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167 lines
5.4 KiB
167 lines
5.4 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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// $NoKeywords: $
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//
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//===========================================================================//
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#include "studiorendercontext.h"
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#include "optimize.h"
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#include "tier0/vprof.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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void CStudioRenderContext::GetTriangles( const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, GetTriangles_Output_t &out )
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{
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VPROF( "CStudioRender::GetTriangles");
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out.m_MaterialBatches.RemoveAll(); // clear out data.
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if( !info.m_pStudioHdr || !info.m_pHardwareData ||
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!info.m_pHardwareData->m_NumLODs || !info.m_pHardwareData->m_pLODs )
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{
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return;
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}
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int lod = info.m_Lod;
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int lastlod = info.m_pHardwareData->m_NumLODs - 1;
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if ( lod == USESHADOWLOD )
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{
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lod = lastlod;
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}
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else
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{
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lod = clamp( lod, 0, lastlod );
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}
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// clamp to root lod
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if ( lod < info.m_pHardwareData->m_RootLOD)
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{
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lod = info.m_pHardwareData->m_RootLOD;
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}
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int nSkin = info.m_Skin;
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if ( nSkin >= info.m_pStudioHdr->numskinfamilies )
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{
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nSkin = 0;
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}
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short *pSkinRef = info.m_pStudioHdr->pSkinref( nSkin * info.m_pStudioHdr->numskinref );
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studiomeshdata_t *pStudioMeshes = info.m_pHardwareData->m_pLODs[lod].m_pMeshData;
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IMaterial **ppMaterials = info.m_pHardwareData->m_pLODs[lod].ppMaterials;
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// Bone to world must be set before calling this function; it uses it here
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int boneMask = BONE_USED_BY_VERTEX_AT_LOD(lod);
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ComputePoseToWorld( out.m_PoseToWorld, info.m_pStudioHdr, boneMask, m_RC.m_ViewOrigin, pBoneToWorld );
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int i;
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for (i=0 ; i < info.m_pStudioHdr->numbodyparts ; i++)
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{
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mstudiomodel_t *pModel = NULL;
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R_StudioSetupModel( i, info.m_Body, &pModel, info.m_pStudioHdr );
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// Iterate over all the meshes.... each mesh is a new material
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int k;
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for ( k = 0; k < pModel->nummeshes; ++k )
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{
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GetTriangles_MaterialBatch_t &materialBatch = out.m_MaterialBatches[out.m_MaterialBatches.AddToTail()];
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mstudiomesh_t *pMesh = pModel->pMesh(k);
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if ( !pModel->CacheVertexData( info.m_pStudioHdr ) )
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{
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// not available yet
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continue;
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}
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const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( info.m_pStudioHdr );
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Assert( vertData ); // This can only return NULL on X360 for now
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// add the verts from this mesh to the materialBatch
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materialBatch.m_Verts.SetCount( pMesh->numvertices );
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for ( int vertID = 0; vertID < pMesh->numvertices; vertID++ )
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{
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GetTriangles_Vertex_t& vert = materialBatch.m_Verts[vertID];
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vert.m_Position = *vertData->Position( vertID );
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vert.m_Normal = *vertData->Normal( vertID );
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vert.m_TexCoord = *vertData->Texcoord( vertID );
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if (vertData->HasTangentData())
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{
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vert.m_TangentS = *vertData->TangentS( vertID );
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}
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#if _DEBUG
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else
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{
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// ensure any unintended access faults
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vert.m_TangentS.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
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}
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#endif
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vert.m_NumBones = vertData->BoneWeights( vertID )->numbones;
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int j;
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for ( j = 0; j < vert.m_NumBones; j++ )
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{
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vert.m_BoneWeight[j] = vertData->BoneWeights( vertID )->weight[j];
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vert.m_BoneIndex[j] = vertData->BoneWeights( vertID )->bone[j];
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}
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}
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IMaterial *pMaterial = ppMaterials[pSkinRef[pMesh->material]];
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Assert( pMaterial );
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materialBatch.m_pMaterial = pMaterial;
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studiomeshdata_t *pMeshData = &pStudioMeshes[pMesh->meshid];
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if ( pMeshData->m_NumGroup == 0 )
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continue;
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// Clear out indices
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materialBatch.m_TriListIndices.SetCount( 0 );
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// Iterate over all stripgroups
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int stripGroupID;
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for ( stripGroupID = 0; stripGroupID < pMeshData->m_NumGroup; stripGroupID++ )
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{
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studiomeshgroup_t *pMeshGroup = &pMeshData->m_pMeshGroup[stripGroupID];
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// bool bIsFlexed = ( pMeshGroup->m_Flags & MESHGROUP_IS_FLEXED ) != 0;
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// bool bIsHWSkinned = ( pMeshGroup->m_Flags & MESHGROUP_IS_HWSKINNED ) != 0;
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// Iterate over all strips. . . each strip potentially changes bones states.
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int stripID;
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for ( stripID = 0; stripID < pMeshGroup->m_NumStrips; stripID++ )
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{
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OptimizedModel::StripHeader_t *pStripData = &pMeshGroup->m_pStripData[stripID];
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// int boneID;
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// for( boneID = 0; boneID < pStripData->numBoneStateChanges; boneID++ )
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// {
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// OptimizedModel::BoneStateChangeHeader_t *pBoneStateChange = pStripData->pBoneStateChange( boneID );
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// hardwareBoneToGlobalBone[pBoneStateChange->hardwareID] = pBoneStateChange->newBoneID;
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// }
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if ( pStripData->flags & OptimizedModel::STRIP_IS_TRILIST )
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{
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for ( int i = 0; i < pStripData->numIndices; i += 3 )
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{
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int idx = pStripData->indexOffset + i;
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materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx ) );
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materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx + 1 ) );
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materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx + 2 ) );
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}
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}
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else
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{
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Assert( pStripData->flags & OptimizedModel::STRIP_IS_TRISTRIP );
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for (int i = 0; i < pStripData->numIndices - 2; ++i)
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{
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int idx = pStripData->indexOffset + i;
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bool ccw = (i & 0x1) == 0;
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materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx ) );
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materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx + 1 + ccw ) );
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materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx + 2 - ccw ) );
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}
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}
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}
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}
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}
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}
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}
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