Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2008, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "flexrenderdata.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CCachedRenderData::CCachedRenderData() : m_CurrentTag(0), m_pFirstFlexIndex(0), m_pFirstWorldIndex(0) { #ifdef _DEBUG
int i; float val = VEC_T_NAN; for( i = 0; i < MAXSTUDIOFLEXVERTS; i++ ) { m_pFlexVerts[i].m_Position[0] = val; m_pFlexVerts[i].m_Position[1] = val; m_pFlexVerts[i].m_Position[2] = val; m_pFlexVerts[i].m_Normal[0] = val; m_pFlexVerts[i].m_Normal[1] = val; m_pFlexVerts[i].m_Normal[2] = val;
m_pThinFlexVerts[i].m_Position[0] = val; m_pThinFlexVerts[i].m_Position[1] = val; m_pThinFlexVerts[i].m_Position[2] = val; m_pThinFlexVerts[i].m_Normal[0] = val; m_pThinFlexVerts[i].m_Normal[1] = val; m_pThinFlexVerts[i].m_Normal[2] = val;
m_pFlexVerts[i].m_TangentS[0] = val; m_pFlexVerts[i].m_TangentS[1] = val; m_pFlexVerts[i].m_TangentS[2] = val; m_pFlexVerts[i].m_TangentS[3] = val; } #endif
}
//-----------------------------------------------------------------------------
// Call this before rendering the model
//-----------------------------------------------------------------------------
void CCachedRenderData::StartModel() { ++m_CurrentTag; m_IndexCount = 0; m_FlexVertexCount = 0; m_ThinFlexVertexCount = 0; m_WorldVertexCount = 0; m_pFirstFlexIndex = 0; m_pFirstThinFlexIndex = 0; m_pFirstWorldIndex = 0; }
//-----------------------------------------------------------------------------
// Used to hook ourselves into a particular body part, model, and mesh
//-----------------------------------------------------------------------------
void CCachedRenderData::SetBodyPart( int bodypart ) { m_Body = bodypart; m_CacheDict.EnsureCount(m_Body+1); m_Model = m_Mesh = -1; m_pFirstFlexIndex = 0; m_pFirstThinFlexIndex = 0; m_pFirstWorldIndex = 0; }
void CCachedRenderData::SetModel( int model ) { Assert(m_Body >= 0); m_Model = model; m_CacheDict[m_Body].EnsureCount(m_Model+1); m_Mesh = -1; m_pFirstFlexIndex = 0; m_pFirstThinFlexIndex = 0; m_pFirstWorldIndex = 0; }
void CCachedRenderData::SetMesh( int mesh ) { Assert((m_Model >= 0) && (m_Body >= 0));
m_Mesh = mesh; m_CacheDict[m_Body][m_Model].EnsureCount(m_Mesh+1);
// At this point, we should have all 3 defined.
CacheDict_t& dict = m_CacheDict[m_Body][m_Model][m_Mesh];
if (dict.m_Tag == m_CurrentTag) { m_pFirstFlexIndex = &m_pFlexIndex[dict.m_FirstIndex]; m_pFirstThinFlexIndex = &m_pThinFlexIndex[dict.m_FirstIndex]; m_pFirstWorldIndex = &m_pWorldIndex[dict.m_FirstIndex]; } else { m_pFirstFlexIndex = 0; m_pFirstThinFlexIndex = 0; m_pFirstWorldIndex = 0; } }
//-----------------------------------------------------------------------------
// Used to set up a flex computation
//-----------------------------------------------------------------------------
bool CCachedRenderData::IsFlexComputationDone( ) const { Assert((m_Model >= 0) && (m_Body >= 0) && (m_Mesh >= 0));
// Lets create the dictionary entry
// If the tags match, that means we're doing the computation twice!!!
CacheDict_t const& dict = m_CacheDict[m_Body][m_Model][m_Mesh]; return (dict.m_FlexTag == m_CurrentTag); }
//-----------------------------------------------------------------------------
// Used to set up a computation (modifies vertex data)
//-----------------------------------------------------------------------------
void CCachedRenderData::SetupComputation( mstudiomesh_t *pMesh, bool flexComputation ) { Assert((m_Model >= 0) && (m_Body >= 0) && (m_Mesh >= 0)); // Assert( !m_pFirstIndex );
// Lets create the dictionary entry
// If the tags match, that means we're doing the computation twice!!!
CacheDict_t& dict = m_CacheDict[m_Body][m_Model][m_Mesh]; if (dict.m_Tag != m_CurrentTag) { dict.m_FirstIndex = m_IndexCount; dict.m_IndexCount = pMesh->numvertices; dict.m_Tag = m_CurrentTag; m_IndexCount += dict.m_IndexCount; }
if (flexComputation) dict.m_FlexTag = m_CurrentTag;
m_pFirstFlexIndex = &m_pFlexIndex[dict.m_FirstIndex]; m_pFirstThinFlexIndex = &m_pThinFlexIndex[dict.m_FirstIndex]; m_pFirstWorldIndex = &m_pWorldIndex[dict.m_FirstIndex]; }
//-----------------------------------------------------------------------------
// Creates a new flexed vertex to be associated with a vertex
//-----------------------------------------------------------------------------
CachedPosNormTan_t* CCachedRenderData::CreateFlexVertex( int vertex ) { Assert( m_pFirstFlexIndex ); Assert( m_pFirstFlexIndex[vertex].m_Tag != m_CurrentTag );
Assert ( m_FlexVertexCount < MAXSTUDIOFLEXVERTS ); if ( m_FlexVertexCount >= MAXSTUDIOFLEXVERTS ) return NULL;
// Point the flex list to the new flexed vertex
m_pFirstFlexIndex[vertex].m_Tag = m_CurrentTag; m_pFirstFlexIndex[vertex].m_VertexIndex = m_FlexVertexCount;
// Add a new flexed vert to the flexed vertex list
++m_FlexVertexCount;
return GetFlexVertex( vertex ); }
//-----------------------------------------------------------------------------
// Creates a new flexed vertex to be associated with a vertex
//-----------------------------------------------------------------------------
CachedPosNorm_t* CCachedRenderData::CreateThinFlexVertex( int vertex ) { Assert( m_pFirstThinFlexIndex ); Assert( m_pFirstThinFlexIndex[vertex].m_Tag != m_CurrentTag );
Assert ( m_ThinFlexVertexCount < MAXSTUDIOFLEXVERTS ); if ( m_ThinFlexVertexCount >= MAXSTUDIOFLEXVERTS ) return NULL;
// Point the flex list to the new flexed vertex
m_pFirstThinFlexIndex[vertex].m_Tag = m_CurrentTag; m_pFirstThinFlexIndex[vertex].m_VertexIndex = m_ThinFlexVertexCount;
// Add a new flexed vert to the thin flexed vertex list
++m_ThinFlexVertexCount;
return GetThinFlexVertex( vertex ); }
//-----------------------------------------------------------------------------
// Re-normalize the surface normals and tangents of the flexed vertices
// No thin ones since they're intended to be deltas, not unit vectors
//-----------------------------------------------------------------------------
void CCachedRenderData::RenormalizeFlexVertices( bool bHasTangentData, bool bQuadList ) { for ( int i = 0; i < m_FlexVertexCount; i++ ) { m_pFlexVerts[i].m_Normal.AsVector3D().NormalizeInPlace(); if ( bHasTangentData ) { m_pFlexVerts[i].m_TangentS.AsVector3D().NormalizeInPlace();
if ( bQuadList ) { float flClampedWrinkle = MAX( MIN( m_pFlexVerts[i].m_Position.w, 1 ), -1 ); // -1 to 1
float fl1to3Wrinkle = flClampedWrinkle + 2; // 1 to 3
m_pFlexVerts[i].m_Position.w = m_pFlexVerts[i].m_TangentS.w * fl1to3Wrinkle;// Sign is tangent flip
} } } }
//-----------------------------------------------------------------------------
// Creates a new flexed vertex to be associated with a vertex
//-----------------------------------------------------------------------------
CachedPosNorm_t* CCachedRenderData::CreateWorldVertex( int vertex ) { Assert( m_pFirstWorldIndex ); if ( m_pFirstWorldIndex[vertex].m_Tag != m_CurrentTag ) { // Point the world list to the new world vertex
Assert( m_WorldVertexCount < MAXSTUDIOVERTS ); m_pFirstWorldIndex[vertex].m_Tag = m_CurrentTag; m_pFirstWorldIndex[vertex].m_VertexIndex = m_WorldVertexCount;
// Add a new world vert to the world vertex list
++m_WorldVertexCount; } return GetWorldVertex( vertex ); }
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