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public/toolutils/DmeRenderable.h
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340
public/toolutils/DmeRenderable.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base decorator class to make a DME renderable
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//
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//===========================================================================//
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#ifndef DMERENDERABLE_H
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#define DMERENDERABLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "iclientunknown.h"
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#include "iclientrenderable.h"
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#include "datamodel/dmelement.h"
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#include "datamodel/dmattributevar.h"
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#include "mathlib/mathlib.h"
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#include "basehandle.h"
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#include "toolutils/enginetools_int.h"
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#include "engine/iclientleafsystem.h"
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#include "datamodel/dmelementfactoryhelper.h"
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//-----------------------------------------------------------------------------
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// Deals with the base implementation for turning a Dme into a renderable
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//-----------------------------------------------------------------------------
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template < class T >
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class CDmeRenderable : public T, public IClientUnknown, public IClientRenderable
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{
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DEFINE_UNINSTANCEABLE_ELEMENT( CDmeRenderable, T );
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protected:
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virtual void OnAttributeChanged( CDmAttribute *pAttribute );
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// IClientUnknown implementation.
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public:
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virtual void SetRefEHandle( const CBaseHandle &handle );
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virtual const CBaseHandle& GetRefEHandle() const;
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virtual IClientUnknown* GetIClientUnknown() { return this; }
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virtual ICollideable* GetCollideable() { return 0; }
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virtual IClientRenderable* GetClientRenderable() { return this; }
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virtual IClientNetworkable* GetClientNetworkable() { return 0; }
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virtual IClientEntity* GetIClientEntity() { return 0; }
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virtual C_BaseEntity* GetBaseEntity() { return 0; }
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virtual IClientThinkable* GetClientThinkable() { return 0; }
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// virtual const Vector & GetRenderOrigin( void ) { return vec3_origin; }
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// virtual const QAngle & GetRenderAngles( void ) { return vec3_angle; }
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virtual bool ShouldDraw( void ) { return false; }
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virtual bool IsTransparent( void ) { return false; }
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virtual bool IsTwoPass( void ) { return false; }
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virtual void OnThreadedDrawSetup() {}
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virtual bool UsesPowerOfTwoFrameBufferTexture() { return false; }
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virtual bool UsesFullFrameBufferTexture() { return false; }
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virtual ClientShadowHandle_t GetShadowHandle() const;
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virtual ClientRenderHandle_t& RenderHandle();
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virtual int GetBody() { return 0; }
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virtual int GetSkin() { return 0; }
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virtual const model_t* GetModel( ) const { return NULL; }
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// virtual int DrawModel( int flags );
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virtual void ComputeFxBlend( ) { return; }
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virtual int GetFxBlend( ) { return 255; }
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virtual bool LODTest() { return true; }
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virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ) { return true; }
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virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights ) {}
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virtual bool UsesFlexDelayedWeights() { return false; }
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virtual void DoAnimationEvents( void ) {}
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virtual IPVSNotify* GetPVSNotifyInterface() { return NULL; }
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virtual void GetRenderBoundsWorldspace( Vector& absMins, Vector& absMaxs );
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virtual void GetColorModulation( float* color );
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// virtual void GetRenderBounds( Vector& mins, Vector& maxs );
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virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; }
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virtual bool GetShadowCastDistance( float *pDist, ShadowType_t shadowType ) const { return false; }
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virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const { return false; }
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virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType );
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virtual bool IsShadowDirty( ) { return false; }
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virtual void MarkShadowDirty( bool bDirty ) {}
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virtual IClientRenderable *GetShadowParent() { return NULL; }
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virtual IClientRenderable *FirstShadowChild(){ return NULL; }
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virtual IClientRenderable *NextShadowPeer() { return NULL; }
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virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
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virtual void CreateModelInstance() {}
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virtual ModelInstanceHandle_t GetModelInstance() { return MODEL_INSTANCE_INVALID; }
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virtual const matrix3x4_t &RenderableToWorldTransform();
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virtual int LookupAttachment( const char *pAttachmentName ) { return -1; }
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
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virtual bool GetAttachment( int number, matrix3x4_t &matrix );
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virtual float *GetRenderClipPlane() { return NULL; }
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virtual void RecordToolMessage() {}
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virtual bool IgnoresZBuffer( void ) const { return false; }
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// Add/remove to engine from drawing
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void DrawInEngine( bool bDrawInEngine );
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bool IsDrawingInEngine() const;
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protected:
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virtual CDmAttribute* GetVisibilityAttribute() { return NULL; }
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virtual CDmAttribute* GetDrawnInEngineAttribute() { return m_bWantsToBeDrawnInEngine.GetAttribute(); }
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Vector m_vecRenderOrigin;
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QAngle m_angRenderAngles;
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protected:
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CDmaVar<bool> m_bWantsToBeDrawnInEngine;
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bool m_bIsDrawingInEngine;
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CBaseHandle m_RefEHandle; // Reference ehandle. Used to generate ehandles off this entity.
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ClientRenderHandle_t m_hRenderHandle;
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};
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//-----------------------------------------------------------------------------
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// Construction, destruction
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//-----------------------------------------------------------------------------
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template < class T >
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void CDmeRenderable<T>::OnConstruction()
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{
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m_hRenderHandle = INVALID_CLIENT_RENDER_HANDLE;
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m_bWantsToBeDrawnInEngine.InitAndSet( this, "wantsToBeDrawnInEngine", false, FATTRIB_DONTSAVE | FATTRIB_HAS_CALLBACK );
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m_bIsDrawingInEngine = false;
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}
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template < class T >
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void CDmeRenderable<T>::OnDestruction()
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{
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if ( m_bIsDrawingInEngine )
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{
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if ( clienttools )
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{
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clienttools->RemoveClientRenderable( this );
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}
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m_bIsDrawingInEngine = false;
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}
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}
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//-----------------------------------------------------------------------------
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// EHandles
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//-----------------------------------------------------------------------------
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template < class T >
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void CDmeRenderable<T>::SetRefEHandle( const CBaseHandle &handle )
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{
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m_RefEHandle = handle;
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}
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template < class T >
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const CBaseHandle& CDmeRenderable<T>::GetRefEHandle() const
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{
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return m_RefEHandle;
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}
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//-----------------------------------------------------------------------------
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// Add/remove to engine from drawing
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//-----------------------------------------------------------------------------
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template < class T >
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void CDmeRenderable<T>::DrawInEngine( bool bDrawInEngine )
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{
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m_bWantsToBeDrawnInEngine = bDrawInEngine;
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}
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template < class T >
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bool CDmeRenderable<T>::IsDrawingInEngine() const
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{
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return m_bIsDrawingInEngine;
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}
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//-----------------------------------------------------------------------------
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// Called when attributes changed
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//-----------------------------------------------------------------------------
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template < class T >
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void CDmeRenderable<T>::OnAttributeChanged( CDmAttribute *pAttribute )
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{
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T::OnAttributeChanged( pAttribute );
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CDmAttribute *pVisibilityAttribute = GetVisibilityAttribute();
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if ( pAttribute == pVisibilityAttribute || pAttribute == m_bWantsToBeDrawnInEngine.GetAttribute() )
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{
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bool bIsVisible = pVisibilityAttribute ? pVisibilityAttribute->GetValue<bool>() : true;
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bool bShouldDrawInEngine = m_bWantsToBeDrawnInEngine && bIsVisible;
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if ( m_bIsDrawingInEngine != bShouldDrawInEngine )
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{
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m_bIsDrawingInEngine = bShouldDrawInEngine;
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if ( clienttools )
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{
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if ( m_bIsDrawingInEngine )
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{
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clienttools->AddClientRenderable( this, IsTransparent() ? RENDER_GROUP_TRANSLUCENT_ENTITY : RENDER_GROUP_OPAQUE_ENTITY );
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}
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else
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{
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clienttools->RemoveClientRenderable( this );
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Color modulation
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//-----------------------------------------------------------------------------
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template < class T >
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void CDmeRenderable<T>::GetColorModulation( float* color )
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{
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Assert(color);
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color[0] = color[1] = color[2] = 1.0f;
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}
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//-----------------------------------------------------------------------------
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// Attachments
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//-----------------------------------------------------------------------------
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template < class T >
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bool CDmeRenderable<T>::GetAttachment( int number, Vector &origin, QAngle &angles )
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{
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origin = GetRenderOrigin();
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angles = GetRenderAngles();
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return true;
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}
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template < class T >
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bool CDmeRenderable<T>::GetAttachment( int number, matrix3x4_t &matrix )
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{
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MatrixCopy( RenderableToWorldTransform(), matrix );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Other methods
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//-----------------------------------------------------------------------------
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template < class T >
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void CDmeRenderable<T>::GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType )
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{
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GetRenderBounds( mins, maxs );
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}
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template < class T >
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inline ClientShadowHandle_t CDmeRenderable<T>::GetShadowHandle() const
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{
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return CLIENTSHADOW_INVALID_HANDLE;
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}
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template < class T >
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inline ClientRenderHandle_t& CDmeRenderable<T>::RenderHandle()
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{
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return m_hRenderHandle;
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}
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template < class T >
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void CDmeRenderable<T>::GetRenderBoundsWorldspace( Vector& absMins, Vector& absMaxs )
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{
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Vector mins, maxs;
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GetRenderBounds( mins, maxs );
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// FIXME: Should I just use a sphere here?
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// Another option is to pass the OBB down the tree; makes for a better fit
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// Generate a world-aligned AABB
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const QAngle& angles = GetRenderAngles();
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const Vector& origin = GetRenderOrigin();
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if ( angles == vec3_angle )
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{
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VectorAdd( mins, origin, absMins );
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VectorAdd( maxs, origin, absMaxs );
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}
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else
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{
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matrix3x4_t boxToWorld;
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AngleMatrix( angles, origin, boxToWorld );
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TransformAABB( boxToWorld, mins, maxs, absMins, absMaxs );
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}
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Assert( absMins.IsValid() && absMaxs.IsValid() );
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}
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template < class T >
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const matrix3x4_t &CDmeRenderable<T>::RenderableToWorldTransform()
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{
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static matrix3x4_t mat;
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AngleMatrix( GetRenderAngles(), GetRenderOrigin(), mat );
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return mat;
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}
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//-----------------------------------------------------------------------------
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// Adds a 'visibility' attribute onto renderables that need it
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//-----------------------------------------------------------------------------
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template < class T >
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class CDmeVisibilityControl : public T
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{
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DEFINE_UNINSTANCEABLE_ELEMENT( CDmeVisibilityControl, T );
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public:
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// Control visibility
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bool IsVisible() const;
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void SetVisible( bool bVisible );
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private:
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virtual CDmAttribute* GetVisibilityAttribute() { return m_bIsVisible.GetAttribute(); }
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CDmaVar< bool > m_bIsVisible;
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};
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//-----------------------------------------------------------------------------
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// Construction, destruction
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//-----------------------------------------------------------------------------
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template < class T >
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void CDmeVisibilityControl<T>::OnConstruction()
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{
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m_bIsVisible.InitAndSet( this, "visible", true, FATTRIB_HAS_CALLBACK );
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}
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template < class T >
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void CDmeVisibilityControl<T>::OnDestruction()
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{
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}
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//-----------------------------------------------------------------------------
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// Deal with visibility
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//-----------------------------------------------------------------------------
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template < class T >
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void CDmeVisibilityControl<T>::SetVisible( bool bVisible )
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{
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if ( bVisible != m_bIsVisible )
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{
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m_bIsVisible = bVisible;
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}
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}
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template < class T >
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bool CDmeVisibilityControl<T>::IsVisible() const
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{
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return m_bIsVisible;
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}
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#endif // DMERENDERABLE_H
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