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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ISCRATCHPAD3D_H
#define ISCRATCHPAD3D_H
#ifdef _WIN32
#pragma once
#endif
// IScratchPad3D will store drawing commands in a file to be viewed by
// ScratchPad3DViewer. It can be used while stepping through geometry code to
// visualize what is going on as drawing commands will be immediately visible in
// ScratchPad3DViewer even while you're stuck in the debugger
// ScratchPad3DViewer initially orbits 100 inches from the origin, so it can be
// useful to call SetMapping to map what you're drawing input into this cube.
#include "mathlib/vector.h"
#include "mathlib/vector2d.h"
#include "utlvector.h"
class IFileSystem;
class CSPColor {
public:
CSPColor() { m_flAlpha = 1; }
CSPColor(const Vector &vColor, float flAlpha = 1) {
m_vColor = vColor;
m_flAlpha = flAlpha;
}
CSPColor(float r, float g, float b, float a = 1) {
m_vColor.Init(r, g, b);
m_flAlpha = a;
}
Vector m_vColor;
float m_flAlpha;
};
class CSPVert {
public:
CSPVert();
CSPVert(Vector const &vPos,
const CSPColor &vColor = CSPColor(Vector(1, 1, 1), 1));
void Init(Vector const &vPos,
const CSPColor &vColor = CSPColor(Vector(1, 1, 1), 1));
public:
Vector m_vPos;
CSPColor m_vColor;
};
class CSPVertList {
public:
CSPVertList(int nVerts = 0);
CSPVertList(CSPVert const *pVerts, int nVerts);
CSPVertList(Vector const *pVerts, int nVerts,
CSPColor vColor = CSPColor(1, 1, 1));
CSPVertList(Vector const *pVerts, Vector const *pColors, int nVerts);
CSPVertList(Vector const *pVerts, CSPColor const *pColors, int nVerts);
CSPVertList(Vector const &vert1, CSPColor const &color1,
Vector const &vert2, CSPColor const &color2,
Vector const &vert3, CSPColor const &color3);
CUtlVector<CSPVert> m_Verts;
};
class SPRGBA {
public:
unsigned char r, g, b, a;
};
class CTextParams {
public:
CTextParams();
Vector m_vColor; // Color of the string (starting color.. at some point,
// we can embed commands in the text itself to change the
// color).
float m_flAlpha; // Alpha of the whole thing.
bool m_bSolidBackground; // Should the background be solid or alpha'd?
// Draw an outline around the text?
bool m_bOutline;
Vector m_vPos; // Where to render the text.
bool
m_bCentered; // Centered on m_vPos, or is m_vPos the upper-left corner?
QAngle m_vAngles; // Orientation of the text.
bool m_bTwoSided; // Render the text from both sides?
float m_flLetterWidth; // Letter width in world space.
};
abstract_class IScratchPad3D {
protected:
virtual ~IScratchPad3D() {}
// Types.
public:
enum RenderState {
RS_FillMode = 0, // val = one of the FillMode enums
RS_ZRead,
RS_ZBias // val = 0 - 16 to push Z towards viewer
};
enum FillMode { FillMode_Wireframe = 0, FillMode_Solid };
public:
virtual void Release() = 0;
// This sets up a mapping between input coordinates and output coordinates.
// This can be used to zoom into an area of interest where you'll be drawing
// things. An alternative is to press Z while in VisLibViewer to have it
// center and zoom on everything that has been drawn.
virtual void SetMapping(Vector const &vInputMin, Vector const &vInputMax,
Vector const &vOutputMin,
Vector const &vOutputMax) = 0;
// Enable/disable auto flush. When set to true (the default), all drawing
// commands are immediately written to the file and will show up in
// VisLibViewer right away. If you want to draw a lot of things, you can set
// this to false and call Flush() manually when you want the file written
// out. When you set auto flush to true, it calls Flush().
virtual bool GetAutoFlush() = 0;
virtual void SetAutoFlush(bool bAutoFlush) = 0;
// Draw a point. Point size is (roughly) in world coordinates, so points
// get smaller as the viewer moves away.
virtual void DrawPoint(CSPVert const &v, float flPointSize) = 0;
// Draw a line.
virtual void DrawLine(CSPVert const &v1, CSPVert const &v2) = 0;
// Draw a polygon.
virtual void DrawPolygon(CSPVertList const &verts) = 0;
// Draw 2D rectangles.
virtual void DrawRectYZ(float xPos, Vector2D const &vMin,
Vector2D const &vMax, const CSPColor &vColor) = 0;
virtual void DrawRectXZ(float yPos, Vector2D const &vMin,
Vector2D const &vMax, const CSPColor &vColor) = 0;
virtual void DrawRectXY(float zPos, Vector2D const &vMin,
Vector2D const &vMax, const CSPColor &vColor) = 0;
// Draw a wireframe box.
virtual void DrawWireframeBox(Vector const &vMin, Vector const &vMax,
Vector const &vColor) = 0;
// Draw some text.
virtual void DrawText(const char *pStr, const CTextParams &params) = 0;
// Wireframe on/off.
virtual void SetRenderState(RenderState state, unsigned long val) = 0;
// Clear all the drawing commands.
virtual void Clear() = 0;
// Calling this writes all the commands to the file. If AutoFlush is true,
// this is called automatically in all the drawing commands.
virtual void Flush() = 0;
// Primitives that build on the atomic primitives.
public:
// Draw a black and white image.
// Corners are in this order: bottom-left, top-left, top-right,
// bottom-right. If the corners are NULL, then the image is drawn in the XY
// plane from (-100,-100) to (100,100).
virtual void DrawImageBW(unsigned char const *pData, int width, int height,
int pitchInBytes, bool bOutlinePixels = true,
bool bOutlineImage = false,
Vector *vCorners = NULL) = 0;
// Draw an RGBA image.
// Corners are in this order: bottom-left, top-left, top-right,
// bottom-right.
virtual void DrawImageRGBA(SPRGBA * pData, int width, int height,
int pitchInBytes, bool bOutlinePixels = true,
bool bOutlineImage = false,
Vector *vCorners = NULL) = 0;
};
// Just a helper for functions where you want to have a CScratchPad3D around
// and release it automatically when the function exits.
class CScratchPadAutoRelease {
public:
CScratchPadAutoRelease(IScratchPad3D *pPad) { m_pPad = pPad; }
~CScratchPadAutoRelease() {
if (m_pPad) m_pPad->Release();
}
IScratchPad3D *m_pPad;
};
IScratchPad3D *ScratchPad3D_Create(char const *pFilename = "scratch.pad");
// ------------------------------------------------------------------------------------
// // Inlines.
// ------------------------------------------------------------------------------------
// //
inline CTextParams::CTextParams() {
m_vColor.Init(1, 1, 1);
m_flAlpha = 1;
m_bSolidBackground = true;
m_bOutline = true;
m_vPos.Init();
m_bCentered = true;
m_vAngles.Init();
m_bTwoSided = true;
m_flLetterWidth = 3;
}
inline CSPVert::CSPVert() {}
inline CSPVert::CSPVert(Vector const &vPos, const CSPColor &vColor) {
Init(vPos, vColor);
}
inline void CSPVert::Init(Vector const &vPos, const CSPColor &vColor) {
m_vPos = vPos;
m_vColor = vColor;
}
inline CSPVertList::CSPVertList(int nVerts) {
if (nVerts) m_Verts.AddMultipleToTail(nVerts);
}
inline CSPVertList::CSPVertList(CSPVert const *pVerts, int nVerts) {
m_Verts.CopyArray(pVerts, nVerts);
}
inline CSPVertList::CSPVertList(Vector const *pVerts, int nVerts,
CSPColor vColor) {
m_Verts.AddMultipleToTail(nVerts);
for (int i = 0; i < nVerts; i++) {
m_Verts[i].m_vPos = pVerts[i];
m_Verts[i].m_vColor = vColor;
}
}
inline CSPVertList::CSPVertList(Vector const *pVerts, Vector const *pColors,
int nVerts) {
m_Verts.AddMultipleToTail(nVerts);
for (int i = 0; i < nVerts; i++) {
m_Verts[i].m_vPos = pVerts[i];
m_Verts[i].m_vColor = pColors[i];
}
}
inline CSPVertList::CSPVertList(Vector const *pVerts, CSPColor const *pColors,
int nVerts) {
m_Verts.AddMultipleToTail(nVerts);
for (int i = 0; i < nVerts; i++) {
m_Verts[i].m_vPos = pVerts[i];
m_Verts[i].m_vColor = pColors[i];
}
}
inline CSPVertList::CSPVertList(Vector const &vert1, CSPColor const &color1,
Vector const &vert2, CSPColor const &color2,
Vector const &vert3, CSPColor const &color3) {
m_Verts.AddMultipleToTail(3);
m_Verts[0].Init(vert1, color1);
m_Verts[1].Init(vert2, color2);
m_Verts[2].Init(vert3, color3);
}
#endif // ISCRATCHPAD3D_H