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