/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 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 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 Source Code. If not, see . In addition, the Doom 3 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 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. =========================================================================== */ #include "../../../idlib/precompiled.h" #pragma hdrstop #include "../radiant/QE3.H" #include "MaterialPreviewView.h" // MaterialPreviewView IMPLEMENT_DYNCREATE(MaterialPreviewView, CView) MaterialPreviewView::MaterialPreviewView() { // Initialize the rendered material renderedView.setMedia( "_default" ); } MaterialPreviewView::~MaterialPreviewView() { } BEGIN_MESSAGE_MAP(MaterialPreviewView, CView) ON_WM_CREATE() ON_WM_SIZE() END_MESSAGE_MAP() // MaterialPreviewView drawing void MaterialPreviewView::OnDraw(CDC* pDC) { } // MaterialPreviewView diagnostics #ifdef _DEBUG void MaterialPreviewView::AssertValid() const { CView::AssertValid(); } void MaterialPreviewView::Dump(CDumpContext& dc) const { CView::Dump(dc); } #endif //_DEBUG // MaterialPreviewView message handlers int MaterialPreviewView::OnCreate(LPCREATESTRUCT lpCreateStruct) { if (CView::OnCreate(lpCreateStruct) == -1) return -1; DWORD dwStyle; CRect rc; dwStyle = WS_CHILD|WS_VISIBLE; // Init the control's size to cover the entire client area GetClientRect(rc); // Initialize the rendered window and material renderWindow.Create( NULL, "renderWindow", dwStyle, rc, this, 1010 ); renderWindow.setDrawable( &renderedView ); renderWindow.SetWindowPos(NULL, 0, 0, rc.Width(), rc.Height(), SWP_SHOWWINDOW); return 0; } void MaterialPreviewView::OnSize(UINT nType, int cx, int cy) { CRect rc; CView::OnSize( nType, cx, cy ); GetClientRect( rc ); renderWindow.SetWindowPos(NULL, 0, 0, rc.Width(), rc.Height(), SWP_SHOWWINDOW); renderWindow.Invalidate(); renderWindow.RedrawWindow(); } void MaterialPreviewView::MV_OnMaterialSelectionChange( MaterialDoc *pMaterial ) { if ( pMaterial && pMaterial->renderMaterial ) { currentMaterial = pMaterial->renderMaterial->GetName(); renderedView.setMedia( currentMaterial ); renderWindow.Invalidate(); renderWindow.RedrawWindow(); } } void MaterialPreviewView::OnLocalParmChange( int parmNum, float value ) { renderedView.setLocalParm( parmNum, value ); } void MaterialPreviewView::OnGlobalParmChange( int parmNum, float value ) { renderedView.setGlobalParm( parmNum, value ); } void MaterialPreviewView::OnLightShaderChange( int lightId, idStr shaderName ) { renderedView.setLightShader( lightId, shaderName ); } void MaterialPreviewView::OnLightColorChange( int lightId, idVec3 &color ) { renderedView.setLightColor( lightId, color ); } void MaterialPreviewView::OnLightRadiusChange( int lightId, float radius ) { renderedView.setLightRadius( lightId, radius ); } void MaterialPreviewView::OnLightAllowMoveChange( int lightId, bool move ) { renderedView.setLightAllowMove( lightId, move ); } void MaterialPreviewView::OnAddLight( void ) { renderedView.addLight(); } void MaterialPreviewView::OnDeleteLight( int lightId ) { renderedView.deleteLight( lightId ); } void MaterialPreviewView::OnModelChange( int modelId ) { renderedView.setObject( modelId ); } void MaterialPreviewView::OnCustomModelChange( idStr modelName ) { renderedView.setCustomModel( modelName ); } void MaterialPreviewView::OnShowLightsChange( bool showLights ) { renderedView.setShowLights( showLights ); } /* ============================================================================= ============================================================================= ============================================================================= */ extern bool Sys_KeyDown(int key); extern float fDiff(float f1, float f2); idGLDrawableView::idGLDrawableView() { material = NULL; modelDefHandle = -1; objectId = 0; showLights = true; realTime = 16; viewOrigin.Set( 0.f, 0.f, 0.f ); viewRotation.Set( 0.f, 0.f, 0.f ); viewDistance = -196.f; world = NULL; worldModel = NULL; ResetView(); } idGLDrawableView::~idGLDrawableView() { delete world; delete worldModel; } void idGLDrawableView::ResetView( void ) { idDict spawnArgs; InitWorld(); memset( &worldEntity, 0, sizeof( worldEntity ) ); spawnArgs.Clear(); spawnArgs.Set("classname", "func_static"); spawnArgs.Set("name", spawnArgs.GetString("model")); spawnArgs.Set("origin", "0 0 0"); gameEdit->ParseSpawnArgsToRenderEntity(&spawnArgs, &worldEntity); // load a model and set the current material as its customshader worldModel = renderModelManager->FindModel("models/materialeditor/cube128.ase"); worldEntity.hModel = worldModel; // current material worldEntity.customShader = material; // current rotation worldEntity.axis = mat3_identity; // set global shader parms memset( globalParms, 0, sizeof( globalParms ) ); globalParms[0] = globalParms[1] = globalParms[2] = globalParms[3] = 1.f; worldEntity.shaderParms[0] = 1.f; worldEntity.shaderParms[1] = 1.f; worldEntity.shaderParms[2] = 1.f; worldEntity.shaderParms[3] = 1.f; modelDefHandle = world->AddEntityDef( &worldEntity ); } void idGLDrawableView::InitWorld() { if ( world == NULL ) { world = renderSystem->AllocRenderWorld(); } if ( worldModel == NULL ) { worldModel = renderModelManager->AllocModel(); } world->InitFromMap( NULL ); worldModel->InitEmpty( "GLWorldModel" ); viewLights.Clear(); } void idGLDrawableView::buttonDown(int _button, float x, float y) { pressX = x; pressY = y; button = _button; if ( button == MK_RBUTTON || button == MK_LBUTTON || button == MK_MBUTTON ) { handleMove = true; } } void idGLDrawableView::mouseMove(float x, float y) { bool doZoom; float sensitivity = 0.5f; if (handleMove) { // Left mouse button rotates and zooms the view if (button == MK_LBUTTON) { doZoom = Sys_KeyDown(VK_MENU); if (doZoom) { if ( y != pressY ) { viewDistance -= ( y - pressY ); pressY = y; } } else { float xo = 0.f; float yo = 0.f; if (x != pressX) { xo = (x - pressX); pressX = x; } if (y != pressY) { yo = (y - pressY); pressY = y; } viewRotation.yaw += -(xo * sensitivity); viewRotation.pitch += (yo * sensitivity); viewRotation.pitch = idMath::ClampFloat( -89.9f, 89.9f, viewRotation.pitch ); } // Right mouse button moves lights in the view plane } else if (button == MK_RBUTTON) { int i; float lightMovement = 0; idVec3 lightForward, lightRight, lightUp; idVec3 lightMove; lightMove.Zero(); viewRotation.ToVectors( &lightForward, &lightRight, &lightUp ); doZoom = Sys_KeyDown(VK_MENU); if (doZoom) { if ( y != pressY ) { lightMovement = -( y - pressY ) * sensitivity; pressY = y; lightMovement = idMath::ClampFloat( -32.f, 32.f, lightMovement ); lightMove = lightForward * lightMovement; } } else { if (x != pressX) { lightMovement = (x - pressX) * sensitivity; pressX = x; lightMovement = idMath::ClampFloat( -32.f, 32.f, lightMovement ); lightMove = lightRight * lightMovement; } if (y != pressY) { lightMovement = -(y - pressY) * sensitivity; pressY = y; lightMovement = idMath::ClampFloat( -32.f, 32.f, lightMovement ); lightMove += lightUp * lightMovement; } } // Go through the lights and move the ones that are set to allow movement for ( i = 0; i < viewLights.Num(); i++ ) { lightInfo_t *vLight = &viewLights[i]; if ( vLight->allowMove ) { vLight->origin += lightMove; } } // Middle mouse button moves object up and down } else if ( button == MK_MBUTTON ) { float yo = 0.f; if (y != pressY) { yo = (y - pressY); pressY = y; } viewOrigin.z -= yo; UpdateModel(); } } } void idGLDrawableView::addLight( void ) { int lightId; idStr str; lightInfo_t viewLight; idDict spawnArgs; lightId = viewLights.Num(); spawnArgs.Set( "classname", "light" ); spawnArgs.Set( "name", va( "light_%d", lightId ) ); spawnArgs.Set( "origin", va( "-128 0 %d", (lightId * 16) ) ); spawnArgs.Set( "light", "300" ); spawnArgs.Set( "texture", "lights/defaultPointLight" ); sprintf( str, "%f %f %f", 1.f, 1.f, 1.f ); spawnArgs.Set( "_color", str ); gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &viewLight.renderLight ); viewLight.lightDefHandle = world->AddLightDef( &viewLight.renderLight ); viewLight.origin = viewLight.renderLight.origin; viewLight.shader = declManager->FindMaterial( "lights/defaultPointLight", false ); viewLight.color.x = viewLight.renderLight.shaderParms[ SHADERPARM_RED ]; viewLight.color.y = viewLight.renderLight.shaderParms[ SHADERPARM_GREEN ]; viewLight.color.z = viewLight.renderLight.shaderParms[ SHADERPARM_BLUE ]; viewLight.radius = 300.f; viewLight.allowMove = true; // Add light to the list viewLights.Append( viewLight ); } void idGLDrawableView::deleteLight( const int lightId ) { if ( lightId < viewLights.Num() ) { world->FreeLightDef( viewLights[lightId].lightDefHandle ); viewLights.RemoveIndex( lightId ); } } void idGLDrawableView::UpdateCamera( renderView_t *refdef ) { idVec3 pos, dir; idAngles angs; // Set the camera origin pos = viewRotation.ToForward(); pos *= viewDistance; refdef->vieworg = pos; // Set the view to point back at the origin dir = vec3_origin - pos; angs = dir.ToAngles(); refdef->viewaxis = angs.ToMat3(); } void idGLDrawableView::UpdateModel( void ) { switch( objectId ) { case 0: worldModel = renderModelManager->FindModel("models/materialeditor/cube128.ase"); break; case 1: worldModel = renderModelManager->FindModel("models/materialeditor/box128x64.ase"); break; case 2: worldModel = renderModelManager->FindModel("models/materialeditor/box128x32.ase"); break; case 3: worldModel = renderModelManager->FindModel("models/materialeditor/box64x128.ase"); break; case 4: worldModel = renderModelManager->FindModel("models/materialeditor/box32x128.ase"); break; case 5: worldModel = renderModelManager->FindModel("models/materialeditor/cylinder_v.ase"); break; case 6: worldModel = renderModelManager->FindModel("models/materialeditor/cylinder_h.ase"); break; case 7: worldModel = renderModelManager->FindModel("models/materialeditor/sphere64.ase"); break; case -1: worldModel = renderModelManager->FindModel( customModelName.c_str() ); break; default: worldModel = renderModelManager->FindModel("models/materialeditor/cube128.ase"); break; }; worldEntity.hModel = worldModel; // current material worldEntity.customShader = material; // current rotation worldEntity.origin = viewOrigin; worldEntity.axis = mat3_identity; world->UpdateEntityDef( modelDefHandle, &worldEntity ); } void idGLDrawableView::UpdateLights( void ) { int i; for ( i = 0; i < viewLights.Num(); i++ ) { lightInfo_t *vLight = &viewLights[i]; vLight->renderLight.shader = vLight->shader; vLight->renderLight.shaderParms[ SHADERPARM_RED ] = vLight->color.x; vLight->renderLight.shaderParms[ SHADERPARM_GREEN ] = vLight->color.y; vLight->renderLight.shaderParms[ SHADERPARM_BLUE ] = vLight->color.z; vLight->renderLight.lightRadius[0] = vLight->renderLight.lightRadius[1] = vLight->renderLight.lightRadius[2] = vLight->radius; vLight->renderLight.origin = vLight->origin; world->UpdateLightDef( vLight->lightDefHandle, &vLight->renderLight ); } } void idGLDrawableView::drawLights( renderView_t *refdef ) { int i; for ( i=0; i < viewLights.Num(); i++ ) { lightInfo_t *vLight = &viewLights[i]; idVec4 lColor; lColor.x = vLight->color.x; lColor.y = vLight->color.y; lColor.z = vLight->color.z; lColor.w = 1.f; idSphere sphere(vLight->renderLight.origin, 4); session->rw->DebugSphere( lColor, sphere, 0, true ); session->rw->DrawText( va( "%d", i+1 ), vLight->renderLight.origin + idVec3(0,0,5), 0.25f, idVec4(1,1,0,1), refdef->viewaxis, 1, 0, true ); } } void idGLDrawableView::draw(int x, int y, int w, int h) { int i; renderView_t refdef; const idMaterial *mat = material; if (mat) { qglViewport(x, y, w, h); qglScissor(x, y, w, h); qglMatrixMode(GL_PROJECTION); qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f ); qglClear(GL_COLOR_BUFFER_BIT); UpdateLights(); // render it renderSystem->BeginFrame(w, h); memset( &refdef, 0, sizeof( refdef ) ); UpdateCamera( &refdef ); // Copy global shaderparms to view for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) { refdef.shaderParms[ i ] = globalParms[ i ]; } refdef.width = SCREEN_WIDTH; refdef.height = SCREEN_HEIGHT; refdef.fov_x = 90; refdef.fov_y = 2 * atan((float)h / w) * idMath::M_RAD2DEG; refdef.time = eventLoop->Milliseconds(); world->RenderScene( &refdef ); if ( showLights ) { drawLights( &refdef ); } renderSystem->EndFrame( NULL, NULL ); world->DebugClearLines( refdef.time ); qglMatrixMode( GL_MODELVIEW ); qglLoadIdentity(); } } // ============================ // Interface to PropTree Window // ============================ void idGLDrawableView::setMedia(const char *name) { float ratio = 1; if (name && *name) { material = declManager->FindMaterial(name); } else { material = NULL; } if ( material->GetNumStages() == 0 ) { material = declManager->FindMaterial( "_default" ); } if ( material->GetStage(0)->texture.image ) { ratio = (float)((float)material->GetImageWidth() / (float)material->GetImageHeight()); } if ( objectId == -1 ) { // Don't change a custom model } else if ( ratio == 1 ) { objectId = 0; } else if ( ratio == 2 ) { objectId = 1; } else if ( ratio == 4 ) { objectId = 2; } else if ( ratio == 0.5 ) { objectId = 3; } else if ( ratio == 0.25 ) { objectId = 4; } UpdateModel(); } void idGLDrawableView::setLocalParm( int parmNum, float value ) { if ( parmNum < 0 || parmNum >= MAX_ENTITY_SHADER_PARMS ) { return; } worldEntity.shaderParms[ parmNum ] = value; UpdateModel(); } void idGLDrawableView::setGlobalParm( int parmNum, float value ) { if ( parmNum < 0 || parmNum >= MAX_GLOBAL_SHADER_PARMS ) { return; } globalParms[ parmNum ] = value; } void idGLDrawableView::setLightShader( const int lightId, const idStr shaderName ) { if ( lightId < viewLights.Num() ) { viewLights[ lightId ].shader = declManager->FindMaterial( shaderName, false ); } } void idGLDrawableView::setLightColor( const int lightId, const idVec3 &value ) { if ( lightId < viewLights.Num() ) { // Update this lights color viewLights[ lightId ].color = value; } } void idGLDrawableView::setLightRadius( const int lightId, const float radius ) { if ( lightId < viewLights.Num() ) { viewLights[ lightId ].radius = radius; } } void idGLDrawableView::setLightAllowMove( const int lightId, const bool move ) { if ( lightId < viewLights.Num() ) { viewLights[ lightId ].allowMove = move; } } void idGLDrawableView::setObject( int Id ) { objectId = Id; UpdateModel(); } void idGLDrawableView::setCustomModel( const idStr modelName ) { if ( modelName.Length() ) { objectId = -1; } else { objectId = 0; } customModelName = modelName; UpdateModel(); } void idGLDrawableView::setShowLights( bool _showLights ) { showLights = _showLights; }