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458 lines
13 KiB
458 lines
13 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "matsys_controls/vmtpanel.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/itexture.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "vgui_controls/ScrollBar.h"
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#include "matsys_controls/matsyscontrols.h"
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#include "vgui/IVGui.h"
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#include "vgui_controls/ToolWindow.h"
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#include "tier2/renderutils.h"
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Enums
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//-----------------------------------------------------------------------------
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enum
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{
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SCROLLBAR_SIZE=18, // the width of a scrollbar
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WINDOW_BORDER_WIDTH=2 // the width of the window's border
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};
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#define SPHERE_RADIUS 10.0f
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CVMTPanel::CVMTPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName )
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{
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m_bUseActualSize = true;
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m_pMaterial = NULL;
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m_pHorizontalBar = new ScrollBar( this, "HorizScrollBar", false );
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m_pHorizontalBar->AddActionSignalTarget(this);
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m_pHorizontalBar->SetVisible(false);
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m_pVerticalBar = new ScrollBar( this, "VertScrollBar", true );
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m_pVerticalBar->AddActionSignalTarget(this);
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m_pVerticalBar->SetVisible(false);
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LookAt( SPHERE_RADIUS );
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m_pLightmapTexture.Init( "//platform/materials/debug/defaultlightmap", "editor" );
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m_DefaultEnvCubemap.Init( "editor/cubemap", "editor", true );
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}
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CVMTPanel::~CVMTPanel()
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{
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m_pLightmapTexture.Shutdown();
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m_DefaultEnvCubemap.Shutdown();
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if (m_pMaterial)
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{
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m_pMaterial->DecrementReferenceCount();
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}
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}
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//-----------------------------------------------------------------------------
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// Scheme
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//-----------------------------------------------------------------------------
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void CVMTPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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SetBorder( pScheme->GetBorder( "MenuBorder") );
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}
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//-----------------------------------------------------------------------------
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// Set the material to draw
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//-----------------------------------------------------------------------------
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void CVMTPanel::SetMaterial( IMaterial *pMaterial )
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{
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if (pMaterial)
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{
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pMaterial->IncrementReferenceCount();
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}
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if (m_pMaterial)
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{
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m_pMaterial->DecrementReferenceCount();
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}
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m_pMaterial = pMaterial;
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InvalidateLayout();
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}
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//-----------------------------------------------------------------------------
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// Set rendering mode (stretch to full screen, or use actual size)
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//-----------------------------------------------------------------------------
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void CVMTPanel::RenderUsingActualSize( bool bEnable )
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{
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m_bUseActualSize = bEnable;
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InvalidateLayout();
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}
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//-----------------------------------------------------------------------------
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// Purpose: relayouts out the panel after any internal changes
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//-----------------------------------------------------------------------------
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void CVMTPanel::PerformLayout()
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{
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BaseClass::PerformLayout();
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return;
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// Get the current size, see if it's big enough to view the entire thing
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int iWidth, iHeight;
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GetSize( iWidth, iHeight );
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// In the case of stretching, just stretch to the size and blow off
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// the scrollbars. Same holds true if there's no material
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if (!m_bUseActualSize || !m_pMaterial)
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{
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m_iViewableWidth = iWidth;
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m_iViewableHeight = iHeight;
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m_pHorizontalBar->SetVisible(false);
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m_pVerticalBar->SetVisible(false);
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return;
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}
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// Check the size of the material...
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int iMaterialWidth = m_pMaterial->GetMappingWidth();
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int iMaterialHeight = m_pMaterial->GetMappingHeight();
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// Check if the scroll bars are visible
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bool bHorizScrollVisible = (iMaterialWidth > iWidth);
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bool bVertScrollVisible = (iMaterialHeight > iHeight);
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m_pHorizontalBar->SetVisible(bHorizScrollVisible);
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m_pVerticalBar->SetVisible(bVertScrollVisible);
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// Shrink the bars if both are visible
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m_iViewableWidth = bVertScrollVisible ? iWidth - SCROLLBAR_SIZE - WINDOW_BORDER_WIDTH : iWidth;
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m_iViewableHeight = bHorizScrollVisible ? iHeight - SCROLLBAR_SIZE - WINDOW_BORDER_WIDTH : iHeight;
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// Set the position of the horizontal bar...
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if (bHorizScrollVisible)
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{
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m_pHorizontalBar->SetPos(0, iHeight - SCROLLBAR_SIZE);
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m_pHorizontalBar->SetSize( m_iViewableWidth, SCROLLBAR_SIZE );
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m_pHorizontalBar->SetRangeWindow( m_iViewableWidth );
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m_pHorizontalBar->SetRange( 0, iMaterialWidth );
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// FIXME: Change scroll amount based on how much is not visible?
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m_pHorizontalBar->SetButtonPressedScrollValue( 5 );
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}
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// Set the position of the vertical bar...
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if (bVertScrollVisible)
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{
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m_pVerticalBar->SetPos(iWidth - SCROLLBAR_SIZE, 0);
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m_pVerticalBar->SetSize(SCROLLBAR_SIZE, m_iViewableHeight);
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m_pVerticalBar->SetRangeWindow( m_iViewableHeight );
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m_pVerticalBar->SetRange( 0, iMaterialHeight);
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m_pVerticalBar->SetButtonPressedScrollValue( 5 );
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}
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}
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//-----------------------------------------------------------------------------
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// paint it stretched to the window size
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//-----------------------------------------------------------------------------
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void CVMTPanel::DrawStretchedToPanel( CMeshBuilder &meshBuilder )
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{
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// Draw a polygon the size of the panel
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Position3f( 0, 0, 0 );
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meshBuilder.TexCoord2f( 0, 0, 0 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Position3f( 0, m_iViewableHeight, 0 );
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meshBuilder.TexCoord2f( 0, 0, 1 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Position3f( m_iViewableWidth, m_iViewableHeight, 0 );
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meshBuilder.TexCoord2f( 0, 1, 1 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Position3f( m_iViewableWidth, 0, 0 );
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meshBuilder.TexCoord2f( 0, 0, 1 );
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meshBuilder.AdvanceVertex();
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}
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//-----------------------------------------------------------------------------
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// paint it actual size
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//-----------------------------------------------------------------------------
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void CVMTPanel::DrawActualSize( CMeshBuilder &meshBuilder )
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{
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// Check the size of the material...
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int iMaterialWidth = m_pMaterial->GetMappingWidth();
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int iMaterialHeight = m_pMaterial->GetMappingHeight();
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Vector2D ul;
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Vector2D lr;
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Vector2D tul;
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Vector2D tlr;
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if (m_iViewableWidth >= iMaterialWidth)
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{
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// Center the material if we've got enough horizontal space
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ul.x = (m_iViewableWidth - iMaterialWidth) * 0.5f;
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lr.x = ul.x + iMaterialWidth;
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tul.x = 0.0f; tlr.x = 1.0f;
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}
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else
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{
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// Use the scrollbars here...
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int val = m_pHorizontalBar->GetValue();
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tul.x = (float)val / (float)iMaterialWidth;
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tlr.x = tul.x + (float)m_iViewableWidth / (float)iMaterialWidth;
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ul.x = 0;
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lr.x = m_iViewableWidth;
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}
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if (m_iViewableHeight >= iMaterialHeight)
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{
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// Center the material if we've got enough vertical space
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ul.y = (m_iViewableHeight - iMaterialHeight) * 0.5f;
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lr.y = ul.y + iMaterialHeight;
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tul.y = 0.0f; tlr.y = 1.0f;
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}
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else
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{
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// Use the scrollbars here...
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int val = m_pVerticalBar->GetValue();
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tul.y = (float)val / (float)iMaterialHeight;
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tlr.y = tul.y + (float)m_iViewableHeight / (float)iMaterialHeight;
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ul.y = 0;
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lr.y = m_iViewableHeight;
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}
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Position3f( ul.x, ul.y, 0 );
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meshBuilder.TexCoord2f( 0, tul.x, tul.y );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Position3f( lr.x, ul.y, 0 );
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meshBuilder.TexCoord2f( 0, tlr.x, tul.y );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Position3f( lr.x, lr.y, 0 );
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meshBuilder.TexCoord2f( 0, tlr.x, tlr.y );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Position3f( ul.x, lr.y, 0 );
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meshBuilder.TexCoord2f( 0, tul.x, tlr.y );
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meshBuilder.AdvanceVertex();
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}
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//-----------------------------------------------------------------------------
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// Draw it on a sphere
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//-----------------------------------------------------------------------------
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void CVMTPanel::RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi )
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{
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int nVertices = nTheta * nPhi;
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int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
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CMatRenderContextPtr pRenderContext( MaterialSystem() );
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pRenderContext->FogMode( MATERIAL_FOG_NONE );
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pRenderContext->SetNumBoneWeights( 0 );
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pRenderContext->Bind( m_pMaterial );
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pRenderContext->BindLightmapTexture( m_pLightmapTexture );
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pRenderContext->BindLocalCubemap( m_DefaultEnvCubemap );
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IMesh* pMesh = pRenderContext->GetDynamicMesh();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices );
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bool bIsUsingLightmap = m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP );
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bool bIsUsingBumpedLightmap = m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
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int nLightmapWidth = m_pLightmapTexture->GetActualWidth();
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float flHalfLuxel = 0.5f / nLightmapWidth;
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//
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// Build the index buffer.
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//
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int i, j;
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for ( i = 0; i < nPhi; ++i )
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{
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for ( j = 0; j < nTheta; ++j )
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{
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float u = j / ( float )(nTheta - 1);
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float v = i / ( float )(nPhi - 1);
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float theta = ( j != nTheta-1 ) ? 2.0f * M_PI * u : 0.0f;
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float phi = M_PI * v;
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Vector vecPos;
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vecPos.x = flRadius * sin(phi) * cos(theta);
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vecPos.y = flRadius * sin(phi) * sin(theta);
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vecPos.z = flRadius * cos(phi);
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Vector vecNormal = vecPos;
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VectorNormalize( vecNormal );
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Vector4D vecTangentS;
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Vector vecTangentT;
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vecTangentS.Init( -vecPos.y, vecPos.x, 0.0f, 1.0f );
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if ( VectorNormalize( vecTangentS.AsVector3D() ) == 0.0f )
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{
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vecTangentS.Init( 1.0f, 0.0f, 0.0f, 1.0f );
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}
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CrossProduct( vecNormal, vecTangentS.AsVector3D(), vecTangentT );
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unsigned char red = (int)( u * 255.0f );
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unsigned char green = (int)( v * 255.0f );
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unsigned char blue = (int)( v * 255.0f );
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unsigned char alpha = (int)( v * 255.0f );
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vecPos += vCenter;
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float u1, u2, v1, v2;
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u1 = u2 = u;
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v1 = v2 = v;
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if ( bIsUsingLightmap )
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{
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u1 = RemapVal( u1, 0.0f, 1.0f, flHalfLuxel, 0.25 - flHalfLuxel );
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if ( bIsUsingBumpedLightmap )
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{
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u2 = 0.25f;
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v2 = 0.0f;
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}
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}
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meshBuilder.Position3fv( vecPos.Base() );
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meshBuilder.Normal3fv( vecNormal.Base() );
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meshBuilder.Color4ub( red, green, blue, alpha );
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meshBuilder.TexCoord2f( 0, u, v );
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meshBuilder.TexCoord2f( 1, u1, v1 );
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meshBuilder.TexCoord2f( 2, u2, v2 );
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meshBuilder.TangentS3fv( vecTangentS.Base() );
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meshBuilder.TangentT3fv( vecTangentT.Base() );
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meshBuilder.UserData( vecTangentS.Base() );
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meshBuilder.AdvanceVertex();
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}
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}
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//
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// Emit the triangle strips.
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//
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int idx = 0;
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for ( i = 0; i < nPhi - 1; ++i )
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{
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for ( j = 0; j < nTheta; ++j )
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{
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idx = nTheta * i + j;
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meshBuilder.FastIndex( idx );
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meshBuilder.FastIndex( idx + nTheta );
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}
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//
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// Emit a degenerate triangle to skip to the next row without
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// a connecting triangle.
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//
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if ( i < nPhi - 2 )
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{
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meshBuilder.FastIndex( idx + 1 );
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meshBuilder.FastIndex( idx + 1 + nTheta );
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}
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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//-----------------------------------------------------------------------------
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// Power of two FB texture
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//-----------------------------------------------------------------------------
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static CTextureReference s_pPowerOfTwoFrameBufferTexture;
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static ITexture *GetPowerOfTwoFrameBufferTexture( void )
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{
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if( !s_pPowerOfTwoFrameBufferTexture )
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{
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s_pPowerOfTwoFrameBufferTexture.Init( materials->FindTexture( "_rt_PowerOfTwoFB", TEXTURE_GROUP_RENDER_TARGET ) );
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}
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return s_pPowerOfTwoFrameBufferTexture;
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}
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//-----------------------------------------------------------------------------
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// paint it!
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//-----------------------------------------------------------------------------
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void CVMTPanel::OnPaint3D()
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{
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if (!m_pMaterial)
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return;
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// Deal with refraction
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CMatRenderContextPtr pRenderContext( MaterialSystem() );
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if ( m_pMaterial->NeedsPowerOfTwoFrameBufferTexture() )
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{
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ITexture *pTexture = GetPowerOfTwoFrameBufferTexture();
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if ( pTexture && !pTexture->IsError() )
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{
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pRenderContext->CopyRenderTargetToTexture( pTexture );
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pRenderContext->SetFrameBufferCopyTexture( pTexture );
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}
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}
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// Draw a background (translucent objects will appear that way)
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// FIXME: Draw the outline of this panel?
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pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
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RenderSphere( vec3_origin, SPHERE_RADIUS, 20, 20 );
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/*
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->LoadIdentity();
|
||
|
pRenderContext->Ortho( 0, 0, m_iViewableWidth, m_iViewableHeight, 0, 1 );
|
||
|
|
||
|
pRenderContext->Bind( m_pMaterial );
|
||
|
IMesh *pMesh = pRenderContext->GetDynamicMesh();
|
||
|
CMeshBuilder meshBuilder;
|
||
|
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
||
|
|
||
|
if (!m_bUseActualSize)
|
||
|
{
|
||
|
DrawStretchedToPanel( meshBuilder );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DrawActualSize( meshBuilder );
|
||
|
}
|
||
|
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
*/
|
||
|
}
|
||
|
|