RenderWindow.cpp (6537B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 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. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 #pragma hdrstop 30 #include "../idlib/precompiled.h" 31 32 #include "DeviceContext.h" 33 #include "Window.h" 34 #include "UserInterfaceLocal.h" 35 #include "RenderWindow.h" 36 37 // NO LONGER SUPPORTED! 38 // 39 // D3 could render a 3D model in a subrect of a full screen 40 // GUI for the main menus, but we have cut that ability so 41 // we don't need to deal with offset viewports on all platforms. 42 43 idRenderWindow::idRenderWindow(idUserInterfaceLocal *g) : idWindow(g) { 44 gui = g; 45 CommonInit(); 46 } 47 48 idRenderWindow::~idRenderWindow() { 49 renderSystem->FreeRenderWorld( world ); 50 } 51 52 void idRenderWindow::CommonInit() { 53 world = renderSystem->AllocRenderWorld(); 54 needsRender = true; 55 lightOrigin = idVec4(-128.0f, 0.0f, 0.0f, 1.0f); 56 lightColor = idVec4(1.0f, 1.0f, 1.0f, 1.0f); 57 modelOrigin.Zero(); 58 viewOffset = idVec4(-128.0f, 0.0f, 0.0f, 1.0f); 59 modelAnim = NULL; 60 animLength = 0; 61 animEndTime = -1; 62 modelDef = -1; 63 updateAnimation = true; 64 } 65 66 67 void idRenderWindow::BuildAnimation(int time) { 68 69 if (!updateAnimation) { 70 return; 71 } 72 73 if (animName.Length() && animClass.Length()) { 74 worldEntity.numJoints = worldEntity.hModel->NumJoints(); 75 worldEntity.joints = ( idJointMat * )Mem_Alloc16( SIMD_ROUND_JOINTS( worldEntity.numJoints ) * sizeof( *worldEntity.joints ), TAG_JOINTMAT ); 76 modelAnim = gameEdit->ANIM_GetAnimFromEntityDef( animClass, animName ); 77 if ( modelAnim ) { 78 animLength = gameEdit->ANIM_GetLength( modelAnim ); 79 animEndTime = time + animLength; 80 } 81 } 82 updateAnimation = false; 83 84 } 85 86 void idRenderWindow::PreRender() { 87 if (needsRender) { 88 world->InitFromMap( NULL ); 89 idDict spawnArgs; 90 spawnArgs.Set("classname", "light"); 91 spawnArgs.Set("name", "light_1"); 92 spawnArgs.Set("origin", lightOrigin.ToVec3().ToString()); 93 spawnArgs.Set("_color", lightColor.ToVec3().ToString()); 94 gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &rLight ); 95 lightDef = world->AddLightDef( &rLight ); 96 if ( !modelName[0] ) { 97 common->Warning( "Window '%s' in gui '%s': no model set", GetName(), GetGui()->GetSourceFile() ); 98 } 99 memset( &worldEntity, 0, sizeof( worldEntity ) ); 100 spawnArgs.Clear(); 101 spawnArgs.Set("classname", "func_static"); 102 spawnArgs.Set("model", modelName); 103 spawnArgs.Set("origin", modelOrigin.c_str()); 104 gameEdit->ParseSpawnArgsToRenderEntity( &spawnArgs, &worldEntity ); 105 if ( worldEntity.hModel ) { 106 idVec3 v = modelRotate.ToVec3(); 107 worldEntity.axis = v.ToMat3(); 108 worldEntity.shaderParms[0] = 1; 109 worldEntity.shaderParms[1] = 1; 110 worldEntity.shaderParms[2] = 1; 111 worldEntity.shaderParms[3] = 1; 112 modelDef = world->AddEntityDef( &worldEntity ); 113 } 114 needsRender = false; 115 } 116 } 117 118 void idRenderWindow::Render( int time ) { 119 rLight.origin = lightOrigin.ToVec3(); 120 rLight.shaderParms[SHADERPARM_RED] = lightColor.x(); 121 rLight.shaderParms[SHADERPARM_GREEN] = lightColor.y(); 122 rLight.shaderParms[SHADERPARM_BLUE] = lightColor.z(); 123 world->UpdateLightDef(lightDef, &rLight); 124 if ( worldEntity.hModel ) { 125 if (updateAnimation) { 126 BuildAnimation(time); 127 } 128 if (modelAnim) { 129 if (time > animEndTime) { 130 animEndTime = time + animLength; 131 } 132 gameEdit->ANIM_CreateAnimFrame(worldEntity.hModel, modelAnim, worldEntity.numJoints, worldEntity.joints, animLength - (animEndTime - time), vec3_origin, false ); 133 } 134 worldEntity.axis = idAngles(modelRotate.x(), modelRotate.y(), modelRotate.z()).ToMat3(); 135 world->UpdateEntityDef(modelDef, &worldEntity); 136 } 137 } 138 139 140 141 142 void idRenderWindow::Draw(int time, float x, float y) { 143 PreRender(); 144 Render(time); 145 146 memset( &refdef, 0, sizeof( refdef ) ); 147 refdef.vieworg = viewOffset.ToVec3();; 148 //refdef.vieworg.Set(-128, 0, 0); 149 150 refdef.viewaxis.Identity(); 151 refdef.shaderParms[0] = 1; 152 refdef.shaderParms[1] = 1; 153 refdef.shaderParms[2] = 1; 154 refdef.shaderParms[3] = 1; 155 156 refdef.fov_x = 90; 157 refdef.fov_y = 2 * atan((float)drawRect.h / drawRect.w) * idMath::M_RAD2DEG; 158 159 refdef.time[0] = time; 160 refdef.time[1] = time; 161 world->RenderScene(&refdef); 162 } 163 164 void idRenderWindow::PostParse() { 165 idWindow::PostParse(); 166 } 167 168 // 169 // 170 idWinVar *idRenderWindow::GetWinVarByName(const char *_name, bool fixup, drawWin_t** owner ) { 171 // 172 if (idStr::Icmp(_name, "model") == 0) { 173 return &modelName; 174 } 175 if (idStr::Icmp(_name, "anim") == 0) { 176 return &animName; 177 } 178 if (idStr::Icmp(_name, "lightOrigin") == 0) { 179 return &lightOrigin; 180 } 181 if (idStr::Icmp(_name, "lightColor") == 0) { 182 return &lightColor; 183 } 184 if (idStr::Icmp(_name, "modelOrigin") == 0) { 185 return &modelOrigin; 186 } 187 if (idStr::Icmp(_name, "modelRotate") == 0) { 188 return &modelRotate; 189 } 190 if (idStr::Icmp(_name, "viewOffset") == 0) { 191 return &viewOffset; 192 } 193 if (idStr::Icmp(_name, "needsRender") == 0) { 194 return &needsRender; 195 } 196 197 // 198 // 199 return idWindow::GetWinVarByName(_name, fixup, owner); 200 // 201 } 202 203 bool idRenderWindow::ParseInternalVar(const char *_name, idTokenParser *src) { 204 if (idStr::Icmp(_name, "animClass") == 0) { 205 ParseString(src, animClass); 206 return true; 207 } 208 return idWindow::ParseInternalVar(_name, src); 209 }