Counter Strike : Global Offensive Source Code
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//==== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. =======//
//
// Purpose:
//
//===========================================================================//
#ifndef IMESH_H
#define IMESH_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/interface.h"
#include "materialsystem/imaterial.h"
#include <float.h>
#include <string.h>
#include "tier0/dbg.h"
#include "tier2/meshutils.h"
#if defined( DX_TO_GL_ABSTRACTION )
// Swap these so that we do color swapping on 10.6.2, which doesn't have EXT_vertex_array_bgra
#define OPENGL_SWAP_COLORS
#endif
#ifdef _PS3
#define CELL_GCM_SWAP_COLORS
#endif
// Max number of instances that will be submitted at once on consoles in the model fast path
// (This is important because console builds have smaller stack sizes than PC and we stackalloc()
// a lot of intermediate data per batch)
#define CONSOLE_MAX_MODEL_FAST_PATH_BATCH_SIZE 200
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterial;
class CMeshBuilder;
class IMaterialVar;
typedef uint64 VertexFormat_t;
struct ShaderStencilState_t;
//-----------------------------------------------------------------------------
// Define this to find write-combine problems
//-----------------------------------------------------------------------------
#ifdef _DEBUG
//#ifndef DEBUG_WRITE_COMBINE
//#define DEBUG_WRITE_COMBINE 1
//#endif
#endif
//-----------------------------------------------------------------------------
// The Vertex Buffer interface
//-----------------------------------------------------------------------------
enum
{
VERTEX_MAX_TEXTURE_COORDINATES = 8,
BONE_MATRIX_INDEX_INVALID = 255
};
// Internal maximums for sizes. Don't use directly, use IMaterialSystem::GetMaxToRender()
enum
{
#ifdef PLATFORM_X360
INDEX_BUFFER_SIZE = 65504,
DYNAMIC_VERTEX_BUFFER_MEMORY = ( 4096 ) * 1024,
#else
INDEX_BUFFER_SIZE = 32768,
DYNAMIC_VERTEX_BUFFER_MEMORY = ( 1024 + 512 ) * 1024,
#endif
DYNAMIC_VERTEX_BUFFER_MEMORY_SMALL = 384 * 1024, // Only allocate this much during map transitions
};
// Vertex fields must be written in well-defined order to achieve write combining,
// which is a perf booster
enum WriteCombineOrdering_t
{
MB_FIELD_NONE = -1,
MB_FIELD_POSITION = 0,
MB_FIELD_BONE_WEIGHTS,
MB_FIELD_BONE_INDEX,
MB_FIELD_NORMAL,
MB_FIELD_COLOR,
MB_FIELD_SPECULAR,
MB_FIELD_TEXCOORD_FIRST,
MB_FIELD_TEXCOORD_LAST = MB_FIELD_TEXCOORD_FIRST + VERTEX_MAX_TEXTURE_COORDINATES - 1,
MB_FIELD_TANGENT_S,
MB_FIELD_TANGENT_T,
MB_FIELD_USERDATA,
};
#define MB_FIELD_TEXCOORD( nStage ) ( MB_FIELD_TEXCOORD_FIRST + ( nStage ) )
struct VertexDesc_t
{
// These can be set to zero if there are pointers to dummy buffers, when the
// actual buffer format doesn't contain the data but it needs to be safe to
// use all the CMeshBuilder functions.
int m_VertexSize_Position;
int m_VertexSize_BoneWeight;
int m_VertexSize_BoneMatrixIndex;
int m_VertexSize_Normal;
int m_VertexSize_Color;
int m_VertexSize_Specular;
int m_VertexSize_TexCoord[VERTEX_MAX_TEXTURE_COORDINATES];
int m_VertexSize_TangentS;
int m_VertexSize_TangentT;
int m_VertexSize_Wrinkle;
int m_VertexSize_UserData;
int m_ActualVertexSize; // Size of the vertices.. Some of the m_VertexSize_ elements above
// are set to this value and some are set to zero depending on which
// fields exist in a buffer's vertex format.
// The type of compression applied to this vertex data
VertexCompressionType_t m_CompressionType;
// Number of bone weights per vertex...
int m_NumBoneWeights;
// Pointers to our current vertex data
float *m_pPosition;
float *m_pBoneWeight;
#ifndef NEW_SKINNING
unsigned char *m_pBoneMatrixIndex;
#else
float *m_pBoneMatrixIndex;
#endif
float *m_pNormal;
unsigned char *m_pColor;
unsigned char *m_pSpecular;
float *m_pTexCoord[VERTEX_MAX_TEXTURE_COORDINATES];
// Tangent space *associated with one particular set of texcoords*
float *m_pTangentS;
float *m_pTangentT;
float *m_pWrinkle;
// user data
float *m_pUserData;
// The first vertex index (used for buffered vertex buffers, or cards that don't support stream offset)
int m_nFirstVertex;
// The offset in bytes of the memory we're writing into
// from the start of the D3D buffer (will be 0 for static meshes)
unsigned int m_nOffset;
#ifdef DEBUG_WRITE_COMBINE
int m_nLastWrittenField;
unsigned char* m_pLastWrittenAddress;
#endif
};
struct IndexDesc_t
{
// Pointers to the index data
unsigned short *m_pIndices;
// The offset in bytes of the memory we're writing into
// from the start of the D3D buffer (will be 0 for static meshes)
unsigned int m_nOffset;
// The first index (used for buffered index buffers, or cards that don't support stream offset)
unsigned int m_nFirstIndex;
// 1 if the device is active, 0 if the device isn't active.
// Faster than doing if checks for null m_pIndices if someone is
// trying to write the m_pIndices while the device is inactive.
unsigned int m_nIndexSize;
};
//-----------------------------------------------------------------------------
// The Mesh memory descriptor
//-----------------------------------------------------------------------------
struct MeshDesc_t : public VertexDesc_t, public IndexDesc_t
{
};
//-----------------------------------------------------------------------------
// The Mesh memory descriptor
//-----------------------------------------------------------------------------
struct MeshBuffersAllocationSettings_t
{
uint32 m_uiIbUsageFlags;
};
//-----------------------------------------------------------------------------
// Standard vertex formats for models
//-----------------------------------------------------------------------------
struct ModelVertexDX8_t
{
Vector m_vecPosition;
Vector m_vecNormal;
Vector2D m_vecTexCoord;
Vector4D m_vecUserData;
};
//---------------------------------------------------------------------------------------
// Thin Vertex format for use with ATI tessellator in quad mode
//---------------------------------------------------------------------------------------
struct QuadTessVertex_t
{
Vector4D m_vTangent; // last component is Binormal flip and Wrinkle weight
Vector4D m_vUV01; // UV coordinates for points Interior (0), and Parametric V Edge (1)
Vector4D m_vUV23; // UV coordinates for points Parametric U Edge (2), and Corner (3)
};
struct MeshBoneRemap_t // see BoneStateChangeHeader_t
{
DECLARE_BYTESWAP_DATADESC();
int m_nActualBoneIndex;
int m_nSrcBoneIndex;
};
struct MeshInstanceData_t
{
int m_nIndexOffset;
int m_nIndexCount;
int m_nBoneCount;
MeshBoneRemap_t * m_pBoneRemap; // there are bone count of these, they index into pose to world
matrix3x4_t * m_pPoseToWorld; // transforms for the *entire* model, indexed into by m_pBoneIndex. Potentially more than bone count of these
const ITexture * m_pEnvCubemap;
MaterialLightingState_t *m_pLightingState;
MaterialPrimitiveType_t m_nPrimType;
const IVertexBuffer * m_pVertexBuffer;
int m_nVertexOffsetInBytes;
const IIndexBuffer * m_pIndexBuffer;
const IVertexBuffer * m_pColorBuffer;
int m_nColorVertexOffsetInBytes;
ShaderStencilState_t * m_pStencilState;
Vector4D m_DiffuseModulation;
int m_nLightmapPageId;
bool m_bColorBufferHasIndirectLightingOnly;
};
//-----------------------------------------------------------------------------
// Utility methods for buffer builders
//-----------------------------------------------------------------------------
inline float *OffsetFloatPointer( float *pBufferPointer, int nVertexCount, int vertexSize )
{
return reinterpret_cast<float *>(
reinterpret_cast<unsigned char *>(pBufferPointer) +
nVertexCount * vertexSize);
}
inline const float *OffsetFloatPointer( const float *pBufferPointer, int nVertexCount, int vertexSize )
{
return reinterpret_cast<const float*>(
reinterpret_cast<unsigned char const*>(pBufferPointer) +
nVertexCount * vertexSize);
}
inline void IncrementFloatPointer( float* &pBufferPointer, int vertexSize )
{
pBufferPointer = reinterpret_cast<float*>( reinterpret_cast<unsigned char*>( pBufferPointer ) + vertexSize );
}
inline int PackRGBToPlatformColor( int r, int g, int b, int a )
{
#ifdef OPENGL_SWAP_COLORS
int col = r | (g << 8) | (b << 16) | (a << 24); // r, g, b, a in memory
#elif defined( CELL_GCM_SWAP_COLORS )
int col = ( r << 24 ) | ( g << 16 ) | ( b << 8 ) | a;
#else
int col = b | (g << 8) | (r << 16) | (a << 24);
#endif
return col;
}
//-----------------------------------------------------------------------------
// Used in lists of indexed primitives.
//-----------------------------------------------------------------------------
class CPrimList
{
public:
CPrimList();
CPrimList( int nFirstIndex, int nIndexCount );
int m_FirstIndex;
int m_NumIndices;
};
inline CPrimList::CPrimList()
{
}
inline CPrimList::CPrimList( int nFirstIndex, int nIndexCount )
{
m_FirstIndex = nFirstIndex;
m_NumIndices = nIndexCount;
}
abstract_class IVertexBuffer
{
public:
// NOTE: The following two methods are only valid for static vertex buffers
// Returns the number of vertices and the format of the vertex buffer
virtual int VertexCount() const = 0;
virtual VertexFormat_t GetVertexFormat() const = 0;
// Is this vertex buffer dynamic?
virtual bool IsDynamic() const = 0;
// NOTE: For dynamic vertex buffers only!
// Casts the memory of the dynamic vertex buffer to the appropriate type
virtual void BeginCastBuffer( VertexFormat_t format ) = 0;
virtual void EndCastBuffer() = 0;
// Returns the number of vertices that can still be written into the buffer
virtual int GetRoomRemaining() const = 0;
virtual bool Lock( int nVertexCount, bool bAppend, VertexDesc_t &desc ) = 0;
virtual void Unlock( int nVertexCount, VertexDesc_t &desc ) = 0;
// Spews the mesh data
virtual void Spew( int nVertexCount, const VertexDesc_t &desc ) = 0;
// Call this in debug mode to make sure our data is good.
virtual void ValidateData( int nVertexCount, const VertexDesc_t & desc ) = 0;
};
abstract_class IIndexBuffer
{
public:
// NOTE: The following two methods are only valid for static index buffers
// Returns the number of indices and the format of the index buffer
virtual int IndexCount() const = 0;
virtual MaterialIndexFormat_t IndexFormat() const = 0;
// Is this index buffer dynamic?
virtual bool IsDynamic() const = 0;
// NOTE: For dynamic index buffers only!
// Casts the memory of the dynamic index buffer to the appropriate type
virtual void BeginCastBuffer( MaterialIndexFormat_t format ) = 0;
virtual void EndCastBuffer() = 0;
// Returns the number of indices that can still be written into the buffer
virtual int GetRoomRemaining() const = 0;
// Locks, unlocks the index buffer
virtual bool Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t &desc ) = 0;
virtual void Unlock( int nWrittenIndexCount, IndexDesc_t &desc ) = 0;
// FIXME: Remove this!! Here only for backward compat on IMesh
// Locks, unlocks the index buffer for modify
virtual void ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc ) = 0;
virtual void ModifyEnd( IndexDesc_t& desc ) = 0;
// Spews the mesh data
virtual void Spew( int nIndexCount, const IndexDesc_t &desc ) = 0;
// Ensures the data in the index buffer is valid
virtual void ValidateData( int nIndexCount, const IndexDesc_t &desc ) = 0;
// For backward compat to IMesh
virtual IMesh* GetMesh() = 0;
};
//-----------------------------------------------------------------------------
abstract_class ICachedPerFrameMeshData
{
public:
virtual void Free() = 0;
};
//-----------------------------------------------------------------------------
// Interface to the mesh - needs to contain an IVertexBuffer and an IIndexBuffer to emulate old mesh behavior
//-----------------------------------------------------------------------------
abstract_class IMesh : public IVertexBuffer, public IIndexBuffer
{
public:
// -----------------------------------
// Sets/gets the primitive type
virtual void SetPrimitiveType( MaterialPrimitiveType_t type ) = 0;
// Draws the mesh
virtual void Draw( int nFirstIndex = -1, int nIndexCount = 0 ) = 0;
virtual void SetColorMesh( IMesh *pColorMesh, int nVertexOffset ) = 0;
// Draw a list of (lists of) primitives. Batching your lists together that use
// the same lightmap, material, vertex and index buffers with multipass shaders
// can drastically reduce state-switching overhead.
// NOTE: this only works with STATIC meshes.
virtual void Draw( CPrimList *pLists, int nLists ) = 0;
// Copy verts and/or indices to a mesh builder. This only works for temp meshes!
virtual void CopyToMeshBuilder(
int iStartVert, // Which vertices to copy.
int nVerts,
int iStartIndex, // Which indices to copy.
int nIndices,
int indexOffset, // This is added to each index.
CMeshBuilder &builder ) = 0;
// Spews the mesh data
virtual void Spew( int nVertexCount, int nIndexCount, const MeshDesc_t &desc ) = 0;
// Call this in debug mode to make sure our data is good.
virtual void ValidateData( int nVertexCount, int nIndexCount, const MeshDesc_t &desc ) = 0;
// New version
// Locks/unlocks the mesh, providing space for nVertexCount and nIndexCount.
// nIndexCount of -1 means don't lock the index buffer...
virtual void LockMesh( int nVertexCount, int nIndexCount, MeshDesc_t &desc, MeshBuffersAllocationSettings_t *pSettings = 0 ) = 0;
virtual void ModifyBegin( int nFirstVertex, int nVertexCount, int nFirstIndex, int nIndexCount, MeshDesc_t& desc ) = 0;
virtual void ModifyEnd( MeshDesc_t& desc ) = 0;
virtual void UnlockMesh( int nVertexCount, int nIndexCount, MeshDesc_t &desc ) = 0;
virtual void ModifyBeginEx( bool bReadOnly, int nFirstVertex, int nVertexCount, int nFirstIndex, int nIndexCount, MeshDesc_t &desc ) = 0;
virtual void SetFlexMesh( IMesh *pMesh, int nVertexOffset ) = 0;
virtual void DisableFlexMesh() = 0;
virtual void MarkAsDrawn() = 0;
// NOTE: I chose to create this method strictly because it's 2 days to code lock
// and I could use the DrawInstances technique without a larger code change
// Draws the mesh w/ modulation.
virtual void DrawModulated( const Vector4D &diffuseModulation, int nFirstIndex = -1, int nIndexCount = 0 ) = 0;
virtual unsigned int ComputeMemoryUsed() = 0;
virtual void * AccessRawHardwareDataStream( uint8 nRawStreamIndex, uint32 numBytes, uint32 uiFlags, void *pvContext ) = 0;
virtual ICachedPerFrameMeshData *GetCachedPerFrameMeshData() = 0;
virtual void ReconstructFromCachedPerFrameMeshData( ICachedPerFrameMeshData *pData ) = 0;
};
#include "meshreader.h"
#define INVALID_BUFFER_OFFSET 0xFFFFFFFFUL
// flags for advancevertex optimization
#define VTX_HAVEPOS 1
#define VTX_HAVENORMAL 2
#define VTX_HAVECOLOR 4
#define VTX_HAVEALL ( VTX_HAVEPOS | VTX_HAVENORMAL | VTX_HAVECOLOR )
//-----------------------------------------------------------------------------
//
// Helper class used to define vertex buffers
//
//-----------------------------------------------------------------------------
class CVertexBuilder : private VertexDesc_t
{
public:
CVertexBuilder();
CVertexBuilder( IVertexBuffer *pVertexBuffer, VertexFormat_t fmt = 0 );
~CVertexBuilder();
// Begins, ends modification of the index buffer (returns true if the lock succeeded)
// A lock may not succeed if append is set to true and there isn't enough room
// NOTE: Append is only used with dynamic index buffers; it's ignored for static buffers
bool Lock( int nMaxIndexCount, bool bAppend = false );
void Unlock();
// Spews the current data
// NOTE: Can only be called during a lock/unlock block
void SpewData();
// Returns the number of indices we can fit into the buffer without needing to discard
int GetRoomRemaining() const;
// Binds this vertex buffer
void Bind( IMatRenderContext *pContext, int nStreamID, VertexFormat_t usage = 0 );
// Returns the byte offset
int Offset() const;
// This must be called before Begin, if a vertex buffer with a compressed format is to be used
void SetCompressionType( VertexCompressionType_t compressionType );
void ValidateCompressionType();
void Begin( IVertexBuffer *pVertexBuffer, int nVertexCount, int *nFirstVertex );
void Begin( IVertexBuffer *pVertexBuffer, int nVertexCount );
// Use this when you're done writing
// Set bDraw to true to call m_pMesh->Draw automatically.
void End( bool bSpewData = false );
// Locks the vertex buffer to modify existing data
// Passing nVertexCount == -1 says to lock all the vertices for modification.
void BeginModify( IVertexBuffer *pVertexBuffer, int nFirstVertex = 0, int nVertexCount = -1 );
void EndModify( bool bSpewData = false );
// returns the number of vertices
int VertexCount() const;
// Returns the total number of vertices across all Locks()
int TotalVertexCount() const;
// Resets the mesh builder so it points to the start of everything again
void Reset();
// Returns the size of the vertex
int VertexSize() { return m_ActualVertexSize; }
// returns the data size of a given texture coordinate
int TextureCoordinateSize( int nTexCoordNumber ) { return m_VertexSize_TexCoord[ nTexCoordNumber ]; }
// Returns the base vertex memory pointer
void* BaseVertexData();
// Selects the nth Vertex and Index
void SelectVertex( int idx );
// Advances the current vertex and index by one
void AdvanceVertex();
template<int nFlags, int nNumTexCoords> void AdvanceVertexF();
void AdvanceVertices( int nVerts );
template<int nFlags, int nNumTexCoords> void AdvanceVerticesF( int nVerts );
int GetCurrentVertex() const;
int GetFirstVertex() const;
// Data retrieval...
const float *Position() const;
const float *Normal() const;
unsigned int Color() const;
unsigned char *Specular() const;
const float *TexCoord( int stage ) const;
const float *TangentS() const;
const float *TangentT() const;
const float *BoneWeight() const;
float Wrinkle() const;
int NumBoneWeights() const;
#ifndef NEW_SKINNING
unsigned char *BoneMatrix() const;
#else
float *BoneMatrix() const;
#endif
// position setting
void Position3f( float x, float y, float z );
void Position3f( int nVertexOffset, float x, float y, float z );
void Position3f( const fltx4 &fl4Position );
void Position3fv( const float *v );
void Position3fv( int nVertexOffset, const float *v );
// normal setting
void Normal3f( float nx, float ny, float nz );
void Normal3f( const fltx4 &fl4Normal );
void Normal3fv( const float *n );
void NormalDelta3fv( const float *n );
void NormalDelta3f( float nx, float ny, float nz );
// normal setting (templatized for code which needs to support compressed vertices)
template <VertexCompressionType_t T> void CompressedNormal3f( float nx, float ny, float nz );
template <VertexCompressionType_t T> void CompressedNormal3fv( const float *n );
// color setting
void Color3f( float r, float g, float b );
void Color3fv( const float *rgb );
void Color4f( float r, float g, float b, float a );
void Color4fv( const float *rgba );
// Faster versions of color
void Color3ub( unsigned char r, unsigned char g, unsigned char b );
void Color3ubv( unsigned char const* rgb );
void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void Color4ub( int nVertexOffset, unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void Color4ubv( unsigned char const* rgba );
void Color4Packed( int packedColor );
int PackColor4( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
// specular color setting
void Specular3f( float r, float g, float b );
void Specular3fv( const float *rgb );
void Specular4f( float r, float g, float b, float a );
void Specular4fv( const float *rgba );
// Faster version of specular
void Specular3ub( unsigned char r, unsigned char g, unsigned char b );
void Specular3ubv( unsigned char const *c );
void Specular4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void Specular4ubv( unsigned char const *c );
// texture coordinate setting
void TexCoord1f( int stage, float s );
void TexCoord2f( int stage, float s, float t );
void TexCoord2f( int nVertexOffset, int stage, float s, float t );
void TexCoord2fv( int stage, const float *st );
void TexCoord3f( int stage, float s, float t, float u );
void TexCoord3f( int nVertexOffset, int stage, float s, float t, float u );
void TexCoord3fv( int stage, const float *stu );
void TexCoord3fv( int nVertexOffset, int stage, const float *stu );
void TexCoord4f( int stage, float s, float t, float u, float w );
void TexCoord4fv( int stage, const float *stuv );
void TexCoord4f( int nVertexOffset, int stage, float s, float t, float u, float w );
void TexCoord4fv( int nVertexOffset, int stage, const float *stuv );
void TexCoord4f( int nStage, const fltx4 &fl4stuv );
void TexCoordSubRect2f( int stage, float s, float t, float offsetS, float offsetT, float scaleS, float scaleT );
void TexCoordSubRect2fv( int stage, const float *st, const float *offset, const float *scale );
// tangent space
void TangentS3f( float sx, float sy, float sz );
void TangentS3fv( const float* s );
void TangentT3f( float tx, float ty, float tz );
void TangentT3fv( const float* t );
// Wrinkle
void Wrinkle1f( float flWrinkle );
// bone weights
void BoneWeight( int idx, float weight );
void BoneWeights2( float weight1, float weight2 );
// bone weights (templatized for code which needs to support compressed vertices)
template <VertexCompressionType_t T> void CompressedBoneWeight3fv( const float * pWeights );
// bone matrix index
void BoneMatrix( int idx, int matrixIndex );
void BoneMatrices4( int matrixIdx0, int matrixIdx1, int matrixIdx2, int matrixIdx3 );
// Generic per-vertex data
void UserData( const float* pData );
// Generic per-vertex data (templatized for code which needs to support compressed vertices)
template <VertexCompressionType_t T> void CompressedUserData( const float* pData );
// Fast Vertex! No need to call advance vertex, and no random access allowed.
// WARNING - these are low level functions that are intended only for use
// in the software vertex skinner.
void FastVertex( const ModelVertexDX8_t &vertex );
void FastVertexSSE( const ModelVertexDX8_t &vertex );
void FastQuadVertexSSE( const QuadTessVertex_t &vertex );
// Add number of verts and current vert since FastVertex routines do not update.
void FastAdvanceNVertices( int n );
#if defined( _X360 )
void VertexDX8ToX360( const ModelVertexDX8_t &vertex );
#endif
// FIXME: Remove! Backward compat so we can use this from a CMeshBuilder.
void AttachBegin( IMesh* pMesh, int nMaxVertexCount, const MeshDesc_t &desc );
void AttachEnd();
void AttachBeginModify( IMesh* pMesh, int nFirstVertex, int nVertexCount, const MeshDesc_t &desc );
void AttachEndModify();
private:
// The vertex buffer we're modifying
IVertexBuffer *m_pVertexBuffer;
// Used to make sure Begin/End calls and BeginModify/EndModify calls match.
bool m_bModify;
// Max number of indices and vertices
int m_nMaxVertexCount;
// Number of indices and vertices
int m_nVertexCount;
// The current vertex and index
mutable int m_nCurrentVertex;
// Optimization: Pointer to the current pos, norm, texcoord, and color
mutable float *m_pCurrPosition;
mutable float *m_pCurrNormal;
mutable unsigned char *m_pCurrColor;
mutable float *m_pCurrTexCoord[VERTEX_MAX_TEXTURE_COORDINATES];
// Total number of vertices appended
int m_nTotalVertexCount;
// First vertex buffer offset + index
unsigned int m_nBufferOffset;
unsigned int m_nBufferFirstVertex;
#if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 )
// Debug checks to make sure we write userdata4/tangents AFTER normals
bool m_bWrittenNormal : 1;
bool m_bWrittenUserData : 1;
#endif
friend class CMeshBuilder;
};
//-----------------------------------------------------------------------------
//
// Inline methods of CVertexBuilder
//
//-----------------------------------------------------------------------------
inline CVertexBuilder::CVertexBuilder()
{
m_pVertexBuffer = NULL;
m_nBufferOffset = INVALID_BUFFER_OFFSET;
m_nBufferFirstVertex = 0;
m_nVertexCount = 0;
m_nCurrentVertex = 0;
m_nMaxVertexCount = 0;
m_nTotalVertexCount = 0;
m_CompressionType = VERTEX_COMPRESSION_INVALID;
#ifdef _DEBUG
m_pCurrPosition = NULL;
m_pCurrNormal = NULL;
m_pCurrColor = NULL;
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
m_bModify = false;
#endif
}
inline CVertexBuilder::CVertexBuilder( IVertexBuffer *pVertexBuffer, VertexFormat_t fmt )
{
m_pVertexBuffer = pVertexBuffer;
m_nBufferOffset = INVALID_BUFFER_OFFSET;
m_nBufferFirstVertex = 0;
m_nVertexCount = 0;
m_nCurrentVertex = 0;
m_nMaxVertexCount = 0;
m_nTotalVertexCount = 0;
m_CompressionType = VERTEX_COMPRESSION_INVALID;
if ( m_pVertexBuffer->IsDynamic() )
{
m_pVertexBuffer->BeginCastBuffer( fmt );
}
else
{
Assert( m_pVertexBuffer->GetVertexFormat() == fmt );
}
#ifdef _DEBUG
m_pCurrPosition = NULL;
m_pCurrNormal = NULL;
m_pCurrColor = NULL;
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
m_bModify = false;
#endif
}
inline CVertexBuilder::~CVertexBuilder()
{
if ( m_pVertexBuffer && m_pVertexBuffer->IsDynamic() )
{
m_pVertexBuffer->EndCastBuffer();
}
}
//-----------------------------------------------------------------------------
// Begins, ends modification of the index buffer
//-----------------------------------------------------------------------------
inline bool CVertexBuilder::Lock( int nMaxVertexCount, bool bAppend )
{
Assert( m_pVertexBuffer );
m_bModify = false;
m_nMaxVertexCount = nMaxVertexCount;
bool bFirstLock = ( m_nBufferOffset == INVALID_BUFFER_OFFSET );
if ( bFirstLock )
{
bAppend = false;
}
if ( !bAppend )
{
m_nTotalVertexCount = 0;
}
// Lock the vertex buffer
if ( !m_pVertexBuffer->Lock( m_nMaxVertexCount, bAppend, *this ) )
{
m_nMaxVertexCount = 0;
return false;
}
Reset();
if ( bFirstLock )
{
m_nBufferOffset = m_nOffset;
m_nBufferFirstVertex = m_nFirstVertex;
}
return true;
}
inline void CVertexBuilder::Unlock()
{
Assert( !m_bModify && m_pVertexBuffer );
#ifdef _DEBUG
m_pVertexBuffer->ValidateData( m_nVertexCount, *this );
#endif
m_pVertexBuffer->Unlock( m_nVertexCount, *this );
m_nTotalVertexCount += m_nVertexCount;
m_nMaxVertexCount = 0;
#ifdef _DEBUG
// Null out our data...
m_pCurrPosition = NULL;
m_pCurrNormal = NULL;
m_pCurrColor = NULL;
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
memset( static_cast<VertexDesc_t*>( this ), 0, sizeof(VertexDesc_t) );
#endif
}
inline void CVertexBuilder::SpewData()
{
m_pVertexBuffer->Spew( m_nVertexCount, *this );
}
//-----------------------------------------------------------------------------
// Binds this vertex buffer
//-----------------------------------------------------------------------------
inline void CVertexBuilder::Bind( IMatRenderContext *pContext, int nStreamID, VertexFormat_t usage )
{
if ( m_pVertexBuffer && ( m_nBufferOffset != INVALID_BUFFER_OFFSET ) )
{
pContext->BindVertexBuffer( nStreamID, m_pVertexBuffer, m_nBufferOffset,
m_nFirstVertex, m_nTotalVertexCount, usage ? usage : m_pVertexBuffer->GetVertexFormat() );
}
else
{
pContext->BindVertexBuffer( nStreamID, NULL, 0, 0, 0, 0 );
}
}
//-----------------------------------------------------------------------------
// Returns the byte offset
//-----------------------------------------------------------------------------
inline int CVertexBuilder::Offset() const
{
return m_nBufferOffset;
}
inline int CVertexBuilder::GetFirstVertex() const
{
return m_nBufferFirstVertex;
}
//-----------------------------------------------------------------------------
// Specify the type of vertex compression that this CMeshBuilder will perform
//-----------------------------------------------------------------------------
inline void CVertexBuilder::SetCompressionType( VertexCompressionType_t compressionType )
{
// The real purpose of this method is to allow us to emit a Warning in Begin()
m_CompressionType = compressionType;
}
inline void CVertexBuilder::ValidateCompressionType()
{
#ifdef _DEBUG
VertexCompressionType_t vbCompressionType = CompressionType( m_pVertexBuffer->GetVertexFormat() );
if ( vbCompressionType != VERTEX_COMPRESSION_NONE )
{
Assert( m_CompressionType == vbCompressionType );
if ( m_CompressionType != vbCompressionType )
{
Warning( "ERROR: CVertexBuilder::SetCompressionType() must be called to specify the same vertex compression type (%s) as the vertex buffer being modified."
"Junk vertices will be rendered, or there will be a crash in CVertexBuilder!\n",
vbCompressionType == VERTEX_COMPRESSION_ON ? "VERTEX_COMPRESSION_ON" : "VERTEX_COMPRESSION_NONE" );
}
// Never use vertex compression for dynamic VBs (the conversions can really hurt perf)
Assert( !m_pVertexBuffer->IsDynamic() );
}
#endif
}
inline void CVertexBuilder::Begin( IVertexBuffer *pVertexBuffer, int nVertexCount )
{
Assert( pVertexBuffer && (!m_pVertexBuffer) );
m_pVertexBuffer = pVertexBuffer;
m_bModify = false;
m_nMaxVertexCount = nVertexCount;
m_nVertexCount = 0;
// Make sure SetCompressionType was called correctly, if this VB is compressed
ValidateCompressionType();
// Lock the vertex and index buffer
m_pVertexBuffer->Lock( m_nMaxVertexCount, false, *this );
// Point to the start of the buffers..
Reset();
}
//-----------------------------------------------------------------------------
// Use this when you're done modifying the mesh
//-----------------------------------------------------------------------------
inline void CVertexBuilder::End( bool bSpewData )
{
// Make sure they called Begin()
Assert( !m_bModify );
if ( bSpewData )
{
m_pVertexBuffer->Spew( m_nVertexCount, *this );
}
#ifdef _DEBUG
m_pVertexBuffer->ValidateData( m_nVertexCount, *this );
#endif
// Unlock our buffers
m_pVertexBuffer->Unlock( m_nVertexCount, *this );
m_pVertexBuffer = 0;
m_nMaxVertexCount = 0;
m_CompressionType = VERTEX_COMPRESSION_INVALID;
#ifdef _DEBUG
// Null out our pointers...
m_pCurrPosition = NULL;
m_pCurrNormal = NULL;
m_pCurrColor = NULL;
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
memset( static_cast< VertexDesc_t* >( this ), 0, sizeof(VertexDesc_t) );
#endif
}
//-----------------------------------------------------------------------------
// FIXME: Remove! Backward compat so we can use this from a CMeshBuilder.
//-----------------------------------------------------------------------------
inline void CVertexBuilder::AttachBegin( IMesh* pMesh, int nMaxVertexCount, const MeshDesc_t &desc )
{
m_pVertexBuffer = pMesh;
memcpy( static_cast<VertexDesc_t*>( this ), static_cast<const VertexDesc_t*>( &desc ), sizeof(VertexDesc_t) );
m_nMaxVertexCount = nMaxVertexCount;
m_NumBoneWeights = m_NumBoneWeights == 0 ? 0 : 2; // Two weights if any
m_nVertexCount = 0;
m_bModify = false;
// Make sure SetCompressionType was called correctly, if this VB is compressed
ValidateCompressionType();
if ( m_nBufferOffset == INVALID_BUFFER_OFFSET )
{
m_nTotalVertexCount = 0;
m_nBufferOffset = static_cast< const VertexDesc_t* >( &desc )->m_nOffset;
m_nBufferFirstVertex = desc.m_nFirstVertex;
}
}
inline void CVertexBuilder::AttachEnd()
{
// Make sure they called Begin()
Assert( !m_bModify );
m_nMaxVertexCount = 0;
m_pVertexBuffer = NULL;
m_CompressionType = VERTEX_COMPRESSION_INVALID;
#ifdef _DEBUG
// Null out our pointers...
m_pCurrPosition = NULL;
m_pCurrNormal = NULL;
m_pCurrColor = NULL;
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
memset( static_cast<VertexDesc_t*>( this ), 0, sizeof(VertexDesc_t) );
#endif
}
inline void CVertexBuilder::AttachBeginModify( IMesh* pMesh, int nFirstVertex, int nVertexCount, const MeshDesc_t &desc )
{
Assert( pMesh && (!m_pVertexBuffer) );
m_pVertexBuffer = pMesh;
memcpy( static_cast<VertexDesc_t*>( this ), static_cast<const VertexDesc_t*>( &desc ), sizeof(VertexDesc_t) );
m_nMaxVertexCount = m_nVertexCount = nVertexCount;
m_NumBoneWeights = m_NumBoneWeights == 0 ? 0 : 2; // Two weights if any
m_bModify = true;
// Make sure SetCompressionType was called correctly, if this VB is compressed
ValidateCompressionType();
}
inline void CVertexBuilder::AttachEndModify()
{
Assert( m_pVertexBuffer );
Assert( m_bModify ); // Make sure they called BeginModify.
m_pVertexBuffer = 0;
m_nMaxVertexCount = 0;
m_CompressionType = VERTEX_COMPRESSION_INVALID;
#ifdef _DEBUG
// Null out our pointers...
m_pCurrPosition = NULL;
m_pCurrNormal = NULL;
m_pCurrColor = NULL;
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
memset( static_cast<VertexDesc_t*>( this ), 0, sizeof(VertexDesc_t) );
#endif
}
//-----------------------------------------------------------------------------
// Computes the first min non-null address
//-----------------------------------------------------------------------------
inline unsigned char* FindMinAddress( void *pAddress1, void *pAddress2, int nAddress2Size )
{
if ( nAddress2Size == 0 )
return (unsigned char*)pAddress1;
if ( !pAddress1 )
return (unsigned char*)pAddress2;
return ( pAddress1 < pAddress2 ) ? (unsigned char*)pAddress1 : (unsigned char*)pAddress2;
}
//-----------------------------------------------------------------------------
// Resets the vertex buffer builder so it points to the start of everything again
//-----------------------------------------------------------------------------
inline void CVertexBuilder::Reset()
{
m_nCurrentVertex = 0;
m_pCurrPosition = m_pPosition;
m_pCurrNormal = m_pNormal;
for ( int i = 0; i < NELEMS( m_pCurrTexCoord ); i++ )
{
m_pCurrTexCoord[i] = m_pTexCoord[i];
}
m_pCurrColor = m_pColor;
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
m_bWrittenNormal = false;
m_bWrittenUserData = false;
#endif
#ifdef DEBUG_WRITE_COMBINE
// Logic for m_pLastWrittenAddress is tricky. It really wants the min of the
// non-null address pointers.
m_nLastWrittenField = MB_FIELD_NONE;
m_pLastWrittenAddress = NULL;
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pPosition, m_VertexSize_Position );
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pBoneWeight, m_VertexSize_BoneWeight );
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pBoneMatrixIndex, m_VertexSize_BoneMatrixIndex );
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pNormal, m_VertexSize_Normal );
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pColor, m_VertexSize_Color );
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pSpecular, m_VertexSize_Specular );
for ( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i )
{
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pTexCoord[i], m_VertexSize_TexCoord[i] );
}
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pTangentS, m_VertexSize_TangentS );
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pTangentT, m_VertexSize_TangentT );
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pUserData, m_VertexSize_UserData );
#endif
}
//-----------------------------------------------------------------------------
// returns the number of vertices
//-----------------------------------------------------------------------------
inline int CVertexBuilder::VertexCount() const
{
return m_nVertexCount;
}
//-----------------------------------------------------------------------------
// Returns the total number of vertices across all Locks()
//-----------------------------------------------------------------------------
inline int CVertexBuilder::TotalVertexCount() const
{
return m_nTotalVertexCount;
}
//-----------------------------------------------------------------------------
// Returns the base vertex memory pointer
//-----------------------------------------------------------------------------
inline void* CVertexBuilder::BaseVertexData()
{
// FIXME: If there's no position specified, we need to find
// the base address
Assert( m_pPosition );
return m_pPosition;
}
//-----------------------------------------------------------------------------
// Selects the current vertex
//-----------------------------------------------------------------------------
inline void CVertexBuilder::SelectVertex( int nIndex )
{
// NOTE: This index is expected to be relative
Assert( (nIndex >= 0) && (nIndex < m_nMaxVertexCount) );
m_nCurrentVertex = nIndex;
m_pCurrPosition = OffsetFloatPointer( m_pPosition, m_nCurrentVertex, m_VertexSize_Position );
m_pCurrNormal = OffsetFloatPointer( m_pNormal, m_nCurrentVertex, m_VertexSize_Normal );
COMPILE_TIME_ASSERT( VERTEX_MAX_TEXTURE_COORDINATES == 8 );
m_pCurrTexCoord[0] = OffsetFloatPointer( m_pTexCoord[0], m_nCurrentVertex, m_VertexSize_TexCoord[0] );
m_pCurrTexCoord[1] = OffsetFloatPointer( m_pTexCoord[1], m_nCurrentVertex, m_VertexSize_TexCoord[1] );
m_pCurrTexCoord[2] = OffsetFloatPointer( m_pTexCoord[2], m_nCurrentVertex, m_VertexSize_TexCoord[2] );
m_pCurrTexCoord[3] = OffsetFloatPointer( m_pTexCoord[3], m_nCurrentVertex, m_VertexSize_TexCoord[3] );
m_pCurrTexCoord[4] = OffsetFloatPointer( m_pTexCoord[4], m_nCurrentVertex, m_VertexSize_TexCoord[4] );
m_pCurrTexCoord[5] = OffsetFloatPointer( m_pTexCoord[5], m_nCurrentVertex, m_VertexSize_TexCoord[5] );
m_pCurrTexCoord[6] = OffsetFloatPointer( m_pTexCoord[6], m_nCurrentVertex, m_VertexSize_TexCoord[6] );
m_pCurrTexCoord[7] = OffsetFloatPointer( m_pTexCoord[7], m_nCurrentVertex, m_VertexSize_TexCoord[7] );
m_pCurrColor = m_pColor + m_nCurrentVertex * m_VertexSize_Color;
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
m_bWrittenNormal = false;
m_bWrittenUserData = false;
#endif
}
//-----------------------------------------------------------------------------
// Advances vertex after you're done writing to it.
//-----------------------------------------------------------------------------
template<int nFlags, int nNumTexCoords> FORCEINLINE void CVertexBuilder::AdvanceVertexF()
{
if ( ++m_nCurrentVertex > m_nVertexCount )
{
m_nVertexCount = m_nCurrentVertex;
}
if ( nFlags & VTX_HAVEPOS )
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position );
if ( nFlags & VTX_HAVENORMAL )
IncrementFloatPointer( m_pCurrNormal, m_VertexSize_Normal );
if ( nFlags & VTX_HAVECOLOR )
m_pCurrColor += m_VertexSize_Color;
COMPILE_TIME_ASSERT( VERTEX_MAX_TEXTURE_COORDINATES == 8 );
if ( nNumTexCoords > 0 )
IncrementFloatPointer( m_pCurrTexCoord[0], m_VertexSize_TexCoord[0] );
if ( nNumTexCoords > 1 )
IncrementFloatPointer( m_pCurrTexCoord[1], m_VertexSize_TexCoord[1] );
if ( nNumTexCoords > 2 )
IncrementFloatPointer( m_pCurrTexCoord[2], m_VertexSize_TexCoord[2] );
if ( nNumTexCoords > 3 )
IncrementFloatPointer( m_pCurrTexCoord[3], m_VertexSize_TexCoord[3] );
if ( nNumTexCoords > 4 )
IncrementFloatPointer( m_pCurrTexCoord[4], m_VertexSize_TexCoord[4] );
if ( nNumTexCoords > 5 )
IncrementFloatPointer( m_pCurrTexCoord[5], m_VertexSize_TexCoord[5] );
if ( nNumTexCoords > 6 )
IncrementFloatPointer( m_pCurrTexCoord[6], m_VertexSize_TexCoord[6] );
if ( nNumTexCoords > 7 )
IncrementFloatPointer( m_pCurrTexCoord[7], m_VertexSize_TexCoord[7] );
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
m_bWrittenNormal = false;
m_bWrittenUserData = false;
#endif
}
inline void CVertexBuilder::AdvanceVertex()
{
AdvanceVertexF<VTX_HAVEALL, 8>();
}
template<int nFlags, int nNumTexCoords>
FORCEINLINE void CVertexBuilder::AdvanceVerticesF( int nVerts )
{
m_nCurrentVertex += nVerts;
if ( m_nCurrentVertex > m_nVertexCount )
{
m_nVertexCount = m_nCurrentVertex;
}
if ( nFlags & VTX_HAVEPOS )
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position*nVerts );
if ( nFlags & VTX_HAVENORMAL )
IncrementFloatPointer( m_pCurrNormal, m_VertexSize_Normal*nVerts );
if ( nFlags & VTX_HAVECOLOR )
m_pCurrColor += m_VertexSize_Color*nVerts;
COMPILE_TIME_ASSERT( VERTEX_MAX_TEXTURE_COORDINATES == 8 );
if ( nNumTexCoords > 0 )
IncrementFloatPointer( m_pCurrTexCoord[0], m_VertexSize_TexCoord[0]*nVerts );
if ( nNumTexCoords > 1 )
IncrementFloatPointer( m_pCurrTexCoord[1], m_VertexSize_TexCoord[1]*nVerts );
if ( nNumTexCoords > 2 )
IncrementFloatPointer( m_pCurrTexCoord[2], m_VertexSize_TexCoord[2]*nVerts );
if ( nNumTexCoords > 3 )
IncrementFloatPointer( m_pCurrTexCoord[3], m_VertexSize_TexCoord[3]*nVerts );
if ( nNumTexCoords > 4 )
IncrementFloatPointer( m_pCurrTexCoord[4], m_VertexSize_TexCoord[4]*nVerts );
if ( nNumTexCoords > 5 )
IncrementFloatPointer( m_pCurrTexCoord[5], m_VertexSize_TexCoord[5]*nVerts );
if ( nNumTexCoords > 6 )
IncrementFloatPointer( m_pCurrTexCoord[6], m_VertexSize_TexCoord[6]*nVerts );
if ( nNumTexCoords > 7 )
IncrementFloatPointer( m_pCurrTexCoord[7], m_VertexSize_TexCoord[7]*nVerts );
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
m_bWrittenNormal = false;
m_bWrittenUserData = false;
#endif
}
inline void CVertexBuilder::AdvanceVertices( int nVerts )
{
AdvanceVerticesF<VTX_HAVEALL, 8>( nVerts );
}
//-----------------------------------------------------------------------------
// For use with the FastVertex methods, advances the current vertex by N
//-----------------------------------------------------------------------------
inline void CVertexBuilder::FastAdvanceNVertices( int n )
{
m_nCurrentVertex += n;
m_nVertexCount = m_nCurrentVertex;
}
inline void CVertexBuilder::FastVertex( const ModelVertexDX8_t &vertex )
{
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // FIXME: support compressed verts if needed
Assert( m_nCurrentVertex < m_nMaxVertexCount );
#if defined( _WIN32 ) && !defined( _X360 ) && !defined( _M_X64 )
const void *pRead = &vertex;
void *pCurrPos = m_pCurrPosition;
__asm
{
mov esi, pRead
mov edi, pCurrPos
movq mm0, [esi + 0]
movq mm1, [esi + 8]
movq mm2, [esi + 16]
movq mm3, [esi + 24]
movq mm4, [esi + 32]
movq mm5, [esi + 40]
movntq [edi + 0], mm0
movntq [edi + 8], mm1
movntq [edi + 16], mm2
movntq [edi + 24], mm3
movntq [edi + 32], mm4
movntq [edi + 40], mm5
emms
}
#elif defined(GNUC)
const void *pRead = &vertex;
void *pCurrPos = m_pCurrPosition;
__asm__ __volatile__ (
"movq (%0), %%mm0\n"
"movq 8(%0), %%mm1\n"
"movq 16(%0), %%mm2\n"
"movq 24(%0), %%mm3\n"
"movq 32(%0), %%mm4\n"
"movq 40(%0), %%mm5\n"
"movq 48(%0), %%mm6\n"
"movq 56(%0), %%mm7\n"
"movntq %%mm0, (%1)\n"
"movntq %%mm1, 8(%1)\n"
"movntq %%mm2, 16(%1)\n"
"movntq %%mm3, 24(%1)\n"
"movntq %%mm4, 32(%1)\n"
"movntq %%mm5, 40(%1)\n"
"movntq %%mm6, 48(%1)\n"
"movntq %%mm7, 56(%1)\n"
"emms\n"
:: "r" (pRead), "r" (pCurrPos) : "memory");
#else
Error( "Implement CMeshBuilder::FastVertex(dx8)" );
#endif
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position );
// m_nVertexCount = ++m_nCurrentVertex;
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
m_bWrittenNormal = false;
m_bWrittenUserData = false;
#endif
}
inline void CVertexBuilder::FastVertexSSE( const ModelVertexDX8_t &vertex )
{
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // FIXME: support compressed verts if needed
Assert( m_nCurrentVertex < m_nMaxVertexCount );
#if defined( _WIN32 ) && !defined( _X360 ) && !defined( _M_X64 )
const void *pRead = &vertex;
void *pCurrPos = m_pCurrPosition;
__asm
{
mov esi, pRead
mov edi, pCurrPos
movaps xmm0, [esi + 0]
movaps xmm1, [esi + 16]
movaps xmm2, [esi + 32]
movntps [edi + 0], xmm0
movntps [edi + 16], xmm1
movntps [edi + 32], xmm2
}
#elif defined(GNUC)
const void *pRead = &vertex;
void *pCurrPos = m_pCurrPosition;
__asm__ __volatile__ (
"movaps (%0), %%xmm0\n"
"movaps 16(%0), %%xmm1\n"
"movaps 32(%0), %%xmm2\n"
"movaps 48(%0), %%xmm3\n"
"movntps %%xmm0, (%1)\n"
"movntps %%xmm1, 16(%1)\n"
"movntps %%xmm2, 32(%1)\n"
"movntps %%xmm3, 48(%1)\n"
:: "r" (pRead), "r" (pCurrPos) : "memory");
#else
Error( "Implement CMeshBuilder::FastVertexSSE((dx8)" );
#endif
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position );
// m_nVertexCount = ++m_nCurrentVertex;
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
m_bWrittenNormal = false;
m_bWrittenUserData = false;
#endif
}
inline void CVertexBuilder::FastQuadVertexSSE( const QuadTessVertex_t &vertex )
{
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // FIXME: support compressed verts if needed
Assert( m_nCurrentVertex < m_nMaxVertexCount );
#if defined( _WIN32 ) && !defined( _X360 ) && !defined( _M_X64 )
const void *pRead = &vertex;
void *pCurrPos = m_pCurrPosition;
__asm
{
mov esi, pRead
mov edi, pCurrPos
movaps xmm0, [esi + 0]
movaps xmm1, [esi + 16]
movaps xmm2, [esi + 32]
movntps [edi + 0], xmm0
movntps [edi + 16], xmm1
movntps [edi + 32], xmm2
}
#endif
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position );
// m_nVertexCount = ++m_nCurrentVertex;
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
m_bWrittenNormal = false;
m_bWrittenUserData = false;
#endif
}
//-----------------------------------------------------------------------------
// Returns the current vertex
//-----------------------------------------------------------------------------
inline int CVertexBuilder::GetCurrentVertex() const
{
return m_nCurrentVertex;
}
//-----------------------------------------------------------------------------
// Copies a vertex into the x360 format
//-----------------------------------------------------------------------------
#if defined( _X360 )
inline void CVertexBuilder::VertexDX8ToX360( const ModelVertexDX8_t &vertex )
{
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // FIXME: support compressed verts if needed
Assert( m_nCurrentVertex < m_nMaxVertexCount );
// get the start of the data
unsigned char *pDst = (unsigned char*)m_pCurrPosition;
Assert( m_VertexSize_Position > 0 ); // Assume position is always present
Assert( GetVertexElementSize( VERTEX_ELEMENT_POSITION, VERTEX_COMPRESSION_NONE ) == sizeof( vertex.m_vecPosition ) );
memcpy( pDst, vertex.m_vecPosition.Base(), sizeof( vertex.m_vecPosition ) );
pDst += sizeof( vertex.m_vecPosition );
if ( m_VertexSize_Normal )
{
Assert( GetVertexElementSize( VERTEX_ELEMENT_NORMAL, VERTEX_COMPRESSION_NONE ) == sizeof( vertex.m_vecNormal ) );
memcpy( pDst, vertex.m_vecNormal.Base(), sizeof( vertex.m_vecNormal ) );
pDst += sizeof( vertex.m_vecNormal );
}
if ( m_VertexSize_TexCoord[0] )
{
Assert( GetVertexElementSize( VERTEX_ELEMENT_TEXCOORD2D_0, VERTEX_COMPRESSION_NONE ) == sizeof( vertex.m_vecTexCoord ) );
memcpy( pDst, vertex.m_vecTexCoord.Base(), sizeof( vertex.m_vecTexCoord ) );
pDst += sizeof( vertex.m_vecTexCoord );
}
if ( m_VertexSize_UserData )
{
Assert( GetVertexElementSize( VERTEX_ELEMENT_USERDATA4, VERTEX_COMPRESSION_NONE ) == sizeof( vertex.m_vecUserData ) );
memcpy( pDst, vertex.m_vecUserData.Base(), sizeof( vertex.m_vecUserData ) );
pDst += sizeof( vertex.m_vecUserData );
}
// ensure code is synced with the mesh builder that established the offsets
Assert( pDst - (unsigned char*)m_pCurrPosition == m_VertexSize_Position );
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position );
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
m_bWrittenNormal = false;
m_bWrittenUserData = false;
#endif
}
#endif
//-----------------------------------------------------------------------------
// Data retrieval...
//-----------------------------------------------------------------------------
inline const float* CVertexBuilder::Position() const
{
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
Assert( m_nCurrentVertex < m_nMaxVertexCount );
return m_pCurrPosition;
}
inline const float* CVertexBuilder::Normal() const
{
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
Assert( m_nCurrentVertex < m_nMaxVertexCount );
return m_pCurrNormal;
}
inline unsigned int CVertexBuilder::Color() const
{
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
// Swizzle it so it returns the same format as accepted by Color4ubv - rgba
Assert( m_nCurrentVertex < m_nMaxVertexCount );
unsigned int color;
if ( IsPC() || !IsX360() )
{
color = (m_pCurrColor[3] << 24) | (m_pCurrColor[0] << 16) | (m_pCurrColor[1] << 8) | (m_pCurrColor[2]);
}
else
{
// in memory as argb, back to rgba
color = (m_pCurrColor[1] << 24) | (m_pCurrColor[2] << 16) | (m_pCurrColor[3] << 8) | (m_pCurrColor[0]);
}
return color;
}
inline unsigned char *CVertexBuilder::Specular() const
{
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
Assert( m_nCurrentVertex < m_nMaxVertexCount );
return m_pSpecular + m_nCurrentVertex * m_VertexSize_Specular;
}
inline const float* CVertexBuilder::TexCoord( int stage ) const
{
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
Assert( m_nCurrentVertex < m_nMaxVertexCount );
return m_pCurrTexCoord[stage];
}
inline const float* CVertexBuilder::TangentS() const
{
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
Assert( m_nCurrentVertex < m_nMaxVertexCount );
return OffsetFloatPointer( m_pTangentS, m_nCurrentVertex, m_VertexSize_TangentS );
}
inline const float* CVertexBuilder::TangentT() const
{
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
Assert( m_nCurrentVertex < m_nMaxVertexCount );
return OffsetFloatPointer( m_pTangentT, m_nCurrentVertex, m_VertexSize_TangentT );
}
inline float CVertexBuilder::Wrinkle() const
{
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
Assert( m_nCurrentVertex < m_nMaxVertexCount );
return *OffsetFloatPointer( m_pWrinkle, m_nCurrentVertex, m_VertexSize_Wrinkle );
}
inline const float* CVertexBuilder::BoneWeight() const
{
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
Assert( m_nCurrentVertex < m_nMaxVertexCount );
return OffsetFloatPointer( m_pBoneWeight, m_nCurrentVertex, m_VertexSize_BoneWeight );
}
inline int CVertexBuilder::NumBoneWeights() const
{
return m_NumBoneWeights;
}
#ifndef NEW_SKINNING
inline unsigned char* CVertexBuilder::BoneMatrix() const
{
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
Assert( m_nCurrentVertex < m_nMaxVertexCount );
return m_pBoneMatrixIndex + m_nCurrentVertex * m_VertexSize_BoneMatrixIndex;
}
#else
inline float* CVertexBuilder::BoneMatrix() const
{
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
Assert( m_nCurrentVertex < m_nMaxVertexCount );
return m_pBoneMatrixIndex + m_nCurrentVertex * m_VertexSize_BoneMatrixIndex;
}
#endif
//-----------------------------------------------------------------------------
// Position setting methods
//-----------------------------------------------------------------------------
inline void CVertexBuilder::Position3f( float x, float y, float z )
{
Assert( m_pPosition && m_pCurrPosition );
Assert( IsFinite(x) && IsFinite(y) && IsFinite(z) );
float *pDst = m_pCurrPosition;
*pDst++ = x;
*pDst++ = y;
*pDst = z;
}
inline void CVertexBuilder::Position3f( int nVertexOffset, float x, float y, float z )
{
Assert( m_pPosition && m_pCurrPosition );
Assert( IsFinite(x) && IsFinite(y) && IsFinite(z) );
float *pDst = OffsetFloatPointer( m_pCurrPosition, nVertexOffset, m_VertexSize_Position );
*pDst++ = x;
*pDst++ = y;
*pDst = z;
}
inline void CVertexBuilder::Position3f( const fltx4 &fl4Position )
{
Assert( m_pPosition && m_pCurrPosition );
StoreUnaligned3SIMD( m_pCurrPosition, fl4Position );
}
inline void CVertexBuilder::Position3fv( const float *v )
{
Assert(v);
Assert( m_pPosition && m_pCurrPosition );
float *pDst = m_pCurrPosition;
*pDst++ = *v++;
*pDst++ = *v++;
*pDst = *v;
}
inline void CVertexBuilder::Position3fv( int nVertexOffset, const float *v )
{
Assert(v);
Assert( m_pPosition && m_pCurrPosition );
float *pDst = OffsetFloatPointer( m_pCurrPosition, nVertexOffset, m_VertexSize_Position );
*pDst++ = *v++;
*pDst++ = *v++;
*pDst = *v;
}
//-----------------------------------------------------------------------------
// Normal setting methods
//-----------------------------------------------------------------------------
inline void CVertexBuilder::Normal3f( float nx, float ny, float nz )
{
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // Use the templatized version if you want to support compression
Assert( m_pNormal );
Assert( IsFinite(nx) && IsFinite(ny) && IsFinite(nz) );
Assert( nx >= -1.05f && nx <= 1.05f );
Assert( ny >= -1.05f && ny <= 1.05f );
Assert( nz >= -1.05f && nz <= 1.05f );
float *pDst = m_pCurrNormal;
*pDst++ = nx;
*pDst++ = ny;
*pDst = nz;
}
inline void CVertexBuilder::Normal3f( const fltx4 &fl4Normal )
{
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // Use the templatized version if you want to support compression
Assert( m_pNormal );
StoreUnaligned3SIMD( m_pCurrNormal, fl4Normal );
}
inline void CVertexBuilder::Normal3fv( const float *n )
{
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // Use the templatized version if you want to support compression
Assert( n );
Assert( m_pNormal && m_pCurrNormal );
Assert( IsFinite(n[0]) && IsFinite(n[1]) && IsFinite(n[2]) );
Assert( n[0] >= -1.05f && n[0] <= 1.05f );
Assert( n[1] >= -1.05f && n[1] <= 1.05f );
Assert( n[2] >= -1.05f && n[2] <= 1.05f );
float *pDst = m_pCurrNormal;
*pDst++ = *n++;
*pDst++ = *n++;
*pDst = *n;
}
inline void CVertexBuilder::NormalDelta3f( float nx, float ny, float nz )
{
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // Use the templatized version if you want to support compression
Assert( m_pNormal );
Assert( IsFinite(nx) && IsFinite(ny) && IsFinite(nz) );
float *pDst = m_pCurrNormal;
*pDst++ = nx;
*pDst++ = ny;
*pDst = nz;
}
inline void CVertexBuilder::NormalDelta3fv( const float *n )
{
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // Use the templatized version if you want to support compression
Assert( n );
Assert( m_pNormal && m_pCurrNormal );
Assert( IsFinite(n[0]) && IsFinite(n[1]) && IsFinite(n[2]) );
float *pDst = m_pCurrNormal;
*pDst++ = *n++;
*pDst++ = *n++;
*pDst = *n;
}
//-----------------------------------------------------------------------------
// Templatized normal setting methods which support compressed vertices
//-----------------------------------------------------------------------------
template <VertexCompressionType_t T> inline void CVertexBuilder::CompressedNormal3f( float nx, float ny, float nz )
{
Assert( T == m_CompressionType );
Assert( m_pNormal && m_pCurrNormal );
Assert( IsFinite(nx) && IsFinite(ny) && IsFinite(nz) );
Assert( nx >= -1.05f && nx <= 1.05f );
Assert( ny >= -1.05f && ny <= 1.05f );
Assert( nz >= -1.05f && nz <= 1.05f );
// FIXME: studiorender is passing in non-unit normals
//float lengthSqd = nx*nx + ny*ny + nz*nz;
//Assert( lengthSqd >= 0.95f && lengthSqd <= 1.05f );
if ( T == VERTEX_COMPRESSION_ON )
{
#if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 )
PackNormal_SHORT2( nx, ny, nz, (unsigned int *)m_pCurrNormal );
#else //( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 )
// NOTE: write the normal into the lower 16 bits of a word, clearing the top 16 bits - a userdata4
// tangent must be written into the upper 16 bits by CompressedUserData() *AFTER* this.
#ifdef _DEBUG
Assert( m_bWrittenUserData == false );
m_bWrittenNormal = true;
#endif
PackNormal_UBYTE4( nx, ny, nz, (unsigned int *)m_pCurrNormal );
#endif
}
else
{
float *pDst = m_pCurrNormal;
*pDst++ = nx;
*pDst++ = ny;
*pDst = nz;
}
}
template <VertexCompressionType_t T> inline void CVertexBuilder::CompressedNormal3fv( const float *n )
{
Assert( n );
CompressedNormal3f<T>( n[0], n[1], n[2] );
}
//-----------------------------------------------------------------------------
// Color setting methods
//-----------------------------------------------------------------------------
inline void CVertexBuilder::Color3f( float r, float g, float b )
{
Assert( m_pColor && m_pCurrColor );
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
Assert( (r >= 0.0) && (g >= 0.0) && (b >= 0.0) );
Assert( (r <= 1.0) && (g <= 1.0) && (b <= 1.0) );
#ifdef OPENGL_SWAP_COLORS
int col = (FastFToC(r)) | (FastFToC(g) << 8) | (FastFToC(b) << 16) | 0xFF000000;
#elif defined( CELL_GCM_SWAP_COLORS )
int col = (FastFToC(b) << 8) | (FastFToC(g) << 16) | (FastFToC(r) << 24) | 0x000000FF;
#else
int col = (FastFToC(b)) | (FastFToC(g) << 8) | (FastFToC(r) << 16) | 0xFF000000;
#endif
*(int*)m_pCurrColor = col;
}
inline void CVertexBuilder::Color3fv( const float *rgb )
{
Assert(rgb);
Assert( m_pColor && m_pCurrColor );
Assert( IsFinite(rgb[0]) && IsFinite(rgb[1]) && IsFinite(rgb[2]) );
Assert( (rgb[0] >= 0.0) && (rgb[1] >= 0.0) && (rgb[2] >= 0.0) );
Assert( (rgb[0] <= 1.0) && (rgb[1] <= 1.0) && (rgb[2] <= 1.0) );
#ifdef OPENGL_SWAP_COLORS
int col = (FastFToC(rgb[0])) | (FastFToC(rgb[1]) << 8) | (FastFToC(rgb[2]) << 16) | 0xFF000000;
#elif defined( CELL_GCM_SWAP_COLORS )
int col = (FastFToC(rgb[2]) << 8) | (FastFToC(rgb[1]) << 16) | (FastFToC(rgb[0]) << 24) | 0x000000FF;
#else
int col = (FastFToC(rgb[2])) | (FastFToC(rgb[1]) << 8) | (FastFToC(rgb[0]) << 16) | 0xFF000000;
#endif
*(int*)m_pCurrColor = col;
}
inline void CVertexBuilder::Color4f( float r, float g, float b, float a )
{
Assert( m_pColor && m_pCurrColor );
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) && IsFinite(a) );
Assert( (r >= 0.0) && (g >= 0.0) && (b >= 0.0) && (a >= 0.0) );
Assert( (r <= 1.0) && (g <= 1.0) && (b <= 1.0) && (a <= 1.0) );
#ifdef OPENGL_SWAP_COLORS
int col = (FastFToC(r)) | (FastFToC(g) << 8) | (FastFToC(b) << 16) | (FastFToC(a) << 24);
#elif defined( CELL_GCM_SWAP_COLORS )
int col = (FastFToC(b) << 8) | (FastFToC(g) << 16) | (FastFToC(r) << 24) | (FastFToC(a));
#else
int col = (FastFToC(b)) | (FastFToC(g) << 8) | (FastFToC(r) << 16) | (FastFToC(a) << 24);
#endif
*(int*)m_pCurrColor = col;
}
inline void CVertexBuilder::Color4fv( const float *rgba )
{
Assert(rgba);
Assert( m_pColor && m_pCurrColor );
Assert( IsFinite(rgba[0]) && IsFinite(rgba[1]) && IsFinite(rgba[2]) && IsFinite(rgba[3]) );
Assert( (rgba[0] >= 0.0) && (rgba[1] >= 0.0) && (rgba[2] >= 0.0) && (rgba[3] >= 0.0) );
Assert( (rgba[0] <= 1.0) && (rgba[1] <= 1.0) && (rgba[2] <= 1.0) && (rgba[3] <= 1.0) );
#ifdef OPENGL_SWAP_COLORS
int col = (FastFToC(rgba[0])) | (FastFToC(rgba[1]) << 8) | (FastFToC(rgba[2]) << 16) | (FastFToC(rgba[3]) << 24);
#elif defined( CELL_GCM_SWAP_COLORS )
int col = (FastFToC(rgba[2]) << 8) | (FastFToC(rgba[1]) << 16) | (FastFToC(rgba[0]) << 24) | (FastFToC(rgba[3]));
#else
int col = (FastFToC(rgba[2])) | (FastFToC(rgba[1]) << 8) | (FastFToC(rgba[0]) << 16) | (FastFToC(rgba[3]) << 24);
#endif
*(int*)m_pCurrColor = col;
}
//-----------------------------------------------------------------------------
// Faster versions of color
//-----------------------------------------------------------------------------
// note that on the OSX target (OpenGL) whenever there is vertex data being written as bytes - they need to be written in R,G,B,A memory order
inline void CVertexBuilder::Color3ub( unsigned char r, unsigned char g, unsigned char b )
{
Assert( m_pColor && m_pCurrColor );
#ifdef OPENGL_SWAP_COLORS
int col = r | (g << 8) | (b << 16) | 0xFF000000; // r, g, b, a in memory
#elif defined( CELL_GCM_SWAP_COLORS )
int col = (b << 8) | (g << 16) | (r << 24) | 0x000000FF;
#else
int col = b | (g << 8) | (r << 16) | 0xFF000000;
#endif
*(int*)m_pCurrColor = col;
}
inline void CVertexBuilder::Color3ubv( unsigned char const* rgb )
{
Assert(rgb);
Assert( m_pColor && m_pCurrColor );
#ifdef OPENGL_SWAP_COLORS
int col = rgb[0] | (rgb[1] << 8) | (rgb[2] << 16) | 0xFF000000; // r, g, b, a in memory
#elif defined( CELL_GCM_SWAP_COLORS )
int col = ( rgb[2] << 8 ) | ( rgb[1] << 16 ) | ( rgb[0] << 24 ) | 0x000000FF;
#else
int col = rgb[2] | (rgb[1] << 8) | (rgb[0] << 16) | 0xFF000000;
#endif
*(int*)m_pCurrColor = col;
}
inline void CVertexBuilder::Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
{
Assert( m_pColor && m_pCurrColor );
#ifdef OPENGL_SWAP_COLORS
int col = r | (g << 8) | (b << 16) | (a << 24); // r, g, b, a in memory
#elif defined( CELL_GCM_SWAP_COLORS )
int col = ( r << 24 ) | ( g << 16 ) | ( b << 8 ) | a;
#else
int col = b | (g << 8) | (r << 16) | (a << 24);
#endif
*(int*)m_pCurrColor = col;
}
inline void CVertexBuilder::Color4ub( int nVertexOffset, unsigned char r, unsigned char g, unsigned char b, unsigned char a )
{
Assert( m_pColor && m_pCurrColor );
#ifdef OPENGL_SWAP_COLORS
int col = r | (g << 8) | (b << 16) | (a << 24); // r, g, b, a in memory
#elif defined( CELL_GCM_SWAP_COLORS )
int col = ( r << 24 ) | ( g << 16 ) | ( b << 8 ) | a;
#else
int col = b | (g << 8) | (r << 16) | (a << 24);
#endif
*(int*)( m_pCurrColor + nVertexOffset * m_VertexSize_Color ) = col;
}
inline void CVertexBuilder::Color4ubv( unsigned char const* rgba )
{
Assert( rgba );
Assert( m_pColor && m_pCurrColor );
#ifdef OPENGL_SWAP_COLORS
int col = rgba[0] | (rgba[1] << 8) | (rgba[2] << 16) | (rgba[3] << 24); // r, g, b, a in memory
#elif defined( CELL_GCM_SWAP_COLORS )
int col = ( rgba[0] << 24 ) | ( rgba[1] << 16 ) | ( rgba[2] << 8 ) | rgba[3];
#else
int col = rgba[2] | (rgba[1] << 8) | (rgba[0] << 16) | (rgba[3] << 24);
#endif
*(int*)m_pCurrColor = col;
}
FORCEINLINE void CVertexBuilder::Color4Packed( int packedColor )
{
*(int*)m_pCurrColor = packedColor;
}
FORCEINLINE int CVertexBuilder::PackColor4( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
{
#if 0 && defined( CELL_GCM_SWAP_COLORS ) // TODO: do we need to swap this, too? PS3 order is RGBA, big endian, because we treat it as a simple UN8 vector
return ( r << 24 ) | ( g << 16 ) | ( b << 8 ) | a;
#else
return b | (g << 8) | (r << 16) | (a << 24);
#endif
}
inline void CVertexBuilder::Specular3f( float r, float g, float b )
{
Assert( m_pSpecular );
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
Assert( (r >= 0.0) && (g >= 0.0) && (b >= 0.0) );
Assert( (r <= 1.0) && (g <= 1.0) && (b <= 1.0) );
unsigned char* pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
#ifdef OPENGL_SWAP_COLORS
int col = (FastFToC(r)) | (FastFToC(g) << 8) | (FastFToC(b) << 16) | 0xFF000000;
#elif defined( CELL_GCM_SWAP_COLORS )
int col = (FastFToC(b) << 8) | (FastFToC(g) << 16) | (FastFToC(r) << 24) | 0x000000FF;
#else
int col = (FastFToC(b)) | (FastFToC(g) << 8) | (FastFToC(r) << 16) | 0xFF000000;
#endif
*(int*)pSpecular = col;
}
inline void CVertexBuilder::Specular3fv( const float *rgb )
{
Assert(rgb);
Assert( m_pSpecular );
Assert( IsFinite(rgb[0]) && IsFinite(rgb[1]) && IsFinite(rgb[2]) );
Assert( (rgb[0] >= 0.0) && (rgb[1] >= 0.0) && (rgb[2] >= 0.0) );
Assert( (rgb[0] <= 1.0) && (rgb[1] <= 1.0) && (rgb[2] <= 1.0) );
unsigned char* pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
#ifdef OPENGL_SWAP_COLORS
int col = (FastFToC(rgb[0])) | (FastFToC(rgb[1]) << 8) | (FastFToC(rgb[2]) << 16) | 0xFF000000;
#elif defined( CELL_GCM_SWAP_COLORS )
int col = (FastFToC(rgb[2]) << 8) | (FastFToC(rgb[1]) << 16) | (FastFToC(rgb[0]) << 24) | 0x000000FF;
#else
int col = (FastFToC(rgb[2])) | (FastFToC(rgb[1]) << 8) | (FastFToC(rgb[0]) << 16) | 0xFF000000;
#endif
*(int*)pSpecular = col;
}
inline void CVertexBuilder::Specular4f( float r, float g, float b, float a )
{
Assert( m_pSpecular );
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) && IsFinite(a) );
Assert( (r >= 0.0) && (g >= 0.0) && (b >= 0.0) && (a >= 0.0) );
Assert( (r <= 1.0) && (g <= 1.0) && (b <= 1.0) && (a <= 1.0f) );
unsigned char* pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
#ifdef OPENGL_SWAP_COLORS
int col = (FastFToC(r)) | (FastFToC(g) << 8) | (FastFToC(b) << 16) | (FastFToC(a) << 24);
#elif defined( CELL_GCM_SWAP_COLORS )
int col = (FastFToC(b) << 8) | (FastFToC(g) << 16) | (FastFToC(r) << 24) | (FastFToC(a));
#else
int col = (FastFToC(b)) | (FastFToC(g) << 8) | (FastFToC(r) << 16) | (FastFToC(a) << 24);
#endif
*(int*)pSpecular = col;
}
inline void CVertexBuilder::Specular4fv( const float *rgb )
{
Assert(rgb);
Assert( m_pSpecular );
Assert( IsFinite(rgb[0]) && IsFinite(rgb[1]) && IsFinite(rgb[2]) && IsFinite(rgb[3]) );
Assert( (rgb[0] >= 0.0) && (rgb[1] >= 0.0) && (rgb[2] >= 0.0) && (rgb[3] >= 0.0) );
Assert( (rgb[0] <= 1.0) && (rgb[1] <= 1.0) && (rgb[2] <= 1.0) && (rgb[3] <= 1.0) );
unsigned char* pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
#ifdef OPENGL_SWAP_COLORS
int col = (FastFToC(rgb[0])) | (FastFToC(rgb[1]) << 8) | (FastFToC(rgb[2]) << 16) | (FastFToC(rgb[3]) << 24);
#elif defined( CELL_GCM_SWAP_COLORS )
int col = (FastFToC(rgb[2]) << 8) | (FastFToC(rgb[1]) << 16) | (FastFToC(rgb[0]) << 24) | (FastFToC(rgb[3]));
#else
int col = (FastFToC(rgb[2])) | (FastFToC(rgb[1]) << 8) | (FastFToC(rgb[0]) << 16) | (FastFToC(rgb[3]) << 24);
#endif
*(int*)pSpecular = col;
}
inline void CVertexBuilder::Specular3ub( unsigned char r, unsigned char g, unsigned char b )
{
Assert( m_pSpecular );
unsigned char *pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
#ifdef OPENGL_SWAP_COLORS
int col = r | (g << 8) | (b << 16) | 0xFF000000; // r, g, b, a in memory
#elif defined( CELL_GCM_SWAP_COLORS )
int col = ( r << 24 ) | ( g << 16 ) | ( b << 8 ) | 0x000000FF;
#else
int col = b | (g << 8) | (r << 16) | 0xFF000000;
#endif
*(int*)pSpecular = col;
}
inline void CVertexBuilder::Specular3ubv( unsigned char const *c )
{
Assert( m_pSpecular );
unsigned char *pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
#ifdef OPENGL_SWAP_COLORS
int col = c[0] | (c[1] << 8) | (c[2] << 16) | 0xFF000000; // r, g, b, a in memory
#elif defined( CELL_GCM_SWAP_COLORS )
int col = ( c[0] << 24 ) | ( c[1] << 16 ) | ( c[2] << 8 ) | 0x000000FF;
#else
int col = c[2] | (c[1] << 8) | (c[0] << 16) | 0xFF000000;
#endif
*(int*)pSpecular = col;
}
inline void CVertexBuilder::Specular4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
{
Assert( m_pSpecular );
unsigned char *pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
#ifdef OPENGL_SWAP_COLORS
int col = r | (g << 8) | (b << 16) | (a << 24); // r, g, b, a in memory
#elif defined( CELL_GCM_SWAP_COLORS )
int col = ( r << 24 ) | ( g << 16 ) | ( b << 8 ) | a;
#else
int col = b | (g << 8) | (r << 16) | (a << 24);
#endif
*(int*)pSpecular = col;
}
inline void CVertexBuilder::Specular4ubv( unsigned char const *c )
{
Assert( m_pSpecular );
unsigned char *pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
#ifdef OPENGL_SWAP_COLORS
int col = c[0] | (c[1] << 8) | (c[2] << 16) | (c[3] << 24);
#elif defined( CELL_GCM_SWAP_COLORS )
int col = ( c[0] << 24 ) | ( c[1] << 16 ) | ( c[2] << 8 ) | c[3];
#else
int col = c[2] | (c[1] << 8) | (c[0] << 16) | (c[3] << 24);
#endif
*(int*)pSpecular = col;
}
//-----------------------------------------------------------------------------
// Texture coordinate setting methods
//-----------------------------------------------------------------------------
inline void CVertexBuilder::TexCoord1f( int nStage, float s )
{
Assert( m_pTexCoord[nStage] && m_pCurrTexCoord[nStage] );
Assert( IsFinite(s) );
float *pDst = m_pCurrTexCoord[nStage];
*pDst = s;
}
inline void CVertexBuilder::TexCoord2f( int nStage, float s, float t )
{
Assert( m_pTexCoord[nStage] && m_pCurrTexCoord[nStage] );
Assert( IsFinite(s) && IsFinite(t) );
float *pDst = m_pCurrTexCoord[nStage];
*pDst++ = s;
*pDst = t;
}
inline void CVertexBuilder::TexCoord2f( int nVertexOffset, int nStage, float s, float t )
{
Assert( m_pTexCoord[nStage] && m_pCurrTexCoord[nStage] );
Assert( IsFinite(s) && IsFinite(t) );
float *pDst = OffsetFloatPointer( m_pCurrTexCoord[nStage], nVertexOffset, m_VertexSize_TexCoord[nStage] );
*pDst++ = s;
*pDst = t;
}
inline void CVertexBuilder::TexCoord2fv( int nStage, const float *st )
{
Assert(st);
Assert( m_pTexCoord[nStage] && m_pCurrTexCoord[nStage] );
Assert( IsFinite(st[0]) && IsFinite(st[1]) );
float *pDst = m_pCurrTexCoord[nStage];
*pDst++ = *st++;
*pDst = *st;
}
inline void CVertexBuilder::TexCoord3f( int stage, float s, float t, float u )
{
// Tried to add too much!
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
Assert( IsFinite(s) && IsFinite(t) && IsFinite(u) );
float *pDst = m_pCurrTexCoord[stage];
*pDst++ = s;
*pDst++ = t;
*pDst = u;
}
inline void CVertexBuilder::TexCoord3f( int nVertexOffset, int stage, float s, float t, float u )
{
// Tried to add too much!
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
Assert( IsFinite(s) && IsFinite(t) && IsFinite(u) );
float *pDst = OffsetFloatPointer( m_pCurrTexCoord[stage], nVertexOffset, m_VertexSize_TexCoord[stage] );
*pDst++ = s;
*pDst++ = t;
*pDst = u;
}
inline void CVertexBuilder::TexCoord3fv( int stage, const float *stu )
{
Assert(stu);
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
Assert( IsFinite(stu[0]) && IsFinite(stu[1]) && IsFinite(stu[2]) );
float *pDst = m_pCurrTexCoord[stage];
*pDst++ = *stu++;
*pDst++ = *stu++;
*pDst = *stu;
}
inline void CVertexBuilder::TexCoord3fv( int nVertexOffset, int stage, const float *stu )
{
Assert(stu);
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
Assert( IsFinite(stu[0]) && IsFinite(stu[1]) && IsFinite(stu[2]) );
float *pDst = OffsetFloatPointer( m_pCurrTexCoord[stage], nVertexOffset, m_VertexSize_TexCoord[stage] );
*pDst++ = *stu++;
*pDst++ = *stu++;
*pDst = *stu;
}
inline void CVertexBuilder::TexCoord4f( int stage, float s, float t, float u, float v )
{
// Tried to add too much!
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
Assert( IsFinite(s) && IsFinite(t) && IsFinite(u) );
float *pDst = m_pCurrTexCoord[stage];
*pDst++ = s;
*pDst++ = t;
*pDst++ = u;
*pDst = v;
}
inline void CVertexBuilder::TexCoord4f( int nStage, const fltx4 &fl4stuv )
{
#ifdef _GAMECONSOLE
// can't storeUnaligned4SIMD into write combined memory on the 360 unless
// the address is actually aligned.
// The same thing happens on PS3: you can't write into RSX local memory using stvlx/stvrx
// unless the effective address (EA) is actually 16-byte aligned, or it crashes.
float *pDst = m_pCurrTexCoord[nStage];
float *pSrc = (float *)(&fl4stuv);
*pDst++ = *pSrc++;
*pDst++ = *pSrc++;
*pDst++ = *pSrc++;
*pDst = *pSrc;
#else
StoreUnalignedSIMD( m_pCurrTexCoord[nStage], fl4stuv );
#endif
}
inline void CVertexBuilder::TexCoord4fv( int stage, const float *stuv )
{
Assert(stuv);
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
Assert( IsFinite(stuv[0]) && IsFinite(stuv[1]) && IsFinite(stuv[2]) );
float *pDst = m_pCurrTexCoord[stage];
*pDst++ = *stuv++;
*pDst++ = *stuv++;
*pDst++ = *stuv++;
*pDst = *stuv;
}
inline void CVertexBuilder::TexCoord4f( int nVertexOffset, int stage, float s, float t, float u, float v )
{
// Tried to add too much!
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
Assert( IsFinite(s) && IsFinite(t) && IsFinite(u) );
float *pDst = OffsetFloatPointer( m_pCurrTexCoord[stage], nVertexOffset, m_VertexSize_TexCoord[stage] );
*pDst++ = s;
*pDst++ = t;
*pDst++ = u;
*pDst = v;
}
inline void CVertexBuilder::TexCoord4fv( int nVertexOffset, int stage, const float *stuv )
{
Assert(stuv);
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
Assert( IsFinite(stuv[0]) && IsFinite(stuv[1]) && IsFinite(stuv[2]) );
float *pDst = OffsetFloatPointer( m_pCurrTexCoord[stage], nVertexOffset, m_VertexSize_TexCoord[stage] );
*pDst++ = *stuv++;
*pDst++ = *stuv++;
*pDst++ = *stuv++;
*pDst = *stuv;
}
inline void CVertexBuilder::TexCoordSubRect2f( int stage, float s, float t, float offsetS, float offsetT, float scaleS, float scaleT )
{
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
Assert( IsFinite(s) && IsFinite(t) );
float *pDst = m_pCurrTexCoord[stage];
*pDst++ = ( s * scaleS ) + offsetS;
*pDst = ( t * scaleT ) + offsetT;
}
inline void CVertexBuilder::TexCoordSubRect2fv( int stage, const float *st, const float *offset, const float *scale )
{
Assert(st);
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
Assert( IsFinite(st[0]) && IsFinite(st[1]) );
float *pDst = m_pCurrTexCoord[stage];
*pDst++ = ( *st++ * *scale++ ) + *offset++;
*pDst = ( *st * *scale ) + *offset;
}
//-----------------------------------------------------------------------------
// Tangent space setting methods
//-----------------------------------------------------------------------------
inline void CVertexBuilder::TangentS3f( float sx, float sy, float sz )
{
Assert( m_pTangentS );
Assert( IsFinite(sx) && IsFinite(sy) && IsFinite(sz) );
float* pTangentS = OffsetFloatPointer( m_pTangentS, m_nCurrentVertex, m_VertexSize_TangentS );
*pTangentS++ = sx;
*pTangentS++ = sy;
*pTangentS = sz;
}
inline void CVertexBuilder::TangentS3fv( const float* s )
{
Assert( s );
Assert( m_pTangentS );
Assert( IsFinite(s[0]) && IsFinite(s[1]) && IsFinite(s[2]) );
float* pTangentS = OffsetFloatPointer( m_pTangentS, m_nCurrentVertex, m_VertexSize_TangentS );
*pTangentS++ = *s++;
*pTangentS++ = *s++;
*pTangentS = *s;
}
inline void CVertexBuilder::TangentT3f( float tx, float ty, float tz )
{
Assert( m_pTangentT );
Assert( IsFinite(tx) && IsFinite(ty) && IsFinite(tz) );
float* pTangentT = OffsetFloatPointer( m_pTangentT, m_nCurrentVertex, m_VertexSize_TangentT );
*pTangentT++ = tx;
*pTangentT++ = ty;
*pTangentT = tz;
}
inline void CVertexBuilder::TangentT3fv( const float* t )
{
Assert( t );
Assert( m_pTangentT );
Assert( IsFinite(t[0]) && IsFinite(t[1]) && IsFinite(t[2]) );
float* pTangentT = OffsetFloatPointer( m_pTangentT, m_nCurrentVertex, m_VertexSize_TangentT );
*pTangentT++ = *t++;
*pTangentT++ = *t++;
*pTangentT = *t;
}
//-----------------------------------------------------------------------------
// Wrinkle setting methods
//-----------------------------------------------------------------------------
inline void CVertexBuilder::Wrinkle1f( float flWrinkle )
{
Assert( m_pWrinkle );
Assert( IsFinite(flWrinkle) );
float *pWrinkle = OffsetFloatPointer( m_pWrinkle, m_nCurrentVertex, m_VertexSize_Wrinkle );
*pWrinkle = flWrinkle;
}
//-----------------------------------------------------------------------------
// Bone weight setting methods
//-----------------------------------------------------------------------------
inline void CVertexBuilder::BoneWeight( int idx, float weight )
{
Assert( m_pBoneWeight );
Assert( IsFinite( weight ) );
Assert( idx >= 0 );
AssertOnce( m_NumBoneWeights == 2 );
// This test is here because we store N-1 bone weights (the Nth is computed in
// the vertex shader as "1 - C", where C is the sum of the (N-1) other weights)
if ( idx < m_NumBoneWeights )
{
float* pBoneWeight = OffsetFloatPointer( m_pBoneWeight, m_nCurrentVertex, m_VertexSize_BoneWeight );
pBoneWeight[idx] = weight;
}
}
inline void CVertexBuilder::BoneWeights2( float weight1, float weight2 )
{
Assert( m_pBoneWeight );
Assert( IsFinite( weight1 ) && IsFinite( weight2 ) );
AssertOnce( m_NumBoneWeights == 2 );
// This test is here because we store N-1 bone weights (the Nth is computed in
// the vertex shader as "1 - C", where C is the sum of the (N-1) other weights)
float* pBoneWeight = OffsetFloatPointer( m_pBoneWeight, m_nCurrentVertex, m_VertexSize_BoneWeight );
pBoneWeight[0] = weight1;
pBoneWeight[1] = weight2;
}
static int sg_IndexSwap[4] = { 2, 1, 0, 3 };
inline void CVertexBuilder::BoneMatrix( int idx, int matrixIdx )
{
Assert( m_pBoneMatrixIndex );
Assert( idx >= 0 );
Assert( idx < 4 );
// garymcthack
if ( matrixIdx == BONE_MATRIX_INDEX_INVALID )
{
matrixIdx = 0;
}
Assert( (matrixIdx >= 0) && (matrixIdx < 53) );
#ifdef OPENGL_SWAP_COLORS
idx = sg_IndexSwap[idx];
#endif
#ifndef NEW_SKINNING
unsigned char* pBoneMatrix = &m_pBoneMatrixIndex[m_nCurrentVertex * m_VertexSize_BoneMatrixIndex];
if ( IsX360() )
{
// store sequentially as wzyx order, gpu delivers as xyzw
idx = 3-idx;
}
pBoneMatrix[idx] = (unsigned char)matrixIdx;
#else
float* pBoneMatrix = &m_pBoneMatrixIndex[m_nCurrentVertex * m_VertexSize_BoneMatrixIndex];
pBoneMatrix[idx] = matrixIdx;
#endif
}
inline void CVertexBuilder::BoneMatrices4( int matrixIdx0, int matrixIdx1, int matrixIdx2, int matrixIdx3 )
{
Assert( m_pBoneMatrixIndex );
// garymcthack
Assert( matrixIdx0 != BONE_MATRIX_INDEX_INVALID );
Assert( matrixIdx1 != BONE_MATRIX_INDEX_INVALID );
Assert( matrixIdx2 != BONE_MATRIX_INDEX_INVALID );
Assert( matrixIdx3 != BONE_MATRIX_INDEX_INVALID );
#ifndef NEW_SKINNING
int nVal;
if ( IsX360() )
{
// store sequentially as wzyx order, gpu delivers as xyzw
nVal = matrixIdx3 | ( matrixIdx2 << 8 ) | ( matrixIdx1 << 16 ) | ( matrixIdx0 << 24 );
}
else
{
nVal = matrixIdx0 | ( matrixIdx1 << 8 ) | ( matrixIdx2 << 16 ) | ( matrixIdx3 << 24 );
}
int* pBoneMatrix = (int*)( &m_pBoneMatrixIndex[m_nCurrentVertex * m_VertexSize_BoneMatrixIndex] );
*pBoneMatrix = nVal;
#else
float* pBoneMatrix = &m_pBoneMatrixIndex[m_nCurrentVertex * m_VertexSize_BoneMatrixIndex];
pBoneMatrix[0] = matrixIdx0;
pBoneMatrix[1] = matrixIdx1;
pBoneMatrix[2] = matrixIdx2;
pBoneMatrix[3] = matrixIdx3;
#endif
}
//-----------------------------------------------------------------------------
// Templatized bone weight setting methods which support compressed vertices
//-----------------------------------------------------------------------------
template <VertexCompressionType_t T> inline void CVertexBuilder::CompressedBoneWeight3fv( const float * pWeights )
{
Assert( T == m_CompressionType );
Assert( m_pBoneWeight );
Assert( pWeights );
float *pDestWeights = OffsetFloatPointer( m_pBoneWeight, m_nCurrentVertex, m_VertexSize_BoneWeight );
if ( T == VERTEX_COMPRESSION_ON )
{
// Quantize to 15 bits per weight (we use D3DDECLTYPE_SHORT2)
// NOTE: we perform careful normalization (weights sum to 1.0f in the vertex shader), so
// as to avoid cracking at boundaries between meshes with different numbers of weights
// per vertex. For example, (1) needs to yield the same normalized weights as (1,0),
// and (0.5,0.49) needs to normalize the same normalized weights as (0.5,0.49,0).
// The key is that values which are *computed* in the shader (e.g. the second weight
// in a 2-weight mesh) must exactly equal values which are *read* from the vertex
// stream (e.g. the second weight in a 3-weight mesh).
// Only 1 or 2 weights (SHORT2N) supported for compressed verts so far
Assert( m_NumBoneWeights <= 2 );
const int WEIGHT0_SHIFT = IsX360() ? 16 : 0;
const int WEIGHT1_SHIFT = IsX360() ? 0 : 16;
unsigned int *weights = (unsigned int *)pDestWeights;
// We scale our weights so that they sum to 32768, then subtract 1 (which gets added
// back in the shader), because dividing by 32767 introduces nasty rounding issues.
Assert( IsFinite( pWeights[0] ) && ( pWeights[0] >= 0.0f ) && ( pWeights[0] <= 1.0f ) );
unsigned int weight0 = Float2Int( pWeights[0] * 32768.0f );
*weights = ( 0x0000FFFF & (weight0 - 1) ) << WEIGHT0_SHIFT;
#ifdef DEBUG
if ( m_NumBoneWeights == 1 )
{
// Double-check the validity of the values that were passed in
Assert( IsFinite( pWeights[1] ) && ( pWeights[1] >= 0.0f ) && ( pWeights[1] <= 1.0f ) );
unsigned int weight1 = Float2Int( pWeights[1] * 32768.0f );
Assert( ( weight0 + weight1 ) <= 32768 );
}
#endif
if ( m_NumBoneWeights > 1 )
{
// This path for 3 weights per vert (2 are stored and the 3rd is computed
// in the shader - we do post-quantization normalization here in such a
// way as to avoid mesh-boundary cracking)
Assert( m_NumBoneWeights == 2 );
Assert( IsFinite( pWeights[1] ) && ( pWeights[1] >= 0.0f ) && ( pWeights[1] <= 1.0f ) );
Assert( IsFinite( pWeights[2] ) && ( pWeights[2] >= 0.0f ) && ( pWeights[2] <= 1.0f ) );
unsigned int weight1 = Float2Int( pWeights[1] * 32768.0f );
unsigned int weight2 = Float2Int( pWeights[2] * 32768.0f );
Assert( ( weight0 + weight1 + weight2 ) <= 32768 );
unsigned int residual = 32768 - ( weight0 + weight1 + weight2 );
weight1 += residual; // Normalize
*weights |= ( 0x0000FFFF & ( weight1 - 1 ) ) << WEIGHT1_SHIFT;
}
}
else // Uncompressed path
{
pDestWeights[0] = pWeights[0];
pDestWeights[1] = pWeights[1];
}
}
//-----------------------------------------------------------------------------
// Generic per-vertex data setting method
//-----------------------------------------------------------------------------
inline void CVertexBuilder::UserData( const float* pData )
{
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // Use the templatized version if you want to support compression
Assert( pData );
int userDataSize = 4; // garymcthack
float *pUserData = OffsetFloatPointer( m_pUserData, m_nCurrentVertex, m_VertexSize_UserData );
memcpy( pUserData, pData, sizeof( float ) * userDataSize );
}
//-----------------------------------------------------------------------------
// Templatized generic per-vertex data setting method which supports compressed vertices
//-----------------------------------------------------------------------------
template <VertexCompressionType_t T> inline void CVertexBuilder::CompressedUserData( const float* pData )
{
Assert( T == m_CompressionType );
Assert( pData );
// This is always in fact a tangent vector, not generic 'userdata'
Assert( IsFinite(pData[0]) && IsFinite(pData[1]) && IsFinite(pData[2]) );
Assert( pData[0] >= -1.05f && pData[0] <= 1.05f );
Assert( pData[1] >= -1.05f && pData[1] <= 1.05f );
Assert( pData[2] >= -1.05f && pData[2] <= 1.05f );
Assert( pData[3] == +1.0f || pData[3] == -1.0f );
// FIXME: studiorender is passing in non-unit normals
//float lengthSqd = pData[0]*pData[0] + pData[1]*pData[1] + pData[2]*pData[2];
//Assert( lengthSqd >= 0.95f && lengthSqd <= 1.05f );
if ( T == VERTEX_COMPRESSION_ON )
{
float binormalSign = pData[3];
#if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 )
float *pUserData = OffsetFloatPointer( m_pUserData, m_nCurrentVertex, m_VertexSize_UserData );
PackNormal_SHORT2( pData, (unsigned int *)pUserData, binormalSign );
#else //( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 )
// FIXME: add a combined CompressedNormalAndTangent() accessor, to avoid reading back from write-combined memory here
// The normal should have already been written into the lower 16
// bits - here, we OR in the tangent into the upper 16 bits
unsigned int existingNormalData = *(unsigned int *)m_pCurrNormal;
Assert( ( existingNormalData & 0xFFFF0000 ) == 0 );
#ifdef _DEBUG
Assert( m_bWrittenNormal == true );
m_bWrittenUserData = true;
#endif
bool bIsTangent = true;
unsigned int tangentData = 0;
PackNormal_UBYTE4( pData, &tangentData, bIsTangent, binormalSign );
*(unsigned int *)m_pCurrNormal = existingNormalData | tangentData;
#endif
}
else
{
int userDataSize = 4; // garymcthack
float *pUserData = OffsetFloatPointer( m_pUserData, m_nCurrentVertex, m_VertexSize_UserData );
memcpy( pUserData, pData, sizeof( float ) * userDataSize );
}
}
//-----------------------------------------------------------------------------
//
// Helper class used to define index buffers
//
//-----------------------------------------------------------------------------
class CIndexBuilder : private IndexDesc_t
{
public:
CIndexBuilder();
CIndexBuilder( IIndexBuffer *pIndexBuffer, MaterialIndexFormat_t fmt = MATERIAL_INDEX_FORMAT_UNKNOWN );
~CIndexBuilder();
// Begins, ends modification of the index buffer (returns true if the lock succeeded)
// A lock may not succeed if append is set to true and there isn't enough room
// NOTE: Append is only used with dynamic index buffers; it's ignored for static buffers
bool Lock( int nMaxIndexCount, int nIndexOffset, bool bAppend = false );
void Unlock();
// Spews the current data
// NOTE: Can only be called during a lock/unlock block
void SpewData();
// Returns the number of indices we can fit into the buffer without needing to discard
int GetRoomRemaining() const;
// Binds this index buffer
void Bind( IMatRenderContext *pContext );
// Returns the byte offset
int Offset() const;
// Begins, ends modification of the index buffer
// NOTE: IndexOffset is the number to add to all indices written into the buffer;
// useful when using dynamic vertex buffers.
void Begin( IIndexBuffer *pIndexBuffer, int nMaxIndexCount, int nIndexOffset = 0 );
void End( bool bSpewData = false );
// Locks the index buffer to modify existing data
// Passing nVertexCount == -1 says to lock all the vertices for modification.
// Pass 0 for nIndexCount to not lock the index buffer.
void BeginModify( IIndexBuffer *pIndexBuffer, int nFirstIndex = 0, int nIndexCount = 0, int nIndexOffset = 0 );
void EndModify( bool bSpewData = false );
// returns the number of indices
int IndexCount() const;
// Returns the total number of indices across all Locks()
int TotalIndexCount() const;
// Resets the mesh builder so it points to the start of everything again
void Reset();
// Selects the nth Index
void SelectIndex( int nBufferIndex );
// Advances the current index by one
void AdvanceIndex();
void AdvanceIndices( int nIndexCount );
int GetCurrentIndex()const;
int GetIndexOffset() const;
int GetFirstIndex() const;
unsigned short const* Index() const;
unsigned short *BaseIndexData() const;
unsigned short * IndexBuffer_InterlockedAdd(int numberOfIndices);
// Used to define the indices (only used if you aren't using primitives)
void Index( unsigned short nIndex );
// Fast Index! No need to call advance index, and no random access allowed
void FastIndex( unsigned short nIndex );
void FastIndex( int nIndexOffset, unsigned short nIndex );
// NOTE: This version is the one you really want to achieve write-combining;
// Write combining only works if you write in 4 bytes chunks.
void FastIndex2( unsigned short nIndex1, unsigned short nIndex2 );
void FastIndex2( int nIndexOffset, unsigned short nIndex1, unsigned short nIndex2 );
// Generates indices for a particular primitive type
void GenerateIndices( MaterialPrimitiveType_t primitiveType, int nIndexCount );
// FIXME: Remove! Backward compat so we can use this from a CMeshBuilder.
void AttachBegin( IMesh* pMesh, int nMaxIndexCount, const MeshDesc_t &desc );
void AttachEnd();
void AttachBeginModify( IMesh* pMesh, int nFirstIndex, int nIndexCount, const MeshDesc_t &desc );
void AttachEndModify();
void FastTriangle( int startVert );
void FastQuad( int startVert );
void FastQuad( int nIndexOffset, int startVert );
void FastPolygon( int startVert, int numTriangles );
void FastPolygon( int nVertexOffset, int startVert, int numTriangles );
void FastPolygonList( int startVert, int *pVertexCount, int polygonCount );
void FastIndexList( const unsigned short *pIndexList, int startVert, int indexCount );
private:
// The mesh we're modifying
IIndexBuffer *m_pIndexBuffer;
// Max number of indices
int m_nMaxIndexCount;
// Number of indices
int m_nIndexCount;
// Offset to add to each index as it's written into the buffer
int m_nIndexOffset;
// The current index
mutable int m_nCurrentIndex;
// Total number of indices appended
int m_nTotalIndexCount;
// First index buffer offset + first index
unsigned int m_nBufferOffset;
unsigned int m_nBufferFirstIndex;
// Used to make sure Begin/End calls and BeginModify/EndModify calls match.
bool m_bModify;
};
//-----------------------------------------------------------------------------
//
// Inline methods related to CIndexBuilder
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
inline CIndexBuilder::CIndexBuilder() : m_pIndexBuffer(0), m_nIndexCount(0),
m_nCurrentIndex(0), m_nMaxIndexCount(0)
{
m_nTotalIndexCount = 0;
m_nBufferOffset = INVALID_BUFFER_OFFSET;
m_nBufferFirstIndex = 0;
#ifdef _DEBUG
m_bModify = false;
#endif
}
inline CIndexBuilder::CIndexBuilder( IIndexBuffer *pIndexBuffer, MaterialIndexFormat_t fmt )
{
m_pIndexBuffer = pIndexBuffer;
m_nBufferOffset = INVALID_BUFFER_OFFSET;
m_nBufferFirstIndex = 0;
m_nIndexCount = 0;
m_nCurrentIndex = 0;
m_nMaxIndexCount = 0;
m_nTotalIndexCount = 0;
if ( m_pIndexBuffer->IsDynamic() )
{
m_pIndexBuffer->BeginCastBuffer( fmt );
}
else
{
Assert( m_pIndexBuffer->IndexFormat() == fmt );
}
#ifdef _DEBUG
m_bModify = false;
#endif
}
inline CIndexBuilder::~CIndexBuilder()
{
if ( m_pIndexBuffer && m_pIndexBuffer->IsDynamic() )
{
m_pIndexBuffer->EndCastBuffer();
}
}
//-----------------------------------------------------------------------------
// Begins, ends modification of the index buffer
//-----------------------------------------------------------------------------
inline bool CIndexBuilder::Lock( int nMaxIndexCount, int nIndexOffset, bool bAppend )
{
Assert( m_pIndexBuffer );
m_bModify = false;
m_nIndexOffset = nIndexOffset;
m_nMaxIndexCount = nMaxIndexCount;
m_nIndexCount = 0;
bool bFirstLock = ( m_nBufferOffset == INVALID_BUFFER_OFFSET );
if ( bFirstLock )
{
bAppend = false;
}
if ( !bAppend )
{
m_nTotalIndexCount = 0;
}
Reset();
// Lock the index buffer
if ( !m_pIndexBuffer->Lock( m_nMaxIndexCount, bAppend, *this ) )
{
m_nMaxIndexCount = 0;
return false;
}
if ( bFirstLock )
{
m_nBufferOffset = m_nOffset;
m_nBufferFirstIndex = m_nFirstIndex;
}
return true;
}
inline void CIndexBuilder::Unlock()
{
Assert( !m_bModify && m_pIndexBuffer );
m_pIndexBuffer->Unlock( m_nIndexCount, *this );
m_nTotalIndexCount += m_nIndexCount;
m_nMaxIndexCount = 0;
#ifdef _DEBUG
// Null out our data...
memset( (IndexDesc_t*)this, 0, sizeof(IndexDesc_t) );
#endif
}
inline void CIndexBuilder::SpewData()
{
m_pIndexBuffer->Spew( m_nIndexCount, *this );
}
//-----------------------------------------------------------------------------
// Binds this index buffer
//-----------------------------------------------------------------------------
inline void CIndexBuilder::Bind( IMatRenderContext *pContext )
{
if ( m_pIndexBuffer && ( m_nBufferOffset != INVALID_BUFFER_OFFSET ) )
{
pContext->BindIndexBuffer( m_pIndexBuffer, m_nBufferOffset );
}
else
{
pContext->BindIndexBuffer( NULL, 0 );
}
}
//-----------------------------------------------------------------------------
// Returns the byte offset
//-----------------------------------------------------------------------------
inline int CIndexBuilder::Offset() const
{
return m_nBufferOffset;
}
inline int CIndexBuilder::GetFirstIndex() const
{
return m_nBufferFirstIndex;
}
//-----------------------------------------------------------------------------
// Begins, ends modification of the index buffer
//-----------------------------------------------------------------------------
inline void CIndexBuilder::Begin( IIndexBuffer *pIndexBuffer, int nMaxIndexCount, int nIndexOffset )
{
Assert( pIndexBuffer && (!m_pIndexBuffer) );
m_pIndexBuffer = pIndexBuffer;
m_nIndexCount = 0;
m_nMaxIndexCount = nMaxIndexCount;
m_nIndexOffset = nIndexOffset;
m_bModify = false;
// Lock the index buffer
m_pIndexBuffer->Lock( m_nMaxIndexCount, false, *this );
// Point to the start of the buffers..
Reset();
}
inline void CIndexBuilder::End( bool bSpewData )
{
// Make sure they called Begin()
Assert( !m_bModify );
if ( bSpewData )
{
m_pIndexBuffer->Spew( m_nIndexCount, *this );
}
// Unlock our buffers
m_pIndexBuffer->Unlock( m_nIndexCount, *this );
m_pIndexBuffer = 0;
m_nMaxIndexCount = 0;
#ifdef _DEBUG
// Null out our data...
memset( (IndexDesc_t*)this, 0, sizeof(IndexDesc_t) );
#endif
}
//-----------------------------------------------------------------------------
// Begins, ends modification of an existing index buffer which has already been filled out
//-----------------------------------------------------------------------------
inline void CIndexBuilder::BeginModify( IIndexBuffer* pIndexBuffer, int nFirstIndex, int nIndexCount, int nIndexOffset )
{
m_pIndexBuffer = pIndexBuffer;
m_nIndexCount = nIndexCount;
m_nMaxIndexCount = nIndexCount;
m_nIndexOffset = nIndexOffset;
m_bModify = true;
// Lock the vertex and index buffer
m_pIndexBuffer->ModifyBegin( false, nFirstIndex, nIndexCount, *this );
// Point to the start of the buffers..
Reset();
}
inline void CIndexBuilder::EndModify( bool bSpewData )
{
Assert( m_pIndexBuffer );
Assert( m_bModify ); // Make sure they called BeginModify.
if ( bSpewData )
{
m_pIndexBuffer->Spew( m_nIndexCount, *this );
}
// Unlock our buffers
m_pIndexBuffer->ModifyEnd( *this );
m_pIndexBuffer = 0;
m_nMaxIndexCount = 0;
#ifdef _DEBUG
// Null out our data...
memset( (IndexDesc_t*)this, 0, sizeof(IndexDesc_t) );
#endif
}
//-----------------------------------------------------------------------------
// FIXME: Remove! Backward compat so we can use this from a CMeshBuilder.
//-----------------------------------------------------------------------------
inline void CIndexBuilder::AttachBegin( IMesh* pMesh, int nMaxIndexCount, const MeshDesc_t &desc )
{
m_pIndexBuffer = pMesh;
m_nIndexCount = 0;
m_nMaxIndexCount = nMaxIndexCount;
m_bModify = false;
// Copy relevant data from the mesh desc
m_nIndexOffset = desc.m_nFirstVertex;
m_pIndices = desc.m_pIndices;
m_nIndexSize = desc.m_nIndexSize;
// Point to the start of the buffers..
Reset();
}
inline void CIndexBuilder::AttachEnd()
{
Assert( m_pIndexBuffer );
Assert( !m_bModify ); // Make sure they called AttachBegin.
m_pIndexBuffer = 0;
m_nMaxIndexCount = 0;
#ifdef _DEBUG
// Null out our data...
memset( (IndexDesc_t*)this, 0, sizeof(IndexDesc_t) );
#endif
}
inline void CIndexBuilder::AttachBeginModify( IMesh* pMesh, int nFirstIndex, int nIndexCount, const MeshDesc_t &desc )
{
m_pIndexBuffer = pMesh;
m_nIndexCount = nIndexCount;
m_nMaxIndexCount = nIndexCount;
m_bModify = true;
// Copy relevant data from the mesh desc
m_nIndexOffset = desc.m_nFirstVertex;
m_pIndices = desc.m_pIndices;
m_nIndexSize = desc.m_nIndexSize;
// Point to the start of the buffers..
Reset();
}
inline void CIndexBuilder::AttachEndModify()
{
Assert( m_pIndexBuffer );
Assert( m_bModify ); // Make sure they called AttachBeginModify.
m_pIndexBuffer = 0;
m_nMaxIndexCount = 0;
#ifdef _DEBUG
// Null out our data...
memset( (IndexDesc_t*)this, 0, sizeof(IndexDesc_t) );
#endif
}
//-----------------------------------------------------------------------------
// Resets the index buffer builder so it points to the start of everything again
//-----------------------------------------------------------------------------
inline void CIndexBuilder::Reset()
{
m_nCurrentIndex = 0;
}
//-----------------------------------------------------------------------------
// returns the number of indices
//-----------------------------------------------------------------------------
inline int CIndexBuilder::IndexCount() const
{
return m_nIndexCount;
}
//-----------------------------------------------------------------------------
// Returns the total number of indices across all Locks()
//-----------------------------------------------------------------------------
inline int CIndexBuilder::TotalIndexCount() const
{
return m_nTotalIndexCount;
}
//-----------------------------------------------------------------------------
// Advances the current index
//-----------------------------------------------------------------------------
inline void CIndexBuilder::AdvanceIndex()
{
m_nCurrentIndex += m_nIndexSize;
if ( m_nCurrentIndex > m_nIndexCount )
{
m_nIndexCount = m_nCurrentIndex;
}
}
inline void CIndexBuilder::AdvanceIndices( int nIndices )
{
m_nCurrentIndex += nIndices * m_nIndexSize;
if ( m_nCurrentIndex > m_nIndexCount )
{
m_nIndexCount = m_nCurrentIndex;
}
}
//-----------------------------------------------------------------------------
// Returns the current index
//-----------------------------------------------------------------------------
inline int CIndexBuilder::GetCurrentIndex() const
{
return m_nCurrentIndex;
}
inline int CIndexBuilder::GetIndexOffset() const
{
return m_nIndexOffset;
}
inline unsigned short const* CIndexBuilder::Index() const
{
Assert( m_nCurrentIndex < m_nMaxIndexCount );
return &m_pIndices[m_nCurrentIndex];
}
inline unsigned short *CIndexBuilder::BaseIndexData() const
{
return m_pIndices;
}
inline unsigned short * CIndexBuilder::IndexBuffer_InterlockedAdd(int numberOfIndices)
{
Assert( m_nCurrentIndex + numberOfIndices < m_nMaxIndexCount );
int oldValue = ThreadInterlockedExchangeAdd(&m_nCurrentIndex, numberOfIndices);
// ThreadInterlockedExchangeAdd() returns the result *before* the addition
return &m_pIndices[oldValue];
}
inline void CIndexBuilder::SelectIndex( int nIndex )
{
Assert( ( nIndex >= 0 ) && ( nIndex < m_nIndexCount ) );
m_nCurrentIndex = nIndex * m_nIndexSize;
}
//-----------------------------------------------------------------------------
// Used to write data into the index buffer
//-----------------------------------------------------------------------------
inline void CIndexBuilder::Index( unsigned short nIndex )
{
Assert( m_pIndices );
Assert( m_nCurrentIndex < m_nMaxIndexCount );
m_pIndices[ m_nCurrentIndex ] = (unsigned short)( m_nIndexOffset + nIndex );
}
// Fast Index! No need to call advance index
inline void CIndexBuilder::FastIndex( unsigned short nIndex )
{
Assert( m_pIndices );
Assert( m_nCurrentIndex < m_nMaxIndexCount );
m_pIndices[m_nCurrentIndex] = (unsigned short)( m_nIndexOffset + nIndex );
m_nCurrentIndex += m_nIndexSize;
m_nIndexCount = m_nCurrentIndex;
}
inline void CIndexBuilder::FastIndex( int nIndexOffset, unsigned short nIndex )
{
Assert( m_pIndices );
Assert( nIndexOffset < m_nMaxIndexCount );
m_pIndices[m_nCurrentIndex + nIndexOffset] = (unsigned short)( m_nIndexOffset + nIndex );
}
FORCEINLINE void CIndexBuilder::FastTriangle( int startVert )
{
startVert += m_nIndexOffset;
unsigned short *pIndices = &m_pIndices[m_nCurrentIndex];
*pIndices++ = startVert++;
*pIndices++ = startVert++;
*pIndices++ = startVert;
AdvanceIndices(3);
}
FORCEINLINE void CIndexBuilder::FastQuad( int startVert )
{
FastQuad( m_nCurrentIndex, startVert );
AdvanceIndices(6);
}
FORCEINLINE void CIndexBuilder::FastQuad( int nIndexOffset, int startVert )
{
startVert += m_nIndexOffset;
unsigned short *pIndices = &m_pIndices[ nIndexOffset ];
*pIndices++ = startVert++;
*pIndices++ = startVert++;
*pIndices++ = startVert;
*pIndices++ = startVert - 2;
*pIndices++ = startVert++;
*pIndices++ = startVert;
}
inline void CIndexBuilder::FastPolygon( int startVert, int triangleCount )
{
unsigned short *pIndex = &m_pIndices[m_nCurrentIndex];
startVert += m_nIndexOffset;
if ( !IsX360() )
{
// NOTE: IndexSize is 1 or 0 (0 for alt-tab)
// This prevents us from writing into bogus memory
Assert( m_nIndexSize == 0 || m_nIndexSize == 1 );
triangleCount *= m_nIndexSize;
}
for ( int v = 0; v < triangleCount; ++v )
{
*pIndex++ = startVert;
*pIndex++ = startVert + v + 1;
*pIndex++ = startVert + v + 2;
}
AdvanceIndices(triangleCount*3);
}
inline void CIndexBuilder::FastPolygon( int nIndexOffset, int startVert, int triangleCount )
{
unsigned short *pIndex = &m_pIndices[m_nCurrentIndex + nIndexOffset];
startVert += m_nIndexOffset;
if ( !IsX360() )
{
// NOTE: IndexSize is 1 or 0 (0 for alt-tab)
// This prevents us from writing into bogus memory
Assert( m_nIndexSize == 0 || m_nIndexSize == 1 );
triangleCount *= m_nIndexSize;
}
for ( int v = 0; v < triangleCount; ++v )
{
*pIndex++ = startVert;
*pIndex++ = startVert + v + 1;
*pIndex++ = startVert + v + 2;
}
}
inline void CIndexBuilder::FastPolygonList( int startVert, int *pVertexCount, int polygonCount )
{
unsigned short *pIndex = &m_pIndices[m_nCurrentIndex];
startVert += m_nIndexOffset;
int indexOut = 0;
if ( !IsX360() )
{
// NOTE: IndexSize is 1 or 0 (0 for alt-tab)
// This prevents us from writing into bogus memory
Assert( m_nIndexSize == 0 || m_nIndexSize == 1 );
polygonCount *= m_nIndexSize;
}
for ( int i = 0; i < polygonCount; i++ )
{
int vertexCount = pVertexCount[i];
int triangleCount = vertexCount-2;
for ( int v = 0; v < triangleCount; ++v )
{
*pIndex++ = startVert;
*pIndex++ = startVert + v + 1;
*pIndex++ = startVert + v + 2;
}
startVert += vertexCount;
indexOut += triangleCount * 3;
}
AdvanceIndices(indexOut);
}
inline void CIndexBuilder::FastIndexList( const unsigned short *pIndexList, int startVert, int indexCount )
{
unsigned short *pIndexOut = &m_pIndices[m_nCurrentIndex];
startVert += m_nIndexOffset;
if ( !IsX360() )
{
// NOTE: IndexSize is 1 or 0 (0 for alt-tab)
// This prevents us from writing into bogus memory
Assert( m_nIndexSize == 0 || m_nIndexSize == 1 );
indexCount *= m_nIndexSize;
}
for ( int i = 0; i < indexCount; ++i )
{
pIndexOut[i] = startVert + pIndexList[i];
}
AdvanceIndices(indexCount);
}
FORCEINLINE unsigned int TwoIndices( unsigned int nIndex1, unsigned int nIndex2 )
{
#ifdef PLAT_LITTLE_ENDIAN
return ( (unsigned int)nIndex1 ) | ( ( (unsigned int)nIndex2 ) << 16 );
#else
return ( (unsigned int)nIndex2 ) | ( ( (unsigned int)nIndex1 ) << 16 );
#endif
}
//-----------------------------------------------------------------------------
// NOTE: This version is the one you really want to achieve write-combining;
// Write combining only works if you write in 4 bytes chunks.
//-----------------------------------------------------------------------------
inline void CIndexBuilder::FastIndex2( unsigned short nIndex1, unsigned short nIndex2 )
{
Assert( m_pIndices );
Assert( m_nCurrentIndex < m_nMaxIndexCount - 1 );
// Assert( ( (int)( &m_pIndices[m_nCurrentIndex] ) & 0x3 ) == 0 );
*(int*)( &m_pIndices[m_nCurrentIndex] ) = TwoIndices( (unsigned int)nIndex1 + m_nIndexOffset, (unsigned int)nIndex2 + m_nIndexOffset );
m_nCurrentIndex += m_nIndexSize + m_nIndexSize;
m_nIndexCount = m_nCurrentIndex;
}
//-----------------------------------------------------------------------------
inline void CIndexBuilder::FastIndex2( int nIndexOffset, unsigned short nIndex1, unsigned short nIndex2 )
{
Assert( m_pIndices );
Assert( m_nCurrentIndex < m_nMaxIndexCount - 1 );
// Assert( ( (int)( &m_pIndices[m_nCurrentIndex] ) & 0x3 ) == 0 );
*(int*)( &m_pIndices[nIndexOffset] ) = TwoIndices( (unsigned int)nIndex1 + m_nIndexOffset, (unsigned int)nIndex2 + m_nIndexOffset );
}
//-----------------------------------------------------------------------------
// Generates indices for a particular primitive type
//-----------------------------------------------------------------------------
inline void CIndexBuilder::GenerateIndices( MaterialPrimitiveType_t primitiveType, int nIndexCount )
{
// FIXME: How to make this work with short vs int sized indices?
// Don't generate indices if we've got an empty buffer
if ( m_nIndexSize == 0 )
return;
int nMaxIndices = m_nMaxIndexCount - m_nCurrentIndex;
nIndexCount = MIN( nMaxIndices, nIndexCount );
if ( nIndexCount == 0 )
return;
unsigned short *pIndices = &m_pIndices[m_nCurrentIndex];
switch( primitiveType )
{
case MATERIAL_INSTANCED_QUADS:
Assert(0); // Shouldn't get here (this primtype is unindexed)
break;
case MATERIAL_QUADS:
GenerateQuadIndexBuffer( pIndices, nIndexCount, m_nIndexOffset );
break;
case MATERIAL_POLYGON:
GeneratePolygonIndexBuffer( pIndices, nIndexCount, m_nIndexOffset );
break;
case MATERIAL_LINE_STRIP:
GenerateLineStripIndexBuffer( pIndices, nIndexCount, m_nIndexOffset );
break;
case MATERIAL_LINE_LOOP:
GenerateLineLoopIndexBuffer( pIndices, nIndexCount, m_nIndexOffset );
break;
case MATERIAL_POINTS:
Assert(0); // Shouldn't get here (this primtype is unindexed)
break;
case MATERIAL_SUBD_QUADS_EXTRA:
case MATERIAL_SUBD_QUADS_REG:
default:
GenerateSequentialIndexBuffer( pIndices, nIndexCount, m_nIndexOffset );
break;
}
AdvanceIndices( nIndexCount );
}
//-----------------------------------------------------------------------------
//
// Helper class used to define meshes
//
//-----------------------------------------------------------------------------
//class CMeshBuilder : private MeshDesc_t
// hack fixme
class CMeshBuilder : public MeshDesc_t
{
public:
CMeshBuilder();
~CMeshBuilder() { Assert(!m_pMesh); } // if this fires you did a Begin() without an End()
operator CIndexBuilder&() { return m_IndexBuilder; }
// This must be called before Begin, if a vertex buffer with a compressed format is to be used
void SetCompressionType( VertexCompressionType_t compressionType );
// Locks the vertex buffer
// (*cannot* use the Index() call below)
void Begin( IMesh *pMesh, MaterialPrimitiveType_t type, int numPrimitives );
// Locks the vertex buffer, can specify arbitrary index lists
// (must use the Index() call below)
void Begin( IMesh *pMesh, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount, int *nFirstVertex );
void Begin( IMesh *pMesh, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount, MeshBuffersAllocationSettings_t *pSettings = 0 );
// forward compat
void Begin( IVertexBuffer *pVertexBuffer, MaterialPrimitiveType_t type, int numPrimitives );
void Begin( IVertexBuffer *pVertexBuffer, IIndexBuffer *pIndexBuffer, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount, int *nFirstVertex );
void Begin( IVertexBuffer *pVertexBuffer, IIndexBuffer *pIndexBuffer, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount );
// Use this when you're done writing
// Set bDraw to true to call m_pMesh->Draw automatically.
void End( bool bSpewData = false, bool bDraw = false );
// Locks the vertex buffer to modify existing data
// Passing nVertexCount == -1 says to lock all the vertices for modification.
// Pass 0 for nIndexCount to not lock the index buffer.
void BeginModify( IMesh *pMesh, int nFirstVertex = 0, int nVertexCount = -1, int nFirstIndex = 0, int nIndexCount = 0 );
void EndModify( bool bSpewData = false );
// A helper method since this seems to be done a whole bunch.
void DrawQuad( IMesh* pMesh, const float *v1, const float *v2,
const float *v3, const float *v4, unsigned char const *pColor, bool wireframe = false );
// returns the number of indices and vertices
int VertexCount() const;
int IndexCount() const;
// Resets the mesh builder so it points to the start of everything again
void Reset();
// Returns the size of the vertex
int VertexSize() { return m_ActualVertexSize; }
// returns the data size of a given texture coordinate
int TextureCoordinateSize( int nTexCoordNumber ) { return m_VertexSize_TexCoord[ nTexCoordNumber ]; }
// Returns the base vertex memory pointer
void* BaseVertexData();
// Returns the base index memory pointer
unsigned short* BaseIndexData();
// Selects the nth Vertex and Index
void SelectVertex( int idx );
void SelectIndex( int idx );
// Given an index, point to the associated vertex
void SelectVertexFromIndex( int idx );
// Advances the current vertex and index by one
void AdvanceVertex();
template<int nFlags, int nNumTexCoords> void AdvanceVertexF();
void AdvanceVertices( int nVerts );
template<int nFlags, int nNumTexCoords> void AdvanceVerticesF(int nVerts);
void AdvanceIndex();
void AdvanceIndices( int nIndices );
int GetCurrentVertex() const;
int GetCurrentIndex() const;
int GetIndexOffset() const;
// Data retrieval...
const float *Position() const;
const float *Normal() const;
unsigned int Color() const;
unsigned char *Specular() const;
const float *TexCoord( int stage ) const;
const float *TangentS() const;
const float *TangentT() const;
const float *BoneWeight() const;
float Wrinkle() const;
int NumBoneWeights() const;
#ifndef NEW_SKINNING
unsigned char *BoneMatrix() const;
#else
float *BoneMatrix() const;
#endif
unsigned short const *Index() const;
unsigned short * IndexBuffer_InterlockedAdd(int numberOfIndices);
// position setting
void Position3f( float x, float y, float z );
void Position3f( int nVertexOffset, float x, float y, float z );
void Position3f( const fltx4 &f4Position );
void Position3fv( const float *v );
void Position3fv( int nVertexOffset, const float *v );
// normal setting
void Normal3f( float nx, float ny, float nz );
void Normal3f( const fltx4 &f4Normal );
void Normal3fv( const float *n );
void NormalDelta3fv( const float *n );
void NormalDelta3f( float nx, float ny, float nz );
// normal setting (templatized for code which needs to support compressed vertices)
template <VertexCompressionType_t T> void CompressedNormal3f( float nx, float ny, float nz );
template <VertexCompressionType_t T> void CompressedNormal3fv( const float *n );
// color setting
void Color3f( float r, float g, float b );
void Color3fv( const float *rgb );
void Color4f( float r, float g, float b, float a );
void Color4fv( const float *rgba );
// Faster versions of color
void Color3ub( unsigned char r, unsigned char g, unsigned char b );
void Color3ubv( unsigned char const* rgb );
void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void Color4ub( int nVertexoffset, unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void Color4ubv( unsigned char const* rgba );
void Color4Packed( int packedColor );
int PackColor4( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
// specular color setting
void Specular3f( float r, float g, float b );
void Specular3fv( const float *rgb );
void Specular4f( float r, float g, float b, float a );
void Specular4fv( const float *rgba );
// Faster version of specular
void Specular3ub( unsigned char r, unsigned char g, unsigned char b );
void Specular3ubv( unsigned char const *c );
void Specular4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void Specular4ubv( unsigned char const *c );
// texture coordinate setting
void TexCoord1f( int stage, float s );
void TexCoord2f( int stage, float s, float t );
void TexCoord2f( int nVertexOffset, int stage, float s, float t );
void TexCoord2fv( int stage, const float *st );
void TexCoord3f( int stage, float s, float t, float u );
void TexCoord3f( int nVertexOffset, int stage, float s, float t, float u );
void TexCoord3fv( int stage, const float *stu );
void TexCoord3fv( int nVertexOffset, int stage, const float *stu );
void TexCoord4f( int stage, float s, float t, float u, float w );
void TexCoord4f( int nStage, const fltx4 &f4stuv );
void TexCoord4fv( int stage, const float *stuv );
void TexCoord4f( int nVertexOffset, int stage, float s, float t, float u, float w );
void TexCoord4fv( int nVertexOffset, int stage, const float *stuv );
void TexCoordSubRect2f( int stage, float s, float t, float offsetS, float offsetT, float scaleS, float scaleT );
void TexCoordSubRect2fv( int stage, const float *st, const float *offset, const float *scale );
// tangent space
void TangentS3f( float sx, float sy, float sz );
void TangentS3fv( const float *s );
void TangentT3f( float tx, float ty, float tz );
void TangentT3fv( const float *t );
// Wrinkle
void Wrinkle1f( float flWrinkle );
// bone weights
void BoneWeight( int idx, float weight );
void BoneWeights2( float weight1, float weight2 );
// bone weights (templatized for code which needs to support compressed vertices)
template <VertexCompressionType_t T> void CompressedBoneWeight3fv( const float * pWeights );
// bone matrix index
void BoneMatrix( int idx, int matrixIndex );
void BoneMatrices4( int matrixIdx0, int matrixIdx1, int matrixIdx2, int matrixIdx3 );
// Generic per-vertex data
void UserData( const float *pData );
// Generic per-vertex data (templatized for code which needs to support compressed vertices)
template <VertexCompressionType_t T> void CompressedUserData( const float* pData );
// Used to define the indices (only used if you aren't using primitives)
void Index( unsigned short index );
// NOTE: Use this one to get write combining! Much faster than the other version of FastIndex
// Fast Index! No need to call advance index, and no random access allowed
void FastIndex2( unsigned short nIndex1, unsigned short nIndex2 );
void FastIndex2( int nIndexOffset, unsigned short nIndex1, unsigned short nIndex2 );
// Fast Index! No need to call advance index, and no random access allowed
void FastIndex( unsigned short index );
void FastQuad( int index );
void FastIndex( int nIndexOffset, unsigned short index );
void FastQuad( int nIndexOffset, int index );
// Fast Vertex! No need to call advance vertex, and no random access allowed.
// WARNING - these are low level functions that are intended only for use
// in the software vertex skinner.
void FastVertex( const ModelVertexDX8_t &vertex );
void FastVertexSSE( const ModelVertexDX8_t &vertex );
void FastQuadVertexSSE( const QuadTessVertex_t &vertex );
// Add number of verts and current vert since FastVertexxx routines do not update.
void FastAdvanceNVertices(int n);
#if defined( _X360 )
void VertexDX8ToX360( const ModelVertexDX8_t &vertex );
#endif
// this low level function gets you a pointer to the vertex output data. It is dangerous - any
// caller using it must understand the vertex layout that it is building. It is for optimized
// meshbuilding loops like particle drawing that use special shaders. After writing to the output
// data, you shuodl call FastAdvanceNVertices
FORCEINLINE void *GetVertexDataPtr( int nWhatSizeIThinkItIs )
{
if ( m_VertexBuilder.m_VertexSize_Position != nWhatSizeIThinkItIs )
return NULL;
return m_VertexBuilder.m_pCurrPosition;
}
private:
// Computes number of verts and indices
void ComputeNumVertsAndIndices( int *pMaxVertices, int *pMaxIndices,
MaterialPrimitiveType_t type, int nPrimitiveCount );
int IndicesFromVertices( MaterialPrimitiveType_t type, int nVertexCount );
// The mesh we're modifying
IMesh *m_pMesh;
MaterialPrimitiveType_t m_Type;
// Generate indices?
bool m_bGenerateIndices;
CIndexBuilder m_IndexBuilder;
CVertexBuilder m_VertexBuilder;
};
//-----------------------------------------------------------------------------
// Forward compat
//-----------------------------------------------------------------------------
inline void CMeshBuilder::Begin( IVertexBuffer* pVertexBuffer, MaterialPrimitiveType_t type, int numPrimitives )
{
Assert( 0 );
// Begin( pVertexBuffer->GetMesh(), type, numPrimitives );
}
inline void CMeshBuilder::Begin( IVertexBuffer* pVertexBuffer, IIndexBuffer *pIndexBuffer, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount, int *nFirstVertex )
{
Assert( 0 );
// Begin( pVertexBuffer->GetMesh(), type, nVertexCount, nIndexCount, nFirstVertex );
}
inline void CMeshBuilder::Begin( IVertexBuffer* pVertexBuffer, IIndexBuffer *pIndexBuffer, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount )
{
Assert( 0 );
// Begin( pVertexBuffer->GetMesh(), type, nVertexCount, nIndexCount );
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
inline CMeshBuilder::CMeshBuilder() : m_pMesh(0), m_bGenerateIndices(false)
{
VertexDesc_t::m_nOffset = 0;
VertexDesc_t::m_CompressionType = VERTEX_COMPRESSION_NONE;
}
//-----------------------------------------------------------------------------
// Computes the number of verts and indices based on primitive type and count
//-----------------------------------------------------------------------------
inline void CMeshBuilder::ComputeNumVertsAndIndices( int *pMaxVertices, int *pMaxIndices,
MaterialPrimitiveType_t type, int nPrimitiveCount )
{
switch(type)
{
case MATERIAL_POINTS:
*pMaxVertices = *pMaxIndices = nPrimitiveCount;
break;
case MATERIAL_LINES:
*pMaxVertices = *pMaxIndices = nPrimitiveCount * 2;
break;
case MATERIAL_LINE_STRIP:
*pMaxVertices = nPrimitiveCount + 1;
*pMaxIndices = nPrimitiveCount * 2;
break;
case MATERIAL_LINE_LOOP:
*pMaxVertices = nPrimitiveCount;
*pMaxIndices = nPrimitiveCount * 2;
break;
case MATERIAL_TRIANGLES:
*pMaxVertices = *pMaxIndices = nPrimitiveCount * 3;
break;
case MATERIAL_TRIANGLE_STRIP:
*pMaxVertices = *pMaxIndices = nPrimitiveCount + 2;
break;
case MATERIAL_QUADS:
*pMaxVertices = nPrimitiveCount * 4;
*pMaxIndices = nPrimitiveCount * 6;
break;
case MATERIAL_INSTANCED_QUADS:
*pMaxVertices = nPrimitiveCount;
*pMaxIndices = 0; // This primtype is unindexed
break;
case MATERIAL_POLYGON:
*pMaxVertices = nPrimitiveCount;
*pMaxIndices = (nPrimitiveCount - 2) * 3;
break;
default:
Assert(0);
}
// FIXME: need to get this from meshdx8.cpp, or move it to somewhere common
Assert( *pMaxVertices <= 32768 );
Assert( *pMaxIndices <= 32768 );
}
inline int CMeshBuilder::IndicesFromVertices( MaterialPrimitiveType_t type, int nVertexCount )
{
switch( type )
{
case MATERIAL_QUADS:
Assert( (nVertexCount & 0x3) == 0 );
return (nVertexCount * 6) / 4;
case MATERIAL_INSTANCED_QUADS:
// This primtype is unindexed
return 0;
case MATERIAL_POLYGON:
Assert( nVertexCount >= 3 );
return (nVertexCount - 2) * 3;
case MATERIAL_LINE_STRIP:
Assert( nVertexCount >= 2 );
return (nVertexCount - 1) * 2;
case MATERIAL_LINE_LOOP:
Assert( nVertexCount >= 3 );
return nVertexCount * 2;
default:
return nVertexCount;
}
}
//-----------------------------------------------------------------------------
// Specify the type of vertex compression that this CMeshBuilder will perform
//-----------------------------------------------------------------------------
inline void CMeshBuilder::SetCompressionType( VertexCompressionType_t vertexCompressionType )
{
m_CompressionType = vertexCompressionType;
m_VertexBuilder.SetCompressionType( vertexCompressionType );
}
//-----------------------------------------------------------------------------
// Begins modifying the mesh
//-----------------------------------------------------------------------------
inline void CMeshBuilder::Begin( IMesh *pMesh, MaterialPrimitiveType_t type, int numPrimitives )
{
Assert( pMesh && (!m_pMesh) );
Assert( type != MATERIAL_HETEROGENOUS );
m_pMesh = pMesh;
m_bGenerateIndices = true;
m_Type = type;
int nMaxVertexCount = 0, nMaxIndexCount = 0;
ComputeNumVertsAndIndices( &nMaxVertexCount, &nMaxIndexCount, type, numPrimitives );
switch( type )
{
case MATERIAL_INSTANCED_QUADS:
m_pMesh->SetPrimitiveType( MATERIAL_INSTANCED_QUADS );
break;
case MATERIAL_QUADS:
case MATERIAL_POLYGON:
m_pMesh->SetPrimitiveType( MATERIAL_TRIANGLES );
break;
case MATERIAL_LINE_STRIP:
case MATERIAL_LINE_LOOP:
m_pMesh->SetPrimitiveType( MATERIAL_LINES );
break;
default:
m_pMesh->SetPrimitiveType( type );
}
// Lock the mesh
m_pMesh->LockMesh( nMaxVertexCount, nMaxIndexCount, *this );
m_IndexBuilder.AttachBegin( pMesh, nMaxIndexCount, *this );
m_VertexBuilder.AttachBegin( pMesh, nMaxVertexCount, *this );
// Point to the start of the index and vertex buffers
Reset();
}
inline void CMeshBuilder::Begin( IMesh *pMesh, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount, int *nFirstVertex )
{
Begin( pMesh, type, nVertexCount, nIndexCount );
*nFirstVertex = m_VertexBuilder.m_nFirstVertex * m_VertexBuilder.VertexSize();
}
inline void CMeshBuilder::Begin( IMesh* pMesh, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount, MeshBuffersAllocationSettings_t *pMeshSettings )
{
Assert( pMesh && (!m_pMesh) );
// NOTE: We can't specify the indices when we use quads, polygons, or
// linestrips; they aren't actually directly supported by
// the material system
Assert( (type != MATERIAL_QUADS) && (type != MATERIAL_INSTANCED_QUADS) && (type != MATERIAL_POLYGON) &&
(type != MATERIAL_LINE_STRIP) && (type != MATERIAL_LINE_LOOP));
// Dx8 doesn't support indexed points...
Assert( type != MATERIAL_POINTS );
m_pMesh = pMesh;
m_bGenerateIndices = false;
m_Type = type;
// Set the primitive type
m_pMesh->SetPrimitiveType( type );
// Lock the vertex and index buffer
m_pMesh->LockMesh( nVertexCount, nIndexCount, *this, pMeshSettings );
m_IndexBuilder.AttachBegin( pMesh, nIndexCount, *this );
m_VertexBuilder.AttachBegin( pMesh, nVertexCount, *this );
// Point to the start of the buffers..
Reset();
}
//-----------------------------------------------------------------------------
// Use this when you're done modifying the mesh
//-----------------------------------------------------------------------------
inline void CMeshBuilder::End( bool bSpewData, bool bDraw )
{
if ( m_bGenerateIndices )
{
int nIndexCount = IndicesFromVertices( m_Type, m_VertexBuilder.VertexCount() );
m_IndexBuilder.GenerateIndices( m_Type, nIndexCount );
}
if ( bSpewData )
{
m_pMesh->Spew( m_VertexBuilder.VertexCount(), m_IndexBuilder.IndexCount(), *this );
}
#ifdef _DEBUG
m_pMesh->ValidateData( m_VertexBuilder.VertexCount(), m_IndexBuilder.IndexCount(), *this );
#endif
// Unlock our buffers
m_pMesh->UnlockMesh( m_VertexBuilder.VertexCount(), m_IndexBuilder.IndexCount(), *this );
m_IndexBuilder.AttachEnd();
m_VertexBuilder.AttachEnd();
if ( bDraw )
{
m_pMesh->Draw();
}
m_pMesh = 0;
#ifdef _DEBUG
memset( (MeshDesc_t*)this, 0, sizeof(MeshDesc_t) );
#endif
}
//-----------------------------------------------------------------------------
// Locks the vertex buffer to modify existing data
//-----------------------------------------------------------------------------
inline void CMeshBuilder::BeginModify( IMesh* pMesh, int nFirstVertex, int nVertexCount, int nFirstIndex, int nIndexCount )
{
Assert( pMesh && (!m_pMesh) );
if (nVertexCount < 0)
{
nVertexCount = pMesh->VertexCount();
}
m_pMesh = pMesh;
m_bGenerateIndices = false;
// Locks mesh for modifying
pMesh->ModifyBeginEx( false, nFirstVertex, nVertexCount, nFirstIndex, nIndexCount, *this );
m_IndexBuilder.AttachBeginModify( pMesh, nFirstIndex, nIndexCount, *this );
m_VertexBuilder.AttachBeginModify( pMesh, nFirstVertex, nVertexCount, *this );
// Point to the start of the buffers..
Reset();
}
inline void CMeshBuilder::EndModify( bool bSpewData )
{
Assert( m_pMesh );
if (bSpewData)
{
m_pMesh->Spew( m_VertexBuilder.VertexCount(), m_IndexBuilder.IndexCount(), *this );
}
#ifdef _DEBUG
m_pMesh->ValidateData( m_VertexBuilder.VertexCount(), m_IndexBuilder.IndexCount(), *this );
#endif
// Unlocks mesh
m_pMesh->ModifyEnd( *this );
m_pMesh = 0;
m_IndexBuilder.AttachEndModify();
m_VertexBuilder.AttachEndModify();
#ifdef _DEBUG
// Null out our pointers...
memset( (MeshDesc_t*)this, 0, sizeof(MeshDesc_t) );
#endif
}
//-----------------------------------------------------------------------------
// Resets the mesh builder so it points to the start of everything again
//-----------------------------------------------------------------------------
inline void CMeshBuilder::Reset()
{
m_IndexBuilder.Reset();
m_VertexBuilder.Reset();
}
//-----------------------------------------------------------------------------
// Selects the current Vertex and Index
//-----------------------------------------------------------------------------
FORCEINLINE void CMeshBuilder::SelectVertex( int nIndex )
{
m_VertexBuilder.SelectVertex( nIndex );
}
inline void CMeshBuilder::SelectVertexFromIndex( int idx )
{
// NOTE: This index is expected to be relative
int vertIdx = idx - m_nFirstVertex;
SelectVertex( vertIdx );
}
FORCEINLINE void CMeshBuilder::SelectIndex( int idx )
{
m_IndexBuilder.SelectIndex( idx );
}
//-----------------------------------------------------------------------------
// Advances the current vertex and index by one
//-----------------------------------------------------------------------------
template<int nFlags, int nNumTexCoords> FORCEINLINE void CMeshBuilder::AdvanceVertexF()
{
m_VertexBuilder.AdvanceVertexF<nFlags, nNumTexCoords>();
}
FORCEINLINE void CMeshBuilder::AdvanceVertex()
{
m_VertexBuilder.AdvanceVertex();
}
template <int nFlags, int nNumCoords> FORCEINLINE void CMeshBuilder::AdvanceVerticesF( int nVertexCount )
{
m_VertexBuilder.AdvanceVerticesF<nFlags, nNumCoords>( nVertexCount );
}
FORCEINLINE void CMeshBuilder::AdvanceVertices( int nVertexCount )
{
m_VertexBuilder.AdvanceVertices( nVertexCount );
}
FORCEINLINE void CMeshBuilder::AdvanceIndex()
{
m_IndexBuilder.AdvanceIndex();
}
FORCEINLINE void CMeshBuilder::AdvanceIndices( int nIndices )
{
m_IndexBuilder.AdvanceIndices( nIndices );
}
FORCEINLINE int CMeshBuilder::GetCurrentVertex() const
{
return m_VertexBuilder.GetCurrentVertex();
}
FORCEINLINE int CMeshBuilder::GetCurrentIndex() const
{
return m_IndexBuilder.GetCurrentIndex();
}
FORCEINLINE int CMeshBuilder::GetIndexOffset() const
{
return m_IndexBuilder.GetIndexOffset();
}
//-----------------------------------------------------------------------------
// A helper method since this seems to be done a whole bunch.
//-----------------------------------------------------------------------------
inline void CMeshBuilder::DrawQuad( IMesh* pMesh, const float* v1, const float* v2,
const float* v3, const float* v4, unsigned char const* pColor, bool wireframe )
{
if (!wireframe)
{
Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 );
Position3fv (v1);
Color4ubv( pColor );
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
Position3fv (v2);
Color4ubv( pColor );
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
Position3fv (v4);
Color4ubv( pColor );
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
Position3fv (v3);
Color4ubv( pColor );
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
}
else
{
Begin( pMesh, MATERIAL_LINE_LOOP, 4 );
Position3fv (v1);
Color4ubv( pColor );
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
Position3fv (v2);
Color4ubv( pColor );
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
Position3fv (v3);
Color4ubv( pColor );
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
Position3fv (v4);
Color4ubv( pColor );
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
}
End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// returns the number of indices and vertices
//-----------------------------------------------------------------------------
FORCEINLINE int CMeshBuilder::VertexCount() const
{
return m_VertexBuilder.VertexCount();
}
FORCEINLINE int CMeshBuilder::IndexCount() const
{
return m_IndexBuilder.IndexCount();
}
//-----------------------------------------------------------------------------
// Returns the base vertex memory pointer
//-----------------------------------------------------------------------------
FORCEINLINE void* CMeshBuilder::BaseVertexData()
{
return m_VertexBuilder.BaseVertexData();
}
//-----------------------------------------------------------------------------
// Returns the base index memory pointer
//-----------------------------------------------------------------------------
FORCEINLINE unsigned short* CMeshBuilder::BaseIndexData()
{
return m_IndexBuilder.BaseIndexData();
}
//-----------------------------------------------------------------------------
// Data retrieval...
//-----------------------------------------------------------------------------
FORCEINLINE const float* CMeshBuilder::Position() const
{
return m_VertexBuilder.Position();
}
FORCEINLINE const float* CMeshBuilder::Normal() const
{
return m_VertexBuilder.Normal();
}
FORCEINLINE unsigned int CMeshBuilder::Color() const
{
return m_VertexBuilder.Color();
}
FORCEINLINE unsigned char *CMeshBuilder::Specular() const
{
return m_VertexBuilder.Specular();
}
FORCEINLINE const float* CMeshBuilder::TexCoord( int nStage ) const
{
return m_VertexBuilder.TexCoord( nStage );
}
FORCEINLINE const float* CMeshBuilder::TangentS() const
{
return m_VertexBuilder.TangentS();
}
FORCEINLINE const float* CMeshBuilder::TangentT() const
{
return m_VertexBuilder.TangentT();
}
FORCEINLINE float CMeshBuilder::Wrinkle() const
{
return m_VertexBuilder.Wrinkle();
}
FORCEINLINE const float* CMeshBuilder::BoneWeight() const
{
return m_VertexBuilder.BoneWeight();
}
FORCEINLINE int CMeshBuilder::NumBoneWeights() const
{
return m_VertexBuilder.NumBoneWeights();
}
FORCEINLINE unsigned short const* CMeshBuilder::Index() const
{
return m_IndexBuilder.Index();
}
FORCEINLINE unsigned short * CMeshBuilder::IndexBuffer_InterlockedAdd(int numberOfIndices)
{
return m_IndexBuilder.IndexBuffer_InterlockedAdd(numberOfIndices);
}
//-----------------------------------------------------------------------------
// Index
//-----------------------------------------------------------------------------
FORCEINLINE void CMeshBuilder::Index( unsigned short idx )
{
m_IndexBuilder.Index( idx );
}
//-----------------------------------------------------------------------------
// Fast Index! No need to call advance index
//-----------------------------------------------------------------------------
FORCEINLINE void CMeshBuilder::FastIndex( unsigned short idx )
{
m_IndexBuilder.FastIndex( idx );
}
FORCEINLINE void CMeshBuilder::FastIndex( int nIndexOffset, unsigned short index )
{
m_IndexBuilder.FastIndex( nIndexOffset, index );
}
// NOTE: Use this one to get write combining! Much faster than the other version of FastIndex
// Fast Index! No need to call advance index, and no random access allowed
FORCEINLINE void CMeshBuilder::FastIndex2( unsigned short nIndex1, unsigned short nIndex2 )
{
m_IndexBuilder.FastIndex2( nIndex1, nIndex2 );
}
FORCEINLINE void CMeshBuilder::FastIndex2( int nIndexOffset, unsigned short nIndex1, unsigned short nIndex2 )
{
m_IndexBuilder.FastIndex2( nIndexOffset, nIndex1, nIndex2 );
}
FORCEINLINE void CMeshBuilder::FastQuad( int nIndex )
{
m_IndexBuilder.FastQuad( nIndex );
}
FORCEINLINE void CMeshBuilder::FastQuad( int nIndexOffset, int nIndex )
{
m_IndexBuilder.FastQuad( nIndexOffset, nIndex );
}
//-----------------------------------------------------------------------------
// For use with the FastVertex methods, advances the current vertex by N
//-----------------------------------------------------------------------------
FORCEINLINE void CMeshBuilder::FastAdvanceNVertices( int nVertexCount )
{
m_VertexBuilder.FastAdvanceNVertices( nVertexCount );
}
//-----------------------------------------------------------------------------
// Fast Vertex! No need to call advance vertex, and no random access allowed
//-----------------------------------------------------------------------------
FORCEINLINE void CMeshBuilder::FastVertex( const ModelVertexDX8_t &vertex )
{
m_VertexBuilder.FastVertex( vertex );
}
FORCEINLINE void CMeshBuilder::FastVertexSSE( const ModelVertexDX8_t &vertex )
{
m_VertexBuilder.FastVertexSSE( vertex );
}
FORCEINLINE void CMeshBuilder::FastQuadVertexSSE( const QuadTessVertex_t &vertex )
{
m_VertexBuilder.FastQuadVertexSSE( vertex );
}
//-----------------------------------------------------------------------------
// Copies a vertex into the x360 format
//-----------------------------------------------------------------------------
#if defined( _X360 )
inline void CMeshBuilder::VertexDX8ToX360( const ModelVertexDX8_t &vertex )
{
m_VertexBuilder.VertexDX8ToX360( vertex );
}
#endif
//-----------------------------------------------------------------------------
// Vertex field setting methods
//-----------------------------------------------------------------------------
FORCEINLINE void CMeshBuilder::Position3f( float x, float y, float z )
{
m_VertexBuilder.Position3f( x, y, z );
}
FORCEINLINE void CMeshBuilder::Position3f( int nVertexOffset, float x, float y, float z )
{
m_VertexBuilder.Position3f( nVertexOffset, x, y, z );
}
FORCEINLINE void CMeshBuilder::Position3f( const fltx4 &f4Position )
{
m_VertexBuilder.Position3f( f4Position );
}
FORCEINLINE void CMeshBuilder::Position3fv( const float *v )
{
m_VertexBuilder.Position3fv( v );
}
FORCEINLINE void CMeshBuilder::Position3fv( int nVertexOffset, const float *v )
{
m_VertexBuilder.Position3fv( nVertexOffset, v );
}
FORCEINLINE void CMeshBuilder::Normal3f( float nx, float ny, float nz )
{
m_VertexBuilder.Normal3f( nx, ny, nz );
}
FORCEINLINE void CMeshBuilder::Normal3f( const fltx4 &f4Normal )
{
m_VertexBuilder.Normal3f( f4Normal );
}
FORCEINLINE void CMeshBuilder::Normal3fv( const float *n )
{
m_VertexBuilder.Normal3fv( n );
}
FORCEINLINE void CMeshBuilder::NormalDelta3f( float nx, float ny, float nz )
{
m_VertexBuilder.NormalDelta3f( nx, ny, nz );
}
FORCEINLINE void CMeshBuilder::NormalDelta3fv( const float *n )
{
m_VertexBuilder.NormalDelta3fv( n );
}
FORCEINLINE void CMeshBuilder::Color3f( float r, float g, float b )
{
m_VertexBuilder.Color3f( r, g, b );
}
FORCEINLINE void CMeshBuilder::Color3fv( const float *rgb )
{
m_VertexBuilder.Color3fv( rgb );
}
FORCEINLINE void CMeshBuilder::Color4f( float r, float g, float b, float a )
{
m_VertexBuilder.Color4f( r, g ,b, a );
}
FORCEINLINE void CMeshBuilder::Color4fv( const float *rgba )
{
m_VertexBuilder.Color4fv( rgba );
}
FORCEINLINE void CMeshBuilder::Color3ub( unsigned char r, unsigned char g, unsigned char b )
{
m_VertexBuilder.Color3ub( r, g, b );
}
FORCEINLINE void CMeshBuilder::Color3ubv( unsigned char const* rgb )
{
m_VertexBuilder.Color3ubv( rgb );
}
FORCEINLINE void CMeshBuilder::Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
{
m_VertexBuilder.Color4ub( r, g, b, a );
}
FORCEINLINE void CMeshBuilder::Color4ub( int nVertexOffset, unsigned char r, unsigned char g, unsigned char b, unsigned char a )
{
m_VertexBuilder.Color4ub( nVertexOffset, r, g, b, a );
}
FORCEINLINE void CMeshBuilder::Color4ubv( unsigned char const* rgba )
{
m_VertexBuilder.Color4ubv( rgba );
}
FORCEINLINE void CMeshBuilder::Color4Packed( int packedColor )
{
m_VertexBuilder.Color4Packed(packedColor);
}
FORCEINLINE int CMeshBuilder::PackColor4( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
{
return m_VertexBuilder.PackColor4(r,g,b,a);
}
FORCEINLINE void CMeshBuilder::Specular3f( float r, float g, float b )
{
m_VertexBuilder.Specular3f( r, g, b );
}
FORCEINLINE void CMeshBuilder::Specular3fv( const float *rgb )
{
m_VertexBuilder.Specular3fv( rgb );
}
FORCEINLINE void CMeshBuilder::Specular4f( float r, float g, float b, float a )
{
m_VertexBuilder.Specular4f( r, g, b, a );
}
FORCEINLINE void CMeshBuilder::Specular4fv( const float *rgba )
{
m_VertexBuilder.Specular4fv( rgba );
}
FORCEINLINE void CMeshBuilder::Specular3ub( unsigned char r, unsigned char g, unsigned char b )
{
m_VertexBuilder.Specular3ub( r, g, b );
}
FORCEINLINE void CMeshBuilder::Specular3ubv( unsigned char const *c )
{
m_VertexBuilder.Specular3ubv( c );
}
FORCEINLINE void CMeshBuilder::Specular4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
{
m_VertexBuilder.Specular4ub( r, g, b, a );
}
FORCEINLINE void CMeshBuilder::Specular4ubv( unsigned char const *c )
{
m_VertexBuilder.Specular4ubv( c );
}
FORCEINLINE void CMeshBuilder::TexCoord1f( int nStage, float s )
{
m_VertexBuilder.TexCoord1f( nStage, s );
}
FORCEINLINE void CMeshBuilder::TexCoord2f( int nStage, float s, float t )
{
m_VertexBuilder.TexCoord2f( nStage, s, t );
}
FORCEINLINE void CMeshBuilder::TexCoord2f( int nVertexOffset, int nStage, float s, float t )
{
m_VertexBuilder.TexCoord2f( nVertexOffset, nStage, s, t );
}
FORCEINLINE void CMeshBuilder::TexCoord2fv( int nStage, const float *st )
{
m_VertexBuilder.TexCoord2fv( nStage, st );
}
FORCEINLINE void CMeshBuilder::TexCoord3f( int nStage, float s, float t, float u )
{
m_VertexBuilder.TexCoord3f( nStage, s, t, u );
}
FORCEINLINE void CMeshBuilder::TexCoord3f( int nVertexOffset, int nStage, float s, float t, float u )
{
m_VertexBuilder.TexCoord3f( nVertexOffset, nStage, s, t, u );
}
FORCEINLINE void CMeshBuilder::TexCoord3fv( int nStage, const float *stu )
{
m_VertexBuilder.TexCoord3fv( nStage, stu );
}
FORCEINLINE void CMeshBuilder::TexCoord3fv( int nVertexOffset, int nStage, const float *stu )
{
m_VertexBuilder.TexCoord3fv( nVertexOffset, nStage, stu );
}
FORCEINLINE void CMeshBuilder::TexCoord4f( int nStage, float s, float t, float u, float v )
{
m_VertexBuilder.TexCoord4f( nStage, s, t, u, v );
}
FORCEINLINE void CMeshBuilder::TexCoord4f( int nStage, const fltx4 &f4stuv )
{
m_VertexBuilder.TexCoord4f( nStage, f4stuv );
}
FORCEINLINE void CMeshBuilder::TexCoord4fv( int nStage, const float *stuv )
{
m_VertexBuilder.TexCoord4fv( nStage, stuv );
}
FORCEINLINE void CMeshBuilder::TexCoord4f( int nVertexOffset, int nStage, float s, float t, float u, float v )
{
m_VertexBuilder.TexCoord4f( nVertexOffset, nStage, s, t, u, v );
}
FORCEINLINE void CMeshBuilder::TexCoord4fv( int nVertexOffset, int nStage, const float *stuv )
{
m_VertexBuilder.TexCoord4fv( nVertexOffset, nStage, stuv );
}
FORCEINLINE void CMeshBuilder::TexCoordSubRect2f( int nStage, float s, float t, float offsetS, float offsetT, float scaleS, float scaleT )
{
m_VertexBuilder.TexCoordSubRect2f( nStage, s, t, offsetS, offsetT, scaleS, scaleT );
}
FORCEINLINE void CMeshBuilder::TexCoordSubRect2fv( int nStage, const float *st, const float *offset, const float *scale )
{
m_VertexBuilder.TexCoordSubRect2fv( nStage, st, offset, scale );
}
FORCEINLINE void CMeshBuilder::TangentS3f( float sx, float sy, float sz )
{
m_VertexBuilder.TangentS3f( sx, sy, sz );
}
FORCEINLINE void CMeshBuilder::TangentS3fv( const float* s )
{
m_VertexBuilder.TangentS3fv( s );
}
FORCEINLINE void CMeshBuilder::TangentT3f( float tx, float ty, float tz )
{
m_VertexBuilder.TangentT3f( tx, ty, tz );
}
FORCEINLINE void CMeshBuilder::TangentT3fv( const float* t )
{
m_VertexBuilder.TangentT3fv( t );
}
FORCEINLINE void CMeshBuilder::Wrinkle1f( float flWrinkle )
{
m_VertexBuilder.Wrinkle1f( flWrinkle );
}
FORCEINLINE void CMeshBuilder::BoneWeight( int nIndex, float flWeight )
{
m_VertexBuilder.BoneWeight( nIndex, flWeight );
}
FORCEINLINE void CMeshBuilder::BoneWeights2( float weight1, float weight2 )
{
m_VertexBuilder.BoneWeights2( weight1, weight2 );
}
template <VertexCompressionType_t T> FORCEINLINE void CMeshBuilder::CompressedBoneWeight3fv( const float * pWeights )
{
m_VertexBuilder.CompressedBoneWeight3fv<T>( pWeights );
}
FORCEINLINE void CMeshBuilder::BoneMatrix( int nIndex, int nMatrixIdx )
{
m_VertexBuilder.BoneMatrix( nIndex, nMatrixIdx );
}
FORCEINLINE void CMeshBuilder::BoneMatrices4( int matrixIdx0, int matrixIdx1, int matrixIdx2, int matrixIdx3 )
{
m_VertexBuilder.BoneMatrices4( matrixIdx0, matrixIdx1, matrixIdx2, matrixIdx3 );
}
FORCEINLINE void CMeshBuilder::UserData( const float* pData )
{
m_VertexBuilder.UserData( pData );
}
template <VertexCompressionType_t T> FORCEINLINE void CMeshBuilder::CompressedUserData( const float* pData )
{
m_VertexBuilder.CompressedUserData<T>( pData );
}
//-----------------------------------------------------------------------------
// Templatized vertex field setting methods which support compression
//-----------------------------------------------------------------------------
template <VertexCompressionType_t T> FORCEINLINE void CMeshBuilder::CompressedNormal3f( float nx, float ny, float nz )
{
m_VertexBuilder.CompressedNormal3f<T>( nx, ny, nz );
}
template <VertexCompressionType_t T> FORCEINLINE void CMeshBuilder::CompressedNormal3fv( const float *n )
{
m_VertexBuilder.CompressedNormal3fv<T>( n );
}
#endif // IMESH_H