Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "meshbase.h"
#include "shaderapi_global.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Helpers with VertexDesc_t...
//-----------------------------------------------------------------------------
// FIXME: add compression-agnostic read-accessors (which decompress and return by value, checking desc.m_CompressionType)
inline Vector &Position( VertexDesc_t const &desc, int vert )
{
return *(Vector*)((unsigned char*)desc.m_pPosition + vert * desc.m_VertexSize_Position );
}
inline float Wrinkle( VertexDesc_t const &desc, int vert )
{
return *(float*)((unsigned char*)desc.m_pWrinkle + vert * desc.m_VertexSize_Wrinkle );
}
inline float *BoneWeight( VertexDesc_t const &desc, int vert )
{
Assert( desc.m_CompressionType == VERTEX_COMPRESSION_NONE );
return (float*)((unsigned char*)desc.m_pBoneWeight + vert * desc.m_VertexSize_BoneWeight );
}
inline unsigned char *BoneIndex( VertexDesc_t const &desc, int vert )
{
return desc.m_pBoneMatrixIndex + vert * desc.m_VertexSize_BoneMatrixIndex;
}
inline Vector &Normal( VertexDesc_t const &desc, int vert )
{
Assert( desc.m_CompressionType == VERTEX_COMPRESSION_NONE );
return *(Vector*)((unsigned char*)desc.m_pNormal + vert * desc.m_VertexSize_Normal );
}
inline unsigned char *Color( VertexDesc_t const &desc, int vert )
{
return desc.m_pColor + vert * desc.m_VertexSize_Color;
}
inline Vector2D &TexCoord( VertexDesc_t const &desc, int vert, int stage )
{
return *(Vector2D*)((unsigned char*)desc.m_pTexCoord[stage] + vert * desc.m_VertexSize_TexCoord[stage] );
}
inline Vector &TangentS( VertexDesc_t const &desc, int vert )
{
return *(Vector*)((unsigned char*)desc.m_pTangentS + vert * desc.m_VertexSize_TangentS );
}
inline Vector &TangentT( VertexDesc_t const &desc, int vert )
{
return *(Vector*)((unsigned char*)desc.m_pTangentT + vert * desc.m_VertexSize_TangentT );
}
//-----------------------------------------------------------------------------
//
// Vertex Buffer implementations begin here
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CVertexBufferBase::CVertexBufferBase( const char *pBudgetGroupName )
{
m_pBudgetGroupName = pBudgetGroupName;
}
CVertexBufferBase::~CVertexBufferBase()
{
}
//-----------------------------------------------------------------------------
// Displays the vertex format
//-----------------------------------------------------------------------------
void CVertexBufferBase::PrintVertexFormat( VertexFormat_t vertexFormat )
{
VertexCompressionType_t compression = CompressionType( vertexFormat );
if( vertexFormat & VERTEX_POSITION )
{
Msg( "VERTEX_POSITION|" );
}
if( vertexFormat & VERTEX_NORMAL )
{
// FIXME: genericise this stuff using VertexElement_t data tables (so funcs like 'just work' if we make compression changes)
if ( compression == VERTEX_COMPRESSION_ON )
Msg( "VERTEX_NORMAL|" );
else
Msg( "VERTEX_NORMAL[COMPRESSED]|" );
}
if( vertexFormat & VERTEX_COLOR )
{
Msg( "VERTEX_COLOR|" );
}
if( vertexFormat & VERTEX_SPECULAR )
{
Msg( "VERTEX_SPECULAR|" );
}
if( vertexFormat & VERTEX_TANGENT_S )
{
Msg( "VERTEX_TANGENT_S|" );
}
if( vertexFormat & VERTEX_TANGENT_T )
{
Msg( "VERTEX_TANGENT_T|" );
}
if( vertexFormat & VERTEX_BONE_INDEX )
{
Msg( "VERTEX_BONE_INDEX|" );
}
if( vertexFormat & VERTEX_FORMAT_VERTEX_SHADER )
{
Msg( "VERTEX_FORMAT_VERTEX_SHADER|" );
}
if( NumBoneWeights( vertexFormat ) > 0 )
{
Msg( "VERTEX_BONEWEIGHT(%d)%s|",
NumBoneWeights( vertexFormat ), ( compression ? "[COMPRESSED]" : "" ) );
}
if( UserDataSize( vertexFormat ) > 0 )
{
Msg( "VERTEX_USERDATA_SIZE(%d)|", UserDataSize( vertexFormat ) );
}
int i;
for( i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ )
{
int nDim = TexCoordSize( i, vertexFormat );
if ( nDim == 0 )
continue;
Msg( "VERTEX_TEXCOORD_SIZE(%d,%d)", i, nDim );
}
Msg( "\n" );
}
//-----------------------------------------------------------------------------
// Used to construct vertex data
//-----------------------------------------------------------------------------
void CVertexBufferBase::ComputeVertexDescription( unsigned char *pBuffer,
VertexFormat_t vertexFormat, VertexDesc_t &desc )
{
ComputeVertexDesc( pBuffer, vertexFormat, desc );
}
//-----------------------------------------------------------------------------
// Returns the vertex format size
//-----------------------------------------------------------------------------
int CVertexBufferBase::VertexFormatSize( VertexFormat_t vertexFormat )
{
// FIXME: We could make this much faster
MeshDesc_t temp;
ComputeVertexDescription( 0, vertexFormat, temp );
return temp.m_ActualVertexSize;
}
//-----------------------------------------------------------------------------
// Spews the mesh data
//-----------------------------------------------------------------------------
void CVertexBufferBase::Spew( int nVertexCount, const VertexDesc_t &desc )
{
LOCK_SHADERAPI();
char pTempBuf[1024];
Q_snprintf( pTempBuf, sizeof(pTempBuf), "\nVerts %d (First %d, Offset %d) :\n", nVertexCount, desc.m_nFirstVertex, desc.m_nOffset );
Warning( "%s", pTempBuf );
Assert( ( desc.m_NumBoneWeights == 2 ) || ( desc.m_NumBoneWeights == 0 ) );
int nLen = 0;
int nBoneWeightCount = desc.m_NumBoneWeights;
for ( int i = 0; i < nVertexCount; ++i )
{
nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "[%4d] ", i + desc.m_nFirstVertex );
if ( desc.m_VertexSize_Position )
{
Vector &pos = Position( desc, i );
nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "P %8.2f %8.2f %8.2f ",
pos[0], pos[1], pos[2]);
}
if ( desc.m_VertexSize_Wrinkle )
{
float flWrinkle = Wrinkle( desc, i );
nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "Wr %8.2f ",flWrinkle );
}
if ( nBoneWeightCount )
{
nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "BW ");
float* pWeight = BoneWeight( desc, i );
for ( int j = 0; j < nBoneWeightCount; ++j )
{
nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "%1.2f ", pWeight[j] );
}
}
if ( desc.m_VertexSize_BoneMatrixIndex )
{
unsigned char *pIndex = BoneIndex( desc, i );
nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "BI %d %d %d %d ", ( int )pIndex[0], ( int )pIndex[1], ( int )pIndex[2], ( int )pIndex[3] );
Assert( pIndex[0] >= 0 && pIndex[0] < 16 );
Assert( pIndex[1] >= 0 && pIndex[1] < 16 );
Assert( pIndex[2] >= 0 && pIndex[2] < 16 );
Assert( pIndex[3] >= 0 && pIndex[3] < 16 );
}
if ( desc.m_VertexSize_Normal )
{
Vector & normal = Normal( desc, i );
nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "N %1.2f %1.2f %1.2f ",
normal[0], normal[1], normal[2]);
}
if ( desc.m_VertexSize_Color )
{
unsigned char* pColor = Color( desc, i );
nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "C b %3d g %3d r %3d a %3d ",
pColor[0], pColor[1], pColor[2], pColor[3]);
}
for ( int j = 0; j < VERTEX_MAX_TEXTURE_COORDINATES; ++j )
{
if ( desc.m_VertexSize_TexCoord[j] )
{
Vector2D& texcoord = TexCoord( desc, i, j );
nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "T%d %.2f %.2f ", j,texcoord[0], texcoord[1]);
}
}
if ( desc.m_VertexSize_TangentS )
{
Vector& tangentS = TangentS( desc, i );
nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "S %1.2f %1.2f %1.2f ",
tangentS[0], tangentS[1], tangentS[2]);
}
if ( desc.m_VertexSize_TangentT )
{
Vector& tangentT = TangentT( desc, i );
nLen += Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "T %1.2f %1.2f %1.2f ",
tangentT[0], tangentT[1], tangentT[2]);
}
Q_snprintf( &pTempBuf[nLen], sizeof(pTempBuf) - nLen, "\n" );
Warning( "%s", pTempBuf );
nLen = 0;
}
}
//-----------------------------------------------------------------------------
// Validates vertex buffer data
//-----------------------------------------------------------------------------
void CVertexBufferBase::ValidateData( int nVertexCount, const VertexDesc_t &spewDesc )
{
LOCK_SHADERAPI();
#ifdef VALIDATE_DEBUG
int i;
// This is needed so buffering can just use this
VertexFormat_t fmt = m_pMaterial->GetVertexUsage();
// Set up the vertex descriptor
VertexDesc_t desc = spewDesc;
int numBoneWeights = NumBoneWeights( fmt );
for ( i = 0; i < nVertexCount; ++i )
{
if( fmt & VERTEX_POSITION )
{
D3DXVECTOR3& pos = Position( desc, i );
Assert( IsFinite( pos[0] ) && IsFinite( pos[1] ) && IsFinite( pos[2] ) );
}
if( fmt & VERTEX_WRINKLE )
{
float flWrinkle = Wrinkle( desc, i );
Assert( IsFinite( flWrinkle ) );
}
if (numBoneWeights > 0)
{
float* pWeight = BoneWeight( desc, i );
for (int j = 0; j < numBoneWeights; ++j)
{
Assert( pWeight[j] >= 0.0f && pWeight[j] <= 1.0f );
}
}
if( fmt & VERTEX_BONE_INDEX )
{
unsigned char *pIndex = BoneIndex( desc, i );
Assert( pIndex[0] >= 0 && pIndex[0] < 16 );
Assert( pIndex[1] >= 0 && pIndex[1] < 16 );
Assert( pIndex[2] >= 0 && pIndex[2] < 16 );
Assert( pIndex[3] >= 0 && pIndex[3] < 16 );
}
if( fmt & VERTEX_NORMAL )
{
D3DXVECTOR3& normal = Normal( desc, i );
Assert( normal[0] >= -1.05f && normal[0] <= 1.05f );
Assert( normal[1] >= -1.05f && normal[1] <= 1.05f );
Assert( normal[2] >= -1.05f && normal[2] <= 1.05f );
}
if (fmt & VERTEX_COLOR)
{
int* pColor = (int*)Color( desc, i );
Assert( *pColor != FLOAT32_NAN_BITS );
}
for (int j = 0; j < VERTEX_MAX_TEXTURE_COORDINATES; ++j)
{
if( TexCoordSize( j, fmt ) > 0)
{
D3DXVECTOR2& texcoord = TexCoord( desc, i, j );
Assert( IsFinite( texcoord[0] ) && IsFinite( texcoord[1] ) );
}
}
if (fmt & VERTEX_TANGENT_S)
{
D3DXVECTOR3& tangentS = TangentS( desc, i );
Assert( IsFinite( tangentS[0] ) && IsFinite( tangentS[1] ) && IsFinite( tangentS[2] ) );
}
if (fmt & VERTEX_TANGENT_T)
{
D3DXVECTOR3& tangentT = TangentT( desc, i );
Assert( IsFinite( tangentT[0] ) && IsFinite( tangentT[1] ) && IsFinite( tangentT[2] ) );
}
}
#endif // _DEBUG
}
//-----------------------------------------------------------------------------
//
// Index Buffer implementations begin here
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CIndexBufferBase::CIndexBufferBase( const char *pBudgetGroupName ) : m_pBudgetGroupName( pBudgetGroupName )
{
}
//-----------------------------------------------------------------------------
// Spews the mesh data
//-----------------------------------------------------------------------------
void CIndexBufferBase::Spew( int nIndexCount, const IndexDesc_t &indexDesc )
{
LOCK_SHADERAPI();
char pTempBuf[512];
int nLen = 0;
pTempBuf[0] = '\0';
char *pTemp = pTempBuf;
Q_snprintf( pTempBuf, sizeof(pTempBuf), "\nIndices: %d (First %d, Offset %d)\n", nIndexCount, indexDesc.m_nFirstIndex, indexDesc.m_nOffset );
Warning( "%s", pTempBuf );
for ( int i = 0; i < nIndexCount; ++i )
{
nLen += Q_snprintf( pTemp, sizeof(pTempBuf) - nLen - 1, "%d ", ( int )indexDesc.m_pIndices[i] );
pTemp = pTempBuf + nLen;
if ( (i & 0x0F) == 0x0F )
{
Q_snprintf( pTemp, sizeof(pTempBuf) - nLen - 1, "\n" );
Warning( "%s", pTempBuf );
pTempBuf[0] = '\0';
nLen = 0;
pTemp = pTempBuf;
}
}
Q_snprintf( pTemp, sizeof(pTempBuf) - nLen - 1, "\n" );
Warning( "%s", pTempBuf );
}
//-----------------------------------------------------------------------------
// Call this in debug mode to make sure our data is good.
//-----------------------------------------------------------------------------
void CIndexBufferBase::ValidateData( int nIndexCount, const IndexDesc_t& desc )
{
/* FIXME */
// NOTE: Is there anything reasonable to do here at all?
// Or is this a bogus method altogether?
}
//-----------------------------------------------------------------------------
//
// Base mesh
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CMeshBase::CMeshBase()
{
}
CMeshBase::~CMeshBase()
{
}