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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Model loading / unloading interface
//
// $NoKeywords: $
//===========================================================================//
#include "render_pch.h"
#include "Overlay.h"
#include "bspfile.h"
#include "modelloader.h"
#include "materialsystem/imesh.h"
#include "materialsystem/ivballoctracker.h"
#include "disp.h"
#include "collisionutils.h"
#include "tier0/vprof.h"
#include "render.h"
#include "r_decal.h"
#include "fmtstr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Externs
//-----------------------------------------------------------------------------
int g_OverlayRenderFrameID;
//-----------------------------------------------------------------------------
// Convars
//-----------------------------------------------------------------------------
static ConVar r_renderoverlaybatch("r_renderoverlaybatch", "1", FCVAR_DEVELOPMENTONLY); static ConVar r_renderoverlayfragment("r_renderoverlayfragment", "1"); static ConVar r_overlaywireframe( "r_overlaywireframe", "0" ); static ConVar r_overlayfadeenable( "r_overlayfadeenable", "0" ); static ConVar r_overlayfademin( "r_overlayfademin", "1750" ); static ConVar r_overlayfademax( "r_overlayfademax", "2000" );
//-----------------------------------------------------------------------------
// Structures used to represent the overlay
//-----------------------------------------------------------------------------
typedef unsigned short OverlayFragmentList_t;
enum { OVERLAY_FRAGMENT_LIST_INVALID = (OverlayFragmentList_t)~0, };
enum { NUM_OVERLAY_TEXCOORDS = 2, };
struct overlayvert_t { Vector pos; Vector normal; Vector2D texCoord[NUM_OVERLAY_TEXCOORDS]; // texcoord 0 = the mapped tex coord from worldcraft
// texcoord 1 is used for alpha and maps the whole texture into the whole overlay
Vector2D tmpDispUV;
float lightCoord[2]; int packedColor;
overlayvert_t() { pos.Init(); normal.Init(); texCoord[0].Init(); texCoord[1].Init(); tmpDispUV.Init(); lightCoord[0] = lightCoord[1] = 0.0f; packedColor = 0xFFFFFFFF; } };
struct moverlayfragment_t { int m_nRenderFrameID; // So we only render a fragment once a frame!
SurfaceHandle_t m_SurfId; // Surface Id
int m_iOverlay; // Overlay Id
OverlayFragmentHandle_t m_hNextRender; unsigned short m_nMaterialSortID; CUtlVector<overlayvert_t> m_aPrimVerts; float decalOffset; int m_iMesh; // Mesh Id
int m_nVertexBufferIndex; bool m_bFaded; };
// this draws in the unlit pass
#define FOVERLAY_DRAW_UNLIT 0x0001
struct moverlay_t { int m_nId; short m_nTexInfo; short m_nRenderOrder; // 0 - MAX_OVERLAY_RENDER_ORDERS
OverlayFragmentList_t m_hFirstFragment; unsigned short m_nFlags; CUtlVector<SurfaceHandle_t> m_aFaces; float m_flU[2]; float m_flV[2]; Vector m_vecUVPoints[4]; Vector m_vecOrigin; Vector m_vecBasis[3]; // 0 = u, 1 = v, 2 = normal
void *m_pBindProxy; // client renderable for an overlay's material proxy to bind to
float m_flFadeDistMinSq; // Distance from the overlay's origin at which we start fading (-1 = use max dist)
float m_flFadeDistMaxSq; // Distance from the overlay's origin at which we fade out completely
float m_flInvFadeRangeSq; // Precomputed 1.0f / ( m_flFadeDistMaxSq - m_flFadeDistMinSq )
float m_flRadius; // max distance of an overlay vertex from the origin
byte m_nMinCPULevel; byte m_nMaxCPULevel; byte m_nMinGPULevel; byte m_nMaxGPULevel;
// TODO: Probably want to clear out some other stuff, but this is the only add for now!
moverlay_t() { m_nMinCPULevel = 0; m_nMaxCPULevel = 0; m_nMinGPULevel = 0; m_nMaxGPULevel = 0; }
bool ShouldDraw( int nCPULevel, int nGPULevel ) { bool bDraw = true; if ( m_nMinCPULevel != 0 ) { bDraw = nCPULevel >= ( m_nMinCPULevel - 1 ); }
if ( bDraw && m_nMaxCPULevel != 0 ) { bDraw = nCPULevel <= ( m_nMaxCPULevel - 1 ); }
if ( bDraw && m_nMinGPULevel != 0 ) { bDraw = nGPULevel >= ( m_nMinGPULevel - 1 ); }
if ( bDraw && m_nMaxGPULevel != 0 ) { bDraw = nGPULevel <= ( m_nMaxGPULevel - 1 ); }
return bDraw; } };
// Going away!
void Overlay_BuildBasisOrigin( Vector &vecBasisOrigin, SurfaceHandle_t surfID ); void Overlay_BuildBasis( const Vector &vecBasisNormal, Vector &vecBasisU, Vector &vecBasisV, bool bFlip ); void Overlay_OverlayUVToOverlayPlane( const Vector &vecBasisOrigin, const Vector &vecBasisU, const Vector &vecBasisV, const Vector &vecUVPoint, Vector &vecPlanePoint ); void Overlay_WorldToOverlayPlane( const Vector &vecBasisOrigin, const Vector &vecBasisNormal, const Vector &vecWorldPoint, Vector &vecPlanePoint ); void Overlay_OverlayPlaneToWorld( const Vector &vecBasisNormal, SurfaceHandle_t surfID, const Vector &vecPlanePoint, Vector &vecWorldPoint ); void Overlay_DispUVToWorld( CDispInfo *pDisp, CMeshReader *pReader, const Vector2D &vecUV, Vector &vecWorld, Vector &vecWorldNormal, moverlayfragment_t &surfaceFrag );
void Overlay_TriTLToBR( CDispInfo *pDisp, Vector &vecWorld, Vector &vecWorldNormal, float flU, float flV, int nSnapU, int nSnapV, int nWidth, int nHeight ); void Overlay_TriBLToTR( CDispInfo *pDisp, Vector &vecWorld, Vector &vecWorldNormal, float flU, float flV, int nSnapU, int nSnapV, int nWidth, int nHeight );
//-----------------------------------------------------------------------------
// Overlay manager class
//-----------------------------------------------------------------------------
class COverlayMgr : public IOverlayMgr { public: typedef CUtlVector<moverlayfragment_t*> OverlayFragmentVector_t;
public: COverlayMgr(); ~COverlayMgr();
// Implementation of IOverlayMgr interface
virtual bool LoadOverlays( ); virtual void UnloadOverlays( );
virtual void CreateFragments( void ); virtual void ReSortMaterials( void ); virtual void ClearRenderLists(); virtual void ClearRenderLists( int nSortGroup ); virtual void AddFragmentListToRenderList( int nSortGroup, OverlayFragmentHandle_t iFragment, bool bDisp ); virtual void RenderOverlays( IMatRenderContext *pRenderContext, int nSortGroup ); virtual void RenderAllUnlitOverlays( IMatRenderContext *pRenderContext, int nSortGroup );
virtual void SetOverlayBindProxy( int iOverlayID, void *pBindProxy );
virtual void UpdateOverlayRenderLevels( int nCPULevel, int nGPULevel );
private:
void RenderOverlaysBatch( IMatRenderContext *pRenderContext, int nSortGroup );
// Create, destroy material sort order ids...
int GetMaterialSortID( IMaterial* pMaterial, int nLightmapPage ); void CleanupMaterial( unsigned short nSortOrder );
moverlay_t *GetOverlay( int iOverlay ); moverlayfragment_t *GetOverlayFragment( OverlayFragmentHandle_t iFragment );
// Surfaces
void Surf_CreateFragments( moverlay_t *pOverlay, SurfaceHandle_t surfID ); bool Surf_PreClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag, SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag ); void Surf_PostClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag, SurfaceHandle_t surfID ); void Surf_ClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag, SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag );
// Displacements
void Disp_CreateFragments( moverlay_t *pOverlay, SurfaceHandle_t surfID ); bool Disp_PreClipFragment( moverlay_t *pOverlay, OverlayFragmentVector_t &aDispFragments, SurfaceHandle_t surfID ); void Disp_PostClipFragment( CDispInfo *pDisp, CMeshReader *pReader, moverlay_t *pOverlay, OverlayFragmentVector_t &aDispFragments, SurfaceHandle_t surfID ); void Disp_ClipFragment( CDispInfo *pDisp, OverlayFragmentVector_t &aDispFragments ); void Disp_DoClip( CDispInfo *pDisp, OverlayFragmentVector_t &aCurrentFragments, cplane_t &clipPlane, float clipDistStart, int nInterval, int nLoopStart, int nLoopEnd, int nLoopInc );
// Utility
OverlayFragmentHandle_t AddFragmentToFragmentList( int nSize ); OverlayFragmentHandle_t AddFragmentToFragmentList( moverlayfragment_t *pSrc );
bool FadeOverlayFragmentGlobal( moverlayfragment_t *pFragment ); bool FadeOverlayFragment( moverlay_t *pOverlay, moverlayfragment_t *pFragment );
moverlayfragment_t *CreateTempFragment( int nSize ); moverlayfragment_t *CopyTempFragment( moverlayfragment_t *pSrc ); void DestroyTempFragment( moverlayfragment_t *pFragment );
void BuildClipPlanes( SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag, const Vector &vecBasisNormal, CUtlVector<cplane_t> &m_ClipPlanes ); void DoClipFragment( moverlayfragment_t *pFragment, cplane_t *pClipPlane, moverlayfragment_t **ppFront, moverlayfragment_t **ppBack );
void InitTexCoords( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag );
void BuildStaticBuffers(); void DestroyStaticBuffers(); int FindOrdAddMesh( IMaterial* pMaterial, int vertCount );
void DrawBatches( IMatRenderContext *pRenderContext, IMesh* pIndices, bool bWireframe ); void DrawFadedFragments( IMatRenderContext *pRenderContext, int nSortGroup, bool bWireframe );
private: enum { RENDER_QUEUE_INVALID = 0xFFFF }; // Structures used to assign sort order handles
struct RenderQueueInfo_t { OverlayFragmentHandle_t m_hFirstFragment; unsigned short m_nNextRenderQueue; // Index of next queue that has stuff to render
unsigned short m_nVertexCount; unsigned short m_nIndexCount; };
struct RenderQueueHead_t { IMaterial *m_pMaterial; int m_nLightmapPage;
RenderQueueInfo_t m_Queue[MAX_MAT_SORT_GROUPS];
unsigned short m_nRefCount; };
struct RenderBatch_t { int m_iMesh; unsigned short m_nFirstIndex; unsigned short m_nNumIndex; IMaterial * m_pMaterial; void * m_pBindProxy; int m_nLightmapPage;
RenderBatch_t() : m_iMesh(0), m_nFirstIndex(0), m_nNumIndex(0), m_pMaterial(NULL), m_pBindProxy(NULL), m_nLightmapPage(0) {} };
struct RenderMesh_t { IMesh* m_pMesh; IMaterial * m_pMaterial; int m_nVertCount; VertexFormat_t m_VertexFormat; };
// First render queue to render
unsigned short m_nFirstRenderQueue[MAX_MAT_SORT_GROUPS];
// Used to assign sort order handles
CUtlLinkedList<RenderQueueHead_t, unsigned short> m_RenderQueue;
// All overlays
CUtlVector<moverlay_t> m_aOverlays;
// List of all overlay fragments. prev/next links point to the next fragment on a *surface*
CUtlLinkedList< moverlayfragment_t, unsigned short, true > m_aFragments;
// Used to find all fragments associated with a particular overlay
CUtlLinkedList< OverlayFragmentHandle_t, unsigned short, true > m_OverlayFragments;
// list of batches used to render overlays - static VB and dynamic IB
CUtlVector<RenderBatch_t> m_RenderBatchList;
// list of faded fragments - dynamic VB and dynamic IB
CUtlVector<OverlayFragmentHandle_t> m_RenderFadedFragments;
// List of static VB
CUtlVector<RenderMesh_t> m_RenderMeshes;
// Fade parameters.
float m_flFadeMin2; float m_flFadeMax2; float m_flFadeDelta2;
// Cache the gpu/cpu levels.
int m_nCPULevel; int m_nGPULevel; };
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
static COverlayMgr g_OverlayMgr; IOverlayMgr *OverlayMgr( void ) { return &g_OverlayMgr; }
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
COverlayMgr::COverlayMgr() { for ( int i = 0; i < MAX_MAT_SORT_GROUPS; ++i ) { m_nFirstRenderQueue[i] = RENDER_QUEUE_INVALID; }
m_flFadeMin2 = 0.0f; m_flFadeMax2 = 0.0f; m_flFadeDelta2 = 0.0f;
m_nCPULevel = -1; m_nGPULevel = -1; }
//-----------------------------------------------------------------------------
// Destructor
//-----------------------------------------------------------------------------
COverlayMgr::~COverlayMgr() { UnloadOverlays(); }
//-----------------------------------------------------------------------------
// Returns a particular overlay
//-----------------------------------------------------------------------------
inline moverlay_t *COverlayMgr::GetOverlay( int iOverlay ) { return &m_aOverlays[iOverlay]; }
//-----------------------------------------------------------------------------
// Returns a particular overlay fragment
//-----------------------------------------------------------------------------
inline moverlayfragment_t *COverlayMgr::GetOverlayFragment( OverlayFragmentHandle_t iFragment ) { return &m_aFragments[iFragment]; }
//-----------------------------------------------------------------------------
// Cleanup overlays
//-----------------------------------------------------------------------------
void COverlayMgr::UnloadOverlays( ) { FOR_EACH_LL( m_RenderQueue, i ) { m_RenderQueue[i].m_pMaterial->DecrementReferenceCount(); }
int nOverlayCount = m_aOverlays.Count(); for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay ) { moverlay_t *pOverlay = &m_aOverlays.Element( iOverlay ); int hFrag = pOverlay->m_hFirstFragment; while ( hFrag != OVERLAY_FRAGMENT_INVALID ) { int iFrag = m_OverlayFragments[hFrag]; m_aFragments.Free( iFrag ); hFrag = m_OverlayFragments.Next( hFrag ); } }
m_aOverlays.Purge(); m_aFragments.Purge(); m_OverlayFragments.Purge(); m_RenderQueue.Purge();
DestroyStaticBuffers();
for ( int i = 0; i < MAX_MAT_SORT_GROUPS; ++i ) { m_nFirstRenderQueue[i] = RENDER_QUEUE_INVALID; } }
//-----------------------------------------------------------------------------
// Create, destroy material sort order ids...
//-----------------------------------------------------------------------------
int COverlayMgr::GetMaterialSortID( IMaterial* pMaterial, int nLightmapPage ) { // Search the sort order handles for an enumeration id match (means materials + lightmaps match)
unsigned short i; for ( i = m_RenderQueue.Head(); i != m_RenderQueue.InvalidIndex(); i = m_RenderQueue.Next(i) ) { // Found a match, lets increment the refcount of this sort order id
if ((m_RenderQueue[i].m_pMaterial == pMaterial) && (m_RenderQueue[i].m_nLightmapPage == nLightmapPage)) { ++m_RenderQueue[i].m_nRefCount; return i; } }
// Didn't find it, lets assign a new sort order ID, with a refcount of 1
i = m_RenderQueue.AddToTail(); RenderQueueHead_t &renderQueue = m_RenderQueue[i];
renderQueue.m_pMaterial = pMaterial; renderQueue.m_nLightmapPage = nLightmapPage; renderQueue.m_nRefCount = 1;
for ( int j = 0; j < MAX_MAT_SORT_GROUPS; ++j ) { RenderQueueInfo_t &info = renderQueue.m_Queue[j];
info.m_hFirstFragment = OVERLAY_FRAGMENT_INVALID; info.m_nNextRenderQueue = RENDER_QUEUE_INVALID; info.m_nVertexCount = 0; info.m_nIndexCount = 0; }
pMaterial->IncrementReferenceCount();
return i; }
void COverlayMgr::CleanupMaterial( unsigned short nSortOrder ) { RenderQueueHead_t &renderQueue = m_RenderQueue[nSortOrder];
#ifdef _DEBUG
for ( int i = 0; i < MAX_MAT_SORT_GROUPS; ++i ) { // Shouldn't be cleaning up while we've got a render list
Assert( renderQueue.m_Queue[i].m_nVertexCount == 0 ); } #endif
// Decrease the sort order reference count
if (--renderQueue.m_nRefCount <= 0) { renderQueue.m_pMaterial->DecrementReferenceCount();
// No one referencing the sort order number?
// Then lets clean up the sort order id
m_RenderQueue.Remove(nSortOrder); } }
//-----------------------------------------------------------------------------
// Clears the render lists
//-----------------------------------------------------------------------------
void COverlayMgr::ClearRenderLists() { for ( int i = 0; i < MAX_MAT_SORT_GROUPS; ++i ) { ClearRenderLists( i ); }
if ( r_overlayfadeenable.GetBool() ) { float flFadeMin = r_overlayfademin.GetFloat(); float flFadeMax = r_overlayfademax.GetFloat(); m_flFadeMin2 = flFadeMin * flFadeMin; m_flFadeMax2 = flFadeMax * flFadeMax; m_flFadeDelta2 = 1.0f / ( m_flFadeMax2 - m_flFadeMin2 ); } }
//-----------------------------------------------------------------------------
// Calculate the fade using the global convars.
//-----------------------------------------------------------------------------
bool COverlayMgr::FadeOverlayFragmentGlobal( moverlayfragment_t *pFragment ) { // Test the overlay distance and set alpha values.
int iVert; bool bInRange = false;
pFragment->m_bFaded = false; int nVertexCount = pFragment->m_aPrimVerts.Count(); for ( iVert = 0; iVert < nVertexCount; ++iVert ) { Vector vecSegment; VectorSubtract( CurrentViewOrigin(), pFragment->m_aPrimVerts.Element( iVert ).pos, vecSegment ); float flLength2 = vecSegment.LengthSqr();
// min dist of -1 means use max dist for fading
if ( flLength2 < m_flFadeMin2 ) { pFragment->m_aPrimVerts.Element( iVert ).packedColor = 0xFFFFFFFF; bInRange = true; } else if ( flLength2 > m_flFadeMax2 ) { // Set vertex alpha to off.
pFragment->m_aPrimVerts.Element( iVert ).packedColor = 0x00FFFFFF; } else { // Set the alpha based on distance inside of fadeMin and fadeMax
float flAlpha = flLength2 - m_flFadeMin2; flAlpha *= m_flFadeDelta2; pFragment->m_aPrimVerts.Element( iVert ).packedColor = 0x00FFFFFF | (FastFToC(1.0f - flAlpha)<<24);
pFragment->m_bFaded = true; bInRange = true; } }
return bInRange; }
//-----------------------------------------------------------------------------
// Calculate the fade using per-overlay fade distances.
//-----------------------------------------------------------------------------
bool COverlayMgr::FadeOverlayFragment( moverlay_t *pOverlay, moverlayfragment_t *pFragment ) { // min dist of -1 means use max dist for fading
float flFadeDistMinSq = pOverlay->m_flFadeDistMinSq; float flFadeDistMaxSq = pOverlay->m_flFadeDistMaxSq;
float flLength2 = pOverlay->m_vecOrigin.DistTo( CurrentViewOrigin() ) - pOverlay->m_flRadius; flLength2 *= flLength2; if ( flLength2 >= flFadeDistMaxSq ) return false;
int color = 0xFFFFFFFF; pFragment->m_bFaded = false; if ( ( flFadeDistMinSq >= 0 ) && ( flLength2 > flFadeDistMinSq ) ) { float flAlpha = pOverlay->m_flInvFadeRangeSq * ( flFadeDistMaxSq - flLength2 ); flAlpha = clamp( flAlpha, 0.0f, 1.0f ); int alpha = FastFToC(flAlpha); color = 0x00FFFFFF | (alpha<<24); pFragment->m_bFaded = true; }
int nVertexCount = pFragment->m_aPrimVerts.Count(); for ( int iVert = 0; iVert < nVertexCount; ++iVert ) { pFragment->m_aPrimVerts.Element( iVert ).packedColor = color; }
return true; }
//-----------------------------------------------------------------------------
// Adds the fragment list to the list of fragments to render when RenderOverlays is called
//-----------------------------------------------------------------------------
void COverlayMgr::AddFragmentListToRenderList( int nSortGroup, OverlayFragmentHandle_t iFragment, bool bDisp ) { OverlayFragmentHandle_t i; for ( i = iFragment; i != OVERLAY_FRAGMENT_INVALID; i = m_aFragments.Next(i) ) { // Make sure we don't add the fragment twice...
// FIXME: I currently have no way of ensuring a fragment doesn't end up in 2 sort groups
// which would cause all manner of nastiness.
moverlayfragment_t *pFragment = GetOverlayFragment(i); if ( !bDisp && pFragment->m_nRenderFrameID == g_OverlayRenderFrameID ) continue;
moverlay_t *pOverlay = &m_aOverlays[ pFragment->m_iOverlay ]; if ( !pOverlay ) continue;
// Based on machine performance, should we be drawing this overlay?
if ( !pOverlay->ShouldDraw( m_nCPULevel, m_nGPULevel ) ) continue;
// Triangle count too low? Skip it...
int nVertexCount = pFragment->m_aPrimVerts.Count(); if ( nVertexCount < 3 ) continue;
// See if we should fade the overlay.
pFragment->m_bFaded = false; if ( r_overlayfadeenable.GetBool() ) { // Fade using the convars that control distance.
if ( !FadeOverlayFragmentGlobal( pFragment ) ) continue; } else if ( pOverlay->m_flFadeDistMaxSq > 0 ) { // Fade using per-overlay fade distances, configured by the level designer.
if ( !FadeOverlayFragment( pOverlay, pFragment ) ) continue; } // Update the frame count.
pFragment->m_nRenderFrameID = g_OverlayRenderFrameID;
// Determine the material associated with the fragment...
int nMaterialSortID = pFragment->m_nMaterialSortID;
// Insert the render queue into the list of render queues to render
RenderQueueHead_t &renderQueue = m_RenderQueue[nMaterialSortID]; RenderQueueInfo_t &info = renderQueue.m_Queue[nSortGroup];
if ( info.m_hFirstFragment == OVERLAY_FRAGMENT_INVALID ) { info.m_nNextRenderQueue = m_nFirstRenderQueue[nSortGroup]; m_nFirstRenderQueue[nSortGroup] = nMaterialSortID; }
// Add to list of fragments for this surface
// NOTE: Render them in *reverse* order in which they appeared in the list
// because they are stored in the list in *reverse* order in which they should be rendered.
// Add the fragment to the bucket of fragments to render...
pFragment->m_hNextRender = info.m_hFirstFragment; info.m_hFirstFragment = i;
Assert( info.m_nVertexCount + nVertexCount < 65535 ); info.m_nVertexCount += nVertexCount; info.m_nIndexCount += 3 * (nVertexCount - 2); } }
//-----------------------------------------------------------------------------
// Renders all queued up overlays
//-----------------------------------------------------------------------------
void COverlayMgr::ClearRenderLists( int nSortGroup ) { g_OverlayRenderFrameID++; int nNextRenderQueue; for( int i = m_nFirstRenderQueue[nSortGroup]; i != RENDER_QUEUE_INVALID; i = nNextRenderQueue ) { RenderQueueInfo_t &renderQueue = m_RenderQueue[i].m_Queue[nSortGroup]; nNextRenderQueue = renderQueue.m_nNextRenderQueue;
// Clean up the render queue for next time...
renderQueue.m_nVertexCount = 0; renderQueue.m_nIndexCount = 0; renderQueue.m_hFirstFragment = OVERLAY_FRAGMENT_INVALID; renderQueue.m_nNextRenderQueue = RENDER_QUEUE_INVALID; }
m_nFirstRenderQueue[nSortGroup] = RENDER_QUEUE_INVALID; }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void COverlayMgr::DrawBatches( IMatRenderContext *pRenderContext, IMesh* pIndices, bool bWireframe ) { pRenderContext->BeginBatch( pIndices ); for ( int i = 0; i < m_RenderBatchList.Count(); ++i ) { RenderBatch_t& batch = m_RenderBatchList[i];
if ( !bWireframe ) { pRenderContext->BindBatch( m_RenderMeshes[batch.m_iMesh].m_pMesh, batch.m_pMaterial ); pRenderContext->Bind( batch.m_pMaterial, batch.m_pBindProxy /*proxy*/ ); pRenderContext->BindLightmapPage( batch.m_nLightmapPage ); } else { pRenderContext->BindBatch( m_RenderMeshes[batch.m_iMesh].m_pMesh, g_materialWorldWireframe ); pRenderContext->Bind( g_materialWorldWireframe, NULL ); } pRenderContext->DrawBatch( MATERIAL_TRIANGLES, batch.m_nFirstIndex, batch.m_nNumIndex ); } pRenderContext->EndBatch();
m_RenderBatchList.RemoveAll(); }
//-----------------------------------------------------------------------------
// Draw fragment that are fading - Dynamic BV and dynamic IB
//-----------------------------------------------------------------------------
void COverlayMgr::DrawFadedFragments( IMatRenderContext *pRenderContext, int nSortGroup, bool bWireframe ) { IMesh *pMesh = NULL; CMeshBuilder meshBuilder; CUtlVectorFixedGrowable<int,256> polyList; int nCurrVertexCount = 0; int nCurrIndexCount = 0; int nMaxIndices = pRenderContext->GetMaxIndicesToRender(); IMaterial* pCurrentMaterial = NULL; void* pCurrentBindProxy = NULL; bool bLightmappedMaterial = false; for ( int iFragment = 0; iFragment < m_RenderFadedFragments.Count(); ++iFragment ) { moverlayfragment_t *pFragment = &m_aFragments[m_RenderFadedFragments[iFragment]]; moverlay_t *pOverlay = &m_aOverlays[pFragment->m_iOverlay]; RenderQueueHead_t &renderQueueHead = m_RenderQueue[pFragment->m_nMaterialSortID]; RenderQueueInfo_t &renderQueue = renderQueueHead.m_Queue[nSortGroup];
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( !bWireframe ? renderQueueHead.m_pMaterial : g_materialWorldWireframe );
int nVertCount = pFragment->m_aPrimVerts.Count(); int nIndexCount = 3 * ( nVertCount - 2 );
if ( pMesh ) { bool bFlush = false;
// Would this cause an overflow? Flush!
if ( ( ( nCurrVertexCount + nVertCount ) > nMaxVertices ) || ( ( nCurrIndexCount + nIndexCount ) > nMaxIndices ) ) { bFlush = true; }
// Changing material or bind proxy? Flush
if ( ( renderQueueHead.m_pMaterial != pCurrentMaterial ) || ( pOverlay->m_pBindProxy != pCurrentBindProxy ) ) { bFlush = true; }
if ( bFlush ) { CIndexBuilder &indexBuilder = meshBuilder; indexBuilder.FastPolygonList( 0, polyList.Base(), polyList.Count() ); meshBuilder.End(); pMesh->Draw(); pMesh = NULL; polyList.RemoveAll(); nCurrIndexCount = nCurrVertexCount = 0; } }
nCurrVertexCount += nVertCount; nCurrIndexCount += nIndexCount;
const overlayvert_t *pVert = &(pFragment->m_aPrimVerts[0]); PREFETCH360(pVert,0);
int iVert; if ( !pMesh ) // have we output any vertices yet? if first verts, init material and meshbuilder
{ if ( !bWireframe ) { pRenderContext->Bind( renderQueueHead.m_pMaterial, pOverlay->m_pBindProxy /*proxy*/ ); pRenderContext->BindLightmapPage( renderQueueHead.m_nLightmapPage ); bLightmappedMaterial = renderQueueHead.m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ) || renderQueueHead.m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ); } pCurrentMaterial = renderQueueHead.m_pMaterial; pCurrentBindProxy = pOverlay->m_pBindProxy; // Create the mesh/mesh builder.
pMesh = pRenderContext->GetDynamicMesh(); meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, MIN( renderQueue.m_nVertexCount, nMaxVertices ), MIN( renderQueue.m_nIndexCount, nMaxIndices ) ); }
if ( bLightmappedMaterial ) { float flOffset = pFragment->decalOffset;
PREFETCH360(pVert+1,0); for ( iVert = 0; iVert < nVertCount; ++iVert, ++pVert ) { PREFETCH360(pVert+2,0); meshBuilder.Position3fv( pVert->pos.Base() ); meshBuilder.Normal3fv( pVert->normal.Base() ); meshBuilder.Color4Packed( pVert->packedColor ); meshBuilder.TexCoord2fv( 0, pVert->texCoord[0].Base() ); meshBuilder.TexCoord2fv( 1, pVert->lightCoord ); meshBuilder.TexCoord2f( 2, flOffset, 0 ); meshBuilder.AdvanceVertexF<VTX_HAVEPOS|VTX_HAVENORMAL|VTX_HAVECOLOR, 3>(); } } else { PREFETCH360(pVert+1,0); for ( iVert = 0; iVert < nVertCount; ++iVert, ++pVert ) { PREFETCH360(pVert+2,0); meshBuilder.Position3fv( pVert->pos.Base() ); meshBuilder.Normal3fv( pVert->normal.Base() ); meshBuilder.Color4Packed( pVert->packedColor ); meshBuilder.TexCoord2fv( 0, pVert->texCoord[0].Base() ); meshBuilder.TexCoord2fv( 1, pVert->lightCoord ); meshBuilder.TexCoord2fv( 2, pVert->texCoord[1].Base() ); meshBuilder.AdvanceVertexF<VTX_HAVEPOS|VTX_HAVENORMAL|VTX_HAVECOLOR, 3>(); } } polyList.AddToTail( nVertCount ); }
if (pMesh) { CIndexBuilder &indexBuilder = meshBuilder; indexBuilder.FastPolygonList( 0, polyList.Base(), polyList.Count() ); meshBuilder.End(); pMesh->Draw(); } pMesh = NULL;
m_RenderFadedFragments.RemoveAll(); }
//-----------------------------------------------------------------------------
// Renders all queued up overlays (in batch)
// Static VB and dynamic IB for non fading fragments
// Dynamic VB and dynamic IB for fading fragments
//-----------------------------------------------------------------------------
void COverlayMgr::RenderOverlaysBatch( IMatRenderContext *pRenderContext, int nSortGroup ) { bool bWireframeFragments = ( r_overlaywireframe.GetInt() != 0 ); if ( bWireframeFragments ) { pRenderContext->Bind( g_materialWorldWireframe ); }
IMesh *pMesh = NULL; CMeshBuilder meshBuilder;
// Render sorted by material + lightmap...
// Render them in order of their m_nRenderOrder parameter (set in the entity).
int iCurrentRenderOrder = 0; int iHighestRenderOrder = 0; int nMaxIndices = pRenderContext->GetMaxIndicesToRender(); int nCurrIndexCount = 0; RenderBatch_t currentBatch; while ( iCurrentRenderOrder <= iHighestRenderOrder ) { // Draw fragment that are not fading first
int nNextRenderQueue; for( int i = m_nFirstRenderQueue[nSortGroup]; i != RENDER_QUEUE_INVALID; i = nNextRenderQueue ) { RenderQueueHead_t &renderQueueHead = m_RenderQueue[i]; RenderQueueInfo_t &renderQueue = renderQueueHead.m_Queue[nSortGroup]; nNextRenderQueue = renderQueue.m_nNextRenderQueue;
Assert( renderQueue.m_nVertexCount > 0 );
// Run this list for each bind proxy
OverlayFragmentHandle_t hStartFragment = renderQueue.m_hFirstFragment; while ( hStartFragment != OVERLAY_FRAGMENT_INVALID ) { void *pCurrentBindProxy = m_aOverlays[ m_aFragments[ hStartFragment ].m_iOverlay ].m_pBindProxy; int iCurrentMesh = m_aFragments[ hStartFragment ].m_iMesh;
currentBatch.m_iMesh = iCurrentMesh; currentBatch.m_pMaterial = renderQueueHead.m_pMaterial; currentBatch.m_pBindProxy = pCurrentBindProxy; currentBatch.m_nLightmapPage = renderQueueHead.m_nLightmapPage;
// We just need to make sure there's a unique sort ID for that. Then we bind once per queue
OverlayFragmentHandle_t hFragment = hStartFragment; hStartFragment = OVERLAY_FRAGMENT_INVALID;
for ( ; hFragment != OVERLAY_FRAGMENT_INVALID; hFragment = m_aFragments[hFragment].m_hNextRender ) { moverlayfragment_t *pFragment = &m_aFragments[hFragment]; moverlay_t *pOverlay = &m_aOverlays[pFragment->m_iOverlay];
if ( pOverlay->m_pBindProxy != pCurrentBindProxy ) { // This is from a different bind proxy
if ( hStartFragment == OVERLAY_FRAGMENT_INVALID ) { // Start at the first different bind proxy when we rerun the fragment list
hStartFragment = hFragment; } continue; }
// Only render the current render order.
int iThisOverlayRenderOrder = pOverlay->m_nRenderOrder; iHighestRenderOrder = MAX( iThisOverlayRenderOrder, iHighestRenderOrder ); if ( iThisOverlayRenderOrder != iCurrentRenderOrder ) continue;
// Keeps track of "fading fragments" (to be rendered later)
if ( pFragment->m_bFaded ) { m_RenderFadedFragments.AddToTail( hFragment ); continue; }
int nVertCount = pFragment->m_aPrimVerts.Count(); int nIndexCount = 3 * ( nVertCount - 2 );
if ( pFragment->m_iMesh != iCurrentMesh ) { // Add batch
if ( currentBatch.m_nNumIndex ) { m_RenderBatchList.AddToTail( currentBatch ); currentBatch.m_nFirstIndex += currentBatch.m_nNumIndex; currentBatch.m_nNumIndex = 0; } iCurrentMesh = pFragment->m_iMesh; currentBatch.m_iMesh = iCurrentMesh; }
if ( pMesh ) { // Would this cause an overflow? Flush!
if ( ( nCurrIndexCount + nIndexCount ) > nMaxIndices ) { meshBuilder.End(); DrawBatches( pRenderContext, pMesh, bWireframeFragments ); nCurrIndexCount = 0; pMesh = NULL; } }
if ( !pMesh ) // have we output any vertices yet? if first verts, init material and meshbuilder
{ if ( !bWireframeFragments ) { pRenderContext->Bind( renderQueueHead.m_pMaterial, pOverlay->m_pBindProxy ); pRenderContext->BindLightmapPage( renderQueueHead.m_nLightmapPage ); } // Create the mesh/mesh builder.
pMesh = pRenderContext->GetDynamicMesh(false); meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 0, nMaxIndices );
currentBatch.m_nFirstIndex = 0; currentBatch.m_nNumIndex = 0; }
// Setup indices.
int nTriCount = ( nVertCount - 2 ); CIndexBuilder &indexBuilder = meshBuilder; indexBuilder.FastPolygon( pFragment->m_nVertexBufferIndex, nTriCount );
nCurrIndexCount += nIndexCount; currentBatch.m_nNumIndex += nIndexCount; }
// Add batch
if ( currentBatch.m_nNumIndex ) { m_RenderBatchList.AddToTail( currentBatch ); currentBatch.m_nFirstIndex += currentBatch.m_nNumIndex; currentBatch.m_nNumIndex = 0; }
// Draw fragment that are fading
if ( m_RenderFadedFragments.Count() > 0 ) { // Render non faded fragment first
if ( pMesh ) { meshBuilder.End(); DrawBatches( pRenderContext, pMesh, bWireframeFragments ); nCurrIndexCount = 0; pMesh = NULL; }
DrawFadedFragments( pRenderContext, nSortGroup, bWireframeFragments ); } } }
++iCurrentRenderOrder; }
if ( pMesh ) { meshBuilder.End();
DrawBatches( pRenderContext, pMesh, bWireframeFragments ); }
m_RenderBatchList.RemoveAll(); m_RenderFadedFragments.RemoveAll(); }
//-----------------------------------------------------------------------------
// Renders all queued up overlays
//-----------------------------------------------------------------------------
void COverlayMgr::RenderOverlays( IMatRenderContext *pRenderContext, int nSortGroup ) { #ifndef DEDICATED
VPROF_BUDGET( "COverlayMgr::RenderOverlays", VPROF_BUDGETGROUP_OVERLAYS );
if ( r_renderoverlayfragment.GetInt() == 0 ) { ClearRenderLists( nSortGroup ); return; }
if ( r_renderoverlaybatch.GetBool() ) { RenderOverlaysBatch( pRenderContext, nSortGroup ); return; }
bool bWireframeFragments = ( r_overlaywireframe.GetInt() != 0 ); if ( bWireframeFragments ) { pRenderContext->Bind( g_materialWorldWireframe ); }
// Render sorted by material + lightmap...
// Render them in order of their m_nRenderOrder parameter (set in the entity).
int iCurrentRenderOrder = 0; int iHighestRenderOrder = 0; bool bLightmappedMaterial = false; int nMaxIndices = pRenderContext->GetMaxIndicesToRender(); while ( iCurrentRenderOrder <= iHighestRenderOrder ) { int nNextRenderQueue; for( int i = m_nFirstRenderQueue[nSortGroup]; i != RENDER_QUEUE_INVALID; i = nNextRenderQueue ) { RenderQueueHead_t &renderQueueHead = m_RenderQueue[i]; RenderQueueInfo_t &renderQueue = renderQueueHead.m_Queue[nSortGroup]; nNextRenderQueue = renderQueue.m_nNextRenderQueue;
Assert( renderQueue.m_nVertexCount > 0 );
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( !bWireframeFragments ? renderQueueHead.m_pMaterial : g_materialWorldWireframe );
// Run this list for each bind proxy
OverlayFragmentHandle_t hStartFragment = renderQueue.m_hFirstFragment; while ( hStartFragment != OVERLAY_FRAGMENT_INVALID ) { void *pCurrentBindProxy = m_aOverlays[ m_aFragments[ hStartFragment ].m_iOverlay ].m_pBindProxy;
IMesh* pMesh = 0; // only init when we actually have something
CMeshBuilder meshBuilder; CUtlVectorFixedGrowable<int,256> polyList; int nCurrVertexCount = 0; int nCurrIndexCount = 0; bool bBoundMaterial = false;
// We just need to make sure there's a unique sort ID for that. Then we bind once per queue
OverlayFragmentHandle_t hFragment = hStartFragment; hStartFragment = OVERLAY_FRAGMENT_INVALID;
for ( ; hFragment != OVERLAY_FRAGMENT_INVALID; hFragment = m_aFragments[hFragment].m_hNextRender ) { moverlayfragment_t *pFragment = &m_aFragments[hFragment]; moverlay_t *pOverlay = &m_aOverlays[pFragment->m_iOverlay];
if ( pOverlay->m_pBindProxy != pCurrentBindProxy ) { // This is from a different bind proxy
if ( hStartFragment == OVERLAY_FRAGMENT_INVALID ) { // Start at the first different bind proxy when we rerun the fragment list
hStartFragment = hFragment; } continue; }
// Only render the current render order.
int iThisOverlayRenderOrder = pOverlay->m_nRenderOrder; iHighestRenderOrder = MAX( iThisOverlayRenderOrder, iHighestRenderOrder ); if ( iThisOverlayRenderOrder != iCurrentRenderOrder ) continue;
int nVertCount = pFragment->m_aPrimVerts.Count(); int nIndexCount = 3 * ( nVertCount - 2 );
if ( pMesh ) { // Would this cause an overflow? Flush!
if ( ( ( nCurrVertexCount + nVertCount ) > nMaxVertices ) || ( ( nCurrIndexCount + nIndexCount ) > nMaxIndices ) ) { CIndexBuilder &indexBuilder = meshBuilder; indexBuilder.FastPolygonList( 0, polyList.Base(), polyList.Count() ); meshBuilder.End(); pMesh->Draw(); pMesh = NULL; polyList.RemoveAll(); nCurrIndexCount = nCurrVertexCount = 0; } }
nCurrVertexCount += nVertCount; nCurrIndexCount += nIndexCount;
const overlayvert_t *pVert = &(pFragment->m_aPrimVerts[0]); PREFETCH360(pVert,0); int iVert; if ( !pMesh ) // have we output any vertices yet? if first verts, init material and meshbuilder
{ if ( !bWireframeFragments && !bBoundMaterial ) { pRenderContext->Bind( renderQueueHead.m_pMaterial, pOverlay->m_pBindProxy /*proxy*/ ); pRenderContext->BindLightmapPage( renderQueueHead.m_nLightmapPage ); bLightmappedMaterial = renderQueueHead.m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ) || renderQueueHead.m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ); bBoundMaterial = true; } // Create the mesh/mesh builder.
pMesh = pRenderContext->GetDynamicMesh(); meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, MIN( renderQueue.m_nVertexCount, nMaxVertices ), MIN( renderQueue.m_nIndexCount, nMaxIndices ) ); }
if ( bLightmappedMaterial ) { float flOffset = pFragment->decalOffset;
PREFETCH360(pVert+1,0); for ( iVert = 0; iVert < nVertCount; ++iVert, ++pVert ) { PREFETCH360(pVert+2,0); meshBuilder.Position3fv( pVert->pos.Base() ); meshBuilder.Normal3fv( pVert->normal.Base() ); meshBuilder.Color4Packed( pVert->packedColor ); meshBuilder.TexCoord2fv( 0, pVert->texCoord[0].Base() ); meshBuilder.TexCoord2fv( 1, pVert->lightCoord ); meshBuilder.TexCoord2f( 2, flOffset, 0 ); meshBuilder.AdvanceVertexF<VTX_HAVEPOS|VTX_HAVENORMAL|VTX_HAVECOLOR, 3>(); } } else { PREFETCH360(pVert+1,0); for ( iVert = 0; iVert < nVertCount; ++iVert, ++pVert ) { PREFETCH360(pVert+2,0); meshBuilder.Position3fv( pVert->pos.Base() ); meshBuilder.Normal3fv( pVert->normal.Base() ); meshBuilder.Color4Packed( pVert->packedColor ); meshBuilder.TexCoord2fv( 0, pVert->texCoord[0].Base() ); meshBuilder.TexCoord2fv( 1, pVert->lightCoord ); meshBuilder.TexCoord2fv( 2, pVert->texCoord[1].Base() ); meshBuilder.AdvanceVertexF<VTX_HAVEPOS|VTX_HAVENORMAL|VTX_HAVECOLOR, 3>(); } } polyList.AddToTail( nVertCount ); }
if (pMesh) { CIndexBuilder &indexBuilder = meshBuilder; indexBuilder.FastPolygonList( 0, polyList.Base(), polyList.Count() ); meshBuilder.End(); pMesh->Draw(); } } } ++iCurrentRenderOrder; } #endif
}
void COverlayMgr::RenderAllUnlitOverlays( IMatRenderContext *pRenderContext, int nSortGroup ) { for ( int i = 0; i < m_aOverlays.Count(); i++ ) { if ( m_aOverlays[i].m_nFlags & FOVERLAY_DRAW_UNLIT ) { for ( int hFrag = m_aOverlays[i].m_hFirstFragment; hFrag != OVERLAY_FRAGMENT_INVALID; hFrag = m_OverlayFragments.Next( hFrag ) ) { AddFragmentListToRenderList( nSortGroup, m_OverlayFragments[ hFrag ], false ); } } } RenderOverlays( pRenderContext, nSortGroup ); ClearRenderLists( nSortGroup ); }
void COverlayMgr::SetOverlayBindProxy( int iOverlayID, void *pBindProxy ) { moverlay_t *pOverlay = GetOverlay( iOverlayID ); if ( pOverlay ) pOverlay->m_pBindProxy = pBindProxy; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool COverlayMgr::Surf_PreClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag, SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag ) { MEM_ALLOC_CREDIT(); // Convert the overlay uv points to overlay plane points.
overlayFrag.m_aPrimVerts.SetCount( 4 ); for( int iVert = 0; iVert < 4; ++iVert ) { Overlay_OverlayUVToOverlayPlane( pOverlay->m_vecOrigin, pOverlay->m_vecBasis[0], pOverlay->m_vecBasis[1], pOverlay->m_vecUVPoints[iVert], overlayFrag.m_aPrimVerts[iVert].pos ); }
// Overlay texture coordinates.
InitTexCoords( pOverlay, overlayFrag );
// Surface
int nVertCount = surfaceFrag.m_aPrimVerts.Count(); for ( int iVert = 0; iVert < nVertCount; ++iVert ) { // Position.
Overlay_WorldToOverlayPlane( pOverlay->m_vecOrigin, pOverlay->m_vecBasis[2], surfaceFrag.m_aPrimVerts[iVert].pos, surfaceFrag.m_aPrimVerts[iVert].pos ); }
return true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void COverlayMgr::Surf_PostClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag, SurfaceHandle_t surfID ) { #ifndef DEDICATED
// Get fragment vertex count.
int nVertCount = overlayFrag.m_aPrimVerts.Count();
if ( nVertCount == 0 ) return;
// Create fragment.
OverlayFragmentHandle_t hFragment = AddFragmentToFragmentList( nVertCount ); moverlayfragment_t *pFragment = GetOverlayFragment( hFragment );
// Get surface context.
SurfaceCtx_t ctx; SurfSetupSurfaceContext( ctx, surfID );
pFragment->m_iOverlay = pOverlay->m_nId; pFragment->m_SurfId = surfID; pFragment->decalOffset = ComputeDecalLightmapOffset( surfID );
const Vector &vNormal = MSurf_Plane( surfID ).normal;
moverlayfragment_t origOverlay; origOverlay.m_aPrimVerts.SetSize( 4 ); for ( int iPoint = 0; iPoint < 4; ++iPoint ) { Overlay_OverlayUVToOverlayPlane( pOverlay->m_vecOrigin, pOverlay->m_vecBasis[0], pOverlay->m_vecBasis[1], pOverlay->m_vecUVPoints[iPoint], origOverlay.m_aPrimVerts[iPoint].pos ); } InitTexCoords( pOverlay, origOverlay );
for ( int iVert = 0; iVert < nVertCount; ++iVert ) { Vector2D vecUV; PointInQuadToBarycentric( origOverlay.m_aPrimVerts[0].pos, origOverlay.m_aPrimVerts[3].pos, origOverlay.m_aPrimVerts[2].pos, origOverlay.m_aPrimVerts[1].pos, overlayFrag.m_aPrimVerts[iVert].pos, vecUV );
Overlay_OverlayPlaneToWorld( pOverlay->m_vecBasis[2], surfID, overlayFrag.m_aPrimVerts[iVert].pos, pFragment->m_aPrimVerts[iVert].pos );
// Texture coordinates.
Vector2D vecTexCoord; for ( int iTexCoord=0; iTexCoord < NUM_OVERLAY_TEXCOORDS; iTexCoord++ ) { TexCoordInQuadFromBarycentric( origOverlay.m_aPrimVerts[0].texCoord[iTexCoord], origOverlay.m_aPrimVerts[3].texCoord[iTexCoord], origOverlay.m_aPrimVerts[2].texCoord[iTexCoord], origOverlay.m_aPrimVerts[1].texCoord[iTexCoord], vecUV, vecTexCoord );
pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][0] = vecTexCoord.x; pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][1] = vecTexCoord.y; }
// Normals : FIXME this isn't an interpolated normal.
pFragment->m_aPrimVerts[iVert].normal = vNormal; // Lightmap coordinates.
Vector2D uv; SurfComputeLightmapCoordinate( ctx, surfID, pFragment->m_aPrimVerts[iVert].pos, uv ); pFragment->m_aPrimVerts[iVert].lightCoord[0] = uv.x; pFragment->m_aPrimVerts[iVert].lightCoord[1] = uv.y;
// Push -just- off the surface to avoid z-clipping errors.
pFragment->m_aPrimVerts[iVert].pos += vNormal * OVERLAY_AVOID_FLICKER_NORMAL_OFFSET; }
// Create the sort ID for this fragment
const MaterialSystem_SortInfo_t &sortInfo = materialSortInfoArray[MSurf_MaterialSortID( surfID )]; mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo]; pFragment->m_nMaterialSortID = GetMaterialSortID( pTexInfo->material, sortInfo.lightmapPageID );
// Add to list of fragments for this overlay
MEM_ALLOC_CREDIT(); OverlayFragmentList_t i = m_OverlayFragments.Alloc( true ); m_OverlayFragments[i] = hFragment; m_OverlayFragments.LinkBefore( pOverlay->m_hFirstFragment, i ); pOverlay->m_hFirstFragment = i;
// Add to list of fragments for this surface
// NOTE: Store them in *reverse* order so that when we pull them off for
// rendering, we can do *that* in reverse order too? Reduces the amount of iteration necessary
// Therefore, we need to add to the head of the list
m_aFragments.LinkBefore( MSurf_OverlayFragmentList( surfID ), hFragment ); MSurf_OverlayFragmentList( surfID ) = hFragment; #endif // !DEDICATED
}
//-----------------------------------------------------------------------------
// Clips an overlay to a surface
//-----------------------------------------------------------------------------
void COverlayMgr::Surf_ClipFragment( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag, SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag ) { MEM_ALLOC_CREDIT(); // Create the clip planes.
CUtlVector<cplane_t> m_ClipPlanes; BuildClipPlanes( surfID, surfaceFrag, pOverlay->m_vecBasis[2], m_ClipPlanes );
// Copy the overlay fragment (initial clipped fragment).
moverlayfragment_t *pClippedFrag = CopyTempFragment( &overlayFrag );
for( int iPlane = 0; iPlane < m_ClipPlanes.Count(); ++iPlane ) { moverlayfragment_t *pFront = NULL, *pBack = NULL; DoClipFragment( pClippedFrag, &m_ClipPlanes[iPlane], &pFront, &pBack ); DestroyTempFragment( pClippedFrag ); pClippedFrag = NULL; // Keep the backside and continue clipping.
if ( pBack ) { pClippedFrag = pBack; }
if ( pFront ) { DestroyTempFragment( pFront ); } }
m_ClipPlanes.Purge();
// Copy the clipped polygon back to the overlay frag.
overlayFrag.m_aPrimVerts.RemoveAll(); if ( pClippedFrag ) { overlayFrag.m_aPrimVerts.SetCount( pClippedFrag->m_aPrimVerts.Count() ); for ( int iVert = 0; iVert < pClippedFrag->m_aPrimVerts.Count(); ++iVert ) { overlayFrag.m_aPrimVerts[iVert].pos = pClippedFrag->m_aPrimVerts[iVert].pos; memcpy( overlayFrag.m_aPrimVerts[iVert].texCoord, pClippedFrag->m_aPrimVerts[iVert].texCoord, sizeof( overlayFrag.m_aPrimVerts[iVert].texCoord ) ); } }
DestroyTempFragment( pClippedFrag ); }
//-----------------------------------------------------------------------------
// Creates overlay fragments for a particular surface
//-----------------------------------------------------------------------------
void COverlayMgr::Surf_CreateFragments( moverlay_t *pOverlay, SurfaceHandle_t surfID ) { moverlayfragment_t overlayFrag, surfaceFrag;
// The faces get fan tesselated into triangles when rendered - do the same to
// create the fragments!
int iFirstVert = MSurf_FirstVertIndex( surfID ); int nSurfTriangleCount = MSurf_VertCount( surfID ) - 2; for( int iTri = 0; iTri < nSurfTriangleCount; ++iTri ) { // 3 Points in a triangle.
surfaceFrag.m_aPrimVerts.SetCount( 3 ); int iVert = host_state.worldbrush->vertindices[(iFirstVert)]; mvertex_t *pVert = &host_state.worldbrush->vertexes[iVert]; surfaceFrag.m_aPrimVerts[0].pos = pVert->position; iVert = host_state.worldbrush->vertindices[(iFirstVert+iTri+1)]; pVert = &host_state.worldbrush->vertexes[iVert]; surfaceFrag.m_aPrimVerts[1].pos = pVert->position; iVert = host_state.worldbrush->vertindices[(iFirstVert+iTri+2)]; pVert = &host_state.worldbrush->vertexes[iVert]; surfaceFrag.m_aPrimVerts[2].pos = pVert->position;
if ( TriangleArea( surfaceFrag.m_aPrimVerts[0].pos, surfaceFrag.m_aPrimVerts[1].pos, surfaceFrag.m_aPrimVerts[2].pos ) > 1.0f ) { if ( Surf_PreClipFragment( pOverlay, overlayFrag, surfID, surfaceFrag ) ) { Surf_ClipFragment( pOverlay, overlayFrag, surfID, surfaceFrag ); Surf_PostClipFragment( pOverlay, overlayFrag, surfID ); } } // Clean up!
surfaceFrag.m_aPrimVerts.RemoveAll(); overlayFrag.m_aPrimVerts.RemoveAll(); } }
//-----------------------------------------------------------------------------
// Creates fragments from the overlays loaded in from file
//-----------------------------------------------------------------------------
void COverlayMgr::CreateFragments( void ) { int nOverlayCount = m_aOverlays.Count(); for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay ) { moverlay_t *pOverlay = &m_aOverlays.Element( iOverlay ); int nFaceCount = pOverlay->m_aFaces.Count(); if ( nFaceCount == 0 ) continue;
// Build the overlay basis.
bool bFlip = ( pOverlay->m_vecUVPoints[3].z == 1.0f ); pOverlay->m_vecUVPoints[3].z = 0.0f; Overlay_BuildBasis( pOverlay->m_vecBasis[2], pOverlay->m_vecBasis[0], pOverlay->m_vecBasis[1], bFlip );
// Clip against each face in the face list.
for( int iFace = 0; iFace < nFaceCount; ++iFace ) { SurfaceHandle_t surfID = pOverlay->m_aFaces[iFace]; if ( SurfaceHasDispInfo( surfID ) ) { Disp_CreateFragments( pOverlay, surfID ); } else { Surf_CreateFragments( pOverlay, surfID ); } } }
// Radius computation (for fades)
for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay ) { float flRadiusSq = 0.0f; moverlay_t *pOverlay = &m_aOverlays.Element( iOverlay ); for ( int hFrag = pOverlay->m_hFirstFragment; hFrag != OVERLAY_FRAGMENT_INVALID; hFrag = m_OverlayFragments.Next( hFrag ) ) { int iFrag = m_OverlayFragments[hFrag]; moverlayfragment_t *pFrag = &m_aFragments[iFrag]; int nVertCount = pFrag->m_aPrimVerts.Count(); for ( int iVert = 0; iVert < nVertCount; ++iVert ) { overlayvert_t *pVert = &pFrag->m_aPrimVerts[iVert]; float flDistSq = pVert->pos.DistToSqr( pOverlay->m_vecOrigin ); flRadiusSq = MAX( flRadiusSq, flDistSq ); } } pOverlay->m_flRadius = sqrt( flRadiusSq ); }
// Overlay checking!
for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay ) { moverlay_t *pOverlay = &m_aOverlays.Element( iOverlay ); mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo]; const char *pShaderName = pTexInfo->material->GetShaderName(); if ( !V_stricmp( pShaderName, "UnlitGeneric") || !V_stricmp( pShaderName, "DecalModulate") ) { pOverlay->m_nFlags = FOVERLAY_DRAW_UNLIT; } else { pOverlay->m_nFlags = 0; }
int hFrag = pOverlay->m_hFirstFragment; while ( hFrag != OVERLAY_FRAGMENT_INVALID ) { int iFrag = m_OverlayFragments[hFrag]; moverlayfragment_t *pFrag = &m_aFragments[iFrag];
if ( !IsFinite( pFrag->decalOffset ) ) { Assert( 0 ); DevMsg( 1, "Bad overlay decal offset - %d with material '%s'\n", iOverlay, ( pTexInfo && pTexInfo->material ) ? pTexInfo->material->GetName() : "" ); }
int nVertCount = pFrag->m_aPrimVerts.Count(); for ( int iVert = 0; iVert < nVertCount; ++iVert ) { overlayvert_t *pVert = &pFrag->m_aPrimVerts[iVert]; if ( !pVert->pos.IsValid() ) { Assert( 0 ); DevMsg( 1, "Bad overlay vert - %d at (%f, %f, %f) with material '%s'\n", iOverlay, pOverlay->m_vecOrigin.x, pOverlay->m_vecOrigin.y, pOverlay->m_vecOrigin.z, ( pTexInfo && pTexInfo->material ) ? pTexInfo->material->GetName() : "" ); }
if ( !pVert->normal.IsValid() ) { Assert( 0 ); DevMsg( 1, "Bad overlay normal - %d at (%f, %f, %f) with material '%s'\n", iOverlay, pOverlay->m_vecOrigin.x, pOverlay->m_vecOrigin.y, pOverlay->m_vecOrigin.z, ( pTexInfo && pTexInfo->material ) ? pTexInfo->material->GetName() : "" ); }
if ( !pVert->texCoord[0].IsValid() || !pVert->texCoord[1].IsValid() ) { Assert( 0 ); DevMsg( 1, "Bad overlay texture coords - %d at (%f, %f, %f) with material '%s'\n", iOverlay, pOverlay->m_vecOrigin.x, pOverlay->m_vecOrigin.y, pOverlay->m_vecOrigin.z, ( pTexInfo && pTexInfo->material ) ? pTexInfo->material->GetName() : "" ); } } hFrag = m_OverlayFragments.Next( hFrag ); } }
BuildStaticBuffers(); }
//-----------------------------------------------------------------------------
// COverlayMgr::BuildStaticBuffers
//-----------------------------------------------------------------------------
void COverlayMgr::BuildStaticBuffers() { int nOverlayCount = m_aOverlays.Count();
for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay ) { moverlay_t *pOverlay = &m_aOverlays.Element( iOverlay ); int hFrag = pOverlay->m_hFirstFragment; while ( hFrag != OVERLAY_FRAGMENT_INVALID ) { int iFrag = m_OverlayFragments[hFrag]; moverlayfragment_t* pFragment = &m_aFragments[iFrag];
// Get material associated with the fragment
IMaterial* pMaterial = m_RenderQueue[pFragment->m_nMaterialSortID].m_pMaterial;
pFragment->m_iMesh = FindOrdAddMesh( pMaterial, pFragment->m_aPrimVerts.Count() );
hFrag = m_OverlayFragments.Next( hFrag ); } }
CMatRenderContextPtr pRenderContext( materials );
for ( int iMesh = 0; iMesh < m_RenderMeshes.Count(); ++iMesh ) { Assert( m_RenderMeshes[iMesh].m_nVertCount > 0 ); if ( g_VBAllocTracker ) g_VBAllocTracker->TrackMeshAllocations( "OverlayMeshCreate" ); m_RenderMeshes[iMesh].m_pMesh = pRenderContext->CreateStaticMesh( m_RenderMeshes[iMesh].m_VertexFormat, TEXTURE_GROUP_STATIC_VERTEX_BUFFER_OTHER, m_RenderMeshes[iMesh].m_pMaterial ); int vertBufferIndex = 0; // NOTE: Index count is zero because this will be a static vertex buffer!!!
CMeshBuilder meshBuilder; meshBuilder.Begin( m_RenderMeshes[iMesh].m_pMesh, MATERIAL_TRIANGLES, m_RenderMeshes[iMesh].m_nVertCount, 0 );
for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay ) { moverlay_t *pOverlay = &m_aOverlays.Element( iOverlay ); int hFrag = pOverlay->m_hFirstFragment; while ( hFrag != OVERLAY_FRAGMENT_INVALID ) { int iFrag = m_OverlayFragments[hFrag]; moverlayfragment_t* pFragment = &m_aFragments[iFrag]; int meshId = pFragment->m_iMesh; if ( meshId == iMesh ) { IMaterial* pMaterial = m_RenderQueue[pFragment->m_nMaterialSortID].m_pMaterial; bool bLightmappedMaterial = pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ) || pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ); int nVertCount = pFragment->m_aPrimVerts.Count(); const overlayvert_t *pVert = &(pFragment->m_aPrimVerts[0]);
if ( bLightmappedMaterial ) { float flOffset = pFragment->decalOffset;
for ( int iVert = 0; iVert < nVertCount; ++iVert, ++pVert ) { meshBuilder.Position3fv( pVert->pos.Base() ); meshBuilder.Normal3fv( pVert->normal.Base() ); meshBuilder.Color4Packed( 0xFFFFFFFF ); meshBuilder.TexCoord2fv( 0, pVert->texCoord[0].Base() ); meshBuilder.TexCoord2fv( 1, pVert->lightCoord ); meshBuilder.TexCoord2f( 2, flOffset, 0 ); meshBuilder.AdvanceVertexF<VTX_HAVEPOS|VTX_HAVENORMAL|VTX_HAVECOLOR, 3>(); } } else { for ( int iVert = 0; iVert < nVertCount; ++iVert, ++pVert ) { meshBuilder.Position3fv( pVert->pos.Base() ); meshBuilder.Normal3fv( pVert->normal.Base() ); meshBuilder.Color4Packed( 0xFFFFFFFF ); meshBuilder.TexCoord2fv( 0, pVert->texCoord[0].Base() ); meshBuilder.TexCoord2fv( 1, pVert->lightCoord ); meshBuilder.TexCoord2fv( 2, pVert->texCoord[1].Base() ); meshBuilder.AdvanceVertexF<VTX_HAVEPOS|VTX_HAVENORMAL|VTX_HAVECOLOR, 3>(); } }
pFragment->m_nVertexBufferIndex = vertBufferIndex; vertBufferIndex += nVertCount; }
hFrag = m_OverlayFragments.Next( hFrag ); } }
meshBuilder.End(); Assert(vertBufferIndex == m_RenderMeshes[iMesh].m_nVertCount); if ( g_VBAllocTracker ) g_VBAllocTracker->TrackMeshAllocations( NULL ); } }
//-----------------------------------------------------------------------------
// COverlayMgr::DestroyStaticBuffers
//-----------------------------------------------------------------------------
void COverlayMgr::DestroyStaticBuffers() { // Destroy static vertex buffers
if ( m_RenderMeshes.Count() > 0 ) { CMatRenderContextPtr pRenderContext( materials ); for ( int i = 0; i < m_RenderMeshes.Count(); i++ ) { pRenderContext->DestroyStaticMesh( m_RenderMeshes[i].m_pMesh ); } } m_RenderMeshes.Purge(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int COverlayMgr::FindOrdAddMesh( IMaterial* pMaterial, int vertCount ) { VertexFormat_t format = ( pMaterial->GetVertexFormat() & ~VERTEX_FORMAT_COMPRESSED ); CMatRenderContextPtr pRenderContext( materials ); int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
for ( int i = 0; i < m_RenderMeshes.Count(); i++ ) { if ( m_RenderMeshes[i].m_VertexFormat != format ) continue;
if ( m_RenderMeshes[i].m_nVertCount + vertCount > nMaxVertices ) continue;
m_RenderMeshes[i].m_nVertCount += vertCount; return i; }
int index = m_RenderMeshes.AddToTail(); m_RenderMeshes[index].m_nVertCount = vertCount; m_RenderMeshes[index].m_VertexFormat = format; m_RenderMeshes[index].m_pMaterial = pMaterial;
return index; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COverlayMgr::UpdateOverlayRenderLevels( int nCPULevel, int nGPULevel ) { m_nCPULevel = nCPULevel; m_nGPULevel = nGPULevel; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COverlayMgr::ReSortMaterials( void ) { #ifndef DEDICATED
// Clear the old render queue.
m_RenderQueue.Purge(); for ( int iSort = 0; iSort < MAX_MAT_SORT_GROUPS; ++iSort ) { m_nFirstRenderQueue[iSort] = RENDER_QUEUE_INVALID; }
// Update all fragments.
if ( host_state.worldbrush ) { int nOverlayCount = m_aOverlays.Count(); for (int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay) { moverlay_t *pOverlay = &m_aOverlays.Element( iOverlay ); if (!pOverlay) continue;
mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo]; if (!pTexInfo) continue;
int hFrag = pOverlay->m_hFirstFragment; while (hFrag != OVERLAY_FRAGMENT_INVALID) { int iFrag = m_OverlayFragments[hFrag]; moverlayfragment_t *pFrag = &m_aFragments[iFrag]; if (pFrag) { const MaterialSystem_SortInfo_t &sortInfo = materialSortInfoArray[MSurf_MaterialSortID( pFrag->m_SurfId )]; pFrag->m_nMaterialSortID = GetMaterialSortID( pTexInfo->material, sortInfo.lightmapPageID );
// Get surface context.
SurfaceCtx_t ctx; SurfSetupSurfaceContext( ctx, pFrag->m_SurfId );
if ( SurfaceHasDispInfo( pFrag->m_SurfId ) ) {
IDispInfo *pIDisp = MSurf_DispInfo( pFrag->m_SurfId ); CDispInfo *pDisp = static_cast<CDispInfo*>(pIDisp); CMeshReader *pReader;
if ( pDisp ) { pReader = &pDisp->m_MeshReader;
Vector2D lightCoords[4]; int nInterval = pDisp->GetSideLength();
pReader->TexCoord2f( 0, DISP_LMCOORDS_STAGE, lightCoords[0].x, lightCoords[0].y ); pReader->TexCoord2f( nInterval - 1, DISP_LMCOORDS_STAGE, lightCoords[1].x, lightCoords[1].y ); pReader->TexCoord2f( (nInterval * nInterval) - 1, DISP_LMCOORDS_STAGE, lightCoords[2].x, lightCoords[2].y ); pReader->TexCoord2f( nInterval * (nInterval - 1), DISP_LMCOORDS_STAGE, lightCoords[3].x, lightCoords[3].y );
int nVertCount = pFrag->m_aPrimVerts.Count(); for ( int iVert = 0; iVert < nVertCount; ++iVert ) { // Lightmap coordinates.
Vector2D uv; TexCoordInQuadFromBarycentric( lightCoords[0], lightCoords[1], lightCoords[2], lightCoords[3], pFrag->m_aPrimVerts[iVert].tmpDispUV, uv ); pFrag->m_aPrimVerts[iVert].lightCoord[0] = uv.x; pFrag->m_aPrimVerts[iVert].lightCoord[1] = uv.y; } } } else { int nVertCount = pFrag->m_aPrimVerts.Count(); for ( int iVert = 0; iVert < nVertCount; ++iVert ) { const Vector originalPos = pFrag->m_aPrimVerts[iVert].pos - (pFrag->m_aPrimVerts[iVert].normal * OVERLAY_AVOID_FLICKER_NORMAL_OFFSET); // Lightmap coordinates.
Vector2D uv; SurfComputeLightmapCoordinate( ctx, pFrag->m_SurfId, originalPos, uv );
pFrag->m_aPrimVerts[iVert].lightCoord[0] = uv.x; pFrag->m_aPrimVerts[iVert].lightCoord[1] = uv.y; } } } hFrag = m_OverlayFragments.Next( hFrag ); } } }
// Rebuild static buffers since geometry has changes
DestroyStaticBuffers(); BuildStaticBuffers();
#endif // !DEDICATED
}
//-----------------------------------------------------------------------------
// Loads overlays from the lump
//-----------------------------------------------------------------------------
bool COverlayMgr::LoadOverlays( ) { CMapLoadHelper lh( LUMP_OVERLAYS ); CMapLoadHelper lh2( LUMP_WATEROVERLAYS ); CMapLoadHelper lhOverlayFades( LUMP_OVERLAY_FADES ); CMapLoadHelper lhOverlaySystemLevel( LUMP_OVERLAY_SYSTEM_LEVELS );
doverlay_t *pOverlayIn; dwateroverlay_t *pWaterOverlayIn;
pOverlayIn = ( doverlay_t* )lh.LumpBase(); if ( lh.LumpSize() % sizeof( doverlay_t ) ) return false;
pWaterOverlayIn = ( dwateroverlay_t* )lh2.LumpBase(); if ( lh2.LumpSize() % sizeof( dwateroverlay_t ) ) return false; // Fade distances are in a parallel lump
doverlayfade_t *pOverlayFadesIn = (doverlayfade_t *)lhOverlayFades.LumpBase(); if ( lhOverlayFades.LumpSize() % sizeof( doverlayfade_t ) ) return false;
// System levels are in yet another parallel lump
doverlaysystemlevel_t *pOverlaySystemLevelIn = (doverlaysystemlevel_t *)lhOverlaySystemLevel.LumpBase(); if ( lhOverlaySystemLevel.LumpSize() % sizeof( doverlaysystemlevel_t ) ) return false;
int nOverlayCount = lh.LumpSize() / sizeof( doverlay_t ); int nWaterOverlayCount = lh2.LumpSize() / sizeof( dwateroverlay_t );
// Memory allocation!
m_aOverlays.SetSize( nOverlayCount + nWaterOverlayCount );
for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay, ++pOverlayIn ) { moverlay_t *pOverlayOut = &m_aOverlays.Element( iOverlay );
// Use the system if it exists - not all maps were recompiled.
if ( pOverlaySystemLevelIn ) { pOverlayOut->m_nMinCPULevel = pOverlaySystemLevelIn->nMinCPULevel; pOverlayOut->m_nMaxCPULevel = pOverlaySystemLevelIn->nMaxCPULevel; pOverlayOut->m_nMinGPULevel = pOverlaySystemLevelIn->nMinGPULevel; pOverlayOut->m_nMaxGPULevel = pOverlaySystemLevelIn->nMaxGPULevel; pOverlaySystemLevelIn++; }
pOverlayOut->m_nId = iOverlay; pOverlayOut->m_nTexInfo = pOverlayIn->nTexInfo; pOverlayOut->m_nRenderOrder = pOverlayIn->GetRenderOrder(); pOverlayOut->m_nFlags = 0;
if ( pOverlayOut->m_nRenderOrder >= OVERLAY_NUM_RENDER_ORDERS ) Error( "COverlayMgr::LoadOverlays: invalid render order (%d) for an overlay.", pOverlayOut->m_nRenderOrder );
pOverlayOut->m_flU[0] = pOverlayIn->flU[0]; pOverlayOut->m_flU[1] = pOverlayIn->flU[1]; pOverlayOut->m_flV[0] = pOverlayIn->flV[0]; pOverlayOut->m_flV[1] = pOverlayIn->flV[1];
if ( pOverlayFadesIn ) { pOverlayOut->m_flFadeDistMinSq = pOverlayFadesIn->flFadeDistMinSq; pOverlayOut->m_flFadeDistMaxSq = pOverlayFadesIn->flFadeDistMaxSq; pOverlayOut->m_flInvFadeRangeSq = 1.0f / ( pOverlayFadesIn->flFadeDistMaxSq - pOverlayFadesIn->flFadeDistMinSq ); pOverlayFadesIn++; } else { pOverlayOut->m_flFadeDistMinSq = -1.0f; pOverlayOut->m_flFadeDistMaxSq = 0; pOverlayOut->m_flInvFadeRangeSq = 1.0f; } VectorCopy( pOverlayIn->vecOrigin, pOverlayOut->m_vecOrigin );
VectorCopy( pOverlayIn->vecUVPoints[0], pOverlayOut->m_vecUVPoints[0] ); VectorCopy( pOverlayIn->vecUVPoints[1], pOverlayOut->m_vecUVPoints[1] ); VectorCopy( pOverlayIn->vecUVPoints[2], pOverlayOut->m_vecUVPoints[2] ); VectorCopy( pOverlayIn->vecUVPoints[3], pOverlayOut->m_vecUVPoints[3] );
VectorCopy( pOverlayIn->vecBasisNormal, pOverlayOut->m_vecBasis[2] );
// Basis U is encoded in the z components of the UVPoints 0, 1, 2
pOverlayOut->m_vecBasis[0].x = pOverlayOut->m_vecUVPoints[0].z; pOverlayOut->m_vecBasis[0].y = pOverlayOut->m_vecUVPoints[1].z; pOverlayOut->m_vecBasis[0].z = pOverlayOut->m_vecUVPoints[2].z;
if ( pOverlayOut->m_vecBasis[0].x == 0.0f && pOverlayOut->m_vecBasis[0].y == 0.0f && pOverlayOut->m_vecBasis[0].z == 0.0f ) { Warning( "Bad overlay basis at (%f %f %f)!\n", pOverlayOut->m_vecOrigin.x, pOverlayOut->m_vecOrigin.y, pOverlayOut->m_vecOrigin.z ); }
CrossProduct( pOverlayOut->m_vecBasis[2], pOverlayOut->m_vecBasis[0], pOverlayOut->m_vecBasis[1] ); VectorNormalize( pOverlayOut->m_vecBasis[1] );
pOverlayOut->m_vecUVPoints[0].z = 0.0f; pOverlayOut->m_vecUVPoints[1].z = 0.0f; pOverlayOut->m_vecUVPoints[2].z = 0.0f;
pOverlayOut->m_aFaces.SetSize( pOverlayIn->GetFaceCount() ); for( int iFace = 0; iFace < pOverlayIn->GetFaceCount(); ++iFace ) { pOverlayOut->m_aFaces[iFace] = SurfaceHandleFromIndex( pOverlayIn->aFaces[iFace], lh.GetMap() ); }
pOverlayOut->m_hFirstFragment = OVERLAY_FRAGMENT_LIST_INVALID; pOverlayOut->m_pBindProxy = NULL; }
for( int iWaterOverlay = 0; iWaterOverlay < nWaterOverlayCount; ++iWaterOverlay, ++pWaterOverlayIn ) { moverlay_t *pOverlayOut = &m_aOverlays.Element( nOverlayCount + iWaterOverlay );
pOverlayOut->m_nId = nOverlayCount + iWaterOverlay; pOverlayOut->m_nTexInfo = pWaterOverlayIn->nTexInfo; pOverlayOut->m_nRenderOrder = pWaterOverlayIn->GetRenderOrder(); pOverlayOut->m_nFlags = 0; if ( pOverlayOut->m_nRenderOrder >= OVERLAY_NUM_RENDER_ORDERS ) Error( "COverlayMgr::LoadOverlays: invalid render order (%d) for an overlay.", pOverlayOut->m_nRenderOrder );
pOverlayOut->m_flU[0] = pWaterOverlayIn->flU[0]; pOverlayOut->m_flU[1] = pWaterOverlayIn->flU[1]; pOverlayOut->m_flV[0] = pWaterOverlayIn->flV[0]; pOverlayOut->m_flV[1] = pWaterOverlayIn->flV[1];
VectorCopy( pWaterOverlayIn->vecOrigin, pOverlayOut->m_vecOrigin );
VectorCopy( pWaterOverlayIn->vecUVPoints[0], pOverlayOut->m_vecUVPoints[0] ); VectorCopy( pWaterOverlayIn->vecUVPoints[1], pOverlayOut->m_vecUVPoints[1] ); VectorCopy( pWaterOverlayIn->vecUVPoints[2], pOverlayOut->m_vecUVPoints[2] ); VectorCopy( pWaterOverlayIn->vecUVPoints[3], pOverlayOut->m_vecUVPoints[3] );
VectorCopy( pWaterOverlayIn->vecBasisNormal, pOverlayOut->m_vecBasis[2] );
// Basis U is encoded in the z components of the UVPoints 0, 1, 2
pOverlayOut->m_vecBasis[0].x = pOverlayOut->m_vecUVPoints[0].z; pOverlayOut->m_vecBasis[0].y = pOverlayOut->m_vecUVPoints[1].z; pOverlayOut->m_vecBasis[0].z = pOverlayOut->m_vecUVPoints[2].z;
if ( pOverlayOut->m_vecBasis[0].x == 0.0f && pOverlayOut->m_vecBasis[0].y == 0.0f && pOverlayOut->m_vecBasis[0].z == 0.0f ) { Warning( "Bad overlay basis at (%f %f %f)!\n", pOverlayOut->m_vecOrigin.x, pOverlayOut->m_vecOrigin.y, pOverlayOut->m_vecOrigin.z ); }
CrossProduct( pOverlayOut->m_vecBasis[2], pOverlayOut->m_vecBasis[0], pOverlayOut->m_vecBasis[1] ); VectorNormalize( pOverlayOut->m_vecBasis[1] );
pOverlayOut->m_vecUVPoints[0].z = 0.0f; pOverlayOut->m_vecUVPoints[1].z = 0.0f; pOverlayOut->m_vecUVPoints[2].z = 0.0f;
pOverlayOut->m_aFaces.SetSize( pWaterOverlayIn->GetFaceCount() ); for( int iFace = 0; iFace < pWaterOverlayIn->GetFaceCount(); ++iFace ) { pOverlayOut->m_aFaces[iFace] = SurfaceHandleFromIndex( pWaterOverlayIn->aFaces[iFace], lh2.GetMap() ); }
pOverlayOut->m_hFirstFragment = OVERLAY_FRAGMENT_LIST_INVALID; pOverlayOut->m_pBindProxy = NULL; }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COverlayMgr::Disp_CreateFragments( moverlay_t *pOverlay, SurfaceHandle_t surfID ) { OverlayFragmentVector_t aDispFragments;
if ( Disp_PreClipFragment( pOverlay, aDispFragments, surfID ) ) { IDispInfo *pIDisp = MSurf_DispInfo( surfID ); CDispInfo *pDisp = static_cast<CDispInfo*>( pIDisp ); if ( pDisp ) { Disp_ClipFragment( pDisp, aDispFragments ); Disp_PostClipFragment( pDisp, &pDisp->m_MeshReader, pOverlay, aDispFragments, surfID ); } }
for ( int i = aDispFragments.Count(); --i >= 0; ) { DestroyTempFragment( aDispFragments[i] ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool COverlayMgr::Disp_PreClipFragment( moverlay_t *pOverlay, OverlayFragmentVector_t &aDispFragments, SurfaceHandle_t surfID ) { MEM_ALLOC_CREDIT();
// The faces are not tesselated when they are displaced faces.
int iFirstVert = MSurf_FirstVertIndex( surfID );
// Displaced faces are quads.
moverlayfragment_t surfaceFrag; surfaceFrag.m_aPrimVerts.SetCount( 4 ); for( int iVert = 0; iVert < 4; ++iVert ) { int iVertex = host_state.worldbrush->vertindices[(iFirstVert+iVert)]; mvertex_t *pVert = &host_state.worldbrush->vertexes[iVertex]; surfaceFrag.m_aPrimVerts[iVert].pos = pVert->position; }
// Setup the base fragment to be clipped by the base surface previous to the
// displaced surface.
moverlayfragment_t overlayFrag; if ( !Surf_PreClipFragment( pOverlay, overlayFrag, surfID, surfaceFrag ) ) return false;
Surf_ClipFragment( pOverlay, overlayFrag, surfID, surfaceFrag );
// Get fragment vertex count.
int nVertCount = overlayFrag.m_aPrimVerts.Count(); if ( nVertCount == 0 ) return false;
// Setup
moverlayfragment_t *pFragment = CopyTempFragment( &overlayFrag ); aDispFragments.AddToTail( pFragment );
IDispInfo *pIDispInfo = MSurf_DispInfo( surfID ); CDispInfo *pDispInfo = static_cast<CDispInfo*>( pIDispInfo ); int iPointStart = pDispInfo->m_iPointStart;
Vector2D vecTmpUV; for ( int iVert = 0; iVert < nVertCount; ++iVert ) { PointInQuadToBarycentric( surfaceFrag.m_aPrimVerts[iPointStart].pos, surfaceFrag.m_aPrimVerts[(iPointStart+3)%4].pos, surfaceFrag.m_aPrimVerts[(iPointStart+2)%4].pos, surfaceFrag.m_aPrimVerts[(iPointStart+1)%4].pos, overlayFrag.m_aPrimVerts[iVert].pos, vecTmpUV ); if ( !vecTmpUV.IsValid() ) { mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo]; DevWarning( 1, "Bad overlay geometry at %s with material '%s'\n", VecToString(pOverlay->m_vecOrigin), ( pTexInfo && pTexInfo->material ) ? pTexInfo->material->GetName() : "" ); return false; }
pFragment->m_aPrimVerts[iVert].pos.x = vecTmpUV.x; pFragment->m_aPrimVerts[iVert].pos.y = vecTmpUV.y; pFragment->m_aPrimVerts[iVert].pos.z = 0.0f; } return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COverlayMgr::Disp_PostClipFragment( CDispInfo *pDisp, CMeshReader *pReader, moverlay_t *pOverlay, OverlayFragmentVector_t &aDispFragments, SurfaceHandle_t surfID ) { #ifndef DEDICATED
if ( aDispFragments.Count() == 0 ) return;
// Get surface context.
SurfaceCtx_t ctx; SurfSetupSurfaceContext( ctx, surfID );
// The faces are not tesselated when they are displaced faces.
int iFirstVert = MSurf_FirstVertIndex( surfID );
// Displaced faces are quads.
moverlayfragment_t surfaceFrag; surfaceFrag.m_aPrimVerts.SetCount( 4 ); for( int iVert = 0; iVert < 4; ++iVert ) { int iVertex = host_state.worldbrush->vertindices[(iFirstVert+iVert)]; mvertex_t *pVert = &host_state.worldbrush->vertexes[iVertex]; surfaceFrag.m_aPrimVerts[iVert].pos = pVert->position; }
Vector2D lightCoords[4]; int nInterval = pDisp->GetSideLength(); pReader->TexCoord2f( 0, DISP_LMCOORDS_STAGE, lightCoords[0].x, lightCoords[0].y ); pReader->TexCoord2f( nInterval - 1, DISP_LMCOORDS_STAGE, lightCoords[1].x, lightCoords[1].y ); pReader->TexCoord2f( ( nInterval * nInterval ) - 1, DISP_LMCOORDS_STAGE, lightCoords[2].x, lightCoords[2].y ); pReader->TexCoord2f( nInterval * ( nInterval - 1 ), DISP_LMCOORDS_STAGE, lightCoords[3].x, lightCoords[3].y );
// Get the number of displacement fragments.
int nFragCount = aDispFragments.Count(); for ( int iFrag = 0; iFrag < nFragCount; ++iFrag ) { moverlayfragment_t *pDispFragment = aDispFragments[iFrag]; if ( !pDispFragment ) continue;
int nVertCount = pDispFragment->m_aPrimVerts.Count(); if ( nVertCount < 3 ) continue;
// Create fragment.
OverlayFragmentHandle_t hFragment = AddFragmentToFragmentList( nVertCount ); moverlayfragment_t *pFragment = GetOverlayFragment( hFragment );
pFragment->m_iOverlay = pOverlay->m_nId; pFragment->m_SurfId = surfID; pFragment->decalOffset = ComputeDecalLightmapOffset( surfID ); Vector2D vecTmpUV; Vector vecTmp; for ( int iVert = 0; iVert < nVertCount; ++iVert ) { vecTmpUV.x = pDispFragment->m_aPrimVerts[iVert].pos.x; vecTmpUV.y = pDispFragment->m_aPrimVerts[iVert].pos.y;
vecTmpUV.x = clamp( vecTmpUV.x, 0.0f, 1.0f ); vecTmpUV.y = clamp( vecTmpUV.y, 0.0f, 1.0f );
Overlay_DispUVToWorld( pDisp, pReader, vecTmpUV, pFragment->m_aPrimVerts[iVert].pos, pFragment->m_aPrimVerts[iVert].normal, surfaceFrag );
// Texture coordinates.
pFragment->m_aPrimVerts[iVert].texCoord[0] = pDispFragment->m_aPrimVerts[iVert].texCoord[0]; pFragment->m_aPrimVerts[iVert].texCoord[1] = pDispFragment->m_aPrimVerts[iVert].texCoord[1];
// cache for use in ReSortMaterials
pFragment->m_aPrimVerts[iVert].tmpDispUV = vecTmpUV;
// Lightmap coordinates.
Vector2D uv; TexCoordInQuadFromBarycentric( lightCoords[0], lightCoords[1], lightCoords[2], lightCoords[3], vecTmpUV, uv ); pFragment->m_aPrimVerts[iVert].lightCoord[0] = uv.x; pFragment->m_aPrimVerts[iVert].lightCoord[1] = uv.y; }
// Create the sort ID for this fragment
const MaterialSystem_SortInfo_t &sortInfo = materialSortInfoArray[MSurf_MaterialSortID( surfID )]; mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[pOverlay->m_nTexInfo]; pFragment->m_nMaterialSortID = GetMaterialSortID( pTexInfo->material, sortInfo.lightmapPageID );
// Add to list of fragments for this overlay
MEM_ALLOC_CREDIT();
OverlayFragmentList_t i = m_OverlayFragments.Alloc( true ); m_OverlayFragments[i] = hFragment; m_OverlayFragments.LinkBefore( pOverlay->m_hFirstFragment, i ); pOverlay->m_hFirstFragment = i;
// Add to list of fragments for this surface
// NOTE: Store them in *reverse* order so that when we pull them off for
// rendering, we can do *that* in reverse order too? Reduces the amount of iteration necessary
// Therefore, we need to add to the head of the list
m_aFragments.LinkBefore( MSurf_OverlayFragmentList( surfID ), hFragment ); MSurf_OverlayFragmentList( surfID ) = hFragment; } #endif // !DEDICATED
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COverlayMgr::Disp_ClipFragment( CDispInfo *pDisp, OverlayFragmentVector_t &aDispFragments ) { cplane_t clipPlane;
// Cache the displacement interval.
const CPowerInfo *pPowerInfo = pDisp->GetPowerInfo(); int nInterval = ( 1 << pPowerInfo->GetPower() );
// Displacement-space clipping in V.
clipPlane.normal.Init( 1.0f, 0.0f, 0.0f ); Disp_DoClip( pDisp, aDispFragments, clipPlane, 1.0f, nInterval, 1, nInterval, 1 );
// Displacement-space clipping in U.
clipPlane.normal.Init( 0.0f, 1.0f, 0.0f ); Disp_DoClip( pDisp, aDispFragments, clipPlane, 1.0f, nInterval, 1, nInterval, 1 );
// Displacement-space clipping UV from top-left to bottom-right.
clipPlane.normal.Init( 0.707f, 0.707f, 0.0f ); // 45 degrees
Disp_DoClip( pDisp, aDispFragments, clipPlane, 0.707f, nInterval, 2, ( nInterval * 2 - 1 ), 2 );
// Displacement-space clipping UV from bottom-left to top-right.
clipPlane.normal.Init( -0.707f, 0.707f, 0.0f ); // 135 degrees
Disp_DoClip( pDisp, aDispFragments, clipPlane, 0.707f, nInterval, -( nInterval - 2 ), ( nInterval - 1 ), 2 ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void COverlayMgr::Disp_DoClip( CDispInfo *pDisp, OverlayFragmentVector_t &aDispFragments, cplane_t &clipPlane, float clipDistStart, int nInterval, int nLoopStart, int nLoopEnd, int nLoopInc ) { // Setup interval information.
float flInterval = static_cast<float>( nInterval ); float flOOInterval = 1.0f / flInterval;
// Holds the current set of clipped faces.
OverlayFragmentVector_t aClippedFragments;
for ( int iInterval = nLoopStart; iInterval < nLoopEnd; iInterval += nLoopInc ) { // Copy the current list to clipped face list.
aClippedFragments.CopyArray( aDispFragments.Base(), aDispFragments.Count() ); aDispFragments.Purge();
// Clip in V.
int nFragCount = aClippedFragments.Count(); for ( int iFrag = 0; iFrag < nFragCount; iFrag++ ) { moverlayfragment_t *pClipFrag = aClippedFragments[iFrag]; if ( pClipFrag ) { moverlayfragment_t *pFront = NULL, *pBack = NULL;
clipPlane.dist = clipDistStart * ( ( float )iInterval * flOOInterval ); DoClipFragment( pClipFrag, &clipPlane, &pFront, &pBack ); DestroyTempFragment( pClipFrag ); pClipFrag = NULL;
if ( pFront ) { aDispFragments.AddToTail( pFront ); }
if ( pBack ) { aDispFragments.AddToTail( pBack ); } } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COverlayMgr::InitTexCoords( moverlay_t *pOverlay, moverlayfragment_t &overlayFrag ) { // Overlay texture coordinates.
overlayFrag.m_aPrimVerts[0].texCoord[0].Init( pOverlay->m_flU[0], pOverlay->m_flV[0] ); overlayFrag.m_aPrimVerts[1].texCoord[0].Init( pOverlay->m_flU[0], pOverlay->m_flV[1] ); overlayFrag.m_aPrimVerts[2].texCoord[0].Init( pOverlay->m_flU[1], pOverlay->m_flV[1] ); overlayFrag.m_aPrimVerts[3].texCoord[0].Init( pOverlay->m_flU[1], pOverlay->m_flV[0] );
overlayFrag.m_aPrimVerts[0].texCoord[1].Init( 0, 0 ); overlayFrag.m_aPrimVerts[1].texCoord[1].Init( 0, 1 ); overlayFrag.m_aPrimVerts[2].texCoord[1].Init( 1, 1 ); overlayFrag.m_aPrimVerts[3].texCoord[1].Init( 1, 0 ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void COverlayMgr::DoClipFragment( moverlayfragment_t *pFragment, cplane_t *pClipPlane, moverlayfragment_t **ppFront, moverlayfragment_t **ppBack ) { const float OVERLAY_EPSILON = 0.0001f;
// Verify.
if ( !pFragment ) return;
float flDists[128]; int nSides[128]; int nSideCounts[3];
//
// Determine "sidedness" of all the polygon points.
//
nSideCounts[0] = nSideCounts[1] = nSideCounts[2] = 0; int iVert = 0; for ( ; iVert < pFragment->m_aPrimVerts.Count(); ++iVert ) { flDists[iVert] = pClipPlane->normal.Dot( pFragment->m_aPrimVerts[iVert].pos ) - pClipPlane->dist;
if ( flDists[iVert] > OVERLAY_EPSILON ) { nSides[iVert] = SIDE_FRONT; } else if ( flDists[iVert] < -OVERLAY_EPSILON ) { nSides[iVert] = SIDE_BACK; } else { nSides[iVert] = SIDE_ON; }
nSideCounts[nSides[iVert]]++; }
// Wrap around (close the polygon).
nSides[iVert] = nSides[0]; flDists[iVert] = flDists[0];
// All points in back - no split (copy face to back).
if( !nSideCounts[SIDE_FRONT] ) { *ppBack = CopyTempFragment( pFragment ); return; }
// All points in front - no split (copy face to front).
if( !nSideCounts[SIDE_BACK] ) { *ppFront = CopyTempFragment( pFragment ); return; }
// Build new front and back faces.
// NOTE: Gotta create them first
moverlayfragment_t *pFront = CreateTempFragment( 0 ); moverlayfragment_t *pBack = CreateTempFragment( 0 ); if ( !pFront || !pBack ) { DestroyTempFragment( pFront ); DestroyTempFragment( pBack ); return; }
MEM_ALLOC_CREDIT();
int nVertCount = pFragment->m_aPrimVerts.Count(); for ( iVert = 0; iVert < nVertCount; ++iVert ) { // "On" clip plane.
if ( nSides[iVert] == SIDE_ON ) { pFront->m_aPrimVerts.AddToTail( pFragment->m_aPrimVerts[iVert] ); pBack->m_aPrimVerts.AddToTail( pFragment->m_aPrimVerts[iVert] ); continue; }
// "In back" of clip plane.
if ( nSides[iVert] == SIDE_BACK ) { pBack->m_aPrimVerts.AddToTail( pFragment->m_aPrimVerts[iVert] ); }
// "In front" of clip plane.
if ( nSides[iVert] == SIDE_FRONT ) { pFront->m_aPrimVerts.AddToTail( pFragment->m_aPrimVerts[iVert] ); }
if ( nSides[iVert+1] == SIDE_ON || nSides[iVert+1] == nSides[iVert] ) continue;
// Split!
float fraction = flDists[iVert] / ( flDists[iVert] - flDists[iVert+1] );
overlayvert_t vert; vert.pos = pFragment->m_aPrimVerts[iVert].pos + fraction * ( pFragment->m_aPrimVerts[(iVert+1)%nVertCount].pos - pFragment->m_aPrimVerts[iVert].pos ); for ( int iTexCoord=0; iTexCoord < NUM_OVERLAY_TEXCOORDS; iTexCoord++ ) { vert.texCoord[iTexCoord][0] = pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][0] + fraction * ( pFragment->m_aPrimVerts[(iVert+1)%nVertCount].texCoord[iTexCoord][0] - pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][0] ); vert.texCoord[iTexCoord][1] = pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][1] + fraction * ( pFragment->m_aPrimVerts[(iVert+1)%nVertCount].texCoord[iTexCoord][1] - pFragment->m_aPrimVerts[iVert].texCoord[iTexCoord][1] ); }
pFront->m_aPrimVerts.AddToTail( vert ); pBack->m_aPrimVerts.AddToTail( vert ); }
*ppFront = pFront; *ppBack = pBack; }
//-----------------------------------------------------------------------------
// Copies a fragment into the main fragment list
//-----------------------------------------------------------------------------
OverlayFragmentHandle_t COverlayMgr::AddFragmentToFragmentList( int nSize ) { MEM_ALLOC_CREDIT();
// Add to list of fragments.
int iFragment = m_aFragments.Alloc( true );
moverlayfragment_t &frag = m_aFragments[iFragment];
frag.m_SurfId = SURFACE_HANDLE_INVALID; frag.m_iOverlay = -1; frag.m_nRenderFrameID = -1; frag.m_nMaterialSortID = 0xFFFF; frag.m_hNextRender = OVERLAY_FRAGMENT_INVALID;
if ( nSize > 0 ) { frag.m_aPrimVerts.SetSize( nSize ); }
return iFragment; }
//-----------------------------------------------------------------------------
// Copies a fragment into the main fragment list
//-----------------------------------------------------------------------------
OverlayFragmentHandle_t COverlayMgr::AddFragmentToFragmentList( moverlayfragment_t *pSrc ) { MEM_ALLOC_CREDIT();
// Add to list of fragments.
int iFragment = m_aFragments.Alloc( true );
moverlayfragment_t &frag = m_aFragments[iFragment];
frag.m_SurfId = pSrc->m_SurfId; frag.m_iOverlay = pSrc->m_iOverlay; frag.decalOffset = pSrc->decalOffset; frag.m_aPrimVerts.CopyArray( pSrc->m_aPrimVerts.Base(), pSrc->m_aPrimVerts.Count() );
return iFragment; }
//-----------------------------------------------------------------------------
// Temp fragments for clipping algorithms
//-----------------------------------------------------------------------------
moverlayfragment_t *COverlayMgr::CreateTempFragment( int nSize ) { MEM_ALLOC_CREDIT(); moverlayfragment_t *pDst = new moverlayfragment_t; if ( pDst ) { pDst->m_SurfId = SURFACE_HANDLE_INVALID; pDst->m_iOverlay = -1; if ( nSize > 0 ) { pDst->m_aPrimVerts.SetSize( nSize ); } }
return pDst; }
//-----------------------------------------------------------------------------
// Temp fragments for clipping algorithms
//-----------------------------------------------------------------------------
moverlayfragment_t *COverlayMgr::CopyTempFragment( moverlayfragment_t *pSrc ) { MEM_ALLOC_CREDIT(); moverlayfragment_t *pDst = new moverlayfragment_t; if ( pDst ) { pDst->m_SurfId = pSrc->m_SurfId; pDst->m_iOverlay = pSrc->m_iOverlay; pDst->m_aPrimVerts.CopyArray( pSrc->m_aPrimVerts.Base(), pSrc->m_aPrimVerts.Count() ); }
return pDst; }
//-----------------------------------------------------------------------------
// Temp fragments for clipping algorithms
//-----------------------------------------------------------------------------
void COverlayMgr::DestroyTempFragment( moverlayfragment_t *pFragment ) { if ( pFragment ) { delete pFragment; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void COverlayMgr::BuildClipPlanes( SurfaceHandle_t surfID, moverlayfragment_t &surfaceFrag, const Vector &vecBasisNormal, CUtlVector<cplane_t> &m_ClipPlanes ) { int nVertCount = surfaceFrag.m_aPrimVerts.Count(); for ( int iVert = 0; iVert < nVertCount; ++iVert ) { Vector vecEdge; vecEdge = surfaceFrag.m_aPrimVerts[(iVert+1)%nVertCount].pos - surfaceFrag.m_aPrimVerts[iVert].pos; VectorNormalize( vecEdge );
int iPlane = m_ClipPlanes.AddToTail(); cplane_t *pPlane = &m_ClipPlanes[iPlane];
pPlane->normal = vecBasisNormal.Cross( vecEdge ); pPlane->dist = pPlane->normal.Dot( surfaceFrag.m_aPrimVerts[iVert].pos ); pPlane->type = 3;
// Check normal facing.
float flDistance = pPlane->normal.Dot( surfaceFrag.m_aPrimVerts[(iVert+2)%nVertCount].pos ) - pPlane->dist; if ( flDistance > 0.0 ) { // Flip
pPlane->normal.Negate(); pPlane->dist = -pPlane->dist; } } }
//=============================================================================
//
// Code below this line will get moved out into common code!!!!!!!!!!!!!
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Overlay_BuildBasisOrigin( Vector &vecBasisOrigin, SurfaceHandle_t surfID ) { cplane_t surfacePlane = MSurf_Plane( surfID ); VectorNormalize( surfacePlane.normal );
// Get the distance from entity origin to face plane.
float flDist = surfacePlane.normal.Dot( vecBasisOrigin ) - surfacePlane.dist; // Move the basis origin to the position of the entity projected into the face plane.
vecBasisOrigin = vecBasisOrigin - ( flDist * surfacePlane.normal ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool Overlay_IsBasisFlipped( int *pFlip, int iAxis, int iComponent ) { if ( iAxis < 0 || iAxis > 2 || iComponent < 0 || iComponent > 2 ) return false; int nValue = ( 1 << iComponent ); return ( ( pFlip[iAxis] & nValue ) != 0 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Overlay_BuildBasis( const Vector &vecBasisNormal, Vector &vecBasisU, Vector &vecBasisV, bool bFlip ) { // Verify incoming data.
Assert( vecBasisNormal.IsValid() ); if ( !vecBasisNormal.IsValid() ) return;
vecBasisV = vecBasisNormal.Cross( vecBasisU );
if ( bFlip ) { vecBasisV.Negate(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Overlay_TriTLToBR( CDispInfo *pDisp, CMeshReader *pReader, Vector &vecWorld, Vector &vecWorldNormal, float flU, float flV, int nWidth, const Vector &vecIntersectPoint ) { const float TRIEDGE_EPSILON = 0.000001f;
int nHeight = nWidth;
int nSnapU = static_cast<int>( flU ); int nSnapV = static_cast<int>( flV ); int nNextU = nSnapU + 1; int nNextV = nSnapV + 1; if ( nNextU == nWidth) { --nNextU; } if ( nNextV == nHeight ) { --nNextV; }
float flFracU = flU - static_cast<float>( nSnapU ); float flFracV = flV - static_cast<float>( nSnapV );
Vector vecVerts[3], vecFlatVerts[3], vecNormals[3]; if( ( flFracU + flFracV ) >= ( 1.0f + TRIEDGE_EPSILON ) ) { int nIndices[3]; nIndices[0] = nNextV * nWidth + nSnapU; nIndices[1] = nNextV * nWidth + nNextU; nIndices[2] = nSnapV * nWidth + nNextU;
for( int iVert = 0; iVert < 3; ++iVert ) { vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] ); vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] ); pReader->Normal( nIndices[iVert], vecNormals[iVert] ); }
if ( nSnapU == nNextU ) { if ( nSnapV == nNextV ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else if ( nSnapV == nNextV ) { if ( nSnapU == nNextU ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else { float flCfs[3]; if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) ) { vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] ); vecWorldNormal = ( vecNormals[0] * flCfs[0] ) + ( vecNormals[1] * flCfs[1] ) + ( vecNormals[2] * flCfs[2] ); } else { int nIndices[3]; nIndices[0] = nSnapV * nWidth + nSnapU; nIndices[1] = nNextV * nWidth + nSnapU; nIndices[2] = nSnapV * nWidth + nNextU; for( int iVert = 0; iVert < 3; ++iVert ) { vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] ); vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] ); pReader->Normal( nIndices[iVert], vecNormals[iVert] ); } if ( nSnapU == nNextU ) { if ( nSnapV == nNextV ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[1] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[1] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[1] - vecNormals[0] ) ); } } else if ( nSnapV == nNextV ) { if ( nSnapU == nNextU ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else { float flCfs[3]; CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ); vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] ); vecWorldNormal = ( vecNormals[0] * flCfs[0] ) + ( vecNormals[1] * flCfs[1] ) + ( vecNormals[2] * flCfs[2] ); } } } } else { int nIndices[3]; nIndices[0] = nSnapV * nWidth + nSnapU; nIndices[1] = nNextV * nWidth + nSnapU; nIndices[2] = nSnapV * nWidth + nNextU;
for( int iVert = 0; iVert < 3; ++iVert ) { vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] ); vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] ); pReader->Normal( nIndices[iVert], vecNormals[iVert] ); }
if ( nSnapU == nNextU ) { if ( nSnapV == nNextV ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[1] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[1] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[1] - vecNormals[0] ) ); } } else if ( nSnapV == nNextV ) { if ( nSnapU == nNextU ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else { float flCfs[3]; if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) ) { vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] ); vecWorldNormal = ( vecNormals[0] * flCfs[0] ) + ( vecNormals[1] * flCfs[1] ) + ( vecNormals[2] * flCfs[2] ); } else { int nIndices[3]; nIndices[0] = nNextV * nWidth + nSnapU; nIndices[1] = nNextV * nWidth + nNextU; nIndices[2] = nSnapV * nWidth + nNextU; for( int iVert = 0; iVert < 3; ++iVert ) { vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] ); vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] ); pReader->Normal( nIndices[iVert], vecNormals[iVert] ); } if ( nSnapU == nNextU ) { if ( nSnapV == nNextV ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else if ( nSnapV == nNextV ) { if ( nSnapU == nNextU ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else { float flCfs[3]; CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ); vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] ); vecWorldNormal = ( vecNormals[0] * flCfs[0] ) + ( vecNormals[1] * flCfs[1] ) + ( vecNormals[2] * flCfs[2] ); } } } } vecWorldNormal.NormalizeInPlace(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Overlay_TriBLToTR( CDispInfo *pDisp, CMeshReader *pReader, Vector &vecWorld, Vector &vecWorldNormal, float flU, float flV, int nWidth, const Vector &vecIntersectPoint ) { int nHeight = nWidth;
int nSnapU = static_cast<int>( flU ); int nSnapV = static_cast<int>( flV ); int nNextU = nSnapU + 1; int nNextV = nSnapV + 1; if ( nNextU == nWidth) { --nNextU; } if ( nNextV == nHeight ) { --nNextV; }
float flFracU = flU - static_cast<float>( nSnapU ); float flFracV = flV - static_cast<float>( nSnapV );
// The fractions are not correct all the time - but they are a good first guess!
Vector vecVerts[3], vecFlatVerts[3], vecNormals[3]; if( flFracU < flFracV ) { int nIndices[3]; nIndices[0] = nSnapV * nWidth + nSnapU; nIndices[1] = nNextV * nWidth + nSnapU; nIndices[2] = nNextV * nWidth + nNextU; for( int iVert = 0; iVert < 3; ++iVert ) { vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] ); vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] ); pReader->Normal( nIndices[iVert], vecNormals[iVert] ); } if ( nSnapU == nNextU ) { if ( nSnapV == nNextV ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else if ( nSnapV == nNextV ) { if ( nSnapU == nNextU ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else { float flCfs[3]; if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) ) { vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] ); vecWorldNormal = ( vecNormals[0] * flCfs[0] ) + ( vecNormals[1] * flCfs[1] ) + ( vecNormals[2] * flCfs[2] ); } else { int nIndices[3]; nIndices[0] = nSnapV * nWidth + nSnapU; nIndices[1] = nNextV * nWidth + nNextU; nIndices[2] = nSnapV * nWidth + nNextU; for( int iVert = 0; iVert < 3; ++iVert ) { vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] ); vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] ); pReader->Normal( nIndices[iVert], vecNormals[iVert] ); } if ( nSnapU == nNextU ) { if ( nSnapV == nNextV ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[1] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[1] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[1] - vecNormals[0] ) ); } } else if ( nSnapV == nNextV ) { if ( nSnapU == nNextU ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else { float flCfs[3]; CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ); vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] ); vecWorldNormal = ( vecNormals[0] * flCfs[0] ) + ( vecNormals[1] * flCfs[1] ) + ( vecNormals[2] * flCfs[2] ); } } } } else { int nIndices[3]; nIndices[0] = nSnapV * nWidth + nSnapU; nIndices[1] = nNextV * nWidth + nNextU; nIndices[2] = nSnapV * nWidth + nNextU; for( int iVert = 0; iVert < 3; ++iVert ) { vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] ); vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] ); pReader->Normal( nIndices[iVert], vecNormals[iVert] ); } if ( nSnapU == nNextU ) { if ( nSnapV == nNextV ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[1] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[1] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[1] - vecNormals[0] ) ); } } else if ( nSnapV == nNextV ) { if ( nSnapU == nNextU ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else { float flCfs[3]; if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) ) { vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] ); vecWorldNormal = ( vecNormals[0] * flCfs[0] ) + ( vecNormals[1] * flCfs[1] ) + ( vecNormals[2] * flCfs[2] ); } else { int nIndices[3]; nIndices[0] = nSnapV * nWidth + nSnapU; nIndices[1] = nNextV * nWidth + nSnapU; nIndices[2] = nNextV * nWidth + nNextU; for( int iVert = 0; iVert < 3; ++iVert ) { vecVerts[iVert] = GetOverlayPos( pReader, nIndices[iVert] ); vecFlatVerts[iVert] = pDisp->GetFlatVert( nIndices[iVert] ); pReader->Normal( nIndices[iVert], vecNormals[iVert] ); } if ( nSnapU == nNextU ) { if ( nSnapV == nNextV ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else if ( nSnapV == nNextV ) { if ( nSnapU == nNextU ) { vecWorld = vecVerts[0]; vecWorldNormal = vecNormals[0]; } else { float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length(); vecWorld = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) ); vecWorldNormal = vecNormals[0] + ( flFrac * ( vecNormals[2] - vecNormals[0] ) ); } } else { float flCfs[3]; CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ); vecWorld = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] ); vecWorldNormal = ( vecNormals[0] * flCfs[0] ) + ( vecNormals[1] * flCfs[1] ) + ( vecNormals[2] * flCfs[2] ); } } } } vecWorldNormal.NormalizeInPlace(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Overlay_DispUVToWorld( CDispInfo *pDisp, CMeshReader *pReader, const Vector2D &vecUV, Vector &vecWorld, Vector &vecWorldNormal, moverlayfragment_t &surfaceFrag ) { // Get the displacement power.
const CPowerInfo *pPowerInfo = pDisp->GetPowerInfo(); int nWidth = ( ( 1 << pPowerInfo->GetPower() ) + 1 ); int nHeight = nWidth;
Vector vecIntersectPoint; PointInQuadFromBarycentric( surfaceFrag.m_aPrimVerts[(0+pDisp->m_iPointStart)%4].pos, surfaceFrag.m_aPrimVerts[(3+pDisp->m_iPointStart)%4].pos, surfaceFrag.m_aPrimVerts[(2+pDisp->m_iPointStart)%4].pos, surfaceFrag.m_aPrimVerts[(1+pDisp->m_iPointStart)%4].pos, vecUV, vecIntersectPoint );
// Scale the U, V coordinates to the displacement grid size.
float flU = vecUV.x * static_cast<float>( nWidth - 1.000001f ); float flV = vecUV.y * static_cast<float>( nHeight - 1.000001f );
// Find the base U, V.
int nSnapU = static_cast<int>( flU ); int nSnapV = static_cast<int>( flV );
// Use this to get the triangle orientation.
bool bOdd = ( ( ( nSnapV * nWidth ) + nSnapU ) % 2 == 1 );
// Top Left to Bottom Right
if( bOdd ) { Overlay_TriTLToBR( pDisp, pReader, vecWorld, vecWorldNormal, flU, flV, nWidth, vecIntersectPoint ); } // Bottom Left to Top Right
else { Overlay_TriBLToTR( pDisp, pReader, vecWorld, vecWorldNormal, flU, flV, nWidth, vecIntersectPoint ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Overlay_OverlayUVToOverlayPlane( const Vector &vecBasisOrigin, const Vector &vecBasisU, const Vector &vecBasisV, const Vector &vecUVPoint, Vector &vecPlanePoint ) { vecPlanePoint = ( vecUVPoint.x * vecBasisU ) + ( vecUVPoint.y * vecBasisV ); vecPlanePoint += vecBasisOrigin; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Overlay_WorldToOverlayPlane( const Vector &vecBasisOrigin, const Vector &vecBasisNormal, const Vector &vecWorldPoint, Vector &vecPlanePoint ) { Vector vecDelta = vecWorldPoint - vecBasisOrigin; float flDistance = vecBasisNormal.Dot( vecDelta ); vecPlanePoint = vecWorldPoint - ( flDistance * vecBasisNormal ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Overlay_OverlayPlaneToWorld( const Vector &vecBasisNormal, SurfaceHandle_t surfID, const Vector &vecPlanePoint, Vector &vecWorldPoint ) { cplane_t surfacePlane = MSurf_Plane( surfID ); VectorNormalize( surfacePlane.normal ); float flDistanceToSurface = surfacePlane.normal.Dot( vecPlanePoint ) - surfacePlane.dist;
float flDenom = surfacePlane.normal.Dot( vecBasisNormal ); float flDistance; if( flDenom != 0.0f ) { flDistance = ( 1.0f / flDenom ) * flDistanceToSurface; } else { flDistance = flDistanceToSurface; }
vecWorldPoint = vecPlanePoint - ( vecBasisNormal * flDistance ); }
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