mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-29 23:51:49 +00:00
e41bf2b147
So stuff doesn't look so distorted in widescreen resolutions. Implies that there are black bars on the left/right then.. Can be disabled with "r_scaleMenusTo43 0" Does *not* affect the HUD (incl. crosshair) - scaling it automagically would be very hard (or impossible), because it doesn't only render the crosshair, healthpoints etc, but also fullscreen effects like the screen turning red when the player is hit - and fullscreen effects would look very shitty if they didn't cover the whole screen but had "empty" bars on left/right. (Mostly) fixes #188 and #189
223 lines
6.5 KiB
C++
223 lines
6.5 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "idlib/geometry/JointTransform.h"
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#include "framework/Game.h"
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#include "ui/DeviceContext.h"
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#include "ui/Window.h"
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#include "ui/UserInterfaceLocal.h"
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#include "ui/RenderWindow.h"
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idRenderWindow::idRenderWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
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dc = d;
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gui = g;
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CommonInit();
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}
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idRenderWindow::idRenderWindow(idUserInterfaceLocal *g) : idWindow(g) {
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gui = g;
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CommonInit();
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}
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idRenderWindow::~idRenderWindow() {
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renderSystem->FreeRenderWorld( world );
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}
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void idRenderWindow::CommonInit() {
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world = renderSystem->AllocRenderWorld();
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needsRender = true;
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lightOrigin = idVec4(-128.0f, 0.0f, 0.0f, 1.0f);
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lightColor = idVec4(1.0f, 1.0f, 1.0f, 1.0f);
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modelOrigin.Zero();
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viewOffset = idVec4(-128.0f, 0.0f, 0.0f, 1.0f);
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modelAnim = NULL;
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animLength = 0;
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animEndTime = -1;
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modelDef = -1;
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updateAnimation = true;
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}
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void idRenderWindow::BuildAnimation(int time) {
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if (!updateAnimation) {
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return;
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}
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if (animName.Length() && animClass.Length()) {
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worldEntity.numJoints = worldEntity.hModel->NumJoints();
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worldEntity.joints = ( idJointMat * )Mem_Alloc16( worldEntity.numJoints * sizeof( *worldEntity.joints ) );
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modelAnim = gameEdit->ANIM_GetAnimFromEntityDef(animClass, animName);
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if (modelAnim) {
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animLength = gameEdit->ANIM_GetLength(modelAnim);
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animEndTime = time + animLength;
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}
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}
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updateAnimation = false;
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}
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void idRenderWindow::PreRender() {
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if (needsRender) {
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world->InitFromMap( NULL );
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idDict spawnArgs;
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spawnArgs.Set("classname", "light");
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spawnArgs.Set("name", "light_1");
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spawnArgs.Set("origin", lightOrigin.ToVec3().ToString());
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spawnArgs.Set("_color", lightColor.ToVec3().ToString());
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gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &rLight );
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lightDef = world->AddLightDef( &rLight );
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if ( !modelName[0] ) {
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common->Warning( "Window '%s' in gui '%s': no model set", GetName(), GetGui()->GetSourceFile() );
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}
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memset( &worldEntity, 0, sizeof( worldEntity ) );
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spawnArgs.Clear();
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spawnArgs.Set("classname", "func_static");
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spawnArgs.Set("model", modelName);
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spawnArgs.Set("origin", modelOrigin.c_str());
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gameEdit->ParseSpawnArgsToRenderEntity( &spawnArgs, &worldEntity );
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if ( worldEntity.hModel ) {
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idVec3 v = modelRotate.ToVec3();
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worldEntity.axis = v.ToMat3();
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worldEntity.shaderParms[0] = 1;
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worldEntity.shaderParms[1] = 1;
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worldEntity.shaderParms[2] = 1;
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worldEntity.shaderParms[3] = 1;
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modelDef = world->AddEntityDef( &worldEntity );
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}
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needsRender = false;
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}
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}
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void idRenderWindow::Render( int time ) {
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rLight.origin = lightOrigin.ToVec3();
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rLight.shaderParms[SHADERPARM_RED] = lightColor.x();
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rLight.shaderParms[SHADERPARM_GREEN] = lightColor.y();
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rLight.shaderParms[SHADERPARM_BLUE] = lightColor.z();
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world->UpdateLightDef(lightDef, &rLight);
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if ( worldEntity.hModel ) {
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if (updateAnimation) {
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BuildAnimation(time);
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}
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if (modelAnim) {
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if (time > animEndTime) {
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animEndTime = time + animLength;
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}
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gameEdit->ANIM_CreateAnimFrame(worldEntity.hModel, modelAnim, worldEntity.numJoints, worldEntity.joints, animLength - (animEndTime - time), vec3_origin, false );
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}
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worldEntity.axis = idAngles(modelRotate.x(), modelRotate.y(), modelRotate.z()).ToMat3();
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world->UpdateEntityDef(modelDef, &worldEntity);
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}
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}
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void idRenderWindow::Draw(int time, float x_, float y_) {
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PreRender();
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Render(time);
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memset( &refdef, 0, sizeof( refdef ) );
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refdef.vieworg = viewOffset.ToVec3();;
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//refdef.vieworg.Set(-128, 0, 0);
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refdef.viewaxis.Identity();
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refdef.shaderParms[0] = 1;
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refdef.shaderParms[1] = 1;
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refdef.shaderParms[2] = 1;
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refdef.shaderParms[3] = 1;
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// DG: for scaling menus to 4:3 (like that spinning mars globe in the main menu)
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float x = drawRect.x;
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float y = drawRect.y;
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float w = drawRect.w;
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float h = drawRect.h;
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if(dc->IsMenuScaleFixActive()) {
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dc->AdjustCoords(&x, &y, &w, &h);
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}
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refdef.x = x;
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refdef.y = y;
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refdef.width = w;
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refdef.height = h;
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// DG end
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refdef.fov_x = 90;
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refdef.fov_y = 2 * atan((float)drawRect.h / drawRect.w) * idMath::M_RAD2DEG;
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refdef.time = time;
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world->RenderScene(&refdef);
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}
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void idRenderWindow::PostParse() {
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idWindow::PostParse();
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}
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//
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//
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idWinVar *idRenderWindow::GetWinVarByName(const char *_name, bool fixup, drawWin_t** owner ) {
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//
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if (idStr::Icmp(_name, "model") == 0) {
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return &modelName;
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}
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if (idStr::Icmp(_name, "anim") == 0) {
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return &animName;
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}
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if (idStr::Icmp(_name, "lightOrigin") == 0) {
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return &lightOrigin;
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}
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if (idStr::Icmp(_name, "lightColor") == 0) {
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return &lightColor;
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}
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if (idStr::Icmp(_name, "modelOrigin") == 0) {
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return &modelOrigin;
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}
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if (idStr::Icmp(_name, "modelRotate") == 0) {
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return &modelRotate;
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}
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if (idStr::Icmp(_name, "viewOffset") == 0) {
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return &viewOffset;
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}
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if (idStr::Icmp(_name, "needsRender") == 0) {
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return &needsRender;
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}
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//
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//
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return idWindow::GetWinVarByName(_name, fixup, owner);
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//
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}
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bool idRenderWindow::ParseInternalVar(const char *_name, idParser *src) {
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if (idStr::Icmp(_name, "animClass") == 0) {
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ParseString(src, animClass);
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return true;
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}
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return idWindow::ParseInternalVar(_name, src);
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}
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