csgo-2018-source/vgui2/matsys_controls/vtfpreviewpanel.cpp
2021-07-24 21:11:47 -07:00

433 lines
12 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "matsys_controls/vtfpreviewpanel.h"
#include "matsys_controls/matsyscontrols.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/itexture.h"
#include "materialsystem/imesh.h"
#include "tier1/keyvalues.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
using namespace vgui;
#define FOV 90.0f
#define ZNEAR 0.1f
#define ZFAR 2000.0f
#define ROTATION_SPEED 120.0f // degrees/sec
//-----------------------------------------------------------------------------
//
// VTF Preview panel
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// constructor
//-----------------------------------------------------------------------------
CVTFPreviewPanel::CVTFPreviewPanel( vgui::Panel *pParent, const char *pName ) :
BaseClass( pParent, pName )
{
SetVTF( "//platform/materials/vgui/vtfnotloaded", true );
m_nTextureID = MatSystemSurface()->CreateNewTextureID( false );
}
//-----------------------------------------------------------------------------
// Sets the current VTF
//-----------------------------------------------------------------------------
void CVTFPreviewPanel::SetVTF( const char *pFullPath, bool bLoadImmediately )
{
m_PreviewTexture.Init( pFullPath, "editor texture" );
m_VTFName = pFullPath;
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
if ( m_PreviewTexture->IsCubeMap() )
{
pVMTKeyValues->SetString( "$envmap", pFullPath );
}
else if ( m_PreviewTexture->IsNormalMap() )
{
pVMTKeyValues->SetString( "$bumpmap", pFullPath );
}
else
{
pVMTKeyValues->SetString( "$basetexture", pFullPath );
}
pVMTKeyValues->SetInt( "$nocull", 1 );
pVMTKeyValues->SetInt( "$nodebug", 1 );
m_PreviewMaterial.Init( MaterialSystem()->CreateMaterial( pFullPath, pVMTKeyValues ));
MatSystemSurface()->DrawSetTextureMaterial( m_nTextureID, m_PreviewMaterial );
// Reset the camera direction
m_vecCameraDirection.Init( 1.0f, 0.0f, 0.0f );
m_flLastRotationTime = Plat_FloatTime();
}
void CVTFPreviewPanel::SetTwoVTFs( const char *pFullPath, const char *pSecondFullPath )
{
m_PreviewTexture.Init( pFullPath, "editor texture" );
m_VTFName = pFullPath;
m_SecondPreviewTexture.Init( pSecondFullPath, "editor texture" );
m_SecondVTFName = pSecondFullPath;
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
if ( m_PreviewTexture->IsCubeMap() )
{
pVMTKeyValues->SetString( "$envmap", pFullPath );
}
else if ( m_PreviewTexture->IsNormalMap() )
{
pVMTKeyValues->SetString( "$bumpmap", pFullPath );
}
else
{
pVMTKeyValues->SetString( "$basetexture", pFullPath );
}
pVMTKeyValues->SetString( "$detail", pSecondFullPath );
pVMTKeyValues->SetInt( "$detailscale", 1 );
pVMTKeyValues->SetInt( "$detailblendmode", 1 ); // additive
pVMTKeyValues->SetInt( "$nocull", 1 );
pVMTKeyValues->SetInt( "$nodebug", 1 );
m_PreviewMaterial.Init( MaterialSystem()->CreateMaterial( pFullPath, pVMTKeyValues ));
MatSystemSurface()->DrawSetTextureMaterial( m_nTextureID, m_PreviewMaterial );
// Reset the camera direction
m_vecCameraDirection.Init( 1.0f, 0.0f, 0.0f );
m_flLastRotationTime = Plat_FloatTime();
}
//-----------------------------------------------------------------------------
// Gets the current VTF
//-----------------------------------------------------------------------------
const char *CVTFPreviewPanel::GetVTF() const
{
return m_VTFName;
}
const char *CVTFPreviewPanel::GetSecondVTF() const
{
return m_SecondVTFName;
}
//-----------------------------------------------------------------------------
// Draw a sphere
//-----------------------------------------------------------------------------
void CVTFPreviewPanel::RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi )
{
CMatRenderContextPtr pRenderContext( MaterialSystem() );
int nVertices = nTheta * nPhi;
int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
pRenderContext->FogMode( MATERIAL_FOG_NONE );
pRenderContext->SetNumBoneWeights( 0 );
pRenderContext->Bind( m_PreviewMaterial );
IMesh* pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices );
//
// 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 * cos(phi);
vecPos.z = -flRadius * sin(phi) * sin(theta);
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;
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.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();
}
//-----------------------------------------------------------------------------
// Paints a regular texture
//-----------------------------------------------------------------------------
void CVTFPreviewPanel::PaintStandardTexture( void )
{
int x, y, w, h;
x = y = 0;
GetSize( w, h );
vgui::surface()->DrawSetTexture( m_nTextureID );
vgui::surface()->DrawSetColor( 255, 255, 255, 255 );
// Get the aspect ratio of the texture
int tw = m_PreviewTexture->GetActualWidth();
int th = m_PreviewTexture->GetActualHeight();
if ( th > 0 && h > 0 )
{
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
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;
}
}
vgui::surface()->DrawTexturedRect( x, y, x+w, y+h );
}
//-----------------------------------------------------------------------------
// Paints a normalmap texture
//-----------------------------------------------------------------------------
void CVTFPreviewPanel::PaintNormalMapTexture( void )
{
}
//-----------------------------------------------------------------------------
// Paints a volume texture
//-----------------------------------------------------------------------------
void CVTFPreviewPanel::PaintVolumeTexture( void )
{
}
//-----------------------------------------------------------------------------
// Paints a cubemap texture
//-----------------------------------------------------------------------------
void CVTFPreviewPanel::PaintCubeTexture( 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;
LookAt( vec3_origin, 12.0f );
// Draw a sphere at the origin
RenderSphere( vec3_origin, 10.0f, 20, 20 );
}
//-----------------------------------------------------------------------------
// Sets the camera to look at the the thing we're spinning around
//-----------------------------------------------------------------------------
void CVTFPreviewPanel::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 CVTFPreviewPanel::SetupProjectionMatrix( int nWidth, int nHeight )
{
CMatRenderContextPtr pRenderContext( MaterialSystem() );
VMatrix proj;
float flFOV = FOV;
float flZNear = ZNEAR;
float flZFar = ZFAR;
float flApsectRatio = (nHeight != 0.0f) ? (float)nWidth / (float)nHeight : 100.0f;
#if 1
float halfWidth = tan( flFOV * M_PI / 360.0 );
float halfHeight = halfWidth / flApsectRatio;
#else
float halfHeight = tan( flFOV * M_PI / 360.0 );
float halfWidth = flApsectRatio * halfHeight;
#endif
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 );
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->LoadMatrix( proj );
}
//-----------------------------------------------------------------------------
// Paints the texture
//-----------------------------------------------------------------------------
void CVTFPreviewPanel::Paint( void )
{
if ( !m_PreviewTexture->IsCubeMap() && /*!m_PreviewTexture->IsNormalMap() &&*/ !m_PreviewTexture->IsVolumeTexture() )
{
PaintStandardTexture();
return;
}
CMatRenderContextPtr pRenderContext( MaterialSystem() );
int w, h;
GetSize( w, h );
vgui::MatSystemSurface()->Begin3DPaint( 0, 0, w, h );
pRenderContext->ClearColor4ub( 76, 88, 68, 255 );
pRenderContext->ClearBuffers( true, true );
SetupProjectionMatrix( w, h );
if ( m_PreviewTexture->IsCubeMap() )
{
PaintCubeTexture();
}
else if ( m_PreviewTexture->IsNormalMap() )
{
PaintNormalMapTexture();
}
else if ( m_PreviewTexture->IsVolumeTexture() )
{
PaintVolumeTexture();
}
vgui::MatSystemSurface()->End3DPaint( );
}