Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=====================================================================================//
#include "render_pch.h"
#include "decal_private.h"
#include "disp_defs.h"
#include "disp.h"
#include "gl_model_private.h"
#include "gl_matsysiface.h"
#include "gl_cvars.h"
#include "gl_rsurf.h"
#include "gl_lightmap.h"
#include "con_nprint.h"
#include "surfinfo.h"
#include "Overlay.h"
#include "cl_main.h"
#include "r_decal.h"
#include "materialsystem/materialsystem_config.h"
#include "debugoverlay.h"
#include "paint.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ----------------------------------------------------------------------------- //
// Shadow decals + fragments
// ----------------------------------------------------------------------------- //
static CUtlLinkedList< CDispShadowDecal, DispShadowHandle_t, true > s_DispShadowDecals;
static CUtlLinkedList< CDispShadowFragment, DispShadowFragmentHandle_t, true > s_DispShadowFragments;
static CUtlLinkedList< CDispDecal, DispShadowHandle_t, true > s_DispDecals;
static CUtlLinkedList< CDispDecalFragment, DispShadowFragmentHandle_t, true > s_DispDecalFragments;
// This mutex protects the s_DispShadowFragments and s_DispShadowDecals list during in AllocateShadowFragment() during
// threaded shadow clipping. It is NOT safe to Allocate and free shadow decal fragments from multiple threads.
static CThreadFastMutex s_ShadowFragmentAllocLock;
void CDispInfo::GetIntersectingSurfaces( GetIntersectingSurfaces_Struct *pStruct )
{
if ( !m_Verts.Count() || !m_nIndices )
return;
// Walk through all of our triangles and add them one by one.
SurfInfo *pOut = &pStruct->m_pInfos[ pStruct->m_nSetInfos ];
for ( int iVert=0; iVert < m_MeshReader.NumIndices(); iVert += 3 )
{
// Is the list going to overflow?
if ( pStruct->m_nSetInfos >= pStruct->m_nMaxInfos )
break;
Vector const &a = m_MeshReader.Position( m_MeshReader.Index(iVert+0) - m_iVertOffset );
Vector const &b = m_MeshReader.Position( m_MeshReader.Index(iVert+1) - m_iVertOffset );
Vector const &c = m_MeshReader.Position( m_MeshReader.Index(iVert+2) - m_iVertOffset );
// Get the boundaries.
Vector vMin;
VectorMin( a, b, vMin );
VectorMin( c, vMin, vMin );
Vector vMax;
VectorMax( a, b, vMax );
VectorMax( c, vMax, vMax );
// See if it touches the sphere.
int iDim;
for ( iDim=0; iDim < 3; iDim++ )
{
if ( ((*pStruct->m_pCenter)[iDim]+pStruct->m_Radius) < vMin[iDim] ||
((*pStruct->m_pCenter)[iDim]-pStruct->m_Radius) > vMax[iDim] )
{
break;
}
}
if ( iDim == 3 )
{
// Couldn't reject the sphere in the loop above, so add this surface.
pOut->m_nVerts = 3;
pOut->m_Verts[0] = a;
pOut->m_Verts[1] = b;
pOut->m_Verts[2] = c;
pOut->m_Plane.m_Normal = ( c - a ).Cross( b - a );
VectorNormalize( pOut->m_Plane.m_Normal );
pOut->m_Plane.m_Dist = pOut->m_Plane.m_Normal.Dot( a );
++pStruct->m_nSetInfos;
++pOut;
}
}
}
// ----------------------------------------------------------------------------- //
// CDispInfo implementation of IDispInfo.
// ----------------------------------------------------------------------------- //
void CDispInfo::RenderWireframeInLightmapPage( int pageId )
{
#ifndef DEDICATED
// render displacement as wireframe into lightmap pages
SurfaceHandle_t surfID = GetParent();
Assert( ( MSurf_MaterialSortID( surfID ) >= 0 ) && ( MSurf_MaterialSortID( surfID ) < g_WorldStaticMeshes.Count() ) );
if( materialSortInfoArray[MSurf_MaterialSortID( surfID ) ].lightmapPageID != pageId )
return;
Shader_DrawLightmapPageSurface( surfID, 0.0f, 0.0f, 1.0f );
#endif
}
void CDispInfo::GetBoundingBox( Vector& bbMin, Vector& bbMax )
{
bbMin = m_BBoxMin;
bbMax = m_BBoxMax;
}
void CDispInfo::SetParent( SurfaceHandle_t surfID )
{
m_ParentSurfID = surfID;
}
// returns surfID
SurfaceHandle_t CDispInfo::GetParent( void )
{
return m_ParentSurfID;
}
unsigned int CDispInfo::ComputeDynamicLightMask( dlight_t *pLights )
{
int lightMask = 0;
#ifndef DEDICATED
if( !IS_SURF_VALID( m_ParentSurfID ) )
{
Assert( !"CDispInfo::ComputeDynamicLightMask: no parent surface" );
return 0;
}
for ( int lnum = 0, testBit = 1, mask = r_dlightactive; lnum < MAX_DLIGHTS && mask != 0; lnum++, mask >>= 1, testBit <<= 1 )
{
if ( mask & 1 )
{
// not lit by this light
if ( !(MSurf_DLightBits( m_ParentSurfID ) & testBit ) )
continue;
// This light doesn't affect the world
if ( pLights[lnum].flags & DLIGHT_NO_WORLD_ILLUMINATION)
continue;
// This is used to ensure a maximum number of dlights in a frame
if ( !R_CanUseVisibleDLight( lnum ) )
continue;
lightMask |= testBit;
}
}
#endif
return lightMask;
}
void CDispInfo::AddDynamicLights( dlight_t *pLights, unsigned int mask )
{
#ifndef DEDICATED
if( !IS_SURF_VALID( m_ParentSurfID ) )
{
Assert( !"CDispInfo::AddDynamicLights: no parent surface" );
return;
}
for ( int lnum = 0; lnum < MAX_DLIGHTS && mask != 0; lnum++, mask >>= 1 )
{
if ( mask & 1 )
{
if ( (pLights[lnum].flags & DLIGHT_DISPLACEMENT_MASK) == 0)
{
if( NumLightMaps() == 1 )
{
AddSingleDynamicLight( pLights[lnum] );
}
else
{
AddSingleDynamicLightBumped( pLights[lnum] );
}
}
else
{
AddSingleDynamicAlphaLight( pLights[lnum]);
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Allocates fragments...
//-----------------------------------------------------------------------------
CDispDecalFragment* CDispInfo::AllocateDispDecalFragment( DispDecalHandle_t h, int nVerts )
{
DispDecalFragmentHandle_t f = s_DispDecalFragments.Alloc(true);
s_DispDecalFragments.LinkBefore( s_DispDecals[h].m_FirstFragment, f );
s_DispDecals[h].m_FirstFragment = f;
CDispDecalFragment* pf = &s_DispDecalFragments[f];
// Initialize the vert count:
pf->m_nVerts = nVerts;
pf->m_pVerts = new CDecalVert[nVerts];
return pf;
}
//-----------------------------------------------------------------------------
// Clears decal fragment lists
//-----------------------------------------------------------------------------
void CDispInfo::ClearDecalFragments( DispDecalHandle_t h )
{
// Iterate over all fragments associated with each shadow decal
CDispDecal& decal = s_DispDecals[h];
DispDecalFragmentHandle_t f = decal.m_FirstFragment;
DispDecalFragmentHandle_t next;
while( f != DISP_DECAL_FRAGMENT_HANDLE_INVALID )
{
next = s_DispDecalFragments.Next(f);
s_DispDecalFragments.Free(f); // Destructs the decal, freeing the memory.
f = next;
}
// Blat out the list
decal.m_FirstFragment = DISP_DECAL_FRAGMENT_HANDLE_INVALID;
// Mark is as not computed
decal.m_Flags &= ~CDispDecalBase::FRAGMENTS_COMPUTED;
// Update the number of triangles in the decal
decal.m_nTris = 0;
decal.m_nVerts = 0;
}
void CDispInfo::ClearAllDecalFragments()
{
// Iterate over all shadow decals on the displacement
DispDecalHandle_t h = m_FirstDecal;
while( h != DISP_SHADOW_HANDLE_INVALID )
{
ClearDecalFragments( h );
h = s_DispDecals.Next(h);
}
}
// ----------------------------------------------------------------------------- //
// Add/remove decals
// ----------------------------------------------------------------------------- //
DispDecalHandle_t CDispInfo::NotifyAddDecal( decal_t *pDecal, float flSize )
{
// Create a new decal, link it in
DispDecalHandle_t h = s_DispDecals.Alloc( true );
if ( h != s_DispDecals.InvalidIndex() )
{
#ifndef DEDICATED
int nDecalCount = 0;
int iDecal = m_FirstDecal;
int iLastDecal = s_DispDecals.InvalidIndex();
while( iDecal != s_DispDecals.InvalidIndex() )
{
if ( 0 == ( s_DispDecals[ iDecal ].m_pDecal->flags & FDECAL_PLAYERSPRAY ) )
{ // Do not count player sprays for the purpose of unlinking decals
iLastDecal = iDecal;
++nDecalCount;
}
iDecal = s_DispDecals.Next( iDecal );
}
if ( nDecalCount >= MAX_DISP_DECALS )
{
R_DecalUnlink( s_DispDecals[iLastDecal].m_pDecal, host_state.worldbrush );
}
#endif
s_DispDecals.LinkBefore( m_FirstDecal, h );
m_FirstDecal = h;
CDispDecal *pDispDecal = &s_DispDecals[h];
pDispDecal->m_pDecal = pDecal;
pDispDecal->m_FirstFragment = DISP_DECAL_FRAGMENT_HANDLE_INVALID;
pDispDecal->m_nVerts = 0;
pDispDecal->m_nTris = 0;
pDispDecal->m_flSize = flSize;
// Setup a basis for it.
CDecalVert *pOutVerts = NULL;
R_SetupDecalClip( pOutVerts, pDispDecal->m_pDecal, MSurf_Plane( m_ParentSurfID ).normal, pDispDecal->m_pDecal->material,
pDispDecal->m_TextureSpaceBasis, pDispDecal->m_DecalWorldScale );
// Recurse and precalculate which nodes this thing can touch.
SetupDecalNodeIntersect( m_pPowerInfo->m_RootNode, 0, pDispDecal, 0 );
}
return h;
}
void CDispInfo::NotifyRemoveDecal( DispDecalHandle_t h )
{
// Any fragments we got we don't need
ClearDecalFragments(h);
// Reset the head of the list
if (m_FirstDecal == h)
m_FirstDecal = s_DispDecals.Next(h);
// Blow away the decal
s_DispDecals.Free( h );
}
//-----------------------------------------------------------------------------
// Allocates fragments...
//-----------------------------------------------------------------------------
CDispShadowFragment* CDispInfo::AllocateShadowDecalFragment( DispShadowHandle_t h, int nCount )
{
s_ShadowFragmentAllocLock.Lock();
DispShadowFragmentHandle_t f = s_DispShadowFragments.Alloc(true);
s_DispShadowFragments.LinkBefore( s_DispShadowDecals[h].m_FirstFragment, f );
s_DispShadowDecals[h].m_FirstFragment = f;
CDispShadowFragment* pf = &s_DispShadowFragments[f];
pf->m_nVerts = nCount;
pf->m_ShadowVerts = new ShadowVertex_t[nCount];
s_ShadowFragmentAllocLock.Unlock();
return pf;
}
//-----------------------------------------------------------------------------
// Clears shadow decal fragment lists
//-----------------------------------------------------------------------------
void CDispInfo::ClearShadowDecalFragments( DispShadowHandle_t h )
{
// Iterate over all fragments associated with each shadow decal
CDispShadowDecal& decal = s_DispShadowDecals[h];
DispShadowFragmentHandle_t f = decal.m_FirstFragment;
DispShadowFragmentHandle_t next;
while( f != DISP_SHADOW_FRAGMENT_HANDLE_INVALID )
{
next = s_DispShadowFragments.Next(f);
s_DispShadowFragments.Free(f);
f = next;
}
// Blat out the list
decal.m_FirstFragment = DISP_SHADOW_FRAGMENT_HANDLE_INVALID;
// Mark is as not computed
decal.m_Flags &= ~CDispDecalBase::FRAGMENTS_COMPUTED;
// Update the number of triangles in the decal
decal.m_nTris = 0;
decal.m_nVerts = 0;
}
void CDispInfo::ClearAllShadowDecalFragments()
{
// Iterate over all shadow decals on the displacement
DispShadowHandle_t h = m_FirstShadowDecal;
while( h != DISP_SHADOW_HANDLE_INVALID )
{
ClearShadowDecalFragments( h );
h = s_DispShadowDecals.Next(h);
}
}
// ----------------------------------------------------------------------------- //
// Add/remove shadow decals
// ----------------------------------------------------------------------------- //
DispShadowHandle_t CDispInfo::AddShadowDecal( ShadowHandle_t shadowHandle )
{
// Create a new shadow decal, link it in
DispShadowHandle_t h = s_DispShadowDecals.Alloc( true );
s_DispShadowDecals.LinkBefore( m_FirstShadowDecal, h );
m_FirstShadowDecal = h;
CDispShadowDecal* pShadowDecal = &s_DispShadowDecals[h];
pShadowDecal->m_nTris = 0;
pShadowDecal->m_nVerts = 0;
pShadowDecal->m_Shadow = shadowHandle;
pShadowDecal->m_FirstFragment = DISP_SHADOW_FRAGMENT_HANDLE_INVALID;
return h;
}
void CDispInfo::RemoveShadowDecal( DispShadowHandle_t h )
{
// Any fragments we got we don't need
ClearShadowDecalFragments(h);
// Reset the head of the list
if (m_FirstShadowDecal == h)
m_FirstShadowDecal = s_DispShadowDecals.Next(h);
// Blow away the decal
s_DispShadowDecals.Free( h );
}
// ----------------------------------------------------------------------------- //
// This little beastie generate decal fragments
// ----------------------------------------------------------------------------- //
void CDispInfo::GenerateDecalFragments_R( CVertIndex const &nodeIndex,
int iNodeBitIndex, unsigned short decalHandle, CDispDecalBase *pDispDecal, int iLevel )
{
// Get the node info for this node...
Assert( iNodeBitIndex < m_pPowerInfo->m_NodeCount );
DispNodeInfo_t const& nodeInfo = m_pNodeInfo[iNodeBitIndex];
int iNodeIndex = VertIndex( nodeIndex );
// Don't bother adding decals if the node doesn't have decal info.
if( !pDispDecal->m_NodeIntersect.Get( iNodeBitIndex ) )
return;
// Recurse into child nodes, but only if they have triangles.
if ( ( iLevel+1 < m_Power ) && (nodeInfo.m_Flags & DispNodeInfo_t::CHILDREN_HAVE_TRIANGLES) )
{
int iChildNodeBit = iNodeBitIndex + 1;
for( int iChild=0; iChild < 4; iChild++ )
{
CVertIndex const &childNode = m_pPowerInfo->m_pChildVerts[iNodeIndex].m_Verts[iChild];
bool bActiveChild = m_ActiveVerts.Get( VertIndex( childNode ) ) != 0;
if ( bActiveChild )
GenerateDecalFragments_R( childNode, iChildNodeBit, decalHandle, pDispDecal, iLevel + 1
);
iChildNodeBit += m_pPowerInfo->m_NodeIndexIncrements[iLevel];
}
}
// Create the decal fragments on the node triangles
bool isShadow = (pDispDecal->m_Flags & CDispDecalBase::DECAL_SHADOW) != 0;
int index = nodeInfo.m_FirstTesselationIndex;
for ( int i = 0; i < nodeInfo.m_Count; i += 3 )
{
if (isShadow)
TestAddDecalTri( index + i, decalHandle, static_cast<CDispShadowDecal*>(pDispDecal)
);
else
TestAddDecalTri( index + i, decalHandle, static_cast<CDispDecal*>(pDispDecal) );
}
}
void CDispInfo::GenerateDecalFragments( CVertIndex const &nodeIndex,
int iNodeBitIndex, unsigned short decalHandle, CDispDecalBase *pDispDecal )
{
GenerateDecalFragments_R( nodeIndex, iNodeBitIndex, decalHandle, pDispDecal, 0 );
pDispDecal->m_Flags |= CDispDecalBase::FRAGMENTS_COMPUTED;
}
// ----------------------------------------------------------------------------- //
// Compute shadow fragments for a particular shadow
// ----------------------------------------------------------------------------- //
bool CDispInfo::ComputeShadowFragments( DispShadowHandle_t h, int& vertexCount, int& indexCount )
{
#ifndef DEDICATED
CDispShadowDecal* pShadowDecal = &s_DispShadowDecals[h];
// If we already have fragments, that means the data's already cached.
if ((pShadowDecal->m_Flags & CDispDecalBase::FRAGMENTS_COMPUTED) != 0)
{
vertexCount = pShadowDecal->m_nVerts;
indexCount = 3 * pShadowDecal->m_nTris;
return true;
}
Assert( pShadowDecal->m_nTris == 0);
Assert( pShadowDecal->m_FirstFragment == DISP_SHADOW_FRAGMENT_HANDLE_INVALID);
ShadowInfo_t const& info = g_pShadowMgr->GetInfo( pShadowDecal->m_Shadow );
unsigned short pIntersectingNodes[ 85 ]; // shorts to save stack space
int nNumIntersectingNodes = 0;
VMatrix matZScale( SetupMatrixScale( Vector( 1.0f, 1.0f, 1.0f/info.m_MaxDist ) ) );
VMatrix normalizedWorldToShadow;
MatrixMultiply( matZScale, info.m_WorldToShadow, normalizedWorldToShadow );
Frustum_t shadowFrustum;
VMatrix shadowToWorld;
MatrixInverseGeneral( normalizedWorldToShadow, shadowToWorld );
FrustumPlanesFromMatrix( shadowToWorld, shadowFrustum );
FindNodesInShadowFrustum( shadowFrustum, pIntersectingNodes, &nNumIntersectingNodes, 0, 0 );
if ( nNumIntersectingNodes == 0 )
{
return false;
}
AddNodeTrisToDecal( pShadowDecal, h, pIntersectingNodes, nNumIntersectingNodes );
pShadowDecal->m_Flags |= CDispDecalBase::FRAGMENTS_COMPUTED;
// Compute the index + vertex counts
vertexCount = pShadowDecal->m_nVerts;
indexCount = 3 * pShadowDecal->m_nTris;
#endif
return true;
}
struct VisitedNodeData_t
{
unsigned char iNodeBit;
unsigned char iLevel;
};
// ----------------------------------------------------------------------------- //
// Hierarchical node culling using AABB tree
// ----------------------------------------------------------------------------- //
void CDispInfo::FindNodesInShadowFrustum( const Frustum_t& frustum, unsigned short* pNodeArray, int* pNumNodes, int iNodeBit, int iLevel )
{
VisitedNodeData_t nodeList[85];
nodeList[0].iNodeBit = 0;
nodeList[0].iLevel = 0;
int listIndex = 0;
int maxIndex = 0;
while ( listIndex <= maxIndex )
{
int iNodeBit = nodeList[listIndex].iNodeBit;
int iLevel = nodeList[listIndex].iLevel;
++listIndex;
DispNodeInfo_t& nodeInfo = m_pNodeInfo[iNodeBit];
if ( nodeInfo.m_mins.x == FLT_MAX )
{
// empty node
continue;
}
// TODO: SIMD intersection routine? Replace recursion with queue?
if ( frustum.CullBox( nodeInfo.m_mins, nodeInfo.m_maxs ) )
{
continue;
}
if ( iLevel+1 < m_Power )
{
// Need to check child nodes. put them at end of list
int iChildNodeBit = iNodeBit + 1;
for( int iChild=0; iChild < 4; iChild++ )
{
++maxIndex;
nodeList[maxIndex].iNodeBit = iChildNodeBit;
nodeList[maxIndex].iLevel = iLevel + 1;
iChildNodeBit += m_pPowerInfo->m_NodeIndexIncrements[iLevel];
}
}
else
{
// leaf node
//CDebugOverlay::AddBoxOverlay( Vector( 0.0f, 0.0f, 0.0f ), nodeInfo.m_mins, nodeInfo.m_maxs, QAngle( 0, 0, 0 ), 255, 255, 255, 0, 0.0f );
pNodeArray[*pNumNodes] = iNodeBit;
++(*pNumNodes);
}
}
}
// ----------------------------------------------------------------------------- //
// Takes an array of node indices and adds all of their tris to a decal
// ----------------------------------------------------------------------------- //
void CDispInfo::AddNodeTrisToDecal( CDispShadowDecal *pDispDecal, unsigned short decalHandle, unsigned short* pNodeIndices, int nNumIndices )
{
for ( int j = 0; j < nNumIndices; ++j )
{
// Get the node info for this node...
DispNodeInfo_t const& nodeInfo = m_pNodeInfo[ pNodeIndices[j] ];
int index = nodeInfo.m_FirstTesselationIndex;
for ( int i = 0; i < nodeInfo.m_Count; i += 3 )
{
TestAddDecalTri( index + i, decalHandle, pDispDecal );
}
}
}
//-----------------------------------------------------------------------------
// Generate vertex lists
//-----------------------------------------------------------------------------
bool CDispInfo::GetTag()
{
return m_Tag == m_pDispArray->m_CurTag;
}
void CDispInfo::SetTag()
{
m_Tag = m_pDispArray->m_CurTag;
}
//-----------------------------------------------------------------------------
// Helpers for global functions.
//-----------------------------------------------------------------------------
void DispInfo_BuildPrimLists( int nSortGroup, SurfaceHandle_t *pList, int listCount, bool bDepthOnly,
CDispInfo *visibleDisps[MAX_MAP_DISPINFO], int &nVisibleDisps )
{
VPROF("DispInfo_BuildPrimLists");
nVisibleDisps = 0;
for( int i = 0; i < listCount; i++ )
{
CDispInfo *pDisp = static_cast<CDispInfo*>( pList[i]->pDispInfo );
if( !pDisp->Render( pDisp->m_pMesh, false ) )
continue;
// Add it to the list of visible displacements.
if( nVisibleDisps < MAX_MAP_DISPINFO )
{
visibleDisps[nVisibleDisps++] = pDisp;
}
}
}
void DispInfo_GetVisibleDispsAndAddOverlayFragmentsToRenderList( int nSortGroup, SurfaceHandle_t *pList, int listCount,
CDispInfo *visibleDisps[MAX_MAP_DISPINFO], int &nVisibleDisps )
{
VPROF( "DispInfo_GetVisibleDispsAndAddOverlayFragmentsToRenderList" );
nVisibleDisps = 0;
#ifndef DEDICATED
for( int i = 0; i < listCount; i++ )
{
CDispInfo *pDisp = static_cast<CDispInfo*>( pList[i]->pDispInfo );
// Add it to the list of visible displacements.
if( nVisibleDisps < MAX_MAP_DISPINFO )
{
visibleDisps[nVisibleDisps++] = pDisp;
}
OverlayMgr()->AddFragmentListToRenderList( nSortGroup, MSurf_OverlayFragmentList( pList[i] ), true );
}
#endif
}
ConVar disp_dynamic( "disp_dynamic", "0" );
void DispInfo_DrawPrimLists( IMatRenderContext *pRenderContext, ERenderDepthMode_t DepthMode )
{
#ifndef DEDICATED
VPROF("DispInfo_DrawPrimLists");
int nDispGroupsSize = g_DispGroups.Count();
int nFullbright = g_pMaterialSystemConfig->nFullbright;
for( int iGroup=0; iGroup < nDispGroupsSize; iGroup++ )
{
CDispGroup *pGroup = g_DispGroups[iGroup];
if( pGroup->m_nVisible == 0 )
continue;
if ( DepthMode != DEPTH_MODE_NORMAL )
{
// Select proper override material
int nAlphaTest = (int) pGroup->m_pMaterial->IsAlphaTested();
int nNoCull = (int) pGroup->m_pMaterial->IsTwoSided();
IMaterial *pDepthWriteMaterial;
if ( DepthMode == DEPTH_MODE_SHADOW )
{
pDepthWriteMaterial = g_pMaterialDepthWrite[ nAlphaTest ][ nNoCull ];
}
else
{
pDepthWriteMaterial = g_pMaterialSSAODepthWrite[ nAlphaTest ][ nNoCull ];
}
if ( nAlphaTest == 1 )
{
static unsigned int originalTextureVarCache = 0;
IMaterialVar *pOriginalTextureVar = pGroup->m_pMaterial->FindVarFast( "$basetexture", &originalTextureVarCache );
static unsigned int originalTextureFrameVarCache = 0;
IMaterialVar *pOriginalTextureFrameVar = pGroup->m_pMaterial->FindVarFast( "$frame", &originalTextureFrameVarCache );
static unsigned int originalAlphaRefCache = 0;
IMaterialVar *pOriginalAlphaRefVar = pGroup->m_pMaterial->FindVarFast( "$AlphaTestReference", &originalAlphaRefCache );
static unsigned int textureVarCache = 0;
IMaterialVar *pTextureVar = pDepthWriteMaterial->FindVarFast( "$basetexture", &textureVarCache );
static unsigned int textureFrameVarCache = 0;
IMaterialVar *pTextureFrameVar = pDepthWriteMaterial->FindVarFast( "$frame", &textureFrameVarCache );
static unsigned int alphaRefCache = 0;
IMaterialVar *pAlphaRefVar = pDepthWriteMaterial->FindVarFast( "$AlphaTestReference", &alphaRefCache );
if( pTextureVar && pOriginalTextureVar )
{
pTextureVar->SetTextureValue( pOriginalTextureVar->GetTextureValue() );
}
if( pTextureFrameVar && pOriginalTextureFrameVar )
{
pTextureFrameVar->SetIntValue( pOriginalTextureFrameVar->GetIntValue() );
}
if( pAlphaRefVar && pOriginalAlphaRefVar )
{
pAlphaRefVar->SetFloatValue( pOriginalAlphaRefVar->GetFloatValue() );
}
}
pRenderContext->Bind( pDepthWriteMaterial );
}
else
{
pRenderContext->Bind( pGroup->m_pMaterial );
}
if ( nFullbright != 1 && DepthMode == DEPTH_MODE_NORMAL )
{
pRenderContext->BindLightmapPage( pGroup->m_LightmapPageID );
}
else
{
// If this code gets removed again, I'm chopping fingers off!
if( pGroup->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ) )
{
pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP );
}
else
{
pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE );
}
}
int nMeshesSize = pGroup->m_Meshes.Count();
for( int iMesh=0; iMesh < nMeshesSize; iMesh++ )
{
CGroupMesh *pMesh = pGroup->m_Meshes[iMesh];
if( pMesh->m_nVisible == 0 )
continue;
if ( disp_dynamic.GetInt() )
{
for ( int iVisible=0; iVisible < pMesh->m_nVisible; iVisible++ )
{
pMesh->m_VisibleDisps[iVisible]->SpecifyDynamicMesh();
}
}
else
{
pMesh->m_pMesh->Draw( pMesh->m_Visible.Base(), pMesh->m_nVisible );
}
pMesh->m_nVisible = 0;
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DecalDispSurfacesInit( void )
{
#ifndef DEDICATED
g_aDispDecalSortPool.RemoveAll();
++g_nDispDecalSortCheckCount;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Batch up visible displacement decals and build them if necessary.
//-----------------------------------------------------------------------------
void DispInfo_BatchDecals( CDispInfo **pVisibleDisps, int nVisibleDisps )
{
#ifndef DEDICATED
// Performance analysis.
VPROF( "DispInfo_BatchDecals" );
// Increment the decal sort check count and clear the pool.
DecalDispSurfacesInit();
// Do we have any visible displacements?
if( !nVisibleDisps )
return;
for( int iDisp = 0; iDisp < nVisibleDisps; ++iDisp )
{
// Get the current visible displacement and see if it has any decals.
CDispInfo *pDisp = pVisibleDisps[iDisp];
if( pDisp->m_FirstDecal == DISP_DECAL_HANDLE_INVALID )
continue;
DispDecalHandle_t hDecal = pDisp->m_FirstDecal;
while ( hDecal != DISP_DECAL_HANDLE_INVALID )
{
CDispDecal &decal = s_DispDecals[hDecal];
// If we're an immediate cleanup decal, flag this for cleanup next frame. We do this by virtue of considering
// drawing, rather than actually drawing it. We do still want to draw it, though.
if ( decal.m_pDecal->flags & FDECAL_IMMEDIATECLEANUP )
{
extern void R_DecalAddToDestroyList( decal_t *pDecal );
R_DecalAddToDestroyList( decal.m_pDecal );
}
// Create the displacement fragment if necessary.
if ( ( decal.m_Flags & CDispDecalBase::FRAGMENTS_COMPUTED ) == 0 )
{
pDisp->GenerateDecalFragments( pDisp->m_pPowerInfo->m_RootNode, 0, hDecal, &decal );
}
// Don't draw if there's no triangles.
if ( decal.m_nTris == 0 )
{
hDecal = s_DispDecals.Next( hDecal );
continue;
}
// Get the decal material.
IMaterial *pMaterial = decal.m_pDecal->material;
if ( !pMaterial )
{
DevMsg( "DispInfo_BatchDecals: material is NULL, decal %i.\n", hDecal );
hDecal = s_DispDecals.Next( hDecal );
continue;
}
// Lightmap decals.
int iTreeType = -1;
if ( pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ) )
{
// Permanent lightmapped decals.
if ( decal.m_pDecal->flags & FDECAL_PERMANENT )
{
iTreeType = PERMANENT_LIGHTMAP;
}
// Non-permanent lightmapped decals.
else
{
iTreeType = LIGHTMAP;
}
}
// Non-lightmapped decals.
else
{
iTreeType = NONLIGHTMAP;
}
// There is only one group at a time.
int iGroup = 0;
intp iPool = g_aDispDecalSortPool.Alloc( true );
g_aDispDecalSortPool[iPool] = decal.m_pDecal;
int iSortTree = decal.m_pDecal->m_iSortTree;
int iSortMaterial = decal.m_pDecal->m_iSortMaterial;
DecalMaterialBucket_t &materialBucket = g_aDispDecalSortTrees[iSortTree].m_aDecalSortBuckets[iGroup][iTreeType].Element( iSortMaterial );
if ( materialBucket.m_nCheckCount == g_nDispDecalSortCheckCount )
{
// intp iTail = materialBucket.m_iTail;
// g_aDispDecalSortPool.LinkAfter( iTail, iPool );
// materialBucket.m_iTail = iPool;
// Displacement decals on the ground happen to render back-to-front, so link before head
intp iHead = materialBucket.m_iHead;
g_aDispDecalSortPool.LinkBefore( iHead, iPool );
materialBucket.m_iHead = iPool;
}
else
{
materialBucket.m_iHead = materialBucket.m_iTail = iPool;
materialBucket.m_nCheckCount = g_nDispDecalSortCheckCount;
}
hDecal = s_DispDecals.Next( hDecal );
}
}
#endif
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
inline void DispInfo_DrawDecalMeshList( IMatRenderContext *pRenderContext, DecalMeshList_t &meshList )
{
bool bMatFullbright = ( g_pMaterialSystemConfig->nFullbright == 1 );
int nBatchCount = meshList.m_aBatches.Count();
for ( int iBatch = 0; iBatch < nBatchCount; ++iBatch )
{
const DecalBatchList_t &batch = meshList.m_aBatches[iBatch];
if ( !bMatFullbright )
{
pRenderContext->BindLightmapPage( batch.m_iLightmapPage );
}
else
{
pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE );
}
pRenderContext->Bind( batch.m_pMaterial, batch.m_pProxy );
meshList.m_pMesh->Draw( batch.m_iStartIndex, batch.m_nIndexCount );
}
}
void DispInfo_DrawDecalsGroup( IMatRenderContext *pRenderContext, int iGroup, int iTreeType )
{
#ifndef DEDICATED
int nSortTreeCount = g_aDecalSortTrees.Count();
if ( !nSortTreeCount )
return;
DecalMeshList_t meshList;
CMeshBuilder meshBuilder;
int nVertCount = 0;
int nIndexCount = 0;
int nDecalSortMaxVerts = g_nMaxDecals * 5;
// NOTE: This is sort of a hack. The decal wireframe material is 20 bytes; this assumes
// we're going to render vertices no larger than 80 bytes/vert.
nDecalSortMaxVerts = MIN( nDecalSortMaxVerts, pRenderContext->GetMaxVerticesToRender( g_materialDecalWireframe ) / 4 );
int nDecalSortMaxIndices = nDecalSortMaxVerts * 3;
nDecalSortMaxIndices = MIN( nDecalSortMaxIndices, pRenderContext->GetMaxIndicesToRender() );
bool bMatWireframe = ShouldDrawInWireFrameMode();
for ( int iSortTree = 0; iSortTree < nSortTreeCount; ++iSortTree )
{
bool bMeshInit = true;
uint16 unPlayerDecalStickerKitID = 0; // player decals must be split into separate calls by actual basetexture, but overall keep the state so they are bucketed by same material
const CUtlVector<DecalMaterialBucket_t> &materialBucketList = g_aDispDecalSortTrees[iSortTree].m_aDecalSortBuckets[iGroup][iTreeType];
int nBucketCount = materialBucketList.Count();
for ( int iBucket = 0; iBucket < nBucketCount; ++iBucket )
{
if ( materialBucketList.Element( iBucket ).m_nCheckCount != g_nDispDecalSortCheckCount )
continue;
intp iHead = materialBucketList.Element( iBucket ).m_iHead;
if ( !g_aDispDecalSortPool.IsValidIndex( iHead ) )
continue;
decal_t *pDecalHead = g_aDispDecalSortPool.Element( iHead );
Assert( pDecalHead->material );
if ( !pDecalHead->material )
continue;
// Vertex format.
VertexFormat_t vertexFormat = pDecalHead->material->GetVertexFormat();
if ( vertexFormat == 0 )
continue;
// New bucket = new batch.
DecalBatchList_t *pBatch = NULL;
bool bBatchInit = true;
int nCount;
intp iElement = iHead;
while ( iElement != g_aDispDecalSortPool.InvalidIndex() )
{
decal_t *pDecal = g_aDispDecalSortPool.Element( iElement );
iElement = g_aDispDecalSortPool.Next( iElement );
CDispDecal &decal = s_DispDecals[pDecal->m_DispDecal];
// Now draw all the fragments with this material.
IMaterial* pMaterial = decal.m_pDecal->material;
if ( !pMaterial )
{
DevMsg( "DispInfo_DrawDecalsGroup: material is NULL decal %i.\n", pDecal->m_DispDecal );
continue;
}
DispDecalFragmentHandle_t hFrag = decal.m_FirstFragment;
while ( hFrag != DISP_DECAL_FRAGMENT_HANDLE_INVALID )
{
CDispDecalFragment &fragment = s_DispDecalFragments[hFrag];
hFrag = s_DispDecalFragments.Next( hFrag );
nCount = fragment.m_nVerts;
// Overflow - new mesh, batch.
if ( ( ( nVertCount + nCount ) >= nDecalSortMaxVerts ) || ( nIndexCount + ( nCount - 2 ) >= nDecalSortMaxIndices )
|| ( !bMeshInit && ( pDecal->flags & FDECAL_PLAYERSPRAY ) && ( uint16( reinterpret_cast< uintp >( pDecal->userdata ) ) != unPlayerDecalStickerKitID ) ) )
{
// Finish this batch.
if ( pBatch )
{
pBatch->m_nIndexCount = ( nIndexCount - pBatch->m_iStartIndex );
}
// End the mesh building phase and render.
meshBuilder.End();
DispInfo_DrawDecalMeshList( pRenderContext, meshList );
// Reset.
bMeshInit = true;
pBatch = NULL;
bBatchInit = true;
unPlayerDecalStickerKitID = 0;
}
// Create the mesh.
if ( bMeshInit )
{
// Reset the mesh list.
meshList.m_pMesh = NULL;
meshList.m_aBatches.RemoveAll();
if ( !bMatWireframe )
{
meshList.m_pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, pDecalHead->material );
}
else
{
meshList.m_pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, g_materialDecalWireframe );
}
meshBuilder.Begin( meshList.m_pMesh, MATERIAL_TRIANGLES, nDecalSortMaxVerts, nDecalSortMaxIndices );
nVertCount = 0;
nIndexCount = 0;
bMeshInit = false;
unPlayerDecalStickerKitID = ( pDecal->flags & FDECAL_PLAYERSPRAY )
? uint16( reinterpret_cast< uintp >( pDecal->userdata ) )
: 0; // Keep track of playerdecal proxy state for batches roll over
}
// Create the batch.
if ( bBatchInit )
{
// Create a batch for this bucket = material/lightmap pair.
int iBatchList = meshList.m_aBatches.AddToTail();
pBatch = &meshList.m_aBatches[iBatchList];
pBatch->m_iStartIndex = nIndexCount;
if ( !bMatWireframe )
{
pBatch->m_pMaterial = pDecalHead->material;
if ( pDecal->flags & FDECAL_PLAYERSPRAY )
pBatch->m_pProxy = pDecal->userdata; // Player sprays must use individual proxies, probably all materials can, but this is a safe change
else
pBatch->m_pProxy = pDecalHead->userdata;
pBatch->m_iLightmapPage = materialSortInfoArray[MSurf_MaterialSortID( pDecalHead->surfID )].lightmapPageID;
}
else
{
pBatch->m_pMaterial = g_materialDecalWireframe;
}
bBatchInit = false;
}
Assert ( pBatch );
// Setup verts.
float flOffset = fragment.m_pDecal->lightmapOffset;
for ( int iVert = 0; iVert < fragment.m_nVerts; ++iVert )
{
const CDecalVert &vert = fragment.m_pVerts[iVert];
meshBuilder.Position3fv( vert.m_vPos.Base() );
// FIXME!! Really want the normal from the displacement, not from the base surface.
Vector &normal = MSurf_Plane( fragment.m_pDecal->surfID ).normal;
meshBuilder.Normal3fv( normal.Base() );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.TexCoord2f( 0, vert.m_ctCoords.x, vert.m_ctCoords.y );
meshBuilder.TexCoord2f( 1, vert.m_cLMCoords.x, vert.m_cLMCoords.y );
meshBuilder.TexCoord1f( 2, flOffset );
meshBuilder.AdvanceVertex();
}
// Setup indices.
int nTriCount = ( nCount - 2 );
CIndexBuilder &indexBuilder = meshBuilder;
indexBuilder.FastPolygon( nVertCount, nTriCount );
// Update counters.
nVertCount += nCount;
nIndexCount += ( nTriCount * 3 );
}
if ( pBatch )
{
pBatch->m_nIndexCount = ( nIndexCount - pBatch->m_iStartIndex );
}
}
}
if ( !bMeshInit )
{
meshBuilder.End();
DispInfo_DrawDecalMeshList( pRenderContext, meshList );
nVertCount = 0;
nIndexCount = 0;
}
}
#endif
}
void DispInfo_DrawDecals( IMatRenderContext *pRenderContext, CDispInfo **visibleDisps, int nVisibleDisps )
{
#ifndef DEDICATED
VPROF( "DispInfo_DrawDecals" );
int iGroup = 0;
// Draw world decals.
DispInfo_DrawDecalsGroup( pRenderContext, iGroup, PERMANENT_LIGHTMAP );
// Draw lightmapped non-world decals.
DispInfo_DrawDecalsGroup( pRenderContext, iGroup, LIGHTMAP );
// Draw non-lit(mod2x) decals.
DispInfo_DrawDecalsGroup( pRenderContext, iGroup, NONLIGHTMAP );
#endif
}
// ----------------------------------------------------------------------------- //
// Adds shadow rendering data to a particular mesh builder
// ----------------------------------------------------------------------------- //
int DispInfo_AddShadowsToMeshBuilder( CMeshBuilder& meshBuilder, DispShadowHandle_t h, int baseIndex )
{
#ifdef DEDICATED
return 0;
#else
ShadowDecalRenderInfo_t info;
CDispShadowDecal* pShadowDecal = &s_DispShadowDecals[h];
g_pShadowMgr->ComputeRenderInfo( &info, pShadowDecal->m_Shadow );
// It had better be computed by now...
Assert( pShadowDecal->m_Flags & CDispDecalBase::FRAGMENTS_COMPUTED );
#ifdef _DEBUG
int triCount = 0;
int vertCount = 0;
#endif
Vector2D texCoord;
DispShadowFragmentHandle_t f = pShadowDecal->m_FirstFragment;
CIndexBuilder &indexBuilder = meshBuilder;
int nVertices = 0;
int nIndices = 0;
while ( f != DISP_SHADOW_FRAGMENT_HANDLE_INVALID )
{
const CDispShadowFragment& fragment = s_DispShadowFragments[f];
const ShadowVertex_t *pShadowVert = fragment.m_ShadowVerts;
// Add in the vertices + indices, use two loops to minimize tests...
int i;
int triangleCount = fragment.m_nVerts-2;
indexBuilder.FastPolygon( nIndices, baseIndex, triangleCount );
nIndices += 3 * triangleCount;
for ( i = 0; i < triangleCount; ++i, ++pShadowVert )
{
// Transform + offset the texture coords
Vector2DMultiply( pShadowVert->m_ShadowSpaceTexCoord.AsVector2D(), info.m_vTexSize, texCoord );
texCoord += info.m_vTexOrigin;
meshBuilder.Position3fv( nVertices, pShadowVert->m_Position.Base() );
meshBuilder.TexCoord3f( nVertices, 0, texCoord.x, texCoord.y, pShadowVert->m_ShadowSpaceTexCoord.z );
meshBuilder.TexCoord3fv( nVertices, 1, info.m_vShadowFalloffParams.Base() );
++nVertices;
}
Vector2DMultiply( pShadowVert->m_ShadowSpaceTexCoord.AsVector2D(), info.m_vTexSize, texCoord );
texCoord += info.m_vTexOrigin;
meshBuilder.Position3fv( nVertices, pShadowVert->m_Position.Base() );
meshBuilder.TexCoord3f( nVertices, 0, texCoord.x, texCoord.y, pShadowVert->m_ShadowSpaceTexCoord.z );
meshBuilder.TexCoord3fv( nVertices, 1, info.m_vShadowFalloffParams.Base() );
++pShadowVert;
++nVertices;
Vector2DMultiply( pShadowVert->m_ShadowSpaceTexCoord.AsVector2D(), info.m_vTexSize, texCoord );
texCoord += info.m_vTexOrigin;
meshBuilder.Position3fv( nVertices, pShadowVert->m_Position.Base() );
meshBuilder.TexCoord3f( nVertices, 0, texCoord.x, texCoord.y, pShadowVert->m_ShadowSpaceTexCoord.z );
meshBuilder.TexCoord3fv( nVertices, 1, info.m_vShadowFalloffParams.Base() );
++nVertices;
baseIndex += fragment.m_nVerts;
f = s_DispShadowFragments.Next(f);
#ifdef _DEBUG
triCount += fragment.m_nVerts - 2;
vertCount += fragment.m_nVerts;
#endif
}
meshBuilder.AdvanceVertices( nVertices );
meshBuilder.AdvanceIndices( nIndices );
#ifdef _DEBUG
Assert( triCount == pShadowDecal->m_nTris );
Assert( vertCount == pShadowDecal->m_nVerts );
#endif
return baseIndex;
#endif
}
HDISPINFOARRAY DispInfo_CreateArray( int nElements )
{
CDispArray *pRet = new CDispArray;
pRet->m_CurTag = 1;
pRet->m_nDispInfos = nElements;
if ( nElements )
{
pRet->m_pDispInfos = new CDispInfo[nElements];
}
else
{
pRet->m_pDispInfos = NULL;
}
for( int i=0; i < nElements; i++ )
pRet->m_pDispInfos[i].m_pDispArray = pRet;
return (HDISPINFOARRAY)pRet;
}
void DispInfo_DeleteArray( HDISPINFOARRAY hArray )
{
CDispArray *pArray = static_cast<CDispArray*>( hArray );
if( !pArray )
return;
delete [] pArray->m_pDispInfos;
delete pArray;
}
IDispInfo* DispInfo_IndexArray( HDISPINFOARRAY hArray, int iElement )
{
CDispArray *pArray = static_cast<CDispArray*>( hArray );
if( !pArray )
return NULL;
Assert( iElement >= 0 && iElement < pArray->m_nDispInfos );
return &pArray->m_pDispInfos[iElement];
}
int DispInfo_ComputeIndex( HDISPINFOARRAY hArray, IDispInfo* pInfo )
{
CDispArray *pArray = static_cast<CDispArray*>( hArray );
if( !pArray )
return NULL;
int iElement = size_cast< int >( ((intp)pInfo - (intp)(pArray->m_pDispInfos)) / sizeof(CDispInfo) );
Assert( iElement >= 0 && iElement < pArray->m_nDispInfos );
return iElement;
}
void DispInfo_ClearAllTags( HDISPINFOARRAY hArray )
{
CDispArray *pArray = static_cast<CDispArray*>( hArray );
if( !pArray )
return;
++pArray->m_CurTag;
if( pArray->m_CurTag == 0xFFFF )
{
// Reset all the tags.
pArray->m_CurTag = 1;
for( int i=0; i < pArray->m_nDispInfos; i++ )
pArray->m_pDispInfos[i].m_Tag = 0;
}
}
//-----------------------------------------------------------------------------
// Renders normals for the displacements
//-----------------------------------------------------------------------------
static void DispInfo_DrawChainNormals( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount )
{
#ifndef DEDICATED
// Only do it in debug because we're only storing the info then
Vector p;
pRenderContext->Bind( g_pMaterialWireframeVertexColor );
for ( int i = 0; i < listCount; i++ )
{
CDispInfo *pDisp = static_cast<CDispInfo*>( pList[i]->pDispInfo );
int nVerts = pDisp->NumVerts();
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, nVerts * 3 );
for( int iVert=0; iVert < nVerts; iVert++ )
{
CDispRenderVert* pVert = pDisp->GetVertex(iVert);
meshBuilder.Position3fv( pVert->m_vPos.Base() );
meshBuilder.Color3ub( 0, 0, 255 );
meshBuilder.AdvanceVertex();
VectorMA( pVert->m_vPos, 5.0f, pVert->m_vNormal, p );
meshBuilder.Position3fv( p.Base() );
meshBuilder.Color3ub( 0, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pVert->m_vPos.Base() );
meshBuilder.Color3ub( 255, 0, 0 );
meshBuilder.AdvanceVertex();
VectorMA( pVert->m_vPos, 5.0f, pVert->m_vSVector, p );
meshBuilder.Position3fv( p.Base() );
meshBuilder.Color3ub( 255, 0, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pVert->m_vPos.Base() );
meshBuilder.Color3ub( 0, 255, 0 );
meshBuilder.AdvanceVertex();
VectorMA( pVert->m_vPos, 5.0f, pVert->m_vTVector, p );
meshBuilder.Position3fv( p.Base() );
meshBuilder.Color3ub( 0, 255, 0 );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
#endif
}
//-----------------------------------------------------------------------------
// Renders debugging information for displacements
//-----------------------------------------------------------------------------
void DispInfo_RenderListDebug( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount )
{
#ifndef DEDICATED
VPROF("DispInfo_DrawDebugInformation");
if ( DispInfoRenderDebugModes() )
{
for( int i = 0; i < listCount; i++ )
{
CDispInfo *pDisp = static_cast<CDispInfo*>( pList[i]->pDispInfo );
pDisp->Render( pDisp->m_pMesh, true );
}
}
// Overlay with normals if we're in that mode
if( mat_normals.GetInt() )
{
DispInfo_DrawChainNormals(pRenderContext, pList, listCount);
}
#endif
}
//-----------------------------------------------------------------------------
// Renders all displacements in sorted order
//-----------------------------------------------------------------------------
void DispInfo_RenderListWorld( IMatRenderContext *pRenderContext, int nSortGroup, SurfaceHandle_t *pList, int listCount, bool bOrtho, unsigned long flags, int DepthMode )
{
#ifndef DEDICATED
if( !r_DrawDisp.GetInt() || !listCount || !( flags & DRAWWORLDLISTS_DRAW_WORLD_GEOMETRY ) )
return;
g_bDispOrthoRender = bOrtho;
// Build up the CPrimLists for all the displacements.
CDispInfo *visibleDisps[MAX_MAP_DISPINFO];
int nVisibleDisps;
DispInfo_BuildPrimLists( nSortGroup, pList, listCount, DepthMode != DEPTH_MODE_NORMAL, visibleDisps, nVisibleDisps );
// Draw..
DispInfo_DrawPrimLists( pRenderContext, (ERenderDepthMode_t) DepthMode );
#endif
}
//-----------------------------------------------------------------------------
// Renders all displacements in sorted order
//-----------------------------------------------------------------------------
void DispInfo_RenderListDecalsAndOverlays( IMatRenderContext *pRenderContext, int nSortGroup, SurfaceHandle_t *pList, int listCount, bool bOrtho, unsigned long flags )
{
#ifndef DEDICATED
if( !r_DrawDisp.GetInt() || !listCount || !( flags & DRAWWORLDLISTS_DRAW_DECALS_AND_OVERLAYS ) )
return;
g_bDispOrthoRender = bOrtho;
// Build up the CPrimLists for all the displacements.
CDispInfo *visibleDisps[MAX_MAP_DISPINFO];
int nVisibleDisps;
DispInfo_GetVisibleDispsAndAddOverlayFragmentsToRenderList( nSortGroup, pList, listCount, visibleDisps, nVisibleDisps );
// Add all displacements to the shadow render list
for ( int i = 0; i < listCount; i++ )
{
SurfaceHandle_t pCur = pList[i];
ShadowDecalHandle_t decalHandle = MSurf_ShadowDecals( pCur );
if ( decalHandle != SHADOW_DECAL_HANDLE_INVALID )
{
g_pShadowMgr->AddShadowsOnSurfaceToRenderList( decalHandle );
}
}
bool bFlashlightMask = !( (flags & DRAWWORLDLISTS_DRAW_REFRACTION ) || (flags & DRAWWORLDLISTS_DRAW_REFLECTION ));
// Draw flashlight lighting for displacements
g_pShadowMgr->RenderFlashlights( bFlashlightMask, false );
// Draw overlays
OverlayMgr()->RenderOverlays( pRenderContext, nSortGroup );
// Draw flashlight overlays
g_pShadowMgr->DrawFlashlightOverlays( pRenderContext, nSortGroup, bFlashlightMask );
OverlayMgr()->ClearRenderLists( nSortGroup );
// Draw decals
DispInfo_BatchDecals( visibleDisps, nVisibleDisps );
DispInfo_DrawDecals( pRenderContext, visibleDisps, nVisibleDisps );
// Draw flashlight decals
g_pShadowMgr->DrawFlashlightDecalsOnDisplacements( pRenderContext, nSortGroup, visibleDisps, nVisibleDisps, bFlashlightMask );
g_pShadowMgr->RenderFlashlights( bFlashlightMask, true );
// draw shadows
g_pShadowMgr->RenderShadows( pRenderContext );
g_pShadowMgr->ClearShadowRenderList();
#endif
}