2969 lines
96 KiB
C++
2969 lines
96 KiB
C++
//========= Copyright <20> 1996-2008, 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 "studiorender.h"
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#include "studio.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imorph.h"
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#include "materialsystem/itexture.h"
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#include "materialsystem/imaterial.h"
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#include "optimize.h"
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#include "mathlib/mathlib.h"
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#include "mathlib/vector.h"
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#include "mathlib/vmatrix.h"
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#include "studiorendercontext.h"
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#include "tier2/tier2.h"
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#include "tier0/vprof.h"
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#include "filesystem.h"
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//#include "tier0/miniprofiler.h"
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//#define PROFILE_STUDIO VPROF
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#define PROFILE_STUDIO
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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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typedef void (*SoftwareProcessMeshFunc_t)( const mstudio_meshvertexdata_t *, matrix3x4_t *pPoseToWorld,
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CCachedRenderData &vertexCache, CMeshBuilder& meshBuilder, int numVertices, unsigned short* pGroupToMesh, unsigned int nAlphaMask,
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IMaterial *pMaterial);
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#define VERTEX_FORMAT_STANDARD MATERIAL_VERTEX_FORMAT_MODEL
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#define VERTEX_FORMAT_SUBDQUAD ( VERTEX_POSITION | VERTEX_NORMAL | VERTEX_USERDATA_SIZE( 4 ) | VERTEX_FORMAT_USE_EXACT_FORMAT | VERTEX_FORMAT_PAD_POS_NORM )
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IClientEntity;
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static int boxpnt[6][4] =
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{
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{ 0, 4, 6, 2 }, // +X
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{ 0, 1, 5, 4 }, // +Y
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{ 0, 2, 3, 1 }, // +Z
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{ 7, 5, 1, 3 }, // -X
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{ 7, 3, 2, 6 }, // -Y
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{ 7, 6, 4, 5 }, // -Z
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};
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static TableVector hullcolor[8] =
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{
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{ 1.0, 1.0, 1.0 },
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{ 1.0, 0.5, 0.5 },
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{ 0.5, 1.0, 0.5 },
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{ 1.0, 1.0, 0.5 },
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{ 0.5, 0.5, 1.0 },
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{ 1.0, 0.5, 1.0 },
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{ 0.5, 1.0, 1.0 },
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{ 1.0, 1.0, 1.0 }
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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static unsigned int s_nTranslucentModelHullCache = 0;
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static unsigned int s_nSolidModelHullCache = 0;
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void CStudioRender::R_StudioDrawHulls( int hitboxset, bool translucent )
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{
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int i, j;
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// float lv;
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Vector tmp;
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Vector p[8];
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mstudiobbox_t *pbbox;
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IMaterialVar *colorVar;
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mstudiohitboxset_t *s = m_pStudioHdr->pHitboxSet( hitboxset );
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if ( !s )
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return;
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pbbox = s->pHitbox( 0 );
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if ( !pbbox )
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return;
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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if( translucent )
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{
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pRenderContext->Bind( m_pMaterialTranslucentModelHulls );
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colorVar = m_pMaterialTranslucentModelHulls->FindVarFast( "$color", &s_nTranslucentModelHullCache );
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}
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else
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{
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pRenderContext->Bind( m_pMaterialSolidModelHulls );
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colorVar = m_pMaterialSolidModelHulls->FindVarFast( "$color", &s_nSolidModelHullCache );
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}
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for (i = 0; i < s->numhitboxes; i++)
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{
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for (j = 0; j < 8; j++)
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{
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tmp[0] = (j & 1) ? pbbox[i].bbmin[0] : pbbox[i].bbmax[0];
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tmp[1] = (j & 2) ? pbbox[i].bbmin[1] : pbbox[i].bbmax[1];
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tmp[2] = (j & 4) ? pbbox[i].bbmin[2] : pbbox[i].bbmax[2];
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VectorTransform( tmp, m_pBoneToWorld[pbbox[i].bone], p[j] );
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}
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j = (pbbox[i].group % 8);
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g_pMaterialSystem->Flush();
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if( colorVar )
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{
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if( translucent )
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{
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colorVar->SetVecValue( 0.2f * hullcolor[j].x, 0.2f * hullcolor[j].y, 0.2f * hullcolor[j].z );
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}
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else
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{
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colorVar->SetVecValue( hullcolor[j].x, hullcolor[j].y, hullcolor[j].z );
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}
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}
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for (j = 0; j < 6; j++)
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{
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#if 0
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tmp[0] = tmp[1] = tmp[2] = 0;
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tmp[j % 3] = (j < 3) ? 1.0 : -1.0;
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// R_StudioLighting( &lv, pbbox[i].bone, 0, tmp ); // BUG: not updated
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#endif
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IMesh* pMesh = pRenderContext->GetDynamicMesh();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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for (int k = 0; k < 4; ++k)
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{
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meshBuilder.Position3fv( p[boxpnt[j][k]].Base() );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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}
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}
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void CStudioRender::R_StudioDrawBones (void)
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{
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int i, j, k;
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// float lv;
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Vector tmp;
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Vector p[8];
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Vector up, right, forward;
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Vector a1;
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const mstudiobone_t *pbones;
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Vector positionArray[4];
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pbones = m_pStudioHdr->pBone( 0 );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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for (i = 0; i < m_pStudioHdr->numbones; i++)
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{
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if (pbones[i].parent == -1)
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continue;
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k = pbones[i].parent;
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a1[0] = a1[1] = a1[2] = 1.0;
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up[0] = m_pBoneToWorld[i][0][3] - m_pBoneToWorld[k][0][3];
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up[1] = m_pBoneToWorld[i][1][3] - m_pBoneToWorld[k][1][3];
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up[2] = m_pBoneToWorld[i][2][3] - m_pBoneToWorld[k][2][3];
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if (up[0] > up[1])
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if (up[0] > up[2])
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a1[0] = 0.0;
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else
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a1[2] = 0.0;
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else
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if (up[1] > up[2])
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a1[1] = 0.0;
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else
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a1[2] = 0.0;
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CrossProduct( up, a1, right );
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VectorNormalize( right );
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CrossProduct( up, right, forward );
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VectorNormalize( forward );
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VectorScale( right, 2.0, right );
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VectorScale( forward, 2.0, forward );
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for (j = 0; j < 8; j++)
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{
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p[j][0] = m_pBoneToWorld[k][0][3];
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p[j][1] = m_pBoneToWorld[k][1][3];
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p[j][2] = m_pBoneToWorld[k][2][3];
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if (j & 1)
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{
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VectorSubtract( p[j], right, p[j] );
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}
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else
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{
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VectorAdd( p[j], right, p[j] );
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}
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if (j & 2)
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{
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VectorSubtract( p[j], forward, p[j] );
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}
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else
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{
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VectorAdd( p[j], forward, p[j] );
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}
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if (j & 4)
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{
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}
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else
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{
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VectorAdd( p[j], up, p[j] );
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}
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}
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VectorNormalize( up );
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VectorNormalize( right );
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VectorNormalize( forward );
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pRenderContext->Bind( m_pMaterialModelBones );
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for (j = 0; j < 6; j++)
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{
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switch( j)
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{
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case 0: VectorCopy( right, tmp ); break;
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case 1: VectorCopy( forward, tmp ); break;
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case 2: VectorCopy( up, tmp ); break;
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case 3: VectorScale( right, -1, tmp ); break;
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case 4: VectorScale( forward, -1, tmp ); break;
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case 5: VectorScale( up, -1, tmp ); break;
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}
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// R_StudioLighting( &lv, -1, 0, tmp ); // BUG: not updated
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IMesh* pMesh = pRenderContext->GetDynamicMesh();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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for (int k = 0; k < 4; ++k)
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{
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meshBuilder.Position3fv( p[boxpnt[j][k]].Base() );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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}
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}
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int CStudioRender::R_StudioRenderModel( IMatRenderContext *pRenderContext, int skin,
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int body, int hitboxset, void /*IClientEntity*/ *pEntity,
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IMaterial **ppMaterials, int *pMaterialFlags, int flags, int boneMask, int lod, ColorMeshInfo_t *pColorMeshes )
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{
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VPROF("CStudioRender::R_StudioRenderModel");
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int nDrawGroup = flags & STUDIORENDER_DRAW_GROUP_MASK;
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if ( m_pRC->m_Config.drawEntities == 2 )
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{
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if ( nDrawGroup != STUDIORENDER_DRAW_TRANSLUCENT_ONLY )
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{
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R_StudioDrawBones( );
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}
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return 0;
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}
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if ( m_pRC->m_Config.drawEntities == 3 )
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{
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if ( nDrawGroup != STUDIORENDER_DRAW_TRANSLUCENT_ONLY )
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{
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R_StudioDrawHulls( hitboxset, false );
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}
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return 0;
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}
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// BUG: This method is crap, though less crap than before. It should just sort
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// the materials though it'll need to sort at render time as "skin"
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// can change what materials a given mesh may use
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int numFacesRendered = 0, numPasses = 0;
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// Build list of submodels
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BodyPartInfo_t *pBodyPartInfo = (BodyPartInfo_t*)stackalloc( m_pStudioHdr->numbodyparts * sizeof(BodyPartInfo_t) );
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for ( int i=0 ; i < m_pStudioHdr->numbodyparts; ++i )
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{
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pBodyPartInfo[i].m_nSubModelIndex = R_StudioSetupModel( i, body, &pBodyPartInfo[i].m_pSubModel, m_pStudioHdr );
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}
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// mark possible translucent meshes
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if ( nDrawGroup != STUDIORENDER_DRAW_TRANSLUCENT_ONLY )
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{
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// we're going to render the opaque meshes, so these will get counted in that pass
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m_bSkippedMeshes = false;
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m_bDrawTranslucentSubModels = false;
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numFacesRendered += R_StudioRenderFinal( pRenderContext, skin, m_pStudioHdr->numbodyparts, pBodyPartInfo,
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pEntity, ppMaterials, pMaterialFlags, boneMask, lod, pColorMeshes );
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numPasses++;
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}
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else
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{
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m_bSkippedMeshes = true;
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}
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if ( m_bSkippedMeshes && nDrawGroup != STUDIORENDER_DRAW_OPAQUE_ONLY )
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{
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m_bDrawTranslucentSubModels = true;
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numFacesRendered += R_StudioRenderFinal( pRenderContext, skin, m_pStudioHdr->numbodyparts, pBodyPartInfo,
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pEntity, ppMaterials, pMaterialFlags, boneMask, lod, pColorMeshes );
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numPasses++;
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}
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#ifndef _CERT
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static ConVarRef mat_rendered_faces_count( "mat_rendered_faces_count" );
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static ConVarRef mat_print_top_model_vert_counts( "mat_print_top_model_vert_counts" );
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if ( numPasses && ( mat_rendered_faces_count.GetBool() || mat_print_top_model_vert_counts.GetBool() ) )
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{
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// Each model counts how many rendered faces it accounts for each frame:
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m_pStudioHWData->UpdateFacesRenderedCount( m_pStudioHdr, m_ModelFaceCountHash, lod, 1, numFacesRendered );
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}
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#endif // !_CERT
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return numFacesRendered;
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}
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//-----------------------------------------------------------------------------
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// Generate morph accumulator
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//-----------------------------------------------------------------------------
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void CStudioRender::GenerateMorphAccumulator( mstudiomodel_t *pSubModel )
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{
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// Deal with all flexes
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// FIXME: HW Morphing doesn't work with translucent models yet
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if ( !m_pRC->m_Config.m_bEnableHWMorph || !m_pRC->m_Config.bFlex || m_bDrawTranslucentSubModels ||
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!g_pMaterialSystemHardwareConfig->HasFastVertexTextures() )
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return;
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int nActiveMeshCount = 0;
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mstudiomesh_t *ppMeshes[512];
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// First, build the list of meshes that need morphing
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for ( int i = 0; i < pSubModel->nummeshes; ++i )
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{
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mstudiomesh_t *pMesh = pSubModel->pMesh(i);
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studiomeshdata_t *pMeshData = &m_pStudioMeshes[pMesh->meshid];
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Assert( pMeshData );
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int nFlexCount = pMesh->numflexes;
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if ( !nFlexCount )
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continue;
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for ( int j = 0; j < pMeshData->m_NumGroup; ++j )
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{
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studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
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bool bIsDeltaFlexed = (pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED) != 0;
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if ( !bIsDeltaFlexed )
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continue;
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ppMeshes[nActiveMeshCount++] = pMesh;
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Assert( nActiveMeshCount < 512 );
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break;
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}
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}
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if ( nActiveMeshCount == 0 )
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return;
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// HACK - Just turn off scissor for this model if it is doing morph accumulation
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// DisableScissor();
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// Next, accumulate morphs for appropriate meshes
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->BeginMorphAccumulation();
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for ( int i = 0; i < nActiveMeshCount; ++i )
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{
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mstudiomesh_t *pMesh = ppMeshes[i];
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studiomeshdata_t *pMeshData = &m_pStudioMeshes[pMesh->meshid];
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int nFlexCount = pMesh->numflexes;
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MorphWeight_t *pWeights = (MorphWeight_t*)stackalloc( nFlexCount * sizeof(MorphWeight_t) );
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ComputeFlexWeights( nFlexCount, pMesh->pFlex(0), pWeights );
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for ( int j = 0; j < pMeshData->m_NumGroup; ++j )
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{
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studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
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if ( !pGroup->m_pMorph )
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continue;
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pRenderContext->AccumulateMorph( pGroup->m_pMorph, nFlexCount, pWeights );
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}
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}
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pRenderContext->EndMorphAccumulation();
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}
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//-----------------------------------------------------------------------------
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// Computes eyeball state
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//-----------------------------------------------------------------------------
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void CStudioRender::ComputeEyelidStateFACS( mstudiomodel_t *pSubModel )
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{
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for ( int j = 0; j < pSubModel->numeyeballs; j++ )
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{
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// FIXME: This might not be necessary...
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R_StudioEyeballPosition( pSubModel->pEyeball( j ), &m_pEyeballState[ j ] );
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R_StudioEyelidFACS( pSubModel->pEyeball(j), &m_pEyeballState[j] );
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}
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}
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/*
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================
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R_StudioRenderFinal
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inputs:
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outputs: returns the number of triangles rendered.
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================
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*/
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int CStudioRender::R_StudioRenderFinal( IMatRenderContext *pRenderContext,
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int skin, int nBodyPartCount, BodyPartInfo_t *pBodyPartInfo, void /*IClientEntity*/ *pClientEntity,
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IMaterial **ppMaterials, int *pMaterialFlags, int boneMask, int lod, ColorMeshInfo_t *pColorMeshes )
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{
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VPROF("CStudioRender::R_StudioRenderFinal");
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int numFacesRendered = 0;
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for ( int i=0 ; i < nBodyPartCount; i++ )
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{
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m_pSubModel = pBodyPartInfo[i].m_pSubModel;
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// NOTE: This has to run here because it effects flex targets,
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// so therefore it must happen prior to GenerateMorphAccumulator.
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ComputeEyelidStateFACS( m_pSubModel );
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GenerateMorphAccumulator( m_pSubModel );
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// Set up SW flex
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m_VertexCache.SetBodyPart( i );
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m_VertexCache.SetModel( pBodyPartInfo[i].m_nSubModelIndex );
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numFacesRendered += R_StudioDrawPoints( pRenderContext, skin, pClientEntity,
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ppMaterials, pMaterialFlags, boneMask, lod, pColorMeshes );
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}
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return numFacesRendered;
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}
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ConVar r_flashlightscissor( "r_flashlightscissor", "0", FCVAR_MATERIAL_SYSTEM_THREAD );
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void CStudioRender::PushScissor( FlashlightState_t *state )
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{
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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// Only scissor into the backbuffer
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if ( r_flashlightscissor.GetBool() && state->DoScissor() && ( pRenderContext->GetRenderTarget() == NULL ) )
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{
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pRenderContext->PushScissorRect( state->GetLeft(), state->GetTop(), state->GetRight(), state->GetBottom() );
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}
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}
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void CStudioRender::PopScissor( FlashlightState_t *state )
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{
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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|
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// Only scissor into the backbuffer
|
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if ( r_flashlightscissor.GetBool() && state->DoScissor() && ( pRenderContext->GetRenderTarget() == NULL ) )
|
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{
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pRenderContext->PopScissorRect();
|
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}
|
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}
|
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|
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|
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//-----------------------------------------------------------------------------
|
||
// Draw shadows
|
||
//-----------------------------------------------------------------------------
|
||
void CStudioRender::DrawShadows( const DrawModelInfo_t& info, int flags, int boneMask )
|
||
{
|
||
if ( !m_ShadowState.Count() )
|
||
return;
|
||
|
||
VPROF("CStudioRender::DrawShadows");
|
||
|
||
IMaterial* pForcedMat = m_pRC->m_pForcedMaterial[ 0 ];
|
||
OverrideType_t nForcedType = m_pRC->m_nForcedMaterialType;
|
||
|
||
// Here, we have to redraw the model one time for each flashlight
|
||
// Having a material of NULL means that we are a light source.
|
||
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
|
||
// Bail if we're using single-pass flashlight
|
||
if ( IsGameConsole() || pRenderContext->SinglePassFlashlightModeEnabled() )
|
||
return;
|
||
|
||
pRenderContext->SetFlashlightMode( true );
|
||
int i;
|
||
for (i = 0; i < m_ShadowState.Count(); ++i )
|
||
{
|
||
if( !m_ShadowState[i].m_pMaterial )
|
||
{
|
||
Assert( m_ShadowState[i].m_pFlashlightState && m_ShadowState[i].m_pWorldToTexture );
|
||
if ( ( m_ShadowState[i].m_pFlashlightState && m_ShadowState[i].m_pWorldToTexture ) )
|
||
{
|
||
pRenderContext->SetFlashlightStateEx( *m_ShadowState[i].m_pFlashlightState, *m_ShadowState[i].m_pWorldToTexture, m_ShadowState[i].m_pFlashlightDepthTexture );
|
||
|
||
m_pCurrentFlashlight = m_ShadowState[i].m_pFlashlightState;
|
||
|
||
PushScissor( m_ShadowState[i].m_pFlashlightState );
|
||
|
||
R_StudioRenderModel( pRenderContext, info.m_Skin, info.m_Body, info.m_HitboxSet, info.m_pClientEntity,
|
||
info.m_pHardwareData->m_pLODs[info.m_Lod].ppMaterials,
|
||
info.m_pHardwareData->m_pLODs[info.m_Lod].pMaterialFlags, flags, boneMask, info.m_Lod, info.m_pColorMeshes );
|
||
|
||
PopScissor( m_ShadowState[i].m_pFlashlightState );
|
||
|
||
m_pCurrentFlashlight = NULL;
|
||
}
|
||
}
|
||
}
|
||
pRenderContext->SetFlashlightMode( false );
|
||
|
||
// Here, we have to redraw the model one time for each shadow
|
||
for (int i = 0; i < m_ShadowState.Count(); ++i )
|
||
{
|
||
if( m_ShadowState[i].m_pMaterial )
|
||
{
|
||
m_pRC->m_pForcedMaterial[ 0 ] = m_ShadowState[i].m_pMaterial;
|
||
m_pRC->m_nForcedMaterialType = OVERRIDE_NORMAL;
|
||
R_StudioRenderModel( pRenderContext, 0, info.m_Body, 0, m_ShadowState[i].m_pProxyData,
|
||
NULL, NULL, flags, boneMask, info.m_Lod, NULL );
|
||
}
|
||
}
|
||
|
||
// Restore the previous forced material
|
||
m_pRC->m_pForcedMaterial[ 0 ] = pForcedMat;
|
||
m_pRC->m_nForcedMaterialType = nForcedType;
|
||
}
|
||
|
||
void CStudioRender::DrawStaticPropShadows( const DrawModelInfo_t &info, const StudioRenderContext_t &rc, const matrix3x4_t& rootToWorld, int flags )
|
||
{
|
||
memcpy( &m_StaticPropRootToWorld, &rootToWorld, sizeof(matrix3x4_t) );
|
||
memcpy( &m_PoseToWorld[0], &rootToWorld, sizeof(matrix3x4_t) );
|
||
|
||
m_pRC = const_cast< StudioRenderContext_t* >( &rc );
|
||
m_pBoneToWorld = &m_StaticPropRootToWorld;
|
||
m_pStudioHdr = info.m_pStudioHdr;
|
||
m_pStudioMeshes = info.m_pHardwareData->m_pLODs[info.m_Lod].m_pMeshData;
|
||
m_pStudioHWData = info.m_pHardwareData;
|
||
DrawShadows( info, flags, BONE_USED_BY_ANYTHING );
|
||
m_pRC = NULL;
|
||
m_pBoneToWorld = NULL;
|
||
m_pStudioHdr = NULL;
|
||
m_pStudioMeshes = NULL;
|
||
m_pStudioHWData = NULL;
|
||
}
|
||
|
||
// Draw flashlight lighting on decals.
|
||
void CStudioRender::DrawFlashlightDecals( const DrawModelInfo_t& info, int lod )
|
||
{
|
||
if ( !m_ShadowState.Count() || IsGameConsole() ) // game console implies single pass flashlight
|
||
return;
|
||
|
||
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
pRenderContext->SetFlashlightMode( true );
|
||
int i;
|
||
for (i = 0; i < m_ShadowState.Count(); ++i )
|
||
{
|
||
// This isn't clear. This means that this is a flashlight if the material is NULL. FLASHLIGHTFIXME
|
||
if( !m_ShadowState[i].m_pMaterial )
|
||
{
|
||
Assert( m_ShadowState[i].m_pFlashlightState && m_ShadowState[i].m_pWorldToTexture );
|
||
if ( m_ShadowState[i].m_pFlashlightState && m_ShadowState[i].m_pWorldToTexture )
|
||
{
|
||
pRenderContext->SetFlashlightStateEx( *m_ShadowState[i].m_pFlashlightState, *m_ShadowState[i].m_pWorldToTexture, m_ShadowState[i].m_pFlashlightDepthTexture );
|
||
|
||
PushScissor( m_ShadowState[i].m_pFlashlightState );
|
||
|
||
DrawDecal( info, lod, info.m_Body );
|
||
|
||
PopScissor( m_ShadowState[i].m_pFlashlightState );
|
||
}
|
||
}
|
||
}
|
||
pRenderContext->SetFlashlightMode( false );
|
||
}
|
||
|
||
|
||
matrix3x4_t *ComputeSkinMatrix( mstudioboneweight_t &boneweights, matrix3x4_t *pPoseToWorld, matrix3x4_t &scratchMatrix )
|
||
{
|
||
float flWeight0, flWeight1, flWeight2;
|
||
|
||
switch( boneweights.numbones )
|
||
{
|
||
default:
|
||
case 1:
|
||
return &pPoseToWorld[boneweights.bone[0]];
|
||
|
||
case 2:
|
||
{
|
||
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
|
||
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
|
||
flWeight0 = boneweights.weight[0];
|
||
flWeight1 = boneweights.weight[1];
|
||
|
||
// NOTE: Inlining here seems to make a fair amount of difference
|
||
scratchMatrix[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1;
|
||
scratchMatrix[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1;
|
||
scratchMatrix[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1;
|
||
scratchMatrix[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1;
|
||
scratchMatrix[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1;
|
||
scratchMatrix[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1;
|
||
scratchMatrix[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1;
|
||
scratchMatrix[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1;
|
||
scratchMatrix[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1;
|
||
scratchMatrix[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1;
|
||
scratchMatrix[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1;
|
||
scratchMatrix[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1;
|
||
}
|
||
return &scratchMatrix;
|
||
|
||
case 3:
|
||
{
|
||
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
|
||
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
|
||
matrix3x4_t &boneMat2 = pPoseToWorld[boneweights.bone[2]];
|
||
flWeight0 = boneweights.weight[0];
|
||
flWeight1 = boneweights.weight[1];
|
||
flWeight2 = boneweights.weight[2];
|
||
|
||
scratchMatrix[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2;
|
||
scratchMatrix[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2;
|
||
scratchMatrix[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2;
|
||
scratchMatrix[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2;
|
||
scratchMatrix[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2;
|
||
scratchMatrix[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2;
|
||
scratchMatrix[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2;
|
||
scratchMatrix[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2;
|
||
scratchMatrix[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2;
|
||
scratchMatrix[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2;
|
||
scratchMatrix[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2;
|
||
scratchMatrix[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2;
|
||
}
|
||
return &scratchMatrix;
|
||
|
||
case 4:
|
||
{
|
||
Assert( 0 ); // results undefined for numbones == 4, as MAX_NUM_BONES_PER_VERT is 3
|
||
}
|
||
return &scratchMatrix;
|
||
}
|
||
|
||
Assert(0);
|
||
return NULL;
|
||
}
|
||
|
||
static void ComputeSkinMatrixToMemory( mstudioboneweight_t &boneweights, matrix3x4_t *pPoseToWorld, matrix3x4_t &result )
|
||
{
|
||
float flWeight0, flWeight1, flWeight2;
|
||
|
||
switch( boneweights.numbones )
|
||
{
|
||
default:
|
||
case 1:
|
||
memcpy( &result, &pPoseToWorld[boneweights.bone[0]], sizeof(matrix3x4_t) );
|
||
return;
|
||
|
||
case 2:
|
||
{
|
||
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
|
||
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
|
||
flWeight0 = boneweights.weight[0];
|
||
flWeight1 = boneweights.weight[1];
|
||
|
||
// NOTE: Inlining here seems to make a fair amount of difference
|
||
result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1;
|
||
result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1;
|
||
result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1;
|
||
result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1;
|
||
result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1;
|
||
result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1;
|
||
result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1;
|
||
result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1;
|
||
result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1;
|
||
result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1;
|
||
result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1;
|
||
result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1;
|
||
}
|
||
return;
|
||
|
||
case 3:
|
||
{
|
||
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
|
||
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
|
||
matrix3x4_t &boneMat2 = pPoseToWorld[boneweights.bone[2]];
|
||
flWeight0 = boneweights.weight[0];
|
||
flWeight1 = boneweights.weight[1];
|
||
flWeight2 = boneweights.weight[2];
|
||
|
||
result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2;
|
||
result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2;
|
||
result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2;
|
||
result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2;
|
||
result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2;
|
||
result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2;
|
||
result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2;
|
||
result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2;
|
||
result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2;
|
||
result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2;
|
||
result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2;
|
||
result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2;
|
||
}
|
||
return;
|
||
|
||
case 4:
|
||
{
|
||
Assert( 0 ); // results undefined for numbones == 4, as MAX_NUM_BONES_PER_VERT is 3
|
||
}
|
||
return;
|
||
}
|
||
|
||
Assert(0);
|
||
}
|
||
|
||
void ComputeSkinMatrixToMemorySSE( mstudioboneweight_t &boneweights, matrix3x4_t *pPoseToWorld, matrix3x4_t &result )
|
||
{
|
||
// NOTE: pPoseToWorld, being cache aligned, doesn't need explicit initialization
|
||
#if defined( _WIN32 ) && !defined( _WIN64 ) && !defined( _X360 )
|
||
switch( boneweights.numbones )
|
||
{
|
||
default:
|
||
case 1:
|
||
memcpy( &result, &pPoseToWorld[boneweights.bone[0]], sizeof(matrix3x4_t) );
|
||
return;
|
||
|
||
case 2:
|
||
{
|
||
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
|
||
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
|
||
float *pWeights = boneweights.weight;
|
||
|
||
_asm
|
||
{
|
||
mov eax, DWORD PTR [pWeights]
|
||
movss xmm6, dword ptr[eax] ; boneweights.weight[0]
|
||
movss xmm7, dword ptr[eax + 4] ; boneweights.weight[1]
|
||
|
||
mov eax, DWORD PTR [boneMat0]
|
||
mov ecx, DWORD PTR [boneMat1]
|
||
mov edi, DWORD PTR [result]
|
||
|
||
// Fill xmm6, and 7 with all the bone weights
|
||
shufps xmm6, xmm6, 0
|
||
shufps xmm7, xmm7, 0
|
||
|
||
// Load up all rows of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax]
|
||
movaps xmm1, XMMWORD PTR [ecx]
|
||
movaps xmm2, XMMWORD PTR [eax + 16]
|
||
movaps xmm3, XMMWORD PTR [ecx + 16]
|
||
movaps xmm4, XMMWORD PTR [eax + 32]
|
||
movaps xmm5, XMMWORD PTR [ecx + 32]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm6
|
||
mulps xmm1, xmm7
|
||
mulps xmm2, xmm6
|
||
mulps xmm3, xmm7
|
||
mulps xmm4, xmm6
|
||
mulps xmm5, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm2, xmm3
|
||
addps xmm4, xmm5
|
||
|
||
movaps XMMWORD PTR [edi], xmm0
|
||
movaps XMMWORD PTR [edi + 16], xmm2
|
||
movaps XMMWORD PTR [edi + 32], xmm4
|
||
}
|
||
}
|
||
|
||
case 3:
|
||
{
|
||
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
|
||
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
|
||
matrix3x4_t &boneMat2 = pPoseToWorld[boneweights.bone[2]];
|
||
float *pWeights = boneweights.weight;
|
||
|
||
_asm
|
||
{
|
||
mov eax, DWORD PTR [pWeights]
|
||
movss xmm5, dword ptr[eax] ; boneweights.weight[0]
|
||
movss xmm6, dword ptr[eax + 4] ; boneweights.weight[1]
|
||
movss xmm7, dword ptr[eax + 8] ; boneweights.weight[2]
|
||
|
||
mov eax, DWORD PTR [boneMat0]
|
||
mov ecx, DWORD PTR [boneMat1]
|
||
mov edx, DWORD PTR [boneMat2]
|
||
mov edi, DWORD PTR [result]
|
||
|
||
// Fill xmm5, 6, and 7 with all the bone weights
|
||
shufps xmm5, xmm5, 0
|
||
shufps xmm6, xmm6, 0
|
||
shufps xmm7, xmm7, 0
|
||
|
||
// Load up the first row of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax]
|
||
movaps xmm1, XMMWORD PTR [ecx]
|
||
movaps xmm2, XMMWORD PTR [edx]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm5
|
||
mulps xmm1, xmm6
|
||
mulps xmm2, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi], xmm0
|
||
|
||
// Load up the second row of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax + 16]
|
||
movaps xmm1, XMMWORD PTR [ecx + 16]
|
||
movaps xmm2, XMMWORD PTR [edx + 16]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm5
|
||
mulps xmm1, xmm6
|
||
mulps xmm2, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi + 16], xmm0
|
||
|
||
// Load up the third row of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax + 32]
|
||
movaps xmm1, XMMWORD PTR [ecx + 32]
|
||
movaps xmm2, XMMWORD PTR [edx + 32]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm5
|
||
mulps xmm1, xmm6
|
||
mulps xmm2, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi + 32], xmm0
|
||
}
|
||
}
|
||
|
||
case 4:
|
||
{
|
||
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
|
||
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
|
||
matrix3x4_t &boneMat2 = pPoseToWorld[boneweights.bone[2]];
|
||
matrix3x4_t &boneMat3 = pPoseToWorld[boneweights.bone[3]];
|
||
float *pWeights = boneweights.weight;
|
||
|
||
_asm
|
||
{
|
||
mov eax, DWORD PTR [pWeights]
|
||
movss xmm4, dword ptr[eax] ; boneweights.weight[0]
|
||
movss xmm5, dword ptr[eax + 4] ; boneweights.weight[1]
|
||
movss xmm6, dword ptr[eax + 8] ; boneweights.weight[2]
|
||
movss xmm7, dword ptr[eax + 12] ; boneweights.weight[3]
|
||
|
||
mov eax, DWORD PTR [boneMat0]
|
||
mov ecx, DWORD PTR [boneMat1]
|
||
mov edx, DWORD PTR [boneMat2]
|
||
mov esi, DWORD PTR [boneMat3]
|
||
mov edi, DWORD PTR [result]
|
||
|
||
// Fill xmm5, 6, and 7 with all the bone weights
|
||
shufps xmm4, xmm4, 0
|
||
shufps xmm5, xmm5, 0
|
||
shufps xmm6, xmm6, 0
|
||
shufps xmm7, xmm7, 0
|
||
|
||
// Load up the first row of the four matrices
|
||
movaps xmm0, XMMWORD PTR [eax]
|
||
movaps xmm1, XMMWORD PTR [ecx]
|
||
movaps xmm2, XMMWORD PTR [edx]
|
||
movaps xmm3, XMMWORD PTR [esi]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm4
|
||
mulps xmm1, xmm5
|
||
mulps xmm2, xmm6
|
||
mulps xmm3, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm2, xmm3
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi], xmm0
|
||
|
||
// Load up the second row of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax + 16]
|
||
movaps xmm1, XMMWORD PTR [ecx + 16]
|
||
movaps xmm2, XMMWORD PTR [edx + 16]
|
||
movaps xmm3, XMMWORD PTR [esi + 16]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm4
|
||
mulps xmm1, xmm5
|
||
mulps xmm2, xmm6
|
||
mulps xmm3, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm2, xmm3
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi + 16], xmm0
|
||
|
||
// Load up the third row of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax + 32]
|
||
movaps xmm1, XMMWORD PTR [ecx + 32]
|
||
movaps xmm2, XMMWORD PTR [edx + 32]
|
||
movaps xmm3, XMMWORD PTR [esi + 32]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm4
|
||
mulps xmm1, xmm5
|
||
mulps xmm2, xmm6
|
||
mulps xmm3, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm2, xmm3
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi + 32], xmm0
|
||
}
|
||
}
|
||
}
|
||
#elif POSIX || _WIN64
|
||
ComputeSkinMatrixToMemory( boneweights, pPoseToWorld, result );
|
||
#elif defined( _X360 )
|
||
ComputeSkinMatrixToMemory( boneweights, pPoseToWorld, result );
|
||
#endif
|
||
}
|
||
|
||
matrix3x4_t *ComputeSkinMatrixSSE( mstudioboneweight_t &boneweights, matrix3x4_t *pPoseToWorld, matrix3x4_t &scratchMatrix )
|
||
{
|
||
// NOTE: pPoseToWorld, being cache aligned, doesn't need explicit initialization
|
||
#if defined( _WIN32 ) && !defined( _WIN64 ) && !defined( _X360 )
|
||
switch( boneweights.numbones )
|
||
{
|
||
default:
|
||
case 1:
|
||
return &pPoseToWorld[boneweights.bone[0]];
|
||
|
||
case 2:
|
||
{
|
||
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
|
||
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
|
||
float *pWeights = boneweights.weight;
|
||
|
||
_asm
|
||
{
|
||
mov eax, DWORD PTR [pWeights]
|
||
movss xmm6, dword ptr[eax] ; boneweights.weight[0]
|
||
movss xmm7, dword ptr[eax + 4] ; boneweights.weight[1]
|
||
|
||
mov eax, DWORD PTR [boneMat0]
|
||
mov ecx, DWORD PTR [boneMat1]
|
||
mov edi, DWORD PTR [scratchMatrix]
|
||
|
||
// Fill xmm6, and 7 with all the bone weights
|
||
shufps xmm6, xmm6, 0
|
||
shufps xmm7, xmm7, 0
|
||
|
||
// Load up all rows of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax]
|
||
movaps xmm1, XMMWORD PTR [ecx]
|
||
movaps xmm2, XMMWORD PTR [eax + 16]
|
||
movaps xmm3, XMMWORD PTR [ecx + 16]
|
||
movaps xmm4, XMMWORD PTR [eax + 32]
|
||
movaps xmm5, XMMWORD PTR [ecx + 32]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm6
|
||
mulps xmm1, xmm7
|
||
mulps xmm2, xmm6
|
||
mulps xmm3, xmm7
|
||
mulps xmm4, xmm6
|
||
mulps xmm5, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm2, xmm3
|
||
addps xmm4, xmm5
|
||
|
||
movaps XMMWORD PTR [edi], xmm0
|
||
movaps XMMWORD PTR [edi + 16], xmm2
|
||
movaps XMMWORD PTR [edi + 32], xmm4
|
||
}
|
||
}
|
||
return &scratchMatrix;
|
||
|
||
case 3:
|
||
{
|
||
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
|
||
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
|
||
matrix3x4_t &boneMat2 = pPoseToWorld[boneweights.bone[2]];
|
||
float *pWeights = boneweights.weight;
|
||
|
||
_asm
|
||
{
|
||
mov eax, DWORD PTR [pWeights]
|
||
movss xmm5, dword ptr[eax] ; boneweights.weight[0]
|
||
movss xmm6, dword ptr[eax + 4] ; boneweights.weight[1]
|
||
movss xmm7, dword ptr[eax + 8] ; boneweights.weight[2]
|
||
|
||
mov eax, DWORD PTR [boneMat0]
|
||
mov ecx, DWORD PTR [boneMat1]
|
||
mov edx, DWORD PTR [boneMat2]
|
||
mov edi, DWORD PTR [scratchMatrix]
|
||
|
||
// Fill xmm5, 6, and 7 with all the bone weights
|
||
shufps xmm5, xmm5, 0
|
||
shufps xmm6, xmm6, 0
|
||
shufps xmm7, xmm7, 0
|
||
|
||
// Load up the first row of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax]
|
||
movaps xmm1, XMMWORD PTR [ecx]
|
||
movaps xmm2, XMMWORD PTR [edx]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm5
|
||
mulps xmm1, xmm6
|
||
mulps xmm2, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi], xmm0
|
||
|
||
// Load up the second row of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax + 16]
|
||
movaps xmm1, XMMWORD PTR [ecx + 16]
|
||
movaps xmm2, XMMWORD PTR [edx + 16]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm5
|
||
mulps xmm1, xmm6
|
||
mulps xmm2, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi + 16], xmm0
|
||
|
||
// Load up the third row of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax + 32]
|
||
movaps xmm1, XMMWORD PTR [ecx + 32]
|
||
movaps xmm2, XMMWORD PTR [edx + 32]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm5
|
||
mulps xmm1, xmm6
|
||
mulps xmm2, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi + 32], xmm0
|
||
}
|
||
}
|
||
return &scratchMatrix;
|
||
|
||
case 4:
|
||
{
|
||
matrix3x4_t &boneMat0 = pPoseToWorld[boneweights.bone[0]];
|
||
matrix3x4_t &boneMat1 = pPoseToWorld[boneweights.bone[1]];
|
||
matrix3x4_t &boneMat2 = pPoseToWorld[boneweights.bone[2]];
|
||
matrix3x4_t &boneMat3 = pPoseToWorld[boneweights.bone[3]];
|
||
float *pWeights = boneweights.weight;
|
||
|
||
_asm
|
||
{
|
||
mov eax, DWORD PTR [pWeights]
|
||
movss xmm4, dword ptr[eax] ; boneweights.weight[0]
|
||
movss xmm5, dword ptr[eax + 4] ; boneweights.weight[1]
|
||
movss xmm6, dword ptr[eax + 8] ; boneweights.weight[2]
|
||
movss xmm7, dword ptr[eax + 12] ; boneweights.weight[3]
|
||
|
||
mov eax, DWORD PTR [boneMat0]
|
||
mov ecx, DWORD PTR [boneMat1]
|
||
mov edx, DWORD PTR [boneMat2]
|
||
mov esi, DWORD PTR [boneMat3]
|
||
mov edi, DWORD PTR [scratchMatrix]
|
||
|
||
// Fill xmm5, 6, and 7 with all the bone weights
|
||
shufps xmm4, xmm4, 0
|
||
shufps xmm5, xmm5, 0
|
||
shufps xmm6, xmm6, 0
|
||
shufps xmm7, xmm7, 0
|
||
|
||
// Load up the first row of the four matrices
|
||
movaps xmm0, XMMWORD PTR [eax]
|
||
movaps xmm1, XMMWORD PTR [ecx]
|
||
movaps xmm2, XMMWORD PTR [edx]
|
||
movaps xmm3, XMMWORD PTR [esi]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm4
|
||
mulps xmm1, xmm5
|
||
mulps xmm2, xmm6
|
||
mulps xmm3, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm2, xmm3
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi], xmm0
|
||
|
||
// Load up the second row of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax + 16]
|
||
movaps xmm1, XMMWORD PTR [ecx + 16]
|
||
movaps xmm2, XMMWORD PTR [edx + 16]
|
||
movaps xmm3, XMMWORD PTR [esi + 16]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm4
|
||
mulps xmm1, xmm5
|
||
mulps xmm2, xmm6
|
||
mulps xmm3, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm2, xmm3
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi + 16], xmm0
|
||
|
||
// Load up the third row of the three matrices
|
||
movaps xmm0, XMMWORD PTR [eax + 32]
|
||
movaps xmm1, XMMWORD PTR [ecx + 32]
|
||
movaps xmm2, XMMWORD PTR [edx + 32]
|
||
movaps xmm3, XMMWORD PTR [esi + 32]
|
||
|
||
// Multiply the rows by the weights
|
||
mulps xmm0, xmm4
|
||
mulps xmm1, xmm5
|
||
mulps xmm2, xmm6
|
||
mulps xmm3, xmm7
|
||
|
||
addps xmm0, xmm1
|
||
addps xmm2, xmm3
|
||
addps xmm0, xmm2
|
||
movaps XMMWORD PTR [edi + 32], xmm0
|
||
}
|
||
}
|
||
return &scratchMatrix;
|
||
}
|
||
#else
|
||
#ifndef LINUX
|
||
#pragma message("ComputeSkinMatrixSSE C implementation only")
|
||
#endif
|
||
|
||
return ComputeSkinMatrix( boneweights, pPoseToWorld, scratchMatrix );
|
||
#endif
|
||
|
||
Assert( 0 );
|
||
return NULL;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Designed for inter-module draw optimized calling, requires R_InitLightEffectWorld3()
|
||
// Compute the lighting at a point and normal
|
||
// Uses the set function pointer
|
||
// Final lighting is in gamma space
|
||
//-----------------------------------------------------------------------------
|
||
static lightpos_t lightpos[MAXLOCALLIGHTS];
|
||
inline void CStudioRender::R_ComputeLightAtPoint3( const Vector &pos, const Vector &normal, Vector &color )
|
||
{
|
||
if ( m_pRC->m_Config.fullbright )
|
||
{
|
||
color.Init( 1.0f, 1.0f, 1.0f );
|
||
return;
|
||
}
|
||
|
||
// Set up lightpos[i].dot, lightpos[i].falloff, and lightpos[i].delta for all lights
|
||
R_LightStrengthWorld( pos, m_pRC->m_NumLocalLights, m_pRC->m_LocalLights, lightpos );
|
||
|
||
// calculate ambient values from the ambient cube given a normal.
|
||
R_LightAmbient_4D( normal, m_pRC->m_LightBoxColors, color );
|
||
|
||
// Calculate color given lightpos_t lightpos, a normal, and the ambient
|
||
// color from the ambient cube calculated above.
|
||
Assert(R_LightEffectsWorld3);
|
||
R_LightEffectsWorld3( m_pRC->m_LocalLights, lightpos, normal, color );
|
||
}
|
||
|
||
|
||
// define SPECIAL_SSE_MESH_PROCESSOR to enable code which contains a special optimized SSE lighting loop, significantly
|
||
// improving software vertex processing performace.
|
||
#if defined( _WIN32 ) && !defined( _X360 )
|
||
#define SPECIAL_SSE_MESH_PROCESSOR
|
||
#endif
|
||
|
||
#ifdef SPECIAL_SSE_MESH_PROCESSOR
|
||
//#define VERIFY_SSE_LIGHTING
|
||
|
||
// false: MAX(0,L*N) true: .5*(L.N)+.5. set based on material
|
||
static bool SSELightingHalfLambert;
|
||
|
||
// These variables are used by the special SSE lighting path. The
|
||
// lighting path calculates them everytime it processes a mesh so their
|
||
// is no need to keep them in sync with changes to the other light variables
|
||
static fltx4 OneOver_ThetaDot_Minus_PhiDot[MAXLOCALLIGHTS]; // 1/(theta-phi)
|
||
|
||
void CStudioRender::R_MouthLighting( fltx4 fIllum, const FourVectors& normal, const FourVectors& forward, FourVectors &light )
|
||
{
|
||
fltx4 dot = SubSIMD(Four_Zeros,normal*forward);
|
||
dot=MaxSIMD(Four_Zeros,dot);
|
||
dot=MulSIMD(fIllum,dot);
|
||
light *= dot;
|
||
}
|
||
|
||
inline void CStudioRender::R_ComputeLightAtPoints3( const FourVectors &pos, const FourVectors &normal, FourVectors &color )
|
||
{
|
||
if ( m_pRC->m_Config.fullbright )
|
||
{
|
||
color.DuplicateVector( Vector( 1.0f, 1.0f, 1.0f ) );
|
||
return;
|
||
}
|
||
|
||
R_LightAmbient_4D( normal, m_pRC->m_LightBoxColors, color );
|
||
// now, add in contribution from all lights
|
||
for ( int i = 0; i < m_pRC->m_NumLocalLights; i++)
|
||
{
|
||
FourVectors delta;
|
||
LightDesc_t const *wl = m_pRC->m_LocalLights+i;
|
||
Assert((wl->m_Type==MATERIAL_LIGHT_POINT) || (wl->m_Type==MATERIAL_LIGHT_SPOT) || (wl->m_Type==MATERIAL_LIGHT_DIRECTIONAL));
|
||
switch (wl->m_Type)
|
||
{
|
||
case MATERIAL_LIGHT_POINT:
|
||
case MATERIAL_LIGHT_SPOT:
|
||
delta.DuplicateVector(wl->m_Position);
|
||
delta-=pos;
|
||
break;
|
||
|
||
case MATERIAL_LIGHT_DIRECTIONAL:
|
||
delta.DuplicateVector(wl->m_Direction);
|
||
delta*=-1.0;
|
||
break;
|
||
|
||
}
|
||
fltx4 falloff = R_WorldLightDistanceFalloff( wl, delta);
|
||
delta.VectorNormalizeFast();
|
||
fltx4 strength=delta*normal;
|
||
if (SSELightingHalfLambert)
|
||
{
|
||
strength=AddSIMD(MulSIMD(strength,Four_PointFives),Four_PointFives);
|
||
}
|
||
else
|
||
strength=MaxSIMD(Four_Zeros,delta*normal);
|
||
|
||
switch(wl->m_Type)
|
||
{
|
||
case MATERIAL_LIGHT_POINT:
|
||
// half-lambert
|
||
break;
|
||
|
||
case MATERIAL_LIGHT_SPOT:
|
||
{
|
||
fltx4 dot2=SubSIMD(Four_Zeros,delta*wl->m_Direction); // dot position with spot light dir for cone falloff
|
||
|
||
fltx4 cone_falloff_scale=MulSIMD(OneOver_ThetaDot_Minus_PhiDot[i],
|
||
SubSIMD(dot2,ReplicateX4(wl->m_PhiDot)));
|
||
cone_falloff_scale=MinSIMD(cone_falloff_scale,Four_Ones);
|
||
if ((wl->m_Falloff!=0.0) && (wl->m_Falloff!=1.0))
|
||
{
|
||
// !!speed!! could compute integer exponent needed by powsimd and store in light
|
||
cone_falloff_scale=PowSIMD(cone_falloff_scale,wl->m_Falloff);
|
||
}
|
||
strength=MulSIMD(cone_falloff_scale,strength);
|
||
|
||
// now, zero out lighting where dot2<phidot. This will mask out any invalid results
|
||
// from pow function, etc
|
||
fltx4 OutsideMask=CmpGtSIMD(dot2,ReplicateX4(wl->m_PhiDot)); // outside light cone?
|
||
strength=AndSIMD(OutsideMask,strength);
|
||
}
|
||
break;
|
||
|
||
case MATERIAL_LIGHT_DIRECTIONAL:
|
||
break;
|
||
|
||
}
|
||
strength=MulSIMD(strength,falloff);
|
||
color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(wl->m_Color.x)));
|
||
color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(wl->m_Color.y)));
|
||
color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(wl->m_Color.z)));
|
||
}
|
||
}
|
||
|
||
#endif // SPECIAL_SSE_MESH_PROCESSOR
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Optimized for low-end hardware
|
||
//-----------------------------------------------------------------------------
|
||
#pragma warning (disable:4701)
|
||
|
||
// NOTE: I'm using this crazy wrapper because using straight template functions
|
||
// doesn't appear to work with function tables
|
||
template< int nHasTangentSpace, int nDoFlex, int nLighting >
|
||
class CProcessMeshWrapper
|
||
{
|
||
public:
|
||
|
||
static void R_TransformVert( const Vector *pSrcPos, const Vector *pSrcNorm, const Vector4D *pSrcTangentS,
|
||
matrix3x4_t *pSkinMat, VectorAligned &pos, Vector &norm, Vector4DAligned &tangentS )
|
||
{
|
||
// NOTE: Could add SSE stuff here, if we knew what SSE stuff could make it faster
|
||
|
||
pos.x = pSrcPos->x * (*pSkinMat)[0][0] + pSrcPos->y * (*pSkinMat)[0][1] + pSrcPos->z * (*pSkinMat)[0][2] + (*pSkinMat)[0][3];
|
||
norm.x = pSrcNorm->x * (*pSkinMat)[0][0] + pSrcNorm->y * (*pSkinMat)[0][1] + pSrcNorm->z * (*pSkinMat)[0][2];
|
||
|
||
pos.y = pSrcPos->x * (*pSkinMat)[1][0] + pSrcPos->y * (*pSkinMat)[1][1] + pSrcPos->z * (*pSkinMat)[1][2] + (*pSkinMat)[1][3];
|
||
norm.y = pSrcNorm->x * (*pSkinMat)[1][0] + pSrcNorm->y * (*pSkinMat)[1][1] + pSrcNorm->z * (*pSkinMat)[1][2];
|
||
|
||
pos.z = pSrcPos->x * (*pSkinMat)[2][0] + pSrcPos->y * (*pSkinMat)[2][1] + pSrcPos->z * (*pSkinMat)[2][2] + (*pSkinMat)[2][3];
|
||
norm.z = pSrcNorm->x * (*pSkinMat)[2][0] + pSrcNorm->y * (*pSkinMat)[2][1] + pSrcNorm->z * (*pSkinMat)[2][2];
|
||
|
||
if ( nHasTangentSpace )
|
||
{
|
||
tangentS.x = pSrcTangentS->x * (*pSkinMat)[0][0] + pSrcTangentS->y * (*pSkinMat)[0][1] + pSrcTangentS->z * (*pSkinMat)[0][2];
|
||
tangentS.y = pSrcTangentS->x * (*pSkinMat)[1][0] + pSrcTangentS->y * (*pSkinMat)[1][1] + pSrcTangentS->z * (*pSkinMat)[1][2];
|
||
tangentS.z = pSrcTangentS->x * (*pSkinMat)[2][0] + pSrcTangentS->y * (*pSkinMat)[2][1] + pSrcTangentS->z * (*pSkinMat)[2][2];
|
||
tangentS.w = pSrcTangentS->w;
|
||
}
|
||
}
|
||
|
||
static void R_StudioSoftwareProcessMesh( const mstudio_meshvertexdata_t *vertData, matrix3x4_t *pPoseToWorld,
|
||
CCachedRenderData &vertexCache, CMeshBuilder& meshBuilder, int numVertices, unsigned short* pGroupToMesh, unsigned int nAlphaMask,
|
||
IMaterial* pMaterial)
|
||
{
|
||
Vector color;
|
||
Vector4D *pStudioTangentS;
|
||
Vector4DAligned tangentS;
|
||
Vector *pSrcPos;
|
||
Vector *pSrcNorm;
|
||
Vector4D *pSrcTangentS = NULL;
|
||
|
||
ALIGN16 ModelVertexDX8_t dstVertex;
|
||
dstVertex.m_vecUserData.Init( 1.0f, 0.0f, 0.0f, 1.0f );
|
||
|
||
ALIGN16 matrix3x4_t temp;
|
||
ALIGN16 matrix3x4_t *pSkinMat;
|
||
|
||
int ntemp[PREFETCH_VERT_COUNT];
|
||
|
||
Assert( numVertices > 0 );
|
||
|
||
mstudiovertex_t *pVertices = vertData->Vertex( 0 );
|
||
|
||
if (nHasTangentSpace)
|
||
{
|
||
pStudioTangentS = vertData->TangentS( 0 );
|
||
Assert( pStudioTangentS->w == -1.0f || pStudioTangentS->w == 1.0f );
|
||
}
|
||
|
||
// Mouth related stuff...
|
||
float fIllum = 1.0f;
|
||
Vector forward;
|
||
if (nLighting == LIGHTING_MOUTH)
|
||
{
|
||
g_StudioRender.R_MouthComputeLightingValues( fIllum, forward );
|
||
}
|
||
|
||
if ((nLighting == LIGHTING_MOUTH) || (nLighting == LIGHTING_SOFTWARE))
|
||
{
|
||
g_StudioRender.R_InitLightEffectsWorld3();
|
||
}
|
||
#ifdef _DEBUG
|
||
// In debug, clear it out to ensure we aren't accidentially calling
|
||
// the last setup for R_ComputeLightForPoint3.
|
||
else
|
||
{
|
||
g_StudioRender.R_LightEffectsWorld3 = NULL;
|
||
}
|
||
#endif
|
||
|
||
#if defined( _WIN32 ) && !defined( _X360 )
|
||
// Precaches the data
|
||
_mm_prefetch( (char*)((int)pGroupToMesh & (~0x1F)), _MM_HINT_NTA );
|
||
#endif
|
||
for ( int i = 0; i < PREFETCH_VERT_COUNT; ++i )
|
||
{
|
||
ntemp[i] = pGroupToMesh[i];
|
||
#if defined( _WIN32 ) && !defined( _X360 )
|
||
char *pMem = (char*)&pVertices[ntemp[i]];
|
||
_mm_prefetch( pMem, _MM_HINT_NTA );
|
||
_mm_prefetch( pMem + 32, _MM_HINT_NTA );
|
||
if ( nHasTangentSpace )
|
||
{
|
||
_mm_prefetch( (char*)&pStudioTangentS[ntemp[i]], _MM_HINT_NTA );
|
||
}
|
||
#endif
|
||
}
|
||
|
||
int n, idx;
|
||
for ( int j=0; j < numVertices; ++j )
|
||
{
|
||
#if defined( _WIN32 ) && !defined( _X360 )
|
||
char *pMem = (char*)&pGroupToMesh[j + PREFETCH_VERT_COUNT + 1];
|
||
_mm_prefetch( (char*)((int)pMem & (~0x1F)), _MM_HINT_NTA );
|
||
#endif
|
||
idx = j & (PREFETCH_VERT_COUNT-1);
|
||
n = ntemp[idx];
|
||
|
||
mstudiovertex_t &vert = pVertices[n];
|
||
|
||
ntemp[idx] = pGroupToMesh[j + PREFETCH_VERT_COUNT];
|
||
|
||
// Compute the skinning matrix
|
||
pSkinMat = ComputeSkinMatrixSSE( vert.m_BoneWeights, pPoseToWorld, temp );
|
||
|
||
// transform into world space
|
||
if ( nDoFlex && vertexCache.IsVertexFlexed(n) )
|
||
{
|
||
CachedPosNormTan_t* pFlexedVertex = vertexCache.GetFlexVertex(n);
|
||
pSrcPos = &pFlexedVertex->m_Position.AsVector3D();
|
||
pSrcNorm = &pFlexedVertex->m_Normal.AsVector3D();
|
||
|
||
if ( nHasTangentSpace )
|
||
{
|
||
pSrcTangentS = &pFlexedVertex->m_TangentS;
|
||
Assert( pSrcTangentS->w == -1.0f || pSrcTangentS->w == 1.0f );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
pSrcPos = &vert.m_vecPosition;
|
||
pSrcNorm = &vert.m_vecNormal;
|
||
|
||
if ( nHasTangentSpace )
|
||
{
|
||
pSrcTangentS = &pStudioTangentS[n];
|
||
Assert( pSrcTangentS->w == -1.0f || pSrcTangentS->w == 1.0f );
|
||
}
|
||
}
|
||
|
||
// Transform the vert into world space
|
||
R_TransformVert( pSrcPos, pSrcNorm, pSrcTangentS, pSkinMat,
|
||
*(VectorAligned*)&dstVertex.m_vecPosition, dstVertex.m_vecNormal, *(Vector4DAligned*)&dstVertex.m_vecUserData );
|
||
|
||
#if defined( _WIN32 ) && !defined( _X360 )
|
||
_mm_prefetch( (char*)&pVertices[ntemp[idx]], _MM_HINT_NTA);
|
||
_mm_prefetch( (char*)&pVertices[ntemp[idx]] + 32, _MM_HINT_NTA );
|
||
if ( nHasTangentSpace )
|
||
{
|
||
_mm_prefetch( (char*)&pStudioTangentS[ntemp[idx]], _MM_HINT_NTA );
|
||
}
|
||
#endif
|
||
|
||
dstVertex.m_vecTexCoord = vert.m_vecTexCoord;
|
||
|
||
#if !defined( _X360 )
|
||
Assert( dstVertex.m_vecUserData.w == -1.0f || dstVertex.m_vecUserData.w == 1.0f );
|
||
meshBuilder.FastVertexSSE( dstVertex );
|
||
#else
|
||
meshBuilder.VertexDX8ToX360( dstVertex );
|
||
#endif
|
||
}
|
||
meshBuilder.FastAdvanceNVertices( numVertices );
|
||
}
|
||
|
||
#ifdef SPECIAL_SSE_MESH_PROCESSOR
|
||
|
||
#ifdef VERIFY_SSE_LIGHTING
|
||
static int NotCloseEnough( float a, float b )
|
||
{
|
||
// check if 2 linear lighting values are close enough between the sse and non see lighting model
|
||
// no point being more precise than 1% since it all maps to 8 bit anyway
|
||
float thresh=0.1f*fabs( a );
|
||
if ( thresh < 0.1f )
|
||
thresh = 0.1f;
|
||
return ( fabs( a-b ) > thresh );
|
||
}
|
||
#endif
|
||
|
||
// this special version of the vertex processor does 4 vertices at once, so that they can be lit using SSE instructions. This provides
|
||
// a >2x speedup in the lit case
|
||
static void R_PerformVectorizedLightingSSE( const FourVectors &forward, fltx4 fIllum, ModelVertexDX8_t *dst, unsigned int nAlphaMask)
|
||
{
|
||
if ( nLighting == LIGHTING_SOFTWARE )
|
||
{
|
||
#ifdef VERIFY_SSE_LIGHTING
|
||
// if ( (g_StudioRender.m_NumLocalLights==1) &&
|
||
// ( (g_StudioRender.m_LocalLights[0].m_Type==MATERIAL_LIGHT_SPOT)))
|
||
// {
|
||
// // ihvtest doesn't use different exponents for its spots,
|
||
// // so i mess with the exponents when testing
|
||
// static int ctr=0;
|
||
// static float exps[8]={0,1,2,3,4,4.5,5.25,2.5};
|
||
// ctr=(ctr+1)&7;
|
||
// g_StudioRender.m_LocalLights[0].m_Falloff=exps[ctr];
|
||
// }
|
||
#endif
|
||
FourVectors Position;
|
||
Position.LoadAndSwizzleAligned(dst[0].m_vecPosition,dst[1].m_vecPosition,dst[2].m_vecPosition,dst[3].m_vecPosition);
|
||
FourVectors Normal(dst[0].m_vecNormal,dst[1].m_vecNormal,dst[2].m_vecNormal,dst[3].m_vecNormal);
|
||
FourVectors Color;
|
||
g_StudioRender.R_ComputeLightAtPoints3( Position, Normal, Color);
|
||
|
||
for (int i=0; i<4; i++)
|
||
{
|
||
Vector color;
|
||
#ifdef VERIFY_SSE_LIGHTING
|
||
// debug - check sse version against "real" version
|
||
g_StudioRender.R_ComputeLightAtPoint3( dst[i].m_vecPosition,dst[i].m_vecNormal, color );
|
||
if ( NotCloseEnough(color.x,Color.X(i)) ||
|
||
NotCloseEnough(color.y,Color.Y(i)) ||
|
||
NotCloseEnough(color.z,Color.Z(i)))
|
||
{
|
||
Assert(0);
|
||
// recompute so can step in debugger
|
||
g_StudioRender.R_ComputeLightAtPoints3( Position,Normal,Color);
|
||
g_StudioRender.R_ComputeLightAtPoint3( dst[i].m_vecPosition,dst[i].m_vecNormal, color );
|
||
}
|
||
#endif
|
||
unsigned char r = LinearToLightmap( Color.X(i) );
|
||
unsigned char g = LinearToLightmap( Color.Y(i) );
|
||
unsigned char b = LinearToLightmap( Color.Z(i) );
|
||
|
||
dst[i].m_nColor = b | (g << 8) | (r << 16) | nAlphaMask;
|
||
}
|
||
}
|
||
else if ( nLighting == LIGHTING_MOUTH )
|
||
{
|
||
FourVectors Position;
|
||
Position.LoadAndSwizzleAligned(dst[0].m_vecPosition,dst[1].m_vecPosition,dst[2].m_vecPosition,dst[3].m_vecPosition);
|
||
FourVectors Normal(dst[0].m_vecNormal,dst[1].m_vecNormal,dst[2].m_vecNormal,dst[3].m_vecNormal);
|
||
FourVectors Color;
|
||
|
||
g_StudioRender.R_ComputeLightAtPoints3( Position, Normal, Color);
|
||
g_StudioRender.R_MouthLighting( fIllum, Normal, forward, Color );
|
||
for (int i=0; i<4; i++)
|
||
{
|
||
unsigned char r = LinearToLightmap( Color.X(i) );
|
||
unsigned char g = LinearToLightmap( Color.Y(i) );
|
||
unsigned char b = LinearToLightmap( Color.Z(i) );
|
||
|
||
dst[i].m_nColor = b | (g << 8) | (r << 16) | nAlphaMask;
|
||
}
|
||
}
|
||
}
|
||
#endif // SPECIAL_SSE_MESH_PROCESSOR
|
||
};
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Draws the mesh using software vertex transformation
|
||
//-----------------------------------------------------------------------------
|
||
typedef CProcessMeshWrapper< false, false, LIGHTING_HARDWARE > ProcessMesh00H_t;
|
||
typedef CProcessMeshWrapper< false, false, LIGHTING_SOFTWARE > ProcessMesh00S_t;
|
||
typedef CProcessMeshWrapper< false, false, LIGHTING_MOUTH > ProcessMesh00M_t;
|
||
|
||
typedef CProcessMeshWrapper< false, true, LIGHTING_HARDWARE > ProcessMesh01H_t;
|
||
typedef CProcessMeshWrapper< false, true, LIGHTING_SOFTWARE > ProcessMesh01S_t;
|
||
typedef CProcessMeshWrapper< false, true, LIGHTING_MOUTH > ProcessMesh01M_t;
|
||
|
||
typedef CProcessMeshWrapper< true, false, LIGHTING_HARDWARE > ProcessMesh10H_t;
|
||
typedef CProcessMeshWrapper< true, false, LIGHTING_SOFTWARE > ProcessMesh10S_t;
|
||
typedef CProcessMeshWrapper< true, false, LIGHTING_MOUTH > ProcessMesh10M_t;
|
||
|
||
typedef CProcessMeshWrapper< true, true, LIGHTING_HARDWARE > ProcessMesh11H_t;
|
||
typedef CProcessMeshWrapper< true, true, LIGHTING_SOFTWARE > ProcessMesh11S_t;
|
||
typedef CProcessMeshWrapper< true, true, LIGHTING_MOUTH > ProcessMesh11M_t;
|
||
|
||
static SoftwareProcessMeshFunc_t g_SoftwareProcessMeshFunc[] =
|
||
{
|
||
ProcessMesh00H_t::R_StudioSoftwareProcessMesh,
|
||
ProcessMesh00S_t::R_StudioSoftwareProcessMesh,
|
||
ProcessMesh00M_t::R_StudioSoftwareProcessMesh,
|
||
ProcessMesh01H_t::R_StudioSoftwareProcessMesh,
|
||
ProcessMesh01S_t::R_StudioSoftwareProcessMesh,
|
||
ProcessMesh01M_t::R_StudioSoftwareProcessMesh,
|
||
ProcessMesh10H_t::R_StudioSoftwareProcessMesh,
|
||
ProcessMesh10S_t::R_StudioSoftwareProcessMesh,
|
||
ProcessMesh10M_t::R_StudioSoftwareProcessMesh,
|
||
ProcessMesh11H_t::R_StudioSoftwareProcessMesh,
|
||
ProcessMesh11S_t::R_StudioSoftwareProcessMesh,
|
||
ProcessMesh11M_t::R_StudioSoftwareProcessMesh,
|
||
};
|
||
|
||
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 or you don't have them in memory on a console, cannot render! (use \"-no_compressed_vvds\")" );
|
||
}
|
||
return pVertData;
|
||
}
|
||
|
||
void CStudioRender::R_StudioSoftwareProcessMesh( mstudiomesh_t* pmesh, CMeshBuilder& meshBuilder,
|
||
int numVertices, unsigned short* pGroupToMesh, StudioModelLighting_t lighting, bool doFlex, float r_blend,
|
||
bool bNeedsTangentSpace, IMaterial *pMaterial )
|
||
{
|
||
unsigned int nAlphaMask = RoundFloatToInt( r_blend * 255.0f );
|
||
nAlphaMask = clamp( nAlphaMask, (uint)0, (uint)255 );
|
||
nAlphaMask <<= 24;
|
||
|
||
// FIXME: Use function pointers to simplify this?!?
|
||
int idx = bNeedsTangentSpace * 6 + doFlex * 3 + lighting;
|
||
|
||
const mstudio_meshvertexdata_t *pVertData = GetFatVertexData( pmesh, m_pStudioHdr );
|
||
if ( pVertData )
|
||
{
|
||
// invoke the software mesh processing handler
|
||
g_SoftwareProcessMeshFunc[idx]( pVertData, m_PoseToWorld, m_VertexCache, meshBuilder, numVertices, pGroupToMesh, nAlphaMask, pMaterial );
|
||
}
|
||
}
|
||
|
||
static void R_SlowTransformVert( const Vector *pSrcPos, const Vector *pSrcNorm,
|
||
matrix3x4_t *pSkinMat, VectorAligned &pos, VectorAligned &norm )
|
||
{
|
||
pos.x = pSrcPos->x * (*pSkinMat)[0][0] + pSrcPos->y * (*pSkinMat)[0][1] + pSrcPos->z * (*pSkinMat)[0][2] + (*pSkinMat)[0][3];
|
||
norm.x = pSrcNorm->x * (*pSkinMat)[0][0] + pSrcNorm->y * (*pSkinMat)[0][1] + pSrcNorm->z * (*pSkinMat)[0][2];
|
||
|
||
pos.y = pSrcPos->x * (*pSkinMat)[1][0] + pSrcPos->y * (*pSkinMat)[1][1] + pSrcPos->z * (*pSkinMat)[1][2] + (*pSkinMat)[1][3];
|
||
norm.y = pSrcNorm->x * (*pSkinMat)[1][0] + pSrcNorm->y * (*pSkinMat)[1][1] + pSrcNorm->z * (*pSkinMat)[1][2];
|
||
|
||
pos.z = pSrcPos->x * (*pSkinMat)[2][0] + pSrcPos->y * (*pSkinMat)[2][1] + pSrcPos->z * (*pSkinMat)[2][2] + (*pSkinMat)[2][3];
|
||
norm.z = pSrcNorm->x * (*pSkinMat)[2][0] + pSrcNorm->y * (*pSkinMat)[2][1] + pSrcNorm->z * (*pSkinMat)[2][2];
|
||
}
|
||
|
||
static void R_SlowTransformVert( const Vector *pSrcPos, const Vector *pSrcNorm, const Vector4D *pSrcTangentS,
|
||
matrix3x4_t *pSkinMat, VectorAligned &pos, VectorAligned &norm, VectorAligned &tangentS )
|
||
{
|
||
pos.x = pSrcPos->x * (*pSkinMat)[0][0] + pSrcPos->y * (*pSkinMat)[0][1] + pSrcPos->z * (*pSkinMat)[0][2] + (*pSkinMat)[0][3];
|
||
norm.x = pSrcNorm->x * (*pSkinMat)[0][0] + pSrcNorm->y * (*pSkinMat)[0][1] + pSrcNorm->z * (*pSkinMat)[0][2];
|
||
tangentS.x = pSrcTangentS->x * (*pSkinMat)[0][0] + pSrcTangentS->y * (*pSkinMat)[0][1] + pSrcTangentS->z * (*pSkinMat)[0][2];
|
||
|
||
pos.y = pSrcPos->x * (*pSkinMat)[1][0] + pSrcPos->y * (*pSkinMat)[1][1] + pSrcPos->z * (*pSkinMat)[1][2] + (*pSkinMat)[1][3];
|
||
norm.y = pSrcNorm->x * (*pSkinMat)[1][0] + pSrcNorm->y * (*pSkinMat)[1][1] + pSrcNorm->z * (*pSkinMat)[1][2];
|
||
tangentS.y = pSrcTangentS->x * (*pSkinMat)[1][0] + pSrcTangentS->y * (*pSkinMat)[1][1] + pSrcTangentS->z * (*pSkinMat)[1][2];
|
||
|
||
pos.z = pSrcPos->x * (*pSkinMat)[2][0] + pSrcPos->y * (*pSkinMat)[2][1] + pSrcPos->z * (*pSkinMat)[2][2] + (*pSkinMat)[2][3];
|
||
norm.z = pSrcNorm->x * (*pSkinMat)[2][0] + pSrcNorm->y * (*pSkinMat)[2][1] + pSrcNorm->z * (*pSkinMat)[2][2];
|
||
tangentS.z = pSrcTangentS->x * (*pSkinMat)[2][0] + pSrcTangentS->y * (*pSkinMat)[2][1] + pSrcTangentS->z * (*pSkinMat)[2][2];
|
||
}
|
||
|
||
void CStudioRender::R_StudioSoftwareProcessMesh_NormalsBatched(IMatRenderContext *pRenderContext, mstudiomesh_t* pmesh, studiomeshgroup_t* pGroup,
|
||
StudioModelLighting_t lighting, bool doFlex, float r_blend, bool bShowNormals, bool bShowTangent )
|
||
{
|
||
//Batch up and render normals and tangents so that we don't blow the maximum vertex buffer size.
|
||
CMeshBuilder meshBuilder;
|
||
IMesh* pMesh = pRenderContext->GetDynamicMesh( false );
|
||
|
||
int nMaxVertices, nMaxIndices;
|
||
pRenderContext->GetMaxToRender( pMesh, false, &nMaxVertices, &nMaxIndices );
|
||
int numPrimativesPerVertex = ( (bShowNormals ? 1 : 0) + (bShowTangent ? 2 : 0) );
|
||
|
||
if ( numPrimativesPerVertex == 0 )
|
||
{
|
||
return;
|
||
}
|
||
|
||
int numLineSegVertsPerVertex = 2 * numPrimativesPerVertex;
|
||
const int maxVertsPerPass = nMaxVertices / numLineSegVertsPerVertex;
|
||
|
||
int startVertex = 0;
|
||
int numVertsLeftToDraw = pGroup->m_NumVertices;
|
||
while ( numVertsLeftToDraw > 0 )
|
||
{
|
||
int numVertsInThisPass = numVertsLeftToDraw;
|
||
if ( numVertsInThisPass > maxVertsPerPass )
|
||
{
|
||
numVertsInThisPass = maxVertsPerPass;
|
||
}
|
||
|
||
meshBuilder.Begin( pMesh, MATERIAL_LINES, numVertsInThisPass * numPrimativesPerVertex );
|
||
R_StudioSoftwareProcessMesh_Normals( pmesh, meshBuilder, startVertex, numVertsInThisPass, pGroup->m_pGroupIndexToMeshIndex, lighting, doFlex, r_blend, bShowNormals, bShowTangent, bShowTangent );
|
||
meshBuilder.End( );
|
||
pMesh->Draw();
|
||
|
||
numVertsLeftToDraw -= numVertsInThisPass;
|
||
startVertex += numVertsInThisPass;
|
||
}
|
||
|
||
}
|
||
|
||
void CStudioRender::R_StudioSoftwareProcessMesh_Normals( mstudiomesh_t* pmesh, CMeshBuilder& meshBuilder, int startVertex,
|
||
int numVertices, unsigned short* pGroupToMesh, StudioModelLighting_t lighting, bool doFlex, float r_blend,
|
||
bool bShowNormals, bool bShowTangentS, bool bShowTangentT )
|
||
{
|
||
ALIGN16 matrix3x4_t temp;
|
||
ALIGN16 matrix3x4_t *pSkinMat;
|
||
|
||
Vector *pSrcPos = NULL;
|
||
Vector *pSrcNorm = NULL;
|
||
Vector4D *pSrcTangentS = NULL;
|
||
VectorAligned norm, pos, tangentS, tangentT;
|
||
|
||
// Gets at the vertex data
|
||
const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pmesh, m_pStudioHdr );
|
||
if ( !vertData )
|
||
{
|
||
// not available
|
||
return;
|
||
}
|
||
|
||
// Don't even try to show tangent data if we don't have any
|
||
if ( !vertData->HasTangentData() )
|
||
{
|
||
bShowTangentS = bShowTangentT = false;
|
||
}
|
||
|
||
mstudiovertex_t *pVertices = vertData->Vertex( 0 );
|
||
|
||
Vector4D *pTangentS = NULL;
|
||
Vector4D tang;
|
||
if ( bShowTangentS || bShowTangentT )
|
||
{
|
||
pTangentS = vertData->TangentS( 0 );
|
||
}
|
||
|
||
for ( int j=startVertex; j < startVertex + numVertices; j++ )
|
||
{
|
||
int n = pGroupToMesh[j];
|
||
|
||
mstudiovertex_t &vert = pVertices[n];
|
||
if ( bShowTangentS || bShowTangentT )
|
||
{
|
||
tang = pTangentS[n];
|
||
}
|
||
|
||
pSkinMat = ComputeSkinMatrix( vert.m_BoneWeights, m_PoseToWorld, temp );
|
||
|
||
// transform into world space
|
||
if ( m_VertexCache.IsVertexFlexed(n) )
|
||
{
|
||
CachedPosNormTan_t* pFlexedVertex = m_VertexCache.GetFlexVertex(n);
|
||
pSrcPos = &pFlexedVertex->m_Position.AsVector3D();
|
||
pSrcNorm = &pFlexedVertex->m_Normal.AsVector3D();
|
||
|
||
if ( bShowTangentS || bShowTangentT )
|
||
{
|
||
pSrcTangentS = &pFlexedVertex->m_TangentS;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
pSrcPos = &vert.m_vecPosition;
|
||
pSrcNorm = &vert.m_vecNormal;
|
||
if ( bShowTangentS || bShowTangentT )
|
||
{
|
||
pSrcTangentS = &tang;
|
||
}
|
||
}
|
||
|
||
// Transform the vert into world space
|
||
if ( ( bShowTangentS || bShowTangentT ) && ( pSrcTangentS != NULL ) )
|
||
{
|
||
R_SlowTransformVert( pSrcPos, pSrcNorm, pSrcTangentS, pSkinMat, pos, norm, tangentS );
|
||
}
|
||
else
|
||
{
|
||
R_SlowTransformVert( pSrcPos, pSrcNorm, pSkinMat, pos, norm );
|
||
}
|
||
|
||
if ( bShowNormals )
|
||
{
|
||
meshBuilder.Position3fv( pos.Base() );
|
||
meshBuilder.Color3f( 0.0f, 0.0f, 1.0f );
|
||
meshBuilder.AdvanceVertex();
|
||
|
||
Vector normalPos;
|
||
normalPos = pos + norm * 0.5f;
|
||
meshBuilder.Position3fv( normalPos.Base() );
|
||
meshBuilder.Color3f( 0.0f, 0.0f, 1.0f );
|
||
meshBuilder.AdvanceVertex();
|
||
}
|
||
|
||
if ( ( bShowTangentS || bShowTangentT ) && ( pSrcTangentS != NULL) )
|
||
{
|
||
if ( bShowTangentS )
|
||
{
|
||
meshBuilder.Position3fv( pos.Base() );
|
||
meshBuilder.Color3f( 1.0f, 0.0f, 0.0f );
|
||
meshBuilder.AdvanceVertex();
|
||
|
||
Vector vTangentSPos;
|
||
vTangentSPos = pos + tangentS * 0.5f;
|
||
meshBuilder.Position3fv( vTangentSPos.Base() );
|
||
meshBuilder.Color3f( 1.0f, 0.0f, 0.0f );
|
||
meshBuilder.AdvanceVertex();
|
||
}
|
||
|
||
if ( bShowTangentT )
|
||
{
|
||
meshBuilder.Position3fv( pos.Base() );
|
||
meshBuilder.Color3f( 0.0f, 1.0f, 0.0f );
|
||
meshBuilder.AdvanceVertex();
|
||
|
||
// Compute tangentT from normal and tangentS
|
||
CrossProduct( norm, tangentS, tangentT );
|
||
|
||
Vector vTangentTPos;
|
||
vTangentTPos = pos + tangentT * 0.5f;
|
||
meshBuilder.Position3fv( vTangentTPos.Base() );
|
||
meshBuilder.Color3f( 0.0f, 1.0f, 0.0f );
|
||
meshBuilder.AdvanceVertex();
|
||
}
|
||
|
||
} // end tacking on tangentS and tangetT line segments
|
||
}
|
||
}
|
||
|
||
#pragma warning (default:4701)
|
||
|
||
|
||
static int r_studioProcess_maxVerts = 100;
|
||
|
||
//DLL_IMPORT CLinkedMiniProfiler *g_pOtherMiniProfilers;
|
||
//CLinkedMiniProfiler g_mp_flexV("flexV", &g_pOtherMiniProfilers);
|
||
//CLinkedMiniProfiler g_mp_flexW("flexW", &g_pOtherMiniProfilers);
|
||
|
||
void CStudioRender::R_StudioProcessFlexedMesh_StreamOffset( mstudiomesh_t* pmesh, int lod )
|
||
{
|
||
VPROF_BUDGET( "ProcessFlexedMesh_SO", _T("HW_Morphing") );
|
||
|
||
if ( m_VertexCache.IsFlexComputationDone() )
|
||
return;
|
||
|
||
int vertCount = pmesh->vertexdata.numLODVertexes[lod];
|
||
m_VertexCache.SetupComputation( pmesh, true );
|
||
mstudioflex_t *pflex = pmesh->pFlex( 0 );
|
||
|
||
for (int i = 0; i < pmesh->numflexes; i++)
|
||
{
|
||
float w1 = RampFlexWeight( pflex[i], m_pFlexWeights[ pflex[i].flexdesc ] );
|
||
float w2 = RampFlexWeight( pflex[i], m_pFlexDelayedWeights[ pflex[i].flexdesc ] );
|
||
|
||
float w3, w4;
|
||
if ( pflex[i].flexpair != 0)
|
||
{
|
||
w3 = RampFlexWeight( pflex[i], m_pFlexWeights[ pflex[i].flexpair ] );
|
||
w4 = RampFlexWeight( pflex[i], m_pFlexDelayedWeights[ pflex[i].flexpair ] );
|
||
}
|
||
else
|
||
{
|
||
w3 = w1;
|
||
w4 = w2;
|
||
}
|
||
|
||
// Move on if the weights for this flex are sufficiently small
|
||
if (w1 > -0.001 && w1 < 0.001 && w2 > -0.001 && w2 < 0.001)
|
||
{
|
||
if (w3 > -0.001 && w3 < 0.001 && w4 > -0.001 && w4 < 0.001)
|
||
{
|
||
continue;
|
||
}
|
||
}
|
||
|
||
if ( pflex[i].vertanimtype == STUDIO_VERT_ANIM_NORMAL )
|
||
{
|
||
//CMiniProfilerGuard mpguard(&g_mp_flexV,pflex[i].numverts);
|
||
// the most likely path
|
||
mstudiovertanim_t *pvanim = pflex[i].pVertanim( 0 );
|
||
#if defined(TEST_DUMP_BIG_FLEXES)
|
||
if(pflex[i].numverts > r_studioProcess_maxVerts)
|
||
{
|
||
int numVerts = pflex[i].numverts;
|
||
r_studioProcess_maxVerts = numVerts;
|
||
char szFileName[64];
|
||
sprintf(szFileName, "d:\\BigFlex%u.gl", r_studioProcess_maxVerts);
|
||
FileHandle_t fh = g_pFullFileSystem->Open(szFileName, "wt");
|
||
const mstudio_meshvertexdata_t * pVertData = pmesh->GetVertexData(m_pStudioHdr);
|
||
g_pFullFileSystem->FPrintf(fh, "// %d vertices, here goes:\n", numVerts);
|
||
for(int i = 0; i < numVerts; ++i)
|
||
{
|
||
int vertIndex = pvanim[i].index;
|
||
Vector pos = *pVertData->Position(vertIndex);
|
||
|
||
Vector flexPos = pos + pvanim[i].GetDeltaFloat() + *(pVertData->Normal(vertIndex)) * 0.1f;
|
||
g_pFullFileSystem->FPrintf(
|
||
fh,
|
||
"2\n%g %g %g 1 1 1\n%g %g %g 1 1 0\n",
|
||
pos.x,pos.y,pos.z,
|
||
flexPos.x, flexPos.y, flexPos.z
|
||
);
|
||
}
|
||
g_pFullFileSystem->Close(fh);
|
||
}
|
||
#endif
|
||
m_VertexCache.ComputeFlexedVertex_StreamOffset_Optimized( m_pStudioHdr, &pflex[i], pvanim, vertCount, w1, w2, w3, w4 );
|
||
}
|
||
else
|
||
{
|
||
//CMiniProfilerGuard mpguard(&g_mp_flexW,pflex[i].numverts);
|
||
mstudiovertanim_wrinkle_t *pvanim = pflex[i].pVertanimWrinkle( 0 );
|
||
m_VertexCache.ComputeFlexedVertexWrinkle_StreamOffset_Optimized( m_pStudioHdr, &pflex[i], pvanim, vertCount, w1, w2, w3, w4 );
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//
|
||
// ** Only execute this function if device supports stream offset **
|
||
//
|
||
// Input : pGroup - pointer to a studio mesh group
|
||
// Output : none
|
||
//-----------------------------------------------------------------------------
|
||
void CStudioRender::R_StudioFlexMeshGroup( studiomeshgroup_t *pGroup )
|
||
{
|
||
VPROF_BUDGET( "R_StudioFlexMeshGroup", VPROF_BUDGETGROUP_MODEL_RENDERING );
|
||
|
||
CMeshBuilder meshBuilder;
|
||
int nVertexOffsetInBytes = 0;
|
||
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
IMesh *pMesh = pRenderContext->GetFlexMesh();
|
||
meshBuilder.Begin( pMesh, MATERIAL_HETEROGENOUS, pGroup->m_NumVertices, 0, &nVertexOffsetInBytes );
|
||
|
||
// Just pos and norm deltas (tangents use same deltas as normals)
|
||
for ( int j=0; j < pGroup->m_NumVertices; j++)
|
||
{
|
||
int n = pGroup->m_pGroupIndexToMeshIndex[j];
|
||
if ( m_VertexCache.IsThinVertexFlexed(n) )
|
||
{
|
||
CachedPosNorm_t *pIn = m_VertexCache.GetThinFlexVertex(n);
|
||
meshBuilder.Position3fv( pIn->m_Position.Base() );
|
||
meshBuilder.NormalDelta3fv( pIn->m_Normal.Base() );
|
||
meshBuilder.Wrinkle1f( pIn->m_Position.w );
|
||
}
|
||
else
|
||
{
|
||
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
|
||
meshBuilder.NormalDelta3f( 0.0f, 0.0f, 0.0f );
|
||
meshBuilder.Wrinkle1f( 0.0f );
|
||
}
|
||
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVENORMAL, 0>();
|
||
}
|
||
|
||
meshBuilder.End( false, false );
|
||
|
||
pGroup->m_pMesh->SetFlexMesh( pMesh, nVertexOffsetInBytes );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Processes a flexed mesh to be hw skinned
|
||
//-----------------------------------------------------------------------------
|
||
void CStudioRender::R_StudioProcessFlexedMesh( mstudiomesh_t* pmesh, CMeshBuilder& meshBuilder,
|
||
int numVertices, unsigned short* pGroupToMesh )
|
||
{
|
||
PROFILE_STUDIO("FlexMeshBuilder");
|
||
|
||
Vector4D *pStudioTangentS;
|
||
|
||
// get the vertex data
|
||
const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pmesh, m_pStudioHdr );
|
||
if ( !vertData )
|
||
{
|
||
// not available
|
||
return;
|
||
}
|
||
mstudiovertex_t *pVertices = vertData->Vertex( 0 );
|
||
|
||
if ( vertData->HasTangentData() )
|
||
{
|
||
pStudioTangentS = vertData->TangentS( 0 );
|
||
Assert( pStudioTangentS->w == -1.0f || pStudioTangentS->w == 1.0f );
|
||
|
||
for ( int j=0; j < numVertices ; j++)
|
||
{
|
||
int n = pGroupToMesh[j];
|
||
mstudiovertex_t &vert = pVertices[n];
|
||
|
||
// FIXME: For now, flexed hw-skinned meshes can only have one bone
|
||
// The data must exist in the 0th hardware matrix
|
||
|
||
// Here, we are doing HW skinning, so we need to simply copy over the flex
|
||
if ( m_VertexCache.IsVertexFlexed(n) )
|
||
{
|
||
CachedPosNormTan_t* pFlexedVertex = m_VertexCache.GetFlexVertex(n);
|
||
meshBuilder.Position3fv( pFlexedVertex->m_Position.Base() );
|
||
meshBuilder.BoneWeight( 0, 1.0f );
|
||
meshBuilder.BoneWeight( 1, 0.0f );
|
||
meshBuilder.BoneWeight( 2, 0.0f );
|
||
meshBuilder.BoneWeight( 3, 0.0f );
|
||
meshBuilder.BoneMatrix( 0, 0 );
|
||
meshBuilder.BoneMatrix( 1, 0 );
|
||
meshBuilder.BoneMatrix( 2, 0 );
|
||
meshBuilder.BoneMatrix( 3, 0 );
|
||
meshBuilder.Normal3fv( pFlexedVertex->m_Normal.Base() );
|
||
meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() );
|
||
Assert( pFlexedVertex->m_TangentS.w == -1.0f || pFlexedVertex->m_TangentS.w == 1.0f );
|
||
meshBuilder.UserData( pFlexedVertex->m_TangentS.Base() );
|
||
}
|
||
else
|
||
{
|
||
meshBuilder.Position3fv( vert.m_vecPosition.Base() );
|
||
meshBuilder.BoneWeight( 0, 1.0f );
|
||
meshBuilder.BoneWeight( 1, 0.0f );
|
||
meshBuilder.BoneWeight( 2, 0.0f );
|
||
meshBuilder.BoneWeight( 3, 0.0f );
|
||
meshBuilder.BoneMatrix( 0, 0 );
|
||
meshBuilder.BoneMatrix( 1, 0 );
|
||
meshBuilder.BoneMatrix( 2, 0 );
|
||
meshBuilder.BoneMatrix( 3, 0 );
|
||
meshBuilder.Normal3fv( vert.m_vecNormal.Base() );
|
||
meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() );
|
||
Assert( pStudioTangentS[n].w == -1.0f || pStudioTangentS[n].w == 1.0f );
|
||
meshBuilder.UserData( pStudioTangentS[n].Base() );
|
||
}
|
||
|
||
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVENORMAL, 1>();
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// no TangentS, replicated code to save inner conditional
|
||
for ( int j=0; j < numVertices ; j++)
|
||
{
|
||
int n = pGroupToMesh[j];
|
||
mstudiovertex_t &vert = pVertices[n];
|
||
|
||
// FIXME: For now, flexed hw-skinned meshes can only have one bone
|
||
// The data must exist in the 0th hardware matrix
|
||
|
||
// Here, we are doing HW skinning, so we need to simply copy over the flex
|
||
if ( m_VertexCache.IsVertexFlexed(n) )
|
||
{
|
||
CachedPosNormTan_t* pFlexedVertex = m_VertexCache.GetFlexVertex(n);
|
||
meshBuilder.Position3fv( pFlexedVertex->m_Position.Base() );
|
||
meshBuilder.BoneWeight( 0, 1.0f );
|
||
meshBuilder.BoneWeight( 1, 0.0f );
|
||
meshBuilder.BoneWeight( 2, 0.0f );
|
||
meshBuilder.BoneWeight( 3, 0.0f );
|
||
meshBuilder.BoneMatrix( 0, 0 );
|
||
meshBuilder.BoneMatrix( 1, 0 );
|
||
meshBuilder.BoneMatrix( 2, 0 );
|
||
meshBuilder.BoneMatrix( 3, 0 );
|
||
meshBuilder.Normal3fv( pFlexedVertex->m_Normal.Base() );
|
||
}
|
||
else
|
||
{
|
||
meshBuilder.Position3fv( vert.m_vecPosition.Base() );
|
||
meshBuilder.BoneWeight( 0, 1.0f );
|
||
meshBuilder.BoneWeight( 1, 0.0f );
|
||
meshBuilder.BoneWeight( 2, 0.0f );
|
||
meshBuilder.BoneWeight( 3, 0.0f );
|
||
meshBuilder.BoneMatrix( 0, 0 );
|
||
meshBuilder.BoneMatrix( 1, 0 );
|
||
meshBuilder.BoneMatrix( 2, 0 );
|
||
meshBuilder.BoneMatrix( 3, 0 );
|
||
meshBuilder.Normal3fv( vert.m_vecNormal.Base() );
|
||
}
|
||
meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() );
|
||
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVENORMAL, 1>();
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Restores the static mesh
|
||
//-----------------------------------------------------------------------------
|
||
template<VertexCompressionType_t T> void CStudioRender::R_StudioRestoreMesh( mstudiomesh_t* pmesh, studiomeshgroup_t* pMeshData )
|
||
{
|
||
#ifdef IS_WINDOWS_PC
|
||
Vector4D *pStudioTangentS;
|
||
|
||
// get at the vertex data
|
||
const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pmesh, m_pStudioHdr );
|
||
if ( !vertData )
|
||
{
|
||
// not available
|
||
return;
|
||
}
|
||
mstudiovertex_t *pVertices = vertData->Vertex( 0 );
|
||
|
||
if (vertData->HasTangentData())
|
||
{
|
||
pStudioTangentS = vertData->TangentS( 0 );
|
||
}
|
||
else
|
||
{
|
||
pStudioTangentS = NULL;
|
||
}
|
||
|
||
CMeshBuilder meshBuilder;
|
||
|
||
meshBuilder.BeginModify( pMeshData->m_pMesh );
|
||
meshBuilder.SetCompressionType( T );
|
||
for ( int j=0; j < meshBuilder.VertexCount() ; j++)
|
||
{
|
||
meshBuilder.SelectVertex(j);
|
||
int n = pMeshData->m_pGroupIndexToMeshIndex[j];
|
||
mstudiovertex_t &vert = pVertices[n];
|
||
|
||
meshBuilder.Position3fv( vert.m_vecPosition.Base() );
|
||
meshBuilder.CompressedNormal3fv<T>( vert.m_vecNormal.Base() );
|
||
meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() );
|
||
|
||
if (pStudioTangentS)
|
||
{
|
||
Assert( pStudioTangentS[n].w == -1.0f || pStudioTangentS[n].w == 1.0f );
|
||
meshBuilder.CompressedUserData<T>( pStudioTangentS[n].Base() );
|
||
}
|
||
|
||
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
||
}
|
||
meshBuilder.EndModify();
|
||
#endif
|
||
}
|
||
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Draws a mesh using hardware + software skinning
|
||
//-----------------------------------------------------------------------------
|
||
int CStudioRender::R_StudioDrawGroupHWSkin( IMatRenderContext *pRenderContext, studiomeshgroup_t* pGroup, IMesh* pMesh, ColorMeshInfo_t * pColorMeshInfo )
|
||
{
|
||
PROFILE_STUDIO("HwSkin");
|
||
int numFacesRendered = 0;
|
||
|
||
#if PIX_ENABLE
|
||
char szPIXEventName[128];
|
||
sprintf( szPIXEventName, "R_StudioDrawGroupHWSkin (%s)", m_pStudioHdr->name ); // PIX
|
||
PIXEVENT( pRenderContext, szPIXEventName );
|
||
#endif
|
||
|
||
if ( m_pStudioHdr->numbones == 1 )
|
||
{
|
||
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
||
pRenderContext->LoadMatrix( m_PoseToWorld[0] );
|
||
|
||
// a single bone means all verts rigidly assigned
|
||
// any bonestatechange would needlessly re-load the same matrix
|
||
// xbox can skip further hw skinning, seems ok for pc too
|
||
pRenderContext->SetNumBoneWeights( 0 );
|
||
}
|
||
|
||
if ( pColorMeshInfo )
|
||
pMesh->SetColorMesh( pColorMeshInfo->m_pMesh, pColorMeshInfo->m_nVertOffsetInBytes );
|
||
else
|
||
pMesh->SetColorMesh( NULL, 0 );
|
||
|
||
Vector4D vecDiffuseModulation;
|
||
ComputeDiffuseModulation( &vecDiffuseModulation );
|
||
|
||
for (int j = 0; j < pGroup->m_NumStrips; ++j)
|
||
{
|
||
OptimizedModel::StripHeader_t* pStrip = &pGroup->m_pStripData[j];
|
||
|
||
if ( m_pStudioHdr->numbones > 1 )
|
||
{
|
||
// Reset bone state if we're hardware skinning
|
||
pRenderContext->SetNumBoneWeights( pStrip->numBones );
|
||
|
||
for (int k = 0; k < pStrip->numBoneStateChanges; ++k)
|
||
{
|
||
OptimizedModel::BoneStateChangeHeader_t* pStateChange = pStrip->pBoneStateChange(k);
|
||
if ( pStateChange->newBoneID < 0 )
|
||
break;
|
||
|
||
pRenderContext->LoadBoneMatrix( pStateChange->hardwareID, m_PoseToWorld[pStateChange->newBoneID] );
|
||
}
|
||
}
|
||
|
||
pMesh->SetPrimitiveType( GetPrimitiveTypeForStripHeaderFlags( pStrip->flags ) );
|
||
|
||
pMesh->DrawModulated( vecDiffuseModulation, pStrip->indexOffset, pStrip->numIndices );
|
||
numFacesRendered += pGroup->m_pUniqueFaces[j];
|
||
}
|
||
pMesh->SetColorMesh( NULL, 0 );
|
||
|
||
return numFacesRendered;
|
||
}
|
||
|
||
int CStudioRender::R_StudioDrawGroupSWSkin( studiomeshgroup_t* pGroup, IMesh* pMesh )
|
||
{
|
||
int numFacesRendered = 0;
|
||
|
||
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
||
// Disable skinning
|
||
pRenderContext->SetNumBoneWeights( 0 );
|
||
|
||
Vector4D vecDiffuseModulation;
|
||
ComputeDiffuseModulation( &vecDiffuseModulation );
|
||
|
||
for (int j = 0; j < pGroup->m_NumStrips; ++j)
|
||
{
|
||
OptimizedModel::StripHeader_t* pStrip = &pGroup->m_pStripData[j];
|
||
|
||
// Choose our primitive type
|
||
pMesh->SetPrimitiveType( GetPrimitiveTypeForStripHeaderFlags( pStrip->flags ) );
|
||
|
||
pMesh->DrawModulated( vecDiffuseModulation, pStrip->indexOffset, pStrip->numIndices );
|
||
numFacesRendered += pGroup->m_pUniqueFaces[j];
|
||
}
|
||
|
||
return numFacesRendered;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Sets up the hw flex mesh
|
||
//-----------------------------------------------------------------------------
|
||
void CStudioRender::ComputeFlexWeights( int nFlexCount, mstudioflex_t *pFlex, MorphWeight_t *pWeights )
|
||
{
|
||
for ( int i = 0; i < nFlexCount; ++i, ++pFlex )
|
||
{
|
||
MorphWeight_t &weight = pWeights[i];
|
||
|
||
weight.m_pWeight[MORPH_WEIGHT] = RampFlexWeight( *pFlex, m_pFlexWeights[ pFlex->flexdesc ] );
|
||
weight.m_pWeight[MORPH_WEIGHT_LAGGED] = RampFlexWeight( *pFlex, m_pFlexDelayedWeights[ pFlex->flexdesc ] );
|
||
|
||
if ( pFlex->flexpair != 0 )
|
||
{
|
||
weight.m_pWeight[MORPH_WEIGHT_STEREO] = RampFlexWeight( *pFlex, m_pFlexWeights[ pFlex->flexpair ] );
|
||
weight.m_pWeight[MORPH_WEIGHT_STEREO_LAGGED] = RampFlexWeight( *pFlex, m_pFlexDelayedWeights[ pFlex->flexpair ] );
|
||
}
|
||
else
|
||
{
|
||
weight.m_pWeight[MORPH_WEIGHT_STEREO] = weight.m_pWeight[MORPH_WEIGHT];
|
||
weight.m_pWeight[MORPH_WEIGHT_STEREO_LAGGED] = weight.m_pWeight[MORPH_WEIGHT_LAGGED];
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Draws the mesh as tristrips using hardware
|
||
//-----------------------------------------------------------------------------
|
||
int CStudioRender::R_StudioDrawStaticMesh( IMatRenderContext *pRenderContext, mstudiomesh_t* pmesh,
|
||
studiomeshgroup_t* pGroup, StudioModelLighting_t lighting,
|
||
float r_blend, IMaterial* pMaterial, int lod, ColorMeshInfo_t *pColorMeshes )
|
||
{
|
||
MatSysQueueMark( g_pMaterialSystem, "R_StudioDrawStaticMesh\n" );
|
||
VPROF( "R_StudioDrawStaticMesh" );
|
||
|
||
int numFacesRendered = 0;
|
||
|
||
bool bDoSoftwareLighting = !pColorMeshes &&
|
||
((m_pRC->m_Config.bSoftwareSkin != 0) || m_pRC->m_Config.bDrawNormals || m_pRC->m_Config.bDrawTangentFrame ||
|
||
(pMaterial ? pMaterial->NeedsSoftwareSkinning() : false) ||
|
||
(m_pRC->m_Config.bSoftwareLighting != 0) ||
|
||
((lighting != LIGHTING_HARDWARE) && (lighting != LIGHTING_MOUTH) ));
|
||
|
||
// software lighting case
|
||
if ( bDoSoftwareLighting )
|
||
{
|
||
if ( m_pRC->m_Config.bNoSoftware )
|
||
return 0;
|
||
|
||
bool bTangentSpace = pMaterial ? pMaterial->NeedsTangentSpace() : false;
|
||
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
||
pRenderContext->LoadIdentity();
|
||
|
||
// Hardcode the vertex format to a well-known format to make sw skin code faster
|
||
VertexFormat_t fmt = VERTEX_FORMAT_STANDARD;
|
||
|
||
Assert( ( pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED ) == 0 );
|
||
|
||
CMeshBuilder meshBuilder;
|
||
IMesh* pMesh = pRenderContext->GetDynamicMeshEx( fmt, false, 0, pGroup->m_pMesh );
|
||
meshBuilder.Begin( pMesh, MATERIAL_HETEROGENOUS, pGroup->m_NumVertices, 0 );
|
||
|
||
R_StudioSoftwareProcessMesh( pmesh, meshBuilder,
|
||
pGroup->m_NumVertices, pGroup->m_pGroupIndexToMeshIndex,
|
||
lighting, false, r_blend, bTangentSpace, pMaterial );
|
||
|
||
meshBuilder.End();
|
||
|
||
numFacesRendered = R_StudioDrawGroupSWSkin( pGroup, pMesh );
|
||
MatSysQueueMark( g_pMaterialSystem, "END R_StudioDrawStaticMesh\n" );
|
||
return numFacesRendered;
|
||
}
|
||
|
||
// Needed when we switch back and forth between hardware + software lighting
|
||
#ifdef IS_WINDOWS_PC
|
||
if ( IsPC() && pGroup->m_MeshNeedsRestore )
|
||
{
|
||
VertexCompressionType_t compressionType = CompressionType( pGroup->m_pMesh->GetVertexFormat() );
|
||
switch ( compressionType )
|
||
{
|
||
case VERTEX_COMPRESSION_ON:
|
||
R_StudioRestoreMesh<VERTEX_COMPRESSION_ON>( pmesh, pGroup );
|
||
break;
|
||
case VERTEX_COMPRESSION_NONE:
|
||
default:
|
||
R_StudioRestoreMesh<VERTEX_COMPRESSION_NONE>( pmesh, pGroup );
|
||
break;
|
||
}
|
||
pGroup->m_MeshNeedsRestore = false;
|
||
}
|
||
#endif
|
||
|
||
// Build separate flex stream containing deltas, which will get copied into another vertex stream
|
||
bool bUseHWFlex = m_pRC->m_Config.m_bEnableHWMorph && pGroup->m_pMorph && !m_bDrawTranslucentSubModels;
|
||
bool bUseSOFlex = g_pMaterialSystemHardwareConfig->SupportsStreamOffset() && !bUseHWFlex;
|
||
if ( (pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED) && m_pRC->m_Config.bFlex )
|
||
{
|
||
PIXEVENT( pRenderContext, "Delta Flex Processing" );
|
||
if ( bUseHWFlex )
|
||
{
|
||
pRenderContext->BindMorph( pGroup->m_pMorph );
|
||
}
|
||
if ( bUseSOFlex )
|
||
{
|
||
R_StudioProcessFlexedMesh_StreamOffset( pmesh, lod );
|
||
R_StudioFlexMeshGroup( pGroup );
|
||
}
|
||
}
|
||
|
||
// Draw it baby
|
||
if ( pColorMeshes && ( pGroup->m_ColorMeshID != -1 ) )
|
||
{
|
||
// draw using specified color mesh
|
||
numFacesRendered = R_StudioDrawGroupHWSkin( pRenderContext, pGroup, pGroup->m_pMesh, &(pColorMeshes[pGroup->m_ColorMeshID]) );
|
||
}
|
||
else
|
||
{
|
||
numFacesRendered = R_StudioDrawGroupHWSkin( pRenderContext, pGroup, pGroup->m_pMesh, NULL );
|
||
}
|
||
|
||
if ( ( pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED ) && m_pRC->m_Config.bFlex )
|
||
{
|
||
if ( bUseHWFlex )
|
||
{
|
||
pRenderContext->BindMorph( NULL );
|
||
}
|
||
if ( bUseSOFlex )
|
||
{
|
||
pGroup->m_pMesh->DisableFlexMesh(); // clear flex stream
|
||
}
|
||
}
|
||
|
||
MatSysQueueMark( g_pMaterialSystem, "END2 R_StudioDrawStaticMesh\n" );
|
||
return numFacesRendered;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Draws a dynamic mesh
|
||
//-----------------------------------------------------------------------------
|
||
int CStudioRender::R_StudioDrawDynamicMesh( IMatRenderContext *pRenderContext, mstudiomesh_t* pmesh,
|
||
studiomeshgroup_t* pGroup, StudioModelLighting_t lighting,
|
||
float r_blend, IMaterial* pMaterial, int lod )
|
||
{
|
||
VPROF( "R_StudioDrawDynamicMesh" );
|
||
|
||
bool bDoFlex = ((pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED) != 0) && m_pRC->m_Config.bFlex;
|
||
bool bQuadList = ( pGroup->m_pStripData[0].flags & OptimizedModel::STRIP_IS_QUADLIST_EXTRA ) ||
|
||
( pGroup->m_pStripData[0].flags & OptimizedModel::STRIP_IS_QUADLIST_REG ) != 0;
|
||
|
||
bool bDoSoftwareLighting = (m_pRC->m_Config.bSoftwareLighting != 0) ||
|
||
((lighting != LIGHTING_HARDWARE) && (lighting != LIGHTING_MOUTH) );
|
||
|
||
bool bSWSkin = bDoSoftwareLighting || m_pRC->m_Config.bDrawNormals || m_pRC->m_Config.bDrawTangentFrame ||
|
||
((pGroup->m_Flags & MESHGROUP_IS_HWSKINNED) == 0) ||
|
||
m_pRC->m_Config.bSoftwareSkin || bQuadList ||
|
||
( pMaterial ? pMaterial->NeedsSoftwareSkinning() : false );
|
||
|
||
if ( !bDoFlex && !bSWSkin )
|
||
{
|
||
return R_StudioDrawStaticMesh( pRenderContext, pmesh, pGroup, lighting, r_blend, pMaterial, lod, NULL );
|
||
}
|
||
|
||
// ---- Drawers before this might not need the vertices, so don't pay the penalty of getting them ----
|
||
// -------- Everybody else past this point (flex and/or sw skinning) expects to read vertices --------
|
||
|
||
const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pmesh, m_pStudioHdr );
|
||
if ( !vertData )
|
||
{
|
||
return 0; // not available
|
||
}
|
||
|
||
MatSysQueueMark( g_pMaterialSystem, "R_StudioDrawDynamicMesh\n" );
|
||
|
||
int numFacesRendered = 0;
|
||
|
||
#ifdef _DEBUG
|
||
const char *pDebugMaterialName = NULL;
|
||
if ( pMaterial )
|
||
{
|
||
pDebugMaterialName = pMaterial->GetName();
|
||
}
|
||
#endif
|
||
|
||
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
||
pRenderContext->LoadIdentity();
|
||
|
||
// Software flex verts (not a delta stream)
|
||
if ( bDoFlex )
|
||
{
|
||
R_StudioFlexVerts( pmesh, lod, bQuadList );
|
||
}
|
||
|
||
// Map quad mesh to Bicubic Bezier Patches
|
||
if ( bQuadList )
|
||
{
|
||
GenerateBicubicPatches( pmesh, pGroup, bDoFlex );
|
||
}
|
||
|
||
IMesh* pMesh;
|
||
bool bTangentSpace = pMaterial ? pMaterial->NeedsTangentSpace() : false;
|
||
VertexFormat_t fmt = bQuadList ? VERTEX_FORMAT_SUBDQUAD : VERTEX_FORMAT_STANDARD;
|
||
|
||
CMeshBuilder meshBuilder;
|
||
pMesh = pRenderContext->GetDynamicMeshEx( fmt, false, 0, pGroup->m_pMesh);
|
||
|
||
if ( bQuadList )
|
||
{
|
||
int TotalFaces = 0;
|
||
for ( int s=0; s<pGroup->m_NumStrips; ++s )
|
||
{
|
||
TotalFaces += pGroup->m_pUniqueFaces[s];
|
||
}
|
||
|
||
// We're de-indexing the quad mesh, so we need to multiply the number of vertices by 4 here
|
||
meshBuilder.Begin( pMesh, MATERIAL_HETEROGENOUS, TotalFaces * 4, 0 );
|
||
SoftwareProcessQuadMesh( pmesh, meshBuilder, TotalFaces,
|
||
pGroup->m_pGroupIndexToMeshIndex,
|
||
pGroup->m_pTopologyIndices, bTangentSpace, bDoFlex );
|
||
}
|
||
else if ( bSWSkin )
|
||
{
|
||
meshBuilder.Begin( pMesh, MATERIAL_HETEROGENOUS, pGroup->m_NumVertices, 0 );
|
||
R_StudioSoftwareProcessMesh( pmesh, meshBuilder, pGroup->m_NumVertices,
|
||
pGroup->m_pGroupIndexToMeshIndex, lighting, bDoFlex,
|
||
r_blend, bTangentSpace, pMaterial );
|
||
}
|
||
else if ( bDoFlex )
|
||
{
|
||
meshBuilder.Begin( pMesh, MATERIAL_HETEROGENOUS, pGroup->m_NumVertices, 0 );
|
||
R_StudioProcessFlexedMesh( pmesh, meshBuilder, pGroup->m_NumVertices,
|
||
pGroup->m_pGroupIndexToMeshIndex );
|
||
}
|
||
|
||
meshBuilder.End();
|
||
|
||
if ( !bSWSkin )
|
||
{
|
||
numFacesRendered = R_StudioDrawGroupHWSkin( pRenderContext, pGroup, pMesh );
|
||
}
|
||
else
|
||
{
|
||
numFacesRendered = R_StudioDrawGroupSWSkin( pGroup, pMesh );
|
||
}
|
||
|
||
pRenderContext->SetNumBoneWeights( 0 );
|
||
pRenderContext->Bind( m_pMaterialTangentFrame );
|
||
|
||
R_StudioSoftwareProcessMesh_NormalsBatched( pRenderContext, pmesh, pGroup, lighting, bDoFlex, r_blend, m_pRC->m_Config.bDrawNormals, m_pRC->m_Config.bDrawTangentFrame );
|
||
|
||
pRenderContext->Bind( pMaterial );
|
||
|
||
MatSysQueueMark( g_pMaterialSystem, "END R_StudioDrawDynamicMesh\n" );
|
||
|
||
return numFacesRendered;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Sets the material vars for the eye vertex shader
|
||
//-----------------------------------------------------------------------------
|
||
static unsigned int eyeOriginCache = 0;
|
||
static unsigned int eyeUpCache = 0;
|
||
static unsigned int irisUCache = 0;
|
||
static unsigned int irisVCache = 0;
|
||
static unsigned int glintUCache = 0;
|
||
static unsigned int glintVCache = 0;
|
||
void CStudioRender::SetEyeMaterialVars( IMaterial* pMaterial, mstudioeyeball_t* peyeball,
|
||
Vector const& eyeOrigin, const matrix3x4_t& irisTransform, const matrix3x4_t& glintTransform )
|
||
{
|
||
if ( !pMaterial )
|
||
return;
|
||
|
||
IMaterialVar* pVar = pMaterial->FindVarFast( "$eyeorigin", &eyeOriginCache );
|
||
if (pVar)
|
||
{
|
||
pVar->SetVecValue( eyeOrigin.Base(), 3 );
|
||
}
|
||
|
||
pVar = pMaterial->FindVarFast( "$eyeup", &eyeUpCache );
|
||
if (pVar)
|
||
{
|
||
pVar->SetVecValue( peyeball->up.Base(), 3 );
|
||
}
|
||
pVar = pMaterial->FindVarFast( "$irisu", &irisUCache );
|
||
if (pVar)
|
||
{
|
||
pVar->SetVecValue( irisTransform[0], 4 );
|
||
}
|
||
|
||
pVar = pMaterial->FindVarFast( "$irisv", &irisVCache );
|
||
if (pVar)
|
||
{
|
||
pVar->SetVecValue( irisTransform[1], 4 );
|
||
}
|
||
|
||
pVar = pMaterial->FindVarFast( "$glintu", &glintUCache );
|
||
if (pVar)
|
||
{
|
||
pVar->SetVecValue( glintTransform[0], 4 );
|
||
}
|
||
|
||
pVar = pMaterial->FindVarFast( "$glintv", &glintVCache );
|
||
if (pVar)
|
||
{
|
||
pVar->SetVecValue( glintTransform[1], 4 );
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Specialized routine to draw the eyeball
|
||
//-----------------------------------------------------------------------------
|
||
static unsigned int glintCache = 0;
|
||
int CStudioRender::R_StudioDrawEyeball( IMatRenderContext *pRenderContext, mstudiomesh_t* pmesh, studiomeshdata_t* pMeshData,
|
||
StudioModelLighting_t lighting, IMaterial *pMaterial, int lod )
|
||
{
|
||
if ( !m_pRC->m_Config.bEyes )
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
int j;
|
||
int numFacesRendered = 0;
|
||
|
||
// See if any meshes in the group want to go down the static path...
|
||
bool bFlexStatic = false;
|
||
bool bIsHardwareSkinnedData = false;
|
||
bool bQuadList = false;
|
||
for (j = 0; j < pMeshData->m_NumGroup; ++j)
|
||
{
|
||
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
|
||
|
||
if ( pGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED )
|
||
bFlexStatic = true;
|
||
|
||
if ( pGroup->m_Flags & MESHGROUP_IS_HWSKINNED )
|
||
bIsHardwareSkinnedData = true;
|
||
|
||
if ( pGroup->m_pStripData[0].flags & OptimizedModel::STRIP_IS_QUADLIST_EXTRA ||
|
||
pGroup->m_pStripData[0].flags & OptimizedModel::STRIP_IS_QUADLIST_REG )
|
||
{
|
||
bIsHardwareSkinnedData = false;
|
||
bQuadList = true;
|
||
}
|
||
}
|
||
|
||
// Take the static path for new flexed models on DX9 hardware
|
||
bool bShouldHardwareSkin = bIsHardwareSkinnedData && bFlexStatic &&
|
||
( lighting != LIGHTING_SOFTWARE ) && ( !m_pRC->m_Config.bSoftwareSkin );
|
||
|
||
// EXPLICITLY DISABLING NEED FOR CPU SIDE VERTS ON CONSOLES!!!!
|
||
// PORTAL2 CONSOLE: Vertex/Index data will never be read again (no model decals or load-time lighting), so discard the VVD data and create a new header
|
||
// If we ever have a flexed eye vert on a model on the console, badness will ensue (ie. won't flex).
|
||
if ( IsGameConsole() )
|
||
{
|
||
bShouldHardwareSkin = true;
|
||
bFlexStatic = false;
|
||
}
|
||
|
||
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
||
pRenderContext->LoadIdentity();
|
||
|
||
// Software flex eyeball verts (not a delta stream)
|
||
if ( bFlexStatic && !bShouldHardwareSkin )
|
||
{
|
||
R_StudioFlexVerts( pmesh, lod, bQuadList );
|
||
}
|
||
|
||
mstudioeyeball_t *peyeball = m_pSubModel->pEyeball(pmesh->materialparam);
|
||
|
||
// We'll need this to compute normals
|
||
Vector org;
|
||
VectorTransform( peyeball->org, m_pBoneToWorld[peyeball->bone], org );
|
||
|
||
// Compute the glint projection
|
||
matrix3x4_t glintMat;
|
||
ComputeGlintTextureProjection( &m_pEyeballState[pmesh->materialparam], m_pRC->m_ViewRight, m_pRC->m_ViewUp, glintMat );
|
||
|
||
if ( !m_pRC->m_Config.bWireframe )
|
||
{
|
||
// Compute the glint procedural texture
|
||
IMaterialVar* pGlintVar = pMaterial->FindVarFast( "$glint", &glintCache );
|
||
if (pGlintVar)
|
||
{
|
||
R_StudioEyeballGlint( &m_pEyeballState[pmesh->materialparam], pGlintVar, m_pRC->m_ViewRight, m_pRC->m_ViewUp, m_pRC->m_ViewOrigin );
|
||
}
|
||
SetEyeMaterialVars( pMaterial, peyeball, org, m_pEyeballState[pmesh->materialparam].mat, glintMat );
|
||
}
|
||
|
||
if ( bShouldHardwareSkin )
|
||
{
|
||
for ( j = 0; j < pMeshData->m_NumGroup; ++j )
|
||
{
|
||
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
|
||
numFacesRendered += R_StudioDrawStaticMesh( pRenderContext, pmesh, pGroup, lighting, m_pRC->m_AlphaMod, pMaterial, lod, NULL );
|
||
}
|
||
|
||
return numFacesRendered;
|
||
}
|
||
|
||
// FIXME: We could compile a static vertex buffer in this case
|
||
// if there's no flexed verts.
|
||
const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pmesh, m_pStudioHdr );
|
||
if ( !vertData )
|
||
{
|
||
// not available
|
||
return 0;
|
||
}
|
||
mstudiovertex_t *pVertices = vertData->Vertex( 0 );
|
||
|
||
pRenderContext->SetNumBoneWeights( 0 );
|
||
m_VertexCache.SetupComputation( pmesh );
|
||
|
||
int nAlpnaInt = RoundFloatToInt( m_pRC->m_AlphaMod * 255 );
|
||
unsigned char a = clamp( nAlpnaInt, 0, 255 );
|
||
|
||
Vector position, normal, color;
|
||
|
||
// setup the call
|
||
R_InitLightEffectsWorld3();
|
||
|
||
Vector4D vecDiffuseModulation;
|
||
ComputeDiffuseModulation( &vecDiffuseModulation );
|
||
|
||
// Render the puppy
|
||
CMeshBuilder meshBuilder;
|
||
bool bTangentSpace = pMaterial ? pMaterial->NeedsTangentSpace() : false;
|
||
VertexFormat_t fmt = bQuadList ? VERTEX_FORMAT_SUBDQUAD : VERTEX_FORMAT_STANDARD;
|
||
|
||
bool useHWLighting = m_pRC->m_Config.m_bSupportsVertexAndPixelShaders && !m_pRC->m_Config.bSoftwareLighting;
|
||
// Draw all the various mesh groups...
|
||
for ( j = 0; j < pMeshData->m_NumGroup; ++j )
|
||
{
|
||
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
|
||
|
||
IMesh* pMesh = pRenderContext->GetDynamicMeshEx( fmt, false, 0, pGroup->m_pMesh );
|
||
|
||
if ( bQuadList )
|
||
{
|
||
int TotalFaces = 0;
|
||
for ( int s=0; s<pGroup->m_NumStrips; ++s )
|
||
{
|
||
TotalFaces += pGroup->m_pUniqueFaces[s];
|
||
}
|
||
|
||
// Map quad mesh to Bicubic Bezier Patches
|
||
GenerateBicubicPatches( pmesh, pGroup, bFlexStatic );
|
||
meshBuilder.Begin( pMesh, MATERIAL_SUBD_QUADS_EXTRA, TotalFaces, 0 );
|
||
SoftwareProcessQuadMesh( pmesh, meshBuilder, TotalFaces,
|
||
pGroup->m_pGroupIndexToMeshIndex,
|
||
pGroup->m_pTopologyIndices, bTangentSpace, bFlexStatic );
|
||
}
|
||
else
|
||
{
|
||
// garymcthack! need to look at the strip flags to figure out what it is.
|
||
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, pmesh->numvertices, 0 );
|
||
// meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, pmesh->numvertices, 0 );
|
||
//VPROF_INCREMENT_COUNTER( "TransformFlexVerts", pGroup->m_NumVertices );
|
||
|
||
for ( int i=0; i < pGroup->m_NumVertices; ++i)
|
||
{
|
||
int n = pGroup->m_pGroupIndexToMeshIndex[i];
|
||
mstudiovertex_t &vert = pVertices[n];
|
||
|
||
CachedPosNorm_t* pWorldVert = m_VertexCache.CreateWorldVertex(n);
|
||
|
||
// transform into world space
|
||
if ( m_VertexCache.IsVertexFlexed(n) )
|
||
{
|
||
CachedPosNormTan_t* pFlexVert = m_VertexCache.GetFlexVertex(n);
|
||
R_StudioTransform( pFlexVert->m_Position.AsVector3D(), &vert.m_BoneWeights, m_PoseToWorld, pWorldVert->m_Position.AsVector3D() );
|
||
R_StudioRotate( pFlexVert->m_Normal.AsVector3D(), &vert.m_BoneWeights, m_PoseToWorld, pWorldVert->m_Normal.AsVector3D() );
|
||
Assert( pWorldVert->m_Normal.x >= -1.05f && pWorldVert->m_Normal.x <= 1.05f );
|
||
Assert( pWorldVert->m_Normal.y >= -1.05f && pWorldVert->m_Normal.y <= 1.05f );
|
||
Assert( pWorldVert->m_Normal.z >= -1.05f && pWorldVert->m_Normal.z <= 1.05f );
|
||
}
|
||
else
|
||
{
|
||
R_StudioTransform( vert.m_vecPosition, &vert.m_BoneWeights, m_PoseToWorld, pWorldVert->m_Position.AsVector3D() );
|
||
R_StudioRotate( vert.m_vecNormal, &vert.m_BoneWeights, m_PoseToWorld, pWorldVert->m_Normal.AsVector3D() );
|
||
Assert( pWorldVert->m_Normal.x >= -1.05f && pWorldVert->m_Normal.x <= 1.05f );
|
||
Assert( pWorldVert->m_Normal.y >= -1.05f && pWorldVert->m_Normal.y <= 1.05f );
|
||
Assert( pWorldVert->m_Normal.z >= -1.05f && pWorldVert->m_Normal.z <= 1.05f );
|
||
}
|
||
|
||
// Don't bother to light in software when we've got vertex + pixel shaders.
|
||
meshBuilder.Position3fv( pWorldVert->m_Position.Base() );
|
||
|
||
if (useHWLighting)
|
||
{
|
||
meshBuilder.Normal3fv( pWorldVert->m_Normal.Base() );
|
||
}
|
||
else
|
||
{
|
||
R_StudioEyeballNormal( peyeball, org, pWorldVert->m_Position.AsVector3D(), pWorldVert->m_Normal.AsVector3D() );
|
||
|
||
// This isn't really used, but since the meshbuilder checks for messed up
|
||
// normals, let's do this here in debug mode.
|
||
// WRONGO YOU FRIGGIN IDIOT!!!!!!!!!!
|
||
// DX7 needs these for the flashlight.
|
||
meshBuilder.Normal3fv( pWorldVert->m_Normal.Base() );
|
||
R_ComputeLightAtPoint3( pWorldVert->m_Position.AsVector3D(), pWorldVert->m_Normal.AsVector3D(), color );
|
||
|
||
unsigned char r = LinearToLightmap( color.x );
|
||
unsigned char g = LinearToLightmap( color.y );
|
||
unsigned char b = LinearToLightmap( color.z );
|
||
|
||
meshBuilder.Color4ub( r, g, b, a );
|
||
}
|
||
|
||
meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() );
|
||
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVENORMAL | VTX_HAVECOLOR, 1>();
|
||
}
|
||
}
|
||
|
||
meshBuilder.End();
|
||
pMesh->DrawModulated( vecDiffuseModulation );
|
||
|
||
for ( int k=0; k<pGroup->m_NumStrips; k++ )
|
||
{
|
||
numFacesRendered += pGroup->m_pUniqueFaces[k];
|
||
}
|
||
|
||
|
||
pRenderContext->SetNumBoneWeights( 0 );
|
||
pRenderContext->Bind( m_pMaterialTangentFrame );
|
||
|
||
R_StudioSoftwareProcessMesh_NormalsBatched( pRenderContext, pmesh, pGroup, lighting, true, false, m_pRC->m_Config.bDrawNormals, m_pRC->m_Config.bDrawTangentFrame );
|
||
|
||
pRenderContext->Bind( pMaterial );
|
||
|
||
}
|
||
|
||
return numFacesRendered;
|
||
}
|
||
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Draws a mesh
|
||
//-----------------------------------------------------------------------------
|
||
int CStudioRender::R_StudioDrawMesh( IMatRenderContext *pRenderContext, mstudiomesh_t* pmesh, studiomeshdata_t* pMeshData,
|
||
StudioModelLighting_t lighting, IMaterial *pMaterial,
|
||
ColorMeshInfo_t *pColorMeshes, int lod )
|
||
{
|
||
VPROF( "R_StudioDrawMesh" );
|
||
|
||
int numFacesRendered = 0;
|
||
|
||
// Draw all the various mesh groups...
|
||
for ( int j = 0; j < pMeshData->m_NumGroup; ++j )
|
||
{
|
||
studiomeshgroup_t* pGroup = &pMeshData->m_pMeshGroup[j];
|
||
|
||
// Use the hardware if the mesh is hw skinned and we can put flexes on another stream
|
||
// Otherwise, we gotta do some expensive locks
|
||
bool bIsHardwareSkinnedData = ( pGroup->m_Flags & MESHGROUP_IS_HWSKINNED ) != 0;
|
||
bool bIsQuadMesh = ( pMeshData->m_pMeshGroup->m_pStripData[0].flags & OptimizedModel::STRIP_IS_QUADLIST_EXTRA ) ||
|
||
( pMeshData->m_pMeshGroup->m_pStripData[0].flags & OptimizedModel::STRIP_IS_QUADLIST_REG ) != 0;
|
||
bool bShouldHardwareSkin = bIsHardwareSkinnedData && !bIsQuadMesh && ( lighting != LIGHTING_SOFTWARE );
|
||
|
||
if ( bShouldHardwareSkin && !m_pRC->m_Config.bDrawNormals && !m_pRC->m_Config.bDrawTangentFrame && !m_pRC->m_Config.bWireframe )
|
||
{
|
||
if ( !m_pRC->m_Config.bNoHardware )
|
||
{
|
||
numFacesRendered += R_StudioDrawStaticMesh( pRenderContext, pmesh, pGroup, lighting, m_pRC->m_AlphaMod, pMaterial, lod, pColorMeshes );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ( !m_pRC->m_Config.bNoSoftware )
|
||
{
|
||
numFacesRendered += R_StudioDrawDynamicMesh( pRenderContext, pmesh, pGroup, lighting, m_pRC->m_AlphaMod, pMaterial, lod );
|
||
}
|
||
}
|
||
}
|
||
return numFacesRendered;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Inserts translucent mesh into list
|
||
//-----------------------------------------------------------------------------
|
||
template< class T >
|
||
void InsertRenderable( int mesh, T val, int count, int* pIndices, T* pValList )
|
||
{
|
||
// Compute insertion point...
|
||
int i;
|
||
for ( i = count; --i >= 0; )
|
||
{
|
||
if (val < pValList[i])
|
||
break;
|
||
|
||
// Shift down
|
||
pIndices[i + 1] = pIndices[i];
|
||
pValList[i+1] = pValList[i];
|
||
}
|
||
|
||
// Insert at insertion point
|
||
++i;
|
||
pValList[i] = val;
|
||
pIndices[i] = mesh;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Sorts the meshes
|
||
//-----------------------------------------------------------------------------
|
||
int CStudioRender::SortMeshes( int* pIndices, IMaterial **ppMaterials,
|
||
short* pskinref, Vector const& vforward, Vector const& r_origin )
|
||
{
|
||
int numMeshes = 0;
|
||
if (m_bDrawTranslucentSubModels)
|
||
{
|
||
// float* pDist = (float*)stackalloc( m_pSubModel->nummeshes * sizeof(float) );
|
||
|
||
// Sort each model piece by it's center, if it's translucent
|
||
for (int i = 0; i < m_pSubModel->nummeshes; ++i)
|
||
{
|
||
// Don't add opaque materials
|
||
mstudiomesh_t* pmesh = m_pSubModel->pMesh(i);
|
||
IMaterial *pMaterial = ppMaterials[pskinref[pmesh->material]];
|
||
if( !pMaterial || !pMaterial->IsTranslucent() )
|
||
continue;
|
||
|
||
// FIXME: put the "center" of the mesh into delta
|
||
// Vector delta;
|
||
// VectorSubtract( delta, r_origin, delta );
|
||
// float dist = DotProduct( delta, vforward );
|
||
|
||
// Add it to our lists
|
||
// InsertRenderable( i, dist, numMeshes, pIndices, pDist );
|
||
|
||
// One more mesh
|
||
++numMeshes;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
IMaterial** ppMat = (IMaterial**)stackalloc( m_pSubModel->nummeshes * sizeof(IMaterial*) );
|
||
|
||
// Sort by material type
|
||
for (int i = 0; i < m_pSubModel->nummeshes; ++i)
|
||
{
|
||
mstudiomesh_t* pmesh = m_pSubModel->pMesh(i);
|
||
IMaterial *pMaterial = ppMaterials[pskinref[pmesh->material]];
|
||
if( !pMaterial )
|
||
continue;
|
||
|
||
// Don't add translucent materials
|
||
if (( !m_pRC->m_Config.bWireframe ) && pMaterial->IsTranslucent() )
|
||
continue;
|
||
|
||
// Add it to our lists
|
||
InsertRenderable( i, pMaterial, numMeshes, pIndices, ppMat );
|
||
|
||
// One more mesh
|
||
++numMeshes;
|
||
}
|
||
}
|
||
|
||
return numMeshes;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// R_StudioDrawPoints
|
||
//
|
||
// Returns the number of triangles rendered.
|
||
//-----------------------------------------------------------------------------
|
||
#pragma warning (disable:4189)
|
||
int CStudioRender::R_StudioDrawPoints( IMatRenderContext *pRenderContext, int skin, void /*IClientEntity*/ *pClientEntity,
|
||
IMaterial **ppMaterials, int *pMaterialFlags, int boneMask, int lod, ColorMeshInfo_t *pColorMeshes )
|
||
{
|
||
VPROF( "R_StudioDrawPoints" );
|
||
int i;
|
||
int numFacesRendered = 0;
|
||
|
||
#if 0 // garymcthack
|
||
if ( m_pSubModel->numfaces == 0 )
|
||
return 0;
|
||
#endif
|
||
|
||
// happens when there's a model load failure
|
||
if ( m_pStudioMeshes == 0 )
|
||
return 0;
|
||
|
||
if ( m_pRC->m_Config.bWireframe && m_bDrawTranslucentSubModels )
|
||
return 0;
|
||
|
||
// ConDMsg("%d: %d %d\n", pimesh->numFaces, pimesh->numVertices, pimesh->numNormals );
|
||
if ( m_pRC->m_Config.skin )
|
||
{
|
||
skin = m_pRC->m_Config.skin;
|
||
if ( skin >= m_pStudioHdr->numskinfamilies )
|
||
{
|
||
skin = 0;
|
||
}
|
||
}
|
||
|
||
// get skinref array
|
||
short *pskinref = m_pStudioHdr->pSkinref( 0 );
|
||
if ( skin > 0 && skin < m_pStudioHdr->numskinfamilies )
|
||
{
|
||
pskinref += ( skin * m_pStudioHdr->numskinref );
|
||
}
|
||
|
||
// FIXME: Activate sorting on a mesh level
|
||
// int* pIndices = (int*)stackalloc( m_pSubModel->nummeshes * sizeof(int) );
|
||
// int numMeshes = SortMeshes( pIndices, ppMaterials, pskinref, vforward, r_origin );
|
||
|
||
bool bHasMaterialOverride = ( m_pRC->m_pForcedMaterial[ 0 ] || ( m_pRC->m_nForcedMaterialType == OVERRIDE_DEPTH_WRITE ) );
|
||
|
||
// draw each mesh
|
||
for ( i = 0; i < m_pSubModel->nummeshes; ++i)
|
||
{
|
||
mstudiomesh_t *pmesh = m_pSubModel->pMesh(i);
|
||
studiomeshdata_t *pMeshData = &m_pStudioMeshes[pmesh->meshid];
|
||
Assert( pMeshData );
|
||
|
||
if ( !pMeshData->m_NumGroup )
|
||
continue;
|
||
|
||
if ( !pMaterialFlags )
|
||
continue;
|
||
|
||
StudioModelLighting_t lighting = LIGHTING_HARDWARE;
|
||
int materialFlags = pMaterialFlags[pskinref[pmesh->material]];
|
||
|
||
IMaterial* pMaterial = R_StudioSetupSkinAndLighting( pRenderContext, pskinref[ pmesh->material ], ppMaterials, materialFlags, pClientEntity, pColorMeshes, lighting );
|
||
if ( !pMaterial )
|
||
continue;
|
||
|
||
#ifdef _DEBUG
|
||
char const *materialName = pMaterial->GetName();
|
||
#endif
|
||
|
||
// Set up flex data - this is the CPU flex cache...do we really need this at all if we're morphing?
|
||
m_VertexCache.SetMesh( i );
|
||
|
||
// The following are special cases that can't be covered with the normal static/dynamic methods due to optimization reasons
|
||
// NOTE: If we have a material override, we don't need to do eyeballs differently
|
||
int nType = bHasMaterialOverride ? 0 : pmesh->materialtype;
|
||
switch( nType )
|
||
{
|
||
case 1: // eyeballs
|
||
numFacesRendered += R_StudioDrawEyeball( pRenderContext, pmesh, pMeshData, lighting, pMaterial, lod );
|
||
break;
|
||
default:
|
||
numFacesRendered += R_StudioDrawMesh( pRenderContext, pmesh, pMeshData, lighting, pMaterial, pColorMeshes, lod );
|
||
break;
|
||
}
|
||
}
|
||
|
||
// Reset this state so it doesn't hose other parts of rendering
|
||
pRenderContext->SetNumBoneWeights( 0 );
|
||
|
||
return numFacesRendered;
|
||
}
|
||
#pragma warning (default:4189)
|