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//===== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include <stdlib.h>
#include "tier0/platform.h"
#include "studiorendercontext.h"
#include "optimize.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imorph.h"
#include "materialsystem/ivballoctracker.h"
#include "vstdlib/random.h"
#include "tier0/tslist.h"
#include "tier0/platform.h"
#include "tier1/refcount.h"
#include "tier1/callqueue.h"
#include "cmodel.h"
#include "tier0/vprof.h"
#include <vjobs/ibmarkup_shared.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// garymcthack - this should go elsewhere
#define MAX_NUM_BONE_INDICES 4
// number of topology_indices attributes before one-ring starts
#define NUM_TOPOLOGY_INDICES_ATTRIBUTES 14
//-----------------------------------------------------------------------------
// Toggles studio queued mode
//-----------------------------------------------------------------------------
void StudioChangeCallback( IConVar *var, const char *pOldValue, float flOldValue ) { // NOTE: This is necessary to flush the queued thread when this value changes
MaterialLock_t hLock = g_pMaterialSystem->Lock(); g_pMaterialSystem->Unlock( hLock ); }
//-----------------------------------------------------------------------------
// Purpose: build a texture path from a path and filename and copy the results
// into the given buffer.
//
// This code also fixes the following issues:
// o remove slashes from the beginning of the path to avoid //models/blah.vmt
// o remove slashes from the beginning of the texture name to avoid models//blah.vmt
// o remove slashes from the end of the path to avoid models//blah.vmt
//-----------------------------------------------------------------------------
void BuildTexturePath( const char *pTexturePath, const char *pTextureName, char *pDest, int destSizeInBytes ) { Assert( pTexturePath != NULL ); Assert( pTextureName != NULL ); Assert( pDest != NULL ); Assert( destSizeInBytes > 0 ); if ( pTexturePath == NULL || pTextureName == NULL || pDest == NULL || destSizeInBytes <= 0 ) { return; }
char texturePath[MAX_PATH]; texturePath[0] = '\0'; V_strncpy( texturePath, pTexturePath, sizeof( texturePath ) ); char *pPath = texturePath;
// Strip off slashes at the beginning of the path.
if ( *pPath == CORRECT_PATH_SEPARATOR || *pPath == INCORRECT_PATH_SEPARATOR ) { ++pPath; }
// Strip off slashes at the beginning of the texture name.
if ( *pTextureName == CORRECT_PATH_SEPARATOR || *pTextureName == INCORRECT_PATH_SEPARATOR ) { ++pTextureName; }
// Strip off any trailing slashes in the path.
int pathLen = V_strlen( pPath ); while ( pathLen > 0 ) { char *pSlash = &pPath[pathLen - 1]; if ( *pSlash == CORRECT_PATH_SEPARATOR || *pSlash == INCORRECT_PATH_SEPARATOR ) { *pSlash = '\0'; pathLen = V_strlen( pPath ); } else { break; } }
pDest[0] = '\0'; V_ComposeFileName( pPath, pTextureName, pDest, destSizeInBytes ); }
static ConVar studio_queue_mode( "studio_queue_mode", "1", 0, "", StudioChangeCallback );
//-----------------------------------------------------------------------------
// Queue helper
//-----------------------------------------------------------------------------
class CRenderDataFunctorAllocator { public: CRenderDataFunctorAllocator() : m_pRenderContext( NULL ) {}
void BeginFrame( IMatRenderContext *pRenderContext ) { m_pRenderContext = pRenderContext; }
void EndFrame() { m_pRenderContext = NULL; }
void *Alloc( size_t bytes ) { void *p = m_pRenderContext->LockRenderData( bytes ); m_pRenderContext->UnlockRenderData( p ); // Unlock is fine, always queued mode
return p; }
private: IMatRenderContext *m_pRenderContext; };
CRenderDataFunctorAllocator g_RenderDataAllocator; CCustomizedFunctorFactory<CRenderDataFunctorAllocator, CRefCounted1<CFunctor, CRefCountServiceDestruct< CRefST > > > g_StudioRenderFunctorFactory; #define StudioRenderFunctor(...) g_StudioRenderFunctorFactory.CreateFunctor( __VA_ARGS__ )
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
static float s_pZeroFlexWeights[MAXSTUDIOFLEXDESC];
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
IStudioDataCache *g_pStudioDataCache = NULL; static CStudioRenderContext s_StudioRenderContext; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CStudioRenderContext, IStudioRender, STUDIO_RENDER_INTERFACE_VERSION, s_StudioRenderContext );
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CStudioRenderContext::CStudioRenderContext() { // Initialize render context
for ( int i = 0; i < MAX_MAT_OVERRIDES; i++ ) { m_RC.m_pForcedMaterial[ i ] = NULL; m_RC.m_nForcedMaterialIndex[ i ] = -1; } m_RC.m_nForcedMaterialIndexCount = 0; m_RC.m_nForcedMaterialType = OVERRIDE_NORMAL; m_RC.m_ColorMod[0] = m_RC.m_ColorMod[1] = m_RC.m_ColorMod[2] = 1.0f; m_RC.m_AlphaMod = 1.0f; m_RC.m_ViewOrigin.Init(); m_RC.m_ViewRight.Init(); m_RC.m_ViewUp.Init(); m_RC.m_ViewPlaneNormal.Init(); m_RC.m_Config.m_bEnableHWMorph = false;
m_RC.m_NumLocalLights = 0; for ( int i = 0; i < 6; ++i ) { m_RC.m_LightBoxColors[i].Init( 0, 0, 0 ); } }
CStudioRenderContext::~CStudioRenderContext() { }
//-----------------------------------------------------------------------------
// Connect, disconnect
//-----------------------------------------------------------------------------
bool CStudioRenderContext::Connect( CreateInterfaceFn factory ) { if ( !BaseClass::Connect( factory ) ) return false;
g_pStudioDataCache = ( IStudioDataCache * )factory( STUDIO_DATA_CACHE_INTERFACE_VERSION, NULL ); if ( !g_pMaterialSystem || !g_pMaterialSystemHardwareConfig || !g_pStudioDataCache ) { Msg("StudioRender failed to connect to a required system\n" ); }
g_StudioRenderFunctorFactory.SetAllocator( &g_RenderDataAllocator );
return ( g_pMaterialSystem && g_pMaterialSystemHardwareConfig && g_pStudioDataCache ); }
void CStudioRenderContext::Disconnect() { g_pStudioDataCache = NULL; BaseClass::Disconnect(); }
//-----------------------------------------------------------------------------
// Here's where systems can access other interfaces implemented by this object
// Returns NULL if it doesn't implement the requested interface
//-----------------------------------------------------------------------------
void *CStudioRenderContext::QueryInterface( const char *pInterfaceName ) { // Loading the studiorender DLL mounts *all* interfaces
CreateInterfaceFn factory = Sys_GetFactoryThis(); // This silly construction is necessary
return factory( pInterfaceName, NULL ); // to prevent the LTCG compiler from crashing.
}
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
InitReturnVal_t CStudioRenderContext::Init() { MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
InitReturnVal_t nRetVal = BaseClass::Init(); if ( nRetVal != INIT_OK ) return nRetVal;
if( !g_pMaterialSystem || !g_pMaterialSystemHardwareConfig ) return INIT_FAILED;
return g_pStudioRenderImp->Init(); }
void CStudioRenderContext::Shutdown( void ) { g_pStudioRenderImp->Shutdown(); BaseClass::Shutdown(); }
//-----------------------------------------------------------------------------
// Used to activate the stub material system.
//-----------------------------------------------------------------------------
void CStudioRenderContext::Mat_Stub( IMaterialSystem *pMatSys ) { g_pMaterialSystem = pMatSys; }
//-----------------------------------------------------------------------------
// Determines material flags
//-----------------------------------------------------------------------------
void CStudioRenderContext::ComputeMaterialFlags( studiohdr_t *phdr, IMaterial *pMaterial ) { // requesting info forces the initial material precache (and its build out)
if ( pMaterial->UsesEnvCubemap() ) { phdr->flags |= STUDIOHDR_FLAGS_USES_ENV_CUBEMAP; } if ( pMaterial->NeedsPowerOfTwoFrameBufferTexture( false ) ) // The false checks if it will ever need the frame buffer, not just this frame
{ phdr->flags |= STUDIOHDR_FLAGS_USES_FB_TEXTURE; }
// FIXME: I'd rather know that the material is definitely using the bumpmap.
// It could be in the file without actually being used.
static unsigned int bumpvarCache = 0; IMaterialVar *pBumpMatVar = pMaterial->FindVarFast( "$bumpmap", &bumpvarCache ); if ( pBumpMatVar && pBumpMatVar->IsDefined() && pMaterial->NeedsTangentSpace() ) { phdr->flags |= STUDIOHDR_FLAGS_USES_BUMPMAPPING; }
// Make sure material is treated as bump mapped if phong is set
static unsigned int phongVarCache = 0; IMaterialVar *pPhongMatVar = pMaterial->FindVarFast( "$phong", &phongVarCache );
static ConVarRef r_staticlight_streams( "r_staticlight_streams" ); static ConVarRef r_staticlight_streams_indirect_only( "r_staticlight_streams_indirect_only" ); if ( pPhongMatVar && pPhongMatVar->IsDefined() && ( pPhongMatVar->GetIntValue() != 0 ) ) { phdr->flags |= STUDIOHDR_FLAGS_USES_BUMPMAPPING;
// supress this flag for old maps (for now)
if ( r_staticlight_streams.GetInt() == 3 ) phdr->flags |= STUDIOHDR_BAKED_VERTEX_LIGHTING_IS_INDIRECT_ONLY; }
if ( r_staticlight_streams_indirect_only.GetBool() ) { phdr->flags |= STUDIOHDR_BAKED_VERTEX_LIGHTING_IS_INDIRECT_ONLY; } }
//-----------------------------------------------------------------------------
// Does this material use a mouth shader?
//-----------------------------------------------------------------------------
static bool UsesMouthShader( IMaterial *pMaterial ) { // FIXME: hack, needs proper client side material system interface
static unsigned int clientShaderCache = 0; IMaterialVar *clientShaderVar = pMaterial->FindVarFast( "$clientShader", &clientShaderCache ); if ( clientShaderVar ) return ( Q_stricmp( clientShaderVar->GetStringValue(), "MouthShader" ) == 0 ); return false; }
//-----------------------------------------------------------------------------
// Returns the actual texture name to use on the model
//-----------------------------------------------------------------------------
static const char *GetTextureName( studiohdr_t *phdr, OptimizedModel::FileHeader_t *pVtxHeader, int lodID, int inMaterialID ) { OptimizedModel::MaterialReplacementListHeader_t *materialReplacementList = pVtxHeader->pMaterialReplacementList( lodID ); int i; for( i = 0; i < materialReplacementList->numReplacements; i++ ) { OptimizedModel::MaterialReplacementHeader_t *materialReplacement = materialReplacementList->pMaterialReplacement( i ); if( materialReplacement->materialID == inMaterialID ) { const char *str = materialReplacement->pMaterialReplacementName(); return str; } } return phdr->pTexture( inMaterialID )->pszName(); }
//-----------------------------------------------------------------------------
// Loads materials associated with a particular LOD of a model
//-----------------------------------------------------------------------------
void CStudioRenderContext::LoadMaterials( studiohdr_t *phdr, OptimizedModel::FileHeader_t *pVtxHeader, studioloddata_t &lodData, int lodID ) { typedef IMaterial *IMaterialPtr; Assert( phdr );
lodData.numMaterials = phdr->numtextures; if ( lodData.numMaterials == 0 ) { lodData.ppMaterials = NULL; return; }
lodData.ppMaterials = new IMaterialPtr[lodData.numMaterials]; Assert( lodData.ppMaterials );
lodData.pMaterialFlags = new int[lodData.numMaterials]; Assert( lodData.pMaterialFlags );
int i, j;
// get index of each material
// set the runtime studiohdr flags that are material derived
if ( phdr->textureindex == 0 ) return;
for ( i = 0; i < phdr->numtextures; i++ ) { char szPath[MAX_PATH]; szPath[0] = '\0';
IMaterial *pMaterial = NULL; bool bNeedRefCount = true;
const char *pszTextureName = GetTextureName( phdr, pVtxHeader, lodID, i ); Assert( pszTextureName );
// Combined models can have combined textures, their names start with '!'
if ( ( phdr->flags & STUDIOHDR_FLAGS_COMBINED ) == 0 && pszTextureName[ 0 ] != '!' ) { // search through all specified directories until a valid material is found
for ( j = 0; j < phdr->numcdtextures && IsErrorMaterial( pMaterial ); j++ ) { const char *cdTexture = phdr->pCdtexture( j ); BuildTexturePath( cdTexture, pszTextureName, szPath, sizeof( szPath ) );
if ( phdr->flags & STUDIOHDR_FLAGS_OBSOLETE ) { pMaterial = g_pMaterialSystem->FindMaterial( "models/obsolete/obsolete", ( phdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) ? TEXTURE_GROUP_STATIC_PROP : TEXTURE_GROUP_MODEL, false ); if ( IsErrorMaterial( pMaterial ) ) { Warning( "StudioRender: OBSOLETE material missing: \"models/obsolete/obsolete\"\n" ); } } else { pMaterial = g_pMaterialSystem->FindMaterial( szPath, ( phdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) ? TEXTURE_GROUP_STATIC_PROP : TEXTURE_GROUP_MODEL, false ); } } if ( IsErrorMaterial( pMaterial ) ) { // hack - if it isn't found, go through the motions of looking for it again
// so that the materialsystem will give an error.
char szPrefix[256]; Q_strncpy( szPrefix, phdr->pszName(), sizeof( szPrefix ) ); Q_strncat( szPrefix, " : ", sizeof( szPrefix ), COPY_ALL_CHARACTERS ); for ( j = 0; j < phdr->numcdtextures; j++ ) { Q_strncpy( szPath, phdr->pCdtexture( j ), sizeof( szPath ) ); const char *textureName = GetTextureName( phdr, pVtxHeader, lodID, i ); Q_strncat( szPath, textureName, sizeof( szPath ), COPY_ALL_CHARACTERS ); Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR ); g_pMaterialSystem->FindMaterial( szPath, ( phdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) ? TEXTURE_GROUP_STATIC_PROP : TEXTURE_GROUP_MODEL, true, szPrefix ); } } } else { // combined materials are not available on disk, they'll be retreived from MDLCache if not already in the system
pMaterial = g_pMaterialSystem->FindProceduralMaterial( pszTextureName, TEXTURE_GROUP_COMBINED, NULL ); if ( pMaterial == NULL ) { KeyValues *pKV = ( KeyValues * )g_pMDLCache->GetCombinedInternalAsset( COMBINED_ASSET_MATERIAL, pszTextureName ); pMaterial = g_pMaterialSystem->CreateMaterial( pszTextureName, pKV ); bNeedRefCount = false; } }
lodData.ppMaterials[i] = pMaterial; if ( pMaterial ) { if ( bNeedRefCount ) { // Increment the reference count for the material.
pMaterial->IncrementReferenceCount(); } ComputeMaterialFlags( phdr, pMaterial ); lodData.pMaterialFlags[i] = UsesMouthShader( pMaterial ) ? 1 : 0; } } }
//-----------------------------------------------------------------------------
// Suppresses all hw morphs on a model
//-----------------------------------------------------------------------------
static void SuppressAllHWMorphs( mstudiomodel_t *pModel, OptimizedModel::ModelLODHeader_t *pVtxLOD ) { for ( int k = 0; k < pModel->nummeshes; ++k ) { OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k); for (int i = 0; i < pVtxMesh->numStripGroups; ++i ) { OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(i); if ( ( pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_DELTA_FLEXED ) ) { pStripGroup->flags |= OptimizedModel::STRIPGROUP_SUPPRESS_HW_MORPH; } } } }
//-----------------------------------------------------------------------------
// Computes the total flexes on a model
//-----------------------------------------------------------------------------
static int ComputeTotalFlexCount( mstudiomodel_t *pModel ) { int nFlexCount = 0; for ( int k = 0; k < pModel->nummeshes; ++k ) { mstudiomesh_t* pMesh = pModel->pMesh(k); nFlexCount += pMesh->numflexes; } return nFlexCount; }
//-----------------------------------------------------------------------------
// Count deltas affecting a particular stripgroup
//-----------------------------------------------------------------------------
int CStudioRenderContext::CountDeltaFlexedStripGroups( mstudiomodel_t *pModel, OptimizedModel::ModelLODHeader_t *pVtxLOD ) { int nFlexedStripGroupCount = 0; for ( int k = 0; k < pModel->nummeshes; ++k ) { Assert( pModel->nummeshes == pVtxLOD->numMeshes ); OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k); for (int i = 0; i < pVtxMesh->numStripGroups; ++i ) { OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(i); if ( ( pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_DELTA_FLEXED ) == 0 ) continue; ++nFlexedStripGroupCount; } } return nFlexedStripGroupCount; }
//-----------------------------------------------------------------------------
// Count vertices affected by deltas in a particular strip group
//-----------------------------------------------------------------------------
int CStudioRenderContext::CountFlexedVertices( mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup ) { if ( !pMesh->numflexes ) return 0;
// an inverse mapping from mesh index to strip group index
unsigned short *pMeshIndexToGroupIndex = (unsigned short*)stackalloc( pMesh->pModel()->numvertices * sizeof(unsigned short) ); memset( pMeshIndexToGroupIndex, 0xFF, pMesh->pModel()->numvertices * sizeof(unsigned short) ); for ( int i = 0; i < pStripGroup->numVerts; ++i ) { int nMeshVert = pStripGroup->pVertex(i)->origMeshVertID; pMeshIndexToGroupIndex[ nMeshVert ] = (unsigned short)i; }
int nFlexVertCount = 0; for ( int i = 0; i < pMesh->numflexes; ++i ) { mstudioflex_t *pFlex = pMesh->pFlex( i ); byte *pVAnim = pFlex->pBaseVertanim(); int nVAnimSizeBytes = pFlex->VertAnimSizeBytes(); for ( int j = 0; j < pFlex->numverts; ++j ) { mstudiovertanim_t *pAnim = (mstudiovertanim_t*)( pVAnim + j * nVAnimSizeBytes ); int nMeshVert = pAnim->index; unsigned short nGroupVert = pMeshIndexToGroupIndex[nMeshVert];
// In this case, this vertex is not part of this meshgroup. Ignore it.
if ( nGroupVert != 0xFFFF ) { // Only count it once
pMeshIndexToGroupIndex[nMeshVert] = 0xFFFF; ++nFlexVertCount; } } }
return nFlexVertCount; }
//-----------------------------------------------------------------------------
// Determine if any strip groups shouldn't be morphed
//-----------------------------------------------------------------------------
static int* s_pVertexCount; static int SortVertCount( const void *arg1, const void *arg2 ) { /* Compare all of both strings: */ return s_pVertexCount[*( const int* )arg2] - s_pVertexCount[*( const int* )arg1]; }
#define MIN_HWMORPH_FLEX_COUNT 200
void CStudioRenderContext::DetermineHWMorphing( mstudiomodel_t *pModel, OptimizedModel::ModelLODHeader_t *pVtxLOD ) { if ( !g_pMaterialSystemHardwareConfig->HasFastVertexTextures() ) return;
// There is fixed cost to using HW morphing in the form of setting rendertargets.
// Therefore if there is a low chance of there being enough work, then do it in software.
int nTotalFlexCount = ComputeTotalFlexCount( pModel ); if ( nTotalFlexCount == 0 ) return;
if ( nTotalFlexCount < MIN_HWMORPH_FLEX_COUNT ) { SuppressAllHWMorphs( pModel, pVtxLOD ); return; }
// If we have less meshes than the most morphs we can do in a batch, we're done.
int nMaxHWMorphBatchCount = g_pMaterialSystemHardwareConfig->MaxHWMorphBatchCount(); bool bHWMorph = ( pModel->nummeshes <= nMaxHWMorphBatchCount ); if ( bHWMorph ) return;
// If we have less flexed strip groups than the most we can do in a batch, we're done.
int nFlexedStripGroup = CountDeltaFlexedStripGroups( pModel, pVtxLOD ); if ( nFlexedStripGroup <= nMaxHWMorphBatchCount ) return;
// Finally, the expensive method. Do HW morphing on the N most expensive strip groups
// FIXME: We should do this at studiomdl time?
// Certainly counting the # of flexed vertices can be done at studiomdl time.
int *pVertexCount = (int*)stackalloc( nFlexedStripGroup * sizeof(int) ); int nCount = 0; for ( int k = 0; k < pModel->nummeshes; ++k ) { Assert( pModel->nummeshes == pVtxLOD->numMeshes ); mstudiomesh_t* pMesh = pModel->pMesh(k); OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k); for (int i = 0; i < pVtxMesh->numStripGroups; ++i ) { OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(i); if ( ( pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_DELTA_FLEXED ) == 0 ) continue;
pVertexCount[nCount++] = CountFlexedVertices( pMesh, pStripGroup ); } }
int *pSortedVertexIndices = (int*)stackalloc( nFlexedStripGroup * sizeof(int) ); for ( int i = 0; i < nFlexedStripGroup; ++i ) { pSortedVertexIndices[i] = i; } s_pVertexCount = pVertexCount; qsort( pSortedVertexIndices, nCount, sizeof(int), SortVertCount );
bool *pSuppressHWMorph = (bool*)stackalloc( nFlexedStripGroup * sizeof(bool) ); memset( pSuppressHWMorph, 1, nFlexedStripGroup * sizeof(bool) ); for ( int i = 0; i < nMaxHWMorphBatchCount; ++i ) { pSuppressHWMorph[pSortedVertexIndices[i]] = false; }
// Bleah. Pretty lame. We should change StripGroupHeader_t to store the flex vertex count
int nIndex = 0; for ( int k = 0; k < pModel->nummeshes; ++k ) { Assert( pModel->nummeshes == pVtxLOD->numMeshes ); OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k); for (int i = 0; i < pVtxMesh->numStripGroups; ++i ) { OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(i); if ( ( pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_DELTA_FLEXED ) == 0 ) continue;
if ( pSuppressHWMorph[nIndex] ) { pStripGroup->flags |= OptimizedModel::STRIPGROUP_SUPPRESS_HW_MORPH; } ++nIndex; } } }
static float* GetTexcoord1(const mstudio_meshvertexdata_t * vertData, int idx) { void* pExtraData = vertData->modelvertexdata->ExtraData(STUDIO_EXTRA_ATTRIBUTE_TEXCOORD1); if (pExtraData) { int modelVertexIndex = vertData->GetModelVertexIndex(idx); return (float *)pExtraData + vertData->modelvertexdata->GetGlobalVertexIndex(modelVertexIndex) * 2; } return NULL; }
//-----------------------------------------------------------------------------
// Adds a vertex to the meshbuilder. Returns false if boneweights did not sum to 1.0
//-----------------------------------------------------------------------------
template <VertexCompressionType_t T> bool CStudioRenderContext::R_AddVertexToMesh( const char *pModelName, bool bNeedsTangentSpace, CMeshBuilder& meshBuilder, OptimizedModel::Vertex_t* pVertex, mstudiomesh_t* pMesh, const mstudio_meshvertexdata_t *vertData, bool hwSkin, bool bExtraUV ) { bool bOK = true; int idx = pVertex->origMeshVertID;
mstudiovertex_t &vert = *vertData->Vertex( idx );
// FIXME: if this ever becomes perf-critical... these writes are not in memory-ascending order,
// which hurts since VBs are in write-combined memory (See WriteCombineOrdering_t)
meshBuilder.Position3fv( vert.m_vecPosition.Base() ); meshBuilder.CompressedNormal3fv<T>( vert.m_vecNormal.Base() ); /*
if( vert.m_vecNormal.Length() < .9f || vert.m_vecNormal.Length() > 1.1f ) { static CUtlStringMap<bool> errorMessages; if( !errorMessages.Defined( pModelName ) ) { errorMessages[pModelName] = true; Warning( "MODELBUG %s: bad normal\n", pModelName ); Warning( "\tnormal %0.1f %0.1f %0.1f pos: %0.1f %0.1f %0.1f\n", vert.m_vecNormal.x, vert.m_vecNormal.y, vert.m_vecNormal.z, vert.m_vecPosition.x, vert.m_vecPosition.y, vert.m_vecPosition.z ); } } */ meshBuilder.TexCoord2fv( 0, vert.m_vecTexCoord.Base() );
if (bExtraUV) { meshBuilder.TexCoord2fv(1, GetTexcoord1(vertData,idx)); }
if (vertData->HasTangentData()) { /*
if( bNeedsTangentSpace && pModelName && vertData->TangentS( idx ) ) { const Vector4D &tangentS = *vertData->TangentS( idx ); float w = tangentS.w; if( !( w == 1.0f || w == -1.0f ) ) { static CUtlStringMap<bool> errorMessages; if( !errorMessages.Defined( pModelName ) ) { errorMessages[pModelName] = true; Warning( "MODELBUG %s: bad tangent sign\n", pModelName ); Warning( "\tsign %0.1f at position %0.1f %0.1f %0.1f\n", w, vert.m_vecPosition.x, vert.m_vecPosition.y, vert.m_vecPosition.z ); } }
float len = tangentS.AsVector3D().Length(); if( len < .9f || len > 1.1f ) { static CUtlStringMap<bool> errorMessages; if( !errorMessages.Defined( pModelName ) ) { errorMessages[pModelName] = true; Warning( "MODELBUG %s: bad tangent vector\n", pModelName ); Warning( "\ttangent: %0.1f %0.1f %0.1f with length %0.1f at position %0.1f %0.1f %0.1f\n", tangentS.x, tangentS.y, tangentS.z, len, vert.m_vecPosition.x, vert.m_vecPosition.y, vert.m_vecPosition.z ); } }
#if 0
float dot = DotProduct( vert.m_vecNormal, tangentS.AsVector3D() ); if( dot > .95 || dot < -.95 ) { static CUtlStringMap<bool> errorMessages; if( !errorMessages.Defined( pModelName ) ) { errorMessages[pModelName] = true; // this is crashing for some reason. .need to investigate.
Warning( "MODELBUG %s: nearly colinear tangentS (%f %f %f) and normal (%f %f %f) at position %f %f %f Probably have 2 or more texcoords that are the same on a triangle.\n", pModelName, tangentS.x, tangentS.y, tangentS.y, vert.m_vecNormal.x, vert.m_vecNormal.y, vert.m_vecNormal.z, vert.m_vecPosition.x, vert.m_vecPosition.y, vert.m_vecPosition.z ); } } #endif
} */
// Checking for a lousy tangent space and generating a tangentS that is non-degenerate. This is a workaround for bad model data for L4D. We really shouldn't export this lousy data from our model pipeline. DON'T MERGE TO MAIN, OR AT LEAST ifdef OUT!!!
Vector4D vecTangentS = *vertData->TangentS( idx ); bool bBadTangentSpace = ( CrossProduct( vert.m_vecNormal, vecTangentS.AsVector3D() ).Length() < 0.1f );
if ( bBadTangentSpace ) { // tangent space sucks, make a new one, any one.
if ( fabs( vert.m_vecNormal.x ) > 0.7f ) { vecTangentS.AsVector3D() = CrossProduct( vert.m_vecNormal, Vector( 0.0f, 1.0f, 0.0f ) ); } else { vecTangentS.AsVector3D() = CrossProduct( vert.m_vecNormal, Vector( 1.0f, 0.0f, 0.0f ) ); } vecTangentS.AsVector3D().NormalizeInPlace(); } // send down tangent S as a 4D userdata vect.
meshBuilder.CompressedUserData<T>( vecTangentS.Base() ); }
// Just in case we get hooked to a material that wants per-vertex color
meshBuilder.Color4ub( 255, 255, 255, 255 );
float boneWeights[ MAX_NUM_BONE_INDICES ]; if ( hwSkin ) { // sum up weights..
int i;
// We have to do this because since we're potentially dropping bones
// to get them to fit in hardware, we'll need to renormalize based on
// the actual total.
mstudioboneweight_t *pBoneWeight = vertData->BoneWeights(idx);
// NOTE: We use pVertex->numbones because that's the number of bones actually influencing this
// vertex. Note that pVertex->numBones is not necessary the *desired* # of bones influencing this
// vertex; we could have collapsed some of those bones out. pBoneWeight->numbones stures the desired #
float totalWeight = 0; for (i = 0; i < pVertex->numBones; ++i) { totalWeight += pBoneWeight->weight[pVertex->boneWeightIndex[i]]; }
// The only way we should not add up to 1 is if there's more than 3 *desired* bones
// and more than 1 *actual* bone (we can have 0 vertex bones in the case of static props
if ( (pVertex->numBones > 0) && (pBoneWeight->numbones <= 3) && fabs(totalWeight - 1.0f) > 1e-3 ) { // force them to re-normalize
bOK = false; totalWeight = 1.0f; }
// Fix up the static prop case
if ( totalWeight == 0.0f ) { totalWeight = 1.0f; }
float invTotalWeight = 1.0f / totalWeight;
// It is essential to iterate over all actual bones so that the bone indices
// are set correctly, even though the last bone weight is computed in a shader program
for (i = 0; i < pVertex->numBones; ++i) { if ( pVertex->boneID[i] == 255 ) { boneWeights[ i ] = 0.0f; meshBuilder.BoneMatrix( i, BONE_MATRIX_INDEX_INVALID ); } else { float weight = pBoneWeight->weight[pVertex->boneWeightIndex[i]]; boneWeights[ i ] = weight * invTotalWeight; meshBuilder.BoneMatrix( i, pVertex->boneID[i] ); } } for( ; i < MAX_NUM_BONE_INDICES; i++ ) { boneWeights[ i ] = 0.0f; meshBuilder.BoneMatrix( i, BONE_MATRIX_INDEX_INVALID ); } } else { for (int i = 0; i < MAX_NUM_BONE_INDICES; ++i) { boneWeights[ i ] = (i == 0) ? 1.0f : 0.0f; meshBuilder.BoneMatrix( i, BONE_MATRIX_INDEX_INVALID ); } }
// Set all the weights at once (the meshbuilder performs additional, post-compression, normalization):
Assert( pVertex->numBones <= 3 );
if ( pVertex->numBones > 0 ) { meshBuilder.CompressedBoneWeight3fv<T>( &( boneWeights[ 0 ] ) ); }
meshBuilder.AdvanceVertex();
return bOK; }
// Get (uncompressed) vertex data from a mesh, if available
inline const mstudio_meshvertexdata_t * GetFatVertexData( mstudiomesh_t * pMesh, studiohdr_t * pStudioHdr ) { if ( !pMesh->pModel()->CacheVertexData( pStudioHdr ) ) { // not available yet
return NULL; } const mstudio_meshvertexdata_t *pVertData = pMesh->GetVertexData( pStudioHdr ); Assert( pVertData ); if ( !pVertData ) { static unsigned int warnCount = 0; if ( warnCount++ < 20 ) Warning( "ERROR: model verts have been compressed or you don't have them in memory on a console, cannot render! (use \"-no_compressed_vvds\")" ); } return pVertData; }
//-----------------------------------------------------------------------------
// Builds the group
//-----------------------------------------------------------------------------
void CStudioRenderContext::R_StudioBuildMeshGroup( const char *pModelName, bool bNeedsTangentSpace, studioloddata_t *pStudioLodData, studiomeshgroup_t* pMeshGroup, OptimizedModel::StripGroupHeader_t *pStripGroup, mstudiomesh_t* pMesh, studiohdr_t *pStudioHdr, VertexFormat_t vertexFormat, VertexStreamSpec_t *pStreamSpec ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
// We have to do this here because of skinning; there may be any number of
// materials that are applied to this mesh.
// Copy over all the vertices + indices in this strip group
pMeshGroup->m_pMesh = pRenderContext->CreateStaticMesh( vertexFormat, TEXTURE_GROUP_STATIC_VERTEX_BUFFER_MODELS, NULL, pStreamSpec );
VertexCompressionType_t compressionType = CompressionType( vertexFormat );
pMeshGroup->m_ColorMeshID = -1;
bool hwSkin = (pMeshGroup->m_Flags & MESHGROUP_IS_HWSKINNED) != 0; bool bExtraUVs = (TexCoordSize(1, vertexFormat) > 0);
MeshBuffersAllocationSettings_t *pMeshAllocationSettings = 0; #ifdef _PS3
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_PS3_EDGE_FORMAT ) { Error("Edge lib disabled"); // used to be...
// pMeshAllocationSettings = ( MeshBuffersAllocationSettings_t * ) stackalloc( sizeof( MeshBuffersAllocationSettings_t ) );
// V_memset( pMeshAllocationSettings, 0, sizeof( *pMeshAllocationSettings ) );
// pMeshAllocationSettings->m_uiIbUsageFlags = D3DUSAGE_EDGE_DMA_INPUT;
} #endif
// This mesh could have trilists or quadlists in it
CMeshBuilder meshBuilder; meshBuilder.SetCompressionType( compressionType ); meshBuilder.Begin( pMeshGroup->m_pMesh, MATERIAL_HETEROGENOUS, hwSkin ? pStripGroup->numVerts : 0, pStripGroup->numIndices, pMeshAllocationSettings );
int i; bool bBadBoneWeights = false; if ( hwSkin ) { const mstudio_meshvertexdata_t *vertData = GetFatVertexData( pMesh, pStudioHdr ); Assert( vertData );
#ifdef _PS3
vertexFileHeader_t *pVVDcache = g_pStudioDataCache->CacheVertexData( pStudioHdr ); if( pVVDcache ) { // <sergiy> adding a check here because this is the site of one of the now-rare crashes-on-quit during loading a map.
const byte *pbEdgeDmaInputData = pVVDcache->GetPs3EdgeDmaInput(); // Compiled at tool-time data for Edge Dma Input
if ( ( pStudioHdr->flags & STUDIOHDR_FLAGS_PS3_EDGE_FORMAT ) && pbEdgeDmaInputData && ( pStripGroup->numStrips > 0 ) ) { Error("Edge Lib Disabled"); // // First strip in its index buffer will have strip group's offset
// const OptimizedModel::OptimizedIndexBufferMarkupPs3_t *pMarkup = ( OptimizedModel::OptimizedIndexBufferMarkupPs3_t * ) pStripGroup->pIndex( 0 );
// if ( pMarkup->m_uiHeaderCookie != pMarkup->kHeaderCookie )
// Error( "<vitaliy> R_StudioBuildMeshGroup encountered invalid PS3 mesh markup!\n" );
// pbEdgeDmaInputData += pMarkup->m_nEdgeDmaInputOffsetPerStripGroup;
//
// // How long is the Edge Dma Input buffer
// uint32 numEdgeDmaInputBytesForEntireStripGroup = pMarkup->m_nEdgeDmaInputSizePerStripGroup;
//
// // Lock the data
// void *pbDataVB = pMeshGroup->m_pMesh->AccessRawHardwareDataStream( 0, numEdgeDmaInputBytesForEntireStripGroup, D3DUSAGE_EDGE_DMA_INPUT, NULL );
//
// // Copy the data
// V_memcpy( pbDataVB, pbEdgeDmaInputData, numEdgeDmaInputBytesForEntireStripGroup );
//
// // Unlock the data
// pMeshGroup->m_pMesh->AccessRawHardwareDataStream( 0, 0, D3DUSAGE_EDGE_DMA_INPUT, pbDataVB );
} } #endif
for ( i = 0; i < pStripGroup->numVerts; ++i ) { bool success; switch ( compressionType ) { case VERTEX_COMPRESSION_ON: success = R_AddVertexToMesh<VERTEX_COMPRESSION_ON>(pModelName, bNeedsTangentSpace, meshBuilder, pStripGroup->pVertex(i), pMesh, vertData, hwSkin, bExtraUVs); break; case VERTEX_COMPRESSION_NONE: default: success = R_AddVertexToMesh<VERTEX_COMPRESSION_NONE>(pModelName, bNeedsTangentSpace, meshBuilder, pStripGroup->pVertex(i), pMesh, vertData, hwSkin, bExtraUVs); break; } if ( !success ) { bBadBoneWeights = true; } } }
if ( bBadBoneWeights ) { mstudiomodel_t* pModel; pModel = pMesh->pModel(); ConMsg( "Bad data found in model \"%s\" (bad bone weights)\n", pModel->pszName() ); }
bool bSubDQuads = ( pStripGroup->pStrip(0)->flags & OptimizedModel::STRIP_IS_QUADLIST_EXTRA ) || ( pStripGroup->pStrip(0)->flags & OptimizedModel::STRIP_IS_QUADLIST_REG ) != 0; for ( i = 0; i < pStripGroup->numIndices; ++i ) { meshBuilder.Index( bSubDQuads ? i : *pStripGroup->pIndex(i) ); // SubD Quads just get ordinal indices
meshBuilder.AdvanceIndex(); }
meshBuilder.End();
{ // Copy over the strip indices. We need access to the indices for decals
MEM_ALLOC_CREDIT_( "Models:Index data" ); pMeshGroup->m_pIndices = new unsigned short[ pStripGroup->numIndices ]; memcpy( pMeshGroup->m_pIndices, pStripGroup->pIndex(0), pStripGroup->numIndices * sizeof(unsigned short) );
// Also copy topology indices, if any
pMeshGroup->m_pTopologyIndices = NULL; if ( pStripGroup->numTopologyIndices > 0 ) { pMeshGroup->m_pTopologyIndices = new unsigned short[ pStripGroup->numTopologyIndices ]; memcpy( pMeshGroup->m_pTopologyIndices, pStripGroup->pTopologyIndex(0), pStripGroup->numTopologyIndices * sizeof(unsigned short) ); } }
// Compute the number of non-degenerate faces in each strip group for statistics gathering
pMeshGroup->m_pUniqueFaces = new int[ pStripGroup->numStrips ]; for ( i = 0; i < pStripGroup->numStrips; ++i ) { if ( pStripGroup->pStrip(i)->flags & OptimizedModel::STRIP_IS_QUADLIST_EXTRA || pStripGroup->pStrip(i)->flags & OptimizedModel::STRIP_IS_QUADLIST_REG ) // Quads have to scan indices to count faces
{ pMeshGroup->m_pUniqueFaces[i] = pStripGroup->pStrip(i)->numIndices / 4; } else { pMeshGroup->m_pUniqueFaces[i] = pStripGroup->pStrip(i)->numIndices / 3; } #ifndef _CERT
pStudioLodData->m_NumFaces += pMeshGroup->m_pUniqueFaces[i]; #endif // !_CERT
} }
//-----------------------------------------------------------------------------
// Builds the group
//-----------------------------------------------------------------------------
void CStudioRenderContext::R_StudioBuildMorph( studiohdr_t *pStudioHdr, studiomeshgroup_t* pMeshGroup, mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t *pStripGroup ) { if ( !g_pMaterialSystemHardwareConfig->HasFastVertexTextures() || ( ( pMeshGroup->m_Flags & MESHGROUP_IS_DELTA_FLEXED ) == 0 ) || ( ( pStripGroup->flags & OptimizedModel::STRIPGROUP_SUPPRESS_HW_MORPH ) != 0 ) ) { pMeshGroup->m_pMorph = NULL; return; }
// Build an inverse mapping from mesh index to strip group index
unsigned short *pMeshIndexToGroupIndex = (unsigned short*)stackalloc( pMesh->pModel()->numvertices * sizeof(unsigned short) ); memset( pMeshIndexToGroupIndex, 0xFF, pMesh->pModel()->numvertices * sizeof(unsigned short) ); for ( int i = 0; i < pStripGroup->numVerts; ++i ) { int nMeshVert = pStripGroup->pVertex(i)->origMeshVertID; pMeshIndexToGroupIndex[ nMeshVert ] = (unsigned short)i; }
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); MorphFormat_t morphType = MORPH_POSITION | MORPH_NORMAL | MORPH_SPEED | MORPH_SIDE; for ( int i = 0; i < pMesh->numflexes; ++i ) { if ( pMesh->pFlex( i )->vertanimtype == STUDIO_VERT_ANIM_WRINKLE ) { morphType |= MORPH_WRINKLE; break; } }
char pTemp[256]; Q_snprintf( pTemp, sizeof(pTemp), "%s [%p]", pStudioHdr->name, pMeshGroup ); pMeshGroup->m_pMorph = pRenderContext->CreateMorph( morphType, pTemp );
const float flVertAnimFixedPointScale = pStudioHdr->VertAnimFixedPointScale();
CMorphBuilder morphBuilder; morphBuilder.Begin( pMeshGroup->m_pMorph, 1.0f / flVertAnimFixedPointScale );
for ( int i = 0; i < pMesh->numflexes; ++i ) { mstudioflex_t *pFlex = pMesh->pFlex( i ); byte *pVAnim = pFlex->pBaseVertanim(); int nVAnimSizeBytes = pFlex->VertAnimSizeBytes(); for ( int j = 0; j < pFlex->numverts; ++j ) { mstudiovertanim_t *pAnim = (mstudiovertanim_t*)( pVAnim + j * nVAnimSizeBytes ); int nMeshVert = pAnim->index; unsigned short nGroupVert = pMeshIndexToGroupIndex[nMeshVert];
// In this case, this vertex is not part of this meshgroup. Ignore it.
if ( nGroupVert == 0xFFFF ) continue;
morphBuilder.PositionDelta3( pAnim->GetDeltaFixed( flVertAnimFixedPointScale ) ); morphBuilder.NormalDelta3( pAnim->GetNDeltaFixed( flVertAnimFixedPointScale ) ); morphBuilder.Speed1f( pAnim->speed / 255.0f ); morphBuilder.Side1f( pAnim->side / 255.0f ); if ( pFlex->vertanimtype == STUDIO_VERT_ANIM_WRINKLE ) { mstudiovertanim_wrinkle_t *pWrinkleAnim = static_cast<mstudiovertanim_wrinkle_t*>( pAnim ); morphBuilder.WrinkleDelta1f( pWrinkleAnim->GetWrinkleDeltaFixed( flVertAnimFixedPointScale ) ); } else { morphBuilder.WrinkleDelta1f( 0.0f ); }
morphBuilder.AdvanceMorph( nGroupVert, i ); } }
morphBuilder.End(); }
//-----------------------------------------------------------------------------
// Builds the strip data
//-----------------------------------------------------------------------------
void CStudioRenderContext::R_StudioBuildMeshStrips( studiomeshgroup_t* pMeshGroup, OptimizedModel::StripGroupHeader_t *pStripGroup ) { // FIXME: This is bogus
// Compute the amount of memory we need to store the strip data
int i; int stripDataSize = 0; for( i = 0; i < pStripGroup->numStrips; ++i ) { stripDataSize += sizeof(OptimizedModel::StripHeader_t); stripDataSize += pStripGroup->pStrip(i)->numBoneStateChanges * sizeof(OptimizedModel::BoneStateChangeHeader_t); }
pMeshGroup->m_pStripData = (OptimizedModel::StripHeader_t*)malloc(stripDataSize);
// Copy over the strip info
int boneStateChangeOffset = pStripGroup->numStrips * sizeof(OptimizedModel::StripHeader_t); for( i = 0; i < pStripGroup->numStrips; ++i ) { memcpy( &pMeshGroup->m_pStripData[i], pStripGroup->pStrip(i), sizeof( OptimizedModel::StripHeader_t ) );
// Fixup the bone state change offset, since we have it right after the strip data
pMeshGroup->m_pStripData[i].boneStateChangeOffset = boneStateChangeOffset - i * sizeof(OptimizedModel::StripHeader_t);
// copy over bone state changes
int boneWeightSize = pMeshGroup->m_pStripData[i].numBoneStateChanges * sizeof(OptimizedModel::BoneStateChangeHeader_t);
if (boneWeightSize != 0) { unsigned char* pBoneStateChange = (unsigned char*)pMeshGroup->m_pStripData + boneStateChangeOffset; memcpy( pBoneStateChange, pStripGroup->pStrip(i)->pBoneStateChange(0), boneWeightSize);
boneStateChangeOffset += boneWeightSize; } } pMeshGroup->m_NumStrips = pStripGroup->numStrips; }
//-----------------------------------------------------------------------------
// Determine the max. number of bone weights used by a stripgroup
//-----------------------------------------------------------------------------
int CStudioRenderContext::GetNumBoneWeights( const OptimizedModel::StripGroupHeader_t *pGroup ) { int nBoneWeightsMax = 0;
for (int i = 0;i < pGroup->numStrips; i++) { OptimizedModel::StripHeader_t * pStrip = pGroup->pStrip( i ); nBoneWeightsMax = MAX( nBoneWeightsMax, pStrip->numBones ); }
return nBoneWeightsMax; }
//-----------------------------------------------------------------------------
// Determine an actual model vertex format for a mesh based on its material usage.
// Bypasses the homogeneous model vertex format in favor of the actual format.
// Ideally matches 1:1 the shader's data requirements without any bloat.
//-----------------------------------------------------------------------------
VertexFormat_t CStudioRenderContext::CalculateVertexFormat( const studiohdr_t *pStudioHdr, const studioloddata_t *pStudioLodData, const mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t *pGroup, bool bIsHwSkinned ) { bool bSkinnedMesh = ( pStudioHdr->numbones > 1 ); int nBoneWeights = GetNumBoneWeights( pGroup );
// DX9+ path (supports vertex compression)
// iterate each skin table
// determine aggregate vertex format for specified mesh's material
VertexFormat_t newVertexFormat = 0; //bool bBumpmapping = false;
short *pSkinref = pStudioHdr->pSkinref( 0 ); for ( int i = 0; i < pStudioHdr->numskinfamilies; i++ ) { // FIXME: ### MATERIAL VERTEX FORMATS ARE UNRELIABLE! ###
//
// IMaterial* pMaterial = pStudioLodData->ppMaterials[ pSkinref[ pMesh->material ] ];
// Assert( pMaterial );
// VertexFormat_t vertexFormat = pMaterial->GetVertexFormat();
// newVertexFormat &= ~VERTEX_FORMAT_COMPRESSED; // Decide whether to compress below
//
// FIXME: ### MATERIAL VERTEX FORMATS ARE UNRELIABLE! ###
// we need to go through all the shader CPP code and make sure that the correct vertex format
// is being specified for every single shader combo! We don't have time to fix that before
// shipping Ep2, but should fix it ASAP afterwards. To make catching such errors easier, we
// should Assert in draw calls that the vertex decl matches vertex shader inputs (note that D3D
// debug DLLs will do that on PC, though it's not as informative as if we do it ourselves).
// So, in the absence of reliable material vertex formats, use the old 'standard' elements
// (we can still omit skinning data - and COLOR for DX8+, where it should come from the
// second static lighting stream):
VertexFormat_t vertexFormat = MATERIAL_VERTEX_FORMAT_MODEL;
// aggregate single bit settings
newVertexFormat |= vertexFormat & ( ( 1 << VERTEX_LAST_BIT ) - 1 ); int nUserDataSize = UserDataSize( vertexFormat ); if ( nUserDataSize > UserDataSize( newVertexFormat ) ) { newVertexFormat &= ~USER_DATA_SIZE_MASK; newVertexFormat |= VERTEX_USERDATA_SIZE( nUserDataSize ); }
for (int j = 0; j < VERTEX_MAX_TEXTURE_COORDINATES; ++j) { int nSize = TexCoordSize( j, vertexFormat ); if ((j==1)&&(pStudioHdr->flags & STUDIOHDR_FLAGS_EXTRA_VERTEX_DATA)) { // If model includes extra vertex data, assume it contains an additional UV channel
nSize = 2; } if ( nSize > TexCoordSize( j, newVertexFormat ) ) { newVertexFormat &= ~VERTEX_TEXCOORD_SIZE( j, 0x7 ); newVertexFormat |= VERTEX_TEXCOORD_SIZE( j, nSize ); } }
// FIXME: re-enable this test, fix it to work and see how much memory we save (Q: why is this different to CStudioRenderContext::MeshNeedsTangentSpace ?)
/*if ( !bBumpmapping && pMaterial->NeedsTangentSpace() )
{ bool bFound = false; IMaterialVar *pEnvmapMatVar = pMaterial->FindVar( "$envmap", &bFound, false ); if ( bFound && pEnvmapMatVar->IsDefined() ) { IMaterialVar *pBumpMatVar = pMaterial->FindVar( "$bumpmap", &bFound, false ); if ( bFound && pBumpMatVar->IsDefined() ) { bBumpmapping = true; } } } */
pSkinref += pStudioHdr->numskinref; }
// Add skinning elements for non-rigid models (with more than one bone weight)
if ( bSkinnedMesh ) { if ( nBoneWeights > 0 ) { // Always exactly zero or two weights
newVertexFormat |= VERTEX_BONEWEIGHT( 2 ); } newVertexFormat |= VERTEX_BONE_INDEX; }
// FIXME: re-enable this (see above)
/*if ( !bBumpmapping )
{ // no bumpmapping, user data not needed
newVertexFormat &= ~USER_DATA_SIZE_MASK; }*/
// materials on models should never have tangent space as they use userdata
Assert( !(newVertexFormat & VERTEX_TANGENT_SPACE) );
// Don't compress the mesh unless it is HW-skinned (we only want to compress static
// VBs, not dynamic ones - that would slow down the MeshBuilder in dynamic use cases).
// Also inspect the vertex data to see if it's appropriate for the vertex element
// compression techniques that we do (e.g. look at UV ranges).
if ( bIsHwSkinned && ( g_pMaterialSystemHardwareConfig->SupportsCompressedVertices() == VERTEX_COMPRESSION_ON ) ) { // this mesh is appropriate for vertex compression
newVertexFormat |= VERTEX_FORMAT_COMPRESSED; }
return newVertexFormat; }
//-----------------------------------------------------------------------------
// Determine whether a mesh needs additional non-standard streams
//-----------------------------------------------------------------------------
VertexStreamSpec_t *CStudioRenderContext::CalculateStreamSpec( const studiohdr_t *pStudioHdr, const studioloddata_t *pStudioLodData, const mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t *pGroup, bool bIsHwSkinned, VertexFormat_t *pVertexFormat ) { // TODO: this code needs to test whether (a) this mesh requires an extra UV coord (e.g. this is a static prop with a lightmap)
// and (b) the mesh's base vertex format already contains TEXCOORD1
/*if ( TexCoordSize( 1, *pVertexFormat ) != 2 )
{ // Force usage of TexCoord1 unique stream
static VertexStreamSpec_t specTexCoord1[] = { { ( VertexFormatFlags_t ) VERTEX_TEXCOORD_SIZE( 1, 2 ), VertexStreamSpec_t::STREAM_UNIQUE_A }, { VERTEX_FORMAT_UNKNOWN, VertexStreamSpec_t::STREAM_DEFAULT } }; // FIXME: Vitaliy, this can't work because it'll make the system think the texcoord is on stream 0 which is not true
// *pVertexFormat |= VERTEX_TEXCOORD_SIZE( 1, 2 );
return specTexCoord1; }*/
return NULL; }
bool CStudioRenderContext::MeshNeedsTangentSpace( studiohdr_t *pStudioHdr, studioloddata_t *pStudioLodData, mstudiomesh_t* pMesh ) { // iterate each skin table
if( !pStudioHdr || !pStudioHdr->pSkinref( 0 ) || !pStudioHdr->numskinfamilies ) { return false; } short *pSkinref = pStudioHdr->pSkinref( 0 ); for ( int i=0; i<pStudioHdr->numskinfamilies; i++) { IMaterial* pMaterial = pStudioLodData->ppMaterials[pSkinref[pMesh->material]]; Assert( pMaterial ); if( !pMaterial ) { continue; }
// Warning( "*****%s needstangentspace: %d\n", pMaterial->GetName(), pMaterial->NeedsTangentSpace() ? 1 : 0 );
if( pMaterial->NeedsTangentSpace() ) { return true; } } return false; }
//-----------------------------------------------------------------------------
// Creates a single mesh
//-----------------------------------------------------------------------------
void CStudioRenderContext::R_StudioCreateSingleMesh( studiohdr_t *pStudioHdr, studioloddata_t *pStudioLodData, mstudiomesh_t* pMesh, OptimizedModel::MeshHeader_t* pVtxMesh, int numBones, studiomeshdata_t* pMeshData, int *pColorMeshID ) { // Here are the cases where we don't use any meshes at all...
// In the case of eyes, we're just gonna use dynamic buffers
// because it's the fastest solution (prevents lots of locks)
bool bNeedsTangentSpace = MeshNeedsTangentSpace( pStudioHdr, pStudioLodData, pMesh );
// Each strip group represents a locking group, it's a set of vertices
// that are locked together, and, potentially, software light + skinned together
pMeshData->m_NumGroup = pVtxMesh->numStripGroups; pMeshData->m_pMeshGroup = new studiomeshgroup_t[pVtxMesh->numStripGroups];
for (int i = 0; i < pVtxMesh->numStripGroups; ++i ) { OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(i); studiomeshgroup_t* pMeshGroup = &pMeshData->m_pMeshGroup[i];
pMeshGroup->m_MeshNeedsRestore = false;
// Set the flags...
pMeshGroup->m_Flags = 0; if (pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_DELTA_FLEXED) { pMeshGroup->m_Flags |= MESHGROUP_IS_DELTA_FLEXED; }
bool bIsHwSkinned = !!(pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_HWSKINNED); if ( bIsHwSkinned ) { pMeshGroup->m_Flags |= MESHGROUP_IS_HWSKINNED; }
// get the minimal vertex format for this mesh
VertexFormat_t vertexFormat = CalculateVertexFormat( pStudioHdr, pStudioLodData, pMesh, pStripGroup, bIsHwSkinned ); VertexStreamSpec_t *pStreamSpec = CalculateStreamSpec( pStudioHdr, pStudioLodData, pMesh, pStripGroup, bIsHwSkinned, &vertexFormat );
// Build the vertex + index buffers
R_StudioBuildMeshGroup( pStudioHdr->pszName(), bNeedsTangentSpace, pStudioLodData, pMeshGroup, pStripGroup, pMesh, pStudioHdr, vertexFormat, pStreamSpec );
// Copy over the tristrip and triangle list data
R_StudioBuildMeshStrips( pMeshGroup, pStripGroup );
// Builds morph targets
R_StudioBuildMorph( pStudioHdr, pMeshGroup, pMesh, pStripGroup );
{ // Build the mapping from strip group vertex idx to actual mesh idx
MEM_ALLOC_CREDIT_( "Models:Index data" ); pMeshGroup->m_pGroupIndexToMeshIndex = new unsigned short[pStripGroup->numVerts + PREFETCH_VERT_COUNT]; pMeshGroup->m_NumVertices = pStripGroup->numVerts; }
int j; for ( j = 0; j < pStripGroup->numVerts; ++j ) { pMeshGroup->m_pGroupIndexToMeshIndex[j] = pStripGroup->pVertex(j)->origMeshVertID; }
// Extra copies are for precaching...
for ( j = pStripGroup->numVerts; j < pStripGroup->numVerts + PREFETCH_VERT_COUNT; ++j ) { pMeshGroup->m_pGroupIndexToMeshIndex[j] = pMeshGroup->m_pGroupIndexToMeshIndex[pStripGroup->numVerts - 1]; }
// assign the possibly used color mesh id now
pMeshGroup->m_ColorMeshID = (*pColorMeshID)++; } }
//-----------------------------------------------------------------------------
// Creates static meshes
//-----------------------------------------------------------------------------
void CStudioRenderContext::R_StudioCreateStaticMeshes( studiohdr_t *pStudioHdr, OptimizedModel::FileHeader_t *pVtxHdr, studiohwdata_t *pStudioHWData, int nLodID, int *pColorMeshID ) { int i, j, k;
Assert( pStudioHdr && pVtxHdr && pStudioHWData );
pStudioHWData->m_pLODs[nLodID].m_pMeshData = new studiomeshdata_t[pStudioHWData->m_NumStudioMeshes];
// Iterate over every body part...
for ( i = 0; i < pStudioHdr->numbodyparts; i++ ) { mstudiobodyparts_t* pBodyPart = pStudioHdr->pBodypart(i); OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart(i);
// Iterate over every submodel...
for ( j = 0; j < pBodyPart->nummodels; ++j ) { mstudiomodel_t* pModel = pBodyPart->pModel(j); OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel(j); OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLodID );
// Determine which meshes should be hw morphed
DetermineHWMorphing( pModel, pVtxLOD );
// Support tracking of VB allocations
// FIXME: categorize studiomodel allocs more precisely
if ( g_VBAllocTracker ) { if ( ( pStudioHdr->numbones > 8 ) || ( pStudioHdr->numflexdesc > 0 ) ) { g_VBAllocTracker->TrackMeshAllocations( "R_StudioCreateStaticMeshes (character)" ); } else { if ( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) { g_VBAllocTracker->TrackMeshAllocations( "R_StudioCreateStaticMeshes (prop_static)" ); } else { g_VBAllocTracker->TrackMeshAllocations( "R_StudioCreateStaticMeshes (prop_dynamic)" ); } } }
// Iterate over all the meshes....
for ( k = 0; k < pModel->nummeshes; ++k ) { Assert( pModel->nummeshes == pVtxLOD->numMeshes ); mstudiomesh_t* pMesh = pModel->pMesh(k); OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k);
Assert( pMesh->meshid < pStudioHWData->m_NumStudioMeshes ); R_StudioCreateSingleMesh( pStudioHdr, &pStudioHWData->m_pLODs[nLodID], pMesh, pVtxMesh, pVtxHdr->maxBonesPerVert, &pStudioHWData->m_pLODs[nLodID].m_pMeshData[pMesh->meshid], pColorMeshID ); }
if ( g_VBAllocTracker ) { g_VBAllocTracker->TrackMeshAllocations( NULL ); } } } }
//-----------------------------------------------------------------------------
// Destroys static meshes
//-----------------------------------------------------------------------------
void CStudioRenderContext::R_StudioDestroyStaticMeshes( int numStudioMeshes, studiomeshdata_t **ppStudioMeshes ) { if( !*ppStudioMeshes) return;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
// Iterate over every body mesh...
for ( int i = 0; i < numStudioMeshes; ++i ) { studiomeshdata_t* pMesh = &((*ppStudioMeshes)[i]);
for ( int j = 0; j < pMesh->m_NumGroup; ++j ) { studiomeshgroup_t* pGroup = &pMesh->m_pMeshGroup[j]; if ( pGroup->m_pGroupIndexToMeshIndex ) { delete[] pGroup->m_pGroupIndexToMeshIndex; pGroup->m_pGroupIndexToMeshIndex = 0; }
if ( pGroup->m_pUniqueFaces ) { delete [] pGroup->m_pUniqueFaces; pGroup->m_pUniqueFaces = 0; }
if ( pGroup->m_pIndices ) { delete [] pGroup->m_pIndices; pGroup->m_pIndices = 0; }
if ( pGroup->m_pTopologyIndices ) { delete [] pGroup->m_pTopologyIndices; pGroup->m_pTopologyIndices = 0; }
if ( pGroup->m_pMesh ) { pRenderContext->DestroyStaticMesh( pGroup->m_pMesh ); pGroup->m_pMesh = 0; }
if ( pGroup->m_pMorph ) { pRenderContext->DestroyMorph( pGroup->m_pMorph ); pGroup->m_pMorph = 0; }
if ( pGroup->m_pStripData ) { free( pGroup->m_pStripData ); pGroup->m_pStripData = 0; } }
if ( pMesh->m_pMeshGroup ) { delete[] pMesh->m_pMeshGroup; pMesh->m_pMeshGroup = 0; } }
if ( *ppStudioMeshes ) { delete *ppStudioMeshes; *ppStudioMeshes = 0; } }
//-----------------------------------------------------------------------------
// Builds the decal bone remap for a particular mesh
//-----------------------------------------------------------------------------
void CStudioRenderContext::BuildDecalBoneMap( studiohdr_t *pStudioHdr, int *pUsedBones, int *pBoneRemap, int *pMaxBoneCount, mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup ) { const mstudio_meshvertexdata_t *pVertData = GetFatVertexData( pMesh, pStudioHdr ); Assert( pVertData ); for ( int i = 0; i < pStripGroup->numVerts; ++i ) { int nMeshVert = pStripGroup->pVertex( i )->origMeshVertID; mstudioboneweight_t &boneWeight = pVertData->Vertex( nMeshVert )->m_BoneWeights; int nBoneCount = boneWeight.numbones; for ( int j = 0; j < nBoneCount; ++j ) { if ( boneWeight.weight[j] == 0.0f ) continue;
if ( pBoneRemap[ boneWeight.bone[j] ] >= 0 ) continue;
pBoneRemap[ boneWeight.bone[j] ] = *pUsedBones; *pUsedBones = *pUsedBones + 1; } }
for ( int i = 0; i < pStripGroup->numStrips; ++i ) { if ( pStripGroup->pStrip(i)->numBones > *pMaxBoneCount ) { *pMaxBoneCount = pStripGroup->pStrip(i)->numBones; } } }
//-----------------------------------------------------------------------------
// For decals on hardware morphing, we must actually do hardware skinning
// because the flex must occur before skinning.
// For this to work, we have to hope that the total # of bones used by
// hw flexed verts is < than the max possible for the dx level we're running under
//-----------------------------------------------------------------------------
void CStudioRenderContext::ComputeHWMorphDecalBoneRemap( studiohdr_t *pStudioHdr, OptimizedModel::FileHeader_t *pVtxHdr, studiohwdata_t *pStudioHWData, int nLOD ) { if ( pStudioHdr->numbones == 0 ) return;
// Remaps sw bones to hw bones during decal rendering
// NOTE: Only bones affecting vertices which have hw flexes will be add to this map.
int nBufSize = pStudioHdr->numbones * sizeof(int); int *pBoneRemap = (int*)stackalloc( nBufSize ); memset( pBoneRemap, 0xFF, nBufSize ); int nMaxBoneCount = 0;
// NOTE: HW bone index 0 is always the identity transform during decals.
pBoneRemap[0] = 0; // necessary for unused bones in a vertex
int nUsedBones = 1;
studioloddata_t *pStudioLOD = &pStudioHWData->m_pLODs[nLOD]; for ( int i = 0; i < pStudioHdr->numbodyparts; ++i ) { mstudiobodyparts_t* pBodyPart = pStudioHdr->pBodypart(i); OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart(i);
// Iterate over every submodel...
for ( int j = 0; j < pBodyPart->nummodels; ++j ) { mstudiomodel_t* pModel = pBodyPart->pModel(j); OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel(j); OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLOD );
// Iterate over all the meshes....
for ( int k = 0; k < pModel->nummeshes; ++k ) { Assert( pModel->nummeshes == pVtxLOD->numMeshes ); mstudiomesh_t* pMesh = pModel->pMesh(k); OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k);
studiomeshdata_t* pMeshData = &pStudioLOD->m_pMeshData[pMesh->meshid]; for ( int l = 0; l < pVtxMesh->numStripGroups; ++l ) { studiomeshgroup_t* pMeshGroup = &pMeshData->m_pMeshGroup[l]; if ( !pMeshGroup->m_pMorph ) continue;
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(l); BuildDecalBoneMap( pStudioHdr, &nUsedBones, pBoneRemap, &nMaxBoneCount, pMesh, pStripGroup ); } } } }
if ( nUsedBones > 1 ) { if ( nUsedBones > g_pMaterialSystemHardwareConfig->MaxVertexShaderBlendMatrices() ) { Warning( "Hardware morphing of decals will be busted! Too many unique bones on flexed vertices!\n" ); }
pStudioLOD->m_pHWMorphDecalBoneRemap = new int[ pStudioHdr->numbones ]; memcpy( pStudioLOD->m_pHWMorphDecalBoneRemap, pBoneRemap, nBufSize ); pStudioLOD->m_nDecalBoneCount = nMaxBoneCount; } }
//-----------------------------------------------------------------------------
// Hook needed by mdlcache to load the vertex data
//-----------------------------------------------------------------------------
const vertexFileHeader_t * mstudiomodel_t::CacheVertexData( void *pModelData ) { // make requested data resident
return g_pStudioDataCache->CacheVertexData( (studiohdr_t *)pModelData ); }
//-----------------------------------------------------------------------------
// Loads, unloads models
//-----------------------------------------------------------------------------
bool CStudioRenderContext::LoadModel( studiohdr_t *pStudioHdr, void *pVtxBuffer, studiohwdata_t *pStudioHWData ) { int i; int j;
Assert( pStudioHdr ); Assert( pVtxBuffer ); Assert( pStudioHWData );
if ( !pStudioHdr || !pVtxBuffer || !pStudioHWData ) return false;
// NOTE: This must be called *after* Mod_LoadStudioModel
OptimizedModel::FileHeader_t* pVertexHdr = (OptimizedModel::FileHeader_t*)pVtxBuffer;
if ( pVertexHdr->checkSum != pStudioHdr->checksum ) { ConDMsg("Error! Model %s .vtx file out of synch with .mdl\n", pStudioHdr->pszName() ); return false; }
pStudioHWData->m_NumStudioMeshes = 0; for ( i = 0; i < pStudioHdr->numbodyparts; i++ ) { mstudiobodyparts_t* pBodyPart = pStudioHdr->pBodypart(i); for (j = 0; j < pBodyPart->nummodels; j++) { pStudioHWData->m_NumStudioMeshes += pBodyPart->pModel(j)->nummeshes; } }
// Create static meshes
Assert( pVertexHdr->numLODs ); pStudioHWData->m_RootLOD = MIN( pStudioHdr->rootLOD, pVertexHdr->numLODs-1 ); pStudioHWData->m_NumLODs = pVertexHdr->numLODs; pStudioHWData->m_pLODs = new studioloddata_t[pVertexHdr->numLODs]; memset( pStudioHWData->m_pLODs, 0, pVertexHdr->numLODs * sizeof( studioloddata_t ));
// reset the runtime flags
pStudioHdr->flags &= ~STUDIOHDR_FLAGS_USES_ENV_CUBEMAP; pStudioHdr->flags &= ~STUDIOHDR_FLAGS_USES_FB_TEXTURE; pStudioHdr->flags &= ~STUDIOHDR_FLAGS_USES_BUMPMAPPING;
#ifdef _DEBUG
int totalNumMeshGroups = 0; #endif
int nColorMeshID = 0; int nLodID; for ( nLodID = pStudioHWData->m_RootLOD; nLodID < pStudioHWData->m_NumLODs; nLodID++ ) { // Load materials and determine material dependent mesh requirements
LoadMaterials( pStudioHdr, pVertexHdr, pStudioHWData->m_pLODs[nLodID], nLodID );
// build the meshes
R_StudioCreateStaticMeshes( pStudioHdr, pVertexHdr, pStudioHWData, nLodID, &nColorMeshID );
// Build the hardware bone remap for decal rendering using HW morphing
ComputeHWMorphDecalBoneRemap( pStudioHdr, pVertexHdr, pStudioHWData, nLodID );
// garymcthack - need to check for NULL here.
// save off the lod switch point
pStudioHWData->m_pLODs[nLodID].m_SwitchPoint = pVertexHdr->pBodyPart( 0 )->pModel( 0 )->pLOD( nLodID )->switchPoint;
#ifdef _DEBUG
studioloddata_t *pLOD = &pStudioHWData->m_pLODs[nLodID]; for ( int meshID = 0; meshID < pStudioHWData->m_NumStudioMeshes; ++meshID ) { totalNumMeshGroups += pLOD->m_pMeshData[meshID].m_NumGroup; } #endif
}
#ifdef _DEBUG
Assert( nColorMeshID == totalNumMeshGroups ); #endif
return true; }
void CStudioRenderContext::UnloadModel( studiohwdata_t *pHardwareData ) { int i; for ( i = pHardwareData->m_RootLOD; i < pHardwareData->m_NumLODs; i++ ) { int j; for ( j = 0; j < pHardwareData->m_pLODs[i].numMaterials; j++ ) { if ( pHardwareData->m_pLODs[i].ppMaterials[j] ) { pHardwareData->m_pLODs[i].ppMaterials[j]->DecrementReferenceCount(); } } delete [] pHardwareData->m_pLODs[i].ppMaterials; delete [] pHardwareData->m_pLODs[i].pMaterialFlags; pHardwareData->m_pLODs[i].ppMaterials = NULL; pHardwareData->m_pLODs[i].pMaterialFlags = NULL; } for ( i = pHardwareData->m_RootLOD; i < pHardwareData->m_NumLODs; i++ ) { R_StudioDestroyStaticMeshes( pHardwareData->m_NumStudioMeshes, &pHardwareData->m_pLODs[i].m_pMeshData ); } delete[] pHardwareData->m_pLODs; pHardwareData->m_pLODs = NULL;
#ifndef _CERT
// Unloading models invalidates our face count history:
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) g_pStudioRenderImp->UpdateModelFaceCounts( 0, true ); else pCallQueue->QueueCall( g_pStudioRenderImp, &CStudioRender::UpdateModelFaceCounts, 0, true ); #endif // !_CERT
}
//-----------------------------------------------------------------------------
// Refresh the studiohdr since it was lost...
//-----------------------------------------------------------------------------
void CStudioRenderContext::RefreshStudioHdr( studiohdr_t* pStudioHdr, studiohwdata_t* pHardwareData ) { }
//-----------------------------------------------------------------------------
// Set the eye view target
//-----------------------------------------------------------------------------
void CStudioRenderContext::SetEyeViewTarget( const studiohdr_t *pStudioHdr, int nBodyIndex, const Vector& viewtarget ) { VectorCopy( viewtarget, m_RC.m_ViewTarget ); }
//-----------------------------------------------------------------------------
// Returns information about the ambient light samples
//-----------------------------------------------------------------------------
static TableVector s_pAmbientLightDir[6] = { { 1, 0, 0 }, { -1, 0, 0 }, { 0, 1, 0 }, { 0, -1, 0 }, { 0, 0, 1 }, { 0, 0, -1 }, };
int CStudioRenderContext::GetNumAmbientLightSamples() { return 6; }
const Vector *CStudioRenderContext::GetAmbientLightDirections() { return (const Vector*)s_pAmbientLightDir; }
//-----------------------------------------------------------------------------
// Methods related to LOD
//-----------------------------------------------------------------------------
int CStudioRenderContext::GetNumLODs( const studiohwdata_t &hardwareData ) const { return hardwareData.m_NumLODs; }
float CStudioRenderContext::GetLODSwitchValue( const studiohwdata_t &hardwareData, int nLOD ) const { return hardwareData.m_pLODs[nLOD].m_SwitchPoint; }
void CStudioRenderContext::SetLODSwitchValue( studiohwdata_t &hardwareData, int nLOD, float flSwitchValue ) { // NOTE: This must block the hardware thread since it reads this data.
// This method is only used in tools, though.
MaterialLock_t hLock = g_pMaterialSystem->Lock(); hardwareData.m_pLODs[nLOD].m_SwitchPoint = flSwitchValue; g_pMaterialSystem->Unlock( hLock ); }
//-----------------------------------------------------------------------------
// Returns the first n materials. The studiohdr material list is the superset
// for all lods.
//-----------------------------------------------------------------------------
int CStudioRenderContext::GetMaterialList( studiohdr_t *pStudioHdr, int count, IMaterial** ppMaterials ) { Assert( pStudioHdr );
if ( pStudioHdr->textureindex == 0 ) return 0;
// iterate each texture
int i; int j; int found = 0; for ( i = 0; i < pStudioHdr->numtextures; i++ ) { char szPath[MAX_PATH]; IMaterial *pMaterial = NULL;
// If we don't do this, we get filenames like "materials\\blah.vmt".
const char *textureName = pStudioHdr->pTexture( i )->pszName(); if ( textureName[0] == CORRECT_PATH_SEPARATOR || textureName[0] == INCORRECT_PATH_SEPARATOR ) { ++textureName; }
// iterate quietly through all specified directories until a valid material is found
for ( j = 0; j < pStudioHdr->numcdtextures && IsErrorMaterial( pMaterial ); j++ ) { // This prevents filenames like /models/blah.vmt.
const char *pCdTexture = pStudioHdr->pCdtexture( j ); if ( pCdTexture[0] == CORRECT_PATH_SEPARATOR || pCdTexture[0] == INCORRECT_PATH_SEPARATOR ) ++pCdTexture;
V_ComposeFileName( pCdTexture, textureName, szPath, sizeof( szPath ) );
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_OBSOLETE ) { pMaterial = g_pMaterialSystem->FindMaterial( "models/obsolete/obsolete", ( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) ? TEXTURE_GROUP_STATIC_PROP : TEXTURE_GROUP_MODEL, false ); } else { pMaterial = g_pMaterialSystem->FindMaterial( szPath, ( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP ) ? TEXTURE_GROUP_STATIC_PROP : TEXTURE_GROUP_MODEL, false ); } }
if ( !pMaterial ) continue;
if ( found < count ) { int k; for ( k=0; k<found; k++ ) { if ( ppMaterials[k] == pMaterial ) break; } if ( k >= found ) { // add uniquely
ppMaterials[found++] = pMaterial; } } else { break; } }
return found; }
int CStudioRenderContext::GetMaterialListFromBodyAndSkin( MDLHandle_t studio, int nSkin, int nBody, int nCountOutputMaterials, IMaterial** ppOutputMaterials ) { int found = 0;
studiohwdata_t *pStudioHWData = g_pMDLCache->GetHardwareData( studio ); if ( pStudioHWData == NULL ) return 0;
for ( int lodID = pStudioHWData->m_RootLOD; lodID < pStudioHWData->m_NumLODs; lodID++ ) { studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( studio ); IMaterial **ppInputMaterials = pStudioHWData->m_pLODs[lodID].ppMaterials;
if ( nSkin >= pStudioHdr->numskinfamilies ) { nSkin = 0; }
short *pSkinRef = pStudioHdr->pSkinref( nSkin * pStudioHdr->numskinref );
for (int i=0 ; i < pStudioHdr->numbodyparts ; i++) { mstudiomodel_t *pModel = NULL; R_StudioSetupModel( i, nBody, &pModel, pStudioHdr );
// Iterate over all the meshes.... each mesh is a new material
for( int k = 0; k < pModel->nummeshes; ++k ) { mstudiomesh_t *pMesh = pModel->pMesh(k); IMaterial *pMaterial = ppInputMaterials[pSkinRef[pMesh->material]]; Assert( pMaterial );
int m; for ( m=0; m<found; m++ ) { if ( ppOutputMaterials[m] == pMaterial ) break; } if ( m >= found ) { // add uniquely
ppOutputMaterials[found++] = pMaterial;
// No more room to store additional materials!
if ( found >= nCountOutputMaterials ) return found; } } } }
return found; }
//-----------------------------------------------------------------------------
// Returns perf stats about a particular model
//-----------------------------------------------------------------------------
void CStudioRenderContext::GetPerfStats( DrawModelResults_t *pResults, const DrawModelInfo_t &info, CUtlBuffer *pSpewBuf ) const { pResults->m_ActualTriCount = pResults->m_TextureMemoryBytes = 0; pResults->m_Materials.RemoveAll();
Assert( info.m_Lod >= 0 ); if ( info.m_Lod < 0 || !info.m_pHardwareData->m_pLODs ) return;
studiomeshdata_t *pStudioMeshes = info.m_pHardwareData->m_pLODs[info.m_Lod].m_pMeshData;
// Set up an array that keeps up with the number of used hardware bones in the models.
CUtlVector<bool> hardwareBonesUsed; hardwareBonesUsed.EnsureCount( info.m_pStudioHdr->numbones ); int i; for( i = 0; i < info.m_pStudioHdr->numbones; i++ ) { hardwareBonesUsed[i] = false; }
// Warning( "\n\n\n" );
pResults->m_NumMaterials = 0; int numBoneStateChangeBatches = 0; int numBoneStateChanges = 0; // Iterate over every submodel...
IMaterial **ppMaterials = info.m_pHardwareData->m_pLODs[info.m_Lod].ppMaterials;
int nSkin = info.m_Skin; if ( nSkin >= info.m_pStudioHdr->numskinfamilies ) { nSkin = 0; } short *pSkinRef = info.m_pStudioHdr->pSkinref( nSkin * info.m_pStudioHdr->numskinref );
pResults->m_NumBatches = 0;
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 ) { mstudiomesh_t *pMesh = pModel->pMesh(k); IMaterial *pMaterial = ppMaterials[pSkinRef[pMesh->material]]; Assert( pMaterial ); studiomeshdata_t *pMeshData = &pStudioMeshes[pMesh->meshid]; if( pMeshData->m_NumGroup == 0 ) continue;
Assert( pResults->m_NumMaterials == pResults->m_Materials.Count() ); pResults->m_NumMaterials++; if( pResults->m_NumMaterials < MAX_DRAW_MODEL_INFO_MATERIALS ) { pResults->m_Materials.AddToTail( pMaterial ); } else { Assert( 0 ); } if( pSpewBuf ) { pSpewBuf->Printf( " material: %s\n", pMaterial->GetName() ); } int numPasses = m_RC.m_pForcedMaterial[ 0 ] ? m_RC.m_pForcedMaterial[ 0 ]->GetNumPasses() : pMaterial->GetNumPasses(); if( pSpewBuf ) { pSpewBuf->Printf( " numPasses:%d\n", numPasses ); } int bytes = pMaterial->GetTextureMemoryBytes(); pResults->m_TextureMemoryBytes += bytes; if( pSpewBuf ) { pSpewBuf->Printf( " texture memory: %d (Only valid in a rendering app)\n", bytes ); }
// 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_DELTA_FLEXED ) != 0; bool bIsHWSkinned = ( pMeshGroup->m_Flags & MESHGROUP_IS_HWSKINNED ) != 0;
if( pSpewBuf ) { pSpewBuf->Printf( " %d batch(es):\n", ( int )pMeshGroup->m_NumStrips ); } // Iterate over all strips. . . each strip potentially changes bones states.
int stripID; for( stripID = 0; stripID < pMeshGroup->m_NumStrips; stripID++ ) { pResults->m_NumBatches++;
OptimizedModel::StripHeader_t *pStripData = &pMeshGroup->m_pStripData[stripID]; numBoneStateChangeBatches++; numBoneStateChanges += pStripData->numBoneStateChanges;
if( bIsHWSkinned ) { // Only count bones as hardware bones if we are using hardware skinning here.
int boneID; for( boneID = 0; boneID < pStripData->numBoneStateChanges; boneID++ ) { OptimizedModel::BoneStateChangeHeader_t *pBoneStateChange = pStripData->pBoneStateChange( boneID ); hardwareBonesUsed[pBoneStateChange->newBoneID] = true; } }
int nNumVerts = ( pStripData->flags & OptimizedModel::STRIP_IS_QUADLIST_EXTRA ) || ( pStripData->flags & OptimizedModel::STRIP_IS_QUADLIST_REG ) ? 4 : 3;
// TODO: need to factor in bIsFlexed and bIsHWSkinned
int numPrims = pStripData->numIndices / nNumVerts; if( pSpewBuf ) { pSpewBuf->Printf( " %s%s", bIsFlexed ? "flexed " : "nonflexed ", bIsHWSkinned ? "hwskinned " : "swskinned " );
if ( nNumVerts == 3 ) pSpewBuf->Printf( "tris: %d ", numPrims ); else pSpewBuf->Printf( "quads: %d ", numPrims );
pSpewBuf->Printf( "bone changes: %d bones/strip: %d\n", pStripData->numBoneStateChanges, ( int )pStripData->numBones ); } pResults->m_ActualTriCount += numPrims * numPasses; } } } } if( pSpewBuf ) { char nil = '\0'; pSpewBuf->Put( &nil, 1 );; }
pResults->m_NumHardwareBones = 0; for( i = 0; i < info.m_pStudioHdr->numbones; i++ ) { if( hardwareBonesUsed[i] ) { pResults->m_NumHardwareBones++; } } }
//-----------------------------------------------------------------------------
// Begin/end frame
//-----------------------------------------------------------------------------
// NOTE: L4d doesn't use hw morph, which is why it defaults to 0
// HW morphing is now disabled on all platforms, because we've slammed the MORPH dynamic combo to [0..0] in CS:GO to save memory and get GL SM3 mode working (and it doesn't seem to get enabled with mat_queue_mode disabled, which is what we care about anyway).
static ConVar r_hwmorph( "r_hwmorph", "0", FCVAR_CHEAT, "", true, 0, true, 0, NULL );
void CStudioRenderContext::BeginFrame( void ) { // Cache a few values here so I don't have to in software inner loops:
Assert( g_pMaterialSystemHardwareConfig ); m_RC.m_Config.m_bSupportsVertexAndPixelShaders = true; m_RC.m_Config.m_bSupportsOverbright = true; m_RC.m_Config.m_bEnableHWMorph = r_hwmorph.GetInt() != 0;
// Haven't implemented the hw morph with threading yet
if ( g_pMaterialSystem->GetThreadMode() != MATERIAL_SINGLE_THREADED ) { m_RC.m_Config.m_bEnableHWMorph = false; }
// Tell CStudioRender we're beginning a new frame:
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) g_pStudioRenderImp->BeginFrame(); else { g_RenderDataAllocator.BeginFrame( pRenderContext ); pCallQueue->QueueCall( g_pStudioRenderImp, &CStudioRender::BeginFrame ); } }
void CStudioRenderContext::EndFrame( void ) { // Tell CStudioRender the frame is done:
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) g_pStudioRenderImp->EndFrame(); else { pCallQueue->QueueCall( g_pStudioRenderImp, &CStudioRender::EndFrame ); g_RenderDataAllocator.EndFrame(); } }
//-----------------------------------------------------------------------------
// Methods related to config
//-----------------------------------------------------------------------------
void CStudioRenderContext::UpdateConfig( const StudioRenderConfig_t& config ) { memcpy( &m_RC.m_Config, &config, sizeof( StudioRenderConfig_t ) ); }
void CStudioRenderContext::GetCurrentConfig( StudioRenderConfig_t& config ) { memcpy( &config, &m_RC.m_Config, sizeof( StudioRenderConfig_t ) ); }
//-----------------------------------------------------------------------------
// Material overrides
//-----------------------------------------------------------------------------
void CStudioRenderContext::ForcedMaterialOverride( IMaterial *newMaterial, OverrideType_t nOverrideType, int nMaterialIndex ) { if ( nOverrideType == OVERRIDE_SELECTIVE ) { if ( m_RC.m_nForcedMaterialIndexCount < MAX_MAT_OVERRIDES ) { m_RC.m_nForcedMaterialType = nOverrideType; m_RC.m_pForcedMaterial[ m_RC.m_nForcedMaterialIndexCount ] = newMaterial; m_RC.m_nForcedMaterialIndex[ m_RC.m_nForcedMaterialIndexCount ] = nMaterialIndex; m_RC.m_nForcedMaterialIndexCount++; } else { DevMsg( "Exceeded max material overrides! (%s, %d)\n", newMaterial ? newMaterial->GetName() : "NULL", nMaterialIndex ); } } else { m_RC.m_nForcedMaterialType = nOverrideType; m_RC.m_pForcedMaterial[ 0 ] = newMaterial; m_RC.m_nForcedMaterialIndex[ 0 ] = -1; m_RC.m_nForcedMaterialIndexCount = 0; } }
bool CStudioRenderContext::IsForcedMaterialOverride() { return ( m_RC.m_pForcedMaterial[ 0 ] || ( m_RC.m_nForcedMaterialType == OVERRIDE_DEPTH_WRITE ) || ( m_RC.m_nForcedMaterialType == OVERRIDE_SSAO_DEPTH_WRITE ) ); }
//-----------------------------------------------------------------------------
// Sets the view state
//-----------------------------------------------------------------------------
void CStudioRenderContext::SetViewState( const Vector& viewOrigin, const Vector& viewRight, const Vector& viewUp, const Vector& viewPlaneNormal ) { VectorCopy( viewOrigin, m_RC.m_ViewOrigin ); VectorCopy( viewRight, m_RC.m_ViewRight ); VectorCopy( viewUp, m_RC.m_ViewUp ); VectorCopy( viewPlaneNormal, m_RC.m_ViewPlaneNormal ); }
//-----------------------------------------------------------------------------
// Sets lighting state
//-----------------------------------------------------------------------------
void CStudioRenderContext::SetAmbientLightColors( const Vector *pColors ) { for( int i = 0; i < 6; i++ ) { VectorCopy( pColors[i], m_RC.m_LightBoxColors[i].AsVector3D() ); m_RC.m_LightBoxColors[i][3] = 1.0f; }
// FIXME: Would like to get this into the render thread, but there's systemic confusion
// about whether to set lighting state here or in the material system
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->SetAmbientLightCube( m_RC.m_LightBoxColors ); }
void CStudioRenderContext::SetAmbientLightColors( const Vector4D *pColors ) { memcpy( m_RC.m_LightBoxColors, pColors, 6 * sizeof(Vector4D) );
// FIXME: Would like to get this into the render thread, but there's systemic confusion
// about whether to set lighting state here or in the material system
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->SetAmbientLightCube( m_RC.m_LightBoxColors ); }
void CStudioRenderContext::SetLocalLights( int nLightCount, const LightDesc_t *pLights ) { m_RC.m_NumLocalLights = CopyLocalLightingState( MAXLOCALLIGHTS, m_RC.m_LocalLights, nLightCount, pLights );
// FIXME: Would like to get this into the render thread, but there's systemic confusion
// about whether to set lighting state here or in the material system
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); if ( m_RC.m_Config.bSoftwareLighting ) { pRenderContext->DisableAllLocalLights(); } else { pRenderContext->SetLights( m_RC.m_NumLocalLights, m_RC.m_LocalLights ); } }
//-----------------------------------------------------------------------------
// Sets the color modulation
//-----------------------------------------------------------------------------
void CStudioRenderContext::SetColorModulation( const float* pColor ) { VectorCopy( pColor, m_RC.m_ColorMod ); }
void CStudioRenderContext::SetAlphaModulation( float alpha ) { m_RC.m_AlphaMod = alpha; }
//-----------------------------------------------------------------------------
// Methods related to flex weights
//-----------------------------------------------------------------------------
static ConVar r_randomflex( "r_randomflex", "0", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// This will generate random flex data that has a specified # of non-zero values
//-----------------------------------------------------------------------------
void CStudioRenderContext::GenerateRandomFlexWeights( int nWeightCount, float* pWeights, float *pDelayedWeights ) { int nRandomFlex = r_randomflex.GetInt(); if ( nRandomFlex <= 0 || !pWeights ) return;
if ( nRandomFlex > nWeightCount ) { nRandomFlex = nWeightCount; }
int *pIndices = (int*)stackalloc( nWeightCount * sizeof(int) ); for ( int i = 0; i < nWeightCount; ++i ) { pIndices[i] = i; }
// Shuffle
for ( int i = 0; i < nWeightCount; ++i ) { int n = RandomInt( 0, nWeightCount-1 ); int nTemp = pIndices[n]; pIndices[n] = pIndices[i]; pIndices[i] = nTemp; }
memset( pWeights, 0, nWeightCount * sizeof(float) ); for ( int i = 0; i < nRandomFlex; ++i ) { pWeights[ pIndices[i] ] = RandomFloat( 0.0f, 1.0f ); } if ( pDelayedWeights ) { memset( pDelayedWeights, 0, nWeightCount * sizeof(float) ); for ( int i = 0; i < nRandomFlex; ++i ) { pDelayedWeights[ pIndices[i] ] = RandomFloat( 0.0f, 1.0f ); } } }
//-----------------------------------------------------------------------------
// Computes LOD
//-----------------------------------------------------------------------------
int CStudioRenderContext::ComputeRenderLOD( IMatRenderContext *pRenderContext, const DrawModelInfo_t& info, const Vector &origin, float *pMetric ) { int lod = info.m_Lod; int lastlod = info.m_pHardwareData->m_NumLODs - 1;
if ( pMetric ) { *pMetric = 0.0f; }
if ( lod == USESHADOWLOD ) return lastlod; if ( lod != -1 ) return clamp( lod, info.m_pHardwareData->m_RootLOD, lastlod );
float screenSize = pRenderContext->ComputePixelWidthOfSphere( origin, 0.5f ); lod = ComputeModelLODAndMetric( info.m_pHardwareData, screenSize, pMetric );
// make sure we have a valid lod
if ( info.m_pStudioHdr->flags & STUDIOHDR_FLAGS_HASSHADOWLOD ) { lastlod--; }
lod = clamp( lod, info.m_pHardwareData->m_RootLOD, lastlod ); return lod; }
//-----------------------------------------------------------------------------
// This invokes proxies of all materials that are queued to be rendered
// It has the effect of ensuring the material vars are in the correct state
// since material var sets generated by the proxy bind are queued.
//-----------------------------------------------------------------------------
void CStudioRenderContext::InvokeBindProxies( IMatRenderContext *pRenderContext, ICallQueue *pCallQueue, const DrawModelInfo_t &info ) { bool bSelectiveOverride = ( m_RC.m_nForcedMaterialType == OVERRIDE_SELECTIVE );
if ( m_RC.m_pForcedMaterial[ 0 ] && !bSelectiveOverride ) { if ( m_RC.m_nForcedMaterialType == OVERRIDE_NORMAL && m_RC.m_pForcedMaterial[ 0 ]->HasProxy() ) { m_RC.m_pForcedMaterial[ 0 ]->CallBindProxy( info.m_pClientEntity, pCallQueue ); } return; }
// get skinref array
int nSkin = ( m_RC.m_Config.skin > 0 ) ? m_RC.m_Config.skin : info.m_Skin; short *pSkinRef = info.m_pStudioHdr->pSkinref( 0 ); if ( nSkin > 0 && nSkin < info.m_pStudioHdr->numskinfamilies ) { pSkinRef += ( nSkin * info.m_pStudioHdr->numskinref ); }
// This is used to ensure proxies are only called once
int nBufSize = info.m_pStudioHdr->numtextures * sizeof(bool); bool *pProxyCalled = (bool*)stackalloc( nBufSize ); memset( pProxyCalled, 0, nBufSize );
IMaterial **ppMaterials = info.m_pHardwareData->m_pLODs[ info.m_Lod ].ppMaterials; mstudiomodel_t *pModel; for ( int i=0 ; i < info.m_pStudioHdr->numbodyparts; ++i ) { R_StudioSetupModel( i, info.m_Body, &pModel, info.m_pStudioHdr ); for ( int somethingOtherThanI = 0; somethingOtherThanI < pModel->nummeshes; ++somethingOtherThanI) { mstudiomesh_t *pMesh = pModel->pMesh(somethingOtherThanI); int nMaterialIndex = pSkinRef[ pMesh->material ]; if ( pProxyCalled[ nMaterialIndex ] ) continue; pProxyCalled[ nMaterialIndex ] = true;
int nOverrideIndex = -1; for ( int i = 0; i < m_RC.m_nForcedMaterialIndexCount; i++ ) { if ( m_RC.m_nForcedMaterialIndex[ i ] == nMaterialIndex ) { nOverrideIndex = i; break; } }
IMaterial* pMaterial = NULL; if ( bSelectiveOverride && nOverrideIndex != -1 ) { pMaterial = m_RC.m_pForcedMaterial[ nOverrideIndex ]; } else { pMaterial = ppMaterials[ nMaterialIndex ]; }
if ( pMaterial && pMaterial->HasProxy() ) { pMaterial->CallBindProxy( info.m_pClientEntity, pCallQueue ); } } } }
//-----------------------------------------------------------------------------
// Draws a model
//-----------------------------------------------------------------------------
void CStudioRenderContext::DrawModel( DrawModelResults_t *pResults, const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, float *pFlexWeights, float *pFlexDelayedWeights, const Vector &origin, int flags ) { // Set to zero in case we don't render anything.
if ( pResults ) { pResults->m_ActualTriCount = pResults->m_TextureMemoryBytes = 0; }
if( !info.m_pStudioHdr || !info.m_pHardwareData || !info.m_pHardwareData->m_NumLODs || !info.m_pHardwareData->m_pLODs ) { return; }
// Replace the flex weight data with random data for testing
GenerateRandomFlexWeights( info.m_pStudioHdr->numflexdesc, pFlexWeights, pFlexDelayedWeights );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); float flMetric; const_cast<DrawModelInfo_t*>( &info )->m_Lod = ComputeRenderLOD( pRenderContext, info, origin, &flMetric ); if ( pResults ) { pResults->m_nLODUsed = info.m_Lod; pResults->m_flLODMetric = flMetric; }
MaterialLock_t hLock = 0; if ( flags & STUDIORENDER_DRAW_ACCURATETIME ) { VPROF("STUDIORENDER_DRAW_ACCURATETIME");
// Flush the material system before timing this model:
hLock = g_pMaterialSystem->Lock(); g_pMaterialSystem->Flush(true); }
if ( pResults ) { pResults->m_RenderTime.Start(); }
FlexWeights_t flex; flex.m_pFlexWeights = pFlexWeights ? pFlexWeights : s_pZeroFlexWeights; flex.m_pFlexDelayedWeights = pFlexDelayedWeights ? pFlexDelayedWeights : flex.m_pFlexWeights;
ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) { g_pStudioRenderImp->DrawModel( info, m_RC, pBoneToWorld, flex, flags ); } else { CMatRenderData<matrix3x4_t> rdMatrix( pRenderContext, info.m_pStudioHdr->numbones, pBoneToWorld ); CMatRenderData<float> rdFlex( pRenderContext ); CMatRenderData<float> rdFlexDelayed( pRenderContext );
InvokeBindProxies( pRenderContext, pCallQueue, info ); pBoneToWorld = rdMatrix.Base(); if ( info.m_pStudioHdr->numflexdesc != 0 ) { rdFlex.Lock( info.m_pStudioHdr->numflexdesc, flex.m_pFlexWeights ); flex.m_pFlexWeights = rdFlex.Base(); if ( !pFlexDelayedWeights ) { flex.m_pFlexDelayedWeights = flex.m_pFlexWeights; } else { rdFlexDelayed.Lock( info.m_pStudioHdr->numflexdesc, flex.m_pFlexDelayedWeights ); flex.m_pFlexDelayedWeights = rdFlexDelayed.Base(); } } pCallQueue->QueueFunctor( StudioRenderFunctor( g_pStudioRenderImp, &CStudioRender::DrawModel, info, m_RC, pBoneToWorld, flex, flags ) ); }
if( flags & STUDIORENDER_DRAW_ACCURATETIME ) { VPROF( "STUDIORENDER_DRAW_ACCURATETIME" );
// Make sure this model is completely drawn before ending the timer:
g_pMaterialSystem->Flush(true); g_pMaterialSystem->Flush(true); g_pMaterialSystem->Unlock( hLock ); }
if ( pResults ) { pResults->m_RenderTime.End(); if( flags & STUDIORENDER_DRAW_GET_PERF_STATS ) { GetPerfStats( pResults, info, 0 ); } } }
//-----------------------------------------------------------------------------
// Draws a model array
//-----------------------------------------------------------------------------
void CStudioRenderContext::DrawModelArray( const StudioModelArrayInfo_t &drawInfo, int nCount, StudioArrayInstanceData_t *pInstanceData, int nInstanceStride, int nFlags ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
#ifdef _DEBUG
// NOTE: It would be nice to instantiate a different implementation of
// IStudioRender when running with -dev which validates the incoming data
// even in release builds.. may do it at some point
Assert( pRenderContext->IsRenderData( drawInfo.m_pFlashlights ) );
StudioArrayInstanceData_t *pTest = pInstanceData; for ( int i = 0; i < nCount; ++i, pTest = (StudioArrayInstanceData_t*)( (unsigned char*)pTest + nInstanceStride ) ) { Assert( pRenderContext->IsRenderData( pTest->m_pPoseToWorld ) ); Assert( pRenderContext->IsRenderData( pTest->m_pFlexWeights ) ); Assert( pRenderContext->IsRenderData( pTest->m_pDelayedFlexWeights ) ); Assert( pRenderContext->IsRenderData( pTest->m_pLightingState ) ); } #endif
// FIXME: Do I need to fixup flex weights when I start dealing with them?
// flex.m_pFlexWeights = pFlexWeights ? pFlexWeights : s_pZeroFlexWeights;
// flex.m_pFlexDelayedWeights = pFlexDelayedWeights ? pFlexDelayedWeights : flex.m_pFlexWeights;
ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) { g_pStudioRenderImp->DrawModelArray( drawInfo, m_RC, nCount, pInstanceData, nInstanceStride, nFlags ); } else { if ( !pRenderContext->IsRenderData( pInstanceData ) ) { CMatRenderData< StudioArrayInstanceData_t > renderData( pRenderContext, nCount ); StudioArrayInstanceData_t *pQueuedInstanceData = renderData.Base(); StudioArrayInstanceData_t *pCurrInstanceData = pQueuedInstanceData; for ( int i = 0; i < nCount; ++i ) { memcpy( pCurrInstanceData, pInstanceData, sizeof(StudioArrayInstanceData_t) ); pInstanceData = (StudioArrayInstanceData_t*)( (unsigned char*)pInstanceData + nInstanceStride ); ++pCurrInstanceData; } pCallQueue->QueueFunctor( StudioRenderFunctor( g_pStudioRenderImp, &CStudioRender::DrawModelArray, drawInfo, m_RC, nCount, pQueuedInstanceData, sizeof(StudioArrayInstanceData_t), nFlags ) ); } else { pCallQueue->QueueFunctor( StudioRenderFunctor( g_pStudioRenderImp, &CStudioRender::DrawModelArray, drawInfo, m_RC, nCount, pInstanceData, nInstanceStride, nFlags ) ); } } }
void CStudioRenderContext::DrawModelArray( const StudioModelArrayInfo2_t &drawInfo, int nCount, StudioArrayData_t *pArrayData, int nInstanceStride, int nFlags ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
#ifdef _DEBUG
// NOTE: It would be nice to instantiate a different implementation of
// IStudioRender when running with -dev which validates the incoming data
// even in release builds.. may do it at some point
Assert( pRenderContext->IsRenderData( drawInfo.m_pFlashlights ) );
for ( int i = 0; i < nCount; ++i ) { StudioArrayData_t &arrayData = pArrayData[i]; Assert( pRenderContext->IsRenderData( arrayData.m_pInstanceData ) ); for ( int j = 0; j < arrayData.m_nCount; ++j ) { int nOffset = j * nInstanceStride; StudioArrayInstanceData_t *pTest = ( StudioArrayInstanceData_t* )( (uint8*)arrayData.m_pInstanceData + nOffset ); Assert( pRenderContext->IsRenderData( pTest->m_pPoseToWorld ) ); Assert( pRenderContext->IsRenderData( pTest->m_pFlexWeights ) ); Assert( pRenderContext->IsRenderData( pTest->m_pDelayedFlexWeights ) ); Assert( pRenderContext->IsRenderData( pTest->m_pLightingState ) ); } } #endif
// FIXME: Do I need to fixup flex weights when I start dealing with them?
// flex.m_pFlexWeights = pFlexWeights ? pFlexWeights : s_pZeroFlexWeights;
// flex.m_pFlexDelayedWeights = pFlexDelayedWeights ? pFlexDelayedWeights : flex.m_pFlexWeights;
ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) { g_pStudioRenderImp->DrawModelArray2( drawInfo, m_RC, nCount, pArrayData, nInstanceStride, nFlags ); } else { CMatRenderData< StudioArrayData_t > arrayRenderData( pRenderContext, nCount, pArrayData ); pArrayData = arrayRenderData.Base(); pCallQueue->QueueFunctor( StudioRenderFunctor( g_pStudioRenderImp, &CStudioRender::DrawModelArray2, drawInfo, m_RC, nCount, pArrayData, nInstanceStride, nFlags ) ); } }
void CStudioRenderContext::DrawModelShadowArray( int nCount, StudioArrayData_t *pShadowData, int nInstanceStride, int nFlags ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
#ifdef _DEBUG
// NOTE: It would be nice to instantiate a different implementation of
// IStudioRender when running with -dev which validates the incoming data
// even in release builds.. may do it at some point
// These are the only supported flags in this path
Assert( ( nFlags & ~( STUDIORENDER_SHADOWDEPTHTEXTURE | STUDIORENDER_DRAW_OPAQUE_ONLY | STUDIORENDER_SHADOWDEPTHTEXTURE_INCLUDE_TRANSLUCENT_MATERIALS ) ) == 0 );
for ( int i = 0; i < nCount; ++i ) { StudioArrayData_t &shadow = pShadowData[i]; Assert( pRenderContext->IsRenderData( shadow.m_pInstanceData ) ); for ( int j = 0; j < shadow.m_nCount; ++j ) { StudioShadowArrayInstanceData_t *pTest = ( StudioShadowArrayInstanceData_t* )((uint8*)shadow.m_pInstanceData + ( nInstanceStride * j ) ); Assert( pRenderContext->IsRenderData( pTest->m_pPoseToWorld ) ); Assert( pRenderContext->IsRenderData( pTest->m_pFlexWeights ) ); Assert( pRenderContext->IsRenderData( pTest->m_pDelayedFlexWeights ) ); } } #endif
// FIXME: Do I need to fixup flex weights when I start dealing with them?
// flex.m_pFlexWeights = pFlexWeights ? pFlexWeights : s_pZeroFlexWeights;
// flex.m_pFlexDelayedWeights = pFlexDelayedWeights ? pFlexDelayedWeights : flex.m_pFlexWeights;
ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) { g_pStudioRenderImp->DrawModelShadowArray( m_RC, nCount, pShadowData, nInstanceStride, nFlags ); } else { CMatRenderData< StudioArrayData_t > renderData( pRenderContext, nCount, pShadowData ); pShadowData = renderData.Base(); pCallQueue->QueueFunctor( StudioRenderFunctor( g_pStudioRenderImp, &CStudioRender::DrawModelShadowArray, m_RC, nCount, pShadowData, nInstanceStride, nFlags ) ); } }
//-----------------------------------------------------------------------------
// Methods related to rendering static props
//-----------------------------------------------------------------------------
void CStudioRenderContext::DrawModelStaticProp( const DrawModelInfo_t& info, const matrix3x4_t &modelToWorld, int flags ) { if ( info.m_Lod < info.m_pHardwareData->m_RootLOD ) { const_cast< DrawModelInfo_t* >( &info )->m_Lod = info.m_pHardwareData->m_RootLOD; }
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) { g_pStudioRenderImp->DrawModelStaticProp( info, m_RC, modelToWorld, flags ); } else { InvokeBindProxies( pRenderContext, pCallQueue, info ); pCallQueue->QueueFunctor( StudioRenderFunctor( g_pStudioRenderImp, &CStudioRender::DrawModelStaticProp, info, m_RC, modelToWorld, flags ) ); } }
void CStudioRenderContext::DrawModelArrayStaticProp( const DrawModelInfo_t& info, int nInstanceCount, const MeshInstanceData_t *pInstanceData, ColorMeshInfo_t **pColorMeshes ) { if ( info.m_Lod < info.m_pHardwareData->m_RootLOD ) { const_cast< DrawModelInfo_t* >( &info )->m_Lod = info.m_pHardwareData->m_RootLOD; }
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) { g_pStudioRenderImp->DrawModelArrayStaticProp( info, m_RC, nInstanceCount, pInstanceData, pColorMeshes ); } else { // FIXME: This pretty much can never work to do this as multiple props
// may be using the same materials, but needing to pass in different proxy data
InvokeBindProxies( pRenderContext, pCallQueue, info );
CMatRenderData< MeshInstanceData_t > renderData( pRenderContext, nInstanceCount, pInstanceData ); MeshInstanceData_t *pQueuedInstanceData = renderData.Base();
if ( pColorMeshes ) { pCallQueue->QueueFunctor( StudioRenderFunctor( g_pStudioRenderImp, &CStudioRender::DrawModelArrayStaticProp, info, m_RC, nInstanceCount, pQueuedInstanceData, CUtlEnvelope<ColorMeshInfo_t *>(pColorMeshes, nInstanceCount) ) ); } else { pCallQueue->QueueFunctor( StudioRenderFunctor( g_pStudioRenderImp, &CStudioRender::DrawModelArrayStaticProp, info, m_RC, nInstanceCount, pQueuedInstanceData, pColorMeshes ) ); } } }
void CStudioRenderContext::DrawStaticPropDecals( const DrawModelInfo_t &info, const matrix3x4_t &modelToWorld ) { QUEUE_STUDIORENDER_CALL( DrawStaticPropDecals, CStudioRender, g_pStudioRenderImp, info, m_RC, modelToWorld ); }
void CStudioRenderContext::DrawStaticPropShadows( const DrawModelInfo_t &info, const matrix3x4_t &modelToWorld, int flags ) { QUEUE_STUDIORENDER_CALL( DrawStaticPropShadows, CStudioRender, g_pStudioRenderImp, info, m_RC, modelToWorld, flags ); }
#ifndef _CERT
void CStudioRenderContext::GatherRenderedFaceInfo( IStudioRender::FaceInfoCallbackFunc_t pFunc ) { QUEUE_STUDIORENDER_CALL( GatherRenderedFaceInfo, CStudioRender, g_pStudioRenderImp, pFunc ); } #endif // _CERT
//-----------------------------------------------------------------------------
// Methods related to shadows
//-----------------------------------------------------------------------------
void CStudioRenderContext::AddShadow( IMaterial* pMaterial, void* pProxyData, FlashlightState_t *pFlashlightState, VMatrix *pWorldToTexture, ITexture *pFlashlightDepthTexture ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); ICallQueue *pCallQueue = pRenderContext->GetCallQueue(); if ( !pCallQueue || studio_queue_mode.GetInt() == 0 ) { g_pStudioRenderImp->AddShadow( pMaterial, pProxyData, pFlashlightState, pWorldToTexture, pFlashlightDepthTexture ); } else { // NOTE: We don't need to make proxies work, because proxies are only ever used
// when casting shadows onto props, which we don't do..that feature is disabled.
// When casting flashlights onto mdls, which we *do* use, the proxy is NULL.
Assert( pProxyData == NULL ); if ( pProxyData != NULL ) { Warning( "Cannot call CStudioRenderContext::AddShadows w/ proxies in queued mode!\n" ); return; }
CMatRenderData< FlashlightState_t > rdFlashlight( pRenderContext, 1, pFlashlightState ); CMatRenderData< VMatrix > rdMatrix( pRenderContext, 1, pWorldToTexture ); pCallQueue->QueueFunctor( StudioRenderFunctor( g_pStudioRenderImp, &CStudioRender::AddShadow, pMaterial, (void*)NULL, rdFlashlight.Base(), rdMatrix.Base(), pFlashlightDepthTexture ) ); } }
void CStudioRenderContext::ClearAllShadows() { QUEUE_STUDIORENDER_CALL( ClearAllShadows, CStudioRender, g_pStudioRenderImp ); }
//-----------------------------------------------------------------------------
// Methods related to decals
//-----------------------------------------------------------------------------
void CStudioRenderContext::DestroyDecalList( StudioDecalHandle_t handle ) { QUEUE_STUDIORENDER_CALL( DestroyDecalList, CStudioRender, g_pStudioRenderImp, handle ); }
void CStudioRenderContext::AddDecal( StudioDecalHandle_t handle, studiohdr_t *pStudioHdr, matrix3x4_t *pBoneToWorld, const Ray_t& ray, const Vector& decalUp, IMaterial* pDecalMaterial, float radius, int body, bool noPokethru, int maxLODToDecal, void *pvProxyUserData, int nAdditionalDecalFlags ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); Assert( pRenderContext->IsRenderData( pBoneToWorld ) ); QUEUE_STUDIORENDER_CALL_RC( AddDecal, CStudioRender, g_pStudioRenderImp, pRenderContext, handle, m_RC, pBoneToWorld, pStudioHdr, ray, decalUp, pDecalMaterial, radius, body, noPokethru, maxLODToDecal, pvProxyUserData, nAdditionalDecalFlags ); }
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