//========= 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 #include #include #include #include #include // #include "gl.h" // #include #include #include #include #include #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 #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 #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; } }