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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /hammer/render3dms.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'hammer/render3dms.cpp')
-rw-r--r--hammer/render3dms.cpp2950
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diff --git a/hammer/render3dms.cpp b/hammer/render3dms.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "stdafx.h"
+#include <math.h>
+#include <mmsystem.h>
+#include "Camera.h"
+#include "CullTreeNode.h"
+#include "MapDefs.h"
+#include "MapDoc.h"
+#include "MapEntity.h"
+#include "MapInstance.h"
+#include "MapWorld.h"
+#include "Render3DMS.h"
+#include "SSolid.h"
+#include "MapStudioModel.h"
+#include "Material.h"
+#include "materialsystem/imaterialsystem.h"
+#include "materialsystem/imesh.h"
+#include "TextureSystem.h"
+#include "ToolInterface.h"
+#include "StudioModel.h"
+#include "ibsplighting.h"
+#include "MapDisp.h"
+#include "ToolManager.h"
+#include "mapview.h"
+#include "hammer.h"
+#include "IStudioRender.h"
+#include <renderparm.h>
+#include "materialsystem/itexture.h"
+#include "maplightcone.h"
+#include "map_utils.h"
+#include "bitmap/float_bm.h"
+#include "lpreview_thread.h"
+#include "hammer.h"
+#include "mainfrm.h"
+#include "mathlib/halton.h"
+#include "Manifest.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include <tier0/memdbgon.h>
+
+
+#define NUM_MIPLEVELS 4
+
+#define CROSSHAIR_DIST_HORIZONTAL 5
+#define CROSSHAIR_DIST_VERTICAL 6
+
+#define TEXTURE_AXIS_LENGTH 10 // Texture axis length in world units
+
+
+// dvs: experiment!
+//extern int g_nClipPoints;
+//extern Vector g_ClipPoints[4];
+
+//
+// Debugging / diagnostic stuff.
+//
+static bool g_bDrawWireFrameSelection = true;
+static bool g_bShowStatistics = false;
+static bool g_bUseCullTree = true;
+static bool g_bRenderCullBoxes = false;
+
+int g_nBitmapGenerationCounter = 1;
+
+//-----------------------------------------------------------------------------
+// Purpose: Callback comparison function for sorting objects clicked on while
+// in selection mode.
+// Input : pHit1 - First hit to compare.
+// pHit2 - Second hit to compare.
+// Output : Sorts by increasing depth value. Returns -1, 0, or 1 per qsort spec.
+//-----------------------------------------------------------------------------
+static int _CompareHits(const void *pHit1, const void *pHit2)
+{
+ if (((HitInfo_t *)pHit1)->nDepth < ((HitInfo_t *)pHit2)->nDepth)
+ {
+ return(-1);
+ }
+
+ if (((HitInfo_t *)pHit1)->nDepth > ((HitInfo_t *)pHit2)->nDepth)
+ {
+ return(1);
+ }
+
+ return(0);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Callback comparison function for sorting objects clicked on while
+// in selection mode. The reverse sort is used for cards that return
+// depth values in reverse (larger numbers are closer to the camera).
+// Input : pHit1 - First hit to compare.
+// pHit2 - Second hit to compare.
+// Output : Sorts by decreasing depth value. Returns -1, 0, or 1 per qsort spec.
+//-----------------------------------------------------------------------------
+static int _CompareHitsReverse(const void *pHit1, const void *pHit2)
+{
+ if (((HitInfo_t *)pHit1)->nDepth > ((HitInfo_t *)pHit2)->nDepth)
+ {
+ return(-1);
+ }
+
+ if (((HitInfo_t *)pHit1)->nDepth < ((HitInfo_t *)pHit2)->nDepth)
+ {
+ return(1);
+ }
+
+ return(0);
+}
+
+static bool TranslucentObjectsLessFunc( TranslucentObjects_t const&a, TranslucentObjects_t const&b )
+{
+ return (a.depth < b.depth);
+}
+
+
+bool GetRequiredMaterial( const char *pName, IMaterial* &pMaterial )
+{
+ pMaterial = NULL;
+ IEditorTexture *pTex = g_Textures.FindActiveTexture( pName );
+ if ( pTex )
+ pMaterial = pTex->GetMaterial();
+
+ if ( pMaterial )
+ {
+ return true;
+ }
+ else
+ {
+ char str[512];
+ Q_snprintf( str, sizeof( str ), "Missing material '%s'. Go to Tools | Options | Game Configurations and verify that your game directory is correct.", pName );
+ MessageBox( NULL, str, "FATAL ERROR", MB_OK );
+ return false;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Calculates lighting for a given face.
+// Input : Normal - vector that is normal to the face being lit.
+// Output : Returns a number from [0.2, 1.0]
+//-----------------------------------------------------------------------------
+float CRender3D::LightPlane(Vector& Normal)
+{
+ static Vector Light( 1.0f, 2.0f, 3.0f );
+ static bool bFirst = true;
+
+ if (bFirst)
+ {
+ VectorNormalize(Light);
+ bFirst = false;
+ }
+
+ float fShade = 0.65f + (0.35f * DotProduct(Normal, Light));
+
+ return(fShade);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CRender3D::CRender3D(void) :
+ CRender()
+{
+ memset(&m_WinData, 0, sizeof(m_WinData));
+ m_WinData.bAllowSoft = true;
+
+ memset(m_FrustumPlanes, 0, sizeof(m_FrustumPlanes));
+
+ m_pDropCamera = new CCamera;
+ m_bDroppedCamera = false;
+ m_DeferRendering = false;
+ m_TranslucentSortRendering = false;
+
+ m_fFrameRate = 0;
+ m_nFramesThisSample = 0;
+ m_dwTimeLastSample = 0;
+ m_dwTimeLastFrame = 0;
+ m_fTimeElapsed = 0;
+
+ m_LastLPreviewCameraPos = Vector(1.0e22,1.0e22,1.0e22);
+ m_nLastLPreviewWidth = -1;
+ m_nLastLPreviewHeight = -1;
+
+ memset(&m_Pick, 0, sizeof(m_Pick));
+ m_Pick.bPicking = false;
+
+ memset(&m_RenderState, 0, sizeof(m_RenderState));
+
+ for (int i = 0; i < 2; ++i)
+ {
+ m_pVertexColor[i] = 0;
+ }
+ m_bLightingPreview = false;
+
+ m_TranslucentRenderObjects.SetLessFunc( TranslucentObjectsLessFunc );
+
+#ifdef _DEBUG
+ m_bRenderFrustum = false;
+ m_bRecomputeFrustumRenderGeometry = false;
+#endif
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CRender3D::~CRender3D(void)
+{
+ if (m_pDropCamera != NULL)
+ {
+ delete m_pDropCamera;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called before rendering an object that should be hit tested when
+// rendering in selection mode.
+// Input : pObject - Map atom pointer that will be returned from the ObjectsAt
+// routine if this rendered object is positively hit tested.
+//-----------------------------------------------------------------------------
+void CRender3D::BeginRenderHitTarget(CMapAtom *pObject, unsigned int uHandle)
+{
+ if ( m_Pick.bPicking == false )
+ {
+ return;
+ }
+
+ if ( ( m_Pick.m_nFlags & FLAG_OBJECTS_AT_RESOLVE_INSTANCES ) == 0 && m_bInstanceRendering && !GetInstanceClass()->IsEditable() )
+ {
+ pObject = m_CurrentInstanceState.m_pTopInstanceClass; // GetInstanceClass();
+ uHandle = 0;
+ }
+
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ pRenderContext->PushSelectionName((unsigned int)pObject);
+ pRenderContext->PushSelectionName(uHandle);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Called after rendering an object that should be hit tested when
+// rendering in selection mode.
+// Input : pObject - Map atom pointer that will be returned from the ObjectsAt
+// routine if this rendered object is positively hit tested.
+// Input : pObject -
+//-----------------------------------------------------------------------------
+void CRender3D::EndRenderHitTarget(void)
+{
+ if ( m_Pick.bPicking )
+ {
+ //
+ // Pop the name and the handle from the stack.
+ //
+
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ pRenderContext->PopSelectionName();
+ pRenderContext->PopSelectionName();
+
+ if ((pRenderContext->SelectionMode(true) != 0) && (m_Pick.nNumHits < MAX_PICK_HITS))
+ {
+ if (m_Pick.uSelectionBuffer[0] == 2)
+ {
+ m_Pick.Hits[m_Pick.nNumHits].pObject = (CMapClass *)m_Pick.uSelectionBuffer[3];
+ m_Pick.Hits[m_Pick.nNumHits].uData = m_Pick.uSelectionBuffer[4];
+ m_Pick.Hits[m_Pick.nNumHits].nDepth = m_Pick.uSelectionBuffer[1];
+ m_Pick.Hits[m_Pick.nNumHits].m_LocalMatrix = m_LocalMatrix.Head();
+ m_Pick.nNumHits++;
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output :
+//-----------------------------------------------------------------------------
+void CRender3D::AddTranslucentDeferredRendering( CMapPoint *pMapPoint )
+{
+ // object is translucent, render in 2nd batch
+ Vector direction = m_pView->GetViewAxis();
+ Vector center;
+ pMapPoint->GetOrigin(center);
+
+ TranslucentObjects_t entry;
+ if ( m_bInstanceRendering )
+ {
+ center += GetInstanceOrigin();
+ entry.m_InstanceState = m_CurrentInstanceState;
+ entry.m_bInstanceSelected = ( m_InstanceSelectionDepth != 0 );
+ }
+ else
+ {
+ entry.m_InstanceState.m_pInstanceClass = NULL;
+ }
+
+ entry.object = pMapPoint;
+ entry.depth = center.Dot( direction );
+
+ m_TranslucentRenderObjects.Insert(entry);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output :
+//-----------------------------------------------------------------------------
+float CRender3D::GetElapsedTime(void)
+{
+ return(m_fTimeElapsed);
+}
+
+
+//-----------------------------------------------------------------------------
+// Computes us some geometry to render the frustum planes
+//-----------------------------------------------------------------------------
+
+void CRender3D::ComputeFrustumRenderGeometry(CCamera *pCamera)
+{
+#ifdef _DEBUG
+ Vector viewPoint;
+ pCamera->GetViewPoint(viewPoint);
+
+ // Find lines along each of the plane intersections.
+ // We know these lines are perpendicular to both plane normals,
+ // so we can take the cross product to find them.
+ static int edgeIdx[4][2] =
+ {
+ { 0, 2 }, { 0, 3 }, { 1, 3 }, { 1, 2 }
+ };
+
+ int i;
+ Vector edges[4];
+ for ( i = 0; i < 4; ++i)
+ {
+ CrossProduct( m_FrustumPlanes[edgeIdx[i][0]].AsVector3D(),
+ m_FrustumPlanes[edgeIdx[i][1]].AsVector3D(), edges[i] );
+ VectorNormalize( edges[i] );
+ }
+
+ // Figure out four near points by intersection lines with the near plane
+ // Figure out four far points by intersection with lines against far plane
+ for (i = 0; i < 4; ++i)
+ {
+ float t = (m_FrustumPlanes[4][3] - DotProduct(m_FrustumPlanes[4].AsVector3D(), viewPoint)) /
+ DotProduct(m_FrustumPlanes[4].AsVector3D(), edges[i]);
+ VectorMA( viewPoint, t, edges[i], m_FrustumRenderPoint[i] );
+
+ /*
+ t = (m_FrustumPlanes[5][3] - DotProduct(m_FrustumPlanes[5], viewPoint)) /
+ DotProduct(m_FrustumPlanes[5], edges[i]);
+ VectorMA( viewPoint, t, edges[i], m_FrustumRenderPoint[i + 4] );
+ */
+ if (t < 0)
+ {
+ edges[i] *= -1;
+ }
+
+ VectorMA( m_FrustumRenderPoint[i], 200.0, edges[i], m_FrustumRenderPoint[i + 4] );
+ }
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// renders the frustum
+//-----------------------------------------------------------------------------
+
+void CRender3D::RenderFrustum( )
+{
+#ifdef _DEBUG
+ static int indices[] =
+ {
+ 0, 1, 1, 2, 2, 3, 3, 0, // near square
+ 4, 5, 5, 6, 6, 7, 7, 4, // far square
+ 0, 4, 1, 5, 2, 6, 3, 7 // connections between them
+ };
+
+ PushRenderMode( RENDER_MODE_WIREFRAME );
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ IMesh* pMesh = pRenderContext->GetDynamicMesh();
+
+ int numIndices = sizeof(indices) / sizeof(int);
+ CMeshBuilder meshBuilder3D;
+ meshBuilder3D.Begin( pMesh, MATERIAL_LINES, 8, numIndices );
+
+ for ( int i = 0; i < 8; ++i )
+ {
+ meshBuilder3D.Position3fv( m_FrustumRenderPoint[i].Base() );
+ meshBuilder3D.Color4ub( 255, 255, 255, 255 );
+ meshBuilder3D.AdvanceVertex();
+ }
+
+ for ( int i = 0; i < numIndices; ++i )
+ {
+ meshBuilder3D.Index( indices[i] );
+ meshBuilder3D.AdvanceIndex();
+ }
+
+ meshBuilder3D.End();
+ pMesh->Draw();
+
+ PopRenderMode();
+#endif
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns the 3D grid spacing, in world units.
+//-----------------------------------------------------------------------------
+float CRender3D::GetGridDistance(void)
+{
+ return(m_RenderState.fGridDistance);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns the 3D grid spacing, in world units.
+//-----------------------------------------------------------------------------
+float CRender3D::GetGridSize(void)
+{
+ return(m_RenderState.fGridSpacing);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : hwnd -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CRender3D::SetView( CMapView *pView )
+{
+ if ( !CRender::SetView( pView ) )
+ return false;
+
+ HWND hwnd = pView->GetViewWnd()->GetSafeHwnd();
+ CMapDoc *pDoc = pView->GetMapDoc();
+
+ Assert(hwnd != NULL);
+ Assert(pDoc != NULL);
+ Assert(pDoc->GetMapWorld() != NULL);
+
+ if (!MaterialSystemInterface()->AddView( hwnd ))
+ {
+ return false;
+ }
+
+ MaterialSystemInterface()->SetView( hwnd );
+
+ m_WinData.hWnd = hwnd;
+
+ if ((m_WinData.hDC = GetDCEx(m_WinData.hWnd, NULL, DCX_CACHE | DCX_CLIPSIBLINGS)) == NULL)
+ {
+ ChangeDisplaySettings(NULL, 0);
+ MessageBox(NULL, "GetDC on main window failed", "FATAL ERROR", MB_OK);
+ return(false);
+ }
+
+ // Preload all our stuff (textures, etc) for rendering.
+ Preload( pDoc->GetMapWorld() );
+
+ // Store off the three materials we use most often...
+ if ( !GetRequiredMaterial( "editor/vertexcolor", m_pVertexColor[0] ) )
+ {
+ return false;
+ }
+
+ m_pVertexColor[1] = m_pVertexColor[0];
+
+ return(true);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Determines the visibility of the given axis-aligned bounding box.
+// Input : pBox - Bounding box to evaluate.
+// Output : VIS_TOTAL if the box is entirely within the view frustum.
+// VIS_PARTIAL if the box is partially within the view frustum.
+// VIS_NONE if the box is entirely outside the view frustum.
+//-----------------------------------------------------------------------------
+Visibility_t CRender3D::IsBoxVisible(Vector const &BoxMins, Vector const &BoxMaxs)
+{
+ Vector NearVertex;
+ Vector FarVertex;
+
+ //
+ // Build the near and far vertices based on the octant of the plane normal.
+ //
+ int nInPlanes = 0;
+ for ( int i = 0; i < 6; i++ )
+ {
+ if (m_FrustumPlanes[i][0] > 0)
+ {
+ NearVertex[0] = BoxMins[0];
+ FarVertex[0] = BoxMaxs[0];
+ }
+ else
+ {
+ NearVertex[0] = BoxMaxs[0];
+ FarVertex[0] = BoxMins[0];
+ }
+
+ if (m_FrustumPlanes[i][1] > 0)
+ {
+ NearVertex[1] = BoxMins[1];
+ FarVertex[1] = BoxMaxs[1];
+ }
+ else
+ {
+ NearVertex[1] = BoxMaxs[1];
+ FarVertex[1] = BoxMins[1];
+ }
+
+ if (m_FrustumPlanes[i][2] > 0)
+ {
+ NearVertex[2] = BoxMins[2];
+ FarVertex[2] = BoxMaxs[2];
+ }
+ else
+ {
+ NearVertex[2] = BoxMaxs[2];
+ FarVertex[2] = BoxMins[2];
+ }
+
+ if (DotProduct(m_FrustumPlanes[i].AsVector3D(), NearVertex) >= m_FrustumPlanes[i][3])
+ {
+ return(VIS_NONE);
+ }
+
+ if (DotProduct(m_FrustumPlanes[i].AsVector3D(), FarVertex) < m_FrustumPlanes[i][3])
+ {
+ nInPlanes++;
+ }
+ }
+
+ if (nInPlanes == 6)
+ {
+ return(VIS_TOTAL);
+ }
+
+ return(VIS_PARTIAL);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : eRenderState -
+// Output : Returns true if the render state is enabled, false if it is disabled.
+//-----------------------------------------------------------------------------
+bool CRender3D::IsEnabled(RenderState_t eRenderState)
+{
+ switch (eRenderState)
+ {
+ case RENDER_CENTER_CROSSHAIR:
+ {
+ return(m_RenderState.bCenterCrosshair);
+ }
+
+ case RENDER_GRID:
+ {
+ return(m_RenderState.bDrawGrid);
+ }
+
+ case RENDER_REVERSE_SELECTION:
+ {
+ return(m_RenderState.bReverseSelection);
+ }
+ }
+
+ return(false);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Determines whether we are rendering for for selection or not.
+// Output : Returns true if we are rendering for selection, false if rendering normally.
+//-----------------------------------------------------------------------------
+bool CRender3D::IsPicking(void)
+{
+ return(m_Pick.bPicking);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns the map objects within the rectangle whose upper left corner
+// is at the client coordinates (x, y) and whose width and height are
+// fWidth and fHeight.
+// Input : x - Leftmost point in the rectangle, in client coordinates.
+// y - Topmost point in the rectangle, in client coordinates.
+// fWidth - Width of rectangle, in client coordinates.
+// fHeight - Height of rectangle, in client coordinates.
+// pObjects - Pointer to buffer to receive objects intersecting the rectangle.
+// nMaxObjects - Maximum number of object pointers to place in the buffer.
+// Output : Returns the number of object pointers placed in the buffer pointed to
+// by 'pObjects'.
+//-----------------------------------------------------------------------------
+int CRender3D::ObjectsAt( float x, float y, float fWidth, float fHeight, HitInfo_t *pObjects, int nMaxObjects, unsigned int nFlags )
+{
+ int width, height;
+
+ GetCamera()->GetViewPort(width,height);
+
+ m_Pick.fX = x;
+ m_Pick.fY = height - (y + 1);
+ m_Pick.fWidth = fWidth;
+ m_Pick.fHeight = fHeight;
+ m_Pick.pHitsDest = pObjects;
+ m_Pick.nMaxHits = min(nMaxObjects, MAX_PICK_HITS);
+ m_Pick.nNumHits = 0;
+
+ if (!m_RenderState.bReverseSelection)
+ {
+ m_Pick.uLastZ = 0xFFFFFFFF;
+ }
+ else
+ {
+ m_Pick.uLastZ = 0;
+ }
+
+ m_Pick.m_nFlags = nFlags;
+ m_Pick.bPicking = true;
+
+ EditorRenderMode_t eOldMode = GetDefaultRenderMode();
+ SetDefaultRenderMode( RENDER_MODE_TEXTURED );
+
+ bool bOldLightPreview = IsInLightingPreview();
+ SetInLightingPreview( false );
+
+ Render();
+
+ SetDefaultRenderMode( eOldMode );
+ SetInLightingPreview( bOldLightPreview );
+
+ m_Pick.bPicking = false;
+
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ pRenderContext->SelectionMode(false);
+
+ return(m_Pick.nNumHits);
+}
+
+static ITexture *SetRenderTargetNamed(int nWhichTarget, char const *pRtName)
+{
+ CMatRenderContextPtr pRenderContext( materials );
+ ITexture *dest_rt=materials->FindTexture(pRtName, TEXTURE_GROUP_RENDER_TARGET );
+ pRenderContext->SetRenderTargetEx(nWhichTarget,dest_rt);
+ return dest_rt;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRender3D::StartRenderFrame(void)
+{
+ CRender::StartRenderFrame();
+
+ CCamera *pCamera = GetCamera();
+
+ //
+ // Determine the elapsed time since the last frame was rendered.
+ //
+ DWORD dwTimeNow = timeGetTime();
+ if (m_dwTimeLastFrame == 0)
+ {
+ m_dwTimeLastFrame = dwTimeNow;
+ }
+ DWORD dwTimeElapsed = dwTimeNow - m_dwTimeLastFrame;
+ m_fTimeElapsed = (float)dwTimeElapsed / 1000.0;
+ m_dwTimeLastFrame = dwTimeNow;
+
+ //
+ // Animate the models based on elapsed time.
+ //
+ CMapStudioModel::AdvanceAnimation( GetElapsedTime() );
+
+ // We're drawing to this view now
+ MaterialSystemInterface()->SetView( m_WinData.hWnd );
+
+ // view materialsystem viewport
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ int width, height;
+ pCamera->GetViewPort( width, height );
+ if (
+ (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW2) ||
+ (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED)
+ )
+ {
+ AllocateLightingPreviewtextures();
+
+ ITexture *first_rt=SetRenderTargetNamed(0,"_rt_albedo");
+ SetRenderTargetNamed(1,"_rt_normal");
+ SetRenderTargetNamed(2,"_rt_position");
+ SetRenderTargetNamed(3,"_rt_flags");
+ int nTargetWidth = min( width, first_rt->GetActualWidth() );
+ int nTargetHeight = min( height, first_rt->GetActualHeight() );
+ pRenderContext->
+ Viewport(0, 0, nTargetWidth, nTargetHeight );
+ pRenderContext->ClearColor3ub(0,1,0);
+ pRenderContext->ClearBuffers( true, true );
+ }
+ else
+ pRenderContext->Viewport(0, 0, width, height);
+
+ //
+ // Setup the camera position, orientation, and FOV.
+ //
+ //
+ // Set up our perspective transformation.
+ //
+
+ // if picking, setup extra perspective matrix
+ if ( m_Pick.bPicking )
+ {
+ pRenderContext->MatrixMode(MATERIAL_PROJECTION);
+ pRenderContext->LoadIdentity();
+
+ pRenderContext->PickMatrix(m_Pick.fX, m_Pick.fY, m_Pick.fWidth, m_Pick.fHeight);
+ pRenderContext->SelectionBuffer(m_Pick.uSelectionBuffer, sizeof(m_Pick.uSelectionBuffer));
+ pRenderContext->SelectionMode(true);
+ pRenderContext->ClearSelectionNames();
+
+ float aspect = (float)width / (float)height;
+
+ pRenderContext->PerspectiveX( pCamera->GetFOV(),
+ aspect, pCamera->GetNearClip(), pCamera->GetFarClip() );
+ }
+ else
+ {
+ //
+ // Clear the frame buffer and Z buffer.
+ //
+ pRenderContext->ClearColor3ub( 0,0,0 );
+ pRenderContext->ClearBuffers( true, true, true );
+ }
+
+ //
+ // Build the frustum planes for view volume culling.
+ //
+ CCamera *pTempCamera = NULL;
+
+ if (m_bDroppedCamera)
+ {
+ pTempCamera = pCamera;
+ pCamera = m_pDropCamera;
+ }
+
+ pCamera->GetFrustumPlanes( m_FrustumPlanes);
+
+ // For debugging frustum planes
+#ifdef _DEBUG
+ if (m_bRecomputeFrustumRenderGeometry)
+ {
+ ComputeFrustumRenderGeometry( pCamera );
+ m_bRecomputeFrustumRenderGeometry = false;
+ }
+#endif
+
+ if (m_bDroppedCamera)
+ {
+ pCamera = pTempCamera;
+ }
+
+ //
+ // Cache per-frame information from the doc.
+ //
+ m_RenderState.fGridSpacing = m_pView->GetMapDoc()->GetGridSpacing();
+ m_RenderState.fGridDistance = m_RenderState.fGridSpacing * 10;
+ if (m_RenderState.fGridDistance > 2048)
+ {
+ m_RenderState.fGridDistance = 2048;
+ }
+ else if (m_RenderState.fGridDistance < 64)
+ {
+ m_RenderState.fGridDistance = 64;
+ }
+
+ // We do bizarro reverse culling in WC
+ pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
+
+ Assert( m_TranslucentRenderObjects.Count() == 0 );
+}
+
+
+static void SetNamedMaterialVar(IMaterial *pMat, char const *pVName, float fValue)
+{
+ IMaterialVar *pVar = pMat->FindVar( pVName, NULL );
+ pVar->SetFloatValue( fValue );
+}
+
+class CLightPreview_Light
+{
+public:
+ LightDesc_t m_Light;
+ float m_flDistanceToEye;
+};
+
+bool CompareLightPreview_Lights(CLightPreview_Light const &a, CLightPreview_Light const &b)
+{
+ return (a.m_flDistanceToEye > b.m_flDistanceToEye);
+}
+
+#define MAX_PREVIEW_LIGHTS 10 // max # of lights to process.
+
+
+void CRender3D::SendShadowTriangles( void )
+{
+ static int LastSendTimeStamp=-1;
+ if ( GetUpdateCounter( EVTYPE_FACE_CHANGED ) != LastSendTimeStamp )
+ {
+ LastSendTimeStamp = GetUpdateCounter( EVTYPE_FACE_CHANGED );
+ CUtlVector<Vector> *tri_list=new CUtlVector<Vector>;
+ CMapDoc *pDoc = m_pView->GetMapDoc();
+ CMapWorld *pWorld = pDoc->GetMapWorld();
+
+ if ( !pWorld )
+ return;
+
+ if (g_pLPreviewOutputBitmap)
+ delete g_pLPreviewOutputBitmap;
+ g_pLPreviewOutputBitmap = NULL;
+ EnumChildrenPos_t pos;
+ CMapClass *pChild = pWorld->GetFirstDescendent( pos );
+ while ( pChild )
+ {
+ if (pChild->IsVisible())
+ pChild->AddShadowingTriangles( *tri_list );
+ pChild = pWorld->GetNextDescendent( pos );
+ }
+ if ( tri_list->Count() )
+ {
+ MessageToLPreview msg( LPREVIEW_MSG_GEOM_DATA );
+ msg.m_pShadowTriangleList = tri_list;
+ g_HammerToLPreviewMsgQueue.QueueMessage( msg );
+ }
+ else
+ delete tri_list;
+ }
+
+}
+
+
+static bool LightForString( char const *pLight, Vector& intensity )
+{
+ double r, g, b, scaler;
+
+ VectorFill( intensity, 0 );
+
+ // scanf into doubles, then assign, so it is vec_t size independent
+ r = g = b = scaler = 0;
+ double r_hdr,g_hdr,b_hdr,scaler_hdr;
+ int argCnt = sscanf ( pLight, "%lf %lf %lf %lf %lf %lf %lf %lf",
+ &r, &g, &b, &scaler, &r_hdr,&g_hdr,&b_hdr,&scaler_hdr );
+
+ // This is a special case for HDR lights. If we have a vector of [-1, -1, -1, 1], then we
+ // need to fall back to the non-HDR lighting since the HDR lighting hasn't been defined
+ // for this light source.
+ if( ( argCnt == 3 && r == -1.0f && g == -1.0f && b == -1.0f ) ||
+ ( argCnt == 4 && r == -1.0f && g == -1.0f && b == -1.0f && scaler == 1.0f ) )
+ {
+ intensity.Init( -1.0f, -1.0f, -1.0f );
+ return true;
+ }
+
+ if (argCnt==8) // 2 4-tuples
+ {
+ if (g_bHDR)
+ {
+ r=r_hdr;
+ g=g_hdr;
+ b=b_hdr;
+ scaler=scaler_hdr;
+ }
+ argCnt=4;
+ }
+
+ intensity[0] = pow( r / 255.0, 2.2 ) * 255; // convert to linear
+
+ switch( argCnt)
+ {
+ case 1:
+ // The R,G,B values are all equal.
+ intensity[1] = intensity[2] = intensity[0];
+ break;
+
+ case 3:
+ case 4:
+ // Save the other two G,B values.
+ intensity[1] = pow( g / 255.0, 2.2 ) * 255;
+ intensity[2] = pow( b / 255.0, 2.2 ) * 255;
+
+ // Did we also get an "intensity" scaler value too?
+ if ( argCnt == 4 )
+ {
+ // Scale the normalized 0-255 R,G,B values by the intensity scaler
+ VectorScale( intensity, scaler / 255.0, intensity );
+ }
+ break;
+
+ default:
+ printf("unknown light specifier type - %s\n",pLight);
+ return false;
+ }
+ // change light to 0..1
+ intensity *= (1.0/255);
+ return true;
+}
+
+// ugly code copied from vrad and munged. Should move into a lib
+static bool LightForKey (CMapEntity *ent, char *key, Vector& intensity )
+{
+ char const *pLight = ent->GetKeyValue( key );
+
+ return LightForString( pLight, intensity );
+}
+
+static void GetVectorForKey( CMapEntity *e, char const *kname, Vector *out )
+{
+ Vector ret(-1,-1,-1);
+ char const *pk = e->GetKeyValue( kname );
+ if ( pk )
+ {
+ sscanf( pk, "%f %f %f", &(ret.x), &(ret.y), &(ret.z) );
+ }
+ *out=ret;
+}
+static float GetFloatForKey( CMapEntity *e, char const *kname)
+{
+ char const *pk = e->GetKeyValue( kname );
+ if ( pk )
+ return atof( pk );
+ else
+ return 0.0;
+}
+
+static void SetLightFalloffParams( CMapEntity *e, CLightingPreviewLightDescription &l)
+{
+ float d50=GetFloatForKey(e,"_fifty_percent_distance");
+ if (d50)
+ {
+ float d0=GetFloatForKey(e,"_zero_percent_distance");
+ l.SetupNewStyleAttenuation( d50, d0 );
+ }
+ else
+ {
+ float c = GetFloatForKey (e, "_constant_attn");
+ float b = GetFloatForKey (e, "_linear_attn");
+ float a = GetFloatForKey (e, "_quadratic_attn");
+
+ l.SetupOldStyleAttenuation( a, b, c );
+ }
+}
+
+static bool ParseLightAmbient( CMapEntity *e, CLightingPreviewLightDescription &out )
+{
+ if( LightForKey( e, "_ambient", out.m_Color ) == 0 )
+ return false;
+ return true;
+
+}
+
+static bool ParseLightGeneric( CMapEntity *e, CLightingPreviewLightDescription &out )
+{
+ // returns false if it doesn't like the light
+
+ // get intensity
+ if( g_bHDR )
+ {
+ if( LightForKey( e, "_lightHDR", out.m_Color ) == 0 ||
+ ( out.m_Color.x == -1.0f &&
+ out.m_Color.y == -1.0f &&
+ out.m_Color.z == -1.0f ) )
+ {
+ LightForKey( e, "_light", out.m_Color );
+ }
+ }
+ else
+ {
+ LightForKey( e, "_light", out.m_Color );
+ }
+
+ // handle spot falloffs
+ if ( out.m_Type == MATERIAL_LIGHT_SPOT )
+ {
+ out.m_Theta=GetFloatForKey(e, "_inner_cone");
+ out.m_Theta *= (M_PI/180.0);
+ out.m_Phi=GetFloatForKey(e,"_cone");
+ out.m_Phi *= (M_PI/180.0);
+ out.m_Falloff=GetFloatForKey(e,"_exponent");
+ }
+
+
+ // check angle, targets
+#if 0 // !!bug!!
+ target = e->m_KeyValues.GetValue( "target");
+ if (target[0])
+ { // point towards target
+ entity_t *e2;
+ char *target;
+ e2 = FindTargetEntity (target);
+ if (!e2)
+ Warning("WARNING: light at (%i %i %i) has missing target\n",
+ (int)dl->light.origin[0], (int)dl->light.origin[1], (int)dl->light.origin[2]);
+ else
+ {
+ Vector dest;
+ GetVectorForKey (e2, "origin", &dest);
+ VectorSubtract (dest, dl->light.origin, dl->light.normal);
+ VectorNormalize (dl->light.normal);
+ }
+ }
+ else
+#endif
+ {
+ // point down angle
+ Vector angles;
+ GetVectorForKey( e, "angles", &angles );
+ float pitch = GetFloatForKey( e,"pitch");
+ float angle = GetFloatForKey( e,"angle" );
+ SetupLightNormalFromProps( QAngle( angles.x, angles.y, angles.z ), angle, pitch,
+ out.m_Direction );
+ }
+ if ( out.m_Type == MATERIAL_LIGHT_DIRECTIONAL )
+ {
+ out.m_Range = 0;
+ out.m_Attenuation2 = out.m_Attenuation1 = out.m_Attenuation0 = 0;
+ out.m_Direction *= -1;
+ }
+ else
+ SetLightFalloffParams( e, out );
+ return true;
+}
+
+// when there are multiple lighting environments, we are supposed to ignore but the first
+static bool s_bAddedLightEnvironmentAlready;
+
+
+static void AddEntityLightToLightList(
+ CMapEntity *e,
+ CUtlVector<CLightingPreviewLightDescription> &listout )
+{
+ char const *pszClassName=e->GetClassName();
+ if (pszClassName)
+ {
+ CLightingPreviewLightDescription new_l;
+ new_l.Init( e->m_nObjectID );
+ e->GetOrigin( new_l.m_Position );
+ new_l.m_Range = 0;
+
+ if ( (! s_bAddedLightEnvironmentAlready ) &&
+ (! stricmp( pszClassName, "light_environment" ) ))
+ {
+ // lets add the sun to the list!
+ new_l.m_Type = MATERIAL_LIGHT_DIRECTIONAL;
+ if ( ParseLightGeneric(e,new_l) )
+ {
+ new_l.m_Position = new_l.m_Direction * 100000;
+ new_l.RecalculateDerivedValues();
+ listout.AddToTail( new_l );
+ s_bAddedLightEnvironmentAlready = true;
+ }
+ // now, add the ambient sphere. We will approximate as "N" directional lights
+ if ( ParseLightAmbient( e, new_l ) )
+ {
+ DirectionalSampler_t sampler;
+ Vector color = new_l.m_Color;
+ for( int i = 0; i < 160; i++)
+ {
+ new_l.Init( 0x80000000 | i ); // special id for ambient
+ new_l.m_Type = MATERIAL_LIGHT_DIRECTIONAL;
+ Vector dir = sampler.NextValue();
+ new_l.m_Direction = dir;
+ new_l.m_Position = new_l.m_Direction * 100000;
+ new_l.m_Color = color * ( 1.0 / 160.0 );
+ new_l.RecalculateDerivedValues();
+ listout.AddToTail( new_l );
+ }
+ }
+ }
+ else if ( (! stricmp( pszClassName, "light" ) ))
+ {
+ // add point light to list
+ new_l.m_Type = MATERIAL_LIGHT_POINT;
+ if ( ParseLightGeneric(e,new_l) )
+ {
+ new_l.RecalculateDerivedValues();
+ listout.AddToTail( new_l );
+ }
+ }
+ else if ( (! stricmp( pszClassName, "light_spot" ) ))
+ {
+ // add point light to list
+ new_l.m_Type = MATERIAL_LIGHT_SPOT;
+ if ( ParseLightGeneric(e,new_l) )
+ {
+ new_l.RecalculateDerivedValues();
+ listout.AddToTail( new_l );
+ }
+ }
+
+ }
+}
+
+
+void CRender3D::BuildLightList( CUtlVector<CLightingPreviewLightDescription> *pList ) const
+{
+ CMapDoc *pDoc = m_pView->GetMapDoc();
+ CMapWorld *pWorld = pDoc->GetMapWorld();
+
+ if ( !pWorld )
+ return;
+
+ EnumChildrenPos_t pos;
+ CMapClass *pChild = pWorld->GetFirstDescendent( pos );
+ while ( pChild )
+ {
+ CMapEntity *pLightEntity=dynamic_cast<CMapEntity*>( pChild );
+ if (pLightEntity && (pLightEntity->m_EntityTypeFlags & ENTITY_FLAG_IS_LIGHT ) &&
+ (pLightEntity->IsVisible()) )
+ AddEntityLightToLightList( pLightEntity, *pList );
+ pChild = pWorld->GetNextDescendent( pos );
+ }
+}
+
+void CRender3D::SendLightList( void )
+{
+ // send light list to lighting preview thread in priority order
+
+ static int LastSendTimeStamp=-1;
+ s_bAddedLightEnvironmentAlready = false;
+ if ( GetUpdateCounter( EVTYPE_LIGHTING_CHANGED ) != LastSendTimeStamp )
+ {
+ LastSendTimeStamp = GetUpdateCounter( EVTYPE_LIGHTING_CHANGED );
+ if (g_pLPreviewOutputBitmap)
+ delete g_pLPreviewOutputBitmap;
+ g_pLPreviewOutputBitmap = NULL;
+ // now, get list of lights
+ CUtlVector<CLightingPreviewLightDescription> *pList=new CUtlVector<CLightingPreviewLightDescription>;
+ BuildLightList( pList );
+ MessageToLPreview Msg( LPREVIEW_MSG_LIGHT_DATA );
+ Msg.m_pLightList = pList; // thread deletes
+ CCamera *pCamera = GetCamera();
+ pCamera->GetViewPoint( Msg.m_EyePosition );
+
+ g_HammerToLPreviewMsgQueue.QueueMessage( Msg );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRender3D::EndRenderFrame(void)
+{
+ CRender::EndRenderFrame();
+
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ if (m_Pick.bPicking)
+ {
+ pRenderContext->Flush();
+
+ //
+ // Some OpenGL drivers, such as the ATI Rage Fury Max, return selection buffer Z values
+ // in reverse order. For these cards, we must reverse the selection order.
+ //
+ if (m_Pick.nNumHits > 1)
+ {
+ if (!m_RenderState.bReverseSelection)
+ {
+ qsort(m_Pick.Hits, m_Pick.nNumHits, sizeof(m_Pick.Hits[0]), _CompareHits);
+ }
+ else
+ {
+ qsort(m_Pick.Hits, m_Pick.nNumHits, sizeof(m_Pick.Hits[0]), _CompareHitsReverse);
+ }
+ }
+
+ //
+ // Copy the requested number of nearest hits into the destination buffer.
+ //
+ int nHitsToCopy = min(m_Pick.nNumHits, m_Pick.nMaxHits);
+ if (nHitsToCopy != 0)
+ {
+ memcpy(m_Pick.pHitsDest, m_Pick.Hits, sizeof(m_Pick.Hits[0]) * nHitsToCopy);
+ }
+ }
+
+ //
+ // Copy the GL buffer contents to our window's device context unless we're in pick mode.
+ //
+ if (!m_Pick.bPicking)
+ {
+ if (
+ (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW2) ||
+ (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED)
+ )
+ {
+ pRenderContext->Flush();
+ pRenderContext->SetRenderTarget( NULL );
+ pRenderContext->SetRenderTargetEx( 1,NULL );
+ pRenderContext->SetRenderTargetEx( 2,NULL );
+ pRenderContext->SetRenderTargetEx( 3,NULL );
+
+
+ ITexture *pRT = SetRenderTargetNamed(0,"_rt_accbuf_0");
+ pRenderContext->ClearColor3ub(0,0,0);
+ pRenderContext->ClearBuffers( true, true );
+
+ CCamera *pCamera = GetCamera();
+ int width, height;
+ pCamera->GetViewPort( width, height );
+
+ int nTargetWidth = min( width, pRT->GetActualWidth() );
+ int nTargetHeight = min( height, pRT->GetActualHeight() );
+
+ bool view_changed = false;
+
+ Vector new_vp;
+ pCamera->GetViewPoint( new_vp );
+
+ if ( (pCamera->GetYaw() != m_fLastLPreviewAngles[0] ) ||
+ (pCamera->GetPitch() != m_fLastLPreviewAngles[1] ) ||
+ (pCamera->GetRoll() != m_fLastLPreviewAngles[2] ) ||
+ (m_nLastLPreviewHeight != height ) ||
+ (m_nLastLPreviewWidth != width ) ||
+ ( new_vp != m_LastLPreviewCameraPos ) ||
+ (pCamera->GetZoom() != m_fLastLPreviewZoom ) )
+ view_changed = true;
+ if (m_pView->m_bUpdateView && (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED))
+ {
+
+ static bool did_dump=false;
+ static float Last_SendTime=0;
+ // now, lets create floatbms with the deferred rendering data, so we can pass it to the lpreview thread
+ float newtime=Plat_FloatTime();
+ if (( n_gbufs_queued < 1 ) && ( newtime-Last_SendTime > 1.0) )
+ {
+ SendShadowTriangles();
+ SendLightList(); // send light list to render thread
+ if ( view_changed )
+ {
+ m_fLastLPreviewAngles[0] = pCamera->GetYaw();
+ m_fLastLPreviewAngles[1] = pCamera->GetPitch();
+ m_fLastLPreviewAngles[2] = pCamera->GetRoll();
+ m_LastLPreviewCameraPos = new_vp;
+ m_fLastLPreviewZoom = pCamera->GetZoom();
+ m_nLastLPreviewHeight = height;
+ m_nLastLPreviewWidth = width;
+
+
+ g_nBitmapGenerationCounter++;
+ Last_SendTime=newtime;
+ if (g_pLPreviewOutputBitmap)
+ delete g_pLPreviewOutputBitmap;
+ g_pLPreviewOutputBitmap = NULL;
+ static char const *rts_to_transmit[]={"_rt_albedo","_rt_normal","_rt_position",
+ "_rt_flags" };
+ MessageToLPreview Msg(LPREVIEW_MSG_G_BUFFERS);
+ for(int i=0; i < NELEMS( rts_to_transmit ); i++)
+ {
+ SetRenderTargetNamed(0,rts_to_transmit[i]);
+ FloatBitMap_t *fbm = new FloatBitMap_t( nTargetWidth, nTargetHeight );
+ Msg.m_pDefferedRenderingBMs[i]=fbm;
+ pRenderContext->ReadPixels(0, 0, nTargetWidth, nTargetHeight, (uint8 *) &(fbm->Pixel(0,0,0)),
+ IMAGE_FORMAT_RGBA32323232F);
+ if ( (i==0) && (! did_dump) )
+ {
+ fbm->WriteTGAFile("albedo.tga");
+ }
+ if ( (i==1) && (! did_dump) )
+ {
+ fbm->WriteTGAFile("normal.tga");
+ }
+ }
+ pRenderContext->SetRenderTarget( NULL );
+ did_dump = true;
+ n_gbufs_queued++;
+ pCamera->GetViewPoint( Msg.m_EyePosition );
+ Msg.m_nBitmapGenerationCounter=g_nBitmapGenerationCounter;
+ g_HammerToLPreviewMsgQueue.QueueMessage( Msg );
+ }
+ }
+ }
+
+ // only update non-ray traced lpreview if we have no ray traced one or if the scene has changed
+ if (m_pView->m_bUpdateView || (m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) ||
+ (! g_pLPreviewOutputBitmap) )
+ {
+ SetRenderTargetNamed(0,"_rt_accbuf_0");
+ pRenderContext->ClearColor3ub(0,0,0);
+ MaterialSystemInterface()->ClearBuffers( true, true );
+
+
+ pRenderContext->Viewport(0, 0, nTargetWidth, nTargetHeight );
+ pRenderContext->ClearColor3ub(0,0,0);
+ pRenderContext->ClearBuffers( true, true );
+ // now, copy albedo to screen
+ ITexture *dest_rt=materials->FindTexture("_rt_albedo", TEXTURE_GROUP_RENDER_TARGET );
+ int xl,yl,dest_width,dest_height;
+ pRenderContext->GetViewport( xl,yl,dest_width,dest_height);
+
+ CMapDoc *pDoc = m_pView->GetMapDoc();
+ CMapWorld *pWorld = pDoc->GetMapWorld();
+
+ if ( !pWorld )
+ return;
+
+ // now, get list of lights
+ CUtlVector<CLightingPreviewLightDescription> lightList;
+ BuildLightList( &lightList );
+
+ CUtlPriorityQueue<CLightPreview_Light> light_queue( 0, 0, CompareLightPreview_Lights);
+
+ Vector eye_pnt;
+ pCamera->GetViewPoint(eye_pnt);
+ // now, add lights in priority order
+ for( int i = 0; i < lightList.Count(); i++ )
+ {
+ LightDesc_t *pLight = &lightList[i];
+ if (
+ ( pLight->m_Type == MATERIAL_LIGHT_SPOT ) ||
+ ( pLight->m_Type == MATERIAL_LIGHT_POINT ) )
+ {
+ Vector lpnt;
+ CLightPreview_Light tmplight;
+ tmplight.m_Light = *pLight;
+ tmplight.m_flDistanceToEye = pLight->m_Position.DistTo( eye_pnt );
+ light_queue.Insert(tmplight);
+ }
+ }
+ if ( light_queue.Count() == 0 )
+ {
+ // no lights for gpu preview? lets add a fake one
+ CLightPreview_Light tmplight;
+ tmplight.m_Light.m_Type = MATERIAL_LIGHT_POINT;
+ tmplight.m_Light.m_Color = Vector( 10, 10, 10 );
+ tmplight.m_Light.m_Position = Vector( 0, 0, 30000 );
+ tmplight.m_Light.m_Range = 1.0e20;
+ tmplight.m_Light.m_Attenuation0 = 1.0;
+ tmplight.m_Light.m_Attenuation1 = 0.0;
+ tmplight.m_Light.m_Attenuation2 = 0.0;
+ tmplight.m_flDistanceToEye = 1;
+ light_queue.Insert(tmplight);
+ }
+ // because of no blend support on ati, we have to ping pong. This needs an nvidia-specifc
+ // path for perf
+ IMaterial *add_0_to_1=materials->FindMaterial("editor/addlight0",
+ TEXTURE_GROUP_OTHER,true);
+ IMaterial *add_1_to_0=materials->FindMaterial("editor/addlight1",
+ TEXTURE_GROUP_OTHER,true);
+
+ IMaterial *sample_last=materials->FindMaterial("editor/sample_result_0",
+ TEXTURE_GROUP_OTHER,true);
+ IMaterial *sample_other=materials->FindMaterial("editor/sample_result_1",
+ TEXTURE_GROUP_OTHER,true);
+
+ ITexture *dest_rt_current=materials->FindTexture("_rt_accbuf_1", TEXTURE_GROUP_RENDER_TARGET );
+ ITexture *dest_rt_other=materials->FindTexture("_rt_accbuf_0", TEXTURE_GROUP_RENDER_TARGET );
+ pRenderContext->SetRenderTarget(dest_rt_other);
+ pRenderContext->ClearColor3ub(0,0,0);
+ pRenderContext->ClearBuffers( true, true );
+ int nlights=min(MAX_PREVIEW_LIGHTS,light_queue.Count());
+ for(int i=0;i<nlights;i++)
+ {
+ IMaterial *src_mat=add_0_to_1;
+ LightDesc_t light = light_queue.ElementAtHead().m_Light;
+ light.RecalculateDerivedValues();
+ light_queue.RemoveAtHead();
+ Vector lpnt = light.m_Position;
+ SetNamedMaterialVar(src_mat,"$C0_X", lpnt.x);
+ SetNamedMaterialVar(src_mat,"$C0_Y", lpnt.y );
+ SetNamedMaterialVar(src_mat,"$C0_Z", lpnt.z );
+ // now, get the facing direction.
+ Vector spot_dir = light.m_Direction;
+ SetNamedMaterialVar(src_mat,"$C1_X", spot_dir.x );
+ SetNamedMaterialVar(src_mat,"$C1_Y", spot_dir.y );
+ SetNamedMaterialVar(src_mat,"$C1_Z", spot_dir.z );
+
+ // now, handle cone angle
+ if ( light.m_Type == MATERIAL_LIGHT_POINT )
+ {
+ // model point as a spot with infinite inner radius
+ SetNamedMaterialVar(src_mat, "$C0_W", 0.5 );
+ SetNamedMaterialVar(src_mat, "$C1_W", 1.0e10 );
+ }
+ else
+ {
+ SetNamedMaterialVar(src_mat, "$C0_W", light.m_ThetaDot );
+ SetNamedMaterialVar(src_mat, "$C1_W", light.m_PhiDot );
+ }
+
+ SetNamedMaterialVar( src_mat, "$C2_X", light.m_Attenuation2 );
+ SetNamedMaterialVar( src_mat, "$C2_Y", light.m_Attenuation1 );
+ SetNamedMaterialVar( src_mat, "$C2_Z", light.m_Attenuation0 );
+ SetNamedMaterialVar( src_mat, "$C2_W", 1.0 );
+
+ Vector color_intens = light.m_Color;
+ SetNamedMaterialVar(src_mat, "$C3_X", color_intens.x);
+ SetNamedMaterialVar(src_mat, "$C3_Y", color_intens.y);
+ SetNamedMaterialVar(src_mat, "$C3_Z", color_intens.z);
+
+ pRenderContext->SetRenderTarget(dest_rt_current);
+ pRenderContext->DrawScreenSpaceRectangle(
+ src_mat, 0, 0, nTargetWidth, nTargetHeight,
+ 0,0,
+ nTargetWidth - 1, nTargetHeight -1,
+ dest_rt->GetActualWidth(),
+ dest_rt->GetActualHeight());
+ V_swap(dest_rt_current,dest_rt_other);
+ V_swap(sample_last,sample_other);
+ V_swap(add_0_to_1,add_1_to_0);
+ }
+ pRenderContext->SetRenderTarget(NULL);
+ pRenderContext->DrawScreenSpaceRectangle(
+ sample_last, xl, yl, dest_width, dest_height,
+ 0,0,
+ nTargetWidth, nTargetHeight,
+ dest_rt->GetActualWidth(),
+ dest_rt->GetActualHeight());
+
+ }
+ }
+ MaterialSystemInterface()->SwapBuffers();
+
+ if ( (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) &&
+ g_pLPreviewOutputBitmap )
+ {
+ // blit it
+ BITMAPINFOHEADER mybmh;
+ mybmh.biHeight=-g_pLPreviewOutputBitmap->Height();
+ mybmh.biSize=sizeof(BITMAPINFOHEADER);
+ // now, set up bitmapheader struct for StretchDIB
+ mybmh.biWidth=g_pLPreviewOutputBitmap->Width();
+ mybmh.biPlanes=1;
+ mybmh.biBitCount=32;
+ mybmh.biCompression=BI_RGB;
+ mybmh.biSizeImage=g_pLPreviewOutputBitmap->Width()*g_pLPreviewOutputBitmap->Height();
+
+ RECT wrect;
+ memset(&wrect,0,sizeof(wrect));
+
+ CCamera *pCamera = GetCamera();
+ int width, height;
+ pCamera->GetViewPort( width, height );
+// StretchDIBits(
+// m_WinData.hDC,0,0,width,height,
+// 0,0,g_pLPreviewOutputBitmap->m_nWidth, g_pLPreviewOutputBitmap->m_nHeight,
+// g_pLPreviewOutputBitmap->m_pBits, (BITMAPINFO *) &mybmh,
+// DIB_RGB_COLORS, SRCCOPY);
+
+ // remember that we blitted it
+ m_pView->m_nLastRaytracedBitmapRenderTimeStamp =
+ GetUpdateCounter( EVTYPE_BITMAP_RECEIVED_FROM_LPREVIEW );
+ }
+
+ if (g_bShowStatistics)
+ {
+ //
+ // Calculate frame rate.
+ //
+ if (m_dwTimeLastSample != 0)
+ {
+ DWORD dwTimeNow = timeGetTime();
+ DWORD dwTimeElapsed = dwTimeNow - m_dwTimeLastSample;
+ if ((dwTimeElapsed > 1000) && (m_nFramesThisSample > 0))
+ {
+ float fTimeElapsed = (float)dwTimeElapsed / 1000.0;
+ m_fFrameRate = m_nFramesThisSample / fTimeElapsed;
+ m_nFramesThisSample = 0;
+ m_dwTimeLastSample = dwTimeNow;
+ }
+ }
+ else
+ {
+ m_dwTimeLastSample = timeGetTime();
+ }
+
+ m_nFramesThisSample++;
+
+ //
+ // Display the frame rate and camera position.
+ //
+ char szText[100];
+ Vector ViewPoint;
+ GetCamera()->GetViewPoint(ViewPoint);
+ int nLen = sprintf(szText, "FPS=%3.2f Pos=[%.f %.f %.f]", m_fFrameRate, ViewPoint[0], ViewPoint[1], ViewPoint[2]);
+ TextOut(m_WinData.hDC, 2, 18, szText, nLen);
+ }
+ }
+}
+
+
+void CRender3D::PushInstanceData( CMapInstance *pInstanceClass, Vector &InstanceOrigin, QAngle &InstanceAngles )
+{
+ __super::PushInstanceData( pInstanceClass, InstanceOrigin, InstanceAngles );
+
+ if ( m_bInstanceRendering )
+ {
+ CMapFace::PushFaceQueue();
+ }
+}
+
+void CRender3D::PopInstanceData( void )
+{
+ if ( m_bInstanceRendering )
+ {
+ CMapFace::PopFaceQueue();
+ }
+
+ __super::PopInstanceData();
+}
+
+//-----------------------------------------------------------------------------
+// Renders the world axes
+//-----------------------------------------------------------------------------
+void CRender3D::RenderWorldAxes()
+{
+ // Render the world axes.
+ PushRenderMode( RENDER_MODE_WIREFRAME );
+
+ CMeshBuilder meshBuilder3D;
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( );
+ meshBuilder3D.Begin( pMesh, MATERIAL_LINES, 3 );
+
+ meshBuilder3D.Color3ub(255, 0, 0);
+ meshBuilder3D.Position3f(0, 0, 0);
+ meshBuilder3D.AdvanceVertex();
+
+ meshBuilder3D.Color3ub(255, 0, 0);
+ meshBuilder3D.Position3f(100, 0, 0);
+ meshBuilder3D.AdvanceVertex();
+
+ meshBuilder3D.Color3ub(0, 255, 0);
+ meshBuilder3D.Position3f(0, 0, 0);
+ meshBuilder3D.AdvanceVertex();
+
+ meshBuilder3D.Color3ub(0, 255, 0);
+ meshBuilder3D.Position3f(0, 100, 0);
+ meshBuilder3D.AdvanceVertex();
+
+ meshBuilder3D.Color3ub(0, 0, 255);
+ meshBuilder3D.Position3f(0, 0, 0);
+ meshBuilder3D.AdvanceVertex();
+
+ meshBuilder3D.Color3ub(0, 0, 255);
+ meshBuilder3D.Position3f(0, 0, 100);
+ meshBuilder3D.AdvanceVertex();
+
+ meshBuilder3D.End();
+ pMesh->Draw();
+
+ PopRenderMode();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: this will handle all translucent rendering, including local transforms for instance items
+// Input : none
+// Output : none
+//-----------------------------------------------------------------------------
+void CRender3D::RenderTranslucentObjects( void )
+{
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ bool bAddedTransform = false;
+ CMapInstance *pInstanceClass = NULL;
+ TInstanceState SaveInstanceState = m_CurrentInstanceState;
+
+ m_bInstanceRendering = false;
+
+ // render translucent objects after all opaque objects
+ while ( m_TranslucentRenderObjects.Count() > 0 )
+ {
+ TranslucentObjects_t current = m_TranslucentRenderObjects.ElementAtHead();
+ m_TranslucentRenderObjects.RemoveAtHead();
+
+ if ( current.m_InstanceState.m_pInstanceClass )
+ {
+ if ( pInstanceClass != current.m_InstanceState.m_pInstanceClass || !m_bInstanceRendering || current.m_InstanceState.m_InstanceMatrix != m_CurrentInstanceState.m_InstanceMatrix )
+ {
+ if ( bAddedTransform )
+ {
+ EndLocalTransfrom();
+ }
+ bAddedTransform = true;
+ BeginLocalTransfrom( current.m_InstanceState.m_InstanceRenderMatrix, false );
+ m_CurrentInstanceState = current.m_InstanceState;
+ pInstanceClass = m_CurrentInstanceState.m_pInstanceClass;
+ m_bInstanceRendering = true;
+
+ if ( pInstanceClass->IsEditable() )
+ {
+ SetInstanceRendering( INSTANCE_STATE_OFF );
+ }
+ else
+ {
+ SetInstanceRendering( current.m_bInstanceSelected ? INSTANCE_STACE_SELECTED : INSTANCE_STATE_ON );
+ }
+ }
+ }
+ else
+ {
+ if ( m_bInstanceRendering )
+ {
+ if ( bAddedTransform )
+ {
+ EndLocalTransfrom();
+ bAddedTransform = false;
+ }
+
+ SetInstanceRendering( INSTANCE_STATE_OFF );
+ m_bInstanceRendering = false;
+ }
+ }
+
+ current.object->Render3D( this );
+ }
+
+ m_bInstanceRendering = false;
+ if ( bAddedTransform )
+ {
+ EndLocalTransfrom();
+ }
+
+ m_CurrentInstanceState = SaveInstanceState;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRender3D::Render(void)
+{
+ CMapDoc *pDoc = m_pView->GetMapDoc();
+ CMapWorld *pMapWorld = pDoc->GetMapWorld();
+ CManifest *pManifest = pDoc->GetManifest();
+
+ bool view_changed = false;
+
+ CCamera *pCamera = GetCamera();
+ Vector new_vp;
+ pCamera->GetViewPoint( new_vp );
+ int width, height;
+ pCamera->GetViewPort( width, height );
+
+ if ( GetMainWnd()->m_pLightingPreviewOutputWindow)
+ {
+ SendLightList(); // nop if nothing changed
+ SendShadowTriangles(); // nop if nothing changed
+ }
+
+ if ( (pCamera->GetYaw() != m_fLastLPreviewAngles[0] ) ||
+ (pCamera->GetPitch() != m_fLastLPreviewAngles[1] ) ||
+ (pCamera->GetRoll() != m_fLastLPreviewAngles[2] ) ||
+ (m_nLastLPreviewHeight != height ) ||
+ (m_nLastLPreviewWidth != width ) ||
+ ( new_vp != m_LastLPreviewCameraPos ) ||
+ (pCamera->GetZoom() != m_fLastLPreviewZoom ) )
+ view_changed = true;
+
+ if ( (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) &&
+ g_pLPreviewOutputBitmap &&
+ (! view_changed ) )
+ {
+ // blit it
+ BITMAPINFOHEADER mybmh;
+ mybmh.biHeight=-g_pLPreviewOutputBitmap->Height();
+ mybmh.biSize=sizeof(BITMAPINFOHEADER);
+ // now, set up bitmapheader struct for StretchDIB
+ mybmh.biWidth=g_pLPreviewOutputBitmap->Width();
+ mybmh.biPlanes=1;
+ mybmh.biBitCount=32;
+ mybmh.biCompression=BI_RGB;
+ mybmh.biSizeImage=g_pLPreviewOutputBitmap->Width()*g_pLPreviewOutputBitmap->Height();
+
+ RECT wrect;
+ memset(&wrect,0,sizeof(wrect));
+
+ pCamera->GetViewPort( width, height );
+// StretchDIBits(
+// m_WinData.hDC,0,0,width,height,
+// 0,0,g_pLPreviewOutputBitmap->m_nWidth, g_pLPreviewOutputBitmap->m_nHeight,
+// g_pLPreviewOutputBitmap->m_pBits, (BITMAPINFO *) &mybmh,
+// DIB_RGB_COLORS, SRCCOPY);
+ m_pView->m_nLastRaytracedBitmapRenderTimeStamp =
+ GetUpdateCounter( EVTYPE_BITMAP_RECEIVED_FROM_LPREVIEW );
+// return;
+ }
+
+ StartRenderFrame();
+
+ if (
+ ( m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW2 ) &&
+ ( m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED )
+ )
+ RenderWorldAxes();
+
+ //
+ // Deferred rendering lets us sort everything here by material.
+ //
+ if (!IsPicking())
+ {
+ m_DeferRendering = true;
+ }
+
+ m_TranslucentSortRendering = true;
+
+// if (IsInLightingPreview())
+// {
+// // Lighting preview?
+// IBSPLighting *pBSPLighting = pDoc->GetBSPLighting();
+// if (pBSPLighting)
+// {
+// pBSPLighting->Draw();
+// }
+// }
+
+ //
+ // Render the world using octree culling.
+ //
+
+ PrepareInstanceStencil();
+
+ if ( pManifest )
+ {
+ pMapWorld = pManifest->GetManifestWorld();
+ }
+
+ if (g_bUseCullTree)
+ {
+ RenderTree( pMapWorld );
+ }
+ //
+ // Render the world without octree culling.
+ //
+ else
+ {
+ RenderMapClass( pMapWorld );
+ }
+
+ if ( m_DeferRendering )
+ {
+ m_DeferRendering = false;
+
+ // An optimization... render tree doesn't actually render anythung
+ // This here will do the rendering, sorted by material by pass
+ CMapFace::RenderOpaqueFaces(this);
+ }
+
+ RenderTranslucentObjects();
+
+ DrawInstanceStencil();
+
+ m_TranslucentSortRendering = false;
+ pDoc->RenderDocument( this );
+
+ RenderTool();
+
+ RenderPointsAndPortals();
+
+
+#ifdef _DEBUG
+ if (m_bRenderFrustum)
+ {
+ RenderFrustum();
+ }
+#endif
+
+ //
+ // Render any 2D elements that overlay the 3D view, like a center crosshair.
+ //
+ RenderOverlayElements();
+
+ EndRenderFrame();
+
+ // Purge any translucent detail objects that were added AFTER the translucent rendering loop
+ if ( m_TranslucentRenderObjects.Count() )
+ m_TranslucentRenderObjects.Purge();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: render an arrow of a given color at a given position (start and end)
+// in world space
+// Input : vStartPt - the arrow starting point
+// vEndPt - the arrow ending point (the head of the arrow)
+// chRed, chGree, chBlue - the arrow color
+//-----------------------------------------------------------------------------
+void CRender3D::RenderArrow( Vector const &vStartPt, Vector const &vEndPt,
+ unsigned char chRed, unsigned char chGreen, unsigned char chBlue )
+{
+ //
+ // render the stick portion of the arrow
+ //
+
+ // set to a flat shaded render mode
+ PushRenderMode( RENDER_MODE_FLAT );
+ SetDrawColor( chRed, chGreen, chBlue );
+ DrawLine( vStartPt, vEndPt );
+ PopRenderMode();
+
+ //
+ // render the tip of the arrow
+ //
+ Vector coneAxis = vEndPt - vStartPt;
+ float length = VectorNormalize( coneAxis );
+ float length8 = length * 0.125;
+ length -= length8;
+
+ Vector vBasePt;
+ vBasePt = vStartPt + coneAxis * length;
+
+ RenderCone( vBasePt, vEndPt, ( length8 * 0.333 ), 6, chRed, chGreen, chBlue );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Renders a box in flat shaded or wireframe depending on our render mode.
+// Input : chRed -
+// chGreen -
+// chBlue -
+//-----------------------------------------------------------------------------
+void CRender3D::RenderBox(const Vector &Mins, const Vector &Maxs,
+ unsigned char chRed, unsigned char chGreen, unsigned char chBlue, SelectionState_t eBoxSelectionState)
+{
+ Vector FacePoints[8];
+
+ PointsFromBox( Mins, Maxs, FacePoints );
+
+ int nFaces[6][4] =
+ {
+ { 0, 2, 3, 1 },
+ { 0, 1, 5, 4 },
+ { 4, 5, 7, 6 },
+ { 2, 6, 7, 3 },
+ { 1, 3, 7, 5 },
+ { 0, 4, 6, 2 }
+ };
+
+ EditorRenderMode_t eRenderModeThisPass;
+ int nPasses;
+
+ if ((eBoxSelectionState != SELECT_NONE) && (GetDefaultRenderMode() != RENDER_MODE_WIREFRAME))
+ {
+ nPasses = 2;
+ }
+ else
+ {
+ nPasses = 1;
+ }
+
+ for (int nPass = 1; nPass <= nPasses; nPass++)
+ {
+ if (nPass == 1)
+ {
+ eRenderModeThisPass = GetDefaultRenderMode();
+
+ // There's no texture for a bounding box.
+ if ((eRenderModeThisPass == RENDER_MODE_TEXTURED) ||
+ (eRenderModeThisPass == RENDER_MODE_TEXTURED_SHADED) ||
+ (eRenderModeThisPass == RENDER_MODE_LIGHT_PREVIEW2) ||
+ (eRenderModeThisPass == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) ||
+ (eRenderModeThisPass == RENDER_MODE_LIGHTMAP_GRID))
+ {
+ eRenderModeThisPass = RENDER_MODE_FLAT;
+ }
+
+ PushRenderMode(eRenderModeThisPass);
+ }
+ else
+ {
+ eRenderModeThisPass = RENDER_MODE_WIREFRAME;
+ PushRenderMode(eRenderModeThisPass);
+ }
+
+ for (int nFace = 0; nFace < 6; nFace++)
+ {
+ Vector Edge1, Edge2, Normal;
+ int nP1, nP2, nP3, nP4;
+
+ nP1 = nFaces[nFace][0];
+ nP2 = nFaces[nFace][1];
+ nP3 = nFaces[nFace][2];
+ nP4 = nFaces[nFace][3];
+
+ VectorSubtract(FacePoints[nP4], FacePoints[nP1], Edge1);
+ VectorSubtract(FacePoints[nP2], FacePoints[nP1], Edge2);
+ CrossProduct(Edge1, Edge2, Normal);
+ VectorNormalize(Normal);
+
+ //
+ // If we are rendering using one of the lit modes, calculate lighting.
+ //
+ unsigned char color[3];
+
+ assert( (eRenderModeThisPass != RENDER_MODE_TEXTURED) &&
+ (eRenderModeThisPass != RENDER_MODE_TEXTURED_SHADED) &&
+ (eRenderModeThisPass != RENDER_MODE_LIGHT_PREVIEW2) &&
+ (eRenderModeThisPass != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) &&
+ (eRenderModeThisPass != RENDER_MODE_LIGHTMAP_GRID) );
+ if ((eRenderModeThisPass == RENDER_MODE_FLAT))
+ {
+ float fShade = LightPlane(Normal);
+
+ //
+ // For flat and textured mode use the face color with lighting.
+ //
+ if (eBoxSelectionState != SELECT_NONE)
+ {
+ color[0] = SELECT_FACE_RED * fShade;
+ color[1] = SELECT_FACE_GREEN * fShade;
+ color[2] = SELECT_FACE_BLUE * fShade;
+ }
+ else
+ {
+ color[0] = chRed * fShade;
+ color[1] = chGreen * fShade;
+ color[2] = chBlue * fShade;
+ }
+ }
+ //
+ // For wireframe mode use the face color without lighting.
+ //
+ else
+ {
+ if (eBoxSelectionState != SELECT_NONE)
+ {
+ color[0] = SELECT_FACE_RED;
+ color[1] = SELECT_FACE_GREEN;
+ color[2] = SELECT_FACE_BLUE;
+ }
+ else
+ {
+ color[0] = chRed;
+ color[1] = chGreen;
+ color[2] = chBlue;
+ }
+ }
+
+ //
+ // Draw the face.
+ //
+ bool wireframe = (eRenderModeThisPass == RENDER_MODE_WIREFRAME);
+
+ CMeshBuilder meshBuilder3D;
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ IMesh* pMesh = pRenderContext->GetDynamicMesh();
+ meshBuilder3D.DrawQuad( pMesh, FacePoints[nP1].Base(), FacePoints[nP2].Base(),
+ FacePoints[nP3].Base(), FacePoints[nP4].Base(), color, wireframe );
+ }
+
+ PopRenderMode();
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: render a cone of a given color at a given position in world space
+// Intput : vBasePt - the start point of the cone (the base point)
+// vTipPt - the end point of the cone (the peak)
+// fRadius - the radius (at the base) of the cone
+// nSlices - the number of slices (segments) making up the cone
+// chRed, chGreen, chBlue - the cone color
+//-----------------------------------------------------------------------------
+void CRender3D::RenderCone( Vector const &vBasePt, Vector const &vTipPt, float fRadius, int nSlices,
+ unsigned char chRed, unsigned char chGreen, unsigned char chBlue )
+{
+ // get the angle between slices (in radians)
+ float sliceAngle = ( 2 * M_PI ) / ( float )nSlices;
+
+ //
+ // allocate ALIGNED!!!!!!! vectors for cone base
+ //
+ int size = nSlices * sizeof( Vector );
+ size += 16 + sizeof( Vector* );
+ byte *ptr = ( byte* )_alloca( size );
+ long data = ( long )ptr;
+
+ data += 16 + sizeof( Vector* ) - 1;
+ data &= -16;
+
+ (( void** )data)[-1] = ptr;
+
+ Vector *pPts = ( Vector* )data;
+ if( !pPts )
+ return;
+
+ //
+ // calculate the cone's base points in a local space (x,y plane)
+ //
+ for( int i = 0; i < nSlices; i++ )
+ {
+ pPts[i].x = fRadius * cos( ( sliceAngle * -i ) );
+ pPts[i].y = fRadius * sin( ( sliceAngle * -i ) );
+ pPts[i].z = 0.0f;
+ }
+
+ //
+ // get cone tip in local space
+ //
+ Vector coneAxis = vTipPt - vBasePt;
+ float length = coneAxis.Length();
+ Vector tipPt( 0.0f, 0.0f, length );
+
+ //
+ // create cone faces
+ //
+ CMapFaceList m_Faces;
+ Vector ptList[3];
+
+ // triangulate the base
+ for( int i = 0; i < ( nSlices - 2 ); i++ )
+ {
+ ptList[0] = pPts[0];
+ ptList[1] = pPts[i+1];
+ ptList[2] = pPts[i+2];
+
+ // add face to list
+ CMapFace *pFace = new CMapFace;
+ if( !pFace )
+ return;
+ pFace->SetRenderColor( chRed, chGreen, chBlue );
+ pFace->CreateFace( ptList, 3 );
+ pFace->RenderUnlit( true );
+ m_Faces.AddToTail( pFace );
+ }
+
+ // triangulate the sides
+ for( int i = 0; i < nSlices; i++ )
+ {
+ ptList[0] = pPts[i];
+ ptList[1] = tipPt;
+ ptList[2] = pPts[(i+1)%nSlices];
+
+ // add face to list
+ CMapFace *pFace = new CMapFace;
+ if( !pFace )
+ return;
+ pFace->SetRenderColor( chRed, chGreen, chBlue );
+ pFace->CreateFace( ptList, 3 );
+ pFace->RenderUnlit( true );
+ m_Faces.AddToTail( pFace );
+ }
+
+ //
+ // rotate base points into world space as they are being rendered
+ //
+ VectorNormalize( coneAxis );
+ QAngle rotAngles;
+ VectorAngles( coneAxis, rotAngles );
+ rotAngles[PITCH] += 90;
+
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ pRenderContext->MatrixMode( MATERIAL_MODEL );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadIdentity();
+
+ pRenderContext->Translate( vBasePt.x, vBasePt.y, vBasePt.z );
+
+ pRenderContext->Rotate( rotAngles[YAW], 0, 0, 1 );
+ pRenderContext->Rotate( rotAngles[PITCH], 0, 1, 0 );
+ pRenderContext->Rotate( rotAngles[ROLL], 1, 0, 0 );
+
+ // set to a flat shaded render mode
+ PushRenderMode( RENDER_MODE_FLAT );
+
+ for ( int i = 0; i < m_Faces.Count(); i++ )
+ {
+ CMapFace *pFace = m_Faces.Element( i );
+ if( !pFace )
+ continue;
+ pFace->Render3D( this );
+ }
+
+ pRenderContext->PopMatrix();
+
+ // set back to default render mode
+ PopRenderMode();
+
+ //
+ // delete the faces in the list
+ //
+ for ( int i = 0; i < m_Faces.Count(); i++ )
+ {
+ CMapFace *pFace = m_Faces.Element( i );
+ delete pFace;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : vCenter -
+// flRadius -
+// nTheta - Number of vertical slices in the sphere.
+// nPhi - Number of horizontal slices in the sphere.
+// chRed -
+// chGreen -
+// chBlue -
+//-----------------------------------------------------------------------------
+void CRender3D::RenderSphere(Vector const &vCenter, float flRadius, int nTheta, int nPhi,
+ unsigned char chRed, unsigned char chGreen, unsigned char chBlue )
+{
+ PushRenderMode( RENDER_MODE_EXTERN );
+
+ int nTriangles = 2 * nTheta * ( nPhi - 1 ); // Two extra degenerate triangles per row (except the last one)
+ int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
+
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ pRenderContext->Bind( m_pVertexColor[0] );
+
+ CMeshBuilder meshBuilder3D;
+ IMesh* pMesh = pRenderContext->GetDynamicMesh();
+
+ meshBuilder3D.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nTriangles, nIndices );
+
+ //
+ // Build the index buffer.
+ //
+ int i, j;
+ for ( i = 0; i < nPhi; ++i )
+ {
+ for ( j = 0; j < nTheta; ++j )
+ {
+ float u = j / ( float )( nTheta - 1 );
+ float v = i / ( float )( nPhi - 1 );
+ float theta = 2.0f * M_PI * u;
+ float phi = M_PI * v;
+
+ Vector vecPos;
+ vecPos.x = flRadius * sin(phi) * cos(theta);
+ vecPos.y = flRadius * sin(phi) * sin(theta);
+ vecPos.z = flRadius * cos(phi);
+
+ Vector vecNormal = vecPos;
+ VectorNormalize(vecNormal);
+
+ float flScale = LightPlane(vecNormal);
+
+ unsigned char red = chRed * flScale;
+ unsigned char green = chGreen * flScale;
+ unsigned char blue = chBlue * flScale;
+
+ vecPos += vCenter;
+
+ meshBuilder3D.Position3f( vecPos.x, vecPos.y, vecPos.z );
+ meshBuilder3D.Color3ub( red, green, blue );
+ meshBuilder3D.AdvanceVertex();
+ }
+ }
+
+ //
+ // Emit the triangle strips.
+ //
+ int idx = 0;
+ for ( i = 0; i < nPhi - 1; ++i )
+ {
+ for ( j = 0; j < nTheta; ++j )
+ {
+ idx = nTheta * i + j;
+
+ meshBuilder3D.Index( idx + nTheta );
+ meshBuilder3D.AdvanceIndex();
+
+ meshBuilder3D.Index( idx );
+ meshBuilder3D.AdvanceIndex();
+ }
+
+ //
+ // Emit a degenerate triangle to skip to the next row without
+ // a connecting triangle.
+ //
+ if ( i < nPhi - 2 )
+ {
+ meshBuilder3D.Index( idx );
+ meshBuilder3D.AdvanceIndex();
+
+ meshBuilder3D.Index( idx + nTheta + 1 );
+ meshBuilder3D.AdvanceIndex();
+ }
+ }
+
+ meshBuilder3D.End();
+ pMesh->Draw();
+
+ PopRenderMode();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRender3D::RenderWireframeSphere(Vector const &vCenter, float flRadius, int nTheta, int nPhi,
+ unsigned char chRed, unsigned char chGreen, unsigned char chBlue )
+{
+ PushRenderMode(RENDER_MODE_WIREFRAME);
+
+ // Make one more coordinate because (u,v) is discontinuous.
+ ++nTheta;
+
+ int nVertices = nPhi * nTheta;
+ int nIndices = ( nTheta - 1 ) * 4 * ( nPhi - 1 );
+
+ CMeshBuilder meshBuilder3D;
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ IMesh* pMesh = pRenderContext->GetDynamicMesh();
+
+ meshBuilder3D.Begin( pMesh, MATERIAL_LINES, nVertices, nIndices );
+
+ for ( int i = 0; i < nPhi; ++i )
+ {
+ for ( int j = 0; j < nTheta; ++j )
+ {
+ float u = j / ( float )( nTheta - 1 );
+ float v = i / ( float )( nPhi - 1 );
+ float theta = 2.0f * M_PI * u;
+ float phi = M_PI * v;
+ meshBuilder3D.Position3f( vCenter.x + ( flRadius * sin(phi) * cos(theta) ),
+ vCenter.y + ( flRadius * sin(phi) * sin(theta) ),
+ vCenter.z + ( flRadius * cos(phi) ) );
+ meshBuilder3D.Color3ub( chRed, chGreen, chBlue );
+ meshBuilder3D.AdvanceVertex();
+ }
+ }
+
+ for ( int i = 0; i < nPhi - 1; ++i )
+ {
+ for ( int j = 0; j < nTheta - 1; ++j )
+ {
+ int idx = nTheta * i + j;
+
+ meshBuilder3D.Index( idx );
+ meshBuilder3D.AdvanceIndex();
+
+ meshBuilder3D.Index( idx + nTheta );
+ meshBuilder3D.AdvanceIndex();
+
+ meshBuilder3D.Index( idx );
+ meshBuilder3D.AdvanceIndex();
+
+ meshBuilder3D.Index( idx + 1 );
+ meshBuilder3D.AdvanceIndex();
+ }
+ }
+
+ meshBuilder3D.End();
+ pMesh->Draw();
+
+ PopRenderMode();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pDrawDC -
+//-----------------------------------------------------------------------------
+void CRender3D::RenderPointsAndPortals(void)
+{
+ CMapDoc *pDoc = m_pView->GetMapDoc();
+
+ if ( pDoc->m_PFPoints.Count() )
+ {
+ PushRenderMode(RENDER_MODE_WIREFRAME);
+
+ int nPFPoints = pDoc->m_PFPoints.Count();
+ Vector* pPFPoints = pDoc->m_PFPoints.Base();
+ CMeshBuilder meshBuilder3D;
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( );
+ meshBuilder3D.Begin( pMesh, MATERIAL_LINE_STRIP, nPFPoints - 1 );
+
+ for (int i = 0; i < nPFPoints; i++)
+ {
+ meshBuilder3D.Position3f(pPFPoints[i][0], pPFPoints[i][1], pPFPoints[i][2]);
+ meshBuilder3D.Color3ub(255, 0, 0);
+ meshBuilder3D.AdvanceVertex();
+ }
+
+ meshBuilder3D.End();
+ pMesh->Draw();
+ PopRenderMode();
+ }
+
+ // draw any portal file that was loaded
+ if ( pDoc->m_pPortalFile )
+ {
+ PushRenderMode(RENDER_MODE_FLAT_NOCULL);
+
+ // each vert makes and edge and thus a quad
+ int totalQuads = pDoc->m_pPortalFile->totalVerts;
+ int nMaxVerts;
+ int nMaxIndices;
+ CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
+ pRenderContext->GetMaxToRender( pRenderContext->GetDynamicMesh( ), false, &nMaxVerts, &nMaxIndices );
+
+ int portalIndex = 0;
+ int baseVert = 0;
+ while ( totalQuads > 0 )
+ {
+ int quadLimit = totalQuads;
+ int quadOut = 0;
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( );
+ if ( (quadLimit * 4) > nMaxVerts )
+ {
+ quadLimit = nMaxVerts / 4;
+ }
+ if ( (quadLimit * 6) > nMaxIndices )
+ {
+ quadLimit = nMaxIndices / 6;
+ }
+ CMeshBuilder meshBuilder3D;
+ meshBuilder3D.Begin( pMesh, MATERIAL_QUADS, quadLimit );
+
+ const float edgeWidth = 2.0f;
+ for (; portalIndex < pDoc->m_pPortalFile->vertCount.Count(); portalIndex++)
+ {
+ int vertCount = pDoc->m_pPortalFile->vertCount[portalIndex];
+
+ if ( (quadOut + vertCount) > quadLimit )
+ break;
+ quadOut += vertCount;
+ // compute a face normal
+ Vector e0 = pDoc->m_pPortalFile->verts[baseVert+1] - pDoc->m_pPortalFile->verts[baseVert];
+ Vector e1 = pDoc->m_pPortalFile->verts[baseVert+2] - pDoc->m_pPortalFile->verts[baseVert];
+ Vector normal = CrossProduct( e1, e0 );
+ VectorNormalize(normal);
+ for ( int j = 0; j < vertCount; j++ )
+ {
+ int v0 = baseVert + j;
+ int v1 = baseVert + ((j+1) % vertCount);
+ // compute the direction in the plane of the face to extrude the edge toward the
+ // face interior, use that to make a wide line with a quad
+ e0 = pDoc->m_pPortalFile->verts[v1] - pDoc->m_pPortalFile->verts[v0];
+ Vector dir = CrossProduct( e0, normal );
+ VectorNormalize(dir);
+ dir *= edgeWidth;
+ meshBuilder3D.Position3fv( pDoc->m_pPortalFile->verts[v0].Base() );
+ meshBuilder3D.Color3ub(0, 0, 255);
+ meshBuilder3D.AdvanceVertex();
+ meshBuilder3D.Position3fv( pDoc->m_pPortalFile->verts[v1].Base() );
+ meshBuilder3D.Color3ub(0, 0, 255);
+ meshBuilder3D.AdvanceVertex();
+ meshBuilder3D.Position3fv( (pDoc->m_pPortalFile->verts[v1] + dir).Base() );
+ meshBuilder3D.Color3ub(0, 0, 255);
+ meshBuilder3D.AdvanceVertex();
+ meshBuilder3D.Position3fv( (pDoc->m_pPortalFile->verts[v0] + dir).Base() );
+ meshBuilder3D.Color3ub(0, 0, 255);
+ meshBuilder3D.AdvanceVertex();
+ }
+ baseVert += vertCount;
+ }
+
+ meshBuilder3D.End();
+ pMesh->Draw();
+ totalQuads -= quadOut;
+ }
+ PopRenderMode();
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draws a wireframe box using the given color.
+// Input : pfMins - Pointer to the box minima in all 3 dimensions.
+// pfMins - Pointer to the box maxima in all 3 dimensions.
+// chRed, chGreen, chBlue - Red, green, and blue color compnents for the box.
+//-----------------------------------------------------------------------------
+void CRender3D::RenderWireframeBox(const Vector &Mins, const Vector &Maxs,
+ unsigned char chRed, unsigned char chGreen, unsigned char chBlue)
+{
+ //
+ // Draw the box bottom, top, and one corner edge.
+ //
+
+ PushRenderMode( RENDER_MODE_WIREFRAME );
+ SetDrawColor( chRed, chGreen, chBlue );
+ DrawBox( Mins, Maxs );
+ PopRenderMode();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Renders this object (and all of its children) if it is visible and
+// has not already been rendered this frame.
+// Input : pMapClass - Pointer to the object to be rendered.
+//-----------------------------------------------------------------------------
+void CRender3D::RenderMapClass(CMapClass *pMapClass)
+{
+ Assert(pMapClass != NULL);
+
+ if ((pMapClass != NULL) && (pMapClass->GetRenderFrame() != m_nFrameCount))
+ {
+ if (pMapClass->IsVisible())
+ {
+ //
+ // Render this object's culling box if it is enabled.
+ //
+ if (g_bRenderCullBoxes)
+ {
+ Vector mins,maxs;
+ pMapClass->GetCullBox(mins, maxs);
+
+ RenderWireframeBox(mins, maxs, 255, 0, 0);
+ }
+
+ bool should_appear=true;
+ if (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW2)
+ should_appear &= pMapClass->ShouldAppearInLightingPreview();
+
+ if (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED)
+ should_appear &= pMapClass->ShouldAppearInLightingPreview();
+// should_appear &= pMapClass->ShouldAppearInRaytracedLightingPreview();
+
+ if ( should_appear == true && m_Pick.bPicking == true && ( m_Pick.m_nFlags & FLAG_OBJECTS_AT_ONLY_SOLIDS ) != 0 )
+ {
+ if ( pMapClass->IsSolid() == false )
+ {
+ should_appear = false;
+ }
+ }
+
+
+ if ( should_appear )
+ {
+ //
+ // If we should render this object after all the other objects,
+ // just add it to a list of objects to render last. Otherwise, render it now.
+ //
+ if (!pMapClass->ShouldRenderLast())
+ {
+ pMapClass->Render3D(this);
+ }
+ else
+ {
+ if (
+ (m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW2) &&
+ (m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) )
+ {
+ AddTranslucentDeferredRendering( pMapClass );
+ }
+ }
+ }
+ //
+ // Render this object's children.
+ //
+ const CMapObjectList *pChildren = pMapClass->GetChildren();
+
+ FOR_EACH_OBJ( *pChildren, pos )
+ {
+ Vector vecMins,vecMaxs;
+
+ CMapClass *pChild = pChildren->Element(pos);
+
+ pChild->GetCullBox(vecMins, vecMaxs);
+
+ if (IsBoxVisible(vecMins, vecMaxs) != VIS_NONE )
+ {
+ RenderMapClass(pChild);
+ }
+ }
+ }
+
+ //
+ // Consider this object as handled for this frame.
+ //
+ pMapClass->SetRenderFrame(m_nFrameCount);
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: this function will render an instance map at the specific offset and rotation
+// Input : pInstanceClass - the map class of the func_instance
+// pMapClass - the map class of the world spawn of the instance
+// InstanceOrigin - the translation offset
+// InstanceAngles - the axis rotation
+// Output : none
+//-----------------------------------------------------------------------------
+void CRender3D::RenderInstanceMapClass( CMapInstance *pInstanceClass, CMapClass *pMapClass, Vector &InstanceOrigin, QAngle &InstanceAngles )
+{
+ if ( !pInstanceClass->IsInstanceVisible() )
+ {
+ return;
+ }
+
+ PushInstanceData( pInstanceClass, InstanceOrigin, InstanceAngles );
+
+ m_nInstanceCount++;
+
+ RenderInstanceMapClass_r( pMapClass );
+
+ if ( m_DeferRendering )
+ {
+ CMapFace::RenderOpaqueFaces(this);
+ }
+
+ if ( m_TranslucentSortRendering == false )
+ { // translucent objects will do their own transforms
+ RenderTranslucentObjects();
+ }
+
+ PopInstanceData();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: this function will recursively render an instance and all of its children
+// Input : pObject - the object to be rendered
+// Output : none
+//-----------------------------------------------------------------------------
+void CRender3D::RenderInstanceMapClass_r(CMapClass *pMapClass)
+{
+ Assert(pMapClass != NULL);
+
+ if ( ( pMapClass != NULL ) && ( pMapClass->GetRenderFrame() != m_nInstanceCount ) )
+ {
+ if (pMapClass->IsVisible())
+ {
+ //
+ // Render this object's culling box if it is enabled.
+ //
+ if (g_bRenderCullBoxes)
+ {
+ Vector vecMins, vecMaxs, vecExpandedMins, vecExpandedMaxs;
+ pMapClass->GetCullBox( vecMins, vecMaxs );
+ TransformInstanceAABB( vecMins, vecMaxs, vecExpandedMins, vecExpandedMaxs );
+
+ RenderWireframeBox( vecExpandedMins, vecExpandedMaxs, 255, 0, 0 );
+ }
+
+ bool should_appear=true;
+ if (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW2)
+ should_appear &= pMapClass->ShouldAppearInLightingPreview();
+
+ if (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED)
+ should_appear &= pMapClass->ShouldAppearInLightingPreview();
+ // should_appear &= pMapClass->ShouldAppearInRaytracedLightingPreview();
+
+ if ( should_appear )
+ {
+ //
+ // If we should render this object after all the other objects,
+ // just add it to a list of objects to render last. Otherwise, render it now.
+ //
+ if (!pMapClass->ShouldRenderLast())
+ {
+ pMapClass->Render3D(this);
+ }
+ else
+ {
+ if (
+ (m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW2) &&
+ (m_eCurrentRenderMode != RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) )
+ {
+ AddTranslucentDeferredRendering( pMapClass );
+ }
+ }
+ }
+ //
+ // Render this object's children.
+ //
+ const CMapObjectList *pChildren = pMapClass->GetChildren();
+
+ FOR_EACH_OBJ( *pChildren, pos )
+ {
+ Vector vecMins, vecMaxs, vecExpandedMins, vecExpandedMaxs;
+
+ CMapClass *pChild = pChildren->Element( pos );
+
+ pChild->GetCullBox( vecMins, vecMaxs );
+ TransformInstanceAABB( vecMins, vecMaxs, vecExpandedMins, vecExpandedMaxs );
+
+ if (IsBoxVisible( vecExpandedMins, vecExpandedMaxs ) != VIS_NONE )
+ {
+ RenderInstanceMapClass_r( pChild );
+ }
+ }
+ }
+
+ //
+ // Consider this object as handled for this instance frame.
+ //
+ pMapClass->SetRenderFrame( m_nInstanceCount );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Prepares all objects in this node for rendering.
+// Input : pParent -
+//-----------------------------------------------------------------------------
+void CRender3D::Preload(CMapClass *pParent)
+{
+ Assert(pParent != NULL);
+
+ if (pParent != NULL)
+ {
+ //
+ // Preload this object's children.
+ //
+ const CMapObjectList *pChildren = pParent->GetChildren();
+ FOR_EACH_OBJ( *pChildren, pos )
+ {
+ pChildren->Element(pos)->RenderPreload(this, true);
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Renders all objects in this node if this node is visible.
+// Input : pNode - The node to render.
+// bForce - If true, don't check for visibility, just render the node
+// and all of its children.
+//-----------------------------------------------------------------------------
+void CRender3D::RenderNode(CCullTreeNode *pNode, bool bForce )
+{
+ //
+ // Render all child nodes first.
+ //
+ CCullTreeNode *pChild;
+ int nChildren = pNode->GetChildCount();
+ if (nChildren != 0)
+ {
+ for (int nChild = 0; nChild < nChildren; nChild++)
+ {
+ pChild = pNode->GetCullTreeChild(nChild);
+ Assert(pChild != NULL);
+
+ if (pChild != NULL)
+ {
+ //
+ // Only bother checking nodes with children or objects.
+ //
+ if ((pChild->GetChildCount() != 0) || (pChild->GetObjectCount() != 0))
+ {
+ bool bForceThisChild = bForce;
+ Visibility_t eVis = VIS_NONE;
+
+ if (!bForceThisChild)
+ {
+ Vector vecMins;
+ Vector vecMaxs;
+ pChild->GetBounds(vecMins, vecMaxs);
+ eVis = IsBoxVisible(vecMins, vecMaxs);
+ if (eVis == VIS_TOTAL)
+ {
+ bForceThisChild = true;
+ }
+ }
+
+ if ((bForceThisChild) || (eVis != VIS_NONE))
+ {
+ RenderNode(pChild, bForceThisChild);
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ //
+ // Now render the contents of this node.
+ //
+ CMapClass *pObject;
+ int nObjects = pNode->GetObjectCount();
+ for (int nObject = 0; nObject < nObjects; nObject++)
+ {
+ pObject = pNode->GetCullTreeObject(nObject);
+ Assert(pObject != NULL);
+
+ Vector vecMins;
+ Vector vecMaxs;
+ pObject->GetCullBox(vecMins, vecMaxs);
+ if (IsBoxVisible(vecMins, vecMaxs) != VIS_NONE)
+ {
+ RenderMapClass(pObject);
+ }
+ }
+ }
+}
+
+
+void CRender3D::RenderCrossHair()
+{
+ int width, height;
+
+ GetCamera()->GetViewPort( width, height );
+
+ int nCenterX = width / 2;
+ int nCenterY = height / 2;
+
+ Assert( IsInClientSpace() );
+
+ // Render the world axes
+ PushRenderMode( RENDER_MODE_FLAT_NOZ );
+
+ SetDrawColor(0,0,0);
+
+ DrawLine( Vector(nCenterX - CROSSHAIR_DIST_HORIZONTAL, nCenterY - 1, 0),
+ Vector(nCenterX + CROSSHAIR_DIST_HORIZONTAL + 1, nCenterY - 1, 0) );
+
+ DrawLine( Vector(nCenterX - CROSSHAIR_DIST_HORIZONTAL, nCenterY + 1, 0),
+ Vector(nCenterX + CROSSHAIR_DIST_HORIZONTAL + 1, nCenterY + 1, 0) );
+
+ DrawLine( Vector(nCenterX - 1, nCenterY - CROSSHAIR_DIST_VERTICAL, 0),
+ Vector(nCenterX - 1, nCenterY + CROSSHAIR_DIST_VERTICAL, 0) );
+
+ DrawLine( Vector(nCenterX + 1, nCenterY - CROSSHAIR_DIST_VERTICAL, 0),
+ Vector(nCenterX + 1, nCenterY + CROSSHAIR_DIST_VERTICAL, 0) );
+
+ SetDrawColor(255,255,255);
+
+ DrawLine( Vector(nCenterX - CROSSHAIR_DIST_HORIZONTAL, nCenterY, 0),
+ Vector(nCenterX + CROSSHAIR_DIST_HORIZONTAL + 1, nCenterY, 0) );
+
+ DrawLine( Vector(nCenterX, nCenterY - CROSSHAIR_DIST_VERTICAL, 0),
+ Vector(nCenterX, nCenterY + CROSSHAIR_DIST_VERTICAL, 0) );
+
+ PopRenderMode();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Renders 2D elements that overlay the 3D objects.
+//-----------------------------------------------------------------------------
+void CRender3D::RenderOverlayElements(void)
+{
+ bool bPopMode = BeginClientSpace();
+
+ if (m_RenderState.bCenterCrosshair)
+ RenderCrossHair();
+
+ if ( bPopMode )
+ EndClientSpace();
+
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Gives all the tools a chance to render themselves.
+//-----------------------------------------------------------------------------
+void CRender3D::RenderTool(void)
+{
+ CMapDoc *pDoc = m_pView->GetMapDoc();
+
+ CBaseTool *pTool = pDoc->GetTools()->GetActiveTool();
+
+ if ( pTool )
+ {
+ pTool->RenderTool3D(this);
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRender3D::RenderTree( CMapWorld *pWorld )
+{
+ if (pWorld == NULL)
+ {
+ return;
+ }
+
+ //
+ // Recursively traverse the culling tree, rendering visible nodes.
+ //
+ CCullTreeNode *pTree = pWorld->CullTree_GetCullTree();
+ if (pTree != NULL)
+ {
+ Vector vecMins;
+ Vector vecMaxs;
+ pTree->GetBounds(vecMins, vecMaxs);
+ Visibility_t eVis = IsBoxVisible(vecMins, vecMaxs);
+
+ if (eVis != VIS_NONE)
+ {
+ RenderNode(pTree, eVis == VIS_TOTAL);
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns whether we are in lighting preview mode or not.
+//-----------------------------------------------------------------------------
+bool CRender3D::IsInLightingPreview()
+{
+ return false; //m_bLightingPreview;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Enables/disables lighting preview mode.
+//-----------------------------------------------------------------------------
+void CRender3D::SetInLightingPreview( bool bLightingPreview )
+{
+ m_bLightingPreview = false; //bLightingPreview;
+}
+
+
+void CRender3D::ResetFocus()
+{
+ // A bizarre workaround; the drop-down menu somehow
+ // sets some wierd state that causes the whole screen to not be updated
+ InvalidateRect( m_WinData.hWnd, 0, false );
+}
+
+
+//-----------------------------------------------------------------------------
+// indicates we need to render an overlay pass...
+//-----------------------------------------------------------------------------
+bool CRender3D::NeedsOverlay() const
+{
+ return (m_eCurrentRenderMode == RENDER_MODE_LIGHTMAP_GRID) ||
+ (m_eCurrentRenderMode == RENDER_MODE_TEXTURED_SHADED) ||
+ (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW2) ||
+ (m_eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED) ||
+ (m_eCurrentRenderMode == RENDER_MODE_TEXTURED);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CRender3D::ShutDown(void)
+{
+ MaterialSystemInterface()->RemoveView( m_WinData.hWnd );
+
+ if (m_WinData.hDC)
+ {
+ m_WinData.hDC = NULL;
+ }
+
+ if (m_WinData.bFullScreen)
+ {
+ ChangeDisplaySettings(NULL, 0);
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Uncaches all cached textures
+//-----------------------------------------------------------------------------
+void CRender3D::UncacheAllTextures()
+{
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Enables and disables various rendering parameters.
+// Input : eRenderState - Parameter to enable or disable. See RenderState_t.
+// bEnable - true to enable, false to disable the specified render state.
+//-----------------------------------------------------------------------------
+void CRender3D::RenderEnable(RenderState_t eRenderState, bool bEnable)
+{
+ switch (eRenderState)
+ {
+ case RENDER_POLYGON_OFFSET_FILL:
+ {
+ m_nDecalMode = bEnable?1:0;
+ SetRenderMode( RENDER_MODE_CURRENT, true );
+ }
+ break;
+
+ case RENDER_POLYGON_OFFSET_LINE:
+ {
+ assert(0);
+ /* FIXME:
+ Think we'll need to have two versions of the wireframe material
+ one which ztests with offset + culling, the other which doesn't
+ ztest, doesn't offect, and doesn't cull??!?
+
+ m_pWireframeIgnoreZ->SetIntValue( bEnable );
+ m_pWireframe->GetMaterial()->InitializeStateSnapshots();
+ /*
+ if (bEnable)
+ {
+ glEnable(GL_POLYGON_OFFSET_LINE);
+ glPolygonOffset(-1, -1);
+ }
+ else
+ {
+ glDisable(GL_POLYGON_OFFSET_LINE);
+ }
+ */
+ break;
+ }
+
+ case RENDER_CENTER_CROSSHAIR:
+ {
+ m_RenderState.bCenterCrosshair = bEnable;
+ break;
+ }
+
+ case RENDER_GRID:
+ {
+ m_RenderState.bDrawGrid = bEnable;
+ break;
+ }
+
+ case RENDER_FILTER_TEXTURES:
+ {
+ m_RenderState.bFilterTextures = bEnable;
+ break;
+ }
+
+ case RENDER_REVERSE_SELECTION:
+ {
+ m_RenderState.bReverseSelection = bEnable;
+ break;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Groovy little debug hook; can be whatever I want or need.
+// Input : pData -
+//-----------------------------------------------------------------------------
+void CRender3D::DebugHook1(void *pData)
+{
+ g_bShowStatistics = !g_bShowStatistics;
+
+#ifdef _DEBUG
+ m_bRecomputeFrustumRenderGeometry = true;
+ m_bRenderFrustum = true;
+#endif
+
+ //if (!m_bDroppedCamera)
+ //{
+ // *m_pDropCamera = *m_pCamera;
+ // m_bDroppedCamera = true;
+ //}
+ //else
+ //{
+ // m_bDroppedCamera = false;
+ //}
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Another groovy little debug hook; can be whatever I want or need.
+// Input : pData -
+//-----------------------------------------------------------------------------
+void CRender3D::DebugHook2(void *pData)
+{
+ g_bRenderCullBoxes = !g_bRenderCullBoxes;
+}
+