Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// r_studio.cpp: routines for setting up to draw 3DStudio models
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#include "studio.h"
#include "studiorender.h"
#include "studiorendercontext.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "tier0/vprof.h"
#include "tier3/tier3.h"
#include "datacache/imdlcache.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Figures out what kind of lighting we're gonna want
//-----------------------------------------------------------------------------
FORCEINLINE StudioModelLighting_t CStudioRender::R_StudioComputeLighting( IMaterial *pMaterial, int materialFlags, ColorMeshInfo_t *pColorMeshes )
{
// Here, we only do software lighting when the following conditions are met.
// 1) The material is vertex lit and we don't have hardware lighting
// 2) We're drawing an eyeball
// 3) We're drawing mouth-lit stuff
// FIXME: When we move software lighting into the material system, only need to
// test if it's vertex lit
Assert( pMaterial );
bool doMouthLighting = materialFlags && (m_pStudioHdr->nummouths >= 1);
if ( IsX360() )
{
// 360 does not do software lighting
return doMouthLighting ? LIGHTING_MOUTH : LIGHTING_HARDWARE;
}
bool doSoftwareLighting = doMouthLighting ||
(pMaterial->IsVertexLit() && pMaterial->NeedsSoftwareLighting() );
if ( !m_pRC->m_Config.m_bSupportsVertexAndPixelShaders )
{
if ( !doSoftwareLighting && pColorMeshes )
{
pMaterial->SetUseFixedFunctionBakedLighting( true );
}
else
{
doSoftwareLighting = true;
pMaterial->SetUseFixedFunctionBakedLighting( false );
}
}
StudioModelLighting_t lighting = LIGHTING_HARDWARE;
if ( doMouthLighting )
lighting = LIGHTING_MOUTH;
else if ( doSoftwareLighting )
lighting = LIGHTING_SOFTWARE;
return lighting;
}
IMaterial* CStudioRender::R_StudioSetupSkinAndLighting( IMatRenderContext *pRenderContext, int index, IMaterial **ppMaterials, int materialFlags,
void /*IClientRenderable*/ *pClientRenderable, ColorMeshInfo_t *pColorMeshes, StudioModelLighting_t &lighting )
{
VPROF( "R_StudioSetupSkin" );
IMaterial *pMaterial = NULL;
bool bCheckForConVarDrawTranslucentSubModels = false;
if( m_pRC->m_Config.bWireframe && !m_pRC->m_pForcedMaterial )
{
if ( m_pRC->m_Config.bDrawZBufferedWireframe )
pMaterial = m_pMaterialMRMWireframeZBuffer;
else
pMaterial = m_pMaterialMRMWireframe;
}
else if( m_pRC->m_Config.bShowEnvCubemapOnly )
{
pMaterial = m_pMaterialModelEnvCubemap;
}
else
{
if ( !m_pRC->m_pForcedMaterial && ( m_pRC->m_nForcedMaterialType != OVERRIDE_DEPTH_WRITE && m_pRC->m_nForcedMaterialType != OVERRIDE_SSAO_DEPTH_WRITE ) )
{
pMaterial = ppMaterials[index];
if ( !pMaterial )
{
Assert( 0 );
return 0;
}
}
else
{
materialFlags = 0;
pMaterial = m_pRC->m_pForcedMaterial;
if (m_pRC->m_nForcedMaterialType == OVERRIDE_BUILD_SHADOWS)
{
// Connect the original material up to the shadow building material
// Also bind the original material so its proxies are in the correct state
static unsigned int translucentCache = 0;
IMaterialVar* pOriginalMaterialVar = pMaterial->FindVarFast( "$translucent_material", &translucentCache );
Assert( pOriginalMaterialVar );
IMaterial *pOriginalMaterial = ppMaterials[index];
if ( pOriginalMaterial )
{
// Disable any alpha modulation on the original material that was left over from when it was last rendered
pOriginalMaterial->AlphaModulate( 1.0f );
pRenderContext->Bind( pOriginalMaterial, pClientRenderable );
if ( pOriginalMaterial->IsTranslucent() || pOriginalMaterial->IsAlphaTested() )
{
if ( pOriginalMaterialVar )
pOriginalMaterialVar->SetMaterialValue( pOriginalMaterial );
}
else
{
if ( pOriginalMaterialVar )
pOriginalMaterialVar->SetMaterialValue( NULL );
}
}
else
{
if ( pOriginalMaterialVar )
pOriginalMaterialVar->SetMaterialValue( NULL );
}
}
else if ( m_pRC->m_nForcedMaterialType == OVERRIDE_DEPTH_WRITE || m_pRC->m_nForcedMaterialType == OVERRIDE_SSAO_DEPTH_WRITE )
{
// Disable any alpha modulation on the original material that was left over from when it was last rendered
ppMaterials[index]->AlphaModulate( 1.0f );
// Bail if the material is still considered translucent after setting the AlphaModulate to 1.0
if ( ppMaterials[index]->IsTranslucent() )
{
return NULL;
}
static unsigned int originalTextureVarCache = 0;
IMaterialVar *pOriginalTextureVar = ppMaterials[index]->FindVarFast( "$basetexture", &originalTextureVarCache );
// Select proper override material
int nAlphaTest = (int) ( ppMaterials[index]->IsAlphaTested() && pOriginalTextureVar->IsTexture() ); // alpha tested base texture
int nNoCull = (int) ppMaterials[index]->IsTwoSided();
if ( m_pRC->m_nForcedMaterialType == OVERRIDE_SSAO_DEPTH_WRITE )
{
pMaterial = m_pSSAODepthWrite[nAlphaTest][nNoCull];
}
else
{
pMaterial = m_pDepthWrite[nAlphaTest][nNoCull];
}
// If we're alpha tested, we should set up the texture variables from the original material
if ( nAlphaTest != 0 )
{
static unsigned int originalTextureFrameVarCache = 0;
IMaterialVar *pOriginalTextureFrameVar = ppMaterials[index]->FindVarFast( "$frame", &originalTextureFrameVarCache );
static unsigned int originalAlphaRefCache = 0;
IMaterialVar *pOriginalAlphaRefVar = ppMaterials[index]->FindVarFast( "$AlphaTestReference", &originalAlphaRefCache );
static unsigned int textureVarCache = 0;
IMaterialVar *pTextureVar = pMaterial->FindVarFast( "$basetexture", &textureVarCache );
static unsigned int textureFrameVarCache = 0;
IMaterialVar *pTextureFrameVar = pMaterial->FindVarFast( "$frame", &textureFrameVarCache );
static unsigned int alphaRefCache = 0;
IMaterialVar *pAlphaRefVar = pMaterial->FindVarFast( "$AlphaTestReference", &alphaRefCache );
if ( pOriginalTextureVar->IsTexture() ) // If $basetexture is defined
{
if( pTextureVar && pOriginalTextureVar )
{
pTextureVar->SetTextureValue( pOriginalTextureVar->GetTextureValue() );
}
if( pTextureFrameVar && pOriginalTextureFrameVar )
{
pTextureFrameVar->SetIntValue( pOriginalTextureFrameVar->GetIntValue() );
}
if( pAlphaRefVar && pOriginalAlphaRefVar )
{
pAlphaRefVar->SetFloatValue( pOriginalAlphaRefVar->GetFloatValue() );
}
}
}
}
}
// Set this bool to check after the bind below
bCheckForConVarDrawTranslucentSubModels = true;
if ( m_pRC->m_nForcedMaterialType != OVERRIDE_DEPTH_WRITE && m_pRC->m_nForcedMaterialType != OVERRIDE_SSAO_DEPTH_WRITE)
{
// Try to set the alpha based on the blend
pMaterial->AlphaModulate( m_pRC->m_AlphaMod );
// Try to set the color based on the colormod
pMaterial->ColorModulate( m_pRC->m_ColorMod[0], m_pRC->m_ColorMod[1], m_pRC->m_ColorMod[2] );
}
}
lighting = R_StudioComputeLighting( pMaterial, materialFlags, pColorMeshes );
if ( lighting == LIGHTING_MOUTH )
{
if ( !m_pRC->m_Config.bTeeth || !R_TeethAreVisible() )
return NULL;
// skin it and light it, but only if we need to.
if ( m_pRC->m_Config.m_bSupportsVertexAndPixelShaders )
{
R_MouthSetupVertexShader( pMaterial );
}
}
// TODO: It's possible we don't want to use the color texels--for example because of a convar.
// We should check that here in addition to whether or not we have the data available.
static unsigned int lightmapVarCache = 0;
IMaterialVar *pLightmapVar = pMaterial->FindVarFast( "$lightmap", &lightmapVarCache );
if ( pLightmapVar )
{
ITexture* newTex = pColorMeshes ? pColorMeshes->m_pLightmap : NULL;
if (newTex)
pLightmapVar->SetTextureValue(newTex);
else
pLightmapVar->SetUndefined();
}
pRenderContext->Bind( pMaterial, pClientRenderable );
if ( bCheckForConVarDrawTranslucentSubModels )
{
bool translucent = pMaterial->IsTranslucent();
if (( m_bDrawTranslucentSubModels && !translucent ) ||
( !m_bDrawTranslucentSubModels && translucent ))
{
m_bSkippedMeshes = true;
return NULL;
}
}
return pMaterial;
}
//=============================================================================
/*
=================
R_StudioSetupModel
based on the body part, figure out which mesh it should be using.
inputs:
outputs:
pstudiomesh
pmdl
=================
*/
int R_StudioSetupModel( int bodypart, int entity_body, mstudiomodel_t **ppSubModel,
const studiohdr_t *pStudioHdr )
{
int index;
mstudiobodyparts_t *pbodypart;
if (bodypart > pStudioHdr->numbodyparts)
{
ConDMsg ("R_StudioSetupModel: no such bodypart %d\n", bodypart);
bodypart = 0;
}
pbodypart = pStudioHdr->pBodypart( bodypart );
if ( pbodypart->base == 0 )
{
Warning( "Model has missing body part: %s\n", pStudioHdr->pszName() );
Assert( 0 );
}
index = entity_body / pbodypart->base;
index = index % pbodypart->nummodels;
Assert( ppSubModel );
*ppSubModel = pbodypart->pModel( index );
return index;
}
//-----------------------------------------------------------------------------
// Generates the PoseToBone Matrix nessecary to align the given bone with the
// world.
//-----------------------------------------------------------------------------
static void ScreenAlignBone( matrix3x4_t *pPoseToWorld, mstudiobone_t *pCurBone,
const Vector& vecViewOrigin, const matrix3x4_t &boneToWorld )
{
// Grab the world translation:
Vector vT( boneToWorld[0][3], boneToWorld[1][3], boneToWorld[2][3] );
// Construct the coordinate frame:
// Initialized to get rid of compiler
Vector vX, vY, vZ;
if( pCurBone->flags & BONE_SCREEN_ALIGN_SPHERE )
{
vX = vecViewOrigin - vT;
VectorNormalize(vX);
vZ = Vector(0,0,1);
vY = vZ.Cross(vX);
VectorNormalize(vY);
vZ = vX.Cross(vY);
VectorNormalize(vZ);
}
else
{
Assert( pCurBone->flags & BONE_SCREEN_ALIGN_CYLINDER );
vX.Init( boneToWorld[0][0], boneToWorld[1][0], boneToWorld[2][0] );
vZ = vecViewOrigin - vT;
VectorNormalize(vZ);
vY = vZ.Cross(vX);
VectorNormalize(vY);
vZ = vX.Cross(vY);
VectorNormalize(vZ);
}
matrix3x4_t matBoneBillboard(
vX.x, vY.x, vZ.x, vT.x,
vX.y, vY.y, vZ.y, vT.y,
vX.z, vY.z, vZ.z, vT.z );
ConcatTransforms( matBoneBillboard, pCurBone->poseToBone, *pPoseToWorld );
}
//-----------------------------------------------------------------------------
// Computes PoseToWorld from BoneToWorld
//-----------------------------------------------------------------------------
void ComputePoseToWorld( matrix3x4_t *pPoseToWorld, studiohdr_t *pStudioHdr, int boneMask, const Vector& vecViewOrigin, const matrix3x4_t *pBoneToWorld )
{
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP )
{
// by definition, these always have an identity poseToBone transform
MatrixCopy( pBoneToWorld[ 0 ], pPoseToWorld[ 0 ] );
return;
}
if ( !pStudioHdr->pLinearBones() )
{
// convert bone to world transformations into pose to world transformations
for (int i = 0; i < pStudioHdr->numbones; i++)
{
mstudiobone_t *pCurBone = pStudioHdr->pBone( i );
if ( !(pCurBone->flags & boneMask) )
continue;
ConcatTransforms( pBoneToWorld[ i ], pCurBone->poseToBone, pPoseToWorld[ i ] );
}
}
else
{
mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones();
// convert bone to world transformations into pose to world transformations
for (int i = 0; i < pStudioHdr->numbones; i++)
{
if ( !(pLinearBones->flags(i) & boneMask) )
continue;
ConcatTransforms( pBoneToWorld[ i ], pLinearBones->poseToBone(i), pPoseToWorld[ i ] );
}
}
#if 0
// These don't seem to be used in any existing QC file, re-enable in a future project?
// Pretransform
if( !( pCurBone->flags & ( BONE_SCREEN_ALIGN_SPHERE | BONE_SCREEN_ALIGN_CYLINDER )))
{
ConcatTransforms( pBoneToWorld[ i ], pCurBone->poseToBone, pPoseToWorld[ i ] );
}
else
{
// If this bone is screen aligned, then generate a PoseToWorld matrix that billboards the bone
ScreenAlignBone( &pPoseToWorld[i], pCurBone, vecViewOrigin, pBoneToWorld[i] );
}
#endif
}