Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Renders a cone for spotlight entities. Only renders when the parent
// entity is selected.
//
//=============================================================================//
#include "stdafx.h"
#include "Box3D.h"
#include "fgdlib/HelperInfo.h"
#include "MapDefs.h" // dvs: For COORD_NOTINIT
#include "MapEntity.h"
#include "MapFrustum.h"
#include "Render3D.h"
#include "Material.h"
#include "materialsystem/imaterialsystem.h"
#include "TextureSystem.h"
#include "hammer.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
IMPLEMENT_MAPCLASS(CMapFrustum)
//-----------------------------------------------------------------------------
// Purpose: Factory function. Used for creating a CMapFrustum helper from a
// set of string parameters from the FGD file.
// Input : *pInfo - Pointer to helper info class which gives us information
// about how to create the helper.
// Output : Returns a pointer to the helper, NULL if an error occurs.
//-----------------------------------------------------------------------------
CMapClass *CMapFrustum::Create(CHelperInfo *pHelperInfo, CMapEntity *pParent)
{
CMapFrustum *new1 = new CMapFrustum;
if( new1 != NULL )
{
const char *pszKeyName;
// The first parameter should be the fov key name.
pszKeyName = pHelperInfo->GetParameter(0);
if ( pszKeyName )
V_strncpy( new1->m_szFOVKeyName, pszKeyName, sizeof( new1->m_szFOVKeyName ) );
// Second parameter should be the near plane name.
pszKeyName = pHelperInfo->GetParameter(1);
if ( pszKeyName )
V_strncpy( new1->m_szNearPlaneKeyName, pszKeyName, sizeof( new1->m_szNearPlaneKeyName ) );
// Third parameter should be the far plane name.
pszKeyName = pHelperInfo->GetParameter(2);
if ( pszKeyName )
V_strncpy( new1->m_szFarPlaneKeyName, pszKeyName, sizeof( new1->m_szFarPlaneKeyName ) );
pszKeyName = pHelperInfo->GetParameter(3);
if (pszKeyName != NULL)
{
V_strncpy( new1->m_szColorKeyName, pszKeyName, sizeof( new1->m_szColorKeyName ) );
}
pszKeyName = pHelperInfo->GetParameter(4);
if (pszKeyName != NULL)
{
new1->m_flPitchScale = Q_atof( pszKeyName );
}
else
{
new1->m_flPitchScale = 1.0f;
}
}
return new1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CMapFrustum::CMapFrustum(void)
{
// Set default parameter names.
V_strncpy( m_szFOVKeyName, "_fov", sizeof( m_szFOVKeyName ) );
V_strncpy( m_szNearPlaneKeyName, "_NearPlane", sizeof( m_szNearPlaneKeyName ) );
V_strncpy( m_szFarPlaneKeyName, "_FarPlane", sizeof( m_szFarPlaneKeyName ) );
V_strncpy( m_szColorKeyName, "_light", sizeof( m_szColorKeyName ) );
m_flFOV = 90;
m_flNearPlane = 10;
m_flFarPlane = 200;
m_flPitchScale = -1;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor. Deletes faces allocated by BuildCone.
//-----------------------------------------------------------------------------
CMapFrustum::~CMapFrustum(void)
{
for (int i = 0; i < m_Faces.Count(); i++)
{
CMapFace *pFace = m_Faces.Element(i);
delete pFace;
}
}
CMapFace* CMapFrustum::CreateMapFace( const Vector &v1, const Vector &v2, const Vector &v3, const Vector &v4, float flAlpha )
{
Assert( IsFinite(v1.x) && IsFinite(v1.y) && IsFinite(v1.z) );
Vector points[4] = {v1,v2,v3,v4};
CMapFace *pFace = new CMapFace;
pFace->SetRenderColor( r, g, b );
pFace->SetRenderAlpha( flAlpha );
pFace->CreateFace( points, 4 );
pFace->RenderUnlit(true);
return pFace;
}
//-----------------------------------------------------------------------------
// Purpose: Builds the light cone faces in local space. Does NOT call CalcBounds,
// because that CalcBounds updates the parent, which causes problems
// in the undo system.
//-----------------------------------------------------------------------------
void CMapFrustum::BuildFrustumFaces(void)
{
//
// Delete the current face list.
//
for (int i = 0; i < m_Faces.Count(); i++)
{
CMapFace *pFace = m_Faces.Element(i);
delete pFace;
}
m_Faces.RemoveAll();
// 6 total faces. 4 on the sides and 2 caps.
Vector vNearFace[4], vFarFace[4];
float flHalfFOV = m_flFOV / 2.0f;
flHalfFOV = clamp( flHalfFOV, 0.01f, 89.0f );
float flScaleFactor = tan( DEG2RAD( flHalfFOV ) );
float flBaseAlpha = 180;
vNearFace[0].Init( m_flNearPlane, -flScaleFactor*m_flNearPlane, -flScaleFactor*m_flNearPlane );
vNearFace[1].Init( m_flNearPlane, +flScaleFactor*m_flNearPlane, -flScaleFactor*m_flNearPlane );
vNearFace[2].Init( m_flNearPlane, +flScaleFactor*m_flNearPlane, +flScaleFactor*m_flNearPlane );
vNearFace[3].Init( m_flNearPlane, -flScaleFactor*m_flNearPlane, +flScaleFactor*m_flNearPlane );
vFarFace[0].Init( m_flFarPlane, -flScaleFactor*m_flFarPlane, -flScaleFactor*m_flFarPlane );
vFarFace[1].Init( m_flFarPlane, +flScaleFactor*m_flFarPlane, -flScaleFactor*m_flFarPlane );
vFarFace[2].Init( m_flFarPlane, +flScaleFactor*m_flFarPlane, +flScaleFactor*m_flFarPlane );
vFarFace[3].Init( m_flFarPlane, -flScaleFactor*m_flFarPlane, +flScaleFactor*m_flFarPlane );
// Build the near and far faces.
m_Faces.AddToTail( CreateMapFace( vNearFace[0], vNearFace[1], vNearFace[2], vNearFace[3], flBaseAlpha ) );
m_Faces.AddToTail( CreateMapFace( vFarFace[3], vFarFace[2], vFarFace[1], vFarFace[0], flBaseAlpha ) );
// Build the 4 cap faces.
for ( int i=0; i < 4; i++ )
{
m_Faces.AddToTail( CreateMapFace( vNearFace[i], vFarFace[i], vFarFace[(i+1)%4], vNearFace[(i+1)%4], flBaseAlpha ) );
}
// Also build some really translucent faces from the origin to the near plane.
float flOriginFacesAlpha = 40.0f;
for ( int i=0; i < 4; i++ )
{
m_Faces.AddToTail( CreateMapFace( Vector(0,0,0), vNearFace[i], vNearFace[(i+1)%4], Vector(0,0,0), flOriginFacesAlpha ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bFullUpdate -
//-----------------------------------------------------------------------------
void CMapFrustum::CalcBounds(BOOL bFullUpdate)
{
CMapClass::CalcBounds(bFullUpdate);
//
// HACK: Update our origin to stick to our parent.
//
if (m_pParent != NULL)
{
GetParent()->GetOrigin(m_Origin);
}
//
// Pretend to be very small for the 2D view. Won't be necessary when 2D
// rendering is done in the map classes.
//
m_Render2DBox.ResetBounds();
m_Render2DBox.UpdateBounds(m_Origin);
SetCullBoxFromFaceList( &m_Faces );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CMapClass
//-----------------------------------------------------------------------------
CMapClass *CMapFrustum::Copy(bool bUpdateDependencies)
{
CMapFrustum *pCopy = new CMapFrustum;
if (pCopy != NULL)
{
pCopy->CopyFrom(this, bUpdateDependencies);
}
return(pCopy);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pObject -
// Output : CMapClass
//-----------------------------------------------------------------------------
CMapClass *CMapFrustum::CopyFrom(CMapClass *pObject, bool bUpdateDependencies)
{
Assert(pObject->IsMapClass(MAPCLASS_TYPE(CMapFrustum)));
CMapFrustum *pFrom = (CMapFrustum *)pObject;
CMapClass::CopyFrom(pObject, bUpdateDependencies);
m_flFOV = pFrom->m_flFOV;
m_flNearPlane = pFrom->m_flNearPlane;
m_flFarPlane = pFrom->m_flFarPlane;
m_Angles = pFrom->m_Angles;
m_flPitchScale = pFrom->m_flPitchScale;
V_strncpy( m_szFOVKeyName, pFrom->m_szFOVKeyName, sizeof( m_szFOVKeyName ) );
V_strncpy( m_szNearPlaneKeyName, pFrom->m_szNearPlaneKeyName, sizeof( m_szNearPlaneKeyName ) );
V_strncpy( m_szFarPlaneKeyName, pFrom->m_szFarPlaneKeyName, sizeof( m_szFarPlaneKeyName ) );
V_strncpy( m_szColorKeyName, pFrom->m_szColorKeyName, sizeof( m_szColorKeyName ) );
BuildFrustumFaces();
return(this);
}
//-----------------------------------------------------------------------------
// Purpose: Notifies that this object's parent entity has had a key value change.
// Input : szKey - The key that changed.
// szValue - The new value of the key.
//-----------------------------------------------------------------------------
void CMapFrustum::OnParentKeyChanged(const char *szKey, const char *szValue)
{
bool bRebuild = true;
if (!stricmp(szKey, "angles"))
{
sscanf(szValue, "%f %f %f", &m_Angles[PITCH], &m_Angles[YAW], &m_Angles[ROLL]);
}
else if (!stricmp(szKey, m_szColorKeyName))
{
int nRed;
int nGreen;
int nBlue;
sscanf(szValue, "%d %d %d", &nRed, &nGreen, &nBlue);
r = nRed;
g = nGreen;
b = nBlue;
}
else if (!stricmp(szKey, m_szFOVKeyName))
{
m_flFOV = atof(szValue);
}
else if (!stricmp(szKey, m_szNearPlaneKeyName))
{
m_flNearPlane = atof(szValue);
}
else if (!stricmp(szKey, m_szFarPlaneKeyName))
{
m_flFarPlane = atof(szValue);
}
else
{
bRebuild = false;
}
if (bRebuild)
{
BuildFrustumFaces();
PostUpdate(Notify_Changed);
}
}
//-----------------------------------------------------------------------------
// Purpose: Called after the entire map has been loaded. This allows the object
// to perform any linking with other map objects or to do other operations
// that require all world objects to be present.
// Input : pWorld - The world that we are in.
//-----------------------------------------------------------------------------
void CMapFrustum::PostloadWorld(CMapWorld *pWorld)
{
CMapClass::PostloadWorld(pWorld);
BuildFrustumFaces();
CalcBounds();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pRender -
//-----------------------------------------------------------------------------
void CMapFrustum::Render3D(CRender3D *pRender)
{
if (m_pParent->IsSelected())
{
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
pRenderContext->MatrixMode(MATERIAL_MODEL);
pRenderContext->PushMatrix();
pRenderContext->Translate(m_Origin[0], m_Origin[1], m_Origin[2]);
QAngle Angles;
GetAngles(Angles);
pRenderContext->Rotate(Angles[YAW], 0, 0, 1);
pRenderContext->Rotate(m_flPitchScale * Angles[PITCH], 0, -1, 0);
pRenderContext->Rotate(Angles[ROLL], 1, 0, 0);
if (
(pRender->GetCurrentRenderMode() != RENDER_MODE_LIGHT_PREVIEW2) &&
(pRender->GetCurrentRenderMode() != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) &&
(GetSelectionState() != SELECT_MODIFY )
)
{
// Render the cone faces flatshaded.
pRender->PushRenderMode( RENDER_MODE_TRANSLUCENT_FLAT );
for (int i = 0; i < m_Faces.Count(); i++)
{
CMapFace *pFace = m_Faces.Element(i);
pFace->Render3D(pRender);
}
pRender->PopRenderMode();
}
//
// Render the cone faces in yellow wireframe (on top)
//
pRender->PushRenderMode( RENDER_MODE_WIREFRAME );
for (int i = 0; i < m_Faces.Count(); i++)
{
CMapFace *pFace = m_Faces.Element(i);
pFace->Render3D(pRender);
}
//
// Restore the default rendering mode.
//
pRender->PopRenderMode();
pRenderContext->PopMatrix();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : File -
// bRMF -
// Output : int
//-----------------------------------------------------------------------------
int CMapFrustum::SerializeRMF(std::fstream &File, BOOL bRMF)
{
return(0);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : File -
// bRMF -
// Output : int
//-----------------------------------------------------------------------------
int CMapFrustum::SerializeMAP(std::fstream &File, BOOL bRMF)
{
return(0);
}
void CMapFrustum::GetAngles(QAngle& Angles)
{
Angles = m_Angles;
}