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📄 matsyswin.cpp

📁 hl2 source code. Do not use it illegal.
💻 CPP
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		glShadeModel (GL_SMOOTH);
	}
	*/
}




void DrawBackground()
{
	float mTempModel[4][4];
	float mTempView[4][4];
	g_pMaterialSystem->Bind(g_materialBackground);
	g_pMaterialSystem->MatrixMode(MATERIAL_MODEL);
	g_pMaterialSystem->GetMatrix(MATERIAL_MODEL, (float*)mTempModel);
	g_pMaterialSystem->LoadIdentity();
	g_pMaterialSystem->MatrixMode(MATERIAL_VIEW);
	g_pMaterialSystem->GetMatrix(MATERIAL_VIEW, (float*)mTempView);
	g_pMaterialSystem->LoadIdentity();
	{
		float dist=-15000.0f;
		float tMin=0, tMax=1;
		
		IMesh* pMesh = g_pMaterialSystem->GetDynamicMesh();
		CMeshBuilder meshBuilder;
		meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );

		meshBuilder.Position3f(-dist, dist, dist);
		meshBuilder.TexCoord2f( 0, tMin,tMax );
		meshBuilder.Color4ub( 255, 255, 255, 255 );
		meshBuilder.AdvanceVertex();

		meshBuilder.Position3f( dist, dist, dist);
		meshBuilder.TexCoord2f( 0, tMax,tMax );
		meshBuilder.Color4ub( 255, 255, 255, 255 );
		meshBuilder.AdvanceVertex();

		meshBuilder.Position3f( dist,-dist, dist);
		meshBuilder.TexCoord2f( 0, tMax,tMin );
		meshBuilder.Color4ub( 255, 255, 255, 255 );
		meshBuilder.AdvanceVertex();

		meshBuilder.Position3f(-dist,-dist, dist);
		meshBuilder.TexCoord2f( 0, tMin,tMin );
		meshBuilder.Color4ub( 255, 255, 255, 255 );
		meshBuilder.AdvanceVertex();

		meshBuilder.End();
		pMesh->Draw();
	}
	g_pMaterialSystem->MatrixMode(MATERIAL_MODEL);
	g_pMaterialSystem->LoadMatrix((float*)mTempModel);
	g_pMaterialSystem->MatrixMode(MATERIAL_VIEW);
	g_pMaterialSystem->LoadMatrix((float*)mTempView);
}



void
MatSysWindow::draw ()
{
	g_pMaterialSystem->BeginFrame();
	g_pStudioRender->BeginFrame();

	g_pMaterialSystem->ClearBuffers(true, true);

	g_pMaterialSystem->Viewport( 0, 0, w(), h() );

	g_pMaterialSystem->MatrixMode( MATERIAL_PROJECTION );
	g_pMaterialSystem->LoadIdentity( );
	g_pMaterialSystem->PerspectiveX(65.0f, (float)w() / (float)h(), 1.0f, 20000.0f);
	
	DrawBackground();

	/*
	glClearColor (g_viewerSettings.bgColor[0], g_viewerSettings.bgColor[1], g_viewerSettings.bgColor[2], 0.0f);

	if (g_viewerSettings.useStencil)
		glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	else
		glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glViewport (0, 0, w2 (), h2 ());

	//
	// show textures
	//

	if (g_viewerSettings.showTexture)
	{
		glMatrixMode (GL_PROJECTION);
		glLoadIdentity ();

		glOrtho (0.0f, (float) w2 (), (float) h2 (), 0.0f, 1.0f, -1.0f);

		studiohdr_t *hdr = g_studioModel.getTextureHeader ();
		if (hdr)
		{
			mstudiotexture_t *ptextures = (mstudiotexture_t *) ((byte *) hdr + hdr->textureindex);
			float w = (float) ptextures[g_viewerSettings.texture].width * g_viewerSettings.textureScale;
			float h = (float) ptextures[g_viewerSettings.texture].height * g_viewerSettings.textureScale;

			glMatrixMode (GL_MODELVIEW);
			glPushMatrix ();
			glLoadIdentity ();

			glDisable (GL_CULL_FACE);

			glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
			float x = ((float) w2 () - w) / 2;
			float y = ((float) h2 () - h) / 2;

			glDisable (GL_TEXTURE_2D);
			glColor4f (1.0f, 0.0f, 0.0f, 1.0f);
			glRectf (x - 2, y - 2, x  + w + 2, y + h + 2);

			glEnable (GL_TEXTURE_2D);
			glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
			glBindTexture (GL_TEXTURE_2D, g_viewerSettings.texture + 3); //d_textureNames[0]);

			glBegin (GL_TRIANGLE_STRIP);

			glTexCoord2f (0, 0);
			glVertex2f (x, y);

			glTexCoord2f (1, 0);
			glVertex2f (x + w, y);

			glTexCoord2f (0, 1);
			glVertex2f (x, y + h);

			glTexCoord2f (1, 1);
			glVertex2f (x + w, y + h);

			glEnd ();

			glPopMatrix ();

			glClear (GL_DEPTH_BUFFER_BIT);
			glBindTexture (GL_TEXTURE_2D, 0);
		}
		return;
	}

	//
	// draw background
	//

	if (g_viewerSettings.showBackground && d_textureNames[0] && !g_viewerSettings.showTexture)
	{
		glMatrixMode (GL_PROJECTION);
		glLoadIdentity ();

		glOrtho (0.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f);

		glMatrixMode (GL_MODELVIEW);
		glPushMatrix ();
		glLoadIdentity ();

		glDisable (GL_CULL_FACE);
		glEnable (GL_TEXTURE_2D);

		glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
		glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);

		glBindTexture (GL_TEXTURE_2D, d_textureNames[0]);

		glBegin (GL_TRIANGLE_STRIP);

		glTexCoord2f (0, 0);
		glVertex2f (0, 0);

		glTexCoord2f (1, 0);
		glVertex2f (1, 0);

		glTexCoord2f (0, 1);
		glVertex2f (0, 1);

		glTexCoord2f (1, 1);
		glVertex2f (1, 1);

		glEnd ();

		glPopMatrix ();

		glClear (GL_DEPTH_BUFFER_BIT);
		glBindTexture (GL_TEXTURE_2D, 0);
	}
	*/

	//g_pMaterialSystem->MatrixMode( MATERIAL_PROJECTION );
	//g_pMaterialSystem->LoadIdentity( );
	//g_pMaterialSystem->PerspectiveX(65.0f, w() / h(), 1.0f, 4096.0f);

	g_pMaterialSystem->MatrixMode( MATERIAL_VIEW );
	// g_pMaterialSystem->PushMatrix( );
	g_pMaterialSystem->LoadIdentity( );
	g_pMaterialSystem->MatrixMode( MATERIAL_MODEL );
	g_pMaterialSystem->LoadIdentity( );
	// g_pMaterialSystem->Translate( -g_viewerSettings.trans[0], -g_viewerSettings.trans[1], -g_viewerSettings.trans[2]);

	// g_pMaterialSystem->Rotate(g_viewerSettings.rot[0], 1.0f, 0.0f, 0.0f);
	// g_pMaterialSystem->Rotate(g_viewerSettings.rot[1], 0.0f, 0.0f, 1.0f);

//	g_studioModel.DrawModel ();

	// g_vright[0] = g_vright[1] = g_viewerSettings.trans[2];

	/*
	if (g_viewerSettings.mirror)
	{
		glPushMatrix ();
		glScalef (1, 1, -1);
		glCullFace (GL_BACK);
		setupRenderMode ();
		g_studioModel.DrawModel ();
		glPopMatrix ();
	}
	*/

	/*
	//
	// draw ground
	//
	if (g_viewerSettings.showGround)
	{
		glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		glEnable (GL_DEPTH_TEST);
		glEnable (GL_CULL_FACE);

		if (g_viewerSettings.useStencil)
			glFrontFace (GL_CW);
		else
			glDisable (GL_CULL_FACE);

		glEnable (GL_BLEND);
		if (!d_textureNames[1])
		{
			glDisable (GL_TEXTURE_2D);
			glColor4f (g_viewerSettings.gColor[0], g_viewerSettings.gColor[1], g_viewerSettings.gColor[2], 0.7f);
			glBindTexture (GL_TEXTURE_2D, 0);
		}
		else
		{
			glEnable (GL_TEXTURE_2D);
			glColor4f (1.0f, 1.0f, 1.0f, 0.6f);
			glBindTexture (GL_TEXTURE_2D, d_textureNames[1]);
		}

		glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		
		drawFloor ();

		glDisable (GL_BLEND);

		if (g_viewerSettings.useStencil)
		{
			glCullFace (GL_BACK);
			glColor4f (0.1f, 0.1f, 0.1f, 1.0f);
			glBindTexture (GL_TEXTURE_2D, 0);
			drawFloor ();

			glFrontFace (GL_CCW);
		}
		else
			glEnable (GL_CULL_FACE);
	}

	glPopMatrix ();
	*/

    g_pMaterialSystem->SwapBuffers();

	g_pStudioRender->EndFrame();
	g_pMaterialSystem->EndFrame();
}



/*
int
MatSysWindow::loadTexture (const char *filename, int name)
{
	if (!filename || !strlen (filename))
	{
		if (d_textureNames[name])
		{
			glDeleteTextures (1, (const GLuint *) &d_textureNames[name]);
			d_textureNames[name] = 0;

			if (name == 0)
				strcpy (g_viewerSettings.backgroundTexFile, "");
			else
				strcpy (g_viewerSettings.groundTexFile, "");
		}

		return 0;
	}

	mxImage *image = 0;

	char ext[16];
	strcpy (ext, mx_getextension (filename));

	if (!mx_strcasecmp (ext, ".tga"))
		image = mxTgaRead (filename);
	else if (!mx_strcasecmp (ext, ".pcx"))
		image = mxPcxRead (filename);
	else if (!mx_strcasecmp (ext, ".bmp"))
		image = mxBmpRead (filename);

	if (image)
	{
		if (name == 0)
			strcpy (g_viewerSettings.backgroundTexFile, filename);
		else
			strcpy (g_viewerSettings.groundTexFile, filename);

		d_textureNames[name] = name + 1;

		if (image->bpp == 8)
		{
			mstudiotexture_t texture;
			texture.width = image->width;
			texture.height = image->height;

			g_studioModel.UploadTexture (&texture, (byte *) image->data, (byte *) image->palette, name + 1);
		}
		else
		{
			glBindTexture (GL_TEXTURE_2D, d_textureNames[name]);
			glTexImage2D (GL_TEXTURE_2D, 0, 3, image->width, image->height, 0, GL_RGB, GL_UNSIGNED_BYTE, image->data);
			glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
			glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		}

		delete image;

		return name + 1;
	}

	return 0;
}
*/


/*
void
MatSysWindow::dumpViewport (const char *filename)
{
#ifdef WIN32
	redraw ();
	int w = w2 ();
	int h = h2 ();

	mxImage *image = new mxImage ();
	if (image->create (w, h, 24))
	{
#if 0
		glReadBuffer (GL_FRONT);
		glReadPixels (0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, image->data);
#else
		HDC hdc = GetDC ((HWND) getHandle ());
		byte *data = (byte *) image->data;
		int i = 0;
		for (int y = 0; y < h; y++)
		{
			for (int x = 0; x < w; x++)
			{
				COLORREF cref = GetPixel (hdc, x, y);
				data[i++] = (byte) ((cref >> 0)& 0xff);
				data[i++] = (byte) ((cref >> 8) & 0xff);
				data[i++] = (byte) ((cref >> 16) & 0xff);
			}
		}
		ReleaseDC ((HWND) getHandle (), hdc);
#endif
		if (!mxTgaWrite (filename, image))
			mxMessageBox (this, "Error writing screenshot.", g_appTitle, MX_MB_OK | MX_MB_ERROR);

		delete image;
	}
#endif	
}
*/

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