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916 lines
28 KiB
916 lines
28 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: A set of utilities to render standard shapes |
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// |
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//===========================================================================// |
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#include "tier2/renderutils.h" |
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#include "tier2/tier2.h" |
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#include "tier1/KeyValues.h" |
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#include "materialsystem/imaterialsystem.h" |
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#include "materialsystem/imesh.h" |
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#include "materialsystem/imaterial.h" |
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#include "tier0/vprof.h" |
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#include "tier0/basetypes.h" |
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#include "togl/rendermechanism.h" |
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#if !defined(M_PI) |
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#define M_PI 3.14159265358979323846 |
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#endif |
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//----------------------------------------------------------------------------- |
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// Globals |
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//----------------------------------------------------------------------------- |
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static bool s_bMaterialsInitialized = false; |
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static IMaterial *s_pWireframe; |
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static IMaterial *s_pWireframeIgnoreZ; |
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static IMaterial *s_pVertexColor; |
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static IMaterial *s_pVertexColorIgnoreZ; |
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//----------------------------------------------------------------------------- |
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// Initializes standard materials |
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//----------------------------------------------------------------------------- |
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void InitializeStandardMaterials() |
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{ |
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if ( s_bMaterialsInitialized ) |
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return; |
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s_bMaterialsInitialized = true; |
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KeyValues *pVMTKeyValues = new KeyValues( "wireframe" ); |
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pVMTKeyValues->SetInt( "$vertexcolor", 1 ); |
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s_pWireframe = g_pMaterialSystem->CreateMaterial( "__utilWireframe", pVMTKeyValues ); |
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pVMTKeyValues = new KeyValues( "wireframe" ); |
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pVMTKeyValues->SetInt( "$vertexcolor", 1 ); |
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pVMTKeyValues->SetInt( "$vertexalpha", 1 ); |
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pVMTKeyValues->SetInt( "$ignorez", 1 ); |
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s_pWireframeIgnoreZ = g_pMaterialSystem->CreateMaterial( "__utilWireframeIgnoreZ", pVMTKeyValues ); |
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pVMTKeyValues = new KeyValues( "unlitgeneric" ); |
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pVMTKeyValues->SetInt( "$vertexcolor", 1 ); |
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pVMTKeyValues->SetInt( "$vertexalpha", 1 ); |
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s_pVertexColor = g_pMaterialSystem->CreateMaterial( "__utilVertexColor", pVMTKeyValues ); |
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pVMTKeyValues = new KeyValues( "unlitgeneric" ); |
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pVMTKeyValues->SetInt( "$vertexcolor", 1 ); |
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pVMTKeyValues->SetInt( "$vertexalpha", 1 ); |
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pVMTKeyValues->SetInt( "$ignorez", 1 ); |
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s_pVertexColorIgnoreZ = g_pMaterialSystem->CreateMaterial( "__utilVertexColorIgnoreZ", pVMTKeyValues ); |
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} |
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void ShutdownStandardMaterials() |
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{ |
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if ( !s_bMaterialsInitialized ) |
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return; |
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s_bMaterialsInitialized = false; |
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s_pWireframe->DecrementReferenceCount(); |
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s_pWireframe = NULL; |
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s_pWireframeIgnoreZ->DecrementReferenceCount(); |
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s_pWireframeIgnoreZ = NULL; |
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s_pVertexColor->DecrementReferenceCount(); |
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s_pVertexColor = NULL; |
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s_pVertexColorIgnoreZ->DecrementReferenceCount(); |
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s_pVertexColorIgnoreZ = NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Renders a wireframe sphere |
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//----------------------------------------------------------------------------- |
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void RenderWireframeSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer ) |
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{ |
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InitializeStandardMaterials(); |
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// Make one more coordinate because (u,v) is discontinuous. |
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++nTheta; |
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int nVertices = nPhi * nTheta; |
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int nIndices = ( nTheta - 1 ) * 4 * ( nPhi - 1 ); |
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
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pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ ); |
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CMeshBuilder meshBuilder; |
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IMesh* pMesh = pRenderContext->GetDynamicMesh(); |
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meshBuilder.Begin( pMesh, MATERIAL_LINES, nVertices, nIndices ); |
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unsigned char chRed = c.r(); |
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unsigned char chGreen = c.g(); |
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unsigned char chBlue = c.b(); |
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unsigned char chAlpha = c.a(); |
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int i, j; |
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for ( i = 0; i < nPhi; ++i ) |
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{ |
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for ( j = 0; j < nTheta; ++j ) |
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{ |
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float u = j / ( float )( nTheta - 1 ); |
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float v = i / ( float )( nPhi - 1 ); |
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float theta = 2.0f * M_PI * u; |
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float phi = M_PI * v; |
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meshBuilder.Position3f( vCenter.x + ( flRadius * sin(phi) * cos(theta) ), |
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vCenter.y + ( flRadius * sin(phi) * sin(theta) ), |
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vCenter.z + ( flRadius * cos(phi) ) ); |
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meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
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meshBuilder.AdvanceVertex(); |
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} |
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} |
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for ( i = 0; i < nPhi - 1; ++i ) |
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{ |
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for ( j = 0; j < nTheta - 1; ++j ) |
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{ |
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int idx = nTheta * i + j; |
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meshBuilder.Index( idx ); |
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meshBuilder.AdvanceIndex(); |
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meshBuilder.Index( idx + nTheta ); |
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meshBuilder.AdvanceIndex(); |
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meshBuilder.Index( idx ); |
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meshBuilder.AdvanceIndex(); |
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meshBuilder.Index( idx + 1 ); |
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meshBuilder.AdvanceIndex(); |
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} |
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} |
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meshBuilder.End(); |
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pMesh->Draw(); |
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} |
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//----------------------------------------------------------------------------- |
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// Draws a sphere |
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//----------------------------------------------------------------------------- |
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void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, IMaterial *pMaterial ) |
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{ |
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InitializeStandardMaterials(); |
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CMatRenderContextPtr pRenderContext( materials ); |
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unsigned char chRed = c.r(); |
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unsigned char chGreen = c.g(); |
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unsigned char chBlue = c.b(); |
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unsigned char chAlpha = c.a(); |
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// Two extra degenerate triangles per row (except the last one) |
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int nTriangles = 2 * nTheta * ( nPhi - 1 ); |
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int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 ); |
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if ( nTriangles == 0 ) |
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return; |
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pRenderContext->Bind( pMaterial ); |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( ); |
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CMeshBuilder meshBuilder; |
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nTriangles, nIndices ); |
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// Build the index buffer. |
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float flOONPhi = 1.0f / (nPhi-1); |
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float flOONTheta = 1.0f / (nTheta-1); |
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int i, j; |
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for ( i = 0; i < nPhi; ++i ) |
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{ |
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for ( j = 0; j < nTheta; ++j ) |
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{ |
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float u = j / ( float )( nTheta - 1 ); |
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float v = i / ( float )( nPhi - 1 ); |
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float theta = 2.0f * M_PI * u; |
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float phi = M_PI * v; |
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Vector vecPos; |
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vecPos.x = flRadius * sin(phi) * cos(theta); |
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vecPos.y = flRadius * sin(phi) * sin(theta); |
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vecPos.z = flRadius * cos(phi); |
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Vector vecNormal = vecPos; |
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VectorNormalize(vecNormal); |
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vecPos += vCenter; |
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meshBuilder.Position3f( vecPos.x, vecPos.y, vecPos.z ); |
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meshBuilder.Normal3f( vecNormal.x, vecNormal.y, vecNormal.z ); |
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meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
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meshBuilder.TexCoord2f( 0, j * flOONTheta, i * flOONPhi ); |
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meshBuilder.AdvanceVertex(); |
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} |
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} |
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// Emit the triangle strips. |
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int idx = 0; |
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for ( i = 0; i < nPhi - 1; ++i ) |
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{ |
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for ( j = 0; j < nTheta; ++j ) |
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{ |
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idx = nTheta * i + j; |
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meshBuilder.Index( idx + nTheta ); |
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meshBuilder.AdvanceIndex(); |
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meshBuilder.Index( idx ); |
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meshBuilder.AdvanceIndex(); |
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} |
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// Emit a degenerate triangle to skip to the next row without a connecting triangle |
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if ( i < nPhi - 2 ) |
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{ |
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meshBuilder.Index( idx ); |
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meshBuilder.AdvanceIndex(); |
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meshBuilder.Index( idx + nTheta + 1 ); |
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meshBuilder.AdvanceIndex(); |
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} |
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} |
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meshBuilder.End(); |
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pMesh->Draw(); |
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} |
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void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer ) |
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{ |
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IMaterial *pMaterial = bZBuffer ? s_pVertexColor : s_pVertexColorIgnoreZ; |
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Color cActual( c.r(), c.g(), c.b(), c.a() ); |
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RenderSphere( vCenter, flRadius, nTheta, nPhi, cActual, pMaterial ); |
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} |
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//----------------------------------------------------------------------------- |
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// Box vertices |
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//----------------------------------------------------------------------------- |
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static int s_pBoxFaceIndices[6][4] = |
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{ |
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{ 0, 4, 6, 2 }, // -x |
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{ 5, 1, 3, 7 }, // +x |
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{ 0, 1, 5, 4 }, // -y |
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{ 2, 6, 7, 3 }, // +y |
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{ 0, 2, 3, 1 }, // -z |
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{ 4, 5, 7, 6 } // +z |
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}; |
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static int s_pBoxFaceIndicesInsideOut[6][4] = |
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{ |
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{ 0, 2, 6, 4 }, // -x |
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{ 5, 7, 3, 1 }, // +x |
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{ 0, 4, 5, 1 }, // -y |
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{ 2, 3, 7, 6 }, // +y |
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{ 0, 1, 3, 2 }, // -z |
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{ 4, 6, 7, 5 } // +z |
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}; |
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static void GenerateBoxVertices( const Vector &vOrigin, const QAngle& angles, const Vector &vMins, const Vector &vMaxs, Vector pVerts[8] ) |
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{ |
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// Build a rotation matrix from orientation |
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matrix3x4_t fRotateMatrix; |
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AngleMatrix( angles, fRotateMatrix ); |
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Vector vecPos; |
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for ( int i = 0; i < 8; ++i ) |
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{ |
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vecPos[0] = ( i & 0x1 ) ? vMaxs[0] : vMins[0]; |
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vecPos[1] = ( i & 0x2 ) ? vMaxs[1] : vMins[1]; |
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vecPos[2] = ( i & 0x4 ) ? vMaxs[2] : vMins[2]; |
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VectorRotate( vecPos, fRotateMatrix, pVerts[i] ); |
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pVerts[i] += vOrigin; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Renders a wireframe box relative to an origin |
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//----------------------------------------------------------------------------- |
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void RenderWireframeBox( const Vector &vOrigin, const QAngle& angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer ) |
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{ |
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InitializeStandardMaterials(); |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ ); |
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Vector p[8]; |
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GenerateBoxVertices( vOrigin, angles, vMins, vMaxs, p ); |
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unsigned char chRed = c.r(); |
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unsigned char chGreen = c.g(); |
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unsigned char chBlue = c.b(); |
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unsigned char chAlpha = c.a(); |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( ); |
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CMeshBuilder meshBuilder; |
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meshBuilder.Begin( pMesh, MATERIAL_LINES, 24 ); |
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// Draw the box |
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for ( int i = 0; i < 6; i++ ) |
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{ |
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int *pFaceIndex = s_pBoxFaceIndices[i]; |
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for ( int j = 0; j < 4; ++j ) |
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{ |
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meshBuilder.Position3fv( p[pFaceIndex[j]].Base() ); |
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meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3fv( p[pFaceIndex[ (j == 3) ? 0 : j+1 ] ].Base() ); |
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meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
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meshBuilder.AdvanceVertex(); |
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} |
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} |
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meshBuilder.End(); |
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pMesh->Draw(); |
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} |
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//----------------------------------------------------------------------------- |
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// Renders a solid box |
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//----------------------------------------------------------------------------- |
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void RenderBox( const Vector& vOrigin, const QAngle& angles, const Vector& vMins, const Vector& vMaxs, Color c, IMaterial *pMaterial, bool bInsideOut ) |
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{ |
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InitializeStandardMaterials(); |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->Bind( pMaterial ); |
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Vector p[8]; |
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GenerateBoxVertices( vOrigin, angles, vMins, vMaxs, p ); |
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unsigned char chRed = c.r(); |
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unsigned char chGreen = c.g(); |
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unsigned char chBlue = c.b(); |
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unsigned char chAlpha = c.a(); |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( ); |
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CMeshBuilder meshBuilder; |
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 12 ); |
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// Draw the box |
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Vector vecNormal; |
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for ( int i = 0; i < 6; i++ ) |
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{ |
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vecNormal.Init(); |
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vecNormal[ i/2 ] = ( i & 0x1 ) ? 1.0f : -1.0f; |
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int *ppFaceIndices = bInsideOut ? s_pBoxFaceIndicesInsideOut[i] : s_pBoxFaceIndices[i]; |
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for ( int j = 1; j < 3; ++j ) |
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{ |
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int i0 = ppFaceIndices[0]; |
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int i1 = ppFaceIndices[j]; |
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int i2 = ppFaceIndices[j+1]; |
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meshBuilder.Position3fv( p[i0].Base() ); |
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meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
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meshBuilder.Normal3fv( vecNormal.Base() ); |
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3fv( p[i2].Base() ); |
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meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
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meshBuilder.Normal3fv( vecNormal.Base() ); |
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meshBuilder.TexCoord2f( 0, 1.0f, ( j == 1 ) ? 1.0f : 0.0f ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3fv( p[i1].Base() ); |
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meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
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meshBuilder.Normal3fv( vecNormal.Base() ); |
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meshBuilder.TexCoord2f( 0, ( j == 1 ) ? 0.0f : 1.0f, 1.0f ); |
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meshBuilder.AdvanceVertex(); |
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} |
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} |
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meshBuilder.End(); |
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pMesh->Draw(); |
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} |
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void RenderBox( const Vector& vOrigin, const QAngle& angles, const Vector& vMins, const Vector& vMaxs, Color c, bool bZBuffer, bool bInsideOut ) |
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{ |
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IMaterial *pMaterial = bZBuffer ? s_pVertexColor : s_pVertexColorIgnoreZ; |
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Color cActual( c.r(), c.g(), c.b(), c.a() ); |
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RenderBox( vOrigin, angles, vMins, vMaxs, cActual, pMaterial, bInsideOut ); |
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} |
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//----------------------------------------------------------------------------- |
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// Renders axes, red->x, green->y, blue->z |
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//----------------------------------------------------------------------------- |
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void RenderAxes( const Vector &vOrigin, float flScale, bool bZBuffer ) |
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{ |
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InitializeStandardMaterials(); |
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
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pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ ); |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( ); |
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CMeshBuilder meshBuilder; |
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meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 ); |
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meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z ); |
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meshBuilder.Color4ub( 255, 0, 0, 255 ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( vOrigin.x + flScale, vOrigin.y, vOrigin.z ); |
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meshBuilder.Color4ub( 255, 0, 0, 255 ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z ); |
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meshBuilder.Color4ub( 0, 255, 0, 255 ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( vOrigin.x, vOrigin.y + flScale, vOrigin.z ); |
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meshBuilder.Color4ub( 0, 255, 0, 255 ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z ); |
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meshBuilder.Color4ub( 0, 0, 255, 255 ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z + flScale ); |
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meshBuilder.Color4ub( 0, 0, 255, 255 ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.End(); |
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pMesh->Draw(); |
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} |
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void RenderAxes( const matrix3x4_t &transform, float flScale, bool bZBuffer ) |
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{ |
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InitializeStandardMaterials(); |
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Vector xAxis, yAxis, zAxis, vOrigin, temp; |
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MatrixGetColumn( transform, 0, xAxis ); |
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MatrixGetColumn( transform, 1, yAxis ); |
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MatrixGetColumn( transform, 2, zAxis ); |
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MatrixGetColumn( transform, 3, vOrigin ); |
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
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pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ ); |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( ); |
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CMeshBuilder meshBuilder; |
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meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 ); |
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meshBuilder.Position3fv( vOrigin.Base() ); |
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meshBuilder.Color4ub( 255, 0, 0, 255 ); |
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meshBuilder.AdvanceVertex(); |
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VectorMA( vOrigin, flScale, xAxis, temp ); |
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meshBuilder.Position3fv( temp.Base() ); |
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meshBuilder.Color4ub( 255, 0, 0, 255 ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z ); |
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meshBuilder.Color4ub( 0, 255, 0, 255 ); |
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meshBuilder.AdvanceVertex(); |
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VectorMA( vOrigin, flScale, yAxis, temp ); |
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meshBuilder.Position3fv( temp.Base() ); |
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meshBuilder.Color4ub( 0, 255, 0, 255 ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z ); |
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meshBuilder.Color4ub( 0, 0, 255, 255 ); |
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meshBuilder.AdvanceVertex(); |
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VectorMA( vOrigin, flScale, zAxis, temp ); |
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meshBuilder.Position3fv( temp.Base() ); |
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meshBuilder.Color4ub( 0, 0, 255, 255 ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.End(); |
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pMesh->Draw(); |
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} |
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//----------------------------------------------------------------------------- |
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// Render a line |
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//----------------------------------------------------------------------------- |
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void RenderLine( const Vector& v1, const Vector& v2, Color c, bool bZBuffer ) |
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{ |
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InitializeStandardMaterials(); |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ ); |
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unsigned char chRed = c.r(); |
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unsigned char chGreen = c.g(); |
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unsigned char chBlue = c.b(); |
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unsigned char chAlpha = c.a(); |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( ); |
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CMeshBuilder meshBuilder; |
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meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 ); |
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meshBuilder.Position3fv( v1.Base() ); |
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meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3fv( v2.Base() ); |
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meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.End(); |
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pMesh->Draw(); |
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} |
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//----------------------------------------------------------------------------- |
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// Draws a triangle |
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//----------------------------------------------------------------------------- |
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void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, IMaterial *pMaterial ) |
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{ |
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InitializeStandardMaterials(); |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->Bind( pMaterial ); |
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unsigned char chRed = c.r(); |
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unsigned char chGreen = c.g(); |
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unsigned char chBlue = c.b(); |
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unsigned char chAlpha = c.a(); |
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Vector vecNormal; |
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Vector vecDelta1, vecDelta2; |
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VectorSubtract( p2, p1, vecDelta1 ); |
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VectorSubtract( p3, p1, vecDelta2 ); |
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CrossProduct( vecDelta1, vecDelta2, vecNormal ); |
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VectorNormalize( vecNormal ); |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( ); |
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CMeshBuilder meshBuilder; |
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 1 ); |
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meshBuilder.Position3fv( p1.Base() ); |
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meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
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meshBuilder.Normal3fv( vecNormal.Base() ); |
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3fv( p2.Base() ); |
|
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
|
meshBuilder.Normal3fv( vecNormal.Base() ); |
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3fv( p3.Base() ); |
|
meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha ); |
|
meshBuilder.Normal3fv( vecNormal.Base() ); |
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
} |
|
|
|
|
|
void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, bool bZBuffer ) |
|
{ |
|
IMaterial *pMaterial = bZBuffer ? s_pVertexColor : s_pVertexColorIgnoreZ; |
|
Color cActual( c.r(), c.g(), c.b(), c.a() ); |
|
RenderTriangle( p1, p2, p3, cActual, pMaterial ); |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders an extruded box |
|
//----------------------------------------------------------------------------- |
|
static void DrawAxes( const Vector& origin, Vector* pts, int idx, Color c, CMeshBuilder& meshBuilder ) |
|
{ |
|
Vector start, temp; |
|
VectorAdd( pts[idx], origin, start ); |
|
meshBuilder.Position3fv( start.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
int endidx = (idx & 0x1) ? idx - 1 : idx + 1; |
|
VectorAdd( pts[endidx], origin, temp ); |
|
meshBuilder.Position3fv( temp.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3fv( start.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
endidx = (idx & 0x2) ? idx - 2 : idx + 2; |
|
VectorAdd( pts[endidx], origin, temp ); |
|
meshBuilder.Position3fv( temp.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3fv( start.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
endidx = (idx & 0x4) ? idx - 4 : idx + 4; |
|
VectorAdd( pts[endidx], origin, temp ); |
|
meshBuilder.Position3fv( temp.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
} |
|
|
|
static void DrawExtrusionFace( const Vector& start, const Vector& end, |
|
Vector* pts, int idx1, int idx2, Color c, CMeshBuilder& meshBuilder ) |
|
{ |
|
Vector temp; |
|
VectorAdd( pts[idx1], start, temp ); |
|
meshBuilder.Position3fv( temp.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
VectorAdd( pts[idx2], start, temp ); |
|
meshBuilder.Position3fv( temp.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3fv( temp.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
VectorAdd( pts[idx2], end, temp ); |
|
meshBuilder.Position3fv( temp.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3fv( temp.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
VectorAdd( pts[idx1], end, temp ); |
|
meshBuilder.Position3fv( temp.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3fv( temp.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
VectorAdd( pts[idx1], start, temp ); |
|
meshBuilder.Position3fv( temp.Base() ); |
|
meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() ); |
|
meshBuilder.AdvanceVertex(); |
|
} |
|
|
|
void RenderWireframeSweptBox( const Vector &vStart, const Vector &vEnd, const QAngle &angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ ); |
|
|
|
Color cActual( c.r(), c.g(), c.b(), c.a() ); |
|
|
|
// Build a rotation matrix from angles |
|
matrix3x4_t fRotateMatrix; |
|
AngleMatrix( angles, fRotateMatrix ); |
|
|
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( ); |
|
CMeshBuilder meshBuilder; |
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, 30 ); |
|
|
|
Vector vDelta; |
|
VectorSubtract( vEnd, vStart, vDelta ); |
|
|
|
// Compute the box points, rotated but without the origin added |
|
Vector temp; |
|
Vector pts[8]; |
|
float dot[8]; |
|
int minidx = 0; |
|
for ( int i = 0; i < 8; ++i ) |
|
{ |
|
temp.x = (i & 0x1) ? vMaxs[0] : vMins[0]; |
|
temp.y = (i & 0x2) ? vMaxs[1] : vMins[1]; |
|
temp.z = (i & 0x4) ? vMaxs[2] : vMins[2]; |
|
|
|
// Rotate the corner point |
|
VectorRotate( temp, fRotateMatrix, pts[i] ); |
|
|
|
// Find the dot product with dir |
|
dot[i] = DotProduct( pts[i], vDelta ); |
|
if ( dot[i] < dot[minidx] ) |
|
{ |
|
minidx = i; |
|
} |
|
} |
|
|
|
// Choose opposite corner |
|
int maxidx = minidx ^ 0x7; |
|
|
|
// Draw the start + end axes... |
|
DrawAxes( vStart, pts, minidx, cActual, meshBuilder ); |
|
DrawAxes( vEnd, pts, maxidx, cActual, meshBuilder ); |
|
|
|
// Draw the extrusion faces |
|
for (int j = 0; j < 3; ++j ) |
|
{ |
|
int dirflag1 = ( 1 << ((j+1)%3) ); |
|
int dirflag2 = ( 1 << ((j+2)%3) ); |
|
|
|
int idx1, idx2, idx3; |
|
idx1 = (minidx & dirflag1) ? minidx - dirflag1 : minidx + dirflag1; |
|
idx2 = (minidx & dirflag2) ? minidx - dirflag2 : minidx + dirflag2; |
|
idx3 = (minidx & dirflag2) ? idx1 - dirflag2 : idx1 + dirflag2; |
|
|
|
DrawExtrusionFace( vStart, vEnd, pts, idx1, idx3, cActual, meshBuilder ); |
|
DrawExtrusionFace( vStart, vEnd, pts, idx2, idx3, cActual, meshBuilder ); |
|
} |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws a axis-aligned quad |
|
//----------------------------------------------------------------------------- |
|
void RenderQuad( IMaterial *pMaterial, float x, float y, float w, float h, |
|
float z, float s0, float t0, float s1, float t1, const Color& clr ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial ); |
|
|
|
CMeshBuilder meshBuilder; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); |
|
|
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a()); |
|
meshBuilder.TexCoord2f( 0, s0, t0 ); |
|
meshBuilder.Position3f( x, y, z ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a()); |
|
meshBuilder.TexCoord2f( 0, s1, t0 ); |
|
meshBuilder.Position3f( x + w, y, z ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a()); |
|
meshBuilder.TexCoord2f( 0, s1, t1 ); |
|
meshBuilder.Position3f( x + w, y + h, z ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a()); |
|
meshBuilder.TexCoord2f( 0, s0, t1 ); |
|
meshBuilder.Position3f( x, y + h, z ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.End(); |
|
|
|
pMesh->Draw(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders a screen space quad |
|
//----------------------------------------------------------------------------- |
|
|
|
void DrawScreenSpaceRectangle( IMaterial *pMaterial, |
|
int nDestX, int nDestY, int nWidth, int nHeight, // Rect to draw into in screen space |
|
float flSrcTextureX0, float flSrcTextureY0, // which texel you want to appear at destx/y |
|
float flSrcTextureX1, float flSrcTextureY1, // which texel you want to appear at destx+width-1, desty+height-1 |
|
int nSrcTextureWidth, int nSrcTextureHeight, // needed for fixup |
|
void *pClientRenderable, // Used to pass to the bind proxies |
|
int nXDice, int nYDice, // Amount to tessellate the mesh |
|
float fDepth ) // what Z value to put in the verts (def 0.0) |
|
{ |
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
|
|
if ( ( nWidth <= 0 ) || ( nHeight <= 0 ) ) |
|
return; |
|
|
|
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s", __FUNCTION__ ); |
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW ); |
|
pRenderContext->PushMatrix(); |
|
pRenderContext->LoadIdentity(); |
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); |
|
pRenderContext->PushMatrix(); |
|
pRenderContext->LoadIdentity(); |
|
|
|
pRenderContext->Bind( pMaterial, pClientRenderable ); |
|
|
|
int xSegments = max( nXDice, 1); |
|
int ySegments = max( nYDice, 1); |
|
|
|
CMeshBuilder meshBuilder; |
|
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, xSegments * ySegments ); |
|
|
|
int nScreenWidth, nScreenHeight; |
|
pRenderContext->GetRenderTargetDimensions( nScreenWidth, nScreenHeight ); |
|
|
|
float flOffset = 0.5f; |
|
|
|
float flLeftX = nDestX - flOffset; |
|
float flRightX = nDestX + nWidth - flOffset; |
|
|
|
float flTopY = nDestY - flOffset; |
|
float flBottomY = nDestY + nHeight - flOffset; |
|
|
|
float flSubrectWidth = flSrcTextureX1 - flSrcTextureX0; |
|
float flSubrectHeight = flSrcTextureY1 - flSrcTextureY0; |
|
|
|
float flTexelsPerPixelX = ( nWidth > 1 ) ? flSubrectWidth / ( nWidth - 1 ) : 0.0f; |
|
float flTexelsPerPixelY = ( nHeight > 1 ) ? flSubrectHeight / ( nHeight - 1 ) : 0.0f; |
|
|
|
float flLeftU = flSrcTextureX0 + 0.5f - ( 0.5f * flTexelsPerPixelX ); |
|
float flRightU = flSrcTextureX1 + 0.5f + ( 0.5f * flTexelsPerPixelX ); |
|
float flTopV = flSrcTextureY0 + 0.5f - ( 0.5f * flTexelsPerPixelY ); |
|
float flBottomV = flSrcTextureY1 + 0.5f + ( 0.5f * flTexelsPerPixelY ); |
|
|
|
float flOOTexWidth = 1.0f / nSrcTextureWidth; |
|
float flOOTexHeight = 1.0f / nSrcTextureHeight; |
|
flLeftU *= flOOTexWidth; |
|
flRightU *= flOOTexWidth; |
|
flTopV *= flOOTexHeight; |
|
flBottomV *= flOOTexHeight; |
|
|
|
// Get the current viewport size |
|
int vx, vy, vw, vh; |
|
pRenderContext->GetViewport( vx, vy, vw, vh ); |
|
|
|
// map from screen pixel coords to -1..1 |
|
flRightX = FLerp( -1, 1, 0, vw, flRightX ); |
|
flLeftX = FLerp( -1, 1, 0, vw, flLeftX ); |
|
flTopY = FLerp( 1, -1, 0, vh ,flTopY ); |
|
flBottomY = FLerp( 1, -1, 0, vh, flBottomY ); |
|
|
|
// Dice the quad up... |
|
if ( ( xSegments > 1 ) || ( ySegments > 1 ) ) |
|
{ |
|
// Screen height and width of a subrect |
|
float flWidth = (flRightX - flLeftX) / (float) xSegments; |
|
float flHeight = (flTopY - flBottomY) / (float) ySegments; |
|
|
|
// UV height and width of a subrect |
|
float flUWidth = (flRightU - flLeftU) / (float) xSegments; |
|
float flVHeight = (flBottomV - flTopV) / (float) ySegments; |
|
|
|
for ( int x=0; x < xSegments; x++ ) |
|
{ |
|
for ( int y=0; y < ySegments; y++ ) |
|
{ |
|
// Top left |
|
meshBuilder.Position3f( flLeftX + (float) x * flWidth, flTopY - (float) y * flHeight, fDepth ); |
|
meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); |
|
meshBuilder.TexCoord2f( 0, flLeftU + (float) x * flUWidth, flTopV + (float) y * flVHeight); |
|
meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); |
|
meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
// Top right (x+1) |
|
meshBuilder.Position3f( flLeftX + (float) (x+1) * flWidth, flTopY - (float) y * flHeight, fDepth ); |
|
meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); |
|
meshBuilder.TexCoord2f( 0, flLeftU + (float) (x+1) * flUWidth, flTopV + (float) y * flVHeight); |
|
meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); |
|
meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
// Bottom right (x+1), (y+1) |
|
meshBuilder.Position3f( flLeftX + (float) (x+1) * flWidth, flTopY - (float) (y+1) * flHeight, fDepth ); |
|
meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); |
|
meshBuilder.TexCoord2f( 0, flLeftU + (float) (x+1) * flUWidth, flTopV + (float)(y+1) * flVHeight); |
|
meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); |
|
meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
// Bottom left (y+1) |
|
meshBuilder.Position3f( flLeftX + (float) x * flWidth, flTopY - (float) (y+1) * flHeight, fDepth ); |
|
meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); |
|
meshBuilder.TexCoord2f( 0, flLeftU + (float) x * flUWidth, flTopV + (float)(y+1) * flVHeight); |
|
meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); |
|
meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
} |
|
} |
|
} |
|
else // just one quad |
|
{ |
|
for ( int corner=0; corner<4; corner++ ) |
|
{ |
|
bool bLeft = (corner==0) || (corner==3); |
|
meshBuilder.Position3f( (bLeft) ? flLeftX : flRightX, (corner & 2) ? flBottomY : flTopY, fDepth ); |
|
meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); |
|
meshBuilder.TexCoord2f( 0, (bLeft) ? flLeftU : flRightU, (corner & 2) ? flBottomV : flTopV ); |
|
meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); |
|
meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); |
|
meshBuilder.AdvanceVertex(); |
|
} |
|
} |
|
|
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW ); |
|
pRenderContext->PopMatrix(); |
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); |
|
pRenderContext->PopMatrix(); |
|
}
|
|
|