Counter Strike : Global Offensive Source Code
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//===== Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "render_pch.h"
#include "client.h"
#include "gl_model_private.h"
#include "gl_water.h"
#include "gl_cvars.h"
#include "zone.h"
#include "decal.h"
#include "decal_private.h"
#include "gl_lightmap.h"
#include "r_local.h"
#include "gl_matsysiface.h"
#include "gl_rsurf.h"
#include "materialsystem/imesh.h"
#include "materialsystem/ivballoctracker.h"
#include "tier2/tier2.h"
#include "collisionutils.h"
#include "cdll_int.h"
#include "utllinkedlist.h"
#include "r_areaportal.h"
#include "brushbatchrender.h"
#include "bsptreedata.h"
#include "cmodel_private.h"
#include "tier0/dbg.h"
#include "crtmemdebug.h"
#include "iclientrenderable.h"
#include "icliententitylist.h"
#include "icliententity.h"
#include "gl_rmain.h"
#include "tier0/vprof.h"
#include "bitvec.h"
#include "debugoverlay.h"
#include "host.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "cl_main.h"
#include "cmodel_engine.h"
#include "r_decal.h"
#include "materialsystem/materialsystem_config.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterialvar.h"
#include "coordsize.h"
#include "mempool.h"
#include "tier0/cache_hints.h"
#ifndef DEDICATED
#include "Overlay.h"
#endif
#include "paint.h"
#include "disp.h"
#include "mathlib/volumeculler.h"
#include "vstdlib/jobthread.h"
#if defined(_PS3)
#include "buildindices_PS3.h"
#include "buildworldlists_PS3.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IClientEntity;
// interface to shader drawing
void Shader_BrushBegin( model_t *model, IClientEntity *baseentity = NULL );
void Shader_BrushSurfaceOverride( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID, model_t *model, IClientEntity *baseentity = NULL );
void Shader_BrushEnd( IMatRenderContext *pRenderContext, VMatrix const* brushToWorld, model_t *model, bool bShadowDepth, IClientEntity *baseentity = NULL );
void BuildMSurfaceVertexArrays( worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, CMeshBuilder &builder );
ConVar r_hidepaintedsurfaces( "r_hidepaintedsurfaces", "0", 0, "If enabled, hides all surfaces which have been painted." );
//-----------------------------------------------------------------------------
// Information about the fog volumes for this pass of rendering
//-----------------------------------------------------------------------------
struct FogState_t
{
MaterialFogMode_t m_FogMode;
float m_FogStart;
float m_FogEnd;
float m_FogColor[3];
bool m_FogEnabled;
};
struct FogVolumeInfo_t : public FogState_t
{
bool m_InFogVolume;
float m_FogSurfaceZ;
float m_FogMinZ;
int m_FogVolumeID;
};
//-----------------------------------------------------------------------------
// Cached convars...
//-----------------------------------------------------------------------------
struct CachedConvars_t
{
bool m_bDrawWorld;
int m_nDrawLeaf;
bool m_bDrawFuncDetail;
};
static CachedConvars_t s_ShaderConvars;
// AR - moved so DEDICATED can access these vars
Frustum_t g_Frustum;
//-----------------------------------------------------------------------------
// Convars
//-----------------------------------------------------------------------------
static ConVar r_drawtranslucentworld( "r_drawtranslucentworld", "1", FCVAR_CHEAT );
static ConVar mat_forcedynamic( "mat_forcedynamic", "0", FCVAR_CHEAT );
static ConVar r_drawleaf( "r_drawleaf", "-1", FCVAR_CHEAT, "Draw the specified leaf." );
static ConVar r_drawworld( "r_drawworld", "1", FCVAR_CHEAT, "Render the world." );
static ConVar r_drawfuncdetail( "r_drawfuncdetail", "1", FCVAR_CHEAT, "Render func_detail" );
static ConVar fog_enable_water_fog( "fog_enable_water_fog", "1", FCVAR_CHEAT );
ConVar r_fastzreject( "r_fastzreject", "0", 0, "Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings" );
static ConVar r_fastzrejectdisp( "r_fastzrejectdisp", "0", 0, "Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on." );
ConVar r_skybox_draw_last( "r_skybox_draw_last", IsPS3()? "1" : "0", 0, "Draws skybox after world brush geometry, rather than before." );
#if defined(_PS3)
ConVar r_PS3_SPU_buildindices( "r_PS3_SPU_buildindices", "1", 0, "0: PPU, 1: SPU, 2: SPU with debug stop on job entry" );
ConVar r_PS3_SPU_buildworldlists( "r_PS3_SPU_buildworldlists", "1", 0, "0: PPU, 1: SPU" );
#endif
ConVar r_csm_static_vb("r_csm_static_vb","1", 0, "Use a precomputed static VB for CSM rendering");
ConVar r_csm_fast_path("r_csm_fast_path","1", FCVAR_DEVELOPMENTONLY, "Use shadow fast path for CSM rendering - minimize number of draw call");
//-----------------------------------------------------------------------------
// Installs a client-side renderer for brush models
//-----------------------------------------------------------------------------
static IBrushRenderer* s_pBrushRenderOverride = 0;
//-----------------------------------------------------------------------------
// Make sure we don't render the same surfaces twice
//-----------------------------------------------------------------------------
int r_surfacevisframe = 0;
#define r_surfacevisframe dont_use_r_surfacevisframe_here
//-----------------------------------------------------------------------------
// Fast z reject displacements?
//-----------------------------------------------------------------------------
static bool s_bFastZRejectDisplacements = false;
//-----------------------------------------------------------------------------
// Top view bounds
//-----------------------------------------------------------------------------
static bool r_drawtopview = false;
static bool r_bTopViewNoBackfaceCulling = false;
static bool r_bTopViewNoVisCheck = false;
// These have to be explicitly initialized because in debug builds Vector2D's default
// constructor initializes the components to VEC_T_NAN, leading to asserts and errors.
static Vector2D s_OrthographicCenter(0.0f, 0.0f);
static Vector2D s_OrthographicHalfDiagonal(0.0f, 0.0f);
static const CVolumeCuller *s_pTopViewVolumeCuller = NULL;
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CVisitedSurfs
{
public:
FORCEINLINE bool VisitSurface( SurfaceHandle_t surfID )
{
return !m_bits.TestAndSet( MSurf_Index( surfID ) );
}
FORCEINLINE void MarkSurfaceVisited( SurfaceHandle_t surfID )
{
m_bits.Set( MSurf_Index( surfID ) );
}
FORCEINLINE bool VisitedSurface( SurfaceHandle_t surfID )
{
return m_bits.IsBitSet( MSurf_Index( surfID ) );
}
FORCEINLINE bool VisitedSurface( int index )
{
return m_bits.IsBitSet( index );
}
FORCEINLINE int GetSize() { return m_bits.GetNumBits(); }
void Resize( int nSurfaces )
{
m_bits.Resize(nSurfaces);
}
void ClearAll()
{
m_bits.ClearAll();
}
CVarBitVec m_bits;
};
//-----------------------------------------------------------------------------
// Returns planes in brush models
//-----------------------------------------------------------------------------
int R_GetBrushModelPlaneCount( const model_t *model )
{
return model->brush.nummodelsurfaces;
}
const cplane_t &R_GetBrushModelPlane( const model_t *model, int nIndex, Vector *pOrigin )
{
SurfaceHandle_t surfID = SurfaceHandleFromIndex( model->brush.firstmodelsurface, model->brush.pShared );
surfID += nIndex;
Assert( !(MSurf_Flags( surfID ) & SURFDRAW_NODRAW) );
if ( pOrigin )
{
int vertCount = MSurf_VertCount( surfID );
if ( vertCount > 0 )
{
int nFirstVertex = model->brush.pShared->vertindices[MSurf_FirstVertIndex( surfID )];
*pOrigin = model->brush.pShared->vertexes[nFirstVertex].position;
}
else
{
const cplane_t &plane = MSurf_Plane( surfID );
VectorMultiply( plane.normal, plane.dist, *pOrigin );
}
}
return MSurf_Plane( surfID );
}
//-----------------------------------------------------------------------------
// Computes the centroid of a surface
//-----------------------------------------------------------------------------
void Surf_ComputeCentroid( SurfaceHandle_t surfID, Vector *pVecCentroid )
{
int nCount = MSurf_VertCount( surfID );
int nFirstVertIndex = MSurf_FirstVertIndex( surfID );
float flTotalArea = 0.0f;
Vector vecNormal;
pVecCentroid->Init(0,0,0);
int vertIndex = host_state.worldbrush->vertindices[nFirstVertIndex];
Vector vecApex = host_state.worldbrush->vertexes[vertIndex].position;
for (int v = 1; v < nCount - 1; ++v )
{
vertIndex = host_state.worldbrush->vertindices[nFirstVertIndex+v];
Vector v1 = host_state.worldbrush->vertexes[vertIndex].position;
vertIndex = host_state.worldbrush->vertindices[nFirstVertIndex+v+1];
Vector v2 = host_state.worldbrush->vertexes[vertIndex].position;
CrossProduct( v2 - v1, v1 - vecApex, vecNormal );
float flArea = vecNormal.Length();
flTotalArea += flArea;
*pVecCentroid += (vecApex + v1 + v2) * flArea / 3.0f;
}
if (flTotalArea)
{
*pVecCentroid /= flTotalArea;
}
}
//-----------------------------------------------------------------------------
// Converts sort infos to lightmap pages
//-----------------------------------------------------------------------------
int SortInfoToLightmapPage( int sortID )
{
return materialSortInfoArray[sortID].lightmapPageID;
}
#ifndef DEDICATED
class CWorldRenderList : public CRefCounted1<IWorldRenderList>
{
public:
CWorldRenderList()
{
}
~CWorldRenderList()
{
Purge();
}
#if defined(_PS3)
static CWorldRenderList *FindOrCreateList_PS3( int nSurfaces, int viewID );
#endif
static CWorldRenderList *FindOrCreateList( int nSurfaces )
{
CWorldRenderList *p = g_Pool.GetObject();
if ( p->m_VisitedSurfs.GetSize() != nSurfaces )
{
p->Init(nSurfaces);
}
else
{
p->AddRef();
AssertMsg( p->m_VisitedSurfs.GetSize() == nSurfaces, "World render list pool not cleared between maps" );
}
return p;
}
static void PurgeAll()
{
CWorldRenderList *p;
while ( ( p = g_Pool.GetObject( false ) ) != NULL )
{
p->Purge();
delete p;
}
}
virtual bool OnFinalRelease()
{
Reset();
g_Pool.PutObject( this );
return false;
}
void Init( int nSurfaces )
{
m_SortList.Init(materials->GetNumSortIDs(), 512);
m_DispSortList.Init(materials->GetNumSortIDs(), 32);
m_VisitedSurfs.Resize( nSurfaces );
m_leaves.EnsureCapacity(1024);
#if defined(_PS3)
m_SPUDecalSurfsToAdd.EnsureCapacity(0x180);
#endif
m_DecalSurfsToAdd.EnsureCapacity( 512 );
m_bSkyVisible = false;
m_bWaterVisible = false;
}
void Purge()
{
m_leaves.Purge();
for ( int i = 0; i < MAX_MAT_SORT_GROUPS; i++ )
{
m_ShadowHandles[i].Purge();
m_DlightSurfaces[i].Purge();
m_PaintedSurfaces[i].Purge();
}
m_SortList.Shutdown();
m_DispSortList.Shutdown();
m_AlphaSurfaces.Purge();
#if defined(_PS3)
m_SPUDecalSurfsToAdd.Purge();
#endif
m_DecalSurfsToAdd.Purge();
}
void Reset()
{
m_SortList.Reset();
m_AlphaSurfaces.RemoveAll();
m_DispSortList.Reset();
m_bSkyVisible = false;
m_bWaterVisible = false;
for (int j = 0; j < MAX_MAT_SORT_GROUPS; ++j)
{
//Assert(pRenderList->m_ShadowHandles[j].Count() == 0 );
m_ShadowHandles[j].RemoveAll();
m_DlightSurfaces[j].RemoveAll();
m_PaintedSurfaces[j].RemoveAll();
}
// We haven't found any visible leafs this frame
m_leaves.RemoveAll();
#if defined(_PS3)
m_SPUDecalSurfsToAdd.RemoveAll();
#endif
m_DecalSurfsToAdd.RemoveAll();
m_VisitedSurfs.ClearAll();
}
void CountTranslucentSurfaces()
{
int count = m_leaves.Count();
if ( count > 0 )
{
int test = m_leaves[0].firstTranslucentSurface;
for ( int i = 1; i < count; i++ )
{
int transCount = m_leaves[i].firstTranslucentSurface - test;
if ( transCount )
{
m_leaves[i-1].translucentSurfaceCount = transCount;
test = m_leaves[i].firstTranslucentSurface;
}
}
if ( m_leaves[count-1].firstTranslucentSurface != m_AlphaSurfaces.Count() )
{
m_leaves[count-1].translucentSurfaceCount = m_AlphaSurfaces.Count() - m_leaves[count-1].firstTranslucentSurface;
}
}
}
void QueueDecalSurf( SurfaceHandle_t surfID, int renderGroup )
{
DecalSurfPair_t decal;
decal.m_surfID = surfID;
decal.m_renderGroup = renderGroup;
m_DecalSurfsToAdd.AddToTail( decal );
}
void AddDecalSurfs( void )
{
int count = m_DecalSurfsToAdd.Count();
for( int i = 0; i < count ; i++ )
{
const DecalSurfPair_t& surfPair = m_DecalSurfsToAdd[i];
DecalSurfaceAdd( surfPair.m_surfID, surfPair.m_renderGroup );
}
}
#if defined(_PS3)
// kludgy, but get theory of this working first TODO:tidy...
// these must match the same definitions in job_worldlists.cpp
#define MAX_DRAWN_SURF 0x260
#define MAX_LEAVES 0x520
#define MAX_DECAL_SURF 0x180
void EnsureCapacityForSPU( int maxSortID, int surfVisited )
{
m_SortList.EnsureCapacityForSPU(maxSortID, MAX_DRAWN_SURF);
m_DispSortList.EnsureCapacityForSPU(maxSortID, MAX_DRAWN_SURF/8); // was 32
m_VisitedSurfs.Resize( surfVisited );
m_leaves.EnsureCapacity(MAX_LEAVES);
m_AlphaSurfaces.EnsureCapacity(MAX_DRAWN_SURF/2); // was 512
for ( int i = 0; i < MAX_MAT_SORT_GROUPS; i++ )
{
m_DlightSurfaces[i].EnsureCapacity(MAX_DRAWN_SURF/4);
m_PaintedSurfaces[i].EnsureCapacity(MAX_DRAWN_SURF/4);
}
m_bSkyVisible = false;
m_bWaterVisible = false;
m_VisitedSurfs.ClearAll();
m_SPUDecalSurfsToAdd.EnsureCapacity(MAX_DECAL_SURF);
}
void FillOutputParamsForSPU( job_buildworldlists::buildWorldListsDMAOut *pDMAOut )
{
// renderlist destination dma data
// m_SortList
pDMAOut->m_pSortList_m_list = uintp(m_SortList.GetMaterialList());
pDMAOut->m_pSortList_m_listUtlPtr = uintp(m_SortList.GetMaterialListUtlPtr());
pDMAOut->m_pSortList_m_groupsShared = uintp(m_SortList.GetGroupsShared());
pDMAOut->m_pSortList_m_groupsSharedUtlPtr = uintp(m_SortList.GetGroupsSharedUtlPtr());
pDMAOut->m_pSortList_m_groupIndices = uintp(m_SortList.GetGroupIndices());
pDMAOut->m_pSortList_m_groupIndicesUtlPtr = uintp(m_SortList.GetGroupIndicesUtlPtr());
for( int lp = 0; lp < MAX_MAT_SORT_GROUPS; lp++ )
{
pDMAOut->m_pSortList_m_sortGroupLists[lp] = uintp(m_SortList.GetSortGroupLists( lp ));
pDMAOut->m_pSortList_m_sortGroupListsUtlPtr[lp] = uintp(m_SortList.GetSortGroupListsUtlPtr( lp ));
}
// m_DispSortList
pDMAOut->m_pDispSortList_m_list = uintp(m_DispSortList.GetMaterialList());
pDMAOut->m_pDispSortList_m_listUtlPtr = uintp(m_DispSortList.GetMaterialListUtlPtr());
pDMAOut->m_pDispSortList_m_groupsShared = uintp(m_DispSortList.GetGroupsShared());
pDMAOut->m_pDispSortList_m_groupsSharedUtlPtr = uintp(m_DispSortList.GetGroupsSharedUtlPtr());
pDMAOut->m_pDispSortList_m_groupIndices = uintp(m_DispSortList.GetGroupIndices());
pDMAOut->m_pDispSortList_m_groupIndicesUtlPtr = uintp(m_DispSortList.GetGroupIndicesUtlPtr());
for( int lp = 0; lp < MAX_MAT_SORT_GROUPS; lp++ )
{
pDMAOut->m_pDispSortList_m_sortGroupLists[lp] = uintp(m_DispSortList.GetSortGroupLists( lp ));
pDMAOut->m_pDispSortList_m_sortGroupListsUtlPtr[lp] = uintp(m_DispSortList.GetSortGroupListsUtlPtr( lp ));
}
// m_AlphaSurfaces
pDMAOut->m_pAlphaSurfaces = uintp(m_AlphaSurfaces.Base());
pDMAOut->m_pAlphaSurfacesUtlPtr = uintp(&m_AlphaSurfaces);
// m_DlightSurfaces
for( int lp = 0; lp < MAX_MAT_SORT_GROUPS; lp++ )
{
pDMAOut->m_pDlightSurfaces[lp] = uintp(m_DlightSurfaces[lp].Base());
pDMAOut->m_pDlightSurfacesUtlPtr[lp] = uintp(&m_DlightSurfaces[lp]);
}
// m_PaintedSurfaces
for( int lp = 0; lp < MAX_MAT_SORT_GROUPS; lp++ )
{
pDMAOut->m_pPaintedSurfaces[lp] = uintp(m_PaintedSurfaces[lp].Base());
pDMAOut->m_pPaintedSurfacesUtlPtr[lp] = uintp(&m_PaintedSurfaces[lp]);
}
// m_leaves
pDMAOut->m_pLeaves = uintp(m_leaves.Base());
pDMAOut->m_pLeavesUtlPtr = uintp(&m_leaves);
// m_VisitedSurfs
pDMAOut->m_pVisitedSurfs = uintp(m_VisitedSurfs.m_bits.Base());
// decal surfs to add
pDMAOut->m_pDecalSurfsToAdd = uintp(m_SPUDecalSurfsToAdd.Base());
pDMAOut->m_pDecalSurfsToAddUtlPtr = uintp(&m_SPUDecalSurfsToAdd);
// m_bSkyVisible
pDMAOut->m_pSkyVisible = uintp(&m_bSkyVisible);
// m_bWaterVisible
pDMAOut->m_pWaterVisible = uintp(&m_bWaterVisible);
}
void AddSPUDecalSurfs( void )
{
int count = m_SPUDecalSurfsToAdd.Count();
for( int i = 0; i < count ; i++ )
{
job_buildworldlists::decalSurfPair &surfPair = m_SPUDecalSurfsToAdd[i];
DecalSurfaceAdd( (SurfaceHandle_t)surfPair.m_surfID, surfPair.m_renderGroup );
}
}
CUtlVector<job_buildworldlists::decalSurfPair> m_SPUDecalSurfsToAdd;
#endif
struct DecalSurfPair_t
{
SurfaceHandle_t m_surfID;
int m_renderGroup;
};
CMSurfaceSortList m_SortList;
CMSurfaceSortList m_DispSortList;
CUtlVector<SurfaceHandle_t> m_AlphaSurfaces;
//-------------------------------------------------------------------------
// List of decals to render this frame (need an extra one for brush models)
//-------------------------------------------------------------------------
CUtlVector<ShadowDecalHandle_t> m_ShadowHandles[MAX_MAT_SORT_GROUPS];
// list of surfaces with dynamic lightmaps
CUtlVector<SurfaceHandle_t> m_DlightSurfaces[MAX_MAT_SORT_GROUPS];
// PORTAL 2 HACK
// list of surfaces with paint applied
CUtlVector<SurfaceHandle_t> m_PaintedSurfaces[MAX_MAT_SORT_GROUPS];
//-------------------------------------------------------------------------
// Used to generate a list of the leaves visited, and in back-to-front order
// for this frame of rendering
//-------------------------------------------------------------------------
CUtlVector<WorldListLeafData_t> m_leaves;
//-------------------------------------------------------------------------
// List of decals queued when building world list as DecalSurfaceAdd is not
// threadsafe. Decals are then added in R_BuildWorldLists_Epilogue
//-------------------------------------------------------------------------
CUtlVector<DecalSurfPair_t> m_DecalSurfsToAdd;
CVisitedSurfs m_VisitedSurfs;
bool m_bSkyVisible;
bool m_bWaterVisible;
static CObjectPool<CWorldRenderList> g_Pool;
};
CObjectPool<CWorldRenderList> CWorldRenderList::g_Pool;
IWorldRenderList *AllocWorldRenderList()
{
return CWorldRenderList::FindOrCreateList( host_state.worldbrush->numsurfaces );
}
#if defined(_PS3)
static CWorldRenderList g_Pool_PS3[ MAX_CONCURRENT_BUILDVIEWS ];
// use viewID to ensure a unique list is grabbed from the pool every time
IWorldRenderList *AllocWorldRenderList_PS3( int viewID )
{
return CWorldRenderList::FindOrCreateList_PS3( host_state.worldbrush->numsurfaces, viewID );
}
CWorldRenderList *CWorldRenderList::FindOrCreateList_PS3( int nSurfaces, int viewID )
{
if( viewID >= MAX_CONCURRENT_BUILDVIEWS )
{
Error("*** Exceeded max concurrent buildviews, FindOrCreateList_PS3 ***\n");
}
CWorldRenderList *p = &g_Pool_PS3[ viewID ];
if ( p->m_VisitedSurfs.GetSize() != nSurfaces )
{
p->Init(nSurfaces);
}
// else
// {
// p->AddRef();
// AssertMsg( p->m_VisitedSurfs.GetSize() == nSurfaces, "World render list pool not cleared between maps" );
// }
return p;
}
#endif
//-----------------------------------------------------------------------------
// Activates top view
//-----------------------------------------------------------------------------
void R_DrawTopView( bool enable )
{
r_drawtopview = enable;
}
void R_TopViewNoBackfaceCulling( bool bDisable )
{
r_bTopViewNoBackfaceCulling = bDisable;
}
void R_TopViewNoVisCheck( bool bDisable )
{
r_bTopViewNoVisCheck = bDisable;
}
void R_TopViewBounds( Vector2D const& mins, Vector2D const& maxs )
{
Vector2DAdd( maxs, mins, s_OrthographicCenter );
s_OrthographicCenter *= 0.5f;
Vector2DSubtract( maxs, s_OrthographicCenter, s_OrthographicHalfDiagonal );
}
void R_SetTopViewVolumeCuller( const CVolumeCuller *pTopViewVolumeCuller )
{
s_pTopViewVolumeCuller = pTopViewVolumeCuller;
}
//-----------------------------------------------------------------------------
// Adds surfaces to list of things to render
//-----------------------------------------------------------------------------
void Shader_TranslucentWorldSurface( CWorldRenderList *pRenderList, SurfaceHandle_t surfID )
{
Assert( !SurfaceHasDispInfo( surfID ) && (pRenderList->m_leaves.Count() > 0) );
// Hook into the chain of translucent objects for this leaf
int sortGroup = MSurf_SortGroup( surfID );
pRenderList->m_AlphaSurfaces.AddToTail( surfID );
if ( MSurf_Flags( surfID ) & (SURFDRAW_HASLIGHTSYTLES|SURFDRAW_HASDLIGHT) )
{
pRenderList->m_DlightSurfaces[sortGroup].AddToTail( surfID );
}
}
static inline void Shader_WorldSurface( CWorldRenderList *pRenderList, SurfaceHandle_t surfID )
{
// Hook it into the list of surfaces to render with this material
// Do it in a way that generates a front-to-back ordering for fast z reject
Assert( !SurfaceHasDispInfo( surfID ) );
// Each surface is in exactly one group
int nSortGroup = MSurf_SortGroup( surfID );
// Add decals on non-displacement surfaces
if( SurfaceHasDecals( surfID ) )
{
DecalSurfaceAdd( surfID, nSortGroup );
}
int nMaterialSortID = MSurf_MaterialSortID( surfID );
if ( MSurf_Flags( surfID ) & (SURFDRAW_HASLIGHTSYTLES|SURFDRAW_HASDLIGHT) )
{
pRenderList->m_DlightSurfaces[nSortGroup].AddToTail( surfID );
}
if ( MSurf_Flags( surfID ) & SURFDRAW_PAINTED )
{
pRenderList->m_PaintedSurfaces[nSortGroup].AddToTail( surfID );
}
pRenderList->m_SortList.AddSurfaceToTail( surfID, nSortGroup, nMaterialSortID );
}
//-----------------------------------------------------------------------------
// Adds displacement surfaces to list of things to render
//-----------------------------------------------------------------------------
void Shader_TranslucentDisplacementSurface( CWorldRenderList *pRenderList, SurfaceHandle_t surfID )
{
Assert( SurfaceHasDispInfo( surfID ) && (pRenderList->m_leaves.Count() > 0));
// For translucent displacement surfaces, they can exist in many
// leaves. We want to choose the leaf that's closest to the camera
// to render it in. Thankfully, we're iterating the tree in front-to-back
// order, so this is very simple.
// NOTE: You might expect some problems here when displacements cross fog volume
// planes. However, these problems go away (I hope!) because the first planes
// that split a scene are the fog volume planes. That means that if we're
// in a fog volume, the closest leaf that the displacement will be in will
// also be in the fog volume. If we're not in a fog volume, the closest
// leaf that the displacement will be in will not be a fog volume. That should
// hopefully hide any discontinuities between fog state that occur when
// rendering displacements that straddle fog volume boundaries.
// Each surface is in exactly one group
int sortGroup = MSurf_SortGroup( surfID );
if ( MSurf_Flags( surfID ) & (SURFDRAW_HASLIGHTSYTLES|SURFDRAW_HASDLIGHT) )
{
pRenderList->m_DlightSurfaces[sortGroup].AddToTail( surfID );
}
pRenderList->m_AlphaSurfaces.AddToTail(surfID);
}
static void Shader_DisplacementSurface( CWorldRenderList *pRenderList, SurfaceHandle_t surfID )
{
Assert( SurfaceHasDispInfo( surfID ) );
// For opaque displacement surfaces, we're going to build a temporary list of
// displacement surfaces in each material bucket, and then add those to
// the actual displacement lists in a separate pass.
// We do this to sort the displacement surfaces by material
// Each surface is in exactly one group
int nSortGroup = MSurf_SortGroup( surfID );
int nMaterialSortID = MSurf_MaterialSortID( surfID );
if ( MSurf_Flags( surfID ) & (SURFDRAW_HASLIGHTSYTLES|SURFDRAW_HASDLIGHT) )
{
pRenderList->m_DlightSurfaces[nSortGroup].AddToTail( surfID );
}
pRenderList->m_DispSortList.AddSurfaceToTail( surfID, nSortGroup, nMaterialSortID );
}
//-----------------------------------------------------------------------------
// Purpose: This draws a single surface using the dynamic mesh
//-----------------------------------------------------------------------------
void Shader_DrawSurfaceDynamic( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID )
{
if( !SurfaceHasPrims( surfID ) )
{
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_POLYGON, MSurf_VertCount( surfID ) );
BuildMSurfaceVertexArrays( host_state.worldbrush, surfID, meshBuilder );
meshBuilder.End();
pMesh->Draw();
return;
}
mprimitive_t *pPrim = &host_state.worldbrush->primitives[MSurf_FirstPrimID( surfID )];
if ( pPrim->vertCount )
{
#ifdef DBGFLAG_ASSERT
int primType = pPrim->type;
#endif
IMesh *pMesh = pRenderContext->GetDynamicMesh( false );
CMeshBuilder meshBuilder;
for( int i = 0; i < MSurf_NumPrims( surfID ); i++, pPrim++ )
{
// Can't have heterogeneous primitive lists
Assert( primType == pPrim->type );
switch( pPrim->type )
{
case PRIM_TRILIST:
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, pPrim->vertCount, pPrim->indexCount );
break;
case PRIM_TRISTRIP:
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, pPrim->vertCount, pPrim->indexCount );
break;
default:
Assert( 0 );
return;
}
Assert( pPrim->indexCount );
BuildMSurfacePrimVerts( host_state.worldbrush, pPrim, meshBuilder, surfID );
BuildMSurfacePrimIndices( host_state.worldbrush, pPrim, meshBuilder );
meshBuilder.End();
pMesh->Draw();
}
}
else
{
// prims are just a tessellation
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, MSurf_VertCount( surfID ), pPrim->indexCount );
BuildMSurfaceVertexArrays( host_state.worldbrush, surfID, meshBuilder );
for ( int primIndex = 0; primIndex < pPrim->indexCount; primIndex++ )
{
meshBuilder.FastIndex( host_state.worldbrush->primindices[pPrim->firstIndex + primIndex] );
}
meshBuilder.End();
pMesh->Draw();
}
}
//-----------------------------------------------------------------------------
// Purpose: This draws a single surface using its static mesh
//-----------------------------------------------------------------------------
// NOTE: Since a static vb/dynamic ib IMesh doesn't buffer, we shouldn't use this
// since it causes a lock and drawindexedprimitive per surface! (gary)
void Shader_DrawSurfaceListStatic( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount, int triangleCount )
{
VPROF( "Shader_DrawSurfaceListStatic" );
if (
#ifdef USE_CONVARS
mat_forcedynamic.GetInt() ||
#endif
(MSurf_Flags( pList[0] ) & SURFDRAW_WATERSURFACE) )
{
for ( int i = 0; i < listCount; i++ )
Shader_DrawSurfaceDynamic( pRenderContext, pList[i] );
return;
}
if ( triangleCount )
{
int indexCount = triangleCount * 3;
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, g_WorldStaticMeshes[MSurf_MaterialSortID( pList[0] )] );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 0, indexCount );
for ( int i = 0; i < listCount; i++ )
{
BuildIndicesForWorldSurface( meshBuilder, pList[i], host_state.worldbrush );
}
meshBuilder.End();
pMesh->Draw();
}
}
//-----------------------------------------------------------------------------
// Sets the lightmapping state
//-----------------------------------------------------------------------------
static inline void Shader_SetChainLightmapState( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID )
{
if ( g_pMaterialSystemConfig->nFullbright == 1 )
{
if( MSurf_Flags( surfID ) & SURFDRAW_BUMPLIGHT )
{
pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP );
}
else
{
pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE );
}
}
else
{
Assert( MSurf_MaterialSortID( surfID ) >= 0 && MSurf_MaterialSortID( surfID ) < g_WorldStaticMeshes.Count() );
pRenderContext->BindLightmapPage( materialSortInfoArray[MSurf_MaterialSortID( surfID )].lightmapPageID );
}
}
//-----------------------------------------------------------------------------
// Sets the lightmap + texture to render with
//-----------------------------------------------------------------------------
IMaterial *Shader_SetChainTextureState( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID, IClientEntity* pBaseEntity, ERenderDepthMode_t DepthMode )
{
IMaterial *pSurfaceMaterial = MSurf_TexInfo( surfID )->material;
if ( DepthMode )
{
// Select proper override material
int nAlphaTest = (int) pSurfaceMaterial->IsAlphaTested();
int nNoCull = (int) pSurfaceMaterial->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 = pSurfaceMaterial->FindVarFast( "$basetexture", &originalTextureVarCache );
static unsigned int originalTextureFrameVarCache = 0;
IMaterialVar *pOriginalTextureFrameVar = pSurfaceMaterial->FindVarFast( "$frame", &originalTextureFrameVarCache );
static unsigned int originalAlphaRefCache = 0;
IMaterialVar *pOriginalAlphaRefVar = pSurfaceMaterial->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 );
pSurfaceMaterial = pDepthWriteMaterial;
}
else
{
pRenderContext->Bind( pSurfaceMaterial, pBaseEntity ? pBaseEntity->GetClientRenderable() : NULL );
Shader_SetChainLightmapState( pRenderContext, surfID );
}
return pSurfaceMaterial;
}
static byte flatColor[4] = { 255, 255, 255, 255 };
static byte flatColorNoAlpha[4] = { 255, 255, 255, 0 };
// simple helper class to cache off material properties to avoid conversions, calls, etc in loops
struct texturegen_t
{
Vector uAxis;
float uOffset;
Vector vAxis;
float vOffset;
float invU;
float invV;
byte *pColor;
void Init( SurfaceHandle_t surfID )
{
mtexinfo_t* pTexInfo = MSurf_TexInfo( surfID );
uAxis = pTexInfo->textureVecsTexelsPerWorldUnits[0].AsVector3D();
uOffset = pTexInfo->textureVecsTexelsPerWorldUnits[0][3];
vAxis = pTexInfo->textureVecsTexelsPerWorldUnits[1].AsVector3D();
vOffset = pTexInfo->textureVecsTexelsPerWorldUnits[1][3];
invU = 1.0f / pTexInfo->material->GetMappingWidth();
invV = 1.0f / pTexInfo->material->GetMappingHeight();
// The amount to blend between basetexture and basetexture2 used to sit in lightmap
// alpha, so we didn't care about the vertex color or vertex alpha. But now if they're
// using it, we have to make sure the vertex has the color and alpha specified correctly
// or it will look weird.
if ( (pTexInfo->texinfoFlags & TEXINFO_USING_BASETEXTURE2) )
{
pColor = flatColorNoAlpha;
}
else
{
pColor = flatColor;
}
}
inline float ComputeU( const Vector &pos ) const
{
return invU * (DotProduct(pos, uAxis) + uOffset);
}
inline float ComputeV( const Vector &pos ) const
{
return invV * (DotProduct(pos, vAxis) + vOffset);
}
};
void BuildMSurfaceVertexArraysTextureOnly( worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, CMeshBuilder &builder )
{
int vertCount = MSurf_VertCount(surfID);
unsigned short *pVertIndex = &pBrushData->vertindices[MSurf_FirstVertIndex( surfID )];
for ( int i = 0; i < vertCount; i++ )
{
// world-space vertex
// output to mesh
Vector &vec = pBrushData->vertexes[pVertIndex[i]].position;
builder.Position3fv( vec.Base() );
Vector2D uv;
SurfComputeTextureCoordinate( surfID, vec, uv.Base() );
builder.TexCoord2fv( 0, uv.Base() );
builder.Color4ubv( flatColor );
builder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
}
}
void Shader_AddSurfaceDynamicTextureOnly( CMeshBuilder &meshBuilder, SurfaceHandle_t surfID )
{
int startVert = meshBuilder.VertexCount();
worldbrushdata_t *pData = host_state.worldbrush;
BuildMSurfaceVertexArraysTextureOnly( pData, surfID, meshBuilder );
CIndexBuilder &indexBuilder = meshBuilder;
if ( SurfaceHasPrims(surfID) )
{
mprimitive_t *pPrim = &pData->primitives[MSurf_FirstPrimID( surfID, pData )];
Assert(pPrim->vertCount==0);
Assert( pPrim->indexCount == ((MSurf_VertCount( surfID ) - 2)*3));
indexBuilder.FastIndexList( &pData->primindices[pPrim->firstIndex], startVert, pPrim->indexCount );
}
else
{
int triangleCount = MSurf_VertCount(surfID)-2;
indexBuilder.FastPolygon( startVert, triangleCount );
}
}
void Shader_AddSurfaceDynamic( CMeshBuilder &meshBuilder, SurfaceHandle_t surfID )
{
int startVert = meshBuilder.VertexCount();
worldbrushdata_t *pData = host_state.worldbrush;
BuildMSurfaceVertexArrays( pData, surfID, meshBuilder );
CIndexBuilder &indexBuilder = meshBuilder;
if ( SurfaceHasPrims(surfID) )
{
mprimitive_t *pPrim = &pData->primitives[MSurf_FirstPrimID( surfID, pData )];
Assert(pPrim->vertCount==0);
Assert( pPrim->indexCount == ((MSurf_VertCount( surfID ) - 2)*3));
indexBuilder.FastIndexList( &pData->primindices[pPrim->firstIndex], startVert, pPrim->indexCount );
}
else
{
int triangleCount = MSurf_VertCount(surfID)-2;
indexBuilder.FastPolygon( startVert, triangleCount );
}
}
static void Shader_DrawDynamicChain( IMatRenderContext *pRenderContext, const CMSurfaceSortList &sortList, const surfacesortgroup_t &group, ERenderDepthMode_t DepthMode )
{
SurfaceHandle_t surfID = sortList.GetSurfaceAtHead(group);
if ( !IS_SURF_VALID(surfID))
return;
IMaterial *pDrawMaterial = Shader_SetChainTextureState( pRenderContext, surfID, 0, DepthMode );
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pDrawMaterial );
int nCurrIndexCount = group.triangleCount*3;
int nCurrVertexCount = group.vertexCount;
if ( nCurrIndexCount < nMaxIndices && nCurrVertexCount < nMaxVertices )
{
IMesh *pMesh = pRenderContext->GetDynamicMesh( false );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nCurrVertexCount, nCurrIndexCount );
if ( DepthMode != DEPTH_MODE_NORMAL )
{
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(sortList, group, surfID)
{
Shader_AddSurfaceDynamicTextureOnly( meshBuilder, surfID );
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
}
else
{
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(sortList, group, surfID)
{
Shader_AddSurfaceDynamic( meshBuilder, surfID );
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
}
meshBuilder.End();
pMesh->Draw();
}
else
{
// UNDONE: This will have really bad perf on 360. There's a simple mod to the above code to fix it
// but it never happens in l4d so I didn't bother writing/testing that code.
Assert(0);
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(sortList, group, surfID)
{
Shader_DrawSurfaceDynamic( pRenderContext, surfID );
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
}
}
void Shader_DrawChainsDynamic( IMatRenderContext *pRenderContext, const CMSurfaceSortList &sortList, int nSortGroup, ERenderDepthMode_t DepthMode )
{
MSL_FOREACH_GROUP_BEGIN(sortList, nSortGroup, group )
{
Shader_DrawDynamicChain( pRenderContext, sortList, group, DepthMode );
}
MSL_FOREACH_GROUP_END()
}
struct vertexformatlist_t
{
unsigned short numbatches;
unsigned short firstbatch;
IMesh *pMesh;
};
struct batchlist_t
{
SurfaceHandle_t surfID; // material and lightmap info
unsigned short firstIndex;
unsigned short numIndex;
};
static void Shader_DrawChainsStatic( IMatRenderContext *pRenderContext, const CMSurfaceSortList &sortList, int nSortGroup, ERenderDepthMode_t DepthMode )
{
//VPROF("DrawChainsStatic");
CUtlVectorFixed<vertexformatlist_t, MAX_VERTEX_FORMAT_CHANGES> meshList;
int meshMap[MAX_VERTEX_FORMAT_CHANGES];
CUtlVectorFixedGrowable<batchlist_t, 512> batchList;
CUtlVectorFixedGrowable<const surfacesortgroup_t *, 8> dynamicGroups;
bool bWarn = true;
CMeshBuilder meshBuilder;
bool skipBind = false;
if ( g_pMaterialSystemConfig->nFullbright == 1 )
{
skipBind = true;
}
const CUtlVector<surfacesortgroup_t *> &groupList = sortList.GetSortList(nSortGroup);
int count = groupList.Count();
int i, listIndex = 0;
#if defined(_PS3)
g_pBuildIndicesJob->m_buildIndicesJobData.EnsureCapacity( count );
#endif
//PIXEVENT( pRenderContext, "Shader_DrawChainsStatic" );
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
while ( listIndex < count )
{
const surfacesortgroup_t &group = *groupList[listIndex];
SurfaceHandle_t surfID = sortList.GetSurfaceAtHead(group);
int sortID = MSurf_MaterialSortID( surfID );
IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false, g_WorldStaticMeshes[sortID] );
meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, 0, nMaxIndices );
IMesh *pLastMesh = NULL;
int indexCount = 0;
int meshIndex = -1;
// start SPU job here
#if defined(_PS3)
if( r_PS3_SPU_buildindices.GetInt() ) //&& ( count < g_pBuildIndicesJob->m_buildIndicesJobData.Count() ) )
{
PS3BuildIndicesJobData *pJobData = g_pBuildIndicesJob->GetJobData();
// fill SPU job struct
buildIndicesJob_SPU *pjob_SPU = &pJobData->buildIndicesJobSPU;
pjob_SPU->debugJob = r_PS3_SPU_buildindices.GetInt() == 2;
pjob_SPU->count = count;
pjob_SPU->maxIndices = nMaxIndices;
pjob_SPU->worldStaticMeshesCount = g_WorldStaticMeshes.Count();
pjob_SPU->listIndex = listIndex;
pjob_SPU->indexCount = indexCount;
pjob_SPU->meshListCount = meshList.Count();
pjob_SPU->batchListCount = batchList.Count();
pjob_SPU->pEA_sortList_materiallist = (void *)sortList.GetMaterialList();
pjob_SPU->group_listHead = (group).listHead;
pjob_SPU->pEA_worldbrush_surfaces1 = host_state.worldbrush->surfaces1;
pjob_SPU->pEA_worldbrush_surfaces2 = host_state.worldbrush->surfaces2;
pjob_SPU->pEA_worldbrush_primitives = host_state.worldbrush->primitives;
pjob_SPU->pEA_worldbrush_primindices = host_state.worldbrush->primindices;
pjob_SPU->worldbrush_numsurfaces = host_state.worldbrush->numsurfaces;
pjob_SPU->pEA_indexbuilder_indices = meshBuilder.m_pIndices;
pjob_SPU->indexbuilder_indexSize = meshBuilder.m_nIndexSize;
// push buildindices job
job_buildindices::JobDescriptor_t *pJobDescriptor = &pJobData->jobDescriptor;
pJobDescriptor->header = g_buildIndicesJobDescriptor.header;
pJobDescriptor->header.useInOutBuffer = 1;
pJobDescriptor->header.sizeStack = (40*1024)/8;
pJobDescriptor->header.sizeInOrInOut = 0;
pJobDescriptor->header.sizeDmaList = 0;
AddInputDma( pJobDescriptor, sizeof(buildIndicesJob_SPU), pjob_SPU );
AddInputDma( pJobDescriptor, ROUNDUPTONEXT16B( sizeof(IMesh *) * g_WorldStaticMeshes.Count() ), g_WorldStaticMeshes.Base() );
AddInputDma( pJobDescriptor, ROUNDUPTONEXT16B( sizeof(surfacesortgroup_t *) * (count) ), groupList.Base() );
// push
g_pBuildIndicesJob->Push( pJobDescriptor );
// debug
if( pjob_SPU->debugJob )
{
g_pBuildIndicesJob->Sync();
}
}
#endif
for ( ; listIndex < count; listIndex++ )
{
const surfacesortgroup_t &group = *groupList[listIndex];
surfID = sortList.GetSurfaceAtHead(group);
Assert( IS_SURF_VALID( surfID ) );
if ( MSurf_Flags(surfID) & SURFDRAW_DYNAMIC )
{
dynamicGroups.AddToTail( &group );
continue;
}
Assert( group.triangleCount > 0 );
int numIndex = group.triangleCount * 3;
if ( indexCount + numIndex > nMaxIndices )
{
if ( numIndex > nMaxIndices )
{
IMaterial *pDrawMaterial = materialSortInfoArray[MSurf_MaterialSortID( surfID )].material;
DevMsg("Too many faces with the same material in scene! Material: %s, num indices %d (max: %d)\n", pDrawMaterial ? pDrawMaterial->GetName() : "null", numIndex, nMaxIndices );
break;
}
pLastMesh = NULL;
break;
}
sortID = MSurf_MaterialSortID( surfID );
if ( g_WorldStaticMeshes[sortID] != pLastMesh )
{
if( meshList.Count() < MAX_VERTEX_FORMAT_CHANGES - 1 )
{
meshIndex = meshList.AddToTail();
meshList[meshIndex].numbatches = 0;
meshList[meshIndex].firstbatch = batchList.Count();
pLastMesh = g_WorldStaticMeshes[sortID];
Assert( pLastMesh );
meshList[meshIndex].pMesh = pLastMesh;
}
else
{
if ( bWarn )
{
DevWarning( 2, "Too many vertex format changes in frame, whole world not rendered\n" );
bWarn = false;
}
continue;
}
}
int batchIndex = batchList.AddToTail();
batchlist_t &batch = batchList[batchIndex];
batch.firstIndex = indexCount;
batch.surfID = surfID;
batch.numIndex = numIndex;
Assert( indexCount + batch.numIndex < nMaxIndices );
indexCount += batch.numIndex;
meshList[meshIndex].numbatches++;
#if defined(_PS3)
if( r_PS3_SPU_buildindices.GetInt() == 0 )
{
#endif
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(sortList, group, surfID)
{
Assert( meshBuilder.m_nFirstVertex == 0 );
//Msg("surfID %d\n", (uint32)surfID );
BuildIndicesForWorldSurface( meshBuilder, surfID, host_state.worldbrush );
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
#if defined(_PS3)
}
#endif
}
#if defined(_PS3)
if( r_PS3_SPU_buildindices.GetInt() )
{
meshBuilder.AdvanceIndices( indexCount );
}
#endif
// close out the index buffer
meshBuilder.End( false, false );
int meshTotal = meshList.Count();
VPROF_INCREMENT_COUNTER( "vertex format changes", meshTotal );
// HACKHACK: Crappy little bubble sort
// UNDONE: Make the traversal happen so that they are already sorted when you get here.
// NOTE: Profiled in a fairly complex map. This is not even costing 0.01ms / frame!
for ( i = 0; i < meshTotal; i++ )
{
meshMap[i] = i;
}
bool swapped = true;
while ( swapped )
{
swapped = false;
for ( i = 1; i < meshTotal; i++ )
{
if ( meshList[meshMap[i]].pMesh < meshList[meshMap[i-1]].pMesh )
{
int tmp = meshMap[i-1];
meshMap[i-1] = meshMap[i];
meshMap[i] = tmp;
swapped = true;
}
}
}
pRenderContext->BeginBatch( pBuildMesh );
for ( int m = 0; m < meshTotal; m++ )
{
vertexformatlist_t &mesh = meshList[meshMap[m]];
IMaterial *pBindMaterial = materialSortInfoArray[MSurf_MaterialSortID( batchList[mesh.firstbatch].surfID )].material;
Assert( mesh.pMesh && pBuildMesh );
// IMesh *pMesh = pRenderContext->GetDynamicMesh( false, mesh.pMesh, pBuildMesh, pBindMaterial );
pRenderContext->BindBatch( mesh.pMesh, pBindMaterial );
for ( int b = 0; b < mesh.numbatches; b++ )
{
batchlist_t &batch = batchList[b+mesh.firstbatch];
IMaterial *pDrawMaterial = materialSortInfoArray[MSurf_MaterialSortID( batch.surfID )].material;
if ( DepthMode != DEPTH_MODE_NORMAL )
{
// Select proper override material
int nAlphaTest = (int) pDrawMaterial->IsAlphaTested();
int nNoCull = (int) pDrawMaterial->IsTwoSided();
IMaterial *pDepthWriteMaterial;
if ( DepthMode == DEPTH_MODE_SSA0 )
{
pDepthWriteMaterial = g_pMaterialSSAODepthWrite[ nAlphaTest ][ nNoCull ];
}
else
{
pDepthWriteMaterial = g_pMaterialDepthWrite[ nAlphaTest ][ nNoCull ];
}
if ( nAlphaTest == 1 )
{
static unsigned int originalTextureVarCache = 0;
IMaterialVar *pOriginalTextureVar = pDrawMaterial->FindVarFast( "$basetexture", &originalTextureVarCache );
static unsigned int originalTextureFrameVarCache = 0;
IMaterialVar *pOriginalTextureFrameVar = pDrawMaterial->FindVarFast( "$frame", &originalTextureFrameVarCache );
static unsigned int originalAlphaRefCache = 0;
IMaterialVar *pOriginalAlphaRefVar = pDrawMaterial->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( pDrawMaterial, NULL );
if ( skipBind )
{
if( MSurf_Flags( batch.surfID ) & SURFDRAW_BUMPLIGHT )
{
pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP );
}
else
{
pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE );
}
}
else
{
int nLightmapPageId = materialSortInfoArray[MSurf_MaterialSortID( batch.surfID )].lightmapPageID;
pRenderContext->BindLightmapPage( nLightmapPageId );
}
}
// pMesh->Draw( batch.firstIndex, batch.numIndex );
pRenderContext->DrawBatch( MATERIAL_TRIANGLES, batch.firstIndex, batch.numIndex );
}
}
pRenderContext->EndBatch();
// if we get here and pLast mesh is NULL and we rendered somthing, we need to loop
if ( pLastMesh || !meshTotal )
break;
meshList.RemoveAll();
batchList.RemoveAll();
}
for ( i = 0; i < dynamicGroups.Count(); i++ )
{
Shader_DrawDynamicChain( pRenderContext, sortList, *dynamicGroups[i], DepthMode );
}
}
#if defined(_PS3)
//-----------------------------------------------------------------------------
// End of frame sync point for SPURS jobs that require it
//-----------------------------------------------------------------------------
void R_FrameEndSPURSSync( int flags )
{
if( r_PS3_SPU_buildindices.GetInt() )
{
g_pBuildIndicesJob->Sync();
}
}
#endif
//-----------------------------------------------------------------------------
// The following methods will display debugging info in the middle of each surface
//-----------------------------------------------------------------------------
typedef void (*SurfaceDebugFunc_t)( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID, const Vector &vecCentroid );
static void DrawSurfaceID( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID, const Vector &vecCentroid )
{
char buf[32];
Q_snprintf(buf, sizeof( buf ), "0x%p", surfID );
CDebugOverlay::AddTextOverlay( vecCentroid, 0, buf );
}
static void DrawSurfaceIDAsInt( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID, const Vector &vecCentroid )
{
int nInt = (msurface2_t*)surfID - host_state.worldbrush->surfaces2;
char buf[32];
Q_snprintf( buf, sizeof( buf ), "%d", nInt );
CDebugOverlay::AddTextOverlay( vecCentroid, 0, buf );
}
static void DrawSurfaceMaterial( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID, const Vector &vecCentroid )
{
mtexinfo_t * pTexInfo = MSurf_TexInfo(surfID);
const char *pFullMaterialName = pTexInfo->material ? pTexInfo->material->GetName() : "no material";
const char *pSlash = strrchr( pFullMaterialName, '/' );
const char *pMaterialName = strrchr( pFullMaterialName, '\\' );
if (pSlash > pMaterialName)
pMaterialName = pSlash;
if (pMaterialName)
++pMaterialName;
else
pMaterialName = pFullMaterialName;
CDebugOverlay::AddTextOverlay( vecCentroid, 0, pMaterialName );
}
//-----------------------------------------------------------------------------
// Displays the surface id # in the center of the surface.
//-----------------------------------------------------------------------------
void Shader_DrawSurfaceDebuggingInfo( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount, SurfaceDebugFunc_t func )
{
for ( int i = 0; i < listCount; i++ )
{
SurfaceHandle_t surfID = pList[i];
Assert( !SurfaceHasDispInfo( surfID ) );
// Compute the centroid of the surface
int nCount = MSurf_VertCount( surfID );
if (nCount >= 3)
{
Vector vecCentroid;
Surf_ComputeCentroid( surfID, &vecCentroid );
VectorTransform( vecCentroid, g_BrushToWorldMatrix.As3x4(), vecCentroid );
func( pRenderContext, surfID, vecCentroid );
}
}
}
//-----------------------------------------------------------------------------
// Doesn't draw internal triangles
//-----------------------------------------------------------------------------
void Shader_DrawWireframePolygons( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount )
{
int nLineCount = 0;
for ( int i = 0; i < listCount; i++ )
{
int nCount = MSurf_VertCount( pList[i] );
if (nCount >= 3)
{
nLineCount += nCount;
}
}
if (nLineCount == 0)
return;
pRenderContext->Bind( g_materialWorldWireframe );
IMesh *pMesh = pRenderContext->GetDynamicMesh( false );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, nLineCount );
for ( int i = 0; i < listCount; i++ )
{
SurfaceHandle_t surfID = pList[i];
Assert( !SurfaceHasDispInfo( surfID ) );
// Compute the centroid of the surface
int nCount = MSurf_VertCount( surfID );
if (nCount >= 3)
{
int nFirstVertIndex = MSurf_FirstVertIndex( surfID );
int nVertIndex = host_state.worldbrush->vertindices[nFirstVertIndex + nCount - 1];
Vector vecPrevPos = host_state.worldbrush->vertexes[nVertIndex].position;
for (int v = 0; v < nCount; ++v )
{
// world-space vertex
nVertIndex = host_state.worldbrush->vertindices[nFirstVertIndex + v];
Vector& vec = host_state.worldbrush->vertexes[nVertIndex].position;
// output to mesh
meshBuilder.Position3fv( vecPrevPos.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( vec.Base() );
meshBuilder.AdvanceVertex();
vecPrevPos = vec;
}
}
}
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Debugging mode, renders the wireframe.
//-----------------------------------------------------------------------------
static void Shader_DrawChainsWireframe( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount )
{
int nWireFrameMode = WireFrameMode();
switch( nWireFrameMode )
{
case 3:
// Doesn't draw internal triangles
Shader_DrawWireframePolygons( pRenderContext, pList, listCount );
break;
default:
{
if( nWireFrameMode == 2 )
{
pRenderContext->Bind( g_materialWorldWireframeZBuffer );
}
else
{
pRenderContext->Bind( g_materialWorldWireframe );
}
for ( int i = 0; i < listCount; i++ )
{
SurfaceHandle_t surfID = pList[i];
Assert( !SurfaceHasDispInfo( surfID ) );
Shader_DrawSurfaceDynamic( pRenderContext, surfID );
}
}
}
}
//-----------------------------------------------------------------------------
// Debugging mode, renders the normals
//-----------------------------------------------------------------------------
static void Shader_DrawChainNormals( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount )
{
Vector p, tVect, tangentS, tangentT;
worldbrushdata_t *pBrushData = host_state.worldbrush;
pRenderContext->Bind( g_pMaterialWireframeVertexColor );
for ( int i = 0; i < listCount; i++ )
{
SurfaceHandle_t surfID = pList[i];
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, MSurf_VertCount( surfID ) * 3 );
bool negate = TangentSpaceSurfaceSetup( surfID, tVect );
int vertID;
for( vertID = 0; vertID < MSurf_VertCount( surfID ); ++vertID )
{
int vertIndex = pBrushData->vertindices[MSurf_FirstVertIndex( surfID )+vertID];
Vector& pos = pBrushData->vertexes[vertIndex].position;
Vector& norm = pBrushData->vertnormals[ pBrushData->vertnormalindices[MSurf_FirstVertNormal( surfID )+vertID] ];
TangentSpaceComputeBasis( tangentS, tangentT, norm, tVect, negate );
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Color3ub( 0, 0, 255 );
meshBuilder.AdvanceVertex();
VectorMA( pos, 5.0f, norm, p );
meshBuilder.Position3fv( p.Base() );
meshBuilder.Color3ub( 0, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Color3ub( 0, 255, 0 );
meshBuilder.AdvanceVertex();
VectorMA( pos, 5.0f, tangentT, p );
meshBuilder.Position3fv( p.Base() );
meshBuilder.Color3ub( 0, 255, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Color3ub( 255, 0, 0 );
meshBuilder.AdvanceVertex();
VectorMA( pos, 5.0f, tangentS, p );
meshBuilder.Position3fv( p.Base() );
meshBuilder.Color3ub( 255, 0, 0 );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
}
static void Shader_DrawChainBumpBasis( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount )
{
Vector p, tVect, tangentS, tangentT;
worldbrushdata_t *pBrushData = host_state.worldbrush;
pRenderContext->Bind( g_pMaterialWireframeVertexColor );
for ( int i = 0; i < listCount; i++ )
{
SurfaceHandle_t surfID = pList[i];
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, MSurf_VertCount( surfID ) * 3 );
bool negate = TangentSpaceSurfaceSetup( surfID, tVect );
int vertID;
for( vertID = 0; vertID < MSurf_VertCount( surfID ); ++vertID )
{
int vertIndex = pBrushData->vertindices[MSurf_FirstVertIndex( surfID )+vertID];
Vector& pos = pBrushData->vertexes[vertIndex].position;
Vector& norm = pBrushData->vertnormals[ pBrushData->vertnormalindices[MSurf_FirstVertNormal( surfID )+vertID] ];
TangentSpaceComputeBasis( tangentS, tangentT, norm, tVect, negate );
Vector worldSpaceBumpBasis[3];
int i;
for( i = 0; i < 3; i++ )
{
worldSpaceBumpBasis[i][0] =
g_localBumpBasis[i][0] * tangentS[0] +
g_localBumpBasis[i][1] * tangentS[1] +
g_localBumpBasis[i][2] * tangentS[2];
worldSpaceBumpBasis[i][1] =
g_localBumpBasis[i][0] * tangentT[0] +
g_localBumpBasis[i][1] * tangentT[1] +
g_localBumpBasis[i][2] * tangentT[2];
worldSpaceBumpBasis[i][2] =
g_localBumpBasis[i][0] * norm[0] +
g_localBumpBasis[i][1] * norm[1] +
g_localBumpBasis[i][2] * norm[2];
}
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Color3ub( 255, 0, 0 );
meshBuilder.AdvanceVertex();
VectorMA( pos, 5.0f, worldSpaceBumpBasis[0], p );
meshBuilder.Position3fv( p.Base() );
meshBuilder.Color3ub( 255, 0, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Color3ub( 0, 255, 0 );
meshBuilder.AdvanceVertex();
VectorMA( pos, 5.0f, worldSpaceBumpBasis[1], p );
meshBuilder.Position3fv( p.Base() );
meshBuilder.Color3ub( 0, 255, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Color3ub( 0, 0, 255 );
meshBuilder.AdvanceVertex();
VectorMA( pos, 5.0f, worldSpaceBumpBasis[2], p );
meshBuilder.Position3fv( p.Base() );
meshBuilder.Color3ub( 0, 0, 255 );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
}
//-----------------------------------------------------------------------------
// Debugging mode, renders the luxel grid.
//-----------------------------------------------------------------------------
static void Shader_DrawLuxels( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount )
{
pRenderContext->Bind( g_materialDebugLuxels );
for ( int i = 0; i < listCount; i++ )
{
SurfaceHandle_t surfID = pList[i];
Assert( !SurfaceHasDispInfo( surfID ) );
// Gotta bind the lightmap page so the rendering knows the lightmap scale
pRenderContext->BindLightmapPage( materialSortInfoArray[MSurf_MaterialSortID( surfID )].lightmapPageID );
Shader_DrawSurfaceDynamic( pRenderContext, surfID );
}
}
CShaderDebug g_ShaderDebug;
ConVar mat_surfaceid("mat_surfaceid", "0", FCVAR_CHEAT);
ConVar mat_surfacemat("mat_surfacemat", "0", FCVAR_CHEAT);
//-----------------------------------------------------------------------------
// Purpose:
// Output : static void
//-----------------------------------------------------------------------------
static void ComputeDebugSettings( void )
{
g_ShaderDebug.wireframe = ShouldDrawInWireFrameMode() || (r_drawworld.GetInt() == 2);
g_ShaderDebug.normals = mat_normals.GetBool();
g_ShaderDebug.luxels = mat_luxels.GetBool();
g_ShaderDebug.bumpBasis = mat_bumpbasis.GetBool();
g_ShaderDebug.surfaceid = mat_surfaceid.GetInt();
g_ShaderDebug.surfacematerials = mat_surfacemat.GetBool();
g_ShaderDebug.TestAnyDebug();
}
//-----------------------------------------------------------------------------
// Draw debugging information
//-----------------------------------------------------------------------------
void DrawDebugInformation( IMatRenderContext *pRenderContext, SurfaceHandle_t *pList, int listCount )
{
// Overlay with wireframe if we're in that mode
if( g_ShaderDebug.wireframe )
{
Shader_DrawChainsWireframe(pRenderContext, pList, listCount);
}
// Overlay with normals if we're in that mode
if( g_ShaderDebug.normals )
{
Shader_DrawChainNormals(pRenderContext, pList, listCount);
}
if( g_ShaderDebug.bumpBasis )
{
Shader_DrawChainBumpBasis(pRenderContext, pList, listCount);
}
// Overlay with luxel grid if we're in that mode
if( g_ShaderDebug.luxels )
{
Shader_DrawLuxels(pRenderContext, pList, listCount);
}
if ( g_ShaderDebug.surfaceid )
{
// Draw the surface id in the middle of the surfaces
Shader_DrawSurfaceDebuggingInfo( pRenderContext, pList, listCount, (g_ShaderDebug.surfaceid != 2 ) ? DrawSurfaceID : DrawSurfaceIDAsInt );
}
else if ( g_ShaderDebug.surfacematerials )
{
// Draw the material name in the middle of the surfaces
Shader_DrawSurfaceDebuggingInfo( pRenderContext, pList, listCount, DrawSurfaceMaterial );
}
}
static void AddProjectedTextureDecalsToList( CWorldRenderList *pRenderList, int nSortGroup )
{
const CMSurfaceSortList &sortList = pRenderList->m_SortList;
MSL_FOREACH_GROUP_BEGIN( sortList, nSortGroup, group )
{
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(sortList, group, surfID)
{
Assert( !SurfaceHasDispInfo( surfID ) );
if ( SHADOW_DECAL_HANDLE_INVALID != MSurf_ShadowDecals( surfID ) )
{
// No shadows on water surfaces
if ((MSurf_Flags( surfID ) & SURFDRAW_NOSHADOWS) == 0)
{
MEM_ALLOC_CREDIT();
pRenderList->m_ShadowHandles[nSortGroup].AddToTail( MSurf_ShadowDecals( surfID ) );
}
}
// Add overlay fragments to list.
if ( OVERLAY_FRAGMENT_INVALID != MSurf_OverlayFragmentList( surfID ) )
{
OverlayMgr()->AddFragmentListToRenderList( nSortGroup, MSurf_OverlayFragmentList( surfID ), false );
}
}
MSL_FOREACH_SURFACE_IN_GROUP_END();
}
MSL_FOREACH_GROUP_END()
}
//-----------------------------------------------------------------------------
// Draws all of the opaque non-displacement surfaces queued up previously
//-----------------------------------------------------------------------------
static void Shader_DrawChains( IMatRenderContext *pRenderContext, const CWorldRenderList *pRenderList, int nSortGroup, ERenderDepthMode_t DepthMode )
{
Assert( !g_EngineRenderer->InLightmapUpdate() );
VPROF("Shader_DrawChains");
// Draw chains...
#ifdef USE_CONVARS
if ( !mat_forcedynamic.GetInt() && !g_pMaterialSystemConfig->bDrawFlat )
#else
if( 1 )
#endif
{
if ( g_VBAllocTracker )
g_VBAllocTracker->TrackMeshAllocations( "Shader_DrawChainsStatic" );
Shader_DrawChainsStatic( pRenderContext, pRenderList->m_SortList, nSortGroup, DepthMode );
}
else
{
if ( g_VBAllocTracker )
g_VBAllocTracker->TrackMeshAllocations( "Shader_DrawChainsDynamic" );
Shader_DrawChainsDynamic( pRenderContext, pRenderList->m_SortList, nSortGroup, DepthMode );
}
if ( g_VBAllocTracker )
g_VBAllocTracker->TrackMeshAllocations( NULL );
if ( !r_hidepaintedsurfaces.GetBool() )
{
pRenderContext->SetRenderingPaint( true );
PIXEVENT( pRenderContext, "Paint" );
for ( int i = 0; i < pRenderList->m_PaintedSurfaces[ nSortGroup ].Count(); i++ )
{
SurfaceHandle_t surfID = pRenderList->m_PaintedSurfaces[ nSortGroup ][i];
#ifdef DBGFLAG_ASSERT
bool bSurfacePainted = ( MSurf_Flags( surfID ) & SURFDRAW_PAINTED ) != 0;
Assert( bSurfacePainted );
#endif
IMaterial *pMaterial = MSurf_TexInfo( surfID )->material;
pRenderContext->Bind( pMaterial, NULL );
Shader_SetChainLightmapState( pRenderContext, surfID );
Shader_DrawSurfaceDynamic( pRenderContext, surfID );
}
pRenderContext->SetRenderingPaint( false );
}
if ( DepthMode != DEPTH_MODE_NORMAL ) // Skip debug stuff in shadow depth map
return;
#ifndef _PS3
#ifdef USE_CONVARS
if ( g_ShaderDebug.anydebug )
{
const CMSurfaceSortList &sortList = pRenderList->m_SortList;
// Debugging information
MSL_FOREACH_GROUP_BEGIN(sortList, nSortGroup, group )
{
CUtlVector<msurface2_t *> surfList;
sortList.GetSurfaceListForGroup( surfList, group );
DrawDebugInformation( pRenderContext, surfList.Base(), surfList.Count() );
}
MSL_FOREACH_GROUP_END()
// displacements
const CMSurfaceSortList &dispSortList = pRenderList->m_DispSortList;
MSL_FOREACH_GROUP_BEGIN(dispSortList, nSortGroup, group )
{
CUtlVector<msurface2_t *> surfList;
dispSortList.GetSurfaceListForGroup( surfList, group );
DispInfo_RenderListDebug( pRenderContext, surfList.Base(), surfList.Count() );
}
MSL_FOREACH_GROUP_END()
}
#endif
#endif
}
//-----------------------------------------------------------------------------
// Draws all of the opaque displacement surfaces queued up previously
//-----------------------------------------------------------------------------
static void Shader_DrawDispChain( IMatRenderContext *pRenderContext, int nSortGroup, const CMSurfaceSortList &list, unsigned long flags, ERenderDepthMode_t DepthMode )
{
VPROF_BUDGET( "Shader_DrawDispChain", VPROF_BUDGETGROUP_DISPLACEMENT_RENDERING );
int count = 0;
msurface2_t **pList;
MSL_FOREACH_GROUP_BEGIN( list, nSortGroup, group )
{
count += group.surfaceCount;
}
MSL_FOREACH_GROUP_END()
if (count)
{
pList = (msurface2_t **)stackalloc( count * sizeof(msurface2_t *));
int i = 0;
MSL_FOREACH_GROUP_BEGIN( list, nSortGroup, group )
{
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(list,group,surfID)
{
pList[i] = surfID;
++i;
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
}
MSL_FOREACH_GROUP_END()
Assert(i==count);
// draw displacments, batch decals
DispInfo_RenderListWorld( pRenderContext, nSortGroup, pList, count, g_EngineRenderer->ViewGetCurrent().m_bOrtho, flags, DepthMode );
stackfree(pList);
}
}
//-----------------------------------------------------------------------------
// Draws all decals of the opaque displacement surfaces queued up previously
//-----------------------------------------------------------------------------
void Shader_DrawDispChainDecalsAndOverlays( IMatRenderContext *pRenderContext, int nSortGroup, const CMSurfaceSortList &list, unsigned long flags )
{
VPROF_BUDGET( "Shader_DrawDispChain", VPROF_BUDGETGROUP_DISPLACEMENT_RENDERING );
int count = 0;
msurface2_t **pList;
MSL_FOREACH_GROUP_BEGIN( list, nSortGroup, group )
{
count += group.surfaceCount;
}
MSL_FOREACH_GROUP_END()
if (count)
{
pList = (msurface2_t **)stackalloc( count * sizeof(msurface2_t *));
int i = 0;
MSL_FOREACH_GROUP_BEGIN( list, nSortGroup, group )
{
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(list,group,surfID)
{
pList[i] = surfID;
++i;
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
}
MSL_FOREACH_GROUP_END()
Assert(i==count);
// draw displacments, batch decals
DispInfo_RenderListDecalsAndOverlays( pRenderContext, nSortGroup, pList, count, g_EngineRenderer->ViewGetCurrent().m_bOrtho, flags );
stackfree(pList);
}
}
static void Shader_BuildDynamicLightmaps( CWorldRenderList *pRenderList )
{
VPROF( "Shader_BuildDynamicLightmaps" );
R_DLightStartView();
// Build all lightmaps for opaque surfaces
for ( int nSortGroup = 0; nSortGroup < MAX_MAT_SORT_GROUPS; ++nSortGroup)
{
for ( int i = pRenderList->m_DlightSurfaces[nSortGroup].Count()-1; i >= 0; --i )
{
R_CheckForLightmapUpdates( pRenderList->m_DlightSurfaces[nSortGroup].Element(i), 0 );
}
}
R_DLightEndView();
}
//-----------------------------------------------------------------------------
// Compute if we're in or out of a fog volume
//-----------------------------------------------------------------------------
static void ComputeFogVolumeInfo( FogVolumeInfo_t *pFogVolume, const Vector& currentViewOrigin )
{
pFogVolume->m_InFogVolume = false;
int leafID = CM_PointLeafnum( currentViewOrigin );
if( leafID < 0 || leafID >= host_state.worldbrush->numleafs )
return;
mleaf_t* pLeaf = &host_state.worldbrush->leafs[leafID];
pFogVolume->m_FogVolumeID = pLeaf->leafWaterDataID;
if( pFogVolume->m_FogVolumeID == -1 )
return;
pFogVolume->m_InFogVolume = true;
mleafwaterdata_t* pLeafWaterData = &host_state.worldbrush->leafwaterdata[pLeaf->leafWaterDataID];
if( pLeafWaterData->surfaceTexInfoID == -1 )
{
// Should this ever happen?????
pFogVolume->m_FogEnabled = false;
return;
}
mtexinfo_t* pTexInfo = &host_state.worldbrush->texinfo[pLeafWaterData->surfaceTexInfoID];
IMaterial* pMaterial = pTexInfo->material;
if( pMaterial )
{
IMaterialVar* pFogColorVar = pMaterial->FindVar( "$fogcolor", NULL );
IMaterialVar* pFogEnableVar = pMaterial->FindVar( "$fogenable", NULL );
IMaterialVar* pFogStartVar = pMaterial->FindVar( "$fogstart", NULL );
IMaterialVar* pFogEndVar = pMaterial->FindVar( "$fogend", NULL );
pFogVolume->m_FogEnabled = pFogEnableVar->GetIntValue() ? true : false;
pFogColorVar->GetVecValue( pFogVolume->m_FogColor, 3 );
pFogVolume->m_FogStart = -pFogStartVar->GetFloatValue();
pFogVolume->m_FogEnd = -pFogEndVar->GetFloatValue();
pFogVolume->m_FogSurfaceZ = pLeafWaterData->surfaceZ;
pFogVolume->m_FogMinZ = pLeafWaterData->minZ;
pFogVolume->m_FogMode = MATERIAL_FOG_LINEAR;
}
else
{
static bool bComplained = false;
if( !bComplained )
{
Warning( "***Water vmt missing . . check console for missing materials!***\n" );
bComplained = true;
}
pFogVolume->m_FogEnabled = false;
}
}
//-----------------------------------------------------------------------------
// Resets a world render list
//-----------------------------------------------------------------------------
void ResetWorldRenderList( CWorldRenderList *pRenderList )
{
if ( pRenderList )
{
pRenderList->Reset();
}
}
//-----------------------------------------------------------------------------
// Call this before rendering; it clears out the lists of stuff to render
//-----------------------------------------------------------------------------
void Shader_WorldBegin( CWorldRenderList *pRenderList )
{
// Cache the convars so we don't keep accessing them...
s_ShaderConvars.m_bDrawWorld = r_drawworld.GetBool();
s_ShaderConvars.m_nDrawLeaf = r_drawleaf.GetInt();
s_ShaderConvars.m_bDrawFuncDetail = r_drawfuncdetail.GetBool();
ResetWorldRenderList( pRenderList );
// Clear out the decal list
DecalSurfacesInit( false );
// Clear out the render lists of overlays
OverlayMgr()->ClearRenderLists();
// Clear out the render lists of shadows
g_pShadowMgr->ClearShadowRenderList( );
}
void Shader_GetSurfVertexAndIndexCount( SurfaceHandle_t surfaceHandle, int *pVertexCount, int *pIndexCount )
{
*pVertexCount = *pIndexCount = 0;
if ( SurfaceHasPrims( surfaceHandle ) )
{
mprimitive_t *pPrim = &host_state.worldbrush->primitives[MSurf_FirstPrimID( surfaceHandle )];
// I don't understand why the vertCount would be 0 here, but that's what the old code says
if ( pPrim->vertCount == 0 )
{
*pVertexCount = MSurf_VertCount( surfaceHandle );
*pIndexCount = pPrim->indexCount;
}
}
else
{
// Triangle strip
*pVertexCount = MSurf_VertCount( surfaceHandle );
*pIndexCount = ( *pVertexCount - 2 ) * 3;
}
}
// This was moved out to a separate function to work around a VS2010 PC-only code-gen bug
static void Shader_WorldZFillSurfChain_SinglePrimitive( SurfaceHandle_t surfaceHandle, CMeshBuilder &meshBuilder, int &nStartVert )
{
mvertex_t *pWorldVerts = host_state.worldbrush->vertexes;
mprimitive_t *pPrim = &host_state.worldbrush->primitives[MSurf_FirstPrimID( surfaceHandle )];
if ( pPrim->vertCount == 0 )
{
int firstVert = MSurf_FirstVertIndex( surfaceHandle );
for ( int i = 0; i < MSurf_VertCount(surfaceHandle); i++ )
{
int vertIndex = host_state.worldbrush->vertindices[firstVert + i];
meshBuilder.Position3fv( pWorldVerts[vertIndex].position.Base() );
meshBuilder.AdvanceVertex();
}
for ( int primIndex = 0; primIndex < pPrim->indexCount; primIndex++ )
{
meshBuilder.FastIndex( host_state.worldbrush->primindices[pPrim->firstIndex + primIndex] + nStartVert );
}
}
}
//-----------------------------------------------------------------------------
// Performs the z-fill
//-----------------------------------------------------------------------------
static void Shader_WorldZFillSurfChain_Single( SurfaceHandle_t surfaceHandle, CMeshBuilder &meshBuilder, int &nStartVert )
{
mvertex_t *pWorldVerts = host_state.worldbrush->vertexes;
int nSurfTriangleCount = MSurf_VertCount( surfaceHandle ) - 2;
unsigned short *pVertIndex = &(host_state.worldbrush->vertindices[MSurf_FirstVertIndex( surfaceHandle )]);
// add surface to this batch
if ( SurfaceHasPrims(surfaceHandle) )
{
Shader_WorldZFillSurfChain_SinglePrimitive( surfaceHandle, meshBuilder, nStartVert );
}
else
{
switch (nSurfTriangleCount)
{
case 1:
meshBuilder.Position3fv( pWorldVerts[*pVertIndex++].position.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pWorldVerts[*pVertIndex++].position.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pWorldVerts[*pVertIndex++].position.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.FastIndex( nStartVert );
meshBuilder.FastIndex( nStartVert + 1 );
meshBuilder.FastIndex( nStartVert + 2 );
break;
case 2:
meshBuilder.Position3fv( pWorldVerts[*pVertIndex++].position.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pWorldVerts[*pVertIndex++].position.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pWorldVerts[*pVertIndex++].position.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pWorldVerts[*pVertIndex++].position.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.FastIndex( nStartVert );
meshBuilder.FastIndex( nStartVert + 1 );
meshBuilder.FastIndex( nStartVert + 2 );
meshBuilder.FastIndex( nStartVert );
meshBuilder.FastIndex( nStartVert + 2 );
meshBuilder.FastIndex( nStartVert + 3 );
break;
default:
{
for ( unsigned short v = 0; v < nSurfTriangleCount; ++v )
{
meshBuilder.Position3fv( pWorldVerts[*pVertIndex++].position.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.FastIndex( nStartVert );
meshBuilder.FastIndex( nStartVert + v + 1 );
meshBuilder.FastIndex( nStartVert + v + 2 );
}
meshBuilder.Position3fv( pWorldVerts[*pVertIndex++].position.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pWorldVerts[*pVertIndex++].position.Base() );
meshBuilder.AdvanceVertex();
}
break;
}
}
nStartVert += nSurfTriangleCount + 2;
}
static const int s_DrawWorldListsToSortGroup[MAX_MAT_SORT_GROUPS] =
{
MAT_SORT_GROUP_STRICTLY_ABOVEWATER,
MAT_SORT_GROUP_STRICTLY_UNDERWATER,
MAT_SORT_GROUP_INTERSECTS_WATER_SURFACE,
MAT_SORT_GROUP_WATERSURFACE,
};
static ConVar r_flashlightrendermodels( "r_flashlightrendermodels", "1" );
// NOTE: This is a modified copy of Shader_DrawChainsStatic()
static void Shader_DrawDepthFillChainsStatic( IMatRenderContext *pRenderContext, const CMSurfaceSortList &sortList, int nSortGroup, unsigned long flags )
{
CUtlVectorFixed<vertexformatlist_t, MAX_VERTEX_FORMAT_CHANGES> meshList;
int meshMap[MAX_VERTEX_FORMAT_CHANGES];
CUtlVectorFixedGrowable<batchlist_t, 512> batchList;
bool bWarn = true;
CMeshBuilder meshBuilder;
CUtlVector<const surfacesortgroup_t *> alphatestedGroups;
const CUtlVector<surfacesortgroup_t *> &groupList = sortList.GetSortList(nSortGroup);
int count = groupList.Count();
int i, listIndex = 0;
IMaterial *pDrawMaterial;
if ( flags & DRAWWORLDLISTS_DRAW_SSAO )
{
pDrawMaterial = g_pMaterialSSAODepthWrite[ 0 ][ 1 ];
}
else
{
pDrawMaterial = g_pMaterialDepthWrite[ 0 ][ 1 ];
}
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
while ( listIndex < count )
{
const surfacesortgroup_t &group = *groupList[listIndex];
SurfaceHandle_t surfID = sortList.GetSurfaceAtHead(group);
int sortID = MSurf_MaterialSortID( surfID );
IMaterial *pMaterial = MSurf_TexInfo( surfID )->material;
if ( (MSurf_Flags(surfID) & SURFDRAW_WATERSURFACE) || !g_DepthMeshForSortID[sortID] || pMaterial->IsTranslucent() )
{
listIndex++;
continue;
}
if ( pMaterial->IsAlphaTested() )
{
listIndex++;
alphatestedGroups.AddToTail( &group );
continue;
}
IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false, g_DepthMeshForSortID[sortID] );
meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, 0, nMaxIndices );
IMesh *pLastMesh = NULL;
int indexCount = 0;
int meshIndex = -1;
for ( ; listIndex < count; listIndex++ )
{
const surfacesortgroup_t &group = *groupList[listIndex];
surfID = sortList.GetSurfaceAtHead(group);
Assert( IS_SURF_VALID( surfID ) );
Assert( group.triangleCount > 0 );
int numIndex = group.triangleCount * 3;
if ( indexCount + numIndex > nMaxIndices )
{
if ( numIndex > nMaxIndices )
{
DevMsg("Too many faces with the same material in scene! Material: %s, num indices %d (max: %d)\n", pDrawMaterial ? pDrawMaterial->GetName() : "null", numIndex, nMaxIndices );
break;
}
pLastMesh = NULL;
break;
}
sortID = MSurf_MaterialSortID( surfID );
if ( g_DepthMeshForSortID[sortID] != pLastMesh )
{
if( meshList.Count() < MAX_VERTEX_FORMAT_CHANGES - 1 )
{
meshIndex = meshList.AddToTail();
meshList[meshIndex].numbatches = 0;
meshList[meshIndex].firstbatch = batchList.Count();
pLastMesh = g_DepthMeshForSortID[sortID];
Assert( pLastMesh );
meshList[meshIndex].pMesh = pLastMesh;
}
else
{
if ( bWarn )
{
DevWarning( 2, "Too many vertex format changes in frame, whole world not rendered\n" );
bWarn = false;
}
continue;
}
}
int batchIndex = batchList.AddToTail();
batchlist_t &batch = batchList[batchIndex];
batch.firstIndex = indexCount;
batch.surfID = surfID;
batch.numIndex = numIndex;
Assert( indexCount + batch.numIndex < nMaxIndices );
indexCount += batch.numIndex;
meshList[meshIndex].numbatches++;
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(sortList, group, surfID)
{
if ( MSurf_Flags( surfID ) == 0 )
continue;
BuildDepthFillIndicesForWorldSurface( meshBuilder, surfID, host_state.worldbrush );
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
}
// close out the index buffer
meshBuilder.End( false, false );
int meshTotal = meshList.Count();
// HACKHACK: Crappy little bubble sort
// UNDONE: Make the traversal happen so that they are already sorted when you get here.
// NOTE: Profiled in a fairly complex map. This is not even costing 0.01ms / frame!
for ( i = 0; i < meshTotal; i++ )
{
meshMap[i] = i;
}
bool swapped = true;
while ( swapped )
{
swapped = false;
for ( i = 1; i < meshTotal; i++ )
{
if ( meshList[meshMap[i]].pMesh < meshList[meshMap[i-1]].pMesh )
{
int tmp = meshMap[i-1];
meshMap[i-1] = meshMap[i];
meshMap[i] = tmp;
swapped = true;
}
}
}
pRenderContext->BeginBatch( pBuildMesh );
for ( int m = 0; m < meshTotal; m++ )
{
vertexformatlist_t &mesh = meshList[meshMap[m]];
Assert( mesh.pMesh && pBuildMesh );
pRenderContext->BindBatch( mesh.pMesh, pDrawMaterial );
for ( int b = 0; b < mesh.numbatches; b++ )
{
batchlist_t &batch = batchList[b+mesh.firstbatch];
pRenderContext->Bind( pDrawMaterial, NULL );
pRenderContext->DrawBatch( MATERIAL_TRIANGLES, batch.firstIndex, batch.numIndex );
}
}
pRenderContext->EndBatch();
// if we get here and pLast mesh is NULL and we rendered somthing, we need to loop
if ( pLastMesh || !meshTotal )
break;
meshList.RemoveAll();
batchList.RemoveAll();
}
// Now draw the alpha-tested groups we stored away earlier
ERenderDepthMode_t DepthMode;
if ( flags & DRAWWORLDLISTS_DRAW_SSAO )
{
DepthMode = DEPTH_MODE_SSA0;
}
else
{
DepthMode = DEPTH_MODE_SHADOW;
}
for ( int i = 0; i < alphatestedGroups.Count(); i++ )
{
Shader_DrawDynamicChain( pRenderContext, sortList, *alphatestedGroups[i], DepthMode );
}
}
static void Shader_WorldShadowDepthFillStaticVB( IMatRenderContext *pRenderContext, CWorldRenderList *pRenderList, unsigned long flags )
{
int g;
const CMSurfaceSortList &sortList = pRenderList->m_SortList;
for ( g = 0; g < MAX_MAT_SORT_GROUPS; ++g )
{
if ( ( flags & ( 1 << g ) ) == 0 )
continue;
int nSortGroup = s_DrawWorldListsToSortGroup[g];
Shader_DrawDepthFillChainsStatic( pRenderContext, sortList, nSortGroup, flags );
if ( ( flags & DRAWWORLDLISTS_DRAW_SKIP_DISPLACEMENTS ) == 0 )
{
// Draws opaque displacement surfaces along with shadows, overlays, flashlights, etc.
Shader_DrawDispChain( pRenderContext, nSortGroup, pRenderList->m_DispSortList, flags, DEPTH_MODE_SHADOW );
}
}
}
//-----------------------------------------------------------------------------
// Performs the shadow depth texture fill
//-----------------------------------------------------------------------------
static void Shader_WorldShadowDepthFill( IMatRenderContext *pRenderContext, CWorldRenderList *pRenderList, unsigned long flags )
{
if ( r_csm_static_vb.GetBool() )
{
Shader_WorldShadowDepthFillStaticVB( pRenderContext, pRenderList, flags );
return;
}
// First, count the number of vertices + indices
int nVertexCount = 0;
int nIndexCount = 0;
ERenderDepthMode_t DepthMode = DEPTH_MODE_SHADOW;
if ( flags & DRAWWORLDLISTS_DRAW_SSAO )
{
DepthMode = DEPTH_MODE_SSA0;
}
int g;
CUtlVector<const surfacesortgroup_t *> alphatestedGroups;
const CMSurfaceSortList &sortList = pRenderList->m_SortList;
for ( g = 0; g < MAX_MAT_SORT_GROUPS; ++g )
{
if ( ( flags & ( 1 << g ) ) == 0 )
continue;
int nSortGroup = s_DrawWorldListsToSortGroup[g];
MSL_FOREACH_GROUP_BEGIN(sortList, nSortGroup, group )
{
SurfaceHandle_t surfID = sortList.GetSurfaceAtHead(group);
if ( MSurf_Flags( surfID ) & SURFDRAW_WATERSURFACE )
continue;
IMaterial *pMaterial = MSurf_TexInfo( surfID )->material;
if( pMaterial->IsTranslucent() )
continue;
if ( pMaterial->IsAlphaTested() )
{
alphatestedGroups.AddToTail( &group );
continue;
}
nVertexCount += group.vertexCount;
nIndexCount += group.triangleCount*3;
}
MSL_FOREACH_GROUP_END()
if ( ( flags & DRAWWORLDLISTS_DRAW_SKIP_DISPLACEMENTS ) == 0 )
{
// Draws opaque displacement surfaces along with shadows, overlays, flashlights, etc.
Shader_DrawDispChain( pRenderContext, nSortGroup, pRenderList->m_DispSortList, flags, DepthMode );
}
}
if ( nVertexCount == 0 )
return;
//this bind needs to be before the GetDynamic Mesh call, changes the vertex size. tmauer.
IMaterial *pDrawMaterial;
if ( DepthMode == DEPTH_MODE_SHADOW )
{
pDrawMaterial = g_pMaterialDepthWrite[ 0 ][ 1 ];
}
else
{
pDrawMaterial = g_pMaterialSSAODepthWrite[ 0 ][ 1 ];
}
pRenderContext->Bind( pDrawMaterial );
IMesh *pMesh = pRenderContext->GetDynamicMesh( false );
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pDrawMaterial ); // opaque, nocull
// nBatchIndexCount and nBatchVertexCount are the number of indices and vertices we can fit in this batch
// Each batch must have fewer than nMaxIndices and nMaxVertices or the material system will fail
int nBatchIndexCount = MIN( nIndexCount, nMaxIndices );
int nBatchVertexCount = MIN( nVertexCount, nMaxVertices );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nBatchVertexCount, nBatchIndexCount );
int nStartVert = 0;
for ( g = 0; g < MAX_MAT_SORT_GROUPS; ++g )
{
if ( ( flags & ( 1 << g ) ) == 0 )
continue;
int nSortGroup = s_DrawWorldListsToSortGroup[g];
MSL_FOREACH_GROUP_BEGIN(sortList, nSortGroup, group )
{
SurfaceHandle_t surfID = sortList.GetSurfaceAtHead(group);
// Check to see if we can add this list to the current batch...
if ( ( group.triangleCount == 0 ) || ( group.vertexCount == 0 ) )
continue;
IMaterial *pMaterial = MSurf_TexInfo( surfID )->material;
// Opaque only on this loop
if( pMaterial->IsTranslucent() || pMaterial->IsAlphaTested() )
continue;
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(sortList, group, nSurfID)
{
// Draw all surfaces except for water surfaces since it may move up or down to fixup water transitions.
if ( MSurf_Flags( nSurfID ) == 0 || ( MSurf_Flags( nSurfID ) & SURFDRAW_WATERSURFACE ) != 0 )
continue;
int nSurfaceVertexCount, nSurfaceIndexCount;
Shader_GetSurfVertexAndIndexCount( nSurfID, &nSurfaceVertexCount, &nSurfaceIndexCount );
if ( nSurfaceVertexCount > nMaxVertices || nSurfaceIndexCount > nMaxIndices )
{
// Too many vertices/indices in a batch, no simple way to split the batch
Error( "Too many vertices (%d, max: %d) or indices (%d, max: %d) in surface.\n", nSurfaceVertexCount, nMaxVertices, nSurfaceIndexCount, nMaxIndices );
continue;
}
if ( nBatchIndexCount < nSurfaceIndexCount || nBatchVertexCount < nSurfaceVertexCount )
{
// Surface doesn't fit, flush the current batch.
meshBuilder.End();
pMesh->Draw();
nBatchIndexCount = MIN( nIndexCount, nMaxIndices );
nBatchVertexCount = MIN( nVertexCount, nMaxVertices );
pMesh = pRenderContext->GetDynamicMesh( false );
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nBatchVertexCount, nBatchIndexCount );
nStartVert = 0;
}
Shader_WorldZFillSurfChain_Single( nSurfID, meshBuilder, nStartVert );
nBatchIndexCount -= nSurfaceIndexCount;
nBatchVertexCount -= nSurfaceVertexCount;
nIndexCount -= nSurfaceIndexCount;
nVertexCount -= nSurfaceVertexCount;
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
}
MSL_FOREACH_GROUP_END()
}
meshBuilder.End();
pMesh->Draw();
// Now draw the alpha-tested groups we stored away earlier
for ( int i = 0; i < alphatestedGroups.Count(); i++ )
{
Shader_DrawDynamicChain( pRenderContext, sortList, *alphatestedGroups[i], DepthMode );
}
}
struct WorldShadowMeshInfo_t
{
IMesh *m_pMesh;
CCopyableUtlVectorFixed< const surfacesortgroup_t *, 1024 > m_Groups;
};
// Minimize the number of draw calls - try to have one draw call per shadow mesh (cf g_Meshes build in WorldStaticMeshCreate)
static void Shader_WorldShadowDepthFillFast( IMatRenderContext *pRenderContext, CWorldRenderList *pRenderList, unsigned long flags )
{
// Draws opaque displacement surfaces along with shadows, overlays, flashlights, etc.
if ( ( flags & DRAWWORLDLISTS_DRAW_SKIP_DISPLACEMENTS ) == 0 )
{
for ( int g = 0; g < MAX_MAT_SORT_GROUPS; ++g )
{
if ( ( flags & ( 1 << g ) ) == 0 )
continue;
int nSortGroup = s_DrawWorldListsToSortGroup[g];
ERenderDepthMode_t DepthMode = ( flags & DRAWWORLDLISTS_DRAW_SSAO ) ? DEPTH_MODE_SSA0 : DEPTH_MODE_SHADOW;
Shader_DrawDispChain( pRenderContext, nSortGroup, pRenderList->m_DispSortList, flags, DepthMode );
}
}
//this bind needs to be before the GetDynamic Mesh call, changes the vertex size. tmauer.
IMaterial *pDrawMaterial;
if ( flags & DRAWWORLDLISTS_DRAW_SSAO )
{
pDrawMaterial = g_pMaterialSSAODepthWrite[ 0 ][ 1 ];
}
else
{
pDrawMaterial = g_pMaterialDepthWrite[ 0 ][ 1 ];
}
pRenderContext->Bind( pDrawMaterial );
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
CUtlVectorFixedGrowable< const surfacesortgroup_t *, 1024 > alphatestedGroups;
CUtlVectorFixedGrowable< WorldShadowMeshInfo_t, 32 > meshinfos;
const CMSurfaceSortList &sortList = pRenderList->m_SortList;
for ( int g = 0; g < MAX_MAT_SORT_GROUPS; ++g )
{
if ( ( flags & ( 1 << g ) ) == 0 )
continue;
int nSortGroup = s_DrawWorldListsToSortGroup[g];
MSL_FOREACH_GROUP_BEGIN(sortList, nSortGroup, group )
{
// Don't bother with empty groups
if ( ( group.triangleCount == 0 ) || ( group.vertexCount == 0 ) )
continue;
SurfaceHandle_t surfID = sortList.GetSurfaceAtHead(group);
int nFlags = MSurf_Flags( surfID );
IMaterial *pMaterial = MSurf_TexInfo( surfID )->material;
int sortID = MSurf_MaterialSortID( surfID );
IMesh* pMesh = g_DepthMeshForSortID[sortID];
if ( ( nFlags & SURFDRAW_WATERSURFACE ) || !pMesh || pMaterial->IsTranslucent() )
{
continue;
}
if ( pMaterial->IsAlphaTested() )
{
alphatestedGroups.AddToTail( &group );
continue;
}
// Sort group per mesh
// (Search by iterating over the vector (since the vector contains very few element - replace with a map if it becomes a bottleneck))
bool bFound = false;
for ( int i = 0; i < meshinfos.Count(); ++i )
{
if ( meshinfos[i].m_pMesh == pMesh )
{
meshinfos[i].m_Groups.AddToTail( &group );
bFound = true;
}
}
if ( !bFound )
{
meshinfos.AddToTail();
meshinfos.Tail().m_pMesh = pMesh;
meshinfos.Tail().m_Groups.AddToTail( &group );
}
}
MSL_FOREACH_GROUP_END()
CMeshBuilder meshBuilder;
for ( int i = 0; i < meshinfos.Count(); i++ )
{
WorldShadowMeshInfo_t& meshinfo = meshinfos[i];
IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false );
meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, 0, nMaxIndices );
int nIndexCount = 0;
int nBatchIndexCount = nMaxIndices;
for ( int j = 0; j < meshinfo.m_Groups.Count(); ++j )
{
const surfacesortgroup_t &group = *meshinfo.m_Groups[j];
int nGroupIndexCount = group.triangleCount*3;
const SurfaceHandle_t surfID = sortList.GetSurfaceAtHead(group);
NOTE_UNUSED( surfID );
Assert( IS_SURF_VALID( surfID ) );
bool bSplitPerSurface = ( nGroupIndexCount > nMaxIndices );
if ( !bSplitPerSurface )
{
// Is there room enough for these surfaces?
if ( nBatchIndexCount < nGroupIndexCount )
{
// Surfaces don't fit, flush the current batch.
meshBuilder.End( false, false );
pRenderContext->BeginBatch( pBuildMesh );
pRenderContext->BindBatch( meshinfo.m_pMesh, pDrawMaterial );
pRenderContext->Bind( pDrawMaterial, NULL );
pRenderContext->DrawBatch( MATERIAL_TRIANGLES, 0, nIndexCount );
pRenderContext->EndBatch();
nBatchIndexCount = nMaxIndices;
nIndexCount = 0;
pBuildMesh = pRenderContext->GetDynamicMesh( false );
meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, 0, nMaxIndices );
}
nBatchIndexCount -= nGroupIndexCount;
nIndexCount += nGroupIndexCount;
}
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(sortList, group, surfID)
{
if ( MSurf_Flags( surfID ) == 0 )
continue;
if ( bSplitPerSurface )
{
int nSurfaceVertexCount, nSurfaceIndexCount;
Shader_GetSurfVertexAndIndexCount( surfID, &nSurfaceVertexCount, &nSurfaceIndexCount );
// Is there room enough for this surface?
if ( nBatchIndexCount < nSurfaceIndexCount )
{
// Surfaces don't fit, flush the current batch.
meshBuilder.End( false, false );
pRenderContext->BeginBatch( pBuildMesh );
pRenderContext->BindBatch( meshinfo.m_pMesh, pDrawMaterial );
pRenderContext->Bind( pDrawMaterial, NULL );
pRenderContext->DrawBatch( MATERIAL_TRIANGLES, 0, nIndexCount );
pRenderContext->EndBatch();
nBatchIndexCount = nMaxIndices;
nIndexCount = 0;
pBuildMesh = pRenderContext->GetDynamicMesh( false );
meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, 0, nMaxIndices );
}
nBatchIndexCount -= nSurfaceIndexCount;
nIndexCount += nSurfaceIndexCount;
}
BuildDepthFillIndicesForWorldSurface( meshBuilder, surfID, host_state.worldbrush );
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
}
meshBuilder.End( false, false );
pRenderContext->BeginBatch( pBuildMesh );
pRenderContext->BindBatch( meshinfo.m_pMesh, pDrawMaterial );
pRenderContext->Bind( pDrawMaterial, NULL );
pRenderContext->DrawBatch( MATERIAL_TRIANGLES, 0, nIndexCount );
pRenderContext->EndBatch();
meshinfo.m_Groups.RemoveAll();
}
meshinfos.RemoveAll();
}
// Now draw the alpha-tested groups we stored away earlier
ERenderDepthMode_t DepthMode = DEPTH_MODE_SHADOW;
if ( flags & DRAWWORLDLISTS_DRAW_SSAO )
{
DepthMode = DEPTH_MODE_SSA0;
}
for ( int i = 0; i < alphatestedGroups.Count(); i++ )
{
Shader_DrawDynamicChain( pRenderContext, sortList, *alphatestedGroups[i], DepthMode );
}
}
//-----------------------------------------------------------------------------
// Performs the shadow depth texture fill
//-----------------------------------------------------------------------------
static void Shader_WorldShadowDepthFillX360( IMatRenderContext *pRenderContext, CWorldRenderList *pRenderList, unsigned long flags )
{
PIXEVENT( pRenderContext, "Shader_WorldShadowDepthFillX360()" );
// FIXME: Batch this up with fast path style rendering!
// Draws opaque displacement surfaces along with shadows, overlays, flashlights, etc.
for ( int g = 0; g < MAX_MAT_SORT_GROUPS; ++g )
{
if ( ( flags & ( 1 << g ) ) == 0 )
continue;
int nSortGroup = s_DrawWorldListsToSortGroup[g];
Shader_DrawDispChain( pRenderContext, nSortGroup, pRenderList->m_DispSortList, flags, DEPTH_MODE_SHADOW );
}
// nBatchIndexCount is the number of indices we can fit in this batch
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
// First, count the number of indices and instances
int nInstanceCount = 0;
int nIndexCount = 0;
CUtlVectorFixedGrowable< const surfacesortgroup_t *, 1024 > alphatestedGroups;
CUtlVectorFixedGrowable< const surfacesortgroup_t *, 1024 > groups;
CUtlVectorFixedGrowable< const surfacesortgroup_t *, 128 > groupsBlowingIndexBufferLimit;
const CMSurfaceSortList &sortList = pRenderList->m_SortList;
for ( int g = 0; g < MAX_MAT_SORT_GROUPS; ++g )
{
if ( ( flags & ( 1 << g ) ) == 0 )
continue;
int nSortGroup = s_DrawWorldListsToSortGroup[g];
MSL_FOREACH_GROUP_BEGIN( sortList, nSortGroup, group )
{
// Don't bother with empty groups
if ( ( group.triangleCount == 0 ) || ( group.vertexCount == 0 ) )
continue;
SurfaceHandle_t surfID = sortList.GetSurfaceAtHead(group);
int nFlags = MSurf_Flags( surfID );
if ( nFlags & ( SURFDRAW_WATERSURFACE | SURFDRAW_TRANS ) )
continue;
if ( nFlags & SURFDRAW_ALPHATEST )
{
alphatestedGroups.AddToTail( &group );
continue;
}
groups.AddToTail( &group );
int nGroupIndexCount = group.triangleCount * 3;
nInstanceCount += nGroupIndexCount / nMaxIndices;
nInstanceCount += ( nGroupIndexCount % nMaxIndices ) ? 1 : 0;
nIndexCount += nGroupIndexCount;
}
MSL_FOREACH_GROUP_END()
}
// Now draw the alpha-tested groups we stored away earlier
IMaterial *pDrawMaterial = g_pMaterialDepthWrite[ 0 ][ 1 ];
ERenderDepthMode_t DepthMode = DEPTH_MODE_SHADOW;
if ( flags & DRAWWORLDLISTS_DRAW_SSAO )
{
pDrawMaterial = g_pMaterialSSAODepthWrite[ 0 ][ 1 ];
DepthMode = DEPTH_MODE_SSA0;
}
for ( int i = 0; i < alphatestedGroups.Count(); i++ )
{
Shader_DrawDynamicChain( pRenderContext, sortList, *alphatestedGroups[ i ], DepthMode );
}
if ( nIndexCount == 0 )
return;
// nBatchIndexCount is the number of indices we can fit in this batch int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
int nBatchIndexCount = MIN( nIndexCount, nMaxIndices );
pRenderContext->Bind( pDrawMaterial );
IIndexBuffer *pBuildIndexBuffer = pRenderContext->GetDynamicIndexBuffer();
CIndexBuilder indexBuilder( pBuildIndexBuffer, MATERIAL_INDEX_FORMAT_16BIT );
indexBuilder.Lock( nBatchIndexCount, 0 );
int nIndexOffset = indexBuilder.Offset() / sizeof(uint16);
int nCurrInstanceCount = 0;
CMatRenderData< MeshInstanceData_t > meshInstanceData( pRenderContext, nInstanceCount );
MeshInstanceData_t *pMeshInstances = meshInstanceData.Base();
if ( !pMeshInstances )
return;
int nCount = groups.Count();
for ( int g = 0; g < nCount; ++g )
{
const surfacesortgroup_t &group = *(groups[g]);
SurfaceHandle_t nSurfID = sortList.GetSurfaceAtHead( group );
int nSortID = MSurf_MaterialSortID( nSurfID );
int nCurrIndexCount = group.triangleCount*3;
if ( nCurrIndexCount > nMaxIndices )
{
//Warning( "Too many indices\n" );
groupsBlowingIndexBufferLimit.AddToTail( &group );
continue;
}
// Is there room enough for these surfaces?
if ( nBatchIndexCount < nCurrIndexCount )
{
// Nope, fire off the current batch...
indexBuilder.Unlock();
pRenderContext->DrawInstances( nCurrInstanceCount, pMeshInstances );
nBatchIndexCount = MIN( nIndexCount, nMaxIndices );
indexBuilder.Lock( nBatchIndexCount, 0 );
pMeshInstances += nCurrInstanceCount;
nInstanceCount -= nCurrInstanceCount;
nCurrInstanceCount = 0;
nIndexOffset = indexBuilder.Offset() / sizeof(uint16);
}
nBatchIndexCount -= nCurrIndexCount;
nIndexCount -= nCurrIndexCount;
Assert( nCurrInstanceCount < nInstanceCount );
MeshInstanceData_t &currInstance = pMeshInstances[nCurrInstanceCount++];
memset( &currInstance, 0, sizeof(MeshInstanceData_t) );
currInstance.m_nPrimType = MATERIAL_TRIANGLES;
currInstance.m_pIndexBuffer = pBuildIndexBuffer;
currInstance.m_pVertexBuffer = g_WorldStaticMeshes[ nSortID ];
currInstance.m_nIndexOffset = indexBuilder.IndexCount();
currInstance.m_DiffuseModulation.Init( 1.0f, 1.0f, 1.0f, 1.0f );
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN( sortList, group, nSurfID )
{
BuildIndicesForWorldSurface( indexBuilder, nSurfID, host_state.worldbrush );
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
currInstance.m_nIndexCount = indexBuilder.IndexCount() - currInstance.m_nIndexOffset;
currInstance.m_nIndexOffset += nIndexOffset;
currInstance.m_nLightmapPageId = MATERIAL_SYSTEM_LIGHTMAP_PAGE_INVALID;
}
indexBuilder.Unlock();
pRenderContext->DrawInstances( nCurrInstanceCount, pMeshInstances );
pMeshInstances += nCurrInstanceCount;
nInstanceCount -= nCurrInstanceCount;
nCurrInstanceCount = 0;
nIndexOffset = indexBuilder.Offset() / sizeof(uint16);
nCount = groupsBlowingIndexBufferLimit.Count();
for ( int g = 0; g < nCount; ++g )
{
const surfacesortgroup_t &group = *(groupsBlowingIndexBufferLimit[g]);
SurfaceHandle_t nSurfID = sortList.GetSurfaceAtHead( group );
int nSortID = MSurf_MaterialSortID( nSurfID );
// Start a new instance for this group
nBatchIndexCount = MIN( nIndexCount, nMaxIndices );
indexBuilder.Lock( nBatchIndexCount, 0 );
MeshInstanceData_t *pCurrInstance = pMeshInstances;
memset( pCurrInstance, 0, sizeof(MeshInstanceData_t) );
pCurrInstance->m_nPrimType = MATERIAL_TRIANGLES;
pCurrInstance->m_pIndexBuffer = pBuildIndexBuffer;
pCurrInstance->m_pVertexBuffer = g_WorldStaticMeshes[ nSortID ];
pCurrInstance->m_nIndexOffset = indexBuilder.IndexCount();
pCurrInstance->m_DiffuseModulation.Init( 1.0f, 1.0f, 1.0f, 1.0f );
pCurrInstance->m_nLightmapPageId = MATERIAL_SYSTEM_LIGHTMAP_PAGE_INVALID;
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN( sortList, group, nSurfID )
{
int nSurfIndexCount = GetIndexCountForWorldSurface( nSurfID );
// Is there room enough this surface?
if ( nBatchIndexCount < nSurfIndexCount )
{
// Nope, fire off the current batch...
int nNumIndicesInIndexBuilder = indexBuilder.IndexCount();
pCurrInstance->m_nIndexCount = nNumIndicesInIndexBuilder - pCurrInstance->m_nIndexOffset;
indexBuilder.Unlock();
pRenderContext->DrawInstances( 1, pMeshInstances );
// Start a new batch
nIndexCount -= nNumIndicesInIndexBuilder;
nBatchIndexCount = MIN( nIndexCount, nMaxIndices );
indexBuilder.Lock( nBatchIndexCount, 0 );
pMeshInstances++;
nInstanceCount--;
// Start a new instance for the remaining surfaces of this group
pCurrInstance = pMeshInstances;
memset( pCurrInstance, 0, sizeof(MeshInstanceData_t) );
pCurrInstance->m_nPrimType = MATERIAL_TRIANGLES;
pCurrInstance->m_pIndexBuffer = pBuildIndexBuffer;
pCurrInstance->m_pVertexBuffer = g_WorldStaticMeshes[ nSortID ];
pCurrInstance->m_nIndexOffset = indexBuilder.IndexCount();
pCurrInstance->m_DiffuseModulation.Init( 1.0f, 1.0f, 1.0f, 1.0f );
pCurrInstance->m_nLightmapPageId = MATERIAL_SYSTEM_LIGHTMAP_PAGE_INVALID;
}
BuildIndicesForWorldSurface( indexBuilder, nSurfID, host_state.worldbrush );
nBatchIndexCount -= nSurfIndexCount;
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
// submit the instance
int nNumIndicesInIndexBuilder = indexBuilder.IndexCount();
pCurrInstance->m_nIndexCount = nNumIndicesInIndexBuilder - pCurrInstance->m_nIndexOffset;
indexBuilder.Unlock();
pRenderContext->DrawInstances( 1, pMeshInstances );
// Start a new batch
nIndexCount -= nNumIndicesInIndexBuilder;
pMeshInstances++;
nInstanceCount--;
}
Assert( nIndexCount == 0 );
Assert( nInstanceCount == 0 );
meshInstanceData.Release();
}
//-----------------------------------------------------------------------------
// Performs the z-fill
//-----------------------------------------------------------------------------
static void Shader_WorldZFill( IMatRenderContext *pRenderContext, CWorldRenderList *pRenderList, unsigned long flags )
{
// First, count the number of vertices + indices
int nVertexCount = 0;
int nIndexCount = 0;
int g;
const CMSurfaceSortList &sortList = pRenderList->m_SortList;
#ifdef _X360
bool bFastZRejectDisplacements = s_bFastZRejectDisplacements || ( r_fastzrejectdisp.GetInt() != 0 );
#endif
for ( g = 0; g < MAX_MAT_SORT_GROUPS; ++g )
{
if ( ( flags & ( 1 << g ) ) == 0 )
continue;
int nSortGroup = s_DrawWorldListsToSortGroup[g];
MSL_FOREACH_GROUP_BEGIN(sortList, nSortGroup, group )
{
SurfaceHandle_t surfID = sortList.GetSurfaceAtHead(group);
IMaterial *pMaterial = MSurf_TexInfo( surfID )->material;
if( pMaterial->IsAlphaTested() || pMaterial->IsTranslucent() )
{
continue;
}
nVertexCount += group.vertexCountNoDetail;
nIndexCount += group.indexCountNoDetail;
}
MSL_FOREACH_GROUP_END()
#ifdef _X360
// Draws opaque displacement surfaces along with shadows, overlays, flashlights, etc.
// NOTE: This only makes sense on the 360, since the extra batches aren't
// worth it on the PC (I think!)
if ( bFastZRejectDisplacements )
{
Shader_DrawDispChain( pRenderContext, nSortGroup, pRenderList->m_DispSortList, flags, true );
}
#endif
}
if ( nVertexCount == 0 )
return;
pRenderContext->Bind( g_pMaterialWriteZ );
IMesh *pMesh = pRenderContext->GetDynamicMesh( false );
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( g_pMaterialWriteZ );
// nBatchIndexCount and nBatchVertexCount are the number of indices and vertices we can fit in this batch
// Each batch must have fewe than nMaxIndices and nMaxVertices or the material system will fail
int nBatchIndexCount = MIN( nIndexCount, nMaxIndices );
int nBatchVertexCount = MIN( nVertexCount, nMaxVertices );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nBatchVertexCount, nBatchIndexCount );
int nStartVert = 0;
for ( g = 0; g < MAX_MAT_SORT_GROUPS; ++g )
{
if ( ( flags & ( 1 << g ) ) == 0 )
continue;
int nSortGroup = s_DrawWorldListsToSortGroup[g];
MSL_FOREACH_GROUP_BEGIN(sortList, nSortGroup, group )
{
SurfaceHandle_t surfID = sortList.GetSurfaceAtHead(group);
// Check to see if we can add this list to the current batch...
if ( ( group.triangleCount == 0 ) || ( group.vertexCount == 0 ) )
continue;
IMaterial *pMaterial = MSurf_TexInfo( surfID )->material;
if( pMaterial->IsAlphaTested() || pMaterial->IsTranslucent() )
continue;
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(sortList, group, nSurfID)
{
// Only draw surfaces on nodes (i.e. no detail surfaces)
// Skip water surfaces since it may move up or down to fixup water transitions.
if ( ( MSurf_Flags( nSurfID ) & SURFDRAW_NODE ) == 0 || ( MSurf_Flags( nSurfID ) & SURFDRAW_WATERSURFACE ) != 0 )
continue;
int nSurfaceVertexCount, nSurfaceIndexCount;
Shader_GetSurfVertexAndIndexCount( nSurfID, &nSurfaceVertexCount, &nSurfaceIndexCount );
if ( nSurfaceVertexCount > nMaxVertices || nSurfaceIndexCount > nMaxIndices )
{
// Too many vertices/indices in a batch, no simple way to split the batch
Error( "Too many vertices (%d, max: %d) or indices (%d, max: %d) in surface.\n", nSurfaceVertexCount, nMaxVertices, nSurfaceIndexCount, nMaxIndices );
continue;
}
if ( nBatchIndexCount < nSurfaceIndexCount || nBatchVertexCount < nSurfaceVertexCount )
{
// Surface doesn't fit, flush the current batch.
meshBuilder.End();
pMesh->Draw();
nBatchIndexCount = MIN( nIndexCount, nMaxIndices );
nBatchVertexCount = MIN( nVertexCount, nMaxVertices );
pMesh = pRenderContext->GetDynamicMesh( false );
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nBatchVertexCount, nBatchIndexCount );
nStartVert = 0;
}
Shader_WorldZFillSurfChain_Single( nSurfID, meshBuilder, nStartVert );
nBatchIndexCount -= nSurfaceIndexCount;
nBatchVertexCount -= nSurfaceVertexCount;
nIndexCount -= nSurfaceIndexCount;
nVertexCount -= nSurfaceVertexCount;
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
}
MSL_FOREACH_GROUP_END()
}
meshBuilder.End();
pMesh->Draw();
// FIXME: Do fast z reject on displacements!
}
extern model_t *g_pSimpleWorldModel;
extern model_t *g_pSimpleWorldModelWater;
void DrawSimpleWorldModel( unsigned long flags )
{
Assert( ( flags & ( DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL | DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL_WATER ) ) != 0 );
if ( ( ( flags & ( DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL | DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL_WATER ) ) == 0 ) )
{
return;
}
// early out if the models that we are trying to draw don't exist
if ( !( ( ( flags & DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL ) && g_pSimpleWorldModel ) ||
( ( flags & DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL_WATER ) && g_pSimpleWorldModelWater ) ) )
{
return;
}
DrawModelInfo_t info;
info.m_Decals = STUDIORENDER_DECAL_INVALID;
info.m_Skin = 0;
info.m_Body = 0;
info.m_HitboxSet = 0;
info.m_pClientEntity = NULL;
info.m_Lod = 0;
info.m_pColorMeshes = NULL;
info.m_bStaticLighting = false;
info.m_LightingState.m_nLocalLightCount = 0;
info.m_LightingState.m_vecAmbientCube[0].Init( 1.0f, 1.0f, 1.0f );
info.m_LightingState.m_vecAmbientCube[1].Init( 1.0f, 1.0f, 1.0f );
info.m_LightingState.m_vecAmbientCube[2].Init( 1.0f, 1.0f, 1.0f );
info.m_LightingState.m_vecAmbientCube[3].Init( 1.0f, 1.0f, 1.0f );
info.m_LightingState.m_vecAmbientCube[4].Init( 1.0f, 1.0f, 1.0f );
info.m_LightingState.m_vecAmbientCube[5].Init( 1.0f, 1.0f, 1.0f );
matrix3x4_t modelToWorld;
modelToWorld.Init( Vector( 0.0f, -1.0f, 0.0f ), Vector( 1.0f, 0.0f, 0.0f ), Vector( 0.0f, 0.0f, 1.0f ), Vector( 0.0f, 0.0f, 0.0f ) );
CMatRenderContextPtr pRenderContext( materials );
#if defined( CSTRIKE15 )
if( !r_skybox_draw_last.GetBool() )
{
// Draw the skybox
if( flags & DRAWWORLDLISTS_DRAW_SKYBOX )
{
// [mariod] - leaving this check off as it breaks skybox rendering into reflection texture on some levels, TODO - map fixup?
// if( Map_VisForceFullSky() )
{
if( flags & DRAWWORLDLISTS_DRAW_CLIPSKYBOX )
{
R_DrawSkyBox( g_EngineRenderer->GetZFar() );
}
else
{
// Don't clip the skybox with height clip in this path.
MaterialHeightClipMode_t nClipMode = pRenderContext->GetHeightClipMode();
pRenderContext->SetHeightClipMode( MATERIAL_HEIGHTCLIPMODE_DISABLE );
R_DrawSkyBox( g_EngineRenderer->GetZFar() );
pRenderContext->SetHeightClipMode( nClipMode );
}
}
}
}
#endif
// Have to save and restore these matrices since DrawModelStaticProp seems to mod them.
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PushMatrix();
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
g_pShadowMgr->PushSinglePassFlashlightStateEnabled( true );
if ( ( flags & DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL ) && g_pSimpleWorldModel && !g_pMDLCache->IsErrorModel( g_pSimpleWorldModel->studio ) )
{
info.m_pStudioHdr = g_pMDLCache->GetStudioHdr( g_pSimpleWorldModel->studio );
info.m_pHardwareData = g_pMDLCache->GetHardwareData( g_pSimpleWorldModel->studio );
g_pStudioRender->DrawModelStaticProp( info, modelToWorld );
}
if ( ( flags & DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL_WATER ) && g_pSimpleWorldModelWater && !g_pMDLCache->IsErrorModel( g_pSimpleWorldModelWater->studio ) )
{
info.m_pStudioHdr = g_pMDLCache->GetStudioHdr( g_pSimpleWorldModelWater->studio );
info.m_pHardwareData = g_pMDLCache->GetHardwareData( g_pSimpleWorldModelWater->studio );
g_pStudioRender->DrawModelStaticProp( info, modelToWorld );
}
g_pShadowMgr->PopSinglePassFlashlightStateEnabled();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
OverlayMgr()->RenderAllUnlitOverlays( pRenderContext, MAT_SORT_GROUP_STRICTLY_ABOVEWATER );
#if defined( CSTRIKE15 )
if( r_skybox_draw_last.GetBool() )
{
// Draw the skybox
if( flags & DRAWWORLDLISTS_DRAW_SKYBOX )
{
// [mariod] - leaving this check off as it breaks skybox rendering into reflection texture on some levels, TODO - map fixup?
// if( Map_VisForceFullSky() )
{
if( flags & DRAWWORLDLISTS_DRAW_CLIPSKYBOX )
{
R_DrawSkyBox( g_EngineRenderer->GetZFar() );
}
else
{
// Don't clip the skybox with height clip in this path.
MaterialHeightClipMode_t nClipMode = pRenderContext->GetHeightClipMode();
pRenderContext->SetHeightClipMode( MATERIAL_HEIGHTCLIPMODE_DISABLE );
R_DrawSkyBox( g_EngineRenderer->GetZFar() );
pRenderContext->SetHeightClipMode( nClipMode );
}
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Call this after lists of stuff to render are made; it renders opaque surfaces
//-----------------------------------------------------------------------------
static void Shader_WorldEnd( IMatRenderContext *pRenderContext, CWorldRenderList *pRenderList, unsigned long flags, float waterZAdjust )
{
VPROF("Shader_WorldEnd");
if ( flags & ( DRAWWORLDLISTS_DRAW_SHADOWDEPTH | DRAWWORLDLISTS_DRAW_SSAO ) )
{
// NOTE: Implementations appear to want to be different on the PC + 360 here
if ( IsX360() )
{
Shader_WorldShadowDepthFillX360( pRenderContext, pRenderList, flags );
}
else if ( r_csm_fast_path.GetBool() )
{
Shader_WorldShadowDepthFillFast( pRenderContext, pRenderList, flags );
}
else
{
Shader_WorldShadowDepthFill( pRenderContext, pRenderList, flags );
}
return;
}
if ( !r_skybox_draw_last.GetBool() )
{
// Draw the skybox
if ( flags & DRAWWORLDLISTS_DRAW_SKYBOX )
{
if ( pRenderList->m_bSkyVisible || Map_VisForceFullSky() )
{
if( flags & DRAWWORLDLISTS_DRAW_CLIPSKYBOX )
{
R_DrawSkyBox( g_EngineRenderer->GetZFar() );
}
else
{
// Don't clip the skybox with height clip in this path.
MaterialHeightClipMode_t nClipMode = pRenderContext->GetHeightClipMode();
pRenderContext->SetHeightClipMode( MATERIAL_HEIGHTCLIPMODE_DISABLE );
R_DrawSkyBox( g_EngineRenderer->GetZFar() );
pRenderContext->SetHeightClipMode( nClipMode );
}
}
}
}
if ( !IsGameConsole() )
{
// X360 and PS3 now use a different fast z-reject pass (PS3 emulates X360 behavior)
// Perform the fast z-fill pass
bool bFastZReject = (r_fastzreject.GetInt() != 0);
if ( bFastZReject )
{
Shader_WorldZFill( pRenderContext, pRenderList, flags );
}
}
// Gotta draw each sort group
// Draw the fog volume first, if there is one, because it turns out
// that we only draw fog volumes if we're in the fog volume, which
// means it's closer. We want to render closer things first to get
// fast z-reject.
int i;
for ( i = MAX_MAT_SORT_GROUPS; --i >= 0; )
{
if ( !( flags & ( 1 << i ) ) )
continue;
PIXEVENT( pRenderContext, s_pMatSortGroupsString[ i ] );
int nSortGroup = s_DrawWorldListsToSortGroup[i];
if ( nSortGroup == MAT_SORT_GROUP_WATERSURFACE )
{
if ( waterZAdjust != 0.0f )
{
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->Translate( 0.0f, 0.0f, waterZAdjust );
}
g_pShadowMgr->PushSinglePassFlashlightStateEnabled( true );
}
// Don't stencil or scissor the flashlight if we're rendering to an offscreen view
bool bFlashlightMask = !( (flags & DRAWWORLDLISTS_DRAW_REFRACTION ) || (flags & DRAWWORLDLISTS_DRAW_REFLECTION ));
// Set masking stencil bits for flashlights
g_pShadowMgr->SetFlashlightStencilMasks( bFlashlightMask );
// Draws opaque displacement surfaces along with shadows, overlays, flashlights, etc.
Shader_DrawDispChain( pRenderContext, nSortGroup, pRenderList->m_DispSortList, flags, DEPTH_MODE_NORMAL );
// Draws opaque non-displacement surfaces
// This also add shadows to pRenderList->m_ShadowHandles.
Shader_DrawChains( pRenderContext, pRenderList, nSortGroup, DEPTH_MODE_NORMAL );
if ( nSortGroup == MAT_SORT_GROUP_WATERSURFACE )
{
g_pShadowMgr->PopSinglePassFlashlightStateEnabled();
if ( waterZAdjust != 0.0f )
{
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
}
}
}
if ( r_skybox_draw_last.GetBool() )
{
// Draw the skybox
if ( flags & DRAWWORLDLISTS_DRAW_SKYBOX )
{
if ( pRenderList->m_bSkyVisible || Map_VisForceFullSky() )
{
if( flags & DRAWWORLDLISTS_DRAW_CLIPSKYBOX )
{
R_DrawSkyBox( g_EngineRenderer->GetZFar() );
}
else
{
// Don't clip the skybox with height clip in this path.
MaterialHeightClipMode_t nClipMode = pRenderContext->GetHeightClipMode();
pRenderContext->SetHeightClipMode( MATERIAL_HEIGHTCLIPMODE_DISABLE );
R_DrawSkyBox( g_EngineRenderer->GetZFar() );
pRenderContext->SetHeightClipMode( nClipMode );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Call this after lists of stuff to render are made; it renders opaque surfaces
//-----------------------------------------------------------------------------
static void Shader_DrawWorldDecalsAndOverlays( IMatRenderContext *pRenderContext, CWorldRenderList *pRenderList, unsigned long flags, float waterZAdjust )
{
// Gotta draw each sort group
// Draw the fog volume first, if there is one, because it turns out
// that we only draw fog volumes if we're in the fog volume, which
// means it's closer. We want to render closer things first to get
// fast z-reject.
int i;
for ( i = MAX_MAT_SORT_GROUPS; --i >= 0; )
{
if ( !( flags & ( 1 << i ) ) )
continue;
PIXEVENT( pRenderContext, s_pMatSortGroupsString[ i ] );
int nSortGroup = s_DrawWorldListsToSortGroup[i];
if ( nSortGroup == MAT_SORT_GROUP_WATERSURFACE )
{
if ( waterZAdjust != 0.0f )
{
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->Translate( 0.0f, 0.0f, waterZAdjust );
}
}
// FIXME: Implement this
// Draws opaque displacement surfaces along with shadows, overlays, flashlights, etc.
Shader_DrawDispChainDecalsAndOverlays( pRenderContext, nSortGroup, pRenderList->m_DispSortList, flags );
AddProjectedTextureDecalsToList( pRenderList, nSortGroup );
// Adds shadows to render lists
for ( int j = pRenderList->m_ShadowHandles[nSortGroup].Count()-1; j >= 0; --j )
{
g_pShadowMgr->AddShadowsOnSurfaceToRenderList( pRenderList->m_ShadowHandles[nSortGroup].Element(j) );
}
pRenderList->m_ShadowHandles[nSortGroup].RemoveAll();
// Don't stencil or scissor the flashlight if we're rendering to an offscreen view
bool bFlashlightMask = !( (flags & DRAWWORLDLISTS_DRAW_REFRACTION ) || (flags & DRAWWORLDLISTS_DRAW_REFLECTION ));
// Set masking stencil bits for flashlights
g_pShadowMgr->SetFlashlightStencilMasks( bFlashlightMask );
// Draw shadows and flashlights on world surfaces
g_pShadowMgr->RenderFlashlights( bFlashlightMask, false );
// Render the fragments from the surfaces + displacements.
// FIXME: Actually, this call is irrelevant (for displacements) because it's done from
// within DrawDispChain currently, but that should change.
// We need to split out the disp decal rendering from DrawDispChain
// and do it after overlays are rendered....
OverlayMgr()->RenderOverlays( pRenderContext, nSortGroup );
g_pShadowMgr->DrawFlashlightOverlays( pRenderContext, nSortGroup, bFlashlightMask );
OverlayMgr()->ClearRenderLists( nSortGroup );
// Draws decals lying on opaque non-displacement surfaces
DecalSurfaceDraw( pRenderContext, nSortGroup );
// Draw the flashlight lighting for the decals.
g_pShadowMgr->DrawFlashlightDecals( pRenderContext, nSortGroup, bFlashlightMask );
g_pShadowMgr->RenderFlashlights( bFlashlightMask, true );
// Retire decals on opaque world surfaces
R_DecalFlushDestroyList();
// Draw RTT shadows
g_pShadowMgr->RenderShadows( pRenderContext );
g_pShadowMgr->ClearShadowRenderList();
if ( nSortGroup == MAT_SORT_GROUP_WATERSURFACE && waterZAdjust != 0.0f )
{
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
}
}
}
//-----------------------------------------------------------------------------
// Renders translucent surfaces
//-----------------------------------------------------------------------------
bool Shader_LeafContainsTranslucentSurfaces( IWorldRenderList *pRenderListIn, int sortIndex, unsigned long flags )
{
CWorldRenderList *pRenderList = assert_cast<CWorldRenderList *>(pRenderListIn);
if ( pRenderList->m_leaves[sortIndex].translucentSurfaceCount > 0 )
{
return true;
}
return false;
}
struct transsurfacebatch_t
{
int firstSurface;
int surfaceCount;
IMaterial *pMaterial;
int sortID;
int triangleCount;
void AddSurface( SurfaceHandle_t surfID )
{
surfaceCount++;
triangleCount += (MSurf_VertCount( surfID )-2);
}
};
void Shader_DrawTranslucentSurfaces( IMatRenderContext *pRenderContext, IWorldRenderList *pRenderListIn, int *pSortList, int sortCount, unsigned long flags )
{
if ( !r_drawtranslucentworld.GetBool() )
return;
CWorldRenderList *pRenderList = assert_cast<CWorldRenderList *>(pRenderListIn);
bool skipLight = false;
if ( g_pMaterialSystemConfig->nFullbright == 1 )
{
pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP );
skipLight = true;
}
CUtlVectorFixedGrowable<msurface2_t *, 16> surfaceList;
CUtlVectorFixedGrowable<msurface2_t *, 16> decalSurfaceList;
CUtlVectorFixedGrowable<msurface2_t *, 16> flashlightSurfaceList;
CUtlVectorFixedGrowable<msurface2_t *, 16> dispList;
CUtlVectorFixedGrowable<transsurfacebatch_t,16> batches;
transsurfacebatch_t *pLastBatch = NULL;
bool bFlashlightMask = !( (flags & DRAWWORLDLISTS_DRAW_REFRACTION ) || (flags & DRAWWORLDLISTS_DRAW_REFLECTION ));
bool bHasDisp = false;
for ( int i = 0, mask = 1; i < MAX_MAT_SORT_GROUPS; i++, mask<<=1 )
{
if ( !(flags & mask) )
continue;
for ( int leaf = 0; leaf < sortCount; leaf++ )
{
int sortIndex = pSortList[leaf];
int surfaceIndexStart = pRenderList->m_leaves[sortIndex].firstTranslucentSurface;
int nextTranslucentSurface = surfaceIndexStart + pRenderList->m_leaves[sortIndex].translucentSurfaceCount;
for ( int si = nextTranslucentSurface-1; si >= surfaceIndexStart; --si )
{
int sortGroup = MSurf_SortGroup(pRenderList->m_AlphaSurfaces[si]);
if ( sortGroup != i )
continue;
SurfaceHandle_t surfID = pRenderList->m_AlphaSurfaces[si];
if ( surfID->pDispInfo )
{
bHasDisp = true;
}
else
{
int sortID = MSurf_MaterialSortID(surfID);
if ( !pLastBatch || sortID != pLastBatch->sortID )
{
int batchIndex = batches.AddToTail();
pLastBatch = &batches[batchIndex];
pLastBatch->firstSurface = surfaceList.Count();
pLastBatch->surfaceCount = 0;
pLastBatch->pMaterial = MSurf_TexInfo( surfID )->material;
pLastBatch->sortID = sortID;
pLastBatch->triangleCount = 0;
}
pLastBatch->AddSurface( surfID );
surfaceList.AddToTail(surfID);
if ( MSurf_ShadowDecals(surfID) != SHADOW_DECAL_HANDLE_INVALID )
{
flashlightSurfaceList.AddToTail(surfID);
}
if ( SurfaceHasDecals(surfID) || MSurf_OverlayFragmentList(surfID) != OVERLAY_FRAGMENT_INVALID )
{
decalSurfaceList.AddToTail(surfID);
}
}
}
}
}
for ( int i = 0; i < batches.Count(); i++ )
{
transsurfacebatch_t *pBatch = &batches[i];
SurfaceHandle_t surfID = surfaceList[pBatch->firstSurface];
pRenderContext->Bind( MSurf_TexInfo( surfID )->material );
Assert( MSurf_MaterialSortID( surfID ) >= 0 && MSurf_MaterialSortID( surfID ) < g_WorldStaticMeshes.Count() );
if ( !skipLight )
{
int nLightmapPageId = materialSortInfoArray[MSurf_MaterialSortID( surfID )].lightmapPageID;
pRenderContext->BindLightmapPage( nLightmapPageId );
}
Shader_DrawSurfaceListStatic( pRenderContext, &surfaceList[pBatch->firstSurface], pBatch->surfaceCount, pBatch->triangleCount );
}
for ( int i = 0; i < decalSurfaceList.Count(); i++ )
{
SurfaceHandle_t surfID = decalSurfaceList[i];
int sortGroup = MSurf_SortGroup(surfID);
if ( MSurf_OverlayFragmentList(surfID) != OVERLAY_FRAGMENT_INVALID )
{
// Draw overlays on the surface.
OverlayMgr()->AddFragmentListToRenderList( sortGroup, MSurf_OverlayFragmentList( surfID ), false );
OverlayMgr()->RenderOverlays( pRenderContext, sortGroup );
// Draw flashlight overlays
g_pShadowMgr->DrawFlashlightOverlays( pRenderContext, sortGroup, bFlashlightMask );
OverlayMgr()->ClearRenderLists( sortGroup );
}
// Draw decals on the surface
if ( SurfaceHasDecals(surfID) )
{
DrawDecalsOnSingleSurface( pRenderContext, surfID );
}
}
if ( flashlightSurfaceList.Count() )
{
for ( int i = 0; i < flashlightSurfaceList.Count(); i++ )
{
SurfaceHandle_t surfID = flashlightSurfaceList[i];
ShadowDecalHandle_t decalHandle = MSurf_ShadowDecals( surfID );
if (decalHandle != SHADOW_DECAL_HANDLE_INVALID)
{
g_pShadowMgr->AddShadowsOnSurfaceToRenderList( decalHandle );
}
}
g_pShadowMgr->RenderFlashlights( bFlashlightMask, false );
if ( decalSurfaceList.Count() )
{
g_pShadowMgr->DrawFlashlightDecalsOnSurfaceList( pRenderContext, flashlightSurfaceList.Base(), flashlightSurfaceList.Count(), bFlashlightMask );
}
// draw shadows
g_pShadowMgr->RenderShadows( pRenderContext );
g_pShadowMgr->ClearShadowRenderList();
}
// Draw wireframe, etc information
DrawDebugInformation( pRenderContext, surfaceList.Base(), surfaceList.Count() );
if ( bHasDisp )
{
for ( int i = 0, mask = 1; i < MAX_MAT_SORT_GROUPS; i++, mask<<=1 )
{
if ( !(flags & mask) )
continue;
for ( int leaf = 0; leaf < sortCount; leaf++ )
{
int sortIndex = pSortList[leaf];
int surfaceIndexStart = pRenderList->m_leaves[sortIndex].firstTranslucentSurface;
int nextTranslucentSurface = surfaceIndexStart + pRenderList->m_leaves[sortIndex].translucentSurfaceCount;
dispList.RemoveAll();
for ( int si = nextTranslucentSurface-1; si >= surfaceIndexStart; --si )
{
int sortGroup = MSurf_SortGroup(pRenderList->m_AlphaSurfaces[si]);
if ( sortGroup != i )
continue;
SurfaceHandle_t surfID = pRenderList->m_AlphaSurfaces[si];
if ( surfID->pDispInfo )
{
dispList.AddToTail(surfID);
}
}
if ( dispList.Count() )
{
// Now draw the translucent displacements; we need to do these *after* the
// non-displacement surfaces because most likely the displacement will always
// be in front (or at least not behind) the non-displacement translucent surfaces
// that exist in the same leaf.
// Draws translucent displacement surfaces
DispInfo_RenderListWorld( pRenderContext, i, dispList.Base(), dispList.Count(), g_EngineRenderer->ViewGetCurrent().m_bOrtho, flags, DEPTH_MODE_NORMAL );
DispInfo_RenderListDecalsAndOverlays( pRenderContext, i, dispList.Base(), dispList.Count(), g_EngineRenderer->ViewGetCurrent().m_bOrtho, flags );
}
}
}
}
}
//=============================================================
//
// WORLD MODEL
//
//=============================================================
#if !defined(_PS3)
static void FASTCALL R_DrawSurface( CWorldRenderList *pRenderList, SurfaceHandle_t surfID )
{
ASSERT_SURF_VALID( surfID );
Assert( !SurfaceHasDispInfo( surfID ) );
if ( MSurf_Flags( surfID ) & SURFDRAW_SKY )
{
pRenderList->m_bSkyVisible = true;
}
else if( MSurf_Flags( surfID ) & SURFDRAW_TRANS )
{
Shader_TranslucentWorldSurface( pRenderList, surfID );
}
else
{
Shader_WorldSurface( pRenderList, surfID );
}
}
#endif
//-----------------------------------------------------------------------------
// Draws displacements in a leaf
//-----------------------------------------------------------------------------
#if !defined(_PS3)
static inline void DrawDisplacementsInLeaf( CWorldRenderList *pRenderList, mleaf_t* pLeaf )
{
// add displacement surfaces
if (!pLeaf->dispCount)
return;
CVisitedSurfs &visitedSurfs = pRenderList->m_VisitedSurfs;
for ( int i = 0; i < pLeaf->dispCount; i++ )
{
CDispInfo *pDispInfo = static_cast<CDispInfo *>(MLeaf_Disaplcement( pLeaf, i ));
// NOTE: We're not using the displacement's touched method here
// because we're just using the parent surface's visframe in the
// surface add methods below...
SurfaceHandle_t parentSurfID = pDispInfo->m_ParentSurfID;
// already processed this frame? Then don't do it again!
if ( visitedSurfs.VisitSurface( parentSurfID ) )
{
if ( g_Frustum.CullBox( pDispInfo->m_BBoxMin, pDispInfo->m_BBoxMax ) )
continue;
if ( MSurf_Flags( parentSurfID ) & SURFDRAW_TRANS)
{
Shader_TranslucentDisplacementSurface( pRenderList, parentSurfID );
}
else
{
Shader_DisplacementSurface( pRenderList, parentSurfID );
}
}
}
}
#else
static uint32 s_Disp_ParentSurfID_offset;
static uint32 s_Disp_BB_offset;
inline void MLeaf_Displacement_BBs( mleaf_t *pLeaf, int index, Vector* pBBoxMin, Vector* pBBoxMax, SurfaceHandle_t *pParentSurfID)
{
int dispIndex = host_state.worldbrush->m_pDispInfoReferences[pLeaf->dispListStart+index];
CDispArray *pArray = static_cast<CDispArray*>( host_state.worldbrush->hDispInfos );
uint8* pInfo = (uint8*)(pArray->m_pDispInfos + dispIndex );
*pParentSurfID = *((SurfaceHandle_t*)(pInfo + s_Disp_ParentSurfID_offset));
Vector* pSrcVector = (Vector*)(pInfo + s_Disp_BB_offset);
*pBBoxMin = pSrcVector[0];
*pBBoxMax = pSrcVector[1];
}
#define GET_OFFSET(type, field) ((uint32)&(((type *)0)->field))
static inline void DrawDisplacementsInLeaf( CWorldRenderList *pRenderList, mleaf_t* pLeaf )
{
// add displacement surfaces
if (!pLeaf->dispCount)
return;
s_Disp_ParentSurfID_offset = GET_OFFSET(CDispInfo, m_ParentSurfID);
s_Disp_BB_offset = GET_OFFSET(CDispInfo, m_BBoxMin);
CVisitedSurfs &visitedSurfs = pRenderList->m_VisitedSurfs;
for ( int i = 0; i < pLeaf->dispCount; i++ )
{
// CDispInfo *pDispInfo = static_cast<CDispInfo *>(MLeaf_Disaplcement( pLeaf, i ));
//
SurfaceHandle_t parentSurfID;
Vector bbMin;
Vector bbMax;
MLeaf_Displacement_BBs(pLeaf, i, &bbMin, &bbMax, &parentSurfID);
// if (bbMin != pDispInfo->m_BBoxMin) DebuggerBreak();
// if (bbMax != pDispInfo->m_BBoxMax) DebuggerBreak();
// if (parentSurfID != pDispInfo->m_ParentSurfID) DebuggerBreak();
// NOTE: We're not using the displacement's touched method here
// because we're just using the parent surface's visframe in the
// surface add methods below...
// already processed this frame? Then don't do it again!
if ( visitedSurfs.VisitSurface( parentSurfID ) )
{
if ( g_Frustum.CullBox( bbMin, bbMax ) )
continue;
if ( MSurf_Flags( parentSurfID ) & SURFDRAW_TRANS)
{
Shader_TranslucentDisplacementSurface( pRenderList, parentSurfID );
}
else
{
Shader_DisplacementSurface( pRenderList, parentSurfID );
}
}
}
}
#endif
int LeafToIndex( mleaf_t* pLeaf );
//-----------------------------------------------------------------------------
// Updates visibility + alpha lists
//-----------------------------------------------------------------------------
static inline void UpdateVisibleLeafLists( CWorldRenderList *pRenderList, mleaf_t* pLeaf )
{
// Consistency check...
MEM_ALLOC_CREDIT();
// Add this leaf to the list of visible leafs
int nLeafIndex = LeafToIndex( pLeaf );
WorldListLeafData_t * RESTRICT pData = &pRenderList->m_leaves[pRenderList->m_leaves.AddToTail()];
pData->leafIndex = nLeafIndex;
pData->waterData = pLeaf->leafWaterDataID;
pData->firstTranslucentSurface = pRenderList->m_AlphaSurfaces.Count();
pData->translucentSurfaceCount = 0;
if ( pLeaf->leafWaterDataID != -1 )
{
pRenderList->m_bWaterVisible = true;
}
}
static ConVar r_frustumcullworld( "r_frustumcullworld", "1" );
//-----------------------------------------------------------------------------
// Set up fog for a particular leaf
//-----------------------------------------------------------------------------
#define INVALID_WATER_HEIGHT 1000000.0f
static inline float R_GetWaterHeight( int nFogVolume )
{
if( nFogVolume < 0 || nFogVolume > host_state.worldbrush->numleafwaterdata )
return INVALID_WATER_HEIGHT;
mleafwaterdata_t* pLeafWaterData = &host_state.worldbrush->leafwaterdata[nFogVolume];
return pLeafWaterData->surfaceZ;
}
IMaterial *R_GetFogVolumeMaterial( int nFogVolume, bool bEyeInFogVolume )
{
if( nFogVolume < 0 || nFogVolume > host_state.worldbrush->numleafwaterdata )
return NULL;
mleafwaterdata_t* pLeafWaterData = &host_state.worldbrush->leafwaterdata[nFogVolume];
mtexinfo_t* pTexInfo = &host_state.worldbrush->texinfo[pLeafWaterData->surfaceTexInfoID];
IMaterial* pMaterial = pTexInfo->material;
if( bEyeInFogVolume )
{
IMaterialVar *pVar = pMaterial->FindVar( "$bottommaterial", NULL );
if( pVar )
{
const char *pMaterialName = pVar->GetStringValue();
if( pMaterialName )
{
pMaterial = materials->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER );
}
}
}
return pMaterial;
}
void R_SetFogVolumeState( int fogVolume, bool useHeightFog )
{
// useHeightFog == eye out of water
// !useHeightFog == eye in water
IMaterial *pMaterial = R_GetFogVolumeMaterial( fogVolume, !useHeightFog );
mleafwaterdata_t* pLeafWaterData = &host_state.worldbrush->leafwaterdata[fogVolume];
IMaterialVar* pFogColorVar = pMaterial->FindVar( "$fogcolor", NULL );
IMaterialVar* pFogEnableVar = pMaterial->FindVar( "$fogenable", NULL );
IMaterialVar* pFogStartVar = pMaterial->FindVar( "$fogstart", NULL );
IMaterialVar* pFogEndVar = pMaterial->FindVar( "$fogend", NULL );
CMatRenderContextPtr pRenderContext( materials );
if( pMaterial && pFogEnableVar->GetIntValueFast() && fog_enable_water_fog.GetBool() )
{
pRenderContext->SetFogZ( pLeafWaterData->surfaceZ );
if( useHeightFog )
{
pRenderContext->FogMode( MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
}
else
{
pRenderContext->FogMode( MATERIAL_FOG_LINEAR );
}
float fogColor[3];
pFogColorVar->GetVecValueFast( fogColor, 3 );
pRenderContext->FogColor3fv( fogColor );
pRenderContext->FogStart( pFogStartVar->GetFloatValueFast() );
pRenderContext->FogEnd( pFogEndVar->GetFloatValueFast() );
pRenderContext->FogMaxDensity( 1.0 );
}
else
{
pRenderContext->FogMode( MATERIAL_FOG_NONE );
}
}
//-----------------------------------------------------------------------------
// Job for building the world rendering list
//-----------------------------------------------------------------------------
class CBuildWorldListsJob : public CJob
{
public:
CBuildWorldListsJob(
CWorldRenderList *pRenderList,
WorldListInfo_t* pInfo,
bool bShadowDepth,
const Vector& currentViewOrigin,
int visFrameCount,
bool bDrawTopView,
bool bTopViewNoBackfaceCulling,
bool bTopViewNoVisCheck,
const Vector2D& orthographicCenter,
const Vector2D& orthographicHalfDiagonal,
const CVolumeCuller* pTopViewVolumeCuller,
const Frustum_t* pFrustum,
const CUtlVector< Frustum_t, CUtlMemoryAligned< Frustum_t,16 > >* pAeraFrustum,
unsigned char* pRenderAreaBits,
bool bViewerInSolidSpace,
const Vector& modelOrigin );
private:
virtual JobStatus_t DoExecute();
void R_RecursiveWorldNode( CWorldRenderList *pRenderList, mnode_t *node );
// Fast path for rendering top-views
void R_RenderWorldTopView( CWorldRenderList *pRenderList, mnode_t *node );
void R_BuildWorldListNoCull( CWorldRenderList *pRenderList, mnode_t *node );
inline bool R_CullNode( mnode_t *pNode );
inline bool R_CullNodeTopView( mnode_t *pNode );
void R_DrawLeaf( CWorldRenderList *pRenderList, mleaf_t *pleaf );
void R_DrawTopViewLeaf( CWorldRenderList *pRenderList, mleaf_t *pleaf );
void R_DrawLeafNoCull( CWorldRenderList *pRenderList, mleaf_t *pleaf );
void R_DrawSurfaceNoCull( CWorldRenderList *pRenderList, SurfaceHandle_t surfID );
void DrawDisplacementsInLeaf( CWorldRenderList *pRenderList, mleaf_t* pLeaf );
void Shader_WorldSurface( CWorldRenderList *pRenderList, SurfaceHandle_t surfID );
void Shader_WorldSurfaceNoCull( CWorldRenderList *pRenderList, SurfaceHandle_t surfID );
CWorldRenderList* m_pRenderList;
WorldListInfo_t* m_pWorldListInfo;
bool m_bShadowDepth;
Vector m_currentViewOrigin;
int m_visFrameCount;
bool m_bDrawTopView;
bool m_bTopViewNoBackfaceCulling;
bool m_bTopViewNoVisCheck;
Vector2D m_OrthographicCenter;
Vector2D m_OrthographicHalfDiagonal;
const CVolumeCuller* m_pTopViewVolumeCuller; // No need to copy the data as it is
// already cached in CConcurrentViewBuilder volume culler cache
const Frustum_t* m_pFrustum;
const CUtlVector< Frustum_t, CUtlMemoryAligned< Frustum_t,16 > >* m_pAreaFrustum;
unsigned char m_RenderAreaBits[32];
bool m_bViewerInSolidSpace;
Vector m_modelOrigin;
};
CBuildWorldListsJob::CBuildWorldListsJob(
CWorldRenderList *pRenderList,
WorldListInfo_t* pInfo,
bool bShadowDepth,
const Vector& currentViewOrigin,
int visFrameCount,
bool bDrawTopView,
bool bTopViewNoBackfaceCulling,
bool bTopViewNoVisCheck,
const Vector2D& orthographicCenter,
const Vector2D& orthographicHalfDiagonal,
const CVolumeCuller* pTopViewVolumeCuller,
const Frustum_t* pFrustum,
const CUtlVector< Frustum_t, CUtlMemoryAligned< Frustum_t,16 > >* pAeraFrustum,
unsigned char* pRenderAreaBits,
bool bViewerInSolidSpace,
const Vector& modelOrigin )
:
m_pRenderList( pRenderList ),
m_pWorldListInfo( pInfo ),
m_bShadowDepth( bShadowDepth ),
m_currentViewOrigin( currentViewOrigin ),
m_visFrameCount(visFrameCount),
m_bDrawTopView( bDrawTopView ),
m_bTopViewNoBackfaceCulling( bTopViewNoBackfaceCulling ),
m_bTopViewNoVisCheck( bTopViewNoVisCheck ),
m_OrthographicCenter( orthographicCenter ),
m_OrthographicHalfDiagonal( orthographicHalfDiagonal ),
m_pTopViewVolumeCuller( pTopViewVolumeCuller ),
m_pFrustum( pFrustum ),
m_bViewerInSolidSpace( bViewerInSolidSpace ),
m_modelOrigin( modelOrigin )
{
m_pAreaFrustum = pAeraFrustum;
memcpy( m_RenderAreaBits, pRenderAreaBits, sizeof(m_RenderAreaBits) );
}
JobStatus_t CBuildWorldListsJob::DoExecute()
{
if ( !m_bDrawTopView )
{
if ( m_bShadowDepth )
{
R_BuildWorldListNoCull( m_pRenderList, host_state.worldbrush->nodes );
}
else
{
R_RecursiveWorldNode( m_pRenderList, host_state.worldbrush->nodes );
}
}
else
{
R_RenderWorldTopView( m_pRenderList, host_state.worldbrush->nodes );
}
m_pRenderList->CountTranslucentSurfaces();
// Return the back-to-front leaf ordering
if ( m_pWorldListInfo )
{
// Compute fog volume info for rendering
if ( !m_bShadowDepth )
{
FogVolumeInfo_t fogInfo;
ComputeFogVolumeInfo( &fogInfo, m_currentViewOrigin );
if( fogInfo.m_InFogVolume )
{
m_pWorldListInfo->m_ViewFogVolume = MAT_SORT_GROUP_STRICTLY_UNDERWATER;
}
else
{
m_pWorldListInfo->m_ViewFogVolume = MAT_SORT_GROUP_STRICTLY_ABOVEWATER;
}
}
else
{
m_pWorldListInfo->m_ViewFogVolume = MAT_SORT_GROUP_STRICTLY_ABOVEWATER;
}
m_pWorldListInfo->m_LeafCount = m_pRenderList->m_leaves.Count();
m_pWorldListInfo->m_pLeafDataList = m_pRenderList->m_leaves.Base();
m_pWorldListInfo->m_bHasWater = m_pRenderList->m_bWaterVisible;
}
return JOB_OK;
}
//-----------------------------------------------------------------------------
// Purpose: recurse on the BSP tree, calling the surface visitor
// Input : *node - BSP node
//-----------------------------------------------------------------------------
void CBuildWorldListsJob::R_RecursiveWorldNode( CWorldRenderList *pRenderList, mnode_t *node )
{
int side;
cplane_t *plane;
float dot;
while (true)
{
#if defined( _X360 ) || defined( _PS3 )
PREFETCH_128(node->plane,0);
#endif
// no polygons in solid nodes
if (node->contents == CONTENTS_SOLID)
return; // solid
// Check PVS signature
//if (node->visframe != m_visFrameCount) // original, causes flicker in rare circumstances, race condition if view m > view n pvs setup (viscache) overwrites this var in main mem
if (node->visframe < m_visFrameCount) // to protect against race condition, may rarely give false positive - simpler for those rare frames where it occurs rather than locking or duping this member per view
return;
// Cull against the screen frustum or the appropriate area's frustum.
if (node->contents >= -1)
{
if ( R_CullNode( node ) )
return;
}
// if a leaf node, draw stuff
if (node->contents >= 0)
{
R_DrawLeaf( pRenderList, (mleaf_t *)node );
return;
}
#if defined( _X360 ) || defined( _PS3 )
PREFETCH_128(node->children[0],0);
PREFETCH_128(node->children[1],0);
PREFETCH_128(node->children[0],offsetof(mnode_t,plane));
PREFETCH_128(node->children[1],offsetof(mnode_t,plane));
#endif
// node is just a decision point, so go down the appropriate sides
// find which side of the node we are on
plane = node->plane;
if ( plane->type <= PLANE_Z )
{
dot = m_modelOrigin[plane->type] - plane->dist;
}
else
{
dot = DotProduct (m_modelOrigin, plane->normal) - plane->dist;
}
// recurse down the children, closer side first.
// We have to do this because we need to find if the surfaces at this node
// exist in any visible leaves closer to the camera than the node is. If so,
// their r_surfacevisframe is set to indicate that we need to render them
// at this node.
side = dot >= 0 ? 0 : 1;
// Recurse down the side closer to the camera
R_RecursiveWorldNode (pRenderList, node->children[side] );
// draw stuff on the node
SurfaceHandle_t surfID = SurfaceHandleFromIndex( node->firstsurface );
int i = MSurf_Index( surfID );
int nLastSurface = i + node->numsurfaces;
CVisitedSurfs &visitedSurfs = pRenderList->m_VisitedSurfs;
for ( ; i < nLastSurface; ++i, ++surfID )
{
// Only render things at this node that have previously been marked as visible
if ( !visitedSurfs.VisitedSurface( i ) )
continue;
// Don't add surfaces that have displacement
// UNDONE: Don't emit these at nodes in vbsp!
// UNDONE: Emit them at the end of the surface list
Assert( !SurfaceHasDispInfo( surfID ) );
// If a surface is marked to draw at a node, then it's not a func_detail.
// Only func_detail render at leaves. In the case of normal world surfaces,
// we only want to render them if they intersect a visible leaf.
uint32 nFlags = MSurf_Flags( surfID );
Assert( nFlags & SURFDRAW_NODE );
Assert( !(nFlags & SURFDRAW_NODRAW) );
if ( !(nFlags & SURFDRAW_UNDERWATER) && ( side ^ !!(nFlags & SURFDRAW_PLANEBACK)) )
continue; // wrong side
if ( nFlags & SURFDRAW_SKY )
{
pRenderList->m_bSkyVisible = true;
}
else if( nFlags & SURFDRAW_TRANS )
{
Shader_TranslucentWorldSurface( pRenderList, surfID );
}
else
{
Shader_WorldSurface( pRenderList, surfID );
}
}
// recurse down the side farther from the camera
// NOTE: With this while loop, this is identical to just calling
// R_RecursiveWorldNode (node->children[!side]);
node = node->children[!side];
}
}
//-----------------------------------------------------------------------------
// Fast path for rendering top-views
//-----------------------------------------------------------------------------
void CBuildWorldListsJob::R_RenderWorldTopView( CWorldRenderList *pRenderList, mnode_t *node )
{
CVisitedSurfs &visitedSurfs = pRenderList->m_VisitedSurfs;
do
{
// no polygons in solid nodes
if (node->contents == CONTENTS_SOLID)
return; // solid
// Check PVS signature
if ( !m_bTopViewNoVisCheck )
{
//if (node->visframe != m_visFrameCount) // original, causes flicker in rare circumstances, race condition if view m > view n pvs setup (viscache) overwrites this var in main mem
if (node->visframe < m_visFrameCount) // to protect against race condition, may rarely give false positive - simpler for those rare frames where it occurs rather than locking or duping this member per view
return;
}
// Cull against the screen frustum or the appropriate area's frustum.
if( R_CullNodeTopView( node ) )
return;
// if a leaf node, draw stuff
if (node->contents >= 0)
{
R_DrawTopViewLeaf( pRenderList, (mleaf_t *)node );
return;
}
#ifdef USE_CONVARS
if (s_ShaderConvars.m_bDrawWorld)
#endif
{
// draw stuff on the node
SurfaceHandle_t surfID = SurfaceHandleFromIndex( node->firstsurface );
for ( int i = 0; i < node->numsurfaces; i++, surfID++ )
{
if ( !visitedSurfs.VisitSurface( surfID ) )
continue;
// Don't add surfaces that have displacement
if ( SurfaceHasDispInfo( surfID ) )
continue;
// If a surface is marked to draw at a node, then it's not a func_detail.
// Only func_detail render at leaves. In the case of normal world surfaces,
// we only want to render them if they intersect a visible leaf.
Assert( (MSurf_Flags( surfID ) & SURFDRAW_NODE) );
if ( MSurf_Flags( surfID ) & (SURFDRAW_UNDERWATER|SURFDRAW_SKY) )
continue;
Assert( !(MSurf_Flags( surfID ) & SURFDRAW_NODRAW) );
if ( !m_bTopViewNoBackfaceCulling )
{
// Back face cull
if ( (MSurf_Flags( surfID ) & SURFDRAW_NOCULL) == 0 )
{
if (MSurf_Plane( surfID ).normal.z <= 0.0f)
continue;
}
}
// FIXME: For now, blow off translucent world polygons.
// Gotta solve the problem of how to render them all, unsorted,
// in a pass after the opaque world polygons, and before the
// translucent entities.
if ( !( MSurf_Flags( surfID ) & SURFDRAW_TRANS ) )
// if ( !surf->texinfo->material->IsTranslucent() )
Shader_WorldSurface( pRenderList, surfID );
}
}
// Recurse down both children, we don't care the order...
R_RenderWorldTopView ( pRenderList, node->children[0]);
node = node->children[1];
} while (node);
}
//-----------------------------------------------------------------------------
// Purpose: recurse on the BSP tree, calling the surface visitor
// Input : *node - BSP node
//-----------------------------------------------------------------------------
void CBuildWorldListsJob::R_BuildWorldListNoCull( CWorldRenderList *pRenderList, mnode_t *node )
{
int leafCount = 0;
const int NODELIST_MAX = 1024;
mleaf_t *leafList[NODELIST_MAX];
mnode_t *nodeList[NODELIST_MAX];
int nodeReadIndex = 0;
int nodeWriteIndex = 0;
while (true)
{
// no polygons in solid nodes
//if (node->contents != CONTENTS_SOLID && node->visframe == r_visframecount ) // original, causes flicer in rare circumstances, race condition if view m > view n pvs setup (viscache) overwrites this var in main mem
if (node->contents != CONTENTS_SOLID && node->visframe >= m_visFrameCount ) // to protect against race condition, may rarely give false positive - simpler for those rare frames where it occurs rather than locking or duping this member per view
{
if ( node->contents < -1 || !R_CullNode( node ) )
{
// if a leaf node, draw stuff
if (node->contents >= 0)
{
if ( leafCount < NODELIST_MAX )
{
leafList[leafCount++] = (mleaf_t *)node;
}
}
else
{
#if defined( _X360 ) || defined( _PS3 )
PREFETCH_128(node->children[0],0);
PREFETCH_128(node->children[1],0);
#endif
// node is just a decision point, so go down the appropriate sides
nodeList[nodeWriteIndex] = node->children[0];
nodeWriteIndex = (nodeWriteIndex+1) & (NODELIST_MAX-1);
// check for overflow of the ring buffer
Assert(nodeWriteIndex != nodeReadIndex);
node = node->children[1];
continue;
}
}
}
if ( nodeReadIndex == nodeWriteIndex )
break;
node = nodeList[nodeReadIndex];
nodeReadIndex = (nodeReadIndex+1) & (NODELIST_MAX-1);
}
for ( int i = 0; i < leafCount; i++ )
{
R_DrawLeafNoCull( pRenderList, leafList[i] );
}
}
//-----------------------------------------------------------------------------
// culls a node to the frustum or area frustum
//-----------------------------------------------------------------------------
bool CBuildWorldListsJob::R_CullNode( mnode_t *pNode )
{
if ( !m_bViewerInSolidSpace && pNode->area > 0 )
{
// First make sure its whole area is even visible.
//if( !R_IsAreaVisible( pNode->area ) )
if ( ( m_RenderAreaBits[pNode->area>>3] & GetBitForBitnum(pNode->area&7) ) == 0 )
return true;
return CullNodeSIMD( m_pAreaFrustum->Element( pNode->area ), pNode );
}
return CullNodeSIMD( *m_pFrustum, pNode );
}
bool CBuildWorldListsJob::R_CullNodeTopView( mnode_t *pNode )
{
if ( m_pTopViewVolumeCuller )
{
return !m_pTopViewVolumeCuller->CheckBoxCenterHalfDiagonal( pNode->m_vecCenter, pNode->m_vecHalfDiagonal );
}
Vector2D delta, size;
Vector2DSubtract( pNode->m_vecCenter.AsVector2D(), m_OrthographicCenter, delta );
Vector2DAdd( pNode->m_vecHalfDiagonal.AsVector2D(), m_OrthographicHalfDiagonal, size );
return ( FloatMakePositive( delta.x ) > size.x ) ||
( FloatMakePositive( delta.y ) > size.y );
}
//-----------------------------------------------------------------------------
// Draws all displacements + surfaces in a leaf
//-----------------------------------------------------------------------------
void CBuildWorldListsJob::R_DrawLeaf( CWorldRenderList *pRenderList, mleaf_t *pleaf )
{
SurfaceHandle_t *pSurfID = &host_state.worldbrush->marksurfaces[pleaf->firstmarksurface];
#if defined( _X360 ) || defined( _PS3 )
PREFETCH_128(pSurfID,0);
#endif
// Add this leaf to the list of visible leaves
UpdateVisibleLeafLists( pRenderList, pleaf );
// Debugging to only draw at a particular leaf
#ifdef USE_CONVARS
if ( (s_ShaderConvars.m_nDrawLeaf >= 0) && (s_ShaderConvars.m_nDrawLeaf != LeafToIndex(pleaf)) )
return;
#endif
// add displacement surfaces
DrawDisplacementsInLeaf( pRenderList, pleaf );
#ifdef USE_CONVARS
if( !s_ShaderConvars.m_bDrawWorld )
return;
#endif
// Add non-displacement surfaces
#if defined( _X360 ) || defined( _PS3 )
int count = MIN(pleaf->nummarksurfaces, 7);
for ( int i = 0; i < count; ++i )
{
PREFETCH_128(pSurfID[i],0);
}
#endif
int i;
int nSurfaceCount = pleaf->nummarknodesurfaces;
CVisitedSurfs &visitedSurfs = pRenderList->m_VisitedSurfs;
for ( i = 0; i < nSurfaceCount; ++i )
{
SurfaceHandle_t surfID = pSurfID[i];
ASSERT_SURF_VALID( surfID );
// there are never any displacements or nodraws in the leaf list
Assert( !(MSurf_Flags( surfID ) & SURFDRAW_NODRAW) );
Assert( (MSurf_Flags( surfID ) & SURFDRAW_NODE) );
Assert( !SurfaceHasDispInfo(surfID) );
// mark this one to be drawn at the node
visitedSurfs.MarkSurfaceVisited( surfID );
#if defined( _X360 ) || defined( _PS3 )
PREFETCH_128(pSurfID[i+7],0);
#endif
}
#ifdef USE_CONVARS
if( !s_ShaderConvars.m_bDrawFuncDetail )
return;
#endif
for ( ; i < pleaf->nummarksurfaces; i++ )
{
SurfaceHandle_t surfID = pSurfID[i];
#if defined( _X360 )// || defined( _PS3 )
PREFETCH_128(surfID->plane,0);
PREFETCH_128(pSurfID[i+7],0);
#endif
// Don't process the same surface twice
if ( !visitedSurfs.VisitSurface( surfID ) )
continue;
uint32 flags = surfID->flags;
Assert( !(flags & SURFDRAW_NODE) );
// Back face cull; only func_detail are drawn here
if ( (flags & SURFDRAW_NOCULL) == 0 )
{
#if !defined(_PS3)
if ( (DotProduct(surfID->plane->normal, m_modelOrigin) - surfID->plane->dist ) < BACKFACE_EPSILON )
continue;
#else
if ( (DotProduct(surfID->m_plane.normal, m_modelOrigin) - surfID->m_plane.dist ) < BACKFACE_EPSILON )
continue;
#endif
}
int sortGroup = (flags & SURFDRAW_SORTGROUP_MASK) >> SURFDRAW_SORTGROUP_SHIFT;
if ( flags & (SURFDRAW_HASLIGHTSYTLES|SURFDRAW_HASDLIGHT) )
{
pRenderList->m_DlightSurfaces[sortGroup].AddToTail( surfID );
}
if ( flags & SURFDRAW_PAINTED )
{
pRenderList->m_PaintedSurfaces->AddToTail( surfID );
}
if( flags & SURFDRAW_TRANS )
{
pRenderList->m_AlphaSurfaces.AddToTail(surfID);
}
else
{
// Add decals on non-displacement surfaces
if( SurfaceHasDecals( surfID ) )
{
pRenderList->QueueDecalSurf( surfID, sortGroup );
}
int nMaterialSortID = MSurf_MaterialSortID( surfID );
pRenderList->m_SortList.AddSurfaceToTail( surfID, sortGroup, nMaterialSortID );
}
}
}
//-----------------------------------------------------------------------------
// Draws all displacements + surfaces in a leaf
//-----------------------------------------------------------------------------
void CBuildWorldListsJob::R_DrawTopViewLeaf( CWorldRenderList *pRenderList, mleaf_t *pleaf )
{
// Add this leaf to the list of visible leaves
UpdateVisibleLeafLists( pRenderList, pleaf );
// add displacement surfaces
DrawDisplacementsInLeaf( pRenderList, pleaf );
#ifdef USE_CONVARS
if( !s_ShaderConvars.m_bDrawWorld )
return;
#endif
// Add non-displacement surfaces
SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pleaf->firstmarksurface];
CVisitedSurfs &visitedSurfs = pRenderList->m_VisitedSurfs;
for ( int i = 0; i < pleaf->nummarksurfaces; i++ )
{
SurfaceHandle_t surfID = pHandle[i];
// Mark this surface as being in a visible leaf this frame. If this
// surface is meant to be drawn at a node (SURFDRAW_NODE),
// then it will be drawn in the recursive code down below.
if ( !visitedSurfs.VisitSurface( surfID ) )
continue;
// Don't add surfaces that have displacement; they are handled above
// In fact, don't even set the vis frame; we need it unset for translucent
// displacement code
if ( SurfaceHasDispInfo(surfID) )
continue;
if ( MSurf_Flags( surfID ) & SURFDRAW_NODE )
continue;
Assert( !(MSurf_Flags( surfID ) & SURFDRAW_NODRAW) );
if ( !m_bTopViewNoBackfaceCulling )
{
// Back face cull; only func_detail are drawn here
if ( (MSurf_Flags( surfID ) & SURFDRAW_NOCULL) == 0 )
{
if (MSurf_Plane( surfID ).normal.z <= 0.0f)
continue;
}
}
// FIXME: For now, blow off translucent world polygons.
// Gotta solve the problem of how to render them all, unsorted,
// in a pass after the opaque world polygons, and before the
// translucent entities.
if ( !( MSurf_Flags( surfID ) & SURFDRAW_TRANS ))
// if ( !surf->texinfo->material->IsTranslucent() )
Shader_WorldSurface( pRenderList, surfID );
}
}
void CBuildWorldListsJob::R_DrawLeafNoCull( CWorldRenderList *pRenderList, mleaf_t *pleaf )
{
// Add this leaf to the list of visible leaves
UpdateVisibleLeafLists( pRenderList, pleaf );
// add displacement surfaces
DrawDisplacementsInLeaf( pRenderList, pleaf );
int i;
SurfaceHandle_t *pSurfID = &host_state.worldbrush->marksurfaces[pleaf->firstmarksurface];
CVisitedSurfs &visitedSurfs = pRenderList->m_VisitedSurfs;
for ( i = 0; i < pleaf->nummarksurfaces; i++ )
{
SurfaceHandle_t surfID = pSurfID[i];
// Don't process the same surface twice
if ( !visitedSurfs.VisitSurface( surfID ) )
continue;
R_DrawSurfaceNoCull( pRenderList, surfID );
}
}
// The NoCull flavor of this function calls functions which optimize for shadow depth map rendering
void CBuildWorldListsJob::R_DrawSurfaceNoCull( CWorldRenderList *pRenderList, SurfaceHandle_t surfID )
{
ASSERT_SURF_VALID( surfID );
if( !(MSurf_Flags( surfID ) & SURFDRAW_TRANS) && !(MSurf_Flags( surfID ) & SURFDRAW_SKY) )
{
Shader_WorldSurfaceNoCull( pRenderList, surfID );
}
}
void CBuildWorldListsJob::DrawDisplacementsInLeaf( CWorldRenderList *pRenderList, mleaf_t* pLeaf )
{
// add displacement surfaces
if (!pLeaf->dispCount)
return;
CVisitedSurfs &visitedSurfs = pRenderList->m_VisitedSurfs;
for ( int i = 0; i < pLeaf->dispCount; i++ )
{
CDispInfo *pDispInfo = static_cast<CDispInfo *>(MLeaf_Disaplcement( pLeaf, i ));
// NOTE: We're not using the displacement's touched method here
// because we're just using the parent surface's visframe in the
// surface add methods below...
SurfaceHandle_t parentSurfID = pDispInfo->m_ParentSurfID;
// already processed this frame? Then don't do it again!
if ( visitedSurfs.VisitSurface( parentSurfID ) )
{
if ( m_pFrustum->CullBox( pDispInfo->m_BBoxMin, pDispInfo->m_BBoxMax ) )
continue;
if ( MSurf_Flags( parentSurfID ) & SURFDRAW_TRANS)
{
Shader_TranslucentDisplacementSurface( pRenderList, parentSurfID );
}
else
{
Shader_DisplacementSurface( pRenderList, parentSurfID );
}
}
}
}
void CBuildWorldListsJob::Shader_WorldSurface( CWorldRenderList *pRenderList, SurfaceHandle_t surfID )
{
// Hook it into the list of surfaces to render with this material
// Do it in a way that generates a front-to-back ordering for fast z reject
Assert( !SurfaceHasDispInfo( surfID ) );
// Each surface is in exactly one group
int nSortGroup = MSurf_SortGroup( surfID );
// Add decals on non-displacement surfaces
if( SurfaceHasDecals( surfID ) )
{
pRenderList->QueueDecalSurf( surfID, nSortGroup );
}
int nMaterialSortID = MSurf_MaterialSortID( surfID );
if ( MSurf_Flags( surfID ) & (SURFDRAW_HASLIGHTSYTLES|SURFDRAW_HASDLIGHT) )
{
pRenderList->m_DlightSurfaces[nSortGroup].AddToTail( surfID );
}
if ( MSurf_Flags( surfID ) & SURFDRAW_PAINTED )
{
pRenderList->m_PaintedSurfaces[nSortGroup].AddToTail( surfID );
}
pRenderList->m_SortList.AddSurfaceToTail( surfID, nSortGroup, nMaterialSortID );
}
// The NoCull flavor of this function optimizes for shadow depth map rendering
// No decal work, dlights or material sorting, for example
void CBuildWorldListsJob::Shader_WorldSurfaceNoCull( CWorldRenderList *pRenderList, SurfaceHandle_t surfID )
{
// Hook it into the list of surfaces to render with this material
// Do it in a way that generates a front-to-back ordering for fast z reject
Assert( !SurfaceHasDispInfo( surfID ) );
// Each surface is in exactly one group
int nSortGroup = MSurf_SortGroup( surfID );
int nMaterialSortID = MSurf_MaterialSortID( surfID );
pRenderList->m_SortList.AddSurfaceToTail( surfID, nSortGroup, nMaterialSortID );
}
//-----------------------------------------------------------------------------
// Main entry points for starting + ending rendering the world
//-----------------------------------------------------------------------------
void R_BuildWorldLists( IWorldRenderList *pRenderListIn, WorldListInfo_t* pInfo,
int iForceViewLeaf, const VisOverrideData_t* pVisData, bool bShadowDepth /* = false */, float *pWaterReflectionHeight )
{
CWorldRenderList *pRenderList = assert_cast<CWorldRenderList *>(pRenderListIn);
// Safety measure just in case. I haven't seen that we need this, but...
if ( g_LostVideoMemory )
{
if (pInfo)
{
pInfo->m_ViewFogVolume = MAT_SORT_GROUP_STRICTLY_ABOVEWATER;
pInfo->m_LeafCount = 0;
pInfo->m_pLeafDataList = pRenderList->m_leaves.Base();
pInfo->m_bHasWater = pRenderList->m_bWaterVisible;
}
return;
}
VPROF( "R_BuildWorldLists" );
SNPROF( "R_BuildWorldLists" );
VectorCopy( g_EngineRenderer->ViewOrigin(), modelorg );
Shader_WorldBegin( pRenderList );
#if defined( _PS3 )
extern IBaseClientDLL *g_ClientDLL;
extern CUtlVector< Frustum_t > g_AreaFrustum;
extern unsigned char g_RenderAreaBits[32];
extern bool g_bViewerInSolidSpace;
if( r_PS3_SPU_buildworldlists.GetInt() && g_ClientDLL->IsSPUBuildWRJobsOn() )
{
// Run BuildWorldLists on SPU
// this goes hand-in-hand with building renderables on SPU and runs the job in parallel while the PPU continues
// a sync point is required while drawing and entry into here assumes 2 passes over the rendering
// lists are built during the 1st pass, drawn during the 2nd (where/when the jobs started in pass 1 are synced)
Frustum_t *pgFrustum, *pgAreaFrustum;
unsigned char *pgRenderAreaBits;
void *pVC = NULL;
SNPROF("R_BuildWorldLists_SPUpath");
if ( !r_drawtopview )
{
R_SetupAreaBits( iForceViewLeaf, pVisData, pWaterReflectionHeight );
}
g_ClientDLL->CacheFrustumData( &g_Frustum, g_AreaFrustum.Base(), g_RenderAreaBits, g_AreaFrustum.Count(), g_bViewerInSolidSpace );
if( s_pTopViewVolumeCuller )
{
pVC = g_ClientDLL->GetBuildViewVolumeCuller();
}
pgFrustum = g_ClientDLL->GetBuildViewFrustum();
pgAreaFrustum = g_ClientDLL->GetBuildViewAreaFrustum();
pgRenderAreaBits = g_ClientDLL->GetBuildViewRenderAreaBits();
int buildViewID = g_ClientDLL->GetBuildViewID();
job_buildworldlists::JobParams_t* pParam = job_buildworldlists::GetJobParams( &g_buildWorldListsJobDescriptor[ buildViewID ] );
pRenderList->EnsureCapacityForSPU( AlignValue( materials->GetNumSortIDs(), 16 ), host_state.worldbrush->numsurfaces );
pRenderList->FillOutputParamsForSPU( &g_buildWorldListsDMAOutData[ buildViewID ] );
g_pBuildWorldListsJob->BuildWorldLists_SPU( pParam, &g_buildWorldListsDMAOutData[ buildViewID ],
r_drawtopview, pVC/*(void *)s_pTopViewVolumeCuller*/, s_OrthographicCenter.Base(), s_OrthographicHalfDiagonal.Base(), r_bTopViewNoBackfaceCulling, r_bTopViewNoVisCheck,
bShadowDepth, pInfo, pRenderList->m_leaves.Base(), g_ClientDLL->GetDrawFlags(),
pgFrustum, pgAreaFrustum, pgRenderAreaBits,
buildViewID );
}
else
#endif
{
extern IBaseClientDLL *g_ClientDLL;
extern CUtlVector< Frustum_t, CUtlMemoryAligned< Frustum_t,16 > > g_AreaFrustum;
extern unsigned char g_RenderAreaBits[32];
extern bool g_bViewerInSolidSpace;
if ( !r_drawtopview )
{
R_SetupAreaBits( iForceViewLeaf, pVisData, pWaterReflectionHeight );
}
g_ClientDLL->CacheFrustumData( g_Frustum, g_AreaFrustum );
// TODO get frustum, aera frustums volume culler from g_viewBuilder
CBuildWorldListsJob* pJob = new CBuildWorldListsJob(
pRenderList,
pInfo,
bShadowDepth,
CurrentViewOrigin(),
r_visframecount,
r_drawtopview,
r_bTopViewNoBackfaceCulling,
r_bTopViewNoVisCheck,
s_OrthographicCenter,
s_OrthographicHalfDiagonal,
s_pTopViewVolumeCuller,
g_ClientDLL->GetBuildViewFrustum(),
g_ClientDLL->GetBuildViewAeraFrustums(),
g_RenderAreaBits,
g_bViewerInSolidSpace,
modelorg );
g_ClientDLL->QueueBuildWorldListJob( pJob );
pJob->Release();
}
}
//-----------------------------------------------------------------------------
// Call this before rendering; it clears out the lists of stuff to render
//-----------------------------------------------------------------------------
void Shader_WorldBegin_Pass2( CWorldRenderList *pRenderList )
{
// Clear out the decal list
DecalSurfacesInit( false );
// Clear out the render lists of overlays
// OverlayMgr()->ClearRenderLists();
// Clear out the render lists of shadows
// g_pShadowMgr->ClearShadowRenderList( );
}
#if defined(_PS3)
void R_BuildWorldLists_PS3_Epilogue( IWorldRenderList *pRenderListIn, WorldListInfo_t* pInfo, bool bShadowDepth )
{
CWorldRenderList *pRenderList = assert_cast<CWorldRenderList *>(pRenderListIn);
// if doing 2 pass, this epilogue will be on 2nd pass
// => need to call a lite version of Shader_WorldBegin that does away with resetting the world lists
Shader_WorldBegin_Pass2( pRenderList );
// Don't bother in topview?
if ( !r_drawtopview && !bShadowDepth )
{
// epilogue - add decal surfs
pRenderList->AddSPUDecalSurfs();
// This builds all lightmaps, including those for translucent surfaces
Shader_BuildDynamicLightmaps( pRenderList );
}
//
if ( pInfo )
{
// Compute fog volume info for rendering
if ( !bShadowDepth )
{
FogVolumeInfo_t fogInfo;
ComputeFogVolumeInfo( &fogInfo, CurrentViewOrigin() );
if( fogInfo.m_InFogVolume )
{
pInfo->m_ViewFogVolume = MAT_SORT_GROUP_STRICTLY_UNDERWATER;
}
else
{
pInfo->m_ViewFogVolume = MAT_SORT_GROUP_STRICTLY_ABOVEWATER;
}
}
else
{
pInfo->m_ViewFogVolume = MAT_SORT_GROUP_STRICTLY_ABOVEWATER;
}
}
// Msg("PPU LeafCount %d\n", pRenderList->m_leaves.Count());
}
#else
void R_BuildWorldLists_Epilogue( IWorldRenderList *pRenderListIn, WorldListInfo_t* pInfo, bool bShadowDepth )
{
CWorldRenderList *pRenderList = assert_cast<CWorldRenderList *>(pRenderListIn);
// if doing 2 pass, this epilogue will be on 2nd pass
// => need to call a lite version of Shader_WorldBegin that does away with resetting the world lists
Shader_WorldBegin_Pass2( pRenderList );
// Add decal
pRenderList->AddDecalSurfs();
// This builds all lightmaps, including those for translucent surfaces
// Don't bother in topview?
if ( !r_drawtopview && !bShadowDepth )
{
Shader_BuildDynamicLightmaps( pRenderList );
}
}
#endif
//-----------------------------------------------------------------------------
// Used to determine visible fog volumes
//-----------------------------------------------------------------------------
class CVisibleFogVolumeQuery
{
public:
void FindVisibleFogVolume( const Vector &vecViewPoint, const VisOverrideData_t *pVisOverrideData, int *pVisibleFogVolume, int *pVisibleFogVolumeLeaf );
private:
bool RecursiveGetVisibleFogVolume( mnode_t *node );
// Input
Vector m_vecSearchPoint;
// Output
int m_nVisibleFogVolume;
int m_nVisibleFogVolumeLeaf;
};
//-----------------------------------------------------------------------------
// Main entry point for the query
//-----------------------------------------------------------------------------
void CVisibleFogVolumeQuery::FindVisibleFogVolume( const Vector &vecViewPoint, const VisOverrideData_t *pVisOverrideData, int *pVisibleFogVolume, int *pVisibleFogVolumeLeaf )
{
R_SetupAreaBits( -1, pVisOverrideData );
m_vecSearchPoint = vecViewPoint;
m_nVisibleFogVolume = -1;
m_nVisibleFogVolumeLeaf = -1;
RecursiveGetVisibleFogVolume( host_state.worldbrush->nodes );
*pVisibleFogVolume = m_nVisibleFogVolume;
*pVisibleFogVolumeLeaf = m_nVisibleFogVolumeLeaf;
}
//-----------------------------------------------------------------------------
// return true to continue searching
//-----------------------------------------------------------------------------
bool CVisibleFogVolumeQuery::RecursiveGetVisibleFogVolume( mnode_t *node )
{
int side;
cplane_t *plane;
float dot;
// no polygons in solid nodes
if (node->contents == CONTENTS_SOLID)
return true; // solid
// Check PVS signature
if (node->visframe != r_visframecount)
return true;
// Cull against the screen frustum or the appropriate area's frustum.
if( R_CullNode( node ) )
return true;
// if a leaf node, check if we are in a fog volume and get outta here.
if (node->contents >= 0)
{
mleaf_t *pLeaf = (mleaf_t *)node;
// Don't return a leaf that's not filled with liquid
if ( pLeaf->leafWaterDataID == -1 )
return true;
// Never return SLIME as being visible, as it's opaque
if ( pLeaf->contents & CONTENTS_SLIME )
return true;
m_nVisibleFogVolume = pLeaf->leafWaterDataID;
m_nVisibleFogVolumeLeaf = pLeaf - host_state.worldbrush->leafs;
return false; // found it, so stop searching
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
if ( plane->type <= PLANE_Z )
{
dot = m_vecSearchPoint[plane->type] - plane->dist;
}
else
{
dot = DotProduct( m_vecSearchPoint, plane->normal ) - plane->dist;
}
// recurse down the children, closer side first.
// We have to do this because we need to find if the surfaces at this node
// exist in any visible leaves closer to the camera than the node is. If so,
// their r_surfacevisframe is set to indicate that we need to render them
// at this node.
side = (dot >= 0) ? 0 : 1;
// Recurse down the side closer to the camera
if( !RecursiveGetVisibleFogVolume (node->children[side]) )
return false;
// recurse down the side farther from the camera
return RecursiveGetVisibleFogVolume (node->children[!side]);
}
static void ClearFogInfo( VisibleFogVolumeInfo_t *pInfo )
{
pInfo->m_bEyeInFogVolume = false;
pInfo->m_nVisibleFogVolume = -1;
pInfo->m_nVisibleFogVolumeLeaf = -1;
pInfo->m_pFogVolumeMaterial = NULL;
pInfo->m_flWaterHeight = INVALID_WATER_HEIGHT;
}
ConVar fast_fogvolume("fast_fogvolume", "0");
//-----------------------------------------------------------------------------
// Main entry point from renderer to get the fog volume
//-----------------------------------------------------------------------------
void R_GetVisibleFogVolume( const Vector& vEyePoint, const VisOverrideData_t *pVisOverrideData, VisibleFogVolumeInfo_t *pInfo )
{
VPROF_BUDGET( "R_GetVisibleFogVolume", VPROF_BUDGETGROUP_WORLD_RENDERING );
if ( host_state.worldmodel->brush.pShared->numleafwaterdata == 0 )
{
ClearFogInfo( pInfo );
return;
}
int nLeafID = CM_PointLeafnum( vEyePoint );
mleaf_t* pLeaf = &host_state.worldbrush->leafs[nLeafID];
int nLeafContents = pLeaf->contents;
if ( pLeaf->leafWaterDataID != -1 )
{
Assert( nLeafContents & (CONTENTS_SLIME | CONTENTS_WATER) );
pInfo->m_bEyeInFogVolume = true;
pInfo->m_nVisibleFogVolume = pLeaf->leafWaterDataID;
pInfo->m_nVisibleFogVolumeLeaf = nLeafID;
pInfo->m_pFogVolumeMaterial = R_GetFogVolumeMaterial( pInfo->m_nVisibleFogVolume, true );
pInfo->m_flWaterHeight = R_GetWaterHeight( pInfo->m_nVisibleFogVolume );
}
else if ( nLeafContents & CONTENTS_TESTFOGVOLUME )
{
Assert( (nLeafContents & (CONTENTS_SLIME | CONTENTS_WATER)) == 0 );
if ( fast_fogvolume.GetBool() && host_state.worldbrush->numleafwaterdata == 1 )
{
pInfo->m_nVisibleFogVolume = 0;
pInfo->m_nVisibleFogVolumeLeaf = host_state.worldbrush->leafwaterdata[0].firstLeafIndex;
}
else
{
CVisibleFogVolumeQuery query;
query.FindVisibleFogVolume( vEyePoint, pVisOverrideData, &pInfo->m_nVisibleFogVolume, &pInfo->m_nVisibleFogVolumeLeaf );
}
pInfo->m_bEyeInFogVolume = false;
pInfo->m_pFogVolumeMaterial = R_GetFogVolumeMaterial( pInfo->m_nVisibleFogVolume, false );
pInfo->m_flWaterHeight = R_GetWaterHeight( pInfo->m_nVisibleFogVolume );
}
else
{
ClearFogInfo( pInfo );
}
if( host_state.worldbrush->m_LeafMinDistToWater )
{
pInfo->m_flDistanceToWater = ( float )host_state.worldbrush->m_LeafMinDistToWater[nLeafID];
}
else
{
pInfo->m_flDistanceToWater = 0.0f;
}
}
//-----------------------------------------------------------------------------
// Draws the list of surfaces build in the BuildWorldLists phase
//-----------------------------------------------------------------------------
// Uncomment this to allow code to draw wireframe over a particular surface for debugging
//#define DEBUG_SURF 1
#ifdef DEBUG_SURF
int g_DebugSurfIndex = -1;
#endif
void R_DrawWorldLists( IMatRenderContext *pRenderContext, IWorldRenderList *pRenderListIn, unsigned long flags, float waterZAdjust )
{
CWorldRenderList *pRenderList = assert_cast<CWorldRenderList *>(pRenderListIn);
if ( g_bTextMode || g_LostVideoMemory )
return;
VPROF("R_DrawWorldLists");
if ( flags & DRAWWORLDLISTS_DRAW_WORLD_GEOMETRY )
{
Shader_WorldEnd( pRenderContext, pRenderList, flags, waterZAdjust );
}
else if ( flags & ( DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL | DRAWWORLDLISTS_DRAW_SIMPLE_WORLD_MODEL_WATER ) )
{
DrawSimpleWorldModel( flags );
}
if ( flags & DRAWWORLDLISTS_DRAW_DECALS_AND_OVERLAYS )
{
Shader_DrawWorldDecalsAndOverlays( pRenderContext, pRenderList, flags, waterZAdjust );
}
#ifdef DEBUG_SURF
{
VPROF("R_DrawWorldLists (DEBUG_SURF)");
if (g_pDebugSurf)
{
pRenderContext->Bind( g_materialWorldWireframe );
Shader_DrawSurfaceDynamic( pRenderContext, g_pDebugSurf );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Counts the total number of indices needed to render a world list
//-----------------------------------------------------------------------------
int R_GetNumIndicesForWorldList( IWorldRenderList *pRenderListIn, unsigned long nFlags )
{
CWorldRenderList *pRenderList = assert_cast<CWorldRenderList *>( pRenderListIn );
int nNumIndices = 0;
for ( int g = 0; g < MAX_MAT_SORT_GROUPS; ++g )
{
if ( ( nFlags & ( 1 << g ) ) == 0 )
continue;
int nSortGroup = s_DrawWorldListsToSortGroup[ g ];
MSL_FOREACH_GROUP_BEGIN( pRenderList->m_SortList, nSortGroup, group )
{
nNumIndices += group.triangleCount * 3;
}
MSL_FOREACH_GROUP_END()
}
return nNumIndices;
}
void R_GetWorldListIndicesInfo( WorldListIndicesInfo_t * pInfoOut, IWorldRenderList *pRenderListIn, unsigned long nFlags )
{
CWorldRenderList *pRenderList = assert_cast<CWorldRenderList *>( pRenderListIn );
uint nTotalTriangles = 0, nMaxBatchTriangles = 0;
for ( int g = 0; g < MAX_MAT_SORT_GROUPS; ++g )
{
if ( ( nFlags & ( 1 << g ) ) == 0 )
continue;
int nSortGroup = s_DrawWorldListsToSortGroup[ g ];
MSL_FOREACH_GROUP_BEGIN( pRenderList->m_SortList, nSortGroup, group )
{
nTotalTriangles += group.triangleCount;
nMaxBatchTriangles = MAX( nMaxBatchTriangles, group.triangleCount );
}
MSL_FOREACH_GROUP_END()
}
pInfoOut->m_nMaxBatchIndices = nMaxBatchTriangles * 3;
pInfoOut->m_nTotalIndices = nTotalTriangles * 3;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void R_SceneBegin( void )
{
ComputeDebugSettings();
}
void R_SceneEnd( void )
{
#if defined(_PS3)
R_FrameEndSPURSSync( 0 );
#endif
}
//-----------------------------------------------------------------------------
// Debugging code to draw the lightmap pages
//-----------------------------------------------------------------------------
void Shader_DrawLightmapPageSurface( SurfaceHandle_t surfID, float red, float green, float blue )
{
Vector2D lightCoords[32][4];
int bumpID, count;
if ( MSurf_Flags( surfID ) & SURFDRAW_BUMPLIGHT )
{
count = NUM_BUMP_VECTS + 1;
}
else
{
count = 1;
}
BuildMSurfaceVerts( host_state.worldbrush, surfID, NULL, NULL, lightCoords );
int lightmapPageWidth, lightmapPageHeight;
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( g_materialWireframe );
materials->GetLightmapPageSize(
SortInfoToLightmapPage(MSurf_MaterialSortID( surfID )),
&lightmapPageWidth, &lightmapPageHeight );
for( bumpID = 0; bumpID < count; bumpID++ )
{
// assumes that we are already in ortho mode.
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, MSurf_VertCount( surfID ) );
int i;
for( i = 0; i < MSurf_VertCount( surfID ); i++ )
{
float x, y;
float *texCoord;
texCoord = &lightCoords[i][bumpID][0];
x = lightmapPageWidth * texCoord[0];
y = lightmapPageHeight * texCoord[1];
meshBuilder.Position3f( x, y, 0.0f );
meshBuilder.AdvanceVertex();
texCoord = &lightCoords[(i+1)%MSurf_VertCount( surfID )][bumpID][0];
x = lightmapPageWidth * texCoord[0];
y = lightmapPageHeight * texCoord[1];
meshBuilder.Position3f( x, y, 0.0f );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
}
void Shader_DrawLightmapPageChains( IWorldRenderList *pRenderListIn, int pageId )
{
CWorldRenderList *pRenderList = assert_cast<CWorldRenderList *>(pRenderListIn);
for (int j = 0; j < MAX_MAT_SORT_GROUPS; ++j)
{
MSL_FOREACH_GROUP_BEGIN( pRenderList->m_SortList, j, group )
{
SurfaceHandle_t surfID = pRenderList->m_SortList.GetSurfaceAtHead( group );
Assert(IS_SURF_VALID(surfID));
Assert( MSurf_MaterialSortID( surfID ) >= 0 && MSurf_MaterialSortID( surfID ) < g_WorldStaticMeshes.Count() );
if( materialSortInfoArray[MSurf_MaterialSortID( surfID ) ].lightmapPageID != pageId )
{
continue;
}
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN( pRenderList->m_SortList, group, surfID )
{
Assert( !SurfaceHasDispInfo( surfID ) );
Shader_DrawLightmapPageSurface( surfID, 0.0f, 1.0f, 0.0f );
}
MSL_FOREACH_SURFACE_IN_GROUP_END()
}
MSL_FOREACH_GROUP_END()
// render displacement lightmap page info
MSL_FOREACH_SURFACE_BEGIN(pRenderList->m_DispSortList, j, surfID)
{
surfID->pDispInfo->RenderWireframeInLightmapPage( pageId );
}
MSL_FOREACH_SURFACE_END()
}
}
//-----------------------------------------------------------------------------
//
// All code related to brush model rendering
//
//-----------------------------------------------------------------------------
class CBrushSurface : public IBrushSurface
{
public:
CBrushSurface( SurfaceHandle_t surfID );
// Computes texture coordinates + lightmap coordinates given a world position
virtual void ComputeTextureCoordinate( const Vector& worldPos, Vector2D& texCoord );
virtual void ComputeLightmapCoordinate( const Vector& worldPos, Vector2D& lightmapCoord );
// Gets the vertex data for this surface
virtual int GetVertexCount() const;
virtual void GetVertexData( BrushVertex_t* pVerts );
// Gets at the material properties for this surface
virtual IMaterial* GetMaterial();
private:
SurfaceHandle_t m_SurfaceID;
SurfaceCtx_t m_Ctx;
};
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CBrushSurface::CBrushSurface( SurfaceHandle_t surfID ) : m_SurfaceID(surfID)
{
Assert(IS_SURF_VALID(surfID));
SurfSetupSurfaceContext( m_Ctx, surfID );
}
//-----------------------------------------------------------------------------
// Computes texture coordinates + lightmap coordinates given a world position
//-----------------------------------------------------------------------------
void CBrushSurface::ComputeTextureCoordinate( const Vector& worldPos, Vector2D& texCoord )
{
SurfComputeTextureCoordinate( m_SurfaceID, worldPos, texCoord.Base() );
}
void CBrushSurface::ComputeLightmapCoordinate( const Vector& worldPos, Vector2D& lightmapCoord )
{
SurfComputeLightmapCoordinate( m_Ctx, m_SurfaceID, worldPos, lightmapCoord );
}
//-----------------------------------------------------------------------------
// Gets the vertex data for this surface
//-----------------------------------------------------------------------------
int CBrushSurface::GetVertexCount() const
{
if( !SurfaceHasPrims( m_SurfaceID ) )
{
// Create a temporary vertex array for the data...
return MSurf_VertCount( m_SurfaceID );
}
else
{
// not implemented yet
Assert(0);
return 0;
}
}
void CBrushSurface::GetVertexData( BrushVertex_t* pVerts )
{
Assert( pVerts );
if( !SurfaceHasPrims( m_SurfaceID ) )
{
// Fill in the vertex data
BuildBrushModelVertexArray( host_state.worldbrush, m_SurfaceID, pVerts );
}
else
{
// not implemented yet
Assert(0);
}
}
//-----------------------------------------------------------------------------
// Activates fast z reject for displacements
//-----------------------------------------------------------------------------
void R_FastZRejectDisplacements( bool bEnable )
{
s_bFastZRejectDisplacements = bEnable;
}
//-----------------------------------------------------------------------------
// Gets at the material properties for this surface
//-----------------------------------------------------------------------------
IMaterial* CBrushSurface::GetMaterial()
{
return MSurf_TexInfo( m_SurfaceID )->material;
}
//-----------------------------------------------------------------------------
// Installs a client-side renderer for brush models
//-----------------------------------------------------------------------------
void R_InstallBrushRenderOverride( IBrushRenderer* pBrushRenderer )
{
s_pBrushRenderOverride = pBrushRenderer;
}
//-----------------------------------------------------------------------------
// Here, we allow the client DLL to render brush surfaces however they'd like
// NOTE: This involves a vertex copy, so don't use this everywhere
//-----------------------------------------------------------------------------
bool Shader_DrawBrushSurfaceOverride( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID, IClientEntity *baseentity )
{
// Set the lightmap state
Shader_SetChainLightmapState( pRenderContext, surfID );
CBrushSurface brushSurface( surfID );
return s_pBrushRenderOverride->RenderBrushModelSurface( baseentity, &brushSurface );
}
//-----------------------------------------------------------------------------
// Main method to draw brush surfaces
//-----------------------------------------------------------------------------
void Shader_BrushSurfaceOverride( IMatRenderContext *pRenderContext, SurfaceHandle_t surfID, model_t *model, IClientEntity *baseentity )
{
Assert(s_pBrushRenderOverride);
bool drawDecals = Shader_DrawBrushSurfaceOverride( pRenderContext, surfID, baseentity );
// fixme: need to get "allowDecals" from the material
// if ( g_BrushProperties.allowDecals && pSurf->pdecals )
if( SurfaceHasDecals( surfID ) && drawDecals )
{
DecalSurfaceAdd( surfID, BRUSHMODEL_DECAL_SORT_GROUP );
}
// Add overlay fragments to list.
// FIXME: A little code support is necessary to get overlays working on brush models
// OverlayMgr()->AddFragmentListToRenderList( MSurf_OverlayFragmentList( surfID ), false );
// Add shadows too....
ShadowDecalHandle_t decalHandle = MSurf_ShadowDecals( surfID );
if (decalHandle != SHADOW_DECAL_HANDLE_INVALID)
{
g_pShadowMgr->AddShadowsOnSurfaceToRenderList( decalHandle );
}
}
void R_Surface_LevelInit()
{
g_BrushBatchRenderer.LevelInit();
}
void R_Surface_LevelShutdown()
{
CWorldRenderList::PurgeAll();
#if defined(_PS3)
for( int lp = 0; lp < MAX_CONCURRENT_BUILDVIEWS; lp++ )
{
g_Pool_PS3[ lp ].Purge();
}
#endif
}
//-----------------------------------------------------------------------------
static void R_DrawBrushModel_Override( IMatRenderContext *pRenderContext, IClientEntity *baseentity, model_t *model )
{
VPROF( "R_DrawOpaqueBrushModel_Override" );
SurfaceHandle_t surfID = SurfaceHandleFromIndex( model->brush.firstmodelsurface, model->brush.pShared );
for (int i=0 ; i<model->brush.nummodelsurfaces ; i++, surfID++)
{
Assert( !(MSurf_Flags( surfID ) & SURFDRAW_NODRAW) );
Shader_BrushSurfaceOverride( pRenderContext, surfID, model, baseentity );
}
// now draw debug for each drawn surface
if ( g_ShaderDebug.anydebug )
{
CUtlVector<msurface2_t *> surfaceList;
surfID = SurfaceHandleFromIndex( model->brush.firstmodelsurface, model->brush.pShared );
for (int i=0 ; i<model->brush.nummodelsurfaces ; i++, surfID++)
{
surfaceList.AddToTail(surfID);
}
DrawDebugInformation( pRenderContext, surfaceList.Base(), surfaceList.Count() );
}
}
int R_MarkDlightsOnBrushModel( model_t *model, IClientRenderable *pRenderable )
{
int count = 0;
if ( g_bActiveDlights )
{
extern int R_MarkLights (dlight_t *light, int bit, mnode_t *node);
g_BrushToWorldMatrix.SetupMatrixOrgAngles( pRenderable->GetRenderOrigin(), pRenderable->GetRenderAngles() );
Vector saveOrigin;
for (int k=0 ; k<MAX_DLIGHTS ; k++)
{
if ((cl_dlights[k].die < GetBaseLocalClient().GetTime()) ||
(!cl_dlights[k].IsRadiusGreaterThanZero()))
continue;
VectorCopy( cl_dlights[k].origin, saveOrigin );
cl_dlights[k].origin = g_BrushToWorldMatrix.VMul4x3Transpose( saveOrigin );
mnode_t *node = model->brush.pShared->nodes + model->brush.firstnode;
if ( IsBoxIntersectingSphereExtents( node->m_vecCenter, node->m_vecHalfDiagonal, cl_dlights[k].origin, cl_dlights[k].GetRadius() ) )
{
count += R_MarkLights( &cl_dlights[k], 1<<k, node );
}
VectorCopy( saveOrigin, cl_dlights[k].origin );
}
if ( count )
{
model->flags |= MODELFLAG_HAS_DLIGHT;
}
g_BrushToWorldMatrix.Identity();
}
return count;
}
//-----------------------------------------------------------------------------
// Stuff to do right before and after brush model rendering
//-----------------------------------------------------------------------------
void Shader_BrushBegin( model_t *model, IClientEntity *baseentity /*=NULL*/ )
{
// Clear out the render list of decals
DecalSurfacesInit( true );
// Clear out the render lists of shadows
g_pShadowMgr->ClearShadowRenderList( );
}
void Shader_BrushEnd( IMatRenderContext *pRenderContext, VMatrix const* pBrushToWorld, model_t *model, bool bShadowDepth, IClientEntity *baseentity /* = NULL */ )
{
if ( bShadowDepth )
return;
DecalSurfaceDraw( pRenderContext, BRUSHMODEL_DECAL_SORT_GROUP, r_blend );
// draw the flashlight lighting for the decals on the brush.
g_pShadowMgr->DrawFlashlightDecals( pRenderContext, BRUSHMODEL_DECAL_SORT_GROUP, false, r_blend );
// Retire decals on opaque brushmodel surfaces
R_DecalFlushDestroyList();
// Draw all shadows on the brush
g_pShadowMgr->RenderProjectedTextures( pRenderContext, pBrushToWorld );
}
CBrushModelTransform::CBrushModelTransform( const Vector &origin, const QAngle &angles, IMatRenderContext *pRenderContext )
{
bool rotated = ( angles[0] || angles[1] || angles[2] );
m_bIdentity = (origin == vec3_origin) && (!rotated);
// Don't change state if we don't need to
if (!m_bIdentity)
{
m_savedModelorg = modelorg;
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
g_BrushToWorldMatrix.SetupMatrixOrgAngles( origin, angles );
pRenderContext->LoadMatrix( g_BrushToWorldMatrix );
modelorg = g_BrushToWorldMatrix.VMul4x3Transpose(g_EngineRenderer->ViewOrigin());
}
}
CBrushModelTransform::CBrushModelTransform( const matrix3x4a_t &matrix, IMatRenderContext *pRenderContext )
{
m_bIdentity = MatrixIsIdentity( matrix );
// Don't change state if we don't need to
if (!m_bIdentity)
{
m_savedModelorg = modelorg;
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
g_BrushToWorldMatrix.Init( matrix );
pRenderContext->LoadMatrix( g_BrushToWorldMatrix );
modelorg = g_BrushToWorldMatrix.VMul4x3Transpose(g_EngineRenderer->ViewOrigin());
}
}
CBrushModelTransform::~CBrushModelTransform()
{
if ( !m_bIdentity )
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
g_BrushToWorldMatrix.Identity();
modelorg = m_savedModelorg;
}
}
VMatrix *CBrushModelTransform::GetNonIdentityMatrix()
{
return m_bIdentity ? NULL : &g_BrushToWorldMatrix;
}
//-----------------------------------------------------------------------------
// Draws debug info for a brush model
//-----------------------------------------------------------------------------
void DrawDebugInformation( IMatRenderContext *pRenderContext, const matrix3x4a_t &brushToWorld, SurfaceHandle_t *pList, int listCount )
{
CBrushModelTransform transform( brushToWorld, pRenderContext );
DrawDebugInformation( pRenderContext, pList, listCount );
}
//-----------------------------------------------------------------------------
// Purpose: Draws a brush model using the global shader/surfaceVisitor
// Input : *e - entity to draw
// Output : void R_DrawBrushModel
//-----------------------------------------------------------------------------
void R_DrawBrushModel( IClientEntity *baseentity, model_t *model,
const matrix3x4a_t& brushModelToWorld, ERenderDepthMode_t DepthMode, bool bDrawOpaque, bool bDrawTranslucent )
{
VPROF( "R_DrawBrushModel" );
#ifdef USE_CONVARS
if ( !r_drawbrushmodels.GetInt() )
{
return;
}
bool bWireframe = false;
if ( r_drawbrushmodels.GetInt() == 2 )
{
// save and override
bWireframe = g_ShaderDebug.wireframe;
g_ShaderDebug.wireframe = true;
g_ShaderDebug.anydebug = true;
}
#endif
CMatRenderContextPtr pRenderContext( materials );
CBrushModelTransform brushTransform( brushModelToWorld, pRenderContext );
Assert(model->brush.firstmodelsurface != 0);
// Draw the puppy...
Shader_BrushBegin( model, baseentity );
if ( s_pBrushRenderOverride )
{
R_DrawBrushModel_Override( pRenderContext, baseentity, model );
}
else
{
if ( model->flags & MODELFLAG_TRANSLUCENT )
{
if ( DepthMode == DEPTH_MODE_NORMAL )
{
g_BrushBatchRenderer.DrawTranslucentBrushModel( pRenderContext, baseentity, model, DEPTH_MODE_NORMAL, bDrawOpaque, bDrawTranslucent );
}
}
else if ( bDrawOpaque )
{
g_BrushBatchRenderer.DrawOpaqueBrushModel( pRenderContext, baseentity, model, DepthMode );
}
}
Shader_BrushEnd( pRenderContext, brushTransform.GetNonIdentityMatrix(), model, DepthMode != DEPTH_MODE_NORMAL, baseentity );
#ifdef USE_CONVARS
if ( r_drawbrushmodels.GetInt() == 2 )
{
// restore
g_ShaderDebug.wireframe = bWireframe;
g_ShaderDebug.TestAnyDebug();
}
#endif
}
void R_DrawBrushModel( IClientEntity *baseentity, model_t *model,
const Vector& origin, const QAngle& angles, ERenderDepthMode_t DepthMode, bool bDrawOpaque, bool bDrawTranslucent )
{
matrix3x4a_t mat;
AngleMatrix( angles, origin, mat );
R_DrawBrushModel( baseentity, model, mat, DepthMode, bDrawOpaque, bDrawTranslucent );
}
//-----------------------------------------------------------------------------
// Purpose: Draws a brush model shadow for render-to-texture shadows
//-----------------------------------------------------------------------------
void R_DrawBrushModelShadow( IClientRenderable *pRenderable )
{
if( !r_drawbrushmodels.GetInt() )
return;
model_t *model = (model_t *)pRenderable->GetModel();
const Vector& origin = pRenderable->GetRenderOrigin();
QAngle const& angles = pRenderable->GetRenderAngles();
CMatRenderContextPtr pRenderContext( materials );
CBrushModelTransform brushTransform( origin, angles, pRenderContext );
g_BrushBatchRenderer.DrawBrushModelShadow( pRenderContext, model, pRenderable );
}
void R_DrawIdentityBrushModel( IWorldRenderList *pRenderListIn, model_t *model )
{
if ( !model )
return;
CWorldRenderList *pRenderList = assert_cast<CWorldRenderList *>(pRenderListIn);
SurfaceHandle_t surfID = SurfaceHandleFromIndex( model->brush.firstmodelsurface, model->brush.pShared );
for (int j=0 ; j<model->brush.nummodelsurfaces ; ++j, surfID++)
{
Assert( !(MSurf_Flags( surfID ) & SURFDRAW_NODRAW) );
// FIXME: Can't insert translucent stuff into the list
// of translucent surfaces because we don't know what leaf
// we're in. At the moment, the client doesn't add translucent
// brushes to the identity brush model list
// Assert ( (psurf->flags & SURFDRAW_TRANS ) == 0 );
// OPTIMIZE: Backface cull these guys?!?!?
if ( MSurf_Flags( surfID ) & SURFDRAW_TRANS)
// if ( psurf->texinfo->material->IsTranslucent() )
{
Shader_TranslucentWorldSurface( pRenderList, surfID );
}
else
{
Shader_WorldSurface( pRenderList, surfID );
}
}
}
//-----------------------------------------------------------------------------
// Draws arrays of brush models
//-----------------------------------------------------------------------------
void R_DrawBrushModelArray( IMatRenderContext* pRenderContext, int nCount,
const BrushArrayInstanceData_t *pInstanceData, int nModelTypeFlags )
{
// For now, we don't support translucency, as we can't re-order rendering
Assert( ( nModelTypeFlags & STUDIO_TRANSPARENCY ) == 0 );
if ( ( nModelTypeFlags & STUDIO_SHADOWDEPTHTEXTURE ) || ( nModelTypeFlags & STUDIO_SSAODEPTHTEXTURE ) )
{
g_BrushBatchRenderer.DrawBrushModelShadowArray( pRenderContext, nCount, pInstanceData, nModelTypeFlags );
return;
}
bool bDrawOpaque = false, bDrawTranslucent = false;
if ( nModelTypeFlags & STUDIO_TWOPASS )
{
bDrawTranslucent = ( nModelTypeFlags & STUDIO_TRANSPARENCY ) != 0;
bDrawOpaque = !bDrawTranslucent;
}
else
{
// Can't draw both opaque + translucent
Assert( 0 );
}
g_BrushBatchRenderer.DrawBrushModelArray( pRenderContext, nCount, pInstanceData );
}
#endif
//-----------------------------------------------------------------------------
// Converts leaf pointer to index
//-----------------------------------------------------------------------------
inline int LeafToIndex( mleaf_t* pLeaf )
{
return pLeaf - host_state.worldbrush->leafs;
}
//-----------------------------------------------------------------------------
// Structures to help out with enumeration
//-----------------------------------------------------------------------------
enum
{
// MUST be in upper 16 bits! Lower 16 are used to filter against mnode->flags
ENUM_SPHERE_TEST_X = 0x10000000,
ENUM_SPHERE_TEST_Y = 0x20000000,
ENUM_SPHERE_TEST_Z = 0x40000000,
ENUM_SPHERE_TEST_ALL = 0x70000000,
};
struct EnumLeafSphereInfo_t
{
Vector m_vecCenter;
float m_flRadius;
Vector m_vecBoxCenter;
Vector m_vecBoxHalfDiagonal;
ISpatialLeafEnumerator *m_pIterator;
intp m_nContext;
};
// NOTE: These leaf list routines only return non-solid leaves! Only use them for rendering-related queries!
#ifdef _X360
struct ListLeafBoxInfo_t
{
VectorAligned m_vecBoxMax;
VectorAligned m_vecBoxMin;
VectorAligned m_vecBoxCenter;
VectorAligned m_vecBoxHalfDiagonal;
};
static fltx4 AlignThatVector(const Vector &vc)
{
fltx4 out = __loadunalignedvector(vc.Base());
/*
out.x = vc.x;
out.y = vc.y;
out.z = vc.z;
*/
// squelch the w component
return __vrlimi( out, __vzero(), 1, 0 );
}
static int ListLeafsInBox( mnode_t * RESTRICT node, ListLeafBoxInfo_t * RESTRICT pInfo, unsigned short * RESTRICT pList, int listMax )
{
int leafCount = 0;
const int NODELIST_MAX = 2048;
mnode_t *nodeList[NODELIST_MAX];
int nodeReadIndex = 0;
int nodeWriteIndex = 0;
while (1)
{
// no polygons in solid nodes (don't report these leaves either)
if (node->contents >= 0)
{
if (node->contents != CONTENTS_SOLID)
{
// if a leaf node, report it to the iterator...
if ( leafCount < listMax )
{
pList[leafCount++] = LeafToIndex( (mleaf_t *)node );
}
}
if ( nodeReadIndex == nodeWriteIndex )
return leafCount;
node = nodeList[nodeReadIndex];
nodeReadIndex = (nodeReadIndex+1) & (NODELIST_MAX-1);
}
else
{
// speculatively get the children into the cache
PREFETCH_128(node->children[0],0);
PREFETCH_128(node->children[1],0);
// constructing these here prevents LHS if we spill.
// it's not quite a quick enough operation to do extemporaneously.
fltx4 infoBoxCenter = LoadAlignedSIMD(pInfo->m_vecBoxCenter);
fltx4 infoBoxHalfDiagonal = LoadAlignedSIMD(pInfo->m_vecBoxHalfDiagonal);
Assert(IsBoxIntersectingBoxExtents(AlignThatVector(node->m_vecCenter), AlignThatVector(node->m_vecHalfDiagonal),
LoadAlignedSIMD(pInfo->m_vecBoxCenter), LoadAlignedSIMD(pInfo->m_vecBoxHalfDiagonal)) ==
IsBoxIntersectingBoxExtents((node->m_vecCenter), node->m_vecHalfDiagonal,
pInfo->m_vecBoxCenter, pInfo->m_vecBoxHalfDiagonal));
// rough cull...
if (IsBoxIntersectingBoxExtents(LoadAlignedSIMD(node->m_vecCenter), LoadAlignedSIMD(node->m_vecHalfDiagonal),
infoBoxCenter, infoBoxHalfDiagonal))
{
// Does the node plane split the box?
// find which side of the node we are on
cplane_t* RESTRICT plane = node->plane;
if ( plane->type <= PLANE_Z )
{
if (pInfo->m_vecBoxMax[plane->type] <= plane->dist)
{
node = node->children[1];
}
else if (pInfo->m_vecBoxMin[plane->type] >= plane->dist)
{
node = node->children[0];
}
else
{
// Here the box is split by the node
nodeList[nodeWriteIndex] = node->children[0];
nodeWriteIndex = (nodeWriteIndex+1) & (NODELIST_MAX-1);
// check for overflow of the ring buffer
Assert(nodeWriteIndex != nodeReadIndex);
node = node->children[1];
}
}
else
{
// take advantage of high throughput/high latency
fltx4 planeNormal = LoadUnaligned3SIMD( plane->normal.Base() );
fltx4 vecBoxMin = LoadAlignedSIMD(pInfo->m_vecBoxMin);
fltx4 vecBoxMax = LoadAlignedSIMD(pInfo->m_vecBoxMax);
fltx4 cornermin, cornermax;
// by now planeNormal is ready...
fltx4 control = XMVectorGreaterOrEqual( planeNormal, __vzero() );
// now control[i] = planeNormal[i] > 0 ? 0xFF : 0x00
cornermin = XMVectorSelect( vecBoxMax, vecBoxMin, control); // cornermin[i] = control[i] ? vecBoxMin[i] : vecBoxMax[i]
cornermax = XMVectorSelect( vecBoxMin, vecBoxMax, control);
// compute dot products
fltx4 dotCornerMax = __vmsum3fp(planeNormal, cornermax); // vsumfp ignores w component
fltx4 dotCornerMin = __vmsum3fp(planeNormal, cornermin);
fltx4 vPlaneDist = ReplicateX4(plane->dist);
UINT conditionRegister;
XMVectorGreaterR(&conditionRegister,vPlaneDist,dotCornerMax);
if (XMComparisonAllTrue(conditionRegister)) // plane->normal . cornermax <= plane->dist
{
node = node->children[1];
}
else
{
XMVectorGreaterOrEqualR(&conditionRegister,dotCornerMin,vPlaneDist);
if ( XMComparisonAllTrue(conditionRegister) )
{
node = node->children[0];
}
else
{
// Here the box is split by the node
nodeList[nodeWriteIndex] = node->children[0];
nodeWriteIndex = (nodeWriteIndex+1) & (NODELIST_MAX-1);
// check for overflow of the ring buffer
Assert(nodeWriteIndex != nodeReadIndex);
node = node->children[1];
}
}
}
}
else
{
if ( nodeReadIndex == nodeWriteIndex )
return leafCount;
node = nodeList[nodeReadIndex];
nodeReadIndex = (nodeReadIndex+1) & (NODELIST_MAX-1);
}
}
}
}
#else
static int ListLeafsInBox( mnode_t * RESTRICT node, const Vector &center, const Vector &extents, unsigned short * RESTRICT pList, int listMax )
{
int leafCount = 0;
const int NODELIST_MAX = 1024;
mnode_t *nodeList[NODELIST_MAX];
int nodeReadIndex = 0;
int nodeWriteIndex = 0;
while (1)
{
if (node->contents >= 0)
{
if (node->contents != CONTENTS_SOLID)
{
// if a leaf node, report it to the iterator...
if ( leafCount < listMax )
{
pList[leafCount++] = LeafToIndex( (mleaf_t *)node );
}
}
if ( nodeReadIndex == nodeWriteIndex )
return leafCount;
node = nodeList[nodeReadIndex];
nodeReadIndex = (nodeReadIndex+1) & (NODELIST_MAX-1);
}
else
{
const cplane_t *plane = node->plane;
// s = BoxOnPlaneSide (leaf_mins, leaf_maxs, plane);
// s = BOX_ON_PLANE_SIDE(*leaf_mins, *leaf_maxs, plane);
float d0 = DotProduct( plane->normal, center ) - plane->dist;
float d1 = DotProductAbs( plane->normal, extents );
if (d0 >= d1)
node = node->children[0];
else if (d0 < -d1)
node = node->children[1];
else
{ // go down both
nodeList[nodeWriteIndex] = node->children[0];
nodeWriteIndex = (nodeWriteIndex+1) & (NODELIST_MAX-1);
// check for overflow of the ring buffer
Assert(nodeWriteIndex != nodeReadIndex);
node = node->children[1];
}
}
}
}
#endif
//-----------------------------------------------------------------------------
// Returns all leaves that lie within a spherical volume
//-----------------------------------------------------------------------------
template<bool bCheckFlags> bool EnumerateLeafInSphere_R( mnode_t *node, EnumLeafSphereInfo_t& info, int nTestFlags )
{
while (true)
{
// no polygons in solid nodes (don't report these leaves either)
if (node->contents == CONTENTS_SOLID)
return true; // solid
if (node->contents >= 0)
{
// leaf cull...
// NOTE: using nTestFlags here means that we may be passing in some
// leaves that don't actually intersect the sphere, but instead intersect
// the box that surrounds the sphere.
if (nTestFlags)
{
if (!IsBoxIntersectingSphereExtents (node->m_vecCenter, node->m_vecHalfDiagonal, info.m_vecCenter, info.m_flRadius))
return true;
}
// if a leaf node, report it to the iterator...
return info.m_pIterator->EnumerateLeaf( LeafToIndex( (mleaf_t *)node ), info.m_nContext );
}
else if (nTestFlags)
{
if (node->contents == -1)
{
if ( bCheckFlags )
{
if ( ( node->flags & ( nTestFlags ) ) == 0 ) // this is a WORD and
return true;
}
// faster cull...
if (nTestFlags & ENUM_SPHERE_TEST_X)
{
float flDelta = FloatMakePositive( node->m_vecCenter.x - info.m_vecBoxCenter.x );
float flSize = node->m_vecHalfDiagonal.x + info.m_vecBoxHalfDiagonal.x;
if ( flDelta > flSize )
return true;
// This checks for the node being completely inside the box...
if ( flDelta + node->m_vecHalfDiagonal.x < info.m_vecBoxHalfDiagonal.x )
nTestFlags &= ~ENUM_SPHERE_TEST_X;
}
if (nTestFlags & ENUM_SPHERE_TEST_Y)
{
float flDelta = FloatMakePositive( node->m_vecCenter.y - info.m_vecBoxCenter.y );
float flSize = node->m_vecHalfDiagonal.y + info.m_vecBoxHalfDiagonal.y;
if ( flDelta > flSize )
return true;
// This checks for the node being completely inside the box...
if ( flDelta + node->m_vecHalfDiagonal.y < info.m_vecBoxHalfDiagonal.y )
nTestFlags &= ~ENUM_SPHERE_TEST_Y;
}
if (nTestFlags & ENUM_SPHERE_TEST_Z)
{
float flDelta = FloatMakePositive( node->m_vecCenter.z - info.m_vecBoxCenter.z );
float flSize = node->m_vecHalfDiagonal.z + info.m_vecBoxHalfDiagonal.z;
if ( flDelta > flSize )
return true;
if ( flDelta + node->m_vecHalfDiagonal.z < info.m_vecBoxHalfDiagonal.z )
nTestFlags &= ~ENUM_SPHERE_TEST_Z;
}
}
else if (node->contents == -2)
{
// If the box is too small to bother with testing, then blat out the flags
nTestFlags &= ~( ENUM_SPHERE_TEST_ALL );
}
}
// Does the node plane split the sphere?
// find which side of the node we are on
float flNormalDotCenter;
cplane_t* plane = node->plane;
if ( plane->type <= PLANE_Z )
{
flNormalDotCenter = info.m_vecCenter[plane->type];
}
else
{
// Here, we've got a plane which is not axis aligned, so we gotta do more work
flNormalDotCenter = DotProduct( plane->normal, info.m_vecCenter );
}
if (flNormalDotCenter + info.m_flRadius <= plane->dist)
{
node = node->children[1];
}
else if (flNormalDotCenter - info.m_flRadius >= plane->dist)
{
node = node->children[0];
}
else
{
// Here the box is split by the node
if (!EnumerateLeafInSphere_R<bCheckFlags>( node->children[0], info, nTestFlags ))
return false;
node = node->children[1];
}
}
}
//-----------------------------------------------------------------------------
// Enumerate leaves along a non-extruded ray
//-----------------------------------------------------------------------------
static bool EnumerateLeavesAlongRay_R( mnode_t *node, Ray_t const& ray,
float start, float end, ISpatialLeafEnumerator* pEnum, intp context )
{
// no polygons in solid nodes (don't report these leaves either)
if (node->contents == CONTENTS_SOLID)
return true; // solid, keep recursing
// didn't hit anything
if (node->contents >= 0)
{
// if a leaf node, report it to the iterator...
return pEnum->EnumerateLeaf( LeafToIndex( (mleaf_t *)node ), context );
}
// Determine which side of the node plane our points are on
cplane_t* plane = node->plane;
float startDotN,deltaDotN;
if (plane->type <= PLANE_Z)
{
startDotN = ray.m_Start[plane->type];
deltaDotN = ray.m_Delta[plane->type];
}
else
{
startDotN = DotProduct( ray.m_Start, plane->normal );
deltaDotN = DotProduct( ray.m_Delta, plane->normal );
}
float front = startDotN + start * deltaDotN - plane->dist;
float back = startDotN + end * deltaDotN - plane->dist;
int side = front < 0;
// If they're both on the same side of the plane, don't bother to split
// just check the appropriate child
if ( (back < 0) == side )
{
return EnumerateLeavesAlongRay_R (node->children[side], ray, start, end, pEnum, context );
}
// calculate mid point
float frac = front / (front - back);
float mid = start * (1.0f - frac) + end * frac;
// go down front side
bool ok = EnumerateLeavesAlongRay_R (node->children[side], ray, start, mid, pEnum, context );
if (!ok)
return ok;
// go down back side
return EnumerateLeavesAlongRay_R (node->children[!side], ray, mid, end, pEnum, context );
}
//-----------------------------------------------------------------------------
// Enumerate leaves along a non-extruded ray
//-----------------------------------------------------------------------------
static bool EnumerateLeavesAlongExtrudedRay_R( mnode_t *node, Ray_t const& ray,
float start, float end, ISpatialLeafEnumerator* pEnum, intp context )
{
// no polygons in solid nodes (don't report these leaves either)
if (node->contents == CONTENTS_SOLID)
return true; // solid, keep recursing
// didn't hit anything
if (node->contents >= 0)
{
// if a leaf node, report it to the iterator...
return pEnum->EnumerateLeaf( LeafToIndex( (mleaf_t *)node ), context );
}
// Determine which side of the node plane our points are on
cplane_t* plane = node->plane;
//
float t1, t2, offset;
float startDotN,deltaDotN;
if (plane->type <= PLANE_Z)
{
startDotN = ray.m_Start[plane->type];
deltaDotN = ray.m_Delta[plane->type];
offset = ray.m_Extents[plane->type] + DIST_EPSILON;
}
else
{
startDotN = DotProduct( ray.m_Start, plane->normal );
deltaDotN = DotProduct( ray.m_Delta, plane->normal );
offset = fabs(ray.m_Extents[0]*plane->normal[0]) +
fabs(ray.m_Extents[1]*plane->normal[1]) +
fabs(ray.m_Extents[2]*plane->normal[2]) + DIST_EPSILON;
}
t1 = startDotN + start * deltaDotN - plane->dist;
t2 = startDotN + end * deltaDotN - plane->dist;
// If they're both on the same side of the plane (further than the trace
// extents), don't bother to split, just check the appropriate child
if (t1 > offset && t2 > offset )
// if (t1 >= offset && t2 >= offset)
{
return EnumerateLeavesAlongExtrudedRay_R( node->children[0], ray,
start, end, pEnum, context );
}
if (t1 < -offset && t2 < -offset)
{
return EnumerateLeavesAlongExtrudedRay_R( node->children[1], ray,
start, end, pEnum, context );
}
// For the segment of the line that we are going to use
// to test against the back side of the plane, we're going
// to use the part that goes from start to plane + extent
// (which causes it to extend somewhat into the front halfspace,
// since plane + extent is in the front halfspace).
// Similarly, front the segment which tests against the front side,
// we use the entire front side part of the ray + a portion of the ray that
// extends by -extents into the back side.
if (fabs(t1-t2) < DIST_EPSILON)
{
// Parallel case, send entire ray to both children...
bool ret = EnumerateLeavesAlongExtrudedRay_R( node->children[0],
ray, start, end, pEnum, context );
if (!ret)
return false;
return EnumerateLeavesAlongExtrudedRay_R( node->children[1],
ray, start, end, pEnum, context );
}
// Compute the two fractions...
// We need one at plane + extent and another at plane - extent.
// put the crosspoint DIST_EPSILON pixels on the near side
float idist, frac2, frac;
int side;
if (t1 < t2)
{
idist = 1.0/(t1-t2);
side = 1;
frac2 = (t1 + offset) * idist;
frac = (t1 - offset) * idist;
}
else if (t1 > t2)
{
idist = 1.0/(t1-t2);
side = 0;
frac2 = (t1 - offset) * idist;
frac = (t1 + offset) * idist;
}
else
{
side = 0;
frac = 1;
frac2 = 0;
}
// move up to the node
frac = clamp( frac, 0, 1 );
float midf = start + (end - start)*frac;
bool ret = EnumerateLeavesAlongExtrudedRay_R( node->children[side], ray, start, midf, pEnum, context );
if (!ret)
return ret;
// go past the node
frac2 = clamp( frac2, 0, 1 );
midf = start + (end - start)*frac2;
return EnumerateLeavesAlongExtrudedRay_R( node->children[!side], ray, midf, end, pEnum, context );
}
//-----------------------------------------------------------------------------
//
// Helper class to iterate over leaves
//
//-----------------------------------------------------------------------------
class CEngineBSPTree : public IEngineSpatialQuery
{
public:
// Returns the number of leaves
int LeafCount() const;
// Enumerates the leaves along a ray, box, etc.
bool EnumerateLeavesAtPoint( const Vector& pt, ISpatialLeafEnumerator* pEnum, intp context );
bool EnumerateLeavesInBox( const Vector& mins, const Vector& maxs, ISpatialLeafEnumerator* pEnum, intp context );
bool EnumerateLeavesInSphere( const Vector& center, float radius, ISpatialLeafEnumerator* pEnum, intp context );
bool EnumerateLeavesAlongRay( Ray_t const& ray, ISpatialLeafEnumerator* pEnum, intp context );
bool EnumerateLeavesInSphereWithFlagSet( const Vector& center, float radius, ISpatialLeafEnumerator* pEnum, intp context, int nFlags );
int ListLeavesInBox( const Vector& mins, const Vector& maxs, unsigned short *pList, int listMax );
int ListLeavesInSphereWithFlagSet( int *pLeafsInSphere, const Vector& vecCenter, float flRadius, int nLeafCount, const uint16 *pLeafs, int nLeafStride, int nFlagsCheck );
};
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
static CEngineBSPTree s_ToolBSPTree;
IEngineSpatialQuery* g_pToolBSPTree = &s_ToolBSPTree;
//-----------------------------------------------------------------------------
// Returns the number of leaves
//-----------------------------------------------------------------------------
int CEngineBSPTree::LeafCount() const
{
return host_state.worldbrush->numleafs;
}
//-----------------------------------------------------------------------------
// Enumerates the leaves at a point
//-----------------------------------------------------------------------------
bool CEngineBSPTree::EnumerateLeavesAtPoint( const Vector& pt,
ISpatialLeafEnumerator* pEnum, intp context )
{
int leaf = CM_PointLeafnum( pt );
return pEnum->EnumerateLeaf( leaf, context );
}
int CEngineBSPTree::ListLeavesInBox( const Vector& mins, const Vector& maxs, unsigned short *pList, int listMax )
{
#ifdef _X360
ListLeafBoxInfo_t info;
VectorAdd( mins, maxs, info.m_vecBoxCenter );
info.m_vecBoxCenter *= 0.5f;
VectorSubtract( maxs, info.m_vecBoxCenter, info.m_vecBoxHalfDiagonal );
info.m_vecBoxMax = maxs;
info.m_vecBoxMin = mins;
return ListLeafsInBox( host_state.worldbrush->nodes, &info, pList, listMax );
#else
Vector center, extents;
VectorAdd(mins, maxs, center );
center *= 0.5f;
VectorSubtract(maxs, center, extents);
return ListLeafsInBox( host_state.worldbrush->nodes, center, extents, pList, listMax );
#endif
}
int CEngineBSPTree::ListLeavesInSphereWithFlagSet( int *pLeafsInSphere, const Vector& vecCenter, float flRadius, int nLeafCount, const uint16 *pLeafs, int nLeafStride, int nFlagsCheck )
{
int nLeavesFound = 0;
const uint16 *pLeaf = pLeafs;
for ( int i = 0; i < nLeafCount; ++i, pLeaf = (const uint16*)( (const uint8*)pLeaf + nLeafStride ) )
{
mleaf_t& leaf = host_state.worldbrush->leafs[ *pLeaf ];
if ( ( leaf.flags & nFlagsCheck ) == 0 )
continue;
if ( !IsBoxIntersectingSphereExtents( leaf.m_vecCenter, leaf.m_vecHalfDiagonal, vecCenter, flRadius ) )
continue;
pLeafsInSphere[nLeavesFound++] = i;
}
return nLeavesFound;
}
bool CEngineBSPTree::EnumerateLeavesInBox( const Vector& mins, const Vector& maxs,
ISpatialLeafEnumerator* pEnum, intp context )
{
if ( !host_state.worldmodel )
return false;
unsigned short list[1024];
int count = ListLeavesInBox( mins, maxs, list, ARRAYSIZE(list) );
for ( int i = 0; i < count; i++ )
{
if ( !pEnum->EnumerateLeaf(list[i], context) )
break;
}
return true;
}
bool CEngineBSPTree::EnumerateLeavesInSphere( const Vector& center, float radius,
ISpatialLeafEnumerator* pEnum, intp context )
{
EnumLeafSphereInfo_t info;
info.m_vecCenter = center;
info.m_flRadius = radius;
info.m_pIterator = pEnum;
info.m_nContext = context;
info.m_vecBoxCenter = center;
info.m_vecBoxHalfDiagonal.Init( radius, radius, radius );
return EnumerateLeafInSphere_R<false>( host_state.worldbrush->nodes, info, ENUM_SPHERE_TEST_ALL );
}
bool CEngineBSPTree::EnumerateLeavesInSphereWithFlagSet( const Vector& center, float radius,
ISpatialLeafEnumerator* pEnum,
intp context, int nFlags )
{
EnumLeafSphereInfo_t info;
info.m_vecCenter = center;
info.m_flRadius = radius;
info.m_pIterator = pEnum;
info.m_nContext = context;
info.m_vecBoxCenter = center;
info.m_vecBoxHalfDiagonal.Init( radius, radius, radius );
return EnumerateLeafInSphere_R<true>(
host_state.worldbrush->nodes, info, nFlags | ENUM_SPHERE_TEST_ALL );
}
bool CEngineBSPTree::EnumerateLeavesAlongRay( Ray_t const& ray, ISpatialLeafEnumerator* pEnum, intp context )
{
if (!ray.m_IsSwept)
{
Vector mins, maxs;
VectorAdd( ray.m_Start, ray.m_Extents, maxs );
VectorSubtract( ray.m_Start, ray.m_Extents, mins );
return EnumerateLeavesInBox( mins, maxs, pEnum, context );
}
Vector end;
VectorAdd( ray.m_Start, ray.m_Delta, end );
if ( ray.m_IsRay )
{
return EnumerateLeavesAlongRay_R( host_state.worldbrush->nodes, ray, 0.0f, 1.0f, pEnum, context );
}
else
{
return EnumerateLeavesAlongExtrudedRay_R( host_state.worldbrush->nodes, ray, 0.0f, 1.0f, pEnum, context );
}
}