//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "matsys_controls/vmtpanel.h" #include "materialsystem/imesh.h" #include "materialsystem/imaterial.h" #include "materialsystem/itexture.h" #include "VGuiMatSurface/IMatSystemSurface.h" #include "vgui_controls/ScrollBar.h" #include "matsys_controls/matsyscontrols.h" #include "vgui/IVGui.h" #include "vgui_controls/ToolWindow.h" #include "tier2/renderutils.h" using namespace vgui; //----------------------------------------------------------------------------- // Enums //----------------------------------------------------------------------------- enum { SCROLLBAR_SIZE=18, // the width of a scrollbar WINDOW_BORDER_WIDTH=2 // the width of the window's border }; #define SPHERE_RADIUS 10.0f //----------------------------------------------------------------------------- // Constructor, destructor //----------------------------------------------------------------------------- CVMTPanel::CVMTPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName ) { m_bUseActualSize = true; m_pMaterial = NULL; m_pHorizontalBar = new ScrollBar( this, "HorizScrollBar", false ); m_pHorizontalBar->AddActionSignalTarget(this); m_pHorizontalBar->SetVisible(false); m_pVerticalBar = new ScrollBar( this, "VertScrollBar", true ); m_pVerticalBar->AddActionSignalTarget(this); m_pVerticalBar->SetVisible(false); LookAt( SPHERE_RADIUS ); m_pLightmapTexture.Init( "//platform/materials/debug/defaultlightmap", "editor" ); m_DefaultEnvCubemap.Init( "editor/cubemap", "editor", true ); } CVMTPanel::~CVMTPanel() { m_pLightmapTexture.Shutdown(); m_DefaultEnvCubemap.Shutdown(); if (m_pMaterial) { m_pMaterial->DecrementReferenceCount(); } } //----------------------------------------------------------------------------- // Scheme //----------------------------------------------------------------------------- void CVMTPanel::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); SetBorder( pScheme->GetBorder( "MenuBorder") ); } //----------------------------------------------------------------------------- // Set the material to draw //----------------------------------------------------------------------------- void CVMTPanel::SetMaterial( IMaterial *pMaterial ) { if (pMaterial) { pMaterial->IncrementReferenceCount(); } if (m_pMaterial) { m_pMaterial->DecrementReferenceCount(); } m_pMaterial = pMaterial; InvalidateLayout(); } //----------------------------------------------------------------------------- // Set rendering mode (stretch to full screen, or use actual size) //----------------------------------------------------------------------------- void CVMTPanel::RenderUsingActualSize( bool bEnable ) { m_bUseActualSize = bEnable; InvalidateLayout(); } //----------------------------------------------------------------------------- // Purpose: relayouts out the panel after any internal changes //----------------------------------------------------------------------------- void CVMTPanel::PerformLayout() { BaseClass::PerformLayout(); return; // Get the current size, see if it's big enough to view the entire thing int iWidth, iHeight; GetSize( iWidth, iHeight ); // In the case of stretching, just stretch to the size and blow off // the scrollbars. Same holds true if there's no material if (!m_bUseActualSize || !m_pMaterial) { m_iViewableWidth = iWidth; m_iViewableHeight = iHeight; m_pHorizontalBar->SetVisible(false); m_pVerticalBar->SetVisible(false); return; } // Check the size of the material... int iMaterialWidth = m_pMaterial->GetMappingWidth(); int iMaterialHeight = m_pMaterial->GetMappingHeight(); // Check if the scroll bars are visible bool bHorizScrollVisible = (iMaterialWidth > iWidth); bool bVertScrollVisible = (iMaterialHeight > iHeight); m_pHorizontalBar->SetVisible(bHorizScrollVisible); m_pVerticalBar->SetVisible(bVertScrollVisible); // Shrink the bars if both are visible m_iViewableWidth = bVertScrollVisible ? iWidth - SCROLLBAR_SIZE - WINDOW_BORDER_WIDTH : iWidth; m_iViewableHeight = bHorizScrollVisible ? iHeight - SCROLLBAR_SIZE - WINDOW_BORDER_WIDTH : iHeight; // Set the position of the horizontal bar... if (bHorizScrollVisible) { m_pHorizontalBar->SetPos(0, iHeight - SCROLLBAR_SIZE); m_pHorizontalBar->SetSize( m_iViewableWidth, SCROLLBAR_SIZE ); m_pHorizontalBar->SetRangeWindow( m_iViewableWidth ); m_pHorizontalBar->SetRange( 0, iMaterialWidth ); // FIXME: Change scroll amount based on how much is not visible? m_pHorizontalBar->SetButtonPressedScrollValue( 5 ); } // Set the position of the vertical bar... if (bVertScrollVisible) { m_pVerticalBar->SetPos(iWidth - SCROLLBAR_SIZE, 0); m_pVerticalBar->SetSize(SCROLLBAR_SIZE, m_iViewableHeight); m_pVerticalBar->SetRangeWindow( m_iViewableHeight ); m_pVerticalBar->SetRange( 0, iMaterialHeight); m_pVerticalBar->SetButtonPressedScrollValue( 5 ); } } //----------------------------------------------------------------------------- // paint it stretched to the window size //----------------------------------------------------------------------------- void CVMTPanel::DrawStretchedToPanel( CMeshBuilder &meshBuilder ) { // Draw a polygon the size of the panel meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Position3f( 0, 0, 0 ); meshBuilder.TexCoord2f( 0, 0, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Position3f( 0, m_iViewableHeight, 0 ); meshBuilder.TexCoord2f( 0, 0, 1 ); meshBuilder.AdvanceVertex(); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Position3f( m_iViewableWidth, m_iViewableHeight, 0 ); meshBuilder.TexCoord2f( 0, 1, 1 ); meshBuilder.AdvanceVertex(); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Position3f( m_iViewableWidth, 0, 0 ); meshBuilder.TexCoord2f( 0, 0, 1 ); meshBuilder.AdvanceVertex(); } //----------------------------------------------------------------------------- // paint it actual size //----------------------------------------------------------------------------- void CVMTPanel::DrawActualSize( CMeshBuilder &meshBuilder ) { // Check the size of the material... int iMaterialWidth = m_pMaterial->GetMappingWidth(); int iMaterialHeight = m_pMaterial->GetMappingHeight(); Vector2D ul; Vector2D lr; Vector2D tul; Vector2D tlr; if (m_iViewableWidth >= iMaterialWidth) { // Center the material if we've got enough horizontal space ul.x = (m_iViewableWidth - iMaterialWidth) * 0.5f; lr.x = ul.x + iMaterialWidth; tul.x = 0.0f; tlr.x = 1.0f; } else { // Use the scrollbars here... int val = m_pHorizontalBar->GetValue(); tul.x = (float)val / (float)iMaterialWidth; tlr.x = tul.x + (float)m_iViewableWidth / (float)iMaterialWidth; ul.x = 0; lr.x = m_iViewableWidth; } if (m_iViewableHeight >= iMaterialHeight) { // Center the material if we've got enough vertical space ul.y = (m_iViewableHeight - iMaterialHeight) * 0.5f; lr.y = ul.y + iMaterialHeight; tul.y = 0.0f; tlr.y = 1.0f; } else { // Use the scrollbars here... int val = m_pVerticalBar->GetValue(); tul.y = (float)val / (float)iMaterialHeight; tlr.y = tul.y + (float)m_iViewableHeight / (float)iMaterialHeight; ul.y = 0; lr.y = m_iViewableHeight; } meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Position3f( ul.x, ul.y, 0 ); meshBuilder.TexCoord2f( 0, tul.x, tul.y ); meshBuilder.AdvanceVertex(); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Position3f( lr.x, ul.y, 0 ); meshBuilder.TexCoord2f( 0, tlr.x, tul.y ); meshBuilder.AdvanceVertex(); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Position3f( lr.x, lr.y, 0 ); meshBuilder.TexCoord2f( 0, tlr.x, tlr.y ); meshBuilder.AdvanceVertex(); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Position3f( ul.x, lr.y, 0 ); meshBuilder.TexCoord2f( 0, tul.x, tlr.y ); meshBuilder.AdvanceVertex(); } //----------------------------------------------------------------------------- // Draw it on a sphere //----------------------------------------------------------------------------- void CVMTPanel::RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi ) { int nVertices = nTheta * nPhi; int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 ); CMatRenderContextPtr pRenderContext( MaterialSystem() ); pRenderContext->FogMode( MATERIAL_FOG_NONE ); pRenderContext->SetNumBoneWeights( 0 ); pRenderContext->Bind( m_pMaterial ); pRenderContext->BindLightmapTexture( m_pLightmapTexture ); pRenderContext->BindLocalCubemap( m_DefaultEnvCubemap ); IMesh* pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices ); bool bIsUsingLightmap = m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ); bool bIsUsingBumpedLightmap = m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ); int nLightmapWidth = m_pLightmapTexture->GetActualWidth(); float flHalfLuxel = 0.5f / nLightmapWidth; // // Build the index buffer. // 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 = ( j != nTheta-1 ) ? 2.0f * M_PI * u : 0.0f; 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 ); Vector4D vecTangentS; Vector vecTangentT; vecTangentS.Init( -vecPos.y, vecPos.x, 0.0f, 1.0f ); if ( VectorNormalize( vecTangentS.AsVector3D() ) == 0.0f ) { vecTangentS.Init( 1.0f, 0.0f, 0.0f, 1.0f ); } CrossProduct( vecNormal, vecTangentS.AsVector3D(), vecTangentT ); unsigned char red = (int)( u * 255.0f ); unsigned char green = (int)( v * 255.0f ); unsigned char blue = (int)( v * 255.0f ); unsigned char alpha = (int)( v * 255.0f ); vecPos += vCenter; float u1, u2, v1, v2; u1 = u2 = u; v1 = v2 = v; if ( bIsUsingLightmap ) { u1 = RemapVal( u1, 0.0f, 1.0f, flHalfLuxel, 0.25 - flHalfLuxel ); if ( bIsUsingBumpedLightmap ) { u2 = 0.25f; v2 = 0.0f; } } meshBuilder.Position3fv( vecPos.Base() ); meshBuilder.Normal3fv( vecNormal.Base() ); meshBuilder.Color4ub( red, green, blue, alpha ); meshBuilder.TexCoord2f( 0, u, v ); meshBuilder.TexCoord2f( 1, u1, v1 ); meshBuilder.TexCoord2f( 2, u2, v2 ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.UserData( vecTangentS.Base() ); 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.FastIndex( idx ); meshBuilder.FastIndex( idx + nTheta ); } // // Emit a degenerate triangle to skip to the next row without // a connecting triangle. // if ( i < nPhi - 2 ) { meshBuilder.FastIndex( idx + 1 ); meshBuilder.FastIndex( idx + 1 + nTheta ); } } meshBuilder.End(); pMesh->Draw(); } //----------------------------------------------------------------------------- // Power of two FB texture //----------------------------------------------------------------------------- static CTextureReference s_pPowerOfTwoFrameBufferTexture; static ITexture *GetPowerOfTwoFrameBufferTexture( void ) { if( !s_pPowerOfTwoFrameBufferTexture ) { s_pPowerOfTwoFrameBufferTexture.Init( materials->FindTexture( "_rt_PowerOfTwoFB", TEXTURE_GROUP_RENDER_TARGET ) ); } return s_pPowerOfTwoFrameBufferTexture; } //----------------------------------------------------------------------------- // paint it! //----------------------------------------------------------------------------- void CVMTPanel::OnPaint3D() { if (!m_pMaterial) return; // Deal with refraction CMatRenderContextPtr pRenderContext( MaterialSystem() ); if ( m_pMaterial->NeedsPowerOfTwoFrameBufferTexture() ) { ITexture *pTexture = GetPowerOfTwoFrameBufferTexture(); if ( pTexture && !pTexture->IsError() ) { pRenderContext->CopyRenderTargetToTexture( pTexture ); pRenderContext->SetFrameBufferCopyTexture( pTexture ); } } // Draw a background (translucent objects will appear that way) // FIXME: Draw the outline of this panel? pRenderContext->CullMode( MATERIAL_CULLMODE_CW ); RenderSphere( vec3_origin, SPHERE_RADIUS, 20, 20 ); /* pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->LoadIdentity(); pRenderContext->Ortho( 0, 0, m_iViewableWidth, m_iViewableHeight, 0, 1 ); pRenderContext->Bind( m_pMaterial ); IMesh *pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); if (!m_bUseActualSize) { DrawStretchedToPanel( meshBuilder ); } else { DrawActualSize( meshBuilder ); } meshBuilder.End(); pMesh->Draw(); */ }