//===== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #include "studio.h" #include "studiorendercontext.h" #include "bitmap/imageformat.h" #include "materialsystem/imaterialsystem.h" #include "materialsystem/imaterial.h" #include "materialsystem/imaterialvar.h" #include "materialsystem/itexture.h" #include "materialsystem/imesh.h" #include "mathlib/mathlib.h" #include "studiorender.h" #include "pixelwriter.h" #include "vtf/vtf.h" #include "tier1/convar.h" #include "tier1/keyvalues.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define sign( a ) (((a) < 0) ? -1 : (((a) > 0) ? 1 : 0 )) void CStudioRender::R_StudioEyeballPosition( const mstudioeyeball_t *peyeball, eyeballstate_t *pstate ) { // Vector forward; // Vector org, right, up; pstate->peyeball = peyeball; Vector tmp; // move eyeball into worldspace { // ConDMsg("%.2f %.2f %.2f\n", peyeball->org[0], peyeball->org[1], peyeball->org[2] ); VectorCopy( peyeball->org, tmp ); tmp[0] += m_pRC->m_Config.fEyeShiftX * sign( tmp[0] ); tmp[1] += m_pRC->m_Config.fEyeShiftY * sign( tmp[1] ); tmp[2] += m_pRC->m_Config.fEyeShiftZ * sign( tmp[2] ); } VectorTransform( tmp, m_pBoneToWorld[peyeball->bone], pstate->org ); VectorRotate( peyeball->up, m_pBoneToWorld[peyeball->bone], pstate->up ); // look directly at target VectorSubtract( m_pRC->m_ViewTarget, pstate->org, pstate->forward ); VectorNormalize( pstate->forward ); if ( !m_pRC->m_Config.bEyeMove ) { VectorRotate( peyeball->forward, m_pBoneToWorld[peyeball->bone], pstate->forward ); VectorScale( pstate->forward, -1 ,pstate->forward ); // ??? } CrossProduct( pstate->forward, pstate->up, pstate->right ); VectorNormalize( pstate->right ); // shift N degrees off of the target float dz; dz = peyeball->zoffset; VectorMA( pstate->forward, peyeball->zoffset + dz, pstate->right, pstate->forward ); #if 0 // add random jitter VectorMA( forward, RandomFloat( -0.02, 0.02 ), right, forward ); VectorMA( forward, RandomFloat( -0.02, 0.02 ), up, forward ); #endif VectorNormalize( pstate->forward ); // re-aim eyes CrossProduct( pstate->forward, pstate->up, pstate->right ); VectorNormalize( pstate->right ); CrossProduct( pstate->right, pstate->forward, pstate->up ); VectorNormalize( pstate->up ); float scale = (1.0 / peyeball->iris_scale) + m_pRC->m_Config.fEyeSize; if (scale > 0) scale = 1.0 / scale; VectorScale( &pstate->right[0], -scale, pstate->mat[0] ); VectorScale( &pstate->up[0], -scale, pstate->mat[1] ); pstate->mat[0][3] = -DotProduct( &pstate->org[0], pstate->mat[0] ) + 0.5f; pstate->mat[1][3] = -DotProduct( &pstate->org[0], pstate->mat[1] ) + 0.5f; // FIXME: push out vertices for cornea } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CStudioRender::R_StudioEyelidFACS( const mstudioeyeball_t *peyeball, const eyeballstate_t *pstate ) { if ( peyeball->m_bNonFACS ) return; Vector pos, headup, headforward; float upperlid = DEG2RAD( 9.5 ); float lowerlid = DEG2RAD( -26.4 ); // FIXME: Crash workaround Vector vecNormTarget; vecNormTarget.Init( peyeball->uppertarget[0], peyeball->uppertarget[1], peyeball->uppertarget[2] ); vecNormTarget /= peyeball->radius; vecNormTarget.x = clamp( vecNormTarget.x, -1.0f, 1.0f ); vecNormTarget.y = clamp( vecNormTarget.y, -1.0f, 1.0f ); vecNormTarget.z = clamp( vecNormTarget.z, -1.0f, 1.0f ); // get weighted position of eyeball angles based on the "raiser", "neutral", and "lowerer" controls upperlid = m_pFlexWeights[peyeball->upperflexdesc[0]] * asin( vecNormTarget.x ); upperlid += m_pFlexWeights[peyeball->upperflexdesc[1]] * asin( vecNormTarget.y ); upperlid += m_pFlexWeights[peyeball->upperflexdesc[2]] * asin( vecNormTarget.z ); vecNormTarget.Init( peyeball->lowertarget[0], peyeball->lowertarget[1], peyeball->lowertarget[2] ); vecNormTarget /= peyeball->radius; vecNormTarget.x = clamp( vecNormTarget.x, -1.0f, 1.0f ); vecNormTarget.y = clamp( vecNormTarget.y, -1.0f, 1.0f ); vecNormTarget.z = clamp( vecNormTarget.z, -1.0f, 1.0f ); lowerlid = m_pFlexWeights[peyeball->lowerflexdesc[0]] * asin( vecNormTarget.x ); lowerlid += m_pFlexWeights[peyeball->lowerflexdesc[1]] * asin( vecNormTarget.y ); lowerlid += m_pFlexWeights[peyeball->lowerflexdesc[2]] * asin( vecNormTarget.z ); // ConDMsg("%.1f %.1f\n", RAD2DEG( upperlid ), RAD2DEG( lowerlid ) ); float sinupper, cosupper, sinlower, coslower; SinCos( upperlid, &sinupper, &cosupper ); SinCos( lowerlid, &sinlower, &coslower ); // convert to head relative space VectorIRotate( pstate->up, m_pBoneToWorld[peyeball->bone], headup ); VectorIRotate( pstate->forward, m_pBoneToWorld[peyeball->bone], headforward ); // upper lid VectorScale( headup, sinupper * peyeball->radius, pos ); VectorMA( pos, cosupper * peyeball->radius, headforward, pos ); m_pFlexWeights[peyeball->upperlidflexdesc] = DotProduct( pos, peyeball->up ); // lower lid VectorScale( headup, sinlower * peyeball->radius, pos ); VectorMA( pos, coslower * peyeball->radius, headforward, pos ); m_pFlexWeights[peyeball->lowerlidflexdesc] = DotProduct( pos, peyeball->up ); // ConDMsg("%.4f %.4f\n", m_pRC->m_FlexWeights[peyeball->upperlidflex], m_pRC->m_FlexWeights[peyeball->lowerlidflex] ); } void CStudioRender::MaterialPlanerProjection( const matrix3x4_t& mat, int count, const Vector *psrcverts, Vector2D *pdesttexcoords ) { for (int i = 0; i < count; i++) { pdesttexcoords[i][0] = DotProduct( &psrcverts[i].x, mat[0] ) + mat[0][3]; pdesttexcoords[i][1] = DotProduct( &psrcverts[i].x, mat[1] ) + mat[1][3]; } } //----------------------------------------------------------------------------- // Ramp and clamp the flex weight //----------------------------------------------------------------------------- float CStudioRender::RampFlexWeight( mstudioflex_t &flex, float w ) { if ( w <= flex.target0 || w >= flex.target3 ) { w = 0.0; // value outside of range } else if ( w < flex.target1 ) { w = (w - flex.target0) / (flex.target1 - flex.target0); // 0 to 1 ramp } else if ( w > flex.target2 ) { w = (flex.target3 - w) / (flex.target3 - flex.target2); // 1 to 0 ramp } else { w = 1.0; // plat } return w; } //----------------------------------------------------------------------------- // Setup the flex verts for this rendering //----------------------------------------------------------------------------- void CStudioRender::R_StudioFlexVerts( mstudiomesh_t *pmesh, int lod, bool bQuadList ) { VPROF_BUDGET( "CStudioRender::R_StudioFlexVerts", VPROF_BUDGETGROUP_MODEL_RENDERING ); Assert( pmesh ); const float flVertAnimFixedPointScale = m_pStudioHdr->VertAnimFixedPointScale(); // There's a chance we can actually do the flex twice on a single mesh // since there's flexed HW + SW portions of the mesh. if ( m_VertexCache.IsFlexComputationDone() ) return; // Get pointers to geometry if ( !pmesh->pModel()->CacheVertexData( m_pStudioHdr ) ) { // not available yet return; } const mstudio_meshvertexdata_t *vertData = pmesh->GetVertexData( m_pStudioHdr ); Assert( vertData ); if ( !vertData ) { static unsigned int warnCount = 0; if ( warnCount++ < 20 ) Warning( "ERROR: model verts have been compressed, cannot render! (use \"-no_compressed_vvds\")" ); return; } // The flex data should have been converted to the new (fixed-point) format on load: Assert( m_pStudioHdr->flags & STUDIOHDR_FLAGS_FLEXES_CONVERTED ); if ( ( m_pStudioHdr->flags & STUDIOHDR_FLAGS_FLEXES_CONVERTED ) == 0 ) { static unsigned int flexConversionTimesWarned = 0; if ( flexConversionTimesWarned++ < 6 ) Warning( "ERROR: flex verts have not been converted (queued loader refcount bug?) - expect to see 'exploded' faces" ); } mstudiovertex_t *pVertices = vertData->Vertex( 0 ); Vector4D *pStudioTangentS = vertData->HasTangentData() ? vertData->TangentS( 0 ) : NULL; mstudioflex_t *pflex = pmesh->pFlex( 0 ); m_VertexCache.SetupComputation( pmesh, true ); // Apply flex weights int i, j, n; for ( i = 0; i < pmesh->numflexes; i++ ) { float w1 = RampFlexWeight( pflex[i], m_pFlexWeights[ pflex[i].flexdesc ] ); float w2 = RampFlexWeight( pflex[i], m_pFlexDelayedWeights[ pflex[i].flexdesc ] ); float w3, w4; if ( pflex[i].flexpair != 0) { w3 = RampFlexWeight( pflex[i], m_pFlexWeights[ pflex[i].flexpair ] ); w4 = RampFlexWeight( pflex[i], m_pFlexDelayedWeights[ pflex[i].flexpair ] ); } else { w3 = w1; w4 = w2; } if ( w1 > -0.001 && w1 < 0.001 && w2 > -0.001 && w2 < 0.001 ) { if ( w3 > -0.001 && w3 < 0.001 && w4 > -0.001 && w4 < 0.001 ) { continue; } } byte *pvanim = pflex[i].pBaseVertanim(); int nVAnimSizeBytes = pflex[i].VertAnimSizeBytes(); bool bWrinkleFlex = pflex[i].vertanimtype == STUDIO_VERT_ANIM_WRINKLE; for ( j = 0; j < pflex[i].numverts; j++ ) { mstudiovertanim_t *pAnim = (mstudiovertanim_t*)( pvanim + j * nVAnimSizeBytes ); n = pAnim->index; // Only flex the indices that are (still) part of this mesh need lod restriction here if ( n < pmesh->vertexdata.numLODVertexes[lod] ) { mstudiovertex_t &vert = pVertices[n]; CachedPosNormTan_t* pFlexedVertex; if ( !m_VertexCache.IsVertexFlexed(n) ) { pFlexedVertex = m_VertexCache.CreateFlexVertex(n); // Add a new flexed vert to the list if ( pFlexedVertex == NULL ) // Skip processing if no more can be allocated continue; VectorCopy( vert.m_vecPosition, pFlexedVertex->m_Position.AsVector3D() ); pFlexedVertex->m_Position.w = 0.0f; VectorCopy( vert.m_vecNormal, pFlexedVertex->m_Normal.AsVector3D() ); if ( pStudioTangentS ) { Vector4DCopy( pStudioTangentS[n], pFlexedVertex->m_TangentS ); Assert( pFlexedVertex->m_TangentS.w == -1.0f || pFlexedVertex->m_TangentS.w == 1.0f ); } } else { pFlexedVertex = m_VertexCache.GetFlexVertex(n); } float s = pAnim->speed * ( 1.0f/255.0f ); float b = pAnim->side * ( 1.0f/255.0f ); float w = (w1 * s + (1.0f - s) * w2) * (1.0f - b) + b * (w3 * s + (1.0f - s) * w4); // Accumulate weighted deltas pFlexedVertex->m_Position.AsVector3D() += pAnim->GetDeltaFixed( flVertAnimFixedPointScale ) * w; if ( bWrinkleFlex ) { float delta = ((mstudiovertanim_wrinkle_t *)pAnim)->GetWrinkleDeltaFixed( flVertAnimFixedPointScale ); pFlexedVertex->m_Position.w += w * delta; } if ( !bQuadList ) { pFlexedVertex->m_Normal.AsVector3D() += pAnim->GetNDeltaFixed( flVertAnimFixedPointScale ) * w; } if ( pStudioTangentS ) { pFlexedVertex->m_TangentS.AsVector3D() += pAnim->GetNDeltaFixed( flVertAnimFixedPointScale ) * w; Assert( pFlexedVertex->m_TangentS.w == -1.0f || pFlexedVertex->m_TangentS.w == 1.0f ); } } } } m_VertexCache.RenormalizeFlexVertices( vertData->HasTangentData(), bQuadList ); } // REMOVED!! Look in version 32 if you need it. //static void R_StudioEyeballNormals( const mstudioeyeball_t *peyeball, int count, const Vector *psrcverts, Vector *pdestnorms ) #define KERNEL_DIAMETER 2 #define KERNEL_TEXELS (KERNEL_DIAMETER) #define KERNEL_TEXEL_RADIUS (KERNEL_TEXELS / 2) inline float GlintGaussSpotCoefficient( float dx, float dy /*, float *table */ ) { const float radius = KERNEL_DIAMETER / 2; const float rsq = 1.0f / (radius * radius); float r2 = (dx * dx + dy * dy) * rsq; if (r2 <= 1.0f) { return exp( -25.0 * r2 ); // NOTE: This optimization doesn't make much of a difference //int index = r2 * (GLINT_TABLE_ENTRIES-1); //return table[index]; } return 0; } void CStudioRender::AddGlint( CPixelWriter &pixelWriter, float x, float y, const Vector& color ) { x = (x + 0.5f) * m_GlintWidth; y = (y + 0.5f) * m_GlintHeight; const float texelRadius = KERNEL_DIAMETER / 2; int x0 = (int)x; int y0 = (int)y; int x1 = x0 + texelRadius; int y1 = y0 + texelRadius; x0 -= texelRadius; y0 -= texelRadius; // clip light to texture if ( (x0 >= m_GlintWidth) || (x1 < 0) || (y0 >= m_GlintHeight) || (y1 < 0) ) return; // clamp coordinates if ( x0 < 0 ) { x0 = 0; } if ( y0 < 0 ) { y0 = 0; } if ( x1 >= m_GlintWidth ) { x1 = m_GlintWidth-1; } if ( y1 >= m_GlintHeight ) { y1 = m_GlintHeight-1; } for (int v = y0; v <= y1; ++v ) { pixelWriter.Seek( x0, v ); for (int u = x0; u <= x1; ++u ) { float fu = ((float)u) - x; float fv = ((float)v) - y; const float offset = 0.25; float intensity = GlintGaussSpotCoefficient( fu-offset, fv-offset ) + GlintGaussSpotCoefficient( fu+offset, fv-offset ) + 5 * GlintGaussSpotCoefficient( fu, fv ) + GlintGaussSpotCoefficient( fu-offset, fv+offset ) + GlintGaussSpotCoefficient( fu+offset, fv+offset ); // NOTE: Old filter code multiplies the signal by 8X, so we will too intensity *= (4.0f/9.0f); // NOTE: It's much faster to do the work in the dest texture than to touch the memory more // or make more buffers Vector outColor = intensity * color; int r, g, b, a; pixelWriter.ReadPixelNoAdvance( r, g, b, a ); outColor.x += TextureToLinear(r); outColor.y += TextureToLinear(g); outColor.z += TextureToLinear(b); pixelWriter.WritePixel( LinearToTexture(outColor.x), LinearToTexture(outColor.y), LinearToTexture(outColor.z) ); } } } //----------------------------------------------------------------------------- // glint //----------------------------------------------------------------------------- // test/stub code #if 0 class CEmptyTextureRegen : public ITextureRegenerator { public: virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect ) { // get the texture unsigned char *pTextureData = pVTFTexture->ImageData( 0, 0, 0 ); int nImageSize = pVTFTexture->ComputeMipSize( 0 ); memset( pTextureData, 0, nImageSize ); } // We've got a global instance, no need to delete it virtual void Release() {} }; static CEmptyTextureRegen s_GlintTextureRegen; #endif class CGlintTextureRegenerator : public ITextureRegenerator { public: virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect ) { // We don't need to reconstitute the bits after a task switch // since we reconstitute them every frame they are used anyways if ( !m_pStudioRender ) return; if ( ( m_pStudioRender->m_GlintWidth != pVTFTexture->Width() ) || ( m_pStudioRender->m_GlintHeight != pVTFTexture->Height() ) ) { m_pStudioRender->m_GlintWidth = pVTFTexture->Width(); m_pStudioRender->m_GlintHeight = pVTFTexture->Height(); } CStudioRender::GlintRenderData_t pRenderData[16]; int nGlintCount = m_pStudioRender->BuildGlintRenderData( pRenderData, ARRAYSIZE(pRenderData), m_pState, *m_pVRight, *m_pVUp, *m_pROrigin ); // setup glint texture unsigned char *pTextureData = pVTFTexture->ImageData( 0, 0, 0 ); CPixelWriter pixelWriter; pixelWriter.SetPixelMemory( pVTFTexture->Format(), pTextureData, pVTFTexture->RowSizeInBytes( 0 ) ); int nImageSize = pVTFTexture->ComputeMipSize( 0 ); memset( pTextureData, 0, nImageSize ); // Put in glints due to the lights in the scene for ( int i = 0; i < nGlintCount; ++i ) { // NOTE: AddGlint is a more expensive solution but it looks better close-up m_pStudioRender->AddGlint( pixelWriter, pRenderData[i].m_vecPosition[0], pRenderData[i].m_vecPosition[1], pRenderData[i].m_vecIntensity ); } } // We've got a global instance, no need to delete it virtual void Release() {} const eyeballstate_t *m_pState; const Vector *m_pVRight; const Vector *m_pVUp; const Vector *m_pROrigin; CStudioRender *m_pStudioRender; }; static CGlintTextureRegenerator s_GlintTextureRegen; static ITexture *s_pProcGlint = NULL; void CStudioRender::PrecacheGlint() { if ( ! m_pGlintTexture ) { // Begin block in which all render targets should be allocated // Get the texture that we are going to be updating procedurally. m_pGlintTexture = materials->FindTexture( "_rt_eyeglint", TEXTURE_GROUP_RENDER_TARGET ); if ( IsErrorTexture( m_pGlintTexture ) ) { g_pMaterialSystem->BeginRenderTargetAllocation(); m_pGlintTexture = g_pMaterialSystem->CreateNamedRenderTargetTextureEx2( "_rt_eyeglint", 32, 32, RT_SIZE_NO_CHANGE, IMAGE_FORMAT_BGRA8888, MATERIAL_RT_DEPTH_NONE ); g_pMaterialSystem->EndRenderTargetAllocation(); } m_pGlintTexture->IncrementReferenceCount(); if ( !IsX360() ) { // Get the texture that we are going to be updating procedurally. s_pProcGlint = g_pMaterialSystem->CreateProceduralTexture( "proc_eyeglint", TEXTURE_GROUP_MODEL, 32, 32, IMAGE_FORMAT_BGRA8888, TEXTUREFLAGS_NOMIP|TEXTUREFLAGS_NOLOD ); s_pProcGlint->SetTextureRegenerator( &s_GlintTextureRegen ); } // JAY: I don't see this pattern in the code often. It looks like the material system // would rather than I deal exclusively with IMaterials instead. // So maybe we should bake the LOD texture into the eyes shader. // For now, just hardcode one // UNDONE: Add a $lodtexture to the eyes shader. Maybe add a $lodsize too. // UNDONE: Make eyes texture load $lodtexture and switch to that here instead of black m_pGlintLODTexture = g_pMaterialSystem->FindTexture( IsX360() ? "black" : "vgui/black", NULL, false ); m_pGlintLODTexture->IncrementReferenceCount(); } } void CStudioRender::UncacheGlint() { if ( m_pGlintTexture ) { if ( s_pProcGlint ) { s_pProcGlint->SetTextureRegenerator( NULL ); s_pProcGlint->DecrementReferenceCount(); s_pProcGlint = NULL; } m_pGlintTexture->DecrementReferenceCount(); m_pGlintTexture = NULL; m_pGlintLODTexture->DecrementReferenceCount(); m_pGlintLODTexture = NULL; } } int CStudioRender::BuildGlintRenderData( GlintRenderData_t *pData, int nMaxGlints, const eyeballstate_t *pState, const Vector& vright, const Vector& vup, const Vector& r_origin ) { // NOTE: See version 25 for lots of #if 0ed out stuff I removed Vector viewdelta; VectorSubtract( r_origin, pState->org, viewdelta ); VectorNormalize( viewdelta ); // hack cornea position float iris_radius = pState->peyeball->radius * (6.0 / 12.0); float cornea_radius = pState->peyeball->radius * (8.0 / 12.0); Vector cornea; // position on eyeball that matches iris radius float er = ( iris_radius / pState->peyeball->radius ); er = FastSqrt( 1 - er * er ); // position on cornea sphere that matches iris radius float cr = ( iris_radius / cornea_radius ); cr = FastSqrt( 1 - cr * cr ); float r = ( er * pState->peyeball->radius - cr * cornea_radius ); VectorScale( pState->forward, r, cornea ); // get offset for center of cornea float dx, dy; dx = DotProduct( vright, cornea ); dy = DotProduct( vup, cornea ); // move cornea to world space VectorAdd( cornea, pState->org, cornea ); Vector delta, intensity, reflection, coord; // Put in glints due to the lights in the scene int nGlintCount = 0; for ( int i = 0; R_LightGlintPosition( i, cornea, delta, intensity ); ++i ) { VectorNormalize( delta ); if ( DotProduct( delta, pState->forward ) <= 0 ) continue; VectorAdd( delta, viewdelta, reflection ); VectorNormalize( reflection ); pData[nGlintCount].m_vecPosition[0] = dx + cornea_radius * DotProduct( vright, reflection ); pData[nGlintCount].m_vecPosition[1] = dy + cornea_radius * DotProduct( vup, reflection ); pData[nGlintCount].m_vecIntensity = intensity; if ( ++nGlintCount >= nMaxGlints ) return nMaxGlints; if ( !R_LightGlintPosition( i, pState->org, delta, intensity ) ) continue; VectorNormalize( delta ); if ( DotProduct( delta, pState->forward ) >= er ) continue; pData[nGlintCount].m_vecPosition[0] = pState->peyeball->radius * DotProduct( vright, reflection ); pData[nGlintCount].m_vecPosition[1] = pState->peyeball->radius * DotProduct( vup, reflection ); pData[nGlintCount].m_vecIntensity = intensity; if ( ++nGlintCount >= nMaxGlints ) return nMaxGlints; } return nGlintCount; } //----------------------------------------------------------------------------- // Renders a glint texture procedurally //----------------------------------------------------------------------------- ITexture* CStudioRender::RenderGlintTexture( const eyeballstate_t *pState, const Vector& vright, const Vector& vup, const Vector& r_origin ) { GlintRenderData_t pRenderData[16]; int nGlintCount = BuildGlintRenderData( pRenderData, ARRAYSIZE(pRenderData), pState, vright, vup, r_origin ); if ( nGlintCount == 0 ) return m_pGlintLODTexture; // This could be done during the context of a flashlight rendering, // which could be setting the scissor rectangle. We need to save/restore this state // if ( m_pCurrentFlashlight ) // { // DisableScissor(); // } CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->PushRenderTargetAndViewport( m_pGlintTexture ); IMaterial *pPrevMaterial = pRenderContext->GetCurrentMaterial(); void *pPrevProxy = pRenderContext->GetCurrentProxy(); int nPrevBoneCount = pRenderContext->GetCurrentNumBones(); MaterialHeightClipMode_t nPrevClipMode = pRenderContext->GetHeightClipMode( ); bool bPrevClippingEnabled = pRenderContext->EnableClipping( false ); bool bInFlashlightMode = pRenderContext->GetFlashlightMode(); // if ( bInFlashlightMode ) // { // DisableScissor(); // } pRenderContext->ClearColor4ub( 0, 0, 0, 0 ); pRenderContext->ClearBuffers( true, false, false ); pRenderContext->SetFlashlightMode( false ); pRenderContext->SetHeightClipMode( MATERIAL_HEIGHTCLIPMODE_DISABLE ); pRenderContext->SetNumBoneWeights( 0 ); pRenderContext->Bind( m_pGlintBuildMaterial ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); CMeshBuilder meshBuilder; IMesh *pMesh = pRenderContext->GetDynamicMesh( ); meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nGlintCount * 4, nGlintCount * 6 ); Vector4D white( 1.0f, 1.0f, 1.0f, 1.0f ); const float epsilon = 0.5f / 32.0f; int nIndex = 0; for ( int i = 0; i < nGlintCount; ++i ) { const GlintRenderData_t &glint = pRenderData[i]; // Position of glint 0..31 range float x = (glint.m_vecPosition.x + 0.5f) * m_GlintWidth; float y = (glint.m_vecPosition.y + 0.5f) * m_GlintHeight; Vector vGlintCenter = Vector( x, y, 0.0f ); float ooWidth = 1.0f / (float)m_GlintWidth; float ooHeight = 1.0f / (float)m_GlintHeight; int x0 = floor(x); int y0 = floor(y); int x1 = x0 + 1.0f; int y1 = y0 + 1.0f; x0 -= 2.0f; // Fill rules make us pad this out more than the procedural version y0 -= 2.0f; float screenX0 = x0 * 2 * ooWidth + epsilon - 1; float screenX1 = x1 * 2 * ooWidth + epsilon - 1; float screenY0 = -(y0 * 2 * ooHeight + epsilon - 1); float screenY1 = -(y1 * 2 * ooHeight + epsilon - 1); meshBuilder.Position3f( screenX0, screenY0, 0.0f ); meshBuilder.TexCoord2f( 0, x0, y0 ); meshBuilder.TexCoord2fv( 1, vGlintCenter.Base() ); meshBuilder.TexCoord3fv( 2, glint.m_vecIntensity.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( screenX1, screenY0, 0.0f ); meshBuilder.TexCoord2f( 0, x1, y0 ); meshBuilder.TexCoord2fv( 1, vGlintCenter.Base() ); meshBuilder.TexCoord3fv( 2, glint.m_vecIntensity.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( screenX1, screenY1, 0.0f ); meshBuilder.TexCoord2f( 0, x1, y1 ); meshBuilder.TexCoord2fv( 1, vGlintCenter.Base() ); meshBuilder.TexCoord3fv( 2, glint.m_vecIntensity.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( screenX0, screenY1, 0.0f ); meshBuilder.TexCoord2f( 0, x0, y1 ); meshBuilder.TexCoord2fv( 1, vGlintCenter.Base() ); meshBuilder.TexCoord3fv( 2, glint.m_vecIntensity.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.FastIndex( nIndex ); meshBuilder.FastIndex( nIndex+1 ); meshBuilder.FastIndex( nIndex+2 ); meshBuilder.FastIndex( nIndex ); meshBuilder.FastIndex( nIndex+2 ); meshBuilder.FastIndex( nIndex+3 ); nIndex += 4; } meshBuilder.End(); pMesh->DrawModulated( white ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); if ( IsX360() ) { pRenderContext->CopyRenderTargetToTextureEx( m_pGlintTexture, 0, NULL, NULL ); } pRenderContext->PopRenderTargetAndViewport( ); pRenderContext->Bind( pPrevMaterial, pPrevProxy ); pRenderContext->SetNumBoneWeights( nPrevBoneCount ); pRenderContext->SetHeightClipMode( nPrevClipMode ); pRenderContext->EnableClipping( bPrevClippingEnabled ); pRenderContext->SetFlashlightMode( bInFlashlightMode ); // if ( m_pCurrentFlashlight ) // { // EnableScissor( m_pCurrentFlashlight ); // } return m_pGlintTexture; } static ConVar r_glint_procedural( "r_glint_procedural", "0" ); static ConVar r_glint_alwaysdraw( "r_glint_alwaysdraw", "0" ); void CStudioRender::R_StudioEyeballGlint( const eyeballstate_t *pstate, IMaterialVar *pGlintVar, const Vector& vright, const Vector& vup, const Vector& r_origin ) { // Kick off a PIX event, since this process encompasses a bunch of locks etc... CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); PIXEVENT( pRenderContext, "GenerateEyeballGlint" ); // Don't do a procedural glint texture if there are enough pixels covered by the eyeball onscreen, // and the eye isn't backfaced. if ( m_pGlintLODTexture && r_glint_alwaysdraw.GetInt() == 0 ) { // backfaced or too small to bother? float pixelArea = pRenderContext->ComputePixelWidthOfSphere( pstate->org, pstate->peyeball->radius ); if( // FIXME: this backface doesn't work for something that isn't a plane. // DotProduct( pstate->forward, m_ViewPlaneNormal ) > 0.0f || pixelArea < m_pRC->m_Config.fEyeGlintPixelWidthLODThreshold ) { // use black glint texture pGlintVar->SetTextureValue( m_pGlintLODTexture ); return; } } // Legacy method for DX8 if ( !IsX360() && r_glint_procedural.GetInt() ) { // Set up the texture regenerator s_GlintTextureRegen.m_pVRight = &vright; s_GlintTextureRegen.m_pVUp = &vup; s_GlintTextureRegen.m_pROrigin = &r_origin; s_GlintTextureRegen.m_pState = pstate; s_GlintTextureRegen.m_pStudioRender = this; // This will cause the glint texture to be re-generated and then downloaded s_pProcGlint->Download( ); // This is necessary to make sure we don't reconstitute the bits // after coming back from a task switch s_GlintTextureRegen.m_pStudioRender = NULL; // Use the normal glint instead of the black glint pGlintVar->SetTextureValue( s_pProcGlint ); } else // Queued hardware version { // Make sure we know the correct size of the glint texture m_GlintWidth = m_pGlintTexture->GetActualWidth(); m_GlintHeight = m_pGlintTexture->GetActualHeight(); // Render glint render target ITexture *pUseGlintTexture = RenderGlintTexture( pstate, vright, vup, r_origin ); // Use the normal glint instead of the black glint pGlintVar->SetTextureValue( pUseGlintTexture ); } } void CStudioRender::ComputeGlintTextureProjection( eyeballstate_t const* pState, const Vector& vright, const Vector& vup, matrix3x4_t& mat ) { // project eyeball into screenspace texture float scale = 1.0 / (pState->peyeball->radius * 2); VectorScale( &vright.x, scale, mat[0] ); VectorScale( &vup.x, scale, mat[1] ); mat[0][3] = -DotProduct( pState->org.Base(), mat[0] ) + 0.5; mat[1][3] = -DotProduct( pState->org.Base(), mat[1] ) + 0.5; } /* void R_MouthLighting( int count, const Vector *psrcverts, const Vector *psrcnorms, Vector4D *pdestlightvalues ) { Vector forward; if (m_pStudioHdr->nummouths < 1) return; mstudiomouth_t *pMouth = r_pstudiohdr->pMouth( 0 ); // FIXME: this needs to get the mouth index from the shader float fIllum = m_FlexWeights[pMouth->flexdesc]; if (fIllum < 0) fIllum = 0; if (fIllum > 1) fIllum = 1; fIllum = LinearToTexture( fIllum ) / 255.0; VectorRotate( pMouth->forward, g_StudioInternalState.boneToWorld[ pMouth->bone ], forward ); for (int i = 0; i < count; i++) { float dot = -DotProduct( psrcnorms[i], forward ); if (dot > 0) { dot = LinearToTexture( dot ) / 255.0; // FIXME: this isn't robust VectorScale( pdestlightvalues[i], dot, pdestlightvalues[i] ); } else VectorFill( pdestlightvalues[i], 0 ); VectorScale( pdestlightvalues[i], fIllum, pdestlightvalues[i] ); } } */ void CStudioRender::R_MouthComputeLightingValues( float& fIllum, Vector& forward ) { // FIXME: this needs to get the mouth index from the shader mstudiomouth_t *pMouth = m_pStudioHdr->pMouth( 0 ); fIllum = m_pFlexWeights[pMouth->flexdesc]; if (fIllum < 0) fIllum = 0; if (fIllum > 1) fIllum = 1; fIllum = LinearToTexture( fIllum ) / 255.0; VectorRotate( pMouth->forward, m_pBoneToWorld[ pMouth->bone ], forward ); } void CStudioRender::R_MouthLighting( float fIllum, const Vector& normal, const Vector& forward, Vector &light ) { float dot = -DotProduct( normal, forward ); if (dot > 0) { VectorScale( light, dot * fIllum, light ); } else { VectorFill( light, 0 ); } } static unsigned int illumVarCache = 0; static unsigned int forwardVarCache = 0; void CStudioRender::R_MouthSetupVertexShader( IMaterial* pMaterial ) { if (!pMaterial) return; // FIXME: this needs to get the mouth index from the shader mstudiomouth_t *pMouth = m_pStudioHdr->pMouth( 0 ); // Don't deal with illum gamma, we apply it at a different point for vertex shaders float fIllum = m_pFlexWeights[pMouth->flexdesc]; if (fIllum < 0) fIllum = 0; if (fIllum > 1) fIllum = 1; Vector forward; VectorRotate( pMouth->forward, m_pBoneToWorld[ pMouth->bone ], forward ); forward *= -1; IMaterialVar* pIllumVar = pMaterial->FindVarFast( "$illumfactor", &illumVarCache ); if (pIllumVar) { pIllumVar->SetFloatValue( fIllum ); } IMaterialVar* pFowardVar = pMaterial->FindVarFast( "$forward", &forwardVarCache ); if (pFowardVar) { pFowardVar->SetVecValue( forward.Base(), 3 ); } }