mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-30 16:11:11 +00:00
79ad905e05
Excluding 3rd party files.
212 lines
6.2 KiB
C++
212 lines
6.2 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
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 <http://www.gnu.org/licenses/>.
|
|
|
|
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 "DeviceContext.h"
|
|
#include "Window.h"
|
|
#include "UserInterfaceLocal.h"
|
|
#include "RenderWindow.h"
|
|
|
|
idRenderWindow::idRenderWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
|
|
dc = d;
|
|
gui = g;
|
|
CommonInit();
|
|
}
|
|
|
|
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( worldEntity.numJoints * sizeof( *worldEntity.joints ) );
|
|
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.x = drawRect.x;
|
|
refdef.y = drawRect.y;
|
|
refdef.width = drawRect.w;
|
|
refdef.height = drawRect.h;
|
|
refdef.fov_x = 90;
|
|
refdef.fov_y = 2 * atan((float)drawRect.h / drawRect.w) * idMath::M_RAD2DEG;
|
|
|
|
refdef.time = 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, idParser *src) {
|
|
if (idStr::Icmp(_name, "animClass") == 0) {
|
|
ParseString(src, animClass);
|
|
return true;
|
|
}
|
|
return idWindow::ParseInternalVar(_name, src);
|
|
}
|