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399 lines
12 KiB
399 lines
12 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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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef DISPINFO_H
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#define DISPINFO_H
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#ifdef _WIN32
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#pragma once
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#endif
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//=============================================================================
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#include <assert.h>
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#include "idispinfo.h"
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#include "bspfile.h"
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#include "mathlib/vmatrix.h"
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#include "dispnode.h"
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#include "builddisp.h"
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#include "utlvector.h"
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#include "disp_helpers.h"
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#include "tier0/fasttimer.h"
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#include "dlight.h"
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#include "utllinkedlist.h"
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#include "zone.h"
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struct model_t;
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class IMesh;
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class CMeshBuilder;
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struct ShadowInfo_t;
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class CDecalNodeSetupCache;
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class CDispInfo : public IDispInfo, public CDispUtilsHelper
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{
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// IDispInfo overrides.
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public:
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virtual ~CDispInfo();
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virtual void GetIntersectingSurfaces( GetIntersectingSurfaces_Struct *pStruct );
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virtual void RenderWireframeInLightmapPage( int pageId );
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virtual void GetBoundingBox( Vector& bbMin, Vector& bbMax );
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virtual void SetParent( SurfaceHandle_t surfID );
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virtual SurfaceHandle_t GetParent(); // returns surfID
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// add the dlights on this surface to the lightmap buffer for updload
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virtual void AddDynamicLights( dlight_t *pLights, unsigned int lightMask );
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// compute which dlights affect this surface
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virtual unsigned int ComputeDynamicLightMask( dlight_t *pLights );
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virtual DispDecalHandle_t NotifyAddDecal( decal_t *pDecal, float flSize );
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virtual void NotifyRemoveDecal( DispDecalHandle_t h );
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virtual DispShadowHandle_t AddShadowDecal( ShadowHandle_t shadowHandle );
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virtual void RemoveShadowDecal( DispShadowHandle_t handle );
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// Compute shadow fragments for a particular shadow
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virtual bool ComputeShadowFragments( DispShadowHandle_t h, int& vertexCount, int& indexCount );
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virtual bool GetTag();
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virtual void SetTag();
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public:
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//=========================================================================
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//
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// Construction/Decontruction
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//
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CDispInfo();
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// Used for indexing displacements.
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CDispInfo* GetDispByIndex( int index ) { return index == 0xFFFF ? 0 : &m_pDispArray->m_pDispInfos[index]; }
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// Get this displacement's index into the main array.
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int GetDispIndex() { return this - m_pDispArray->m_pDispInfos; }
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//=========================================================================
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//
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// Flags
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//
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void SetTouched( bool bTouched );
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bool IsTouched( void );
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// Rendering.
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void ClearLOD();
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void DrawDispAxes();
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bool Render( CGroupMesh *pGroup, bool bAllowDebugModes );
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// Add in the contribution of a dynamic light.
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void AddSingleDynamicLight( dlight_t& dl );
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void AddSingleDynamicLightBumped( dlight_t& dl );
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// Add in the contribution of a dynamic alpha light.
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void AddSingleDynamicAlphaLight( dlight_t& dl );
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// Cast a ray against this surface
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bool TestRay( Ray_t const& ray, float start, float end, float& dist,
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Vector2D* lightmapUV, Vector2D* texureUV );
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// CDispUtilsHelper implementation.
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public:
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virtual const CPowerInfo* GetPowerInfo() const;
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virtual CDispNeighbor* GetEdgeNeighbor( int index );
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virtual CDispCornerNeighbors* GetCornerNeighbors( int index );
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virtual CDispUtilsHelper* GetDispUtilsByIndex( int index );
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// Initialization functions.
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public:
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// These are used to mess with indices.
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int VertIndex( int x, int y ) const;
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int VertIndex( CVertIndex const &vert ) const;
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CVertIndex IndexToVert( int index ) const;
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// Helpers to test decal intersection bit on decals.
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void SetNodeIntersectsDecal( CDispDecal *pDispDecal, CVertIndex const &nodeIndex );
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int GetNodeIntersectsDecal( CDispDecal *pDispDecal, CVertIndex const &nodeIndex );
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public:
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// Copy data from a ddispinfo_t.
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void CopyMapDispData( const ddispinfo_t *pBuildDisp );
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// This is called from CreateStaticBuffers_All after the CCoreDispInfo is fully
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// initialized. It just copies the data that it needs.
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bool CopyCoreDispData(
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model_t *pWorld,
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const MaterialSystem_SortInfo_t *pSortInfos,
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const CCoreDispInfo *pInfo,
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bool bRestoring );
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// called by CopyCoreDispData, just copies the vert data
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void CopyCoreDispVertData( const CCoreDispInfo *pInfo, float bumpSTexCoordOffset );
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// Checks the SURFDRAW_BUMPLIGHT flag and returns NUM_BUMP_VECTS+1 if it's set
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// and 1 if not.
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int NumLightMaps();
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// This calculates the vertex's position on the base surface.
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// (Same result as CCoreDisp::GetFlatVert).
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Vector GetFlatVert( int iVertex );
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// Rendering functions.
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public:
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// Set m_BBoxMin and m_BBoxMax. Uses g_TempDispVerts and assumes m_LODs have been validated.
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void UpdateBoundingBox();
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// Number of verts per side.
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int GetSideLength() const;
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// Return the total number of vertices.
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int NumVerts() const;
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// Figure out the vector's projection in the decal's space.
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void DecalProjectVert( Vector const &vPos, CDispDecalBase *pDispDecal, ShadowInfo_t const* pInfo, Vector &out );
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void CullDecals(
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int iNodeBit,
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CDispDecal **decals,
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int nDecals,
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CDispDecal **childDecals,
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int &nChildDecals );
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void TesselateDisplacement();
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// Pass all the mesh data in to the material system.
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void SpecifyDynamicMesh();
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void SpecifyWalkableDynamicMesh( void );
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void SpecifyBuildableDynamicMesh( void );
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// Clear all active verts except the corner verts.
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void InitializeActiveVerts();
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// Returns a particular vertex
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CDispRenderVert* GetVertex( int i );
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// Methods to compute lightmap coordinates, texture coordinates,
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// and lightmap color based on displacement u,v
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void ComputeLightmapAndTextureCoordinate( RayDispOutput_t const& output,
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Vector2D* luv, Vector2D* tuv );
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// This little beastie generate decal fragments
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void GenerateDecalFragments( CVertIndex const &nodeIndex,
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int iNodeBitIndex, unsigned short decalHandle, CDispDecalBase *pDispDecal );
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private:
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// Two functions for adding decals
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void TestAddDecalTri( int iIndexStart, unsigned short decalHandle, CDispDecal *pDispDecal );
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void TestAddDecalTri( int iIndexStart, unsigned short decalHandle, CDispShadowDecal *pDispDecal );
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// Allocates fragments...
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CDispDecalFragment* AllocateDispDecalFragment( DispDecalHandle_t h, int nVerts = 6);
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// Clears decal fragment lists
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void ClearDecalFragments( DispDecalHandle_t h );
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void ClearAllDecalFragments();
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// Allocates fragments...
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CDispShadowFragment* AllocateShadowDecalFragment( DispShadowHandle_t h, int nCount );
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// Clears shadow decal fragment lists
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void ClearShadowDecalFragments( DispShadowHandle_t h );
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void ClearAllShadowDecalFragments();
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// Used by GenerateDecalFragments
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void GenerateDecalFragments_R( CVertIndex const &nodeIndex,
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int iNodeBitIndex, unsigned short decalHandle, CDispDecalBase *pDispDecal, int iLevel );
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// Used to create a bitfield to help cull decal tests
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void SetupDecalNodeIntersect( CVertIndex const &nodeIndex, int iNodeBitIndex,
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CDispDecalBase *pDispDecal, ShadowInfo_t const* pInfo );
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// Used by SetupDecalNodeIntersect
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bool SetupDecalNodeIntersect_R( CVertIndex const &nodeIndex, int iNodeBitIndex,
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CDispDecalBase *pDispDecal, ShadowInfo_t const* pInfo, int iLevel, CDecalNodeSetupCache* pCache );
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// Vertex/index data access.
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public:
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// bounding box
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Vector m_BBoxMin;
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Vector m_BBoxMax;
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int m_nIndices; // The actual # of indices being used (it can be less than m_Indices.Count() if
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// our LOD is reducing the triangle count).
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int m_iIndexOffset;
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// Used to get material..
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CGroupMesh *m_pMesh;
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int m_iVertOffset;
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float m_BumpSTexCoordOffset;
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// This can be used to access the vertex data in a platform-independent way.
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// XBOX will get them directly out of the static vertex buffer.
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// PC gets them out of CDispRenderVerts.
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CMeshReader m_MeshReader;
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// List of all indices in the displacement in the current tesselation.
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// These indices are straight into the static buffer (ie: they're not relative
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// to m_iVertOffset).
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CUtlVector<unsigned short> m_Indices;
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CUtlVector<CDispRenderVert, CHunkMemory<CDispRenderVert> > m_Verts; // vectors that define the surface (size is NumVerts()).
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public:
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// These bits tell which vertices and nodes are currently active.
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// These start out the same as m_ErrorVerts but have verts added if
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// a neighbor needs to activate some verts.
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CBitVec<CCoreDispInfo::MAX_VERT_COUNT> m_ActiveVerts;
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// These are set to 1 if the vert is allowed to become active.
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// This is what takes care of different-sized neighbors.
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CBitVec<CCoreDispInfo::MAX_VERT_COUNT> m_AllowedVerts;
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int m_idLMPage; // lightmap page id
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SurfaceHandle_t m_ParentSurfID; // parent surfaceID
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int m_iPointStart; // starting point (orientation) on base face
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int m_iLightmapAlphaStart;
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int m_Contents; // surface contents
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public:
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bool m_bTouched; // touched flag
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int m_fSurfProp; // surface properties flag - bump-mapping, etc.
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int m_Power; // surface size (sides are 2^n+1).
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unsigned short *m_pTags; // property tags
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// Position and texcoordinates at the four corner points
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Vector m_BaseSurfacePositions[4];
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Vector2D m_BaseSurfaceTexCoords[4];
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// Precalculated data for displacements of this size.
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const CPowerInfo *m_pPowerInfo;
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// Neighbor info for each side, indexed by NEIGHBOREDGE_ enums.
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// First 4 are edge neighbors, the rest are corners.
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CDispNeighbor m_EdgeNeighbors[4];
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CDispCornerNeighbors m_CornerNeighbors[4];
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// Copied from the ddispinfo. Speciifes where in g_DispLightmapSamplePositions the (compressed)
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// lightmap sample positions start.
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int m_iLightmapSamplePositionStart;
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// The current triangulation for visualizing tag data.
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int m_nWalkIndexCount;
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unsigned short *m_pWalkIndices;
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int m_nBuildIndexCount;
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unsigned short *m_pBuildIndices;
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// This here's a bunch of per-node information
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DispNodeInfo_t *m_pNodeInfo;
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// Where the viewer was when we last tesselated.
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// When the viewer moves out of the sphere, UpdateLOD is called.
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Vector m_ViewerSphereCenter;
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// Used to make sure it doesn't activate verts in the wrong dispinfos.
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bool m_bInUse;
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// Decals + Shadow decals
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DispDecalHandle_t m_FirstDecal;
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DispShadowHandle_t m_FirstShadowDecal;
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unsigned short m_Index; // helps in debugging
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// Current tag value.
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unsigned short m_Tag;
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CDispArray *m_pDispArray;
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};
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extern int g_nDispTris;
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extern CCycleCount g_DispRenderTime;
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extern bool DispInfoRenderDebugModes();
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// --------------------------------------------------------------------------------- //
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// CDispInfo functions.
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// --------------------------------------------------------------------------------- //
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inline int CDispInfo::GetSideLength() const
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{
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return m_pPowerInfo->m_SideLength;
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}
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inline int CDispInfo::NumVerts() const
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{
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Assert( m_Verts.Count() == m_pPowerInfo->m_MaxVerts );
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return m_pPowerInfo->m_MaxVerts;
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}
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//-----------------------------------------------------------------------------
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// Returns a particular vertex
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//-----------------------------------------------------------------------------
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inline CDispRenderVert* CDispInfo::GetVertex( int i )
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{
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Assert( i < NumVerts() );
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return &m_Verts[i];
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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inline void CDispInfo::SetTouched( bool bTouched )
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{
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m_bTouched = bTouched;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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inline bool CDispInfo::IsTouched( void )
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{
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return m_bTouched;
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}
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inline int CDispInfo::VertIndex( int x, int y ) const
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{
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Assert( x >= 0 && x < GetSideLength() && y >= 0 && y < GetSideLength() );
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return y * GetSideLength() + x;
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}
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inline int CDispInfo::VertIndex( CVertIndex const &vert ) const
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{
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Assert( vert.x >= 0 && vert.x < GetSideLength() && vert.y >= 0 && vert.y < GetSideLength() );
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return vert.y * GetSideLength() + vert.x;
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}
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void DispInfo_BatchDecals( CDispInfo **pVisibleDisps, int nVisibleDisps );
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void DispInfo_DrawDecals( CDispInfo **pVisibleDisps, int nVisibleDisps );
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#endif // DISPINFO_H
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