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//========= Copyright � 1996-2007, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_surfacerender.h"
#include "view.h"
#include "view_shared.h"
#include "iviewrender.h"
#include "engine/ivdebugoverlay.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef USE_BLOBULATOR
ConVar r_surface_draw_isosurface( "r_surface_draw_isosurface", "1", 0, "Draws the surface as an isosurface" );
ConVar r_surface_rotate( "r_surface_rotate", "1", FCVAR_NONE, "Whether to rotate for transparency" ); ConVar r_surface_rotate_by90( "r_surface_rotate_by90", "1", FCVAR_NONE, "Whether to only rotate in 90 degree increments" );
ConVar r_surface_blr_scale( "r_surface_blr_scale", "1.0", FCVAR_NONE, "Scale all surface rendering parameters." ); ConVar r_surface_blr_cubewidth( "r_surface_blr_cubewidth", "0.8", FCVAR_NONE, "Set cubewidth (coarseness of the mesh)" ); ConVar r_surface_blr_render_radius( "r_surface_blr_render_radius", "1.3", FCVAR_NONE, "Set render radius (how far from particle center surface will be)" ); ConVar r_surface_blr_cutoff_radius( "r_surface_blr_cutoff_radius", "3.3", FCVAR_NONE, "Set cutoff radius (how far field extends from each particle)" );
ConVar r_surface_calc_uv_and_tan( "r_surface_calc_uv_and_tan", "1", FCVAR_ARCHIVE, "Calculate UVs and Tangents" ); ConVar r_surface_calc_tan_only( "r_surface_calc_tan_only", "0", FCVAR_ARCHIVE, "Calculate Only Tangents" ); ConVar r_surface_calc_color( "r_surface_calc_color", "0", FCVAR_ARCHIVE, "Just interpolate colors" ); ConVar r_surface_calc_hifreq_color( "r_surface_calc_hifreq_color", "0", FCVAR_ARCHIVE, "Experimental hi-freq colors" ); ConVar r_surface_calc_tile_color( "r_surface_calc_tile_color", "0", FCVAR_ARCHIVE, "Shows color of the tile" );
ConVar r_surface_debug_use_tiler("r_surface_debug_use_tiler", "1", FCVAR_NONE, "Use the tiler"); ConVar r_surface_debug_max_tiles( "r_surface_debug_max_tiles", "-1", FCVAR_NONE, "The maximum number of tiles to draw" ); ConVar r_surface_debug_max_slices( "r_surface_debug_max_slices", "-1", FCVAR_NONE, "The maximum number of slices to draw" ); ConVar r_surface_debug_tile("r_surface_debug_tile", "1", FCVAR_NONE, "If tiler is enabled, whether we draw all tiles or just the central one."); ConVar r_surface_debug_draw_margin("r_surface_debug_draw_margin", "0", FCVAR_NONE, "If tiler is disabled, whether to draw the margin."); ConVar r_surface_debug_draw_tile_boundaries("r_surface_debug_draw_tile_boundaries", "0", FCVAR_NONE, "Whether to draw outlines of all tiles.");
ConVar r_surface_wireframe( "r_surface_wireframe", "0", FCVAR_NONE, "Draw wireframe" ); ConVar r_surface_material("r_surface_material", "-1", FCVAR_NONE, "Choose a material from 0 to N"); ConVar r_surface_shader("r_surface_shader", "", FCVAR_NONE, "Choose a shader");
CUtlVector< ImpParticleWithFourInterpolants, CUtlMemoryAligned< ImpParticleWithFourInterpolants, 16 > > g_SurfaceRenderParticles; // This must be aligned due to SSE use
const QAngle g_SurfaceRenderAnglesAngles( 0.0f, 0.0f, 0.0f ); // our local coordinate system is always aligned to world space
//-----------------------------------------------------------------------------
// Purpose: Draw a Sphere
//-----------------------------------------------------------------------------
float g_FastSpherePosData[51][8] = { { 0.0000, 0.0000, 1.0000, 0.0000, 0.0000, 0.0000, 0.0000, 1.0000 }, { -0.0000, 0.5000, 0.8660, 0.2500, 0.1667, -0.0000, 0.5000, 0.8660 }, { 0.5000, 0.0000, 0.8660, 0.0000, 0.1667, 0.5000, 0.0000, 0.8660 }, { 0.0000, 0.0000, 1.0000, 0.5000, 0.0000, 0.0000, 0.0000, 1.0000 }, { -0.5000, -0.0000, 0.8660, 0.5000, 0.1667, -0.5000, -0.0000, 0.8660 }, { 0.0000, 0.0000, -1.0000, 0.0000, 1.0000, 0.0000, 0.0000, -1.0000 }, { 0.5000, 0.0000, -0.8660, 0.0000, 0.8333, 0.5000, 0.0000, -0.8660 }, { -0.0000, 0.5000, -0.8660, 0.2500, 0.8333, -0.0000, 0.5000, -0.8660 }, { 0.0000, 0.0000, -1.0000, 0.5000, 1.0000, 0.0000, 0.0000, -1.0000 }, { -0.5000, -0.0000, -0.8660, 0.5000, 0.8333, -0.5000, -0.0000, -0.8660 }, { 0.0000, -0.5000, 0.8660, 0.7500, 0.1667, 0.0000, -0.5000, 0.8660 }, { 0.0000, 0.0000, 1.0000, 1.0000, 0.0000, 0.0000, 0.0000, 1.0000 }, { 0.5000, 0.0000, 0.8660, 1.0000, 0.1667, 0.5000, 0.0000, 0.8660 }, { 0.0000, -0.5000, -0.8660, 0.7500, 0.8333, 0.0000, -0.5000, -0.8660 }, { 0.0000, 0.0000, -1.0000, 1.0000, 1.0000, 0.0000, 0.0000, -1.0000 }, { 0.5000, 0.0000, -0.8660, 1.0000, 0.8333, 0.5000, 0.0000, -0.8660 }, { 0.6124, 0.6124, 0.5000, 0.1250, 0.3333, 0.6124, 0.6124, 0.5000 }, { 0.8660, 0.0000, 0.5000, 0.0000, 0.3333, 0.8660, 0.0000, 0.5000 }, { -0.0000, 0.8660, 0.5000, 0.2500, 0.3333, -0.0000, 0.8660, 0.5000 }, { 0.8660, 0.0000, -0.5000, 0.0000, 0.6667, 0.8660, 0.0000, -0.5000 }, { 0.6124, 0.6124, -0.5000, 0.1250, 0.6667, 0.6124, 0.6124, -0.5000 }, { -0.0000, 0.8660, -0.5000, 0.2500, 0.6667, -0.0000, 0.8660, -0.5000 }, { -0.6124, 0.6124, 0.5000, 0.3750, 0.3333, -0.6124, 0.6124, 0.5000 }, { -0.8660, -0.0000, 0.5000, 0.5000, 0.3333, -0.8660, -0.0000, 0.5000 }, { -0.6124, 0.6124, -0.5000, 0.3750, 0.6667, -0.6124, 0.6124, -0.5000 }, { -0.8660, -0.0000, -0.5000, 0.5000, 0.6667, -0.8660, -0.0000, -0.5000 }, { -0.6124, -0.6124, 0.5000, 0.6250, 0.3333, -0.6124, -0.6124, 0.5000 }, { 0.0000, -0.8660, 0.5000, 0.7500, 0.3333, 0.0000, -0.8660, 0.5000 }, { -0.6124, -0.6124, -0.5000, 0.6250, 0.6667, -0.6124, -0.6124, -0.5000 }, { 0.0000, -0.8660, -0.5000, 0.7500, 0.6667, 0.0000, -0.8660, -0.5000 }, { 0.6124, -0.6124, 0.5000, 0.8750, 0.3333, 0.6124, -0.6124, 0.5000 }, { 0.8660, 0.0000, 0.5000, 1.0000, 0.3333, 0.8660, 0.0000, 0.5000 }, { 0.6124, -0.6124, -0.5000, 0.8750, 0.6667, 0.6124, -0.6124, -0.5000 }, { 0.8660, 0.0000, -0.5000, 1.0000, 0.6667, 0.8660, 0.0000, -0.5000 }, { 0.9239, 0.3827, 0.0000, 0.0625, 0.5000, 0.9239, 0.3827, 0.0000 }, { 1.0000, 0.0000, 0.0000, 0.0000, 0.5000, 1.0000, 0.0000, 0.0000 }, { 0.7071, 0.7071, 0.0000, 0.1250, 0.5000, 0.7071, 0.7071, 0.0000 }, { 0.3827, 0.9239, 0.0000, 0.1875, 0.5000, 0.3827, 0.9239, 0.0000 }, { -0.0000, 1.0000, 0.0000, 0.2500, 0.5000, -0.0000, 1.0000, 0.0000 }, { -0.3827, 0.9239, 0.0000, 0.3125, 0.5000, -0.3827, 0.9239, 0.0000 }, { -0.7071, 0.7071, 0.0000, 0.3750, 0.5000, -0.7071, 0.7071, 0.0000 }, { -0.9239, 0.3827, 0.0000, 0.4375, 0.5000, -0.9239, 0.3827, 0.0000 }, { -1.0000, -0.0000, 0.0000, 0.5000, 0.5000, -1.0000, -0.0000, 0.0000 }, { -0.9239, -0.3827, 0.0000, 0.5625, 0.5000, -0.9239, -0.3827, 0.0000 }, { -0.7071, -0.7071, 0.0000, 0.6250, 0.5000, -0.7071, -0.7071, 0.0000 }, { -0.3827, -0.9239, 0.0000, 0.6875, 0.5000, -0.3827, -0.9239, 0.0000 }, { 0.0000, -1.0000, 0.0000, 0.7500, 0.5000, 0.0000, -1.0000, 0.0000 }, { 0.3827, -0.9239, 0.0000, 0.8125, 0.5000, 0.3827, -0.9239, 0.0000 }, { 0.7071, -0.7071, 0.0000, 0.8750, 0.5000, 0.7071, -0.7071, 0.0000 }, { 0.9239, -0.3827, 0.0000, 0.9375, 0.5000, 0.9239, -0.3827, 0.0000 }, { 1.0000, 0.0000, 0.0000, 1.0000, 0.5000, 1.0000, 0.0000, 0.0000 } };
int g_FastSphereTriData[84][3] = { { 0, 1, 2 }, { 0, 3, 1 }, { 3, 4, 1 }, { 5, 6, 7 }, { 5, 7, 8 }, { 8, 7, 9 }, { 3, 10, 4 }, { 3, 11, 10 }, { 11, 12, 10 }, { 8, 9, 13 }, { 8, 13, 14 }, { 14, 13, 15 }, { 2, 16, 17 }, { 2, 1, 16 }, { 1, 18, 16 }, { 6, 19, 20 }, { 6, 20, 7 }, { 7, 20, 21 }, { 1, 22, 18 }, { 1, 4, 22 }, { 4, 23, 22 }, { 7, 21, 24 }, { 7, 24, 9 }, { 9, 24, 25 }, { 4, 26, 23 }, { 4, 10, 26 }, { 10, 27, 26 }, { 9, 25, 28 }, { 9, 28, 13 }, { 13, 28, 29 }, { 10, 30, 27 }, { 10, 12, 30 }, { 12, 31, 30 }, { 13, 29, 32 }, { 13, 32, 15 }, { 15, 32, 33 }, { 17, 34, 35 }, { 17, 16, 34 }, { 16, 36, 34 }, { 19, 35, 34 }, { 19, 34, 20 }, { 20, 34, 36 }, { 16, 37, 36 }, { 16, 18, 37 }, { 18, 38, 37 }, { 20, 36, 37 }, { 20, 37, 21 }, { 21, 37, 38 }, { 18, 39, 38 }, { 18, 22, 39 }, { 22, 40, 39 }, { 21, 38, 39 }, { 21, 39, 24 }, { 24, 39, 40 }, { 22, 41, 40 }, { 22, 23, 41 }, { 23, 42, 41 }, { 24, 40, 41 }, { 24, 41, 25 }, { 25, 41, 42 }, { 23, 43, 42 }, { 23, 26, 43 }, { 26, 44, 43 }, { 25, 42, 43 }, { 25, 43, 28 }, { 28, 43, 44 }, { 26, 45, 44 }, { 26, 27, 45 }, { 27, 46, 45 }, { 28, 44, 45 }, { 28, 45, 29 }, { 29, 45, 46 }, { 27, 47, 46 }, { 27, 30, 47 }, { 30, 48, 47 }, { 29, 46, 47 }, { 29, 47, 32 }, { 32, 47, 48 }, { 30, 49, 48 }, { 30, 31, 49 }, { 31, 50, 49 }, { 32, 48, 49 }, { 32, 49, 33 }, { 33, 49, 50 } };
void Surface_DrawFastSphere( CMeshBuilder &meshBuilder, const Vector ¢er, float radius, float r, float g, float b ) { int offset = meshBuilder.GetCurrentVertex();
Vector pos; for (int i = 0; i < 51; i++) { pos.x = g_FastSpherePosData[i][0] + center.x + g_FastSpherePosData[i][5] * radius; pos.y = g_FastSpherePosData[i][1] + center.y + g_FastSpherePosData[i][6] * radius; pos.z = g_FastSpherePosData[i][2] + center.z + g_FastSpherePosData[i][7] * radius;
meshBuilder.Position3fv( pos.Base() ); meshBuilder.Normal3fv( &g_FastSpherePosData[i][5] ); meshBuilder.TexCoord2fv( 0, &g_FastSpherePosData[i][3] ); meshBuilder.Color3f( r, g, b ); meshBuilder.AdvanceVertex(); }
for (int i = 0; i < 84; i++) { meshBuilder.FastIndex( g_FastSphereTriData[i][0] + offset ); meshBuilder.FastIndex( g_FastSphereTriData[i][1] + offset ); meshBuilder.FastIndex( g_FastSphereTriData[i][2] + offset ); } }
struct Surface_DrawSpheres_sortParticles_t { int no; float dist;
class C { public: static bool gt(Surface_DrawSpheres_sortParticles_t a, Surface_DrawSpheres_sortParticles_t b) { return a.dist < b.dist; } }; };
void Surface_DrawSpheres( IMaterial *pMaterial, float flRadius ) { Point3D eye = view->GetViewSetup()->origin;
SmartArray<Surface_DrawSpheres_sortParticles_t> sort_particles; sort_particles.ensureCapacity(g_SurfaceRenderParticles.Count()); sort_particles.size = g_SurfaceRenderParticles.Count(); for(int i = 0; i < g_SurfaceRenderParticles.Count(); i++) { sort_particles[i].no = i; sort_particles[i].dist = g_SurfaceRenderParticles[i].center.length(eye); } sort_particles.sort<Surface_DrawSpheres_sortParticles_t::C>();
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->Bind( pMaterial );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
int vertMax = MIN( 24000 / 51, 32768 / (84 * 3) );
int j = 0; // Msg( "point %.2f %.2f %.2f\n", m_vecSurfacePos[0].x, m_vecSurfacePos[0].y, m_vecSurfacePos[0].z );
while (j < g_SurfaceRenderParticles.Count()) { int total = MIN( g_SurfaceRenderParticles.Count() - j, vertMax );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, total * 51, total * 84 * 3 );
int i = 0; while (i < vertMax && j < g_SurfaceRenderParticles.Count()) { ImpParticleWithOneInterpolant* imp_particle = &(g_SurfaceRenderParticles[sort_particles[j].no]);
if (imp_particle->scale > 0.01) { Surface_DrawFastSphere( meshBuilder, imp_particle->center.AsVector(), flRadius * imp_particle->scale, imp_particle->interpolants1[0], imp_particle->interpolants1[1], imp_particle->interpolants1[2] ); i++; } j++; }
meshBuilder.End(); pMesh->Draw(); } }
void Surface_SafeLightCubeUpdate( const Vector &vecRenderOrigin, Vector4D *cachedCubeColours ) { // We sometimes get an invalid ambient lightcube for the isosurface sample point, this func smooths over that
// FIXME: this is probably to do with sampling at invalid locations
// FIXME: we need more complex lighting data for isosurfaces anyway
// (per-vertex light sample indices ala skinning, or UVWs into a light sample texture)
Vector boxColors[6]; engine->ComputeLightingCube( vecRenderOrigin, false, boxColors );
// Are we trying to sample outside the world?
bool invalidOrigin = enginetrace->PointOutsideWorld( vecRenderOrigin );
for ( int i = 0; i < 6; i++ ) { if( !IsFinite( boxColors[i].x ) || !IsFinite( boxColors[i].y ) || !IsFinite( boxColors[i].z ) ) { DevWarning( "Isosurface lighting cube with infinite values!\n%s", invalidOrigin ? "(lighting origin is !OUTSIDE! the world)\n" : "" ); return; } }
for ( int i = 0; i < 6; i++ ) { if( boxColors[i].x < -0.1f || boxColors[i].y < -0.1f || boxColors[i].z < -0.1f ) { DevWarning( "Isosurface lighting cube negative: %f %f %f\n%s", boxColors[i].x, boxColors[i].y, boxColors[i].z, invalidOrigin ? "(lighting origin is !OUTSIDE! the world)\n" : "" ); }
cachedCubeColours[i].AsVector3D() = Lerp( clamp( 2.0f * gpGlobals->frametime, 0.0f, 1.0f ), cachedCubeColours[i].AsVector3D(), boxColors[i] ); }
bool bBadLightCube = false; for ( int i = 0; i < 6; i++ ) { if ( !IsFinite( cachedCubeColours[i].x ) || !IsFinite( cachedCubeColours[i].y ) || !IsFinite( cachedCubeColours[i].z ) || ( cachedCubeColours[i].x < -0.01f ) || ( cachedCubeColours[i].y < -0.01f ) || ( cachedCubeColours[i].z < -0.01f ) ) { DevWarning( "Isosurface lighting cube bad. Resetting.\n%s", invalidOrigin ? "(lighting origin is !OUTSIDE! the world)\n" : "" ); bBadLightCube = true; break; } }
if ( bBadLightCube ) { memset( cachedCubeColours, 0, sizeof( cachedCubeColours ) ); } }
IMaterial* GetDrawMaterial( void ) { if ( r_surface_wireframe.GetBool() ) { if( r_surface_material.GetInt() < 0 ) { return materials->FindMaterial("shadertest/wireframe", TEXTURE_GROUP_OTHER); } else { return materials->FindMaterial("shadertest/wireframevertexcolornocull", TEXTURE_GROUP_OTHER); } } else if ( strlen( r_surface_shader.GetString() ) > 0 ) { return materials->FindMaterial( r_surface_shader.GetString(), TEXTURE_GROUP_OTHER, true ); } else { switch ( r_surface_material.GetInt() ) { case 0: return materials->FindMaterial( "models/debug/debugwhite", TEXTURE_GROUP_OTHER, true ); case 1: return materials->FindMaterial( "models/debug/debugwhite2", TEXTURE_GROUP_OTHER, true ); case 2: return materials->FindMaterial( "models/debug/debugwhite3", TEXTURE_GROUP_OTHER, true ); case 3: return materials->FindMaterial( "debug/debugvertexcolor", TEXTURE_GROUP_OTHER, true ); case 4: return materials->FindMaterial( "debug/env_cubemap_model", TEXTURE_GROUP_OTHER, true ); case 5: return materials->FindMaterial( "models/blob/env_cubemap_model_translucent_fountain", TEXTURE_GROUP_OTHER, true ); case 6: return materials->FindMaterial( "models/debug/debugmesh", TEXTURE_GROUP_OTHER, true ); case 7: return materials->FindMaterial( "models/debug/debugmesh_transparent", TEXTURE_GROUP_OTHER, true ); case 8: return materials->FindMaterial( "models/ihvtest/tongue_bumped", TEXTURE_GROUP_OTHER, true ); case 9: return materials->FindMaterial( "models/debug/debugbumps", TEXTURE_GROUP_OTHER, true ); case 10: return materials->FindMaterial( "debug/env_cubemap_model_translucent_no_bumps", TEXTURE_GROUP_OTHER, true ); case 11: return materials->FindMaterial( "models/shadertest/predator", TEXTURE_GROUP_OTHER, true ); default: return NULL; } } }
void SetUpImpRendererUserDefinedFuncs( void ) { RENDERER_CLASS::setCalcSignFunc(calcSign); RENDERER_CLASS::setCalcSign2Func(calcSign2);
if(r_surface_calc_uv_and_tan.GetBool()) { RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_COLOR_UV_TAN_CI_SIZE, calcCornerNormalColorUVTan); //RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalNColorUVTan);
RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalNTexCoord4); // HACKHACK: This is blob specific!
} else if(r_surface_calc_tan_only.GetBool()) { RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_COLOR_UV_TAN_CI_SIZE, calcCornerNormalColorTanNoUV); RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalNColorTanNoUV); } else if (r_surface_calc_color.GetBool()) { RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_COLOR_CI_SIZE, calcCornerNormalColor); RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalNColor); } else if (r_surface_calc_hifreq_color.GetBool()) { RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_COLOR_CI_SIZE, calcCornerNormalHiFreqColor); RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalNColor); } else if (r_surface_calc_tile_color.GetBool()) { RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_CI_SIZE, calcCornerNormal); RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalDebugColor); } else { RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_CI_SIZE, calcCornerNormal); RENDERER_CLASS::setCalcVertexFunc(calcVertexNormal); } }
void TransformParticles( float angle, const Vector& center, Vector& transformedCenter, Vector& transformedEye, VMatrix& rotationMatrix, VMatrix& invRotationMatrix ) { for (int i = 0; i < g_SurfaceRenderParticles.Count(); i++) { ImpParticleWithFourInterpolants* imp_particle = &(g_SurfaceRenderParticles[i]);
Vector vParticle = imp_particle->center.AsVector(); Vector transformedParticle = vParticle-center;
transformedParticle = rotationMatrix.ApplyRotation(transformedParticle);
Point3D pParticle = transformedParticle;
imp_particle->center = pParticle;
// HACK ALERT!!!
// TODO: This code should not be here as this is very specific to blobs.
// interpolants1[0..2] is the color. interpolants1[3] is the v coordinate
// imp_particle1->interpolants1[3] = MIN(MAX(1.4f - vec.length()/17.0f, 0.0f), 1.0f);
// interpolants2[0..2] is the tangent vector.
// interpolants3[0..2] and interpolants4[0..2] are the normal and
// binormal which are used to generate a u coordinate
Point3D pCenter = transformedCenter; Point3D vec = (pParticle - pCenter);
imp_particle->interpolants2 = vec.unit(); imp_particle->interpolants4.set(0.0f, 0.0f, -1.0f); imp_particle->interpolants3 = imp_particle->interpolants2.crossProduct(imp_particle->interpolants4); imp_particle->interpolants3.normalize(); imp_particle->interpolants4 = imp_particle->interpolants2.crossProduct(imp_particle->interpolants3); imp_particle->interpolants4.normalize(); } }
void Surface_DrawIsoSurface( IClientRenderable *pClientRenderable, const Vector &vecRenderOrigin, IMaterial *pMaterial, float flCubeWidth ) { IMaterial *pSpecialMaterial = GetDrawMaterial();
if( pSpecialMaterial && !IsErrorMaterial( pSpecialMaterial ) ) { pMaterial = pSpecialMaterial; }
//////////////////////////////////////////////////
// Set up the render context
/////////////////////////////////////////////////
CMatRenderContextPtr pRenderContext( materials ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->Bind( pMaterial, pClientRenderable ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
////////////////////////////////////////////////////
// Set up rotations and translations and corresponding matrices.
////////////////////////////////////////////////////
Vector transformedCenter = vecRenderOrigin;
pRenderContext->Translate(vecRenderOrigin.x, vecRenderOrigin.y, vecRenderOrigin.z);
VMatrix rotationMatrix; VMatrix invRotationMatrix; Vector transformedEye; float angle = 0.0f; if( r_surface_rotate.GetBool() ) { angle = view->GetViewSetup()->angles.y+180.0f;
if( r_surface_rotate_by90.GetBool() ) { // This is a test mode which locks the rotation to a multiple of 90.
angle = float(int((angle + 45.0f) / 90.0f) * 90); }
pRenderContext->Rotate(angle, 0.0f, 0.0f, 1.0f);
rotationMatrix = SetupMatrixAxisRot(Vector(0.0f, 0.0f, 1.0f), -angle); invRotationMatrix = SetupMatrixAxisRot(Vector(0.0f, 0.0f, 1.0f), angle); Vector eye = view->GetViewSetup()->origin; transformedEye = eye-vecRenderOrigin; transformedEye = rotationMatrix.ApplyRotation(transformedEye); } else { rotationMatrix.Identity(); invRotationMatrix.Identity(); transformedEye.Init(); angle = 0.0f; }
///////////////////////////////////////////////////////////////
// Begin Rendering by initializing the sweepRenderer or Tiler
// (depending on whether we're using the tiler)
///////////////////////////////////////////////////////////////
// TODO: These probably shouldn't be static variables (not thread safe)
RENDERER_CLASS::setCubeWidth( flCubeWidth * r_surface_blr_scale.GetFloat() * r_surface_blr_cubewidth.GetFloat()); RENDERER_CLASS::setRenderR( flCubeWidth * r_surface_blr_scale.GetFloat() * r_surface_blr_render_radius.GetFloat()); RENDERER_CLASS::setCutoffR( flCubeWidth * r_surface_blr_scale.GetFloat() * r_surface_blr_cutoff_radius.GetFloat()); SetUpImpRendererUserDefinedFuncs();
TransformParticles( angle, vecRenderOrigin, transformedCenter, transformedEye, rotationMatrix, invRotationMatrix );
///////////////////////////////////////////////////////////////
// Insert the particles into the tiler/renderer, and do a rendering
// pass. If we are tiling, we can also visualize the tiles and slices.
///////////////////////////////////////////////////////////////
if( r_surface_debug_use_tiler.GetBool() ) { ImpTiler* tiler = ImpTilerFactory::factory->getTiler(); RENDERER_CLASS* sweepRenderer = tiler->getRenderer();
tiler->setMaxNoTilesToDraw(r_surface_debug_max_tiles.GetInt()); sweepRenderer->setMaxNoSlicesToDraw(r_surface_debug_max_slices.GetInt());
// TODO: Do we always want to center the tiler on 0,0,0?
// I guess if we are centering the render coordinates, then the answer
// is a yes.
tiler->beginFrame(Point3D(0.0f, 0.0f, 0.0f), (void*)&pRenderContext, !(r_surface_debug_draw_margin.GetBool()));
for (int i = 0; i < g_SurfaceRenderParticles.Count(); i++) { tiler->insertParticle(&g_SurfaceRenderParticles[i]); }
if(r_surface_debug_tile.GetBool()) { if(r_surface_rotate.GetBool()) { tiler->drawSurfaceSorted(Point3D(transformedEye)); } else { tiler->drawSurface(); }
// This is code used for visualizing the boundaries of every tile that's drawn
// and maybe in the future, slices within the tiles.
if( r_surface_debug_draw_tile_boundaries.GetBool() == true ) { for( int i = 0; i < tiler->getNoTiles(); i++ ) { Vector overlayCenter = invRotationMatrix.ApplyRotation(tiler->getTileOffset(i).AsVector()); Vector mins = tiler->getRenderDim().AsVector() * -0.5f; Vector maxs = tiler->getRenderDim().AsVector() * 0.5f; debugoverlay->AddBoxOverlay(overlayCenter + vecRenderOrigin, mins, maxs, QAngle( 0, angle, 0 ), 0, 255, 0, 0, 0 ); } } } else { tiler->drawTile(0,0,0);
// This is code used for visualizing the boundaries of the last tile drawn
// slices within that tile
if( r_surface_debug_max_tiles.GetInt() > 0 || r_surface_debug_tile.GetBool() == false ) { Vector overlayCenter = invRotationMatrix.ApplyRotation(tiler->getLastTilesOffset().AsVector()); Vector mins = tiler->getRenderDim().AsVector() * -0.5f; Vector maxs = tiler->getRenderDim().AsVector() * 0.5f; debugoverlay->AddBoxOverlay(overlayCenter + vecRenderOrigin, mins, maxs, QAngle( 0, angle, 0 ), 0, 255, 0, 0, 0 );
if( r_surface_debug_max_slices.GetInt() > 0 ) { Vector sliceMins = mins; Vector sliceMaxs = maxs; sliceMins.x += (sweepRenderer->getLastSliceDrawn() - sweepRenderer->getMarginNCubes()) * sweepRenderer->getCubeWidth(); sliceMaxs.x = sliceMins.x + sweepRenderer->getCubeWidth(); debugoverlay->AddBoxOverlay( overlayCenter + vecRenderOrigin, sliceMins, sliceMaxs, QAngle( 0, angle, 0 ), 255, 0, 0, 0, 0 ); } } }
tiler->endFrame();
ImpTilerFactory::factory->returnTiler(tiler); } else { RENDERER_CLASS* sweepRenderer = ImpRendererFactory::factory->getRenderer();
// This is the no tiler version. We just draw the center tile.
sweepRenderer->beginFrame(!(r_surface_debug_draw_margin.GetBool()), (void*)&pRenderContext); sweepRenderer->setOffset(Point3D(0.0f, 0.0f, 0.0f)); sweepRenderer->beginTile(NULL);
for (int i = 0; i < g_SurfaceRenderParticles.Count(); i++) { sweepRenderer->addParticle(&(g_SurfaceRenderParticles[i])); }
sweepRenderer->endTile(); sweepRenderer->endFrame();
ImpRendererFactory::factory->returnRenderer(sweepRenderer); }
//////////////////////////////////////
// Clean up render context
//////////////////////////////////////
pRenderContext->PopMatrix(); }
void Surface_CullOutOfViewParticles( void ) { int iParticlesRemoved = 0;
for ( int i = 0; i < g_SurfaceRenderParticles.Count() - iParticlesRemoved; ++i ) { ImpParticleWithOneInterpolant* imp_particle = &(g_SurfaceRenderParticles[ i ]); Vector vCenter = Vector( imp_particle->center[ 0 ], imp_particle->center[ 1 ], imp_particle->center[ 2 ] );
if ( R_CullSphere( view->GetFrustum(), 5, &vCenter, imp_particle->scale * 24.0f ) ) { ImpParticleWithOneInterpolant* last_particle = &(g_SurfaceRenderParticles[ g_SurfaceRenderParticles.Count() - iParticlesRemoved - 1 ]); *imp_particle = *last_particle;
++iParticlesRemoved; --i; } }
if ( iParticlesRemoved ) { g_SurfaceRenderParticles.SetCountNonDestructively( g_SurfaceRenderParticles.Count() - iParticlesRemoved ); } }
void Surface_Draw( IClientRenderable *pClientRenderable, const Vector &vecRenderOrigin, IMaterial *pMaterial, float flCubeWidth, bool bSurfaceNoParticleCull ) { if ( !bSurfaceNoParticleCull ) { // Reduce the complexity by first removing particles that won't visibly affect the view
Surface_CullOutOfViewParticles(); }
if ( !r_surface_draw_isosurface.GetBool() ) { // This draws particles as spheres instead of an isosurface
Surface_DrawSpheres( pMaterial, flCubeWidth ); } else { Surface_DrawIsoSurface( pClientRenderable, vecRenderOrigin, pMaterial, flCubeWidth ); } }
#endif
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