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:
//
//=============================================================================//
#include "scratchpad_helpers.h"
#include "bspfile.h"
#include "bsplib.h"
void ScratchPad_DrawWinding(
IScratchPad3D *pPad,
int nPoints,
Vector *pPoints,
Vector vColor,
Vector vOffset )
{
for ( int i=0; i < nPoints; i++ )
{
pPad->DrawLine( CSPVert( pPoints[i]+vOffset, vColor ), CSPVert( pPoints[(i+1)%nPoints]+vOffset, vColor ) );
}
}
void ScratchPad_DrawFace( IScratchPad3D *pPad, dface_t *f, int iFaceNumber, const CSPColor &faceColor, const Vector &vOffset )
{
// Draw the face's outline, then put text for its face index on it too.
CUtlVector<Vector> points;
for ( int iEdge = 0; iEdge < f->numedges; iEdge++ )
{
int v;
int se = dsurfedges[f->firstedge + iEdge];
if ( se < 0 )
v = dedges[-se].v[1];
else
v = dedges[se].v[0];
dvertex_t *dv = &dvertexes[v];
points.AddToTail( dv->point );
}
// Draw the outline.
Vector vCenter( 0, 0, 0 );
for ( int iEdge=0; iEdge < points.Count(); iEdge++ )
{
pPad->DrawLine( CSPVert( points[iEdge]+vOffset, faceColor ), CSPVert( points[(iEdge+1)%points.Count()]+vOffset, faceColor ) );
vCenter += points[iEdge];
}
vCenter /= points.Count();
vCenter += vOffset;
// Draw the text.
if ( iFaceNumber != -1 )
{
char str[64];
Q_snprintf( str, sizeof( str ), "%d", iFaceNumber );
CTextParams params;
params.m_bCentered = true;
params.m_bOutline = true;
params.m_flLetterWidth = 2;
params.m_vColor.Init( 1, 0, 0 );
VectorAngles( dplanes[f->planenum].normal, params.m_vAngles );
params.m_bTwoSided = true;
params.m_vPos = vCenter;
pPad->DrawText( str, params );
}
}
void ScratchPad_DrawWorld( IScratchPad3D *pPad, bool bDrawFaceNumbers, const CSPColor &faceColor )
{
bool bAutoFlush = pPad->GetAutoFlush();
pPad->SetAutoFlush( false );
for ( int i=0; i < numleafs; i++ )
{
dleaf_t *l = &dleafs[i];
if ( l->contents & CONTENTS_DETAIL )
continue;
for ( int z=0; z < l->numleaffaces; z++ )
{
int iFace = dleaffaces[l->firstleafface+z];
dface_t *f = &dfaces[iFace];
ScratchPad_DrawFace( pPad, f, bDrawFaceNumbers ? i : -1 );
}
}
pPad->SetAutoFlush( bAutoFlush );
}
void ScratchPad_DrawWorld( bool bDrawFaceNumbers, const CSPColor &faceColor )
{
IScratchPad3D *pPad = ScratchPad3D_Create();
ScratchPad_DrawWorld( pPad, bDrawFaceNumbers );
}