doom3-bfg/neo/ui/RenderWindow.cpp
2012-11-26 12:58:24 -06:00

209 lines
6.4 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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);
}