Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
glapp.c - Simple OpenGL shell
There are several options allowed on the command line. They are:
-height : what window/screen height do you want to use?
-width : what window/screen width do you want to use?
-bpp : what color depth do you want to use?
-window : create a rendering window rather than full-screen
-fov : use a field of view other than 90 degrees
*/
//
// Half-Life Model Viewer (c) 1999 by Mete Ciragan
//
// file: MatSysWindow.cpp
// last modified: May 04 1999, Mete Ciragan
// copyright: The programs and associated files contained in this
// distribution were developed by Mete Ciragan. The programs
// are not in the public domain, but they are freely
// distributable without licensing fees. These programs are
// provided without guarantee or warrantee expressed or
// implied.
//
// version: 1.2
//
// email: mete@swissquake.ch
// web: http://www.swissquake.ch/chumbalum-soft/
//
#include <mxtk/mx.h>
#include <mxtk/mxMessageBox.h>
#include <mxtk/mxTga.h>
#include <mxtk/mxPcx.h>
#include <mxtk/mxBmp.h>
#include <mxtk/mxMatSysWindow.h>
// #include "gl.h"
// #include <GL/glu.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <string.h>
#include "MatSysWin.h"
#include "MDLViewer.h"
#include "StudioModel.h"
#include "ControlPanel.h"
#include "ViewerSettings.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterialproxyfactory.h"
#include "filesystem.h"
#include <keyvalues.h>
#include "materialsystem/imesh.h"
#include "materialsystem/IMaterialSystemHardwareConfig.h"
#include "materialsystem/itexture.h"
#include "materialsystem/MaterialSystem_Config.h"
#include "tier0/dbg.h"
#include "istudiorender.h"
#include "tier0/icommandline.h"
#include "mathlib/vmatrix.h"
#include "studio_render.h"
#include "vstdlib/cvar.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "soundsystem/isoundsystem.h"
#include "soundchars.h"
#include <optimize.h>
#include "valve_ipc_win32.h"
extern char g_appTitle[];
extern bool g_bInError;
extern int g_dxlevel;
extern ISoundEmitterSystemBase *g_pSoundEmitterBase;
extern ISoundSystem *g_pSoundSystem;
extern CValveIpcClientUtl g_HlmvIpcClient;
extern bool g_bHlmvMaster;
void UpdateSounds()
{
static double prev = 0;
double curr = (double) mx::getTickCount () / 1000.0;
if ( prev != 0 )
{
double dt = (curr - prev);
g_pSoundSystem->Update( dt * g_viewerSettings.speedScale );
}
prev = curr;
}
// FIXME: move all this to mxMatSysWin
class DummyMaterialProxyFactory : public IMaterialProxyFactory
{
public:
virtual IMaterialProxy *CreateProxy( const char *proxyName ) {return NULL;}
virtual void DeleteProxy( IMaterialProxy *pProxy ) {}
};
DummyMaterialProxyFactory g_DummyMaterialProxyFactory;
static void ReleaseMaterialSystemObjects()
{
StudioModel::ReleaseStudioModel();
}
static void RestoreMaterialSystemObjects( int nChangeFlags )
{
StudioModel::RestoreStudioModel();
g_ControlPanel->OnLoadModel();
}
void InitMaterialSystemConfig(MaterialSystem_Config_t *pConfig)
{
if ( g_viewerSettings.enableNormalMapping )
{
pConfig->m_Flags &= ~MATSYS_VIDCFG_FLAGS_DISABLE_BUMPMAP;
}
else
{
pConfig->m_Flags |= MATSYS_VIDCFG_FLAGS_DISABLE_BUMPMAP;
}
if ( g_viewerSettings.enableSpecular)
{
pConfig->m_Flags &= ~MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR;
}
else
{
pConfig->m_Flags |= MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR;
}
if ( g_viewerSettings.enableParallaxMapping )
{
pConfig->m_Flags |= MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING;
}
else
{
pConfig->m_Flags &= ~MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING;
}
// JasonM...did we foul this up?
}
MatSysWindow *g_MatSysWindow = 0;
Vector g_vright( 50, 50, 0 ); // needs to be set to viewer's right in order for chrome to work
IMaterial *g_materialBackground = NULL;
IMaterial *g_materialWireframe = NULL;
IMaterial *g_materialWireframeVertexColor = NULL;
IMaterial *g_materialWireframeVertexColorNoCull = NULL;
IMaterial *g_materialDebugCopyBaseTexture = NULL;
IMaterial *g_materialFlatshaded = NULL;
IMaterial *g_materialSmoothshaded = NULL;
IMaterial *g_materialBones = NULL;
IMaterial *g_materialLines = NULL;
IMaterial *g_materialFloor = NULL;
IMaterial *g_materialVertexColor = NULL;
IMaterial *g_materialShadow = NULL;
MatSysWindow::MatSysWindow (mxWindow *parent, int x, int y, int w, int h, const char *label, int style)
: mxMatSysWindow (parent, x, y, w, h, label, style)
{
g_pMaterialSystem->SetMaterialProxyFactory( &g_DummyMaterialProxyFactory );
m_pCubemapTexture = NULL;
m_hWnd = (HWND)getHandle();
MaterialSystem_Config_t config;
config = g_pMaterialSystem->GetCurrentConfigForVideoCard();
InitMaterialSystemConfig(&config);
if ( g_dxlevel != 0 )
{
config.dxSupportLevel = g_dxlevel;
}
// config.m_VideoMode.m_Width = config.m_VideoMode.m_Height = 0;
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true );
config.SetFlag( MATSYS_VIDCFG_FLAGS_RESIZING, true );
if (!g_pMaterialSystem->SetMode( ( void * )m_hWnd, config ) )
{
return;
}
g_pMaterialSystem->OverrideConfig( config, false );
g_pMaterialSystem->AddReleaseFunc( ReleaseMaterialSystemObjects );
g_pMaterialSystem->AddRestoreFunc( RestoreMaterialSystemObjects );
m_pCubemapTexture = g_pMaterialSystem->FindTexture( "hlmv/cubemap", NULL, true );
m_pCubemapTexture->IncrementReferenceCount();
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->BindLocalCubemap( m_pCubemapTexture );
g_materialBackground = g_pMaterialSystem->FindMaterial("hlmv/background", TEXTURE_GROUP_OTHER, true);
if ( g_materialBackground )
{
g_materialBackground->AddRef();
}
g_materialWireframe = g_pMaterialSystem->FindMaterial("debug/debugmrmwireframe", TEXTURE_GROUP_OTHER, true);
if ( g_materialWireframe )
{
g_materialWireframe->AddRef();
}
g_materialWireframeVertexColor = g_pMaterialSystem->FindMaterial("debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER, true);
if ( g_materialWireframeVertexColor )
{
g_materialWireframeVertexColor->AddRef();
}
// test: create this from code - you need a vmt to make $nocull 1 happen, can't do it from the render context
{
KeyValues *pVMTKeyValues = new KeyValues( "Wireframe" );
pVMTKeyValues->SetInt("$ignorez", 1);
pVMTKeyValues->SetInt("$nocull", 1);
pVMTKeyValues->SetInt("$vertexcolor", 1);
pVMTKeyValues->SetInt("$decal", 1);
g_materialWireframeVertexColorNoCull = g_pMaterialSystem->CreateMaterial( "debug/wireframenocull", pVMTKeyValues );
if ( g_materialWireframeVertexColorNoCull )
{
g_materialWireframeVertexColorNoCull->AddRef();
}
}
{
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
pVMTKeyValues->SetString("$basetexture", "vgui/white" );
g_materialDebugCopyBaseTexture = g_pMaterialSystem->CreateMaterial( "debug/copybasetexture", pVMTKeyValues );
if ( g_materialDebugCopyBaseTexture )
{
g_materialDebugCopyBaseTexture->AddRef();
}
}
g_materialFlatshaded = g_pMaterialSystem->FindMaterial("debug/debugdrawflatpolygons", TEXTURE_GROUP_OTHER, true);
if ( g_materialFlatshaded )
{
g_materialFlatshaded->AddRef();
}
g_materialSmoothshaded = g_pMaterialSystem->FindMaterial("debug/debugmrmfullbright2", TEXTURE_GROUP_OTHER, true);
if ( g_materialSmoothshaded )
{
g_materialSmoothshaded->AddRef();
}
g_materialBones = g_pMaterialSystem->FindMaterial("debug/debugskeleton", TEXTURE_GROUP_OTHER, true);
if ( g_materialBones )
{
g_materialBones->AddRef();
}
g_materialLines = g_pMaterialSystem->FindMaterial("debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER, true);
if ( g_materialLines )
{
g_materialLines->AddRef();
}
g_materialFloor = g_pMaterialSystem->FindMaterial("hlmv/floor", TEXTURE_GROUP_OTHER, true);
if ( g_materialFloor )
{
g_materialFloor->AddRef();
}
g_materialVertexColor = g_pMaterialSystem->FindMaterial("debug/debugvertexcolor", TEXTURE_GROUP_OTHER, true);
if ( g_materialVertexColor )
{
g_materialVertexColor->AddRef();
}
g_materialShadow = g_pMaterialSystem->FindMaterial("hlmv/shadow", TEXTURE_GROUP_OTHER, true);
if ( g_materialShadow )
{
g_materialShadow->AddRef();
}
if (!parent)
setVisible (true);
else
mx::setIdleWindow (this);
}
MatSysWindow::~MatSysWindow ()
{
if (m_pCubemapTexture)
{
m_pCubemapTexture->DecrementReferenceCount();
}
mx::setIdleWindow (0);
}
int
MatSysWindow::handleEvent (mxEvent *event)
{
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
static float oldrx = 0, oldry = 0, oldtz = 50, oldtx = 0, oldty = 0;
static float oldlrx = 0, oldlry = 0;
static int oldx, oldy;
switch (event->event)
{
case mxEvent::Idle:
{
static double prev;
double curr = (double) mx::getTickCount () / 1000.0;
double dt = (curr - prev);
// clamp to 100fps
if (dt >= 0.0 && dt < 0.01)
{
Sleep( 10 - dt * 1000.0 );
return 1;
}
if ( prev != 0.0 )
{
// dt = 0.001;
g_pStudioModel->AdvanceFrame ( dt * g_viewerSettings.speedScale );
if ( g_viewerSettings.animateWeapons )
{
const char *pszMainSequenceName = g_pStudioModel->GetSequenceName( g_pStudioModel->GetSequence() );
if ( pszMainSequenceName )
{
for ( int i = 0; i < HLMV_MAX_MERGED_MODELS; i++ )
{
if ( !g_pStudioExtraModel[ i ] )
continue;
// match weapon sequence and frame to marine
int iSequence = g_pStudioExtraModel[ i ]->LookupSequence( pszMainSequenceName );
if ( iSequence == -1 )
{
g_pStudioExtraModel[ i ]->SetFrame( 0 );
}
else
{
g_pStudioExtraModel[ i ]->SetSequence( iSequence );
g_pStudioExtraModel[ i ]->SetFrame( g_pStudioModel->GetCycle() * g_pStudioExtraModel[ i ]->GetMaxFrame() );
}
}
}
}
g_ControlPanel->updateFrameSlider( );
g_ControlPanel->updateGroundSpeed( );
}
prev = curr;
if (!g_viewerSettings.pause)
redraw ();
g_ControlPanel->updateTransitionAmount();
UpdateSounds();
return 1;
}
break;
case mxEvent::MouseUp:
{
g_viewerSettings.mousedown = false;
}
break;
case mxEvent::MouseDown:
{
g_viewerSettings.mousedown = true;
oldrx = g_pStudioModel->m_angles[0];
oldry = g_pStudioModel->m_angles[1];
oldtx = g_pStudioModel->m_origin[0];
oldty = g_pStudioModel->m_origin[1];
oldtz = g_pStudioModel->m_origin[2];
oldx = event->x;
oldy = event->y;
oldlrx = g_viewerSettings.lightrot[1];
oldlry = g_viewerSettings.lightrot[0];
g_viewerSettings.pause = false;
float r = 1.0/3.0 * min( w(), h() );
float d = sqrt( ( float )( (event->x - w()/2) * (event->x - w()/2) + (event->y - h()/2) * (event->y - h()/2) ) );
if (d < r)
g_viewerSettings.rotating = false;
else
g_viewerSettings.rotating = true;
return 1;
}
break;
case mxEvent::MouseDrag:
{
bool bSendModelTransform = true;
if ( event->buttons & mxEvent::MouseLeftButton )
{
if ( event->modifiers & mxEvent::KeyShift )
{
g_pStudioModel->m_origin[1] = oldty - (float)( event->x - oldx );
g_pStudioModel->m_origin[2] = oldtz + (float)( event->y - oldy );
}
else if ( event->modifiers & mxEvent::KeyCtrl )
{
float ry = (float)( event->y - oldy );
float rx = (float)( event->x - oldx );
oldx = event->x;
oldy = event->y;
QAngle movement = QAngle( ry, rx, 0 );
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;
}
}