Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#include "studiorender.h"
#include "studio.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imorph.h"
#include "materialsystem/itexture.h"
#include "materialsystem/imaterial.h"
#include "optimize.h"
#include "mathlib/mathlib.h"
#include "mathlib/vector.h"
#include <malloc.h>
#include "mathlib/vmatrix.h"
#include "studiorendercontext.h"
#include "tier2/tier2.h"
#include "tier0/vprof.h"
//#define PROFILE_STUDIO VPROF
#define PROFILE_STUDIO
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
typedef void (*SoftwareProcessMeshFunc_t)( const mstudio_meshvertexdata_t *, matrix3x4_t *pPoseToWorld,
CCachedRenderData &vertexCache, CMeshBuilder& meshBuilder, int numVertices, unsigned short* pGroupToMesh, unsigned int nAlphaMask,
IMaterial *pMaterial);
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IClientEntity;
static int boxpnt[6][4] =
{
{ 0, 4, 6, 2 }, // +X
{ 0, 1, 5, 4 }, // +Y
{ 0, 2, 3, 1 }, // +Z
{ 7, 5, 1, 3 }, // -X
{ 7, 3, 2, 6 }, // -Y
{ 7, 6, 4, 5 }, // -Z
};
static TableVector hullcolor[8] =
{
{ 1.0, 1.0, 1.0 },
{ 1.0, 0.5, 0.5 },
{ 0.5, 1.0, 0.5 },
{ 1.0, 1.0, 0.5 },
{ 0.5, 0.5, 1.0 },
{ 1.0, 0.5, 1.0 },
{ 0.5, 1.0, 1.0 },
{ 1.0, 1.0, 1.0 }
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
static unsigned int s_nTranslucentModelHullCache = 0;
static unsigned int s_nSolidModelHullCache = 0;
void CStudioRender::R_StudioDrawHulls( int hitboxset, bool translucent )
{
int i, j;
// float lv;
Vector tmp;
Vector p[8];
mstudiobbox_t *pbbox;
IMaterialVar *colorVar;
mstudiohitboxset_t *s = m_pStudioHdr->pHitboxSet( hitboxset );
if ( !s )
return;
pbbox = s->pHitbox( 0 );
if ( !pbbox )
return;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
if( translucent )
{
pRenderContext->Bind( m_pMaterialTranslucentModelHulls );
colorVar = m_pMaterialTranslucentModelHulls->FindVarFast( "$color", &s_nTranslucentModelHullCache );
}
else
{
pRenderContext->Bind( m_pMaterialSolidModelHulls );
colorVar = m_pMaterialSolidModelHulls->FindVarFast( "$color", &s_nSolidModelHullCache );
}
for (i = 0; i < s->numhitboxes; i++)
{
for (j = 0; j < 8; j++)
{
tmp[0] = (j & 1) ? pbbox[i].bbmin[0] : pbbox[i].bbmax[0];
tmp[1] = (j & 2) ? pbbox[i].bbmin[1] : pbbox[i].bbmax[1];
tmp[2] = (j & 4) ? pbbox[i].bbmin[2] : pbbox[i].bbmax[2];
VectorTransform( tmp, m_pBoneToWorld[pbbox[i].bone], p[j] );
}
j = (pbbox[i].group % 8);
g_pMaterialSystem->Flush();
if( colorVar )
{
if( translucent )
{
colorVar->SetVecValue( 0.2f * hullcolor[j].x, 0.2f * hullcolor[j].y, 0.2f * hullcolor[j].z );
}
else
{
colorVar->SetVecValue( hullcolor[j].x, hullcolor[j].y, hullcolor[j].z );
}
}
for (j = 0; j < 6; j++)
{
#if 0
tmp[0] = tmp[1] = tmp[2] = 0;
tmp[j % 3] = (j < 3) ? 1.0 : -1.0;
// R_StudioLighting( &lv, pbbox[i].bone, 0, tmp ); // BUG: not updated
#endif
IMesh* pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
for (int k = 0; k < 4; ++k)
{
meshBuilder.Position3fv( p[boxpnt[j][k]].Base() );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
}
}
void CStudioRender::R_StudioDrawBones (void)
{
int i, j, k;
// float lv;
Vector tmp;
Vector p[8];
Vector up, right, forward;
Vector a1;
mstudiobone_t *pbones;
Vector positionArray[4];
pbones = m_pStudioHdr->pBone( 0 );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
for (i = 0; i < m_pStudioHdr->numbones; i++)
{
if (pbones[i].parent == -1)
continue;
k = pbones[i].parent;
a1[0] = a1[1] = a1[2] = 1.0;
up[0] = m_pBoneToWorld[i][0][3] - m_pBoneToWorld[k][0][3];
up[1] = m_pBoneToWorld[i][1][3] - m_pBoneToWorld[k][1][3];
up[2] = m_pBoneToWorld[i][2][3] - m_pBoneToWorld[k][2][3];
if (up[0] > up[1])
if (up[0] > up[2])
a1[0] = 0.0;
else
a1[2] = 0.0;
else
if (up[1] > up[2])
a1[1] = 0.0;
else
a1[2] = 0.0;
CrossProduct( up, a1, right );
VectorNormalize( right );
CrossProduct( up, right, forward );
VectorNormalize( forward );
VectorScale( right, 2.0, right );
VectorScale( forward, 2.0, forward );
for (j = 0; j < 8; j++)
{
p[j][0] = m_pBoneToWorld[k][0][3];
p[j][1] = m_pBoneToWorld[k][1][3];
p[j][2] = m_pBoneToWorld[k][2][3];
if (j & 1)
{
VectorSubtract( p[j], right, p[j] );
}
else
{
VectorAdd( p[j], right, p[j] );
}
if (j & 2)
{
VectorSubtract( p[j], forward, p[j] );
}
else
{
VectorAdd( p[j], forward, p[j] );
}
if (j & 4)
{
}
else
{
VectorAdd( p[j], up, p[j] );
}
}
VectorNormalize( up );
VectorNormalize( right );
VectorNormalize( forward );
pRenderContext->Bind( m_pMaterialModelBones );
for (j = 0; j < 6; j++)
{
switch( j)
{
case 0: VectorCopy( right, tmp ); break;
case 1: VectorCopy( forward, tmp ); break;
case 2: VectorCopy( up, tmp ); break;
case 3: VectorScale( right, -1, tmp ); break;
case 4: VectorScale( forward, -1, tmp ); break;
case 5: VectorScale( up, -1, tmp ); break;
}
// R_StudioLighting( &lv, -1, 0, tmp ); // BUG: not updated
IMesh* pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
for (int k = 0; k < 4; ++k)
{
meshBuilder.Position3fv( p[boxpnt[j][k]].Base() );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
}
}
int CStudioRender::R_StudioRenderModel( IMatRenderContext *pRenderContext, int skin,
int body, int hitboxset, void /*IClientEntity*/ *pEntity,
IMaterial **ppMaterials, int *pMaterialFlags, int flags, int boneMask, int lod, ColorMeshInfo_t *pColorMeshes )
{
VPROF("CStudioRender::R_StudioRenderModel");
int nDrawGroup = flags & STUDIORENDER_DRAW_GROUP_MASK;
if ( m_pRC->m_Config.drawEntities == 2 )
{
if ( nDrawGroup != STUDIORENDER_DRAW_TRANSLUCENT_ONLY )
{
R_StudioDrawBones( );
}
return 0;
}
if ( m_pRC->m_Config.drawEntities == 3 )
{
if ( nDrawGroup != STUDIORENDER_DRAW_TRANSLUCENT_ONLY )
{
R_StudioDrawHulls( hitboxset, false );
}
return 0;
}
// BUG: This method is crap, though less crap than before. It should just sort
// the materials though it'll need to sort at render time as "skin"
// can change what materials a given mesh may use
int numTrianglesRendered = 0;
// don't try to use these if not supported
if ( IsPC() && !g_pMaterialSystemHardwareConfig->SupportsColorOnSecondStream() )
{
pColorMeshes = NULL;
}
// Build list of submodels
BodyPartInfo_t *pBodyPartInfo = (BodyPartInfo_t*)_alloca( m_pStudioHdr->numbodyparts * sizeof(BodyPartInfo_t) );
for ( int i=0 ; i < m_pStudioHdr->numbodyparts; ++i )
{
pBodyPartInfo[i].m_nSubModelIndex = R_StudioSetupModel( i, body, &pBodyPartInfo[i].m_pSubModel, m_pStudioHdr );
}
// mark possible translucent meshes
if ( nDrawGroup != STUDIORENDER_DRAW_TRANSLUCENT_ONLY )
{
// we're going to render the opaque meshes, so these will get counted in that pass
m_bSkippedMeshes = false;
m_bDrawTranslucentSubModels = false;
numTrianglesRendered += R_StudioRenderFinal( pRenderContext, skin, m_pStudioHdr->numbodyparts, pBodyPartInfo,
pEntity, ppMaterials, pMaterialFlags, boneMask, lod, pColorMeshes );
}
else
{
m_bSkippedMeshes = true;
}
if ( m_bSkippedMeshes && nDrawGroup != STUDIORENDER_DRAW_OPAQUE_ONLY )
{
m_bDrawTranslucentSubModels = true;
numTrianglesRendered += R_StudioRenderFinal( pRenderContext, skin, m_pStudioHdr->numbodyparts, pBodyPartInfo,
pEntity, ppMaterials, pMaterialFlags, boneMask, lod, pColorMeshes );
}
return numTrianglesRendered;
}
//-----------------------------------------------------------------------------
// Generate morph accumulator
//-----------------------------------------------------------------------------
void CStudioRender::GenerateMorphAccumulator( mstudiomodel_t *pSubModel )
{
// Deal with all flexes
// FIXME: HW Morphing doesn't work with translucent models yet
if ( !m_pRC->m_Config.m_bEnableHWMorph || !m_pRC->m_Config.bFlex || m_bDrawTranslucentSubModels ||
!g_pMaterialSystemHardwareConfig->HasFastVertexTextures() )
return;
int nActiveMeshCount = 0;
mstudiomesh_t *ppMeshes[512];
// First, build the list of meshes that need morphing
for ( int i = 0; i < pSubModel->nummeshes; ++i )
{
mstudiomesh_t *pMesh = pSubModel->pMesh(i);
studiomeshdata_t *pMeshData = &m_pStudioMeshes[pMesh->meshid];
Assert( pMeshData );
int nFlexCount = pMesh->numflexes;
if ( !nFlexCount )
continue;
for ( int j = 0; j < pMeshData->m_NumGroup; ++j )
{
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
bool bIsDeltaFlexed = (pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED) != 0;
if ( !bIsDeltaFlexed )
continue;
ppMeshes[nActiveMeshCount++] = pMesh;
Assert( nActiveMeshCount < 512 );
break;
}
}
if ( nActiveMeshCount == 0 )
return;
// HACK - Just turn off scissor for this model if it is doing morph accumulation
DisableScissor();
// Next, accumulate morphs for appropriate meshes
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->BeginMorphAccumulation();
for ( int i = 0; i < nActiveMeshCount; ++i )
{
mstudiomesh_t *pMesh = ppMeshes[i];
studiomeshdata_t *pMeshData = &m_pStudioMeshes[pMesh->meshid];
int nFlexCount = pMesh->numflexes;
MorphWeight_t *pWeights = (MorphWeight_t*)_alloca( nFlexCount * sizeof(MorphWeight_t) );
ComputeFlexWeights( nFlexCount, pMesh->pFlex(0), pWeights );
for ( int j = 0; j < pMeshData->m_NumGroup; ++j )
{
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
if ( !pGroup->m_pMorph )
continue;
pRenderContext->AccumulateMorph( pGroup->m_pMorph, nFlexCount, pWeights );
}
}
pRenderContext->EndMorphAccumulation();
}
//-----------------------------------------------------------------------------
// Computes eyeball state
//-----------------------------------------------------------------------------
void CStudioRender::ComputeEyelidStateFACS( mstudiomodel_t *pSubModel )
{
for ( int j = 0; j < pSubModel->numeyeballs; j++ )
{
// FIXME: This might not be necessary...
R_StudioEyeballPosition( pSubModel->pEyeball( j ), &m_pEyeballState[ j ] );
R_StudioEyelidFACS( pSubModel->pEyeball(j), &m_pEyeballState[j] );
}
}
/*
================
R_StudioRenderFinal
inputs:
outputs: returns the number of triangles rendered.
================
*/
int CStudioRender::R_StudioRenderFinal( IMatRenderContext *pRenderContext,
int skin, int nBodyPartCount, BodyPartInfo_t *pBodyPartInfo, void /*IClientEntity*/ *pClientEntity,
IMaterial **ppMaterials, int *pMaterialFlags, int boneMask, int lod, ColorMeshInfo_t *pColorMeshes )
{
VPROF("CStudioRender::R_StudioRenderFinal");
int numTrianglesRendered = 0;
for ( int i=0 ; i < nBodyPartCount; i++ )
{
m_pSubModel = pBodyPartInfo[i].m_pSubModel;
// NOTE: This has to run here because it effects flex targets,
// so therefore it must happen prior to GenerateMorphAccumulator.
ComputeEyelidStateFACS( m_pSubModel );
GenerateMorphAccumulator( m_pSubModel );
// Set up SW flex
m_VertexCache.SetBodyPart( i );
m_VertexCache.SetModel( pBodyPartInfo[i].m_nSubModelIndex );
numTrianglesRendered += R_StudioDrawPoints( pRenderContext, skin, pClientEntity,
ppMaterials, pMaterialFlags, boneMask, lod, pColorMeshes );
}
return numTrianglesRendered;
}
static ConVar r_flashlightscissor( "r_flashlightscissor", "1", 0 );
void CStudioRender::EnableScissor( FlashlightState_t *state )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
// Only scissor into the backbuffer
if ( r_flashlightscissor.GetBool() && state->DoScissor() && ( pRenderContext->GetRenderTarget() == NULL ) )
{
pRenderContext->SetScissorRect( state->GetLeft(), state->GetTop(), state->GetRight(), state->GetBottom(), true );
}
}
void CStudioRender::DisableScissor()
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
// Scissor even if we're not shadow depth mapping
if ( r_flashlightscissor.GetBool() )
{
pRenderContext->SetScissorRect( -1, -1, -1, -1, false );
}
}
//-----------------------------------------------------------------------------
// Draw shadows
//-----------------------------------------------------------------------------
void CStudioRender::DrawShadows( const DrawModelInfo_t& info, int flags, int boneMask )
{
if ( !m_ShadowState.Count() )
return;
VPROF("CStudioRender::DrawShadows");
IMaterial* pForcedMat = m_pRC->m_pForcedMaterial;
OverrideType_t nForcedType = m_pRC->m_nForcedMaterialType;
// Here, we have to redraw the model one time for each flashlight
// Having a material of NULL means that we are a light source.
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->SetFlashlightMode( true );
int i;
for (i = 0; i < m_ShadowState.Count(); ++i )
{
if( !m_ShadowState[i].m_pMaterial )
{
Assert( m_ShadowState[i].m_pFlashlightState && m_ShadowState[i].m_pWorldToTexture );
pRenderContext->SetFlashlightStateEx( *m_ShadowState[i].m_pFlashlightState, *m_ShadowState[i].m_pWorldToTexture, m_ShadowState[i].m_pFlashlightDepthTexture );
EnableScissor( m_ShadowState[i].m_pFlashlightState );
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 );
DisableScissor();
}
}
pRenderContext->SetFlashlightMode( false );
// Here, we have to redraw the model one time for each shadow
for (int i = 0; i < m_ShadowState.Count(); ++i )
{
if( m_ShadowState[i].m_pMaterial )
{
m_pRC->m_pForcedMaterial = m_ShadowState[i].m_pMaterial;
m_pRC->m_nForcedMaterialType = OVERRIDE_NORMAL;
R_StudioRenderModel( pRenderContext, 0, info.m_Body, 0, m_ShadowState[i].m_pProxyData,
NULL, NULL, flags, boneMask, info.m_Lod, NULL );
}
}
// Restore the previous forced material
m_pRC->m_pForcedMaterial = pForcedMat;
m_pRC->m_nForcedMaterialType = nForcedType;
}
void CStudioRender::DrawStaticPropShadows( const DrawModelInfo_t &info, const StudioRenderContext_t &rc, const matrix3x4_t& rootToWorld, int flags )
{
memcpy( &m_StaticPropRootToWorld, &rootToWorld, sizeof(matrix3x4_t) );
memcpy( &m_PoseToWorld[0], &rootToWorld, sizeof(matrix3x4_t) );
m_pRC = const_cast< StudioRenderContext_t* >( &rc );
m_pBoneToWorld = &m_StaticPropRootToWorld;
m_pStudioHdr = info.m_pStudioHdr;
m_pStudioMeshes = info.m_pHardwareData->m_pLODs[info.m_Lod].m_pMeshData;
DrawShadows( info, flags, BONE_USED_BY_ANYTHING );
m_pRC = NULL;
m_pBoneToWorld = NULL;
}
// Draw flashlight lighting on decals.
void CStudioRender::DrawFlashlightDecals( const DrawModelInfo_t& info, int lod )
{
if ( !m_ShadowState.Count() )
return;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->SetFlashlightMode( true );
int i;
for (i = 0; i < m_ShadowState.Count(); ++i )
{
// This isn't clear. This means that this is a flashlight if the material is NULL. FLASHLIGHTFIXME
if( !m_ShadowState[i].m_pMaterial )
{
Assert( m_ShadowState[i].m_pFlashlightState && m_ShadowState[i].m_pWorldToTexture );
pRenderContext->SetFlashlightStateEx( *m_ShadowState[i].m_pFlashlightState, *m_ShadowState[i].m_pWorldToTexture, m_ShadowState[i].m_pFlashlightDepthTexture );
EnableScissor( m_ShadowState[i].m_pFlashlightState );
DrawDecal( info, lod, info.m_Body );
DisableScissor();
}
}
pRenderContext->SetFlashlightMode( false );
}
static matrix3x4_t *ComputeSkinMatrix( mstudioboneweight_t &boneweights, matrix3x4_t *pPoseToWorld, matrix3x4_t &result )
{
float flWeight0, flWeight1, flWeight2;
switch( boneweights.numbones )
{
default:
case 1:
return &pPoseToWorld[(unsigned)boneweights.bone[0]];
case 2:
{
matrix3x4_t &boneMat0 = pPoseToWorld[(unsigned)boneweights.bone[0]];
matrix3x4_t &boneMat1 = pPoseToWorld[(unsigned)boneweights.bone[1]];
flWeight0 = boneweights.weight[0];
flWeight1 = boneweights.weight[1];
// NOTE: Inlining here seems to make a fair amount of difference
result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1;
result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1;
result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1;
result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1;
result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1;
result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1;
result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1;
result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1;
result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1;
result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1;
result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1;
result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1;
}
return &result;
case 3:
{
matrix3x4_t &boneMat0 = pPoseToWorld[(unsigned)boneweights.bone[0]];
matrix3x4_t &boneMat1 = pPoseToWorld[(unsigned)boneweights.bone[1]];
matrix3x4_t &boneMat2 = pPoseToWorld[(unsigned)boneweights.bone[2]];
flWeight0 = boneweights.weight[0];
flWeight1 = boneweights.weight[1];
flWeight2 = boneweights.weight[2];
result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2;
result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2;
result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2;
result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2;
result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2;
result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2;
result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2;
result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2;
result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2;
result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2;
result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2;
result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2;
}
return &result;
case 4:
Assert(0);
#if (MAX_NUM_BONES_PER_VERT > 3)
{
// Don't compile this if MAX_NUM_BONES_PER_VERT is too low
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
matrix3x4_t &boneMat2 = pPoseToWorld[boneweights.bone[2]];
matrix3x4_t &boneMat3 = pPoseToWorld[boneweights.bone[3]];
flWeight0 = boneweights.weight[0];
flWeight1 = boneweights.weight[1];
flWeight2 = boneweights.weight[2];
float flWeight3 = boneweights.weight[3];
result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2 + boneMat3[0][0] * flWeight3;
result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2 + boneMat3[0][1] * flWeight3;
result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2 + boneMat3[0][2] * flWeight3;
result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2 + boneMat3[0][3] * flWeight3;
result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2 + boneMat3[1][0] * flWeight3;
result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2 + boneMat3[1][1] * flWeight3;
result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2 + boneMat3[1][2] * flWeight3;
result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2 + boneMat3[1][3] * flWeight3;
result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2 + boneMat3[2][0] * flWeight3;
result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2 + boneMat3[2][1] * flWeight3;
result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2 + boneMat3[2][2] * flWeight3;
result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2 + boneMat3[2][3] * flWeight3;
}
return &result;
#endif
}
Assert(0);
return NULL;
}
static matrix3x4_t *ComputeSkinMatrixSSE( mstudioboneweight_t &boneweights, matrix3x4_t *pPoseToWorld, matrix3x4_t &result )
{
// NOTE: pPoseToWorld, being cache aligned, doesn't need explicit initialization
#if defined( _WIN32 ) && !defined( _X360 )
switch( boneweights.numbones )
{
default:
case 1:
return &pPoseToWorld[boneweights.bone[0]];
case 2:
{
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
float *pWeights = boneweights.weight;
_asm
{
mov eax, DWORD PTR [pWeights]
movss xmm6, dword ptr[eax] ; boneweights.weight[0]
movss xmm7, dword ptr[eax + 4] ; boneweights.weight[1]
mov eax, DWORD PTR [boneMat0]
mov ecx, DWORD PTR [boneMat1]
mov edi, DWORD PTR [result]
// Fill xmm6, and 7 with all the bone weights
shufps xmm6, xmm6, 0
shufps xmm7, xmm7, 0
// Load up all rows of the three matrices
movaps xmm0, XMMWORD PTR [eax]
movaps xmm1, XMMWORD PTR [ecx]
movaps xmm2, XMMWORD PTR [eax + 16]
movaps xmm3, XMMWORD PTR [ecx + 16]
movaps xmm4, XMMWORD PTR [eax + 32]
movaps xmm5, XMMWORD PTR [ecx + 32]
// Multiply the rows by the weights
mulps xmm0, xmm6
mulps xmm1, xmm7
mulps xmm2, xmm6
mulps xmm3, xmm7
mulps xmm4, xmm6
mulps xmm5, xmm7
addps xmm0, xmm1
addps xmm2, xmm3
addps xmm4, xmm5
movaps XMMWORD PTR [edi], xmm0
movaps XMMWORD PTR [edi + 16], xmm2
movaps XMMWORD PTR [edi + 32], xmm4
}
}
return &result;
case 3:
{
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
matrix3x4_t &boneMat2 = pPoseToWorld[boneweights.bone[2]];
float *pWeights = boneweights.weight;
_asm
{
mov eax, DWORD PTR [pWeights]
movss xmm5, dword ptr[eax] ; boneweights.weight[0]
movss xmm6, dword ptr[eax + 4] ; boneweights.weight[1]
movss xmm7, dword ptr[eax + 8] ; boneweights.weight[2]
mov eax, DWORD PTR [boneMat0]
mov ecx, DWORD PTR [boneMat1]
mov edx, DWORD PTR [boneMat2]
mov edi, DWORD PTR [result]
// Fill xmm5, 6, and 7 with all the bone weights
shufps xmm5, xmm5, 0
shufps xmm6, xmm6, 0
shufps xmm7, xmm7, 0
// Load up the first row of the three matrices
movaps xmm0, XMMWORD PTR [eax]
movaps xmm1, XMMWORD PTR [ecx]
movaps xmm2, XMMWORD PTR [edx]
// Multiply the rows by the weights
mulps xmm0, xmm5
mulps xmm1, xmm6
mulps xmm2, xmm7
addps xmm0, xmm1
addps xmm0, xmm2
movaps XMMWORD PTR [edi], xmm0
// Load up the second row of the three matrices
movaps xmm0, XMMWORD PTR [eax + 16]
movaps xmm1, XMMWORD PTR [ecx + 16]
movaps xmm2, XMMWORD PTR [edx + 16]
// Multiply the rows by the weights
mulps xmm0, xmm5
mulps xmm1, xmm6
mulps xmm2, xmm7
addps xmm0, xmm1
addps xmm0, xmm2
movaps XMMWORD PTR [edi + 16], xmm0
// Load up the third row of the three matrices
movaps xmm0, XMMWORD PTR [eax + 32]
movaps xmm1, XMMWORD PTR [ecx + 32]
movaps xmm2, XMMWORD PTR [edx + 32]
// Multiply the rows by the weights
mulps xmm0, xmm5
mulps xmm1, xmm6
mulps xmm2, xmm7
addps xmm0, xmm1
addps xmm0, xmm2
movaps XMMWORD PTR [edi + 32], xmm0
}
}
return &result;
case 4:
Assert(0);
#if (MAX_NUM_BONES_PER_VERT > 3)
{
// Don't compile this if MAX_NUM_BONES_PER_VERT is too low
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
matrix3x4_t &boneMat2 = pPoseToWorld[boneweights.bone[2]];
matrix3x4_t &boneMat3 = pPoseToWorld[boneweights.bone[3]];
float *pWeights = boneweights.weight;
_asm
{
mov eax, DWORD PTR [pWeights]
movss xmm4, dword ptr[eax] ; boneweights.weight[0]
movss xmm5, dword ptr[eax + 4] ; boneweights.weight[1]
movss xmm6, dword ptr[eax + 8] ; boneweights.weight[2]
movss xmm7, dword ptr[eax + 12] ; boneweights.weight[3]
mov eax, DWORD PTR [boneMat0]
mov ecx, DWORD PTR [boneMat1]
mov edx, DWORD PTR [boneMat2]
mov esi, DWORD PTR [boneMat3]
mov edi, DWORD PTR [result]
// Fill xmm5, 6, and 7 with all the bone weights
shufps xmm4, xmm4, 0
shufps xmm5, xmm5, 0
shufps xmm6, xmm6, 0
shufps xmm7, xmm7, 0
// Load up the first row of the four matrices
movaps xmm0, XMMWORD PTR [eax]
movaps xmm1, XMMWORD PTR [ecx]
movaps xmm2, XMMWORD PTR [edx]
movaps xmm3, XMMWORD PTR [esi]
// Multiply the rows by the weights
mulps xmm0, xmm4
mulps xmm1, xmm5
mulps xmm2, xmm6
mulps xmm3, xmm7
addps xmm0, xmm1
addps xmm2, xmm3
addps xmm0, xmm2
movaps XMMWORD PTR [edi], xmm0
// Load up the second row of the three matrices
movaps xmm0, XMMWORD PTR [eax + 16]
movaps xmm1, XMMWORD PTR [ecx + 16]
movaps xmm2, XMMWORD PTR [edx + 16]
movaps xmm3, XMMWORD PTR [esi + 16]
// Multiply the rows by the weights
mulps xmm0, xmm4
mulps xmm1, xmm5
mulps xmm2, xmm6
mulps xmm3, xmm7
addps xmm0, xmm1
addps xmm2, xmm3
addps xmm0, xmm2
movaps XMMWORD PTR [edi + 16], xmm0
// Load up the third row of the three matrices
movaps xmm0, XMMWORD PTR [eax + 32]
movaps xmm1, XMMWORD PTR [ecx + 32]
movaps xmm2, XMMWORD PTR [edx + 32]
movaps xmm3, XMMWORD PTR [esi + 32]
// Multiply the rows by the weights
mulps xmm0, xmm4
mulps xmm1, xmm5
mulps xmm2, xmm6
mulps xmm3, xmm7
addps xmm0, xmm1
addps xmm2, xmm3
addps xmm0, xmm2
movaps XMMWORD PTR [edi + 32], xmm0
}
}
return &result;
#endif
}
#elif POSIX
#warning "ComputeSkinMatrixSSE C implementation only"
return ComputeSkinMatrix( boneweights, pPoseToWorld, result );
#elif defined( _X360 )
return ComputeSkinMatrix( boneweights, pPoseToWorld, result );
#else
#error
#endif
Assert( 0 );
return NULL;
}
//-----------------------------------------------------------------------------
// Designed for inter-module draw optimized calling, requires R_InitLightEffectWorld3()
// Compute the lighting at a point and normal
// Uses the set function pointer
// Final lighting is in gamma space
//-----------------------------------------------------------------------------
static lightpos_t lightpos[MAXLOCALLIGHTS];
inline void CStudioRender::R_ComputeLightAtPoint3( const Vector &pos, const Vector &normal, Vector &color )
{
if ( m_pRC->m_Config.fullbright )
{
color.Init( 1.0f, 1.0f, 1.0f );
return;
}
// Set up lightpos[i].dot, lightpos[i].falloff, and lightpos[i].delta for all lights
R_LightStrengthWorld( pos, m_pRC->m_NumLocalLights, m_pRC->m_LocalLights, lightpos );
// calculate ambient values from the ambient cube given a normal.
R_LightAmbient_4D( normal, m_pRC->m_LightBoxColors, color );
// Calculate color given lightpos_t lightpos, a normal, and the ambient
// color from the ambient cube calculated above.
Assert(R_LightEffectsWorld3);
R_LightEffectsWorld3( m_pRC->m_LocalLights, lightpos, normal, color );
}
// define SPECIAL_SSE_MESH_PROCESSOR to enable code which contains a special optimized SSE lighting loop, significantly
// improving software vertex processing performace.
#if defined( _WIN32 ) && !defined( _X360 )
#define SPECIAL_SSE_MESH_PROCESSOR
#endif
#ifdef SPECIAL_SSE_MESH_PROCESSOR
//#define VERIFY_SSE_LIGHTING
// false: MAX(0,L*N) true: .5*(L.N)+.5. set based on material
static bool SSELightingHalfLambert;
// These variables are used by the special SSE lighting path. The
// lighting path calculates them everytime it processes a mesh so their
// is no need to keep them in sync with changes to the other light variables
static fltx4 OneOver_ThetaDot_Minus_PhiDot[MAXLOCALLIGHTS]; // 1/(theta-phi)
void CStudioRender::R_MouthLighting( fltx4 fIllum, const FourVectors& normal, const FourVectors& forward, FourVectors &light )
{
fltx4 dot = SubSIMD(Four_Zeros,normal*forward);
dot=MaxSIMD(Four_Zeros,dot);
dot=MulSIMD(fIllum,dot);
light *= dot;
}
inline void CStudioRender::R_ComputeLightAtPoints3( const FourVectors &pos, const FourVectors &normal, FourVectors &color )
{
if ( m_pRC->m_Config.fullbright )
{
color.DuplicateVector( Vector( 1.0f, 1.0f, 1.0f ) );
return;
}
R_LightAmbient_4D( normal, m_pRC->m_LightBoxColors, color );
// now, add in contribution from all lights
for ( int i = 0; i < m_pRC->m_NumLocalLights; i++)
{
FourVectors delta;
LightDesc_t const *wl = m_pRC->m_LocalLights+i;
Assert((wl->m_Type==MATERIAL_LIGHT_POINT) || (wl->m_Type==MATERIAL_LIGHT_SPOT) || (wl->m_Type==MATERIAL_LIGHT_DIRECTIONAL));
switch (wl->m_Type)
{
case MATERIAL_LIGHT_POINT:
case MATERIAL_LIGHT_SPOT:
delta.DuplicateVector(wl->m_Position);
delta-=pos;
break;
case MATERIAL_LIGHT_DIRECTIONAL:
delta.DuplicateVector(wl->m_Direction);
delta*=-1.0;
break;
}
fltx4 falloff = R_WorldLightDistanceFalloff( wl, delta);
delta.VectorNormalizeFast();
fltx4 strength=delta*normal;
if (SSELightingHalfLambert)
{
strength=AddSIMD(MulSIMD(strength,Four_PointFives),Four_PointFives);
}
else
strength=MaxSIMD(Four_Zeros,delta*normal);
switch(wl->m_Type)
{
case MATERIAL_LIGHT_POINT:
// half-lambert
break;
case MATERIAL_LIGHT_SPOT:
{
fltx4 dot2=SubSIMD(Four_Zeros,delta*wl->m_Direction); // dot position with spot light dir for cone falloff
fltx4 cone_falloff_scale=MulSIMD(OneOver_ThetaDot_Minus_PhiDot[i],
SubSIMD(dot2,ReplicateX4(wl->m_PhiDot)));
cone_falloff_scale=MinSIMD(cone_falloff_scale,Four_Ones);
if ((wl->m_Falloff!=0.0) && (wl->m_Falloff!=1.0))
{
// !!speed!! could compute integer exponent needed by powsimd and store in light
cone_falloff_scale=PowSIMD(cone_falloff_scale,wl->m_Falloff);
}
strength=MulSIMD(cone_falloff_scale,strength);
// now, zero out lighting where dot2<phidot. This will mask out any invalid results
// from pow function, etc
fltx4 OutsideMask=CmpGtSIMD(dot2,ReplicateX4(wl->m_PhiDot)); // outside light cone?
strength=AndSIMD(OutsideMask,strength);
}
break;
case MATERIAL_LIGHT_DIRECTIONAL:
break;
}
strength=MulSIMD(strength,falloff);
color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(wl->m_Color.x)));
color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(wl->m_Color.y)));
color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(wl->m_Color.z)));
}
}
#endif // SPECIAL_SSE_MESH_PROCESSOR
//-----------------------------------------------------------------------------
// Optimized for low-end hardware
//-----------------------------------------------------------------------------
#pragma warning (disable:4701)
// NOTE: I'm using this crazy wrapper because using straight template functions
// doesn't appear to work with function tables
template< int nHasTangentSpace, int nDoFlex, int nHasSIMD, int nLighting, int nDX8VertexFormat >
class CProcessMeshWrapper
{
public:
static void R_PerformLighting( const Vector &forward, float fIllum,
const Vector &pos, const Vector &norm, unsigned int nAlphaMask, unsigned int *pColor )
{
if ( nLighting == LIGHTING_SOFTWARE )
{
Vector color;
g_StudioRender.R_ComputeLightAtPoint3( pos, norm, color );
unsigned char r = LinearToLightmap( color.x );
unsigned char g = LinearToLightmap( color.y );
unsigned char b = LinearToLightmap( color.z );
*pColor = b | (g << 8) | (r << 16) | nAlphaMask;
}
else if ( nLighting == LIGHTING_MOUTH )
{
if ( fIllum != 0.0f )
{
Vector color;
g_StudioRender.R_ComputeLightAtPoint3( pos, norm, color );
g_StudioRender.R_MouthLighting( fIllum, norm, forward, color );
unsigned char r = LinearToLightmap( color.x );
unsigned char g = LinearToLightmap( color.y );
unsigned char b = LinearToLightmap( color.z );
*pColor = b | (g << 8) | (r << 16) | nAlphaMask;
}
else
{
*pColor = nAlphaMask;
}
}
}
static void R_TransformVert( const Vector *pSrcPos, const Vector *pSrcNorm, const Vector4D *pSrcTangentS,
matrix3x4_t *pSkinMat, VectorAligned &pos, Vector &norm, Vector4DAligned &tangentS )
{
// NOTE: Could add SSE stuff here, if we knew what SSE stuff could make it faster
pos.x = pSrcPos->x * (*pSkinMat)[0][0] + pSrcPos->y * (*pSkinMat)[0][1] + pSrcPos->z * (*pSkinMat)[0][2] + (*pSkinMat)[0][3];
norm.x = pSrcNorm->x * (*pSkinMat)[0][0] + pSrcNorm->y * (*pSkinMat)[0][1] + pSrcNorm->z * (*pSkinMat)[0][2];
pos.y = pSrcPos->x * (*pSkinMat)[1][0] + pSrcPos->y * (*pSkinMat)[1][1] + pSrcPos->z * (*pSkinMat)[1][2] + (*pSkinMat)[1][3];
norm.y = pSrcNorm->x * (*pSkinMat)[1][0] + pSrcNorm->y * (*pSkinMat)[1][1] + pSrcNorm->z * (*pSkinMat)[1][2];
pos.z = pSrcPos->x * (*pSkinMat)[2][0] + pSrcPos->y * (*pSkinMat)[2][1] + pSrcPos->z * (*pSkinMat)[2][2] + (*pSkinMat)[2][3];
norm.z = pSrcNorm->x * (*pSkinMat)[2][0] + pSrcNorm->y * (*pSkinMat)[2][1] + pSrcNorm->z * (*pSkinMat)[2][2];
if ( nHasTangentSpace )
{
tangentS.x = pSrcTangentS->x * (*pSkinMat)[0][0] + pSrcTangentS->y * (*pSkinMat)[0][1] + pSrcTangentS->z * (*pSkinMat)[0][2];
tangentS.y = pSrcTangentS->x * (*pSkinMat)[1][0] + pSrcTangentS->y * (*pSkinMat)[1][1] + pSrcTangentS->z * (*pSkinMat)[1][2];
tangentS.z = pSrcTangentS->x * (*pSkinMat)[2][0] + pSrcTangentS->y * (*pSkinMat)[2][1] + pSrcTangentS->z * (*pSkinMat)[2][2];
tangentS.w = pSrcTangentS->w;
}
}
static void R_StudioSoftwareProcessMesh( const mstudio_meshvertexdata_t *vertData, matrix3x4_t *pPoseToWorld,
CCachedRenderData &vertexCache, CMeshBuilder& meshBuilder, int numVertices, unsigned short* pGroupToMesh, unsigned int nAlphaMask,
IMaterial* pMaterial)
{
Vector color;
Vector4D *pStudioTangentS;
Vector4DAligned tangentS;
Vector *pSrcPos;
Vector *pSrcNorm;
Vector4D *pSrcTangentS = NULL;
ALIGN16 ModelVertexDX8_t dstVertex ALIGN16_POST;
dstVertex.m_flBoneWeights[0] = 1.0f;
dstVertex.m_flBoneWeights[1] = 0.0f;
dstVertex.m_nBoneIndices = 0;
dstVertex.m_nColor = 0xFFFFFFFF;
dstVertex.m_vecUserData.Init( 1.0f, 0.0f, 0.0f, 1.0f );
ALIGN16 matrix3x4_t temp ALIGN16_POST;
ALIGN16 matrix3x4_t *pSkinMat ALIGN16_POST;
int ntemp[PREFETCH_VERT_COUNT];
Assert( numVertices > 0 );
mstudiovertex_t *pVertices = vertData->Vertex( 0 );
if (nHasTangentSpace)
{
pStudioTangentS = vertData->TangentS( 0 );
Assert( pStudioTangentS->w == -1.0f || pStudioTangentS->w == 1.0f );
}
// Mouth related stuff...
float fIllum = 1.0f;
Vector forward;
if (nLighting == LIGHTING_MOUTH)
{
g_StudioRender.R_MouthComputeLightingValues( fIllum, forward );
}
if ((nLighting == LIGHTING_MOUTH) || (nLighting == LIGHTING_SOFTWARE))
{
g_StudioRender.R_InitLightEffectsWorld3();
}
#ifdef _DEBUG
// In debug, clear it out to ensure we aren't accidentially calling
// the last setup for R_ComputeLightForPoint3.
else
{
g_StudioRender.R_LightEffectsWorld3 = NULL;
}
#endif
#if defined( _WIN32 ) && !defined( _X360 )
if ( nHasSIMD )
{
// Precaches the data
_mm_prefetch( (char*)((int)pGroupToMesh & (~0x1F)), _MM_HINT_NTA );
}
#endif
for ( int i = 0; i < PREFETCH_VERT_COUNT; ++i )
{
ntemp[i] = pGroupToMesh[i];
#if defined( _WIN32 ) && !defined( _X360 )
if ( nHasSIMD )
{
char *pMem = (char*)&pVertices[ntemp[i]];
_mm_prefetch( pMem, _MM_HINT_NTA );
_mm_prefetch( pMem + 32, _MM_HINT_NTA );
if ( nHasTangentSpace )
{
_mm_prefetch( (char*)&pStudioTangentS[ntemp[i]], _MM_HINT_NTA );
}
}
#endif
}
int n, idx;
for ( int j=0; j < numVertices; ++j )
{
#if defined( _WIN32 ) && !defined( _X360 )
if ( nHasSIMD )
{
char *pMem = (char*)&pGroupToMesh[j + PREFETCH_VERT_COUNT + 1];
_mm_prefetch( (char*)((int)pMem & (~0x1F)), _MM_HINT_NTA );
}
#endif
idx = j & (PREFETCH_VERT_COUNT-1);
n = ntemp[idx];
mstudiovertex_t &vert = pVertices[n];
ntemp[idx] = pGroupToMesh[j + PREFETCH_VERT_COUNT];
// Compute the skinning matrix
if ( nHasSIMD )
{
pSkinMat = ComputeSkinMatrixSSE( vert.m_BoneWeights, pPoseToWorld, temp );
}
else
{
pSkinMat = ComputeSkinMatrix( vert.m_BoneWeights, pPoseToWorld, temp );
}
// transform into world space
if (nDoFlex && vertexCache.IsVertexFlexed(n))
{
CachedPosNormTan_t* pFlexedVertex = vertexCache.GetFlexVertex(n);
pSrcPos = &pFlexedVertex->m_Position;
pSrcNorm = &pFlexedVertex->m_Normal;
if (nHasTangentSpace)
{
pSrcTangentS = &pFlexedVertex->m_TangentS;
Assert( pSrcTangentS->w == -1.0f || pSrcTangentS->w == 1.0f );
}
}
else
{
pSrcPos = &vert.m_vecPosition;
pSrcNorm = &vert.m_vecNormal;
if (nHasTangentSpace)
{
pSrcTangentS = &pStudioTangentS[n];
Assert( pSrcTangentS->w == -1.0f || pSrcTangentS->w == 1.0f );
}
}
// Transform the vert into world space
R_TransformVert( pSrcPos, pSrcNorm, pSrcTangentS, pSkinMat,
*(VectorAligned*)&dstVertex.m_vecPosition, dstVertex.m_vecNormal, *(Vector4DAligned*)&dstVertex.m_vecUserData );
#if defined( _WIN32 ) && !defined( _X360 )
if ( nHasSIMD )
{
_mm_prefetch( (char*)&pVertices[ntemp[idx]], _MM_HINT_NTA);
_mm_prefetch( (char*)&pVertices[ntemp[idx]] + 32, _MM_HINT_NTA );
if ( nHasTangentSpace )
{
_mm_prefetch( (char*)&pStudioTangentS[ntemp[idx]], _MM_HINT_NTA );
}
}
#endif
// Compute lighting
R_PerformLighting( forward, fIllum, dstVertex.m_vecPosition, dstVertex.m_vecNormal, nAlphaMask, &dstVertex.m_nColor );
dstVertex.m_vecTexCoord = vert.m_vecTexCoord;
if ( IsX360() || nDX8VertexFormat )
{
#if !defined( _X360 )
Assert( dstVertex.m_vecUserData.w == -1.0f || dstVertex.m_vecUserData.w == 1.0f );
// TODO(nillerusr): uncomment when i remove -mfpmath=387 from compiler options
//if ( nHasSIMD )
//{
// meshBuilder.FastVertexSSE( dstVertex );
//}
//else
5 years ago
{
meshBuilder.FastVertex( dstVertex );
}
#else
meshBuilder.VertexDX8ToX360( dstVertex );
#endif
}
else
{
if ( nHasSIMD )
{
meshBuilder.FastVertexSSE( *(ModelVertexDX7_t*)&dstVertex );
}
else
{
meshBuilder.FastVertex( *(ModelVertexDX7_t*)&dstVertex );
}
}
}
meshBuilder.FastAdvanceNVertices( numVertices );
}
#ifdef SPECIAL_SSE_MESH_PROCESSOR
#ifdef VERIFY_SSE_LIGHTING
static int NotCloseEnough( float a, float b )
{
// check if 2 linear lighting values are close enough between the sse and non see lighting model
// no point being more precise than 1% since it all maps to 8 bit anyway
float thresh=0.1f*fabs( a );
if ( thresh < 0.1f )
thresh = 0.1f;
return ( fabs( a-b ) > thresh );
}
#endif
// this special version of the vertex processor does 4 vertices at once, so that they can be lit using SSE instructions. This provides
// a >2x speedup in the lit case
static void R_PerformVectorizedLightingSSE( const FourVectors &forward, fltx4 fIllum, ModelVertexDX8_t *dst, unsigned int nAlphaMask)
{
if ( nLighting == LIGHTING_SOFTWARE )
{
#ifdef VERIFY_SSE_LIGHTING
// if ( (g_StudioRender.m_NumLocalLights==1) &&
// ( (g_StudioRender.m_LocalLights[0].m_Type==MATERIAL_LIGHT_SPOT)))
// {
// // ihvtest doesn't use different exponents for its spots,
// // so i mess with the exponents when testing
// static int ctr=0;
// static float exps[8]={0,1,2,3,4,4.5,5.25,2.5};
// ctr=(ctr+1)&7;
// g_StudioRender.m_LocalLights[0].m_Falloff=exps[ctr];
// }
#endif
FourVectors Position;
Position.LoadAndSwizzleAligned(dst[0].m_vecPosition,dst[1].m_vecPosition,dst[2].m_vecPosition,dst[3].m_vecPosition);
FourVectors Normal(dst[0].m_vecNormal,dst[1].m_vecNormal,dst[2].m_vecNormal,dst[3].m_vecNormal);
FourVectors Color;
g_StudioRender.R_ComputeLightAtPoints3( Position, Normal, Color);
for (int i=0; i<4; i++)
{
Vector color;
#ifdef VERIFY_SSE_LIGHTING
// debug - check sse version against "real" version
g_StudioRender.R_ComputeLightAtPoint3( dst[i].m_vecPosition,dst[i].m_vecNormal, color );
if ( NotCloseEnough(color.x,Color.X(i)) ||
NotCloseEnough(color.y,Color.Y(i)) ||
NotCloseEnough(color.z,Color.Z(i)))
{
Assert(0);
// recompute so can step in debugger
g_StudioRender.R_ComputeLightAtPoints3( Position,Normal,Color);
g_StudioRender.R_ComputeLightAtPoint3( dst[i].m_vecPosition,dst[i].m_vecNormal, color );
}
#endif
unsigned char r = LinearToLightmap( Color.X(i) );
unsigned char g = LinearToLightmap( Color.Y(i) );
unsigned char b = LinearToLightmap( Color.Z(i) );
dst[i].m_nColor = b | (g << 8) | (r << 16) | nAlphaMask;
}
}
else if ( nLighting == LIGHTING_MOUTH )
{
FourVectors Position;
Position.LoadAndSwizzleAligned(dst[0].m_vecPosition,dst[1].m_vecPosition,dst[2].m_vecPosition,dst[3].m_vecPosition);
FourVectors Normal(dst[0].m_vecNormal,dst[1].m_vecNormal,dst[2].m_vecNormal,dst[3].m_vecNormal);
FourVectors Color;
g_StudioRender.R_ComputeLightAtPoints3( Position, Normal, Color);
g_StudioRender.R_MouthLighting( fIllum, Normal, forward, Color );
for (int i=0; i<4; i++)
{
unsigned char r = LinearToLightmap( Color.X(i) );
unsigned char g = LinearToLightmap( Color.Y(i) );
unsigned char b = LinearToLightmap( Color.Z(i) );
dst[i].m_nColor = b | (g << 8) | (r << 16) | nAlphaMask;
}
}
}
static void R_StudioSoftwareProcessMeshSSE_DX7( const mstudio_meshvertexdata_t *vertData, matrix3x4_t *pPoseToWorld,
CCachedRenderData &vertexCache, CMeshBuilder& meshBuilder,
int numVertices, unsigned short* pGroupToMesh, unsigned int nAlphaMask,
IMaterial* pMaterial)
{
Assert( numVertices > 0 );
mstudiovertex_t *pVertices = vertData->Vertex( 0 );
#define N_VERTS_TO_DO_AT_ONCE 4 // for SSE processing
Assert(N_VERTS_TO_DO_AT_ONCE<=PREFETCH_VERT_COUNT);
SSELightingHalfLambert=(pMaterial && (pMaterial->GetMaterialVarFlag( MATERIAL_VAR_HALFLAMBERT)));
Vector color;
Vector *pSrcPos;
Vector *pSrcNorm;
ALIGN16 ModelVertexDX8_t dstVertexBuf[N_VERTS_TO_DO_AT_ONCE] ALIGN16_POST;
for(int i=0;i<N_VERTS_TO_DO_AT_ONCE;i++)
{
dstVertexBuf[i].m_flBoneWeights[0] = 1.0f;
dstVertexBuf[i].m_flBoneWeights[1] = 0.0f;
dstVertexBuf[i].m_nBoneIndices = 0;
dstVertexBuf[i].m_nColor = 0xFFFFFFFF;
dstVertexBuf[i].m_vecUserData.Init( 1.0f, 0.0f, 0.0f, 1.0f );
}
// do per-light precalcs. Better than doing them per vertex
for ( int l = 0; l < g_StudioRender.m_pRC->m_NumLocalLights; l++)
{
LightDesc_t *wl=g_StudioRender.m_pRC->m_LocalLights+l;
if (wl->m_Type==MATERIAL_LIGHT_SPOT)
{
float spread=wl->m_ThetaDot-wl->m_PhiDot;
if (spread>1.0e-10)
{
// note - this quantity is very sensitive to round off error. the sse
// reciprocal approximation won't cut it here.
OneOver_ThetaDot_Minus_PhiDot[l]=ReplicateX4(1.0/spread);
}
else
{
// hard falloff instead of divide by zero
OneOver_ThetaDot_Minus_PhiDot[l]=ReplicateX4(1.0);
}
}
}
ALIGN16 matrix3x4_t temp ALIGN16_POST;
ALIGN16 matrix3x4_t *pSkinMat ALIGN16_POST;
// Mouth related stuff...
float fIllum = 1.0f;
fltx4 fIllumReplicated;
Vector forward;
FourVectors mouth_forward;
if (nLighting == LIGHTING_MOUTH)
{
g_StudioRender.R_MouthComputeLightingValues( fIllum, forward );
mouth_forward.DuplicateVector(forward);
}
fIllumReplicated=ReplicateX4(fIllum);
if ((nLighting == LIGHTING_MOUTH) || (nLighting == LIGHTING_SOFTWARE))
{
g_StudioRender.R_InitLightEffectsWorld3();
}
#ifdef _DEBUG
// In debug, clear it out to ensure we aren't accidentially calling
// the last setup for R_ComputeLightForPoint3.
else
{
g_StudioRender.R_LightEffectsWorld3 = NULL;
}
#endif
int n_iters=numVertices;
ModelVertexDX8_t *dst=dstVertexBuf;
while(1)
{
for(int subc=0;subc<4;subc++)
{
int n=*(pGroupToMesh++);
mstudiovertex_t &vert = pVertices[n];
// Compute the skinning matrix
pSkinMat = ComputeSkinMatrixSSE( vert.m_BoneWeights, pPoseToWorld, temp );
// transform into world space
if (nDoFlex && vertexCache.IsVertexFlexed(n))
{
CachedPosNormTan_t* pFlexedVertex = vertexCache.GetFlexVertex(n);
pSrcPos = &pFlexedVertex->m_Position;
pSrcNorm = &pFlexedVertex->m_Normal;
}
else
{
pSrcPos = &vert.m_vecPosition;
pSrcNorm = &vert.m_vecNormal;
}
// Transform the vert into world space
R_TransformVert( pSrcPos, pSrcNorm, 0, pSkinMat,
*(VectorAligned*)&dst->m_vecPosition, dst->m_vecNormal, *(Vector4DAligned*)&dst->m_vecUserData );
dst->m_vecTexCoord = vert.m_vecTexCoord;
dst++;
}
n_iters-=4;
dst=dstVertexBuf;
// Compute lighting
R_PerformVectorizedLightingSSE( mouth_forward, fIllumReplicated, dst, nAlphaMask);
if (n_iters<=0) // partial copy back?
{
// copy 1..3 verts
while(n_iters!=-4)
{
meshBuilder.FastVertexSSE( *(ModelVertexDX7_t*)dst );
n_iters--;
dst++;
}
break;
}
else
{
meshBuilder.Fast4VerticesSSE(
(ModelVertexDX7_t*)&(dst[0]),
(ModelVertexDX7_t*)&(dst[1]),
(ModelVertexDX7_t*)&(dst[2]),
(ModelVertexDX7_t*)&(dst[3]));
}
}
meshBuilder.FastAdvanceNVertices( numVertices );
}
#endif // SPECIAL_SSE_MESH_PROCESSOR
};
//-----------------------------------------------------------------------------
// Draws the mesh as tristrips using software
//-----------------------------------------------------------------------------
#if !defined( _X360 )
typedef CProcessMeshWrapper< false, false, false, LIGHTING_HARDWARE, false > ProcessMesh000H7_t;
typedef CProcessMeshWrapper< false, false, false, LIGHTING_SOFTWARE, false > ProcessMesh000S7_t;
typedef CProcessMeshWrapper< false, false, false, LIGHTING_MOUTH, false > ProcessMesh000M7_t;
#endif
#if !defined( _X360 )
typedef CProcessMeshWrapper< false, false, true, LIGHTING_HARDWARE, false > ProcessMesh001H7_t;
typedef CProcessMeshWrapper< false, false, true, LIGHTING_SOFTWARE, false > ProcessMesh001S7_t;
typedef CProcessMeshWrapper< false, false, true, LIGHTING_MOUTH, false > ProcessMesh001M7_t;
#endif
#if !defined( _X360 )
typedef CProcessMeshWrapper< false, true, false, LIGHTING_HARDWARE, false > ProcessMesh010H7_t;
typedef CProcessMeshWrapper< false, true, false, LIGHTING_SOFTWARE, false > ProcessMesh010S7_t;
typedef CProcessMeshWrapper< false, true, false, LIGHTING_MOUTH, false > ProcessMesh010M7_t;
#endif
#if !defined( _X360 )
typedef CProcessMeshWrapper< false, true, true, LIGHTING_HARDWARE, false > ProcessMesh011H7_t;
typedef CProcessMeshWrapper< false, true, true, LIGHTING_SOFTWARE, false > ProcessMesh011S7_t;
typedef CProcessMeshWrapper< false, true, true, LIGHTING_MOUTH, false > ProcessMesh011M7_t;
#endif
#if !defined( _X360 )
typedef CProcessMeshWrapper< true, false, false, LIGHTING_HARDWARE, false > ProcessMesh100H7_t;
typedef CProcessMeshWrapper< true, false, false, LIGHTING_SOFTWARE, false > ProcessMesh100S7_t;
typedef CProcessMeshWrapper< true, false, false, LIGHTING_MOUTH, false > ProcessMesh100M7_t;
#endif
#if !defined( _X360 )
typedef CProcessMeshWrapper< true, false, true, LIGHTING_HARDWARE, false > ProcessMesh101H7_t;
typedef CProcessMeshWrapper< true, false, true, LIGHTING_SOFTWARE, false > ProcessMesh101S7_t;
typedef CProcessMeshWrapper< true, false, true, LIGHTING_MOUTH, false > ProcessMesh101M7_t;
#endif
#if !defined( _X360 )
typedef CProcessMeshWrapper< true, true, false, LIGHTING_HARDWARE, false > ProcessMesh110H7_t;
typedef CProcessMeshWrapper< true, true, false, LIGHTING_SOFTWARE, false > ProcessMesh110S7_t;
typedef CProcessMeshWrapper< true, true, false, LIGHTING_MOUTH, false > ProcessMesh110M7_t;
#endif
#if !defined( _X360 )
typedef CProcessMeshWrapper< true, true, true, LIGHTING_HARDWARE, false > ProcessMesh111H7_t;
typedef CProcessMeshWrapper< true, true, true, LIGHTING_SOFTWARE, false > ProcessMesh111S7_t;
typedef CProcessMeshWrapper< true, true, true, LIGHTING_MOUTH, false > ProcessMesh111M7_t;
#endif
#if !defined( _X360 )
typedef CProcessMeshWrapper< false, false, false, LIGHTING_HARDWARE, true > ProcessMesh000H8_t;
typedef CProcessMeshWrapper< false, false, false, LIGHTING_SOFTWARE, true > ProcessMesh000S8_t;
typedef CProcessMeshWrapper< false, false, false, LIGHTING_MOUTH, true > ProcessMesh000M8_t;
#endif
typedef CProcessMeshWrapper< false, false, true, LIGHTING_HARDWARE, true > ProcessMesh001H8_t;
typedef CProcessMeshWrapper< false, false, true, LIGHTING_SOFTWARE, true > ProcessMesh001S8_t;
typedef CProcessMeshWrapper< false, false, true, LIGHTING_MOUTH, true > ProcessMesh001M8_t;
#if !defined( _X360 )
typedef CProcessMeshWrapper< false, true, false, LIGHTING_HARDWARE, true > ProcessMesh010H8_t;
typedef CProcessMeshWrapper< false, true, false, LIGHTING_SOFTWARE, true > ProcessMesh010S8_t;
typedef CProcessMeshWrapper< false, true, false, LIGHTING_MOUTH, true > ProcessMesh010M8_t;
#endif
typedef CProcessMeshWrapper< false, true, true, LIGHTING_HARDWARE, true > ProcessMesh011H8_t;
typedef CProcessMeshWrapper< false, true, true, LIGHTING_SOFTWARE, true > ProcessMesh011S8_t;
typedef CProcessMeshWrapper< false, true, true, LIGHTING_MOUTH, true > ProcessMesh011M8_t;
#if !defined( _X360 )
typedef CProcessMeshWrapper< true, false, false, LIGHTING_HARDWARE, true > ProcessMesh100H8_t;
typedef CProcessMeshWrapper< true, false, false, LIGHTING_SOFTWARE, true > ProcessMesh100S8_t;
typedef CProcessMeshWrapper< true, false, false, LIGHTING_MOUTH, true > ProcessMesh100M8_t;
#endif
typedef CProcessMeshWrapper< true, false, true, LIGHTING_HARDWARE, true > ProcessMesh101H8_t;
typedef CProcessMeshWrapper< true, false, true, LIGHTING_SOFTWARE, true > ProcessMesh101S8_t;
typedef CProcessMeshWrapper< true, false, true, LIGHTING_MOUTH, true > ProcessMesh101M8_t;
#if !defined( _X360 )
typedef CProcessMeshWrapper< true, true, false, LIGHTING_HARDWARE, true > ProcessMesh110H8_t;
typedef CProcessMeshWrapper< true, true, false, LIGHTING_SOFTWARE, true > ProcessMesh110S8_t;
typedef CProcessMeshWrapper< true, true, false, LIGHTING_MOUTH, true > ProcessMesh110M8_t;
#endif
typedef CProcessMeshWrapper< true, true, true, LIGHTING_HARDWARE, true > ProcessMesh111H8_t;
typedef CProcessMeshWrapper< true, true, true, LIGHTING_SOFTWARE, true > ProcessMesh111S8_t;
typedef CProcessMeshWrapper< true, true, true, LIGHTING_MOUTH, true > ProcessMesh111M8_t;
static SoftwareProcessMeshFunc_t g_SoftwareProcessMeshFunc[] =
{
#if !defined( _X360 )
ProcessMesh000H7_t::R_StudioSoftwareProcessMesh,
ProcessMesh000S7_t::R_StudioSoftwareProcessMesh,
ProcessMesh000M7_t::R_StudioSoftwareProcessMesh,
ProcessMesh001H7_t::R_StudioSoftwareProcessMesh,
#ifdef SPECIAL_SSE_MESH_PROCESSOR
ProcessMesh001S7_t::R_StudioSoftwareProcessMeshSSE_DX7,
ProcessMesh001M7_t::R_StudioSoftwareProcessMeshSSE_DX7,
#else
ProcessMesh001S7_t::R_StudioSoftwareProcessMesh,
ProcessMesh001M7_t::R_StudioSoftwareProcessMesh,
#endif
ProcessMesh010H7_t::R_StudioSoftwareProcessMesh,
ProcessMesh010S7_t::R_StudioSoftwareProcessMesh,
ProcessMesh010M7_t::R_StudioSoftwareProcessMesh,
ProcessMesh011H7_t::R_StudioSoftwareProcessMesh,
#ifdef SPECIAL_SSE_MESH_PROCESSOR
ProcessMesh011S7_t::R_StudioSoftwareProcessMeshSSE_DX7,
ProcessMesh011M7_t::R_StudioSoftwareProcessMeshSSE_DX7,
#else
ProcessMesh011S7_t::R_StudioSoftwareProcessMesh,
ProcessMesh011M7_t::R_StudioSoftwareProcessMesh,
#endif
ProcessMesh100H7_t::R_StudioSoftwareProcessMesh,
ProcessMesh100S7_t::R_StudioSoftwareProcessMesh,
ProcessMesh100M7_t::R_StudioSoftwareProcessMesh,
ProcessMesh101H7_t::R_StudioSoftwareProcessMesh,
ProcessMesh101S7_t::R_StudioSoftwareProcessMesh,
ProcessMesh101M7_t::R_StudioSoftwareProcessMesh,
ProcessMesh110H7_t::R_StudioSoftwareProcessMesh,
ProcessMesh110S7_t::R_StudioSoftwareProcessMesh,
ProcessMesh110M7_t::R_StudioSoftwareProcessMesh,
ProcessMesh111H7_t::R_StudioSoftwareProcessMesh,
ProcessMesh111S7_t::R_StudioSoftwareProcessMesh,
ProcessMesh111M7_t::R_StudioSoftwareProcessMesh,
#endif
#if !defined( _X360 )
ProcessMesh000H8_t::R_StudioSoftwareProcessMesh,
ProcessMesh000S8_t::R_StudioSoftwareProcessMesh,
ProcessMesh000M8_t::R_StudioSoftwareProcessMesh,
#endif
ProcessMesh001H8_t::R_StudioSoftwareProcessMesh,
ProcessMesh001S8_t::R_StudioSoftwareProcessMesh,
ProcessMesh001M8_t::R_StudioSoftwareProcessMesh,
#if !defined( _X360 )
ProcessMesh010H8_t::R_StudioSoftwareProcessMesh,
ProcessMesh010S8_t::R_StudioSoftwareProcessMesh,
ProcessMesh010M8_t::R_StudioSoftwareProcessMesh,
#endif
ProcessMesh011H8_t::R_StudioSoftwareProcessMesh,
ProcessMesh011S8_t::R_StudioSoftwareProcessMesh,
ProcessMesh011M8_t::R_StudioSoftwareProcessMesh,
#if !defined( _X360 )
ProcessMesh100H8_t::R_StudioSoftwareProcessMesh,
ProcessMesh100S8_t::R_StudioSoftwareProcessMesh,
ProcessMesh100M8_t::R_StudioSoftwareProcessMesh,
#endif
ProcessMesh101H8_t::R_StudioSoftwareProcessMesh,
ProcessMesh101S8_t::R_StudioSoftwareProcessMesh,
ProcessMesh101M8_t::R_StudioSoftwareProcessMesh,
#if !defined( _X360 )
ProcessMesh110H8_t::R_StudioSoftwareProcessMesh,
ProcessMesh110S8_t::R_StudioSoftwareProcessMesh,
ProcessMesh110M8_t::R_StudioSoftwareProcessMesh,
#endif
ProcessMesh111H8_t::R_StudioSoftwareProcessMesh,
ProcessMesh111S8_t::R_StudioSoftwareProcessMesh,
ProcessMesh111M8_t::R_StudioSoftwareProcessMesh,
};
inline const mstudio_meshvertexdata_t * GetFatVertexData( mstudiomesh_t * pMesh, studiohdr_t * pStudioHdr )
{
if ( !pMesh->pModel()->CacheVertexData( pStudioHdr ) )
{
// not available yet
return NULL;
}
const mstudio_meshvertexdata_t *pVertData = pMesh->GetVertexData( pStudioHdr );
Assert( pVertData );
if ( !pVertData )
{
static unsigned int warnCount = 0;
if ( warnCount++ < 20 )
Warning( "ERROR: model verts have been compressed, cannot render! (use \"-no_compressed_vvds\")" );
}
return pVertData;
}
void CStudioRender::R_StudioSoftwareProcessMesh( mstudiomesh_t* pmesh, CMeshBuilder& meshBuilder,
int numVertices, unsigned short* pGroupToMesh, StudioModelLighting_t lighting, bool doFlex, float r_blend,
bool bNeedsTangentSpace, bool bDX8Vertex, IMaterial *pMaterial )
{
unsigned int nAlphaMask = RoundFloatToInt( r_blend * 255.0f );
nAlphaMask = clamp( nAlphaMask, 0, 255 );
nAlphaMask <<= 24;
// FIXME: Use function pointers to simplify this?!?
int idx;
if ( IsPC() )
{
idx = bDX8Vertex * 24 + bNeedsTangentSpace * 12 + doFlex * 6 + MathLib_SSEEnabled() * 3 + lighting;
}
else
{
idx = bNeedsTangentSpace * 6 + doFlex * 3 + lighting;
}
const mstudio_meshvertexdata_t *pVertData = GetFatVertexData( pmesh, m_pStudioHdr );
if ( pVertData )
{
// invoke the software mesh processing handler
g_SoftwareProcessMeshFunc[idx]( pVertData, m_PoseToWorld, m_VertexCache, meshBuilder, numVertices, pGroupToMesh, nAlphaMask, pMaterial );
}
}
static void R_SlowTransformVert( const Vector *pSrcPos, const Vector *pSrcNorm,
matrix3x4_t *pSkinMat, VectorAligned &pos, VectorAligned &norm )
{
pos.x = pSrcPos->x * (*pSkinMat)[0][0] + pSrcPos->y * (*pSkinMat)[0][1] + pSrcPos->z * (*pSkinMat)[0][2] + (*pSkinMat)[0][3];
norm.x = pSrcNorm->x * (*pSkinMat)[0][0] + pSrcNorm->y * (*pSkinMat)[0][1] + pSrcNorm->z * (*pSkinMat)[0][2];
pos.y = pSrcPos->x * (*pSkinMat)[1][0] + pSrcPos->y * (*pSkinMat)[1][1] + pSrcPos->z * (*pSkinMat)[1][2] + (*pSkinMat)[1][3];
norm.y = pSrcNorm->x * (*pSkinMat)[1][0] + pSrcNorm->y * (*pSkinMat)[1][1] + pSrcNorm->z * (*pSkinMat)[1][2];
pos.z = pSrcPos->x * (*pSkinMat)[2][0] + pSrcPos->y * (*pSkinMat)[2][1] + pSrcPos->z * (*pSkinMat)[2][2] + (*pSkinMat)[2][3];
norm.z = pSrcNorm->x * (*pSkinMat)[2][0] + pSrcNorm->y * (*pSkinMat)[2][1] + pSrcNorm->z * (*pSkinMat)[2][2];
}
static void R_SlowTransformVert( const Vector *pSrcPos, const Vector *pSrcNorm, const Vector4D *pSrcTangentS,
matrix3x4_t *pSkinMat, VectorAligned &pos, VectorAligned &norm, VectorAligned &tangentS )
{
pos.x = pSrcPos->x * (*pSkinMat)[0][0] + pSrcPos->y * (*pSkinMat)[0][1] + pSrcPos->z * (*pSkinMat)[0][2] + (*pSkinMat)[0][3];
norm.x = pSrcNorm->x * (*pSkinMat)[0][0] + pSrcNorm->y * (*pSkinMat)[0][1] + pSrcNorm->z * (*pSkinMat)[0][2];
tangentS.x = pSrcTangentS->x * (*pSkinMat)[0][0] + pSrcTangentS->y * (*pSkinMat)[0][1] + pSrcTangentS->z * (*pSkinMat)[0][2];
pos.y = pSrcPos->x * (*pSkinMat)[1][0] + pSrcPos->y * (*pSkinMat)[1][1] + pSrcPos->z * (*pSkinMat)[1][2] + (*pSkinMat)[1][3];
norm.y = pSrcNorm->x * (*pSkinMat)[1][0] + pSrcNorm->y * (*pSkinMat)[1][1] + pSrcNorm->z * (*pSkinMat)[1][2];
tangentS.y = pSrcTangentS->x * (*pSkinMat)[1][0] + pSrcTangentS->y * (*pSkinMat)[1][1] + pSrcTangentS->z * (*pSkinMat)[1][2];
pos.z = pSrcPos->x * (*pSkinMat)[2][0] + pSrcPos->y * (*pSkinMat)[2][1] + pSrcPos->z * (*pSkinMat)[2][2] + (*pSkinMat)[2][3];
norm.z = pSrcNorm->x * (*pSkinMat)[2][0] + pSrcNorm->y * (*pSkinMat)[2][1] + pSrcNorm->z * (*pSkinMat)[2][2];
tangentS.z = pSrcTangentS->x * (*pSkinMat)[2][0] + pSrcTangentS->y * (*pSkinMat)[2][1] + pSrcTangentS->z * (*pSkinMat)[2][2];
}
void CStudioRender::R_StudioSoftwareProcessMesh_Normals( mstudiomesh_t* pmesh, CMeshBuilder& meshBuilder,
int numVertices, unsigned short* pGroupToMesh, StudioModelLighting_t lighting, bool doFlex, float r_blend,
bool bShowNormals, bool bShowTangentFrame )
{
ALIGN16 matrix3x4_t temp ALIGN16_POST;
ALIGN16 matrix3x4_t *pSkinMat ALIGN16_POST;
Vector *pSrcPos = NULL;
Vector *pSrcNorm = NULL;
Vector4D *pSrcTangentS = NULL;
VectorAligned norm, pos, tangentS, tangentT;
// Gets at the vertex data
const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pmesh, m_pStudioHdr );
if ( !vertData )
{
// not available
return;
}
if ( bShowTangentFrame && !vertData->HasTangentData() )
return;
mstudiovertex_t *pVertices = vertData->Vertex( 0 );
Vector4D *pTangentS = NULL;
Vector4D tang;
if ( bShowTangentFrame )
{
pTangentS = vertData->TangentS( 0 );
}
for ( int j=0; j < numVertices; j++ )
{
int n = pGroupToMesh[j];
mstudiovertex_t &vert = pVertices[n];
if ( bShowTangentFrame )
{
tang = pTangentS[n];
}
pSkinMat = ComputeSkinMatrix( vert.m_BoneWeights, m_PoseToWorld, temp );
// transform into world space
if ( m_VertexCache.IsVertexFlexed(n) )
{
CachedPosNormTan_t* pFlexedVertex = m_VertexCache.GetFlexVertex(n);
pSrcPos = &pFlexedVertex->m_Position;
pSrcNorm = &pFlexedVertex->m_Normal;
if ( bShowTangentFrame )
{
pSrcTangentS = &pFlexedVertex->m_TangentS;
}
}
else
{
pSrcPos = &vert.m_vecPosition;
pSrcNorm = &vert.m_vecNormal;
if ( bShowTangentFrame )
{
pSrcTangentS = &tang;
}
}
// Transform the vert into world space
if ( bShowTangentFrame && ( pSrcTangentS != NULL ) )
{
R_SlowTransformVert( pSrcPos, pSrcNorm, pSrcTangentS, pSkinMat, pos, norm, tangentS );
}
else
{
R_SlowTransformVert( pSrcPos, pSrcNorm, pSkinMat, pos, norm );
}
if ( bShowNormals )
{
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Color3f( 0.0f, 0.0f, 1.0f );
meshBuilder.AdvanceVertex();
Vector normalPos;
normalPos = pos + norm * 0.5f;
meshBuilder.Position3fv( normalPos.Base() );
meshBuilder.Color3f( 0.0f, 0.0f, 1.0f );
meshBuilder.AdvanceVertex();
}
if ( bShowTangentFrame && ( pSrcTangentS != NULL) )
{
// TangentS
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Color3f( 1.0f, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
Vector vTangentSPos;
vTangentSPos = pos + tangentS * 0.5f;
meshBuilder.Position3fv( vTangentSPos.Base() );
meshBuilder.Color3f( 1.0f, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
// TangentT
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Color3f( 0.0f, 1.0f, 0.0f );
meshBuilder.AdvanceVertex();
// Compute tangentT from normal and tangentS
CrossProduct( norm, tangentS, tangentT );
Vector vTangentTPos;
vTangentTPos = pos + tangentT * 0.5f;
meshBuilder.Position3fv( vTangentTPos.Base() );
meshBuilder.Color3f( 0.0f, 1.0f, 0.0f );
meshBuilder.AdvanceVertex();
} // end tacking on tangentS and tangetT line segments
}
}
#pragma warning (default:4701)
template
void CCachedRenderData::ComputeFlexedVertex_StreamOffset<mstudiovertanim_t>( studiohdr_t *pStudioHdr, mstudioflex_t *pflex,
mstudiovertanim_t *pvanim, int vertCount, float w1, float w2, float w3, float w4 );
void CStudioRender::R_StudioProcessFlexedMesh_StreamOffset( mstudiomesh_t* pmesh, int lod )
{
VPROF_BUDGET( "ProcessFlexedMesh_SO", _T("HW Morphing") );
if ( m_VertexCache.IsFlexComputationDone() )
return;
int vertCount = pmesh->vertexdata.numLODVertexes[lod];
m_VertexCache.SetupComputation( pmesh, true );
mstudioflex_t *pflex = pmesh->pFlex( 0 );
for (int i = 0; i < pmesh->numflexes; i++)
{
float w1 = RampFlexWeight( pflex[i], m_pFlexWeights[ pflex[i].flexdesc ] );
float w2 = RampFlexWeight( pflex[i], m_pFlexDelayedWeights[ pflex[i].flexdesc ] );
float w3, w4;
if ( pflex[i].flexpair != 0)
{
w3 = RampFlexWeight( pflex[i], m_pFlexWeights[ pflex[i].flexpair ] );
w4 = RampFlexWeight( pflex[i], m_pFlexDelayedWeights[ pflex[i].flexpair ] );
}
else
{
w3 = w1;
w4 = w2;
}
// Move on if the weights for this flex are sufficiently small
if (w1 > -0.001 && w1 < 0.001 && w2 > -0.001 && w2 < 0.001)
{
if (w3 > -0.001 && w3 < 0.001 && w4 > -0.001 && w4 < 0.001)
{
continue;
}
}
#ifdef PLATFORM_WINDOWS
if ( pflex[i].vertanimtype == STUDIO_VERT_ANIM_NORMAL )
{
mstudiovertanim_t *pvanim = pflex[i].pVertanim( 0 );
m_VertexCache.ComputeFlexedVertex_StreamOffset_Optimized( m_pStudioHdr, &pflex[i], pvanim, vertCount, w1, w2, w3, w4 );
}
else
{
mstudiovertanim_wrinkle_t *pvanim = pflex[i].pVertanimWrinkle( 0 );
m_VertexCache.ComputeFlexedVertexWrinkle_StreamOffset_Optimized( m_pStudioHdr, &pflex[i], pvanim, vertCount, w1, w2, w3, w4 );
}
#else // PLATFORM_WINDOWS
if ( pflex[i].vertanimtype == STUDIO_VERT_ANIM_NORMAL )
{
mstudiovertanim_t *pvanim = pflex[i].pVertanim( 0 );
m_VertexCache.ComputeFlexedVertex_StreamOffset( m_pStudioHdr, &pflex[i], pvanim, vertCount, w1, w2, w3, w4 );
}
else
{
mstudiovertanim_wrinkle_t *pvanim = pflex[i].pVertanimWrinkle( 0 );
m_VertexCache.ComputeFlexedVertex_StreamOffset( m_pStudioHdr, &pflex[i], pvanim, vertCount, w1, w2, w3, w4 );
}
#endif // PLATFORM_WINDOWS
}
}
//-----------------------------------------------------------------------------
// Purpose:
//
// ** Only execute this function if device supports stream offset **
//
// Input : pGroup - pointer to a studio mesh group
// Output : none
//-----------------------------------------------------------------------------
void CStudioRender::R_StudioFlexMeshGroup( studiomeshgroup_t *pGroup )
{
VPROF_BUDGET( "R_StudioFlexMeshGroup", VPROF_BUDGETGROUP_MODEL_RENDERING );
CMeshBuilder meshBuilder;
int nVertexOffsetInBytes = 0;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
IMesh *pMesh = pRenderContext->GetFlexMesh();
meshBuilder.Begin( pMesh, MATERIAL_HETEROGENOUS, pGroup->m_NumVertices, 0, &nVertexOffsetInBytes );
// Just pos and norm deltas (tangents use same deltas as normals)
for ( int j=0; j < pGroup->m_NumVertices; j++)
{
int n = pGroup->m_pGroupIndexToMeshIndex[j];
if ( m_VertexCache.IsThinVertexFlexed(n) )
{
CachedPosNorm_t *pIn = m_VertexCache.GetThinFlexVertex(n);
meshBuilder.Position3fv( pIn->m_Position.Base() );
meshBuilder.NormalDelta3fv( pIn->m_Normal.Base() );
meshBuilder.Wrinkle1f( pIn->m_Position.w );
}
else
{
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
meshBuilder.NormalDelta3f( 0.0f, 0.0f, 0.0f );
meshBuilder.Wrinkle1f( 0.0f );
}
meshBuilder.AdvanceVertex();
}
meshBuilder.End( false, false );
pGroup->m_pMesh->SetFlexMesh( pMesh, nVertexOffsetInBytes );
}
//-----------------------------------------------------------------------------
// Processes a flexed mesh to be hw skinned
//-----------------------------------------------------------------------------
void CStudioRender::R_StudioProcessFlexedMesh( mstudiomesh_t* pmesh, CMeshBuilder& meshBuilder,
int numVertices, unsigned short* pGroupToMesh )
{
PROFILE_STUDIO("FlexMeshBuilder");
Vector4D *pStudioTangentS;
// get the vertex data
const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pmesh, m_pStudioHdr );
if ( !vertData )
{
// not available
return;
}
mstudiovertex_t *pVertices = vertData->Vertex( 0 );
if (vertData->HasTangentData())
{
pStudioTangentS = vertData->TangentS( 0 );
Assert( pStudioTangentS->w == -1.0f || pStudioTangentS->w == 1.0f );
for ( int j=0; j < numVertices ; j++)
{
int n = pGroupToMesh[j];
mstudiovertex_t &vert = pVertices[n];
// FIXME: For now, flexed hw-skinned meshes can only have one bone
// The data must exist in the 0th hardware matrix
// Here, we are doing HW skinning, so we need to simply copy over the flex
if ( m_VertexCache.IsVertexFlexed(n) )
{
CachedPosNormTan_t* pFlexedVertex = m_VertexCache.GetFlexVertex(n);
meshBuilder.Position3fv( pFlexedVertex->m_Position.Base() );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneWeight( 1, 0.0f );
meshBuilder.BoneWeight( 2, 0.0f );
meshBuilder.BoneWeight( 3, 0.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.BoneMatrix( 1, 0 );
meshBuilder.BoneMatrix( 2, 0 );
meshBuilder.BoneMatrix( 3, 0 );
meshBuilder.Normal3fv( pFlexedVertex->m_Normal.Base() );
meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() );
Assert( pFlexedVertex->m_TangentS.w == -1.0f || pFlexedVertex->m_TangentS.w == 1.0f );
meshBuilder.UserData( pFlexedVertex->m_TangentS.Base() );
}
else
{
meshBuilder.Position3fv( vert.m_vecPosition.Base() );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneWeight( 1, 0.0f );
meshBuilder.BoneWeight( 2, 0.0f );
meshBuilder.BoneWeight( 3, 0.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.BoneMatrix( 1, 0 );
meshBuilder.BoneMatrix( 2, 0 );
meshBuilder.BoneMatrix( 3, 0 );
meshBuilder.Normal3fv( vert.m_vecNormal.Base() );
meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() );
Assert( pStudioTangentS[n].w == -1.0f || pStudioTangentS[n].w == 1.0f );
meshBuilder.UserData( pStudioTangentS[n].Base() );
}
meshBuilder.AdvanceVertex();
}
}
else
{
// no TangentS, replicated code to save inner conditional
for ( int j=0; j < numVertices ; j++)
{
int n = pGroupToMesh[j];
mstudiovertex_t &vert = pVertices[n];
// FIXME: For now, flexed hw-skinned meshes can only have one bone
// The data must exist in the 0th hardware matrix
// Here, we are doing HW skinning, so we need to simply copy over the flex
if ( m_VertexCache.IsVertexFlexed(n) )
{
CachedPosNormTan_t* pFlexedVertex = m_VertexCache.GetFlexVertex(n);
meshBuilder.Position3fv( pFlexedVertex->m_Position.Base() );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneWeight( 1, 0.0f );
meshBuilder.BoneWeight( 2, 0.0f );
meshBuilder.BoneWeight( 3, 0.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.BoneMatrix( 1, 0 );
meshBuilder.BoneMatrix( 2, 0 );
meshBuilder.BoneMatrix( 3, 0 );
meshBuilder.Normal3fv( pFlexedVertex->m_Normal.Base() );
}
else
{
meshBuilder.Position3fv( vert.m_vecPosition.Base() );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneWeight( 1, 0.0f );
meshBuilder.BoneWeight( 2, 0.0f );
meshBuilder.BoneWeight( 3, 0.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.BoneMatrix( 1, 0 );
meshBuilder.BoneMatrix( 2, 0 );
meshBuilder.BoneMatrix( 3, 0 );
meshBuilder.Normal3fv( vert.m_vecNormal.Base() );
}
meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() );
meshBuilder.AdvanceVertex();
}
}
}
//-----------------------------------------------------------------------------
// Restores the static mesh
//-----------------------------------------------------------------------------
template<VertexCompressionType_t T> void CStudioRender::R_StudioRestoreMesh( mstudiomesh_t* pmesh, studiomeshgroup_t* pMeshData )
{
Vector4D *pStudioTangentS;
if ( IsX360() )
return;
// get at the vertex data
const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pmesh, m_pStudioHdr );
if ( !vertData )
{
// not available
return;
}
mstudiovertex_t *pVertices = vertData->Vertex( 0 );
if (vertData->HasTangentData())
{
pStudioTangentS = vertData->TangentS( 0 );
}
else
{
pStudioTangentS = NULL;
}
CMeshBuilder meshBuilder;
meshBuilder.BeginModify( pMeshData->m_pMesh );
meshBuilder.SetCompressionType( T );
for ( int j=0; j < meshBuilder.VertexCount() ; j++)
{
meshBuilder.SelectVertex(j);
int n = pMeshData->m_pGroupIndexToMeshIndex[j];
mstudiovertex_t &vert = pVertices[n];
meshBuilder.Position3fv( vert.m_vecPosition.Base() );
meshBuilder.CompressedNormal3fv<T>( vert.m_vecNormal.Base() );
meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() );
if (pStudioTangentS)
{
Assert( pStudioTangentS[n].w == -1.0f || pStudioTangentS[n].w == 1.0f );
meshBuilder.CompressedUserData<T>( pStudioTangentS[n].Base() );
}
meshBuilder.Color4ub( 255, 255, 255, 255 );
}
meshBuilder.EndModify();
}
//-----------------------------------------------------------------------------
// Draws a mesh using hardware + software skinning
//-----------------------------------------------------------------------------
int CStudioRender::R_StudioDrawGroupHWSkin( IMatRenderContext *pRenderContext, studiomeshgroup_t* pGroup, IMesh* pMesh, ColorMeshInfo_t * pColorMeshInfo )
{
PROFILE_STUDIO("HwSkin");
int numTrianglesRendered = 0;
#if PIX_ENABLE
char szPIXEventName[128];
sprintf( szPIXEventName, "R_StudioDrawGroupHWSkin (%s)", m_pStudioHdr->name ); // PIX
PIXEVENT( pRenderContext, szPIXEventName );
#endif
if ( m_pStudioHdr->numbones == 1 )
{
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->LoadMatrix( m_PoseToWorld[0] );
// a single bone means all verts rigidly assigned
// any bonestatechange would needlessly re-load the same matrix
// xbox can skip further hw skinning, seems ok for pc too
pRenderContext->SetNumBoneWeights( 0 );
}
if ( pColorMeshInfo )
pMesh->SetColorMesh( pColorMeshInfo->m_pMesh, pColorMeshInfo->m_nVertOffsetInBytes );
else
pMesh->SetColorMesh( NULL, 0 );
for (int j = 0; j < pGroup->m_NumStrips; ++j)
{
OptimizedModel::StripHeader_t* pStrip = &pGroup->m_pStripData[j];
if ( m_pStudioHdr->numbones > 1 )
{
// 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, m_PoseToWorld[pStateChange->newBoneID] );
}
}
pMesh->SetPrimitiveType( pStrip->flags & OptimizedModel::STRIP_IS_TRISTRIP ?
MATERIAL_TRIANGLE_STRIP : MATERIAL_TRIANGLES );
pMesh->Draw( pStrip->indexOffset, pStrip->numIndices );
numTrianglesRendered += pGroup->m_pUniqueTris[j];
}
pMesh->SetColorMesh( NULL, 0 );
return numTrianglesRendered;
}
int CStudioRender::R_StudioDrawGroupSWSkin( studiomeshgroup_t* pGroup, IMesh* pMesh )
{
int numTrianglesRendered = 0;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
// Disable skinning
pRenderContext->SetNumBoneWeights( 0 );
for (int j = 0; j < pGroup->m_NumStrips; ++j)
{
OptimizedModel::StripHeader_t* pStrip = &pGroup->m_pStripData[j];
// Choose our primitive type
pMesh->SetPrimitiveType( pStrip->flags & OptimizedModel::STRIP_IS_TRISTRIP ?
MATERIAL_TRIANGLE_STRIP : MATERIAL_TRIANGLES );
pMesh->Draw( pStrip->indexOffset, pStrip->numIndices );
numTrianglesRendered += pGroup->m_pUniqueTris[j];
}
return numTrianglesRendered;
}
//-----------------------------------------------------------------------------
// Sets up the hw flex mesh
//-----------------------------------------------------------------------------
void CStudioRender::ComputeFlexWeights( int nFlexCount, mstudioflex_t *pFlex, MorphWeight_t *pWeights )
{
for ( int i = 0; i < nFlexCount; ++i, ++pFlex )
{
MorphWeight_t &weight = pWeights[i];
weight.m_pWeight[MORPH_WEIGHT] = RampFlexWeight( *pFlex, m_pFlexWeights[ pFlex->flexdesc ] );
weight.m_pWeight[MORPH_WEIGHT_LAGGED] = RampFlexWeight( *pFlex, m_pFlexDelayedWeights[ pFlex->flexdesc ] );
if ( pFlex->flexpair != 0 )
{
weight.m_pWeight[MORPH_WEIGHT_STEREO] = RampFlexWeight( *pFlex, m_pFlexWeights[ pFlex->flexpair ] );
weight.m_pWeight[MORPH_WEIGHT_STEREO_LAGGED] = RampFlexWeight( *pFlex, m_pFlexDelayedWeights[ pFlex->flexpair ] );
}
else
{
weight.m_pWeight[MORPH_WEIGHT_STEREO] = weight.m_pWeight[MORPH_WEIGHT];
weight.m_pWeight[MORPH_WEIGHT_STEREO_LAGGED] = weight.m_pWeight[MORPH_WEIGHT_LAGGED];
}
}
}
//-----------------------------------------------------------------------------
// Computes a vertex format to use
//-----------------------------------------------------------------------------
inline VertexFormat_t CStudioRender::ComputeSWSkinVertexFormat( IMaterial *pMaterial ) const
{
bool bDX8OrHigherVertex = IsX360() || ( UserDataSize( pMaterial->GetVertexFormat() ) != 0 );
VertexFormat_t fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_COLOR | VERTEX_BONE_INDEX |
VERTEX_BONEWEIGHT( 2 ) | VERTEX_TEXCOORD_SIZE( 0, 2 );
if ( bDX8OrHigherVertex )
{
fmt |= VERTEX_USERDATA_SIZE( 4 );
}
return fmt;
}
//-----------------------------------------------------------------------------
// Draws the mesh as tristrips using hardware
//-----------------------------------------------------------------------------
int CStudioRender::R_StudioDrawStaticMesh( IMatRenderContext *pRenderContext, mstudiomesh_t* pmesh,
studiomeshgroup_t* pGroup, StudioModelLighting_t lighting,
float r_blend, IMaterial* pMaterial, int lod, ColorMeshInfo_t *pColorMeshes )
{
MatSysQueueMark( g_pMaterialSystem, "R_StudioDrawStaticMesh\n" );
VPROF( "R_StudioDrawStaticMesh" );
int numTrianglesRendered = 0;
bool bDoSoftwareLighting = !pColorMeshes &&
((m_pRC->m_Config.bSoftwareSkin != 0) || m_pRC->m_Config.bDrawNormals || m_pRC->m_Config.bDrawTangentFrame ||
(pMaterial ? pMaterial->NeedsSoftwareSkinning() : false) ||
(m_pRC->m_Config.bSoftwareLighting != 0) ||
((lighting != LIGHTING_HARDWARE) && (lighting != LIGHTING_MOUTH) ));
// software lighting case
if ( bDoSoftwareLighting || m_pRC->m_Config.m_bStatsMode == true )
{
if ( m_pRC->m_Config.bNoSoftware )
return 0;
bool bNeedsTangentSpace = pMaterial ? pMaterial->NeedsTangentSpace() : false;
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->LoadIdentity();
// Hardcode the vertex format to a well-known format to make sw skin code faster
VertexFormat_t fmt = ComputeSWSkinVertexFormat( pMaterial );
bool bDX8Vertex = ( UserDataSize( fmt ) != 0 );
if ( m_pRC->m_Config.m_bStatsMode == false )
{
Assert( ( pGroup->m_Flags & ( MESHGROUP_IS_FLEXED | MESHGROUP_IS_DELTA_FLEXED ) ) == 0 );
}
CMeshBuilder meshBuilder;
IMesh* pMesh = pRenderContext->GetDynamicMeshEx( fmt, false, 0, pGroup->m_pMesh );
meshBuilder.Begin( pMesh, MATERIAL_HETEROGENOUS, pGroup->m_NumVertices, 0 );
R_StudioSoftwareProcessMesh( pmesh, meshBuilder,
pGroup->m_NumVertices, pGroup->m_pGroupIndexToMeshIndex,
lighting, false, r_blend, bNeedsTangentSpace, bDX8Vertex, pMaterial);
if ( m_pRC->m_Config.m_bStatsMode == true )
{
R_GatherStats( pGroup, meshBuilder, pMesh, pMaterial );
}
else
{
meshBuilder.End();
numTrianglesRendered = R_StudioDrawGroupSWSkin( pGroup, pMesh );
}
MatSysQueueMark( g_pMaterialSystem, "END R_StudioDrawStaticMesh\n" );
return numTrianglesRendered;
}
// Needed when we switch back and forth between hardware + software lighting
if ( IsPC() && pGroup->m_MeshNeedsRestore )
{
VertexCompressionType_t compressionType = CompressionType( pGroup->m_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;
}
// Build separate flex stream containing deltas, which will get copied into another vertex stream
bool bUseHWFlex = m_pRC->m_Config.m_bEnableHWMorph && pGroup->m_pMorph && !m_bDrawTranslucentSubModels;
bool bUseSOFlex = g_pMaterialSystemHardwareConfig->SupportsStreamOffset() && !bUseHWFlex;
if ( (pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED) && m_pRC->m_Config.bFlex )
{
PIXEVENT( pRenderContext, "Delta Flex Processing" );
if ( bUseHWFlex )
{
pRenderContext->BindMorph( pGroup->m_pMorph );
}
if ( bUseSOFlex )
{
R_StudioProcessFlexedMesh_StreamOffset( pmesh, lod );
R_StudioFlexMeshGroup( pGroup );
}
}
// Draw it baby
if ( pColorMeshes && ( pGroup->m_ColorMeshID != -1 ) )
{
// draw using specified color mesh
numTrianglesRendered = R_StudioDrawGroupHWSkin( pRenderContext, pGroup, pGroup->m_pMesh, &(pColorMeshes[pGroup->m_ColorMeshID]) );
}
else
{
numTrianglesRendered = R_StudioDrawGroupHWSkin( pRenderContext, pGroup, pGroup->m_pMesh, NULL );
}
if ( ( pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED ) && m_pRC->m_Config.bFlex )
{
if ( bUseHWFlex )
{
pRenderContext->BindMorph( NULL );
}
if ( bUseSOFlex )
{
pGroup->m_pMesh->DisableFlexMesh(); // clear flex stream
}
}
MatSysQueueMark( g_pMaterialSystem, "END2 R_StudioDrawStaticMesh\n" );
return numTrianglesRendered;
}
//-----------------------------------------------------------------------------
// Draws a dynamic mesh
//-----------------------------------------------------------------------------
int CStudioRender::R_StudioDrawDynamicMesh( IMatRenderContext *pRenderContext, mstudiomesh_t* pmesh,
studiomeshgroup_t* pGroup, StudioModelLighting_t lighting,
float r_blend, IMaterial* pMaterial, int lod )
{
VPROF( "R_StudioDrawDynamicMesh" );
bool doFlex = ((pGroup->m_Flags & MESHGROUP_IS_FLEXED) != 0) && m_pRC->m_Config.bFlex;
bool doSoftwareLighting = (m_pRC->m_Config.bSoftwareLighting != 0) ||
((lighting != LIGHTING_HARDWARE) && (lighting != LIGHTING_MOUTH) );
bool swSkin = doSoftwareLighting || m_pRC->m_Config.bDrawNormals || m_pRC->m_Config.bDrawTangentFrame ||
((pGroup->m_Flags & MESHGROUP_IS_HWSKINNED) == 0) ||
m_pRC->m_Config.bSoftwareSkin ||
( pMaterial ? pMaterial->NeedsSoftwareSkinning() : false );
if ( !doFlex && !swSkin )
{
return R_StudioDrawStaticMesh( pRenderContext, pmesh, pGroup, lighting, r_blend, pMaterial, lod, NULL );
}
// drawers before this might not need the vertexes, so don't pay the penalty of getting them
// everybody else past this point (flex or swskinning) expects to read vertexes
// get vertex data
const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pmesh, m_pStudioHdr );
if ( !vertData )
{
// not available
return 0;
}
MatSysQueueMark( g_pMaterialSystem, "R_StudioDrawDynamicMesh\n" );
int numTrianglesRendered = 0;
#ifdef _DEBUG
const char *pDebugMaterialName = NULL;
if ( pMaterial )
{
pDebugMaterialName = pMaterial->GetName();
}
#endif
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->LoadIdentity();
// Software flex verts (not a delta stream)
if ( doFlex )
{
R_StudioFlexVerts( pmesh, lod );
}
IMesh* pMesh;
bool bNeedsTangentSpace = pMaterial ? pMaterial->NeedsTangentSpace() : false;
VertexFormat_t fmt = ComputeSWSkinVertexFormat( pMaterial );
bool bDX8Vertex = ( UserDataSize( fmt ) != 0 );
CMeshBuilder meshBuilder;
pMesh = pRenderContext->GetDynamicMeshEx( fmt, false, 0, pGroup->m_pMesh);
meshBuilder.Begin( pMesh, MATERIAL_HETEROGENOUS, pGroup->m_NumVertices, 0 );
if ( swSkin )
{
R_StudioSoftwareProcessMesh( pmesh, meshBuilder, pGroup->m_NumVertices,
pGroup->m_pGroupIndexToMeshIndex, lighting, doFlex, r_blend,
bNeedsTangentSpace, bDX8Vertex, pMaterial );
}
else if ( doFlex )
{
R_StudioProcessFlexedMesh( pmesh, meshBuilder, pGroup->m_NumVertices,
pGroup->m_pGroupIndexToMeshIndex );
}
meshBuilder.End();
// Draw it baby
if ( !swSkin )
{
numTrianglesRendered = R_StudioDrawGroupHWSkin( pRenderContext, pGroup, pMesh );
}
else
{
numTrianglesRendered = R_StudioDrawGroupSWSkin( pGroup, pMesh );
}
if ( m_pRC->m_Config.bDrawNormals || m_pRC->m_Config.bDrawTangentFrame )
{
pRenderContext->SetNumBoneWeights( 0 );
pRenderContext->Bind( m_pMaterialTangentFrame );
CMeshBuilder meshBuilder;
pMesh = pRenderContext->GetDynamicMesh( false );
meshBuilder.Begin( pMesh, MATERIAL_LINES, pGroup->m_NumVertices );
R_StudioSoftwareProcessMesh_Normals( pmesh, meshBuilder, pGroup->m_NumVertices,
pGroup->m_pGroupIndexToMeshIndex, lighting, doFlex, r_blend, m_pRC->m_Config.bDrawNormals, m_pRC->m_Config.bDrawTangentFrame );
meshBuilder.End( );
pMesh->Draw();
pRenderContext->Bind( pMaterial );
}
MatSysQueueMark( g_pMaterialSystem, "END R_StudioDrawDynamicMesh\n" );
return numTrianglesRendered;
}
//-----------------------------------------------------------------------------
// Sets the material vars for the eye vertex shader
//-----------------------------------------------------------------------------
static unsigned int eyeOriginCache = 0;
static unsigned int eyeUpCache = 0;
static unsigned int irisUCache = 0;
static unsigned int irisVCache = 0;
static unsigned int glintUCache = 0;
static unsigned int glintVCache = 0;
void CStudioRender::SetEyeMaterialVars( IMaterial* pMaterial, mstudioeyeball_t* peyeball,
Vector const& eyeOrigin, const matrix3x4_t& irisTransform, const matrix3x4_t& glintTransform )
{
if ( !pMaterial )
return;
IMaterialVar* pVar = pMaterial->FindVarFast( "$eyeorigin", &eyeOriginCache );
if (pVar)
{
pVar->SetVecValue( eyeOrigin.Base(), 3 );
}
pVar = pMaterial->FindVarFast( "$eyeup", &eyeUpCache );
if (pVar)
{
pVar->SetVecValue( peyeball->up.Base(), 3 );
}
pVar = pMaterial->FindVarFast( "$irisu", &irisUCache );
if (pVar)
{
pVar->SetVecValue( irisTransform[0], 4 );
}
pVar = pMaterial->FindVarFast( "$irisv", &irisVCache );
if (pVar)
{
pVar->SetVecValue( irisTransform[1], 4 );
}
pVar = pMaterial->FindVarFast( "$glintu", &glintUCache );
if (pVar)
{
pVar->SetVecValue( glintTransform[0], 4 );
}
pVar = pMaterial->FindVarFast( "$glintv", &glintVCache );
if (pVar)
{
pVar->SetVecValue( glintTransform[1], 4 );
}
}
//-----------------------------------------------------------------------------
// Specialized routine to draw the eyeball
//-----------------------------------------------------------------------------
static unsigned int glintCache = 0;
int CStudioRender::R_StudioDrawEyeball( IMatRenderContext *pRenderContext, mstudiomesh_t* pmesh, studiomeshdata_t* pMeshData,
StudioModelLighting_t lighting, IMaterial *pMaterial, int lod )
{
if ( !m_pRC->m_Config.bEyes )
{
return 0;
}
// FIXME: We could compile a static vertex buffer in this case
// if there's no flexed verts.
const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pmesh, m_pStudioHdr );
if ( !vertData )
{
// not available
return 0;
}
mstudiovertex_t *pVertices = vertData->Vertex( 0 );
int j;
int numTrianglesRendered = 0;
// See if any meshes in the group want to go down the static path...
bool bIsDeltaFlexed = false;
bool bIsHardwareSkinnedData = false;
bool bIsFlexed = false;
for (j = 0; j < pMeshData->m_NumGroup; ++j)
{
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
if ( ( pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED ) && g_pMaterialSystemHardwareConfig->SupportsStreamOffset() )
bIsDeltaFlexed = true;
if ( pGroup->m_Flags & MESHGROUP_IS_FLEXED )
bIsFlexed = true;
if ( pGroup->m_Flags & MESHGROUP_IS_HWSKINNED )
bIsHardwareSkinnedData = true;
}
// Take the static path for new flexed models on DX9 hardware
bool bFlexStatic = bIsDeltaFlexed && g_pMaterialSystemHardwareConfig->SupportsStreamOffset();
bool bShouldHardwareSkin = bIsHardwareSkinnedData && ( !bIsFlexed || bFlexStatic ) &&
( lighting != LIGHTING_SOFTWARE ) && ( !m_pRC->m_Config.bSoftwareSkin );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->LoadIdentity();
// Software flex eyeball verts (not a delta stream)
if ( bIsFlexed && ( !bFlexStatic || !bShouldHardwareSkin ) )
{
R_StudioFlexVerts( pmesh, lod );
}
mstudioeyeball_t *peyeball = m_pSubModel->pEyeball(pmesh->materialparam);
// We'll need this to compute normals
Vector org;
VectorTransform( peyeball->org, m_pBoneToWorld[peyeball->bone], org );
// Compute the glint projection
matrix3x4_t glintMat;
ComputeGlintTextureProjection( &m_pEyeballState[pmesh->materialparam], m_pRC->m_ViewRight, m_pRC->m_ViewUp, glintMat );
if ( !m_pRC->m_Config.bWireframe )
{
// Compute the glint procedural texture
IMaterialVar* pGlintVar = pMaterial->FindVarFast( "$glint", &glintCache );
if (pGlintVar)
{
R_StudioEyeballGlint( &m_pEyeballState[pmesh->materialparam], pGlintVar, m_pRC->m_ViewRight, m_pRC->m_ViewUp, m_pRC->m_ViewOrigin );
}
SetEyeMaterialVars( pMaterial, peyeball, org, m_pEyeballState[pmesh->materialparam].mat, glintMat );
}
if ( bShouldHardwareSkin )
{
for ( j = 0; j < pMeshData->m_NumGroup; ++j )
{
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
numTrianglesRendered += R_StudioDrawStaticMesh( pRenderContext, pmesh, pGroup, lighting, m_pRC->m_AlphaMod, pMaterial, lod, NULL );
}
return numTrianglesRendered;
}
pRenderContext->SetNumBoneWeights( 0 );
m_VertexCache.SetupComputation( pmesh );
int nAlpnaInt = RoundFloatToInt( m_pRC->m_AlphaMod * 255 );
unsigned char a = clamp( nAlpnaInt, 0, 255 );
Vector position, normal, color;
// setup the call
R_InitLightEffectsWorld3();
// Render the puppy
CMeshBuilder meshBuilder;
bool useHWLighting = m_pRC->m_Config.m_bSupportsVertexAndPixelShaders && !m_pRC->m_Config.bSoftwareLighting;
// Draw all the various mesh groups...
for ( j = 0; j < pMeshData->m_NumGroup; ++j )
{
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
IMesh* pMesh = pRenderContext->GetDynamicMesh(false, 0, pGroup->m_pMesh);
// garymcthack! need to look at the strip flags to figure out what it is.
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, pmesh->numvertices, 0 );
// meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, pmesh->numvertices, 0 );
//VPROF_INCREMENT_COUNTER( "TransformFlexVerts", pGroup->m_NumVertices );
for ( int i=0; i < pGroup->m_NumVertices; ++i)
{
int n = pGroup->m_pGroupIndexToMeshIndex[i];
mstudiovertex_t &vert = pVertices[n];
CachedPosNorm_t* pWorldVert = m_VertexCache.CreateWorldVertex(n);
// transform into world space
if ( m_VertexCache.IsVertexFlexed(n) )
{
CachedPosNormTan_t* pFlexVert = m_VertexCache.GetFlexVertex(n);
R_StudioTransform( pFlexVert->m_Position, &vert.m_BoneWeights, pWorldVert->m_Position.AsVector3D() );
R_StudioRotate( pFlexVert->m_Normal, &vert.m_BoneWeights, pWorldVert->m_Normal.AsVector3D() );
Assert( pWorldVert->m_Normal.x >= -1.05f && pWorldVert->m_Normal.x <= 1.05f );
Assert( pWorldVert->m_Normal.y >= -1.05f && pWorldVert->m_Normal.y <= 1.05f );
Assert( pWorldVert->m_Normal.z >= -1.05f && pWorldVert->m_Normal.z <= 1.05f );
}
else
{
R_StudioTransform( vert.m_vecPosition, &vert.m_BoneWeights, pWorldVert->m_Position.AsVector3D() );
R_StudioRotate( vert.m_vecNormal, &vert.m_BoneWeights, pWorldVert->m_Normal.AsVector3D() );
Assert( pWorldVert->m_Normal.x >= -1.05f && pWorldVert->m_Normal.x <= 1.05f );
Assert( pWorldVert->m_Normal.y >= -1.05f && pWorldVert->m_Normal.y <= 1.05f );
Assert( pWorldVert->m_Normal.z >= -1.05f && pWorldVert->m_Normal.z <= 1.05f );
}
// Don't bother to light in software when we've got vertex + pixel shaders.
meshBuilder.Position3fv( pWorldVert->m_Position.Base() );
if (useHWLighting)
{
meshBuilder.Normal3fv( pWorldVert->m_Normal.Base() );
}
else
{
R_StudioEyeballNormal( peyeball, org, pWorldVert->m_Position.AsVector3D(), pWorldVert->m_Normal.AsVector3D() );
// This isn't really used, but since the meshbuilder checks for messed up
// normals, let's do this here in debug mode.
// WRONGO YOU FRIGGIN IDIOT!!!!!!!!!!
// DX7 needs these for the flashlight.
meshBuilder.Normal3fv( pWorldVert->m_Normal.Base() );
R_ComputeLightAtPoint3( pWorldVert->m_Position.AsVector3D(), pWorldVert->m_Normal.AsVector3D(), color );
unsigned char r = LinearToLightmap( color.x );
unsigned char g = LinearToLightmap( color.y );
unsigned char b = LinearToLightmap( color.z );
meshBuilder.Color4ub( r, g, b, a );
}
meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() );
// FIXME: For now, flexed hw-skinned meshes can only have one bone
// The data must exist in the 0th hardware matrix
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneWeight( 1, 0.0f );
meshBuilder.BoneWeight( 2, 0.0f );
meshBuilder.BoneWeight( 3, 0.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.BoneMatrix( 1, 0 );
meshBuilder.BoneMatrix( 2, 0 );
meshBuilder.BoneMatrix( 3, 0 );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
for (int k=0; k<pGroup->m_NumStrips; k++)
{
numTrianglesRendered += pGroup->m_pUniqueTris[k];
}
if ( m_pRC->m_Config.bDrawNormals || m_pRC->m_Config.bDrawTangentFrame )
{
pRenderContext->SetNumBoneWeights( 0 );
pRenderContext->Bind( m_pMaterialTangentFrame );
CMeshBuilder meshBuilder;
pMesh = pRenderContext->GetDynamicMesh( false );
meshBuilder.Begin( pMesh, MATERIAL_LINES, pGroup->m_NumVertices );
bool doFlex = true;
bool r_blend = false;
R_StudioSoftwareProcessMesh_Normals( pmesh, meshBuilder, pGroup->m_NumVertices,
pGroup->m_pGroupIndexToMeshIndex, lighting, doFlex, r_blend, m_pRC->m_Config.bDrawNormals, m_pRC->m_Config.bDrawTangentFrame );
meshBuilder.End( );
pMesh->Draw();
pRenderContext->Bind( pMaterial );
}
}
return numTrianglesRendered;
}
//-----------------------------------------------------------------------------
// Draws a mesh
//-----------------------------------------------------------------------------
int CStudioRender::R_StudioDrawMesh( IMatRenderContext *pRenderContext, mstudiomesh_t* pmesh, studiomeshdata_t* pMeshData,
StudioModelLighting_t lighting, IMaterial *pMaterial,
ColorMeshInfo_t *pColorMeshes, int lod )
{
VPROF( "R_StudioDrawMesh" );
int numTrianglesRendered = 0;
// Draw all the various mesh groups...
for ( int j = 0; j < pMeshData->m_NumGroup; ++j )
{
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
// Older models are merely flexed while new ones are also delta flexed
bool bIsFlexed = (pGroup->m_Flags & MESHGROUP_IS_FLEXED) != 0;
bool bIsDeltaFlexed = (pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED) != 0;
// Take the static path for new flexed models on DX9 hardware
bool bFlexStatic = ( bIsDeltaFlexed && g_pMaterialSystemHardwareConfig->SupportsStreamOffset() );
// Use the hardware if the mesh is hw skinned and we can put flexes on another stream
// Otherwise, we gotta do some expensive locks
bool bIsHardwareSkinnedData = ( pGroup->m_Flags & MESHGROUP_IS_HWSKINNED ) != 0;
bool bShouldHardwareSkin = bIsHardwareSkinnedData && ( !bIsFlexed || bFlexStatic ) &&
( lighting != LIGHTING_SOFTWARE );
if ( bShouldHardwareSkin && !m_pRC->m_Config.bDrawNormals && !m_pRC->m_Config.bDrawTangentFrame && !m_pRC->m_Config.bWireframe )
{
if ( !m_pRC->m_Config.bNoHardware )
{
numTrianglesRendered += R_StudioDrawStaticMesh( pRenderContext, pmesh, pGroup, lighting, m_pRC->m_AlphaMod, pMaterial, lod, pColorMeshes );
}
}
else
{
if ( !m_pRC->m_Config.bNoSoftware )
{
numTrianglesRendered += R_StudioDrawDynamicMesh( pRenderContext, pmesh, pGroup, lighting, m_pRC->m_AlphaMod, pMaterial, lod );
}
}
}
return numTrianglesRendered;
}
//-----------------------------------------------------------------------------
// Inserts translucent mesh into list
//-----------------------------------------------------------------------------
template< class T >
void InsertRenderable( int mesh, T val, int count, int* pIndices, T* pValList )
{
// Compute insertion point...
int i;
for ( i = count; --i >= 0; )
{
if (val < pValList[i])
break;
// Shift down
pIndices[i + 1] = pIndices[i];
pValList[i+1] = pValList[i];
}
// Insert at insertion point
++i;
pValList[i] = val;
pIndices[i] = mesh;
}
//-----------------------------------------------------------------------------
// Sorts the meshes
//-----------------------------------------------------------------------------
int CStudioRender::SortMeshes( int* pIndices, IMaterial **ppMaterials,
short* pskinref, Vector const& vforward, Vector const& r_origin )
{
int numMeshes = 0;
if (m_bDrawTranslucentSubModels)
{
// float* pDist = (float*)_alloca( m_pSubModel->nummeshes * sizeof(float) );
// Sort each model piece by it's center, if it's translucent
for (int i = 0; i < m_pSubModel->nummeshes; ++i)
{
// Don't add opaque materials
mstudiomesh_t* pmesh = m_pSubModel->pMesh(i);
IMaterial *pMaterial = ppMaterials[pskinref[pmesh->material]];
if( !pMaterial || !pMaterial->IsTranslucent() )
continue;
// FIXME: put the "center" of the mesh into delta
// Vector delta;
// VectorSubtract( delta, r_origin, delta );
// float dist = DotProduct( delta, vforward );
// Add it to our lists
// InsertRenderable( i, dist, numMeshes, pIndices, pDist );
// One more mesh
++numMeshes;
}
}
else
{
IMaterial** ppMat = (IMaterial**)_alloca( m_pSubModel->nummeshes * sizeof(IMaterial*) );
// Sort by material type
for (int i = 0; i < m_pSubModel->nummeshes; ++i)
{
mstudiomesh_t* pmesh = m_pSubModel->pMesh(i);
IMaterial *pMaterial = ppMaterials[pskinref[pmesh->material]];
if( !pMaterial )
continue;
// Don't add translucent materials
if (( !m_pRC->m_Config.bWireframe ) && pMaterial->IsTranslucent() )
continue;
// Add it to our lists
InsertRenderable( i, pMaterial, numMeshes, pIndices, ppMat );
// One more mesh
++numMeshes;
}
}
return numMeshes;
}
//-----------------------------------------------------------------------------
// R_StudioDrawPoints
//
// Returns the number of triangles rendered.
//-----------------------------------------------------------------------------
#pragma warning (disable:4189)
int CStudioRender::R_StudioDrawPoints( IMatRenderContext *pRenderContext, int skin, void /*IClientEntity*/ *pClientEntity,
IMaterial **ppMaterials, int *pMaterialFlags, int boneMask, int lod, ColorMeshInfo_t *pColorMeshes )
{
VPROF( "R_StudioDrawPoints" );
int i;
int numTrianglesRendered = 0;
#if 0 // garymcthack
if ( m_pSubModel->numfaces == 0 )
return 0;
#endif
// happens when there's a model load failure
if ( m_pStudioMeshes == 0 )
return 0;
if ( m_pRC->m_Config.bWireframe && m_bDrawTranslucentSubModels )
return 0;
// ConDMsg("%d: %d %d\n", pimesh->numFaces, pimesh->numVertices, pimesh->numNormals );
if ( m_pRC->m_Config.skin )
{
skin = m_pRC->m_Config.skin;
if ( skin >= m_pStudioHdr->numskinfamilies )
{
skin = 0;
}
}
// get skinref array
short *pskinref = m_pStudioHdr->pSkinref( 0 );
if ( skin > 0 && skin < m_pStudioHdr->numskinfamilies )
{
pskinref += ( skin * m_pStudioHdr->numskinref );
}
// FIXME: Activate sorting on a mesh level
// int* pIndices = (int*)_alloca( m_pSubModel->nummeshes * sizeof(int) );
// int numMeshes = SortMeshes( pIndices, ppMaterials, pskinref, vforward, r_origin );
// draw each mesh
for ( i = 0; i < m_pSubModel->nummeshes; ++i)
{
mstudiomesh_t *pmesh = m_pSubModel->pMesh(i);
studiomeshdata_t *pMeshData = &m_pStudioMeshes[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, pClientEntity, pColorMeshes, lighting );
if ( !pMaterial )
continue;
#ifdef _DEBUG
char const *materialName = pMaterial->GetName();
#endif
// Set up flex data
m_VertexCache.SetMesh( i );
// The following are special cases that can't be covered with
// the normal static/dynamic methods due to optimization reasons
switch ( pmesh->materialtype )
{
case 1:
// eyeballs
numTrianglesRendered += R_StudioDrawEyeball( pRenderContext, pmesh, pMeshData, lighting, pMaterial, lod );
break;
default:
numTrianglesRendered += R_StudioDrawMesh( pRenderContext, pmesh, pMeshData, lighting, pMaterial, pColorMeshes, lod );
break;
}
}
// Reset this state so it doesn't hose other parts of rendering
pRenderContext->SetNumBoneWeights( 0 );
return numTrianglesRendered;
}
#pragma warning (default:4189)