHIFT:
case KEY_LSHIFT:
case KEY_RCONTROL:
case KEY_LCONTROL:
{
// stop manipulation mode
AcceptManipulation( false );
switch ( m_nCaptureMouseCode )
{
default:
case MOUSE_LEFT:
EnterManipulationMode( CAMERA_ROTATE, false );
break;
case MOUSE_MIDDLE:
EnterManipulationMode( CAMERA_TRANSLATE, false );
break;
case MOUSE_RIGHT:
EnterManipulationMode( CAMERA_ZOOM, false );
break;
}
}
break;
}
}
BaseClass::OnKeyCodeReleased( code );
}
void CPotteryWheelPanel::OnMousePressed( vgui::MouseCode code )
{
if ( m_pCurrentManip )
return;
RequestFocus();
if ( input()->IsKeyDown( KEY_RSHIFT ) || input()->IsKeyDown( KEY_LSHIFT ) )
{
EnterManipulationMode( CAMERA_TRANSLATE, true, code );
}
else if ( input()->IsKeyDown( KEY_RCONTROL ) || input()->IsKeyDown( KEY_LCONTROL ) )
{
EnterManipulationMode( LIGHT_MODE, true, code );
}
else
{
switch ( code )
{
case MOUSE_LEFT:
EnterManipulationMode( CAMERA_ROTATE, true, code );
break;
case MOUSE_MIDDLE:
EnterManipulationMode( CAMERA_TRANSLATE, true, code );
break;
case MOUSE_RIGHT:
EnterManipulationMode( CAMERA_ZOOM, true, code );
break;
}
}
BaseClass::OnMousePressed( code );
}
void CPotteryWheelPanel::OnMouseReleased( vgui::MouseCode code )
{
int x, y;
input()->GetCursorPos( x, y );
ScreenToLocal( x, y );
AcceptManipulation();
BaseClass::OnMouseReleased( code );
}
void CPotteryWheelPanel::OnCursorMoved( int x, int y )
{
if ( m_pCurrentManip )
{
if ( WarpMouse( x, y ) )
{
m_pCurrentManip->OnCursorMoved( x, y );
}
}
BaseClass::OnCursorMoved( x, y );
}
void CPotteryWheelPanel::OnMouseWheeled( int delta )
{
if ( m_pCurrentManip )
{
m_pCurrentManip->OnMouseWheeled( delta );
}
BaseClass::OnMouseWheeled( delta );
}
void CPotteryWheelPanel::EnterManipulationMode( ManipulationMode_t manipMode, bool bMouseCapture, vgui::MouseCode mouseCode /* = -1 */ )
{
switch ( manipMode )
{
case CAMERA_ROTATE:
m_pCurrentManip = m_pCameraRotate;
break;
case CAMERA_TRANSLATE:
m_pCurrentManip = m_pCameraTranslate;
break;
case CAMERA_ZOOM:
m_pCurrentManip = m_pCameraZoom;
break;
case LIGHT_MODE:
m_pCurrentManip = m_pLightManip;
break;
}
if ( !m_pCurrentManip )
return;
m_pCurrentManip->OnBeginManipulation();
m_xoffset = m_yoffset = 0;
// Warp the mouse to the center of the screen
int width, height;
GetSize( width, height );
int x = width / 2;
int y = height / 2;
if ( bMouseCapture )
{
input()->GetCursorPos( m_nManipStartX, m_nManipStartY );
EnableMouseCapture( true, mouseCode );
int xpos = x;
int ypos = y;
LocalToScreen( xpos, ypos );
input()->SetCursorPos( xpos, ypos );
}
m_pCurrentManip->OnMousePressed( mouseCode, x, y );
}
void CPotteryWheelPanel::AcceptManipulation( bool bReleaseMouseCapture )
{
if ( m_pCurrentManip )
{
m_pCurrentManip->OnAcceptManipulation();
if ( bReleaseMouseCapture )
{
EnableMouseCapture( false );
input()->SetCursorPos( m_nManipStartX, m_nManipStartY );
}
m_pCurrentManip = NULL;
}
}
void CPotteryWheelPanel::CancelManipulation()
{
if ( m_pCurrentManip )
{
m_pCurrentManip->OnCancelManipulation();
EnableMouseCapture( false );
input()->SetCursorPos( m_nManipStartX, m_nManipStartY );
m_pCurrentManip = NULL;
}
}
void CPotteryWheelPanel::ApplyManipulation()
{
if ( dynamic_cast< CRotationManipulator * >( m_pCameraRotate ) )
{
dynamic_cast< CRotationManipulator * >( m_pCameraRotate )->UpdateTransform();
}
UpdateCameraTransform();
}
void CPotteryWheelPanel::SyncManipulation()
{
if ( dynamic_cast< CRotationManipulator * >( m_pCameraRotate ) )
{
dynamic_cast< CRotationManipulator * >( m_pCameraRotate )->UpdateFromMatrix();
}
}
void CPotteryWheelPanel::OnMouseCaptureLost()
{
SetCursor( vgui::dc_arrow );
m_nCaptureMouseCode = vgui::MouseCode( -1 );
}
void CPotteryWheelPanel::EnableMouseCapture( bool enable, vgui::MouseCode mouseCode /* = -1 */ )
{
if ( enable )
{
m_nCaptureMouseCode = mouseCode;
SetCursor( vgui::dc_none );
input()->SetMouseCaptureEx( GetVPanel(), m_nCaptureMouseCode );
}
else
{
m_nCaptureMouseCode = vgui::MouseCode( -1 );
input()->SetMouseCapture( (VPANEL)0 );
SetCursor( vgui::dc_arrow );
}
}
bool CPotteryWheelPanel::WarpMouse( int &x, int &y )
{
// Re-force capture if it was lost...
if ( input()->GetMouseCapture() != GetVPanel() )
{
input()->GetCursorPos( m_nManipStartX, m_nManipStartY );
EnableMouseCapture( true, m_nCaptureMouseCode );
}
int width, height;
GetSize( width, height );
int centerx = width / 2;
int centery = height / 2;
// skip this event
if ( x == centerx && y == centery )
return false;
int xpos = centerx;
int ypos = centery;
LocalToScreen( xpos, ypos );
#if defined( DX_TO_GL_ABSTRACTION )
//
// Really reset the cursor to the center for the PotteryWheel Control
//
// In TF2's edit loadout dialog there is a character model that you can rotate
// around using the mouse. This control resets the cursor to the center of the window
// after each mouse move. Except the input()->SetCursorPos results (after a lot of redirection) to
// vgui/matsurface/Cursor.cpp function CursorSetPos but it has a (needed) test to not move the
// cursor if it's currently hidden. Rather than change all the levels between here and there
// to support a flag, we are just jumping to the chase and directly calling the inputsystem
// SetCursorPosition on OpenGL platforms
//
g_pInputSystem->SetCursorPosition( xpos, ypos );
#else
input()->SetCursorPos( xpos, ypos );
#endif
int dx = x - centerx;
int dy = y - centery;
x += m_xoffset;
y += m_yoffset;
m_xoffset += dx;
m_yoffset += dy;
return true;
}