720 lines
18 KiB
C++
720 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Supports sprite preview and sprite icons for entities.
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//
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//===========================================================================//
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#include "stdafx.h"
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#include "hammer_mathlib.h"
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#include "Box3D.h"
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#include "BSPFile.h"
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#include "const.h"
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#include "MapDefs.h" // dvs: For COORD_NOTINIT
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#include "MapDoc.h"
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#include "MapEntity.h"
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#include "MapSprite.h"
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#include "Render2D.h"
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#include "Render3D.h"
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#include "hammer.h"
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#include "Texture.h"
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#include "TextureSystem.h"
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#include "materialsystem/imesh.h"
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#include "Material.h"
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#include "Options.h"
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#include "camera.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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IMPLEMENT_MAPCLASS(CMapSprite)
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//-----------------------------------------------------------------------------
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// Purpose: Factory function. Used for creating a CMapSprite from a set
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// of string parameters from the FGD file.
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// Input : *pInfo - Pointer to helper info class which gives us information
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// about how to create the class.
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// Output : Returns a pointer to the class, NULL if an error occurs.
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//-----------------------------------------------------------------------------
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CMapClass *CMapSprite::CreateMapSprite(CHelperInfo *pHelperInfo, CMapEntity *pParent)
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{
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const char *pszSprite = pHelperInfo->GetParameter(0);
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//
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// If we weren't passed a sprite name as an argument, get it from our parent
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// entity's "model" key.
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//
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if (pszSprite == NULL)
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{
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pszSprite = pParent->GetKeyValue("model");
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}
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// HACK?
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// When loading sprites, it can be the case that 'materials' is prepended
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// This is because we have to look in the materials directory for sprites
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// Remove the materials prefix...
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if (pszSprite)
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{
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if (!strnicmp(pszSprite, "materials", 9) && ((pszSprite[9] == '/') || (pszSprite[9] == '\\')) )
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{
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pszSprite += 10;
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}
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}
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//
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// If we have a sprite name, create a sprite object.
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//
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CMapSprite *pSprite = NULL;
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if (pszSprite != NULL)
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{
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pSprite = CreateMapSprite(pszSprite);
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if (pSprite != NULL)
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{
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//
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// Icons are alpha tested.
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//
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if (!stricmp(pHelperInfo->GetName(), "iconsprite"))
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{
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pSprite->SetRenderMode( kRenderTransAlpha );
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pSprite->m_bIsIcon = true;
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}
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else
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{
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// FIXME: Gotta do this a little better
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// This initializes the render mode in the sprite
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pSprite->SetRenderMode( pSprite->m_eRenderMode );
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}
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}
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}
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return(pSprite);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Factory. Use this to construct CMapSprite objects, since the
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// constructor is protected.
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//-----------------------------------------------------------------------------
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CMapSprite *CMapSprite::CreateMapSprite(const char *pszSpritePath)
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{
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CMapSprite *pSprite = new CMapSprite;
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if (pSprite != NULL)
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{
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char szPath[MAX_PATH];
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pSprite->Initialize();
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// HACK: Remove the extension, this is for backward compatability
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// It's trying to load a .spr, but we're giving it a .vmt.
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strcpy( szPath, pszSpritePath );
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char* pDot = strrchr( szPath, '.' );
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if (pDot)
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*pDot = 0;
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pSprite->m_pSpriteInfo = CSpriteCache::CreateSprite(szPath);
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if (pSprite->m_pSpriteInfo)
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{
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pSprite->CalcBounds();
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}
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}
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return(pSprite);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CMapSprite::CMapSprite(void)
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{
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Initialize();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CMapSprite::~CMapSprite(void)
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{
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CSpriteCache::Release(m_pSpriteInfo);
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}
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//-----------------------------------------------------------------------------
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// Sets the render mode
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//-----------------------------------------------------------------------------
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void CMapSprite::SetRenderMode( int eRenderMode )
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{
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m_eRenderMode = eRenderMode;
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if (m_pSpriteInfo)
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m_pSpriteInfo->SetRenderMode( m_eRenderMode );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Calculates our bounding box based on the sprite dimensions.
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// Input : bFullUpdate - Whether we should recalculate our childrens' bounds.
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//-----------------------------------------------------------------------------
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void CMapSprite::CalcBounds(BOOL bFullUpdate)
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{
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CMapClass::CalcBounds(bFullUpdate);
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float fRadius = 8;
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if (m_pSpriteInfo)
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{
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fRadius = max(m_pSpriteInfo->GetWidth(), m_pSpriteInfo->GetHeight()) * m_fScale / 2.0;
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if (fRadius == 0)
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{
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fRadius = 8;
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}
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}
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//
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// Build our bounds for frustum culling in the 3D view.
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//
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Vector Mins = m_Origin - Vector(fRadius, fRadius, fRadius);
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Vector Maxs = m_Origin + Vector(fRadius, fRadius, fRadius);
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m_CullBox.UpdateBounds(Mins, Maxs);
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m_BoundingBox = m_CullBox;
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//
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// Build our bounds for 2D rendering. We keep sprites small in the 2D views no
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// matter how large they are scaled.
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//
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if (!m_bIsIcon)
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{
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fRadius = 2;
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}
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Mins = m_Origin - Vector(fRadius, fRadius, fRadius);
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Maxs = m_Origin + Vector(fRadius, fRadius, fRadius);
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m_Render2DBox.UpdateBounds(Mins, Maxs);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a copy of this object.
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// Output : Pointer to the new object.
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//-----------------------------------------------------------------------------
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CMapClass *CMapSprite::Copy(bool bUpdateDependencies)
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{
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CMapSprite *pCopy = new CMapSprite;
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if (pCopy != NULL)
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{
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pCopy->CopyFrom(this, bUpdateDependencies);
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}
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return(pCopy);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turns this into a duplicate of the given object.
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// Input : pObject - Pointer to the object to copy from.
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// Output : Returns a pointer to this object.
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//-----------------------------------------------------------------------------
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CMapClass *CMapSprite::CopyFrom(CMapClass *pObject, bool bUpdateDependencies)
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{
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CMapSprite *pFrom = dynamic_cast<CMapSprite *>(pObject);
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Assert(pObject != NULL);
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if (pObject != NULL)
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{
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CMapClass::CopyFrom(pObject, bUpdateDependencies);
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m_Angles = pFrom->m_Angles;
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m_pSpriteInfo = pFrom->m_pSpriteInfo;
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CSpriteCache::AddRef(pFrom->m_pSpriteInfo);
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m_nCurrentFrame = pFrom->m_nCurrentFrame;
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m_fSecondsPerFrame = pFrom->m_fSecondsPerFrame;
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m_fElapsedTimeThisFrame = pFrom->m_fElapsedTimeThisFrame;
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m_fScale = pFrom->m_fScale;
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SetRenderMode( pFrom->m_eRenderMode );
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m_RenderColor = pFrom->m_RenderColor;
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m_bIsIcon = pFrom->m_bIsIcon;
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}
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return(this);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bEnable -
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//-----------------------------------------------------------------------------
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void CMapSprite::EnableAnimation(BOOL bEnable)
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{
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//m_bAnimateModels = bEnable;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : Angles -
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//-----------------------------------------------------------------------------
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void CMapSprite::GetAngles(QAngle &Angles)
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{
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Angles = m_Angles;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapSprite::Initialize(void)
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{
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m_Angles.Init();
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m_eRenderMode = kRenderNormal;
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m_RenderColor.r = 255;
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m_RenderColor.g = 255;
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m_RenderColor.b = 255;
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m_fSecondsPerFrame = 1;
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m_fElapsedTimeThisFrame = 0;
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m_nCurrentFrame = 0;
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m_fScale = 0.25;
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m_bIsIcon = false;
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}
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//-----------------------------------------------------------------------------
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// Updates time and returns the next frame
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//-----------------------------------------------------------------------------
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int CMapSprite::GetNextSpriteFrame( CRender3D* pRender )
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{
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//
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// Determine whether we need to advance to the next frame based on our
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// sprite framerate and the elapsed time.
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//
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int nNumFrames = m_pSpriteInfo->GetFrameCount();
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if (nNumFrames > 1)
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{
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float fElapsedTime = pRender->GetElapsedTime();
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m_fElapsedTimeThisFrame += fElapsedTime;
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while (m_fElapsedTimeThisFrame > m_fSecondsPerFrame)
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{
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m_nCurrentFrame++;
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m_fElapsedTimeThisFrame -= m_fSecondsPerFrame;
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}
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m_nCurrentFrame %= nNumFrames;
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}
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return m_nCurrentFrame;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pRender -
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//-----------------------------------------------------------------------------
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void CMapSprite::Render3D(CRender3D *pRender)
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{
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int nPasses;
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if ((GetSelectionState() != SELECT_NONE) && (!m_bIsIcon))
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{
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if (pRender->NeedsOverlay())
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nPasses = 3;
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else
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nPasses = 2;
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}
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else
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{
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nPasses = 1;
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}
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//
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// If we have a sprite, render it.
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//
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if (m_pSpriteInfo)
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{
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//
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// Only sprite icons can be clicked on, sprite preview objects cannot.
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//
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if (m_bIsIcon)
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{
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pRender->BeginRenderHitTarget(this);
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}
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m_pSpriteInfo->SetOrigin(m_Origin);
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m_pSpriteInfo->SetAngles(m_Angles);
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m_pSpriteInfo->Bind(pRender, GetNextSpriteFrame(pRender));
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for (int nPass = 0; nPass < nPasses; nPass++)
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{
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if (nPass == 0)
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{
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// First pass uses the default rendering mode.
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// unless that mode is texture
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if (pRender->GetCurrentRenderMode() == RENDER_MODE_LIGHTMAP_GRID)
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pRender->PushRenderMode( RENDER_MODE_TEXTURED);
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else
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pRender->PushRenderMode( RENDER_MODE_CURRENT );
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}
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else
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{
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if (nPass == nPasses - 1)
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{
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// last pass uses wireframe rendering mode.
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pRender->PushRenderMode( RENDER_MODE_WIREFRAME);
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}
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else
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{
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pRender->PushRenderMode( RENDER_MODE_SELECTION_OVERLAY );
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}
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}
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m_pSpriteInfo->SetScale(m_fScale > 0 ? m_fScale : 1.0 );
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float fBlend;
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// dvs: lots of things contribute to blend factor. See r_blend in engine.
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//if (m_eRenderMode == kRenderNormal)
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{
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fBlend = 1.0;
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}
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unsigned char color[4];
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SpriteColor( color, m_eRenderMode, m_RenderColor, fBlend * 255);
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//
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// If selected, render a yellow wireframe box.
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//
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if (GetSelectionState() != SELECT_NONE)
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{
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if (m_bIsIcon)
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{
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pRender->RenderWireframeBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, 255, 255, 0);
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}
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else
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{
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color[0] = 255;
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color[1] = color[2] = 0;
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}
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//
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// If selected, render the sprite with a yellow wireframe around it.
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//
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if ( nPass > 0 )
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{
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color[0] = color[1] = 255;
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color[2] = 0;
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}
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}
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MaterialPrimitiveType_t type = (nPass > 0) ? MATERIAL_LINE_LOOP : MATERIAL_POLYGON;
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m_pSpriteInfo->SetMaterialPrimitiveType( type );
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m_pSpriteInfo->DrawSprite3D( pRender, color );
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pRender->PopRenderMode();
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}
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//
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// Only sprite icons can be clicked on, sprite preview objects cannot.
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//
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if (m_bIsIcon)
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{
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pRender->EndRenderHitTarget();
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}
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}
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//
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// Else no sprite, render as a bounding box.
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//
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else if (m_bIsIcon)
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{
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pRender->BeginRenderHitTarget(this);
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pRender->RenderBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, r, g, b, GetSelectionState());
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pRender->EndRenderHitTarget();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &File -
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// bRMF -
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// Output : int
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//-----------------------------------------------------------------------------
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int CMapSprite::SerializeRMF(std::fstream &File, BOOL bRMF)
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{
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return(0);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &File -
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// bRMF -
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// Output : int
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//-----------------------------------------------------------------------------
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int CMapSprite::SerializeMAP(std::fstream &File, BOOL bRMF)
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{
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return(0);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pTransBox -
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//-----------------------------------------------------------------------------
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void CMapSprite::DoTransform(const VMatrix &matrix)
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{
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BaseClass::DoTransform(matrix);
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matrix3x4_t fCurrentMatrix,fMatrixNew;
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AngleMatrix(m_Angles, fCurrentMatrix);
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ConcatTransforms(matrix.As3x4(), fCurrentMatrix, fMatrixNew);
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MatrixAngles(fMatrixNew, m_Angles);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pColor -
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// pEntity -
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// alpha -
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//-----------------------------------------------------------------------------
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void CMapSprite::SpriteColor(unsigned char *pColor, int eRenderMode, colorVec RenderColor, int alpha)
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{
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int a;
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if ((eRenderMode == kRenderTransAdd) || (eRenderMode == kRenderGlow) || (eRenderMode == kRenderWorldGlow))
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{
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a = alpha;
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}
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else
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{
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a = 256;
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}
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if ((RenderColor.r == 0) && (RenderColor.g == 0) && (RenderColor.b == 0))
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{
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pColor[0] = pColor[1] = pColor[2] = (255 * a) >> 8;
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}
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else
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{
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pColor[0] = ((int)RenderColor.r * a)>>8;
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pColor[1] = ((int)RenderColor.g * a)>>8;
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pColor[2] = ((int)RenderColor.b * a)>>8;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Notifies that this object's parent entity has had a key value change.
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// Input : szKey - The key that changed.
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// szValue - The new value of the key.
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//-----------------------------------------------------------------------------
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void CMapSprite::OnParentKeyChanged(const char* szKey, const char* szValue)
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{
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if (!stricmp(szKey, "framerate"))
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{
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float fFramesPerSecond = atof(szValue);
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if (fabs(fFramesPerSecond) > 0.001)
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{
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m_fSecondsPerFrame = 1 / fFramesPerSecond;
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}
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}
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else if (!stricmp(szKey, "scale"))
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{
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m_fScale = atof(szValue);
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if (m_fScale == 0)
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{
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m_fScale = 1;
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}
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m_pSpriteInfo->SetScale(m_fScale);
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PostUpdate(Notify_Changed);
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}
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else if (!stricmp(szKey, "rendermode"))
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{
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switch (atoi(szValue))
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{
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case 0: // "Normal"
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{
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SetRenderMode( kRenderNormal );
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break;
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}
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case 1: // "Color"
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{
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SetRenderMode( kRenderTransColor );
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break;
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}
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case 2: // "Texture"
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{
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SetRenderMode( kRenderNormal );
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break;
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}
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case 3: // "Glow"
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{
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SetRenderMode( kRenderGlow );
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break;
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}
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case 4: // "Solid"
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{
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SetRenderMode( kRenderNormal );
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break;
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}
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case 5: // "Additive"
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{
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SetRenderMode( kRenderTransAdd );
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break;
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}
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case 7: // "Additive Fractional Frame"
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{
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SetRenderMode( kRenderTransAddFrameBlend );
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break;
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}
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case 9: // "World Space Glow"
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{
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SetRenderMode( kRenderWorldGlow );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//
|
|
// If we are the child of a light entity and its color is changing, change our render color.
|
|
//
|
|
else if (!stricmp(szKey, "_light"))
|
|
{
|
|
sscanf(szValue, "%d %d %d", &m_RenderColor.r, &m_RenderColor.g, &m_RenderColor.b);
|
|
}
|
|
else if (!stricmp(szKey, "angles"))
|
|
{
|
|
sscanf(szValue, "%f %f %f", &m_Angles[PITCH], &m_Angles[YAW], &m_Angles[ROLL]);
|
|
PostUpdate(Notify_Changed);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapSprite::ShouldRenderLast(void)
|
|
{
|
|
return(true);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSprite::Render2D(CRender2D *pRender)
|
|
{
|
|
Vector vecMins;
|
|
Vector vecMaxs;
|
|
GetRender2DBox(vecMins, vecMaxs);
|
|
|
|
Vector2D pt,pt2;
|
|
pRender->TransformPoint(pt, vecMins);
|
|
pRender->TransformPoint(pt2, vecMaxs);
|
|
|
|
if ( !IsSelected() )
|
|
{
|
|
pRender->SetDrawColor( r, g, b );
|
|
pRender->SetHandleColor( r, g, b );
|
|
}
|
|
else
|
|
{
|
|
pRender->SetDrawColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) );
|
|
pRender->SetHandleColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) );
|
|
}
|
|
|
|
// Draw the bounding box.
|
|
|
|
pRender->DrawBox( vecMins, vecMaxs );
|
|
|
|
//
|
|
// Draw center handle.
|
|
//
|
|
|
|
if ( pRender->IsActiveView() )
|
|
{
|
|
int sizex = abs(pt.x - pt2.x)+1;
|
|
int sizey = abs(pt.y - pt2.y)+1;
|
|
|
|
// dont draw handle if object is too small
|
|
if ( sizex > 6 && sizey > 6 )
|
|
{
|
|
pRender->SetHandleStyle( HANDLE_RADIUS, CRender::HANDLE_CROSS );
|
|
pRender->DrawHandle( (vecMins+vecMaxs)/2 );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Called by entity code to render sprites
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSprite::RenderLogicalAt(CRender2D *pRender, const Vector2D &vecMins, const Vector2D &vecMaxs )
|
|
{
|
|
// If we have a sprite, render it.
|
|
if (!m_pSpriteInfo)
|
|
return;
|
|
|
|
m_pSpriteInfo->Bind( pRender, 0 );
|
|
pRender->PushRenderMode( RENDER_MODE_TEXTURED);
|
|
|
|
unsigned char color[4] = { 255, 255, 255, 255 };
|
|
|
|
SpriteColor( color, m_eRenderMode, m_RenderColor, 255);
|
|
|
|
// If selected, render a yellow wireframe box.
|
|
if ( GetSelectionState() != SELECT_NONE )
|
|
{
|
|
color[0] = 255;
|
|
color[1] = color[2] = 0;
|
|
}
|
|
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh();
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_POLYGON, 4 );
|
|
|
|
meshBuilder.Position3f( vecMins.x, vecMins.y, 0.0f );
|
|
meshBuilder.TexCoord2f(0, 0, 1);
|
|
meshBuilder.Color3ub( color[0], color[1], color[2] );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( vecMins.x, vecMaxs.y, 0.0f );
|
|
meshBuilder.TexCoord2f(0, 0, 0);
|
|
meshBuilder.Color3ub( color[0], color[1], color[2] );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( vecMaxs.x, vecMaxs.y, 0.0f );
|
|
meshBuilder.TexCoord2f(0, 1, 0);
|
|
meshBuilder.Color3ub( color[0], color[1], color[2] );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( vecMaxs.x, vecMins.y, 0.0f );
|
|
meshBuilder.TexCoord2f(0, 1, 1);
|
|
meshBuilder.Color3ub( color[0], color[1], color[2] );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
pRender->PopRenderMode();
|
|
} |