320 lines
11 KiB
C++
320 lines
11 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//===========================================================================//
|
|
|
|
#ifndef RENDER_H
|
|
#define RENDER_H
|
|
#pragma once
|
|
|
|
#include "Color.h"
|
|
#include "utlstack.h"
|
|
#include "hammer_mathlib.h"
|
|
#include "MaterialSystem\imesh.h"
|
|
#include "shaderapi/ishaderapi.h"
|
|
|
|
class IMaterial;
|
|
struct DrawModelInfo_t;
|
|
class CCoreDispInfo;
|
|
class CMapView;
|
|
class CCamera;
|
|
class CMapAtom;
|
|
class IEditorTexture;
|
|
class CMapClass;
|
|
class CMapInstance;
|
|
|
|
typedef unsigned short MDLHandle_t;
|
|
|
|
#define CAMERA_FRONT_PLANE_DISTANCE 8.0f
|
|
#define CAMERA_HORIZONTAL_FOV 90.0f
|
|
|
|
//
|
|
// Colors for selected faces and edges. Kinda hacky; should probably be elsewhere.
|
|
//
|
|
#define SELECT_FACE_RED 220
|
|
#define SELECT_FACE_GREEN 0
|
|
#define SELECT_FACE_BLUE 0
|
|
|
|
#define SELECT_EDGE_RED 255
|
|
#define SELECT_EDGE_GREEN 255
|
|
#define SELECT_EDGE_BLUE 0
|
|
|
|
|
|
inline void SelectFaceColor( Color &pColor )
|
|
{
|
|
pColor[0] = SELECT_FACE_RED;
|
|
pColor[1] = SELECT_FACE_GREEN;
|
|
pColor[2] = SELECT_FACE_BLUE;
|
|
}
|
|
|
|
inline void SelectEdgeColor( Color &pColor )
|
|
{
|
|
pColor[0] = SELECT_EDGE_RED;
|
|
pColor[1] = SELECT_EDGE_GREEN;
|
|
pColor[2] = SELECT_EDGE_BLUE;
|
|
}
|
|
|
|
inline void InstanceColor( Color &pColor, bool bSelected )
|
|
{
|
|
if ( bSelected )
|
|
{
|
|
pColor[ 0 ] = 192;
|
|
pColor[ 1 ] = 128;
|
|
pColor[ 2 ] = 0;
|
|
pColor[ 3 ] = 192;
|
|
}
|
|
else
|
|
{
|
|
pColor[ 0 ] = 128;
|
|
pColor[ 1 ] = 128;
|
|
pColor[ 2 ] = 0;
|
|
pColor[ 3 ] = 192;
|
|
}
|
|
}
|
|
|
|
enum EditorRenderMode_t
|
|
{
|
|
RENDER_MODE_NONE = 0, // dont render anything
|
|
RENDER_MODE_EXTERN, // other system is using material system
|
|
RENDER_MODE_DEFAULT, // select default material
|
|
RENDER_MODE_CURRENT, // the current render mode
|
|
RENDER_MODE_WIREFRAME, // wire frame mode
|
|
RENDER_MODE_FLAT, // flat solid colors
|
|
RENDER_MODE_FLAT_NOZ, // flat solid colors, ignore Z
|
|
RENDER_MODE_FLAT_NOCULL, // flat solid colors, no backface culling
|
|
RENDER_MODE_DOTTED, // flat colored dotted, ignore Z
|
|
RENDER_MODE_TRANSLUCENT_FLAT,
|
|
RENDER_MODE_TEXTURED,
|
|
RENDER_MODE_LIGHTMAP_GRID,
|
|
RENDER_MODE_SELECTION_OVERLAY,
|
|
RENDER_MODE_SMOOTHING_GROUP,
|
|
RENDER_MODE_TEXTURED_SHADED,
|
|
RENDER_MODE_LIGHT_PREVIEW2,
|
|
RENDER_MODE_LIGHT_PREVIEW_RAYTRACED,
|
|
RENDER_MODE_INSTANCE_OVERLAY,
|
|
};
|
|
|
|
|
|
enum InstanceRenderingState_t
|
|
{
|
|
INSTANCE_STATE_OFF, // normal rendering
|
|
INSTANCE_STATE_ON, // will be tinted as an instance
|
|
INSTANCE_STACE_SELECTED // will be tinted as a selected instance
|
|
};
|
|
|
|
|
|
typedef struct SInstanceState
|
|
{
|
|
CMapInstance *m_pInstanceClass; // the func_instance entity
|
|
Vector m_InstanceOrigin; // the origin offset of instance rendering
|
|
QAngle m_InstanceAngles; // the rotation of the instance rendering
|
|
VMatrix m_InstanceMatrix; // matrix of the origin and rotation of rendering
|
|
VMatrix m_InstanceRenderMatrix; // matrix of the current camera transform
|
|
bool m_bIsEditable;
|
|
CMapInstance *m_pTopInstanceClass;
|
|
} TInstanceState;
|
|
|
|
|
|
//#define STENCIL_AS_CALLS 1
|
|
|
|
|
|
class CRender
|
|
{
|
|
public:
|
|
CRender(void);
|
|
virtual ~CRender(void);
|
|
|
|
|
|
|
|
enum
|
|
{ TEXT_SINGLELINE = 0x1, // put all of the text on one line
|
|
TEXT_MULTILINE = 0x2, // the text is written on multiple lines
|
|
TEXT_JUSTIFY_BOTTOM = 0x4, // default
|
|
TEXT_JUSTIFY_TOP = 0x8,
|
|
TEXT_JUSTIFY_RIGHT = 0x10, // default
|
|
TEXT_JUSTIFY_LEFT = 0x20,
|
|
TEXT_JUSTIFY_HORZ_CENTER = 0x40,
|
|
TEXT_JUSTIFY_VERT_CENTER = 0x80,
|
|
TEXT_CLEAR_BACKGROUND = 0x100
|
|
}; // clear the background behind the text
|
|
|
|
enum
|
|
{ HANDLE_NONE = 0,
|
|
HANDLE_SQUARE,
|
|
HANDLE_CIRCLE,
|
|
HANDLE_DIAMOND,
|
|
HANDLE_CROSS
|
|
};
|
|
|
|
// map view setup
|
|
virtual bool SetView( CMapView *pView );
|
|
|
|
CMapView *GetView() { return m_pView; }
|
|
CCamera *GetCamera();// { return m_pView->GetCamera(); }
|
|
bool IsActiveView();
|
|
|
|
// begin/end single render frame, sets up camera etc
|
|
virtual void StartRenderFrame( bool bRenderingOverEngine );
|
|
virtual void EndRenderFrame();
|
|
int GetRenderFrame() { return m_nFrameCount; }
|
|
|
|
// switch rendering to client space coordinates (horz,vert,ignore)
|
|
// render is in world space mode by default
|
|
bool BeginClientSpace(void);
|
|
void EndClientSpace(void);
|
|
bool IsInClientSpace() { return m_bIsClientSpace; }
|
|
|
|
void BeginLocalTransfrom( const VMatrix &matrix, bool MultiplyCurrent = false );
|
|
void EndLocalTransfrom();
|
|
bool IsInLocalTransformMode();
|
|
void GetLocalTranform( VMatrix &matrix );
|
|
|
|
void SetTextColor( unsigned char r, unsigned char g, unsigned char b, unsigned char a = 255 );
|
|
void SetDrawColor( unsigned char r, unsigned char g, unsigned char b );
|
|
void SetDrawColor( const Color &color );
|
|
void GetDrawColor( Color &color );
|
|
void SetHandleColor( unsigned char r, unsigned char g, unsigned char b );
|
|
|
|
void SetHandleStyle( int size, int type );
|
|
|
|
void SetDefaultRenderMode(EditorRenderMode_t eRenderMode);
|
|
void BindTexture(IEditorTexture *pTexture);
|
|
void BindMaterial( IMaterial *pMaterial );
|
|
|
|
virtual void SetRenderMode( EditorRenderMode_t eRenderMode, bool force = false);
|
|
inline EditorRenderMode_t GetCurrentRenderMode() { return m_eCurrentRenderMode; }
|
|
inline EditorRenderMode_t GetDefaultRenderMode() { return m_eDefaultRenderMode; }
|
|
|
|
void PushRenderMode( EditorRenderMode_t eRenderMode );
|
|
void PopRenderMode();
|
|
|
|
// drawing primitives
|
|
void DrawPoint( const Vector &vPoint );
|
|
void DrawLine( const Vector &vStart, const Vector &vEnd );
|
|
virtual void DrawBox( const Vector &vMins, const Vector &vMaxs, bool bFill = false );
|
|
void DrawBoxExt( const Vector &vCenter, float extend, bool bFill = false );
|
|
void DrawSphere( const Vector &vCenter, int nRadius );
|
|
void DrawCircle( const Vector &vCenter, const Vector &vNormal, float flRadius, int nSegments );
|
|
void DrawPolyLine( int nPoints, const Vector *Points );
|
|
void DrawText( const char *text, int x, int y, int nFlags ); // Uses pixel coordinates
|
|
void DrawText( const char *text, const Vector2D &vPos, int nOffsetX, int nOffsetY, int nFlags ); // Uses "world" coordinates
|
|
void DrawHandle( const Vector &vPoint, const Vector2D *vOffset = NULL );
|
|
void DrawHandles( int nPoints, const Vector *Points );
|
|
void DrawArrow( Vector const &vStart, Vector const &vEnd );
|
|
void DrawPlane( const Vector &p0, const Vector &p1, const Vector &p2, const Vector &p3, bool bFill = false );
|
|
|
|
// client space helper functions:
|
|
void DrawFilledRect( Vector2D& pt1, Vector2D& pt2, unsigned char *pColor, bool bBorder );
|
|
|
|
// drawing complex objects
|
|
void DrawModel( DrawModelInfo_t* pInfo, matrix3x4_t *pBoneToWorld, const Vector &vOrigin, float fAlpha = 1, bool bWireframe = false, const Color &color = Color( 255, 255, 255, 255 ) );
|
|
void DrawDisplacement( CCoreDispInfo *pDisp );
|
|
void DrawCollisionModel( MDLHandle_t mdlHandle, const VMatrix &mViewMatrix );
|
|
|
|
|
|
//
|
|
// helper funtions
|
|
//
|
|
void TransformPoint( Vector2D &vClient, const Vector& vWorld );
|
|
void TransformNormal( Vector2D &vClient, const Vector& vWorld );
|
|
|
|
void GetViewForward( Vector &ViewForward ) const;
|
|
void GetViewRight( Vector &ViewRight ) const;
|
|
void GetViewUp( Vector &ViewUp ) const;
|
|
|
|
void PrepareInstanceStencil( void );
|
|
void DrawInstanceStencil( void );
|
|
void PushInstanceRendering( InstanceRenderingState_t State );
|
|
void PopInstanceRendering( void );
|
|
void SetInstanceRendering( InstanceRenderingState_t State );
|
|
|
|
void SetInstanceRendering( bool InstanceRendering ) { m_bInstanceRendering = InstanceRendering; }
|
|
virtual void PushInstanceData( CMapInstance *pInstanceClass, Vector &InstanceOrigin, QAngle &InstanceAngles );
|
|
virtual void PopInstanceData( void );
|
|
bool GetInstanceRendering( void ) { return m_bInstanceRendering; }
|
|
CMapInstance *GetInstanceClass( void ) { return m_CurrentInstanceState.m_pInstanceClass; }
|
|
void GetInstanceMatrix( VMatrix &Matrix ) { Matrix = m_CurrentInstanceState.m_InstanceMatrix; }
|
|
Vector GetInstanceOrigin( void ) { return m_CurrentInstanceState.m_InstanceOrigin; }
|
|
QAngle GetInstanceAngle( void ) { return m_CurrentInstanceState.m_InstanceAngles; }
|
|
void TransformInstanceVector( Vector &In, Vector &Out ) { m_CurrentInstanceState.m_InstanceMatrix.V3Mul( In, Out ); }
|
|
void RotateInstanceVector( Vector &In, Vector &Out ) { VectorRotate( In, m_CurrentInstanceState.m_InstanceMatrix.As3x4(), Out ); }
|
|
void TransformInstanceAABB( Vector &InMins, Vector &InMaxs, Vector &OutMins, Vector &OutMaxs ) { TransformAABB( m_CurrentInstanceState.m_InstanceMatrix.As3x4(), InMins, InMaxs, OutMins, OutMaxs ); }
|
|
|
|
protected:
|
|
|
|
bool GetRequiredMaterial( const char *pName, IMaterial* &pMaterial );
|
|
void UpdateStudioRenderConfig( bool bFlat, bool bWireframe );
|
|
// client space helper functions:
|
|
void DrawCross( Vector2D& pt1, Vector2D& pt2, unsigned char *pColor );
|
|
void DrawCircle( Vector2D &vCenter, float fRadius, int nSegments, unsigned char *pColor );
|
|
void DrawRect( Vector2D& pt1, Vector2D& pt2, unsigned char *pColor );
|
|
|
|
protected:
|
|
CMapView *m_pView;
|
|
unsigned long m_DefaultFont;
|
|
bool m_bIsClientSpace;
|
|
|
|
bool m_bIsLocalTransform;
|
|
CUtlVector< VMatrix > m_LocalMatrix;
|
|
|
|
VMatrix m_OrthoMatrix;
|
|
|
|
// Are we rendering on top of the engine's view? If so, we avoid certain view setup things and we avoid drawing world geometry.
|
|
bool m_bRenderingOverEngine;
|
|
|
|
// Meshbuilder used for drawing
|
|
IMesh* m_pMesh;
|
|
CMeshBuilder meshBuilder;
|
|
|
|
// colors
|
|
Color m_DrawColor; // current draw/fill color
|
|
Color m_TextColor; // current text color
|
|
Color m_HandleColor; // current text color
|
|
|
|
// handle styles
|
|
int m_nHandleSize;
|
|
int m_nHandleType;
|
|
|
|
// frame count
|
|
int m_nFrameCount; // increases each setup camera
|
|
bool m_bIsRendering;
|
|
bool m_bIsRenderingIntoVGUI;
|
|
|
|
// materials
|
|
IMaterial* m_pCurrentMaterial; // The currently bound material
|
|
IMaterial* m_pBoundMaterial; // a material given from external caller
|
|
|
|
int m_nDecalMode; // 0 or 1
|
|
IMaterial* m_pWireframe[2]; // default wireframe material
|
|
IMaterial* m_pFlat[2]; // default flat material
|
|
IMaterial* m_pDotted[2]; // default dotted material
|
|
IMaterial* m_pFlatNoZ[2]; // default flat material, ignore Z
|
|
IMaterial* m_pFlatNoCull[2]; // default flat material, no backface cull
|
|
IMaterial* m_pTranslucentFlat[2]; // default translucent flat material
|
|
IMaterial* m_pLightmapGrid[2]; // default lightmap grid material
|
|
IMaterial* m_pSelectionOverlay[2]; // for selecting actual textures
|
|
|
|
// render modes
|
|
EditorRenderMode_t m_eCurrentRenderMode; // Current render mode setting - Wireframe, flat, or textured.
|
|
EditorRenderMode_t m_eDefaultRenderMode; // Default render mode - Wireframe, flat, or textured.
|
|
CUtlStack<EditorRenderMode_t> m_RenderModeStack;
|
|
|
|
// instance
|
|
int m_nInstanceCount; // increases each time an instance is drawn regardless of view
|
|
bool m_bInstanceRendering; // if true, we are rendering an instance
|
|
VMatrix m_CurrentMatrix; // matrix of the current transforms
|
|
int m_InstanceSelectionDepth;
|
|
TInstanceState m_CurrentInstanceState; // the current instance state ( with current transforms )
|
|
CUtlVector< TInstanceState > m_InstanceState; // the instance state stack
|
|
#ifndef STENCIL_AS_CALLS
|
|
ShaderStencilState_t m_ShaderStencilState;
|
|
#endif // STENCIL_AS_CALLS
|
|
int m_nNumInstancesRendered; // number of instances rendered that impacted the stencil buffer
|
|
CUtlVector< InstanceRenderingState_t > m_InstanceRenderingState; // the instance rendering state stack
|
|
|
|
};
|
|
|
|
#endif // RENDER_H
|