//========= 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( "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( "color" ); if ( !Q_stricmp( pType, "directional" ) ) { pDesc->InitDirectional( pLocalLight->GetValue( "direction" ), vecColor ); ++m_nLightCount; continue; } if ( !Q_stricmp( pType, "point" ) ) { const Vector& vecAtten = pLocalLight->GetValue( "attenuation" ); pDesc->InitPoint( pLocalLight->GetValue( "origin" ), vecColor ); pDesc->m_Attenuation0 = vecAtten.x; pDesc->m_Attenuation1 = vecAtten.y; pDesc->m_Attenuation2 = vecAtten.z; pDesc->m_Range = pLocalLight->GetValue( "maxDistance" ); pDesc->RecalculateDerivedValues(); ++m_nLightCount; continue; } if ( !Q_stricmp( pType, "spot" ) ) { const Vector& vecAtten = pLocalLight->GetValue( "attenuation" ); pDesc->InitSpot( pLocalLight->GetValue( "origin" ), vecColor, vec3_origin, RAD2DEG ( pLocalLight->GetValue( "theta" ) ), RAD2DEG ( pLocalLight->GetValue( "phi" ) ) ); pDesc->m_Direction = pLocalLight->GetValue( "direction" ); pDesc->m_Attenuation0 = vecAtten.x; pDesc->m_Attenuation1 = vecAtten.y; pDesc->m_Attenuation2 = vecAtten.z; pDesc->m_Range = pLocalLight->GetValue( "maxDistance" ); pDesc->m_Falloff = pLocalLight->GetValue( "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; }