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//========= Copyright � 1996-2007, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=====================================================================================//
#include "render_pch.h"
#include "decal_private.h"
#include "disp_defs.h"
#include "disp.h"
#include "gl_model_private.h"
#include "gl_matsysiface.h"
#include "gl_cvars.h"
#include "gl_rsurf.h"
#include "gl_lightmap.h"
#include "con_nprint.h"
#include "surfinfo.h"
#include "Overlay.h"
#include "cl_main.h"
#include "r_decal.h"
#include "materialsystem/materialsystem_config.h"
#include "debugoverlay.h"
#include "paint.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ----------------------------------------------------------------------------- //
// Shadow decals + fragments
// ----------------------------------------------------------------------------- //
static CUtlLinkedList< CDispShadowDecal, DispShadowHandle_t, true > s_DispShadowDecals; static CUtlLinkedList< CDispShadowFragment, DispShadowFragmentHandle_t, true > s_DispShadowFragments; static CUtlLinkedList< CDispDecal, DispShadowHandle_t, true > s_DispDecals; static CUtlLinkedList< CDispDecalFragment, DispShadowFragmentHandle_t, true > s_DispDecalFragments;
// This mutex protects the s_DispShadowFragments and s_DispShadowDecals list during in AllocateShadowFragment() during
// threaded shadow clipping. It is NOT safe to Allocate and free shadow decal fragments from multiple threads.
static CThreadFastMutex s_ShadowFragmentAllocLock;
void CDispInfo::GetIntersectingSurfaces( GetIntersectingSurfaces_Struct *pStruct ) { if ( !m_Verts.Count() || !m_nIndices ) return;
// Walk through all of our triangles and add them one by one.
SurfInfo *pOut = &pStruct->m_pInfos[ pStruct->m_nSetInfos ]; for ( int iVert=0; iVert < m_MeshReader.NumIndices(); iVert += 3 ) { // Is the list going to overflow?
if ( pStruct->m_nSetInfos >= pStruct->m_nMaxInfos ) break; Vector const &a = m_MeshReader.Position( m_MeshReader.Index(iVert+0) - m_iVertOffset ); Vector const &b = m_MeshReader.Position( m_MeshReader.Index(iVert+1) - m_iVertOffset ); Vector const &c = m_MeshReader.Position( m_MeshReader.Index(iVert+2) - m_iVertOffset );
// Get the boundaries.
Vector vMin; VectorMin( a, b, vMin ); VectorMin( c, vMin, vMin ); Vector vMax; VectorMax( a, b, vMax ); VectorMax( c, vMax, vMax );
// See if it touches the sphere.
int iDim; for ( iDim=0; iDim < 3; iDim++ ) { if ( ((*pStruct->m_pCenter)[iDim]+pStruct->m_Radius) < vMin[iDim] || ((*pStruct->m_pCenter)[iDim]-pStruct->m_Radius) > vMax[iDim] ) { break; } } if ( iDim == 3 ) { // Couldn't reject the sphere in the loop above, so add this surface.
pOut->m_nVerts = 3; pOut->m_Verts[0] = a; pOut->m_Verts[1] = b; pOut->m_Verts[2] = c; pOut->m_Plane.m_Normal = ( c - a ).Cross( b - a ); VectorNormalize( pOut->m_Plane.m_Normal ); pOut->m_Plane.m_Dist = pOut->m_Plane.m_Normal.Dot( a ); ++pStruct->m_nSetInfos; ++pOut; } } }
// ----------------------------------------------------------------------------- //
// CDispInfo implementation of IDispInfo.
// ----------------------------------------------------------------------------- //
void CDispInfo::RenderWireframeInLightmapPage( int pageId ) { #ifndef DEDICATED
// render displacement as wireframe into lightmap pages
SurfaceHandle_t surfID = GetParent();
Assert( ( MSurf_MaterialSortID( surfID ) >= 0 ) && ( MSurf_MaterialSortID( surfID ) < g_WorldStaticMeshes.Count() ) );
if( materialSortInfoArray[MSurf_MaterialSortID( surfID ) ].lightmapPageID != pageId ) return;
Shader_DrawLightmapPageSurface( surfID, 0.0f, 0.0f, 1.0f ); #endif
}
void CDispInfo::GetBoundingBox( Vector& bbMin, Vector& bbMax ) { bbMin = m_BBoxMin; bbMax = m_BBoxMax; }
void CDispInfo::SetParent( SurfaceHandle_t surfID ) { m_ParentSurfID = surfID; }
// returns surfID
SurfaceHandle_t CDispInfo::GetParent( void ) { return m_ParentSurfID; }
unsigned int CDispInfo::ComputeDynamicLightMask( dlight_t *pLights ) { int lightMask = 0;
#ifndef DEDICATED
if( !IS_SURF_VALID( m_ParentSurfID ) ) { Assert( !"CDispInfo::ComputeDynamicLightMask: no parent surface" ); return 0; }
for ( int lnum = 0, testBit = 1, mask = r_dlightactive; lnum < MAX_DLIGHTS && mask != 0; lnum++, mask >>= 1, testBit <<= 1 ) { if ( mask & 1 ) { // not lit by this light
if ( !(MSurf_DLightBits( m_ParentSurfID ) & testBit ) ) continue;
// This light doesn't affect the world
if ( pLights[lnum].flags & DLIGHT_NO_WORLD_ILLUMINATION) continue;
// This is used to ensure a maximum number of dlights in a frame
if ( !R_CanUseVisibleDLight( lnum ) ) continue;
lightMask |= testBit; } } #endif
return lightMask; }
void CDispInfo::AddDynamicLights( dlight_t *pLights, unsigned int mask ) { #ifndef DEDICATED
if( !IS_SURF_VALID( m_ParentSurfID ) ) { Assert( !"CDispInfo::AddDynamicLights: no parent surface" ); return; }
for ( int lnum = 0; lnum < MAX_DLIGHTS && mask != 0; lnum++, mask >>= 1 ) { if ( mask & 1 ) { if ( (pLights[lnum].flags & DLIGHT_DISPLACEMENT_MASK) == 0) { if( NumLightMaps() == 1 ) { AddSingleDynamicLight( pLights[lnum] ); } else { AddSingleDynamicLightBumped( pLights[lnum] ); } } else { AddSingleDynamicAlphaLight( pLights[lnum]); } } } #endif
}
//-----------------------------------------------------------------------------
// Allocates fragments...
//-----------------------------------------------------------------------------
CDispDecalFragment* CDispInfo::AllocateDispDecalFragment( DispDecalHandle_t h, int nVerts ) { DispDecalFragmentHandle_t f = s_DispDecalFragments.Alloc(true); s_DispDecalFragments.LinkBefore( s_DispDecals[h].m_FirstFragment, f ); s_DispDecals[h].m_FirstFragment = f; CDispDecalFragment* pf = &s_DispDecalFragments[f]; // Initialize the vert count:
pf->m_nVerts = nVerts; pf->m_pVerts = new CDecalVert[nVerts];
return pf; }
//-----------------------------------------------------------------------------
// Clears decal fragment lists
//-----------------------------------------------------------------------------
void CDispInfo::ClearDecalFragments( DispDecalHandle_t h ) { // Iterate over all fragments associated with each shadow decal
CDispDecal& decal = s_DispDecals[h]; DispDecalFragmentHandle_t f = decal.m_FirstFragment; DispDecalFragmentHandle_t next;
while( f != DISP_DECAL_FRAGMENT_HANDLE_INVALID ) { next = s_DispDecalFragments.Next(f); s_DispDecalFragments.Free(f); // Destructs the decal, freeing the memory.
f = next; }
// Blat out the list
decal.m_FirstFragment = DISP_DECAL_FRAGMENT_HANDLE_INVALID;
// Mark is as not computed
decal.m_Flags &= ~CDispDecalBase::FRAGMENTS_COMPUTED;
// Update the number of triangles in the decal
decal.m_nTris = 0; decal.m_nVerts = 0; }
void CDispInfo::ClearAllDecalFragments() { // Iterate over all shadow decals on the displacement
DispDecalHandle_t h = m_FirstDecal; while( h != DISP_SHADOW_HANDLE_INVALID ) { ClearDecalFragments( h ); h = s_DispDecals.Next(h); } }
// ----------------------------------------------------------------------------- //
// Add/remove decals
// ----------------------------------------------------------------------------- //
DispDecalHandle_t CDispInfo::NotifyAddDecal( decal_t *pDecal, float flSize ) { // Create a new decal, link it in
DispDecalHandle_t h = s_DispDecals.Alloc( true ); if ( h != s_DispDecals.InvalidIndex() ) { #ifndef DEDICATED
int nDecalCount = 0; int iDecal = m_FirstDecal; int iLastDecal = s_DispDecals.InvalidIndex(); while( iDecal != s_DispDecals.InvalidIndex() ) { if ( 0 == ( s_DispDecals[ iDecal ].m_pDecal->flags & FDECAL_PLAYERSPRAY ) ) { // Do not count player sprays for the purpose of unlinking decals
iLastDecal = iDecal; ++nDecalCount; } iDecal = s_DispDecals.Next( iDecal ); } if ( nDecalCount >= MAX_DISP_DECALS ) { R_DecalUnlink( s_DispDecals[iLastDecal].m_pDecal, host_state.worldbrush ); } #endif
s_DispDecals.LinkBefore( m_FirstDecal, h ); m_FirstDecal = h; CDispDecal *pDispDecal = &s_DispDecals[h]; pDispDecal->m_pDecal = pDecal; pDispDecal->m_FirstFragment = DISP_DECAL_FRAGMENT_HANDLE_INVALID; pDispDecal->m_nVerts = 0; pDispDecal->m_nTris = 0; pDispDecal->m_flSize = flSize; // Setup a basis for it.
CDecalVert *pOutVerts = NULL; R_SetupDecalClip( pOutVerts, pDispDecal->m_pDecal, MSurf_Plane( m_ParentSurfID ).normal, pDispDecal->m_pDecal->material, pDispDecal->m_TextureSpaceBasis, pDispDecal->m_DecalWorldScale ); // Recurse and precalculate which nodes this thing can touch.
SetupDecalNodeIntersect( m_pPowerInfo->m_RootNode, 0, pDispDecal, 0 ); }
return h; }
void CDispInfo::NotifyRemoveDecal( DispDecalHandle_t h ) { // Any fragments we got we don't need
ClearDecalFragments(h);
// Reset the head of the list
if (m_FirstDecal == h) m_FirstDecal = s_DispDecals.Next(h);
// Blow away the decal
s_DispDecals.Free( h ); }
//-----------------------------------------------------------------------------
// Allocates fragments...
//-----------------------------------------------------------------------------
CDispShadowFragment* CDispInfo::AllocateShadowDecalFragment( DispShadowHandle_t h, int nCount ) { s_ShadowFragmentAllocLock.Lock(); DispShadowFragmentHandle_t f = s_DispShadowFragments.Alloc(true); s_DispShadowFragments.LinkBefore( s_DispShadowDecals[h].m_FirstFragment, f ); s_DispShadowDecals[h].m_FirstFragment = f; CDispShadowFragment* pf = &s_DispShadowFragments[f]; pf->m_nVerts = nCount; pf->m_ShadowVerts = new ShadowVertex_t[nCount]; s_ShadowFragmentAllocLock.Unlock(); return pf; }
//-----------------------------------------------------------------------------
// Clears shadow decal fragment lists
//-----------------------------------------------------------------------------
void CDispInfo::ClearShadowDecalFragments( DispShadowHandle_t h ) { // Iterate over all fragments associated with each shadow decal
CDispShadowDecal& decal = s_DispShadowDecals[h]; DispShadowFragmentHandle_t f = decal.m_FirstFragment; DispShadowFragmentHandle_t next; while( f != DISP_SHADOW_FRAGMENT_HANDLE_INVALID ) { next = s_DispShadowFragments.Next(f); s_DispShadowFragments.Free(f); f = next; }
// Blat out the list
decal.m_FirstFragment = DISP_SHADOW_FRAGMENT_HANDLE_INVALID;
// Mark is as not computed
decal.m_Flags &= ~CDispDecalBase::FRAGMENTS_COMPUTED;
// Update the number of triangles in the decal
decal.m_nTris = 0; decal.m_nVerts = 0; }
void CDispInfo::ClearAllShadowDecalFragments() { // Iterate over all shadow decals on the displacement
DispShadowHandle_t h = m_FirstShadowDecal; while( h != DISP_SHADOW_HANDLE_INVALID ) { ClearShadowDecalFragments( h ); h = s_DispShadowDecals.Next(h); } }
// ----------------------------------------------------------------------------- //
// Add/remove shadow decals
// ----------------------------------------------------------------------------- //
DispShadowHandle_t CDispInfo::AddShadowDecal( ShadowHandle_t shadowHandle ) { // Create a new shadow decal, link it in
DispShadowHandle_t h = s_DispShadowDecals.Alloc( true ); s_DispShadowDecals.LinkBefore( m_FirstShadowDecal, h ); m_FirstShadowDecal = h;
CDispShadowDecal* pShadowDecal = &s_DispShadowDecals[h]; pShadowDecal->m_nTris = 0; pShadowDecal->m_nVerts = 0; pShadowDecal->m_Shadow = shadowHandle; pShadowDecal->m_FirstFragment = DISP_SHADOW_FRAGMENT_HANDLE_INVALID;
return h; }
void CDispInfo::RemoveShadowDecal( DispShadowHandle_t h ) { // Any fragments we got we don't need
ClearShadowDecalFragments(h);
// Reset the head of the list
if (m_FirstShadowDecal == h) m_FirstShadowDecal = s_DispShadowDecals.Next(h);
// Blow away the decal
s_DispShadowDecals.Free( h ); }
// ----------------------------------------------------------------------------- //
// This little beastie generate decal fragments
// ----------------------------------------------------------------------------- //
void CDispInfo::GenerateDecalFragments_R( CVertIndex const &nodeIndex, int iNodeBitIndex, unsigned short decalHandle, CDispDecalBase *pDispDecal, int iLevel ) { // Get the node info for this node...
Assert( iNodeBitIndex < m_pPowerInfo->m_NodeCount ); DispNodeInfo_t const& nodeInfo = m_pNodeInfo[iNodeBitIndex];
int iNodeIndex = VertIndex( nodeIndex ); // Don't bother adding decals if the node doesn't have decal info.
if( !pDispDecal->m_NodeIntersect.Get( iNodeBitIndex ) ) return;
// Recurse into child nodes, but only if they have triangles.
if ( ( iLevel+1 < m_Power ) && (nodeInfo.m_Flags & DispNodeInfo_t::CHILDREN_HAVE_TRIANGLES) ) { int iChildNodeBit = iNodeBitIndex + 1; for( int iChild=0; iChild < 4; iChild++ ) { CVertIndex const &childNode = m_pPowerInfo->m_pChildVerts[iNodeIndex].m_Verts[iChild];
bool bActiveChild = m_ActiveVerts.Get( VertIndex( childNode ) ) != 0; if ( bActiveChild ) GenerateDecalFragments_R( childNode, iChildNodeBit, decalHandle, pDispDecal, iLevel + 1 ); iChildNodeBit += m_pPowerInfo->m_NodeIndexIncrements[iLevel]; } }
// Create the decal fragments on the node triangles
bool isShadow = (pDispDecal->m_Flags & CDispDecalBase::DECAL_SHADOW) != 0;
int index = nodeInfo.m_FirstTesselationIndex; for ( int i = 0; i < nodeInfo.m_Count; i += 3 ) { if (isShadow) TestAddDecalTri( index + i, decalHandle, static_cast<CDispShadowDecal*>(pDispDecal) ); else TestAddDecalTri( index + i, decalHandle, static_cast<CDispDecal*>(pDispDecal) ); } }
void CDispInfo::GenerateDecalFragments( CVertIndex const &nodeIndex, int iNodeBitIndex, unsigned short decalHandle, CDispDecalBase *pDispDecal ) { GenerateDecalFragments_R( nodeIndex, iNodeBitIndex, decalHandle, pDispDecal, 0 ); pDispDecal->m_Flags |= CDispDecalBase::FRAGMENTS_COMPUTED; }
// ----------------------------------------------------------------------------- //
// Compute shadow fragments for a particular shadow
// ----------------------------------------------------------------------------- //
bool CDispInfo::ComputeShadowFragments( DispShadowHandle_t h, int& vertexCount, int& indexCount ) { #ifndef DEDICATED
CDispShadowDecal* pShadowDecal = &s_DispShadowDecals[h];
// If we already have fragments, that means the data's already cached.
if ((pShadowDecal->m_Flags & CDispDecalBase::FRAGMENTS_COMPUTED) != 0) { vertexCount = pShadowDecal->m_nVerts; indexCount = 3 * pShadowDecal->m_nTris; return true; }
Assert( pShadowDecal->m_nTris == 0); Assert( pShadowDecal->m_FirstFragment == DISP_SHADOW_FRAGMENT_HANDLE_INVALID);
ShadowInfo_t const& info = g_pShadowMgr->GetInfo( pShadowDecal->m_Shadow );
unsigned short pIntersectingNodes[ 85 ]; // shorts to save stack space
int nNumIntersectingNodes = 0;
VMatrix matZScale( SetupMatrixScale( Vector( 1.0f, 1.0f, 1.0f/info.m_MaxDist ) ) ); VMatrix normalizedWorldToShadow; MatrixMultiply( matZScale, info.m_WorldToShadow, normalizedWorldToShadow );
Frustum_t shadowFrustum; VMatrix shadowToWorld; MatrixInverseGeneral( normalizedWorldToShadow, shadowToWorld ); FrustumPlanesFromMatrix( shadowToWorld, shadowFrustum );
FindNodesInShadowFrustum( shadowFrustum, pIntersectingNodes, &nNumIntersectingNodes, 0, 0 );
if ( nNumIntersectingNodes == 0 ) { return false; }
AddNodeTrisToDecal( pShadowDecal, h, pIntersectingNodes, nNumIntersectingNodes );
pShadowDecal->m_Flags |= CDispDecalBase::FRAGMENTS_COMPUTED;
// Compute the index + vertex counts
vertexCount = pShadowDecal->m_nVerts; indexCount = 3 * pShadowDecal->m_nTris; #endif
return true; }
struct VisitedNodeData_t { unsigned char iNodeBit; unsigned char iLevel; };
// ----------------------------------------------------------------------------- //
// Hierarchical node culling using AABB tree
// ----------------------------------------------------------------------------- //
void CDispInfo::FindNodesInShadowFrustum( const Frustum_t& frustum, unsigned short* pNodeArray, int* pNumNodes, int iNodeBit, int iLevel ) { VisitedNodeData_t nodeList[85]; nodeList[0].iNodeBit = 0; nodeList[0].iLevel = 0; int listIndex = 0; int maxIndex = 0;
while ( listIndex <= maxIndex ) { int iNodeBit = nodeList[listIndex].iNodeBit; int iLevel = nodeList[listIndex].iLevel; ++listIndex;
DispNodeInfo_t& nodeInfo = m_pNodeInfo[iNodeBit];
if ( nodeInfo.m_mins.x == FLT_MAX ) { // empty node
continue; }
// TODO: SIMD intersection routine? Replace recursion with queue?
if ( frustum.CullBox( nodeInfo.m_mins, nodeInfo.m_maxs ) ) { continue; }
if ( iLevel+1 < m_Power ) { // Need to check child nodes. put them at end of list
int iChildNodeBit = iNodeBit + 1; for( int iChild=0; iChild < 4; iChild++ ) { ++maxIndex; nodeList[maxIndex].iNodeBit = iChildNodeBit; nodeList[maxIndex].iLevel = iLevel + 1; iChildNodeBit += m_pPowerInfo->m_NodeIndexIncrements[iLevel]; } } else { // leaf node
//CDebugOverlay::AddBoxOverlay( Vector( 0.0f, 0.0f, 0.0f ), nodeInfo.m_mins, nodeInfo.m_maxs, QAngle( 0, 0, 0 ), 255, 255, 255, 0, 0.0f );
pNodeArray[*pNumNodes] = iNodeBit; ++(*pNumNodes); } } }
// ----------------------------------------------------------------------------- //
// Takes an array of node indices and adds all of their tris to a decal
// ----------------------------------------------------------------------------- //
void CDispInfo::AddNodeTrisToDecal( CDispShadowDecal *pDispDecal, unsigned short decalHandle, unsigned short* pNodeIndices, int nNumIndices ) { for ( int j = 0; j < nNumIndices; ++j ) { // Get the node info for this node...
DispNodeInfo_t const& nodeInfo = m_pNodeInfo[ pNodeIndices[j] ]; int index = nodeInfo.m_FirstTesselationIndex; for ( int i = 0; i < nodeInfo.m_Count; i += 3 ) { TestAddDecalTri( index + i, decalHandle, pDispDecal ); } } } //-----------------------------------------------------------------------------
// Generate vertex lists
//-----------------------------------------------------------------------------
bool CDispInfo::GetTag() { return m_Tag == m_pDispArray->m_CurTag; }
void CDispInfo::SetTag() { m_Tag = m_pDispArray->m_CurTag; }
//-----------------------------------------------------------------------------
// Helpers for global functions.
//-----------------------------------------------------------------------------
void DispInfo_BuildPrimLists( int nSortGroup, SurfaceHandle_t *pList, int listCount, bool bDepthOnly, CDispInfo *visibleDisps[MAX_MAP_DISPINFO], int &nVisibleDisps ) { VPROF("DispInfo_BuildPrimLists");
nVisibleDisps = 0; for( int i = 0; i < listCount; i++ ) { CDispInfo *pDisp = static_cast<CDispInfo*>( pList[i]->pDispInfo ); if( !pDisp->Render( pDisp->m_pMesh, false ) ) continue;
// Add it to the list of visible displacements.
if( nVisibleDisps < MAX_MAP_DISPINFO ) { visibleDisps[nVisibleDisps++] = pDisp; } } }
void DispInfo_GetVisibleDispsAndAddOverlayFragmentsToRenderList( int nSortGroup, SurfaceHandle_t *pList, int listCount, CDispInfo *visibleDisps[MAX_MAP_DISPINFO], int &nVisibleDisps ) { VPROF( "DispInfo_GetVisibleDispsAndAddOverlayFragmentsToRenderList" );
nVisibleDisps = 0; #ifndef DEDICATED
for( int i = 0; i < listCount; i++ ) { CDispInfo *pDisp = static_cast<CDispInfo*>( pList[i]->pDispInfo );
// Add it to the list of visible displacements.
if( nVisibleDisps < MAX_MAP_DISPINFO ) { visibleDisps[nVisibleDisps++] = pDisp; }
OverlayMgr()->AddFragmentListToRenderList( nSortGroup, MSurf_OverlayFragmentList( pList[i] ), true ); } #endif
}
ConVar disp_dynamic( "disp_dynamic", "0" );
void DispInfo_DrawPrimLists( IMatRenderContext *pRenderContext, ERenderDepthMode_t DepthMode ) { #ifndef DEDICATED
VPROF("DispInfo_DrawPrimLists");
int nDispGroupsSize = g_DispGroups.Count();
int nFullbright = g_pMaterialSystemConfig->nFullbright;
for( int iGroup=0; iGroup < nDispGroupsSize; iGroup++ ) { CDispGroup *pGroup = g_DispGroups[iGroup]; if( pGroup->m_nVisible == 0 ) continue;
if ( DepthMode != DEPTH_MODE_NORMAL ) { // Select proper override material
int nAlphaTest = (int) pGroup->m_pMaterial->IsAlphaTested(); int nNoCull = (int) pGroup->m_pMaterial->IsTwoSided();
IMaterial *pDepthWriteMaterial;
if ( DepthMode == DEPTH_MODE_SHADOW ) { pDepthWriteMaterial = g_pMaterialDepthWrite[ nAlphaTest ][ nNoCull ]; } else { pDepthWriteMaterial = g_pMaterialSSAODepthWrite[ nAlphaTest ][ nNoCull ]; }
if ( nAlphaTest == 1 ) { static unsigned int originalTextureVarCache = 0; IMaterialVar *pOriginalTextureVar = pGroup->m_pMaterial->FindVarFast( "$basetexture", &originalTextureVarCache ); static unsigned int originalTextureFrameVarCache = 0; IMaterialVar *pOriginalTextureFrameVar = pGroup->m_pMaterial->FindVarFast( "$frame", &originalTextureFrameVarCache ); static unsigned int originalAlphaRefCache = 0; IMaterialVar *pOriginalAlphaRefVar = pGroup->m_pMaterial->FindVarFast( "$AlphaTestReference", &originalAlphaRefCache );
static unsigned int textureVarCache = 0; IMaterialVar *pTextureVar = pDepthWriteMaterial->FindVarFast( "$basetexture", &textureVarCache ); static unsigned int textureFrameVarCache = 0; IMaterialVar *pTextureFrameVar = pDepthWriteMaterial->FindVarFast( "$frame", &textureFrameVarCache ); static unsigned int alphaRefCache = 0; IMaterialVar *pAlphaRefVar = pDepthWriteMaterial->FindVarFast( "$AlphaTestReference", &alphaRefCache );
if( pTextureVar && pOriginalTextureVar ) { pTextureVar->SetTextureValue( pOriginalTextureVar->GetTextureValue() ); }
if( pTextureFrameVar && pOriginalTextureFrameVar ) { pTextureFrameVar->SetIntValue( pOriginalTextureFrameVar->GetIntValue() ); }
if( pAlphaRefVar && pOriginalAlphaRefVar ) { pAlphaRefVar->SetFloatValue( pOriginalAlphaRefVar->GetFloatValue() ); } }
pRenderContext->Bind( pDepthWriteMaterial ); } else { pRenderContext->Bind( pGroup->m_pMaterial ); }
if ( nFullbright != 1 && DepthMode == DEPTH_MODE_NORMAL ) { pRenderContext->BindLightmapPage( pGroup->m_LightmapPageID ); } else { // If this code gets removed again, I'm chopping fingers off!
if( pGroup->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ) ) { pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP ); } else { pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE ); } }
int nMeshesSize = pGroup->m_Meshes.Count();
for( int iMesh=0; iMesh < nMeshesSize; iMesh++ ) { CGroupMesh *pMesh = pGroup->m_Meshes[iMesh]; if( pMesh->m_nVisible == 0 ) continue;
if ( disp_dynamic.GetInt() ) { for ( int iVisible=0; iVisible < pMesh->m_nVisible; iVisible++ ) { pMesh->m_VisibleDisps[iVisible]->SpecifyDynamicMesh(); } } else { pMesh->m_pMesh->Draw( pMesh->m_Visible.Base(), pMesh->m_nVisible ); }
pMesh->m_nVisible = 0; } } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DecalDispSurfacesInit( void ) { #ifndef DEDICATED
g_aDispDecalSortPool.RemoveAll(); ++g_nDispDecalSortCheckCount; #endif
}
//-----------------------------------------------------------------------------
// Purpose: Batch up visible displacement decals and build them if necessary.
//-----------------------------------------------------------------------------
void DispInfo_BatchDecals( CDispInfo **pVisibleDisps, int nVisibleDisps ) { #ifndef DEDICATED
// Performance analysis.
VPROF( "DispInfo_BatchDecals" );
// Increment the decal sort check count and clear the pool.
DecalDispSurfacesInit();
// Do we have any visible displacements?
if( !nVisibleDisps ) return;
for( int iDisp = 0; iDisp < nVisibleDisps; ++iDisp ) { // Get the current visible displacement and see if it has any decals.
CDispInfo *pDisp = pVisibleDisps[iDisp]; if( pDisp->m_FirstDecal == DISP_DECAL_HANDLE_INVALID ) continue;
DispDecalHandle_t hDecal = pDisp->m_FirstDecal; while ( hDecal != DISP_DECAL_HANDLE_INVALID ) { CDispDecal &decal = s_DispDecals[hDecal];
// If we're an immediate cleanup decal, flag this for cleanup next frame. We do this by virtue of considering
// drawing, rather than actually drawing it. We do still want to draw it, though.
if ( decal.m_pDecal->flags & FDECAL_IMMEDIATECLEANUP ) { extern void R_DecalAddToDestroyList( decal_t *pDecal ); R_DecalAddToDestroyList( decal.m_pDecal ); }
// Create the displacement fragment if necessary.
if ( ( decal.m_Flags & CDispDecalBase::FRAGMENTS_COMPUTED ) == 0 ) { pDisp->GenerateDecalFragments( pDisp->m_pPowerInfo->m_RootNode, 0, hDecal, &decal ); }
// Don't draw if there's no triangles.
if ( decal.m_nTris == 0 ) { hDecal = s_DispDecals.Next( hDecal ); continue; }
// Get the decal material.
IMaterial *pMaterial = decal.m_pDecal->material; if ( !pMaterial ) { DevMsg( "DispInfo_BatchDecals: material is NULL, decal %i.\n", hDecal ); hDecal = s_DispDecals.Next( hDecal ); continue; }
// Lightmap decals.
int iTreeType = -1; if ( pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ) ) { // Permanent lightmapped decals.
if ( decal.m_pDecal->flags & FDECAL_PERMANENT ) { iTreeType = PERMANENT_LIGHTMAP; } // Non-permanent lightmapped decals.
else { iTreeType = LIGHTMAP; } } // Non-lightmapped decals.
else { iTreeType = NONLIGHTMAP; }
// There is only one group at a time.
int iGroup = 0;
intp iPool = g_aDispDecalSortPool.Alloc( true ); g_aDispDecalSortPool[iPool] = decal.m_pDecal; int iSortTree = decal.m_pDecal->m_iSortTree; int iSortMaterial = decal.m_pDecal->m_iSortMaterial;
DecalMaterialBucket_t &materialBucket = g_aDispDecalSortTrees[iSortTree].m_aDecalSortBuckets[iGroup][iTreeType].Element( iSortMaterial ); if ( materialBucket.m_nCheckCount == g_nDispDecalSortCheckCount ) { // intp iTail = materialBucket.m_iTail;
// g_aDispDecalSortPool.LinkAfter( iTail, iPool );
// materialBucket.m_iTail = iPool;
// Displacement decals on the ground happen to render back-to-front, so link before head
intp iHead = materialBucket.m_iHead; g_aDispDecalSortPool.LinkBefore( iHead, iPool ); materialBucket.m_iHead = iPool; } else { materialBucket.m_iHead = materialBucket.m_iTail = iPool; materialBucket.m_nCheckCount = g_nDispDecalSortCheckCount; }
hDecal = s_DispDecals.Next( hDecal ); } } #endif
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
inline void DispInfo_DrawDecalMeshList( IMatRenderContext *pRenderContext, DecalMeshList_t &meshList ) { bool bMatFullbright = ( g_pMaterialSystemConfig->nFullbright == 1 );
int nBatchCount = meshList.m_aBatches.Count(); for ( int iBatch = 0; iBatch < nBatchCount; ++iBatch ) { const DecalBatchList_t &batch = meshList.m_aBatches[iBatch];
if ( !bMatFullbright ) { pRenderContext->BindLightmapPage( batch.m_iLightmapPage ); } else { pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE ); } pRenderContext->Bind( batch.m_pMaterial, batch.m_pProxy ); meshList.m_pMesh->Draw( batch.m_iStartIndex, batch.m_nIndexCount ); } }
void DispInfo_DrawDecalsGroup( IMatRenderContext *pRenderContext, int iGroup, int iTreeType ) { #ifndef DEDICATED
int nSortTreeCount = g_aDecalSortTrees.Count(); if ( !nSortTreeCount ) return;
DecalMeshList_t meshList; CMeshBuilder meshBuilder;
int nVertCount = 0; int nIndexCount = 0;
int nDecalSortMaxVerts = g_nMaxDecals * 5;
// NOTE: This is sort of a hack. The decal wireframe material is 20 bytes; this assumes
// we're going to render vertices no larger than 80 bytes/vert.
nDecalSortMaxVerts = MIN( nDecalSortMaxVerts, pRenderContext->GetMaxVerticesToRender( g_materialDecalWireframe ) / 4 );
int nDecalSortMaxIndices = nDecalSortMaxVerts * 3; nDecalSortMaxIndices = MIN( nDecalSortMaxIndices, pRenderContext->GetMaxIndicesToRender() );
bool bMatWireframe = ShouldDrawInWireFrameMode();
for ( int iSortTree = 0; iSortTree < nSortTreeCount; ++iSortTree ) { bool bMeshInit = true; uint16 unPlayerDecalStickerKitID = 0; // player decals must be split into separate calls by actual basetexture, but overall keep the state so they are bucketed by same material
const CUtlVector<DecalMaterialBucket_t> &materialBucketList = g_aDispDecalSortTrees[iSortTree].m_aDecalSortBuckets[iGroup][iTreeType]; int nBucketCount = materialBucketList.Count(); for ( int iBucket = 0; iBucket < nBucketCount; ++iBucket ) { if ( materialBucketList.Element( iBucket ).m_nCheckCount != g_nDispDecalSortCheckCount ) continue; intp iHead = materialBucketList.Element( iBucket ).m_iHead; if ( !g_aDispDecalSortPool.IsValidIndex( iHead ) ) continue;
decal_t *pDecalHead = g_aDispDecalSortPool.Element( iHead ); Assert( pDecalHead->material ); if ( !pDecalHead->material ) continue;
// Vertex format.
VertexFormat_t vertexFormat = pDecalHead->material->GetVertexFormat(); if ( vertexFormat == 0 ) continue; // New bucket = new batch.
DecalBatchList_t *pBatch = NULL; bool bBatchInit = true; int nCount; intp iElement = iHead; while ( iElement != g_aDispDecalSortPool.InvalidIndex() ) { decal_t *pDecal = g_aDispDecalSortPool.Element( iElement ); iElement = g_aDispDecalSortPool.Next( iElement );
CDispDecal &decal = s_DispDecals[pDecal->m_DispDecal];
// Now draw all the fragments with this material.
IMaterial* pMaterial = decal.m_pDecal->material; if ( !pMaterial ) { DevMsg( "DispInfo_DrawDecalsGroup: material is NULL decal %i.\n", pDecal->m_DispDecal ); continue; }
DispDecalFragmentHandle_t hFrag = decal.m_FirstFragment; while ( hFrag != DISP_DECAL_FRAGMENT_HANDLE_INVALID ) { CDispDecalFragment &fragment = s_DispDecalFragments[hFrag]; hFrag = s_DispDecalFragments.Next( hFrag ); nCount = fragment.m_nVerts;
// Overflow - new mesh, batch.
if ( ( ( nVertCount + nCount ) >= nDecalSortMaxVerts ) || ( nIndexCount + ( nCount - 2 ) >= nDecalSortMaxIndices ) || ( !bMeshInit && ( pDecal->flags & FDECAL_PLAYERSPRAY ) && ( uint16( reinterpret_cast< uintp >( pDecal->userdata ) ) != unPlayerDecalStickerKitID ) ) ) { // Finish this batch.
if ( pBatch ) { pBatch->m_nIndexCount = ( nIndexCount - pBatch->m_iStartIndex ); }
// End the mesh building phase and render.
meshBuilder.End(); DispInfo_DrawDecalMeshList( pRenderContext, meshList );
// Reset.
bMeshInit = true; pBatch = NULL; bBatchInit = true; unPlayerDecalStickerKitID = 0; } // Create the mesh.
if ( bMeshInit ) { // Reset the mesh list.
meshList.m_pMesh = NULL; meshList.m_aBatches.RemoveAll();
if ( !bMatWireframe ) { meshList.m_pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, pDecalHead->material ); } else { meshList.m_pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, g_materialDecalWireframe ); }
meshBuilder.Begin( meshList.m_pMesh, MATERIAL_TRIANGLES, nDecalSortMaxVerts, nDecalSortMaxIndices ); nVertCount = 0; nIndexCount = 0; bMeshInit = false;
unPlayerDecalStickerKitID = ( pDecal->flags & FDECAL_PLAYERSPRAY ) ? uint16( reinterpret_cast< uintp >( pDecal->userdata ) ) : 0; // Keep track of playerdecal proxy state for batches roll over
} // Create the batch.
if ( bBatchInit ) { // Create a batch for this bucket = material/lightmap pair.
int iBatchList = meshList.m_aBatches.AddToTail(); pBatch = &meshList.m_aBatches[iBatchList]; pBatch->m_iStartIndex = nIndexCount; if ( !bMatWireframe ) { pBatch->m_pMaterial = pDecalHead->material; if ( pDecal->flags & FDECAL_PLAYERSPRAY ) pBatch->m_pProxy = pDecal->userdata; // Player sprays must use individual proxies, probably all materials can, but this is a safe change
else pBatch->m_pProxy = pDecalHead->userdata; pBatch->m_iLightmapPage = materialSortInfoArray[MSurf_MaterialSortID( pDecalHead->surfID )].lightmapPageID; } else { pBatch->m_pMaterial = g_materialDecalWireframe; } bBatchInit = false; } Assert ( pBatch ); // Setup verts.
float flOffset = fragment.m_pDecal->lightmapOffset; for ( int iVert = 0; iVert < fragment.m_nVerts; ++iVert ) { const CDecalVert &vert = fragment.m_pVerts[iVert];
meshBuilder.Position3fv( vert.m_vPos.Base() ); // FIXME!! Really want the normal from the displacement, not from the base surface.
Vector &normal = MSurf_Plane( fragment.m_pDecal->surfID ).normal; meshBuilder.Normal3fv( normal.Base() ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.TexCoord2f( 0, vert.m_ctCoords.x, vert.m_ctCoords.y ); meshBuilder.TexCoord2f( 1, vert.m_cLMCoords.x, vert.m_cLMCoords.y ); meshBuilder.TexCoord1f( 2, flOffset ); meshBuilder.AdvanceVertex(); }
// Setup indices.
int nTriCount = ( nCount - 2 ); CIndexBuilder &indexBuilder = meshBuilder; indexBuilder.FastPolygon( nVertCount, nTriCount ); // Update counters.
nVertCount += nCount; nIndexCount += ( nTriCount * 3 ); } if ( pBatch ) { pBatch->m_nIndexCount = ( nIndexCount - pBatch->m_iStartIndex ); } } } if ( !bMeshInit ) { meshBuilder.End(); DispInfo_DrawDecalMeshList( pRenderContext, meshList );
nVertCount = 0; nIndexCount = 0; } } #endif
}
void DispInfo_DrawDecals( IMatRenderContext *pRenderContext, CDispInfo **visibleDisps, int nVisibleDisps ) { #ifndef DEDICATED
VPROF( "DispInfo_DrawDecals" );
int iGroup = 0;
// Draw world decals.
DispInfo_DrawDecalsGroup( pRenderContext, iGroup, PERMANENT_LIGHTMAP );
// Draw lightmapped non-world decals.
DispInfo_DrawDecalsGroup( pRenderContext, iGroup, LIGHTMAP );
// Draw non-lit(mod2x) decals.
DispInfo_DrawDecalsGroup( pRenderContext, iGroup, NONLIGHTMAP ); #endif
}
// ----------------------------------------------------------------------------- //
// Adds shadow rendering data to a particular mesh builder
// ----------------------------------------------------------------------------- //
int DispInfo_AddShadowsToMeshBuilder( CMeshBuilder& meshBuilder, DispShadowHandle_t h, int baseIndex ) { #ifdef DEDICATED
return 0; #else
ShadowDecalRenderInfo_t info; CDispShadowDecal* pShadowDecal = &s_DispShadowDecals[h]; g_pShadowMgr->ComputeRenderInfo( &info, pShadowDecal->m_Shadow );
// It had better be computed by now...
Assert( pShadowDecal->m_Flags & CDispDecalBase::FRAGMENTS_COMPUTED );
#ifdef _DEBUG
int triCount = 0; int vertCount = 0; #endif
Vector2D texCoord; DispShadowFragmentHandle_t f = pShadowDecal->m_FirstFragment; CIndexBuilder &indexBuilder = meshBuilder; int nVertices = 0; int nIndices = 0;
while ( f != DISP_SHADOW_FRAGMENT_HANDLE_INVALID ) { const CDispShadowFragment& fragment = s_DispShadowFragments[f]; const ShadowVertex_t *pShadowVert = fragment.m_ShadowVerts; // Add in the vertices + indices, use two loops to minimize tests...
int i; int triangleCount = fragment.m_nVerts-2; indexBuilder.FastPolygon( nIndices, baseIndex, triangleCount ); nIndices += 3 * triangleCount;
for ( i = 0; i < triangleCount; ++i, ++pShadowVert ) { // Transform + offset the texture coords
Vector2DMultiply( pShadowVert->m_ShadowSpaceTexCoord.AsVector2D(), info.m_vTexSize, texCoord ); texCoord += info.m_vTexOrigin; meshBuilder.Position3fv( nVertices, pShadowVert->m_Position.Base() ); meshBuilder.TexCoord3f( nVertices, 0, texCoord.x, texCoord.y, pShadowVert->m_ShadowSpaceTexCoord.z ); meshBuilder.TexCoord3fv( nVertices, 1, info.m_vShadowFalloffParams.Base() ); ++nVertices; }
Vector2DMultiply( pShadowVert->m_ShadowSpaceTexCoord.AsVector2D(), info.m_vTexSize, texCoord ); texCoord += info.m_vTexOrigin; meshBuilder.Position3fv( nVertices, pShadowVert->m_Position.Base() ); meshBuilder.TexCoord3f( nVertices, 0, texCoord.x, texCoord.y, pShadowVert->m_ShadowSpaceTexCoord.z ); meshBuilder.TexCoord3fv( nVertices, 1, info.m_vShadowFalloffParams.Base() ); ++pShadowVert; ++nVertices;
Vector2DMultiply( pShadowVert->m_ShadowSpaceTexCoord.AsVector2D(), info.m_vTexSize, texCoord ); texCoord += info.m_vTexOrigin; meshBuilder.Position3fv( nVertices, pShadowVert->m_Position.Base() ); meshBuilder.TexCoord3f( nVertices, 0, texCoord.x, texCoord.y, pShadowVert->m_ShadowSpaceTexCoord.z ); meshBuilder.TexCoord3fv( nVertices, 1, info.m_vShadowFalloffParams.Base() ); ++nVertices;
baseIndex += fragment.m_nVerts; f = s_DispShadowFragments.Next(f);
#ifdef _DEBUG
triCount += fragment.m_nVerts - 2; vertCount += fragment.m_nVerts; #endif
}
meshBuilder.AdvanceVertices( nVertices ); meshBuilder.AdvanceIndices( nIndices );
#ifdef _DEBUG
Assert( triCount == pShadowDecal->m_nTris ); Assert( vertCount == pShadowDecal->m_nVerts ); #endif
return baseIndex; #endif
}
HDISPINFOARRAY DispInfo_CreateArray( int nElements ) { CDispArray *pRet = new CDispArray;
pRet->m_CurTag = 1;
pRet->m_nDispInfos = nElements; if ( nElements ) { pRet->m_pDispInfos = new CDispInfo[nElements]; } else { pRet->m_pDispInfos = NULL; } for( int i=0; i < nElements; i++ ) pRet->m_pDispInfos[i].m_pDispArray = pRet;
return (HDISPINFOARRAY)pRet; }
void DispInfo_DeleteArray( HDISPINFOARRAY hArray ) { CDispArray *pArray = static_cast<CDispArray*>( hArray ); if( !pArray ) return;
delete [] pArray->m_pDispInfos; delete pArray; }
IDispInfo* DispInfo_IndexArray( HDISPINFOARRAY hArray, int iElement ) { CDispArray *pArray = static_cast<CDispArray*>( hArray ); if( !pArray ) return NULL;
Assert( iElement >= 0 && iElement < pArray->m_nDispInfos ); return &pArray->m_pDispInfos[iElement]; }
int DispInfo_ComputeIndex( HDISPINFOARRAY hArray, IDispInfo* pInfo ) { CDispArray *pArray = static_cast<CDispArray*>( hArray ); if( !pArray ) return NULL;
int iElement = size_cast< int >( ((intp)pInfo - (intp)(pArray->m_pDispInfos)) / sizeof(CDispInfo) );
Assert( iElement >= 0 && iElement < pArray->m_nDispInfos ); return iElement; }
void DispInfo_ClearAllTags( HDISPINFOARRAY hArray ) { CDispArray *pArray = static_cast<CDispArray*>( hArray ); if( !pArray ) return;
++pArray->m_CurTag; if( pArray->m_CurTag == 0xFFFF ) { // Reset all the tags.
pArray->m_CurTag = 1; for( int i=0; i < pArray->m_nDispInfos; i++ ) pArray->m_pDispInfos[i].m_Tag = 0; } }
//-----------------------------------------------------------------------------
// Renders normals for the displacements
//-----------------------------------------------------------------------------
static void DispInfo_DrawChainNormals( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount ) { #ifndef DEDICATED
// Only do it in debug because we're only storing the info then
Vector p;
pRenderContext->Bind( g_pMaterialWireframeVertexColor );
for ( int i = 0; i < listCount; i++ ) { CDispInfo *pDisp = static_cast<CDispInfo*>( pList[i]->pDispInfo ); int nVerts = pDisp->NumVerts();
IMesh *pMesh = pRenderContext->GetDynamicMesh( ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_LINES, nVerts * 3 );
for( int iVert=0; iVert < nVerts; iVert++ ) { CDispRenderVert* pVert = pDisp->GetVertex(iVert); meshBuilder.Position3fv( pVert->m_vPos.Base() ); meshBuilder.Color3ub( 0, 0, 255 ); meshBuilder.AdvanceVertex();
VectorMA( pVert->m_vPos, 5.0f, pVert->m_vNormal, p ); meshBuilder.Position3fv( p.Base() ); meshBuilder.Color3ub( 0, 0, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pVert->m_vPos.Base() ); meshBuilder.Color3ub( 255, 0, 0 ); meshBuilder.AdvanceVertex();
VectorMA( pVert->m_vPos, 5.0f, pVert->m_vSVector, p ); meshBuilder.Position3fv( p.Base() ); meshBuilder.Color3ub( 255, 0, 0 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pVert->m_vPos.Base() ); meshBuilder.Color3ub( 0, 255, 0 ); meshBuilder.AdvanceVertex();
VectorMA( pVert->m_vPos, 5.0f, pVert->m_vTVector, p ); meshBuilder.Position3fv( p.Base() ); meshBuilder.Color3ub( 0, 255, 0 ); meshBuilder.AdvanceVertex(); }
meshBuilder.End(); pMesh->Draw(); } #endif
}
//-----------------------------------------------------------------------------
// Renders debugging information for displacements
//-----------------------------------------------------------------------------
void DispInfo_RenderListDebug( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount ) { #ifndef DEDICATED
VPROF("DispInfo_DrawDebugInformation"); if ( DispInfoRenderDebugModes() ) { for( int i = 0; i < listCount; i++ ) { CDispInfo *pDisp = static_cast<CDispInfo*>( pList[i]->pDispInfo ); pDisp->Render( pDisp->m_pMesh, true ); } } // Overlay with normals if we're in that mode
if( mat_normals.GetInt() ) { DispInfo_DrawChainNormals(pRenderContext, pList, listCount); } #endif
}
//-----------------------------------------------------------------------------
// Renders all displacements in sorted order
//-----------------------------------------------------------------------------
void DispInfo_RenderListWorld( IMatRenderContext *pRenderContext, int nSortGroup, SurfaceHandle_t *pList, int listCount, bool bOrtho, unsigned long flags, int DepthMode ) { #ifndef DEDICATED
if( !r_DrawDisp.GetInt() || !listCount || !( flags & DRAWWORLDLISTS_DRAW_WORLD_GEOMETRY ) ) return;
g_bDispOrthoRender = bOrtho;
// Build up the CPrimLists for all the displacements.
CDispInfo *visibleDisps[MAX_MAP_DISPINFO]; int nVisibleDisps;
DispInfo_BuildPrimLists( nSortGroup, pList, listCount, DepthMode != DEPTH_MODE_NORMAL, visibleDisps, nVisibleDisps );
// Draw..
DispInfo_DrawPrimLists( pRenderContext, (ERenderDepthMode_t) DepthMode ); #endif
}
//-----------------------------------------------------------------------------
// Renders all displacements in sorted order
//-----------------------------------------------------------------------------
void DispInfo_RenderListDecalsAndOverlays( IMatRenderContext *pRenderContext, int nSortGroup, SurfaceHandle_t *pList, int listCount, bool bOrtho, unsigned long flags ) { #ifndef DEDICATED
if( !r_DrawDisp.GetInt() || !listCount || !( flags & DRAWWORLDLISTS_DRAW_DECALS_AND_OVERLAYS ) ) return;
g_bDispOrthoRender = bOrtho;
// Build up the CPrimLists for all the displacements.
CDispInfo *visibleDisps[MAX_MAP_DISPINFO]; int nVisibleDisps;
DispInfo_GetVisibleDispsAndAddOverlayFragmentsToRenderList( nSortGroup, pList, listCount, visibleDisps, nVisibleDisps );
// Add all displacements to the shadow render list
for ( int i = 0; i < listCount; i++ ) { SurfaceHandle_t pCur = pList[i]; ShadowDecalHandle_t decalHandle = MSurf_ShadowDecals( pCur ); if ( decalHandle != SHADOW_DECAL_HANDLE_INVALID ) { g_pShadowMgr->AddShadowsOnSurfaceToRenderList( decalHandle ); } }
bool bFlashlightMask = !( (flags & DRAWWORLDLISTS_DRAW_REFRACTION ) || (flags & DRAWWORLDLISTS_DRAW_REFLECTION ));
// Draw flashlight lighting for displacements
g_pShadowMgr->RenderFlashlights( bFlashlightMask, false );
// Draw overlays
OverlayMgr()->RenderOverlays( pRenderContext, nSortGroup );
// Draw flashlight overlays
g_pShadowMgr->DrawFlashlightOverlays( pRenderContext, nSortGroup, bFlashlightMask ); OverlayMgr()->ClearRenderLists( nSortGroup );
// Draw decals
DispInfo_BatchDecals( visibleDisps, nVisibleDisps ); DispInfo_DrawDecals( pRenderContext, visibleDisps, nVisibleDisps );
// Draw flashlight decals
g_pShadowMgr->DrawFlashlightDecalsOnDisplacements( pRenderContext, nSortGroup, visibleDisps, nVisibleDisps, bFlashlightMask ); g_pShadowMgr->RenderFlashlights( bFlashlightMask, true );
// draw shadows
g_pShadowMgr->RenderShadows( pRenderContext ); g_pShadowMgr->ClearShadowRenderList(); #endif
}
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