//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Supports sprite preview and sprite icons for entities. // //===========================================================================// #include "stdafx.h" #include "hammer_mathlib.h" #include "Box3D.h" #include "BSPFile.h" #include "const.h" #include "MapDefs.h" // dvs: For COORD_NOTINIT #include "MapDoc.h" #include "MapEntity.h" #include "MapSprite.h" #include "Render2D.h" #include "Render3D.h" #include "hammer.h" #include "Texture.h" #include "TextureSystem.h" #include "materialsystem/imesh.h" #include "Material.h" #include "Options.h" #include "camera.h" // memdbgon must be the last include file in a .cpp file!!! #include IMPLEMENT_MAPCLASS(CMapSprite) //----------------------------------------------------------------------------- // Purpose: Factory function. Used for creating a CMapSprite 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 class. // Output : Returns a pointer to the class, NULL if an error occurs. //----------------------------------------------------------------------------- CMapClass *CMapSprite::CreateMapSprite(CHelperInfo *pHelperInfo, CMapEntity *pParent) { const char *pszSprite = pHelperInfo->GetParameter(0); // // If we weren't passed a sprite name as an argument, get it from our parent // entity's "model" key. // if (pszSprite == NULL) { pszSprite = pParent->GetKeyValue("model"); } // HACK? // When loading sprites, it can be the case that 'materials' is prepended // This is because we have to look in the materials directory for sprites // Remove the materials prefix... if (pszSprite) { if (!strnicmp(pszSprite, "materials", 9) && ((pszSprite[9] == '/') || (pszSprite[9] == '\\')) ) { pszSprite += 10; } } // // If we have a sprite name, create a sprite object. // CMapSprite *pSprite = NULL; if (pszSprite != NULL) { pSprite = CreateMapSprite(pszSprite); if (pSprite != NULL) { // // Icons are alpha tested. // if (!stricmp(pHelperInfo->GetName(), "iconsprite")) { pSprite->SetRenderMode( kRenderTransAlpha ); pSprite->m_bIsIcon = true; } else { // FIXME: Gotta do this a little better // This initializes the render mode in the sprite pSprite->SetRenderMode( pSprite->m_eRenderMode ); } } } return(pSprite); } //----------------------------------------------------------------------------- // Purpose: Factory. Use this to construct CMapSprite objects, since the // constructor is protected. //----------------------------------------------------------------------------- CMapSprite *CMapSprite::CreateMapSprite(const char *pszSpritePath) { CMapSprite *pSprite = new CMapSprite; if (pSprite != NULL) { char szPath[MAX_PATH]; pSprite->Initialize(); // HACK: Remove the extension, this is for backward compatability // It's trying to load a .spr, but we're giving it a .vmt. strcpy( szPath, pszSpritePath ); char* pDot = strrchr( szPath, '.' ); if (pDot) *pDot = 0; pSprite->m_pSpriteInfo = CSpriteCache::CreateSprite(szPath); if (pSprite->m_pSpriteInfo) { pSprite->CalcBounds(); } } return(pSprite); } //----------------------------------------------------------------------------- // Purpose: Constructor. //----------------------------------------------------------------------------- CMapSprite::CMapSprite(void) { Initialize(); } //----------------------------------------------------------------------------- // Purpose: Destructor. //----------------------------------------------------------------------------- CMapSprite::~CMapSprite(void) { CSpriteCache::Release(m_pSpriteInfo); } //----------------------------------------------------------------------------- // Sets the render mode //----------------------------------------------------------------------------- void CMapSprite::SetRenderMode( int eRenderMode ) { m_eRenderMode = eRenderMode; if (m_pSpriteInfo) m_pSpriteInfo->SetRenderMode( m_eRenderMode ); } //----------------------------------------------------------------------------- // Purpose: Calculates our bounding box based on the sprite dimensions. // Input : bFullUpdate - Whether we should recalculate our childrens' bounds. //----------------------------------------------------------------------------- void CMapSprite::CalcBounds(BOOL bFullUpdate) { CMapClass::CalcBounds(bFullUpdate); float fRadius = 8; if (m_pSpriteInfo) { fRadius = max(m_pSpriteInfo->GetWidth(), m_pSpriteInfo->GetHeight()) * m_fScale / 2.0; if (fRadius == 0) { fRadius = 8; } } // // Build our bounds for frustum culling in the 3D view. // Vector Mins = m_Origin - Vector(fRadius, fRadius, fRadius); Vector Maxs = m_Origin + Vector(fRadius, fRadius, fRadius); m_CullBox.UpdateBounds(Mins, Maxs); m_BoundingBox = m_CullBox; // // Build our bounds for 2D rendering. We keep sprites small in the 2D views no // matter how large they are scaled. // if (!m_bIsIcon) { fRadius = 2; } Mins = m_Origin - Vector(fRadius, fRadius, fRadius); Maxs = m_Origin + Vector(fRadius, fRadius, fRadius); m_Render2DBox.UpdateBounds(Mins, Maxs); } //----------------------------------------------------------------------------- // Purpose: Returns a copy of this object. // Output : Pointer to the new object. //----------------------------------------------------------------------------- CMapClass *CMapSprite::Copy(bool bUpdateDependencies) { CMapSprite *pCopy = new CMapSprite; if (pCopy != NULL) { pCopy->CopyFrom(this, bUpdateDependencies); } return(pCopy); } //----------------------------------------------------------------------------- // Purpose: Turns this into a duplicate of the given object. // Input : pObject - Pointer to the object to copy from. // Output : Returns a pointer to this object. //----------------------------------------------------------------------------- CMapClass *CMapSprite::CopyFrom(CMapClass *pObject, bool bUpdateDependencies) { CMapSprite *pFrom = dynamic_cast(pObject); Assert(pObject != NULL); if (pObject != NULL) { CMapClass::CopyFrom(pObject, bUpdateDependencies); m_Angles = pFrom->m_Angles; m_pSpriteInfo = pFrom->m_pSpriteInfo; CSpriteCache::AddRef(pFrom->m_pSpriteInfo); m_nCurrentFrame = pFrom->m_nCurrentFrame; m_fSecondsPerFrame = pFrom->m_fSecondsPerFrame; m_fElapsedTimeThisFrame = pFrom->m_fElapsedTimeThisFrame; m_fScale = pFrom->m_fScale; SetRenderMode( pFrom->m_eRenderMode ); m_RenderColor = pFrom->m_RenderColor; m_bIsIcon = pFrom->m_bIsIcon; } return(this); } //----------------------------------------------------------------------------- // Purpose: // Input : bEnable - //----------------------------------------------------------------------------- void CMapSprite::EnableAnimation(BOOL bEnable) { //m_bAnimateModels = bEnable; } //----------------------------------------------------------------------------- // Purpose: // Input : Angles - //----------------------------------------------------------------------------- void CMapSprite::GetAngles(QAngle &Angles) { Angles = m_Angles; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMapSprite::Initialize(void) { m_Angles.Init(); m_eRenderMode = kRenderNormal; m_RenderColor.r = 255; m_RenderColor.g = 255; m_RenderColor.b = 255; m_fSecondsPerFrame = 1; m_fElapsedTimeThisFrame = 0; m_nCurrentFrame = 0; m_fScale = 0.25; m_bIsIcon = false; } //----------------------------------------------------------------------------- // Updates time and returns the next frame //----------------------------------------------------------------------------- int CMapSprite::GetNextSpriteFrame( CRender3D* pRender ) { // // Determine whether we need to advance to the next frame based on our // sprite framerate and the elapsed time. // int nNumFrames = m_pSpriteInfo->GetFrameCount(); if (nNumFrames > 1) { float fElapsedTime = pRender->GetElapsedTime(); m_fElapsedTimeThisFrame += fElapsedTime; while (m_fElapsedTimeThisFrame > m_fSecondsPerFrame) { m_nCurrentFrame++; m_fElapsedTimeThisFrame -= m_fSecondsPerFrame; } m_nCurrentFrame %= nNumFrames; } return m_nCurrentFrame; } //----------------------------------------------------------------------------- // Purpose: // Input : pRender - //----------------------------------------------------------------------------- void CMapSprite::Render3D(CRender3D *pRender) { int nPasses; if ((GetSelectionState() != SELECT_NONE) && (!m_bIsIcon)) { if (pRender->NeedsOverlay()) nPasses = 3; else nPasses = 2; } else { nPasses = 1; } // // If we have a sprite, render it. // if (m_pSpriteInfo) { // // Only sprite icons can be clicked on, sprite preview objects cannot. // if (m_bIsIcon) { pRender->BeginRenderHitTarget(this); } m_pSpriteInfo->SetOrigin(m_Origin); m_pSpriteInfo->SetAngles(m_Angles); m_pSpriteInfo->Bind(pRender, GetNextSpriteFrame(pRender)); for (int nPass = 0; nPass < nPasses; nPass++) { if (nPass == 0) { // First pass uses the default rendering mode. // unless that mode is texture if (pRender->GetCurrentRenderMode() == RENDER_MODE_LIGHTMAP_GRID) pRender->PushRenderMode( RENDER_MODE_TEXTURED); else pRender->PushRenderMode( RENDER_MODE_CURRENT ); } else { if (nPass == nPasses - 1) { // last pass uses wireframe rendering mode. pRender->PushRenderMode( RENDER_MODE_WIREFRAME); } else { pRender->PushRenderMode( RENDER_MODE_SELECTION_OVERLAY ); } } m_pSpriteInfo->SetScale(m_fScale > 0 ? m_fScale : 1.0 ); float fBlend; // dvs: lots of things contribute to blend factor. See r_blend in engine. //if (m_eRenderMode == kRenderNormal) { fBlend = 1.0; } unsigned char color[4]; SpriteColor( color, m_eRenderMode, m_RenderColor, fBlend * 255); // // If selected, render a yellow wireframe box. // if (GetSelectionState() != SELECT_NONE) { if (m_bIsIcon) { pRender->RenderWireframeBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, 255, 255, 0); } else { color[0] = 255; color[1] = color[2] = 0; } // // If selected, render the sprite with a yellow wireframe around it. // if ( nPass > 0 ) { color[0] = color[1] = 255; color[2] = 0; } } MaterialPrimitiveType_t type = (nPass > 0) ? MATERIAL_LINE_LOOP : MATERIAL_POLYGON; m_pSpriteInfo->SetMaterialPrimitiveType( type ); m_pSpriteInfo->DrawSprite3D( pRender, color ); pRender->PopRenderMode(); } // // Only sprite icons can be clicked on, sprite preview objects cannot. // if (m_bIsIcon) { pRender->EndRenderHitTarget(); } } // // Else no sprite, render as a bounding box. // else if (m_bIsIcon) { pRender->BeginRenderHitTarget(this); pRender->RenderBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, r, g, b, GetSelectionState()); pRender->EndRenderHitTarget(); } } //----------------------------------------------------------------------------- // Purpose: // Input : &File - // bRMF - // Output : int //----------------------------------------------------------------------------- int CMapSprite::SerializeRMF(std::fstream &File, BOOL bRMF) { return(0); } //----------------------------------------------------------------------------- // Purpose: // Input : &File - // bRMF - // Output : int //----------------------------------------------------------------------------- int CMapSprite::SerializeMAP(std::fstream &File, BOOL bRMF) { return(0); } //----------------------------------------------------------------------------- // Purpose: // Input : pTransBox - //----------------------------------------------------------------------------- void CMapSprite::DoTransform(const VMatrix &matrix) { BaseClass::DoTransform(matrix); matrix3x4_t fCurrentMatrix,fMatrixNew; AngleMatrix(m_Angles, fCurrentMatrix); ConcatTransforms(matrix.As3x4(), fCurrentMatrix, fMatrixNew); MatrixAngles(fMatrixNew, m_Angles); } //----------------------------------------------------------------------------- // Purpose: // Input : pColor - // pEntity - // alpha - //----------------------------------------------------------------------------- void CMapSprite::SpriteColor(unsigned char *pColor, int eRenderMode, colorVec RenderColor, int alpha) { int a; if ((eRenderMode == kRenderTransAdd) || (eRenderMode == kRenderGlow) || (eRenderMode == kRenderWorldGlow)) { a = alpha; } else { a = 256; } if ((RenderColor.r == 0) && (RenderColor.g == 0) && (RenderColor.b == 0)) { pColor[0] = pColor[1] = pColor[2] = (255 * a) >> 8; } else { pColor[0] = ((int)RenderColor.r * a)>>8; pColor[1] = ((int)RenderColor.g * a)>>8; pColor[2] = ((int)RenderColor.b * a)>>8; } } //----------------------------------------------------------------------------- // 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 CMapSprite::OnParentKeyChanged(const char* szKey, const char* szValue) { if (!stricmp(szKey, "framerate")) { float fFramesPerSecond = atof(szValue); if (fabs(fFramesPerSecond) > 0.001) { m_fSecondsPerFrame = 1 / fFramesPerSecond; } } else if (!stricmp(szKey, "scale")) { m_fScale = atof(szValue); if (m_fScale == 0) { m_fScale = 1; } m_pSpriteInfo->SetScale(m_fScale); PostUpdate(Notify_Changed); } else if (!stricmp(szKey, "rendermode")) { switch (atoi(szValue)) { case 0: // "Normal" { SetRenderMode( kRenderNormal ); break; } case 1: // "Color" { SetRenderMode( kRenderTransColor ); break; } case 2: // "Texture" { SetRenderMode( kRenderNormal ); break; } case 3: // "Glow" { SetRenderMode( kRenderGlow ); break; } case 4: // "Solid" { SetRenderMode( kRenderNormal ); break; } case 5: // "Additive" { SetRenderMode( kRenderTransAdd ); break; } case 7: // "Additive Fractional Frame" { SetRenderMode( kRenderTransAddFrameBlend ); break; } case 9: // "World Space Glow" { SetRenderMode( kRenderWorldGlow ); break; } } } // // If we are the child of a light entity and its color is changing, change our render color. // else if (!stricmp(szKey, "_light")) { sscanf(szValue, "%d %d %d", &m_RenderColor.r, &m_RenderColor.g, &m_RenderColor.b); } else if (!stricmp(szKey, "angles")) { sscanf(szValue, "%f %f %f", &m_Angles[PITCH], &m_Angles[YAW], &m_Angles[ROLL]); PostUpdate(Notify_Changed); } } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CMapSprite::ShouldRenderLast(void) { return(true); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMapSprite::Render2D(CRender2D *pRender) { Vector vecMins; Vector vecMaxs; GetRender2DBox(vecMins, vecMaxs); Vector2D pt,pt2; pRender->TransformPoint(pt, vecMins); pRender->TransformPoint(pt2, vecMaxs); if ( !IsSelected() ) { pRender->SetDrawColor( r, g, b ); pRender->SetHandleColor( r, g, b ); } else { pRender->SetDrawColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) ); pRender->SetHandleColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) ); } // Draw the bounding box. pRender->DrawBox( vecMins, vecMaxs ); // // Draw center handle. // if ( pRender->IsActiveView() ) { int sizex = abs(pt.x - pt2.x)+1; int sizey = abs(pt.y - pt2.y)+1; // dont draw handle if object is too small if ( sizex > 6 && sizey > 6 ) { pRender->SetHandleStyle( HANDLE_RADIUS, CRender::HANDLE_CROSS ); pRender->DrawHandle( (vecMins+vecMaxs)/2 ); } } } //----------------------------------------------------------------------------- // Called by entity code to render sprites //----------------------------------------------------------------------------- void CMapSprite::RenderLogicalAt(CRender2D *pRender, const Vector2D &vecMins, const Vector2D &vecMaxs ) { // If we have a sprite, render it. if (!m_pSpriteInfo) return; m_pSpriteInfo->Bind( pRender, 0 ); pRender->PushRenderMode( RENDER_MODE_TEXTURED); unsigned char color[4] = { 255, 255, 255, 255 }; SpriteColor( color, m_eRenderMode, m_RenderColor, 255); // If selected, render a yellow wireframe box. if ( GetSelectionState() != SELECT_NONE ) { color[0] = 255; color[1] = color[2] = 0; } CMatRenderContextPtr pRenderContext( MaterialSystemInterface() ); IMesh* pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_POLYGON, 4 ); meshBuilder.Position3f( vecMins.x, vecMins.y, 0.0f ); meshBuilder.TexCoord2f(0, 0, 1); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( vecMins.x, vecMaxs.y, 0.0f ); meshBuilder.TexCoord2f(0, 0, 0); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( vecMaxs.x, vecMaxs.y, 0.0f ); meshBuilder.TexCoord2f(0, 1, 0); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( vecMaxs.x, vecMins.y, 0.0f ); meshBuilder.TexCoord2f(0, 1, 1); meshBuilder.Color3ub( color[0], color[1], color[2] ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); pRender->PopRenderMode(); }