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171 lines
4.5 KiB
171 lines
4.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Decorator class to make a DME renderable as a MDL |
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// |
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//===========================================================================// |
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#ifndef DMEMDLRENDERABLE_H |
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#define DMEMDLRENDERABLE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "toolutils/dmerenderable.h" |
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#include "movieobjects/dmemdl.h" |
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#include "movieobjects/dmetransform.h" |
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#include "datacache/imdlcache.h" |
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#include "mathlib/mathlib.h" |
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#include "datamodel/dmehandle.h" |
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#include "toolutils/enginetools_int.h" |
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#include "materialsystem/imaterialsystemhardwareconfig.h" |
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#include "tier3/tier3.h" |
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//----------------------------------------------------------------------------- |
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// Deals with the base implementation for turning a Dme into a renderable |
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//----------------------------------------------------------------------------- |
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template < class T > |
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class CDmeMdlRenderable : public CDmeRenderable< T > |
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{ |
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DEFINE_UNINSTANCEABLE_ELEMENT( CDmeMdlRenderable, CDmeRenderable< T > ); |
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// IClientUnknown implementation. |
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public: |
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virtual int GetBody(); |
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virtual int GetSkin(); |
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virtual int DrawModel( int flags ); |
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virtual void GetRenderBounds( Vector& mins, Vector& maxs ); |
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void SetModelName( const char *pMDLName ); |
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protected: |
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CDmeMDL *GetMDL() { return m_hMDL; } |
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private: |
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void SetUpLighting( const Vector &vecCenter ); |
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CDmeHandle<CDmeMDL> m_hMDL; |
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CDmeHandle<CDmeTransform> m_hTransform; |
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}; |
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//----------------------------------------------------------------------------- |
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// Construction, destruction |
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//----------------------------------------------------------------------------- |
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template < class T > |
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void CDmeMdlRenderable<T>::OnConstruction() |
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{ |
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m_hMDL = CreateElement<CDmeMDL>( "MDLRenderable", GetFileId() ); |
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m_hTransform = CreateElement<CDmeTransform>( "MDLTransform", GetFileId() ); |
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} |
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template < class T > |
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void CDmeMdlRenderable<T>::OnDestruction() |
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{ |
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g_pDataModel->DestroyElement( m_hMDL ); |
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g_pDataModel->DestroyElement( m_hTransform ); |
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} |
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template < class T > |
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int CDmeMdlRenderable<T>::GetBody() |
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{ |
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return m_hMDL->m_nBody; |
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} |
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template < class T > |
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int CDmeMdlRenderable<T>::GetSkin() |
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{ |
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return m_hMDL->m_nSkin; |
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} |
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template < class T > |
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int CDmeMdlRenderable<T>::DrawModel( int flags ) |
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{ |
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matrix3x4_t mat; |
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AngleMatrix( GetRenderAngles(), GetRenderOrigin(), mat ); |
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m_hTransform->SetTransform( mat ); |
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m_hMDL->m_flTime = Plat_FloatTime(); |
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SetUpLighting( GetRenderOrigin() ); |
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bool bIsDrawingInEngine = m_hMDL->IsDrawingInEngine(); |
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m_hMDL->DrawInEngine( true ); |
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m_hMDL->Draw( mat ); |
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m_hMDL->DrawInEngine( bIsDrawingInEngine ); |
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return 1; |
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} |
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template < class T > |
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void CDmeMdlRenderable<T>::GetRenderBounds( Vector& mins, Vector& maxs ) |
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{ |
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m_hMDL->GetBoundingBox( &mins, &maxs ); |
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} |
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template < class T > |
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void CDmeMdlRenderable<T>::SetModelName( const char *pMDLRelativePath ) |
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{ |
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if ( pMDLRelativePath ) |
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{ |
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MDLHandle_t hMdl = g_pMDLCache->FindMDL( pMDLRelativePath ); |
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m_hMDL->SetMDL( hMdl ); |
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} |
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else |
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{ |
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m_hMDL->SetMDL( MDLHANDLE_INVALID ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Set up lighting conditions |
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//----------------------------------------------------------------------------- |
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template < class T > |
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void CDmeMdlRenderable<T>::SetUpLighting( const Vector &vecCenter ) |
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{ |
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// Set up lighting conditions |
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Vector vecAmbient[6]; |
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Vector4D vecAmbient4D[6]; |
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LightDesc_t desc[2]; |
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int nLightCount = enginetools->GetLightingConditions( vecCenter, vecAmbient, 2, desc ); |
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int nMaxLights = g_pMaterialSystemHardwareConfig->MaxNumLights(); |
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if( nLightCount > nMaxLights ) |
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{ |
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nLightCount = nMaxLights; |
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} |
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int i; |
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for( i = 0; i < 6; i++ ) |
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{ |
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VectorCopy( vecAmbient[i], vecAmbient4D[i].AsVector3D() ); |
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vecAmbient4D[i][3] = 1.0f; |
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} |
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
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pRenderContext->SetAmbientLightCube( vecAmbient4D ); |
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for( i = 0; i < nLightCount; i++ ) |
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{ |
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LightDesc_t *pLight = &desc[i]; |
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pLight->m_Flags = 0; |
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if( pLight->m_Attenuation0 != 0.0f ) |
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{ |
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pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0; |
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} |
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if( pLight->m_Attenuation1 != 0.0f ) |
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{ |
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pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1; |
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} |
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if( pLight->m_Attenuation2 != 0.0f ) |
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{ |
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pLight->m_Flags |= LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2; |
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} |
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pRenderContext->SetLight( i, desc[i] ); |
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} |
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for( ; i < nMaxLights; i++ ) |
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{ |
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LightDesc_t disableDesc; |
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disableDesc.m_Type = MATERIAL_LIGHT_DISABLE; |
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pRenderContext->SetLight( i, disableDesc ); |
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} |
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} |
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#endif // DMEMDLRENDERABLE_H
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