//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
# include "render_pch.h"
# include "r_decal.h"
# include "client.h"
# include <materialsystem/imaterialsystemhardwareconfig.h>
# include "decal.h"
# include "tier0/vprof.h"
# include "materialsystem/materialsystem_config.h"
# include "icliententity.h"
# include "icliententitylist.h"
# include "tier2/tier2.h"
# include "tier1/callqueue.h"
# include "tier1/memstack.h"
# include "mempool.h"
# include "vstdlib/random.h"
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
# define DECAL_DISTANCE 4
// Empirically determined constants for minimizing overalpping decals
ConVar r_decal_overlap_count ( " r_decal_overlap_count " , " 3 " ) ;
ConVar r_decal_overlap_area ( " r_decal_overlap_area " , " 0.4 " ) ;
// if a new decal covers more than this many old decals, retire until this count remains
ConVar r_decal_cover_count ( " r_decal_cover_count " , " 4 " ) ;
static unsigned int s_DecalScaleVarCache = 0 ;
static unsigned int s_DecalScaleVariationVarCache = 0 ;
static unsigned int s_DecalFadeVarCache = 0 ;
static unsigned int s_DecalFadeTimeVarCache = 0 ;
static unsigned int s_DecalSecondPassVarCache = 0 ;
// This structure contains the information used to create new decals
struct decalinfo_t
{
Vector m_Position ; // world coordinates of the decal center
Vector m_SAxis ; // the s axis for the decal in world coordinates
model_t * m_pModel ; // the model the decal is going to be applied in
worldbrushdata_t * m_pBrush ; // The shared brush data for this model
IMaterial * m_pMaterial ; // The decal material
float m_Size ; // Size of the decal (in world coords)
int m_Flags ;
int m_Entity ; // Entity the decal is applied to.
float m_scale ;
float m_flFadeDuration ;
float m_flFadeStartTime ;
int m_decalWidth ;
int m_decalHeight ;
color32 m_Color ;
Vector m_Basis [ 3 ] ;
void * m_pUserData ;
const Vector * m_pNormal ;
CUtlVector < SurfaceHandle_t > m_aApplySurfs ;
} ;
typedef struct
{
CDecalVert decalVert [ 4 ] ;
} decalcache_t ;
// UNDONE: Compress this??? 256K here?
static CClassMemoryPool < decal_t > g_DecalAllocator ( 128 ) ; // 128 decals per block.
static int g_nDynamicDecals = 0 ;
static int g_nStaticDecals = 0 ;
static int g_iLastReplacedDynamic = - 1 ;
CUtlVector < decal_t * > s_aDecalPool ;
const int DECALCACHE_ENTRY_COUNT = 1024 ;
const int INVALID_CACHE_ENTRY = 0xFFFF ;
class ALIGN16 CDecalVertCache
{
enum decalindex_ordinal
{
DECAL_INDEX = 0 , // set this and use this to free the whole decal's list on compact
NEXT_VERT_BLOCK_INDEX = 1 ,
IS_FREE_INDEX = 2 ,
FRAME_COUNT_INDEX = 3 ,
} ;
public :
void Init ( ) ;
CDecalVert * GetCachedVerts ( decal_t * pDecal ) ;
void FreeCachedVerts ( decal_t * pDecal ) ;
void StoreVertsInCache ( decal_t * pDecal , CDecalVert * pList ) ;
private :
inline int GetIndex ( decalcache_t * pBlock , decalindex_ordinal index )
{
return pBlock - > decalVert [ index ] . m_decalIndex ;
}
inline void SetIndex ( decalcache_t * pBlock , decalindex_ordinal index , int value )
{
pBlock - > decalVert [ index ] . m_decalIndex = value ;
}
inline void SetNext ( int iCur , int iNext )
{
SetIndex ( m_cache + iCur , NEXT_VERT_BLOCK_INDEX , iNext ) ;
}
inline void SetFree ( int iBlock , bool bFree )
{
SetIndex ( m_cache + iBlock , IS_FREE_INDEX , bFree ) ;
}
inline bool IsFree ( int iBlock )
{
return GetIndex ( m_cache + iBlock , IS_FREE_INDEX ) ! = 0 ;
}
decalcache_t * NextBlock ( decalcache_t * pCache ) ;
void FreeBlock ( int cacheIndex ) ;
// search for blocks not used this frame and free them
// this way we don't manage an LRU but get similar behavior
void FindFreeBlocks ( int blockCount ) ;
int AllocBlock ( ) ;
int AllocBlocks ( int blockCount ) ;
ALIGN16 decalcache_t m_cache [ DECALCACHE_ENTRY_COUNT ] ALIGN16_POST ;
int m_freeBlockCount ;
int m_firstFree ;
int m_frameBlocks ;
int m_lastFrameCount ;
int m_freeTestIndex ;
} ALIGN16_POST ;
static CDecalVertCache ALIGN16 g_DecalVertCache ;
static decal_t * s_pDecalDestroyList = NULL ;
int g_nMaxDecals = 0 ;
//
// ConVars that control distance-based decal scaling
//
static ConVar r_dscale_nearscale ( " r_dscale_nearscale " , " 1 " , FCVAR_CHEAT ) ;
static ConVar r_dscale_neardist ( " r_dscale_neardist " , " 100 " , FCVAR_CHEAT ) ;
static ConVar r_dscale_farscale ( " r_dscale_farscale " , " 4 " , FCVAR_CHEAT ) ;
static ConVar r_dscale_fardist ( " r_dscale_fardist " , " 2000 " , FCVAR_CHEAT ) ;
static ConVar r_dscale_basefov ( " r_dscale_basefov " , " 90 " , FCVAR_CHEAT ) ;
ConVar r_spray_lifetime ( " r_spray_lifetime " , " 2 " , 0 , " Number of rounds player sprays are visible " ) ;
ConVar r_queued_decals ( " r_queued_decals " , " 0 " , 0 , " Offloads a bit of decal rendering setup work to the material system queue when enabled. " ) ;
// This makes sure all the decals got freed before the engine is shutdown.
static class CDecalChecker
{
public :
~ CDecalChecker ( )
{
Assert ( g_nDynamicDecals = = 0 ) ;
}
} g_DecalChecker ;
// used for decal LOD
VMatrix g_BrushToWorldMatrix ;
static CUtlVector < SurfaceHandle_t > s_DecalSurfaces [ MAX_MAT_SORT_GROUPS + 1 ] ;
static ConVar r_drawdecals ( " r_drawdecals " , " 1 " , FCVAR_CHEAT , " Render decals. " ) ;
static ConVar r_drawbatchdecals ( " r_drawbatchdecals " , " 1 " , 0 , " Render decals batched. " ) ;
# ifndef SWDS
static void R_DecalCreate ( decalinfo_t * pDecalInfo , SurfaceHandle_t surfID , float x , float y , bool bForceForDisplacement ) ;
static bool R_DecalUnProject ( decal_t * pdecal , decallist_t * entry ) ;
# endif
void R_DecalShoot ( int textureIndex , int entity , const model_t * model , const Vector & position , const float * saxis , int flags , const color32 & rgbaColor , const Vector * pNormal ) ;
void R_DecalSortInit ( void ) ;
static void r_printdecalinfo_f ( )
{
int nPermanent = 0 ;
int nDynamic = 0 ;
for ( int i = 0 ; i < g_nMaxDecals ; i + + )
{
if ( s_aDecalPool [ i ] )
{
if ( s_aDecalPool [ i ] - > flags & FDECAL_PERMANENT )
+ + nPermanent ;
else
+ + nDynamic ;
}
}
Assert ( nDynamic = = g_nDynamicDecals ) ;
Msg ( " %d decals: %d permanent, %d dynamic \n r_decals: %d \n " , nPermanent + nDynamic , nPermanent , nDynamic , r_decals . GetInt ( ) ) ;
}
static ConCommand r_printdecalinfo ( " r_printdecalinfo " , r_printdecalinfo_f ) ;
void CDecalVertCache : : StoreVertsInCache ( decal_t * pDecal , CDecalVert * pList )
{
int vertCount = pDecal - > clippedVertCount ;
int blockCount = ( vertCount + 3 ) > > 2 ;
FindFreeBlocks ( blockCount ) ;
if ( blockCount > m_freeBlockCount )
return ;
int cacheHandle = AllocBlocks ( blockCount ) ;
pDecal - > cacheHandle = cacheHandle ;
decalcache_t * pCache = & m_cache [ cacheHandle ] ;
while ( blockCount )
{
Assert ( GetIndex ( pCache , DECAL_INDEX ) = = - 1 ) ;
// don't memcpy here it overwrites the indices we're storing in the m_decalIndex data
for ( int i = 0 ; i < 4 ; i + + )
{
pCache - > decalVert [ i ] . m_vPos = pList [ i ] . m_vPos ;
pCache - > decalVert [ i ] . m_ctCoords = pList [ i ] . m_ctCoords ;
pCache - > decalVert [ i ] . m_cLMCoords = pList [ i ] . m_cLMCoords ;
}
pList + = 4 ;
blockCount - - ;
SetIndex ( pCache , DECAL_INDEX , pDecal - > m_iDecalPool ) ;
SetIndex ( pCache , FRAME_COUNT_INDEX , r_framecount ) ;
pCache = NextBlock ( pCache ) ;
}
}
void CDecalVertCache : : FreeCachedVerts ( decal_t * pDecal )
{
// walk the list
int nextIndex = INVALID_CACHE_ENTRY ;
for ( int cacheHandle = pDecal - > cacheHandle ; cacheHandle ! = INVALID_CACHE_ENTRY ; cacheHandle = nextIndex )
{
decalcache_t * pCache = m_cache + cacheHandle ;
nextIndex = GetIndex ( pCache , NEXT_VERT_BLOCK_INDEX ) ;
Assert ( GetIndex ( pCache , DECAL_INDEX ) = = pDecal - > m_iDecalPool ) ;
FreeBlock ( cacheHandle ) ;
}
pDecal - > cacheHandle = INVALID_CACHE_ENTRY ;
pDecal - > clippedVertCount = 0 ;
}
CDecalVert * CDecalVertCache : : GetCachedVerts ( decal_t * pDecal )
{
int cacheHandle = pDecal - > cacheHandle ;
// track blocks used this frame to avoid thrashing
if ( r_framecount ! = m_lastFrameCount )
{
m_frameBlocks = 0 ;
m_lastFrameCount = r_framecount ;
}
if ( cacheHandle = = INVALID_CACHE_ENTRY )
return NULL ;
decalcache_t * pCache = & m_cache [ cacheHandle ] ;
for ( int i = cacheHandle ; i ! = INVALID_CACHE_ENTRY ; i = GetIndex ( & m_cache [ i ] , NEXT_VERT_BLOCK_INDEX ) )
{
SetIndex ( pCache , FRAME_COUNT_INDEX , r_framecount ) ;
Assert ( GetIndex ( pCache , DECAL_INDEX ) = = pDecal - > m_iDecalPool ) ;
}
int vertCount = pDecal - > clippedVertCount ;
int blockCount = ( vertCount + 3 ) > > 2 ;
m_frameBlocks + = blockCount ;
// Make linked vert lists contiguous by copying to the clip buffer
if ( blockCount > 1 )
{
int indexOut = 0 ;
while ( blockCount )
{
V_memcpy ( & g_DecalClipVerts [ indexOut ] , pCache , sizeof ( * pCache ) ) ;
indexOut + = 4 ;
blockCount - - ;
pCache = NextBlock ( pCache ) ;
}
return g_DecalClipVerts ;
}
// only one block, no need to copy
return pCache - > decalVert ;
}
void CDecalVertCache : : Init ( )
{
m_firstFree = 0 ;
m_freeTestIndex = 0 ;
for ( int i = 0 ; i < DECALCACHE_ENTRY_COUNT ; i + + )
{
SetNext ( i , i + 1 ) ;
SetIndex ( & m_cache [ i ] , DECAL_INDEX , - 1 ) ;
SetFree ( i , true ) ;
}
SetNext ( DECALCACHE_ENTRY_COUNT - 1 , INVALID_CACHE_ENTRY ) ;
m_freeBlockCount = DECALCACHE_ENTRY_COUNT ;
}
decalcache_t * CDecalVertCache : : NextBlock ( decalcache_t * pCache )
{
int nextIndex = GetIndex ( pCache , NEXT_VERT_BLOCK_INDEX ) ;
if ( nextIndex = = INVALID_CACHE_ENTRY )
return NULL ;
return m_cache + nextIndex ;
}
void CDecalVertCache : : FreeBlock ( int cacheIndex )
{
SetFree ( cacheIndex , true ) ;
SetNext ( cacheIndex , m_firstFree ) ;
SetIndex ( & m_cache [ cacheIndex ] , DECAL_INDEX , - 1 ) ;
m_firstFree = cacheIndex ;
m_freeBlockCount + + ;
}
// search for blocks not used this frame and free them
// this way we don't manage an LRU but get similar behavior
void CDecalVertCache : : FindFreeBlocks ( int blockCount )
{
if ( blockCount < = m_freeBlockCount )
return ;
int possibleFree = DECALCACHE_ENTRY_COUNT - m_frameBlocks ;
if ( blockCount > possibleFree )
return ;
// limit the search for performance to 16 entries
int lastTest = ( m_freeTestIndex + 16 ) & ( DECALCACHE_ENTRY_COUNT - 1 ) ;
for ( ; m_freeTestIndex ! = lastTest ; m_freeTestIndex = ( m_freeTestIndex + 1 ) & ( DECALCACHE_ENTRY_COUNT - 1 ) )
{
if ( ! IsFree ( m_freeTestIndex ) )
{
int lastFrame = GetIndex ( & m_cache [ m_freeTestIndex ] , FRAME_COUNT_INDEX ) ;
if ( ( r_framecount - lastFrame ) > 1 )
{
int iDecal = GetIndex ( & m_cache [ m_freeTestIndex ] , DECAL_INDEX ) ;
FreeCachedVerts ( s_aDecalPool [ iDecal ] ) ;
}
}
if ( m_freeBlockCount > = blockCount )
break ;
}
}
int CDecalVertCache : : AllocBlock ( )
{
if ( ! m_freeBlockCount )
return INVALID_CACHE_ENTRY ;
Assert ( IsFree ( m_firstFree ) ) ;
int nextFree = GetIndex ( m_cache + m_firstFree , NEXT_VERT_BLOCK_INDEX ) ;
int cacheIndex = m_firstFree ;
SetFree ( cacheIndex , false ) ;
m_firstFree = nextFree ;
m_freeBlockCount - - ;
return cacheIndex ;
}
int CDecalVertCache : : AllocBlocks ( int blockCount )
{
if ( blockCount > m_freeBlockCount )
return INVALID_CACHE_ENTRY ;
int firstBlock = AllocBlock ( ) ;
Assert ( firstBlock ! = INVALID_CACHE_ENTRY ) ;
int blockHandle = firstBlock ;
for ( int i = 1 ; i < blockCount ; i + + )
{
int nextBlock = AllocBlock ( ) ;
Assert ( nextBlock ! = INVALID_CACHE_ENTRY ) ;
SetIndex ( m_cache + blockHandle , NEXT_VERT_BLOCK_INDEX , nextBlock ) ;
blockHandle = nextBlock ;
}
SetIndex ( m_cache + blockHandle , NEXT_VERT_BLOCK_INDEX , INVALID_CACHE_ENTRY ) ;
return firstBlock ;
}
//-----------------------------------------------------------------------------
// Computes the offset for a decal polygon
//-----------------------------------------------------------------------------
float ComputeDecalLightmapOffset ( SurfaceHandle_t surfID )
{
float flOffset ;
if ( MSurf_Flags ( surfID ) & SURFDRAW_BUMPLIGHT )
{
int nWidth , nHeight ;
materials - > GetLightmapPageSize (
SortInfoToLightmapPage ( MSurf_MaterialSortID ( surfID ) ) , & nWidth , & nHeight ) ;
int nXExtent = ( MSurf_LightmapExtents ( surfID ) [ 0 ] ) + 1 ;
flOffset = ( nWidth ! = 0 ) ? ( float ) nXExtent / ( float ) nWidth : 0.0f ;
}
else
{
flOffset = 0.0f ;
}
return flOffset ;
}
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 ) ;
}
//-----------------------------------------------------------------------------
// Draws a decal polygon
//-----------------------------------------------------------------------------
void Shader_DecalDrawPoly ( CDecalVert * v , IMaterial * pMaterial , SurfaceHandle_t surfID , int vertCount , decal_t * pdecal , float flFade )
{
# ifndef SWDS
int vertexFormat = 0 ;
CMatRenderContextPtr pRenderContext ( materials ) ;
# ifdef USE_CONVARS
if ( ShouldDrawInWireFrameMode ( ) )
{
pRenderContext - > Bind ( g_materialDecalWireframe ) ;
}
else
# endif
{
Assert ( MSurf_MaterialSortID ( surfID ) > = 0 & &
MSurf_MaterialSortID ( surfID ) < g_WorldStaticMeshes . Count ( ) ) ;
pRenderContext - > BindLightmapPage ( materialSortInfoArray [ MSurf_MaterialSortID ( surfID ) ] . lightmapPageID ) ;
pRenderContext - > Bind ( pMaterial , pdecal - > userdata ) ;
vertexFormat = GetUncompressedFormat ( pMaterial ) ;
}
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( ) ;
CMeshBuilder meshBuilder ;
meshBuilder . Begin ( pMesh , MATERIAL_POLYGON , vertCount ) ;
byte color [ 4 ] = { pdecal - > color . r , pdecal - > color . g , pdecal - > color . b , pdecal - > color . a } ;
if ( flFade ! = 1.0f )
{
color [ 3 ] = ( byte ) ( color [ 3 ] * flFade ) ;
}
// Deal with fading out... (should this be done in the shader?)
// Note that we do it with per-vertex color even though the translucency
// is constant so as to not change any rendering state (like the constant
// alpha value)
if ( pdecal - > flags & FDECAL_DYNAMIC )
{
float fadeval ;
// Negative fadeDuration value means to fade in
if ( pdecal - > fadeDuration < 0 )
{
fadeval = - ( cl . GetTime ( ) - pdecal - > fadeStartTime ) / pdecal - > fadeDuration ;
}
else
{
fadeval = 1.0 - ( cl . GetTime ( ) - pdecal - > fadeStartTime ) / pdecal - > fadeDuration ;
}
fadeval = clamp ( fadeval , 0.0f , 1.0f ) ;
color [ 3 ] = ( byte ) ( color [ 3 ] * fadeval ) ;
}
Vector normal ( 0 , 0 , 1 ) , tangentS ( 1 , 0 , 0 ) , tangentT ( 0 , 1 , 0 ) ;
if ( vertexFormat & ( VERTEX_NORMAL | VERTEX_TANGENT_SPACE ) )
{
normal = MSurf_Plane ( surfID ) . normal ;
if ( vertexFormat & VERTEX_TANGENT_SPACE )
{
Vector tVect ;
bool negate = TangentSpaceSurfaceSetup ( surfID , tVect ) ;
TangentSpaceComputeBasis ( tangentS , tangentT , normal , tVect , negate ) ;
}
}
float flOffset = pdecal - > lightmapOffset ;
for ( int i = 0 ; i < vertCount ; i + + , v + + )
{
meshBuilder . Position3f ( VectorExpand ( v - > m_vPos ) ) ;
if ( vertexFormat & VERTEX_NORMAL )
{
meshBuilder . Normal3fv ( normal . Base ( ) ) ;
}
meshBuilder . Color4ubv ( color ) ;
// Check to see if we are in a material page.
meshBuilder . TexCoord2f ( 0 , Vector2DExpand ( v - > m_ctCoords ) ) ;
meshBuilder . TexCoord2f ( 1 , Vector2DExpand ( v - > m_cLMCoords ) ) ;
meshBuilder . TexCoord1f ( 2 , flOffset ) ;
if ( vertexFormat & VERTEX_TANGENT_SPACE )
{
meshBuilder . TangentS3fv ( tangentS . Base ( ) ) ;
meshBuilder . TangentT3fv ( tangentT . Base ( ) ) ;
}
meshBuilder . AdvanceVertex ( ) ;
}
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
# endif
}
//-----------------------------------------------------------------------------
// Gets the decal material and radius based on the decal index
//-----------------------------------------------------------------------------
void R_DecalGetMaterialAndSize ( int decalIndex , IMaterial * & pDecalMaterial , float & w , float & h )
{
pDecalMaterial = Draw_DecalMaterial ( decalIndex ) ;
if ( ! pDecalMaterial )
return ;
float scale = 1.0f ;
// Compute scale of surface
// FIXME: cache this?
bool found ;
IMaterialVar * pDecalScaleVar = pDecalMaterial - > FindVar ( " $decalScale " , & found , false ) ;
if ( found )
{
scale = pDecalScaleVar - > GetFloatValue ( ) ;
}
// compute the decal dimensions in world space
w = pDecalMaterial - > GetMappingWidth ( ) * scale ;
h = pDecalMaterial - > GetMappingHeight ( ) * scale ;
}
# ifndef SWDS
static inline decal_t * MSurf_DecalPointer ( SurfaceHandle_t surfID )
{
WorldDecalHandle_t handle = MSurf_Decals ( surfID ) ;
if ( handle = = WORLD_DECAL_HANDLE_INVALID )
return NULL ;
return s_aDecalPool [ handle ] ;
}
static WorldDecalHandle_t DecalToHandle ( decal_t * pDecal )
{
if ( ! pDecal )
return WORLD_DECAL_HANDLE_INVALID ;
int decalIndex = pDecal - > m_iDecalPool ;
Assert ( decalIndex > = 0 & & decalIndex < g_nMaxDecals ) ;
return static_cast < WorldDecalHandle_t > ( decalIndex ) ;
}
// Init the decal pool
void R_DecalInit ( void )
{
g_nMaxDecals = Q_atoi ( r_decals . GetDefault ( ) ) ;
g_nMaxDecals = MAX ( 64 , g_nMaxDecals ) ;
Assert ( g_DecalAllocator . Count ( ) = = 0 ) ;
g_nDynamicDecals = 0 ;
g_nStaticDecals = 0 ;
g_iLastReplacedDynamic = - 1 ;
s_aDecalPool . Purge ( ) ;
s_aDecalPool . SetSize ( g_nMaxDecals ) ;
int i ;
// Traverse all surfaces of map and throw away current decals
//
// sort the surfaces into the sort arrays
if ( host_state . worldbrush )
{
for ( i = 0 ; i < host_state . worldbrush - > numsurfaces ; i + + )
{
SurfaceHandle_t surfID = SurfaceHandleFromIndex ( i ) ;
MSurf_Decals ( surfID ) = WORLD_DECAL_HANDLE_INVALID ;
}
}
for ( int iDecal = 0 ; iDecal < g_nMaxDecals ; + + iDecal )
{
s_aDecalPool [ iDecal ] = NULL ;
}
g_DecalVertCache . Init ( ) ;
R_DecalSortInit ( ) ;
}
void R_DecalTerm ( worldbrushdata_t * pBrushData , bool term_permanent_decals )
{
if ( ! pBrushData )
return ;
for ( int i = 0 ; i < pBrushData - > numsurfaces ; i + + )
{
decal_t * pNext ;
SurfaceHandle_t surfID = SurfaceHandleFromIndex ( i , pBrushData ) ;
for ( decal_t * pDecal = MSurf_DecalPointer ( surfID ) ; pDecal ; pDecal = pNext )
{
pNext = pDecal - > pnext ;
if ( term_permanent_decals
| | ( ! ( pDecal - > flags & FDECAL_PERMANENT )
& & ! ( pDecal - > flags & FDECAL_PLAYERSPRAY ) ) )
{
R_DecalUnlink ( pDecal , pBrushData ) ;
}
else if ( pDecal - > flags & FDECAL_PLAYERSPRAY )
{
// time out player spray after some number of rounds
pDecal - > fadeStartTime + = 1.0f ;
if ( pDecal - > fadeStartTime > = r_spray_lifetime . GetFloat ( ) )
{
R_DecalUnlink ( pDecal , pBrushData ) ;
}
}
}
if ( term_permanent_decals )
{
Assert ( MSurf_DecalPointer ( surfID ) = = NULL ) ;
}
}
}
void R_DecalTermAll ( )
{
s_pDecalDestroyList = NULL ;
for ( int i = 0 ; i < s_aDecalPool . Count ( ) ; i + + )
{
R_DecalUnlink ( s_aDecalPool [ i ] , host_state . worldbrush ) ;
}
}
static int R_DecalIndex ( decal_t * pdecal )
{
return pdecal - > m_iDecalPool ;
}
// Release the cache entry for this decal
static void R_DecalCacheClear ( decal_t * pdecal )
{
g_DecalVertCache . FreeCachedVerts ( pdecal ) ;
}
void R_DecalFlushDestroyList ( void )
{
decal_t * pDecal = s_pDecalDestroyList ;
while ( pDecal )
{
decal_t * pNext = pDecal - > pDestroyList ;
R_DecalUnlink ( pDecal , host_state . worldbrush ) ;
pDecal = pNext ;
}
s_pDecalDestroyList = NULL ;
}
static void R_DecalAddToDestroyList ( decal_t * pDecal )
{
if ( ! pDecal - > pDestroyList )
{
pDecal - > pDestroyList = s_pDecalDestroyList ;
s_pDecalDestroyList = pDecal ;
}
}
// Unlink pdecal from any surface it's attached to
void R_DecalUnlink ( decal_t * pdecal , worldbrushdata_t * pData )
{
if ( ! pdecal )
return ;
decal_t * tmp ;
R_DecalCacheClear ( pdecal ) ;
if ( IS_SURF_VALID ( pdecal - > surfID ) )
{
if ( MSurf_DecalPointer ( pdecal - > surfID ) = = pdecal )
{
MSurf_Decals ( pdecal - > surfID ) = DecalToHandle ( pdecal - > pnext ) ;
}
else
{
tmp = MSurf_DecalPointer ( pdecal - > surfID ) ;
if ( ! tmp )
Sys_Error ( " Bad decal list " ) ;
while ( tmp - > pnext )
{
if ( tmp - > pnext = = pdecal )
{
tmp - > pnext = pdecal - > pnext ;
break ;
}
tmp = tmp - > pnext ;
}
}
// Tell the displacement surface.
if ( SurfaceHasDispInfo ( pdecal - > surfID ) )
{
IDispInfo * pDispInfo = MSurf_DispInfo ( pdecal - > surfID , pData ) ;
if ( pDispInfo )
pDispInfo - > NotifyRemoveDecal ( pdecal - > m_DispDecal ) ;
}
}
pdecal - > surfID = SURFACE_HANDLE_INVALID ;
if ( ! ( pdecal - > flags & FDECAL_PERMANENT ) )
{
- - g_nDynamicDecals ;
Assert ( g_nDynamicDecals > = 0 ) ;
}
else
{
- - g_nStaticDecals ;
Assert ( g_nStaticDecals > = 0 ) ;
}
// Free the decal.
Assert ( s_aDecalPool [ pdecal - > m_iDecalPool ] = = pdecal ) ;
s_aDecalPool [ pdecal - > m_iDecalPool ] = NULL ;
g_DecalAllocator . Free ( pdecal ) ;
}
int R_FindFreeDecalSlot ( )
{
for ( int i = 0 ; i < g_nMaxDecals ; i + + )
{
if ( ! s_aDecalPool [ i ] )
return i ;
}
return - 1 ;
}
// Uncomment this to spew decals if we run out of space!!!
// #define SPEW_DECALS
# if defined( SPEW_DECALS )
void SpewDecals ( )
{
static bool spewdecals = true ;
if ( spewdecals )
{
spewdecals = false ;
int i = 0 ;
for ( i = 0 ; i < g_nMaxDecals ; + + i )
{
decal_t * decal = s_aDecalPool [ i ] ;
Assert ( decal ) ;
if ( decal )
{
bool permanent = ( decal - > flags & FDECAL_PERMANENT ) ? true : false ;
Msg ( " %i == %s on %i perm %i at %.2f %.2f %.2f on surf %i (%.2f %.2f %2.f) \n " ,
i ,
decal - > material - > GetName ( ) ,
( int ) decal - > entityIndex ,
permanent ? 1 : 0 ,
decal - > position . x , decal - > position . y , decal - > position . z ,
( int ) decal - > surfID ,
decal - > dx ,
decal - > dy ,
decal - > scale ) ;
}
}
}
}
# endif
int R_FindDynamicDecalSlot ( int iStartAt )
{
if ( ( iStartAt > = g_nMaxDecals ) | | ( iStartAt < 0 ) )
{
iStartAt = 0 ;
}
int i = iStartAt ;
do
{
// don't deallocate player sprays or permanent decals
if ( s_aDecalPool [ i ] & &
! ( s_aDecalPool [ i ] - > flags & FDECAL_PERMANENT ) & &
! ( s_aDecalPool [ i ] - > flags & FDECAL_PLAYERSPRAY ) )
return i ;
+ + i ;
if ( i > = g_nMaxDecals )
i = 0 ;
}
while ( i ! = iStartAt ) ;
DevMsg ( " R_FindDynamicDecalSlot: no slot available. \n " ) ;
# if defined( SPEW_DECALS )
SpewDecals ( ) ;
# endif
return - 1 ;
}
// Just reuse next decal in list
// A decal that spans multiple surfaces will use multiple decal_t pool entries, as each surface needs
// it's own.
static decal_t * R_DecalAlloc ( int flags )
{
static bool bWarningOnce = false ;
bool bPermanent = ( flags & FDECAL_PERMANENT ) ! = 0 ;
int dynamicDecalLimit = min ( r_decals . GetInt ( ) , g_nMaxDecals ) ;
// Now find a slot. Unless it's dynamic and we're at the limit of dynamic decals,
// we can look for a free slot.
int iSlot = - 1 ;
if ( bPermanent | | ( g_nDynamicDecals < dynamicDecalLimit ) )
{
iSlot = R_FindFreeDecalSlot ( ) ;
}
if ( iSlot = = - 1 )
{
iSlot = R_FindDynamicDecalSlot ( g_iLastReplacedDynamic + 1 ) ;
if ( iSlot = = - 1 )
{
if ( ! bWarningOnce )
{
// Can't find a free slot. Just kill the first one.
DevWarning ( 1 , " Exceeded MAX_DECALS (%d). \n " , g_nMaxDecals ) ;
bWarningOnce = true ;
}
iSlot = 0 ;
}
R_DecalUnlink ( s_aDecalPool [ iSlot ] , host_state . worldbrush ) ;
g_iLastReplacedDynamic = iSlot ;
}
// Setup the new decal.
decal_t * pDecal = g_DecalAllocator . Alloc ( ) ;
s_aDecalPool [ iSlot ] = pDecal ;
pDecal - > pDestroyList = NULL ;
pDecal - > m_iDecalPool = iSlot ;
pDecal - > surfID = SURFACE_HANDLE_INVALID ;
pDecal - > cacheHandle = INVALID_CACHE_ENTRY ;
pDecal - > clippedVertCount = 0 ;
if ( ! bPermanent )
{
+ + g_nDynamicDecals ;
}
else
{
+ + g_nStaticDecals ;
}
return pDecal ;
}
/*
// The world coordinate system is right handed with Z up.
//
// ^ Z
// |
// |
// |
//X<----|
/ / \
/ / \
// \ Y
*/
void R_DecalSurface ( SurfaceHandle_t surfID , decalinfo_t * decalinfo , bool bForceForDisplacement )
{
if ( decalinfo - > m_pNormal )
{
if ( DotProduct ( MSurf_Plane ( surfID ) . normal , * ( decalinfo - > m_pNormal ) ) < 0.0f )
return ;
}
// Get the texture associated with this surface
mtexinfo_t * tex = MSurf_TexInfo ( surfID ) ;
Vector4D & textureU = tex - > textureVecsTexelsPerWorldUnits [ 0 ] ;
Vector4D & textureV = tex - > textureVecsTexelsPerWorldUnits [ 1 ] ;
// project decal center into the texture space of the surface
float s = DotProduct ( decalinfo - > m_Position , textureU . AsVector3D ( ) ) +
textureU . w - MSurf_TextureMins ( surfID ) [ 0 ] ;
float t = DotProduct ( decalinfo - > m_Position , textureV . AsVector3D ( ) ) +
textureV . w - MSurf_TextureMins ( surfID ) [ 1 ] ;
// Determine the decal basis (measured in world space)
// Note that the decal basis vectors 0 and 1 will always lie in the same
// plane as the texture space basis vectors textureVecsTexelsPerWorldUnits.
R_DecalComputeBasis ( MSurf_Plane ( surfID ) . normal ,
( decalinfo - > m_Flags & FDECAL_USESAXIS ) ? & decalinfo - > m_SAxis : 0 ,
decalinfo - > m_Basis ) ;
// Compute an effective width and height (axis aligned) in the parent texture space
// How does this work? decalBasis[0] represents the u-direction (width)
// of the decal measured in world space, decalBasis[1] represents the
// v-direction (height) measured in world space.
// textureVecsTexelsPerWorldUnits[0] represents the u direction of
// the surface's texture space measured in world space (with the appropriate
// scale factor folded in), and textureVecsTexelsPerWorldUnits[1]
// represents the texture space v direction. We want to find the dimensions (w,h)
// of a square measured in texture space, axis aligned to that coordinate system.
// All we need to do is to find the components of the decal edge vectors
// (decalWidth * decalBasis[0], decalHeight * decalBasis[1])
// in texture coordinates:
float w = fabs ( decalinfo - > m_decalWidth * DotProduct ( textureU . AsVector3D ( ) , decalinfo - > m_Basis [ 0 ] ) ) +
fabs ( decalinfo - > m_decalHeight * DotProduct ( textureU . AsVector3D ( ) , decalinfo - > m_Basis [ 1 ] ) ) ;
float h = fabs ( decalinfo - > m_decalWidth * DotProduct ( textureV . AsVector3D ( ) , decalinfo - > m_Basis [ 0 ] ) ) +
fabs ( decalinfo - > m_decalHeight * DotProduct ( textureV . AsVector3D ( ) , decalinfo - > m_Basis [ 1 ] ) ) ;
// move s,t to upper left corner
s - = ( w * 0.5 ) ;
t - = ( h * 0.5 ) ;
// Is this rect within the surface? -- tex width & height are unsigned
if ( ! bForceForDisplacement )
{
if ( s < = - w | | t < = - h | |
s > ( MSurf_TextureExtents ( surfID ) [ 0 ] + w ) | | t > ( MSurf_TextureExtents ( surfID ) [ 1 ] + h ) )
{
return ; // nope
}
}
// stamp it
R_DecalCreate ( decalinfo , surfID , s , t , bForceForDisplacement ) ;
}
//-----------------------------------------------------------------------------
// iterate over all surfaces on a node, looking for surfaces to decal
//-----------------------------------------------------------------------------
static void R_DecalNodeSurfaces ( mnode_t * node , decalinfo_t * decalinfo )
{
// iterate over all surfaces in the node
SurfaceHandle_t surfID = SurfaceHandleFromIndex ( node - > firstsurface ) ;
for ( int i = 0 ; i < node - > numsurfaces ; + + i , + + surfID )
{
if ( MSurf_Flags ( surfID ) & SURFDRAW_NODECALS )
continue ;
// Displacement surfaces get decals in R_DecalLeaf.
if ( SurfaceHasDispInfo ( surfID ) )
continue ;
R_DecalSurface ( surfID , decalinfo , false ) ;
}
}
void R_DecalLeaf ( mleaf_t * pLeaf , decalinfo_t * decalinfo )
{
SurfaceHandle_t * pHandle = & host_state . worldbrush - > marksurfaces [ pLeaf - > firstmarksurface ] ;
for ( int i = 0 ; i < pLeaf - > nummarksurfaces ; i + + )
{
SurfaceHandle_t surfID = pHandle [ i ] ;
// only process leaf surfaces
if ( MSurf_Flags ( surfID ) & ( SURFDRAW_NODE | SURFDRAW_NODECALS ) )
continue ;
if ( decalinfo - > m_aApplySurfs . Find ( surfID ) ! = - 1 )
continue ;
Assert ( ! MSurf_DispInfo ( surfID ) ) ;
float dist = fabs ( DotProduct ( decalinfo - > m_Position , MSurf_Plane ( surfID ) . normal ) - MSurf_Plane ( surfID ) . dist ) ;
if ( dist < DECAL_DISTANCE )
{
R_DecalSurface ( surfID , decalinfo , false ) ;
}
}
// Add the decal to each displacement in the leaf it touches.
for ( int i = 0 ; i < pLeaf - > dispCount ; i + + )
{
IDispInfo * pDispInfo = MLeaf_Disaplcement ( pLeaf , i ) ;
SurfaceHandle_t surfID = pDispInfo - > GetParent ( ) ;
if ( MSurf_Flags ( surfID ) & SURFDRAW_NODECALS )
continue ;
// Make sure the decal hasn't already been added to it.
if ( pDispInfo - > GetTag ( ) )
continue ;
pDispInfo - > SetTag ( ) ;
// Trivial bbox reject.
Vector bbMin , bbMax ;
pDispInfo - > GetBoundingBox ( bbMin , bbMax ) ;
if ( decalinfo - > m_Position . x - decalinfo - > m_Size < bbMax . x & & decalinfo - > m_Position . x + decalinfo - > m_Size > bbMin . x & &
decalinfo - > m_Position . y - decalinfo - > m_Size < bbMax . y & & decalinfo - > m_Position . y + decalinfo - > m_Size > bbMin . y & &
decalinfo - > m_Position . z - decalinfo - > m_Size < bbMax . z & & decalinfo - > m_Position . z + decalinfo - > m_Size > bbMin . z )
{
R_DecalSurface ( pDispInfo - > GetParent ( ) , decalinfo , true ) ;
}
}
}
//-----------------------------------------------------------------------------
// Recursive routine to find surface to apply a decal to. World coordinates of
// the decal are passed in r_recalpos like the rest of the engine. This should
// be called through R_DecalShoot()
//-----------------------------------------------------------------------------
static void R_DecalNode ( mnode_t * node , decalinfo_t * decalinfo )
{
cplane_t * splitplane ;
float dist ;
if ( ! node )
return ;
if ( node - > contents > = 0 )
{
R_DecalLeaf ( ( mleaf_t * ) node , decalinfo ) ;
return ;
}
splitplane = node - > plane ;
dist = DotProduct ( decalinfo - > m_Position , splitplane - > normal ) - splitplane - > dist ;
// This is arbitrarily set to 10 right now. In an ideal world we'd have the
// exact surface but we don't so, this tells me which planes are "sort of
// close" to the gunshot -- the gunshot is actually 4 units in front of the
// wall (see dlls\weapons.cpp). We also need to check to see if the decal
// actually intersects the texture space of the surface, as this method tags
// parallel surfaces in the same node always.
// JAY: This still tags faces that aren't correct at edges because we don't
// have a surface normal
if ( dist > decalinfo - > m_Size )
{
R_DecalNode ( node - > children [ 0 ] , decalinfo ) ;
}
else if ( dist < - decalinfo - > m_Size )
{
R_DecalNode ( node - > children [ 1 ] , decalinfo ) ;
}
else
{
if ( dist < DECAL_DISTANCE & & dist > - DECAL_DISTANCE )
R_DecalNodeSurfaces ( node , decalinfo ) ;
R_DecalNode ( node - > children [ 0 ] , decalinfo ) ;
R_DecalNode ( node - > children [ 1 ] , decalinfo ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pList -
// count -
// Output : static int
//-----------------------------------------------------------------------------
static int DecalListAdd ( decallist_t * pList , int count )
{
int i ;
Vector tmp ;
decallist_t * pdecal ;
pdecal = pList + count ;
for ( i = 0 ; i < count ; i + + )
{
if ( ! Q_strcmp ( pdecal - > name , pList [ i ] . name ) & &
pdecal - > entityIndex = = pList [ i ] . entityIndex )
{
VectorSubtract ( pdecal - > position , pList [ i ] . position , tmp ) ; // Merge
if ( VectorLength ( tmp ) < 2 ) // UNDONE: Tune this '2' constant
return count ;
}
}
// This is a new decal
return count + 1 ;
}
typedef int ( __cdecl * qsortFunc_t ) ( const void * , const void * ) ;
static int __cdecl DecalDepthCompare ( const decallist_t * elem1 , const decallist_t * elem2 )
{
if ( elem1 - > depth > elem2 - > depth )
return - 1 ;
if ( elem1 - > depth < elem2 - > depth )
return 1 ;
return 0 ;
}
//-----------------------------------------------------------------------------
// Purpose: Called by CSaveRestore::SaveClientState
// Input : *pList -
// Output : int
//-----------------------------------------------------------------------------
int DecalListCreate ( decallist_t * pList )
{
int total = 0 ;
int i , depth ;
if ( host_state . worldmodel )
{
for ( i = 0 ; i < g_nMaxDecals ; i + + )
{
decal_t * decal = s_aDecalPool [ i ] ;
// Decal is in use and is not a custom decal
if ( ! decal | | ! IS_SURF_VALID ( decal - > surfID ) | | ( decal - > flags & ( FDECAL_CUSTOM | FDECAL_DONTSAVE ) ) )
continue ;
decal_t * pdecals ;
IMaterial * pMaterial ;
// compute depth
depth = 0 ;
pdecals = MSurf_DecalPointer ( decal - > surfID ) ;
while ( pdecals & & pdecals ! = decal )
{
depth + + ;
pdecals = pdecals - > pnext ;
}
pList [ total ] . depth = depth ;
pList [ total ] . flags = decal - > flags ;
R_DecalUnProject ( decal , & pList [ total ] ) ;
pMaterial = decal - > material ;
Q_strncpy ( pList [ total ] . name , pMaterial - > GetName ( ) , sizeof ( pList [ total ] . name ) ) ;
// Check to see if the decal should be added
total = DecalListAdd ( pList , total ) ;
}
}
// Sort the decals lowest depth first, so they can be re-applied in order
qsort ( pList , total , sizeof ( decallist_t ) , ( qsortFunc_t ) DecalDepthCompare ) ;
return total ;
}
// ---------------------------------------------------------
static bool R_DecalUnProject ( decal_t * pdecal , decallist_t * entry )
{
if ( ! pdecal | | ! IS_SURF_VALID ( pdecal - > surfID ) )
return false ;
VectorCopy ( pdecal - > position , entry - > position ) ;
entry - > entityIndex = pdecal - > entityIndex ;
// Grab surface plane equation
cplane_t plane = MSurf_Plane ( pdecal - > surfID ) ;
VectorCopy ( plane . normal , entry - > impactPlaneNormal ) ;
return true ;
}
// Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords
static void R_DecalShoot_ ( IMaterial * pMaterial , int entity , const model_t * model ,
const Vector & position , const Vector * saxis , int flags , const color32 & rgbaColor , const Vector * pNormal , void * userdata = 0 )
{
decalinfo_t decalInfo ;
decalInfo . m_flFadeDuration = 0 ;
decalInfo . m_flFadeStartTime = 0 ;
VectorCopy ( position , decalInfo . m_Position ) ; // Pass position in global
if ( ! model | | model - > type ! = mod_brush | | ! pMaterial )
return ;
decalInfo . m_pModel = ( model_t * ) model ;
decalInfo . m_pBrush = model - > brush . pShared ;
// Deal with the s axis if one was passed in
if ( saxis )
{
flags | = FDECAL_USESAXIS ;
VectorCopy ( * saxis , decalInfo . m_SAxis ) ;
}
// More state used by R_DecalNode()
decalInfo . m_pMaterial = pMaterial ;
decalInfo . m_pUserData = userdata ;
decalInfo . m_Flags = flags ;
decalInfo . m_Entity = entity ;
decalInfo . m_Size = pMaterial - > GetMappingWidth ( ) > > 1 ;
if ( ( int ) ( pMaterial - > GetMappingHeight ( ) > > 1 ) > decalInfo . m_Size )
decalInfo . m_Size = pMaterial - > GetMappingHeight ( ) > > 1 ;
// Compute scale of surface
// FIXME: cache this?
IMaterialVar * decalScaleVar ;
bool found ;
decalScaleVar = decalInfo . m_pMaterial - > FindVar ( " $decalScale " , & found , false ) ;
if ( found )
{
decalInfo . m_scale = 1.0f / decalScaleVar - > GetFloatValue ( ) ;
decalInfo . m_Size * = decalScaleVar - > GetFloatValue ( ) ;
}
else
{
decalInfo . m_scale = 1.0f ;
}
// compute the decal dimensions in world space
decalInfo . m_decalWidth = pMaterial - > GetMappingWidth ( ) / decalInfo . m_scale ;
decalInfo . m_decalHeight = pMaterial - > GetMappingHeight ( ) / decalInfo . m_scale ;
decalInfo . m_Color = rgbaColor ;
decalInfo . m_pNormal = pNormal ;
decalInfo . m_aApplySurfs . Purge ( ) ;
// Clear the displacement tags because we use them in R_DecalNode.
DispInfo_ClearAllTags ( decalInfo . m_pBrush - > hDispInfos ) ;
mnode_t * pnodes = decalInfo . m_pBrush - > nodes + decalInfo . m_pModel - > brush . firstnode ;
R_DecalNode ( pnodes , & decalInfo ) ;
}
// Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords
// This is called from cl_parse.cpp, cl_tent.cpp
void R_DecalShoot ( int textureIndex , int entity , const model_t * model , const Vector & position , const Vector * saxis , int flags , const color32 & rgbaColor , const Vector * pNormal )
{
IMaterial * pMaterial = Draw_DecalMaterial ( textureIndex ) ;
R_DecalShoot_ ( pMaterial , entity , model , position , saxis , flags , rgbaColor , pNormal ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *material -
// playerIndex -
// entity -
// *model -
// position -
// *saxis -
// flags -
// &rgbaColor -
//-----------------------------------------------------------------------------
void R_PlayerDecalShoot ( IMaterial * material , void * userdata , int entity , const model_t * model ,
const Vector & position , const Vector * saxis , int flags , const color32 & rgbaColor )
{
// The userdata that is passed in is actually
// the player number (integer), not sure why it can't be zero.
Assert ( userdata ! = 0 ) ;
//
// Linear search through decal pool to retire any other decals this
// player has sprayed. It appears that multiple decals can be
// allocated for a single spray due to the way they are mapped to
// surfaces. We need to run through and clean them all up. This
// seems like the cleanest way to manage this - especially since
// it doesn't happen that often.
//
int i ;
CUtlVector < decal_t * > decalVec ;
for ( i = 0 ; i < s_aDecalPool . Count ( ) ; i + + )
{
decal_t * decal = s_aDecalPool [ i ] ;
if ( decal & & ( decal - > flags & FDECAL_PLAYERSPRAY ) & & ( decal - > userdata = = userdata ) )
{
decalVec . AddToTail ( decal ) ;
}
}
// remove all the sprays we found
for ( i = 0 ; i < decalVec . Count ( ) ; i + + )
{
R_DecalUnlink ( decalVec [ i ] , host_state . worldbrush ) ;
}
// set this to be a player spray so it is timed out appropriately.
flags | = FDECAL_PLAYERSPRAY ;
R_DecalShoot_ ( material , entity , model , position , saxis , flags , rgbaColor , NULL , userdata ) ;
}
struct decalcontext_t
{
Vector vModelOrg ;
Vector sAxis ;
float sOffset ;
Vector tAxis ;
float tOffset ;
float sScale ;
float tScale ;
IMatRenderContext * pRenderContext ;
SurfaceHandle_t pSurf ;
decalcontext_t ( IMatRenderContext * pContext , const Vector & vModelorg )
{
pRenderContext = pContext ;
vModelOrg = vModelorg ;
pSurf = NULL ;
}
void InitSurface ( SurfaceHandle_t surfID )
{
if ( pSurf = = surfID )
return ;
pSurf = surfID ;
mtexinfo_t * pTexInfo = MSurf_TexInfo ( surfID ) ;
int lightmapPageWidth , lightmapPageHeight ;
materials - > GetLightmapPageSize ( SortInfoToLightmapPage ( MSurf_MaterialSortID ( surfID ) ) , & lightmapPageWidth , & lightmapPageHeight ) ;
sScale = 1.0f / float ( lightmapPageWidth ) ;
tScale = 1.0f / float ( lightmapPageHeight ) ;
msurfacelighting_t * pSurfacelighting = SurfaceLighting ( surfID ) ;
sOffset = pTexInfo - > lightmapVecsLuxelsPerWorldUnits [ 0 ] [ 3 ] - pSurfacelighting - > m_LightmapMins [ 0 ] +
pSurfacelighting - > m_OffsetIntoLightmapPage [ 0 ] + 0.5f ;
tOffset = pTexInfo - > lightmapVecsLuxelsPerWorldUnits [ 1 ] [ 3 ] - pSurfacelighting - > m_LightmapMins [ 1 ] +
pSurfacelighting - > m_OffsetIntoLightmapPage [ 1 ] + 0.5f ;
sAxis = pTexInfo - > lightmapVecsLuxelsPerWorldUnits [ 0 ] . AsVector3D ( ) ;
tAxis = pTexInfo - > lightmapVecsLuxelsPerWorldUnits [ 1 ] . AsVector3D ( ) ;
}
inline float ComputeS ( const Vector & pos ) const
{
return sScale * ( DotProduct ( pos , sAxis ) + sOffset ) ;
}
inline float ComputeT ( const Vector & pos ) const
{
return tScale * ( DotProduct ( pos , tAxis ) + tOffset ) ;
}
} ;
// Generate lighting coordinates at each vertex for decal vertices v[] on surface psurf
static void R_DecalVertsLight ( CDecalVert * v , const decalcontext_t & context , SurfaceHandle_t surfID , int vertCount )
{
for ( int j = 0 ; j < vertCount ; j + + , v + + )
{
v - > m_cLMCoords . x = context . ComputeS ( v - > m_vPos ) ;
v - > m_cLMCoords . y = context . ComputeT ( v - > m_vPos ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Check for intersecting decals on this surface
// Input : *psurf -
// *pcount -
// x -
// y -
// Output : static decal_t
//-----------------------------------------------------------------------------
// UNDONE: This probably doesn't work quite right any more
// we should base overlap on the new decal basis matrix
// decal basis is constant per plane, perhaps we should store it (unscaled) in the shared plane struct
// BRJ: Note, decal basis is not constant when decals need to specify an s direction
// but that certainly isn't the majority case
static decal_t * R_DecalFindOverlappingDecals ( decalinfo_t * decalinfo , SurfaceHandle_t surfID )
{
decal_t * plast = NULL ;
// (Same as R_SetupDecalClip).
IMaterial * pMaterial = decalinfo - > m_pMaterial ;
int count = 0 ;
// Precalculate the extents of decalinfo's decal in world space.
int mapSize [ 2 ] = { pMaterial - > GetMappingWidth ( ) , pMaterial - > GetMappingHeight ( ) } ;
Vector decalExtents [ 2 ] ;
// this is half the width in world space of the decal.
float minProjectedWidth = ( mapSize [ 0 ] / decalinfo - > m_scale ) * 0.5 ;
decalExtents [ 0 ] = decalinfo - > m_Basis [ 0 ] * minProjectedWidth ;
decalExtents [ 1 ] = decalinfo - > m_Basis [ 1 ] * ( mapSize [ 1 ] / decalinfo - > m_scale ) * 0.5f ;
float areaThreshold = r_decal_overlap_area . GetFloat ( ) ;
float lastArea = 0 ;
bool bFullMatch = false ;
decal_t * pDecal = MSurf_DecalPointer ( surfID ) ;
CUtlVectorFixedGrowable < decal_t * , 32 > coveredList ;
while ( pDecal )
{
pMaterial = pDecal - > material ;
// Don't steal bigger decals and replace them with smaller decals
// Don't steal permanent decals, or player sprays
if ( ! ( pDecal - > flags & FDECAL_PERMANENT ) & &
! ( pDecal - > flags & FDECAL_PLAYERSPRAY ) & & pMaterial )
{
Vector testBasis [ 3 ] ;
float testWorldScale [ 2 ] ;
R_SetupDecalTextureSpaceBasis ( pDecal , MSurf_Plane ( surfID ) . normal , pMaterial , testBasis , testWorldScale ) ;
// Here, we project the min and max extents of the decal that got passed in into
// this decal's (pDecal's) [0,0,1,1] clip space, just like we would if we were
// clipping a triangle into pDecal's clip space.
Vector2D vDecalMin (
DotProduct ( decalinfo - > m_Position - decalExtents [ 0 ] , testBasis [ 0 ] ) - pDecal - > dx + 0.5f ,
DotProduct ( decalinfo - > m_Position - decalExtents [ 1 ] , testBasis [ 1 ] ) - pDecal - > dy + 0.5f ) ;
Vector2D vDecalMax (
DotProduct ( decalinfo - > m_Position + decalExtents [ 0 ] , testBasis [ 0 ] ) - pDecal - > dx + 0.5f ,
DotProduct ( decalinfo - > m_Position + decalExtents [ 1 ] , testBasis [ 1 ] ) - pDecal - > dy + 0.5f ) ;
// Now figure out the part of the projection that intersects pDecal's
// clip box [0,0,1,1].
Vector2D vUnionMin ( fpmax ( vDecalMin . x , 0.0f ) , fpmax ( vDecalMin . y , 0.0f ) ) ;
Vector2D vUnionMax ( fpmin ( vDecalMax . x , 1.0f ) , fpmin ( vDecalMax . y , 1.0f ) ) ;
// if the decal is less than half the width of the one we're applying, don't test for overlap
// test for complete coverage
float projectWidthTestedDecal = pDecal - > material - > GetMappingWidth ( ) / pDecal - > scale ;
float sizex = vUnionMax . x - vUnionMin . x ;
float sizey = vUnionMax . y - vUnionMin . y ;
if ( sizex > = 0 & & sizey > = 0 )
{
// Figure out how much of this intersects the (0,0) - (1,1) bbox.
float flArea = sizex * sizey ;
if ( projectWidthTestedDecal < minProjectedWidth )
{
if ( flArea > 0.999f )
{
coveredList . AddToTail ( pDecal ) ;
}
}
else
{
if ( flArea > areaThreshold )
{
// once you pass the threshold, scale the area by the decal size to select the largest
// decal above the threshold
float flAreaScaled = flArea * projectWidthTestedDecal ;
count + + ;
if ( ! plast | | flAreaScaled > lastArea )
{
plast = pDecal ;
lastArea = flAreaScaled ;
// go ahead and remove even if you're not at the max overlap count yet because this is a very similar decal
bFullMatch = ( flArea > = 0.9f ) ? true : false ;
}
}
}
}
}
pDecal = pDecal - > pnext ;
}
if ( plast )
{
if ( count < r_decal_overlap_count . GetInt ( ) & & ! bFullMatch )
{
plast = NULL ;
}
}
if ( coveredList . Count ( ) > r_decal_cover_count . GetInt ( ) )
{
int last = coveredList . Count ( ) - r_decal_cover_count . GetInt ( ) ;
for ( int i = 0 ; i < last ; i + + )
{
R_DecalUnlink ( coveredList [ i ] , host_state . worldbrush ) ;
}
}
return plast ;
}
// Add the decal to the surface's list of decals.
// If the surface is a displacement, let the displacement precalculate data for the decal.
static void R_AddDecalToSurface (
decal_t * pdecal ,
SurfaceHandle_t surfID ,
decalinfo_t * decalinfo )
{
pdecal - > pnext = NULL ;
decal_t * pold = MSurf_DecalPointer ( surfID ) ;
if ( pold )
{
while ( pold - > pnext )
pold = pold - > pnext ;
pold - > pnext = pdecal ;
}
else
{
MSurf_Decals ( surfID ) = DecalToHandle ( pdecal ) ;
}
// Tag surface
pdecal - > surfID = surfID ;
pdecal - > flSize = decalinfo - > m_Size ;
pdecal - > lightmapOffset = ComputeDecalLightmapOffset ( surfID ) ;
// Let the dispinfo reclip the decal if need be.
if ( SurfaceHasDispInfo ( surfID ) )
{
pdecal - > m_DispDecal = MSurf_DispInfo ( surfID ) - > NotifyAddDecal ( pdecal , decalinfo - > m_Size ) ;
}
// Add surface to list.
decalinfo - > m_aApplySurfs . AddToTail ( surfID ) ;
}
//=============================================================================
//
// Decal batches for rendering.
//
CUtlVector < DecalSortVertexFormat_t > g_aDecalFormats ;
CUtlVector < DecalSortTrees_t > g_aDecalSortTrees ;
CUtlFixedLinkedList < decal_t * > g_aDecalSortPool ;
int g_nDecalSortCheckCount ;
int g_nBrushModelDecalSortCheckCount ;
CUtlFixedLinkedList < decal_t * > g_aDispDecalSortPool ;
CUtlVector < DecalSortTrees_t > g_aDispDecalSortTrees ;
int g_nDispDecalSortCheckCount ;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void R_DecalSortInit ( void )
{
g_aDecalFormats . Purge ( ) ;
g_aDecalSortTrees . Purge ( ) ;
g_aDecalSortPool . Purge ( ) ;
g_aDecalSortPool . EnsureCapacity ( g_nMaxDecals ) ;
g_aDecalSortPool . SetGrowSize ( 128 ) ;
g_nDecalSortCheckCount = 0 ;
g_nBrushModelDecalSortCheckCount = 0 ;
g_aDispDecalSortTrees . Purge ( ) ;
g_aDispDecalSortPool . Purge ( ) ;
g_aDispDecalSortPool . EnsureCapacity ( g_nMaxDecals ) ;
g_aDispDecalSortPool . SetGrowSize ( 128 ) ;
g_nDispDecalSortCheckCount = 0 ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DecalSurfacesInit ( bool bBrushModel )
{
if ( ! bBrushModel )
{
// Only clear the pool once per frame.
g_aDecalSortPool . RemoveAll ( ) ;
// Retire decals on opaque brushmodel surfaces
R_DecalFlushDestroyList ( ) ;
+ + g_nDecalSortCheckCount ;
}
else
{
+ + g_nBrushModelDecalSortCheckCount ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static void R_DecalMaterialSort ( decal_t * pDecal , SurfaceHandle_t surfID )
{
// Setup the decal material sort data.
DecalMaterialSortData_t sort ;
if ( pDecal - > material - > InMaterialPage ( ) )
{
sort . m_pMaterial = pDecal - > material - > GetMaterialPage ( ) ;
}
else
{
sort . m_pMaterial = pDecal - > material ;
}
sort . m_iLightmapPage = materialSortInfoArray [ MSurf_MaterialSortID ( surfID ) ] . lightmapPageID ;
// Does this vertex type exist?
VertexFormat_t vertexFormat = GetUncompressedFormat ( sort . m_pMaterial ) ;
int iFormat = 0 ;
int nFormatCount = g_aDecalFormats . Count ( ) ;
for ( ; iFormat < nFormatCount ; + + iFormat )
{
if ( g_aDecalFormats [ iFormat ] . m_VertexFormat = = vertexFormat )
break ;
}
// A new vertex format type.
if ( iFormat = = nFormatCount )
{
iFormat = g_aDecalFormats . AddToTail ( ) ;
g_aDecalFormats [ iFormat ] . m_VertexFormat = vertexFormat ;
int iSortTree = g_aDecalSortTrees . AddToTail ( ) ;
g_aDispDecalSortTrees . AddToTail ( ) ;
g_aDecalFormats [ iFormat ] . m_iSortTree = iSortTree ;
}
// Get an index for the current sort tree.
int iSortTree = g_aDecalFormats [ iFormat ] . m_iSortTree ;
int iTreeType = - 1 ;
// Lightmapped.
if ( sort . m_pMaterial - > GetPropertyFlag ( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ) )
{
// Permanent lightmapped decals.
if ( pDecal - > flags & FDECAL_PERMANENT )
{
iTreeType = PERMANENT_LIGHTMAP ;
}
// Non-permanent lightmapped decals.
else
{
iTreeType = LIGHTMAP ;
}
}
// Non-lightmapped decals.
else
{
iTreeType = NONLIGHTMAP ;
sort . m_iLightmapPage = - 1 ;
}
int iSort = g_aDecalSortTrees [ iSortTree ] . m_pTrees [ iTreeType ] - > Find ( sort ) ;
if ( iSort = = - 1 )
{
int iBucket = g_aDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ 0 ] [ iTreeType ] . AddToTail ( ) ;
g_aDispDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ 0 ] [ iTreeType ] . AddToTail ( ) ;
g_aDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ 0 ] [ iTreeType ] . Element ( iBucket ) . m_nCheckCount = - 1 ;
g_aDispDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ 0 ] [ iTreeType ] . Element ( iBucket ) . m_nCheckCount = - 1 ;
for ( int iGroup = 1 ; iGroup < ( MAX_MAT_SORT_GROUPS + 1 ) ; + + iGroup )
{
g_aDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . AddToTail ( ) ;
g_aDispDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . AddToTail ( ) ;
g_aDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Element ( iBucket ) . m_nCheckCount = - 1 ;
g_aDispDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Element ( iBucket ) . m_nCheckCount = - 1 ;
}
sort . m_iBucket = iBucket ;
g_aDecalSortTrees [ iSortTree ] . m_pTrees [ iTreeType ] - > Insert ( sort ) ;
g_aDispDecalSortTrees [ iSortTree ] . m_pTrees [ iTreeType ] - > Insert ( sort ) ;
pDecal - > m_iSortTree = iSortTree ;
pDecal - > m_iSortMaterial = sort . m_iBucket ;
}
else
{
pDecal - > m_iSortTree = iSortTree ;
pDecal - > m_iSortMaterial = g_aDecalSortTrees [ iSortTree ] . m_pTrees [ iTreeType ] - > Element ( iSort ) . m_iBucket ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void R_DecalReSortMaterials ( void ) //X
{
R_DecalSortInit ( ) ;
int nDecalCount = s_aDecalPool . Count ( ) ;
for ( int iDecal = 0 ; iDecal < nDecalCount ; + + iDecal )
{
decal_t * pDecal = s_aDecalPool . Element ( iDecal ) ;
if ( pDecal )
{
SurfaceHandle_t surfID = pDecal - > surfID ;
R_DecalMaterialSort ( pDecal , surfID ) ;
}
}
}
// Allocate and initialize a decal from the pool, on surface with offsets x, y
// UNDONE: offsets are not really meaningful in new decal coordinate system
// the clipping code will recalc the offsets
static void R_DecalCreate ( decalinfo_t * decalinfo , SurfaceHandle_t surfID , float x , float y , bool bForceForDisplacement )
{
decal_t * pdecal ;
if ( ! IS_SURF_VALID ( surfID ) )
{
ConMsg ( " psurface NULL in R_DecalCreate! \n " ) ;
return ;
}
decal_t * pold = R_DecalFindOverlappingDecals ( decalinfo , surfID ) ;
if ( pold )
{
R_DecalUnlink ( pold , host_state . worldbrush ) ;
pold = NULL ;
}
pdecal = R_DecalAlloc ( decalinfo - > m_Flags ) ;
pdecal - > flags = decalinfo - > m_Flags ;
pdecal - > color = decalinfo - > m_Color ;
VectorCopy ( decalinfo - > m_Position , pdecal - > position ) ;
if ( pdecal - > flags & FDECAL_USESAXIS )
VectorCopy ( decalinfo - > m_SAxis , pdecal - > saxis ) ;
pdecal - > dx = x ;
pdecal - > dy = y ;
pdecal - > material = decalinfo - > m_pMaterial ;
Assert ( pdecal - > material ) ;
pdecal - > userdata = decalinfo - > m_pUserData ;
// Set scaling
pdecal - > scale = decalinfo - > m_scale ;
pdecal - > entityIndex = decalinfo - > m_Entity ;
// Get dynamic information from the material (fade start, fade time)
if ( decalinfo - > m_flFadeDuration > 0.0f )
{
pdecal - > flags | = FDECAL_DYNAMIC ;
pdecal - > fadeDuration = decalinfo - > m_flFadeDuration ;
pdecal - > fadeStartTime = decalinfo - > m_flFadeStartTime ;
pdecal - > fadeStartTime + = cl . GetTime ( ) ;
}
// check for a player spray
if ( pdecal - > flags & FDECAL_PLAYERSPRAY )
{
// reset the number of rounds this should be visible for
pdecal - > fadeStartTime = 0.0f ;
// Force the scale to 1 for player sprays.
pdecal - > scale = 1.0f ;
}
if ( ! bForceForDisplacement )
{
// Check to see if the decal actually intersects the surface
// if not, then remove the decal
R_DecalVertsClip ( NULL , pdecal , surfID , decalinfo - > m_pMaterial ) ;
if ( ! pdecal - > clippedVertCount )
{
R_DecalUnlink ( pdecal , host_state . worldbrush ) ;
return ;
}
}
// Add to the surface's list
R_AddDecalToSurface ( pdecal , surfID , decalinfo ) ;
// Add decal material/lightmap to sort list.
R_DecalMaterialSort ( pdecal , surfID ) ;
}
//-----------------------------------------------------------------------------
// Updates all decals, returns true if the decal should be retired
//-----------------------------------------------------------------------------
bool DecalUpdate ( decal_t * pDecal )
{
// retire the decal if it's time has come
if ( pDecal - > fadeDuration > 0 )
{
return ( cl . GetTime ( ) > = pDecal - > fadeStartTime + pDecal - > fadeDuration ) ;
}
return false ;
}
# define NEXT_MULTIPLE_OF_4(P) ( ((P) + ((4)-1)) & (~((4)-1)) )
// Build the vertex list for a decal on a surface and clip it to the surface.
// This is a template so it can work on world surfaces and dynamic displacement
// triangles the same way.
CDecalVert * R_DecalSetupVerts ( decalcontext_t & context , decal_t * pDecal , SurfaceHandle_t surfID , IMaterial * pMaterial )
{
//
// Do not scale playersprays
//
if ( pDecal - > flags & FDECAL_DISTANCESCALE )
{
if ( ! ( pDecal - > flags & FDECAL_PLAYERSPRAY ) )
{
float scaleFactor = 1.0f ;
float nearScale , farScale , nearDist , farDist ;
nearScale = r_dscale_nearscale . GetFloat ( ) ;
nearDist = r_dscale_neardist . GetFloat ( ) ;
farScale = r_dscale_farscale . GetFloat ( ) ;
farDist = r_dscale_fardist . GetFloat ( ) ;
Vector playerOrigin = CurrentViewOrigin ( ) ;
float dist = 0 ;
if ( pDecal - > entityIndex = = 0 )
{
dist = ( playerOrigin - pDecal - > position ) . Length ( ) ;
}
else
{
Vector worldSpaceCenter ;
Vector3DMultiplyPosition ( g_BrushToWorldMatrix , pDecal - > position , worldSpaceCenter ) ;
dist = ( playerOrigin - worldSpaceCenter ) . Length ( ) ;
}
float fov = g_EngineRenderer - > GetFov ( ) ;
//
// If the player is zoomed in, we adjust the nearScale and farScale
//
if ( fov ! = r_dscale_basefov . GetFloat ( ) & & fov > 0 & & r_dscale_basefov . GetFloat ( ) > 0 )
{
float fovScale = fov / r_dscale_basefov . GetFloat ( ) ;
nearScale * = fovScale ;
farScale * = fovScale ;
if ( nearScale < 1.0f )
nearScale = 1.0f ;
if ( farScale < 1.0f )
farScale = 1.0f ;
}
//
// Scaling works like this:
//
// 0->nearDist scale = 1.0
// nearDist -> farDist scale = LERP(nearScale, farScale)
// farDist->inf scale = farScale
//
// scaling in the rest of the code appears to be more of an
// attenuation factor rather than a scale, so we compute 1/scale
// to account for this.
//
if ( dist < nearDist )
scaleFactor = 1.0f ;
else if ( dist > = farDist )
scaleFactor = farScale ;
else
{
float percent = ( dist - nearDist ) / ( farDist - nearDist ) ;
scaleFactor = nearScale + percent * ( farScale - nearScale ) ;
}
//
// scaling in the rest of the code appears to be more of an
// attenuation factor rather than a scale, so we compute 1/scale
// to account for this.
//
scaleFactor = 1.0f / scaleFactor ;
float originalScale = pDecal - > scale ;
float scaledScale = pDecal - > scale * scaleFactor ;
pDecal - > scale = scaledScale ;
context . InitSurface ( pDecal - > surfID ) ;
CDecalVert * v = R_DecalVertsClip ( NULL , pDecal , surfID , pMaterial ) ;
if ( v )
{
R_DecalVertsLight ( v , context , surfID , pDecal - > clippedVertCount ) ;
}
pDecal - > scale = originalScale ;
return v ;
}
}
// find in cache?
CDecalVert * v = g_DecalVertCache . GetCachedVerts ( pDecal ) ;
if ( ! v )
{
// not in cache, clip & light
context . InitSurface ( pDecal - > surfID ) ;
v = R_DecalVertsClip ( NULL , pDecal , surfID , pMaterial ) ;
if ( pDecal - > clippedVertCount )
{
# if _DEBUG
// squash vector copy asserts in debug
int nextVert = NEXT_MULTIPLE_OF_4 ( pDecal - > clippedVertCount ) ;
if ( ( nextVert - pDecal - > clippedVertCount ) < 4 )
{
for ( int i = pDecal - > clippedVertCount ; i < nextVert ; i + + )
{
v [ i ] . m_cLMCoords . Init ( ) ;
v [ i ] . m_ctCoords . Init ( ) ;
v [ i ] . m_vPos . Init ( ) ;
}
}
# endif
R_DecalVertsLight ( v , context , surfID , pDecal - > clippedVertCount ) ;
g_DecalVertCache . StoreVertsInCache ( pDecal , v ) ;
}
}
return v ;
}
//-----------------------------------------------------------------------------
// Renders a single decal, *could retire the decal!!*
//-----------------------------------------------------------------------------
void DecalUpdateAndDrawSingle ( decalcontext_t & context , SurfaceHandle_t surfID , decal_t * pDecal )
{
if ( ! pDecal - > material )
return ;
// Update dynamic decals
bool retire = false ;
if ( pDecal - > flags & FDECAL_DYNAMIC )
retire = DecalUpdate ( pDecal ) ;
if ( SurfaceHasDispInfo ( surfID ) )
{
// Dispinfos generate lists of tris for decals when the decal is first
// created.
}
else
{
CDecalVert * v = R_DecalSetupVerts ( context , pDecal , surfID , pDecal - > material ) ;
if ( v )
Shader_DecalDrawPoly ( v , pDecal - > material , surfID , pDecal - > clippedVertCount , pDecal , 1.0f ) ;
}
if ( retire )
{
R_DecalUnlink ( pDecal , host_state . worldbrush ) ;
}
}
//-----------------------------------------------------------------------------
// Renders all decals on a single surface
//-----------------------------------------------------------------------------
void DrawDecalsOnSingleSurface_NonQueued ( IMatRenderContext * pRenderContext , SurfaceHandle_t surfID , const Vector & vModelOrg )
{
decal_t * plist = MSurf_DecalPointer ( surfID ) ;
decalcontext_t context ( pRenderContext , vModelOrg ) ;
context . InitSurface ( surfID ) ;
while ( plist )
{
// Store off the next pointer, DecalUpdateAndDrawSingle could unlink
decal_t * pnext = plist - > pnext ;
if ( ! ( plist - > flags & FDECAL_SECONDPASS ) )
{
DecalUpdateAndDrawSingle ( context , surfID , plist ) ;
}
plist = pnext ;
}
while ( plist )
{
// Store off the next pointer, DecalUpdateAndDrawSingle could unlink
decal_t * pnext = plist - > pnext ;
if ( ( plist - > flags & FDECAL_SECONDPASS ) )
{
DecalUpdateAndDrawSingle ( context , surfID , plist ) ;
}
plist = pnext ;
}
}
void DrawDecalsOnSingleSurface_QueueHelper ( SurfaceHandle_t surfID , Vector vModelOrg )
{
CMatRenderContextPtr pRenderContext ( materials ) ;
DrawDecalsOnSingleSurface_NonQueued ( pRenderContext , surfID , vModelOrg ) ;
}
void DrawDecalsOnSingleSurface ( IMatRenderContext * pRenderContext , SurfaceHandle_t surfID )
{
ICallQueue * pCallQueue ;
if ( r_queued_decals . GetBool ( ) & & ( pCallQueue = pRenderContext - > GetCallQueue ( ) ) ! = NULL )
{
//queue available and desired
pCallQueue - > QueueCall ( DrawDecalsOnSingleSurface_QueueHelper , surfID , modelorg ) ;
}
else
{
//non-queued mode
DrawDecalsOnSingleSurface_NonQueued ( pRenderContext , surfID , modelorg ) ;
}
}
void R_DrawDecalsAllImmediate_GatherDecals ( IMatRenderContext * pRenderContext , int iGroup , int iTreeType , CUtlVector < decal_t * > & DrawDecals )
{
int nCheckCount = g_nDecalSortCheckCount ;
if ( iGroup = = MAX_MAT_SORT_GROUPS )
{
// Brush Model
nCheckCount = g_nBrushModelDecalSortCheckCount ;
}
int nSortTreeCount = g_aDecalSortTrees . Count ( ) ;
for ( int iSortTree = 0 ; iSortTree < nSortTreeCount ; + + iSortTree )
{
int nBucketCount = g_aDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Count ( ) ;
for ( int iBucket = 0 ; iBucket < nBucketCount ; + + iBucket )
{
if ( g_aDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Element ( iBucket ) . m_nCheckCount ! = nCheckCount )
continue ;
intp iHead = g_aDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Element ( iBucket ) . m_iHead ;
intp iElement = iHead ;
while ( iElement ! = g_aDecalSortPool . InvalidIndex ( ) )
{
decal_t * pDecal = g_aDecalSortPool . Element ( iElement ) ;
iElement = g_aDecalSortPool . Next ( iElement ) ;
if ( ! pDecal )
continue ;
DrawDecals . AddToTail ( pDecal ) ;
}
}
}
}
void R_DrawDecalsAllImmediate_Gathered ( IMatRenderContext * pRenderContext , decal_t * * ppDecals , int iDecalCount , const Vector & vModelOrg , float flFade )
{
SurfaceHandle_t lastSurf = NULL ;
decalcontext_t context ( pRenderContext , vModelOrg ) ;
bool bWireframe = ShouldDrawInWireFrameMode ( ) | | ( r_drawdecals . GetInt ( ) = = 2 ) ;
for ( int i = 0 ; i ! = iDecalCount ; + + i )
{
decal_t * pDecal = ppDecals [ i ] ;
Assert ( pDecal ! = NULL ) ;
// Add the decal to the list of decals to be destroyed if need be.
if ( ( pDecal - > flags & FDECAL_DYNAMIC ) & & ! ( pDecal - > flags & FDECAL_HASUPDATED ) )
{
pDecal - > flags | = FDECAL_HASUPDATED ;
if ( DecalUpdate ( pDecal ) )
{
R_DecalAddToDestroyList ( pDecal ) ;
continue ;
}
}
if ( pDecal - > surfID ! = lastSurf )
{
lastSurf = pDecal - > surfID ;
}
CDecalVert * pVerts = R_DecalSetupVerts ( context , pDecal , pDecal - > surfID , pDecal - > material ) ;
if ( ! pVerts )
continue ;
int nCount = pDecal - > clippedVertCount ;
// Bind texture.
VertexFormat_t vertexFormat = 0 ;
if ( bWireframe )
{
pRenderContext - > Bind ( g_materialDecalWireframe ) ;
}
else
{
pRenderContext - > BindLightmapPage ( materialSortInfoArray [ MSurf_MaterialSortID ( pDecal - > surfID ) ] . lightmapPageID ) ;
pRenderContext - > Bind ( pDecal - > material , pDecal - > userdata ) ;
vertexFormat = GetUncompressedFormat ( pDecal - > material ) ;
}
IMesh * pMesh = NULL ;
pMesh = pRenderContext - > GetDynamicMesh ( ) ;
CMeshBuilder meshBuilder ;
meshBuilder . Begin ( pMesh , MATERIAL_TRIANGLES , nCount , ( ( nCount - 2 ) * 3 ) ) ;
// Set base color.
byte color [ 4 ] = { pDecal - > color . r , pDecal - > color . g , pDecal - > color . b , pDecal - > color . a } ;
if ( flFade ! = 1.0f )
{
color [ 3 ] = ( byte ) ( color [ 3 ] * flFade ) ;
}
// Dynamic decals - fading.
if ( pDecal - > flags & FDECAL_DYNAMIC )
{
float flFadeValue ;
// Negative fadeDuration value means to fade in
if ( pDecal - > fadeDuration < 0 )
{
flFadeValue = - ( cl . GetTime ( ) - pDecal - > fadeStartTime ) / pDecal - > fadeDuration ;
}
else
{
flFadeValue = 1.0 - ( cl . GetTime ( ) - pDecal - > fadeStartTime ) / pDecal - > fadeDuration ;
}
flFadeValue = clamp ( flFadeValue , 0.0f , 1.0f ) ;
color [ 3 ] = ( byte ) ( color [ 3 ] * flFadeValue ) ;
}
// Compute normal and tangent space if necessary.
Vector vecNormal ( 0.0f , 0.0f , 1.0f ) , vecTangentS ( 1.0f , 0.0f , 0.0f ) , vecTangentT ( 0.0f , 1.0f , 0.0f ) ;
if ( vertexFormat & ( VERTEX_NORMAL | VERTEX_TANGENT_SPACE ) )
{
vecNormal = MSurf_Plane ( pDecal - > surfID ) . normal ;
if ( vertexFormat & VERTEX_TANGENT_SPACE )
{
Vector tVect ;
bool bNegate = TangentSpaceSurfaceSetup ( pDecal - > surfID , tVect ) ;
TangentSpaceComputeBasis ( vecTangentS , vecTangentT , vecNormal , tVect , bNegate ) ;
}
}
// Setup verts.
float flOffset = pDecal - > lightmapOffset ;
for ( int iVert = 0 ; iVert < nCount ; + + iVert , + + pVerts )
{
meshBuilder . Position3fv ( pVerts - > m_vPos . Base ( ) ) ;
if ( vertexFormat & VERTEX_NORMAL )
{
meshBuilder . Normal3fv ( vecNormal . Base ( ) ) ;
}
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pVerts - > m_ctCoords . x , pVerts - > m_ctCoords . y ) ;
meshBuilder . TexCoord2f ( 1 , pVerts - > m_cLMCoords . x , pVerts - > m_cLMCoords . y ) ;
meshBuilder . TexCoord1f ( 2 , flOffset ) ;
if ( vertexFormat & VERTEX_TANGENT_SPACE )
{
meshBuilder . TangentS3fv ( vecTangentS . Base ( ) ) ;
meshBuilder . TangentT3fv ( vecTangentT . Base ( ) ) ;
}
meshBuilder . AdvanceVertexF < VTX_HAVEPOS | VTX_HAVENORMAL | VTX_HAVECOLOR , 3 > ( ) ;
}
// Setup indices.
CIndexBuilder & indexBuilder = meshBuilder ;
indexBuilder . FastPolygon ( 0 , nCount - 2 ) ;
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void R_DrawDecalsAllImmediate ( IMatRenderContext * pRenderContext , int iGroup , int iTreeType , const Vector & vModelOrg , int nCheckCount , float flFade )
{
SurfaceHandle_t lastSurf = NULL ;
decalcontext_t context ( pRenderContext , vModelOrg ) ;
int nSortTreeCount = g_aDecalSortTrees . Count ( ) ;
bool bWireframe = ShouldDrawInWireFrameMode ( ) | | ( r_drawdecals . GetInt ( ) = = 2 ) ;
for ( int iSortTree = 0 ; iSortTree < nSortTreeCount ; + + iSortTree )
{
int nBucketCount = g_aDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Count ( ) ;
for ( int iBucket = 0 ; iBucket < nBucketCount ; + + iBucket )
{
if ( g_aDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Element ( iBucket ) . m_nCheckCount ! = nCheckCount )
continue ;
intp iHead = g_aDecalSortTrees [ iSortTree ] . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Element ( iBucket ) . m_iHead ;
int nCount ;
intp iElement = iHead ;
while ( iElement ! = g_aDecalSortPool . InvalidIndex ( ) )
{
decal_t * pDecal = g_aDecalSortPool . Element ( iElement ) ;
iElement = g_aDecalSortPool . Next ( iElement ) ;
if ( ! pDecal )
continue ;
// Add the decal to the list of decals to be destroyed if need be.
if ( ( pDecal - > flags & FDECAL_DYNAMIC ) & & ! ( pDecal - > flags & FDECAL_HASUPDATED ) )
{
pDecal - > flags | = FDECAL_HASUPDATED ;
if ( DecalUpdate ( pDecal ) )
{
R_DecalAddToDestroyList ( pDecal ) ;
continue ;
}
}
if ( pDecal - > surfID ! = lastSurf )
{
lastSurf = pDecal - > surfID ;
}
CDecalVert * pVerts = R_DecalSetupVerts ( context , pDecal , pDecal - > surfID , pDecal - > material ) ;
if ( ! pVerts )
continue ;
nCount = pDecal - > clippedVertCount ;
// Bind texture.
VertexFormat_t vertexFormat = 0 ;
if ( bWireframe )
{
pRenderContext - > Bind ( g_materialDecalWireframe ) ;
}
else
{
pRenderContext - > BindLightmapPage ( materialSortInfoArray [ MSurf_MaterialSortID ( pDecal - > surfID ) ] . lightmapPageID ) ;
pRenderContext - > Bind ( pDecal - > material , pDecal - > userdata ) ;
vertexFormat = GetUncompressedFormat ( pDecal - > material ) ;
}
IMesh * pMesh = NULL ;
pMesh = pRenderContext - > GetDynamicMesh ( ) ;
CMeshBuilder meshBuilder ;
meshBuilder . Begin ( pMesh , MATERIAL_TRIANGLES , nCount , ( ( nCount - 2 ) * 3 ) ) ;
// Set base color.
byte color [ 4 ] = { pDecal - > color . r , pDecal - > color . g , pDecal - > color . b , pDecal - > color . a } ;
if ( flFade ! = 1.0f )
{
color [ 3 ] = ( byte ) ( color [ 3 ] * flFade ) ;
}
// Dynamic decals - fading.
if ( pDecal - > flags & FDECAL_DYNAMIC )
{
float flFadeValue ;
// Negative fadeDuration value means to fade in
if ( pDecal - > fadeDuration < 0 )
{
flFadeValue = - ( cl . GetTime ( ) - pDecal - > fadeStartTime ) / pDecal - > fadeDuration ;
}
else
{
flFadeValue = 1.0 - ( cl . GetTime ( ) - pDecal - > fadeStartTime ) / pDecal - > fadeDuration ;
}
flFadeValue = clamp ( flFadeValue , 0.0f , 1.0f ) ;
color [ 3 ] = ( byte ) ( color [ 3 ] * flFadeValue ) ;
}
// Compute normal and tangent space if necessary.
Vector vecNormal ( 0.0f , 0.0f , 1.0f ) , vecTangentS ( 1.0f , 0.0f , 0.0f ) , vecTangentT ( 0.0f , 1.0f , 0.0f ) ;
if ( vertexFormat & ( VERTEX_NORMAL | VERTEX_TANGENT_SPACE ) )
{
vecNormal = MSurf_Plane ( pDecal - > surfID ) . normal ;
if ( vertexFormat & VERTEX_TANGENT_SPACE )
{
Vector tVect ;
bool bNegate = TangentSpaceSurfaceSetup ( pDecal - > surfID , tVect ) ;
TangentSpaceComputeBasis ( vecTangentS , vecTangentT , vecNormal , tVect , bNegate ) ;
}
}
// Setup verts.
float flOffset = pDecal - > lightmapOffset ;
for ( int iVert = 0 ; iVert < nCount ; + + iVert , + + pVerts )
{
meshBuilder . Position3fv ( pVerts - > m_vPos . Base ( ) ) ;
if ( vertexFormat & VERTEX_NORMAL )
{
meshBuilder . Normal3fv ( vecNormal . Base ( ) ) ;
}
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pVerts - > m_ctCoords . x , pVerts - > m_ctCoords . y ) ;
meshBuilder . TexCoord2f ( 1 , pVerts - > m_cLMCoords . x , pVerts - > m_cLMCoords . y ) ;
meshBuilder . TexCoord1f ( 2 , flOffset ) ;
if ( vertexFormat & VERTEX_TANGENT_SPACE )
{
meshBuilder . TangentS3fv ( vecTangentS . Base ( ) ) ;
meshBuilder . TangentT3fv ( vecTangentT . Base ( ) ) ;
}
meshBuilder . AdvanceVertexF < VTX_HAVEPOS | VTX_HAVENORMAL | VTX_HAVECOLOR , 3 > ( ) ;
}
// Setup indices.
int nTriCount = ( nCount - 2 ) ;
CIndexBuilder & indexBuilder = meshBuilder ;
indexBuilder . FastPolygon ( 0 , nTriCount ) ;
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
}
}
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
inline void R_DrawDecalMeshList ( DecalMeshList_t & meshList )
{
CMatRenderContextPtr pRenderContext ( materials ) ;
int nBatchCount = meshList . m_aBatches . Count ( ) ;
for ( int iBatch = 0 ; iBatch < nBatchCount ; + + iBatch )
{
if ( g_pMaterialSystemConfig - > nFullbright = = 1 )
{
pRenderContext - > BindLightmapPage ( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE ) ;
}
else
{
pRenderContext - > BindLightmapPage ( meshList . m_aBatches [ iBatch ] . m_iLightmapPage ) ;
}
pRenderContext - > Bind ( meshList . m_aBatches [ iBatch ] . m_pMaterial , meshList . m_aBatches [ iBatch ] . m_pProxy ) ;
meshList . m_pMesh - > Draw ( meshList . m_aBatches [ iBatch ] . m_iStartIndex , meshList . m_aBatches [ iBatch ] . m_nIndexCount ) ;
}
}
# define DECALMARKERS_SWITCHSORTTREE ((decal_t *)0x00000000)
# define DECALMARKERS_SWITCHBUCKET ((decal_t *)0xFFFFFFFF)
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void R_DrawDecalsAll_GatherDecals ( IMatRenderContext * pRenderContext , int iGroup , int iTreeType , CUtlVector < decal_t * > & DrawDecals )
{
int nCheckCount = g_nDecalSortCheckCount ;
if ( iGroup = = MAX_MAT_SORT_GROUPS )
{
// Brush Model
nCheckCount = g_nBrushModelDecalSortCheckCount ;
}
int nSortTreeCount = g_aDecalSortTrees . Count ( ) ;
for ( int iSortTree = 0 ; iSortTree < nSortTreeCount ; + + iSortTree )
{
DrawDecals . AddToTail ( DECALMARKERS_SWITCHSORTTREE ) ;
DecalSortTrees_t & sortTree = g_aDecalSortTrees [ iSortTree ] ;
int nBucketCount = sortTree . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Count ( ) ;
for ( int iBucket = 0 ; iBucket < nBucketCount ; + + iBucket )
{
DecalMaterialBucket_t & bucket = sortTree . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Element ( iBucket ) ;
if ( bucket . m_nCheckCount ! = nCheckCount )
continue ;
intp iHead = bucket . m_iHead ;
if ( ! g_aDecalSortPool . IsValidIndex ( iHead ) )
continue ;
decal_t * pDecalHead = g_aDecalSortPool . Element ( iHead ) ;
Assert ( pDecalHead - > material ) ;
if ( ! pDecalHead - > material )
continue ;
// Vertex format.
VertexFormat_t vertexFormat = GetUncompressedFormat ( pDecalHead - > material ) ;
if ( vertexFormat = = 0 )
continue ;
DrawDecals . AddToTail ( DECALMARKERS_SWITCHBUCKET ) ;
intp iElement = iHead ;
while ( iElement ! = g_aDecalSortPool . InvalidIndex ( ) )
{
decal_t * pDecal = g_aDecalSortPool . Element ( iElement ) ;
iElement = g_aDecalSortPool . Next ( iElement ) ;
if ( ! pDecal )
continue ;
DrawDecals . AddToTail ( pDecal ) ;
}
}
}
}
void R_DecalsGetMaxMesh ( IMatRenderContext * pRenderContext , int & nDecalSortMaxVerts , int & nDecalSortMaxIndices )
{
nDecalSortMaxVerts = g_nMaxDecals * 5 ;
nDecalSortMaxIndices = nDecalSortMaxVerts * 3 ;
int nMaxIndices = pRenderContext - > GetMaxIndicesToRender ( ) ;
nDecalSortMaxIndices = MIN ( nDecalSortMaxIndices , nMaxIndices ) ;
nDecalSortMaxVerts = MIN ( nDecalSortMaxVerts , 8192 ) ; // just a guess, you should be able to do 8K dynamic verts in any material and this is no big loss on batching
}
void R_DrawDecalsAll_Gathered ( IMatRenderContext * pRenderContext , decal_t * * ppDecals , int iDecalCount , const Vector & vModelOrg , float flFade )
{
DecalMeshList_t meshList ;
CMeshBuilder meshBuilder ;
int nVertCount = 0 ;
int nIndexCount = 0 ;
int nCount ;
int nDecalSortMaxVerts ;
int nDecalSortMaxIndices ;
R_DecalsGetMaxMesh ( pRenderContext , nDecalSortMaxVerts , nDecalSortMaxIndices ) ;
bool bMeshInit = true ;
bool bBatchInit = true ;
DecalBatchList_t * pBatch = NULL ;
VertexFormat_t vertexFormat = 0 ;
decal_t * pDecalHead = NULL ;
SurfaceHandle_t lastSurf = NULL ;
decalcontext_t context ( pRenderContext , vModelOrg ) ;
bool bWireframe = ShouldDrawInWireFrameMode ( ) | | ( r_drawdecals . GetInt ( ) = = 2 ) ;
for ( int i = 0 ; i ! = iDecalCount ; + + i )
{
decal_t * pDecal = ppDecals [ i ] ;
if ( ( pDecal = = DECALMARKERS_SWITCHSORTTREE ) | | ( pDecal = = DECALMARKERS_SWITCHBUCKET ) )
{
if ( pBatch )
{
pBatch - > m_nIndexCount = ( nIndexCount - pBatch - > m_iStartIndex ) ;
}
if ( pDecal = = DECALMARKERS_SWITCHSORTTREE )
{
if ( ! bMeshInit )
{
meshBuilder . End ( ) ;
R_DrawDecalMeshList ( meshList ) ;
bMeshInit = true ;
}
}
bBatchInit = true ;
pBatch = NULL ;
if ( pDecal = = DECALMARKERS_SWITCHBUCKET )
{
//find the new head decal
for ( int j = i + 1 ; j ! = iDecalCount ; + + j )
{
pDecalHead = ppDecals [ j ] ;
if ( ( pDecalHead ! = DECALMARKERS_SWITCHSORTTREE ) & & ( pDecalHead ! = DECALMARKERS_SWITCHBUCKET ) )
break ;
}
vertexFormat = GetUncompressedFormat ( pDecalHead - > material ) ;
}
continue ;
}
// Add the decal to the list of decals to be destroyed if need be.
if ( ( pDecal - > flags & FDECAL_DYNAMIC ) & & ! ( pDecal - > flags & FDECAL_HASUPDATED ) )
{
pDecal - > flags | = FDECAL_HASUPDATED ;
if ( DecalUpdate ( pDecal ) )
{
R_DecalAddToDestroyList ( pDecal ) ;
continue ;
}
}
if ( pDecal - > surfID ! = lastSurf )
{
lastSurf = pDecal - > surfID ;
}
CDecalVert * pVerts = R_DecalSetupVerts ( context , pDecal , pDecal - > surfID , pDecal - > material ) ;
if ( ! pVerts )
continue ;
nCount = pDecal - > clippedVertCount ;
// Overflow - new mesh, batch.
if ( ( ( nVertCount + nCount ) > nDecalSortMaxVerts ) | | ( nIndexCount + ( nCount - 2 ) > nDecalSortMaxIndices ) )
{
// Finish this batch.
if ( pBatch )
{
pBatch - > m_nIndexCount = ( nIndexCount - pBatch - > m_iStartIndex ) ;
}
// End the mesh building phase and render.
meshBuilder . End ( ) ;
R_DrawDecalMeshList ( meshList ) ;
// Reset.
bMeshInit = true ;
pBatch = NULL ;
bBatchInit = true ;
}
// Create the mesh.
if ( bMeshInit )
{
// Reset the mesh list.
meshList . m_pMesh = NULL ;
meshList . m_aBatches . RemoveAll ( ) ;
// Create a mesh for this vertex format (vertex format per SortTree).
if ( bWireframe )
{
meshList . m_pMesh = pRenderContext - > GetDynamicMesh ( false , NULL , NULL , g_materialDecalWireframe ) ;
}
else
{
meshList . m_pMesh = pRenderContext - > GetDynamicMesh ( false , NULL , NULL , pDecalHead - > material ) ;
}
meshBuilder . Begin ( meshList . m_pMesh , MATERIAL_TRIANGLES , nDecalSortMaxVerts , nDecalSortMaxIndices ) ;
nVertCount = 0 ;
nIndexCount = 0 ;
bMeshInit = false ;
}
// Create the batch.
if ( bBatchInit )
{
// Create a batch for this bucket = material/lightmap pair.
// Todo: we also could flush it right here and continue.
if ( meshList . m_aBatches . Size ( ) + 1 > meshList . m_aBatches . NumAllocated ( ) )
{
Warning ( " R_DrawDecalsAll: overflowing m_aBatches. Reduce %d decals in the scene. \n " , nDecalSortMaxVerts * meshList . m_aBatches . NumAllocated ( ) ) ;
meshBuilder . End ( ) ;
R_DrawDecalMeshList ( meshList ) ;
return ;
}
int iBatchList = meshList . m_aBatches . AddToTail ( ) ;
pBatch = & meshList . m_aBatches [ iBatchList ] ;
pBatch - > m_iStartIndex = nIndexCount ;
if ( bWireframe )
{
pBatch - > m_pMaterial = g_materialDecalWireframe ;
}
else
{
pBatch - > m_pMaterial = pDecalHead - > material ;
pBatch - > m_pProxy = pDecalHead - > userdata ;
pBatch - > m_iLightmapPage = materialSortInfoArray [ MSurf_MaterialSortID ( pDecalHead - > surfID ) ] . lightmapPageID ;
}
bBatchInit = false ;
}
Assert ( pBatch ) ;
// Set base color.
byte color [ 4 ] = { pDecal - > color . r , pDecal - > color . g , pDecal - > color . b , pDecal - > color . a } ;
if ( flFade ! = 1.0f )
{
color [ 3 ] = ( byte ) ( color [ 3 ] * flFade ) ;
}
// Dynamic decals - fading.
if ( pDecal - > flags & FDECAL_DYNAMIC )
{
float flFadeValue ;
// Negative fadeDuration value means to fade in
if ( pDecal - > fadeDuration < 0 )
{
flFadeValue = - ( cl . GetTime ( ) - pDecal - > fadeStartTime ) / pDecal - > fadeDuration ;
}
else
{
flFadeValue = 1.0 - ( cl . GetTime ( ) - pDecal - > fadeStartTime ) / pDecal - > fadeDuration ;
}
flFadeValue = clamp ( flFadeValue , 0.0f , 1.0f ) ;
color [ 3 ] = ( byte ) ( color [ 3 ] * flFadeValue ) ;
}
// Compute normal and tangent space if necessary.
Vector vecNormal ( 0.0f , 0.0f , 1.0f ) , vecTangentS ( 1.0f , 0.0f , 0.0f ) , vecTangentT ( 0.0f , 1.0f , 0.0f ) ;
if ( vertexFormat & ( VERTEX_NORMAL | VERTEX_TANGENT_SPACE ) )
{
vecNormal = MSurf_Plane ( pDecal - > surfID ) . normal ;
if ( vertexFormat & VERTEX_TANGENT_SPACE )
{
Vector tVect ;
bool bNegate = TangentSpaceSurfaceSetup ( pDecal - > surfID , tVect ) ;
TangentSpaceComputeBasis ( vecTangentS , vecTangentT , vecNormal , tVect , bNegate ) ;
}
}
// Setup verts.
float flOffset = pDecal - > lightmapOffset ;
for ( int iVert = 0 ; iVert < nCount ; + + iVert , + + pVerts )
{
meshBuilder . Position3fv ( pVerts - > m_vPos . Base ( ) ) ;
if ( vertexFormat & VERTEX_NORMAL )
{
meshBuilder . Normal3fv ( vecNormal . Base ( ) ) ;
}
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pVerts - > m_ctCoords . x , pVerts - > m_ctCoords . y ) ;
meshBuilder . TexCoord2f ( 1 , pVerts - > m_cLMCoords . x , pVerts - > m_cLMCoords . y ) ;
meshBuilder . TexCoord1f ( 2 , flOffset ) ;
if ( vertexFormat & VERTEX_TANGENT_SPACE )
{
meshBuilder . TangentS3fv ( vecTangentS . Base ( ) ) ;
meshBuilder . TangentT3fv ( vecTangentT . Base ( ) ) ;
}
meshBuilder . AdvanceVertex ( ) ;
}
// Setup indices.
int nTriCount = ( nCount - 2 ) ;
CIndexBuilder & indexBuilder = meshBuilder ;
indexBuilder . FastPolygon ( nVertCount , nTriCount ) ;
// Update counters.
nVertCount + = nCount ;
nIndexCount + = ( nTriCount * 3 ) ;
}
if ( pBatch )
{
pBatch - > m_nIndexCount = ( nIndexCount - pBatch - > m_iStartIndex ) ;
}
if ( ! bMeshInit )
{
meshBuilder . End ( ) ;
R_DrawDecalMeshList ( meshList ) ;
}
}
void R_DrawDecalsAll ( IMatRenderContext * pRenderContext , int iGroup , int iTreeType , const Vector & vModelOrg , int nCheckCount , float flFade )
{
DecalMeshList_t meshList ;
CMeshBuilder meshBuilder ;
SurfaceHandle_t lastSurf = NULL ;
decalcontext_t context ( pRenderContext , vModelOrg ) ;
Vector vecNormal ( 0.0f , 0.0f , 1.0f ) , vecTangentS ( 1.0f , 0.0f , 0.0f ) , vecTangentT ( 0.0f , 1.0f , 0.0f ) ;
int nVertCount = 0 ;
int nIndexCount = 0 ;
int nDecalSortMaxVerts ;
int nDecalSortMaxIndices ;
R_DecalsGetMaxMesh ( pRenderContext , nDecalSortMaxVerts , nDecalSortMaxIndices ) ;
bool bWireframe = ShouldDrawInWireFrameMode ( ) | | ( r_drawdecals . GetInt ( ) = = 2 ) ;
float localClientTime = cl . GetTime ( ) ;
int nSortTreeCount = g_aDecalSortTrees . Count ( ) ;
for ( int iSortTree = 0 ; iSortTree < nSortTreeCount ; + + iSortTree )
{
// Reset the mesh list.
bool bMeshInit = true ;
DecalSortTrees_t & sortTree = g_aDecalSortTrees [ iSortTree ] ;
int nBucketCount = sortTree . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Count ( ) ;
for ( int iBucket = 0 ; iBucket < nBucketCount ; + + iBucket )
{
DecalMaterialBucket_t & bucket = sortTree . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Element ( iBucket ) ;
if ( bucket . m_nCheckCount ! = nCheckCount )
continue ;
int iHead = bucket . m_iHead ;
if ( ! g_aDecalSortPool . IsValidIndex ( iHead ) )
continue ;
decal_t * pDecalHead = g_aDecalSortPool . Element ( iHead ) ;
Assert ( pDecalHead - > material ) ;
if ( ! pDecalHead - > material )
continue ;
// Vertex format.
VertexFormat_t vertexFormat = GetUncompressedFormat ( pDecalHead - > material ) ;
if ( vertexFormat = = 0 )
continue ;
// New bucket = new batch.
DecalBatchList_t * pBatch = NULL ;
bool bBatchInit = true ;
int nCount ;
int iElement = iHead ;
while ( iElement ! = g_aDecalSortPool . InvalidIndex ( ) )
{
decal_t * pDecal = g_aDecalSortPool . Element ( iElement ) ;
iElement = g_aDecalSortPool . Next ( iElement ) ;
if ( ! pDecal | | ! pDecal - > surfID )
continue ;
// Add the decal to the list of decals to be destroyed if need be.
if ( ( pDecal - > flags & FDECAL_DYNAMIC ) & & ! ( pDecal - > flags & FDECAL_HASUPDATED ) )
{
pDecal - > flags | = FDECAL_HASUPDATED ;
if ( DecalUpdate ( pDecal ) )
{
R_DecalAddToDestroyList ( pDecal ) ;
continue ;
}
}
float flOffset = 0 ;
if ( pDecal - > surfID ! = lastSurf )
{
lastSurf = pDecal - > surfID ;
flOffset = pDecal - > lightmapOffset ;
// Compute normal and tangent space if necessary.
if ( vertexFormat & ( VERTEX_NORMAL | VERTEX_TANGENT_SPACE ) )
{
vecNormal = MSurf_Plane ( pDecal - > surfID ) . normal ;
if ( vertexFormat & VERTEX_TANGENT_SPACE )
{
Vector tVect ;
bool bNegate = TangentSpaceSurfaceSetup ( pDecal - > surfID , tVect ) ;
TangentSpaceComputeBasis ( vecTangentS , vecTangentT , vecNormal , tVect , bNegate ) ;
}
}
}
CDecalVert * pVerts = R_DecalSetupVerts ( context , pDecal , pDecal - > surfID , pDecal - > material ) ;
if ( ! pVerts )
continue ;
nCount = pDecal - > clippedVertCount ;
// Overflow - new mesh, batch.
if ( ( ( nVertCount + nCount ) > nDecalSortMaxVerts ) | | ( nIndexCount + ( nCount - 2 ) > nDecalSortMaxIndices ) )
{
// Finish this batch.
if ( pBatch )
{
pBatch - > m_nIndexCount = ( nIndexCount - pBatch - > m_iStartIndex ) ;
}
// End the mesh building phase and render.
meshBuilder . End ( ) ;
R_DrawDecalMeshList ( meshList ) ;
// Reset.
bMeshInit = true ;
pBatch = NULL ;
bBatchInit = true ;
}
// Create the mesh.
if ( bMeshInit )
{
// Reset the mesh list.
meshList . m_pMesh = NULL ;
meshList . m_aBatches . RemoveAll ( ) ;
// Create a mesh for this vertex format (vertex format per SortTree).
if ( bWireframe )
{
meshList . m_pMesh = pRenderContext - > GetDynamicMesh ( false , NULL , NULL , g_materialDecalWireframe ) ;
}
else
{
meshList . m_pMesh = pRenderContext - > GetDynamicMesh ( false , NULL , NULL , pDecalHead - > material ) ;
}
meshBuilder . Begin ( meshList . m_pMesh , MATERIAL_TRIANGLES , nDecalSortMaxVerts , nDecalSortMaxIndices ) ;
nVertCount = 0 ;
nIndexCount = 0 ;
bMeshInit = false ;
}
// Create the batch.
if ( bBatchInit )
{
// Create a batch for this bucket = material/lightmap pair.
// Todo: we also could flush it right here and continue.
if ( meshList . m_aBatches . Size ( ) + 1 > meshList . m_aBatches . NumAllocated ( ) )
{
Warning ( " R_DrawDecalsAll: overflowing m_aBatches. Reduce %d decals in the scene. \n " , nDecalSortMaxVerts * meshList . m_aBatches . NumAllocated ( ) ) ;
meshBuilder . End ( ) ;
R_DrawDecalMeshList ( meshList ) ;
return ;
}
int iBatchList = meshList . m_aBatches . AddToTail ( ) ;
pBatch = & meshList . m_aBatches [ iBatchList ] ;
pBatch - > m_iStartIndex = nIndexCount ;
if ( bWireframe )
{
pBatch - > m_pMaterial = g_materialDecalWireframe ;
}
else
{
pBatch - > m_pMaterial = pDecalHead - > material ;
pBatch - > m_pProxy = pDecalHead - > userdata ;
pBatch - > m_iLightmapPage = materialSortInfoArray [ MSurf_MaterialSortID ( pDecalHead - > surfID ) ] . lightmapPageID ;
}
bBatchInit = false ;
}
Assert ( pBatch ) ;
// Set base color.
byte color [ 4 ] = { pDecal - > color . r , pDecal - > color . g , pDecal - > color . b , pDecal - > color . a } ;
if ( flFade ! = 1.0f )
{
color [ 3 ] = ( byte ) ( color [ 3 ] * flFade ) ;
}
// Dynamic decals - fading.
if ( pDecal - > flags & FDECAL_DYNAMIC )
{
float flFadeValue ;
// Negative fadeDuration value means to fade in
if ( pDecal - > fadeDuration < 0 )
{
flFadeValue = - ( localClientTime - pDecal - > fadeStartTime ) / pDecal - > fadeDuration ;
}
else
{
flFadeValue = 1.0 - ( localClientTime - pDecal - > fadeStartTime ) / pDecal - > fadeDuration ;
}
flFadeValue = clamp ( flFadeValue , 0.0f , 1.0f ) ;
color [ 3 ] = ( byte ) ( color [ 3 ] * flFadeValue ) ;
}
// Setup verts.
for ( int iVert = 0 ; iVert < nCount ; + + iVert , + + pVerts )
{
meshBuilder . Position3fv ( pVerts - > m_vPos . Base ( ) ) ;
if ( vertexFormat & VERTEX_NORMAL )
{
meshBuilder . Normal3fv ( vecNormal . Base ( ) ) ;
}
meshBuilder . Color4ubv ( color ) ;
meshBuilder . TexCoord2f ( 0 , pVerts - > m_ctCoords . x , pVerts - > m_ctCoords . y ) ;
meshBuilder . TexCoord2f ( 1 , pVerts - > m_cLMCoords . x , pVerts - > m_cLMCoords . y ) ;
meshBuilder . TexCoord1f ( 2 , flOffset ) ;
if ( vertexFormat & VERTEX_TANGENT_SPACE )
{
meshBuilder . TangentS3fv ( vecTangentS . Base ( ) ) ;
meshBuilder . TangentT3fv ( vecTangentT . Base ( ) ) ;
}
meshBuilder . AdvanceVertexF < VTX_HAVEALL , 3 > ( ) ;
}
// Setup indices.
int nTriCount = nCount - 2 ;
CIndexBuilder & indexBuilder = meshBuilder ;
indexBuilder . FastPolygon ( nVertCount , nTriCount ) ;
// Update counters.
nVertCount + = nCount ;
nIndexCount + = ( nTriCount * 3 ) ;
}
if ( pBatch )
{
pBatch - > m_nIndexCount = ( nIndexCount - pBatch - > m_iStartIndex ) ;
}
}
if ( ! bMeshInit )
{
meshBuilder . End ( ) ;
R_DrawDecalMeshList ( meshList ) ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DecalSurfaceDraw_NonQueued ( IMatRenderContext * pRenderContext , int renderGroup , const Vector & vModelOrg , int nCheckCount , float flFade )
{
if ( r_drawbatchdecals . GetBool ( ) )
{
// Draw world decals.
R_DrawDecalsAll ( pRenderContext , renderGroup , PERMANENT_LIGHTMAP , vModelOrg , nCheckCount , flFade ) ;
// Draw lightmapped non-world decals.
R_DrawDecalsAll ( pRenderContext , renderGroup , LIGHTMAP , vModelOrg , nCheckCount , flFade ) ;
// Draw non-lit(mod2x) decals.
R_DrawDecalsAll ( pRenderContext , renderGroup , NONLIGHTMAP , vModelOrg , nCheckCount , flFade ) ;
}
else
{
// Draw world decals.
R_DrawDecalsAllImmediate ( pRenderContext , renderGroup , PERMANENT_LIGHTMAP , vModelOrg , nCheckCount , flFade ) ;
// Draw lightmapped non-world decals.
R_DrawDecalsAllImmediate ( pRenderContext , renderGroup , LIGHTMAP , vModelOrg , nCheckCount , flFade ) ;
// Draw non-lit(mod2x) decals.
R_DrawDecalsAllImmediate ( pRenderContext , renderGroup , NONLIGHTMAP , vModelOrg , nCheckCount , flFade ) ;
}
}
void DecalSurfaceDraw_QueueHelper ( bool bBatched , int renderGroup , Vector vModelOrg , int nCheckCount , decal_t * * ppDecals , int iPermanentLightmap , int iLightmap , int iNonLightmap , float flFade )
{
CMatRenderContextPtr pRenderContext ( materials ) ;
if ( bBatched )
{
R_DrawDecalsAll_Gathered ( pRenderContext , ppDecals , iPermanentLightmap , vModelOrg , flFade ) ;
ppDecals + = iPermanentLightmap ;
R_DrawDecalsAll_Gathered ( pRenderContext , ppDecals , iLightmap , vModelOrg , flFade ) ;
ppDecals + = iLightmap ;
R_DrawDecalsAll_Gathered ( pRenderContext , ppDecals , iNonLightmap , vModelOrg , flFade ) ;
}
else
{
R_DrawDecalsAllImmediate_Gathered ( pRenderContext , ppDecals , iPermanentLightmap , vModelOrg , flFade ) ;
ppDecals + = iPermanentLightmap ;
R_DrawDecalsAllImmediate_Gathered ( pRenderContext , ppDecals , iLightmap , vModelOrg , flFade ) ;
ppDecals + = iLightmap ;
R_DrawDecalsAllImmediate_Gathered ( pRenderContext , ppDecals , iNonLightmap , vModelOrg , flFade ) ;
}
}
void DecalSurfaceDraw ( IMatRenderContext * pRenderContext , int renderGroup , float flFade )
{
// VPROF_BUDGET( "Decals", "Decals" );
VPROF ( " DecalsDraw " ) ;
if ( ! r_drawdecals . GetBool ( ) )
{
return ;
}
int nCheckCount = g_nDecalSortCheckCount ;
if ( renderGroup = = MAX_MAT_SORT_GROUPS )
{
// Brush Model
nCheckCount = g_nBrushModelDecalSortCheckCount ;
}
ICallQueue * pCallQueue ;
if ( r_queued_decals . GetBool ( ) & & ( pCallQueue = pRenderContext - > GetCallQueue ( ) ) ! = NULL )
{
//queue available and desired
bool bBatched = r_drawbatchdecals . GetBool ( ) ;
static CUtlVector < decal_t * > DrawDecals ;
int iPermanentLightmap , iLightmap , iNonLightmap ;
if ( bBatched )
{
R_DrawDecalsAll_GatherDecals ( pRenderContext , renderGroup , PERMANENT_LIGHTMAP , DrawDecals ) ;
iPermanentLightmap = DrawDecals . Count ( ) ;
R_DrawDecalsAll_GatherDecals ( pRenderContext , renderGroup , LIGHTMAP , DrawDecals ) ;
iLightmap = DrawDecals . Count ( ) - iPermanentLightmap ;
R_DrawDecalsAll_GatherDecals ( pRenderContext , renderGroup , NONLIGHTMAP , DrawDecals ) ;
iNonLightmap = DrawDecals . Count ( ) - ( iPermanentLightmap + iLightmap ) ;
}
else
{
R_DrawDecalsAllImmediate_GatherDecals ( pRenderContext , renderGroup , PERMANENT_LIGHTMAP , DrawDecals ) ;
iPermanentLightmap = DrawDecals . Count ( ) ;
R_DrawDecalsAllImmediate_GatherDecals ( pRenderContext , renderGroup , LIGHTMAP , DrawDecals ) ;
iLightmap = DrawDecals . Count ( ) - iPermanentLightmap ;
R_DrawDecalsAllImmediate_GatherDecals ( pRenderContext , renderGroup , NONLIGHTMAP , DrawDecals ) ;
iNonLightmap = DrawDecals . Count ( ) - ( iPermanentLightmap + iLightmap ) ;
}
if ( DrawDecals . Count ( ) )
{
size_t memSize = DrawDecals . Count ( ) * sizeof ( decal_t * ) ;
CMatRenderData < byte > rd ( pRenderContext , memSize ) ;
memcpy ( rd . Base ( ) , DrawDecals . Base ( ) , DrawDecals . Count ( ) * sizeof ( decal_t * ) ) ;
pCallQueue - > QueueCall ( DecalSurfaceDraw_QueueHelper , bBatched , renderGroup , modelorg , nCheckCount , ( decal_t * * ) rd . Base ( ) , iPermanentLightmap , iLightmap , iNonLightmap , flFade ) ;
DrawDecals . RemoveAll ( ) ;
}
}
else
{
//non-queued mode
DecalSurfaceDraw_NonQueued ( pRenderContext , renderGroup , modelorg , nCheckCount , flFade ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Add decals to sorted decal list.
//-----------------------------------------------------------------------------
void DecalSurfaceAdd ( SurfaceHandle_t surfID , int iGroup )
{
// Performance analysis.
// VPROF_BUDGET( "Decals", "Decals" );
VPROF ( " DecalsBatch " ) ;
// Go through surfaces decal list and add them to the correct lists.
decal_t * pDecalList = MSurf_DecalPointer ( surfID ) ;
if ( ! pDecalList )
return ;
int nCheckCount = g_nDecalSortCheckCount ;
if ( iGroup = = MAX_MAT_SORT_GROUPS )
{
// Brush Model
nCheckCount = g_nBrushModelDecalSortCheckCount ;
}
int iTreeType = - 1 ;
decal_t * pNext = NULL ;
for ( decal_t * pDecal = pDecalList ; pDecal ; pDecal = pNext )
{
// Get the next pointer.
pNext = pDecal - > pnext ;
// Lightmap decals.
if ( pDecal - > material - > GetPropertyFlag ( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ) )
{
// Permanent lightmapped decals.
if ( pDecal - > flags & FDECAL_PERMANENT )
{
iTreeType = PERMANENT_LIGHTMAP ;
}
// Non-permanent lightmapped decals.
else
{
iTreeType = LIGHTMAP ;
}
}
// Non-lightmapped decals.
else
{
iTreeType = NONLIGHTMAP ;
}
pDecal - > flags & = ~ FDECAL_HASUPDATED ;
intp iPool = g_aDecalSortPool . Alloc ( true ) ;
if ( iPool ! = g_aDecalSortPool . InvalidIndex ( ) )
{
g_aDecalSortPool [ iPool ] = pDecal ;
DecalSortTrees_t & sortTree = g_aDecalSortTrees [ pDecal - > m_iSortTree ] ;
DecalMaterialBucket_t & bucket = sortTree . m_aDecalSortBuckets [ iGroup ] [ iTreeType ] . Element ( pDecal - > m_iSortMaterial ) ;
if ( bucket . m_nCheckCount = = nCheckCount )
{
intp iHead = bucket . m_iHead ;
g_aDecalSortPool . LinkBefore ( iHead , iPool ) ;
}
bucket . m_iHead = iPool ;
bucket . m_nCheckCount = nCheckCount ;
}
}
}
# pragma check_stack(off)
# endif // SWDS