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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=====================================================================================//
#include "render_pch.h"
#include "decal_private.h"
#include "disp_defs.h"
#include "disp.h"
#include "gl_model_private.h"
#include "gl_matsysiface.h"
#include "gl_cvars.h"
#include "gl_rsurf.h"
#include "gl_lightmap.h"
#include "con_nprint.h"
#include "surfinfo.h"
#include "Overlay.h"
#include "cl_main.h"
#include "r_decal.h"
#include "materialsystem/materialsystem_config.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ----------------------------------------------------------------------------- //
// Shadow decals + fragments
// ----------------------------------------------------------------------------- //
static CUtlLinkedList< CDispShadowDecal, DispShadowHandle_t, true > s_DispShadowDecals; static CUtlLinkedList< CDispShadowFragment, DispShadowFragmentHandle_t, true > s_DispShadowFragments; static CUtlLinkedList< CDispDecal, DispShadowHandle_t, true > s_DispDecals; static CUtlLinkedList< CDispDecalFragment, DispShadowFragmentHandle_t, true > s_DispDecalFragments;
void CDispInfo::GetIntersectingSurfaces( GetIntersectingSurfaces_Struct *pStruct ) { if ( !m_Verts.Count() || !m_nIndices ) return;
// Walk through all of our triangles and add them one by one.
SurfInfo *pOut = &pStruct->m_pInfos[ pStruct->m_nSetInfos ]; for ( int iVert=0; iVert < m_MeshReader.NumIndices(); iVert += 3 ) { // Is the list going to overflow?
if ( pStruct->m_nSetInfos >= pStruct->m_nMaxInfos ) break; Vector const &a = m_MeshReader.Position( m_MeshReader.Index(iVert+0) - m_iVertOffset ); Vector const &b = m_MeshReader.Position( m_MeshReader.Index(iVert+1) - m_iVertOffset ); Vector const &c = m_MeshReader.Position( m_MeshReader.Index(iVert+2) - m_iVertOffset );
// Get the boundaries.
Vector vMin; VectorMin( a, b, vMin ); VectorMin( c, vMin, vMin ); Vector vMax; VectorMax( a, b, vMax ); VectorMax( c, vMax, vMax );
// See if it touches the sphere.
int iDim; for ( iDim=0; iDim < 3; iDim++ ) { if ( ((*pStruct->m_pCenter)[iDim]+pStruct->m_Radius) < vMin[iDim] || ((*pStruct->m_pCenter)[iDim]-pStruct->m_Radius) > vMax[iDim] ) { break; } } if ( iDim == 3 ) { // Couldn't reject the sphere in the loop above, so add this surface.
pOut->m_nVerts = 3; pOut->m_Verts[0] = a; pOut->m_Verts[1] = b; pOut->m_Verts[2] = c; pOut->m_Plane.m_Normal = ( c - a ).Cross( b - a ); VectorNormalize( pOut->m_Plane.m_Normal ); pOut->m_Plane.m_Dist = pOut->m_Plane.m_Normal.Dot( a ); ++pStruct->m_nSetInfos; ++pOut; } } }
// ----------------------------------------------------------------------------- //
// CDispInfo implementation of IDispInfo.
// ----------------------------------------------------------------------------- //
void CDispInfo::RenderWireframeInLightmapPage( int pageId ) { #ifndef SWDS
// render displacement as wireframe into lightmap pages
SurfaceHandle_t surfID = GetParent();
Assert( ( MSurf_MaterialSortID( surfID ) >= 0 ) && ( MSurf_MaterialSortID( surfID ) < g_WorldStaticMeshes.Count() ) );
if( materialSortInfoArray[MSurf_MaterialSortID( surfID ) ].lightmapPageID != pageId ) return;
Shader_DrawLightmapPageSurface( surfID, 0.0f, 0.0f, 1.0f ); #endif
}
void CDispInfo::GetBoundingBox( Vector& bbMin, Vector& bbMax ) { bbMin = m_BBoxMin; bbMax = m_BBoxMax; }
void CDispInfo::SetParent( SurfaceHandle_t surfID ) { m_ParentSurfID = surfID; }
// returns surfID
SurfaceHandle_t CDispInfo::GetParent( void ) { return m_ParentSurfID; }
unsigned int CDispInfo::ComputeDynamicLightMask( dlight_t *pLights ) { int lightMask = 0;
#ifndef SWDS
if( !IS_SURF_VALID( m_ParentSurfID ) ) { Assert( !"CDispInfo::ComputeDynamicLightMask: no parent surface" ); return 0; }
for ( int lnum = 0, testBit = 1, mask = r_dlightactive; lnum < MAX_DLIGHTS && mask != 0; lnum++, mask >>= 1, testBit <<= 1 ) { if ( mask & 1 ) { // not lit by this light
if ( !(MSurf_DLightBits( m_ParentSurfID ) & testBit ) ) continue;
// This light doesn't affect the world
if ( pLights[lnum].flags & DLIGHT_NO_WORLD_ILLUMINATION) continue;
// This is used to ensure a maximum number of dlights in a frame
if ( !R_CanUseVisibleDLight( lnum ) ) continue;
lightMask |= testBit; } } #endif
return lightMask; }
void CDispInfo::AddDynamicLights( dlight_t *pLights, unsigned int mask ) { #ifndef SWDS
if( !IS_SURF_VALID( m_ParentSurfID ) ) { Assert( !"CDispInfo::AddDynamicLights: no parent surface" ); return; }
for ( int lnum = 0; lnum < MAX_DLIGHTS && mask != 0; lnum++, mask >>= 1 ) { if ( mask & 1 ) { if ( (pLights[lnum].flags & DLIGHT_DISPLACEMENT_MASK) == 0) { if( NumLightMaps() == 1 ) { AddSingleDynamicLight( pLights[lnum] ); } else { AddSingleDynamicLightBumped( pLights[lnum] ); } } else { AddSingleDynamicAlphaLight( pLights[lnum]); } } } #endif
}
//-----------------------------------------------------------------------------
// Allocates fragments...
//-----------------------------------------------------------------------------
CDispDecalFragment* CDispInfo::AllocateDispDecalFragment( DispDecalHandle_t h, int nVerts ) { DispDecalFragmentHandle_t f = s_DispDecalFragments.Alloc(true); s_DispDecalFragments.LinkBefore( s_DispDecals[h].m_FirstFragment, f ); s_DispDecals[h].m_FirstFragment = f; CDispDecalFragment* pf = &s_DispDecalFragments[f]; // Initialize the vert count:
pf->m_nVerts = nVerts; pf->m_pVerts = new CDecalVert[nVerts];
return pf; }
//-----------------------------------------------------------------------------
// Clears decal fragment lists
//-----------------------------------------------------------------------------
void CDispInfo::ClearDecalFragments( DispDecalHandle_t h ) { // Iterate over all fragments associated with each shadow decal
CDispDecal& decal = s_DispDecals[h]; DispDecalFragmentHandle_t f = decal.m_FirstFragment; DispDecalFragmentHandle_t next;
while( f != DISP_DECAL_FRAGMENT_HANDLE_INVALID ) { next = s_DispDecalFragments.Next(f); s_DispDecalFragments.Free(f); // Destructs the decal, freeing the memory.
f = next; }
// Blat out the list
decal.m_FirstFragment = DISP_DECAL_FRAGMENT_HANDLE_INVALID;
// Mark is as not computed
decal.m_Flags &= ~CDispDecalBase::FRAGMENTS_COMPUTED;
// Update the number of triangles in the decal
decal.m_nTris = 0; decal.m_nVerts = 0; }
void CDispInfo::ClearAllDecalFragments() { // Iterate over all shadow decals on the displacement
DispDecalHandle_t h = m_FirstDecal; while( h != DISP_SHADOW_HANDLE_INVALID ) { ClearDecalFragments( h ); h = s_DispDecals.Next(h); } }
// ----------------------------------------------------------------------------- //
// Add/remove decals
// ----------------------------------------------------------------------------- //
DispDecalHandle_t CDispInfo::NotifyAddDecal( decal_t *pDecal, float flSize ) { // Create a new decal, link it in
DispDecalHandle_t h = s_DispDecals.Alloc( true ); if ( h != s_DispDecals.InvalidIndex() ) { int nDecalCount = 0; int iDecal = m_FirstDecal; int iLastDecal = s_DispDecals.InvalidIndex(); while( iDecal != s_DispDecals.InvalidIndex() ) { iLastDecal = iDecal; iDecal = s_DispDecals.Next( iDecal ); ++nDecalCount; } #ifndef SWDS
if ( nDecalCount >= MAX_DISP_DECALS ) { R_DecalUnlink( s_DispDecals[iLastDecal].m_pDecal, host_state.worldbrush ); } #endif
s_DispDecals.LinkBefore( m_FirstDecal, h ); m_FirstDecal = h; CDispDecal *pDispDecal = &s_DispDecals[h]; pDispDecal->m_pDecal = pDecal; pDispDecal->m_FirstFragment = DISP_DECAL_FRAGMENT_HANDLE_INVALID; pDispDecal->m_nVerts = 0; pDispDecal->m_nTris = 0; pDispDecal->m_flSize = flSize; // Setup a basis for it.
CDecalVert *pOutVerts = NULL; R_SetupDecalClip( pOutVerts, pDispDecal->m_pDecal, MSurf_Plane( m_ParentSurfID ).normal, pDispDecal->m_pDecal->material, pDispDecal->m_TextureSpaceBasis, pDispDecal->m_DecalWorldScale ); // Recurse and precalculate which nodes this thing can touch.
SetupDecalNodeIntersect( m_pPowerInfo->m_RootNode, 0, pDispDecal, 0 ); }
return h; }
void CDispInfo::NotifyRemoveDecal( DispDecalHandle_t h ) { // Any fragments we got we don't need
ClearDecalFragments(h);
// Reset the head of the list
if (m_FirstDecal == h) m_FirstDecal = s_DispDecals.Next(h);
// Blow away the decal
s_DispDecals.Free( h ); }
//-----------------------------------------------------------------------------
// Allocates fragments...
//-----------------------------------------------------------------------------
CDispShadowFragment* CDispInfo::AllocateShadowDecalFragment( DispShadowHandle_t h, int nCount ) { DispShadowFragmentHandle_t f = s_DispShadowFragments.Alloc(true); s_DispShadowFragments.LinkBefore( s_DispShadowDecals[h].m_FirstFragment, f ); s_DispShadowDecals[h].m_FirstFragment = f; CDispShadowFragment* pf = &s_DispShadowFragments[f]; pf->m_nVerts = nCount; pf->m_ShadowVerts = new ShadowVertex_t[nCount]; return pf; }
//-----------------------------------------------------------------------------
// Clears shadow decal fragment lists
//-----------------------------------------------------------------------------
void CDispInfo::ClearShadowDecalFragments( DispShadowHandle_t h ) { // Iterate over all fragments associated with each shadow decal
CDispShadowDecal& decal = s_DispShadowDecals[h]; DispShadowFragmentHandle_t f = decal.m_FirstFragment; DispShadowFragmentHandle_t next; while( f != DISP_SHADOW_FRAGMENT_HANDLE_INVALID ) { next = s_DispShadowFragments.Next(f); s_DispShadowFragments.Free(f); f = next; }
// Blat out the list
decal.m_FirstFragment = DISP_SHADOW_FRAGMENT_HANDLE_INVALID;
// Mark is as not computed
decal.m_Flags &= ~CDispDecalBase::FRAGMENTS_COMPUTED;
// Update the number of triangles in the decal
decal.m_nTris = 0; decal.m_nVerts = 0; }
void CDispInfo::ClearAllShadowDecalFragments() { // Iterate over all shadow decals on the displacement
DispShadowHandle_t h = m_FirstShadowDecal; while( h != DISP_SHADOW_HANDLE_INVALID ) { ClearShadowDecalFragments( h ); h = s_DispShadowDecals.Next(h); } }
// ----------------------------------------------------------------------------- //
// Add/remove shadow decals
// ----------------------------------------------------------------------------- //
DispShadowHandle_t CDispInfo::AddShadowDecal( ShadowHandle_t shadowHandle ) { // Create a new shadow decal, link it in
DispShadowHandle_t h = s_DispShadowDecals.Alloc( true ); s_DispShadowDecals.LinkBefore( m_FirstShadowDecal, h ); m_FirstShadowDecal = h;
CDispShadowDecal* pShadowDecal = &s_DispShadowDecals[h]; pShadowDecal->m_nTris = 0; pShadowDecal->m_nVerts = 0; pShadowDecal->m_Shadow = shadowHandle; pShadowDecal->m_FirstFragment = DISP_SHADOW_FRAGMENT_HANDLE_INVALID;
return h; }
void CDispInfo::RemoveShadowDecal( DispShadowHandle_t h ) { // Any fragments we got we don't need
ClearShadowDecalFragments(h);
// Reset the head of the list
if (m_FirstShadowDecal == h) m_FirstShadowDecal = s_DispShadowDecals.Next(h);
// Blow away the decal
s_DispShadowDecals.Free( h ); }
// ----------------------------------------------------------------------------- //
// This little beastie generate decal fragments
// ----------------------------------------------------------------------------- //
void CDispInfo::GenerateDecalFragments_R( CVertIndex const &nodeIndex, int iNodeBitIndex, unsigned short decalHandle, CDispDecalBase *pDispDecal, int iLevel ) { // Get the node info for this node...
Assert( iNodeBitIndex < m_pPowerInfo->m_NodeCount ); DispNodeInfo_t const& nodeInfo = m_pNodeInfo[iNodeBitIndex];
int iNodeIndex = VertIndex( nodeIndex ); // Don't bother adding decals if the node doesn't have decal info.
if( !pDispDecal->m_NodeIntersect.Get( iNodeBitIndex ) ) return;
// Recurse into child nodes, but only if they have triangles.
if ( ( iLevel+1 < m_Power ) && (nodeInfo.m_Flags & DispNodeInfo_t::CHILDREN_HAVE_TRIANGLES) ) { int iChildNodeBit = iNodeBitIndex + 1; for( int iChild=0; iChild < 4; iChild++ ) { CVertIndex const &childNode = m_pPowerInfo->m_pChildVerts[iNodeIndex].m_Verts[iChild];
bool bActiveChild = m_ActiveVerts.Get( VertIndex( childNode ) ) != 0; if ( bActiveChild ) GenerateDecalFragments_R( childNode, iChildNodeBit, decalHandle, pDispDecal, iLevel + 1 ); iChildNodeBit += m_pPowerInfo->m_NodeIndexIncrements[iLevel]; } }
// Create the decal fragments on the node triangles
bool isShadow = (pDispDecal->m_Flags & CDispDecalBase::DECAL_SHADOW) != 0;
int index = nodeInfo.m_FirstTesselationIndex; for ( int i = 0; i < nodeInfo.m_Count; i += 3 ) { if (isShadow) TestAddDecalTri( index + i, decalHandle, static_cast<CDispShadowDecal*>(pDispDecal) ); else TestAddDecalTri( index + i, decalHandle, static_cast<CDispDecal*>(pDispDecal) ); } }
void CDispInfo::GenerateDecalFragments( CVertIndex const &nodeIndex, int iNodeBitIndex, unsigned short decalHandle, CDispDecalBase *pDispDecal ) { GenerateDecalFragments_R( nodeIndex, iNodeBitIndex, decalHandle, pDispDecal, 0 ); pDispDecal->m_Flags |= CDispDecalBase::FRAGMENTS_COMPUTED; }
// ----------------------------------------------------------------------------- //
// Compute shadow fragments for a particular shadow
// ----------------------------------------------------------------------------- //
bool CDispInfo::ComputeShadowFragments( DispShadowHandle_t h, int& vertexCount, int& indexCount ) { CDispShadowDecal* pShadowDecal = &s_DispShadowDecals[h];
// If we already have fragments, that means the data's already cached.
if ((pShadowDecal->m_Flags & CDispDecalBase::FRAGMENTS_COMPUTED) != 0) { vertexCount = pShadowDecal->m_nVerts; indexCount = 3 * pShadowDecal->m_nTris; return true; }
// Check to see if the bitfield wasn't computed. If so, compute it.
// This should happen whenever the shadow moves
#ifndef SWDS
if ((pShadowDecal->m_Flags & CDispDecalBase::NODE_BITFIELD_COMPUTED ) == 0) { // First, determine the nodes that the shadow decal should affect
ShadowInfo_t const& info = g_pShadowMgr->GetInfo( pShadowDecal->m_Shadow ); SetupDecalNodeIntersect( m_pPowerInfo->m_RootNode, 0, // node bit index into CDispDecal::m_NodeIntersects
pShadowDecal, &info ); } #endif
// Check to see if there are any bits set in the bitfield, If not,
// this displacement should be taken out of the list of potential displacements
if (pShadowDecal->m_Flags & CDispDecalBase::NO_INTERSECTION) return false;
// Now that we have the bitfield, compute the fragments
// It may happen that we have invalid fragments but valid bitfield.
// This can happen when a retesselation occurs
Assert( pShadowDecal->m_nTris == 0); Assert( pShadowDecal->m_FirstFragment == DISP_SHADOW_FRAGMENT_HANDLE_INVALID);
GenerateDecalFragments( m_pPowerInfo->m_RootNode, 0, h, pShadowDecal );
// Compute the index + vertex counts
vertexCount = pShadowDecal->m_nVerts; indexCount = 3 * pShadowDecal->m_nTris;
return true; }
//-----------------------------------------------------------------------------
// Generate vertex lists
//-----------------------------------------------------------------------------
bool CDispInfo::GetTag() { return m_Tag == m_pDispArray->m_CurTag; }
void CDispInfo::SetTag() { m_Tag = m_pDispArray->m_CurTag; }
//-----------------------------------------------------------------------------
// Helpers for global functions.
//-----------------------------------------------------------------------------
// This function crashes in release without this pragma.
#if !defined( _X360 )
#pragma optimize( "g", off )
#endif
#pragma optimize( "", on )
void DispInfo_BuildPrimLists( int nSortGroup, SurfaceHandle_t *pList, int listCount, bool bDepthOnly, CDispInfo *visibleDisps[MAX_MAP_DISPINFO], int &nVisibleDisps ) { VPROF("DispInfo_BuildPrimLists");
nVisibleDisps = 0; bool bDebugConvars = !bDepthOnly ? DispInfoRenderDebugModes() : false; for( int i = 0; i < listCount; i++ ) { CDispInfo *pDisp = static_cast<CDispInfo*>( pList[i]->pDispInfo ); if( !pDisp->Render( pDisp->m_pMesh, bDebugConvars ) ) continue;
// Add it to the list of visible displacements.
if( nVisibleDisps < MAX_MAP_DISPINFO ) { visibleDisps[nVisibleDisps++] = pDisp; }
if ( bDepthOnly ) continue;
#ifndef SWDS
OverlayMgr()->AddFragmentListToRenderList( nSortGroup, MSurf_OverlayFragmentList( pList[i] ), true ); #endif
} }
ConVar disp_dynamic( "disp_dynamic", "0" );
void DispInfo_DrawPrimLists( ERenderDepthMode DepthMode ) { #ifndef SWDS
VPROF("DispInfo_DrawPrimLists");
int nDispGroupsSize = g_DispGroups.Size();
int nFullbright = g_pMaterialSystemConfig->nFullbright;
CMatRenderContextPtr pRenderContext( materials );
for( int iGroup=0; iGroup < nDispGroupsSize; iGroup++ ) { CDispGroup *pGroup = g_DispGroups[iGroup]; if( pGroup->m_nVisible == 0 ) continue;
if ( DepthMode != DEPTH_MODE_NORMAL ) { // Select proper override material
int nAlphaTest = (int) pGroup->m_pMaterial->IsAlphaTested(); int nNoCull = (int) pGroup->m_pMaterial->IsTwoSided(); IMaterial *pDepthWriteMaterial; if ( DepthMode == DEPTH_MODE_SHADOW ) { pDepthWriteMaterial = g_pMaterialDepthWrite[nAlphaTest][nNoCull]; } else { pDepthWriteMaterial = g_pMaterialSSAODepthWrite[nAlphaTest][nNoCull]; }
if ( nAlphaTest == 1 ) { static unsigned int originalTextureVarCache = 0; IMaterialVar *pOriginalTextureVar = pGroup->m_pMaterial->FindVarFast( "$basetexture", &originalTextureVarCache ); static unsigned int originalTextureFrameVarCache = 0; IMaterialVar *pOriginalTextureFrameVar = pGroup->m_pMaterial->FindVarFast( "$frame", &originalTextureFrameVarCache ); static unsigned int originalAlphaRefCache = 0; IMaterialVar *pOriginalAlphaRefVar = pGroup->m_pMaterial->FindVarFast( "$AlphaTestReference", &originalAlphaRefCache );
static unsigned int textureVarCache = 0; IMaterialVar *pTextureVar = pDepthWriteMaterial->FindVarFast( "$basetexture", &textureVarCache ); static unsigned int textureFrameVarCache = 0; IMaterialVar *pTextureFrameVar = pDepthWriteMaterial->FindVarFast( "$frame", &textureFrameVarCache ); static unsigned int alphaRefCache = 0; IMaterialVar *pAlphaRefVar = pDepthWriteMaterial->FindVarFast( "$AlphaTestReference", &alphaRefCache );
if( pTextureVar && pOriginalTextureVar ) { pTextureVar->SetTextureValue( pOriginalTextureVar->GetTextureValue() ); }
if( pTextureFrameVar && pOriginalTextureFrameVar ) { pTextureFrameVar->SetIntValue( pOriginalTextureFrameVar->GetIntValue() ); }
if( pAlphaRefVar && pOriginalAlphaRefVar ) { pAlphaRefVar->SetFloatValue( pOriginalAlphaRefVar->GetFloatValue() ); } }
pRenderContext->Bind( pDepthWriteMaterial ); } else { pRenderContext->Bind( pGroup->m_pMaterial ); }
if( nFullbright != 1 && DepthMode == DEPTH_MODE_NORMAL ) { pRenderContext->BindLightmapPage( pGroup->m_LightmapPageID ); } else { // If this code gets removed again, I'm chopping fingers off!
if( pGroup->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ) ) { pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP ); } else { pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE ); } }
int nMeshesSize = pGroup->m_Meshes.Size();
for( int iMesh=0; iMesh < nMeshesSize; iMesh++ ) { CGroupMesh *pMesh = pGroup->m_Meshes[iMesh]; if( pMesh->m_nVisible == 0 ) continue;
if ( disp_dynamic.GetInt() ) { for ( int iVisible=0; iVisible < pMesh->m_nVisible; iVisible++ ) { pMesh->m_VisibleDisps[iVisible]->SpecifyDynamicMesh(); } } else { pMesh->m_pMesh->Draw( pMesh->m_Visible.Base(), pMesh->m_nVisible ); }
pMesh->m_nVisible = 0; } } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DecalDispSurfacesInit( void ) { #ifndef SWDS
g_aDispDecalSortPool.RemoveAll(); ++g_nDispDecalSortCheckCount; #endif
}
//-----------------------------------------------------------------------------
// Purpose: Batch up visible displacement decals and build them if necessary.
//-----------------------------------------------------------------------------
void DispInfo_BatchDecals( CDispInfo **pVisibleDisps, int nVisibleDisps ) { #ifndef SWDS
// Performance analysis.
VPROF( "DispInfo_BatchDecals" );
// Increment the decal sort check count and clear the pool.
DecalDispSurfacesInit();
// Do we have any visible displacements?
if( !nVisibleDisps ) return;
for( int iDisp = 0; iDisp < nVisibleDisps; ++iDisp ) { // Get the current visible displacement and see if it has any decals.
CDispInfo *pDisp = pVisibleDisps[iDisp]; if( pDisp->m_FirstDecal == DISP_DECAL_HANDLE_INVALID ) continue;
DispDecalHandle_t hDecal = pDisp->m_FirstDecal; while ( hDecal != DISP_DECAL_HANDLE_INVALID ) { CDispDecal &decal = s_DispDecals[hDecal];
// Create the displacement fragment if necessary.
if ( ( decal.m_Flags & CDispDecalBase::FRAGMENTS_COMPUTED ) == 0 ) { pDisp->GenerateDecalFragments( pDisp->m_pPowerInfo->m_RootNode, 0, hDecal, &decal ); }
// Don't draw if there's no triangles.
if ( decal.m_nTris == 0 ) { hDecal = s_DispDecals.Next( hDecal ); continue; }
// Get the decal material.
IMaterial *pMaterial = decal.m_pDecal->material; if ( !pMaterial ) { DevMsg( "DispInfo_BatchDecals: material is NULL, decal %i.\n", hDecal ); hDecal = s_DispDecals.Next( hDecal ); continue; }
// Lightmap decals.
int iTreeType = -1; if ( pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ) ) { // Permanent lightmapped decals.
if ( decal.m_pDecal->flags & FDECAL_PERMANENT ) { iTreeType = PERMANENT_LIGHTMAP; } // Non-permanent lightmapped decals.
else { iTreeType = LIGHTMAP; } } // Non-lightmapped decals.
else { iTreeType = NONLIGHTMAP; }
// There is only one group at a time.
int iGroup = 0;
int iPool = g_aDispDecalSortPool.Alloc( true ); g_aDispDecalSortPool[iPool] = decal.m_pDecal; int iSortTree = decal.m_pDecal->m_iSortTree; int iSortMaterial = decal.m_pDecal->m_iSortMaterial;
DecalMaterialBucket_t &materialBucket = g_aDispDecalSortTrees[iSortTree].m_aDecalSortBuckets[iGroup][iTreeType].Element( iSortMaterial ); if ( materialBucket.m_nCheckCount == g_nDispDecalSortCheckCount ) { int iHead = materialBucket.m_iHead; g_aDispDecalSortPool.LinkBefore( iHead, iPool ); } materialBucket.m_iHead = iPool; materialBucket.m_nCheckCount = g_nDispDecalSortCheckCount;
hDecal = s_DispDecals.Next( hDecal ); } } #endif
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
inline void DispInfo_DrawDecalMeshList( DecalMeshList_t &meshList ) { CMatRenderContextPtr pRenderContext( materials );
bool bMatFullbright = ( g_pMaterialSystemConfig->nFullbright == 1 );
int nBatchCount = meshList.m_aBatches.Count(); for ( int iBatch = 0; iBatch < nBatchCount; ++iBatch ) { const DecalBatchList_t &batch = meshList.m_aBatches[iBatch];
if ( !bMatFullbright ) { pRenderContext->BindLightmapPage( batch.m_iLightmapPage ); } else { pRenderContext->BindLightmapPage( MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE ); } pRenderContext->Bind( batch.m_pMaterial, batch.m_pProxy ); meshList.m_pMesh->Draw( batch.m_iStartIndex, batch.m_nIndexCount ); } }
void DispInfo_DrawDecalsGroup( int iGroup, int iTreeType ) { #ifndef SWDS
CMatRenderContextPtr pRenderContext( materials );
DecalMeshList_t meshList; CMeshBuilder meshBuilder;
int nVertCount = 0; int nIndexCount = 0;
int nDecalSortMaxVerts; int nDecalSortMaxIndices; R_DecalsGetMaxMesh( pRenderContext, nDecalSortMaxVerts, nDecalSortMaxIndices );
bool bMatWireframe = ShouldDrawInWireFrameMode();
int nSortTreeCount = g_aDispDecalSortTrees.Count(); for ( int iSortTree = 0; iSortTree < nSortTreeCount; ++iSortTree ) { bool bMeshInit = true; const CUtlVector<DecalMaterialBucket_t> &materialBucketList = g_aDispDecalSortTrees[iSortTree].m_aDecalSortBuckets[iGroup][iTreeType]; int nBucketCount = materialBucketList.Count(); for ( int iBucket = 0; iBucket < nBucketCount; ++iBucket ) { if ( materialBucketList.Element( iBucket ).m_nCheckCount != g_nDispDecalSortCheckCount ) continue; int iHead = materialBucketList.Element( iBucket ).m_iHead; if ( !g_aDispDecalSortPool.IsValidIndex( iHead ) ) continue;
decal_t *pDecalHead = g_aDispDecalSortPool.Element( iHead ); Assert( pDecalHead->material ); if ( !pDecalHead->material ) continue;
// Vertex format.
VertexFormat_t vertexFormat = pDecalHead->material->GetVertexFormat(); if ( vertexFormat == 0 ) continue; // New bucket = new batch.
DecalBatchList_t *pBatch = NULL; bool bBatchInit = true; int nCount; int iElement = iHead; while ( iElement != g_aDispDecalSortPool.InvalidIndex() ) { decal_t *pDecal = g_aDispDecalSortPool.Element( iElement ); iElement = g_aDispDecalSortPool.Next( iElement );
CDispDecal &decal = s_DispDecals[pDecal->m_DispDecal];
// Now draw all the fragments with this material.
IMaterial* pMaterial = decal.m_pDecal->material; if ( !pMaterial ) { DevMsg( "DispInfo_DrawDecalsGroup: material is NULL decal %i.\n", pDecal->m_DispDecal ); continue; }
DispDecalFragmentHandle_t hFrag = decal.m_FirstFragment; while ( hFrag != DISP_DECAL_FRAGMENT_HANDLE_INVALID ) { CDispDecalFragment &fragment = s_DispDecalFragments[hFrag]; hFrag = s_DispDecalFragments.Next( hFrag ); nCount = fragment.m_nVerts;
// Overflow - new mesh, batch.
if ( ( ( nVertCount + nCount ) >= nDecalSortMaxVerts ) || ( nIndexCount + ( nCount - 2 ) >= nDecalSortMaxIndices ) ) { // Finish this batch.
if ( pBatch ) { pBatch->m_nIndexCount = ( nIndexCount - pBatch->m_iStartIndex ); }
// End the mesh building phase and render.
meshBuilder.End(); DispInfo_DrawDecalMeshList( meshList );
// Reset.
bMeshInit = true; pBatch = NULL; bBatchInit = true; } // Create the mesh.
if ( bMeshInit ) { // Reset the mesh list.
meshList.m_pMesh = NULL; meshList.m_aBatches.RemoveAll();
if ( !bMatWireframe ) { meshList.m_pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, pDecalHead->material ); } else { meshList.m_pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, g_materialDecalWireframe ); }
meshBuilder.Begin( meshList.m_pMesh, MATERIAL_TRIANGLES, nDecalSortMaxVerts, nDecalSortMaxIndices ); nVertCount = 0; nIndexCount = 0; bMeshInit = false; } // Create the batch.
if ( bBatchInit ) { // Create a batch for this bucket = material/lightmap pair.
int iBatchList = meshList.m_aBatches.AddToTail(); pBatch = &meshList.m_aBatches[iBatchList]; pBatch->m_iStartIndex = nIndexCount; if ( !bMatWireframe ) { pBatch->m_pMaterial = pDecalHead->material; pBatch->m_pProxy = pDecalHead->userdata; pBatch->m_iLightmapPage = materialSortInfoArray[MSurf_MaterialSortID( pDecalHead->surfID )].lightmapPageID; } else { pBatch->m_pMaterial = g_materialDecalWireframe; } bBatchInit = false; } Assert ( pBatch ); // Setup verts.
float flOffset = fragment.m_pDecal->lightmapOffset; for ( int iVert = 0; iVert < fragment.m_nVerts; ++iVert ) { const CDecalVert &vert = fragment.m_pVerts[iVert];
meshBuilder.Position3fv( vert.m_vPos.Base() ); // FIXME!! Really want the normal from the displacement, not from the base surface.
Vector &normal = MSurf_Plane( fragment.m_pDecal->surfID ).normal; meshBuilder.Normal3fv( normal.Base() ); meshBuilder.Color4ub( fragment.m_pDecal->color.r, fragment.m_pDecal->color.g, fragment.m_pDecal->color.b, fragment.m_pDecal->color.a ); meshBuilder.TexCoord2f( 0, vert.m_ctCoords.x, vert.m_ctCoords.y ); meshBuilder.TexCoord2f( 1, vert.m_cLMCoords.x, vert.m_cLMCoords.y ); meshBuilder.TexCoord1f( 2, flOffset ); meshBuilder.AdvanceVertex(); }
// Setup indices.
int nTriCount = ( nCount - 2 ); CIndexBuilder &indexBuilder = meshBuilder; indexBuilder.FastPolygon( nVertCount, nTriCount ); // Update counters.
nVertCount += nCount; nIndexCount += ( nTriCount * 3 ); } if ( pBatch ) { pBatch->m_nIndexCount = ( nIndexCount - pBatch->m_iStartIndex ); } } } if ( !bMeshInit ) { meshBuilder.End(); DispInfo_DrawDecalMeshList( meshList ); } } #endif
}
void DispInfo_DrawDecals( CDispInfo **visibleDisps, int nVisibleDisps ) { #ifndef SWDS
VPROF( "DispInfo_DrawDecals" );
int iGroup = 0;
// Draw world decals.
DispInfo_DrawDecalsGroup( iGroup, PERMANENT_LIGHTMAP );
// Draw lightmapped non-world decals.
DispInfo_DrawDecalsGroup( iGroup, LIGHTMAP );
// Draw non-lit(mod2x) decals.
DispInfo_DrawDecalsGroup( iGroup, NONLIGHTMAP ); #endif
}
void DispInfo_DrawDecals_Old( CDispInfo *visibleDisps[MAX_MAP_DISPINFO], int nVisibleDisps ) { #ifndef SWDS
// VPROF("DispInfo_DrawDecals");
if( !nVisibleDisps ) return;
int nTrisDrawn = 0;
CMatRenderContextPtr pRenderContext( materials );
// FIXME: We should bucket all decals (displacement + otherwise)
// and sort them by material enum id + lightmap
// To do this, we need to associate a sort index from 0-n for all
// decals we've seen this level. Then we add those decals to the
// appropriate search list, (sorted by lightmap id)?
for( int i=0; i < nVisibleDisps; i++ ) { CDispInfo *pDisp = visibleDisps[i];
// Don't bother if there's no decals
if( pDisp->m_FirstDecal == DISP_DECAL_HANDLE_INVALID ) continue;
pRenderContext->BindLightmapPage( pDisp->m_pMesh->m_pGroup->m_LightmapPageID );
// At the moment, all decals in a single displacement are sorted by material
// so we get a little batching at least
DispDecalHandle_t d = pDisp->m_FirstDecal; while( d != DISP_DECAL_HANDLE_INVALID ) { CDispDecal& decal = s_DispDecals[d];
// Compute decal fragments if we haven't already....
if ((decal.m_Flags & CDispDecalBase::FRAGMENTS_COMPUTED) == 0) { pDisp->GenerateDecalFragments( pDisp->m_pPowerInfo->m_RootNode, 0, d, &decal ); }
// Don't draw if there's no triangles
if (decal.m_nTris == 0) { d = s_DispDecals.Next(d); continue; }
// Now draw all the fragments with this material.
IMaterial* pMaterial = decal.m_pDecal->material;
if ( !pMaterial ) { DevMsg("DrawDecals: material is NULL fro decal %i.\n", d ); d = s_DispDecals.Next(d); continue; }
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
float matOffset[2], matScale[2]; pMaterial->GetMaterialOffset( matOffset ); pMaterial->GetMaterialScale( matScale );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, decal.m_nVerts, decal.m_nTris * 3 );
int baseIndex = 0; DispDecalFragmentHandle_t f = decal.m_FirstFragment; while (f != DISP_DECAL_FRAGMENT_HANDLE_INVALID) { CDispDecalFragment& fragment = s_DispDecalFragments[f]; int v; for ( v = 0; v < fragment.m_nVerts - 2; ++v) { meshBuilder.Position3fv( fragment.m_pVerts[v].m_vPos.Base() ); meshBuilder.Color4ub( 255, 255, 255, 255 );
if ( pMaterial->InMaterialPage() ) { meshBuilder.TexCoordSubRect2f( 0, fragment.m_pVerts[v].m_ctCoords.x, fragment.m_pVerts[v].m_ctCoords.y, matOffset[0], matOffset[1], matScale[0], matScale[1] ); } else { meshBuilder.TexCoord2f( 0, fragment.m_pVerts[v].m_ctCoords.x, fragment.m_pVerts[v].m_ctCoords.y ); } meshBuilder.TexCoord2f( 1, fragment.m_pVerts[v].m_cLMCoords.x, fragment.m_pVerts[v].m_cLMCoords.y ); meshBuilder.AdvanceVertex();
meshBuilder.Index( baseIndex ); meshBuilder.AdvanceIndex(); meshBuilder.Index( v + baseIndex + 1 ); meshBuilder.AdvanceIndex(); meshBuilder.Index( v + baseIndex + 2 ); meshBuilder.AdvanceIndex(); }
meshBuilder.Position3fv( fragment.m_pVerts[v].m_vPos.Base() ); meshBuilder.Color4ub( 255, 255, 255, 255 ); if ( pMaterial->InMaterialPage() ) { meshBuilder.TexCoordSubRect2f( 0, fragment.m_pVerts[v].m_ctCoords.x, fragment.m_pVerts[v].m_ctCoords.y, matOffset[0], matOffset[1], matScale[0], matScale[1] ); } else { meshBuilder.TexCoord2f( 0, fragment.m_pVerts[v].m_ctCoords.x, fragment.m_pVerts[v].m_ctCoords.y ); } meshBuilder.TexCoord2f( 1, fragment.m_pVerts[v].m_cLMCoords.x, fragment.m_pVerts[v].m_cLMCoords.y ); meshBuilder.AdvanceVertex();
++v; meshBuilder.Position3fv( fragment.m_pVerts[v].m_vPos.Base() ); meshBuilder.Color4ub( 255, 255, 255, 255 ); if ( pMaterial->InMaterialPage() ) { meshBuilder.TexCoordSubRect2f( 0, fragment.m_pVerts[v].m_ctCoords.x, fragment.m_pVerts[v].m_ctCoords.y, matOffset[0], matOffset[1], matScale[0], matScale[1] ); } else { meshBuilder.TexCoord2f( 0, fragment.m_pVerts[v].m_ctCoords.x, fragment.m_pVerts[v].m_ctCoords.y ); } meshBuilder.TexCoord2f( 1, fragment.m_pVerts[v].m_cLMCoords.x, fragment.m_pVerts[v].m_cLMCoords.y ); meshBuilder.AdvanceVertex();
baseIndex += fragment.m_nVerts;
f = s_DispDecalFragments.Next(f); } meshBuilder.End( false, true );
nTrisDrawn += decal.m_nTris * pMaterial->GetNumPasses();
d = s_DispDecals.Next(d); } } #endif
}
// ----------------------------------------------------------------------------- //
// Adds shadow rendering data to a particular mesh builder
// ----------------------------------------------------------------------------- //
int DispInfo_AddShadowsToMeshBuilder( CMeshBuilder& meshBuilder, DispShadowHandle_t h, int baseIndex ) { #ifdef SWDS
return 0; #else
ShadowDecalRenderInfo_t info; CDispShadowDecal* pShadowDecal = &s_DispShadowDecals[h]; g_pShadowMgr->ComputeRenderInfo( &info, pShadowDecal->m_Shadow );
// It had better be computed by now...
Assert( pShadowDecal->m_Flags & CDispDecalBase::FRAGMENTS_COMPUTED );
#ifdef _DEBUG
int triCount = 0; int vertCount = 0; #endif
Vector2D texCoord; unsigned char c; DispShadowFragmentHandle_t f = pShadowDecal->m_FirstFragment; while ( f != DISP_SHADOW_FRAGMENT_HANDLE_INVALID ) { const CDispShadowFragment& fragment = s_DispShadowFragments[f]; const ShadowVertex_t *pShadowVert = fragment.m_ShadowVerts; // Add in the vertices + indices, use two loops to minimize tests...
int i; for ( i = 0; i < fragment.m_nVerts - 2; ++i, ++pShadowVert ) { // Transform + offset the texture coords
Vector2DMultiply( pShadowVert->m_ShadowSpaceTexCoord.AsVector2D(), info.m_vTexSize, texCoord ); texCoord += info.m_vTexOrigin; c = g_pShadowMgr->ComputeDarkness( pShadowVert->m_ShadowSpaceTexCoord.z, info );
meshBuilder.Position3fv( pShadowVert->m_Position.Base() ); meshBuilder.Color4ub( c, c, c, c ); meshBuilder.TexCoord2fv( 0, texCoord.Base() ); meshBuilder.AdvanceVertex();
meshBuilder.FastIndex( baseIndex ); meshBuilder.FastIndex( i + baseIndex + 1 ); meshBuilder.FastIndex( i + baseIndex + 2 ); }
Vector2DMultiply( pShadowVert->m_ShadowSpaceTexCoord.AsVector2D(), info.m_vTexSize, texCoord ); texCoord += info.m_vTexOrigin; c = g_pShadowMgr->ComputeDarkness( pShadowVert->m_ShadowSpaceTexCoord.z, info ); meshBuilder.Position3fv( pShadowVert->m_Position.Base() ); meshBuilder.Color4ub( c, c, c, c ); meshBuilder.TexCoord2fv( 0, texCoord.Base() ); meshBuilder.AdvanceVertex(); ++pShadowVert;
Vector2DMultiply( pShadowVert->m_ShadowSpaceTexCoord.AsVector2D(), info.m_vTexSize, texCoord ); texCoord += info.m_vTexOrigin; c = g_pShadowMgr->ComputeDarkness( pShadowVert->m_ShadowSpaceTexCoord.z, info ); meshBuilder.Position3fv( pShadowVert->m_Position.Base() ); meshBuilder.Color4ub( c, c, c, c ); meshBuilder.TexCoord2fv( 0, texCoord.Base() ); meshBuilder.AdvanceVertex();
baseIndex += fragment.m_nVerts; f = s_DispShadowFragments.Next(f);
#ifdef _DEBUG
triCount += fragment.m_nVerts - 2; vertCount += fragment.m_nVerts; #endif
}
#ifdef _DEBUG
Assert( triCount == pShadowDecal->m_nTris ); Assert( vertCount == pShadowDecal->m_nVerts ); #endif
return baseIndex; #endif
}
// ----------------------------------------------------------------------------- //
// IDispInfo globals implementation.
// ----------------------------------------------------------------------------- //
void DispInfo_InitMaterialSystem() { }
void DispInfo_ShutdownMaterialSystem() { }
HDISPINFOARRAY DispInfo_CreateArray( int nElements ) { CDispArray *pRet = new CDispArray;
pRet->m_CurTag = 1;
pRet->m_nDispInfos = nElements; if ( nElements ) { pRet->m_pDispInfos = new CDispInfo[nElements]; } else { pRet->m_pDispInfos = NULL; } for( int i=0; i < nElements; i++ ) pRet->m_pDispInfos[i].m_pDispArray = pRet;
return (HDISPINFOARRAY)pRet; }
void DispInfo_DeleteArray( HDISPINFOARRAY hArray ) { CDispArray *pArray = static_cast<CDispArray*>( hArray ); if( !pArray ) return;
delete [] pArray->m_pDispInfos; delete pArray; }
IDispInfo* DispInfo_IndexArray( HDISPINFOARRAY hArray, int iElement ) { CDispArray *pArray = static_cast<CDispArray*>( hArray ); if( !pArray ) return NULL;
Assert( iElement >= 0 && iElement < pArray->m_nDispInfos ); return &pArray->m_pDispInfos[iElement]; }
int DispInfo_ComputeIndex( HDISPINFOARRAY hArray, IDispInfo* pInfo ) { CDispArray *pArray = static_cast<CDispArray*>( hArray ); if( !pArray ) return NULL;
int iElement = ((int)pInfo - (int)(pArray->m_pDispInfos)) / sizeof(CDispInfo);
Assert( iElement >= 0 && iElement < pArray->m_nDispInfos ); return iElement; }
void DispInfo_ClearAllTags( HDISPINFOARRAY hArray ) { CDispArray *pArray = static_cast<CDispArray*>( hArray ); if( !pArray ) return;
++pArray->m_CurTag; if( pArray->m_CurTag == 0xFFFF ) { // Reset all the tags.
pArray->m_CurTag = 1; for( int i=0; i < pArray->m_nDispInfos; i++ ) pArray->m_pDispInfos[i].m_Tag = 0; } }
//-----------------------------------------------------------------------------
// Renders normals for the displacements
//-----------------------------------------------------------------------------
static void DispInfo_DrawChainNormals( SurfaceHandle_t *pList, int listCount ) { #ifndef SWDS
#ifdef _DEBUG
CMatRenderContextPtr pRenderContext( materials );
// Only do it in debug because we're only storing the info then
Vector p;
pRenderContext->Bind( g_pMaterialWireframeVertexColor );
for ( int i = 0; i < listCount; i++ ) { CDispInfo *pDisp = static_cast<CDispInfo*>( pList[i]->pDispInfo ); int nVerts = pDisp->NumVerts();
IMesh *pMesh = pRenderContext->GetDynamicMesh( ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_LINES, nVerts * 3 );
for( int iVert=0; iVert < nVerts; iVert++ ) { CDispRenderVert* pVert = pDisp->GetVertex(iVert); meshBuilder.Position3fv( pVert->m_vPos.Base() ); meshBuilder.Color3ub( 255, 0, 0 ); meshBuilder.AdvanceVertex();
VectorMA( pVert->m_vPos, 5.0f, pVert->m_vNormal, p ); meshBuilder.Position3fv( p.Base() ); meshBuilder.Color3ub( 255, 0, 0 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pVert->m_vPos.Base() ); meshBuilder.Color3ub( 0, 255, 0 ); meshBuilder.AdvanceVertex();
VectorMA( pVert->m_vPos, 5.0f, pVert->m_vSVector, p ); meshBuilder.Position3fv( p.Base() ); meshBuilder.Color3ub( 0, 255, 0 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( pVert->m_vPos.Base() ); meshBuilder.Color3ub( 0, 0, 255 ); meshBuilder.AdvanceVertex();
VectorMA( pVert->m_vPos, 5.0f, pVert->m_vTVector, p ); meshBuilder.Position3fv( p.Base() ); meshBuilder.Color3ub( 0, 0, 255 ); meshBuilder.AdvanceVertex(); }
meshBuilder.End(); pMesh->Draw(); } #endif
#endif
}
//-----------------------------------------------------------------------------
// Renders debugging information for displacements
//-----------------------------------------------------------------------------
static void DispInfo_DrawDebugInformation( SurfaceHandle_t *pList, int listCount ) { #ifndef SWDS
VPROF("DispInfo_DrawDebugInformation"); // Overlay with normals if we're in that mode
if( mat_normals.GetInt() ) { DispInfo_DrawChainNormals(pList, listCount); } #endif
}
//-----------------------------------------------------------------------------
// Renders all displacements in sorted order
//-----------------------------------------------------------------------------
void DispInfo_RenderList( int nSortGroup, SurfaceHandle_t *pList, int listCount, bool bOrtho, unsigned long flags, ERenderDepthMode DepthMode ) { #ifndef SWDS
if( !r_DrawDisp.GetInt() || !listCount ) return;
g_bDispOrthoRender = bOrtho;
// Build up the CPrimLists for all the displacements.
CDispInfo *visibleDisps[MAX_MAP_DISPINFO]; int nVisibleDisps;
DispInfo_BuildPrimLists( nSortGroup, pList, listCount, ( DepthMode != DEPTH_MODE_NORMAL ), visibleDisps, nVisibleDisps );
// Draw..
DispInfo_DrawPrimLists( DepthMode );
// Skip the rest if this is a shadow depth map pass
if ( ( DepthMode != DEPTH_MODE_NORMAL ) ) return;
// Add all displacements to the shadow render list
for ( int i = 0; i < listCount; i++ ) { SurfaceHandle_t pCur = pList[i]; ShadowDecalHandle_t decalHandle = MSurf_ShadowDecals( pCur ); if (decalHandle != SHADOW_DECAL_HANDLE_INVALID) { g_pShadowMgr->AddShadowsOnSurfaceToRenderList( decalHandle ); } }
bool bFlashlightMask = !( (flags & DRAWWORLDLISTS_DRAW_REFRACTION ) || (flags & DRAWWORLDLISTS_DRAW_REFLECTION ));
// Draw flashlight lighting for displacements
g_pShadowMgr->RenderFlashlights( bFlashlightMask );
// Draw overlays
OverlayMgr()->RenderOverlays( nSortGroup );
// Draw flashlight overlays
g_pShadowMgr->DrawFlashlightOverlays( nSortGroup, bFlashlightMask ); OverlayMgr()->ClearRenderLists( nSortGroup ); // Draw decals
DispInfo_BatchDecals( visibleDisps, nVisibleDisps ); DispInfo_DrawDecals( visibleDisps, nVisibleDisps );
// Draw flashlight decals
g_pShadowMgr->DrawFlashlightDecalsOnDisplacements( nSortGroup, visibleDisps, nVisibleDisps, bFlashlightMask );
// draw shadows
g_pShadowMgr->RenderShadows(); g_pShadowMgr->ClearShadowRenderList();
// Debugging rendering..
DispInfo_DrawDebugInformation( pList, listCount ); #endif
}
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