//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #include "matsys_controls/mdlpanel.h" #include "materialsystem/imaterialsystem.h" #include "materialsystem/imaterialsystemhardwareconfig.h" #include "materialsystem/imesh.h" #include "vgui/IVGui.h" #include "tier1/keyvalues.h" #include "vgui_controls/Frame.h" #include "tier1/convar.h" #include "tier0/dbg.h" #include "istudiorender.h" #include "matsys_controls/matsyscontrols.h" #include "vcollide.h" #include "vcollide_parse.h" #include "bone_setup.h" #include "renderparm.h" #include "vphysics_interface.h" #include "game/client/irendercaptureconfiguration.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" using namespace vgui; DECLARE_BUILD_FACTORY( CMDLPanel ); //----------------------------------------------------------------------------- // Purpose: Keeps a global clock to autoplay sequences to run from // Also deals with speedScale changes //----------------------------------------------------------------------------- static float GetAutoPlayTime( void ) { static int g_prevTicks; static float g_time; int ticks = Plat_MSTime(); // limit delta so that float time doesn't overflow if (g_prevTicks == 0) { g_prevTicks = ticks; } g_time += ( ticks - g_prevTicks ) / 1000.0f; g_prevTicks = ticks; return g_time; } //----------------------------------------------------------------------------- // Constructor, destructor //----------------------------------------------------------------------------- CMDLPanel::CMDLPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName ) { SetVisible( true ); // Used to poll input vgui::ivgui()->AddTickSignal( GetVPanel() ); SetIdentityMatrix( m_RootMDL.m_MDLToWorld ); m_bDrawCollisionModel = false; m_bWireFrame = false; m_bGroundGrid = false; m_bLockView = false; m_bLookAtCamera = true; m_bAnimationPause = false; m_iCameraAttachment = -1; m_iRenderCaptureCameraAttachment = -1; Q_memset( m_iDirectionalLightAttachments, ~0, sizeof( m_iDirectionalLightAttachments ) ); m_flAutoPlayTimeBase = GetAutoPlayTime(); m_bCameraOrientOverrideEnabled = false; m_bCameraPositionOverrideEnabled = false; m_vecCameraOrientOverride.Init(); m_vecCameraPositionOverride.Init(); } CMDLPanel::~CMDLPanel() { m_aMergeMDLs.Purge(); } //----------------------------------------------------------------------------- // Scheme settings //----------------------------------------------------------------------------- void CMDLPanel::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); SetBackgroundColor( GetBgColor() ); SetBorder( pScheme->GetBorder( "MenuBorder") ); } //----------------------------------------------------------------------------- // Rendering options //----------------------------------------------------------------------------- void CMDLPanel::SetCollsionModel( bool bVisible ) { m_bDrawCollisionModel = bVisible; } void CMDLPanel::SetGroundGrid( bool bVisible ) { m_bGroundGrid = bVisible; } void CMDLPanel::SetWireFrame( bool bVisible ) { m_bWireFrame = bVisible; } void CMDLPanel::SetLockView( bool bLocked ) { m_bLockView = bLocked; } void CMDLPanel::SetLookAtCamera( bool bLookAtCamera ) { m_bLookAtCamera = bLookAtCamera; } //----------------------------------------------------------------------------- // Lock the camera position and angles to an attachment point //----------------------------------------------------------------------------- void CMDLPanel::SetCameraAttachment( const char *pszAttachment ) { // Check to see if we have a valid model to look at. if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID ) return; SetLookAtCamera( false ); CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache ); m_iCameraAttachment = Studio_FindAttachment( &studioHdr, pszAttachment ); } //----------------------------------------------------------------------------- // Set the light render capture camera position and angles to an attachment point //----------------------------------------------------------------------------- void CMDLPanel::SetRenderCaptureCameraAttachment( const char *pszAttachment ) { // Check to see if we have a valid model to look at. if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID ) return; CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache ); m_iRenderCaptureCameraAttachment = Studio_FindAttachment( &studioHdr, pszAttachment ); } //----------------------------------------------------------------------------- // Set the directional light attachment point for direction animation //----------------------------------------------------------------------------- void CMDLPanel::SetDirectionalLightAttachment( int idx, const char *pszAttachment ) { // Check to see if we have a valid model to look at. if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID ) return; if ( idx < 0 || idx >= MATERIAL_MAX_LIGHT_COUNT ) return; CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache ); m_iDirectionalLightAttachments[idx] = Studio_FindAttachment( &studioHdr, pszAttachment ); } //----------------------------------------------------------------------------- // Sets the camera to look at the model //----------------------------------------------------------------------------- void CMDLPanel::LookAtMDL() { // Check to see if we have a valid model to look at. if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID ) return; if ( m_bLockView ) return; float flRadius; Vector vecCenter; GetBoundingSphere( vecCenter, flRadius ); LookAt( vecCenter, flRadius ); } //----------------------------------------------------------------------------- // FIXME: This should be moved into studiorender //----------------------------------------------------------------------------- static ConVar r_showenvcubemap( "r_showenvcubemap", "0", FCVAR_CHEAT ); static ConVar r_eyegloss ( "r_eyegloss", "1", FCVAR_ARCHIVE ); // wet eyes static ConVar r_eyemove ( "r_eyemove", "1", FCVAR_ARCHIVE ); // look around static ConVar r_eyeshift_x ( "r_eyeshift_x", "0", FCVAR_ARCHIVE ); // eye X position static ConVar r_eyeshift_y ( "r_eyeshift_y", "0", FCVAR_ARCHIVE ); // eye Y position static ConVar r_eyeshift_z ( "r_eyeshift_z", "0", FCVAR_ARCHIVE ); // eye Z position static ConVar r_eyesize ( "r_eyesize", "0", FCVAR_ARCHIVE ); // adjustment to iris textures static ConVar mat_softwareskin( "mat_softwareskin", "0", FCVAR_CHEAT ); static ConVar r_nohw ( "r_nohw", "0", FCVAR_CHEAT ); static ConVar r_nosw ( "r_nosw", "0", FCVAR_CHEAT ); static ConVar r_teeth ( "r_teeth", "1" ); static ConVar r_drawentities ( "r_drawentities", "1", FCVAR_CHEAT ); static ConVar r_flex ( "r_flex", "1" ); static ConVar r_eyes ( "r_eyes", "1" ); static ConVar r_skin ( "r_skin","0", FCVAR_CHEAT ); static ConVar r_maxmodeldecal ( "r_maxmodeldecal", "50" ); static ConVar r_modelwireframedecal ( "r_modelwireframedecal", "0", FCVAR_CHEAT ); static ConVar mat_normals ( "mat_normals", "0", FCVAR_CHEAT ); static ConVar r_eyeglintlodpixels ( "r_eyeglintlodpixels", "0" ); static ConVar r_rootlod ( "r_rootlod", "0" ); static StudioRenderConfig_t s_StudioRenderConfig; void CMDLPanel::UpdateStudioRenderConfig( void ) { memset( &s_StudioRenderConfig, 0, sizeof(s_StudioRenderConfig) ); s_StudioRenderConfig.bEyeMove = !!r_eyemove.GetInt(); s_StudioRenderConfig.fEyeShiftX = r_eyeshift_x.GetFloat(); s_StudioRenderConfig.fEyeShiftY = r_eyeshift_y.GetFloat(); s_StudioRenderConfig.fEyeShiftZ = r_eyeshift_z.GetFloat(); s_StudioRenderConfig.fEyeSize = r_eyesize.GetFloat(); if( mat_softwareskin.GetInt() || m_bWireFrame ) { s_StudioRenderConfig.bSoftwareSkin = true; } else { s_StudioRenderConfig.bSoftwareSkin = false; } s_StudioRenderConfig.bNoHardware = !!r_nohw.GetInt(); s_StudioRenderConfig.bNoSoftware = !!r_nosw.GetInt(); s_StudioRenderConfig.bTeeth = !!r_teeth.GetInt(); s_StudioRenderConfig.drawEntities = r_drawentities.GetInt(); s_StudioRenderConfig.bFlex = !!r_flex.GetInt(); s_StudioRenderConfig.bEyes = !!r_eyes.GetInt(); s_StudioRenderConfig.bWireframe = m_bWireFrame; s_StudioRenderConfig.bDrawNormals = mat_normals.GetBool(); s_StudioRenderConfig.skin = r_skin.GetInt(); s_StudioRenderConfig.maxDecalsPerModel = r_maxmodeldecal.GetInt(); s_StudioRenderConfig.bWireframeDecals = r_modelwireframedecal.GetInt() != 0; s_StudioRenderConfig.fullbright = false; s_StudioRenderConfig.bSoftwareLighting = false; s_StudioRenderConfig.bShowEnvCubemapOnly = r_showenvcubemap.GetBool(); s_StudioRenderConfig.fEyeGlintPixelWidthLODThreshold = r_eyeglintlodpixels.GetFloat(); StudioRender()->UpdateConfig( s_StudioRenderConfig ); } void CMDLPanel::DrawCollisionModel() { vcollide_t *pCollide = MDLCache()->GetVCollide( m_RootMDL.m_MDL.GetMDL() ); if ( !pCollide || pCollide->solidCount <= 0 ) return; static color32 color = {255,0,0,0}; IVPhysicsKeyParser *pParser = g_pPhysicsCollision->VPhysicsKeyParserCreate( pCollide ); CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache ); matrix3x4_t pBoneToWorld[MAXSTUDIOBONES]; m_RootMDL.m_MDL.SetUpBones( m_RootMDL.m_MDLToWorld, MAXSTUDIOBONES, pBoneToWorld ); // PERFORMANCE: Just parse the script each frame. It's fast enough for tools. If you need // this to go faster then cache off the bone index mapping in an array like HLMV does while ( !pParser->Finished() ) { const char *pBlock = pParser->GetCurrentBlockName(); if ( !stricmp( pBlock, "solid" ) ) { solid_t solid; pParser->ParseSolid( &solid, NULL ); int boneIndex = Studio_BoneIndexByName( &studioHdr, solid.name ); Vector *outVerts; int vertCount = g_pPhysicsCollision->CreateDebugMesh( pCollide->solids[solid.index], &outVerts ); if ( vertCount ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->CullMode( MATERIAL_CULLMODE_CCW ); // NOTE: assumes these have been set up already by the model render code // So this is a little bit of a back door to a cache of the bones // this code wouldn't work unless you draw the model this frame before calling // this routine. CMDLPanel always does this, but it's worth noting. // A better solution would be to move the ragdoll visulization into the CDmeMdl // and either draw it there or make it queryable and query/draw here. matrix3x4_t xform; SetIdentityMatrix( xform ); if ( boneIndex >= 0 ) { MatrixCopy( pBoneToWorld[ boneIndex ], xform ); } IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, GetWireframeMaterial() ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, vertCount/3 ); for ( int j = 0; j < vertCount; j++ ) { Vector out; VectorTransform( outVerts[j].Base(), xform, out.Base() ); meshBuilder.Position3fv( out.Base() ); meshBuilder.Color4ub( color.r, color.g, color.b, color.a ); meshBuilder.TexCoord2f( 0, 0, 0 ); meshBuilder.AdvanceVertex(); } meshBuilder.End(); pMesh->Draw(); } g_pPhysicsCollision->DestroyDebugMesh( vertCount, outVerts ); } else { pParser->SkipBlock(); } } g_pPhysicsCollision->VPhysicsKeyParserDestroy( pParser ); } //----------------------------------------------------------------------------- // paint it! //----------------------------------------------------------------------------- void CMDLPanel::OnPaint3D() { if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID ) return; // FIXME: Move this call into DrawModel in StudioRender StudioRenderConfig_t oldStudioRenderConfig; StudioRender()->GetCurrentConfig( oldStudioRenderConfig ); UpdateStudioRenderConfig(); CMatRenderContextPtr pRenderContext( vgui::MaterialSystem() ); // We want the models to use their natural alpha, not depth in alpha pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_WRITE_DEPTH_TO_DESTALPHA, 0 ); if ( IsPaint3dForRenderCapture() ) { // We are rendering into flashlight depth texture pRenderContext->SetFlashlightMode( false ); // disable shadows since we should be using DEPTH_WRITE material } else if ( GetRenderingWithFlashlightConfiguration() ) { // Setup shadow state that we configured g_pStudioRender->ClearAllShadows(); // NOTE: flashlight shadow is added post bone setup } else { // flashlights can't work in the model panel under queued mode (the state isn't ready yet, so causes a crash) pRenderContext->SetFlashlightMode( false ); } ITexture *pMyCube = materials->FindTexture( "engine/defaultcubemap", TEXTURE_GROUP_CUBE_MAP, true ); if ( HasLightProbe() ) { pMyCube = GetLightProbeCubemap( vgui::MaterialSystemHardwareConfig()->GetHDRType() != HDR_TYPE_NONE ); } pRenderContext->BindLocalCubemap( pMyCube ); if ( m_bGroundGrid ) { DrawGrid(); } if ( m_bLookAtCamera ) { matrix3x4_t worldToCamera; ComputeCameraTransform( &worldToCamera ); Vector vecPosition; MatrixGetColumn( worldToCamera, 3, vecPosition ); m_RootMDL.m_MDL.m_bWorldSpaceViewTarget = true; m_RootMDL.m_MDL.m_vecViewTarget = vecPosition; } Draw(); if ( m_bDrawCollisionModel ) { DrawCollisionModel(); } if ( IsPaint3dForRenderCapture() ) { // We are finished rendering into flashlight buffer } else if ( GetRenderingWithFlashlightConfiguration() ) { // Clear all shadow state that we configured and used now g_pStudioRender->ClearAllShadows(); } pRenderContext->Flush(); StudioRender()->UpdateConfig( oldStudioRenderConfig ); } void CMDLPanel::OnModelDrawPassStart( int iPass, CStudioHdr *pStudioHdr, int &nFlags ) { if ( IsPaint3dForRenderCapture() ) nFlags |= STUDIORENDER_SHADOWDEPTHTEXTURE; else if ( GetRenderingWithFlashlightConfiguration() ) nFlags &=~STUDIORENDER_DRAW_NO_SHADOWS; } void CMDLPanel::OnModelDrawPassFinished( int iPass, CStudioHdr *pStudioHdr, int &nFlags ) { } void CMDLPanel::OnPostSetUpBonesPreDraw() { bool bFlashlightPosKnown = false; Vector vecPositionFlashlight; QAngle anglesFlashlight; bool bCameraPosKnown = false; Vector vecPositionCamera; QAngle anglesCamera; if ( m_iRenderCaptureCameraAttachment >= 0 ) { matrix3x4_t camera; if ( GetAttachment( m_iRenderCaptureCameraAttachment+1, camera ) ) { Vector vecPosition; QAngle angles; MatrixPosition( camera, vecPosition ); MatrixAngles( camera, angles ); bFlashlightPosKnown = true; vecPositionFlashlight = vecPosition; anglesFlashlight = angles; } } if ( m_iCameraAttachment >= 0 ) { matrix3x4_t camera; if ( GetAttachment( m_iCameraAttachment+1, camera ) ) { Vector vecPosition; QAngle angles; MatrixPosition( camera, vecPosition ); MatrixAngles( camera, angles ); bCameraPosKnown = true; vecPositionCamera = vecPosition; anglesCamera = angles; if ( IsCameraPositionOverrideEnabled() ) { vecPositionCamera += m_vecCameraPositionOverride; } if ( !bFlashlightPosKnown ) { // DEBUG: move light off from the actual camera Vector basisUp, basisRight, basisForward; AngleVectors( angles, &basisForward, &basisRight, &basisUp ); float flCycle0to1 = ( m_RootMDL.m_MDL.m_flTime - floor( m_RootMDL.m_MDL.m_flTime ) ); float flDistance = 1.0f + ( flCycle0to1 - 0.5f ) * ( flCycle0to1 - 0.5f ) * 4 * 9; vecPosition += basisUp * flDistance; bFlashlightPosKnown = true; vecPositionFlashlight = vecPosition; anglesFlashlight = angles; } if ( IsCameraOrientOverrideEnabled() ) { anglesCamera.x += m_vecCameraOrientOverride.x; anglesCamera.y += m_vecCameraOrientOverride.y; anglesCamera.z += m_vecCameraOrientOverride.z; } } } if ( bFlashlightPosKnown && GetRenderingWithFlashlightConfiguration() != NULL ) { CRenderCaptureConfigurationState *pFlashlightInfo = reinterpret_cast< CRenderCaptureConfigurationState * >( GetRenderingWithFlashlightConfiguration() ); // // Update flashlight position // { pFlashlightInfo->m_renderFlashlightState.m_vecLightOrigin = vecPositionFlashlight; AngleQuaternion( anglesFlashlight, pFlashlightInfo->m_renderFlashlightState.m_quatOrientation ); } // // Build world to shadow matrix, then perspective projection and concatenate // { VMatrix matWorldToShadowView, matPerspective; matrix3x4_t matOrientation; QuaternionMatrix( pFlashlightInfo->m_renderFlashlightState.m_quatOrientation, matOrientation ); // Convert quat to matrix3x4 PositionMatrix( vec3_origin, matOrientation ); // Zero out translation elements VMatrix matBasis( matOrientation ); // Convert matrix3x4 to VMatrix Vector vForward, vLeft, vUp; matBasis.GetBasisVectors( vForward, vLeft, vUp ); matBasis.SetForward( vLeft ); // Bizarre vector flip inherited from earlier code, WTF? matBasis.SetLeft( vUp ); matBasis.SetUp( vForward ); matWorldToShadowView = matBasis.Transpose(); // Transpose Vector translation; Vector3DMultiply( matWorldToShadowView, pFlashlightInfo->m_renderFlashlightState.m_vecLightOrigin, translation ); translation *= -1.0f; matWorldToShadowView.SetTranslation( translation ); // The the bottom row. matWorldToShadowView[3][0] = matWorldToShadowView[3][1] = matWorldToShadowView[3][2] = 0.0f; matWorldToShadowView[3][3] = 1.0f; MatrixBuildPerspective( matPerspective, pFlashlightInfo->m_renderFlashlightState.m_fHorizontalFOVDegrees, pFlashlightInfo->m_renderFlashlightState.m_fVerticalFOVDegrees, pFlashlightInfo->m_renderFlashlightState.m_NearZ, pFlashlightInfo->m_renderFlashlightState.m_FarZ ); MatrixMultiply( matPerspective, matWorldToShadowView, pFlashlightInfo->m_renderMatrixWorldToShadow ); } } for ( int j = 0; j < ( int ) MIN( m_LightingState.m_nLocalLightCount, Q_ARRAYSIZE( m_iDirectionalLightAttachments ) ); ++ j ) { if ( m_iDirectionalLightAttachments[j] >= 0 ) { matrix3x4_t camera; if ( GetAttachment( m_iDirectionalLightAttachments[j]+1, camera ) ) { Vector vecPosition; QAngle angles; MatrixPosition( camera, vecPosition ); MatrixAngles( camera, angles ); Vector vecForward; AngleVectors( angles, &vecForward ); m_LightingState.m_pLocalLightDesc[j].m_Direction = vecForward; m_LightingState.m_pLocalLightDesc[j].RecalculateDerivedValues(); } } } if ( IsPaint3dForRenderCapture() ) { Assert( bFlashlightPosKnown ); CRenderCaptureConfigurationState *pFlashlightInfo = reinterpret_cast< CRenderCaptureConfigurationState * >( GetRenderingWithFlashlightConfiguration() ); SetCameraPositionAndAngles( vecPositionFlashlight, anglesFlashlight ); Camera_t &cameraSettings = GetCameraSettings(); float flZnear = cameraSettings.m_flZNear, flZfar = cameraSettings.m_flZFar; cameraSettings.m_flZNear = pFlashlightInfo->m_renderFlashlightState.m_NearZ; cameraSettings.m_flZFar = pFlashlightInfo->m_renderFlashlightState.m_FarZ; SetupRenderStateDelayed(); // Configure view with the updated camera settings and restore Z planes cameraSettings.m_flZNear = flZnear, cameraSettings.m_flZFar = flZfar; } else { if ( bCameraPosKnown ) { SetCameraPositionAndAngles( vecPositionCamera, anglesCamera ); } SetupRenderStateDelayed(); if ( GetRenderingWithFlashlightConfiguration() ) { Assert( bFlashlightPosKnown ); // Add the shadow we rendered in previous pass to our model CRenderCaptureConfigurationState *pFlashlightInfo = reinterpret_cast< CRenderCaptureConfigurationState * >( GetRenderingWithFlashlightConfiguration() ); g_pStudioRender->AddShadow( NULL, NULL, &pFlashlightInfo->m_renderFlashlightState, &pFlashlightInfo->m_renderMatrixWorldToShadow, pFlashlightInfo->m_pFlashlightDepthTexture ); } } } //----------------------------------------------------------------------------- // called when we're ticked... //----------------------------------------------------------------------------- void CMDLPanel::OnTick() { BaseClass::OnTick(); float flCurrentTime = GetAutoPlayTime(); float flMdlTime = flCurrentTime - m_flAutoPlayTimeBase; m_flAutoPlayTimeBase = flCurrentTime; if ( m_RootMDL.m_MDL.GetMDL() != MDLHANDLE_INVALID && !m_bAnimationPause ) { m_RootMDL.m_MDL.AdjustTime( flMdlTime ); } for ( int k = 0; k < m_aMergeMDLs.Count(); ++ k ) { if ( m_aMergeMDLs[k].m_MDL.GetMDL() != MDLHANDLE_INVALID && !m_bAnimationPause ) { m_aMergeMDLs[k].m_MDL.AdjustTime( flMdlTime ); } } } //----------------------------------------------------------------------------- // input //----------------------------------------------------------------------------- void CMDLPanel::OnMouseDoublePressed( vgui::MouseCode code ) { float flRadius; Vector vecCenter; GetBoundingSphere( vecCenter, flRadius ); LookAt( vecCenter, flRadius ); BaseClass::OnMouseDoublePressed( code ); }