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761 lines
25 KiB
761 lines
25 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#include "istudiorender.h"
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#include "materialsystem/imesh.h"
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#include "mathlib/mathlib.h"
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#include "matsyswin.h"
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#include "viewersettings.h"
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#include "materialsystem/imaterialvar.h"
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extern IMaterialSystem *g_pMaterialSystem;
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#define NORMAL_LENGTH .5f
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#define NORMAL_OFFSET_FROM_MESH 0.1f
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int DebugDrawModel( IStudioRender *pStudioRender, DrawModelInfo_t& info,
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matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags )
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{
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// Make static so that we aren't reallocating everything all the time.
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// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
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static GetTriangles_Output_t tris;
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pStudioRender->GetTriangles( info, pBoneToWorld, tris );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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CMeshBuilder meshBuilder;
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int batchID;
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for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ )
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{
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GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
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pRenderContext->Bind( materialBatch.m_pMaterial );
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IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false );
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meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(),
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materialBatch.m_TriListIndices.Count() );
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int vertID;
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// Send the vertices down to the hardware.
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for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ )
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{
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GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID];
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const Vector &pos = vert.m_Position;
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const Vector &normal = vert.m_Normal;
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const Vector4D &tangentS = vert.m_TangentS;
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Vector skinnedPos( 0.0f, 0.0f, 0.0f );
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Vector skinnedNormal( 0.0f, 0.0f, 0.0f );
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Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] );
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int k;
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for( k = 0; k < vert.m_NumBones; k++ )
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{
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const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ];
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Vector tmp;
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VectorTransform( pos, poseToWorld, tmp );
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skinnedPos += vert.m_BoneWeight[k] * tmp;
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VectorRotate( normal, poseToWorld, tmp );
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skinnedNormal += vert.m_BoneWeight[k] * tmp;
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VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp );
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skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp;
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}
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meshBuilder.Position3fv( &skinnedPos.x );
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meshBuilder.Normal3fv( &skinnedNormal.x );
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meshBuilder.TexCoord2fv( 0, &vert.m_TexCoord.x );
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meshBuilder.UserData( &skinnedTangentS.x );
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meshBuilder.AdvanceVertex();
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}
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int i;
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// Set the indices down to the hardware.
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// Each triplet of indices is a triangle.
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for( i = 0; i < materialBatch.m_TriListIndices.Count(); i++ )
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{
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meshBuilder.FastIndex( materialBatch.m_TriListIndices[i] );
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}
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meshBuilder.End();
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pBuildMesh->Draw();
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}
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PopMatrix();
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return 0;
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}
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int DebugDrawModelNormals( IStudioRender *pStudioRender, DrawModelInfo_t& info,
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matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags )
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{
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// Make static so that we aren't reallocating everything all the time.
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// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
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static GetTriangles_Output_t tris;
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pStudioRender->GetTriangles( info, pBoneToWorld, tris );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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int batchID;
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for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ )
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{
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GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
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CMeshBuilder meshBuilder;
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pRenderContext->Bind( g_materialVertexColor );
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IMesh *pBuildMesh = pRenderContext->GetDynamicMesh();
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meshBuilder.Begin( pBuildMesh, MATERIAL_LINES, materialBatch.m_Verts.Count() );
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int vertID;
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// Send the vertices down to the hardware.
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for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ )
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{
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GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID];
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const Vector &pos = vert.m_Position;
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const Vector &normal = vert.m_Normal;
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Vector skinnedPos( 0.0f, 0.0f, 0.0f );
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Vector skinnedNormal( 0.0f, 0.0f, 0.0f );
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int k;
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for( k = 0; k < vert.m_NumBones; k++ )
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{
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const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ];
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Vector tmp;
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VectorTransform( pos, poseToWorld, tmp );
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skinnedPos += vert.m_BoneWeight[k] * tmp;
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VectorRotate( normal, poseToWorld, tmp );
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skinnedNormal += vert.m_BoneWeight[k] * tmp;
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}
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// skinnedPos += skinnedNormal * NORMAL_OFFSET_FROM_MESH;
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meshBuilder.Position3fv( &skinnedPos.x );
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meshBuilder.Color3f( 0.0f, 0.0f, 1.0f );
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meshBuilder.AdvanceVertex();
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skinnedPos += skinnedNormal * NORMAL_LENGTH;
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meshBuilder.Position3fv( &skinnedPos.x );
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meshBuilder.Color3f( 0.0f, 0.0f, 1.0f );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pBuildMesh->Draw();
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}
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PopMatrix();
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return 0;
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}
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int DebugDrawModelTangentS( IStudioRender *pStudioRender, DrawModelInfo_t& info,
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matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags )
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{
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// Make static so that we aren't reallocating everything all the time.
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// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
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static GetTriangles_Output_t tris;
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pStudioRender->GetTriangles( info, pBoneToWorld, tris );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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int batchID;
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for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ )
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{
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GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
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CMeshBuilder meshBuilder;
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pRenderContext->Bind( g_materialVertexColor );
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IMesh *pBuildMesh = pRenderContext->GetDynamicMesh();
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meshBuilder.Begin( pBuildMesh, MATERIAL_LINES, materialBatch.m_Verts.Count() );
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int vertID;
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// Send the vertices down to the hardware.
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for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ )
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{
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GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID];
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const Vector &pos = vert.m_Position;
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const Vector &normal = vert.m_Normal;
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const Vector4D &tangentS = vert.m_TangentS;
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Vector skinnedPos( 0.0f, 0.0f, 0.0f );
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Vector skinnedNormal( 0.0f, 0.0f, 0.0f );
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Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] );
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int k;
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for( k = 0; k < vert.m_NumBones; k++ )
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{
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const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ];
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Vector tmp;
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VectorTransform( pos, poseToWorld, tmp );
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skinnedPos += vert.m_BoneWeight[k] * tmp;
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VectorRotate( normal, poseToWorld, tmp );
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skinnedNormal += vert.m_BoneWeight[k] * tmp;
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VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp );
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skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp;
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}
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// skinnedPos += skinnedNormal * NORMAL_OFFSET_FROM_MESH;
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meshBuilder.Position3fv( &skinnedPos.x );
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meshBuilder.Color3f( 1.0f, 0.0f, 0.0f );
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meshBuilder.AdvanceVertex();
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skinnedPos += skinnedTangentS.AsVector3D() * NORMAL_LENGTH;
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meshBuilder.Position3fv( &skinnedPos.x );
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meshBuilder.Color3f( 1.0f, 0.0f, 0.0f );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pBuildMesh->Draw();
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}
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PopMatrix();
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return 0;
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}
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int DebugDrawModelTangentT( IStudioRender *pStudioRender, DrawModelInfo_t& info,
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matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags )
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{
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// Make static so that we aren't reallocating everything all the time.
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// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
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static GetTriangles_Output_t tris;
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pStudioRender->GetTriangles( info, pBoneToWorld, tris );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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int batchID;
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for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ )
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{
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GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
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CMeshBuilder meshBuilder;
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pRenderContext->Bind( g_materialVertexColor );
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IMesh *pBuildMesh = pRenderContext->GetDynamicMesh();
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meshBuilder.Begin( pBuildMesh, MATERIAL_LINES, materialBatch.m_Verts.Count() );
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int vertID;
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// Send the vertices down to the hardware.
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for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ )
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{
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GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID];
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const Vector &pos = vert.m_Position;
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const Vector &normal = vert.m_Normal;
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const Vector4D &tangentS = vert.m_TangentS;
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Vector skinnedPos( 0.0f, 0.0f, 0.0f );
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Vector skinnedNormal( 0.0f, 0.0f, 0.0f );
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Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] );
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int k;
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for( k = 0; k < vert.m_NumBones; k++ )
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{
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const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ];
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Vector tmp;
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VectorTransform( pos, poseToWorld, tmp );
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skinnedPos += vert.m_BoneWeight[k] * tmp;
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VectorRotate( normal, poseToWorld, tmp );
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skinnedNormal += vert.m_BoneWeight[k] * tmp;
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VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp );
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skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp;
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}
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Vector skinnedTangentT = CrossProduct( skinnedNormal, skinnedTangentS.AsVector3D() ) * skinnedTangentS.w;
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// skinnedPos += skinnedNormal * NORMAL_OFFSET_FROM_MESH;
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meshBuilder.Position3fv( &skinnedPos.x );
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meshBuilder.Color3f( 0.0f, 1.0f, 0.0f );
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meshBuilder.AdvanceVertex();
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skinnedPos += skinnedTangentT * NORMAL_LENGTH;
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meshBuilder.Position3fv( &skinnedPos.x );
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meshBuilder.Color3f( 0.0f, 1.0f, 0.0f );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pBuildMesh->Draw();
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}
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PopMatrix();
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return 0;
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}
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int DebugDrawModelBadVerts( IStudioRender *pStudioRender, DrawModelInfo_t& info,
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matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags )
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{
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// Make static so that we aren't reallocating everything all the time.
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// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
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static GetTriangles_Output_t tris;
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pStudioRender->GetTriangles( info, pBoneToWorld, tris );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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CMeshBuilder meshBuilder;
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int batchID;
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for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ )
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{
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GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
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pRenderContext->Bind( g_materialVertexColor );
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IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false );
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meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(),
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materialBatch.m_TriListIndices.Count() );
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int vertID;
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// Send the vertices down to the hardware.
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for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ )
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{
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GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID];
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const Vector &pos = vert.m_Position;
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const Vector &normal = vert.m_Normal;
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const Vector4D &tangentS = vert.m_TangentS;
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Vector skinnedPos( 0.0f, 0.0f, 0.0f );
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Vector skinnedNormal( 0.0f, 0.0f, 0.0f );
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Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] );
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int k;
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for( k = 0; k < vert.m_NumBones; k++ )
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{
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const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ];
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Vector tmp;
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VectorTransform( pos, poseToWorld, tmp );
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skinnedPos += vert.m_BoneWeight[k] * tmp;
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VectorRotate( normal, poseToWorld, tmp );
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skinnedNormal += vert.m_BoneWeight[k] * tmp;
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VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp );
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skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp;
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}
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meshBuilder.Position3fv( &skinnedPos.x );
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meshBuilder.Normal3fv( &skinnedNormal.x );
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meshBuilder.TexCoord2fv( 0, &vert.m_TexCoord.x );
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meshBuilder.UserData( &skinnedTangentS.x );
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Vector color( 0.0f, 0.0f, 0.0f );
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float len;
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// check the length of the tangent S vector.
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len = tangentS.AsVector3D().Length();
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if( len < .9f || len > 1.1f )
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{
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color.Init( 1.0f, 0.0f, 0.0f );
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}
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// check the length of the normal.
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len = normal.Length();
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if( len < .9f || len > 1.1f )
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{
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color.Init( 1.0f, 0.0f, 0.0f );
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}
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// check the dot of tangent s and normal
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float dot = DotProduct( tangentS.AsVector3D(), normal );
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if( dot > .95 || dot < -.95 )
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{
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color.Init( 1.0f, 0.0f, 0.0f );
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}
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meshBuilder.Color3fv( color.Base() );
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meshBuilder.AdvanceVertex();
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}
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int i;
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// Set the indices down to the hardware.
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// Each triplet of indices is a triangle.
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for( i = 0; i < materialBatch.m_TriListIndices.Count(); i++ )
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{
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meshBuilder.FastIndex( materialBatch.m_TriListIndices[i] );
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}
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meshBuilder.End();
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pBuildMesh->Draw();
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}
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PopMatrix();
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return 0;
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}
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int DebugDrawModelWireframe( IStudioRender *pStudioRender, DrawModelInfo_t& info,
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matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, const Vector &color, int flags )
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{
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// Make static so that we aren't reallocating everything all the time.
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// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
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static GetTriangles_Output_t tris;
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pStudioRender->GetTriangles( info, pBoneToWorld, tris );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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CMeshBuilder meshBuilder;
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int batchID;
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for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ )
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{
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GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
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pRenderContext->Bind( g_materialWireframeVertexColor );
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IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false );
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meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(),
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materialBatch.m_TriListIndices.Count() );
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int vertID;
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// Send the vertices down to the hardware.
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for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ )
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{
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GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID];
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const Vector &pos = vert.m_Position;
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const Vector &normal = vert.m_Normal;
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const Vector4D &tangentS = vert.m_TangentS;
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Vector skinnedPos( 0.0f, 0.0f, 0.0f );
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Vector skinnedNormal( 0.0f, 0.0f, 0.0f );
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Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] );
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int k;
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for( k = 0; k < vert.m_NumBones; k++ )
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{
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const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ];
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Vector tmp;
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VectorTransform( pos, poseToWorld, tmp );
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skinnedPos += vert.m_BoneWeight[k] * tmp;
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VectorRotate( normal, poseToWorld, tmp );
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skinnedNormal += vert.m_BoneWeight[k] * tmp;
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VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp );
|
|
skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp;
|
|
}
|
|
|
|
meshBuilder.Position3fv( &skinnedPos.x );
|
|
meshBuilder.Normal3fv( &skinnedNormal.x );
|
|
meshBuilder.TexCoord2fv( 0, &vert.m_TexCoord.x );
|
|
meshBuilder.UserData( &skinnedTangentS.x );
|
|
meshBuilder.Color3fv( color.Base() );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
int i;
|
|
// Set the indices down to the hardware.
|
|
// Each triplet of indices is a triangle.
|
|
for( i = 0; i < materialBatch.m_TriListIndices.Count(); i++ )
|
|
{
|
|
meshBuilder.FastIndex( materialBatch.m_TriListIndices[i] );
|
|
}
|
|
meshBuilder.End();
|
|
pBuildMesh->Draw();
|
|
}
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PopMatrix();
|
|
|
|
return 0;
|
|
}
|
|
|
|
int DebugDrawModelBoneWeights( IStudioRender *pStudioRender, DrawModelInfo_t& info,
|
|
matrix3x4_t *pBoneToWorld, const Vector &modelOrigin, int flags )
|
|
{
|
|
// Make static so that we aren't reallocating everything all the time.
|
|
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
|
|
static GetTriangles_Output_t tris;
|
|
|
|
pStudioRender->GetTriangles( info, pBoneToWorld, tris );
|
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity();
|
|
|
|
CMeshBuilder meshBuilder;
|
|
|
|
int batchID;
|
|
for( batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ )
|
|
{
|
|
GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
|
|
|
|
pRenderContext->Bind( g_materialVertexColor );
|
|
IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false );
|
|
meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(),
|
|
materialBatch.m_TriListIndices.Count() );
|
|
|
|
int vertID;
|
|
// Send the vertices down to the hardware.
|
|
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ )
|
|
{
|
|
GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID];
|
|
const Vector &pos = vert.m_Position;
|
|
const Vector &normal = vert.m_Normal;
|
|
const Vector4D &tangentS = vert.m_TangentS;
|
|
Vector skinnedPos( 0.0f, 0.0f, 0.0f );
|
|
Vector skinnedNormal( 0.0f, 0.0f, 0.0f );
|
|
Vector4D skinnedTangentS( 0.0f, 0.0f, 0.0f, vert.m_TangentS[3] );
|
|
int k;
|
|
for( k = 0; k < vert.m_NumBones; k++ )
|
|
{
|
|
const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ];
|
|
Vector tmp;
|
|
VectorTransform( pos, poseToWorld, tmp );
|
|
skinnedPos += vert.m_BoneWeight[k] * tmp;
|
|
VectorRotate( normal, poseToWorld, tmp );
|
|
skinnedNormal += vert.m_BoneWeight[k] * tmp;
|
|
VectorRotate( tangentS.AsVector3D(), poseToWorld, tmp );
|
|
skinnedTangentS.AsVector3D() += vert.m_BoneWeight[k] * tmp;
|
|
}
|
|
|
|
meshBuilder.Position3fv( &skinnedPos.x );
|
|
meshBuilder.Normal3fv( &skinnedNormal.x );
|
|
meshBuilder.TexCoord2fv( 0, &vert.m_TexCoord.x );
|
|
meshBuilder.UserData( &skinnedTangentS.x );
|
|
|
|
if (g_viewerSettings.highlightBone >= 0)
|
|
{
|
|
float v = 0.0;
|
|
for( k = 0; k < vert.m_NumBones; k++ )
|
|
{
|
|
if (vert.m_BoneIndex[k] == g_viewerSettings.highlightBone)
|
|
{
|
|
v = vert.m_BoneWeight[k];
|
|
}
|
|
}
|
|
v = clamp( v, 0.0f, 1.0f );
|
|
meshBuilder.Color4f( 1.0f - v, 1.0f, 1.0f - v, 0.5 );
|
|
}
|
|
else
|
|
{
|
|
switch( vert.m_NumBones )
|
|
{
|
|
case 0:
|
|
meshBuilder.Color3f( 0.0f, 0.0f, 0.0f );
|
|
break;
|
|
case 1:
|
|
meshBuilder.Color3f( 0.0f, 1.0f, 0.0f );
|
|
break;
|
|
case 2:
|
|
meshBuilder.Color3f( 1.0f, 1.0f, 0.0f );
|
|
break;
|
|
case 3:
|
|
meshBuilder.Color3f( 1.0f, 0.0f, 0.0f );
|
|
break;
|
|
default:
|
|
meshBuilder.Color3f( 1.0f, 1.0f, 1.0f );
|
|
break;
|
|
}
|
|
}
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
int i;
|
|
// Set the indices down to the hardware.
|
|
// Each triplet of indices is a triangle.
|
|
for( i = 0; i < materialBatch.m_TriListIndices.Count(); i++ )
|
|
{
|
|
meshBuilder.FastIndex( materialBatch.m_TriListIndices[i] );
|
|
}
|
|
meshBuilder.End();
|
|
pBuildMesh->Draw();
|
|
}
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PopMatrix();
|
|
|
|
return 0;
|
|
}
|
|
|
|
int DebugDrawModelTexCoord( IStudioRender *pStudioRender, const char *pMaterialName, const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, float w, float h )
|
|
{
|
|
// Make static so that we aren't reallocating everything all the time.
|
|
// TODO: make sure that this actually keeps us from reallocating inside of GetTriangles.
|
|
static GetTriangles_Output_t tris;
|
|
|
|
pStudioRender->GetTriangles( info, pBoneToWorld, tris );
|
|
|
|
CUtlVector<int> batchList;
|
|
for( int batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ )
|
|
{
|
|
GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
|
|
if ( !materialBatch.m_Verts.Count() || V_stricmp(materialBatch.m_pMaterial->GetName(), pMaterialName) )
|
|
continue;
|
|
batchList.AddToTail(batchID);
|
|
}
|
|
if ( !batchList.Count() )
|
|
return 0;
|
|
|
|
bool bFound = false;
|
|
IMaterialVar *pBaseVar = g_materialDebugCopyBaseTexture->FindVar( "$basetexture", &bFound, true );
|
|
if ( !bFound )
|
|
return 0;
|
|
|
|
GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchList[0]];
|
|
IMaterialVar *pVar = materialBatch.m_pMaterial->FindVar( "$basetexture", &bFound, true );
|
|
if ( !bFound )
|
|
return 0;
|
|
pBaseVar->SetTextureValue( pVar->GetTextureValue() );
|
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
pRenderContext->OverrideDepthEnable( false, false );
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity();
|
|
pRenderContext->Ortho( 0, h, w, 0, -1, 1 );
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity();
|
|
|
|
CMeshBuilder meshBuilder;
|
|
|
|
// now render a single quad with the base texture on it
|
|
{
|
|
GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchList[0]];
|
|
//pRenderContext->Bind( materialBatch.m_pMaterial );
|
|
pRenderContext->Bind( g_materialDebugCopyBaseTexture );
|
|
IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false );
|
|
meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, 4, 6 );
|
|
GetTriangles_Vertex_t &vert = materialBatch.m_Verts[0];
|
|
//const Vector &pos = vert.m_Position;
|
|
const Vector &normal = vert.m_Normal;
|
|
const Vector4D &tangentS = vert.m_TangentS;
|
|
|
|
Vector uv0(0,0,0), uv1(1,0,0), uv2(1, 1, 0), uv3(0,1,0);
|
|
Vector *pUV[] = {&uv0, &uv1, &uv2, &uv3};
|
|
|
|
for ( int i = 0;i < 4; i++ )
|
|
{
|
|
Vector p = *pUV[i];
|
|
p.x *= w;
|
|
p.y *= h;
|
|
meshBuilder.Position3fv( &p.x );
|
|
meshBuilder.Normal3fv( &normal.x );
|
|
meshBuilder.TexCoord2fv( 0, pUV[i]->Base() );
|
|
meshBuilder.UserData( &tangentS.x );
|
|
|
|
meshBuilder.Color3f( 1.0f, 1.0f, 1.0f );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
meshBuilder.FastIndex( 0 );
|
|
meshBuilder.FastIndex( 1 );
|
|
meshBuilder.FastIndex( 2 );
|
|
|
|
meshBuilder.FastIndex( 0 );
|
|
meshBuilder.FastIndex( 2 );
|
|
meshBuilder.FastIndex( 3 );
|
|
|
|
meshBuilder.End();
|
|
pBuildMesh->Draw();
|
|
}
|
|
|
|
// now draw coverage - show which UV space is used more than once
|
|
#if 0
|
|
for( int i = 0; i < batchList.Count(); i++ )
|
|
{
|
|
GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchList[i]];
|
|
//pRenderContext->Bind( g_materialWireframeVertexColorNoCull );
|
|
pRenderContext->Bind( g_materialVertexColorAdditive );
|
|
IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false );
|
|
meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(),
|
|
materialBatch.m_TriListIndices.Count() );
|
|
|
|
int vertID;
|
|
// Send the vertices down to the hardware.
|
|
for( vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ )
|
|
{
|
|
GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID];
|
|
const Vector &normal = vert.m_Normal;
|
|
const Vector4D &tangentS = vert.m_TangentS;
|
|
|
|
Vector p;
|
|
p.x = vert.m_TexCoord.x * w;
|
|
p.y = vert.m_TexCoord.y * h;
|
|
p.z = 0;
|
|
|
|
meshBuilder.Position3fv( &p.x );
|
|
meshBuilder.Normal3fv( &normal.x );
|
|
meshBuilder.UserData( &tangentS.x );
|
|
|
|
|
|
meshBuilder.Color3f( 0.25f, 0.0f, 0.0f );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
int i;
|
|
// Set the indices down to the hardware.
|
|
// Each triplet of indices is a triangle.
|
|
for( i = 0; i < materialBatch.m_TriListIndices.Count(); i++ )
|
|
{
|
|
meshBuilder.FastIndex( materialBatch.m_TriListIndices[i] );
|
|
}
|
|
meshBuilder.End();
|
|
pBuildMesh->Draw();
|
|
}
|
|
#endif
|
|
|
|
const color32 batchColor = {0,255,255,0};
|
|
// now draw all batches with the matching material in wireframe over the render of the base texture
|
|
for( int i = 0; i < batchList.Count(); i++ )
|
|
{
|
|
GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchList[i]];
|
|
|
|
pRenderContext->Bind( g_materialWireframeVertexColorNoCull );
|
|
IMesh *pBuildMesh = pRenderContext->GetDynamicMesh( false );
|
|
meshBuilder.Begin( pBuildMesh, MATERIAL_TRIANGLES, materialBatch.m_Verts.Count(),
|
|
materialBatch.m_TriListIndices.Count() );
|
|
|
|
// Send the vertices down to the hardware.
|
|
for( int vertID = 0; vertID < materialBatch.m_Verts.Count(); vertID++ )
|
|
{
|
|
GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID];
|
|
const Vector &normal = vert.m_Normal;
|
|
const Vector4D &tangentS = vert.m_TangentS;
|
|
|
|
Vector p;
|
|
p.x = vert.m_TexCoord.x * w;
|
|
p.y = vert.m_TexCoord.y * h;
|
|
p.z = 0;
|
|
|
|
meshBuilder.Position3fv( &p.x );
|
|
meshBuilder.Normal3fv( &normal.x );
|
|
meshBuilder.UserData( &tangentS.x );
|
|
|
|
|
|
meshBuilder.Color4ubv( &batchColor.r );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
// Set the indices down to the hardware.
|
|
// Each triplet of indices is a triangle.
|
|
for( int j = 0; j < materialBatch.m_TriListIndices.Count(); j++ )
|
|
{
|
|
meshBuilder.FastIndex( materialBatch.m_TriListIndices[j] );
|
|
}
|
|
meshBuilder.End();
|
|
pBuildMesh->Draw();
|
|
}
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
|
pRenderContext->PopMatrix();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
|
|
pRenderContext->PopMatrix();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PopMatrix();
|
|
|
|
return 0;
|
|
}
|
|
|