You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
405 lines
13 KiB
405 lines
13 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//===========================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "weapon_ifmbasecamera.h"
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
#include "view_shared.h"
|
||
|
#include "iviewrender.h"
|
||
|
#include "vgui_controls/Controls.h"
|
||
|
#include "vgui/ISurface.h"
|
||
|
|
||
|
bool ToolFramework_SetupEngineView( Vector &origin, QAngle &angles, float &fov );
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#define INSET_VIEW_FACTOR 0.3f
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// CWeaponIFMBaseCamera tables.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponIFMBaseCamera, DT_WeaponIFMBaseCamera )
|
||
|
LINK_ENTITY_TO_CLASS( weapon_ifm_base_camera, CWeaponIFMBaseCamera );
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponIFMBaseCamera, DT_WeaponIFMBaseCamera )
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
SendPropFloat( SENDINFO( m_flRenderAspectRatio ), 0, SPROP_NOSCALE ),
|
||
|
SendPropFloat( SENDINFO( m_flRenderFOV ), 0, SPROP_NOSCALE ),
|
||
|
SendPropFloat( SENDINFO( m_flRenderArmLength ), 0, SPROP_NOSCALE ),
|
||
|
SendPropVector( SENDINFO( m_vecRenderPosition ), 0, SPROP_NOSCALE ),
|
||
|
SendPropQAngles( SENDINFO( m_angRenderAngles ), 0, SPROP_NOSCALE ),
|
||
|
#else
|
||
|
RecvPropFloat( RECVINFO( m_flRenderAspectRatio ) ),
|
||
|
RecvPropFloat( RECVINFO( m_flRenderFOV ) ),
|
||
|
RecvPropFloat( RECVINFO( m_flRenderArmLength ) ),
|
||
|
RecvPropVector( RECVINFO( m_vecRenderPosition ) ),
|
||
|
RecvPropQAngles( RECVINFO( m_angRenderAngles ) ),
|
||
|
#endif
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CWeaponIFMBaseCamera )
|
||
|
DEFINE_PRED_FIELD( m_flFOV, FIELD_FLOAT, 0 ),
|
||
|
DEFINE_PRED_FIELD( m_flArmLength, FIELD_FLOAT, 0 ),
|
||
|
DEFINE_PRED_FIELD( m_vecRelativePosition, FIELD_VECTOR, 0 ),
|
||
|
DEFINE_PRED_FIELD( m_angRelativeAngles, FIELD_VECTOR, 0 ),
|
||
|
DEFINE_PRED_FIELD( m_bFullScreen, FIELD_BOOLEAN, 0 ),
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
BEGIN_DATADESC( CWeaponIFMBaseCamera )
|
||
|
DEFINE_FIELD( m_flRenderAspectRatio, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_flRenderFOV, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_flRenderArmLength, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_vecRenderPosition, FIELD_VECTOR ),
|
||
|
DEFINE_FIELD( m_angRenderAngles, FIELD_VECTOR ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// CWeaponIFMBaseCamera implementation.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CWeaponIFMBaseCamera::CWeaponIFMBaseCamera()
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
m_flFOV = 75.0f;
|
||
|
m_flArmLength = 4;
|
||
|
m_vecRelativePosition.Init();
|
||
|
m_angRelativeAngles.Init();
|
||
|
m_bFullScreen = false;
|
||
|
m_nScreenWidth = 0;
|
||
|
m_nScreenHeight = 0;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// Specific methods on the server
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
void CWeaponIFMBaseCamera::SetRenderInfo( float flAspectRatio, float flFOV, float flArmLength, const Vector &vecPosition, const QAngle &angles )
|
||
|
{
|
||
|
m_flRenderAspectRatio = flAspectRatio;
|
||
|
m_flRenderFOV = flFOV;
|
||
|
m_flRenderArmLength = flArmLength;
|
||
|
m_vecRenderPosition = vecPosition;
|
||
|
m_angRenderAngles = angles;
|
||
|
}
|
||
|
|
||
|
CON_COMMAND( ifm_basecamera_camerastate, "Set camera state" )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( args.ArgC() != 10 )
|
||
|
return;
|
||
|
|
||
|
Vector vecPosition;
|
||
|
QAngle angAngles;
|
||
|
float flAspectRatio = atof( args[1] );
|
||
|
float flFOV = atof( args[2] );
|
||
|
float flArmLength = atof( args[3] );
|
||
|
vecPosition.x = atof( args[4] );
|
||
|
vecPosition.y = atof( args[5] );
|
||
|
vecPosition.z = atof( args[6] );
|
||
|
angAngles.x = atof( args[7] );
|
||
|
angAngles.y = atof( args[8] );
|
||
|
angAngles.z = atof( args[9] );
|
||
|
|
||
|
int nCount = pPlayer->WeaponCount();
|
||
|
for ( int i = 0; i < nCount; ++i )
|
||
|
{
|
||
|
CWeaponIFMBaseCamera *pCamera = dynamic_cast<CWeaponIFMBaseCamera*>( pPlayer->GetWeapon( i ) );
|
||
|
if ( !pCamera )
|
||
|
continue;
|
||
|
|
||
|
pCamera->SetRenderInfo( flAspectRatio, flFOV, flArmLength, vecPosition, angAngles );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif // GAME_DLL
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// Specific methods on the client
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Sets up the material to draw with
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponIFMBaseCamera::OnDataChanged( DataUpdateType_t updateType )
|
||
|
{
|
||
|
BaseClass::OnDataChanged( updateType );
|
||
|
if (updateType == DATA_UPDATE_CREATED)
|
||
|
{
|
||
|
m_FrustumMaterial.Init( "effects/steadycamfrustum", TEXTURE_GROUP_OTHER );
|
||
|
m_FrustumWireframeMaterial.Init( "shadertest/wireframevertexcolor", TEXTURE_GROUP_OTHER );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Transmits render information
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponIFMBaseCamera::TransmitRenderInfo()
|
||
|
{
|
||
|
float flAspectRatio = (m_nScreenHeight != 0) ? (float)m_nScreenWidth / (float)m_nScreenHeight : 1.0f;
|
||
|
float flFOV = m_flFOV;
|
||
|
|
||
|
Vector position;
|
||
|
QAngle angles;
|
||
|
ComputeAbsCameraTransform( position, angles );
|
||
|
|
||
|
// give the toolsystem a chance to override the view
|
||
|
ToolFramework_SetupEngineView( position, angles, flFOV );
|
||
|
|
||
|
char pBuf[256];
|
||
|
Q_snprintf( pBuf, sizeof(pBuf), "ifm_basecamera_camerastate %.2f %.2f %.2f %.2f %.2f %.2f %.2f %.2f %.2f",
|
||
|
flAspectRatio, flFOV, m_flArmLength, position.x, position.y, position.z,
|
||
|
angles.x, angles.y, angles.z );
|
||
|
|
||
|
engine->ClientCmd( pBuf );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: In 3rd person, draws the cone of the steadycam
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#define FRUSTUM_SIZE 1000
|
||
|
|
||
|
int CWeaponIFMBaseCamera::DrawModel( int flags )
|
||
|
{
|
||
|
int nRetVal = BaseClass::DrawModel( flags );
|
||
|
|
||
|
CBasePlayer *pPlayer = GetPlayerOwner();
|
||
|
if ( pPlayer && !pPlayer->IsLocalPlayer() )
|
||
|
{
|
||
|
// Compute endpoints
|
||
|
float flMaxD = 1.0f / tan( M_PI * m_flFOV / 360.0f );
|
||
|
float ex = flMaxD * FRUSTUM_SIZE;
|
||
|
float ey = flMaxD * FRUSTUM_SIZE / m_flRenderAspectRatio;
|
||
|
|
||
|
// Compute basis
|
||
|
Vector vecForward, vecUp, vecRight;
|
||
|
AngleVectors( m_angRenderAngles, &vecForward, &vecRight, &vecUp );
|
||
|
|
||
|
Vector vecCenter;
|
||
|
VectorMA( m_vecRenderPosition, FRUSTUM_SIZE, vecForward, vecCenter );
|
||
|
|
||
|
Vector vecEndPoint[4];
|
||
|
VectorMA( vecCenter, ex, vecRight, vecEndPoint[0] );
|
||
|
VectorMA( vecEndPoint[0], ey, vecUp, vecEndPoint[0] );
|
||
|
VectorMA( vecEndPoint[0], -2.0f * ex, vecRight, vecEndPoint[1] );
|
||
|
VectorMA( vecEndPoint[1], -2.0f * ey, vecUp, vecEndPoint[2] );
|
||
|
VectorMA( vecEndPoint[2], 2.0f * ex, vecRight, vecEndPoint[3] );
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
pRenderContext->Bind( m_FrustumMaterial );
|
||
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
||
|
|
||
|
CMeshBuilder meshBuilder;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 4 );
|
||
|
for ( int i = 0; i < 4; ++i )
|
||
|
{
|
||
|
meshBuilder.Position3fv( m_vecRenderPosition.Get().Base() );
|
||
|
meshBuilder.Color4ub( 128, 0, 0, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3fv( vecEndPoint[i].Base() );
|
||
|
meshBuilder.Color4ub( 128, 0, 0, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3fv( vecEndPoint[(i+1)%4].Base() );
|
||
|
meshBuilder.Color4ub( 128, 0, 0, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
}
|
||
|
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
|
||
|
pRenderContext->Bind( m_FrustumWireframeMaterial );
|
||
|
pMesh = pRenderContext->GetDynamicMesh( true );
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, 8 );
|
||
|
for ( int i = 0; i < 4; ++i )
|
||
|
{
|
||
|
meshBuilder.Position3fv( m_vecRenderPosition.Get().Base() );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3fv( vecEndPoint[i].Base() );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3fv( vecEndPoint[i].Base() );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3fv( vecEndPoint[(i+1)%4].Base() );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
}
|
||
|
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
}
|
||
|
|
||
|
return nRetVal;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Gets the size of the overlay to draw
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponIFMBaseCamera::GetViewportSize( int &w, int &h )
|
||
|
{
|
||
|
if ( !m_bFullScreen )
|
||
|
{
|
||
|
w = m_nScreenWidth * INSET_VIEW_FACTOR;
|
||
|
h = m_nScreenHeight * INSET_VIEW_FACTOR;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
w = m_nScreenWidth;
|
||
|
h = m_nScreenHeight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Gets the abs orientation of the camera
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponIFMBaseCamera::ComputeAbsCameraTransform( Vector &vecAbsOrigin, QAngle &angAbsRotation )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = GetPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
vecAbsOrigin.Init();
|
||
|
angAbsRotation.Init();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float flFOV = m_flFOV;
|
||
|
|
||
|
float flZNear = view->GetZNear();
|
||
|
float flZFar = view->GetZFar();
|
||
|
Vector viewOrigin;
|
||
|
QAngle viewAngles;
|
||
|
pPlayer->CalcView( viewOrigin, viewAngles, flZNear, flZFar, flFOV );
|
||
|
|
||
|
// Offset the view along the forward direction vector by the arm length
|
||
|
Vector vecForward;
|
||
|
AngleVectors( viewAngles, &vecForward );
|
||
|
VectorMA( viewOrigin, m_flArmLength, vecForward, viewOrigin );
|
||
|
|
||
|
// Use player roll
|
||
|
QAngle angles = m_angRelativeAngles;
|
||
|
angles.z = viewAngles.z;
|
||
|
|
||
|
// Compute the actual orientation of the view
|
||
|
matrix3x4_t cameraToWorld, overlayToCamera, overlayToWorld;
|
||
|
AngleMatrix( vec3_angle, viewOrigin, cameraToWorld );
|
||
|
AngleMatrix( angles, m_vecRelativePosition, overlayToCamera );
|
||
|
ConcatTransforms( cameraToWorld, overlayToCamera, overlayToWorld );
|
||
|
MatrixAngles( overlayToWorld, angAbsRotation, vecAbsOrigin );
|
||
|
|
||
|
// give the toolsystem a chance to override the view
|
||
|
ToolFramework_SetupEngineView( vecAbsOrigin, angAbsRotation, flFOV );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Gets the bounds of the overlay to draw
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponIFMBaseCamera::GetOverlayBounds( int &x, int &y, int &w, int &h )
|
||
|
{
|
||
|
const CViewSetup *pViewSetup = view->GetViewSetup();
|
||
|
if ( !m_bFullScreen )
|
||
|
{
|
||
|
w = pViewSetup->width * INSET_VIEW_FACTOR;
|
||
|
h = pViewSetup->height * INSET_VIEW_FACTOR;
|
||
|
x = pViewSetup->x + ( pViewSetup->width - w ) / 2;
|
||
|
y = pViewSetup->height - h;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
w = pViewSetup->width;
|
||
|
h = pViewSetup->height;
|
||
|
x = pViewSetup->x;
|
||
|
y = pViewSetup->y;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// When drawing the model, if drawing the viewmodel, draw an overlay of what's being rendered
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponIFMBaseCamera::ViewModelDrawn( CBaseViewModel *pBaseViewModel )
|
||
|
{
|
||
|
// NOTE: This is not recursively called because we do not draw viewmodels in the overlay
|
||
|
CViewSetup overlayView = *view->GetViewSetup();
|
||
|
|
||
|
m_nScreenWidth = overlayView.width;
|
||
|
m_nScreenHeight = overlayView.height;
|
||
|
|
||
|
GetOverlayBounds( overlayView.x, overlayView.y, overlayView.width, overlayView.height );
|
||
|
overlayView.m_bRenderToSubrectOfLargerScreen = true;
|
||
|
overlayView.fov = m_flFOV;
|
||
|
|
||
|
// Compute the location of the camera
|
||
|
ComputeAbsCameraTransform( overlayView.origin, overlayView.angles );
|
||
|
|
||
|
// give the toolsystem a chance to override the view
|
||
|
ToolFramework_SetupEngineView( overlayView.origin, overlayView.angles, overlayView.fov );
|
||
|
|
||
|
view->QueueOverlayRenderView( overlayView, VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH, RENDERVIEW_UNSPECIFIED );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Draw the weapon's crosshair
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponIFMBaseCamera::DrawCrosshair( void )
|
||
|
{
|
||
|
BaseClass::DrawCrosshair();
|
||
|
|
||
|
int x, y, w, h;
|
||
|
GetOverlayBounds( x, y, w, h );
|
||
|
|
||
|
// Draw the targeting zone around the crosshair
|
||
|
int r, g, b, a;
|
||
|
gHUD.m_clrYellowish.GetColor( r, g, b, a );
|
||
|
|
||
|
Color light( r, g, b, 160 );
|
||
|
|
||
|
int nBorderSize = 4;
|
||
|
vgui::surface()->DrawSetColor( light );
|
||
|
vgui::surface()->DrawFilledRect( x-nBorderSize, y-nBorderSize, x+w+nBorderSize, y );
|
||
|
vgui::surface()->DrawFilledRect( x-nBorderSize, y+h, x+w+nBorderSize, y+h+nBorderSize );
|
||
|
vgui::surface()->DrawFilledRect( x-nBorderSize, y, x, y+h );
|
||
|
vgui::surface()->DrawFilledRect( x+w, y, x+w+nBorderSize, y+h );
|
||
|
}
|
||
|
|
||
|
#endif // CLIENT_DLL
|
||
|
|
||
|
|