/* =========================================================================== 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 . 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); }