Counter Strike : Global Offensive Source Code
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//===== Copyright � 1996-2008, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "studiorendercontext.h"
#include "optimize.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void CStudioRenderContext::GetTriangles( const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, GetTriangles_Output_t &out ) { VPROF( "CStudioRender::GetTriangles");
out.m_MaterialBatches.RemoveAll(); // clear out data.
if( !info.m_pStudioHdr || !info.m_pHardwareData || !info.m_pHardwareData->m_NumLODs || !info.m_pHardwareData->m_pLODs ) return;
int lod = info.m_Lod; int lastlod = info.m_pHardwareData->m_NumLODs - 1; lod = lod == USESHADOWLOD ? lastlod : clamp( lod, 0, lastlod );
// clamp to root lod
if ( lod < info.m_pHardwareData->m_RootLOD ) { lod = info.m_pHardwareData->m_RootLOD; }
int nSkin = info.m_Skin; if ( nSkin >= info.m_pStudioHdr->numskinfamilies ) { nSkin = 0; } short *pSkinRef = info.m_pStudioHdr->pSkinref( nSkin * info.m_pStudioHdr->numskinref );
studiomeshdata_t *pStudioMeshes = info.m_pHardwareData->m_pLODs[lod].m_pMeshData; IMaterial **ppMaterials = info.m_pHardwareData->m_pLODs[lod].ppMaterials;
// Bone to world must be set before calling this function; it uses it here
int boneMask = BONE_USED_BY_VERTEX_AT_LOD(lod); ComputePoseToWorld( out.m_PoseToWorld, info.m_pStudioHdr, boneMask, m_RC.m_ViewOrigin, pBoneToWorld );
int i; for ( i=0 ; i < info.m_pStudioHdr->numbodyparts ; i++ ) { mstudiomodel_t *pModel = NULL; R_StudioSetupModel( i, info.m_Body, &pModel, info.m_pStudioHdr );
// Iterate over all the meshes.... each mesh is a new material
int k; for ( k = 0; k < pModel->nummeshes; ++k ) { GetTriangles_MaterialBatch_t &materialBatch = out.m_MaterialBatches[out.m_MaterialBatches.AddToTail()]; mstudiomesh_t *pMesh = pModel->pMesh(k);
if ( !pModel->CacheVertexData( info.m_pStudioHdr ) ) { // not available yet
continue; } const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( info.m_pStudioHdr ); Assert( vertData ); // This can only return NULL on X360 for now
// add the verts from this mesh to the materialBatch
materialBatch.m_Verts.SetCount( pMesh->numvertices ); for ( int vertID = 0; vertID < pMesh->numvertices; vertID++ ) { GetTriangles_Vertex_t& vert = materialBatch.m_Verts[vertID];
vert.m_Position = *vertData->Position( vertID ); vert.m_Normal = *vertData->Normal( vertID ); vert.m_TexCoord = *vertData->Texcoord( vertID );
if (vertData->HasTangentData()) { vert.m_TangentS = *vertData->TangentS( vertID ); } #if _DEBUG
else { // ensure any unintended access faults
vert.m_TangentS.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN, VEC_T_NAN ); } #endif
vert.m_NumBones = vertData->BoneWeights( vertID )->numbones; int j; for ( j = 0; j < vert.m_NumBones; j++ ) { vert.m_BoneWeight[j] = vertData->BoneWeights( vertID )->weight[j]; vert.m_BoneIndex[j] = vertData->BoneWeights( vertID )->bone[j]; } }
IMaterial *pMaterial = ppMaterials[pSkinRef[pMesh->material]]; Assert( pMaterial ); materialBatch.m_pMaterial = pMaterial; studiomeshdata_t *pMeshData = &pStudioMeshes[pMesh->meshid]; if ( pMeshData->m_NumGroup == 0 ) continue;
// Clear out indices
materialBatch.m_TriListIndices.SetCount( 0 );
// Iterate over all stripgroups
int stripGroupID; for ( stripGroupID = 0; stripGroupID < pMeshData->m_NumGroup; stripGroupID++ ) { studiomeshgroup_t *pMeshGroup = &pMeshData->m_pMeshGroup[stripGroupID]; // bool bIsFlexed = ( pMeshGroup->m_Flags & MESHGROUP_IS_FLEXED ) != 0;
// bool bIsHWSkinned = ( pMeshGroup->m_Flags & MESHGROUP_IS_HWSKINNED ) != 0;
// Iterate over all strips. . . each strip potentially changes bones states.
int stripID; for ( stripID = 0; stripID < pMeshGroup->m_NumStrips; stripID++ ) { OptimizedModel::StripHeader_t *pStripData = &pMeshGroup->m_pStripData[stripID]; // int boneID;
// for( boneID = 0; boneID < pStripData->numBoneStateChanges; boneID++ )
// {
// OptimizedModel::BoneStateChangeHeader_t *pBoneStateChange = pStripData->pBoneStateChange( boneID );
// hardwareBoneToGlobalBone[pBoneStateChange->hardwareID] = pBoneStateChange->newBoneID;
// }
// JasonM TODO: check for case where pStripData->flags & OptimizedModel::STRIP_IS_QUADLIST
for ( int i = 0; i < pStripData->numIndices; i += 3 ) { int idx = pStripData->indexOffset + i; materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx ) ); materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx + 1 ) ); materialBatch.m_TriListIndices.AddToTail( pMeshGroup->MeshIndex( idx + 2 ) ); } } } } } }
|