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763 lines
24 KiB
763 lines
24 KiB
5 years ago
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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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//===========================================================================//
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#include <stdlib.h>
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#include "studiorender.h"
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#include "studiorendercontext.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imesh.h"
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#include "optimize.h"
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#include "mathlib/vmatrix.h"
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#include "tier0/vprof.h"
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#include "tier1/strtools.h"
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#include "tier1/KeyValues.h"
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#include "tier0/memalloc.h"
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#include "convar.h"
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#include "materialsystem/itexture.h"
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#include "tier2/tier2.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Singleton instance
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//-----------------------------------------------------------------------------
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CStudioRender g_StudioRender;
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CStudioRender *g_pStudioRenderImp = &g_StudioRender;
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//-----------------------------------------------------------------------------
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// Activate to get stats
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//-----------------------------------------------------------------------------
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//#define REPORT_FLEX_STATS 1
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#ifdef REPORT_FLEX_STATS
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static int s_nModelsDrawn = 0;
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static int s_nActiveFlexCount = 0;
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static ConVar r_flexstats( "r_flexstats", "0", FCVAR_CHEAT );
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#endif
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CStudioRender::CStudioRender()
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{
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m_pRC = NULL;
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m_pBoneToWorld = NULL;
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m_pFlexWeights = NULL;
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m_pFlexDelayedWeights = NULL;
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m_pStudioHdr = NULL;
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m_pStudioMeshes = NULL;
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m_pSubModel = NULL;
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m_pGlintTexture = NULL;
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m_GlintWidth = 0;
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m_GlintHeight = 0;
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// Cache-align our important matrices
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MemAlloc_PushAllocDbgInfo( __FILE__, __LINE__ );
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m_PoseToWorld = (matrix3x4_t*)MemAlloc_AllocAligned( MAXSTUDIOBONES * sizeof(matrix3x4_t), 32 );
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m_PoseToDecal = (matrix3x4_t*)MemAlloc_AllocAligned( MAXSTUDIOBONES * sizeof(matrix3x4_t), 32 );
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MemAlloc_PopAllocDbgInfo();
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m_nDecalId = 1;
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}
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CStudioRender::~CStudioRender()
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{
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MemAlloc_FreeAligned(m_PoseToWorld);
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MemAlloc_FreeAligned(m_PoseToDecal);
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}
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void CStudioRender::InitDebugMaterials( void )
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{
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m_pMaterialMRMWireframe =
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g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugmrmwireframe", TEXTURE_GROUP_OTHER, true );
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m_pMaterialMRMWireframe->IncrementReferenceCount();
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m_pMaterialMRMWireframeZBuffer =
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g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugmrmwireframezbuffer", TEXTURE_GROUP_OTHER, true );
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m_pMaterialMRMWireframeZBuffer->IncrementReferenceCount();
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m_pMaterialMRMNormals =
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g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugmrmnormals", TEXTURE_GROUP_OTHER, true );
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m_pMaterialMRMNormals->IncrementReferenceCount();
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m_pMaterialTangentFrame =
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g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugvertexcolor", TEXTURE_GROUP_OTHER, true );
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m_pMaterialTangentFrame->IncrementReferenceCount();
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m_pMaterialTranslucentModelHulls =
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g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugtranslucentmodelhulls", TEXTURE_GROUP_OTHER, true );
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m_pMaterialTranslucentModelHulls->IncrementReferenceCount();
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m_pMaterialSolidModelHulls =
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g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugsolidmodelhulls", TEXTURE_GROUP_OTHER, true );
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m_pMaterialSolidModelHulls->IncrementReferenceCount();
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m_pMaterialAdditiveVertexColorVertexAlpha =
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g_pMaterialSystem->FindMaterial( "//platform/materials/debug/additivevertexcolorvertexalpha", TEXTURE_GROUP_OTHER, true );
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m_pMaterialAdditiveVertexColorVertexAlpha->IncrementReferenceCount();
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m_pMaterialModelBones =
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g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugmodelbones", TEXTURE_GROUP_OTHER, true );
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m_pMaterialModelBones->IncrementReferenceCount();
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m_pMaterialModelEnvCubemap =
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g_pMaterialSystem->FindMaterial( "//platform/materials/debug/env_cubemap_model", TEXTURE_GROUP_OTHER, true );
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m_pMaterialModelEnvCubemap->IncrementReferenceCount();
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m_pMaterialWorldWireframe =
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g_pMaterialSystem->FindMaterial( "//platform/materials/debug/debugworldwireframe", TEXTURE_GROUP_OTHER, true );
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m_pMaterialWorldWireframe->IncrementReferenceCount();
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if( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 )
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{
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KeyValues *pVMTKeyValues = new KeyValues( "DepthWrite" );
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pVMTKeyValues->SetInt( "$no_fullbright", 1 );
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pVMTKeyValues->SetInt( "$alphatest", 0 );
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pVMTKeyValues->SetInt( "$nocull", 0 );
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m_pDepthWrite[0][0] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite00", TEXTURE_GROUP_OTHER, pVMTKeyValues );
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m_pDepthWrite[0][0]->IncrementReferenceCount();
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pVMTKeyValues = new KeyValues( "DepthWrite" );
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pVMTKeyValues->SetInt( "$no_fullbright", 1 );
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pVMTKeyValues->SetInt( "$alphatest", 0 );
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pVMTKeyValues->SetInt( "$nocull", 1 );
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m_pDepthWrite[0][1] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite01", TEXTURE_GROUP_OTHER, pVMTKeyValues );
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m_pDepthWrite[0][1]->IncrementReferenceCount();
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pVMTKeyValues = new KeyValues( "DepthWrite" );
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pVMTKeyValues->SetInt( "$no_fullbright", 1 );
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pVMTKeyValues->SetInt( "$alphatest", 1 );
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pVMTKeyValues->SetInt( "$nocull", 0 );
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m_pDepthWrite[1][0] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite10", TEXTURE_GROUP_OTHER, pVMTKeyValues );
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m_pDepthWrite[1][0]->IncrementReferenceCount();
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pVMTKeyValues = new KeyValues( "DepthWrite" );
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pVMTKeyValues->SetInt( "$no_fullbright", 1 );
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pVMTKeyValues->SetInt( "$alphatest", 1 );
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pVMTKeyValues->SetInt( "$nocull", 1 );
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m_pDepthWrite[1][1] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite11", TEXTURE_GROUP_OTHER, pVMTKeyValues );
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m_pDepthWrite[1][1]->IncrementReferenceCount();
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pVMTKeyValues = new KeyValues( "DepthWrite" );
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pVMTKeyValues->SetInt( "$no_fullbright", 1 );
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pVMTKeyValues->SetInt( "$alphatest", 0 );
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pVMTKeyValues->SetInt( "$nocull", 0 );
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pVMTKeyValues->SetInt( "$color_depth", 1 );
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m_pSSAODepthWrite[0][0] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite00", TEXTURE_GROUP_OTHER, pVMTKeyValues );
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m_pSSAODepthWrite[0][0]->IncrementReferenceCount();
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pVMTKeyValues = new KeyValues( "DepthWrite" );
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pVMTKeyValues->SetInt( "$no_fullbright", 1 );
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pVMTKeyValues->SetInt( "$alphatest", 0 );
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pVMTKeyValues->SetInt( "$nocull", 1 );
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pVMTKeyValues->SetInt( "$color_depth", 1 );
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m_pSSAODepthWrite[0][1] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite01", TEXTURE_GROUP_OTHER, pVMTKeyValues );
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m_pSSAODepthWrite[0][1]->IncrementReferenceCount();
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pVMTKeyValues = new KeyValues( "DepthWrite" );
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pVMTKeyValues->SetInt( "$no_fullbright", 1 );
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pVMTKeyValues->SetInt( "$alphatest", 1 );
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pVMTKeyValues->SetInt( "$nocull", 0 );
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pVMTKeyValues->SetInt( "$color_depth", 1 );
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m_pSSAODepthWrite[1][0] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite10", TEXTURE_GROUP_OTHER, pVMTKeyValues );
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m_pSSAODepthWrite[1][0]->IncrementReferenceCount();
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pVMTKeyValues = new KeyValues( "DepthWrite" );
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pVMTKeyValues->SetInt( "$no_fullbright", 1 );
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pVMTKeyValues->SetInt( "$alphatest", 1 );
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pVMTKeyValues->SetInt( "$nocull", 1 );
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pVMTKeyValues->SetInt( "$color_depth", 1 );
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m_pSSAODepthWrite[1][1] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite11", TEXTURE_GROUP_OTHER, pVMTKeyValues );
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m_pSSAODepthWrite[1][1]->IncrementReferenceCount();
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pVMTKeyValues = new KeyValues( "EyeGlint" );
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m_pGlintBuildMaterial = g_pMaterialSystem->CreateMaterial( "___glintbuildmaterial", pVMTKeyValues );
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}
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}
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void CStudioRender::ShutdownDebugMaterials( void )
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{
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#ifdef _WIN32
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if ( m_pMaterialMRMWireframe )
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{
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m_pMaterialMRMWireframe->DecrementReferenceCount();
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m_pMaterialMRMWireframe = NULL;
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}
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if ( m_pMaterialMRMWireframeZBuffer )
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{
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m_pMaterialMRMWireframeZBuffer->DecrementReferenceCount();
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m_pMaterialMRMWireframeZBuffer = NULL;
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}
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if ( m_pMaterialMRMNormals )
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{
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m_pMaterialMRMNormals->DecrementReferenceCount();
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m_pMaterialMRMNormals = NULL;
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}
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if ( m_pMaterialTangentFrame )
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{
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m_pMaterialTangentFrame->DecrementReferenceCount();
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m_pMaterialTangentFrame = NULL;
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}
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if ( m_pMaterialTranslucentModelHulls )
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{
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m_pMaterialTranslucentModelHulls->DecrementReferenceCount();
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m_pMaterialTranslucentModelHulls = NULL;
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}
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if ( m_pMaterialSolidModelHulls )
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{
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m_pMaterialSolidModelHulls->DecrementReferenceCount();
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m_pMaterialSolidModelHulls = NULL;
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}
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if ( m_pMaterialAdditiveVertexColorVertexAlpha )
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{
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m_pMaterialAdditiveVertexColorVertexAlpha->DecrementReferenceCount();
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m_pMaterialAdditiveVertexColorVertexAlpha = NULL;
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}
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if ( m_pMaterialModelBones )
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{
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m_pMaterialModelBones->DecrementReferenceCount();
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m_pMaterialModelBones = NULL;
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}
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if ( m_pMaterialModelEnvCubemap )
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{
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m_pMaterialModelEnvCubemap->DecrementReferenceCount();
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m_pMaterialModelEnvCubemap = NULL;
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}
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if ( m_pMaterialWorldWireframe )
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{
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m_pMaterialWorldWireframe->DecrementReferenceCount();
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m_pMaterialWorldWireframe = NULL;
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}
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// DepthWrite materials
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for ( int32 i = 0; i < 4; i++ )
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{
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if ( m_pDepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ] )
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{
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m_pDepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ]->DecrementReferenceCount();
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m_pDepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ] = NULL;
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}
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if ( m_pSSAODepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ] )
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{
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m_pSSAODepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ]->DecrementReferenceCount();
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m_pSSAODepthWrite[ ( i & 0x2 ) >> 1 ][ i & 0x1 ] = NULL;
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}
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}
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if ( m_pGlintBuildMaterial )
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{
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m_pGlintBuildMaterial->DecrementReferenceCount();
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m_pGlintBuildMaterial = NULL;
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}
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#endif
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}
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static void ReleaseMaterialSystemObjects()
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{
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// g_StudioRender.UncacheGlint();
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}
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static void RestoreMaterialSystemObjects( int nChangeFlags )
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{
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// g_StudioRender.PrecacheGlint();
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}
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//-----------------------------------------------------------------------------
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// Init, shutdown
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//-----------------------------------------------------------------------------
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InitReturnVal_t CStudioRender::Init()
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{
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if ( g_pMaterialSystem && g_pMaterialSystemHardwareConfig )
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{
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g_pMaterialSystem->AddReleaseFunc( ReleaseMaterialSystemObjects );
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g_pMaterialSystem->AddRestoreFunc( RestoreMaterialSystemObjects );
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InitDebugMaterials();
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return INIT_OK;
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}
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return INIT_FAILED;
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}
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void CStudioRender::Shutdown( void )
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{
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UncacheGlint();
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ShutdownDebugMaterials();
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if ( g_pMaterialSystem )
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{
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g_pMaterialSystem->RemoveReleaseFunc( ReleaseMaterialSystemObjects );
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g_pMaterialSystem->RemoveRestoreFunc( RestoreMaterialSystemObjects );
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}
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}
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//-----------------------------------------------------------------------------
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// Sets the lighting render state
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//-----------------------------------------------------------------------------
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void CStudioRender::SetLightingRenderState()
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{
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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// FIXME: What happens when we use the fixed function pipeline but vertex shaders
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// are active? For the time being this only works because everything that does
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// vertex lighting does, in fact, have a vertex shader which is used to render it.
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pRenderContext->SetAmbientLightCube( m_pRC->m_LightBoxColors );
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if ( m_pRC->m_Config.bSoftwareLighting || m_pRC->m_NumLocalLights == 0 )
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{
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pRenderContext->DisableAllLocalLights();
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}
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else
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{
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int nMaxLightCount = g_pMaterialSystemHardwareConfig->MaxNumLights();
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LightDesc_t desc;
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desc.m_Type = MATERIAL_LIGHT_DISABLE;
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int i;
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int nLightCount = min( m_pRC->m_NumLocalLights, nMaxLightCount );
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for( i = 0; i < nLightCount; ++i )
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{
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pRenderContext->SetLight( i, m_pRC->m_LocalLights[i] );
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}
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for( ; i < nMaxLightCount; ++i )
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{
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pRenderContext->SetLight( i, desc );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Shadow state (affects the models as they are rendered)
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//-----------------------------------------------------------------------------
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void CStudioRender::AddShadow( IMaterial* pMaterial, void* pProxyData, FlashlightState_t *pFlashlightState, VMatrix *pWorldToTexture, ITexture *pFlashlightDepthTexture )
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{
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int i = m_ShadowState.AddToTail();
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ShadowState_t& state = m_ShadowState[i];
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state.m_pMaterial = pMaterial;
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state.m_pProxyData = pProxyData;
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state.m_pFlashlightState = pFlashlightState;
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state.m_pWorldToTexture = pWorldToTexture;
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state.m_pFlashlightDepthTexture = pFlashlightDepthTexture;
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}
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void CStudioRender::ClearAllShadows()
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{
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m_ShadowState.RemoveAll();
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}
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void CStudioRender::GetFlexStats( )
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{
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#ifdef REPORT_FLEX_STATS
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static bool s_bLastFlexStats = false;
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bool bDoStats = r_flexstats.GetInt() != 0;
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if ( bDoStats )
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{
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if ( !s_bLastFlexStats )
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{
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s_nModelsDrawn = 0;
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s_nActiveFlexCount = 0;
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}
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// Count number of active weights
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int nActiveFlexCount = 0;
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for ( int i = 0; i < MAXSTUDIOFLEXDESC; ++i )
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{
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if ( fabs( m_FlexWeights[i] ) >= 0.001f || fabs( m_FlexDelayedWeights[i] ) >= 0.001f )
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{
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++nActiveFlexCount;
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}
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}
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++s_nModelsDrawn;
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s_nActiveFlexCount += nActiveFlexCount;
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}
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else
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|
{
|
||
|
if ( s_bLastFlexStats )
|
||
|
{
|
||
|
if ( s_nModelsDrawn )
|
||
|
{
|
||
|
Msg( "Average number of flexes/model: %d\n", s_nActiveFlexCount / s_nModelsDrawn );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Msg( "No models rendered to take stats of\n" );
|
||
|
}
|
||
|
|
||
|
s_nModelsDrawn = 0;
|
||
|
s_nActiveFlexCount = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
s_bLastFlexStats = bDoStats;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Main model rendering entry point
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CStudioRender::DrawModel( const DrawModelInfo_t& info, const StudioRenderContext_t &rc,
|
||
|
matrix3x4_t *pBoneToWorld, const FlexWeights_t &flex, int flags )
|
||
|
{
|
||
|
if ( ( flags & STUDIORENDER_GENERATE_STATS ) != 0 )
|
||
|
{
|
||
|
ModelStats( info, rc, pBoneToWorld, flex, flags );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
VPROF( "CStudioRender::DrawModel");
|
||
|
|
||
|
m_pRC = const_cast< StudioRenderContext_t* >( &rc );
|
||
|
m_pFlexWeights = flex.m_pFlexWeights;
|
||
|
m_pFlexDelayedWeights = flex.m_pFlexDelayedWeights;
|
||
|
m_pBoneToWorld = pBoneToWorld;
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
|
||
|
// Disable flex if we're told to...
|
||
|
bool flexConfig = m_pRC->m_Config.bFlex;
|
||
|
if (flags & STUDIORENDER_DRAW_NO_FLEXES)
|
||
|
{
|
||
|
m_pRC->m_Config.bFlex = false;
|
||
|
}
|
||
|
|
||
|
// Enable wireframe if we're told to...
|
||
|
bool bWireframe = m_pRC->m_Config.bWireframe;
|
||
|
if ( flags & STUDIORENDER_DRAW_WIREFRAME )
|
||
|
{
|
||
|
m_pRC->m_Config.bWireframe = true;
|
||
|
}
|
||
|
|
||
|
int boneMask = BONE_USED_BY_VERTEX_AT_LOD( info.m_Lod );
|
||
|
|
||
|
// Preserve the matrices if we're skinning
|
||
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
||
|
pRenderContext->PushMatrix();
|
||
|
pRenderContext->LoadIdentity();
|
||
|
|
||
|
m_VertexCache.StartModel();
|
||
|
|
||
|
m_pStudioHdr = info.m_pStudioHdr;
|
||
|
if ( !info.m_pHardwareData->m_pLODs )
|
||
|
{
|
||
|
// If we are missing LODs then print the model name before returning
|
||
|
// so we can perhaps correct the underlying problem.
|
||
|
Msg( "Missing LODs for %s, lod index is %d.\n", m_pStudioHdr->pszName(), info.m_Lod );
|
||
|
return;
|
||
|
}
|
||
|
m_pStudioMeshes = info.m_pHardwareData->m_pLODs[info.m_Lod].m_pMeshData;
|
||
|
|
||
|
// Bone to world must be set before calling drawmodel; it uses that here
|
||
|
ComputePoseToWorld( m_PoseToWorld, m_pStudioHdr, boneMask, m_pRC->m_ViewOrigin, pBoneToWorld );
|
||
|
|
||
|
R_StudioRenderModel( pRenderContext, info.m_Skin, info.m_Body, info.m_HitboxSet, info.m_pClientEntity,
|
||
|
info.m_pHardwareData->m_pLODs[info.m_Lod].ppMaterials,
|
||
|
info.m_pHardwareData->m_pLODs[info.m_Lod].pMaterialFlags, flags, boneMask, info.m_Lod, info.m_pColorMeshes);
|
||
|
|
||
|
// Draw all the decals on this model
|
||
|
// If the model is not in memory, this code may not function correctly
|
||
|
// This code assumes the model has been rendered!
|
||
|
// So skip if the model hasn't been rendered
|
||
|
// Also, skip if we're rendering to the shadow depth map
|
||
|
if ( ( m_pStudioMeshes != 0 ) && !( flags & ( STUDIORENDER_SHADOWDEPTHTEXTURE | STUDIORENDER_SSAODEPTHTEXTURE )) )
|
||
|
{
|
||
|
if ((flags & STUDIORENDER_DRAW_GROUP_MASK) != STUDIORENDER_DRAW_TRANSLUCENT_ONLY)
|
||
|
{
|
||
|
DrawDecal( info, info.m_Lod, info.m_Body );
|
||
|
}
|
||
|
|
||
|
// Draw shadows
|
||
|
if ( !( flags & STUDIORENDER_DRAW_NO_SHADOWS ) )
|
||
|
{
|
||
|
DrawShadows( info, flags, boneMask );
|
||
|
}
|
||
|
|
||
|
if( (flags & STUDIORENDER_DRAW_GROUP_MASK) != STUDIORENDER_DRAW_TRANSLUCENT_ONLY &&
|
||
|
!( flags & STUDIORENDER_DRAW_NO_SHADOWS ) )
|
||
|
{
|
||
|
DrawFlashlightDecals( info, info.m_Lod );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Restore the matrices if we're skinning
|
||
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
||
|
pRenderContext->PopMatrix();
|
||
|
|
||
|
// Restore the configs
|
||
|
m_pRC->m_Config.bFlex = flexConfig;
|
||
|
m_pRC->m_Config.bWireframe = bWireframe;
|
||
|
|
||
|
#ifdef REPORT_FLEX_STATS
|
||
|
GetFlexStats();
|
||
|
#endif
|
||
|
|
||
|
pRenderContext->SetNumBoneWeights( 0 );
|
||
|
m_pRC = NULL;
|
||
|
m_pBoneToWorld = NULL;
|
||
|
m_pFlexWeights = NULL;
|
||
|
m_pFlexDelayedWeights = NULL;
|
||
|
}
|
||
|
|
||
|
void CStudioRender::DrawModelStaticProp( const DrawModelInfo_t& info,
|
||
|
const StudioRenderContext_t &rc, const matrix3x4_t& rootToWorld, int flags )
|
||
|
{
|
||
|
VPROF( "CStudioRender::DrawModelStaticProp");
|
||
|
|
||
|
m_pRC = const_cast<StudioRenderContext_t*>( &rc );
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
|
||
|
memcpy( &m_StaticPropRootToWorld, &rootToWorld, sizeof(matrix3x4_t) );
|
||
|
memcpy( &m_PoseToWorld[0], &rootToWorld, sizeof(matrix3x4_t) );
|
||
|
m_pBoneToWorld = &m_StaticPropRootToWorld;
|
||
|
|
||
|
bool flexConfig = m_pRC->m_Config.bFlex;
|
||
|
m_pRC->m_Config.bFlex = false;
|
||
|
bool bWireframe = m_pRC->m_Config.bWireframe;
|
||
|
if ( flags & STUDIORENDER_DRAW_WIREFRAME )
|
||
|
{
|
||
|
m_pRC->m_Config.bWireframe = true;
|
||
|
}
|
||
|
|
||
|
int lod = info.m_Lod;
|
||
|
m_pStudioHdr = info.m_pStudioHdr;
|
||
|
m_pStudioMeshes = info.m_pHardwareData->m_pLODs[lod].m_pMeshData;
|
||
|
|
||
|
if ( ( flags & STUDIORENDER_GENERATE_STATS ) != 0 )
|
||
|
{
|
||
|
FlexWeights_t flex;
|
||
|
|
||
|
ModelStats( info, rc, m_pBoneToWorld, flex, flags | STUDIORENDER_DRAW_NO_FLEXES );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
R_StudioRenderModel( pRenderContext, info.m_Skin, info.m_Body, info.m_HitboxSet, info.m_pClientEntity,
|
||
|
info.m_pHardwareData->m_pLODs[lod].ppMaterials,
|
||
|
info.m_pHardwareData->m_pLODs[lod].pMaterialFlags, flags, BONE_USED_BY_ANYTHING, lod, info.m_pColorMeshes);
|
||
|
|
||
|
// If we're not shadow depth mapping
|
||
|
if ( ( flags & ( STUDIORENDER_SHADOWDEPTHTEXTURE | STUDIORENDER_SSAODEPTHTEXTURE ) ) == 0 )
|
||
|
{
|
||
|
// FIXME: Should this occur in a separate call?
|
||
|
// Draw all the decals on this model
|
||
|
if ((flags & STUDIORENDER_DRAW_GROUP_MASK) != STUDIORENDER_DRAW_TRANSLUCENT_ONLY)
|
||
|
{
|
||
|
DrawDecal( info, lod, info.m_Body );
|
||
|
}
|
||
|
|
||
|
// Draw shadows
|
||
|
if ( !( flags & STUDIORENDER_DRAW_NO_SHADOWS ) )
|
||
|
{
|
||
|
DrawShadows( info, flags, BONE_USED_BY_ANYTHING );
|
||
|
}
|
||
|
|
||
|
if( (flags & STUDIORENDER_DRAW_GROUP_MASK) != STUDIORENDER_DRAW_TRANSLUCENT_ONLY &&
|
||
|
!( flags & STUDIORENDER_DRAW_NO_SHADOWS ) )
|
||
|
{
|
||
|
DrawFlashlightDecals( info, lod );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Restore the configs
|
||
|
m_pRC->m_Config.bFlex = flexConfig;
|
||
|
m_pRC->m_Config.bWireframe = bWireframe;
|
||
|
|
||
|
pRenderContext->SetNumBoneWeights( 0 );
|
||
|
m_pBoneToWorld = NULL;
|
||
|
m_pRC = NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// UNDONE: Currently no flex supported, no per instance cubemap or other lighting state supported, no eyeballs supported
|
||
|
// NOTE: This is a fast path for simple models with skeletons but not many other features
|
||
|
void CStudioRender::DrawModelArray( const DrawModelInfo_t &drawInfo, const StudioRenderContext_t &rc, int arrayCount, model_array_instance_t *pInstanceData, int instanceStride, int flags )
|
||
|
{
|
||
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s %d", __FUNCTION__, arrayCount );
|
||
|
|
||
|
#ifndef SWDS // no drawing on dedicated server
|
||
|
#if 0
|
||
|
FlexWeights_t flex;
|
||
|
memset(&flex, 0, sizeof(flex));
|
||
|
for ( int i = 0; i < arrayCount; i++ )
|
||
|
{
|
||
|
DrawModel( drawInfo, rc, &pInstanceData[i].modelToWorld, flex, flags );
|
||
|
}
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
m_pRC = const_cast< StudioRenderContext_t* >( &rc );
|
||
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
|
||
|
// Preserve the matrices if we're skinning
|
||
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
||
|
pRenderContext->PushMatrix();
|
||
|
pRenderContext->LoadIdentity();
|
||
|
pRenderContext->SetNumBoneWeights( 0 );
|
||
|
|
||
|
// get the studio mesh data for this lod
|
||
|
studiomeshdata_t *pMeshDataBase = drawInfo.m_pHardwareData->m_pLODs[drawInfo.m_Lod].m_pMeshData;
|
||
|
IMaterial **ppMaterials = drawInfo.m_pHardwareData->m_pLODs[drawInfo.m_Lod].ppMaterials;
|
||
|
int *pMaterialFlags = drawInfo.m_pHardwareData->m_pLODs[drawInfo.m_Lod].pMaterialFlags;
|
||
|
studiohdr_t *pStudioHdr = drawInfo.m_pStudioHdr;
|
||
|
m_bDrawTranslucentSubModels = false;
|
||
|
|
||
|
int skin = drawInfo.m_Skin;
|
||
|
short *pskinref = pStudioHdr->pSkinref( 0 );
|
||
|
if ( skin > 0 && skin < pStudioHdr->numskinfamilies )
|
||
|
{
|
||
|
pskinref += ( skin * pStudioHdr->numskinref );
|
||
|
}
|
||
|
|
||
|
for ( int body = 0; body < pStudioHdr->numbodyparts; ++body )
|
||
|
{
|
||
|
mstudiobodyparts_t *pbodypart = pStudioHdr->pBodypart( body );
|
||
|
|
||
|
int index = drawInfo.m_Body / pbodypart->base;
|
||
|
index = index % pbodypart->nummodels;
|
||
|
mstudiomodel_t *pSubmodel = pbodypart->pModel( index );
|
||
|
|
||
|
|
||
|
for ( int meshIndex = 0; meshIndex < pSubmodel->nummeshes; ++meshIndex )
|
||
|
{
|
||
|
mstudiomesh_t *pmesh = pSubmodel->pMesh(meshIndex);
|
||
|
studiomeshdata_t *pMeshData = &pMeshDataBase[pmesh->meshid];
|
||
|
Assert( pMeshData );
|
||
|
|
||
|
if ( !pMeshData->m_NumGroup )
|
||
|
continue;
|
||
|
|
||
|
if ( !pMaterialFlags )
|
||
|
continue;
|
||
|
|
||
|
StudioModelLighting_t lighting = LIGHTING_HARDWARE;
|
||
|
int materialFlags = pMaterialFlags[pskinref[pmesh->material]];
|
||
|
|
||
|
IMaterial* pMaterial = R_StudioSetupSkinAndLighting( pRenderContext, pskinref[ pmesh->material ], ppMaterials, materialFlags, drawInfo.m_pClientEntity, NULL, lighting );
|
||
|
if ( !pMaterial )
|
||
|
continue;
|
||
|
|
||
|
// eyeball! can't do those in array mode yet
|
||
|
Assert( pmesh->materialtype != 1 );
|
||
|
//R_StudioDrawMesh( pRenderContext, pmesh, pMeshData, lighting, pMaterial, NULL, drawInfo.m_Lod );
|
||
|
// Draw all the various mesh groups...
|
||
|
for ( int meshGroupIndex = 0; meshGroupIndex < pMeshData->m_NumGroup; ++meshGroupIndex )
|
||
|
{
|
||
|
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[meshGroupIndex];
|
||
|
|
||
|
// Older models are merely flexed while new ones are also delta flexed
|
||
|
Assert(!(pGroup->m_Flags & MESHGROUP_IS_FLEXED));
|
||
|
Assert(!(pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED));
|
||
|
IMesh *pMesh = pGroup->m_pMesh;
|
||
|
|
||
|
// Needed when we switch back and forth between hardware + software lighting
|
||
|
if ( IsPC() && pGroup->m_MeshNeedsRestore )
|
||
|
{
|
||
|
VertexCompressionType_t compressionType = CompressionType( pMesh->GetVertexFormat() );
|
||
|
switch ( compressionType )
|
||
|
{
|
||
|
case VERTEX_COMPRESSION_ON:
|
||
|
R_StudioRestoreMesh<VERTEX_COMPRESSION_ON>( pmesh, pGroup );
|
||
|
case VERTEX_COMPRESSION_NONE:
|
||
|
default:
|
||
|
R_StudioRestoreMesh<VERTEX_COMPRESSION_NONE>( pmesh, pGroup );
|
||
|
break;
|
||
|
}
|
||
|
pGroup->m_MeshNeedsRestore = false;
|
||
|
}
|
||
|
pMesh->SetColorMesh( NULL, 0 );
|
||
|
|
||
|
MaterialPrimitiveType_t stripType = MATERIAL_TRIANGLES;
|
||
|
pMesh->SetPrimitiveType(stripType);
|
||
|
if ( pStudioHdr->numbones > 1 )
|
||
|
{
|
||
|
byte *pData = (byte *)pInstanceData;
|
||
|
for ( int i = 0;i < arrayCount; i++, pData += instanceStride )
|
||
|
{
|
||
|
matrix3x4_t *pBones = &( ((model_array_instance_t *)pData)->modelToWorld );
|
||
|
pRenderContext->LoadMatrix( pBones[0] );
|
||
|
for (int j = 0; j < pGroup->m_NumStrips; ++j)
|
||
|
{
|
||
|
OptimizedModel::StripHeader_t* pStrip = &pGroup->m_pStripData[j];
|
||
|
// Reset bone state if we're hardware skinning
|
||
|
pRenderContext->SetNumBoneWeights( pStrip->numBones );
|
||
|
for (int k = 0; k < pStrip->numBoneStateChanges; ++k)
|
||
|
{
|
||
|
OptimizedModel::BoneStateChangeHeader_t* pStateChange = pStrip->pBoneStateChange(k);
|
||
|
if ( pStateChange->newBoneID < 0 )
|
||
|
break;
|
||
|
|
||
|
pRenderContext->LoadBoneMatrix( pStateChange->hardwareID, pBones[pStateChange->newBoneID] );
|
||
|
}
|
||
|
MaterialPrimitiveType_t localStripType = pStrip->flags & OptimizedModel::STRIP_IS_TRISTRIP ? MATERIAL_TRIANGLE_STRIP : MATERIAL_TRIANGLES;
|
||
|
|
||
|
if ( localStripType != stripType )
|
||
|
{
|
||
|
pMesh->SetPrimitiveType( localStripType );
|
||
|
stripType = localStripType;
|
||
|
}
|
||
|
pMesh->Draw( pStrip->indexOffset, pStrip->numIndices );
|
||
|
}
|
||
|
}
|
||
|
pRenderContext->SetNumBoneWeights( 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
byte *pData = (byte *)pInstanceData;
|
||
|
for ( int i = 0;i < arrayCount; i++, pData += instanceStride )
|
||
|
{
|
||
|
matrix3x4_t *pBones = &( ((model_array_instance_t *)pData)->modelToWorld );
|
||
|
pRenderContext->LoadMatrix( pBones[0] );
|
||
|
for (int j = 0; j < pGroup->m_NumStrips; ++j)
|
||
|
{
|
||
|
OptimizedModel::StripHeader_t* pStrip = &pGroup->m_pStripData[j];
|
||
|
MaterialPrimitiveType_t localStripType = pStrip->flags & OptimizedModel::STRIP_IS_TRISTRIP ? MATERIAL_TRIANGLE_STRIP : MATERIAL_TRIANGLES;
|
||
|
|
||
|
if ( localStripType != stripType )
|
||
|
{
|
||
|
pMesh->SetPrimitiveType( localStripType );
|
||
|
stripType = localStripType;
|
||
|
}
|
||
|
pMesh->Draw( pStrip->indexOffset, pStrip->numIndices );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
||
|
pRenderContext->PopMatrix();
|
||
|
#endif
|
||
|
}
|
||
|
|