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2811 lines
84 KiB
2811 lines
84 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Draws grasses and other small objects |
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// |
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// $Revision: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "cbase.h" |
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#include "detailobjectsystem.h" |
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#include "gamebspfile.h" |
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#include "tier1/utlbuffer.h" |
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#include "tier1/utlmap.h" |
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#include "view.h" |
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#include "clientmode.h" |
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#include "iviewrender.h" |
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#include "bsptreedata.h" |
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#include "tier0/vprof.h" |
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#include "engine/ivmodelinfo.h" |
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#include "materialsystem/imesh.h" |
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#include "model_types.h" |
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#include "env_detail_controller.h" |
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#include "tier0/icommandline.h" |
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#include "c_world.h" |
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#include "tier0/valve_minmax_off.h" |
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#include <algorithm> |
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#include "tier0/valve_minmax_on.h" |
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#if defined(DOD_DLL) || defined(CSTRIKE_DLL) |
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#define USE_DETAIL_SHAPES |
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#endif |
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#ifdef USE_DETAIL_SHAPES |
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#include "engine/ivdebugoverlay.h" |
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#include "playerenumerator.h" |
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#endif |
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#include "materialsystem/imaterialsystemhardwareconfig.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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#define DETAIL_SPRITE_MATERIAL "detail/detailsprites" |
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//----------------------------------------------------------------------------- |
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// forward declarations |
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//----------------------------------------------------------------------------- |
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struct model_t; |
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ConVar cl_detaildist( "cl_detaildist", "1200", 0, "Distance at which detail props are no longer visible" ); |
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ConVar cl_detailfade( "cl_detailfade", "400", 0, "Distance across which detail props fade in" ); |
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#if defined( USE_DETAIL_SHAPES ) |
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ConVar cl_detail_max_sway( "cl_detail_max_sway", "0", FCVAR_ARCHIVE, "Amplitude of the detail prop sway" ); |
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ConVar cl_detail_avoid_radius( "cl_detail_avoid_radius", "0", FCVAR_ARCHIVE, "radius around detail sprite to avoid players" ); |
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ConVar cl_detail_avoid_force( "cl_detail_avoid_force", "0", FCVAR_ARCHIVE, "force with which to avoid players ( in units, percentage of the width of the detail sprite )" ); |
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ConVar cl_detail_avoid_recover_speed( "cl_detail_avoid_recover_speed", "0", FCVAR_ARCHIVE, "how fast to recover position after avoiding players" ); |
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#endif |
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// Per detail instance information |
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struct DetailModelAdvInfo_t |
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{ |
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// precaculated angles for shaped sprites |
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Vector m_vecAnglesForward[3]; |
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Vector m_vecAnglesRight[3]; // better to save this mem and calc per sprite ? |
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Vector m_vecAnglesUp[3]; |
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// direction we're avoiding the player |
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Vector m_vecCurrentAvoid; |
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// yaw to sway on |
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float m_flSwayYaw; |
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// size of the shape |
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float m_flShapeSize; |
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int m_iShapeAngle; |
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float m_flSwayAmount; |
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}; |
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class CDetailObjectSystemPerLeafData |
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{ |
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unsigned short m_FirstDetailProp; |
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unsigned short m_DetailPropCount; |
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int m_DetailPropRenderFrame; |
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CDetailObjectSystemPerLeafData( void ) |
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{ |
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m_FirstDetailProp = 0; |
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m_DetailPropCount = 0; |
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m_DetailPropRenderFrame = -1; |
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} |
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}; |
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//----------------------------------------------------------------------------- |
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// Detail models |
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//----------------------------------------------------------------------------- |
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struct SptrintInfo_t |
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{ |
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unsigned short m_nSpriteIndex; |
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float16 m_flScale; |
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}; |
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class CDetailModel : public IClientUnknown, public IClientRenderable |
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{ |
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DECLARE_CLASS_NOBASE( CDetailModel ); |
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public: |
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CDetailModel(); |
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~CDetailModel(); |
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// Initialization |
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bool InitCommon( int index, const Vector& org, const QAngle& angles ); |
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bool Init( int index, const Vector& org, const QAngle& angles, model_t* pModel, |
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ColorRGBExp32 lighting, int lightstyle, unsigned char lightstylecount, int orientation ); |
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bool InitSprite( int index, bool bFlipped, const Vector& org, const QAngle& angles, |
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unsigned short nSpriteIndex, |
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ColorRGBExp32 lighting, int lightstyle, unsigned char lightstylecount, |
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int orientation, float flScale, unsigned char type, |
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unsigned char shapeAngle, unsigned char shapeSize, unsigned char swayAmount ); |
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void SetAlpha( unsigned char alpha ) { m_Alpha = alpha; } |
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// IClientUnknown overrides. |
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public: |
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virtual IClientUnknown* GetIClientUnknown() { return this; } |
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virtual ICollideable* GetCollideable() { return 0; } // Static props DO implement this. |
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virtual IClientNetworkable* GetClientNetworkable() { return 0; } |
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virtual IClientRenderable* GetClientRenderable() { return this; } |
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virtual IClientEntity* GetIClientEntity() { return 0; } |
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virtual C_BaseEntity* GetBaseEntity() { return 0; } |
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virtual IClientThinkable* GetClientThinkable() { return 0; } |
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// IClientRenderable overrides. |
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public: |
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virtual int GetBody() { return 0; } |
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virtual const Vector& GetRenderOrigin( ); |
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virtual const QAngle& GetRenderAngles( ); |
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virtual const matrix3x4_t & RenderableToWorldTransform(); |
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virtual bool ShouldDraw(); |
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virtual bool IsTwoPass( void ) { return false; } |
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virtual void OnThreadedDrawSetup() {} |
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virtual bool IsTransparent( void ); |
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virtual const model_t* GetModel( ) const; |
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virtual int DrawModel( int flags ); |
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virtual void ComputeFxBlend( ); |
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virtual int GetFxBlend( ); |
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virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ); |
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virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights ); |
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virtual bool UsesFlexDelayedWeights() { return false; } |
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virtual void DoAnimationEvents( void ); |
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virtual void GetRenderBounds( Vector& mins, Vector& maxs ); |
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virtual IPVSNotify* GetPVSNotifyInterface(); |
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virtual void GetRenderBoundsWorldspace( Vector& mins, Vector& maxs ); |
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virtual bool ShouldReceiveProjectedTextures( int flags ); |
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virtual bool GetShadowCastDistance( float *pDist, ShadowType_t shadowType ) const { return false; } |
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virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const { return false; } |
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virtual bool UsesPowerOfTwoFrameBufferTexture(); |
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virtual bool UsesFullFrameBufferTexture(); |
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virtual bool IgnoresZBuffer( void ) const { return false; } |
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virtual bool LODTest() { return true; } |
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virtual ClientShadowHandle_t GetShadowHandle() const; |
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virtual ClientRenderHandle_t& RenderHandle(); |
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virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType ); |
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virtual bool IsShadowDirty( ) { return false; } |
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virtual void MarkShadowDirty( bool bDirty ) {} |
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virtual IClientRenderable *GetShadowParent() { return NULL; } |
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virtual IClientRenderable *FirstShadowChild(){ return NULL; } |
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virtual IClientRenderable *NextShadowPeer() { return NULL; } |
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virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; } |
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virtual void CreateModelInstance() {} |
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virtual ModelInstanceHandle_t GetModelInstance() { return MODEL_INSTANCE_INVALID; } |
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virtual int LookupAttachment( const char *pAttachmentName ) { return -1; } |
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virtual bool GetAttachment( int number, matrix3x4_t &matrix ); |
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles ); |
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virtual float * GetRenderClipPlane() { return NULL; } |
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virtual int GetSkin() { return 0; } |
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virtual void RecordToolMessage() {} |
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void GetColorModulation( float* color ); |
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// Computes the render angles for screen alignment |
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void ComputeAngles( void ); |
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// Calls the correct rendering func |
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void DrawSprite( CMeshBuilder &meshBuilder ); |
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// Returns the number of quads the sprite will draw |
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int QuadsToDraw() const; |
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// Draw functions for the different types of sprite |
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void DrawTypeSprite( CMeshBuilder &meshBuilder ); |
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#ifdef USE_DETAIL_SHAPES |
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void DrawTypeShapeCross( CMeshBuilder &meshBuilder ); |
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void DrawTypeShapeTri( CMeshBuilder &meshBuilder ); |
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// check for players nearby and angle away from them |
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void UpdatePlayerAvoid( void ); |
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void InitShapedSprite( unsigned char shapeAngle, unsigned char shapeSize, unsigned char swayAmount ); |
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void InitShapeTri(); |
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void InitShapeCross(); |
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void DrawSwayingQuad( CMeshBuilder &meshBuilder, Vector vecOrigin, Vector vecSway, Vector2D texul, Vector2D texlr, unsigned char *color, |
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Vector width, Vector height ); |
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#endif |
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int GetType() const { return m_Type; } |
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unsigned char GetAlpha() const { return m_Alpha; } |
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bool IsDetailModelTranslucent(); |
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// IHandleEntity stubs. |
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public: |
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virtual void SetRefEHandle( const CBaseHandle &handle ) { Assert( false ); } |
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virtual const CBaseHandle& GetRefEHandle() const { Assert( false ); return *((CBaseHandle*)0); } |
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//--------------------------------- |
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struct LightStyleInfo_t |
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{ |
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unsigned int m_LightStyle:24; |
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unsigned int m_LightStyleCount:8; |
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}; |
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protected: |
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Vector m_Origin; |
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QAngle m_Angles; |
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ColorRGBExp32 m_Color; |
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unsigned char m_Orientation:2; |
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unsigned char m_Type:2; |
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unsigned char m_bHasLightStyle:1; |
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unsigned char m_bFlipped:1; |
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unsigned char m_Alpha; |
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static CUtlMap<CDetailModel *, LightStyleInfo_t> gm_LightStylesMap; |
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#pragma warning( disable : 4201 ) //warning C4201: nonstandard extension used : nameless struct/union |
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union |
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{ |
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model_t* m_pModel; |
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SptrintInfo_t m_SpriteInfo; |
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}; |
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#pragma warning( default : 4201 ) |
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#ifdef USE_DETAIL_SHAPES |
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// pointer to advanced properties |
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DetailModelAdvInfo_t *m_pAdvInfo; |
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#endif |
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}; |
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static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT ); // hook into engine's cvars.. |
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extern ConVar r_DrawDetailProps; |
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//----------------------------------------------------------------------------- |
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// Dictionary for detail sprites |
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//----------------------------------------------------------------------------- |
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struct DetailPropSpriteDict_t |
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{ |
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Vector2D m_UL; // Coordinate of upper left |
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Vector2D m_LR; // Coordinate of lower right |
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Vector2D m_TexUL; // Texcoords of upper left |
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Vector2D m_TexLR; // Texcoords of lower left |
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}; |
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struct FastSpriteX4_t |
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{ |
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// mess with this structure without care and you'll be in a world of trouble. layout matters. |
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FourVectors m_Pos; |
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fltx4 m_HalfWidth; |
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fltx4 m_Height; |
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uint8 m_RGBColor[4][4]; |
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DetailPropSpriteDict_t *m_pSpriteDefs[4]; |
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void ReplicateFirstEntryToOthers( void ) |
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{ |
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m_HalfWidth = ReplicateX4( SubFloat( m_HalfWidth, 0 ) ); |
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m_Height = ReplicateX4( SubFloat( m_Height, 0 ) ); |
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for( int i = 1; i < 4; i++ ) |
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for( int j = 0; j < 4; j++ ) |
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{ |
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m_RGBColor[i][j] = m_RGBColor[0][j]; |
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} |
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m_Pos.x = ReplicateX4( SubFloat( m_Pos.x, 0 ) ); |
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m_Pos.y = ReplicateX4( SubFloat( m_Pos.y, 0 ) ); |
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m_Pos.z = ReplicateX4( SubFloat( m_Pos.z, 0 ) ); |
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} |
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}; |
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struct FastSpriteQuadBuildoutBufferX4_t |
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{ |
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// mess with this structure without care and you'll be in a world of trouble. layout matters. |
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FourVectors m_Coords[4]; |
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uint8 m_RGBColor[4][4]; |
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fltx4 m_Alpha; |
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DetailPropSpriteDict_t *m_pSpriteDefs[4]; |
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}; |
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struct FastSpriteQuadBuildoutBufferNonSIMDView_t |
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{ |
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// mess with this structure without care and you'll be in a world of trouble. layout matters. |
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float m_flX0[4], m_flY0[4], m_flZ0[4]; |
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float m_flX1[4], m_flY1[4], m_flZ1[4]; |
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float m_flX2[4], m_flY2[4], m_flZ2[4]; |
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float m_flX3[4], m_flY3[4], m_flZ3[4]; |
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uint8 m_RGBColor[4][4]; |
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float m_Alpha[4]; |
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DetailPropSpriteDict_t *m_pSpriteDefs[4]; |
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}; |
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class CFastDetailLeafSpriteList : public CClientLeafSubSystemData |
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{ |
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friend class CDetailObjectSystem; |
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int m_nNumSprites; |
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int m_nNumSIMDSprites; // #sprites/4, rounded up |
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// simd pointers into larger array - don't free individually or you will be sad |
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FastSpriteX4_t *m_pSprites; |
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// state for partially drawn sprite lists |
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int m_nNumPendingSprites; |
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int m_nStartSpriteIndex; |
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CFastDetailLeafSpriteList( void ) |
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{ |
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m_nNumPendingSprites = 0; |
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m_nStartSpriteIndex = 0; |
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} |
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}; |
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//----------------------------------------------------------------------------- |
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// Responsible for managing detail objects |
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//----------------------------------------------------------------------------- |
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class CDetailObjectSystem : public IDetailObjectSystem, public ISpatialLeafEnumerator |
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{ |
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public: |
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char const *Name() { return "DetailObjectSystem"; } |
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// constructor, destructor |
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CDetailObjectSystem(); |
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~CDetailObjectSystem(); |
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bool IsPerFrame() { return false; } |
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// Init, shutdown |
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bool Init() |
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{ |
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m_flDefaultFadeStart = cl_detailfade.GetFloat(); |
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m_flDefaultFadeEnd = cl_detaildist.GetFloat(); |
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return true; |
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} |
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void PostInit() {} |
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void Shutdown() {} |
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// Level init, shutdown |
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void LevelInitPreEntity(); |
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void LevelInitPostEntity(); |
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void LevelShutdownPreEntity(); |
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void LevelShutdownPostEntity(); |
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void OnSave() {} |
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void OnRestore() {} |
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void SafeRemoveIfDesired() {} |
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// Gets a particular detail object |
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IClientRenderable* GetDetailModel( int idx ); |
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// Prepares detail for rendering |
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void BuildDetailObjectRenderLists( const Vector &vViewOrigin ); |
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// Renders all opaque detail objects in a particular set of leaves |
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void RenderOpaqueDetailObjects( int nLeafCount, LeafIndex_t *pLeafList ); |
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// Renders all translucent detail objects in a particular set of leaves |
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void RenderTranslucentDetailObjects( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeafCount, LeafIndex_t *pLeafList ); |
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// Renders all translucent detail objects in a particular leaf up to a particular point |
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void RenderTranslucentDetailObjectsInLeaf( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeaf, const Vector *pVecClosestPoint ); |
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void RenderFastTranslucentDetailObjectsInLeaf( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeaf, const Vector *pVecClosestPoint ); |
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// Call this before rendering translucent detail objects |
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void BeginTranslucentDetailRendering( ); |
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// Method of ISpatialLeafEnumerator |
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bool EnumerateLeaf( int leaf, int context ); |
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DetailPropLightstylesLump_t& DetailLighting( int i ) { return m_DetailLighting[i]; } |
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DetailPropSpriteDict_t& DetailSpriteDict( int i ) { return m_DetailSpriteDict[i]; } |
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private: |
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struct DetailModelDict_t |
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{ |
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model_t* m_pModel; |
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}; |
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struct EnumContext_t |
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{ |
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Vector m_vViewOrigin; |
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int m_BuildWorldListNumber; |
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}; |
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struct SortInfo_t |
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{ |
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int m_nIndex; |
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float m_flDistance; |
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}; |
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int BuildOutSortedSprites( CFastDetailLeafSpriteList *pData, |
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Vector const &viewOrigin, |
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Vector const &viewForward, |
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Vector const &viewRight, |
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Vector const &viewUp ); |
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void RenderFastSprites( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeafCount, LeafIndex_t const * pLeafList ); |
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void UnserializeFastSprite( FastSpriteX4_t *pSpritex4, int nSubField, DetailObjectLump_t const &lump, bool bFlipped, Vector const &posOffset ); |
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// Unserialization |
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void ScanForCounts( CUtlBuffer& buf, int *pNumOldStyleObjects, |
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int *pNumFastSpritesToAllocate, int *nMaxOldInLeaf, |
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int *nMaxFastInLeaf ) const; |
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void UnserializeModelDict( CUtlBuffer& buf ); |
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void UnserializeDetailSprites( CUtlBuffer& buf ); |
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void UnserializeModels( CUtlBuffer& buf ); |
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void UnserializeModelLighting( CUtlBuffer& buf ); |
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Vector GetSpriteMiddleBottomPosition( DetailObjectLump_t const &lump ) const; |
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// Count the number of detail sprites in the leaf list |
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int CountSpritesInLeafList( int nLeafCount, LeafIndex_t *pLeafList ) const; |
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// Count the number of detail sprite quads in the leaf list |
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int CountSpriteQuadsInLeafList( int nLeafCount, LeafIndex_t *pLeafList ) const; |
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int CountFastSpritesInLeafList( int nLeafCount, LeafIndex_t const *pLeafList, int *nMaxInLeaf ) const; |
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void FreeSortBuffers( void ); |
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// Sorts sprites in back-to-front order |
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static bool SortLessFunc( const SortInfo_t &left, const SortInfo_t &right ); |
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int SortSpritesBackToFront( int nLeaf, const Vector &viewOrigin, const Vector &viewForward, SortInfo_t *pSortInfo ); |
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// For fast detail object insertion |
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IterationRetval_t EnumElement( int userId, int context ); |
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CUtlVector<DetailModelDict_t> m_DetailObjectDict; |
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CUtlVector<CDetailModel> m_DetailObjects; |
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CUtlVector<DetailPropSpriteDict_t> m_DetailSpriteDict; |
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CUtlVector<DetailPropSpriteDict_t> m_DetailSpriteDictFlipped; |
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CUtlVector<DetailPropLightstylesLump_t> m_DetailLighting; |
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FastSpriteX4_t *m_pFastSpriteData; |
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// Necessary to get sprites to batch correctly |
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CMaterialReference m_DetailSpriteMaterial; |
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CMaterialReference m_DetailWireframeMaterial; |
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// State stored off for rendering detail sprites in a single leaf |
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int m_nSpriteCount; |
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int m_nFirstSprite; |
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int m_nSortedLeaf; |
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int m_nSortedFastLeaf; |
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SortInfo_t *m_pSortInfo; |
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SortInfo_t *m_pFastSortInfo; |
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FastSpriteQuadBuildoutBufferX4_t *m_pBuildoutBuffer; |
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float m_flDefaultFadeStart; |
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float m_flDefaultFadeEnd; |
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// pre calcs for the current render frame |
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float m_flCurMaxSqDist; |
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float m_flCurFadeSqDist; |
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float m_flCurFalloffFactor; |
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}; |
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//----------------------------------------------------------------------------- |
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// System for dealing with detail objects |
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//----------------------------------------------------------------------------- |
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static CDetailObjectSystem s_DetailObjectSystem; |
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IDetailObjectSystem* DetailObjectSystem() |
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{ |
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return &s_DetailObjectSystem; |
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} |
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//----------------------------------------------------------------------------- |
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// Initialization |
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//----------------------------------------------------------------------------- |
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CUtlMap<CDetailModel *, CDetailModel::LightStyleInfo_t> CDetailModel::gm_LightStylesMap( DefLessFunc( CDetailModel * ) ); |
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bool CDetailModel::InitCommon( int index, const Vector& org, const QAngle& angles ) |
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{ |
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VectorCopy( org, m_Origin ); |
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VectorCopy( angles, m_Angles ); |
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m_Alpha = 255; |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Inline methods |
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//----------------------------------------------------------------------------- |
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// NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw |
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static int s_pQuadCount[4] = |
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{ |
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0, //DETAIL_PROP_TYPE_MODEL |
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1, //DETAIL_PROP_TYPE_SPRITE |
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4, //DETAIL_PROP_TYPE_SHAPE_CROSS |
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3, //DETAIL_PROP_TYPE_SHAPE_TRI |
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}; |
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inline int CDetailModel::QuadsToDraw() const |
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{ |
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return s_pQuadCount[m_Type]; |
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} |
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//----------------------------------------------------------------------------- |
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// Data accessors |
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//----------------------------------------------------------------------------- |
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const Vector& CDetailModel::GetRenderOrigin( void ) |
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{ |
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return m_Origin; |
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} |
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const QAngle& CDetailModel::GetRenderAngles( void ) |
|
{ |
|
return m_Angles; |
|
} |
|
|
|
const matrix3x4_t &CDetailModel::RenderableToWorldTransform() |
|
{ |
|
// Setup our transform. |
|
static matrix3x4_t mat; |
|
AngleMatrix( GetRenderAngles(), GetRenderOrigin(), mat ); |
|
return mat; |
|
} |
|
|
|
bool CDetailModel::GetAttachment( int number, matrix3x4_t &matrix ) |
|
{ |
|
MatrixCopy( RenderableToWorldTransform(), matrix ); |
|
return true; |
|
} |
|
|
|
bool CDetailModel::GetAttachment( int number, Vector &origin, QAngle &angles ) |
|
{ |
|
origin = m_Origin; |
|
angles = m_Angles; |
|
return true; |
|
} |
|
|
|
bool CDetailModel::IsTransparent( void ) |
|
{ |
|
return (m_Alpha < 255) || modelinfo->IsTranslucent(m_pModel); |
|
} |
|
|
|
bool CDetailModel::ShouldDraw() |
|
{ |
|
// Don't draw in commander mode |
|
return g_pClientMode->ShouldDrawDetailObjects(); |
|
} |
|
|
|
void CDetailModel::GetRenderBounds( Vector& mins, Vector& maxs ) |
|
{ |
|
int nModelType = modelinfo->GetModelType( m_pModel ); |
|
if (nModelType == mod_studio || nModelType == mod_brush) |
|
{ |
|
modelinfo->GetModelRenderBounds( GetModel(), mins, maxs ); |
|
} |
|
else |
|
{ |
|
mins.Init( 0,0,0 ); |
|
maxs.Init( 0,0,0 ); |
|
} |
|
} |
|
|
|
IPVSNotify* CDetailModel::GetPVSNotifyInterface() |
|
{ |
|
return NULL; |
|
} |
|
|
|
void CDetailModel::GetRenderBoundsWorldspace( Vector& mins, Vector& maxs ) |
|
{ |
|
DefaultRenderBoundsWorldspace( this, mins, maxs ); |
|
} |
|
|
|
bool CDetailModel::ShouldReceiveProjectedTextures( int flags ) |
|
{ |
|
return false; |
|
} |
|
|
|
bool CDetailModel::UsesPowerOfTwoFrameBufferTexture() |
|
{ |
|
return false; |
|
} |
|
|
|
bool CDetailModel::UsesFullFrameBufferTexture() |
|
{ |
|
return false; |
|
} |
|
|
|
void CDetailModel::GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType ) |
|
{ |
|
GetRenderBounds( mins, maxs ); |
|
} |
|
|
|
ClientShadowHandle_t CDetailModel::GetShadowHandle() const |
|
{ |
|
return CLIENTSHADOW_INVALID_HANDLE; |
|
} |
|
|
|
ClientRenderHandle_t& CDetailModel::RenderHandle() |
|
{ |
|
AssertMsg( 0, "CDetailModel has no render handle" ); |
|
return *((ClientRenderHandle_t*)NULL); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Render setup |
|
//----------------------------------------------------------------------------- |
|
bool CDetailModel::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ) |
|
{ |
|
if (!m_pModel) |
|
return false; |
|
|
|
// Setup our transform. |
|
matrix3x4_t parentTransform; |
|
const QAngle &vRenderAngles = GetRenderAngles(); |
|
const Vector &vRenderOrigin = GetRenderOrigin(); |
|
AngleMatrix( vRenderAngles, parentTransform ); |
|
parentTransform[0][3] = vRenderOrigin.x; |
|
parentTransform[1][3] = vRenderOrigin.y; |
|
parentTransform[2][3] = vRenderOrigin.z; |
|
|
|
// Just copy it on down baby |
|
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( m_pModel ); |
|
for (int i = 0; i < pStudioHdr->numbones; i++) |
|
{ |
|
MatrixCopy( parentTransform, pBoneToWorldOut[i] ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void CDetailModel::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights ) |
|
{ |
|
} |
|
|
|
void CDetailModel::DoAnimationEvents( void ) |
|
{ |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Render baby! |
|
//----------------------------------------------------------------------------- |
|
const model_t* CDetailModel::GetModel( ) const |
|
{ |
|
return m_pModel; |
|
} |
|
|
|
int CDetailModel::DrawModel( int flags ) |
|
{ |
|
if ((m_Alpha == 0) || (!m_pModel)) |
|
return 0; |
|
|
|
int drawn = modelrender->DrawModel( |
|
flags, |
|
this, |
|
MODEL_INSTANCE_INVALID, |
|
-1, // no entity index |
|
m_pModel, |
|
m_Origin, |
|
m_Angles, |
|
0, // skin |
|
0, // body |
|
0 // hitboxset |
|
); |
|
return drawn; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Determine alpha and blend amount for transparent objects based on render state info |
|
//----------------------------------------------------------------------------- |
|
void CDetailModel::ComputeFxBlend( ) |
|
{ |
|
// Do nothing, it's already calculate in our m_Alpha |
|
} |
|
|
|
int CDetailModel::GetFxBlend( ) |
|
{ |
|
return m_Alpha; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Detail models stuff |
|
//----------------------------------------------------------------------------- |
|
CDetailModel::CDetailModel() |
|
{ |
|
m_Color.r = m_Color.g = m_Color.b = 255; |
|
m_Color.exponent = 0; |
|
m_bFlipped = 0; |
|
m_bHasLightStyle = 0; |
|
|
|
#ifdef USE_DETAIL_SHAPES |
|
m_pAdvInfo = NULL; |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Destructor |
|
//----------------------------------------------------------------------------- |
|
CDetailModel::~CDetailModel() |
|
{ |
|
#ifdef USE_DETAIL_SHAPES |
|
// delete advanced |
|
if ( m_pAdvInfo ) |
|
{ |
|
delete m_pAdvInfo; |
|
m_pAdvInfo = NULL; |
|
} |
|
#endif |
|
|
|
if ( m_bHasLightStyle ) |
|
gm_LightStylesMap.Remove( this ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Initialization |
|
//----------------------------------------------------------------------------- |
|
bool CDetailModel::Init( int index, const Vector& org, const QAngle& angles, |
|
model_t* pModel, ColorRGBExp32 lighting, int lightstyle, unsigned char lightstylecount, |
|
int orientation) |
|
{ |
|
m_Color = lighting; |
|
if ( lightstylecount > 0) |
|
{ |
|
m_bHasLightStyle = 1; |
|
int iInfo = gm_LightStylesMap.Insert( this ); |
|
if ( lightstyle >= 0x1000000 || lightstylecount >= 100 ) |
|
Error( "Light style overflow\n" ); |
|
gm_LightStylesMap[iInfo].m_LightStyle = lightstyle; |
|
gm_LightStylesMap[iInfo].m_LightStyleCount = lightstylecount; |
|
} |
|
m_Orientation = orientation; |
|
m_Type = DETAIL_PROP_TYPE_MODEL; |
|
m_pModel = pModel; |
|
return InitCommon( index, org, angles ); |
|
} |
|
|
|
bool CDetailModel::InitSprite( int index, bool bFlipped, const Vector& org, const QAngle& angles, unsigned short nSpriteIndex, |
|
ColorRGBExp32 lighting, int lightstyle, unsigned char lightstylecount, int orientation, float flScale, |
|
unsigned char type, unsigned char shapeAngle, unsigned char shapeSize, unsigned char swayAmount ) |
|
{ |
|
m_Color = lighting; |
|
if ( lightstylecount > 0) |
|
{ |
|
m_bHasLightStyle = 1; |
|
int iInfo = gm_LightStylesMap.Insert( this ); |
|
if ( lightstyle >= 0x1000000 || lightstylecount >= 100 ) |
|
Error( "Light style overflow\n" ); |
|
gm_LightStylesMap[iInfo].m_LightStyle = lightstyle; |
|
gm_LightStylesMap[iInfo].m_LightStyleCount = lightstylecount; |
|
} |
|
m_Orientation = orientation; |
|
m_SpriteInfo.m_nSpriteIndex = nSpriteIndex; |
|
m_Type = type; |
|
m_SpriteInfo.m_flScale.SetFloat( flScale ); |
|
|
|
#ifdef USE_DETAIL_SHAPES |
|
m_pAdvInfo = NULL; |
|
Assert( type <= 3 ); |
|
// precalculate angles for shapes |
|
if ( type == DETAIL_PROP_TYPE_SHAPE_TRI || type == DETAIL_PROP_TYPE_SHAPE_CROSS || swayAmount > 0 ) |
|
{ |
|
m_Angles = angles; |
|
InitShapedSprite( shapeAngle, shapeSize, swayAmount); |
|
} |
|
|
|
#endif |
|
|
|
m_bFlipped = bFlipped; |
|
return InitCommon( index, org, angles ); |
|
} |
|
|
|
#ifdef USE_DETAIL_SHAPES |
|
void CDetailModel::InitShapedSprite( unsigned char shapeAngle, unsigned char shapeSize, unsigned char swayAmount ) |
|
{ |
|
// Set up pointer to advanced shape properties object ( per instance ) |
|
Assert( m_pAdvInfo == NULL ); |
|
m_pAdvInfo = new DetailModelAdvInfo_t; |
|
Assert( m_pAdvInfo ); |
|
|
|
if ( m_pAdvInfo ) |
|
{ |
|
m_pAdvInfo->m_iShapeAngle = shapeAngle; |
|
m_pAdvInfo->m_flSwayAmount = (float)swayAmount / 255.0f; |
|
m_pAdvInfo->m_flShapeSize = (float)shapeSize / 255.0f; |
|
m_pAdvInfo->m_vecCurrentAvoid = vec3_origin; |
|
m_pAdvInfo->m_flSwayYaw = random->RandomFloat( 0, 180 ); |
|
} |
|
|
|
switch ( m_Type ) |
|
{ |
|
case DETAIL_PROP_TYPE_SHAPE_TRI: |
|
InitShapeTri(); |
|
break; |
|
|
|
case DETAIL_PROP_TYPE_SHAPE_CROSS: |
|
InitShapeCross(); |
|
break; |
|
|
|
default: // sprite will get here |
|
break; |
|
} |
|
} |
|
|
|
void CDetailModel::InitShapeTri( void ) |
|
{ |
|
// store the three sets of directions |
|
matrix3x4_t matrix; |
|
|
|
// Convert roll/pitch only to matrix |
|
AngleMatrix( m_Angles, matrix ); |
|
|
|
// calculate the vectors for the three sides so they can be used in the sorting test |
|
// as well as in drawing |
|
for ( int i=0; i<3; i++ ) |
|
{ |
|
// Convert desired rotation to angles |
|
QAngle anglesRotated( m_pAdvInfo->m_iShapeAngle, i*120, 0 ); |
|
|
|
Vector rotForward, rotRight, rotUp; |
|
AngleVectors( anglesRotated, &rotForward, &rotRight, &rotUp ); |
|
|
|
// Rotate direction vectors |
|
VectorRotate( rotForward, matrix, m_pAdvInfo->m_vecAnglesForward[i] ); |
|
VectorRotate( rotRight, matrix, m_pAdvInfo->m_vecAnglesRight[i] ); |
|
VectorRotate( rotUp, matrix, m_pAdvInfo->m_vecAnglesUp[i] ); |
|
} |
|
} |
|
|
|
void CDetailModel::InitShapeCross( void ) |
|
{ |
|
AngleVectors( m_Angles, |
|
&m_pAdvInfo->m_vecAnglesForward[0], |
|
&m_pAdvInfo->m_vecAnglesRight[0], |
|
&m_pAdvInfo->m_vecAnglesUp[0] ); |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Color, alpha modulation |
|
//----------------------------------------------------------------------------- |
|
void CDetailModel::GetColorModulation( float *color ) |
|
{ |
|
if (mat_fullbright.GetInt() == 1) |
|
{ |
|
color[0] = color[1] = color[2] = 1.0f; |
|
return; |
|
} |
|
|
|
Vector tmp; |
|
Vector normal( 1, 0, 0); |
|
engine->ComputeDynamicLighting( m_Origin, &normal, tmp ); |
|
|
|
float val = engine->LightStyleValue( 0 ); |
|
color[0] = tmp[0] + val * TexLightToLinear( m_Color.r, m_Color.exponent ); |
|
color[1] = tmp[1] + val * TexLightToLinear( m_Color.g, m_Color.exponent ); |
|
color[2] = tmp[2] + val * TexLightToLinear( m_Color.b, m_Color.exponent ); |
|
|
|
// Add in the lightstyles |
|
if ( m_bHasLightStyle ) |
|
{ |
|
int iInfo = gm_LightStylesMap.Find( this ); |
|
Assert( iInfo != gm_LightStylesMap.InvalidIndex() ); |
|
if ( iInfo != gm_LightStylesMap.InvalidIndex() ) |
|
{ |
|
int nLightStyles = gm_LightStylesMap[iInfo].m_LightStyleCount; |
|
int iLightStyle = gm_LightStylesMap[iInfo].m_LightStyle; |
|
for (int i = 0; i < nLightStyles; ++i) |
|
{ |
|
DetailPropLightstylesLump_t& lighting = s_DetailObjectSystem.DetailLighting( iLightStyle + i ); |
|
val = engine->LightStyleValue( lighting.m_Style ); |
|
if (val != 0) |
|
{ |
|
color[0] += val * TexLightToLinear( lighting.m_Lighting.r, lighting.m_Lighting.exponent ); |
|
color[1] += val * TexLightToLinear( lighting.m_Lighting.g, lighting.m_Lighting.exponent ); |
|
color[2] += val * TexLightToLinear( lighting.m_Lighting.b, lighting.m_Lighting.exponent ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
// Gamma correct.... |
|
engine->LinearToGamma( color, color ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Is the model itself translucent, regardless of modulation? |
|
//----------------------------------------------------------------------------- |
|
bool CDetailModel::IsDetailModelTranslucent() |
|
{ |
|
// FIXME: This is only true for my first pass of this feature |
|
if (m_Type >= DETAIL_PROP_TYPE_SPRITE) |
|
return true; |
|
|
|
return modelinfo->IsTranslucent(GetModel()); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes the render angles for screen alignment |
|
//----------------------------------------------------------------------------- |
|
void CDetailModel::ComputeAngles( void ) |
|
{ |
|
switch( m_Orientation ) |
|
{ |
|
case 0: |
|
break; |
|
|
|
case 1: |
|
{ |
|
Vector vecDir; |
|
VectorSubtract( CurrentViewOrigin(), m_Origin, vecDir ); |
|
VectorAngles( vecDir, m_Angles ); |
|
} |
|
break; |
|
|
|
case 2: |
|
{ |
|
Vector vecDir; |
|
VectorSubtract( CurrentViewOrigin(), m_Origin, vecDir ); |
|
vecDir.z = 0.0f; |
|
VectorAngles( vecDir, m_Angles ); |
|
} |
|
break; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Select which rendering func to call |
|
//----------------------------------------------------------------------------- |
|
void CDetailModel::DrawSprite( CMeshBuilder &meshBuilder ) |
|
{ |
|
switch( m_Type ) |
|
{ |
|
#ifdef USE_DETAIL_SHAPES |
|
case DETAIL_PROP_TYPE_SHAPE_CROSS: |
|
DrawTypeShapeCross( meshBuilder ); |
|
break; |
|
|
|
case DETAIL_PROP_TYPE_SHAPE_TRI: |
|
DrawTypeShapeTri( meshBuilder ); |
|
break; |
|
#endif |
|
case DETAIL_PROP_TYPE_SPRITE: |
|
DrawTypeSprite( meshBuilder ); |
|
break; |
|
|
|
default: |
|
Assert(0); |
|
break; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws the single sprite type |
|
//----------------------------------------------------------------------------- |
|
void CDetailModel::DrawTypeSprite( CMeshBuilder &meshBuilder ) |
|
{ |
|
Assert( m_Type == DETAIL_PROP_TYPE_SPRITE ); |
|
|
|
Vector vecColor; |
|
GetColorModulation( vecColor.Base() ); |
|
|
|
unsigned char color[4]; |
|
color[0] = (unsigned char)(vecColor[0] * 255.0f); |
|
color[1] = (unsigned char)(vecColor[1] * 255.0f); |
|
color[2] = (unsigned char)(vecColor[2] * 255.0f); |
|
color[3] = m_Alpha; |
|
|
|
DetailPropSpriteDict_t &dict = s_DetailObjectSystem.DetailSpriteDict( m_SpriteInfo.m_nSpriteIndex ); |
|
|
|
Vector vecOrigin, dx, dy; |
|
AngleVectors( m_Angles, NULL, &dx, &dy ); |
|
|
|
Vector2D ul, lr; |
|
float scale = m_SpriteInfo.m_flScale.GetFloat(); |
|
Vector2DMultiply( dict.m_UL, scale, ul ); |
|
Vector2DMultiply( dict.m_LR, scale, lr ); |
|
|
|
#ifdef USE_DETAIL_SHAPES |
|
UpdatePlayerAvoid(); |
|
|
|
Vector vecSway = vec3_origin; |
|
|
|
if ( m_pAdvInfo ) |
|
{ |
|
vecSway = m_pAdvInfo->m_vecCurrentAvoid * m_SpriteInfo.m_flScale.GetFloat(); |
|
float flSwayAmplitude = m_pAdvInfo->m_flSwayAmount * cl_detail_max_sway.GetFloat(); |
|
if ( flSwayAmplitude > 0 ) |
|
{ |
|
// sway based on time plus a random seed that is constant for this instance of the sprite |
|
vecSway += dx * sin(gpGlobals->curtime+m_Origin.x) * flSwayAmplitude; |
|
} |
|
} |
|
#endif |
|
|
|
VectorMA( m_Origin, ul.x, dx, vecOrigin ); |
|
VectorMA( vecOrigin, ul.y, dy, vecOrigin ); |
|
dx *= (lr.x - ul.x); |
|
dy *= (lr.y - ul.y); |
|
|
|
Vector2D texul, texlr; |
|
texul = dict.m_TexUL; |
|
texlr = dict.m_TexLR; |
|
|
|
if ( !m_bFlipped ) |
|
{ |
|
texul.x = dict.m_TexLR.x; |
|
texlr.x = dict.m_TexUL.x; |
|
} |
|
|
|
#ifndef USE_DETAIL_SHAPES |
|
meshBuilder.Position3fv( vecOrigin.Base() ); |
|
#else |
|
meshBuilder.Position3fv( (vecOrigin+vecSway).Base() ); |
|
#endif |
|
|
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2fv( 0, texul.Base() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
vecOrigin += dy; |
|
meshBuilder.Position3fv( vecOrigin.Base() ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2f( 0, texul.x, texlr.y ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
vecOrigin += dx; |
|
meshBuilder.Position3fv( vecOrigin.Base() ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2fv( 0, texlr.Base() ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
vecOrigin -= dy; |
|
#ifndef USE_DETAIL_SHAPES |
|
meshBuilder.Position3fv( vecOrigin.Base() ); |
|
#else |
|
meshBuilder.Position3fv( (vecOrigin+vecSway).Base() ); |
|
#endif |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2f( 0, texlr.x, texul.y ); |
|
meshBuilder.AdvanceVertex(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// draws a procedural model, cross shape |
|
// two perpendicular sprites |
|
//----------------------------------------------------------------------------- |
|
#ifdef USE_DETAIL_SHAPES |
|
void CDetailModel::DrawTypeShapeCross( CMeshBuilder &meshBuilder ) |
|
{ |
|
Assert( m_Type == DETAIL_PROP_TYPE_SHAPE_CROSS ); |
|
|
|
Vector vecColor; |
|
GetColorModulation( vecColor.Base() ); |
|
|
|
unsigned char color[4]; |
|
color[0] = (unsigned char)(vecColor[0] * 255.0f); |
|
color[1] = (unsigned char)(vecColor[1] * 255.0f); |
|
color[2] = (unsigned char)(vecColor[2] * 255.0f); |
|
color[3] = m_Alpha; |
|
|
|
DetailPropSpriteDict_t &dict = s_DetailObjectSystem.DetailSpriteDict( m_SpriteInfo.m_nSpriteIndex ); |
|
|
|
Vector2D texul, texlr; |
|
texul = dict.m_TexUL; |
|
texlr = dict.m_TexLR; |
|
|
|
// What a shameless re-use of bits (m_pModel == 0 when it should be flipped horizontally) |
|
if ( !m_pModel ) |
|
{ |
|
texul.x = dict.m_TexLR.x; |
|
texlr.x = dict.m_TexUL.x; |
|
} |
|
|
|
Vector2D texumid, texlmid; |
|
texumid.y = texul.y; |
|
texlmid.y = texlr.y; |
|
texumid.x = texlmid.x = ( texul.x + texlr.x ) / 2; |
|
|
|
Vector2D texll; |
|
texll.x = texul.x; |
|
texll.y = texlr.y; |
|
|
|
Vector2D ul, lr; |
|
float flScale = m_SpriteInfo.m_flScale.GetFloat(); |
|
Vector2DMultiply( dict.m_UL, flScale, ul ); |
|
Vector2DMultiply( dict.m_LR, flScale, lr ); |
|
|
|
float flSizeX = ( lr.x - ul.x ) / 2; |
|
float flSizeY = ( lr.y - ul.y ); |
|
|
|
UpdatePlayerAvoid(); |
|
|
|
// sway based on time plus a random seed that is constant for this instance of the sprite |
|
Vector vecSway = ( m_pAdvInfo->m_vecCurrentAvoid * flSizeX * 2 ); |
|
float flSwayAmplitude = m_pAdvInfo->m_flSwayAmount * cl_detail_max_sway.GetFloat(); |
|
if ( flSwayAmplitude > 0 ) |
|
{ |
|
vecSway += UTIL_YawToVector( m_pAdvInfo->m_flSwayYaw ) * sin(gpGlobals->curtime+m_Origin.x) * flSwayAmplitude; |
|
} |
|
|
|
Vector vecOrigin; |
|
VectorMA( m_Origin, ul.y, m_pAdvInfo->m_vecAnglesUp[0], vecOrigin ); |
|
|
|
Vector forward, right, up; |
|
forward = m_pAdvInfo->m_vecAnglesForward[0] * flSizeX; |
|
right = m_pAdvInfo->m_vecAnglesRight[0] * flSizeX; |
|
up = m_pAdvInfo->m_vecAnglesUp[0] * flSizeY; |
|
|
|
// figure out drawing order so the branches sort properly |
|
// do dot products with the forward and right vectors to determine the quadrant the viewer is in |
|
// assume forward points North , right points East |
|
/* |
|
N |
|
| |
|
3 | 0 |
|
W---------E |
|
2 | 1 |
|
| |
|
S |
|
*/ |
|
// eg if they are in quadrant 0, set iBranch to 0, and the draw order will be |
|
// 0, 1, 2, 3, or South, west, north, east |
|
Vector viewOffset = CurrentViewOrigin() - m_Origin; |
|
bool bForward = ( DotProduct( forward, viewOffset ) > 0 ); |
|
bool bRight = ( DotProduct( right, viewOffset ) > 0 ); |
|
int iBranch = bForward ? ( bRight ? 0 : 3 ) : ( bRight ? 1 : 2 ); |
|
|
|
//debugoverlay->AddLineOverlay( m_Origin, m_Origin + right * 20, 255, 0, 0, true, 0.01 ); |
|
//debugoverlay->AddLineOverlay( m_Origin, m_Origin + forward * 20, 0, 0, 255, true, 0.01 ); |
|
|
|
int iDrawn = 0; |
|
while( iDrawn < 4 ) |
|
{ |
|
switch( iBranch ) |
|
{ |
|
case 0: // south |
|
DrawSwayingQuad( meshBuilder, vecOrigin, vecSway, texumid, texlr, color, -forward, up ); |
|
break; |
|
case 1: // west |
|
DrawSwayingQuad( meshBuilder, vecOrigin, vecSway, texumid, texll, color, -right, up ); |
|
break; |
|
case 2: // north |
|
DrawSwayingQuad( meshBuilder, vecOrigin, vecSway, texumid, texll, color, forward, up ); |
|
break; |
|
case 3: // east |
|
DrawSwayingQuad( meshBuilder, vecOrigin, vecSway, texumid, texlr, color, right, up ); |
|
break; |
|
} |
|
|
|
iDrawn++; |
|
iBranch++; |
|
if ( iBranch > 3 ) |
|
iBranch = 0; |
|
} |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// draws a procedural model, tri shape |
|
//----------------------------------------------------------------------------- |
|
#ifdef USE_DETAIL_SHAPES |
|
void CDetailModel::DrawTypeShapeTri( CMeshBuilder &meshBuilder ) |
|
{ |
|
Assert( m_Type == DETAIL_PROP_TYPE_SHAPE_TRI ); |
|
|
|
Vector vecColor; |
|
GetColorModulation( vecColor.Base() ); |
|
|
|
unsigned char color[4]; |
|
color[0] = (unsigned char)(vecColor[0] * 255.0f); |
|
color[1] = (unsigned char)(vecColor[1] * 255.0f); |
|
color[2] = (unsigned char)(vecColor[2] * 255.0f); |
|
color[3] = m_Alpha; |
|
|
|
DetailPropSpriteDict_t &dict = s_DetailObjectSystem.DetailSpriteDict( m_SpriteInfo.m_nSpriteIndex ); |
|
|
|
Vector2D texul, texlr; |
|
texul = dict.m_TexUL; |
|
texlr = dict.m_TexLR; |
|
|
|
// What a shameless re-use of bits (m_pModel == 0 when it should be flipped horizontally) |
|
if ( !m_pModel ) |
|
{ |
|
texul.x = dict.m_TexLR.x; |
|
texlr.x = dict.m_TexUL.x; |
|
} |
|
|
|
Vector2D ul, lr; |
|
float flScale = m_SpriteInfo.m_flScale.GetFloat(); |
|
Vector2DMultiply( dict.m_UL, flScale, ul ); |
|
Vector2DMultiply( dict.m_LR, flScale, lr ); |
|
|
|
// sort the sides relative to the view origin |
|
Vector viewOffset = CurrentViewOrigin() - m_Origin; |
|
|
|
// three sides, A, B, C, counter-clockwise from A is the unrotated side |
|
bool bOutsideA = DotProduct( m_pAdvInfo->m_vecAnglesForward[0], viewOffset ) > 0; |
|
bool bOutsideB = DotProduct( m_pAdvInfo->m_vecAnglesForward[1], viewOffset ) > 0; |
|
bool bOutsideC = DotProduct( m_pAdvInfo->m_vecAnglesForward[2], viewOffset ) > 0; |
|
|
|
int iBranch = 0; |
|
if ( bOutsideA && !bOutsideB ) |
|
iBranch = 1; |
|
else if ( bOutsideB && !bOutsideC ) |
|
iBranch = 2; |
|
|
|
float flHeight, flWidth; |
|
flHeight = (lr.y - ul.y); |
|
flWidth = (lr.x - ul.x); |
|
|
|
Vector vecSway; |
|
Vector vecOrigin; |
|
Vector vecHeight, vecWidth; |
|
|
|
UpdatePlayerAvoid(); |
|
|
|
Vector vecSwayYaw = UTIL_YawToVector( m_pAdvInfo->m_flSwayYaw ); |
|
float flSwayAmplitude = m_pAdvInfo->m_flSwayAmount * cl_detail_max_sway.GetFloat(); |
|
|
|
int iDrawn = 0; |
|
while( iDrawn < 3 ) |
|
{ |
|
vecHeight = m_pAdvInfo->m_vecAnglesUp[iBranch] * flHeight; |
|
vecWidth = m_pAdvInfo->m_vecAnglesRight[iBranch] * flWidth; |
|
|
|
VectorMA( m_Origin, ul.x, m_pAdvInfo->m_vecAnglesRight[iBranch], vecOrigin ); |
|
VectorMA( vecOrigin, ul.y, m_pAdvInfo->m_vecAnglesUp[iBranch], vecOrigin ); |
|
VectorMA( vecOrigin, m_pAdvInfo->m_flShapeSize*flWidth, m_pAdvInfo->m_vecAnglesForward[iBranch], vecOrigin ); |
|
|
|
// sway is calculated per side so they don't sway exactly the same |
|
Vector vecSway = ( m_pAdvInfo->m_vecCurrentAvoid * flWidth ) + |
|
vecSwayYaw * sin(gpGlobals->curtime+m_Origin.x+iBranch) * flSwayAmplitude; |
|
|
|
DrawSwayingQuad( meshBuilder, vecOrigin, vecSway, texul, texlr, color, vecWidth, vecHeight ); |
|
|
|
iDrawn++; |
|
iBranch++; |
|
if ( iBranch > 2 ) |
|
iBranch = 0; |
|
} |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// checks for nearby players and pushes the detail to the side |
|
//----------------------------------------------------------------------------- |
|
#ifdef USE_DETAIL_SHAPES |
|
void CDetailModel::UpdatePlayerAvoid( void ) |
|
{ |
|
float flForce = cl_detail_avoid_force.GetFloat(); |
|
|
|
if ( flForce < 0.1 ) |
|
return; |
|
|
|
if ( m_pAdvInfo == NULL ) |
|
return; |
|
|
|
// get players in a radius |
|
float flRadius = cl_detail_avoid_radius.GetFloat(); |
|
float flRecoverSpeed = cl_detail_avoid_recover_speed.GetFloat(); |
|
|
|
Vector vecAvoid; |
|
C_BaseEntity *pEnt; |
|
|
|
float flMaxForce = 0; |
|
Vector vecMaxAvoid(0,0,0); |
|
|
|
CPlayerEnumerator avoid( flRadius, m_Origin ); |
|
::partition->EnumerateElementsInSphere( PARTITION_CLIENT_SOLID_EDICTS, m_Origin, flRadius, false, &avoid ); |
|
|
|
// Okay, decide how to avoid if there's anything close by |
|
int c = avoid.GetObjectCount(); |
|
for ( int i=0; i<c+1; i++ ) // +1 for the local player we tack on the end |
|
{ |
|
if ( i == c ) |
|
{ |
|
pEnt = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pEnt ) continue; |
|
} |
|
else |
|
pEnt = avoid.GetObject( i ); |
|
|
|
vecAvoid = m_Origin - pEnt->GetAbsOrigin(); |
|
vecAvoid.z = 0; |
|
|
|
float flDist = vecAvoid.Length2D(); |
|
|
|
if ( flDist > flRadius ) |
|
continue; |
|
|
|
float flForceScale = RemapValClamped( flDist, 0, flRadius, flForce, 0.0 ); |
|
|
|
if ( flForceScale > flMaxForce ) |
|
{ |
|
flMaxForce = flForceScale; |
|
vecAvoid.NormalizeInPlace(); |
|
vecAvoid *= flMaxForce; |
|
vecMaxAvoid = vecAvoid; |
|
} |
|
} |
|
|
|
// if we are being moved, move fast. Else we recover at a slow rate |
|
if ( vecMaxAvoid.Length2D() > m_pAdvInfo->m_vecCurrentAvoid.Length2D() ) |
|
flRecoverSpeed = 10; // fast approach |
|
|
|
m_pAdvInfo->m_vecCurrentAvoid[0] = Approach( vecMaxAvoid[0], m_pAdvInfo->m_vecCurrentAvoid[0], flRecoverSpeed ); |
|
m_pAdvInfo->m_vecCurrentAvoid[1] = Approach( vecMaxAvoid[1], m_pAdvInfo->m_vecCurrentAvoid[1], flRecoverSpeed ); |
|
m_pAdvInfo->m_vecCurrentAvoid[2] = Approach( vecMaxAvoid[2], m_pAdvInfo->m_vecCurrentAvoid[2], flRecoverSpeed ); |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// draws a quad that sways on the top two vertices |
|
// pass vecOrigin as the top left vertex position |
|
//----------------------------------------------------------------------------- |
|
#ifdef USE_DETAIL_SHAPES |
|
void CDetailModel::DrawSwayingQuad( CMeshBuilder &meshBuilder, Vector vecOrigin, Vector vecSway, Vector2D texul, Vector2D texlr, unsigned char *color, |
|
Vector width, Vector height ) |
|
{ |
|
meshBuilder.Position3fv( (vecOrigin + vecSway).Base() ); |
|
meshBuilder.TexCoord2fv( 0, texul.Base() ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
vecOrigin += height; |
|
meshBuilder.Position3fv( vecOrigin.Base() ); |
|
meshBuilder.TexCoord2f( 0, texul.x, texlr.y ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
vecOrigin += width; |
|
meshBuilder.Position3fv( vecOrigin.Base() ); |
|
meshBuilder.TexCoord2fv( 0, texlr.Base() ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
vecOrigin -= height; |
|
meshBuilder.Position3fv( (vecOrigin + vecSway).Base() ); |
|
meshBuilder.TexCoord2f( 0, texlr.x, texul.y ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.AdvanceVertex(); |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// constructor, destructor |
|
//----------------------------------------------------------------------------- |
|
CDetailObjectSystem::CDetailObjectSystem() : m_DetailSpriteDict( 0, 32 ), m_DetailObjectDict( 0, 32 ), m_DetailSpriteDictFlipped( 0, 32 ) |
|
{ |
|
m_pFastSpriteData = NULL; |
|
m_pSortInfo = NULL; |
|
m_pFastSortInfo = NULL; |
|
m_pBuildoutBuffer = NULL; |
|
} |
|
|
|
void CDetailObjectSystem::FreeSortBuffers( void ) |
|
{ |
|
if ( m_pSortInfo ) |
|
{ |
|
MemAlloc_FreeAligned( m_pSortInfo ); |
|
m_pSortInfo = NULL; |
|
} |
|
if ( m_pFastSortInfo ) |
|
{ |
|
MemAlloc_FreeAligned( m_pFastSortInfo ); |
|
m_pFastSortInfo = NULL; |
|
} |
|
if ( m_pBuildoutBuffer ) |
|
{ |
|
MemAlloc_FreeAligned( m_pBuildoutBuffer ); |
|
m_pBuildoutBuffer = NULL; |
|
} |
|
} |
|
|
|
CDetailObjectSystem::~CDetailObjectSystem() |
|
{ |
|
if ( m_pFastSpriteData ) |
|
{ |
|
MemAlloc_FreeAligned( m_pFastSpriteData ); |
|
m_pFastSpriteData = NULL; |
|
} |
|
FreeSortBuffers(); |
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Level init, shutdown |
|
//----------------------------------------------------------------------------- |
|
void CDetailObjectSystem::LevelInitPreEntity() |
|
{ |
|
// Prepare the translucent detail sprite material; we only have 1! |
|
m_DetailSpriteMaterial.Init( "detail/detailsprites", TEXTURE_GROUP_OTHER ); |
|
m_DetailWireframeMaterial.Init( "debug/debugspritewireframe", TEXTURE_GROUP_OTHER ); |
|
|
|
// Version check |
|
if (engine->GameLumpVersion( GAMELUMP_DETAIL_PROPS ) < 4) |
|
{ |
|
Warning("Map uses old detail prop file format.. ignoring detail props\n"); |
|
return; |
|
} |
|
|
|
MEM_ALLOC_CREDIT(); |
|
|
|
// Unserialize |
|
int size = engine->GameLumpSize( GAMELUMP_DETAIL_PROPS ); |
|
CUtlMemory<unsigned char> fileMemory; |
|
fileMemory.EnsureCapacity( size ); |
|
if (engine->LoadGameLump( GAMELUMP_DETAIL_PROPS, fileMemory.Base(), size )) |
|
{ |
|
CUtlBuffer buf( fileMemory.Base(), size, CUtlBuffer::READ_ONLY ); |
|
UnserializeModelDict( buf ); |
|
|
|
switch (engine->GameLumpVersion( GAMELUMP_DETAIL_PROPS ) ) |
|
{ |
|
case 4: |
|
UnserializeDetailSprites( buf ); |
|
UnserializeModels( buf ); |
|
break; |
|
} |
|
} |
|
|
|
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() ) |
|
{ |
|
// There are detail objects in the level, so precache the material |
|
PrecacheMaterial( DETAIL_SPRITE_MATERIAL ); |
|
IMaterial *pMat = m_DetailSpriteMaterial; |
|
// adjust for non-square textures (cropped) |
|
float flRatio = (float)( pMat->GetMappingWidth() ) / pMat->GetMappingHeight(); |
|
if ( flRatio > 1.0 ) |
|
{ |
|
for( int i = 0; i<m_DetailSpriteDict.Count(); i++ ) |
|
{ |
|
m_DetailSpriteDict[i].m_TexUL.y *= flRatio; |
|
m_DetailSpriteDict[i].m_TexLR.y *= flRatio; |
|
m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio; |
|
m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio; |
|
} |
|
} |
|
} |
|
|
|
int detailPropLightingLump; |
|
if( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) |
|
{ |
|
detailPropLightingLump = GAMELUMP_DETAIL_PROP_LIGHTING_HDR; |
|
} |
|
else |
|
{ |
|
detailPropLightingLump = GAMELUMP_DETAIL_PROP_LIGHTING; |
|
} |
|
size = engine->GameLumpSize( detailPropLightingLump ); |
|
|
|
fileMemory.EnsureCapacity( size ); |
|
if (engine->LoadGameLump( detailPropLightingLump, fileMemory.Base(), size )) |
|
{ |
|
CUtlBuffer buf( fileMemory.Base(), size, CUtlBuffer::READ_ONLY ); |
|
UnserializeModelLighting( buf ); |
|
} |
|
} |
|
|
|
|
|
void CDetailObjectSystem::LevelInitPostEntity() |
|
{ |
|
const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL; |
|
C_World *pWorld = GetClientWorldEntity(); |
|
if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) ) |
|
{ |
|
pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial(); |
|
} |
|
m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER ); |
|
|
|
if ( GetDetailController() ) |
|
{ |
|
cl_detailfade.SetValue( MIN( m_flDefaultFadeStart, GetDetailController()->m_flFadeStartDist ) ); |
|
cl_detaildist.SetValue( MIN( m_flDefaultFadeEnd, GetDetailController()->m_flFadeEndDist ) ); |
|
} |
|
else |
|
{ |
|
// revert to default values if the map doesn't specify |
|
cl_detailfade.SetValue( m_flDefaultFadeStart ); |
|
cl_detaildist.SetValue( m_flDefaultFadeEnd ); |
|
} |
|
} |
|
|
|
void CDetailObjectSystem::LevelShutdownPreEntity() |
|
{ |
|
m_DetailObjects.Purge(); |
|
m_DetailObjectDict.Purge(); |
|
m_DetailSpriteDict.Purge(); |
|
m_DetailSpriteDictFlipped.Purge(); |
|
m_DetailLighting.Purge(); |
|
m_DetailSpriteMaterial.Shutdown(); |
|
if ( m_pFastSpriteData ) |
|
{ |
|
MemAlloc_FreeAligned( m_pFastSpriteData ); |
|
m_pFastSpriteData = NULL; |
|
} |
|
FreeSortBuffers(); |
|
|
|
} |
|
|
|
void CDetailObjectSystem::LevelShutdownPostEntity() |
|
{ |
|
m_DetailWireframeMaterial.Shutdown(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Before each view, blat out the stored detail sprite state |
|
//----------------------------------------------------------------------------- |
|
void CDetailObjectSystem::BeginTranslucentDetailRendering( ) |
|
{ |
|
m_nSortedLeaf = -1; |
|
m_nSortedFastLeaf = -1; |
|
m_nSpriteCount = m_nFirstSprite = 0; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets a particular detail object |
|
//----------------------------------------------------------------------------- |
|
IClientRenderable* CDetailObjectSystem::GetDetailModel( int idx ) |
|
{ |
|
// FIXME: This is necessary because we have intermixed models + sprites |
|
// in a single list (m_DetailObjects) |
|
if (m_DetailObjects[idx].GetType() != DETAIL_PROP_TYPE_MODEL) |
|
return NULL; |
|
|
|
return &m_DetailObjects[idx]; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Unserialization |
|
//----------------------------------------------------------------------------- |
|
void CDetailObjectSystem::UnserializeModelDict( CUtlBuffer& buf ) |
|
{ |
|
int count = buf.GetInt(); |
|
m_DetailObjectDict.EnsureCapacity( count ); |
|
while ( --count >= 0 ) |
|
{ |
|
DetailObjectDictLump_t lump; |
|
buf.Get( &lump, sizeof(DetailObjectDictLump_t) ); |
|
|
|
DetailModelDict_t dict; |
|
dict.m_pModel = (model_t *)engine->LoadModel( lump.m_Name, true ); |
|
|
|
// Don't allow vertex-lit models |
|
if (modelinfo->IsModelVertexLit(dict.m_pModel)) |
|
{ |
|
Warning("Detail prop model %s is using vertex-lit materials!\nIt must use unlit materials!\n", lump.m_Name ); |
|
dict.m_pModel = (model_t *)engine->LoadModel( "models/error.mdl" ); |
|
} |
|
|
|
m_DetailObjectDict.AddToTail( dict ); |
|
} |
|
} |
|
|
|
void CDetailObjectSystem::UnserializeDetailSprites( CUtlBuffer& buf ) |
|
{ |
|
int count = buf.GetInt(); |
|
m_DetailSpriteDict.EnsureCapacity( count ); |
|
m_DetailSpriteDictFlipped.EnsureCapacity( count ); |
|
while ( --count >= 0 ) |
|
{ |
|
int i = m_DetailSpriteDict.AddToTail(); |
|
buf.Get( &m_DetailSpriteDict[i], sizeof(DetailSpriteDictLump_t) ); |
|
int flipi = m_DetailSpriteDictFlipped.AddToTail(); |
|
m_DetailSpriteDictFlipped[flipi] = m_DetailSpriteDict[i]; |
|
::V_swap( m_DetailSpriteDictFlipped[flipi].m_TexUL.x, m_DetailSpriteDictFlipped[flipi].m_TexLR.x ); |
|
} |
|
} |
|
|
|
|
|
void CDetailObjectSystem::UnserializeModelLighting( CUtlBuffer& buf ) |
|
{ |
|
int count = buf.GetInt(); |
|
m_DetailLighting.EnsureCapacity( count ); |
|
while ( --count >= 0 ) |
|
{ |
|
int i = m_DetailLighting.AddToTail(); |
|
buf.Get( &m_DetailLighting[i], sizeof(DetailPropLightstylesLump_t) ); |
|
} |
|
} |
|
|
|
|
|
ConVar cl_detail_multiplier( "cl_detail_multiplier", "1", FCVAR_CHEAT, "extra details to create" ); |
|
|
|
#define SPRITE_MULTIPLIER ( cl_detail_multiplier.GetInt() ) |
|
|
|
ConVar cl_fastdetailsprites( "cl_fastdetailsprites", "1", FCVAR_CHEAT, "whether to use new detail sprite system"); |
|
|
|
static bool DetailObjectIsFastSprite( DetailObjectLump_t const & lump ) |
|
{ |
|
return ( |
|
( cl_fastdetailsprites.GetInt() ) && |
|
( lump.m_Type == DETAIL_PROP_TYPE_SPRITE ) && |
|
( lump.m_LightStyleCount == 0 ) && |
|
( lump.m_Orientation == 2 ) && |
|
( lump.m_ShapeAngle == 0 ) && |
|
( lump.m_ShapeSize == 0 ) && |
|
( lump.m_SwayAmount == 0 ) ); |
|
} |
|
|
|
|
|
void CDetailObjectSystem::ScanForCounts( CUtlBuffer& buf, |
|
int *pNumOldStyleObjects, |
|
int *pNumFastSpritesToAllocate, |
|
int *nMaxNumOldSpritesInLeaf, |
|
int *nMaxNumFastSpritesInLeaf |
|
) const |
|
{ |
|
int oldpos = buf.TellGet(); // we need to seek back |
|
int count = buf.GetInt(); |
|
|
|
int nOld = 0; |
|
int nFast = 0; |
|
int detailObjectLeaf = -1; |
|
|
|
int nNumOldInLeaf = 0; |
|
int nNumFastInLeaf = 0; |
|
int nMaxOld = 0; |
|
int nMaxFast = 0; |
|
while ( --count >= 0 ) |
|
{ |
|
DetailObjectLump_t lump; |
|
buf.Get( &lump, sizeof(DetailObjectLump_t) ); |
|
|
|
// We rely on the fact that details objects are sorted by leaf in the |
|
// bsp file for this |
|
if ( detailObjectLeaf != lump.m_Leaf ) |
|
{ |
|
// need to pad nfast to next sse boundary |
|
nFast += ( 0 - nFast ) & 3; |
|
nMaxFast = MAX( nMaxFast, nNumFastInLeaf ); |
|
nMaxOld = MAX( nMaxOld, nNumOldInLeaf ); |
|
nNumOldInLeaf = 0; |
|
nNumFastInLeaf = 0; |
|
detailObjectLeaf = lump.m_Leaf; |
|
|
|
} |
|
|
|
if ( DetailObjectIsFastSprite( lump ) ) |
|
{ |
|
nFast += SPRITE_MULTIPLIER; |
|
nNumFastInLeaf += SPRITE_MULTIPLIER; |
|
} |
|
else |
|
{ |
|
nOld += SPRITE_MULTIPLIER; |
|
nNumOldInLeaf += SPRITE_MULTIPLIER; |
|
} |
|
} |
|
|
|
// need to pad nfast to next sse boundary |
|
nFast += ( 0 - nFast ) & 3; |
|
nMaxFast = MAX( nMaxFast, nNumFastInLeaf ); |
|
nMaxOld = MAX( nMaxOld, nNumOldInLeaf ); |
|
|
|
buf.SeekGet( CUtlBuffer::SEEK_HEAD, oldpos ); |
|
*pNumFastSpritesToAllocate = nFast; |
|
*pNumOldStyleObjects = nOld; |
|
nMaxFast = ( 3 + nMaxFast ) & ~3; |
|
*nMaxNumOldSpritesInLeaf = nMaxOld; |
|
*nMaxNumFastSpritesInLeaf = nMaxFast; |
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Unserialize all models |
|
//----------------------------------------------------------------------------- |
|
void CDetailObjectSystem::UnserializeModels( CUtlBuffer& buf ) |
|
{ |
|
int firstDetailObject = 0; |
|
int detailObjectCount = 0; |
|
int detailObjectLeaf = -1; |
|
|
|
int nNumOldStyleObjects; |
|
int nNumFastSpritesToAllocate; |
|
int nMaxOldInLeaf; |
|
int nMaxFastInLeaf; |
|
ScanForCounts( buf, &nNumOldStyleObjects, &nNumFastSpritesToAllocate, &nMaxOldInLeaf, &nMaxFastInLeaf ); |
|
|
|
FreeSortBuffers(); |
|
|
|
if ( nMaxOldInLeaf ) |
|
{ |
|
m_pSortInfo = reinterpret_cast<SortInfo_t *> ( |
|
MemAlloc_AllocAligned( (3 + nMaxOldInLeaf ) * sizeof( SortInfo_t ), sizeof( fltx4 ) ) ); |
|
} |
|
if ( nMaxFastInLeaf ) |
|
{ |
|
m_pFastSortInfo = reinterpret_cast<SortInfo_t *> ( |
|
MemAlloc_AllocAligned( (3 + nMaxFastInLeaf ) * sizeof( SortInfo_t ), sizeof( fltx4 ) ) ); |
|
|
|
m_pBuildoutBuffer = reinterpret_cast<FastSpriteQuadBuildoutBufferX4_t *> ( |
|
MemAlloc_AllocAligned( |
|
( 1 + nMaxFastInLeaf / 4 ) * sizeof( FastSpriteQuadBuildoutBufferX4_t ), |
|
sizeof( fltx4 ) ) ); |
|
} |
|
|
|
if ( nNumFastSpritesToAllocate ) |
|
{ |
|
Assert( ( nNumFastSpritesToAllocate & 3 ) == 0 ); |
|
Assert( ! m_pFastSpriteData ); // wtf? didn't free? |
|
m_pFastSpriteData = reinterpret_cast<FastSpriteX4_t *> ( |
|
MemAlloc_AllocAligned( |
|
( nNumFastSpritesToAllocate >> 2 ) * sizeof( FastSpriteX4_t ), |
|
sizeof( fltx4 ) ) ); |
|
} |
|
|
|
m_DetailObjects.EnsureCapacity( nNumOldStyleObjects ); |
|
|
|
int count = buf.GetInt(); |
|
|
|
int nCurFastObject = 0; |
|
int nNumFastObjectsInCurLeaf = 0; |
|
FastSpriteX4_t *pCurFastSpriteOut = m_pFastSpriteData; |
|
|
|
bool bFlipped = true; |
|
while ( --count >= 0 ) |
|
{ |
|
bFlipped = !bFlipped; |
|
DetailObjectLump_t lump; |
|
buf.Get( &lump, sizeof(DetailObjectLump_t) ); |
|
|
|
// We rely on the fact that details objects are sorted by leaf in the |
|
// bsp file for this |
|
if ( detailObjectLeaf != lump.m_Leaf ) |
|
{ |
|
if (detailObjectLeaf != -1) |
|
{ |
|
if ( nNumFastObjectsInCurLeaf ) |
|
{ |
|
CFastDetailLeafSpriteList *pNew = new CFastDetailLeafSpriteList; |
|
pNew->m_nNumSprites = nNumFastObjectsInCurLeaf; |
|
pNew->m_nNumSIMDSprites = ( 3 + nNumFastObjectsInCurLeaf ) >> 2; |
|
pNew->m_pSprites = pCurFastSpriteOut; |
|
pCurFastSpriteOut += pNew->m_nNumSIMDSprites; |
|
ClientLeafSystem()->SetSubSystemDataInLeaf( |
|
detailObjectLeaf, CLSUBSYSTEM_DETAILOBJECTS, pNew ); |
|
// round to see boundary |
|
nCurFastObject += ( 0 - nCurFastObject ) & 3; |
|
nNumFastObjectsInCurLeaf = 0; |
|
} |
|
ClientLeafSystem()->SetDetailObjectsInLeaf( detailObjectLeaf, |
|
firstDetailObject, detailObjectCount ); |
|
} |
|
|
|
detailObjectLeaf = lump.m_Leaf; |
|
firstDetailObject = m_DetailObjects.Count(); |
|
detailObjectCount = 0; |
|
} |
|
|
|
if ( DetailObjectIsFastSprite( lump ) ) |
|
{ |
|
for( int i =0 ; i < SPRITE_MULTIPLIER ; i++) |
|
{ |
|
FastSpriteX4_t *pSpritex4 = m_pFastSpriteData + (nCurFastObject >> 2 ); |
|
int nSubField = ( nCurFastObject & 3 ); |
|
Vector pos(0,0,0); |
|
if ( i ) |
|
{ |
|
pos += RandomVector( -50, 50 ); |
|
pos.z = 0; |
|
} |
|
UnserializeFastSprite( pSpritex4, nSubField, lump, bFlipped, pos ); |
|
if ( nSubField == 0 ) |
|
pSpritex4->ReplicateFirstEntryToOthers(); // keep bad numbers out to prevent denormals, etc |
|
nCurFastObject++; |
|
nNumFastObjectsInCurLeaf++; |
|
} |
|
} |
|
else |
|
{ |
|
switch( lump.m_Type ) |
|
{ |
|
case DETAIL_PROP_TYPE_MODEL: |
|
{ |
|
int newObj = m_DetailObjects.AddToTail(); |
|
m_DetailObjects[newObj].Init( |
|
newObj, lump.m_Origin, lump.m_Angles, |
|
m_DetailObjectDict[lump.m_DetailModel].m_pModel, lump.m_Lighting, |
|
lump.m_LightStyles, lump.m_LightStyleCount, lump.m_Orientation ); |
|
++detailObjectCount; |
|
} |
|
break; |
|
|
|
case DETAIL_PROP_TYPE_SPRITE: |
|
case DETAIL_PROP_TYPE_SHAPE_CROSS: |
|
case DETAIL_PROP_TYPE_SHAPE_TRI: |
|
{ |
|
for( int i=0;i<SPRITE_MULTIPLIER;i++) |
|
{ |
|
Vector pos = lump.m_Origin; |
|
if ( i != 0) |
|
{ |
|
pos += RandomVector( -50, 50 ); |
|
pos. z = lump.m_Origin.z; |
|
} |
|
int newObj = m_DetailObjects.AddToTail(); |
|
m_DetailObjects[newObj].InitSprite( |
|
newObj, bFlipped, pos, lump.m_Angles, |
|
lump.m_DetailModel, lump.m_Lighting, |
|
lump.m_LightStyles, lump.m_LightStyleCount, lump.m_Orientation, lump.m_flScale, |
|
lump.m_Type, lump.m_ShapeAngle, lump.m_ShapeSize, lump.m_SwayAmount ); |
|
++detailObjectCount; |
|
} |
|
} |
|
break; |
|
} |
|
} |
|
} |
|
|
|
|
|
if (detailObjectLeaf != -1) |
|
{ |
|
if ( nNumFastObjectsInCurLeaf ) |
|
{ |
|
CFastDetailLeafSpriteList *pNew = new CFastDetailLeafSpriteList; |
|
pNew->m_nNumSprites = nNumFastObjectsInCurLeaf; |
|
pNew->m_nNumSIMDSprites = ( 3 + nNumFastObjectsInCurLeaf ) >> 2; |
|
pNew->m_pSprites = pCurFastSpriteOut; |
|
pCurFastSpriteOut += pNew->m_nNumSIMDSprites; |
|
ClientLeafSystem()->SetSubSystemDataInLeaf( |
|
detailObjectLeaf, CLSUBSYSTEM_DETAILOBJECTS, pNew ); |
|
} |
|
ClientLeafSystem()->SetDetailObjectsInLeaf( detailObjectLeaf, |
|
firstDetailObject, detailObjectCount ); |
|
} |
|
} |
|
|
|
|
|
Vector CDetailObjectSystem::GetSpriteMiddleBottomPosition( DetailObjectLump_t const &lump ) const |
|
{ |
|
DetailPropSpriteDict_t &dict = s_DetailObjectSystem.DetailSpriteDict( lump.m_DetailModel ); |
|
|
|
Vector vecDir; |
|
QAngle Angles; |
|
|
|
VectorSubtract( lump.m_Origin + Vector(0,-100,0), lump.m_Origin, vecDir ); |
|
vecDir.z = 0.0f; |
|
VectorAngles( vecDir, Angles ); |
|
|
|
Vector vecOrigin, dx, dy; |
|
AngleVectors( Angles, NULL, &dx, &dy ); |
|
|
|
Vector2D ul, lr; |
|
float scale = lump.m_flScale; |
|
Vector2DMultiply( dict.m_UL, scale, ul ); |
|
Vector2DMultiply( dict.m_LR, scale, lr ); |
|
|
|
VectorMA( lump.m_Origin, ul.x, dx, vecOrigin ); |
|
VectorMA( vecOrigin, ul.y, dy, vecOrigin ); |
|
dx *= (lr.x - ul.x); |
|
dy *= (lr.y - ul.y); |
|
|
|
Vector2D texul, texlr; |
|
texul = dict.m_TexUL; |
|
texlr = dict.m_TexLR; |
|
|
|
return vecOrigin + dy + 0.5 * dx; |
|
} |
|
|
|
|
|
void CDetailObjectSystem::UnserializeFastSprite( FastSpriteX4_t *pSpritex4, int nSubField, DetailObjectLump_t const &lump, bool bFlipped, Vector const &posOffset ) |
|
{ |
|
Vector pos = lump.m_Origin + posOffset; |
|
pos = GetSpriteMiddleBottomPosition( lump ) + posOffset; |
|
|
|
pSpritex4->m_Pos.X( nSubField ) = pos.x; |
|
pSpritex4->m_Pos.Y( nSubField ) = pos.y; |
|
pSpritex4->m_Pos.Z( nSubField ) = pos.z; |
|
DetailPropSpriteDict_t *pSDef = &m_DetailSpriteDict[lump.m_DetailModel]; |
|
|
|
SubFloat( pSpritex4->m_HalfWidth, nSubField ) = 0.5 * lump.m_flScale * ( pSDef->m_LR.x - pSDef->m_UL.x ); |
|
SubFloat( pSpritex4->m_Height, nSubField ) = lump.m_flScale * ( pSDef->m_LR.y - pSDef->m_UL.y ); |
|
if ( !bFlipped ) |
|
{ |
|
pSDef = &m_DetailSpriteDictFlipped[lump.m_DetailModel]; |
|
} |
|
// do packed color |
|
ColorRGBExp32 rgbcolor = lump.m_Lighting; |
|
float color[4]; |
|
color[0] = TexLightToLinear( rgbcolor.r, rgbcolor.exponent ); |
|
color[1] = TexLightToLinear( rgbcolor.g, rgbcolor.exponent ); |
|
color[2] = TexLightToLinear( rgbcolor.b, rgbcolor.exponent ); |
|
color[3] = 255; |
|
engine->LinearToGamma( color, color ); |
|
pSpritex4->m_RGBColor[nSubField][0] = 255.0 * color[0]; |
|
pSpritex4->m_RGBColor[nSubField][1] = 255.0 * color[1]; |
|
pSpritex4->m_RGBColor[nSubField][2] = 255.0 * color[2]; |
|
pSpritex4->m_RGBColor[nSubField][3] = 255; |
|
|
|
pSpritex4->m_pSpriteDefs[nSubField] = pSDef; |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders all opaque detail objects in a particular set of leaves |
|
//----------------------------------------------------------------------------- |
|
void CDetailObjectSystem::RenderOpaqueDetailObjects( int nLeafCount, LeafIndex_t *pLeafList ) |
|
{ |
|
// FIXME: Implement! |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Count the number of detail sprites in the leaf list |
|
//----------------------------------------------------------------------------- |
|
int CDetailObjectSystem::CountSpritesInLeafList( int nLeafCount, LeafIndex_t *pLeafList ) const |
|
{ |
|
VPROF_BUDGET( "CDetailObjectSystem::CountSpritesInLeafList", VPROF_BUDGETGROUP_DETAILPROP_RENDERING ); |
|
int nPropCount = 0; |
|
int nFirstDetailObject, nDetailObjectCount; |
|
for ( int i = 0; i < nLeafCount; ++i ) |
|
{ |
|
// FIXME: This actually counts *everything* in the leaf, which is ok for now |
|
// given how we're using it |
|
ClientLeafSystem()->GetDetailObjectsInLeaf( pLeafList[i], nFirstDetailObject, nDetailObjectCount ); |
|
nPropCount += nDetailObjectCount; |
|
} |
|
|
|
return nPropCount; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Count the number of fast sprites in the leaf list |
|
//----------------------------------------------------------------------------- |
|
int CDetailObjectSystem::CountFastSpritesInLeafList( int nLeafCount, LeafIndex_t const *pLeafList, |
|
int *nMaxFoundInLeaf ) const |
|
{ |
|
VPROF_BUDGET( "CDetailObjectSystem::CountSpritesInLeafList", VPROF_BUDGETGROUP_DETAILPROP_RENDERING ); |
|
int nCount = 0; |
|
int nMax = 0; |
|
for ( int i = 0; i < nLeafCount; ++i ) |
|
{ |
|
CFastDetailLeafSpriteList *pData = reinterpret_cast< CFastDetailLeafSpriteList *> ( |
|
ClientLeafSystem()->GetSubSystemDataInLeaf( pLeafList[i], CLSUBSYSTEM_DETAILOBJECTS ) ); |
|
if ( pData ) |
|
{ |
|
nCount += pData->m_nNumSprites; |
|
nMax = MAX( nMax, pData->m_nNumSprites ); |
|
} |
|
} |
|
*nMaxFoundInLeaf = ( nMax + 3 ) & ~3; // round up |
|
return nCount; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Count the number of detail sprite quads in the leaf list |
|
//----------------------------------------------------------------------------- |
|
int CDetailObjectSystem::CountSpriteQuadsInLeafList( int nLeafCount, LeafIndex_t *pLeafList ) const |
|
{ |
|
#ifdef USE_DETAIL_SHAPES |
|
VPROF_BUDGET( "CDetailObjectSystem::CountSpritesInLeafList", VPROF_BUDGETGROUP_DETAILPROP_RENDERING ); |
|
int nQuadCount = 0; |
|
int nFirstDetailObject, nDetailObjectCount; |
|
for ( int i = 0; i < nLeafCount; ++i ) |
|
{ |
|
// FIXME: This actually counts *everything* in the leaf, which is ok for now |
|
// given how we're using it |
|
ClientLeafSystem()->GetDetailObjectsInLeaf( pLeafList[i], nFirstDetailObject, nDetailObjectCount ); |
|
for ( int j = 0; j < nDetailObjectCount; ++j ) |
|
{ |
|
nQuadCount += m_DetailObjects[j + nFirstDetailObject].QuadsToDraw(); |
|
} |
|
} |
|
|
|
return nQuadCount; |
|
#else |
|
return CountSpritesInLeafList( nLeafCount, pLeafList ); |
|
#endif |
|
} |
|
|
|
|
|
#define TREATASINT(x) ( *( ( (int32 const *)( &(x) ) ) ) ) |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sorts sprites in back-to-front order |
|
//----------------------------------------------------------------------------- |
|
inline bool CDetailObjectSystem::SortLessFunc( const CDetailObjectSystem::SortInfo_t &left, const CDetailObjectSystem::SortInfo_t &right ) |
|
{ |
|
return TREATASINT( left.m_flDistance ) > TREATASINT( right.m_flDistance ); |
|
// return left.m_flDistance > right.m_flDistance; |
|
} |
|
|
|
|
|
int CDetailObjectSystem::SortSpritesBackToFront( int nLeaf, const Vector &viewOrigin, const Vector &viewForward, SortInfo_t *pSortInfo ) |
|
{ |
|
VPROF_BUDGET( "CDetailObjectSystem::SortSpritesBackToFront", VPROF_BUDGETGROUP_DETAILPROP_RENDERING ); |
|
int nFirstDetailObject, nDetailObjectCount; |
|
ClientLeafSystem()->GetDetailObjectsInLeaf( nLeaf, nFirstDetailObject, nDetailObjectCount ); |
|
|
|
float flFactor = 1.0f; |
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( pLocalPlayer ) |
|
{ |
|
flFactor = 1.0 / pLocalPlayer->GetFOVDistanceAdjustFactor(); |
|
} |
|
|
|
float flMaxSqDist; |
|
float flFadeSqDist; |
|
float flDetailDist = cl_detaildist.GetFloat(); |
|
|
|
flMaxSqDist = flDetailDist * flDetailDist; |
|
flFadeSqDist = flDetailDist - cl_detailfade.GetFloat(); |
|
flMaxSqDist *= flFactor; |
|
flFadeSqDist *= flFactor; |
|
if (flFadeSqDist > 0) |
|
{ |
|
flFadeSqDist *= flFadeSqDist; |
|
} |
|
else |
|
{ |
|
flFadeSqDist = 0; |
|
} |
|
float flFalloffFactor = 255.0f / (flMaxSqDist - flFadeSqDist); |
|
|
|
Vector vecDelta; |
|
int nCount = 0; |
|
nDetailObjectCount += nFirstDetailObject; |
|
for ( int j = nFirstDetailObject; j < nDetailObjectCount; ++j ) |
|
{ |
|
CDetailModel &model = m_DetailObjects[j]; |
|
|
|
Vector v; |
|
VectorSubtract( model.GetRenderOrigin(), viewOrigin, vecDelta ); |
|
float flSqDist = vecDelta.LengthSqr(); |
|
if ( flSqDist >= flMaxSqDist ) |
|
continue; |
|
|
|
if ((flFadeSqDist > 0) && (flSqDist > flFadeSqDist)) |
|
{ |
|
model.SetAlpha( flFalloffFactor * ( flMaxSqDist - flSqDist ) ); |
|
} |
|
else |
|
{ |
|
model.SetAlpha( 255 ); |
|
} |
|
|
|
if ( (model.GetType() == DETAIL_PROP_TYPE_MODEL) || (model.GetAlpha() == 0) ) |
|
continue; |
|
|
|
// Perform screen alignment if necessary. |
|
model.ComputeAngles(); |
|
SortInfo_t *pSortInfoCurrent = &pSortInfo[nCount]; |
|
|
|
pSortInfoCurrent->m_nIndex = j; |
|
|
|
// Compute distance from the camera to each object |
|
pSortInfoCurrent->m_flDistance = flSqDist; |
|
++nCount; |
|
} |
|
|
|
if ( nCount ) |
|
{ |
|
VPROF( "CDetailObjectSystem::SortSpritesBackToFront -- Sort" ); |
|
std::make_heap( pSortInfo, pSortInfo + nCount, SortLessFunc ); |
|
std::sort_heap( pSortInfo, pSortInfo + nCount, SortLessFunc ); |
|
} |
|
|
|
return nCount; |
|
} |
|
|
|
|
|
#define MAGIC_NUMBER (1<<23) |
|
#ifdef VALVE_BIG_ENDIAN |
|
#define MANTISSA_LSB_OFFSET 3 |
|
#else |
|
#define MANTISSA_LSB_OFFSET 0 |
|
#endif |
|
static fltx4 Four_MagicNumbers={ MAGIC_NUMBER, MAGIC_NUMBER, MAGIC_NUMBER, MAGIC_NUMBER }; |
|
static fltx4 Four_255s={ 255.0, 255.0, 255.0, 255.0 }; |
|
|
|
static ALIGN16 int32 And255Mask[4] ALIGN16_POST = {0xff,0xff,0xff,0xff}; |
|
#define PIXMASK ( * ( reinterpret_cast< fltx4 *>( &And255Mask ) ) ) |
|
|
|
int CDetailObjectSystem::BuildOutSortedSprites( CFastDetailLeafSpriteList *pData, |
|
Vector const &viewOrigin, |
|
Vector const &viewForward, |
|
Vector const &viewRight, |
|
Vector const &viewUp ) |
|
{ |
|
// part 1 - do all vertex math, fading, etc into a buffer, using as much simd as we can |
|
int nSIMDSprites = pData->m_nNumSIMDSprites; |
|
FastSpriteX4_t const *pSprites = pData->m_pSprites; |
|
SortInfo_t *pOut = m_pFastSortInfo; |
|
FastSpriteQuadBuildoutBufferX4_t *pQuadBufferOut = m_pBuildoutBuffer; |
|
int curidx = 0; |
|
int nLastBfMask = 0; |
|
|
|
FourVectors vecViewPos; |
|
vecViewPos.DuplicateVector( viewOrigin ); |
|
fltx4 maxsqdist = ReplicateX4( m_flCurMaxSqDist ); |
|
|
|
fltx4 falloffFactor = ReplicateX4( 1.0/ ( m_flCurMaxSqDist - m_flCurFadeSqDist ) ); |
|
fltx4 startFade = ReplicateX4( m_flCurFadeSqDist ); |
|
|
|
FourVectors vecUp; |
|
vecUp.DuplicateVector(Vector(0,0,1) ); |
|
FourVectors vecFwd; |
|
vecFwd.DuplicateVector( viewForward ); |
|
|
|
do |
|
{ |
|
// calculate alpha |
|
FourVectors ofs = pSprites->m_Pos; |
|
ofs -= vecViewPos; |
|
fltx4 ofsDotFwd = ofs * vecFwd; |
|
fltx4 distanceSquared = ofs * ofs; |
|
nLastBfMask = TestSignSIMD( OrSIMD( ofsDotFwd, CmpGtSIMD( distanceSquared, maxsqdist ) ) ); // cull |
|
if ( nLastBfMask != 0xf ) |
|
{ |
|
FourVectors dx1; |
|
dx1.x = fnegate( ofs.y ); |
|
dx1.y = ( ofs.x ); |
|
dx1.z = Four_Zeros; |
|
dx1.VectorNormalizeFast(); |
|
|
|
FourVectors vecDx = dx1; |
|
FourVectors vecDy = vecUp; |
|
|
|
FourVectors vecPos0 = pSprites->m_Pos; |
|
|
|
vecDx *= pSprites->m_HalfWidth; |
|
vecDy *= pSprites->m_Height; |
|
fltx4 alpha = MulSIMD( falloffFactor, SubSIMD( distanceSquared, startFade ) ); |
|
alpha = SubSIMD( Four_Ones, MinSIMD( MaxSIMD( alpha, Four_Zeros), Four_Ones ) ); |
|
|
|
pQuadBufferOut->m_Alpha = AddSIMD( Four_MagicNumbers, |
|
MulSIMD( Four_255s,alpha ) ); |
|
|
|
vecPos0 += vecDx; |
|
pQuadBufferOut->m_Coords[0] = vecPos0; |
|
vecPos0 -= vecDy; |
|
pQuadBufferOut->m_Coords[1] = vecPos0; |
|
vecPos0 -= vecDx; |
|
vecPos0 -= vecDx; |
|
pQuadBufferOut->m_Coords[2] = vecPos0; |
|
vecPos0 += vecDy; |
|
pQuadBufferOut->m_Coords[3] = vecPos0; |
|
|
|
fltx4 fetch4 = *( ( fltx4 *) ( &pSprites->m_pSpriteDefs[0] ) ); |
|
*( (fltx4 *) ( & ( pQuadBufferOut->m_pSpriteDefs[0] ) ) ) = fetch4; |
|
|
|
fetch4 = *( ( fltx4 *) ( &pSprites->m_RGBColor[0][0] ) ); |
|
*( (fltx4 *) ( & ( pQuadBufferOut->m_RGBColor[0][0] ) ) ) = fetch4; |
|
|
|
//!! bug!! store distance |
|
// !! speed!! simd? |
|
pOut[0].m_nIndex = curidx; |
|
pOut[0].m_flDistance = SubFloat( distanceSquared, 0 ); |
|
pOut[1].m_nIndex = curidx+1; |
|
pOut[1].m_flDistance = SubFloat( distanceSquared, 1 ); |
|
pOut[2].m_nIndex = curidx+2; |
|
pOut[2].m_flDistance = SubFloat( distanceSquared, 2 ); |
|
pOut[3].m_nIndex = curidx+3; |
|
pOut[3].m_flDistance = SubFloat( distanceSquared, 3 ); |
|
curidx += 4; |
|
pOut += 4; |
|
pQuadBufferOut++; |
|
} |
|
pSprites++; |
|
} while( --nSIMDSprites ); |
|
|
|
// adjust count for tail |
|
int nCount = pOut - m_pFastSortInfo; |
|
if ( nLastBfMask != 0xf ) // if last not skipped |
|
nCount -= ( 0 - pData->m_nNumSprites ) & 3; |
|
|
|
// part 2 - sort |
|
if ( nCount ) |
|
{ |
|
VPROF( "CDetailObjectSystem::SortSpritesBackToFront -- Sort" ); |
|
std::make_heap( m_pFastSortInfo, m_pFastSortInfo + nCount, SortLessFunc ); |
|
std::sort_heap( m_pFastSortInfo, m_pFastSortInfo + nCount, SortLessFunc ); |
|
} |
|
return nCount; |
|
} |
|
|
|
|
|
void CDetailObjectSystem::RenderFastSprites( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeafCount, LeafIndex_t const * pLeafList ) |
|
{ |
|
// Here, we must draw all detail objects back-to-front |
|
// FIXME: Cache off a sorted list so we don't have to re-sort every frame |
|
|
|
// Count the total # of detail quads we possibly could render |
|
int nMaxInLeaf; |
|
|
|
int nQuadCount = CountFastSpritesInLeafList( nLeafCount, pLeafList, &nMaxInLeaf ); |
|
if ( nQuadCount == 0 ) |
|
return; |
|
if ( r_DrawDetailProps.GetInt() == 0 ) |
|
return; |
|
|
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->MatrixMode( MATERIAL_MODEL ); |
|
pRenderContext->PushMatrix(); |
|
pRenderContext->LoadIdentity(); |
|
|
|
IMaterial *pMaterial = m_DetailSpriteMaterial; |
|
if ( ShouldDrawInWireFrameMode() || r_DrawDetailProps.GetInt() == 2 ) |
|
{ |
|
pMaterial = m_DetailWireframeMaterial; |
|
} |
|
|
|
CMeshBuilder meshBuilder; |
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial ); |
|
|
|
int nMaxVerts, nMaxIndices; |
|
pRenderContext->GetMaxToRender( pMesh, false, &nMaxVerts, &nMaxIndices ); |
|
int nMaxQuadsToDraw = nMaxIndices / 6; |
|
if ( nMaxQuadsToDraw > nMaxVerts / 4 ) |
|
{ |
|
nMaxQuadsToDraw = nMaxVerts / 4; |
|
} |
|
|
|
if ( nMaxQuadsToDraw == 0 ) |
|
return; |
|
|
|
int nQuadsToDraw = MIN( nQuadCount, nMaxQuadsToDraw ); |
|
int nQuadsRemaining = nQuadsToDraw; |
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, nQuadsToDraw ); |
|
|
|
|
|
|
|
// Sort detail sprites in each leaf independently; then render them |
|
for ( int i = 0; i < nLeafCount; ++i ) |
|
{ |
|
int nLeaf = pLeafList[i]; |
|
|
|
CFastDetailLeafSpriteList *pData = reinterpret_cast<CFastDetailLeafSpriteList *> ( |
|
ClientLeafSystem()->GetSubSystemDataInLeaf( nLeaf, CLSUBSYSTEM_DETAILOBJECTS ) ); |
|
|
|
if ( pData ) |
|
{ |
|
Assert( pData->m_nNumSprites ); // ptr with no sprites? |
|
|
|
int nCount = BuildOutSortedSprites( pData, viewOrigin, viewForward, viewRight, viewUp ); |
|
|
|
// part 3 - stuff the sorted sprites into the vb |
|
SortInfo_t const *pDraw = m_pFastSortInfo; |
|
FastSpriteQuadBuildoutBufferNonSIMDView_t const *pQuadBuffer = |
|
( FastSpriteQuadBuildoutBufferNonSIMDView_t const *) m_pBuildoutBuffer; |
|
|
|
COMPILE_TIME_ASSERT( sizeof( FastSpriteQuadBuildoutBufferNonSIMDView_t ) == |
|
sizeof( FastSpriteQuadBuildoutBufferX4_t ) ); |
|
|
|
while( nCount ) |
|
{ |
|
if ( ! nQuadsRemaining ) // no room left? |
|
{ |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
nQuadsRemaining = nQuadsToDraw; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, nQuadsToDraw ); |
|
} |
|
int nToDraw = MIN( nCount, nQuadsRemaining ); |
|
nCount -= nToDraw; |
|
nQuadsRemaining -= nToDraw; |
|
while( nToDraw-- ) |
|
{ |
|
// draw the sucker |
|
int nSIMDIdx = pDraw->m_nIndex >> 2; |
|
int nSubIdx = pDraw->m_nIndex & 3; |
|
|
|
FastSpriteQuadBuildoutBufferNonSIMDView_t const *pquad = pQuadBuffer+nSIMDIdx; |
|
|
|
// voodoo - since everything is in 4s, offset structure pointer by a couple of floats to handle sub-index |
|
pquad = (FastSpriteQuadBuildoutBufferNonSIMDView_t const *) ( ( (int) ( pquad ) )+ ( nSubIdx << 2 ) ); |
|
uint8 const *pColorsCasted = reinterpret_cast<uint8 const *> ( pquad->m_Alpha ); |
|
|
|
uint8 color[4]; |
|
color[0] = pquad->m_RGBColor[0][0]; |
|
color[1] = pquad->m_RGBColor[0][1]; |
|
color[2] = pquad->m_RGBColor[0][2]; |
|
color[3] = pColorsCasted[MANTISSA_LSB_OFFSET]; |
|
|
|
DetailPropSpriteDict_t *pDict = pquad->m_pSpriteDefs[0]; |
|
|
|
meshBuilder.Position3f( pquad->m_flX0[0], pquad->m_flY0[0], pquad->m_flZ0[0] ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2f( 0, pDict->m_TexLR.x, pDict->m_TexLR.y ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( pquad->m_flX1[0], pquad->m_flY1[0], pquad->m_flZ1[0] ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2f( 0, pDict->m_TexLR.x, pDict->m_TexUL.y ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( pquad->m_flX2[0], pquad->m_flY2[0], pquad->m_flZ2[0] ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2f( 0, pDict->m_TexUL.x, pDict->m_TexUL.y ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( pquad->m_flX3[0], pquad->m_flY3[0], pquad->m_flZ3[0] ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2f( 0, pDict->m_TexUL.x, pDict->m_TexLR.y ); |
|
meshBuilder.AdvanceVertex(); |
|
pDraw++; |
|
} |
|
} |
|
} |
|
} |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
pRenderContext->PopMatrix(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders all translucent detail objects in a particular set of leaves |
|
//----------------------------------------------------------------------------- |
|
void CDetailObjectSystem::RenderTranslucentDetailObjects( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeafCount, LeafIndex_t *pLeafList ) |
|
{ |
|
VPROF_BUDGET( "CDetailObjectSystem::RenderTranslucentDetailObjects", VPROF_BUDGETGROUP_DETAILPROP_RENDERING ); |
|
if (nLeafCount == 0) |
|
return; |
|
|
|
// We better not have any partially drawn leaf of detail sprites! |
|
Assert( m_nSpriteCount == m_nFirstSprite ); |
|
|
|
// Here, we must draw all detail objects back-to-front |
|
RenderFastSprites( viewOrigin, viewForward, viewRight, viewUp, nLeafCount, pLeafList ); |
|
|
|
// FIXME: Cache off a sorted list so we don't have to re-sort every frame |
|
|
|
// Count the total # of detail quads we possibly could render |
|
int nQuadCount = CountSpriteQuadsInLeafList( nLeafCount, pLeafList ); |
|
if ( nQuadCount == 0 ) |
|
return; |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->MatrixMode( MATERIAL_MODEL ); |
|
pRenderContext->PushMatrix(); |
|
pRenderContext->LoadIdentity(); |
|
|
|
IMaterial *pMaterial = m_DetailSpriteMaterial; |
|
if ( ShouldDrawInWireFrameMode() || r_DrawDetailProps.GetInt() == 2 ) |
|
{ |
|
pMaterial = m_DetailWireframeMaterial; |
|
} |
|
|
|
CMeshBuilder meshBuilder; |
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial ); |
|
|
|
int nMaxVerts, nMaxIndices; |
|
pRenderContext->GetMaxToRender( pMesh, false, &nMaxVerts, &nMaxIndices ); |
|
int nMaxQuadsToDraw = nMaxIndices / 6; |
|
if ( nMaxQuadsToDraw > nMaxVerts / 4 ) |
|
{ |
|
nMaxQuadsToDraw = nMaxVerts / 4; |
|
} |
|
|
|
if ( nMaxQuadsToDraw == 0 ) |
|
return; |
|
|
|
int nQuadsToDraw = nQuadCount; |
|
if ( nQuadsToDraw > nMaxQuadsToDraw ) |
|
{ |
|
nQuadsToDraw = nMaxQuadsToDraw; |
|
} |
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, nQuadsToDraw ); |
|
|
|
int nQuadsDrawn = 0; |
|
for ( int i = 0; i < nLeafCount; ++i ) |
|
{ |
|
int nLeaf = pLeafList[i]; |
|
|
|
int nFirstDetailObject, nDetailObjectCount; |
|
ClientLeafSystem()->GetDetailObjectsInLeaf( nLeaf, nFirstDetailObject, nDetailObjectCount ); |
|
|
|
// Sort detail sprites in each leaf independently; then render them |
|
SortInfo_t *pSortInfo = m_pSortInfo; |
|
int nCount = SortSpritesBackToFront( nLeaf, viewOrigin, viewForward, pSortInfo ); |
|
|
|
for ( int j = 0; j < nCount; ++j ) |
|
{ |
|
CDetailModel &model = m_DetailObjects[ pSortInfo[j].m_nIndex ]; |
|
int nQuadsInModel = model.QuadsToDraw(); |
|
|
|
// Prevent the batches from getting too large |
|
if ( nQuadsDrawn + nQuadsInModel > nQuadsToDraw ) |
|
{ |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
nQuadCount -= nQuadsDrawn; |
|
nQuadsToDraw = nQuadCount; |
|
if (nQuadsToDraw > nMaxQuadsToDraw) |
|
{ |
|
nQuadsToDraw = nMaxQuadsToDraw; |
|
} |
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, nQuadsToDraw ); |
|
nQuadsDrawn = 0; |
|
} |
|
|
|
model.DrawSprite( meshBuilder ); |
|
|
|
nQuadsDrawn += nQuadsInModel; |
|
} |
|
} |
|
|
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
pRenderContext->PopMatrix(); |
|
} |
|
|
|
|
|
void CDetailObjectSystem::RenderFastTranslucentDetailObjectsInLeaf( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeaf, const Vector *pVecClosestPoint ) |
|
{ |
|
CFastDetailLeafSpriteList *pData = reinterpret_cast< CFastDetailLeafSpriteList *> ( |
|
ClientLeafSystem()->GetSubSystemDataInLeaf( nLeaf, CLSUBSYSTEM_DETAILOBJECTS ) ); |
|
if ( ! pData ) |
|
return; |
|
|
|
if ( m_nSortedFastLeaf != nLeaf ) |
|
{ |
|
m_nSortedFastLeaf = nLeaf; |
|
pData->m_nNumPendingSprites = BuildOutSortedSprites( pData, viewOrigin, viewForward, viewRight, viewUp ); |
|
pData->m_nStartSpriteIndex = 0; |
|
} |
|
if ( pData->m_nNumPendingSprites == 0 ) |
|
return; |
|
|
|
float flMinDistance = 0.0f; |
|
if ( pVecClosestPoint ) |
|
{ |
|
Vector vecDelta; |
|
VectorSubtract( *pVecClosestPoint, viewOrigin, vecDelta ); |
|
flMinDistance = vecDelta.LengthSqr(); |
|
} |
|
|
|
if ( m_pFastSortInfo[pData->m_nStartSpriteIndex].m_flDistance < flMinDistance ) |
|
return; |
|
|
|
int nCount = pData->m_nNumPendingSprites; |
|
|
|
if ( r_DrawDetailProps.GetInt() == 0 ) |
|
return; |
|
|
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->MatrixMode( MATERIAL_MODEL ); |
|
pRenderContext->PushMatrix(); |
|
pRenderContext->LoadIdentity(); |
|
|
|
IMaterial *pMaterial = m_DetailSpriteMaterial; |
|
if ( ShouldDrawInWireFrameMode() || r_DrawDetailProps.GetInt() == 2 ) |
|
{ |
|
pMaterial = m_DetailWireframeMaterial; |
|
} |
|
|
|
CMeshBuilder meshBuilder; |
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial ); |
|
|
|
int nMaxVerts, nMaxIndices; |
|
pRenderContext->GetMaxToRender( pMesh, false, &nMaxVerts, &nMaxIndices ); |
|
int nMaxQuadsToDraw = nMaxIndices / 6; |
|
if ( nMaxQuadsToDraw > nMaxVerts / 4 ) |
|
{ |
|
nMaxQuadsToDraw = nMaxVerts / 4; |
|
} |
|
|
|
if ( nMaxQuadsToDraw == 0 ) |
|
return; |
|
|
|
int nQuadsToDraw = MIN( nCount, nMaxQuadsToDraw ); |
|
int nQuadsRemaining = nQuadsToDraw; |
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, nQuadsToDraw ); |
|
|
|
SortInfo_t const *pDraw = m_pFastSortInfo + pData->m_nStartSpriteIndex; |
|
|
|
FastSpriteQuadBuildoutBufferNonSIMDView_t const *pQuadBuffer = |
|
( FastSpriteQuadBuildoutBufferNonSIMDView_t const *) m_pBuildoutBuffer; |
|
|
|
while( nCount && ( pDraw->m_flDistance >= flMinDistance ) ) |
|
{ |
|
if ( ! nQuadsRemaining ) // no room left? |
|
{ |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
nQuadsRemaining = nQuadsToDraw; |
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, nQuadsToDraw ); |
|
} |
|
int nToDraw = MIN( nCount, nQuadsRemaining ); |
|
nCount -= nToDraw; |
|
nQuadsRemaining -= nToDraw; |
|
while( nToDraw-- ) |
|
{ |
|
// draw the sucker |
|
int nSIMDIdx = pDraw->m_nIndex >> 2; |
|
int nSubIdx = pDraw->m_nIndex & 3; |
|
|
|
FastSpriteQuadBuildoutBufferNonSIMDView_t const *pquad = pQuadBuffer+nSIMDIdx; |
|
|
|
// voodoo - since everything is in 4s, offset structure pointer by a couple of floats to handle sub-index |
|
pquad = (FastSpriteQuadBuildoutBufferNonSIMDView_t const *) ( ( (int) ( pquad ) )+ ( nSubIdx << 2 ) ); |
|
uint8 const *pColorsCasted = reinterpret_cast<uint8 const *> ( pquad->m_Alpha ); |
|
|
|
uint8 color[4]; |
|
color[0] = pquad->m_RGBColor[0][0]; |
|
color[1] = pquad->m_RGBColor[0][1]; |
|
color[2] = pquad->m_RGBColor[0][2]; |
|
color[3] = pColorsCasted[MANTISSA_LSB_OFFSET]; |
|
|
|
DetailPropSpriteDict_t *pDict = pquad->m_pSpriteDefs[0]; |
|
|
|
meshBuilder.Position3f( pquad->m_flX0[0], pquad->m_flY0[0], pquad->m_flZ0[0] ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2f( 0, pDict->m_TexLR.x, pDict->m_TexLR.y ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( pquad->m_flX1[0], pquad->m_flY1[0], pquad->m_flZ1[0] ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2f( 0, pDict->m_TexLR.x, pDict->m_TexUL.y ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( pquad->m_flX2[0], pquad->m_flY2[0], pquad->m_flZ2[0] ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2f( 0, pDict->m_TexUL.x, pDict->m_TexUL.y ); |
|
meshBuilder.AdvanceVertex(); |
|
|
|
meshBuilder.Position3f( pquad->m_flX3[0], pquad->m_flY3[0], pquad->m_flZ3[0] ); |
|
meshBuilder.Color4ubv( color ); |
|
meshBuilder.TexCoord2f( 0, pDict->m_TexUL.x, pDict->m_TexLR.y ); |
|
meshBuilder.AdvanceVertex(); |
|
pDraw++; |
|
} |
|
} |
|
pData->m_nNumPendingSprites = nCount; |
|
pData->m_nStartSpriteIndex = pDraw - m_pFastSortInfo; |
|
|
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
pRenderContext->PopMatrix(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Renders a subset of the detail objects in a particular leaf (for interleaving with other translucent entities) |
|
//----------------------------------------------------------------------------- |
|
void CDetailObjectSystem::RenderTranslucentDetailObjectsInLeaf( const Vector &viewOrigin, const Vector &viewForward, const Vector &viewRight, const Vector &viewUp, int nLeaf, const Vector *pVecClosestPoint ) |
|
{ |
|
VPROF_BUDGET( "CDetailObjectSystem::RenderTranslucentDetailObjectsInLeaf", VPROF_BUDGETGROUP_DETAILPROP_RENDERING ); |
|
|
|
RenderFastTranslucentDetailObjectsInLeaf( viewOrigin, viewForward, viewRight, viewUp, nLeaf, pVecClosestPoint ); |
|
// We may have already sorted this leaf. If not, sort the leaf. |
|
if ( m_nSortedLeaf != nLeaf ) |
|
{ |
|
m_nSortedLeaf = nLeaf; |
|
m_nSpriteCount = 0; |
|
m_nFirstSprite = 0; |
|
|
|
// Count the total # of detail sprites we possibly could render |
|
LeafIndex_t nLeafIndex = nLeaf; |
|
int nSpriteCount = CountSpritesInLeafList( 1, &nLeafIndex ); |
|
if (nSpriteCount == 0) |
|
return; |
|
|
|
// Sort detail sprites in each leaf independently; then render them |
|
m_nSpriteCount = SortSpritesBackToFront( nLeaf, viewOrigin, viewForward, m_pSortInfo ); |
|
Assert( m_nSpriteCount <= nSpriteCount ); |
|
} |
|
|
|
// No more to draw? Bye! |
|
if ( m_nSpriteCount == m_nFirstSprite ) |
|
return; |
|
|
|
float flMinDistance = 0.0f; |
|
if ( pVecClosestPoint ) |
|
{ |
|
Vector vecDelta; |
|
VectorSubtract( *pVecClosestPoint, viewOrigin, vecDelta ); |
|
flMinDistance = vecDelta.LengthSqr(); |
|
} |
|
|
|
if ( m_pSortInfo[m_nFirstSprite].m_flDistance < flMinDistance ) |
|
return; |
|
|
|
CMatRenderContextPtr pRenderContext( materials ); |
|
pRenderContext->MatrixMode( MATERIAL_MODEL ); |
|
pRenderContext->PushMatrix(); |
|
pRenderContext->LoadIdentity(); |
|
|
|
IMaterial *pMaterial = m_DetailSpriteMaterial; |
|
if ( ShouldDrawInWireFrameMode() || r_DrawDetailProps.GetInt() == 2 ) |
|
{ |
|
pMaterial = m_DetailWireframeMaterial; |
|
} |
|
|
|
CMeshBuilder meshBuilder; |
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial ); |
|
|
|
int nMaxVerts, nMaxIndices; |
|
pRenderContext->GetMaxToRender( pMesh, false, &nMaxVerts, &nMaxIndices ); |
|
|
|
// needs to be * 4 since there are a max of 4 quads per detail object |
|
int nQuadCount = ( m_nSpriteCount - m_nFirstSprite ) * 4; |
|
int nMaxQuadsToDraw = nMaxIndices/6; |
|
if ( nMaxQuadsToDraw > nMaxVerts / 4 ) |
|
{ |
|
nMaxQuadsToDraw = nMaxVerts / 4; |
|
} |
|
|
|
if ( nMaxQuadsToDraw == 0 ) |
|
return; |
|
|
|
int nQuadsToDraw = nQuadCount; |
|
if ( nQuadsToDraw > nMaxQuadsToDraw ) |
|
{ |
|
nQuadsToDraw = nMaxQuadsToDraw; |
|
} |
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, nQuadsToDraw ); |
|
|
|
int nQuadsDrawn = 0; |
|
while ( m_nFirstSprite < m_nSpriteCount && m_pSortInfo[m_nFirstSprite].m_flDistance >= flMinDistance ) |
|
{ |
|
CDetailModel &model = m_DetailObjects[m_pSortInfo[m_nFirstSprite].m_nIndex]; |
|
int nQuadsInModel = model.QuadsToDraw(); |
|
if ( nQuadsDrawn + nQuadsInModel > nQuadsToDraw ) |
|
{ |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
nQuadCount = ( m_nSpriteCount - m_nFirstSprite ) * 4; |
|
nQuadsToDraw = nQuadCount; |
|
if (nQuadsToDraw > nMaxQuadsToDraw) |
|
{ |
|
nQuadsToDraw = nMaxQuadsToDraw; |
|
} |
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, nQuadsToDraw ); |
|
nQuadsDrawn = 0; |
|
} |
|
|
|
model.DrawSprite( meshBuilder ); |
|
++m_nFirstSprite; |
|
nQuadsDrawn += nQuadsInModel; |
|
} |
|
meshBuilder.End(); |
|
pMesh->Draw(); |
|
|
|
pRenderContext->PopMatrix(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets called each view |
|
//----------------------------------------------------------------------------- |
|
bool CDetailObjectSystem::EnumerateLeaf( int leaf, int context ) |
|
{ |
|
VPROF_BUDGET( "CDetailObjectSystem::EnumerateLeaf", VPROF_BUDGETGROUP_DETAILPROP_RENDERING ); |
|
Vector v; |
|
int firstDetailObject, detailObjectCount; |
|
|
|
EnumContext_t* pCtx = (EnumContext_t*)context; |
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ClientLeafSystem()->DrawDetailObjectsInLeaf( leaf, pCtx->m_BuildWorldListNumber, |
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firstDetailObject, detailObjectCount ); |
|
|
|
// Compute the translucency. Need to do it now cause we need to |
|
// know that when we're rendering (opaque stuff is rendered first) |
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for ( int i = 0; i < detailObjectCount; ++i) |
|
{ |
|
// Calculate distance (badly) |
|
CDetailModel& model = m_DetailObjects[firstDetailObject+i]; |
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VectorSubtract( model.GetRenderOrigin(), pCtx->m_vViewOrigin, v ); |
|
|
|
float sqDist = v.LengthSqr(); |
|
|
|
model.SetAlpha( 255 ); |
|
if ( sqDist < m_flCurMaxSqDist ) |
|
{ |
|
if ( sqDist > m_flCurFadeSqDist ) |
|
{ |
|
model.SetAlpha( m_flCurFalloffFactor * ( m_flCurMaxSqDist - sqDist ) ); |
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} |
|
else |
|
{ |
|
model.SetAlpha( 255 ); |
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} |
|
|
|
// Perform screen alignment if necessary. |
|
model.ComputeAngles(); |
|
} |
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else |
|
{ |
|
model.SetAlpha( 0 ); |
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} |
|
} |
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets called each view |
|
//----------------------------------------------------------------------------- |
|
void CDetailObjectSystem::BuildDetailObjectRenderLists( const Vector &vViewOrigin ) |
|
{ |
|
VPROF_BUDGET( "CDetailObjectSystem::BuildDetailObjectRenderLists", VPROF_BUDGETGROUP_DETAILPROP_RENDERING ); |
|
|
|
if (!g_pClientMode->ShouldDrawDetailObjects() || (r_DrawDetailProps.GetInt() == 0)) |
|
return; |
|
|
|
// Don't bother doing any of this if the level doesn't have detail props. |
|
if ( ( ! m_pFastSpriteData ) && ( m_DetailObjects.Count() == 0 ) ) |
|
return; |
|
|
|
EnumContext_t ctx; |
|
ctx.m_vViewOrigin = vViewOrigin; |
|
ctx.m_BuildWorldListNumber = view->BuildWorldListsNumber(); |
|
|
|
// We need to recompute translucency information for all detail props |
|
for (int i = m_DetailObjectDict.Size(); --i >= 0; ) |
|
{ |
|
if (modelinfo->ModelHasMaterialProxy( m_DetailObjectDict[i].m_pModel )) |
|
{ |
|
modelinfo->RecomputeTranslucency( m_DetailObjectDict[i].m_pModel, 0, 0, NULL ); |
|
} |
|
} |
|
|
|
float factor = 1.0f; |
|
C_BasePlayer *local = C_BasePlayer::GetLocalPlayer(); |
|
if ( local ) |
|
{ |
|
factor = local->GetFOVDistanceAdjustFactor(); |
|
} |
|
|
|
// Compute factors to optimize rendering of the detail models |
|
m_flCurMaxSqDist = cl_detaildist.GetFloat() * cl_detaildist.GetFloat(); |
|
m_flCurFadeSqDist = cl_detaildist.GetFloat() - cl_detailfade.GetFloat(); |
|
|
|
m_flCurMaxSqDist /= factor; |
|
m_flCurFadeSqDist /= factor; |
|
|
|
if ( m_flCurFadeSqDist > 0) |
|
{ |
|
m_flCurFadeSqDist *= m_flCurFadeSqDist; |
|
} |
|
else |
|
{ |
|
m_flCurFadeSqDist = 0; |
|
} |
|
m_flCurFadeSqDist = MIN( m_flCurFadeSqDist, m_flCurMaxSqDist -1 ); |
|
m_flCurFalloffFactor = 255.0f / ( m_flCurMaxSqDist - m_flCurFadeSqDist ); |
|
|
|
|
|
ISpatialQuery* pQuery = engine->GetBSPTreeQuery(); |
|
pQuery->EnumerateLeavesInSphere( CurrentViewOrigin(), |
|
cl_detaildist.GetFloat(), this, (int)&ctx ); |
|
} |
|
|
|
|