/* =========================================================================== 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 "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 ); }