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3774 lines
132 KiB
3774 lines
132 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//===========================================================================// |
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#include "render_pch.h" |
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#include "shadowmgr.h" |
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#include "utllinkedlist.h" |
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#include "utlvector.h" |
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#include "interface.h" |
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#include "mathlib/vmatrix.h" |
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#include "bsptreedata.h" |
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#include "materialsystem/itexture.h" |
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#include "filesystem.h" |
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#include "utlbidirectionalset.h" |
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#include "l_studio.h" |
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#include "istudiorender.h" |
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#include "engine/ivmodelrender.h" |
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#include "collisionutils.h" |
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#include "debugoverlay.h" |
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#include "tier0/vprof.h" |
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#include "disp.h" |
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#include "gl_rmain.h" |
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#include "MaterialBuckets.h" |
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#include "r_decal.h" |
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#include "cmodel_engine.h" |
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#include "iclientrenderable.h" |
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#include "cdll_engine_int.h" |
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#include "sys_dll.h" |
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#include "render.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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//----------------------------------------------------------------------------- |
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// Shadow-related functionality exported by the engine |
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// |
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// We have two shadow-related caches in this system |
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// 1) A surface cache. We keep track of which surfaces the shadows can |
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// potentially hit. The computation of the surface cache should be |
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// as fast as possible |
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// 2) A surface vertex cache. Once we know what surfaces the shadow |
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// hits, we caompute the actual polygons using a clip. This is only |
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// useful for shadows that we know don't change too frequently, so |
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// we pass in a flag when making the shadow to indicate whether the |
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// vertex cache should be used or not. The assumption is that the client |
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// of this system should know whether the shadows are always changing or not |
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// |
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// The first cache is generated when the shadow is initially projected, and |
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// the second cache is generated when the surfaces are actually being rendered. |
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// |
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// For rendering, I assign a sort order ID to all materials used by shadow |
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// decals. The sort order serves the identical purpose to the material's EnumID |
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// but I remap those IDs so I can keep a small list of decals to render with |
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// that enum ID (the other option would be to allocate an array with a number |
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// of elements == to the number of material enumeration IDs, which is pretty large). |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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// forward decarations |
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//----------------------------------------------------------------------------- |
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extern int r_surfacevisframe; |
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extern IStudioRender *g_pStudioRender; |
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#define BACKFACE_EPSILON 0.01f |
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// Max number of vertices per shadow decal |
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enum |
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{ |
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SHADOW_VERTEX_SMALL_CACHE_COUNT = 8, |
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SHADOW_VERTEX_LARGE_CACHE_COUNT = 32, |
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SHADOW_VERTEX_TEMP_COUNT = 48, |
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MAX_CLIP_PLANE_COUNT = 4, |
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SURFACE_BOUNDS_CACHE_COUNT = 1024, |
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//============================================================================= |
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// HPE_BEGIN: |
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// [smessick] Cache size for the shadow decals. This used to be on the stack. |
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//============================================================================= |
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SHADOW_DECAL_CACHE_COUNT = 16*1024, |
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MAX_SHADOW_DECAL_CACHE_COUNT = 64*1024, |
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//============================================================================= |
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// HPE_END |
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//============================================================================= |
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}; |
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//----------------------------------------------------------------------------- |
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// Used to clip the shadow decals |
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//----------------------------------------------------------------------------- |
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struct ShadowClipState_t |
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{ |
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int m_CurrVert; |
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int m_TempCount; |
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int m_ClipCount; |
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ShadowVertex_t m_pTempVertices[SHADOW_VERTEX_TEMP_COUNT]; |
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ShadowVertex_t* RESTRICT m_ppClipVertices[2][SHADOW_VERTEX_TEMP_COUNT]; |
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}; |
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//----------------------------------------------------------------------------- |
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// ConVars (must be defined before CShadowMgr is instanced!) |
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//----------------------------------------------------------------------------- |
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ConVar r_shadows("r_shadows", "1"); |
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ConVar r_shadows_gamecontrol("r_shadows_gamecontrol", "-1", FCVAR_CHEAT ); // Shadow override controlled by game entities (shadow_controller) |
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static ConVar r_shadowwireframe("r_shadowwireframe", "0", FCVAR_CHEAT ); |
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static ConVar r_shadowids("r_shadowids", "0", FCVAR_CHEAT ); |
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static ConVar r_flashlightdrawsweptbbox( "r_flashlightdrawsweptbbox", "0" ); |
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static ConVar r_flashlightdrawfrustumbbox( "r_flashlightdrawfrustumbbox", "0" ); |
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static ConVar r_flashlightnodraw( "r_flashlightnodraw", "0" ); |
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static ConVar r_flashlightupdatedepth( "r_flashlightupdatedepth", "1" ); |
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static ConVar r_flashlightdrawdepth( "r_flashlightdrawdepth", "0" ); |
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static ConVar r_flashlightrenderworld( "r_flashlightrenderworld", "1" ); |
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static ConVar r_flashlightrendermodels( "r_flashlightrendermodels", "1" ); |
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static ConVar r_flashlightrender( "r_flashlightrender", "1" ); |
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static ConVar r_flashlightculldepth( "r_flashlightculldepth", "1" ); |
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ConVar r_flashlight_version2( "r_flashlight_version2", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); |
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//----------------------------------------------------------------------------- |
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// Implementation of IShadowMgr |
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//----------------------------------------------------------------------------- |
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class CShadowMgr : public IShadowMgrInternal, ISpatialLeafEnumerator |
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{ |
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public: |
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// constructor |
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CShadowMgr(); |
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// Methods inherited from IShadowMgr |
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virtual ShadowHandle_t CreateShadow( IMaterial* pMaterial, IMaterial* pModelMaterial, void* pBindProxy, int creationFlags ); |
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virtual ShadowHandle_t CreateShadowEx( IMaterial* pMaterial, IMaterial* pModelMaterial, void* pBindProxy, int creationFlags ); |
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virtual void DestroyShadow( ShadowHandle_t handle ); |
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virtual void SetShadowMaterial( ShadowHandle_t handle, IMaterial* pMaterial, IMaterial* pModelMaterial, void* pBindProxy ); |
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virtual void EnableShadow( ShadowHandle_t handle, bool bEnable ); |
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virtual void ProjectFlashlight( ShadowHandle_t handle, const VMatrix& worldToShadow, int nLeafCount, const int *pLeafList ); |
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virtual void ProjectShadow( ShadowHandle_t handle, const Vector &origin, |
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const Vector& projectionDir, const VMatrix& worldToShadow, const Vector2D& size, |
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int nLeafCount, const int *pLeafList, |
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float maxHeight, float falloffOffset, float falloffAmount, const Vector &vecCasterOrigin ); |
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virtual const Frustum_t &GetFlashlightFrustum( ShadowHandle_t handle ); |
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virtual const FlashlightState_t &GetFlashlightState( ShadowHandle_t handle ); |
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virtual int ProjectAndClipVertices( ShadowHandle_t handle, int count, |
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Vector** ppPosition, ShadowVertex_t*** ppOutVertex ); |
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virtual void AddShadowToBrushModel( ShadowHandle_t handle, model_t* pModel, |
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const Vector& origin, const QAngle& angles ); |
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virtual void RemoveAllShadowsFromBrushModel( model_t* pModel ); |
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virtual void AddShadowToModel( ShadowHandle_t shadow, ModelInstanceHandle_t handle ); |
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virtual void RemoveAllShadowsFromModel( ModelInstanceHandle_t handle ); |
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virtual const ShadowInfo_t& GetInfo( ShadowHandle_t handle ); |
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virtual void SetFlashlightRenderState( ShadowHandle_t handle ); |
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// Methods inherited from IShadowMgrInternal |
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virtual void LevelInit( int nSurfCount ); |
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virtual void LevelShutdown(); |
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virtual void AddShadowsOnSurfaceToRenderList( ShadowDecalHandle_t decalHandle ); |
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virtual void ClearShadowRenderList(); |
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virtual void ComputeRenderInfo( ShadowDecalRenderInfo_t* pInfo, ShadowHandle_t handle ) const; |
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virtual void SetModelShadowState( ModelInstanceHandle_t instance ); |
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virtual unsigned short InvalidShadowIndex( ); |
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// Methods of ISpatialLeafEnumerator |
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virtual bool EnumerateLeaf( int leaf, intp context ); |
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// Sets the texture coordinate range for a shadow... |
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virtual void SetShadowTexCoord( ShadowHandle_t handle, float x, float y, float w, float h ); |
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// Set extra clip planes related to shadows... |
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// These are used to prevent pokethru and back-casting |
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virtual void ClearExtraClipPlanes( ShadowHandle_t shadow ); |
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virtual void AddExtraClipPlane( ShadowHandle_t shadow, const Vector& normal, float dist ); |
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// Gets the first model associated with a shadow |
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unsigned short& FirstModelInShadow( ShadowHandle_t h ) { return m_Shadows[h].m_FirstModel; } |
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// Set the darkness falloff bias |
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virtual void SetFalloffBias( ShadowHandle_t shadow, unsigned char ucBias ); |
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// Set the number of world material buckets. This should happen exactly once per level load. |
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virtual void SetNumWorldMaterialBuckets( int numMaterialSortBins ); |
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// Update the state for a flashlight. |
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virtual void UpdateFlashlightState( ShadowHandle_t shadowHandle, const FlashlightState_t &lightState ); |
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virtual void DrawFlashlightDecals( int sortGroup, bool bDoMasking ); |
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virtual void DrawFlashlightDecalsOnSingleSurface( SurfaceHandle_t surfID, bool bDoMasking ); |
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virtual void DrawFlashlightOverlays( int sortGroup, bool bDoMasking ); |
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virtual void DrawFlashlightDepthTexture( ); |
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virtual void SetFlashlightDepthTexture( ShadowHandle_t shadowHandle, ITexture *pFlashlightDepthTexture, unsigned char ucShadowStencilBit ); |
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virtual void AddFlashlightRenderable( ShadowHandle_t shadow, IClientRenderable *pRenderable ); |
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virtual void DrawFlashlightDecalsOnDisplacements( int sortGroup, CDispInfo **visibleDisps, int nVisibleDisps, bool bDoMasking ); |
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virtual bool ModelHasShadows( ModelInstanceHandle_t instance ); |
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private: |
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enum |
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{ |
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SHADOW_DISABLED = (SHADOW_LAST_FLAG << 1), |
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}; |
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typedef CUtlFixedLinkedList< ShadowDecalHandle_t >::IndexType_t ShadowSurfaceIndex_t; |
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struct SurfaceBounds_t |
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{ |
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fltx4 m_vecMins; |
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fltx4 m_vecMaxs; |
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Vector m_vecCenter; |
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float m_flRadius; |
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int m_nSurfaceIndex; |
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}; |
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struct ShadowVertexSmallList_t |
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{ |
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ShadowVertex_t m_Verts[SHADOW_VERTEX_SMALL_CACHE_COUNT]; |
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}; |
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struct ShadowVertexLargeList_t |
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{ |
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ShadowVertex_t m_Verts[SHADOW_VERTEX_LARGE_CACHE_COUNT]; |
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}; |
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// A cache entries' worth of vertices.... |
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struct ShadowVertexCache_t |
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{ |
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unsigned short m_Count; |
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ShadowHandle_t m_Shadow; |
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unsigned short m_CachedVerts; |
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ShadowVertex_t* m_pVerts; |
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}; |
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typedef unsigned short FlashlightHandle_t; |
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// Shadow state |
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struct Shadow_t : public ShadowInfo_t |
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{ |
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Vector m_ProjectionDir; |
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IMaterial* m_pMaterial; // material for rendering surfaces |
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IMaterial* m_pModelMaterial; // material for rendering models |
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void* m_pBindProxy; |
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unsigned short m_Flags; |
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unsigned short m_SortOrder; |
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float m_flSphereRadius; // Radius of sphere surrounding the shadow |
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Ray_t m_Ray; // NOTE: Ray needs to be on 16-byte boundaries. |
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Vector m_vecSphereCenter; // Sphere surrounding the shadow |
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FlashlightHandle_t m_FlashlightHandle; |
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ITexture *m_pFlashlightDepthTexture; |
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// Extra clip planes |
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unsigned short m_ClipPlaneCount; |
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Vector m_ClipPlane[MAX_CLIP_PLANE_COUNT]; |
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float m_ClipDist[MAX_CLIP_PLANE_COUNT]; |
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// First shadow decal the shadow has |
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ShadowSurfaceIndex_t m_FirstDecal; |
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// First model the shadow is projected onto |
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unsigned short m_FirstModel; |
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// Stencil bit used to mask this shadow |
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unsigned char m_ucShadowStencilBit; |
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}; |
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// Each surface has one of these, they reference the main shadow |
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// projector and cached off shadow decals. |
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struct ShadowDecal_t |
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{ |
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SurfaceHandle_t m_SurfID; |
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ShadowSurfaceIndex_t m_ShadowListIndex; |
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ShadowHandle_t m_Shadow; |
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DispShadowHandle_t m_DispShadow; |
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unsigned short m_ShadowVerts; |
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// This is a handle of the next shadow decal to be rendered |
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ShadowDecalHandle_t m_NextRender; |
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}; |
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// This structure is used when building new shadow information |
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struct ShadowBuildInfo_t |
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{ |
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ShadowHandle_t m_Shadow; |
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Vector m_RayStart; |
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Vector m_ProjectionDirection; |
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Vector m_vecSphereCenter; // Sphere surrounding the shadow |
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float m_flSphereRadius; // Radius of sphere surrounding the shadow |
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const byte *m_pVis; // Vis from the ray start |
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}; |
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// This structure contains rendering information |
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struct ShadowRenderInfo_t |
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{ |
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int m_VertexCount; |
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int m_IndexCount; |
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int m_nMaxVertices; |
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int m_nMaxIndices; |
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int m_Count; |
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int* m_pCache; |
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int m_DispCount; |
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const VMatrix* m_pModelToWorld; |
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VMatrix m_WorldToModel; |
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DispShadowHandle_t* m_pDispCache; |
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}; |
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// Structures used to assign sort order handles |
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struct SortOrderInfo_t |
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{ |
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int m_MaterialEnum; |
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int m_RefCount; |
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}; |
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typedef void (*ShadowDebugFunc_t)( ShadowHandle_t shadowHandle, const Vector &vecCentroid ); |
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// m_FlashlightWorldMaterialBuckets is where surfaces are stored per flashlight each frame. |
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typedef CUtlVector<FlashlightHandle_t> WorldMaterialBuckets_t; |
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struct FlashlightInfo_t |
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{ |
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FlashlightState_t m_FlashlightState; |
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unsigned short m_Shadow; |
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Frustum_t m_Frustum; |
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CMaterialsBuckets<SurfaceHandle_t> m_MaterialBuckets; |
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CMaterialsBuckets<SurfaceHandle_t> m_OccluderBuckets; |
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CUtlVector< IClientRenderable *> m_Renderables; |
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}; |
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private: |
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// Applies a flashlight to all surfaces in the leaf |
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void ApplyFlashlightToLeaf( const Shadow_t &shadow, mleaf_t* pLeaf, ShadowBuildInfo_t* pBuild ); |
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// Applies a shadow to all surfaces in the leaf |
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void ApplyShadowToLeaf( const Shadow_t &shadow, mleaf_t* RESTRICT pLeaf, ShadowBuildInfo_t* RESTRICT pBuild ); |
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// These functions deal with creation of render sort ids |
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void SetMaterial( Shadow_t& shadow, IMaterial* pMaterial, IMaterial* pModelMaterial, void* pBindProxy ); |
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void CleanupMaterial( Shadow_t& shadow ); |
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// These functions add/remove shadow decals to surfaces |
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ShadowDecalHandle_t AddShadowDecalToSurface( SurfaceHandle_t surfID, ShadowHandle_t handle ); |
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void RemoveShadowDecalFromSurface( SurfaceHandle_t surfID, ShadowDecalHandle_t decalHandle ); |
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// Adds the surface to the list for this shadow |
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bool AddDecalToShadowList( ShadowHandle_t handle, ShadowDecalHandle_t decalHandle ); |
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// Removes the shadow to the list of surfaces |
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void RemoveDecalFromShadowList( ShadowHandle_t handle, ShadowDecalHandle_t decalHandle ); |
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// Actually projects + clips vertices |
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int ProjectAndClipVertices( const Shadow_t& shadow, const VMatrix& worldToShadow, |
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const VMatrix *pWorldToModel, int count, Vector** ppPosition, ShadowVertex_t*** ppOutVertex ); |
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// These functions hook/unhook shadows up to surfaces + vice versa |
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void AddSurfaceToShadow( ShadowHandle_t handle, SurfaceHandle_t surfID ); |
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void RemoveSurfaceFromShadow( ShadowHandle_t handle, SurfaceHandle_t surfID ); |
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void RemoveAllSurfacesFromShadow( ShadowHandle_t handle ); |
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void RemoveAllShadowsFromSurface( SurfaceHandle_t surfID ); |
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// Deals with model shadow management |
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void RemoveAllModelsFromShadow( ShadowHandle_t handle ); |
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// Applies the shadow to a surface |
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void ApplyShadowToSurface( ShadowBuildInfo_t& build, SurfaceHandle_t surfID ); |
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// Applies the shadow to a displacement |
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void ApplyShadowToDisplacement( ShadowBuildInfo_t& build, IDispInfo *pDispInfo, bool bIsFlashlight ); |
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// Renders shadows that all share a material enumeration |
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void RenderShadowList( IMatRenderContext *pRenderContext, ShadowDecalHandle_t decalHandle, const VMatrix* pModelToWorld ); |
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// Should we cache vertices? |
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bool ShouldCacheVertices( const ShadowDecal_t& decal ); |
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// Generates a list displacement shadow vertices to render |
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bool GenerateDispShadowRenderInfo( IMatRenderContext *pRenderContext, ShadowDecal_t& decal, ShadowRenderInfo_t& info ); |
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// Generates a list shadow vertices to render |
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bool GenerateNormalShadowRenderInfo( IMatRenderContext *pRenderContext, ShadowDecal_t& decal, ShadowRenderInfo_t& info ); |
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// Adds normal shadows to the mesh builder |
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int AddNormalShadowsToMeshBuilder( CMeshBuilder& meshBuilder, ShadowRenderInfo_t& info ); |
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// Adds displacement shadows to the mesh builder |
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int AddDisplacementShadowsToMeshBuilder( CMeshBuilder& meshBuilder, |
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ShadowRenderInfo_t& info, int baseIndex ); |
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// Does the actual work of computing shadow vertices |
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bool ComputeShadowVertices( ShadowDecal_t& decal, const VMatrix* pModelToWorld, const VMatrix* pWorldToModel, ShadowVertexCache_t* pVertexCache ); |
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// Project vertices into shadow space |
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bool ProjectVerticesIntoShadowSpace( const VMatrix& modelToShadow, |
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float maxDist, int count, Vector** RESTRICT ppPosition, ShadowClipState_t& clip ); |
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// Copies vertex info from the clipped vertices |
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void CopyClippedVertices( int count, ShadowVertex_t** ppSrcVert, ShadowVertex_t* pDstVert, const Vector &vToAdd ); |
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// Allocate, free vertices |
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ShadowVertex_t* AllocateVertices( ShadowVertexCache_t& cache, int count ); |
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void FreeVertices( ShadowVertexCache_t& cache ); |
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// Gets at cache entry... |
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ShadowVertex_t* GetCachedVerts( const ShadowVertexCache_t& cache ); |
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// Clears out vertices in the temporary cache |
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void ClearTempCache( ); |
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// Renders debugging information |
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void RenderDebuggingInfo( const ShadowRenderInfo_t &info, ShadowDebugFunc_t func ); |
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// Methods for dealing with world material buckets for flashlights. |
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void ClearAllFlashlightMaterialBuckets( void ); |
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void AddSurfaceToFlashlightMaterialBuckets( ShadowHandle_t handle, SurfaceHandle_t surfID ); |
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void AllocFlashlightMaterialBuckets( FlashlightHandle_t flashlightID ); |
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// Render all projected textures (including shadows and flashlights) |
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void RenderProjectedTextures( const VMatrix* pModelToWorld ); |
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void RenderFlashlights( bool bDoMasking, const VMatrix* pModelToWorld ); |
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void SetFlashlightStencilMasks( bool bDoMasking ); |
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void SetStencilAndScissor( IMatRenderContext *pRenderContext, FlashlightInfo_t &flashlightInfo, bool bUseStencil ); |
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void EnableStencilAndScissorMasking( IMatRenderContext *pRenderContext, const FlashlightInfo_t &flashlightInfo, bool bDoMasking ); |
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void DisableStencilAndScissorMasking( IMatRenderContext *pRenderContext ); |
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void RenderShadows( const VMatrix* pModelToWorld ); |
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// Generates a list shadow vertices to render |
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void GenerateShadowRenderInfo( IMatRenderContext *pRenderContext, ShadowDecalHandle_t decalHandle, ShadowRenderInfo_t& info ); |
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// Methods related to the surface bounds cache |
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void ComputeSurfaceBounds( SurfaceBounds_t* pBounds, SurfaceHandle_t nSurfID ); |
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const SurfaceBounds_t* GetSurfaceBounds( SurfaceHandle_t nSurfID ); |
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bool IsShadowNearSurface( ShadowHandle_t h, SurfaceHandle_t nSurfID, const VMatrix* pModelToWorld, const VMatrix* pWorldToModel ); |
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private: |
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// List of all shadows (one per cast shadow) |
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// Align it so the Ray in the Shadow_t is aligned |
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CUtlLinkedList< Shadow_t, ShadowHandle_t, false, int, CUtlMemoryAligned< UtlLinkedListElem_t< Shadow_t, ShadowHandle_t >, 16 > > m_Shadows; |
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// List of all shadow decals (one per surface hit by a shadow) |
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CUtlLinkedList< ShadowDecal_t, ShadowDecalHandle_t, true, int > m_ShadowDecals; |
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// List of all shadow decals associated with a particular shadow |
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CUtlFixedLinkedList< ShadowDecalHandle_t > m_ShadowSurfaces; |
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// List of queued decals waiting to be rendered.... |
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CUtlVector<ShadowDecalHandle_t> m_RenderQueue; |
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// Used to assign sort order handles |
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CUtlLinkedList<SortOrderInfo_t, unsigned short> m_SortOrderIds; |
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// A cache of shadow vertex data... |
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CUtlLinkedList<ShadowVertexCache_t, unsigned short> m_VertexCache; |
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// This is temporary, not saved off.... |
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CUtlVector<ShadowVertexCache_t> m_TempVertexCache; |
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// Vertex data |
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CUtlLinkedList<ShadowVertexSmallList_t, unsigned short> m_SmallVertexList; |
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CUtlLinkedList<ShadowVertexLargeList_t, unsigned short> m_LargeVertexList; |
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// Model-shadow association |
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CBidirectionalSet< ModelInstanceHandle_t, ShadowHandle_t, unsigned short > m_ShadowsOnModels; |
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// Cache of information for surface bounds |
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typedef CUtlLinkedList< SurfaceBounds_t, unsigned short, false, int, CUtlMemoryFixed< UtlLinkedListElem_t< SurfaceBounds_t, unsigned short >, SURFACE_BOUNDS_CACHE_COUNT, 16 > > SurfaceBoundsCache_t; |
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typedef SurfaceBoundsCache_t::IndexType_t SurfaceBoundsCacheIndex_t; |
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SurfaceBoundsCache_t m_SurfaceBoundsCache; |
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SurfaceBoundsCacheIndex_t *m_pSurfaceBounds; |
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// The number of decals we're gonna need to render |
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int m_DecalsToRender; |
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CUtlLinkedList<FlashlightInfo_t> m_FlashlightStates; |
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int m_NumWorldMaterialBuckets; |
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bool m_bInitialized; |
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//============================================================================= |
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// HPE_BEGIN: |
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// [smessick] These used to be dynamically allocated on the stack. |
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//============================================================================= |
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CUtlMemory<int> m_ShadowDecalCache; |
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CUtlMemory<DispShadowHandle_t> m_DispShadowDecalCache; |
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//============================================================================= |
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// HPE_END |
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//============================================================================= |
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}; |
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//----------------------------------------------------------------------------- |
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// Singleton |
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//----------------------------------------------------------------------------- |
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static CShadowMgr s_ShadowMgr; |
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IShadowMgrInternal* g_pShadowMgr = &s_ShadowMgr; |
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CShadowMgr, IShadowMgr, |
|
ENGINE_SHADOWMGR_INTERFACE_VERSION, s_ShadowMgr); |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Shadows on model instances |
|
//----------------------------------------------------------------------------- |
|
unsigned short& FirstShadowOnModel( ModelInstanceHandle_t h ) |
|
{ |
|
// See l_studio.cpp |
|
return FirstShadowOnModelInstance( h ); |
|
} |
|
|
|
unsigned short& FirstModelInShadow( ShadowHandle_t h ) |
|
{ |
|
return s_ShadowMgr.FirstModelInShadow(h); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Constructor, destructor |
|
//----------------------------------------------------------------------------- |
|
CShadowMgr::CShadowMgr() |
|
{ |
|
m_ShadowSurfaces.SetGrowSize( 4096 ); |
|
m_ShadowDecals.SetGrowSize( 4096 ); |
|
|
|
m_ShadowsOnModels.Init( ::FirstShadowOnModel, ::FirstModelInShadow ); |
|
m_NumWorldMaterialBuckets = 0; |
|
m_pSurfaceBounds = NULL; |
|
m_bInitialized = false; |
|
ClearShadowRenderList(); |
|
|
|
//============================================================================= |
|
// HPE_BEGIN: |
|
// [smessick] Initialize the shadow decal caches. These used to be dynamically |
|
// allocated on the stack, but we were getting stack overflows. |
|
//============================================================================= |
|
|
|
m_ShadowDecalCache.SetGrowSize( 4096 ); |
|
m_DispShadowDecalCache.SetGrowSize( 4096 ); |
|
|
|
m_ShadowDecalCache.Grow( SHADOW_DECAL_CACHE_COUNT ); |
|
m_DispShadowDecalCache.Grow( SHADOW_DECAL_CACHE_COUNT ); |
|
|
|
//============================================================================= |
|
// HPE_END |
|
//============================================================================= |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Level init, shutdown |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::LevelInit( int nSurfCount ) |
|
{ |
|
if ( m_bInitialized ) |
|
return; |
|
m_bInitialized = true; |
|
|
|
m_pSurfaceBounds = new SurfaceBoundsCacheIndex_t[nSurfCount]; |
|
|
|
// NOTE: Need to memset to 0 if we switch to integer SurfaceBoundsCacheIndex_t here |
|
COMPILE_TIME_ASSERT( sizeof(SurfaceBoundsCacheIndex_t) == 2 ); |
|
memset( m_pSurfaceBounds, 0xFF, nSurfCount * sizeof(SurfaceBoundsCacheIndex_t) ); |
|
} |
|
|
|
void CShadowMgr::LevelShutdown() |
|
{ |
|
if ( !m_bInitialized ) |
|
return; |
|
|
|
if ( m_pSurfaceBounds ) |
|
{ |
|
delete[] m_pSurfaceBounds; |
|
m_pSurfaceBounds = NULL; |
|
} |
|
|
|
m_SurfaceBoundsCache.RemoveAll(); |
|
m_bInitialized = false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Create, destroy material sort order ids... |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::SetMaterial( Shadow_t& shadow, IMaterial* pMaterial, IMaterial* pModelMaterial, void *pBindProxy ) |
|
{ |
|
shadow.m_pMaterial = pMaterial; |
|
shadow.m_pModelMaterial = pModelMaterial; |
|
shadow.m_pBindProxy = pBindProxy; |
|
|
|
// We're holding onto this material |
|
if ( pMaterial ) |
|
{ |
|
pMaterial->IncrementReferenceCount(); |
|
} |
|
if ( pModelMaterial ) |
|
{ |
|
pModelMaterial->IncrementReferenceCount(); |
|
} |
|
|
|
// Search the sort order handles for an enumeration id match |
|
int materialEnum = (intp)pMaterial; |
|
for (unsigned short i = m_SortOrderIds.Head(); i != m_SortOrderIds.InvalidIndex(); |
|
i = m_SortOrderIds.Next(i) ) |
|
{ |
|
// Found a match, lets increment the refcount of this sort order id |
|
if (m_SortOrderIds[i].m_MaterialEnum == materialEnum) |
|
{ |
|
++m_SortOrderIds[i].m_RefCount; |
|
shadow.m_SortOrder = i; |
|
return; |
|
} |
|
} |
|
|
|
// Didn't find it, lets assign a new sort order ID, with a refcount of 1 |
|
shadow.m_SortOrder = m_SortOrderIds.AddToTail(); |
|
m_SortOrderIds[shadow.m_SortOrder].m_MaterialEnum = materialEnum; |
|
m_SortOrderIds[shadow.m_SortOrder].m_RefCount = 1; |
|
|
|
// Make sure the render queue has as many entries as the max sort order id. |
|
int count = m_RenderQueue.Count(); |
|
while( count < m_SortOrderIds.MaxElementIndex() ) |
|
{ |
|
MEM_ALLOC_CREDIT(); |
|
m_RenderQueue.AddToTail( SHADOW_DECAL_HANDLE_INVALID ); |
|
++count; |
|
} |
|
} |
|
|
|
void CShadowMgr::CleanupMaterial( Shadow_t& shadow ) |
|
{ |
|
// Decrease the sort order reference count |
|
if (--m_SortOrderIds[shadow.m_SortOrder].m_RefCount <= 0) |
|
{ |
|
// No one referencing the sort order number? |
|
// Then lets clean up the sort order id |
|
m_SortOrderIds.Remove(shadow.m_SortOrder); |
|
} |
|
|
|
// We're done with this material |
|
if ( shadow.m_pMaterial ) |
|
{ |
|
shadow.m_pMaterial->DecrementReferenceCount(); |
|
} |
|
if ( shadow.m_pModelMaterial ) |
|
{ |
|
shadow.m_pModelMaterial->DecrementReferenceCount(); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// For the model shadow list |
|
//----------------------------------------------------------------------------- |
|
unsigned short CShadowMgr::InvalidShadowIndex( ) |
|
{ |
|
return m_ShadowsOnModels.InvalidIndex(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Create, destroy shadows |
|
//----------------------------------------------------------------------------- |
|
ShadowHandle_t CShadowMgr::CreateShadow( IMaterial* pMaterial, IMaterial* pModelMaterial, void* pBindProxy, int creationFlags ) |
|
{ |
|
return CreateShadowEx( pMaterial, pModelMaterial, pBindProxy, creationFlags ); |
|
} |
|
|
|
|
|
ShadowHandle_t CShadowMgr::CreateShadowEx( IMaterial* pMaterial, IMaterial* pModelMaterial, void* pBindProxy, int creationFlags ) |
|
{ |
|
#ifndef SWDS |
|
ShadowHandle_t h = m_Shadows.AddToTail(); |
|
//============================================================================= |
|
// HPE_BEGIN: |
|
// [smessick] Check for overflow. |
|
//============================================================================= |
|
if ( h == m_Shadows.InvalidIndex() ) |
|
{ |
|
ExecuteNTimes( 10, Warning( "CShadowMgr::CreateShadowEx - overflowed m_Shadows linked list!\n" ) ); |
|
return h; |
|
} |
|
//============================================================================= |
|
// HPE_END |
|
//============================================================================= |
|
|
|
Shadow_t& shadow = m_Shadows[h]; |
|
SetMaterial( shadow, pMaterial, pModelMaterial, pBindProxy ); |
|
shadow.m_Flags = creationFlags; |
|
shadow.m_FirstDecal = m_ShadowSurfaces.InvalidIndex(); |
|
shadow.m_FirstModel = m_ShadowsOnModels.InvalidIndex(); |
|
shadow.m_ProjectionDir.Init( 0, 0, 1 ); |
|
shadow.m_TexOrigin.Init( 0, 0 ); |
|
shadow.m_TexSize.Init( 1, 1 ); |
|
shadow.m_ClipPlaneCount = 0; |
|
shadow.m_FalloffBias = 0; |
|
shadow.m_pFlashlightDepthTexture = NULL; |
|
shadow.m_FlashlightHandle = m_FlashlightStates.InvalidIndex(); |
|
|
|
if ( ( creationFlags & SHADOW_FLASHLIGHT ) != 0 ) |
|
{ |
|
shadow.m_FlashlightHandle = m_FlashlightStates.AddToTail(); |
|
m_FlashlightStates[shadow.m_FlashlightHandle].m_Shadow = h; |
|
if ( !IsX360() && !r_flashlight_version2.GetInt() ) |
|
{ |
|
AllocFlashlightMaterialBuckets( shadow.m_FlashlightHandle ); |
|
} |
|
} |
|
|
|
MatrixSetIdentity( shadow.m_WorldToShadow ); |
|
return h; |
|
#endif |
|
} |
|
|
|
void CShadowMgr::DestroyShadow( ShadowHandle_t handle ) |
|
{ |
|
CleanupMaterial( m_Shadows[handle] ); |
|
RemoveAllSurfacesFromShadow( handle ); |
|
RemoveAllModelsFromShadow( handle ); |
|
if( m_Shadows[handle].m_FlashlightHandle != m_FlashlightStates.InvalidIndex() ) |
|
{ |
|
m_FlashlightStates.Remove( m_Shadows[handle].m_FlashlightHandle ); |
|
} |
|
|
|
m_Shadows.Remove(handle); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Resets the shadow material (useful for shadow LOD.. doing blobby at distance) |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::SetShadowMaterial( ShadowHandle_t handle, IMaterial* pMaterial, IMaterial* pModelMaterial, void* pBindProxy ) |
|
{ |
|
Shadow_t& shadow = m_Shadows[handle]; |
|
if ( (shadow.m_pMaterial != pMaterial) || (shadow.m_pModelMaterial != pModelMaterial) || (shadow.m_pBindProxy != pBindProxy) ) |
|
{ |
|
CleanupMaterial( shadow ); |
|
SetMaterial( shadow, pMaterial, pModelMaterial, pBindProxy ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the texture coordinate range for a shadow... |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::SetShadowTexCoord( ShadowHandle_t handle, float x, float y, float w, float h ) |
|
{ |
|
Shadow_t& shadow = m_Shadows[handle]; |
|
shadow.m_TexOrigin.Init( x, y ); |
|
shadow.m_TexSize.Init( w, h ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Set extra clip planes related to shadows... |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::ClearExtraClipPlanes( ShadowHandle_t h ) |
|
{ |
|
m_Shadows[h].m_ClipPlaneCount = 0; |
|
} |
|
|
|
void CShadowMgr::AddExtraClipPlane( ShadowHandle_t h, const Vector& normal, float dist ) |
|
{ |
|
Shadow_t& shadow = m_Shadows[h]; |
|
Assert( shadow.m_ClipPlaneCount < MAX_CLIP_PLANE_COUNT ); |
|
|
|
VectorCopy( normal, shadow.m_ClipPlane[shadow.m_ClipPlaneCount] ); |
|
shadow.m_ClipDist[shadow.m_ClipPlaneCount] = dist; |
|
++shadow.m_ClipPlaneCount; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets at information about a particular shadow |
|
//----------------------------------------------------------------------------- |
|
const ShadowInfo_t& CShadowMgr::GetInfo( ShadowHandle_t handle ) |
|
{ |
|
return m_Shadows[handle]; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets at cache entry... |
|
//----------------------------------------------------------------------------- |
|
ShadowVertex_t* CShadowMgr::GetCachedVerts( const ShadowVertexCache_t& cache ) |
|
{ |
|
if (cache.m_Count == 0) |
|
return 0 ; |
|
|
|
if (cache.m_pVerts) |
|
return cache.m_pVerts; |
|
|
|
if (cache.m_Count <= SHADOW_VERTEX_SMALL_CACHE_COUNT) |
|
return m_SmallVertexList[cache.m_CachedVerts].m_Verts; |
|
|
|
return m_LargeVertexList[cache.m_CachedVerts].m_Verts; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Allocates, cleans up vertex cache vertices |
|
//----------------------------------------------------------------------------- |
|
inline ShadowVertex_t* CShadowMgr::AllocateVertices( ShadowVertexCache_t& cache, int count ) |
|
{ |
|
cache.m_pVerts = 0; |
|
if (count <= SHADOW_VERTEX_SMALL_CACHE_COUNT) |
|
{ |
|
cache.m_Count = count; |
|
cache.m_CachedVerts = m_SmallVertexList.AddToTail( ); |
|
return m_SmallVertexList[cache.m_CachedVerts].m_Verts; |
|
} |
|
else if (count <= SHADOW_VERTEX_LARGE_CACHE_COUNT) |
|
{ |
|
cache.m_Count = count; |
|
cache.m_CachedVerts = m_LargeVertexList.AddToTail( ); |
|
return m_LargeVertexList[cache.m_CachedVerts].m_Verts; |
|
} |
|
|
|
cache.m_Count = count; |
|
if (count > 0) |
|
{ |
|
cache.m_pVerts = new ShadowVertex_t[count]; |
|
} |
|
cache.m_CachedVerts = m_LargeVertexList.InvalidIndex(); |
|
return cache.m_pVerts; |
|
} |
|
|
|
inline void CShadowMgr::FreeVertices( ShadowVertexCache_t& cache ) |
|
{ |
|
if (cache.m_Count == 0) |
|
return; |
|
|
|
if (cache.m_pVerts) |
|
{ |
|
delete[] cache.m_pVerts; |
|
} |
|
else if (cache.m_Count <= SHADOW_VERTEX_SMALL_CACHE_COUNT) |
|
{ |
|
m_SmallVertexList.Remove( cache.m_CachedVerts ); |
|
} |
|
else |
|
{ |
|
m_LargeVertexList.Remove( cache.m_CachedVerts ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Clears out vertices in the temporary cache |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::ClearTempCache( ) |
|
{ |
|
// Clear out the vertices |
|
for (int i = m_TempVertexCache.Count(); --i >= 0; ) |
|
{ |
|
FreeVertices( m_TempVertexCache[i] ); |
|
} |
|
|
|
m_TempVertexCache.RemoveAll(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds the surface to the list for this shadow |
|
//----------------------------------------------------------------------------- |
|
bool CShadowMgr::AddDecalToShadowList( ShadowHandle_t handle, ShadowDecalHandle_t decalHandle ) |
|
{ |
|
// Add the shadow to the list of surfaces affected by this shadow |
|
ShadowSurfaceIndex_t idx = m_ShadowSurfaces.Alloc( true ); |
|
if ( idx == m_ShadowSurfaces.InvalidIndex() ) |
|
{ |
|
ExecuteNTimes( 10, Warning( "CShadowMgr::AddDecalToShadowList - overflowed m_ShadowSurfaces linked list!\n" ) ); |
|
return false; |
|
} |
|
|
|
m_ShadowSurfaces[idx] = decalHandle; |
|
if ( m_Shadows[handle].m_FirstDecal != m_ShadowSurfaces.InvalidIndex() ) |
|
{ |
|
m_ShadowSurfaces.LinkBefore( m_Shadows[handle].m_FirstDecal, idx ); |
|
} |
|
m_Shadows[handle].m_FirstDecal = idx; |
|
m_ShadowDecals[decalHandle].m_ShadowListIndex = idx; |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Removes the shadow to the list of surfaces |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::RemoveDecalFromShadowList( ShadowHandle_t handle, ShadowDecalHandle_t decalHandle ) |
|
{ |
|
ShadowSurfaceIndex_t idx = m_ShadowDecals[decalHandle].m_ShadowListIndex; |
|
|
|
// Make sure the list of shadow decals for a single shadow is ok |
|
if ( m_Shadows[handle].m_FirstDecal == idx ) |
|
{ |
|
m_Shadows[handle].m_FirstDecal = m_ShadowSurfaces.Next(idx); |
|
} |
|
|
|
// Remove it from the shadow surfaces list |
|
m_ShadowSurfaces.Free(idx); |
|
|
|
// Blat out the decal index |
|
m_ShadowDecals[decalHandle].m_ShadowListIndex = m_ShadowSurfaces.InvalidIndex(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes spherical bounds for a surface |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::ComputeSurfaceBounds( SurfaceBounds_t* pBounds, SurfaceHandle_t nSurfID ) |
|
{ |
|
pBounds->m_vecCenter.Init(); |
|
pBounds->m_vecMins = ReplicateX4( FLT_MAX ); |
|
pBounds->m_vecMaxs = ReplicateX4( -FLT_MAX ); |
|
int nCount = MSurf_VertCount( nSurfID ); |
|
for ( int i = 0; i < nCount; ++i ) |
|
{ |
|
int nVertIndex = host_state.worldbrush->vertindices[ MSurf_FirstVertIndex( nSurfID ) + i ]; |
|
const Vector &position = host_state.worldbrush->vertexes[ nVertIndex ].position; |
|
pBounds->m_vecCenter += position; |
|
|
|
fltx4 pos4 = LoadUnaligned3SIMD( position.Base() ); |
|
pBounds->m_vecMins = MinSIMD( pos4, pBounds->m_vecMins ); |
|
pBounds->m_vecMaxs = MaxSIMD( pos4, pBounds->m_vecMaxs ); |
|
} |
|
|
|
fltx4 eps = ReplicateX4( 1e-3 ); |
|
pBounds->m_vecMins = SetWToZeroSIMD( SubSIMD( pBounds->m_vecMins, eps ) ); |
|
pBounds->m_vecMaxs = SetWToZeroSIMD( AddSIMD( pBounds->m_vecMaxs, eps ) ); |
|
pBounds->m_vecCenter /= nCount; |
|
|
|
pBounds->m_flRadius = 0.0f; |
|
for ( int i = 0; i < nCount; ++i ) |
|
{ |
|
int nVertIndex = host_state.worldbrush->vertindices[ MSurf_FirstVertIndex( nSurfID ) + i ]; |
|
const Vector &position = host_state.worldbrush->vertexes[ nVertIndex ].position; |
|
float flDistSq = position.DistToSqr( pBounds->m_vecCenter ); |
|
if ( flDistSq > pBounds->m_flRadius ) |
|
{ |
|
pBounds->m_flRadius = flDistSq; |
|
} |
|
} |
|
pBounds->m_flRadius = sqrt( pBounds->m_flRadius ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Get spherical bounds for a surface |
|
//----------------------------------------------------------------------------- |
|
const CShadowMgr::SurfaceBounds_t* CShadowMgr::GetSurfaceBounds( SurfaceHandle_t surfID ) |
|
{ |
|
int nSurfaceIndex = MSurf_Index( surfID ); |
|
|
|
// NOTE: We're not bumping the surface index to the front of the LRU |
|
// here, but I think if we did the cost doing that would exceed the cost |
|
// of anything else in this path. |
|
// If this turns out to not be true, then we should make this a true LRU |
|
if ( m_pSurfaceBounds[nSurfaceIndex] != m_SurfaceBoundsCache.InvalidIndex() ) |
|
return &m_SurfaceBoundsCache[ m_pSurfaceBounds[nSurfaceIndex] ]; |
|
|
|
SurfaceBoundsCacheIndex_t nIndex; |
|
if ( m_SurfaceBoundsCache.Count() >= SURFACE_BOUNDS_CACHE_COUNT ) |
|
{ |
|
// Retire existing cache entry if we're out of space, |
|
// move it to the head of the LRU cache |
|
nIndex = m_SurfaceBoundsCache.Tail( ); |
|
m_SurfaceBoundsCache.Unlink( nIndex ); |
|
m_SurfaceBoundsCache.LinkToHead( nIndex ); |
|
m_pSurfaceBounds[ m_SurfaceBoundsCache[nIndex].m_nSurfaceIndex ] = m_SurfaceBoundsCache.InvalidIndex(); |
|
} |
|
else |
|
{ |
|
// Allocate new cache entry if we have more room |
|
nIndex = m_SurfaceBoundsCache.AddToHead( ); |
|
} |
|
m_pSurfaceBounds[ nSurfaceIndex ] = nIndex; |
|
|
|
// Computes the surface bounds |
|
SurfaceBounds_t &bounds = m_SurfaceBoundsCache[nIndex]; |
|
bounds.m_nSurfaceIndex = nSurfaceIndex; |
|
ComputeSurfaceBounds( &bounds, surfID ); |
|
return &bounds; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Is the shadow near the surface? |
|
//----------------------------------------------------------------------------- |
|
bool CShadowMgr::IsShadowNearSurface( ShadowHandle_t h, SurfaceHandle_t nSurfID, |
|
const VMatrix* pModelToWorld, const VMatrix* pWorldToModel ) |
|
{ |
|
const Shadow_t &shadow = m_Shadows[h]; |
|
const SurfaceBounds_t* pBounds = GetSurfaceBounds( nSurfID ); |
|
Vector vecSurfCenter; |
|
if ( !pModelToWorld ) |
|
{ |
|
vecSurfCenter = pBounds->m_vecCenter; |
|
} |
|
else |
|
{ |
|
Vector3DMultiplyPosition( *pModelToWorld, pBounds->m_vecCenter, vecSurfCenter ); |
|
} |
|
|
|
// Sphere check |
|
Vector vecDelta; |
|
VectorSubtract( shadow.m_vecSphereCenter, vecSurfCenter, vecDelta ); |
|
float flDistSqr = vecDelta.LengthSqr(); |
|
float flMinDistSqr = pBounds->m_flRadius + shadow.m_flSphereRadius; |
|
flMinDistSqr *= flMinDistSqr; |
|
if ( flDistSqr >= flMinDistSqr ) |
|
return false; |
|
|
|
if ( !pModelToWorld ) |
|
return IsBoxIntersectingRay( pBounds->m_vecMins, pBounds->m_vecMaxs, shadow.m_Ray ); |
|
|
|
Ray_t transformedRay; |
|
Vector3DMultiplyPosition( *pWorldToModel, shadow.m_Ray.m_Start, transformedRay.m_Start ); |
|
Vector3DMultiply( *pWorldToModel, shadow.m_Ray.m_Delta, transformedRay.m_Delta ); |
|
transformedRay.m_StartOffset = shadow.m_Ray.m_StartOffset; |
|
transformedRay.m_Extents = shadow.m_Ray.m_Extents; |
|
transformedRay.m_IsRay = shadow.m_Ray.m_IsRay; |
|
transformedRay.m_IsSwept = shadow.m_Ray.m_IsSwept; |
|
return IsBoxIntersectingRay( pBounds->m_vecMins, pBounds->m_vecMaxs, transformedRay ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds the shadow decal reference to the surface |
|
//----------------------------------------------------------------------------- |
|
inline ShadowDecalHandle_t CShadowMgr::AddShadowDecalToSurface( SurfaceHandle_t surfID, ShadowHandle_t handle ) |
|
{ |
|
ShadowDecalHandle_t decalHandle = m_ShadowDecals.Alloc( true ); |
|
if ( decalHandle == m_ShadowDecals.InvalidIndex() ) |
|
{ |
|
ExecuteNTimes( 10, Warning( "CShadowMgr::AddShadowDecalToSurface - overflowed m_ShadowDecals linked list!\n" ) ); |
|
return decalHandle; |
|
} |
|
|
|
ShadowDecal_t& decal = m_ShadowDecals[decalHandle]; |
|
|
|
decal.m_SurfID = surfID; |
|
m_ShadowDecals.LinkBefore( MSurf_ShadowDecals( surfID ), decalHandle ); |
|
MSurf_ShadowDecals( surfID ) = decalHandle; |
|
|
|
// Hook the shadow into the displacement system.... |
|
if ( !SurfaceHasDispInfo( surfID ) ) |
|
{ |
|
decal.m_DispShadow = DISP_SHADOW_HANDLE_INVALID; |
|
} |
|
else |
|
{ |
|
decal.m_DispShadow = MSurf_DispInfo( surfID )->AddShadowDecal( handle ); |
|
} |
|
|
|
decal.m_Shadow = handle; |
|
decal.m_ShadowVerts = m_VertexCache.InvalidIndex(); |
|
decal.m_NextRender = SHADOW_DECAL_HANDLE_INVALID; |
|
decal.m_ShadowListIndex = m_ShadowSurfaces.InvalidIndex(); |
|
|
|
//============================================================================= |
|
// HPE_BEGIN: |
|
// [smessick] Check the return value of AddDecalToShadowList and make sure |
|
// to delete the newly created shadow decal if there is a failure. |
|
//============================================================================= |
|
if ( !AddDecalToShadowList( handle, decalHandle ) ) |
|
{ |
|
m_ShadowDecals.Free( decalHandle ); |
|
decalHandle = m_ShadowDecals.InvalidIndex(); |
|
} |
|
//============================================================================= |
|
// HPE_END |
|
//============================================================================= |
|
|
|
return decalHandle; |
|
} |
|
|
|
inline void CShadowMgr::RemoveShadowDecalFromSurface( SurfaceHandle_t surfID, ShadowDecalHandle_t decalHandle ) |
|
{ |
|
// Clean up its shadow verts if it has any |
|
ShadowDecal_t& decal = m_ShadowDecals[decalHandle]; |
|
if (decal.m_ShadowVerts != m_VertexCache.InvalidIndex()) |
|
{ |
|
FreeVertices( m_VertexCache[decal.m_ShadowVerts] ); |
|
m_VertexCache.Remove(decal.m_ShadowVerts); |
|
decal.m_ShadowVerts = m_VertexCache.InvalidIndex(); |
|
} |
|
|
|
// Clean up displacement... |
|
if ( decal.m_DispShadow != DISP_SHADOW_HANDLE_INVALID ) |
|
{ |
|
MSurf_DispInfo( decal.m_SurfID )->RemoveShadowDecal( decal.m_DispShadow ); |
|
} |
|
|
|
// Make sure the list of shadow decals on a surface is set up correctly |
|
if ( MSurf_ShadowDecals( surfID ) == decalHandle ) |
|
{ |
|
MSurf_ShadowDecals( surfID ) = m_ShadowDecals.Next(decalHandle); |
|
} |
|
|
|
RemoveDecalFromShadowList( decal.m_Shadow, decalHandle ); |
|
|
|
// Kill the shadow decal |
|
m_ShadowDecals.Free( decalHandle ); |
|
} |
|
|
|
void CShadowMgr::AddSurfaceToFlashlightMaterialBuckets( ShadowHandle_t handle, SurfaceHandle_t surfID ) |
|
{ |
|
// Make sure that this is a flashlight. |
|
Assert( m_Shadows[handle].m_Flags & SHADOW_FLASHLIGHT ); |
|
|
|
// Get the flashlight id for this particular shadow handle and make sure that it's valid. |
|
FlashlightHandle_t flashlightID = m_Shadows[handle].m_FlashlightHandle; |
|
Assert( flashlightID != m_FlashlightStates.InvalidIndex() ); |
|
|
|
m_FlashlightStates[flashlightID].m_MaterialBuckets.AddElement( MSurf_MaterialSortID( surfID ), surfID ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds the shadow decal reference to the surface |
|
// This causes a shadow decal to be made |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::AddSurfaceToShadow( ShadowHandle_t handle, SurfaceHandle_t surfID ) |
|
{ |
|
// FIXME: We could make this work, but there's a perf cost... |
|
// Basically, we'd need to have a separate rendering batch for |
|
// each translucent material the shadow is projected onto. The |
|
// material alpha would have to be taken into account, so that |
|
// no multiplication occurs where the alpha == 0 |
|
// FLASHLIGHTFIXME: get rid of some of these checks for the ones that will work just fine with the flashlight. |
|
bool bIsFlashlight = ( ( m_Shadows[handle].m_Flags & SHADOW_FLASHLIGHT ) != 0 ); |
|
if ( !bIsFlashlight && MSurf_Flags(surfID) & (SURFDRAW_TRANS | SURFDRAW_ALPHATEST | SURFDRAW_NOSHADOWS) ) |
|
return; |
|
|
|
#ifdef _XBOX |
|
// Don't let the flashlight get on water on XBox |
|
if ( bIsFlashlight && ( MSurf_Flags(surfID) & SURFDRAW_WATERSURFACE ) ) |
|
return; |
|
#endif |
|
|
|
#if 0 |
|
// Make sure the surface has the shadow on it exactly once... |
|
ShadowDecalHandle_t dh = MSurf_ShadowDecals( surfID ); |
|
while (dh != m_ShadowDecals.InvalidIndex() ) |
|
{ |
|
Assert ( m_ShadowDecals[dh].m_Shadow != handle ); |
|
dh = m_ShadowDecals.Next(dh); |
|
} |
|
#endif |
|
|
|
// Create a shadow decal for this surface and add it to the surface |
|
AddShadowDecalToSurface( surfID, handle ); |
|
} |
|
|
|
void CShadowMgr::RemoveSurfaceFromShadow( ShadowHandle_t handle, SurfaceHandle_t surfID ) |
|
{ |
|
// Find the decal associated with the handle that lies on the surface |
|
|
|
// FIXME: Linear search; bleah. |
|
// Luckily the search is probably over only a couple items at most |
|
// Linear searching over the shadow surfaces so we can remove the entry |
|
// in the shadow surface list if we find a match |
|
ASSERT_SURF_VALID( surfID ); |
|
ShadowSurfaceIndex_t i = m_Shadows[handle].m_FirstDecal; |
|
while ( i != m_ShadowSurfaces.InvalidIndex() ) |
|
{ |
|
ShadowDecalHandle_t decalHandle = m_ShadowSurfaces[i]; |
|
if ( m_ShadowDecals[decalHandle].m_SurfID == surfID ) |
|
{ |
|
// Found a match! There should be at most one shadow decal |
|
// associated with a particular shadow per surface |
|
RemoveShadowDecalFromSurface( surfID, decalHandle ); |
|
|
|
// FIXME: Could check the shadow doesn't appear again in the list |
|
return; |
|
} |
|
|
|
i = m_ShadowSurfaces.Next(i); |
|
} |
|
|
|
#ifdef _DEBUG |
|
// Here, the shadow didn't have the surface in its list |
|
// let's make sure the surface doesn't think it's got the shadow in its list |
|
ShadowDecalHandle_t dh = MSurf_ShadowDecals( surfID ); |
|
while (dh != m_ShadowDecals.InvalidIndex() ) |
|
{ |
|
Assert ( m_ShadowDecals[dh].m_Shadow != handle ); |
|
dh = m_ShadowDecals.Next(dh); |
|
} |
|
|
|
#endif |
|
} |
|
|
|
void CShadowMgr::RemoveAllSurfacesFromShadow( ShadowHandle_t handle ) |
|
{ |
|
// Iterate over all the decals associated with a particular shadow |
|
// Remove the decals from the surfaces they are associated with |
|
ShadowSurfaceIndex_t i = m_Shadows[handle].m_FirstDecal; |
|
ShadowSurfaceIndex_t next; |
|
while ( i != m_ShadowSurfaces.InvalidIndex() ) |
|
{ |
|
ShadowDecalHandle_t decalHandle = m_ShadowSurfaces[i]; |
|
|
|
next = m_ShadowSurfaces.Next(i); |
|
|
|
RemoveShadowDecalFromSurface( m_ShadowDecals[decalHandle].m_SurfID, decalHandle ); |
|
|
|
i = next; |
|
} |
|
|
|
m_Shadows[handle].m_FirstDecal = m_ShadowSurfaces.InvalidIndex(); |
|
} |
|
|
|
void CShadowMgr::RemoveAllShadowsFromSurface( SurfaceHandle_t surfID ) |
|
{ |
|
// Iterate over all the decals associated with a particular shadow |
|
// Remove the decals from the surfaces they are associated with |
|
ShadowDecalHandle_t dh = MSurf_ShadowDecals( surfID ); |
|
while (dh != m_ShadowDecals.InvalidIndex() ) |
|
{ |
|
// Remove this shadow from the surface |
|
ShadowDecalHandle_t next = m_ShadowDecals.Next(dh); |
|
|
|
// Remove the surface from the shadow |
|
RemoveShadowDecalFromSurface( m_ShadowDecals[dh].m_SurfID, dh ); |
|
|
|
dh = next; |
|
} |
|
|
|
MSurf_ShadowDecals( surfID ) = m_ShadowDecals.InvalidIndex(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Shadow/model association |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::AddShadowToModel( ShadowHandle_t handle, ModelInstanceHandle_t model ) |
|
{ |
|
// FIXME: Add culling here based on the model bbox |
|
// and the shadow bbox |
|
// FIXME: |
|
/* |
|
// Trivial bbox reject. |
|
Vector bbMin, bbMax; |
|
pDisp->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 ) |
|
*/ |
|
|
|
if ( model == MODEL_INSTANCE_INVALID ) |
|
{ |
|
// async data not loaded yet |
|
return; |
|
} |
|
|
|
if( r_flashlightrender.GetBool()==false ) |
|
return; |
|
|
|
m_ShadowsOnModels.AddElementToBucket( model, handle ); |
|
|
|
|
|
} |
|
|
|
void CShadowMgr::RemoveAllShadowsFromModel( ModelInstanceHandle_t model ) |
|
{ |
|
if( model != MODEL_INSTANCE_INVALID ) |
|
{ |
|
m_ShadowsOnModels.RemoveBucket( model ); |
|
|
|
FOR_EACH_LL( m_FlashlightStates, i ) |
|
{ |
|
FlashlightInfo_t &info = m_FlashlightStates[i]; |
|
|
|
for( int j=0;j<info.m_Renderables.Count();j++ ) |
|
{ |
|
if( info.m_Renderables[j]->GetModelInstance() == model ) |
|
{ |
|
info.m_Renderables.Remove( j ); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
void CShadowMgr::RemoveAllModelsFromShadow( ShadowHandle_t handle ) |
|
{ |
|
m_ShadowsOnModels.RemoveElement( handle ); |
|
|
|
FOR_EACH_LL( m_FlashlightStates, i ) |
|
{ |
|
FlashlightInfo_t &info = m_FlashlightStates[i]; |
|
|
|
if( info.m_Shadow==handle ) |
|
{ |
|
info.m_Renderables.RemoveAll(); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Shadow state... |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::SetModelShadowState( ModelInstanceHandle_t instance ) |
|
{ |
|
#ifndef SWDS |
|
g_pStudioRender->ClearAllShadows(); |
|
if (instance != MODEL_INSTANCE_INVALID && r_shadows.GetInt() ) |
|
{ |
|
bool bWireframe = r_shadowwireframe.GetBool(); |
|
unsigned short i = m_ShadowsOnModels.FirstElement( instance ); |
|
while ( i != m_ShadowsOnModels.InvalidIndex() ) |
|
{ |
|
Shadow_t& shadow = m_Shadows[m_ShadowsOnModels.Element(i)]; |
|
|
|
if( !bWireframe ) |
|
{ |
|
if( shadow.m_Flags & SHADOW_FLASHLIGHT ) |
|
{ |
|
// NULL means that the models material should be used. |
|
// This is what we want in the case of the flashlight |
|
// since we need to render the models material again with different lighting. |
|
// Need to add something here to specify which flashlight. |
|
g_pStudioRender->AddShadow( NULL, NULL, &m_FlashlightStates[shadow.m_FlashlightHandle].m_FlashlightState, &shadow.m_WorldToShadow, shadow.m_pFlashlightDepthTexture ); |
|
} |
|
else if( r_shadows_gamecontrol.GetInt() != 0 ) |
|
{ |
|
g_pStudioRender->AddShadow( shadow.m_pModelMaterial, shadow.m_pBindProxy ); |
|
} |
|
} |
|
else if( ( shadow.m_Flags & SHADOW_FLASHLIGHT ) || r_shadows_gamecontrol.GetInt() != 0 ) |
|
{ |
|
g_pStudioRender->AddShadow( g_pMaterialMRMWireframe, NULL ); |
|
} |
|
|
|
i = m_ShadowsOnModels.NextElement(i); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
bool CShadowMgr::ModelHasShadows( ModelInstanceHandle_t instance ) |
|
{ |
|
if ( instance != MODEL_INSTANCE_INVALID ) |
|
{ |
|
if ( m_ShadowsOnModels.FirstElement(instance) != m_ShadowsOnModels.InvalidIndex() ) |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Applies the shadow to a surface |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::ApplyShadowToSurface( ShadowBuildInfo_t& build, SurfaceHandle_t surfID ) |
|
{ |
|
// We've found a potential surface to add to the shadow |
|
// At this point, we want to do fast culling to see whether we actually |
|
// should apply the shadow or not before actually adding it to any lists |
|
|
|
// FIXME: implement |
|
// Put the texture extents into shadow space; see if there's an intersection |
|
// If not, we can early out |
|
|
|
|
|
// To do this, we're gonna want to project the surface into the space of the decal |
|
// Therefore, we want to produce a surface->world transformation, and a |
|
// world->shadow/light space transformation |
|
// Then we transform the surface points into shadow space and apply the projection |
|
// in shadow space. |
|
|
|
/* |
|
// Get the texture associated with this surface |
|
mtexinfo_t* tex = pSurface->texinfo; |
|
|
|
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 - surf->textureMins[0]; |
|
float t = DotProduct( decalinfo->m_Position, textureV.AsVector3D() ) + |
|
textureV.w - surf->textureMins[1]; |
|
*/ |
|
|
|
// Don't do any more computation at the moment, only do it if |
|
// we end up rendering the surface later on |
|
AddSurfaceToShadow( build.m_Shadow, surfID ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Applies the shadow to a displacement |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::ApplyShadowToDisplacement( ShadowBuildInfo_t& build, IDispInfo *pDispInfo, bool bIsFlashlight ) |
|
{ |
|
// Avoid noshadow displacements |
|
if ( !bIsFlashlight && ( MSurf_Flags( pDispInfo->GetParent() ) & SURFDRAW_NOSHADOWS ) ) |
|
return; |
|
|
|
// Trivial bbox reject. |
|
Vector bbMin, bbMax; |
|
pDispInfo->GetBoundingBox( bbMin, bbMax ); |
|
if ( !bIsFlashlight ) |
|
{ |
|
if ( !IsBoxIntersectingSphere( bbMin, bbMax, build.m_vecSphereCenter, build.m_flSphereRadius ) ) |
|
return; |
|
} |
|
else |
|
{ |
|
if( R_CullBox( bbMin, bbMax, GetFlashlightFrustum( build.m_Shadow ) ) ) |
|
return; |
|
} |
|
|
|
SurfaceHandle_t surfID = pDispInfo->GetParent(); |
|
|
|
if ( surfID->m_bDynamicShadowsEnabled == false && !bIsFlashlight ) |
|
return; |
|
|
|
AddSurfaceToShadow( build.m_Shadow, surfID ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Allows us to disable particular shadows |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::EnableShadow( ShadowHandle_t handle, bool bEnable ) |
|
{ |
|
if (!bEnable) |
|
{ |
|
// We need to remove the shadow from all surfaces it may currently be in |
|
RemoveAllSurfacesFromShadow( handle ); |
|
RemoveAllModelsFromShadow( handle ); |
|
|
|
m_Shadows[handle].m_Flags |= SHADOW_DISABLED; |
|
} |
|
else |
|
{ |
|
// FIXME: Could make this recompute the cache... |
|
m_Shadows[handle].m_Flags &= ~SHADOW_DISABLED; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Set the darkness falloff bias |
|
// Input : shadow - |
|
// ucBias - |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::SetFalloffBias( ShadowHandle_t shadow, unsigned char ucBias ) |
|
{ |
|
m_Shadows[shadow].m_FalloffBias = ucBias; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// 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() |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::ProjectShadow( ShadowHandle_t handle, const Vector &origin, |
|
const Vector& projectionDir, const VMatrix& worldToShadow, const Vector2D& size, |
|
int nLeafCount, const int *pLeafList, |
|
float maxHeight, float falloffOffset, float falloffAmount, const Vector &vecCasterOrigin ) |
|
{ |
|
VPROF_BUDGET( "CShadowMgr::ProjectShadow", VPROF_BUDGETGROUP_SHADOW_RENDERING ); |
|
|
|
// First, we need to remove the shadow from all surfaces it may |
|
// currently be in; in other words we're invalidating the shadow surface cache |
|
RemoveAllSurfacesFromShadow( handle ); |
|
RemoveAllModelsFromShadow( handle ); |
|
|
|
// Don't bother with this shadow if it's disabled |
|
Shadow_t &shadow = m_Shadows[handle]; |
|
if ( shadow.m_Flags & SHADOW_DISABLED ) |
|
return; |
|
|
|
// Don't compute the surface cache if shadows are off.. |
|
if ( !r_shadows.GetInt() ) |
|
return; |
|
|
|
// Set the falloff coefficient |
|
shadow.m_FalloffOffset = falloffOffset; |
|
VectorCopy( projectionDir, shadow.m_ProjectionDir ); |
|
|
|
// We need to know about surfaces in leaves hit by the ray... |
|
// We'd like to stop iterating as soon as the entire swept volume |
|
// enters a solid leaf; that may be hard to determine. Instead, |
|
// we should stop iterating when the ray center enters a solid leaf? |
|
AssertFloatEquals( projectionDir.LengthSqr(), 1.0f, 1e-3 ); |
|
|
|
// The maximum ray distance is equal to the distance it takes the |
|
// falloff to get to 15%. |
|
shadow.m_MaxDist = maxHeight; //sqrt( coeff / 0.10f ) + falloffOffset; |
|
shadow.m_FalloffAmount = falloffAmount; |
|
MatrixCopy( worldToShadow, shadow.m_WorldToShadow ); |
|
|
|
// Compute a rough bounding sphere for the ray |
|
float flRadius = sqrt( size.x * size.x + size.y * size.y ) * 0.5f; |
|
VectorMA( origin, 0.5f * maxHeight, projectionDir, shadow.m_vecSphereCenter ); |
|
shadow.m_flSphereRadius = 0.5f * maxHeight + flRadius; |
|
|
|
Vector vecEndPoint; |
|
Vector vecMins( -flRadius, -flRadius, -flRadius ); |
|
Vector vecMaxs( flRadius, flRadius, flRadius ); |
|
VectorMA( origin, maxHeight, projectionDir, vecEndPoint ); |
|
shadow.m_Ray.Init( origin, vecEndPoint, vecMins, vecMaxs ); |
|
|
|
// No more work necessary if it hits no leaves |
|
if ( nLeafCount == 0 ) |
|
return; |
|
|
|
// We're hijacking the surface vis frame to make sure we enumerate |
|
// surfaces only once; |
|
++r_surfacevisframe; |
|
|
|
// Clear out the displacement tags also |
|
DispInfo_ClearAllTags( host_state.worldbrush->hDispInfos ); |
|
|
|
ShadowBuildInfo_t build; |
|
build.m_Shadow = handle; |
|
build.m_RayStart = origin; |
|
build.m_pVis = NULL; |
|
build.m_vecSphereCenter = shadow.m_vecSphereCenter; |
|
build.m_flSphereRadius = shadow.m_flSphereRadius; |
|
VectorCopy( projectionDir, build.m_ProjectionDirection ); |
|
|
|
// Enumerate leaves |
|
for ( int i = 0; i < nLeafCount; ++i ) |
|
{ |
|
// NOTE: Scope specifier eliminates virtual function call |
|
CShadowMgr::EnumerateLeaf( pLeafList[i], (intp)&build ); |
|
} |
|
} |
|
|
|
void DrawFrustum( Frustum_t &frustum ) |
|
{ |
|
const int maxPoints = 8; |
|
int i; |
|
for( i = 0; i < FRUSTUM_NUMPLANES; i++ ) |
|
{ |
|
Vector points[maxPoints]; |
|
Vector points2[maxPoints]; |
|
int numPoints = PolyFromPlane( points, frustum.GetPlane( i )->normal, frustum.GetPlane( i )->dist ); |
|
Assert( numPoints <= maxPoints ); |
|
Vector *in, *out; |
|
in = points; |
|
out = points2; |
|
int j; |
|
for( j = 0; j < FRUSTUM_NUMPLANES; j++ ) |
|
{ |
|
if( i == j ) |
|
{ |
|
continue; |
|
} |
|
numPoints = ClipPolyToPlane( in, numPoints, out, frustum.GetPlane( j )->normal, frustum.GetPlane( j )->dist ); |
|
Assert( numPoints <= maxPoints ); |
|
V_swap( in, out ); |
|
} |
|
int c; |
|
for( c = 0; c < numPoints; c++ ) |
|
{ |
|
CDebugOverlay::AddLineOverlay( in[c], in[(c+1)%numPoints], 0, 255, 0, 255, true, 0.0f ); |
|
} |
|
} |
|
} |
|
|
|
//static void LineDrawHelper( const Vector &startShadowSpace, const Vector &endShadowSpace, |
|
// const VMatrix &shadowToWorld, unsigned char r, unsigned char g, |
|
// unsigned char b, bool ignoreZ ) |
|
//{ |
|
// Vector startWorldSpace, endWorldSpace; |
|
// Vector3DMultiplyPositionProjective( shadowToWorld, startShadowSpace, startWorldSpace ); |
|
// Vector3DMultiplyPositionProjective( shadowToWorld, endShadowSpace, endWorldSpace ); |
|
// |
|
// CDebugOverlay::AddLineOverlay( startWorldSpace, |
|
// endWorldSpace, |
|
// r, g, b, ignoreZ |
|
// , 0.0 ); |
|
//} |
|
|
|
void CShadowMgr::ProjectFlashlight( ShadowHandle_t handle, const VMatrix& worldToShadow, int nLeafCount, const int *pLeafList ) |
|
{ |
|
VPROF_BUDGET( "CShadowMgr::ProjectFlashlight", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); |
|
|
|
Shadow_t& shadow = m_Shadows[handle]; |
|
|
|
if ( !IsX360() && !r_flashlight_version2.GetInt() ) |
|
{ |
|
// First, we need to remove the shadow from all surfaces it may |
|
// currently be in; in other words we're invalidating the shadow surface cache |
|
RemoveAllSurfacesFromShadow( handle ); |
|
RemoveAllModelsFromShadow( handle ); |
|
|
|
m_FlashlightStates[ shadow.m_FlashlightHandle ].m_OccluderBuckets.Flush(); |
|
} |
|
|
|
// Don't bother with this shadow if it's disabled |
|
if ( m_Shadows[handle].m_Flags & SHADOW_DISABLED ) |
|
return; |
|
|
|
// Don't compute the surface cache if shadows are off.. |
|
if ( !r_shadows.GetInt() ) |
|
return; |
|
|
|
MatrixCopy( worldToShadow, shadow.m_WorldToShadow ); |
|
|
|
// We need this for our various bounding computations |
|
VMatrix shadowToWorld; |
|
MatrixInverseGeneral( shadow.m_WorldToShadow, shadowToWorld ); |
|
|
|
// Set up the frustum for the flashlight so that we can cull each leaf against it. |
|
Assert( shadow.m_Flags & SHADOW_FLASHLIGHT ); |
|
Frustum_t &frustum = m_FlashlightStates[shadow.m_FlashlightHandle].m_Frustum; |
|
FrustumPlanesFromMatrix( shadowToWorld, frustum ); |
|
CalculateSphereFromProjectionMatrixInverse( shadowToWorld, &shadow.m_vecSphereCenter, &shadow.m_flSphereRadius ); |
|
|
|
if ( nLeafCount == 0 ) |
|
return; |
|
|
|
// We're hijacking the surface vis frame to make sure we enumerate |
|
// surfaces only once; |
|
++r_surfacevisframe; |
|
|
|
// Clear out the displacement tags also |
|
DispInfo_ClearAllTags( host_state.worldbrush->hDispInfos ); |
|
|
|
ShadowBuildInfo_t build; |
|
build.m_Shadow = handle; |
|
build.m_RayStart = m_FlashlightStates[shadow.m_FlashlightHandle].m_FlashlightState.m_vecLightOrigin; |
|
build.m_pVis = NULL; |
|
build.m_vecSphereCenter = shadow.m_vecSphereCenter; |
|
build.m_flSphereRadius = shadow.m_flSphereRadius; |
|
|
|
if( r_flashlightdrawfrustumbbox.GetBool() ) |
|
{ |
|
Vector mins, maxs; |
|
CalculateAABBFromProjectionMatrixInverse( shadowToWorld, &mins, &maxs ); |
|
CDebugOverlay::AddBoxOverlay( Vector( 0.0f, 0.0f, 0.0f ), mins, maxs, QAngle( 0, 0, 0 ), |
|
0, 0, 255, 100, 0.0f ); |
|
} |
|
|
|
for ( int i = 0; i < nLeafCount; ++i ) |
|
{ |
|
// NOTE: Scope specifier eliminates virtual function call |
|
CShadowMgr::EnumerateLeaf( pLeafList[i], (intp)&build ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Applies the flashlight to all surfaces in the leaf |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::ApplyFlashlightToLeaf( const Shadow_t &shadow, mleaf_t* pLeaf, ShadowBuildInfo_t* pBuild ) |
|
{ |
|
// Get the bounds of the leaf so that we can test it against the flashlight frustum. |
|
Vector leafMins, leafMaxs; |
|
VectorAdd( pLeaf->m_vecCenter, pLeaf->m_vecHalfDiagonal, leafMaxs ); |
|
VectorSubtract( pLeaf->m_vecCenter, pLeaf->m_vecHalfDiagonal, leafMins ); |
|
|
|
// The flashlight frustum didn't intersect the bounding box for this leaf! Get outta here! |
|
if( R_CullBox( leafMins, leafMaxs, GetFlashlightFrustum( pBuild->m_Shadow ) ) ) |
|
return; |
|
|
|
// Iterate over all surfaces in the leaf, check for backfacing |
|
// and apply the shadow to the surface if it's not backfaced. |
|
// Note that this really only indicates that the shadow may potentially |
|
// sit on the surface; when we render, we'll actually do the clipping |
|
// computation and at that point we'll remove surfaces that don't |
|
// actually hit the surface |
|
|
|
bool bCullDepth = r_flashlightculldepth.GetBool(); |
|
|
|
SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pLeaf->firstmarksurface]; |
|
for ( int i = 0; i < pLeaf->nummarksurfaces; i++ ) |
|
{ |
|
SurfaceHandle_t surfID = pHandle[i]; |
|
|
|
// only process each surface once; |
|
if( MSurf_VisFrame( surfID ) == r_surfacevisframe ) |
|
continue; |
|
|
|
MSurf_VisFrame( surfID ) = r_surfacevisframe; |
|
Assert( !MSurf_DispInfo( surfID ) ); |
|
|
|
// perspective projection |
|
|
|
// world-space vertex |
|
int vertIndex = host_state.worldbrush->vertindices[MSurf_FirstVertIndex( surfID )]; |
|
Vector& worldPos = host_state.worldbrush->vertexes[vertIndex].position; |
|
|
|
// Get the lookdir |
|
Vector lookdir; |
|
VectorSubtract( worldPos, pBuild->m_RayStart, lookdir ); |
|
VectorNormalize( lookdir ); |
|
|
|
const cplane_t &surfPlane = MSurf_Plane( surfID ); |
|
|
|
// Now apply the spherical cull |
|
float flDist = DotProduct( surfPlane.normal, pBuild->m_vecSphereCenter ) - surfPlane.dist; |
|
if ( fabs(flDist) >= pBuild->m_flSphereRadius ) |
|
continue; |
|
|
|
ApplyShadowToSurface( *pBuild, surfID ); |
|
|
|
// Backface cull |
|
|
|
if( bCullDepth ) |
|
{ |
|
if ( (MSurf_Flags( surfID ) & SURFDRAW_NOCULL) == 0 ) |
|
{ |
|
if ( DotProduct(surfPlane.normal, lookdir) < BACKFACE_EPSILON ) |
|
continue; |
|
} |
|
else |
|
{ |
|
// Avoid edge-on shadows regardless. |
|
float dot = DotProduct(surfPlane.normal, lookdir); |
|
if (fabs(dot) < BACKFACE_EPSILON) |
|
continue; |
|
} |
|
} |
|
|
|
FlashlightInfo_t &flashlightInfo = m_FlashlightStates[ shadow.m_FlashlightHandle ]; |
|
flashlightInfo.m_OccluderBuckets.AddElement( MSurf_MaterialSortID( surfID ), surfID ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Applies a shadow to all surfaces in the leaf |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::ApplyShadowToLeaf( const Shadow_t &shadow, mleaf_t* RESTRICT pLeaf, ShadowBuildInfo_t* RESTRICT pBuild ) |
|
{ |
|
// Iterate over all surfaces in the leaf, check for backfacing |
|
// and apply the shadow to the surface if it's not backfaced. |
|
// Note that this really only indicates that the shadow may potentially |
|
// sit on the surface; when we render, we'll actually do the clipping |
|
// computation and at that point we'll remove surfaces that don't |
|
// actually hit the surface |
|
SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pLeaf->firstmarksurface]; |
|
for ( int i = 0; i < pLeaf->nummarksurfaces; i++ ) |
|
{ |
|
SurfaceHandleRestrict_t surfID = pHandle[i]; |
|
|
|
// only process each surface once; |
|
if( MSurf_VisFrame( surfID ) == r_surfacevisframe ) |
|
continue; |
|
|
|
MSurf_VisFrame( surfID ) = r_surfacevisframe; |
|
Assert( !MSurf_DispInfo( surfID ) ); |
|
|
|
// If this surface has specifically had dynamic shadows disabled on it, then get out! |
|
if ( !MSurf_AreDynamicShadowsEnabled( surfID ) ) |
|
continue; |
|
|
|
// Backface cull |
|
const cplane_t * RESTRICT pSurfPlane = &MSurf_Plane( surfID ); |
|
bool bInFront; |
|
if ( (MSurf_Flags( surfID ) & SURFDRAW_NOCULL) == 0 ) |
|
{ |
|
if ( DotProduct( pSurfPlane->normal, pBuild->m_ProjectionDirection) > -BACKFACE_EPSILON ) |
|
continue; |
|
|
|
bInFront = true; |
|
} |
|
else |
|
{ |
|
// Avoid edge-on shadows regardless. |
|
float dot = DotProduct( pSurfPlane->normal, pBuild->m_ProjectionDirection ); |
|
if (fabs(dot) < BACKFACE_EPSILON) |
|
continue; |
|
|
|
bInFront = (dot < 0); |
|
} |
|
|
|
// Here, it's front facing... |
|
// Discard stuff on the wrong side of the ray start |
|
if (bInFront) |
|
{ |
|
if ( DotProduct( pSurfPlane->normal, pBuild->m_RayStart) < pSurfPlane->dist ) |
|
continue; |
|
} |
|
else |
|
{ |
|
if ( DotProduct( pSurfPlane->normal, pBuild->m_RayStart) > pSurfPlane->dist ) |
|
continue; |
|
} |
|
|
|
// Now apply the spherical cull |
|
float flDist = DotProduct( pSurfPlane->normal, pBuild->m_vecSphereCenter ) - pSurfPlane->dist; |
|
if ( fabs(flDist) >= pBuild->m_flSphereRadius ) |
|
continue; |
|
|
|
ApplyShadowToSurface( *pBuild, surfID ); |
|
} |
|
} |
|
|
|
|
|
#define BIT_SET( a, b ) ((a)[(b)>>3] & (1<<((b)&7))) |
|
|
|
//----------------------------------------------------------------------------- |
|
// Applies a projected texture to all surfaces in the leaf |
|
//----------------------------------------------------------------------------- |
|
bool CShadowMgr::EnumerateLeaf( int leaf, intp context ) |
|
{ |
|
VPROF( "CShadowMgr::EnumerateLeaf" ); |
|
ShadowBuildInfo_t* pBuild = (ShadowBuildInfo_t*)context; |
|
|
|
// Skip this leaf if it's not visible from the shadow caster |
|
if ( pBuild->m_pVis ) |
|
{ |
|
int cluster = CM_LeafCluster( leaf ); |
|
if ( !BIT_SET( pBuild->m_pVis, cluster ) ) |
|
return true; |
|
} |
|
|
|
const Shadow_t &shadow = m_Shadows[pBuild->m_Shadow]; |
|
|
|
mleaf_t* pLeaf = &host_state.worldbrush->leafs[leaf]; |
|
|
|
bool bIsFlashlight; |
|
if( shadow.m_Flags & SHADOW_FLASHLIGHT ) |
|
{ |
|
bIsFlashlight = true; |
|
ApplyFlashlightToLeaf( shadow, pLeaf, pBuild ); |
|
} |
|
else |
|
{ |
|
bIsFlashlight = false; |
|
ApplyShadowToLeaf( shadow, pLeaf, pBuild ); |
|
} |
|
|
|
// 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 ); |
|
|
|
// Make sure the decal hasn't already been added to it. |
|
if( pDispInfo->GetTag() ) |
|
continue; |
|
|
|
pDispInfo->SetTag(); |
|
|
|
ApplyShadowToDisplacement( *pBuild, pDispInfo, bIsFlashlight ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds a shadow to a brush model |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::AddShadowToBrushModel( ShadowHandle_t handle, model_t* pModel, |
|
const Vector& origin, const QAngle& angles ) |
|
{ |
|
// Don't compute the surface cache if shadows are off.. |
|
if ( !r_shadows.GetInt() ) |
|
return; |
|
|
|
const Shadow_t * RESTRICT pShadow = &m_Shadows[handle]; |
|
|
|
// Transform the shadow ray direction into model space |
|
Vector shadowDirInModelSpace; |
|
bool bIsFlashlight = ( pShadow->m_Flags & SHADOW_FLASHLIGHT ) != 0; |
|
if( !bIsFlashlight ) |
|
{ |
|
// FLASHLIGHTFIXME: should do backface culling for projective light sources. |
|
matrix3x4_t worldToModel; |
|
AngleIMatrix( angles, worldToModel ); |
|
VectorRotate( pShadow->m_ProjectionDir, worldToModel, shadowDirInModelSpace ); |
|
} |
|
|
|
// Just add all non-backfacing brush surfaces to the list of potential |
|
// surfaces that we may be casting a shadow onto. |
|
SurfaceHandleRestrict_t surfID = SurfaceHandleFromIndex( pModel->brush.firstmodelsurface, pModel->brush.pShared ); |
|
for (int i=0; i<pModel->brush.nummodelsurfaces; ++i, ++surfID) |
|
{ |
|
// Don't bother with nodraw surfaces |
|
int nFlags = MSurf_Flags( surfID ); |
|
if ( nFlags & SURFDRAW_NODRAW ) |
|
continue; |
|
|
|
if( !bIsFlashlight ) |
|
{ |
|
// FLASHLIGHTFIXME: should do backface culling for projective light sources. |
|
// Don't bother with backfacing surfaces |
|
if ( (nFlags & SURFDRAW_NOCULL) == 0 ) |
|
{ |
|
const cplane_t * RESTRICT pSurfPlane = &MSurf_Plane( surfID ); |
|
float dot = DotProduct( shadowDirInModelSpace, pSurfPlane->normal ); |
|
if ( dot > 0 ) |
|
continue; |
|
} |
|
} |
|
|
|
// FIXME: We may want to do some more high-level per-surface culling |
|
// If so, it'll be added to ApplyShadowToSurface. Call it instead. |
|
AddSurfaceToShadow( handle, surfID ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Removes all shadows from a brush model |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::RemoveAllShadowsFromBrushModel( model_t* pModel ) |
|
{ |
|
SurfaceHandle_t surfID = SurfaceHandleFromIndex( pModel->brush.firstmodelsurface, pModel->brush.pShared ); |
|
for (int i=0; i<pModel->brush.nummodelsurfaces; ++i, ++surfID) |
|
{ |
|
RemoveAllShadowsFromSurface( surfID ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds the shadow decals on the surface to a queue of things to render |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::AddShadowsOnSurfaceToRenderList( ShadowDecalHandle_t decalHandle ) |
|
{ |
|
// Don't compute the surface cache if shadows are off.. |
|
if (!r_shadows.GetInt() ) |
|
return; |
|
|
|
// Add all surface decals into the appropriate render lists |
|
while( decalHandle != m_ShadowDecals.InvalidIndex() ) |
|
{ |
|
ShadowDecal_t& shadowDecal = m_ShadowDecals[decalHandle]; |
|
if( m_Shadows[shadowDecal.m_Shadow].m_Flags & SHADOW_FLASHLIGHT ) |
|
{ |
|
AddSurfaceToFlashlightMaterialBuckets( shadowDecal.m_Shadow, shadowDecal.m_SurfID ); |
|
|
|
// We've got one more decal to render |
|
++m_DecalsToRender; |
|
} |
|
else if( r_shadows_gamecontrol.GetInt() != 0 ) |
|
{ |
|
// For shadow rendering, hook the decal into the render list based on the shadow material, not the surface material. |
|
int sortOrder = m_Shadows[shadowDecal.m_Shadow].m_SortOrder; |
|
m_ShadowDecals[decalHandle].m_NextRender = m_RenderQueue[sortOrder]; |
|
m_RenderQueue[sortOrder] = decalHandle; |
|
|
|
// We've got one more decal to render |
|
++m_DecalsToRender; |
|
} |
|
decalHandle = m_ShadowDecals.Next(decalHandle); |
|
} |
|
} |
|
|
|
void CShadowMgr::ClearShadowRenderList() |
|
{ |
|
COMPILE_TIME_ASSERT( sizeof(ShadowDecalHandle_t) == 2 ); |
|
|
|
// Clear out the render list |
|
if (m_RenderQueue.Count() > 0) |
|
{ |
|
memset( m_RenderQueue.Base(), 0xFF, m_RenderQueue.Count() * sizeof(ShadowDecalHandle_t) ); |
|
} |
|
m_DecalsToRender = 0; |
|
// Clear all lists pertaining to flashlight decals that need to be rendered. |
|
ClearAllFlashlightMaterialBuckets(); |
|
} |
|
|
|
void CShadowMgr::RenderShadows( const VMatrix* pModelToWorld ) |
|
{ |
|
VPROF_BUDGET( "CShadowMgr::RenderShadows", VPROF_BUDGETGROUP_SHADOW_RENDERING ); |
|
// Iterate through all sort ids and render for regular shadows, which get their materials from the shadow material. |
|
CMatRenderContextPtr pRenderContext( materials ); |
|
int i; |
|
for( i = 0; i < m_RenderQueue.Count(); ++i ) |
|
{ |
|
if (m_RenderQueue[i] != m_ShadowDecals.InvalidIndex()) |
|
{ |
|
RenderShadowList(pRenderContext, m_RenderQueue[i], pModelToWorld ); |
|
} |
|
} |
|
} |
|
|
|
void CShadowMgr::RenderProjectedTextures( const VMatrix* pModelToWorld ) |
|
{ |
|
VPROF_BUDGET( "CShadowMgr::RenderProjectedTextures", VPROF_BUDGETGROUP_SHADOW_RENDERING ); |
|
|
|
RenderFlashlights( true, pModelToWorld ); |
|
RenderShadows( pModelToWorld ); |
|
|
|
// Clear out the render list, we've rendered it now |
|
ClearShadowRenderList(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// A 2D sutherland-hodgman clipper |
|
//----------------------------------------------------------------------------- |
|
class CClipTop |
|
{ |
|
public: |
|
static inline bool Inside( ShadowVertex_t const& vert ) { return vert.m_ShadowSpaceTexCoord.y < 1;} |
|
static inline float Clip( const Vector& one, const Vector& two ) { return (1 - one.y) / (two.y - one.y);} |
|
static inline bool IsPlane() {return false;} |
|
static inline bool IsAbove() {return false;} |
|
}; |
|
|
|
class CClipLeft |
|
{ |
|
public: |
|
static inline bool Inside( ShadowVertex_t const& vert ) { return vert.m_ShadowSpaceTexCoord.x > 0;} |
|
static inline float Clip( const Vector& one, const Vector& two ) { return one.x / (one.x - two.x);} |
|
static inline bool IsPlane() {return false;} |
|
static inline bool IsAbove() {return false;} |
|
}; |
|
|
|
class CClipRight |
|
{ |
|
public: |
|
static inline bool Inside( ShadowVertex_t const& vert ) {return vert.m_ShadowSpaceTexCoord.x < 1;} |
|
static inline float Clip( const Vector& one, const Vector& two ) {return (1 - one.x) / (two.x - one.x);} |
|
static inline bool IsPlane() {return false;} |
|
static inline bool IsAbove() {return false;} |
|
}; |
|
|
|
class CClipBottom |
|
{ |
|
public: |
|
static inline bool Inside( ShadowVertex_t const& vert ) {return vert.m_ShadowSpaceTexCoord.y > 0;} |
|
static inline float Clip( const Vector& one, const Vector& two ) {return one.y / (one.y - two.y);} |
|
static inline bool IsPlane() {return false;} |
|
static inline bool IsAbove() {return false;} |
|
}; |
|
|
|
class CClipAbove |
|
{ |
|
public: |
|
static inline bool Inside( ShadowVertex_t const& vert ) {return vert.m_ShadowSpaceTexCoord.z > 0;} |
|
static inline float Clip( const Vector& one, const Vector& two ) {return one.z / (one.z - two.z);} |
|
static inline bool IsPlane() {return false;} |
|
static inline bool IsAbove() {return true;} |
|
}; |
|
|
|
class CClipPlane |
|
{ |
|
public: |
|
static inline bool Inside( ShadowVertex_t const& vert ) |
|
{ |
|
return DotProduct( vert.m_Position, m_pNormal ) < m_Dist; |
|
} |
|
|
|
static inline float Clip( const Vector& one, const Vector& two ) |
|
{ |
|
Vector dir; |
|
VectorSubtract( two, one, dir ); |
|
return IntersectRayWithPlane( one, dir, m_pNormal, m_Dist ); |
|
} |
|
|
|
static inline bool IsAbove() {return false;} |
|
static inline bool IsPlane() {return true;} |
|
|
|
static void SetPlane( const Vector normal, float dist ) |
|
{ |
|
m_pNormal = normal; |
|
m_Dist = dist; |
|
} |
|
|
|
|
|
private: |
|
static Vector m_pNormal; |
|
static float m_Dist; |
|
}; |
|
|
|
Vector CClipPlane::m_pNormal; |
|
float CClipPlane::m_Dist; |
|
|
|
static inline void ClampTexCoord( ShadowVertex_t *pInVertex, ShadowVertex_t *pOutVertex ) |
|
{ |
|
if ( fabs(pInVertex->m_ShadowSpaceTexCoord[0]) < 1e-3 ) |
|
pOutVertex->m_ShadowSpaceTexCoord[0] = 0.0f; |
|
else if ( fabs(pInVertex->m_ShadowSpaceTexCoord[0] - 1.0f) < 1e-3 ) |
|
pOutVertex->m_ShadowSpaceTexCoord[0] = 1.0f; |
|
|
|
if ( fabs(pInVertex->m_ShadowSpaceTexCoord[1]) < 1e-3 ) |
|
pOutVertex->m_ShadowSpaceTexCoord[1] = 0.0f; |
|
else if ( fabs(pInVertex->m_ShadowSpaceTexCoord[1] - 1.0f) < 1e-3 ) |
|
pOutVertex->m_ShadowSpaceTexCoord[1] = 1.0f; |
|
} |
|
template <class Clipper> |
|
static inline void Intersect( ShadowVertex_t* pStart, ShadowVertex_t* pEnd, ShadowVertex_t* pOut, bool startInside, Clipper& clipper ) |
|
{ |
|
// Clip the edge to the clip plane |
|
float t; |
|
if (!Clipper::IsPlane()) |
|
{ |
|
if (!Clipper::IsAbove()) |
|
{ |
|
// This is the path the we always take for perspective light volumes. |
|
t = Clipper::Clip( pStart->m_ShadowSpaceTexCoord, pEnd->m_ShadowSpaceTexCoord ); |
|
|
|
VectorLerp( pStart->m_ShadowSpaceTexCoord, pEnd->m_ShadowSpaceTexCoord, t, pOut->m_ShadowSpaceTexCoord ); |
|
} |
|
else |
|
{ |
|
t = Clipper::Clip( pStart->m_ShadowSpaceTexCoord, pEnd->m_ShadowSpaceTexCoord ); |
|
VectorLerp( pStart->m_ShadowSpaceTexCoord, pEnd->m_ShadowSpaceTexCoord, t, pOut->m_ShadowSpaceTexCoord ); |
|
|
|
// This is a special thing we do here to avoid hard-edged shadows |
|
if (startInside) |
|
ClampTexCoord( pEnd, pOut ); |
|
else |
|
ClampTexCoord( pStart, pOut ); |
|
} |
|
} |
|
else |
|
{ |
|
t = Clipper::Clip( pStart->m_Position, pEnd->m_Position ); |
|
VectorLerp( pStart->m_ShadowSpaceTexCoord, pEnd->m_ShadowSpaceTexCoord, t, pOut->m_ShadowSpaceTexCoord ); |
|
} |
|
|
|
VectorLerp( pStart->m_Position, pEnd->m_Position, t, pOut->m_Position ); |
|
} |
|
|
|
template <class Clipper> |
|
static void ShadowClip( ShadowClipState_t& clip, Clipper& clipper ) |
|
{ |
|
if ( clip.m_ClipCount == 0 ) |
|
return; |
|
|
|
// Ye Olde Sutherland-Hodgman clipping algorithm |
|
int numOutVerts = 0; |
|
ShadowVertex_t** pSrcVert = clip.m_ppClipVertices[clip.m_CurrVert]; |
|
ShadowVertex_t** pDestVert = clip.m_ppClipVertices[!clip.m_CurrVert]; |
|
|
|
int numVerts = clip.m_ClipCount; |
|
ShadowVertex_t* pStart = pSrcVert[numVerts-1]; |
|
bool startInside = Clipper::Inside( *pStart ); |
|
for (int i = 0; i < numVerts; ++i) |
|
{ |
|
ShadowVertex_t* pEnd = pSrcVert[i]; |
|
bool endInside = Clipper::Inside( *pEnd ); |
|
if (endInside) |
|
{ |
|
if (!startInside) |
|
{ |
|
// Started outside, ended inside, need to clip the edge |
|
if ( clip.m_TempCount >= SHADOW_VERTEX_TEMP_COUNT ) |
|
return; |
|
|
|
// Allocate a new clipped vertex |
|
pDestVert[numOutVerts] = &clip.m_pTempVertices[clip.m_TempCount++]; |
|
|
|
// Clip the edge to the clip plane |
|
Intersect( pStart, pEnd, pDestVert[numOutVerts], startInside, clipper ); |
|
++numOutVerts; |
|
} |
|
pDestVert[numOutVerts++] = pEnd; |
|
} |
|
else |
|
{ |
|
if (startInside) |
|
{ |
|
// Started inside, ended outside, need to clip the edge |
|
if ( clip.m_TempCount >= SHADOW_VERTEX_TEMP_COUNT ) |
|
return; |
|
|
|
// Allocate a new clipped vertex |
|
pDestVert[numOutVerts] = &clip.m_pTempVertices[clip.m_TempCount++]; |
|
|
|
// Clip the edge to the clip plane |
|
Intersect( pStart, pEnd, pDestVert[numOutVerts], startInside, clipper ); |
|
++numOutVerts; |
|
} |
|
} |
|
pStart = pEnd; |
|
startInside = endInside; |
|
} |
|
|
|
// Switch source lists |
|
clip.m_CurrVert = 1 - clip.m_CurrVert; |
|
clip.m_ClipCount = numOutVerts; |
|
Assert( clip.m_ClipCount <= SHADOW_VERTEX_TEMP_COUNT ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Project vertices into shadow space |
|
//----------------------------------------------------------------------------- |
|
bool CShadowMgr::ProjectVerticesIntoShadowSpace( const VMatrix& modelToShadow, |
|
float maxDist, int count, Vector** RESTRICT ppPosition, ShadowClipState_t& clip ) |
|
{ |
|
bool insideVolume = false; |
|
|
|
// Create vertices to clip to... |
|
for (int i = 0; i < count; ++i ) |
|
{ |
|
Assert( ppPosition[i] ); |
|
|
|
VectorCopy( *ppPosition[i], clip.m_pTempVertices[i].m_Position ); |
|
|
|
// Project the points into shadow texture space |
|
Vector3DMultiplyPosition( modelToShadow, *ppPosition[i], clip.m_pTempVertices[i].m_ShadowSpaceTexCoord ); |
|
|
|
// Set up clipping coords... |
|
clip.m_ppClipVertices[0][i] = &clip.m_pTempVertices[i]; |
|
|
|
if (clip.m_pTempVertices[i].m_ShadowSpaceTexCoord[2] < maxDist ) |
|
{ |
|
insideVolume = true; |
|
} |
|
} |
|
|
|
clip.m_TempCount = clip.m_ClipCount = count; |
|
clip.m_CurrVert = 0; |
|
|
|
return insideVolume; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Projects + clips shadows |
|
//----------------------------------------------------------------------------- |
|
int CShadowMgr::ProjectAndClipVertices( const Shadow_t& shadow, const VMatrix& worldToShadow, |
|
const VMatrix *pWorldToModel, int count, Vector** ppPosition, ShadowVertex_t*** ppOutVertex ) |
|
{ |
|
VPROF( "ProjectAndClipVertices" ); |
|
static ShadowClipState_t clip; |
|
if ( !ProjectVerticesIntoShadowSpace( worldToShadow, shadow.m_MaxDist, count, ppPosition, clip ) ) |
|
return 0; |
|
|
|
// Clippers... |
|
CClipTop top; |
|
CClipBottom bottom; |
|
CClipLeft left; |
|
CClipRight right; |
|
CClipAbove above; |
|
CClipPlane plane; |
|
|
|
// Sutherland-hodgman clip |
|
ShadowClip( clip, top ); |
|
ShadowClip( clip, bottom ); |
|
ShadowClip( clip, left ); |
|
ShadowClip( clip, right ); |
|
ShadowClip( clip, above ); |
|
|
|
// Planes to suppress back-casting |
|
for (int i = 0; i < shadow.m_ClipPlaneCount; ++i) |
|
{ |
|
if ( pWorldToModel ) |
|
{ |
|
cplane_t worldPlane, modelPlane; |
|
worldPlane.normal = shadow.m_ClipPlane[i]; |
|
worldPlane.dist = shadow.m_ClipDist[i]; |
|
MatrixTransformPlane( *pWorldToModel, worldPlane, modelPlane ); |
|
plane.SetPlane( modelPlane.normal, modelPlane.dist ); |
|
} |
|
else |
|
{ |
|
plane.SetPlane( shadow.m_ClipPlane[i], shadow.m_ClipDist[i] ); |
|
} |
|
ShadowClip( clip, plane ); |
|
} |
|
|
|
if (clip.m_ClipCount < 3) |
|
return 0; |
|
|
|
// Return a pointer to the array of clipped vertices... |
|
Assert(ppOutVertex); |
|
*ppOutVertex = clip.m_ppClipVertices[clip.m_CurrVert]; |
|
return clip.m_ClipCount; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Accessor for use by the displacements |
|
//----------------------------------------------------------------------------- |
|
int CShadowMgr::ProjectAndClipVertices( ShadowHandle_t handle, int count, |
|
Vector** ppPosition, ShadowVertex_t*** ppOutVertex ) |
|
{ |
|
return ProjectAndClipVertices( m_Shadows[handle], |
|
m_Shadows[handle].m_WorldToShadow, NULL, count, ppPosition, ppOutVertex ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Copies vertex info from the clipped vertices |
|
//----------------------------------------------------------------------------- |
|
// This version treats texcoords as Vector |
|
inline void CShadowMgr::CopyClippedVertices( int count, ShadowVertex_t** ppSrcVert, ShadowVertex_t* pDstVert, const Vector &vToAdd ) |
|
{ |
|
for (int i = 0; i < count; ++i) |
|
{ |
|
pDstVert[i].m_Position = ppSrcVert[i]->m_Position + vToAdd; |
|
pDstVert[i].m_ShadowSpaceTexCoord = ppSrcVert[i]->m_ShadowSpaceTexCoord; |
|
|
|
// Make sure it's been clipped |
|
Assert( ppSrcVert[i]->m_ShadowSpaceTexCoord[0] >= -1e-3f ); |
|
Assert( ppSrcVert[i]->m_ShadowSpaceTexCoord[0] - 1.0f <= 1e-3f ); |
|
Assert( ppSrcVert[i]->m_ShadowSpaceTexCoord[1] >= -1e-3f ); |
|
Assert( ppSrcVert[i]->m_ShadowSpaceTexCoord[1] - 1.0f <= 1e-3f ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Does the actual work of computing shadow vertices |
|
//----------------------------------------------------------------------------- |
|
bool CShadowMgr::ComputeShadowVertices( ShadowDecal_t& decal, |
|
const VMatrix* pModelToWorld, const VMatrix *pWorldToModel, ShadowVertexCache_t* pVertexCache ) |
|
{ |
|
VPROF( "CShadowMgr::ComputeShadowVertices" ); |
|
// Prepare for the clipping |
|
Vector **ppVec = (Vector**)stackalloc( MSurf_VertCount( decal.m_SurfID ) * sizeof(Vector*) ); |
|
for (int i = 0; i < MSurf_VertCount( decal.m_SurfID ); ++i ) |
|
{ |
|
int vertIndex = host_state.worldbrush->vertindices[MSurf_FirstVertIndex( decal.m_SurfID )+i]; |
|
ppVec[i] = &host_state.worldbrush->vertexes[vertIndex].position; |
|
} |
|
|
|
// Compute the modelToShadow transform. |
|
// In the case of the world, just use worldToShadow... |
|
VMatrix* pModelToShadow = &m_Shadows[decal.m_Shadow].m_WorldToShadow; |
|
|
|
VMatrix temp; |
|
if ( pModelToWorld ) |
|
{ |
|
MatrixMultiply( *pModelToShadow, *pModelToWorld, temp ); |
|
pModelToShadow = &temp; |
|
} |
|
else |
|
{ |
|
pWorldToModel = NULL; |
|
} |
|
|
|
// Create vertices to clip to... |
|
ShadowVertex_t** ppSrcVert; |
|
int clipCount = ProjectAndClipVertices( m_Shadows[decal.m_Shadow], *pModelToShadow, pWorldToModel, |
|
MSurf_VertCount( decal.m_SurfID ), ppVec, &ppSrcVert ); |
|
if (clipCount == 0) |
|
{ |
|
pVertexCache->m_Count = 0; |
|
return false; |
|
} |
|
|
|
// Allocate the vertices we're going to use for the decal |
|
ShadowVertex_t* pDstVert = AllocateVertices( *pVertexCache, clipCount ); |
|
Assert( pDstVert ); |
|
|
|
// Copy the clipped vertices into the cache |
|
const Vector &vNormal = MSurf_Plane( decal.m_SurfID ).normal; |
|
CopyClippedVertices( clipCount, ppSrcVert, pDstVert, vNormal * OVERLAY_AVOID_FLICKER_NORMAL_OFFSET ); |
|
|
|
// Indicate which shadow this is related to |
|
pVertexCache->m_Shadow = decal.m_Shadow; |
|
|
|
return true; |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Should we cache vertices? |
|
//----------------------------------------------------------------------------- |
|
inline bool CShadowMgr::ShouldCacheVertices( const ShadowDecal_t& decal ) |
|
{ |
|
return (m_Shadows[decal.m_Shadow].m_Flags & SHADOW_CACHE_VERTS) != 0; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Generates a list displacement shadow vertices to render |
|
//----------------------------------------------------------------------------- |
|
inline bool CShadowMgr::GenerateDispShadowRenderInfo( IMatRenderContext *pRenderContext, ShadowDecal_t& decal, ShadowRenderInfo_t& info ) |
|
{ |
|
//============================================================================= |
|
// HPE_BEGIN: |
|
// [smessick] Added an overflow condition for the max disp decal cache. |
|
//============================================================================= |
|
if ( info.m_DispCount >= MAX_SHADOW_DECAL_CACHE_COUNT ) |
|
{ |
|
info.m_DispCount = MAX_SHADOW_DECAL_CACHE_COUNT; |
|
return true; |
|
} |
|
//============================================================================= |
|
// HPE_END |
|
//============================================================================= |
|
|
|
int v, i; |
|
if ( !MSurf_DispInfo( decal.m_SurfID )->ComputeShadowFragments( decal.m_DispShadow, v, i ) ) |
|
return false; |
|
|
|
// Catch overflows.... |
|
if ( ( info.m_VertexCount + v >= info.m_nMaxVertices ) || ( info.m_IndexCount + i >= info.m_nMaxIndices ) ) |
|
return true; |
|
|
|
info.m_VertexCount += v; |
|
info.m_IndexCount += i; |
|
info.m_pDispCache[info.m_DispCount++] = decal.m_DispShadow; |
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Generates a list shadow vertices to render |
|
//----------------------------------------------------------------------------- |
|
inline bool CShadowMgr::GenerateNormalShadowRenderInfo( IMatRenderContext *pRenderContext, ShadowDecal_t& decal, ShadowRenderInfo_t& info ) |
|
{ |
|
//============================================================================= |
|
// HPE_BEGIN: |
|
// [smessick] Check for cache overflow. |
|
//============================================================================= |
|
if ( info.m_Count >= MAX_SHADOW_DECAL_CACHE_COUNT ) |
|
{ |
|
info.m_Count = MAX_SHADOW_DECAL_CACHE_COUNT; |
|
return true; |
|
} |
|
//============================================================================= |
|
// HPE_END |
|
//============================================================================= |
|
|
|
// Look for a cache hit |
|
ShadowVertexCache_t* pVertexCache; |
|
if (decal.m_ShadowVerts != m_VertexCache.InvalidIndex()) |
|
{ |
|
// Ok, we've already computed the data, lets use it |
|
info.m_pCache[info.m_Count] = decal.m_ShadowVerts; |
|
pVertexCache = &m_VertexCache[decal.m_ShadowVerts]; |
|
} |
|
else |
|
{ |
|
// Attempt to cull the surface |
|
bool bIsNear = IsShadowNearSurface( decal.m_Shadow, decal.m_SurfID, info.m_pModelToWorld, &info.m_WorldToModel ); |
|
if ( !bIsNear ) |
|
return false; |
|
|
|
// In this case, we gotta recompute the shadow decal vertices |
|
// and maybe even store it into the cache.... |
|
bool shouldCacheVerts = ShouldCacheVertices( decal ); |
|
if (shouldCacheVerts) |
|
{ |
|
decal.m_ShadowVerts = m_VertexCache.AddToTail(); |
|
info.m_pCache[info.m_Count] = decal.m_ShadowVerts; |
|
pVertexCache = &m_VertexCache[decal.m_ShadowVerts]; |
|
} |
|
else |
|
{ |
|
int i = m_TempVertexCache.AddToTail(); |
|
info.m_pCache[info.m_Count] = -i-1; |
|
pVertexCache = &m_TempVertexCache[i]; |
|
Assert( info.m_pCache[info.m_Count] < 0 ); |
|
} |
|
|
|
// Compute the shadow vertices |
|
// If no vertices were created, indicate this surface should be removed from the cache |
|
if ( !ComputeShadowVertices( decal, info.m_pModelToWorld, &info.m_WorldToModel, pVertexCache ) ) |
|
return false; |
|
} |
|
|
|
// Catch overflows.... |
|
int nAdditionalIndices = 3 * (pVertexCache->m_Count - 2); |
|
if ( ( info.m_VertexCount + pVertexCache->m_Count >= info.m_nMaxVertices ) || |
|
( info.m_IndexCount + nAdditionalIndices >= info.m_nMaxIndices ) ) |
|
{ |
|
return true; |
|
} |
|
|
|
// Update vertex, index, and decal counts |
|
info.m_VertexCount += pVertexCache->m_Count; |
|
info.m_IndexCount += nAdditionalIndices; |
|
++info.m_Count; |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Generates a list shadow vertices to render |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::GenerateShadowRenderInfo( IMatRenderContext *pRenderContext, ShadowDecalHandle_t decalHandle, ShadowRenderInfo_t& info ) |
|
{ |
|
info.m_VertexCount = 0; |
|
info.m_IndexCount = 0; |
|
info.m_Count = 0; |
|
info.m_DispCount = 0; |
|
|
|
// Keep the lists only full of valid decals; that way we can preserve |
|
// the render lists in the case that we discover a shadow isn't needed. |
|
ShadowDecalHandle_t next; |
|
for ( ; decalHandle != m_ShadowDecals.InvalidIndex(); decalHandle = next ) |
|
{ |
|
ShadowDecal_t& decal = m_ShadowDecals[decalHandle]; |
|
next = m_ShadowDecals[decalHandle].m_NextRender; |
|
|
|
// Skip translucent shadows [ don't add their verts + indices to the render lists ] |
|
Shadow_t &shadow = m_Shadows[ decal.m_Shadow ]; |
|
if ( shadow.m_FalloffBias == 255 ) |
|
continue; |
|
|
|
bool keepShadow; |
|
if ( decal.m_DispShadow != DISP_SHADOW_HANDLE_INVALID ) |
|
{ |
|
// Handle shadows on displacements... |
|
keepShadow = GenerateDispShadowRenderInfo( pRenderContext, decal, info ); |
|
} |
|
else |
|
{ |
|
// Handle shadows on normal surfaces |
|
keepShadow = GenerateNormalShadowRenderInfo( pRenderContext, decal, info ); |
|
} |
|
|
|
// Retire the surface if the shadow didn't actually hit it |
|
if ( !keepShadow && ShouldCacheVertices( decal ) ) |
|
{ |
|
// If no triangles were generated |
|
// (the decal was completely clipped off) |
|
// In this case, remove the decal from the surface cache |
|
// so next time it'll be faster (for cached decals) |
|
RemoveShadowDecalFromSurface( decal.m_SurfID, decalHandle ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes information for rendering |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::ComputeRenderInfo( ShadowDecalRenderInfo_t* pInfo, ShadowHandle_t handle ) const |
|
{ |
|
const ShadowInfo_t& i = m_Shadows[handle]; |
|
pInfo->m_vTexOrigin = i.m_TexOrigin; |
|
pInfo->m_vTexSize = i.m_TexSize; |
|
pInfo->m_flFalloffOffset = i.m_FalloffOffset; |
|
pInfo->m_flFalloffAmount = i.m_FalloffAmount; |
|
pInfo->m_flFalloffBias = i.m_FalloffBias; |
|
|
|
float flFalloffDist = i.m_MaxDist - i.m_FalloffOffset; |
|
pInfo->m_flOOZFalloffDist = ( flFalloffDist > 0.0f ) ? 1.0f / flFalloffDist : 1.0f; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds normal shadows to the mesh builder |
|
//----------------------------------------------------------------------------- |
|
int CShadowMgr::AddNormalShadowsToMeshBuilder( CMeshBuilder& meshBuilder, ShadowRenderInfo_t& info ) |
|
{ |
|
// Step through the cache and add all shadows on normal surfaces |
|
ShadowDecalRenderInfo_t shadow; |
|
int baseIndex = 0; |
|
for (int i = 0; i < info.m_Count; ++i) |
|
{ |
|
// Two loops here, basically to minimize the # of if statements we need |
|
ShadowVertexCache_t* pVertexCache; |
|
if (info.m_pCache[i] < 0) |
|
{ |
|
pVertexCache = &m_TempVertexCache[-info.m_pCache[i]-1]; |
|
} |
|
else |
|
{ |
|
pVertexCache = &m_VertexCache[info.m_pCache[i]]; |
|
} |
|
|
|
ShadowVertex_t* pVerts = GetCachedVerts( *pVertexCache ); |
|
g_pShadowMgr->ComputeRenderInfo( &shadow, pVertexCache->m_Shadow ); |
|
|
|
int j; |
|
unsigned char c; |
|
Vector2D texCoord; |
|
int vCount = pVertexCache->m_Count - 2; |
|
if ( vCount <= 0 ) |
|
continue; |
|
|
|
for ( j = 0; j < vCount; ++j, ++pVerts ) |
|
{ |
|
// Transform + offset the texture coords |
|
Vector2DMultiply( pVerts->m_ShadowSpaceTexCoord.AsVector2D(), shadow.m_vTexSize, texCoord ); |
|
texCoord += shadow.m_vTexOrigin; |
|
c = ComputeDarkness( pVerts->m_ShadowSpaceTexCoord.z, shadow ); |
|
|
|
meshBuilder.Position3fv( pVerts->m_Position.Base() ); |
|
meshBuilder.Color4ub( c, c, c, c ); |
|
meshBuilder.TexCoord2fv( 0, texCoord.Base() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.FastIndex( baseIndex ); |
|
meshBuilder.FastIndex( j + baseIndex + 1 ); |
|
meshBuilder.FastIndex( j + baseIndex + 2 ); |
|
} |
|
|
|
Vector2DMultiply( pVerts->m_ShadowSpaceTexCoord.AsVector2D(), shadow.m_vTexSize, texCoord ); |
|
texCoord += shadow.m_vTexOrigin; |
|
c = ComputeDarkness( pVerts->m_ShadowSpaceTexCoord.z, shadow ); |
|
meshBuilder.Position3fv( pVerts->m_Position.Base() ); |
|
meshBuilder.Color4ub( c, c, c, c ); |
|
meshBuilder.TexCoord2fv( 0, texCoord.Base() ); |
|
meshBuilder.AdvanceVertex(); |
|
++pVerts; |
|
|
|
Vector2DMultiply( pVerts->m_ShadowSpaceTexCoord.AsVector2D(), shadow.m_vTexSize, texCoord ); |
|
texCoord += shadow.m_vTexOrigin; |
|
c = ComputeDarkness( pVerts->m_ShadowSpaceTexCoord.z, shadow ); |
|
meshBuilder.Position3fv( pVerts->m_Position.Base() ); |
|
meshBuilder.Color4ub( c, c, c, c ); |
|
meshBuilder.TexCoord2fv( 0, texCoord.Base() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
// Update the base index |
|
baseIndex += vCount + 2; |
|
} |
|
|
|
return baseIndex; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds displacement shadows to the mesh builder |
|
//----------------------------------------------------------------------------- |
|
int CShadowMgr::AddDisplacementShadowsToMeshBuilder( CMeshBuilder& meshBuilder, |
|
ShadowRenderInfo_t& info, int baseIndex ) |
|
{ |
|
if ( !r_DrawDisp.GetBool() ) |
|
return baseIndex; |
|
|
|
// Step through the cache and add all shadows on displacement surfaces |
|
for (int i = 0; i < info.m_DispCount; ++i) |
|
{ |
|
baseIndex = DispInfo_AddShadowsToMeshBuilder( meshBuilder, info.m_pDispCache[i], baseIndex ); |
|
} |
|
|
|
return baseIndex; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// The following methods will display debugging info in the middle of each shadow decal |
|
//----------------------------------------------------------------------------- |
|
static void DrawShadowID( ShadowHandle_t shadowHandle, const Vector &vecCentroid ) |
|
{ |
|
#ifndef SWDS |
|
char buf[32]; |
|
Q_snprintf(buf, sizeof( buf ), "%d", shadowHandle ); |
|
CDebugOverlay::AddTextOverlay( vecCentroid, 0, buf ); |
|
#endif |
|
} |
|
|
|
void CShadowMgr::RenderDebuggingInfo( const ShadowRenderInfo_t &info, ShadowDebugFunc_t func ) |
|
{ |
|
// Step through the cache and add all shadows on normal surfaces |
|
for (int i = 0; i < info.m_Count; ++i) |
|
{ |
|
ShadowVertexCache_t* pVertexCache; |
|
if (info.m_pCache[i] < 0) |
|
{ |
|
pVertexCache = &m_TempVertexCache[-info.m_pCache[i]-1]; |
|
} |
|
else |
|
{ |
|
pVertexCache = &m_VertexCache[info.m_pCache[i]]; |
|
} |
|
|
|
ShadowVertex_t* pVerts = GetCachedVerts( *pVertexCache ); |
|
|
|
Vector vecNormal; |
|
float flTotalArea = 0.0f; |
|
Vector vecCentroid(0,0,0); |
|
Vector vecApex = pVerts[0].m_Position; |
|
int vCount = pVertexCache->m_Count; |
|
|
|
for ( int j = 0; j < vCount - 2; ++j ) |
|
{ |
|
Vector v1 = pVerts[j + 1].m_Position; |
|
Vector v2 = pVerts[j + 2].m_Position; |
|
CrossProduct( v2 - v1, v1 - vecApex, vecNormal ); |
|
float flArea = vecNormal.Length(); |
|
flTotalArea += flArea; |
|
vecCentroid += (vecApex + v1 + v2) * flArea / 3.0f; |
|
} |
|
|
|
if (flTotalArea) |
|
{ |
|
vecCentroid /= flTotalArea; |
|
} |
|
|
|
func( pVertexCache->m_Shadow, vecCentroid ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders shadows that all share a material enumeration |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::RenderShadowList( IMatRenderContext *pRenderContext, ShadowDecalHandle_t decalHandle, const VMatrix* pModelToWorld ) |
|
{ |
|
//============================================================================= |
|
// HPE_BEGIN: |
|
// [smessick] Make sure we don't overflow our caches. |
|
//============================================================================= |
|
|
|
if ( m_DecalsToRender > m_ShadowDecalCache.Count() ) |
|
{ |
|
// Don't grow past the MAX_SHADOW_DECAL_CACHE_COUNT cap. |
|
int diff = min( m_DecalsToRender, (int)MAX_SHADOW_DECAL_CACHE_COUNT ) - m_ShadowDecalCache.Count(); |
|
if ( diff > 0 ) |
|
{ |
|
// Grow the cache. |
|
m_ShadowDecalCache.Grow( diff ); |
|
DevMsg( "[CShadowMgr::RenderShadowList] growing shadow decal cache (decals: %d, cache: %d, diff: %d).\n", m_DecalsToRender, m_ShadowDecalCache.Count(), diff ); |
|
} |
|
} |
|
|
|
if ( m_DecalsToRender > m_DispShadowDecalCache.Count() ) |
|
{ |
|
// Don't grow past the MAX_SHADOW_DECAL_CACHE_COUNT cap. |
|
int diff = min( m_DecalsToRender, (int)MAX_SHADOW_DECAL_CACHE_COUNT ) - m_DispShadowDecalCache.Count(); |
|
if ( diff > 0 ) |
|
{ |
|
// Grow the cache. |
|
m_DispShadowDecalCache.Grow( diff ); |
|
DevMsg( "[CShadowMgr::RenderShadowList] growing disp shadow decal cache (decals: %d, cache: %d, diff: %d).\n", m_DecalsToRender, m_DispShadowDecalCache.Count(), diff ); |
|
} |
|
} |
|
|
|
//============================================================================= |
|
// HPE_END |
|
//============================================================================= |
|
|
|
// Set the render state... |
|
Shadow_t& shadow = m_Shadows[m_ShadowDecals[decalHandle].m_Shadow]; |
|
|
|
if ( r_shadowwireframe.GetInt() == 0 ) |
|
{ |
|
pRenderContext->Bind( shadow.m_pMaterial, shadow.m_pBindProxy ); |
|
} |
|
else |
|
{ |
|
pRenderContext->Bind( g_materialWorldWireframe ); |
|
} |
|
|
|
// Blow away the temporary vertex cache (for normal surfaces) |
|
ClearTempCache(); |
|
|
|
// Set up rendering info structure |
|
ShadowRenderInfo_t info; |
|
|
|
//============================================================================= |
|
// HPE_BEGIN: |
|
// [smessick] This code used to create the cache dynamically on the stack. |
|
//============================================================================= |
|
info.m_pCache = m_ShadowDecalCache.Base(); |
|
info.m_pDispCache = m_DispShadowDecalCache.Base(); |
|
//============================================================================= |
|
// HPE_END |
|
//============================================================================= |
|
|
|
info.m_pModelToWorld = pModelToWorld; |
|
if ( pModelToWorld ) |
|
{ |
|
MatrixInverseTR( *pModelToWorld, info.m_WorldToModel ); |
|
} |
|
info.m_nMaxIndices = pRenderContext->GetMaxIndicesToRender(); |
|
info.m_nMaxVertices = pRenderContext->GetMaxVerticesToRender( shadow.m_pMaterial ); |
|
|
|
// Iterate over all decals in the decal list and generate polygon lists |
|
// Creating them from scratch if their shadow poly cache is invalid |
|
GenerateShadowRenderInfo(pRenderContext, decalHandle, info); |
|
Assert( info.m_Count <= m_DecalsToRender ); |
|
Assert( info.m_DispCount <= m_DecalsToRender ); |
|
//============================================================================= |
|
// HPE_BEGIN: |
|
// [smessick] Also check against the max. |
|
//============================================================================= |
|
Assert( info.m_Count <= m_ShadowDecalCache.Count() && |
|
info.m_Count <= MAX_SHADOW_DECAL_CACHE_COUNT ); |
|
Assert( info.m_DispCount <= m_DispShadowDecalCache.Count() && |
|
info.m_DispCount <= MAX_SHADOW_DECAL_CACHE_COUNT ); |
|
//============================================================================= |
|
// HPE_END |
|
//============================================================================= |
|
|
|
// Now that the vertex lists are created, render them |
|
IMesh* pMesh = pRenderContext->GetDynamicMesh(); |
|
CMeshBuilder meshBuilder; |
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, info.m_VertexCount, info.m_IndexCount ); |
|
|
|
// Add in shadows from both normal surfaces + displacement surfaces |
|
int baseIndex = AddNormalShadowsToMeshBuilder( meshBuilder, info ); |
|
AddDisplacementShadowsToMeshBuilder( meshBuilder, info, baseIndex ); |
|
|
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
if (r_shadowids.GetInt() != 0) |
|
{ |
|
RenderDebuggingInfo( info, DrawShadowID ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Set the number of world material buckets. This should get called on level load. |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::SetNumWorldMaterialBuckets( int numMaterialSortBins ) |
|
{ |
|
m_NumWorldMaterialBuckets = numMaterialSortBins; |
|
FlashlightHandle_t flashlightID; |
|
for( flashlightID = m_FlashlightStates.Head(); |
|
flashlightID != m_FlashlightStates.InvalidIndex(); |
|
flashlightID = m_FlashlightStates.Next( flashlightID ) ) |
|
{ |
|
m_FlashlightStates[flashlightID].m_MaterialBuckets.SetNumMaterialSortIDs( numMaterialSortBins ); |
|
m_FlashlightStates[flashlightID].m_OccluderBuckets.SetNumMaterialSortIDs( numMaterialSortBins ); |
|
} |
|
ClearAllFlashlightMaterialBuckets(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Per frame call to clear all of the flashlight world material buckets. |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::ClearAllFlashlightMaterialBuckets( void ) |
|
{ |
|
if ( IsX360() || r_flashlight_version2.GetInt() ) |
|
return; |
|
|
|
FlashlightHandle_t flashlightID; |
|
for( flashlightID = m_FlashlightStates.Head(); |
|
flashlightID != m_FlashlightStates.InvalidIndex(); |
|
flashlightID = m_FlashlightStates.Next( flashlightID ) ) |
|
{ |
|
m_FlashlightStates[flashlightID].m_MaterialBuckets.Flush(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Allocate world material buckets for a particular flashlight. This should get called on flashlight creation. |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::AllocFlashlightMaterialBuckets( FlashlightHandle_t flashlightID ) |
|
{ |
|
Assert( m_FlashlightStates.MaxElementIndex() >= flashlightID ); |
|
m_FlashlightStates[flashlightID].m_MaterialBuckets.SetNumMaterialSortIDs( m_NumWorldMaterialBuckets ); |
|
m_FlashlightStates[flashlightID].m_OccluderBuckets.SetNumMaterialSortIDs( m_NumWorldMaterialBuckets ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Update a particular flashlight's state. |
|
//----------------------------------------------------------------------------- |
|
void CShadowMgr::UpdateFlashlightState( ShadowHandle_t shadowHandle, const FlashlightState_t &lightState ) |
|
{ |
|
m_FlashlightStates[m_Shadows[shadowHandle].m_FlashlightHandle].m_FlashlightState = lightState; |
|
} |
|
|
|
void CShadowMgr::SetFlashlightDepthTexture( ShadowHandle_t shadowHandle, ITexture *pFlashlightDepthTexture, unsigned char ucShadowStencilBit ) |
|
{ |
|
m_Shadows[shadowHandle].m_pFlashlightDepthTexture = pFlashlightDepthTexture; |
|
m_Shadows[shadowHandle].m_ucShadowStencilBit = ucShadowStencilBit; |
|
} |
|
|
|
bool ScreenSpaceRectFromPoints( IMatRenderContext *pRenderContext, Vector vClippedPolygons[8][10], int *pNumPoints, int nNumPolygons, int *nLeft, int *nTop, int *nRight, int *nBottom ) |
|
{ |
|
if( nNumPolygons == 0 ) |
|
return false; |
|
|
|
VMatrix matView, matProj, matViewProj; |
|
pRenderContext->GetMatrix( MATERIAL_VIEW, &matView ); |
|
pRenderContext->GetMatrix( MATERIAL_PROJECTION, &matProj ); |
|
MatrixMultiply( matProj, matView, matViewProj ); |
|
|
|
float fMinX, fMaxX, fMinY, fMaxY; // Init bounding rect |
|
fMinX = fMinY = FLT_MAX; |
|
fMaxX = fMaxY = -FLT_MAX; |
|
|
|
for ( int i=0; i<nNumPolygons; i++ ) |
|
{ |
|
for ( int j=0; j<pNumPoints[i]; j++ ) |
|
{ |
|
Vector vScreenSpacePoint; |
|
matViewProj.V3Mul( vClippedPolygons[i][j], vScreenSpacePoint ); // Transform from World to screen space |
|
|
|
fMinX = fpmin( fMinX, vScreenSpacePoint.x ); // Update mins/maxes |
|
fMaxX = fpmax( fMaxX, vScreenSpacePoint.x ); // |
|
fMinY = fpmin( fMinY, -vScreenSpacePoint.y ); // These are in -1 to +1 range |
|
fMaxY = fpmax( fMaxY, -vScreenSpacePoint.y ); // |
|
} |
|
} |
|
|
|
int nWidth, nHeight; |
|
g_pMaterialSystem->GetBackBufferDimensions( nWidth, nHeight ); // Get render target dimensions |
|
|
|
*nLeft = ((fMinX * 0.5f + 0.5f) * (float) nWidth ) - 1; // Convert to render target pixel units |
|
*nTop = ((fMinY * 0.5f + 0.5f) * (float) nHeight) - 1; |
|
*nRight = ((fMaxX * 0.5f + 0.5f) * (float) nWidth ) + 1; |
|
*nBottom = ((fMaxY * 0.5f + 0.5f) * (float) nHeight) + 1; |
|
|
|
*nLeft = clamp( *nLeft, 0, nWidth ); // Clamp to render target dimensions |
|
*nTop = clamp( *nTop, 0, nHeight ); |
|
*nRight = clamp( *nRight, 0, nWidth ); |
|
*nBottom = clamp( *nBottom, 0, nHeight ); |
|
|
|
Assert( (*nLeft <= *nRight) && (*nTop <= *nBottom) ); |
|
|
|
// Do we have an actual subrect of the whole screen? |
|
bool bWithinBounds = ((*nLeft > 0 ) || (*nTop > 0) || (*nRight < nWidth) || (*nBottom < nHeight)); |
|
|
|
// Compute valid area |
|
nWidth = (*nRight - *nLeft); |
|
nHeight = (*nBottom - *nTop); |
|
int nArea = ( nWidth > 0 ) && ( nHeight > 0 ) ? nWidth * nHeight : 0; |
|
|
|
// Valid rect? |
|
return bWithinBounds && (nArea > 0); |
|
} |
|
|
|
// Turn this optimization off by default |
|
static ConVar r_flashlightclip("r_flashlightclip", "0", FCVAR_CHEAT ); |
|
static ConVar r_flashlightdrawclip("r_flashlightdrawclip", "0", FCVAR_CHEAT ); |
|
static ConVar r_flashlightscissor( "r_flashlightscissor", "1", 0 ); |
|
|
|
void ExtractFrustumPlanes( Frustum frustumPlanes, float flPlaneEpsilon ) |
|
{ |
|
const CViewSetup &view = g_EngineRenderer->ViewGetCurrent(); |
|
|
|
float flFOVy = CalcFovY( view.fov, view.m_flAspectRatio ); |
|
|
|
Frustum_t frustum; |
|
|
|
Vector vForward, vRight, vUp; |
|
AngleVectors( view.angles, &vForward, &vRight, &vUp ); |
|
|
|
GeneratePerspectiveFrustum( view.origin, vForward, vRight, vUp, |
|
view.zNear + flPlaneEpsilon, view.zFar - flPlaneEpsilon, // Apply epsilon to near and far |
|
view.fov, flFOVy, frustum ); |
|
|
|
// Copy out to the planes that the engine renderer uses. |
|
for( int i=0; i < FRUSTUM_NUMPLANES; i++ ) |
|
{ |
|
frustumPlanes[i].m_Normal = frustum.GetPlane(i)->normal; |
|
frustumPlanes[i].m_Dist = frustum.GetPlane(i)->dist; |
|
} |
|
} |
|
|
|
void ConstructNearAndFarPolygons( Vector *pVecNearPlane, Vector *pVecFarPlane, float flPlaneEpsilon ) |
|
{ |
|
const CViewSetup &view = g_EngineRenderer->ViewGetCurrent(); |
|
|
|
float fovY = CalcFovY( view.fov, view.m_flAspectRatio ); |
|
|
|
// Compute near and far plane half-width and half-height |
|
float flTanHalfAngleRadians = tan( view.fov * ( 0.5f * M_PI / 180.0f ) ); |
|
float flHalfNearWidth = flTanHalfAngleRadians * ( view.zNear + flPlaneEpsilon ); |
|
float flHalfFarWidth = flTanHalfAngleRadians * ( view.zFar - flPlaneEpsilon ); |
|
flTanHalfAngleRadians = tan( fovY * ( 0.5f * M_PI / 180.0f ) ); |
|
float flHalfNearHeight = flTanHalfAngleRadians * ( view.zNear + flPlaneEpsilon ); |
|
float flHalfFarHeight = flTanHalfAngleRadians * ( view.zFar - flPlaneEpsilon ); |
|
|
|
// World-space orientation of viewer |
|
Vector vForward, vRight, vUp; |
|
AngleVectors( view.angles, &vForward, &vRight, &vUp ); |
|
vForward.NormalizeInPlace(); |
|
vRight.NormalizeInPlace(); |
|
vUp.NormalizeInPlace(); |
|
|
|
// Center of near and far planes in world space |
|
Vector vCenterNear = view.origin + vForward * ( view.zNear + flPlaneEpsilon ); |
|
Vector vCenterFar = view.origin + vForward * ( view.zFar - flPlaneEpsilon ); |
|
|
|
pVecNearPlane[0] = vCenterNear - ( vRight * flHalfNearWidth ) - ( vUp * flHalfNearHeight ); |
|
pVecNearPlane[1] = vCenterNear - ( vRight * flHalfNearWidth ) + ( vUp * flHalfNearHeight ); |
|
pVecNearPlane[2] = vCenterNear + ( vRight * flHalfNearWidth ) + ( vUp * flHalfNearHeight ); |
|
pVecNearPlane[3] = vCenterNear + ( vRight * flHalfNearWidth ) - ( vUp * flHalfNearHeight ); |
|
|
|
pVecFarPlane[0] = vCenterNear - ( vRight * flHalfFarWidth ) - ( vUp * flHalfFarHeight ); |
|
pVecFarPlane[1] = vCenterNear + ( vRight * flHalfFarWidth ) - ( vUp * flHalfFarHeight ); |
|
pVecFarPlane[2] = vCenterNear + ( vRight * flHalfFarWidth ) + ( vUp * flHalfFarHeight ); |
|
pVecFarPlane[3] = vCenterNear - ( vRight * flHalfFarWidth ) + ( vUp * flHalfFarHeight ); |
|
} |
|
|
|
void DrawDebugPolygon( int nNumVerts, Vector *pVecPoints, bool bFrontFacing, bool bNearPlane ) |
|
{ |
|
int r=0, g=0, b=0; |
|
if ( bFrontFacing ) |
|
b = 255; |
|
else |
|
r = 255; |
|
|
|
if ( bNearPlane ) // Draw near plane green for visualization |
|
{ |
|
r = b = 0; |
|
g = 255; |
|
} |
|
|
|
// Draw triangles fanned out from vertex zero |
|
for (int i=1; i<(nNumVerts-1); i++) |
|
{ |
|
Vector v0 = pVecPoints[0]; |
|
Vector v1 = pVecPoints[bFrontFacing ? i : i+1]; |
|
Vector v2 = pVecPoints[bFrontFacing ? i+1 : i]; |
|
|
|
CDebugOverlay::AddTriangleOverlay(v0, v1, v2, r, g, b, 20, true, 0 ); |
|
} |
|
|
|
// Draw solid lines around the polygon |
|
for (int i=0; i<nNumVerts; i++) |
|
{ |
|
Vector v0 = pVecPoints[i]; |
|
Vector v1 = pVecPoints[ (i+1) % nNumVerts]; |
|
|
|
CDebugOverlay::AddLineOverlay( v0, v1, 255, 255, 255, 255, false, 0); |
|
} |
|
} |
|
|
|
void DrawPolygonToStencil( IMatRenderContext *pRenderContext, int nNumVerts, Vector *pVecPoints, bool bFrontFacing, bool bNearPlane ) |
|
{ |
|
IMaterial *pMaterial = materials->FindMaterial( "engine/writestencil", TEXTURE_GROUP_OTHER, true ); |
|
|
|
pRenderContext->Bind( pMaterial ); |
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); |
|
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL ); |
|
pRenderContext->PushMatrix(); |
|
pRenderContext->LoadIdentity(); |
|
|
|
CMeshBuilder meshBuilder; |
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nNumVerts-2 ); |
|
|
|
// Fan out from vertex zero |
|
for (int i=1; i<(nNumVerts-1); i++) |
|
{ |
|
meshBuilder.Position3f( pVecPoints[0].x, pVecPoints[0].y, pVecPoints[0].z ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
int index = bFrontFacing ? i : i+1; |
|
meshBuilder.Position3f( pVecPoints[index].x, pVecPoints[index].y, pVecPoints[index].z ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
index = bFrontFacing ? i+1 : i; |
|
meshBuilder.Position3f( pVecPoints[index].x, pVecPoints[index].y, pVecPoints[index].z ); |
|
meshBuilder.AdvanceVertex(); |
|
} |
|
|
|
meshBuilder.End( false, true ); |
|
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL ); |
|
pRenderContext->PopMatrix(); |
|
} |
|
|
|
// Determine if two Vectors are sufficiently close (Manhattan-ish distance, not Euclidean) |
|
bool SufficientlyClose( Vector v1, Vector v2, float flEpsilon ) |
|
{ |
|
if ( fabs( v1.x - v2.x ) > flEpsilon ) // Bail if x components are sufficiently different |
|
return false; |
|
|
|
if ( fabs( v1.y - v2.y ) > flEpsilon ) // Bail if y components are sufficiently different |
|
return false; |
|
|
|
if ( fabs( v1.z - v2.z ) > flEpsilon ) // Bail if z components are sufficiently different |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
|
|
int ClipPlaneToFrustum( Vector *pInPoints, Vector *pOutPoints, Vector *pVecWorldFrustumPoints ) |
|
{ |
|
Vector vClipPing[10]; // Vector lists to ping-pong between while clipping |
|
Vector vClipPong[10]; // |
|
bool bPing = true; // Ping holds the latest polygon |
|
|
|
vClipPing[0] = pInPoints[0]; // Copy into Ping |
|
vClipPing[1] = pInPoints[1]; |
|
vClipPing[2] = pInPoints[2]; |
|
vClipPing[3] = pInPoints[3]; |
|
|
|
int nNumPoints = 4; |
|
|
|
for ( int i=0; i < 6; i++ ) |
|
{ |
|
Vector vNormal; |
|
float flDist; |
|
|
|
if ( nNumPoints < 3 ) // If we're already clipped away, bail out entirely |
|
break; |
|
|
|
Vector *pClipPolygon = pVecWorldFrustumPoints+(4*i); // Polygon defining clip plane |
|
ComputeTrianglePlane( pClipPolygon[0], pClipPolygon[1], pClipPolygon[2], vNormal, flDist ); // Compute plane normal and dist |
|
|
|
if ( bPing ) |
|
nNumPoints = ClipPolyToPlane( vClipPing, nNumPoints, vClipPong, vNormal, flDist ); // Clip Ping into Pong |
|
else |
|
nNumPoints = ClipPolyToPlane( vClipPong, nNumPoints, vClipPing, vNormal, flDist ); // Clip Pong into Ping |
|
|
|
bPing = !bPing; // Flip buffers |
|
} |
|
|
|
if ( nNumPoints < 3) |
|
return 0; |
|
|
|
if ( bPing ) |
|
memcpy( pOutPoints, vClipPing, nNumPoints * sizeof(Vector) ); |
|
else |
|
memcpy( pOutPoints, vClipPong, nNumPoints * sizeof(Vector) ); |
|
|
|
return nNumPoints; |
|
} |
|
|
|
|
|
|
|
void CShadowMgr::SetStencilAndScissor( IMatRenderContext *pRenderContext, FlashlightInfo_t &flashlightInfo, bool bUseStencil ) |
|
{ |
|
VMatrix matFlashlightToWorld; |
|
MatrixInverseGeneral( m_Shadows[flashlightInfo.m_Shadow].m_WorldToShadow, matFlashlightToWorld ); |
|
|
|
// Eight points defining the frustum in Flashlight space |
|
Vector vFrustumPoints[24] = { Vector(0.0f, 0.0f, 0.0f), Vector(1.0f, 0.0f, 0.0f), Vector(1.0f, 1.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f), // Near |
|
Vector(0.0f, 0.0f, 1.0f), Vector(0.0f, 1.0f, 1.0f), Vector(1.0f, 1.0f, 1.0f), Vector(1.0f, 0.0f, 1.0f), // Far |
|
Vector(1.0f, 0.0f, 0.0f), Vector(1.0f, 0.0f, 1.0f), Vector(1.0f, 1.0f, 1.0f), Vector(1.0f, 1.0f, 0.0f), // Right |
|
Vector(0.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f), Vector(0.0f, 1.0f, 1.0f), Vector(0.0f, 0.0f, 1.0f), // Left |
|
Vector(0.0f, 1.0f, 0.0f), Vector(1.0f, 1.0f, 0.0f), Vector(1.0f, 1.0f, 1.0f), Vector(0.0f, 1.0f, 1.0f), // Bottom |
|
Vector(0.0f, 0.0f, 0.0f), Vector(0.0f, 0.0f, 1.0f), Vector(1.0f, 0.0f, 1.0f), Vector(1.0f, 0.0f, 0.0f)}; // Top |
|
|
|
// Transform points to world space |
|
Vector vWorldFrustumPoints[24]; |
|
for ( int i=0; i < 24; i++ ) |
|
{ |
|
matFlashlightToWorld.V3Mul( vFrustumPoints[i], vWorldFrustumPoints[i] ); |
|
} |
|
|
|
// Express near and far planes of View frustum in world space |
|
Frustum frustumPlanes; |
|
const float flPlaneEpsilon = 0.4f; |
|
ExtractFrustumPlanes( frustumPlanes, flPlaneEpsilon ); |
|
Vector vNearNormal = frustumPlanes[FRUSTUM_NEARZ].m_Normal; |
|
Vector vFarNormal = frustumPlanes[FRUSTUM_FARZ].m_Normal; |
|
float flNearDist = frustumPlanes[FRUSTUM_NEARZ].m_Dist; |
|
float flFarDist = frustumPlanes[FRUSTUM_FARZ].m_Dist; |
|
|
|
Vector vTempFace[5]; |
|
Vector vClippedFace[6]; |
|
Vector vClippedPolygons[8][10]; // Array of up to eight polygons (10 verts is more than enough for each) |
|
int nNumVertices[8]; // Number vertices on each of the of clipped polygons |
|
int nNumPolygons = 0; // How many polygons have survived the clip |
|
|
|
// Clip each face individually to near and far planes |
|
for ( int i=0; i < 6; i++ ) |
|
{ |
|
Vector *inVerts = vWorldFrustumPoints+(4*i); // Series of quadrilateral inputs |
|
Vector *tempVerts = vTempFace; |
|
Vector *outVerts = vClippedFace; |
|
|
|
int nClipCount = ClipPolyToPlane( inVerts, 4, tempVerts, vNearNormal, flNearDist ); // need to set fOnPlaneEpsilon? |
|
|
|
if ( nClipCount > 2 ) // If the polygon survived the near clip, try the far as well |
|
{ |
|
nClipCount = ClipPolyToPlane( tempVerts, nClipCount, outVerts, vFarNormal, flFarDist ); // need to set fOnPlaneEpsilon? |
|
|
|
if ( nClipCount > 2 ) // If we still have a poly after clipping to both planes, add it to the list |
|
{ |
|
memcpy( vClippedPolygons[nNumPolygons], outVerts, nClipCount * sizeof (Vector) ); |
|
nNumVertices[nNumPolygons] = nClipCount; |
|
nNumPolygons++; |
|
} |
|
} |
|
} |
|
|
|
// Construct polygons for near and far planes |
|
Vector vNearPlane[4], vFarPlane[4]; |
|
ConstructNearAndFarPolygons( vNearPlane, vFarPlane, flPlaneEpsilon ); |
|
bool bNearPlane = false; |
|
|
|
// Clip near plane to flashlight frustum and tack on to list |
|
int nClipCount = ClipPlaneToFrustum( vNearPlane, vClippedPolygons[nNumPolygons], vWorldFrustumPoints ); |
|
if ( nClipCount > 2 ) // If the near plane clipped and resulted in a polygon, take note in the polygon list |
|
{ |
|
nNumVertices[nNumPolygons] = nClipCount; |
|
nNumPolygons++; |
|
bNearPlane = true; |
|
} |
|
|
|
/* |
|
TODO: do we even need to do the far plane? |
|
|
|
// Clip near plane to flashlight frustum and tack on to list |
|
nClipCount = ClipPlaneToFrustum( vFarPlane, vClippedPolygons[nNumPolygons], vWorldFrustumPoints ); |
|
if ( nClipCount > 2 ) // If the near plane clipped and resulted in a polygon, take note in the polygon list |
|
{ |
|
nNumVertices[nNumPolygons] = nClipCount; |
|
nNumPolygons++; |
|
} |
|
*/ |
|
// Fuse positions of any verts which are within epsilon |
|
for (int i=0; i<nNumPolygons; i++) // For each polygon |
|
{ |
|
for (int j=0; j<nNumVertices[i]; j++) // For each vertex |
|
{ |
|
for (int k=i+1; k<nNumPolygons; k++) // For each later polygon |
|
{ |
|
for (int m=0; m<nNumVertices[k]; m++) // For each vertex |
|
{ |
|
if ( SufficientlyClose(vClippedPolygons[i][j], vClippedPolygons[k][m], 0.1f) ) |
|
{ |
|
vClippedPolygons[k][m] = vClippedPolygons[i][j]; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
// Calculate scissoring rect |
|
flashlightInfo.m_FlashlightState.m_bScissor = false; |
|
if ( r_flashlightscissor.GetBool() && (nNumPolygons > 0) ) |
|
{ |
|
int nLeft, nTop, nRight, nBottom; |
|
flashlightInfo.m_FlashlightState.m_bScissor = ScreenSpaceRectFromPoints( pRenderContext, vClippedPolygons, nNumVertices, nNumPolygons, &nLeft, &nTop, &nRight, &nBottom ); |
|
if ( flashlightInfo.m_FlashlightState.m_bScissor ) |
|
{ |
|
flashlightInfo.m_FlashlightState.m_nLeft = nLeft; |
|
flashlightInfo.m_FlashlightState.m_nTop = nTop; |
|
flashlightInfo.m_FlashlightState.m_nRight = nRight; |
|
flashlightInfo.m_FlashlightState.m_nBottom = nBottom; |
|
} |
|
} |
|
|
|
if ( r_flashlightdrawclip.GetBool() && r_flashlightclip.GetBool() && bUseStencil ) |
|
{ |
|
// Draw back facing debug polygons |
|
for (int i=0; i<nNumPolygons; i++) |
|
{ |
|
DrawDebugPolygon( nNumVertices[i], vClippedPolygons[i], false, false ); |
|
} |
|
/* |
|
// Draw front facing debug polygons |
|
for (int i=0; i<nNumPolygons; i++) |
|
{ |
|
DrawDebugPolygon( nNumVertices[i], vClippedPolygons[i], true, bNearPlane && (i == nNumPolygons-1) ); |
|
} |
|
*/ |
|
} |
|
|
|
if ( r_flashlightclip.GetBool() && bUseStencil ) |
|
{ |
|
/* |
|
// The traditional settings... |
|
|
|
// Set up to set stencil bit on front facing polygons |
|
pRenderContext->SetStencilEnable( true ); |
|
pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP ); // Stencil fails |
|
pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP ); // Stencil passes but depth fails |
|
pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE ); // Z and stencil both pass |
|
pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_ALWAYS ); // Stencil always pass |
|
pRenderContext->SetStencilReferenceValue( m_Shadows[flashlightInfo.m_Shadow].m_ucShadowStencilBit ); |
|
pRenderContext->SetStencilTestMask( m_Shadows[flashlightInfo.m_Shadow].m_ucShadowStencilBit ); |
|
pRenderContext->SetStencilWriteMask( m_Shadows[flashlightInfo.m_Shadow].m_ucShadowStencilBit ); // Bit mask which is specific to this shadow |
|
*/ |
|
|
|
// Just blast front faces into the stencil buffer no matter what... |
|
pRenderContext->SetStencilEnable( true ); |
|
pRenderContext->SetStencilFailOperation( STENCILOPERATION_REPLACE ); // Stencil fails |
|
pRenderContext->SetStencilZFailOperation( STENCILOPERATION_REPLACE ); // Stencil passes but depth fails |
|
pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE ); // Z and stencil both pass |
|
pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_ALWAYS ); // Stencil always pass |
|
pRenderContext->SetStencilReferenceValue( m_Shadows[flashlightInfo.m_Shadow].m_ucShadowStencilBit ); |
|
pRenderContext->SetStencilTestMask( m_Shadows[flashlightInfo.m_Shadow].m_ucShadowStencilBit ); |
|
pRenderContext->SetStencilWriteMask( m_Shadows[flashlightInfo.m_Shadow].m_ucShadowStencilBit ); // Bit mask which is specific to this shadow |
|
|
|
for ( int i=0; i<nNumPolygons; i++ ) // Set the stencil bit on front facing |
|
{ |
|
DrawPolygonToStencil( pRenderContext, nNumVertices[i], vClippedPolygons[i], true, false ); |
|
} |
|
|
|
/* |
|
pRenderContext->SetStencilReferenceValue( 0x00000000 ); // All bits cleared |
|
|
|
for (int i=0; i<nNumPolygons; i++) // Clear the stencil bit on back facing |
|
{ |
|
DrawPolygonToStencil( nNumVertices[i], vClippedPolygons[i], false, false ); |
|
} |
|
*/ |
|
|
|
pRenderContext->SetStencilEnable( false ); |
|
} |
|
} |
|
|
|
//--------------------------------------------------------------------------------------- |
|
// Set masking stencil bits for all flashlights |
|
//--------------------------------------------------------------------------------------- |
|
void CShadowMgr::SetFlashlightStencilMasks( bool bDoMasking ) |
|
{ |
|
VPROF_BUDGET( "CShadowMgr::RenderFlashlights", VPROF_BUDGETGROUP_SHADOW_RENDERING ); |
|
|
|
if ( IsX360() || r_flashlight_version2.GetInt() ) |
|
return; |
|
|
|
// Bail out if we're not doing any of these optimizations |
|
if ( !( r_flashlightclip.GetBool() || r_flashlightscissor.GetBool()) ) |
|
return; |
|
|
|
FlashlightHandle_t flashlightID = m_FlashlightStates.Head(); |
|
if ( flashlightID == m_FlashlightStates.InvalidIndex() ) |
|
return; |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
for( ; |
|
flashlightID != m_FlashlightStates.InvalidIndex(); |
|
flashlightID = m_FlashlightStates.Next( flashlightID ) ) |
|
{ |
|
FlashlightInfo_t &flashlightInfo = m_FlashlightStates[flashlightID]; |
|
|
|
SetStencilAndScissor( pRenderContext, flashlightInfo, m_Shadows[flashlightInfo.m_Shadow].m_pFlashlightDepthTexture != NULL ); |
|
} |
|
} |
|
|
|
|
|
void CShadowMgr::DisableStencilAndScissorMasking( IMatRenderContext *pRenderContext ) |
|
{ |
|
if ( r_flashlightclip.GetBool() ) |
|
{ |
|
pRenderContext->SetStencilEnable( false ); |
|
} |
|
|
|
// Scissor even if we're not shadow depth mapping |
|
if ( r_flashlightscissor.GetBool() ) |
|
{ |
|
pRenderContext->SetScissorRect( -1, -1, -1, -1, false ); |
|
} |
|
} |
|
|
|
|
|
//--------------------------------------------------------------------------------------- |
|
// Enable/Disable masking based on stencil bit |
|
//--------------------------------------------------------------------------------------- |
|
void CShadowMgr::EnableStencilAndScissorMasking( IMatRenderContext *pRenderContext, const FlashlightInfo_t &flashlightInfo, bool bDoMasking ) |
|
{ |
|
// Bail out if we're not doing any of these optimizations |
|
if ( !( r_flashlightclip.GetBool() || r_flashlightscissor.GetBool()) || !bDoMasking ) |
|
return; |
|
|
|
// Only turn on scissor when rendering to the back buffer |
|
if ( pRenderContext->GetRenderTarget() == NULL ) |
|
{ |
|
// Only do the stencil optimization when shadow depth mapping |
|
if ( r_flashlightclip.GetBool() && m_Shadows[flashlightInfo.m_Shadow].m_pFlashlightDepthTexture != NULL ) |
|
{ |
|
unsigned char ucShadowStencilBit = m_Shadows[flashlightInfo.m_Shadow].m_ucShadowStencilBit; |
|
|
|
pRenderContext->SetStencilEnable( true ); |
|
pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP ); // Stencil fails |
|
pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP ); // Stencil passes but depth fails |
|
pRenderContext->SetStencilPassOperation( STENCILOPERATION_KEEP ); // Z and stencil both pass |
|
|
|
pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL ); // Bit must be set |
|
pRenderContext->SetStencilReferenceValue( ucShadowStencilBit ); // Specific bit |
|
pRenderContext->SetStencilTestMask( ucShadowStencilBit ); // Specific bit |
|
pRenderContext->SetStencilWriteMask( 0x00000000 ); |
|
} |
|
|
|
// Scissor even if we're not shadow depth mapping |
|
if ( r_flashlightscissor.GetBool() && flashlightInfo.m_FlashlightState.m_bScissor ) |
|
{ |
|
pRenderContext->SetScissorRect( flashlightInfo.m_FlashlightState.m_nLeft, flashlightInfo.m_FlashlightState.m_nTop, |
|
flashlightInfo.m_FlashlightState.m_nRight, flashlightInfo.m_FlashlightState.m_nBottom, true ); |
|
} |
|
} |
|
else // disable |
|
{ |
|
DisableStencilAndScissorMasking( pRenderContext ); |
|
} |
|
} |
|
|
|
|
|
//--------------------------------------------------------------------------------------- |
|
// Sets the render states necessary to render a flashlight |
|
//--------------------------------------------------------------------------------------- |
|
void CShadowMgr::SetFlashlightRenderState( ShadowHandle_t handle ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
if ( handle == SHADOW_HANDLE_INVALID ) |
|
{ |
|
pRenderContext->SetFlashlightMode( false ); |
|
return; |
|
} |
|
|
|
const Shadow_t &shadow = m_Shadows[handle]; |
|
pRenderContext->SetFlashlightMode( true ); |
|
const FlashlightInfo_t &flashlightInfo = m_FlashlightStates[ shadow.m_FlashlightHandle ]; |
|
pRenderContext->SetFlashlightStateEx( flashlightInfo.m_FlashlightState, shadow.m_WorldToShadow, shadow.m_pFlashlightDepthTexture ); |
|
} |
|
|
|
|
|
//--------------------------------------------------------------------------------------- |
|
// Render all of the world and displacement surfaces that need to be drawn for flashlights |
|
//--------------------------------------------------------------------------------------- |
|
void CShadowMgr::RenderFlashlights( bool bDoMasking, const VMatrix* pModelToWorld ) |
|
{ |
|
#ifndef SWDS |
|
VPROF_BUDGET( "CShadowMgr::RenderFlashlights", VPROF_BUDGETGROUP_SHADOW_RENDERING ); |
|
|
|
if ( IsX360() || r_flashlight_version2.GetInt() ) |
|
return; |
|
|
|
if( r_flashlightrender.GetBool()==false ) |
|
return; |
|
|
|
// Draw the projective light sources, which get their material |
|
// from the surface and not from the shadow. |
|
// Tell the materialsystem that we are drawing additive flashlight lighting. |
|
FlashlightHandle_t flashlightID = m_FlashlightStates.Head(); |
|
if ( flashlightID == m_FlashlightStates.InvalidIndex() ) |
|
return; |
|
|
|
bool bWireframe = r_shadowwireframe.GetBool(); |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
PIXEVENT( pRenderContext, "CShadowMgr::RenderFlashlights" ); |
|
|
|
pRenderContext->SetFlashlightMode( true ); |
|
|
|
for( ; |
|
flashlightID != m_FlashlightStates.InvalidIndex(); |
|
flashlightID = m_FlashlightStates.Next( flashlightID ) ) |
|
{ |
|
FlashlightInfo_t &flashlightInfo = m_FlashlightStates[flashlightID]; |
|
CMaterialsBuckets<SurfaceHandle_t> &materialBuckets = flashlightInfo.m_MaterialBuckets; |
|
CMaterialsBuckets<SurfaceHandle_t>::SortIDHandle_t sortIDHandle = materialBuckets.GetFirstUsedSortID(); |
|
if ( sortIDHandle == materialBuckets.InvalidSortIDHandle() ) |
|
continue; |
|
|
|
pRenderContext->SetFlashlightStateEx(flashlightInfo.m_FlashlightState, m_Shadows[flashlightInfo.m_Shadow].m_WorldToShadow, m_Shadows[flashlightInfo.m_Shadow].m_pFlashlightDepthTexture ); |
|
EnableStencilAndScissorMasking( pRenderContext, flashlightInfo, bDoMasking ); |
|
|
|
for( ; sortIDHandle != materialBuckets.InvalidSortIDHandle(); |
|
sortIDHandle = materialBuckets.GetNextUsedSortID( sortIDHandle ) ) |
|
{ |
|
int sortID = materialBuckets.GetSortID( sortIDHandle ); |
|
|
|
if( bWireframe ) |
|
{ |
|
pRenderContext->Bind( g_materialWorldWireframe ); |
|
} |
|
else |
|
{ |
|
pRenderContext->Bind( materialSortInfoArray[sortID].material ); |
|
pRenderContext->BindLightmapPage( materialSortInfoArray[sortID].lightmapPageID ); |
|
} |
|
|
|
CMaterialsBuckets<SurfaceHandle_t>::ElementHandle_t elemHandle; |
|
// Figure out how many indices we have. |
|
int numIndices = 0; |
|
for( elemHandle = materialBuckets.GetElementListHead( sortID ); |
|
elemHandle != materialBuckets.InvalidElementHandle(); |
|
elemHandle = materialBuckets.GetElementListNext( elemHandle ) ) |
|
{ |
|
SurfaceHandle_t surfID = materialBuckets.GetElement( elemHandle ); |
|
if( !SurfaceHasDispInfo( surfID ) ) |
|
{ |
|
numIndices += 3 * ( MSurf_VertCount( surfID ) - 2 ); |
|
} |
|
} |
|
|
|
if( numIndices > 0 ) |
|
{ |
|
// NOTE: If we ever need to make this faster, we could get larger |
|
// batches here. |
|
// Draw this batch. |
|
#if NEWMESH |
|
IIndexBuffer *pIndexBuffer = pRenderContext->GetDynamicIndexBuffer( MATERIAL_INDEX_FORMAT_16BIT ); |
|
CIndexBufferBuilder indexBufferBuilder; |
|
indexBufferBuilder.Begin( pIndexBuffer, numIndices ); |
|
#else |
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( false, g_WorldStaticMeshes[sortID], 0 ); |
|
CMeshBuilder meshBuilder; |
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 0, numIndices ); |
|
#endif |
|
for( elemHandle = materialBuckets.GetElementListHead( sortID ); |
|
elemHandle != materialBuckets.InvalidElementHandle(); |
|
elemHandle = materialBuckets.GetElementListNext( elemHandle ) ) |
|
{ |
|
SurfaceHandle_t surfID = materialBuckets.GetElement( elemHandle ); |
|
if( !SurfaceHasDispInfo( surfID ) ) |
|
{ |
|
#if NEWMESH |
|
BuildIndicesForWorldSurface( indexBufferBuilder, surfID, host_state.worldbrush ); |
|
#else |
|
BuildIndicesForWorldSurface( meshBuilder, surfID, host_state.worldbrush ); |
|
#endif |
|
} |
|
} |
|
// close out the index buffer |
|
#if NEWMESH |
|
indexBufferBuilder.End( false ); // haven't tested this one yet (flashlights) |
|
// FIXME: IMaterial::GetVertexFormat() should do this stripping (add a separate 'SupportsCompression' accessor) |
|
VertexFormat_t vertexFormat = materialSortInfoArray[sortID].material->GetVertexFormat() & ~VERTEX_FORMAT_COMPRESSED; |
|
pRenderContext->BindVertexBuffer( 0, g_WorldStaticMeshes[sortID], 0, materialSortInfoArray[sortID].material->GetVertexFormat() ); // hack fixme. . . use currently bound material format instead of passing in? |
|
pRenderContext->BindIndexBuffer( pIndexBuffer, 0 ); |
|
pRenderContext->Draw( MATERIAL_TRIANGLES, 0, numIndices ); |
|
#else |
|
meshBuilder.End( false, true ); |
|
#endif |
|
} |
|
|
|
// NOTE: If we ever need to make this faster, we could get larger batches here. |
|
// Draw displacements |
|
for( elemHandle = materialBuckets.GetElementListHead( sortID ); |
|
elemHandle != materialBuckets.InvalidElementHandle(); |
|
elemHandle = materialBuckets.GetElementListNext( elemHandle ) ) |
|
{ |
|
SurfaceHandle_t surfID = materialBuckets.GetElement( elemHandle ); |
|
if( SurfaceHasDispInfo( surfID ) ) |
|
{ |
|
CDispInfo *pDisp = ( CDispInfo * )MSurf_DispInfo( surfID ); |
|
Assert( pDisp ); |
|
if( bWireframe ) |
|
{ |
|
pDisp->SpecifyDynamicMesh(); |
|
} |
|
else |
|
{ |
|
Assert( pDisp && pDisp->m_pMesh && pDisp->m_pMesh->m_pMesh ); |
|
pDisp->m_pMesh->m_pMesh->Draw( pDisp->m_iIndexOffset, pDisp->m_nIndices ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
// Tell the materialsystem that we are finished drawing additive flashlight lighting. |
|
pRenderContext->SetFlashlightMode( false ); |
|
|
|
// Turn off stencil masking |
|
DisableStencilAndScissorMasking( pRenderContext ); |
|
#endif |
|
} |
|
|
|
const Frustum_t &CShadowMgr::GetFlashlightFrustum( ShadowHandle_t handle ) |
|
{ |
|
Assert( m_Shadows[handle].m_Flags & SHADOW_FLASHLIGHT ); |
|
Assert( m_Shadows[handle].m_FlashlightHandle != m_Shadows.InvalidIndex() ); |
|
return m_FlashlightStates[m_Shadows[handle].m_FlashlightHandle].m_Frustum; |
|
} |
|
|
|
const FlashlightState_t &CShadowMgr::GetFlashlightState( ShadowHandle_t handle ) |
|
{ |
|
Assert( m_Shadows[handle].m_Flags & SHADOW_FLASHLIGHT ); |
|
Assert( m_Shadows[handle].m_FlashlightHandle != m_Shadows.InvalidIndex() ); |
|
return m_FlashlightStates[m_Shadows[handle].m_FlashlightHandle].m_FlashlightState; |
|
} |
|
|
|
void CShadowMgr::DrawFlashlightDecals( int sortGroup, bool bDoMasking ) |
|
{ |
|
VPROF_BUDGET( "CShadowMgr::DrawFlashlightDecals", VPROF_BUDGETGROUP_SHADOW_RENDERING ); |
|
|
|
if ( IsX360() || r_flashlight_version2.GetInt() ) |
|
return; |
|
|
|
FlashlightHandle_t flashlightID = m_FlashlightStates.Head(); |
|
if ( flashlightID == m_FlashlightStates.InvalidIndex() ) |
|
return; |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
pRenderContext->SetFlashlightMode( true ); |
|
|
|
for( ; |
|
flashlightID != m_FlashlightStates.InvalidIndex(); |
|
flashlightID = m_FlashlightStates.Next( flashlightID ) ) |
|
{ |
|
FlashlightInfo_t &flashlightInfo = m_FlashlightStates[flashlightID]; |
|
pRenderContext->SetFlashlightState(flashlightInfo.m_FlashlightState, m_Shadows[flashlightInfo.m_Shadow].m_WorldToShadow ); |
|
|
|
EnableStencilAndScissorMasking( pRenderContext, flashlightInfo, bDoMasking ); |
|
|
|
DecalSurfaceDraw( pRenderContext, sortGroup ); |
|
} |
|
|
|
// Tell the materialsystem that we are finished drawing additive flashlight lighting. |
|
pRenderContext->SetFlashlightMode( false ); |
|
|
|
// Turn off stencil masking |
|
DisableStencilAndScissorMasking( pRenderContext ); |
|
} |
|
|
|
void CShadowMgr::DrawFlashlightDecalsOnDisplacements( int sortGroup, CDispInfo *visibleDisps[MAX_MAP_DISPINFO], int nVisibleDisps, bool bDoMasking ) |
|
{ |
|
VPROF_BUDGET( "CShadowMgr::DrawFlashlightDecalsOnDisplacements", VPROF_BUDGETGROUP_SHADOW_RENDERING ); |
|
|
|
if ( IsX360() || r_flashlight_version2.GetInt() ) |
|
return; |
|
|
|
FlashlightHandle_t flashlightID = m_FlashlightStates.Head(); |
|
if ( flashlightID == m_FlashlightStates.InvalidIndex() ) |
|
return; |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
pRenderContext->SetFlashlightMode( true ); |
|
|
|
DispInfo_BatchDecals( visibleDisps, nVisibleDisps ); |
|
|
|
for( ; |
|
flashlightID != m_FlashlightStates.InvalidIndex(); |
|
flashlightID = m_FlashlightStates.Next( flashlightID ) ) |
|
{ |
|
FlashlightInfo_t &flashlightInfo = m_FlashlightStates[flashlightID]; |
|
pRenderContext->SetFlashlightState(flashlightInfo.m_FlashlightState, m_Shadows[flashlightInfo.m_Shadow].m_WorldToShadow ); |
|
|
|
EnableStencilAndScissorMasking( pRenderContext, flashlightInfo, bDoMasking ); |
|
|
|
DispInfo_DrawDecals( visibleDisps, nVisibleDisps ); |
|
} |
|
|
|
// Tell the materialsystem that we are finished drawing additive flashlight lighting. |
|
pRenderContext->SetFlashlightMode( false ); |
|
|
|
// Turn off stencil masking |
|
DisableStencilAndScissorMasking( pRenderContext ); |
|
} |
|
|
|
void CShadowMgr::DrawFlashlightDecalsOnSingleSurface( SurfaceHandle_t surfID, bool bDoMasking ) |
|
{ |
|
VPROF_BUDGET( "CShadowMgr::DrawFlashlightDecalsOnSingleSurface", VPROF_BUDGETGROUP_SHADOW_RENDERING ); |
|
|
|
if ( IsX360() || r_flashlight_version2.GetInt() ) |
|
return; |
|
|
|
FlashlightHandle_t flashlightID = m_FlashlightStates.Head(); |
|
if ( flashlightID == m_FlashlightStates.InvalidIndex() ) |
|
return; |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
|
|
pRenderContext->SetFlashlightMode( true ); |
|
|
|
for( ; |
|
flashlightID != m_FlashlightStates.InvalidIndex(); |
|
flashlightID = m_FlashlightStates.Next( flashlightID ) ) |
|
{ |
|
FlashlightInfo_t &flashlightInfo = m_FlashlightStates[flashlightID]; |
|
pRenderContext->SetFlashlightState(flashlightInfo.m_FlashlightState, m_Shadows[flashlightInfo.m_Shadow].m_WorldToShadow ); |
|
|
|
EnableStencilAndScissorMasking( pRenderContext, flashlightInfo, bDoMasking ); |
|
|
|
DrawDecalsOnSingleSurface( pRenderContext, surfID ); |
|
} |
|
|
|
// Tell the materialsystem that we are finished drawing additive flashlight lighting. |
|
pRenderContext->SetFlashlightMode( false ); |
|
|
|
// Turn off stencil masking |
|
DisableStencilAndScissorMasking( pRenderContext ); |
|
} |
|
|
|
void CShadowMgr::DrawFlashlightOverlays( int nSortGroup, bool bDoMasking ) |
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{ |
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VPROF_BUDGET( "CShadowMgr::DrawFlashlightOverlays", VPROF_BUDGETGROUP_SHADOW_RENDERING ); |
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if ( IsX360() || r_flashlight_version2.GetInt() ) |
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return; |
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FlashlightHandle_t flashlightID = m_FlashlightStates.Head(); |
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if ( flashlightID == m_FlashlightStates.InvalidIndex() ) |
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return; |
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if ( r_flashlightrender.GetBool()==false ) |
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return; |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->SetFlashlightMode( true ); |
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for( ; |
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flashlightID != m_FlashlightStates.InvalidIndex(); |
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flashlightID = m_FlashlightStates.Next( flashlightID ) ) |
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{ |
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FlashlightInfo_t &flashlightInfo = m_FlashlightStates[flashlightID]; |
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pRenderContext->SetFlashlightState(flashlightInfo.m_FlashlightState, m_Shadows[flashlightInfo.m_Shadow].m_WorldToShadow ); |
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EnableStencilAndScissorMasking( pRenderContext, flashlightInfo, bDoMasking ); |
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OverlayMgr()->RenderOverlays( nSortGroup ); |
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} |
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// Tell the materialsystem that we are finished drawing additive flashlight lighting. |
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pRenderContext->SetFlashlightMode( false ); |
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// Turn off stencil masking |
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DisableStencilAndScissorMasking( pRenderContext ); |
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} |
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void CShadowMgr::DrawFlashlightDepthTexture( ) |
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{ |
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int i = 0; |
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FlashlightHandle_t flashlightID = m_FlashlightStates.Head(); |
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while ( flashlightID != m_FlashlightStates.InvalidIndex() ) // Count up the shadows |
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{ |
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FlashlightInfo_t &flashlightInfo = m_FlashlightStates[ flashlightID ]; |
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if( m_Shadows[ flashlightInfo.m_Shadow ].m_pFlashlightDepthTexture ) |
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{ |
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bool foundVar; |
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IMaterial *pMaterial = materials->FindMaterial( "debug/showz", TEXTURE_GROUP_OTHER, true ); |
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IMaterialVar *BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false ); |
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if (!foundVar) |
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return; |
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IMaterialVar *FrameVar = pMaterial->FindVar( "$frame", &foundVar, false ); |
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if (!foundVar) |
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return; |
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float w = 256.0f, h = 256.0f; |
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float wOffset = (i % 2) * 256.0f; // Even|Odd go left|right |
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float hOffset = (i / 2) * 256.0f; // Rows of two |
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BaseTextureVar->SetTextureValue( m_Shadows[ flashlightInfo.m_Shadow ].m_pFlashlightDepthTexture ); |
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FrameVar->SetIntValue( 0 ); |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->Bind( pMaterial ); |
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); |
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CMeshBuilder meshBuilder; |
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); |
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meshBuilder.Position3f( wOffset, hOffset, 0.0f ); |
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#ifdef DX_TO_GL_ABSTRACTION |
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); // Posix is rotated due to render target origin differences |
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#else |
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
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#endif |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( wOffset + w, hOffset, 0.0f ); |
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#ifdef DX_TO_GL_ABSTRACTION |
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
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#else |
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); |
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#endif |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( wOffset + w, hOffset + h, 0.0f ); |
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#ifdef DX_TO_GL_ABSTRACTION |
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); |
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#else |
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); |
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#endif |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( wOffset, hOffset + h, 0.0f ); |
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#ifdef DX_TO_GL_ABSTRACTION |
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); |
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#else |
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); |
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#endif |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.End(); |
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pMesh->Draw(); |
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i++; |
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} |
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flashlightID = m_FlashlightStates.Next( flashlightID ); |
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} |
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} |
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void CShadowMgr::AddFlashlightRenderable( ShadowHandle_t shadowHandle, IClientRenderable *pRenderable ) |
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{ |
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Shadow_t &shadow = m_Shadows[ shadowHandle ]; |
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FlashlightInfo_t &flashlightInfo = m_FlashlightStates[ shadow.m_FlashlightHandle ]; |
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if( pRenderable->GetModelInstance() != MODEL_INSTANCE_INVALID ) |
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{ |
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flashlightInfo.m_Renderables.AddToTail( pRenderable ); |
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} |
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}
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