You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
393 lines
12 KiB
393 lines
12 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// r_studio.cpp: routines for setting up to draw 3DStudio models
|
||
|
//
|
||
|
// $Workfile: $
|
||
|
// $Date: $
|
||
|
// $NoKeywords: $
|
||
|
//===========================================================================//
|
||
|
|
||
|
|
||
|
#include "studio.h"
|
||
|
#include "studiorender.h"
|
||
|
#include "studiorendercontext.h"
|
||
|
#include "materialsystem/imaterial.h"
|
||
|
#include "materialsystem/imaterialvar.h"
|
||
|
#include "tier0/vprof.h"
|
||
|
#include "tier3/tier3.h"
|
||
|
#include "datacache/imdlcache.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Figures out what kind of lighting we're gonna want
|
||
|
//-----------------------------------------------------------------------------
|
||
|
FORCEINLINE StudioModelLighting_t CStudioRender::R_StudioComputeLighting( IMaterial *pMaterial, int materialFlags, ColorMeshInfo_t *pColorMeshes )
|
||
|
{
|
||
|
// Here, we only do software lighting when the following conditions are met.
|
||
|
// 1) The material is vertex lit and we don't have hardware lighting
|
||
|
// 2) We're drawing an eyeball
|
||
|
// 3) We're drawing mouth-lit stuff
|
||
|
|
||
|
// FIXME: When we move software lighting into the material system, only need to
|
||
|
// test if it's vertex lit
|
||
|
|
||
|
Assert( pMaterial );
|
||
|
bool doMouthLighting = materialFlags && (m_pStudioHdr->nummouths >= 1);
|
||
|
|
||
|
if ( IsX360() )
|
||
|
{
|
||
|
// 360 does not do software lighting
|
||
|
return doMouthLighting ? LIGHTING_MOUTH : LIGHTING_HARDWARE;
|
||
|
}
|
||
|
|
||
|
bool doSoftwareLighting = doMouthLighting ||
|
||
|
(pMaterial->IsVertexLit() && pMaterial->NeedsSoftwareLighting() );
|
||
|
|
||
|
if ( !m_pRC->m_Config.m_bSupportsVertexAndPixelShaders )
|
||
|
{
|
||
|
if ( !doSoftwareLighting && pColorMeshes )
|
||
|
{
|
||
|
pMaterial->SetUseFixedFunctionBakedLighting( true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
doSoftwareLighting = true;
|
||
|
pMaterial->SetUseFixedFunctionBakedLighting( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
StudioModelLighting_t lighting = LIGHTING_HARDWARE;
|
||
|
if ( doMouthLighting )
|
||
|
lighting = LIGHTING_MOUTH;
|
||
|
else if ( doSoftwareLighting )
|
||
|
lighting = LIGHTING_SOFTWARE;
|
||
|
|
||
|
return lighting;
|
||
|
}
|
||
|
|
||
|
|
||
|
IMaterial* CStudioRender::R_StudioSetupSkinAndLighting( IMatRenderContext *pRenderContext, int index, IMaterial **ppMaterials, int materialFlags,
|
||
|
void /*IClientRenderable*/ *pClientRenderable, ColorMeshInfo_t *pColorMeshes, StudioModelLighting_t &lighting )
|
||
|
{
|
||
|
VPROF( "R_StudioSetupSkin" );
|
||
|
IMaterial *pMaterial = NULL;
|
||
|
bool bCheckForConVarDrawTranslucentSubModels = false;
|
||
|
if( m_pRC->m_Config.bWireframe && !m_pRC->m_pForcedMaterial )
|
||
|
{
|
||
|
if ( m_pRC->m_Config.bDrawZBufferedWireframe )
|
||
|
pMaterial = m_pMaterialMRMWireframeZBuffer;
|
||
|
else
|
||
|
pMaterial = m_pMaterialMRMWireframe;
|
||
|
}
|
||
|
else if( m_pRC->m_Config.bShowEnvCubemapOnly )
|
||
|
{
|
||
|
pMaterial = m_pMaterialModelEnvCubemap;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !m_pRC->m_pForcedMaterial && ( m_pRC->m_nForcedMaterialType != OVERRIDE_DEPTH_WRITE && m_pRC->m_nForcedMaterialType != OVERRIDE_SSAO_DEPTH_WRITE ) )
|
||
|
{
|
||
|
pMaterial = ppMaterials[index];
|
||
|
if ( !pMaterial )
|
||
|
{
|
||
|
Assert( 0 );
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
materialFlags = 0;
|
||
|
pMaterial = m_pRC->m_pForcedMaterial;
|
||
|
if (m_pRC->m_nForcedMaterialType == OVERRIDE_BUILD_SHADOWS)
|
||
|
{
|
||
|
// Connect the original material up to the shadow building material
|
||
|
// Also bind the original material so its proxies are in the correct state
|
||
|
static unsigned int translucentCache = 0;
|
||
|
IMaterialVar* pOriginalMaterialVar = pMaterial->FindVarFast( "$translucent_material", &translucentCache );
|
||
|
Assert( pOriginalMaterialVar );
|
||
|
IMaterial *pOriginalMaterial = ppMaterials[index];
|
||
|
if ( pOriginalMaterial )
|
||
|
{
|
||
|
// Disable any alpha modulation on the original material that was left over from when it was last rendered
|
||
|
pOriginalMaterial->AlphaModulate( 1.0f );
|
||
|
pRenderContext->Bind( pOriginalMaterial, pClientRenderable );
|
||
|
if ( pOriginalMaterial->IsTranslucent() || pOriginalMaterial->IsAlphaTested() )
|
||
|
{
|
||
|
if ( pOriginalMaterialVar )
|
||
|
pOriginalMaterialVar->SetMaterialValue( pOriginalMaterial );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( pOriginalMaterialVar )
|
||
|
pOriginalMaterialVar->SetMaterialValue( NULL );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( pOriginalMaterialVar )
|
||
|
pOriginalMaterialVar->SetMaterialValue( NULL );
|
||
|
}
|
||
|
}
|
||
|
else if ( m_pRC->m_nForcedMaterialType == OVERRIDE_DEPTH_WRITE || m_pRC->m_nForcedMaterialType == OVERRIDE_SSAO_DEPTH_WRITE )
|
||
|
{
|
||
|
// Disable any alpha modulation on the original material that was left over from when it was last rendered
|
||
|
ppMaterials[index]->AlphaModulate( 1.0f );
|
||
|
|
||
|
// Bail if the material is still considered translucent after setting the AlphaModulate to 1.0
|
||
|
if ( ppMaterials[index]->IsTranslucent() )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
static unsigned int originalTextureVarCache = 0;
|
||
|
IMaterialVar *pOriginalTextureVar = ppMaterials[index]->FindVarFast( "$basetexture", &originalTextureVarCache );
|
||
|
|
||
|
// Select proper override material
|
||
|
int nAlphaTest = (int) ( ppMaterials[index]->IsAlphaTested() && pOriginalTextureVar->IsTexture() ); // alpha tested base texture
|
||
|
int nNoCull = (int) ppMaterials[index]->IsTwoSided();
|
||
|
if ( m_pRC->m_nForcedMaterialType == OVERRIDE_SSAO_DEPTH_WRITE )
|
||
|
{
|
||
|
pMaterial = m_pSSAODepthWrite[nAlphaTest][nNoCull];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pMaterial = m_pDepthWrite[nAlphaTest][nNoCull];
|
||
|
}
|
||
|
|
||
|
// If we're alpha tested, we should set up the texture variables from the original material
|
||
|
if ( nAlphaTest != 0 )
|
||
|
{
|
||
|
static unsigned int originalTextureFrameVarCache = 0;
|
||
|
IMaterialVar *pOriginalTextureFrameVar = ppMaterials[index]->FindVarFast( "$frame", &originalTextureFrameVarCache );
|
||
|
static unsigned int originalAlphaRefCache = 0;
|
||
|
IMaterialVar *pOriginalAlphaRefVar = ppMaterials[index]->FindVarFast( "$AlphaTestReference", &originalAlphaRefCache );
|
||
|
|
||
|
static unsigned int textureVarCache = 0;
|
||
|
IMaterialVar *pTextureVar = pMaterial->FindVarFast( "$basetexture", &textureVarCache );
|
||
|
static unsigned int textureFrameVarCache = 0;
|
||
|
IMaterialVar *pTextureFrameVar = pMaterial->FindVarFast( "$frame", &textureFrameVarCache );
|
||
|
static unsigned int alphaRefCache = 0;
|
||
|
IMaterialVar *pAlphaRefVar = pMaterial->FindVarFast( "$AlphaTestReference", &alphaRefCache );
|
||
|
|
||
|
if ( pOriginalTextureVar->IsTexture() ) // If $basetexture is defined
|
||
|
{
|
||
|
if( pTextureVar && pOriginalTextureVar )
|
||
|
{
|
||
|
pTextureVar->SetTextureValue( pOriginalTextureVar->GetTextureValue() );
|
||
|
}
|
||
|
|
||
|
if( pTextureFrameVar && pOriginalTextureFrameVar )
|
||
|
{
|
||
|
pTextureFrameVar->SetIntValue( pOriginalTextureFrameVar->GetIntValue() );
|
||
|
}
|
||
|
|
||
|
if( pAlphaRefVar && pOriginalAlphaRefVar )
|
||
|
{
|
||
|
pAlphaRefVar->SetFloatValue( pOriginalAlphaRefVar->GetFloatValue() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Set this bool to check after the bind below
|
||
|
bCheckForConVarDrawTranslucentSubModels = true;
|
||
|
|
||
|
if ( m_pRC->m_nForcedMaterialType != OVERRIDE_DEPTH_WRITE && m_pRC->m_nForcedMaterialType != OVERRIDE_SSAO_DEPTH_WRITE)
|
||
|
{
|
||
|
// Try to set the alpha based on the blend
|
||
|
pMaterial->AlphaModulate( m_pRC->m_AlphaMod );
|
||
|
|
||
|
// Try to set the color based on the colormod
|
||
|
pMaterial->ColorModulate( m_pRC->m_ColorMod[0], m_pRC->m_ColorMod[1], m_pRC->m_ColorMod[2] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
lighting = R_StudioComputeLighting( pMaterial, materialFlags, pColorMeshes );
|
||
|
if ( lighting == LIGHTING_MOUTH )
|
||
|
{
|
||
|
if ( !m_pRC->m_Config.bTeeth || !R_TeethAreVisible() )
|
||
|
return NULL;
|
||
|
// skin it and light it, but only if we need to.
|
||
|
if ( m_pRC->m_Config.m_bSupportsVertexAndPixelShaders )
|
||
|
{
|
||
|
R_MouthSetupVertexShader( pMaterial );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// TODO: It's possible we don't want to use the color texels--for example because of a convar.
|
||
|
// We should check that here in addition to whether or not we have the data available.
|
||
|
static unsigned int lightmapVarCache = 0;
|
||
|
IMaterialVar *pLightmapVar = pMaterial->FindVarFast( "$lightmap", &lightmapVarCache );
|
||
|
if ( pLightmapVar )
|
||
|
{
|
||
|
ITexture* newTex = pColorMeshes ? pColorMeshes->m_pLightmap : NULL;
|
||
|
|
||
|
if (newTex)
|
||
|
pLightmapVar->SetTextureValue(newTex);
|
||
|
else
|
||
|
pLightmapVar->SetUndefined();
|
||
|
}
|
||
|
|
||
|
pRenderContext->Bind( pMaterial, pClientRenderable );
|
||
|
|
||
|
if ( bCheckForConVarDrawTranslucentSubModels )
|
||
|
{
|
||
|
bool translucent = pMaterial->IsTranslucent();
|
||
|
|
||
|
if (( m_bDrawTranslucentSubModels && !translucent ) ||
|
||
|
( !m_bDrawTranslucentSubModels && translucent ))
|
||
|
{
|
||
|
m_bSkippedMeshes = true;
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pMaterial;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
R_StudioSetupModel
|
||
|
based on the body part, figure out which mesh it should be using.
|
||
|
inputs:
|
||
|
outputs:
|
||
|
pstudiomesh
|
||
|
pmdl
|
||
|
=================
|
||
|
*/
|
||
|
int R_StudioSetupModel( int bodypart, int entity_body, mstudiomodel_t **ppSubModel,
|
||
|
const studiohdr_t *pStudioHdr )
|
||
|
{
|
||
|
int index;
|
||
|
mstudiobodyparts_t *pbodypart;
|
||
|
|
||
|
if (bodypart > pStudioHdr->numbodyparts)
|
||
|
{
|
||
|
ConDMsg ("R_StudioSetupModel: no such bodypart %d\n", bodypart);
|
||
|
bodypart = 0;
|
||
|
}
|
||
|
|
||
|
pbodypart = pStudioHdr->pBodypart( bodypart );
|
||
|
|
||
|
if ( pbodypart->base == 0 )
|
||
|
{
|
||
|
Warning( "Model has missing body part: %s\n", pStudioHdr->pszName() );
|
||
|
Assert( 0 );
|
||
|
}
|
||
|
index = entity_body / pbodypart->base;
|
||
|
index = index % pbodypart->nummodels;
|
||
|
|
||
|
Assert( ppSubModel );
|
||
|
*ppSubModel = pbodypart->pModel( index );
|
||
|
return index;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Generates the PoseToBone Matrix nessecary to align the given bone with the
|
||
|
// world.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void ScreenAlignBone( matrix3x4_t *pPoseToWorld, mstudiobone_t *pCurBone,
|
||
|
const Vector& vecViewOrigin, const matrix3x4_t &boneToWorld )
|
||
|
{
|
||
|
// Grab the world translation:
|
||
|
Vector vT( boneToWorld[0][3], boneToWorld[1][3], boneToWorld[2][3] );
|
||
|
|
||
|
// Construct the coordinate frame:
|
||
|
// Initialized to get rid of compiler
|
||
|
Vector vX, vY, vZ;
|
||
|
|
||
|
if( pCurBone->flags & BONE_SCREEN_ALIGN_SPHERE )
|
||
|
{
|
||
|
vX = vecViewOrigin - vT;
|
||
|
VectorNormalize(vX);
|
||
|
vZ = Vector(0,0,1);
|
||
|
vY = vZ.Cross(vX);
|
||
|
VectorNormalize(vY);
|
||
|
vZ = vX.Cross(vY);
|
||
|
VectorNormalize(vZ);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Assert( pCurBone->flags & BONE_SCREEN_ALIGN_CYLINDER );
|
||
|
vX.Init( boneToWorld[0][0], boneToWorld[1][0], boneToWorld[2][0] );
|
||
|
vZ = vecViewOrigin - vT;
|
||
|
VectorNormalize(vZ);
|
||
|
vY = vZ.Cross(vX);
|
||
|
VectorNormalize(vY);
|
||
|
vZ = vX.Cross(vY);
|
||
|
VectorNormalize(vZ);
|
||
|
}
|
||
|
|
||
|
matrix3x4_t matBoneBillboard(
|
||
|
vX.x, vY.x, vZ.x, vT.x,
|
||
|
vX.y, vY.y, vZ.y, vT.y,
|
||
|
vX.z, vY.z, vZ.z, vT.z );
|
||
|
ConcatTransforms( matBoneBillboard, pCurBone->poseToBone, *pPoseToWorld );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Computes PoseToWorld from BoneToWorld
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void ComputePoseToWorld( matrix3x4_t *pPoseToWorld, studiohdr_t *pStudioHdr, int boneMask, const Vector& vecViewOrigin, const matrix3x4_t *pBoneToWorld )
|
||
|
{
|
||
|
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP )
|
||
|
{
|
||
|
// by definition, these always have an identity poseToBone transform
|
||
|
MatrixCopy( pBoneToWorld[ 0 ], pPoseToWorld[ 0 ] );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !pStudioHdr->pLinearBones() )
|
||
|
{
|
||
|
// convert bone to world transformations into pose to world transformations
|
||
|
for (int i = 0; i < pStudioHdr->numbones; i++)
|
||
|
{
|
||
|
mstudiobone_t *pCurBone = pStudioHdr->pBone( i );
|
||
|
if ( !(pCurBone->flags & boneMask) )
|
||
|
continue;
|
||
|
|
||
|
ConcatTransforms( pBoneToWorld[ i ], pCurBone->poseToBone, pPoseToWorld[ i ] );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones();
|
||
|
|
||
|
// convert bone to world transformations into pose to world transformations
|
||
|
for (int i = 0; i < pStudioHdr->numbones; i++)
|
||
|
{
|
||
|
if ( !(pLinearBones->flags(i) & boneMask) )
|
||
|
continue;
|
||
|
|
||
|
ConcatTransforms( pBoneToWorld[ i ], pLinearBones->poseToBone(i), pPoseToWorld[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
// These don't seem to be used in any existing QC file, re-enable in a future project?
|
||
|
// Pretransform
|
||
|
if( !( pCurBone->flags & ( BONE_SCREEN_ALIGN_SPHERE | BONE_SCREEN_ALIGN_CYLINDER )))
|
||
|
{
|
||
|
ConcatTransforms( pBoneToWorld[ i ], pCurBone->poseToBone, pPoseToWorld[ i ] );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// If this bone is screen aligned, then generate a PoseToWorld matrix that billboards the bone
|
||
|
ScreenAlignBone( &pPoseToWorld[i], pCurBone, vecViewOrigin, pBoneToWorld[i] );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|