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1183 lines
32 KiB
1183 lines
32 KiB
![]()
4 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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//=============================================================================//
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/*
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glapp.c - Simple OpenGL shell
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There are several options allowed on the command line. They are:
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-height : what window/screen height do you want to use?
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-width : what window/screen width do you want to use?
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-bpp : what color depth do you want to use?
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-window : create a rendering window rather than full-screen
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-fov : use a field of view other than 90 degrees
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*/
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//
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// Half-Life Model Viewer (c) 1999 by Mete Ciragan
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//
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// file: MatSysWindow.cpp
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// last modified: May 04 1999, Mete Ciragan
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// copyright: The programs and associated files contained in this
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// distribution were developed by Mete Ciragan. The programs
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// are not in the public domain, but they are freely
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// distributable without licensing fees. These programs are
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// provided without guarantee or warrantee expressed or
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// implied.
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//
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// version: 1.2
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//
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// email: mete@swissquake.ch
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// web: http://www.swissquake.ch/chumbalum-soft/
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//
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#include <mxtk/mx.h>
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#include <mxtk/mxMessageBox.h>
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#include <mxtk/mxTga.h>
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#include <mxtk/mxPcx.h>
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#include <mxtk/mxBmp.h>
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#include <mxtk/mxMatSysWindow.h>
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// #include "gl.h"
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// #include <GL/glu.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <string.h>
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#include "MatSysWin.h"
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#include "MDLViewer.h"
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#include "StudioModel.h"
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#include "ControlPanel.h"
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#include "ViewerSettings.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imaterialproxyfactory.h"
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#include "filesystem.h"
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#include <keyvalues.h>
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#include "materialsystem/imesh.h"
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#include "materialsystem/IMaterialSystemHardwareConfig.h"
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#include "materialsystem/itexture.h"
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#include "materialsystem/MaterialSystem_Config.h"
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#include "tier0/dbg.h"
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#include "istudiorender.h"
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#include "tier0/icommandline.h"
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#include "mathlib/vmatrix.h"
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#include "studio_render.h"
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#include "vstdlib/cvar.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "soundsystem/isoundsystem.h"
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#include "soundchars.h"
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#include <optimize.h>
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#include "valve_ipc_win32.h"
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extern char g_appTitle[];
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extern bool g_bInError;
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extern int g_dxlevel;
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extern ISoundEmitterSystemBase *g_pSoundEmitterBase;
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extern ISoundSystem *g_pSoundSystem;
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extern CValveIpcClientUtl g_HlmvIpcClient;
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extern bool g_bHlmvMaster;
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void UpdateSounds()
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{
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static double prev = 0;
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double curr = (double) mx::getTickCount () / 1000.0;
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if ( prev != 0 )
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{
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double dt = (curr - prev);
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g_pSoundSystem->Update( dt * g_viewerSettings.speedScale );
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}
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prev = curr;
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}
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// FIXME: move all this to mxMatSysWin
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class DummyMaterialProxyFactory : public IMaterialProxyFactory
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{
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public:
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virtual IMaterialProxy *CreateProxy( const char *proxyName ) {return NULL;}
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virtual void DeleteProxy( IMaterialProxy *pProxy ) {}
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};
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DummyMaterialProxyFactory g_DummyMaterialProxyFactory;
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static void ReleaseMaterialSystemObjects()
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{
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StudioModel::ReleaseStudioModel();
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}
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static void RestoreMaterialSystemObjects( int nChangeFlags )
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{
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StudioModel::RestoreStudioModel();
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g_ControlPanel->OnLoadModel();
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}
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void InitMaterialSystemConfig(MaterialSystem_Config_t *pConfig)
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{
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if ( g_viewerSettings.enableNormalMapping )
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{
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pConfig->m_Flags &= ~MATSYS_VIDCFG_FLAGS_DISABLE_BUMPMAP;
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}
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else
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{
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pConfig->m_Flags |= MATSYS_VIDCFG_FLAGS_DISABLE_BUMPMAP;
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}
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if ( g_viewerSettings.enableSpecular)
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{
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pConfig->m_Flags &= ~MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR;
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}
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else
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{
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pConfig->m_Flags |= MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR;
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}
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if ( g_viewerSettings.enableParallaxMapping )
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{
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pConfig->m_Flags |= MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING;
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}
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else
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{
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pConfig->m_Flags &= ~MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING;
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}
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// JasonM...did we foul this up?
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}
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MatSysWindow *g_MatSysWindow = 0;
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Vector g_vright( 50, 50, 0 ); // needs to be set to viewer's right in order for chrome to work
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IMaterial *g_materialBackground = NULL;
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IMaterial *g_materialWireframe = NULL;
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IMaterial *g_materialWireframeVertexColor = NULL;
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IMaterial *g_materialWireframeVertexColorNoCull = NULL;
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IMaterial *g_materialDebugCopyBaseTexture = NULL;
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IMaterial *g_materialFlatshaded = NULL;
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IMaterial *g_materialSmoothshaded = NULL;
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IMaterial *g_materialBones = NULL;
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IMaterial *g_materialLines = NULL;
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IMaterial *g_materialFloor = NULL;
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IMaterial *g_materialVertexColor = NULL;
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IMaterial *g_materialShadow = NULL;
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MatSysWindow::MatSysWindow (mxWindow *parent, int x, int y, int w, int h, const char *label, int style)
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: mxMatSysWindow (parent, x, y, w, h, label, style)
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{
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g_pMaterialSystem->SetMaterialProxyFactory( &g_DummyMaterialProxyFactory );
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m_pCubemapTexture = NULL;
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m_hWnd = (HWND)getHandle();
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MaterialSystem_Config_t config;
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config = g_pMaterialSystem->GetCurrentConfigForVideoCard();
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InitMaterialSystemConfig(&config);
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if ( g_dxlevel != 0 )
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{
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config.dxSupportLevel = g_dxlevel;
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}
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// config.m_VideoMode.m_Width = config.m_VideoMode.m_Height = 0;
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config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true );
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config.SetFlag( MATSYS_VIDCFG_FLAGS_RESIZING, true );
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if (!g_pMaterialSystem->SetMode( ( void * )m_hWnd, config ) )
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{
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return;
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}
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g_pMaterialSystem->OverrideConfig( config, false );
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g_pMaterialSystem->AddReleaseFunc( ReleaseMaterialSystemObjects );
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g_pMaterialSystem->AddRestoreFunc( RestoreMaterialSystemObjects );
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m_pCubemapTexture = g_pMaterialSystem->FindTexture( "hlmv/cubemap", NULL, true );
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m_pCubemapTexture->IncrementReferenceCount();
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->BindLocalCubemap( m_pCubemapTexture );
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g_materialBackground = g_pMaterialSystem->FindMaterial("hlmv/background", TEXTURE_GROUP_OTHER, true);
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if ( g_materialBackground )
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{
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g_materialBackground->AddRef();
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}
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g_materialWireframe = g_pMaterialSystem->FindMaterial("debug/debugmrmwireframe", TEXTURE_GROUP_OTHER, true);
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if ( g_materialWireframe )
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{
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g_materialWireframe->AddRef();
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}
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g_materialWireframeVertexColor = g_pMaterialSystem->FindMaterial("debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER, true);
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if ( g_materialWireframeVertexColor )
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{
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g_materialWireframeVertexColor->AddRef();
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}
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// test: create this from code - you need a vmt to make $nocull 1 happen, can't do it from the render context
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{
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KeyValues *pVMTKeyValues = new KeyValues( "Wireframe" );
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pVMTKeyValues->SetInt("$ignorez", 1);
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pVMTKeyValues->SetInt("$nocull", 1);
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pVMTKeyValues->SetInt("$vertexcolor", 1);
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pVMTKeyValues->SetInt("$decal", 1);
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g_materialWireframeVertexColorNoCull = g_pMaterialSystem->CreateMaterial( "debug/wireframenocull", pVMTKeyValues );
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if ( g_materialWireframeVertexColorNoCull )
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{
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g_materialWireframeVertexColorNoCull->AddRef();
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}
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}
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{
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KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
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pVMTKeyValues->SetString("$basetexture", "vgui/white" );
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g_materialDebugCopyBaseTexture = g_pMaterialSystem->CreateMaterial( "debug/copybasetexture", pVMTKeyValues );
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if ( g_materialDebugCopyBaseTexture )
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{
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g_materialDebugCopyBaseTexture->AddRef();
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}
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}
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g_materialFlatshaded = g_pMaterialSystem->FindMaterial("debug/debugdrawflatpolygons", TEXTURE_GROUP_OTHER, true);
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if ( g_materialFlatshaded )
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{
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g_materialFlatshaded->AddRef();
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}
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g_materialSmoothshaded = g_pMaterialSystem->FindMaterial("debug/debugmrmfullbright2", TEXTURE_GROUP_OTHER, true);
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if ( g_materialSmoothshaded )
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{
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g_materialSmoothshaded->AddRef();
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}
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g_materialBones = g_pMaterialSystem->FindMaterial("debug/debugskeleton", TEXTURE_GROUP_OTHER, true);
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if ( g_materialBones )
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{
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g_materialBones->AddRef();
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}
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g_materialLines = g_pMaterialSystem->FindMaterial("debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER, true);
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if ( g_materialLines )
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{
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g_materialLines->AddRef();
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}
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g_materialFloor = g_pMaterialSystem->FindMaterial("hlmv/floor", TEXTURE_GROUP_OTHER, true);
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if ( g_materialFloor )
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{
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g_materialFloor->AddRef();
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}
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g_materialVertexColor = g_pMaterialSystem->FindMaterial("debug/debugvertexcolor", TEXTURE_GROUP_OTHER, true);
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if ( g_materialVertexColor )
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{
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g_materialVertexColor->AddRef();
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}
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g_materialShadow = g_pMaterialSystem->FindMaterial("hlmv/shadow", TEXTURE_GROUP_OTHER, true);
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if ( g_materialShadow )
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{
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g_materialShadow->AddRef();
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}
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if (!parent)
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setVisible (true);
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else
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mx::setIdleWindow (this);
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}
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MatSysWindow::~MatSysWindow ()
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{
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if (m_pCubemapTexture)
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{
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m_pCubemapTexture->DecrementReferenceCount();
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}
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mx::setIdleWindow (0);
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}
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int
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MatSysWindow::handleEvent (mxEvent *event)
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{
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MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
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static float oldrx = 0, oldry = 0, oldtz = 50, oldtx = 0, oldty = 0;
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static float oldlrx = 0, oldlry = 0;
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static int oldx, oldy;
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switch (event->event)
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{
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case mxEvent::Idle:
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{
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static double prev;
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double curr = (double) mx::getTickCount () / 1000.0;
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double dt = (curr - prev);
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// clamp to 100fps
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if (dt >= 0.0 && dt < 0.01)
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{
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Sleep( 10 - dt * 1000.0 );
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return 1;
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}
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if ( prev != 0.0 )
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{
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// dt = 0.001;
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g_pStudioModel->AdvanceFrame ( dt * g_viewerSettings.speedScale );
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if ( g_viewerSettings.animateWeapons )
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{
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const char *pszMainSequenceName = g_pStudioModel->GetSequenceName( g_pStudioModel->GetSequence() );
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if ( pszMainSequenceName )
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{
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for ( int i = 0; i < HLMV_MAX_MERGED_MODELS; i++ )
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{
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if ( !g_pStudioExtraModel[ i ] )
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continue;
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// match weapon sequence and frame to marine
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int iSequence = g_pStudioExtraModel[ i ]->LookupSequence( pszMainSequenceName );
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if ( iSequence == -1 )
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{
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g_pStudioExtraModel[ i ]->SetFrame( 0 );
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}
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else
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{
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g_pStudioExtraModel[ i ]->SetSequence( iSequence );
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g_pStudioExtraModel[ i ]->SetFrame( g_pStudioModel->GetCycle() * g_pStudioExtraModel[ i ]->GetMaxFrame() );
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}
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}
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||
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}
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||
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}
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||
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g_ControlPanel->updateFrameSlider( );
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g_ControlPanel->updateGroundSpeed( );
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}
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prev = curr;
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||
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if (!g_viewerSettings.pause)
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redraw ();
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g_ControlPanel->updateTransitionAmount();
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UpdateSounds();
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||
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return 1;
|
||
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}
|
||
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break;
|
||
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|
||
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case mxEvent::MouseUp:
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||
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{
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||
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g_viewerSettings.mousedown = false;
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||
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}
|
||
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break;
|
||
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|
||
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case mxEvent::MouseDown:
|
||
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{
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g_viewerSettings.mousedown = true;
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oldrx = g_pStudioModel->m_angles[0];
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oldry = g_pStudioModel->m_angles[1];
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oldtx = g_pStudioModel->m_origin[0];
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oldty = g_pStudioModel->m_origin[1];
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oldtz = g_pStudioModel->m_origin[2];
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oldx = event->x;
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oldy = event->y;
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oldlrx = g_viewerSettings.lightrot[1];
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oldlry = g_viewerSettings.lightrot[0];
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g_viewerSettings.pause = false;
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||
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|
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float r = 1.0/3.0 * min( w(), h() );
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||
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||
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float d = sqrt( ( float )( (event->x - w()/2) * (event->x - w()/2) + (event->y - h()/2) * (event->y - h()/2) ) );
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||
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||
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if (d < r)
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g_viewerSettings.rotating = false;
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||
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else
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g_viewerSettings.rotating = true;
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||
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||
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return 1;
|
||
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}
|
||
|
break;
|
||
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|
||
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case mxEvent::MouseDrag:
|
||
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{
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||
|
bool bSendModelTransform = true;
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||
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|
||
|
if ( event->buttons & mxEvent::MouseLeftButton )
|
||
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{
|
||
|
if ( event->modifiers & mxEvent::KeyShift )
|
||
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{
|
||
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g_pStudioModel->m_origin[1] = oldty - (float)( event->x - oldx );
|
||
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g_pStudioModel->m_origin[2] = oldtz + (float)( event->y - oldy );
|
||
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}
|
||
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else if ( event->modifiers & mxEvent::KeyCtrl )
|
||
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{
|
||
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float ry = (float)( event->y - oldy );
|
||
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float rx = (float)( event->x - oldx );
|
||
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oldx = event->x;
|
||
|
oldy = event->y;
|
||
|
|
||
|
QAngle movement = QAngle( ry, rx, 0 );
|
||
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|
||
|
matrix3x4_t tmp1, tmp2, tmp3;
|
||
|
AngleMatrix( g_viewerSettings.lightrot, tmp1 );
|
||
|
AngleMatrix( movement, tmp2 );
|
||
|
ConcatTransforms( tmp2, tmp1, tmp3 );
|
||
|
MatrixAngles( tmp3, g_viewerSettings.lightrot );
|
||
|
|
||
|
// g_viewerSettings.lightrot[0] = oldlrx + (float) (event->y - oldy);
|
||
|
// g_viewerSettings.lightrot[1] = oldlry + (float) (event->x - oldx);
|
||
|
|
||
|
bSendModelTransform = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !g_viewerSettings.rotating )
|
||
|
{
|
||
|
float ry = (float)( event->y - oldy );
|
||
|
float rx = (float)( event->x - oldx );
|
||
|
oldx = event->x;
|
||
|
oldy = event->y;
|
||
|
|
||
|
QAngle movement;
|
||
|
matrix3x4_t tmp1, tmp2, tmp3;
|
||
|
|
||
|
movement = QAngle( 0, rx, 0 );
|
||
|
AngleMatrix( g_pStudioModel->m_angles, tmp1 );
|
||
|
AngleMatrix( movement, tmp2 );
|
||
|
ConcatTransforms( tmp1, tmp2, tmp3 );
|
||
|
MatrixAngles( tmp3, g_pStudioModel->m_angles );
|
||
|
|
||
|
movement = QAngle( ry, 0, 0 );
|
||
|
AngleMatrix( g_pStudioModel->m_angles, tmp1 );
|
||
|
AngleMatrix( movement, tmp2 );
|
||
|
ConcatTransforms( tmp2, tmp1, tmp3 );
|
||
|
MatrixAngles( tmp3, g_pStudioModel->m_angles );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float ang1 = ( 180 / 3.1415 ) * atan2( oldx - w() / 2.0, oldy - h() / 2.0 );
|
||
|
float ang2 = ( 180 / 3.1415 ) * atan2( event->x - w() / 2.0, event->y - h() / 2.0 );
|
||
|
oldx = event->x;
|
||
|
oldy = event->y;
|
||
|
|
||
|
QAngle movement = QAngle( 0, 0, ang2 - ang1 );
|
||
|
|
||
|
matrix3x4_t tmp1, tmp2, tmp3;
|
||
|
AngleMatrix( g_pStudioModel->m_angles, tmp1 );
|
||
|
AngleMatrix( movement, tmp2 );
|
||
|
ConcatTransforms( tmp2, tmp1, tmp3 );
|
||
|
MatrixAngles( tmp3, g_pStudioModel->m_angles );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( event->buttons & mxEvent::MouseRightButton )
|
||
|
{
|
||
|
g_pStudioModel->m_origin[0] = oldtx + (float)( event->y - oldy );
|
||
|
}
|
||
|
|
||
|
if ( g_bHlmvMaster )
|
||
|
{
|
||
|
if ( bSendModelTransform )
|
||
|
{
|
||
|
g_MDLViewer->SendModelTransformToLinkedHlmv();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
g_MDLViewer->SendLightRotToLinkedHlmv();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
redraw();
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case mxEvent::KeyDown:
|
||
|
{
|
||
|
switch (event->key)
|
||
|
{
|
||
|
case VK_F5: // F5
|
||
|
{
|
||
|
g_MDLViewer->Refresh();
|
||
|
break;
|
||
|
}
|
||
|
case 32:
|
||
|
{
|
||
|
int iSeq = g_pStudioModel->GetSequence ();
|
||
|
if (iSeq == g_pStudioModel->SetSequence (iSeq + 1))
|
||
|
{
|
||
|
g_pStudioModel->SetSequence (0);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
} // switch (event->event)
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
void DrawBackground()
|
||
|
{
|
||
|
if (!g_viewerSettings.showBackground)
|
||
|
return;
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
pRenderContext->Bind(g_materialBackground);
|
||
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
||
|
pRenderContext->PushMatrix();
|
||
|
pRenderContext->LoadIdentity();
|
||
|
pRenderContext->MatrixMode(MATERIAL_VIEW);
|
||
|
pRenderContext->PushMatrix();
|
||
|
pRenderContext->LoadIdentity();
|
||
|
{
|
||
|
IMesh* pMesh = pRenderContext->GetDynamicMesh();
|
||
|
CMeshBuilder meshBuilder;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
||
|
|
||
|
float dist=-15000.0f;
|
||
|
float tMin=0, tMax=1;
|
||
|
|
||
|
meshBuilder.Position3f(-dist, dist, dist);
|
||
|
meshBuilder.TexCoord2f( 0, tMin,tMax );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( dist, dist, dist);
|
||
|
meshBuilder.TexCoord2f( 0, tMax,tMax );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( dist,-dist, dist);
|
||
|
meshBuilder.TexCoord2f( 0, tMax,tMin );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f(-dist,-dist, dist);
|
||
|
meshBuilder.TexCoord2f( 0, tMin,tMin );
|
||
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void DrawHelpers()
|
||
|
{
|
||
|
if (g_viewerSettings.mousedown)
|
||
|
{
|
||
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
pRenderContext->Bind( g_materialBones );
|
||
|
|
||
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
||
|
pRenderContext->LoadIdentity();
|
||
|
pRenderContext->MatrixMode(MATERIAL_VIEW);
|
||
|
pRenderContext->LoadIdentity();
|
||
|
|
||
|
IMesh* pMesh = pRenderContext->GetDynamicMesh();
|
||
|
|
||
|
CMeshBuilder meshBuilder;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, 360 / 5 );
|
||
|
|
||
|
if (g_viewerSettings.rotating)
|
||
|
meshBuilder.Color3ub( 255, 255, 0 );
|
||
|
else
|
||
|
meshBuilder.Color3ub( 0, 255, 0 );
|
||
|
|
||
|
for (int i = 0; i < 360; i += 5)
|
||
|
{
|
||
|
float a = i * (3.151492653/180.0f);
|
||
|
|
||
|
if (g_viewerSettings.rotating)
|
||
|
meshBuilder.Color3ub( 255, 255, 0 );
|
||
|
else
|
||
|
meshBuilder.Color3ub( 0, 255, 0 );
|
||
|
|
||
|
meshBuilder.Position3f( sin( a ), cos( a ), -3.0f );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
}
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void DrawGroundPlane()
|
||
|
{
|
||
|
if (!g_viewerSettings.showGround)
|
||
|
return;
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
pRenderContext->Bind(g_materialFloor);
|
||
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
||
|
pRenderContext->PushMatrix();;
|
||
|
pRenderContext->LoadIdentity();
|
||
|
pRenderContext->MatrixMode(MATERIAL_VIEW);
|
||
|
pRenderContext->PushMatrix();;
|
||
|
pRenderContext->LoadIdentity();
|
||
|
|
||
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
||
|
pRenderContext->LoadIdentity( );
|
||
|
|
||
|
pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
|
||
|
pRenderContext->Rotate( -90, 0, 0, 1 );
|
||
|
|
||
|
pRenderContext->Translate( -g_pStudioModel->m_origin[0], -g_pStudioModel->m_origin[1], -g_pStudioModel->m_origin[2] );
|
||
|
|
||
|
pRenderContext->Rotate( g_pStudioModel->m_angles[1], 0, 0, 1 );
|
||
|
pRenderContext->Rotate( g_pStudioModel->m_angles[0], 0, 1, 0 );
|
||
|
pRenderContext->Rotate( g_pStudioModel->m_angles[2], 1, 0, 0 );
|
||
|
|
||
|
static Vector tMap( 0, 0, 0 );
|
||
|
static Vector dxMap( 1, 0, 0 );
|
||
|
static Vector dyMap( 0, 1, 0 );
|
||
|
|
||
|
Vector deltaPos;
|
||
|
QAngle deltaAngles;
|
||
|
|
||
|
g_pStudioModel->GetMovement( g_pStudioModel->m_prevGroundCycles, deltaPos, deltaAngles );
|
||
|
|
||
|
IMesh* pMesh = pRenderContext->GetDynamicMesh();
|
||
|
CMeshBuilder meshBuilder;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
||
|
|
||
|
float scale = 10.0;
|
||
|
float dist=-100.0f;
|
||
|
|
||
|
float dpdd = scale / dist;
|
||
|
|
||
|
tMap.x = tMap.x + dxMap.x * deltaPos.x * dpdd + dxMap.y * deltaPos.y * dpdd;
|
||
|
tMap.y = tMap.y + dyMap.x * deltaPos.x * dpdd + dyMap.y * deltaPos.y * dpdd;
|
||
|
|
||
|
while (tMap.x < 0.0) tMap.x += 1.0;
|
||
|
while (tMap.x > 1.0) tMap.x += -1.0;
|
||
|
while (tMap.y < 0.0) tMap.y += 1.0;
|
||
|
while (tMap.y > 1.0) tMap.y += -1.0;
|
||
|
|
||
|
VectorYawRotate( dxMap, -deltaAngles.y, dxMap );
|
||
|
VectorYawRotate( dyMap, -deltaAngles.y, dyMap );
|
||
|
|
||
|
// ARRGHHH, this is right but I don't know what I've done
|
||
|
meshBuilder.Position3f( -dist, dist, 0 );
|
||
|
meshBuilder.TexCoord2f( 0, tMap.x + (-dxMap.x - dyMap.x) * scale, tMap.y + (dxMap.y + dyMap.y) * scale );
|
||
|
meshBuilder.Color4ub( 128, 128, 128, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( dist, dist, 0 );
|
||
|
meshBuilder.TexCoord2f( 0, tMap.x + (dxMap.x - dyMap.x) * scale, tMap.y + (-dxMap.y + dyMap.y) * scale );
|
||
|
meshBuilder.Color4ub( 128, 128, 128, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( dist, -dist, 0 );
|
||
|
meshBuilder.TexCoord2f( 0, tMap.x + (dxMap.x + dyMap.x) * scale, tMap.y + (-dxMap.y - dyMap.y) * scale );
|
||
|
meshBuilder.Color4ub( 128, 128, 128, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( -dist, -dist, 0 );
|
||
|
meshBuilder.TexCoord2f( 0, tMap.x - (dxMap.x - dyMap.x) * scale, tMap.y - (-dxMap.y + dyMap.y) * scale );
|
||
|
meshBuilder.Color4ub( 128, 128, 128, 255 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
// draw underside
|
||
|
meshBuilder.Position3f( -dist, dist, 0 );
|
||
|
meshBuilder.TexCoord2f( 0, tMap.x + (-dxMap.x - dyMap.x) * scale, tMap.y + (dxMap.y + dyMap.y) * scale );
|
||
|
meshBuilder.Color4ub( 128, 128, 128, 128 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( -dist, -dist, 0 );
|
||
|
meshBuilder.TexCoord2f( 0, tMap.x - (dxMap.x - dyMap.x) * scale, tMap.y - (-dxMap.y + dyMap.y) * scale );
|
||
|
meshBuilder.Color4ub( 128, 128, 128, 128 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( dist, -dist, 0 );
|
||
|
meshBuilder.TexCoord2f( 0, tMap.x + (dxMap.x + dyMap.x) * scale, tMap.y + (-dxMap.y - dyMap.y) * scale );
|
||
|
meshBuilder.Color4ub( 128, 128, 128, 128 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( dist, dist, 0 );
|
||
|
meshBuilder.TexCoord2f( 0, tMap.x + (dxMap.x - dyMap.x) * scale, tMap.y + (-dxMap.y + dyMap.y) * scale );
|
||
|
meshBuilder.Color4ub( 128, 128, 128, 128 );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
|
||
|
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
|
||
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
||
|
pRenderContext->PopMatrix();
|
||
|
pRenderContext->MatrixMode(MATERIAL_VIEW);
|
||
|
pRenderContext->PopMatrix();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
void DrawMovementBoxes()
|
||
|
{
|
||
|
if (!g_viewerSettings.showMovement)
|
||
|
return;
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
pRenderContext->Bind(g_materialFloor);
|
||
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
||
|
pRenderContext->PushMatrix();
|
||
|
pRenderContext->LoadIdentity();
|
||
|
pRenderContext->MatrixMode(MATERIAL_VIEW);
|
||
|
pRenderContext->PushMatrix();
|
||
|
pRenderContext->LoadIdentity();
|
||
|
|
||
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
||
|
pRenderContext->LoadIdentity( );
|
||
|
|
||
|
pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
|
||
|
pRenderContext->Rotate( -90, 0, 0, 1 );
|
||
|
|
||
|
pRenderContext->Translate( -g_pStudioModel->m_origin[0], -g_pStudioModel->m_origin[1], -g_pStudioModel->m_origin[2] );
|
||
|
|
||
|
pRenderContext->Rotate( g_pStudioModel->m_angles[1], 0, 0, 1 );
|
||
|
pRenderContext->Rotate( g_pStudioModel->m_angles[0], 0, 1, 0 );
|
||
|
pRenderContext->Rotate( g_pStudioModel->m_angles[2], 1, 0, 0 );
|
||
|
|
||
|
static matrix3x4_t mStart( 1, 0, 0, 0 , 0, 1, 0, 0 , 0, 0, 1, 0 );
|
||
|
matrix3x4_t mTemp;
|
||
|
static float prevframes[5];
|
||
|
|
||
|
Vector deltaPos;
|
||
|
QAngle deltaAngles;
|
||
|
|
||
|
g_pStudioModel->GetMovement( prevframes, deltaPos, deltaAngles );
|
||
|
|
||
|
AngleMatrix( deltaAngles, deltaPos, mTemp );
|
||
|
MatrixInvert( mTemp, mTemp );
|
||
|
ConcatTransforms( mTemp, mStart, mStart );
|
||
|
|
||
|
Vector bboxMin, bboxMax;
|
||
|
g_pStudioModel->ExtractBbox( bboxMin, bboxMax );
|
||
|
|
||
|
static float prevCycle = 0.0;
|
||
|
|
||
|
if (fabs( g_pStudioModel->GetFrame( 0 ) - prevCycle) > 0.5)
|
||
|
{
|
||
|
SetIdentityMatrix( mStart );
|
||
|
}
|
||
|
prevCycle = g_pStudioModel->GetFrame( 0 );
|
||
|
|
||
|
// starting position
|
||
|
{
|
||
|
float color[] = { 0.7, 1, 0, 0.5 };
|
||
|
float wirecolor[] = { 1, 1, 0, 1.0 };
|
||
|
g_pStudioModel->drawTransparentBox( bboxMin, bboxMax, mStart, color, wirecolor );
|
||
|
}
|
||
|
|
||
|
// current position
|
||
|
{
|
||
|
float color[] = { 1, 0.7, 0, 0.5 };
|
||
|
float wirecolor[] = { 1, 0, 0, 1.0 };
|
||
|
SetIdentityMatrix( mTemp );
|
||
|
g_pStudioModel->drawTransparentBox( bboxMin, bboxMax, mTemp, color, wirecolor );
|
||
|
}
|
||
|
|
||
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
||
|
pRenderContext->PopMatrix();
|
||
|
pRenderContext->MatrixMode(MATERIAL_VIEW);
|
||
|
pRenderContext->PopMatrix();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
char const *HLMV_TranslateSoundName( char const *soundname, StudioModel *model )
|
||
|
{
|
||
|
if ( Q_stristr( soundname, ".wav" ) )
|
||
|
return PSkipSoundChars( soundname );
|
||
|
|
||
|
if ( model )
|
||
|
{
|
||
|
return PSkipSoundChars( g_pSoundEmitterBase->GetWavFileForSound( soundname, model->GetFileName() ) );
|
||
|
}
|
||
|
|
||
|
return PSkipSoundChars( g_pSoundEmitterBase->GetWavFileForSound( soundname, NULL ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
void PlaySound( const char *pSoundName, StudioModel *pStudioModel )
|
||
|
{
|
||
|
// Play Sound
|
||
|
if (!g_viewerSettings.playSounds)
|
||
|
return;
|
||
|
|
||
|
if ( pSoundName == NULL || pSoundName[ 0 ] == '\0' )
|
||
|
return;
|
||
|
|
||
|
const char *pSoundFileName = HLMV_TranslateSoundName( pSoundName, pStudioModel );
|
||
|
|
||
|
char filename[ 256 ];
|
||
|
sprintf( filename, "sound/%s", pSoundFileName );
|
||
|
CAudioSource *pAudioSource = g_pSoundSystem->FindOrAddSound( filename );
|
||
|
if ( pAudioSource == NULL )
|
||
|
return;
|
||
|
|
||
|
float volume = VOL_NORM;
|
||
|
gender_t gender = GENDER_NONE;
|
||
|
if ( pStudioModel )
|
||
|
{
|
||
|
gender = g_pSoundEmitterBase->GetActorGender( pStudioModel->GetFileName() );
|
||
|
}
|
||
|
|
||
|
CSoundParameters params;
|
||
|
if ( !Q_stristr( pSoundName, ".wav" ) &&
|
||
|
g_pSoundEmitterBase->GetParametersForSound( pSoundName, params, gender ) )
|
||
|
{
|
||
|
volume = params.volume;
|
||
|
}
|
||
|
|
||
|
g_pSoundSystem->PlaySound( pAudioSource, volume, NULL );
|
||
|
}
|
||
|
|
||
|
|
||
|
// copied from baseentity.cpp
|
||
|
// HACK: This must match the #define in cl_animevent.h in the client .dll code!!!
|
||
|
#define CL_EVENT_SOUND 5004
|
||
|
#define CL_EVENT_FOOTSTEP_LEFT 6004
|
||
|
#define CL_EVENT_FOOTSTEP_RIGHT 6005
|
||
|
#define CL_EVENT_MFOOTSTEP_LEFT 6006
|
||
|
#define CL_EVENT_MFOOTSTEP_RIGHT 6007
|
||
|
|
||
|
// copied from scriptevent.h
|
||
|
#define SCRIPT_EVENT_SOUND 1004 // Play named wave file (on CHAN_BODY)
|
||
|
#define SCRIPT_EVENT_SOUND_VOICE 1008 // Play named wave file (on CHAN_VOICE)
|
||
|
|
||
|
|
||
|
void PlaySounds( StudioModel *pStudioModel )
|
||
|
{
|
||
|
if ( pStudioModel == NULL )
|
||
|
return;
|
||
|
|
||
|
int iLayer = g_ControlPanel->getFrameSelection();
|
||
|
float flFrame = pStudioModel->GetFrame( iLayer );
|
||
|
float flTime = flFrame / 30.0f; // pStudioModel->GetSequenceTime()
|
||
|
|
||
|
float prevtime = flTime - pStudioModel->GetTimeDelta();
|
||
|
float currtime = flTime;
|
||
|
|
||
|
float duration = pStudioModel->GetDuration();
|
||
|
|
||
|
prevtime = fmod( prevtime, duration );
|
||
|
currtime = fmod( currtime, duration );
|
||
|
|
||
|
float prevcycle = prevtime / duration;
|
||
|
float currcycle = currtime / duration;
|
||
|
|
||
|
CStudioHdr *pStudioHdr = pStudioModel->GetStudioHdr();
|
||
|
if ( pStudioHdr == NULL )
|
||
|
return;
|
||
|
|
||
|
int seq = pStudioModel->GetSequence();
|
||
|
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( seq );
|
||
|
|
||
|
for ( int i = 0; i < (int)seqdesc.numevents; ++i )
|
||
|
{
|
||
|
mstudioevent_t *pEvent = seqdesc.pEvent( i );
|
||
|
#if defined( _DEBUG )
|
||
|
const char *pEventName = pEvent->pszEventName();
|
||
|
NOTE_UNUSED( pEventName );
|
||
|
#endif
|
||
|
if ( pEvent->cycle <= prevcycle || pEvent->cycle > currcycle )
|
||
|
continue;
|
||
|
|
||
|
// largely copied from BuildAnimationEventSoundList in baseentity.cpp
|
||
|
switch ( pEvent->event )
|
||
|
{
|
||
|
case 0:
|
||
|
if ( Q_strcmp( pEvent->pszEventName(), "AE_CL_PLAYSOUND" ) == 0 )
|
||
|
{
|
||
|
PlaySound( pEvent->pszOptions(), pStudioModel );
|
||
|
continue;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case CL_EVENT_SOUND: // Old-style client .dll animation event
|
||
|
// fall-through intentional
|
||
|
case SCRIPT_EVENT_SOUND:
|
||
|
// fall-through intentional
|
||
|
case SCRIPT_EVENT_SOUND_VOICE:
|
||
|
PlaySound( pEvent->pszOptions(), pStudioModel );
|
||
|
break;
|
||
|
|
||
|
case CL_EVENT_FOOTSTEP_LEFT:
|
||
|
case CL_EVENT_FOOTSTEP_RIGHT:
|
||
|
{
|
||
|
char soundname[256];
|
||
|
char const *options = pEvent->pszOptions();
|
||
|
if ( !options || !options[0] )
|
||
|
{
|
||
|
options = "NPC_CombineS";
|
||
|
}
|
||
|
|
||
|
Q_snprintf( soundname, 256, "%s.RunFootstepLeft", options );
|
||
|
PlaySound( soundname, pStudioModel );
|
||
|
Q_snprintf( soundname, 256, "%s.RunFootstepRight", options );
|
||
|
PlaySound( soundname, pStudioModel );
|
||
|
Q_snprintf( soundname, 256, "%s.FootstepLeft", options );
|
||
|
PlaySound( soundname, pStudioModel );
|
||
|
Q_snprintf( soundname, 256, "%s.FootstepRight", options );
|
||
|
PlaySound( soundname, pStudioModel );
|
||
|
}
|
||
|
break;
|
||
|
/*
|
||
|
case AE_CL_PLAYSOUND:
|
||
|
if ( !( pEvent->type & AE_TYPE_CLIENT ) )
|
||
|
break;
|
||
|
|
||
|
if ( pEvent->options[0] )
|
||
|
{
|
||
|
PlaySound( pEvent->options, pStudioModel );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Warning( "-- Error --: empty soundname, .qc error on AE_CL_PLAYSOUND in model %s, sequence %s, animevent # %i\n",
|
||
|
pStudioHdr->name(), seqdesc.pszLabel(), i + 1 );
|
||
|
}
|
||
|
break;
|
||
|
*/
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void
|
||
|
MatSysWindow::draw ()
|
||
|
{
|
||
|
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
|
||
|
|
||
|
if ( g_bInError || !g_pStudioModel->GetStudioRender() )
|
||
|
return;
|
||
|
|
||
|
static bool bInDraw = false;
|
||
|
if (bInDraw)
|
||
|
return;
|
||
|
|
||
|
bInDraw = true;
|
||
|
|
||
|
UpdateSounds(); // need to call this multiple times per frame to avoid audio stuttering
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
g_pMaterialSystem->BeginFrame( 0 );
|
||
|
g_pStudioModel->GetStudioRender()->BeginFrame();
|
||
|
|
||
|
pRenderContext->ClearColor3ub(g_viewerSettings.bgColor[0] * 255, g_viewerSettings.bgColor[1] * 255, g_viewerSettings.bgColor[2] * 255);
|
||
|
// pRenderContext->ClearColor3ub(0, 0, 0 );
|
||
|
pRenderContext->ClearBuffers(true, true);
|
||
|
|
||
|
pRenderContext->Viewport( 0, 0, w(), h() );
|
||
|
|
||
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
||
|
pRenderContext->LoadIdentity( );
|
||
|
pRenderContext->PerspectiveX(g_viewerSettings.fov, (float)w() / (float)h(), 1.0f, 20000.0f);
|
||
|
|
||
|
DrawBackground();
|
||
|
DrawGroundPlane();
|
||
|
DrawMovementBoxes();
|
||
|
DrawHelpers();
|
||
|
|
||
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
||
|
pRenderContext->LoadIdentity( );
|
||
|
// FIXME: why is this needed? Doesn't SetView() override this?
|
||
|
pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
|
||
|
pRenderContext->Rotate( -90, 0, 0, 1 );
|
||
|
|
||
|
g_pStudioModel->ClearLookTargets();
|
||
|
g_pStudioModel->AddLookTarget( Vector( 0, 0, 0 ), g_pStudioModel->GetSolveHeadTurn() ? 1.0f : 0.0f );
|
||
|
int polycount = g_pStudioModel->DrawModel ();
|
||
|
|
||
|
g_pStudioModel->GetStudioRender()->EndFrame();
|
||
|
|
||
|
UpdateSounds(); // need to call this multiple times per frame to avoid audio stuttering
|
||
|
|
||
|
g_ControlPanel->setModelInfo();
|
||
|
|
||
|
int lod;
|
||
|
float metric;
|
||
|
metric = g_pStudioModel->GetLodMetric();
|
||
|
lod = g_pStudioModel->GetLodUsed();
|
||
|
g_ControlPanel->setLOD( lod, true, false );
|
||
|
g_ControlPanel->setLODMetric( metric );
|
||
|
|
||
|
g_ControlPanel->setPolycount( polycount );
|
||
|
|
||
|
int nVertCount = 0;
|
||
|
int nIndexCount = 0;
|
||
|
int nTriCount = 0;
|
||
|
|
||
|
CStudioHdr *pStudioHdr = g_pStudioModel->GetStudioHdr();
|
||
|
if ( pStudioHdr != NULL )
|
||
|
{
|
||
|
studiohwdata_t *pHardwareData = g_pStudioModel->GetHardwareData();
|
||
|
if ( pHardwareData != NULL )
|
||
|
{
|
||
|
studioloddata_t *pLODData = &pHardwareData->m_pLODs[ pHardwareData->m_RootLOD ];
|
||
|
for ( int meshID = 0; meshID < pHardwareData->m_NumStudioMeshes; meshID++ )
|
||
|
{
|
||
|
studiomeshdata_t *pMesh = &pLODData->m_pMeshData[meshID];
|
||
|
for ( int groupID = 0; groupID < pMesh->m_NumGroup; groupID++ )
|
||
|
{
|
||
|
studiomeshgroup_t *pMeshGroup = &pMesh->m_pMeshGroup[ groupID ];
|
||
|
|
||
|
for( int j = 0; j < pMeshGroup->m_NumStrips; j++ )
|
||
|
{
|
||
|
nIndexCount += pMeshGroup->m_pStripData[ j ].numIndices;
|
||
|
nVertCount += pMeshGroup->m_pStripData[ j ].numVerts;
|
||
|
nTriCount += ( pMeshGroup->m_pStripData[ j ].numIndices / 3 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
g_ControlPanel->setModelInfo( nVertCount, nIndexCount, nTriCount );
|
||
|
|
||
|
g_ControlPanel->setTransparent( g_pStudioModel->m_bIsTransparent );
|
||
|
|
||
|
g_ControlPanel->updatePoseParameters( );
|
||
|
|
||
|
// draw what ever else is loaded
|
||
|
int i;
|
||
|
for (i = 0; i < HLMV_MAX_MERGED_MODELS; i++)
|
||
|
{
|
||
|
if (g_pStudioExtraModel[i] != NULL)
|
||
|
{
|
||
|
g_pStudioModel->GetStudioRender()->BeginFrame();
|
||
|
g_pStudioExtraModel[i]->DrawModel( true );
|
||
|
g_pStudioModel->GetStudioRender()->EndFrame();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
g_pStudioModel->IncrementFramecounter();
|
||
|
|
||
|
PlaySounds( g_pStudioModel );
|
||
|
UpdateSounds(); // need to call this multiple times per frame to avoid audio stuttering
|
||
|
|
||
|
g_pMaterialSystem->SwapBuffers();
|
||
|
|
||
|
g_pMaterialSystem->EndFrame();
|
||
|
|
||
|
bInDraw = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
int
|
||
|
MatSysWindow::loadTexture (const char *filename, int name)
|
||
|
{
|
||
|
if (!filename || !strlen (filename))
|
||
|
{
|
||
|
if (d_textureNames[name])
|
||
|
{
|
||
|
glDeleteTextures (1, (const GLuint *) &d_textureNames[name]);
|
||
|
d_textureNames[name] = 0;
|
||
|
|
||
|
if (name == 0)
|
||
|
strcpy (g_viewerSettings.backgroundTexFile, "");
|
||
|
else
|
||
|
strcpy (g_viewerSettings.groundTexFile, "");
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
mxImage *image = 0;
|
||
|
|
||
|
char ext[16];
|
||
|
strcpy (ext, mx_getextension (filename));
|
||
|
|
||
|
if (!mx_strcasecmp (ext, ".tga"))
|
||
|
image = mxTgaRead (filename);
|
||
|
else if (!mx_strcasecmp (ext, ".pcx"))
|
||
|
image = mxPcxRead (filename);
|
||
|
else if (!mx_strcasecmp (ext, ".bmp"))
|
||
|
image = mxBmpRead (filename);
|
||
|
|
||
|
if (image)
|
||
|
{
|
||
|
if (name == 0)
|
||
|
strcpy (g_viewerSettings.backgroundTexFile, filename);
|
||
|
else
|
||
|
strcpy (g_viewerSettings.groundTexFile, filename);
|
||
|
|
||
|
d_textureNames[name] = name + 1;
|
||
|
|
||
|
if (image->bpp == 8)
|
||
|
{
|
||
|
mstudiotexture_t texture;
|
||
|
texture.width = image->width;
|
||
|
texture.height = image->height;
|
||
|
|
||
|
g_pStudioModel->UploadTexture (&texture, (byte *) image->data, (byte *) image->palette, name + 1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
glBindTexture (GL_TEXTURE_2D, d_textureNames[name]);
|
||
|
glTexImage2D (GL_TEXTURE_2D, 0, 3, image->width, image->height, 0, GL_RGB, GL_UNSIGNED_BYTE, image->data);
|
||
|
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
|
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
|
}
|
||
|
|
||
|
delete image;
|
||
|
|
||
|
return name + 1;
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
|
||
|
void
|
||
|
MatSysWindow::dumpViewport (const char *filename)
|
||
|
{
|
||
|
redraw ();
|
||
|
int w = w2 ();
|
||
|
int h = h2 ();
|
||
|
|
||
|
mxImage *image = new mxImage ();
|
||
|
if (image->create (w, h, 24))
|
||
|
{
|
||
|
#if 0
|
||
|
glReadBuffer (GL_FRONT);
|
||
|
glReadPixels (0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, image->data);
|
||
|
#else
|
||
|
HDC hdc = GetDC ((HWND) getHandle ());
|
||
|
byte *data = (byte *) image->data;
|
||
|
int i = 0;
|
||
|
for (int y = 0; y < h; y++)
|
||
|
{
|
||
|
for (int x = 0; x < w; x++)
|
||
|
{
|
||
|
COLORREF cref = GetPixel (hdc, x, y);
|
||
|
data[i++] = (byte) ((cref >> 0)& 0xff);
|
||
|
data[i++] = (byte) ((cref >> 8) & 0xff);
|
||
|
data[i++] = (byte) ((cref >> 16) & 0xff);
|
||
|
}
|
||
|
}
|
||
|
ReleaseDC ((HWND) getHandle (), hdc);
|
||
|
#endif
|
||
|
if (!mxTgaWrite (filename, image))
|
||
|
mxMessageBox (this, "Error writing screenshot.", g_appTitle, MX_MB_OK | MX_MB_ERROR);
|
||
|
|
||
|
delete image;
|
||
|
}
|
||
|
}
|
||
|
|