//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Draws grasses and other small objects
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
# include "cbase.h"
# include <algorithm>
# include "DetailObjectSystem.h"
# include "GameBspFile.h"
# include "UtlBuffer.h"
# include "tier1/utlmap.h"
# include "view.h"
# include "ClientMode.h"
# include "IViewRender.h"
# include "BSPTreeData.h"
# include "tier0/vprof.h"
# include "engine/ivmodelinfo.h"
# include "materialsystem/IMesh.h"
# include "model_types.h"
# include "env_detail_controller.h"
# include "tier0/icommandline.h"
# include "tier1/callqueue.h"
# include "c_world.h"
# ifdef USE_DETAIL_SHAPES
# include "engine/ivdebugoverlay.h"
# include "playerenumerator.h"
# endif
# include "materialsystem/imaterialsystemhardwareconfig.h"
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
# define DETAIL_SPRITE_MATERIAL "detail / detailsprites"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
struct model_t ;
# if defined( USE_DETAIL_SHAPES )
ConVar cl_detail_max_sway ( " cl_detail_max_sway " , " 0 " , FCVAR_ARCHIVE , " Amplitude of the detail prop sway " ) ;
ConVar cl_detail_avoid_radius ( " cl_detail_avoid_radius " , " 0 " , FCVAR_ARCHIVE , " radius around detail sprite to avoid players " ) ;
ConVar cl_detail_avoid_force ( " cl_detail_avoid_force " , " 0 " , FCVAR_ARCHIVE , " force with which to avoid players ( in units, percentage of the width of the detail sprite ) " ) ;
ConVar cl_detail_avoid_recover_speed ( " cl_detail_avoid_recover_speed " , " 0 " , FCVAR_ARCHIVE , " how fast to recover position after avoiding players " ) ;
# endif
ConVar r_FlashlightDetailProps ( " r_FlashlightDetailProps " , " 1 " , 0 , " Enable a flashlight drawing pass on detail props. 0 = off, 1 = single pass, 2 = multipass (multipass is PC ONLY) " ) ;
ConVar r_ThreadedDetailProps ( " r_threadeddetailprops " , " 1 " , 0 , " enable threading of detail prop drawing " ) ;
enum DetailPropFlashlightMode_t
{
DPFM_NONE ,
DPFM_SINGLEPASS ,
DPFM_MULTIPASS ,
} ;
inline DetailPropFlashlightMode_t DetailPropFlashlightMode ( void )
{
switch ( r_FlashlightDetailProps . GetInt ( ) )
{
case 1 :
return DPFM_SINGLEPASS ;
# ifndef _X360
case 2 :
return DPFM_MULTIPASS ;
# endif
case 0 :
default :
return DPFM_NONE ;
}
}
// Per detail instance information
struct DetailModelAdvInfo_t
{
// precaculated angles for shaped sprites
Vector m_vecAnglesForward [ 3 ] ;
Vector m_vecAnglesRight [ 3 ] ; // better to save this mem and calc per sprite ?
Vector m_vecAnglesUp [ 3 ] ;
// direction we're avoiding the player
Vector m_vecCurrentAvoid ;
// yaw to sway on
float m_flSwayYaw ;
// size of the shape
float m_flShapeSize ;
int m_iShapeAngle ;
float m_flSwayAmount ;
} ;
class CDetailObjectSystemPerLeafData
{
unsigned short m_FirstDetailProp ;
unsigned short m_DetailPropCount ;
int m_DetailPropRenderFrame ;
CDetailObjectSystemPerLeafData ( void )
{
m_FirstDetailProp = 0 ;
m_DetailPropCount = 0 ;
m_DetailPropRenderFrame = - 1 ;
}
} ;
static void DrawMeshCallback ( void * pMesh )
{
( ( IMesh * ) pMesh ) - > Draw ( ) ;
}
//-----------------------------------------------------------------------------
// Detail models
//-----------------------------------------------------------------------------
struct SpriteInfo_t
{
unsigned short m_nSpriteIndex ;
float16 m_flScale ;
} ;
class CDetailModel : public IClientUnknown , public IClientRenderable
{
DECLARE_CLASS_NOBASE ( CDetailModel ) ;
public :
CDetailModel ( ) ;
~ CDetailModel ( ) ;
// Initialization
bool InitCommon ( int index , const Vector & org , const QAngle & angles ) ;
bool Init ( int index , const Vector & org , const QAngle & angles , model_t * pModel ,
ColorRGBExp32 lighting , int lightstyle , unsigned char lightstylecount , int orientation ) ;
bool InitSprite ( int index , bool bFlipped , const Vector & org , const QAngle & angles ,
unsigned short nSpriteIndex ,
ColorRGBExp32 lighting , int lightstyle , unsigned char lightstylecount ,
int orientation , float flScale , unsigned char type ,
unsigned char shapeAngle , unsigned char shapeSize , unsigned char swayAmount ) ;
bool IsTranslucent ( ) const { return m_bIsTranslucent ; }
// IClientUnknown overrides.
public :
virtual IClientUnknown * GetIClientUnknown ( ) { return this ; }
virtual ICollideable * GetCollideable ( ) { return 0 ; } // Static props DO implement this.
virtual IClientNetworkable * GetClientNetworkable ( ) { return 0 ; }
virtual IClientRenderable * GetClientRenderable ( ) { return this ; }
virtual IClientEntity * GetIClientEntity ( ) { return 0 ; }
virtual C_BaseEntity * GetBaseEntity ( ) { return 0 ; }
virtual IClientThinkable * GetClientThinkable ( ) { return 0 ; }
virtual IClientModelRenderable * GetClientModelRenderable ( ) { return 0 ; }
virtual IClientAlphaProperty * GetClientAlphaProperty ( ) { return 0 ; }
// IClientRenderable overrides.
public :
virtual int GetBody ( ) { return 0 ; }
virtual const Vector & GetRenderOrigin ( ) ;
virtual const QAngle & GetRenderAngles ( ) ;
virtual const matrix3x4_t & RenderableToWorldTransform ( ) ;
virtual bool ShouldDraw ( ) ;
virtual uint8 OverrideAlphaModulation ( uint8 nAlpha ) { return nAlpha ; }
virtual uint8 OverrideShadowAlphaModulation ( uint8 nAlpha ) { return nAlpha ; }
virtual void OnThreadedDrawSetup ( ) { }
virtual const model_t * GetModel ( ) const ;
virtual int DrawModel ( int flags , const RenderableInstance_t & instance ) ;
virtual bool SetupBones ( matrix3x4a_t * pBoneToWorldOut , int nMaxBones , int boneMask , float currentTime ) ;
virtual void SetupWeights ( const matrix3x4_t * pBoneToWorld , int nFlexWeightCount , float * pFlexWeights , float * pFlexDelayedWeights ) ;
virtual bool UsesFlexDelayedWeights ( ) { return false ; }
virtual void DoAnimationEvents ( void ) ;
virtual void GetRenderBounds ( Vector & mins , Vector & maxs ) ;
virtual IPVSNotify * GetPVSNotifyInterface ( ) ;
virtual void GetRenderBoundsWorldspace ( Vector & mins , Vector & maxs ) ;
virtual bool ShouldReceiveProjectedTextures ( int flags ) ;
virtual bool GetShadowCastDistance ( float * pDist , ShadowType_t shadowType ) const { return false ; }
virtual bool GetShadowCastDirection ( Vector * pDirection , ShadowType_t shadowType ) const { return false ; }
virtual int GetRenderFlags ( void ) ;
virtual bool LODTest ( ) { return true ; }
virtual ClientShadowHandle_t GetShadowHandle ( ) const ;
virtual ClientRenderHandle_t & RenderHandle ( ) ;
virtual void GetShadowRenderBounds ( Vector & mins , Vector & maxs , ShadowType_t shadowType ) ;
virtual bool IsShadowDirty ( ) { return false ; }
virtual void MarkShadowDirty ( bool bDirty ) { }
virtual IClientRenderable * GetShadowParent ( ) { return NULL ; }
virtual IClientRenderable * FirstShadowChild ( ) { return NULL ; }
virtual IClientRenderable * NextShadowPeer ( ) { return NULL ; }
virtual ShadowType_t ShadowCastType ( ) { return SHADOWS_NONE ; }
virtual void CreateModelInstance ( ) { }
virtual ModelInstanceHandle_t GetModelInstance ( ) { return MODEL_INSTANCE_INVALID ; }
virtual int LookupAttachment ( const char * pAttachmentName ) { return - 1 ; }
virtual bool GetAttachment ( int number , matrix3x4_t & matrix ) ;
virtual bool GetAttachment ( int number , Vector & origin , QAngle & angles ) ;
virtual float * GetRenderClipPlane ( ) { return NULL ; }
virtual int GetSkin ( ) { return 0 ; }
virtual void RecordToolMessage ( ) { }
virtual bool ShouldDrawForSplitScreenUser ( int nSlot ) { return true ; }
void GetColorModulation ( float * color ) ;
// Computes the render angles for screen alignment
void ComputeAngles ( void ) ;
// Calls the correct rendering func
void DrawSprite ( CMeshBuilder & meshBuilder , uint8 nAlpha ) ;
// Returns the number of quads the sprite will draw
int QuadsToDraw ( ) const ;
// Draw functions for the different types of sprite
void DrawTypeSprite ( CMeshBuilder & meshBuilder , uint8 nAlpha ) ;
# ifdef USE_DETAIL_SHAPES
void DrawTypeShapeCross ( CMeshBuilder & meshBuilder , uint8 nAlpha ) ;
void DrawTypeShapeTri ( CMeshBuilder & meshBuilder , uint8 nAlpha ) ;
// check for players nearby and angle away from them
void UpdatePlayerAvoid ( void ) ;
void InitShapedSprite ( unsigned char shapeAngle , unsigned char shapeSize , unsigned char swayAmount ) ;
void InitShapeTri ( ) ;
void InitShapeCross ( ) ;
void DrawSwayingQuad ( CMeshBuilder & meshBuilder , Vector vecOrigin , Vector vecSway , Vector2D texul , Vector2D texlr , unsigned char * color ,
Vector width , Vector height ) ;
# endif
int GetType ( ) const { return m_Type ; }
bool IsDetailModelTranslucent ( ) ;
// IHandleEntity stubs.
public :
virtual void SetRefEHandle ( const CBaseHandle & handle ) { Assert ( false ) ; }
virtual const CBaseHandle & GetRefEHandle ( ) const { Assert ( false ) ; return * ( ( CBaseHandle * ) 0 ) ; }
//---------------------------------
struct LightStyleInfo_t
{
unsigned int m_LightStyle : 24 ;
unsigned int m_LightStyleCount : 8 ;
} ;
protected :
Vector m_Origin ;
QAngle m_Angles ;
ColorRGBExp32 m_Color ;
unsigned char m_Orientation : 2 ;
unsigned char m_Type : 2 ;
unsigned char m_bHasLightStyle : 1 ;
unsigned char m_bFlipped : 1 ;
unsigned char m_bIsTranslucent : 1 ;
static CUtlMap < CDetailModel * , LightStyleInfo_t > gm_LightStylesMap ;
# pragma warning( disable : 4201 ) //warning C4201: nonstandard extension used : nameless struct/union
union
{
model_t * m_pModel ;
SpriteInfo_t m_SpriteInfo ;
} ;
# pragma warning( default : 4201 )
# ifdef USE_DETAIL_SHAPES
// pointer to advanced properties
DetailModelAdvInfo_t * m_pAdvInfo ;
# endif
} ;
static ConVar mat_fullbright ( " mat_fullbright " , " 0 " , FCVAR_CHEAT ) ; // hook into engine's cvars..
extern ConVar r_DrawDetailProps ;
//-----------------------------------------------------------------------------
// Dictionary for detail sprites
//-----------------------------------------------------------------------------
struct DetailPropSpriteDict_t
{
Vector2D m_UL ; // Coordinate of upper left
Vector2D m_LR ; // Coordinate of lower right
Vector2D m_TexUL ; // Texcoords of upper left
Vector2D m_TexLR ; // Texcoords of lower left
} ;
struct FastSpriteX4_t
{
// mess with this structure without care and you'll be in a world of trouble. layout matters.
FourVectors m_Pos ;
fltx4 m_HalfWidth ;
fltx4 m_Height ;
uint8 m_RGBColor [ 4 ] [ 4 ] ;
DetailPropSpriteDict_t * m_pSpriteDefs [ 4 ] ;
void ReplicateFirstEntryToOthers ( void )
{
m_HalfWidth = ReplicateX4 ( SubFloat ( m_HalfWidth , 0 ) ) ;
m_Height = ReplicateX4 ( SubFloat ( m_Height , 0 ) ) ;
for ( int i = 1 ; i < 4 ; i + + )
for ( int j = 0 ; j < 4 ; j + + )
{
m_RGBColor [ i ] [ j ] = m_RGBColor [ 0 ] [ j ] ;
}
m_Pos . x = ReplicateX4 ( SubFloat ( m_Pos . x , 0 ) ) ;
m_Pos . y = ReplicateX4 ( SubFloat ( m_Pos . y , 0 ) ) ;
m_Pos . z = ReplicateX4 ( SubFloat ( m_Pos . z , 0 ) ) ;
}
} ;
struct FastSpriteQuadBuildoutBufferX4_t
{
// mess with this structure without care and you'll be in a world of trouble. layout matters.
FourVectors m_Coords [ 4 ] ;
uint8 m_RGBColor [ 4 ] [ 4 ] ;
fltx4 m_Alpha ;
DetailPropSpriteDict_t * m_pSpriteDefs [ 4 ] ;
Vector4D m_Normal ;
} ;
struct FastSpriteQuadBuildoutBufferNonSIMDView_t
{
// mess with this structure without care and you'll be in a world of trouble. layout matters.
float m_flX0 [ 4 ] , m_flY0 [ 4 ] , m_flZ0 [ 4 ] ;
float m_flX1 [ 4 ] , m_flY1 [ 4 ] , m_flZ1 [ 4 ] ;
float m_flX2 [ 4 ] , m_flY2 [ 4 ] , m_flZ2 [ 4 ] ;
float m_flX3 [ 4 ] , m_flY3 [ 4 ] , m_flZ3 [ 4 ] ;
uint8 m_RGBColor [ 4 ] [ 4 ] ;
float m_Alpha [ 4 ] ;
DetailPropSpriteDict_t * m_pSpriteDefs [ 4 ] ;
Vector4D m_Normal ;
} ;
FourVectors vgarbage ;
class CFastDetailLeafSpriteList : public CClientLeafSubSystemData
{
friend class CDetailObjectSystem ;
int m_nNumSprites ;
int m_nNumSIMDSprites ; // #sprites/4, rounded up
// simd pointers into larger array - don't free individually or you will be sad
FastSpriteX4_t * m_pSprites ;
// state for partially drawn sprite lists
int m_nNumPendingSprites ;
int m_nStartSpriteIndex ;
CFastDetailLeafSpriteList ( void )
{
m_nNumPendingSprites = 0 ;
m_nStartSpriteIndex = 0 ;
}
void TouchData ( void )
{
vgarbage . x = Four_Zeros ;
vgarbage . y = Four_Zeros ;
vgarbage . z = Four_Zeros ;
for ( int i = 0 ; i < m_nNumSIMDSprites ; i + + )
{
vgarbage + = m_pSprites [ i ] . m_Pos ;
}
}
} ;
//-----------------------------------------------------------------------------
// Responsible for managing detail objects
//-----------------------------------------------------------------------------
class CDetailObjectSystem : public IDetailObjectSystem
{
public :
char const * Name ( ) { return " DetailObjectSystem " ; }
// constructor, destructor
CDetailObjectSystem ( ) ;
~ CDetailObjectSystem ( ) ;
bool IsPerFrame ( ) { return false ; }
// Init, shutdown
bool Init ( )
{
m_flDetailFadeStart = 0.0f ;
m_flDetailFadeEnd = 0.0f ;
return true ;
}
void PostInit ( ) { }
void Shutdown ( ) { }
// Level init, shutdown
void LevelInitPreEntity ( ) ;
void LevelInitPostEntity ( ) ;
void LevelShutdownPreEntity ( ) ;
void LevelShutdownPostEntity ( ) ;
void OnSave ( ) { }
void OnRestore ( ) { }
void SafeRemoveIfDesired ( ) { }
// Gets a particular detail object
virtual IClientRenderable * GetDetailModel ( int idx ) ;
virtual int GetDetailModelCount ( ) const ;
virtual void BuildRenderingData ( DetailRenderableList_t & list , const SetupRenderInfo_t & info , float flDetailDist , const DistanceFadeInfo_t & fadeInfo ) ;
virtual float ComputeDetailFadeInfo ( DistanceFadeInfo_t * pInfo ) ;
// Renders all opaque detail objects in a particular set of leaves
void RenderOpaqueDetailObjects ( int nLeafCount , LeafIndex_t * pLeafList ) ;
// Renders all translucent detail objects in a particular set of leaves
void RenderTranslucentDetailObjects ( const DistanceFadeInfo_t & info , const Vector & viewOrigin , const Vector & viewForward , const Vector & viewRight , const Vector & viewUp , int nLeafCount , LeafIndex_t * pLeafList ) ;
// Renders all translucent detail objects in a particular leaf up to a particular point
void RenderTranslucentDetailObjectsInLeaf ( const DistanceFadeInfo_t & info , const Vector & viewOrigin , const Vector & viewForward , const Vector & viewRight , const Vector & viewUp , int nLeaf , const Vector * pVecClosestPoint ) ;
void RenderFastTranslucentDetailObjectsInLeaf ( CFastDetailLeafSpriteList * pData , const DistanceFadeInfo_t & info , const Vector & viewOrigin , const Vector & viewForward , const Vector & viewRight , const Vector & viewUp , int nLeaf , const Vector & vecClosestPoint , bool bFirstLeaf ) ;
// Call this before rendering translucent detail objects
void BeginTranslucentDetailRendering ( ) ;
DetailPropLightstylesLump_t & DetailLighting ( int i ) { return m_DetailLighting [ i ] ; }
DetailPropSpriteDict_t & DetailSpriteDict ( int i ) { return m_DetailSpriteDict [ i ] ; }
void RenderFastSprites ( const DistanceFadeInfo_t & info , const Vector & viewOrigin , const Vector & viewForward , const Vector & viewRight , const Vector & viewUp , int nLeafCount , LeafIndex_t const * pLeafList ) ;
uint8 ComputeDistanceFade ( float * pDistSqr , const DistanceFadeInfo_t & info , const Vector & vecViewOrigin , const Vector & vecRenderOrigin ) const ;
void UpdateDetailFadeValues ( ) ;
private :
struct DetailModelDict_t
{
model_t * m_pModel ;
} ;
struct EnumContext_t
{
Vector m_vViewOrigin ;
int m_BuildWorldListNumber ;
} ;
struct SortInfo_t
{
int m_nIndex : 24 ;
int m_nAlpha : 8 ;
float m_flDistance ;
} ;
int BuildOutSortedSprites ( CFastDetailLeafSpriteList * pData ,
const DistanceFadeInfo_t & info ,
Vector const & viewOrigin ,
Vector const & viewForward ,
Vector const & viewRight ,
Vector const & viewUp ) ;
void UnserializeFastSprite ( FastSpriteX4_t * pSpritex4 , int nSubField , DetailObjectLump_t const & lump , bool bFlipped , Vector const & posOffset ) ;
// Unserialization
void ScanForCounts ( CUtlBuffer & buf , int * pNumOldStyleObjects ,
int * pNumFastSpritesToAllocate , int * nMaxOldInLeaf ,
int * nMaxFastInLeaf ) const ;
void UnserializeModelDict ( CUtlBuffer & buf ) ;
void UnserializeDetailSprites ( CUtlBuffer & buf ) ;
void UnserializeModels ( CUtlBuffer & buf ) ;
void UnserializeModelLighting ( CUtlBuffer & buf ) ;
Vector GetSpriteMiddleBottomPosition ( DetailObjectLump_t const & lump ) const ;
// Count the number of detail sprites in the leaf list
int CountSpritesInLeafList ( int nLeafCount , LeafIndex_t * pLeafList ) const ;
// Count the number of detail sprite quads in the leaf list
int CountSpriteQuadsInLeafList ( int nLeafCount , LeafIndex_t * pLeafList ) const ;
int CountFastSpritesInLeafList ( int nLeafCount , LeafIndex_t const * pLeafList , int * nMaxInLeaf ) const ;
void FreeSortBuffers ( void ) ;
// Sorts sprites in back-to-front order
static bool SortLessFunc ( const SortInfo_t & left , const SortInfo_t & right ) ;
int SortSpritesBackToFront ( int nLeaf , const Vector & viewOrigin , const DistanceFadeInfo_t & fadeInfo , SortInfo_t * pSortInfo ) ;
// For fast detail object insertion
IterationRetval_t EnumElement ( int userId , int context ) ;
CUtlVector < DetailModelDict_t > m_DetailObjectDict ;
CUtlVector < CDetailModel > m_DetailObjects ;
CUtlVector < DetailPropSpriteDict_t > m_DetailSpriteDict ;
CUtlVector < DetailPropSpriteDict_t > m_DetailSpriteDictFlipped ;
CUtlVector < DetailPropLightstylesLump_t > m_DetailLighting ;
FastSpriteX4_t * m_pFastSpriteData ;
// Necessary to get sprites to batch correctly
CMaterialReference m_DetailSpriteMaterial ;
CMaterialReference m_DetailWireframeMaterial ;
// State stored off for rendering detail sprites in a single leaf
int m_nSpriteCount ;
int m_nFirstSprite ;
int m_nSortedLeaf ;
int m_nSortedFastLeaf ;
SortInfo_t * m_pSortInfo ;
SortInfo_t * m_pFastSortInfo ;
FastSpriteQuadBuildoutBufferX4_t * m_pBuildoutBuffer ;
bool m_bFirstLeaf ;
float m_flDetailFadeStart ;
float m_flDetailFadeEnd ;
} ;
//-----------------------------------------------------------------------------
// System for dealing with detail objects
//-----------------------------------------------------------------------------
static CDetailObjectSystem s_DetailObjectSystem ;
IDetailObjectSystem * g_pDetailObjectSystem = & s_DetailObjectSystem ;
static void DetailFadeCallback ( IConVar * var , const char * pOldValue , float flOldValue )
{
s_DetailObjectSystem . UpdateDetailFadeValues ( ) ;
}
ConVar cl_detaildist ( " cl_detaildist " , " 1200 " , 0 , " Distance at which detail props are no longer visible " , DetailFadeCallback ) ;
ConVar cl_detailfade ( " cl_detailfade " , " 400 " , 0 , " Distance across which detail props fade in " , DetailFadeCallback ) ;
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
CUtlMap < CDetailModel * , CDetailModel : : LightStyleInfo_t > CDetailModel : : gm_LightStylesMap ( DefLessFunc ( CDetailModel * ) ) ;
bool CDetailModel : : InitCommon ( int index , const Vector & org , const QAngle & angles )
{
VectorCopy ( org , m_Origin ) ;
VectorCopy ( angles , m_Angles ) ;
return true ;
}
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
// NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw
static int s_pQuadCount [ 4 ] =
{
0 , //DETAIL_PROP_TYPE_MODEL
1 , //DETAIL_PROP_TYPE_SPRITE
4 , //DETAIL_PROP_TYPE_SHAPE_CROSS
3 , //DETAIL_PROP_TYPE_SHAPE_TRI
} ;
inline int CDetailModel : : QuadsToDraw ( ) const
{
return s_pQuadCount [ m_Type ] ;
}
//-----------------------------------------------------------------------------
// Data accessors
//-----------------------------------------------------------------------------
const Vector & CDetailModel : : GetRenderOrigin ( void )
{
return m_Origin ;
}
const QAngle & CDetailModel : : GetRenderAngles ( void )
{
return m_Angles ;
}
const matrix3x4_t & CDetailModel : : RenderableToWorldTransform ( )
{
// Setup our transform.
static matrix3x4_t mat ;
AngleMatrix ( GetRenderAngles ( ) , GetRenderOrigin ( ) , mat ) ;
return mat ;
}
bool CDetailModel : : GetAttachment ( int number , matrix3x4_t & matrix )
{
MatrixCopy ( RenderableToWorldTransform ( ) , matrix ) ;
return true ;
}
bool CDetailModel : : GetAttachment ( int number , Vector & origin , QAngle & angles )
{
origin = m_Origin ;
angles = m_Angles ;
return true ;
}
bool CDetailModel : : ShouldDraw ( )
{
// Don't draw in commander mode
return GetClientMode ( ) - > ShouldDrawDetailObjects ( ) ;
}
void CDetailModel : : GetRenderBounds ( Vector & mins , Vector & maxs )
{
if ( m_Type = = DETAIL_PROP_TYPE_MODEL )
{
int nModelType = modelinfo - > GetModelType ( m_pModel ) ;
if ( nModelType = = mod_studio | | nModelType = = mod_brush )
{
modelinfo - > GetModelRenderBounds ( GetModel ( ) , mins , maxs ) ;
}
else
{
mins . Init ( 0 , 0 , 0 ) ;
maxs . Init ( 0 , 0 , 0 ) ;
}
return ;
}
// NOTE: Sway isn't taken into account here
DetailPropSpriteDict_t & dict = s_DetailObjectSystem . DetailSpriteDict ( m_SpriteInfo . m_nSpriteIndex ) ;
Vector2D ul , lr ;
float flScale = m_SpriteInfo . m_flScale . GetFloat ( ) ;
Vector2DMultiply ( dict . m_UL , flScale , ul ) ;
Vector2DMultiply ( dict . m_LR , flScale , lr ) ;
float flSizeX = MAX ( fabs ( lr . x ) , fabs ( ul . x ) ) ;
float flSizeY = MAX ( fabs ( lr . y ) , fabs ( ul . y ) ) ;
float flRadius = sqrt ( flSizeX * flSizeX + flSizeY * flSizeY ) ;
mins . Init ( - flRadius , - flRadius , - flRadius ) ;
maxs . Init ( flRadius , flRadius , flRadius ) ;
}
IPVSNotify * CDetailModel : : GetPVSNotifyInterface ( )
{
return NULL ;
}
void CDetailModel : : GetRenderBoundsWorldspace ( Vector & mins , Vector & maxs )
{
DefaultRenderBoundsWorldspace ( this , mins , maxs ) ;
}
bool CDetailModel : : ShouldReceiveProjectedTextures ( int flags )
{
return false ;
}
int CDetailModel : : GetRenderFlags ( void )
{
return 0 ;
}
void CDetailModel : : GetShadowRenderBounds ( Vector & mins , Vector & maxs , ShadowType_t shadowType )
{
GetRenderBounds ( mins , maxs ) ;
}
ClientShadowHandle_t CDetailModel : : GetShadowHandle ( ) const
{
return CLIENTSHADOW_INVALID_HANDLE ;
}
ClientRenderHandle_t & CDetailModel : : RenderHandle ( )
{
AssertMsg ( 0 , " CDetailModel has no render handle " ) ;
return * ( ( ClientRenderHandle_t * ) NULL ) ;
}
//-----------------------------------------------------------------------------
// Render setup
//-----------------------------------------------------------------------------
bool CDetailModel : : SetupBones ( matrix3x4a_t * pBoneToWorldOut , int nMaxBones , int boneMask , float currentTime )
{
if ( ! m_pModel )
return false ;
// Setup our transform.
matrix3x4a_t parentTransform ;
const QAngle & vRenderAngles = GetRenderAngles ( ) ;
const Vector & vRenderOrigin = GetRenderOrigin ( ) ;
AngleMatrix ( vRenderAngles , parentTransform ) ;
parentTransform [ 0 ] [ 3 ] = vRenderOrigin . x ;
parentTransform [ 1 ] [ 3 ] = vRenderOrigin . y ;
parentTransform [ 2 ] [ 3 ] = vRenderOrigin . z ;
// Just copy it on down baby
studiohdr_t * pStudioHdr = modelinfo - > GetStudiomodel ( m_pModel ) ;
for ( int i = 0 ; i < pStudioHdr - > numbones ; i + + )
{
MatrixCopy ( parentTransform , pBoneToWorldOut [ i ] ) ;
}
return true ;
}
void CDetailModel : : SetupWeights ( const matrix3x4_t * pBoneToWorld , int nFlexWeightCount , float * pFlexWeights , float * pFlexDelayedWeights )
{
}
void CDetailModel : : DoAnimationEvents ( void )
{
}
//-----------------------------------------------------------------------------
// Render baby!
//-----------------------------------------------------------------------------
const model_t * CDetailModel : : GetModel ( ) const
{
return m_pModel ;
}
int CDetailModel : : DrawModel ( int flags , const RenderableInstance_t & instance )
{
if ( ( instance . m_nAlpha = = 0 ) | | ( ! m_pModel ) )
return 0 ;
render - > SetBlend ( instance . m_nAlpha / 255.0f ) ;
int drawn = modelrender - > DrawModel (
flags ,
this ,
MODEL_INSTANCE_INVALID ,
- 1 , // no entity index
m_pModel ,
m_Origin ,
m_Angles ,
0 , // skin
0 , // body
0 // hitboxset
) ;
return drawn ;
}
//-----------------------------------------------------------------------------
// Detail models stuff
//-----------------------------------------------------------------------------
CDetailModel : : CDetailModel ( )
{
m_Color . r = m_Color . g = m_Color . b = 255 ;
m_Color . exponent = 0 ;
m_bFlipped = 0 ;
m_bHasLightStyle = 0 ;
m_bIsTranslucent = false ;
# ifdef USE_DETAIL_SHAPES
m_pAdvInfo = NULL ;
# endif
}
//-----------------------------------------------------------------------------
// Destructor
//-----------------------------------------------------------------------------
CDetailModel : : ~ CDetailModel ( )
{
# ifdef USE_DETAIL_SHAPES
// delete advanced
if ( m_pAdvInfo )
{
delete m_pAdvInfo ;
m_pAdvInfo = NULL ;
}
# endif
if ( m_bHasLightStyle )
gm_LightStylesMap . Remove ( this ) ;
}
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
bool CDetailModel : : Init ( int index , const Vector & org , const QAngle & angles ,
model_t * pModel , ColorRGBExp32 lighting , int lightstyle , unsigned char lightstylecount ,
int orientation )
{
m_Color = lighting ;
if ( lightstylecount > 0 )
{
m_bHasLightStyle = 1 ;
int iInfo = gm_LightStylesMap . Insert ( this ) ;
if ( lightstyle > = 0x1000000 | | lightstylecount > = 100 )
Error ( " Light style overflow \n " ) ;
gm_LightStylesMap [ iInfo ] . m_LightStyle = lightstyle ;
gm_LightStylesMap [ iInfo ] . m_LightStyleCount = lightstylecount ;
}
m_Orientation = orientation ;
m_Type = DETAIL_PROP_TYPE_MODEL ;
m_pModel = pModel ;
m_bIsTranslucent = modelinfo - > IsTranslucent ( m_pModel ) ;
return InitCommon ( index , org , angles ) ;
}
bool CDetailModel : : InitSprite ( int index , bool bFlipped , const Vector & org , const QAngle & angles , unsigned short nSpriteIndex ,
ColorRGBExp32 lighting , int lightstyle , unsigned char lightstylecount , int orientation , float flScale ,
unsigned char type , unsigned char shapeAngle , unsigned char shapeSize , unsigned char swayAmount )
{
m_Color = lighting ;
if ( lightstylecount > 0 )
{
m_bHasLightStyle = 1 ;
int iInfo = gm_LightStylesMap . Insert ( this ) ;
if ( lightstyle > = 0x1000000 | | lightstylecount > = 100 )
Error ( " Light style overflow \n " ) ;
gm_LightStylesMap [ iInfo ] . m_LightStyle = lightstyle ;
gm_LightStylesMap [ iInfo ] . m_LightStyleCount = lightstylecount ;
}
m_Orientation = orientation ;
m_SpriteInfo . m_nSpriteIndex = nSpriteIndex ;
m_Type = type ;
m_SpriteInfo . m_flScale . SetFloat ( flScale ) ;
m_bIsTranslucent = true ;
# ifdef USE_DETAIL_SHAPES
m_pAdvInfo = NULL ;
Assert ( type < = 3 ) ;
// precalculate angles for shapes
if ( type = = DETAIL_PROP_TYPE_SHAPE_TRI | | type = = DETAIL_PROP_TYPE_SHAPE_CROSS | | swayAmount > 0 )
{
m_Angles = angles ;
InitShapedSprite ( shapeAngle , shapeSize , swayAmount ) ;
}
# endif
m_bFlipped = bFlipped ;
return InitCommon ( index , org , angles ) ;
}
# ifdef USE_DETAIL_SHAPES
void CDetailModel : : InitShapedSprite ( unsigned char shapeAngle , unsigned char shapeSize , unsigned char swayAmount )
{
// Set up pointer to advanced shape properties object ( per instance )
Assert ( m_pAdvInfo = = NULL ) ;
m_pAdvInfo = new DetailModelAdvInfo_t ;
Assert ( m_pAdvInfo ) ;
if ( m_pAdvInfo )
{
m_pAdvInfo - > m_iShapeAngle = shapeAngle ;
m_pAdvInfo - > m_flSwayAmount = ( float ) swayAmount / 255.0f ;
m_pAdvInfo - > m_flShapeSize = ( float ) shapeSize / 255.0f ;
m_pAdvInfo - > m_vecCurrentAvoid = vec3_origin ;
m_pAdvInfo - > m_flSwayYaw = random - > RandomFloat ( 0 , 180 ) ;
}
switch ( m_Type )
{
case DETAIL_PROP_TYPE_SHAPE_TRI :
InitShapeTri ( ) ;
break ;
case DETAIL_PROP_TYPE_SHAPE_CROSS :
InitShapeCross ( ) ;
break ;
default : // sprite will get here
break ;
}
}
void CDetailModel : : InitShapeTri ( void )
{
// store the three sets of directions
matrix3x4_t matrix ;
// Convert roll/pitch only to matrix
AngleMatrix ( m_Angles , matrix ) ;
// calculate the vectors for the three sides so they can be used in the sorting test
// as well as in drawing
for ( int i = 0 ; i < 3 ; i + + )
{
// Convert desired rotation to angles
QAngle anglesRotated ( m_pAdvInfo - > m_iShapeAngle , i * 120 , 0 ) ;
Vector rotForward , rotRight , rotUp ;
AngleVectors ( anglesRotated , & rotForward , & rotRight , & rotUp ) ;
// Rotate direction vectors
VectorRotate ( rotForward , matrix , m_pAdvInfo - > m_vecAnglesForward [ i ] ) ;
VectorRotate ( rotRight , matrix , m_pAdvInfo - > m_vecAnglesRight [ i ] ) ;
VectorRotate ( rotUp , matrix , m_pAdvInfo - > m_vecAnglesUp [ i ] ) ;
}
}
void CDetailModel : : InitShapeCross ( void )
{
AngleVectors ( m_Angles ,
& m_pAdvInfo - > m_vecAnglesForward [ 0 ] ,
& m_pAdvInfo - > m_vecAnglesRight [ 0 ] ,
& m_pAdvInfo - > m_vecAnglesUp [ 0 ] ) ;
}
# endif
//-----------------------------------------------------------------------------
// Color, alpha modulation
//-----------------------------------------------------------------------------
void CDetailModel : : GetColorModulation ( float * color )
{
if ( mat_fullbright . GetInt ( ) = = 1 )
{
color [ 0 ] = color [ 1 ] = color [ 2 ] = 1.0f ;
return ;
}
Vector tmp ;
Vector normal ( 1 , 0 , 0 ) ;
engine - > ComputeDynamicLighting ( m_Origin , & normal , tmp ) ;
float val = engine - > LightStyleValue ( 0 ) ;
color [ 0 ] = tmp [ 0 ] + val * TexLightToLinear ( m_Color . r , m_Color . exponent ) ;
color [ 1 ] = tmp [ 1 ] + val * TexLightToLinear ( m_Color . g , m_Color . exponent ) ;
color [ 2 ] = tmp [ 2 ] + val * TexLightToLinear ( m_Color . b , m_Color . exponent ) ;
// Add in the lightstyles
if ( m_bHasLightStyle )
{
int iInfo = gm_LightStylesMap . Find ( this ) ;
Assert ( iInfo ! = gm_LightStylesMap . InvalidIndex ( ) ) ;
if ( iInfo ! = gm_LightStylesMap . InvalidIndex ( ) )
{
int nLightStyles = gm_LightStylesMap [ iInfo ] . m_LightStyleCount ;
int iLightStyle = gm_LightStylesMap [ iInfo ] . m_LightStyle ;
for ( int i = 0 ; i < nLightStyles ; + + i )
{
DetailPropLightstylesLump_t & lighting = s_DetailObjectSystem . DetailLighting ( iLightStyle + i ) ;
val = engine - > LightStyleValue ( lighting . m_Style ) ;
if ( val ! = 0 )
{
color [ 0 ] + = val * TexLightToLinear ( lighting . m_Lighting . r , lighting . m_Lighting . exponent ) ;
color [ 1 ] + = val * TexLightToLinear ( lighting . m_Lighting . g , lighting . m_Lighting . exponent ) ;
color [ 2 ] + = val * TexLightToLinear ( lighting . m_Lighting . b , lighting . m_Lighting . exponent ) ;
}
}
}
}
// Gamma correct....
engine - > LinearToGamma ( color , color ) ;
}
//-----------------------------------------------------------------------------
// Is the model itself translucent, regardless of modulation?
//-----------------------------------------------------------------------------
bool CDetailModel : : IsDetailModelTranslucent ( )
{
// FIXME: This is only true for my first pass of this feature
if ( m_Type > = DETAIL_PROP_TYPE_SPRITE )
return true ;
return modelinfo - > IsTranslucent ( GetModel ( ) ) ;
}
//-----------------------------------------------------------------------------
// Computes the render angles for screen alignment
//-----------------------------------------------------------------------------
void CDetailModel : : ComputeAngles ( void )
{
switch ( m_Orientation )
{
case 0 :
break ;
case 1 :
{
Vector vecDir ;
VectorSubtract ( CurrentViewOrigin ( ) , m_Origin , vecDir ) ;
VectorAngles ( vecDir , m_Angles ) ;
}
break ;
case 2 :
{
Vector vecDir ;
VectorSubtract ( CurrentViewOrigin ( ) , m_Origin , vecDir ) ;
vecDir . z = 0.0f ;
VectorAngles ( vecDir , m_Angles ) ;
}
break ;
}
}
//-----------------------------------------------------------------------------
// Select which rendering func to call
//-----------------------------------------------------------------------------
void CDetailModel : : DrawSprite ( CMeshBuilder & meshBuilder , uint8 nAlpha )
{
switch ( m_Type )
{
# ifdef USE_DETAIL_SHAPES
case DETAIL_PROP_TYPE_SHAPE_CROSS :
DrawTypeShapeCross ( meshBuilder , nAlpha ) ;
break ;
case DETAIL_PROP_TYPE_SHAPE_TRI :
DrawTypeShapeTri ( meshBuilder , nAlpha ) ;
break ;
# endif
case DETAIL_PROP_TYPE_SPRITE :
DrawTypeSprite ( meshBuilder , nAlpha ) ;
break ;
default :
Assert ( 0 ) ;
break ;
}
}
//-----------------------------------------------------------------------------
// Draws the single sprite type
//-----------------------------------------------------------------------------
void CDetailModel : : DrawTypeSprite ( CMeshBuilder & meshBuilder , uint8 nAlpha )
{
Assert ( m_Type = = DETAIL_PROP_TYPE_SPRITE ) ;
Vector vecColor ;
GetColorModulation ( vecColor . Base ( ) ) ;
unsigned char color [ 4 ] ;
color [ 0 ] = ( unsigned char ) ( vecColor [ 0 ] * 255.0f ) ;
color [ 1 ] = ( unsigned char ) ( vecColor [ 1 ] * 255.0f ) ;
color [ 2 ] = ( unsigned char ) ( vecColor [ 2 ] * 255.0f ) ;
color [ 3 ] = nAlpha ;
DetailPropSpriteDict_t & dict = s_DetailObjectSystem . DetailSpriteDict ( m_SpriteInfo . m_nSpriteIndex ) ;
Vector vecOrigin , dx , dy , dz ;
AngleVectors ( m_Angles , & dz , & dx , & dy ) ;
Vector2D ul , lr ;
float scale = m_SpriteInfo . m_flScale . GetFloat ( ) ;
Vector2DMultiply ( dict . m_UL , scale , ul ) ;
Vector2DMultiply ( dict . m_LR , scale , lr ) ;
# ifdef USE_DETAIL_SHAPES
UpdatePlayerAvoid ( ) ;
Vector vecSway = vec3_origin ;
if ( m_pAdvInfo )
{
vecSway = m_pAdvInfo - > m_vecCurrentAvoid * m_SpriteInfo . m_flScale . GetFloat ( ) ;
float flSwayAmplitude = m_pAdvInfo - > m_flSwayAmount * cl_detail_max_sway . GetFloat ( ) ;
if ( flSwayAmplitude > 0 )
{
// sway based on time plus a random seed that is constant for this instance of the sprite
vecSway + = dx * sin ( gpGlobals - > curtime + m_Origin . x ) * flSwayAmplitude ;
}
}
# endif
VectorMA ( m_Origin , ul . x , dx , vecOrigin ) ;
VectorMA ( vecOrigin , ul . y , dy , vecOrigin ) ;
dx * = ( lr . x - ul . x ) ;
dy * = ( lr . y - ul . y ) ;
Vector2D texul , texlr ;
texul = dict . m_TexUL ;
texlr = dict . m_TexLR ;
if ( ! m_bFlipped )
{
texul . x = dict . m_TexLR . x ;
texlr . x = dict . m_TexUL . x ;
}
# ifndef USE_DETAIL_SHAPES
meshBuilder . Position3fv ( vecOrigin . Base ( ) ) ;
# else
meshBuilder . Position3fv ( ( vecOrigin + vecSway ) . Base ( ) ) ;
# endif
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2fv ( 0 , texul . Base ( ) ) ;
meshBuilder . Normal3fv ( & dz . x ) ;
meshBuilder . AdvanceVertex ( ) ;
vecOrigin + = dy ;
meshBuilder . Position3fv ( vecOrigin . Base ( ) ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , texul . x , texlr . y ) ;
meshBuilder . Normal3fv ( & dz . x ) ;
meshBuilder . AdvanceVertex ( ) ;
vecOrigin + = dx ;
meshBuilder . Position3fv ( vecOrigin . Base ( ) ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2fv ( 0 , texlr . Base ( ) ) ;
meshBuilder . Normal3fv ( & dz . x ) ;
meshBuilder . AdvanceVertex ( ) ;
vecOrigin - = dy ;
# ifndef USE_DETAIL_SHAPES
meshBuilder . Position3fv ( vecOrigin . Base ( ) ) ;
# else
meshBuilder . Position3fv ( ( vecOrigin + vecSway ) . Base ( ) ) ;
# endif
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , texlr . x , texul . y ) ;
meshBuilder . Normal3fv ( & dz . x ) ;
meshBuilder . AdvanceVertex ( ) ;
}
//-----------------------------------------------------------------------------
// draws a procedural model, cross shape
// two perpendicular sprites
//-----------------------------------------------------------------------------
# ifdef USE_DETAIL_SHAPES
void CDetailModel : : DrawTypeShapeCross ( CMeshBuilder & meshBuilder , uint8 nAlpha )
{
Assert ( m_Type = = DETAIL_PROP_TYPE_SHAPE_CROSS ) ;
Vector vecColor ;
GetColorModulation ( vecColor . Base ( ) ) ;
unsigned char color [ 4 ] ;
color [ 0 ] = ( unsigned char ) ( vecColor [ 0 ] * 255.0f ) ;
color [ 1 ] = ( unsigned char ) ( vecColor [ 1 ] * 255.0f ) ;
color [ 2 ] = ( unsigned char ) ( vecColor [ 2 ] * 255.0f ) ;
color [ 3 ] = nAlpha ;
DetailPropSpriteDict_t & dict = s_DetailObjectSystem . DetailSpriteDict ( m_SpriteInfo . m_nSpriteIndex ) ;
Vector2D texul , texlr ;
texul = dict . m_TexUL ;
texlr = dict . m_TexLR ;
// What a shameless re-use of bits (m_pModel == 0 when it should be flipped horizontally)
if ( ! m_pModel )
{
texul . x = dict . m_TexLR . x ;
texlr . x = dict . m_TexUL . x ;
}
Vector2D texumid , texlmid ;
texumid . y = texul . y ;
texlmid . y = texlr . y ;
texumid . x = texlmid . x = ( texul . x + texlr . x ) / 2 ;
Vector2D texll ;
texll . x = texul . x ;
texll . y = texlr . y ;
Vector2D ul , lr ;
float flScale = m_SpriteInfo . m_flScale . GetFloat ( ) ;
Vector2DMultiply ( dict . m_UL , flScale , ul ) ;
Vector2DMultiply ( dict . m_LR , flScale , lr ) ;
float flSizeX = ( lr . x - ul . x ) / 2 ;
float flSizeY = ( lr . y - ul . y ) ;
UpdatePlayerAvoid ( ) ;
// sway based on time plus a random seed that is constant for this instance of the sprite
Vector vecSway = ( m_pAdvInfo - > m_vecCurrentAvoid * flSizeX * 2 ) ;
float flSwayAmplitude = m_pAdvInfo - > m_flSwayAmount * cl_detail_max_sway . GetFloat ( ) ;
if ( flSwayAmplitude > 0 )
{
vecSway + = UTIL_YawToVector ( m_pAdvInfo - > m_flSwayYaw ) * sin ( gpGlobals - > curtime + m_Origin . x ) * flSwayAmplitude ;
}
Vector vecOrigin ;
VectorMA ( m_Origin , ul . y , m_pAdvInfo - > m_vecAnglesUp [ 0 ] , vecOrigin ) ;
Vector forward , right , up ;
forward = m_pAdvInfo - > m_vecAnglesForward [ 0 ] * flSizeX ;
right = m_pAdvInfo - > m_vecAnglesRight [ 0 ] * flSizeX ;
up = m_pAdvInfo - > m_vecAnglesUp [ 0 ] * flSizeY ;
// figure out drawing order so the branches sort properly
// do dot products with the forward and right vectors to determine the quadrant the viewer is in
// assume forward points North , right points East
/*
N
|
3 | 0
W - - - - - - - - - E
2 | 1
|
S
*/
// eg if they are in quadrant 0, set iBranch to 0, and the draw order will be
// 0, 1, 2, 3, or South, west, north, east
Vector viewOffset = CurrentViewOrigin ( ) - m_Origin ;
bool bForward = ( DotProduct ( forward , viewOffset ) > 0 ) ;
bool bRight = ( DotProduct ( right , viewOffset ) > 0 ) ;
int iBranch = bForward ? ( bRight ? 0 : 3 ) : ( bRight ? 1 : 2 ) ;
//debugoverlay->AddLineOverlay( m_Origin, m_Origin + right * 20, 255, 0, 0, true, 0.01 );
//debugoverlay->AddLineOverlay( m_Origin, m_Origin + forward * 20, 0, 0, 255, true, 0.01 );
int iDrawn = 0 ;
while ( iDrawn < 4 )
{
switch ( iBranch )
{
case 0 : // south
DrawSwayingQuad ( meshBuilder , vecOrigin , vecSway , texumid , texlr , color , - forward , up ) ;
break ;
case 1 : // west
DrawSwayingQuad ( meshBuilder , vecOrigin , vecSway , texumid , texll , color , - right , up ) ;
break ;
case 2 : // north
DrawSwayingQuad ( meshBuilder , vecOrigin , vecSway , texumid , texll , color , forward , up ) ;
break ;
case 3 : // east
DrawSwayingQuad ( meshBuilder , vecOrigin , vecSway , texumid , texlr , color , right , up ) ;
break ;
}
iDrawn + + ;
iBranch + + ;
if ( iBranch > 3 )
iBranch = 0 ;
}
}
# endif
//-----------------------------------------------------------------------------
// draws a procedural model, tri shape
//-----------------------------------------------------------------------------
# ifdef USE_DETAIL_SHAPES
void CDetailModel : : DrawTypeShapeTri ( CMeshBuilder & meshBuilder , uint8 nAlpha )
{
Assert ( m_Type = = DETAIL_PROP_TYPE_SHAPE_TRI ) ;
Vector vecColor ;
GetColorModulation ( vecColor . Base ( ) ) ;
unsigned char color [ 4 ] ;
color [ 0 ] = ( unsigned char ) ( vecColor [ 0 ] * 255.0f ) ;
color [ 1 ] = ( unsigned char ) ( vecColor [ 1 ] * 255.0f ) ;
color [ 2 ] = ( unsigned char ) ( vecColor [ 2 ] * 255.0f ) ;
color [ 3 ] = nAlpha ;
DetailPropSpriteDict_t & dict = s_DetailObjectSystem . DetailSpriteDict ( m_SpriteInfo . m_nSpriteIndex ) ;
Vector2D texul , texlr ;
texul = dict . m_TexUL ;
texlr = dict . m_TexLR ;
// What a shameless re-use of bits (m_pModel == 0 when it should be flipped horizontally)
if ( ! m_pModel )
{
texul . x = dict . m_TexLR . x ;
texlr . x = dict . m_TexUL . x ;
}
Vector2D ul , lr ;
float flScale = m_SpriteInfo . m_flScale . GetFloat ( ) ;
Vector2DMultiply ( dict . m_UL , flScale , ul ) ;
Vector2DMultiply ( dict . m_LR , flScale , lr ) ;
// sort the sides relative to the view origin
Vector viewOffset = CurrentViewOrigin ( ) - m_Origin ;
// three sides, A, B, C, counter-clockwise from A is the unrotated side
bool bOutsideA = DotProduct ( m_pAdvInfo - > m_vecAnglesForward [ 0 ] , viewOffset ) > 0 ;
bool bOutsideB = DotProduct ( m_pAdvInfo - > m_vecAnglesForward [ 1 ] , viewOffset ) > 0 ;
bool bOutsideC = DotProduct ( m_pAdvInfo - > m_vecAnglesForward [ 2 ] , viewOffset ) > 0 ;
int iBranch = 0 ;
if ( bOutsideA & & ! bOutsideB )
iBranch = 1 ;
else if ( bOutsideB & & ! bOutsideC )
iBranch = 2 ;
float flHeight , flWidth ;
flHeight = ( lr . y - ul . y ) ;
flWidth = ( lr . x - ul . x ) ;
Vector vecSway ;
Vector vecOrigin ;
Vector vecHeight , vecWidth ;
UpdatePlayerAvoid ( ) ;
Vector vecSwayYaw = UTIL_YawToVector ( m_pAdvInfo - > m_flSwayYaw ) ;
float flSwayAmplitude = m_pAdvInfo - > m_flSwayAmount * cl_detail_max_sway . GetFloat ( ) ;
int iDrawn = 0 ;
while ( iDrawn < 3 )
{
vecHeight = m_pAdvInfo - > m_vecAnglesUp [ iBranch ] * flHeight ;
vecWidth = m_pAdvInfo - > m_vecAnglesRight [ iBranch ] * flWidth ;
VectorMA ( m_Origin , ul . x , m_pAdvInfo - > m_vecAnglesRight [ iBranch ] , vecOrigin ) ;
VectorMA ( vecOrigin , ul . y , m_pAdvInfo - > m_vecAnglesUp [ iBranch ] , vecOrigin ) ;
VectorMA ( vecOrigin , m_pAdvInfo - > m_flShapeSize * flWidth , m_pAdvInfo - > m_vecAnglesForward [ iBranch ] , vecOrigin ) ;
// sway is calculated per side so they don't sway exactly the same
Vector vecSway = ( m_pAdvInfo - > m_vecCurrentAvoid * flWidth ) +
vecSwayYaw * sin ( gpGlobals - > curtime + m_Origin . x + iBranch ) * flSwayAmplitude ;
DrawSwayingQuad ( meshBuilder , vecOrigin , vecSway , texul , texlr , color , vecWidth , vecHeight ) ;
iDrawn + + ;
iBranch + + ;
if ( iBranch > 2 )
iBranch = 0 ;
}
}
# endif
//-----------------------------------------------------------------------------
// checks for nearby players and pushes the detail to the side
//-----------------------------------------------------------------------------
# ifdef USE_DETAIL_SHAPES
void CDetailModel : : UpdatePlayerAvoid ( void )
{
float flForce = cl_detail_avoid_force . GetFloat ( ) ;
if ( flForce < 0.1 )
return ;
if ( m_pAdvInfo = = NULL )
return ;
// get players in a radius
float flRadius = cl_detail_avoid_radius . GetFloat ( ) ;
float flRecoverSpeed = cl_detail_avoid_recover_speed . GetFloat ( ) ;
Vector vecAvoid ;
C_BaseEntity * pEnt ;
float flMaxForce = 0 ;
Vector vecMaxAvoid ( 0 , 0 , 0 ) ;
CPlayerEnumerator avoid ( flRadius , m_Origin ) ;
partition - > EnumerateElementsInSphere ( PARTITION_CLIENT_SOLID_EDICTS , m_Origin , flRadius , false , & avoid ) ;
// Okay, decide how to avoid if there's anything close by
int c = avoid . GetObjectCount ( ) ;
for ( int i = 0 ; i < c + 1 ; i + + ) // +1 for the local player we tack on the end
{
if ( i = = c )
{
pEnt = C_BasePlayer : : GetLocalPlayer ( ) ;
if ( ! pEnt ) continue ;
}
else
pEnt = avoid . GetObject ( i ) ;
vecAvoid = m_Origin - pEnt - > GetAbsOrigin ( ) ;
vecAvoid . z = 0 ;
float flDist = vecAvoid . Length2D ( ) ;
if ( flDist > flRadius )
continue ;
float flForceScale = RemapValClamped ( flDist , 0 , flRadius , flForce , 0.0 ) ;
if ( flForceScale > flMaxForce )
{
flMaxForce = flForceScale ;
vecAvoid . NormalizeInPlace ( ) ;
vecAvoid * = flMaxForce ;
vecMaxAvoid = vecAvoid ;
}
}
// if we are being moved, move fast. Else we recover at a slow rate
if ( vecMaxAvoid . Length2D ( ) > m_pAdvInfo - > m_vecCurrentAvoid . Length2D ( ) )
flRecoverSpeed = 10 ; // fast approach
m_pAdvInfo - > m_vecCurrentAvoid [ 0 ] = Approach ( vecMaxAvoid [ 0 ] , m_pAdvInfo - > m_vecCurrentAvoid [ 0 ] , flRecoverSpeed ) ;
m_pAdvInfo - > m_vecCurrentAvoid [ 1 ] = Approach ( vecMaxAvoid [ 1 ] , m_pAdvInfo - > m_vecCurrentAvoid [ 1 ] , flRecoverSpeed ) ;
m_pAdvInfo - > m_vecCurrentAvoid [ 2 ] = Approach ( vecMaxAvoid [ 2 ] , m_pAdvInfo - > m_vecCurrentAvoid [ 2 ] , flRecoverSpeed ) ;
}
# endif
//-----------------------------------------------------------------------------
// draws a quad that sways on the top two vertices
// pass vecOrigin as the top left vertex position
//-----------------------------------------------------------------------------
# ifdef USE_DETAIL_SHAPES
void CDetailModel : : DrawSwayingQuad ( CMeshBuilder & meshBuilder , Vector vecOrigin , Vector vecSway , Vector2D texul , Vector2D texlr , unsigned char * color ,
Vector width , Vector height )
{
meshBuilder . Position3fv ( ( vecOrigin + vecSway ) . Base ( ) ) ;
meshBuilder . TexCoord2fv ( 0 , texul . Base ( ) ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . AdvanceVertex ( ) ;
vecOrigin + = height ;
meshBuilder . Position3fv ( vecOrigin . Base ( ) ) ;
meshBuilder . TexCoord2f ( 0 , texul . x , texlr . y ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . AdvanceVertex ( ) ;
vecOrigin + = width ;
meshBuilder . Position3fv ( vecOrigin . Base ( ) ) ;
meshBuilder . TexCoord2fv ( 0 , texlr . Base ( ) ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . AdvanceVertex ( ) ;
vecOrigin - = height ;
meshBuilder . Position3fv ( ( vecOrigin + vecSway ) . Base ( ) ) ;
meshBuilder . TexCoord2f ( 0 , texlr . x , texul . y ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . AdvanceVertex ( ) ;
}
# endif
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CDetailObjectSystem : : CDetailObjectSystem ( ) : m_DetailSpriteDict ( 0 , 32 ) , m_DetailObjectDict ( 0 , 32 ) , m_DetailSpriteDictFlipped ( 0 , 32 )
{
m_pFastSpriteData = NULL ;
m_pSortInfo = NULL ;
m_pFastSortInfo = NULL ;
m_pBuildoutBuffer = NULL ;
}
void CDetailObjectSystem : : FreeSortBuffers ( void )
{
if ( m_pSortInfo )
{
MemAlloc_FreeAligned ( m_pSortInfo ) ;
m_pSortInfo = NULL ;
}
if ( m_pFastSortInfo )
{
MemAlloc_FreeAligned ( m_pFastSortInfo ) ;
m_pFastSortInfo = NULL ;
}
if ( m_pBuildoutBuffer )
{
MemAlloc_FreeAligned ( m_pBuildoutBuffer ) ;
m_pBuildoutBuffer = NULL ;
}
}
CDetailObjectSystem : : ~ CDetailObjectSystem ( )
{
if ( m_pFastSpriteData )
{
MemAlloc_FreeAligned ( m_pFastSpriteData ) ;
m_pFastSpriteData = NULL ;
}
FreeSortBuffers ( ) ;
}
//-----------------------------------------------------------------------------
// Level init, shutdown
//-----------------------------------------------------------------------------
void CDetailObjectSystem : : LevelInitPreEntity ( )
{
if ( m_pFastSpriteData )
{
MemAlloc_FreeAligned ( m_pFastSpriteData ) ;
m_pFastSpriteData = NULL ;
}
FreeSortBuffers ( ) ;
// Prepare the translucent detail sprite material; we only have 1!
const char * pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL ;
C_World * pWorld = GetClientWorldEntity ( ) ;
if ( pWorld & & pWorld - > GetDetailSpriteMaterial ( ) & & * ( pWorld - > GetDetailSpriteMaterial ( ) ) )
{
pDetailSpriteMaterial = pWorld - > GetDetailSpriteMaterial ( ) ;
}
m_DetailSpriteMaterial . Init ( pDetailSpriteMaterial , TEXTURE_GROUP_OTHER ) ;
m_DetailWireframeMaterial . Init ( " debug/debugspritewireframe " , TEXTURE_GROUP_OTHER ) ;
// Version check
if ( engine - > GameLumpVersion ( GAMELUMP_DETAIL_PROPS ) < 4 )
{
Warning ( " Map uses old detail prop file format.. ignoring detail props \n " ) ;
return ;
}
MEM_ALLOC_CREDIT ( ) ;
// Unserialize
int size = engine - > GameLumpSize ( GAMELUMP_DETAIL_PROPS ) ;
CUtlMemory < unsigned char > fileMemory ;
fileMemory . EnsureCapacity ( size ) ;
if ( engine - > LoadGameLump ( GAMELUMP_DETAIL_PROPS , fileMemory . Base ( ) , size ) )
{
CUtlBuffer buf ( fileMemory . Base ( ) , size , CUtlBuffer : : READ_ONLY ) ;
UnserializeModelDict ( buf ) ;
switch ( engine - > GameLumpVersion ( GAMELUMP_DETAIL_PROPS ) )
{
case 4 :
UnserializeDetailSprites ( buf ) ;
UnserializeModels ( buf ) ;
break ;
}
}
if ( m_DetailObjects . Count ( ) | | m_DetailSpriteDict . Count ( ) )
{
// There are detail objects in the level, so precache the material
PrecacheMaterial ( DETAIL_SPRITE_MATERIAL ) ;
IMaterial * pMat = m_DetailSpriteMaterial ;
// adjust for non-square textures (cropped)
float flRatio = pMat - > GetMappingWidth ( ) / pMat - > GetMappingHeight ( ) ;
if ( flRatio > 1.0 )
{
for ( int i = 0 ; i < m_DetailSpriteDict . Count ( ) ; i + + )
{
m_DetailSpriteDict [ i ] . m_TexUL . y * = flRatio ;
m_DetailSpriteDict [ i ] . m_TexLR . y * = flRatio ;
m_DetailSpriteDictFlipped [ i ] . m_TexUL . y * = flRatio ;
m_DetailSpriteDictFlipped [ i ] . m_TexLR . y * = flRatio ;
}
}
}
int detailPropLightingLump ;
if ( g_pMaterialSystemHardwareConfig - > GetHDRType ( ) ! = HDR_TYPE_NONE )
{
detailPropLightingLump = GAMELUMP_DETAIL_PROP_LIGHTING_HDR ;
}
else
{
detailPropLightingLump = GAMELUMP_DETAIL_PROP_LIGHTING ;
}
size = engine - > GameLumpSize ( detailPropLightingLump ) ;
fileMemory . EnsureCapacity ( size ) ;
if ( engine - > LoadGameLump ( detailPropLightingLump , fileMemory . Base ( ) , size ) )
{
CUtlBuffer buf ( fileMemory . Base ( ) , size , CUtlBuffer : : READ_ONLY ) ;
UnserializeModelLighting ( buf ) ;
}
}
void CDetailObjectSystem : : UpdateDetailFadeValues ( )
{
m_flDetailFadeEnd = cl_detaildist . GetInt ( ) ;
m_flDetailFadeStart = m_flDetailFadeEnd - cl_detailfade . GetInt ( ) ;
if ( m_flDetailFadeStart < 0 )
{
m_flDetailFadeStart = 0 ;
}
if ( GetDetailController ( ) )
{
m_flDetailFadeStart = MIN ( m_flDetailFadeStart , GetDetailController ( ) - > m_flFadeStartDist ) ;
m_flDetailFadeEnd = MIN ( m_flDetailFadeEnd , GetDetailController ( ) - > m_flFadeEndDist ) ;
}
}
void CDetailObjectSystem : : LevelInitPostEntity ( )
{
const char * pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL ;
C_World * pWorld = GetClientWorldEntity ( ) ;
if ( pWorld & & pWorld - > GetDetailSpriteMaterial ( ) & & * ( pWorld - > GetDetailSpriteMaterial ( ) ) )
{
pDetailSpriteMaterial = pWorld - > GetDetailSpriteMaterial ( ) ;
}
m_DetailSpriteMaterial . Init ( pDetailSpriteMaterial , TEXTURE_GROUP_OTHER ) ;
UpdateDetailFadeValues ( ) ;
}
void CDetailObjectSystem : : LevelShutdownPreEntity ( )
{
m_DetailObjects . Purge ( ) ;
m_DetailObjectDict . Purge ( ) ;
m_DetailSpriteDict . Purge ( ) ;
m_DetailSpriteDictFlipped . Purge ( ) ;
m_DetailLighting . Purge ( ) ;
m_DetailSpriteMaterial . Shutdown ( ) ;
}
void CDetailObjectSystem : : LevelShutdownPostEntity ( )
{
m_DetailWireframeMaterial . Shutdown ( ) ;
}
//-----------------------------------------------------------------------------
// Computes distance fade
//-----------------------------------------------------------------------------
inline uint8 CDetailObjectSystem : : ComputeDistanceFade ( float * pDistSqr , const DistanceFadeInfo_t & info , const Vector & vecViewOrigin , const Vector & vecRenderOrigin ) const
{
float flDistSq = vecViewOrigin . DistToSqr ( vecRenderOrigin ) ;
* pDistSqr = flDistSq ;
if ( flDistSq > = info . m_flMaxDistSqr )
return 0 ;
uint8 nAlpha = 255 ;
if ( flDistSq > info . m_flMinDistSqr )
{
nAlpha = 255.0f * info . m_flFalloffFactor * ( info . m_flMaxDistSqr - flDistSq ) ;
}
return nAlpha ;
}
//-----------------------------------------------------------------------------
// Before each view, blat out the stored detail sprite state
//-----------------------------------------------------------------------------
void CDetailObjectSystem : : BeginTranslucentDetailRendering ( )
{
m_nSortedLeaf = - 1 ;
m_bFirstLeaf = true ;
m_nSpriteCount = m_nFirstSprite = 0 ;
}
//-----------------------------------------------------------------------------
// Gets a particular detail object
//-----------------------------------------------------------------------------
IClientRenderable * CDetailObjectSystem : : GetDetailModel ( int idx )
{
// FIXME: This is necessary because we have intermixed models + sprites
// in a single list (m_DetailObjects)
if ( m_DetailObjects [ idx ] . GetType ( ) ! = DETAIL_PROP_TYPE_MODEL )
return NULL ;
return & m_DetailObjects [ idx ] ;
}
// How many detail models (as opposed to sprites) are there in the level?
int CDetailObjectSystem : : GetDetailModelCount ( ) const
{
return m_DetailObjects . Count ( ) ;
}
//-----------------------------------------------------------------------------
// Unserialization
//-----------------------------------------------------------------------------
void CDetailObjectSystem : : UnserializeModelDict ( CUtlBuffer & buf )
{
int count = buf . GetInt ( ) ;
m_DetailObjectDict . EnsureCapacity ( count ) ;
while ( - - count > = 0 )
{
DetailObjectDictLump_t lump ;
buf . Get ( & lump , sizeof ( DetailObjectDictLump_t ) ) ;
DetailModelDict_t dict ;
dict . m_pModel = ( model_t * ) engine - > LoadModel ( lump . m_Name , true ) ;
// Don't allow vertex-lit models
if ( modelinfo - > IsModelVertexLit ( dict . m_pModel ) )
{
Warning ( " Detail prop model %s is using vertex-lit materials! \n It must use unlit materials! \n " , lump . m_Name ) ;
dict . m_pModel = ( model_t * ) engine - > LoadModel ( " models/error.mdl " ) ;
}
m_DetailObjectDict . AddToTail ( dict ) ;
}
}
void CDetailObjectSystem : : UnserializeDetailSprites ( CUtlBuffer & buf )
{
int count = buf . GetInt ( ) ;
m_DetailSpriteDict . EnsureCapacity ( count ) ;
m_DetailSpriteDictFlipped . EnsureCapacity ( count ) ;
while ( - - count > = 0 )
{
int i = m_DetailSpriteDict . AddToTail ( ) ;
buf . Get ( & m_DetailSpriteDict [ i ] , sizeof ( DetailSpriteDictLump_t ) ) ;
int flipi = m_DetailSpriteDictFlipped . AddToTail ( ) ;
m_DetailSpriteDictFlipped [ flipi ] = m_DetailSpriteDict [ i ] ;
V_swap ( m_DetailSpriteDictFlipped [ flipi ] . m_TexUL . x , m_DetailSpriteDictFlipped [ flipi ] . m_TexLR . x ) ;
}
}
void CDetailObjectSystem : : UnserializeModelLighting ( CUtlBuffer & buf )
{
int count = buf . GetInt ( ) ;
m_DetailLighting . EnsureCapacity ( count ) ;
while ( - - count > = 0 )
{
int i = m_DetailLighting . AddToTail ( ) ;
buf . Get ( & m_DetailLighting [ i ] , sizeof ( DetailPropLightstylesLump_t ) ) ;
}
}
ConVar cl_detail_multiplier ( " cl_detail_multiplier " , " 1 " , FCVAR_CHEAT , " extra details to create " ) ;
# define SPRITE_MULTIPLIER ( cl_detail_multiplier.GetInt() )
ConVar cl_fastdetailsprites ( " cl_fastdetailsprites " , " 1 " , FCVAR_CHEAT , " whether to use new detail sprite system " ) ;
static bool DetailObjectIsFastSprite ( DetailObjectLump_t const & lump )
{
return (
( cl_fastdetailsprites . GetInt ( ) ) & &
( lump . m_Type = = DETAIL_PROP_TYPE_SPRITE ) & &
( lump . m_LightStyleCount = = 0 ) & &
( lump . m_Orientation = = 2 ) & &
( lump . m_ShapeAngle = = 0 ) & &
( lump . m_ShapeSize = = 0 ) & &
( lump . m_SwayAmount = = 0 ) ) ;
}
void CDetailObjectSystem : : ScanForCounts ( CUtlBuffer & buf ,
int * pNumOldStyleObjects ,
int * pNumFastSpritesToAllocate ,
int * nMaxNumOldSpritesInLeaf ,
int * nMaxNumFastSpritesInLeaf
) const
{
int oldpos = buf . TellGet ( ) ; // we need to seek back
int count = buf . GetInt ( ) ;
int nOld = 0 ;
int nFast = 0 ;
int detailObjectLeaf = - 1 ;
int nNumOldInLeaf = 0 ;
int nNumFastInLeaf = 0 ;
int nMaxOld = 0 ;
int nMaxFast = 0 ;
while ( - - count > = 0 )
{
DetailObjectLump_t lump ;
buf . Get ( & lump , sizeof ( DetailObjectLump_t ) ) ;
// We rely on the fact that details objects are sorted by leaf in the
// bsp file for this
if ( detailObjectLeaf ! = lump . m_Leaf )
{
// need to pad nfast to next sse boundary
nFast + = ( 0 - nFast ) & 3 ;
nMaxFast = MAX ( nMaxFast , nNumFastInLeaf ) ;
nMaxOld = MAX ( nMaxOld , nNumOldInLeaf ) ;
nNumOldInLeaf = 0 ;
nNumFastInLeaf = 0 ;
detailObjectLeaf = lump . m_Leaf ;
}
if ( DetailObjectIsFastSprite ( lump ) )
{
nFast + = SPRITE_MULTIPLIER ;
nNumFastInLeaf + = SPRITE_MULTIPLIER ;
}
else
{
nOld + = SPRITE_MULTIPLIER ;
nNumOldInLeaf + = SPRITE_MULTIPLIER ;
}
}
// need to pad nfast to next sse boundary
nFast + = ( 0 - nFast ) & 3 ;
nMaxFast = MAX ( nMaxFast , nNumFastInLeaf ) ;
nMaxOld = MAX ( nMaxOld , nNumOldInLeaf ) ;
buf . SeekGet ( CUtlBuffer : : SEEK_HEAD , oldpos ) ;
* pNumFastSpritesToAllocate = nFast ;
* pNumOldStyleObjects = nOld ;
nMaxFast = ( 3 + nMaxFast ) & ~ 3 ;
* nMaxNumOldSpritesInLeaf = nMaxOld ;
* nMaxNumFastSpritesInLeaf = nMaxFast ;
}
//-----------------------------------------------------------------------------
// Unserialize all models
//-----------------------------------------------------------------------------
void CDetailObjectSystem : : UnserializeModels ( CUtlBuffer & buf )
{
int firstDetailObject = 0 ;
int detailObjectCount = 0 ;
int detailObjectLeaf = - 1 ;
int nNumOldStyleObjects ;
int nNumFastSpritesToAllocate ;
int nMaxOldInLeaf ;
int nMaxFastInLeaf ;
ScanForCounts ( buf , & nNumOldStyleObjects , & nNumFastSpritesToAllocate , & nMaxOldInLeaf , & nMaxFastInLeaf ) ;
FreeSortBuffers ( ) ;
if ( nMaxOldInLeaf )
{
m_pSortInfo = reinterpret_cast < SortInfo_t * > (
MemAlloc_AllocAligned ( ( 3 + nMaxOldInLeaf ) * sizeof ( SortInfo_t ) , sizeof ( fltx4 ) ) ) ;
Assert ( m_pSortInfo ) ;
}
if ( nMaxFastInLeaf )
{
m_pFastSortInfo = reinterpret_cast < SortInfo_t * > (
MemAlloc_AllocAligned ( ( 3 + nMaxFastInLeaf ) * sizeof ( SortInfo_t ) , sizeof ( fltx4 ) ) ) ;
Assert ( m_pFastSortInfo ) ;
m_pBuildoutBuffer = reinterpret_cast < FastSpriteQuadBuildoutBufferX4_t * > (
MemAlloc_AllocAligned (
( 1 + nMaxFastInLeaf / 4 ) * sizeof ( FastSpriteQuadBuildoutBufferX4_t ) ,
sizeof ( fltx4 ) ) ) ;
Assert ( m_pBuildoutBuffer ) ;
}
if ( nNumFastSpritesToAllocate )
{
Assert ( ( nNumFastSpritesToAllocate & 3 ) = = 0 ) ;
Assert ( ! m_pFastSpriteData ) ; // wtf? didn't free?
m_pFastSpriteData = reinterpret_cast < FastSpriteX4_t * > (
MemAlloc_AllocAligned (
( nNumFastSpritesToAllocate > > 2 ) * sizeof ( FastSpriteX4_t ) ,
sizeof ( fltx4 ) ) ) ;
Assert ( m_pFastSpriteData ) ;
}
if ( nNumOldStyleObjects > = 1 < < 24 )
{
Assert ( 0 ) ;
Warning ( " *** CDetailObjectSystem::UnserializeModels: Error! Too many detail objects! \n " ) ;
}
m_DetailObjects . EnsureCapacity ( nNumOldStyleObjects ) ;
int count = buf . GetInt ( ) ;
int nCurFastObject = 0 ;
int nNumFastObjectsInCurLeaf = 0 ;
FastSpriteX4_t * pCurFastSpriteOut = m_pFastSpriteData ;
bool bFlipped = true ;
while ( - - count > = 0 )
{
bFlipped = ! bFlipped ;
DetailObjectLump_t lump ;
buf . Get ( & lump , sizeof ( DetailObjectLump_t ) ) ;
// We rely on the fact that details objects are sorted by leaf in the
// bsp file for this
if ( detailObjectLeaf ! = lump . m_Leaf )
{
if ( detailObjectLeaf ! = - 1 )
{
if ( nNumFastObjectsInCurLeaf )
{
CFastDetailLeafSpriteList * pNew = new CFastDetailLeafSpriteList ;
pNew - > m_nNumSprites = nNumFastObjectsInCurLeaf ;
pNew - > m_nNumSIMDSprites = ( 3 + nNumFastObjectsInCurLeaf ) > > 2 ;
pNew - > m_pSprites = pCurFastSpriteOut ;
pCurFastSpriteOut + = pNew - > m_nNumSIMDSprites ;
ClientLeafSystem ( ) - > SetSubSystemDataInLeaf (
detailObjectLeaf , CLSUBSYSTEM_DETAILOBJECTS , pNew ) ;
engine - > SetLeafFlag ( detailObjectLeaf , LEAF_FLAGS_CONTAINS_DETAILOBJECTS ) ; // for fast searches
// round to see boundary
nCurFastObject + = ( 0 - nCurFastObject ) & 3 ;
nNumFastObjectsInCurLeaf = 0 ;
}
ClientLeafSystem ( ) - > SetDetailObjectsInLeaf ( detailObjectLeaf ,
firstDetailObject , detailObjectCount ) ;
}
detailObjectLeaf = lump . m_Leaf ;
firstDetailObject = m_DetailObjects . Count ( ) ;
detailObjectCount = 0 ;
}
if ( DetailObjectIsFastSprite ( lump ) )
{
for ( int i = 0 ; i < SPRITE_MULTIPLIER ; i + + )
{
FastSpriteX4_t * pSpritex4 = m_pFastSpriteData + ( nCurFastObject > > 2 ) ;
int nSubField = ( nCurFastObject & 3 ) ;
Vector pos ( 0 , 0 , 0 ) ;
if ( i )
{
pos + = RandomVector ( - 50 , 50 ) ;
pos . z = 0 ;
}
UnserializeFastSprite ( pSpritex4 , nSubField , lump , bFlipped , pos ) ;
if ( nSubField = = 0 )
pSpritex4 - > ReplicateFirstEntryToOthers ( ) ; // keep bad numbers out to prevent denormals, etc
nCurFastObject + + ;
nNumFastObjectsInCurLeaf + + ;
}
}
else
{
switch ( lump . m_Type )
{
case DETAIL_PROP_TYPE_MODEL :
{
int newObj = m_DetailObjects . AddToTail ( ) ;
m_DetailObjects [ newObj ] . Init (
newObj , lump . m_Origin , lump . m_Angles ,
m_DetailObjectDict [ lump . m_DetailModel ] . m_pModel , lump . m_Lighting ,
lump . m_LightStyles , lump . m_LightStyleCount , lump . m_Orientation ) ;
+ + detailObjectCount ;
}
break ;
case DETAIL_PROP_TYPE_SPRITE :
case DETAIL_PROP_TYPE_SHAPE_CROSS :
case DETAIL_PROP_TYPE_SHAPE_TRI :
{
for ( int i = 0 ; i < SPRITE_MULTIPLIER ; i + + )
{
Vector pos = lump . m_Origin ;
if ( i ! = 0 )
{
pos + = RandomVector ( - 50 , 50 ) ;
pos . z = lump . m_Origin . z ;
}
int newObj = m_DetailObjects . AddToTail ( ) ;
m_DetailObjects [ newObj ] . InitSprite (
newObj , bFlipped , pos , lump . m_Angles ,
lump . m_DetailModel , lump . m_Lighting ,
lump . m_LightStyles , lump . m_LightStyleCount , lump . m_Orientation , lump . m_flScale ,
lump . m_Type , lump . m_ShapeAngle , lump . m_ShapeSize , lump . m_SwayAmount ) ;
+ + detailObjectCount ;
}
}
break ;
}
}
}
if ( detailObjectLeaf ! = - 1 )
{
if ( nNumFastObjectsInCurLeaf )
{
CFastDetailLeafSpriteList * pNew = new CFastDetailLeafSpriteList ;
pNew - > m_nNumSprites = nNumFastObjectsInCurLeaf ;
pNew - > m_nNumSIMDSprites = ( 3 + nNumFastObjectsInCurLeaf ) > > 2 ;
pNew - > m_pSprites = pCurFastSpriteOut ;
pCurFastSpriteOut + = pNew - > m_nNumSIMDSprites ;
ClientLeafSystem ( ) - > SetSubSystemDataInLeaf (
detailObjectLeaf , CLSUBSYSTEM_DETAILOBJECTS , pNew ) ;
engine - > SetLeafFlag ( detailObjectLeaf , LEAF_FLAGS_CONTAINS_DETAILOBJECTS ) ; // for fast searches
}
ClientLeafSystem ( ) - > SetDetailObjectsInLeaf ( detailObjectLeaf ,
firstDetailObject , detailObjectCount ) ;
}
engine - > RecalculateBSPLeafFlags ( ) ;
}
Vector CDetailObjectSystem : : GetSpriteMiddleBottomPosition ( DetailObjectLump_t const & lump ) const
{
DetailPropSpriteDict_t & dict = s_DetailObjectSystem . DetailSpriteDict ( lump . m_DetailModel ) ;
Vector vecDir ;
QAngle Angles ;
VectorSubtract ( lump . m_Origin + Vector ( 0 , - 100 , 0 ) , lump . m_Origin , vecDir ) ;
vecDir . z = 0.0f ;
VectorAngles ( vecDir , Angles ) ;
Vector vecOrigin , dx , dy ;
AngleVectors ( Angles , NULL , & dx , & dy ) ;
Vector2D ul , lr ;
float scale = lump . m_flScale ;
Vector2DMultiply ( dict . m_UL , scale , ul ) ;
Vector2DMultiply ( dict . m_LR , scale , lr ) ;
VectorMA ( lump . m_Origin , ul . x , dx , vecOrigin ) ;
VectorMA ( vecOrigin , ul . y , dy , vecOrigin ) ;
dx * = ( lr . x - ul . x ) ;
dy * = ( lr . y - ul . y ) ;
Vector2D texul , texlr ;
texul = dict . m_TexUL ;
texlr = dict . m_TexLR ;
return vecOrigin + dy + 0.5 * dx ;
}
void CDetailObjectSystem : : UnserializeFastSprite ( FastSpriteX4_t * pSpritex4 , int nSubField , DetailObjectLump_t const & lump , bool bFlipped , Vector const & posOffset )
{
Vector pos = lump . m_Origin + posOffset ;
pos = GetSpriteMiddleBottomPosition ( lump ) + posOffset ;
pSpritex4 - > m_Pos . X ( nSubField ) = pos . x ;
pSpritex4 - > m_Pos . Y ( nSubField ) = pos . y ;
pSpritex4 - > m_Pos . Z ( nSubField ) = pos . z ;
DetailPropSpriteDict_t * pSDef = & m_DetailSpriteDict [ lump . m_DetailModel ] ;
SubFloat ( pSpritex4 - > m_HalfWidth , nSubField ) = 0.5 * lump . m_flScale * ( pSDef - > m_LR . x - pSDef - > m_UL . x ) ;
SubFloat ( pSpritex4 - > m_Height , nSubField ) = lump . m_flScale * ( pSDef - > m_LR . y - pSDef - > m_UL . y ) ;
if ( ! bFlipped )
{
pSDef = & m_DetailSpriteDictFlipped [ lump . m_DetailModel ] ;
}
// do packed color
ColorRGBExp32 rgbcolor = lump . m_Lighting ;
float color [ 4 ] ;
color [ 0 ] = TexLightToLinear ( rgbcolor . r , rgbcolor . exponent ) ;
color [ 1 ] = TexLightToLinear ( rgbcolor . g , rgbcolor . exponent ) ;
color [ 2 ] = TexLightToLinear ( rgbcolor . b , rgbcolor . exponent ) ;
color [ 3 ] = 255 ;
engine - > LinearToGamma ( color , color ) ;
pSpritex4 - > m_RGBColor [ nSubField ] [ 0 ] = 255.0 * color [ 0 ] ;
pSpritex4 - > m_RGBColor [ nSubField ] [ 1 ] = 255.0 * color [ 1 ] ;
pSpritex4 - > m_RGBColor [ nSubField ] [ 2 ] = 255.0 * color [ 2 ] ;
pSpritex4 - > m_RGBColor [ nSubField ] [ 3 ] = 255 ;
pSpritex4 - > m_pSpriteDefs [ nSubField ] = pSDef ;
}
//-----------------------------------------------------------------------------
// Count the number of detail sprites in the leaf list
//-----------------------------------------------------------------------------
int CDetailObjectSystem : : CountSpritesInLeafList ( int nLeafCount , LeafIndex_t * pLeafList ) const
{
VPROF_BUDGET ( " CDetailObjectSystem::CountSpritesInLeafList " , VPROF_BUDGETGROUP_DETAILPROP_RENDERING ) ;
int nPropCount = 0 ;
int nFirstDetailObject , nDetailObjectCount ;
for ( int i = 0 ; i < nLeafCount ; + + i )
{
// FIXME: This actually counts *everything* in the leaf, which is ok for now
// given how we're using it
ClientLeafSystem ( ) - > GetDetailObjectsInLeaf ( pLeafList [ i ] , nFirstDetailObject , nDetailObjectCount ) ;
nPropCount + = nDetailObjectCount ;
}
return nPropCount ;
}
//-----------------------------------------------------------------------------
// Count the number of fast sprites in the leaf list
//-----------------------------------------------------------------------------
int CDetailObjectSystem : : CountFastSpritesInLeafList ( int nLeafCount , LeafIndex_t const * pLeafList ,
int * nMaxFoundInLeaf ) const
{
VPROF_BUDGET ( " CDetailObjectSystem::CountSpritesInLeafList " , VPROF_BUDGETGROUP_DETAILPROP_RENDERING ) ;
int nCount = 0 ;
int nMax = 0 ;
for ( int i = 0 ; i < nLeafCount ; + + i )
{
CFastDetailLeafSpriteList * pData = reinterpret_cast < CFastDetailLeafSpriteList * > (
ClientLeafSystem ( ) - > GetSubSystemDataInLeaf ( pLeafList [ i ] , CLSUBSYSTEM_DETAILOBJECTS ) ) ;
if ( pData )
{
nCount + = pData - > m_nNumSprites ;
nMax = MAX ( nMax , pData - > m_nNumSprites ) ;
}
}
* nMaxFoundInLeaf = ( nMax + 3 ) & ~ 3 ; // round up
return nCount ;
}
//-----------------------------------------------------------------------------
// Count the number of detail sprite quads in the leaf list
//-----------------------------------------------------------------------------
int CDetailObjectSystem : : CountSpriteQuadsInLeafList ( int nLeafCount , LeafIndex_t * pLeafList ) const
{
# ifdef USE_DETAIL_SHAPES
VPROF_BUDGET ( " CDetailObjectSystem::CountSpritesInLeafList " , VPROF_BUDGETGROUP_DETAILPROP_RENDERING ) ;
int nQuadCount = 0 ;
int nFirstDetailObject , nDetailObjectCount ;
for ( int i = 0 ; i < nLeafCount ; + + i )
{
// FIXME: This actually counts *everything* in the leaf, which is ok for now
// given how we're using it
ClientLeafSystem ( ) - > GetDetailObjectsInLeaf ( pLeafList [ i ] , nFirstDetailObject , nDetailObjectCount ) ;
for ( int j = 0 ; j < nDetailObjectCount ; + + j )
{
nQuadCount + = m_DetailObjects [ j + nFirstDetailObject ] . QuadsToDraw ( ) ;
}
}
return nQuadCount ;
# else
return CountSpritesInLeafList ( nLeafCount , pLeafList ) ;
# endif
}
# define TREATASINT(x) ( *( ( (int32 const *)( &(x) ) ) ) )
//-----------------------------------------------------------------------------
// Sorts sprites in back-to-front order
//-----------------------------------------------------------------------------
inline bool CDetailObjectSystem : : SortLessFunc ( const CDetailObjectSystem : : SortInfo_t & left , const CDetailObjectSystem : : SortInfo_t & right )
{
return TREATASINT ( left . m_flDistance ) > TREATASINT ( right . m_flDistance ) ;
}
int CDetailObjectSystem : : SortSpritesBackToFront ( int nLeaf , const Vector & viewOrigin , const DistanceFadeInfo_t & fadeInfo , SortInfo_t * pSortInfo )
{
VPROF_BUDGET ( " CDetailObjectSystem::SortSpritesBackToFront " , VPROF_BUDGETGROUP_DETAILPROP_RENDERING ) ;
int nFirstDetailObject , nDetailObjectCount ;
ClientLeafSystem ( ) - > GetDetailObjectsInLeaf ( nLeaf , nFirstDetailObject , nDetailObjectCount ) ;
Vector vecDelta ;
int nCount = 0 ;
nDetailObjectCount + = nFirstDetailObject ;
for ( int j = nFirstDetailObject ; j < nDetailObjectCount ; + + j )
{
CDetailModel & model = m_DetailObjects [ j ] ;
if ( model . GetType ( ) = = DETAIL_PROP_TYPE_MODEL )
continue ;
float flSqDist ;
uint8 nAlpha = ComputeDistanceFade ( & flSqDist , fadeInfo , viewOrigin , model . GetRenderOrigin ( ) ) ;
if ( nAlpha = = 0 )
continue ;
// Perform screen alignment if necessary.
model . ComputeAngles ( ) ;
SortInfo_t * pSortInfoCurrent = & pSortInfo [ nCount ] ;
pSortInfoCurrent - > m_nIndex = j ;
pSortInfoCurrent - > m_nAlpha = nAlpha ;
// Compute distance from the camera to each object
pSortInfoCurrent - > m_flDistance = flSqDist ;
+ + nCount ;
}
if ( nCount )
{
VPROF ( " CDetailObjectSystem::SortSpritesBackToFront -- Sort " ) ;
std : : make_heap ( pSortInfo , pSortInfo + nCount , SortLessFunc ) ;
std : : sort_heap ( pSortInfo , pSortInfo + nCount , SortLessFunc ) ;
}
return nCount ;
}
# define MAGIC_NUMBER (1<<23)
# ifdef PLAT_BIG_ENDIAN
# define MANTISSA_LSB_OFFSET 3
# else
# define MANTISSA_LSB_OFFSET 0
# endif
static fltx4 Four_MagicNumbers = { MAGIC_NUMBER , MAGIC_NUMBER , MAGIC_NUMBER , MAGIC_NUMBER } ;
static fltx4 Four_255s = { 255.0 , 255.0 , 255.0 , 255.0 } ;
static ALIGN16 int32 And255Mask [ 4 ] ALIGN16_POST = { 0xff , 0xff , 0xff , 0xff } ;
# define PIXMASK ( * ( reinterpret_cast< fltx4 *>( &And255Mask ) ) )
int CDetailObjectSystem : : BuildOutSortedSprites ( CFastDetailLeafSpriteList * pData ,
const DistanceFadeInfo_t & info ,
Vector const & viewOrigin ,
Vector const & viewForward ,
Vector const & viewRight ,
Vector const & viewUp )
{
// part 1 - do all vertex math, fading, etc into a buffer, using as much simd as we can
int nSIMDSprites = pData - > m_nNumSIMDSprites ;
FastSpriteX4_t const * pSprites = pData - > m_pSprites ;
SortInfo_t * pOut = m_pFastSortInfo ;
pOut [ 0 ] . m_nIndex = 1 ;
FastSpriteQuadBuildoutBufferX4_t * pQuadBufferOut = m_pBuildoutBuffer ;
pQuadBufferOut - > m_Coords [ 0 ] . x = Four_Zeros ;
int curidx = 0 ;
int nLastBfMask = 0 ;
Vector4D vNormal ( - viewForward . x , - viewForward . y , - viewForward . z , 0.0 ) ;
FourVectors vecViewPos ;
vecViewPos . DuplicateVector ( viewOrigin ) ;
fltx4 maxsqdist = ReplicateX4 ( info . m_flMaxDistSqr ) ;
fltx4 falloffFactor = ReplicateX4 ( 1.0 / ( info . m_flMaxDistSqr - info . m_flMinDistSqr ) ) ;
fltx4 startFade = ReplicateX4 ( info . m_flMinDistSqr ) ;
FourVectors vecUp ;
vecUp . DuplicateVector ( Vector ( 0 , 0 , 1 ) ) ;
FourVectors vecFwd ;
vecFwd . DuplicateVector ( viewForward ) ;
do
{
// calculate alpha
FourVectors ofs = pSprites - > m_Pos ;
ofs - = vecViewPos ;
fltx4 ofsDotFwd = ofs * vecFwd ;
fltx4 distanceSquared = ofs * ofs ;
nLastBfMask = TestSignSIMD ( OrSIMD ( ofsDotFwd , CmpGtSIMD ( distanceSquared , maxsqdist ) ) ) ; // cull
if ( nLastBfMask ! = 0xf )
{
FourVectors dx1 ;
dx1 . x = fnegate ( ofs . y ) ;
dx1 . y = ( ofs . x ) ;
dx1 . z = Four_Zeros ;
dx1 . VectorNormalizeFast ( ) ;
FourVectors vecDx = dx1 ;
FourVectors vecDy = vecUp ;
FourVectors vecPos0 = pSprites - > m_Pos ;
vecDx * = pSprites - > m_HalfWidth ;
vecDy * = pSprites - > m_Height ;
fltx4 alpha = MulSIMD ( falloffFactor , SubSIMD ( distanceSquared , startFade ) ) ;
alpha = SubSIMD ( Four_Ones , MinSIMD ( MaxSIMD ( alpha , Four_Zeros ) , Four_Ones ) ) ;
pQuadBufferOut - > m_Alpha = AddSIMD ( Four_MagicNumbers ,
MulSIMD ( Four_255s , alpha ) ) ;
vecPos0 + = vecDx ;
pQuadBufferOut - > m_Coords [ 0 ] = vecPos0 ;
vecPos0 - = vecDy ;
pQuadBufferOut - > m_Coords [ 1 ] = vecPos0 ;
vecPos0 - = vecDx ;
vecPos0 - = vecDx ;
pQuadBufferOut - > m_Coords [ 2 ] = vecPos0 ;
vecPos0 + = vecDy ;
pQuadBufferOut - > m_Coords [ 3 ] = vecPos0 ;
fltx4 fetch4 = * ( ( fltx4 * ) ( & pSprites - > m_pSpriteDefs [ 0 ] ) ) ;
* ( ( fltx4 * ) ( & ( pQuadBufferOut - > m_pSpriteDefs [ 0 ] ) ) ) = fetch4 ;
fetch4 = * ( ( fltx4 * ) ( & pSprites - > m_RGBColor [ 0 ] [ 0 ] ) ) ;
* ( ( fltx4 * ) ( & ( pQuadBufferOut - > m_RGBColor [ 0 ] [ 0 ] ) ) ) = fetch4 ;
//!! bug!! store distance
// !! speed!! simd?
pOut [ 0 ] . m_nIndex = curidx ;
pOut [ 0 ] . m_flDistance = SubFloat ( distanceSquared , 0 ) ;
pOut [ 1 ] . m_nIndex = curidx + 1 ;
pOut [ 1 ] . m_flDistance = SubFloat ( distanceSquared , 1 ) ;
pOut [ 2 ] . m_nIndex = curidx + 2 ;
pOut [ 2 ] . m_flDistance = SubFloat ( distanceSquared , 2 ) ;
pOut [ 3 ] . m_nIndex = curidx + 3 ;
pOut [ 3 ] . m_flDistance = SubFloat ( distanceSquared , 3 ) ;
pQuadBufferOut - > m_Normal = vNormal ;
curidx + = 4 ;
pOut + = 4 ;
pQuadBufferOut + + ;
}
pSprites + + ;
} while ( - - nSIMDSprites ) ;
// adjust count for tail
int nCount = pOut - m_pFastSortInfo ;
if ( nLastBfMask ! = 0xf ) // if last not skipped
nCount - = ( 0 - pData - > m_nNumSprites ) & 3 ;
// part 2 - sort
if ( nCount )
{
VPROF ( " CDetailObjectSystem::SortSpritesBackToFront -- Sort " ) ;
std : : make_heap ( m_pFastSortInfo , m_pFastSortInfo + nCount , SortLessFunc ) ;
std : : sort_heap ( m_pFastSortInfo , m_pFastSortInfo + nCount , SortLessFunc ) ;
}
return nCount ;
}
static void s_RenderFastSpriteGuts ( CDetailObjectSystem * pThis , DistanceFadeInfo_t info , Vector viewOrigin , Vector viewForward , Vector viewRight , Vector viewUp , int nNumLeafs , CUtlEnvelope < LeafIndex_t > const & leaflist )
{
pThis - > RenderFastSprites ( info , viewOrigin , viewForward , viewRight , viewUp , nNumLeafs , leaflist ) ;
}
void CDetailObjectSystem : : RenderFastSprites ( const DistanceFadeInfo_t & info , const Vector & viewOrigin , const Vector & viewForward , const Vector & viewRight , const Vector & viewUp , int nLeafCount , LeafIndex_t const * pLeafList )
{
// Here, we must draw all detail objects back-to-front
// FIXME: Cache off a sorted list so we don't have to re-sort every frame
// Count the total # of detail quads we possibly could render
int nMaxInLeaf ;
int nQuadCount = CountFastSpritesInLeafList ( nLeafCount , pLeafList , & nMaxInLeaf ) ;
if ( nQuadCount = = 0 )
return ;
if ( r_DrawDetailProps . GetInt ( ) = = 0 )
return ;
CMatRenderContextPtr pRenderContext ( materials ) ;
pRenderContext - > MatrixMode ( MATERIAL_MODEL ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
IMaterial * pMaterial = m_DetailSpriteMaterial ;
if ( ShouldDrawInWireFrameMode ( ) | | r_DrawDetailProps . GetInt ( ) = = 2 )
{
pMaterial = m_DetailWireframeMaterial ;
}
CMeshBuilder meshBuilder ;
DetailPropFlashlightMode_t flashlightMode = DetailPropFlashlightMode ( ) ;
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( flashlightMode ! = DPFM_MULTIPASS , NULL , NULL , pMaterial ) ;
int nMaxVerts , nMaxIndices ;
pRenderContext - > GetMaxToRender ( pMesh , false , & nMaxVerts , & nMaxIndices ) ;
int nMaxQuadsToDraw = nMaxIndices / 6 ;
if ( nMaxQuadsToDraw > nMaxVerts / 4 )
{
nMaxQuadsToDraw = nMaxVerts / 4 ;
}
int nQuadsToDraw = MIN ( nQuadCount , nMaxQuadsToDraw ) ;
int nQuadsRemaining = nQuadsToDraw ;
meshBuilder . Begin ( pMesh , MATERIAL_QUADS , nQuadsToDraw ) ;
// Sort detail sprites in each leaf independently; then render them
for ( int i = 0 ; i < nLeafCount ; + + i )
{
int nLeaf = pLeafList [ i ] ;
CFastDetailLeafSpriteList * pData = reinterpret_cast < CFastDetailLeafSpriteList * > (
ClientLeafSystem ( ) - > GetSubSystemDataInLeaf ( nLeaf , CLSUBSYSTEM_DETAILOBJECTS ) ) ;
if ( pData )
{
Assert ( pData - > m_nNumSprites ) ; // ptr with no sprites?
int nCount = BuildOutSortedSprites ( pData , info , viewOrigin , viewForward , viewRight , viewUp ) ;
// part 3 - stuff the sorted sprites into the vb
SortInfo_t const * pDraw = m_pFastSortInfo ;
FastSpriteQuadBuildoutBufferNonSIMDView_t const * pQuadBuffer =
( FastSpriteQuadBuildoutBufferNonSIMDView_t const * ) m_pBuildoutBuffer ;
COMPILE_TIME_ASSERT ( sizeof ( FastSpriteQuadBuildoutBufferNonSIMDView_t ) = =
sizeof ( FastSpriteQuadBuildoutBufferX4_t ) ) ;
while ( nCount )
{
if ( ! nQuadsRemaining ) // no room left?
{
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
if ( flashlightMode = = DPFM_MULTIPASS )
shadowmgr - > FlashlightDrawCallback ( DrawMeshCallback , pMesh ) ;
nQuadsRemaining = nQuadsToDraw ;
meshBuilder . Begin ( pMesh , MATERIAL_QUADS , nQuadsToDraw ) ;
}
int nToDraw = MIN ( nCount , nQuadsRemaining ) ;
nCount - = nToDraw ;
nQuadsRemaining - = nToDraw ;
while ( nToDraw - - )
{
// draw the sucker
int nSIMDIdx = pDraw - > m_nIndex > > 2 ;
int nSubIdx = pDraw - > m_nIndex & 3 ;
FastSpriteQuadBuildoutBufferNonSIMDView_t const * pquad = pQuadBuffer + nSIMDIdx ;
const Vector4D & vNormal = pquad - > m_Normal ;
// voodoo - since everything is in 4s, offset structure pointer by a couple of floats to handle sub-index
pquad = ( FastSpriteQuadBuildoutBufferNonSIMDView_t const * ) ( ( ( int ) ( pquad ) ) + ( nSubIdx < < 2 ) ) ;
uint8 const * pColorsCasted = reinterpret_cast < uint8 const * > ( pquad - > m_Alpha ) ;
uint8 color [ 4 ] ;
color [ 0 ] = pquad - > m_RGBColor [ 0 ] [ 0 ] ;
color [ 1 ] = pquad - > m_RGBColor [ 0 ] [ 1 ] ;
color [ 2 ] = pquad - > m_RGBColor [ 0 ] [ 2 ] ;
color [ 3 ] = pColorsCasted [ MANTISSA_LSB_OFFSET ] ;
DetailPropSpriteDict_t * pDict = pquad - > m_pSpriteDefs [ 0 ] ;
meshBuilder . Position3f ( pquad - > m_flX0 [ 0 ] , pquad - > m_flY0 [ 0 ] , pquad - > m_flZ0 [ 0 ] ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pDict - > m_TexLR . x , pDict - > m_TexLR . y ) ;
meshBuilder . Normal3fv ( vNormal . Base ( ) ) ;
meshBuilder . AdvanceVertexF < VTX_HAVEPOS | VTX_HAVECOLOR | VTX_HAVENORMAL , 1 > ( ) ;
meshBuilder . Position3f ( pquad - > m_flX1 [ 0 ] , pquad - > m_flY1 [ 0 ] , pquad - > m_flZ1 [ 0 ] ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pDict - > m_TexLR . x , pDict - > m_TexUL . y ) ;
meshBuilder . Normal3fv ( vNormal . Base ( ) ) ;
meshBuilder . AdvanceVertexF < VTX_HAVEPOS | VTX_HAVECOLOR | VTX_HAVENORMAL , 1 > ( ) ;
meshBuilder . Position3f ( pquad - > m_flX2 [ 0 ] , pquad - > m_flY2 [ 0 ] , pquad - > m_flZ2 [ 0 ] ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pDict - > m_TexUL . x , pDict - > m_TexUL . y ) ;
meshBuilder . Normal3fv ( vNormal . Base ( ) ) ;
meshBuilder . AdvanceVertexF < VTX_HAVEPOS | VTX_HAVECOLOR | VTX_HAVENORMAL , 1 > ( ) ;
meshBuilder . Position3f ( pquad - > m_flX3 [ 0 ] , pquad - > m_flY3 [ 0 ] , pquad - > m_flZ3 [ 0 ] ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pDict - > m_TexUL . x , pDict - > m_TexLR . y ) ;
meshBuilder . Normal3fv ( vNormal . Base ( ) ) ;
meshBuilder . AdvanceVertexF < VTX_HAVEPOS | VTX_HAVECOLOR | VTX_HAVENORMAL , 1 > ( ) ;
pDraw + + ;
}
}
}
}
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
if ( flashlightMode = = DPFM_MULTIPASS )
shadowmgr - > FlashlightDrawCallback ( DrawMeshCallback , pMesh ) ;
pRenderContext - > PopMatrix ( ) ;
}
static void PushSinglePassFlashLightState ( DetailPropFlashlightMode_t nMode )
{
//#ifndef _X360
shadowmgr - > PushSinglePassFlashlightStateEnabled ( nMode = = DPFM_SINGLEPASS ) ;
//#endif
}
static void PopSinglePassFlashLightState ( void )
{
//#ifndef _X360
shadowmgr - > PopSinglePassFlashlightStateEnabled ( ) ;
//#endif
}
//-----------------------------------------------------------------------------
// Renders all translucent detail objects in a particular set of leaves
//-----------------------------------------------------------------------------
void CDetailObjectSystem : : RenderTranslucentDetailObjects ( const DistanceFadeInfo_t & info , const Vector & viewOrigin , const Vector & viewForward , const Vector & viewRight , const Vector & viewUp , int nLeafCount , LeafIndex_t * pLeafList )
{
VPROF_BUDGET ( " CDetailObjectSystem::RenderTranslucentDetailObjects " , VPROF_BUDGETGROUP_DETAILPROP_RENDERING ) ;
if ( nLeafCount = = 0 )
return ;
// We better not have any partially drawn leaf of detail sprites!
Assert ( m_nSpriteCount = = m_nFirstSprite ) ;
DetailPropFlashlightMode_t flashlightMode = DetailPropFlashlightMode ( ) ;
PushSinglePassFlashLightState ( flashlightMode ) ;
// Here, we must draw all detail objects back-to-front
CMatRenderContextPtr pRenderContext ( materials ) ;
Assert ( m_pFastSortInfo ) ;
ICallQueue * pQueue = pRenderContext - > GetCallQueue ( ) ;
if ( pQueue & & r_ThreadedDetailProps . GetInt ( ) )
{
pQueue - > QueueCall ( s_RenderFastSpriteGuts , this , info , viewOrigin , viewForward , viewRight , viewUp , nLeafCount , CUtlEnvelope < LeafIndex_t > ( pLeafList , nLeafCount ) ) ;
}
else
RenderFastSprites ( info , viewOrigin , viewForward , viewRight , viewUp , nLeafCount , pLeafList ) ;
PopSinglePassFlashLightState ( ) ;
// FIXME: Cache off a sorted list so we don't have to re-sort every frame
// Count the total # of detail quads we possibly could render
int nQuadCount = CountSpriteQuadsInLeafList ( nLeafCount , pLeafList ) ;
if ( nQuadCount = = 0 )
return ;
PushSinglePassFlashLightState ( flashlightMode ) ;
pRenderContext - > MatrixMode ( MATERIAL_MODEL ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
IMaterial * pMaterial = m_DetailSpriteMaterial ;
if ( ShouldDrawInWireFrameMode ( ) | | r_DrawDetailProps . GetInt ( ) = = 2 )
{
pMaterial = m_DetailWireframeMaterial ;
}
CMeshBuilder meshBuilder ;
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( flashlightMode ! = DPFM_MULTIPASS , NULL , NULL , pMaterial ) ;
int nMaxVerts , nMaxIndices ;
pRenderContext - > GetMaxToRender ( pMesh , false , & nMaxVerts , & nMaxIndices ) ;
int nMaxQuadsToDraw = nMaxIndices / 6 ;
if ( nMaxQuadsToDraw > nMaxVerts / 4 )
{
nMaxQuadsToDraw = nMaxVerts / 4 ;
}
int nQuadsToDraw = nQuadCount ;
if ( nQuadsToDraw > nMaxQuadsToDraw )
{
nQuadsToDraw = nMaxQuadsToDraw ;
}
meshBuilder . Begin ( pMesh , MATERIAL_QUADS , nQuadsToDraw ) ;
int nQuadsDrawn = 0 ;
for ( int i = 0 ; i < nLeafCount ; + + i )
{
int nLeaf = pLeafList [ i ] ;
int nFirstDetailObject , nDetailObjectCount ;
ClientLeafSystem ( ) - > GetDetailObjectsInLeaf ( nLeaf , nFirstDetailObject , nDetailObjectCount ) ;
// Sort detail sprites in each leaf independently; then render them
SortInfo_t * pSortInfo = m_pSortInfo ;
int nCount = SortSpritesBackToFront ( nLeaf , viewOrigin , info , pSortInfo ) ;
for ( int j = 0 ; j < nCount ; + + j )
{
CDetailModel & model = m_DetailObjects [ pSortInfo [ j ] . m_nIndex ] ;
int nQuadsInModel = model . QuadsToDraw ( ) ;
// Prevent the batches from getting too large
if ( nQuadsDrawn + nQuadsInModel > nQuadsToDraw )
{
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
if ( flashlightMode = = DPFM_MULTIPASS )
shadowmgr - > FlashlightDrawCallback ( DrawMeshCallback , pMesh ) ;
nQuadCount - = nQuadsDrawn ;
nQuadsToDraw = nQuadCount ;
if ( nQuadsToDraw > nMaxQuadsToDraw )
{
nQuadsToDraw = nMaxQuadsToDraw ;
}
meshBuilder . Begin ( pMesh , MATERIAL_QUADS , nQuadsToDraw ) ;
nQuadsDrawn = 0 ;
}
model . DrawSprite ( meshBuilder , pSortInfo [ j ] . m_nAlpha ) ;
nQuadsDrawn + = nQuadsInModel ;
}
}
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
if ( flashlightMode = = DPFM_MULTIPASS )
shadowmgr - > FlashlightDrawCallback ( DrawMeshCallback , pMesh ) ;
PopSinglePassFlashLightState ( ) ;
pRenderContext - > PopMatrix ( ) ;
}
void CDetailObjectSystem : : RenderFastTranslucentDetailObjectsInLeaf ( CFastDetailLeafSpriteList * pData , const DistanceFadeInfo_t & info , const Vector & viewOrigin , const Vector & viewForward , const Vector & viewRight , const Vector & viewUp , int nLeaf , const Vector & vecClosestPoint , bool bFirstCallThisFrame )
{
if ( bFirstCallThisFrame | | ( m_nSortedFastLeaf ! = nLeaf ) )
{
m_nSortedFastLeaf = nLeaf ;
pData - > m_nNumPendingSprites = BuildOutSortedSprites ( pData , info , viewOrigin , viewForward , viewRight , viewUp ) ;
pData - > m_nStartSpriteIndex = 0 ;
}
if ( pData - > m_nNumPendingSprites = = 0 )
{
return ;
}
Vector vecDelta ;
VectorSubtract ( vecClosestPoint , viewOrigin , vecDelta ) ;
float flMinDistance = vecDelta . LengthSqr ( ) ;
// we're not supposed to render sprites < flmindistance
if ( m_pFastSortInfo [ pData - > m_nStartSpriteIndex ] . m_flDistance < flMinDistance )
{
return ;
}
int nCount = pData - > m_nNumPendingSprites ;
CMatRenderContextPtr pRenderContext ( materials ) ;
pRenderContext - > MatrixMode ( MATERIAL_MODEL ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
IMaterial * pMaterial = m_DetailSpriteMaterial ;
if ( ShouldDrawInWireFrameMode ( ) | | r_DrawDetailProps . GetInt ( ) = = 2 )
{
pMaterial = m_DetailWireframeMaterial ;
}
CMeshBuilder meshBuilder ;
DetailPropFlashlightMode_t flashlightMode = DetailPropFlashlightMode ( ) ;
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( false /*flashlightMode != DPFM_MULTIPASS*/ , NULL , NULL , pMaterial ) ;
int nMaxVerts , nMaxIndices ;
pRenderContext - > GetMaxToRender ( pMesh , false , & nMaxVerts , & nMaxIndices ) ;
int nMaxQuadsToDraw = nMaxIndices / 6 ;
if ( nMaxQuadsToDraw > nMaxVerts / 4 )
{
nMaxQuadsToDraw = nMaxVerts / 4 ;
}
int nQuadsToDraw = MIN ( nCount , nMaxQuadsToDraw ) ;
int nQuadsRemaining = nQuadsToDraw ;
meshBuilder . Begin ( pMesh , MATERIAL_QUADS , nQuadsToDraw ) ;
SortInfo_t const * pDraw = m_pFastSortInfo + pData - > m_nStartSpriteIndex ;
FastSpriteQuadBuildoutBufferNonSIMDView_t const * pQuadBuffer =
( FastSpriteQuadBuildoutBufferNonSIMDView_t const * ) m_pBuildoutBuffer ;
while ( nCount & & ( pDraw - > m_flDistance > = flMinDistance ) )
{
if ( ! nQuadsRemaining ) // no room left?
{
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
if ( flashlightMode = = DPFM_MULTIPASS )
shadowmgr - > FlashlightDrawCallback ( DrawMeshCallback , pMesh ) ;
nQuadsRemaining = nQuadsToDraw ;
meshBuilder . Begin ( pMesh , MATERIAL_QUADS , nQuadsToDraw ) ;
}
int nToDraw = MIN ( nCount , nQuadsRemaining ) ;
nCount - = nToDraw ;
nQuadsRemaining - = nToDraw ;
while ( nToDraw - - )
{
// draw the sucker
int nSIMDIdx = pDraw - > m_nIndex > > 2 ;
int nSubIdx = pDraw - > m_nIndex & 3 ;
FastSpriteQuadBuildoutBufferNonSIMDView_t const * pquad = pQuadBuffer + nSIMDIdx ;
const Vector4D & vNormal = pquad - > m_Normal ;
// voodoo - since everything is in 4s, offset structure pointer by a couple of floats to handle sub-index
pquad = ( FastSpriteQuadBuildoutBufferNonSIMDView_t const * ) ( ( ( int ) ( pquad ) ) + ( nSubIdx < < 2 ) ) ;
uint8 const * pColorsCasted = reinterpret_cast < uint8 const * > ( pquad - > m_Alpha ) ;
uint8 color [ 4 ] ;
color [ 0 ] = pquad - > m_RGBColor [ 0 ] [ 0 ] ;
color [ 1 ] = pquad - > m_RGBColor [ 0 ] [ 1 ] ;
color [ 2 ] = pquad - > m_RGBColor [ 0 ] [ 2 ] ;
color [ 3 ] = pColorsCasted [ MANTISSA_LSB_OFFSET ] ;
DetailPropSpriteDict_t * pDict = pquad - > m_pSpriteDefs [ 0 ] ;
meshBuilder . Position3f ( pquad - > m_flX0 [ 0 ] , pquad - > m_flY0 [ 0 ] , pquad - > m_flZ0 [ 0 ] ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pDict - > m_TexLR . x , pDict - > m_TexLR . y ) ;
meshBuilder . Normal3fv ( vNormal . Base ( ) ) ;
meshBuilder . AdvanceVertexF < VTX_HAVEPOS | VTX_HAVECOLOR | VTX_HAVENORMAL , 1 > ( ) ;
meshBuilder . Position3f ( pquad - > m_flX1 [ 0 ] , pquad - > m_flY1 [ 0 ] , pquad - > m_flZ1 [ 0 ] ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pDict - > m_TexLR . x , pDict - > m_TexUL . y ) ;
meshBuilder . Normal3fv ( vNormal . Base ( ) ) ;
meshBuilder . AdvanceVertexF < VTX_HAVEPOS | VTX_HAVECOLOR | VTX_HAVENORMAL , 1 > ( ) ;
meshBuilder . Position3f ( pquad - > m_flX2 [ 0 ] , pquad - > m_flY2 [ 0 ] , pquad - > m_flZ2 [ 0 ] ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pDict - > m_TexUL . x , pDict - > m_TexUL . y ) ;
meshBuilder . Normal3fv ( vNormal . Base ( ) ) ;
meshBuilder . AdvanceVertexF < VTX_HAVEPOS | VTX_HAVECOLOR | VTX_HAVENORMAL , 1 > ( ) ;
meshBuilder . Position3f ( pquad - > m_flX3 [ 0 ] , pquad - > m_flY3 [ 0 ] , pquad - > m_flZ3 [ 0 ] ) ;
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pDict - > m_TexUL . x , pDict - > m_TexLR . y ) ;
meshBuilder . Normal3fv ( vNormal . Base ( ) ) ;
meshBuilder . AdvanceVertexF < VTX_HAVEPOS | VTX_HAVECOLOR | VTX_HAVENORMAL , 1 > ( ) ;
pDraw + + ;
}
}
pData - > m_nNumPendingSprites = nCount ;
pData - > m_nStartSpriteIndex = pDraw - m_pFastSortInfo ;
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
if ( flashlightMode = = DPFM_MULTIPASS )
shadowmgr - > FlashlightDrawCallback ( DrawMeshCallback , pMesh ) ;
pRenderContext - > PopMatrix ( ) ;
}
//-----------------------------------------------------------------------------
// Renders a subset of the detail objects in a particular leaf (for interleaving with other translucent entities)
//-----------------------------------------------------------------------------
void CDetailObjectSystem : : RenderTranslucentDetailObjectsInLeaf ( const DistanceFadeInfo_t & info , const Vector & viewOrigin , const Vector & viewForward , const Vector & viewRight , const Vector & viewUp , int nLeaf , const Vector * pVecClosestPoint )
{
VPROF_BUDGET ( " CDetailObjectSystem::RenderTranslucentDetailObjectsInLeaf " , VPROF_BUDGETGROUP_DETAILPROP_RENDERING ) ;
if ( r_DrawDetailProps . GetInt ( ) = = 0 )
return ;
DetailPropFlashlightMode_t flashlightMode = DetailPropFlashlightMode ( ) ;
CFastDetailLeafSpriteList * pData = reinterpret_cast < CFastDetailLeafSpriteList * > (
ClientLeafSystem ( ) - > GetSubSystemDataInLeaf ( nLeaf , CLSUBSYSTEM_DETAILOBJECTS ) ) ;
if ( pData )
{
shadowmgr - > PushSinglePassFlashlightStateEnabled ( flashlightMode = = DPFM_SINGLEPASS ) ;
CMatRenderContextPtr pRenderContext ( materials ) ;
Assert ( m_pFastSortInfo ) ;
ICallQueue * pQueue = pRenderContext - > GetCallQueue ( ) ;
Vector cpnt = viewOrigin ;
if ( pVecClosestPoint )
{
cpnt = * pVecClosestPoint ;
}
if ( pQueue & & r_ThreadedDetailProps . GetInt ( ) )
{
pQueue - > QueueCall ( this , & CDetailObjectSystem : : RenderFastTranslucentDetailObjectsInLeaf ,
pData , RefToVal ( info ) , viewOrigin , viewForward , viewRight , viewUp ,
nLeaf , cpnt , m_bFirstLeaf ) ;
}
else
{
RenderFastTranslucentDetailObjectsInLeaf ( pData , info , viewOrigin , viewForward , viewRight , viewUp ,
nLeaf , cpnt , m_bFirstLeaf ) ;
}
m_bFirstLeaf = false ;
shadowmgr - > PopSinglePassFlashlightStateEnabled ( ) ;
}
// We may have already sorted this leaf. If not, sort the leaf.
if ( m_nSortedLeaf ! = nLeaf )
{
m_nSortedLeaf = nLeaf ;
m_nSpriteCount = 0 ;
m_nFirstSprite = 0 ;
// Count the total # of detail sprites we possibly could render
LeafIndex_t nLeafIndex = nLeaf ;
int nSpriteCount = CountSpritesInLeafList ( 1 , & nLeafIndex ) ;
if ( nSpriteCount = = 0 )
return ;
// Sort detail sprites in each leaf independently; then render them
m_nSpriteCount = SortSpritesBackToFront ( nLeaf , viewOrigin , info , m_pSortInfo ) ;
Assert ( m_nSpriteCount < = nSpriteCount ) ;
}
// No more to draw? Bye!
if ( m_nSpriteCount = = m_nFirstSprite )
return ;
float flMinDistance = 0.0f ;
if ( pVecClosestPoint )
{
Vector vecDelta ;
VectorSubtract ( * pVecClosestPoint , viewOrigin , vecDelta ) ;
flMinDistance = vecDelta . LengthSqr ( ) ;
}
if ( m_pSortInfo [ m_nFirstSprite ] . m_flDistance < flMinDistance )
return ;
CMatRenderContextPtr pRenderContext ( materials ) ;
pRenderContext - > MatrixMode ( MATERIAL_MODEL ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
IMaterial * pMaterial = m_DetailSpriteMaterial ;
if ( ShouldDrawInWireFrameMode ( ) | | r_DrawDetailProps . GetInt ( ) = = 2 )
{
pMaterial = m_DetailWireframeMaterial ;
}
CMeshBuilder meshBuilder ;
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( flashlightMode ! = DPFM_MULTIPASS , NULL , NULL , pMaterial ) ;
shadowmgr - > PushSinglePassFlashlightStateEnabled ( flashlightMode = = DPFM_SINGLEPASS ) ;
int nMaxVerts , nMaxIndices ;
pRenderContext - > GetMaxToRender ( pMesh , false , & nMaxVerts , & nMaxIndices ) ;
// needs to be * 4 since there are a max of 4 quads per detail object
int nQuadCount = ( m_nSpriteCount - m_nFirstSprite ) * 4 ;
int nMaxQuadsToDraw = nMaxIndices / 6 ;
if ( nMaxQuadsToDraw > nMaxVerts / 4 )
{
nMaxQuadsToDraw = nMaxVerts / 4 ;
}
int nQuadsToDraw = nQuadCount ;
if ( nQuadsToDraw > nMaxQuadsToDraw )
{
nQuadsToDraw = nMaxQuadsToDraw ;
}
meshBuilder . Begin ( pMesh , MATERIAL_QUADS , nQuadsToDraw ) ;
int nQuadsDrawn = 0 ;
while ( m_nFirstSprite < m_nSpriteCount & & m_pSortInfo [ m_nFirstSprite ] . m_flDistance > = flMinDistance )
{
CDetailModel & model = m_DetailObjects [ m_pSortInfo [ m_nFirstSprite ] . m_nIndex ] ;
int nQuadsInModel = model . QuadsToDraw ( ) ;
if ( nQuadsDrawn + nQuadsInModel > nQuadsToDraw )
{
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
if ( flashlightMode = = DPFM_MULTIPASS )
shadowmgr - > FlashlightDrawCallback ( DrawMeshCallback , pMesh ) ;
nQuadCount = ( m_nSpriteCount - m_nFirstSprite ) * 4 ;
nQuadsToDraw = nQuadCount ;
if ( nQuadsToDraw > nMaxQuadsToDraw )
{
nQuadsToDraw = nMaxQuadsToDraw ;
}
meshBuilder . Begin ( pMesh , MATERIAL_QUADS , nQuadsToDraw ) ;
nQuadsDrawn = 0 ;
}
model . DrawSprite ( meshBuilder , m_pSortInfo [ m_nFirstSprite ] . m_nAlpha ) ;
+ + m_nFirstSprite ;
nQuadsDrawn + = nQuadsInModel ;
}
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
if ( flashlightMode = = DPFM_MULTIPASS )
shadowmgr - > FlashlightDrawCallback ( DrawMeshCallback , pMesh ) ;
shadowmgr - > PopSinglePassFlashlightStateEnabled ( ) ;
pRenderContext - > PopMatrix ( ) ;
}
//-----------------------------------------------------------------------------
// Computes a distance fade factor (returns fade distance)
//-----------------------------------------------------------------------------
float CDetailObjectSystem : : ComputeDetailFadeInfo ( DistanceFadeInfo_t * pInfo )
{
C_BasePlayer * pLocal = C_BasePlayer : : GetLocalPlayer ( ) ;
float flFactor = pLocal ? pLocal - > GetFOVDistanceAdjustFactor ( ) : 1.0f ;
float flDetailDist = m_flDetailFadeEnd / flFactor ;
pInfo - > m_flMaxDistSqr = flDetailDist * flDetailDist ;
pInfo - > m_flMinDistSqr = m_flDetailFadeStart / flFactor ;
pInfo - > m_flMinDistSqr * = pInfo - > m_flMinDistSqr ;
pInfo - > m_flMinDistSqr = MIN ( pInfo - > m_flMinDistSqr , pInfo - > m_flMaxDistSqr - 1 ) ;
pInfo - > m_flFalloffFactor = 1.0f / ( pInfo - > m_flMaxDistSqr - pInfo - > m_flMinDistSqr ) ;
return flDetailDist ;
}
//-----------------------------------------------------------------------------
// Builds a list of renderable info for all detail objects to render
//-----------------------------------------------------------------------------
void CDetailObjectSystem : : BuildRenderingData ( DetailRenderableList_t & list , const SetupRenderInfo_t & info , float flDetailDist , const DistanceFadeInfo_t & fadeInfo )
{
// Don't bother if we turned off detail props
if ( ! GetClientMode ( ) - > ShouldDrawDetailObjects ( ) | | ( r_DrawDetailProps . GetInt ( ) = = 0 ) )
return ;
// First, build the list of leaves which are within the appropriate range of detail dist
// [box/sphere tests of leaf bounds + sphere]
ISpatialQuery * pQuery = engine - > GetBSPTreeQuery ( ) ;
int nLeafCount = info . m_pWorldListInfo - > m_LeafCount ;
const WorldListLeafData_t * pLeafData = info . m_pWorldListInfo - > m_pLeafDataList ;
int * pValidLeafIndex = ( int * ) stackalloc ( nLeafCount * sizeof ( int ) ) ;
int nValidLeafs = pQuery - > ListLeavesInSphereWithFlagSet (
pValidLeafIndex , info . m_vecRenderOrigin , flDetailDist , nLeafCount ,
( const uint16 * ) pLeafData , sizeof ( WorldListLeafData_t ) , LEAF_FLAGS_CONTAINS_DETAILOBJECTS ) ;
if ( nValidLeafs = = 0 )
return ;
// FIXME: This loop is necessary to deal with marking leaves as needing detail
// props. Won't fly in multicore
int nFirstDetailObject , nDetailObjectCount ;
for ( int i = 0 ; i < nValidLeafs ; + + i )
{
int nListLeafIndex = pValidLeafIndex [ i ] ;
int nLeaf = pLeafData [ nListLeafIndex ] . leafIndex ;
// FIXME: Inherently not threadsafe ( use of nBuildWorldListNumber )
g_pClientLeafSystem - > DrawDetailObjectsInLeaf ( nLeaf , info . m_nDetailBuildFrame ,
nFirstDetailObject , nDetailObjectCount ) ;
}
// No detail objects? No work remaining.
if ( m_DetailObjects . Count ( ) = = 0 )
return ;
// Then, for each leaf within range, compute alpha factor
float flDistSqr ;
const Vector & vViewOrigin = info . m_vecRenderOrigin ;
for ( int i = 0 ; i < nValidLeafs ; + + i )
{
int nListLeafIndex = pValidLeafIndex [ i ] ;
int nLeaf = pLeafData [ nListLeafIndex ] . leafIndex ;
// FIXME: Inherently not threadsafe ( use of nBuildWorldListNumber )
g_pClientLeafSystem - > GetDetailObjectsInLeaf ( nLeaf , nFirstDetailObject , nDetailObjectCount ) ;
// Compute the translucency. Need to do it now cause we need to
// know that when we're rendering (opaque stuff is rendered first)
for ( int j = 0 ; j < nDetailObjectCount ; + + j )
{
// Calculate distance (badly)
CDetailModel & model = m_DetailObjects [ nFirstDetailObject + j ] ;
if ( model . GetType ( ) ! = DETAIL_PROP_TYPE_MODEL )
continue ;
uint8 nAlpha = ComputeDistanceFade ( & flDistSqr , fadeInfo , vViewOrigin , model . GetRenderOrigin ( ) ) ;
if ( nAlpha = = 0 )
continue ;
// FIXME: Should we return a center + radius so culling can happen?
// right now, detail objects are not even frustum culled
int d = list . AddToTail ( ) ;
DetailRenderableInfo_t & info = list [ d ] ;
info . m_pRenderable = & model ;
info . m_InstanceData . m_nAlpha = nAlpha ;
info . m_nRenderGroup = ( ( nAlpha ! = 255 ) | | model . IsTranslucent ( ) ) ? RENDER_GROUP_TRANSLUCENT : RENDER_GROUP_OPAQUE ;
info . m_nLeafIndex = nListLeafIndex ;
// FIXME: Inherently not threadsafe, not to mention not easily SIMDable
// move this to happen in DrawModel()
// Perform screen alignment if necessary.
model . ComputeAngles ( ) ;
}
}
}