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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../idlib/precompiled.h"
- #include "DeviceContext.h"
- #include "Window.h"
- #include "UserInterfaceLocal.h"
- #include "RenderWindow.h"
- // NO LONGER SUPPORTED!
- //
- // D3 could render a 3D model in a subrect of a full screen
- // GUI for the main menus, but we have cut that ability so
- // we don't need to deal with offset viewports on all platforms.
- idRenderWindow::idRenderWindow(idUserInterfaceLocal *g) : idWindow(g) {
- gui = g;
- CommonInit();
- }
- idRenderWindow::~idRenderWindow() {
- renderSystem->FreeRenderWorld( world );
- }
- void idRenderWindow::CommonInit() {
- world = renderSystem->AllocRenderWorld();
- needsRender = true;
- lightOrigin = idVec4(-128.0f, 0.0f, 0.0f, 1.0f);
- lightColor = idVec4(1.0f, 1.0f, 1.0f, 1.0f);
- modelOrigin.Zero();
- viewOffset = idVec4(-128.0f, 0.0f, 0.0f, 1.0f);
- modelAnim = NULL;
- animLength = 0;
- animEndTime = -1;
- modelDef = -1;
- updateAnimation = true;
- }
- void idRenderWindow::BuildAnimation(int time) {
-
- if (!updateAnimation) {
- return;
- }
- if (animName.Length() && animClass.Length()) {
- worldEntity.numJoints = worldEntity.hModel->NumJoints();
- worldEntity.joints = ( idJointMat * )Mem_Alloc16( SIMD_ROUND_JOINTS( worldEntity.numJoints ) * sizeof( *worldEntity.joints ), TAG_JOINTMAT );
- modelAnim = gameEdit->ANIM_GetAnimFromEntityDef( animClass, animName );
- if ( modelAnim ) {
- animLength = gameEdit->ANIM_GetLength( modelAnim );
- animEndTime = time + animLength;
- }
- }
- updateAnimation = false;
- }
- void idRenderWindow::PreRender() {
- if (needsRender) {
- world->InitFromMap( NULL );
- idDict spawnArgs;
- spawnArgs.Set("classname", "light");
- spawnArgs.Set("name", "light_1");
- spawnArgs.Set("origin", lightOrigin.ToVec3().ToString());
- spawnArgs.Set("_color", lightColor.ToVec3().ToString());
- gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &rLight );
- lightDef = world->AddLightDef( &rLight );
- if ( !modelName[0] ) {
- common->Warning( "Window '%s' in gui '%s': no model set", GetName(), GetGui()->GetSourceFile() );
- }
- memset( &worldEntity, 0, sizeof( worldEntity ) );
- spawnArgs.Clear();
- spawnArgs.Set("classname", "func_static");
- spawnArgs.Set("model", modelName);
- spawnArgs.Set("origin", modelOrigin.c_str());
- gameEdit->ParseSpawnArgsToRenderEntity( &spawnArgs, &worldEntity );
- if ( worldEntity.hModel ) {
- idVec3 v = modelRotate.ToVec3();
- worldEntity.axis = v.ToMat3();
- worldEntity.shaderParms[0] = 1;
- worldEntity.shaderParms[1] = 1;
- worldEntity.shaderParms[2] = 1;
- worldEntity.shaderParms[3] = 1;
- modelDef = world->AddEntityDef( &worldEntity );
- }
- needsRender = false;
- }
- }
- void idRenderWindow::Render( int time ) {
- rLight.origin = lightOrigin.ToVec3();
- rLight.shaderParms[SHADERPARM_RED] = lightColor.x();
- rLight.shaderParms[SHADERPARM_GREEN] = lightColor.y();
- rLight.shaderParms[SHADERPARM_BLUE] = lightColor.z();
- world->UpdateLightDef(lightDef, &rLight);
- if ( worldEntity.hModel ) {
- if (updateAnimation) {
- BuildAnimation(time);
- }
- if (modelAnim) {
- if (time > animEndTime) {
- animEndTime = time + animLength;
- }
- gameEdit->ANIM_CreateAnimFrame(worldEntity.hModel, modelAnim, worldEntity.numJoints, worldEntity.joints, animLength - (animEndTime - time), vec3_origin, false );
- }
- worldEntity.axis = idAngles(modelRotate.x(), modelRotate.y(), modelRotate.z()).ToMat3();
- world->UpdateEntityDef(modelDef, &worldEntity);
- }
- }
- void idRenderWindow::Draw(int time, float x, float y) {
- PreRender();
- Render(time);
- memset( &refdef, 0, sizeof( refdef ) );
- refdef.vieworg = viewOffset.ToVec3();;
- //refdef.vieworg.Set(-128, 0, 0);
- refdef.viewaxis.Identity();
- refdef.shaderParms[0] = 1;
- refdef.shaderParms[1] = 1;
- refdef.shaderParms[2] = 1;
- refdef.shaderParms[3] = 1;
- refdef.fov_x = 90;
- refdef.fov_y = 2 * atan((float)drawRect.h / drawRect.w) * idMath::M_RAD2DEG;
- refdef.time[0] = time;
- refdef.time[1] = time;
- world->RenderScene(&refdef);
- }
- void idRenderWindow::PostParse() {
- idWindow::PostParse();
- }
- //
- //
- idWinVar *idRenderWindow::GetWinVarByName(const char *_name, bool fixup, drawWin_t** owner ) {
- //
- if (idStr::Icmp(_name, "model") == 0) {
- return &modelName;
- }
- if (idStr::Icmp(_name, "anim") == 0) {
- return &animName;
- }
- if (idStr::Icmp(_name, "lightOrigin") == 0) {
- return &lightOrigin;
- }
- if (idStr::Icmp(_name, "lightColor") == 0) {
- return &lightColor;
- }
- if (idStr::Icmp(_name, "modelOrigin") == 0) {
- return &modelOrigin;
- }
- if (idStr::Icmp(_name, "modelRotate") == 0) {
- return &modelRotate;
- }
- if (idStr::Icmp(_name, "viewOffset") == 0) {
- return &viewOffset;
- }
- if (idStr::Icmp(_name, "needsRender") == 0) {
- return &needsRender;
- }
- //
- //
- return idWindow::GetWinVarByName(_name, fixup, owner);
- //
- }
- bool idRenderWindow::ParseInternalVar(const char *_name, idTokenParser *src) {
- if (idStr::Icmp(_name, "animClass") == 0) {
- ParseString(src, animClass);
- return true;
- }
- return idWindow::ParseInternalVar(_name, src);
- }
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