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local PANEL = {}
AccessorFunc( PANEL, "m_fAnimSpeed", "AnimSpeed" )
AccessorFunc( PANEL, "vCamPos", "CamPos" )
AccessorFunc( PANEL, "fFOV", "FOV" )
AccessorFunc( PANEL, "vLookatPos", "LookAt" )
AccessorFunc( PANEL, "aLookAngle", "LookAng" )
AccessorFunc( PANEL, "colAmbientLight", "AmbientLight" )
AccessorFunc( PANEL, "colColor", "Color" )
AccessorFunc( PANEL, "bAnimated", "Animated" )
function PANEL:Init()
self.Entities = {}
self.LastPaint = 0
self.DirectionalLight = {}
self.FarZ = 4096
self:SetCamPos( Vector( 50, 50, 50 ) )
self:SetLookAt( Vector( 0, 0, 40 ) )
self:SetFOV( 70 )
self:SetText( "" )
self:SetAnimSpeed( 0.5 )
self:SetAnimated( false )
self:SetAmbientLight( Color( 50, 50, 50 ) )
self:SetDirectionalLight( BOX_TOP, Color( 255, 255, 255 ) )
self:SetDirectionalLight( BOX_FRONT, Color( 255, 255, 255 ) )
self:SetColor( Color( 255, 255, 255, 255 ) )
end
function PANEL:SetDirectionalLight( iDirection, color )
self.DirectionalLight[ iDirection ] = color
end
function PANEL:AddModel( strModelName )
-- Note: Not in menu dll
if ( !ClientsideModel ) then return end
self.Entities[#self.Entities+1] = ClientsideModel(strModelName, RENDER_GROUP_OPAQUE_ENTITY)
if ( !IsValid( self.Entities[#self.Entities] ) ) then return end
self.Entities[#self.Entities]:SetNoDraw( true )
self.Entities[#self.Entities]:SetIK( false )
end
function PANEL:DrawModel()
local curparent = self
local rightx = self:GetWide()
local leftx = 0
local topy = 0
local bottomy = self:GetTall()
local previous = curparent
while( curparent:GetParent() != nil ) do
curparent = curparent:GetParent()
local x, y = previous:GetPos()
topy = math.Max( y, topy + y )
leftx = math.Max( x, leftx + x )
bottomy = math.Min( y + previous:GetTall(), bottomy + y )
rightx = math.Min( x + previous:GetWide(), rightx + x )
previous = curparent
end
render.SetScissorRect( leftx, topy, rightx, bottomy, true )
for k,v in pairs(self.Entities) do
local ret = self:PreDrawModel( v )
if ( ret != false ) then
v:DrawModel()
self:PostDrawModel( v )
end
end
render.SetScissorRect( 0, 0, 0, 0, false )
end
function PANEL:PreDrawModel( ent )
return true
end
function PANEL:PostDrawModel( ent )
end
function PANEL:Paint( w, h )
for k,v in pairs(self.Entities) do
if ( !IsValid( v ) ) then continue end
local x, y = self:LocalToScreen( 0, 0 )
self:LayoutEntity( v )
local ang = self.aLookAngle
if ( !ang ) then
ang = ( self.vLookatPos - self.vCamPos ):Angle()
end
cam.Start3D( self.vCamPos, ang, self.fFOV, x, y, w, h, 5, self.FarZ )
render.SuppressEngineLighting( true )
render.SetLightingOrigin( v:GetPos() )
render.ResetModelLighting( self.colAmbientLight.r / 255, self.colAmbientLight.g / 255, self.colAmbientLight.b / 255 )
render.SetColorModulation( self.colColor.r / 255, self.colColor.g / 255, self.colColor.b / 255 )
render.SetBlend( ( self:GetAlpha() / 255 ) * ( self.colColor.a / 255 ) )
for i = 0, 6 do
local col = self.DirectionalLight[ i ]
if ( col ) then
render.SetModelLighting( i, col.r / 255, col.g / 255, col.b / 255 )
end
end
self:DrawModel()
render.SuppressEngineLighting( false )
cam.End3D()
self.LastPaint = RealTime()
end
end
--[[
function PANEL:StartScene( name )
if ( IsValid( self.Scene ) ) then
self.Scene:Remove()
end
self.Scene = ClientsideScene( name, self.Entity )
end
]]
function PANEL:LayoutEntity( Entity )
--
-- This function is to be overriden
--
if ( self.bAnimated ) then
self:RunAnimation()
end
Entity:SetAngles( Angle( 0, RealTime() * 10 % 360, 0 ) )
end
function PANEL:OnRemove()
for k,v in pairs(self.Entities) do
v:Remove()
self.Entities[k] = nil
end
end
derma.DefineControl( "DModelPanel", "A panel containing a model", PANEL, "DModelPanel" )
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