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2314 lines
76 KiB
2314 lines
76 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: loads and unloads main matsystem dll and interface
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//
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//===========================================================================//
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#include "render_pch.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/materialsystem_config.h"
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#include "materialsystem/MaterialSystemUtil.h"
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#include "materialsystem/ivballoctracker.h"
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#include "materialsystem/imesh.h"
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#include "tier0/dbg.h"
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#include "sys_dll.h"
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#include "host.h"
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#include "cmodel_engine.h"
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#include "gl_model_private.h"
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#include "view.h"
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#include "gl_matsysiface.h"
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#include "gl_cvars.h"
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#include "gl_lightmap.h"
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#include "lightcache.h"
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#include "vstdlib/random.h"
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#include "tier0/icommandline.h"
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#include "draw.h"
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#include "decal_private.h"
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#include "l_studio.h"
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#include "KeyValues.h"
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#include "materialsystem/imaterial.h"
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#include "gl_shader.h"
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#include "ivideomode.h"
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#include "cdll_engine_int.h"
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#include "utldict.h"
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#include "filesystem.h"
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#include "host_saverestore.h"
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#include "server.h"
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#include "game/client/iclientrendertargets.h"
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#include "tier2/tier2.h"
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#include "LoadScreenUpdate.h"
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#include "client.h"
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#include "sourcevr/isourcevirtualreality.h"
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#if defined( _X360 )
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#include "xbox/xbox_launch.h"
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#endif
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#if defined( USE_SDL )
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#include "SDL.h"
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#endif
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//X360TEMP
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#include "materialsystem/itexture.h"
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extern IFileSystem *g_pFileSystem;
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#ifndef SWDS
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#include "iregistry.h"
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#endif
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#include "igame.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Start the frame count at one so stuff gets updated the first frame
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int r_framecount = 1; // used for dlight + lightstyle push checking
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int d_lightstylevalue[256];
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int d_lightstylenumframes[256];
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const MaterialSystem_Config_t *g_pMaterialSystemConfig;
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static CSysModule *g_MaterialsDLL = NULL;
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bool g_LostVideoMemory = false;
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IMaterial* g_materialEmpty; // purple checkerboard for missing textures
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void ReleaseMaterialSystemObjects();
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void RestoreMaterialSystemObjects( int nChangeFlags );
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extern ConVar mat_colorcorrection;
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extern ConVar sv_allow_color_correction;
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ConVar mat_debugalttab( "mat_debugalttab", "0", FCVAR_CHEAT );
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// Static pointers to renderable textures
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static CTextureReference g_PowerOfTwoFBTexture;
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static CTextureReference g_WaterReflectionTexture;
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static CTextureReference g_WaterRefractionTexture;
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static CTextureReference g_CameraTexture;
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static CTextureReference g_BuildCubemaps16BitTexture;
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static CTextureReference g_QuarterSizedFBTexture0;
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static CTextureReference g_QuarterSizedFBTexture1;
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static CTextureReference g_TeenyFBTexture0;
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static CTextureReference g_TeenyFBTexture1;
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static CTextureReference g_TeenyFBTexture2;
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static CTextureReference g_FullFrameFBTexture0;
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static CTextureReference g_FullFrameFBTexture1;
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static CTextureReference g_FullFrameFBTexture2;
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static CTextureReference g_FullFrameDepth;
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static CTextureReference g_ResolvedFullFrameDepth;
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void WorldStaticMeshCreate( void );
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void WorldStaticMeshDestroy( void );
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ConVar r_norefresh( "r_norefresh","0");
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ConVar r_decals( "r_decals", "2048" );
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ConVar mp_decals( "mp_decals","200", FCVAR_ARCHIVE);
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ConVar r_lightmap( "r_lightmap", "-1", FCVAR_CHEAT | FCVAR_MATERIAL_SYSTEM_THREAD );
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ConVar r_lightstyle( "r_lightstyle","-1", FCVAR_CHEAT | FCVAR_MATERIAL_SYSTEM_THREAD );
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ConVar r_dynamic( "r_dynamic","1");
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ConVar mat_norendering( "mat_norendering", "0", FCVAR_CHEAT );
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ConVar mat_wireframe( "mat_wireframe", "0", FCVAR_CHEAT );
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ConVar mat_luxels( "mat_luxels", "0", FCVAR_CHEAT );
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ConVar mat_normals( "mat_normals", "0", FCVAR_CHEAT );
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ConVar mat_bumpbasis( "mat_bumpbasis", "0", FCVAR_CHEAT );
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ConVar mat_envmapsize( "mat_envmapsize", "128" );
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ConVar mat_envmaptgasize( "mat_envmaptgasize", "32.0" );
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ConVar mat_levelflush( "mat_levelflush", "1" );
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ConVar mat_fastspecular( "mat_fastspecular", "1", 0, "Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf." );
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ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
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static ConVar mat_monitorgamma( "mat_monitorgamma", "2.2", FCVAR_ARCHIVE, "monitor gamma (typically 2.2 for CRT and 1.7 for LCD)", true, 1.6f, true, 2.6f );
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static ConVar mat_monitorgamma_tv_range_min( "mat_monitorgamma_tv_range_min", "16" );
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static ConVar mat_monitorgamma_tv_range_max( "mat_monitorgamma_tv_range_max", "255" );
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// TV's generally have a 2.5 gamma, so we need to convert our 2.2 frame buffer into a 2.5 frame buffer for display on a TV
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static ConVar mat_monitorgamma_tv_exp( "mat_monitorgamma_tv_exp", "2.5", 0, "", true, 1.0f, true, 4.0f );
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#ifdef _X360
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static ConVar mat_monitorgamma_tv_enabled( "mat_monitorgamma_tv_enabled", "1", FCVAR_ARCHIVE, "" );
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#else
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static ConVar mat_monitorgamma_tv_enabled( "mat_monitorgamma_tv_enabled", "0", FCVAR_ARCHIVE, "" );
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#endif
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ConVar r_drawbrushmodels( "r_drawbrushmodels", "1", FCVAR_CHEAT, "Render brush models. 0=Off, 1=Normal, 2=Wireframe" );
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ConVar r_shadowrendertotexture( "r_shadowrendertotexture", "0" );
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ConVar r_flashlightdepthtexture( "r_flashlightdepthtexture", "1" );
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#ifndef _X360
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ConVar r_waterforceexpensive( "r_waterforceexpensive", "0", FCVAR_ARCHIVE );
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#endif
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ConVar r_waterforcereflectentities( "r_waterforcereflectentities", "0" );
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// Note: this is only here so we can ship an update without changing materialsystem.dll.
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// Once we ship materialsystem.dll again, we can get rid of this and make the only one exist in materialsystem.dll.
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ConVar mat_depthbias_normal( "mat_depthbias_normal", "0.0f", FCVAR_CHEAT );
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// This is here so that the client and the materialsystem can both see this.
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ConVar mat_show_ab_hdr( "mat_show_ab_hdr", "0" );
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static void NukeModeSwitchSaveGames( void )
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{
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if( g_pFileSystem->FileExists( "save\\modeswitchsave.sav" ) )
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{
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g_pFileSystem->RemoveFile( "save\\modeswitchsave.sav" );
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}
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if( g_pFileSystem->FileExists( "save\\modeswitchsave.tga" ) )
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{
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g_pFileSystem->RemoveFile( "save\\modeswitchsave.tga" );
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}
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}
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void mat_hdr_level_Callback( IConVar *var, const char *pOldString, float flOldValue )
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{
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if ( IsX360() )
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{
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// can't support, expected to be static
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return;
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}
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#ifdef CSS_PERF_TEST
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ConVarRef hdr( var );
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if ( hdr.GetInt() > 0 )
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hdr.SetValue( 0 );
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return;
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#endif
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// Can do any reloading that is necessary here upon change.
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// FIXME: should check if there is actually going to be a change here (ie. are we able to run in HDR
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// given the current map and hardware.
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#ifndef SWDS
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if ( g_pMaterialSystemHardwareConfig->GetHardwareHDRType() != HDR_TYPE_NONE &&
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saverestore->IsValidSave() &&
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modelloader->LastLoadedMapHasHDRLighting() &&
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sv.GetMaxClients() == 1 &&
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!sv.IsLevelMainMenuBackground()
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)
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{
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NukeModeSwitchSaveGames();
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Cbuf_AddText( "save modeswitchsave;wait;load modeswitchsave\n" );
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}
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#endif
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}
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#ifdef CSS_PERF_TEST
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ConVar mat_hdr_level( "mat_hdr_level", "0", 0,
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"Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.",
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mat_hdr_level_Callback );
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#else
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ConVar mat_hdr_level( "mat_hdr_level", "2", FCVAR_ARCHIVE,
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"Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.",
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mat_hdr_level_Callback );
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#endif
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MaterialSystem_SortInfo_t *materialSortInfoArray = 0;
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static bool s_bConfigLightingChanged = false;
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extern unsigned long GetRam();
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//-----------------------------------------------------------------------------
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// return true if lightmaps need to be redownloaded
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//-----------------------------------------------------------------------------
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bool MaterialConfigLightingChanged()
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{
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return s_bConfigLightingChanged;
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}
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void ClearMaterialConfigLightingChanged()
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{
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s_bConfigLightingChanged = false;
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}
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//-----------------------------------------------------------------------------
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// List of all convars to store into the registry
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//-----------------------------------------------------------------------------
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static const char *s_pRegistryConVars[] =
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{
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"mat_forceaniso",
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"mat_picmip",
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// "mat_dxlevel",
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"mat_trilinear",
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"mat_vsync",
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"mat_forcehardwaresync",
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"mat_parallaxmap",
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"mat_reducefillrate",
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"r_shadowrendertotexture",
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"r_rootlod",
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#ifndef _X360
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"r_waterforceexpensive",
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#endif
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"r_waterforcereflectentities",
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"mat_antialias",
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"mat_aaquality",
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"mat_specular",
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"mat_bumpmap",
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"mat_hdr_level",
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"mat_colorcorrection",
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// NOTE: Empty string must always be last!
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""
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};
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#if defined( OSX )
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#define MOD_VIDEO_CONFIG_SETTINGS "videoconfig_mac.cfg"
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#define USE_VIDEOCONFIG_FILE 1
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#elif defined( POSIX )
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#define MOD_VIDEO_CONFIG_SETTINGS "videoconfig_linux.cfg"
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#define USE_VIDEOCONFIG_FILE 1
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#elif defined( DX_TO_GL_ABSTRACTION )
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#define MOD_VIDEO_CONFIG_SETTINGS "videoconfig_gl.cfg"
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#define USE_VIDEOCONFIG_FILE 1
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#else
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#define MOD_VIDEO_CONFIG_SETTINGS "videoconfig.cfg"
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#define USE_VIDEOCONFIG_FILE 0
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#endif
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#if USE_VIDEOCONFIG_FILE
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static CThreadMutex g_VideoConfigMutex;
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#endif
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static int ReadVideoConfigInt( const char *pName, int nDefault )
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{
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#if USE_VIDEOCONFIG_FILE
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AUTO_LOCK( g_VideoConfigMutex );
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// Try to make a keyvalues from the cfg file
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KeyValues *pVideoConfig = new KeyValues( "videoconfig" );
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bool bFileExists = pVideoConfig->LoadFromFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD" );
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// We probably didn't have one on disk yet, just bail. It'll get created soon.
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if ( !bFileExists )
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return nDefault;
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int nInt = pVideoConfig->GetInt( pName, nDefault );
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pVideoConfig->deleteThis();
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return nInt;
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#else
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return registry->ReadInt( pName, nDefault );
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#endif
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}
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static void ReadVideoConfigInt( const char *pName, int *pEntry )
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{
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#if USE_VIDEOCONFIG_FILE
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AUTO_LOCK( g_VideoConfigMutex );
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// Try to make a keyvalues from the cfg file
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KeyValues *pVideoConfig = new KeyValues( "videoconfig" );
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bool bFileExists = pVideoConfig->LoadFromFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD" );
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// We probably didn't have one on disk yet, just bail. It'll get created soon.
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if ( !bFileExists )
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return;
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if ( pVideoConfig->GetInt( pName, -1 ) != -1 )
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{
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*pEntry = pVideoConfig->GetInt( pName, 0 );
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}
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pVideoConfig->deleteThis();
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#else
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if ( registry->ReadInt( pName, -1 ) != -1 )
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{
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*pEntry = registry->ReadInt( pName, 0 );
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}
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#endif
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}
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static const char *ReadVideoConfigString( const char *pName, const char *pDefault )
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{
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#if USE_VIDEOCONFIG_FILE
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AUTO_LOCK( g_VideoConfigMutex );
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static char szRetString[ 255 ];
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// Try to make a keyvalues from the cfg file
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KeyValues *pVideoConfig = new KeyValues( "videoconfig" );
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bool bFileExists = pVideoConfig->LoadFromFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD" );
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// We probably didn't have one on disk yet, just bail. It'll get created soon.
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if ( !bFileExists )
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return pDefault;
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const char *pString = pVideoConfig->GetString( pName, pDefault );
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Q_strncpy( szRetString, pString, sizeof(szRetString) );
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pVideoConfig->deleteThis();
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return szRetString;
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#else
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return registry->ReadString( pName, pDefault );
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#endif
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}
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static void WriteVideoConfigInt( const char *pName, int nEntry )
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{
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#if USE_VIDEOCONFIG_FILE
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AUTO_LOCK( g_VideoConfigMutex );
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// Try to make a keyvalues from the cfg file
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KeyValues *pVideoConfig = new KeyValues( "videoconfig" );
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pVideoConfig->LoadFromFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD" );
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pVideoConfig->SetInt( pName, nEntry );
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pVideoConfig->SaveToFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD", false, false, true );
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pVideoConfig->deleteThis();
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#else
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registry->WriteInt( pName, nEntry );
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#endif
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}
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static void WriteVideoConfigString( const char *pName, const char *pString )
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{
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#if USE_VIDEOCONFIG_FILE
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AUTO_LOCK( g_VideoConfigMutex );
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// Try to make a keyvalues from the cfg file
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KeyValues *pVideoConfig = new KeyValues( "videoconfig" );
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pVideoConfig->LoadFromFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD" );
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pVideoConfig->SetString( pName, pString );
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pVideoConfig->SaveToFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD", false, false, true );
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pVideoConfig->deleteThis();
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#else
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registry->WriteString( pName, pString );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Scan for video config convars which are overridden on the cmd line, used
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// for development and automated timedemo regression testing.
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||
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// (Unfortunately, convars aren't set early enough during init from the cmd line
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// for the usual machinery to work here.)
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||
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//-----------------------------------------------------------------------------
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||
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static bool s_bVideoConfigOverriddenFromCmdLine;
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template<typename T>
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static T OverrideVideoConfigFromCommandLine( const char *pCVarName, T curVal )
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||
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{
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char szOption[256];
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||
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V_snprintf( szOption, sizeof( szOption ), "+%s", pCVarName );
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||
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if ( CommandLine()->CheckParm( szOption ) )
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||
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{
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T newVal = CommandLine()->ParmValue( szOption, curVal );
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||
|
Warning( "Video configuration ignoring %s due to command line override\n", pCVarName );
|
||
|
s_bVideoConfigOverriddenFromCmdLine = true;
|
||
|
return newVal;
|
||
|
}
|
||
|
return curVal;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Reads convars from the registry
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void ReadMaterialSystemConfigFromRegistry( MaterialSystem_Config_t &config )
|
||
|
{
|
||
|
#ifndef SWDS
|
||
|
if ( IsX360() )
|
||
|
return;
|
||
|
|
||
|
ReadVideoConfigInt( "ScreenWidth", &config.m_VideoMode.m_Width );
|
||
|
ReadVideoConfigInt( "ScreenHeight", &config.m_VideoMode.m_Height );
|
||
|
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, ReadVideoConfigInt( "ScreenWindowed", 0 ) != 0 );
|
||
|
#if defined( USE_SDL ) && !defined( SWDS )
|
||
|
// Read the ScreenDisplayIndex and set sdl_displayindex if it's there.
|
||
|
ConVarRef conVar( "sdl_displayindex" );
|
||
|
if ( conVar.IsValid() )
|
||
|
{
|
||
|
int displayIndex = 0;
|
||
|
|
||
|
ReadVideoConfigInt( "ScreenDisplayIndex", &displayIndex );
|
||
|
conVar.SetValue( displayIndex );
|
||
|
displayIndex = conVar.GetInt();
|
||
|
|
||
|
// Make sure the width / height isn't too large for this display.
|
||
|
SDL_Rect rect;
|
||
|
if ( !SDL_GetDisplayBounds( displayIndex, &rect ) )
|
||
|
{
|
||
|
if ( ( config.m_VideoMode.m_Width > rect.w ) || ( config.m_VideoMode.m_Height > rect.h ) )
|
||
|
{
|
||
|
config.m_VideoMode.m_Width = rect.w;
|
||
|
config.m_VideoMode.m_Height = rect.h;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif // USE_SDL && !SWDS
|
||
|
|
||
|
// Special case...
|
||
|
const char *szMonitorGamma = ReadVideoConfigString( "ScreenMonitorGamma", "2.2" );
|
||
|
if ( szMonitorGamma && strlen(szMonitorGamma) > 0 )
|
||
|
{
|
||
|
float flMonitorGamma = atof( szMonitorGamma );
|
||
|
// temp, to make sure people with gamma values saved in the old format don't max out
|
||
|
if (flMonitorGamma > 3.0f)
|
||
|
{
|
||
|
flMonitorGamma = 2.2f;
|
||
|
}
|
||
|
|
||
|
flMonitorGamma = OverrideVideoConfigFromCommandLine( "mat_monitorgamma", flMonitorGamma );
|
||
|
|
||
|
mat_monitorgamma.SetValue( flMonitorGamma );
|
||
|
config.m_fMonitorGamma = mat_monitorgamma.GetFloat();
|
||
|
}
|
||
|
|
||
|
for ( int i = 0; s_pRegistryConVars[i][0]; ++i )
|
||
|
{
|
||
|
int nValue = ReadVideoConfigInt( s_pRegistryConVars[i], 0x80000000 );
|
||
|
if ( nValue == 0x80000000 )
|
||
|
continue;
|
||
|
|
||
|
nValue = OverrideVideoConfigFromCommandLine( s_pRegistryConVars[i], nValue );
|
||
|
|
||
|
ConVarRef conVar( s_pRegistryConVars[i] );
|
||
|
if ( conVar.IsValid() )
|
||
|
{
|
||
|
conVar.SetValue( nValue );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int nValue = ReadVideoConfigInt( "DXLevel_V1", -1 );
|
||
|
if ( nValue != -1 )
|
||
|
{
|
||
|
nValue = OverrideVideoConfigFromCommandLine( "mat_dxlevel", nValue );
|
||
|
|
||
|
ConVarRef conVar( "mat_dxlevel" );
|
||
|
if ( conVar.IsValid() )
|
||
|
{
|
||
|
conVar.SetValue( nValue );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
nValue = ReadVideoConfigInt( "MotionBlur", -1 );
|
||
|
if ( nValue != -1 )
|
||
|
{
|
||
|
nValue = OverrideVideoConfigFromCommandLine( "mat_motion_blur_enabled", nValue );
|
||
|
|
||
|
ConVarRef conVar( "mat_motion_blur_enabled" );
|
||
|
if ( conVar.IsValid() )
|
||
|
{
|
||
|
conVar.SetValue( nValue );
|
||
|
config.m_bMotionBlur = ReadVideoConfigInt( "MotionBlur", 0 ) != 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
nValue = ReadVideoConfigInt( "ShadowDepthTexture", -1 );
|
||
|
if ( nValue != -1 )
|
||
|
{
|
||
|
nValue = OverrideVideoConfigFromCommandLine( "r_flashlightdepthtexture", nValue );
|
||
|
|
||
|
ConVarRef conVar( "r_flashlightdepthtexture" );
|
||
|
if ( conVar.IsValid() )
|
||
|
{
|
||
|
conVar.SetValue( nValue );
|
||
|
config.m_bShadowDepthTexture = ReadVideoConfigInt( "ShadowDepthTexture", 0 ) != 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
nValue = ReadVideoConfigInt( "VRModeAdapter", -1 );
|
||
|
if ( nValue != -1 )
|
||
|
{
|
||
|
nValue = OverrideVideoConfigFromCommandLine( "mat_vrmode_adapter", nValue );
|
||
|
|
||
|
ConVarRef conVar( "mat_vrmode_adapter" );
|
||
|
if ( conVar.IsValid() )
|
||
|
{
|
||
|
conVar.SetValue( nValue );
|
||
|
config.m_nVRModeAdapter = ReadVideoConfigInt( "VRModeAdapter", -1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Writes convars into the registry
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void WriteMaterialSystemConfigToRegistry( const MaterialSystem_Config_t &config )
|
||
|
{
|
||
|
#ifndef SWDS
|
||
|
if ( IsX360() )
|
||
|
return;
|
||
|
|
||
|
#if defined( USE_SDL ) && !defined( SWDS )
|
||
|
// Save sdl_displayindex out to ScreenDisplayIndex.
|
||
|
ConVarRef conVar( "sdl_displayindex" );
|
||
|
if ( conVar.IsValid() && !UseVR() )
|
||
|
{
|
||
|
WriteVideoConfigInt( "ScreenDisplayIndex", conVar.GetInt() );
|
||
|
}
|
||
|
#endif // USE_SDL && !SWDS
|
||
|
WriteVideoConfigInt( "ScreenWidth", config.m_VideoMode.m_Width );
|
||
|
WriteVideoConfigInt( "ScreenHeight", config.m_VideoMode.m_Height );
|
||
|
WriteVideoConfigInt( "ScreenWindowed", config.Windowed() );
|
||
|
WriteVideoConfigInt( "ScreenMSAA", config.m_nAASamples );
|
||
|
WriteVideoConfigInt( "ScreenMSAAQuality", config.m_nAAQuality );
|
||
|
WriteVideoConfigInt( "MotionBlur", config.m_bMotionBlur ? 1 : 0 );
|
||
|
WriteVideoConfigInt( "ShadowDepthTexture", config.m_bShadowDepthTexture ? 1 : 0 );
|
||
|
WriteVideoConfigInt( "VRModeAdapter", config.m_nVRModeAdapter );
|
||
|
|
||
|
// Registry only stores ints, so divide/multiply by 100 when reading/writing.
|
||
|
WriteVideoConfigString( "ScreenMonitorGamma", mat_monitorgamma.GetString() );
|
||
|
|
||
|
for ( int i = 0; s_pRegistryConVars[i][0]; ++i )
|
||
|
{
|
||
|
ConVarRef conVar( s_pRegistryConVars[i] );
|
||
|
if ( !conVar.IsValid() )
|
||
|
continue;
|
||
|
|
||
|
WriteVideoConfigInt( s_pRegistryConVars[i], conVar.GetInt() );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Override config with command line params
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void OverrideMaterialSystemConfigFromCommandLine( MaterialSystem_Config_t &config )
|
||
|
{
|
||
|
if ( IsX360() )
|
||
|
{
|
||
|
// these overrides cannot be supported
|
||
|
// the console configuration is explicit
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( CommandLine()->FindParm( "-dxlevel" ) )
|
||
|
{
|
||
|
config.dxSupportLevel = CommandLine()->ParmValue( "-dxlevel", config.dxSupportLevel );
|
||
|
|
||
|
// hack, mat_dxlevel is a special case, since it's saved in the registry
|
||
|
// but has a special different command-line override
|
||
|
// we need to re-apply the cvar
|
||
|
ConVarRef conVar( "mat_dxlevel" );
|
||
|
if ( conVar.IsValid() )
|
||
|
{
|
||
|
conVar.SetValue( config.dxSupportLevel );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check for windowed mode command line override
|
||
|
if ( CommandLine()->FindParm( "-sw" ) ||
|
||
|
CommandLine()->FindParm( "-startwindowed" ) ||
|
||
|
CommandLine()->FindParm( "-windowed" ) ||
|
||
|
CommandLine()->FindParm( "-window" ) )
|
||
|
{
|
||
|
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true );
|
||
|
}
|
||
|
// Check for fullscreen override
|
||
|
else if ( CommandLine()->FindParm( "-full" ) || CommandLine()->FindParm( "-fullscreen" ) )
|
||
|
{
|
||
|
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, false );
|
||
|
}
|
||
|
|
||
|
// Get width and height
|
||
|
if ( CommandLine()->FindParm( "-width" ) || CommandLine()->FindParm( "-w" ) )
|
||
|
{
|
||
|
config.m_VideoMode.m_Width = CommandLine()->ParmValue( "-width", config.m_VideoMode.m_Width );
|
||
|
config.m_VideoMode.m_Width = CommandLine()->ParmValue( "-w", config.m_VideoMode.m_Width );
|
||
|
if( !( CommandLine()->FindParm( "-height" ) || CommandLine()->FindParm( "-h" ) ) )
|
||
|
{
|
||
|
config.m_VideoMode.m_Height = ( config.m_VideoMode.m_Width * 3 ) / 4;
|
||
|
}
|
||
|
}
|
||
|
if ( CommandLine()->FindParm( "-height" ) || CommandLine()->FindParm( "-h" ) )
|
||
|
{
|
||
|
config.m_VideoMode.m_Height = CommandLine()->ParmValue( "-height", config.m_VideoMode.m_Height );
|
||
|
config.m_VideoMode.m_Height = CommandLine()->ParmValue( "-h", config.m_VideoMode.m_Height );
|
||
|
}
|
||
|
|
||
|
#if defined( USE_SDL ) && !defined( SWDS )
|
||
|
// If -displayindex was specified on the command line, then set sdl_displayindex.
|
||
|
if ( CommandLine()->FindParm( "-displayindex" ) )
|
||
|
{
|
||
|
ConVarRef conVar( "sdl_displayindex" );
|
||
|
|
||
|
if ( conVar.IsValid() )
|
||
|
{
|
||
|
int displayIndex = CommandLine()->ParmValue( "-displayindex", conVar.GetInt() );
|
||
|
|
||
|
conVar.SetValue( displayIndex );
|
||
|
displayIndex = conVar.GetInt();
|
||
|
|
||
|
// Make sure the width / height isn't too large for this display.
|
||
|
SDL_Rect rect;
|
||
|
if ( !SDL_GetDisplayBounds( displayIndex, &rect ) )
|
||
|
{
|
||
|
if ( ( config.m_VideoMode.m_Width > rect.w ) || ( config.m_VideoMode.m_Height > rect.h ) )
|
||
|
{
|
||
|
config.m_VideoMode.m_Width = rect.w;
|
||
|
config.m_VideoMode.m_Height = rect.h;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif // USE_SDL && !SWDS
|
||
|
|
||
|
if ( CommandLine()->FindParm( "-resizing" ) )
|
||
|
{
|
||
|
config.SetFlag( MATSYS_VIDCFG_FLAGS_RESIZING, CommandLine()->CheckParm( "-resizing" ) ? true : false );
|
||
|
}
|
||
|
#ifndef CSS_PERF_TEST
|
||
|
if ( CommandLine()->FindParm( "-mat_vsync" ) )
|
||
|
{
|
||
|
int vsync = CommandLine()->ParmValue( "-mat_vsync", 1 );
|
||
|
config.SetFlag( MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC, vsync == 0 );
|
||
|
}
|
||
|
#endif
|
||
|
config.m_nAASamples = CommandLine()->ParmValue( "-mat_antialias", config.m_nAASamples );
|
||
|
config.m_nAAQuality = CommandLine()->ParmValue( "-mat_aaquality", config.m_nAAQuality );
|
||
|
|
||
|
// Clamp the requested dimensions to the display resolution
|
||
|
MaterialVideoMode_t videoMode;
|
||
|
materials->GetDisplayMode( videoMode );
|
||
|
config.m_VideoMode.m_Width = MIN( videoMode.m_Width, config.m_VideoMode.m_Width );
|
||
|
config.m_VideoMode.m_Height = MIN( videoMode.m_Height, config.m_VideoMode.m_Height );
|
||
|
|
||
|
// safe mode
|
||
|
if ( CommandLine()->FindParm( "-safe" ) )
|
||
|
{
|
||
|
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true );
|
||
|
config.m_VideoMode.m_Width = 640;
|
||
|
config.m_VideoMode.m_Height = 480;
|
||
|
config.m_VideoMode.m_RefreshRate = 0;
|
||
|
config.m_nAASamples = 0;
|
||
|
config.m_nAAQuality = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Updates the material system config
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void OverrideMaterialSystemConfig( MaterialSystem_Config_t &config )
|
||
|
{
|
||
|
// enable/disable flashlight support based on mod (user can also set this explicitly)
|
||
|
// FIXME: this is only here because dxsupport_override.cfg is currently broken
|
||
|
ConVarRef mat_supportflashlight( "mat_supportflashlight" );
|
||
|
if ( mat_supportflashlight.GetInt() == -1 )
|
||
|
{
|
||
|
const char * gameName = COM_GetModDirectory();
|
||
|
if ( !V_stricmp( gameName, "portal" ) ||
|
||
|
!V_stricmp( gameName, "tf" ) ||
|
||
|
!V_stricmp( gameName, "tf_beta" ) )
|
||
|
{
|
||
|
mat_supportflashlight.SetValue( false );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mat_supportflashlight.SetValue( true );
|
||
|
}
|
||
|
}
|
||
|
config.m_bSupportFlashlight = mat_supportflashlight.GetBool();
|
||
|
|
||
|
// apply the settings in the material system
|
||
|
bool bLightmapsNeedReloading = materials->OverrideConfig( config, false );
|
||
|
if ( bLightmapsNeedReloading )
|
||
|
{
|
||
|
s_bConfigLightingChanged = true;
|
||
|
}
|
||
|
|
||
|
// if VRModeAdapter is set, don't let things come up full screen
|
||
|
// They will be on the HMD display and that's BAD.
|
||
|
if( config.m_nVRModeAdapter != -1 )
|
||
|
{
|
||
|
WriteVideoConfigInt( "ScreenWindowed", 1 );
|
||
|
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void HandleServerAllowColorCorrection()
|
||
|
{
|
||
|
#ifndef SWDS
|
||
|
if ( !sv_allow_color_correction.GetBool() && mat_colorcorrection.GetInt() )
|
||
|
{
|
||
|
Warning( "mat_colorcorrection being forced to 0 due to sv_allow_color_correction=0.\n" );
|
||
|
mat_colorcorrection.SetValue( 0 );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// auto config version to store in the registry so we can force reconfigs if needed
|
||
|
#define AUTOCONFIG_VERSION 1
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Initializes configuration
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void InitMaterialSystemConfig( bool bInEditMode )
|
||
|
{
|
||
|
// get the default config for the current card as a starting point.
|
||
|
g_pMaterialSystemConfig = &materials->GetCurrentConfigForVideoCard();
|
||
|
if ( !g_pMaterialSystemConfig )
|
||
|
{
|
||
|
Sys_Error( "Could not get the material system config record!" );
|
||
|
}
|
||
|
if ( bInEditMode )
|
||
|
return;
|
||
|
|
||
|
MaterialSystem_Config_t config = *g_pMaterialSystemConfig;
|
||
|
|
||
|
#if !defined(SWDS)
|
||
|
// see if they've changed video card, or have no settings present
|
||
|
MaterialAdapterInfo_t driverInfo;
|
||
|
materials->GetDisplayAdapterInfo( materials->GetCurrentAdapter(), driverInfo );
|
||
|
|
||
|
// see if the user has changed video cards or dx levels
|
||
|
uint currentVendorID = ReadVideoConfigInt( "VendorID", -1 );
|
||
|
uint currentDeviceID = ReadVideoConfigInt( "DeviceID", -1 );
|
||
|
|
||
|
uint autoConfigVersion = ReadVideoConfigInt( "AutoConfigVersion", -1 );
|
||
|
|
||
|
if ( autoConfigVersion != AUTOCONFIG_VERSION )
|
||
|
{
|
||
|
uint max_dxlevel, recommended_dxlevel;
|
||
|
materials->GetDXLevelDefaults( max_dxlevel, recommended_dxlevel );
|
||
|
uint currentDXLevel = ReadVideoConfigInt( "DXLevel_V1", -1 );
|
||
|
if ((max_dxlevel != recommended_dxlevel) && (currentDXLevel != recommended_dxlevel))
|
||
|
{
|
||
|
ConVarRef conVar( "mat_dxlevel" );
|
||
|
if ( conVar.IsValid() )
|
||
|
{
|
||
|
conVar.SetValue( (int)recommended_dxlevel );
|
||
|
}
|
||
|
}
|
||
|
// Update the autoconfig version.
|
||
|
WriteVideoConfigInt( "AutoConfigVersion", AUTOCONFIG_VERSION );
|
||
|
}
|
||
|
|
||
|
if ( driverInfo.m_VendorID == currentVendorID &&
|
||
|
driverInfo.m_DeviceID == currentDeviceID &&
|
||
|
!CommandLine()->FindParm( "-autoconfig" ) &&
|
||
|
!CommandLine()->FindParm( "-dxlevel" ))
|
||
|
{
|
||
|
// the stored configuration looks like it will be valid, load it in
|
||
|
ReadMaterialSystemConfigFromRegistry( config );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
OverrideMaterialSystemConfigFromCommandLine( config );
|
||
|
OverrideMaterialSystemConfig( config );
|
||
|
|
||
|
// Force the convars to update -- need this due to threading
|
||
|
g_pCVar->ProcessQueuedMaterialThreadConVarSets();
|
||
|
|
||
|
// Don't smack registry if dxlevel is overridden, or if the video config was overridden from the command line.
|
||
|
if ( !CommandLine()->FindParm( "-dxlevel" ) && !s_bVideoConfigOverriddenFromCmdLine )
|
||
|
{
|
||
|
WriteMaterialSystemConfigToRegistry( *g_pMaterialSystemConfig );
|
||
|
}
|
||
|
|
||
|
UpdateMaterialSystemConfig();
|
||
|
|
||
|
#if !defined(SWDS)
|
||
|
// write out the current vendor has been seen & registered
|
||
|
WriteVideoConfigInt( "VendorID", driverInfo.m_VendorID );
|
||
|
WriteVideoConfigInt( "DeviceID", driverInfo.m_DeviceID );
|
||
|
WriteVideoConfigInt( "DXLevel_V1", g_pMaterialSystemConfig->dxSupportLevel );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Updates the material system config
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void UpdateMaterialSystemConfig( void )
|
||
|
{
|
||
|
if ( host_state.worldbrush && !host_state.worldbrush->lightdata )
|
||
|
{
|
||
|
mat_fullbright.SetValue( 1 );
|
||
|
}
|
||
|
|
||
|
// apply the settings in the material system
|
||
|
bool bLightmapsNeedReloading = materials->UpdateConfig( false );
|
||
|
if ( bLightmapsNeedReloading )
|
||
|
{
|
||
|
s_bConfigLightingChanged = true;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Sets all the relevant keyvalue data to be uploaded as part of the benchmark data
|
||
|
// Input : *dataToUpload - keyvalue set that will be uploaded
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void GetMaterialSystemConfigForBenchmarkUpload(KeyValues *dataToUpload)
|
||
|
{
|
||
|
#if !defined(SWDS)
|
||
|
// hardware info
|
||
|
MaterialAdapterInfo_t driverInfo;
|
||
|
materials->GetDisplayAdapterInfo( materials->GetCurrentAdapter(), driverInfo );
|
||
|
|
||
|
dataToUpload->SetInt( "vendorID", driverInfo.m_VendorID );
|
||
|
dataToUpload->SetInt( "deviceID", driverInfo.m_DeviceID );
|
||
|
dataToUpload->SetInt( "ram", GetRam() );
|
||
|
|
||
|
const CPUInformation& pi = *GetCPUInformation();
|
||
|
double fFrequency = pi.m_Speed / 1000000.0;
|
||
|
dataToUpload->SetInt( "cpu_speed", (int)fFrequency );
|
||
|
dataToUpload->SetString( "cpu", pi.m_szProcessorID );
|
||
|
|
||
|
// material system settings
|
||
|
dataToUpload->SetInt( "width", g_pMaterialSystemConfig->m_VideoMode.m_Width );
|
||
|
dataToUpload->SetInt( "height", g_pMaterialSystemConfig->m_VideoMode.m_Height );
|
||
|
dataToUpload->SetInt( "AASamples", g_pMaterialSystemConfig->m_nAASamples );
|
||
|
dataToUpload->SetInt( "AAQuality", g_pMaterialSystemConfig->m_nAAQuality );
|
||
|
dataToUpload->SetInt( "AnisoLevel", g_pMaterialSystemConfig->m_nForceAnisotropicLevel );
|
||
|
dataToUpload->SetInt( "SkipMipLevels", g_pMaterialSystemConfig->skipMipLevels );
|
||
|
dataToUpload->SetInt( "DXLevel", g_pMaterialSystemConfig->dxSupportLevel );
|
||
|
dataToUpload->SetInt( "ShadowDepthTexture", g_pMaterialSystemConfig->ShadowDepthTexture() );
|
||
|
dataToUpload->SetInt( "MotionBlur", g_pMaterialSystemConfig->MotionBlur() );
|
||
|
dataToUpload->SetInt( "Windowed", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_WINDOWED) ? 1 : 0 );
|
||
|
dataToUpload->SetInt( "Trilinear", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_FORCE_TRILINEAR) ? 1 : 0 );
|
||
|
dataToUpload->SetInt( "ForceHWSync", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_FORCE_HWSYNC) ? 1 : 0 );
|
||
|
dataToUpload->SetInt( "NoWaitForVSync", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC) ? 1 : 0 );
|
||
|
dataToUpload->SetInt( "DisableSpecular", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR) ? 1 : 0 );
|
||
|
dataToUpload->SetInt( "DisableBumpmapping", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_DISABLE_BUMPMAP) ? 1 : 0 );
|
||
|
dataToUpload->SetInt( "EnableParallaxMapping", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING) ? 1 : 0 );
|
||
|
dataToUpload->SetInt( "ZPrefill", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_USE_Z_PREFILL) ? 1 : 0 );
|
||
|
dataToUpload->SetInt( "ReduceFillRate", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_REDUCE_FILLRATE) ? 1 : 0 );
|
||
|
dataToUpload->SetInt( "RenderToTextureShadows", r_shadowrendertotexture.GetInt() ? 1 : 0 );
|
||
|
dataToUpload->SetInt( "FlashlightDepthTexture", r_flashlightdepthtexture.GetInt() ? 1 : 0 );
|
||
|
#ifndef _X360
|
||
|
dataToUpload->SetInt( "RealtimeWaterReflection", r_waterforceexpensive.GetInt() ? 1 : 0 );
|
||
|
#endif
|
||
|
dataToUpload->SetInt( "WaterReflectEntities", r_waterforcereflectentities.GetInt() ? 1 : 0 );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Dumps the specified config info to the console
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void PrintMaterialSystemConfig( const MaterialSystem_Config_t &config )
|
||
|
{
|
||
|
Warning( "width: %d\n", config.m_VideoMode.m_Width );
|
||
|
Warning( "height: %d\n", config.m_VideoMode.m_Height );
|
||
|
Warning( "m_nForceAnisotropicLevel: %d\n", config.m_nForceAnisotropicLevel );
|
||
|
Warning( "aasamples: %d\n", config.m_nAASamples );
|
||
|
Warning( "aaquality: %d\n", config.m_nAAQuality );
|
||
|
|
||
|
Warning( "skipMipLevels: %d\n", config.skipMipLevels );
|
||
|
Warning( "dxSupportLevel: %d\n", config.dxSupportLevel );
|
||
|
Warning( "monitorGamma: %f\n", config.m_fMonitorGamma );
|
||
|
Warning( "MATSYS_VIDCFG_FLAGS_WINDOWED: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_WINDOWED ) ? "true" : "false" );
|
||
|
Warning( "MATSYS_VIDCFG_FLAGS_FORCE_TRILINEAR: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_FORCE_TRILINEAR ) ? "true" : "false" );
|
||
|
Warning( "MATSYS_VIDCFG_FLAGS_FORCE_HWSYNC: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_FORCE_HWSYNC ) ? "true" : "false" );
|
||
|
Warning( "MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR ) ? "true" : "false" );
|
||
|
Warning( "MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING ) ? "true" : "false" );
|
||
|
Warning( "MATSYS_VIDCFG_FLAGS_USE_Z_PREFILL: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_USE_Z_PREFILL ) ? "true" : "false" );
|
||
|
Warning( "MATSYS_VIDCFG_FLAGS_REDUCE_FILLRATE: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_REDUCE_FILLRATE ) ? "true" : "false" );
|
||
|
Warning( "r_shadowrendertotexture: %s\n", r_shadowrendertotexture.GetInt() ? "true" : "false" );
|
||
|
Warning( "motionblur: %s\n", config.m_bMotionBlur ? "true" : "false" );
|
||
|
Warning( "shadowdepthtexture: %s\n", config.m_bShadowDepthTexture ? "true" : "false" );
|
||
|
#ifndef _X360
|
||
|
Warning( "r_waterforceexpensive: %s\n", r_waterforceexpensive.GetInt() ? "true" : "false" );
|
||
|
#endif
|
||
|
Warning( "r_waterforcereflectentities: %s\n", r_waterforcereflectentities.GetInt() ? "true" : "false" );
|
||
|
}
|
||
|
|
||
|
CON_COMMAND( mat_configcurrent, "show the current video control panel config for the material system" )
|
||
|
{
|
||
|
const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard();
|
||
|
PrintMaterialSystemConfig( config );
|
||
|
}
|
||
|
|
||
|
#if !defined(SWDS) && !defined( _X360 )
|
||
|
CON_COMMAND( mat_setvideomode, "sets the width, height, windowed state of the material system" )
|
||
|
{
|
||
|
if ( args.ArgC() != 4 )
|
||
|
return;
|
||
|
|
||
|
int nWidth = Q_atoi( args[1] );
|
||
|
int nHeight = Q_atoi( args[2] );
|
||
|
bool bWindowed = Q_atoi( args[3] ) > 0 ? true : false;
|
||
|
|
||
|
videomode->SetMode( nWidth, nHeight, bWindowed );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
CON_COMMAND( mat_enable_vrmode, "Switches the material system to VR mode (after restart)" )
|
||
|
{
|
||
|
if( args.ArgC() != 2 )
|
||
|
return;
|
||
|
|
||
|
if( !g_pSourceVR )
|
||
|
return;
|
||
|
|
||
|
ConVarRef mat_vrmode_adapter( "mat_vrmode_adapter" );
|
||
|
bool bVRMode = Q_atoi( args[1] ) != 0;
|
||
|
if( bVRMode )
|
||
|
{
|
||
|
#if defined( _WIN32 )
|
||
|
int32 nVRModeAdapter = g_pSourceVR->GetVRModeAdapter();
|
||
|
if( nVRModeAdapter == -1 )
|
||
|
{
|
||
|
Warning( "Unable to get VRModeAdapter from OpenVR. VR mode will not be enabled. Try restarting and then enabling VR again.\n" );
|
||
|
}
|
||
|
mat_vrmode_adapter.SetValue( nVRModeAdapter );
|
||
|
#else
|
||
|
mat_vrmode_adapter.SetValue( 0 ); // This convar isn't actually used on other platforms so just use 0 to indicate that it's set
|
||
|
#endif
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mat_vrmode_adapter.SetValue( -1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
CON_COMMAND( mat_savechanges, "saves current video configuration to the registry" )
|
||
|
{
|
||
|
// if the user has got to the point where they can adjust and apply video changes, then we can clear safe mode
|
||
|
CommandLine()->RemoveParm( "-safe" );
|
||
|
|
||
|
// write out config
|
||
|
UpdateMaterialSystemConfig();
|
||
|
if ( !CommandLine()->FindParm( "-dxlevel" ) )
|
||
|
{
|
||
|
WriteMaterialSystemConfigToRegistry( *g_pMaterialSystemConfig );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// A console command to debug materials
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( mat_debug, "Activates debugging spew for a specific material.", FCVAR_CHEAT )
|
||
|
{
|
||
|
if ( args.ArgC() != 2 )
|
||
|
{
|
||
|
ConMsg ("usage: mat_debug [ <material name> ]\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
materials->ToggleDebugMaterial( args[1] );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// A console command to suppress materials
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( mat_suppress, "Supress a material from drawing", FCVAR_CHEAT )
|
||
|
{
|
||
|
if ( args.ArgC() != 2 )
|
||
|
{
|
||
|
ConMsg ("usage: mat_suppress [ <material name> ]\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
materials->ToggleSuppressMaterial( args[1] );
|
||
|
}
|
||
|
#endif // _DEBUG
|
||
|
|
||
|
static ITexture *CreatePowerOfTwoFBTexture( void )
|
||
|
{
|
||
|
if ( IsX360() )
|
||
|
return NULL;
|
||
|
|
||
|
return materials->CreateNamedRenderTargetTextureEx2(
|
||
|
"_rt_PowerOfTwoFB",
|
||
|
1024, 1024, RT_SIZE_DEFAULT,
|
||
|
// Has dest alpha for vort warp effect
|
||
|
IMAGE_FORMAT_RGBA8888,
|
||
|
MATERIAL_RT_DEPTH_SHARED,
|
||
|
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
|
||
|
CREATERENDERTARGETFLAGS_HDR );
|
||
|
}
|
||
|
|
||
|
static ITexture *CreateWaterReflectionTexture( void )
|
||
|
{
|
||
|
return materials->CreateNamedRenderTargetTextureEx2(
|
||
|
"_rt_WaterReflection",
|
||
|
1024, 1024, RT_SIZE_PICMIP,
|
||
|
materials->GetBackBufferFormat(),
|
||
|
MATERIAL_RT_DEPTH_SHARED,
|
||
|
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
|
||
|
CREATERENDERTARGETFLAGS_HDR );
|
||
|
}
|
||
|
|
||
|
static ITexture *CreateWaterRefractionTexture( void )
|
||
|
{
|
||
|
return materials->CreateNamedRenderTargetTextureEx2(
|
||
|
"_rt_WaterRefraction",
|
||
|
1024, 1024, RT_SIZE_PICMIP,
|
||
|
// This is different than reflection because it has to have alpha for fog factor.
|
||
|
IMAGE_FORMAT_RGBA8888,
|
||
|
MATERIAL_RT_DEPTH_SHARED,
|
||
|
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
|
||
|
CREATERENDERTARGETFLAGS_HDR );
|
||
|
}
|
||
|
|
||
|
static ITexture *CreateCameraTexture( void )
|
||
|
{
|
||
|
return materials->CreateNamedRenderTargetTextureEx2(
|
||
|
"_rt_Camera",
|
||
|
256, 256, RT_SIZE_DEFAULT,
|
||
|
materials->GetBackBufferFormat(),
|
||
|
MATERIAL_RT_DEPTH_SHARED,
|
||
|
0,
|
||
|
CREATERENDERTARGETFLAGS_HDR );
|
||
|
}
|
||
|
|
||
|
static ITexture *CreateBuildCubemaps16BitTexture( void )
|
||
|
{
|
||
|
return materials->CreateNamedRenderTargetTextureEx2(
|
||
|
"_rt_BuildCubemaps16bit",
|
||
|
0, 0,
|
||
|
RT_SIZE_FULL_FRAME_BUFFER,
|
||
|
IMAGE_FORMAT_RGBA16161616,
|
||
|
MATERIAL_RT_DEPTH_SHARED );
|
||
|
}
|
||
|
|
||
|
static ITexture *CreateQuarterSizedFBTexture( int n, unsigned int iRenderTargetFlags )
|
||
|
{
|
||
|
char nbuf[20];
|
||
|
sprintf(nbuf,"_rt_SmallFB%d",n);
|
||
|
|
||
|
ImageFormat fmt=materials->GetBackBufferFormat();
|
||
|
if ( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT )
|
||
|
fmt = IMAGE_FORMAT_RGBA16161616F;
|
||
|
|
||
|
return materials->CreateNamedRenderTargetTextureEx2(
|
||
|
nbuf, 0, 0, RT_SIZE_HDR,
|
||
|
fmt, MATERIAL_RT_DEPTH_SHARED,
|
||
|
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
|
||
|
iRenderTargetFlags );
|
||
|
}
|
||
|
|
||
|
static ITexture *CreateTeenyFBTexture( int n )
|
||
|
{
|
||
|
char nbuf[20];
|
||
|
sprintf(nbuf,"_rt_TeenyFB%d",n);
|
||
|
|
||
|
ImageFormat fmt = materials->GetBackBufferFormat();
|
||
|
if ( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT )
|
||
|
fmt = IMAGE_FORMAT_RGBA16161616F;
|
||
|
|
||
|
return materials->CreateNamedRenderTargetTextureEx2(
|
||
|
nbuf, 32, 32, RT_SIZE_DEFAULT,
|
||
|
fmt, MATERIAL_RT_DEPTH_SHARED );
|
||
|
}
|
||
|
|
||
|
static ITexture *CreateFullFrameFBTexture( int textureIndex, int iExtraFlags = 0 )
|
||
|
{
|
||
|
char textureName[256];
|
||
|
if ( textureIndex > 0 )
|
||
|
{
|
||
|
sprintf( textureName, "_rt_FullFrameFB%d", textureIndex );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
V_strcpy_safe( textureName, "_rt_FullFrameFB" );
|
||
|
}
|
||
|
|
||
|
int rtFlags = iExtraFlags | CREATERENDERTARGETFLAGS_HDR;
|
||
|
if ( IsX360() )
|
||
|
{
|
||
|
// just make the system memory texture only
|
||
|
rtFlags |= CREATERENDERTARGETFLAGS_NOEDRAM;
|
||
|
}
|
||
|
return materials->CreateNamedRenderTargetTextureEx2(
|
||
|
textureName,
|
||
|
1, 1, RT_SIZE_FULL_FRAME_BUFFER, materials->GetBackBufferFormat(),
|
||
|
MATERIAL_RT_DEPTH_SHARED,
|
||
|
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
|
||
|
rtFlags );
|
||
|
}
|
||
|
|
||
|
static ITexture *CreateFullFrameDepthTexture( void )
|
||
|
{
|
||
|
if ( IsX360() )
|
||
|
{
|
||
|
return materials->CreateNamedRenderTargetTextureEx2( "_rt_FullFrameDepth", 1, 1,
|
||
|
RT_SIZE_FULL_FRAME_BUFFER, materials->GetShadowDepthTextureFormat(), MATERIAL_RT_DEPTH_NONE,
|
||
|
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_POINTSAMPLE,
|
||
|
CREATERENDERTARGETFLAGS_NOEDRAM );
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
materials->AddTextureAlias( "_rt_FullFrameDepth", "_rt_PowerOfTwoFB" );
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
static ITexture *CreateResolvedFullFrameDepthTexture( void )
|
||
|
{
|
||
|
if ( IsPC() )
|
||
|
{
|
||
|
return materials->CreateNamedRenderTargetTextureEx2( "_rt_ResolvedFullFrameDepth", 1, 1,
|
||
|
RT_SIZE_FULL_FRAME_BUFFER, IMAGE_FORMAT_RGBA8888, MATERIAL_RT_DEPTH_SEPARATE,
|
||
|
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_POINTSAMPLE,
|
||
|
CREATERENDERTARGETFLAGS_NOEDRAM );
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Create render targets which mods rely upon to render correctly
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void InitWellKnownRenderTargets( void )
|
||
|
{
|
||
|
#if !defined( SWDS )
|
||
|
if ( mat_debugalttab.GetBool() )
|
||
|
{
|
||
|
Warning( "mat_debugalttab: InitWellKnownRenderTargets\n" );
|
||
|
}
|
||
|
|
||
|
// Begin block in which all render targets should be allocated
|
||
|
materials->BeginRenderTargetAllocation();
|
||
|
|
||
|
// JasonM -
|
||
|
// Do we put logic in here to determine which of these to create, based upon DX level, HDR enable etc?
|
||
|
// YES! DX Level should gate these
|
||
|
|
||
|
// before we create anything, see if VR mode wants to override the "framebuffer" size
|
||
|
if( UseVR() )
|
||
|
{
|
||
|
int nWidth, nHeight;
|
||
|
g_pSourceVR->GetRenderTargetFrameBufferDimensions( nWidth, nHeight );
|
||
|
g_pMaterialSystem->SetRenderTargetFrameBufferSizeOverrides( nWidth, nHeight );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
g_pMaterialSystem->SetRenderTargetFrameBufferSizeOverrides( 0, 0 );
|
||
|
}
|
||
|
|
||
|
// Create the render targets upon which mods may rely
|
||
|
|
||
|
if ( IsPC() )
|
||
|
{
|
||
|
// Create for all mods as vgui2 uses it for 3D painting
|
||
|
g_PowerOfTwoFBTexture.Init( CreatePowerOfTwoFBTexture() );
|
||
|
}
|
||
|
|
||
|
// Create these for all mods because the engine references them
|
||
|
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 )
|
||
|
{
|
||
|
if ( IsPC() && g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 &&
|
||
|
g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT )
|
||
|
{
|
||
|
// Used for building HDR Cubemaps
|
||
|
g_BuildCubemaps16BitTexture.Init( CreateBuildCubemaps16BitTexture() );
|
||
|
}
|
||
|
|
||
|
// Used in Bloom effects
|
||
|
g_QuarterSizedFBTexture0.Init( CreateQuarterSizedFBTexture( 0, 0 ) );
|
||
|
if( IsX360() )
|
||
|
materials->AddTextureAlias( "_rt_SmallFB1", "_rt_SmallFB0" ); //an alias is good enough on the 360 since we don't have a texture lock problem during post processing
|
||
|
else
|
||
|
g_QuarterSizedFBTexture1.Init( CreateQuarterSizedFBTexture( 1, 0 ) );
|
||
|
}
|
||
|
|
||
|
if ( IsPC() )
|
||
|
{
|
||
|
g_TeenyFBTexture0.Init( CreateTeenyFBTexture( 0 ) );
|
||
|
g_TeenyFBTexture1.Init( CreateTeenyFBTexture( 1 ) );
|
||
|
g_TeenyFBTexture2.Init( CreateTeenyFBTexture( 2 ) );
|
||
|
}
|
||
|
|
||
|
g_FullFrameFBTexture0.Init( CreateFullFrameFBTexture( 0 ) );
|
||
|
g_FullFrameFBTexture1.Init( CreateFullFrameFBTexture( 1 ) );
|
||
|
|
||
|
if ( IsX360() )
|
||
|
{
|
||
|
g_FullFrameFBTexture2.Init( CreateFullFrameFBTexture( 2, CREATERENDERTARGETFLAGS_TEMP ) );
|
||
|
}
|
||
|
|
||
|
g_FullFrameDepth.Init( CreateFullFrameDepthTexture() );
|
||
|
g_ResolvedFullFrameDepth.Init( CreateResolvedFullFrameDepthTexture() );
|
||
|
|
||
|
// if we're in stereo mode init a render target for VGUI
|
||
|
if( UseVR() )
|
||
|
{
|
||
|
g_pSourceVR->CreateRenderTargets( materials );
|
||
|
}
|
||
|
|
||
|
// Allow the client to init their own mod-specific render targets
|
||
|
if ( g_pClientRenderTargets )
|
||
|
{
|
||
|
g_pClientRenderTargets->InitClientRenderTargets( materials, g_pMaterialSystemHardwareConfig );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// If this mod doesn't define the interface, fallback to initializing the standard render textures
|
||
|
// NOTE: these should match up with the 'Get' functions in cl_dll/rendertexture.h/cpp
|
||
|
g_WaterReflectionTexture.Init( CreateWaterReflectionTexture() );
|
||
|
g_WaterRefractionTexture.Init( CreateWaterRefractionTexture() );
|
||
|
g_CameraTexture.Init( CreateCameraTexture() );
|
||
|
}
|
||
|
|
||
|
// End block in which all render targets should be allocated (kicking off an Alt-Tab type behavior)
|
||
|
materials->EndRenderTargetAllocation();
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
pRenderContext->SetNonInteractiveTempFullscreenBuffer( g_FullFrameFBTexture0, MATERIAL_NON_INTERACTIVE_MODE_LEVEL_LOAD );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Shut down the render targets which mods rely upon to render correctly
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void ShutdownWellKnownRenderTargets( void )
|
||
|
{
|
||
|
#if !defined( SWDS )
|
||
|
if ( IsX360() )
|
||
|
{
|
||
|
// cannot allowing RT's to reconstruct, causes other fatal problems
|
||
|
// many other 360 systems have been coded with this expected constraint
|
||
|
Assert( 0 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( IsPC() && mat_debugalttab.GetBool() )
|
||
|
{
|
||
|
Warning( "mat_debugalttab: ShutdownWellKnownRenderTargets\n" );
|
||
|
}
|
||
|
|
||
|
g_PowerOfTwoFBTexture.Shutdown();
|
||
|
g_BuildCubemaps16BitTexture.Shutdown();
|
||
|
|
||
|
g_QuarterSizedFBTexture0.Shutdown();
|
||
|
|
||
|
if( IsX360() )
|
||
|
materials->RemoveTextureAlias( "_rt_SmallFB1" );
|
||
|
else
|
||
|
g_QuarterSizedFBTexture1.Shutdown();
|
||
|
|
||
|
g_TeenyFBTexture0.Shutdown();
|
||
|
g_TeenyFBTexture1.Shutdown();
|
||
|
g_TeenyFBTexture2.Shutdown();
|
||
|
g_FullFrameFBTexture0.Shutdown();
|
||
|
g_FullFrameFBTexture1.Shutdown();
|
||
|
if ( IsX360() )
|
||
|
{
|
||
|
g_FullFrameFBTexture2.Shutdown();
|
||
|
}
|
||
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
pRenderContext->SetNonInteractiveTempFullscreenBuffer( NULL, MATERIAL_NON_INTERACTIVE_MODE_LEVEL_LOAD );
|
||
|
|
||
|
g_FullFrameDepth.Shutdown();
|
||
|
if( IsPC() )
|
||
|
{
|
||
|
materials->RemoveTextureAlias( "_rt_FullFrameDepth" );
|
||
|
}
|
||
|
|
||
|
if( g_pSourceVR )
|
||
|
g_pSourceVR->ShutdownRenderTargets();
|
||
|
|
||
|
|
||
|
// Shutdown client render targets
|
||
|
if ( g_pClientRenderTargets )
|
||
|
{
|
||
|
g_pClientRenderTargets->ShutdownClientRenderTargets();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
g_WaterReflectionTexture.Shutdown();
|
||
|
g_WaterRefractionTexture.Shutdown();
|
||
|
g_CameraTexture.Shutdown();
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// A console command to spew out driver information
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CON_COMMAND( mat_reset_rendertargets, "Resets all the render targets" )
|
||
|
{
|
||
|
ShutdownWellKnownRenderTargets();
|
||
|
InitWellKnownRenderTargets();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Make the debug system materials
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void InitDebugMaterials( void )
|
||
|
{
|
||
|
if ( IsPC() && mat_debugalttab.GetBool() )
|
||
|
{
|
||
|
Warning( "mat_debugalttab: InitDebugMaterials\n" );
|
||
|
}
|
||
|
|
||
|
g_materialEmpty = GL_LoadMaterial( "debug/debugempty", TEXTURE_GROUP_OTHER );
|
||
|
#ifndef SWDS
|
||
|
g_materialWireframe = GL_LoadMaterial( "debug/debugwireframe", TEXTURE_GROUP_OTHER );
|
||
|
g_materialTranslucentSingleColor = GL_LoadMaterial( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER );
|
||
|
g_materialTranslucentVertexColor = GL_LoadMaterial( "debug/debugtranslucentvertexcolor", TEXTURE_GROUP_OTHER );
|
||
|
g_materialWorldWireframe = GL_LoadMaterial( "debug/debugworldwireframe", TEXTURE_GROUP_OTHER );
|
||
|
g_materialWorldWireframeZBuffer = GL_LoadMaterial( "debug/debugworldwireframezbuffer", TEXTURE_GROUP_OTHER );
|
||
|
|
||
|
g_materialBrushWireframe = GL_LoadMaterial( "debug/debugbrushwireframe", TEXTURE_GROUP_OTHER );
|
||
|
g_materialDecalWireframe = GL_LoadMaterial( "debug/debugdecalwireframe", TEXTURE_GROUP_OTHER );
|
||
|
g_materialDebugLightmap = GL_LoadMaterial( "debug/debuglightmap", TEXTURE_GROUP_OTHER );
|
||
|
g_materialDebugLightmapZBuffer = GL_LoadMaterial( "debug/debuglightmapzbuffer", TEXTURE_GROUP_OTHER );
|
||
|
g_materialDebugLuxels = GL_LoadMaterial( "debug/debugluxels", TEXTURE_GROUP_OTHER );
|
||
|
|
||
|
g_materialLeafVisWireframe = GL_LoadMaterial( "debug/debugleafviswireframe", TEXTURE_GROUP_OTHER );
|
||
|
g_pMaterialWireframeVertexColor = GL_LoadMaterial( "debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER );
|
||
|
g_pMaterialWireframeVertexColorIgnoreZ = GL_LoadMaterial( "debug/debugwireframevertexcolorignorez", TEXTURE_GROUP_OTHER );
|
||
|
g_pMaterialLightSprite = GL_LoadMaterial( "engine/lightsprite", TEXTURE_GROUP_OTHER );
|
||
|
g_pMaterialShadowBuild = GL_LoadMaterial( "engine/shadowbuild", TEXTURE_GROUP_OTHER);
|
||
|
g_pMaterialMRMWireframe = GL_LoadMaterial( "debug/debugmrmwireframe", TEXTURE_GROUP_OTHER );
|
||
|
g_pMaterialDebugFlat = GL_LoadMaterial( "debug/debugdrawflattriangles", TEXTURE_GROUP_OTHER );
|
||
|
|
||
|
g_pMaterialAmbientCube = GL_LoadMaterial( "debug/debugambientcube", TEXTURE_GROUP_OTHER );
|
||
|
|
||
|
g_pMaterialWriteZ = GL_LoadMaterial( "engine/writez", TEXTURE_GROUP_OTHER );
|
||
|
|
||
|
if( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 )
|
||
|
{
|
||
|
// Materials for writing to shadow depth buffer
|
||
|
KeyValues *pVMTKeyValues = new KeyValues( "DepthWrite" );
|
||
|
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
|
||
|
pVMTKeyValues->SetInt( "$alphatest", 0 );
|
||
|
pVMTKeyValues->SetInt( "$nocull", 0 );
|
||
|
g_pMaterialDepthWrite[0][0] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite00", TEXTURE_GROUP_OTHER, pVMTKeyValues );
|
||
|
g_pMaterialDepthWrite[0][0]->IncrementReferenceCount();
|
||
|
|
||
|
pVMTKeyValues = new KeyValues( "DepthWrite" );
|
||
|
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
|
||
|
pVMTKeyValues->SetInt( "$alphatest", 0 );
|
||
|
pVMTKeyValues->SetInt( "$nocull", 1 );
|
||
|
g_pMaterialDepthWrite[0][1] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite01", TEXTURE_GROUP_OTHER, pVMTKeyValues );
|
||
|
g_pMaterialDepthWrite[0][1]->IncrementReferenceCount();
|
||
|
|
||
|
pVMTKeyValues = new KeyValues( "DepthWrite" );
|
||
|
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
|
||
|
pVMTKeyValues->SetInt( "$alphatest", 1 );
|
||
|
pVMTKeyValues->SetInt( "$nocull", 0 );
|
||
|
g_pMaterialDepthWrite[1][0] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite10", TEXTURE_GROUP_OTHER, pVMTKeyValues );
|
||
|
g_pMaterialDepthWrite[1][0]->IncrementReferenceCount();
|
||
|
|
||
|
pVMTKeyValues = new KeyValues( "DepthWrite" );
|
||
|
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
|
||
|
pVMTKeyValues->SetInt( "$alphatest", 1 );
|
||
|
pVMTKeyValues->SetInt( "$nocull", 1 );
|
||
|
g_pMaterialDepthWrite[1][1] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite11", TEXTURE_GROUP_OTHER, pVMTKeyValues );
|
||
|
g_pMaterialDepthWrite[1][1]->IncrementReferenceCount();
|
||
|
|
||
|
pVMTKeyValues = new KeyValues( "DepthWrite" );
|
||
|
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
|
||
|
pVMTKeyValues->SetInt( "$alphatest", 0 );
|
||
|
pVMTKeyValues->SetInt( "$nocull", 0 );
|
||
|
pVMTKeyValues->SetInt( "$color_depth", 1 );
|
||
|
g_pMaterialSSAODepthWrite[0][0] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite00", TEXTURE_GROUP_OTHER, pVMTKeyValues );
|
||
|
g_pMaterialSSAODepthWrite[0][0]->IncrementReferenceCount();
|
||
|
|
||
|
pVMTKeyValues = new KeyValues( "DepthWrite" );
|
||
|
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
|
||
|
pVMTKeyValues->SetInt( "$alphatest", 0 );
|
||
|
pVMTKeyValues->SetInt( "$nocull", 1 );
|
||
|
pVMTKeyValues->SetInt( "$color_depth", 1 );
|
||
|
g_pMaterialSSAODepthWrite[0][1] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite01", TEXTURE_GROUP_OTHER, pVMTKeyValues );
|
||
|
g_pMaterialSSAODepthWrite[0][1]->IncrementReferenceCount();
|
||
|
|
||
|
pVMTKeyValues = new KeyValues( "DepthWrite" );
|
||
|
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
|
||
|
pVMTKeyValues->SetInt( "$alphatest", 1 );
|
||
|
pVMTKeyValues->SetInt( "$nocull", 0 );
|
||
|
pVMTKeyValues->SetInt( "$color_depth", 1 );
|
||
|
g_pMaterialSSAODepthWrite[1][0] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite10", TEXTURE_GROUP_OTHER, pVMTKeyValues );
|
||
|
g_pMaterialSSAODepthWrite[1][0]->IncrementReferenceCount();
|
||
|
|
||
|
pVMTKeyValues = new KeyValues( "DepthWrite" );
|
||
|
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
|
||
|
pVMTKeyValues->SetInt( "$alphatest", 1 );
|
||
|
pVMTKeyValues->SetInt( "$nocull", 1 );
|
||
|
pVMTKeyValues->SetInt( "$color_depth", 1 );
|
||
|
g_pMaterialSSAODepthWrite[1][1] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite11", TEXTURE_GROUP_OTHER, pVMTKeyValues );
|
||
|
g_pMaterialSSAODepthWrite[1][1]->IncrementReferenceCount();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
g_pMaterialDepthWrite[0][0] = g_pMaterialDepthWrite[0][1] = g_pMaterialDepthWrite[1][0] = g_pMaterialDepthWrite[1][1] = NULL;
|
||
|
g_pMaterialSSAODepthWrite[0][0] = g_pMaterialSSAODepthWrite[0][1] = g_pMaterialSSAODepthWrite[1][0] = g_pMaterialSSAODepthWrite[1][1] = NULL;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void ShutdownDebugMaterials( void )
|
||
|
{
|
||
|
if ( IsPC() && mat_debugalttab.GetBool() )
|
||
|
{
|
||
|
Warning( "mat_debugalttab: ShutdownDebugMaterials\n" );
|
||
|
}
|
||
|
|
||
|
GL_UnloadMaterial( g_materialEmpty );
|
||
|
#ifndef SWDS
|
||
|
GL_UnloadMaterial( g_pMaterialLightSprite );
|
||
|
GL_UnloadMaterial( g_pMaterialWireframeVertexColor );
|
||
|
GL_UnloadMaterial( g_pMaterialWireframeVertexColorIgnoreZ );
|
||
|
GL_UnloadMaterial( g_materialLeafVisWireframe );
|
||
|
|
||
|
GL_UnloadMaterial( g_materialDebugLuxels );
|
||
|
GL_UnloadMaterial( g_materialDebugLightmapZBuffer );
|
||
|
GL_UnloadMaterial( g_materialDebugLightmap );
|
||
|
GL_UnloadMaterial( g_materialDecalWireframe );
|
||
|
GL_UnloadMaterial( g_materialBrushWireframe );
|
||
|
|
||
|
GL_UnloadMaterial( g_materialWorldWireframeZBuffer );
|
||
|
GL_UnloadMaterial( g_materialWorldWireframe );
|
||
|
GL_UnloadMaterial( g_materialTranslucentSingleColor );
|
||
|
GL_UnloadMaterial( g_materialTranslucentVertexColor );
|
||
|
GL_UnloadMaterial( g_materialWireframe );
|
||
|
GL_UnloadMaterial( g_pMaterialShadowBuild );
|
||
|
GL_UnloadMaterial( g_pMaterialMRMWireframe );
|
||
|
GL_UnloadMaterial( g_pMaterialWriteZ );
|
||
|
|
||
|
GL_UnloadMaterial( g_pMaterialAmbientCube );
|
||
|
GL_UnloadMaterial( g_pMaterialDebugFlat );
|
||
|
|
||
|
// Materials for writing to shadow depth buffer
|
||
|
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 )
|
||
|
{
|
||
|
for (int i = 0; i<2; i++)
|
||
|
{
|
||
|
for (int j = 0; j<2; j++)
|
||
|
{
|
||
|
if( g_pMaterialDepthWrite[i][j] )
|
||
|
{
|
||
|
g_pMaterialDepthWrite[i][j]->DecrementReferenceCount();
|
||
|
}
|
||
|
g_pMaterialDepthWrite[i][j] = NULL;
|
||
|
|
||
|
if( g_pMaterialSSAODepthWrite[i][j] )
|
||
|
{
|
||
|
g_pMaterialSSAODepthWrite[i][j]->DecrementReferenceCount();
|
||
|
}
|
||
|
g_pMaterialSSAODepthWrite[i][j] = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Used to deal with making sure Present is called often enough
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void InitStartupScreen()
|
||
|
{
|
||
|
if ( !IsX360() )
|
||
|
return;
|
||
|
|
||
|
#ifdef _X360
|
||
|
XVIDEO_MODE videoMode;
|
||
|
XGetVideoMode( &videoMode );
|
||
|
bool bIsWidescreen = videoMode.fIsWideScreen != FALSE;
|
||
|
#else
|
||
|
int width, height;
|
||
|
materials->GetBackBufferDimensions( width, height );
|
||
|
float aspectRatio = (float)width/(float)height;
|
||
|
bool bIsWidescreen = aspectRatio >= 1.5999f;
|
||
|
#endif
|
||
|
|
||
|
// NOTE: Brutal hackery, this code is duplicated in gameui.dll
|
||
|
// but I have to do this prior to gameui being loaded.
|
||
|
// 360 uses hi-res game specific backgrounds
|
||
|
char gameName[MAX_PATH];
|
||
|
char filename[MAX_PATH];
|
||
|
V_FileBase( com_gamedir, gameName, sizeof( gameName ) );
|
||
|
V_snprintf( filename, sizeof( filename ), "vgui/appchooser/background_%s%s", gameName, ( bIsWidescreen ? "_widescreen" : "" ) );
|
||
|
|
||
|
ITexture *pTexture = materials->FindTexture( filename, TEXTURE_GROUP_OTHER );
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
pRenderContext->SetNonInteractiveTempFullscreenBuffer( pTexture, MATERIAL_NON_INTERACTIVE_MODE_STARTUP );
|
||
|
|
||
|
pTexture = materials->FindTexture( "//platform/materials/engine/box", TEXTURE_GROUP_OTHER );
|
||
|
|
||
|
KeyValues *modinfo = new KeyValues("ModInfo");
|
||
|
if ( modinfo->LoadFromFile( g_pFileSystem, "gameinfo.txt" ) )
|
||
|
{
|
||
|
if ( V_stricmp( modinfo->GetString("type", "singleplayer_only" ), "multiplayer_only" ) == 0 )
|
||
|
{
|
||
|
pRenderContext->SetNonInteractivePacifierTexture( pTexture, 0.5f, 0.9f, 0.1f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pRenderContext->SetNonInteractivePacifierTexture( pTexture, 0.5f, 0.86f, 0.1f );
|
||
|
}
|
||
|
}
|
||
|
modinfo->deleteThis();
|
||
|
|
||
|
BeginLoadingUpdates( MATERIAL_NON_INTERACTIVE_MODE_STARTUP );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// A console command to spew out driver information
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CON_COMMAND( mat_info, "Shows material system info" )
|
||
|
{
|
||
|
materials->SpewDriverInfo();
|
||
|
}
|
||
|
|
||
|
void InitMaterialSystem( void )
|
||
|
{
|
||
|
materials->AddReleaseFunc( ReleaseMaterialSystemObjects );
|
||
|
materials->AddRestoreFunc( RestoreMaterialSystemObjects );
|
||
|
|
||
|
UpdateMaterialSystemConfig();
|
||
|
|
||
|
InitWellKnownRenderTargets();
|
||
|
|
||
|
InitDebugMaterials();
|
||
|
|
||
|
#ifndef SWDS
|
||
|
DispInfo_InitMaterialSystem();
|
||
|
#endif
|
||
|
|
||
|
#ifdef BENCHMARK
|
||
|
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 )
|
||
|
{
|
||
|
Error( "dx6 and dx7 hardware not supported by this benchmark!" );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void ShutdownMaterialSystem( void )
|
||
|
{
|
||
|
ShutdownDebugMaterials();
|
||
|
|
||
|
ShutdownWellKnownRenderTargets();
|
||
|
|
||
|
#ifndef SWDS
|
||
|
DispInfo_ShutdownMaterialSystem();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Methods to restore, release material system objects
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void ReleaseMaterialSystemObjects()
|
||
|
{
|
||
|
#ifndef SWDS
|
||
|
DispInfo_ReleaseMaterialSystemObjects( host_state.worldmodel );
|
||
|
|
||
|
modelrender->ReleaseAllStaticPropColorData();
|
||
|
#endif
|
||
|
|
||
|
#ifndef SWDS
|
||
|
WorldStaticMeshDestroy();
|
||
|
#endif
|
||
|
g_LostVideoMemory = true;
|
||
|
}
|
||
|
|
||
|
void RestoreMaterialSystemObjects( int nChangeFlags )
|
||
|
{
|
||
|
if ( IsX360() )
|
||
|
return;
|
||
|
|
||
|
bool bThreadingAllowed = Host_AllowQueuedMaterialSystem( false );
|
||
|
g_LostVideoMemory = false;
|
||
|
|
||
|
if ( nChangeFlags & MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED )
|
||
|
{
|
||
|
// ensure decals have no stale references to invalid lods
|
||
|
modelrender->RemoveAllDecalsFromAllModels();
|
||
|
}
|
||
|
|
||
|
if (host_state.worldmodel)
|
||
|
{
|
||
|
if ( (nChangeFlags & MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED) || materials->GetNumSortIDs() == 0 )
|
||
|
{
|
||
|
#ifndef SWDS
|
||
|
// Reload lightmaps, world meshes, etc. because we may have switched from bumped to unbumped
|
||
|
R_LoadWorldGeometry( true );
|
||
|
#endif
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
modelloader->Map_LoadDisplacements( host_state.worldmodel, true );
|
||
|
#ifndef SWDS
|
||
|
WorldStaticMeshCreate();
|
||
|
// Gotta recreate the lightmaps
|
||
|
R_RedownloadAllLightmaps();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifndef SWDS
|
||
|
// Need to re-figure out the env_cubemaps, so blow away the lightcache.
|
||
|
R_StudioInitLightingCache();
|
||
|
modelrender->RestoreAllStaticPropColorData();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifndef DEDICATED
|
||
|
cl.ForceFullUpdate();
|
||
|
#endif
|
||
|
|
||
|
Host_AllowQueuedMaterialSystem( bThreadingAllowed );
|
||
|
}
|
||
|
|
||
|
bool TangentSpaceSurfaceSetup( SurfaceHandle_t surfID, Vector &tVect )
|
||
|
{
|
||
|
Vector sVect;
|
||
|
VectorCopy( MSurf_TexInfo( surfID )->textureVecsTexelsPerWorldUnits[0].AsVector3D(), sVect );
|
||
|
VectorCopy( MSurf_TexInfo( surfID )->textureVecsTexelsPerWorldUnits[1].AsVector3D(), tVect );
|
||
|
VectorNormalize( sVect );
|
||
|
VectorNormalize( tVect );
|
||
|
Vector tmpVect;
|
||
|
CrossProduct( sVect, tVect, tmpVect );
|
||
|
// Make sure that the tangent space works if textures are mapped "backwards".
|
||
|
if( DotProduct( MSurf_Plane( surfID ).normal, tmpVect ) > 0.0f )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void TangentSpaceComputeBasis( Vector& tangentS, Vector& tangentT, const Vector& normal, const Vector& tVect, bool negateTangent )
|
||
|
{
|
||
|
// tangent x binormal = normal
|
||
|
// tangent = sVect
|
||
|
// binormal = tVect
|
||
|
CrossProduct( normal, tVect, tangentS );
|
||
|
VectorNormalize( tangentS );
|
||
|
CrossProduct( tangentS, normal, tangentT );
|
||
|
VectorNormalize( tangentT );
|
||
|
|
||
|
if ( negateTangent )
|
||
|
{
|
||
|
VectorScale( tangentS, -1.0f, tangentS );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void MaterialSystem_DestroySortinfo( void )
|
||
|
{
|
||
|
if ( materialSortInfoArray )
|
||
|
{
|
||
|
#ifndef SWDS
|
||
|
WorldStaticMeshDestroy();
|
||
|
#endif
|
||
|
delete[] materialSortInfoArray;
|
||
|
materialSortInfoArray = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
#ifndef SWDS
|
||
|
|
||
|
// The amount to blend between basetexture and basetexture2 used to sit in lightmap
|
||
|
// alpha, so we didn't care about the vertex color or vertex alpha. But now if they're
|
||
|
// using it, we have to make sure the vertex has the color and alpha specified correctly
|
||
|
// or it will look weird.
|
||
|
static inline bool CheckMSurfaceBaseTexture2( worldbrushdata_t *pBrushData, SurfaceHandle_t surfID )
|
||
|
{
|
||
|
if ( !SurfaceHasDispInfo( surfID ) &&
|
||
|
(MSurf_TexInfo( surfID )->texinfoFlags & TEXINFO_USING_BASETEXTURE2) )
|
||
|
{
|
||
|
const char *pMaterialName = MSurf_TexInfo( surfID )->material->GetName();
|
||
|
if ( pMaterialName )
|
||
|
{
|
||
|
bool bShowIt = false;
|
||
|
if ( developer.GetInt() <= 1 )
|
||
|
{
|
||
|
static CUtlDict<int,int> nameDict;
|
||
|
if ( nameDict.Find( pMaterialName ) == -1 )
|
||
|
{
|
||
|
nameDict.Insert( pMaterialName, 0 );
|
||
|
bShowIt = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bShowIt = true;
|
||
|
}
|
||
|
|
||
|
if ( bShowIt )
|
||
|
{
|
||
|
// Calculate the surface's centerpoint.
|
||
|
Vector vCenter( 0, 0, 0 );
|
||
|
for ( int i = 0; i < MSurf_VertCount( surfID ); i++ )
|
||
|
{
|
||
|
int vertIndex = pBrushData->vertindices[MSurf_FirstVertIndex( surfID ) + i];
|
||
|
vCenter += pBrushData->vertexes[vertIndex].position;
|
||
|
}
|
||
|
vCenter /= (float)MSurf_VertCount( surfID );
|
||
|
|
||
|
// Spit out the warning.
|
||
|
Warning( "Warning: using WorldTwoTextureBlend on a non-displacement surface.\n"
|
||
|
"Support for this will go away soon.\n"
|
||
|
" - Material : %s\n"
|
||
|
" - Surface center : %d %d %d\n"
|
||
|
, pMaterialName, (int)vCenter.x, (int)vCenter.y, (int)vCenter.z );
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Build a vertex buffer for this face
|
||
|
// Input : *pWorld - world model base
|
||
|
// *surf - surf to add to the mesh
|
||
|
// overbright - overbright factor (for colors)
|
||
|
// &builder - mesh that holds the vertex buffer
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#ifdef NEWMESH
|
||
|
void BuildMSurfaceVertexArrays( worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, float overbright,
|
||
|
CVertexBufferBuilder &builder )
|
||
|
{
|
||
|
SurfaceCtx_t ctx;
|
||
|
SurfSetupSurfaceContext( ctx, surfID );
|
||
|
|
||
|
byte flatColor[4] = { 255, 255, 255, 255 };
|
||
|
|
||
|
Vector tVect;
|
||
|
bool negate = false;
|
||
|
if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
|
||
|
{
|
||
|
negate = TangentSpaceSurfaceSetup( surfID, tVect );
|
||
|
}
|
||
|
|
||
|
CheckMSurfaceBaseTexture2( pBrushData, surfID );
|
||
|
|
||
|
for ( int i = 0; i < MSurf_VertCount( surfID ); i++ )
|
||
|
{
|
||
|
int vertIndex = pBrushData->vertindices[MSurf_FirstVertIndex( surfID ) + i];
|
||
|
|
||
|
// world-space vertex
|
||
|
Vector& vec = pBrushData->vertexes[vertIndex].position;
|
||
|
|
||
|
// output to mesh
|
||
|
builder.Position3fv( vec.Base() );
|
||
|
|
||
|
Vector2D uv;
|
||
|
SurfComputeTextureCoordinate( ctx, surfID, vec, uv );
|
||
|
builder.TexCoord2fv( 0, uv.Base() );
|
||
|
|
||
|
// garymct: normalized (within space of surface) lightmap texture coordinates
|
||
|
SurfComputeLightmapCoordinate( ctx, surfID, vec, uv );
|
||
|
builder.TexCoord2fv( 1, uv.Base() );
|
||
|
|
||
|
if ( MSurf_Flags( surfID ) & SURFDRAW_BUMPLIGHT )
|
||
|
{
|
||
|
// bump maps appear left to right in lightmap page memory, calculate
|
||
|
// the offset for the width of a single map. The pixel shader will use
|
||
|
// this to compute the actual texture coordinates
|
||
|
builder.TexCoord2f( 2, ctx.m_BumpSTexCoordOffset, 0.0f );
|
||
|
}
|
||
|
|
||
|
Vector& normal = pBrushData->vertnormals[ pBrushData->vertnormalindices[MSurf_FirstVertNormal( surfID ) + i] ];
|
||
|
builder.Normal3fv( normal.Base() );
|
||
|
|
||
|
if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
|
||
|
{
|
||
|
Vector tangentS, tangentT;
|
||
|
TangentSpaceComputeBasis( tangentS, tangentT, normal, tVect, negate );
|
||
|
builder.TangentS3fv( tangentS.Base() );
|
||
|
builder.TangentT3fv( tangentT.Base() );
|
||
|
}
|
||
|
|
||
|
// The amount to blend between basetexture and basetexture2 used to sit in lightmap
|
||
|
// alpha, so we didn't care about the vertex color or vertex alpha. But now if they're
|
||
|
// using it, we have to make sure the vertex has the color and alpha specified correctly
|
||
|
// or it will look weird.
|
||
|
if ( !SurfaceHasDispInfo( surfID ) &&
|
||
|
(MSurf_TexInfo( surfID )->texinfoFlags & TEXINFO_USING_BASETEXTURE2) )
|
||
|
{
|
||
|
static bool bWarned = false;
|
||
|
if ( !bWarned )
|
||
|
{
|
||
|
const char *pMaterialName = MSurf_TexInfo( surfID )->material->GetName();
|
||
|
bWarned = true;
|
||
|
Warning( "Warning: WorldTwoTextureBlend found on a non-displacement surface (material: %s). This wastes perf for no benefit.\n", pMaterialName );
|
||
|
}
|
||
|
|
||
|
builder.Color4ub( 255, 255, 255, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
builder.Color3ubv( flatColor );
|
||
|
}
|
||
|
|
||
|
builder.AdvanceVertex();
|
||
|
}
|
||
|
}
|
||
|
#else
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Build a vertex buffer for this face
|
||
|
// Input : *pWorld - world model base
|
||
|
// *surf - surf to add to the mesh
|
||
|
// overbright - overbright factor (for colors)
|
||
|
// &builder - mesh that holds the vertex buffer
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void BuildMSurfaceVertexArrays( worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, float overbright,
|
||
|
CMeshBuilder &builder )
|
||
|
{
|
||
|
SurfaceCtx_t ctx;
|
||
|
SurfSetupSurfaceContext( ctx, surfID );
|
||
|
|
||
|
byte flatColor[4] = { 255, 255, 255, 255 };
|
||
|
|
||
|
Vector tVect;
|
||
|
bool negate = false;
|
||
|
if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
|
||
|
{
|
||
|
negate = TangentSpaceSurfaceSetup( surfID, tVect );
|
||
|
}
|
||
|
|
||
|
CheckMSurfaceBaseTexture2( pBrushData, surfID );
|
||
|
|
||
|
for ( int i = 0; i < MSurf_VertCount( surfID ); i++ )
|
||
|
{
|
||
|
int vertIndex = pBrushData->vertindices[MSurf_FirstVertIndex( surfID ) + i];
|
||
|
|
||
|
// world-space vertex
|
||
|
Vector& vec = pBrushData->vertexes[vertIndex].position;
|
||
|
|
||
|
// output to mesh
|
||
|
builder.Position3fv( vec.Base() );
|
||
|
|
||
|
Vector2D uv;
|
||
|
SurfComputeTextureCoordinate( ctx, surfID, vec, uv );
|
||
|
builder.TexCoord2fv( 0, uv.Base() );
|
||
|
|
||
|
// garymct: normalized (within space of surface) lightmap texture coordinates
|
||
|
SurfComputeLightmapCoordinate( ctx, surfID, vec, uv );
|
||
|
builder.TexCoord2fv( 1, uv.Base() );
|
||
|
|
||
|
if ( MSurf_Flags( surfID ) & SURFDRAW_BUMPLIGHT )
|
||
|
{
|
||
|
// bump maps appear left to right in lightmap page memory, calculate
|
||
|
// the offset for the width of a single map. The pixel shader will use
|
||
|
// this to compute the actual texture coordinates
|
||
|
|
||
|
if ( uv.x + ctx.m_BumpSTexCoordOffset*3 > 1.00001f )
|
||
|
{
|
||
|
Assert(0);
|
||
|
|
||
|
SurfComputeLightmapCoordinate( ctx, surfID, vec, uv );
|
||
|
}
|
||
|
builder.TexCoord2f( 2, ctx.m_BumpSTexCoordOffset, 0.0f );
|
||
|
}
|
||
|
|
||
|
Vector& normal = pBrushData->vertnormals[ pBrushData->vertnormalindices[MSurf_FirstVertNormal( surfID ) + i] ];
|
||
|
builder.Normal3fv( normal.Base() );
|
||
|
|
||
|
if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
|
||
|
{
|
||
|
Vector tangentS, tangentT;
|
||
|
TangentSpaceComputeBasis( tangentS, tangentT, normal, tVect, negate );
|
||
|
builder.TangentS3fv( tangentS.Base() );
|
||
|
builder.TangentT3fv( tangentT.Base() );
|
||
|
}
|
||
|
|
||
|
// The amount to blend between basetexture and basetexture2 used to sit in lightmap
|
||
|
// alpha, so we didn't care about the vertex color or vertex alpha. But now if they're
|
||
|
// using it, we have to make sure the vertex has the color and alpha specified correctly
|
||
|
// or it will look weird.
|
||
|
if ( !SurfaceHasDispInfo( surfID ) &&
|
||
|
(MSurf_TexInfo( surfID )->texinfoFlags & TEXINFO_USING_BASETEXTURE2) )
|
||
|
{
|
||
|
static bool bWarned = false;
|
||
|
if ( !bWarned )
|
||
|
{
|
||
|
const char *pMaterialName = MSurf_TexInfo( surfID )->material->GetName();
|
||
|
bWarned = true;
|
||
|
Warning( "Warning: WorldTwoTextureBlend found on a non-displacement surface (material: %s). This wastes perf for no benefit.\n", pMaterialName );
|
||
|
}
|
||
|
|
||
|
builder.Color4ub( 255, 255, 255, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
builder.Color3ubv( flatColor );
|
||
|
}
|
||
|
|
||
|
builder.AdvanceVertex();
|
||
|
}
|
||
|
}
|
||
|
#endif // NEWMESH
|
||
|
|
||
|
static int VertexCountForSurfaceList( const CMSurfaceSortList &list, const surfacesortgroup_t &group )
|
||
|
{
|
||
|
int vertexCount = 0;
|
||
|
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(list, group, surfID)
|
||
|
vertexCount += MSurf_VertCount(surfID);
|
||
|
MSL_FOREACH_SURFACE_IN_GROUP_END();
|
||
|
return vertexCount;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Builds a static mesh from a list of all surfaces with the same material
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
struct meshlist_t
|
||
|
{
|
||
|
#ifdef NEWMESH
|
||
|
IVertexBuffer *pVertexBuffer;
|
||
|
#else
|
||
|
IMesh *pMesh;
|
||
|
#endif
|
||
|
IMaterial *pMaterial;
|
||
|
int vertCount;
|
||
|
VertexFormat_t vertexFormat;
|
||
|
};
|
||
|
|
||
|
static CUtlVector<meshlist_t> g_Meshes;
|
||
|
|
||
|
ConVar mat_max_worldmesh_vertices("mat_max_worldmesh_vertices", "65536");
|
||
|
|
||
|
static VertexFormat_t GetUncompressedFormat( const IMaterial * pMaterial )
|
||
|
{
|
||
|
// FIXME: IMaterial::GetVertexFormat() should do this stripping (add a separate 'SupportsCompression' accessor)
|
||
|
return ( pMaterial->GetVertexFormat() & ~VERTEX_FORMAT_COMPRESSED );
|
||
|
}
|
||
|
|
||
|
int FindOrAddMesh( IMaterial *pMaterial, int vertexCount )
|
||
|
{
|
||
|
VertexFormat_t format = GetUncompressedFormat( pMaterial );
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
|
||
|
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
|
||
|
int worldLimit = mat_max_worldmesh_vertices.GetInt();
|
||
|
worldLimit = max(worldLimit,1024);
|
||
|
if ( nMaxVertices > worldLimit )
|
||
|
{
|
||
|
nMaxVertices = mat_max_worldmesh_vertices.GetInt();
|
||
|
}
|
||
|
|
||
|
for ( int i = 0; i < g_Meshes.Count(); i++ )
|
||
|
{
|
||
|
if ( g_Meshes[i].vertexFormat != format )
|
||
|
continue;
|
||
|
|
||
|
if ( g_Meshes[i].vertCount + vertexCount > nMaxVertices )
|
||
|
continue;
|
||
|
|
||
|
g_Meshes[i].vertCount += vertexCount;
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
int index = g_Meshes.AddToTail();
|
||
|
g_Meshes[index].vertCount = vertexCount;
|
||
|
g_Meshes[index].vertexFormat = format;
|
||
|
g_Meshes[index].pMaterial = pMaterial;
|
||
|
|
||
|
return index;
|
||
|
}
|
||
|
|
||
|
void SetTexInfoBaseTexture2Flags()
|
||
|
{
|
||
|
for ( int i=0; i < host_state.worldbrush->numtexinfo; i++ )
|
||
|
{
|
||
|
host_state.worldbrush->texinfo[i].texinfoFlags &= ~TEXINFO_USING_BASETEXTURE2;
|
||
|
}
|
||
|
|
||
|
for ( int i=0; i < host_state.worldbrush->numtexinfo; i++ )
|
||
|
{
|
||
|
mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[i];
|
||
|
IMaterial *pMaterial = pTexInfo->material;
|
||
|
if ( !pMaterial )
|
||
|
continue;
|
||
|
|
||
|
IMaterialVar **pParms = pMaterial->GetShaderParams();
|
||
|
int nParms = pMaterial->ShaderParamCount();
|
||
|
for ( int j=0; j < nParms; j++ )
|
||
|
{
|
||
|
if ( !pParms[j]->IsDefined() )
|
||
|
continue;
|
||
|
|
||
|
if ( Q_stricmp( pParms[j]->GetName(), "$basetexture2" ) == 0 )
|
||
|
{
|
||
|
pTexInfo->texinfoFlags |= TEXINFO_USING_BASETEXTURE2;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Determines vertex formats for all the world geometry
|
||
|
//-----------------------------------------------------------------------------
|
||
|
VertexFormat_t ComputeWorldStaticMeshVertexFormat( const IMaterial * pMaterial )
|
||
|
{
|
||
|
VertexFormat_t vertexFormat = GetUncompressedFormat( pMaterial );
|
||
|
|
||
|
// FIXME: set VERTEX_FORMAT_COMPRESSED if there are no artifacts and if it saves enough memory (use 'mem_dumpvballocs')
|
||
|
// vertexFormat |= VERTEX_FORMAT_COMPRESSED;
|
||
|
// FIXME: check for and strip unused vertex elements (TANGENT_S/T?)
|
||
|
|
||
|
return vertexFormat;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Builds static meshes for all the world geometry
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void WorldStaticMeshCreate( void )
|
||
|
{
|
||
|
r_framecount = 1;
|
||
|
WorldStaticMeshDestroy();
|
||
|
g_Meshes.RemoveAll();
|
||
|
|
||
|
SetTexInfoBaseTexture2Flags();
|
||
|
|
||
|
int nSortIDs = materials->GetNumSortIDs();
|
||
|
if ( nSortIDs == 0 )
|
||
|
{
|
||
|
// this is probably a bug in alt-tab. It's calling this as a restore function
|
||
|
// but the lightmaps haven't been allocated yet
|
||
|
Assert(0);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Setup sortbins for flashlight rendering
|
||
|
// FIXME!!!! Could have less bins since we don't care about the lightmap
|
||
|
// for projective light rendering purposes.
|
||
|
// Not entirely true since we need the correct lightmap page for WorldVertexTransition materials.
|
||
|
g_pShadowMgr->SetNumWorldMaterialBuckets( nSortIDs );
|
||
|
|
||
|
Assert( !g_WorldStaticMeshes.Count() );
|
||
|
g_WorldStaticMeshes.SetCount( nSortIDs );
|
||
|
memset( g_WorldStaticMeshes.Base(), 0, sizeof(g_WorldStaticMeshes[0]) * g_WorldStaticMeshes.Count() );
|
||
|
|
||
|
CMSurfaceSortList matSortArray;
|
||
|
matSortArray.Init( nSortIDs, 512 );
|
||
|
int *sortIndex = (int *)_alloca( sizeof(int) * g_WorldStaticMeshes.Count() );
|
||
|
|
||
|
bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
|
||
|
|
||
|
int i;
|
||
|
// sort the surfaces into the sort arrays
|
||
|
for( int surfaceIndex = 0; surfaceIndex < host_state.worldbrush->numsurfaces; surfaceIndex++ )
|
||
|
{
|
||
|
SurfaceHandle_t surfID = SurfaceHandleFromIndex( surfaceIndex );
|
||
|
// set these flags here as they are determined by material data
|
||
|
MSurf_Flags( surfID ) &= ~(SURFDRAW_TANGENTSPACE);
|
||
|
|
||
|
// do we need to compute tangent space here?
|
||
|
if ( bTools || ( MSurf_TexInfo( surfID )->material->GetVertexFormat() & VERTEX_TANGENT_SPACE ) )
|
||
|
{
|
||
|
MSurf_Flags( surfID ) |= SURFDRAW_TANGENTSPACE;
|
||
|
}
|
||
|
|
||
|
// don't create vertex buffers for nodraw faces, water faces, or faces with dynamic data
|
||
|
// if ( (MSurf_Flags( surfID ) & (SURFDRAW_NODRAW|SURFDRAW_WATERSURFACE|SURFDRAW_DYNAMIC))
|
||
|
// || SurfaceHasDispInfo( surfID ) )
|
||
|
if( SurfaceHasDispInfo( surfID ) )
|
||
|
{
|
||
|
MSurf_VertBufferIndex( surfID ) = 0xFFFF;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// attach to head of list
|
||
|
matSortArray.AddSurfaceToTail( surfID, 0, MSurf_MaterialSortID( surfID ) );
|
||
|
}
|
||
|
|
||
|
// iterate the arrays and create buffers
|
||
|
for ( i = 0; i < g_WorldStaticMeshes.Count(); i++ )
|
||
|
{
|
||
|
const surfacesortgroup_t &group = matSortArray.GetGroupForSortID(0,i);
|
||
|
int vertexCount = VertexCountForSurfaceList( matSortArray, group );
|
||
|
|
||
|
SurfaceHandle_t surfID = matSortArray.GetSurfaceAtHead( group );
|
||
|
g_WorldStaticMeshes[i] = NULL;
|
||
|
sortIndex[i] = surfID ? FindOrAddMesh( MSurf_TexInfo( surfID )->material, vertexCount ) : -1;
|
||
|
}
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
|
||
|
PIXEVENT( pRenderContext, "WorldStaticMeshCreate" );
|
||
|
#ifdef NEWMESH
|
||
|
for ( i = 0; i < g_Meshes.Count(); i++ )
|
||
|
{
|
||
|
Assert( g_Meshes[i].vertCount > 0 );
|
||
|
Assert( g_Meshes[i].pMaterial );
|
||
|
g_Meshes[i].pVertexBuffer = pRenderContext->CreateStaticVertexBuffer( GetUncompressedFormat( g_Meshes[i].pMaterial ), g_Meshes[i].vertCount, TEXTURE_GROUP_STATIC_VERTEX_BUFFER_WORLD );
|
||
|
int vertBufferIndex = 0;
|
||
|
// NOTE: Index count is zero because this will be a static vertex buffer!!!
|
||
|
CVertexBufferBuilder vertexBufferBuilder;
|
||
|
vertexBufferBuilder.Begin( g_Meshes[i].pVertexBuffer, g_Meshes[i].vertCount );
|
||
|
for ( int j = 0; j < g_WorldStaticMeshes.Count(); j++ )
|
||
|
{
|
||
|
int meshId = sortIndex[j];
|
||
|
if ( meshId == i )
|
||
|
{
|
||
|
g_WorldStaticMeshes[j] = g_Meshes[i].pVertexBuffer;
|
||
|
const surfacesortgroup_t &group = matSortArray.GetGroupForSortID(0,j);
|
||
|
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(matSortArray, group, surfID);
|
||
|
MSurf_VertBufferIndex( surfID ) = vertBufferIndex;
|
||
|
BuildMSurfaceVertexArrays( host_state.worldbrush, surfID, OVERBRIGHT, vertexBufferBuilder );
|
||
|
|
||
|
vertBufferIndex += MSurf_VertCount( surfID );
|
||
|
|
||
|
MSL_FOREACH_SURFACE_IN_GROUP_END();
|
||
|
}
|
||
|
}
|
||
|
vertexBufferBuilder.End();
|
||
|
Assert(vertBufferIndex == g_Meshes[i].vertCount);
|
||
|
}
|
||
|
#else
|
||
|
for ( i = 0; i < g_Meshes.Count(); i++ )
|
||
|
{
|
||
|
Assert( g_Meshes[i].vertCount > 0 );
|
||
|
if ( g_VBAllocTracker )
|
||
|
g_VBAllocTracker->TrackMeshAllocations( "WorldStaticMeshCreate" );
|
||
|
VertexFormat_t vertexFormat = ComputeWorldStaticMeshVertexFormat( g_Meshes[i].pMaterial );
|
||
|
g_Meshes[i].pMesh = pRenderContext->CreateStaticMesh( vertexFormat, TEXTURE_GROUP_STATIC_VERTEX_BUFFER_WORLD, g_Meshes[i].pMaterial );
|
||
|
int vertBufferIndex = 0;
|
||
|
// NOTE: Index count is zero because this will be a static vertex buffer!!!
|
||
|
CMeshBuilder meshBuilder;
|
||
|
meshBuilder.Begin( g_Meshes[i].pMesh, MATERIAL_TRIANGLES, g_Meshes[i].vertCount, 0 );
|
||
|
|
||
|
for ( int j = 0; j < g_WorldStaticMeshes.Count(); j++ )
|
||
|
{
|
||
|
int meshId = sortIndex[j];
|
||
|
if ( meshId == i )
|
||
|
{
|
||
|
g_WorldStaticMeshes[j] = g_Meshes[i].pMesh;
|
||
|
const surfacesortgroup_t &group = matSortArray.GetGroupForSortID(0,j);
|
||
|
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(matSortArray, group, surfID);
|
||
|
|
||
|
MSurf_VertBufferIndex( surfID ) = vertBufferIndex;
|
||
|
BuildMSurfaceVertexArrays( host_state.worldbrush, surfID, OVERBRIGHT, meshBuilder );
|
||
|
vertBufferIndex += MSurf_VertCount( surfID );
|
||
|
|
||
|
MSL_FOREACH_SURFACE_IN_GROUP_END();
|
||
|
}
|
||
|
}
|
||
|
meshBuilder.End();
|
||
|
Assert(vertBufferIndex == g_Meshes[i].vertCount);
|
||
|
if ( g_VBAllocTracker )
|
||
|
g_VBAllocTracker->TrackMeshAllocations( NULL );
|
||
|
}
|
||
|
#endif
|
||
|
//Msg("Total %d meshes, %d before\n", g_Meshes.Count(), g_WorldStaticMeshes.Count() );
|
||
|
}
|
||
|
|
||
|
void WorldStaticMeshDestroy( void )
|
||
|
{
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
|
||
|
// Blat out the static meshes associated with each material
|
||
|
for ( int i = 0; i < g_Meshes.Count(); i++ )
|
||
|
{
|
||
|
#ifdef NEWMESH
|
||
|
pRenderContext->DestroyVertexBuffer( g_Meshes[i].pVertexBuffer );
|
||
|
#else
|
||
|
pRenderContext->DestroyStaticMesh( g_Meshes[i].pMesh );
|
||
|
#endif
|
||
|
}
|
||
|
g_WorldStaticMeshes.Purge();
|
||
|
g_Meshes.RemoveAll();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Compute texture and lightmap coordinates
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
void SurfComputeTextureCoordinate( SurfaceCtx_t const& ctx, SurfaceHandle_t surfID,
|
||
|
Vector const& vec, Vector2D& uv )
|
||
|
{
|
||
|
mtexinfo_t* pTexInfo = MSurf_TexInfo( surfID );
|
||
|
|
||
|
// base texture coordinate
|
||
|
uv.x = DotProduct (vec, pTexInfo->textureVecsTexelsPerWorldUnits[0].AsVector3D()) +
|
||
|
pTexInfo->textureVecsTexelsPerWorldUnits[0][3];
|
||
|
uv.x /= pTexInfo->material->GetMappingWidth();
|
||
|
|
||
|
uv.y = DotProduct (vec, pTexInfo->textureVecsTexelsPerWorldUnits[1].AsVector3D()) +
|
||
|
pTexInfo->textureVecsTexelsPerWorldUnits[1][3];
|
||
|
uv.y /= pTexInfo->material->GetMappingHeight();
|
||
|
}
|
||
|
|
||
|
#if _DEBUG
|
||
|
void CheckTexCoord( float coord )
|
||
|
{
|
||
|
Assert(coord <= 1.0f );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void SurfComputeLightmapCoordinate( SurfaceCtx_t const& ctx, SurfaceHandle_t surfID,
|
||
|
Vector const& vec, Vector2D& uv )
|
||
|
{
|
||
|
if ( (MSurf_Flags( surfID ) & SURFDRAW_NOLIGHT) )
|
||
|
{
|
||
|
uv.x = uv.y = 0.5f;
|
||
|
}
|
||
|
else if ( MSurf_LightmapExtents( surfID )[0] == 0 )
|
||
|
{
|
||
|
uv = (0.5f * ctx.m_Scale + ctx.m_Offset);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mtexinfo_t* pTexInfo = MSurf_TexInfo( surfID );
|
||
|
|
||
|
uv.x = DotProduct (vec, pTexInfo->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) +
|
||
|
pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][3];
|
||
|
uv.x -= MSurf_LightmapMins( surfID )[0];
|
||
|
uv.x += 0.5f;
|
||
|
|
||
|
uv.y = DotProduct (vec, pTexInfo->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) +
|
||
|
pTexInfo->lightmapVecsLuxelsPerWorldUnits[1][3];
|
||
|
uv.y -= MSurf_LightmapMins( surfID )[1];
|
||
|
uv.y += 0.5f;
|
||
|
|
||
|
uv *= ctx.m_Scale;
|
||
|
uv += ctx.m_Offset;
|
||
|
|
||
|
assert( uv.IsValid() );
|
||
|
}
|
||
|
#if _DEBUG
|
||
|
// This was here for check against displacements and they actually get calculated later correctly.
|
||
|
// CheckTexCoord( uv.x );
|
||
|
// CheckTexCoord( uv.y );
|
||
|
#endif
|
||
|
uv.x = clamp(uv.x, 0.0f, 1.0f);
|
||
|
uv.y = clamp(uv.y, 0.0f, 1.0f);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Compute a context necessary for creating vertex data
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
void SurfSetupSurfaceContext( SurfaceCtx_t& ctx, SurfaceHandle_t surfID )
|
||
|
{
|
||
|
materials->GetLightmapPageSize(
|
||
|
SortInfoToLightmapPage( MSurf_MaterialSortID( surfID ) ),
|
||
|
&ctx.m_LightmapPageSize[0], &ctx.m_LightmapPageSize[1] );
|
||
|
ctx.m_LightmapSize[0] = ( MSurf_LightmapExtents( surfID )[0] ) + 1;
|
||
|
ctx.m_LightmapSize[1] = ( MSurf_LightmapExtents( surfID )[1] ) + 1;
|
||
|
|
||
|
ctx.m_Scale.x = 1.0f / ( float )ctx.m_LightmapPageSize[0];
|
||
|
ctx.m_Scale.y = 1.0f / ( float )ctx.m_LightmapPageSize[1];
|
||
|
|
||
|
ctx.m_Offset.x = ( float )MSurf_OffsetIntoLightmapPage( surfID )[0] * ctx.m_Scale.x;
|
||
|
ctx.m_Offset.y = ( float )MSurf_OffsetIntoLightmapPage( surfID )[1] * ctx.m_Scale.y;
|
||
|
|
||
|
if ( ctx.m_LightmapPageSize[0] != 0.0f )
|
||
|
{
|
||
|
ctx.m_BumpSTexCoordOffset = ( float )ctx.m_LightmapSize[0] / ( float )ctx.m_LightmapPageSize[0];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ctx.m_BumpSTexCoordOffset = 0.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif // SWDS
|