mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
238 lines
6.5 KiB
C++
238 lines
6.5 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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#pragma hdrstop
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#include "precompiled.h"
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#include "DeviceContext.h"
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#include "Window.h"
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#include "UserInterfaceLocal.h"
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#include "RenderWindow.h"
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// NO LONGER SUPPORTED!
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//
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// D3 could render a 3D model in a subrect of a full screen
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// GUI for the main menus, but we have cut that ability so
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// we don't need to deal with offset viewports on all platforms.
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idRenderWindow::idRenderWindow( idUserInterfaceLocal* g ) : idWindow( g )
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{
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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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{
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renderSystem->FreeRenderWorld( world );
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}
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void idRenderWindow::CommonInit()
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{
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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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{
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if( !updateAnimation )
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{
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return;
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}
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if( animName.Length() && animClass.Length() )
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{
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worldEntity.numJoints = worldEntity.hModel->NumJoints();
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worldEntity.joints = ( idJointMat* )Mem_Alloc16( SIMD_ROUND_JOINTS( worldEntity.numJoints ) * sizeof( *worldEntity.joints ), TAG_JOINTMAT );
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modelAnim = gameEdit->ANIM_GetAnimFromEntityDef( animClass, animName );
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if( modelAnim )
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{
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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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{
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if( needsRender )
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{
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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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{
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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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{
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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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{
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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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{
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if( updateAnimation )
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{
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BuildAnimation( time );
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}
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if( modelAnim )
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{
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if( time > animEndTime )
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{
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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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{
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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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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[0] = time;
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refdef.time[1] = time;
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world->RenderScene( &refdef );
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}
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void idRenderWindow::PostParse()
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{
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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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//
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if( idStr::Icmp( _name, "model" ) == 0 )
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{
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return &modelName;
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}
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if( idStr::Icmp( _name, "anim" ) == 0 )
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{
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return &animName;
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}
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if( idStr::Icmp( _name, "lightOrigin" ) == 0 )
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{
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return &lightOrigin;
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}
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if( idStr::Icmp( _name, "lightColor" ) == 0 )
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{
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return &lightColor;
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}
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if( idStr::Icmp( _name, "modelOrigin" ) == 0 )
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{
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return &modelOrigin;
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}
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if( idStr::Icmp( _name, "modelRotate" ) == 0 )
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{
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return &modelRotate;
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}
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if( idStr::Icmp( _name, "viewOffset" ) == 0 )
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{
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return &viewOffset;
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}
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if( idStr::Icmp( _name, "needsRender" ) == 0 )
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{
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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, idTokenParser* src )
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{
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if( idStr::Icmp( _name, "animClass" ) == 0 )
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{
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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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