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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "studiorender.h"
#include "studiorendercontext.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imesh.h"
#include "optimize.h"
#include "mathlib/vmatrix.h"
#include "tier0/vprof.h"
#include "tier1/strtools.h"
#include "tier1/KeyValues.h"
#include "tier0/memalloc.h"
#include "convar.h"
#include "materialsystem/itexture.h"
#include "tier2/tier2.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar r_studio_stats( "r_studio_stats", "0", FCVAR_CHEAT );
inline float TriangleArea( const Vector &v0, const Vector &v1, const Vector &v2 ) { Vector vecEdge0, vecEdge1, vecCross; VectorSubtract( v1, v0, vecEdge0 ); VectorSubtract( v2, v0, vecEdge1 ); CrossProduct( vecEdge0, vecEdge1, vecCross ); return ( VectorLength( vecCross ) * 0.5f ); }
void CStudioRender::R_GatherStats( studiomeshgroup_t *pGroup, CMeshBuilder &MeshBuilder, IMesh *pMesh, IMaterial *pMaterial ) { int nCount = 0; float flSurfaceArea = 0.0f; float flTriSurfaceArea = 0.0f; float flTextureSurfaceArea = 0.0f; int nFrontFacing = 0; CUtlVector< Vector > Positions; CUtlVector< Vector2D > TextureCoords; CUtlVector< short > Indexes; CUtlVector< float > TriAreas; CUtlVector< float > TextureAreas; int nTextureWidth = 0; int nTextureHeight = 0; IMaterialVar **pMaterialVar = pMaterial->GetShaderParams();
for( int i = 0; i < pMaterial->ShaderParamCount(); i++ ) { if ( pMaterialVar[ i ]->IsTexture() == false ) { continue; }
ITexture *pTexture = pMaterialVar[ i ]->GetTextureValue(); if ( pTexture == NULL ) { continue; }
int nWidth = pTexture->GetActualWidth(); if ( nWidth > nTextureWidth ) { nTextureWidth = nWidth; } int nHeight = pTexture->GetActualHeight(); if ( nHeight > nTextureHeight ) { nTextureHeight = nHeight; } }
Vector2D vTextureSize( nTextureWidth, nTextureHeight );
VMatrix m_ViewMatrix, m_ProjectionMatrix, m_ViewProjectionMatrix;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->GetMatrix( MATERIAL_VIEW, &m_ViewMatrix ); pRenderContext->GetMatrix( MATERIAL_PROJECTION, &m_ProjectionMatrix ); MatrixMultiply( m_ProjectionMatrix, m_ViewMatrix, m_ViewProjectionMatrix );
Positions.EnsureCapacity( MeshBuilder.VertexCount() ); Positions.SetCount( MeshBuilder.VertexCount() ); TextureCoords.EnsureCapacity( MeshBuilder.VertexCount() ); TextureCoords.SetCount( MeshBuilder.VertexCount() ); for( int i = 0; i < MeshBuilder.VertexCount(); i++ ) { MeshBuilder.SelectVertex( i ); Positions[ i ] = *( const Vector * )MeshBuilder.Position(); TextureCoords[ i ] = ( *( const Vector2D * )MeshBuilder.TexCoord( 0 ) ) * vTextureSize; }
int nNumIndexes = 0; for (int j = 0; j < pGroup->m_NumStrips; ++j) { OptimizedModel::StripHeader_t *pStrip = &pGroup->m_pStripData[ j ]; nNumIndexes += pStrip->numIndices; }
Indexes.EnsureCapacity( nNumIndexes ); Indexes.SetCount( nNumIndexes ); TriAreas.EnsureCapacity( nNumIndexes / 3 ); TriAreas.SetCount( nNumIndexes / 3 ); TextureAreas.EnsureCapacity( nNumIndexes / 3 ); TextureAreas.SetCount( nNumIndexes / 3 ); for (int j = 0; j < pGroup->m_NumStrips; ++j) { OptimizedModel::StripHeader_t *pStrip = &pGroup->m_pStripData[ j ]; for( int i = 0; i < pStrip->numIndices; i += 3 ) { Indexes[ pStrip->indexOffset + i ] = pGroup->m_pIndices[ pStrip->indexOffset + i ]; Indexes[ pStrip->indexOffset + i + 1 ] = pGroup->m_pIndices[ pStrip->indexOffset + i + 1 ]; Indexes[ pStrip->indexOffset + i + 2 ] = pGroup->m_pIndices[ pStrip->indexOffset + i + 2 ]; TriAreas[ ( pStrip->indexOffset + i ) / 3 ] = 0.0f; TextureAreas[ ( pStrip->indexOffset + i ) / 3 ] = 0.0f; } }
const float UNIFORM_SCREEN_WIDTH = 1600.0f; const float UNIFORM_SCREEN_HEIGHT = 1200.0f; for (int j = 0; j < pGroup->m_NumStrips; ++j) { OptimizedModel::StripHeader_t *pStrip = &pGroup->m_pStripData[ j ];
for( int i = 0; i < pStrip->numIndices; i += 3 ) { int nIndex1 = pGroup->m_pIndices[ pStrip->indexOffset + i ]; int nIndex2 = pGroup->m_pIndices[ pStrip->indexOffset + i + 1 ]; int nIndex3 = pGroup->m_pIndices[ pStrip->indexOffset + i + 2 ];
MeshBuilder.SelectVertex( nIndex1 ); const float *pPos1 = MeshBuilder.Position();
MeshBuilder.SelectVertex( nIndex2 ); const float *pPos2 = MeshBuilder.Position();
MeshBuilder.SelectVertex( nIndex3 ); const float *pPos3 = MeshBuilder.Position();
float flTriArea = TriangleArea( *( const Vector * )( pPos1 ), *( const Vector * )( pPos2 ), *( const Vector * )( pPos3 ) ); flSurfaceArea += flTriArea;
Vector V1View, V2View, V3View;
m_ViewProjectionMatrix.V3Mul( *( const Vector * )( pPos1 ), V1View ); m_ViewProjectionMatrix.V3Mul( *( const Vector * )( pPos2 ), V2View ); m_ViewProjectionMatrix.V3Mul( *( const Vector * )( pPos3 ), V3View );
Vector vNormal; float flIntercept; ComputeTrianglePlane( V1View, V2View, V3View, vNormal, flIntercept );
V1View = ( V1View * 0.5f ) + Vector( 0.5f, 0.5f, 0.5f ); V1View *= Vector( UNIFORM_SCREEN_WIDTH, UNIFORM_SCREEN_HEIGHT, 1.0f ); V2View = ( V2View * 0.5f ) + Vector( 0.5f, 0.5f, 0.5f ); V2View *= Vector( UNIFORM_SCREEN_WIDTH, UNIFORM_SCREEN_HEIGHT, 1.0f ); V3View = ( V3View * 0.5f ) + Vector( 0.5f, 0.5f, 0.5f ); V3View *= Vector( UNIFORM_SCREEN_WIDTH, UNIFORM_SCREEN_HEIGHT, 1.0f );
flTriArea = -TriArea2D( V1View, V2View, V3View ); if ( flTriArea > 0.0f ) { nFrontFacing++;
flTriSurfaceArea += flTriArea; TriAreas[ ( pStrip->indexOffset + i ) / 3 ] = flTriArea;
Vector2D TexV1 = TextureCoords[ nIndex1 ]; Vector2D TexV2 = TextureCoords[ nIndex2 ]; Vector2D TexV3 = TextureCoords[ nIndex3 ];
flTriArea = fabs( TriArea2D( TexV1, TexV2, TexV3 ) ); flTextureSurfaceArea += flTriArea; TextureAreas[ ( pStrip->indexOffset + i ) / 3 ] = flTriArea; } }
nCount += pStrip->numIndices; }
// Msg( "%d / %d / %g / %g ||| %d / %g\n", MeshBuilder.VertexCount(), nCount, flSurfaceArea, flTriSurfaceArea, nFrontFacing, flTriSurfaceArea / (float)nFrontFacing );
for( int i = 0; i < MeshBuilder.VertexCount(); i++ ) { MeshBuilder.SelectVertex( i ); MeshBuilder.Position3f( 0.0f, 0.0f, 0.0f ); }
MeshBuilder.End(); pMesh->MarkAsDrawn();
pMaterial = materials->FindMaterial( "debug/modelstats", TEXTURE_GROUP_OTHER ); pRenderContext->Bind( pMaterial );
int nRenderCount = -1;
for (int j = 0; j < pGroup->m_NumStrips; ++j) { OptimizedModel::StripHeader_t *pStrip = &pGroup->m_pStripData[ j ];
for( int i = 0; i < pStrip->numIndices; i += 3 ) { if ( nRenderCount >= 10000 || nRenderCount == -1 ) { if ( nRenderCount >= 0 ) { MeshBuilder.End( false, true ); }
pMesh = pRenderContext->GetDynamicMeshEx( false ); nRenderCount = 0;
if ( nFrontFacing > 10000 ) { MeshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 10000 ); nFrontFacing -= 10000;
} else { MeshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nFrontFacing ); } }
int nIndex1 = Indexes[ pStrip->indexOffset + i ]; int nIndex2 = Indexes[ pStrip->indexOffset + i + 1 ]; int nIndex3 = Indexes[ pStrip->indexOffset + i + 2 ];
float flArea = TriAreas[ ( pStrip->indexOffset + i ) / 3 ]; if ( flArea > 0.0f ) { Vector vColor;
if ( r_studio_stats.GetInt() == 1 ) { if ( flArea < 20.0f ) { vColor.Init( 1.0f, 0.0f, 0.0f ); } else if ( flArea < 50.0f ) { vColor.Init( 1.0f, 0.565f, 0.0f ); } else if ( flArea < 100.0f ) { vColor.Init( 1.0f, 0.871f, 0.0f ); } else if ( flArea < 200.0f ) { vColor.Init( 0.701f, 1.0f, 0.0f ); } else { vColor.Init( 0.0f, 1.0f, 0.0f ); } } else { float flArea = TextureAreas[ ( pStrip->indexOffset + i ) / 3 ] / TriAreas[ ( pStrip->indexOffset + i ) / 3 ];
if ( flArea >= 16.0f ) { vColor.Init( 1.0f, 0.0f, 0.0f ); } else if ( flArea >= 8.0f ) { vColor.Init( 1.0f, 0.565f, 0.0f ); } else if ( flArea >= 4.0f ) { vColor.Init( 1.0f, 0.871f, 0.0f ); } else if ( flArea >= 2.0f ) { vColor.Init( 0.701f, 1.0f, 0.0f ); } else if ( flArea >= 1.0f ) { vColor.Init( 0.0f, 1.0f, 0.0f ); } else { vColor.Init( 0.0f, 0.871f, 1.0f ); } }
MeshBuilder.Position3fv( Positions[ nIndex1 ].Base() ); MeshBuilder.Color3fv( vColor.Base() ); MeshBuilder.AdvanceVertex();
MeshBuilder.Position3fv( Positions[ nIndex2 ].Base() ); MeshBuilder.Color3fv( vColor.Base() ); MeshBuilder.AdvanceVertex();
MeshBuilder.Position3fv( Positions[ nIndex3 ].Base() ); MeshBuilder.Color3fv( vColor.Base() ); MeshBuilder.AdvanceVertex(); nRenderCount++; } } }
if ( nRenderCount >= 0 ) { MeshBuilder.End( false, true ); } }
//-----------------------------------------------------------------------------
// Main model rendering entry point
//-----------------------------------------------------------------------------
void CStudioRender::ModelStats( const DrawModelInfo_t& info, const StudioRenderContext_t &rc, matrix3x4_t *pBoneToWorld, const FlexWeights_t &flex, int flags ) { StudioRenderContext_t StatsRC = rc;
StatsRC.m_Config.m_bStatsMode = true;
m_pRC = const_cast< StudioRenderContext_t* >( &StatsRC ); m_pFlexWeights = flex.m_pFlexWeights; m_pFlexDelayedWeights = flex.m_pFlexDelayedWeights; m_pBoneToWorld = pBoneToWorld;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
// Disable flex if we're told to...
bool flexConfig = m_pRC->m_Config.bFlex; if (flags & STUDIORENDER_DRAW_NO_FLEXES) { m_pRC->m_Config.bFlex = false; }
// Enable wireframe if we're told to...
bool bWireframe = m_pRC->m_Config.bWireframe; if ( flags & STUDIORENDER_DRAW_WIREFRAME ) { m_pRC->m_Config.bWireframe = true; }
int boneMask = BONE_USED_BY_VERTEX_AT_LOD( info.m_Lod );
// Preserve the matrices if we're skinning
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
m_VertexCache.StartModel();
m_pStudioHdr = info.m_pStudioHdr; m_pStudioMeshes = info.m_pHardwareData->m_pLODs[info.m_Lod].m_pMeshData;
// Bone to world must be set before calling drawmodel; it uses that here
ComputePoseToWorld( m_PoseToWorld, m_pStudioHdr, boneMask, m_pRC->m_ViewOrigin, pBoneToWorld );
R_StudioRenderModel( pRenderContext, info.m_Skin, info.m_Body, info.m_HitboxSet, info.m_pClientEntity, info.m_pHardwareData->m_pLODs[info.m_Lod].ppMaterials, info.m_pHardwareData->m_pLODs[info.m_Lod].pMaterialFlags, flags, boneMask, info.m_Lod, info.m_pColorMeshes);
// Restore the matrices if we're skinning
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix();
// Restore the configs
m_pRC->m_Config.bFlex = flexConfig; m_pRC->m_Config.bWireframe = bWireframe;
#ifdef REPORT_FLEX_STATS
GetFlexStats(); #endif
StatsRC.m_Config.m_bStatsMode = false;
pRenderContext->SetNumBoneWeights( 0 ); m_pRC = NULL; m_pBoneToWorld = NULL; m_pFlexWeights = NULL; m_pFlexDelayedWeights = NULL; }
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