//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Decorator class to make a DME renderable as a MDL // //===========================================================================// #ifndef DMEMDLRENDERABLE_H #define DMEMDLRENDERABLE_H #ifdef _WIN32 #pragma once #endif #include "toolutils/dmerenderable.h" #include "movieobjects/dmemdl.h" #include "movieobjects/dmetransform.h" #include "datacache/imdlcache.h" #include "mathlib/mathlib.h" #include "datamodel/dmehandle.h" #include "toolutils/enginetools_int.h" #include "materialsystem/imaterialsystemhardwareconfig.h" #include "tier3/tier3.h" //----------------------------------------------------------------------------- // Deals with the base implementation for turning a Dme into a renderable //----------------------------------------------------------------------------- template < class T > class CDmeMdlRenderable : public CDmeRenderable< T > { DEFINE_UNINSTANCEABLE_ELEMENT( CDmeMdlRenderable, CDmeRenderable< T > ); // IClientUnknown implementation. public: virtual int GetBody(); virtual int GetSkin(); virtual int DrawModel( int flags ); virtual void GetRenderBounds( Vector& mins, Vector& maxs ); void SetModelName( const char *pMDLName ); protected: CDmeMDL *GetMDL() { return m_hMDL; } private: void SetUpLighting( const Vector &vecCenter ); CDmeHandle m_hMDL; CDmeHandle m_hTransform; }; //----------------------------------------------------------------------------- // Construction, destruction //----------------------------------------------------------------------------- template < class T > void CDmeMdlRenderable::OnConstruction() { m_hMDL = CreateElement( "MDLRenderable", GetFileId() ); m_hTransform = CreateElement( "MDLTransform", GetFileId() ); } template < class T > void CDmeMdlRenderable::OnDestruction() { g_pDataModel->DestroyElement( m_hMDL ); g_pDataModel->DestroyElement( m_hTransform ); } template < class T > int CDmeMdlRenderable::GetBody() { return m_hMDL->m_nBody; } template < class T > int CDmeMdlRenderable::GetSkin() { return m_hMDL->m_nSkin; } template < class T > int CDmeMdlRenderable::DrawModel( int flags ) { matrix3x4_t mat; AngleMatrix( GetRenderAngles(), GetRenderOrigin(), mat ); m_hTransform->SetTransform( mat ); m_hMDL->m_flTime = Plat_FloatTime(); SetUpLighting( GetRenderOrigin() ); bool bIsDrawingInEngine = m_hMDL->IsDrawingInEngine(); m_hMDL->DrawInEngine( true ); m_hMDL->Draw( mat ); m_hMDL->DrawInEngine( bIsDrawingInEngine ); return 1; } template < class T > void CDmeMdlRenderable::GetRenderBounds( Vector& mins, Vector& maxs ) { m_hMDL->GetBoundingBox( &mins, &maxs ); } template < class T > void CDmeMdlRenderable::SetModelName( const char *pMDLRelativePath ) { if ( pMDLRelativePath ) { MDLHandle_t hMdl = g_pMDLCache->FindMDL( pMDLRelativePath ); m_hMDL->SetMDL( hMdl ); } else { m_hMDL->SetMDL( MDLHANDLE_INVALID ); } } //----------------------------------------------------------------------------- // Set up lighting conditions //----------------------------------------------------------------------------- template < class T > void CDmeMdlRenderable::SetUpLighting( const Vector &vecCenter ) { // Set up lighting conditions Vector vecAmbient[6]; Vector4D vecAmbient4D[6]; LightDesc_t desc[2]; int nLightCount = enginetools->GetLightingConditions( vecCenter, vecAmbient, 2, desc ); int nMaxLights = g_pMaterialSystemHardwareConfig->MaxNumLights(); if( nLightCount > nMaxLights ) { nLightCount = nMaxLights; } int i; for( i = 0; i < 6; i++ ) { VectorCopy( vecAmbient[i], vecAmbient4D[i].AsVector3D() ); vecAmbient4D[i][3] = 1.0f; } CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->SetAmbientLightCube( vecAmbient4D ); for( i = 0; i < nLightCount; i++ ) { LightDesc_t *pLight = &desc[i]; pLight->m_Flags = 0; if( pLight->m_Attenuation0 != 0.0f ) { pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0; } if( pLight->m_Attenuation1 != 0.0f ) { pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1; } if( pLight->m_Attenuation2 != 0.0f ) { pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2; } pRenderContext->SetLight( i, desc[i] ); } for( ; i < nMaxLights; i++ ) { LightDesc_t disableDesc; disableDesc.m_Type = MATERIAL_LIGHT_DISABLE; pRenderContext->SetLight( i, disableDesc ); } } #endif // DMEMDLRENDERABLE_H