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