//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "matsys_controls/vmtpreviewpanel.h" #include "matsys_controls/matsyscontrols.h" #include "VGuiMatSurface/IMatSystemSurface.h" #include "materialsystem/MaterialSystemUtil.h" #include "materialsystem/imaterialsystem.h" #include "materialsystem/imaterial.h" #include "materialsystem/itexture.h" #include "materialsystem/imesh.h" #include "tier1/KeyValues.h" using namespace vgui; #define FOV 90.0f #define ZNEAR 0.1f #define ZFAR 2000.0f #define ROTATION_SPEED 40.0f // degrees/sec #define VIEW_DISTANCE 12.0f //----------------------------------------------------------------------------- // // VMT Preview panel // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // constructor //----------------------------------------------------------------------------- CVMTPreviewPanel::CVMTPreviewPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName ) { SetVMT( "//platform/materials/vgui/vtfnotloaded" ); m_pLightmapTexture.Init( "//platform/materials/debug/defaultlightmap", "editor" ); m_DefaultEnvCubemap.Init( "editor/cubemap", "editor", true ); m_LightDirection.Init( 0.0f, 1.0f, -1.0f ); m_LightColor.SetColor( 255, 255, 255, 255 ); m_flLightIntensity = 2.0f; m_bDrawIn3DMode = false; // Reset the camera direction m_vecCameraDirection.Init( 1.0f, 0.0f, 0.0f ); m_flLastRotationTime = Plat_FloatTime(); } //----------------------------------------------------------------------------- // Sets the current VMT //----------------------------------------------------------------------------- void CVMTPreviewPanel::SetVMT( const char *pMaterialName ) { m_Material.Init( pMaterialName, "editor material" ); m_VMTName = pMaterialName; } //----------------------------------------------------------------------------- // Gets the current VMT //----------------------------------------------------------------------------- const char *CVMTPreviewPanel::GetVMT() const { return m_VMTName; } //----------------------------------------------------------------------------- // View it in 3D or 2D mode //----------------------------------------------------------------------------- void CVMTPreviewPanel::DrawIn3DMode( bool b3DMode ) { m_bDrawIn3DMode = b3DMode; } //----------------------------------------------------------------------------- // Sets up lighting state //----------------------------------------------------------------------------- void CVMTPreviewPanel::SetupLightingState() { LightDesc_t desc; memset( &desc, 0, sizeof(desc) ); desc.m_Type = MATERIAL_LIGHT_DIRECTIONAL; desc.m_Color[0] = m_LightColor.r(); desc.m_Color[1] = m_LightColor.g(); desc.m_Color[2] = m_LightColor.b(); desc.m_Color *= m_flLightIntensity / 255.0f; desc.m_Attenuation0 = 1.0f; desc.m_Attenuation1 = 0.0f; desc.m_Attenuation2 = 0.0f; desc.m_Flags = LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0; desc.m_Direction = m_LightDirection; VectorNormalize( desc.m_Direction ); desc.m_Theta = 0.0f; desc.m_Phi = 0.0f; desc.m_Falloff = 1.0f; CMatRenderContextPtr pRenderContext( MaterialSystem() ); pRenderContext->SetLight( 0, desc ); } //----------------------------------------------------------------------------- // Draw a sphere //----------------------------------------------------------------------------- void CVMTPreviewPanel::RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi ) { int nVertices = nTheta * nPhi; int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 ); CMatRenderContextPtr pRenderContext( MaterialSystem() ); IMesh* pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices ); bool bIsUsingLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ); bool bIsUsingBumpedLightmap = m_Material->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.z, -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, 2.0f * u, v ); meshBuilder.TexCoord2f( 1, u1, v1 ); meshBuilder.TexCoord2f( 2, u2, v2 ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); 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(); } //----------------------------------------------------------------------------- // Draw sprite-card based materials //----------------------------------------------------------------------------- void CVMTPreviewPanel::RenderSpriteCard( const Vector &vCenter, float flRadius ) { CMatRenderContextPtr pRenderContext( MaterialSystem() ); IMesh *pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); // Draw a polygon the size of the panel meshBuilder.Position3fv( vCenter.Base() ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f ); meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f ); meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f ); meshBuilder.TexCoord2f( 3, 0, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( vCenter.Base() ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f ); meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f ); meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f ); meshBuilder.TexCoord2f( 3, 0, 1 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( vCenter.Base() ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f ); meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f ); meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f ); meshBuilder.TexCoord2f( 3, 1, 1 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( vCenter.Base() ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f ); meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f ); meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f ); meshBuilder.TexCoord2f( 3, 1, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); } //----------------------------------------------------------------------------- // Paints a regular texture //----------------------------------------------------------------------------- void CVMTPreviewPanel::DrawRectangle( void ) { // Get the aspect ratio of the material int tw = m_Material->GetMappingWidth(); int th = m_Material->GetMappingHeight(); if ( tw <= 0 || th <= 0 ) return; int w, h; GetSize( w, h ); if ( w == 0 || h == 0 ) return; SetupOrthoMatrix( w, h ); SetupLightingState(); CMatRenderContextPtr pRenderContext( MaterialSystem() ); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->LoadIdentity(); IMesh* pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 4, 4 ); bool bIsUsingLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ); bool bIsUsingBumpedLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ); int nLightmapWidth = m_pLightmapTexture->GetActualWidth(); float flHalfLuxel = 0.5f / nLightmapWidth; Vector2D halfTexel( 0.5f / tw, 0.5f / th ); Vector vecNormal( 0.0f, 0.0f, 1.0f ); Vector4D vecTangentS( 1.0f, 0.0f, 0.0f, 1.0f ); Vector vecTangentT; CrossProduct( vecNormal, vecTangentS.AsVector3D(), vecTangentT ); float screenaspect = (float)tw / (float)th; float aspect = (float)w / (float)h; float ratio = screenaspect / aspect; // Screen is wider, need bars at top and bottom int x2, y2; int x, y; x = y = 0; int nXBorder = w > 15 ? 5 : w / 3; int nYBorder = h > 15 ? 5 : h / 3; w -= 2 * nXBorder; h -= 2 * nYBorder; if ( ratio > 1.0f ) { int usetall = (float)w / screenaspect; y = ( h - usetall ) / 2; h = usetall; } // Screen is narrower, need bars at left/right else { int usewide = (float)h * screenaspect; x = ( w - usewide ) / 2; w = usewide; } x += nXBorder; y += nYBorder; x2 = x+w; y2 = y+h; float u = halfTexel.x; float v = halfTexel.y; float u1_l, u1_r, v1_t, v1_b; float u2_l, u2_r, v2_t, v2_b; u1_l = u2_l = u; u1_r = u2_r = 1.0f - u; v1_t = v2_t = v; v1_b = v2_b = 1.0f - v; if ( bIsUsingLightmap ) { u1_l = v1_t = flHalfLuxel; u1_r = v1_b = 0.25 - flHalfLuxel; if ( bIsUsingBumpedLightmap ) { u2_l = u2_r = 0.25f; v2_t = v2_b = 0.0f; } } meshBuilder.Position3f( x, y2, 0.0f ); meshBuilder.Normal3fv( vecNormal.Base() ); meshBuilder.Color4ub( 255, 0, 0, 255 ); meshBuilder.TexCoord2f( 0, u, v ); meshBuilder.TexCoord2f( 1, u1_l, v1_t ); meshBuilder.TexCoord2f( 2, u2_l, v2_t ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.UserData( vecTangentS.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( x, y, 0.0f ); meshBuilder.Normal3fv( vecNormal.Base() ); meshBuilder.Color4ub( 255, 255, 255, 64 ); meshBuilder.TexCoord2f( 0, u, 1.0f - v ); meshBuilder.TexCoord2f( 1, u1_l, v1_b ); meshBuilder.TexCoord2f( 2, u2_l, v2_b ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.UserData( vecTangentS.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( x2, y2, 0.0f ); meshBuilder.Normal3fv( vecNormal.Base() ); meshBuilder.Color4ub( 0, 0, 255, 255 ); meshBuilder.TexCoord2f( 0, 1.0f - u, v ); meshBuilder.TexCoord2f( 1, u1_r, v1_t ); meshBuilder.TexCoord2f( 2, u2_r, v2_t ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.UserData( vecTangentS.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( x2, y, 0.0f ); meshBuilder.Normal3fv( vecNormal.Base() ); meshBuilder.Color4ub( 0, 255, 0, 64 ); meshBuilder.TexCoord2f( 0, 1.0f - u, 1.0f - v ); meshBuilder.TexCoord2f( 1, u1_r, v1_b ); meshBuilder.TexCoord2f( 2, u2_r, v2_b ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.UserData( vecTangentS.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.FastIndex( 0 ); meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 2 ); meshBuilder.FastIndex( 3 ); meshBuilder.End(); pMesh->Draw(); } //----------------------------------------------------------------------------- // Paints a cubemap texture //----------------------------------------------------------------------------- void CVMTPreviewPanel::DrawSphere( void ) { float flNewTime = Plat_FloatTime(); // Circle the camera around the origin VMatrix rot; MatrixBuildRotateZ( rot, ROTATION_SPEED * (flNewTime - m_flLastRotationTime ) ); Vector vecTemp; Vector3DMultiply( rot, m_vecCameraDirection, vecTemp ); m_vecCameraDirection = vecTemp; m_flLastRotationTime = flNewTime; int w, h; GetSize( w, h ); SetupProjectionMatrix( w, h ); SetupLightingState(); LookAt( vec3_origin, VIEW_DISTANCE ); // Draw a sphere at the origin if ( !m_Material->IsSpriteCard() ) { RenderSphere( vec3_origin, 10.0f, 20, 20 ); } else { RenderSpriteCard( vec3_origin, 10.0f ); } } //----------------------------------------------------------------------------- // Sets the camera to look at the the thing we're spinning around //----------------------------------------------------------------------------- void CVMTPreviewPanel::LookAt( const Vector &vecLookAt, 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 = FOV; // 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 ); } float flDistance = flRadius / sin( flFOVx ); Vector vecMDLOrigin = vecLookAt; Vector vecCameraOrigin; VectorMA( vecMDLOrigin, -flDistance, m_vecCameraDirection, vecCameraOrigin ); CMatRenderContextPtr pRenderContext( MaterialSystem() ); QAngle angles; VectorAngles( m_vecCameraDirection, angles ); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->LoadIdentity(); // convert from a right handed system to a left handed system // since dx for wants it that way. // pRenderContext->Scale( 1.0f, 1.0f, -1.0f ); pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up pRenderContext->Rotate( 90, 0, 0, 1 ); // put Z going up pRenderContext->Rotate( -angles[2], 1, 0, 0 ); pRenderContext->Rotate( -angles[0], 0, 1, 0 ); pRenderContext->Rotate( -angles[1], 0, 0, 1 ); pRenderContext->Translate( -vecCameraOrigin[0], -vecCameraOrigin[1], -vecCameraOrigin[2] ); } //----------------------------------------------------------------------------- // Set up a projection matrix for a 90 degree fov //----------------------------------------------------------------------------- void CVMTPreviewPanel::SetupProjectionMatrix( int nWidth, int nHeight ) { VMatrix proj; float flFOV = FOV; float flZNear = ZNEAR; float flZFar = ZFAR; float flApsectRatio = (nHeight != 0.0f) ? (float)nWidth / (float)nHeight : 100.0f; float halfWidth = tan( flFOV * M_PI / 360.0 ); float halfHeight = halfWidth / flApsectRatio; memset( proj.Base(), 0, sizeof( proj ) ); proj[0][0] = 1.0f / halfWidth; proj[1][1] = 1.0f / halfHeight; proj[2][2] = flZFar / ( flZNear - flZFar ); proj[3][2] = -1.0f; proj[2][3] = flZNear * flZFar / ( flZNear - flZFar ); CMatRenderContextPtr pRenderContext( MaterialSystem() ); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->LoadMatrix( proj ); } //----------------------------------------------------------------------------- // Set up a orthographic projection matrix //----------------------------------------------------------------------------- void CVMTPreviewPanel::SetupOrthoMatrix( int nWidth, int nHeight ) { CMatRenderContextPtr pRenderContext( MaterialSystem() ); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->LoadIdentity(); pRenderContext->Ortho( 0, 0, nWidth, nHeight, -1.0f, 1.0f ); } //----------------------------------------------------------------------------- // Power of two FB texture //----------------------------------------------------------------------------- static CTextureReference s_pPowerOfTwoFrameBufferTexture; static ITexture *GetPowerOfTwoFrameBufferTexture( void ) { if( !s_pPowerOfTwoFrameBufferTexture ) { s_pPowerOfTwoFrameBufferTexture.Init( vgui::MaterialSystem()->FindTexture( "_rt_PowerOfTwoFB", TEXTURE_GROUP_RENDER_TARGET ) ); } return s_pPowerOfTwoFrameBufferTexture; } //----------------------------------------------------------------------------- // Paints the texture //----------------------------------------------------------------------------- void CVMTPreviewPanel::Paint( void ) { CMatRenderContextPtr pRenderContext( MaterialSystem() ); int w, h; GetSize( w, h ); vgui::MatSystemSurface()->Begin3DPaint( 0, 0, w, h ); // Deal with refraction if ( m_Material->NeedsPowerOfTwoFrameBufferTexture() ) { ITexture *pTexture = GetPowerOfTwoFrameBufferTexture(); if ( pTexture && !pTexture->IsError() ) { pRenderContext->CopyRenderTargetToTexture( pTexture ); pRenderContext->SetFrameBufferCopyTexture( pTexture ); } } pRenderContext->ClearColor4ub( 76, 88, 68, 255 ); pRenderContext->ClearBuffers( true, true ); pRenderContext->FogMode( MATERIAL_FOG_NONE ); pRenderContext->SetNumBoneWeights( 0 ); pRenderContext->Bind( m_Material ); pRenderContext->BindLightmapTexture( m_pLightmapTexture ); pRenderContext->BindLocalCubemap( m_DefaultEnvCubemap ); if ( m_bDrawIn3DMode || m_Material->IsSpriteCard() ) { DrawSphere(); } else { DrawRectangle(); } vgui::MatSystemSurface()->End3DPaint( ); }