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2457 lines
82 KiB
2457 lines
82 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//===========================================================================// |
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#include <stdlib.h> |
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#include "tier0/platform.h" |
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#include "studiorendercontext.h" |
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#include "optimize.h" |
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#include "materialsystem/imaterialvar.h" |
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#include "materialsystem/imesh.h" |
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#include "materialsystem/imorph.h" |
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#include "materialsystem/ivballoctracker.h" |
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#include "vstdlib/random.h" |
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#include "tier0/tslist.h" |
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#include "tier0/platform.h" |
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#include "tier1/refcount.h" |
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#include "tier1/callqueue.h" |
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#include "cmodel.h" |
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#include "tier0/vprof.h" |
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#include "tier1/memhelpers.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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// garymcthack - this should go elsewhere |
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#define MAX_NUM_BONE_INDICES 4 |
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//----------------------------------------------------------------------------- |
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// Toggles studio queued mode |
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//----------------------------------------------------------------------------- |
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void StudioChangeCallback( IConVar *var, const char *pOldValue, float flOldValue ) |
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{ |
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// NOTE: This is necessary to flush the queued thread when this value changes |
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MaterialLock_t hLock = g_pMaterialSystem->Lock(); |
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g_pMaterialSystem->Unlock( hLock ); |
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} |
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static ConVar studio_queue_mode( "studio_queue_mode", "1", 0, "", StudioChangeCallback ); |
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//----------------------------------------------------------------------------- |
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// Globals |
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//----------------------------------------------------------------------------- |
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static float s_pZeroFlexWeights[MAXSTUDIOFLEXDESC]; |
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//----------------------------------------------------------------------------- |
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// Singleton instance |
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//----------------------------------------------------------------------------- |
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IStudioDataCache *g_pStudioDataCache = NULL; |
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static CStudioRenderContext s_StudioRenderContext; |
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CStudioRenderContext, IStudioRender, |
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STUDIO_RENDER_INTERFACE_VERSION, s_StudioRenderContext ); |
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//----------------------------------------------------------------------------- |
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// Constructor, destructor |
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//----------------------------------------------------------------------------- |
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CStudioRenderContext::CStudioRenderContext() |
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{ |
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// Initialize render context |
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m_RC.m_pForcedMaterial = NULL; |
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m_RC.m_nForcedMaterialType = OVERRIDE_NORMAL; |
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m_RC.m_ColorMod[0] = m_RC.m_ColorMod[1] = m_RC.m_ColorMod[2] = 1.0f; |
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m_RC.m_AlphaMod = 1.0f; |
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m_RC.m_ViewOrigin.Init(); |
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m_RC.m_ViewRight.Init(); |
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m_RC.m_ViewUp.Init(); |
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m_RC.m_ViewPlaneNormal.Init(); |
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m_RC.m_Config.m_bEnableHWMorph = true; |
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m_RC.m_Config.m_bStatsMode = false; |
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m_RC.m_NumLocalLights = 0; |
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for ( int i = 0; i < 6; ++i ) |
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{ |
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m_RC.m_LightBoxColors[i].Init( 0, 0, 0 ); |
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} |
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} |
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CStudioRenderContext::~CStudioRenderContext() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Connect, disconnect |
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//----------------------------------------------------------------------------- |
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bool CStudioRenderContext::Connect( CreateInterfaceFn factory ) |
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{ |
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if ( !BaseClass::Connect( factory ) ) |
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return false; |
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g_pStudioDataCache = ( IStudioDataCache * )factory( STUDIO_DATA_CACHE_INTERFACE_VERSION, NULL ); |
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if ( !g_pMaterialSystem || !g_pMaterialSystemHardwareConfig || !g_pStudioDataCache ) |
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{ |
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Msg("StudioRender failed to connect to a required system\n" ); |
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} |
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return ( g_pMaterialSystem && g_pMaterialSystemHardwareConfig && g_pStudioDataCache ); |
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} |
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void CStudioRenderContext::Disconnect() |
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{ |
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g_pStudioDataCache = NULL; |
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BaseClass::Disconnect(); |
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} |
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//----------------------------------------------------------------------------- |
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// Here's where systems can access other interfaces implemented by this object |
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// Returns NULL if it doesn't implement the requested interface |
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//----------------------------------------------------------------------------- |
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void *CStudioRenderContext::QueryInterface( const char *pInterfaceName ) |
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{ |
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// Loading the studiorender DLL mounts *all* interfaces |
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CreateInterfaceFn factory = Sys_GetFactoryThis(); // This silly construction is necessary |
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return factory( pInterfaceName, NULL ); // to prevent the LTCG compiler from crashing. |
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} |
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//----------------------------------------------------------------------------- |
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// Init, shutdown |
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//----------------------------------------------------------------------------- |
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InitReturnVal_t CStudioRenderContext::Init() |
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{ |
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MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f ); |
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InitReturnVal_t nRetVal = BaseClass::Init(); |
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if ( nRetVal != INIT_OK ) |
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return nRetVal; |
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if( !g_pMaterialSystem || !g_pMaterialSystemHardwareConfig ) |
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return INIT_FAILED; |
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return g_pStudioRenderImp->Init(); |
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} |
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void CStudioRenderContext::Shutdown( void ) |
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{ |
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g_pStudioRenderImp->Shutdown(); |
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BaseClass::Shutdown(); |
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} |
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//----------------------------------------------------------------------------- |
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// Used to activate the stub material system. |
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//----------------------------------------------------------------------------- |
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void CStudioRenderContext::Mat_Stub( IMaterialSystem *pMatSys ) |
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{ |
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g_pMaterialSystem = pMatSys; |
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} |
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//----------------------------------------------------------------------------- |
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// Determines material flags |
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//----------------------------------------------------------------------------- |
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void CStudioRenderContext::ComputeMaterialFlags( studiohdr_t *phdr, studioloddata_t &lodData, IMaterial *pMaterial ) |
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{ |
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// requesting info forces the initial material precache (and its build out) |
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if ( pMaterial->UsesEnvCubemap() ) |
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{ |
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phdr->flags |= STUDIOHDR_FLAGS_USES_ENV_CUBEMAP; |
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} |
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if ( pMaterial->NeedsPowerOfTwoFrameBufferTexture( false ) ) // The false checks if it will ever need the frame buffer, not just this frame |
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{ |
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phdr->flags |= STUDIOHDR_FLAGS_USES_FB_TEXTURE; |
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} |
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// FIXME: I'd rather know that the material is definitely using the bumpmap. |
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// It could be in the file without actually being used. |
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static unsigned int bumpvarCache = 0; |
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IMaterialVar *pBumpMatVar = pMaterial->FindVarFast( "$bumpmap", &bumpvarCache ); |
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if ( pBumpMatVar && pBumpMatVar->IsDefined() && pMaterial->NeedsTangentSpace() ) |
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{ |
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phdr->flags |= STUDIOHDR_FLAGS_USES_BUMPMAPPING; |
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} |
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// Make sure material is treated as bump mapped if phong is set |
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static unsigned int phongVarCache = 0; |
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IMaterialVar *pPhongMatVar = pMaterial->FindVarFast( "$phong", &phongVarCache ); |
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if ( pPhongMatVar && pPhongMatVar->IsDefined() && ( pPhongMatVar->GetIntValue() != 0 ) ) |
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{ |
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phdr->flags |= STUDIOHDR_FLAGS_USES_BUMPMAPPING; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Does this material use a mouth shader? |
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//----------------------------------------------------------------------------- |
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static bool UsesMouthShader( IMaterial *pMaterial ) |
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{ |
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// FIXME: hack, needs proper client side material system interface |
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static unsigned int clientShaderCache = 0; |
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IMaterialVar *clientShaderVar = pMaterial->FindVarFast( "$clientShader", &clientShaderCache ); |
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if ( clientShaderVar ) |
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return ( Q_stricmp( clientShaderVar->GetStringValue(), "MouthShader" ) == 0 ); |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Returns the actual texture name to use on the model |
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//----------------------------------------------------------------------------- |
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static const char *GetTextureName( studiohdr_t *phdr, OptimizedModel::FileHeader_t *pVtxHeader, |
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int lodID, int inMaterialID ) |
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{ |
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OptimizedModel::MaterialReplacementListHeader_t *materialReplacementList = |
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pVtxHeader->pMaterialReplacementList( lodID ); |
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int i; |
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for( i = 0; i < materialReplacementList->numReplacements; i++ ) |
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{ |
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OptimizedModel::MaterialReplacementHeader_t *materialReplacement = |
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materialReplacementList->pMaterialReplacement( i ); |
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if( materialReplacement->materialID == inMaterialID ) |
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{ |
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const char *str = materialReplacement->pMaterialReplacementName(); |
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return str; |
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} |
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} |
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return phdr->pTexture( inMaterialID )->pszName(); |
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} |
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//----------------------------------------------------------------------------- |
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// Loads materials associated with a particular LOD of a model |
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//----------------------------------------------------------------------------- |
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void CStudioRenderContext::LoadMaterials( studiohdr_t *phdr, |
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OptimizedModel::FileHeader_t *pVtxHeader, studioloddata_t &lodData, int lodID ) |
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{ |
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typedef IMaterial *IMaterialPtr; |
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Assert( phdr ); |
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lodData.numMaterials = phdr->numtextures; |
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if ( lodData.numMaterials == 0 ) |
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{ |
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lodData.ppMaterials = NULL; |
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return; |
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} |
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lodData.ppMaterials = new IMaterialPtr[lodData.numMaterials]; |
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Assert( lodData.ppMaterials ); |
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lodData.pMaterialFlags = new int[lodData.numMaterials]; |
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Assert( lodData.pMaterialFlags ); |
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int i, j; |
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// get index of each material |
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// set the runtime studiohdr flags that are material derived |
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if ( phdr->textureindex == 0 ) |
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return; |
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for ( i = 0; i < phdr->numtextures; i++ ) |
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{ |
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char szPath[MAX_PATH]; |
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IMaterial *pMaterial = NULL; |
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// search through all specified directories until a valid material is found |
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for ( j = 0; j < phdr->numcdtextures && IsErrorMaterial( pMaterial ); j++ ) |
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{ |
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// If we don't do this, we get filenames like "materials\\blah.vmt". |
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const char *textureName = GetTextureName( phdr, pVtxHeader, lodID, i ); |
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if ( textureName[0] == CORRECT_PATH_SEPARATOR || textureName[0] == INCORRECT_PATH_SEPARATOR ) |
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++textureName; |
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// This prevents filenames like /models/blah.vmt. |
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const char *pCdTexture = phdr->pCdtexture( j ); |
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if ( pCdTexture[0] == CORRECT_PATH_SEPARATOR || pCdTexture[0] == INCORRECT_PATH_SEPARATOR ) |
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++pCdTexture; |
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V_ComposeFileName( pCdTexture, textureName, szPath, sizeof( szPath ) ); |
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if ( phdr->flags & STUDIOHDR_FLAGS_OBSOLETE ) |
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{ |
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pMaterial = g_pMaterialSystem->FindMaterial( "models/obsolete/obsolete", TEXTURE_GROUP_MODEL, false ); |
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if ( IsErrorMaterial( pMaterial ) ) |
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{ |
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Warning( "StudioRender: OBSOLETE material missing: \"models/obsolete/obsolete\"\n" ); |
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} |
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} |
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else |
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{ |
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pMaterial = g_pMaterialSystem->FindMaterial( szPath, TEXTURE_GROUP_MODEL, false ); |
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} |
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} |
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if ( IsErrorMaterial( pMaterial ) ) |
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{ |
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// hack - if it isn't found, go through the motions of looking for it again |
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// so that the materialsystem will give an error. |
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char szPrefix[256]; |
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Q_strncpy( szPrefix, phdr->pszName(), sizeof( szPrefix ) ); |
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Q_strncat( szPrefix, " : ", sizeof( szPrefix ), COPY_ALL_CHARACTERS ); |
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for ( j = 0; j < phdr->numcdtextures; j++ ) |
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{ |
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Q_strncpy( szPath, phdr->pCdtexture( j ), sizeof( szPath ) ); |
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const char *textureName = GetTextureName( phdr, pVtxHeader, lodID, i ); |
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Q_strncat( szPath, textureName, sizeof( szPath ), COPY_ALL_CHARACTERS ); |
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Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR ); |
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g_pMaterialSystem->FindMaterial( szPath, TEXTURE_GROUP_MODEL, true, szPrefix ); |
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} |
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} |
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lodData.ppMaterials[i] = pMaterial; |
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if ( pMaterial ) |
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{ |
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// Increment the reference count for the material. |
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pMaterial->IncrementReferenceCount(); |
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ComputeMaterialFlags( phdr, lodData, pMaterial ); |
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lodData.pMaterialFlags[i] = UsesMouthShader( pMaterial ) ? 1 : 0; |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Suppresses all hw morphs on a model |
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//----------------------------------------------------------------------------- |
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static void SuppressAllHWMorphs( mstudiomodel_t *pModel, OptimizedModel::ModelLODHeader_t *pVtxLOD ) |
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{ |
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for ( int k = 0; k < pModel->nummeshes; ++k ) |
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{ |
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OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k); |
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for (int i = 0; i < pVtxMesh->numStripGroups; ++i ) |
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{ |
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OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(i); |
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if ( ( pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_DELTA_FLEXED ) ) |
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{ |
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pStripGroup->flags |= OptimizedModel::STRIPGROUP_SUPPRESS_HW_MORPH; |
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} |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Computes the total flexes on a model |
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//----------------------------------------------------------------------------- |
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static int ComputeTotalFlexCount( mstudiomodel_t *pModel ) |
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{ |
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int nFlexCount = 0; |
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for ( int k = 0; k < pModel->nummeshes; ++k ) |
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{ |
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mstudiomesh_t* pMesh = pModel->pMesh(k); |
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nFlexCount += pMesh->numflexes; |
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} |
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return nFlexCount; |
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} |
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//----------------------------------------------------------------------------- |
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// Count deltas affecting a particular stripgroup |
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//----------------------------------------------------------------------------- |
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int CStudioRenderContext::CountDeltaFlexedStripGroups( mstudiomodel_t *pModel, OptimizedModel::ModelLODHeader_t *pVtxLOD ) |
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{ |
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int nFlexedStripGroupCount = 0; |
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for ( int k = 0; k < pModel->nummeshes; ++k ) |
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{ |
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Assert( pModel->nummeshes == pVtxLOD->numMeshes ); |
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OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k); |
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for (int i = 0; i < pVtxMesh->numStripGroups; ++i ) |
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{ |
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OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(i); |
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if ( ( pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_DELTA_FLEXED ) == 0 ) |
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continue; |
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++nFlexedStripGroupCount; |
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} |
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} |
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return nFlexedStripGroupCount; |
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} |
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//----------------------------------------------------------------------------- |
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// Count vertices affected by deltas in a particular strip group |
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//----------------------------------------------------------------------------- |
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int CStudioRenderContext::CountFlexedVertices( mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup ) |
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{ |
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if ( !pMesh->numflexes ) |
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return 0; |
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// an inverse mapping from mesh index to strip group index |
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unsigned short *pMeshIndexToGroupIndex = (unsigned short*)_alloca( pMesh->pModel()->numvertices * sizeof(unsigned short) ); |
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memset( pMeshIndexToGroupIndex, 0xFF, pMesh->pModel()->numvertices * sizeof(unsigned short) ); |
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for ( int i = 0; i < pStripGroup->numVerts; ++i ) |
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{ |
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int nMeshVert = pStripGroup->pVertex(i)->origMeshVertID; |
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pMeshIndexToGroupIndex[ nMeshVert ] = (unsigned short)i; |
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} |
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int nFlexVertCount = 0; |
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for ( int i = 0; i < pMesh->numflexes; ++i ) |
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{ |
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mstudioflex_t *pFlex = pMesh->pFlex( i ); |
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byte *pVAnim = pFlex->pBaseVertanim(); |
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int nVAnimSizeBytes = pFlex->VertAnimSizeBytes(); |
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for ( int j = 0; j < pFlex->numverts; ++j ) |
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{ |
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mstudiovertanim_t *pAnim = (mstudiovertanim_t*)( pVAnim + j * nVAnimSizeBytes ); |
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int nMeshVert = pAnim->index; |
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unsigned short nGroupVert = pMeshIndexToGroupIndex[nMeshVert]; |
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// In this case, this vertex is not part of this meshgroup. Ignore it. |
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if ( nGroupVert != 0xFFFF ) |
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{ |
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// Only count it once |
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pMeshIndexToGroupIndex[nMeshVert] = 0xFFFF; |
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++nFlexVertCount; |
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} |
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} |
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} |
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return nFlexVertCount; |
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} |
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//----------------------------------------------------------------------------- |
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// Determine if any strip groups shouldn't be morphed |
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//----------------------------------------------------------------------------- |
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static int* s_pVertexCount; |
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static int SortVertCount( const void *arg1, const void *arg2 ) |
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{ |
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/* Compare all of both strings: */ |
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return s_pVertexCount[*( const int* )arg2] - s_pVertexCount[*( const int* )arg1]; |
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} |
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#define MIN_HWMORPH_FLEX_COUNT 200 |
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void CStudioRenderContext::DetermineHWMorphing( mstudiomodel_t *pModel, OptimizedModel::ModelLODHeader_t *pVtxLOD ) |
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{ |
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if ( !g_pMaterialSystemHardwareConfig->HasFastVertexTextures() ) |
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return; |
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// There is fixed cost to using HW morphing in the form of setting rendertargets. |
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// Therefore if there is a low chance of there being enough work, then do it in software. |
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int nTotalFlexCount = ComputeTotalFlexCount( pModel ); |
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if ( nTotalFlexCount == 0 ) |
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return; |
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if ( nTotalFlexCount < MIN_HWMORPH_FLEX_COUNT ) |
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{ |
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SuppressAllHWMorphs( pModel, pVtxLOD ); |
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return; |
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} |
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// If we have less meshes than the most morphs we can do in a batch, we're done. |
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int nMaxHWMorphBatchCount = g_pMaterialSystemHardwareConfig->MaxHWMorphBatchCount(); |
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bool bHWMorph = ( pModel->nummeshes <= nMaxHWMorphBatchCount ); |
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if ( bHWMorph ) |
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return; |
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// If we have less flexed strip groups than the most we can do in a batch, we're done. |
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int nFlexedStripGroup = CountDeltaFlexedStripGroups( pModel, pVtxLOD ); |
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if ( nFlexedStripGroup <= nMaxHWMorphBatchCount ) |
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return; |
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// Finally, the expensive method. Do HW morphing on the N most expensive strip groups |
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// FIXME: We should do this at studiomdl time? |
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// Certainly counting the # of flexed vertices can be done at studiomdl time. |
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int *pVertexCount = (int*)_alloca( nFlexedStripGroup * sizeof(int) ); |
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int nCount = 0; |
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for ( int k = 0; k < pModel->nummeshes; ++k ) |
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{ |
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Assert( pModel->nummeshes == pVtxLOD->numMeshes ); |
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mstudiomesh_t* pMesh = pModel->pMesh(k); |
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OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k); |
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for (int i = 0; i < pVtxMesh->numStripGroups; ++i ) |
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{ |
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OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(i); |
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if ( ( pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_DELTA_FLEXED ) == 0 ) |
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continue; |
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pVertexCount[nCount++] = CountFlexedVertices( pMesh, pStripGroup ); |
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} |
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} |
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int *pSortedVertexIndices = (int*)_alloca( nFlexedStripGroup * sizeof(int) ); |
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for ( int i = 0; i < nFlexedStripGroup; ++i ) |
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{ |
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pSortedVertexIndices[i] = i; |
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} |
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s_pVertexCount = pVertexCount; |
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qsort( pSortedVertexIndices, nCount, sizeof(int), SortVertCount ); |
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bool *pSuppressHWMorph = (bool*)_alloca( nFlexedStripGroup * sizeof(bool) ); |
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memset( pSuppressHWMorph, 1, nFlexedStripGroup * sizeof(bool) ); |
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for ( int i = 0; i < nMaxHWMorphBatchCount; ++i ) |
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{ |
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pSuppressHWMorph[pSortedVertexIndices[i]] = false; |
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} |
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// Bleah. Pretty lame. We should change StripGroupHeader_t to store the flex vertex count |
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int nIndex = 0; |
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for ( int k = 0; k < pModel->nummeshes; ++k ) |
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{ |
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Assert( pModel->nummeshes == pVtxLOD->numMeshes ); |
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OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k); |
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for (int i = 0; i < pVtxMesh->numStripGroups; ++i ) |
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{ |
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OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(i); |
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if ( ( pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_DELTA_FLEXED ) == 0 ) |
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continue; |
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if ( pSuppressHWMorph[nIndex] ) |
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{ |
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pStripGroup->flags |= OptimizedModel::STRIPGROUP_SUPPRESS_HW_MORPH; |
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} |
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++nIndex; |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Adds a vertex to the meshbuilder. Returns false if boneweights did not sum to 1.0 |
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//----------------------------------------------------------------------------- |
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template <VertexCompressionType_t T> bool CStudioRenderContext::R_AddVertexToMesh( const char *pModelName, bool bNeedsTangentSpace, CMeshBuilder& meshBuilder, |
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OptimizedModel::Vertex_t* pVertex, mstudiomesh_t* pMesh, const mstudio_meshvertexdata_t *vertData, bool hwSkin ) |
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{ |
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bool bOK = true; |
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int idx = pVertex->origMeshVertID; |
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mstudiovertex_t &vert = *vertData->Vertex( idx ); |
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// FIXME: if this ever becomes perf-critical... these writes are not in memory-ascending order, |
|
// which hurts since VBs are in write-combined memory (See WriteCombineOrdering_t) |
|
meshBuilder.Position3fv( vert.m_vecPosition.Base() ); |
|
meshBuilder.CompressedNormal3fv<T>( vert.m_vecNormal.Base() ); |
|
/* |
|
if( vert.m_vecNormal.Length() < .9f || vert.m_vecNormal.Length() > 1.1f ) |
|
{ |
|
static CUtlStringMap<bool> errorMessages; |
|
if( !errorMessages.Defined( pModelName ) ) |
|
{ |
|
errorMessages[pModelName] = true; |
|
Warning( "MODELBUG %s: bad normal\n", pModelName ); |
|
Warning( "\tnormal %0.1f %0.1f %0.1f pos: %0.1f %0.1f %0.1f\n", |
|
vert.m_vecNormal.x, vert.m_vecNormal.y, vert.m_vecNormal.z, |
|
vert.m_vecPosition.x, vert.m_vecPosition.y, vert.m_vecPosition.z ); |
|
} |
|
} |
|
*/ |
|
meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() ); |
|
|
|
if (vertData->HasTangentData()) |
|
{ |
|
/* |
|
if( bNeedsTangentSpace && pModelName && vertData->TangentS( idx ) ) |
|
{ |
|
const Vector4D &tangentS = *vertData->TangentS( idx ); |
|
float w = tangentS.w; |
|
if( !( w == 1.0f || w == -1.0f ) ) |
|
{ |
|
static CUtlStringMap<bool> errorMessages; |
|
if( !errorMessages.Defined( pModelName ) ) |
|
{ |
|
errorMessages[pModelName] = true; |
|
Warning( "MODELBUG %s: bad tangent sign\n", pModelName ); |
|
Warning( "\tsign %0.1f at position %0.1f %0.1f %0.1f\n", |
|
w, vert.m_vecPosition.x, vert.m_vecPosition.y, vert.m_vecPosition.z ); |
|
} |
|
} |
|
|
|
float len = tangentS.AsVector3D().Length(); |
|
if( len < .9f || len > 1.1f ) |
|
{ |
|
static CUtlStringMap<bool> errorMessages; |
|
if( !errorMessages.Defined( pModelName ) ) |
|
{ |
|
errorMessages[pModelName] = true; |
|
Warning( "MODELBUG %s: bad tangent vector\n", pModelName ); |
|
Warning( "\ttangent: %0.1f %0.1f %0.1f with length %0.1f at position %0.1f %0.1f %0.1f\n", |
|
tangentS.x, tangentS.y, tangentS.z, |
|
len, |
|
vert.m_vecPosition.x, vert.m_vecPosition.y, vert.m_vecPosition.z ); |
|
} |
|
} |
|
|
|
#if 0 |
|
float dot = DotProduct( vert.m_vecNormal, tangentS.AsVector3D() ); |
|
if( dot > .95 || dot < -.95 ) |
|
{ |
|
static CUtlStringMap<bool> errorMessages; |
|
if( !errorMessages.Defined( pModelName ) ) |
|
{ |
|
errorMessages[pModelName] = true; |
|
// this is crashing for some reason. .need to investigate. |
|
Warning( "MODELBUG %s: nearly colinear tangentS (%f %f %f) and normal (%f %f %f) at position %f %f %f Probably have 2 or more texcoords that are the same on a triangle.\n", |
|
pModelName, tangentS.x, tangentS.y, tangentS.y, vert.m_vecNormal.x, vert.m_vecNormal.y, vert.m_vecNormal.z, vert.m_vecPosition.x, vert.m_vecPosition.y, vert.m_vecPosition.z ); |
|
} |
|
} |
|
#endif |
|
} |
|
*/ |
|
|
|
// send down tangent S as a 4D userdata vect. |
|
meshBuilder.CompressedUserData<T>( (*vertData->TangentS( idx )).Base() ); |
|
} |
|
|
|
// Just in case we get hooked to a material that wants per-vertex color |
|
meshBuilder.Color4ub( 255, 255, 255, 255 ); |
|
|
|
float boneWeights[ MAX_NUM_BONE_INDICES ]; |
|
if ( hwSkin ) |
|
{ |
|
// sum up weights.. |
|
int i; |
|
|
|
// We have to do this because since we're potentially dropping bones |
|
// to get them to fit in hardware, we'll need to renormalize based on |
|
// the actual total. |
|
mstudioboneweight_t *pBoneWeight = vertData->BoneWeights(idx); |
|
|
|
// NOTE: We use pVertex->numbones because that's the number of bones actually influencing this |
|
// vertex. Note that pVertex->numBones is not necessary the *desired* # of bones influencing this |
|
// vertex; we could have collapsed some of those bones out. pBoneWeight->numbones stures the desired # |
|
float totalWeight = 0; |
|
for (i = 0; i < pVertex->numBones; ++i) |
|
{ |
|
totalWeight += pBoneWeight->weight[pVertex->boneWeightIndex[i]]; |
|
} |
|
|
|
// The only way we should not add up to 1 is if there's more than 3 *desired* bones |
|
// and more than 1 *actual* bone (we can have 0 vertex bones in the case of static props |
|
if ( (pVertex->numBones > 0) && (pBoneWeight->numbones <= 3) && fabs(totalWeight - 1.0f) > 1e-3 ) |
|
{ |
|
// force them to re-normalize |
|
bOK = false; |
|
totalWeight = 1.0f; |
|
} |
|
|
|
// Fix up the static prop case |
|
if ( totalWeight == 0.0f ) |
|
{ |
|
totalWeight = 1.0f; |
|
} |
|
|
|
float invTotalWeight = 1.0f / totalWeight; |
|
|
|
// It is essential to iterate over all actual bones so that the bone indices |
|
// are set correctly, even though the last bone weight is computed in a shader program |
|
for (i = 0; i < pVertex->numBones; ++i) |
|
{ |
|
if ( pVertex->boneID[i] == -1 ) |
|
{ |
|
boneWeights[ i ] = 0.0f; |
|
meshBuilder.BoneMatrix( i, BONE_MATRIX_INDEX_INVALID ); |
|
} |
|
else |
|
{ |
|
float weight = pBoneWeight->weight[pVertex->boneWeightIndex[i]]; |
|
boneWeights[ i ] = weight * invTotalWeight; |
|
meshBuilder.BoneMatrix( i, pVertex->boneID[i] ); |
|
} |
|
} |
|
for( ; i < MAX_NUM_BONE_INDICES; i++ ) |
|
{ |
|
boneWeights[ i ] = 0.0f; |
|
meshBuilder.BoneMatrix( i, BONE_MATRIX_INDEX_INVALID ); |
|
} |
|
} |
|
else |
|
{ |
|
for (int i = 0; i < MAX_NUM_BONE_INDICES; ++i) |
|
{ |
|
boneWeights[ i ] = (i == 0) ? 1.0f : 0.0f; |
|
meshBuilder.BoneMatrix( i, BONE_MATRIX_INDEX_INVALID ); |
|
} |
|
} |
|
|
|
// Set all the weights at once (the meshbuilder performs additional, post-compression, normalization): |
|
Assert( pVertex->numBones <= 3 ); |
|
|
|
if ( pVertex->numBones > 0 ) |
|
{ |
|
meshBuilder.CompressedBoneWeight3fv<T>( &( boneWeights[ 0 ] ) ); |
|
} |
|
|
|
meshBuilder.AdvanceVertex(); |
|
|
|
return bOK; |
|
} |
|
|
|
// Get (uncompressed) vertex data from a mesh, if available |
|
inline const mstudio_meshvertexdata_t * GetFatVertexData( mstudiomesh_t * pMesh, studiohdr_t * pStudioHdr ) |
|
{ |
|
if ( !pMesh->pModel()->CacheVertexData( pStudioHdr ) ) |
|
{ |
|
// not available yet |
|
return NULL; |
|
} |
|
const mstudio_meshvertexdata_t *pVertData = pMesh->GetVertexData( pStudioHdr ); |
|
Assert( pVertData ); |
|
if ( !pVertData ) |
|
{ |
|
static unsigned int warnCount = 0; |
|
if ( warnCount++ < 20 ) |
|
Warning( "ERROR: model verts have been compressed, cannot render! (use \"-no_compressed_vvds\")" ); |
|
} |
|
return pVertData; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Builds the group |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::R_StudioBuildMeshGroup( const char *pModelName, bool bNeedsTangentSpace, studiomeshgroup_t* pMeshGroup, |
|
OptimizedModel::StripGroupHeader_t *pStripGroup, mstudiomesh_t* pMesh, |
|
studiohdr_t *pStudioHdr, VertexFormat_t vertexFormat ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
|
|
// We have to do this here because of skinning; there may be any number of |
|
// materials that are applied to this mesh. |
|
// Copy over all the vertices + indices in this strip group |
|
pMeshGroup->m_pMesh = pRenderContext->CreateStaticMesh( vertexFormat, TEXTURE_GROUP_STATIC_VERTEX_BUFFER_MODELS ); |
|
|
|
VertexCompressionType_t compressionType = CompressionType( vertexFormat ); |
|
|
|
pMeshGroup->m_ColorMeshID = -1; |
|
|
|
bool hwSkin = (pMeshGroup->m_Flags & MESHGROUP_IS_HWSKINNED) != 0; |
|
|
|
// This mesh could have tristrips or trilists in it |
|
CMeshBuilder meshBuilder; |
|
meshBuilder.SetCompressionType( compressionType ); |
|
meshBuilder.Begin( pMeshGroup->m_pMesh, MATERIAL_HETEROGENOUS, |
|
hwSkin ? pStripGroup->numVerts : 0, pStripGroup->numIndices ); |
|
|
|
int i; |
|
bool bBadBoneWeights = false; |
|
if ( hwSkin ) |
|
{ |
|
const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pMesh, pStudioHdr ); |
|
Assert( vertData ); |
|
|
|
for ( i = 0; i < pStripGroup->numVerts; ++i ) |
|
{ |
|
bool success; |
|
switch ( compressionType ) |
|
{ |
|
case VERTEX_COMPRESSION_ON: |
|
success = R_AddVertexToMesh<VERTEX_COMPRESSION_ON>( pModelName, bNeedsTangentSpace, meshBuilder, pStripGroup->pVertex(i), pMesh, vertData, hwSkin ); |
|
break; |
|
case VERTEX_COMPRESSION_NONE: |
|
default: |
|
success = R_AddVertexToMesh<VERTEX_COMPRESSION_NONE>( pModelName, bNeedsTangentSpace, meshBuilder, pStripGroup->pVertex(i), pMesh, vertData, hwSkin ); |
|
break; |
|
} |
|
if ( !success ) |
|
{ |
|
bBadBoneWeights = true; |
|
} |
|
} |
|
} |
|
|
|
if ( bBadBoneWeights ) |
|
{ |
|
mstudiomodel_t* pModel = pMesh->pModel(); |
|
ConMsg( "Bad data found in model \"%s\" (bad bone weights)\n", pModel->pszName() ); |
|
} |
|
|
|
for (i = 0; i < pStripGroup->numIndices; ++i) |
|
{ |
|
unsigned short index; |
|
memcpy( &index, pStripGroup->pIndex(i), sizeof(index) ); |
|
meshBuilder.Index( index ); |
|
meshBuilder.AdvanceIndex(); |
|
} |
|
|
|
meshBuilder.End(); |
|
|
|
// Copy over the strip indices. We need access to the indices for decals |
|
pMeshGroup->m_pIndices = new unsigned short[ pStripGroup->numIndices ]; |
|
memcpy( pMeshGroup->m_pIndices, pStripGroup->pIndex(0), |
|
pStripGroup->numIndices * sizeof(unsigned short) ); |
|
|
|
// Compute the number of non-degenerate trianges in each strip group |
|
// for statistics gathering |
|
pMeshGroup->m_pUniqueTris = new int[ pStripGroup->numStrips ]; |
|
for (i = 0; i < pStripGroup->numStrips; ++i ) |
|
{ |
|
int numUnique = 0; |
|
if (pStripGroup->pStrip(i)->flags & OptimizedModel::STRIP_IS_TRISTRIP) |
|
{ |
|
int last[2] = {-1, -1}; |
|
int curr = pStripGroup->pStrip(i)->indexOffset; |
|
int end = curr + pStripGroup->pStrip(i)->numIndices; |
|
while (curr != end) |
|
{ |
|
int idx = *pStripGroup->pIndex(curr); |
|
if (idx != last[0] && idx != last[1] && last[0] != last[1] && last[0] != -1) |
|
++numUnique; |
|
last[0] = last[1]; |
|
last[1] = idx; |
|
++curr; |
|
} |
|
} |
|
else |
|
{ |
|
numUnique = pStripGroup->pStrip(i)->numIndices / 3; |
|
} |
|
pMeshGroup->m_pUniqueTris[i] = numUnique; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Builds the group |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::R_StudioBuildMorph( studiohdr_t *pStudioHdr, |
|
studiomeshgroup_t* pMeshGroup, mstudiomesh_t* pMesh, |
|
OptimizedModel::StripGroupHeader_t *pStripGroup ) |
|
{ |
|
if ( !g_pMaterialSystemHardwareConfig->HasFastVertexTextures() || |
|
( ( pMeshGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED ) == 0 ) || |
|
( ( pStripGroup->flags & OptimizedModel::STRIPGROUP_SUPPRESS_HW_MORPH ) != 0 ) ) |
|
{ |
|
pMeshGroup->m_pMorph = NULL; |
|
return; |
|
} |
|
|
|
// Build an inverse mapping from mesh index to strip group index |
|
unsigned short *pMeshIndexToGroupIndex = (unsigned short*)_alloca( pMesh->pModel()->numvertices * sizeof(unsigned short) ); |
|
memset( pMeshIndexToGroupIndex, 0xFF, pMesh->pModel()->numvertices * sizeof(unsigned short) ); |
|
for ( int i = 0; i < pStripGroup->numVerts; ++i ) |
|
{ |
|
int nMeshVert = pStripGroup->pVertex(i)->origMeshVertID; |
|
pMeshIndexToGroupIndex[ nMeshVert ] = (unsigned short)i; |
|
} |
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
MorphFormat_t morphType = MORPH_POSITION | MORPH_NORMAL | MORPH_SPEED | MORPH_SIDE; |
|
for ( int i = 0; i < pMesh->numflexes; ++i ) |
|
{ |
|
if ( pMesh->pFlex( i )->vertanimtype == STUDIO_VERT_ANIM_WRINKLE ) |
|
{ |
|
morphType |= MORPH_WRINKLE; |
|
break; |
|
} |
|
} |
|
|
|
char pTemp[256]; |
|
Q_snprintf( pTemp, sizeof(pTemp), "%s [%p]", pStudioHdr->pszName(), pMeshGroup ); |
|
pMeshGroup->m_pMorph = pRenderContext->CreateMorph( morphType, pTemp ); |
|
|
|
const float flVertAnimFixedPointScale = pStudioHdr->VertAnimFixedPointScale(); |
|
|
|
CMorphBuilder morphBuilder; |
|
morphBuilder.Begin( pMeshGroup->m_pMorph, 1.0f / flVertAnimFixedPointScale ); |
|
|
|
for ( int i = 0; i < pMesh->numflexes; ++i ) |
|
{ |
|
mstudioflex_t *pFlex = pMesh->pFlex( i ); |
|
byte *pVAnim = pFlex->pBaseVertanim(); |
|
int nVAnimSizeBytes = pFlex->VertAnimSizeBytes(); |
|
for ( int j = 0; j < pFlex->numverts; ++j ) |
|
{ |
|
mstudiovertanim_t *pAnim = (mstudiovertanim_t*)( pVAnim + j * nVAnimSizeBytes ); |
|
int nMeshVert = pAnim->index; |
|
unsigned short nGroupVert = pMeshIndexToGroupIndex[nMeshVert]; |
|
|
|
// In this case, this vertex is not part of this meshgroup. Ignore it. |
|
if ( nGroupVert == 0xFFFF ) |
|
continue; |
|
|
|
morphBuilder.PositionDelta3( pAnim->GetDeltaFixed( flVertAnimFixedPointScale ) ); |
|
morphBuilder.NormalDelta3( pAnim->GetNDeltaFixed( flVertAnimFixedPointScale ) ); |
|
morphBuilder.Speed1f( pAnim->speed / 255.0f ); |
|
morphBuilder.Side1f( pAnim->side / 255.0f ); |
|
if ( pFlex->vertanimtype == STUDIO_VERT_ANIM_WRINKLE ) |
|
{ |
|
mstudiovertanim_wrinkle_t *pWrinkleAnim = static_cast<mstudiovertanim_wrinkle_t*>( pAnim ); |
|
morphBuilder.WrinkleDelta1f( pWrinkleAnim->GetWrinkleDeltaFixed( flVertAnimFixedPointScale ) ); |
|
} |
|
else |
|
{ |
|
morphBuilder.WrinkleDelta1f( 0.0f ); |
|
} |
|
|
|
morphBuilder.AdvanceMorph( nGroupVert, i ); |
|
} |
|
} |
|
|
|
morphBuilder.End(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Builds the strip data |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::R_StudioBuildMeshStrips( studiomeshgroup_t* pMeshGroup, |
|
OptimizedModel::StripGroupHeader_t *pStripGroup ) |
|
{ |
|
// FIXME: This is bogus |
|
// Compute the amount of memory we need to store the strip data |
|
int i; |
|
int stripDataSize = 0; |
|
for( i = 0; i < pStripGroup->numStrips; ++i ) |
|
{ |
|
stripDataSize += sizeof(OptimizedModel::StripHeader_t); |
|
stripDataSize += pStripGroup->pStrip(i)->numBoneStateChanges * |
|
sizeof(OptimizedModel::BoneStateChangeHeader_t); |
|
} |
|
|
|
pMeshGroup->m_pStripData = (OptimizedModel::StripHeader_t*)malloc(stripDataSize); |
|
|
|
// Copy over the strip info |
|
int boneStateChangeOffset = pStripGroup->numStrips * sizeof(OptimizedModel::StripHeader_t); |
|
for( i = 0; i < pStripGroup->numStrips; ++i ) |
|
{ |
|
memcpy( &pMeshGroup->m_pStripData[i], pStripGroup->pStrip(i), |
|
sizeof( OptimizedModel::StripHeader_t ) ); |
|
|
|
// Fixup the bone state change offset, since we have it right after the strip data |
|
pMeshGroup->m_pStripData[i].boneStateChangeOffset = boneStateChangeOffset - |
|
i * sizeof(OptimizedModel::StripHeader_t); |
|
|
|
// copy over bone state changes |
|
int boneWeightSize = pMeshGroup->m_pStripData[i].numBoneStateChanges * |
|
sizeof(OptimizedModel::BoneStateChangeHeader_t); |
|
|
|
if (boneWeightSize != 0) |
|
{ |
|
unsigned char* pBoneStateChange = (unsigned char*)pMeshGroup->m_pStripData + boneStateChangeOffset; |
|
memcpy( pBoneStateChange, pStripGroup->pStrip(i)->pBoneStateChange(0), boneWeightSize); |
|
|
|
boneStateChangeOffset += boneWeightSize; |
|
} |
|
} |
|
pMeshGroup->m_NumStrips = pStripGroup->numStrips; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Determine the max. number of bone weights used by a stripgroup |
|
//----------------------------------------------------------------------------- |
|
int CStudioRenderContext::GetNumBoneWeights( const OptimizedModel::StripGroupHeader_t *pGroup ) |
|
{ |
|
int nBoneWeightsMax = 0; |
|
|
|
for (int i = 0;i < pGroup->numStrips; i++) |
|
{ |
|
OptimizedModel::StripHeader_t * pStrip = pGroup->pStrip( i ); |
|
nBoneWeightsMax = max( nBoneWeightsMax, (int)pStrip->numBones ); |
|
} |
|
|
|
return nBoneWeightsMax; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Determine an actual model vertex format for a mesh based on its material usage. |
|
// Bypasses the homegenous model vertex format in favor of the actual format. |
|
// Ideally matches 1:1 the shader's data requirements without any bloat. |
|
//----------------------------------------------------------------------------- |
|
VertexFormat_t CStudioRenderContext::CalculateVertexFormat( const studiohdr_t *pStudioHdr, const studioloddata_t *pStudioLodData, |
|
const mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t *pGroup, bool bIsHwSkinned ) |
|
{ |
|
bool bSkinnedMesh = ( pStudioHdr->numbones > 1 ); |
|
int nBoneWeights = GetNumBoneWeights( pGroup ); |
|
|
|
bool bIsDX7 = !g_pMaterialSystemHardwareConfig->SupportsVertexAndPixelShaders(); |
|
bool bIsDX8 = ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 90 ); |
|
if ( bIsDX7 ) |
|
{ |
|
// FIXME: this is untested (as of June '07, the engine currently doesn't work with "-dxlevel 70") |
|
if ( bSkinnedMesh ) |
|
return MATERIAL_VERTEX_FORMAT_MODEL_SKINNED_DX7; |
|
else |
|
return MATERIAL_VERTEX_FORMAT_MODEL_DX7; |
|
} |
|
else if ( bIsDX8 ) |
|
{ |
|
if ( bSkinnedMesh ) |
|
return MATERIAL_VERTEX_FORMAT_MODEL_SKINNED; |
|
else |
|
return MATERIAL_VERTEX_FORMAT_MODEL; |
|
} |
|
else |
|
{ |
|
// DX9+ path (supports vertex compression) |
|
|
|
// iterate each skin table |
|
// determine aggregate vertex format for specified mesh's material |
|
VertexFormat_t newVertexFormat = 0; |
|
//bool bBumpmapping = false; |
|
short *pSkinref = pStudioHdr->pSkinref( 0 ); |
|
for ( int i = 0; i < pStudioHdr->numskinfamilies; i++ ) |
|
{ |
|
// FIXME: ### MATERIAL VERTEX FORMATS ARE UNRELIABLE! ### |
|
// |
|
// IMaterial* pMaterial = pStudioLodData->ppMaterials[ pSkinref[ pMesh->material ] ]; |
|
// Assert( pMaterial ); |
|
// VertexFormat_t vertexFormat = pMaterial->GetVertexFormat(); |
|
// newVertexFormat &= ~VERTEX_FORMAT_COMPRESSED; // Decide whether to compress below |
|
// |
|
// FIXME: ### MATERIAL VERTEX FORMATS ARE UNRELIABLE! ### |
|
// we need to go through all the shader CPP code and make sure that the correct vertex format |
|
// is being specified for every single shader combo! We don't have time to fix that before |
|
// shipping Ep2, but should fix it ASAP afterwards. To make catching such errors easier, we |
|
// should Assert in draw calls that the vertexdecl matches vertex shader inputs (note that D3D |
|
// debug DLLs will do that on PC, though it's not as informative as if we do it ourselves). |
|
// So, in the absence of reliable material vertex formats, use the old 'standard' elements |
|
// (we can still omit skinning data - and COLOR for DX8+, where it should come from the |
|
// second static lighting stream): |
|
VertexFormat_t vertexFormat = bIsDX7 ? MATERIAL_VERTEX_FORMAT_MODEL_DX7 : ( MATERIAL_VERTEX_FORMAT_MODEL & ~VERTEX_COLOR ); |
|
|
|
// aggregate single bit settings |
|
newVertexFormat |= vertexFormat & ( ( 1 << VERTEX_LAST_BIT ) - 1 ); |
|
|
|
int nUserDataSize = UserDataSize( vertexFormat ); |
|
if ( nUserDataSize > UserDataSize( newVertexFormat ) ) |
|
{ |
|
newVertexFormat &= ~USER_DATA_SIZE_MASK; |
|
newVertexFormat |= VERTEX_USERDATA_SIZE( nUserDataSize ); |
|
} |
|
|
|
for (int j = 0; j < VERTEX_MAX_TEXTURE_COORDINATES; ++j) |
|
{ |
|
int nSize = TexCoordSize( j, vertexFormat ); |
|
if ( nSize > TexCoordSize( j, newVertexFormat ) ) |
|
{ |
|
newVertexFormat &= ~VERTEX_TEXCOORD_SIZE( j, 0x7 ); |
|
newVertexFormat |= VERTEX_TEXCOORD_SIZE( j, nSize ); |
|
} |
|
} |
|
|
|
// FIXME: re-enable this test, fix it to work and see how much memory we save (Q: why is this different to CStudioRenderContext::MeshNeedsTangentSpace ?) |
|
/*if ( !bBumpmapping && pMaterial->NeedsTangentSpace() ) |
|
{ |
|
bool bFound = false; |
|
IMaterialVar *pEnvmapMatVar = pMaterial->FindVar( "$envmap", &bFound, false ); |
|
if ( bFound && pEnvmapMatVar->IsDefined() ) |
|
{ |
|
IMaterialVar *pBumpMatVar = pMaterial->FindVar( "$bumpmap", &bFound, false ); |
|
if ( bFound && pBumpMatVar->IsDefined() ) |
|
{ |
|
bBumpmapping = true; |
|
} |
|
} |
|
} */ |
|
|
|
pSkinref += pStudioHdr->numskinref; |
|
} |
|
|
|
// Add skinning elements for non-rigid models (with more than one bone weight) |
|
if ( bSkinnedMesh ) |
|
{ |
|
if ( nBoneWeights > 0 ) |
|
{ |
|
// Always exactly zero or two weights |
|
newVertexFormat |= VERTEX_BONEWEIGHT( 2 ); |
|
} |
|
newVertexFormat |= VERTEX_BONE_INDEX; |
|
} |
|
|
|
|
|
// FIXME: re-enable this (see above) |
|
/*if ( !bBumpmapping ) |
|
{ |
|
// no bumpmapping, user data not needed |
|
newVertexFormat &= ~USER_DATA_SIZE_MASK; |
|
}*/ |
|
|
|
// materials on models should never have tangent space as they use userdata |
|
Assert( !(newVertexFormat & VERTEX_TANGENT_SPACE) ); |
|
|
|
// Don't compress the mesh unless it is HW-skinned (we only want to compress static |
|
// VBs, not dynamic ones - that would slow down the MeshBuilder in dynamic use cases). |
|
// Also inspect the vertex data to see if it's appropriate for the vertex element |
|
// compression techniques that we do (e.g. look at UV ranges). |
|
if ( //IsX360() && // Disabled until the craziness is banished |
|
bIsHwSkinned && |
|
( g_pMaterialSystemHardwareConfig->SupportsCompressedVertices() == VERTEX_COMPRESSION_ON ) ) |
|
{ |
|
// this mesh is appropriate for vertex compression |
|
newVertexFormat |= VERTEX_FORMAT_COMPRESSED; |
|
} |
|
|
|
return newVertexFormat; |
|
} |
|
} |
|
|
|
bool CStudioRenderContext::MeshNeedsTangentSpace( studiohdr_t *pStudioHdr, studioloddata_t *pStudioLodData, mstudiomesh_t* pMesh ) |
|
{ |
|
// iterate each skin table |
|
if( !pStudioHdr || !pStudioHdr->pSkinref( 0 ) || !pStudioHdr->numskinfamilies ) |
|
{ |
|
return false; |
|
} |
|
short *pSkinref = pStudioHdr->pSkinref( 0 ); |
|
for ( int i=0; i<pStudioHdr->numskinfamilies; i++) |
|
{ |
|
IMaterial* pMaterial = pStudioLodData->ppMaterials[pSkinref[pMesh->material]]; |
|
Assert( pMaterial ); |
|
if( !pMaterial ) |
|
{ |
|
continue; |
|
} |
|
|
|
// Warning( "*****%s needstangentspace: %d\n", pMaterial->GetName(), pMaterial->NeedsTangentSpace() ? 1 : 0 ); |
|
if( pMaterial->NeedsTangentSpace() ) |
|
{ |
|
return true; |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Creates a single mesh |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::R_StudioCreateSingleMesh( studiohdr_t *pStudioHdr, studioloddata_t *pStudioLodData, |
|
mstudiomesh_t* pMesh, OptimizedModel::MeshHeader_t* pVtxMesh, int numBones, |
|
studiomeshdata_t* pMeshData, int *pColorMeshID ) |
|
{ |
|
// Here are the cases where we don't use any meshes at all... |
|
// In the case of eyes, we're just gonna use dynamic buffers |
|
// because it's the fastest solution (prevents lots of locks) |
|
|
|
bool bNeedsTangentSpace = MeshNeedsTangentSpace( pStudioHdr, pStudioLodData, pMesh ); |
|
|
|
// Each strip group represents a locking group, it's a set of vertices |
|
// that are locked together, and, potentially, software light + skinned together |
|
pMeshData->m_NumGroup = pVtxMesh->numStripGroups; |
|
pMeshData->m_pMeshGroup = new studiomeshgroup_t[pVtxMesh->numStripGroups]; |
|
|
|
for (int i = 0; i < pVtxMesh->numStripGroups; ++i ) |
|
{ |
|
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(i); |
|
studiomeshgroup_t* pMeshGroup = &pMeshData->m_pMeshGroup[i]; |
|
|
|
pMeshGroup->m_MeshNeedsRestore = false; |
|
|
|
// Set the flags... |
|
pMeshGroup->m_Flags = 0; |
|
if (pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_FLEXED) |
|
{ |
|
pMeshGroup->m_Flags |= MESHGROUP_IS_FLEXED; |
|
} |
|
|
|
if (pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_DELTA_FLEXED) |
|
{ |
|
pMeshGroup->m_Flags |= MESHGROUP_IS_DELTA_FLEXED; |
|
} |
|
|
|
bool bIsHwSkinned = !!(pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_HWSKINNED); |
|
if ( bIsHwSkinned ) |
|
{ |
|
pMeshGroup->m_Flags |= MESHGROUP_IS_HWSKINNED; |
|
} |
|
|
|
// get the minimal vertex format for this mesh |
|
VertexFormat_t vertexFormat = CalculateVertexFormat( pStudioHdr, pStudioLodData, pMesh, pStripGroup, bIsHwSkinned ); |
|
|
|
// Build the vertex + index buffers |
|
R_StudioBuildMeshGroup( pStudioHdr->pszName(), bNeedsTangentSpace, pMeshGroup, pStripGroup, pMesh, pStudioHdr, vertexFormat ); |
|
|
|
// Copy over the tristrip and triangle list data |
|
R_StudioBuildMeshStrips( pMeshGroup, pStripGroup ); |
|
|
|
// Builds morph targets |
|
R_StudioBuildMorph( pStudioHdr, pMeshGroup, pMesh, pStripGroup ); |
|
|
|
// Build the mapping from strip group vertex idx to actual mesh idx |
|
pMeshGroup->m_pGroupIndexToMeshIndex = new unsigned short[pStripGroup->numVerts + PREFETCH_VERT_COUNT]; |
|
pMeshGroup->m_NumVertices = pStripGroup->numVerts; |
|
|
|
int j; |
|
for ( j = 0; j < pStripGroup->numVerts; ++j ) |
|
{ |
|
pMeshGroup->m_pGroupIndexToMeshIndex[j] = pStripGroup->pVertex(j)->origMeshVertID; |
|
} |
|
|
|
// Extra copies are for precaching... |
|
for ( j = pStripGroup->numVerts; j < pStripGroup->numVerts + PREFETCH_VERT_COUNT; ++j ) |
|
{ |
|
pMeshGroup->m_pGroupIndexToMeshIndex[j] = pMeshGroup->m_pGroupIndexToMeshIndex[pStripGroup->numVerts - 1]; |
|
} |
|
|
|
// assign the possibly used color mesh id now |
|
pMeshGroup->m_ColorMeshID = (*pColorMeshID)++; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Creates static meshes |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::R_StudioCreateStaticMeshes( studiohdr_t *pStudioHdr, |
|
OptimizedModel::FileHeader_t *pVtxHdr, studiohwdata_t *pStudioHWData, int nLodID, int *pColorMeshID ) |
|
{ |
|
int i, j, k; |
|
|
|
Assert( pStudioHdr && pVtxHdr && pStudioHWData ); |
|
|
|
pStudioHWData->m_pLODs[nLodID].m_pMeshData = new studiomeshdata_t[pStudioHWData->m_NumStudioMeshes]; |
|
|
|
// Iterate over every body part... |
|
for ( i = 0; i < pStudioHdr->numbodyparts; i++ ) |
|
{ |
|
mstudiobodyparts_t* pBodyPart = pStudioHdr->pBodypart(i); |
|
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart(i); |
|
|
|
// Iterate over every submodel... |
|
for ( j = 0; j < pBodyPart->nummodels; ++j ) |
|
{ |
|
mstudiomodel_t* pModel = pBodyPart->pModel(j); |
|
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel(j); |
|
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLodID ); |
|
|
|
// Determine which meshes should be hw morphed |
|
DetermineHWMorphing( pModel, pVtxLOD ); |
|
|
|
// Support tracking of VB allocations |
|
// FIXME: categorise studiomodel allocs more precisely |
|
if ( g_VBAllocTracker ) |
|
{ |
|
if ( ( pStudioHdr->numbones > 8 ) || ( pStudioHdr->numflexdesc > 0 ) ) |
|
{ |
|
g_VBAllocTracker->TrackMeshAllocations( "R_StudioCreateStaticMeshes (character)" ); |
|
} |
|
else |
|
{ |
|
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) |
|
{ |
|
g_VBAllocTracker->TrackMeshAllocations( "R_StudioCreateStaticMeshes (prop_static)" ); |
|
} |
|
else |
|
{ |
|
g_VBAllocTracker->TrackMeshAllocations( "R_StudioCreateStaticMeshes (prop_dynamic)" ); |
|
} |
|
} |
|
} |
|
|
|
// Iterate over all the meshes.... |
|
for ( k = 0; k < pModel->nummeshes; ++k ) |
|
{ |
|
Assert( pModel->nummeshes == pVtxLOD->numMeshes ); |
|
mstudiomesh_t* pMesh = pModel->pMesh(k); |
|
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k); |
|
|
|
Assert( pMesh->meshid < pStudioHWData->m_NumStudioMeshes ); |
|
R_StudioCreateSingleMesh( pStudioHdr, &pStudioHWData->m_pLODs[nLodID], |
|
pMesh, pVtxMesh, pVtxHdr->maxBonesPerVert, |
|
&pStudioHWData->m_pLODs[nLodID].m_pMeshData[pMesh->meshid], pColorMeshID ); |
|
} |
|
|
|
if ( g_VBAllocTracker ) |
|
{ |
|
g_VBAllocTracker->TrackMeshAllocations( NULL ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Destroys static meshes |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::R_StudioDestroyStaticMeshes( int numStudioMeshes, studiomeshdata_t **ppStudioMeshes ) |
|
{ |
|
if( !*ppStudioMeshes) |
|
return; |
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
|
|
// Iterate over every body mesh... |
|
for ( int i = 0; i < numStudioMeshes; ++i ) |
|
{ |
|
studiomeshdata_t* pMesh = &((*ppStudioMeshes)[i]); |
|
|
|
for (int j = 0; j < pMesh->m_NumGroup; ++j) |
|
{ |
|
studiomeshgroup_t* pGroup = &pMesh->m_pMeshGroup[j]; |
|
if (pGroup->m_pGroupIndexToMeshIndex) |
|
{ |
|
delete[] pGroup->m_pGroupIndexToMeshIndex; |
|
pGroup->m_pGroupIndexToMeshIndex = 0; |
|
} |
|
|
|
if (pGroup->m_pUniqueTris) |
|
{ |
|
delete [] pGroup->m_pUniqueTris; |
|
pGroup->m_pUniqueTris = 0; |
|
} |
|
|
|
if (pGroup->m_pIndices) |
|
{ |
|
delete [] pGroup->m_pIndices; |
|
pGroup->m_pIndices = 0; |
|
} |
|
|
|
if (pGroup->m_pMesh) |
|
{ |
|
pRenderContext->DestroyStaticMesh( pGroup->m_pMesh ); |
|
pGroup->m_pMesh = 0; |
|
} |
|
|
|
if (pGroup->m_pMorph) |
|
{ |
|
pRenderContext->DestroyMorph( pGroup->m_pMorph ); |
|
pGroup->m_pMorph = 0; |
|
} |
|
|
|
if (pGroup->m_pStripData) |
|
{ |
|
free( pGroup->m_pStripData ); |
|
pGroup->m_pStripData = 0; |
|
} |
|
} |
|
|
|
if (pMesh->m_pMeshGroup) |
|
{ |
|
delete[] pMesh->m_pMeshGroup; |
|
pMesh->m_pMeshGroup = 0; |
|
} |
|
} |
|
|
|
if ( *ppStudioMeshes ) |
|
{ |
|
delete[] *ppStudioMeshes; |
|
*ppStudioMeshes = 0; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Builds the decal bone remap for a particular mesh |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::BuildDecalBoneMap( studiohdr_t *pStudioHdr, int *pUsedBones, int *pBoneRemap, int *pMaxBoneCount, mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup ) |
|
{ |
|
const mstudio_meshvertexdata_t *pVertData = GetFatVertexData( pMesh, pStudioHdr ); |
|
Assert( pVertData ); |
|
for ( int i = 0; i < pStripGroup->numVerts; ++i ) |
|
{ |
|
int nMeshVert = pStripGroup->pVertex( i )->origMeshVertID; |
|
mstudioboneweight_t &boneWeight = pVertData->Vertex( nMeshVert )->m_BoneWeights; |
|
int nBoneCount = boneWeight.numbones; |
|
for ( int j = 0; j < nBoneCount; ++j ) |
|
{ |
|
if ( boneWeight.weight[j] == 0.0f ) |
|
continue; |
|
|
|
if ( pBoneRemap[ (unsigned)boneWeight.bone[j] ] >= 0 ) |
|
continue; |
|
|
|
pBoneRemap[ (unsigned)boneWeight.bone[j] ] = *pUsedBones; |
|
*pUsedBones = *pUsedBones + 1; |
|
} |
|
} |
|
|
|
for ( int i = 0; i < pStripGroup->numStrips; ++i ) |
|
{ |
|
if ( pStripGroup->pStrip(i)->numBones > *pMaxBoneCount ) |
|
{ |
|
*pMaxBoneCount = pStripGroup->pStrip(i)->numBones; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// For decals on hardware morphing, we must actually do hardware skinning |
|
// because the flex must occur before skinning. |
|
// For this to work, we have to hope that the total # of bones used by |
|
// hw flexed verts is < than the max possible for the dx level we're running under |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::ComputeHWMorphDecalBoneRemap( studiohdr_t *pStudioHdr, OptimizedModel::FileHeader_t *pVtxHdr, studiohwdata_t *pStudioHWData, int nLOD ) |
|
{ |
|
if ( pStudioHdr->numbones == 0 ) |
|
return; |
|
|
|
// Remaps sw bones to hw bones during decal rendering |
|
// NOTE: Only bones affecting vertices which have hw flexes will be add to this map. |
|
int nBufSize = pStudioHdr->numbones * sizeof(int); |
|
int *pBoneRemap = (int*)_alloca( nBufSize ); |
|
memset( pBoneRemap, 0xFF, nBufSize ); |
|
int nMaxBoneCount = 0; |
|
|
|
// NOTE: HW bone index 0 is always the identity transform during decals. |
|
pBoneRemap[0] = 0; // necessary for unused bones in a vertex |
|
int nUsedBones = 1; |
|
|
|
studioloddata_t *pStudioLOD = &pStudioHWData->m_pLODs[nLOD]; |
|
for ( int i = 0; i < pStudioHdr->numbodyparts; ++i ) |
|
{ |
|
mstudiobodyparts_t* pBodyPart = pStudioHdr->pBodypart(i); |
|
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart(i); |
|
|
|
// Iterate over every submodel... |
|
for ( int j = 0; j < pBodyPart->nummodels; ++j ) |
|
{ |
|
mstudiomodel_t* pModel = pBodyPart->pModel(j); |
|
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel(j); |
|
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLOD ); |
|
|
|
// Iterate over all the meshes.... |
|
for ( int k = 0; k < pModel->nummeshes; ++k ) |
|
{ |
|
Assert( pModel->nummeshes == pVtxLOD->numMeshes ); |
|
mstudiomesh_t* pMesh = pModel->pMesh(k); |
|
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k); |
|
|
|
studiomeshdata_t* pMeshData = &pStudioLOD->m_pMeshData[pMesh->meshid]; |
|
for ( int l = 0; l < pVtxMesh->numStripGroups; ++l ) |
|
{ |
|
studiomeshgroup_t* pMeshGroup = &pMeshData->m_pMeshGroup[l]; |
|
if ( !pMeshGroup->m_pMorph ) |
|
continue; |
|
|
|
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(l); |
|
BuildDecalBoneMap( pStudioHdr, &nUsedBones, pBoneRemap, &nMaxBoneCount, pMesh, pStripGroup ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
if ( nUsedBones > 1 ) |
|
{ |
|
if ( nUsedBones > g_pMaterialSystemHardwareConfig->MaxVertexShaderBlendMatrices() ) |
|
{ |
|
Warning( "Hardware morphing of decals will be busted! Too many unique bones on flexed vertices!\n" ); |
|
} |
|
|
|
pStudioLOD->m_pHWMorphDecalBoneRemap = new int[ pStudioHdr->numbones ]; |
|
memcpy( pStudioLOD->m_pHWMorphDecalBoneRemap, pBoneRemap, nBufSize ); |
|
pStudioLOD->m_nDecalBoneCount = nMaxBoneCount; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Hook needed by mdlcache to load the vertex data |
|
//----------------------------------------------------------------------------- |
|
const vertexFileHeader_t * mstudiomodel_t::CacheVertexData( void *pModelData ) |
|
{ |
|
// make requested data resident |
|
return g_pStudioDataCache->CacheVertexData( (studiohdr_t *)pModelData ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Loads, unloads models |
|
//----------------------------------------------------------------------------- |
|
bool CStudioRenderContext::LoadModel( studiohdr_t *pStudioHdr, void *pVtxBuffer, studiohwdata_t *pStudioHWData ) |
|
{ |
|
int i; |
|
int j; |
|
|
|
Assert( pStudioHdr ); |
|
Assert( pVtxBuffer ); |
|
Assert( pStudioHWData ); |
|
|
|
if ( !pStudioHdr || !pVtxBuffer || !pStudioHWData ) |
|
return false; |
|
|
|
// NOTE: This must be called *after* Mod_LoadStudioModel |
|
OptimizedModel::FileHeader_t* pVertexHdr = (OptimizedModel::FileHeader_t*)pVtxBuffer; |
|
|
|
if ( pVertexHdr->checkSum != pStudioHdr->checksum ) |
|
{ |
|
ConDMsg("Error! Model %s .vtx file out of synch with .mdl\n", pStudioHdr->pszName() ); |
|
return false; |
|
} |
|
|
|
pStudioHWData->m_NumStudioMeshes = 0; |
|
for ( i = 0; i < pStudioHdr->numbodyparts; i++ ) |
|
{ |
|
mstudiobodyparts_t* pBodyPart = pStudioHdr->pBodypart(i); |
|
for (j = 0; j < pBodyPart->nummodels; j++) |
|
{ |
|
pStudioHWData->m_NumStudioMeshes += pBodyPart->pModel(j)->nummeshes; |
|
} |
|
} |
|
|
|
// Create static meshes |
|
Assert( pVertexHdr->numLODs ); |
|
pStudioHWData->m_RootLOD = min( (int)pStudioHdr->rootLOD, pVertexHdr->numLODs-1 ); |
|
pStudioHWData->m_NumLODs = pVertexHdr->numLODs; |
|
pStudioHWData->m_pLODs = new studioloddata_t[pVertexHdr->numLODs]; |
|
memset( pStudioHWData->m_pLODs, 0, pVertexHdr->numLODs * sizeof( studioloddata_t )); |
|
|
|
// reset the runtime flags |
|
pStudioHdr->flags &= ~STUDIOHDR_FLAGS_USES_ENV_CUBEMAP; |
|
pStudioHdr->flags &= ~STUDIOHDR_FLAGS_USES_FB_TEXTURE; |
|
pStudioHdr->flags &= ~STUDIOHDR_FLAGS_USES_BUMPMAPPING; |
|
|
|
#ifdef _DEBUG |
|
int totalNumMeshGroups = 0; |
|
#endif |
|
int nColorMeshID = 0; |
|
int nLodID; |
|
for ( nLodID = pStudioHWData->m_RootLOD; nLodID < pStudioHWData->m_NumLODs; nLodID++ ) |
|
{ |
|
// Load materials and determine material dependent mesh requirements |
|
LoadMaterials( pStudioHdr, pVertexHdr, pStudioHWData->m_pLODs[nLodID], nLodID ); |
|
|
|
// build the meshes |
|
R_StudioCreateStaticMeshes( pStudioHdr, pVertexHdr, pStudioHWData, nLodID, &nColorMeshID ); |
|
|
|
// Build the hardware bone remap for decal rendering using HW morphing |
|
ComputeHWMorphDecalBoneRemap( pStudioHdr, pVertexHdr, pStudioHWData, nLodID ); |
|
|
|
// garymcthack - need to check for NULL here. |
|
// save off the lod switch point |
|
pStudioHWData->m_pLODs[nLodID].m_SwitchPoint = pVertexHdr->pBodyPart( 0 )->pModel( 0 )->pLOD( nLodID )->switchPoint; |
|
|
|
#ifdef _DEBUG |
|
studioloddata_t *pLOD = &pStudioHWData->m_pLODs[nLodID]; |
|
for ( int meshID = 0; meshID < pStudioHWData->m_NumStudioMeshes; ++meshID ) |
|
{ |
|
totalNumMeshGroups += pLOD->m_pMeshData[meshID].m_NumGroup; |
|
} |
|
#endif |
|
} |
|
|
|
#ifdef _DEBUG |
|
Assert( nColorMeshID == totalNumMeshGroups ); |
|
#endif |
|
|
|
return true; |
|
} |
|
|
|
|
|
void CStudioRenderContext::UnloadModel( studiohwdata_t *pHardwareData ) |
|
{ |
|
int i; |
|
for ( i = pHardwareData->m_RootLOD; i < pHardwareData->m_NumLODs; i++ ) |
|
{ |
|
int j; |
|
for ( j = 0; j < pHardwareData->m_pLODs[i].numMaterials; j++ ) |
|
{ |
|
if ( pHardwareData->m_pLODs[i].ppMaterials[j] ) |
|
{ |
|
pHardwareData->m_pLODs[i].ppMaterials[j]->DecrementReferenceCount(); |
|
} |
|
} |
|
delete [] pHardwareData->m_pLODs[i].ppMaterials; |
|
delete [] pHardwareData->m_pLODs[i].pMaterialFlags; |
|
pHardwareData->m_pLODs[i].ppMaterials = NULL; |
|
pHardwareData->m_pLODs[i].pMaterialFlags = NULL; |
|
} |
|
for ( i = pHardwareData->m_RootLOD; i < pHardwareData->m_NumLODs; i++ ) |
|
{ |
|
R_StudioDestroyStaticMeshes( pHardwareData->m_NumStudioMeshes, &pHardwareData->m_pLODs[i].m_pMeshData ); |
|
} |
|
delete[] pHardwareData->m_pLODs; |
|
pHardwareData->m_pLODs = NULL; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Refresh the studiohdr since it was lost... |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::RefreshStudioHdr( studiohdr_t* pStudioHdr, studiohwdata_t* pHardwareData ) |
|
{ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Set the eye view target |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::SetEyeViewTarget( const studiohdr_t *pStudioHdr, int nBodyIndex, const Vector& viewtarget ) |
|
{ |
|
VectorCopy( viewtarget, m_RC.m_ViewTarget ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns information about the ambient light samples |
|
//----------------------------------------------------------------------------- |
|
static TableVector s_pAmbientLightDir[6] = |
|
{ |
|
{ 1, 0, 0 }, |
|
{ -1, 0, 0 }, |
|
{ 0, 1, 0 }, |
|
{ 0, -1, 0 }, |
|
{ 0, 0, 1 }, |
|
{ 0, 0, -1 }, |
|
}; |
|
|
|
int CStudioRenderContext::GetNumAmbientLightSamples() |
|
{ |
|
return 6; |
|
} |
|
|
|
const Vector *CStudioRenderContext::GetAmbientLightDirections() |
|
{ |
|
return (const Vector*)s_pAmbientLightDir; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods related to LOD |
|
//----------------------------------------------------------------------------- |
|
int CStudioRenderContext::GetNumLODs( const studiohwdata_t &hardwareData ) const |
|
{ |
|
return hardwareData.m_NumLODs; |
|
} |
|
|
|
float CStudioRenderContext::GetLODSwitchValue( const studiohwdata_t &hardwareData, int nLOD ) const |
|
{ |
|
return hardwareData.m_pLODs[nLOD].m_SwitchPoint; |
|
} |
|
|
|
void CStudioRenderContext::SetLODSwitchValue( studiohwdata_t &hardwareData, int nLOD, float flSwitchValue ) |
|
{ |
|
// NOTE: This must block the hardware thread since it reads this data. |
|
// This method is only used in tools, though. |
|
MaterialLock_t hLock = g_pMaterialSystem->Lock(); |
|
hardwareData.m_pLODs[nLOD].m_SwitchPoint = flSwitchValue; |
|
g_pMaterialSystem->Unlock( hLock ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns the first n materials. The studiohdr material list is the superset |
|
// for all lods. |
|
//----------------------------------------------------------------------------- |
|
int CStudioRenderContext::GetMaterialList( studiohdr_t *pStudioHdr, int count, IMaterial** ppMaterials ) |
|
{ |
|
AssertMsg( pStudioHdr, "Don't ignore this assert! CStudioRenderContext::GetMaterialList() has null pStudioHdr." ); |
|
|
|
if ( !pStudioHdr ) |
|
return 0; |
|
|
|
if ( pStudioHdr->textureindex == 0 ) |
|
return 0; |
|
|
|
// iterate each texture |
|
int i; |
|
int j; |
|
int found = 0; |
|
for ( i = 0; i < pStudioHdr->numtextures; i++ ) |
|
{ |
|
char szPath[MAX_PATH]; |
|
IMaterial *pMaterial = NULL; |
|
|
|
// iterate quietly through all specified directories until a valid material is found |
|
for ( j = 0; j < pStudioHdr->numcdtextures && IsErrorMaterial( pMaterial ); j++ ) |
|
{ |
|
// If we don't do this, we get filenames like "materials\\blah.vmt". |
|
const char *textureName = pStudioHdr->pTexture( i )->pszName(); |
|
if ( textureName[0] == CORRECT_PATH_SEPARATOR || textureName[0] == INCORRECT_PATH_SEPARATOR ) |
|
++textureName; |
|
|
|
// This prevents filenames like /models/blah.vmt. |
|
const char *pCdTexture = pStudioHdr->pCdtexture( j ); |
|
if ( pCdTexture[0] == CORRECT_PATH_SEPARATOR || pCdTexture[0] == INCORRECT_PATH_SEPARATOR ) |
|
++pCdTexture; |
|
|
|
V_ComposeFileName( pCdTexture, textureName, szPath, sizeof( szPath ) ); |
|
|
|
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_OBSOLETE ) |
|
{ |
|
pMaterial = g_pMaterialSystem->FindMaterialEx( "models/obsolete/obsolete", TEXTURE_GROUP_MODEL, MATERIAL_FINDCONTEXT_ISONAMODEL, false ); |
|
} |
|
else |
|
{ |
|
pMaterial = g_pMaterialSystem->FindMaterialEx( szPath, TEXTURE_GROUP_MODEL, MATERIAL_FINDCONTEXT_ISONAMODEL, false ); |
|
} |
|
} |
|
|
|
if ( !pMaterial ) |
|
continue; |
|
|
|
if ( found < count ) |
|
{ |
|
int k; |
|
for ( k=0; k<found; k++ ) |
|
{ |
|
if ( ppMaterials[k] == pMaterial ) |
|
break; |
|
} |
|
if ( k >= found ) |
|
{ |
|
// add uniquely |
|
ppMaterials[found++] = pMaterial; |
|
} |
|
} |
|
else |
|
{ |
|
break; |
|
} |
|
} |
|
|
|
return found; |
|
} |
|
|
|
|
|
int CStudioRenderContext::GetMaterialListFromBodyAndSkin( MDLHandle_t studio, int nSkin, int nBody, int nCountOutputMaterials, IMaterial** ppOutputMaterials ) |
|
{ |
|
int found = 0; |
|
|
|
studiohwdata_t *pStudioHWData = g_pMDLCache->GetHardwareData( studio ); |
|
if ( pStudioHWData == NULL ) |
|
return 0; |
|
|
|
for ( int lodID = pStudioHWData->m_RootLOD; lodID < pStudioHWData->m_NumLODs; lodID++ ) |
|
{ |
|
studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( studio ); |
|
IMaterial **ppInputMaterials = pStudioHWData->m_pLODs[lodID].ppMaterials; |
|
|
|
if ( nSkin >= pStudioHdr->numskinfamilies ) |
|
{ |
|
nSkin = 0; |
|
} |
|
|
|
short *pSkinRef = pStudioHdr->pSkinref( nSkin * pStudioHdr->numskinref ); |
|
|
|
for (int i=0 ; i < pStudioHdr->numbodyparts ; i++) |
|
{ |
|
mstudiomodel_t *pModel = NULL; |
|
R_StudioSetupModel( i, nBody, &pModel, pStudioHdr ); |
|
|
|
// Iterate over all the meshes.... each mesh is a new material |
|
for( int k = 0; k < pModel->nummeshes; ++k ) |
|
{ |
|
mstudiomesh_t *pMesh = pModel->pMesh(k); |
|
IMaterial *pMaterial = ppInputMaterials[pSkinRef[pMesh->material]]; |
|
Assert( pMaterial ); |
|
|
|
int m; |
|
for ( m=0; m<found; m++ ) |
|
{ |
|
if ( ppOutputMaterials[m] == pMaterial ) |
|
break; |
|
} |
|
if ( m >= found ) |
|
{ |
|
// add uniquely |
|
ppOutputMaterials[found++] = pMaterial; |
|
|
|
// No more room to store additional materials! |
|
if ( found >= nCountOutputMaterials ) |
|
return found; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return found; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns perf stats about a particular model |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::GetPerfStats( DrawModelResults_t *pResults, const DrawModelInfo_t &info, CUtlBuffer *pSpewBuf ) const |
|
{ |
|
pResults->m_ActualTriCount = pResults->m_TextureMemoryBytes = 0; |
|
pResults->m_Materials.RemoveAll(); |
|
|
|
Assert( info.m_Lod >= 0 ); |
|
if ( info.m_Lod < 0 || !info.m_pHardwareData->m_pLODs ) |
|
return; |
|
|
|
studiomeshdata_t *pStudioMeshes = info.m_pHardwareData->m_pLODs[info.m_Lod].m_pMeshData; |
|
|
|
// Set up an array that keeps up with the number of used hardware bones in the models. |
|
CUtlVector<bool> hardwareBonesUsed; |
|
hardwareBonesUsed.EnsureCount( info.m_pStudioHdr->numbones ); |
|
int i; |
|
for( i = 0; i < info.m_pStudioHdr->numbones; i++ ) |
|
{ |
|
hardwareBonesUsed[i] = false; |
|
} |
|
|
|
// Warning( "\n\n\n" ); |
|
pResults->m_NumMaterials = 0; |
|
int numBoneStateChangeBatches = 0; |
|
int numBoneStateChanges = 0; |
|
// Iterate over every submodel... |
|
IMaterial **ppMaterials = info.m_pHardwareData->m_pLODs[info.m_Lod].ppMaterials; |
|
|
|
int nSkin = info.m_Skin; |
|
if ( nSkin >= info.m_pStudioHdr->numskinfamilies ) |
|
{ |
|
nSkin = 0; |
|
} |
|
short *pSkinRef = info.m_pStudioHdr->pSkinref( nSkin * info.m_pStudioHdr->numskinref ); |
|
|
|
pResults->m_NumBatches = 0; |
|
|
|
for (i=0 ; i < info.m_pStudioHdr->numbodyparts ; i++) |
|
{ |
|
mstudiomodel_t *pModel = NULL; |
|
R_StudioSetupModel( i, info.m_Body, &pModel, info.m_pStudioHdr ); |
|
|
|
// Iterate over all the meshes.... each mesh is a new material |
|
int k; |
|
for( k = 0; k < pModel->nummeshes; ++k ) |
|
{ |
|
mstudiomesh_t *pMesh = pModel->pMesh(k); |
|
IMaterial *pMaterial = ppMaterials[pSkinRef[pMesh->material]]; |
|
Assert( pMaterial ); |
|
studiomeshdata_t *pMeshData = &pStudioMeshes[pMesh->meshid]; |
|
if( pMeshData->m_NumGroup == 0 ) |
|
continue; |
|
|
|
Assert( pResults->m_NumMaterials == pResults->m_Materials.Count() ); |
|
pResults->m_NumMaterials++; |
|
if( pResults->m_NumMaterials < MAX_DRAW_MODEL_INFO_MATERIALS ) |
|
{ |
|
pResults->m_Materials.AddToTail( pMaterial ); |
|
} |
|
else |
|
{ |
|
Assert( 0 ); |
|
} |
|
if( pSpewBuf ) |
|
{ |
|
pSpewBuf->Printf( " material: %s\n", pMaterial->GetName() ); |
|
} |
|
int numPasses = m_RC.m_pForcedMaterial ? m_RC.m_pForcedMaterial->GetNumPasses() : pMaterial->GetNumPasses(); |
|
if( pSpewBuf ) |
|
{ |
|
pSpewBuf->Printf( " numPasses:%d\n", numPasses ); |
|
} |
|
int bytes = pMaterial->GetTextureMemoryBytes(); |
|
pResults->m_TextureMemoryBytes += bytes; |
|
if( pSpewBuf ) |
|
{ |
|
pSpewBuf->Printf( " texture memory: %d (Only valid in a rendering app)\n", bytes ); |
|
} |
|
|
|
// Iterate over all stripgroups |
|
int stripGroupID; |
|
for( stripGroupID = 0; stripGroupID < pMeshData->m_NumGroup; stripGroupID++ ) |
|
{ |
|
studiomeshgroup_t *pMeshGroup = &pMeshData->m_pMeshGroup[stripGroupID]; |
|
bool bIsFlexed = ( pMeshGroup->m_Flags & MESHGROUP_IS_FLEXED ) != 0; |
|
bool bIsHWSkinned = ( pMeshGroup->m_Flags & MESHGROUP_IS_HWSKINNED ) != 0; |
|
|
|
if( pSpewBuf ) |
|
{ |
|
pSpewBuf->Printf( " %d batch(es):\n", ( int )pMeshGroup->m_NumStrips ); |
|
} |
|
// Iterate over all strips. . . each strip potentially changes bones states. |
|
int stripID; |
|
for( stripID = 0; stripID < pMeshGroup->m_NumStrips; stripID++ ) |
|
{ |
|
pResults->m_NumBatches++; |
|
|
|
OptimizedModel::StripHeader_t *pStripData = &pMeshGroup->m_pStripData[stripID]; |
|
numBoneStateChangeBatches++; |
|
numBoneStateChanges += pStripData->numBoneStateChanges; |
|
|
|
if( bIsHWSkinned ) |
|
{ |
|
// Only count bones as hardware bones if we are using hardware skinning here. |
|
int boneID; |
|
for( boneID = 0; boneID < pStripData->numBoneStateChanges; boneID++ ) |
|
{ |
|
OptimizedModel::BoneStateChangeHeader_t *pBoneStateChange = pStripData->pBoneStateChange( boneID ); |
|
hardwareBonesUsed[pBoneStateChange->newBoneID] = true; |
|
} |
|
} |
|
|
|
if( pStripData->flags & OptimizedModel::STRIP_IS_TRILIST ) |
|
{ |
|
// TODO: need to factor in bIsFlexed and bIsHWSkinned |
|
int numTris = pStripData->numIndices / 3; |
|
if( pSpewBuf ) |
|
{ |
|
pSpewBuf->Printf( " %s%s", bIsFlexed ? "flexed " : "nonflexed ", |
|
bIsHWSkinned ? "hwskinned " : "swskinned " ); |
|
pSpewBuf->Printf( "tris: %d ", numTris ); |
|
pSpewBuf->Printf( "bone changes: %d bones/strip: %d\n", pStripData->numBoneStateChanges, |
|
( int )pStripData->numBones ); |
|
} |
|
pResults->m_ActualTriCount += numTris * numPasses; |
|
} |
|
else if( pStripData->flags & OptimizedModel::STRIP_IS_TRISTRIP ) |
|
{ |
|
Assert( 0 ); // FIXME: fill this in when we start using strips again. |
|
} |
|
else |
|
{ |
|
Assert( 0 ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
if( pSpewBuf ) |
|
{ |
|
char nil = '\0'; |
|
pSpewBuf->Put( &nil, 1 );; |
|
} |
|
|
|
pResults->m_NumHardwareBones = 0; |
|
for( i = 0; i < info.m_pStudioHdr->numbones; i++ ) |
|
{ |
|
if( hardwareBonesUsed[i] ) |
|
{ |
|
pResults->m_NumHardwareBones++; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Begin/end frame |
|
//----------------------------------------------------------------------------- |
|
static ConVar r_hwmorph( "r_hwmorph", "1", FCVAR_CHEAT ); |
|
|
|
void CStudioRenderContext::BeginFrame( void ) |
|
{ |
|
// Cache a few values here so I don't have to in software inner loops: |
|
Assert( g_pMaterialSystemHardwareConfig ); |
|
m_RC.m_Config.m_bSupportsVertexAndPixelShaders = g_pMaterialSystemHardwareConfig->SupportsVertexAndPixelShaders(); |
|
m_RC.m_Config.m_bSupportsOverbright = g_pMaterialSystemHardwareConfig->SupportsOverbright(); |
|
m_RC.m_Config.m_bEnableHWMorph = r_hwmorph.GetInt() != 0; |
|
|
|
// Haven't implemented the hw morph with threading yet |
|
if ( g_pMaterialSystem->GetThreadMode() != MATERIAL_SINGLE_THREADED ) |
|
{ |
|
m_RC.m_Config.m_bEnableHWMorph = false; |
|
} |
|
|
|
m_RC.m_Config.m_bStatsMode = false; |
|
|
|
g_pStudioRenderImp->PrecacheGlint(); |
|
} |
|
|
|
void CStudioRenderContext::EndFrame( void ) |
|
{ |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods related to config |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::UpdateConfig( const StudioRenderConfig_t& config ) |
|
{ |
|
memcpy( &m_RC.m_Config, &config, sizeof( StudioRenderConfig_t ) ); |
|
} |
|
|
|
void CStudioRenderContext::GetCurrentConfig( StudioRenderConfig_t& config ) |
|
{ |
|
memcpy( &config, &m_RC.m_Config, sizeof( StudioRenderConfig_t ) ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Material overrides |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::ForcedMaterialOverride( IMaterial *newMaterial, OverrideType_t nOverrideType ) |
|
{ |
|
m_RC.m_pForcedMaterial = newMaterial; |
|
m_RC.m_nForcedMaterialType = nOverrideType; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Return the material overrides |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::GetMaterialOverride( IMaterial** ppOutForcedMaterial, OverrideType_t* pOutOverrideType ) |
|
{ |
|
Assert( ppOutForcedMaterial != NULL && pOutOverrideType != NULL ); |
|
*ppOutForcedMaterial = m_RC.m_pForcedMaterial; |
|
*pOutOverrideType = m_RC.m_nForcedMaterialType; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the view state |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::SetViewState( const Vector& viewOrigin, |
|
const Vector& viewRight, const Vector& viewUp, const Vector& viewPlaneNormal ) |
|
{ |
|
VectorCopy( viewOrigin, m_RC.m_ViewOrigin ); |
|
VectorCopy( viewRight, m_RC.m_ViewRight ); |
|
VectorCopy( viewUp, m_RC.m_ViewUp ); |
|
VectorCopy( viewPlaneNormal, m_RC.m_ViewPlaneNormal ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets lighting state |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::SetAmbientLightColors( const Vector *pColors ) |
|
{ |
|
for( int i = 0; i < 6; i++ ) |
|
{ |
|
VectorCopy( pColors[i], m_RC.m_LightBoxColors[i].AsVector3D() ); |
|
m_RC.m_LightBoxColors[i][3] = 1.0f; |
|
} |
|
|
|
// FIXME: Would like to get this into the render thread, but there's systemic confusion |
|
// about whether to set lighting state here or in the material system |
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
pRenderContext->SetAmbientLightCube( m_RC.m_LightBoxColors ); |
|
} |
|
|
|
void CStudioRenderContext::SetAmbientLightColors( const Vector4D *pColors ) |
|
{ |
|
memutils::copy( &m_RC.m_LightBoxColors[0], pColors, 6 ); |
|
|
|
// FIXME: Would like to get this into the render thread, but there's systemic confusion |
|
// about whether to set lighting state here or in the material system |
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
pRenderContext->SetAmbientLightCube( m_RC.m_LightBoxColors ); |
|
} |
|
|
|
void CStudioRenderContext::SetLocalLights( int nLightCount, const LightDesc_t *pLights ) |
|
{ |
|
m_RC.m_NumLocalLights = CopyLocalLightingState( MAXLOCALLIGHTS, m_RC.m_LocalLights, nLightCount, pLights ); |
|
|
|
// FIXME: Would like to get this into the render thread, but there's systemic confusion |
|
// about whether to set lighting state here or in the material system |
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
if ( m_RC.m_Config.bSoftwareLighting || m_RC.m_NumLocalLights == 0 ) |
|
{ |
|
pRenderContext->DisableAllLocalLights(); |
|
} |
|
else |
|
{ |
|
int i; |
|
int nMaxLightCount = g_pMaterialSystemHardwareConfig->MaxNumLights(); |
|
int nLightCount = min( m_RC.m_NumLocalLights, nMaxLightCount ); |
|
for( i = 0; i < nLightCount; i++ ) |
|
{ |
|
pRenderContext->SetLight( i, m_RC.m_LocalLights[i] ); |
|
} |
|
for( ; i < nMaxLightCount; i++ ) |
|
{ |
|
LightDesc_t desc; |
|
desc.m_Type = MATERIAL_LIGHT_DISABLE; |
|
pRenderContext->SetLight( i, desc ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the color modulation |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::SetColorModulation( const float* pColor ) |
|
{ |
|
VectorCopy( pColor, m_RC.m_ColorMod ); |
|
} |
|
|
|
void CStudioRenderContext::SetAlphaModulation( float alpha ) |
|
{ |
|
m_RC.m_AlphaMod = alpha; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Used to set bone-to-world transforms. |
|
// FIXME: Should this be a lock/unlock pattern so we can't read after unlock? |
|
//----------------------------------------------------------------------------- |
|
matrix3x4_t* CStudioRenderContext::LockBoneMatrices( int nCount ) |
|
{ |
|
MEM_ALLOC_CREDIT_( "CStudioRenderContext::m_BoneToWorldMatrices" ); |
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
|
|
CMatRenderData<matrix3x4_t> rdMatrix( pRenderContext ); |
|
matrix3x4_t *pDest = rdMatrix.Lock( nCount ); |
|
return pDest; |
|
} |
|
|
|
void CStudioRenderContext::UnlockBoneMatrices() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Allocates flex weights |
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//----------------------------------------------------------------------------- |
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void CStudioRenderContext::LockFlexWeights( int nWeightCount, float **ppFlexWeights, float **ppFlexDelayedWeights ) |
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{ |
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MEM_ALLOC_CREDIT_( "CStudioRenderContext::m_FlexWeights" ); |
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
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CMatRenderData<float> rdFlex( pRenderContext ); |
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CMatRenderData<float> rdFlexDelayed( pRenderContext ); |
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float *pFlexOut = rdFlex.Lock( nWeightCount ); |
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for ( int i = 0; i < nWeightCount; i++ ) |
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{ |
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pFlexOut[i] = 0.0f; |
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} |
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*ppFlexWeights = pFlexOut; |
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if ( ppFlexDelayedWeights ) |
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{ |
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pFlexOut = rdFlexDelayed.Lock( nWeightCount ); |
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for ( int i = 0; i < nWeightCount; i++ ) |
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{ |
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pFlexOut[i] = 0.0f; |
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} |
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*ppFlexDelayedWeights = pFlexOut; |
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} |
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} |
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void CStudioRenderContext::UnlockFlexWeights() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Methods related to flex weights |
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//----------------------------------------------------------------------------- |
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static ConVar r_randomflex( "r_randomflex", "0", FCVAR_CHEAT ); |
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//----------------------------------------------------------------------------- |
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// This will generate random flex data that has a specified # of non-zero values |
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//----------------------------------------------------------------------------- |
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void CStudioRenderContext::GenerateRandomFlexWeights( int nWeightCount, float* pWeights, float *pDelayedWeights ) |
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{ |
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int nRandomFlex = r_randomflex.GetInt(); |
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if ( nRandomFlex <= 0 || !pWeights ) |
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return; |
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if ( nRandomFlex > nWeightCount ) |
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{ |
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nRandomFlex = nWeightCount; |
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} |
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int *pIndices = (int*)_alloca( nWeightCount * sizeof(int) ); |
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for ( int i = 0; i < nWeightCount; ++i ) |
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{ |
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pIndices[i] = i; |
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} |
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// Shuffle |
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for ( int i = 0; i < nWeightCount; ++i ) |
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{ |
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int n = RandomInt( 0, nWeightCount-1 ); |
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int nTemp = pIndices[n]; |
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pIndices[n] = pIndices[i]; |
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pIndices[i] = nTemp; |
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} |
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memset( pWeights, 0, nWeightCount * sizeof(float) ); |
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for ( int i = 0; i < nRandomFlex; ++i ) |
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{ |
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pWeights[ pIndices[i] ] = RandomFloat( 0.0f, 1.0f ); |
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} |
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if ( pDelayedWeights ) |
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{ |
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memset( pDelayedWeights, 0, nWeightCount * sizeof(float) ); |
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for ( int i = 0; i < nRandomFlex; ++i ) |
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{ |
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pDelayedWeights[ pIndices[i] ] = RandomFloat( 0.0f, 1.0f ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Computes LOD |
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//----------------------------------------------------------------------------- |
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int CStudioRenderContext::ComputeRenderLOD( IMatRenderContext *pRenderContext, |
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const DrawModelInfo_t& info, const Vector &origin, float *pMetric ) |
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{ |
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int lod = info.m_Lod; |
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int lastlod = info.m_pHardwareData->m_NumLODs - 1; |
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if ( pMetric ) |
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{ |
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*pMetric = 0.0f; |
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} |
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if ( lod == USESHADOWLOD ) |
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return lastlod; |
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if ( lod != -1 ) |
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return clamp( lod, info.m_pHardwareData->m_RootLOD, lastlod ); |
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float screenSize = pRenderContext->ComputePixelWidthOfSphere( origin, 0.5f ); |
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lod = ComputeModelLODAndMetric( info.m_pHardwareData, screenSize, pMetric ); |
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// make sure we have a valid lod |
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if ( info.m_pStudioHdr->flags & STUDIOHDR_FLAGS_HASSHADOWLOD ) |
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{ |
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lastlod--; |
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} |
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lod = clamp( lod, info.m_pHardwareData->m_RootLOD, lastlod ); |
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return lod; |
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} |
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//----------------------------------------------------------------------------- |
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// This invokes proxies of all materials that are queued to be rendered |
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// It has the effect of ensuring the material vars are in the correct state |
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// since material var sets generated by the proxy bind are queued. |
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//----------------------------------------------------------------------------- |
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void CStudioRenderContext::InvokeBindProxies( const DrawModelInfo_t &info ) |
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{ |
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if ( m_RC.m_pForcedMaterial ) |
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{ |
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if ( m_RC.m_nForcedMaterialType == OVERRIDE_NORMAL && m_RC.m_pForcedMaterial->HasProxy() ) |
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{ |
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m_RC.m_pForcedMaterial->CallBindProxy( info.m_pClientEntity ); |
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} |
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return; |
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} |
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// get skinref array |
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int nSkin = ( m_RC.m_Config.skin > 0 ) ? m_RC.m_Config.skin : info.m_Skin; |
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short *pSkinRef = info.m_pStudioHdr->pSkinref( 0 ); |
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if ( nSkin > 0 && nSkin < info.m_pStudioHdr->numskinfamilies ) |
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{ |
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pSkinRef += ( nSkin * info.m_pStudioHdr->numskinref ); |
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} |
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// This is used to ensure proxies are only called once |
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int nBufSize = info.m_pStudioHdr->numtextures * sizeof(bool); |
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bool *pProxyCalled = (bool*)stackalloc( nBufSize ); |
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memset( pProxyCalled, 0, nBufSize ); |
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IMaterial **ppMaterials = info.m_pHardwareData->m_pLODs[ info.m_Lod ].ppMaterials; |
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mstudiomodel_t *pModel; |
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for ( int i=0 ; i < info.m_pStudioHdr->numbodyparts; ++i ) |
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{ |
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R_StudioSetupModel( i, info.m_Body, &pModel, info.m_pStudioHdr ); |
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for ( int somethingOtherThanI = 0; somethingOtherThanI < pModel->nummeshes; ++somethingOtherThanI) |
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{ |
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mstudiomesh_t *pMesh = pModel->pMesh(somethingOtherThanI); |
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int nMaterialIndex = pSkinRef[ pMesh->material ]; |
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if ( pProxyCalled[ nMaterialIndex ] ) |
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continue; |
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pProxyCalled[ nMaterialIndex ] = true; |
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IMaterial* pMaterial = ppMaterials[ nMaterialIndex ]; |
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if ( pMaterial && pMaterial->HasProxy() ) |
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{ |
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pMaterial->CallBindProxy( info.m_pClientEntity ); |
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} |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Draws a model |
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//----------------------------------------------------------------------------- |
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void CStudioRenderContext::DrawModel( DrawModelResults_t *pResults, const DrawModelInfo_t& info, |
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matrix3x4_t *pBoneToWorld, float *pFlexWeights, float *pFlexDelayedWeights, const Vector &origin, int flags ) |
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{ |
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// Set to zero in case we don't render anything. |
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if ( pResults ) |
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{ |
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pResults->m_ActualTriCount = pResults->m_TextureMemoryBytes = 0; |
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} |
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if( !info.m_pStudioHdr || !info.m_pHardwareData || |
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!info.m_pHardwareData->m_NumLODs || !info.m_pHardwareData->m_pLODs ) |
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{ |
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return; |
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} |
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// Replace the flex weight data with random data for testing |
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GenerateRandomFlexWeights( info.m_pStudioHdr->numflexdesc, pFlexWeights, pFlexDelayedWeights ); |
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
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float flMetric; |
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const_cast<DrawModelInfo_t*>( &info )->m_Lod = ComputeRenderLOD( pRenderContext, info, origin, &flMetric ); |
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if ( pResults ) |
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{ |
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pResults->m_nLODUsed = info.m_Lod; |
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pResults->m_flLODMetric = flMetric; |
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} |
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MaterialLock_t hLock = 0; |
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if ( flags & STUDIORENDER_DRAW_ACCURATETIME ) |
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{ |
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VPROF("STUDIORENDER_DRAW_ACCURATETIME"); |
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// Flush the material system before timing this model: |
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hLock = g_pMaterialSystem->Lock(); |
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g_pMaterialSystem->Flush(true); |
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} |
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if ( pResults ) |
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{ |
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pResults->m_RenderTime.Start(); |
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} |
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FlexWeights_t flex; |
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flex.m_pFlexWeights = pFlexWeights ? pFlexWeights : s_pZeroFlexWeights; |
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flex.m_pFlexDelayedWeights = pFlexDelayedWeights ? pFlexDelayedWeights : flex.m_pFlexWeights; |
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ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); |
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if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) |
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{ |
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g_pStudioRenderImp->DrawModel( info, m_RC, pBoneToWorld, flex, flags ); |
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} |
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else |
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{ |
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CMatRenderData<matrix3x4_t> rdMatrix( pRenderContext, info.m_pStudioHdr->numbones, pBoneToWorld ); |
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CMatRenderData<float> rdFlex( pRenderContext ); |
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CMatRenderData<float> rdFlexDelayed( pRenderContext ); |
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|
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InvokeBindProxies( info ); |
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pBoneToWorld = rdMatrix.Base(); |
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if ( info.m_pStudioHdr->numflexdesc != 0 ) |
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{ |
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rdFlex.Lock( info.m_pStudioHdr->numflexdesc, flex.m_pFlexWeights ); |
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flex.m_pFlexWeights = rdFlex.Base(); |
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if ( !pFlexDelayedWeights ) |
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{ |
|
flex.m_pFlexDelayedWeights = flex.m_pFlexWeights; |
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} |
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else |
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{ |
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rdFlexDelayed.Lock( info.m_pStudioHdr->numflexdesc, flex.m_pFlexDelayedWeights ); |
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flex.m_pFlexDelayedWeights = rdFlexDelayed.Base(); |
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} |
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} |
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pCallQueue->QueueCall( g_pStudioRenderImp, &CStudioRender::DrawModel, info, m_RC, pBoneToWorld, flex, flags ); |
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} |
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|
if( flags & STUDIORENDER_DRAW_ACCURATETIME ) |
|
{ |
|
VPROF( "STUDIORENDER_DRAW_ACCURATETIME" ); |
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|
|
// Make sure this model is completely drawn before ending the timer: |
|
g_pMaterialSystem->Flush(true); |
|
g_pMaterialSystem->Flush(true); |
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g_pMaterialSystem->Unlock( hLock ); |
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} |
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|
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if ( pResults ) |
|
{ |
|
pResults->m_RenderTime.End(); |
|
if( flags & STUDIORENDER_DRAW_GET_PERF_STATS ) |
|
{ |
|
GetPerfStats( pResults, info, 0 ); |
|
} |
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} |
|
} |
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|
|
|
|
void CStudioRenderContext::DrawModelArray( const DrawModelInfo_t &drawInfo, int arrayCount, model_array_instance_t *pInstanceData, int instanceStride, int flags ) |
|
{ |
|
// UNDONE: Support queue mode? |
|
g_pStudioRenderImp->DrawModelArray( drawInfo, m_RC, arrayCount, pInstanceData, instanceStride, flags ); |
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} |
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|
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//----------------------------------------------------------------------------- |
|
// Methods related to rendering static props |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::DrawModelStaticProp( const DrawModelInfo_t& info, const matrix3x4_t &modelToWorld, int flags ) |
|
{ |
|
if ( info.m_Lod < info.m_pHardwareData->m_RootLOD ) |
|
{ |
|
const_cast< DrawModelInfo_t* >( &info )->m_Lod = info.m_pHardwareData->m_RootLOD; |
|
} |
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); |
|
if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) |
|
{ |
|
g_pStudioRenderImp->DrawModelStaticProp( info, m_RC, modelToWorld, flags ); |
|
} |
|
else |
|
{ |
|
InvokeBindProxies( info ); |
|
pCallQueue->QueueCall( g_pStudioRenderImp, &CStudioRender::DrawModelStaticProp, info, m_RC, modelToWorld, flags ); |
|
} |
|
} |
|
|
|
void CStudioRenderContext::DrawStaticPropDecals( const DrawModelInfo_t &info, const matrix3x4_t &modelToWorld ) |
|
{ |
|
QUEUE_STUDIORENDER_CALL( DrawStaticPropDecals, CStudioRender, g_pStudioRenderImp, info, m_RC, modelToWorld ); |
|
} |
|
|
|
void CStudioRenderContext::DrawStaticPropShadows( const DrawModelInfo_t &info, const matrix3x4_t &modelToWorld, int flags ) |
|
{ |
|
QUEUE_STUDIORENDER_CALL( DrawStaticPropShadows, CStudioRender, g_pStudioRenderImp, info, m_RC, modelToWorld, flags ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods related to shadows |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::AddShadow( IMaterial* pMaterial, void* pProxyData, |
|
FlashlightState_t *pFlashlightState, VMatrix *pWorldToTexture, ITexture *pFlashlightDepthTexture ) |
|
{ |
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); |
|
if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) |
|
{ |
|
g_pStudioRenderImp->AddShadow( pMaterial, pProxyData, pFlashlightState, pWorldToTexture, pFlashlightDepthTexture ); |
|
} |
|
else |
|
{ |
|
// NOTE: We don't need to make proxies work, because proxies are only ever used |
|
// when casting shadows onto props, which we don't do..that feature is disabled. |
|
// When casting flashlights onto mdls, which we *do* use, the proxy is NULL. |
|
Assert( pProxyData == NULL ); |
|
if ( pProxyData != NULL ) |
|
{ |
|
Warning( "Cannot call CStudioRenderContext::AddShadows w/ proxies in queued mode!\n" ); |
|
return; |
|
} |
|
|
|
CMatRenderData< FlashlightState_t > rdFlashlight( pRenderContext, 1, pFlashlightState ); |
|
CMatRenderData< VMatrix > rdMatrix( pRenderContext, 1, pWorldToTexture ); |
|
pCallQueue->QueueCall( g_pStudioRenderImp, &CStudioRender::AddShadow, pMaterial, |
|
(void*)NULL, rdFlashlight.Base(), rdMatrix.Base(), pFlashlightDepthTexture ); |
|
} |
|
} |
|
|
|
void CStudioRenderContext::ClearAllShadows() |
|
{ |
|
QUEUE_STUDIORENDER_CALL( ClearAllShadows, CStudioRender, g_pStudioRenderImp ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods related to decals |
|
//----------------------------------------------------------------------------- |
|
void CStudioRenderContext::DestroyDecalList( StudioDecalHandle_t handle ) |
|
{ |
|
QUEUE_STUDIORENDER_CALL( DestroyDecalList, CStudioRender, g_pStudioRenderImp, handle ); |
|
} |
|
|
|
void CStudioRenderContext::AddDecal( StudioDecalHandle_t handle, studiohdr_t *pStudioHdr, |
|
matrix3x4_t *pBoneToWorld, const Ray_t& ray, const Vector& decalUp, |
|
IMaterial* pDecalMaterial, float radius, int body, bool noPokethru, int maxLODToDecal ) |
|
{ |
|
// This substition always has to be done in the main thread, so do it here. |
|
pDecalMaterial = GetModelSpecificDecalMaterial( pDecalMaterial ); |
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
|
Assert( pRenderContext->IsRenderData( pBoneToWorld ) ); |
|
QUEUE_STUDIORENDER_CALL_RC( AddDecal, CStudioRender, g_pStudioRenderImp, pRenderContext, |
|
handle, m_RC, pBoneToWorld, pStudioHdr, ray, decalUp, pDecalMaterial, radius, |
|
body, noPokethru, maxLODToDecal ); |
|
} |
|
|
|
// Function to do replacement because we always need to do this from the main thread. |
|
IMaterial* GetModelSpecificDecalMaterial( IMaterial* pDecalMaterial ) |
|
{ |
|
Assert( ThreadInMainThread() ); |
|
// Since we're adding this to a studio model, check the decal to see if |
|
// there's an alternate form used for static props... |
|
bool found; |
|
IMaterialVar* pModelMaterialVar = pDecalMaterial->FindVar( "$modelmaterial", &found, false ); |
|
if ( found ) |
|
{ |
|
IMaterial* pModelMaterial = g_pMaterialSystem->FindMaterial( pModelMaterialVar->GetStringValue(), TEXTURE_GROUP_DECAL, false ); |
|
if ( !IsErrorMaterial( pModelMaterial ) ) |
|
{ |
|
return pModelMaterial; |
|
} |
|
} |
|
|
|
return pDecalMaterial; |
|
} |
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|