Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

143 lines
4.9 KiB

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