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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /public/toolutils/DmeMdlRenderable.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'public/toolutils/DmeMdlRenderable.h')
| -rw-r--r-- | public/toolutils/DmeMdlRenderable.h | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/public/toolutils/DmeMdlRenderable.h b/public/toolutils/DmeMdlRenderable.h new file mode 100644 index 0000000..30dab67 --- /dev/null +++ b/public/toolutils/DmeMdlRenderable.h @@ -0,0 +1,171 @@ +//========= 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 |