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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef FLEXRENDERDATA_H
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#define FLEXRENDERDATA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "utlvector.h"
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#include "studio.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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struct mstudiomesh_t;
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//-----------------------------------------------------------------------------
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// Used by flex vertex data cache
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//-----------------------------------------------------------------------------
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struct CachedPosNormTan_t
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{
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Vector m_Position;
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Vector m_Normal;
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Vector4D m_TangentS;
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CachedPosNormTan_t() = default;
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CachedPosNormTan_t( CachedPosNormTan_t const& src )
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{
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VectorCopy( src.m_Position, m_Position );
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VectorCopy( src.m_Normal, m_Normal );
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Vector4DCopy( src.m_TangentS, m_TangentS );
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Assert( m_TangentS.w == 1.0f || m_TangentS.w == -1.0f );
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}
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};
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//-----------------------------------------------------------------------------
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// Used by world (decal) vertex data cache
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//-----------------------------------------------------------------------------
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struct CachedPosNorm_t
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{
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Vector4DAligned m_Position;
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Vector4DAligned m_Normal;
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CachedPosNorm_t() = default;
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CachedPosNorm_t( CachedPosNorm_t const& src )
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{
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Vector4DCopy( src.m_Position, m_Position );
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Vector4DCopy( src.m_Normal, m_Normal );
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}
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};
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//-----------------------------------------------------------------------------
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// Stores flex vertex data and world (decal) vertex data for the lifetime of the model rendering
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//-----------------------------------------------------------------------------
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class CCachedRenderData
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{
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public:
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// Constructor
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CCachedRenderData();
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// Call this when we start to render a new model
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void StartModel();
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// Used to hook ourselves into a particular body part, model, and mesh
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void SetBodyPart( int bodypart );
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void SetModel( int model );
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void SetMesh( int mesh );
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// For faster setup in the decal code
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void SetBodyModelMesh( int body, int model, int mesh );
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// Used to set up a flex computation
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bool IsFlexComputationDone( ) const;
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// Used to set up a computation (for world or flex data)
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void SetupComputation( mstudiomesh_t *pMesh, bool flexComputation = false );
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// Is a particular vertex flexed?
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bool IsVertexFlexed( int vertex ) const;
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bool IsThinVertexFlexed( int vertex ) const;
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// Checks to see if the vertex is defined
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bool IsVertexPositionCached( int vertex ) const;
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// Gets a flexed vertex
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CachedPosNormTan_t* GetFlexVertex( int vertex );
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// Gets a flexed vertex
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CachedPosNorm_t* GetThinFlexVertex( int vertex );
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// Creates a new flexed vertex to be associated with a vertex
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CachedPosNormTan_t* CreateFlexVertex( int vertex );
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// Creates a new flexed vertex to be associated with a vertex
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CachedPosNorm_t* CreateThinFlexVertex( int vertex );
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// Renormalizes the normals and tangents of the flex verts
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void RenormalizeFlexVertices( bool bHasTangentData );
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// Gets a decal vertex
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CachedPosNorm_t* GetWorldVertex( int vertex );
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// Creates a new decal vertex to be associated with a vertex
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CachedPosNorm_t* CreateWorldVertex( int vertex );
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template< class T >
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void ComputeFlexedVertex_StreamOffset( studiohdr_t *pStudioHdr, mstudioflex_t *pflex, T *pvanim, int vertCount, float w1, float w2, float w3, float w4 );
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#ifdef PLATFORM_WINDOWS
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void ComputeFlexedVertex_StreamOffset_Optimized( studiohdr_t *pStudioHdr, mstudioflex_t *pflex, mstudiovertanim_t *pvanim, int vertCount, float w1, float w2, float w3, float w4);
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void ComputeFlexedVertexWrinkle_StreamOffset_Optimized( studiohdr_t *pStudioHdr, mstudioflex_t *pflex, mstudiovertanim_wrinkle_t *pvanim, int vertCount, float w1, float w2, float w3, float w4);
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#endif // PLATFORM_WINDOWS
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private:
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// Used to create the flex render data. maps
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struct CacheIndex_t
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{
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unsigned short m_Tag;
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unsigned short m_VertexIndex;
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};
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// A dictionary for the cached data
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struct CacheDict_t
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{
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unsigned short m_FirstIndex;
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unsigned short m_IndexCount;
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unsigned short m_Tag;
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unsigned short m_FlexTag;
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CacheDict_t() : m_Tag(0), m_FlexTag(0) {}
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};
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typedef CUtlVector< CacheDict_t > CacheMeshDict_t;
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typedef CUtlVector< CacheMeshDict_t > CacheModelDict_t;
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typedef CUtlVector< CacheModelDict_t > CacheBodyPartDict_t;
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// Flex data, allocated for the lifespan of rendering
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// Can't use UtlVector due to alignment issues
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int m_FlexVertexCount;
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CachedPosNormTan_t m_pFlexVerts[MAXSTUDIOFLEXVERTS+1];
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// Flex data, allocated for the lifespan of rendering
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// Can't use UtlVector due to alignment issues
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int m_ThinFlexVertexCount;
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CachedPosNorm_t m_pThinFlexVerts[MAXSTUDIOFLEXVERTS+1];
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// World data, allocated for the lifespan of rendering
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// Can't use UtlVector due to alignment issues
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int m_WorldVertexCount;
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CachedPosNorm_t m_pWorldVerts[MAXSTUDIOVERTS+1];
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// Maps actual mesh vertices into flex cache + world cache indices
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int m_IndexCount;
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CacheIndex_t m_pFlexIndex[MAXSTUDIOVERTS+1];
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CacheIndex_t m_pThinFlexIndex[MAXSTUDIOVERTS+1];
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CacheIndex_t m_pWorldIndex[MAXSTUDIOVERTS+1];
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CacheBodyPartDict_t m_CacheDict;
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// The flex tag
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unsigned short m_CurrentTag;
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// the current body, model, and mesh
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int m_Body;
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int m_Model;
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int m_Mesh;
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// mapping for the current mesh to flex data
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CacheIndex_t* m_pFirstFlexIndex;
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CacheIndex_t* m_pFirstThinFlexIndex;
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CacheIndex_t* m_pFirstWorldIndex;
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friend class CStudioRender;
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};
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//-----------------------------------------------------------------------------
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// Checks to see if the vertex is defined
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//-----------------------------------------------------------------------------
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inline bool CCachedRenderData::IsVertexFlexed( int vertex ) const
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{
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return (m_pFirstFlexIndex && (m_pFirstFlexIndex[vertex].m_Tag == m_CurrentTag));
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}
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inline bool CCachedRenderData::IsThinVertexFlexed( int vertex ) const
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{
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return (m_pFirstThinFlexIndex && (m_pFirstThinFlexIndex[vertex].m_Tag == m_CurrentTag));
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}
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//-----------------------------------------------------------------------------
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// Gets an existing flexed vertex associated with a vertex
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//-----------------------------------------------------------------------------
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inline CachedPosNormTan_t* CCachedRenderData::GetFlexVertex( int vertex )
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{
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Assert( m_pFirstFlexIndex );
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Assert( m_pFirstFlexIndex[vertex].m_Tag == m_CurrentTag );
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return &m_pFlexVerts[ m_pFirstFlexIndex[vertex].m_VertexIndex ];
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}
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inline CachedPosNorm_t* CCachedRenderData::GetThinFlexVertex( int vertex )
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{
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Assert( m_pFirstThinFlexIndex );
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Assert( m_pFirstThinFlexIndex[vertex].m_Tag == m_CurrentTag );
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return &m_pThinFlexVerts[ m_pFirstThinFlexIndex[vertex].m_VertexIndex ];
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}
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//-----------------------------------------------------------------------------
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// Checks to see if the vertex is defined
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//-----------------------------------------------------------------------------
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inline bool CCachedRenderData::IsVertexPositionCached( int vertex ) const
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{
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return (m_pFirstWorldIndex && (m_pFirstWorldIndex[vertex].m_Tag == m_CurrentTag));
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}
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//-----------------------------------------------------------------------------
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// Gets an existing world vertex associated with a vertex
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//-----------------------------------------------------------------------------
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inline CachedPosNorm_t* CCachedRenderData::GetWorldVertex( int vertex )
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{
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Assert( m_pFirstWorldIndex );
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Assert( m_pFirstWorldIndex[vertex].m_Tag == m_CurrentTag );
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return &m_pWorldVerts[ m_pFirstWorldIndex[vertex].m_VertexIndex ];
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}
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//-----------------------------------------------------------------------------
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// For faster setup in the decal code
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//-----------------------------------------------------------------------------
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inline void CCachedRenderData::SetBodyModelMesh( int body, int model, int mesh)
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{
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m_Body = body;
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m_Model = model;
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m_Mesh = mesh;
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Assert((m_Model >= 0) && (m_Body >= 0));
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m_CacheDict[m_Body][m_Model].EnsureCount(m_Mesh+1);
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// At this point, we should have all 3 defined.
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CacheDict_t& dict = m_CacheDict[m_Body][m_Model][m_Mesh];
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if (dict.m_Tag == m_CurrentTag)
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{
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m_pFirstFlexIndex = &m_pFlexIndex[dict.m_FirstIndex];
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m_pFirstThinFlexIndex = &m_pThinFlexIndex[dict.m_FirstIndex];
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m_pFirstWorldIndex = &m_pWorldIndex[dict.m_FirstIndex];
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}
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else
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{
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m_pFirstFlexIndex = 0;
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m_pFirstThinFlexIndex = 0;
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m_pFirstWorldIndex = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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// ** Only execute this function if device supports stream offset **
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//
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// Input : pmesh - pointer to a studio mesh
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// lod - integer lod (0 is most detailed)
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// Output : none
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//-----------------------------------------------------------------------------
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template< class T >
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void CCachedRenderData::ComputeFlexedVertex_StreamOffset( studiohdr_t *pStudioHdr, mstudioflex_t *pflex,
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T *pvanim, int vertCount, float w1, float w2, float w3, float w4 )
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{
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float w12 = w1 - w2;
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float w34 = w3 - w4;
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float flVertAnimFixedPointScale = pStudioHdr->VertAnimFixedPointScale();
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CachedPosNorm_t *pFlexedVertex = NULL;
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for (int j = 0; j < pflex->numverts; j++)
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{
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int n = pvanim[j].index;
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// only flex the indices that are (still) part of this mesh at this lod
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if ( n >= vertCount )
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continue;
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float s = pvanim[j].speed;
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float b = pvanim[j].side;
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Vector4DAligned vPosition, vNormal;
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pvanim[j].GetDeltaFixed4DAligned( &vPosition, flVertAnimFixedPointScale );
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pvanim[j].GetNDeltaFixed4DAligned( &vNormal, flVertAnimFixedPointScale );
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if ( !IsThinVertexFlexed(n) )
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{
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// Add a new flexed vert to the flexed vertex list
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pFlexedVertex = CreateThinFlexVertex(n);
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Assert( pFlexedVertex != NULL);
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pFlexedVertex->m_Position.InitZero();
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pFlexedVertex->m_Normal.InitZero();
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}
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else
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{
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pFlexedVertex = GetThinFlexVertex(n);
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}
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s *= 1.0f / 255.0f;
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b *= 1.0f / 255.0f;
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float wa = w2 + w12 * s;
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float wb = w4 + w34 * s;
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float w = wa + ( wb - wa ) * b;
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Vector4DWeightMAD( w, vPosition, pFlexedVertex->m_Position, vNormal, pFlexedVertex->m_Normal );
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}
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}
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#endif // FLEXRENDERDATA_H
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