//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Revision: $ // $NoKeywords: $ // // This file contains code to allow us to associate client data with bsp leaves. // //=============================================================================// #include "vrad.h" #include "mathlib/vector.h" #include "UtlBuffer.h" #include "utlvector.h" #include "GameBSPFile.h" #include "BSPTreeData.h" #include "VPhysics_Interface.h" #include "Studio.h" #include "Optimize.h" #include "Bsplib.h" #include "CModel.h" #include "PhysDll.h" #include "phyfile.h" #include "collisionutils.h" #include "tier1/KeyValues.h" #include "pacifier.h" #include "materialsystem/imaterial.h" #include "materialsystem/hardwareverts.h" #include "byteswap.h" #include "mpivrad.h" #include "vtf/vtf.h" #include "tier1/utldict.h" #include "tier1/utlsymbol.h" #include "messbuf.h" #include "vmpi.h" #include "vmpi_distribute_work.h" #define ALIGN_TO_POW2(x,y) (((x)+(y-1))&~(y-1)) // identifies a vertex embedded in solid // lighting will be copied from nearest valid neighbor struct badVertex_t { int m_ColorVertex; Vector m_Position; Vector m_Normal; }; // a final colored vertex struct colorVertex_t { Vector m_Color; Vector m_Position; bool m_bValid; }; class CComputeStaticPropLightingResults { public: ~CComputeStaticPropLightingResults() { m_ColorVertsArrays.PurgeAndDeleteElements(); } CUtlVector< CUtlVector* > m_ColorVertsArrays; }; //----------------------------------------------------------------------------- // Globals //----------------------------------------------------------------------------- CUtlSymbolTable g_ForcedTextureShadowsModels; // DON'T USE THIS FROM WITHIN A THREAD. THERE IS A THREAD CONTEXT CREATED // INSIDE PropTested_t. USE THAT INSTEAD. IPhysicsCollision *s_pPhysCollision = NULL; //----------------------------------------------------------------------------- // Vrad's static prop manager //----------------------------------------------------------------------------- class CVradStaticPropMgr : public IVradStaticPropMgr { public: // constructor, destructor CVradStaticPropMgr(); virtual ~CVradStaticPropMgr(); // methods of IStaticPropMgr void Init(); void Shutdown(); // iterate all the instanced static props and compute their vertex lighting void ComputeLighting( int iThread ); private: // VMPI stuff. static void VMPI_ProcessStaticProp_Static( int iThread, uint64 iStaticProp, MessageBuffer *pBuf ); static void VMPI_ReceiveStaticPropResults_Static( uint64 iStaticProp, MessageBuffer *pBuf, int iWorker ); void VMPI_ProcessStaticProp( int iThread, int iStaticProp, MessageBuffer *pBuf ); void VMPI_ReceiveStaticPropResults( int iStaticProp, MessageBuffer *pBuf, int iWorker ); // local thread version static void ThreadComputeStaticPropLighting( int iThread, void *pUserData ); void ComputeLightingForProp( int iThread, int iStaticProp ); // Methods associated with unserializing static props void UnserializeModelDict( CUtlBuffer& buf ); void UnserializeModels( CUtlBuffer& buf ); void UnserializeStaticProps(); // Creates a collision model void CreateCollisionModel( char const* pModelName ); private: // Unique static prop models struct StaticPropDict_t { vcollide_t m_loadedModel; CPhysCollide* m_pModel; Vector m_Mins; // Bounding box is in local coordinates Vector m_Maxs; studiohdr_t* m_pStudioHdr; CUtlBuffer m_VtxBuf; CUtlVector m_textureShadowIndex; // each texture has an index if this model casts texture shadows CUtlVector m_triangleMaterialIndex;// each triangle has an index if this model casts texture shadows }; struct MeshData_t { CUtlVector m_Verts; int m_nLod; }; // A static prop instance struct CStaticProp { Vector m_Origin; QAngle m_Angles; Vector m_mins; Vector m_maxs; Vector m_LightingOrigin; int m_ModelIdx; BSPTreeDataHandle_t m_Handle; CUtlVector m_MeshData; int m_Flags; bool m_bLightingOriginValid; }; // Enumeration context struct EnumContext_t { PropTested_t* m_pPropTested; Ray_t const* m_pRay; }; // The list of all static props CUtlVector m_StaticPropDict; CUtlVector m_StaticProps; bool m_bIgnoreStaticPropTrace; void ComputeLighting( CStaticProp &prop, int iThread, int prop_index, CComputeStaticPropLightingResults *pResults ); void ApplyLightingToStaticProp( CStaticProp &prop, const CComputeStaticPropLightingResults *pResults ); void SerializeLighting(); void AddPolysForRayTrace(); void BuildTriList( CStaticProp &prop ); }; //----------------------------------------------------------------------------- // Expose IVradStaticPropMgr to vrad //----------------------------------------------------------------------------- static CVradStaticPropMgr g_StaticPropMgr; IVradStaticPropMgr* StaticPropMgr() { return &g_StaticPropMgr; } //----------------------------------------------------------------------------- // constructor, destructor //----------------------------------------------------------------------------- CVradStaticPropMgr::CVradStaticPropMgr() { // set to ignore static prop traces m_bIgnoreStaticPropTrace = false; } CVradStaticPropMgr::~CVradStaticPropMgr() { } //----------------------------------------------------------------------------- // Makes sure the studio model is a static prop //----------------------------------------------------------------------------- bool IsStaticProp( studiohdr_t* pHdr ) { if (!(pHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP)) return false; return true; } //----------------------------------------------------------------------------- // Load a file into a Utlbuf //----------------------------------------------------------------------------- static bool LoadFile( char const* pFileName, CUtlBuffer& buf ) { if ( !g_pFullFileSystem ) return false; return g_pFullFileSystem->ReadFile( pFileName, NULL, buf ); } //----------------------------------------------------------------------------- // Constructs the file name from the model name //----------------------------------------------------------------------------- static char const* ConstructFileName( char const* pModelName ) { static char buf[1024]; sprintf( buf, "%s%s", gamedir, pModelName ); return buf; } //----------------------------------------------------------------------------- // Computes a convex hull from a studio mesh //----------------------------------------------------------------------------- static CPhysConvex* ComputeConvexHull( mstudiomesh_t* pMesh, studiohdr_t *pStudioHdr ) { const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( (void *)pStudioHdr ); Assert( vertData ); // This can only return NULL on X360 for now // Generate a list of all verts in the mesh Vector** ppVerts = (Vector**)_alloca(pMesh->numvertices * sizeof(Vector*) ); for (int i = 0; i < pMesh->numvertices; ++i) { ppVerts[i] = vertData->Position(i); } // Generate a convex hull from the verts return s_pPhysCollision->ConvexFromVerts( ppVerts, pMesh->numvertices ); } //----------------------------------------------------------------------------- // Computes a convex hull from the studio model //----------------------------------------------------------------------------- CPhysCollide* ComputeConvexHull( studiohdr_t* pStudioHdr ) { CUtlVector convexHulls; for (int body = 0; body < pStudioHdr->numbodyparts; ++body ) { mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( body ); for( int model = 0; model < pBodyPart->nummodels; ++model ) { mstudiomodel_t *pStudioModel = pBodyPart->pModel( model ); for( int mesh = 0; mesh < pStudioModel->nummeshes; ++mesh ) { // Make a convex hull for each mesh // NOTE: This won't work unless the model has been compiled // with $staticprop mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( mesh ); convexHulls.AddToTail( ComputeConvexHull( pStudioMesh, pStudioHdr ) ); } } } // Convert an array of convex elements to a compiled collision model // (this deletes the convex elements) return s_pPhysCollision->ConvertConvexToCollide( convexHulls.Base(), convexHulls.Size() ); } //----------------------------------------------------------------------------- // Load studio model vertex data from a file... //----------------------------------------------------------------------------- bool LoadStudioModel( char const* pModelName, CUtlBuffer& buf ) { // No luck, gotta build it // Construct the file name... if (!LoadFile( pModelName, buf )) { Warning("Error! Unable to load model \"%s\"\n", pModelName ); return false; } // Check that it's valid if (strncmp ((const char *) buf.PeekGet(), "IDST", 4) && strncmp ((const char *) buf.PeekGet(), "IDAG", 4)) { Warning("Error! Invalid model file \"%s\"\n", pModelName ); return false; } studiohdr_t* pHdr = (studiohdr_t*)buf.PeekGet(); Studio_ConvertStudioHdrToNewVersion( pHdr ); if (pHdr->version != STUDIO_VERSION) { Warning("Error! Invalid model version \"%s\"\n", pModelName ); return false; } if (!IsStaticProp(pHdr)) { Warning("Error! To use model \"%s\"\n" " as a static prop, it must be compiled with $staticprop!\n", pModelName ); return false; } // ensure reset pHdr->pVertexBase = NULL; pHdr->pIndexBase = NULL; return true; } bool LoadStudioCollisionModel( char const* pModelName, CUtlBuffer& buf ) { char tmp[1024]; Q_strncpy( tmp, pModelName, sizeof( tmp ) ); Q_SetExtension( tmp, ".phy", sizeof( tmp ) ); // No luck, gotta build it if (!LoadFile( tmp, buf )) { // this is not an error, the model simply has no PHY file return false; } phyheader_t *header = (phyheader_t *)buf.PeekGet(); if ( header->size != sizeof(*header) || header->solidCount <= 0 ) return false; return true; } bool LoadVTXFile( char const* pModelName, const studiohdr_t *pStudioHdr, CUtlBuffer& buf ) { char filename[MAX_PATH]; // construct filename Q_StripExtension( pModelName, filename, sizeof( filename ) ); strcat( filename, ".dx80.vtx" ); if ( !LoadFile( filename, buf ) ) { Warning( "Error! Unable to load file \"%s\"\n", filename ); return false; } OptimizedModel::FileHeader_t* pVtxHdr = (OptimizedModel::FileHeader_t *)buf.Base(); // Check that it's valid if ( pVtxHdr->version != OPTIMIZED_MODEL_FILE_VERSION ) { Warning( "Error! Invalid VTX file version: %d, expected %d \"%s\"\n", pVtxHdr->version, OPTIMIZED_MODEL_FILE_VERSION, filename ); return false; } if ( pVtxHdr->checkSum != pStudioHdr->checksum ) { Warning( "Error! Invalid VTX file checksum: %d, expected %d \"%s\"\n", pVtxHdr->checkSum, pStudioHdr->checksum, filename ); return false; } return true; } //----------------------------------------------------------------------------- // Gets a vertex position from a strip index //----------------------------------------------------------------------------- inline static Vector* PositionFromIndex( const mstudio_meshvertexdata_t *vertData, mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup, int i ) { OptimizedModel::Vertex_t* pVert = pStripGroup->pVertex( i ); return vertData->Position( pVert->origMeshVertID ); } //----------------------------------------------------------------------------- // Purpose: Writes a glview text file containing the collision surface in question // Input : *pCollide - // *pFilename - //----------------------------------------------------------------------------- void DumpCollideToGlView( vcollide_t *pCollide, const char *pFilename ) { if ( !pCollide ) return; Msg("Writing %s...\n", pFilename ); FILE *fp = fopen( pFilename, "w" ); for (int i = 0; i < pCollide->solidCount; ++i) { Vector *outVerts; int vertCount = s_pPhysCollision->CreateDebugMesh( pCollide->solids[i], &outVerts ); int triCount = vertCount / 3; int vert = 0; unsigned char r = (i & 1) * 64 + 64; unsigned char g = (i & 2) * 64 + 64; unsigned char b = (i & 4) * 64 + 64; float fr = r / 255.0f; float fg = g / 255.0f; float fb = b / 255.0f; for ( int i = 0; i < triCount; i++ ) { fprintf( fp, "3\n" ); fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n", outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb ); vert++; fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n", outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb ); vert++; fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n", outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb ); vert++; } s_pPhysCollision->DestroyDebugMesh( vertCount, outVerts ); } fclose( fp ); } static bool PointInTriangle( const Vector2D &p, const Vector2D &v0, const Vector2D &v1, const Vector2D &v2 ) { float coords[3]; GetBarycentricCoords2D( v0, v1, v2, p, coords ); for ( int i = 0; i < 3; i++ ) { if ( coords[i] < 0.0f || coords[i] > 1.0f ) return false; } float sum = coords[0] + coords[1] + coords[2]; if ( sum > 1.0f ) return false; return true; } bool LoadFileIntoBuffer( CUtlBuffer &buf, const char *pFilename ) { FileHandle_t fileHandle = g_pFileSystem->Open( pFilename, "rb" ); if ( !fileHandle ) return false; // Get the file size int texSize = g_pFileSystem->Size( fileHandle ); buf.EnsureCapacity( texSize ); int nBytesRead = g_pFileSystem->Read( buf.Base(), texSize, fileHandle ); g_pFileSystem->Close( fileHandle ); buf.SeekPut( CUtlBuffer::SEEK_HEAD, nBytesRead ); buf.SeekGet( CUtlBuffer::SEEK_HEAD, 0 ); return true; } // keeps a list of all textures that cast shadows via alpha channel class CShadowTextureList { public: // This loads a vtf and converts it to RGB8888 format unsigned char *LoadVTFRGB8888( const char *pName, int *pWidth, int *pHeight, bool *pClampU, bool *pClampV ) { char szPath[MAX_PATH]; Q_strncpy( szPath, "materials/", sizeof( szPath ) ); Q_strncat( szPath, pName, sizeof( szPath ), COPY_ALL_CHARACTERS ); Q_strncat( szPath, ".vtf", sizeof( szPath ), COPY_ALL_CHARACTERS ); Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR ); CUtlBuffer buf; if ( !LoadFileIntoBuffer( buf, szPath ) ) return NULL; IVTFTexture *pTex = CreateVTFTexture(); if (!pTex->Unserialize( buf )) return NULL; Msg("Loaded alpha texture %s\n", szPath ); unsigned char *pSrcImage = pTex->ImageData( 0, 0, 0, 0, 0, 0 ); int iWidth = pTex->Width(); int iHeight = pTex->Height(); ImageFormat dstFormat = IMAGE_FORMAT_RGBA8888; ImageFormat srcFormat = pTex->Format(); *pClampU = (pTex->Flags() & TEXTUREFLAGS_CLAMPS) ? true : false; *pClampV = (pTex->Flags() & TEXTUREFLAGS_CLAMPT) ? true : false; unsigned char *pDstImage = new unsigned char[ImageLoader::GetMemRequired( iWidth, iHeight, 1, dstFormat, false )]; if( !ImageLoader::ConvertImageFormat( pSrcImage, srcFormat, pDstImage, dstFormat, iWidth, iHeight, 0, 0 ) ) { delete[] pDstImage; return NULL; } *pWidth = iWidth; *pHeight = iHeight; return pDstImage; } // Checks the database for the material and loads if necessary // returns true if found and pIndex will be the index, -1 if no alpha shadows bool FindOrLoadIfValid( const char *pMaterialName, int *pIndex ) { *pIndex = -1; int index = m_Textures.Find(pMaterialName); bool bFound = false; if ( index != m_Textures.InvalidIndex() ) { bFound = true; *pIndex = index; } else { KeyValues *pVMT = new KeyValues("vmt"); CUtlBuffer buf(0,0,CUtlBuffer::TEXT_BUFFER); LoadFileIntoBuffer( buf, pMaterialName ); if ( pVMT->LoadFromBuffer( pMaterialName, buf ) ) { bFound = true; if ( pVMT->FindKey("$translucent") || pVMT->FindKey("$alphatest") ) { KeyValues *pBaseTexture = pVMT->FindKey("$basetexture"); if ( pBaseTexture ) { const char *pBaseTextureName = pBaseTexture->GetString(); if ( pBaseTextureName ) { int w, h; bool bClampU = false; bool bClampV = false; unsigned char *pImageBits = LoadVTFRGB8888( pBaseTextureName, &w, &h, &bClampU, &bClampV ); if ( pImageBits ) { int index = m_Textures.Insert( pMaterialName ); m_Textures[index].InitFromRGB8888( w, h, pImageBits ); *pIndex = index; if ( pVMT->FindKey("$nocull") ) { // UNDONE: Support this? Do we need to emit two triangles? m_Textures[index].allowBackface = true; } m_Textures[index].clampU = bClampU; m_Textures[index].clampV = bClampV; delete[] pImageBits; } } } } } pVMT->deleteThis(); } return bFound; } // iterate the textures for the model and load each one into the database // this is used on models marked to cast texture shadows void LoadAllTexturesForModel( studiohdr_t *pHdr, int *pTextureList ) { for ( int i = 0; i < pHdr->numtextures; i++ ) { int textureIndex = -1; // try to add each texture to the transparent shadow manager char szPath[MAX_PATH]; // iterate quietly through all specified directories until a valid material is found for ( int j = 0; j < pHdr->numcdtextures; j++ ) { Q_strncpy( szPath, "materials/", sizeof( szPath ) ); Q_strncat( szPath, pHdr->pCdtexture( j ), sizeof( szPath ) ); const char *textureName = pHdr->pTexture( i )->pszName(); Q_strncat( szPath, textureName, sizeof( szPath ), COPY_ALL_CHARACTERS ); Q_strncat( szPath, ".vmt", sizeof( szPath ), COPY_ALL_CHARACTERS ); Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR ); if ( FindOrLoadIfValid( szPath, &textureIndex ) ) break; } pTextureList[i] = textureIndex; } } int AddMaterialEntry( int shadowTextureIndex, const Vector2D &t0, const Vector2D &t1, const Vector2D &t2 ) { int index = m_MaterialEntries.AddToTail(); m_MaterialEntries[index].textureIndex = shadowTextureIndex; m_MaterialEntries[index].uv[0] = t0; m_MaterialEntries[index].uv[1] = t1; m_MaterialEntries[index].uv[2] = t2; return index; } // HACKHACK: Compute the average coverage for this triangle by sampling the AABB of its texture space float ComputeCoverageForTriangle( int shadowTextureIndex, const Vector2D &t0, const Vector2D &t1, const Vector2D &t2 ) { float umin = min(t0.x, t1.x); umin = min(umin, t2.x); float umax = max(t0.x, t1.x); umax = max(umax, t2.x); float vmin = min(t0.y, t1.y); vmin = min(vmin, t2.y); float vmax = max(t0.y, t1.y); vmax = max(vmax, t2.y); // UNDONE: Do something about tiling umin = clamp(umin, 0, 1); umax = clamp(umax, 0, 1); vmin = clamp(vmin, 0, 1); vmax = clamp(vmax, 0, 1); Assert(umin>=0.0f && umax <= 1.0f); Assert(vmin>=0.0f && vmax <= 1.0f); const alphatexture_t &tex = m_Textures.Element(shadowTextureIndex); int u0 = umin * (tex.width-1); int u1 = umax * (tex.width-1); int v0 = vmin * (tex.height-1); int v1 = vmax * (tex.height-1); int total = 0; int count = 0; for ( int v = v0; v <= v1; v++ ) { int row = (v * tex.width); for ( int u = u0; u <= u1; u++ ) { total += tex.pAlphaTexels[row + u]; count++; } } if ( count ) { float coverage = float(total) / (count * 255.0f); return coverage; } return 1.0f; } int SampleMaterial( int materialIndex, const Vector &coords, bool bBackface ) { const materialentry_t &mat = m_MaterialEntries[materialIndex]; const alphatexture_t &tex = m_Textures.Element(m_MaterialEntries[materialIndex].textureIndex); if ( bBackface && !tex.allowBackface ) return 0; Vector2D uv = coords.x * mat.uv[0] + coords.y * mat.uv[1] + coords.z * mat.uv[2]; int u = RoundFloatToInt( uv[0] * tex.width ); int v = RoundFloatToInt( uv[1] * tex.height ); // asume power of 2, clamp or wrap // UNDONE: Support clamp? This code should work #if 0 u = tex.clampU ? clamp(u,0,(tex.width-1)) : (u & (tex.width-1)); v = tex.clampV ? clamp(v,0,(tex.height-1)) : (v & (tex.height-1)); #else // for now always wrap u &= (tex.width-1); v &= (tex.height-1); #endif return tex.pAlphaTexels[v * tex.width + u]; } struct alphatexture_t { short width; short height; bool allowBackface; bool clampU; bool clampV; unsigned char *pAlphaTexels; void InitFromRGB8888( int w, int h, unsigned char *pTexels ) { width = w; height = h; pAlphaTexels = new unsigned char[w*h]; for ( int i = 0; i < h; i++ ) { for ( int j = 0; j < w; j++ ) { int index = (i*w) + j; pAlphaTexels[index] = pTexels[index*4 + 3]; } } } }; struct materialentry_t { int textureIndex; Vector2D uv[3]; }; // this is the list of textures we've loaded // only load each one once CUtlDict< alphatexture_t, unsigned short > m_Textures; CUtlVector m_MaterialEntries; }; // global to keep the shadow-casting texture list and their alpha bits CShadowTextureList g_ShadowTextureList; float ComputeCoverageFromTexture( float b0, float b1, float b2, int32 hitID ) { const float alphaScale = 1.0f / 255.0f; // UNDONE: Pass ray down to determine backfacing? //Vector normal( tri.m_flNx, tri.m_flNy, tri.m_flNz ); //bool bBackface = DotProduct(delta, tri.N) > 0 ? true : false; Vector coords(b0,b1,b2); return alphaScale * g_ShadowTextureList.SampleMaterial( g_RtEnv.GetTriangleMaterial(hitID), coords, false ); } // this is here to strip models/ or .mdl or whatnot void CleanModelName( const char *pModelName, char *pOutput, int outLen ) { // strip off leading models/ if it exists const char *pModelDir = "models/"; int modelLen = Q_strlen(pModelDir); if ( !Q_strnicmp(pModelName, pModelDir, modelLen ) ) { pModelName += modelLen; } Q_strncpy( pOutput, pModelName, outLen ); // truncate any .mdl extension char *dot = strchr(pOutput,'.'); if ( dot ) { *dot = 0; } } void ForceTextureShadowsOnModel( const char *pModelName ) { char buf[1024]; CleanModelName( pModelName, buf, sizeof(buf) ); if ( !g_ForcedTextureShadowsModels.Find(buf).IsValid()) { g_ForcedTextureShadowsModels.AddString(buf); } } bool IsModelTextureShadowsForced( const char *pModelName ) { char buf[1024]; CleanModelName( pModelName, buf, sizeof(buf) ); return g_ForcedTextureShadowsModels.Find(buf).IsValid(); } //----------------------------------------------------------------------------- // Creates a collision model (based on the render geometry!) //----------------------------------------------------------------------------- void CVradStaticPropMgr::CreateCollisionModel( char const* pModelName ) { CUtlBuffer buf; CUtlBuffer bufvtx; CUtlBuffer bufphy; int i = m_StaticPropDict.AddToTail(); m_StaticPropDict[i].m_pModel = NULL; m_StaticPropDict[i].m_pStudioHdr = NULL; if ( !LoadStudioModel( pModelName, buf ) ) { VectorCopy( vec3_origin, m_StaticPropDict[i].m_Mins ); VectorCopy( vec3_origin, m_StaticPropDict[i].m_Maxs ); return; } studiohdr_t* pHdr = (studiohdr_t*)buf.Base(); VectorCopy( pHdr->hull_min, m_StaticPropDict[i].m_Mins ); VectorCopy( pHdr->hull_max, m_StaticPropDict[i].m_Maxs ); if ( LoadStudioCollisionModel( pModelName, bufphy ) ) { phyheader_t header; bufphy.Get( &header, sizeof(header) ); vcollide_t *pCollide = &m_StaticPropDict[i].m_loadedModel; s_pPhysCollision->VCollideLoad( pCollide, header.solidCount, (const char *)bufphy.PeekGet(), bufphy.TellPut() - bufphy.TellGet() ); m_StaticPropDict[i].m_pModel = m_StaticPropDict[i].m_loadedModel.solids[0]; /* static int propNum = 0; char tmp[128]; sprintf( tmp, "staticprop%03d.txt", propNum ); DumpCollideToGlView( pCollide, tmp ); ++propNum; */ } else { // mark this as unused m_StaticPropDict[i].m_loadedModel.solidCount = 0; // CPhysCollide* pPhys = CreatePhysCollide( pHdr, pVtxHdr ); m_StaticPropDict[i].m_pModel = ComputeConvexHull( pHdr ); } // clone it m_StaticPropDict[i].m_pStudioHdr = (studiohdr_t *)malloc( buf.Size() ); memcpy( m_StaticPropDict[i].m_pStudioHdr, (studiohdr_t*)buf.Base(), buf.Size() ); if ( !LoadVTXFile( pModelName, m_StaticPropDict[i].m_pStudioHdr, m_StaticPropDict[i].m_VtxBuf ) ) { // failed, leave state identified as disabled m_StaticPropDict[i].m_VtxBuf.Purge(); } if ( g_bTextureShadows ) { if ( (pHdr->flags & STUDIOHDR_FLAGS_CAST_TEXTURE_SHADOWS) || IsModelTextureShadowsForced(pModelName) ) { m_StaticPropDict[i].m_textureShadowIndex.RemoveAll(); m_StaticPropDict[i].m_triangleMaterialIndex.RemoveAll(); m_StaticPropDict[i].m_textureShadowIndex.AddMultipleToTail( pHdr->numtextures ); g_ShadowTextureList.LoadAllTexturesForModel( pHdr, m_StaticPropDict[i].m_textureShadowIndex.Base() ); } } } //----------------------------------------------------------------------------- // Unserialize static prop model dictionary //----------------------------------------------------------------------------- void CVradStaticPropMgr::UnserializeModelDict( CUtlBuffer& buf ) { int count = buf.GetInt(); while ( --count >= 0 ) { StaticPropDictLump_t lump; buf.Get( &lump, sizeof(StaticPropDictLump_t) ); CreateCollisionModel( lump.m_Name ); } } void CVradStaticPropMgr::UnserializeModels( CUtlBuffer& buf ) { int count = buf.GetInt(); m_StaticProps.AddMultipleToTail(count); for ( int i = 0; i < count; ++i ) { StaticPropLump_t lump; buf.Get( &lump, sizeof(StaticPropLump_t) ); VectorCopy( lump.m_Origin, m_StaticProps[i].m_Origin ); VectorCopy( lump.m_Angles, m_StaticProps[i].m_Angles ); VectorCopy( lump.m_LightingOrigin, m_StaticProps[i].m_LightingOrigin ); m_StaticProps[i].m_bLightingOriginValid = ( lump.m_Flags & STATIC_PROP_USE_LIGHTING_ORIGIN ) > 0; m_StaticProps[i].m_ModelIdx = lump.m_PropType; m_StaticProps[i].m_Handle = TREEDATA_INVALID_HANDLE; m_StaticProps[i].m_Flags = lump.m_Flags; } } //----------------------------------------------------------------------------- // Unserialize static props //----------------------------------------------------------------------------- void CVradStaticPropMgr::UnserializeStaticProps() { // Unserialize static props, insert them into the appropriate leaves GameLumpHandle_t handle = g_GameLumps.GetGameLumpHandle( GAMELUMP_STATIC_PROPS ); int size = g_GameLumps.GameLumpSize( handle ); if (!size) return; if ( g_GameLumps.GetGameLumpVersion( handle ) != GAMELUMP_STATIC_PROPS_VERSION ) { Error( "Cannot load the static props... encountered a stale map version. Re-vbsp the map." ); } if ( g_GameLumps.GetGameLump( handle ) ) { CUtlBuffer buf( g_GameLumps.GetGameLump(handle), size, CUtlBuffer::READ_ONLY ); UnserializeModelDict( buf ); // Skip the leaf list data int count = buf.GetInt(); buf.SeekGet( CUtlBuffer::SEEK_CURRENT, count * sizeof(StaticPropLeafLump_t) ); UnserializeModels( buf ); } } //----------------------------------------------------------------------------- // Level init, shutdown //----------------------------------------------------------------------------- void CVradStaticPropMgr::Init() { CreateInterfaceFn physicsFactory = GetPhysicsFactory(); if ( !physicsFactory ) Error( "Unable to load vphysics DLL." ); s_pPhysCollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL ); if( !s_pPhysCollision ) { Error( "Unable to get '%s' for physics interface.", VPHYSICS_COLLISION_INTERFACE_VERSION ); return; } // Read in static props that have been compiled into the bsp file UnserializeStaticProps(); } void CVradStaticPropMgr::Shutdown() { // Remove all static prop model data for (int i = m_StaticPropDict.Size(); --i >= 0; ) { studiohdr_t *pStudioHdr = m_StaticPropDict[i].m_pStudioHdr; if ( pStudioHdr ) { if ( pStudioHdr->pVertexBase ) { free( pStudioHdr->pVertexBase ); } free( pStudioHdr ); } } m_StaticProps.Purge(); m_StaticPropDict.Purge(); } void ComputeLightmapColor( dface_t* pFace, Vector &color ) { texinfo_t* pTex = &texinfo[pFace->texinfo]; if ( pTex->flags & SURF_SKY ) { // sky ambient already accounted for in direct component return; } } bool PositionInSolid( Vector &position ) { int ndxLeaf = PointLeafnum( position ); if ( dleafs[ndxLeaf].contents & CONTENTS_SOLID ) { // position embedded in solid return true; } return false; } //----------------------------------------------------------------------------- // Trace from a vertex to each direct light source, accumulating its contribution. //----------------------------------------------------------------------------- void ComputeDirectLightingAtPoint( Vector &position, Vector &normal, Vector &outColor, int iThread, int static_prop_id_to_skip=-1, int nLFlags = 0) { SSE_sampleLightOutput_t sampleOutput; outColor.Init(); // Iterate over all direct lights and accumulate their contribution int cluster = ClusterFromPoint( position ); for ( directlight_t *dl = activelights; dl != NULL; dl = dl->next ) { if ( dl->light.style ) { // skip lights with style continue; } // is this lights cluster visible? if ( !PVSCheck( dl->pvs, cluster ) ) continue; // push the vertex towards the light to avoid surface acne Vector adjusted_pos = position; float flEpsilon = 0.0; if (dl->light.type != emit_skyambient) { // push towards the light Vector fudge; if ( dl->light.type == emit_skylight ) fudge = -( dl->light.normal); else { fudge = dl->light.origin-position; VectorNormalize( fudge ); } fudge *= 4.0; adjusted_pos += fudge; } else { // push out along normal adjusted_pos += 4.0 * normal; // flEpsilon = 1.0; } FourVectors adjusted_pos4; FourVectors normal4; adjusted_pos4.DuplicateVector( adjusted_pos ); normal4.DuplicateVector( normal ); GatherSampleLightSSE( sampleOutput, dl, -1, adjusted_pos4, &normal4, 1, iThread, nLFlags | GATHERLFLAGS_FORCE_FAST, static_prop_id_to_skip, flEpsilon ); VectorMA( outColor, sampleOutput.m_flFalloff.m128_f32[0] * sampleOutput.m_flDot[0].m128_f32[0], dl->light.intensity, outColor ); } } //----------------------------------------------------------------------------- // Takes the results from a ComputeLighting call and applies it to the static prop in question. //----------------------------------------------------------------------------- void CVradStaticPropMgr::ApplyLightingToStaticProp( CStaticProp &prop, const CComputeStaticPropLightingResults *pResults ) { if ( pResults->m_ColorVertsArrays.Count() == 0 ) return; StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx]; studiohdr_t *pStudioHdr = dict.m_pStudioHdr; OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base(); Assert( pStudioHdr && pVtxHdr ); int iCurColorVertsArray = 0; for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID ) { OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID ); mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID ); for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID ) { OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel( modelID ); mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID ); const CUtlVector &colorVerts = *pResults->m_ColorVertsArrays[iCurColorVertsArray++]; for ( int nLod = 0; nLod < pVtxHdr->numLODs; nLod++ ) { OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLod ); for ( int nMesh = 0; nMesh < pStudioModel->nummeshes; ++nMesh ) { mstudiomesh_t* pMesh = pStudioModel->pMesh( nMesh ); OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh( nMesh ); for ( int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup ) { OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup( nGroup ); int nMeshIdx = prop.m_MeshData.AddToTail(); prop.m_MeshData[nMeshIdx].m_Verts.AddMultipleToTail( pStripGroup->numVerts ); prop.m_MeshData[nMeshIdx].m_nLod = nLod; for ( int nVertex = 0; nVertex < pStripGroup->numVerts; ++nVertex ) { int nIndex = pMesh->vertexoffset + pStripGroup->pVertex( nVertex )->origMeshVertID; Assert( nIndex < pStudioModel->numvertices ); prop.m_MeshData[nMeshIdx].m_Verts[nVertex] = colorVerts[nIndex].m_Color; } } } } } } } //----------------------------------------------------------------------------- // Trace rays from each unique vertex, accumulating direct and indirect // sources at each ray termination. Use the winding data to distribute the unique vertexes // into the rendering layout. //----------------------------------------------------------------------------- void CVradStaticPropMgr::ComputeLighting( CStaticProp &prop, int iThread, int prop_index, CComputeStaticPropLightingResults *pResults ) { CUtlVector badVerts; StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx]; studiohdr_t *pStudioHdr = dict.m_pStudioHdr; OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base(); if ( !pStudioHdr || !pVtxHdr ) { // must have model and its verts for lighting computation // game will fallback to fullbright return; } if (prop.m_Flags & STATIC_PROP_NO_PER_VERTEX_LIGHTING ) return; VMPI_SetCurrentStage( "ComputeLighting" ); for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID ) { mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID ); for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID ) { mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID ); // light all unique vertexes CUtlVector *pColorVertsArray = new CUtlVector; pResults->m_ColorVertsArrays.AddToTail( pColorVertsArray ); CUtlVector &colorVerts = *pColorVertsArray; colorVerts.EnsureCount( pStudioModel->numvertices ); memset( colorVerts.Base(), 0, colorVerts.Count() * sizeof(colorVertex_t) ); int numVertexes = 0; for ( int meshID = 0; meshID < pStudioModel->nummeshes; ++meshID ) { mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( meshID ); const mstudio_meshvertexdata_t *vertData = pStudioMesh->GetVertexData((void *)pStudioHdr); Assert( vertData ); // This can only return NULL on X360 for now for ( int vertexID = 0; vertexID < pStudioMesh->numvertices; ++vertexID ) { Vector sampleNormal; Vector samplePosition; // transform position and normal into world coordinate system matrix3x4_t matrix; AngleMatrix( prop.m_Angles, prop.m_Origin, matrix ); VectorTransform( *vertData->Position( vertexID ), matrix, samplePosition ); AngleMatrix( prop.m_Angles, matrix ); VectorTransform( *vertData->Normal( vertexID ), matrix, sampleNormal ); if ( PositionInSolid( samplePosition ) ) { // vertex is in solid, add to the bad list, and recover later badVertex_t badVertex; badVertex.m_ColorVertex = numVertexes; badVertex.m_Position = samplePosition; badVertex.m_Normal = sampleNormal; badVerts.AddToTail( badVertex ); } else { Vector direct_pos=samplePosition; int skip_prop = -1; if ( g_bDisablePropSelfShadowing || ( prop.m_Flags & STATIC_PROP_NO_SELF_SHADOWING ) ) { skip_prop = prop_index; } int nFlags = ( prop.m_Flags & STATIC_PROP_IGNORE_NORMALS ) ? GATHERLFLAGS_IGNORE_NORMALS : 0; Vector directColor(0,0,0); ComputeDirectLightingAtPoint( direct_pos, sampleNormal, directColor, iThread, skip_prop, nFlags ); Vector indirectColor(0,0,0); if (g_bShowStaticPropNormals) { directColor= sampleNormal; directColor += Vector(1.0,1.0,1.0); directColor *= 50.0; } else { if (numbounce >= 1) ComputeIndirectLightingAtPoint( samplePosition, sampleNormal, indirectColor, iThread, true, ( prop.m_Flags & STATIC_PROP_IGNORE_NORMALS) != 0 ); } colorVerts[numVertexes].m_bValid = true; colorVerts[numVertexes].m_Position = samplePosition; VectorAdd( directColor, indirectColor, colorVerts[numVertexes].m_Color ); } numVertexes++; } } // color in the bad vertexes // when entire model has no lighting origin and no valid neighbors // must punt, leave black coloring if ( badVerts.Count() && ( prop.m_bLightingOriginValid || badVerts.Count() != numVertexes ) ) { for ( int nBadVertex = 0; nBadVertex < badVerts.Count(); nBadVertex++ ) { Vector bestPosition; if ( prop.m_bLightingOriginValid ) { // use the specified lighting origin VectorCopy( prop.m_LightingOrigin, bestPosition ); } else { // find the closest valid neighbor int best = 0; float closest = FLT_MAX; for ( int nColorVertex = 0; nColorVertex < numVertexes; nColorVertex++ ) { if ( !colorVerts[nColorVertex].m_bValid ) { // skip invalid neighbors continue; } Vector delta; VectorSubtract( colorVerts[nColorVertex].m_Position, badVerts[nBadVertex].m_Position, delta ); float distance = VectorLength( delta ); if ( distance < closest ) { closest = distance; best = nColorVertex; } } // use the best neighbor as the direction to crawl VectorCopy( colorVerts[best].m_Position, bestPosition ); } // crawl toward best position // sudivide to determine a closer valid point to the bad vertex, and re-light Vector midPosition; int numIterations = 20; while ( --numIterations > 0 ) { VectorAdd( bestPosition, badVerts[nBadVertex].m_Position, midPosition ); VectorScale( midPosition, 0.5f, midPosition ); if ( PositionInSolid( midPosition ) ) break; bestPosition = midPosition; } // re-light from better position Vector directColor; ComputeDirectLightingAtPoint( bestPosition, badVerts[nBadVertex].m_Normal, directColor, iThread ); Vector indirectColor; ComputeIndirectLightingAtPoint( bestPosition, badVerts[nBadVertex].m_Normal, indirectColor, iThread, true ); // save results, not changing valid status // to ensure this offset position is not considered as a viable candidate colorVerts[badVerts[nBadVertex].m_ColorVertex].m_Position = bestPosition; VectorAdd( directColor, indirectColor, colorVerts[badVerts[nBadVertex].m_ColorVertex].m_Color ); } } // discard bad verts badVerts.Purge(); } } } //----------------------------------------------------------------------------- // Write the lighitng to bsp pak lump //----------------------------------------------------------------------------- void CVradStaticPropMgr::SerializeLighting() { char filename[MAX_PATH]; CUtlBuffer utlBuf; // illuminate them all int count = m_StaticProps.Count(); if ( !count ) { // nothing to do return; } char mapName[MAX_PATH]; Q_FileBase( source, mapName, sizeof( mapName ) ); int size; for (int i = 0; i < count; ++i) { // no need to write this file if we didn't compute the data // props marked this way will not load the info anyway if ( m_StaticProps[i].m_Flags & STATIC_PROP_NO_PER_VERTEX_LIGHTING ) continue; if (g_bHDR) { sprintf( filename, "sp_hdr_%d.vhv", i ); } else { sprintf( filename, "sp_%d.vhv", i ); } int totalVertexes = 0; for ( int j=0; jm_nVersion = VHV_VERSION; pVhvHdr->m_nChecksum = m_StaticPropDict[m_StaticProps[i].m_ModelIdx].m_pStudioHdr->checksum; pVhvHdr->m_nVertexFlags = VERTEX_COLOR; pVhvHdr->m_nVertexSize = 4; pVhvHdr->m_nVertexes = totalVertexes; pVhvHdr->m_nMeshes = m_StaticProps[i].m_MeshData.Count(); for (int n=0; nm_nMeshes; n++) { // construct mesh dictionary HardwareVerts::MeshHeader_t *pMesh = pVhvHdr->pMesh( n ); pMesh->m_nLod = m_StaticProps[i].m_MeshData[n].m_nLod; pMesh->m_nVertexes = m_StaticProps[i].m_MeshData[n].m_Verts.Count(); pMesh->m_nOffset = (unsigned int)pVertexData - (unsigned int)pVhvHdr; // construct vertexes for (int k=0; km_nVertexes; k++) { Vector &vector = m_StaticProps[i].m_MeshData[n].m_Verts[k]; ColorRGBExp32 rgbColor; VectorToColorRGBExp32( vector, rgbColor ); unsigned char dstColor[4]; ConvertRGBExp32ToRGBA8888( &rgbColor, dstColor ); // b,g,r,a order pVertexData[0] = dstColor[2]; pVertexData[1] = dstColor[1]; pVertexData[2] = dstColor[0]; pVertexData[3] = dstColor[3]; pVertexData += 4; } } // align to end of file pVertexData = (unsigned char *)((unsigned int)pVertexData - (unsigned int)pVhvHdr); pVertexData = (unsigned char*)pVhvHdr + ALIGN_TO_POW2( (unsigned int)pVertexData, 512 ); AddBufferToPak( GetPakFile(), filename, (void*)pVhvHdr, pVertexData - (unsigned char*)pVhvHdr, false ); } } void CVradStaticPropMgr::VMPI_ProcessStaticProp_Static( int iThread, uint64 iStaticProp, MessageBuffer *pBuf ) { g_StaticPropMgr.VMPI_ProcessStaticProp( iThread, iStaticProp, pBuf ); } void CVradStaticPropMgr::VMPI_ReceiveStaticPropResults_Static( uint64 iStaticProp, MessageBuffer *pBuf, int iWorker ) { g_StaticPropMgr.VMPI_ReceiveStaticPropResults( iStaticProp, pBuf, iWorker ); } //----------------------------------------------------------------------------- // Called on workers to do the computation for a static prop and send // it to the master. //----------------------------------------------------------------------------- void CVradStaticPropMgr::VMPI_ProcessStaticProp( int iThread, int iStaticProp, MessageBuffer *pBuf ) { // Compute the lighting. CComputeStaticPropLightingResults results; ComputeLighting( m_StaticProps[iStaticProp], iThread, iStaticProp, &results ); VMPI_SetCurrentStage( "EncodeLightingResults" ); // Encode the results. int nLists = results.m_ColorVertsArrays.Count(); pBuf->write( &nLists, sizeof( nLists ) ); for ( int i=0; i < nLists; i++ ) { CUtlVector &curList = *results.m_ColorVertsArrays[i]; int count = curList.Count(); pBuf->write( &count, sizeof( count ) ); pBuf->write( curList.Base(), curList.Count() * sizeof( colorVertex_t ) ); } } //----------------------------------------------------------------------------- // Called on the master when a worker finishes processing a static prop. //----------------------------------------------------------------------------- void CVradStaticPropMgr::VMPI_ReceiveStaticPropResults( int iStaticProp, MessageBuffer *pBuf, int iWorker ) { // Read in the results. CComputeStaticPropLightingResults results; int nLists; pBuf->read( &nLists, sizeof( nLists ) ); for ( int i=0; i < nLists; i++ ) { CUtlVector *pList = new CUtlVector; results.m_ColorVertsArrays.AddToTail( pList ); int count; pBuf->read( &count, sizeof( count ) ); pList->SetSize( count ); pBuf->read( pList->Base(), count * sizeof( colorVertex_t ) ); } // Apply the results. ApplyLightingToStaticProp( m_StaticProps[iStaticProp], &results ); } void CVradStaticPropMgr::ComputeLightingForProp( int iThread, int iStaticProp ) { // Compute the lighting. CComputeStaticPropLightingResults results; ComputeLighting( m_StaticProps[iStaticProp], iThread, iStaticProp, &results ); ApplyLightingToStaticProp( m_StaticProps[iStaticProp], &results ); } void CVradStaticPropMgr::ThreadComputeStaticPropLighting( int iThread, void *pUserData ) { while (1) { int j = GetThreadWork (); if (j == -1) break; CComputeStaticPropLightingResults results; g_StaticPropMgr.ComputeLightingForProp( iThread, j ); } } //----------------------------------------------------------------------------- // Computes lighting for the static props. // Must be after all other surface lighting has been computed for the indirect sampling. //----------------------------------------------------------------------------- void CVradStaticPropMgr::ComputeLighting( int iThread ) { // illuminate them all int count = m_StaticProps.Count(); if ( !count ) { // nothing to do return; } StartPacifier( "Computing static prop lighting : " ); // ensure any traces against us are ignored because we have no inherit lighting contribution m_bIgnoreStaticPropTrace = true; if ( g_bUseMPI ) { // Distribute the work among the workers. VMPI_SetCurrentStage( "CVradStaticPropMgr::ComputeLighting" ); DistributeWork( count, VMPI_DISTRIBUTEWORK_PACKETID, &CVradStaticPropMgr::VMPI_ProcessStaticProp_Static, &CVradStaticPropMgr::VMPI_ReceiveStaticPropResults_Static ); } else { RunThreadsOn(count, true, ThreadComputeStaticPropLighting); } // restore default m_bIgnoreStaticPropTrace = false; // save data to bsp SerializeLighting(); EndPacifier( true ); } //----------------------------------------------------------------------------- // Adds all static prop polys to the ray trace store. //----------------------------------------------------------------------------- void CVradStaticPropMgr::AddPolysForRayTrace( void ) { int count = m_StaticProps.Count(); if ( !count ) { // nothing to do return; } // Triangle coverage of 1 (full coverage) Vector fullCoverage; fullCoverage.x = 1.0f; for ( int nProp = 0; nProp < count; ++nProp ) { CStaticProp &prop = m_StaticProps[nProp]; StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx]; if ( prop.m_Flags & STATIC_PROP_NO_SHADOW ) continue; // If not using static prop polys, use AABB if ( !g_bStaticPropPolys ) { if ( dict.m_pModel ) { VMatrix xform; xform.SetupMatrixOrgAngles ( prop.m_Origin, prop.m_Angles ); ICollisionQuery *queryModel = s_pPhysCollision->CreateQueryModel( dict.m_pModel ); for ( int nConvex = 0; nConvex < queryModel->ConvexCount(); ++nConvex ) { for ( int nTri = 0; nTri < queryModel->TriangleCount( nConvex ); ++nTri ) { Vector verts[3]; queryModel->GetTriangleVerts( nConvex, nTri, verts ); for ( int nVert = 0; nVert < 3; ++nVert ) verts[nVert] = xform.VMul4x3(verts[nVert]); g_RtEnv.AddTriangle ( TRACE_ID_STATICPROP | nProp, verts[0], verts[1], verts[2], fullCoverage ); } } s_pPhysCollision->DestroyQueryModel( queryModel ); } else { VectorAdd ( dict.m_Mins, prop.m_Origin, prop.m_mins ); VectorAdd ( dict.m_Maxs, prop.m_Origin, prop.m_maxs ); g_RtEnv.AddAxisAlignedRectangularSolid ( TRACE_ID_STATICPROP | nProp, prop.m_mins, prop.m_maxs, fullCoverage ); } continue; } studiohdr_t *pStudioHdr = dict.m_pStudioHdr; OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base(); if ( !pStudioHdr || !pVtxHdr ) { // must have model and its verts for decoding triangles return; } // only init the triangle table the first time bool bInitTriangles = dict.m_triangleMaterialIndex.Count() ? false : true; int triangleIndex = 0; // meshes are deeply hierarchial, divided between three stores, follow the white rabbit // body parts -> models -> lod meshes -> strip groups -> strips // the vertices and indices are pooled, the trick is knowing the offset to determine your indexed base for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID ) { OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID ); mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID ); for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID ) { OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel( modelID ); mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID ); // assuming lod 0, could iterate if required int nLod = 0; OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLod ); for ( int nMesh = 0; nMesh < pStudioModel->nummeshes; ++nMesh ) { // check if this mesh's material is in the no shadow material name list mstudiomesh_t* pMesh = pStudioModel->pMesh( nMesh ); mstudiotexture_t *pTxtr=pStudioHdr->pTexture(pMesh->material); //printf("mat idx=%d mat name=%s\n",pMesh->material,pTxtr->pszName()); bool bSkipThisMesh = false; for(int check=0; checkpszName(), g_NonShadowCastingMaterialStrings[check] ) ) { //printf("skip mat name=%s\n",pTxtr->pszName()); bSkipThisMesh = true; break; } } if ( bSkipThisMesh) continue; int shadowTextureIndex = -1; if ( dict.m_textureShadowIndex.Count() ) { shadowTextureIndex = dict.m_textureShadowIndex[pMesh->material]; } OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh( nMesh ); const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( (void *)pStudioHdr ); Assert( vertData ); // This can only return NULL on X360 for now for ( int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup ) { OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup( nGroup ); int nStrip; for ( nStrip = 0; nStrip < pStripGroup->numStrips; nStrip++ ) { OptimizedModel::StripHeader_t *pStrip = pStripGroup->pStrip( nStrip ); if ( pStrip->flags & OptimizedModel::STRIP_IS_TRILIST ) { for ( int i = 0; i < pStrip->numIndices; i += 3 ) { int idx = pStrip->indexOffset + i; unsigned short i1 = *pStripGroup->pIndex( idx ); unsigned short i2 = *pStripGroup->pIndex( idx + 1 ); unsigned short i3 = *pStripGroup->pIndex( idx + 2 ); int vertex1 = pStripGroup->pVertex( i1 )->origMeshVertID; int vertex2 = pStripGroup->pVertex( i2 )->origMeshVertID; int vertex3 = pStripGroup->pVertex( i3 )->origMeshVertID; // transform position into world coordinate system matrix3x4_t matrix; AngleMatrix( prop.m_Angles, prop.m_Origin, matrix ); Vector position1; Vector position2; Vector position3; VectorTransform( *vertData->Position( vertex1 ), matrix, position1 ); VectorTransform( *vertData->Position( vertex2 ), matrix, position2 ); VectorTransform( *vertData->Position( vertex3 ), matrix, position3 ); unsigned short flags = 0; int materialIndex = -1; Vector color = vec3_origin; if ( shadowTextureIndex >= 0 ) { if ( bInitTriangles ) { // add texture space and texture index to material database // now float coverage = g_ShadowTextureList.ComputeCoverageForTriangle(shadowTextureIndex, *vertData->Texcoord(vertex1), *vertData->Texcoord(vertex2), *vertData->Texcoord(vertex3) ); if ( coverage < 1.0f ) { materialIndex = g_ShadowTextureList.AddMaterialEntry( shadowTextureIndex, *vertData->Texcoord(vertex1), *vertData->Texcoord(vertex2), *vertData->Texcoord(vertex3) ); color.x = coverage; } else { materialIndex = -1; } dict.m_triangleMaterialIndex.AddToTail(materialIndex); } else { materialIndex = dict.m_triangleMaterialIndex[triangleIndex]; triangleIndex++; } if ( materialIndex >= 0 ) { flags = FCACHETRI_TRANSPARENT; } } // printf( "\ngl 3\n" ); // printf( "gl %6.3f %6.3f %6.3f 1 0 0\n", XYZ(position1)); // printf( "gl %6.3f %6.3f %6.3f 0 1 0\n", XYZ(position2)); // printf( "gl %6.3f %6.3f %6.3f 0 0 1\n", XYZ(position3)); g_RtEnv.AddTriangle( TRACE_ID_STATICPROP | nProp, position1, position2, position3, color, flags, materialIndex); } } else { // all tris expected to be discrete tri lists // must fixme if stripping ever occurs printf( "unexpected strips found\n" ); Assert( 0 ); return; } } } } } } } } struct tl_tri_t { Vector p0; Vector p1; Vector p2; Vector n0; Vector n1; Vector n2; bool operator == (const tl_tri_t &t) const { return ( p0 == t.p0 && p1 == t.p1 && p2 == t.p2 && n0 == t.n0 && n1 == t.n1 && n2 == t.n2 ); } }; struct tl_vert_t { Vector m_position; CUtlLinkedList< tl_tri_t, int > m_triList; }; void AddTriVertsToList( CUtlVector< tl_vert_t > &triListVerts, int vertIndex, Vector vertPosition, Vector p0, Vector p1, Vector p2, Vector n0, Vector n1, Vector n2 ) { tl_tri_t tlTri; tlTri.p0 = p0; tlTri.p1 = p1; tlTri.p2 = p2; tlTri.n0 = n0; tlTri.n1 = n1; tlTri.n2 = n2; triListVerts.EnsureCapacity( vertIndex+1 ); triListVerts[vertIndex].m_position = vertPosition; int index = triListVerts[vertIndex].m_triList.Find( tlTri ); if ( !triListVerts[vertIndex].m_triList.IsValidIndex( index ) ) { // not in list, add to list of triangles triListVerts[vertIndex].m_triList.AddToTail( tlTri ); } } //----------------------------------------------------------------------------- // Builds a list of tris for every vertex //----------------------------------------------------------------------------- void CVradStaticPropMgr::BuildTriList( CStaticProp &prop ) { // the generated list will consist of a list of verts // each vert will have a linked list of triangles that it belongs to CUtlVector< tl_vert_t > triListVerts; StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx]; studiohdr_t *pStudioHdr = dict.m_pStudioHdr; OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base(); if ( !pStudioHdr || !pVtxHdr ) { // must have model and its verts for decoding triangles return; } // meshes are deeply hierarchial, divided between three stores, follow the white rabbit // body parts -> models -> lod meshes -> strip groups -> strips // the vertices and indices are pooled, the trick is knowing the offset to determine your indexed base for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID ) { OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID ); mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID ); for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID ) { OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel( modelID ); mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID ); // get the specified lod, assuming lod 0 int nLod = 0; OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLod ); // must reset because each model has their own vertexes [0..n] // in order for this to be monolithic for the entire prop the list must be segmented triListVerts.Purge(); for ( int nMesh = 0; nMesh < pStudioModel->nummeshes; ++nMesh ) { mstudiomesh_t* pMesh = pStudioModel->pMesh( nMesh ); OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh( nMesh ); const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( (void *)pStudioHdr ); Assert( vertData ); // This can only return NULL on X360 for now for ( int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup ) { OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup( nGroup ); int nStrip; for ( nStrip = 0; nStrip < pStripGroup->numStrips; nStrip++ ) { OptimizedModel::StripHeader_t *pStrip = pStripGroup->pStrip( nStrip ); if ( pStrip->flags & OptimizedModel::STRIP_IS_TRILIST ) { for ( int i = 0; i < pStrip->numIndices; i += 3 ) { int idx = pStrip->indexOffset + i; unsigned short i1 = *pStripGroup->pIndex( idx ); unsigned short i2 = *pStripGroup->pIndex( idx + 1 ); unsigned short i3 = *pStripGroup->pIndex( idx + 2 ); int vertex1 = pStripGroup->pVertex( i1 )->origMeshVertID; int vertex2 = pStripGroup->pVertex( i2 )->origMeshVertID; int vertex3 = pStripGroup->pVertex( i3 )->origMeshVertID; // transform position into world coordinate system matrix3x4_t matrix; AngleMatrix( prop.m_Angles, prop.m_Origin, matrix ); Vector position1; Vector position2; Vector position3; VectorTransform( *vertData->Position( vertex1 ), matrix, position1 ); VectorTransform( *vertData->Position( vertex2 ), matrix, position2 ); VectorTransform( *vertData->Position( vertex3 ), matrix, position3 ); Vector normal1; Vector normal2; Vector normal3; VectorTransform( *vertData->Normal( vertex1 ), matrix, normal1 ); VectorTransform( *vertData->Normal( vertex2 ), matrix, normal2 ); VectorTransform( *vertData->Normal( vertex3 ), matrix, normal3 ); AddTriVertsToList( triListVerts, pMesh->vertexoffset + vertex1, position1, position1, position2, position3, normal1, normal2, normal3 ); AddTriVertsToList( triListVerts, pMesh->vertexoffset + vertex2, position2, position1, position2, position3, normal1, normal2, normal3 ); AddTriVertsToList( triListVerts, pMesh->vertexoffset + vertex3, position3, position1, position2, position3, normal1, normal2, normal3 ); } } else { // all tris expected to be discrete tri lists // must fixme if stripping ever occurs printf( "unexpected strips found\n" ); Assert( 0 ); return; } } } } } } } const vertexFileHeader_t * mstudiomodel_t::CacheVertexData( void *pModelData ) { studiohdr_t *pActiveStudioHdr = static_cast(pModelData); Assert( pActiveStudioHdr ); if ( pActiveStudioHdr->pVertexBase ) { return (vertexFileHeader_t *)pActiveStudioHdr->pVertexBase; } // mandatory callback to make requested data resident // load and persist the vertex file char fileName[MAX_PATH]; strcpy( fileName, "models/" ); strcat( fileName, pActiveStudioHdr->pszName() ); Q_StripExtension( fileName, fileName, sizeof( fileName ) ); strcat( fileName, ".vvd" ); // load the model FileHandle_t fileHandle = g_pFileSystem->Open( fileName, "rb" ); if ( !fileHandle ) { Error( "Unable to load vertex data \"%s\"\n", fileName ); } // Get the file size int vvdSize = g_pFileSystem->Size( fileHandle ); if ( vvdSize == 0 ) { g_pFileSystem->Close( fileHandle ); Error( "Bad size for vertex data \"%s\"\n", fileName ); } vertexFileHeader_t *pVvdHdr = (vertexFileHeader_t *)malloc( vvdSize ); g_pFileSystem->Read( pVvdHdr, vvdSize, fileHandle ); g_pFileSystem->Close( fileHandle ); // check header if ( pVvdHdr->id != MODEL_VERTEX_FILE_ID ) { Error("Error Vertex File %s id %d should be %d\n", fileName, pVvdHdr->id, MODEL_VERTEX_FILE_ID); } if ( pVvdHdr->version != MODEL_VERTEX_FILE_VERSION ) { Error("Error Vertex File %s version %d should be %d\n", fileName, pVvdHdr->version, MODEL_VERTEX_FILE_VERSION); } if ( pVvdHdr->checksum != pActiveStudioHdr->checksum ) { Error("Error Vertex File %s checksum %d should be %d\n", fileName, pVvdHdr->checksum, pActiveStudioHdr->checksum); } // need to perform mesh relocation fixups // allocate a new copy vertexFileHeader_t *pNewVvdHdr = (vertexFileHeader_t *)malloc( vvdSize ); if ( !pNewVvdHdr ) { Error( "Error allocating %d bytes for Vertex File '%s'\n", vvdSize, fileName ); } // load vertexes and run fixups Studio_LoadVertexes( pVvdHdr, pNewVvdHdr, 0, true ); // discard original free( pVvdHdr ); pVvdHdr = pNewVvdHdr; pActiveStudioHdr->pVertexBase = (void*)pVvdHdr; return pVvdHdr; }