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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "istudiorender.h"
#include "materialsystem/imesh.h"
#include "mathlib/mathlib.h"
#include "matsyswin.h"
#include "viewersettings.h"
#include "materialsystem/imaterialvar.h"
#include "tier1/UtlSortVector.h"
#include "tier2/tier2.h"
#define NORMAL_LENGTH .5f
#define NORMAL_OFFSET_FROM_MESH 0.1f
int DebugDrawModel( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags ) { // Make static so that we aren't reallocating everything all the time.
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
static GetTriangles_Output_t tris;
pStudioRender->GetTriangles( info, pBoneToWorld, tris );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
CMeshBuilder meshBuilder;
int batchID; for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
pRenderContext->Bind( materialBatch.m_pMaterial ); IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false ); int indexStart; for (indexStart = 0; indexStart < materialBatch.m_TriListIndices.Count(); ) { // FIXME: this shouldn't be needed, models shouldn't be built that can't fit
int nClampedIndices = MIN( materialBatch.m_TriListIndices.Count(), 32766 ); meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(), nClampedIndices );
int vertID; // Send the vertices down to the hardware.
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID]; const Vector &pos = vert.m_Position; const Vector &normal = vert.m_Normal; const Vector4D &tangentS = vert.m_TangentS; Vector skinnedPos( 0.0f, 0.0f, 0.0f ); Vector skinnedNormal( 0.0f, 0.0f, 0.0f ); Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] ); int k; for( k = 0; k < vert.m_NumBones; k++ ) { const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ]; Vector tmp; VectorTransform( pos, poseToWorld, tmp ); skinnedPos += vert.m_BoneWeight[k] * tmp; VectorRotate( normal, poseToWorld, tmp ); skinnedNormal += vert.m_BoneWeight[k] * tmp; VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp ); skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp; }
meshBuilder.Position3fv( &skinnedPos.x ); meshBuilder.Normal3fv( &skinnedNormal.x ); meshBuilder.TexCoord2fv( 0, &vert.m_TexCoord.x ); meshBuilder.UserData( &skinnedTangentS.x ); meshBuilder.AdvanceVertex(); }
int i; // Set the indices down to the hardware.
// Each triplet of indices is a triangle.
for( i = indexStart; i < indexStart + nClampedIndices; i++ ) { meshBuilder.FastIndex( materialBatch.m_TriListIndices[i] ); } meshBuilder.End(); pBuildMesh->Draw();
indexStart += nClampedIndices; } } pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix();
return 0; }
int DebugDrawModelNormals( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags ) { // Make static so that we aren't reallocating everything all the time.
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
static GetTriangles_Output_t tris;
pStudioRender->GetTriangles( info, pBoneToWorld, tris );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
int batchID; for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
CMeshBuilder meshBuilder; pRenderContext->Bind( g_materialVertexColor ); IMesh *pBuildMesh = pRenderContext->GetDynamicMesh();
int vertID; for( vertID = 0; vertID < materialBatch.m_Verts.Count(); ) { int nClamped = MIN( materialBatch.m_Verts.Count() - vertID, 32768 / 2 );
meshBuilder.Begin( pBuildMesh, MATERIAL_LINES, nClamped );
// Send the vertices down to the hardware.
for( ; nClamped > 0; vertID++, nClamped-- ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID]; const Vector &pos = vert.m_Position; const Vector &normal = vert.m_Normal; Vector skinnedPos( 0.0f, 0.0f, 0.0f ); Vector skinnedNormal( 0.0f, 0.0f, 0.0f ); int k; for( k = 0; k < vert.m_NumBones; k++ ) { const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ]; Vector tmp; VectorTransform( pos, poseToWorld, tmp ); skinnedPos += vert.m_BoneWeight[k] * tmp; VectorRotate( normal, poseToWorld, tmp ); skinnedNormal += vert.m_BoneWeight[k] * tmp; }
// skinnedPos += skinnedNormal * NORMAL_OFFSET_FROM_MESH;
meshBuilder.Position3fv( &skinnedPos.x ); meshBuilder.Color3f( 0.0f, 0.0f, 1.0f ); meshBuilder.AdvanceVertex();
skinnedPos += skinnedNormal * NORMAL_LENGTH; meshBuilder.Position3fv( &skinnedPos.x ); meshBuilder.Color3f( 0.0f, 0.0f, 1.0f ); meshBuilder.AdvanceVertex(); }
meshBuilder.End(); pBuildMesh->Draw(); } } pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix();
return 0; }
int DebugDrawModelTangentS( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags ) { // Make static so that we aren't reallocating everything all the time.
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
static GetTriangles_Output_t tris;
pStudioRender->GetTriangles( info, pBoneToWorld, tris );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
int batchID; for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
CMeshBuilder meshBuilder; pRenderContext->Bind( g_materialVertexColor ); IMesh *pBuildMesh = pRenderContext->GetDynamicMesh(); meshBuilder.Begin( pBuildMesh, MATERIAL_LINES, materialBatch.m_Verts.Count() );
int vertID; // Send the vertices down to the hardware.
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID]; const Vector &pos = vert.m_Position; const Vector &normal = vert.m_Normal; const Vector4D &tangentS = vert.m_TangentS; Vector skinnedPos( 0.0f, 0.0f, 0.0f ); Vector skinnedNormal( 0.0f, 0.0f, 0.0f ); Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] ); int k; for( k = 0; k < vert.m_NumBones; k++ ) { const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ]; Vector tmp; VectorTransform( pos, poseToWorld, tmp ); skinnedPos += vert.m_BoneWeight[k] * tmp; VectorRotate( normal, poseToWorld, tmp ); skinnedNormal += vert.m_BoneWeight[k] * tmp; VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp ); skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp; }
// skinnedPos += skinnedNormal * NORMAL_OFFSET_FROM_MESH;
meshBuilder.Position3fv( &skinnedPos.x ); meshBuilder.Color3f( 1.0f, 0.0f, 0.0f ); meshBuilder.AdvanceVertex();
skinnedPos += skinnedTangentS.AsVector3D() * NORMAL_LENGTH; meshBuilder.Position3fv( &skinnedPos.x ); meshBuilder.Color3f( 1.0f, 0.0f, 0.0f ); meshBuilder.AdvanceVertex(); }
meshBuilder.End(); pBuildMesh->Draw(); } pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix();
return 0; }
int DebugDrawModelTangentT( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags ) { // Make static so that we aren't reallocating everything all the time.
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
static GetTriangles_Output_t tris;
pStudioRender->GetTriangles( info, pBoneToWorld, tris );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
int batchID; for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
CMeshBuilder meshBuilder; pRenderContext->Bind( g_materialVertexColor ); IMesh *pBuildMesh = pRenderContext->GetDynamicMesh(); meshBuilder.Begin( pBuildMesh, MATERIAL_LINES, materialBatch.m_Verts.Count() );
int vertID; // Send the vertices down to the hardware.
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID]; const Vector &pos = vert.m_Position; const Vector &normal = vert.m_Normal; const Vector4D &tangentS = vert.m_TangentS; Vector skinnedPos( 0.0f, 0.0f, 0.0f ); Vector skinnedNormal( 0.0f, 0.0f, 0.0f ); Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] ); int k; for( k = 0; k < vert.m_NumBones; k++ ) { const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ]; Vector tmp; VectorTransform( pos, poseToWorld, tmp ); skinnedPos += vert.m_BoneWeight[k] * tmp; VectorRotate( normal, poseToWorld, tmp ); skinnedNormal += vert.m_BoneWeight[k] * tmp; VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp ); skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp; }
Vector skinnedTangentT = CrossProduct( skinnedNormal, skinnedTangentS.AsVector3D() ) * skinnedTangentS.w; // skinnedPos += skinnedNormal * NORMAL_OFFSET_FROM_MESH;
meshBuilder.Position3fv( &skinnedPos.x ); meshBuilder.Color3f( 0.0f, 1.0f, 0.0f ); meshBuilder.AdvanceVertex();
skinnedPos += skinnedTangentT * NORMAL_LENGTH; meshBuilder.Position3fv( &skinnedPos.x ); meshBuilder.Color3f( 0.0f, 1.0f, 0.0f ); meshBuilder.AdvanceVertex(); }
meshBuilder.End(); pBuildMesh->Draw(); } pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix();
return 0; }
int DebugDrawModelBadVerts( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags ) { // Make static so that we aren't reallocating everything all the time.
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
static GetTriangles_Output_t tris;
pStudioRender->GetTriangles( info, pBoneToWorld, tris );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
CMeshBuilder meshBuilder;
int batchID; for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
pRenderContext->Bind( g_materialVertexColor ); IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false ); int indexStart; for (indexStart = 0; indexStart < materialBatch.m_TriListIndices.Count(); ) { // FIXME: this shouldn't be needed, models shouldn't be built that can't fit
int nClampedIndices = MIN( materialBatch.m_TriListIndices.Count(), 32766 ); meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(), nClampedIndices );
int vertID; // Send the vertices down to the hardware.
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID]; const Vector &pos = vert.m_Position; const Vector &normal = vert.m_Normal; const Vector4D &tangentS = vert.m_TangentS; Vector skinnedPos( 0.0f, 0.0f, 0.0f ); Vector skinnedNormal( 0.0f, 0.0f, 0.0f ); Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] ); int k; for( k = 0; k < vert.m_NumBones; k++ ) { const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ]; Vector tmp; VectorTransform( pos, poseToWorld, tmp ); skinnedPos += vert.m_BoneWeight[k] * tmp; VectorRotate( normal, poseToWorld, tmp ); skinnedNormal += vert.m_BoneWeight[k] * tmp; VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp ); skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp; }
meshBuilder.Position3fv( &skinnedPos.x ); meshBuilder.Normal3fv( &skinnedNormal.x ); meshBuilder.TexCoord2fv( 0, &vert.m_TexCoord.x ); meshBuilder.UserData( &skinnedTangentS.x );
Vector color( 0.0f, 0.0f, 0.0f ); float len;
// check the length of the tangent S vector.
len = tangentS.AsVector3D().Length(); if( len < .9f || len > 1.1f ) { color.Init( 1.0f, 0.0f, 0.0f ); }
// check the length of the normal.
len = normal.Length(); if( len < .9f || len > 1.1f ) { color.Init( 1.0f, 0.0f, 0.0f ); }
// check the dot of tangent s and normal
float dot = DotProduct( tangentS.AsVector3D(), normal ); if( dot > .95 || dot < -.95 ) { color.Init( 1.0f, 0.0f, 0.0f ); }
meshBuilder.Color3fv( color.Base() );
meshBuilder.AdvanceVertex(); }
int i; // Set the indices down to the hardware.
// Each triplet of indices is a triangle.
for( i = indexStart; i < indexStart + nClampedIndices; i++ ) { meshBuilder.FastIndex( materialBatch.m_TriListIndices[i] ); } meshBuilder.End(); pBuildMesh->Draw();
indexStart += nClampedIndices; } } pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix();
return 0; }
int DebugDrawModelWireframe( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, const Vector &color, int flags ) { // Make static so that we aren't reallocating everything all the time.
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
static GetTriangles_Output_t tris;
pStudioRender->GetTriangles( info, pBoneToWorld, tris );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
CMeshBuilder meshBuilder;
int batchID; for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
pRenderContext->Bind( g_materialWireframeVertexColor ); IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false );
int indexStart; for (indexStart = 0; indexStart < materialBatch.m_TriListIndices.Count(); ) { // FIXME: this shouldn't be needed, models shouldn't be built that can't fit
int nClampedIndices = MIN( materialBatch.m_TriListIndices.Count() - indexStart, 32766 ); meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(), nClampedIndices );
int vertID; // Send the vertices down to the hardware.
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID]; const Vector &pos = vert.m_Position; const Vector &normal = vert.m_Normal; const Vector4D &tangentS = vert.m_TangentS; Vector skinnedPos( 0.0f, 0.0f, 0.0f ); Vector skinnedNormal( 0.0f, 0.0f, 0.0f ); Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] ); int k; for( k = 0; k < vert.m_NumBones; k++ ) { const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ]; Vector tmp; VectorTransform( pos, poseToWorld, tmp ); skinnedPos += vert.m_BoneWeight[k] * tmp; VectorRotate( normal, poseToWorld, tmp ); skinnedNormal += vert.m_BoneWeight[k] * tmp; VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp ); skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp; }
meshBuilder.Position3fv( &skinnedPos.x ); meshBuilder.Normal3fv( &skinnedNormal.x ); meshBuilder.TexCoord2fv( 0, &vert.m_TexCoord.x ); meshBuilder.UserData( &skinnedTangentS.x ); meshBuilder.Color3fv( color.Base() ); meshBuilder.AdvanceVertex(); }
int i; // Set the indices down to the hardware.
// Each triplet of indices is a triangle.
for( i = indexStart; i < indexStart + nClampedIndices; i++ ) { meshBuilder.FastIndex( materialBatch.m_TriListIndices[i] ); } meshBuilder.End(); pBuildMesh->Draw(); indexStart += nClampedIndices; } } pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix();
return 0; }
void drawWeightIdentifier( matrix3x4_t& m, float flLength ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); IMesh* pMesh = pRenderContext->GetDynamicMesh( ); CMeshBuilder meshBuilder;
const unsigned char white[3] = { 255, 255, 255 }; const unsigned char black[3] = { 0, 0, 0 }; Vector vecPoint; MatrixPosition( m, vecPoint );
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 2 );
meshBuilder.Color3ubv( black ); meshBuilder.Position3f( vecPoint.x, vecPoint.y, vecPoint.z ); meshBuilder.AdvanceVertex();
meshBuilder.Color3ubv( black ); meshBuilder.Position3f( vecPoint.x + flLength * 0.9f, vecPoint.y - flLength * 0.2f, vecPoint.z + flLength ); meshBuilder.AdvanceVertex();
meshBuilder.Color3ubv( black ); meshBuilder.Position3f( vecPoint.x + flLength * 0.9f, vecPoint.y + flLength * 0.2f, vecPoint.z + flLength ); meshBuilder.AdvanceVertex(); meshBuilder.Color3ubv( white ); meshBuilder.Position3f( vecPoint.x, vecPoint.y, vecPoint.z ); meshBuilder.AdvanceVertex();
meshBuilder.Color3ubv( white ); meshBuilder.Position3f( vecPoint.x + flLength, vecPoint.y - flLength * 0.1f, vecPoint.z + flLength * 0.9f ); meshBuilder.AdvanceVertex();
meshBuilder.Color3ubv( white ); meshBuilder.Position3f( vecPoint.x + flLength, vecPoint.y + flLength * 0.1f, vecPoint.z + flLength * 0.9f ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); }
int g_BoneWeightInspectVert; debug_vert_weight_t g_BoneWeightInspectResults[3];
int DebugDrawModelBoneWeights( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags ) { // Make static so that we aren't reallocating everything all the time.
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
static GetTriangles_Output_t tris;
pStudioRender->GetTriangles( info, pBoneToWorld, tris );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
CMeshBuilder meshBuilder;
Vector vecDebugPos; vecDebugPos.Init();
int batchID; for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
pRenderContext->Bind( g_materialVertexColor ); IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false );
int indexStart; for (indexStart = 0; indexStart < materialBatch.m_TriListIndices.Count(); ) { // FIXME: this shouldn't be needed, models shouldn't be built that can't fit
int nClampedIndices = MIN( materialBatch.m_TriListIndices.Count(), 32766 ); meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(), nClampedIndices );
int vertID; // Send the vertices down to the hardware.
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID]; const Vector &pos = vert.m_Position; const Vector &normal = vert.m_Normal; const Vector4D &tangentS = vert.m_TangentS; Vector skinnedPos( 0.0f, 0.0f, 0.0f ); Vector skinnedNormal( 0.0f, 0.0f, 0.0f ); Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] );
if ( vertID == g_BoneWeightInspectVert ) { g_BoneWeightInspectResults[0].index = 0; g_BoneWeightInspectResults[0].flweight = 0; g_BoneWeightInspectResults[1].index = 0; g_BoneWeightInspectResults[1].flweight = 0; g_BoneWeightInspectResults[2].index = 0; g_BoneWeightInspectResults[2].flweight = 0; }
int k; for( k = 0; k < vert.m_NumBones; k++ ) { const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ]; Vector tmp; VectorTransform( pos, poseToWorld, tmp ); skinnedPos += vert.m_BoneWeight[k] * tmp; VectorRotate( normal, poseToWorld, tmp ); skinnedNormal += vert.m_BoneWeight[k] * tmp; VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp ); skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp;
if ( vertID == g_BoneWeightInspectVert && k < 3 ) { g_BoneWeightInspectResults[k].index = vert.m_BoneIndex[k]; g_BoneWeightInspectResults[k].flweight = vert.m_BoneWeight[k]; }
}
if ( vertID == g_BoneWeightInspectVert ) { VectorCopy( skinnedPos, vecDebugPos ); }
meshBuilder.Position3fv( &skinnedPos.x ); meshBuilder.Normal3fv( &skinnedNormal.x ); meshBuilder.TexCoord2fv( 0, &vert.m_TexCoord.x ); meshBuilder.UserData( &skinnedTangentS.x );
if (g_viewerSettings.highlightBone >= 0) { float v = 0.0; for( k = 0; k < vert.m_NumBones; k++ ) { if (vert.m_BoneIndex[k] == g_viewerSettings.highlightBone) { v = vert.m_BoneWeight[k]; } } v = clamp( v, 0.0f, 1.0f ); meshBuilder.Color4f( 1.0f - v, 1.0f, 1.0f - v, 0.5 ); } else { switch( vert.m_NumBones ) { case 0: meshBuilder.Color3f( 0.0f, 0.0f, 0.0f ); break; case 1: meshBuilder.Color3f( 0.0f, 1.0f, 0.0f ); break; case 2: meshBuilder.Color3f( 1.0f, 1.0f, 0.0f ); break; case 3: meshBuilder.Color3f( 1.0f, 0.0f, 0.0f ); break; default: meshBuilder.Color3f( 1.0f, 1.0f, 1.0f ); break; } } meshBuilder.AdvanceVertex(); }
int i; // Set the indices down to the hardware.
// Each triplet of indices is a triangle.
for( i = indexStart; i < indexStart + nClampedIndices; i++ ) { meshBuilder.FastIndex( materialBatch.m_TriListIndices[i] ); } meshBuilder.End(); pBuildMesh->Draw();
indexStart += nClampedIndices; } } pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix(); matrix3x4_t temp; temp.SetToIdentity(); PositionMatrix( vecDebugPos, temp ); drawWeightIdentifier( temp, 8 );
return 0; }
class CMatchedVert { public: CMatchedVert( const GetTriangles_Vertex_t &vert ) { m_pos = vert.m_Position; m_bones = (vert.m_BoneIndex[0]) + ((vert.m_BoneIndex[1] > 0 ? vert.m_BoneIndex[1] : 0 )<< 8) + ((vert.m_BoneIndex[2] > 0 ? vert.m_BoneIndex[1] : 0 )<< 16); m_count = 1; }
class CMatchedVertLessFunc { public: bool Less( CMatchedVert const & lhs, CMatchedVert const & rhs, void *pContext ) { float i1 = lhs.m_pos.x + lhs.m_pos.y + lhs.m_pos.z + lhs.m_bones; float i2 = rhs.m_pos.x + rhs.m_pos.y + rhs.m_pos.z + rhs.m_bones;
return (i1 < i2); } };
Vector m_pos; int m_bones; int m_count; };
int DebugDrawModelVertColocation( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags ) { // Make static so that we aren't reallocating everything all the time.
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
static GetTriangles_Output_t tris; pStudioRender->GetTriangles( info, pBoneToWorld, tris );
static DrawModelInfo_t cached_info; static CUtlSortVector< CMatchedVert, CMatchedVert::CMatchedVertLessFunc > sortedVector;
if ( memcmp( &info, &cached_info, sizeof( DrawModelInfo_t ) ) ) { sortedVector.RemoveAll( ); cached_info = info;
int batchID; for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
int vertID; // Send the vertices down to the hardware.
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID];
CMatchedVert mv( vert );
int i = sortedVector.Find( mv ); if (i == -1) { sortedVector.Insert( mv ); } else { sortedVector[i].m_count++; } } } }
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
CMeshBuilder meshBuilder;
// pRenderContext->DrawScreenSpaceRectangle( g_materialVertexColor, 0, 0, 64, 64, 0, 0, 1, 1, 1, 1 );
int batchID; for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
pRenderContext->Bind( g_materialVertexColor ); IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false );
int indexStart; for (indexStart = 0; indexStart < materialBatch.m_TriListIndices.Count(); ) { // FIXME: this shouldn't be needed, models shouldn't be built that can't fit
int nClampedIndices = MIN( materialBatch.m_TriListIndices.Count() - indexStart, 32766 ); meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(), nClampedIndices );
int vertID; // Send the vertices down to the hardware.
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID]; CMatchedVert mv( vert );
const Vector &pos = vert.m_Position; const Vector &normal = vert.m_Normal; const Vector4D &tangentS = vert.m_TangentS; Vector skinnedPos( 0.0f, 0.0f, 0.0f ); Vector skinnedNormal( 0.0f, 0.0f, 0.0f ); Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] ); int k; for( k = 0; k < vert.m_NumBones; k++ ) { const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ]; Vector tmp; VectorTransform( pos, poseToWorld, tmp ); skinnedPos += vert.m_BoneWeight[k] * tmp; VectorRotate( normal, poseToWorld, tmp ); skinnedNormal += vert.m_BoneWeight[k] * tmp; VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp ); skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp; }
meshBuilder.Position3fv( &skinnedPos.x ); meshBuilder.Normal3fv( &skinnedNormal.x ); meshBuilder.TexCoord2fv( 0, &vert.m_TexCoord.x ); meshBuilder.UserData( &skinnedTangentS.x );
int i = sortedVector.Find( mv ); switch( i >= 0 ? sortedVector[i].m_count : 0 ) { case 0: meshBuilder.Color3f( 0.0f, 0.0f, 0.0f ); break; case 1: meshBuilder.Color3f( 0.0f, 0.0f, 1.0f ); break; case 2: meshBuilder.Color3f( 0.0f, 1.0f, 0.0f ); break; case 3: meshBuilder.Color3f( 1.0f, 1.0f, 0.0f ); break; default: meshBuilder.Color3f( 1.0f, 0.0f, 0.0f ); break; } meshBuilder.AdvanceVertex(); }
int i; // Set the indices down to the hardware.
// Each triplet of indices is a triangle.
for( i = indexStart; i < indexStart + nClampedIndices; i++ ) { meshBuilder.FastIndex( materialBatch.m_TriListIndices[i] ); } meshBuilder.End(); pBuildMesh->Draw();
indexStart += nClampedIndices; } } pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix();
return 0; }
int DebugDrawModelTexCoord( IStudioRender *pStudioRender, const char *pMaterialName, const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, float w, float h ) { // Make static so that we aren't reallocating everything all the time.
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
static GetTriangles_Output_t tris;
pStudioRender->GetTriangles( info, pBoneToWorld, tris );
CUtlVector<int> batchList; for( int batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID]; if ( !materialBatch.m_Verts.Count() || V_stricmp(materialBatch.m_pMaterial->GetName(), pMaterialName) ) continue; batchList.AddToTail(batchID); } if ( !batchList.Count() ) return 0;
bool bFound = false; IMaterialVar *pBaseVar = g_materialDebugCopyBaseTexture->FindVar( "$basetexture", &bFound, true ); if ( !bFound ) return 0;
GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchList[0]]; IMaterialVar *pVar = materialBatch.m_pMaterial->FindVar( "$basetexture", &bFound, true ); if ( !bFound ) return 0; pBaseVar->SetTextureValue( pVar->GetTextureValue() );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->OverrideDepthEnable( false, false ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->Ortho( 0, h, w, 0, -1, 1 );
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
CMeshBuilder meshBuilder;
// now render a single quad with the base texture on it
{ GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchList[0]]; //pRenderContext->Bind( materialBatch.m_pMaterial );
pRenderContext->Bind( g_materialDebugCopyBaseTexture ); IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false ); meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, 4, 6 ); GetTriangles_Vertex_t &vert = materialBatch.m_Verts[0]; //const Vector &pos = vert.m_Position;
const Vector &normal = vert.m_Normal; const Vector4D &tangentS = vert.m_TangentS;
Vector uv0(0,0,0), uv1(1,0,0), uv2(1, 1, 0), uv3(0,1,0); Vector *pUV[] = {&uv0, &uv1, &uv2, &uv3};
for ( int i = 0;i < 4; i++ ) { Vector p = *pUV[i]; p.x *= w; p.y *= h; meshBuilder.Position3fv( &p.x ); meshBuilder.Normal3fv( &normal.x ); meshBuilder.TexCoord2fv( 0, pUV[i]->Base() ); meshBuilder.UserData( &tangentS.x );
meshBuilder.Color3f( 1.0f, 1.0f, 1.0f ); meshBuilder.AdvanceVertex(); } meshBuilder.FastIndex( 0 ); meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 2 );
meshBuilder.FastIndex( 0 ); meshBuilder.FastIndex( 2 ); meshBuilder.FastIndex( 3 );
meshBuilder.End(); pBuildMesh->Draw(); }
// now draw coverage - show which UV space is used more than once
#if 0
for( int i = 0; i < batchList.Count(); i++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchList[i]]; //pRenderContext->Bind( g_materialWireframeVertexColorNoCull );
pRenderContext->Bind( g_materialVertexColorAdditive ); IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false ); // FIXME: this shouldn't be needed, models shouldn't be built that can't fit
int nClampedIndices = MIN( materialBatch.m_TriListIndices.Count(), 32766 ); meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(), nClampedIndices );
int vertID; // Send the vertices down to the hardware.
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID]; const Vector &normal = vert.m_Normal; const Vector4D &tangentS = vert.m_TangentS;
Vector p; p.x = vert.m_TexCoord.x * w; p.y = vert.m_TexCoord.y * h; p.z = 0;
meshBuilder.Position3fv( &p.x ); meshBuilder.Normal3fv( &normal.x ); meshBuilder.UserData( &tangentS.x );
meshBuilder.Color3f( 0.25f, 0.0f, 0.0f ); meshBuilder.AdvanceVertex(); }
int i; // Set the indices down to the hardware.
// Each triplet of indices is a triangle.
for( i = 0; i < nClampedIndices; i++ ) { meshBuilder.FastIndex( materialBatch.m_TriListIndices[i] ); } meshBuilder.End(); pBuildMesh->Draw(); } #endif
const color32 batchColor = {0,255,255,0}; // now draw all batches with the matching material in wireframe over the render of the base texture
for( int i = 0; i < batchList.Count(); i++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchList[i]];
pRenderContext->Bind( g_materialWireframeVertexColorNoCull ); IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false ); // FIXME: this shouldn't be needed, models shouldn't be built that can't fit
int nClampedIndices = MIN( materialBatch.m_TriListIndices.Count(), 32766 ); meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(), nClampedIndices );
int vertID; // Send the vertices down to the hardware.
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID]; const Vector &normal = vert.m_Normal; const Vector4D &tangentS = vert.m_TangentS;
Vector p; p.x = vert.m_TexCoord.x * w; p.y = vert.m_TexCoord.y * h; p.z = 0;
meshBuilder.Position3fv( &p.x ); meshBuilder.Normal3fv( &normal.x ); meshBuilder.UserData( &tangentS.x );
meshBuilder.Color4ubv( &batchColor.r ); meshBuilder.AdvanceVertex(); }
// Set the indices down to the hardware.
// Each triplet of indices is a triangle.
for(int j = 0; j < nClampedIndices; j++ ) { meshBuilder.FastIndex( materialBatch.m_TriListIndices[j] ); } meshBuilder.End(); pBuildMesh->Draw(); } pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix();
return 0; }
int DebugModelVertExtents( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, Vector &vecMin, Vector &vecMax ) { // Make static so that we aren't reallocating everything all the time.
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
static GetTriangles_Output_t tris;
vecMin.Init( 999999,999999,999999); vecMax.Init( -999999,-999999,-999999);
pStudioRender->GetTriangles( info, pBoneToWorld, tris );
int batchID; for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ ) { GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
int vertID; // Send the vertices down to the hardware.
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ ) { GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID]; const Vector &pos = vert.m_Position; Vector skinnedPos( 0.0f, 0.0f, 0.0f ); int k; for( k = 0; k < vert.m_NumBones; k++ ) { const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ]; Vector tmp; VectorTransform( pos, poseToWorld, tmp ); skinnedPos += vert.m_BoneWeight[k] * tmp; }
VectorMin( skinnedPos, vecMin, vecMin ); VectorMax( skinnedPos, vecMax, vecMax ); } }
return 0; }
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